Dark Ages - Players Guide to High Clans

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Transcript of Dark Ages - Players Guide to High Clans

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1• TABLE OF CONTENTS •

By Michael A. Goodwin, Kylee M. Hartman,Steven Kenson, Jacob Klünder, Carrie Ann Lewis,

Ari Marmell, Matthew J. RourkeVampire created by Mark Rein•Hagen

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• HIGH CLANS •

© 2003 White Wolf Publishing, Inc... All rights re-served. Reproduction without the written permission of thepublisher is expressly forbidden, except for the purposes ofreviews, and for blank character sheets, which may bereproduced for personal use only. White Wolf, Vampire,Vampire the Masquerade, Vampire the Dark Ages, Magethe Ascension, Hunter the Reckoning, World of Darknessand Aberrant are registered trademarks of White WolfPublishing, Inc. All rights reserved. Werewolf the Apoca-lypse, Wraith the Oblivion, Changeling the Dreaming,Werewolf the Wild West, Mage the Sorcerers Crusade,Wraith the Great War, Trinity, Dark Ages StorytellersCompanion, Dark Ages Vampire, Dark Ages Mage, Dark

Ages Europe, Right of Princes, Spoils of War, Bitter Crusade, Under the Black Cross, Cainite Heresy,Constantinople by Night, Jerusalem by Night, Libellus Sanguinis I Masters of the State, Libellus SanguinisII Keepers of the Word, Libellus Sanguinis III Wolves at the Door, Libellus Sanguinis IV Thieves in theNight, The Ashen Knight, The Ashen Thief, Road of the Beast, Road of Kings, Road of Heaven, Road ofSin, Iberia by Night, Transylvania by Night, House of Tremere, Wolves of the Sea, Fountains of BrightCrimson, Wind from the East, Veil of Night and Players Guide to High Clans are trademarks of White WolfPublishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by WhiteWolf Publishing, Inc.

The mention of or reference to any company or product in these pages is not a challenge to the trademarkor copyright concerned.

This book uses the supernatural for settings, characters and themes. All mystical and supernaturalelements are fiction and intended for entertainment purposes only. This book contains mature content.Reader discretion is advised.

For a free White Wolf catalog call 1-800-454-WOLF.Check out White Wolf online athttp://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller

PRINTED IN CANADA.

CreditsAuthors: Michael A. Goodwin (Birthrights and

Bitter Secrets), Kylee M. Hartman (Prelude, Once andFuture Kings (Traditions and Perversions)), StevenKenson (Once and Future Kings (Lasombra, Toreador,Venture, Tactics, Traditions and Perversions)), JacobKlünder (Noble by Association, Birthrights and BitterSecrets (Advanced Disciplines)), Carrie Ann Lewis(Those Who Rule the Night), Ari Marmell (Once andFuture Kings (Brujah, Cappadocian, Tzimisce, Domainsof the High Clans)), Matthew J. Rourke (Playing theHigh Clans).

Vampire and World of Darkness created by MarkRein•Hagen.

Storyteller game system designed by MarkRein•Hagen

Additional Material: Janet TrautvetterConsultants: C. A. Suleiman, Janet TrautvetterDevelopment: Matthew McFarlandEditor: Janice M. SellersArt Direction, Layout & Typesetting: Becky

JollenstenInterior Art: Colin Adams, Mike Chaney, David

Day, Jim Di Bartolo, Quinton Hoover, Alex Shiekman,James Stowe, and Tim Truman

Front Cover Art: Adrian SmithFront & Back Cover Design: Becky Jollensten

AcknowledgmentsThe authors and developer would like to ac-

knowledge the fine work of the authors of Clanbook:Cappadocian and the Libellus Sanguinis series:Justin Achilli (Cappadocian), Craig Bolin (Ventrue),Richard Dansky (Lasombra), Robert Hatch(Tzimisce), Richard Stratton (Brujah), CynthiaSummers (Toreador). Your work was invaluable toours.

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Table of Contents

Prelude: When the Waters Stop 5Introduction 13Chapter One: Once and Future Kings 17Chapter Two: Playing the HighClans 93Chapter Three: Noble by Association 125Chapter Four: Birthrights and Bitter Secrets 147Chapter Five: Those Who Rule the Night 211

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Prelude:When the

Waters StopI still fear sleeping in silence. When I was little, I needed silence to sleep. My room in Lisbon

faced the ocean and when I learned to fear death, the waves reminded me that the water wouldflow even after I died. From that time, I slept in my mother’s room — I couldn’t hear the waterthere. Mother told me not to fear death, and she told me stories of women who sacrificed theirlives.

I was nine when Mother died. My father and I left our Lisbon manor for a small cottage outsideVenice. Unlike the waters of Lisbon, the waters of Venice had no sense of control, and they oftenflooded our land with moisture and muddy smells. My new room was dank and looked out overan unruly creek. The coarse wooden walls were always moist, and mildew shared its pungentstench with the rotting leaves from outside.

Though I missed the salty clean scent of Lisbon, I enjoyed listening to the creek at night asI studied. Father would interrupt me when it was time to rest. He’d placed a cup of water on mytable.

“Good work yesterday,” he’d say. “But not perfect.” I’d nod. “Blow out the candles before yousleep.” I would watch him walk to the door. “Drink your water,” he would say over his shoulder.

This was our evening ritual. He would leave and I’d drink the water, lie down and listen tothe creek trickling over rocks. Unlike the ocean, the creek’s melody changed. I would wait for thewater to stop. It never did, and its ebb and flow lulled me to sleep.

†††My father and I lived our lives structured by a water clock, or clepsydra as he called it. It told

us when to start a task or when to change studies. My studies were endless, and they were the mostimportant things. Besides that, my only chores were resetting the clepsydra and preparing thefood. That included going to market and gathering the food.

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“For your husband may not have slaves to cook for hisfamily,” he’d say.

I had trouble in the market after I questioned Chris-tianity before the vegetable peddler. I didn’t know anyonewas listening and I never thought my words would bringsuch repercussions. The next time I went to market,Christobal approached me. I knew him to be a scholar butavoided him because he was a crusader.

“Tell me your name,” he demanded.“Mary of Nazareth and you stole my son!” I replied in

Greek. I was gone before he translated my words.When I told Father what happened, he laughed. “I’ll

send the slave girl from now on.” He took my hand. “Soonyou will marry and go with your husband to my estate inLisbon.”

†††Father never found me a husband. He was an excep-

tional physician, and often away. Even foreign courtsrequested his talent. He traveled to far-off places and toldme of the waters he saw. He described to me surreal anddangerous worlds. I sometimes worried that he might leaveforever, but he always returned with a story to tell and abook to read.

His return from Aragon, my eighteenth year, wasdifferent. There were no stories, and he had no books.“When you’re 20, I will send you to a friend at a universityin Lisbon,” he told me. “I can’t leave you behind anymore.”

I asked to go with him.“No, no,” he finally said. “My work can wait two years.”

†††A year later, Christobal came to my father and de-

manded to see me. I stayed in my room and listened to themtalk.

“She is not here,” my father said.“She’s wanted for heresy,” Christobal replied. “The

clergymen want to execute her. If she marries me, I willprotect her.”

“Would you marry a Jew?”“She inspires rebellions with a few words,” Christobal

replied. “You know well that I can use her talents in ourcourts.”

Courts? My head suddenly spun with questions and Ikept listening for answers.

Father wasn’t confused. “And you would curse her tothat?”

Christobal spoke next. “If you give her to me, she willendure a long and vibrant existence under my protection.”I heard the floor rock beneath someone’s footsteps. “If youwant her to exist at all, bring her to me.” The door creakedopen as he continued. “Otherwise I will have to deliver herashes to the Church.” The door slammed.

†††Father booked passage to Byzantium, and I didn’t need

to ask why.Yet a Byzantine came to us. My father tore me away

from my studies to introduce me.

“Issachar, I’d like you to meet my daughter, Floretta.”My father rattled in Hebrew. “He is not married,” hewhispered to me in Portuguese. “He’s from Byzantium.” Istudied this stranger as he tinkered with our clepsydra. Hewas androgynous and his face wore the feminine features ofa youth. Yet he carried himself like a man. Like my father,he wore a purple physician’s cloak, but his was velvet toindicate his nobility. Besides his youthful beauty, he lookedill. His skin was a sickly pale, and even his breath was soshallow as to be unnoticeable.

The Byzantine emptied the water from the clepsydra.I hated him.

“Welcome, intruder,” I spoke Portuguese, believing hewould not understand. “Are you too ill to figure out whythat clepsydra needs water, or does time mean nothing tothe dead?”

Issachar’s face twisted. “Pardon?” He understood well.I had offended him and I would have smiled if his eyesweren’t invading mine. I refused to look away.

“My daughter thinks you’re sick,” my father stammeredin Hebrew. “She knows my work. She’s already delivered twochildren, though her Portuguese is rusty.”

Issachar ignored my father and broke away from myeyes to streak the table with the water from the clepsydra.I had won.

“Get out,” I finally said.Issachar moved to me. His wet hand held my chin up

as his eyes raped mine. He said I would never marry. I didn’tcare.

Issachar looked to my father. “Your daughter’s knowl-edge is a threat to the community and if you do not go toBritain, I will turn her in for heresy.”

“You’re too late for that,” I snapped.“Silence,” Issachar whispered. I listened.“Floretta.” My father spoke. “Why don’t you go to bed?

I will bring you your water before you sleep.” I looked to thestranger. He turned away.

†††After Father left, I began to have nightmares that the

waters stopped. In my dream, the silence woke me. Theroom was always murky and a body blocked the moon frommy face.

“You didn’t drink your water.” The body had Issachar’s voice.He handed me a small metal cup. I swallowed its liquid andgrimaced at its filmy metallic flavor.

“It won’t taste so bad if you drink it right after you pourit,” he said.

“I thought I told you to leave.”“You need someone to watch you.”

†††My nightmares often began with that, but each ended

differently. In the first, Issachar left. In the second, he heldme, and in the third, he took my virginity and allowed meto experience the passion my father had taught me to fear.That passion made me soft. For the first time in years, I sleptin silence. I believed that I finally had the husband I neededto save me. Yet when I woke, Issachar was gone, and there

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was no sign of virginal blood. I still felt the passion and itbegan to destroy me.

In the fourth dream, I asked Issachar to marry me. Inthe fifth, he said no. In the sixth, he left before I fell asleep,and he continued to do so from then on. From then on, I’doften wake feeling lost and disoriented. My studies drainedme and a dizzying sensation stirred my gut. I chose to wasteaway in bed and listen to the stream. What kept me alivewas the water I drank.

†††The night I decided to die was the last night I dreamt of

Issachar. I didn’t pour the water as usual. Instead, I took an oldknife to my room and cut my wrists the way my father did toend the pain of the dying. I snuffed the candle and rested onmy bed. I lowered my wrists to the floor on either side of meand imagined my blood flowing to the watery chorus of thecreek.

When the chorus stopped, Issachar held me. It was thefirst time I saw him in candlelight.

“Let me die,” I whispered.“I can’t,” he replied. “You’re a philosopher, not a

woman.” His hand reached for the knife. “That is why youcan’t marry.”

“Then stay with me.” I watched him bunch his widesleeve under his arm.

“I can’t.” He cut his wrist.I felt a heated ball knot in my throat. “You’re cursing

me,” I snapped.“I won’t curse you tonight.” He brought his bleeding

wrist to my lips. “Drink.”“Blood?” I wanted to drink. My soul was a mess of desire

for the liquid, but my craving was irrational. “You arecorrupting me.”

Issachar smiled. “Only a true philosopher would goagainst her irrational desires.”

“By that logic, I shouldn’t drink.”“You need nourishment.”“Blood won’t save me.”“Jesus saved thousands with his blood.”I managed to laugh. “You are not a savior.” Issachar’s

regal presence looked ridiculous in that plasma-hued candle-light. In noble velvet, he sat posed on my dirty bed as if itwere a throne. He even slit his wrists for me.

“I could be,” he answered.“Then save me!”“Drink.”I drank.

†††When it ended, he stood and told me he had to let this

moment go. I told him to stay.“If I do, the sun won’t rise.”“You can’t stop the sun from rising.” I laughed. “If you

can stop the sun and the waters, end my desires for you.”“Ah, but then I can’t return.”“Fine,” I said. “Leave and let the sun rise. I’ll burn like

a demon and prove that you aren’t my savior.”

“You haven’t had enough blood to burn in the sun.” Heapproached the door.

“Then give me more.” The desperation in my voicescared me. “I hate that sun.”

Issachar glared at me. “You are blind, Floretta. I amfrom a cave of shadows and I won’t bring you here until yousee the sun itself.” He left.

†††When I woke, things weren’t as I remembered. My

wrists lacked scars, but blood stained my floor. The cup saton my table and the candle had burnt down. The knife wasgone. I wondered if the nightmare had been real, or if I wasmad. Nightmares sometimes did that.

I decided to ignore these dreams and move on. Thatday I left the house for the first time in weeks. The sunrejuvenated me and I ignored the clepsydra to enjoy itswarmth. Like a child, I swam, ran, danced, sang and napped.I felt reborn, but that was the last day of my youth.

That evening I sent the slave girl to market and fellasleep in the common room, waiting for her.

A loud thud broke my slumber.The door broke loose as I opened my eyes. Five men

stared at me from its frame.One soldier pointed to me. “She’s the one who started

it!”I stood as they approached. Their leader pinned my

neck to the wall and began interrogating me. I recognizedhim as Christobal.

“Did you or did you not deliver Yuliette Giovanni’schild?” I nodded. That wasn’t a crime. He tightened hisgrip. “Yuliette died in the sun yesterday. Only demons diethat way.”

I smirked. “Do you really believe in such things?”He slapped me. “We’ve heard rumors about Ezekiel

Cohen’s daughter. She can heal, she can think, and she canenchant people to forsake the Church.”

“I’m guilty.” I mocked him, realizing that my respectwould get me nowhere.

He pressed at my throat.“Are you a creature of the damned?” I spat at him but

he continued. “Did you call yourself Mary of Nazareth ornot?” Despite his grasp, I smiled and nodded eagerly.

He released his hand and I collapsed.Christobal addressed his soldiers. “Take what you want

and bring her to me tomorrow night.”These men advanced. Their armed bodies blurred in

my vision as I looked for an escape.“Christobal!” A female voice broke the chaos of the

room. “That’s not what a true Christian would do!” I lookedto the front door and saw a girl younger than me. She woreher hair in braids that crowned her head, and her gown wasa creamy silk. “Shame!” Her voice was theatrical and shereminded me of a carnival girl who demanded attention.

“Ah, Katarin, the virgin whore of Thessalonica.”Christobal sneered.

She smiled back. “I demand you release this woman.”“She answers to you?”

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“She answers to Barcelona’s court. I am to deliver herto Prince Mireia.”

“Perhaps you’d like to deliver to me first!” a guard nearthe door chided. All but Christobal snickered.

“Silence!” The girl commanded. “You call yourselvesmen of Christ? That Jew is more chaste than you.” I saw oneman bite his lips as another looked to his feet. All butChristobal froze breathless, and even I had difficulty breath-ing. Katarin approached Christobal and locked her steel-blueeyes with his. They stared at one another for a long time. Ibacked to the stairwell and watched the other soldiers easeto the door. We watched the duo as if they were performinga dance. They seemed to glow and I didn’t know who wasthe fairer.

Christobal drew his sword, but another met his chest.Katarin held its hilt, her arm steadying the blade as if it werepart of the sword itself. She smiled. “Floretta would make afine Brujah.” The tip of her sword unlatched Christobal’sblade from his hand. It fell with a clank. “But she’s notyours.” Katarin advanced Christobal to the door, and hereyes never left his. Her voice demanded his submission.“Get your sheep out of here.”

†††When they left the front door, Katarin latched my

wrist with her free hand and yanked me to the back door.“We must go,” she said.“What?” I stammered. “I can’t go. Who are you?”“We don’t have time to stop now.” She allowed her

dress to tear for the sake of opening the door. She amazedme. “Prince Mireia needs you.”

“Who is he?”Katarin smiled wryly as she shoved the door open.

“She, and I promise to tell you later.” Katarin stopped. “Ialmost forgot.” She ran back to the front door to pick up abook; she must have dropped it before when talking toChristobal. “Your father is waiting for you too.” She handedme the book. I read my father’s inscription as I followedKatarin out the door.

“About Mireia,” Katarin stopped again to whisper. “Ithink she’s a harlot!” I watched her face twist into a smileso childish that I forgot her stale eyes.

†††We spent twelve days sailing to Barcelona. I watched

the sunrise against the watery horizon every morning andawaited the reunion with my father. Yet my nights werebothersome. I heard the water, of course, but Katarin’s oddhabits kept me awake. She also avoided the sun and shedrank the blood of rats.

I asked her why she didn’t eat the herring instead.“If I were an animal, I’d be a fish,” she replied as she

flung a dead rat over her shoulder. She drank at least ten ratsa night and then gave me my water.

The first few days were comfortable. Katarin wroteabout the movement of rocks, and I read the copy of theAeneid my father had given me.

“Who is Dido?” Katarin asked one night as she twiddleda pebble between her fingers.

“She’s the philosopher queen of Carthage.”

“Right.” Katarin closed her eyes and tossed her backagainst the wall. “Carthage,” she sang. “I rememberCarthage.”

Katarin was mad.On the fifth night, I found her staring at the ceiling.“There are no more rats,” she whispered. “I ate them

all.”On the sixth night, Katarin disappeared. On the sev-

enth, I found her with a dead man. She stared at me in themoonlight, her eyes wide in shock. She released the corpseto lick her fingers. Blood stained her gown, and the angrywind tore at her long auburn curls.

The next night, I tried to hide from Katarin, but shefound me. When she did, she sat a cup next to me and fellquiet until I looked at her.

“I’ve been unfair to you,” she confessed. “I am a Cainite— a vampire. Issachar is my mentor and you crave the waterwe mix with our blood.”

I wondered if I was still dreaming.In the end, it didn’t matter. At least Katarin seemed

real. She was there when I fell asleep and she was therewhen I woke. She never harmed me and instead became mysister.

†††When we docked, we bathed, dressed and went to court.Barcelona’s court was make-believe. Its members were

androgynous and destructively beautiful. Beings in gowns ofsatin and velvet wore their hair in long silken tresses. Theystood, unmoved, and stared at us as if ready to fight. They weretoo strong to be women. I saw other beings with cropped hair,or beards. They wore glistening armor or tunics shaded in deepcrimsons, violets or emeralds and their eyes clashed againsttheir skin. Yet they were too beautiful to be men. Whetherstrong or beautiful, all moved with precise grace.

Three beings, two beautiful and one strong, walked toa platform in front of us. The strong one, a girlish figure withonyx hair, sat in the chair and smoothed her hands over theruby brocade of her gown. She beckoned us forth, and as weapproached her, the sea of her audience parted to allow uspassage. I felt their eyes destroy me only to reshape me intheir image.

I glanced to Katarin. Her earthy voice made me realizethat she was different. She was real, and they weren’t. Shewhispered. “Pretend you’re Dido.”

The woman in red scrutinized us. Even this woman wasa mirage amid this theatric carnival. Everything was tooperfect not to have been rehearsed. The scene was set andmy line was up.

“So, this is the famous Floretta of Lisbon?” I don’tremember the woman approaching me, but her fingers nowcupped my chin. She whispered, “And you’re the illumina-tor Issachar’s ward promised us?”

I didn’t know what an illuminator was, but I felt theneed to nod.

“She’s in training, Prince Mireia.” Katarin saved mefrom this woman’s eyes. “She’s talented at penmanship.”

“But she’s not trained?” Mireia smirked as she shovedme. “Dearest Katarin of Thessalonica, I asked for a trained

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illuminator, not some farm girl.” Mireia was sitting again.“You failed me, and in failing, you need to meet up to ouragreement.” I watched Mireia grin like children do whenreporting the scandalous secrets of their siblings.

“Tell this Court what you really are.”The silence felt so thick that it seemed as if time stood

still. I looked to Katarin and then to the sea of eyesdrowning us. It didn’t bother me because these noblemenperformed everything. Even the dialogue seemed hollow.

“Brujah,” Katarin finally confessed.Mireia laughed. “Fellow Cainites, Katarin isn’t what

you think.”“Her words are true, your highness!” Issachar followed

his voice to the throne. “I saw to it myself that Floretta is asgood as any scribe you’ve had. Katarin is indeed Brujah, andshe wouldn’t be my ward if she weren’t.”

The two of them fought a battle with their eyes. Mireiadropped her gaze first.

Issachar looked to the sea of curious spectators beforeus. “Friends of Aragon,” he began. “I present to you myprospective childe, Floretta of Lisbon. Her father died andhe willed her to my care. Yet I shall leave her for five yearsso she may repay whatever burdens her father and I havebestowed upon you. I wish to thank your prince and yourcouncil for their hospitality.”

†††The next night Katarin left with Issachar. A week

later, Mireia instructed a young man to see to me. He calledhimself Tobias and he was gentle, if not passive. He claimedto be a Toreador but I called him a fop. He laughed.

“Ah, the lady has spark! No wonder the Brujah wantyou.”

“Brujah?” I asked. “Katarin, you mean?”Tobias shook his head. “Christobal sent me to fetch

you.”I felt ill. “The crusader?”Tobias grinned. “He had me watch you from afar, but

he didn’t expect me to fall in love with you. If only I couldclaim your beauty for Clan Toreador.”

“Clan Toreador?” I finally shouted out of frustration.“What are these clans that are trying to claim me?”

“Have they not told you anything?”“You’re blood-drinking corpses.”“We are, yes. I thought your father would have told you

by now.” Tobias offered me a chair, but I didn’t sit. “Hementioned you when he first came to Iberia,” he continued.“He has since served our kind, and he sought this existencefor you as an alternative to marriage.”

I couldn’t believe him. “My father wouldn’t condemnme to damnation.”

“You can’t believe in damnation if you don’t believe inGod.”

I lost my voice.Tobias continued. “Issachar offered to Embrace you,

but Christobal said he would let me marry you if he got toyou first.”

“What?” Tobias was a fool. “Christobal wants medead.”

Tobias pulled my hand to his chest. “I humbly apolo-gize! I loved you.”

I wanted to believe Tobias was acting, but he seemedto be the only genuine man in Barcelona’s court. I lookedat Tobias as he began to explain himself.

†††We talked all night. Tobias told me what he desired

and he asked me what I wanted. I became compelled to tellhim everything. I told him about my mother, my father andour slaves. He comforted me in my mourning, and he triedto enlighten me in the ways of Cainites. Though confused,I paid attention. I in turn spoke of my academic endeavors,which were beyond his understanding. He listened anyway,and his patience was so earnest that I even told him that Ifeared silence.

“I’ll sing you to sleep then.” he winked at me.“What’s an illuminator?” I finally asked.

†††An illuminator artistically copies manuscripts. She is

responsible for preserving the words of bygone days, but sheis to preserve only. She doesn’t read, think or ask questions.She only imitates. I was not an imitator.

Tobias told me to pretend. “If they ask,” he said, “tellthem you can’t read.”

Because I claimed to be illiterate, Mireia allowed me tocopy everything from tawdry laws to esoteric philosophies.It was in this way that I learned of Brujah’s betrayer and thefall of Carthage. I learned too of Philo the Jew, the Noddistfragments, the Koran, the Amici Noctis and the War ofPrinces. I learned of the heresies, the names of otherprinces, the secret libraries and their forbidden lore.

†††When Tobias asked me to be his courtesan, I agreed as

long as I could continue my studies. The life of a courtesanwas one of perfected courtly love. I admired Tobias but Ididn’t love him. I grew bored with this existence andboredom led me to seek out the hidden libraries during theday when the nightly court slept.

†††The fifth year came, but Issachar didn’t. Mireia as-

sumed that Tobias was enough to keep me obedient. Itherefore avoided her presence and spent more time in herstone libraries.

Dido was my new obsession and I spent hours readingthe first book of the Aeneid. I craved her power and I wouldfall asleep dreaming that I was the queen of Carthage.

“She kills herself, you know.” My chest began to clotwith air as a chilled voice melted my dreams. The rich voiceitself urged me to roll on my back and seek its source. Thespeaker was a man whose body shaded me from the torch.He held his hand out. Though his face remained obscure, Irecognized his posture as that belonging to Christobal.

“When her love leaves, she falls to her passions andabandons her land.” I looked to the man and he continued.“I saw you do that.” Christobal stepped back, and I watched

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the torchlight shower his body. His skin reminded me ofpolished marble and contrasted beautifully with the onyxthat polished his eyes. He wore a brilliant crimson cloak,and the torchlight dusted its folds in iridescent shades ofgold and copper. He was my murderer, and for the first time,his presence consumed me.

“Dido forgot the fair lessons of stoic philosophy. In theend she lost control and killed herself.” He smirked. “You’lldo the same.”

I shook my head. “I can’t read such lessons.”His shadow loomed over the cracked stone floor. I told

myself that this floor was all we shared, but now his handtook my chin and he forced his eyes into mine. “Neverdeceive me again, my childe.” His eyes were divine but hisvoice twisted in cruelty.

“I am not your child,” I stammered.Christobal smirked and looked to the door as he

yanked a folded piece of parchment from his belt.“Here are the directions to this chamber, Floretta,” he

announced as he unfolded the parchment before me. “Youtranscribed them, and followed them. If you can’t read, howdid you get here, and why do you come?” He pushed thepaper to my face. “That is your handwriting, is it not?”

I nodded as I studied my scrawls. Christobal scoffed.“You lied before the Prince of Barcelona.” His gaze shiftedto the door and then he was on top of me. He yanked myhead to the side and I felt two sharp needles pierce my skin.I cringed from the sound of my scream as it pounded againstthe stone walls. The scream ended in an abrupt gurgle whenhe forced his blood down my throat.

†††When it ended, Christobal again looked to the large

oak door. I felt purged as my stomach twisted in hunger. Iforced my eyes closed. Christobal’s voice echoed in mymind.

“When I killed your father I promised him you wouldbe purified.” I forced my hands to my ears to shield off hisinfuriating words, but I still heard his voice. “Only the suncan cleanse you now.” I opened my eyes and saw him laugh.Anger tightened my jaw. “Good girl,” he cooed. “Feel thetrue rage of Brujah while you can, for you will never feel itagain.”

“You can’t do this.” I stammered. The hunger waskilling me. “Prince Mireia will kill you too, and if shedoesn’t Issachar will.”

Christobal tousled my hair as he looked to the door. Ifollowed his gaze and expected someone to walk in.

“Do you really think Mireia wants another one ofSheri’s brood frolicking around Iberia?” His hand wentdown to yank at my tunic. I screamed and watched himsmile. “So impure. A liar, a harlot and an abandonedvampire hiding from her masters. The court will be pleasedthat I exposed such a criminal.” I shrieked as he tore off mydress. His eyes caged mine as he gashed his neck. “Drink.”

I drank. He screamed. I moaned. I kept drinking as hepulled my legs around his waist. The room passed me incircles as we turned.

“Amaranth!” His voice stirred my thirst. “Amaranth!”he shouted again.

I heard the door open as I moaned. Mireia was framedin the doorway, and her guards approached us. I felt pain fora moment, but nothing after that.

†††“It’s your turn.” Christobal’s voice woke me. “Pay

attention and wake up!” I opened my eyes and saw Mireiathat stood at the podium.

“Let the defendant plead her case,” she said as shesmiled to me.

I wasn’t sure if I was dreaming, but this time it didmatter.

“What case?” I looked around. The room was small,shadowy and sparsely populated. The few who watched didso with judgment. They were hard to see.

“What am I being tried for?”“You should pay attention,” Christobal said. I tried to

recall what was going on, but hunger threatened my ratio-nality.

“I’m innocent.”“But I found you attempting Amaranth against

Christobal,” the prince replied.“What do you mean?”People laughed.“Your blatant act of incompetence,” Mireia contin-

ued, “is enough offense to hold you prisoner.” I tried toquestion her but she cut me short. “Who Embraced you?”

“Christobal,” I answered, guessing at what she meant.People laughed again.Mireia silenced the voices. “We’ve heard four wit-

nesses testify. A woman Embraced you two weeks ago andyou’ve avoided us to keep this fact hidden. I saw it myself.”She paused. “Do you have anyone here to speak in yourdefense?”

I looked for help among the unfamiliar faces. Theywore masks of mockery and smiles.

“Tobias will speak for me,” I finally replied.“Tobias was exiled,” Mireia answered before turning to

her audience. “Will anyone else speak for this Caitiff?”Silence slid from the room and bloated my chest with

terror.“Well then,” Mireia finally said. “I hereby charge

Floretta of Lisbon guilty of attempted Amaranth, dishon-esty and incompetence. She is a traitor to the Court ofBarcelona and to the Holy Church. I sentence her topurification by sunlight.”

Before I could question, Christobal grabbed my shoul-ders and looked into my eyes. He spoke. He told me to sleep,and somehow, I did.

†††I woke curled up on the stone floor of a tower. The

knotting hunger in my stomach drove me to search for life.This tower was a tomb that ended existence, and only themoonlight hung on its walls. The room inhibited motionand even the rats avoided its nihilistic weight.

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Time must have stopped and I waited in agony formotion to continue. I sometimes cried for Tobias, and atother times I hoped a god would answer my prayers. No oneanswered, and at some point even the moon abandoned me.Soon it would be dawn. I looked to the sky. Time indeedcontinued. The sun would replace the moon, and I woulddie in its rays. I was already dead and I wondered how I coulddie a second time. A second death meant nonexistence. Iwould stop thinking and even time would abandon me.This was why I feared the silence. I closed my eyes and chosethis fate for myself. In the end, it didn’t matter.

†††“I can’t speak to you after tonight.” I opened my eyes.

There was no immediate light. A roof protected me fromthe sky and Issachar blocked the torchlight from my face.

“Did you save me from the sun?” I asked.“Does it matter?”It didn’t.I sat up and surveyed the room. It was my room in

Lisbon, but it was far smaller than I remembered. It broughtback memories of my early childhood, but the waves nolonger bothered me.

Issachar spoke. “Katarin will stay with you.” I thoughtof Katarin and smiled remembering her fabricated joy.

“Am I Brujah now?” I asked. “That should make mefamily, right?”

Issachar said nothing and I somehow felt that he didn’tthink so. I suddenly wanted to die again.

“Well, you’re already dead,” he replied. “But would youreally commit yourself to nonexistence just because you’renot of my blood?”

I was angry. “So, you’re going to leave me. And thenwhat?” My shoulders sank and I felt as if someone werecovering my torso with sand. “Do you always leave? Or wasI dreaming when you brought the silence to Venice?”

“I don’t bring silence.”“That creek stopped,” I snapped.“Creeks don’t just stop.”“So they were dreams,” I concluded.“Does it matter?”It didn’t.

†††The next night, Issachar refused to speak to me. Katarin

and I escorted him to his boat. We didn’t say a word but Iwatched Katarin’s face as blood spilled from her eyes. Heembraced her for a moment. She begged him to stay but herpleas didn’t persuade him. He gave her his sword and kissedher cheek. He stroked her hair and held her until shestopped crying. He promised to return to her, and then heleft. I felt disowned, but I wasn’t jealous of Katarin. I knewthat this time, her emotions were real. I took her hand andled her back to my manor.

†††As time passed, I taught Katarin how to heal from those

emotions. She in exchange helped me understand what Iwas becoming. She taught me how to catch rats, seduce preyand smile when I felt nothing. For ten years, we sharedeverything from our possessions to our blood. We spoke ofour pasts, our studies and our ambitions. Yet we nevermentioned Barcelona, and I never slept without the melodyof the ocean.

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• HIGH CLANS •

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1 3• INTRODUCTION •• INTRODUCTION •

IntroductionHis brood shall bend their knees to me in fear

And come when I do call them, and obey,Dead or living, willing or no.

— The Erciyes Fragments. I (Genesis)

The Cainites of the High Clans have ruled the Dark Medieval nights since before the fall ofRome. Ventrue princes claim domain over the vast majority of the cities of Europe, with Lasombraand Toreador both running close seconds... Although they claim cities much more rarely, theCappadocians and Brujah occupy respected positions as scholars, philosophers and spiritual leaders.No one can dispute that in their own lands, the Tzimisce are the only true power.

An unbroken lineage of blood and power extends back from the youngest neonate of any of theHigh Clans straight to one of the clan founders, and from there to Caine himself. Most first cursedvampires can recite that lineage, and even those who can’t have a good, solid grasp of the history ofthe Damned. They know Caine’s words to the three angels who offered him redemption. They knowthe sad story of the fall of the Salubri, and the shock of the “truth” about the Unicorns’ soul-stealingways. The know why the Low Clans are called “fallen” — because they, unlike the High Clans, wereunable to shoulder the burdens of rulership. They crumbled under the heavy demands of the curseof vampirism, and each of the Low Clans labors to this night under its punishment — hideousness,madness, sin, bestiality. The High Clans know that their own “weaknesses” are simply part of the rolethat God expects them to play (at worst) or marks of refinement and taste.

The first cursed Cainites know, as do mortal rulers, that they are destined for their seats of powerbecause God Himself wills it so. Any question of that is therefore blasphemy. These Cainites knowthat the turmoil caused by the War of Princes, the Tremere’s usurpation of the Salubri and even thehorrific chaos of the Crusades is ultimately going to pass, and they shall sit on their thrones and sipthe blood of their herds once more.

The Cainites of the High Clans know all this because their sires told them. Their sires, whomthey must eventually destroy if they wish to have any chance of taking power for themselves. But theymust take this power, for God Himself ordained that the High Clans must rule.

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Written by the VictorsOlder Cainites remember Rome and before, and know

that the divide between “High” and “Low” Clans is artificialand comparatively recent. Cainite elders of the Low Clansbring this up occasionally, but even the Brujah who rememberfighting infernalists alongside the Assamites or the Ventruewho once took council from Malkavian seers feign ignoranceand indignation at the suggestion that the first cursed wereever anything but. Centuries of the six (seven, until thediablerie of Saulot) High Clans working together to cementtheir rule, agreeing on their stations if nothing else, have madedifference between High and Low very real in practice, evenif the theory behind it is profoundly flawed. Even if theTzimisce might consider the Ventrue contemptible imperi-alistic dogs, the Fiends recognize the Warlords as fellownobility. The Nosferatu might be more loyal, more useful andmore honest … but they are still lower, still weaker and lowerthan the Ventrue. This system, wherein the High Clans giveconsideration to each other before any of the fallen, drewanger from some of the low-blooded and resignation fromothers, but it could only last for so long before something gave.

The Peasants RevoltSaulot’s destruction by Tremere was probably the begin-

ning of it. To be sure, a Low Clan Cainite or two might haveclaimed a domain before that terrible night, but that typicallyonly happened in Outremer, where the “rules” were differentanyway, and Iberia, where the humans had allowed Moors toconquer. But when the Usurpers stood up to claim their placeas a true clan, fallen all over Europe grew more brazen (or soit certainly seemed to the High Clans). Furores attacked HighClan Cainites and took their domains, their blood and theirsouls. Still the divide remained in place, perhaps because themost important cities in Europe — Constantinople, Paris,London — remained firmly in first cursed hands.

Then came the Bitter Crusade.That, in the aftermath of the Fourth Crusade,

Constantinople remained the domain of a High Clan vam-pire (though now a Lasombra rather than a Toreador) did notchange the fact that Michael the Patriarch, arguably the mostpowerful active vampire in the known world, was laid low. IfMichael could die, then no one — not Mithras of London,Hardestadt the Elder or any other prince — was safe. True,Saulot had met his Final Death years before, but that hap-pened in a remote haven, far away from kine populationcenters, and as such word took years to spread throughout theCainite community (and by the time it did spread, word aboutthe Salubri’s penchant for stealing souls traveled with it).Michael’s death came amid the fires of the Fall ofConstantinople, and if the Low Clans were brazen before,they now became downright incorrigible. The War of Princesbegan as the Cainite monarchs of Europe battled to keepwhat’s theirs (and perhaps take a bit more), but the war is byno means a High Clan-only affair. When the dust settles,everything might be different. Even if the first cursed know,through years of tradition and experience, that the status quoof nights past will return, they feel in their undead hearts thatnothing will ever be the same again.

Theme and MoodThePlayers Guide to High Clans, as the name suggests, is

designed to give players of High Clan Cainites more options andinformation. While the themes and moods described in DarkAges: Vampire are applicable for all vampire characters (obvi-ously), a few stand out where the High Clans are concerned.

Theme• Damnation: The High Clans, being on the whole

better educated than their fallen brethren, wonder more oftenabout the disposition of their immortal souls. Are they trulychosen by God to be rulers of the night? Are the not just asDamned as the Low Clans? And doesn’t God prize humility?If it is easier for a camel to pass through a needle’s eye than arich man to get into Heaven, what chance does that leave thefirst cursed?

Regardless of what road a vampire might follow, theprospect of degeneration is still present and still terrifying. TheHigh Clans, so often concerned not only with their own unlivesbut the existences of others, also have more responsibilityweighing on their souls … and more targets for their Beasts.

• Ambition: The High Clans are, in many ways, definedby their ambitions. These ambitions have subtle layers — aVentrue might seem merely power-mad, but that desire forpower stems from a sincere belief that he is the best person torule. A Cappadocian seeks knowledge, but that knowledge isultimately to be used for performing rituals to raise the dead. Anambition-themed story has the potential to be quite rich if youand your Storyteller consider not only what a vampire wantsbut also why.

LANDS BEYOND

0stute readers may note that the High Clan/Low Clan distinction is entirely artificial, as

evidenced by the fact that it falls apart entirely inOutremer, and even in Iberia. This is true — the HighClans spent centuries cementing their own positions asthe holders of power and simultaneously keeping theLow Clans down, but the distinction exists only becauseso many Cainites acknowledge it. In parts of the worldwhere the clans in power are different, the High/Lowdistinction does not apply (or at least, the clans markedas “high” and “low” vary).

This book (and the previously released PlayersGuide to Low Clans) focuses on Europe, rather thanOutremer, and thus assumes that the social structurepresented in Dark Ages: Vampire is, if not valid, then atleast prevalent. Storytellers running chronicles set inOutremer, Iberia or other places where the social struc-ture is different should keep in mind that vampires of the“Low Clans” in such places are not likely to labor underthe same difficulties presented in this book. Likewise, firstcursed Cainites in such places may find themselves bereftof their “High Clan” status. Please refer to Veil of Nightand Iberia by Night for more information.

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• Divine Right: Hand in hand with damnation is the themeof divine right. Some Cainites are completely convinced of theirown superiority and righteousness, having bought into all of therhetoric their sires have given them. For some Cainites (includingmany Tzimisce), the right to do as one wills stems not from Godbut from the vampire herself, which puts another layer onto thistheme: Is God even necessary for the first cursed to claim power?A secondary theme here is arrogance — the High Clans’ smug self-assurance that their beliefs and practices are the “correct” onesmake them more enemies than they know, but they aren’tbehaving that way to annoy other Cainites, they’re doing itbecause they know they’re right. The rude awakening a coterie offirst cursed Cainites receives when it arrives in, say, Granada isworthy of a story in itself.

• War: Pragmatically speaking, the only way to gain poweras a Cainite is to destroy one’s superiors. Uriel’s Curse says as much.Neonates don’t always realize it right away, but a few decades as avampire teaches that lesson. The rules of Cainite society and thetenets of the Via Regalis(probably the most common road for HighClan Cainites, all told) make taking such drastic steps difficult,however. When the War of Princes erupted, many seconds-in-command inwardly rejoiced. The war is a dangerous time, betweenthe Low Clans rebelling and other forces destroying carelessvampires, but it is also a time of immense opportunity anddesperation. After all, if one can’t seize power now, then when?

Mood• Terror: Low Clans games lean more toward dirty,

bloody, visceral horror. That sort of thing certainly has a placeamong the High Clans (and that place is “the Tzimisce”), buton the whole, the first cursed lend themselves to more cerebral,mental and spiritual terror. The High Clans can reorder aperson’s mind and heart as well as his body — how would heeven know if he were doing their work (a question that vassalsof powerful first cursed Cainites ask on a regular basis)? As formore tangible example of this element of terror, consider theshadow-crafting Lasombra or the Cappadocians and theirzombie servants. Blood isn’t necessary; the High Clans bringother forms of Hell with them. Ask yourself: What about yourcharacter is frightening? Her cold, fanged smile? The way theshadows always lengthen around her? The way her retinueflinches whenever she makes a sudden movement?

• Paranoia: Mentioned in Dark Ages: Vampire, thismood is extremely appropriate for the High Clans. The LowClans can safely assume that everyone is out to get them, butthe first cursed are surrounded by servants and vassals whohave taken oaths to protect them. Those oaths, which shouldbe comforting, only lead the Cainites to question those whowould swear fealty. Why would they swear themselves away?Are they merely waiting for the best time for betrayal?

Chapter by ChapterThe Prelude shows High Clan society from the under-

side, as a young woman is slowly Embraced into a world she isnot permitted to understand.

Introduction: The section you’re reading now. Themes,moods, and sources of inspiration can be found here.

Chapter One: Once and Future Kings presents thehistories of each of the High Clans, along with a player’stoolkit providing character creation and plot hook inspira-

tions. You’ll also find information on the domains of the firstcursed, some tactics they use to make their way in the DarkMedieval, and the ways in which they twist and perverthuman customs.

Chapter Two: Playing the High Clans offers an in-depth look at creating, conceptualizing and developing HighClan characters.

Chapter Three: Noble by Association provides infor-mation on some minor bloodlines associated with the HighClans — the Giovanni branch of Clan Cappadocian, theremnants of Clan Salubri, the Graverobbers’ Lamia body-guards and a strange lineage claiming to be the True Brujah.

Chapter Four: Birthrights and Bitter Secrets gives play-ers and Storytellers a multitude of new Discipline techniques,as well as new Mortis rituals, details on Koldunic Sorcery andadvanced Disciplines suitable for elder characters.

Chapter Five: Those Who Rule the Night introducesnotable characters from the ranks of the High Clans, presentsfive template characters suitable for use as Storyteller or player-controlled characters, and details several High Clan sects.

SourcesNumerous sources of inspiration about the burdens and

pleasures of rulership exist. Don’t feel restricted to onlyperiod-appropriate materials — these themes are universal. Inparticular, consider the following.

BooksHamlet, by William Shakespeare. The nobility is mad,

corrupt and in conflict with itself. A rival army is on the way.The only ones capable of telling the plain truth are gravediggersand clowns. What more do you need?

The Canterbury Tales, by Geoffrey Chaucer. “The Knight’sTale” and “The Nun’s Tale” especially are rather stiltedclassical fables, but some nastiness is tucked away there if youlook for it.

The Prince, by Nicolo Machiavelli. For obvious reasons.A Lion in Winter, by James Goldman. Intrigue, plotting,

backstabbing, nobility…it’s all here. The film version is good, too.

FilmsBraveheart. The nobility might be chosen by God, but

they can sure become ruthless quickly when the need arises.Picture Edward Longshanks as a Ventrue.

Gosford Park. Not period, but a great look at arcane rulesof etiquette and the way that those in power completelyignore those beneath them, both of which are appropriate forHigh Clan games.

Joan of Arc. The mini-series, starring Leelee Sobieski.Again, a bit out of period, but beautifully done, and the detailsof the French court, the politics of the time, tactics of war anddiplomacy, the reaction to a girl in armor, and strong religiousbeliefs are all handled well. The knight who accompanies heris a perfect Path of Chivalry follower.

Elizabeth. It’s out of period and not terribly accuratehistorically, but the political backstabbing is absolutely won-derful for the mood of a Cainite court, and Geoffrey Rush’sportrayal of Walsingham is the epitome of the Lasombra Elderbehind the Throne.

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• ONCE AND FUTURE KINGS •• CHAPTER ONE •

• ONCE AND FUTURE KINGS •

Chapter One:Once and

Future Kings

The High Clans claim domain over much of the world. Theirsis not a rule supported only by supernatural might or the benefi-cence of their sires, but by an unbroken history stretching back tothe Third Mortal himself. The High Clans take great pride inrelating that history to their childer, to ensure that their lineagesremain strong and proud.

The Low Clans find many of the claims that the first cursedmake in their histories to be spurious or even offensive … but ofcourse the peasants would feel that way. It’s natural to be some-what bitter, after all.

“Good fortune will elevate even petty minds, and give themthe appearance of a certain greatness and stateliness, as fromtheir high place they look down upon the world; but the trulynoble and resolved spirit raises itself, and becomes conspicuousin times of disaster and ill fortune.”

— Plutarch

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BrujahWhat all Cainites feel — anger, fear, hunger, the

yearning desire for Grace — we Brujah feel manifold. Weare called Zealots for a reason. We cannot be otherwise.

— Louis of Glastonbury, Brujah ashen priest ofthe Road of Heaven

The History of the Brujah, as told by Yitzhak benAvraham, Ashen Rabbi of the Road of Heaven

Ah, erev tov, my friend. See? I told you last nightthat you would come back to hear more. I knowpeople, my son, and no matter what others of our kindmay tell you, we are still people.

I believe, before we were so rudely interrupted byyesterday’s dawn, that you were telling me how big afool I was, that I dream of the impossible. You think Ido not know how it looks? That I believe it will be easyto unite Poland once more into a single nation, tomake it a home for all people, Jews or anyone else, wholack a homeland of their own? I go into this with myeyes open, knowing that the task I have set myself isthe work of a hundred lifetimes — but knowing, too,that this is the objective that God has set before me.Besides, I am Brujah; I come from a lengthy traditionof impossible dreams.

Yes, I think we’ll do this. Tonight, I shall tell younot of my own history or goals, but of my bloodline —and, I am inclined to think, yours as well, although Idoubt we shall ever know for certain. I shall tell you ofthe Brujah, and you will see that I come by mypenchant for chasing dreams honestly.

In the Beginningif I may borrow an opening from a storyteller far

more skilled than I, was Brujah himself. Accounts ofthis ancient are as fraught with uncertainty as anylegend. Was he a philosopher, a warrior, a scholar, apoet, a raving madman to rival Malkav? Was he, assome claim, the instigator of the third generation’spatricide against Caine’s own children, or was he areluctant participant who knew full well the conse-quences of his actions? Tales describe him as any or allof these, and I do not flatter myself to think I have agreater insight than anyone else on the matter. Sufficeit to say that he was what he was, until one of his ownchilder laid him low in the time of the Second City.

The childe’s name was

Troileand about this one we know as little as we do of

Brujah. Accounts differ even as to Troile’s sex, but I shall

refer to him as male purely for ease of conversation. Thelegends seem to agree that, at least for a time, Troileloved his sire, yet the Amaranth is hardly a sign of love,wouldn’t you agree? Did some great argument cause afalling-out between them, or did Troile somehow be-lieve he was doing right by his second father in consuminghis essence and his power? Some scholars even theorizethat Brujah was Troile, for few trustworthy accountsever place them together in the sight of others. I myselfdoubt this notion, as Troile was clearly of a differenttemperament than his sire, and while the originalchilder of Brujah were said to be dispassionate, thedescendants of Troile possessed the legendary temperwith which my brethren and I suffer to this night.

And it is here that we find the earliest of the manycontradictions that plague our clan. If we are thedescendants of Troile, rather than Brujah, why do weretain Brujah’s name? Others who have taken theplaces of ancients do not retain the epithets of thosewho came before. If you wish to test this, feel free toapproach the next Usurper you see and call himSalubri. If he’s kind enough simply to kill you out-right, I will sit shiva for you.

I believe that Troile loved his sire still, even afterdiablerizing him. I believe that he slew Brujah not outof hatred, but either because he was temporarilyovercome with rage over some small slight, or becausehe felt — for whatever reason — duty-bound to do so.Whether he was doing Brujah himself a service, oracting for the good of his clanmates in destroying acrazed progenitor, or for some other reason, I knownot. But I believe it was Troile himself who insistedthat he and his descendents maintain the Brujahname, in honor of what his sire once had been. Butthis is, after all, only my opinion, worth little morethan the empty breath with which I speak it.

Despite the Amaranth of our founder, manyconsider our time in

The Second Cityto be the highest and greatest era in our clan’s

history. Here, Cainite and kine dwelt in harmony, atleast for a time. We ruled over them as gods andkings, and they gave themselves to our hunger hap-pily. There was blood shed, certainly, but littlebloodshed, if you understand me. We walked openlyamong the kine, and they welcomed us. And in truthwe welcomed their presence as well, not merely forsustenance, but for the creative spark and the breathof life that we ourselves lacked. We ruled civiliza-tion, but it was they, not we, who birthed it andmoved it forward.

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• ONCE AND FUTURE KINGS •

Alas, the Second City proved less immortal thanthose who ruled it. It is the memory of that city thatdrives many of my brethren even to this night, and asmuch as any single clan — let alone one so fractiousas the Brujah — can be said to possess a goal, ours hasbeen the recreation of the near-paradise that was theSecond City.

After many years of precious little movement inthat regard, the first attempt at doing so was

Hellenistic GreeceSome of my brethren are so enamored of the

memories of this time, my child, that they would have

words with me even for calling it thus. “Always Hellas,never Greece!” they would say. Yet Greece is how it isknown tonight, and I would rather make my pointunderstood than cling to antiquated terms.

To hear these same “scholars” speak of it, Greece— and specifically Athens — was very nearly perfec-tion for our clan. We ruled the night, they say, and theother clans set foot on Grecian soil only with ourgenerous dispensation. We dwelt among the kine,observing them as they created an artistic, philo-sophic and politically perfect society, years and evencenturies ahead of anything that came before or hascome since. We watched, and learned, and reveled,but never interfered, making Athens and all of Greeceour experiment in social construction, granting themortals such concepts as democracy to play with, yetnever influencing what they did with it.

Oi! Such arrogance! I tell you truthfully, whenone embarks upon an impossible quest, as I have done,one must do so with open eyes, observing everything,lest the dream obscure the reality with which you mustwork. I have examined our history with open eyes,child, spoken to many who were present, and I tell youthat what I have just told you is a popular fairy taleamong my clan, but that, alas, is all it is.

Greece was a good place and a good time for theBrujah, I’ll not deny that. We held the greatestinfluence there, as compared to the other clans,and more Greek princes claimed the Brujah namethan any other. Many of our greatest philosopherslearned much from, and perhaps even gave muchto, the Greeks.

But anyone who believes that we in no wayinterfered with our “great experiment” knows nothingof Cainite nature. No clan acts as a single entity, andcertainly not the Zealots. Many Brujah had littleinterest in social development but instead shared thesame goals as most of our kind — to acquire vitae todrink and power to play with. Even those who wereinterested in studying the social development of thekine, perhaps in the hopes of recreating the SecondCity, rarely took a hands-off approach. They meddled,they influenced, they prodded the kine this way andthat, all in an attempt to “prove” whatever their pettheory of societal development might have been.While I believe that the vast majority of cultural andphilosophical advancement in Hellenistic Greececame from the mortals — as it almost always does —the irony is that the Brujah may have been responsiblefor more of it than we take credit for, simply becausewe are so determined to convince ourselves that wedid not “interfere” at all.

HISTORY OR TRUTH?

4ven Yitzhak is not entirely unbiasedwhen it comes to his view of the Sec-

ond City. Though he has his doubts, he hasmore or less accepted the notion that, while itmay not have been the paradise so many Brujahproclaim it to have been, it was certainly theclosest Cainite and kine have come to living inharmony with one another.

Not everyone agrees with that viewpoint.Some see the Second City as a bloody autocracyin which the Cainites kept the mortals ruthlesslyenslaved, barely more than food. Others see theSecond City as a hotbed of infernalism, just asthey believe Carthage itself would one day be-come. To hear them tell it, the Cainites of theSecond City engaged in regular debauchery,torture and blood orgies, all for no better reasonthan they could.

Perhaps the most moderate viewpoint —and one that is near to being lost completely inthese nights of fanaticism and ironclad views —is that the Second City was nothing special atall. It simply happened to be the first true com-munity after the First City that housed bothundying and mortal inhabitants. All the varioustraits attributed to the Second City since then,they say, from the utopian view of the Brujah tothe hotbed of sin espoused by others, are mythand political propaganda masquerading as his-torical fact.

Considering that even those few Ancientswho might conceivably remember the Second Citycan’t seem to agree on the details, it’s unlikely thatanyone will ever learn the whole truth.

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Would you like proof, child, that the Brujah didnot “control” Greece so thoroughly as we like to tellourselves? The Brujah of Greece were, at least nomi-nally, allied with the Brujah of Carthage. Yet Greeceand Carthage were vicious rivals, enemies nearly ashostile as Carthage and Rome in later years. Surely,had we as much influence in Greece as we like topretend, we could have prevented our mortal under-lings from squabbling with one another, could we not?But more on Carthage in a moment.

I find it interesting that so many of my clanmatesrage against the Ventrue for the fall of Carthage, yetthe memory of Greece — which also found itselfannexed into the empire that was Rome — elicitsbarely a murmur of dissatisfaction. The truth is, manyof the elders of our clan had long since abandonedAthens, and indeed all of Greece, before the comingof the legions and the Ventrue and Malkavians lurk-ing in their midst. Those same Brujah who swear bythe “Greek experiment” maintain that the eldersdeparted because they’d learned all they could fromthe kine of Greece. Codswallop! The elders aban-doned the region because they knew it was but amatter of time before all who remained would beRoman citizens, and they would rather find newhavens — possibly in Carthage — and begin anewthan bend knee to the Ventrue.

Many outsiders find the Brujah to be a contradic-tion — warriors and philosophers, focused and patientyet violently short of temper. Nowhere in our historyhas this contradiction been more blatant than duringour years in

CarthageTo hear most Brujah tell it, Carthage was the next

best thing to Heaven, a near-perfect recreation of theSecond City. Brujah walked side by side with mortals,and with several other clans as well — most notablythe Assamites. We reigned above the leaders of thekine, we protected them in exchange for regularofferings of vitae, and only rarely did a mortal lifeactually end beneath our fangs. It was the singlegreatest success we’ve ever had in our attempts torebuild the Second City, and undeniable proof thatnot only Cainites and kine, but Cainites of differentbloodlines, can dwell together in relative peace, over-coming the hostilities and distrust that so often seeminextricably tied to our undead heritage.

This, they claim, is the paradise denied us by theRoman Ventrue, who grew jealous of our power andour rapport with the kine, and set out to destroy all wehad built. It was they, along with their Malkavian and

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Toreador allies, who turned Rome against Carthage,they who corrupted some of our greatest minds todebauchery and even infernalism. Worse, it was theywho were ultimately responsible for the death ofTroile who — according, at least, to some legends —remains trapped beneath the salted earth of the battle-fields around Carthage.

Outsiders such as the Ventrue have a differentversion, of course. By their account, Carthage was apit of corruption, demon-worship and debauchery ofthe worst sort. Brujah and Assamite walked hand inhand with the dreaded Baali, and held blood orgiesand sacrificial revels in which dozens of mortals wereslaughtered in the name of fiends from the deepest Pit.Carthage, they claim, was a blight upon the land sofoul that even most of the damned could not abide itspresence, and when the legions and the Ventruedestroyed it, they did the entire world a service.

As with everything else, I believe the truth liessomewhere in the middle. I’ve no doubt the Baali werepresent in Carthage, nor that several of my clanmateswere involved in practices that were, to say the least,distasteful. In the latter days of the Third Punic War,the government of Carthage threw vast orgies for itssoldiers to distract them from the fact that it could notafford to pay them. Much of the missing money hadgone to corrupt mortal politicians, of course, but muchmore was taken by Brujah and other Cainite over-lords, determined to enrich themselves at the expenseof those on whom they fed.

It is true too, however, that many Brujah — and,to a lesser extent, Assamites — did indeed dwell inCarthage and maintain at least relatively good rela-tions with the kine. I rather doubt that the mortalswere falling over themselves in eagerness to feed theirCainite neighbors, as some would have it, but theyknew of and even accepted the presence of “vampires”in their midst, in exchange for the protection weoffered and, for the fortunate ones, the near-immor-tality we might grant.

As to which faction was in the majority, thecultural architects or the debauched infernalists, I willnot speculate, except to say that I imagine it was theformer initially, but the latter by the end.

Incidentally, you will also hear some of us lay theblame for Troile’s death at the feet of the Baali; someclaim they corrupted even our great ancestor himself.This may be so. If it is, I find it unlikely that they wereworking in concert with the Ventrue, as some main-tain. I am no supporter of the Warlords, but I find itunlikely that they would ally, en masse, with such asthe infernalists.

While we’re on the subject, I believe both fac-tions’ antipathy toward the Ventrue to be misplaced.Yes, the Patricians swooped in like vultures to feastupon the cadaver left by Carthage’s fall, and they tookfull advantage of the war between Carthage andRome, but to claim that they were responsible for thefall of Carthage is to grant them far more credit thanthey deserve. The Punic Wars were, like most con-flicts, of mortal instigation, and the fate of Carthageultimately rests not on the shoulders of any Cainitebut on those of the kine. As accurate to say that weourselves are “responsible” for Carthage’s fall, by dintof those who raided the governmental coffers, as to laythe blame at the feet of the Ventrue.

Don’t go about proclaiming that to other Brujah,however. We enjoy our little conceits, and our tem-per, as I mentioned, can be lethal.

Carthage was the last time the Brujah had anyparticular center of influence. We scattered after that,winding up in all manner of places across Europe, theBritish Isles and beyond. Travel to Outremer, you willfind Brujah dwelling among the Saracens in the HolyLand; to the Papal States, you will find us ensconcedin the Church hierarchy, though in far fewer numbersthan the Lasombra or Cappadocians; to Norway, youwill find us side by side with the Gangrel among thepagans of the North. And, though many Cainites donot know of our presence, you will find us here, in

Eastern EuropeThese lands have, of course, long been the tradi-

tional demesne of the Tzimisce, and when Cainitesthink of Hungary, the Carpathians and the like theyimagine the Fiends, the Ventrue and the Tremere,engaged in their constant struggles for dominance. Interms of who holds the power here, they would becorrect. By population, however, we Brujah havenearly the numbers of any of these other clans. Theunfortunate truth is, we have little influence in manyof the lands to which we spread after the fall ofCarthage. The native Cainites maintained their powerand authority with an iron grip, and we were able topeel away but a meager portion of it. From philoso-phers and cultural leaders, we have, in many lands,fallen to a mere subsistence level, or at best serve asadvisors to those less well equipped to rule than we.

There, you see? Even I sound bitter when I speakof it, and I care little for such matters. Such is thepower of our clan’s rage and frustration.

At any rate, here in Eastern Europe, some of theBrujah refused to reconcile themselves to powerless-

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ness. Led by a number of Brujah who were still filledwith rage for the fall of Carthage — you have, per-haps, heard of Dominic? — they utterly refused toyield to the Ventrue who already held power in theregion, let alone to Jürgen the Swordbearer and hisinvaders. Allying with the Tzimisce was not much ofan option either, for the Fiends had little interest insharing their demesnes and would have insisted theBrujah take a position so subservient as to make themlittle more than slaves. An alliance with the UsurperTremere might have been possible, until they, too,allied with the Ventrue against their common enemy.

The wise thing to do would probably have beento lie low and let things run their course, but mybrethren are not so well known for that sort ofwisdom. Dominic and his supporters lashed out againstall fronts, striking from concealment, attacking withsurprise, never remaining in one location long enoughfor an organized counter assault. Ventrue, Tremereand Tzimisce forces fell to these Brujah warriors. TheBrujah were not so numerous nor well organized thatthey could cause major damage to any one faction, butin a war such as the one that rages through these landseven tonight, even a minor loss can tip the balanceif it occurs in the right — or perhaps wrong — placeand time.

Interestingly enough, these “rebels,” for lack of abetter term, are no longer limited to just Brujah.Neonates and even some young ancillae of otherclans have joined them as well, seeing in their actionsa crusade to carve a niche for all those who haveremained powerless and disenfranchised in the face ofVentrue and Tzimisce dominance of the region. The

movement, if it can be dignified with such a title, hasslowed in the last several decades, ever since thedisappearance of Dominic himself, but it is hardlygone. It fades for years at a time, lost against the farlarger and more violent backdrop of the Tremere/Tzimisce conflict and — until recently — the waragainst the invading Ventrue, but it never vanishescompletely. Knowing the tenacity of my brethren,perhaps it never will.

Of course, the Slavic nations do not account forthe entirety of Eastern Europe. Many of my clan holdmuch influence in Byzantium — or, excuse me, whatwas Byzantium. Mortal politics, who can follow?

As might be expected, the Brujah princes andnobles of the region are no more immune to chasingdreams than the rest of us. Hektor, Prince of NewLacadaemonia, has attempted to turn his isle into anew Carthage, where Cainites rule openly over mor-tals — with, I can assure you, some mixed and oftenugly results. Natalya Syvatoslav of Thessalonica seeksto take Constantinople and turn it into a recreation ofCarthage. (I trust you are seeing the pattern here?)Others exist as well, such as Herleva of Durazzo and …oi, you’ll have me going on all night.

My point is that we still hold much power in manyparts of Europe — and we stand on the brink of losingit all. Our clan is too disparate, too busy pursuingindividual and in many cases impossible dreams, toprepare ourselves properly for what is to come. I amguilty of this myself — I know this, I see this — yet Iwould not turn aside now for any price.

And that, child, perhaps more than anythingelse, encapsulates the history of the Brujah. The urgeto reach for the impossible is in our blood, as much apart of us as Troile’s rage. And if my own quest toreunite Poland is just another incarnation of our ever-burning desire to see the Second City restored, Iaccept that, for whether the notion comes from myancestry, my own mind or the voice of God, it remainsa noble purpose. I hope to make you see that as clearlyas I do.

Perhaps we should go and find something to eatwhile we discuss it. I’m famished.

Points of ContentionDespite the scattered and unfocused nature of the

Brujah — as a clan, not as individuals — certainongoing events and elements of the Dark Medievalworld affect them all.

YEARS YET UNSEEN

Hitzhak speaks a greater truth here thanhe realizes. The conflict — which is

swiftly expanding beyond a mere Brujah grudgeinto a true, if nascent, war between generations— only grows as the years pass. For now, itremains overshadowed by the many other con-flicts that grip the region, an unimportant littleskirmish in the War of Princes. In years to come,however, the neonates among the Tzimisce joinwith the Brujah, and this “little” movementsparks the single greatest struggle in Cainitehistory. These are the seeds of the Anarch Re-volt, watered in the blood of the slain andnourished on the neglect and indifference ofelders who might have stopped it if they’d onlypaid attention.

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Byzantine PlottingAs hinted at by Yitzhak above, the Brujah may hold

substantial power in the Byzantine Successor states, butit’s less certain that they can hold it. One is a dictator ofan island community that history itself suggests cannotpossibly last. One seeks to take possession of a city thatis perhaps the single greatest prize in the region, oneinextricably linked with centuries of Cainite history.Herleva of Durazzo is too wrapped up in Greek/Latinconflict to concern herself with much of anything else.Other, less notorious Brujah seem equally embroiled intheir various petty conflicts as well.

It’s all very normal, very much in character. Andit may all be deliberate.

Several younger Brujah, particularly those seek-ing to expand their own growing power bases in theregion, have run up against substantial opposition.

While this often comes from other Cainites alreadyentrenched and unwilling to share power, some otherZealots have suffered attacks from unexpected quar-ters. Brujah uninvolved in Herleva’s conflict, forinstance, have been attacked by Greek Cainites withno obvious reason to assume the new arrival should behostile. In the last few months, some Brujah have beenattacked merely for setting foot in Constantinople,whereas others remain undisturbed. Small groups ofmortals, who have never before undertaken anythingof this sort, have begun showing signs of rebellion onHektor’s island.

Coincidence? Possibly. But more and more youngBrujah are beginning to think that these scatteredevents represent a concerted effort against their clanas a whole. They can’t yet imagine why — all othermajor powers of Eastern Europe have far greater en-emies than the Zealots — nor have they any realtheories as to who... Further, none of these youngerBrujah have had any luck in convincing their eldersthat this may, in fact, be far more than scattereddifficulties; and that in itself seems suspicious, giventhe normally paranoid nature of Cainites in general.Ambitious younger Brujah in the region are starting tofantasize about the reputations and power they mightgain by uncovering the true power they believe to beorchestrating these events, but so far none has madeany real headway.

Other young Brujah have realized that the situa-tion is rife with opportunity. Because their elders areall distracted by other concerns, they can more easilystep in and carve out their own little slices of power.Of course, they’ll be subject to the same seeminglyrandom attacks described above, but some feel thatthe opportunities are worth the risk.

How the Mighty Are FallingThe Brujah are of the High Clans, the first cursed,

the elite of Caine’s people. Why, then, do they seemto hold less and less power as time goes by? Why areBrujah princes suddenly worthy of note, rather thansimply an assumed fact of Cainite society? Why do somany of their childer — far more than any outside theclan, or even many within, realize — break from theold ways and rebel against their elders?

The truth, though few admit it, is that the Brujahare slipping. They have already begun a slow butsteady decline that will eventually lead them fromZealots to Rabble, from respected leaders and philoso-phers to just more mouths among the masses. Theelders do not see it, or do not acknowledge if it they do.This supposed “downfall” is the problem of others, not

HISTORY FOR BRUJAH CHARACTERS

8n nights past, it was as uncommon tosee a Brujah with no knowledge or

appreciation for her clan’s history as a Ventruewho couldn’t name his sire. Ignorant Zealotsare growing more and more common, how-ever. Those Embraced by Brujah who rememberCarthage, or even Constantinople, are muchmore likely to educate their childer, but otherBrujah who hail from cultures not quite sorefined don’t always see the point. Why pass onthe anger of Carthage to a generation of Cainiteswho never saw it, they ask? The Brujah bloodallows for anger to simmer for centuries, evenanger for slights that the Cainite in questioncan only appreciate second-hand. Why inflictmore rage upon the young?

Elder Brujah have been known to fly intofrenzy when faced with that question. Historymust be taught, the rage must be carried, be-cause the instant that Clan Brujah stops caringabout what it has lost, the clan loses anychance of ever reclaiming it. Of course, somecynics state that this has already happened.

Brujah tend to learn from their historicalstudies that the history of humanity and the getof Caine are inextricably intertwined. Whetherthis is presented as a symbiosis wherein theCainites help guide humanity or a parasiticalrelationship wherein the vampires pervert andsteal all they can from the kine depends en-tirely on the temperament of the instructor.

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theirs. Obviously, other elders are proving incapable ofmaintaining their positions and their authority. It’s anindividual, not a clan, problem.

Younger Brujah are less jaded, less blind — andless scared to admit the truth, that a clan with no realfocus and as many pet causes as it has members issimply too scattered to remain one of the night’spreeminent powers. Unfortunately, they are still un-able to agree on how best to respond. Some turnagainst the power structure of their homeland, deter-mined to place themselves — or some other “worthy”Brujah — on the throne, regardless of consequencesor the cost to the region’s stability. A few take theirrebellion a step further, seeking to tear down theentire power structure itself so that they may putsomething else (though nobody’s yet decided what) inits place. The Furores are perhaps the most wellknown of these insurgents. Made up entirely of youngerCainites, the Furores seek the end of elder rule andequality among the damned regardless of age. Eventhey, however, cannot agree on the details of a re-placement system to the one they intend to takedown.

Other Brujah prefer to ingratiate themselves withthose who are already in power, serving as advisors,assistants, generals and the like. They hope that bymaking themselves indispensable to lords and princes,they, and their brethren, will have allies who canbolster their wavering positions.

Unfortunately, what none of these Brujah yetseem to realize is that by taking these actions, bybuilding a self-identity based entirely on their rela-tions with those around them, they are hasteningtheir own decline. The Brujah were a clan of philoso-phers and leaders, perhaps the brightest the Cainiterace had to offer. In these nights, however, they havebegun to define themselves purely by what they standwith or against; precious few of the clan still devote anyreal thought or effort to what they stand for.

Player’s ToolboxThe Brujah have a rich, conflict-filled history

from which to draw. It would be a shame not to takeat least some of it into account when building Brujahcharacters.

Crusaders for a Cause• Your character is a stout believer in the tales and

myths of Carthage and believes fervently that such aCainite “paradise” can be recreated. You bear theVentrue an intense hatred for their part in the destruc-tion of Carthage; whether you seek to destroy them

and all they hold dear or whether you recognize thepower they wield over many kine institutions as a vitaltool for achieving your dream depends on your specificview. In any event, you’re probably driving yourcompanions mad with your constant preaching ofglories long gone — and glories to be found once more— but if even one pair of ears opens to your call, onepair of hands joins you in your labors, it’s worth it.

• You are a hunter of the twice-damned. Thoughthe Brujah bear less of a burning hatred for the Baaliand other infernalists throughout Cainite society thando some other clans and sects, some Zealots rememberstill the part these foul creatures played in the fall ofCarthage, and — if rumor is to be believed — in thedisappearance of Troile himself... Whether you seekthe recreation of the Second City or Carthage, orwhether you have no illusions about the future ofCainite society, you still believe firmly that this un-holy scum must be purged from the night before yourrace has any hope of advancing itself.

• You, like our narrator, have inherited the Brujahdrive for chasing dreams — but you pursue your own,not one chosen for you by the obsessions of yourclanmates. Your dream could be almost anything,from Yitzhak’s unified Jewish and Christian state to acure for vampirism itself. In fact, though you’d neveradmit it to anyone, the goal itself may actually be lessvaluable to you than the sense of importance andpurpose you gain from pursuing it.

Echoes of the Past

• You see yourself as more akin to the Brujahscholars of old and believe you would have felt moreat home in Hellenistic Greece than you do in 13th-century Europe. You seek knowledge, not power; youwould rather understand the philosophical ramifica-tions of the Cainite condition than learn how best toput one over on your rival in the next domain over.More powerful Cainites may scoff at your efforts now,but you know that in 50 or 150 years, when you havetruly begun to understand, that it is they who will becoming to you and begging your assistance.

• You have turned against almost every factionof Cainite society and are part of a small butgrowing band of rebellious neonates and ancillaeoperating primarily in Eastern Europe. It’s possiblethat this is entirely an act of rebellion against theway you’ve been treated for most of your youngunlife, but you’re probably also inspired — andenraged — by the various injustices, real and imag-ined, that your clan has suffered throughout thecenturies. You aren’t entirely certain what you’refighting for; you know only that most Cainites in

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power, from the Ventrue to the Tzimisce, representeverything you’re fighting against.

• Alternatively, having seen the lack of successthat violent rebellion has brought in the past, you seekto become the rarest of Cainites: a visionary whowould prefer to lead with words and deeds, not thethreat of violence and power. You face an uphillstruggle, and you know it. In a world where Cainitesand kine both scramble over the corpses of theirenemies on their quest to dominate all those aroundthem, how can you hope to attain any position ofrespect without doing the same? Perhaps you turn toreligion, seeking to become a priest, ashen or other-wise. Maybe you turn to those already in power,hoping to move up in their estimation and their ranksthrough faithful service and good advice. Whateveryour choice, both your innate temper and the actionsof those around you will constantly serve as tempta-tions to devolve to their level and to take satisfactionin bloodshed.

CappadociansIs Hell upon us because the dead walk? And because

they walk under my command, am I then God?

— Cesaré, Scion of the CappadociansAs told by Najya bint Maizah bint Hadeel, deceased

Interesting. “Why are we as we are?” Not a simplequestion, Aurelio, not a simple question at all. Butthen, few who would drink of the knowledge of thisWell seek simple answers.

I have two answers for you, little vampire. It is theshort one you seek, but I believe I shall grant you thelonger. You may well find additional answers therein,answers for which you do not even know the ques-tions. In either case, we rarely have the chance tospeak to anyone but our keeper, Constancia, and Igrow weary of her.

I shall begin at the beginning of your clan, vam-pire, and the ancient you know as

CappadociusHow mysterious! How enigmatic! An ancient

without a name, only a description. The names ofmost of the third generation are lost to history, butCappadocius’ name is unknown even to his contem-poraries. To hear Cappadocian scholars tell it, thepriest who would become Cappadocius chose to aban-don his original name and take this one even beforehis Embrace, and this is the only name he offered toCaine and the second generation.

Nonsense. Cappadocius goes by no true namebecause he himself no longer knows it!

Why think you that none can determine whichchilde of Caine sired Cappadocius? It is because theEmbrace went wrong, little vampire. In his days as amortal priest and man of faith, Cappadocius had hisown dealings with the dead, a conversation here andthere with spirits of those gone, and he had madeseveral enemies in his time. When your Antediluviandied briefly, as all your kind do during the Embrace,those spirits were waiting for him in the lands Be-neath, and they attempted to cling to him, to preventhim from returning to his body when the curse ofCaine took hold.

To an extent, they succeeded. You know of ancientEgyptian myth, which claims the soul has multiple parts?I know not if their beliefs are accurate, but they clearlyhave some degree of truth, for part of Cappadocius neverreturned from the underworld. Much of his knowledgeand self-awareness were lost in that faulty Embrace, andthe being who returned was not quite he who began thejourney. Cappadocius’ very soul is fragmented, and thatis why he harbors such a fascination for the dead: Evenif he himself does not realize it, he is constantly seekingthe missing portions of himself.

This flawed Embrace is also the reason forCappadocius’ deathly appearance, you see. Because

ASHUR

Bome scholars believe that Cappadociusdoes have another name, the name

Ashur. Others believe that Ashur is the nameof Cappadocius’ sire, although no second-gen-eration Cainite exists in any myths or recordsby that name. Did he exist at all? Is this, in fact,the name of Cappadocius? If so, is it his truename, or just another alias this most enigmaticof ancients picked up along the way?

None can say for certain, of course, but itis worth noting that at no time has anyoneheard Cappadocius himself make use of thatname; it has always been ascribed to him inwriting by others.

It is also worth noting that some credit avampire by the name of Ashur with the cre-ation of the depraved Baali. If this is true, wouldthat make the Cappadocians and the Baalicousins who share the same grandfather? Broth-ers who share the same patriarch? Or couldtheir bonds run more closely still?

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the spirit that returned to his body was incomplete, itwas unable to fully stave off the decay of the grave.

You question, little vampire. You wonder whyclan legend claims that the Cappadocians’ pallor is acurse of Caine’s, if it occurred naturally. It was a curse,child... Until your progenitor cursed him, Cappadociusalone bore the mark of death; the rest of his descen-dants did not. Think on that. To curse the ancient,Caine laid his hand upon the ancient’s childer alone.That, if nothing else, should say something about yourprogenitor, should it not?

In any event, Cappadocius spent most of his time in

The Second Cityseeking answers to his various and sundry ques-

tions of the nature of life and death, studying ways toquestion the spirits, and — in his spare time —advising the other Cainites on any matters aboutwhich they chose to query him. According to allofficial Cappadocian doctrine, the ancient did not sirea single childe during all these years. Not a one.Doesn’t sound likely, does it? Even we, who are un-bound by the limitations of the living, cannot see thetruth of that matter. Any question we ask along thoselines is met with a deafening silence in the voices ofthe underworld. Something prevents us from seeing,child, something that does not wish anyone to knowwhether Cappadocius really remained childeless dur-ing his years in the Second City. An awful lot oftrouble to go through if he did nothing worth hiding,would you not agree?

When the Great Deluge came and destroyed mostof the known world, then did Cappadocius flee theSecond City, and only then did he begin to Embrace. Hisfirst childe was Caias Koine, followed closely by Japheth,Lazarus and others. And for the next several thousandyears, the great Cappadocius accomplished …

Nothing.He wandered. He Embraced others to help him in

his quest to understand death, even though the curseof Caine had now fallen, and his Embrace carried withit the very appearance of death. He questioned leadersand priests and philosophers and wizards. His progenyspread outward to all corners of the Earth — or tomost, at any rate — and they constructed marvels.Two entire cities, carved into the Earth, calledDerinkuyu and Kaymakli, owe their construction toCappadocian architects and artisans. Yet Cappadociushimself was no closer to understanding death than hehad been the night he rose as a Cainite.

Then, less than a hundred years after the death ofChrist, Cappadocius had

A VisionHe had spent many years merged with the rock of

a mountain in his homeland of Cappadocia, his heartgrown despondent over his failed search. While thusentombed, Cappadocius experienced a vision of anangel, one who informed him that God Himself wishedCappadocius’ quest to succeed, and one who offered ofits own blood to grant him strength.

Cappadocius burst from the earth, sending stoneflying in all directions and leaving behind him agaping pit that seemed to have no bottom. He feastedupon a passing caravan, merchants and their familiesfrom Baghdad who had hoped to begshelter for thenight within the monastery atop the mountain inwhich Cappadocius slept.

Do I sound bitter, little vampire? I was but a youngwoman when your Antediluvian set upon us, slaugh-tering us like sheep in a land far from home. When hehad slaked his thirst upon us, sparing not even ourchildren, our empty bodies he hurled into the pit fromwhich he had emerged ….

I see understanding dawn in your eyes. Yes, child,the Well of Bones marks the spot on whichCappadocius slept, within spitting distance of theErciyes Monastery he would shortly claim as his own.And the first of the bones in this pit were my own,mine and my fellow travelers.

This was the experience that transformedCappadocius into a devout Christian — without, itseems, the tenets of mercy supposedly espoused by thatfaith.

It was not long after this vision, perhaps sometime in the second century, while new purpose anddespair still warred within him, that Cappadociusexperienced what he later called his

First RevelationWhen wandering the lands of the Hebrews, not

far from his homeland, Cappadocius set upon a loneJew in a tent and would have slain him to slake histhirst. The Jew, however, in his supplications to God,sparked a sudden understanding in the ancient. Hehad wasted thousands of years seeking the answers tolife and death by questioning mortals, when it wasGod, and God alone, who could provide the answers.

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The Monastery atop Mount Erciyessuffered most and most immediately from

Cappadocius’ “revelation.” The ancient led nearly hisentire clan in a march on the monastery, where theywould take it as their own holiest and most centralplace. Cappadocius told his progeny that they must benearer, spiritually and physically, to God. He did nottell them that this mountain was the sight of hisconversion, nor that the mountain beneath the mon-astery now contained a conduit to the realm of thedead, a conduit that he himself had created andbaptized in the blood of innocents.

Using the newly constructed Temple of Erciyes,built upon the framework of the old monastery,Cappadocius and the other believers swiftly spreadChristianity through the ranks of the clan, until it wasa rare Cappadocian indeed who didn’t follow someform of that faith. The clan turned much of its effortto preserving and spreading the religion, grantingpersecuted Christians safe haven in Derinkuyu andKaymakli, and assisting in the funding and building ofchurches. For hundreds of years they continued thus,digging ever further into the riddle of death, barelyaware as history passed them by. Cappadocius himselftook up residence in Derinkuyu, to be nearer so manywho shared his faith (and, not coincidentally, becausean underground city provided excellent protectionfrom the sun).

Certainly, a great many of your departed clanmateswould have wished that he had not made his homethere. For if he had not, he would not have seen howsorely the presence of the Cappadocians taxed the

mortal inhabitants of the city. He would not have seenhow sickly they became providing nourishment for somany Cainites. He would not have seen how fright-ened they were of their masters’ studies of the dead,how fearful they were for not merely their bodies, buttheir souls. He would not have realized how vast theclan had grown, how careless he and the others hadbeen in bestowing the Embrace. And he would notthen have embarked upon what since has been dubbed

The Feast of FollyCappadocius convened the entire clan, or as near

to its entirety as he could make it, in a special gather-ing within the city of Kaymakli. There he and hishelpers, Caias and Japheth, slowly culled the numbersof Cappadocians, leading all those who were notdeemed “worthy” into the underground portions ofthe city. Worthiness is, of course, a relative thing. AnyCappadocian who had not assisted in the planning orconstruction of a church or temple, who was notliterate, who had not conducted research into theriddle of death — all these, and more, were doomed.When finally only those who met the ancient’s crite-ria remained, Cappadocius sealed the entrance to thecity with a great stone portal and lay upon it a powerfulward. “Let no childe of Caine ever leave through thispassage; let no son of Seth enter.”

Imagine it, little vampire. Literally thousands ofyour kind, trapped together underground, with no

IGNORANCE IS BLISS

Co be fair, Cappadocius probably didn’tknow, when he departed the slopes of

Mount Erciyes after experiencing his vision andsubsequently feasting upon the caravan, that hisactions had created the spiritual pit that wouldcome to be called the Well of Bones. When Caiasand the other Cappadocians discovered it whilesearching for a place to put the bodies of thehundreds of monks they’d just slain, the ancientwas likely just as surprised as the rest of them. Infact, given his state of both rapture and intensehunger when he first emerged from the earthafter his vision, it’s entirely possible that he nevereven made the connection between his ownactions of years past and the existence of theWell of Bones.

EGYPT

Che lands of the Nile beckon to theCappadocians with a siren’s song. For a

clan obsessed with unearthing the secrets ofdeath and the dead, Egypt is perhaps the greatesttreasure trove the world has to offer.

Unfortunately, it is also the home of theFollowers of Set, a clan with whom theCappadocians have had more than one conflict.Cappadocians still make regular attempts to in-filtrate that land and study the secrets within, butmost inevitably draw the attentions of the Ser-pents, who do not desire to share their knowledge.The Setites have corrupted more than oneCappadocian; even Lazarus himself turned trai-tor to his clan in exchange for Setite knowledgeand power, and slew Caias Koine before he him-self disappeared into the earth. The answers maylie there still, buried beneath thousands of yearsof sand and blood, but the Cappadocians havenot yet found a means to reach them.

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hope of escape and nothing on which to feed save eachother. The carnage, the hunger, the agony must havebeen unbelievable, so great that even the God whodamned your kind must have felt a swell of pity forthose who suffered.

Cappadocius sent the mortal residents of Kaymakliout into the world, telling them the city was cursedand they should never return. He and his survivingprogeny then returned once more to the various tasksthat lay ahead of them.

The Second Revelationcame to the ancient not terribly long after the Feast

of Folly, in the form of another powerful vision — one,I might add, that has made more than a few of us questionthe sanity of your progenitor. Apparently, he witnessedthe Crucifixion, followed by the thousands of screamingand starving Cappadocians trapped beneath Kaymakli,which he took to mean that the sacrifice of his childerwas necessary for the good of all. He then saw himself onthe cross, with throngs of mor-tals weeping around him.He took this to mean that,in order to answer hisquestions and to ensurethe survival of kine andCainite alike, he must be-come God.

Cappadocius and several of his closest childerbegan researching ways of obtaining divinity and hitupon the notion — inspired by various Gnostic andZoroastrian writings — of performing a ritual thatwould allow Cappadocius to consume God, to diablerizeHim if you will, and thus ascend the throne of Heaven.From there, he might bring Heaven physically toEarth, combining life and death into a single unend-ing existence free of pain and evil.

And you vampires call Malkav the mad one.While the ancient was involved in his lunatic

quest for these answers, most of the surviving clan wasspreading throughout the known world. It is an irony,I think, that the Cappadocians attained true powerand status within Cainite and mortal institutions onlyafter the vast majority of the clan was entombed.

Many of your brethren made alliances with theVentrue and other powerful Cainite lords, offeringtheir sage counsel and information gleaned in their

research in exchange for facili-ties in which to study andfunds to finance that re-search. Cappadocians

developed medical, cul-tural, anthropological and

necromantic theories and un-earthed ancient mysteries at a

rate heretofore unheardof, thanks to the

backing oft h e

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Patricians and others. Almost despite themselves, theCappadocians found themselves in positions of status,wielding authority — in their patron’s name, if in noother manner — over other Cainites.

Other Cappadocians found themselves drawn tothe Church. Given both the religious leanings of yourclan and the fascination with the dead and the after-life, I find it surprising only that more of you did notheed the call to serve. Most Cappadocian churchmenremained in lowly positions, monks and friars, ratherthan attaining any high ranks. Partially this was due tothe presence of Lasombra and Brujah who had alreadytaken such positions, but mostly it’s because fewpriests or parishioners are quite so trusting as to accepta walking corpse as their spiritual shepherd.

Cappadocius himself, his mind nearly over-whelmed with all the ideas and knowledge he’dacquired, began spending a great deal of his time intorpor while his most trusted childer — specificallyJapheth and Constancia — continued to delve formore information on acquiring divinity.

Not long after the turn of the 11th century, theCappadocians discovered

The GiovanniAt the time they … would you prefer I said “you,”

little vampire? Very well. You were a family of necro-mancers and merchants, based in the city of Venicebut with ties and connections throughout much of theEuropean continent. Your patriarch was a loathsome,power-hungry beast of a man by the name of Augustus.

Oh, do be still. You know it to be true.The Giovanni had accomplished wonders with

the arts of necromancy, delving far more deeply intothe world and secrets of the dead than most, if not all,who had come before. The Cappadocians who discov-ered them, elated at the possibilities they presented,returned immediately to Erciyes with the news.

Japheth, always cautious, wanted to wait andobserve these Giovanni before bringing them to theattention of the slumbering Antediluvian, butConstancia — Allah bless her black and impatientheart! — refused to wait. She communed withCappadocius through his dreams, and the ancient wasoverjoyed at the news. He had Japheth take a jar ofCappadocius’ most ancient blood and set it aside foruse in Embracing Augustus Giovanni, should he de-cide to accept their invitation.

For his own part, though he took almost a year toconsider it, there was never any real doubt what Augustus’answer might be. The power he was being offered —especially considering that the Cappadocian messengersrather downplayed the disadvantages of the vampiriccondition — would have tempted a far less ambitiousand more scrupulous man than he. Augustus traveled toErciyes where, over the strenuous objections of Japhethand even Constancia, he received the blood of theAntediluvian and became Cainite.

Augustus went on to begin Embracing selectedmembers of his mortal family, bringing them intothe fold as well. I think it likely that someone,perhaps Japheth himself, must have told the oldman of the Feast of Folly, for the numbers of hisEmbrace dropped off sharply after his first fewnights. Still, by that time, a substantial number ofGiovanni was no longer mortal.

FATHER CAPPADOCIAN

3espite the drawbacks our narrator hasjust enumerated, some few

Cappadocians did indeed attain power withinthe Church, either as priests themselves or bybringing churchmen under their influence.Church records and tomes provided theseGraverobbers untold insights into religiousmatters of life and death, to say nothing ofoffering substantial power over governmentswho knew better than to ignore the “requests”of their Church leaders.

A small number of these religiousCappadocians, however, have decided that theirfounder’s quest to supplant God qualifies asblasphemy. As of yet, these Cappadocians havetaken no action against their founder, for theylove and respect him still, and pray nightly thathe will come to his senses and turn from thispath that is not only foolish but sinful. As theyears creep on, however, and Cappadocius showsno sign of changing his objectives, these faith-ful among his flock begin to consider that theironly option will be to take steps and somehowstop their progenitor from damning himself —and possibly all his clan with him.

Some few of these Cappadocians, desperateand seeing no other choice, have even beguncommunicating regularly and clandestinely withthe newest family of Cappadocians, the Vene-tian Giovanni. Perhaps these newcomers, whomCappadocius appears to hold in abnormallyhigh regard, can talk some sense into the Ante-diluvian before it’s too late …

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Some of the Cappadocians objected to the inclu-sion of the Giovanni in their midst, but for themajority of the clan, it was just another detail, onehardly worth considering until and unless Giovanninigrimancy succeeded in bringing them closer to thesecrets of death. Japheth himself fell into torpor notlong after the Embrace of Augustus; this left theGiovanni patron in command of the clan, but giventhe informal structure of the Cappadocians, such aposition had no real meaning.

While he slumbered, Cappadocius experiencedyet another vision,

The Third and FinalRevelation

In it, Cappadocius himself, along with all his childer,were consumed in a bloody conflagration, an inferno ofunimaginable size. Just beyond the flames, shadowedfigures laughed as Cappadocians died. From the ashes ofthe Antediluvian, a single spark rose of its own accordand floated — or was raised — into Heaven.

Cappadocius jolted awake from torpor, certainthat he and his entire clan were doomed. He fledErciyes to Rome, where his allies in the Church

granted him access to the secret library of the Vatican.There, the ancient searched madly for documents thatwould set him firmly on the path to godhead, for heknew that he must work swiftly if he was to forestallthe doom he now saw lying before him. Once he’dassembled all the books, scrolls and other relevantdocuments, Cappadocius vanished from Rome. Nonehas seen him since that night, and even the deadcannot pinpoint his location.

It was left to Japheth to deliver the news of theirdark fate to those Cappadocians who could attendtheir yearly gathering at Erciyes. From there, word hasspread throughout most of the clan, although some=few still remain ignorant of their doom. SomeCappadocians have abandoned all hope, growing list-less and despairing. Others work with renewed vigor,seeking either to overcome destiny itself or at least toleave the largest mark they can before the end. I knowthat your own family labors hard, deep in congresswith the spirits of the dead.

It is another irony that the Cappadocian clan, atleast in terms of Cainite and mortal culture, is morepowerful now than ever. Its alliance with the Ventrueremains strong. Several of your clanmates have risento positions of prominence; I understand the newPrince of Sofia is Cappadocian. Yet all this power ismeaningless, if the clan itself is soon to perish.

And now, little vampire, let me grant you a

Final AnswerYou asked, “Why are we as we are?” I have told you

why — but I have not truly answered your question,have I? You wished to know why the pallor of deathseems lessened within the Giovanni bloodline, whyyour elders grow less corpselike when other elderCappadocians grow more so?

It is because, little vampire, we wish it thus. Thespirits who yet cleave to a portion of Cappadocius’ soul— and to the souls of all others of your clan, afterCaine’s curse — we ourselves keep away from you andyours. You see, we wish to distance the Giovanni fromtheir parent clan, for we know what it is you arecapable of. We know what you plan. And we wish yousuccess, for only with the death of the monster thatslew us and trapped us in this hole between life anddeath can we ourselves be free.

Of course, I cannot let you leave knowing that,child. You might speak to the wrong person andinterfere with what must be. You will join us here, yourbones mixed with ours. But take heart, child... Yourimprisonment, if your family and your patron play

JAPHETH’S CURSE

7e who partakes of this boon shall forever be judged by this blood and by the

will of God. Color this vitae with the deeds of itsdrinker. Let him sup with his soul every time hefeeds. Deliver this blight unto him as the founderdelivers this stigma unto us.”

Thus spoke Japheth over the vessel containingCappadocius’ blood before delivering it to Augustus.The precise meaning of his curse yet remainsunclear, for neither Augustus himself nor theGiovanni he has Embraced seem to suffer any illeffects. Perhaps Japheth’s curse, for all the angerwith which it was spoken, has no real power. Orperhaps its power has simply not yet manifested ….

It is also worth noting that Japheth andConstancia kept a vessel of Augustus’ own blood,drained from him during the process of Embrace.Where that vessel is now, none can say, but thepower it would grant a knowledgeable sorcererover the Giovanni patron is considerable.Augustus himself remains ignorant of the exist-ence of that jar, else he would surely have bent allhis efforts to retrieving it by now.

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their parts well in the final act of Cappadocius’ littledrama, will be far, far shorter than ours.

Points of ContentionThe Cappadocians are a clan driven, spurred on

by the knowledge of their fate and the hope that theymay yet avoid it. As such, while many work individu-ally as best they are able, certain events and activitiesimpact the clan as a whole.

Hidden AlliancesIn their desperate quest for knowledge and a

means to save their clan, whether they know of theirfounder’s quest for godhood or are merely seeking somearcane secret that might lead them into the (meta-phorical) light, some Cappadocians have chosen todeal with anyone who might harbor such knowledge— whether or not interaction with them is wise. Thepast few years have seen a marked increase inCappadocian interaction with Setites and Tremere.Other clans who learn of these connections maywonder at the repercussions (particularly with regard

to the Tremere, as the Cappadocians seem to besetting themselves up for an eventual conflict with theTzimisce), but the Cappadocians seem to have suc-ceeded at keeping these exchanges purely on the levelof information trading. What ancient lore they mighthave obtained from the Setites, however, or whatmystical secrets from the Usurpers, is anybody’s guess.

Rumors persist that some desperate Cappadocianshave even made contact with enclaves of the Baali,but this remains unconfirmed — possibly because anyguilty Graverobber knows that her own brethrenwould likely tear her apart for such a transgression.

A Final PilgrimageA small but growing number of Cappadocians

have returned to the sunken city of Kaymakli, where— despite knowing full well that they will be unableto leave — they have willingly stepped through theirprogenitor’s ward and disappeared into the depths.Some claim that they are seeking a place of safety, thatthey intend to wait out the destruction of the rest oftheir clan and then emerge once Cappadocius himselfis dead and the ward has fallen. (Where they devel-oped the notion that the ward would automaticallyfall with its creator’s death is unclear, but these pil-grims cling to it as gospel.) One or two of theseindividuals have made oblique comments about “be-ing called to safety,” but if they are responding to somecall that others of their clan cannot hear, nobody hasbeen able to detect it, even through the use of Auspexand other Disciplines.

The PurgeThe Cappadocians have managed to keep relatively

secret the fact that a small number of the clan is engagedin actively hunting those fugitives who failed to appearat the Feast of Folly. Though Cappadocius never specifi-cally ordered such an act, some of the clan figure thatfinishing the job their founder began can only pleasehim. Furthermore, they argue, they might be protectingthe clan itself; what if it’s these fugitives who are respon-sible for the dark fate awaiting them all? Who would bein a better position to harm the clan than those whoknow its ways and secrets?

The Giovanni have devoted much of their effortstoward assisting this purge and account for at least halfof those Cappadocians undertaking it.

The Face of GodAn enormous portion of the Cappadocian clan is

currently devoted to the acquisition of various types ofknowledge, from the mystical to the religious. Perhapsthe most ambitious research is also the most secret;

HISTORY FOR CAPPADOCIANCHARACTERS

Graverobbers tend to learn the history oftheir clan from their elders as most first cursedCainites do. Most sires place great emphasis onthe failings of other clans and how mass deathsamong the kine tend to result when vampiresclash. While Clan Cappadocian has certainlycaused its share of human fatality, these eventstend to be somewhat glossed over. It isn’t that theGraverobbers feel guilty or even embarrassed aboutthe mortals they kill, but the fact that the founderof the clan is a “good Christian” makes the rest ofthe clan reluctant to present events such as thedestruction of Carthage or the sack of Rome in afavorable light.

Whatever specific lessons they are taught,Cappadocians almost always have a deep re-spect for history. They know that the bodies ofthe dead, to say nothing of the artifacts theyleave behind, tell their stories for those intelli-gent enough to look. Many Cappadocianswonder what future generations of vampireswill glean from the records they leave behind.Very few Cappadocians harbor any fantasiesabout true immortality.

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several Cappadocian scholars are actively engaged inan effort to understand God fully and completely. Tothat end, they are accumulating all the writings evercreated about God, or the gods, in every known reli-gion... This monumental task could easily take hundredsof lifetimes, but those participating in it have reasonto hope they may still have sufficient time. Theirmethods of acquisition range from the legal — throughpurchase or trade — to the violent. Their researcheshave caused them to delve into tomes that variousreligions have declared anathema or heretical, as wellas to participate in some of the above-mentionedcontacts with the Setites.

Unfortunately, some of these Cappadocians haveunearthed ancient “faces” of God that, apparently,were better left forgotten. Several small cults thatresemble infernalist sects are cropping up throughoutthe ranks of the most learned Cappadocian religiousscholars. The remainder of the clan is desperatelytrying to stamp them out and hide all evidence of theirexistence before word leaks out to the other clans.

Player’s ToolboxAfter the Feast of Folly, few Cappadocians remain

who aren’t actively engaged in some sort of activity onbehalf of — or at least approved by — the elders of theclan. We strongly suggest you undertake one of these,or at least something like them; after all, you saw whathappened to the others ….

Scholarship and Studies• Like so many of your brethren, you are fasci-

nated with knowledge, particularly ancient secrets ofdeath and beyond. Whether it’s in the hidden librariesof abandoned monasteries or the private collections ofidle noblemen, no tome will escape your thoroughinvestigations, though it may take many mortal life-times. You have made it your unlife’s mission tocollect all such tomes and knowledge — and thewishes of their current owners be damned. Mortals aretoo short-lived to understand such things anyway, andother Cainites lack your devotion. Surely, most willsee that; if they don’t, well, they may serve as yourscouts and emissaries to the great beyond.

• You seek knowledge of death, not from mustyold books, but from musty old corpses — and, in somecases, fresh ones. You study the effects of death, fromthe precise moment when the soul departs the body tothe prolonged process of decay. You aren’t especiallypopular with your brethren; you often smell of death,and you’ve probably taken more lives than even mostCainites would consider strictly necessary. Your quest

for understanding runs a very real risk of crossing theline into obsession — if it hasn’t done so already.

Religious Pursuits• You feel a deep spiritual connection to God,

probably but not necessarily the God of the CatholicChurch. You may dwell in a monastery or otherreligious institution, or you may simply practice yourown brand of faith, but in either event, veneration ofthe Almighty is your primary activity. Of course, thefact that you revere God doesn’t mean you like Him;your spiritual connection could just as easily be angerat what He’s done to you as love for His works. Still,you acknowledge that you are part of His plan, even ifyou play a part you’d rather not have, and seek tounderstand what that plan might be.

• Perhaps because of your specific skills andeducation, or maybe just because your sire was some-one of importance, you are in on Cappadocius’ greatestsecret — you know that he intends, eventually, toascend the throne of Heaven and take God’s place.Your researches into religion are inspired not by anydevotion to God but by a desire to assist your progeni-tor in bringing his dream to fruition, for the good of allCappadocians, and all Cainites. Of course, you mustkeep your goals, if not your activities, a closely guardedsecret. Were other Cainites to learn of what you’redoing, those who didn’t dismiss you as mad as aMalkavian would certainly seek to do you harm intheir failure to comprehend.

Political Aspirations• You stand at the right hand — or perhaps just

over the right shoulder — of a prince or lord. Youmight have no official rank yourself, but your adviceon matters mystical, political and/or religious is ofvital importance. You might be happy to remain in thebackground, asking favors and pulling strings behindthe scene. Alternatively, you may see this as yourstepping stone to real power, taking your cue fromBela Rusenko — the new Cappadocian Prince of Sofia— and seeking power that, until recently, few of yourclan have ever held.

I Regret That I Cannot Attend …• For whatever reason, your sire was unable to

attend the Feast of Folly — and you have no doubtthat, had she gone, she would never have left and youwould never have received the Embrace. You spendyour nights looking over your shoulder, convincedthat your surviving clanmates are coming after you toensure you follow your errant brethren (and sire) intotorpor or Final Death. Whether or not this is actually

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the case is arguable, of course, but you don’t intend tostand still long enough to prove the point.

LasombraFear of the dark is bred into the Children of Seth, just

as it must be bred out of the Childer of Caine. The darknessis your home now, so you had best make your peace withit, and learn to make fear your friend and ally.

— Ambrosio Luis Monçada, Keeper of the FaithFrom The Shadows of History, author unknown

What is truth, except what we choose to make ofit? For some truth is the light, for others, a fleetingshadow, without substance. Some claim that thesewords are the truth, but I do not. They are but words.The truth, if it exists, lies elsewhere, but these wordsmay prove a path toward it, if you are willing to followit and be mindful. Do not mistake words for truth, orelse you will fall into a web of your own lies. Know thattruth is not found in words, or even in deeds, but onlyin the stillness of the darkness, alone with yourself.

This is the truth that has been revealed to us, theLasombra, the Friends of Darkness, Nobility of theNight, since the first nights of the world.

The Shadowed OneThe Shadowed One was reborn into darkness

through blood and pain. His mortal life, like his mortalname, is of no consequence. Sufficient to say that itwas unremarkable in nearly every way. It is his immor-tal existence that concerns us, when he rose as agrandchilde of the Dark Father, one of the first of thethird generation of the childer of Caine. He arose inthe First City, ruled by the Dark Father and those ofthe second generation.

From the very beginning, the Shadowed Oneremained close to the darkness that was his by right ofblood. Shadows clung to him and the night was hishome. Great cats stalked at his feet as he hunted andfeasted, and slaves and servants feared and worshippedhim. So it was for many nights, until the coming of theGreat Flood that washed away the First City, showingthe Shadowed One a greater darkness than even thestarless night, the depths of the endless sea.

How long he wandered its depths, none can say,existing wrapped in the arms of darkness, like beingsubmerged in ink, beyond the reach of the sun. Heexisted and he hunted, the Shadowed One of theDeeps, in darkness and silence profound, the mostfeared predator of the seas, until the time when thefloodwaters receded and the childer of Caine em-braced the dry land once more.

They sought to rebuild the glory that was the FirstCity, but the second generation did not rule with thewisdom or strength of the Dark Father, who left hischilder before the coming of the Flood. The Cainitesof the third generation grew restive under the oppres-sive yoke of their elders and in time plotted againstthem. They rose up in rebellion and there ensued agreat and terrible slaughter. So it was that the secondgeneration met their ends at the hands of their ownchilder, who sought to take the Second City for theirown.

Then Caine, the Dark Father, returned from hiswanderings and saw the work of his grandchilder, sawthe city they had built lying in ruins about them, sawthe blood of their sires upon their hands and lips. Andthe Dark Father’s anger was great at the sight of this,and he cursed and banished his progeny from the citythey had built, demanding that they learn to rule withboth wisdom and strength to prove themselves worthyof the power that they claimed. So the ShadowedOne—never truly content in the city his brethrenbuilt—returned to the darkness and to the sea.

The Sea PeoplesThe Shadowed One’s people were the People of

the Sea, rootless and wandering like the Antedilu-vian, preying upon others as he did upon mortalkind.The Sea Peoples, or Hyksos, as they were known, weregreat warriors, sailors and raiders. They settled landson the shores of the Mediterranean Sea, the sea in thecenter of the ancient world. They dominated com-merce on the waters and along the shore, demandingtribute to stay their wrath, raiding those ships thatdared to defy them.

The Hyksos even raided and conquered inland,bringing them into conflict with peoples and landsinfluenced by the other Antediluvians and childer ofCaine. They conquered and ruled the Black Land ofEgypt for two successive dynasties, wresting controlfrom the scions of Set and forcing his childer intoexile. They raided into the lands of Greece and Italy,weakening the strongholds of Brujah, Toreador,Ventrue and others.

The Cainites of these lands suspected the handof one of their own behind these fierce and deter-mined raiders. They became certain when the SeaPeoples offered up their prayers and battle cries tothe power of darkness that they named Laza OmriBaras, “The God of the River of Darkness.” TheGreeks and Thebans gave the Sea Peoples’ god thename Lau-Som-Bheu, meaning “profiting by knowl-edge” or “profiting together through domination,”

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for such was the way of the raiders and their darklord. So the name that would become “Lasombra”was first spoken among mortals and Cainites.

Still the Shadowed One himself was seen littlein those days. He dwelled upon an island, somesaid, or in the depths of the wine-dark sea, risingfrom time to time to hunt and to guide his worship-pers. Occasionally, he granted his Embrace to achosen few, but less and less often as time passed.For centuries, the Sea Peoples were strong underthe watchful guidance of their dark god.

The destruction of the isle of Thera in theMediterranean Sea signaled the beginning of theend for them. Was it the work of a rival of the thirdgeneration or of the Hand of God? None can trulysay. The tremendous eruption spread darkness acrossthe sea and the land with a cloud of ash and dust.The devastation to the island and coastal settle-ments of the Sea Peoples drove many of our kind toseek their fortunes elsewhere, and even the Shad-owed One, the god Lau-Som-Bheu, abandoned hischosen people to travel under the pall of theeruption’s shadow, in the depths of the sea. It wasduring this time that our clan spread far and wide,as the Shadowed One Embraced childer in distantplaces and lands, many of whom also Embraced,creating legends of walkers in darkness in placessuch as Africa and parts of the distant East.

In the Shadows of RomeThe power of the Sea Peoples declined, until the

Roman general Pompey took it upon himself to rid theMediterranean Sea of piracy altogether, to protect Ro-man shipping. In a matter of months, he made the Latinname Mere Nostrum, “Our Sea,” the literal truth, wipingout pirates and raiders upon the Mediterranean withoutmercy. Rome became the preeminent power on the sea,and many havens and strongholds of our clan fell toRoman raids and conquest. The subtle hand of theVentrue or some other clan may lie behind Pompey’swork and support in the Senate, but the truth was thatRome was supreme on the sea that was once ours.

So our clan moved onto the land, and into thelands that were Rome’s. The Roman Republic gaveway to an empire, ruled by the Caesars, and we foundour way into the shadows of the Empire, throughout allthe lands where it stretched its influence. In thoseshadows, we discovered mortals sheltering a smalllight, a secretive cult that worshipped an executedJewish prophet and called themselves Christians afterhim. Their fear of the darkness and their willingness tostand against it was intriguing, and many Lasombrawere drawn to them.

By the time that Constantine adopted Christianityas the official religion of the Empire, we were alreadythere within the ranks of its hierarchy, influencing thenascent Church and its doctrine. More often, our clanwas the source of various heresies that the Churchfathers outlawed, but many survived in the shadows aswe have always done, including the Cainite Heresy thatspread the worship of our Dark Father. By the time theVentrue realized that the Empire was crumbling and theChurch remained its sole bastion of strength, our influ-ence was already too strong for them to displace, althoughthey tried.

So darkness descended over the world again, as italways does, with the Cainites of the Clan of Darknesssheltered in the last stronghold of the light. Where theChurch has spread the word of God, we have been there,watching from the shadows. Most of our clan remainedclose to the Church in Rome rather than fleeing withmany Cainites to Byzantium, although some Lasombrachose to seek their fortunes in the East.

Friends of DarknessPerhaps it was the influence of the orderly Ro-

mans or of the Christians and their hierarchy. Maybeit was the will of the Antediluvian, or some combina-tion of these factors, but Clan Lasombra changedduring its time in the Empire, becoming more thanscattered bands of pirates. It was during this time that

FROM THE COMMENTARIES OFJULIA ANTASIA:

Fhile I have my own suspicions as tothe identity and agenda of this history’s

author, I cannot fault the scholarship of this earlyhistory of the Lasombra. It does not even overlyromanticize the nature of the Sea Peoples andtheir raids of conquest throughout the Mediter-ranean, merely states them as fact. Other clansdid indeed believe that an Antediluvian wasbehind the Sea Peoples, worshipped by them asa god (or, perhaps, goddess; the tales vary). Ifanything, the only supposition that I cannotsupport is the author’s assertion that the LasombraAntediluvian traveled the world following thedestruction of Thera, Embracing childer in dis-tant lands. Still, the Lasombra are known inmany places, so it is at least possible that he didso. Certainly, the Antediluvian travels far less inthese nights than he did then.

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the Amici Noctis, the Friends of Night, came into beingand extended their influence over the clan throughthe Courts of Blood. The Amici were empowered —perhaps by Lasombra himself, perhaps only by theirown ambition — with the authority to mete outjudgment and settle disputes among members of theclan. They further the goals of the clan and decide whois worthy of survival and who is not. Moreover, theyhave the right to sanction the Amaranth, passing thepower of the blood to those worthy of it, which hasensured their continuation and influence.

Although the Amici wield considerable powerwithin the clan, they are by no means the sole power.If anything, that title rests with the Shadowed Onehimself, with the Lasombra, who still dwells amongus. More accurately, the Antediluvian dwells withinthe walls of Castel d’Ombro, the Castle of Shadows,on the isle of Sicily. There also dwell two of the mostinfluential of Lasombra’s childer.

The first is Montano, Embraced by Lasombrabefore the birth of Christ, a favored childe of theAntediluvian since that time. While Lasombra slum-bers in the Castle of Shadows, Montano is its master,and he dispenses justice to his kin with a fair and evenhand. This has earned him few friends among theAmici Noctis, and Montano has banned the Friends ofNight from conducting their business on the Isle ofSicily under pain of Final Death, a threat that the

Amici are wise to take seriously. Apart from seeing tothe affairs of his sire’s haven, Montano has littleinvolvement in the business of our clan, although hecould exercise considerable authority, if he chose todo so.

The other, more recent, inhabitant of Casteld’Ombro is Gratiano de Veronese, a young bishopEmbraced by Lasombra less than a hundred years ago.Gratiano was born to a noble family in Italy. Anambitious young man, he entered the priesthood, andhis family’s wealth and influence bought him a bish-opric by the time he was in his twenties. His skill inoratory from the pulpit raised the righteous anger ofhis congregations, which Gratiano was often able todirect against his family’s rivals. He intended to do farmore, ultimately hoping to unite the disparate city-states under one rule, his rule. He failed and beganplotting to betray his family and his land to certainnobles in Bavaria and Bohemia. In return, he wouldreceive control over much of Italy.

His family discovered Gratiano’s treachery andthe authorities arrested him. He was tortured andinterrogated, then left alone in his dank cell. That waswhen Lasombra first came to him and offered theyoung bishop the Embrace. Gratiano refused at first,but further torture and the promise of execution lefthim with little choice. He accepted the Antediluvian’soffer and took the Embrace, spirited away from his cellinto the shadows. Now Gratiano is Lasombra’s fa-vored childe at the Castle of Shadows, and he continueshis efforts at meddling in the political affairs of hishomeland. Some wonder about the Antediluvian’sfavor for the rabble-rouser Gratiano, but never openly.

FROM THE COMMENTARIES OFPARSIFAL:

Che Lasombra influence over the MotherChurch has always been greatly exag-

gerated, most likely by the Lasombra themselves,who would have us believe that they hold theCardinals and His Holiness the Pope himself inthe hollow of their hand, to do with as they will.The truth of the matter is that the Lasombra havealways imitated the ways of the Church — itsrituals, ranks and ambitions — but their actualinfluence over Church affairs is quite limited, asis that of any Cainite clan. The mere existence ofthe inquisitors and secret efforts by certain fac-tions within the Church to exterminate our kindshould be proof enough of that. Would they evenexist if the Lasombra wielded the sort of powerthat they claim? Though some might believe theinquisitors are merely tools of one clan or an-other, they have left none untouched in theirzeal, not even the Lasombra.

FROM THE COMMENTARIES OF JULIA ANTASIA:

0nd so we see one reason why the author of this work remains anonymous.

I think it would be fair to say that the author issomeone involved in the inner circles ofLasombra affairs to have gathered so muchknowledge about them, particularly about thegoings-on at the Castle of Shadows. Why thedesire to share the history of the clan withothers? While I cannot say for certain, it seemsto me that the author wants certain thingsknown before they are changed, fully aware thathistory is often the work of those in power. Itseems to me that changes may be coming for theLasombra, whether they know it yet or not.

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Points of ContentionA number of potential conflicts brew among the

Lasombra. Most are just beneath the surface, waitingfor the time when they will bubble over.

The ReconquistaMany Lasombra are occupied in the current nights

by the events of the Reconquista in Iberia as Christiankingdoms slowly drive the Muslims from that land.Officially, the Lasombra have nothing to do with theReconquista, but everyone knows that is merely a front,since the Cainites cannot possibly remain neutralwith the future of so many mortal kingdoms hangingin the balance. In recent years the Amici Noctis havemade it increasingly clear that they favor the Chris-

tians in the conflict and believe that a Christian Iberiawill be both more united and more easily influenced.

Despite the long association between the Lasombraand the Catholic Church, more than a few Muslimmembers of the clan feel abandoned by their elders.Some are torn between loyalty to their faith and theirhomelands and loyalty to their clan, or at least thesufficient appearance of loyalty to advance their cause.Indeed two of the greatest leaders on opposite sides ofthe conflict — Badr, Sultan of Granada, and Reinaldode Rubio, Prince of Compostela — are both Lasombra.

Although the clan maintains an outward stanceof neutrality, the conflict behind the scenes is becom-ing fierce, with Muslim Lasombra seeking allianceswith the Assamites and any others who will supportthem in their struggle and the Christian Cainite lordsof Iberia gathering support from the other courts ofEurope to oust the Saracen Cainites altogether andclaim their domains for themselves.

See Dark Ages Europe and Iberia by Night formore details on the Reconquista and its effects on theLasombra and other Cainites.

The ChurchThe Lasombra have been associated with the

Christian Church almost since its founding, andmany Lasombra are devout Christians of one sort oranother. Of course, just as many are cynical ma-nipulators who see the Church as little more thana tool, but the strain of religious fervor, and fanati-cism, runs strong in Lasombra blood.

In addition to the struggle between Christianand Muslim Lasombra in Iberia and elsewhere,numerous factions among the Christian faithful ofthe clan maintain their own rivalries and struggles.Followers of various heresies, particularly theCainite Heresy, are common. Orthodox ChristianLasombra (if they can truly be said to exist) areoften split on their relationship with the Churchand with God.

Lasombra in Italy cultivate influence withinthe hierarchy of the Church but do so with greatcare, since they have rivals within the Ventrue andother clans that also claim churchmen and clergyas allies. More importantly, only a rare few withinthe Church’s ranks are aware of the existence of theDamned and actively hunt them to purge theMother Church of their influence. The Lasombrahave run afoul of some of these self-proclaimedinquisitors and tread cautiously when dealing withthem. Tales of miraculous powers of the faith

HISTORY FOR LASOMBRACHARACTERS

;ike many things about the Lasombra,their history is made up of shadows and

half-truths. Whether or not any of it is actuallytrue is in question, although the Lasombra main-tain it as the absolute truth. After all, how manyof the clans have such close contact with theirAntediluvian founders and can claim to be inthe presence of so much unliving history?

The Shadowed One’s influence is feltthroughout the clan, directly or indirectly.Lasombra sires tell their childer tales of theAntediluvian’s power and what he does to thosewho fail in their duties to the clan and their sires.The Lasombra founder is like a bogeyman to theyounger generations, but he is also a presence forthe elders of the clan, who cannot predict whattheir progenitor may do at any given time. Whilethe Amici Noctis control the nightly affairs of theLasombra, they are keenly aware that they do soat the Shadowed One’s sufferance and that hecould take away their power, if he wished. Hisoccasional comings and goings are of grave con-cern. What plots does the Antediluvian hatch inhis long slumbers in the Castle of Shadows?

For many younger Lasombra, recent historyis of greater interest. The Reconquista in Iberiaconcerns them, as do the activities of PopeGregory and the Church in Rome. Both eventshave embroiled the clan in conflict, but they alsooffer opportunities for ambitious Lasombra will-ing to take risks to secure future power.

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wielded against younger and more foolish membersof the clan are spreading throughout Europe.

Lasombra’s FavorThe plans and goals of the Antediluvians have

always been mysterious to Cainites of the youngergenerations, none more so than with Lasombra, theShadowed One. Although the Antediluvian is moreinvolved with his progeny than most, he is stillgiven to long periods of torpor and works his ownwill on the occasions when he walks the night.

One of the odder acts of Lasombra in recentmemory is the Embrace of Gratiano de Veronese,who apparently holds his sire’s favor for the timebeing. Although Gratiano is a relative newcomerto the Castle of Shadows, the mere fact that he isthe childe of the clan’s founder grants him consid-erable status, nearly rivaling that of Lasombra’schosen viceroy and other favored childe, Montano,who rules over the citadel when its master lies intorpor. The potential conflict between the two“brothers” is clear, and elders of the clan havebegun quietly to take sides.

Gratiano has drawn the attention of manyambitious Lasombra, particularly those frustratedby Montano’s cautious and neutral stance on somany things. As vampires within the Casteld’Ombro jockey for favor and position they alsokeep a close watch on the Antediluvian’s comingsand goings, wondering what Lasombra’s plansmay be for his new protégé (if that is what he is),and if any other favored childer may be awaitinghis Embrace.

For his part, Gratiano is most interested inbuilding influence in his homeland of Italy andeventually realizing his dream of uniting its dis-parate city-states under a single rule. AlthoughGratiano is well aware that he will not occupy thatthrone, nothing prevents him from being thepower behind it, and he has made it clear thatthose who aid him will be richly rewarded whenthe time comes.

Player’s ToolboxPlayers can work history and current events

involving the Lasombra into their characters’ back-grounds in a number of ways:

Tests of Faith• As a Muslim Cainite in Iberia, your position

is a tenuous one, particularly as it has become clearthat your clan supports the Reconquista... You are

torn between loyalty to your sire and clan and toyour faith and your own ambitions to ascend throughthe ranks. Which must you betray?

• Your faith in God has never wavered, noteven when He laid this curse upon you as a su-preme test of your worthiness. You will not befound wanting. Not all Cainites are so true in theirfaith, however, and you know that the Church isriddled with their corruption. Your clan is theworst offender of this sin of pride — using the HolyChurch for ignoble ends. Though it may cost youyour blood and whatever remains of your soul, youare the Lord’s avenger of sins and you will carry outHis will.

• Some within the Church know too muchabout the existence of the childer of Caine andabout your strengths and weaknesses. These in-quisitors pose a threat to you and your kind and toyour future plans for the Church. Your elderswould reward any who provided them with in-sights into the activities and identities of thesemortals, and perhaps their zeal for hunting theDamned can be harnessed and turned towardmore… productive ends.

Friends of Night• Your sire or mentor believes that you may

have the potential to join the ranks of the AmiciNoctis and has made it plan that they are watchingyou closely. You are being carefully groomed for aposition of power within your clan. Can you swingmatters in your favor? Do you even want to join theFriends of Night?

• After your Embrace, you were buried and leftfor three days in the dark and dank earth. In thedarkness, a voice whispered to you, saying you weredestined for greatness among the childer of Caine,that you must accept your heritage and your des-tiny, accept the darkness within and without. Thatexperience has left its mark upon you; you still fearconfinement and still sometimes hear a voice,whispering to you from the shadows, telling youwhat you must do.

• Your sire is a cruel and vicious taskmaster,but he taught you the skills needed to survive inthe society of the Damned. Each torment inflictedupon you has been a lesson, and you have learnedwell, hiding away your hatred and playing the roleof the dutiful childe. That has earned you a mea-sure of your sire’s favor, if not his mercy. That isgood, since it is only a matter of time before youwill bring matters to the attention of the Friends of

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Night and petition to drink your sire’s vitae beforethe elders of your clan. Your chance will come, ifonly you are patient.

Crowns of Shadow• Gratiano de Veronese is seeking Cainites to aid

him in interfering in the political affairs of Italy and hasmade it clear that the ultimate rewards will be great.Gratiano holds Lasombra’s favor for the moment, but healso has many enemies even within his own clan.Gratiano has also made it clear that those who do notstand with him may regret their decision when he comesinto his own. Which side will you choose?

• You thought yourself far from the conflicts inIberia and Italy, in a humble but secure position inanother court. Now your liege has honored you with therole of ambassador, acting as his eyes, ears and voice inthe courts ruled by other members of your clan. Youwould rather avoid such entanglements, but now youhave no choice. You wonder, does your liege believe youwell suited for the task as he says, or does he hope to testyour loyalty and mettle, and find you wanting?

• You play a dangerous game, outwardly a loyalservant of the Reconquista and the Christian lords ofIberia, but secretly sworn to the faith of Islam and thecause of the Moorish Kingdoms. It has become clear toyou that your Embrace was the will of Allah, placing youin the hands of his faithful servants and allowing you thisopportunity. You will earn the trust of the enemies ofyour faith, knowing that to face True Death at theirhands will only ensure you a place in Paradise.

ToreadorWe are like works of art, each unique and eternal,

capturing fleeting feelings of beauty, passion, ugliness orpain. Moments frozen forever in time.

— Isouda de Blaise, Queen of the Court of Lovein Blois

From On the History of the Artisans, by Katherineof Montpellier

It is the duty and the fate of our clan to shelter andnurture beauty, and a part of beauty is truth, but truthalso contains ugliness, so many of us turn away from it.We embrace beautiful lies instead, and truth is allowedto wither on the vine, like a rose caught in the grip of thefirst frost. We should know the central truth of ournature: that the birth of beauty is often fed by ugliness.How much decay gives the rose room to grow? Howmuch blood, sweat and tears have gone into the greatworks of the past? How many lives have been sacrificedto raise monuments to challenge eternity?

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In my experience our kind tries too often to makehistory a thing of beauty, when instead it is theugliness out of which beauty grows. It should beacknowledged no less for that and recognized for whatit is. So I set pen to paper to record the ugliness, andthe beauty, of our past, in hope that it will seed greaterthings to come for our clan and our kind.

The First CityIn the First City dwelled she who is the founder our

of line, the source from which our blood flows downthrough the ages. As might be expected, she was a thingof beauty, one of the great beauties of the First City. Shewas also courageous and daring, for she was a bull-dancer. She practiced the ancient art of dancing withdeath, leaping and soaring high above it, bringing graceand beauty to ugliness and danger, laughing and cel-ebrating life amid the threat of death, and so she caughtthe eye of one of the Three, the childer of the DarkFather, Caine. Her Embrace was intended as a gift, topreserve her beauty and grace for all time. Her name wasIshtar, though she has been known by many names inmany lands since those nights.

Of all the thirteen childer of the second genera-tion, Ishtar clung most fervently to life and to thevitality she once knew. She understood the power ofthe Embrace to preserve beauty and the bitterness ofthe gift of immortality. She was lover and companionto her sire and sought to temper his moods and thoseof her brothers and sisters, but she could not hold backthe flood forever. The wrath of God fell upon the FirstCity, and the Great Flood washed it away. Still thechilder of Caine survived and, in time, tried to recre-ate what had been lost.

The Second CityThe Second City was an act of creation. Ishtar

sought to make it a thing of beauty, better than theFirst City had been, without its flaws. Her efforts weredoomed from the very start, doomed by the plottingand scheming of her brothers and sisters of the blood.For the rest of the third generation was not content toserve or to obey their sires. They chafed under theiredicts and their rule until they rose up in rebellionagainst the Three. Though she tried, Ishtar could notstem the tide calling out for blood any more than shecould in the First City. The childer slew their sires,and in the end the Second City, the glory they hadbuilt together, lay in ruins around them.

So it was that Caine returned from his wanderingsto find his childer dead and the lips of their progenydripping with their blood. So great was his anger that hecursed the upstarts and banished them from his sight.The founders of the clans were scattered to the fourwinds, having gained nothing from their patricide otherthan bitter exile. All save for Ishtar, the only one of the13 who did not partake in the rebellion.

The Dark Father spoke gently to the gracefuldancer, telling her to flee the site of so much carnageand betrayal. For her loyalty and devotion, he blessedher with a gift: She would never lose her vitality andthirst for beauty, and a measure of this would be passedon to her childer. Her quest to create and preservebeauty would not be in vain, as long as she persevered.

Ishtar left the ruins of the Second City and trav-eled to Sumer, where the mortals worshipped her as agoddess. It was there that she took her consort (andlater childe) Tammuz, who sacrificed himself to pro-tect his beloved from her enemies. Ishtar left Sumerand its bitter memories behind and made her way thento Crete, where she taught them the art of bull-dancing and sought to recapture some of what was lostin the First City.

She was successful for a time, until King Minosdemanded that she grant him the immortality of the

FROM THE COMMENTARIES OFETIENNE OF POITOU:

Fhat utter nonsense! Though LadyKatherine is known and respected as

a scholar, her interpretation of our noble clan’shistory leaves much to be desired, and it isclearly seen through her own interests and witha bias toward her own sex.

It is well known that the founder of our clanwas Arikel, a sculptor in the First City, whosework so captured the majesty of the secondgeneration that they granted him the immor-tality of Caine’s blood so that his genius wouldendure forever. Noddist lore tells us of his wordsand wisdom to his childer, whom he consideredhis greatest and most beautiful creations. Thistale of a woman, a poor dancing-girl, as thefounder of our clan is a fancy, even a heresy.Katherine accuses others of prettying history tocover its flaws, but of that particular sin, she isas guilty as any of us may be.

Still, the remainder of her history is notwithout merit. Her facts beginning in our line’stime in the ancient world are generally correct,as long as you ignore her wild tales of ourbeginnings and consult true and reputablesources such as the words of the Book of Nod.

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Embrace or face exile. Instead, Ishtar granted the Em-brace to Minos’ son, who was unworthy of it and wasdriven mad by the Beast, becoming as hideous as Ishtar

was beautiful. Minos had a complex laby-

rinth built to hold his mad son prisoner, sacrificingbeautiful youths and maidens to sate his eternal bloodlust,until the Greek hero Theseus came and put an end to hiswretched existence.

The Ancient WorldThe Toreador herself disappeared from Crete,

some say in the company of the inventor Daedalus,builder of the Labyrinth. From here she vanishes fromhistory as well. Most likely the Antediluvian enteredtorpor at some point, after creating progeny in Greecesuch as the musician Amphion. From these childer aredescended the current members of our clan.

The civilization of the ancient Greeks suited thenature of the Toreador’s progeny well. The arts werein their fullest flower in Mycenae, Athens and othercenters of Greek civilization. Sculptors, playwrights,poets and musicians were there aplenty, along withphilosophy, weaving, woodworking, architecture andall the many other wonders of the ancient world.

For a time our kind prospered and their numbersmultiplied. Artisans were Embraced to preserve theirgenius and their works. Mortal rulers were bound byblood to the Cainite masters and mistresses who ruled

FROM THE COMMENTARIES OFRODRIGO:

=owhere except in the works of Torea-dor scholars do I find claims that their

clan alone escaped Caine’s curse. Indeed, everyclan seems to claim to hold the Dark Father’sfavor, except perhaps the Nosferatu (and whowould believe that?). What of the ancient talesthat say Saulot the scholar was the sole memberof the 13 to escape Caine’s wrath? What of theVentrue scholars who believe that their line waspredestined by Caine to rule over his other un-ruly childer? For myself, I cannot say whether ornot the Toreador line escaped Caine’s curse, butI doubt whether or not any of us who are of hisblood can rightly make such a claim.

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from the shadows. Our kind molded mortal society tosuit them and to fulfill the ideals passed down by theToreador. Unfortunately, the curse of Uriel took holdand the Cainites of Greece began to squabble andfight among themselves. Many met Final Death inthose days, while the rest were driven into torpor orforced to leave behind all they had built. The GoldenAge of Greek civilization faded like the blush from arose and was no more.

The Glory and Fall of RomeThe failure of the Greeks scattered and disheart-

ened our clan. For centuries, Artisans preserved andrecalled their glory days, keeping ancient knowledgeand achievement alive but losing sight of the livingworld around us. I’m told that time passed strangely forthose Toreador; the nights dragged by one by one in anendless procession, then, suddenly, mortal lifetimeshad passed. It was as if the Toreador had enteredtorpor as a clan, and many elders did so in truth.

What caught our attention and collective imagi-nation was the rise of Rome under the guidance of theVentrue. Though able leaders, the Ventrue and theirRoman pawns lacked the spark of genius that the

Greeks had held. They sought it out and we offered itto them, seeing the opportunity to create once more.The Ventrue no doubt believed that they secured ourcooperation through guile and majesty, but the truthis that the Toreador saw the potential of Rome andhad little interest in the Ventrue’s games of power.

The Long NightThe fall of Rome struck at the heart of our clan.

Even before the Long Night fell, there were signs. Thegrowth of Christianity in Rome was as a blight to theChildren of Caine, since the Christians devoted them-selves to destroying our kind wherever theyencountered us. They were even willing to burn Rometo the ground to cleanse it of our presence. Theyweren’t entirely successful, but many elders still burnedor were sent into torpor.

Then came Constantine and his battlefield con-version, followed by the victory he was promised if hetook up the Christian faith. The founding of NovaRoma in Byzantium split the empire as the Churchwas also split into east and west. Some Toreador, suchas Menippus and his childer, and those of Hesiod, whoburned in the great fire, chose to flee to the east, toByzantium. My own sire Theophano remained inRome with her childer and vassals, in an effort topreserve what remained.

In the end, her work and that of our clan failed toprotect Rome from the barbarians. It was not a desireto maintain the Empire’s political power. What didthe Toreador care which mortal wore the crown ofCaesar and claimed the Empire? Such rulers came andwent. It was the glory and beauty of Rome that ourclan sought to protect and preserve. Eventually eventhe city itself, its monuments, buildings and aque-ducts, were of little importance compared to theessence of Rome, its art, literature and ideas. As thebarbarians swarmed over the remains of the EternalCity like flies on a corpse, many Toreador did whatwas necessary to preserve that which remained.

The Flowering of ChivalryThe darkness that descended over civilization

after the fall of Rome almost seemed to smother thespirit of our clan. Although we continued to seekout and preserve beauty where and when we foundit, it seemed that the world grew increasingly ugly.What remained for us to preserve? What beautycould we create? I know that some found solace inthe works of the Church, while others sought art-istry wherever they could find it in the world. Muchof what has survived in the Long Night has been

FROM THE COMMENTARIES OFCAMILLA:

:atherine would have us believe thatthe Toreador have abstained from

vulgar matters of state throughout time when intruth they have been among the most pervasivemanipulators of all Cainites. The Toreador stoodin the thick of things in Rome. They became“patrons” of more than just artisans and scholars.They held senators, generals and even emperorsunder their sway. Their orgies of blood werelegendary even among their Ventrue allies. Romewas a time of unrivaled decadence for the Torea-dor, when more than a few of them chose to walkthe Road of Desire (now called the Road of Sin).

Before the Ventrue struck an alliance withthe Toreador and allowed them free rein in theEternal City, Rome was strong. Toreador deca-dence and corruption spread like a poisonthroughout the city and the empire. It weakenedthe patrician families and the emperors; it eventainted the Ventrue and their works. The Torea-dor may have sought to build in Rome, but in theend they destroyed everything that they touched,until Rome fell to the barbarian hordes.

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through our efforts, although the world may neverknow it.

Perhaps this devotion to the cause of preserva-tion led to our clan’s interest in the ways of chivalry.Some might say that it is a natural step fromdefender of beauty and truth to champion of theoppressed and the needy. Mayhap our keeping ofthe old songs and tales helped it along. Whateverthe case, the knightly vocation fired the blood ofmany a Toreador with a faith and passion not seenin many years. We have taken to the ways ofchivalry as if made for them, and Toreador arefound in knightly orders throughout the world.Indeed, our clan founded most of the Cainite ordersof knighthood and we maintain them still.

The Albigensian CrusadeThe Crusade against the Cathar heretics of Albi

must have seemed a noble cause to Cainite and mortalknights alike at first. But as with so many noble causesover the centuries, this one proved inexorably en-tangled with politics. It was shortly after the massacreat Béziers that King Etienne accused Esclarmonde theBlack of treason and conspiring with the Lasombra ofAragon. That she chose not to appear before theGrand Count to answer his charges only confirmedthose charges in the minds of many.

So it was that many neonate knights, Toreadorand Venture alike, took up arms and joined withcrusading forces from the north and east to march intoToulouse and the surrounding lands. They struck deepinto the Pyrenees, seeking heretic Cathars and sup-porters of the Cainite Heresy as well. They foughtagainst those loyal to Queen Esclarmonde, pittingCainites of the same blood against each other on thefield. Many met Final Death in the Crusade on bothsides, in a war lasting for 14 years.

Now the Crusade draws toward a fateful conclusion,with the Grand Court calling upon its allies to support theroyal army in its attack on Toulouse and Count RaymondVII. Whichever side is victorious, much Toreador blood willhave been spilled on either side, and the Courts of Love havebeen rent by war. How will our troubadours and poets recordthese deeds, and will those who fought for both sides beremembered? What will we, the keepers of beauty, choose todiscard from our history because of its ugliness?

Points of ContentionThe Toreador maintain the outward appearance

of harmony, but they are also among the most passion-ate of Cainites, which can lead them into variousconflicts, often before they’re even aware of it.

FROM THE COMMENTARIES OFETIENNE OF POITOU:

Chis work was written before the inva-sion of Labécède and before the king’s

regent chose to negotiate with Raymond VII.Not one bit of the ugliness of the AlbigensianCrusade has been overlooked or forgotten. Cer-tainly not the evidence of Esclarmonde’scollaboration with the Lasombra or her sympa-thies for the Cathar Heresy — and other heresiesbesides. The Courts of Love have not forgottenhow to make war, and the keepers of beauty mustbe willing to shed blood, if need be, to preserve it.

HISTORY FOR TOREADOR

CHARACTERS

0s Katherine of Montpellier notes, theToreador have a tendency to romanti-

cize history as they do everything else in theirexistence. That does not change the events thatindividual members of the Toreador clan haveexperienced, however. Some Toreador elders re-call history in all of its gory detail, even if they, too,have a tendency to romanticize any retellings of it.

History can have a subtle influence on youngerToreador characters in the time of the War ofPrinces. More than a few Toreador have chosenchilder based on a resemblance to someone —mortal or Cainite — whom they knew long ago.That history may end up repeating itself in one wayor another. Storytellers can make an interestingtale out of two parallel stories, one in the past, onein the present, comparing the events of a Toreador’sunlife in both.

Their romantic attitude toward history isoften reflected in how Toreadors choose to retelltheir history through their art. Such scholarshipas artistry may have unexpected effects in themodern nights. For example, a particular inter-pretation of the events before and after theGreat Flood intended for a play may arouse theinterest (or ire) of the local prince. A greathistorical poem, song or play about tragic lovemay have echoes in the current situation facingthe character, or Toreador artistry might evengo beyond stirring just the emotions. Perhaps aparticular performance incorporates elementsthat awaken an elder Cainite from torpor byrecalling elements of his own ancient existence.

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Knighthood and ChivalryAlthough the Toreador have embraced the ideals

of chivalry wholeheartedly, not all Cainites achievethose ideals. As mortal rulers and potentates do, elderCainites often use knighthood and chivalry to keepthe young and passionate occupied while they goabout their business. Knightly orders are a fine placeto put fiery neonates to give them purpose in theirunlives beyond plotting against their sires. It alsoinculcates qualities of loyalty and honor into them,which their elders may be able to manipulate towardtheir own ends.

That is not to say that Cainite chivalry andknighthood are shams created by the elder genera-tions, only that they are not as pure as some Toreadorwish to believe. Rivalries between different knightlyorders, or between individual knights, are sources ofconflict in a chronicle. Knightly orders have becomemore important than ever since the start of the War ofPrinces, and Cainite nobles seek to curry their favor ormaintain their loyalty.

Toreador knights are often followers of the Pathof Chivalry (belonging to the Road of Kings), al-though the Road of Humanity is also well representedamong the flower of Cainite knighthood. For more onCainite orders of knighthood and the roads, see AshenKnight and Road of Kings.

Courtly LoveAnother human custom that the Cainites have

adopted is that of courtly love, which the Toreadorhave embraced with their usual enthusiasm. Mostscandalously, this practice has encouraged Cainites totake on mortal paramours and to become completely(some say slavishly) devoted to them. It has also led toCainite ladies gaining power and influence within theCourts of the Damned and within mortal society aswell. This dangerous game risks exposing the exist-ence of the Damned, especially in noble circles wherepowerful forces may be moved against them.

Even as chaste as Cainite courtly love of necessityis, romance and passion are also powerful forces. Theyadd an additional layer of complexity to the oaths offealty and other demands placed on a Cainite’s loyaltyin the Dark Medieval world.

The Albigensian CrusadeIn the Toreador stronghold of France, the

Albigensian Crusade against the Cathar Heresy hasended only recently. The struggle provided cover forcrusades against the Cainite Heresy as well, which didnot always prove as successful. In particular,

Esclarmonde the Black, Queen of Toulouse, is be-sieged by her enemies for her support of Cathar heresy.This has helped unify other courts against a commonenemy but has also led to conflict among the Cainitesof the Courts of Love. Neonate knights may have seencombat during the Crusade or may have been Em-braced during that time to strengthen the ranks thinnedby war and the fires of the inquisitors.

Esclarmonde has fortified her position in thePyrenees, besieged by both mortal crusaders and byCainites loyal to Etienne of Poitou and MatriarchSalianna. The accusations of treason against Esclarmondemay prove a self-fulfilling prophecy as she is forced toseek allies wherever she can find them, to gather thestrength to take the conflict to her accusers.

Player’s ToolboxPlayers of Toreador characters can use the following

ideas as inspiration for different character story hooks:

Oaths and Duty• You love a beautiful and noble lady with all your

heart and have sworn yourself to her. This lady fair isa mortal, and you have broken Cainite law by tellingher of your true nature. As proof of her mettle she hadnot recoiled from you but loves you still, and haswillingly accepted the gift of your vitae to keep heryouthful and beautiful for all time. She is the source ofyour strength and inspires you toward what you mightachieve.

• You are a sworn vassal of the embattled QueenEsclarmonde, called “the Black” by some. Althoughconsidered a heretic and traitor by outsiders, youknow your Queen to be a woman of strength andwisdom. Her domain stands against Cainite crusadersand mortal inquisitors. Though it may require allyingwith Cainites of the Low Clans or even stranger forcesthat lurk in the Pyrenees, you will do what you mustto serve your rightful liege.

• Though of low birth you feel that your Embraceinto one of the High Clans has elevated you, such thatyou can fulfill your lifelong dream of knighthood. Youwill do whatever it takes to prove yourself worthy toearn your spurs, and you have been faithfully studyingall the skills you will need to become a true knight.More importantly, you adhere to the code of chivalrywith all your heart.

Passion and Love• Your Embrace snatched you from the arms of

death from illness and gave you eternal unlife, but it alsoseparated you forever from your mortal beloved, who

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believes you dead and gone. You cannot bear to revealthe truth, knowing that the two of you can never betogether. So instead you have sworn to watch over yourlove from afar and act as silent guardian angel. Woebetide those who threaten your beloved.

• As a mortal, you chanced to fall in love with a mostbeautiful Cainite, who in time acceded to your wish totake the Embrace, to enter the nighttime world of yourlover. Now your love has withered on the vine and yourbeloved has rejected you for another. You are bound byoaths to obey your sire, and you do not wish to harm yourlove. The focus of your righteous anger is this newparamour who has stolen away your lover’s heart. Youare certain that once this distraction is no more, thingswill be as they once were, forever.

Faith and Heresy• Your passion for scholarship and devotion to God

have not changed since your Embrace, but their focushas shifted somewhat. You believe you have discovereda hitherto unknown Noddist fragment, which may havegreat import for the Cainite Heresy in particular. Nowyou are torn between revealing your discovery andkeeping it hidden from those who might use it to fuelfurther heresy.

• You were a part of the Children’s Crusade, though younever reached the Holy Land. Instead, you met Regis, thePrince of Marseilles, before you took ship in that city. Youryouth and beauty sorely tempted “Saint” Regis, and he fedfrom you like a starving man. Then, moved to repent for hisheinous deed as he crouched over your dying form, thePrince fed you a measure of his blood, giving you theEmbrace. Now you will remain a child for all time, and yournew father has rejected you as a reminder of his terrible sin.You have only your faith in God, and the beauty that PrinceRegis so admired, to sustain you.

• Though the mortal Cathars are now mostly martyrsto their faith, you are not. Instead of remaining true to yourfaith and being willing to die for a greater reward in Heaven,your cowardice has led God to curse you with this unlivingexistence, bestowed upon you by one of the Devil’s own. Youhave repented your sins and you will redeem yourself in theeyes of the Lord by both preaching His word and seeing themonsters that made you destroyed.

TzimisceGive nothing to the dragon that he does not ask for.

Not praise, not advice, not even a glance. To do so mightattract his attention too closely.

— Advice traditionally given to Cainites visitinga Tzimisce voivode

As told by Oszkar Gergo Obertus, Former Book-

keeper at the Library of the Forgotten:

Sit down and be silent. Sit, damn you! What I’vedone to deserve this I cannot even imagine. I’ve athousand and one things that need doing beforesunset, and lecturing you bastards is not one of them.The master says I must teach you, so I teach you, butyou damn well better learn swiftly, for I’ve no inten-tion of repeating a single word!

Right. Let us speak of your masters and mine, theTzimisce — called Fiends by those who would denigratetheir accomplishments and their inherent nobility.

What? Yes, like the Tremere. Interrupt me again,brat, and I’ll have your tongue permanently affixed tothe roof of your mouth.

I’m not going to bother you with stories of Caine.You’ve heard them all, and frankly, they’re boring.The history of the Tzimisce really begins with

The Embrace of the EldestNone knows his original name, if indeed he pos-

sessed one, so we call him by our own name, Tzimisce.It is said that he was an oracle when he was yet mortal,a magician and seer even before he was a Cainite.Ynosh, who Embraced him, chose him as the onlyworthy recipient of the power he had to offer. TheEldest’s Embrace was not like those of other, normalCainites. Ynosh focused his will and drew forth themost primordial part of himself, saturating his vitaewith everything that made him more than mortalbefore bestowing this gift upon Tzimisce.

This great Embrace made the Eldest far more thanhis brothers among the third generation. Where theywere tainted, he was pure. Where they were still tetheredto their human frames and their past lives, he was able tocombine his earlier magics with the power bestowedupon him, and to use them both to begin, even in hisearliest nights, the metamorphosis that would enablehim ultimately to transcend all mortal limitations.

Enochdid not remain in the Eldest’s home for long.

Tzimisce’s brethren never particularly liked him —the jealousy of the inferior is a powerful emotion. OnlyArikel, the first Toreador, made any pretense of caringfor him, and that was only after he used his flesh-shaping abilities to grant her the unearthly beautythat her foppish descendants now claim was hers bybirth. It was not long after he’d done precisely theopposite to Nosferatu — and they claim, laughably,that their ugliness was a curse from Caine himself, sodetermined are they not to acknowledge the Eldest’s

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power over them! — that Tzimisce decided that hecould no longer remain in the city with his inferiors.They were too tied to their mortal lives, too bound bymortal limitations. If the Eldest and his eventualdescendants were to grow beyond those limitations, totruly discover their potential, it would not be withinthe streets of Enoch.

The Eldest’s

Years of Wanderingproved only moderately useful. During this time,

as his gifts as an oracle waned, he walked where hisinstincts led him. He Embraced for the first time, notfor companionship, but so he might have additionaleyes and hands to search the world and experimentwith means of rising above the limitations of themortal form. Additionally, after consuming his firstchilde, Gallod, from within, he began traveling witha mortal entourage, to ensure a ready supply of vitae.During these travels, he Embraced many of the mostfamous and infamous Tzimisce: Demdemeh, Yorak,the Dracon. And one other who should be famous, butis not: Ionache. I’ll come to him later.

YNOSH’S CHOICE

Bome Tzimisce scholars maintain aslightly different version of the Eldest’s

Embrace than that accounted above. Accordingto them, Ynosh the Lawgiver hadn’t intended tocreate a viable childe. He was hoping to freehimself of the Beast. If he could rid himself of thespiritual impurities that tethered him to theBeast, he could escape it, for it would fade awaywithout any link to his soul. Tzimisce, then, wasto be the repository of all this corruption, ascapegoat who would carry the worst of Ynoshonly long enough for the Lawgiver to kill him. Itwas only when he realized that the Eldest hadcome through the Embrace largely intact, thathe had proved strong enough to master thehorror foisted upon him, that Ynosh relentedand allowed his offspring to survive.

Most who do not believe in this accountpoint to a single, glaring inconsistency. Why, ifYnosh intended simply to slaughter his offspringoutright, did he choose an oracle and a magicianto be the repository of his seed? Surely he couldhave chosen a more expendable and less usefulmortal to carry his waste.

This has led some of the Fiends to developyet a third theory of their genesis, one thatcombines the other two into an even morefrightening concept. Perhaps Ynosh did in-deed deliberately infect the Eldest with thevilest and most corrupt parts of his soul. Butsuppose, they say, his purpose in doing so wasnot to kill the bearer of his sins out of hand?Suppose he intended from the beginning tolet his offspring survive, and he chose Tzimisceprecisely because he had the necessary capa-bilities to master the Lawgiver’s impurities?

If this is true, it means that Ynosh delib-erately created the clan of Cainites oftencredited with being the most cruel and inhu-man creatures ever to walk the Earth. Whathis motives for doing this might have been,even the eldest Fiends hesitate to speculate.They are certain, however, that the Eldesthimself knows, and that he will reveal theirpurpose to them when the time is right. Untilthen, they see no need at all to rein in theirdarkest impulses, for they are truly no moreand no less than they were born — or, rather,made — to be.

THE DARK CONTINENT

8t is a closely kept secret of the clan,known only to those few ancient Tzimisce

who accompanied the Eldest on his journeys andsome of their childer. Tzimisce left Enoch longbefore any of the other Antediluvians, or so theclan’s legends claim. Yet when the Eldest reachedthe edges of Africa in his wanderings, he made adiscovery so frightful it disturbed even so power-ful a being as he.

Africa already boasted its own Cainitepopulation!

Where, and from whom, they could possiblyhave come from is a mystery that burns in theminds of those few Tzimisce who are aware of it.Surely none of the second or third generationcould have reached those lands before the Eldest!Were these African vampires a separate lineage,birthed from Caine during his wanderings in theland of Nod? Even worse, did they come fromsome other source entirely, bearing no relation toCaine at all?

To date, the Tzimisce have found no an-swers, and those few Laibon to whom they havespoken have not been particularly forthcoming.

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In all these travels, however, the Eldest found nolands, no demesne, that called to him as strongly as

Transdanubiaparticularly the area of the Carpathian Moun-

tains and the regions now known as Hungary andTransylvania. At first, the Eldest was not certain whatprecisely it was that drew him here. A simple instinct?The last lingering traces of his prophetic abilities?Simple aesthetics?

As Tzimisce himself searched and experimented,even returning to the practice of magics he had notonce used since his Embrace, his clan spread beyondthe Transdanubian lands to claim the entirety of theEuropean continent. Where the other Cainites stillstagnated in Enoch, our masters controlled entiredemesnes, some as large as any modern nation. Noroads yet existed, but the travel and migration of thekine had pressed natural trails into the earth, and overthese the Tzimisce watched, collecting a “toll” of vitaefrom those who passed. Had they not been challenged,and in some instances beaten back, by the werewolvesnative to the European wilds, the Tzimisce wouldtruly have been masters of the entire known world.

The Eldest, whose magics had grown more potentthan ever and whose oracular dreams had returned tohim, empowered by something in the Carpathianregion, finally discovered what it was that had drawnhim to this place.

It was called

Kupalaa demon and a god of ancient nights, buried in the

earth, bound to the Carpathian soil. For many a night,the Eldest and the demon held discourse, and thesorcerous powers of the Eldest — and his childer —grew mighty indeed. They developed the true powerof the koldun, magic that draws strength from the veryearth. Was this a gift granted by Kupala, taught to theEldest by a creature older even than he? Or did theEldest himself develop it by observing and even steal-ing power from that imprisoned fallen god? Does thesorcery of the koldun stave off Kupala’s infestation andinfection of the land, or spread it ever more swiftly?

If the Tzimisce koldun themselves cannot agree onan answer, I certainly would not dare hazard a guess.

It was during this period, due to the Eldest’sinteraction with Kupala and his practice of drawingon the power of the earth around him for use inkoldunic sorcery, that Tzimisce and his descendentsdeveloped their permanent tie to the land itself. No“curse of Caine,” despite the superstitious blathering

NO PLACE LIKE HOME

Bome Tzimisce doubt the existence ofthe demon Kupala — or, at the very

least, doubt that he is responsible for most of theevils and the power attributed to him. Theyhave a different theory regarding the Eldest’sattraction to the Carpathian region, and a dif-ferent explanation for both the taint in the landand the growth of koldunic sorcery.

They believe that it was here, far fromEnoch itself, that Ynosh first located the Eldest;that Tzimisce was a seer, not of the kine popula-tion of that great city, but of the nomadic tribesof Eastern Europe. Why Ynosh would have trav-eled so far to find his childe depends on whichversion of the Eldest’s Embrace one believes. IfYnosh intended to gift his offspring with con-centrated power — or concentrated evil —perhaps he wandered out here in search of aworthy candidate. If, as others maintain, heintended to kill his childe after ridding himselfof all his worst features, perhaps he simply wishedto complete his task well away from his home, forfear of corrupting it.

In either event, by this account, the Eldest’sEmbrace occurred not on the streets of Enochbut in the shadows of the Carpathians. Thepower Ynosh released in this unusual Embracewent not only into Tzimisce himself but soakedinto the very land around them. Thus, it wasonly here that Tzimisce could come into hisown, only here that he could develop his powersto their greatest extent. Kupala, if it exists at all,is merely a byproduct of that power, Ynosh’s ownworst traits bound to the land and given sen-tience. It is, in effect, a part of the Eldest himself.

of the other clans, this was simply a byproduct of theTzimisce’s sorcerous attributes and is a sign of purity,not a weakness.

It was then, as the Tzimisce were truly consolidat-ing their power over the mortal tribes of the region,that God, in His “infinite mercy,” sent

The Great FloodCainites and kine alike fled to higher lands as the

rivers overflowed their banks and the floodwatersrose, until the peaks of the Carpathians became noth-ing shy of a small island kingdom, ruled over by the

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native Tzimisce. They demanded tithe from all whowould dwell there, taking at least one child from eachmortal family. In some instances, a particular lordwould claim entire families as his own, and it was thispractice that eventually resulted in the revenant fami-lies as they exist today.

This period of near ultimate power, when theTzimisce ruled the only land for hundreds of leaguesand newcomers living and undead alike had to bow totheir will or find themselves quite literally adrift,developed the clan’s taste for power into the form ithas taken in these modern nights. For some, it was apotent enough addiction that they abandoned theirsearch for the means to expand themselves beyondhuman and Cainite limitations. What need had theyto “make” themselves superior to others when theyalready clearly were superior by dint of their socialposition? Others maintained the Eldest’s quest butdetermined that they could better do so if they mightcommand the resources of others. The Tzimisce beganto divide the “Carpathian Islands” up into a series ofindividual demesnes, each ruled by either a singleCainite or a council of Tzimisce. Each lord couldcommand others who were younger in age and pos-sessed less status within the clan, but he was obligatedin turn to obey those above him — in theory, at anyrate. This near-feudal arrangement, created long be-

fore the kine ever developed such a system, wouldeventually give birth to the voivodate that rules muchof Eastern Europe now.

It was also during this period that the Tzimiscedeveloped their refined sense of hospitality. With somany dwelling in so limited an area, an elaborate andironclad system of etiquette was the only way toprevent constant bloodshed over the slightest per-ceived insults... Much of that intricate style ofinteraction has been lost, for it faded away when its usewas no longer required, but portions of it — includingthe Tzimisce notions of a host’s obligations to hisguests, and the reverse — remain.

After the Floodas the waters receded, the Tzimisce looked down

upon the vast demesnes that should be theirs and wereangered to see vast human tribes, accompanied byNosferatu, Gangrel and other Cainites, moving intoand usurping their lands. (Precisely where these hu-man tribes come from I cannot say; apparently God’sflood was not as effective as the Bible would have usbelieve.) For a time, the Tzimisce slaughtered allCainites who encroached upon their lands, but even-tually the numbers became such that some form ofaccommodation was required. The Tzimisce made itvery clear to all newcomers that these lands weretheirs — but as long as the other Cainites wouldacknowledge their dominance, and did not encroachon any individual demesnes, the Tzimisce wouldallow them to pass through and even make homes inthe region.

For their own part, the Tzimisce had grown soaccustomed to the near-feudal system they have de-veloped in the Carpathians that they maintained thatway of unlife even after the flood. Voivodes and otherlords ruled over relatively small territories absolutelybut felt little concern for anything that occurredbeyond their borders. Each was a king and a god, butonly within a very limited area.

You recall, I trust, my mention of a “forgotten”elder by the name of Ionache? Good; I’d hate to thinkyour memories were that poor. It was he who proposedthe pseudofeudal system the Tzimisce followed duringthe nights of the flood. It was also he who first claimedthe title of voivode, and who established a private andindividual demesne once the floodwaters receded. Hisdemesne was never the largest, but his rule was abso-lute. Remember, I speak of a contemporary of Yorakand the Dracon, so you have some inkling of the powerIonache wielded.

INBREEDING AND EVOLUTION

1y all accounts, none of these earliestrevenant families — in fact, none who

predate the Basarab, who existed at the time of theRoman legions — survive to the 13th century.Their own masters slaughtered some of them aspunishment for some crime or disobedience, realor perceived. Others presumably bred themselvesout of existence, inbreeding generation upon gen-eration until they could reproduce no longer.

If this is true, then the current revenantfamilies, including the Obertus to which ouresteemed narrator belongs, can look forward tonothing but eventual oblivion. The Dark Medi-eval world holds a surfeit of secrets in its shadowedcorners, however, and it remains possible thatsome of these earlier revenants survive still,hidden away either by their Tzimisce masters orat their own instigation. If so, even the mostinhuman Fiend must shudder for a moment atthe attempt to imagine what such hideous crea-tures might have become after so many years ofboth mortal and Cainite corruption.

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I cannot say with certainty what might havehappened to Ionache. His territory was located inWestern Hungary, very near the lands now claimed bythe Ventrue whore Nova Arpad, and he disappearedless than a year before she first came to prominence inthe region. Whether he fell victim to Ventrue treach-ery or some other doom, I know not. It is, I suppose,possible that he yet survives, but I cannot imagineanything other than Final Death that could preventone such as he from making every effort to take backhis land.

It was this policy of relative isolation on the partof individual Tzimisce that allowed such major mortalsocieties as Hellenistic Greece and then Rome toflourish, for much travel across the continent, andeven the resettling of much of the world after theFlood, passed through the Transdanubian lands. Farbe it from me to criticize our masters, but perhaps theymight have been better served to take a slightly moreactive role, for with the growth of Rome came

The VentrueI have mentioned the cursed name of Arpad once

already. Nova Arpad, Geza Arpad, and others —Ventrue claimants to Tzimisce power in Hungary.Arpad is a Hungarian name, of course, but if one tracesback the lineage of the Ventrue who Embraced them,one inevitably finds oneself drawn to Rome. All roadslead, as they say. At any rate, the Ventrue formed thefirst true challenge our masters had for ownership ofthis land. The Tzimisce were stronger, their ties to theland unbreakable, their determination greater. Alas,what the Ventrue had were unity, something thefiercely independent Tzimisce lords and voivodes didnot. Western Hungary and other territories, areas theTzimisce had always considered their own but madelittle effort to maintain, became Ventrue demesnes.

Even after Rome itself fell, the Ventrue remained.Local Tzimisce were not strong enough to expel themfrom their lands, and the Tzimisce of Transylvaniaand points east were more concerned with protectingtheir own demesnes than in aiding their clanmates inrecovering lands already lost.

The Tzimisce whose territories had been takenmight have found willing allies in the Brujah, formany of them had fled here when Carthage fell, andthey harbored a burning hatred for the Ventrue clan.Unfortunately, while some few Tzimisce welcomedthe Brujah into their demesnes, many others saw thenewcomers not as potential allies but as just morecompetitors for land and blood, and they spurned allattempts at contact. Thus the Brujah became justanother Cainite minority in the region, where theymight have been so much more.

Some of the voivodes, such as great Yorak himself,realized that they must expand their influence andexpertise beyond their traditional arenas. They mustacquire childer who knew the lands beyond theTransdanubian lands, and those skilled in the chang-ing face of kine cultures, governments and the like.Yorak himself Embraced the infamous Shaagra of theVroi tribe, an indicator of the Tzimisce interest in thevarious Hun, Goth and Slavic tribes, which theyhoped might prove useful in regaining territory lost tothe Ventrue and Malkavians. While these efforts weresuccessful in expanding Tzimisce influence geographi-cally, and in bringing new skills and specializationsinto the clan, it proved less effective in shaking theVentrue grip on Western Hungary.

Still, the Ventrue could have been dealt with,eventually, had they been the only threat worryingthe Tzimisce. This was not to be. Our masters’ greatestrivals came from an unexpected source, a small cabalof human wizards who had set up a chantry in theCarpathian Mountains. They were called

House TremereAs mortal mages, they were a curiosity, little

more. Though neither side likes to admit to it now,they even had occasional dealings with the Tzimisce,trading their magical acumen on one matter for an-cient knowledge possessed by the Tzimisce on another.I have even heard rumors that one or two TzimisceEmbraced during that time bear the name Tremere, afact that they hide — with good cause — in modernnights. They dwelt within our masters’ territory, but asthey showed little interest in temporal power andweren’t competing for the same resources, the voivodeslet them be.

THE ELDEST VANISHES

8t was during this period that Tzimiscehimself disappeared. Theories of what

might have happened to him run rampantthrough the clan. Was he attacked by someoutside force, perhaps another Cainite clan orthe area’s werewolves? Did he decide he hadlearned all he could from the region and moveon? Or, just perhaps, did he successfully trans-form himself into something greater than mortaland Cainite both?

As of yet, none can say with any certainty.

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And how did the bastards repay our lords’ munifi-cence in allowing them to live freely in Tzimiscelands? Through betrayal, through theft! They stoleTzimisce blood, slaying some of the eldest and purestof the clan to gain it, and with it concocted some vile,unholy substance that duplicated the Embrace, be-stowing upon themselves the curse of Caine. Notenough that they possess great mystic powers, theymust have immortality as well — immortality they didnot earn, they did not deserve, that they stole fromtheir betters!

Some of the Tzimisce saw it coming. The koldunsread omens in the waters and the earth, heard theearth cry out beneath the weight of the great evil thatwas even then taking place in the peaks of theCarpathians. This, they said, was a doom laid upon theTzimisce for their failure to maintain the land as wasits right, a doom that would cost Tzimisce blood,Tzimisce lands, Tzimisce — assuming they ever hadsuch a thing — souls.

Most of the voivodes ignored these warnings untilit was far, far too late. Some few, led by Vladimir

Rustovitch, responded, launching strikesagainst the Tremere chantry of Ceoris

and their other, smaller chantries as well, withinweeks of the Usurpers’ unholy transformation... HadRustovitch moved with the might of the entire clanbehind him, the scourge of the Tremere would assur-edly have been wiped from the Earth. Alas, he had nosuch power. He had only the forces and the magics ofa bare portion of the clan, as well as several Gangreland Nosferatu who were wise enough to see that theelimination of the Tremere was in their best interests.It was might enough to slaughter many of the Usurp-ers, to destroy a number of their chantries, to drivethem back very nearly to Ceoris itself. It was not,

THE WAR WITH THE SWORDBEARER

5or more on Jürgen’s invasion, the warbetween the Tzimisce and the Ventrue,

and the formation of the Obertus State betweenthe warring parties, see Bitter Crusade, Underthe Black Cross, Dark Ages Europe and, ofcourse, the Ventrue portion of this chapter.

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however, sufficient to finish the job. Ceoris stood.The Tremere endured. And their power grew behindstone walls as they developed sorceries alien even tothe koldun... When they emerged once more fromCeoris, they wielded a might the likes of which theTzimisce had never seen. They were now clearly athreat, obvious enough to make all but the mostapathetic of voivodes finally take notice, but it was toolate. The time of their greatest vulnerability hadpassed, and the Omen War, which rages even tonightbetween the Usurpers and the land’s rightful masters,began.

For many years, the tides of the Omen War shiftedback and forth. First the Tzimisce held the advantage,their vozhd and mortal armies holding the field; thenthe Tremere struck back, dropping armies of Gar-goyles reinforced with Hermetic magics. The Tzimiscegained ever more Nosferatu and Gangrel as allies, dueto the Tremere use of those clans in the experiments

to create the Gargoyles. The Tremere, however, gainedallies as well, not the least of which was Clan Ventrue,which had been waiting for another opportunity toexpand its influence.

At first, the Warlords simply provided the Tremerewith funds, information and friendly lands from whichto operate, but their involvement was not to remain soinactive. When King Andreas II requested the aid ofthe Teutonic Knights in battling Cuman aggression inHungary, it was precisely the opportunity for whichthe Ventrue had been waiting. When they finallycame, they came in the form of

Jürgen of MagdeburgAlso called Jürgen the Swordbearer, this childe of

Hardestadt came with his entire court, uncountableVentrue agents and companions, allies of other clansand the might of the Teutonic Knights. From 1211through 1225, the Omen War was actually overshad-owed by the struggle between Jürgen’s Ventrue andthe Tzimisce, led — nominally — by VoivodeRustovitch. The Tremere, of course, took advantageof the situation like the vultures they are and strength-ened their growing ties with the Ventrue, striking atour masters from all sides.

I’ve no time to waste with you describing the insand outs of the war, when we’ve so many other recordsof the details. Suffice it to say, it ended without anyreal victory on either side, due to the efforts of MycaVykos and our own Obertus Order. Jürgen and theTeutonic Knights are gone, but his Ventrue still holdsubstantial territories in the Tzimisce’s rightful lands— territories they must and will be driven from oncethe Tremere are well and truly dealt with.

And that, in essence, is where the Tzimisce standthis night. Their grasp on Transylvania is strong andunyielding, but much territory that was theirs in the pastyet suffocates beneath the bulk of the Ventrue and theTremere. The war with the Patricians has paused, theconflict with the Usurpers continues unabated. Thebattle will be long, but in the end, it is the voivodes, theancestral lords of this land and the rightful masters ofCaine’s legacy, who will prove the victors.

Now, attend to your chores, you accursed larvae,or you may bear witness to some of our masters’ moreimaginative proclivities. Go!

Points of ContentionIt would be redundant to address the Omen War

or the war with the Ventrue here, given the attention

HISTORY FOR TZIMISCE CHARACTERS

<ost Tzimisce are Embraced from thekine population of Eastern Europe,

the Fiends’ ancestral home. As such, neonatestypically know some of the history of their clanin the form of old folk legends. In places where aTzimisce voivode has ruled openly for centuries,educating a childe is often simply a matter oftelling him which stories are true, rather thanretelling the stories.

Tzimisce take great pride in their history butdo not waste time reciting their lineages all the wayback to Caine as the Ventrue do. It is enough thatthey know what wisdom is in the history. A storyabout a battle in a swamp might serve to illustrateseveral different lessons — topography and itseffect on tactics, why a particular area is of enoughimportance to fight over, etc. — but knowing theexact date of the battle is rarely significant.

This approach to history causes some outsidersto feel that the Tzimisce fabricate much of theirhistory. Of course, mentioning this theory to aFiend and expecting any response other than abrisk application of flesh-crafting is foolish. Notonly is questioning the honor of one’s host ex-tremely rude, the Tzimisce feel that the other clansare the ones lying about the past, and simplyinserting dates or names (with no way to verifythem) in order to lend credence to their boasts.

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already paid to these conflicts above. Still, the Tzimisceare involved in more than just these two conflicts.

Preserving the DreamThough the Toreador Michael is dead, the Dream

that was Constantinople lives on. Through Michael’slover, called the Dracon, and the Obertus Order ofmonks, the Tzimisce were to play a major part in thecreation of the Patriarch’s perfect society. In theirown way, many Tzimisce are still pursuing that Dream.

The Obertus are still determined to preserve thelore and learning of the Library of the Forgotten.Though it no longer stands in Constantinople, itstreasures have been spread out among various Obertusmonasteries and other hidden lairs. The position ofthe Obertus “state” between Tzimisce and Ventruelands in Eastern Europe does not merely serve as abuffer between those warring factions, but also as ameans of protection for the Obertus themselves. Themonks know that each faction is aware of the greatknowledge they possess; they know, too, that if eitherside attempted to acquire or destroy that knowledge,they could count on the other for protection.

Some of those Obertus, and indeed many Tzimiscewho pursue their metamorphic studies, do so out ofreverence for Michael’s memory. The Patriarch be-lieved in his eventual ascension to divinity, and manyTzimisce believe that their ability to alter their ownshape gives them a head start along that same path.The Obertus are the only known faction to practicethis belief, but a number of Tzimisce — particularlythose who revere the Dracon — do so individually.Whether the Dracon himself is encouraging this be-havior is unclear, as he has not personally been seen insome time.

The Voivode of VoivodesVladimir Rustovitch is a Cainite in a bind. His

war with the Ventrue did not end in anything re-motely resembling a victory. He may have preventedthe Warlords from occupying his lands, but he cannottake credit for defeating them. Further, he has indeedlost some territories, and the fact that they were takenby the Obertus rather than the Ventrue doesn’t domuch to mitigate the sting.

He’s not fairing much better in the Omen War.Not only has he failed to crush an enemy that many ofhis clan still see — despite all evidence to the contrary— as a nuisance rather than a threat, the Tremerehave actually made substantial gains in recent years.Even with the Ventrue incursion over and his atten-

tion not so severely split, he has been unable to dealthe Usurpers any substantial blows.

Many Tzimisce know that Rustovitch’s positionis precarious, with many other voivodes scheming toreplace him. Not so many know that he is taking stepsto shore up his position. Rustovitch is using theObertus monks to feed false information to anyonewho might come to them seeking knowledge ofTzimisce actions. He has sent secret emissaries toBrujah, Gangrel and even Lasombra lords of EasternEurope, subtly trying to recruit assistance or, at theleast, prevent alliances between his enemies and out-side clans and factions.

Rumor is slowly spreading through the clan, how-ever, of what may be Rustovitch’s most ambitiousefforts. If hearsay is to be believed, the voivode isattempting to either find or create new koldunic tech-niques of transformation. Supposedly, he seeks a meansof reversing not only the rituals that allow the Tremereto create their Gargoyle and homunculus minions, butperhaps even a way to undo the rite that granted theUsurpers undying status! After all, the Tremere didnot become vampires by “natural” means; perhapsmagic can undo what magic has done?

Rustovitch has loyal agents among the clan seekingthese secrets, but they are not the only ones. Fiends fromother factions have begun the search as well, hopingthat, if they can uncover so potent a secret, they mightelevate themselves into Rustovitch’s position.

Beyond the ForestThough the Tzimisce are inextricably linked with

the Slavic East in the minds of most Cainites, somefew of their number do indeed leave the region andtravel elsewhere in the world. Some of these, asdiscussed below, seek to emulate the Ancient’s trav-els. Others have decided that, if the Tzimisce are goingto survive, let alone win, their current conflicts, theymust learn of the world outside in order to do so. TheTremere may be local, but the Ventrue were anoutside threat; better to see the next one coming thanto be caught once more by surprise.

A surprising number of Tzimisce who depart theregion are the young, neonates and even ancillae whohave determined that they will never gain the powerthey crave in their homeland. Old Tzimisce, moreeven than other elders, are disinclined to relinquishpower. They have held their traditional demesnes forcenturies and see no reason to share those territorieswith newcomers — even their own progeny. Thepopulation of the region is simply too scattered forcarving out a new demesne to be particularly attrac-

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tive; where’s the prestige in ruling a “fiefdom” of asingle farmstead? So those young Tzimisce who wishto expand their own power seek other lands, placeswhere the power structure may not be so entrenchedor, at the very least, where some of the unclaimedlands may yet be worth pursuing.

Thus, while few areas outside of Eastern Europeboast Fiends in positions of real power, a growingnumber of these nations do claim Tzimisce as part ofthe populace. These Tzimisce haven’t establishedthemselves yet, for the most part, and are often forcedto fraternize with the Low Clans, Cainites whom theywould never have given a second glance back home.A few have even become part of various Low Clanmovements devoted to increasing the power of thefallen as a whole; these Fiends support such efforts notout of any belief in the cause, but because they havethe foresight to recognize a unified group of Low ClanCainites as a powerful tool. Better to have such a mobgrateful to one for efforts on their behalf than to havethem consider you just another first cursed oppressor.

Player’s ToolboxConsidering the number of conflicts and other

events in which the Tzimisce are currently engaged, itseems unlikely for a Fiend character not to be involvedin at least one of them.

The Omen War• You are active in the war against the Tremere

and spend a great deal of time in battle with theUsurpers. Unfortunately, their mystical defenses areoften more potent than you expect, and their mightseems to be increasing rather than fading. You muststudy them, learn a way to penetrate the chantry youare currently assaulting — or at least prevent any ofthem from escaping your siege and going for aid.

• You are war-weary, tired of battling on so manyfronts. You have begun to wonder if it might be possibleto negotiate a treaty with the Tremere and have evengone so far as to put out feelers to locate others on bothsides who feel as you do. You must be extremely cautious,however. Many of the Tzimisce consider the war amatter of personal honor and would happily kill you —or far, far worse — if they knew you even contemplatedsuch an act. Can you truly open negotiations with thehated Tremere? Even if you can, how much good will itdo when so many of your own clan would certainly refuseto abide by any such agreement?

• You are part of a small cabal of koldun workingon a desperate plan to attack the Tremere from within.You have discovered that the Tzimisce blood used to

create the Usurpers still runs through them. If you canjust discover the proper rituals, perhaps you can useyour own vitae as a focus to destroy — or at leastenspell — the foe. Unfortunately, blood magics ofthat sort are far more the purview of the Tremere thanthey are yours, and in your researches you’ve acciden-tally alerted some of them to your actions. Can you notonly research the proper procedures, but also find theproper materials and the time to execute them, beforethe Tremere catch you and your companions?

Jürgen’s Invasion• You were a soldier on the front lines against the

Ventrue, fighting alongside — or perhaps even com-manding — kine troops and war ghouls. The war itselfmay be officially over, but border skirmishes are still derigueur, and you participate as enthusiastically as youdid during the war itself. Those weak voivodes andtraitorous Obertus may have accepted Ventrue pres-ence in your lands, but you have not, and you damnwell never will.

• You are part of the Obertus order, smack-dab inthe middle of all the hostile parties. Your only real goalis the preservation and acquisition of knowledge, butcan you ever really concentrate on that with thethunder bearing down on you from all sides?

• Publicly, you maintain that as the war with theVentrue is over, it’s time to make complete peace withthose who remain, to encourage the voivodes and theArpad Ventrue to cooperate and increase the power ofboth clans. Privately, you know this will never be, butyou hope that by ingratiating yourself with the Ventrue,you’ll have an unexpected ally in your future efforts toincrease your standing among the Fiends.

The Footsteps of the Eldest• You seek to follow the Eldest, not in a spiritual

sense — or at least not merely in a spiritual sense — butalso in a very literal one. You travel the world, even ashe did, hoping to understand all around you so thatyou may someday either dominate it or ascend beyondit. Ultimate goals aside, however, for the time beingyou are content to see all that can be seen and to learnall that can be known.

Ancient Nobility• As far as your sire is concerned, the rest of the

world has no right to interfere with him at all. Hewishes no part in these foolish wars, nor in the strangemystical rites of your clanmates. He rules his demesnefrom his family’s ancestral keep, commanding thepeasants below as is his right and due. Of course, thatmeans that he needs someone to serve as his eyes, his

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hands and in essence his errand boy throughout therest of the world. Guess whom he’s chosen? You mayserve him loyally and willingly, as a dutiful childeshould, or you may bitterly resent his demands on yourtime and effort, but either way, you’ve no choice butto obey. For now ….

• You are member of the ancient koldun tradi-tions. You seek power, not through politics or militaryconquest, but by understanding ancient cultural mag-ics and elemental traditions. You are aware of thepresence of mystical forces — so-called demons — inthe Eastern European countryside, but whether youconsider these curiosities, threats to be overcome orpotential allies is entirely up to you.

VentrueIt may be easier to be feared than respected, but not

better. A true leader is not measured solely by the power hewields, but also by the love and admiration of his subjects.

— Julia Antasia, Prince of FrankfurtFrom A History of the Kings of Kings by Acindynus

Since the earliest of days, God has placed in thehands of particular men the right to rule over others.Even Our Lord Jesus Christ said, “render unto Caesarthat which is Caesar’s,” making clear that Heavensupports the divine right of kings. Alongside mortalemperors, kings and princes have always been thePrinces of the Night, chosen by Our Dark FatherCaine to rule over the night as men rule over the day.We rule over the mortal herd, just as Adam was givendominion over the beasts of the fields. So it has been,so it shall always be.

The Chosen of CaineIn the First City, Caine bid his childer of the

second generation to go forth and create progeny.Some he specifically selected to receive the gift of hisblood through their Embrace, choosing them based onwhatever special qualities they possessed that theDark Father wished to cultivate and preserve. Thefirst of his chosen was Veddartha, a foreign prince,who impressed the Lord of the Night with his wit, hisnoble bearing and his darkly handsome features. Hewas given the Embrace by Enosh, the first childe ofCaine himself. Caine called Enosh’s childe Ventrueand he was most favored by Our Father.

Shortly after his Embrace, Caine took Ventruefrom his sire Enosh, to dwell at his side and observe asCaine ruled over the First City and his progeny.Veddartha’s siblings of the third generation saw Caine’sfavor toward him, and some of them grew envious of

him. In particular another of Enosh’s childer, named“the Shadowed One” by Caine, watched all thatVentrue said and did with jealousy festering in herheart, slinking in the shadows of the night. Still theCainites of the third generation respected and hon-ored Ventrue as the Chosen of Caine.

The second generation Embraced mortals otherthan Caine’s chosen ones and the Dark Father permit-ted some of these childer to continue to exist. Othershe destroyed, or ordered his faithful servant Ventrueto destroy to maintain the purity of his blood. So ourfounder became feared as Caine’s Hand among hisprogeny, weeding out the unworthy.

In time, Caine revealed his intentions toVeddartha, telling him that he intended hisgrandchilde to succeed him when Caine departed theFirst City to find his destiny elsewhere. That verynight, Caine disappeared and the first rains of theGreat Flood began to fall. The rising waters washedaway the First City and the childer of Caine as well,but Ventrue remembered Caine’s words and the dutyplaced upon him, to rule over his siblings and theirchilder in the Dark Father’s name.

FROM THE COMMENTARIES OFRODRIGO:

Fhat a pleasant child’s tale! The nobleVeddartha, chosen by Caine himself to

rule over all of his progeny for all time, unswervinglyloyal to his grandsire, his terrible hand among theCainites of the First City. Naturally the Ventruewould have us believe that they are Caine’s ChosenOnes, but who of us can say what passed betweenOur Dark Father and his childer in those nights?Who can say for certain that Caine truly intendedVentrue (a member of the third generation, noless!) to rule in his absence? I could just as easilysuppose that Caine found Ventrue ambitious andmeddlesome and so seemed to groom him as asuccessor, the better to keep him close where hecould be watched for signs of treachery.

Even if the Ventrue claim of rulership byright of bloodline to Veddartha is entirely true,nobility is more than a matter of blood, and linesof rulers, even of our kind, are not forever. Noblebloodlines have been displaced before, and willbe again if they do not fulfill their duties. Afterall, are we not all of the blood of Caine, andtherefore fit to rule in his name?

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The First ReignAs the floodwaters receded, the surviving childer

of Caine sought to rebuild all that they had lost.Ventrue knew better than to put forth his rightfulclaim to rule, since the Cainites of the second genera-tion were jealous of how he had held their sire’s favor.Instead, he allowed the second generation to claimleadership over their progeny, and, as he expected, theprogeny quickly tired of their sires’ heavy-handedrule, for the second generation did not hold the samerespect or wisdom as Caine.

Ventrue’s brothers and sisters of blood came tohim and asked, “What can we do?” So Ventrue ad-vised and counseled them. They met in secret anddecided to rise up against their tyrannical sires andoverthrow them. Ventrue plotted each step of the warthat engulfed the Second City in fire, and broughtdown the second generation at the hands of theirvengeful childer. In the end, they were victorious, andVentrue’s kin of the third generation proclaimed himthe rightful ruler of the city. So it was that our line firstcame to rule over the night.

Ventrue brought order to the Second City andlaid decrees upon his siblings, establishing the blood-lines that would become the Thirteen Clans of Caine.Like his grandsire, he carefully controlled who wasEmbraced, but even still, the hunting was plentiful,and the ranks of Cainites swelled. They grew restiveand chafed under Ventrue’s lawful rule. Petty jealou-sies and slights blossomed into hatred and war betweenthe leaders of the clans. Finally, Ventrue had nochoice but to impose his will upon his subjects andrein them in. Returning to his days as the dreadedHand of Caine, he destroyed many upstarts and ban-ished others, including Set, from his dominion. Herestored order and maintained it by force of will andstrength of arms.

Although peace finally reigned over the SecondCity, Ventrue grew weary and longed for the guidanceof his grandsire, Caine. For many years, his agentssearched the world for any sign of the Dark Father’swhereabouts, and Veddartha heard many rumors andtales. Finally, he chose to do much as Caine had done.He entrusted his loyal childer to care for the city in hisabsence and set out to find Caine and bring him back.

The Blood RebellionIt did not take long for the hatred seething beneath

the surface in the Second City to come to a boil onceagain. Almost before Ventrue had departed through thecity gates, the Shadowed One gathered the sires of theother clans and began to plot the overthrow of his rule.

Fires burned and blood ran in the streets. Veddartha’sloyal childer and subjects fought valiantly, but they werevastly outnumbered and overwhelmed. Eventually, thesurvivors were forced to flee the city.

Just as the usurpers celebrated their victory, Cainehimself returned. The Dark Father’s anger against hiswayward childer for violating his will was great, and hecursed the founders of the clans, scattering them to thewinds as they had done to the Ventrue. Their victory wasshort-lived as the Second City fell into anarchy and ruin.Of Ventrue himself, we cannot say. Some believe that hefound his grandsire and accompanied Caine on histravels for a time (or that he may still). Others say thathe was betrayed and destroyed, either upon his return tothe Second City or even shortly after he departed,ambushed in the desert by the treacherous Set or Brujah.

Greece and the First Brujah WarThe scattered childer of Ventrue survived as best

they could after the fall of the Second City. Mostwandered, sometimes Embracing childer but mostlyavoiding the mortals they once ruled over, who dem-onstrated their ability to destroy even one of Caine’schosen from time to time, if the Ventrue becamecareless. Many Ventrue found their way into Greeceand were drawn to the hardy city-state of Sparta. Themortals of that city honored and mastered the arts ofwar, and the Ventrue saw great potential inherent inthem. They helped guide and encourage the Spartans,who soon conquered many neighboring city-states.The Spartans established the Peloponnesian League,

FROM THE COMMENTARIES OF FIORÉOF GENOA:

Bo Veddartha’s rebellion against his el-ders in the Second City was rightfully

ordained by Caine, since the Ventrue was hishand-picked successor, but the rebellion thatsupposedly rose up against Ventrue was basetreachery perpetrated against the lawful ruler ofthe city. Interestingly enough, most versions ofthe fall of the Second City that I have heard saythat it occurred when the third generation —Ventrue included — went to war with the sec-ond. Caine returned and cursed all of the thirdgeneration when he found their hands —Ventrue’s included — stained with the blood oftheir sires. Nothing at all about Ventrue’s sup-posed rule over the Second City.

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an empire held together by trade and force of arms,tools the Ventrue learned to use well.

In time, the Delian League arose around the cityof Athens, a power to rival Sparta’s PeloponnesianLeague. Athens was a stronghold of the Brujah, drawnto the city’s love of philosophy and democracy, whichthey shared. The Ventrue of the Peloponnesian Leaguewatched helplessly as Delian League merchants out-stripped them and stole away their profits. Theywhispered in the ears of Spartan generals, and Spartacame to see Athens as a great prize. So began decadesof war between the two city-states under the guidanceof their Cainite patrons. Eventually, Spartan militarygenius sank the Athenian navy and conquered thecity. By the time the Ventrue arrived to inspect theirnew prize, the Brujah of Athens had already fled,setting in motion the undying resentment that theirclan has held against the Ventrue to this very night.

Rome and the Second Brujah WarThe glory of the Spartans passed, as all mortal

kingdoms do, but the Venture moved westward alongthe Mediterranean Sea and there they found othermortals with as much, if not more, potential than

their former protégés. They settled among theEtruscans and were there when the city of Romethrew off the shackles of its Etruscan rulers andestablished the center of what would become thegreatest empire the world had ever known. As Romegrew and prospered, so did the Ventrue dwellingwithin its borders. They did not rule openly butworked quietly behind the scenes, influencing enoughmortals to ensure both the empire’s growth and theirown safety.

Rome’s conquests of Greece infused new vitalityinto the somewhat staid Ventrue of Rome as theylearned from their Grecian cousins. Eventually, theVenture came to act more openly in Rome, exercisingmore control over the Emperor, the Senate and thelegions to suit their own designs. They still workedfrom the shadows, influencing key figures, whisperingadvice into the right ears and cultivating their influ-ence like a farmer cultivates a garden. Their knack forsubtle politics proved far more effective than thecrude methods of many other Cainites and allowedboth Rome and the Ventrue to prosper.

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As in Greece, a power eventually arose to poten-tially rival that of Rome, and the Brujah stood behindit: Carthage, the capital of the Phoenicians. Conflictbetween the two great cities was inevitable and camewhen Carthage attempted to annex Sicily and Syra-cuse, leading to the First Punic War. Although itended in victory for Rome, both cities were un-touched. The Second Punic War involved the mortalgeneral Hannibal and his army, pursued back to Af-rica by Rome. Carthage surrendered and ceded Iberiato the Romans.

Many Romans, both mortal and Cainite, were notsatisfied with this victory. The Roman orator Cato theElder ended each of his speeches with the wordsCarthago delenda est: “Carthage must be destroyed.”The sentiment was echoed by many Cainites, leadingto an alliance among the clans in Rome, led by theVentrue, to destroy Carthage and the Assamite-Brujahalliance that ruled it. The Third Punic War resulted ina massive siege of Carthage and an invasion by Romantroops and Cainites. The carnage was tremendous,and, in the end, most of the Cainites of Carthage weredestroyed and its people led away into slavery. TheRomans razed the city to the ground and salted theearth. Carthage was no more.

The Ventrue SchismAfter the Punic Wars, the Ventrue continued to

solidify their hold over Rome and their own clan. TheVentrue became increasingly organized under theleadership of the Roman elders, who assumed greaterpower and instituted a hierarchy of vassals beneath

them to administer to the far-flung holdings of theclan throughout the empire. As the Ventrue becamemore powerful, they also became more set in theirways, truly believing that, with their guidance, theRoman Empire could last forever. It was not to be.

The empire did not truly fall with the invasions ofbarbarians that brought it low, it merely changed,transformed by later men who ruled it, and the Ventruewere forced to change with it. The humbling of theempire that had held their fortunes for so long brokethe unity of the Ventrue as a clan. Some Ventrueremained in Rome (some in torpor, others where theycould influence new rulers). Others fled eastward,taking their broods with them and becoming part ofthe sprawling Byzantine Empire that had claimed aportion of Rome’s legacy. The Ventrue that remainedin Rome were also witness to the rising power of theCatholic Church and were drawn to take some of thatpower for themselves, although they found the Churchwas already influenced by other Cainites, such as theirrivals, the Lasombra.

So the Ventrue split into two factions, one re-maining in Rome and changing as the empire changed,the other moving east and taking up the cause ofByzantium, attempting to re-establish the glory ofRome elsewhere. The two disparate branches of theclan went about their own plans, largely ignorant ofeach other for some time.

The Lines of Kingsand the War of Princes

The Western Ventrue quickly attached themselves tothe lines of kings and nobles born out of the decay of Romeand the rise of new powers and nations in Europe. They alsoadopted the truth of the Catholic Church, although oftenthrough various heresies, including the Cainite Heresy.While some believe the rise of feudal states in Europe to bethe work of the Ventrue, it is more likely that they simplytook advantage of it, as they have many political develop-ments in the past. The ways of kings and princes suited theVentrue well, and they kept their status as Lords of the Night.The system of oaths and loyalties instituted in Rome adaptedto follow feudal ways, and the Ventrue-influenced Road ofKings did the same.

For centuries the Ventrue have established new fiefdoms,new hierarchies and new alliances to support their claim ofpower over the progeny of Caine, as granted to theirAntediluvian ancestor. The Crusades brought the clan intoconflict with itself as Western and Eastern Ventrue clashedthrough the proxies of the crusaders and the Saracens, butthe fall of Constantinople dealt a terrible blow to the EasternVentrue and sealed the victory of their Western cousins.

FROM THE COMMENTARIES OFNATHANIEL OF CARLISLE:

Che Ventrue tout the destruction ofCarthage as one of their greatest victo-

ries, when in fact all they accomplished was todestroy the greatest hope of our kind existing inpeace with mortals and each other. Rather thantrying to understand Carthage and what it repre-sented, the Roman Ventrue could see it only as athreat to themselves and their influence. Ratherthan being satisfied with their victory in theSecond Punic War, the Ventrue had to push forthe total destruction of the city and the Cainiteswho dared to challenge their supremacy. LetCarthage and its fate be a lesson to all: TheVentrue destroy what they cannot bother tounderstand if they feel that it is a threat to them.

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Now the victors seek to divide the spoils as the War ofPrinces is fought across Europe in the dark of the night, andthe struggle of the Ventrue, the struggle for power andrulership, goes on.

Points of ContentionThe Ventrue are a divided clan in many ways,

between different lands, traditions, bloodlines andways of existence. Nearly the only things its variousfactions agree upon are their noble heritage and thatthey should have unity, but with which faction incharge, and toward what end? These remain thegreatest points of contention among the Ventrue.

East Versus WestAlthough the Bitter Crusade and the fall of

Constantinople largely ended the long conflictbetween the eastern and western branches of theVentrue, the Eastern Warlords were by no means

wiped out entirely. Many still maintain strong-holds, and many other former Eastern Ventrue (ortheir progeny) have found their ways into thedomains of their Western counterparts. This haskept the conflict between the two distant branchesof the Ventrue bloodline simmering slowly be-hind the scenes in Europe. Former Eastern Lords,or their childer, seek opportunities to avengethemselves upon the Western Ventrue, even ally-ing with Cainites of the Low Clans in order to doso. Treasures for the east find their way into thehands of Assamites and Setites willing to do theVentrue’s bidding.

FROM THE COMMENTARIES OFJULIA ANTASIA:

7ow typical and shallow a view of ouronce-noble clan! The so-called “di-

vine right” of kings is nothing of the sort, andthe War of Princes nothing more than a wasteof the talents and skills and our kinds. Ratherthan fighting among ourselves for control overa blighted plot of land or a collection of mortalhovels, we should be working together to recre-ate the glory that was ours once. There was atime when the Ventrue set an example for allCainites, an example of even-handedness, fair-ness, justice and equality. In the Eternal Senateof Rome, all voices were heard equally. If itwere not for the shortsightedness of some, thatmight still be so today. It could still be so, if wetruly wished it.

To be Ventrue is to be heir to an ancientand most noble heritage, but the greatest lin-eage in the world means nothing if it is spent ongrasping for power and dominion, squanderedon ceaseless and senseless war with our ownkind. To the Ventrue, and all others readingthis, I offer a challenge. If you truly wish to testyour courage and valor, consider taking theharder road to peace and understanding, ratherthan the glorified path to dominion and hollowpower over others. Help create the future thatawaits our Eternal Society.

HISTORY FOR VENTRUE CHARACTERS

Che Ventrue place great stock in history,since it is their history, their proud lin-

eage, which makes them what they are. A Ventruecharacter is almost certain to know his lineageback to Caine himself, if at all possible, andVentrue keep careful track of their childer. Ofcourse, the occasional “cadet bloodlines” spawnedof carelessness, along with the unclaimed wretcheswho may or may not have ties to the ancient bloodof Ventrue, spring up from time to time. SomeVentrue — like other Cainites — also Embracewithout the express permission of their lieges,which can lead to the destruction of both sire andchilde if they are not careful.

The history of the Ventrue is full of un-settled debts and grudges. Lords and nobles inthe War of the Princes may fight over territoryor dominion, but their struggle may also befueled by ancient insults or slights betweenvampiric ancestors or between the nobles them-selves. Ventrue memories are long, and they’velearned that revenge is a quality that is bestcultivated slowly and savored over time.

The history of a character’s bloodline maybe a source for heraldic imagery for the character’spersonal crest (see Heraldry, p. 79). Perhaps theneonate has inherited a particularly famous (orinfamous) blazon, or one with elements thattrace back to the ancient empires of Sparta orRome (and the wars that they fought). Morerecent Ventrue history may involve the Cru-sades and the conflict between east and west,culminating in the fall of Constantinople, apotential source of “bad blood” between mem-bers of the clan.

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The Patrician GambitThe Ventrue of the Holy Roman Empire are

divided between the Patriarch faction, led by LordHardestadt, and the Antasians, named for their leaderand teacher, the Methuselah Julia Antasia.

The Patriarchs are conservative Ventrue cast inthe classical mold. They consider themselves thechosen nobility of the night, favored by Caine himselfand destined to rule. They adhere strongly to thetenets of the Road of Kings, for the most part, andcling to the old ways of doing things (which is to saythe feudal traditions of Europe, which is what most ofthe Patriarchs knew from their mortal lives). Theypromote Ventrue power and do not trust change. Whyshould things change, after all, when they are as Godand Caine ordained them from the beginning of time?

The Antasians are guided by the ideas of JuliaAntasia, a Roman Venture who was a member of theEternal Senate in that city before its decline. Aparagon of the Road of Humanity, Antasia teachesher followers the importance of equality and mutualcooperation for the greater good of all. She holds tothe true “old” ways of the Roman Cainites and theglory days of the Empire and hopes to recreate theachievements of the Eternal Senate. Needless to say,the Patriarchs consider the Antasians deluded at best,a dangerous rebellion in the making at worst. TheAntasians see the Patriarch Ventrue as arrogant,selfish elitists concerned with their own power andpositions and nothing more.

For the time being, neither faction has sufficientinfluence or cohesiveness to make their struggle any-thing more than a philosophical argument, but bothsides are watching and waiting for an opportunity topress their goals and eliminate the opposition, whatJulia Antasia calls “the Patrician Gambit.” For moreon this conflict, see Dark Ages Europe, p. 61-62.

Traders and Merchant PrincesA rising power within the Ventrue is members of

the clan who make their fortune as merchants andtraders rather than seeking land and domains of theirown. Most of these so-called Merchant Princes arefollowers of the Path of the Merchant (see Road ofKings, p. 69) and find their strength in wealth ratherthan land and vassals. Not tied to any particularlocale, and profiting (for the most part) from the Warof Princes, the Merchant Princes have organized intovarious guilds and networks of contacts across Europe.

Whereas many Ventrue disdain the MerchantPrinces with their “money-grubbing” and “usury,” themerchants have slowly been gathering power and

influence over the years in addition to wealth. Likethe Antasians (above), the Merchants seek to reunifythe Ventrue as in the days of Rome, but under amercantile guild rather than a senate or emperor.They have begun supporting certain Cainite lords tocreate the right environment in Europe where theycan flourish and become the power behind the thrones.

The DaevaSome Ventrue believe that Caine chose their

progenitor Veddartha because of a prophecy. It saidsinister beings known as daeva would bring about theultimate destruction of civilization for their own ends,bringing all supernatural forces under their rule andleaving only scattered remnants of the Childer ofCaine as survivors, hunted across the blasted wilder-ness. Belief in the daeva has spawned a few minor cultsand heresies among the Ventrue over the centuries,but most of the younger generations of the clan paythe story no heed, and other Cainites consider it thewildest of fancies.

Still, some Ventrue believe the daeva exist andthat they are twisting the world for their own myste-rious ends. They believe that their clan is destined tounite all Cainites against this terrible threat andpreserve order and civilization in the world.

Player’s ToolboxPlayers of Ventrue characters can use the following

ideas as inspiration for character concepts and stories:

Respect Your Elders• You are the childe of an influential Ventrue

merchant who Embraced you to become his agentacross Europe, gathering information and seeing to hismany business affairs in distant lands. Already youknow that some Cainites consider you a money-grubber, but others understand that your way is thefuture of the Ventrue. Those who don’t realize it arerelics who will soon be swept away, or become puppetsto the wealth they disdain.

• Your sire is a Norman lord, sworn to Mithras,but one who remembers the nights when the NormanVentrue ruled England, not the Methuselah and hisupstart supporters. You have been taught to rememberthose times well, because your lord and sire tells youthat they may come again one night, if all goes asplanned. Your lord has not yet taken you into his fullconfidence, but if you prove yourself worthy, youknow that he will.

• You come from a noble bloodline. Your lineagecan be traced back to the Roman Empire. But your sire

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was destroyed in the fall of Constantinople and youwere left with no reason to return there. Instead, youseek to make your way in another land with opportu-nities for an ambitious Cainite who understands theways of both the court and the battlefield.

The Path to Glory• You hold a position of responsibility within the

domain of Mithras, the Monarch of England. Eventhough you are quite young, only a neonate, LordMithras has entrusted you with this responsibility andyou have sworn your undying allegiance to him. Youknow full well that many Cainites in England arejealous of the favor you now hold and will moveagainst you, if they can. You must defend your domainand show that your liege’s trust in you is not misplaced.

• Domains and honors wait to be won in the Warof Princes, and you intend to win them for yourself,given time. Your liege has granted you the opportu-nity to clear a nest of heretics out of a distant cornerof his domain, promising that it will be yours if you aresuccessful. You need to find allies willing to aid you inexchange for places in your new domain, but becareful not to place yourself into too much debt, sinceCainite allies don’t often come cheaply.

The Rights of Princes• Julia Antasia has recently agreed to be your

teacher and guide on the Road of Humanity. Sheoffers a vision of what the Ventrue, and Cainites,could be that fires your imagination and gives youhope for the future. You are devoted to the Antasiancause but frustrated by the thick-headed denial of thePatriarchs, the so-called “traditionalist” Ventrue. Yourteacher counsels patience, but you are eager to teardown the arrogance of the Patriarchs so that the workof creating something better can begin.

• As a younger son of a noble family, you wereexpected to show obedience and respect for your fatherand elder brothers. You were often reminded that yourinheritance would be humble in comparison, if youinherited anything at all. Your father arranged for you tobecome a novice at a monastery, where you eventuallytook vows as a monk, happy to leave the world behindand find comfort in God’s grace. What you did not knowwas the nature of the monastery’s abbot. He saw greatpotential in you and has cultivated it since your Em-brace. Your piety has begun to give way to a newambition. Perhaps the inheritance you were denied inlife may be yours in unlife.

• A marriage of your choosing was never meant tobe. You have always known that, as a daughter of a

noble, you would be wed as your parents saw fit. Stillthe reality of wedded life with a man twice your agewho cared nothing for you and everything for yourdowry was more difficult than you imagined, evenmore so because of your husband’s cruelty and lechery.You found solace in your dreams of a dark stranger whovisited you in the night. Then you learned they werenot dreams, and your handsome paramour offered youan escape from your miserable existence. Now yourbrute of a husband and his domain are yours tocommand, until you choose finally to dispose of him.

High Clan TacticsSome believe that Cainites were involved in the

introduction of chess to Europe, since the game is suchan embodiment of their way of existence: move andcountermove, strategy and gambits, all with the goalof capturing the opposing king (or prince, as the casemay be). Certainly the existence of the Cainite nobil-ity during the War of Princes is like a vast game ofchess, played on a scale that most mortals can scarcelyimagine. If a member of the High Clans wishes tosurvive as anything more than a mere pawn, to be usedand discarded as a part of some stratagem, then he hadbest learn how to play the game — and play to win.

Courtly TacticsThe most important battlefield for High Clan

Cainites is not an empty field stained with the bloodof the fallen, but the courts of the princes of the night,where they scheme and plan and play at the games ofpower and politics as only the undying can.

Vampires learn the essentials of courtly behaviorfrom their sires, and High Clan Cainites in particularlearn to navigate the dangerous waters of the court.Those who do not understand how to succeed in courtlymatters are not likely to go far, assuming they survivetheir first nights at all. Just as in the mortal world, someCainites have the advantage of famous, influential orgenerous sires, while others are saddled with sires whoare cruel, stingy or infamous. Still, ambitious vampireshave been known to rise above such challenges, andeven the most privileged can fall victim to a morecunning adversary if they are not careful.

The very structures of the Cainite courts areintended to maintain the High Clans’ prestige andposition. Fledgling vampires have a great deal ofcourtly etiquette to learn, and they are only likely tolearn it from another Cainite well acquainted with theins and outs of the court. So High Clan Cainites learnearly how to survive at court as well as how to spot

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those who don’t belong there by their social gaffes andfaux pas... A Cainite of the Low Clans must work hardto be taken seriously as anything other than a memberof a High Clan vampire’s retinue.

The Cainite court is an ongoing game of powerand influence, both over the mortal world and overthe court itself. In order to play the game Cainitesneed pieces to maneuver on the board, strategies formoving them, insight into their moves of their oppo-nents and, most of all, ambition, which is found inabundance among the High Clans.

Mortal Vassals and AlliesAlthough the Cainite courts are carefully hidden

from mortal eyes, they also rely heavily on the supportof mortal vassals, retainers and allies for their contin-ued existence. Cainites are helpless during the sunlithours and so must have mortal eyes, ears and hands todo their bidding and ensure their safety. Therefore,mortal retainers are vital to a Cainite intending to finda place of importance at court.

The lowest ranks of mortal retainers and servantscan be obtained with little more than wealth and adeft knack for dealing with human greed, which mostHigh Clan vampires possess in abundance. The pri-mary concern is ensuring that the lowliest retainersare either loyal or (preferably) kept ignorant of theirmaster’s true nature. More than one careless vampire-lord has been trapped in a burning manor house ordragged into the daylight by treacherous servants. Thewise courtier does not underestimate the danger themortal rabble poses, if it feels threatened.

The best intermediary between the lowliest ofmortal servants and their Cainite master is a trustedmortal vassal or ally, particularly a ghoul bound by theblood oath. In fact, members of the mortal gentry ornobility make ideal vassals in this respect because theyalready have servants and vassals of their own, whichthe vampire can co-opt with none of them realizingthat their master serves another master in the darkhours of the night.

Of course, the number of would-be masters out-weighs the number of potential noble thralls. Many arefirmly in the grasp of the most influential Cainites atcourt already, leaving few options for neonates in searchof mortal toys of their own. This makes gaining apowerful mortal vassal a social coup of great importance,which can elevate a Cainite’s status at court and informothers that she is a force to be reckoned with.

Some rare mortals are fully aware of just howvaluable they can be to the Cainites of the court Theyhold sufficient wealth or power to make them desir-

able and have managed to avoid the ensnaring wiles ofthe vampires whom they deal with. These worthiesmanage to deal with vampires as allies, if not equals inCainite eyes. They are morally bankrupt, since theyare willing to endanger their immortal souls by dealingwith the Damned, but also wily enough to arrange themost beneficial deals that they can. Courtly viziersand counselors, sheriffs, ambitious courtiers and thelike have all been known to deal with the nobility ofthe night.

Cainite Vassals and AlliesWhile mortal vassals form an important part of a

Cainite courtier’s power base, any High Clan vampireintending to survive and prosper at court also needsallies among his fellow Cainites, and those who in-tend to achieve greater power must cultivate vassalsfrom among their number.

A Cainite’s first ally may be her sire, although notall sires are interested in the welfare of their childer.Most High Clan neonates are vassals of their sires,owing them their very existence as Cainites. Theyremain so for as long as their sire sees fit or until thefledgling spreads her own wings, or catches the eye ofa higher-ranking vampire (such as the prince) andearns a commission of some sort. A wise sire usuallygrants his childer a measure of freedom to feed theirown ambitions and opportunities to further them.Oppressive and tyrannical sires, like liege lords, maybe overthrown.

Thus the ability to Embrace is a vital one inliterally creating new vampire vassals. Little wonderthat this right has been in the hands of the rulingprince since time immemorial and that the princewho fails to enforce the Right of Progeny often findshimself deposed by its violators once they have cre-ated their own brood of loyal childer.

Princes often use the Third Tradition as a meansof maintaining their power at court, including somecreative interpretations of it. For example, those peti-tioning the prince to Embrace a particular mortal mayfind that the prince has chosen to Embrace thatmortal himself, in hopes of depriving a rival of apotential ally. (Naturally this leads to double- andtriple-blinds as ambitious courtiers try to trick theirprince into Embracing an unwise or potentially rebel-lious new childe, and so forth.) A prince may favorEmbraces by her own clan while declining those ofothers. A change in prince often results in a change inthe fortunes of the court’s clans as well.

Cainites often find allies among their peers atcourt, vampires of similar age and background, possi-

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bly belonging to the same road or clan. With thepractice of fostering fledglings to other courts, neo-nates may even acquire allies from distant placesuseful to them years later. (See Road of Kings for moreon the Cainite practice of fosterage.)

Like many things, Cainite allies can be two-edgedswords. Vampires dance a delicate waltz of waitingand watching for opportunities to betray their allies,and their allies do much the same, each wanting tomake sure that they are not themselves betrayedbefore they have the opportunity to do so. Althoughsome vampires have true friendships and senses ofhonor, ultimately the Beast taints all that they do, andany Cainite who trusts anyone too much is likely topay for it in the end.

Playing the GameThe goal of Cainite politics is to rise in power in the

court while making as few enemies as possible. This iseasier said than done, and vampires spend many mortallifetimes mastering the art of courtly intrigue.

The two basic means of advancement within theCourt are promotion granted by a superior or achieve-

ment of a superior position through the accumulationof power. Both are entirely viable approaches used byCainites, although the first tends to be more commonamong neonates and the latter becomes all but re-quired of elders, who have few, if any, superiors.

At first, a vampire courtier seeks the favor of amore powerful patron at court. This may be the prince,the Cainite’s sire, another more influential courtier orall of the above. Generally the more popular andinfluential the Cainite, the more sycophants andwould-be protégés are drawn to support her. “Devotedallies” are often quick to abandon courtiers who fallout of favor, rushing to attach themselves to a newrising star in the court.

Younger Cainites therefore compete for patron-age and recognition, sometimes even from their ownsires, who might have several childer competing fortheir attention. Their elders use them as agents andcat’s-paws in their own games. If the neonates acquitthemselves well, then they advance in the esteem oftheir elders, being granted greater responsibility andinfluence. They might even begin to attract followersof their own, and be given authority over them in theirliege’s name.

Vying for political favor is not always easy, sincepatrons often have a tendency to claim the lion’s shareof any successes on the part of their underlings whilelaying blame for any mistakes or failures squarely at theirfeet. Good and loyal service is not always enough;sometimes Cainites must take steps to ensure that theright parties at court are aware of their achievements togain the credit they are due. If not handled carefully, thisruns the risk of arousing the ire or jealousy of the patron,who may find the vassal too ambitious for his tastes andseek to do something to remedy the situation.

Affairs of Honor (and Dishonor)“Honor” among Cainites is far more often a mea-

sure of “face” or social standing than any devotion toa personal code. Although honorable Cainites, orthose who believe themselves so, do exist, honor is farmore often a tool of ambition and simply a way ofkeeping score in the great game of politics. A vampirewith many accolades is in an enviable position ofstrength, but honor can also become a subtle trap asthe need to defend and maintain it grows.

As with mortals in the Dark Medieval world, mostCainites — especially those of the High Clans — takematters of honor quite seriously. An accusation of dis-honorable behavior must be met and answered or elsethe vampire risks losing status in the eyes of the court.

KNOWING THE PLAYERS

Btorytellers intending to run courtly af-fairs in a Dark Ages chronicle should

take extra care in detailing the various impor-tant figures within the court and their relationsto each other. By creating several major charac-ters, giving them different goals, personalitiesand agendas, and setting the troupe’s charactersloose in their midst, stories begin to write them-selves. Consider how the goals of the charactersintersect with those of the supporting charac-ters at court and how they oppose each other.Consider what the agendas of the various char-acters are and how they may entangle or draw inthe coterie.

Events in court are often fluid, since thecharacters are free to interact in different ways.They may advance the plot of a particular courtcharacter while interfering with another andbeing totally unaware of a third. Their actionswill also cause changes as the characters adapttheir plans accordingly. Take careful notes onhow these things affect the different hiddenagendas of the court. Done properly, this cancreate a rich, engrossing story for the playersand their characters.

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Likewise, accusations are not offered unless the accuseris willing to prove them, with blood, if necessary.

High Clan Cainites have long maintained thetradition of trial by combat, which has become in-creasingly more common in the War of Princes asaccusations of treachery and betrayal fly back andforth. The accuser and the accused (or their champi-ons) meet on the field of honor, and the victorydecides the truth of the matter. The more cynicalCainites know that trial by combat has little to dowith the truth, but many firmly believe (or at leastassert) that a true cause lends strength to the sword-arm and to the heart.

Honor is also an important quality to followers ofthe Road of Kings, including many of the nobility ofthe night, so at least the appearance of honor must bemaintained. This allows Cainites who ferret out se-crets about their rivals (or even their allies) to usethem to their advantage by threatening the rival’shonor and reputation. Such coercion is often moreeffective than revealing the truth outright and riskinga confrontation.

Another aspect of honor in Cainite society is theability to control the Beast, which equates to ad-vancement along a road. Evidence of advancedunderstanding of a particular road can gather a Cainiteaccolades and followers, eager to learn his insights. Ofcourse, roads such as the Road of the Beast are notalways suited to the ways of court, but their mostadvanced followers are still respected. On the otherhand, a clear lack of control over the Beast shows aCainite who is potentially unstable and thereforedangerous no matter what his intentions.

The Proper Time for BetrayalIt is a truth of Cainite existence that sooner or

later vampire vassals must betray their sworn liegelords if they are to be anything other than merevassals. Occasionally, a Cainite is elevated when thedestruction of a prince or lord leaves a vacancy in theupper ranks of the nobility of the night, but these arerare exceptions. Vampire lords can and do rule forcenturies. So an ambitious Cainite must eventuallycreate opportunities for advancement rather thanwaiting for them to come along.

Elders know this. After all, most of them cameinto their current positions by eliminating their eldersand others who stood in their way. The youngergenerations chafe under the rule of the older, as it hasalways been since the nights of the Second City. Oneof the reasons the tenets of the Road of Kings sostrongly support loyalty and a reluctance to break a

sworn oath is to help keep this part of Cainite natureat least somewhat in check. Ambitious vampires stillfind means of disposing of their rivals and their en-emies, but they are forced to be more circumspectabout it, and the ranks of vampire society remain atleast somewhat stable.

With all this in mind, it’s not so much a matter ofif a vampire will betray his liege for the sake of his ownadvancement and more a matter of when it will hap-pen. It’s often a long time in coming. Cainites areageless beings; they can wait mortal lifetimes forthings to change and conditions to favor them. Theyplot intrigues that unfold over the course of genera-tions rather than mere months or years. It may be quitesome time before a loyal vassal grows restive in theservice of an elder lord and begins to seek new oppor-tunities and challenges, and elders are expert at findingthings for troublesome youngsters to do to keep theirminds off rebellion and usurpation.

The War of Princes has upset that balance some-what. As the great vampire lords of Europe struggleagainst each other, their vassals and protégés havefollowed their example, and many are not content towait patiently until the time is right. Some are satis-fied with opportunities to win glory for themselvesand their masters on the battlefield or in court. Lordspromise their vassals rich rewards for claiming thedomains of rivals, and many seize the opportunity(with just as many meeting Final Death for theirefforts).

Others see the War of Princes as their chance towork within the court to achieve their own ends. Aprince, lord or even monarch occupied with the affairs ofwar may not always pay close attention to matters athome, and so might be caught unaware when formerlyloyal vassals, waiting for the right moment, seize upon aweakness and exploit it. Of course, the possibility alwaysexists that a prince or liege lord might feign suchweakness in order to lure potential traitors out of theshadows and into the open where they can be dealt withonce and for all. A few such examples in the vampirecourts of Europe have only made other plotters morecautious, and so the game of move and countermovegoes on, with courtly power as the prize.

The Art of WarfareNot all battles are fought and won at court, with

words and speeches. The War of Princes, like all wars,requires bloodshed and soldiers to fight. The princesof the night have both in plenty, although they choosetheir pawns, and their battlefields, carefully.

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Mortal SoldiersTo wage their wars, the Childer of Caine require

soldiers, and most of them must by necessity be mortal.How do vampires induce mortal soldiers to give uptheir lives willingly for the very creatures who preyupon them? A number of ways exist, each used withvarying success by the nobility of the night.

The simplest and most effective means of acquir-ing a mortal army is through influence over the mortalnobility, who have armies of their own. Many Cainitenobles have mortal vassals who owe them allegiance(whether or not they know it), and these mortals inturn have vassals of their own, allowing their Cainitelieges to command their loyalty. By issuing commandsto their mortal agents, vampires can move armiesabout like pieces on a game board.

Of course, it is not quite so simple. Few Cainitesthoroughly dominate their mortal vassals, and, evenwhen they do, they cannot simply send armies offhither and yon with no explanation. Thus they mustoften concoct worldly conflicts to cover their trueactions and intentions. A manufactured slight fromthe agent of a rival Cainite, for example, allows theirforces to move openly against him. Evidence of trea-son on the part of an otherwise loyal vassal mightencourage his liege lord to sanction war against him,and so forth.

Cainites use cults and secret orders as a meansof gathering and influencing the human herd. Inaddition to slaking their endless thirst, such groupscan also supply a vampire with loyal and eagersoldiers, ready to die in the name of their master.Cultists are often fanatically loyal, particularly ifthey believe their master is a divine power. Whilecults may attraction the attention of the Inquisi-tion, they are also powerful weapons in the handsof the lords of the night.

Finally, mortal mercenaries and soldiers work foranyone willing to pay them, without asking too manyquestions as to the whys and wherefores of their work.As long as a Cainite’s coin is real, these men will gowhere they’re told to go and fight whomever they’retold to fight. Some mercenaries and free-lances areaware of the true nature of their patrons (and don’tmuch care), but most are not. They know only aboutbattles to be fought and riches to be won, which is allthat they need to know.

Ghoul SoldiersThe next ranking of Cainite soldiers is made up of

ghouls, mortals given enough vitae to grant themstrength and power beyond that of ordinary men while

keeping them both loyal to and dependent upon theirvampire masters... Ghouls are extremely useful sol-diers, able to fight with great ferocity and defeatordinary mortals, but they are a costly army to raise.

The difficulty lies in the amount of vitae neededto create and sustain a ghoul army. It requires only afairly small amount of blood to create ghouls. Thesacrifice of two human victims is enough to create asmany as ten ghouls while also slaking the Cainite’shunger for a time. Those ghouls, however, requireblood to sustain them and particularly to fuel theirown Disciplines. Without regular amounts of vitaefrom their masters, ghouls are limited, although theystill have greater strength and durability than mortals,and Cainites cannot spend the blood required toempower a vast legion of ghouls without a commensu-rate sacrifice of many mortal vessels.

Therefore, Cainites tend to limit the number ofghouls in their service. They extend the number byincluding ghouls bound to their own vassals (seebelow), but even then the numbers are small com-pared to the ranks of mortal soldiers. Ghouls are mostoften placed in positions of authority or used as eliteshock troops by their Cainite masters. The promise ofghoulhood is often held out to mortal soldiers, par-ticularly commanders and mercenaries who seek thepower of vampiric vitae.

Hell-beastsMen are not the only mortal creatures that Cainites

see fit to make into ghouls for their armies. Oftentimes,they will also feed vitae to various animals, makingthem into “hell-beasts” that can serve them, and theirsoldiers, either as spies or on the battlefield.

Cainite knights often bind their horses to themwith vitae, overcoming the steeds’ normal aversionof undead riders and infusing them with supernatu-ral strength, speed, stamina and loyalty to theirmasters. Such “blood-steeds” often undergo a dark-ening of their coat, turning either coal black ordeveloping red spots or dappling. Some alreadydark-haired horses develop a reddish sheen to theircoat after becoming ghouls.

Hell-hounds are another common type of ghoul-beast. War-dogs with a taste for Cainite blood makefierce fighters on the field of battle, loosed to savage andsoften up the enemy before the mortal and ghoul troopscharge in. They’re also more easily made and then putdown if they become troublesome to their master.

The Tzimisce are known to use birds, feral catsand rats as spies and messengers, since even the mostbasic knowledge of Animalism is sufficient to speak

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with and command them. More advanced practitio-ners of the Discipline can even see with the eyes oftheir bestial servants. Most other High Clan Cainitesdisdain this tactic as a trick associated with the LowClans, although few can deny that the Fiends seem tohave eyes and ears everywhere throughout their do-mains, which has proven a considerable advantage inthe past.

Cainite Soldiers and VassalsFinally, the most valuable soldiers in a Cainite

lord’s army are those vampires who have sworn alle-giance to him as vassals, often his own childer (andperhaps their childer and vassals, for the most power-ful of lords)... The highest-ranking officers of an armybelonging to a Cainite lord are most often Cainites aswell, although some are known to rely on ghoul oreven mortal generals and captains.

Cainite soldiers have many advantages, not theleast of which are the supernatural powers that allowthem to shrug off injury and cut down mortal foes likea scythe through wheat. They do have limitations,however, including their tendency to fly into frenzyon the battlefield and their predisposition for treach-ery against their sworn liege. The Road of Kings helpsameliorate these concerns somewhat, since it empha-sizes self-control and loyalty, another reason it is mostfavored among the nobility and their vassals.

As ghouls are rare compared to mortal soldiers, soare Cainite soldiers rare compared to ghouls. A com-pany of a hundred men may have a ghoul commanderwith a few ghoul lieutenants. An army of a thousandmay have a Cainite commander and a few vampirelieutenants (each with ghoul underlings of his own).Common soldiers rarely undergo the Embrace. TheCainites in an army’s ranks are most often knights orofficers in command. They are elite troops and lead-ers, sometimes used as shock troops, depending on thestrategies of their liege lord.

One disturbing practice among Cainites is togrant the Embrace to as many soldiers as possiblebefore a battle to raise an army of vampires, believingthat such a superior force can overwhelm any opposi-tion. While it has been done from time to time, evenwith great success, the mass-Embrace tactic has anumber of drawbacks. The first and foremost, of course,is that most battles take place during the daytime, andvampiric soldiers are limited to fighting only at night.It also requires at least a small amount of time for thenewly Embraced to acclimate to their new state ofbeing, so it is not a tactic suitable for mere hours beforea battle. Worse still, even if many of the newly madeCainites meet Final Death on the battlefield, thenumber of undead in the region increases consider-ably. This can lead to a plague of vampires that mustbe put down by the local prince before it grows out of

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control and endangers the hunting grounds of all.Such tactics are seen as a flagrant disregard for theThird Tradition, even when done by a lord or princewho holds the right, and likely to unite that noble’senemies against him. Thus it is a rare tactic even in theWar of Princes.

MobilityAn important quality of an army is its ability to

cover great distances quickly, to move into position atthe command of its liege. A great deal of warfare consistsof armies moving to the right places at the right time tosecure a strategic advantage over their enemies.

The mobility of a Cainite army is limited by theinability of its vampire officers to move about duringthe day. Armies almost never move at night in a worldwhere illumination comes solely from torches andlanterns. Ghouls are capable of overseeing the move-ment of troops during the day, while their masters rest,but must also see that the Cainites are not left behind.This usually requires wagons to move boxes or coffinswhere the vampires rest, slowing progress and makingit nearly impossible to cross rough terrain.

Thus Cainite armies sometimes do travel at night,albeit slowly, given the hazards that abound in thedark. While vampires with Auspex or Protean are athome in the darkness, others still require some light,and their mortal and ghoul soldiers certainly do. Clearnights with a full or nearly full moon are the mostcommon times for the armies of the night to be on themove, and wise Cainite tacticians are aware of this.

IntelligenceAlthough strength of numbers and arms are vital,

just as important — if not more so — are informationand insight into the enemy’s strengths and weak-nesses. Cainites have means beyond those of ordinarymortals for scouting out their opponents in warfareand learning all that they need to know before theirforces strike.

A vampire or ghoul spy can make effective use ofAuspex and Obfuscate to slip past enemy lines and learnmore about the opposing force’s composition andstrength. Of course, Cainites on the opposing side maybe able to spot a careless spy and are likely to deploy spiesof their own. Users of Animalism have birds and beastsas their eyes and ears, watching for the approach ofenemy troops and picking out the locations of their mainforce even from a great distance away.

Auspex allows a Cainite scout to notice things nomortal could, but true masters of the Discipline canalso snatch important tactical information from the

minds of prisoners (or even those who come to par-ley). They can also scry the enemy camp or even thestrongholds of their enemies from a great distance,spying and learning much about their plans.

Battlefield TacticsAll the strategy and tactics practiced by the great-

est generals find their uses in the War of Princes,particularly since many Cainite lords and monarchswitnessed these strategies being used for the first timein battles fought centuries ago. The greatest Cainitetacticians have lifetimes of experience behind them.

Certain conditions tend to prevail in a clash ofCainite armies, and wise leaders use them to theiradvantage. First is the fact that a battle involvingCainites must take place between sunset and dawn.This makes darkness both an ally and a hindrance,since it hampers mortal and ghoul soldiers. Bonfiresand torches can help somewhat, but they may invokeRötschreck among the Cainites in the force. The needfor the cover of darkness tends to limit the size ofbattles between Cainite forces and encourages skir-mishing and hit-and-run tactics.

Some commanders prefer to send their mortalsoldiers in first, keeping ghoul and Cainite shocktroops in reserve for a cavalry charge to break theenemy’s lines once they are weakened. Others takethe opposite view, sending their elite troops out in alightning strike to weaken and demoralize the enemybefore having the bulk of their force follow throughthe gap in the enemy’s lines.

Battles are usually fought in open terrain, butarchers are only rarely employed, since darkness ham-pers their abilities considerably, and it is possible(although unlikely) for a misfired arrow or crossbowbolt to pierce the heart of a Cainite warrior, leavinghim helpless on the battlefield. Such weapons arealmost as great a threat to the attackers as they are totheir opponents. A sharp-eyed mortal or Cainitearcher with a bow of exceptional quality might finduse in the battle as a sniper, but ranks of yeomen areall but unknown in the armies of the night.

Battles between Cainite forces are also necessar-ily short, compared to some mortal campaigns. This isbecause of both the inevitable rising of the sun and thedanger of outsiders involving themselves in the con-flict. Therefore, sieges are rare in Cainite warfareunless a mortal-led army can be guided into layingsiege or burning out an enemy. Battles tend to befought away from mortal holdings and domains, toavoid both notice and intervention. Tactics are aimedat a swift and decisive victory, whereas defenders

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often try delaying tactics to prolong the battle, hopingthat the dawn will grant them respite.

Note that these tactics apply to battles whereCainites are present and expected to participate insome way. In cases of mortal armies maneuveredagainst each other (with or without ghoul vassalspresent), the rules and strategies of mortal warfarehold sway. Battles may be long and bloody, armies areoften much larger, and sieges are common. The nobil-ity of the night influence these battles indirectly atbest, relying on their vassals and focusing their atten-tions on their nighttime activities.

Disciplines on the BattlefieldLittle doubt exists that a Cainite’s gifts of blood

are of great use in battle. Disciplines such as Celerity,Fortitude and Potence have obvious applications inwarfare, making their wielder into a virtual engine ofdestruction, but it is often the more subtle and wide-reaching powers available to Cainites that can turnthe tide of battle in their favor.

Presence in particular is a useful tool for a Cainitecaptain on the battlefield. Wreathed in glory, the vam-pire can rally soldiers and inspire them to fight fiercelyand well in his name. Such powerful presence ensuresthat his soldiers will follow him into the fires of Hell, ifnecessary (and, in fighting a Cainite’s wars, it may be).Some masters of Presence can even use it to inspiresupernatural strength or determination in their troops(see Road of Kings, p. 72, for an example).

Other Cainite powers can influence the outcome ofa battle. Certainly Obfuscate is useful for surprise attacksand slipping past enemy sentries. Both Obtenebrationand Protean provide means of both attack and escape, iffaced with possible defeat. The arts of Mortis can raiseunliving soldiers, while the secrets of Vicissitude cancraft living monsters and war-beasts.

For a detailed look at medieval warfare as it relatesto the Cainites, see Spoils of War.

Domains ofthe High Clans

It would be easy to answer the query “What sort ofterritories attract the High Clans?” with the answer“all of them.” To a large extent, this response isentirely accurate.

As is always the case with Cainites, however, thesituation is substantially more complex than it ap-pears on the surface. At a cursory glance, the firstcursed do indeed seem to be everywhere, involved inevery aspect of mortal and undead existence, lords ofthe vast majority of Cainite domains.

Closer inspection, however, reveals that the HighClans only appear to have it all, because they makesuch a point of acting as though they do. Substantialterritories remain outside their grasp, and as the LowClans begin to realize that they need not remain thebottom rung on society’s ladder, additional regionsand arenas of influence slip away from the first cursed,who have dominated them since time immemorial.Additionally, the constant conflict among and withinthe High Clans renders their power in many regionsless than it might otherwise be, allowing other clans— including Low Clans — to step in and steal powerfrom those who once held it.

The High Clans’ situation has grown even moretenuous now that the War of Princes has fully erupted.Ventrue battle with Tzimisce, Toreador withLasombra, Ventrue with Ventrue. On the fringes, theLow Clans are not only repulsing the first cursed’sattempts at ousting them but are making unprec-

THE BEAST IN BATTLE

2ainites in battle must often wrestle tocontrol the Beast, which exults in vio-

lence and bloodshed. The chaos of war is meatand drink to it, and many vampires lose controlof themselves in the heat of battle. A check toavoid frenzy is appropriate during a battle, witha difficulty ranging from 4 (for an ordinary battle)to 7 or 8 if the character is hungry or if the battleinvolves something particularly dear to him (froman ideal to a loved one). Note that this is forCainites directly participating in battle. A leaderbehind the lines needn’t worry about frenzyunless hungry (less than a quarter of her usualblood pool).

Some Cainites choose to “Ride the Beast” inbattle (Dark Ages: Vampire, p. 265), giving into their frenzy and drawing strength from it,becoming almost unstoppable killing machines.This can make the Cainite unable to tell friendfrom foe, however. Since it is also possible onlyfor Cainites who favor Instinct over Self-Con-trol, it is not a common ability among the nobilityof the night (most of whom follow roads thatfavor Self-Control, such as the Road of Kings orthe Road of Humanity). Riding the Beast inbattle is most associated with Low Clan barbar-ians and savages of the Road of the Beast ratherthan the noble rulers of Cainite domains.

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edented territorial gains, such as the constant conflictbetween the Assamites and several High Clans inOutremer, or the recent Tremere gains in Hungary.Conflict between the High Clans weakens their holdon power and offers far too many opportunities for thefallen to advance beyond their “rightful station.” Bydefinition, because the High Clans already hold mostof the power, they benefit only by maintaining orderand the status quo. Chaos favors those who do not yethold power, those who have nothing to lose andeverything to gain from social upheaval, and the Warof Princes is nothing if not chaotic. For the first timethat even the deathless Cainites can remember, theHigh Clans must focus as much on retaining the powerthey have as on gaining more.

So, while any and every area attracts the HighClans to some extent, the reality of the world is thattheir influence is limited to specific (albeit numerous)regions and requires that they focus their efforts onspecific objectives.

First and foremost, the High Clans are mostpowerful in regions where the High Clans have alwaysbeen powerful. That may sound blatantly obvious andnot even worth stating, but it’s worth considering fora moment. Far more than the kine, Cainites arecreatures of habit, inertia and tradition. Most eldersdislike change, and the inevitability of death, whichforces change on mortal leaders and governments, isfar less of a factor. In many parts of the world, in manyinstitutions of mortal life, the first cursed maintainpower not because they are necessarily better suited toit, or even because they are particularly active indefending it, but simply because everyone — Highand Low Clan alike — is so accustomed to thinking ofthat domain as theirs that it would never occur tothem to challenge that claim. The High Clans maystruggle among themselves for dominance, such as theVentrue-Tzimisce conflicts in the Slavic East or theconstant struggle for dominance of the Church, butfor the most part, the Low Clans have little chance ofacquiring their own share of that power.

It’s also worth noting that the High Clans fre-quently take advantage of numbers. The first curseddo not by any means outnumber the fallen; in fact, ifone considers the entirety of the known world, theLow Clans are significantly more numerous, partiallybecause many of the Low Clans are less selective inchoosing their childer, and also due to the simple factthat more of the clans are Low than High. Theadvantage the High Clans have, however, is that theytend to be more concentrated than the fallen, and theytend, on the average, to congregate within the most

politically powerful and culturally central communi-ties. London, Paris, Rome, Buda-Pest and many otherlarge and important cities account for an enormousportion of the High Clan population, granting theman influence far out of proportion to their overallnumbers. The Low Clans — many of whom arenomadic and therefore rarely found in great numbers,others of whom hold power in lands considered un-civilized by most of Christendom — simply lack theresources or the strength to compete. This is not, byany means, coincidental. Because many of the HighClans seek power, they flock to where that power iscentered; because they have been doing so for years,they now outnumber any newcomers who might seekto take that power from them.

Just as the first cursed tend to prefer communitiesand geographic regions that offer a degree of politicalpower, they prefer organizations and institutions thatclaim either cultural authority or economic influence.Government and royalty, merchants’ and craftsmen’sguilds, and of course all levels of the Church presenttempting targets for any Cainite with even the slight-est interest in manipulating the mortal world aroundher. These have long since been claimed by the HighClans. Let the fallen pull the strings of tiny provincialmayors, lone traders and merchants, and even thekings, sultans and governors of lands not yet civilizedand brought under the yoke of the Church. Let themenjoy their tiny portions of power while they havethem, for they will be forced to surrender them to their“betters” soon enough.

In fact, such territories account for an enormousamount of High Clan efforts and activities. The firstcursed are inexorably drawn to those regions wherethey hold little or no power — in Assamite-domi-nated Outremer, Setite Egypt or the Scandinavianwilds where the Gangrel hold domain, for instance.Their efforts here may be less intensive, either becausethe territory has little of value to offer or because theyknow they have little real hope of dislodging thecurrent fallen lords, but they make those efforts none-theless. It is a matter of principle, insofar as vampiresen masse can be said to have principles. The HighClans cannot permit the Low Clans to maintaincontrol of any region, for such a state of affairs callsinto question the basic societal norms on which allCainite interaction is based. If the Low Clans ruleanywhere, successfully and effectively, might they notcease to acknowledge the superiority of the HighClans elsewhere?

It would be impossible in a work this size — oreven far larger size, for that matter — to address even

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a substantial portion of the cities, communities andregions in which the High Clans dominate. For alltheir recent troubles, they still hold the vast majorityof power and influence throughout Europe. Whatfollows, then, is an examination only of those areasthat are of particular significance to the High Clans,either due to the importance of a particular individual(such as Prince Mithras of London) or a city (such asthe Court of Paris), or due to their intensive efforts inthat region (such as their participation in theReconquista against the Assamites). These entries are,of necessity, somewhat brief. Players who seek moreinformation are directed toward Dark Ages Europeand Iberia by Night.

The British IslesFew cities are as tightly clenched in the grip of the

High Clans as London. Mithras is not only Ventrue tothe core, determined to maintain the domination of thefirst cursed in general and the Warlords (and himself) inparticular, but is also one of the oldest and most individu-ally powerful princes currently operating in WesternEurope. Mithras himself wields most of his politicalpower in the Court of Avalon due to his extensivenetwork of contacts and allies across the island, and incooperation with Britain’s Cainite barons and lords.Two entire councils of advisors support Mithras’ rule.The Privy Council, consisting of the Barons of Lincoln,York, Carlisle and Canterbury and representatives ofBordeaux, is the land’s highest authority and can evenoverrule Mithras himself with a unanimous vote. TheGrand Council consists of all the Cainite barons ofEngland, as well as representatives of the Welsh, Scot-tish and Irish fiefdoms. The membership of both thesecouncils is almost entirely High Clan, with the vastmajority hailing from the ranks of the Ventrue.

None of the barons is strong enough individually towrest Mithras’ power from him, and they have sufficientrivalries between them that any alliance against theirPrince is unlikely at best. Where Mithras’ power wanes,such as in the ranks of the Church, the Toreador —many of whom have connections to Prince Geoffrey ofParis — hold sway. For all their constant politicalbattling (the Toreador Walter de Vézelay is a particularrival of the prince, and Melusine d’Anjou, Baroness ofWinchester, is easily the most powerful lord on the islesbesides Mithras himself), the rivalries rarely devolveinto open conflict. Some few young Cainites of bothHigh and Low Clans make occasional attempts to carvetheir own territories out of the English countryside, orthroughout Scotland and Wales, but so far the distrac-tion provided by the Toreador hasn’t been sufficient to

prevent Mithras or his subordinates from reacting swiftlyand decisively to any encroachment on their domain.

Even those fallen Cainites who hold positions ofpower within Mithras’ domain do not truly represent achallenge to the domination of the first cursed. BaronessSeren of Gloucester is a Malkavian, but her oaths —both blood and otherwise — to Mithras make her aVentrue for all practical political purposes. Richard deWorde, Mithras’ Nosferatu spymaster, is absolutely loyalto his prince and enjoys the status bestowed upon him byhis position. And should the prince’s warlord, the GangrelAethelwulf, ever turn on his lord — an almost incon-ceivable notion for a devout member of Mithras’ cult —the Ventrue Valerius waits eagerly for any excuse tousurp his position.

For all his power, Mithras’ rule has not gone unchal-lenged in these nights of upheaval. The disenchantedcoteries of young Cainites discussed above have yet tocause the prince any serious difficulties, but they con-tinue to crop up. The machinations of the Toreador donot threaten his rule, but they do constantly chip awayat the outer edges of his influence. Setites based inCardiganshire have infiltrated several of his more dis-tant fiefdoms and seem to be pulling the strings of theVentrue Lord Edwyll, Mithras’ envoy to Seren’s court.Furthermore, the prince’s own hatred of the Tremeremay eventually inspire him to move against Meerlindaand the Lion’s Gate chantry in Durham. A war betweenthe Ventrue and the Tremere in Britain would not onlyprovide unprecedented opportunity for the Low Clansto wrest some measure of control away from the firstcursed, it might also jeopardize Warlord-Usurper alli-ances elsewhere in Europe. Both the CardiganshireSetites and a band of Prometheans led by the BenedictineToreador Brother John are engaged in various schemesto widen this schism, spreading false rumors about theTremere where Mithras’ agents are likely to hear themand vice-versa, and even going so far as to sabotageTremere activities in the guise of the prince’s minions.Mithras’ seneschal, the Cappadocian Roger de Camden,and Spymaster de Worde are currently engaged in covertinvestigations into the Tremere’s activities. They arebecoming suspicious that someone is indeed attemptingto stir the Usurpers up against the Prince, but so farMithras, in his hatred of that clan, refuses to acknowl-edge any possibility that does not bear out his suspicionsof Meerlinda and her chantry.

FranceAs France, and Paris in particular, are so central to

the culture of Europe, it is no surprise that the HighClans have long maintained an unbreakable claim on

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the region... France is, in many ways, the heart ofEuropean culture; it is not only a rich and militarilypowerful nation, it is the home of no fewer than threemajor cloistered orders, the mother-house of the KnightsTemplar and one of the earliest chapterhouses of theKnights Hospitaler. Culturally and artistically, Paris hasalready begun to attain the position at the forefront offashion that it will retain, to a greater or lesser extent,throughout the coming centuries. Young King Louis IX— supported by his mother, the regent Blanche ofCastile — is not only growing into one of Europe’s mostpowerful monarchs, he is also a devout Catholic; thismakes him an extreme threat to any Cainite who wishesto move against or influence him directly, but it alsomeans that he remains sufficiently distracted for enter-prising Cainites to manipulate his court at lower levelswithout much fear of discovery. Despite numerous con-flicts and even open warfare between France’s baronsand other nobles, few are willing to risk royal ire byignoring or working against the king himself — al-though some of the barons follow royal proclamationsonly reluctantly, such as those who sent only a tokenforce when Louis demanded knights for use in hiscampaign against Brittany.

At the present time, most of the High Clans inFrance are too busy squabbling and politically fencingwith one another to take full advantage of the wealthof opportunities the nation provides. The GrandCourt, a Ventrue-Toreador alliance currently ruled bythe Ventrue Prince Geoffrey of Paris, is swiftly losingthe power it has held almost since the fall of Rome.The young prince enjoys support from a number ofpowerful Cainites — including the Toreador Salianna,Matriarch of the Parisian Courts of Love and an allyof both Prince Mithras of London and Hardestadt ofthe Court of the Black Cross — but his relativeinexperience at matters of leadership and the manybargains he made during his efforts to overthrow hispredecessor now conspire to limit his effectiveness.The individual Courts of Love across France, most ofwhich are heavily dominated by the Toreador, aregaining power, and some have come to rule their localprovinces or cities with almost complete autonomy.Geoffrey is currently making efforts to regain hisauthority, and several of those to whom he owedsubstantial debts have vanished in recent nights; forthe first time, Geoffrey’s name is spoken in somequarters with a hint of fear, rather than the tinge ofcondescension which had become commonplace.

Despite their constant internecine strife, how-ever, the High Clans are in no danger of losing theirgrip on the region. From the Brujah Véronique

d’Orléans, a staunch supporter of the Grand Courtdespite her opposition to the Ventrue, to the rebel-lious Toreador Esclarmonde the Black, Queen of theCourt of Love in Toulouse and treasonous ally of theLasombra Lucita of Aragon, all of the most powerfulfactions of France are firmly controlled by the firstcursed. Not even the chaos and bloodshed of theAlbigensian Crusade have provided sufficient societalupheaval for the Low Clans to claim much of France.

Rather, none of the Low Clans has any officialpower in France. The High Clans are so wrapped up intheir own struggles, however, that they have, to date,failed to notice the activities of those beneath them.The streets and the catacombs of Paris are home to asurprisingly large population of Nosferatu. Worse still,the Setite Jean Batiste de Montrond and his coterieseek to enflame the anger of those barons who objectto the growing power of King Louis and Blanche, yetwho have not — to date — displayed any willingnessto move against them directly. He feeds false rumorsto both sides, provides entertainments for the jadedelders of France that distract them from his covertactivities, and ever so slowly pushes France’s kine andCainites both nearer open war. (For a bit more on deMontrond’s activities, see the Players Guide to theLow Clans.)

Finally and perhaps most strangely, a small coterieof Cappadocians has recently taken up residenceamong the Cistercian monks. Led by a woman calledMargot, who bears the mark of far more advanceddecay than most Graverobbers, these Cappadociansseem less interested in studying the secrets of deaththan in acquiring information on all the variousCainite goings-on throughout the country. They seem,in fact, almost more Nosferatu than Cappadocian inoutlook. What they intend to do with the informationthey gather remains unknown, although they have, todate, offered to assist all the various Cainite factionsin gathering intelligence on their rivals.

The Holy Roman EmpireJust as the power of Emperor Frederick II slowly

wanes and crumbles — as will be evidenced in a meretwo years, when his own son Henry VII, King of Ger-many, openly revolts against him — so too has the powerof the Ventrue, easily the dominant clan of the Empire,begun to fray. The Holy Roman Empire is home to someof the greatest active members of the Warlord clan, fromHardestadt the Elder and his Court of the Black Cross tothe militant and expansionist Jürgen the Swordbearer.To the outside world, the Ventrue of the Empire presenta united front, desperately trying to maintain the illusion

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that their authority is as monolithic and unshakable asever it was.

It is an effort that grows more difficult by thenight. The Patriarchs, a traditionalist faction ofVentrue represented by Hardestadt, Jürgen and othersof like mind, constantly struggle against the growingpower of the Antasian faction, who believe in recre-ating the glory of Rome and the Eternal Senate. Theirleader, the Methuselah Julia Antasia, proclaims thevalue of such concepts as equal voices and equal votesfor all, and the right of humanity to govern itself —notions that practically qualify as heretical in the eyesof the Patriarchs. To date, the traditionalist faction,based in Magdeburg, retains the upper hand but hasproven incapable of obtaining a decisive victory dueto the other threats and fronts with which it must deal.

Those threats are many. The power of the em-peror himself wanes, as the endless cycle of war betweenthe Guelph and Ghibelline factions continues todivide the empire, and as Frederick II continues tomake greater and great concessions to the Church.The Promethean Brujah seek to recreate Carthage innorthern Germany and concentrate on acquiring suf-ficient territories in which to do so. The LasombraMontano on the isle of Sicily looks to expand his ownpower and the might of his clan, both within theChurch and in more secular arenas, and the dividedVentrue lack the unity and focus necessary to keep theMagisters out of their domains. The Low Clan pres-ence grows throughout the Holy Roman Empire aswell, particularly in the region of Germany and itssurroundings. Gangrel appear in the woods in ever-increasing numbers, and of course the Tremere —represented by Lotharius, Prince of Vienna — are sothoroughly entrenched that the Ventrue could nothope to drive them out even if they suddenly reunitedinto a single faction. The Warlords make great showsof alliance with the Tremere, “allowing” them toremain in exchange for their support in various efforts,but all parties involved know that this is at leastpartially a sham. In Prague, the Ventrue Prince Brandlhas been slain and usurped by Joseph Zvi, a Nosferatu.Even were the first cursed to learn that the Leper is, infact, a thrall to the Tzimisce Shaagra, they would notbe inclined to accept the notion of a Nosferatu prince,especially in such an important city.

The truth, although none of the Ventrue wouldadmit to it, is that the Warlords have seen the last oftheir nights of true power in this region. Even theirgreatest efforts cannot now halt the slow dissolution ofthe Empire, or their status within it. Jürgen’s constantattempts to expand into other regions may be moti-

vated by a number of factors, but in his unbeatingheart, he knows the truth — he seeks some means ofregaining the power that he and his brethren evennow feel slipping through their fingers.

IberiaDue to the ongoing efforts of the Reconquista —

Christianity’s attempt to drive the Muslim Moors outof the region — the Cainite conflicts of Iberia oftenfollow religious lines, rather than standard political orcultural divisions. In this part of the world, theAssamites, considered a “Low Clan” in most of Eu-rope, hold at least as much power as any of the firstcursed. To those High Clan Cainites outside theimmediate vicinity, this is a frightening, almost blas-phemous prospect. For native Cainites, however, thisis simply the way of things, and an Islamic Lasombrais far more likely to ally with a neighboring Assamite,regardless of any considerations of High or Low, thanshe is to work alongside a Christian Ventrue orCappadocian.

Other Low Clans beyond the Assamites are preva-lent here but pose little threat to the first cursed.Neither the Gangrel nor the Ravnos are particularlyinvolved in the Reconquista, and most Nosferatu andMalkavians prefer to keep their heads down and avoidnotice.

The Lasombra hold the greatest power in Iberia,as far as the High Clans are concerned. The religiouswarfare of the region attracts Magisters on both sidesof the conflict, as those Lasombra with positions andinfluence within the Catholic Church lock hornswith their contemporaries among the Ashirra. If theLasombra were to suddenly forget their religious dif-ferences and decide to combine forces with theirclanmates, they could easily dominate almost theentirety of Iberia; even the Assamites would be hard-pressed to stand up to them. As such an occurrence isabout as likely as Caine returning as a convert toConfucianism, the conflict that wracks the Lasombraof the region is certain to continue for years to come.

To confuse matters further, the mortal govern-ments of many of the taifas — independent Muslimcities, most of which have Assamite or Lasombrasultans — enter into vassalage relationships withChristian kingdoms in order to avoid attacks by cru-saders and other holy warriors. This generally does notsit well with the Cainite sultans, who are less willingto bend knee to Christian Lasombra or Ventrue; thus,even in regions where Muslim and Christian mortalslive in relative peace, the so-called shadow Reconquistacontinues as fiercely as ever.

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rivals under cover of mortal conflict. Guilds — aconcept relatively new to European society — attractHigh and Low Clans alike. Although many CainitesEmbraced from the upper classes disdain the guilds asjust more grubby merchants, many others, particularlyamong the Ventrue and Brujah, recognize the powersuch institutions might wield and are making con-certed efforts at infiltrating the guilds. The Followersof Set have also made substantial inroads into themerchant guilds, using these as a stepping-stone forfurther movement into Italy. Only recently has an oddalliance of Lasombra and Assamites recognized thethreat these Serpents pose, and the two factions areeven now spiraling rapidly toward open conflict.

The city of Florence provides a perfect insightinto the nature of Cainite existence here. Two rivalLasombra princes — Anicius the Golden, who hasstrong Guelph sympathies, and Panfilo the Cruel,who sides with the Ghibellines — war for control ofthe city. Each has numerous allies, and many Cainitesserve as information brokers or mercenaries to bothsides. If either could ever achieve victory, he wouldeasily be one of the greatest of European princes, butto date the struggle has remained, like the mortalconflict it mirrors, largely a stalemate.

The situation in Iberia is extremely complex;thus, even more so than the other regions discussedhere, the description of the region is of necessityabbreviated. Readers are encouraged to see Iberia byNight for a more comprehensive look into the area.

ItalyThe northern Italian states, allied with one an-

other as the Lombard League, are bracing for war.Frederick II has long laid claim to Italy’s northernregions as part of the Holy Roman Empire, a claim theItalian lords dispute. Pope Gregory IX watches thecoming conflagration with great interest as well, for ifthe Lombard League falls, the Papacy itself may findthe armies of the Holy Roman Empire massing at thegates. Through it all, the constant warfare betweenthe Guelphs and the Ghibellines — a split that cutsthrough every layer of Italian society — continuesunabated. Rare indeed is the Italian province that hasnot been touched by violence in some fashion.

It is, of course, a situation perfect for Cainiteabuses. Italy boasts vast riches and powerful mer-chants, enticement enough for many of the undead,and the constant warfare provides more than suffi-cient opportunity for making alliances and attacking

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Rome itself is a hotbed of Cainite struggle, despitethe danger posed by the great faith of the mortalpopulation. A faction of Cappadocians wars with twocompeting factions of Nosferatu for control of thecatacombs beneath the city, while a small populationof Tremere — who might well be responsible foraggravating the conflict — use the chaos to plunderRome’s stores of ancient lore. The Usurpers them-selves also maintain a chantry in the city of Siena,where they find themselves in the middle of a HighClan conflict — in this case, the struggle between theVentrue Prince Henricus Germanus and two Lasombraclaimants to the city.

Italy is also home to one of the few Cappadocian-intensive cities in the form of Venice, where theGiovanni family held much power even before it wasEmbraced into the clan. For the most part, theGraverobbers couldn’t care less that, along with theirfamily of necromancers, they also inherited a substan-tial degree of influence in Venice, but some few of theclan have begun filtering into the city, hoping to takeadvantage of their new members’ insights into death.The Cappadocians are also attempting to gain furtherinfluence in the Church, here at the heart of thePapacy, but have run headlong into the Lasombra andBrujah who were here before them. Prince GuilelmoAliprando is himself Lasombra, and his reign is solidenough that the Cappadocians, despite their suddeninfluence, aren’t likely to prove the dominant clan inthe city any time soon.

Hungary and the Slavic EastNowhere else is the tradition of High Clan domi-

nance so deeply engrained as it is here, in EasternEurope, and nowhere else is it facing so great a challenge.

The Tzimisce have claimed these lands since beforerecorded history; clan legend maintains that the TzimisceAntediluvian settled here in the nights before most ofCaine’s other grandchildren had even departed theSecond City. They rule as openly as any Cainite dares,for these lands have belonged to them for so long thateven many of the kine accept their presence as justanother part of the world around them.

Their rule has, however, begun to fade in the pastfew centuries. The Ventrue now hold a majority ofwestern Hungary and other domains traditionally be-longing to the Fiends. The recent war with Jürgen theSwordbearer, who invaded Transylvania under the coverprovided when King Andreas II invited the TeutonicKnights into his lands, may have ended in a relativedefeat for the Ventrue, but the Tzimisce still lost territo-

ries they have yet to regain. The existence of the ObertusState between Tzimisce and Ventrue lands ranklesVladimir Rustovitch and the other voivodes, as well asNova Arpad and her Warlord allies.

But at least the Tzimisce-Ventrue conflict followswhat the Cainites consider to be the natural order. Of fargreater concern are the recent gains made by the Tremerein their so-called “Omen War” with the Fiends. TheTzimisce still hold far more territory than the Usurpers,a state of affairs that might make it appear to uninformedoutsiders that the Tzimisce are winning the war. Yet thefact that the Tremere not only survive but have ex-panded their domains beyond their original borders is amajor sting to Tzimisce pride, for the Tremere are asmaller, far younger clan with fewer resources to contrib-ute to the war effort. If the Omen War continues as it has,the Tremere may soon claim a vast stretch of Transylvaniaand the Carpathian region, turning it into one of the fewLow Clan-dominated regions in Europe.

The Usurpers gain more power still through theirmany alliances with the Ventrue. The Warlords see onlyan ally in their own conflict with the Tzimisce anddismiss the Tremere gains as unimportant. Nova Arpadand her brood, as well as the now-absent Lord Jürgen,both assume that when (not if) they take Transylvaniafrom the Tzimisce, the Tremere lands will fall undertheir jurisdiction as well; it has never occurred to themthat a Low Clan such as the Tremere would challengetheir right to land taken from the Fiends. The Usurpers,for their own part, simply smile, entrench themselveseven further and continue to engage in covert activitiesintended to keep the rivalry between Ventrue andTzimisce at a fever pitch — ensuring that the Warlordscontinue to need them as allies and the Fiends cannotturn their full attention to the Omen War.

For the time being, of course, the grip of the firstcursed is still the strongest. Nearly every major city in theSlavic East rests in High Clan hands. From the Ventrueprinces of Buda-Pest, Esztergom and Mediasch to theTzimiscevoivodesof Bistritz, Kiev and Krakow, and eventhe new Cappadocian prince of Sofia, nearly all theregion’s recognized Cainite rulers are of the first cursed.Even those figures who hold no official power butsubstantial undeclared territories, such as the BrujahYitzhak ben Avraham of Krakow, hail from those clans.That situation appears on the verge of changing — theTremere hammer at Tzimisce gates, both Geza Arpad ofEsztergom and Bela Rusenko of Sofia are mad andconsort with demons, and the Anda bloodline of Gangrelwho ride with the Mongols are but a few years away fromtheir invasion — but for now, the High Clans maintaintheir dominance in the Slavic East.

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Scandinavia and the BalticThe Scandinavian states are, for the most part, a

study in contradictions when it comes to Cainitebalance of power. Due to their political acumen andtheir close association with mortal rulers and mer-chants, the High Clans hold a majority of the powerin the region. Most of the area’s princes are Ventrue,although a sizable minority are Brujah and Lasombra.Surprisingly few are Gangrel, despite the fact that theAnimals — along with the Nosferatu — represent themost numerous of Scandinavia’s clans.

As a (very) rough guideline, the High Clans of theregion tend toward Christianity, while the Low oftenmaintain Wotanist and other pagan beliefs. Thisreligious friction often erupts in overt violence (savein Denmark, where the Treaty of Arkona maintains arelative peace among the clans). Fortunately, thoseamong the Gangrel and other fallen who would see allChristians — including most of the High Clans —purged from Scandinavia are, while fanatic, few enoughin numbers that they have no real chance of success.They are distracted still further by the region’s werewolfpopulation, a threat that most of the first cursedmanage to avoid by remaining within the boundariesof the major cities.

Still, Scandinavia is a nerve-wracking place formany of the High Clans who dwell there. An aware-ness exists among them, even if it is largely unconscious,that they rule only at the behest of their so-calledinferiors, that the Gangrel and Malkavian princes,along with their many brethren who hold no officialpositions, have both the numbers and the authority tooust the first cursed should they ever choose to unitebehind that purpose. Such an event is unlikely, con-sidering that they would have little to gain from suchefforts and Cainites rarely unite for anything otherthan that, but the mere possibility is enough to setHigh Clan fangs on edge.

In fact, several different factions — including agroup of Wendic Tremere and a coterie of Lasombraand Toreador led by the Magister Gunnar Jacobson —seek to take advantage of that subsurface tension. TheTremere merely wish to restore their chantry, whichwas previously destroyed by the Nosferatu Absalom.By making themselves valuable to the Ventrue andother princes, they hope to obtain High Clan supportand protection. As such, while they wish to stir upenough trouble to keep the Warlords nervous, they donot actually seek to ignite open conflict. The Lasombra,on the other hand, seek to regain some of the powerthey held when they were among the earliest Chris-

tians to arrive, power now in Ventrue hands. Alongwith their Toreador allies, they wish to ignite an openreligious war between the dominant Warlords and thelocal Low Clans, in hopes that they can step inafterward and pick up the pieces. To facilitate this,they have staged a number of attacks on well knownpagan Cainites, attempting to implicate the ChristianVentrue in the violence.

The Byzantine SuccessorStates

The self-proclaimed successors of Rome, the peopleand Cainites of Byzantium maintain a cultural elitismthat, perhaps unsurprisingly, leaves little room foroutsiders to obtain any degree of power. Even thedestruction of the Empire of Byzantium during theFourth Crusade and the dissolution of the region intoa number of independent states has not weakened thatingrained cultural arrogance, though the Cainite worldwas shaken to its very foundations by the death of theToreador Methuselah Michael. As such, the domi-nance of the High Clans is nearly as unshakable hereas it is in countries like France.

The Ventrue hold a substantial amount of powerhere, much of it left over from the nights of Romeherself. The Toreador find their grasp on power in theregion, formerly bolstered by their close associationwith Michael, to be on the wane, and the Brujah —many of whom see the restoration of the glory ofConstantinople as the first step toward recreating theparadise of Carthage — are all too happy to pick upthe slack. The Lasombra claim fewer of the region’sprincedoms than the Ventrue or Brujah, but becauseone of their own now lays claim to Constantinopleitself, their influence in the region belies their num-bers. The High Clans of Byzantium have grownsubstantially more covetous and ambitious in the pastdecades; without the presence of Michael as a unitingfactor, many of them have focused their efforts oncarving out the largest possible pieces of the formerempire for themselves.

The only true threat to the power of the HighClans is the various cults that have sprung up aroundthe Methuselah Michael since his Final Death duringthe sack of Constantinople. Many of these cults con-sist largely of Low Clan Cainites (alongside grievingToreador), and several seek to unite all Constantinople— or even all Byzantium — under a new Cainite rulein honor, and following the teachings, of Michael.Even those first cursed who might agree with theconcept balk at the notion of the fallen in positions of

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authority and struggle to prevent these cults fromgaining power. Several outside factions, including acoterie of Setites led by one Yavo Abdelahi, want toride these cults into the upper echelons of power fortheir own ends.

In the past several years, rumors have sweptthrough the Cainite population of Constantinople,rumors that even death itself could not prevent Michaelfrom arising once more to fulfill his destiny. Sporadicsightings of the powerful elder have been reported,and while no hard evidence has yet turned up, manyof the Michaelite cults take this as proof that theirdivine patron has returned.

In fact, the Lasombra elder Mandirali Sotko ofTurkey and his brood have very carefully staged these“Michael sightings.” A master not only of Obfuscatebut also of Presence, Mandirali hopes that he mighteventually adopt the Methuselah’s identity, at leastlong enough to establish an unshakable base of powerin the region. He has already approached severalMichaelite cultists, stirring their religious fervor intoa frenzy that will, he hopes, incline them to dowhatever he asks of them when he finally appearspublicly and openly as the Patriarch.

OutremerIn addition to being a place of perpetual and often

bloody conflict, Outremer also holds some distinctionas one of the regions in which the High Clans aren’teven remotely the only dominant power. Then again,considering the sheer number of competing factionshere — Christian versus Muslims, Frederick II loyal-ists versus those who seek to throw off his influence,and of course the usual differences between kinecommunities and Cainite clans — the entire region istoo volatile for any specific group to maintain asubstantial degree of dominance.

In Outremer, clan lines rarely match up withreligious ones. The Assamites, who are the greatestobstacle to High Clan domination and possibly thesingle most powerful clan in the region, are largelyMuslim, but a significant minority are Christianand side with the crusaders against their brethren.The Lasombra, possibly the most numerous firstcursed vampires in Outremer, are evenly split be-tween the sides of Christian and Ashirra. TheVentrue and Brujah are largely Christian, but evena few of them can be found fighting on the side ofIslam. The split between those who supportFrederick II’s claim to Outremer and those whooppose it is even more varied, with members of allclans on both sides.

The constant attempts by Ventrue, Lasombraand other Christian Cainites to gain power in theregion certainly appear genuine, even fanatic, intheir execution. The truth is, however, that manyof the High Clans feel, deeply in what’s left of theirsouls, that Outremer is a lost cause. The reputationand the might of the Assamites are so heavilyingrained that few truly believe they have any realchance of taking the Holy Land from them. Assuch, many of the High Clan Cainites of the regiondo not devote their full efforts to battling theAssamites or the Ashirra, thus turning their owndoubts into a self-fulfilling prophecy of failure.

The other High Clans aren’t quite ready torelinquish their grip on Outremer yet either. TheBrujah Nehemiah still rules “his” island of Cyprus,and while he has little interest in standard Cainitepolitics, he is also determined to rule his isle as hesees fit — and that means that other vampiresencroach only at his sufferance. Zarathustra, theLasombra Prince of Antioch, maintains substantialinfluence not merely in his own province but alsoin the neighboring state of Tripoli.

The Ventrue, however, are losing even moreinfluence in the region due to the actions of theRavnos Etienne de Faubergé, vassal to the VentrueLord Jürgen and Prince of Acre. Until recently, the

THE DIET OF OLIVES

Bince 1228, many of the Cainites ofOutremer have enjoyed the protection

of a treaty called the Diet of Olives. Named afterthe Mount of Olives, where the convocationthat adopted it met, it ensured a certain degree ofpeace and mutual protection between variousCainite courts and states within the region. TheSalubri warrior Qawiyya el-Ghaduba hosted thisgathering; it was her vision that led to the Dietin the first place. The treaty was agreed to last forat least 10 years, so the Holy Land should —assuming nobody has the poor taste to violatethe pact — remain relatively quiet for some timeyet. (Of course, the Diet hardly prevents thescheming and personal conflicts that are partand parcel of Cainite nature, but at least theymost likely won’t boil over into open war.)

Though the Salubri have fallen in numbersand grace, the High Clans still offer them sub-stantial respect and accolades for arranging theDiet of Olives, one of the few truly successfulaccords of its kind.

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presence of a fragment of the True Cross preventedEtienne from even entering his own domain. Nowthat he can, he appears to have undergone someform of religious transformation. He has begunrefusing to follow some of the more extreme ofJürgen’s orders, and some of the Swordbearer’sadvisors believe that the Ravnos is simply awaitingthe right time to cut ties completely. They arecurrently encouraging the Ventrue to take steps toprevent this desertion — or, if necessary, to replaceEtienne with someone more pliable.

Traditions andPerversions

The Damned are creatures of habit and tradition.A least part of the Cainite devotion to tradition is tohelp keep the Beast at bay, to give them the illusionthat they are noble creatures with their own societyrather than parasites feeding on the blood and cultureof humanity. Another part of Cainite tradition is thefact that vampires are static creatures. They do notgrow or create as the living do. They are undead,unchanging with the passing of years. Once the childerof Caine have adopted a particular way of doingthings, they are slow to change, and some traditionsstretch back to the earliest nights when the Damnedwalked among mortals, back to the edicts of Cainehimself in the First City.

Although vampires often speak of “Cainite soci-ety,” the truth is that vampire society is merely atwisted reflection of the mortal society upon whichthey prey. While Cainites aren’t especially adept atcreating, they do take mortal ways and twist them tosuit their unliving existence. Much of Cainite societyis made up of perversions, twisted memories of theirmortal lives, macabre imitations of a living, breathingworld that no longer belongs to them.

SacramentsTo even call the rituals of Cainite existence

“sacraments” is to blaspheme against the Church andall that it represents, but to the vampires of the DarkMedieval world their rites and rituals are just asimportant as the sacraments of the Church, if notmore so, since it is the complex web of ritual andtradition that holds Cainite society together andallows the Courts of the Night to continue to func-tion. Their traditions are all that stand betweenCainites and the endless, gnawing hunger of theBeast, so they take their sacraments as just that.

The EmbraceHans’ eyes widened as he entered the hall. It had been

transformed from the place that he knew by day into arealm of darkling shadows broken by the wan golden lightfrom a few scattered candles. Rich velvet draperies coveredwindows and alcoves, while freshly cut lilies and greeneryspilled over the tables and sills. Men and women dressed allin black blended with the shadows, and the room was eerilysilent, all eyes turned to watch as Hans and his mistressentered. Even in his wine-dark doublet, he felt like the onlysource of color in the hall.

What truly drew his eye was the low table that wasdraped like an altar, surrounded with carefully placed flowersand a dark, folded shroud, but otherwise empty. Upon seeingit and the mourning clothes of the others, he turned sidelongto Frieda, who smiled confidently on his arm.

“What is this?” he whispered.She replied without looking at him, smiling and nod-

ding as she led him toward the altar at the head of the hall.“It’s a funeral, my dear.”

“A funeral, whose?”This time Frieda turned to face him, her smile widen-

ing and showing her very white teeth against her red lips.“Why, yours, of course, darling.” Later Hans was

grateful that he didn’t have time to scream before Friedasank her fangs deeply into his throat.

The Embrace signals the end of mortal life and thebeginning of a Cainite’s unliving existence as one ofthe Damned. It is a pivotal moment, when muchabout a vampire’s future is decided: sire, clan, lineageand the face and form that the childe is to wearthroughout eternity. For the High Clans it is a mo-ment to be celebrated and savored rather than carriedout hurriedly in some dark alley or dirty hole in theground. It is a time to welcome a fledgling into thesociety of the night and to acknowledge the primacyof the new Cainite’s sire.

The High Clans are of two minds concerningrituals surrounding the Embrace. For some, the Em-brace itself is a private matter, not unlike childbirth.It is best conducted away from the eyes of others, anintimate moment between sire and childe. This isbecause the Embrace is known to strip away bothdignity and the façade of nobility from both parties. Itcan be a potential embarrassment if a childe strugglesor begs for mercy at the last moment or if either sire orfledgling should lose control to the Beast and frenzy.Clans such as the Brujah, Cappadocians and Tzimisceoften conduct their Embraces in private, or in thecompany of a select few other than sire and childe.

Others see the Embrace as an opportunity forspectacle, drama and honor in the eyes of their peers.

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The opportunity to Embrace publicly shows the favorof the ruling prince, and a properly done Embrace canspeak volumes about the character of both sire andchilde, particularly if they comport themselves well.Such an Embrace is talked about for years and bringsprestige to those involved. The Toreador and Ventrueparticularly favor such pomp and circumstance, show-ing both their support for the Traditions and theirnobility in the face of so pivotal a moment.

The public rituals surrounding the Embrace mockthe mortal fear of death and rites of birth and baptism.Typically it is staged as a funeral for the fledging,honoring his passage from the mortal world into therealm of the undead. The neonate may be expected toattend his own wake and funeral before receiving theEmbrace or may attend these rites shortly after theEmbrace, to emphasize the transformation from mor-tal to Cainite.

As with mortal funerals, Embrace rites are solemnand somber. The ruling prince or lord often overseesthe rite and grants formal permission for the sire toEmbrace (and some have been known to revoke theirpermission at the last minute in order to embarrass apotential sire in public). If the Embrace has alreadytaken place, then the lord welcomes the neonate tothe Court and accepts her fealty. An ashen priest ofthe sire’s road may also be present to carry out certainrites or readings before and after the Embrace.

The neonate may be expected to lie in a coffin orupon a bier for a time before or after the Embrace, tofeel the closeness and touch of death. Some sires havebeen known to have their newly Embraced childerburied or entombed while they undergo the transitionfrom mortal to immortal. Some believe that thisstrengthens a childe’s mettle, others that it inducesmadness, or at the very least gives childer reason tohate their sires. A few simply don’t care but find thestruggles of the neonates amusing and wish to remindthem pointedly who rules their unliving existence.This practice is particularly well known among theCappadocians.

The Embrace rite may also include the so-called“baptism of blood,” wherein the neonate is touchedwith the blood of her sire, who makes a mark on herforehead, echoing the mark that God placed uponCaine. The sire recites God’s pronouncement uponCaine or that of the Archangel Gabriel when Cainerefused the redemption that he was offered. Theneonate is expected to bear this pronouncement ofdoom and damnation with pride and stoicism, the signof a noble Cainite. A childe who frenzies at the sight

or touch of the sire’s blood may lose face and gain areputation as weak-willed.

Marriage“In this cup, as in this place and time, two become

one, now and forever,” the ashen priest intoned. The razoredge of the knife caressed their wrists, and a thin trickle ofdark blood poured from each into the silver chalice beneaththeir extended hands.

The taste of it was hot and cold at the same time, likemolten lead on the tongue. Their eyes met, as if for the firsttime, and something passed between them that could not beput into words. The cup was passed to the priest withscarcely a second thought. The two of them had eyes onlyfor each other in that moment.

“You are mine now, my lady,” he said, “now andforever, and I am yours.”

“I would not have it any other way, my lord,” shereplied. He took her in his arms as the priest pronouncedthem husband and wife, and she rested in his cold embrace,tears of blood — hers and his combined — rolling unheededdown her cheeks.

The sacrament of marriage is a rare one for Cainites,who do not feel the same passions as those who liveand breathe. It is the thrill of the hunt and thesatisfaction of their hunger that stir their dead hearts,not romance. Still, some vampires’ hearts are notaltogether dead and can still feel the touch of love (orat least they believe that they can). Even more Cainitesunderstand that marriage is not always undertaken forreasons of romance. Mortals use marriages to sealalliances and to further their social positions. Muchthe same is true of Cainites, except their marriages are

THE FUNERARY PRELUDE

Che rites associated with the Embracemake an excellent part of a High Clan

character’s prelude. Consider playing them outwith each player, showing how the differentHigh Clan characters were brought into vam-pire society and how they comported themselves.Perhaps something that took place during thecharacter’s Embrace still haunts or follows her,or perhaps the ritual went so well that thecharacter is honored and respected by her peers,accounting for reputation or status within Cainitesociety. Contrast the Embrace of High Clancharacters with that of Low Clan characters andhow those experiences have helped shape theirideas and attitudes toward Cainite society.

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free from dynastic concerns, and the covenant of a“lifelong” partner has very different connotations forthe undead.

Marriage for a Cainite usually means one of twothings. The more common is a formal alliance of somesort. For example, a male and female prince mightchoose to join their domains formally together throughthe rite of marriage. Unlike mortal society, the wiferetains as much control over the marital property asthe husband has (otherwise few Cainite women wouldever agree to such an arrangement). These sorts ofpolitical marriages are almost entirely for show andform’s sake. Two princes can just as easily swear oathsof alliance rather than marriage vows, and most preferto do just that. If nothing else, it allows them to keeptheir options open and dangle the potential promise ofmarriage as a reward for new allies.

The more rare Cainite marriage is one based onpassion, perhaps even love, although for vampireslove is more of a matter of satiating a hunger foranother than it is anything else. A vampire maychoose to take a consort from time to time. This ismost often a childe whom the sire has grown infatu-ated with and offered the Embrace. Such liaisons arebest known among the Toreador but crop up amongthe other High Clans as well. They’re generally con-sidered foolish, but they’re not forbidden, althoughthe prince can always deny the right to Embrace(leading to tragic consequences if the Cainite choosesto defy the prince’s edict).

Such romances never end well. At best, the part-ners drift apart, their passion growing cold as the yearspass by until nothing is left of what they once sharedexcept perhaps some fond memories. More often,Cainite passion tends to turn to bitterness and jeal-ousy, turning once-passionate lovers into hatefulenemies. Ancillae may have former mates or lovers astheir worst enemies, while elders tend to avoid all suchentanglements, their hearts having long since hard-ened and grown cold.

When Cainites do choose to marry, their ritualsare often similar to those of the Church but lack anyholy sacraments or symbols. Wedding rings are oftenexchanged (and may become either treasured or bitterreminders years later). A Cainite union is usuallysolemnized with a blood oath. In formal circum-stances, the couple mixes vitae in a chalice and eachdrinks from it, having each drunk of the other’s bloodat least twice before. In less formal or more passionaterituals, the couple feeds directly from each other’sveins, but this is considered somewhat vulgar and

unwise, a sign of youthful indiscretion. An ashenpriest conducts the ritual, and the roads of the coupleheavily influence the form that it takes.

Oaths“I do become your liegeman of life and limb and

earthly worship. Faith and truth I will bear unto you, bymy blood, my name and my honor, for as long as you willhave me, my lord.”

“I accept your service, and swear that I will renderfaith and truth unto you as my vassal and liegeman. I shallprovide for you and your faithful service will be recognizedand rewarded. This I swear, upon my blood, my name,and my honor.”

Oath-taking is a serious matter for the HighClans. Feudal Cainite society is built upon a pyramidof oaths of fealty and service, between childe and sireand between vassal and lord. Oaths are central to theRoad of Kings in particular, which many vampires ofthe High Clans follow.

High Clan vampires are typically oath-bound fromthe moment of their Embrace. Childer swear oaths ofloyalty and obedience to their sires, to accept their sire’sguidance as they learn what they need to survive inCainite society. Fledglings must swear fealty to theprince of the domain they inhabit before they arerecognized as neonates and released from their sire’sservice. Knights and nobles swear allegiance to princes,princes to lords, and lords to the great monarchs of theland. Oaths bind a Cainite to coterie, road and whatevervassals the vampire might have.

Although vampires generally do not swear theiroaths in the name of God (save for followers of theRoad of Heaven), they still consider them as bindingas those sworn on holy relics. On one level Cainitesrecognize the fact that oaths must be taken seriously orelse their society will turn to anarchy, but it is not merepracticality that binds the devious nature of vampires.As do mortal folk of the Dark Medieval world, Cainitesbelieve in the almost mystical power of an oath,particularly one sworn before witnesses, on whateverthe oath-taker may hold sacred. For High Clan Cainitesthis is typically a vampire’s blood, name, honor or allof these. The blood represents both the blood of Cainethat all vampires share as well as a particular Cainite’sbloodline or lineage. An individual’s name is animportant part of his reputation and has a mysticalsignificance, and honor is vitally important to theHigh Clans, particularly followers of the Road ofKings. A Cainite without honor cannot be trusted andfaces rebellion, overthrow and possibly exile or FinalDeath. High Clan vampires must maintain at least the

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appearance of honor if they are to rule effectively, sohonor is an important component of upholding oaths.

Since oaths are taken seriously, they’re not swornlightly, particularly since an ill-chosen oath can haunta Cainite for decades or even centuries. Stories circu-late of vampires who swore to carry out a particulartask and were then faced with doing so forever. Whilethese stories are doubtless exaggerated, they warn ofthe dangers of hasty or ill-considered oaths. YoungCainites, particularly those on the Path of Chivalry,are often given to extravagant oath-taking and adesire for heroic quests or causes to prove their mettle.They may find such opportunities their undoing.

It is worth noting that most oaths Cainites give oraccept are not enforced with the power of a bloodoath. If oaths are serious then the blood oath is themost serious of all, enforced as it is by the power ofCainite vitae. It is not a power that the scions of theHigh Clans exercise lightly, since it creates strongfeelings and powerful ties between regnant and thrall.For more on oaths and blood oaths among the nobilityof the night, see Road of Kings.

Final Death“For dust thou art, and unto dust shalt thou return,”

the ashen priest intoned. With a sweep of his hand, hescattered ashes over the dry and brittle grass of the hillside.The dark shapes of the trees loomed overhead like mourn-ers, the cold wind whispering through their nearly barebranches.

The remaining mourners stood as silently and still as thetrees, watching as the ashes of their lord and master wereallowed to scatter on the wind. Each wondered silently as tothe disposition of his soul. Did it fly on the wind with hisremains? Did it writhe in eternal torment in Hell as paymentfor his earthly sins? Or was it, too, no more than ashes anddust, the last traces of what was once a powerful andinfluential Cainite washed away and forgotten?

None of them knew, nor much cared. They knewonly that their liege and lord had met Final Death atlast, and that one of them who stood and mourned hispassing was responsible.

Although vampires like to consider themselvesbeyond death, it is possible for even a Cainite to meeta final end. Final Death has come to vampires increas-ingly often since the end of the Long Night and thebeginning of the War of Princes, and Cainites havedifferent ways that they choose to recognize and dealwith the destruction of one of their own.

This is because the true purpose of Cainite funeraryrites is not only to honor and respect the passing of oneof their own, but also to ensure the transition of power

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and domain into the hands of the destroyed vampire’ssuccessors, whoever they may be. A High Clan funeralis often the signal for the beginning of a much largerconflict, as the childer and former vassals of thedeceased begin to divide the spoils and some try toclaim more than their share.

As with mortal nobility, Cainites often leave willsor appoint successors in the event of their destruction,but others choose not to think about it either, mostoften because they believe themselves eternal or be-cause they care not a whit what happens after they aregone. Of course, nothing ensures that a Cainite’ssurvivors feel obligated to carry out any last wishes,save for their own sense of honor.

HeraldryWith knights covered from head to toe in armor,

usually with helms obscuring their features, distinguish-ing friend from foe on the battlefield becomes difficult.So mortal knights developed heraldry, the practice ofpainting symbols on their shields and wearing them ontheir tunics and surcoats, so that their identities could beclearly seen even while in full armor.

Like the code of chivalry, the mortal practice ofheraldry quickly caught on with the Cainite courts ofEurope, with knights and princes adopting their owncoats of arms and colors to distinguish themselvesfrom their peers. The practice grew steadily through-out the 12th century and since the start of the War ofPrinces has blossomed. The Embrace of many mortalknights and nobles familiar with the practice hasencouraged it further, so that heraldry is now a com-mon part of the courts of the night, and most Cainitelords, princes and knights have their own unique coatsof arms to identify them.

Heraldry is governed by a complex and growingset of rules and strictures. Vampires have added theirown imagery and style to the mortal conventions onheraldry, but these are mostly small variations. Amortal would recognize the style of a Cainite coat ofarms and vice-versa, although mortals are generallynot able to identify Cainite arms for what they are. Amortal particularly well versed in heraldry might gainsome hint as to a Cainite’s true nature from seeing hiscoat of arms, which some princes claim is a violationof the Tradition of Silence.

A coat of arms consists of a colored or multicol-ored background called a tincture, upon which isplaced the arms or device. A written description of thecoat of arms is known as a blazon, and it is common forcoats of arms to be written down and recorded so that

a court may know who bears which coat of arms, incase of potential disputes. The coat of arms is tradi-tionally displayed on a knight’s shield, although someknights travel with their shields covered, revealingtheir arms only when they go into battle. A coat ofarms may also be displayed on a surcoat or tunic, onbadges worn by vassals and on tapestries or otherornamentation that helps mark the owner’s domain.

TincturesTinctures are the colors used in a coat of arms.

They are divided into three groups: colors, metals andfurs. They tend to describe general hues, since pig-ments must be mixed by hand and vary from artisan toartisan. The colors are azure (blue), gules (red), sable(black), vert (green), purpure (purple), tenne (orange)and sanguine (reddish-purple). The metals are or (goldor yellow) and argent (silver or white). The furs areactually patterns, based on ermine and vair, two furscommonly used in royal or noble garments. Ermine isa pattern of upward-pointing arrows, their tips sur-mounted by three dots, in gold or silver on a black fieldor vice versa. Vair is a wavy pattern of blue and eitherwhite or silver. Among Cainites gules, sable andsanguine colors often predominate, combined withmetals (particularly argent). Ermine is far more com-mon than vair in Cainite coats of arms, particularlycombined with a sable background.

The basic rule of tinctures is that a color must becombined with a metal or fur, and not another color,and likewise for metals and furs. This helps the armsstand out clearly, so they can be seen and recognizedfrom a distance. As with most rules in the DarkMedieval world, exceptions exist. First, some fields(like vair and various checked patterns) are consid-ered “neutral” and may have any tinctures placedupon them even when the combination is “illegal.”Charges may also be presented in their natural colors,even if this would normally be an illegal combinationwith other tinctures. Finally, some blazons simplybreak with convention because the combination looksgood (such is often the case with a color like gules, vertor tenne against sable, which stands out quite welldespite being “improper”).

The ArmsThe arms include everything else that goes into

the blazon other than the basic tinctures. It includesplacement of the various elements, partitioning thefield into different sections (partitions), placing vari-ous geometric shapes or patterns on the field(ordinaires), symbols or figures (charges) and special

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COMMON TERMS OF HERALDRYAddorsed: Creatures placed back to back.Alerion: A spread eagle lacking a beak or feet.Augmentation: A change to a crest or shield to mark a particularly important deed or achievement.Bar: A horizontal line across a shield.Base: The bottom third of a shield.Bend: A diagonal line across a shield.Blazon: A written description of a coat of arms.Bordure: A border around the edge of a shield or crest.Cadency: Changes to a coat of arms to indicate different members of a family. Used among Cainites tomark lineage and childer of a particular sire.Charge: Anything placed on the field of a coat of arms.Checky: Checks of alternating color and metal.Chevron: A line like an upside-down V pointing toward the top of the shield.Chief: The upper third of a shield.Cinquefoil: A flower with five petals or leaves.Combatant: When two or more charges appear to be fighting. It is common for a charge representing theowner of the coat of arms to be fighting (and winning) against another creature or creatures representingthe owner’s enemies.Couchant: An animal charge sitting or lying down with its head up.Courant: A charge running.Dexter: The left side of a shield.Fess: The middle third of a shield.Field: The background color of a coat of arms.Guardant: A charge facing forward (toward the viewer).Lozenge: Diamond shaped.Marshalling: Combining the coats of arms of two different families after a marriage or alliance.Pale: A vertical line down the center of a shield.Passant: A charge walking.Quarter: One fourth of a shield, usually divided vertically and horizontally through the fess or centerpoint.Quatrefoil: A flower with four petals.Rampant: A creature with its right leg fully raised as if to attack and the left is in a partially raised position.Regardant: A charge looking back over its shoulder.Respectant: Two charges facing each other.

symbols related to the owner’s clan, deeds or status(abatements, augmentations and cadency).

Shield Points

Shields are traditionally divided into differentpoints, used to describe the areas where tinctures orarms are placed. The field refers to the entire surface ofthe shield. It is divided in two vertically by a centerline.The dexter side of the shield is the left side (right fromthe wielder’s perspective) while the sinister side of theshield is the right side (left from the wielder’s perspec-tive). Cainite coats of arms often have charges facing

toward the sinister side. The shield is divided horizon-tally into three equal bands. The top third of the fieldis the chief, the middle third is the fess, and the bottomthird is the base. In the middle of each of these bandsalong the centerline are three points, the honourpoint, the fess point and the nombril point, used forpositioning various elements in blazoning.

Partitions and Ordinaries

The field may divided by a number of differentsorts of partition lines. These may be as simple as theparty per fess or party per pale (dividing the field evenly

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along the horizontal or vertical) or as complex aspatterns of checks, lozenges or stripes.

Similar to partitions, ordinaries involve the place-ment of different shapes on the field, such as borders(bordure), a cross, chevron and so forth. Some parti-tions and ordinaries commonly found in Cainiteheraldry include the following:

• Bend Sinister: A diagonal division from thechief sinister to the base dexter.

• Checky: A checkerboard pattern denotes chiv-alry and so is often adopted by Cainites following thePath of Chivalry or pretending toward chivalrousideals. It is associated with the Knights Templar,among others, who have a sable and argent checkyfield as part of their banner.

• Chief: The top third of the shield is a differentcolor from the rest of the field. This denotes authorityor rulership, so it is something Cainites of the HighClans and followers of the Road of Kings often aspireto in their personal coat of arms.

• Cross: The traditional crusader’s shield is awhite field with a red cross. Cainite arms tend tostylize the cross and downplay its religious signifi-cance, except among the most devout, such as followersof the Road of Heaven. The party per cross, whichdivides the field into four quarters, is also quite com-mon among Cainites (allowing them to display chargesin each quarter).

• Escutcheon: A wide border around the edge ofthe shield.

• Pale: A wide vertical band down the center ofthe shield.

• Party per Saltire: Two diagonal lines dividingthe field into four triangles of alternating tinctures.

Charges

All figures, objects, symbols, etc. displayed on thefield are known as charges. An almost unlimited num-ber of different charges can be placed on a coat of arms,although they generally break down into five maincategories: animals, fantastic beasts, flora, humanfigures and symbols or objects. Each charge has aparticular meaning associated with it, and a knowl-edgeable individual can learn a few things about thebearer of a coat of arms by studying its symbolism.Some charges are more common among Cainites thanothers, including the following.

• Animals: Bats, boars, crows, falcons, foxes,lions, ravens, serpents, tigers and wolves are all com-mon in Cainite coats of arms. Cainites tend to favorpredatory animals as their charges for obvious reasons,although some have been known to choose more

peaceful creatures, either to represent their desire forpeace or the peace that they lost in the Embrace. Inthe latter case the animal charge may be showndormant (sleeping) or cowed (head down, tail betweenthe legs).

• Beasts: Chimera, cockatrice, gryphon, hydra,phoenix, wyvern and various other creatures out ofmyth and legend. Dragons are considered symbolsof the Tzimisce and so are rarely used by otherCainites. The alerion, an eagle without a beak orfeet, is associated with the fall of imperialism and sowith the Brujah.

• Flora: Although specific flora are associated withcertain clans (see Clan Charges), flora in general tend tobe rare in Cainite heraldry. The most common are plantsassociated with death and the dead, including lilies andash trees. Roses are common in Toreador heraldry. Treesshown on Cainite coats of arms are nearly always blighted,without leaves or other foliage.

• Human Figures: Full human figures tend to berare in heraldry in general, and Cainite heraldry inparticular, but various human body parts often show upas symbols. Among the more common for Cainites arehands (often red or bloodied), eyes (reddish or beastlike),mouths (with very red lips) and hearts (sometimes withswords or stakes through them). Hearts in colors otherthan gules, particularly argent and sable, are also knownin Cainite heraldry.

• Symbols and Objects: A large number of objectsand symbols are used in heraldry. Perhaps the single mostcommon symbol for Cainites is the ankh, an ancientEgyptian symbol otherwise rarely seen in Dark MedievalEurope. Small (or even prominent) ankhs may be workedinto a Cainite coat of arms. Other prominent symbolsinclude weapons (particularly swords and daggers), gaunt-lets, crescent moons, stars, chains, crowns, pillars, towersand castles.

Clan Charges

In addition to the charges used by mortals and thoseadopted for use by Cainites, each vampiric clan hasparticular symbols and charges associated with it. Cainitenobles belonging to that clan may add these charges totheir personal coats of arms. It is considered questionablewhen a Cainite includes a charge of another clan in hiscoat of arms. Cainites are by no means required to displayany particular sign of clan affiliation in their coats ofarms, but a total lack of clan charges tends to be viewedwith some disdain, since it denotes either a lack or prideor a vampire with something to hide.

• Assamite: Heraldry is practiced among someAssamite knights and followers of the Path of Chiv-

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alry, but charges are generally limited to symbols andshapes rather than any sort of pictures (which areforbidden to Muslims). Common charges include thecrescent and star of Islam and a field with a chief gules,a red band across the top to show the primacy of bloodamong the Banu Haqim.

• Brujah: Common Brujah charges include openbooks, broken chains, crossed swords and joined rings(a sign of both perfection and eternity). Eagles andlions are their most common animal charges.

• Cappadocians:The Cappadocians favor chargeswith a death motif such as skulls, bones and scythes,and animal charges associated with death, particularlythe crow and raven. Lilies are by far the most commonflora in Cappadocian charges.

• Gangrel:Animal charges are the most commonfor the Gangrel, particularly creatures the owner feelsa particular kinship toward. Oftentimes an animal’shead will be placed at the fess point of the shield,usually gardant. Bears, boars, wolves and other preda-tory animals are the most favored.

• Lasombra: The Lasombra prefer eagles andother majestic birds or owls (for their wisdom andnighttime associations). They also make the most useof religious symbolism, such as crosses, in their bla-zons. Dark tinctures are common, and the Lasombraare the most likely to combine two colors in theirarms, such as sable and either vert or tenne.

• Malkavian: Crescent moons, mirrors (oftencracked or broken), strange mythical beasts (par-ticularly those made up of multiple creatures likethe cockatrice or chimera) and teardrops all deco-rate Malkavian arms. The Malkavians show theleast regard for the rules of heraldry, and their armsare sometimes nonsensical or apparently chosen atrandom.

• Nosferatu: Masks or helms, locks, chains, keys,gateways and doorways appear on Nosferatu crests.Openings like helm slits, keyholes or windows mayhave eyes staring out from them at the viewer.

• Ravnos: Horns, trumpets, stars and unicornsare the most common Ravnos charges, althoughRavnos coats of arms — genuine ones, anyway — arerelatively rare. More than a few Ravnos lay claim to aparticular coat of arms and a noble heritage one night,only to abandon it when it no longer suits them.

• Toreador: The Toreador embrace heraldry asany other art. Roses and rosy crosses, fleur-de-lis, andswans or doves decorate their coats of arms. Theyfavor beautiful things as their charges: flowers, majes-tic beasts, a spangling of stars and so forth. Fine

heraldry is an art that many Toreador neonates (par-ticularly those on the Path of Chivalry) pursue.

• Tremere: The charges of the Usurpers includevarious astrological and magical symbols (particularlythe astrological symbol for Mars), serpents (usuallycoiled with the head raised to strike) and tied bundlesof sticks (representing clan unity).

• Tzimisce: Dragons, particularly shown ram-pant (forepaws raised, facing dexter) and usually gulesor vert are the most common Tzimisce charges, rarelyused by any other clan. Other Tzimisce charges in-clude hills or mountains, castles and towers, anddisembodied hands or mouths.

• Ventrue: The Ventrue have adopted heraldrywholeheartedly as part of their heritage. Their chargesinclude lions, eagles and other noble beasts, crowns,fleur-de-lis, swords and spears.

Abatements and AugmentationsPrinces and lords have some authority over the

heraldry of their vassals and followers. In addition tothe right to approve and award blazons, Cainite rulerscan also modify their followers’ coats of arms as eitherreward or punishment for their deeds. These modifica-tions to a blazon are known as abatements (forpunishments) and augmentations (for rewards). Inessence, the ruler adds a particular element to the coatof arms, or perhaps even changes it significantly, toshow what the bearer has done.

In the case of abatements, the modification servesas a warning and a sign of public shame for the bearer.Nobles consider it a fit punishment when they do notwish to destroy or brand the offender, usually becausecapable vassals are valuable and difficult to come by.Abatements tell others at a glance of a Cainite con-victed by his liege lord of anything from lying to beingprone to frenzy, siring without permission, cowardice,oath-breaking or even diablerie. Removing or at-tempting to conceal an abatement is a serious crime(as well as extremely dishonorable) and can result inFinal Death if the Cainite’s liege hears of it.

Augmentations, on the other hand, are signs ofgreat pride for Cainite vassals, showing their good andloyal service to their liege. A ruler has free rein to addany sort of augmentation to a follower’s arms. Themost common are special charges that proclaim brav-ery, valor and loyal service. In some cases a smallerversion of the liege’s own arms are added as a chargeon the vassal’s arms, demonstrating the liege lord’strust and respect. In the most extreme cases, the liegemay order a complete redesign of the vassal’s coat of

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known as cadency marks that show the bearer’s placein the line of succession (first son, second son and soforth). Since Cainites have no true children, and fewhave any need of successors, this practice is not usedin Cainite heraldry, except to establish bloodlines andthe relationship between childe and sire.

A childe may bear her sire’s arms with a cadencymark to indicate her status in her sire’s view. This istypically a matter of age, but not always, and a sire canchoose to award the primacy in cadence to whicheverchilde he favors, and can even revoke it and award itto a more favored childe later on. This has led toinfighting among childer for the outward sign of theirsire’s favor, and sires have been known to use cadencyas a goad to manipulate their childer.

Generally upon achieving sufficient rank as aknight or noble, a Cainite adopts her own coat ofarms, which may be passed on to her childer. The newblazon may incorporate charges or other elementsfrom the sire’s (with the sire’s permission, of course).It is considered a sign of respect to one’s sire to adoptat least one element of the sire’s coat of arms as one’sown, but cases exist of Cainites indicating a breakwith their sire by taking an entirely new coat of arms.

Marshalling is the practice of combining twocoats of arms together into one, usually to representthe union of two families through marriage (andgenerally only when the woman’s family is of noble orroyal blood). This may be as simple as partitioning afield and placing the individual arms of each of thecouple to either side or as complex as creating anentirely new blazon that incorporates elements fromboth crests.

Among Cainites marshalling is rare, occurring onlyin cases of marriage (see Courtship and Marriage) andthen only when both partners have blazons of their own.It is also known for a noble who takes a particular domainto incorporate a charge or element from the arms of theprevious ruler into his own coat of arms, to show his newmastery of that domain.

Heraldry Example: The Learned LionTom wants to create a blazon for his Brujah

character Charles, known among some as “the Lion ofLoire” for his bravery and his regal appearance. Hestarts with the idea that a lion is a part of Charles’ coatof arms.

First, Tom chooses the tinctures for the field. Hedecides that the majority of the shield is gules, repre-senting the red of blood as well as the passion forwhich the Brujah are so well known. The chief of the

HERALDRY IN PLAY

8n the Dark Ages: Vampire rules, heraldry falls under Etiquette. Knowledge of

court and courtly manners includes how to readand recognize blazons and coats of arms, bothmortal and Cainite. Storytellers may request anIntelligence + Etiquette roll to recognize a par-ticular coat of arms or to understand its symbolismor meaning. The “language” of heraldry can helpprovide subtle clues and foreshadowing to theplayers when they read the blazons of their alliesand enemies alike. The moment when a strangerreveals his shield may be a revelation for charac-ters versed in heraldry.

Heraldry is also a great opportunity to createsomething unique for your High Clan character(or even a Cainite knight or follower of the Roadof Kings from the Low Clans). Start with theguidelines and advice given here and create a coatof arms for your character. The artistically tal-ented may be able to draw or paint it, while othersmay be able to create it using computer graphicsor simply write it out as a blazon. It gives yourcharacter an immediately recognizable element,both for your fellow players and for other charac-ters within the chronicle.

Finally, the Storyteller can use heraldry togood effect within the chronicle. Rulers can awardblazons and augmentations to existing arms tocharacters in exchange for their loyal service.Alternately, a liege lord may add an abatement toa character’s coat of arms as a punishment, creat-ing tension between character and liege. Considercreating unique blazons for important rulers andnobles in the chronicle for characters to recog-nize, even drawing them out for players to see.Finally, disputes over heraldry are known to hap-pen, such as when two nobles claim the “right” toa particular blazon. Such a conflict can easilyinvolve the characters, particularly if it’s one oftheir coats of arms in dispute!

arms, incorporating various elements approved by theruler. This is also the case when a ruler grants a coat ofarms to a vassal (usually along with a title and possiblya domain) in exchange for outstanding service.

Cadency and MarshallingIn mortal heraldry, the members of the same

family use the same coat of arms, marked with symbols

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shield is argent, a white bandrepresenting purity of inten-tion. On the gules portionof the shield, Tom places agolden lion (or) in rampantpose, standing on itshind legs, pawsraised, facing thesinister or left sideof the shield. Thisrepresents Charles’fierce reputation asa warrior and hiswell known sobri-quet. In the argentband, he places asable chain stretchingfrom side to side, with anopen book centered abovethe lion’s head. This dem-onstrates that Charles’intellect, scholarship andlove of learning temper hislionlike qualities. He is apeaceful man but willing tofight fiercely for what hevalues.

Looking over the de-sign, Tom decides to add apair of joined rings or at thenombril point of the shield,below the lion’s feet. Thiscommon symbol of ClanBrujah shows his devotionto the clan and how it lies atthe root of his identity.Charles clearly feels sup-ported by his clan andhonors his heritage.

The coat of arms com-pleted, Tom writes itout as a blazon: gules, alion rampant or, tworings or nombril, a chiefbar argent, a chainsable, an open bookhonour... So recorded,the blazon of the Lion ofLoire heralds Charles as a pres-ence to be reckoned with in Cainitesociety.

The CourtThe court serves as more

than just a political mecha-nism in the Dark Ages. Forthe noble, it is the center ofentertainment and secularfestivities. For High ClanCainites, it provides a placeto compete to earn status inways that aren’t entirely po-litical. Instead, they rely ontheir particular talents toprove their honor and superi-ority over others.

Aside from allowing aCainite to present herself inan honorable way that earnsthe respect of elders and rulesalike, etiquette also serves tomaintain the state of peacenecessary to hold courtlyevents. This is especially im-portant in the presence ofBrujah, as even a smallslight can trigger theirfrenzy. Though Cainitesrarely speak of it, such anincident poses a threat tothe existence of allpresent. Therefore, most

find it in their best inter-ests to enforce mannerly

behavior, and even the mostminor offense can result insevere punishment.

Courtly ConductMost princes holdcourt in their privatedomains. ManyCainites treat these

establishments in thesame way a pious Chris-

tian treats a church. Most courtsprohibit vandalism, and acts of

violence against another guest,unless done in sport, are acts of vio-

lence against the prince herself.Feeding also has a code of conduct.

Though vampires don’t need to worry

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about dessert forks or slouching at the table, theynevertheless adhere to appropriate feeding habits.Because frenzy is a serious threat to all present, feedingin public is reserved for feasts when the host providesan ample supply of blood. A vampire may also drinkblood if he is taking a blood oath before the court.Otherwise, feeding at court is prohibited, and Cainitesare expected to feed in private.

A well mannered Cainite presents himself withpride and dignity. He dresses in clean clothing that isas fashionable as he can afford. He speaks polite wordswith gentle grace and clear articulation. He evenwalks with poise to demonstrate his physical poten-tial... Yet a vampire must be careful not to presenthimself with too much pomp and grandeur before hissuperiors. Therefore, the proper Cainite also main-tains a humble demeanor. He speaks to his superiorsonly when they address him first. Though some Cainitesfeel they sacrifice their status when adhering to thesemanners, the wise know that their superiors respectthem only when they habitually prove their dignity.

The PrinceThose fit to attend court hold more status than the

common serf or merchant. They also know how to respecttheir superiors, and their status only further obligatesthem to display utmost respect to their superiors.

The prince, of course, is the primary recipient ofthis respect. Her word is final and she has the power topunish any offender at whim. Some suffer grave pun-ishments for simply talking out of turn, and others maymeet Final Death if they fail to request hospitalityfrom a prince of extreme authority. Cainites of theHigh Clans therefore take the word of their princeseriously when residing in her domain, and they oftengo to great lengths to uphold the customs of her court.A prince expects all within her domain to uphold theTraditions (or her interpretations thereof), and anyvisiting Cainite must swear to do so before she grantshim hospitality. Ideally, this means all Cainites takesuch an oath, as all Cainites are to inform the princeof their presence as soon as they arrive in her domain.Furthermore, the prince expects all Cainites to ad-dress her appropriately, using titles such as “my prince,”“your highness” or even “your majesty” if the prince isa true monarch. Some princes may take this a stepfurther, expecting those within their domains to greetthem in more specific manners... A prince on theRoad of Heaven, for example, might expect others toaddress her with “your grace” or “your eminence,” anda chivalrous prince could require his people to bow orkiss his hand when first greeting him. Leaving the

room in the prince’s presence or turning ones’ back toher is always considered rude.

The CouncilMembers of the prince’s court, such as the sen-

eschal, sheriff and scourge, also expect Cainites oflesser station to pay them the respect their title de-serves. Though official members of the court are notsubject to the same stringent rules as the prince, mostvampires typically address them with appropriate titles(“Seneschal Montgomery” or “Sheriff Anton,” forexample), and they may take other courtesies such asbowing or kissing their hands as well.

The EldersThe tradition of respecting one’s elder is common

in mortal societies because it ensures people protec-tion as they become defenseless due to their old ageand the illness that comes with it. In Cainite society,however, age equals power, and a prince’s rank holdslittle clout if an elder from behind the throne can killhim with little effort. A wise prince therefore respectshis elders and realizes that he would not be prince ifthey disapproved of him. Other Cainites of lesserranks also feel the weight of their elders’ scrutiny, andone of the only ways younger Cainites earn status is bycooperating with the vampires directly above them.Often the opinion of a neonate nobleman falls on deafears if it is not voiced by an ancilla ally, and she mustin turn earn the respect of an elder if she wishes to besuccessful in aiding her neonate pawn. Therefore,neonates answer to ancillae, and ancillae to elders,and younger vampires pay respect to their elders ifthey hope one night to hold the esteem their superiorsnow have.

SportVampires are naturally competitive creatures, and

even in times of peace they continually struggle againstone another in any way that earns them even thesmallest amount of prestige. Sport and gaming are twoways for vampires to do exactly that, and most Cainitesparticipate if they believe they can display their tal-ents and earn respect over their opponents. Thoughone such victory cannot offer an individual Cainitemuch in the way of prestige, he might earn fame andrespect if his successes are plentiful. In this way, he candraw the attention of esteemed Cainites who mightfind his skills useful to the court. Though such occur-rences are rare, a champion of swordplay can becomea scourge, and many princes find their keepers atdebates. In this way, game and sport can become

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integral tools for ambitious Cainites to climb thesocial ladder.

Only the most confident Cainites compete atsuch events, as they risk losing some of their socialintegrity (at least) if they suffer defeat. Though Cainitesearn cowardly reputations by avoiding such competi-tion, many of higher status do not bother to compete.Though most Cainites of established status have thepower to hold their positions, they do not want toembarrass themselves at some silly competition beforethe rest of the court. To skirt this dilemma, manyranking officials bribe ambitious vampires with poweror status to fake defeat. Any shrewd prince would bewise to do the same if he wanted to convince his courtthat he is worthy to rule the domain.

While court offers recreation, princes use courtlydiplomacy to settle disputes, enforce their positionsand levy punishments. Yet, when diplomacy fails,violence threatens to serve as a negotiator, and FinalDeath is usually the result. Even though vampires arepetty and ambitious, some disputes are too trivial tochance Final Death over, nor are they importantenough to disrupt the peace of the court. As long as thedispute exists, however, the vampires in questionrarely surrender their positions. Sport or game mightwork as an alternative to solving such disputes, andvampires do not hesitate to risk the lives of theirghouls if they feel the dispute is too minor to risk theirown social integrity.

Games of WarCainite sportsmen do not worry about wounds or

bloodshed because they can easily mend their undeadflesh. Cainite sports are therefore lengthy and brutal.In addition to mortal sports such as jousting andwrestling, Cainites create sports that cater to theirneeds and tastes. Most Cainite jousting tournamentsrequire that the sportsmen have enough mastery overAuspex or Protean to see well enough to function,although a Cainite without such skills may requestthat his opponent wear white. This request immedi-ately marks the one who makes it as being in over hishead, however, to say nothing of the fact that Cainitesportsmen prefer that their blazons be visible duringgames, not covered with a white tunic.

Some Cainites duel with their Disciplines. Theseevents are as unique as the Disciplines used in them. Theobject of a Discipline duel varies; a duel in Presencemight require both Cainites to coerce a young mortal girlto their side; whichever she chooses wins the duel (andtypically uses her to slake his thirst). Most Disciplineduels use Potence, Celerity, Fortitude (typically with-

standing fire) or Presence, as these Disciplines are com-mon enough that both combatants can reasonably beexpected to be able to participate. More esoteric Disci-plines such as Obtenebration, Vicissitude and Mortisalso work well for these duels, but only when both partiesbelong to the appropriate clan.

Dominate duels typically involve both partiesDominating a mortal into a given task, with thewinner being the one whose mortal “puppet” performsthe task with the least amount of hesitation. Rarely,though, two Cainites will lock eyes and attempt toforce each other to perform some mundane task, suchas walk across the room or close a door. Only verybrave vampires agree to this sort of duel, becausemasters of Dominate can wreak lasting damage ontheir opponents even if they “lose” the contest.

On rare occasions, vampires also observe sportsthat either tame or fire their Beasts. Mortals areusually the acting contestants of these sports. Whethertheir participation is willing or by force, most of thesesportsmen die in competition.

Dueling in the DarkDuels are similar to fencing matches, but they are

held on nights when no moon shines or the moon isclouded over. Sportsmen therefore have only sound toguide them. Though these duels commonly have anaudience, the spectators must remain absolutely silentso the competitors can hear their opponents’ move-ment. As a result, most Cainites can only observe thesport aurally. The competitors fight with swords, andthey duel in a large arena enclosed with ropes andposts. Sometimes obstacles such as large barrels,wooden structures, boulders or even trees stand withinthe roped fence. The goal is to subdue the opponent,and Cainites must rely on their senses and grace tosucceed. Use of Disciplines to compensate for thedarkness is generally permitted, and as a result Gangrelmake common champions of these duels.

Hunting the HunterIn the Dark Medieval, hunting is a common

activity for noble mortals, and many lords have vastlandscapes set aside for hunting alone. Yet trespassingon another nobleman’s property to hunt is a punish-able offense, and many lords kill peasants they catchpoaching. For this reason, noble Cainites have noqualms hunting men brave enough to hunt at night.This sport is similar to normal hunting, only thevampire avoids killing the mortal hunter before cap-turing him. Because the Cainite is also hunting onland belonging to mortal noblemen, the Cainite iscareful to figure out who his captive is before killinghim. He physically restrains his captive and interro-gates him (such hunts are therefore serious tests of

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most vampires’ command over the Beast). On mostoccasions, the captive is usually an expendable poacheror a commoner, and his captor devours him immedi-ately. In other cases, the Cainite may have caughtanother trespassing vampire who has not sought sov-ereignty of the prince or permission to hunt his land.In that case, the captive vampire is either killed ordiablerized upon permission of the prince. If thevampire finds the captive valuable, he might let thecaptive go if the captive can repay him in one way oranother (presuming that neither party falls to frenzyduring the course of the hunt and capture, of course).

RacingIn this game, groups of captive mortals race one

another as vampires bet boons, goods or money on thewinner. This is similar to races where mortals place theirdogs, horses or women to race against one another.Unlike mortal races where the competitor chases some-thing he desires and ends the race by beating the othercontestants to a finish line, however, most of thesecontestants run out of fear. In some courts, archers mightstrike at a mortal who stops running, and in others,trained wolves, flesh-crafted monsters or other vampires

SHADOW DUELS

We stood facing one another in an elaborategarden with only the moonlight to guide our sight.We both wore white, but our only weapons werethe shadows we conjured. There were, of course,rules as in any tournament — we could not directlytouch each other, nor could we direct our shadowsto entangle or otherwise immobilize each other.Our goal was to open a door at the far wall of atorchlit courtyard, which would only open fromthe inside if you could solve a puzzle made fromiron. Once we entered the courtyard, we would betrapped until one of us solved the puzzle.

I looked to the moon, which shone unchal-lenged in a cloudless sky. I then glanced toMakhlath. Menacing shadows circled her face. Inthe distance, we heard the courtyard doors slamshut. That was our cue to begin.

I walked backwards as I kept my eye onMakhlath. My shadow, stretching before me,lengthened at her command and enveloped her. Itdidn’t matter — I called the shadows around me tocover my form, and both of us, now invisible,moved deeper into the courtyard. I kept quiet andsoon saw the moonlight reflect off a marble foun-tain. Makhlath stood in its waters looking for me.I dashed to the shadows cast by a statue near a largetree. I looked up and allowed my eyes to roam thelooming branches of the tree and then the palacewalls. I ducked into the shadow of the statue andemerged in the branches of the tree, looking downat Makhlath. She searched for me at the edge of hershadowy wall. I wondered why she didn’t run forthe entrance. She must have thought such a solu-tion too easy in my absence. She was right.

I already saw the courtyard from my height. Itwas brilliantly lit, with at least twenty torches oneach wall. I smirked and called two tentacles fromthe shadows. One swatted at Makhlath from be-

hind while the other tugged at playfully at herrobe. Both were sufficient to distract her longenough for me to look up, and then to the ledge ofthe palace wall. I dropped myself into the Abyssonce more, savoring the icy caress slipping undermy robes and cooling my skin.

When I emerged, I stood on the wall of thecourtyard. The wall’s ledge was too narrow forme to run along. Makhlath would enter anyminute. I knew once she saw me, I wouldn’tstand a chance — while she did not have mycapacity for walking the Abyss, her skill in usingshadows as weapons far surpassed mine. I envel-oped the entrance in darkness as soon as I sawMakhlath’s white form reach its frame.

All she had to do was run in the direction ofthe door. She didn’t run, and I watched her handsreach from the shadow to feel out the perimeter ofthe walls. I allowed the courtyard to become a poolof shadow, and I carefully walked toward the door,willing my footsteps to fall soundlessly into theAbyss. When I stood above the door, I brokeconcentration to look over the right side of thewall. When I looked back to the left, I saw Makhlathrelease a set of tentacles toward the door... I smiledas I created another tentacle to my right and sliddown its shaft. I had escaped the courtyard, and Istood facing the door as I heard Makhlath tinker-ing with the iron puzzle on the other side. I pressedthe lever and pulled the doors toward me. I heardher shout in victory, but she fell silent as she staredback at me, her eyes wide in disbelief. Behind me,I heard the congratulations of the prince and theother Cainites. Someone ordered a ghoul to bringforth Micah — Makhlath’s great-granddaughterand my soon-to-be-Embraced childe. Makhlath’sshadow fled the courtyard in shame, and she coulddo nothing but stand there as bloody tears stainedher white robes.

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wait to feed on them. Furthermore, at some races themortals might not even know that they are performinga spectacle.

Sometimes the race begins when a vampire coaxesa large group of civilians to follow him to his courtyard,garden, arena or maze. Once the party arrives, beasts orother vampires ambush them. The mortals run as theytry to escape the beasts, and the vampires watch fromelevated balconies or towers. Other times, vampiresmight invite mortals to compete in a race, but themortals do not know what kind of racetrack awaits themuntil they arrive. Commonly these mortals run aroundan arena as archers or trained beasts drive them. The raceends when all but one mortal collapses, either from fearor fatigue. Those who do not run themselves to deathlater serve as part of the next feast. Some Cainites rewardtheir victors by turning them into servant ghouls, andothers simply have their victors join their competitors inthe feast to come.

Ghoul DrivingGhoul driving begins when two vampires turn two

expendable mortal servants of approximately the sameskill and strength into ghouls. Once the ghouls learnhow to strengthen themselves through their blood, theirmasters place them before each other and compel them(with Disciplines, if necessary) to fight to the death. Theevent is not elaborate — it usually occurs in a simple fieldor an agricultural arena lit by torches. Sometimes ghouldriving is just spectacle, but more often Cainites use it tosettle a dispute they share with one another. Though theCainites themselves are not fighting, they understandthat their own blood determines the strength of theghouls they make. The ghoul’s victory will decide whichCainite wins the dispute. If the ghoul loses, it says verylittle about the vampire’s own virtue, and the vampiredoesn’t risk his integrity.

Vampires Among theAcademy

Elders who remember Rome and Greece now actas patrons to growing universities, and those whoremember Carthage see this intellectual awakening asan opportunity to rebuild their city in Europe. Evenyounger Cainites find value in the growing scholar-ship. As they strive to enrich their ability to rule,noble vampires often study the speeches of Romanorators. Others discover new political theories andlater use them to inspire reform and revolt. Cainiteswho find value in the words of Caine also seek answersin religious doctrine and fragmented texts.

Cainite courts also use literacy as a tool tostrengthen their power. Cainites have begun to com-

municate with the written word, and they valuemortals who can read and translate messages arrivingfrom other courts. These mortals often become ghoulsor childer, and they serve the courts by inscribingdoctrines or by spying on other courts and readingtheir written plans.

The Educated ChildeThough vampires among the High Clans tend to

carry out their existence in the same way as noblemenand aristocrats, few limit the Embrace to mortals of suchstatus. Many neonates are therefore illiterate. Further-more, whether one can read or not, she still needs tolearn the ways of Cainite existence. For many, thisincludes learning the expectations and traditions of theCainite court as a whole as well as clan traditions andhistory. It is also important to know the tricks of thetrade, so to speak — how to hunt, use Disciplines andsurvive. Though not all sires teach their childer how toread, literate individuals can serve a court in many ways.

Liberal PursuitsAs literacy and scholarship increase, some ambi-

tious Cainites study in hopes that their knowledge andintellect will earn them status over weaker-mindedvampires. Yet some Cainites seek knowledge for the sakeof knowledge alone, and they often earn prestige with-out effort as many begin to come to them for informationand tutelage. Regardless, both parties often organize orparticipate in scholarly events, which draw attention tothem or their work.

The AssemblySometimes members of Clan Brujah organize an

assembly to bring Cainite scholars to one place andpresent their treaties on science, math and philosophy.This event offers an opportunity for scholars to presentnew ideas and discuss old beliefs. The assembly is also apeaceful event, and its speakers use rhetoric to preventunwanted attention to new and radical ideas. ManyBrujah revived this custom believing it would perma-nently establish young universities.

The assembly is another chance for Cainites to com-pete with each other. Some intelligent vampires evenmanage to impress their princes in the process. ThoughBrujah individuals tend to organize this event, Cappadociansand Tzimisce often present their discoveries on death andphysiology. Lasombra arrive to develop and enumerate theirpolitical ideals, and even some Ventrue use this opportunityto outwit Brujah colleagues.

Less humane Cainites also host versions of theassembly called symposia. In ancient times, the sympo-sium began as an intellectual gathering and usuallyended in drunken debauchery. Similarly, a Cainite

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symposium consists not only of vampires but mortals(though these mortals aren’t typically told the truenature of the event). The ones who do not agree with thehost’s word are usually the ones who provide the meallater. Some tyrannical princes hold symposia to weedout zealous minds that pose threats to the community. Inthis event, these princes do not discriminate betweenmortal and vampire when they decide the fate of abudding idealist.

The DebateSome Cainites hold debates to display their rhetori-

cal skills. The chief establishers of these competitions aremembers of Clan Ventrue who value oration and politi-cal rhetoric. Though many Cainites possess theintelligence to succeed in these competitions, only high-ranking advisors, seneschals and princes receive theinvitations. The debate was originally established as adiplomatic solution to war between courts. Yet nowmany princes hold debates to present their political skillorally before foreign leaders, and many others persuadesuch leaders to fight in their favor if war breaks out.Usually the debate is a peaceful event, but it can also actas a trap, and a wise prince will always questions aninvitation from an unallied court.

Bards, Poets and MinstrelsGiven that the vast majority of the populace is

illiterate (and books are rare as hen’s teeth anyway), songand storytelling are the favored methods of entertain-ment. Some princes call upon poets to inscribe or glorifythe legacies of their reigns. In addition, many trouba-dours travel from court to court and attempt to earn aprince’s patronage through their art. Many of ClanToreador grasp this opportunity to expose their talentsand advocate the arts. A number of princes even appointArtisans to establish artistic development within courts.Though some princes find art obstructive to their power,other princes use art to bring fame and virtue to theirdomains. Some courts across France continue to earnrespect and protection from their neighbors who valuetheir artistic contributions. Artisans from these citiesoften travel to other domains and offer their talents inexchange for diplomatic or military protection. Severalprinces accept this trade and they in turn ask theseartisans to paint, perform and write. Although skilledartists are certainly valued for their talents, they do notenjoy any special status — a master poet is a tradesman,just as a master carpenter is.

Natural ScienceAs undead creatures, Cainites often become fasci-

nated with the dying bodies of their victims and withdeath in general. Some Cainite scholars dissect andstudy their drained victims because they feel the moral

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that it might mark a future plague, which would deprivethem of healthy blood. A few suspicious Cainites alsomark the eclipse as a sign of drastic change such as aneonate or Low Clan revolt. These Cainites are espe-cially wary of an eclipse occurring at the same time as acomet, and they believe such an event could only markGehenna’s approach.

The Lasombra have a different take on eclipses.Many Magisters see eclipses as a chance to celebrateshadows, and some claim that an eclipse marks thepromise that they will reign over all Cainites.

CarnivalCarnival is not so much a single event as it is a season

of festivities and customs. It begins at Christmas andends on Ash Wednesday. For mortals, Carnival brings asense of abundance, warmth and security to the darkestand coldest days of the year. For vampires, these longwinter nights only amplify their bloodlust because poorweather usually keeps their enemies away. Vampires areinclined to indulge as long as fresh blood is available.Winter is often a threat to Cainite food supply, however,as mortals stay at home to avoid the chill unless theyhave a strong reason to venture outdoors. Therefore,Carnival is important for most vampire courts, and manyCainites promote festive events, if only to bring throngsof mortals from their homes after sunset.

Carnival is often a time of antithesis when the wisewould play the part of fools, and the peasant wouldassume the role of noble men. Games, contests, dancesand small skits called farces adopt this reversal as part oftheir comedy. The Church even tolerates harmlessdiversions from religious morality as the people assumethe stereotypes of pagans, Muslims and Jews. Vampiresmove about this environment, and they might evenstage their own farces where they maintain their ownroles. Masquerade is integral to the idea of Carnival, andCainite princes commonly arrange or attended mas-querade balls to find and seduce prey.

Despite the joyous events surrounding Carnival,mortals who are carried away often disappear. As Carni-val earns acceptance, vampires bring danger to thefestivities and disguise it as fun. Wine, pranks, burlesqueprocessions, dance, illusions, magic, costumes, gluttonyand music work to entrance mortals. Vampires thereforehelp fund these costly events. Many even perform them-selves and openly use their supernatural powers to drawfuture victims to their acts. Other vampires may invitegroups of select individuals to a feast and fail to mentionthe entree. On the rare occasion that Cainites serve foodto mortals, the host taints the wine with blood to bringthe mortals to his favor. Sometimes, Cainites even pickservants from this select group and complete the oath ofblood with those individuals.

pressure to prevent waste. Some Cappadocians studycorpses in many stages of death, and they may gatherwith each other to discuss their discoveries.

Others, however, are not as fascinated with death asthey are with the process of dying. Such vampires studyliving humans, and most of their subjects die painfullyslow deaths. Many Tzimisce even perform heinous ex-periments with their use of Vicissitude. These scientistsstudy muscle tissues, organs, skeletal systems and circula-tory systems. It is this knowledge that sometimes allowsthem to create their armies of flesh-crafted monsters.

The Calendar and CosmosAlthough most noble Cainites recognize Christian

holidays and adhere to the Julian calendar, they also payattention to celestial movement. Because Cainites dwellunder night skies, they pay attention to astronomy, themoon and the stars.

CometsA comet hanging in the night sky is an ill omen for

mortals and Cainites alike. Comets even earned thenickname “bloody stars,” because they often appearedred to their observers. Some Cainites, however, arefamiliar with the prophecies in the Book of Nod, and onesuch prophecy marks the red star as the beginning ofGehenna. Therefore, a comet rising in the night skyshakes many courts into chaos whether they believe theprophecies or not. If a prince is skeptical of the prophecy,he may use this opportunity exploit the fear of othersaround him by promising them safety if they obey him.With this kind of power over other Cainites, a prince cansend them to battle other courts or hunt unwantedmembers of the community.

If a Cainite actually believes in these prophecies, hecould threaten the court’s stability as he attempts to savehimself and other Cainites. Such Cainites may formfollowings or cults, and a prince who perceives thesecults as a threat to his power does what he can todemolish them. Finally, if Cainites lack faith in theirleaders, they might use this time to inspire revolt againstthe throne. All of these situations provoke bloodshed,and this chaos presents itself to vampires and mortalsalike. It is for this reason that both mortals and vampiressee comets as omens of civil strife, bloodshed and loss.

EclipsesCainites believe either that eclipses are bad omens

or good signs. Though Cainites must act only at night,they still need light to see. Since fire and moonlight serveas the only source of light at night, many Cainites reverethe moon because it does not pose the same threat as fire.For these vampires, a lunar eclipse is a sign of loss,deprivation and destruction. For example, some Cainitesfear that an eclipse is an omen of war, and others believe

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Cainites of the Low Clans also come out with thepeasants and the street performers of Carnival. Thoughmany of the first cursed might feel threatened by theirLow Clan cousins crashing their party, the jovial moodof illusion and folly allows noble Cainites a chance to spyon their inferior cousins. An ambitious vampire from thefallen may even attempt to prove his abilities in hopesthat a High Clan Cainite might discover his value andgrant him status. Yet Low Clans must be careful that theydo not attract unwanted attention, as they do not knowif their fellow outcast is nobility in disguise.

Carnival is also a time to consider select individualsfor the Embrace, because it gives mortals a chance todemonstrate their natural talents in public. Though mostvampires usually watch their prospective childer forsome time, Carnival is sometimes a final test. A Toreadorcan see her prospects perform, and a Ventrue orator maystumble upon a charismatic merchant luring bystandersto his booth. Tzimisce Cainites might discover a fiendishstreak in a poor craftsman, and a Cappadocian may seepromise in a scholar who is fascinated by the morbid

symbolism in much of the Carnival. A Zealot would notignore an unrivaled tournament champion, and a Mag-ister might deem her student worthy of immortalitywhen he constantly turns down the temptations ofCarnival altogether. In many courts, these prospectsbecome ghouls or Cainites before the final three nightsof Carnival, and it is certainly convenient to hold a ghouldriving if two vampires seek the same mortal.

Though vampires are abnormally cruel throughoutthis season, they usually reserve the majority of theirbrutality for the last few weeks, as mortals would stopcelebrating if loved ones disappeared. At the closing ofCarnival, many courts (especially those ruled by Sinners)dedicate the last three nights to the Beast. As mortalsburn effigies in the streets to symbolize death to the evilsof Carnival and prepare for Ash Wednesday, vampiresgive sway to their Beasts and unleash all kinds of tormentupon the captives they’ve accumulated during the festivi-ties. They might torture mortals and watch races,gladiatorial combat and ghoul driving. More temperatevampires outwardly justify these crimes by claiming thatthey must punish indulgent souls, and some Faithful and

Prodigal Cainites even protest these atrocities, but it’s arare vampire who doesn’t let her Beast slip its leash

during at least one Carnival.

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Chapter Two:Playing theHigh Clans

Nobly to live, or else nobly to die,Befits proud birth.— Sophocles, Ajax

The High Clans sit atop the Cainite social order, lookingdown upon their poor Low Clan brethren with a mixture of pity,disdain and even outright contempt. As the “first cursed,” it istheir right and privilege to exert dominance and maintain thetraditions of the night, for without the division between High andLow, king and peasant, ruler and servant, the world would beconsumed by the fires of anarchy.

Since the first nights, some have been called to lead and somedestined to follow. The Long Night found this worldview becom-ing entrenched in the minds of not only Cainites but also thechildren of Seth. The feudal system of lords and vassals solidifiedthe powers of the nobility and firmly established the rights andfreedoms of an ever-growing peasantry, while the expandinginfluence of the Church created a new distinction between thelearned clergy and the ignorant laity. It was a time when thenobility lived high off the toil of the masses and when one’s stationin life was determined long before birth.

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The start of the War of Princes struck a blow tothe foundations of power and continues to chip awayat the solidity of High Clan control. While youngermembers of the High Clans seek to overthrow theirelders and princes seek to undermine their rivals, theLow Clans begin to see chinks in the armor of thesocial order. As the High Clans war against oneanother, dominions and havens are thrown into flux,creating opportunities for the fallen to seize power.

Almost as disruptive as the open military conflict,the rise of the merchant has made many nobles anx-ious, as cunning members of the gentry have gainedenough economic strength to alter the course of warsor courtly intrigues. While some members of the HighClans have begun to exploit this path to power, it hasprovided yet another inroad for Low Clan Cainites tochallenge the authority of their betters.

Changes come increasingly quickly to Europe, askingdoms rise and fall and trade routes connect dis-tant lands. The political climate shifts, and even themost secure princes understand that the winds canturn against them at any moment.

A Noble BirthrightAlmost invariably, those Embraced into the High

Clans simply move from one position of power orstatus to another. While some clans such as theVentrue and Lasombra tend to seek out those in-volved in the affairs of church or state, others such asthe Brujah and Cappadocians tend toward learnedthinkers and philosophers. Whatever the traits sought,rarely are servants or peasants Embraced into theranks of the first cursed.

Exceptions to this rule do of course exist. Someindividuals are chosen for their promise or potentialrather than their official status. Noble ambition and akeen mind often draw the attention of the Cainites, forgiven the eternity of undeath and the close attentions ofhis sire, even a bright stable boy can be molded into asavvy player in courtly affairs. Rare exceptions aside,those Embraced into the High Clans come from someelevated station or another, even if it is nothing morethan the fourth son of a disgraced baron. They led livesof privilege and have formed certain opinions of theworld as a result. Many have never wanted for food orshelter a day in their lives, and some are so far removedfrom those lower on the social scale that they have nograsp of the cost of a sack of grain or side of meat.

Before thinking about how the first cursed viewthe fallen, it is important to understand how theyviewed those of lesser station while their hearts stillbeat in their chests. After the spark of life is gone,Cainites become far more static and set in their ways,

falling back on worldviews and opinions they formedduring the years before their Embraces.

While High Clan Cainites may have had differentorigins, one commonality is that each had advantagesover others lower on the social scale. While a king feelssuperior to all in his kingdom, even his most lowlyservant looks down on the beggars and vagrants in thestreet. While that servant may not be seen as much bythe nobility whom he serves, he nevertheless has a roofover his head, clothes on his back and food on his plate.His master has entrusted him with a measure of respon-sibility, and one day he might be placed above otherservants or given charge of the kitchens or pantry.

LIE DOWN WITH DOGS, WAKE UPWITH FLEAS

Bome characters may not care about thesocial hierarchy and may feel that they

should be able to associate with whomever theyplease. While myths abound concerning be-nevolent kings and princes who walked freelyamong their people, disregarding the stricturesof the feudal hierarchy, they are almost withoutexception just that — myths.

If a king wishes to speak with a merchant orcommoner, that individual is summoned to ap-pear before the king by a lesser functionary andis expected to pay the king all proper deference.Some characters simply do not abide by theseconventions and feel it is their prerogative tospeak with those of lower station at any time inany place. While this may not seem so out ofplace from a modern perspective, such meetingstend to draw a great deal of attention duringDark Medieval nights.

Nobles jealously cling to their titles andenforce the social structure that grants their rule.If a character of high station should stoop toconversing with the base peasantry, it would marthe image of superiority that the nobility soeagerly tries to protect. Such a character mightfind herself excluded from noble circles or scan-dalized behind her back, and relationships withbarons and kings might become strained as wordgets around that the character prefers the com-pany of commoners. In extreme cases, thisdisregard for station might strip a character oftitle entirely, ultimately placing her no higherthan the peasants with whom she socializes.

While informal meetings between the no-bility and those of lesser station are not unheardof, they are best kept discreet, lest the noble’sreputation be irrevocably blemished.

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To this servant, the masses in the street beggingfor food or peddling their wares are beneath him,scratching at their lice-infested clothes and scrab-bling in the dust. While on an errand for his master, hewould be no more likely to fraternize with beggarsthan he would be to attempt conversation with thelords at court. His place in the hierarchy is veryimportant, for without the meager status conferredhim by his master, he would be scratching at the samelice and scrabbling in the same dust. His self worth isbased greatly on the notion that he is elevated aboveothers. To linger among the “common” folk wouldjeopardize his station.

By the same token, princes and barons rarelycommingle with the gentry, and wealthy merchantsdo not fraternize with menservants — at least notopenly. The strict stratification of society is basedheavily upon appearances. Private meetings betweenlords and merchants are common, however, as aremore informal conversations between ladies and theirhandmaidens. Such interaction at formal affairs or inpublic would be cause for much gossip, with themember of higher station being lowered in the eyes ofher peers and the member of the lower station becom-ing more respected among hers.

The Embrace adds a new layer of hierarchicalstructure, and most Cainites of the High Clanssimply extend their prejudices and opinions of thepeasantry to members of the Low Clans. If a knightlooked with open disgust upon lepers and beggarsin life, it is likely he will have the same feelingstoward the Nosferatu once Embraced as a Ventrue.Likewise, if a merchant engaged in peaceful tradewith tribes of barbarians and woodsmen, he may bemore inclined to look more favorably upon theGangrel if Embraced by the Lasombra.

Nevertheless, even a firm understanding of acharacter’s background does not necessarily dictateexactly how he will react to another character orsituation. You shouldn’t assume that because yourcharacter is of noble blood that he has to look downupon servants as having no worth; nor should youassume that since your character is a lady that sheshould automatically have contempt for beggars andthieves. While these sorts of interclass relationshipsmay not weigh heavily on your mind during charactercreation, it might be a good idea to ask yourself how acharacter handled the status and station of life beforethe Embrace. Was the knight aware of his elevatedstation, or did he simply take it for granted? Was thelady a kind benefactor to those less fortunate, or aharsh mistress?

The answers to questions like these help roundout a character beyond mere dots on a page and allow

more appropriate interactions with other charactersduring game play — especially when it comes tointeraction with members of the various clans. Ofcourse, the information provided here is only a guide-line around which you can build a character, meant toraise issues you might otherwise neglect.

Attitudes of the High ClansAs the War of Princes rages, previously held

beliefs in the unassailability of the social order havecome under attack. Constantinople has fallen,Alexander has been driven from Paris by his childeGeoffrey, and the Usurpers gain firmer footing witheach passing night. The assumed power that the HighClans have enjoyed over the past several centuries canno longer be taken for granted, and the attitudes ofseveral clans have shifted in response.

The stasis of the Long Night has ended, and theCainites have been thrust headlong into ongoingconflict not seen since the nights of Rome andCarthage. The collapse of Constantinople and thedeath of Michael in the Bitter Crusade sentshockwaves of doubt through the Cainite commu-nity. If a Methuselah of such power and influencecould be toppled in the very heart of his domain,what hope did princes of lesser domains have inavoiding similar fates? As anxiety grew, so didambition. While it was possible for princes to loseeverything, it was also possible to topple theirrivals and greatly expand their domains.

MERCHANT KINGS AND SILKEN ROADS

0nother threat to the delicate balance ofpower among the noble princes is the

growing power of wealth and the rise in popularityof the Path of the Merchant. Most kings and othernobles concern themselves little with ledgers andfinances, allowing their seneschals and stewards tohandle that aspect of their rules. Armies are inef-fective without sufficient food and equipment,however, and more frequent military conflict hassteadily increased the costs for such supplies.

This being the case, he who controls the pursestrings often controls the fates of kings and princes,and ambitious merchants and trade organizationshave capitalized on this new development. Whilethose of noble blood still look down on this bur-geoning group of wealthy merchants and gentry, ithas become more and more difficult to deny theirsteadily increasing presence.

More information on the Path of the Mer-chant can be found in Road of Kings.

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The High Clans have begun a complex game ofchess, subtly maneuvering their pawns and bishops in anattempt to remove the opposing king from the boardentirely. Pawns have become just as dangerous as knights,however, and the Low Clans have seen avenues to poweropen before them. While the first cursed struggle amongthemselves, they have grown ever more anxious aboutattempted coups from the ranks of the fallen.

This section addresses the High Clans in terms ofhow their mortal opinions of those of lesser station colortheir relationships with the Low Clans. What follows aregeneralities only, as are all other blanket statementsmade in this book. Every Cainite has individual opin-ions and outlooks, and while the majority of a specificclan may feel a certain way, that prejudice in no waygoverns the actions of each of its members. More on theambitions, objectives and general attitudes of typicalHigh Clan Cainites can be found in the section entitledGoals and Ambitions (p. 106).

BrujahWhile these warrior philosophers may be among the

most tolerant of those beneath their station, the proudand passionate blood of the Brujah does not suffer foolslightly. Even slaves may be Embraced into the ranks ofthe Brujah if they show a depth of thought and intensityof spirit, for royal blood does not always mean strengthof character. This “mixed” lineage lessens their statusamong others of the High Clans, who often dismiss theirclaims to nobility. The Zealots, for their part, care littlefor the subtle deceptions of the Lasombra and Toreador,preferring direct action to meaningless prattle.

This lust for battle engages the Zealots with mem-bers of the fallen more often than some of their HighClan brethren, fighting with and against them in anynumber of military clashes. They make uneasy allieswith these low-blooded Cainites and often gain ameasure of respect for those fallen who show valor andcourage in the field. This camaraderie is not rare, butif two erstwhile friends find themselves on oppositesides of a battle, those feelings are secondary to theultimate cause. Cainite relationships are hardly set instone, and the Brujah justify many strange bedfellowsin the quest to further their ideals. So while a Brujahmay hate and despise a clan as a whole, she may findherself fighting their battles as a means to a greater end.Zealots seek to lead through example and conviction,and follow those who speak with passion and followthrough on their words. Deserters and cheats, cowardsand traitors — of any clan — receive only malice andspite from the Brujah.

CappadociansOn the whole, the Graverobbers have little inter-

est in the affairs of Cainite society or the struggles

between the clans. Often Embraced from priestlyorders, as their Antediluvian founder allegedly was,the Cappadocians have little understanding of thebase and ignorant masses. While the clan may see nodistinction between a king and a beggar, as one corpseholds no status over another, a measure of inbornprejudice against the uneducated pervades theCappadocian mindset. Many of the Low Clans, spe-cifically the Gangrel and Nosferatu, spend their unlivesamong outcast groups that care little for the expansionof the mind — a concept entirely foreign toCappadocian sensibilities. Similarly, the Ravnos’ ten-dencies toward lies and deceit run counter to theGraverobbers’ quest for ultimate truth.

The clan values the pursuit of knowledge aboveall else, which requires a modicum of peace andstability. One cannot plumb the depths of the abysswhile begging for food on the street or rushing off tobattle, so the Cappadocians tend to support thoseclans that offer the space and seclusion necessary totheir studies — explaining their close connection tothe High Clans and relative disdain in the fallen.

LasombraThe Lasombra look upon all other clans with a

mixture of pity and derision. Feeling as though theirsuperior blood supercedes that of even the loftiest ofthe High Clans, the Magisters draw the jealousy andire of those Cainites who deign to seek dominanceover the night. The Lasombra tend to have firmopinions about class and status before their Embrace,which translates to dismissive treatment of the fallenat best. Those hailing from noble families often seethemselves as the world’s hidden lords and rulers,

WHAT ABOUT THE GIOVANNI?

Fhile most of the Cappadocians arecontent to spend eternity in quiet

study and contemplation, the recently Em-braced Giovanni necromancers are not as proneto inaction. As interested in wealth and poweras they are in the secrets of death, the Giovannifamily enjoys more active involvement withCainites of other clans. Rather than surveyingothers with dispassionate eyes, this branch ofthe Cappadocian clan often seeks to engage andmanipulate those fallen Cainites seeking tocontrol the trade routes and merchant organiza-tions. This quest for influence brings theGiovanni into frequent contact with Low Clansand other unsavory characters of the Dark Me-dieval world. For more on the Giovanni, seeChapter Three.

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governing those beneath them at whim, while thoseEmbraced from the clergy tend to establish them-selves as shepherds to the ignorant flocks of Europe.Most meaningful interactions with Cainites of theLow Clans take place privately, in an attempt topreserve the Lasombra’s highborn image. During suchmeetings, the Magisters often manage to hide theirdisgust beneath a thin veneer of civility, if only out ofneed for information or a favor. Though they rarelysuffer prolonged contact with the Low Clans, asidefrom use as servants and spies, the Magisters have asomewhat unique relationship with the Assamitesembroiled in the Shadow Reconquista. Those of theChristian faction hate the Children of Haqim withunmatched intensity, while those of the Muslim sideconsider themselves among the Ashirra, a brother-hood of Islamic Cainites that transcends clan divisions.This is not to say the Lasombra trust their fallenSaracen allies implicitly, but their shared religiousbeliefs do grant a degree of solidarity uncommonbetween High and Low Clans. More on the Ashirracan be found in Veil of Night and in the PlayersGuide to Low Clans.

ToreadorThe Artisans’ feelings toward the Low Clans do

not stem from their mortal relationships nearly asoften as those of other first cursed. Many of theToreador come from the ranks of artists, musiciansand simply even strikingly beautiful mortals, thusencompassing a great cross-section of society. Whilemost painters and sculptors find sponsorship fromeither the Church or some wealthy patron, givingthem a modicum of status unknown to other com-moners, the Artisans also Embrace exceptional singers,musicians, dancers and others who show talent or skillin the arts, regardless of their social circles.

While this does not set up a noble vs. peasantdichotomy like that of the Lasombra, the Toreadorpenchant for exceptional artistry creates definite preju-dices against the unrefined or “uninspired.” Artisansare exacting in terms of style, bearing and demeanorand demand perfection at all times. Even those jewelsEmbraced from among the vilest of families must learnquickly how to carry themselves with refinement andpoise, lest their own sires destroy them to avoidembarrassment. Knowing that the peasantry is ca-pable of such feats, the Artisans see little worth inthose clans whose members continue along base andcrude existences even after their Embrace.

TzimisceThe Tzimisce change very little in their attitudes

after their Embrace, as their number comes largelyfrom revenant families aware of the politics of the

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Cainite world. The familial organization of the Fiendscreates a social structure different from the rest ofEurope, as they have no kings or courts. The peasantryrecognizes the vampiric nature of their lords, allowinga rule by fear unknown in the lands west of theCarpathians. All other Cainites, be they of Low orHigh Clan, are seen as outsiders and not to be trusted,though certain exceptions are made dependent uponwhich of the several revenant houses a given Tzimiscehails from. The bestial Bratovitch family has somegreater understanding and acceptance of the Gangrel,for example, while the Szantovich show attitudessimilar to those of the Lasombra and the Krevcheskifall more in step with the Cappadocians. Aside fromholding particular disdain for the Tremere and Ventrue,however, the Fiends often care little for the divisionsbetween clans outside their own, as all trespassers intotheir territories are met with equal ferocity.

VentruePerhaps more than any clan, the Ventrue were born

to lead. Embraced from powerful noble houses and greatwarrior lines, the Warlords often view those beneaththem with feelings of duty and responsibility. The LowClans are so obviously unequipped to handle the reins ofpower that the Ventrue must fill that role, steering theCainite community along a course that both protectsand controls the kine. The Warlords do not harbor illwill against the fallen, as the Lasombra do, nor do theyignore their power and ambition, as the Cappadocians.The Ventrue see the Low Clans much as a shepherd seeshis flock, in need of protection and in no way able tosurvive without firm outside direction.

Those Ventrue seeking control of mercantile in-terests share this mentality, seeing it as their duty totake the lead in this new area of power and influence.While this brings them into contact with fallenCainites far closer to their own level of influence, theWarlords view these pauper kings as children playingat war with wooden swords.

Unlife in the High ClansIt is no accident that the first cursed enjoy such

command over the Low Clans and the kine, nor wasit the product of circumstances beyond their control.The High Clans actively seized the reins of leadershipduring the earliest nights and have jealously guardedtheir power, carefully selecting their childer fromamong the mortal elite. This is further proof that thefallen are not fit to lead Cainite society, as they lackedthe agency and power to take control when they hadthe opportunity, and for the most part this is still thecase. While recent nights have seen upstart princes

from the Low Clans arise in Europe, the first cursedview them as they would a servant who dons a crownat Carnival and then refuses to take it off.

But these “upstarts,” some of whom have incred-ible bases of power outside Europe or have recentlygained a foothold on the continent, threaten thetraditional hierarchy. They are knocking at the castledoor, at times with a battering ram, and the HighClans have become even more adamant about keep-ing them in their place.

While feudal and traditional Cainite attitudesplay a large role in maintaining the status quo, theunlifestyles created as a byproduct often serve tomaintain the social order far more effectively than anyone vampire’s will. Those with privilege have the timeand inclination to educate themselves and learn thesecrets of war and politics, while those who do nothave more pressing concerns, such as meeting FinalDeath through starvation or exposure. This creates anigh inescapable cycle that the first cursed tend withexceptional care.

As mentioned before, the information that fol-lows is offered as a guideline only, in an attempt to giveplayers a better grasp of how the average High ClanCainite exists from night to night. That being said, thestereotypes which follow may or may not apply com-pletely to any given character, but they do representprevailing attitudes. If you plan on being the excep-tion to the rule, at least try to have a good reason foryour decision and account for its consequences, ratherthan refusing to conform simply out of a desire to buckthe system.

Learning the Ways ofthe Night

While most neonates are usually passing familiarwith the ways of the mortal world, at least in theirgiven region, their knowledge of Cainite society canrange from sparse to intricately detailed. What doesyour character know of the War of Princes? Of Caineand the history of her clan? Or of the myriad unnaturalcreatures that stalk the world?

Unlike the fallen, the High Clans find greatimportance in history and social awareness, and dotheir best to impart their vast knowledge to theirchilder... While most newly Embraced Cainites amongthe first cursed are already quite comfortable in re-fined mortal society, the intrigues of the night can befar subtler, requiring a firm guiding hand. Some neo-nates need only slight instruction, as they are wise inthe ways of subtlety and manipulation. Others —those from less sophisticated backgrounds — have atruly Herculean task.

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It is not enough for a young Cainite simply to surviveamong the High Clans. She must exhibit grace andcompetence, lest she bring shame on her sire. An overlyeager word at court reflects as much on her sire’s guid-ance as her own reputation, and more serious misstepscan even cause a childe’s destruction to spare greaterembarrassment. Because of this, a sire takes great painsto educate his childe in every possible area, for anexceptional childe also reflects upon her teacher.

The relationship the High Clans have with Caineand God is paramount, since more than any mortalthey know that God exists. A childe is instructed as toCaine’s life and unlife, along with her clan or road’sphilosophy regarding the nature of vampirism andpossible exposure to the Erciyes Fragments allegedlywritten by Caine himself. The histories of the Firstand Second City establishes the relationship betweenthe first cursed and the fallen, giving a more tangibleunderstanding of the divide between the clans alreadyapparent to most childer through their sires’ toneswhen discussing the subject. Of course, specific clansemphasize different aspects of their respective histo-ries. The Ventrue expound on the glories of Rome,while the Tzimisce speak of a grand history of rulebefore the Usurpers and Warlords besieged their ter-ritories. The Brujah explain in great detail their utopianCarthage, though reports of that storied city havegrown more fantastic as the centuries have progressed.

It is important to note that almost all members ofthe High Clans are literate, often in more than onelanguage. Even the nobility are usually illiterate, buttheir sires almost undoubtedly teach them duringtheir first nights. That said, a great many works regard-ing the history and role of the Cainites have beenwritten, and texts by the likes of Julia Antasia, Rodrigothe Feral and Acindynus find a place beside the worksof Herodotus, Plutarch and Tacitus. Not at all uncom-mon among these texts are discussions of God and theplace of the Damned within his plan. Because of this,fledglings of the High Clans are generally far betterinformed than those of the fallen.

The first cursed also make their childer incrediblyconscious of subtle strategies and the ultimate goals offar-flung plans. Piecing together the intentions ofopponents is often the difference between success andviolent overthrow, and pains are taken to unravel thecomplex maneuverings of elders and Methuselahs.Given this obsession with motives and obscure inten-tions, it is no surprise that High Clan Cainites spendmuch of their time determining where they fit inGod’s grand scheme. This curiosity leads some to theRoad of Heaven in its various iterations, or converselythe Road of Sin. Scholars on the subject can be foundamong all of the High Clans, with as many different

viewpoints as vampires. A childe Embraced into anyof these clans gains a strong sense of at least one ofthese philosophies from his sire, and in the case of theBrujah, several theories may be studied and debatedbefore a fledgling is released from her sire’s care.

Study and religious contemplation, however, arethe province of the nobility and clergy, rather thanthe common serfs and peasants. Living off the largesseof the masses grants those in power free time in whichto ponder the mysteries of the world. The lower classesdo not enjoy this luxury, as most are illiterate and toooverburdened to care about more than plowing thenext field or managing to stave off starvation foranother day... The first cursed mock the ignorance ofthe Low Clans and point to their lack of education asone more reason the fallen are not fit to lead Cainitesociety. Of course, the High Clans carefully manipu-late the situation so that the Low Clans have no timeto concern themselves with intellectual matters, forthe less the fallen think about their place in the worldthe less likely they are to rise against their masters.

Quality of UnlifeThe majority of those Embraced into the High

Clans come from lives of affluence and comfort, andthey seek to maintain those luxuries into unlife.Having lived in castles and manses, monasteries andcathedrals, these Cainites lead unlives of relative ease,making their havens in relatively well protected, welltrafficked areas. Their mortal lives may have providedthem with great wealth, extensive contacts through-out the noble families of the region and expensivefineries such as gold jewelry and silken garments. Eventhose unaccustomed to such opulence find them-selves sharing the havens and raiment of their sires fortheir first several years, learning the ways of thenobility and amassing wealth of their own. It is rare forof any of the first cursed to remain poor, as even thosewho lose their holdings and position during theirunlives often have powerful contacts and allies onwhom they can call for aid and safe havens.

Coming from such high station, however, theHigh Clans stand to lose much after their Embrace. Itis often difficult to maintain a hold on the wealth andpower of their mortal lives, as they are now cut off fromthe daylight world. Courts and fairs, festivals andtournaments, and the general business affairs of statealmost invariably take place while the sun showsbrightly in the sky. Direct interaction and control ofpast holdings grows difficult and eventually impos-sible, and this push to the fringe of mortal society oftenweighs heavily on their minds. With the help of theirsires, most Cainites learn to handle their affairs throughghouls and faithful servants among the kine, manipu-

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lating their wealth and holdings indirectly. While ittakes some time to adjust, this removal allows aCainite a modicum of freedom from her responsibili-ties, having delegated duties to subordinates.

Coming from the halls of power, the first cursedsee the Embrace as yet another opportunity for ad-vancement and growth. Their newfound longevityserves to stoke the fires of ambition and avarice, asthey have no foreseeable end to their quest for powerand wealth. Plans spanning decades which beforeseemed impossible become short-term goals, andschemes encompassing centuries begin to constructthemselves in the newly Embraced mind. Much likethe acquisition of a new territory or alliance, Cainitesof the High Clans view their abilities and relativeimmortality as yet another asset to be exploited totheir advantage.

Some choose to increase their holdings and influ-ence, while others seek enrichment of the mind andspirit. The Ventrue use their strength to forge empiresand conquer territories as the Cappadocians explorethe vastness of death’s mysteries with a mind toachieving true enlightenment. Conversely, theLasombra and Toreador spend their nights weavingwebs of favors, promises and deceit in an attempt tocontrol the leaders of the kine through guile andsubterfuge. Regardless of the method, the High Clansare apt to use the benefits of Caine’s blood as a rung inthe ladder to greatness, building on goals of power orknowledge retained from their mortal lives.

Each clan, however, still retains some embarrass-ments hidden from their rivals, concealing Cainiteswho for some reason or another tarnish the respect-ability of the clan. These closeted skeletons may havebeen Embraced without a prince’s permission, or mayhave gone mad when presented with the realities ofunlife. Such vampires may fall from the heights ofmortal power to the lowest ranks of their new clan,unable to adapt to their changed state. The greatest ofbarons may lose ambition, seeing no avenues foradvancement in the stagnant social order of elders.Such a failure may become a hanger-on to moreaccomplished Cainites or seek out some small hamletover which to rule, giving up on greater goals. Moreoften than not these lesser nobles become pawns inthe games of their more ruthless brethren or meet anuntimely end at the fangs of an ambitious neonate.

In an attempt to maintain their dominance overthe Low Clans, the first cursed maintain that mortalstation has no bearing on Cainite society and that allstatus is conferred with the Embrace. Even the mosthumble scullery maid taken into the Toreador hasmore status than an emperor Embraced by theNosferatu (at least in the Courts of Love). While this

may seem to conflict with earlier statements regardingnobles associating with peasants, the fact is this men-tality only adds another layer onto the complexstructure of Cainite society.

Recent nights have seen some upheaval to thepreviously accepted social strata. Low Clan Cainiteshave maneuvered themselves into positions of power.Rudolph Brandl’s Final Death at the hands of theNosferatu Josef Zvi set the Cainite world on its ear, yetthe general instability of Europe has so far allowed theperpetrator of this act to retain control of his stolendomain. Members of the High Clans have grown verywary of their fallen neighbors, even making conces-sions in an attempt to retain their power and positions.Powerful Low Clan Cainites like Zvi have become amajor factor in the political landscape of the conti-nent and can no longer be ignored, leading to mixedreactions of anger and fear from the ranks of the firstcursed. The world has changed rapidly over the lastfew decades, and the peasantry has made great stridestoward gaining the rights and privileges of their bet-ters, notably through the signing of the Magna Cartain 1215. Strife between those of low and high birthgrows with each night as the first cursed and themortal nobility fight to maintain control.

With this in mind, the appearance of unity andpurity of blood among the High Clans has becomeexceedingly important. In theory, even peasants andcraftsmen Embraced by the first cursed are on equalfooting with those coming from royal blood, thoughthis is often a façade maintained for purposes of socialorder. In truth, the High Clans hold very elitist viewsand tend to maintain their opinions of those who arelowborn. The Toreador are notorious for capriciouslyconferring status and stripping it away, dependent onfashion, style and appearance. Obviously, those raisedto wealth have far greater knowledge of such thingsthan the scullery maid mentioned earlier, possiblymaking her the brunt of subtle jokes and deprecations.This scullery maid, however, would still be held inhigher esteem than even the most dazzlingly arrayedMalkavian, simply because of the clan divide.

Newly ennobled Cainites often have a difficult timeadjusting to their new status, struggling to unlearn alifetime of bad habits and misconceptions. While princesand dukes may understand the ways of power, mostpeasants never concerned themselves with such things,focusing more on keeping food on the table and roofsover their heads. Being thrust into the intricate dance ofunlife among the High Clans can be bewildering, andnot all have the ability to rise to the challenge. Sires dotheir best to educate and guide these childer, hoping tofind diamonds in the rough, but the sad fact is many ofthese neonates are sentenced to Final Death after prov-

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ing themselves unworthy of their clans. Those who dosucceed in adapting to their new circumstances mayspend far longer under the tutelage of their sires, onlybecoming neonates when they have finally mastered theetiquette and protocol of Cainite society. Newly Em-braced Toreador taken from among the peasantry oftenhave the hardest time, as the Artisans are particularlyexacting in terms of courtly manners. These talentedcommoners are kept on a short leash by their sires formany years, staying in seclusion until their mannershave been suitably refined.

That said, some of the most ambitious and clevermembers of the High Clans came from the common

ranks, be they merchants, craftsmen or thieves. Hav-ing been oppressed by lords and ladies their entirelives, these Cainites take to their new station withzeal. Social mobility is virtually unheard of in the DarkMedieval, with strict divisions between the highbornand the low. Leaping the great divide, these Cainitesrarely look back, voraciously learning all they canfrom their sires about courtly intrigue and the ways torise through the ranks of the High Clans. Some, ofcourse, reach too far too fast, growing power-mad andavaricious only to be stifled or eliminated altogetherby a cautious elder or prince, but more often lives ofhard work and toil imbue these Cainites with thepatience and diligence required to amass great for-tunes and estates.

HavensHigh Clan characters tend to have lavish homes,

replete with servants and ghouls to handle daytimeconcerns and security. These havens may be expan-sive mansions, secluded monasteries or even fortifiedcastles, and are chosen to fulfill certain needs of theirCainite owners (though since most vampires tend todwell in mortal constructions and simply make use ofthem by night, “tenants” might be a more accurateterm). Some clans, such as the Lasombra and Torea-dor, establish havens in populous areas, such as thelower levels of a mansion in the center of a city,providing them with access to their prey and worldlyconnections. These Cainites stalk by night the courtsand halls mortal kings and princes walk by day. TheCappadocians, on the other hand, search for moresecluded havens far from bustle and distraction, oftenin the dungeons or ramparts of castles or the hiddenchambers in grand universities. The Tzimisce chooselooming castles to inspire fear in their subjects, whilethe Brujah lean toward training halls and universitiesclose to the kine — the latter bringing them intoconflict with both Cappadocians and Tremere seek-ing access to libraries and scholars. Regardless of clan,the first cursed tend toward well protected havenswith convenient access to a sizeable population ofmortal prey, generally large enough to accommodateat least one and often several servants. After all, aCainite’s haven confers a certain status among theHigh Clans, and competitions over the quality ofthese abodes and the servants therein can grow fierce.

Exceptions exist, of course, who do not have themoney or influence to manage such havens. Such anindividual may find a more a powerful Cainite to servein return for space in a larger haven, becoming a minorfunctionary of a greater lord. Once cut loose from theirsires, neonates often seek such benefactors in thehopes of some night being granted small domains andhavens of their own. Most of the first cursed enjoyed

PRIMOGENITURE AND INHERITANCE

?erhaps the most common method ofadvancement among mortal nobility is

to wait until those above them on the socialladder die. Princes wait patiently for the day whenthe kingdom will be theirs to rule, and kingsgroom their sons as replacements upon theireventual deaths... As the average lifespan at thistime is approximately 45 years for those survivingearly childhood, most young nobles need not waitlong to come into some form of power. Unfortu-nately, this road to power is closed to Cainites, asnatural death has been removed from the equa-tion. A cautious prince may hold his position forcenturies, leaving his second-in-command eter-nally one step away from power. AmbitiousCainites must therefore actively to remove thoseabove them if they are to have any hope ofattaining the positions they ultimately seek. Whilethe practice of subtle maneuvering and carefulstrategy persevered throughout the Long Night,the War of Princes has intensified the competi-tion for status among the Damned, leading toassassinations and outright political coups. Princeshave grown increasingly wary of their subordi-nates and rivals, often pitting them in heatedconflict against one another in attempts to dis-tract them from looking to advance beyond theirstations.

In the decades leading up to the War ofPrinces, many Cainites removed themselves fromthis situation entirely, seeking alternate avenuesto power. With the more frequent use of coinageinstead of barter, the accumulation of wealth hasprovided ambitious Cainites with another meansto topple princes, or better yet surpass thementirely. These merchant lords have gained greaterattention in recent nights and continue to buildtheir influence across the continent in the com-ing decades.

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some measure of affluence during their mortal livesand have grown accustomed to comfort and security;their havens tend to be dark reflections of their homesbefore the Embrace.

More information and detail on Cainite havenscan be found in Right of Princes.

Social and Environmental ConcernsWhile the relatively simple concerns of the fallen

may seem crucially important with regard to immedi-ate survival, those of the High Clans are far morecomplex, as they must rarely struggle to fulfill basicneeds. The nights of the first cursed teem with intrigueand responsibility, for those without a firm grip on thereins of power often lose their seats. A Venture has lessto fear from starvation and exposure than he does frombetrayal by his servants or overthrow by his subordi-nates. With this in mind, the High Clans take greatpains to maintain the feudal order, ensuring that eachlink in the chain is strong.

Far from ignoring the peasantry, the nobility ofthe Dark Medieval depends heavily upon their pros-perity. A thriving community trusts its lord implicitly,while one that struggles blames him for its woes.Those in power may not consider the individual rightsof the common people, but they strive to keep orderand stability within their domains, solidifying theirpower base against threats from within and without.Townsfolk who respect their lord are more likely toreveal a traitor or take up arms against an invadingarmy, while those who are discontent may harborspies and welcome the removal of their lord by force.

What follows are some of the more pressing con-cerns the typical High Clan Cainite faces from nightto night. This is by no means a complete list, as theintricacies of power are too extensive to relate sosimply, but it tries to give some idea of the concernsthe first cursed regularly handle.

The Tradition of Domain

As more Cainites vie for power across Europe, thesize and number of domains fluctuates considerably.More wary of disruption to their holdings in recentnights, princes scrutinize their guests with increasingcare. Greater princes take considerable pains to monitorthe activities of newcomers to their domains, while atthe same time offering them every courtesy. It would notdo to offend the emissary of a powerful neighbor, thoughone must be ever watchful for spies and assassins. Morethan ever before, the positions of chamberlain andscourge have become vitally important in rooting outand disposing of interlopers and other undesirables.Michael met Final Death in his own city, and RudolfBrandl in his own bedchamber, forcing powerful Cainitesto rethink their security and defenses.

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Less powerful Cainites have gone so far as to closetheir domains to visitors, growing more protective oftheir lands and herd. Those who do allow guests to entertheir domains maintain strict protocols on feeding andillicit activities, lest plague wipe out a village entirely orturn it into an angry mob seeking to destroy theirdemonic overlord. Beyond this, small domains are easypickings for powerful neighbors, and their masters mayquickly find themselves vassals to nearby Cainite princesor exiled from their own territories entirely.

Players who choose the Domain Backgroundshould make themselves aware of the intents of theircharacters’ neighbors and any princes with eyes toexpand their own domains, as well as decide howvisitors should be handled. The decision to cut off adomain utterly is not to be taken lightly, however, andthe social and political ramifications of that act shouldbe taken into full consideration. Though isolated fromthe world, the domain will gain the notice of ambi-tious Cainites and require vigilant defenses.

Often a character’s domain is a portion of alarger domain, parceled out as a reward for serviceor through promise of fealty. Such allotments arecommon, though they carry with them the dutiesand responsibilities of vassalage in addition tothose of maintenance and security.

Fealty and Favors

The feudal structure of lord and vassal relies uponthe concept of fealty, and Cainite society is littledifferent. As smaller domains are absorbed into largerones, their masters are often allowed to maintaincontrol of their territories with the promise that theywill serve their new lords... This oath of fealty lendsthose controlling smaller domains protection againstinvasion and violent removal in exchange for aid inprotecting the whole of the larger domain. Oftenenforced by the blood oath, this commitment robs thevassals of a measure of their autonomy, but it providesmore secure borders, a greater stake in the welfare oftheir neighbors and more of an investment in theprotection of the feudal structure. Ruling lords use thesystem of fealty to boost their martial resources, whilevassals may call on greater resources to protect theirborders. This system breeds conflict among the vari-ous vassals, as they each struggle for the attentions andfavors of their lord. Those most trusted may receiveboons or increased privileges, while those whom thelord finds suspect may find themselves at the mercy oftheir fellow vassals.

Beyond the more regimented blood oaths andfealty of the princes, ambitious Cainites construct lessformal webs of favors designed to grant them a modi-cum of respect or clout in Cainite society. While lordsmay grant boons to their vassals for increased loyalty,

those without such power may grant favors to Cainitesor kine in positions of particular influence in thehopes of calling in those favors at a later date. TheToreador are masters of this subtle art, often craftingintricate systems of favors asked and granted involv-ing dozens of individuals. These schemes may includekings, barons, merchants, servants, priests and sol-diers both Cainite and mortal, all delicately balancedto provide the Artisan with access to the halls ofpower. Teaching a nursemaid a lullaby to sooth arestless child, for example, may place her in an Artisan’sdebt — enough so that she may be convinced toeavesdrop on her master’s clandestine meeting with aCainite prince. Power in the Dark Medieval is oftenless about land and wealth than it is about allegiancesand debts of gratitude, as the members of the HighClans are acutely aware.

Court and Politics

The favors owed between Cainites are valuablecommodities on the political stage of Europe’s courts.Unlike the scions of mortal society, vampires struggleless for direct control over land and territory, insteadfighting to seize the strings of mortal puppets and expandtheir influence over shadowy domains unknown to thekine. This divides a Cainite’s attentions between thecourts of the mortals and those of the Damned.

Overflowing storehouses and arable farmland areof little use to those who feed only on blood, but theyrepresent the marks of status and wealth in the DarkMedieval world and as such must be respected. Mortalkings and nobles gain power by expanding their hold-ings and territories into the unclaimed wilds andneighboring lands, and the Cainites who influencethese men use this expansion to eliminate rivals andexpand their own domains. While attendance atmortal courts is impossible, key figures can be manipu-lated to carry out a Cainite’s will. Calling in the rightfavors can send an invading army into a rival’s terri-tory, with specific instructions to burn the hereticsfound in her monastery haven. The reverse can just aseasily happen, which is why Cainites keep a close eyeon the rumors and gossip of the kine. Knowing that abaron in one’s own domain owes a potent Ventrueprince a favor may save a character’s unlife — after all,forewarned is forearmed.

Perhaps more important to Cainite affairs, however,are the courts of the night, wherein the true currents ofinfluence can be monitored and imperceptibly altered.Far more so than in mortal courts, these gatherings of theDamned have complex rules of etiquette and proprietythat wise Cainites take pains to follow. For every bowand curtsy displayed publicly, a hundred covert messagesare sent between emissaries for the purposes of espio-nage, blackmail and any number of multifaceted

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deceptions. Characters who are not especially careful inthese environments may easily betray their plots andschemes to those with an eye for subterfuge, and elabo-rate designs can fall apart in a single night if too much isrevealed. This is one of the many reasons why sires keepa tight rein on their fledglings, even keeping a close eyeon them once they become neonates — one so newlyEmbraced is largely ignorant of the ways of Cainitecourts and may betray knowledge better kept hidden.Contrarily, some sires feel that telling a neonate somefalse information is a good way to throw enemies offbalance, if they know their childer have difficulty keep-ing their mouths shut.

The Lasombra are especially suited for the politi-cal arena, watching their rivals as a spider might watchflies buzzing carelessly near its web. Such savvy Cainitesoften seek out neonates with offers of alliances andfavors, hoping to place the newly Embraced firmly intheir debt. A character new to court is likely to garnersuch attention, though his sire has no doubt warnedhim of the consequences of hasty alliances.

War and Conquest

Midnight meetings with kings and secret alli-ances between Cainites often lead to action on thebattlefield, and as the War of Princes gains momen-tum, political agendas tend toward the expansion ofdomains and destruction of rivals. The alliances forgedand broken by means of favors, subterfuge and politicsare tested with the sword and shield as the High Clansstruggle for control of Europe. While the Ventrueprinces of England and the Holy Roman Empire seekto dominate the land itself, the Lasombra bishops ofthe Church make plays for power and control over theemperors and kings under the Warlords’ sway. Theentrenched Tzimisce voivodate wages a unified waragainst those pressing into its territory, while Brujahfight wars on all fronts for all factions.

Primarily, the War of Princes affects the lowervassals and servants to greater lords. Sworn fealty to acommon lord finds rivals within a domain standingshoulder to shoulder against their enemies, lest theentire structure fall. While Methuselahs may drivemartial campaigns and ultimately enjoy the spoils ofvictory, the various skirmishes and battles take placebetween lesser Cainites. Characters embroiled in thenightly conflict may hope to gain vacant havens andsmaller domains as reward for their aid, or even usebattles as diversions for secondary objectives such asassassinations, espionage and revenge. Those engagedin combat would be wise to consider the larger pictureand understand their lords’ motivations — it is notuncommon for unfaithful vassals to be sent into com-bat for the purpose of blamelessly removing them fromthe political tapestry.

Soldiers and knights of the High Clans also havefar more contact with the fallen, and may have stron-ger opinions regarding the Low Clans. While oneVentrue knight may grow to despise the Gangrelbarbarians he fights against from night to night, an-other of his clan may have grown to admire the resolveof the Assamite warriors he encountered in the HolyLand. Coteries developed on the front lines generallyshare a similar view of the Low Clans, either bandingtogether intentionally apart from (and above) thefallen soldiers working with them or setting aside theirdifferences long enough to vanquish a common foe.Cainites of the Low Clans may be seen and used asshock troops against an enemy, with the loss of anentire coterie of Nosferatu being more acceptablethan the loss of a single Brujah knight.

Noblesse Oblige

As little as the High Clans value the Low, wantonlysending vassals and subordinates to Final Death jeopar-dizes those in command. Princes and their moreinfluential stewards and vassals have a responsibilitytoward those pledging fealty and seeking protection. Alord who allows his military to die in futile skirmishesmay find the loyalty of his troops waning over time, justas a lord who starves his peasantry may find an angry mobat the gates with torches and pitchforks. Without astanding army to turn back invaders and a willingpeasantry to tend the fields a lord loses all power andinfluence, for these assets carry far more weight in theDark Medieval than coinage and mere wealth.

Perhaps most concerned with duties to their lessersare the Ventrue, who assume roles as guides andprotectors of all Cainites. Not only do the Warlordsseek power and dominance over the night, they feel itis their duty to the other clans to take control and leadfrom the fore. In return, the Ventrue strive to beresponsible leaders, looking out for the wants andneeds of their subordinates. Contrarily, the Tzimisceenforce their indomitable will upon a populace tooweak and timid to object, though the tyrannicalvoivodes protect their territories fiercely and protecttheir domains and revenant kin just as zealously as theVentrue, presiding over their herds as familial heads.

With the end of the Long Night, the concerns ofthe common people have been thrust into the Cainiteconsciousness. As domains rise and fall across thecontinent, it is often disgruntled servants or resentfulvillages that topple princes. Bearing the possibilitiesof betrayal in mind, powerful Cainites keep a watchfuleye on their inferiors and make every effort to fulfillthe responsibilities of nobility. If a prince acts withblatant disregard for her duties, she may not need tobother with such concerns for long — for her reignwill be brief.

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Retainers and Servants

Princes and other powerful Cainites cannot handleall the responsibilities of leadership alone. Many tasksand duties fall upon trusted advisors, retainers andservants hand-chosen to fill certain roles and handleparticular concerns. The High Clans by their verynature have great need for servants to handle theirdaylight affairs, tend to mortal visitors and keep themabreast of the news of the day. These retainers do notalways know of their master’s dark secrets, but all arechosen for their loyalty and discretion. Daytime ser-vants of the Damned, especially those who serve forlong periods of time, often learn enough to destroytheir masters, and Cainites must place a great deal oftrust and responsibility in these mortals. Needless tosay, the selection process for these rare few is under-taken with extreme caution.

Blood oaths are common among the highest ranksof a Cainite’s mortal servants, ensuring greater loyaltyand devotion to their lord. It is possible to bind aservant in this manner covertly, mixing blood withwine for example, though some of Caine’s more com-passionate or moralistic children frown on this practice,feeling that such duplicity only breeds mistrust. Themost faithful and promising of a Cainite’s servantsmay even be given enough blood to become a ghoul,gaining access to the secrets of the night and offering

greater protection and service to their masters. This isoften the first step on the road to the Embrace, andCainites observe their ghouls very closely for signs ofgreater ambition.

Mortal servants come from a wide array of sta-tions, ranging from stewards and messengers to baronsand dukes. Cainites of the High Clans often have anentourage of high-born kine, many marking this as ameasure of individual status. A High Clan charactermay begin a chronicle as a mortal or ghoul retainer ofa powerful lord, or even a servant who has beenrecently Embraced. Such a character may have pro-vided decades of service to her sire and would generallybegin her unlife with far more knowledge of theCainite world than other fledglings. See Liege, Lordand Lackey for more information regarding the rolesof servants and mortal retainers.

Mortal servants of a prince may continue as re-tainers after their Embraces, but other Cainites alsoseek those prestigious positions. While a faithful stew-ard turned childe may become a valued chamberlainor seneschal, these coveted stations are ordinarilyreserved for more experienced Cainites who haveproven their worth to a prince over time. Thoseclosest to the prince find themselves with the greatestopportunities for gain, featuring heavily in theirmaster’s grand schemes. An ambitious warmaster mayseek to conquer a domain of his own in foreign lands,hoping his lord will grant him such a boon in return forhis fealty. It is not uncommon for lesser Cainites tohave retainers similar to those of a prince, though ina less official capacity. A character recently Embracedby the prince’s sheriff, for example, may perform theduties of a seneschal for his sire. For a more completelist of positions and duties of Cainite retainers, seeDark Ages: Vampire, p. 38.

Wealth and Finance

While coinage and money-lending have grown inpopularity over the last century, the true wealth andpower of the nobility still come primarily from theland. A noble’s wealth is seen in full storehouses, herdsof cattle, teams of horses, a well equipped militaryforce and a fortified castle or manse. Taxes come in theform of livestock and portions of the harvest, andpeasants work noble land in return for protection —their serfdom parallel to the vassalage of their betters.Only recently has coinage begun to replace goods andservices as a form of payment and have taxes graduallybecome more focused on money.

Regardless of its form, however, the burden ofmanagement for a noble’s wealth falls upon his ser-vants, most often a steward or seneschal. Those ofnoble blood find themselves above such trifling mat-ters as accounting and maintenance of lands and

WHAT ABOUT THE CHURCH?

Che Church fulfills a similar role to thenobility in many respects, though the

details may differ greatly at times. The leaders ofthe Church see themselves as shepherds of theircongregations, protecting them from spiritualevil and asking for faith (and tithes) in return.While this relationship is less tangible than thefealty system of kings, the bonds created are noless important. Spiritual favors and indulgencesparallel their political counterparts, and popesand bishops call upon incurred debts no differ-ently than princes and kings. For example, whilea baron may request the loan of horses or live-stock from his feudal lord, he may also seek theprayers and blessings of a priest or abbot beforegoing into battle.

In this way, the kine are divided betweentheir loyalties to the Church and their respectivelords, providing more opportunities for Cainitesto manipulate mortals to their wills. Specifically,the Lasombra use the influence of the Church inmuch the same way as the Ventrue use the rightsof nobility — often resulting in both attemptingto control a given mortal through different means.

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estates, and Cainites are little different. Influence andcontrol over key mortal figures weighs more pressinglyin the minds of most princes than how the coffers arefilled or how well their domains are tended. ManyCainites have no wealth or direct control of propertythemselves, instead claiming wealth vicariouslythrough those lords over whom they hold sway. Thisoffers a measure of freedom from the responsibilityassociated with maintaining wealth, though many ofthe first cursed have begun to understand the growingimportance of money.

Characters skilled in commerce can make them-selves indispensable through their manipulation ofmerchants and trade between empires and do-mains, even amassing small fortunes of their ownseparate from their masters’ coffers. While bribesmay hold little or no sway with royalty, merchantsand commoners are often lured by their desire forwealth into performing a Cainite’s will. In this way,ambitious neonates may quickly gain a measure ofinfluence among mortals, which can be cultivatedover years. Petty bribes to palace guards may growto massive loans to kingdoms, creating a lattice-work of debtors seeking to repay their generousbenefactors. Some High Clan Cainites focus onthis route to power almost exclusively, followingthe Path of the Merchant along the Road of Kings.Such characters often find positions as viziers andcounselors to princes and mortal nobility, becom-ing the powers behind the throne.

Goals and AmbitionsAny attempt to outline all the possible goals held by

High Clan Cainites would be futile. Enough similaritiesexist amid the infinite possibilities to discuss generalizedcategories and groups within each clan, however. Agiven High Clan Cainite might begin her unlife withambitions close to those of other fledglings and neonatesof her clan, though undoubtedly her attitudes will be-come more refined over time. Goals are discarded andreplaced as a Cainite grows in power and understanding,and it is not uncommon for a fledgling’s initial ambitionsto fade completely over the centuries, or change soradically as to be unrecognizable.

It is important to set goals for a character at theoutset to give him some direction for growth anddevelopment. Ordinarily, characters have one or twoprimary long-term goals and several that are moreeasily realized in the short term. While these goalsmay change drastically over the course of a chronicle,you shouldn’t worry about how and when those alter-ations will happen. If you have a firm grasp of yourcharacter’s ambitions and motivations, these changes

will occur naturally as the result of the conflicts andencounters offered by your Storyteller.

This section describes some of the more commongoal groupings within each of the High Clans andprovides some insight into how characters may growand progress with experience. These portraits areintentionally painted with broad strokes, with sugges-tions given as to how finer detail may be applied.Many of these ambitions evolve directly from thoseheld before the Embrace, though decades of unlifeoften alter a character’s goals. As always, these sugges-tions are not meant to be definitive; they are merelyguidelines and springboards for ideas.

The first cursed seek not only power and domain,but recognition among their peers for the same. Assuch, High Clan characters often have ratings in theStatus Background, whereas their fallen counterpartsdo not, simply because the value of image and reputa-tion is of the utmost importance among the firstcursed. This prestige may come in many forms, de-pending on clan, road, sire, mortal station or othersocial factors, and typical methods of accruing statusare mentioned for each clan. The information listedalso contains ideas for the mechanical development ofa character. Obviously, your focus should be on thoseAttributes and Abilities used most during thechronicle, but your character’s long- and short-termgoals should also be considered when spending expe-rience points. A character’s growth should looselyfollow his current motives and objectives, after all.

BrujahThe most unifying aspect of the Brujah may be

their utter lack thereof. Having such passionate opin-ions and keen minds, the Zealots hold widely disparateviews on almost every conceivable topic, and evenmore contrary strategies to address those issues. Brujahsires might choose to Embrace mortals with ideals thatrun parallel to their own, but childer almost invariablybreak away after their philosophies or attitudes evolve.Not all Zealots champion idealistic causes — rareindividuals exist who would rather focus on personalbetterment through training and study, but theirsobriquet makes it clear that these introverts are theexception, not the rule.

Three rough groups begin to appear upon closerinspection of the Brujah: crusaders, world-builders andscholars. The crusaders tend toward the more martialstereotypes of the clan, truly adopting the “warriorphilosopher” mindset and effecting change throughdirect action. The world-builders channel their passioninto more constructive efforts, often in an attempt toregain their Carthaginian utopia. The scholars searchfor greater insight into the world, finding knowledge to

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be the best means of accomplishing their goals. Not allBrujah easily fit into one of these groups, and by nomeans must Zealots with similar outlooks share evenremotely similar methods, but these divisions accountfor the vast majority of the clan.

As a rule of thumb, more recently Embraced Brujahlean toward the crusader outlook, while elders of the clantend toward more of a world-building mentality. As theLong Night came to an end and the War of Princesbegan, passion stirred in the breasts of the youngerZealots. Actions on the battlefield effected truly remark-able changes in the world, and clashes between Christianand Muslim ideologies stirred the hearts of the people.Neonates of the clan champion the causes of manyconflicts across the continent, often fighting for dia-metrically opposed forces. They hope that through theiractions they can unify the world, as did Alexander theGreat and Charlemagne.

Those Brujah who remember the nights of Romeand Carthage, however, are not as easily swayed by thetumult of Europe, seeing it as just part of the ebb andflow of empires and kingdoms. These elders find thecurrent instability refreshing and useful, allowing moreopportunity for revolutionary ideas and popular move-ments to take root. As princes fall or flee collapsingdomains, they leave power vacuums ripe with possibil-ity. Many older Brujah seek out these openings in thehopes of prompting change among the mortals livingwithin their boundaries, a strategy that has worked totheir advantage in Portugal.

Scholarly Brujah can be found among young andold, though elder scholars have generally used the yearsto counterbalance intellectual pursuits with physicaland martial training. These Zealots show a thirst forknowledge rather than martial accomplishment or po-litical restructuring, often traveling Europe searching forlost tomes and engaging in debate with monks and friars.Many such scholars provide their services as keepers toprinces in the hopes that their convictions might swaythese powerful Cainites, while others walk among thekine in an attempt to inspire the people to push towardthe democratic ideals lost with ancient Hellas. Thedispassionate True Brujah fall under this final groupingmost often, lacking the inner fire that drives the Zealotsto more active pursuits.

On the whole, the Brujah often set idealistic goalswithout much concern for practicality. The clan’shunger for knowledge and passion for debate andphilosophy find long-term ambitions changing fre-quently as the Zealots move from one cause to thenext, and short-term goals change just as rapidly. TwoBrujah may find themselves as allies and opponentsseveral times during their unlives, constantly revisingtheir views of the world and gaining new motivationsfrom night to night.

Development

The Olympian ideal held by most Brujah seeks tostrike a balance between the mind and the body andis reflected in their development. During character

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creation, Mental and Physical Attributes almost in-variably become primary and secondary, with SocialAttributes falling a distant third. Those with morecrusading attitudes often choose Physical as theirprimary focus, while those more interested in politicalor scholarly pursuits generally place Mental Attributesabove all others. In either case, Brujah characters tendto be brusque in social situations, as the complexitiesof courtly intrigue are of little importance to theirultimate causes. While Social Attributes may be ne-glected from time to time in pursuit of other ends,Zealots do not ignore them entirely — the Brujah arejust as proficient with the Presence Discipline as theVentrue, after all.

Crusaders tend toward more martial Natures andDemeanors, such as Defender and Survivor, and occa-sionally Rebel. Those recently Embraced often leaveKnowledges as their tertiary Abilities category, thoughtheir sires invariably insist that these failings be shoredup over time. Talents and martial Skills may takeprecedence at the start, but balance is supremelyimportant. A Brujah ignorant of the world around heris little different than a barbarian Gangrel or Ventrueman-at-arms; it is only her emphasis on learning andphilosophy that truly sets her apart from and above herfellow Cainite. Those Zealots with the crusading spiritare also more apt to develop the Disciplines of Potenceand Celerity to a greater degree than those moreconcerned with world-building or scholarly pursuits.

The world-builder Brujah gravitate toward Na-tures such as Caretaker and Judge, and place greatimportance on Knowledges, particularly those of Law,Politics and Theology. Their endeavors to build com-munities and kingdoms in the image of Carthage alsomake them more apt to concentrate on their SocialAttributes and Talents such as Empathy, Expressionand Leadership. Many such characters have clearmemories of Carthage and have occupied themselvesin the intervening centuries with attempts to restoretheir former glory, leading to Background points spenton Generation, Resources and Domain. As theseZealots tend to be passionate orators in the traditionof Pericles and the Athenian senate, they tend tofocus on the Presence Discipline more than others oftheir clan.

Naturally, scholars focus on Knowledges, particu-larly Academics, Linguistics and Occult. Natures andDemeanors such as Pedagogue and Penitent are com-mon. Those who wander between monasteries andlibraries seeking debate with other great thinkers mayalso focus on Talents such as Expression and Empathy,while those serving as viziers and keepers to princesmay spend points in Leadership and Etiquette. TheseBrujah also temper their intellectual pursuits with

physical training, lest they become weak and witheredlike the Cappadocians. The mind and body shareequal importance, as stated before, and a wanderingBrujah scholar may be surprisingly efficient with aquarterstaff or cudgel.

Those characters who begin with some form ofimbalance between physical and intellectual pursuitswill seek to rectify that over time. While a Brujahsoldier obviously focuses on Talents and martial Skills,his time spent away from combat may well be spentreading accounts of great battles of antiquity or refin-ing his strategic thinking over a chessboard. Statusamong the Zealots often comes by exhibiting greatproficiency at arms, generally over the course of manycampaigns, or showing true depth of understanding,such as by producing a notable work in philosophy ortheology. Those with the greatest reputations mayexcel in both these areas, showing mastery over bothmind and body. Zealots show great depth and round-ness of character and tend to be the most multifacetedof all the High Clans.

CappadociansMost Cainites view the Graverobbers as reclusive

scholars, sequestering themselves away in chambersfilled with moldering books and ancient scrolls. Theirnigh-obsessive interest in the mysteries of death re-moves them almost entirely from the notice of thosewith political or martial ambitions, which allowsthem the freedom to pursue their research and study.

These reclusive scholars tend to have similarpractical goals and ambitions, while those more ephem-eral in nature may vary considerably. Most seekprotected havens away from the distractions of theliving world, where they can perform experiments anddelve into forgotten tomes. Some find these havenson their own, using resources from their mortal livesor favors owed them to establish themselves in thecellars of monasteries, dungeons of abandoned castles,or any other location undisturbed by trespassers andthe elements. Others of the clan make their way askeepers and advisors to princes, offering insight andknowledge in return for the peace needed to continuetheir intellectual pursuits. These individuals may haveslightly more connection to the politics and intriguesof the night, though their attentions are rarely drawnto these matters.

While the image of the studious Cappadociandiligently researching in a dungeon vault pervadesCainite society, this is not always the case. Some inthe clan prefer to seek knowledge firsthand. ThoseGraverobbers who venture forth among the people ofEurope in their eternal quest for answers contrast withtheir reclusive brethren in many ways, shedding the

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stale atmosphere of underground chambers for thevibrancy of the open air. It is not uncommon for theseCappadocians to have some form of central haven, ifonly as a place to store the texts and artifacts collectedon their travels. Such members of the clan stalkancient ruins looking for insight into the past andunearthing long-forgotten treasure, following in thefootsteps of their progenitor before he founded thetemple at Erciyes.

In either case, the Cappadocian search for knowl-edge from beyond the grave almost invariably leads totheology and religious practices. While Cappadociusis himself Christian, not all in his line adopted thatfaith. Jews, Muslims and pagans exist among theGraverobbers as well, albeit in lesser numbers. Mem-bers of this clan spend much of their time strugglingwith their individual relationships with God, examin-ing why they were spared from death and what powerbinds them in their state of unlife. Many Cappadociansare Embraced from among the clergy and continuetheir studies of theology throughout the centuries,seeking either redemption or understanding in themysteries and rituals of religion. More reclusive mem-bers of the clan often serve as clergy or monks inchurches or monastic havens, while those with moreadventurous bents sometimes travel as wanderingmendicants or itinerant priests.

Development

Understandably, Cappadocians focus primarilyon Mental Attributes and Knowledges, especiallyAcademics, Occult and Theology. Their Natures aregenerally subdued, such as the Caretaker and Peni-tent, while their Demeanors tend to be cold and aloof.The clan focus on texts and protected havens findspoints being spent on Backgrounds such as Resourcesand Allies during character creation. Status withinthe clan often stems from showing great insight intothe mysteries of the grave, though the Graverobbersalso develop great reputations among the other HighClans as scholars and advisors. Princes across thecontinent may vie for the attentions of a prestigiousCappadocian keeper, often a notable ashen priest ofthe Road of Heaven or a scholar particularly versed inmatters of the occult.

Reclusive characters tend to have more of a focuson Knowledges, sometimes even allowing their Abili-ties in other areas to atrophy over time. Medicine ispopular among these Cainites, as they have the timeto dissect corpses and study the connections of sinewand bone. Graverobbers serving as retainers or keepersmay develop some knowledge or interest in Politicsover time. Such influential vampires may controlRetainers of their own to help perform secretiverituals. These cloistered Cappadocians explore the

clan Disciplines ad infinitum as well, providing yetanother intellectual pursuit.

The truth seekers of the clan develop differentlythan their isolated clanmates, placing more impor-tance on practical and survival skills. WhileKnowledges are still paramount, specifically Investi-gation and Linguistics, Talents such as Alertness andSkills such as Survival and Etiquette benefit theseCainites in their travels. Such wandering scholars aremore apt to learn methods of defending themselvesagainst bandits and thieves, leading to higher ratingsin Physical Attributes and more martial Talents andSkills.

Cappadocians are also prone to specializing intheir Knowledges, or even having several specializa-tions. For example, a character with four dots inMedicine might spend points in specializations suchas Diseases, Poisons, Anatomy and Decomposition —or combinations of these and others. It is important toremember that spending points in a given Knowledgegives general information only, even with four ormore dots. The Graverobbers pride themselves ontheir in-depth knowledge of many subjects, whichprompts Cappadocian characters to take multiplespecialties (to a maximum of three).

LasombraAmong the most ambitious and cunning of the

Cainites, the Magisters often draw a disparaging eyefrom their rivals. A Lasombra’s goals are rarely appar-ent to those outside his most trusted inner circle, andany obvious plans are often feints made in an attemptto draw out opposition. The overt avenues to power donot often tempt the Magisters, for they draw moresatisfaction controlling those avenues from the shad-ows. Though they do not claim outright dominionover the lands surrounding the western Mediterra-nean, the Amici Noctis hold great sway over Italy,Iberia and parts of Northern Africa. While infinitemethods exist for Magisters to gain power, the twomost dominant routes are through the Church andthrough the nobility.

The Church is the single most powerful entity inthe Dark Medieval, and as such has become the primetarget of the clan. Lasombra priests and bishops aboundwithin the walls of monasteries, churches and cathe-drals, each using the guise of the clergy to manipulatefaithful mortal pawns into enacting his will. TheChristian kings and dukes of Europe rely heavily onthe guidance and approval of bishops and abbots,allowing the Magisters to direct armies against theirenemies and acquire lands willed to the Church, andhigh-placed Lasombra can even levy the scrutiny ofthe papacy upon their rivals.

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Those Magisters who operate outside the charterof the Church often do so as advisors and viziers tothose of noble blood. Rather than using the tools offaith and prayer, these Cainites construct systems offavors and debts designed to provide them with influ-ence over key military, social and political figures.The Lasombra involved in matters of state seek tospread their domains across all of Europe, either bydirecting mortal pawns to conquer their enemies or bygaining power over neighboring lords through black-mail or webs of favors.

Younger Magisters spend some time as servants orretainers to their elders before gaining power of theirown, and many of these act as spies or messengersduring these years of service. Training in the art ofsubterfuge and deception, these fledglings and neo-nates act as the spiders connecting strands of theirsires’ webs, learning first-hand the complexity andintricacy of these masterful schemes.

Conflict on the Iberian Peninsula has divided theclan along religious lines, as the Christian and MuslimLasombra fight for control of the region. Many of theshort-term goals of the clan involve regaining ordefending specific territories or cities from their en-emies and eliminating specific pawns of theiropponents. This Shadow Reconquista prevents theMagisters from presenting a unified front against theother High Clans struggling for control over Europe.Many Lasombra are so embroiled in their short-termambitions in Iberia that they delay more far-reachingschemes against the Ventrue and Toreador across thecontinent.

Development

Magisters may be knights, orators and scholars aswell as assassins, spies and thieves; the only common-alities truly shared among the varied clan members isa commitment to excellence in their respective fieldsand a belief in the clan’s supremacy over all others.Status within the clan may stem from some form of

CAINITE MERCHANTS

Merchants find a place among all of the HighClans, and the Cappadocians are no exception.The recently Embraced Giovanni family differsdrastically in ambition from their clanmates, andsuch characters develop along different paths. Whatfollows are some insights into the goals and ambi-tions of merchant characters and some suggestionsas to mechanical development.

The growing importance of the coin in Europehas allowed the merchant class increasing freedom,and Cainites have seen the growing influence ofwealth upon the nobility. Kingdoms accept loansfrom wealthy organizations, such as the KnightsTemplar, in order to fund military campaigns, lead-ing to large debts and owed favors. Jewish merchantsprofit both from interest on loans and fees forchanging foreign and local coinage. Specifically,the Ventrue have seen the immense potential incontrolling the continent’s wealth and have setabout co-opting various mercantile groups through-out Europe. Others, however, such as the Giovannifamily of Cappadocians and the usurping Tremere,have also seen the power available for the taking.This has brought the ire of those Cainites who ruletheir domains by right of blood and nobility, as thecoin has slowly begun to replace the farm as the unitof power and influence. A gray area has developedbetween the High and Low Clans where money isconcerned — those of the first cursed who dabble inmoney-lending and trade lose the favor of the morehigh-minded members of their clans, while the

fallen have used the opportunities of the coin togain power and force a measure of respect. Thisambiguity has served to increase tensions betweenLow and High and has made this burgeoning mer-chant class a target of Europe’s elite.

Development

Those Cainites focused on trade and com-merce place primary focus on Mental and SocialAttributes. Clans such as the Cappadocians andBrujah place more emphasis on Social Attributesthan their fellows, and merchants of these clanstend to attract the mistrust of their fellows. Skillsand Knowledges take the fore, with importanceplaced on those that aid social interaction. Com-merce, Crafts and Etiquette are emphasized, as areLaw, Politics and Seneschal. Linguistics also takesa prominent role in a merchant’s development, forit is impossible to trade in foreign lands without atleast a basic understanding of their languages. Manymerchants who skirt the edges of the law focus onTalents such as Intimidation, Legerdemain andSubterfuge, and these scoundrels often find them-selves on the run from town to town once theirschemes are discovered. Status among the mer-chant class often relies on simple wealth, thoughparticularly honorable traders or guileful conniversgain a measure of notability. Quite a few clanDisciplines lend themselves toward less-than-legaladvantages in trade, allowing ambitious Cainites— of both High and Low Clans — to dominate themarkets of Europe.

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excellence, be it mastery of courtly intrigue or trueinsight into theology, though most reputations aregained through the cunning acquisition of power andinfluence. The Magister with the most importantcontacts and pawns often garners the most prestigeamong her peers. Natures and Demeanors tend to bemore elitist, such as Autocrat and Pedagogue.

Abilities provide an open field for the Lasombra,as a knight may focus on excellence in Melee andArchery while a thief practices Legerdemain andSubterfuge. Talents such as Leadership and Expres-sion are common, however, as the Magisters feel it istheir right to rule over Cainite society and that thespoken word is vitally important in that pursuit. Manymembers of the clan spend their time studying theOccult or dabbling in Politics, as well as indulging inany of the other Knowledges, as knowledge truly leadsto power for those who know how to use it. Obviouslya Lasombra fledgling whose sire is a bishop spends hisnights studying Theology, while a neonate vizier to afeudal lord focuses his energies on Seneschal and Law.

A Magister character is less likely to be wellrounded and have passing ability in several differentareas than he is to concentrate on a single area ofexpertise, or at least in a group of related abilities.Whether a Lasombra is an expert tactician or a reli-gious scholar, he seeks to develop abilities that areinvaluable to those he serves. A prince is more likelyto keep a vizier who excels in his field, and that princeis far more malleable if he feels the Cainite’s advice iscoming from a place of supreme knowledge.

ToreadorThe Artisans’ quest for beauty and perfection is

similar to the Lasombra pursuit of excellence,though their appetites for power and dominationare not quite so voracious. More than Cainites ofany other clan, the Toreador are social creatures,retaining close ties to the mortal world. Aside frompursuing their own artistic endeavors, they lendpatronage to those who show great natural abilityand talent, forging an intricate latticework of so-cial connections among artists and patrons alike.

Toreador goals frequently revolve around moresocial endeavors, such as unveiling a masterwork topopular acclaim or discovering the next majorsculptor in a region. Sometimes these assume epicproportions, such as finding the perfect rose orwriting the perfect aria, and an Artisan may spendcenturies of his unlife in pursuit of a nigh-unattain-able goal. The intervening nights may be spentpursuing any number of diversions, assembling cad-res of artists, singers and dancers to pit againstthose gathered by rival Artisans.

Competition among Toreador is fierce, as eachone attempts to prove he has the better eye or earfor artwork or music. The Courts of Love are rifewith such displays of one-upmanship. and the Ar-tisans keep a close watch on who has gained greaterprestige in each respective field, as well as whatmanner of influence their clanmates have on theirmortal contacts. The Toreador see the world ofpolitics and favors as nothing more than an intri-cate dance, one they perform more beautifully andexpertly than any of the other clans. Careful place-ment of courtesans and minstrels in courts andtaverns across much of France and nearby regionshas made the clan privy to sensitive informationand granted it a measure of control over much ofthe nobility. Balancing complex networks of infor-mants and debtors becomes yet another way toshow their superb craftsmanship and attention todetail, subsequently allowing the Artisans consid-erable influence over both Cainite and kine.

Aside from maintaining a presence in courtsacross Europe, maneuvering their way into theconfidence of kings and barons, the Toreador havemanaged to establish an impressive foothold in theChurch. One of the primary reasons for this inter-est stems from the fact that the Church is thelargest single contributor to the arts during themedieval period, commissioning numerous worksfor its myriad cathedrals and churches. Hymns,murals, statuary, stained glass, architecture and ahost of other artistic endeavors gain sponsorshipfrom the papacy, and the Artisans find their pres-ence in the ranks of the clergy as a means ofpromoting such patronage.

Beyond mere interest in furthering the arts, theToreador use the Church as an avenue to power.Just as the game of politics requires precise atten-tion, so does the wrangling of bishops and clergy topull the strings of kings and princes. The Artisansmaintain almost as strong a presence in the ranks ofthe Church as the Magisters, though they tend toremain among the priests and abbots, going unno-ticed by the Lasombra and Ventrue bishops warringat the highest levels of power. The bottom rungs ofthe hierarchy have great sway over the people,however, and even a single recalcitrant priest mayconfound the vast schemes of a potent cardinal.Many Cainites disregard the power of the spiritualconnections between the kine and the priests ormonks they see and pray with every day, and a wiseToreador takes advantage of this fact. The greatestpainters pay close attention to the canvas beneaththeir grand designs, lest their intricate details andbrilliant flourishes fade or lose their luster.

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Development

Artisan characters place great importance on SocialAttributes and Abilities, as they pride themselves inmaintaining close relationships with mortal society, andtheir Natures and Demeanors tend toward the flamboy-ant, such as Gallant and Celebrant. As a character ismost often Embraced based on his artistic and socialabilities, Talents and Skills such as Performance andCrafts should also be given attention. During charactercreation, it would be wise to consider what drew theToreador’s sire to him at the outset. In what area did heshow such prowess as to capture the Artisan’s eye? Thisfocus should provide the basis upon which all otherAbilities are based. For example, an accomplished singermight focus on Abilities such as Empathy, Expression,Performance and even Linguistics, while an exquisiteswordsman might lean toward Athletics, Dodge andMelee, with added emphasis to his Physical Attributes.Toreador characters are not always effete socialites, assires may find beauty in combat, scholarship, piety,strategy or even thievery.

Sires expect their childer to handle themselvesflawlessly at court and in all other social situations,forcing those without such Abilities to develop themover time. The aforementioned swordsman may trainheavily as a fledgling in the ways of Etiquette andSubterfuge so as not to embarrass his sire. If SocialAttributes were not primary during character cre-ation, no small amount of attention should be paid tothem as a chronicle progresses. Socially inept orawkward Artisans draw the attention of the clanelders and may be destroyed, or removed to a remotelocation where they can be trained properly. For thisreason, Backgrounds such as Mentor and Status arepopular among those less socially adroit as a means ofcompensating for initial failings. Status among theArtisans may grow from extraordinary artistic abilityor access to the same. Architects who design massivecathedrals or patrons who sponsor many renownedartists gain great reputation within the clan, as well asamong other Cainites. Other common Backgroundsfor Toreador characters are Contacts, Herd and Influ-ence, reflecting their connections to the kine.

TzimisceRuling from strongholds surrounding the

Carpathian Mountains, the Tzimisce epitomize theimage of ruthless tyrants. The Fiends believe that theywere born to rule, claiming the lands of EasternEurope as their own to cultivate and command byright of might and strength of will. Left to their owndevices, these vampires focus their energies on earn-ing respected positions in their familial hierarchiesand attaining lands and domains to rule as their own.

Recent nights have brought conflict to this powerfulclan, however, besetting them with Ventrue andTremere invaders and spies, threatening their ances-tral homelands and stealing their precious domainsfrom beneath them.

The Fiends rule through fear and intimidation,rarely masking their vampiric natures. Mortals areseen as subservient cattle and treated more as a re-source than anything else, making the Tzimisce voivodeshighly protective of their flocks. These Cainites stopat nothing to retain control of their lands and herds,inflicting heinous atrocities on trespassers and rivalsinvading their territories. It is not enough for theFiends to thwart an enemy; they must make their foesshudder to think of opposing them ever again. As theWar of Princes rages, many Tzimisce turn their atten-tions to stopping and punishing those who think theycan oust them from their domains. If, in addition tosettling the conflict, a given Fiend can manage toeliminate rivals for her sire’s attentions and claimterritories of her own, all the better.

The rough familial structure of the Tzimisce clangrows directly from its practice of breeding revenantfamilies born as servants to the voivode princes. Manyprominent Fiends are Embraced from the revenanthouses, assuring the clan of fledglings wise in thesecrets of unlife who understand the ways of Cainitesociety. This creates an even stronger bond betweenthe Tzimisce and those populating their territories,which is compounded by their blood ties to the earthitself passed down through the centuries. It is nowonder that the Fiends aggressively defend their landsfrom raids and incursions by outsiders. For more on therevenants see Dark Ages: Vampire, pp. 286-287.

Development

The Tzimisce value Mental Attributes highly,though some few characters set Physical or SocialAttributes as their primary group depending on theirconcept. The Fiends defy categorization in terms ofNatures and Demeanors, though they often lean to-ward the more powerful and potent, such as Autocratand Judge; their many possible concepts may rangefrom “Monstrous Warlord” to “Beautiful Seductress,”often reliant upon which of the revenant houses aCainite was born into, if any. Abilities should relateclosely to your character’s concept. Given the previ-ous examples, the former would likely concentrate onAbilities such as Brawl, Melee, Intimidation andLeadership, while the latter would hone the moresubtle arts of Empathy, Subterfuge and Etiquette.

Special attention should be placed during char-acter creation on which Backgrounds a Fiendpossesses, as these often define her goals and ambi-tions more than Attributes or Abilities. The obvious

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choice would be to concentrate on Domain, Herdand Resources, but those may not work for everycharacter. While these Backgrounds are highlyprized and regarded among the Fiends, startingcharacters may use the acquisition of such as along- or short-term goal as something to beroleplayed rather than simply bought with points.Not all Tzimisce control their own domains, andsires parcel out scraps of land to those childer whoprove themselves worthy over time. Be aware thatthe possession of several dots in Domain or Re-sources might draw the envy of your clanmates, andplots to take your land for their own. Less conten-tious Backgrounds such as Mentor or Influencemay be better suited to a younger Cainite. Statusamong the Fiends may stem from other Backgrounds,as Tzimisce controlling extensive domains and herdsenjoy great prestige among their fellows. Especiallycruel or tyrannical Fiends may gain widespreadnotoriety for their brutality, while those embroiledin conflict with the Tremere and Ventrue may gainreputations for martial prowess and strategy.

Those characters well versed in the use ofVicissitude often train in Body Crafts — and evenAnimal Ken if their fleshcrafting leans toward thebestial. By the same token, kolduns would be wellserved studying the Occult and developing theirsocial Talents (such as Empathy, Intimidation andExpression) with a mind toward conjuring andcontrolling demons and spirits.

It is not uncommon for Fiends to develop awide array of Abilities in the quests for power. Forexample, a lady of the Szantovich revenant familymay be proficient in social Talents and Skills, useVicissitude to increase her Appearance and beknowledgeable about Politics and courtly affairs —all while training diligently in the use of poisonsand knives for the subtle removal of her rivals.

VentrueThe Warlords are perhaps the closest Cainite

parallel to the mortal nobility, as they feel they notonly have the right to rule by merit of their bloodand actions but the responsibility to defend andprotect those beneath them in station. The Ventruecome from long lines of kings, emperors, princesand senators. Having ridden Rome to the height ofits glory, they understand the only true way toestablish order is through a dynastic rule that spansthe whole of the continent. The feudal system ofEurope allows them the structure to build powerfulkingdoms and fiefdoms, with which they can con-quer the Cainite tyrants and schemers pretendingto power and seize the control that is their due.

The clan Embraces those who prove them-selves strong and competent, both on the battlefieldand off. Many fledglings have been selected fromthe various orders of knights found across the con-tinent and directly from among nobility trained asleaders and tacticians. Younger Ventrue may haveambitions to power or command, though they ac-knowledge that dues must be paid to their eldersbefore such honor is bestowed. These neonatesserve as scouts, men-at-arms, sheriffs and warmastersto princes in the hopes that their diligent andfaithful service will earn them domains of theirown. Princes often grant trusted retainers smalldomains on the far fringes of their territory, per-haps bordering an enemy or stretch of wilderness,in the hopes that a new vassal will serve as a bufferagainst invasion in her zeal to protect her newlywon land. Those neonates and ancillae who havenot been granted domains may grow impatient, asthe rules of primogeniture do not apply to thosewhose elders do not die. It is not uncommon forsuch a Cainite to plot her master’s destruction orexile with the intent of filling the resulting powervacuum herself.

Elder Ventrue almost invariably have attainedtheir own domains and built systems of allies andvassals to support their reigns. While the ambitionto increase their personal holdings is ever-present,taking on greater proportions as they fight in thevanguard of the War of Princes, these staunchleaders also concern themselves with the responsi-bilities and duties they owe their vassals andsubjects. It is not enough simply to rule by fiat; theWarlords wish to maintain their power through therespect and trust of those beneath them. Whilesuch duties often fall upon retainers, such as aseneschal or sheriff, princes must tend to the affairsof state just as much as to the strategy of thebattlefield.

Besides the thrones of kings and dukes, theVentrue also occupy churches and monasteriesacross Europe, vying for positions and power along-side the Lasombra and, to a lesser extent, theToreador. Unfortunately, the discovery of this av-enue to power came long after the Magisters hadentrenched themselves in the papal hierarchy. TheVentrue understand the immense influence of theChurch, as evidenced by the Crusades triggered bythe papacy, and many establish their domains andholdings as bishops and abbots — constantly strug-gling against the strong Lasombra presence.Subsequently, a portion of the clan has learnedfrom their mistakes with the fledgling Church and,noticing the growing importance of trade, has taken

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it upon themselves to conquer this industry early inits development.

Development

Physical Attributes and Skills tend to receive themost attention when creating a Ventrue neonate, thoughWarlords of lower generation may be more prone toSocial Attributes and Knowledges, as they concernthemselves more with the responsibilities of their sta-tions than the requisite skills for combat. Natures andDemeanors are varied, though most adopt martial ornoble archetypes, such as Defender or Autocrat.

Ventrue characters rarely travel alone and mostsupport an entourage of retainers, servants and broth-ers-at-arms. The burdens of leadership cannot becarried alone, and these Cainites understand theimportance of keeping strong friends and allies closeat hand. For this reason, Backgrounds such as Allies,Resources and Retainers are common even amongfledglings, as those Embraced into the clan often comefrom the mortal nobility. Status among the Warlordsis generally accrued through actions on the battle-field, though the Ventrue also take great pride in boththeir mortal and Cainite lineages. A vampire Em-braced into a long line of legendary generals andmen-at-arms, for instance, enjoys considerably greaterprestige than one with an unknown lineage. Charac-ters beginning a chronicle at a lower generation mayalso want to consider Domain as an option, thoughthis may not be the case for those with Concepts suchas Deposed Prince or Exiled Magistrate. Much thesame as for Tzimisce characters, players may choose tomake the acquisition (or recovery) of domain one oftheir goals at the outset of the chronicle.

While Dominate is a clan Discipline, Warlordsoften look down on those who use it to keep theirsubordinates in line, feeling that such respect shouldbe earned rather than commanded. Still, many Ventruespend time mastering this gift, likely with the intentof using it against rivals and enemies rather than theirservants and herd.

Downtime and MaturationNot every night of a Cainite’s unlife is spent infil-

trating a rival’s inner circle or clearing a forest of asuspected Lupine presence. High Clan characters mayspend decades in preparation for a single night of action,biding their time patiently while all the multifariousaspects of their schemes achieve fruition. Just because acharacter isn’t spending every night on the battlefield orstorming a fortified citadel doesn’t mean she is sitting inher haven in a state akin to torpor, however.

Chronicles that take place over several centuriesoften give players a considerable amount of matura-tion points to spend during the long years between

major events. An unfortunately common reaction isto use these points to accelerate a character fromnovice to expert in a given skill or double one of herAttributes between stories. While this temptationmay be great, it is important to keep in mind thatCainites are not prone to drastic changes even at theirmost active, let alone when they have removed them-selves from circulation for several decades.

Of course, characters do change over time, andevolution during downtime differs only in its pace. Awise player considers her character’s recent directionand goals when spending maturation points, carefullydeciding what improvements the character would findimportant rather than determining how to maximize hersuccess on dice rolls. A neonate Toreador who has beenattempting to gain notice in the Courts of Love duringthe chronicle would likely continue this pursuit betweenstories, which may justify his player adding dots toEtiquette, Expression or Politics, or the Presence Disci-pline. Similarly, a Ventrue knight spending his downtimeaway from battle may focus on improving his swordtechnique or prowess with a bow, leading to a dot spentin Melee or Archery (or Celerity).

It is also important to keep in mind what oppor-tunities are available. A Cappadocian charactersequestered in a monastery in Scotland would havelittle chance to improve his Linguistics rating bylearning Arabic, nor would a Brujah spending severalyears in a secluded village in the wilderness have muchof a chance to increase her Academics or Politicsrating. By the same token, it would be nearly impos-sible to learn a new Discipline without access to apractitioner of the same (with the exception of Celer-ity, Fortitude and Potence, which are instinctiveenough for Cainites to learn on their own), to gainaccess to an arcane Knowledge, or to achieve morethan basic understanding of an entirely unfamiliarTalent or Skill. Such improvements on a characterwould be hard to justify in game terms, and Storytell-ers should make every effort to curtail suchout-of-character decision making.

An effective method for rationalizing characterdecisions, and keeping yourself involved in the moti-vations of your characters, is to write out in paragraphform what your character has been doing during heryears of downtime. This record could be anythingfrom a journal-style in-character account to a briefsummary or synopsis, but it should factor in a character’smotivations, recent history, long-term goals, environ-mental concerns and available materials. Thisexpansion of a character’s backstory helps you as aplayer by giving greater insight into your character,and it aids the Storyteller with her chronicle byproviding plot hooks and accounting for each

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character’s whereabouts and activities. See the DarkAges Storytellers Companion for more informationon downtime and maturation.

Rank and PrivilegeAs much as the mortal circles from which the

High Clans were Embraced value birthright and pedi-gree, so do Cainites value rank. As well regarded as aneonate may be, she does not garner the same respectas an ancilla of far fewer accomplishments. Ranksignifies more than potential and ambition; it serves asproof that a vampire can handle the rigors of unlifeand survive the slings and arrows of her rivals over thedecades. A neonate may become a great hero or attaingreat power in a few short years, but only time will tellif she can continue to prosper or fall just as rapidlyfrom grace. In the swirling power struggles of the HighClans, only staying power is truly worthy of respect.

That being said, age is not the sole factor indetermining rank. A neonate who enters torpor withinher first twenty years may remain in that state forseveral hundred more, though this time does notexactly constitute “survival” in any true sense. ACainite of higher rank has proven she can withstandthe nightly struggle against her enemies and, perhapsmore importantly, her Beast. It may be difficult toprove that one has overcome such obstacles, or evento prove one’s actual age... With this in mind, avampire’s status becomes vitally important.

The reputations of powerful vampires precedethem, and their ranks are well known. Some Cainitesare entirely unknown to any members of a prince’scourt, however, which can cause doubt or debate as totheir true status. An elder, for instance, might pretendto be a neonate for purposes of espionage or in anattempt to appear as less of a threat, while a neonatemight pretend to higher rank in a foreign court to gainprivileges and respect. Both of these ploys have theirdangers, as perceptive chamberlains make every effortto determine the rank and status of each visitor totheir masters’ domains, and subtle mannerisms maybelie one’s true age. Either way, what matters is aCainite’s “provable” rank, rather than her actual age.

To this end, the Status Background becomesimportant and sets High Clan Cainites apart from thefallen. The first cursed are more apt to keep records ofsires and childer, tracing their lines back to theirAntediluvian founders. Also, vampire scribes chronicleall manner of deeds and events, ensuring that the truerank of any High Clan Cainite can be determined,given enough time for research. The fallen have lessreliable records, when any are available at all, andhave a more difficult time gaining respect amongother Cainites, as their ages and ranks may not be

readily known. While a Nosferatu ancilla may beseveral centuries old, he may easily be treated as aneonate without proof to the contrary... Contrarily,the first cursed often have detailed pedigrees, evencarrying documents proving their identities for pre-sentation upon meeting a prince or attending court —though nothing says these documents cannot be forged.The need for proof of identity establishes a strong linkbetween rank and status that further divides the HighClans from the Low.

Another factor to be considered apart from simpleage is the time spent by a Cainite as a fledgling underher sire, or as a ghoul servant. One childe may adaptto his new unlife quickly and be brought before theprince in his first year, while another may have spentseveral decades as a ghoul and an equal time under thetutelage of her sire. A Ventrue neonate who spentonly a few months as a fledgling will therefore berecognized as an ancilla that much more quickly thananother of his clan who spent fifty years sequestered byher sire. The acceptance of a neonate by the princeclearly marks his entry into Cainite society, though hemay have existed more than a hundred years beforethat point. Until the time that he is proclaimed aneonate by a prince, he cannot rise in rank in the eyesof other Cainites. Many of the High Clans, particu-larly the Ventrue and Toreador, hold lavish ceremonieswhen a Cainite is accepted as a neonate, often involv-ing a recital of the history and lineage of the vampirebeing honored. Other clans, such as the Cappadocians,confer rank without such pomp.

It is also not uncommon for a Cainite to beaccepted as an ancilla once a prince gives him moreexpansive responsibilities, such as those of chamber-lain or seneschal. An ancilla may even be officiallyrecognized as an elder upon securing a powerful do-main as her own. High Clan Cainites, more often thantheir Low Clan counterparts, mark these milestones oftheir unlives clearly, for they alone show true accep-tance and respect among vampiric society.

RoadsHigh Clan Cainites are found along each of the

five major roads, though some roads are decidedlymore popular than others. More than just a means ofcontrolling the Beast, a road allows one of the firstcursed to retain some piece of his mortal life. MostCainites Embraced into the High Clans came fromlives of affluence and education, and often of powerand prestige; their roads are frequently chosen tomaintain some modicum of that prosperity, even asthey realize their souls have been eternally damned.Contrarily, some Cainites adopt roads that (to them)symbolize a separation between their former lives and

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their new existences, finding their Embraces as truerebirths or turning points.

The first cursed were keenly aware of their place inthe world before they became vampires, and their choicesof road reflect their need for order and structure. For thisreason the Road of Kings is by far the most commonpreference, as their previous mortal titles blend withtheir newfound Cainite power and status to create asense of superiority and a desire to rule.

Roads by ClanWhile a Cainite’s choice of road is a personal and

individual thing, each clan tends to prefer some roadsto others. These decisions often relate to which sub-section of society a Cainite was Embraced from, as apriestly scholar will likely choose a different path thana hardened soldier.

Some Cainites walk roads in direct opposition totheir mortal natures, however, struck deeply with thenotion of their damnation and continuing down apath opposite that which they followed in life as some

form of punishment or submission to their loss ofhumanity. For example, a pious and devout Christianmay turn toward the Road of Sin with the thoughtthat God has forsaken her entirely, or a malicious andgrisly warrior may turn down the Via Caeli, feeling asthough his damnation came as punishment by God.The clan tendencies that follow do not focus on suchaberrations, seeking to provide insight into the normrather than the exceptions.

BrujahAlong with the Toreador, the Brujah have retained

the closest connection with mortal society, fightingalongside the kine in the pursuit of one cause after thenext and looking out for the welfare of the commonpeople. For this reason, many Zealots follow the Road ofHumanity, hoping to reunite Cainites and mortals insome semblance of balanced coexistence. Prodigals ofthe clan are often great philosophers and thinkers ableto modify their worldview easily to incorporate thetruths of their new unlives... The Brujah attraction tophilosophy and theology also leads many toward theRoad of Heaven, and these Faithful, many on the Pathof Retribution, can be found in the front lines of Cru-sades. Some elder Brujah seeking to rebuild Carthage, aswell as Zealots Embraced from the nobility or knightlyorders, may instead follow the Paths of Chivalry alongthe Road of Kings.

CappadociansThe Cappadocian obsession with death and the

afterlife finds these Cainites most often progressingalong the Road of Sin or Heaven. Many of the clandiscard all sense of morals or ethics in their search foranswers, placing little if any value on human life andhardly caring about the pain and suffering of mortals.The Road of Sin allows these Graverobbers far morefreedom to experiment with death and the dead, asSinners are not bound by the restrictive conventionsof the living. Some Cappadocians with this attitudefollow the clan’s own Road of Bones, however, prob-ing the mysteries of the grave with a colder detachmentthan that of the Sinners. By contrast, a large portionof the clan follows in the footsteps of their founder,seeking answers through the study of theology and theCainite relationship with God. A fair number ofCappadocians were holy men before their Embracesand continue in their faithful service on the Road ofHeaven in unlife.

LasombraThe Magisters seek power and influence primarily

through two areas, the Church and the nobility,which makes it hardly surprising that these Cainitesprimarily follow the Roads of Heaven and Kings.

GOLCONDARecent nights have seen a marked decrease in

the number of Cainites who still believe inGolconda, the mystical and spiritual belief thatthe Beast can somehow be ultimately controlledand brought into balance with a vampire’s humannature. The Dark Medieval has been good tothose of the High Clans, placing them in posi-tions of immense power and influence acrossEurope and establishing them as the true rulersbehind kings and emperors. With such a highquality of unlife, the first cursed have becomecontent and complacent, no longer striving for anideal balance that may or may not exist.

In truth, the High Clans have ascended tosuch an incredible height that, to many, return-ing to mortal life would constitute a step down.Scholars among the first cursed have moved awayfrom more fanciful ideas and superstitions towardmore academic research and experimentation,putting to rest the myths and legends of theancient world. The fact that the fallen still clingto this desperate hope for redemption and exalta-tion further proves they are unfit to lead Cainitesociety, for childish fairy tales have no placeamong kings and queens.

Some do still believe in Golconda, and evenstrive toward that ideal, though these Cainites arelikely to keep this goal secret from their High Clanbrethren lest they become the subject of ridicule.

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Lasombra operating within the hierarchy of the Churchmay truly believe in the faith or simply see Christian-ity as a means to power. The former tend to beadherents to the Road of Heaven, often on the Path ofDivinity, hoping to discover or fulfill their place inGod’s plan. Christian and Muslim Magisters on theRoad of Heaven comprise most of those fightingtenaciously in the Shadow Reconquista plaguing Ibe-ria, though those pursuing the Road of Kings haveinvolved themselves heavily in the conflict. LasombraScions often choose the Path of the Vizier, manipulat-ing those in power from the shadows rather thanovertly taking command. The subtle direction ofthese Scions has urged the mortal Reconquista forwardjust as aggressively as the fanaticism of the Faithful.Some Lasombra work to bring humanity to redemp-tion by beating repentance into them, following theRoad of Night.

ToreadorArguably not as close to mortal society as the

Brujah, the Toreador take great pains to preserve whatlittle emotion and passion remained after their Em-braces, leading many in the clan toward the Road ofHumanity. Without connection to the kine and thevibrancy of the living, the Artisans feel that they willlose their creative flair and appreciation of artisticskill. The painstakingly crafted webs of favors com-mon among the clan may also lure these Cainites awayfrom the Via Humanitatis to the Road of Kings, par-ticularly the Path of the Vizier. The clan’s closeconnection to the Church may lead more Christian-minded Toreador to the Road of Heaven, struggling tofind salvation alongside the mortal artists they inspire.

TzimisceAlmost invariably, the Tzimisce find themselves

drawn to the Road of Kings, and often the Path of theTyrant. These vampires have not grown fully accus-tomed to the Dark Medieval, relishing their formerdays of glory and unrestricted dominance over thekine. The Fiends feel it is their unquestionable destinyto rule, using the Road of Kings to keep control overtheir Beasts while they struggle to expand their do-mains. Similarly, the Tzimisce sometimes feel drawnto the Road of the Beast, refusing to be confined by thestrictures of the feudal order rapidly dominating thecontinent. Throwing away the fetters of civilization,these Fiends enforce their rules through brute forceand raw instinct, harkening back to nights whensubjects worshipped members of the clan as dark gods.Certain aspects of the Road of Heaven may also enticethe Tzimisce, though the subservience of that roadoften repulses the more dominant Fiends (meaningthat the Path of Divinity speaks to them most clearly).

The Road of Humanity is repugnant to the clan, andthose following this weak and yielding path draw theenmity of their brethren, particularly if they followthe inhuman and monstrous Road of Metamorphosis.

VentrueMuch like the Tzimisce, the Ventrue feel it is

their right and privilege to lead, though they areless bound to the ancient ways and horrific meth-ods of the Fiends. Other Cainites often assume thatany given Ventrue walks the Road of Kings, as theclan itself adopts many aspects of that road withregard to the rights and responsibilities of leader-ship. The Path of Chivalry finds favor among thoseVentrue Embraced from the knightly orders, and agrowing faction of the clan chooses the Path of theMerchant as the means to power. Many Warlordsfollow the Road of Heaven as well, believing it isGod’s will that they lead the other Damned andprotect the mortals dwelling in their domains, andsuch Ventrue often find themselves embroiled inholy wars and crusades across Europe and in theHoly Land. Likewise, some seek to retain the simplenobility and mortal status that was taken fromthem in the Embrace and progress along the Roadof Humanity.

Moments of TruthCainites of the High Clans spend many of their

nights questioning their places in the world, in societyand in God’s plan. For this reason, roads popular amongthe first cursed, particularly the Road of Kings and theRoad of Heaven, have developed in much the same wayas mortal religions, complete with ashen priests to aid inthe instruction of each road’s followers. Unlike thefallen, the vampires of the High Clans have more timeand freedom to pursue the philosophies and theologiesof their roads. These Cainites often seek out the ashenpriests of their roads in order to gain better understand-ing and control of their bestial natures.

While the Low Clans often rely on personal epipha-nies and sudden revelations to progress along their roads,the first cursed favor more guided instruction, develop-ing a firmer grasp of the Beast alongside a trusted teacherand advisor. The reason for this is twofold. Of moreimportance is the outward image projected by thoseaspiring to high stations, which may be damaged bysudden frenzy or loss of composure. Besides this, Cainitesof High Clans are less inclined to leave such things tochance, instead taking direct initiative to test them-selves and their convictions.

One of the more common epiphanies experiencedby members of the High Clans is the realization of whatthey lost with the Embrace. For instance, a prince

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returning in glory from the crusades may be Embraced bythe Ventrue and adapt to an unlife of further glory,military conquest and relative comfort without trulyacknowledging the loss of his mortal life. The suddenawareness that he will never have children of his own, orride with a noble lady under the noonday sun, or evenenjoy the cornucopia of food at a harvest feast maytrigger a rush of doubt and sorrow that leads to a momentof truth. Hearing of his father’s fall in battle and finallyunderstanding that he can no longer truly serve as heir,or watching the last member of his family succumb todeath — these reminders of lost nobility are tragediesbest experienced under the guidance of a mentor, some-one who can help him through his loneliness.

Other moments of truth come in relation to thefallen, or more specifically the divide between the clans.A Lasombra foiled by the cunning of a sly Ravnos, or aToreador stunned by the exquisite beauty of an Assamitewarrior’s balanced movements, might take a moment toreassess his place in the Cainite order. The understand-ing that one’s place in a High Clan does not necessarilymake one better than the fallen comes as a shock to manyof the first cursed and may trigger a moment of truth.

THE ASHEN PRIESTHOOD

Bome few Cainites step outside the feudalorder of the Dark Medieval and dedicate

themselves wholly to their roads, becoming mem-bers of the ashen priesthood. These vampirescare little about matters of wealth and holdings,instead staking their domains among their Cainitefollowers... An ashen priest may have more con-trol and influence over those in her flock thanthe prince she advises, and this spiritual domaincarries with it as much power as one bound to aparticular territory.

Ashen priests can bring ruin on even themost influential Cainite lord by citing sins againsthis road or throwing their support behind a majorrival. The political axe swung by these individu-als is a potent weapon, ignored at an ambitiousCainite’s peril. For this reason, many princesretain the services of the ashen priesthood askeepers in their domains, consulting them onmatters of morality and ensuring that such potentfigures are kept under a watchful eye.

A character dealing with an ashen priest ofher road should guard her words, just as a Chris-tian would when speaking with an inquisitor ofthe Church. Even if she has nothing to hide, trulyadhering to the teachings of her road, a recklessword or statement might bring more scrutinythan she desires.

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Those Cainites on roads without as much structure,such as the Road of Humanity or Road of the Beast, mayseek out instruction but more commonly search foranswers on their own. As an example, Brujah on the ViaHumanitatis may indeed have a mentor or advisor, but aTzimisce follower of the same road most decidedly willnot. Contrarily, those adherents to roads other than themajor five likely find mentors or ashen priests to guidethem, as these paths are less intuitive and more rarified.

The CoterieBefore going into detail about how Cainites work

together in coteries, it might help to discuss why suchgroups are formed in the first place. While it may seemlike High Clan vampires are self-sufficient enough tocarry out their own plans or rely on subservient interme-diaries, some situations call for a group of vampiresworking together toward a common goal, even going sofar as to associate with the fallen as a means to someultimate end.

Followers of each of the various roads find differentjustifications for banding together. Scions may need theassistance of brothers-at-arms in battle or aides to easetheir way to power, while Prodigals may look to bandtogether for companionship or a sense of community.The Faithful often seek the aid of others to carry out theLord’s work, while Sinners band together to watch eachothers’ backs and carry out more difficult schemes. Eventhe Ferals understand the wisdom of operating in a packfor strength and safety.

Cainites may spend decades in solitude or shutteredwithin the halls of power, but most are far from beingloners or recluses. Vampires seek the company of othersat some point in their unlives if only to feel as thoughthey aren’t alone in the world, that others of their kindstalk the night. Beyond this, many goals and ambitionsare more easily achieved with the aid of a companion ortwo from time to time.

High Clan CoteriesUnderstandably, when the first cursed seek com-

panions, they look to their own. Unless she were in direstraits, a Toreador lady would not deign to travel along-side a Nosferatu, instead seeking out those more in linewith her refined sensibilities. The fallen are treated asinferior in almost every way, and no self-respectingmember of the High Clans would freely associate withthem unless circumstances offered no alternative.

Members of the High Clans band together forseveral different reasons, though most involve mutuallybeneficial arrangements for all parties. Perhaps the mostcommon single type of coterie among the first cursed isthat formed for purposes of domain. While a single

neonate may not have enough power to hold and protecta secure haven and domain, three or four neonates standa far better chance. Younger Cainites sometimes carveout domains to be shared with others while they developplans and contacts designed to catapult them into power.Such arrangements often find vampires sharing resourcesand establishing rules for hunting and interaction withthe kine. Once one (or more) of these vampires becomesan ancilla or attains considerable power as a neonate, thecoterie normally dissolves, often when the newly domi-nant member claims the domain as her own. Somecoteries continue to exist beyond this point, with theremaining members of the group performing seneschal,sheriff and other duties until the time when they canmake a play for control or establish domains of their own.

Another common reason to form a coterie, similarin intent to those centered around the protection of adomain, involves Cainites in contested territory or onthe borders of an escalating conflict. These groups cometogether in the hopes of self-preservation, banding to-gether for safety and mutual protection. While a singlehaven or small domain can pose little resistance againstan invading force, a few domains working in concert maystand a better chance of repelling incursions into theirterritory. Such coteries are more loosely structured,coming together less often than others and with more of

PLAYING WELL WITH OTHERS

Fhile concepts such as AsocialCappadocian, Hateful Tzimisce and

Overbearing Ventrue may make for interesting char-acters, these stereotypes, when taken to an extremedegree, can ruin the game for everyone. This game isdesigned so that everyone can be actively involvedand have a good time, but players who insist onmaking their character the center of attention inevery situation make that impossible. Granted, vam-pires stalk the Dark Medieval who wouldn’t spit on afellow Cainite if she were on fire, but deciding to playsuch a character may not be in everyone’s bestinterest. Try to keep in mind at the outset how yourcharacter will work within a group and whethercertain decisions will negatively affect a chronicle byfocusing all the attention on her antisocial personal-ity traits. This reminder also holds for those playerswho find it necessary to create a “loner” characterwhom a Storyteller finds impossible to include in herstory. The intent is for all to enjoy themselves andparticipate in the game, not for one player to steal thelimelight by intentionally not fitting in. So havecompassion for your fellow gamers and respect theirdesire to have fun and be a part of the group — beingunduly difficult spoils the game for everyone.

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a definite purpose, planning strategies to protect theirholdings and herds. These alliances may involve Cainitesof higher rank and may be incarnations of past coteriesformed as neonates.

Such stability is far from the norm among cote-ries, as most groups are formed to perform specifictasks or accomplish definite goals. It is common dur-ing the War of Princes for Ventrue and Brujah, forexample, to form more battle-oriented coteries, oftencentering around one knightly order or another. Suchcomrades-at-arms may serve alongside one anotherfor a single battle or for many years, at times forginglasting friendships or alliances that continue longafter the fighting has subsided. Other groups may formfor less overt tasks, focusing more on stealth andespionage. As an example, a coterie of Lasombra andTzimisce may come together for the sole purpose ofraiding a Tremere chantry to retrieve a stolen tome, orto rescue or destroy a specific elder. Still other coteriesform to go on quests for lost artifacts, hunts for escapedcriminals or any number of other reasons.

At times these less permanent coterie membersdevelop more lasting relationships, seeking one anotherout throughout the years for aid in specific missions. It isnot uncommon for a successful coterie of neonates to callupon one another decades or even centuries later asancillae to achieve once again some difficult goal oreliminate a potent threat to their domains or sover-eignty. Some of the staunchest allies of princes are thosewho fought and served alongside them when they wereneonates new to the ways of the night.

Mixed CoteriesOne might wonder, considering the deeply rooted

class divisions involved, why Cainites of the High Clanswould ever consider forming coteries with the fallen.Surely the wastrels and vagabonds of the Low Clanshave nothing to offer the first cursed, nor have they themanners to function in civilized society; what use wouldone find in forging even temporary alliances with them?Granted, the trials facing High and Low Clan Cainitesdiffer greatly in scope, and success in one area does notassume prowess in the other, but at times vampires ofsuch disparate clans are forced to work in concert. Suchgroupings have appeared rarely in the past, but the Warof Princes has forced unorthodox alliances and madestrange bedfellows, prompting the creation of mixedcoteries with more frequency. Fallen Cainites havegained a greater foothold in the realm of politics, claim-ing vacant domains by force and toppling weak andunsuspecting members of the High Clans. The firstcursed find themselves on such a defensive that theymust ally with all Cainites in their domains, regardless ofrank or clan.

Of course, these groups are by no means equalpartnerships ruled by democratic principles, for un-avoidable social stratification still serves to divide highfrom low. A vampire from a High Clan will undoubtedlyattempt to establish herself as the coterie’s leader. If agroup has more than one such Cainite, they oftenstruggle for dominance and position with one another,ignoring any claims of leadership rising from their LowClan fellows. For example, if a Ventrue and Lasombrafind themselves paired in a coterie with a Gangrel andtwo Malkavians, the Ventrue will likely make a play fordirect control while the Lasombra may curry the favor ofthe fallen members of the group to undermine the claimsof her rival. Neither would accept the Gangrel as leaderwillingly, unless circumstances absolutely demanded it— such as the coterie being stranded miles from civili-zation in Lupine territory.

In many cases the fallen Cainites in a group alreadyowe their fealty or allegiance to one of the High Clanmembers, playing the roles of servant or retainer. In theexample above, one of the Malkavians may serve theVentrue as a spy or messenger, possibly bound by a bloodoath. This is perhaps the most common arrangement fora mixed coterie, when the fallen members of the groupalready serve the first cursed. In such a scenario, vam-pires of the Low Clans are prone to be used as bodyguards,scouts or thugs while their High Clan fellows handlemore complex social and political issues.

The War of Princes has seen benevolent princesdeposed by tyrants, previously placid territories besiegedby invaders and relative order thrust into utter chaos,provoking High Clan Cainites to seek any and all helpto regain power or withstand adversity. In such situa-tions, the help of the fallen can prove indispensable.Mingling with the Low Clans can save a Cainite’s unlife,as pursuers and assassins often disregard the leper quarteror sewers in their hunt for a deposed prince. The LowClans have spent centuries going unnoticed and unmo-lested beneath the noses of the first cursed, and theseskills can mean the difference between eventual returnto power and a violent end. In return, the fallen gainallies higher in the social order on whom they may callfor favors at a later date.

At times, mixed coteries form without such direneed, normally when a High Clan Cainite requires aspecific service from one or more of the fallen. A groupof Brujah knights may seek the aid of a Gangrel to serveas a scout or wilderness guide, for example, or a coterieof Lasombra expanding their domain might employ theservices of a Nosferatu spy to ferret out a rival’s plans. Itis not uncommon for the first cursed to develop workingrelationships with local members of the fallen, as theirassistance may be invaluable at some later time. AVentrue prince who occasionally retains the services of

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a local Tremere merchant may find need to call uponthis ally at a later time, to smuggle her out of the city aftera successful coup, for instance. Such interaction be-tween High and Low Clans may or may not lead to theformation of a coterie, but these working relationshipsgrant the first cursed that possibility if the need arises.

On the European continent, it is almost unheard offor mixed coteries to be led by members of the LowClans, though it is possible. Even if circumstances weresuch that the only clear path to survival is to allow aRavnos to take control of the coterie, for example, mostHigh Clan Cainites would resist at all costs, even if theretention of leadership meant certain death. Those rareinstances when one of the first cursed acquiesces mayplace a Low Clan Cainite in control, though only for aslong as it takes to return to less dire circumstances. HighClan vampires resent even temporary subservience,often for decades or centuries, and some compensate fortheir submission by excessive dominance after the fact.

Those High Clan vampires in foreign lands, how-ever — Egypt or Outremer for example — might willinglyjoin coteries led by Assamites or other powerful local“fallen” until such time as they can return to Europe. Forthis reason, the first cursed may cultivate allies andcontacts within regions held by the Low Clans, so as tohave protection and guidance when traveling in thoselands. Vampires of the High Clans may look on suchhumbling experiences as opportunities to see how thefallen conduct themselves when allowed power andinfluence, and may use their newfound understanding totheir advantage once they return to their own territories.

Beyond the BordersWhile the information in this chapter may lead one

to believe that all the various members of a clan behavea certain way or possess certain attitudes, this is notexactly the case. Two Ventrue on the Road of Kings, forexample, may have similar ambitions to lead and rela-tionships with their servants and retainers, but theirculture, customs and language may be entirely different.The first may have been Embraced from among the sonsof a Norse king and gained his domain in the northlandsof Scandinavia, revering tales of legendary heroes andwise gods, while the second may hail from a noble line ofsoldiers in Naples, instructed by his sire in the historiesof proud centurions and Roman senators. These twocharacters share basic commonalities, i.e., their clan androad, and may have other mechanical similarities, suchas comparable levels in physical Talents, martial Skillsand other Abilities such as Leadership and Occult, butbeyond the dots on their character sheets are layers of lesstangible differences rooted in language and culture.

Speaking in TonguesEven with all their disparity, the two previous

examples would more than likely be able to relate to oneanother, simply because they were Embraced as Ventrue.The Warlords, as all of the High Clans, generally choosetheir childer from among the educated classes, or at leastfrom among those who have the potential to elevatethemselves. This means that most of the first cursed canspeak and read some combination of Latin, French orGreek, in addition to the local languages of their regions— those who fought in the Crusades for the Holy Landmay even have learned rudimentary Arabic. Whilequite a few fledglings among the High Clans do not meetthis criterion before their Embraces, it is a fair assump-tion that these Cainites learn at least one of the majorscholarly tongues before they become neonates. Afterall, most texts at this time are written in one of theselanguages, and Church services are conducted solely inLatin.

While two High Clan Cainites are most likely ableto speak with one another, communication with thefallen is more or a problem. The Low Clans are less likelyto engage in scholarly pursuits, though a fair amount domake an effort to learn Latin at some point during theirunlives. These Cainites may learn more than one of thepeasant languages in their travels, but unless their ambi-tions lead to study or the Church it is unlikely that theywill acquire proficiency in these academic languages.This serves to drive a further wedge between the HighClans and the Low. The first cursed feel that the fallenare not only uneducated but unable to rise above the“gutter” languages of the commoners. If these vampirescannot even learn civilized language with the eternity ofunlife, then they certainly have no right aspiring topositions of power or authority. Particularly cruel andintolerant members of the High Clans may issue ordersor commands to fallen Cainites in Greek or anothereducated language with the intent of punishing theirvictim when such words are not carried out to the letter.

The High Clans may ordinarily enjoy the luxury ofcommunication among their own kind, but quite oftenthese Cainites find themselves needing to speak withsomeone totally ignorant of even the most rudimentaryLatin. While this most often happens when dealing withpeasants and townsfolk in foreign lands, it also becomesa problem with other vampires, sometimes even othersof the first cursed.

Particularly powerful or wealthy Cainites solve thisproblem through interpreters. Seneschals may serve inthis capacity, and those who excel at language are prizedretainers whose services are sought by many princes andlords. If for some reason a Cainite of a High Clan findsherself stranded in a foreign land, with none among her

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retinue who speaks the language (or cut off from thementirely), her first instinct would be to seek someone toserve as interpreter, often in exchange for money or favors.

While fallen Cainites may have recourse to immer-sion in a language, the first cursed may find this optiondifficult, if not impossible. Even if a High Clan Cainitehad no retinue or servants, the opportunity for fraterni-zation with commoners might not easily present itself.The first cursed find speaking with such uneducatedpeasantry distasteful in the extreme, and extended peri-ods of forced interaction border on torture for thoseaccustomed to the manners of court. Compounding thisproblem even further, nobles stranded among the peas-antry might find their efforts at communication metwith deaf ears or outright defiance; it is not every nightwhen a poor man can watch a rich man suffer.

Another option available for those faced with alanguage barrier is to try Auspex. While Steal Secretsmostly gleans thoughts in the form of incomprehensibleforeign words, some images and feelings can be read aswell. This sort of fumbling communication may be usefulin determining intent or basic ideas; it cannot penetrateto deeper meaning or complex thought without a morecomplete understanding of the subject’s language. ACainite may attempt to learn a language this way throughobservation and eavesdropping on the thoughts of oth-ers, but this is a hard road that yields meager results. Asan aside, High Clan Cainites at court might intention-ally think in obscure or foreign languages to foil thoseattempting to listen in with Steal Secrets.

Language barriers and difficulties in communica-tion can provide interesting story hooks and make forfun roleplaying, but these devices can become tiresomeif used too often. If, for example, a Cappadocian from theHoly Roman Empire is in a coterie with five Assamiteswho speak only Arabic, the lack of communicationbetween players can limit the enjoyment of a campaign.Storytellers should be wary of this possible isolation ofplayers and find ways to ensure the entire group enjoysthe game.

When Cultures CollideFar more common than barriers of language are the

cultural edifices built from religion, regional customs,local political systems and simple differences in mannersand appearance, for the Dark Medieval is not known forits tolerance of diversity. From kings to bishops to thecommon peasantry, it is common for people from all levelsof society to believe their way of life is the only option, andthat those who differ too greatly from that norm areheretics, rabble-rousers or criminals. Cultural differencesprompt a wary and cautious eye at the very least, thoughhatred and violence are also common reactions.

For example, a Christian knight of the Holy RomanEmpire traveling in Saracen lands is likely met with open

LINGUISTICS AND ACADEMIC STUDY

Fhile local languages may be sufficient to live and work in a given

region, they are all but useless to those whowish to read classical works and theologicaltexts. To study the ancient philosophy anddrama of Athens, the holy scrolls and tomesof Jerusalem or the theses and treaties ofmortal and Cainite theoreticians, one musthave linguistic knowledge beyond the com-mon tongues of the peasantry. Truly advancedstudy may call for the understanding of SyrianAramaic, ancient Hebrew or Norse runes;even translations of popular works requirethe ability to read Latin and Greek.

Characters wishing to excel in specificKnowledges should bear in mind that suchresearch by its nature requires considerablelinguistic ability. In order to speak and under-stand Latin, a character must possess at leastone dot in Linguistics, but this is hardly suf-ficient for superior knowledge in any givensubject. Renowned philosophers are undoubt-edly versed in Greek, while skilled biblicalscholars often understand a host of ancientlanguages, both active and defunct, from theOutremer. Remember, in order to advancebeyond the first dot in Academics, a charac-ter must have at least one dot of Linguistics,and depending upon the level of specializa-tion in a field, she may require a Linguisticsscore of two or three. At the Storyteller’sdiscretion, this may be applied to Knowledgesother than Academics, such as Law, Medi-cine, Occult, Politics, Theology or even thehigher levels of Seneschal.

Also, the average person living in theDark Medieval is not literate, as books areboth costly and rare. A wealthy noble mayown only a handful of texts, while extensivelibraries are mostly exclusive to universities,monasteries and those among the highesteconomic echelon. Therefore, it is assumedthat a starting character cannot read or writeunless she takes a dot in Academics. Withouttaking the time to study letters and grammar,even the most fluent speaker of a languagewould have no way of deciphering it whenwritten on a page. As mentioned earlier,members of the High Clans are rarely illiter-ate, and their Academics scores shouldrepresent this.

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hostility. Even if he makes every attempt to conceal hisreligion and martial nature, other differences set himapart enough to cause suspicion, from his style of dress tohis (lack of) observance of local customs regardinginteraction with women, warriors or the priestly caste.Spending time studying his new culture and languagemay limit these outward appearances, but his skin, hairand eye color, his accented speech or his ignorance oflocal slang and idiom will still betray him. Only thoseperceptive few who are particularly skilled in etiquetteand performance can flawlessly blend into a foreignculture, and the High Clans are not especially known fortheir ability to fade into the background.

Characters who do stand out from the crowd mayexperience difficulties in social interactions and in theirattempts to pass unseen, as they conjure feelings ofmistrust and anxiety among locals. This alienationshould be emphasized during game play, and playersshould take the time to determine how their charactersreact to such obstacles and adversity. Though not repre-sented by dots on a page, cultural attitudes and biases cancreate more depth and breath for a character, offering amore fulfilling game experience. Outsiders can be fun toplay and offer numerous story hooks, often enriching theDark Medieval environment and setting it apart from acampaign set in the modern era.

As mentioned in the sidebar earlier in this chapter,however, players should be careful not to allow theoutcast nature of their characters to drift too far to theextreme, as that detracts from the experience of others.A single Christian Cainite may easily find herself ostra-cized by a coterie of Muslims or Jews, and, whileintolerance does exist in 13th-century society, playersshould take pains to overcome these rifts through gameplay — lest in-character tensions become more seriousout-of-character clashes. It makes sense that the Chris-tian character would experience mistrust and even hatredfrom others in her group — perhaps even escalating tointracoterie violence — but extended interaction dur-ing a story or campaign should go a long way towardbuilding a sense of acceptance or, at the least, tolerance.

The Tzimisce and Ventrue often express the mostprejudice against those they consider outcasts or foreign-ers, and the Iberian Lasombra have divided their veryclan along religious and cultural lines. Contrarily, someCainites become intensely curious of others, rather thanxenophobic. Scholars and philosophers are most proneto this reaction, and certain Cappadocians or Brujahmay be more tolerant of the cultures and views of others.These open-minded individuals, however, are the ex-ception rather than the norm among the High Clans,and mortals with such broadmindedness often draw theattention of the aforementioned clans, as they generallyhave above-average intellectual ability and adapt moreeasily to new ideas.

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Chapter Three:Noble by

AssociationBackbiters, haters of God, despiteful, proud, boasters,

inventors of evil things, disobedient to parents.— Romans 1:26

Even lords have wayward, rebellious children. Even thegreatest can fall from their station. Even the wise scholars needpetty mammon. And every lord needs guards. This chapter dealswith bloodlines that are, in one way or another, associated withthe High Clans. The True Brujah claim to be the scions of a powerusurped in ancient times. The Salubri were once counted amongthe High Clans, but the Tremere have cast them down. TheGiovanni were Embraced into Clan Cappadocian to serve aspecific purpose, and the Lamia adopted, or were adopted by, thesame clan, now serving as bodyguards and warriors for theGraverobbers.

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True Brujah at a glanceSobriquet: Sages, The UnfeelingAppearance: Most True Brujah wear simple and

functional clothing. They usually shun armor, prefer-ring not to limit their movement, and, being aspragmatic as they are, tend to wear clothing inkeeping with the area and their station. MostTrue Brujah are in very good physical shape,since the Sages choose healthy people forchilder, and prefer to keep their hair short forpractical reasons (long hair can be grabbed or fallinto your eyes), cutting it every night if theywere Embraced with longerhair.

Haven and Prey:True Brujah havens vary,but they are generallysimple, functional and unas-suming. Many havens have aroom set aside especially for read-ing and contemplation. True Brujahoften try to maintain a herd, as thismakes feeding more efficient. Otherwise,they try to limit their feeding to healthypeople, as they are more likely to sur-vive. This isn’t necessarily out of anyhumane desires; if one’s vessels sur-vive, they can provide vitae anothernight. Some True Brujah feed oftenfrom many different vessels, seeking toexperience emotion in the only way theycan.

The Embrace: It is tradition amongthe True Brujah to watch a prospectivechilde for no less than a year and frequentlyfor a decade or more before offering the Em-brace. Few True Brujah force the Embraceupon their childer, preferring to inform whom-ever they have chosen of what willbecome of them. The actual Em-brace is usually swift and aspassionless as possible.Should the pro-spective childerefuse, the TrueBrujah usually kills themortal in order to preservethe Silence of the Blood.

Character Creation: Physical or Mental Attrib-utes are typically primary, with the other beingsecondary. Social Attributes are rarely primary.Knowledges are usually favored (all True Brujah haveat least one dot in Academics), along with physical

Skills and Talents. For Backgrounds, Gen-eration is all but required, as the bloodline

Embraces infrequently. Mentor and Re-tainers are alsocommon. The blood-

line is split almost evenlybetween followers of Humanity

and Heaven.Bloodline Disciplines: Po-

tence, Presence, TemporisWeakness: The True

Brujah have long denied theiremotions, to such an extent that

even if they want to feel, theycan’t. They feel only the strongestemotions — typically rage andfear — and even they are mutedand weakened. All Conscience/Conviction rolls receive a +2 diffi-culty, and increasing Conscience/Conviction and Road scores costs

double the usual ex-perience or

maturation points.Organization:None. Ex-

cept for sire-childerelationships and the letters thatslowly circulate between a few

elder Sages, the bloodline issimply too small and too scat-

tered to have anythingresembling an organiza-

tion.Quote:Stop begging

for mercy. You will re-ceive none from me. Youknew the laws. I was there

when the prince explainedthem. You violated them

anyway, and now youmust face sunrise.Just accept your

fate. The pain won’tlast long.

True Brujah

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True BrujahThe True Brujah are a small, ancient bloodline

that claims to be one of the original clans, brought lowby a treacherous childe of an Antediluvian. Accord-ing to their histories, they are the true childer of theone now known as Troile, who lost his blood, soul andvery name to a treacherous childe. To support thisclaim, they assert that they have the cold, emotionlesswisdom that Troile possessed and that his childe lostthat wisdom after the act of diablerie, gaining theblood fury that the current Brujah possess. The TrueBrujah also claim their control over time is a gift fromthe original Troile, something that his treacherouschilde could not steal.

The True Brujah are an obscure bloodline, butmany of those who know about it, mainly elder Brujah,claim that in fact the True Brujah are an offshoot ofthe Brujah line, a philosophical branch with delusionsof grandeur and a warped version of Celerity.

HistoryThe most ancient historians of the bloodline tell

a tale of a master warrior grown weary with battle whowas Embraced by an unnamed childe of Caine. Thiswarrior saw his new state of being, his new immortal-ity, as a chance to go beyond the mastery of hisphysical self. He became a sage and a scholar andeventually developed the ideal of the perfect union ofbody and mind to achieve a state known as Perfection.It was this warrior who would later be known as Troile.

The wisest of the clan freely admit that they knowlittle or nothing about Troile before the Deluge.Afterward, however, he began searching out worthypeople who, like him, would be interested in achiev-ing Perfection. Troile was aware that he himself hadnot yet achieved this state and thus wanted otherperspectives. Most of his childer took up his cause ofPerfection, while others disliked the way it distancedthem from humanity (even more so than otherCainites) and instead chose other paths, usually be-coming great sages and scholars.

Stories differ when it comes to the unnamedchilde of Troile who took his blood. According tomost True Brujah, the traitor was Troile’s last orsecond-to-last childe (some stories mention a lastchilde by the name of Jonas), a powerful warrior whohad already achieved physical Perfection. Troile Em-braced him despite his lack of the self-control anddiscipline that Troile valued.

It later became obvious that the Troile’s Embracewas a mistake. While Troile had always told his childer

to Embrace sparingly and with great care, his new childechose several warriors and beautiful women as his childer.Where Troile taught the rest of his childer the self-control and wisdom necessary to master Temporis, hislast childe’s temperament and restlessness preventedhim from learning it. Where the rest of Brujah’s broodslowly, but surely, found themselves growing more ratio-nal, pragmatic and controlled, this childe was alwaysangry, emotional and restless. Troile tried to counsel andguide his wayward childe, but in the end, it became clearthat he was impossible to redeem. Most believe that itcame to a confrontation, but many True Brujah say thatTroile’s childe had secretly plotted against him for years.Whatever the truth, this childe ended up slaying his sireafter a mighty battle and then committing Amaranthupon him. After this heinous act, Caine punished the

“QUI SUMUS?”From the journal of Themistocles:

We are the true childer of the ancient Cainiteonce known as Troile, whose name was usurpedby a childe. We are orphans, severed from ourlegacy by the most heinous of crimes, our lineageusurped by the rude and impatient get of the falseTroile. We are scholars, philosophers and seek-ers of Perfection, of the union of body, mind and,should such a thing exist, soul. We are seekers ofancient knowledge, guardians of secrets, mastersof time. We are the True Brujah.

Some would deny our claim that we are thetrue descendants of Troile, proposing insteadthat we are merely a splinter, split from ourparent clan in the nights of Carthage. Since myEmbrace came later than those nights, honestycompels me to admit that I cannot know thetruth. However, I doubt that my sire purposefullylied to me, or his sire to him. Why should weclaim to be something we are not? We strivetowards rational wisdom and practical behavior.As such, I see no reason why my elders shouldclaim a legacy that is not theirs.

Yet, I cannot know.All I do know is that we do not have the same

passion as the Zealots. Instead, we are cursedwith a lessening of emotions. I say cursed, despitethe claims of Rathmonicus that our callousness isa gift to be used. We can no longer truly love Godand only in the vulgar act of feeding can we findpleasure. This, I say, is truly a curse. We know,beyond any shadow of a doubt, that we are nolonger human.

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new Troile with a curse that he would never achieve thesame wisdom, unclouded by emotion, as his sire. Thenew Troile and his berserker childer led a purge of theTrue Brujah. This purge happened when the power ofthe Second City was waning and the other clans weretoo occupied by other concerns to take action. The TrueBrujah claim that they were betrayed by the other clanswho were jealous of their knowledge, while the Brujahsay that the original Troile had grown far too callous andcruel and the other clans stepped aside (or even helpedthe purge).

After this great betrayal, what little remained of thetrue lineage of Troile scattered. Never a numerous clan,they were now reduced to little more than a handful,existing either alone or with only a broodmate or childe.Some swore vengeance against the False Brujah, as theSages call the get of the Traitor Troile, while others didnot see the merit of such action. Instead, they continueon their own, honing their physical skills and gatheringknowledge.

Of course, others (especially of the Brujah clan, butalso a few scholars from other clans) tell a different tale.They claim that the so-called True Brujah were asplinter group in Carthage, devoted to the gathering ofknowledge, to philosophy and to fighting against therage that was the lot of their blood. This group alsoconducted experiments with their Celerity Discipline,probably aided by Assamite sorcerers. They foolishlyblamed the destruction of Carthage, which resulted inthe Final Deaths of many of their elders and the destruc-tion of many of their volumes and much of their research,on their parent clan and declared themselves TrueBrujah. The tale of betrayal came only later, as justifica-tion for even greater hatred for their parent clan. Inreality, say the proponents of this theory, the originalTroile’s cruelty was what brought him low at the handsof a courageous and righteous childe.

The Dark MedievalFor centuries, the True Brujah continued much as

they had always done, with many of them pursuing thePerfection that Troile had espoused through masteryof their mind and body. Others simply focused onsurvival. They Embraced sparingly, choosing theirchilder with great care, and slowly faded into obscu-rity. By 1230, only scholars of the Cainites, as well asthose Brujah whose sires deemed it necessary to telltheir childer, know of the True Brujah. Some thinkthat the bloodline has died out, but in fact, recentcenturies have been kind to the Sages.

Up until roughly a century ago, only 10 TrueBrujah dwelled in Europe, with maybe twice that

number scattered around the rest of the world. Thencame the blossoming of the great universities. FromSalerno, Bologna, Naples, to Paris, Toulouse andMontpellier and on to the schools in Iberia, learningand knowledge have begun to flourish, somethingthat has attracted the attention of the majority ofEurope’s True Brujah. In the last century or so, thenumber of True Brujah in Europe has doubled. TheTrue Brujah are attracted to the treasures of knowl-edge being compiled at the universities, to the debatesand discussions between the teachers and studentsand to the possibilities that this system of education isoffering. The universities are ideal places for a TrueBrujah to search for a prospective childe, as theseplaces have a great number of intelligent, dedicatedstudents and teachers (among all the rabble). As aresult, many of Europe’s True Brujah make theirhavens in or near universities. Some of these Cainiteswere recently Embraced for that purpose, having beenstudents or teachers in life.

Apart from this interest in the places of learning,the True Brujah continue much as they have alwaysdone, their nights dedicated to study, contemplationand training. A few have taken an interest in theplight of the Salubri, while others have taken advan-tage of the chaos of the War of Princes to strike againstthe Brujah. The newly Embraced immerse themselvesin the emerging class of scholars produced by theuniversities. Finally, some have taken an interest inthe Gnostic heresies, such as the Bogomils and Cathars.

PerfectionMany True Brujah search for a state they call

“Perfection.” Just what this state of being really is, no onecan answer completely. It is commonly held that it is theperfect union of mind and body and a state of pure logicalreasoning and pragmatic rationality. Some True Brujah(such as Rathmonicus and his followers; see NotableTrue Brujah) espouse the purging of emotions as a key toPerfection, while other hold that while strong emotionsmight be a hindrance, one cannot be perfect if one isdevoid of emotions. It is said that Troile himself stoodupon the threshold of Perfection when his childe be-trayed him. As a result of this quest, most True Brujahspend their nights either exercising their bodies andtheir physical Disciplines or training their minds andmental Disciplines. Mental training is mainly listeningto lectures from elder vampires and reading when theopportunity arises, though playing chess (often againstmultiple opponents) and debating philosophy are alsofavorites. Physical training is more difficult, as the undeadbody cannot be trained the way the living can. Changemust come through the blood and, as such, the training

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usually consists of increasing strength, speed and endur-ance with blood. Then this increased capacity is trainedby lifting heavy weights, subjecting oneself to pain andpunishment, running and training in armed and un-armed combat (many True Brujah have learned theancient Greek wrestling form called pancretium).

Most True Brujah see the mind as more importantthan the body. After all, the Embrace vastly enhancesthe body, but it does little immediate good for themind. Reaching the peak of physique and skill can beaccomplished more easily than reaching the mentalapex, and with fewer tools. In order to truly reachperfection of mind, one needs access to varied workson as many topics as possible — philosophy, theology,medicine, astrology or other topics — and to study anddebate them in detail. As such, most True Brujah seemto the casual observer to be scholars, spending theirnights either reading or searching for new lore to addto their collections.

Perfection is never an easy road to walk, which iswhy a prospective True Brujah childe is watched so longand so carefully. Emotions and emotionally influencedactions are part of what it means to be human and to putthose aside is never easy, not even with the dulledemotional response that the Embrace brings the Sages.The True Brujah teach that practical, logical thoughtsmust replace emotion; most people feel more comfort-able letting faith guide them, rather than logic. The TrueBrujah would be, and most likely were, more at homeamong the stoics of ancient Greece than among theignorant masses of the Dark Medieval.

Considering OthersHigh and Low Clans: The Sages remember when

the Malkavians held respected posts as seers and theAssamites fought side by side with the Brujah against theBaali. They therefore consider the High/Low Clan di-vide foolish and an artificial social construct that propsup people who do not deserve it and keeps down severalworthy Cainites. They feel that individuals should bejudged on their merits rather than their clan and thatrespect must be earned — and should not be withheld ifappropriate. While they scorn the High Clans for theirassumed superiority, they also consider the Low Clansweak for allowing such a state to come about.

Brujah: Among the elder True Brujah, even themost emotionally cold and callous have trouble notfeeling hatred for the Brujah, though the more recentlyEmbraced are slower to take up the old feud. Most elderTrue Brujah oppose the Brujah either actively or pas-sively, most of them explaining it as just punishment andretribution. Interestingly enough, the True Brujah rarely

judge Brujah as individuals, but rather based on clan.The few Brujah who know about the True Brujah callthem liars, fools and worse and most try to destroy themif possible.

Cappadocians: The True Brujah respect ClanCappadocian as fellow scholars. The lack of emotions pro-moted by the Via Ossium and the singular drive that manyCappadocian scholars exhibit is something that many TrueBrujah can relate to. In return, those Cappadocian scholarswho have allied themselves with the True Brujah often findthem full of useful insight and wisdom.

Followers of Set:The True Brujah see the Setites asenemies of civilization and thus adversaries. While someelders have met elder Followers of Set who seem to beabove the doings of their younger clanmates, and havetraded valuable and ancient lore with them, this is a rarestate of affairs.

Tremere: Many True Brujah see history repeatingitself when they look at the Salubri. Add to this the factthat, in general, the True Brujah respected the Salubriclan, and it is easy to see why they view the Usurpers asenemies. While the new blood magic that the Tremerewield is interesting and their libraries undoubtedly filledwith precious lore, no known True Brujah has yet alliedherself with the Tremere.

Playing a True BrujahHaving a True Brujah in a campaign requires more

than just making sure that the coterie does not containany Brujah. The bloodline is small, obscure and, frankly,requires a good deal of talent to portray well, since thecurse of the True Brujah makes them more alien thanmany other Cainites.

Character DevelopmentTrue Brujah are, above all, pragmatic. They have a

practical approach to their unlives and as such are likely tolearn any Abilities and Disciplines they find necessary anduseful. With their lack of emotions, Social Attributes andAbilities such as Empathy are usually not prominent, butnothing stops a True Brujah from being coldly manipula-tive or having insight into other’s emotions. Those TrueBrujah who keep up a regiment of training, either pursuingPerfection or merely trying to prepare themselves for anychallenge, advance in Abilities such as Athletics, Brawl(often with a specialty in wrestling), Melee, Academics,Linguistics, Occult and Theology.

Politically speaking, most True Brujah care nothingfor the War of Princes. Some of the more vengeful try totake advantage of the battles to hurt the Brujah, whileothers hold that involvement in these political strugglesis foolish and risks exposure.

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Downtime for a True Brujah is often spent search-ing for new lore or experiences. Older True Brujahrarely have much in the way of Backgrounds that needtending to, while a younger Sage might be tied to auniversity and need to maintain contacts within thehalls of knowledge.

Many True Brujah find moments of truth harderto experience than other Cainites, as these momentsare usually at least somewhat emotional in nature.The practical and pragmatic approach is of little helpwhen one tries to gain an instinctual understanding ofsomething. This is not to say that the True Brujahcannot experience moments of truth, merely that theyare usually more elusive than is the case for otherCainites. The codex that Rathmonicus has compiledis written in a way that can trigger a deeper under-standing in the reader, though only if that reader isprepared to accept the tenets of Perfection.

Role Within the CoterieTrue Brujah work well in a coterie based in or near

a city with a university or in a coterie dedicated toseeking out knowledge and understanding. Since mostTrue Brujah are selected for intelligence and skill asscholars, they can act as founts of lore for a group.With their lack of emotions, they make good advisorsand diplomats.

Prominent True BrujahThe True Brujah bloodline is a small one and most

of the members either try to hide their true nature orprefer to avoid too much contact with Cainite society ingeneral. As such, few True Brujah are truly prominent.

Rathmonicus, The PerfectionistMany True Brujah have come to see Rathmonicus

as the embodiment of Troile’s ideals about Perfection.After traveling extensively and talking to all themembers of the bloodline he could find, Rathmonicusmade his haven close to Jerusalem and began to codifyall the information he had gathered concerning Troile’squest for Perfection. During the last century, he hasdistributed several copies of his Codex, which heclaims is far from finished, to interested Sages aroundthe known world.

Nehemiah, Prince of CyprusOver a century ago, the Jerusalem elder Nehemiah

(believed, even by himself, to be of Clan Brujah) lefthis home city and made Cyprus his private sanctuary,a place for contemplation and introspection. Here, hecould study a text given to him by an agent ofRathmonicus, a text that contains the basis for a new

road. Nehemiah finds this road more suited to histemper (or lack thereof) than his former Road ofHeaven. His studies and conversations with otherCainites have also revealed to him that he might be ofa different bloodline than he originally believed.When other Cainites arrived on Cyprus, Nehemiahsimply required them to obey the Traditions and leavehim alone. His lack of direct involvement with theCainites of his island has led some to call him the “SoftPrince,” but Nehemiah is quite willing to deal harshlywith those who bring trouble to his home. He desiresnothing but peace and solitude, but has continualtrouble with a Tremere-backed militant order onCyprus and has recently accepted a houseguest, aCainite of unknown clan, into his small court.Nehemiah has begun a correspondence with saidCainite’s sire, something that has awakened his inter-est in matters beyond himself.

Themistocles, Scholar of LanguedocAmong the scholars and sages of the Cainites, few

names are spoken with as much respect and reverenceas “Themistocles.” Making his well defended havennear the city of Foix in the Languedoc, Themistoclesis known as a wise and learned lore master. During theAlbigensian Crusade, he aided many Cathar scholarsand added their books and scrolls to his own consid-erable library (rumored to contain works thought lostwhen Alexandria burned). Themistocles himself isnot a Cathar, though he does cleave to a dualistic andGnostic view of the universe. He walks the Road ofHeaven, and most of those who know of him thinksthat he is of Brujah clan. He is sometimes seen in thecompany of Esclarmonde the Black.

SalubriThe Salubri were once a High Clan, but with the

diablerie of Saulot by Tremere, the line fell from grace.Now they find themselves hunted, betrayed and out-cast. Although the Salubri were once one of the firstcursed, they now find old allies scorning them orselling them out to the Tremere, who desire not onlytheir blood but also their utter destruction.

HistorySince the Salubri line was once a true clan, its

history can be traced back all the way to the mythicalSecond City. The founder is commonly called Saulot.His descendants portray him as a holy man, a defenderand a wise sage, one of Caine’s favored grandchilder.He soothed his brother Malkav’s madness and, inturn, Malkav passed on his insights and revelations.

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Before the Amaranth of Saulot, most other clans werewilling to admit to this interpretation. Current sto-ries, though, paint Saulot as a sycophant, a sorcererand a madman. Some have even gone so far as to passalong the Tremere propaganda that Saulot spawnedthe foul Baali line, ignoring the fact that the Salubrihave long fought against the Baali.

According to Salubri scholars, Saulot left theSecond City on a quest of contemplation and self-discovery. When he returned, he had learned strangeabilities from beings encountered in the east. A thirdeye had developed on his forehead and he demon-strated a Discipline that was nothing like what Cainehad passed on to his descendants. Saulot taught thisDiscipline, the Healer path of Valeren, to his childer.All but one of them rejoiced and took up Saulot’scause of healing and giving of succor. Saulot’s childeSamiel was not satisfied, however. Though he wasdevout, pious and concerned with working for thegood of all, he was also aggressive and, many warriorSalubri say, a realist. The Path of Healing was usefuland worthwhile, but Samiel pointed out that whilehealing the wounds inflicted by evil was all very well,striking at the root of evil would rid the world of itforever. With his sire’s blessing, Samiel developed anew version of Valeren, one suited to those whowanted to fight evil with the sword, rather than thegentle touch. It is said that Samiel had a vision froman angel (some hold that this angel was the angelSamiel and that the Salubri warrior took his namefrom this divine visitation) and that this vision guidedhis hand when he wrote the Code of Samiel. ThisCode prescribed the proper way to initiate a newlyEmbraced warrior (by a ritual known as the Blooding)so that he would walk the warrior path rather than thehealer path. The Blooding was also supposed to revealthe new warrior’s angelic name and grant him amystical communion with an angel who would blesshim with special powers to combat evil.

For centuries, Saulot’s healers and Samiel’s war-riors fought against the evil of the world in their ownways. With the rise of the Baali, the Salubri found anenemy as powerful as themselves. The Assamites andoccasionally the Brujah soon joined them in thestruggle against the demon-worshipping bloodline.The healer line, however, lost a great deal of its focuswhen Saulot slipped into torpor. The warrior line

SALUBRISobriquet: Cyclops, Unicorns, LuminariesDisciplines: Auspex, Fortitude, ValerenWeakness: Both warrior and healer Salubri

are bound against doing harm, although in dif-ferent ways. A warrior Salubri who refuses tohelp someone is at –2 dice to all pools untilrestitution is made. A healer Salubri who injuresanyone is at –2 dice for the rest of the scene. AtValeren 2, all Salubri develop third eye.

MI ANACHNU?Rashiel, refugee warrior Salubri, speaking to

Prince Radu of Bistritz:

I was Embraced before the great atrocity wascommitted upon my clan. My sire chose me formy piety and my zeal. He found me on the vergeof being burned as a possessed man. Those aroundme thought that I was mad, for I saw the workingsof Lucifer in this mortal realm. The host ofdemons plaguing my native town was obvious tome, yet when I accused the bishop of beingcorrupt I was locked up.

My sire freed me. He told me that I was notmad, but blessed by the Lord with a sight and amission. He taught me the Code of Samiel beforemy Embrace and gave me a choice: I couldremain mortal and make with my life as I wantedor I could join the holy cause and fight againstSatan and those who serve him. I chose the war,and my sire trained me well for it.

For years, I fought alongside others of mykind, and alongside others who knew the trueevils of the world. I participated in many battles,fighting not only fallen vampires but also de-monic spawn of Satan and creatures that lookedlike they had been warped by the craft that yourclan practices, my Prince. I saw pits into whichbabies were tossed to lie among the entrails oftheir parents. I saw rites so blasphemous thatthey made me want to tear out my eyes. It seemedan impossible task to root out all the demonicinfluence in the world, but I had eternity inwhich to shoulder this burden.

Or so I thought.Now we are reduced to a mere shadow of our

former glory, scattered, divided and hunted. Wehave a new enemy to hate, an enemy whose nameI will not speak, but with whom your clan is also inconflict, Prince Radu. I offer my services to you inthis battle, for protection against this new enemyand those who seek to profit from my demise.

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fought on, but they suffered an even heavier blow withthe Final Death of Samiel and the loss of the Code. Itis generally accepted that Samiel died at the Battle ofChorazin, where the power of the Baali bloodline wasbroken. One obscure legend suggests that the TzimisceEldest killed him after discovering that It was cor-rupted by a demon (if this is true, it might help explainwhy the Tzimisce have not been more forthcomingwith help after the tragedy that befell the Salubri).

After the fall of Rome, the Salubri line concen-trated in the Middle East, but as the Catholic faithspread, some Salubri took an interest in and traveledto Europe. In the Islamic world, the Assamites and theFollowers of Set kept the Baali in check, so after theFirst Crusade, a large number of Salubri felt that theycould do more good in Europe. Many Salubri turned toChristianity, and new Embraces were frequently cho-sen among the devout. The warrior Salubri especiallywere quick to adopt this religion, though many ofthem worshipped the archangel Michael with almostheretical fervor. In the feudal Cainite society that wasforming, the role of the Salubri clan was set — theywere advisors and healers or holy warriors and defend-ers of the faith. Although they did not rule, they werecounted among the High Clans for much the samereasons as the Cappadocians.

Then in 1133, something happened that foreverchanged not only Clan Salubri but all of Cainitesociety. Tremere, leader of a bloodline of mages turnedvampires, found and diablerized Saulot. How this wasdone remains a mystery to all vampires — Saulot wasTremere’s elder by millennia, a master of Auspex andgrandchilde of Caine. Several Salubri have reasonedthat Tremere must have worked together with theBaali, receiving demonic powers that allowed him todefeat Saulot. In fact, Saulot did not fight the diablerie,but very few people know this.

After Saulot’s demise, the entire clan felt the Ama-ranth as a psychic shock and many went insane orbecame erratic and unstable. Some Salubri found them-selves losing their Valeren, while others were unable tocontrol it — their third eyes remain open and glowingbrightly, rendering them unable to disguise themselves.Some of these unfortunates starved into torpor; otherswere destroyed as threats to the Silence of the Blood.The other clans soon realized that something importanthad happened to the Luminaries. Then the Tremereinformed other vampires of what they had done, stun-ning the entire Cainite society. Cainites, evenAntediluvians, falling to their own childer was perhapsto be expected, but the fact that Tremere had taken hisblood and soul was an act that prompted a great outcry.

At first, it seemed that the Salubri would gain hugesupport in their quest for vengeance against the Usurp-ers, but then the general opinion shifted and the Salubrifound themselves hunted, shunned and betrayed. Thereasons for this are manifold. The Tremere were quick tospread propaganda about the Salubri, claiming that theywere master conspirators and that their offers of healingwere merely part of a plan to dominate the other clans bycapturing their souls. Rumors of the Salubri foundercreating the Baali also resurfaced around this time, withtablets and stories from elders of other clans to lendnominal support. Also, many Cainite lords had grownweary of the Salubri and the unrest they created in theirquest to battle the enemies of the Lord. Finally, thesuspicious and devious nature of Cainites made themsuspect the Salubri, especially the healers — anyonebeing so selfless and altruistic had to have a secretagenda. In 1230, the Salubri find themselves with fewallies, many enemies and nowhere left to run — eventhose Salubri who previously had some support find thatsupport failing, as the War of Princes promotes a feelingof “every Cainite for himself.”

Salubri in Cainite SocietyThe Salubri face a precarious existence —

while they still have allies among many clans,enough powerful Cainites are willing to betraythem that they cannot truly trust anyone but eachother. Warrior Salubri often band together in cote-ries for mutual protection or to exact revengeagainst the Tremere, while healer Salubri havetaken up positions as menders of mind and body,advisors and confessors for more or less powerfulvampires. Some warrior Salubri trade their martialskills for protection, either joining with the Tzimiscein their struggles against the Tremere and Ventrueor striking further afield. Warrior Salubri may befound serving ambitious princes and Cainite lordsin such diverse lands as Britain, Languedoc andHungary, as well as Outremer, though they movemore openly there, as the Usurpers hold no truesway in the Holy Land.

The al-Amin, the Salubri of the Islamic world,have so far weathered the Tremere’s storm best.Long-time allies of the Banu Haqim, Bay’t Mushakis(Brujah) and the devout Muslim sect known as theAshirra, the al-Amin found themselves less ostra-cized than their western brethren, at least at first.While the al-Amin did suffer from the death ofSaulot, the Usurpers did not move into the HolyLand until quite recently (as Cainites reckon time),and they recently suffered a blow to their presence

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there, with all Cainites of the Jerusalem chantry(save a single Gargoyle) suddenly being destroyedone night by the powerful al-Amin warrior Qawiyyael-Ghaduba.

Many Salubri have taken up a wanderingunlifestyle, trading secrets of the road with theGangrel and Ravnos for whatever services might beneeded. The Salubri find that staying only brieflyin any given domain lessens the chance of discov-ery or betrayal, but the road is lonely and harsh.Some Salubri join traveling coteries, though fewallies can be fully trusted and are willing to risk thewrath by association of the Tremere and theirVentrue compatriots.

Some Salubri masquerade as other clans. Hidingthe third eye is easy enough, although the Salubrimust then wield her Valeren powers cautiously. TheSalubri are not used to deception and guile, how-ever... Many of them pretend they are Malkavians(which has driven more than one Salubri truly

insane). Warrior Salubri sometimes pretend to beBrujah, having discovered that the importance theVentrue place on pedigree precludes a disguise asone of the Warlords. Some few Salubri disguisethemselves by wrapping their bodies in robes andveils and claim to be Cappadocians; often this claimis supported by one or more Cappadocians willing tosubstantiate the claim in return for services. In someplace, the Salubri use the same method to pass asNosferatu, aided by Lepers who have their ownreasons for defying the Usurpers.

FactionsWhile all Salubri recognize that their clan has two

distinct bloodlines (healers and warriors), they rarelymake that distinction themselves. They are, they say,all children of Saulot. The Unicorns’ defining factoris their persecution, and therefore any factions withinthe clan are largely based on how they choose to reactto that factor.

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The FugitivesThis is currently the largest Salubri group and it

consists of those who masquerade as vampires of otherclans, depend on powerful Cainites for protection orin some other way have sought primarily to protectthemselves. Most other Salubri look them upon withscorn, yet they are undoubtedly the ones who have thegreatest chance of survival in nights to come.

The VengefulThis group is made up of Salubri who seek to

avenge the great betrayal of their clan by fighting theTremere and whoever allies himself with the Usurp-ers. It is a small group that suffers from great attrition.Recently, a young, charismatic Cainite calling him-self Adonai has risen up to become a kind of leader ofthis group. He has become something of a hero amongthe Vengeful, but his abrasive and brusque behaviorhas alienated several of Europe’s more powerfulCainites. Adonai is rumored to have discovered sev-eral fragments of the Code of Samiel, which in itselfhas rallied others to his banner.

The MartyrsThis group follows the Path of Tears (see Road of

Heaven, p. 67), an ideology under the Road of Heaventhat teaches that a Cainite’s duty is both to suffer andsmite evil, specifically supernatural evil such as theBaali and the demons, combating the plans of Luciferupon Earth. Though not all followers are Salubri, thepath did originate with them. Some Salubri took theirbeliefs to such an extreme degree as to invite demonicpossession and then end their own unlives, hoping totake the possessing demon with them into Hell. Thepath has recently found a large number of new adher-ents, especially in the Middle East.

The al-AminThe al-Amin (the Virtuous Ones) are the Salubri

of the Islamic world. Until recently, they did not facethe same kind of trouble and distrust as the Salubri ofEurope, but recent expansionism by European clans(the Tremere among them) and the troubles this hasbrought the al-Amin’s greatest allies, the Assamites,mean that they are now beginning to experiencemany of the same difficulties that their cousins have.Since the Baali are stronger in the Middle East than inEurope, it will likely not be long before the al-Aminfind their ancient enemies striking at them.

The SevenThis is a group of seven Salubri on the Healer path.

Heeding the old tales that Saulot often sought the

wisdom of Malkav, the Seven began to seek out old andpowerful Malkavians and learn wisdom from them. Inrecent nights, the Seven have abandoned the battleagainst both the Baali and the Tremere and have insteadbegun a journey toward Golconda, espousing somerather bizarre ideas of salvation and diablerie to those oftheir fellows who have spoken with them. Apparently,these Seven believe that every Salubri should seek outGolconda, Embrace a worthy childe and then let thischilde commit diablerie upon him.

Those Who Abandoned UsHigh Clans: The Salubri were once counted

among the High Clans, in the time before the Ama-ranth of Saulot. After their fall, the Salubri saw their“fellow High Clans” abandon them. To make mattersworse, several first cursed in exalted positions are nowexacting heavy prices to shield refugee Salubri in theirdomains.

Low Clans: The Salubri, though they rarely ad-mit to it, were just as prone to arrogance as anyVentrue or Lasombra. As such, some among the LowClans feel that it is only fair to watch how far themighty can fall. Some pious Nosferatu and Malkavians,however, have taken to sheltering Salubri.

Assamites: The al-Amin have long had a commoncause with the Banu Haqim, and those western Salubriwho made their way into Assamite lands quickly learnedto respect them. The Assamites might be the only alliesthat the Salubri have left — a fact that earns theAssamites the enmity of the Tremere clan.

Cappadocians: The healer Salubri and theCappadocians have a long history of working together,investigating the nature of life and death. They also havea long history of falling out, when the healers grewappalled at the pragmatism of the Cappadocians and theCappadocians grew exasperated with the healers’ reluc-tance. This continues, as Cappadocians shield healerSalubri for a time, only to betray them to the Tremerewhen they no longer need them.

Followers of Set: Enmity between the Setites andthe Salubri has always existed. Even now, hunted asthey are, it is rare for Salubri to accept a Setite’s offerof assistance — they know that the price is usuallymore than they are willing to pay. The Followers ofSet, for their part, are content to see what will earnthem the most: protecting a Salubri or selling her tothe Tremere.

Tremere: Little needs to be said about the hatredthat the Salubri bear for the Usurpers or about thedesire that the Tremere have for the total destructionof the Salubri bloodline.

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Tzimisce: While many Gangrel and Nosferatusee the Tremere as their enemies, Clan Tzimisce is theonly one where a majority are direct enemies of theUsurpers. This should make the Salubri and Tzimiscenatural allies. Since most Tzimisce are pagan and mostSalubri are devoutly Christian, alliances seldom lastvery long.

Ventrue:Of all the clans, the Ventrue are the oneto have turned most harshly against the Salubri. TheSalubri aren’t terribly surprised; they were never will-ing to play the role of talented lap dog, lending theirsingular talents to the Ventrue in the wars of con-quest. The Tremere are, however.

Playing a SalubriBoth warrior and healer Salubri can fit into a

chronicle quite easily, as long as the other playersunderstand that openly associating with a Salubri willearn the characters the enmity of at least the Tremereand the Baali.

Character DevelopmentBoth warrior and healer Salubri are likely to focus on

survival first and foremost. In addition to this, warriorstend, naturally, to learn martial Abilities such as Athlet-ics, Brawl, Archery and Melee, while healer Salubri leantoward Abilities that can help heal body and mind, suchas Empathy, Hearth Wisdom and Medicine. Both thewarriors and the healers are likely to know at least a bitof Theology, and those who study their enemies mightlook to Academics and Occult.

During chronicle downtime, a Salubri most likelydevelops whatever Attributes, Abilities and Disciplineshelp him survive and make him more useful to whom-ever he is allied with. Most Salubri avoid increasing theirBackgrounds (especially such Backgrounds as Influenceand Status), as this makes them too visible.

By far most Salubri follow the Road of Heaven, withthe path (if any) determined by the temper and beliefs ofthe individual. Some Salubri walk the Road of Human-ity, and a small number of warriors might be foundfollowing the Path of Chivalry.

In addition to the normal ways of experiencingmoments of truth (see p. 266 of Dark Ages: Vampire),Salubri often find themselves fascinated by religiousdebate, contemplation and celebration. A Salubri pray-ing to God may receive an epiphany, while one readingthe Bible may find enlightenment in its words. WarriorSalubri sometimes receive moments of truth while en-gaged in intense battle, while a healer can gain newinsights when curing someone who is mortally wounded.

Role Within the CoterieOn the most basic level, warrior Salubri can be a

great help in battle, and a healer Salubri can be a greatboon afterward. The Luminaries are not limited to theseroles, however... Salubri tend to be, if not scholars, thenat least learned in matters such as theology and philoso-phy. Being a hunted bloodline, they associate freely withclans High and Low. With their tendency toward reli-gious fanaticism, they can find themselves at odds withpagan characters, but most Salubri are able to see pasttheir beliefs, especially if it means their continued sur-vival or gaining allies in their battle against the hatedTremere clan.

Prominent SalubriConsidering that they are a hunted bloodline, one

might consider the concept of a prominent Salubrisomething of a contradiction in terms. While it is truethat most Salubri either masquerade as other clans or trytheir best to remain unnoticed, some still manage tomake a name for themselves and avoid persecution — atleast for a time.

Matthew of the Holy IsleThe Scottish knight Matthew came to the Holy

Land with the First Crusade, intent upon fighting theenemies of Christ. His Embrace opened his eyes to thefact that it did not matter what name mortal men gaveto God — all that mattered was piety and zeal. For years,he fought the enemies of the Lord and became knownand respected by both Christian and Muslim vampires.Then, one night, Matthew descended upon a Baali lairwith a group of Assamites. What happened there no oneknows, for he alone emerged. From that night on,Matthew quit his fighting and turned upon a road ofcontemplation, seeking the elusive state of Golconda.His wandering brought him to Lindisfarne in England,where he settled for reasons unknown. While Matthewmight have quit the fight, he is still a warrior to bereckoned with, as the few Tremere expeditions toLindisfarne have discovered.

AksinyaLittle is known about this raven-haired beauty who

wanders Scandinavia and the Baltic. She is presumed to bea healer, very old and exceptionally skilled at Auspex. Hergoals appear to be the protection of normal mortals againstthe evils of other vampires and the destruction of such groupsas the Baali and the Scandinavian Setites (known as theFollowers of Jormungandr). Her actions during the Danishand German Crusades into the Baltic have earned her the

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undying enmity of many prominent Cainites, includingHardestadt the Elder. Aksinya’s prophetic powers have so farallowed her to keep one step ahead of all enemies.

Where to Find MoreInformation

More on the Salubri, including both forms of theValeren Discipline, can be found in the Dark Ages:Storytellers Companion.

GiovanniThe Giovanni family is one of the newest addi-

tions to the ranks of the Cainites. This Venetianmerchant family was brought into the night by thescholarly Cappadocian clan for two reasons. First, theGiovanni family’s vast wealth helps pay for books andother items needed for the continued research of the

GIOVANNI AT A GLANCE

Sobriquet: Graverobbers. Within theCappadocian clan, the Giovanni are sometimescalled Nigrimancers.

Appearance: The Giovanni like to show offtheir wealth, dressing in fine clothes and wearingjewelry. Many of them are also slightly on the heavyside, a sign of good living, though the Embrace stripsaway some of it. Almost all Giovanni are Italian,though this runs the gamut from blondes descendingfrom natives of the Po plain to those so black-hairedand swarthy they could almost pass for Arabs.

Haven and Prey: It is rare for a Giovanni not tohave enough resources or family contacts to afford ahouse. Those who serve or tutor other Cappadociansmake their havens along with said Cappadocians.Some Giovanni prefer drinking from corpses, whileothers often frequent the whorehouses of whatevercity they occupy.

The Embrace: Almost all Giovanni are Em-braced by fellow Giovanni, often one who is closelyrelated. Most Giovanni prospects are given a lengthy,though usually somewhat edited, introduction towhat is to happen to them.

Character Creation: Giovanni who specializein nigrimancy favor Mental Attributes andKnowledges, while merchants tend to focus on So-cial Attributes as primary and possess a good mix ofSkills and Knowledges. Except for Generation andStatus, all Backgrounds are appropriate for aGiovanni, though Resources and Retainers rank

highest, followed by Contacts and Influence. MostGiovanni follow the Road of Humanity, while afew follow the Road of Kings (especially the Path ofthe Merchant; see Road of Kings) or the Road ofBones.

Bloodline Disciplines: Auspex, Fortitude,Mortis (usually the Path of Nigrimancy is primary,but this is not a requirement)

Weakness: The Giovanni are Cappadociansand suffer the same weakness listed on p. 67 of DarkAges: Vampire. In addition, a surprisingly largenumber have manifested the Grip of the DamnedFlaw (p. 309 of Dark Ages: Vampire), for un-known reasons.

Organization: The Giovanni are a merchantfamily and organize themselves as such. Those whoare serving or tutoring Cappadocians become partof the parent clan’s organization, but others reportto higher-placed members of the hierarchy, some-times actually answering to some old andexperienced mortal. The current mortal patriarchis Paolo Giovanni, the mistress of the Nigrimancersis Gianneta Giovanni, and the ultimate leader is, ofcourse, Augustus.

Quote: It may interest you to know that theWarlord that you have expressed such antipathy againsthas been meeting secretly with several prominentNosferatu. How do I know? That is of no concern.However, I would like a small favor concerning thedockside taxes.…

Cappadocians. Second, the Giovanni were, and stillare, masters of nigrimancy, magic capable of interact-ing with and controlling the spirits of the dead. TheCappadocians, renowned both for their scholarly pur-suit of the secrets of death and their curiosity, couldhardly afford to pass up such an opportunity.

HistoryThe history of the Giovanni family can be traced

back to the Roman empire. Ancient scrolls and tab-lets record transactions made by the Jovian family inthe time of Mark Antony, and the family even man-aged to place one of its members on the throne for ashort time. It was in those days that the family beganto delve into nigrimancy, probably as an extension ofbasic Roman ancestor worship. The Jovians were notthe only ones communing with the dead in those days,but they were the only ones who managed to turn their

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powers to financial gain, calling up the spirits of deadrivals and past masters of trade alike.

With the fall of Rome, many of the Jovian familyfled, along with hundreds of other Romans. Theysettled on islands in the north of Italy, and toward theend of the fifth century AD, these islands had begunto unite into what would become Venice. It was alsoduring this time that the loose federation of familiesthat shared the Jovian name united to present a morecommon front, turning them into the merchant fam-ily they are in current nights.

The true emergence of the Giovanni family beganin the early eighth century, during the schism betweenthe Iconoclasts and the Iconodules, the two factionswithin the Church who debated whether or not the useof pictures and statues as objects of worship was a sin (theIconoclasts believed it was, the Iconodules did not). TheJovians found themselves in dire straits because theirfamily name came from the Roman god Jove, so aftermuch deliberation, the leaders of the family decided toside with the Iconoclasts (and the Pope), changing thefamily name to Giovanni. This “new” merchant family

allied itself clearly with the papacy and began to curryfavor with Rome, going so far as to remain Catholicwhen the rest of Venice was Orthodox.

The power, wealth and influence of both Veniceand the Giovanni family were steadily growing when,in 975, a man named Augustus Giovanni becamepatriarch of the most powerful branch of the family.Augustus was not only a master nigrimancer, a geniusand an expert in trade, he was also ruthless, ambitious,possessed of an iron will and, above all, a visionary. Heunited the factions of the Giovanni family like nonebefore and he made them the most powerful merchantfamily in all of Europe. While doing this, he alsoresearched many foreboding secrets, adding greatly tothe nigrimancy rituals known by the family.

MORTAL NIGRIMANCERS

Che Giovanni family practiced nigrimancybefore they were brought into Clan

Cappadocian. Many mortals in the family stillpractice the black art. The Embrace, however,facilitates nigrimancy immensely. Augustus laidthe groundwork for the Nigrimancy Path of Mor-tis along with Cappadocius and powerful membersof the Cappadocian clan and Giovanni family,making it much easier for vampires to performthe basics of nigrimancy.

In order to simulate mortal nigrimancy, use therules for the Nigrimancy Path presented in ChapterFour, but with the following changes: A mortalnigrimancer has a special Trait called Nigrimancy,rated from 1 to 5. Merely possessing this Trait doesnot allow one to use nigrimancypowers. Each powerdescribed for the Nigrimancy Path is instead treatedas a ritual of equal level. The time it takes to castsuch a ritual is either five minutes or twice the timeit takes to use the power normally, whichever isgreater. In addition, ritual tools (which vary frompractitioner to practitioner but usually includebones, crucifixes, ancient texts, etc.) are alwaysneeded. Mortal nigrimancers can also use Mortisrituals of nigrimancy, but these take three times thetime they would for a Cainite.

Mortals cannot learn standard Mortis powersas rituals.

GHOSTLY SERVANTS

8t is possible, through the use of the Path ofNigrimancy and either rituals, threats or

cajoling, for a Giovanni to bind a ghost to herself,making it her servant. With the Storyteller’s per-mission, a Giovanni’s player may declare that oneor more of her character’s retainers is a ghost.Certain stipulations apply:

• A ghost is considered a remarkable retainer(meaning that one ghost represents a Retainersrating of 3 or more).

• A character needs to have at least three dotsin Nigrimancy, or a Mentor or Ally who does.

• Ghosts have certain powers, but also limita-tions. All ghosts posses Heightened Senses (asAuspex 1). They can walk through solid objects,though doing this often weakens them. Commonpowers for a ghost include low to medium levels ofAuspex, Chimerstry, Dementation, Mortis (Ca-daverous Animation) and Thaumaturgy (CreoIgnem and Rego Motus). Some more powerfulones might have Vessel (Dominate 5), high levelsof Chimerstry or the power to manifest solidly fora few seconds. Ghosts need to expend Essence topower their abilities, specifically those that affectthe living (or undead) or would cost blood orWillpower. Ghostly Essence is usually regeneratedat the rate of one point per day, though rituals existthat can transfer Essence to ghosts. The Storytellersets the power level for a ghostly retainer, usuallya single common power in addition to HeightenedSenses. Ghost cannot enter areas of holy groundand shy away from both holy persons and demons.See pp. 297-298 of Dark Ages: Vampire for moreon Ghost Traits.

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Then, in 1004, Augustus received an offer hecould not refuse: the offer of the Embrace by oneof the most powerful beings in the world. Augustusand the leaders of the Giovanni family treatedthis as a business proposal, and the deliberationslasted an entire year. In the end, however,Augustus’ lust for power meant that he could notignore this chance. Augustus was brought toMount Erciyes. There, despite the protestationsof several of Cappadocius’ closest advisors andchilder, he was Embraced.

Giovanni in Cainite SocietyAfter 1005, the Giovanni family experienced

an increase in wealth and power that they hadthought impossible. Where before they had foundthemselves dealing with the agents of those Cainitesinfluencing trade, they were now able to deal di-rectly with these Cainites and move against rivalsin entirely new ways. Initially, the Giovanni com-mitted more than one faux pas stemming from theirignorance concerning Cainite affairs. More oftenthan not, the Cappadocians punished the trans-gressor while instructing her in the proper behavior(although occasionally they stopped with the pun-ishment). The Giovanni came to the conclusionthat they were on the bottom of the pile and, onreflection, decided this was for the best. Apart fromAugustus’ Brood (see below), exceptionally fewGiovanni care to play the Cainite game of power.They know that they are newcomers and insteadfocus on either the realm of the spirits of the dead

or on the world of the living, specifically the bur-geoning power and influence of the merchants.The only real move toward power has beenAugustus’ request to Guilelmo, Prince of Venice,that a Giovanni be made Prince of Modon, aVenetian trade colony with no Cainite lord.

Fewer than 50 Giovanni Cappadocians exist. Ofthese, about half reside in Venice, Salerno or one ofthe Venetian trading colonies (see Chapter Five ofDark Ages: Europe). The rest serve either as tradeagents or the associates of Cappadocians who seek tolearnnigrimancy... The mercantile part of the Giovannibloodline has a single representative in Troyes (todeal with the Champagne Fairs), two in the HanseaticLeague (Hamburg and Visby), one in Britain (sta-tioned in London), one in Barcelona, one in Buda-Pest,one in Krakow (dealing with the all-important salttrade) and five scattered about the Islamic world, fromTunis to Basra. The family recently quit its presencein Kiev. These Cainites deal with others of their kindwho seek to dominate trade, hammering out alliances,deals and agreements. Mortal and ghoul agents canalso be found in several cities and areas not consideredas vital, most notably Samarkand, York, Denmark andthe newly Christianized Baltic states, dealing withboth mortals and Cainites. Augustus and his closestadvisors are currently debating an increase in mer-chant Embraces, though the general opinion is againstthis at the moment. An increase in Embrace of mem-bers of the Giovanni family by other Giovanni is apossibility, however. Venice’s former Prince, Narses,was less than enthusiastic about the Giovanni andseverely limited the Cappadocians’ right to Embracewithin the family. The new prince, Guilelmo, seemsto have other things on his mind than to curb thegrowth of some Graverobber experiment.

The Cappadocians generally leave the Giovannito their own devices, demanding only two things —money and knowledge. The research that theGraverobbers carry out is rarely profitable and usuallyrequires at least some funds (for paper, especially); assuch, the Giovanni are expected to provide for theirparent clan. This is rarely a problem, as wealth flowsinto the coffers of the Giovanni at an unprecedentedrate since the sack of Constantinople. In fact, manyGiovanni are somewhat surprised at the low demandsof their parent clan. It is quite apparent that theCappadocians do not know much about the world ofmortals and disdain the luxury that they could enjoy,should they so choose. As for knowledge, this comesin the form of instruction into the mysteries ofnigrimancy and various texts about the afterlife.

CHI SIAMO?Massiliano Giovanni instructing his new childe,

Bajamonte Giovanni:

Welcome to Clan Cappadocian. You arenow one of the undead, but do not forget yourfamily. You may be a Cappadocian by Embrace,but you are a Giovanni by name and it is impor-tant that remain loyal to your family. How, youask, do you do that? Well, the Cappadociansbrought us under their so-called “control” be-cause they wanted our knowledge of the dead toadd to their own and our money to finance theirstudies. So, make money, study nigrimancy andpretend to be a good little neonate. But keep aneye out for anything that may benefit the familyas well as the clan. After all, what is good for thefamily is good for the clan, right?

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The Giovanni andthe Mortal World

The Giovanni are still, first and foremost, a mer-chant family. Their goal is an increase in profit, adecrease in the influence of their rivals and the spreadof Venetian influence. Augustus, as most powerfulVenetians, is interested in expanding Venice’s con-trol in the Mediterranean and beyond. The Giovannifamily is widely recognized as the most powerful andinfluential of the Venetian merchant families, theirfate and fortune intimately tied to that city. TheGiovanni bloodline focuses on the mortal world (andthose Cainites who are merchants even answer to aghoul of Augustus’), seeing the power and influence ofthe merchants and guildsmen in Italy. Being such ayoung addition to Cainite society, they have a greatadvantage over most other Cainites. The elder Cainiteswho have the power and influence to try to guide tradeaffairs tend to be so out of touch that they have onlyjust begun to realize the potential of merchants. Manyof them still focus on the nobility as a source for wealthand power. Younger vampires have the same insightsand the same understanding of mortals as the Giovannibut lack the large power structure necessary to put thatknowledge to good use.

In general, the power and influence that theGiovanni family wields in the mortal world is theresult of its wealth and contacts. The family membersare extremely rich and able to dominate much of thetrade between Venice and its colonies and the rest ofthe world. In addition, many members of the familyhold positions as podestás, guild leaders, council mem-bers, popolo leaders and other influential members ofItalian society (a Giovanni even sits in the governingcommittee of Negroponte). In some areas, however,the Giovanni find themselves outclassed by otherCainites, notably among the nobility and in theChurch. The Giovanni family is, unfortunately, afamily of commoners. Only a few of them have anyconnection to nobility beyond trading with them...This could lead to a good deal of influence if it weren’tfor the fact that even the Italian nobility has a ten-dency to look down upon the Giovanni as little morethan peasants with too much money. When it comesto the Church, the Giovanni are known to be faith-fully Catholic, and many members of the family haveachieved positions as clerks, abbots and bishops (andeven once an archbishop). Now that the Giovannihave been “adopted” by Clan Cappadocian, the HighClans who typically pull strings in the Church (namely

the Lasombra and Toreador) are keeping a sharp eyeout for any family member trying to gain religiousauthority. In this case, the family’s connection to theGraverobbers actually hinders them by gaining themthe notice of the other clans.

The Unquiet DeadWhile their mortal influence and wealth are cer-

tainly impressive, what really distinguishes the Giovanniis their power over the spirits of the dead . What startedas ancestor worship quickly became another tool for thefamily to spread its power and influence. Ghosts can becalled upon to spy on rivals, to reveal secrets they knewin life, to create trouble for enemies, to share of theirwisdom and experience and even, in the case of ghoststhat can affect the living, to serve as guards. Nigrimancywas what allowed the Giovanni family to become one ofthe most prominent merchant families, and family mem-bers have only refined their skills after Augustus’ Embrace.

Most of the spirits that serve the Giovanni do sobecause they are compelled in one way or another.This can be anything from nigrimantic control tobribery. Most ghosts have agendas of their own. Sinceghosts have only limited ability to affect the living, aGiovanni can easily “pay” her spiritual servant byhelping it fulfill its goals. A few ghosts, usually spiritsof dead Giovanni, serve freely, but even these tend tohave separate agendas in addition to their loyalty.

FactionsWhile the Giovanni family presents a united

front, various divisions, factions and groupings stillexist within. These factions rarely oppose each otherbut merely serve as handy labels used by those whoenjoy classifying people, as well as by the chroniclersof the family.

Augustus’ BroodThis is a small group of vampires, less than 10

strong, which includes such people as the Earl ofStavlachia Claudius Giovanni, Augustus’ right handIgnazio, the always-ambitious occultist AmbroginoGiovanni and his childe Lucretia. So far, this groupconsists only of fifth- and sixth-generation vampires,all of whom were exceptional mortals and who arenow not only powerful Cainites but also completelyloyal to Augustus. They are dedicated to expandingthe power and influence of the Giovanni family withinClan Cappadocian. To this end, they tirelessly re-search both nigrimancy and other black arts, and seekways to weaken other factions within the clan.

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The NigrimancersThese are relatively young Giovanni vampires

who were Embraced for their skills with nigrimancyand chosen either to instruct Cappadocians or to aidin the studies undertaken by the clan. They tend to beof relatively high generation, as few elder Cappadociansbother with the Giovanni family, and the majority arewomen. This is because becoming a merchant (seebelow) is generally held to be a man’s trade; as such,the women of the family turn to the occult.

The MerchantsAbout half of the Giovanni Cainites are

nigrimancers and about half are merchants (with asmall percentage being both or neither). A merchantGiovanni is someone Embraced for his (or, rarely, her)business acumen. These vampires spend their nightsmanaging the most important parts of the Giovanniempire and dealing with those Cainites who influencetrade in various areas of the world.

CompetitionHigh Clans: The Giovanni are High Clan

Cainites, since they are Cappadocians. The Giovanniare quite happy about this, as they find themselvesdealing mainly with Lasombra, Ventrue and Toreadorvampires, in addition to their Cappadocian patrons.Some first cursed look down their noses and wonderwho let these merchants into their circles, but someGiovanni do act the part of nobility of the night.

Low Clans: Most Giovanni know enough not tocall an Assamite a fallen Cainite to his face. In the eyesof many Giovanni, the concept of High and Low clansis rooted in outdated ideas about feudal society and therights of nobles. As such, they have no problem“lowering” themselves to talking to a Gangrel orNosferatu as an equal.

Assamites: Being Venetian merchants, theGiovanni have substantial interests in lands that areunder strong Assamite influence. They frequentlyfind themselves brokering with the Saracens and havecome to respect them as skilled opponents, if oftensomewhat blinded by religious fervor.

Cappadocians: The Giovanni love their parentclan — they granted them eternity to pursue studies innigrimancy and develop business interests. All theyasked in return was some petty cash for their ownresearch and some instruction in the black arts. Thebest part is that the Cappadocians often leave theGiovanni to their own devices. The Giovanni easilycope with those few times where a Cappadocianactually order them around, knowing that, in all

likelihood, said Cappadocian will be back to herstudies shortly.

Lasombra: In Italy, Lasombra rule is a fact ofunlife, and the Giovanni have quickly learned to giveCaesar his due, so to speak. The Lasombra tolerate theGiovanni, as the Magisters often have little interest inmerchant ventures, preferring to build their powerbases elsewhere. The Giovanni are happy with thisand try their best to maintain friendly relations withthe Lasombra.

Tremere: So far, the Giovanni have had littlecontact with the Tremere clan, but it seems Augustus’Brood has taken quite an interest in the Usurpers.

Ventrue: When Giovanni and Ventrue meet,the result is always a great show of mutual respect andfriendly words, yet the words drip with poison and therespect quickly wears thin. The Giovanni and theyoung merchant Ventrue are rivals and enemies, pureand simple. While they do not strike at each otherwith swords or minions wielding stakes, their battlesof influence and profit are nonetheless fierce andsometimes deadly.

Playing a GiovanniBeing Cappadocians, the Giovanni can fit into

any chronicle where a Cappadocian could. In addi-tion, they tend to be less insular than the scholarlyCappadocians, and any chronicle involving trade caneasily accommodate a Giovanni.

Character DevelopmentGrowing up a member of a large and wealthy

merchant family naturally lends itself to certain Abili-ties, especially Commerce, Etiquette and, with all themaneuvering for position that happens within thefamily, Subterfuge. Merchant Giovanni build on thisand usually add Empathy, Intimidation, Leadershipand, if looking to travel, Linguistics to that list. Morescholarly Giovanni tend, naturally, towardKnowledges, specifically Academics, Linguistics,Medicine and Occult. Of course, even a merchantGiovanni will need some occult knowledge if shewishes to use her nigrimancy.

When it comes to the War of Princes, the generalGiovanni attitude is to keep out of it, possibly sellingservices to anyone willing to pay. Individual Giovannican and do become involved, and with the resources(monetary or spiritual) at their command, they can doquite well for themselves.

During chronicle downtime, a merchantGiovanni will probably have to tend to an ex-tensive network of Backgrounds, hoping to

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increase his wealth and influence. ScholarlyGiovanni normally focus on learning more(increasing their Knowledges) and possibly bind-ing spirits to their service.

Moments of truth come to the Giovanni in muchthe same way as to other Cainites. Their studies ofghosts and the underworld can result in some powerfulstimuli that lead to insights, especially for thoseGiovanni who follow the Road of Bones.

Role Within the CoterieA scholarly Giovanni can fill much the same role

as any other Cappadocian, a sage and master of eso-teric powers. Indeed, nigrimancy allows them access toeven more options, since they can use ghosts toperform a number of services. Merchant Giovannimake good patrons for Cainites who have no incomeof their own and great partners for other Cainites withmercantile interests... If the coterie contains anotherCappadocian, a Giovanni is most likely required toteach said Cappadocian or provide her with money tofinance her studies.

Prominent GiovanniConsidering that the eldest of the Giovanni has

been a Cainite for less than three centuries and thatthe family seems more interested in pursuing influ-ence among mortals and ghosts than among theundead, it is no wonder that few Giovanni can beconsidered prominent among Cainites.

Augustus Giovanni,Patriarch of the Family

In 1005, the founder of the Cappadocian clan or-dered Augustus Giovanni Embraced, using a vessel of hisown, powerful blood. This act sent shockwaves throughnot only the Cappadocian clan, but all of the establishedCainite society. The question everyone asks is: Whatcould motivate an Antediluvian to Embrace someone inthis age? Of course, Augustus Giovanni was no ordinarymortal. He’d managed to become patriarch of theGiovanni family at the age of 30, while at the same timelearning nigrimancy to a sufficiently advanced level to beconsidered a master. He was one of the most powerful,wealthy and influential men in all of Western Europe. Hehad entertained offers from both Ventrue and ToreadorCainites considering the Embrace. So, it is whispered, heknew enough about Cainite society to hold out for betteroffers. These nights, Augustus divides his time betweenMount Erciyes and Venice, managing his family andBrood while simultaneously teaching and learning fromthe most powerful members of Clan Cappadocian.

Markus Musa Giovanni, The SeekerThis bear of a man was once the Giovanni represen-

tative in Constantinople. When the city fell, his desirefor knowledge conspired with events beyond his controlto send him to Egypt, searching for the fabled SargonCodex, purported to grant godhead to the one who couldunlock its secrets. Once in Egypt, he fell afoul of theheretical Lazarenes before being rescued, and put underthe blood oath, by Constancia, the Priestess of Bones.After these events, Markus was asked to accompany theNosferatu Malachite, a task he took up while contem-plating not only the destruction of the Sargon Codex, butalso new and interesting aspects of the spirit world thathe learned during his adventures.

Justus Giovanni,Emissary to the Hansa

Justus was born to a prominent member of theGiovanni family and at an early age showed a remark-able intelligence and eagerness to learn. His father firstsought to make a merchant out of his son, but Justusshowed little skill with money and goods. He was thensent to Salerno to study medicine and nigrimancy, andwhile he excelled at the former, he was unable to learneven the most basic rituals. In despair, he was sent northto Lübeck as an emissary to the emerging HanseaticLeague. Justus soon realized the power and influencethat the Hansa Cities were likely to wield in years tocome and advised his family to pursue closer ties. Hispredictions paid off, and Justus was Embraced in order todeal better with the Cainites pulling the strings ofinfluence behind the Hansa. After this, Justus finallybegan showing a talent for the Black Art, and he is nowconsidered a valuable member of the bloodline.

LamiaThe Lamia are as much a religious cult as a

bloodline. They are almost exclusively female, guardthe Cappadocians, have developed their own path ofMortis and are said not only to follow a heretical roadbut also to engage in rites so foul and perverted thatthey rival those of the Baali. They train women in themanly arts of war and carry a deadly plague, yet by theirassociation with the Cappadocians they have earnedrecognition from the High Clans. They may be theoldest of all bloodlines and are certainly one of themost enigmatic.

HistoryThe history of this bloodline is said to stretch

back to the first daughter of Lilith, called Lamia.

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She founded a cult worshipping the power of women,the moon and her mother. The term Lamia becamethe name given to the high priestess of the Cult ofLilith, and this cult persevered and grew throughthe ages, discovering many arcane secrets and prac-ticing rites both terrible and mystical in order tofurther their understanding of the world.

The cult grew largest in the eastern Mediterra-nean. Here, the cult had its most holy of places,temples and places where the magical power of theworld was strong, and here High Priestess Lamiaherself presided over midsummer and midwinter rites.In other lands, the cult remained secretive, but in theeast, the cult grew large, though not very influential.While the cult was tolerated, it was never accepted,and it remained an enigma to those who were inter-ested in such matters and a secretive and perhapsdangerous group to those who feared the power ofwomen. From time to time, a ruler or high priestattempted to exterminate the cult. When this hap-pened, the women of the Cult of Lilith put to good usethe teachings of war given to them alongside theirspiritual lessons. So the cult endured.

It is unknown when and why Lazarus, childe ofCappadocius, came upon the holiest of rituals, theMidsummer Rite. The Methuselah himself refuses tospeak of it. It must have been in very ancient times, fornone of Cappadocius’ grandchilder remembers a timewhen Lamia was not a Cainite. As to why, specula-tions abound. Most Cappadocians believe he wasinvestigating rumors of the cult, trying to learn whetheror not their bloody rites could add some knowledge ofdeath’s mysteries to his own. Others say that he wasdrawn there, able to sense the power of the ritual. TheLamia, however, claim that Lilith guided him there,to serve as Her tool in bringing High Priestess Lamiaover into the darkness. The Lamia also claim that thereason Lazarus fell upon Lamia was that Lilith hadpossessed her, making her so beautiful that not evenan ancient vampire could resist her. Whatever thetruth, Lazarus Embraced Lamia and then fled, after she

revealed some terrible secret to him. To this night,Lazarus cannot look upon Lamia without a shudder.Lamia simply made her way to Mount Erciyes andpresented herself to Cappadocius, pledging herselfand her followers to Clan Cappadocian.

Through the ages, the Lamia have been closelylinked with the clan they serve. They stand mainly asbodyguards and warriors, defending the scholars, and

LAMIASobriquet: Gorgons, WitchesDisciplines: Mortis, Potence, FortitudeWeakness: The Lamia’s bite carries a viru-

lent disease. Anyone the Lamia feed on mustmake a Stamina roll (difficulty 6 for women, 8for men) or contract a fever much like the BlackPlague, fatal within several days.

TINES EIMEN?Medea, priestess of Lilith, lecturing mortal fol-

lowers of the cult:

Our sisterhood is an ancient one, created bythe daughter of Lilith. In nights gone by, womengathered often and freely to worship the DarkMother: Lilith, first wife of Adam and Jehovah’sequal. They performed rites in her name, suchwild dances under the full moon, where pleasureand pain came together in a beautiful celebrationof life and blood. As women, they understoodthat nothing comes without suffering and thatsuffering is but another face of pleasure. Theyknew that growth came through the realizationof one’s frailty, through pain and then releaseinto ecstasy. When men grew fearful of the powerof these women, they tried to destroy the cult.Although many women took up the sword, themen found themselves aided by the servants ofthe patriarchal Jehovah and they almost suc-ceeded in their grim task.

Then, one midsummer night, under the lightof the full moon, a pale man, a blood-drinker,approached the holiest of our temples, where thehigh priestess Lamia was presiding over the greatMidsummer Rite. The great power of the HighPriestess called to him and he bore down uponher. She refrained from destroying him, for theDark Mother spoke to her, telling her that thiswas the next step on the way to true knowledge.As she was brought to the other side of death, shelaughed, and the pale man, powerful as he was,found himself shaken and overwhelmed by thepower of the High Priestess. He fled and Lamia,guided by Lilith, made her way to the master ofthe vampire who had made her, safe in theknowledge that these vampires were, in theirown way, servants of the Dark Mother. He ac-cepted her and requested her to bring over otherpowerful women of her kind. Remember alwaysthat, if you serve the cult well, you may be giventhis gift.

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it is as such that the other clans know them. Anumber of Lamia are mystics, however. They use theoccult secrets of the Cult of Lilith, combined withtheir unique insights of Mortis, to delve into myster-ies that even their patron clan might frown upon,were it allowed to see.

Lamia Among the ClansIn modern nights, the other clans only know the

guardian Lamia, those who serve and defend theCappadocians as warriors. Members of the HighClans often look down upon these Lamia as mereservants. Many Low Clan Cainites despise the Lamiaas willing slaves, while others try to recruit them,

citing a common cause in rebellion against theHigh Clans. These latter Cainites are always

disappointed, as are those who try to bribe orcajole a Lamia into betrayal. Most Lamia arefiercely loyal. The Cappadocians like tothink that the Lamia are loyal to them, and

this is also the image that the bloodlineprojects, but in reality, the Lamia are

loyal to their High Priestess and to theCult of Lilith. For now, these loyal-ties do not conflict with loyalty tothe Graverobbers. The Cappadocianshave proved to be generous sponsors,mentors and patrons, and the Lamia

have gained much from their associa-tion with the clan.

This is not to say that every Lamia is a bodyguard— far from it. While the face most often seen is that ofthe guardian, one might also find Lamia scholars who

work either independently or with the Cappadocians,seductresses and infiltrators who use their carnal knowledgefrom the days when they were alive to great effect and Lamiawho continue their service to the Cult of Lilith after their

Embrace.

The Cult of LilithThe Cult of Lilith, a dark and mysterious sister-

hood, still exists, much as it has for millennia. It isstrongest in the eastern Mediterranean, which thecultists consider the most holy of lands, and it is still

spread all over the known world. Small branches of thecult exist in Scotland, Scandinavia and even the lands

beyond the Principality of Kiev.The Cult of Lilith is a mystery cult that reveres women and

the power of the female through Lilith, the Dark Mother. TheCult is dedicated to enlightenment, ascension and heightened

awareness and uses various means to achieve this. Cult rites are usuallycentered around pain, orgies or both. Pain and pleasure are the central themes of

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existence, say the teachings of High Priestess Lamia, andby dispensing pain and pleasure one may guide one’sbrothers and sisters toward understanding. The Cult alsoholds rites on midsummer, midwinter and the equi-noxes, worshipping the power of nature as opposed to asingle god.

The Cult is mainly made up of women. Malemembers exist, but they are never given positions ofpower and influence. Women are more in tune withthe world, the Cult asserts, better able to understandthe greater mysteries, better equipped to dispense painand pleasure and, through the miracle of childbirth,much better equipped to endure pain. The Cult re-cruits secretly among the women of a community,usually approaching those who seem rebellious ormalcontent. The Cult stresses secrecy, lest the patri-archal Church try to strike it down.

As noted, the Cult of Lilith reveres Lilith as theDark Mother. She is the female counterpoint toJehovah, who grew jealous of Her power and tried tolord over Her. When She refused, He, being stronger,cast Her from Heaven. This is why all members of theCult of Lilith receive training in fighting, so as neverto suffer a similar fate,. The cult is also quick to uselocal female deities and mythological heroes whensetting up in new areas, from the Roman Magna Materto the Celtic Scathach (whom the Lamia claim wasactually one of theirs) to the Nordic Sif and Hel.

Ashen Cults provides an in-depth look at cults inthe Dark Medieval, and information from this bookcan be of great help in designing an individual branchof the Cult of Lilith. Chapter Three of that bookintroduces a new Background, Cult, which is appro-priate for a Lamia.

Caine’s ChildrenHigh and Low Clans: Among those who take an

interest in such things, some confusions exists as towhether the Lamia are High or Low Clan. They areassociated with the Cappadocians, but unlike theGiovanni, they are most definitely a separate lineage.As such, the Lamia occupy a kind of “middle ground,”and while they might be scorned somewhat by theHigh Clans, the first cursed must admit that the Lamiaknow their place. Members of the Low Clans some-times curse the Lamia as lap dogs to the nobles, butthey cannot deny that the Lamia sleep more comfort-ably than they do.

Cappadocians: The Lamia are taught loyalty tothe Cappadocian clan as a whole and to any individualCappadocians they may be asked to serve. To some,this loyalty is a burden, to others it is something takenfor granted. Whatever an individual Lamia’s thoughtson the matter, the bloodline as a whole is loyal. Themain problem comes when Cappadocian clashes withCappadocian — where does a Lamia’s loyalty lie then?Usually, a Lamia caught in such a conflict tries tominimize damage to the clan as a whole and also toremain loyal to her charge.

Gangrel: The Lamia retain more than cordialrelations with a large number of female Gangrel whohave more or less the same beliefs as the Lamia. Someare even inducted into the service of the Dark Mother.

Nosferatu: More than even their parent clan, theLamia often find themselves in conflict with Nosferatuover territory. Also, the Lamia distrust the Lepers inthe extreme, doing their best to prevent them fromspying on the Cappadocians. For their part, theNosferatu usually just watch and wait.

OF MEN AND CULTISTS

8t may seem that the only Lamia arewomen who have been members of the

Cult of Lilith. This is not entirely the case,though they do form the bulk of the bloodline’smembers.

From time to time, a woman who is not amember of the Cult of Lilith catches the eye of aLamia and, should the prospective candidate holdup to further scrutiny and testing, she is given theEmbrace. Such women are usually rebels againstthe patriarchy, though women who excel in physi-cal pursuits or who seem to have some deeperunderstanding are also chosen. These women arewatched and evaluated more harshly than theirsisters. Men are exceedingly rarely Embraced andthen normally only those who are members of theCult of Lilith. A man needs to prove himself twiceas much as a woman in order to be Embraced, andeven then he receives less respect and trust than afemale Lamia. In very rare circumstances, a manfrom outside the cult is Embraced, and it hashappened once or twice that a powerfulCappadocian has requested that a certain man beEmbraced as Lamia.

As an optional rule, the Storyteller maydecree that noncultist Lamia suffer a +1 diffi-culty on social interactions with cultists and thatmale Lamia suffer a +2 difficulty with femaleLamia and members of the cult. These penaltiesare cumulative, so that a male from outside thecult faces a +3 difficulty.

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Ventrue: Several Cappadocians, especially inthe Baronies of Avalon and the Fiefs of the BlackCross, serve as advisors to powerful Ventrue lords. TheLamia have seen how the Ventrue treat their servantswhen their usefulness expires, and therefore Gorgonbodyguards to these advisors watch the Ventrue princesvery carefully.

Playing a LamiaWith most Lamia serving one or more

Cappadocians, it requires either the presence of aGraverobber or a well thought-out background storyin order to introduce one into a chronicle. This said,however, if the conditions are right a Lamia can be aperfect choice for a player’s character.

Character DevelopmentLamia tend toward a broad spectrum of Attributes,

Abilities and Disciplines. Physical Attributes, espe-cially Stamina, are good for warriors and mystics whoregularly attend painful rituals. Social Attributes arean asset for the more sensual Lamia, and MentalAttributes, particularly Perception, are important formystics. Those Lamia who act as bodyguards forCappadocians of course require some martial skills.Hearth Wisdom and Occult are important to Lamiawho want to rise within the Cult of Lilith. ClanDisciplines are important, of course, but many Lamiaalso find the study of Auspex worthwhile.

During chronicle downtime, a Lamia is likely tofocus more on Abilities and Disciplines than Back-grounds. Lamia tend not to have extensive contactwith mortal society, and their place as servants of theCappadocians restricts their ability to gain statussomewhat. Instead, focusing on the martial and themystical is what takes up most of a Lamia’s time.

Most Lamia experience their moments of truthduring rites and rituals. As part of the Lamia belief ofknowledge through pain and pleasure, torture, muti-lation and sensual feeding can all help a Lamia copewith her Beast.

Role Within the CoterieIt is easy simply to delegate a Lamia the role of a

warrior and bodyguard who is required to follow theorders of the coterie’s Cappadocian. This, however, isselling the Lamia short. They are mystics as much aswarriors and they, too, have an interest in learning

about death. A Lamia can be both an advisor and afount of knowledge, in addition to adding anotherPotence-backed sword in times of conflict.

Prominent LamiaMost Lamia keep a low profile, preferring to be

seen simply as Cappadocian guards. Their pagan prac-tices might attract too much attention from the wrongpeople if the bloodline were to try to involve itself toomuch in Cainite society.

High Priestess LamiaLittle is known about this ancient and enigmatic

Cainite, save that she is the childe of Lazarus andrumored to be both the lover and guardian ofCappadocius. She leaves his side infrequently, eitherto perform some sort of task set her by him or to attendone of the great rites of the Lamia. The only rite sheis sure to attend is the great Midsummer Rite, butsometimes she can be found presiding over minor, yetstill important, rituals. She is known for her enmitytoward Augustus and the Giovanni, the only knowndifference of opinion she has with her master. The onething that those who have met High Priestess Lamiaremark upon is her looks — where one might expectotherworldly beauty or horrid ugliness, Lamia appearsas a normal-looking woman with a shapely body,extremely long hair and a classic nose.

HippolytaIn Venice, one of Prince Guilelmo’s childer is

staked and left in the sun, his ghouls watching helplesslyin chains. In eastern Hungary, 12 monks are foundpoisoned and defiled in an Obertus monastery. InMagdeburg, a prominent Lasombra visitor is assassi-nated, prompting increased tension between The Fiefsof the Black Cross and the Sea of Shadows. In all thesecases, one name is whispered with mixed hatred anddread: Hippolyta. Believed by most to be a renegademercenary Lamia, Hippolyta is known to be an expertswordswoman, a master archer and privy to the deepestsecrets of her bloodline. She is rumored to associate withdevil-worshippers both mortal and Cainite, have magesas her servants and hunt Lupines for sport. Some believethat she is not a renegade at all but answers to some of themost powerful members of the Cappadocian clan orpossibly High Priestess Lamia herself.

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Chapter Four:Birthrights

andBitter Secrets

A prince ought to have no other aim or thought, nor select anythingelse for his study, than war and its rules and discipline.

— Nicolo Machiavelli, The Prince

The High Clans have history, tradition and millennia ofpractice on their side when it comes to supernatural power. Everyapplication of their Disciplines is a refinement of the gifts thatCaine himself gave to their Antediluvian forebears, and everyyear brings the discovery of a technique long forgotten or a newsecret revealed from sire to childe.

This chapter contains new Discipline techniques and ad-vanced Disciplines developed by the first cursed. Also, the secretsof the koldun are revealed, allowing players to create charactersfrom this arcane tradition of sorcerers. Mortis receives treatment,as well — the reader will find two new Mortis paths and a host ofrituals for use by Cappadocian characters.

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Arsenal of the EldersA young Cainite avoids the eyes of an elder, only to

find that her voice carries as much command as her gaze.An Assamite strikes at his Cappadocian target, only tofind that his weapon breaks. With but a simple push, aBrujah elder sends a raging Lupine flying backward.

While younger vampires might think that theypossess great powers with their command of the Dis-ciplines, they are but impotent dabblers compared tothose elders who have moved beyond the normalboundaries of Cainite gifts. Those of sufficiently pow-erful blood and an advanced enough age may call upontruly devastating effects and even break some of theestablished rules of the Disciplines. Some elders findthemselves driven insane by the incredible powerthey have at their disposal, however. With greatpower comes greater risk, especially among Cainites.

The Diverging PathsIn general, the first five levels of a Discipline have

set effects of increasing efficiency. Some small varia-tions may be possible (as with the Animalism powerCowing the Beast, which can also be used as Song ofSerenity), but this is a rarity. Once a Cainite goesbeyond the standard powers obtainable by any vam-pire, no matter what generation, several differentpowers become available. One Toreador might learnFarsight, enabling her to see places and people far off,while another will learn the Mind Revealed, focusingon people nearby.

Why this happens is unknown, but it is a hotlydebated topic among Cainite scholars. One theory,previously supported by many Salubri, says that all levelsof all Disciplines have the potential to be as diverse as the

higher levels. They point to their own two-fold Valeren,the variation possible with Cowing the Beast and the factthat Gangrel with enough skill in the Protean Disciplinemay manifest many different combinations of beastlyshapes. These nights, this theory is dismissed as Salubriboasting. Instead, many scholars support the idea thatonly those of powerful enough blood can alter the powersof Caine. Another theory is that these more advancedpowers are in reality nascent Disciplines waiting to befully developed. Whatever the truth is, one fact remains:Whenever a vampire advances beyond the fifth level ina Discipline, new and interesting possibilities develop.

The greatest change comes with the three physi-cal Disciplines: Celerity, Fortitude and Potence. Atthe less advanced levels, each increase simply brings astandard boost in effect (another action, another soakdie, another Strength success). Beyond level 5, specialpowers become a possibility as an alternative to thestandard increase. Gaining both effects (a specialpower and a standard increase) requires a player to buythat level twice.

What advanced power is developed depends verymuch on the Cainite in question and somewhat on thetutor, if any. A Lasombra of a martial bent is likely tomanifest Aegis of Shadows, even if his mentor knowsonly Walk the Abyss... The Storyteller sets the timeneeded to develop a high-level power (which should bedependent on the type of chronicle being run; anythingfrom a few months to a decade or more). Self-trainingtakes at least twice the time that studying with a tutorwould require. The new power that manifests is usuallysomething that complements the personality of theCainite, though sometimes a mentor succeeds in drivinghome whatever power she knows instead, even if it maybe inappropriate to the student.

Vampires are not limited to a single power at anygiven advanced level. They may continue to train aDiscipline to develop additional powers of the samelevel, if desired. For example, a sixth-generationLasombra with Shadow Armor may choose to learnWalk the Abyss as well, instead of trying to advanceto Fortify Against Ahura Mazda. In other words, if acharacter has six dots in a Discipline, her player canpay 25 experience points to buy another level 6 poweror 30 experience points to buy a level 7 power.

The powers later in this chapter, as well as thosein Dark Ages: Vampire, are by no means all theadvanced powers that exist. Those in the main bookare the most common powers, while those presentedhere are emblematic of the High Clans. Other powersmay manifest in a newly enlightened Cainite. Withthe Storyteller’s permission, a player may design a new

DIFFICULT CHOICES

0s described below, when a characteradvances beyond level 5 in one of the

three “physical” Disciplines (Celerity, Fortitude,Potence), the player has the option of choosingeither an increase in the usual effect or learninga special power. You can not choose an increase inthe usual effect unless you also have done so atthe previous level. For example, a Brujah whogains Potence 7 cannot choose to gain sevenautomatic Strength successes if his only level 6power is Master of the Forge. He must first learnthe “standard” Potence effect at level 6 before hecan learn it at level 7.

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power for her character instead of choosing one of thepowers already published. This will likely require agood deal of tinkering, as the Storyteller and playermust work together to ensure that the new power isneither too powerful nor too weak, that is fits withinthe framework of the chosen Discipline and that it isindeed appropriate to the character.

The Refined MethodsThe following high-level Discipline powers are

mainly found among the High Clans, though those ofthe more common Disciplines are known by membersof the Lower Clans. High Clan vampires tend to favorpowers of control, refinement, expertise and domi-nance. Celerity Refinement is a good example — thispower increases a vampire’s control over Celerity. AnAssamite warrior might manifest a much more offen-sive Celerity power, which is likely to be a good dealmore efficient in combat, but a Toreador with Celer-ity Refinement might scoff at such an unrefined,brute-force approach.

The Perils of PowerWhile a Cainite who possesses advanced levels of

one or more Disciplines might have incredible power ather disposal, such power can (and often does) also beginto affect her mentally. Just as some mortal lords becomecorrupt and degenerate because of the power they wieldover their fellow humans, a Cainite might find her sanityeroded by the powers of the Gifts of Caine.

When to afflict “Discipline derangements” is ulti-mately up to the Storyteller. Below is a list of conditionsthat indicate that a Discipline derangement might de-velop. In general, only characters who have a Disciplineat level 6 or above are in danger of developing Disciplinederangements, but if the player and Storyteller agree,such a derangement might come at earlier levels. If acharacter fulfills three conditions, she is in serious dan-ger of receiving a temporary derangement. Fulfilling fiveor more conditions might inflict a permanent derange-ment. The derangements appropriate to each Disciplineare listed below.

• The level of a clan Discipline is higher than theother two clan Disciplines together.

• The level of a nonclan Discipline is higher thanany clan Disciplines.

• The character has multiple powers of the samelevel of the Discipline.

• The character has reached her maximum po-tential in the Discipline without reaching at leastlevel 5 in another.

CELERITY AND POTENCE PROBLEMS

0t high levels, Celerity and Potencebecome very powerful. A Brujah el-

der with Celerity 6 and Potence 6 is able towade through a sea of enemies and dispatchcoteries of ancillae by herself. If a Storytellerwants to limit the power of these two Disci-plines, the following two options are offered.Storytellers might also want to use the Po-tence option regardless, as it is somewhatrealistic (as realistic as anything pertaining toundead bloodsuckers can be).

With advanced levels of standard Celer-ity, the mind and body of the Cainite possessingthe Celerity may not be able to keep up withthe increased speed the Discipline grants. Anycharacter with Celerity 6 or more must have aDexterity + Wits at least equal to her Celerityrating in order to take advantage of it fully. Ifa character activates Celerity beyond her Dex-terity + Wits, all actions are at +3 difficultydue to disorientation. If the character increasesher Dexterity via blood expenditure, her Ce-lerity limits are likewise increased.

With advanced Potence, one incurs therisk that weapons and tools may break. If acharacter has Potence 6 (automatic successesrather than other powers), any nonbladedmelee weapon (except for a morning star) shewields shatters on a successful hit, unless itshaft has been specially reinforced. At Potence7, even thrusting weapons and blades otherthan daggers break. At Potence 8, morningstars’ chains break and daggers snap. A charac-ter with such strength can safely wield onlyspecial weapons. Any weapon forged with thePotence power Master of the Forge is safe.Weapons made by a master (at least Crafts 4and an Area of Expertise in Weaponsmithing)might be able to withstand such force. Forevery success beyond four the creator of theweapon achieved when it was made, theweapon can withstand one level of Potencehigher than normal.

Some Storytellers might want to applythis rule to characters with boosted or naturalStrength above 5. This, however, requires alot of bookkeeping, as a player needs to keeptrack of whether or not her weapon is injeopardy at any given moment.

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• The character has botched uses of the Disci-plines several times recently.

• The character has repeatedly achieved phe-nomenal results (six or more successes) while usingthe Discipline recently.

• The character relies heavily on using the Disci-pline, even when it is not necessary.

• The character has learned or advanced in theDiscipline as a result of diablerie.

Temporary Discipline derangements fade whenthe conditions that brought them about no longerapply, while permanent Discipline derangements arejust that. They may eventually be overcome just asother derangements, but the character cannot find acure by simply refraining from the use of the Disciplinethat brought on the derangement; it lingers on.

An Insane StartYes, it is possible to start with a Discipline de-

rangement, by taking the Deranged Flaw (p. 305 ofDark Ages: Vampire), or by deciding that the char-acter begins insane if the optional Merits and Flawssystem isn’t being used. This derangement should bekeyed to the highest in-clan Discipline the characterhas (and it is especially appropriate for a characterwho has all of her four starting dots in a singleDiscipline). Taking this Flaw at character creationcould indicate that something went wrong during thefirst few uses of the Discipline, or that the character isnot mentally strong enough to handle it.

AuspexHigh levels of Auspex are a favorite not only of the

clans who possess the Discipline as one of their clanspecialties, but of any elder Cainite wanting to play thegames of power. Being able to see invisible attackers,read the minds of enemies and see into the future areall incredible advantages in the War of Princes. Theexpanded perceptions of Auspex can easily affect themind of the user, though. In fact, any botched Auspexroll may, at the Storyteller’s discretion, inflict a tempo-rary derangement. Auspex can induce derangementsof Fantasy (especially from excessive mind-reading),Paranoia, Sanguinary Animism, Visions and Uncon-scious Thought Reading.

••••• • The Mind RevealedThis power expands upon the abilities granted by

Steal Secrets. Though it does not allow the user toprobe deeply into the mind of her subject, it does allowunlimited access to surface thoughts. These thoughtsare generally so fully formed that they do not appear

as images or illusions, but as vague sentences anddirect impulses. Knowing the language of the subjectis not necessary — the vampire automatically under-stands the subject’s thoughts and intentions.

The Mind Revealed can be a boon in socialsituations (as lying to the wielder of this power is quitedifficult and it’s easy for the user to know appropriatethings to say) as well as in combat (where the user canknow her enemy’s next move).

System: Using this power on a mortal or ghoulrequires nothing more than a single turn spent inconcentration. In order to use it on vampires, theplayer spends a point of Willpower and rolls Percep-tion + Empathy (difficulty of the victim’s Willpower).When in use, the power reveals the foremost thoughtsin the target’s mind. In most situations, it is eitherwhat the target is just about to say or, interestingly,what she is deciding not to say. In combat situations,the surface thoughts normally appear as an image ofthe action that the target is about to take. This poweraffects only one target at a time and lasts for one scene.

If used to detect lies, all Subterfuge difficultiesagainst the wielder increase by 3 (to a maximum of 9).If used in order to convince or seduce a target, the userof this power gains three additional dice. In combat,the user gains –1 difficulty to hit her target and –1difficulty on defensive actions. The user must concen-trate on her target, increasing the difficulty of allactions not related to this person (dodging an attackfrom another enemy) by 3.

••••• •• Ecstatic AgonyThis power, which changes the user’s percep-

tion of pain so that it becomes pleasure, is known tobe possessed by the Tzimisce elder Mazikheen.Always looking for ways to transcend the flesh, shefound a way to switch two of the most primalsensations. When this power is in effect, all the

UNCONSCIOUS THOUGHT READING

0 Cainite who is accustomed to usingAuspex to read the minds of people in

any situation may suddenly find herself unableto shut the mind-reading down. She finds her-self overwhelmed with “background noise” or,if only in the company of one or two people,answering unasked questions. When this de-rangement is active, the character suffers a +3difficulty on all Mental and Social rolls, as wellas a +1 difficulty to resist frenzy, unless she is inthe company of one or two people.

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pain that the user feels is transformed into a feelingof bliss that invigorates the user and makes every-thing seem clearer. Fighting someone who uses thispower is a rather disquieting experience — slashingsomeone with a sword and then having him utteran orgasmic moan in response is not what onenormally expects.

While Ecstatic Agony seems to appeal mostlyto the Fiends, members of other clans, especiallythose who have traveled through the lands held bythe Tzimisce and who have taken an interest intheir arts, might develop it. It is also a power onemight find among some elder warrior Salubri, whogain a great deal of understanding of pain throughtheir Valeren.

System: The player spends a point of Willpower toactivate this power, which lasts for a scene. Any woundpenalties the user suffers become bonuses instead, add-ing dice instead of subtracting them. This bonus isapplied to almost all rolls, except for those dealing withconcentration or self-control. The user does not sufferfrom movement penalties due to wounds, unless limbsare severed or the body suffers similar structural damage.When the user reaches the Incapacitated health level,she is overcome with ecstasy and collapses. Torpor andFinal Death are handled normally.

The blissful sensations induced by this power arequite powerful and, at the Storyteller’s discretion, maybe addictive to frequent users. In addition, a user mightnot want to heal wounds while this power is in effect —the Storyteller might deem that a Willpower roll must bemade before the user may spend blood to heal.

••••• ••• Carnage of the MindThe Cainites of the High Clans know that their

minds are far superior to those of the fallen. Thus, it isonly logical that they should be able to overwhelmweaker minds if they are in direct contact with them.Carnage of the Mind allows the wielder to make adirect attack upon another person’s psyche with herown, often with devastating consequences. Carnageof the Mind also lends itself well to the Malkavianclan, as a normal mind cannot handle contact withthe fractured psyche of one of the Lunatics.

System: The character must either touch hertarget or make eye contact. The player spends 3 bloodpoints and rolls Manipulation + Intimidation (diffi-culty 6) opposed by the target’s Willpower (alsodifficulty 6). Assaulting a vampire or other supernatu-ral being costs a point of Willpower as well as theblood. The result depends on the number of successesthe attacker achieves after subtracting the defender’s:

If the target loses all her temporary Willpower asa result of this power, she is rendered unconscious forthe rest of the night, in addition to any other effects.

••••• •••• Sight of the OraclesThis power brings the possessor amazing insight

and visions of the past, the present and the future. Insome ways, it brings Auspex full circle — the firstthing a user of Auspex learns is to sharpen her physical

No. of Effect

Successes

Botch The target becomes immune to fur-ther uses of this power from theattacker for an entire month.

Failure The target is unharmed, though sheis aware that the attacker tried toaffect her somehow.

1 success The target is shaken, unnerved ormomentarily stunned, but otherwiseunharmed. She loses a temporaryWillpower point.

2 successes The target is badly frightened andloses three temporary Willpowerpoints. If the target is a vampire, herplayer must make a Courage roll (dif-ficulty 6) to avoid Rötschreck.

3 successes The targets mind fills with horridvisions, chaotic images or boomingvoices and she loses six temporaryWillpower points and must roll Cour-age as above. If this causes the victimto lose all of her temporary Will-power, she loses a permanent point ofWillpower and suffers three healthlevels of bashing damage. This dam-age can be soaked normally.

4 successes The target loses all temporary Will-power and half her permanentWillpower, and suffers three levels oflethal damage, which can be soakedas normal.

5 or more The target’s player must roll Willpowersuccesses (difficulty 7). If the roll succeeds, the

target is affected as described underfour successes. If she fails, the terriblepower of Carnage of the Mind killsher (if mortal) or drives her intotorpor (if vampire).

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senses. With this power, the supernatural senses aresharpened to perfection.

System: Once learned, this power is always ineffect. The possessor of this power enjoys the benefitsof Heightened Senses at all times but does not sufferfrom sensory overload. She is at all times aware ofeverything that happens in her immediate vicinity, aslong as it is not cloaked by Obfuscate, or anothersupernatural power, of equal or greater level. The usermay also have visions of things and events that may beimportant to her, gain spontaneous insights into prob-lems and hear the thoughts of those in her vicinity,possibly finishing their sentences or answering unspo-ken questions. The exact effects of this power are bestleft up to the Storyteller, but in general, it is impos-sible to surprise the wielder of Sight of the Oracles.

For Storytellers, this power is a wonderful tool togrant an important character information that hemight not otherwise know … or to have him take aninterest in the coterie, for better or worse.

CelerityThough the Toreador claim that Celerity has

many artistic uses, it is regarded mainly as a martialDiscipline, and powers above level 5 tend to reflectthis. The distortion of perception that comes withhigh levels of Celerity can induce derangements suchas Hysteria, Saint Vitus’ Dance and Disorientation.

••••• • Flawless ParryThis power is a boon to those Cainites who are not

of a martial bent, allowing them to react quickly toincoming threats and defend against them. Moreaggressive Cainites may scoff at this power, but Flaw-less Parry ensures that even a Cainite with only aminimum of combat training can make the most of itin combat.

System: To activate this power, the player de-cides how many defensive actions the character wishes

to gain, up to a maximum of her character’s Celerityrating plus one, and then spends one blood point peraction after the first. This blood expenditure is consid-ered Celerity use and as such does not count againstthe maximum number of blood that can be spent perturn. The character may take no other actions whileusing Flawless Parry, but each defense gained from thispower is considered to have successes on all the dicein the dice pool. The player decides which attacks touse a defense against and which not to before theopponent’s dice are rolled.

Example: Lord Raymond finds himself assaulted inthe town square by six ghoul ruffians sent by an enemy. Hedraws his blade, calls out for his nearby allies and thenactivates Flawless Parry. Raymond has Celerity 6, so hecan potentially take seven defensive actions. He is runninglow on blood, however, so he decides on six (his playerspends 5 blood points). Raymond has Dexterity 3, Melee2 and Dodge 1. Three of the ghouls shoot at him withcrossbows, and against these attacks, Raymond has fourautomatic successes to dodge (as he would normally havefour dice to dodge such attacks). The three other ghoulsattack him with axes, and against these, Raymond has fiveautomatic successes to parry (because his normal parrypool is five dice).

••••• •• Celerity RefinementNormally, a user of Celerity must decide at the

beginning of a turn how many actions she will takeand pay the cost in blood at that time. Some mastersof Celerity have managed to refine the Discipline tothe point where they can use their blood-born speedas a reaction to events, controlling how fast they moveand how much blood they spend. For Cainites low onblood, this can be a great boon, as they can ensure thatno actions (and thus no blood) are wasted.

System: If a character possesses Celerity Refine-ment, the player need not state at the beginning of theturn how much of her character’s Celerity she isactivating. Instead, the character may take extra ac-tions as appropriate during the turn — the playersimply spends blood as necessary when she wishes thecharacter to take additional actions. She may not takemore actions than normally allowed, and the actionscannot be taken at times where Celerity actionscannot be taken (so no nondefensive Celerity actionsbefore all others have acted).

Example: Magdalena the Scholar of Clan Brujah(who possess six levels of “standard” Celerity along withCelerity Refinement) find herself attacked by an unknownCainite while out hunting. Not knowing the capabilities ofher assailant, she chooses a defensive stance and realizes

DISORIENTATION

Chis derangement afflicts those who relytoo heavily on higher levels of Celerity.

The mind becomes accustomed to the slow worldthat it sees when Celerity is active and becomesdisoriented when the world “speeds up” as theDiscipline ends. The character becomes confusedby the pace of the world and suffers a +1 difficulty onall rolls when Celerity is not active. She may insistthat the world is moving too fast and that everyonearound her should speak slowly and not run.

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that her attacker knows some Celerity, as he strikes at herthree times in rapid succession. Magdalena dodges the firstattack, then her player spends 2 blood points, one for eachadditional attack. Deciding to finish the battle quickly, theplayer spends a blood point to gain an additional action forMagdalena, which she uses to draw her stake. The playerthen spends one final blood point to allow the Brujah toattack, hoping to immobilize her attacker. She succeeds,and her opponent falls to the ground paralyzed. If the playerhad simply activated Magdalena’s full six levels of “stan-dard” Celerity, two actions (and blood points) would havebeen wasted.

••••• ••• The Unseen StormIt is said that the hand can be quicker than the

eye. For a Cainite possessing the Unseen Storm, herentire body is faster than the eye, provided she isconstantly moving. This power offers true invisibility— people are unable to see the user, yet they can stillhear and smell her, though her constant movementgarbles these impressions. Also, people do not instinc-tively step out of her way, as with Obfuscate. On theother hand, the user cannot be seen by anyone whodoes not possess more Auspex than her Celerity, andshe can attack and otherwise interact without becom-ing visible.

System: The player spends one blood point toactivate the Unseen Storm and must continue tospend one blood each turn she wants the power tocontinue. This expenditure does count against themaximum number of blood that can be spent in a turn.The character may not use any other Celerity powers(other than taking extra actions) while maintainingthe Unseen Storm. A person fighting a characterusing this power counts as blind, while the user auto-matically blindsides her opponent (see Dark Ages:Vampire, p. 240). The difficulty of all Perception rollsand any physical action except for close combat at-tacks the character attempts rises by one, because ofthe user’s rapid movements.

••••• •••• Paragon of MotionFor masters of Celerity, almost any physical ac-

tion, no matter how daunting, becomes a simple thingwhen focused on properly. With Paragon of Motion,the user’s perception of time slows down so that she isable to plan out every movement and correct everymistake before it becomes a problem.

System: The player spends one blood point as thecharacter concentrates for one turn. The characterthen automatically succeeds on an action that ismainly physical (and doesn’t rely upon strength alone),

with no need to roll, as long as the Storyteller does notfeel that it is completely impossible. Scaling a smooth,rain-soaked wall, walking along an ice-encrusted ledgein high winds and juggling 15 knives are all simpletasks for someone with this power. Should the Story-teller determine that a roll is necessary (which isgenerally only if the difficulty would normally be 10and require multiple successes), the player receivesnine automatic successes on the roll. The charactercannot use other Celerity powers while employingParagon of Motion.

If used in combat, Paragon of Motion requires anattack roll (in addition to blood expenditure and around of concentration), but this roll gains nineautomatic successes. The damage roll gains this ben-efit as well.

DominateIn a rare case of agreement, both the Lasombra and

Ventrue clans inform anyone who wishes to hear it thatDominate is by far the most powerful Discipline and amust for anyone wishing to become a power in the nightsof the War of Princes. Dominate also dulls the empathyof the user, and one must take care not to becomeaccustomed to being surrounded by sycophants at alltimes. Dominate can easily lead to such derangements asMegalomania, Obsession (with an ordered environ-ment), Perfectionism and Empathetic Blindness.

••••• • Command ObedienceThis power allows a master of Dominate to forego

the normal requirement of Dominate: eye contact.Instead, the wielder may Dominate a victim using aslight touch or, with more effort, her voice. Thispower is known to be ancient and is a favorite amongLasombra and Ventrue in positions of leadership. It isunknown whether or not any members of the Tremereclan have manifested Command Obedience.

EMPATHIC BLINDNESS

Chis derangement, comparable in manyways to what in modern times is called

sociopathy, is found among frequent users ofDominate. The character becomes blind tothe needs, wants and ideas of others. She isincapable of understanding why anyone wouldnot agree with her, follow her commands or dowhatever they can to serve her. She suffers a+3 difficulty on Social rolls with those who donot follow her every order and must check forfrenzy (difficulty 4) if openly disobeyed.

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System:With this power, a character may employall her other Dominate powers through either touchor voice. With a touch, actual skin-to-skin contact isnecessary — touching a person’s clothing isn’t enough.The touch need not be maintained throughout theentire time it takes to issue the Dominate command.

If only voice is used, then all that is required is thatthe target hears the words and that they are spokenloudly and clearly in a language the target under-stands. Such attempts are at +1 difficulty and requirethe expenditure of a point of Willpower, as it is harderto enforce one’s will through voice than throughtouch or eye contact.

••••• •• Tyrant’s GazeThis power is an unusually aggressive and overt

use of Dominate. With it, a Cainite may weaken themental faculties, social skills or bodily strengths of atarget. The use of this power demands eye contact,unless the wielder possesses Command Obedience,but it does not require words.

System: The player spends a point of blood andchooses which Attribute category to affect: Physical,Social or Mental. She then rolls Manipulation +Intimidation (difficulty of the target’s Willpower).The target may resist with a Courage roll (difficulty ofthe user’s Willpower). If the player’s roll fails, thetarget becomes aware that the character was trying toaffect her. On a botch, the target becomes aware andis immune to any Dominate attempts from the user forthe remainder of the night.

For each net success, the victim loses one dot fromone of the Attributes in the selected category. The lossis spread as equally as possible, with the user decidingwhere odd successes go. This loss does not affectreflexive rolls (such as soak and many Appearancerolls), as the loss is purely psychological.

Example: Andreas von Mecklenburg of Clan Ventruefinds that a Toreador named Cassandra has been spread-ing lies about him and decides to teach the upstart a lesson,weakening her social acumen. During the next meeting ofthe area’s prominent Cainites, Andreas makes brief eyecontact with his rival and his player rolls Andreas’ Cha-risma + Intimidation (nine dice) against Cassandra’sWillpower (6), scoring an amazing six successes.Cassandra’s player resists, rolling Courage (3) againstAndreas’ impressive Willpower (9), gaining only onesuccess. Andreas has five successes to weaken Cassandra’sSocial Attributes. One must go into each category, andAndreas assigns the remaining two to Manipulation andAppearance. Cassandra suddenly finds herself less able tobe charming (reduced Charisma), much less eloquent

(reduced Manipulation) and unable to flash her beautiful,winning smile and walk with the dignified grace that washer trademark (reduced Appearance).

••••• ••• Carry the Master’s VoiceMembers of those clans who possess Dominate

often rely heavily on ghouls and other servants. Assuch, it is a small wonder that this power, which allowsfor a servant to carry a Dominate command from hermaster, has arisen. This power can be a potent tool fora Cainite lord with a number of trusted servants.

System: In order to grant a Dominate commandto a carrier, said carrier must be under a blood oath orLure of the Subtle Whisper (Dominate 4). The Domi-nate power imprinted must be one of the first threelevels of the Discipline. The player spends a Will-power point and makes the standard roll for the power,noting the number of successes (the difficulty is con-sidered 7, rather than the Willpower of the ultimatetarget). The carrier must make eye contact with thesubject as normal to initiate the power. Then theinitial die roll is compared to the target’s Willpower.

The power can affect anyone whom the userwould normally be able to affect; if the user is fifthgeneration, then even her ghouls can dominate anyCainite of fifth generation or higher. A person, be ita Cainite, ghoul or mortal, can carry only a singleapplication of this power at a time.

••••• •••• Dominate theDescendants

This power is the ultimate tool of control in thearsenal of the Methuselahs, a powerful weapon in theWar of Princes. With Dominate the Descendants, thewielder may issue commands to anyone who is de-scended from him — his childer, his childer’s childer andso forth down to even the weak-blooded 13th genera-tion. Distance and familiarity matter not. A vampire inEngland can easily affect a descendant of his in Outremerwho has no knowledge of his own line.

Dominate the Descendants is rarely powerfulenough to cause direct actions in the targets, insteadslowly changing their priorities to coincide with thewishes of the user. This change is so slow and gradual,sometimes happening over a period of years, thatoutside influence is rarely suspected.

System: Dominate the Descendants requires that apermanent point of Willpower be spent, thus it is notused lightly. The player rolls Manipulation + Leader-ship, with a difficulty equal to 4 + the number ofgenerations who are to heed the command, starting withthe vampires one step removed from the character. If the

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difficulty is pushed beyond 9, it requires more successesto work. Commands must be very general in terms, suchas “work toward the glory of the Baronies of Avalon” or“guard the knowledge of the heretics against those whoseek to destroy it.” Dominate the Descendants lasts forone decade per success on the roll, and a vampire intorpor can use the power. Dominate the Descendants ispowerful enough to affect even the ghouls of those whoare affected by the power, though to a lesser degree(ghouls may roll Willpower, difficulty 6, if they do notwish to act on the impulses that Dominate the Descen-dants induces).

Example: Tubalcain is a fourth-generation Lasombrawho lies in torpor under his former haven in Ostia Antica.He decides to strike against his rival, Mithras, by com-manding his descendants to sabotage the trade betweenEngland and the rest of Europe. Tubalcain’s player (no,this does not mean we advocate that you play fourth-generation characters) spends a permanent point of Will-power and then rolls Manipulation + Leadership. IfTubalcain wishes to affect only those of his childer who areof the fifth, sixth and seventh generations, the difficulty is7 (base 4 + 3 generations’ worth of vampires). Should hedecide to affect all his childer down to the 12th generation,the difficulty is then 9 and three successes are required.Should the roll succeed, Lasombra all over the world beginworking against the trade with England.

FortitudeFortitude is a great boon to those who wish to

engage themselves directly in the War of Princes.Where Celerity allows a Cainite to overwhelm anenemy’s defenses and Potence can crush an opponentwith a single blow, Fortitude allows for continued

survival, protecting against the claws of a Gangrel, theteeth of a Lupine and the envenomed blades ofAssamite assassins. While possessing high levels ofFortitude rarely leads to derangements, it can induceMegalomania and Lack of Survival Instinct.

••••• • Stand Against all FoesWith this power, a vampire may plant her feet

solidly on the ground and ensure that she cannot bemoved by anything weaker than herself. Even beinghit by the charge of a fully armored knight or beingpounced upon by an enraged Lupine will not move orknock down the user. This power was first made wellknown by the Ventrue knight Johann Kriegsmeister,a warrior in the service of Lord Jürgen, who oftenfound himself carried away from his coterie by the ebband flow of battle. Now he stands firm, often acting asa bodyguard.

System: In order to use this power, the charactermust be on relatively stable ground — a solid plankfloor, a tamped earth basement or even the forest flooris acceptable; a crumbling castle parapet or a soggymarsh is not. The player spends a blood point. Untilthe user decides to end this power, she is almostimpossible to move by normal means. In any roll toavoid being moved or knocked down, the player gainsa number of automatic successes equal to the character’sFortitude rating.

••••• •• Armor of KingsThis power allows a Cainite to become dangerous

to enemies without even attacking them — her bodyhas become so hard that anything striking it mightbreak upon contact. With Armor of Kings, any attackon the character meets with disaster, as weapons areshattered and bones are broken. Interestingly, thename Armor of Kings comes from the VentrueBaudouin Des Rôaux, who originally learned thepower from the Saxon Gangrel Wymer. Wymer calledthe power Curse the Enemy, but rather than admit-ting to learning anything from a Gangrel, the Warlordchanged the name to something more fitting.

System: Activating this power requires the ex-penditure of 2 blood points. It lasts for one scene.When an attack strikes the character, the player rollsFortitude (difficulty 8). If she achieves more successesthan the attacker rolled, the weapon shatters. Weap-ons made with magical powers (such as swords forgedwith the Potence power Forge) and magically treatedor masterfully forged (made by a weaponsmith with atleast Crafts 4) weapons receive a resistance roll. Gen-erally, a master-crafted weapon has a “soak” of 3, a

LACK OF SURVIVAL INSTINCT

Bometimes, Cainite masters of Fortitudebecome convinced of their own inde-

structibility to the point that they disregard evenmortal danger. The character is convinced ofher own invincibility in combat. She receives a–2 difficulty on all Courage rolls but will notdodge, parry or block an incoming blow and isreluctant to leave combat. If sufficientlywounded, or if friends and allies quit the field,she may decide to withdraw. In order to do so,the player must make a Willpower roll. Thedifficulty is 9 if friends have quit the battle, 8 ifat Wounded or worse with bashing damage, 7 ifthe damage is lethal and 6 if the damage isaggravated. In cases of mixed damage, use thelowest difficulty.

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weapon made with Master of the Forge has 5, and amagical weapon can have anything from 4–10, de-pending on the power of the magic. If the number ofsuccesses on the weapon’s “soak” roll equals or exceedsthe number of successes gained by the player using thispower, the weapon survives. A botched attack rollagainst a character with Armor of Kings activatedautomatically shatters the weapon. The charactermust still soak the damage, but all soak difficulties areat –1 difficulty against a shattered weapon.

An attacker who makes an unarmed attack againsta Cainite with Armor of Kings suffers lethal damageequal to the damage her player rolled, which can besoaked as normal. If an attacker suffers two or morehealth levels of damage in this fashion, it results ineither a broken wrist (from a punch or claw attack), abroken ankle (from a kick) or a mouthful of shatteredteeth (from a bite). The Storyteller can set any penal-ties she finds appropriate in such a case.

••••• ••• Repair the Undead FleshTraditionally, sunlight, fire and the fangs of Lu-

pines and other vampires are the banes of Cainites. Asthe lesser effects of Fortitude protect against theinfliction of such damage, a Cappadocian master ofFortitude long ago developed a way to repair theravages of these attacks, possibly with the help of ahealer Salubri. While that Cappadocian hasn’t beenheard from in years, the only logical assumption is thatshe still exists — what could possibly destroy her?

System: This power is always in effect. It makesaggravated damage much easier to repair — the needfor Willpower and rest is waived and the player needspend only 5 blood points per aggravated health level.

••••• •••• Arm of PrometheusEven with the protection afforded by the highest

levels of Fortitude, some sources of damage cannot beresisted. With this power, a vampire may temporarilymake one of her limbs immune to any and all sourcesof damage. It is believed that Lazarus of ClanCappadocian first discovered this power and that it isneeded in order to perform a mighty Mortis ritual,where the caster must hold an ingredient in a roaringfire for an hour.

System: The player spends 3 blood points anddesignates one of her character’s arms or legs. Thecharacter spends a turn in concentration. For the next10 minutes, the chosen limb is entirely indestructible.Fire, sunlight, the bite of a mighty Lupine, a wizard’smost powerful magics — nothing affects it (though anyarmor or clothing may still be damaged). Spending

another 3 blood points when the time is up extends theduration of Indestructible Limb. The supernatural hard-ness of the limb also allows it to be used as a weapon —a punch with such a limb inflicts Strength +1 lethaldamage, a kick inflicts Strength +2.

ObtenebrationObtenebration is the mystical and sinister power of

the Lasombra clan. Said to be drawn from the Abyss andassociated with evil gods and demons, the shadows ofObtenebration can sometimes be as dangerous to thewielder as the victim. The strain of summoning andcontrolling Obtenebration can easily shatter a weakmind. Obtenebration can induce derangements of Fan-tasy (about a world of shadows), Lunacy and Visions, aswell as a condition known as Shadow Infestation.

••••• • Aegis of ShadowsThis power has seen much use during the shadow

Reconquista. It allows the wielder to garb herself inarmor made of semisolid shadow. This armor generallytakes the form of highly articulated and ornate knight’sarmor, though styles vary from one Lasombra to an-other. The one constant is that the armor covers theentire body. The use of this power clearly marks theuser as something sinister and unholy and causes mostnormal mortals to flee in terror.

System: The player spends 2 blood points androlls Manipulation + Occult (difficulty 7). Each suc-cess on the roll translates into one level of armor,which can be used to soak bashing, lethal and aggra-vated damage that does not stem from fire or sunlight(unless Fortify Against Ahura Mazda is used). Inaddition, the character gains three dice to any Intimi-dation pool. Normal mortals and animals flee beforethe character. Exceptionally strong-willed mortalsand ghouls may roll Courage (difficulty of thecharacter’s (modified) Charisma + Intimidation) inorder not to flee.

If the player botches the roll to form the Aegis ofShadows, the character is infected by the shadow-stuff

SHADOW INFESTATION

Chis is not a derangement but rather aphysical condition that sometimes mani-

fests in users of Obtenebration. The character’s eyesbecome pools of utter darkness, shadows move oftheir own accord in her presence, and from time totime, spontaneous Obtenebration effects may mani-fest. A player can suppress this effect by spending apoint of Willpower.

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of the Abyss. She suffers three unsoakable aggravatedhealth levels of damage as darkness erupts from herbody in writhing tendrils.

••••• •• Fortify Against AhuraMazda

Normally, sunlight destroys the darkness createdby Obtenebration with the merest touch. A single rayof light can ruin even the most well conjured Noc-turne, and a Lasombra assaulted in her haven duringthe day cannot use Arms of Ahriman to reach herenemies standing outside. This power, seen by AbyssMystics (see p. 175) to be the first stepon the way to true mastery ofObtenebration, allows the userto strengthen her darknessagainst the light of the sun.This power takes its namefrom the Zoroastrian god oflight and fire, the oppositeof Ahriman.

System: Whenthe character in-vokes another

Obtenebration power, the player spends 3 blood pointsin addition to whatever cost the power in question hasand rolls Stamina + Occult (difficulty 7). Each successtranslates to one turn in which that Obtenebrationpower is unaffected by sunlight. The duration ofFortify Against Ahura Mazda cannot be extended bythe use of additional blood points.

••••• ••• Inner DarknessUp to this point, all manifestations of

Obtenebration are outward.When a Lasombra reachesthis level of mastery, how-

ever, she is able tosummon the darknessof Obtenebration intoherself. Doing so is ex-tremely difficult, and

not without a certainelement of risk, but the

benefits are considerable.System: In order to

summon the Inner Dark-ness, the character mustmeditate for 10 minutes.

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The player must spend 3 blood points and roll Manipu-lation + Occult (difficulty 7). If the roll succeeds, theplayer must then spend a Willpower point and rollWillpower (difficulty 9). Inner Darkness lasts untilsunrise, though it can be dispelled earlier with anotherWillpower roll, this one at difficulty 7. When InnerDarkness is in effect, the character’s eyes become orbs ofdarkness, but this is the only visible sign of the power.

A vampire who has activated Inner Darkness mayinvoke Shadow Play (Obtenebration 1) at any timewithout spending blood. She also gains three dice toall Obtenebration dice pools. She can see throughnatural or supernatural darkness at no penalty, includ-ing Obtenebration effects up to level 7. If anyonewounds her with a weapon that breaks the skin, thedarkness lashes out against the attacker with the sameTraits and effects as an Arm of Ahriman summoned bythe character. It attacks once and then retreats backinto the character. Anyone trying to drink the bloodof the character finds herself being infused with thedarkness, which ravages the person’s body, inflictingthree dice of aggravated damage per blood pointimbibed. This damage can be soaked only by Forti-tude. Finally, the darkness within makes the characterunnaturally calm. All Self-Control/Instinct or Cour-age rolls, as well as Willpower rolls made to remainunshaken, are at –2 difficulty, and any uses of Presenceagainst the character incur a +2 difficulty.

Botching the summoning roll has the same effect asbotching the roll to summon the Aegis of Shadows,above. Failing the roll to control the darkness means itruns amok. The character suffers damage as with Aegisof Shadows, above. In addition, she becomes the centerof a patch of darkness 30 feet in diameter that not evenshe can see through, and four Arms of Ahriman lash outfrom her to attack the nearest targets. Botching thecontrol roll is worse yet — the character’s undead bodyis taken over by something from the Abyss. This is usuallya sinister and demonic creature of shadow, and itsagenda usually revolves around releasing more creaturesfrom the Abyss, as well as causing suffering and destruc-tion. The character remains possessed for 11 weeksminus her permanent Willpower.

••••• •••• Enter the AbyssWith this manifestation of Obtenebration, the

user can physically enter the Abyss and stay there foras long as she wants. She can also exit from any shadowanywhere in the world, as long as she has seen herintended egress location. With additional effort, shemay also bring another person along (willing or no)and possibly strand him in the Abyss.

System: The player rolls Strength + Occult (diffi-culty 7) for the character to enter the Abyss. Thecharacter may take a willing person along; this requiresthe player to spend a point of Willpower. If the vampirewants to take an unwilling victim with her, she must firstestablish a solid grasp on him (possibly requiring a roll tograpple). The player spends a point of Willpower andthen enters into an opposed Willpower roll against thetarget (both rolls are difficulty 6).

The character may exit the Abyss at any time.Anyone taken along must be touching the characterin order to exit. Stranding someone in the Abyss issaid to be a favorite punishment of a certain LasombraMethuselah. The user can exit anywhere she haspreviously seen (including places viewed only throughAuspex), as long as a large enough shadow is present.

What exactly the Abyss is, how it is perceived andwhat lurks there is best left up to the Storyteller. It is ahighly disturbing place, and anyone entering it for thefirst time should roll Courage + Obtenebration (diffi-culty 9). On a failure, a temporary derangement isinflicted. On a botch, the derangement is permanent.Staying in the Abyss for too long is not a good idea.Demonic creatures lurk in the Abyss and might decide toattack the character. In addition, the Abyss itself has aninsidious influence upon those who stay there, andanyone spending too long in it might find himself becom-ing more and more obsessed with suffering and darkness.

PotenceWhile the unenlightened neonates of Clans Brujah

and Lasombra see Potence as simply a tool to swing amace with more force, the elders of those clans knowmore subtle uses. Such elders must also be careful thattheir great strength does not lead them into disregardfor the soft masses of humanity (and younger Cainites).Wielding higher levels of Potence can sometimes leadto Megalomania and Disdain of Weakness.

DISDAIN OF WEAKNESS

<asters of Potence can snap wood andcrush stone, flesh and bone with ease

and must be careful not to damage items and peoplearound them. Those who suffer from this derange-ment begin to show complete disregard for whatthey perceive as the weakness of others. The char-acter constantly remarks upon the fragility of itemsand people around her and always puts all of herstrength into any physical action. A handshakecrushes the recipient’s hand, a pat on the shoulderbecomes a crushing blow, and opening a door likelyknocks it off the hinges.

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••••• • Master of the ForgeMaster of the Forge allows the user to make

metalwork, generally weapons, of masterful quality bystriking the metal with immense, focused force. Thepower is well known in places like Milan and Dam-ascus, with the Damascene Brujah Wafid al-’Asim ibnSuleiman acknowledged as the foremost master, anda Cainite with this power can command top prices forhis work, in money or favors. It is rumored that suchluminaries as Lord Jürgen of Magdeburg, Lucita ofAragon and Nastasio the Galician all wield bladesmade with this power.

System: The player makes a standard roll to forge aweapon (Intelligence + Crafts; difficulty varies accord-ing to the kind of weapon being made: 5 for a mace, 6 foran ax, 7 for a sword), though special, reinforced tools areneeded when such strength is used. Depending on thetype of weapon, the effects vary:

• Any edged weapon, such as a sword or ax, has itsdamage increased by one. This also applies to spears,but not to arrows, as arrowheads are too small tobenefit from this power.

• Any bladed weapon, such as a dagger, is imbuedwith exceptional durability and will not break whenused by someone with great strength. This also appliesto the metal chains of morning stars. Hafted weapons,such as maces and axes, can be specially reinforcedwith this power by adding metal reinforcements to thehaft, though this adds considerably to the time neededto forge the weapon.

• Exceptional tools can also be made, such anextra-sharp scythes or hammers that won’t break,though most Cainites consider this application be-neath them.

••••• •• Fist of the TitansWith this power, a Cainite may either disdain-

fully push away an opponent or, with a little moreeffort, send her flying away with a powerful blow. Firstof the Titans can be used both as an attack in itself,with a seemingly gentle push, as well as in combina-tion with a normal attack, though it is easier to focusthe force when using the power on its own.

System: In order to simply push an opponentaway, the character must shove the target, possiblyrequiring a Dexterity + Brawl roll to hit. The playerthen rolls Strength + Athletics, with a difficulty of thetarget’s Stamina + Athletics (unmodified by Forti-tude, maximum difficulty 9). Each success sends thetarget backward one yard and she is automaticallyknocked to the ground at the end. Should the victimhit something (or someone), both she and it take

damage as if she had fallen the same distance (see p.256 of Dark Ages: Vampire for falling damage).

Using Fist of the Titans as part of a melee attackrequires the use of a blood point as the weapon connects.The target is hurled back one foot for every health levelof damage inflicted by the blow, before soak is rolled, +2feet if the attack was with a bashing or smashing weaponand –2 if it was piercing, hacking or slashing (see Spoilsof War for more information on the various types ofdamage). The target must roll Dexterity + Athletics toremain standing. Hitting an obstacle is handled as above.

••••• ••• Lend the SupernaturalVigor

When a Cainite reaches this level of Potence, shecan master it to the point of granting some of herimmense strength to others. Rumors abound ofLasombra warrior-ghouls capable of cutting their en-emies in half with single swipes.

System: The character concentrates for an hour,focusing her strength. The player spends a number ofblood points equal to how much of the character’sPotence is to be distributed and then rolls Willpower(difficulty 6). If successful, these blood points pour fromthe hands of the character, usually into some vessel orthe mouth of a waiting servant. Each blood point is“charged” with one point of the character’s Potence.Anyone drinking it gains, in addition to the normaleffects of consuming the vitae, one dot of Potence perpoint of blood consumed (which adds to any Potence thetarget may have already), subject to normal generationalmaximum. This power lasts for a number of nights equalto the successes on the Willpower roll.

Lend the Supernatural Vigor has two limitations.First, the user cannot grant more Potence than herown rating in “standard” Potence (that is, if thecharacter has seven dots of Potence used for automaticsuccesses and her eighth level is Lend the Supernatu-ral Vigor, she cannot grant more than 7 levels ofPotence). Second, the character loses the Potencegranted to others until the power expires. This has noeffect on special Potence powers, but it does limit thenumber of automatic successes.

Mortals, including animals, empowered by Lendthe Supernatural Vigor frequently overexert them-selves. If they botch any Strength roll before addingPotence, they suffer a number of bashing health levelsequal to their augmented Potence.

••••• •••• Might of the HeroesHistory and mythology are full of heroes and gods

capable of astounding feats of strength, such as Her-

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cules, Thor, Atlas and Samson. Cainites often believethemselves on par with the heroes and demigods oflegend. With this power, a vampire is able to performsome incredible acts of pure physical power.

System: Might of the Heroes grant a number ofabilities that are always in effect. First, the character’sunarmed attacks strike with such force that theyinflict lethal damage and the character has no risk ofinjuring himself from striking hard objects (so a Cainitewith this power and no Fortitude can smash his fistinto solid rock repeatedly and not even skin hisknuckles). In effect, the character is able to destroyjust about anything given enough time. This alsomeans that the character is immune to powers thatinjure him when he strikes his opponent, such as theFortitude power Armor of Kings.

Second, the muscles of the character’s legs canabsorb the shock of a fall of any length — as long as thecharacter lands on his feet, he takes no damage (gen-erally, a roll of Dexterity + Athletics, difficulty 4, isenough to ensure such a landing).

Third, the difficulty of a Feat of Strength (see DarkAges: Vampire, p. 228) is reduced to 6, making it eveneasier for the character to lift immensely heavy objects,and the increased Strength lasts for an entire scene,though it applies only to lifting and throwing. Still, thisallows the character to use tree trunks as clubs (thesegenerally inflict Strength +6 Bashing and are so largethat they cannot be dodged and can strike more than oneopponent at a time) and toss boulders like a catapult (seeSpoils of War for the effect of siege engines).

In addition to this, the character can actuallystrike so hard that the force of the blow travelsthrough the air, hitting a target yards away. In order todo this, the player spends a point of blood and makesa normal attack roll for a punch or kick. The targetcannot dodge unless she knows what the character isattempting — for example, if he’s just seen the char-acter using this ability on another — and even then,the dodge difficulty is 9. The punch or kick inflictsnormal damage for the character (Strength lethal fora punch, Strength +1 lethal for a kick), but loses onedie of damage for each yard beyond the first that it hasto travel.

PresencePresence is sometimes called “the weaker brother

of Dominate,” yet in many ways it presents less of adanger — users of Presence are less accustomed tohaving everyone jump at their slightest command. Onthe other hand, those who possess high levels ofPresence sometimes become convinced that they are

in truth as wonderful as everyone keeps telling them.For those who rely too heavily on Presence, derange-ments of Hysteria, Megalomania, Melancholia,Perfection and Unconscious Influence may manifest.

••••• • Force of PersonalityThis power takes the abilities granted by Majesty

to a new level. The Cainite’s personality becomes sopowerful that people are actually physically forcedaway from her.

System: The player spends a point of Willpowerto activate Force of Personality and then rolls Cha-risma + Intimidation or Leadership (the player chooseswhich when this power is first purchased). The roll isthen compared to the Willpower rating of each personin the character’s vicinity as a difficulty — mostmortals have a Willpower rating of 2–3. Each successindicates one step that the person must take directlyaway from the character and also the difficulty of theWillpower roll needed to advance toward the charac-ter. Should a person be unable to retreat directly awayfrom the character (due perhaps to a wall or a deepchasm), she still tries to move away in some direction.After the initial activation of this power, the area ofthe force shrinks to about six feet, which makes it aquick way to move through a crowd. In addition, thecharacter has all the benefits of Majesty (Presence 5)while Force of Personality is in effect. Force of Person-ality lasts for one scene.

When first activating Force of Personality, theplayer may nominate any number of individuals whoare simply affected by the Majesty — a wise thing todo when one has to have allies close by.

••••• •• Fire of ConvictionWith this power, a Cainite may whip a crowd into

frenzy, convincing them of the truth in a certain

UNCONSCIOUS INFLUENCE

0s explained on p.204 of Dark Ages:Vampire, Cainites with Presence some-

times unconsciously activate their powers ofcharisma. Those who suffer from UnconsciousInfluence do so constantly, and to make mattersworse refuse to believe that this is the case.When talking to someone whom they would liketo influence, they automatically use Entrance-ment, yet if others accuse them of usingDisciplines they will deny it, as they believe thattheir target finds them utterly charming withoutany supernatural powers being involved.

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matter and sending them into action. This can be usedby a general to inspire his troops, a firebrand preacherto send peasants after heretics or a shrewd manipula-tor to send an enraged, devil-hunting mob away fromher own haven to that of her rival. The Brujah Furoreand diablerist Gonsalves de Cruz have caused prob-lems for princes in both Christian and Muslim Iberiawith this power.

System: In order to use Fire of Conviction, thecharacter must first command the attention of at least 3/4 of the crowd she wishes to affect, usually by shoutingat them, though other Presence effects can be used. Shemust then speak passionately about a certain topic(heretics, rich nobles, corrupt bishops), and what mustbe done about it, for at least one minute. The player thenrolls Charisma + Expression. The difficulty varies ac-cording to a number of factors. If the character speaks foronly a minute, the difficulty is 9. If she speaks for fiveminutes, it is 8, and if she manages to hold the crowd’sattention for 15 minutes, the difficulty is 7. If thecharacter actually does not believe in the cause, or ifwhat is being suggested is especially dangerous, thedifficulty rises by one. The power affects a part of thecrowd depending on the number of successes, startingwith those of the lowest Willpower.

vidual, and a devout peasant sees a saint. This poweris subtler than Majesty, but a crafty Cainite canexploit Perfect Paragon for a substantial benefit, espe-cially if using it against other Cainites to appear as anelder of their clan or road.

System:Perfect Paragon can be used in one of twoways: either to affect a single target or to make thecharacter seem exceptional in the eyes of all who seehim... If used to target a specific victim, the player rollsCharisma + Subterfuge (difficulty equal to the target’sWillpower). If successful, the target sees the characteras a perfect example of whatever her ideals are andanything the character says is subtly twisted to corre-spond with this perception. The player makes allSocial rolls against this victim at –3 difficulty and anyuses of mind-affecting or emotion-altering Disciplines,such as Dementation, Dominate or Presence, receivethree extra dice. Should the character do somethingthat violates the illusion (swearing when appearing tobe a pious knight, disrobing in public while appearingto be a noble lady), the victim may roll Perception +Empathy (difficulty of the character’s Charisma +Performance) in order to realize that the character isnot what he appears to be. If this roll succeeds, thecharacter immediately loses all mechanical benefits ofPerfect Paragon, although viewers do not see him forwhat he truly is.

Note that, unless high levels of Auspex are used,the character does not know what she is appearing tobe. For example, if a person sees the user of this poweras a noblewoman, the character will only know thatshe is treated with respect, not that the person inquestion sees her as a noblewoman (though if he callsher “milady,” she might figure it out). A Perception +Empathy roll (difficulty 6) allows the character someidea of how people perceive her.

In order to invoke Perfect Paragon upon all in thecharacter’s presence, the player spends a point of Will-power and chooses whether to invoke the power subtlyor powerfully. If invoked subtly, all present who can seethe character ascribe to her traits and virtues that theyfind appealing. This translates to a –1 difficulty on allSocial rolls while this is in effect (unless she grosslyviolates people’s perception of her) as well as one addi-tional die on mind-affecting and emotion-alteringDisciplines, as above. If invoked powerfully, the playermust spend a blood point. All who can see the characterreact as if the character had targeted each of themspecifically, as above. This usually results in the charac-ter suddenly having a small crowd following her, whichis usually a boon but can be troublesome at times. Also,since each person in the crowd sees something different,

Successes Effectiveness

1 success 1/10 of the crowd responds2 successes 1/3 of the crowd responds3 successes Half the crowd responds4 successes 2/3 of the crowd responds5 or more successes The whole crowd responds

If the roll is successful, the people affected imme-diately start on the suggested course of action, generallyin a loud and destructive manner. Important charac-ters (such as those controlled by players) may resistFire of Conviction with a Willpower roll (difficultyequal to the orator’s Charisma + Expression). Anyoneaffected by Fire of Conviction is considered to have aWillpower rating of three higher than normal for thepurpose of Willpower rolls and difficulties based onWillpower. In addition, he may draw upon an extrapoint of Willpower, above and beyond his normalpool, for such things as automatic success or ignoringwound penalties.

••••• ••• Perfect ParagonPerfect Paragon allows the user to appear as

everyone’s ideal — a knight sees a master general orvirtuous lady, a greedy merchant sees a wealthy indi-

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fights occasionally break out over the true nature of thebeing before them.

Perfect Paragon lasts for a single scene.

••••• •••• A Perfect WorldThis manifestation of Presence is one of the most

dangerous — not only to those affected, but also to theuser herself. With it, she affects an exceptional num-ber of people, either a huge city or an entire barony,forcing all to act toward making the area the perfectrepresentation of the character’s dream. The onlyCainite known to possess this power was the ToreadorMichael, Patriarch of Constantinople, and it not onlydrove him mad but also indirectly led to the chaos,death and destruction that afflicted his city when theFourth Crusade reached it.

System:The exact effects of his power are best leftup to the Storyteller. In general, all mortals andCainites of sixth generation or higher work towardmaking the area correspond with the ideals of the user.Each month, the player rolls Charisma + Empathy(difficulty 7). If a character has a good reason not towork toward the user’s dream, her player may spend apoint of Willpower and roll Willpower, difficulty 6. Ifshe gains more successes than the user, she can actnormally, but only for one night. The next night, theexpenditure and roll must be repeated. Theoretically,this power can be turned off — but why?

A Perfect World can also be used in torpor.

VicissitudeThe ability to alter flesh and bone is the purview of

the Tzimisce. Many of them see their power as a steptoward transcendence. The ability to change not onlyoneself but others, as well as to cause the pain thatVicissitude inflicts on its subject, can easily wreak havocon a weak mind. Fellow Tzimisce look down upon aclanmate who is too weak to handle her powers andfrequently use that as an excuse for declaring war, so fewTzimisce with debilitating Vicissitude-induced derange-

ments survive for long. Derangements of Multiple Per-sonalities, Obsession (with fleshcrafting self or servants)and Uncontrolled Flow are all possibilities.

••••• • Graft Life to LifeWith normal Vicissitude, a Tzimisce may take the

arm from one person and graft it to another, but therecipient is unable to control the arm and it soonbegins to decay. With this power, the user may takebody parts from living creatures and graft them on toothers, living or undead, and allow for the recipient touse the new limb. Exceptionally monstrous and dis-turbing creatures can be created with this power orone may graft extra organs into others, allowing themto function longer while wounded.

System: Removing a limb requires an Intelligence+ Body Crafts roll (difficulty 6). Extracting an organ is anextended Intelligence + Body Crafts roll (difficulty 7),with 10 successes required and each roll representing anhour of work. The process of grafting must then beginwithin an hour, or the limb or organ dies. Attachmentis an extended roll of Intelligence + Body Crafts (diffi-culty 7), requiring 10 successes and each roll representinghalf an hour’s work. Attaching an appropriate limb, suchas a human arm to a human, is difficulty 7. Attaching aninappropriate limb, such as horse legs to a human, isdifficulty 8. Inserting organs is difficulty 9. Attachinglimbs to a vampire is somewhat easier (difficulty 6).Theoretically, one could put organs inside a vampire,but this has no effect.

The effect of attaching extra limbs is entirely upto the Storyteller. Extra arms might help in grapplingand multiple attacks and extra legs might aid stability,but the main effect is generally freakishness ratherthan effectiveness, since coordinating the extra limbsis very difficult. Extra organs grant the recipient anadditional Wounded health level per organ, though amaximum of two can be grafted.

••••• •• Transcend the FleshInitiates to the Road of Metamorphosis knows

that the body is irrelevant and can be commanded bya sufficiently strong will. Transcend the Flesh allowsthe user to exert such delicate control over her bodyas to expel anything unwanted that might be in herbody, be it a stake, a sword in her belly or a poison inher blood. With extreme effort, the user may evenwalk through solid walls.

System: Expelling large objects, such as a spear inthe gut, simply requires a roll of Perception + BodyCrafts (difficulty 6). Cleansing oneself of minor objectimbedded in the flesh or impurities in the blood is

UNCONTROLLED FLOW

1elieved by some Tzimisce not to be aderangement but rather an inspired state

of mind, this condition affects the character’s con-trol over her fleshcrafting powers. Spontaneousflesh- and bonecrafting effects manifest from timeto time, usually as a response to outside stimuli. Anangered Tzimisce might find herself growing claws,while one caressing a favored servant might findherself altering said servant to be more beautiful.

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difficulty 7. Purging a poison requires the expenditureof a blood point (which is then vomited up along withthe poison) and is difficulty 8. Excising a stake isimmensely difficult, requiring a Willpower point andan extended roll of Stamina + Body Crafts (difficulty8), with each roll representing 30 minutes and 10successes required. Without any expenditure, how-ever, the character can actually move while staked.This is not real movement per se, but simply flesh- andbonecrafting oneself slowly into a new position. Suchmovement is exceptionally slow, but within a fewhours a character should able to move her arm enoughto pull out the stake.

Walking through a wall or other solid objectrequires a minute in absolute concentration, the ex-penditure of a Willpower point and a Willpower roll(difficulty 8). This also results in a naked Tzimisce,unless the clothing he wears is made from living tissue.

••••• ••• Will over FormThose who have yet to attain this level of Vicissi-

tude are still bound by proximity when using Vicissitude— they must touch and sculpt in order to use theDiscipline. A sufficiently enlightened Tzimisce can ex-ert the same level of control with her mere thoughts.

System: A Cainite with Will over Form can useany Vicissitude power without touching — simplyseeing the target is enough. If the character wishes touse Vicissitude on herself, only concentration is nec-essary. Will over Form even allows for Vicissitude tobe used through the Auspex power Farsight or variousKoldunic Sorcery effects. In this case, however, apoint of Willpower must be spent and all effects are at+1 difficulty.

••••• •••• Perfect EssenceA Tzimisce with this power has near-perfect con-

trol over her blood and body. She uses her vitae moreefficiently than ever before (and thus need not feed asoften) and can alter herself without so much as liftingan arm. The Metamorphosists strive for this state, butonly Methuselahs are thought to be able to achieve it.

System: Perfect Essence allows for impressive ef-fects. First and foremost, any blood spent to heal, powerDisciplines or boost Physical Attributes counts double.All vitae taken from a mortal victim also counts double;each blood point taken counts as two added to thecharacter’s pool. In addition, the character automati-cally detects any special substances or effects in blood sheconsumes (such as the Quietus power Ripples of theHeart) and may choose not to be affected by it. Anysupernatural effects that seek to control or alter thecharacter’s blood are at +3 difficulty, and if an opposed

roll is allowed, the player gains three additional dice.Finally, drinking or draining the character’s blood isimpossible unless she is in torpor, and even then anopposed Willpower roll must first be made.

The character also has an exceptional level ofcontrol over her own body. She need no longer touchherself to use Transmogrify the Mortal Clay and Rendthe Osseous Frame. In addition, she may have theeffects of these applications manifest themselves in asingle turn, simply by concentrating and making theappropriate roll.

New DisciplineTechniques

The following Discipline Techniques represent amere handful of the powers members of the HighClans have devised to maintain their stranglehold onCainite society. If innovation is not quite so prized asamong the tradition-flaunting Low Clans, success stillspeaks for itself. Only foolish vampires wait compla-cently while their rivals amass unknown powers. Thentoo, the precepts of metamorphosis and scholarlyobsession drive many Tzimisce and Cappadocians toexperiment with the infinite forms of vampiric power.

Aegis of Entropy (Fortitude 3, Mortis(The Grave’s Decay) 1)

This power allows a vampire to toughen her fleshwith seething necrotic energy in anticipation of ablow. Normal weapons that strike this energy sufferimmediate decay, rotting or rusting to uselessness overthe rest of the turn. Within seconds, the weaponbreaks asunder from its own frailty.

System: The player reflexively spends one bloodpoint and rolls Wits + Crafts (difficulty 6) after a weaponstrikes the vampire. Success does not reduce the damagefrom the attack but causes the weapon to disintegrate bythe end of the turn. This power can affect only trueinanimate weapons; it does not rot away an opponent’sfists, nor may it affect magical weapons or weaponsprotected by magic of any kind. The attack that triggersthe retaliatory use of this power need not inflict anydamage. This power cannot destroy weapons used in asurprise attack unless the weapon lingers in the flesh,such as a knife left in the back.

Experience Cost: 21

Armory of the Abyss (Potence 3 and/orFortitude 3, Obtenebration 3)

Once of the few arts created by Abyss mystics (seep. 175) that has spread throughout the Magisters,

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Armory of the Abyss allows a vampire to fashionweapons and armor from shadows. Summoned itemsextrude from every orifice and pore, quickly harden-ing from darkened phantasm to black crystal even asthey assume the desired form.

System:The player spends one blood point and rollsManipulation + Crafts (difficulty 6). Characters withoutthe appropriate Crafts Field of Expertise to make theweapon or armor with mundane skill (i.e., armory,blacksmithing, woodworking, etc.) may only roll theirManipulation. The item takes one full turn of concentra-tion to form and solidify. If the vampire is disturbedduring this period, his player reflexively rolls the samepool at difficulty 6. Any failure or botch abruptly ends thepower and dissipates the half-formed shadow creation. Adisturbance may include any violent physical contact,sudden loud noise or similar stimulus. At the end of theturn, the weapon or armor completely hardens. Weaponsappear in their owner’s grasp, while armor forms aroundits creator. Weapons may take any form and cannot addmore dice to their bearer’s Strength for purposes ofdelivering damage than their creator’s Obtenebrationrating. Shadow armor adds the character’s Obtenebrationrating in soak dice but provides no protection againstsunlight or fire. Objects created with this power last untilthe end of the scene or an hour has passed, whichever islonger. Characters who learn the Fortitude-only variantcan produce only armor, while those with exclusivePotence can fashion only weapons. Vampires with For-titude 3, Potence 3 and Obtenebration 3 may learn aversion that can provide attack and defense. Every use ofthis power requires a separate activation.

Experience Cost: 21

Awaken the Slumbering Curse(Auspex 4, Mortis 5)

A Cappadocian with this power may project ameasure of his undead nature into a ghoul, causing herborrowed vitae to burn at the touch of sunlight. Thispower is favored as an assassination tool or a flashy meansof delivering a challenge to a rival.

System: The vampire concentrates on a known orsuspected ghoul in his line of sight, while his playerspends one blood point and rolls Intelligence + Occult(difficulty of the target’s Willpower). Each success taintsthe ghoul’s blood for one hour, though the power has noeffect if a vampire targets a living being without vitae.Ghouls affected by this power feel oddly feverish; most donot suspect they have been mystically altered, and eventhose who do have no means of identifying the source ofthe magic. While enchanted with this power, a ghoulsuffers damage from sunlight as though a vampire. Each

turn of exposure to sunlight also burns away one point ofvitae. After the last point boils away, the former ghoulceases taking further damage, though she must stillcontend with massive internal and external burns. Ghoulswithout Fortitude cannot soak sunlight damage.

Experience Cost: 35

Becoming Kupala(Way of Spirit 6, Vicissitude 6)

Despite its name, this power does not allow avampire to join with the primordial evil of Kupala.Rather, the vampire melds with and diffuses through theearth of his territory, becoming its master and spirit evenas Kupala is the spirit of the Tzimisce homelands.

System: The player spends 10 blood points andmakes an extended roll of Stamina + Alertness (difficulty6). The vampire’s pool diminishes by one die for eachsuccessive roll after the first. Once the vampire’s pooldrops to zero, the roll ends and the vampire’s flesh meltsinto a forest of tendrils that spread through the earth. Thezone of control extends a number of yards equal to the(successes rolled x 10). Within this zone, the vampiremay freely perceive events as though using the Way ofSpirit. The vampire may activate the powers of anyKoldunic Sorcery paths within the zone of control at –2difficulty. If the vampire draws victims into the soil of theregion with Hungry Earth, he may drink one blood pointper turn instead of inflicting crushing damage. This is theonly way the vampire may feed unless someone pours alibation of blood into the ground where the koldunmelded. A vampire dispersed through the earth remainsa vampire. It still hungers and slumbers through the day.The veil of earth protects it from sunlight and surfacefires, though any flame burning hot enough to char thesoil burns the vampire normally. Physical attacks againstthe vampire require large-scale devastation of the land orpotent magic. It is not enough to excavate at the site ofentry, as the vampire’s essence is spread cancerouslythrough the land. A vampire may remain subsumed inthe earth as long as he wishes. If the character exhaustshis blood pool, however, he is forced out and into hisnormal form in a spray of earth and winding sanguinetentacles. A vampire may also voluntarily leave the landfor a cost of one Willpower point. After a vampire spendsmore nights subsumed in the earth than his highestvirtue, he becomes bound to its soil and weakens when heslumbers elsewhere. In effect, the focus of the Tzimisce’sclan curse shifts to the tainted soil he now inhabits. SomeLupines can scent the unnatural presence of a vampirespread in the earth, though precious few werewolveshave any inkling as to the true nature of such a presence.

Experience Cost: 42

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Charon’s Oar(Auspex 5, Nigrimancy 5)

Where masters of Auspex must abandon theirphysical form to walk invisibly as a spirit, the eldestand most powerful Giovanni Cappadocians maysubsume flesh into soul and sojourn among therestless dead.

System: Spend a point each of blood and Will-power and roll Perception + Occult (difficulty 9). Reducethe difficulty by two if the vampire’s location resonatesstrongly with the energies of death: a graveyard, anabattoir, the site of a great battle, etc. This powerautomatically fails if used during daylight hours. If suc-cessful, the vampire’s physical form and any possessionson her person dissolve like mist in a stiff breeze andbecome as a ghost, invisible and insubstantial. While inthis state, the vampire has the same statistics as normaland does not substitute Mental or Social Attributes forphysical tasks. She has no silver cord and loses healthlevels if damaged. A vampire slain while using this powersuffers Final Death and leaves no actual ghost to recallwith nigrimancy. While incorporeal, she may move ather normal pace, half-walking, half-gliding across theearth and effortlessly passing through walls and otherobstructions. She interacts with the dead as though bothwere solid, while remaining undetectable to naturespirits and travelers using conventional Anima Walk.Likewise, she cannot affect the material world withDisciplines or physical force, nor be affected in turn bymaterial beings. It is possible for individuals sensitive toghosts and psychic activity, including vampires withAuspex, to sense an incorporeal traveler’s presence witha successful Perception + Occult roll (difficulty 9).Cainites using this power appear as they do normally,with all clothes and possessions they brought with them.

Incorporeal vampires have only the blood theybrought with them, for the dead have no blood tosteal. Vampires still suffer most of their usual banesduring their sojourn. The weight of the sun drivesthem to slumber and sunlight burns their spiritualform, though flames pass through them harmlessly.They still hunger and gradually deplete their blood,and may fall into torpor and become lost as a forgottenshade resting in some dusty tomb. The only way tomaterialize once more is to use this power a secondtime, which requires the same expenditure and roll.Thus, a vampire who exhausts his blood pool istrapped among the dead and doomed unless he canfind and take blood from another vampire lurkingamong the dead.

Experience Cost: 35

Clarity of Emptiness (Auspex 1,Mortis (The Corpse in the Monster) 2or Obtenebration 2)

Developed independently by Cappadocian schol-ars and Abyss mystics of the Lasombra, this powerallows a vampire to still her passions and think withpitiless detached clarity.

System:The player rolls Wits + Occult (difficulty7). Each success adds one die to the next Mental dicepool the character makes, although a vampire cannotmore than double the pool in question. Unfortu-nately, the inhuman stifling of passion adds +2 to thedifficulty of any Social rolls for the scene. This penaltyis cumulative with each successive activation of thepower during the scene; however, no Social roll canhave a difficulty greater than 10.

Experience Cost: 14

Echo of the Subtle Vizier(Obtenebration 2, Dominate 2)

A Lasombra with this power may silently whispercommands to a target’s shadow without ever makinga sound. The commands remain silent until the de-sired duration passes, at which time the victim finallyhears the vampire’s words and faces the Dominatepower employed in the command.

System: The player spends one blood point androlls Manipulation + Empathy (difficulty of the target’sWillpower). Each success allows the vampire to sus-pend a Dominate power for up to one hour. This powermust be immediately activated, with all necessaryexpenditures and rolls. The target resists as appropri-ate. Regardless of the results, the target does notremember the brief exchange and nothing actuallyhappens until the duration of suspension passes. Oneof the more cunning uses of this power is to suspendReveler’s Memory so that it retroactively erases allmemories during the time the power was suspended.The vampire then issues commands with immediateuses of Dominate, knowing the servant will remembernone of his actions later.

Experience Cost: 14

Effigy of the Sculpted Tomb (Fortitude2, Potence 2, Mortis (The Grave’sDecay) 2)

Almost exclusively wielded by the Lamia warriorsin service to Clan Cappadocian, this power allow avampire to briefly toughen her undead flesh like astiffened corpse to aid in combat.

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System: The player spends one Willpower pointand rolls Stamina + Medicine (difficulty 6). A botchmakes the vampire’s flesh brittle and thin like wornparchment, subtracting one dot each from Strengthand Stamina for the scene. Each success adds one dotto the character’s Strength or Stamina for the scene,as selected by the player. This power cannot add moreStrength than the vampire’s Potence rating or moreStamina than her Fortitude. Any successes that shouldprovide bonuses beyond these limits are wasted to noeffect. Physical augmentation provided by this poweris cumulative with augmentation obtained throughblood expenditure.

Experience Cost: 14

Eminence of Shade/Conquering Blood(Obtenebration 5/Vicissitude 5,Dominate 5)

These two powers are frighteningly similar ineffect, though it is unlikely that practitioners of eitherknow an alternate variation exists. Both powers allowa vampire to become insubstantial and physicallyenter a host, controlling her from within like anobscene marionette.

System: The vampire assumes the form of livingshadow or animate blood with Tenebrous Avatar orAscendancy of the Sanguine Humor as appropriate,spending one additional blood point during the trans-formation. In this altered state, the vampire may huntdown and grapple a potential host (requiring a stan-dard Dexterity + Brawl roll). Once the grapple laststhree turns without being broken, the vampire poursinto the victim’s mouth. The victim can only writhein agony as the numbing cold of unnatural shadow orundulating blood courses through her veins. Fromwithin, the vampire may attempt to suppress thevictim’s soul and assume full control of the host bodywith the Dominate power Vessel. If the possessingvampire botches, the victim spends a turn vomitingthe shadow or blood of the Cainite’s form. The vam-pire immediately shifts to normal corporeal form,stunned and unable to act for a number of turns equalto (5 – his Wit’s rating). If the vampire strips away allthe victim’s Willpower, he seizes full control. Thevampire may relinquish and subsequently regain con-trol at any time, allowing him to slumber during theday and use the host body at night. The only limita-tion on how long a vampire may remain in a host is hisblood pool, which diminishes at its normal rate eachevening and for other expenditures. Possessing vam-pires cannot regain blood under any circumstances.Once a vampire exhausts his blood pool, he is forcibly

ejected from the host as outlined above for a botch.While inhabited by a vampire, a mortal gains theability to soak lethal damage with his full Stamina.The vampire may heal bashing or lethal damagesustained by the host as usual. Vampires suffer thesame damage as their hosts, relying on their husks’augmented resilience to protect them both.

The Obtenebration version of this power may beused to possess living beings as well as other vampiresof higher generation. If used to possess another vam-pire, the tenant may draw on the host’s blood pool tofuel healing and maintain the corpse. Any bloodconsumed replenishes the host’s blood pool ratherthan the parasite.

The Vicissitude version of this power cannotpossess a vampire (since it would effectively cause thehost to diablerize the tenant). Any mortal so possessedbecomes a ghoul that draws on the vampire’s ownblood pool. The vampire may also employ lesserVicissitude powers to reshape the host body.

Both forms of this power betray clues as to thepresence of the tenant. In the case of Obtenebration,the host’s pupils descend into points of infinite emptydarkness. In the case of Vicissitude, the host’s skinoccasionally undulates in a ruddy ripple. These signsare extremely subtle, requiring a successful Perception+ Alertness roll (difficulty 9) to notice.

Experience Cost: 35

Eye of Unforgiving Heaven(Auspex 4, Warrior Valeren 4)

Upon invoking this power, a Salubri’s third eyeopens impossibly wide and burns incandescent gold.The orb becomes as a reflection of the sun itself,illuminating the area and searing the flesh of theundead.

System: The vampire stares in the general direc-tion he wishes the power to illuminate, while hisplayer spends one point each of blood and Willpowerand rolls Conscience (difficulty 6). Success causes theCainite’s third eye to open and glow as described. Thelight has the same effects as direct sunlight and inflictsone to three levels of aggravated damage per turn to allvampires in visual range according to their exposure.As the power’s light emits as radiance rather a beam,it knows neither friend nor foe. Even the Salubri is notwholly immune to his light, suffering three dice oflethal damage each turn, soaked normally. Any woundsthe Salubri suffers manifest as a torrent of bloody tearsweeping from the third eye. This power lasts only oneturn, after which its duration may be extended for asmany turns as desired (though the player must make

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the same expenditure each turn). A vampire whoperishes as a result of using this power falls to the earth,his normal eyes closed in an expression of beatificrapture even as his third eye dims. His corpse blazes insearing white light, carrying his scattering ashes up-ward to the possibility of redemption. Obviously,characters who do not ascribe to the Virtue of Con-science may not use this power.

Experience Cost: 28

Flaying Touch(Potence 2, Vicissitude 2)

With this cruel power, a Tzimisce can tear away avictim’s skin as easily as removing a robe, all withoutdisturbing the muscles and other tissue beneath. TheFiend simply grabs a handful of skin and pulls it awayor surgically slices it with the artful caress of a finger-tip. Regardless of the method used, the target suffersexcruciating pain and begins bleeding profusely fromthe exposed flesh. Even if a target somehow survivesthe blood loss, the area of skinless flesh soon becomesinfected. Cainites have less to fear from the power,though they too suffer blood loss until they can regen-erate the missing tissue.

System: This power requires the same roll as aconventional use of Transmogrify the Mortal Clay,though the difficulty is always one higher than normal(maximum difficulty 9). The vampire need not re-strain the victim as long as he strikes exposed skin(requiring a Dexterity + Brawl roll as usual), in whichcase the activation roll is reflexive. Each successinflicts one level of lethal damage, which may besoaked (if the victim can soak such damage) at diffi-culty 8 . If the damage exceeds the victim’s Stamina,she can only writhe and scream in pain for the rest ofthe turn. Victims continue bleeding profusely fromtheir exposed skin. Mortals suffer a number of levels ofbashing damage each minute equal to the initialdamage, while vampires apply any damage after soakas a loss of blood points. Once any of the originaldamage is healed or the wound is stanched (Dexterity+ Medicine, difficulty 9), the bleeding slows to onelevel of damage per hour. Only when the originalinjury is completely healed does the bleeding stop.

Experience Cost: 14

Fountain of Ill Humors (Potence 2,Mortis (Path of the Four Humors) 3)

The vampire may use this power to spit thetainted excretions created with Dark Humors, show-ering her enemies with a forceful spray of theunnatural toxins.

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System: The player spends two blood points androlls Dexterity + Athletics (difficulty 6) as an attackwith a maximum range of the vampire’s Strength +Potence in yards. This spray can be dodged normally,though its conical spread adds one to the difficulty.The spray cannot be parried. Victims struck by thespray suffer the full effects of the chosen humor unlesstheir players make successful Stamina rolls (difficulty8). The Path of the Four Humors can be found on p.41 of the Dark Ages Storytellers Companion.

Experience Cost: 21

Glare of Lies (Auspex 2, Valeren 1)Upon activating this power, a Salubri’s third

eye opens and narrows in close scrutiny. TheCainite gains the ability to see the harmony oftruth and the disharmony of deception. It is virtu-ally impossible to lie surreptitiously to a vampirewho knows this Discipline.

System: The player rolls Perception + Empathy(difficulty 6). Players of any characters wishing to tella deliberate lie in sight of the Cainite must gain moresuccesses than the vampire’s player on a Manipulation+ Subterfuge roll (difficulty 8). Anyone who fails tomeet this requirement may still lie, but the Salubrirecognizes the deception. This power cannot sensesubtler deceptions by omission or half-truth. As longas those scrutinized tell the truth — however partial ordeliberately obtuse — the power detects no falsehood.

Experience Cost: 14

Hand of the Master Artisan(Auspex 1, Celerity 1)

Toreador employ this power to create laboriousworks of art with impossible speed and precision.Painters casually daub the work of hours in a blur ofminutes, while sculptors appear to mold clay as thoughit were somehow alive.

System: The vampire’s player spends one point ofWillpower plus a variable quantity of blood. Thedesired artistic task has its duration divided by thenumber of blood points spent, rounded up. Thus, amosaic that normally required three hours to assemblewould require only one if the vampire’s player spent 3blood points. The trance of accelerated speed appliesonly to the single selected task. The vampire maybreak off and perform other actions without breakingthe power, as long as he spends no more than a singlehour away from the endeavor. This power may aidonly in acts of deliberate artistic creation.

Experience Cost: 7

Jaws of the Dracon (Koldunic Sorcery7, all five Koldunic Ways at 5)

With this power, a vampire may unleash all theelements in a storm of unbridled supernatural power.The storm scourges everything in its path, raininglightning, fire, hail and grinding earth in a conflagra-tion that defies imagination. The very existence ofsuch a spell lies shrouded in myth and legend; novampire has cast it in recorded memory.

System: The koldun spends an hour standing stillon the soil, gathering the energies that will empowerthe spell. The player rolls Charisma + Occult (diffi-culty 8) and spends all remaining blood. This drivesthekoldun into immediate frenzy. Tempest-torn cloudsbuild in the sky over the next hour, reaching theirapex of size and fury as fire begins to rain. For everysuccess, the storm has a radius of one mile. Everythingin that region suffers dice of aggravated damage equalto the koldun’s Willpower + Occult. This damageoccurs sometime over the span of one hour, afterwhich the clouds part to reveal the devastation. Inani-mate objects suffer damage determined by theStoryteller; assume that the storm destroys virtuallyeverything in its path.

Experience Cost: 49

Measure the Will(Auspex 2, Dominate 2)

A vampire with this power may gauge the strengthof a target’s resolve and identity, often as an explor-atory prelude to shattering and reshaping that mind.

System: The vampire’s player rolls Perception+ Intimidation in a resisted roll against the target’sWillpower (both rolls at difficulty 6). The targetdoes not sense any mental intrusion or foreignmalevolence unless the roll botches. If the vampirewins, he may precisely gauge the rating of one ofthe following Traits: permanent Willpower, tem-porary Willpower or any selected Virtue. Thevampire may use this power multiple times in suc-cession to gain further information. Each failedattempt adds one to the difficulty of subsequentrolls. Obviously, the vampire does not perceivesuch ephemeral concepts as will and valor in termsof numerical quantities. The vampire simply com-pares the target’s force of mind with his own psyche.The player may interpret this information moreaccurately according to the mechanics of the game.This power does not require eye contact, althoughthe vampire must be able to see the target clearly.

Experience Cost: 14

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Penitent Resilience(Fortitude 3, Valeren 4)

With this power, a Salubri may briefly walk in thebrightest sunlight without fear of injury. His puritydefends him, allowing the sun to burn the Cursewithin and leave the flesh unmarred. Some Salubribelieve a truly penitent vampire may use this power toburn out the Curse of Caine entirely and regain hismortality, but such legends are anecdotal at best.

System: The player may reflexively spend oneblood point whenever the vampire is exposed tosunlight. Until the vampire exhausts his blood pool,he may not soak damage from sunlight. Such damageis rolled, rather than applied as automatic successes,and each level of injury burns one point of the Cainite’svitae rather than inflicting actual wounds. Once thevampire runs out of blood, he suffers damage normallyand may again soak with his usual Fortitude. OnlyCainites who ascribe to the Virtues of Conscience andSelf-Control may benefit from this power.

Experience Cost: 28

Quicksilver Contemplation(Auspex 2, Temporis 3)

A True Brujah with this power may dilate hisperception of time and speed of thought in response toa crisis situation. Such a vampire may spend half anhour deliberating as the world stands still, re-enteringthe standard flow of time in order to dodge an attackwith perfect precision or deliver a well chosen retort.

System: The player spends one blood point androlls Wits + Alertness. With a success, time suddenlyhalts from the vampire’s perspective. His mind — andonly his mind — has briefly stepped out of the flow ofnormal time. He cannot physically act or use any mentalpower that can actually influence the world (thoughmystical perceptions are permissible). He cannot evenshift his vantage point. All he can do is consider hissituation and plan the best response while standingfrozen in a still and silent world. Once the vampiredecides the best course of action, he returns his mind andawareness to time and may act on his deliberations.Reduce the difficulty of the first action he takes by –1 persuccess rolled, to a minimum difficulty of 3. Someactions and events are simply unavoidable. A Cainitemay pause to consider the arrow touching its point to hischest before it stakes his heart, but it is too late to dodgeout of the way. A vampire could spend a lifetimecontemplating a no-win situation and never arrive at asolution. Some True Brujah imagine that their ancientprogenitor spent eternity in the moment his treacherouschilder’s fangs pierced his throat. Botching this power

gives the vampire a derangement, as he spends decadesor even centuries alone and aware in the prison of hisprivate moment.

Experience Cost: 21

Sculpt the Flowing Wound(Fortitude 3, Vicissitude 2)

A Tzimisce with this power may vastly accelerateher healing by concentrating and willing flesh to moldback to its original form.

System: The player spends one blood point and rollsWits + Body Crafts (difficulty 8). Each success heals onelevel of lethal or bashing damage. This power cannot healmore health levels per turn than the vampire’s genera-tional limit for blood expenditure. Any healing beyondthis limit extends into subsequent turns until complete.

Experience Cost: 21

See the True Shape(Auspex 2, Vicissitude 2)

A Fiend with this power may recognize flesh thathas been magically reshaped. Although Tzimisce aremost adept at noticing fleshcrafting wrought by Vicis-situde, they can also recognize the changes broughtabout by Protean, mortal magic or even theshapechanging of Lupines.

System: The vampire scrutinizes the target and herplayer rolls Perception + Body Crafts (difficulty 6). Thenumber of required successes depends on the nature ofthe target’s transformation. If the player fails to gain therequired number of successes, the vampire senses noalteration and assumes the target is in its natural form. Abotch means the vampire mistakes the nature of atransformation or sees alteration where none exists. Onesuccess spots works of Vicissitude; two sees throughother shapechanging evoked through vampiric Disci-plines. The character needs three successes to pierceother magic (including mortal wizardry) and four for“natural” shapechanging such as Lupines use. If theplayer gains two more successes than are needed, thecharacter not only recognizes the type of transformationbut may make an educated guess as to the target’s naturalform. Even more successes reveal more detailed informa-tion as relayed by the Storyteller.

Experience Cost: 14

Stunning Awe(Dominate 2, Presence 2)

This power allows a vampire to slow a victim witha mixture of terror and mystical compulsion. He needonly lock gazes with the target and unleash his mon-strous will to stun her.

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System: The player rolls Manipulation + Intimi-dation against a difficulty of the victim’s Willpower.A botch leaves the target immune to all further uses ofDominate or Presence by the vampire for the rest ofthe night. Each success imposes a penalty of one die onall the target’s actions. This penalty lasts a number ofturns equal to the vampire’s Willpower, after which itloses one die of potency each turn until the target isfree to act normally. If the initial penalty exceeds thetarget’s Wits rating, the duration is measured in min-utes rather than turns. If a stunned target suffers anypain, her player may roll Willpower (difficulty 7).Each success reduces the penalty by one die. Thisresistance roll may be attempted only once per turnand only once for the same stimulus. This powercannot affect vampires of lower generation.

Experience Cost: 14

Unchain the Wrathful Beast(Animalism 5, Vicissitude 4)

A Fiend with this power may project her Beastinto a hapless host, where it immediately sets aboutwarping flesh and bone to better accommodate itsmonstrousness. The host writhes in agony, skin slough-ing off and muscles boiling into new and terribleforms. Once the change settles, the host frenzies as aterrible living weapon, wreaking a swath of carnageuntil the vampire bids his Beast return.

System: The vampire releases his Beast using theAnimalism power Drawing Out the Beast. Once theBeast finds a home, it burns two of the vampire’s bloodpoints to change the host into zulo shape. The painfultransformation lasts two turns, after which the hostenters immediate frenzy. The Beast will not attack thevampire it rightfully belongs to, but assaults everyoneand anyone else in range of its claws. At any time, thevampire may recall his Beast with a successful Ma-nipulation + Animal Ken roll (difficulty 6). Only onesuch roll may be made per turn. If the host dies beforethe vampire recalls his Beast, the Beast rises out of thecorpse as a black, writhing miasma and flies back tothe Cainite faster than mortal eyes can follow. Evenafter the Beast leaves the host, the physical changesremain. Vampires regain their form over three nightsas they lose one die of augmented Physical Attributes.After the third night, all traits return to normal.Mortals and ghouls are not so fortunate, remaininglocked in the zulo shape indefinitely. Worse still,mortals suffer one die of aggravated damage each dayuntil they perish from rotted bone marrow and un-natural tumors. This decay can be slowed to one die ofdamage per week if the mortal remains a ghoul.

Mortals (ghoul or otherwise) cannot heal the damagefrom their degenerating tissue, so this power spellstheir death sentence without extremely potent cura-tive magic.

Experience Cost: 35

Witness of Ahriman(Dominate 3, Obtenebration 3)

With this subtle power, a Lasombra’s eyes dilateto the infinite depths of the Abyss, filling a target whomeets her gaze with fear. Shadows plague the victim’smind, gnawing at his sanity and resolve.

System: The player spends one Willpower pointand rolls Manipulation + Occult (difficulty of thetarget’s Willpower). Success means the target beginsseeing disturbing flickers of darkness at the edge of hisvision and hears whispers he cannot make out. For aslong as the phantoms last, the victim adds 2 to thedifficulty of all Willpower and Virtue rolls. Once eachday at dawn, the victim’s player may attempt to throwoff this spectral haunting with a Willpower roll (diffi-culty of the vampire’s Occult plus the two-pointdifficulty increase imposed by the curse). For each daythat the target does not throw off the curse, thedifficulty on the roll rises by one (maximum difficulty9). Victims who remain haunted for more days thantheir permanent Willpower lose the ability to regainWillpower points until they throw off the curse. Amortal victim haunted for more days than his Will-power + Wits grows suicidal and ends his life at theearliest possible opportunity.

Experience Cost: 21

TemporisThe True Brujah bloodline claims a peculiar Dis-

cipline that bears some passing similarities to Celerity.It too concerns itself with quickening, and yet alsowith other permutations of time. The True Brujahclaim Temporis was the original Discipline created bythe Brujah Antediluvian before his diablerie and thatCelerity is only a crude bastardization of the art. Theprevalence of Celerity among other clans casts doubton this claim, as do accounts in the Book of Nod ofCaine’s inhuman swiftness. It is far more likely thatthe True Brujah are only half right: Their founder didindeed create Temporis, but as a refinement of theCelerity he learned from his sire and ultimately fromCaine. Regardless of its origins, Temporis is undeni-ably powerful. It channels the mystical force thatholds a vampire’s body in stasis against the ravages oftime. Then too, Temporis is perfectly suited to its cold

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masters, for it measures time and so fosters patience.The True Brujah are too few to avenge the diablerie oftheir progenitor, and so they wait and watch and plan.They are as meticulous and certain as the progressionof hours into days and days into years. Masters ofTemporis often grow even more detached from thepassage of ages, as centuries slip by like sand throughan hourglass. Such beings are more alien and terriblein their callousness than bestial vampires in theircruelty, for they do not feel or care or place anyattachment on the worth of individuals. Time aloneconcerns them and then only in its infinite, interwo-ven entirety...

The Discipline of Temporis lends itself to de-rangements affecting the Cainite’s perception of time,distance and speed. Appropriate choices includeAmnesia, Regression, Visions and Obsession (withtime or the future).

• Hourglass of the MindMasters of Temporis value patience and clarity.

Time is too complex and dangerous to manipulateincautiously or on a whim. Thus, the first power ofTemporis focuses entirely on perception and serves asa permanent alteration of a vampire’s senses.

System: Once purchased, this Discipline gives avampire a perfect sense of time. This duplicates theeffects of the Merit Celestial Attunement (DarkAges: Vampire p. 205), save that it is infallible andprecise beyond the limits of any physical instrumentor unit of time to measure. The vampire knows eventsto the nearest second or better. Moreover, the Cainiteknows whenever the flow of time is mystically dis-turbed by use of Celerity, greater levels of Temporis,mortal wizardry or stranger things. The vampire re-mains within the altered continuity of his timeline butaware that events are other than they should be.Sensing disturbances is instinctive and reflexive,though it requires a successful Perception + Alertness(difficulty 6 for most phenomena, as modified by theStoryteller for distance and intensity).

•• Recurring ContemplationBridging from perception of time to the alteration of

such perception, a vampire with this power may trap atarget’s mind into reviewing a set of events over and overuntil disturbed. This power is extremely subtle and ill-suited to combat or other situations rich in sensorystimuli. A cunning vampire can trick a sentry intoreliving the tedium of his uneventful watch, however,even as the Cainite draws close enough to strike or slippast. Other uses include the maddening infliction of déjà

vu to induce paranoia or make a victim question hersenses and ultimately her sanity.

System: The vampire concentrates on a singlevictim in his line of sight. The player rolls Manipula-tion + Occult (difficulty of the victim’s Willpower).With any successes, the victim falls into a light tranceand relives the most recent experiences that precededher fugue. Alternatively, the vampire may evokeanother set of specific memories and circumstancesfrom the victim’s past, provided that he has somemeans of telepathically drawing them forth (such asAuspex 4). The recurring events must be relativelybenign, insofar as nothing happens that would de-mand the victim’s immediate action. Thus, in theexample of the sentry, the vampire could entrancehim and walk past unobserved, but not if the sentryhad spotted him before the power was invoked. Ordi-narily, the fugue lasts one minute per success. If thevampire’s player spends a blood point, determine thetrance’s duration according to the following chart.

Successes Duration

1 success one minute2 successes 10 minutes3 successes one hour4 successes six hours5+ successes one day

Entranced victims are oblivious to their surround-ings and the actual flow of time around them. The fugueends immediately if the victim suffers any damage orexperiences a sudden jolt to her senses, such as a thun-derclap or even a gentle nudge. Normal conversationdoes not break the trance, although shouting does.

••• Leaden MomentWith this power, a vampire may begin to alter the

flow of time itself rather than the mere perception ofevents. The vampire gestures and unchains a fraction ofthe force holding his unliving body in stasis. This forceleaps instantly and invisibly to its target, slowing thedesired object while time rushes around it at full speed.This power can enchant incoming arrows to fly at thepace of drifting clouds or cause an enemy warrior to seethe battlefield quicken to a blur of dizzying carnage evenas his every motion slows to a crawl.

System: The player spends one blood point androlls Intelligence + Occult. The difficulty depends onthe size and nature of the target: A single arrow is onlydifficulty 4, while a charging knight on horseback hasa difficulty of 9. Targets larger than a mounted mancannot be affected with Leaden Moment... It is possible

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to affect small, closely grouped inanimate objects of thesame nature as a single object, though this increases thedifficulty by 2 or more at the Storyteller’s discretion.This power may be activated reflexively as a defensiveaction against projectiles but otherwise requires a fullaction on the vampire’s initiative. Though failurecarries no special penalty apart from wasting blood, abotch means the vampire mistakenly slows himselfrather than the target, counting every 1 as a success forthat purpose. If the vampire succeeds, the object slowsto one half its true speed. Every two successes beyondthe first reduce this speed by one additional factor, sothree successes slow the target to one third its speed,five successes yield quarter speed, etc. The actual me-chanics of such slowing depend on the situation.Forprojectiles, multiply any successes to hit and finaldamage by the speed factor, rounded down. Similarlyapply the speed modifier to the successes of otheractions involving Dexterity, Wits or Strength for slowedcharacters. Characters with Celerity may spend oneblood point to negate one factor of speed reduction atthe expense of the usual extra action provided. Forexample, one blood point cancels a reduction to onehalf speed, two blood points cancel one third, etc.Leaden Moment lasts one turn for every two successesrolled, rounded up.

The True Brujah prince Nehemiah faces a fanaticalinquisitor wielding torch and stake. For her first attack, thehunter hurls the burning brand at the vampire (the Story-

teller rolls five successes for this attack). Nehemiah ges-tures at the spinning torch, activating Leaden Moment asa reflexive defense. His player spends one blood point androlls Intelligence + Occult (difficulty 5), gaining a modestthree successes. This is enough to slow the torch to a thirdits natural speed. The five-success attack now has only onesuccess to hit. Nehemiah dodges the torch quite easily. Hadit not struck the wall behind him, the torch would haveresumed its normal speed after two turns. Nehemiah takesa moment to consider the hunter’s futility, while she lungesat him with her stake. This time, he uses Leaden Momenton her. Rolling at difficulty 6, his player miraculouslyaccumulates seven successes. She slows to one-fifth speedfor four turns. Her brave lunge at his heart suddenly dropsfrom six successes to one. Nehemiah doesn’t bother tododge; the slowed stake drops from three damage successesto zero, barely indenting his flesh. He shakes his headalmost sadly before snapping her neck.

•••• Patience of the NornsThe vampire can now suspend an inanimate ob-

ject in time, keeping it frozen in perfect stasis as timepasses at normal speed around it. As with lesserTemporis powers, this stasis has both combat andnoncombat applications. True Brujah warriors mayhalt arrows outright rather than merely slowing theirapproach or dive out from under a spray of boiling oil.If any solid object or significant volume of liquidtouches a frozen object that did not touch it at the

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moment of suspension, the item re-enters time withthe same properties and velocity as when it stopped.Thus, touching a suspended object with anythingmore substantial than a raindrop releases it exactly asit was before it stopped.

System: The player spends 2 blood points androlls Intelligence + Occult (difficulty 6). The vampiremust be able to perceive the object that he’s suspend-ing, so the player may need to make a Perception +Alertness roll at a difficulty determined by the Story-teller in order to freeze fast-moving objects. If anobject exceeds the speed of mortal perception, super-human perception such as Auspex is required in orderto see and stop it. As with Leaden Moment, it may bepossible to freeze several closely grouped objects of asimilar type by increasing the base difficulty. Thisrequires express Storyteller permission and adjudica-tion, however. Objects frozen by this power remainhalted according to the number of successes rolled:

of extra actions at her full dice pool equal to thenumber of successes rolled. These actions follow thetiming rules associated with Celerity but may be usedto take any action. Characters may not take multipleactions until the power runs its course. A vampire mayuse the actions granted by Clotho’s Gift to activateDisciplines multiple times, even Disciplines that can-not be used more than once in a turn (such as Dominateor Thaumaturgy). For every action spent activating aDiscipline, the vampire suffers one level of unsoakablelethal damage. Only one important exception exists:Any Discipline that would grant the vampire extraactions, including Celerity or subsequent uses ofClotho’s Gift, causes the same damage but does notfunction at all.

••••• • Kiss of LachesisTrue Brujah with this power gain limited mastery

over the physical age of objects and individuals. It is atrivial matter to accelerate time in a compressed rush,aging a target decades or even centuries in the blink ofan eye. It is far more difficult to absorb and unweaveentropy, lessening time’s hold. This power does notreverse history in any way, it merely reverses or accel-erates the effects of time in terms of wear and tear.Moreover, a target cannot regress to an earlier orincomplete state of being. For inanimate objects, thisis the point at which they were assembled. For livingbeings, it is either adult maturity or the time of birth(or its equivalent). For the undead and other corpses,it is the moment of death.

System: In order for the vampire to age a target,the player spends 2 blood points and rolls Manipula-tion + Occult (difficulty 7). The vampire touches thetarget and concentrates for a turn. If so desired, thetouch may be very brief as long as concentrationfollows. This allows a vampire to strike a foe andinvoke the power with multiple actions. The Cainitemay age the target a maximum number of years asdetermined by the following table, although his playermay choose to apply a lesser effect. The Storytellerremains the final arbiter of time’s effect on an object,but living beings aged past their natural lifespanquickly perish.

Successes Duration

1 success one turn2 successes one minute3 successes 10 minutes4 successes one hour5 successes one day6+ successes one week per success over 5

Suspended objects retain all energy in their sus-pension, releasing none to the outside universe. Asuspended arrow has no kinetic energy as far as the restof the world is concerned and hangs suspended inmidair until the power is interrupted or the durationexpires. Suspended alchemical or chemical processesalso halt, including fire.

••••• Clotho’s GiftWith this power, a vampire momentarily acceler-

ates time through himself. In this brief instant, he moveswith the preternatural speed of Celerity. Unlike thatDiscipline, however, the time dilation of Clotho’s Giftpermits any type of action. A vampire may still move orstrike faster than the eye can see, but also may think, planand even invoke other Disciplines that require fullconcentration. Only the last presents a danger, as itovertaxes the vampire’s unliving stasis.

System: The player spends 3 blood points (whichmay exceed the vampire’s normal generational limit)and rolls Intelligence + Occult (difficulty 7). For anumber of turns equal to half the vampire’s Temporisrating, rounded up, the character may take a number

Successes Elapsed Time

1 success up to one year2 successes up to five years3 successes up to 10 years4 successes up to 50 years5 successes up to 100 years6+ successes up to one century per success over 5

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Removing the effects of time requires greatereffort, increasing the difficulty of the activation roll by1. In addition, the vampire suffers one level ofunsoakable lethal damage for every success her playerchooses to apply. As noted, objects cannot return toan earlier or incomplete state. A silver coin may loseits tarnish and become as if newly minted, but it willnot revert to an unformed block of metal. Likewise,while an adult may revert to the cusp of his adulthoodor a child to a newborn, neither could regress to aprenatal state. Also, this power accounts only fordamage and wear due to time. A child amputeereverted to a baby will not regenerate her missing arm,nor will a broken sword become anything but finelycrafted shards.

In either application, this power does not changea subject’s mental or mystical properties. Sentientbeings retain all memories and derangements, if appli-cable. A vampire regressed to the point of deathremains a vampire, not an inanimate corpse — andthe regressed Cainite still remembers all Disciplinesand keeps any changes in generation due to diablerie.A vampire aged far enough loses any signs of diableriefrom his halo, however, and may even evince a curioushunger for his own kind.

••••• •• Cheat the FatesWhereas a vampire with Clotho’s Gift may accel-

erate time with respect to the world, a vampire withthis power may step outside of time entirely. Duringthis brief sojourn, the Cainite perceives the worldfrozen at a standstill. He can walk about at a leisurelypace to sidestep blows or retreat without being ob-served. He may even exert force, such as by striking ablow, though no damage is resolved until he re-enterstime. This power wreaks terrible destruction on avampire’s unliving body. Used incautiously, a vam-pire may saunter out of time, only to fall to ash whenhe returns.

System: The player spends one Willpower pointand 3 blood points (which may exceed normal genera-tional limits) and rolls Wits + Occult (difficulty 7).This power may be activated reflexively as a defensiveaction; such hasty use reduces the maximum durationto a single turn, however. Failure does nothing apartfrom wasting effort and blood, while a botch inflictsone level of aggravated damage for every 1 rolled. Ifsuccessful, the vampire steps out of time for a numberof turns equal to the successes rolled. These turnsoccur for the vampire only while the rest of the worldstands still. He may take any action or actions duringthis time, taking as many actions as desired, but he has

no access to Disciplines — even innate or perpetualDisciplines such as Potence. The vampire must directevery aspect of Caine’s Curse toward holding backtime. If the vampire attacks someone in this state, thetarget cannot dodge or parry. Resolve the attacknormally but do not apply damage. If the vampiresuffers injury, however, such as by exposure to sunlightor walking through a frozen flame, apply this damageimmediately. The vampire may end his sojourn at anypoint or wait until the full duration of the powerpasses, at which point time resumes. Before anythingelse happens, including resolution of damage inflictedby the vampire, roll one die for every turn the vampiremoved out of time. The difficulty is the vampire’sTemporis rating. For every success, the Cainite suffersone level of unsoakable aggravated damage. Applythis damage concurrently with damage suffered byhalted victims and continue play on the same turn andinitiative the vampire left time (if applicable). Out-side of combat, a turn still only lasts three to fiveseconds for the purposes of this power.

A Temporis 8 version of this power called Convo-cation of Hades’ Court also exists. This power followsthe same rules, save that the activation roll is made atdifficulty 6 and the vampire may include a number ofadditional passengers up to his Wits. Passengers takeno damage from stepping out of time, but the vampireadds dice equal to the number of passengers on the rollto determine the damage he suffers from the sojourn.

••••• ••• Clio’s KissOne of the most subtle manifestations of

Temporis’ higher levels, this power allows a vam-pire to reach into the past and summon events,objects or even individuals. Clio’s Kiss, named forthe muse of history, is the power to bypass the flowof time and bring something — or someone —forward to the present. Some True Brujah scholarsuse this to observe history as it truly occurred, whileothers look to the past for aid or to retrieve lostpossessions. At least two coordinated attempts bythe True Brujah to summon their Antediluvianprogenitor have met with catastrophic failure. Noone knows if a Sage capable of this power remains.The hope is that Clio’s Kiss has faded from knowl-edge — the bloodline cannot afford a third attempt.

System: The player spends half of the character’scurrent blood pool, rounded up, and rolls Stamina +Occult (difficulty 8). This power automatically fails ifthe player spends fewer than 5 blood points. Thenumber of successes determines the maximum amountof time through which the character may reach:

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When a vampire uses this power successfully, thescene she seeks to retrieve materializes around her,briefly supplanting the current environment. Thischange extends to a maximum volume of a ballroomor similarly proportioned outdoor space (Storyteller’sdiscretion). The power affects everyone inside thisarea by granting them awareness of the summonedevents, but the vampire is the only person who maychoose to interact with the scene (though he mayremain invisible and disembodied). All others mustremain incorporeal observers until time reasserts itselfand the scene fades. They may move about to changetheir vantage point but can take no other action.

If the vampire wants to remove an object orindividual from the scene, permanently bringing it orhim forward to the present, the player must spend apermanent Willpower point. Once this is done, theconjured scene fades away and present reality returns.Only the summoned object or person remains.

This power can never alter the course of history inany significant manner. Time has its own momentum,and a vampire seeking to divert that force is as a manscooping handfuls of water to change the path of ariver. Should an object or person have a meaningfulrole yet to play at the time it is removed, the weight oftime crashes upon the vampire and he vanishes in itscurrent. Whether such folly results in destruction orpropels the vampire far into the future remains un-known and likely unknowable. Likewise, any changesthe vampire makes to a summoned scene unravel assoon as he departs. Like a play, time may be altered bythe removal of extras, but the script stays the same —however cruel a fate, Carthage must be destroyed. Asalways, the Storyteller remains final judge of what thispower can achieve and need not reveal all limitationsuntil a vampire attempts a change. Time is fickle anddangerous, and those who meddle with it risk theirvery existence. It is possible to summon a person froma point close to his death, assuming he perishedwithout observers. Likewise, a manuscript destroyedwhen the Library of Alexandria burned can be calledafter it is last read. Calling the very library fromAlexandria would be impossible, not only for its size

but also the necessity and significance of its ruins.Finally, the previous form of a currently existingobject cannot be summoned, if only because its con-tinued existence validates a role in history. Storytellersneed not consider every ramification of paradox, sincethat is by nature an impossible feat. This power hastremendous potential for abuse and should be adjudi-cated accordingly.

••••• •••• Tangle Atropos’ HandThis penultimate manifestation of Temporis is at

once the most flagrant and subtle twist of time — thepower of second chances. The existence of such poweris only a theory and a fearfully whispered rumor, forwho can ever know when or how time itself unraveledand changed?

System: The player spends a permanent Will-power point and 3 blood points and rolls Wits +Occult (difficulty 8). Every additional point of perma-nent Willpower spent beyond the first adds oneautomatic success to the roll. Use of this power isreflexive and may be done at any moment, even on aturn in which the vampire has used other Disciplines.If successful, the Cainite’s mind flashes back to hisearlier self with full memory of the events that havetranspired and now may transpire. This rewind en-compasses one turn for every success rolled, alsoinflicting a like number of levels of unsoakable aggra-vated damage. Assuming the vampire does nothing,every event plays out exactly as before. Once thevampire takes a new action of any sort, time shifts toencompass a new future and fate is no longer fixed.

Abyss MysticismAs pragmatic as they are ruthless, most Lasombra

regard Obtenebration as a tool. It is an important tooland a gift from their founder, but ultimately just onepower among many. Only the most eccentric andarcane savants among the clan understand the truesignificance of their dark art. Obtenebration is more

Successes Time

1 success 24 hours2 successes one month3 successes one year4 successes 10 years5+ successes one century per success over 4

PURCHASING RITUALS

F ith Storyteller permission, playerswho wish to purchase additional ritu-

als for any form of blood sorcery may do soduring character creation for a number of bonuspoints equal to the level of the ritual. As always,character may not learn rituals whose levelexceeds the rating of the Discipline upon whichthey are based.

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than mere shadow-play. It is a window to the Abyssitself, that great and terrible unknown that lies at thecenter of all things. The Abyss gnaws at the heart ofthe underworld and the doubt in every question neveranswered. It is present in the absence of light and lurksin every shadow. Ghosts rightly fear its hunger, butthey do not understand it. Demons call it Hell, andthey only begin to comprehend. No Lasombra knowswhere it comes from or its purpose or even the purposeof its strange denizens, but the clan’s mystics know theAbyss is the ultimate source of their power. So themystics vainly pry into the dark places in search ofsecrets and answers and perhaps more questions. Forthese driven souls, conventional Obtenebration isonly the beginning. With rituals they unlock thehidden powers of shadow and summon the unnamedprimordial horrors that lie beyond. Either from fear ordistaste, the Amici Noctis follow a policy of ignoringmystics until times of great crisis. Even the mostfervently Christian Lasombra do not hunt or discour-

age Abyss mystics, for it is whispered that the Eldestwatches those who watch the void. And so the mysticsresearch quietly in the hidden places, for the Abyss istheir calling, their quest, their god.

Rituals of the DarknessThe following rituals do not adhere to the same

rules as other forms of blood magic, in large partbecause they build on a Discipline not commonlyregarded as a form of sorcery. Cainites may not learnAbyss rituals rated higher than their Obtenebration orOccult score (whichever is lower). Moreover, charac-ters without the Occult specialty Abyss Mysticismmust have a minimum of Occult 3 to learn theserituals and add one to the base difficulty of all castings.As the rituals collectively represent a unique Disci-pline unto themselves, each costs 3 experience pointsper level to learn or the usual bonus points as outlinedin the sidebar on p. 175. Finally, most of these ritualshave side effects associated with their use as befits thealien and malignant nature of the Abyss. Under nocircumstances do Flaws obtained from side effectsreward the vampire with bonus or experience points.

Owing to the scarcity of Abyss Mysticism and thesecretive nature of its practitioners, fewer rituals existthan with most mystical Disciplines. Also, horrificconsequences for failure await a careless mystic, fromdevouring vortices of living shadow to possession bymonstrous entities from the other side. Lastly, some-thing is undeniably wrong with the black at the centerof every Abyss mystic’s eyes, as though each hasbeheld something that should not be.

Pierce the MurkLevel-One Ritual

It is a simple fact that understanding flows fromperception and darkness thwarts perception. Mostindividuals incorrectly assume no answers are to befound in the dark, but that is simply because they donot know how or where to look. This ritual resolvesthe first paradox, attuning a mystic’s eyes to theprimordial darkness even as they forsake light.

System: The mystic invokes the Obtenebrationpower Shadow Play and concentrates, focusing themanipulated shadows to gather into a sphere. She holdsthis intangible sphere in one hand and gazes into itsdepths, while her player rolls Perception + Occult(difficulty 8). Success means the vampire permanentlygains the Merit Darksight (p. 206), while a botch resultsin the mystic permanently gaining Darksight as a Flaw.A failure means the Cainite fails to comprehend thelesson and must try again another night.

MORALITY AND THE ABYSS

8mmersed in undying study of a forcetranscending and ultimately opposing

all light and life, Abyss Mystics have little usefor humanity or mortal precepts of right andwrong. Most adherents of this dark and heavilyritualized faith eventually gravitate to their ownRoad of the Abyss, a path which bears disturb-ing and striking similarity to the Road of Bones(Dark Ages Storytellers Companion p. 24).While no evidence exists to link the Shadowedphilosophy directly with Cappadocian scholars,rumors persist of a strange connection betweenthe Abyss and the Well of Bones. Players maysimulate the Road of the Abyss with the tenetsand sins of the Road of Bones, modified slightlyfor its focus on primordial darkness rather thandeath. Any sin that mentions death appliesinstead to darkness and the Abyss. In addition,Abyss mystics feel no allegiance or responsibil-ity to adherents of the Road of Bones any morethan other outsiders; any sins that encouragecooperation apply only to adherents of theirown secretive road. Lastly, the aura of the Shad-owed is one of Darkness rather than Silence.This aura modifier applies to blind actions andevocations of Obtenebration (including Abyssrituals). The aura modifier does not affect Stealth,as such darkness is too alien and spirituallydisturbing to onlookers.

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Side Effect: When a vampire uses Darksightobtained from this ritual, her pupils appear to grow inan inky stain that envelops iris and white in pureblack. Those who botch this ritual obtain blackenedeyes for the rest of their unlife along with their warpedperceptions.

The Shadow of Hands That ServeLevel-One Ritual

This ritual summons the smallest beings thatdwell in the Abyss and grants them brief existence inthe material world as servitors of the mystics whoinvoke them. Such entities are not demons or ghostsor true spirits, but rather something else that defiescomprehension or classification. All that is certain isthat they hate light, hunger for life and bear a maligncognition that would shatter the sanity of any whotruly understood it. Although the creatures sum-moned with this ritual are harmless, they makeexcellent spies and are so called the Eyes of Ahriman.

System: The vampire crushes and extinguishes acandle in his fist, suffering one level of aggravateddamage and prompting an immediate check forRötschreck (difficulty 4). If the vampire can maintaincontrol, his player rolls Intelligence + Occult (difficulty6). Botching this roll results in a further level of unsoakableaggravated damage. If successful, however, the vampiretightens his fist until blood drips from his fingers. Theblood blackens and burns as it falls, undulating andextending horrible tendrils to reclaim the wisps of acridsmoke. When the blood lands, it shrieks in pain andbirths a momentary gateway to the Abyss. Out of thisbrief rift emerges a globe of shadow substance the size ofa child’s hand. As the vampire opens and upturns hisburnt and bloody palm, the orb flies to his hand and licksit clean with extruded tentacles. The creature enduresone night per success on the casting roll before returningto the Abyss. Until this time, it serves the vampire’sspoken will with unquestioning if unimaginative fervor.It can crudely communicate with material beings inimages and emotional impressions, but only while inphysical contact.

A level-two version of this ritual exists, known asThe Heart That Beats in Silence. This ritual followsthe same rules and process, save that the summonedbeing is twice as large and possesses greater mastery ofObtenebration, allowing it to attack its caster’s foesphysically. A vampire may not summon more beingsthrough castings of The Shadow of Hands That Serveand/or The Heart That Beats in Silence than hisOccult rating.

Side Effect: None

Transubstantiation of EssenceLevel-Two Ritual

Supplanting her accursed blood with the sub-stance of the Abyss, a mystic may devour the shadowessence to accelerate her healing.

System: The mystic devotes a full turn to meditat-ing; her player spends one Willpower point and rollsStamina + Occult (difficulty 8). A botch inflicts onelevel of aggravated damage. For every success rolled, thevampire may spend one blood point to heal two levels ofbashing or lethal damage. For the purposes of this unholyhealing, the vampire may even surpass normal genera-tional limits on blood expenditure. The Abyss takes itsdue, however. Whenever the vampire feeds, the Abyssconsumes the blood until it has taken a total number ofpoints equal to twice the number of health levels healed.No blood actually enters the vampire’s system until thecost is paid in full. Moreover, this ritual cannot be usedagain until the Abyss receives its toll and never morethan once per night.

Side Effect: The taint of the Abyss never fullyleaves a vampire’s blood after casting this ritual. As a

EYES OF AHRIMAN/HEART OF SILENCE

Attributes: Strength 1/2, Dexterity 5,Stamina 1, Charisma 1, Manipulation 3, Ap-pearance 0, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 3,Dodge 3, Intimidation 2, Stealth 5 (In Shadows +1)

Disciplines: Obtenebration 1/3Willpower: 3/5, Health Levels: Equal to

WillpowerOther Notes: Traits in italics or after a

slash represent the greater power of a Heart ofSilence. Both types of creatures may freelyinvoke their Obtenebration without spendingblood, although they must spend Willpower inplace of blood to enhance a power (such aslengthening a tentacle grown with Arms ofAhriman). They can fly at 30 yards per turnand are always assumed to be in shadow form asper Tenebrous Avatar (Dark Ages: Vampire,p. 200). They suffer no wound penalties, butthe touch of fire or sunlight instantly destroysthese creatures. Communicating with a mate-rial being requires contact and a successfulWits roll. Each success transfers one set ofrelated images or one emotion directly into thetarget’s psyche.

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result, the mystic’s vitae thereafter has an unnaturaldarkened hue. This effect is purely cosmetic, thoughfew sights are more disturbing than the ebon tears ofa weeping Abyss mystic, save perhaps the horrors thatmake her weep.

Drinking the Blood of AhrimanLevel-Three Ritual

By drawing the shadow essence of the Abyss intohimself and fusing it with his blood, a mystic who knowsthis ritual may undergo a frightening transformation.

System: The mystic summons a Nocturne andcuts her palm with a knife that has never tasted blood.Chanting softly, the mystic flicks blood into theNocturne, drawing its hunger into her wound. Theshadow melds into the palm, traveling through theveins to suffuse the vampire’s entire form. This painfulprocess takes half an hour. During this time thevampire is at –2 dice from the cold agony of the fusion.At the end of the ritual, the vampire’s player rollsManipulation + Occult (difficulty 8). Failure meansthe fusion is unsuccessful and the shadow escapes tothe Abyss. A botch means the shadow drinks oneblood point per 1 rolled before departing. Successcauses the vampire’s skin to darken noticeably and hereyes to become the impossibly inky black of the Abyss.In this augmented state, all Physical Attributes lowerthan her Obtenebration rating rise to that level. AllObtenebration powers up to level three receive a –2difficulty, and the blood cost to grow or expand anArm of Ahriman is halved (rounded up). The void-augmented vampire must spend a number of bloodpoints upon awakening each night equal to herObtenebration rating. Failure to pay this surchargeimmediately revokes the transformation. In addition,the vampire’s shadowy form takes triple damage fromsunlight and her Appearance drops by one dot whilethis ritual is in effect.

Side Effect: Once a vampire spends more con-secutive days in spectral form than her highest Virtue,the darkening of her skin becomes permanent. Thisresembles the darkening of an elder Assamite andgrows more pronounced the more frequently the mys-tic casts and maintains this ritual.

Calling the Hungry ShadeLevel-Three Ritual

Extending his mastery of the Abyss beyond TheHeart That Beats in Silence, a mystic who knows thisritual may call forth an actual Hungry Shade into acircle of blood. Such entities are incalculably mali-cious and resent attempts to bind them into service. If

they break free of the magic that enslaves them, theydo not hesitate to drag the errant Cainite to the Abyssor tear him asunder on the spot.

System: A mystic may initiate this ritual any timebetween dusk and midnight. To begin, the vampirestands at the center of the intended summoning area andslits his left palm. He then turns counterclockwise insilence with bloody hand outstretched to drip a circle ofblood. Next he steps out of the circle, taking care to dripno more blood outside its edge. He then begins awhispered chant of invocation as he prowls around thecircle in a spiral that winds slowly inward. MultipleAbyss mystics who know this ritual may assist andusually do, circling equilaterally apart from one anotherin synchronous steps. The total number of participatingmystics cannot exceed the highest Occult rating in thegroup. Make an extended Intelligence + Occult check(difficulty 6) for every mystic involved, rolling once perhour of chant without looking at the dice. The Story-teller should privately keep track of the total number ofsuccesses amassed and permit players of the participantmystics to continue as long as they like until an hourbefore dawn. A botch from any mystic reduces thenumber of accumulated successes by five. When themystics choose to resolve their processional litany, theystop and turn to face the center of the circle. Each speaksa syllable of summons in perfect unison and their playersspend one point of Willpower. It is at this moment thatthe air tears asunder and a Hungry Shade rises in theblood circle.

The statistics of each summoned Hungry Shadevary. Each success in casting generates three bonuspoints that may be used to generate its statistics accord-ing to the costs listed on p. 129 of Dark Ages: Vampire...The shade begins with a rating of zero in all traits exceptObtenebration and may not have Backgrounds, Virtuesor a Road (as it has no need of such Traits). Health levelscost two bonus points each and the creature never sufferswound penalties. It can also store more Willpower thanits permanent rating for a cost of one bonus point peradditional point of capacity and begins with a full pool.None of the shade’s traits may exceed the rating of thehighest Obtenebration score among the participatingmystics. The only exceptions are Obtenebration (beginsat five dots; cannot exceed a rating of eight), permanentWillpower (can equal double the highest caster’sObtenebration), total health levels (up to twice theshade’s permanent Willpower) and temporary Will-power capacity (no upper limit). The shade may possessonly the following Disciplines, or rather analogous pow-ers: Celerity, Fortitude, Obtenebration and Potence.The shade’s default state is immaterial as per Tenebrous

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Avatar, so its version of that power allows it to solidify fora turn at the cost of one Willpower point. The shade cansee in all darkness, natural or otherwise. It regains onepoint of Willpower for every blood point consumed orhealth level of damage inflicted, and all its attacks(including Arms of Ahriman) inflict aggravated dam-age. It has no blood pool and does not need to spendblood to activate Obtenebration powers but substitutesWillpower to augment shadow effects or use Celerity.The shade suffers aggravated damage from sunlight andfire and soaks like a vampire when materialized. Itcannot speak but may telepathically communicate atwill in images and emotions with any sentient being itcan see.

Once the Hungry Shade is built according to thenumber of successes rolled, the player of the leadmystic makes an opposed roll of Willpower against thesum of the shade’s two highest permanent traits otherthan Willpower (both rolls at difficulty 4). The vam-pire receives one extra die per assisting mystic. If thevampire wins, the shade must serve him faithfully inall endeavors for a number of nights equal to hisWillpower. This duration may be extended by onenight per point of fresh human or vampire bloodimmediately fed to the monster. It is not possible toincrease the duration of servitude after the ritual ends,though it is believed that more powerful summoningrituals may exist for such purposes.

If the shade wins the contest of wills, it may freelyattack the mystics and usually does, though some havebeen known to flee the area and wreak havoc elsewhereor even return to the Abyss without incident. A freedshade may remain in the physical world as long as itdesires, although it loses points of Willpower equal to itsObtenebration rating each dawn. If it runs out of Will-power, it can no longer bear separation from the Abyssand returns home through the closest shadow.

Side Effect: None

Reflections of Hollow RevelationLevel-Four Ritual

By gazing into the sphere of a conjured Nocturne,a mystic with this ritual may reach his senses into theorb to spy through a distant shadow. This is among themore pragmatic powers of Abyss Mysticism, but it tooexalts the void on the principle that all secrets do notlie in darkness, but all secrets lie through darkness.

System:The Cainite calls upon the Obtenebrationpower Nocturne and wills the globe to contract (thiscosts one Willpower point). The sphere shrinks to thesize of a man’s head and becomes tantalizingly trans-lucent, dimming everything seen through its murkydepths. The vampire gazes into the orb and concen-trates on a being or location he has previously seen. Ifthe target is within a number of miles equal to thevampire’s Obtenebration + Occult and the vampire’splayer successfully rolls Perception + Occult (diffi-culty 7), the target appears in the Nocturne as seenthrough the shadow that has the best view of thescene. The vampire may continue to spy through thissensory portal for the rest of the scene or until thetarget leaves the vision of the shadow. Any vampire orsupernatural being with Obtenebration, Auspex orpowers similar to either may sense the thickeningshadow that spies upon them on a successful Percep-tion + Occult roll (difficulty 8). Botching this ritualdisperses the Nocturne and leaves the mystic confusedfor the rest of the scene (–2 to all dice pools). Failurereleases the Nocturne to expand and act as normal.

Side Effect: A Cainite who sees and plots too farmay not see the obvious. For the rest of the nightfollowing a successful casting of this ritual, the mysticloses two dice from all Alertness checks to noticeevents in her immediate presence.

Whispers in the DarkLevel-Five Ritual

All enlightenment returns to the Abyss. The lightof life and learning perishes with the death of flesh andsoul and no tutelage can pass on wisdom in its entirety.But Ahriman remembers. Ahriman is all that is not, orwas and is no more. In the primordial darkness lieechoes and whispers frozen in silent waiting for some-one cunning enough to ask the right questions anddaring enough to receive the answers.

System: The vampire conjures a Nocturne andforces it to contract as outlined for the ritual Reflectionsof Hollow Revelation. Rather than staring into the orband viewing another place, the mystic swallows thedarkness and so is swallowed by it. The vampire falls intoimmediate torpor as her consciousness merges with the

SAMPLE HUNGRY SHADE (160SUCCESSES; 480 BONUS POINTS)

Attributes:Strength 3, Dexterity 3, Stamina3, Charisma 1, Manipulation 3, Appearance 0,Perception 3, Intelligence 3, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 3,Dodge 3, Intimidation 3, Melee 3, Stealth 3

Disciplines: Celerity 1, Fortitude 1,Obtenebration 6, Potence 1

Willpower: 6, Willpower Pool: 16Health Levels: 12 x -0

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Abyss. The vampire may ask one question of void, whichmay be as mundane or arcane as desired. The Storytellerassigns a rating for the question from 1 to 10 based oncomplexity and significance. Truly impossible or mo-mentous questions may even surpass 10, rising as high asthe Storyteller deems appropriate. The vampire’s playerrolls Intelligence + Occult (difficulty 9) at the conclu-sion of every night the mystic spends in torpidcontemplation. Successes accumulate from night to nightuntil they match the rating of the question and thevampire awakens knowing the answer. If the vampirefails to obtain any successes during a night, the intervalbetween rolls increases to weeks. Further failure to obtainsuccesses extends the interval to months, then years,decades, centuries, millennia and perhaps onward to theend of time itself. A fable among Abyss mystics states thatthe first mystic, a beloved childe of the Eldest, asked theAbyss how he might slay God. It is said that he slumbersstill in some forgotten tomb, dreaming the incomprehen-sible nightmares of that which preceded light.

Side Effect: A vampire who has successfully com-muned with the Abyss thereafter reduces the difficultyof all Intimidation rolls by one and adds one to thedifficulty of all other Social rolls. These modifiers donot apply when interacting with other Abyss mystics.She also suffers the effects of the Flaw Nightmares(Dark Ages: Vampire, p. 305). All who behold themystic instinctively know she bears the touch ofsomething alien and inimical to the whole of creation.

Into the ChasmLevel-Six Ritual

Other Lasombra elders step from shadow to shadowand audaciously claim to “Walk the Abyss.” To themystic who knows this ritual, such hesitant journeysare as the tottering steps of a child. For as the Shad-owed One did before them when his eyes first darkenedwith understanding, the mystic may stride wholly intothe Abyss to be anywhere, everywhere and nowhere.

System: The Cainite spends an hour painting acircle of glyphs with three points of her own vitae. Thecircle must be as wide as her outstretched arms and mayadorn wall or floor, as long as the surface is smooth andunbroken, like polished stone or glass. Her player thenrolls Intelligence + Occult (difficulty 7). Failure meansthe glyphs burn black and vanish in a cloud of foulsmoke, wasting the blood and effort. A botch or successopens the portal, causing the oily black of Obtenebrationto spiral into a gaping maw of liquid darkness. The portallasts a number of turns equal to the number of successesrolled. On a botch, the portal remains open for one turnonly and disgorges a number of Hungry Shades equal to

the number of 1’s rolled (use sample statistics on p. 179).These monsters attack everyone present and may not becontrolled. Anything may pass through a successfulportal while it remains open, willingly or otherwise. Ifmultiple characters wish to travel together, they mustmaintain unbroken contact as they enter and through-out their journey. Otherwise, some may become lost inthe void or emerge at very different destinations thantheir companions.

The Abyss is infinite in its darkness. Those withthe Protean power Witness of Darkness or any levelsof Obtenebration may perceive the shapeless murk inall its dizzying, impossible geometry and thus see theapproach of Abyss spirits, vortices or other travelers.Those without such powers are truly blind and mustrely on their other muted senses to perceive anything.The only clear sensation is one of soul-numbing coldthat inflicts one die of lethal damage to living beingsper minute of exposure.

In addition to serving as a profound spiritualexperience for Abyss mystics, travel in the void servesa more utilitarian purpose. The shadow realm inter-sects all shadows and all darkness, allowing a travelerto emerge from any patch of darkness large enough tocontain her. She need only break the enfolding si-lence to speak the name of her destination. Her playerrolls Wits + Obtenebration (difficulty 6 for those withthe Occult specialty Abyss Mysticism; difficulty 8otherwise). On a success, the shadow-space stretchesand tears around the character, disgorging her at herdestination with a feeling of falling from a greatheight. A character must have seen or visited a desti-nation to name it. Failure increases the difficulty ofthe next navigation attempt by one, to a maximum ofdifficulty 10. A new attempt can be made everyminute until the character succeeds. A botch meansthe character’s navigation difficulty increases by oneand she attracts hostile Hungry Shades as a botch incasting the initial ritual. One character may leadothers provided all maintain contact, though thisrequires the expenditure of one Willpower point fromevery person led in this manner before they step intothe portal. Once a passenger lets go of the group, shemust find her own way out. It is worth noting that nodenizens of the Abyss bear blood, so any vampire whoremains trapped within will eventually starve intotorpor and an eternity of forgotten nonbeing.

Side Effect: Vampires who walk in the Abyss riskbringing a fragment of its alien malevolence back withthem to the material world. After every sojourn, rollWillpower against a difficulty of trip’s duration inminutes (maximum difficulty 9). A failure means the

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vampire gains the Flaw Animate Shadow (p. 208),while a botch means the vampire gains the FlawHarbinger of the Abyss (p. 209). It is possible to gainboth Flaws from repeated journeys. Passengers in theAbyss may also develop Flaws from their sojourn,though all such curses fade with the coming of dawn.Only the mystic opening the way risks the eternalmark of that which lies Beyond.

Evocation of the OublietteLevel-Seven Ritual

With this ritual, a mystic may reach out withgrasping tendrils of Obtenebration to seize a victimand cast her into the Abyss. The tendrils may emergefrom the caster’s fingertips or mouth or perhaps reachfrom some deep shadow like the arms of a lurkingbeast. Regardless of their source, the end result is thesame. When the oily tentacles withdraw, no trace ofthe victim remains.

System: The vampire spends a full turn inconcentration, focusing upon his victim and thehunger of the void. If the vampire is disturbedduring this time or breaks off to attempt any otheraction, his player must roll Wits + Occult (diffi-culty 8) or suffer the effects of a botched casting asdescribed below. On the turn following the prepa-ration, the vampire gestures forcefully at the victimand his player spends 3 blood points. The actualattack is made with Perception + Occult (difficulty6) and may be dodged but not parried. A failedattack means the tendrils simply close on nothingand withdraw. If the attack results in any successes,the tendrils envelop the victim and drag her into aspherical prison of emptiness within the Abyss.The mystic may recall the victim at any time for thecost of one blood point, in which case the nearestshadow disgorges its prisoner with a shudderingsigh. If the mystic does not recall the victim beforea number of nights equal to his Occult score havepassed, shadows disgorge the victim as near to heroriginal location as possible. On a botched attackroll, the shadows swallow the mystic and keep himprisoner for a number of hours equal to hisObtenebration rating. After this time has elapsed,the Cainite returns to his original location andimmediately enters Rötschreck. Weak-willed pris-oners of this ritual may go mad as a result of theircaptivity. If a victim’s Willpower is less than thecaster’s Obtenebration rating, the victim gains aderangement that lasts until cured with repeatedWillpower expenditure. It is possible for vampiresto drive themselves insane with a botched casting.

A level 8 variant of this ritual exists calledAhriman’s Beckoning. This ritual follows the samerules, save that the caster need not see the target.Instead, he may simply speak her name to theAbyss. If the victim is within a number of milesequal to the vampire’s Obtenebration + Occult,the tendrils can seize her with a successful attack.It is said that the Eldest once used an even greaterritual to bring guests to his castle from distantnations, although not in recent centuries.

Side Effects: Upon learning this ritual, aCainite immediately gains the Flaw Grip of theDamned (Dark Ages: Vampire, p. 309). The kissof the Void imparts no comfort, only emptinessand pain.

Cry That Slays LightLevel-Eight Ritual

Representing the penultimate sacrament ofAbyss Mysticism, this ritual tears a vortex of theAbyss that blossoms upward and outward to shroudthe sky from horizon to horizon. All beneath lies inunnatural parody of midnight, even under thebrightest light of sun or moon or stars. The bright-est flames below dim their brilliance and warmth,if not their devouring hunger. Use of this ritualimperils the mystic’s body, mind and soul, and onlyone casting has been seen in the past millennium.It is unknown if any Abyss mystics capable of sucha feat still walk the earth — apart from the Shad-owed One.

System: A Cainite wishing to shout the CryThat Slays Light must spend one week in absolutesilence. She may not utter the briefest syllable orshe must begin her quiet meditations again. Duringthis time, she spends all waking hours mentallyrepeating a litany of hatred for the sun and moonand the Creator of light — bringing her wrath tothe edge of sound without ever giving it voice.Once the ritual is complete, the vampire’s playerrolls Intelligence + Occult (difficulty 8). A botchresults in the vampire’s banishment into the Abyssfor a century per 1 rolled, during which time thevampire gains at least one derangement and losesall blood but never falls into the release of torpor.When the imprisonment ends, the Cainite returnsto the Earth in a frenzy that may last weeks or evenlonger. Failure on the casting means the caster failsto channel the dark energies properly and nothinghappens. Success means the vampire hears thewhispers of Ahriman proclaiming the syllable thatis opposed to all being. The syllable remains in the

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vampire’s consciousness and cannot be telepathi-cally extracted or mystically removed byany power short of divine intervention.At any time in the vampire’s unlife, hemay shriek this syllable to turnday into night. For onehour, vampires maywalk openly withoutfear — utterly immuneto Rötschreck and pro-tected from the sun bythe undulating curtain ofshadow above. The syl-lable then passes from themystic’s memory unless hecasts the ritual once more torediscover it.

Side Effect: Upon actually in-voking the Cry That Slays Light toblot out the sun, roll the mystic’s Roadrating (difficulty 4). Each success allowsthe vampire to retain one dot of her road.If this sudden degeneration reduces thevampire’s Road rating to zero, she rampagesunder the cover of darkness and kills every-thing and everyone she can find. When thedarkness ends, it subsumes her into its beingand her hunger is added to the Abyss.

Koldunic SorceryLong before the Tremere plundered

Tzimisce and Salubri blood to become vam-pires, sorcerers have existed among thedamned. The koldun are the oldest of these,or at least claim so. It is clear that KoldunicSorcery is ancient, as old as the Eldest iflegends may be believed. Its magic doesnot depend on formulae and lifeless, cat-egorized rotes. Rather, it draws powerfrom the most unlikely source: the livingearth. Koldunic Sorcery excels in manipulat-ing the natural elements in subtle andgrandiose ways, yet its paths follow no otherdirections and so many rituals build on spiri-tuality and vitality thought lost tovampires. Informed stories of KoldunicSorcery inevitably turn to the demonKupala that infests the very soil of the Tzimiscehomeland. Perhaps the koldunonce drew powerfrom healthy earth and their corruption broughtabout the blight that is Kupala. Perhaps the Fiends

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found tainted power in Kupala and formed magicaround the beast. It is not clear where the sorcery endsand the beast begins, or if the two merely coexist.What is certain is that Koldunic Sorcery is not gentleor kind to the earth, any more than the Fiends aregentle to the beasts and men who walk upon the earth.Just as the Tzimisce fleshcraft servants to tend theirmasters better, so too do koldun warp the land and itsnature to serve their own ends. Such gross violationsof the natural order offend the Lupines, but theTzimisce have endured too long to flinch from the ireof cringing dogs.

Ways of PowerAs a Discipline rooted in tainted elemental magic,

the actual mechanics of Koldunic Sorcery differ fromthe Hermetic arts of the Usurpers. Simple knowledgeof one form of blood sorcery does not permit thelearning or casting of another form’s paths and rituals,though it is theoretically possible for a Cainite to learnboth arts if he separately learns both Disciplines.Given the unremitting state of hostilities between theTzimisce and the Tremere, however, such a feat willlikely remain theoretical for the indefinite future.Like Thaumaturgy, Koldunic Sorcery divides intopaths and rituals. Koldun speak of their paths as ways,five of which form the core of all their magic. Thoughnot unknown, lesser ways are rare in the extreme andusually build on a specific aspect of a core way. Mostkoldun who have fought the Tremere dismiss thedebased sorceries of the Usurpers as nothing morethan fragmented lesser ways distilled through lies andmisconceptions.

The actual casting of Koldunic ways requiresmore than a clumsy exertion of will. Such magicdemands perfection of form and mastery of the appro-priate lore. In effect, the ways of the Discipline moreclosely resemble a cascade of dependent rituals thanpaths as understood by Thaumaturgy. As such, theways do not require a Willpower roll. Instead, thecaster’s player spends one blood point and rolls (thespecific Attribute listed for the given way) + Occultagainst a difficulty of the power’s level + 3. Vampiresalways use the base Attribute, ignoring any bonusesgained from blood expenditure or other magic. Owingto the Discipline’s dependence on ritualized knowl-edge, characters with the Occult specialty “Koldunism”may add an extra die as normal. Characters withoutthis specialized lore add +1 to the base difficulty of allcastings. The rules for koldunic rituals duplicate thosefor ways, save that the requisite Attribute is alwaysIntelligence and rituals take a minimum of 5 minutes

per level to perform unless otherwise noted. Eachkoldun must select one of the ways listed below as hisprimary one.

The Way of EarthCapable of great destruction and great healing,

the earth is the womb of life and the sepulcher ofdeath. It drinks all blood spilled upon its soil and somirrors the vampire. It is by association with the earthas a source of strength that a koldun enacts his will.

Attribute: Stamina

• Grasping SoilA koldun invoking this power may command

earth to rise in a spray of dirt and crawl up a victim’slegs. Depending on the will and temperament of thesorcerer, the soil may appear as heaped mounds orsculpted to a parody of clutching arms. Regardless, theend result is the victim’s sudden immobility. Thispower can command only soil, not stone, and maytarget only victims standing on the earth.

System: The koldun may direct any patch ofearth within a 100-foot radius to ensnare a targetfor two turns per success rolled. Animated dirtascends and constricts midway between the victim’sknees and hips, holding her fast unless her player

KOLDUN AND KUPALA

Che ancient ancestral domains of theTzimisce resonate with a spiritual taint

older than human history. This taint is self-awareand certainly intelligent, though the diffusion ofits consciousness through the land gives it littlepower to notice or influence events on a humanor vampiric scale. Some suggest the foul magic ofKoldunic Sorcery warped the spirit of the land tosuch malignancy, while other koldun think theirfounder chose the homeland for its primordialspirit. A small but vocal faction ofMetamorphosists maintains that the Eldest isKupala, proving their claim that the Antedilu-vian attained the first stage of its apotheosis.Whatever its nature, koldun sense and draw uponKupala’s malignant power. In the lands blightedby its touch, vampires with the Occult specialtyKoldunism may reduce the difficulty of allKoldunic Sorcery path rolls by one, but also addone to the difficulty of all degeneration checks.Vampires without the Koldunism specialty do notfeel Kupala and so absorb none of the blessings orbanes of its taint.

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scores five successes on a Strength + Athletics roll(difficulty 6). It is also possible to use this power asan attack, in which case the grasping earth crushesonce and then releases. Used in this manner, eachsuccess on the casting inflicts one level of lethaldamage. Such damage manifests exclusively as bro-ken legs and crushed feet.

•• Endurance of StoneDrawing the essence of earth into himself, a

koldun may gain a measure of its preternaturalresilience. Under the effects of this power, aCainite’s skin resembles a horrid fusion of flesh andstone that cracks and flows impossibly with everymovement.

System: A successful activation roll grants thekoldun two extra dots of Stamina for the rest of thescene. These dots are considered part of thecharacter’s natural Stamina and may aid in any usesof that Attribute, including soak.

••• Hungry EarthExpanding on the power of Grasping Soil, a

koldun may use this power to drag a victim into theearth and crush her with its pitiless grip. He needonly gesture and the soil beneath his victim openslike the maw of a great beast. Tongues of cold mudlash forth to drag the victim into the closing pit,leaving her buried to the neck. This power mayensnare any victim who stands upon the earthwithin 100 feet of the koldun.

System: Like Grasping Soil, every success onthe activation roll leaves the victim trapped andimmobile for one turn. Unlike the lesser power,the difficulty of the Strength + Athletics roll tobreak free increases to 8 and still requires fivesuccesses. As the earth continues to shift and graspwhile the power remains active, this roll must bemade as a single (though repeatable) attempt ratherthan an extended test. In addition, beings trappedin the crushing pit suffer one level of lethal damageeach turn. Beings capable of soaking this damagemay do so, but at difficulty 7. At the end of thepower’s duration, the earth yawns once more torelease the victim.

•••• Root of VitalityAs with Hungry Earth, the koldun may direct

the land to bury any target standing on the earthwithin a 100-foot radius. Yet this power is far morebenevolent in its intent, if no less disturbing in itsmanifestation. The soil ripples, parting and closing

like some obscene womb as it draws the target a fullyard beneath the surface. Living beings entombedin this fashion do not suffocate, as the enchantedsoil pumps air from above in undulating breaths.Better still, the fertile essence of the earth pressesupon her flesh and restores it to new health. Still,the process is highly disturbing and unnatural,especially as targets remain wholly aware in silent,helpless immobility for the full duration. It is pos-sible for a koldun to heal himself with this power.

System: The player spends as many bloodpoints as desired (which may require multipleturns depending on generation) and makes theactivation roll. Each success permits the earth toheal two levels of bashing damage or one level oflethal damage. Healing aggravated damage requirestwo successes per level. The total number of healthlevels that may be restored with each use of thispower is the number of blood points invested orthe number of successes on the activation roll,whichever is lower. Any blood points spent be-yond the number of successes drain away to noeffect. The actual healing process takes one turnper bashing level, one minute per lethal level andone hour per aggravated level. Once the healing iscomplete or the power is interrupted through de-termined excavation, the earth pushes the targetback to the surface.

••••• Kupala’s FuryMortals pray in fear when the mountains shake.

They fear the wrath of the Old Gods, and rightfullyso. With this power, a koldun may rouse the taint ofKupala with his blood so that the eldritch force maygnaw at the roots of mountains and thrash beneaththe land like the great dragon of Tzimisce heraldry.It is not a power used lightly or capriciously, but itrepresents one of the greatest weapons available toKoldunic Sorcery.

System: This power requires a Willpower pointin addition to the usual cost and activation roll.The koldun smites the earth with his fist or stampsangrily, and his anger flows invisibly through thesoil to any target in his line of sight. The quakeerupts outward from that point, inflicting 10 diceof lethal damage on everything and everyone inthe area of effect. Most wooden structures collapseentirely and even stone buildings may grow crackedand pitted with superficial damage from the shak-ing earth. This tremor lasts one turn and affects anarea determined by the number of successes rolled.

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It is not possible to apply fewer successes thanthose rolled.

of a 100-yard radius. Anyone caught in this frigidblast suffers one die of bashing damage each turn,loses two dice from all Dexterity pools and moves athalf normal speed. The winds last as long as thekoldun wills, provided he maintains concentration.Any nonreflexive actions on the part of the vam-pire cause the winds to still and dissipate. Thisincludes any movement.

••• Breeze of LethargyAlthough they cannot induce immediate sleep,

the winds evoked by this power bring growingexhaustion and numbing weariness through everymuscle. Victims of this power often smell a hint ofbittersweet smoke before they fall entranced.

System: For two turns per success, the kolduncreates a wind inflicting extreme lethargy within a200-foot radius. Players of characters caught inthis wind must roll Stamina + Athletics (difficulty8). This roll is made once every two turns ofexposure. Failure means the character halves alldice pools involving physical actions for the re-maining duration of the wind and halves allmovement rates for the scene. A botch puts thecharacter to sleep (or a state of light torpor forvampires) for the scene. Sleeping characters awakenif prodded, shaken or otherwise manhandled,though they move slowly and may suffer halveddice pools if the wind still persists.

•••• Ride the TempestA koldun employing this power moves at in-

credible speeds riding along the winds. Such voivodesmay appear in each of their boyar’s homes and thevillages of their lands in a single night, instillingfear among the peasants and terrorizing all to fe-alty. Few mortals of any class dare risk the wrath ofa koldun who may arrive to administer punishment.While traveling with this power, a vampire as-sumes a blurred form that coalesces as he reacheshis destination.

System: With a successful activation roll, thekoldun fades into the wind and flies at 250 mph tohis destination. This power cannot function effec-tively in caves, buildings or other firmly enclosedareas, and any vampire foolish enough to try suffers5-10 dice of bashing damage for his trouble fromcrashing into walls. Outside, the vampire’s flightnavigates all obstacles. Once the koldun arrives athis destination or the scene ends, the vampiredescends to earth and fully solidifies. Such an

Successes Area

1 success One shop or simple home2 successes Five lesser structures or a medium-sized keep3 successes An entire village street or a medium-sized castle4 successes An entire village district or a large castle5 successes An entire village

The Way of WindSubtler than mastery over earth, this way evokes

the air in the breath of the living and the last rattleof a dying man. In stillness or motion, koldun turnall aspects of air to their unliving design.

Attribute: Perception

• Breath of WhispersEven in their absence, koldun instill deep fear

in their boyars. This power carries the vampire’swords on a light breeze and returns with the target’sreply. The vampire need only address the target byname and forcibly mimic a deep exhalation ofbreath as he speaks his message.

System: Every time the koldun wishes to send anew message via this power, his player makes theusual activation roll. The player need only spendblood the first time the power is used during a givenscene. Each success permits one turn of speech.After the vampire concludes the message, swiftwinds carry it to its destination. Within a minute,the target hears the koldun as if the vampire hadwhispered in his ear. He may reply or remain silent,but anything he says within a number of turns equalto the length of the vampire’s message flies back tothe koldun... This power may bring words to anyonewithin a mile who is not in a sealed room. Whileusing this power, a koldun must concentrate fully.Any disturbance breaks the communication.

•• Biting GaleVengeful koldun sought to invoke a wind as

chill as air atop the Carpathian Mountains. Thispower achieves that end, unleashing a cutting windthat can freeze a man’s blood in his veins as it swirlsthrough an area of his choosing. Besides its obviouscombat applications, this power also facilitates adramatic entrance for those so inclined.

System: With a successful activation roll, thekoldun summons a freezing wind within a maximum

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arrival is quite impressive, heralded by a flurry ofsudden gusts that extinguish candles and blowleaves about.

••••• Fury of the Night SkyApplying fury magnified by blood and will, a

koldun may project the full measure of his anger intothe night sky. Churning gray clouds blot out stars andmoon, unleashing spiraling gusts and a driving down-pour of freezing rain. Lightning arcs overhead, eachthunderous flash casting jagged shadows.

System: With a successful activation roll and apoint of Willpower (in addition to the usual blood), akoldun may conjure a terrible storm. It takes six hoursfor the clouds to gather and thicken overhead, minusone hour for every success rolled. If this results in aduration less than one, the clouds blossom outwardfrom directly overhead like a black canopy, filling thesky in mere minutes. Once the clouds form, the rainbegins to fall in torrents and the lightning begins. Thestorm persists at full strength for one hour per successrolled. It gradually dissipates during the hour follow-ing that. During the peak of its fury, the storm may

cause flooding and certainly chills any exposed mortalto the bone (one die of unsoakable bashing damageevery five minutes of full exposure). Lightning strikesregularly — far more than a usual storm. Indeed, akoldun may direct lightning at a foe. This requires theplayer to spend one Willpower point and roll Percep-tion + Occult (difficulty 6). A successful strike inflicts10 dice of lethal damage. Only one such attack may bemade each turn.

The Way of WaterLargely practiced by koldun with havens near

large water sources such as the Black Sea or PlainLakes, this way can raise wateryspirit slaves and dash a ship tosplinters. More subtly, the vam-pire may lurk in the depths orconjure illusions to confoundand bedazzle his foes.

Attribute: Wits

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• Pool of LiesThis versatile power creates three-dimensional illu-

sions along the surface of a water source. How a koldunuses such illusions depends on temperament and intent.It is just as easy to feign a divine visitation as a cunningseduction leading to drowning.

System:With a successful activation roll, the koldunmay project an illusion on any water surface in line ofsight. The illusion may speak and move however thevampire wishes, though it has no substance and cannotstep beyond the bounds of the water. The phantom lastsone turn per success rolled, after which it slowly dissi-pates into fine mist. It is possible to extend this lifespanwith subsequent activations of the power, each of whichstack in determining final duration. Rolls to extend anillusion’s duration add one to the base difficulty butrequire no blood. Once an illusion fades away, it must becast anew.

•• Watery HavenAs the feral Gangrel meld with the earth, so may a

koldun with this power gracefully sink beneath the waterto escape the sun. The vampire does not so muchsubmerge as merge with the water. Though his slumber-ing form may be visible at odd angles from above, noteven the most determined splashing can disturb his rest.

System: This power requires no blood. If the playergains two or more successes on the activation roll, thevampire sinks into the water as per the Protean powerInterred in the Earth. A body of water must be at leasttwo feet deep and as large in other dimensions as thevampire’s body to contain him. Catching a glimpse of ahidden koldun in the water requires a successful Percep-tion + Alertness roll (difficulty 8).

••• Fog over SeaMoving with the unnatural grace of a ghost, a

koldun employing this power may stride across water asreadily as land, leaving nary a ripple to mark hispassing. Some vampires delight in using this power inconjunction with Pool of Lies to conjure panoplies ofphantasms to attend them.

System: For every success on the activation roll,the koldun may walk on water for one scene or onehour, whichever is longer. A koldun may choose todrop the effects of this power in order to submerge orswim, but he may not walk on water again unless hereactivates the power.

•••• Minions of the DeepBy dripping his blood into a body of water, a

koldun may summon or rouse embodied water

elementals to serve him for a night. Such minions areinfallibly loyal, if not especially clever. Despite theirliquid form, they are solid enough to grab a man anddrag him to a watery grave or pummel him as thecrashing surf.

System: The player spends one Willpower pointand makes the standard activation roll. With success,the player may spend blood to summon elementalminions. This blood must be dripped or flung into abody of water, which may require multiple turnsdepending on generational limits for blood expendi-ture. Once the last drop of blood falls, the water risesinto whatever form(s) the koldun desires. The castermay create as many minions as blood points spent,though not more than the total number of successesrolled. Regardless of their form, the spirits have arating equal to the vampire’s Wits in all Traits. Thesebeings have no Knowledges and no Skills apart fromStealth. Furthermore, their Mental and Social At-tributes are considered to have a rating of 1 except inpassive or defensive situations (such as to resist per-suasion or mind-control). Water elementals soak andotherwise suffer damage as vampires, including fromthe boiling rays of sunlight. Fire harms them less,inflicting bashing damage only. Moreover, the waterycreatures may certainly extinguish flames with theirliquid bodies, though not without suffering injury. Anelemental that leaves the body of water that spawnedit suffers one level of aggravated damage per hour.Minions regenerate one level of damage each turnthey remain in contact with a large body of water butdo not otherwise heal. Elementals have a number ofhealth levels equal to the koldun’s Willpower. Unlessdestroyed, summoned minions last until the nextdawn before collapsing into inanimate puddles.

••••• Doom TideMany Turkish ships lie at the bottom of the Black

Sea, shattered by the whirlpools of the koldun. Victimsof this power must fight with every ounce of theirstrength or fall into the whirling airless depths below.

System: The player spends a Willpower point inaddition to the usual blood. For every success on theactivation roll, the resulting whirlpool has a radius offive feet, centered anywhere in the vampire’s line ofsight. Whirlpools have a base Strength of 15, increas-ing by 5 dots per success after the first. Victims mustsuccessfully oppose this Strength with their ownStrength + Survival (difficulty 8) in order to breakfree. Those who fail are sucked into the depths andpounded with crushing currents. Living beings drownnormally, while vampires and other nonbreathing

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creatures simply remain trapped helplessly in thevortex. This power lasts for one scene.

The Way of FireThe ancient anathema of vampires, the element

of fire offers the most powerful and dangerous toolavailable to koldun. The Way of Fire shares aspectswith the Way of Earth in that it focuses more onmagma and fiery rock than pure, naked flame. Koldunnever risk Rötschreck from fire and magma theyconjure, though any secondary fires may engender theRed Fear.

Attribute: Manipulation

• Fiery CourageNo vampire can master an element he fears, so this

power dims that fear to a mere ember of its former intensity.System: Once learned, this power is permanent

and requires no activation roll or blood. The koldunsubtracts his rating in the Way of Fire from thedifficulty of Courage rolls to resist Rötschreck fromexposure or proximity to flame. This power does notaid in resisting the panic that accompanies sunlight orany other causes apart from actual fire. If this reducesthe difficulty of a Courage roll below 2, the koldunsimply does not succumb to the Red Fear.

•• CombustThe Cainite’s eyes flash vivid orange with sorcer-

ous power as superheated air coils around the target. Inmoments, the target bursts into spontaneous flame.

System: For every success on the activation roll,the target suffers one level of aggravated damage. Thisattack may be dodged, but not blocked, and can affectliving (or unliving) beings at +2 difficulty. It is pos-sible to make only one fiery attack per turn.

••• Wall of MagmaThe koldun raises his hand and the earth splits,

spraying a wall of glowing magma 10 feet high. Nor-mally, this wall forms a 10-foot radius circle aroundthe vampire, although the power can raise othershapes with practice and skill.

System: The wall of magma summoned with thispower has a lifespan of two turns per success rolled. Ifthe koldun wishes to release the magma along a shapeother than a protective circle, increase the base diffi-culty by one. Characters cannot approach a wall ofmolten rock without a Courage or Willpower roll(difficulty 8), and even then the close blistering heatinflicts a level of aggravated damage. Actual contactwith the lava increases the damage to three levels and

raises the soak difficulty to 9, assuming any sort of soakis possible.

•••• Heat WaveThe koldun acts as a conduit for steam geysers and

channels a blast of dessicating air at a victim within lineof sight. This fiery wind appears as a rippling heat waveenveloping the victim. Individuals slain with this grue-some power appear as withered, mummified husks.

System: On a successful activation roll, the vic-tim suffers five levels of lethal damage that may besoaked by beings capable of such. Vampire targets alsolose 5 blood points regardless of the damage inflicted.

••••• Volcanic BlastAt the final mastery of Way of Fire, a koldun

commands lava to explode from the ground in a hugegeyser. The molten rock spews across a wide swathbefore crashing to earth and flowing in all directions.Anything in the path of the molten rock burns, meltsor vaporizes within moments. The caster may directthe lava to erupt anywhere in his line of sight.

System: This power costs one Willpower point inaddition to a blood point. For every success on theactivation roll, the initial lava burst lasts one turn.The rivers of burning liquid rock then flow sluggishlyfor twice this duration before suddenly cooling andhardening. Even if an object survives the heat, it nowlies trapped beneath the rock. Anything that makescontact with lava suffers a minimum of three levels of

OK, NOW I’M CONFUSED ….

0stute readers will note the rules pre-sented for Koldunic Sorcery in this

chapter contradict the basic rules presented onpage 217 of Dark Ages: Vampire. This is delib-erate. It is possible to simulate the five elementalWays crudely with a combination of theTremere’s Rego Elementum, Rego Tempestas,Creo Ignem and Rego Motus — especially forplayers without access to this book. This methodalso serves to illustrate how the Usurpers viewforeign mystical practices through the distortedlens of their own hubris. In truth, the elementalpower of Koldunic Sorcery transcends anythingthat conventional Thaumaturgy can match, asrepresented by separate paths for each element.Assume that the rules in this book supersedeDark Ages: Vampireand that Koldunic Sorcer-ers do not have access to paths or rituals specificto Thaumaturgy except where directly stated.

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aggravated damage at difficulty 9. For object thatdon’t have health levels, the Storyteller must decidehow many turns they last before melting or eruptinginto their own infernos. A botch on this power opensthe lava geyser under an unintended target, possiblythe koldun himself.

The Way of SpiritThe element of Spirit binds and transcends the four

elements of the material world. Spirit is life in all itspurest and most debased forms. It flows sluggishly in theblood of vampires and dances in the currents of wind andwater. It burns in every flame and shakes the foundationsof the earth. Ancient koldun learned to extend the spiritof their blood into the world around them, joining anddominating the ambient living essence for a brief time.Unto itself, the Way of Spirit grants preternatural aware-ness over a wide area. The true power of the art, however,lies in channeling other manifestations of KoldunicSorcery. A master koldun may whisper his thoughts tothe edge of his domain and strike down intruders withtempest, fire and devouring earth. His mystical will is lawunto the very edge of his bloated spirit.

Attribute: CharismaSystem: No distinct powers exist for each level of

the Way of Spirit. Instead, greater mastery widens thedomain a koldun may claim. Furthermore, this way mayexpressly exceed a rating of 5, though such incrediblepower demands equal mastery over the Discipline ofKoldunic Sorcery. Elder koldun who achieve such aninhuman feat grow detached from individual people and

TELYAVELIC TREMERE

Che Telyavelic bloodline of the Tremerecombine orthodox thaumaturgic prin-

ciples with obscure shamanism not too dissimilarin origin from Koldunic Sorcery. This hybrid artforms the basis for the so-called Sielanic Paths.Storytellers may permit Telyavelic Tremere tolearn elements of koldunic magic as Thaumaturgy(and thus following casting rules for that form ofmagic) without learning the separate Discipline ofKoldunic Sorcery. Any secondary paths obtainedin this fashion cost 8 bonus or experience points tolearn and cost current rating x 6 to advance.Koldunic rituals transcribed to SielanicThaumaturgy are treated as if they were one levelhigher. Non-Telyavelic Tremere may not adaptkoldunic magic without express Storyteller con-sent, and even then the adaptation process requiresextensive and arduous mystical research.

events that do not concern their domains as a whole.Mechanically, this alienation adds one to the difficultyof all Empathy rolls for every two levels above four, to amaximum of difficulty 9. Characters without theKoldunism Occult specialty may not learn any levels ofthis path.

To activate the Way of Spirit, the player spends oneWillpower point and rolls Charisma + Occult (difficulty4 + the rating of the intended area of effect; see below).Characters may not attempt a range greater than theircurrent mastery of the way permits. A failure has noeffect apart from wasting Willpower. On a botch, theearth itself rejects the koldun and bars any further use ofthe way until the sun next sets. Success grants sensoryomniscience in the area of effect, lasting one hour persuccess. Within this territory, the koldun sees, hears,smells and even tastes everything at once. His touchflows through the dominion as on a breeze or a ripple inthe soil, invisible and so capable of perceiving theinvisible and spiritual realm. While such wide-reachingsenses can immediately detect the presence and roughlocations of intruders and spirits, the koldun must con-centrate to focus on specific objects or individuals. Thisrequires a Wits + Alertness roll (difficulty determined bythe Storyteller). As with Auspex, the mystical sensesconferred by the Way of Spirit may confound Obfuscateand other forms of illusion or concealment.

Once a koldun extends his senses with this path,he may evoke powers of other Koldunic Sorcery pathsanywhere within the territory. Apart from their ex-tended range, such powers operate as normal. Nopower may be used that has a level exceeding thevampire’s rating in the Way of Spirit. For example, itis not possible to create earthquakes many milesdistant without a rating of 5 in both the Way of Earthand the Way of Spirit.

Rating Radius of Effect

• 50 feet•• 100 yards••• Quarter-mile•••• 1 mile••••• 5 miles••••••+ 10 miles per dot over 5

Rituals of Koldunic SorceryBeast That Feeds on Dreams

Level-One Ritual

By feeding a point of vitae to a small animal nolarger than a cat, a koldun may imbue the creature with

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a measure of his own predatory spirit. The animal thengoes forth in search of a child. It need not feed in anyconventional sense — it need only draw close enoughto drink the child’s breath.

System: If and when the animal finds its prey, thekoldun regains one point of Willpower and the animalreverts to its normal behavior. This Willpower maynot bring a koldun above his usual maximum. If thesame child undergoes this ritual three nights in a row,she dies from the spiritual trauma. Storytellers mustdecide when or even if an animal achieves its mission,rewarding the player with Willpower at the appropri-ate moment.

HospitalityLevel-One Ritual

The most common ritual practiced nightly bykoldun, Hospitality awakens the spirits of all things inhis haven. The spirits manifest in the objects theybelong to, granting limited sentience and individual-ism. The objects speak if spoken to and sometimeseven when the Cainite does not command, thoughalways with deference and fear. If directly ordered tosilence, they obey. The primary function of this ritualis the perimeter of sentries it creates. As long as thekoldun does not mistreat his possessions, he can re-main assured of warning in the event of intruders.

System: A successful activation roll awakens ev-ery object in the vampire’s haven to act as describeduntil the sun next sets. This ritual can affect only asingle structure, whether that is a crumbing cottage ora towering castle. Beyond the outermost walls, thespirits do not speak or wake.

Reawakening Dead WaterLevel-One Ritual

With this ritual, a koldun may mingle his bloodwith stagnant water and drink from it, absorbing thevitality and rejuvenation of water and earth.

System: After dripping a point of vitae into thewater, the vampire stoops and drinks a full double-handful of the brackish liquid. If the activation rollsucceeds, the vampire may drink the water withoutvomiting and regains one point of temporary Will-power. This cannot bring her temporary Willpowerabove her permanent rating, and the ritual may onlybe cast once per night.

Ritual of Death’s EmbraceLevel-One Ritual

This cruel ritual permits a vampire to extend theprocess of the Embrace over many nights, offering thepleasure of repeated feeding even as the victim sinksinto death and unlife.

System: The koldun drinks a goblet containing afoul mixture of wine, ashes and his vitae. If the ritualsucceeds, the vampire may begin the process. Eachnight, he drains one to three points of human blood,replacing it with a like quantity of his own vitae. Bythe power of the ritual, this blood does not convert themortal into a ghoul; rather, it slowly kills her as fromdeepening anemia. Her skin grows wan and pallid, herbreathing shallows, and her heartbeat slows. The mostskilled healers will assume she suffers a disease of theblood. Though no remedy can truly halt the transfor-mation, bloodletting does slow it. The mortal bleedsone point of human blood followed by one point ofvitae, alternating until all the vitae is gone or she diesfrom blood loss.

Once the koldun transfers 10 points of vitae,replacing all the mortal’s blood, the victim undergoesthe actual Embrace. She dies and arises upon the nextsunset as a Cainite. Only cremation or dismember-ment may prevent this rise. During the entire ritual,the death of the koldun restores the victim to fullhealth within a day. By its very nature, this ritual alsoconfers the blood oath upon the victim.

Blood of FlameLevel-Two Ritual

Developed as a form of spiteful defense againstdiablerie, this ritual transmutes the blood of Caineinto the fiery blood of the earth.

System: If this ritual succeeds, the caster’s bloodtransmutes to a muddy sludge for the rest of the night.All blood costs to evoke healing are doubled, but any

SHARED RITUALS

:oldun have their own versions of thefollowing Thaumaturgy rituals from

Dark Ages: Vampire: Communicate with Sire,Defense of the Sacred Haven, Deflection ofWooden Doom, Revelation of Blood Lineage,and Ward Versus Ghouls (and all other wards).These rituals do not depend on Hermetic prin-ciples and so share none of the procedures.Tremere cannot teach their rituals to koldunand vice versa — at least not without massiveeffort to tear apart and conceptualize the entireritual anew. Storytellers may allow or disallowany blood sorcery rituals from other supple-ments to convert to Koldunic Sorcery, thoughcaution and restraint are advised to preventabuse of the system.

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attempt to feed from the vampire yields a mouthful ofliquid flames akin to magma. Certainly fatal for mor-tals, each “blood” point of magma consumed inflictsone level of unsoakable aggravated damage on vam-pires and other supernatural beings.

Invoke the Lesser Sign of PowerLevel-Two Ritual

By invoking his element, a koldun may commandspirits to lend their dominion. Mortals who beholdthis sign respond in subservient fear.

System: The koldun concentrates for a single turnand his player makes the usual roll. No blood isrequired for this ritual. If successful, the caster’s eyesglow with elemental power appropriate to his highest-rated way. Whether they dance with flame or shine asbottomless azure pools, any mortal who beholds thesign recognizes the unnatural power of the vampire.The difficulty of all Intimidation and Leadership rollsagainst mortals while using this ritual are at –2,provided the mortal sees the piercing radiant eyes.This effect lasts until dawn.

Rouse the Elemental SpiritLevel-Two Ritual

By offering a sacrifice of his own blood and suc-cessfully casting this ritual, a koldun calls the attentionof nature spirits and strikes a bargain with them.Although the vampire bargains from a position ofpower, he does so courteously rather than as a tyrantwho must be obeyed.

System: If the ritual succeeds, spirits in the areawho want the blood may appear before the koldun andoffer service. The koldun may accept the offer orpropose his own deal; generally, the greater the bloodoffering, the more serious or even dangerous a task thespirit is willing to undertake. Most spirits will performonly a single short task, such as relaying a message orfrightening a mortal with a display of supernaturalmight. Missions of espionage, let alone a task thatcould result in combat, require a considerable numberof successes on an appropriate Social roll as well as averitable banquet of blood. Once the spirit accepts theterms of the pact and drinks the blood, it must fulfillits end of the bargain to the best of its abilities beforepursuing any other business. Statistics for spirits calledwith this ritual are left to Storytellers to design, usingthe rules presented in Dark Ages: Vampire. Story-tellers with access to Dark Ages: Mageor Dark Ages:Werewolf may also use spirit rules from those books.Generally, such spirits are weak or relatively insignifi-cant, making them susceptible to flattery.

Conjure SpiritLevel-Three Ritual

As he once bound the least of spirits as spies andaides, so may a koldun with this ritual call morepowerful spirits. Such creatures answer proper beck-oning and oblations of blood, which needn’t comewholly from the caster. They do not make pacts —they trade favors. The koldun must pledge somethingof value to the spirit, which may seem trivial to humanor vampiric notions of worth. If the spirit likes theoffer, it awaits the price. Should it find the pricereasonable for the service provided by the vampire, itdrinks the blood and goes about its new business. Itdoes not bargain or haggle, nor does it deign to listento threats. If the vampire insults the spirit with a pooroffering, it will not remain to continue bargaining; itsimply vanishes to wherever it belongs and leaves thevampire with a pool of cooling, untouched blood forhis trouble. Thus, it behooves a koldun to learn theproper etiquette for dealing with beings of such power.

System: A successful casting draws the attentionof a spirit as described. The statistics of a nature spiritsummoned with this ritual are left to Storyteller imagi-nation but should greatly exceed those of spirits calledwith Rouse the Elemental Spirit and even the casterin extreme cases.

Invoke the Greater Sign of PowerLevel-Three Ritual

With a successful casting, the koldun takes on thevisage of his most favored element, as determined byhis highest-ranked way. Those attuned to earth growstony skin, cracked and pitted as by the wear ofcenturies. Their footfalls resound heavily and theirvoices grate with slow implacability. Koldun attunedto air appear to blur along every outline, surroundedby spiraling winds and constant meaningless whis-pers... Water marks its masters with a wet sheen andfootprints of mud. Fire lends a ruddy hue to the skinand the distortion of heat waves rising perpetuallyfrom the caster’s body. Spirit’s mark is most subtle, avague sense of otherworldly power and the flicker atthe edge of peripheral vision as of a host of invisiblebeings thronging about the caster.

System: Regardless of cosmetic effects, this ritualmakes all Koldunic Sorcery easier. The elementalattunement makes other tasks more difficult, how-ever, as the caster is too focused on mystical matters topay full attention to his surroundings. The mechani-cal effect of this fixation is a reduction of all Kolduniccasting difficulties by 2 and the increase of all otherrolls by one. This transformation also intimidates

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mortals as a Lesser Sign of Power. The effects of thisritual last until dawn.

Sentinels of the HavenLevel-Three Ritual

The koldun calls out to the spirits of his haven,demanding their fealty and proclaiming his right byrecitation of koldunic descent through five unbrokengenerations of teachers. At the end of the ritual, spiritsawaken as per the level-one ritual Hospitality. Unlikethat lesser ritual, the spirits also gain limited physicalcontrol of their nature. Doors can open or close, anempty suit of armor may walk about and even fightclumsily, and a chair may scurry to make itself avail-able.

System: The koldun completes the ritual as de-scribed. If successful, animated objects have whateverstatistics the Storyteller deems appropriate. Only oneobject may move at a time, limiting the ritual’s defen-sive utility. It is a superb weapon of terror, however,especially for repelling the superstitious.

Merging of SoulsLevel-Four Ritual

Summoning a minor spirit as with the ritualConjure Spirit, a koldun may trick the being intofollowing its blood offering into the very gullet of aghoul. Once inside, the spirit remains trapped untilthe death of its fleshly prison.

System: This ritual requires an hour of continu-ous chant, in which the koldun forces a mortal toconsume a mixture of his blood and soil that theTzimisce has rested in. If successful, the spirit materi-alizes inside the host and inflicts five dice of lethaldamage on the ghoul from its struggle to escape. If theghoul survives, the spirit warps flesh as grotesquely asVicissitude. The ghoul drops to Appearance 0 andgains three dots each of Strength and Stamina. Unfor-tunately, the spirit’s hate poisons the ghoul’s alreadytainted blood, depleting one point of vitae each day atsunrise. If the ghoul ever depletes its blood pool, itperishes and the spirit escapes.

Pool of SecretsLevel-Four Ritual

Wise koldun keep regular watch on their servantsand allies, ever wary of treachery and deception. Thisritual aids in such endeavors, providing a mysticalmeans of spying unseen.

System: The koldun skims his hands over a pool ofbrackish water without touching the surface. If the ritualsucceeds, ripples shake and clear the water, unveiling a

present image centered on a targeted person or place.The koldun must have spoken with the target person orvisited the target place previously. If targeting a location,the view may not change once the vision unfolds. Themaximum duration that can be spent scrying a specifictarget is a number of hours equal to the successes rolled.If the koldun releases the vision, he may return to itduring the duration with another pass of the hand.

Refuge of the Thirsty GraveLevel-Four Ritual

Observation of Gangrel led to the creation of thisuseful ritual, permitting its own form of earth-meldingas an escape from the sun’s hateful rays.

System: Upon successfully casting this ritual, thekoldun sinks into the soil as per the Protean powerInterred in Earth. This power’s use has no upwardduration, however. Instead, the earth drinks one pointof the Cainite’s blood each day until his player makesa successful Strength + Survival roll (difficulty 6) toawaken and dig free in a shower of dirt. The koldunmay attempt escape any time, though not more thanonce per hour.

Conjure DemonLevel-Five Ritual

This ritual follows upon the principles of ConjureSpirit, though with greater rewards for success and perilfor failure. A proper casting allows an offering of bloodto summon a mighty demon of the Old Country. Sucha being never shows fear, and perhaps need never showfear, for its powers usually exceed the koldun’sby far. Still,demons called in this fashion remember the koldun whocame before and humbled them with mighty curses andenchantments. Out of memory of those ancient pactsand fear that those pacts might one night find renewal,demons treat koldun with respect as equals. Such beingsbrook no disrespect in turn, however, so incautiouskoldun risk destruction for careless words. A koldun mayrequest a favor from a demon and offer a favor in turn.Many times, demons perform a task in exchange forunspecified payment at a later date. It is not unknown fora demon to wait centuries to call a payment due, thoughnot all are so patient.

System: Success summons a demon as described.Demons summoned in this manner have whateverimpressive statistics the Storyteller feels appropriate.

The Inmost TugLevel-Five Ritual

Unlike most koldunic rituals, this requires noblood sacrifice or complicated procedures; a single

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word and gesture are all that the koldun needs to seizethe invisible ties of the blood oath and twist them.

System: After successfully casting this ritual, theCainite’s player rolls Manipulation + Empathy (diffi-culty of the target’s Willpower). The target must beunder full blood oath to the caster. If successful, thekoldun may turn the intense love and devotion intolust, friendship or something yet more perverse. Thechange lasts only until sunrise, but it can affect targetsacross the world as easily as ones in the same room.

Nemesis of the Living EarthLevel-Five Ritual

Beginning a long malediction lasting from mid-night to sunrise, a koldun may name a target as anenemy of nature. At the conclusion of the ritual, theplayer rolls and the vampire drips a single point ofvitae onto the bare ground. If successful, all elementsturn against the victim. Sparks leap from bendingflames to scorch him, the earth opens pits and muddysinkholes in his path, branches catch and entwinehim, water splashes to drown him, and chill windsblow unceasingly upon him. Such an unfortunate soulwill not last long, as one can find no sanctuary fromthe world itself. Only death or forgiveness of thekoldun may lift the curse.

System: Any game effects of the curse rest withthe cruelty of Storyteller imagination. Though suchmisfortune always begins subtly enough, the manifes-tations soon grow into freakish and impossibleconjunctions of coincidence.

Create VozhdLevel-Six Ritual

Combined with Vicissitude, this ritual enables akoldun to fashion the great and terrible living weaponsknown as vozhd (see Dark Ages: Vampire p. 314).The caster must gather a minimum of 15 ghoulsbattened on his own vitae, the assembled mass ofwhich each ingest a concoction of mixed blood takenfrom the group. The concoction need not be drunkwillingly. After this preparation, the koldun chantscontinuously while employing Vicissitude to moldthe ghouls into a single composite being. Technically,another individual may perform the actual sculpting,but most koldun find the task relaxing. This processtakes a number of hours equal to the ghouls used minusseven, and fails if the caster breaks off the chant for anyreason. If the casting continues past sunrise, the castermust maintain the work and chant while struggling toremain awake.

MortisNot as quick or fluid as the blood sorcery of the

Usurpers, and yet implacable as death itself, the grimmagic of the Cappadocians concerns itself with allaspects of dying, from the reanimation of flesh andevocations of decay to ill humors transmuted byundeath. Still, it was not until recently that the Clanof Death delved at last into the study of the incorpo-real and what lies beyond the shroud. It is to this endthat the Cappadocians brought the Venetian sorcer-ers of the Giovanni family into their clan, and withthem the fell arts of nigrimancy. Unlike the Lamia, theGiovanni do not jealously hoard their proprietarypath. They freely barter secret for secret, amassing therituals of their elders in exchange for power over therestless dead.

NigrimancyAbandoning any focus on the flesh, the path of

nigrimancy concerns itself solely with the spirits of thedead. Though its teachings loosely derive from prac-tices of mortal sorcery, the path is as far removed fromsuch magic as Thaumaturgy from living Hermetic arts.As all Disciplines, nigrimancy is ultimately an expres-sion of the Curse of Caine. Vampires embody theshroud that severs life from death and so exist foreversuspended between the two. The Giovanni well un-derstand that blood is the life, and the blood of Caineholds terrible power to summon and enslave the dead.All Giovanni Cappadocians must take nigrimancy astheir primary path if they knew the art in life. Other-wise they may choose their starting path normally.Non-Giovanni Cappadocians may not selectnigrimancy as their starting path without a remarkableexplanation.

• Witness of DeathBefore it is possible to control the dead, one must

perceive them. This power does just that, attuning avampire’s unliving senses to the presence of the incor-poreal. Under its effects, a Cainite sees ghosts astranslucent phantoms gliding among the living andhears their whispers and moans. She feels the spectralcold of their touch and smells their musty hint ofdecay. Yet one can not mistake the dead for the living,as they remain immaterial phantoms without truesubstance, dimmer and less real than creatures of fleshand blood. When a vampire uses this power, her eyesflicker with pale blue fire that only the dead can see.Ghosts resent being spied upon, and more powerful

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shades may use their own powers to inflict theirdispleasure on the incautious.

System: The player spends one blood point androlls Perception + Occult (difficulty 5). Success allowsthe vampire to perceive ghosts as described for the restof the scene. Failure has no special effect apart fromwasting blood; a botch means the vampire can see onlythe dead for the scene. All else appears as shapelessdim shadows. While the vampire’s other senses re-main attuned to the living, he is all but blind in thisstate and suffers a +3 difficulty to most vision-basedPerception rolls and attacks. Ghosts notice the glow-ing eyes of a vampire using this power only with asuccessful Perception + Alertness roll (difficulty 7).

•• Summon SoulFrom perception to conjuration, a vampire who

advances his knowledge of nigrimancy may call a ghostto his presence. The Cainite need only speak thename of the shade he wishes to summon and invokethe power of his blood. The spirit then vanishes fromits present location and appears before the vampire ina vortex of shadows. The Cainite may perceive thisone ghost as though employing Witness of Death,even without using that power. Although the spirit isunder no compulsion to answer questions or obeycommands, the vampire may employ bribery, threatsor simple eloquence to obtain information or favors.

System: The player spends one blood point androlls Manipulation + Occult (difficulty 7 or the ghost’sWillpower, whichever is higher). The vampire mustknow the name of the ghost or have a piece of theghost’s corpse on hand. If the vampire has both,decrease the difficulty of the summons by one. Pro-vided that the target has died and become a ghost,success means the shade appears before the Cainite asdescribed above. Not everyone becomes a ghost — itrequires a strong will to persevere in the face of death,and souls that have found peace pass on to theireternal rewards. Moreover, it is possible for the dead tosuffer spiritual dissolution and destruction after theybecome ghosts. The Storyteller should consider allthese factors when deciding whether a particularghost exists for a vampire to summon. Vampires knowif their summons should have succeeded by a feeling ofsudden, terrifying descent as they reach too far intothe great Beyond, so this power can be used to deter-mine whether a soul has endured beyond death. Whilea failure means the vampire wastes blood, a botch callsa spirit other than the one sought — usually a malevo-lent ghost known as a spectre. Such a fiend torments

the one who summoned it with every wicked power atits disposal. Once a ghost is summoned, it may notdeliberately move out of sight of the vampire, thoughit can take any other actions including direct attack.The vampire’s player may spend a Willpower point todismiss the ghost at any time (unless he rolled abotch). Otherwise, shadows engulf the spirit oncemore and return it to its original location at the end ofthe scene.

••• Compel the ShadeWith this power, a vampire may reach out with

the power of his blood to command a ghost directly...Such control is nearly absolute, though the ghost needonly follow the letter of its orders rather than theirintent. Although ghosts resent enslavement, theyseldom seek direct revenge. After all, a vampire whobound them once could do so again, and few spiritswish to suffer another bout of servitude. Still, someshades are angry or powerful enough to pursue retribu-tion, so vampires with this power are advised toexercise caution.

System: The vampire locates and approaches theintended ghost or calls it to his presence with Sum-mon Soul. As with the previous power, he must havea part of the ghost’s corpse or its name and gains thesame difficulty reduction for having both. His playerthen spends one blood point and rolls Manipulation +Occult in a resisted roll against the ghost’s Willpower(difficulty 6 for both rolls). If the vampire wins, thenumber of net successes determines the degree ofcontrol he has over the ghost as described below.Moreover, the vampire’s control keeps ghosts thathave been called with Summon Soul from returningto their original locations at the end of the scene. If theghost wins, the vampire loses a number of Willpowerpoints equal to the ghost’s net successes. On a tie, theroll becomes an extended contest that continues eachturn until one side wins. If the vampire botches at anypoint, the ghost is thereafter immune to any use of thevampire’s nigrimancy... If the ghost botches, it mustobey as if the vampire’s player had rolled five netsuccesses.

One success: The ghost must perform one simpletask for the vampire that does not place it in certaindanger. It must attend to this task immediately, al-though it can delay the compulsion and pursue its ownbusiness at a cost of one Willpower point per scene.The ghost may not attack the vampire until this taskis complete. It is possible to issue the task of answeringone question, in which case the ghost must answertruthfully and to the best of its knowledge.

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Two Successes: The vampire may issue two or-ders or ask two questions as outlined for one success.Alternatively, the vampire may demand a simple taskwith a real possibility of danger, as long as the dangeris not certain. The ghost may delay this compulsionwith Willpower.

Three Successes: The vampire may issue threeorders as outlined for one success. Alternatively, hemay demand the ghost fulfill one difficult and danger-ous task or a simple assignment that has an extendedduration of up to one month. The ghost may delaysuch orders with Willpower.

Four Successes: The vampire may issue fourorders as outlined for one success or assign two tasks asfor two successes. Alternatively, the vampire maycommand the ghost to perform one complex assign-ment that puts the ghost at extreme risk or performany number of nonthreatening tasks as the vampire’sslave for up to one month. It is possible for ghosts todelay singular tasks, but not if they are ordered to servefor a month.

Five Successes: The vampire may issue multipleorders that have a sum complexity or danger of fivesuccesses worth. Instead, the vampire may order theghost to perform any one action that it is capable ofexecuting within one month. Such a task can placethe ghost in immediate peril of destruction, or evenforce it to betray and assault loved ones. It is notpossible for ghosts to delay a singular task of thismagnitude with Willpower — they must obey.

•••• Fetter the DeadWith this power, a vampire may imprison a ghost

within an object or bind it to haunt a specific locationfor a time. Such a location may be any size, centeredon a spot of the vampire’s choosing. Some vampiresuse the threat of this dreaded power to elicit servicefrom the dead without ever employing Compel theShade. Other vampires use this power as a reward,since a ghost imprisoned within a corpse may speakthrough the cadaver’s lips or possibly reanimate theentire body to carry out some unfinished task amongthe living.

System: The player spends one blood point whileat the location for the haunting or touching theintended prison. She then has the ghost brought toher by whatever means, though Summon Soul isquickest and most reliable. Her player then rollsManipulation + Occult (difficulty is the target’s Will-power if it resists; otherwise it is 4). The difficulty risesby one if the vampire wishes to place the ghost in anobject or two if the object is a corpse (maximum

difficulty 9). The difficulty decreases by one if theCainite has a part of the spirit’s corpse in addition toknowing its name (minimum difficulty 3). Each suc-cess binds the ghost within the location or object forone night, during which the spirit is physically inca-pable of leaving its prison. This duration extends toone week if the player spends a Willpower point or oneyear for a point of permanent Willpower.

Ghosts placed within a reasonably intact cadavermay attempt to animate their prison for a time. Thisrequires a point of Willpower and a Willpower roll.The difficulty is 7 to exert voice alone, 9 to animatethe entire body. Each success permits one night of theappropriate level of animation. Once this period endsor the ghost’s term of imprisonment runs out, thecorpse falls silent and still. The statistics for bodiesreanimated in this fashion are left to Storytellers todecide, based on the power of the ghost and how badlythe corpse has decayed. By default, such beings areakin to Athanatoi with the Mental Attributes, Cha-risma, Manipulation, Willpower and Abilities of theinhabiting ghost (Dark Ages: Vampire p. 312). It ispossible to use Fetter the Dead to place a spirit withina corpse and then compel it to rise and serve as walkingdead through Compel the Shade, though bodies in-habited by ghosts cannot rise under the influence ofthe Cadaverous Animation path.

••••• Usurer’s ScalesWith the final power of nigrimancy, a vampire may

replenish a ghost’s spiritual essence with the power ofhis blood or devour that essence to feed his preternatu-ral will. Ghosts fear such power as they fear little else,for a vampire who drinks their soul dry casts them intoultimate oblivion.

System: The vampire must be capable of perceiv-ing his target by some means, typically by invokingWitness of Death. He then concentrates and silentlyreaches out with his power. His player spends oneblood point and rolls Manipulation + Occult. If thevampire wishes to transfer essence to the ghost, thedifficulty is 5 and each success permits the vampire todonate one point of blood or Willpower to replenishthe ghost’s own Essence on a one-for-one basis. If thevampire wishes to devour a ghost, the difficulty is theghost’s Willpower. Each success steals one point ofEssence and adds it to the vampire’s Willpower pool.Any Willpower gained in excess of the vampire’spermanent rating dissipates to no effect. It is notpossible to gain blood from a ghost’s ephemeral sub-stance. Ghosts reduced to zero Essence by this powersuffer immediate dissolution and fall shrieking into

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oblivion. Note that a botch has the reverse effect,stealing or giving one point of Essence for every 1rolled. Whenever a vampire uses either form of Usurer’sScales, the transferred energies appear as a cloud of redlight that flows from the mouth of the donor to themouth of the recipient. This light is unmistakable andimpossible to hide, though it is visible only to ghostsand beings that can see them.

Path of HauntingOriginally developed as an outgrowth of nigrimancy,

the Path of Haunting concerns itself less with the deadthan the power the dead and death hold over the living.The Giovanni are this path’s foremost practitioners, butit sees limited use throughout the clan.

• Morbid FascinationLayering his speech with hidden subtext, a vam-

pire with this power may infect a listener with anunhealthy fixation on death. Afflicted individualsfind themselves drawn to graveyards and lonely, in-auspicious places as they sink into mild or even seriousdepression. Mortality concerns them as never beforeand they see ill omens in the slightest coincidences.Mortals inevitably go mad and become suicidal if avampire continues using this power on them for anextended period, while Cainite victims eventuallysuccumb to torpor.

System: The vampire speaks to the target whilehis player spends one blood point and rolls Manipula-tion + Occult (difficulty of the target’s Willpower). Abotch indicates the vampire affects himself as thoughhe had gained successes equal to the 1’s rolled. For anumber of nights equal to the successes rolled, thetarget suffers depression and morbid anxiety. Thisfixation adds +2 to the difficulty of all Social rolls(except those involving Intimidation) and adds +1 tothe difficulty of all other nonreflexive rolls. If a targetsuffers the effects of this power for more continuousnights than her permanent Willpower, she loses a dotof permanent Willpower. The cycle continues after aninterval of the new rating in days, with the victimlosing one additional dot of permanent Willpowerafter each such iteration. Once a character drops tozero Willpower, she commits suicide (if living) or fallsinto torpor (if a vampire). Should the power beinterrupted such that the victim goes a night withoutsuffering the power’s effects, she recovers her perma-nent Willpower at the rate of one dot per week. Thishealing can be halted by further application of MorbidFascination, but the victim’s new bout of depressionmust last a number of days equal to her permanent

Willpower before that trait decreases. A vampire whofalls into torpor from reaching zero Willpower awak-ens with her original rating.

•• Summon WispInfusing droplets of blood with scraps of memory

and energy from the ashen realm in which ghostsdwell, a vampire with this power may conjure a sphereof flickering light that dances and moves at her com-mand. Such wisps have a subtle hypnotic quality thatmay lure unsuspecting mortals into a trap or provide aclever distraction.

System: The vampire extends his upraised handin a clutching gesture and focuses blood and will on hispalm. The player spends one blood point and rollsCharisma + Occult (difficulty 5). Success conjures anorb of pale light in the vampire’s waiting hand thatlasts one scene. The wisp can take any color thevampire chooses and has no substance or weight. Itmay fly about as fast as the vampire can run, castingcold illumination as bright as a candle. Players ofmortals who behold the wisp must roll Willpower(difficulty 4) and achieve more successes than thecaster. Otherwise, they fall into a mild trance state.They won’t necessarily follow the light unless thevampire’s successes double their own, but they add +1to the difficulty of all actions from distraction. Thosewho follow the light do so without regard for any butthe most obvious obstacles. They will walk aroundtrees and rocks, but they can fall prey to quicksand orwalk off a high parapet. Any loud noise or otherdistraction immediately breaks the reverie. If thevampire’s player botches the roll to conjure a wisp, thewisp appears and acts with its own malevolent agenda.Such a creature is only a nuisance, but it can displayremarkable cunning in luring enemies to the vampire’shaven or giving away her position.

••• HarrowingThis power extends the terror inflicted by Morbid

Fascination and suppresses it wholly in the victim’ssubconscious. When she next sleeps, her dreams turnto nightmarish visions of her own death.

System: The vampire makes eye contact with thevictim, while her player spends one blood point androlls Manipulation + Occult (difficulty of the target’spermanent Willpower). If successful, the victim feelsa slight sense of unease. When she next sleeps, shesuffers horrible nightmares about her own demise.Even though she cannot fully remember the contentof her visions after she wakes, the emotional traumaprevents her from regaining Willpower. In addition,

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her twisted déjà vuand unnatural paranoia give her theNightmares and Eerie Presence Flaws (Dark Ages:Vampire pp. 305 and 309) for the day. A botch incasting this power inflicts the same terrible dreams onthe vampire when he next slumbers.

•••• PhantasmsAt this level of power, a vampire may sculpt entire

hallucinations from the energies of the netherworld toterrorize the living. Such apparitions have no truesubstance apart from a surreal gauzy cold, nor may theyspeak or perform complicated actions. Still, a swarm ofspectral vermin or blood raining down the walls makesits own eloquent point.

System: The vampire envisions the desired appa-rition, while the player spends one blood point androlls Manipulation + Occult (difficulty 7). A botchcalls the attention of a malefic ghost, giving thevampire the Haunted Flaw (Dark Ages: Vampire p.309) for a number of nights equal to the 1’s rolled.Each success allows the vampire to create one phe-nomenon or add one additional characteristic/condition to another phantom. For example, threesuccesses could animate shadows in all dark corners toshuffle and writhe (one success) and create an illusionof dripping gore that bursts into a spray of flies whensomeone drew close (one success for the gore and onesuccess for the condition). This power may createapparitions anywhere in the caster’s line of sight. TheStoryteller remains the final arbiter of what is or is notpossible with this power.

••••• TormentWhere a vampire with lesser mastery of this path

may simulate a haunting, this power attracts maliciousghosts and thins the shroud separating life and deatharound the victim. Such unfortunate souls face thetorture of invisible merciless shades.

System: The vampire focuses all his bestial angeron the target. The player spends one blood point androlls Manipulation + Occult (difficulty 8). On abotch, the vampire permanently gains the HauntedFlaw, attracting the vilest and most hateful ghosts. Ifsuccessful, the victim feels a sudden chill. The diffi-culty for ghosts to affect the target with any powerdecreases by one for every success rolled, to a mini-mum of difficulty 4. Malicious ghosts flock to thetarget as though drawn by the scent of blood andeagerly inflict every horror at their disposal. Thedifficulty reduction diminishes by one every day atdawn until the victim returns to normal and allspectres lose interest. Multiple applications of this

power may not be stacked to increase duration orintensity of effect. The statistics and powers of spec-tres are left to Storyteller cunning, but the experienceshould terrify the character utterly and may well resultin derangements at the very least.

Rituals of DeathAs with all blood sorcery, Mortis encompasses

powers beyond its paths. Through rites and spells, theCappadocians hold grim dominion over dying, deathand the restless departed. It is an advantage no otherclan can match, and so the Graverobbers hoard theirlore as they hoard little else. To many Cappadociansand all faithful adherents of the Road of Bones, secretsare more precious than blood and gold. Those withknowledge claim power over those who do not.Giovanni greedily trade their nigrimancy for suchscraps of might, while the Lamia turn their bloodyrituals toward veneration of their dark mother.

System: Except where noted, the following ritu-als use the rules printed on page 196 of Dark Ages:Vampire... A number of these specialized rites buildon the principles on a specific path. A vampire mustmeet the listed minimum rating for the foundationpath in order to learn such a ritual. If the ritual’s levelexceeds the minimum rating, the vampire must stillhave some Mortis path rated as high as the ritual,though it need not be the listed path.

Casting of BonesLevel-One Ritual

By throwing dice carved from the knucklebonesof executed criminals, a vampire may attempt todivine and positively influence his fate.

System: The player rolls one die. If the result is 6or greater, the next roll for the character is made at –1 difficulty. If the result is 5 or less, add one to thedifficulty for the character’s next roll. Every time thisritual is cast in a given night, reduce the resultingnumber of the die by one. No matter what, a 10 alwaysyields good luck.

Eldritch BeaconLevel-One Ritual (Nigrimancy 1)

This ritual takes 15 minutes to cast and requires agreen candle, the melted wax from which must begathered and molded into a half-inch sphere. Anyonecarrying this sphere on her person glows with balefulgreen light that only ghosts can see.

System: Besides calling attention to the target ofthis ritual, the light also acts as a conduit to the

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energies of death. Any ghost using its powers on thebearer does so at –1 difficulty. The enchantment lastsone hour per success rolled.

Howl from BeyondLevel-One Ritual (Nigrimancy 1)

With 10 minutes and a bit of blood, hair or boneburnt in a candle, a vampire who knows this ritual mayafflict the charred body part’s owner with the power tohear the cries and moans of the netherworld.

System: This curse lasts one hour per successrolled, and the sounds of death come across as distantand distorted. Gleaning any useful information fromthe din rests with Storyteller discretion. Any mortalvictim with a Willpower rating less than 4 finds theexperience truly maddening, gaining a derangementselected by the Storyteller.

Knell of DoomLevel-One Ritual

This ritual permits a vampire to hear the act ofdying and so find materials and souls for experimenta-tion. Those who use this ritual often tend to gain afaintly distracted look that discomfits anyone whorecognizes the significance of their preoccupation.

System: The vampire rings a bell of any size.Before the echoes fade from her ears, she plunges aknife into the palm of her left hand, inflicting onelevel of unsoakable lethal damage. If the ritual suc-ceeds, the vampire knows immediately if anyone dieswithin a number of miles equal to her Occult rating.She also gains a sense of the death’s location relativeto her current position, though it requires a successfulWits + Perception roll (difficulty 6) to discern anymeasure of distance. The vampire hears a sound as ofa great iron bell tolling for every death. The ritualseffects last until sunrise.

Eyes of Despondent RevelationLevel-Two Ritual

The vampire covers his eyes in a gesture of lamentand chants in a soft whisper. If the ritual succeeds, thevampire withdraws his hands and opens his eyes to thespite of entropy. All things appear overlaid with thetouch of decay, aged well past their present forms... Allmortals appear gaunt and ill, while vampires assumethe radiant flush of their stolen health. The mostimportant truth revealed by this sight, however, isthat of ending fate. A mortal destined to die soonappears overlaid with black stains suggestive of herdemise. A murder victim shows tarry wounds, while aplague sufferer manifests spectral sores and so forth. It

is impossible to know exactly when someone fated fordeath will perish. Generally, the stains darken asdeath approaches, but a truly violent demise may yielddeceptively dark stains long before the end. Ulti-mately, the vampire knows only that death will triumphsoon, and perhaps hints as to the manner of thattriumph. The information is not nearly enough toprevent that end, assuming fate can be altered at all.

System: The game effects of this ritual, if any, areleft to Storytellers to devise. This ritual is largely amatter of increased sensory information, which theStoryteller should take into account when narratingdetails noticed by the vampire. The second sightgranted by this ritual lasts until the vampire next sinksinto slumber.

Hungry MoldLevel-Two Ritual

The vampire scrapes mold from a tombstone orgrave and boils it in an iron kettle with vitae and rawanimal fat. For every success on the casting roll, one cupof the mixture turns a sickly gray-green and thickens toa quivering gel. Any leftover ingredients must be strainedaway before the ritual can continue. Finally, the vampiredrips a single drop of his blood into the gel to awaken it.From this point on, the mold becomes a deadly flesh-eating fungus. It greedily devours living or unliving fleshon contact, leaving patches of naked bone where agrowing colony abscessed and ravaged all soft tissue.Even the caster is not immune, requiring his utmostcaution in handling the mold. Typically, Cappadociansdecant the mold into metal vials or other portablecontainers for use as weapons.

System: Each batch of mold lasts one full month,after which it loses all magic. Anyone splashed withthe mold suffers dice of aggravated damage equal tothe total cups that made contact with flesh. Thisdamage continues each turn, reduced by one die untilthe magic is spent.

Kiss of AgesLevel-Two Ritual (The Grave’s Decay 1)

This clever adaptation of The Grave’s Decaydisposes of leftover bodies even as a vampire feeds. Avampire enchanted with Kiss of Ages may drink amortal dry and then release her body as it crumbles toash. This ritual serves chiefly to aid in feeding. Unfor-tunately, the properties of the ritual make it nearlyimpossible to administer the Embrace without the aidof some tool or assistant to perform exsanguination.

System: The vampire mixes a handful of ashes ordust from a human corpse with a point of her own vitae

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and drinks the potion. The player makes the standardroll. On a botch, the ritual fails to transmute the ashes.The vampire regurgitates the paste along with oneadditional blood point for every 1 rolled. Successimbues the vampire’s bite with entropy until the nextfull moon. Should he bite an intact corpse, this with-ering energy flows into the body and rots it to dust overthree turns. Such decay mirrors the effects of thepower Destroy the Husk. The vampire delivers thismagic once per success rolled and may not withholdthe effect to save it for a later occasion. Upon the fullmoon, all remaining “charges” dissipate.

Skull of WarningLevel-Two Ritual

The vampire takes an intact human skull andcleans it thoroughly, painting its eye sockets and teethwith her own vitae. She then impales the skull on aniron spike and places it near the entrance of her haven.

System: If the ritual succeeds, the skull standssilent perpetual vigil. Should any being other than thecaster or undead minions belonging to the caster enterthe room, the skull’s jaw drops and it lets out anunearthly howl of rage and pain. This sound awakenseven a vampire sleeping during the day, although shemust then struggle to stay awake normally. An en-chanted skull continues shrieking until the intruderdies or leaves, or a number of minutes pass equal to thesuccesses rolled. A single skull can serve as the focusof this ritual any number of times.

Unearth the Hidden CorpseLevel-Two Ritual (Nigrimancy 1)

After tying a human finger bone to a blood-soaked leather thong, a vampire who knows this ritualmay speak the name of a deceased individual. If theritual succeeds, the bone becomes as a lodestone,pointing infallibly to the spot where the greatestquantity of the target’s physical remains lie. If no suchplace exists, such as in the case of someone who wascremated and her ashes scattered, the bone simplytwirls in place aimlessly. As many nigrimancy powersfunction more effectively if a vampire has part of theghost’s corpse in addition to her name, this ritual seesfrequent use among the Giovanni.

System: This ritual functions exactly as describedabove. Failure has no effect, while a botch shatters the bone.

Fettered MinionLevel-Three Ritual (Cadaverous Animation 3)

By mingling his blood with ashes from a de-stroyed Athanatos, a vampire with this ritual may

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imbue a loyal ghoul with necrotic power. the ghoulmust be sworn to the caster through a full bloodoath for this ritual to function.

System: The vampire creates a potion of vitaeand ashes and feeds it to the ghoul. If the ritual fails,the blood nourishes the ghoul as normal vitae butotherwise has no effect. A botch renders the mixturehighly toxic, inflicting one level of unsoakable aggra-vated damage per blood point of potion swallowed.Success transmutes the vitae into something morepotent than Cainite blood. The vampire may trans-mute as many blood points of the potion as thenumber of successes rolled. While a ghoul retains anyof the vitae tainted in this manner, she suffers theeffects of the Visage of Death Flaw (see p. 203) butreduces all wound penalties by one die. If the ghoulspends or loses vitae, she loses tainted points first.Should the ghoul perish with tainted vitae in herveins, her corpse immediately rises as an Athanatos(Dark Ages: Vampire p. 312). The blood oath stillbinds the corpse, causing the monster to obey itscreator to the best of its abilities and limited intelli-gence. Every evening, the corpse knight loses one ofits tainted blood points. When it depletes its pool, itloses all animation (though it may be subsequentlyreanimated) through standard Cadaverous Anima-tion powers.

Graveyard MistsLevel-Three Ritual (Nigrimancy 3)

The vampire chants a paean to the dead and biteshis tongue, spitting one point of blood upon the earth.If the ritual succeeds, wisps of luminous fog rise fromthe spot where the blood fell and spread through thesurrounding area.

System:Within minutes of successful casting, theunnatural mist blankets the earth and coils above intattered streamers, filling a radius of two yards persuccess. Each minute that passes reduces this area byone yard. Apart from its usual obscuring qualities, thefog also reveals any ghosts as translucent phantasms toall onlookers. The dead may whisper softly at a cost ofone Willpower point per minute of conversation,though they vanish and fall silent again if they stepbeyond the fog.

Implacable VigorLevel-Three Ritual

By swallowing the ashes of a cremated Athanatos,a vampire who knows this ritual may briefly gain someof the creature’s strength and resistance to pain.

System:For every success rolled, the vampire maygain a dot in a Physical Attribute or subtract one diefrom his total wound penalties. Only one success maybe applied to each Attribute, and the vampire may notexceed normal generational limits. Unfortunately,the strength of the dead comes with the savage hungerof the dead, increasing all rolls to resist frenzy by 2. Acaster who botches this roll immediately enters frenzy.

Malediction of Fetid VeinsLevel-Three Ritual

After a turn of fierce incantation, the vampirespits blood in the direction of another vampire orghoul in his direct line of sight. The blood need notstrike the victim, it merely accompanies the invis-ible spray of vitriolic force. This force rots vitae,making it an effective weapon against ghouls andvampires both.

System: Treat the casting roll as an attack thatmay be dodged at +1 difficulty but not parried. If themagic hits, roll the vampire’s Mortis rating (difficulty7). Each success rots one blood point into inert sludge.Although vampires suffer no other injury from thespell, ghouls suffer one level of lethal damage for everyblood point they lose. This damage may be soaked,provided that the ghoul does not lose all vitae. Aghoul slain with this ritual reeks of sepsis and assumesa terrible visage, every vein bulging and darkenedwith rot. This ritual has no effect on ordinary mortalsor any other supernatural beings.

Mark of DespairLevel-Four Ritual (Nigrimancy 4)

The vampire mixes equal parts of blood from avampire and an innocent mortal. The vitae need notcome from the caster, nor must the innocent perish inyielding blood. For especially large projects, multiple“donors” may be needed. After gathering the bloodand steeping it in herbs and unguents used to preparebodies for burial, the Cainite anoints her forehead andeyes with the crimson salve. She then daubs dropletsin a scattered ring around the periphery of the wardedarea. If the ritual succeeds, everything within thecircle resonates with the wrathful taint of Caine’sCurse and the undying hunger of the Beast.

System: Any ghost that approaches a barriercreated with this ritual feels a sense of inherent wrong-ness that intensifies the closer it gets. Upon crossingthe threshold, the ghost feels overwhelmed with soul-searing anguish that drains one point of Willpowereach turn until it leaves. A ghost reduced to Will-

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power 1 flees in tears and can not even attempt toenter such a ward until it completely refills its Will-power pool. No limit exists on the maximum area avampire may ward with this ritual, provided he hasenough salve prepared for the task. Such wards remainpotent for one week per success, although this dura-tion can be extended to a year at the cost of onepermanent point of Willpower.

Peek Past the ShroudLevel-Four Ritual (Nigrimancy 1)

This hour-long ritual enchants a handful of ergot(a mold that grows on grains prior to harvest in cold,damp weather) to act as a catalyst for second sight.

System: By eating a pinch of the magical mold, asubject gains the benefits of the nigrimancy powerWitness of Death (p. 193) for a number of hours equalto the vampire’s Stamina. Each success on the castingroll creates three doses of enchanted ergot. A botchworsens the natural toxicity of ergot such that eachdose inflicts eight dice of lethal damage to anyoneingesting it, even a vampire.

Resurrection of Stirred BloodLevel-Four Ritual

This ritual may be used in one of two ways, to aidin rising from voluntary torpor or to pull anotherCainite from her own torpor.

System: To rise from the sleep of ages, the vam-pire takes vitae and laboriously paints herself withglyphs. If the ritual succeeds, the vampire specifies theduration and immediately sinks into torpor. Once thistime passes, the player spends one point of Willpowerand rolls Willpower against a difficulty of (10 – thecharacter’s Road rating). This roll replaces the usualawakening roll. If successful, the vampire rises to fullconsciousness. Failure means the vampire remains intorpor but may try again until she succeeds or runs outof Willpower. Willpower lost to failed attempts re-turns at the rate of one point each decade of rest. Abotch means the ritual’s magic ends and the vampiremust rely on standard awakening rolls to arise.

Pulling another Cainite from torpor requires thesame painting of glyphs on the target’s body. Thevampire lays fingers over the eyes of the slumberingCainite and concentrates. Her player spends onepoint each of blood and Willpower and rolls Will-power at a difficulty of (10 – the torpid vampire’s Roadscore). Success means the vampire’s eyes snap openand the arisen vampire must immediately check forfrenzy at difficulty 5. Failure means the vampire re-mains torpid and the future difficulty to use the ritual

increases by one (maximum 10)... A botch drives theCainite performing the ritual into torpor.

Veil That Bars EternityLevel-Four Ritual

By chanting and soaking a fine burial shroud inher own vitae, a Cainite may enchant the cloth witha measure of her own immortality. This cloth can thenbe placed over a corpse to suspend decomposition.Rumors persist of powerful Cappadocians with hugeunderground caverns filled to bursting with humancorpses, all carefully preserved against a time whenthe Graverobber will need to retreat from the worldfor hundreds of years.

System: The player spends 3 blood points inaddition to making the standard roll. If the ritualsucceeds, the shroud retains a faint red hue long afterthe blood dries and flakes away. Placed over a corpse,the shroud suspends all decay. The body remainsindefinitely frozen in time as surely as a vampire. Oncethe shroud is removed, time affects the cadaver nor-mally and the shroud loses its magic. This ritual isoften used to keep a well stocked larder of food andfresh material for experimentation.

Draught of Dust and AshesLevel-Five Ritual

Removing all clothing, the vampire kneels in aplace hallowed for the dead. Such a place may be anelaborate mausoleum or an unearthed pauper’s grave,but the location must have been intentionally built orexcavated to house human remains and then used forthat purpose. The vampire meditates for an hour, attun-ing herself to the realm of the dead as she draws on itsunhallowed power.

System: If the ritual succeeds, the vampire’s playerrolls Courage (difficulty 4). Each success yields one pointof Willpower that may take the character above hernormal maximum. These Willpower points may also beused in place of blood to power Disciplines with suchrequirements, but the Willpower may not replace bloodfor any other task. Any Willpower gained from this ritualin excess of the vampire’s normal rating fades at sunrise.Once this ritual drains the negative energies of a tomb,that location yields no Willpower for a number of nightsequal to the points taken from it. After this recoveryduration passes, the vampire may return for more power.

Sanctuary of Living DeathLevel-Five Ritual (Cadaverous Animation 5)

Rather than animating individual corpses,Cappadocians who know this ritual may enchant

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an area so that the dead may move and serve oncommand. Unfortunately, as the enchantmentrests in the place rather than the cadavers, thewalking dead cannot leave its boundaries withoutreverting to true lifelessness.

System: To cast this ritual, the caster gathersthe teeth of dead murderers and sows them like seedsat the border of the sanctuary. The total area definedby this “fence” can be any size, though each toothmay be no more than one foot from those adjoiningit. Once this process is complete, the vampireretraces his steps, dripping his own blood to “wa-ter” the planted teeth. Each blood point covers astrip five yards long, so a vampire might needto feed several times before completing thecircuit. After the border is set, the vampirestands at the center and recites the litany thatawakens the power of the sown teeth. Theenchanted land may animate one corpse forevery success rolled. A corpse that stepsbeyond the sanctuary loses animation andanother rises within the borders to take itsplace. This also occurs in the event that arisen corpse is destroyed. The sanctuary willcontinue raising corpses to keep the maxi-mum number available until it runs out ofcorpses or raises a cumulative total equal tothe number of teeth sown. Only after thelast tooth loses enchantment may theentire lot be reset with blood and a newcasting. All bodies animated by theland have the statistics of Corpse Ser-vants (see p. 313 of Dark Ages:Vampire) but may attack to the bestof their feeble abilities. Their chiefstrength lies in numbers and theirability to quickly replace those num-bers. If the ritual botches, count 1’sas successes in determining the in-tensity of effect; the corpses raisedby the land single out the caster fordestruction.

Orpheus’ DescentLevel-Six Ritual (Nigrimancy5)

The vampire chants from dusk tomidnight, imploring the chthonic godsof death to open a path to their lightlessrealm. If the ritual succeeds, a deepfissure tears in the earth. The vampire maydescend into this crevasse and sojourn to thedeepest labyrinthine recesses of Hades’ realm. In

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this nightmarish plane, rock and bone conjoin in impos-sible architecture as from a blasphemous thing neverborn — and yet the walls themselves undulate as withslow breathing. The vampire may find the oldest and themost wicked of the dead with enough searching, anduntold wonders and horrors besides. It is the immutablelaw of such descent that the vampire finds who or whathe seeks before dawn, provided that the object of hisdesire exists among the dead... Once the vampire findsthis thing or person, he must turn his back and climb upthe infinite steps and passages that lead to the livingworld. Such a journey may appear to take hours or daysor an eternity compressed into moments, but the vam-pire arrives at least an hour before sunrise on the nighthe left. If he never once looked back, the object of hisquest emerges with him.

System: Ghosts restored to “life” in this fashionhave until the next dusk to enjoy the rememberedpleasures of flesh and make their final peace before theirsouls slip into the great unknown that lies beyond theunderworld. If the object is inanimate, it endures andfunctions according to its nature as if remade. Onlyobjects that once belonged to the living world may bereclaimed with this ritual.

New Merits and FlawsThe following Traits are primarily intended for

vampires of the High Clans, either because they tie intoparticular clans or assume social dominance. With Sto-ryteller permission, however, any vampire may possessthese Merits and Flaws unless otherwise noted.

PhysicalControlled Thirst (1-pt. Merit)

Regular time spent among mortals has dulled thehungers of your palette. You reduce the difficulty ofany frenzy roll involving the sight, scent or taste ofblood by one. You cannot frenzy from sensing blood if

your blood pool is full; conversely, you lose yournormal difficulty reduction if your blood pool is lessthan a quarter full (rounded down).

Mark of Pure Blood (2-pt. Merit)You have a physical mark that emerged during

your Embrace, akin to a birthmark. This mark is partof your lineage and helps establish credibility as anheir to power and reputation of your sire’s line. Playersshould work with the Storyteller to define the mark,whether it is a particular tint of the eyes, an actualdiscoloration of skin or something more exotic. Allsuch marks are within the bounds of natural possibilityand/or easily concealed, ensuring that mortals do notautomatically suspect your undead nature. While thisMerit has no system per se, you are more difficult toimpersonate and your mark may carry status withvampires who know its significance.

Trained Scent (2-pt. Merit)You have an uncanny ability to smell blood that

appeals to you or repulses you, even while it flows in theveins of your unsuspecting prey. This Merit only benefitsVentrue and other vampires with discerning hunger,such as through the Flaws Prey Exclusion (Dark Ages:Vampire p. 305) or Selective Thirst (see p. 205). Sens-ing blood you feel strongly about requires a reflexivePerception + Alertness roll (difficulty 6), and you mustactually be close enough to breathe the target’s scent —usually within three yards. Picking a single target out ofa crowd may require a second Wits + Alertness roll at adifficulty determined by the Storyteller.

Unblinking Vigil (1-pt. Flaw)Your eyes do not close — ever. Perhaps you stared

too deeply into the Abyss or fleshcrafted away youreyelids for better alertness. Your quirk probably makesastute observers uncomfortable (+1 to the difficulty offriendly social interactions with anyone whose playermakes a successful Perception + Alertness roll atdifficulty 8 to notice).

Visage of Death (2-pt. Flaw)You bear the stamp of death on your face and pallor,

revealing the truth of your undead state for all to see. Youcannot mimic the “flush of life” that other Cainites mayevince, and your corpselike mien adds one to the diffi-culty of all Social rolls not based on Intimidation.Cappadocians may not purchase this Flaw.

Bloodrot (3-pt. Flaw)You are afflicted with an insidious form of decay

that blackens your skin and veins with mold as it

HAVEN’T I SEEN THAT BEFORE?

0stute readers will note that a handful ofMerits and Flaws have been reprinted

and/or modified from Dark Ages: Players Guideto the Low Clans. This has been done for thebenefit of players who do not have that book, aswell as to show alternate interpretations andpriorities between Cainite social classes. Wheretext differs, use whichever is most appropriate forthe character concept.

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slowly devours your unliving flesh. You may not havean Appearance rating higher than 1 and you sufferthree dice of unsoakable lethal damage upon arisingeach night at dusk. Although your disease is notcontagious, your mildewed visage makes other Cainitesuneasy and inflicts the same Social penalties as Lep-rosy in civilized company unless you take great painsto cover yourself. This Flaw is worth only one point toNosferatu and other monstrous vampires.

Mask of Everyman (3-pt. Flaw or 2-pt. Merit)

You have no face to call your own. Every sunsetyou awaken with a new visage, an amalgamationdrawn from memory and imagination. Your attrac-tiveness and outward sex remain constant, but yourapparent ethnicity and features are utterly protean.You can use Malleable Visage and a looking glass orother reflective surface to reconstruct your true facefrom memory, but this requires at least three successesat difficulty 8 to make you recognizable and fivesuccesses for a flawless copy. Characters must have atleast one dot of Vicissitude to purchase this Trait.Although this Trait is normally a Flaw for vampiresconcerned with maintaining recognition and reputa-tion, it may be a Merit for Fiends on the run fromvengeful sires or witch hunters.

Poor Digestion (5-pt. Flaw)Generations of royal inbreeding and minimal

activity in life have left you infirm in undeath... Yourfrail constitution has greater difficulty drawing nour-ishment from human or animal blood, requiring youto drink two blood points for every one added to yourblood pool. Cainite blood still affords full nourish-ment, which may well lead you to the forbiddenhunger of the Amaranth.

MentalAbility Aptitude (1-pt. Merit)

You are particularly gifted with one Ability. Per-haps you are a poet of great renown or a masterfleshcrafter. Within your specific Aptitude, reduce alldifficulties by 2. Characters may purchase this Meritmore than once, but Storytellers should feel free toveto any Ability selections that seem too powerful orunbalanced, especially for combat Abilities.

Focused Rage (1-pt. Merit)You have partially transcended the blood fury of

your clan by focusing your Beast’s anger. Select onefrenzy condition from the chart on page 265 of Dark

Ages: Vampire... When faced with that provocation,you automatically frenzy. You do not suffer the usualdifficulty increase to other frenzy conditions, however.The Storyteller must approve the selected condition.Only Brujah and other vampires who suffer a similarfrenzy difficulty increase may purchase this Merit.

Lion-Hearted (1-pt. Merit)In a moment of great crisis, you may call upon your

honor and nobility to fortify your resolve. Once perstory, you may spend a point of Willpower to substi-tute your Road rating for both your Self-Control/Conviction and Courage for the scene. Characterswho ascribe to roads that do not venerate heroism andvalor may not purchase or retain this Merit, particu-larly those on the Road of Sin (although followers ofthe Via Adversarius may possess this Merit; see Road ofSin for more information).

Artful Visionary (2-pt. Merit)You are a consummate artist at heart. You reduce

the difficulty of any roll to create something new by 1.This can be actual Expression or Crafts rolls, or eventhe development of a new tactic or torture method...Conversely, you add +1 to the difficulty of any repeti-tive or menial task. You are ill suited to such labor —surely everyone should see that you are more impor-tant than mere drudgery!

Cathartic Fury (2-pt. Merit)Forced to play the part of the civilized monster,

you find solace and strength in periodic outbursts ofrage. At the conclusion of any frenzy, roll Courage(difficulty 5). Each success restores one point of Will-power, up to your usual maximum. Vampires with thisMerit still suffer degeneration for their frenzy if suchanger violates the tenets of their road.

Meticulous Planner (2-pt. Merit)You are inhumanly thorough in your prepara-

tions, weighing contingencies and every course ofaction with cold, calculating precision. You may sub-stitute Intelligence for Wits in any situation whereyour dedication may prevent you from being caughtflat-footed or unprepared, and the Storyteller shouldoccasionally give you advice as per the CommonSense Merit (Dark Ages: Vampire p. 305).

Obsessive Savant (2-pt. Merit)You have a particular fixation that drives your

existence, be it as esoteric as death or vampirism or asmundane as the tactics of chess. You must have oneSpecialty for an Ability (usually a Knowledge, although

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sometimes a Skill) that forms the core of your obses-sion... For rolls involving this specialty, you reduce thedifficulty by three in addition to receiving the usualbonus die (minimum difficulty of 3). Your intensitydiscomfits those who do not share your obsession, adding+1 to the difficulty of most Social rolls with people whoobserve you indulging your hobby. Storytellers shouldfeel free to veto any Obsessions that seem too powerfulor unbalanced for their games.

Disciplined Eye (3-pt. Merit)With a point each of blood and Willpower and a

successful Willpower roll (difficulty 6), you may forceyour third eye closed for a full scene. It will not betrayyou no matter what Valeren powers you use. OtherSalubri may regard your with distrust or envy if theyknow of your unusual gift. Only vampires with two ormore dots of Valeren may purchase this Merit.

Well-Educated (3-pt. Merit)Either through monastic training or determined

royal tutors, you are one of the lucky few to receivesuperlative tutelage in classics, natural sciences andtheology... Whenever you attempt a task involving aKnowledge you do not possess, your player may stillroll at +1 difficulty as if the required Ability was aSkill. Characters must have at least three dots ofAcademics to purchase this Merit.

Iron Will (5-pt. Merit)Your mind is as a castle, daring intruders with

towers of ego and walls of raw will. Any attempt toaffect you with Dominate or otherwise magicallytamper with your mind adds 2 to the usual difficulty.Characters must have a Willpower of 8+ to purchaseor retain the benefits of this Merit.

Unimpressed (5-pt. Merit)You have tight control over your emotions and

a monstrous awareness of self. All rolls to affect youwith Presence or otherwise magically tamper withyour emotions add 2 to the difficulty. Only charac-ters with Self-Control 4+ and Willpower 6+ maypurchase or retain the benefits of this Merit.

Noble Arrogance (1-pt. Flaw)You have never known an existence other than

privilege and wealth, either in life or undeath. Youfervently believe in your innate superiority overmere mortals and the riffraff of the Low Clans,perhaps too much. You cannot believe that yourinferiors could ever pose a real threat. As such, youare prone to underestimating adversaries of lesserstation and your haughty bearing adds 2 to the

difficulty of all Social rolls to interact with thoseyou perceive as beneath you. Characters must haveat least two dots of Status to purchase this Flaw.

Poor Taste (1-pt. Flaw)Your aesthetic runs counter to that of society,

or perhaps you really are simply a tasteless cretinwith pretensions of class. In either case, you add 1to the difficulty of Social rolls involving main-stream artists or critics. Intimidation rolls sufferalso with this penalty — you are graceless even atthe art of fear.

Fierce Bigot (2-pt. Flaw)You hold particular hatred or disdain for a

specific class or community of mortals, most likelythe common rabble of serfs and servants. You makeall frenzy checks at +2 difficulty around such indi-viduals and always attack them first if you dosuccumb to frenzy.

Enraptured by Beauty (3-pt. Flaw)Your preternatural senses and aesthetics find

beauty supernaturally enthralling. Whenever youencounter music, art or even a pretty face thatappeals to your tastes, you fall into trancelike rev-erie until the object leaves your senses or the sceneends. You may not even break away to defendyourself, though an attack permits a new roll toresist. Characters with this Flaw may avoid or breakfree of rapture with a Self-Control or Instinct roll(difficulty 6). Toreador may not purchase this Flaw.

Atrophied Heart (4-pt. Flaw)You have grown cold and aloof, emotionally

detached from the ever-changing world aroundyou. You certainly understand good and evil asphilosophical concepts, but morality is no longersomething you feel with any passion. As a result,you add 2 to the difficulty of any degenerationcheck and pay double the usual experience to raiseCompassion/Conviction or Road. True Brujah maynot purchase this Flaw.

Selective Thirst (4-pt. Flaw)Your aristocratic palette prefers the taste of a

particular “vintage” of mortal blood, even to thepoint of spurning all other flavors. You may favorthe delicate nectar of youthful virgins, the robustdraught of the Norse or the touch of piety in apriest’s veins. Whatever your tastes, you may drinkonly from mortals who meet your criteria. All otherblood tastes foul and rancid to you, and you willimmediately vomit it like mortal food even in the

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throes of frenzy. Even your exacting sensibilitiesfind Cainite blood sweet to the taste, no matter itssource. Ventrue may not purchase this Flaw.

Degenerate (Variable Cost Flaw)You have already begun your descent into the

jaws of the Beast. Reduce your starting Road ratingby one dot per point awarded by this Flaw. Charac-ters may not begin play with a lower Road ratingthan their Conscience/Conviction.

Social Merits and FlawsMaster of Protocol (1-pt. Merit)

Your sire or another mentor has laboriouslytutored you in most forms of etiquette, even cus-toms outside your own culture and time. You likelyknow the proper greeting for a Roman senator orthe appropriate bow for a caliph as easily as thetitles of address within your own kingdom. As such,you may learn as many Etiquette specialties as yourIntelligence + Etiquette, and you receive a –1difficulty to any Etiquette roll involving thosespecialties.

Unbroken Lineage (1- or 2-pt. Merit)You can perfectly recite your lineage back to

your Antediluvian progenitor. If this Merit is worthonly one point, noble Cainites accept your recita-tion and treat you more favorably as a true keeperof the Traditions. If this Merit is worth two points,your bloodline has sufficient prestige to warrant anextra dot of Status that remains as long as none ofyour direct ancestors rejects you. Even if you errand lose face, you always have at least one dot ofStatus from your birthright.

Former Ghoul (3-pt. Merit)You spent a number of years as a ghoul prior to

receiving the Embrace. As such, you have a betterunderstanding of Cainite society and the powers ofthe Blood. The difficulty of all rolls to recall suchinformation is 2 less than normal. In addition, youmay purchase Potence with your starting Disci-pline dots, although it is not considered a ClanDiscipline unless that is normally the case.

Secrets (1- to 5-pt. Merit)You know something important — probably

something you shouldn’t know. You may use thissecret for blackmail or simply file it away for use in

some future night. The rating of this Merit deter-mines the importance and detail of this secret. Aone-point Secret may be the confirmed existenceof a spy from a rival vampire court (without know-ing the spy’s identity). Five points means youknow the spy is none other than the prince him-self, or rather, a fleshcrafted doppelganger createdby the Tzimisce to destabilize the court in prepa-ration for their invasion. The player should workwith the Storyteller to determine the secret, orsimply trust the Storyteller to select a secret ap-propriate to the story. As always, the Storytellershould feel free to disallow secrets that are notappropriate to his games. Note that this Merit canalso reflect clan Secrets, such as the resting placeof a torpid elder or a particular koldunic ritualknown to a select bloodline.

Well-Known (Variable Cost Merit)Word of your exploits and lineage has spread

through the society of the Damned. As a result,your Status applies in a number of additional citiesequal to the points invested in this Merit. Shouldyou fail in some task or lose favor with your Prince,however, word of that disgrace will spread just asquickly. Fame is ever fickle. Characters must haveat least one dot of Status to purchase this Merit.

Disgrace to the Blood (2-pt. Flaw)You were Embraced into the nobility of a High

Clan. You were given power and prestige befittingyour birthright — and you failed. You are nowconsidered among the rabble of the Low Clans,when you are considered at all. You may eventu-ally return to grace, but redemption won’t be easy.You must work twice as hard to atone for yourprior failure. Obviously, you may not begin playwith any Status.

Prestigious Rival (1- to 5-pt. Flaw)Your success has earned you the enmity of

another noble Cainite. Your rival may outrighthate you for some real or imagined grievance orsimply enjoy the challenge of bringing you low.Treat this adversary as an Enemy (Dark Ages:Vampire p. 306), save that she has equal statusamong the Damned and never moves against youopenly. As such, you cannot strike her directlywithout risking the wrath of your prince. This Flawis worth a number of points equal to the Status

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rating of the character purchasing it. Characterswithout Status may not purchase this Flaw.

Supernatural Merits andFlawsSweet Blood (1-pt. Merit)

Your vitae tastes like the finest wine, sweet andheady without the slightest trace of salt or metallictang. As such, you may hide your blood in a chaliceor feed ghouls without betraying the true nature oftheir draught.

Darksight (2-pt. Merit or Flaw)At will, you may invert the meaning of light

and dark to your eyes. This requires a turn ofconcentration and a successful Perception + Alert-ness roll (difficulty 7). With Darksight active, youmay view pitch-black darkness as though it werebrightly and uniformly lit, while torches cast aradiance that obscures perception in the mannerthat darkness interferes with normal senses. Thesignificance of colors likewise inverts, lending asurreal hue to the world without interfering withyour ability to separate hues. All penalties forpartial darkness instead apply to weak illumina-tion, and the absolute emptiness of sunlight andsimilarly bright radiance blinds you (and burnsyou, in the case of sunlight). The Merit does notallow you to see through mystical shadows, suchas those produced by Obtenebration. As a Flaw,your Darksight is permanent; you will never againview the universe through any semblance of hu-man vision.

Personal Aura (2-pt. Merit)You do not project the aura associated with

your road. Instead, your aura reflects some deeperaspect of your Nature or personality. You maychoose the aura associated with any road or designyour own (subject to Storyteller approval), calcu-lating your aura modifier according to yourpermanent Willpower.

Sanctifying Kiss (2-pt. Merit)Your lips have a particular crimson luster like

roses or fine wine. Whenever you kiss someone, youleave traces of sweet vitae behind. This secretion isnot sufficient to create a ghoul or sire progeny,although you may surreptitiously administer theblood oath if you kiss on the mouth or touch your

lips to an open cut. It requires a Perception +Alertness roll (difficulty 8) to notice the slighttaste of your blood.

Discipline Prodigy (5-pt. Merit)You are especially skilled in the use of one of

your clan Disciplines. The difficulty to use anylevel of this Discipline is reduced by 1, althoughthis Merit can never reduce the difficulty of any rollbelow 4. Characters may purchase this Merit onlyonce and gain no benefit when using Disciplinetechniques. Prodigies of Koldunic Sorcery or otherforms of blood sorcery reduce the difficulty of allpaths and rituals. Prodigies of Obtenebration alsofind Abyss rituals easier.

Promethean Clay (5-pt. Merit)Your flesh ripples and molds itself to your

preternatural will, almost before you consciouslyinvoke the change. The difficulty to use any Vicis-situde power on you is 2 less than normal, and youmay activate Vicissitude powers reflexively at yourfull dice pool while taking other actions. Powersthat require multiple turns to activate still requirethe usual duration — the change simply occurswithout conscious direction. As a final benefit, youneed no physical sculpting to use the first threelevels of Vicissitude on yourself, as your flesh undu-lates and extrudes to its desired shape. Onlycharacters with at least one dot of Vicissitude maypurchase this Merit.

Pure Blood (5-pt. Merit)The Curse of Caine runs strongly in your veins.

You may spend one more blood point per turn thanyour generation should permit. You look especiallypale and drawn under Soulsight and yet oddlyflushed with abundant health.

Arcane (1- to 5- pt. Merit)You are mystically unknowable, shrouded from

notice and record by the vagaries of circumstanceand disinterest. Those who see you seldom careenough to remember you later. For every pointinvested in this Merit, subtract one die from anydice pool used to search for you actively (typicallyPerception and/or Investigation). Being anony-mous isn’t the same as being invisible, however,and Arcane does not aid in Stealth rolls or otheractive attempts to hide. Characters with Influenceor Status may not purchase Arcane or vice versa,and Arcane can also prove a detriment to other

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Backgrounds. Mentors may well lose interest in anArcane pupil, for example. This Merit is less com-mon among the status-conscience members of theHigh Clans than among the Low, though a dispro-portionate number of True Brujah possess it (whichleads some to wonder how many Sages truly exist).It is thought that meddling with time can maketime itself forget the meddler.

Gifts of the Beast(Variable Cost Merit)

Your Beast has a terrible awareness and powerall its own that emerges when its wrath or fearovertakes you. You may select additional Traitsthat manifest only during frenzy or Rötschreck, asapproved by the Storyteller. Such Beast Traits costtwo fewer bonus points than normal, to a minimumcost of 1, and must be instinctive or physical innature. In the case of Disciplines, only physicalDisciplines are permitted (Celerity, Fortitude orPotence), even if they are not normally associatedwith your clan. Beast Traits are cumulative withnormal traits, although they cannot exceed genera-tional limits. Additional Beast Traits may not begained or increased with experience. For example,

the Toreador Justinius is normally quiet and re-served. When his slumbering Beast awakens,however, its speed and killing prowess possess him.He gains an additional dot of Celerity and Dexter-ity and three dots of Brawl. The total cost of theMerit is 10 bonus points (7 – 2 for the Celerity, 5 –2 for the Dexterity, and 2 – 2, minimum 1 for eachdot of Brawl).

Animate Shadow (3-pt. Flaw)Your shadow has a bizarre unlife of its own,

reaching out with claws to grasp the shadows ofthose around you in a parody of feeding or billow-ing to a demonic mien when frenzy threatens toovertake you. Some Lasombra believe this curseafflicts only those who delve too deeply into themysticism of the Abyss; others attribute it to infer-nal pacts, the wrath of God or a shameful lack ofself-control. Regardless, you lose two dice from allSocial rolls with other Lasombra who know of yourproblem. This Flaw occasionally manifests amongvampires who do not belong to the Clan of Shad-ows, but such accursed individuals invariablydisappear under mysterious circumstances, perhapsswallowed by their own alien darkness.

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Bound to the Earth (4-pt. Flaw)You feel a deep mystical connection with the

earth and must rest amid two or more handfuls ofsoil from a place of personal significance. The dirtmay come from your homeland or your emptygrave, as befits your attachment. Every day of restthat you forgo such contact cumulatively halves alldice pools until all actions use a single die. ThisFlaw occasionally manifests among blood sorcerersas a result of botched magic, tying a vampire to agrave he violated for a ritual component or thetainted soil of Kupala’s domain. Tzimisce may notpurchase this Flaw.

Hand of Hades (5-pt. Flaw)You exude the spiritual blight of death. Insects

die if they fly too near you, while most small plantsshrivel and die within a foot of your presence. Evenlarge trees take on blight in the places you touch.Larger animals, including humans, suffer one levelof lethal damage for every hour they spend in closeproximity to you. Such damage has no outwardsign, manifesting as inexplicable weakness. Thisnepenthe also sets mortals and even vampires ill atease, adding 1 to the difficulty of all Social rolls notinvolving Intimidation. Unlike the Flaw Touch ofFrost (Dark Ages: Vampire p. 309), you really doleave a swath of desiccated grass and leaves as youpass. Cappadocians may take this Flaw in place oftheir normal clan curse, in which case they receiveonly two points and suffer their usual social diffi-culties, but may vainly show a “flush of life” if theyso desire. Cappadocians who take this Flaw inaddition to their clan curse receive the usual num-ber of bonus points and cumulatively sum theirSocial penalties, adding +2 to the difficulty of allSocial rolls not involving Intimidation.

Harbinger of the Abyss (5-pt. Flaw)You are a conduit to the ultimate darkness

that lies Beyond. Lights dim in your presence andshadows rustle at the edge of vision in dire antici-pation of your blasphemy. Small fires extinguishwhen you draw close and the chill of the Void is inyour touch. Your player must roll yourObtenebration rating against the soak difficulty of

any mundane flame within two yards of you. Thisroll is reflexive and mandatory, and success extin-guishes the flame. This dimming is in addition tosuffering the effects of Touch of Frost and EeriePresence (Dark Ages: Vampire pp. 308–9). TheFlaw conveys one benefit: Your unnatural radi-ance reduces the difficulty of all Intimidation rollsby 3, to a minimum difficulty of 4. Charactersmust have at least one dot of Obtenebration topurchase this Flaw.

Geasa (1- to 5-pt. Flaw)A powerful magical being — a mage, a fae

noble or perhaps an ancient blood sorcerer — hasplaced you under a pact as binding as the bloodoath. Rather than commanding your adoration,your geasa compels you to fulfill or avoid certainactions lest some calamity befall you. The severityof the consequence and the ease of keeping theterms of the pact determine the rating of the Flaw.At one point, you must not feed on the membersof a particular noble family or else wear the marksof your treachery as boils on your immortal face.For five points, you must remain within a remoteforest or the sun will find you wherever you sleepno matter how deep or darkened your lair. Asalways, the Storyteller has the final say on anyGeasa, including the unlikely possibility of itsremoval. Players should work closely with theStoryteller to develop Geasa that create storyhooks rather than being obscure quirks chosen fora couple extra bonus points.

Thirst of Caine (7-pt. Flaw)By age or some infirmity of your own blood, you

derive no nourishment from the blood of animals ormortals. Though you do not immediately vomitsuch a meal, living blood tastes bland and providesno benefit. Only the vitae of other Cainites cansustain you. The sole advantage to such hunger isthat you find no allure in human blood and thus nolonger perceive humans as food. As such, the sight,scent or taste of human blood will never drive youinto frenzy. If you are not extremely careful, how-ever, your thirst will inevitably lead you to bloodoaths and the forbidden draught of the Amaranth.

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Chapter Five:Those Who

Rule the NightEvery Night and every Morn,Some to Misery are Born.Every Morn and every Night,Some are Born to sweet delight.Some are Born to sweet delight,Some are Born to Endless Night.— Robert Blake, Auguries of Innocence

The High Clans are the architects of society and the leaders ofmen. Their domains are many, and few have the resources to fleebeyond their reach. They are noble or craven, threatening or com-forting, merciful or pitiless. For good or for evil, their influence shapesthe world around them through Cainite politics and human institu-tions. They are knights, priests and princes. As a group, they pull thestrings of the Dark Medieval, and the peasants dance to their whims.

Given their stature and influence, the High Clans truly have theability to rule the world. Luckily for the lowborn Cainites, every firstcursed Cainite has his own agenda, which rarely meshes well withthat of his brethren. The High Clans are made up of Cainites who are,or fancy themselves to be, chosen by God to rule, and each oneenvisions himself at the head of all tables. This makes them a fractiousgroup at best, and many have learned the hard way that interfering intheir games is not advisable.

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The Sadistic CharlatanI assure you that the potion will work. Don’t be frightened.

Come closer and I will show you.Background: You were the fabled seventh son of a seventh son, and the entire village sang your praises. They

said you were beloved of the Fair Folk and you would bring them untold wealth and prosperity. Unfortunately forthem, you had your own agenda, and anyone who dared stand in the way of that agenda earned your ire. The villagerslooked the other way for a long time, wanting to believe that youwere their salvation, but they finally drove you out after you’dnearly killed one of the village girls. Most young men wanderingthe wilderness alone would have barely lived a week. But youfell in with a caravan of peddlers who went from town to town,trading for pots and pans, furs and other products. You learnedfrom them what you could, and then you took the caravan over.You disposed of the ones who weren’t useful to you. Those whoremained were too frightened to do anything but follow along.

You traveled from one place to another, staying only longenough to sate your more unusual appetites. In one city, youbroke into the manor house of a lord who was reputed to havewealth beyond compare. You expected to have some fun withthe elderly lord and then walk out with a nice bonus in gold.You were more than surprised when he easily bested you.Lucky for you, your audacity and lack of morals pleased him,and the last thing that you remember is a coppery taste onyour broken lips.

After spending a short time with your sire, you went backon the road. Although you ostensibly work as a trader, you couldnot be less interested in it. As time has passed, you’ve movedaway from actual trading and become more of a charlatan. Yousell “religious relics,” love potions and miracle cures. Often,these objects are no more than slivers of wood or herbal teas.

Concept: People are always eager to see peddlers and learnthe news of the world, and you play along with that enough toensnare them. You stay in one place long enough to have yourfun, and then you move along. Although you are as charmingand witty as the greatest of bards, it’s really not what interestsyou. In fact, you’re really not happy unless you’re proving yoursuperiority over someone else, usually by causing pain.

Roleplaying Hints: People are cattle, and you enjoyherding them. While blood sport has always been one of yourfavorite pastimes, it can be just as fun to slip some vitae into alove potion and torment your clients by devouring their prettylasses right in front of them. It’s always been your style to hitand run, and if that’s the case, why not hit as hard as youcan? Although you tend to travel alone, you recog-nize that safety comes in numbers, and nomadicCainites would likely find you a willing companion,particularly if they share your interests.

Equipment: Peddler’s garb, a gaily covered wagon, horses, potion bottles andherbal teas.

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2 1 3• CHAPTER FIVE •• THOSE WHO HUNT THE NIGHT •

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

______________________________________________________________________________

_____________

_________________________________________________________________

Name:

Player:

Chronicle:

Attributes

Physical Social Mental

Abilities

Alertness___________________Athletics___________________Brawl______________________Dodge______________________Empathy___________________Expression__________________Intimidation________________Leadership_________________Legerdemain________________Subterfuge__________________

Animal Ken________________Archery____________________Commerce________________Crafts_____________________Etiquette__________________Melee_____________________Performance________________Ride_______________________Stealth____________________Survival___________________

Academics_________________Hearth Wisdom_____________Investigation________________Law_______________________Linguistics__________________Medicine___________________Occult_____________________Politics____________________Seneschal__________________Theology__________________

Talents Skills Knowledges

__________________________________________________________________________________________________________________________________

Conscience/Conviction_

Self-Control/Instinct_

Courage___________________

O O O O O

O O O O O

O O O O O

Disciplines Backgrounds Virtues__________________________________________________________________________________________________________________________________

BruisedHurt -1Injured -1Wounded -2Mauled -2Crippled -5Incapacitated

Other Traits__________________________

O O O O O O O O O O

WillpowerO O O O O O O O O O

Blood PoolWeakness

Road Health

Generation:

Concept:

Haven:

Nature:

Demeanor:

Clan:

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

Advantages

Aura:___________( )

Experience

BarbarianAutocrat

Tzimisce11th

The Sadistic Chrlatan

AnimalismAuspexVicissitude

GenerationResourcesRetainer

Beast

Menace 0

Territorial

Page 216: Dark Ages - Players Guide to High Clans

2 1 4• PLAYERS GUIDE TO •

• THE HIGH CLANS •

Innkeeper’s DaughterIf you don’t understand the difference between sin and virtue, I’ll have to teach you.

Prelude: Your father kept the largest innwithin a day’s ride, and that gave you a certainamount of pride when you were growing up.When you spoke with the other girls in thevillage, you’d work in as many stories as youcould about the strange travelers you’d waitedon the previous night. You were the envy ofall of the other girls, and you had a shel-tered existence compared to everyoneelse. You never wanted for anything.

Everything changed one night whena group of knights traveled through townon the way home after a battle. They hadwon, and they celebrated their victorywith goblet upon goblet of wine. Theywere the last in the inn that night; yourfather was ill and had already gone to bed.You thought you’d be safe with a room full ofknights, but you were wrong. They beat youwithin an inch of your life and would havedone more terrible things if the girl hadn’tintervened. She was half their size, but shethrew them around like they were chil-dren, and those who could still stand ranfor their life.

Unfortunately, by the time she came toyou, it was too late. Your vision was alreadygoing dim, and your hands were slick withblood from the many wounds you’d re-ceived. You don’t remember the Embraceitself, but you remember waking in herarms and how she held one of the knightsfor you to drink. She left that night, butfirst she told you that she was an angel ofGod, put on Earth to punish the wicked.

Then she charged you to continue on thecrusade. You left home the next evening.

Concept: Although you seem to be afrightened young girl, lost in the wildernesswithout an escort, nothing frightens youanymore. Those travelers who meet youwith kindness and offer help are safefrom you, and you’ll make sure theyarrive at their destinations safely. Butthe ones who try to take advantage ofyou don’t usually live to see sunrise.

Roleplaying Hints: Everythingabout you seems weak, but it’s all a ruse.You have a mission, and that gives youall of the strength you need. You trulybelieve that your savior was a giftfrom God, and as a result you arehighly devout. At times, you even feelregret for having to lie to your vic-tims, but certainly God’s work isimportant enough to justify thesesmall sins. Regardless, you take

every opportunity pos-sible to prove your piety

and do good works in thanksfor the gift you’ve received.Equipment: Simple peasant’s

clothes, sturdy boots, a few coinsand a look of fear.

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2 1 5• CHAPTER FIVE •• THOSE WHO HUNT THE NIGHT •

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

______________________________________________________________________________

_____________

_________________________________________________________________

Name:

Player:

Chronicle:

Attributes

Physical Social Mental

Abilities

Alertness___________________Athletics___________________Brawl______________________Dodge______________________Empathy___________________Expression__________________Intimidation________________Leadership_________________Legerdemain________________Subterfuge__________________

Animal Ken________________Archery____________________Commerce________________Crafts_____________________Etiquette__________________Melee_____________________Performance________________Ride_______________________Stealth____________________Survival___________________

Academics_________________Hearth Wisdom_____________Investigation________________Law_______________________Linguistics__________________Medicine___________________Occult_____________________Politics____________________Seneschal__________________Theology__________________

Talents Skills Knowledges

__________________________________________________________________________________________________________________________________

Conscience/Conviction_

Self-Control/Instinct_

Courage___________________

O O O O O

O O O O O

O O O O O

Disciplines Backgrounds Virtues__________________________________________________________________________________________________________________________________

BruisedHurt -1Injured -1Wounded -2Mauled -2Crippled -5Incapacitated

Other Traits__________________________

O O O O O O O O O O

WillpowerO O O O O O O O O O

Blood PoolWeakness

Road Health

Generation:

Concept:

Haven:

Nature:

Demeanor:

Clan:

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

Advantages

Aura:___________( )

Experience

CaretakerSurvivor

Brujah8th

Inkeeper’s Daughter

CelerityPotencePresence

GenerationHerd

Heaven (Path of Retribution)

Holiness 0

Temperamental

Page 218: Dark Ages - Players Guide to High Clans

2 1 6• PLAYERS GUIDE TO •

• THE HIGH CLANS •

Monkish ScribeI find solace in such simple tasks. Let us work together and see what peace it may bring.

Prelude: Like most second sons, youwere destined for the Church. What madeyou unique is that you didn’t resent it.Power and battle had no allure for you,since you were more interested in solitarypursuits. Your quiet, introspectivenature made you popular with thevillage priest, and it was he who taughtyou to write. Your natural aptitudewith letters made you welcome inthe priesthood, and it was with alight heart that you bid your fam-ily goodbye and left for themonastery.

There, you spent hours uponhours in the small library, revel-ing in the written word and theartistry that went into each book. Themoment that you first saw the stacksof them, hand-copied, illuminated inbright colors, flecked with gold leaf,you knew that you’d found your call-ing. By the time you left, you were notonly ordained but were a trainedscribe and bookmaker.

You were sent to a large monas-tery in the city, to copy and distributethe Bible to the rich noblemen wholived there. Your work was highlyprized and very much in demand,and it was one of your Bibles thatcaught the eye of your sire. Hecame to you, much excited, beg-ging to be instructed in the artsof writing and illumination.Sadly, he did not have the apti-tude for it, and he was veryfrustrated as a result. This led tolong discussions between the twoof you, and eventually he con-fided his secret to you andoffered you the Embrace.After some deliberation,you accepted. No sacri-

fice was too great for an eternity spent with yourbooks.

Concept: Although you are a monk, you aremore interested in the here and now than indiscussions of virtue and the afterlife. You spend

little time thinkingabout your status as

one of the Damned.After all, you haveso much other

work to be done,books to be made and

problems to ponder. Al-though you are shy andretiring, people intrigueyou, and one of yourgreatest joys is to sit and

watch as they live theirlives. It makes you a good counse-

lor, and you are very popular in yourcity, despite the fact that you work

on your books all day and come out onlyafter dark.

Roleplaying Hints: You are one of therare lighthearted Cainites. Although dam-age to your books or your friends mightanger you, you are generally content withyour quiet existence. You even go so faras to thank the vessels that you feedfrom, usually patrons or other monks inyour monastery.

Equipment:A plain woolen robe, awooden rosary, quill pens and parch-

ment, paints and a hammer to pound outgold leaf.

Page 219: Dark Ages - Players Guide to High Clans

2 1 7• CHAPTER FIVE •• THOSE WHO HUNT THE NIGHT •

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

______________________________________________________________________________

_____________

_________________________________________________________________

Name:

Player:

Chronicle:

Attributes

Physical Social Mental

Abilities

Alertness___________________Athletics___________________Brawl______________________Dodge______________________Empathy___________________Expression__________________Intimidation________________Leadership_________________Legerdemain________________Subterfuge__________________

Animal Ken________________Archery____________________Commerce________________Crafts_____________________Etiquette__________________Melee_____________________Performance________________Ride_______________________Stealth____________________Survival___________________

Academics_________________Hearth Wisdom_____________Investigation________________Law_______________________Linguistics__________________Medicine___________________Occult_____________________Politics____________________Seneschal__________________Theology__________________

Talents Skills Knowledges

__________________________________________________________________________________________________________________________________

Conscience/Conviction_

Self-Control/Instinct_

Courage___________________

O O O O O

O O O O O

O O O O O

Disciplines Backgrounds Virtues__________________________________________________________________________________________________________________________________

BruisedHurt -1Injured -1Wounded -2Mauled -2Crippled -5Incapacitated

Other Traits__________________________

O O O O O O O O O O

WillpowerO O O O O O O O O O

Blood PoolWeakness

Road Health

Generation:

Concept:

Haven:

Nature:

Demeanor:

Clan:

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

Advantages

Aura:___________( )

Experience

CelebrantCaretaker

Toreador12th

Monkish Scribe

AuspexPresenceAlliesHerdInfluence

Humanity

Normalcy

Distracted by Beauty

O

-1

Page 220: Dark Ages - Players Guide to High Clans

2 1 8• PLAYERS GUIDE TO •

• THE HIGH CLANS •

Master InquisitorIf you only tell the truth, this pain will end. I promise you.

Prelude: You were the third son of a minor impoverished nobleman, and your father gave you the option ofchoosing a respectable profession or joining the Church. Piety held no appeal for you, so you eventually apprenticedyourself to a blacksmith. Unfortunately, your constitution didn’t suit such taxing work very well. But you did have

a keen intellect, and your master was impressed with your suggestions for improvements to his designs.He kept you on to run the business and create designs, and soon he was well known for your

innovative designs and his skillful work.When the local lord needed to outfit his dungeon, your smithy was the

obvious choice. You designed new and interesting restraints and tortures, andyour partner made them. When you finished, the lord asked for a demonstra-tion. You were more than happy to oblige, and he brought up an accused

murderer from the cells for you to work with. By the time you were done, theprisoner confessed to anything you wanted. The lord was so impressed that

he offered you a position on the spot, and you took it.You remained at the same post for more than twenty years, and you

became an instrumental member of the household. Your intelligencewas well known, and the lord consulted you on all manner of issues,not just the prisoners. One day, the guards brought you an emaciated

young woman, claiming that she had attempted to steal holyobjects from the local monastery. She was such a wretched

creature that you spoke with her at length beforebeginning. Because she would admit to nothing,you had no choice. To your surprise, the woman

watched your work with a critical eye and even madesuggestions for improvement. Then, when you leaned inclose to fasten a restraint, she bit you.

Concept: You have remained at your position evenafter your Embrace. Your work in the dungeons helps

explain your appearance and the unusual hours that youkeep. Furthermore, it’s intellectually stimulating, and you’re verygood at it. You take your work seriously, and in fact you rarely feedfrom your prisoners, since your lord has entrusted them to yourcare. Instead, you often leave the dungeons late at night to prowlthe city and visit your sire for your discussion and nightly hunt.

Roleplaying Hints: You are polite and refined, as might beexpected of a nobleman’s son, but you are well aware of yourstature in the household. Your political skill is well honed,

however, and you are not above putting words in otherpeople’s mouths when it suits you. Although youcould easily take much of the power for yourself, youare more interested in your work, and you interfere

only when it is absolutely necessary.Equipment: Black robes, a cloak and hood,

ring of keys, a quill and parchment to record confes-sions, and instruments of torture.

Page 221: Dark Ages - Players Guide to High Clans

2 1 9• CHAPTER FIVE •• THOSE WHO HUNT THE NIGHT •

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

______________________________________________________________________________

_____________

_________________________________________________________________

Name:

Player:

Chronicle:

Attributes

Physical Social Mental

Abilities

Alertness___________________Athletics___________________Brawl______________________Dodge______________________Empathy___________________Expression__________________Intimidation________________Leadership_________________Legerdemain________________Subterfuge__________________

Animal Ken________________Archery____________________Commerce________________Crafts_____________________Etiquette__________________Melee_____________________Performance________________Ride_______________________Stealth____________________Survival___________________

Academics_________________Hearth Wisdom_____________Investigation________________Law_______________________Linguistics__________________Medicine___________________Occult_____________________Politics____________________Seneschal__________________Theology__________________

Talents Skills Knowledges

__________________________________________________________________________________________________________________________________

Conscience/Conviction_

Self-Control/Instinct_

Courage___________________

O O O O O

O O O O O

O O O O O

Disciplines Backgrounds Virtues__________________________________________________________________________________________________________________________________

BruisedHurt -1Injured -1Wounded -2Mauled -2Crippled -5Incapacitated

Other Traits__________________________

O O O O O O O O O O

WillpowerO O O O O O O O O O

Blood PoolWeakness

Road Health

Generation:

Concept:

Haven:

Nature:

Demeanor:

Clan:

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

Advantages

Aura:___________( )

Experience

SurvivorJudge

Cappadocian12th

Master Inquisitor

AuspexFortitudeMortis

ContactsInfluenceResourcesRetainers

Kings (Path of the Vizier)

Command -1

Visage of Death

Page 222: Dark Ages - Players Guide to High Clans

2 2 0• PLAYERS GUIDE TO •

• THE HIGH CLANS •

Lady of LeisureYou are advised to remember that I rule in my husband’s absence.

It would not do to displease me.

Prelude: Even as a little girl, you were spoiled.The only daughter of a powerful lord whose wifedied in childbirth, you were sickly as achild, and you exploited itas much as you could. Theservants coddled andcared for you, and even-tually your father foundyou a rich husband, a noble-man nearly twice your age.At first, you rebelled. Youdidn’t want to marry an oldbore like your betrothed,and you’d never been de-nied your wishes before. Infact, your wedding day wasthe only time you can re-member your father raisinghis voice to you and denyingyou your heart’s desire. Youhad no choice but to gothrough with the wedding.

Luckily for you, youfound that the arrangementsuited your tastes just fine.Your husband was oftenaway from home, makingwar with the neighboringnoblemen. He generallyleft you to your own de-vices, and this meant thatyou had free reign to sleepas late as you liked, orderthe servants around andfind your fun elsewhere.Your castle was positionedon a busy road, and yourfrequent guests provided allof the entertainment youneeded.

Then the travelerarrived. He was proudand aloof, and he re-sisted you so easily

that it made you more attracted to him. He stayed foronly a few days, spending most of his time in his

chambers. It wasn’t until his last night at thecastle that he came to you and made you aruler of the night. When he left, he took youwith him. You told your servants that you

were going to visit your husband, but youinstead spent time with your sire, learning the

customs and abilities of the undead.Since your return, you have been play-

ing two roles. When your husband is home,you are the dutiful wife. When he’s gone,it’s time to play.

Concept: You are interested only inyour own desires, and even your infatu-ation with your sire has its limits. Youdon’t like to be controlled or orderedabout, but you like work even less, so

you delegate your authority to your trustedretainers. They only want to see you happy,

after all. All in all, you have the perfect ar-rangement, and you’ll do anything to keep it.

Roleplaying Hints: You excel at manipu-lating people, and it’s a rare person that youcan’t turn to your own devices. Some peoplemight say that your skill has made you over-confident, but you know that it’s justified.Every person you meet is evaluated in termsof what he can provide you and whatstrings you need to pull to get it. That’s

the only reason that your husband stilldraws breath. It certainly isn’t be-

cause you love him. You don’t loveanyone but yourself.

Equipment: Anexpensive dress

made from im-ported silk, fine

gold jewelry andan unfinished

piece of em-broidery.

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2 2 1• CHAPTER FIVE •• THOSE WHO HUNT THE NIGHT •

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

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Ventrue12th

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NotablesThe High Clans delight in positions of stature and

power, and their clan strengths make them naturalleaders. Therefore, it isn’t a surprise that most princes,as well as other people in positions of privilege such asknights or agents of the prince, hail from the HighClans. Although some choose to exercise this influ-ence as advisors, such as the Cappadocians, or fromamong the human masses, such as the Brujah, thedesire for control and for power runs deeply withintheir veins.

The following are a few of Europe’s well knownfirst cursed Cainites.

Véronique d’Orléans9th generation Brujah, childe of Portia, walker on

the Road of HumanityEmbrace: AD 1130Apparent Age: mid 30sVéronique was the daughter of a prominent apoth-

ecary and a midwife. Growing up with six brothers inOrléans, she became a bit of a tomboy and managed tolearn the trades of both of her parents, although shewas legally permitted to practice midwifery only dur-ing her mortal days. Véronique found it difficult toaccept the limitations placed on women, and herconstant rebellion would have made it difficult for herto find a suitor if indeed she had ever desired to marryat all. But her interests fell elsewhere. It is said that sheattracted the admiration of her sire when she cared forone of Portia’s mortal servants and that she earned the

Embrace through her coolheaded responses to everychallenge Portia could contrive.

In the early years after Véronique’s Embrace, sheand her sire became entangled with a number of keyCainite political figures, including Alexander, thelater-exiled Prince of Paris, and Queen Esclarmondethe Black. These early dealings shaped Véroniqueinto a strong politico, and many Cainites speculateabout her supposed involvement with the eventualunseating of Alexander. Indeed, it cemented herstatus as an influential player in the political machina-tions of the Cainites.

Over the years, Véronique gained an unusualamount of attention, even for a vampire of her stature.Her main attraction was that pinning down her alle-giance was difficult. At times she seemed to be workingfor her sire, while different circumstances saw her asan agent for Queen Esclarmonde or Julia Antasia.This makes her an unusual Brujah indeed; she spendsless time pursuing ideals and more time travelingabout on errands for a wide variety of Cainites fromvarious clans. The situation has led to a growingreputation that Véronique and her services are avail-able to the highest bidder, although this has neverbeen verified. Whether she is indeed pursuing moneyand power or some higher purpose is not known.

Véronique takes her responsibility to her herdvery seriously, defending them viciously against threatsor interlopers. Unlike the rest of her clanmates, whoreside on Île de la Cité, Veronique roams the less-savory sections of the Latin Quarter, offering herservices as a physician to whores and criminals. Sheshares this area with Jean-Baptiste de Montrond, aFranj Setite, pleasure-seeker and con man withoutpeer. Veronique and Jean-Baptiste are, oddly enough,good friends despite their philosophical differences.He is one of the few people in Paris with the ability tomake her laugh out loud, and they stopped keepingtrack of who owes whom for which favors a number ofyears ago.

Archibald the Feral7th generation Brujah, childe of Magdalen, walker

on the Road of the BeastEmbrace: AD 962Apparent Age: mid teensIn life, Archibald was referred to, sometimes un-

kindly, as an innocent. Certainly, he was slow ofspeech and thought, and he preferred the quiet of hisown company to the exploits of the other boys wholived in Exeter, but his powers of intuition were

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uncanny. He had a knack for appearing momentsbefore his mother called him, or for leaving firewoodon a family’s doorstep just before their father fell illand could no longer cut any. His family’s status intown saved him from being persecuted as bewitched orfae-touched; his father was a prominent merchant andcontrolled most of the trade passing through the city.A few well placed words were enough to ensure thathis son was left in peace, and he and his wife raised thesimple lad as best they could and endeavored to teachhim a trade.

Although it was difficult to engage his attentionat all, Archibald delighted in tales of noble deeds, andit was there that his parents discovered a way to piquehis interest. They told him as many such tales as theycould and sent him with the guards to travel alongsidehis father’s caravans and protect them from brigands.He began to learn the sword under the tutelage of thehead guard and actually showed a great deal of prom-ise. Unfortunately, he would never become a knightor even a guard. Thieves on the road from Bristolattacked the caravan, and all of the company wasslain. When Archibald attempted to flee, bleeding,into the trees, the sadistic band followed him, huntinghim as if for sport.

Little did they know that they were fleeing intothe domain of Magdalen, a Brujah from Exeter whoregularly patrolled the road to ensure its safety. Sheeasily slew the brigands and was about to put the boyout of his misery when he looked into her eyes and saidfour simple words: “I forgive you, Magdalen.” Shockedand touched at the same time, she Embraced himwithout quite knowing why.

Since his Embrace, Archibald has grown morewild and nomadic, moving from place to place, find-ing rest in underground caves and hollows. Certainly,it would be easy to mistake him for a Gangrel exceptfor his preoccupation with chivalric manners. Foryears, he wandered the wilderness until he eventuallycame to Cornwall and the cluster of islands that somevampires claim to be the remains of Lyonesse. FewCainites manage to make their home in the area; theyare too often driven off by the fae. Yet the fae don’tseem to mind Archibald’s presence, or at least theyhaven’t moved to oust him from the area. Still, herarely spends time there, only returning to rest andrecuperate from his injuries when the need arises.

Lately, in Exeter, they tell stories of a ghostlyyoung knight who rips the heads off of brigands andwarriors in the woods. This is not far from the truth,since Archibald spends the rest of his time roamingthe wilderness, helping protect travelers and fightevil, and he has a strange knack for turning up exactlywhere he is needed.

Penelope, Elder of Hamburg7th generation Cappadocian, childe of Baldassare,

walker on the Road of BonesEmbrace: AD 540Apparent Age: mid 20sFew details are known about Penelope’s mortal

life, and she claims to remember little about herexistence before the Embrace. What is known is thatshe was a Spartan slave pressed into service in Romewhen she was a young girl. Baldassare, a resident ofRome until his demise at the hands of an offendedNosferatu in 1101, purchased the young slave. HeEmbraced her shortly thereafter, when she was in hertwenties. His reasons for doing so remain unexplained,but it is rumored that Baldassare had a tendency tobecome intimately involved with his young slaves.Further rumors suggest that his untimely demise wasno accident at all and was instead arranged by one ofhis young charges, perhaps Penelope herself.

Early in her unlife, Penelope left her sire andtraveled to Ravenna in the company of LuciusCornelius Scipio, a Roman Brujah. His skilled rheto-ric, high-minded ideals and rakish charm attractedthe quiet, idealistic Cappadocian, and they quicklybecame companions as well as lovers. They spentnearly two centuries in Ravenna, increasing theirstatus in Cainite society and pulling the strings ofRavenna through their coterie. They left Ravenna inAD 752, after Livia da Ravenna diablerized her sire

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and took his place in their counsels. Livia had her ownideas about how the city should be run, and Penelopeand Lucius left her to deal with the Cainite uprisingshe had created.

Penelope and Lucius moved on to Hamburg, andthey spent years establishing a peaceful coexistencewith the mortals who lived there. Over the centuries,their love affair slowly dwindled, as Penelope becamemore interested in joining her clanmates in researchand discovery, wanting to back her idealistic beliefsabout the necessity of progress with actions. Luciusstill preferred to meddle in humanity’s affairs, and thedifference slowly pulled them apart. They still workedwell together, however, and the pair was widely knownas the true power in Hamburg, given that Midian, theMalkavian prince, was clearly unfit to rule.

Currently, Penelope and Lucius spend much timecaring for Midian, whose madness is clearly worsen-ing. Only these two know the truth: that Midian hadbeen diablerizing visitors, and hallucinating that hisvictims remained behind as a part of the grand courtthat he never had. Even more intriguing is the factthat Midian has suddenly stopped his diablerie, claim-ing that his court is full and no positions are open.While either Lucius or Penelope could easily haveMidian destroyed and claim the city of Hamburg,Lucius has no desire to become prince. As for Penelope,the insane prince presents an interesting study, andthe Scholar cannot deny her interest in his actions. Asa result, she has found herself distracting those whohave come too close to Midian’s secret and has evengone so far as to commit murder to maintain thesecret. Now she worries about what will happen shouldLucius ever learn of her own actions.

Yusuf ibn Rasheed,Master Poet

8th generation Lasombra, childe of Bilquís, walkeron the Road of Humanity

Embrace: AD 983Apparent Age: mid 30sIn his mortal days, Yusuf was a man of letters. Born

to a noble family, he had the privilege of learning towrite and read from a young age, and the family librarywas extensive enough that its sale would feed a smallvillage for years. His boyhood in Iberia was quiet andcontemplative, with a supportive and close-knit fam-ily. Eventually, he married and settled into his adultlife as a clerk and scribe in Barcelona. He spent hisdays at work and prayer and his nights teaching hischildren the delights of reading and writing.

In his free time, Yusuf wrote epic poetry. It wasn’tout of longing for anything else; it was simply the self-expression of a man who loved words and was contentwith his life. But the poetry gradually gained recogni-tion throughout the city, and frequently Yusuf wouldbe called upon to recite a poem in glory of Allah or inpraise of the simple virtues of his wife. It was one ofthese love poems that gained the attention of his sire.Bilquís had been very influential in her mortal lifebecause she came from a wealthy family, but after herEmbrace forced her to leave her name behind, shefound it difficult to obtain what she wanted. Here wasa mortal who was highly respected and sought after foropinions. Bilquís decided to seek out his advice. Ini-tially, he refused to teach a woman, but the blood oathquickly overcame that problem. Bilquís soon found

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that she had no talents with the written word, how-ever, and she much preferred listening to writing.Frustrated, she despaired of ever finding a way toachieve the influence she so desperately craved. Un-der the influence of the oath, Yusuf felt very much inlove, and he pledged to use his talents to help her andbegged for the Embrace. It did not take much toconvince her.

Yusuf has strong ideas about how a man shouldtake care of his woman, and Bilquís wants nothingmore than to have someone give her what she wants.As a result, Yusuf has free reign to write whatever helikes, under his name or hers. He is the spokesman forthem both, and his verses have successfully createdpolitical movements, shaped customs and morals, anddestroyed the reputations of political opponents. Thetwo of them have significant influence in the city ofBarcelona, and Yusuf deftly maneuvers them throughthe political dances of the Ventrue Prince MireiaSubira’s city. The prince has some unique ideas abouthow a city should be run, and her open policy allowsYusuf to write what he wants and take interest in thecity however he likes. At this point, Yusuf feels in-debted to his Bilquís for all that he has, but he does notrealize that he is providing for her and not the otherway around.

Rosamund of Islington8th generation Toreador, childe of Isouda de

Blaise, walker on the Road of KingsEmbrace: AD 1189Apparent Age: late teensA fair English rose, Rosamund was born in

Islington, outside of London, to a minor Normanbaron and his Saxon bride. Beautiful even as a child,she came to the attention of a wandering troubadourin service to the Courts of Love, who praised herbeauty to his mistress, Queen Isouda de Blaise. Throughher mortal vassals, Isouda arranged to have the girlfostered in her court. Having other children to pro-vide for, Rosamund’s parents bid their12-year-olddaughter an affectionate farewell and let her be takento France.

Isouda’s court in Chartres was an exciting newworld for the impressionable young girl, filled withchallenges and the education of a young French lady.She learned to read and write, both in Latin andFrench; learned comportment and etiquette, and toobserve and decipher the politics of court. She be-came familiar with the music of the troubadours andthe rules of love, learned to appear both modest and

coquettish, to spar with her wit and charm with hersmile. On her seventeenth birthday, she was calledonce again into Isouda’s presence and congratulatedon her accomplishments. Then Isouda told her of herdestiny: to be initiated into the ranks of the Cainites,to take her place as Isouda’s true daughter and protégéin the greater arts of the night. Rosamund’s diplo-matic mission to Magdeburg was but one of the carefullyplanned steps in Isouda’s training regimen before theQueen put Rosamund to the greatest test of herchilde’s unlife.

Rosamund was then introduced to the Paris courtas part of the Courts of Love’s scheme to oust tyranni-cal Alexander from the throne. Rosamund’s impacton the disturbed prince proved to be far greater thananyone expected. So great was his fascination withher that the Queens of Love allowed him to takeRosamund into exile with him — as something of aconsolation prize — a decision on which Rosamundherself was not consulted.

The past few years have been the most frighteningand difficult of her entire existence. Her faith in theCourts of Love, her allies, even her sire’s affection hasbeen badly shattered, and then weakened still furtherby Alexander’s subtle and cruel manipulation of hervery perceptions. The ancient Methuselah’s obsessivejealousy will settle for nothing less than total posses-sion and absolute adoration from the object of hisaffections, yet Rosamund finds her heart drawn onceagain toward Lord Jürgen, Prince of Magdeburg andAlexander’s reluctant host.

Now forever seventeen and exquisitely beauti-ful, Rosamund’s Saxon blood shows in her fair skin,

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hazel-green eyes and fine hair the color of spuncopper. She still retains something of an adolescentpassion in her voice and mannerisms, and when ina good mood she chatters and laughs easily. Butnow she must rely on everything she has everlearned to help her survive the nights to come, forwhen his jealousy peaks, Alexander has been knownto destroy the thing he most loves ....

Hélène la Juste, Queen of theCourt of Love

6th generation Toreador, childe of Salianna,walker on the Road of Kings

Embrace: AD 957Apparent Age: late teensHélène la Juste grew up in Paris, one of three

daughters of a noble. Of the three daughters, she wasthe pretty one, and her naturally flirtatious naturedrew suitors perhaps more ardently than her protec-tive father might have liked. Hélène delighted indancing and music, and it was at a ball that she wasintroduced to Matriarch Salianna of the Toreador.Although she was only 13 at the time, Saliannawatched the girl’s deft maneuverings, gentle goodlooks and high spirits with amusement. Over the nextfew years, Salianna’s interest remained, and it was notrare to see her appear “coincidentally” at functionswhere the three sisters happened to be in attendance.

Although it was Salianna’s intent to wait untilHélène grew well into adulthood before Embracingher, this was not to be. One winter, Hélène quitattending dances, concerts and social gatherings alto-

gether without any warning. Salianna wasted no timein learning that the girl had been struck ill with a feverand was not expected to recover. After some debate,Salianna decided to Embrace Hélène early ratherthan lose her. That night, she visited Hélène’s death-bed, and the next night, while Hélène’s family mournedher passing, she was en route to Champagne with hersire.

Because Hélène proved to be a quick study andhad a natural flair for the ideals of courtly love,Salianna carefully groomed her to take the position ofQueen of Love in Champagne. Under Hélène’s super-vision, the court has flourished, but it has also gaineda reputation for attracting brash young Cainites whoare overeager to prove themselves. Perhaps this issimply a reflection of Hélène’s personality, since she isstill very much a teenager at heart, even after centu-ries of unlife. Tales of high romance and great adventureare her heart’s delight, and those who provide thosetales find a welcome in her court regardless of theirbackgrounds. At times, this has presented a problem,when an inappropriate courtier strikes her fancy.

Although Hélène is whimsical and hotheaded,she has a knack for politics, and Salianna has oftenasked for her childe’s assistance when faced with adifficult problem. Hélène’s dealings with Esclarmondeduring the Albigensian Crusade are widely speculatedupon, and gossips argue over whether or not Hélèneacted on orders from Salianna or on her own desires.Certainly it is unusual that Salianna would not chas-tise her childe for assisting Esclarmonde; after all,Salianna had publicly withdrawn her support for therebellious Black Queen. Yet it appears that no punish-ment was enforced, suggesting that the story has moremerit than is publicly known. Whether Hélène isacting on Salianna’s behalf or on her own desires, herconnections, combined with her mercurial nature,make her a valuable yet dangerous political ally.

Dorsteinn, “Prince” ofTrondheim

8th generation Tzimisce, childe of Basarab celCumplit, walker on the Road of Heaven

Embrace: AD 960Apparent Age: early 40sDorsteinn’s mortal life was a series of calamities.

He grew up in a poor family outside of Trondheim, sonof a farmer and one of seven children. Unfortunately,poor diet, hard work and tough winters took their tollon the family. Dorsteinn and his twin sister, Steinunn,

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helped their mother care for the younger children asone by one they fell sick and died. Eventually, theirfather contracted the same illness, and finally Steinunndied in her brother’s arms, leaving only Dorsteinn andhis mother alone in the house.

Sadly, his mother never recovered from the strainof losing her husband and children, and she could nolonger run the household or do even the most basic oftasks. He cared for her as best as he could. It wasdifficult for one lone boy to keep up with all of thechores at the farm as well as in the house, and help wasscarce. Still, he woke long before sunup and workeduntil the sky was dark, and they made do.

One cold winter morning many years later, atraveling priest came to their home and offered to sitwith Dorsteinn’s aged mother while Dorsteinn wentoutside to do the planting. The priest spoke suchwords of hope that Dorsteinn began to think that thisnew Christian God was something amazing indeed,and as he shoveled in the hard earth he began to dreamof how his mother would greet him at the door thatnight, just as she used to when the family was all alive.Yet, when he returned, he found the house empty.The priest was never seen again, but the body of hismother was found frozen in the snow behind the housethree days later.

He continued to live as before, but his heartburned with rage. He hated the priest. He hated thevillagers for not helping his family. He hated hisfamily for dying and abandoning him. When Basarabcel Cumplit (“Basarab the Grim”) came to the villagelooking for soldiers, Dorsteinn volunteered. Theytraveled to Bergen, and there Dorsteinn proved him-

self a fine soldier. Although he was not skilled with ablade, he was ferocious and never hesitated to strike.Once he had proven himself, Basarab Embraced him,and the two spent many years together in Bergen,until one year when servants of the Lord found Basarabalone and weakened after a fight. They burned him tocinders — by the time Dorsteinn arrived, he could donothing but mourn.

Now Dorsteinn is alone, and the knowledge of iteats at his soul. In recent years, he has returned toTrondheim, and he spends most of his time plottingrevenge against the cathedral and the God that hefeels betrayed him. To him, the Nidaros Dome repre-sents all that he is lost, and he is torn between wantingto possess it and wanting to destroy it in vengeance forhis family and his sire. He could probably lay claim tothe title of prince, but he wants nothing of Cainitepolitics. For the time being, he sits in his haven andponders the demise of the city of Trondheim inrevenge for all he has suffered.

Bena, Priestess of St.Stanislaw

9th generation Ventrue, childe of Stanislaw,walker on the Road of Heaven

Embrace: AD 1178Apparent Age: young childBena was a street urchin, daughter of a lowly

prostitute in the city of Krakow. Although she neverknew her father, Bena’s mother told her stories of anobleman in rich furs who was generous and kind, andBena often dreamed that this man was her father and

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would come for her on a great white stallion and takeher to a castle where she would live in splendor andluxury. Certainly, she had an aristocratic look to herunderneath the dirty face and tangled hair, with asharp nose, pointed little chin and clear gray eyes.

Sadly, if she had lived, she probably would havebecome a prostitute like her mother. Instead, thevampire who called himself St. Stanislaw picked herup on the streets of Krakow. She had gone to thechurch to beg for a crust of bread and was returninghome, hungrily devouring the morsel, when the Cainitesaw her. It has never been established why she struckhis fancy, although some have speculated that perhapsStanislaw was her mortal father. Regardless of hisreasons, he took her to his haven, a series of under-ground caves where he was slowly building a church inhis own name.

Bena was one of the first to be made a ghoul in theservice of Stanislaw, and she quickly became one ofhis favorites. She followed him constantly and left hisside only when ordered to do so, and her devotionsoon won her the Embrace. As the cult grew and moreworshippers offered their blood to the “saint” who hadreturned from the dead, Stanislaw became graduallymore indolent and haughty, lost in visions of his ownself-importance. As a result, Bena took on much of thenightly business. She became adept at picking pocketsto fill their coffers and luring prospective cultists intothe underground caves with an expertly executedfrightened little girl act, and she nurtured the growingcult into a strong, unified group.

In recent years, Stanislaw has reportedly falleninto torpor. The reason behind this is unknown, andBena isn’t talking. She runs the cult openly now,although she does so with a gentle hand, and itsnumbers have grown considerably since Stanislawquit making public appearances. Certainly, Bena ap-pears to believe in her sire now as much as she didbefore her Embrace, but the circumstances of hisdisappearance suggest that this story may have moreto it, and she has been more than willing to take overcontrol of the cult. Rumors suggest that Bena mayhave diablerized her sire, or at the least put him intotorpor. If the latter is true, he will certainly be dis-mayed to find that his cult has continued quite happilywithout him.

SectsStatus is highly important, particularly for the

High Clans. Whom you know is almost as importantas what you can do, and the constant political up-heaval makes it necessary to have someone to watchyour back. Many Cainites address this issue by joining

with one of many sects or groups. These groups areoften based on religious or political views, and theyensure that someone with similar ideals will always bethere to turn to if the political climate suddenlybecomes stormy.

The following lists some examples of sects that arecommonly joined by High Clans vampires.

The TopiariumThe Topiarium (Latin for “gardeners”) is a group of

Cainites that is scattered throughout Europe. TheseCainites display a marked interest in political happen-ings in both the mortal and vampire societies. They areunique in that, for one reason or another, they lack thepower and prestige to gain entrance into the innercircles. The group was founded in the early 12th centuryby Ioanna, a newly Embraced Ventrue who quickly grewfrustrated at her lack of influence in the Italian politicalscene. She gathered together a small coterie of neonates,most of whom resided in her native Tuscany. Althoughthe group included a variety of clans, mostly Ventrue,Toreador and Lasombra, they all had one thing incommon: They yearned for more. More power. Morewealth. Although it can be argued that this is true ofmost vampires, Ioanna picked these Cainites in particu-lar because they, out of all of the neonates she knew, hadthe skills of born leaders.

The group spent many a night meeting in secret,since they well knew that their elders would not takekindly to a rabble of young upstarts who were schem-ing to take influence for themselves. It took themdecades to determine their approach and gain enoughautonomy from their sires to make it happen. The planwas simple. Since all of the political influence worthhaving in the cities had been already claimed by eldervampires, they would branch out beyond the walls ofthe city. In Italy, the country nobility were constantlyat odds with the city-based merchants. Yet, in mostcases, vampires remained in the relative safety of thecities, leaving only when forced out by political unrestamong the vampires or mortals. Few Cainites hadsignificant influence among the rural nobles.

This situation presented an opportunity to theTopiarium neonates. If they relocated directly outsideof the city, they could help guide the mortal noblesliving there in their attempts to seize power in thecities. Assuming the nobles were successful, this wouldallow them to take away the Italian princes’ domainsand then branch out to the rest of Europe (Ioannaassumes that the urbanization currently occurring inher native lands will happen in the rest of Europe aswell). As long as they managed to keep these planssecret, the elders would not feel threatened by their

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interest in these nobles far from the kine populations.By the time they realized what was happening, theTopiarium would be too powerful to simply dissolve.

The process began slowly, with a few vampiresmoving out into the country. Now the group hasspread throughout Italy, but it has no true powerelsewhere (although many other neonates from otherlands are willing to lend support when the time comesto act). The vampires tend to make their havensdirectly outside a city or near a marketplace, for safetyreasons. After all, the countryside has proven to bedangerous for vampires who travel alone, and noamount of temporal power can benefit the Cainitewho goes to her Final Death.

Practices and BeliefsGiven their need for secrecy, the members of the

Topiarium undergo a lengthy apprenticeship, whereinthey memorize the codes of conduct, official goals andcommunication methods developed by the original group.The codes of conduct all stress the need for secrecy, whilestill providing for communication and support amongTopiarium members. Most communication is conductedthrough loyal retainers who deliver messages in anelaborately constructed code. Given that Topiariummembers rely so heavily on their mortal charges, eachmember marks her humans with a “brand.” The brand isusually small and easily explained. For example, Ioannamarks her humans with a sickle-shaped scar on the palmof their left hand. These marks serve to identify couriersand also to ensure that Topiarium members respect oneanother’s property.

High Clans in the TopiariumTopiarium members are predominantly Ventrue

and Lasombra. Both clans have a decided interest inpolitical power, and their neonates are usually forcedto work their way up the ladder before they are grantedany level of autonomy. This leads to dissatisfactionamong some younger vampires who want nothingmore than to strike out on their own. Additionally,the Ventrue and Lasombra members provide some-thing that new Topiarium members badly need:patronage. Prosperous Ventrue and Lasombra siresoften can be persuaded to assist their childer in acquir-ing such things, providing money or influence asneeded. Topiarium members tend to repay such debtsas quickly as possible and then turn their attention togaining influence over the rural nobility, and the skillsof the Ventrue and Lasombra are perfectly tailored forsuch tasks.

Although some of the original Topiarium mem-bers were Toreador, the number of Artisan membersin the organization has slowly dwindled. Although

the Toreador are often interested in political powerand the search for wealth, they rarely have a knack foradministrative details. Their talents and interestsmake them more suited for city unlife, and as such theyrarely act directly in concert with the rest of the sect.The Topiarium realizes the usefulness of having a fewmembers remain in the cities as informants, andsympathetic Toreador maintain most of the Topiariumsafe houses.

Very few Brujah, Tzimisce and Cappadocians aremembers. The Topiarium tends to be too highlyregimented for the Brujah. They do not take well torules and regulations, and the Topiarium does notforgive those who break their rules. (These few unfor-tunates who have done so have found themselvesstripped of their resources and subjected to the bloodoath by a superior in penance.) The Tzimisce are oftentoo set in their familial clan structure to be useful tothe Topiarium, and their fascination with Vicissitudecan make it difficult to blend in (besides, the Topiariumoperates far from their traditional domains). TheCappadocians generally aren’t interested, althoughtheir Giovanni members are notable exceptions.

Regardless of their clan allegiances, most of themembers of the Topiarium walk the Roads of Kings orHumanity. Although the group is open to membersfrom other roads, few members belong to the Roads ofSin, Heaven or the Beast.

The Woodwose SavagesThe Savages are a group of undead knights who no

longer adhere to the rules of chivalry or codes ofknightly conduct. Instead, they form nomadic bandsthat travel from village to village, taking whateverstrikes their fancy and punishing anyone who dares tosuggest that a given cauldron/ornate gold cross/youngwoman isn’t theirs for the taking. Most of theWoodwose Savages take particular delight in tor-menting any mortal knights that they come upon, andthey often challenge knights to tests of strength orcourage. Usually, public humiliation is enough tocontent them, although in a few cases the Cainite inquestion wasn’t satisfied with anything less than tak-ing a “souvenir” such as the knight’s armor, horse orsword hand.

To hear the Savages tell it, the group had noofficial beginning. It started with a small band ofCainites, all former knights, who traveled together forreasons of safety. At first, they hired themselves out asguards to merchants and noblemen, but it was difficultto find travelers willing to travel at night and sleepduring the day. After a few years of scrabbling forclients, one of the knights snapped. He stripped off

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every inch of his armor and threw it into the trees. Herenounced his knighthood and vowed to take what hewanted, to do as he wished. He howled his frustrationinto the trees; he rolled in the muddy earth until hewas covered from head to foot. Then he went hunting.The Savages tell this story with relish, and every singleone of them claims that he is the knight in the story,even if such a thing is completely impossible. This isone of the many jokes that the Savages tell, and theytend to be a lighthearted bunch in general, particu-larly in relation to other Cainites.

The remaining knights followed their comrade’sexample shortly thereafter, and the group quickly beganto grow. They attracted many Cainites who, for onereason or another, had a grudge against the knightlyorders to which they had once belonged. Whatever thereason, they were glad to throw away their armor andcover themselves in mud and leaves. They especiallywelcomed the opportunity for revenge.

Although it would be difficult to find a Savagewho has anything positive to say about his mortals lifeor about knighthood, most of them still hold somemeasure of honor. Often, they make a point of suc-ceeding where their fellow knights failed. For example,Parien, who died in battle when his fellow knightsdeserted him on the battlefield, refuses to leave aSavage’s side in the middle of combat. Furthermore,all of the members are very loyal to the Savages, andtheir ability to stand as one unit and work togethermakes them a dangerous fighting force indeed. Al-though most of their time is spent looting and carousing,they take on battles of principle if the cause is a goodone, or if the whim strikes them.

Practices and BeliefsNearly all of the Savages are former knights, al-

though the group has accepted a few squires who havemanaged to prove themselves over the years. Their haveno standard method of locating or testing potentialmembers; in fact, Cainites usually seek them out insteadof the other way around. Then the Savages all gathertogether to test the new recruit’s mettle. This test isconducted by a different Savage every time. Sometimes,the recruit talks back to a member; other times a particu-lar Savage needs to let off steam. Regardless of thereason, one of the Savages volunteers to test the recruit,and he decides what the task will be. The task in questionis rarely combative in nature but is often humiliating orillegal by mortal standards. If the recruit completes it, hecan join the group, and he throws away his armor andundertakes his first hunt as a Woodwose Savage. Ofcourse, if the new member proves to be incompetent inbattle, he will probably not be a member for long, but theSavages staunchly refuse to coddle anyone.

The Savages currently have one female member,an Iberian Brujah named Urraca. Of all of the Savages,she is the most boisterous, argumentative and asser-tive. Although she was not a knight during her lifetime(obviously), she lost her entire family in the FirstCrusade, and she and her fellow Savages deal cruellywith anyone who dares to suggest that she has notearned her place in the group.

High Clans in the Woodwose SavagesThe Savages are somewhat unique in that the

group includes a wide variety of clans. The Brujah,who are attracted by the promises of conquest and thesurprisingly idealistic nature of the members, com-prise the bulk of the sect.

Other High Clans with significant representationin the Savages are the Tzimisce and the Ventrue. Bothclans are attracted by the group’s military bent, andthey frequently select knights or former knights forthe Embrace. Some members of these two clans havedifficulty being considered equal to the other Savages,however. This problem is made worse by the fact thata few of the members come from the Low Clans. MostVentrue and Tzimisce find it difficult to accept beingon the same level as a Gangrel, and more memberswould likely be from these two clans if the group werelimited to only the first cursed.

A few Gangrel are members of the WoodwoseSavages. They are attracted by the band’s nomadicways and disdain for societal rules. Most Gangrel areuncomfortable being around so many Cainites forsuch an extended period of time, however, and it is notuncommon for Gangrel Savages to leave the groupunannounced and return some time later.

The MichaelitesConstantinople, the city long praised as the pin-

nacle of human (and Cainite) society, was the domainof the Toreador Methuselah Michael for many centu-ries. After his demise at the hands of his former lover,Mary the Black, Constantinople vampiric society fellinto a slow spiral of decay. Some vampires, however,pledged to wait for Michael’s return, and their fervorand unflagging belief slowly developed into an oddblend of Cainite legend and Orthodox Christianity.

The Michaelites are largely concentrated inConstantinople, although their adherents have be-gun to travel throughout the lands, looking for anysigns of the return of their savior. In their belief thatMichael might rise again in the manner of a Cainitesaint, their belief strongly mirrors Christian teach-ings, and many non-Michaelites accuse the sect ofblasphemes rivaling the Cainite Heresy itself. Latin

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vampires in particular are strongly opposed to suchbeliefs, although this may have more to do with thefact that the Michaelites denounce the Latin Prince ofConstantinople, Alfonzo, as a demon who is destroy-ing their beloved city. Given their controversial nature,the group remains secretive, and prospective membersare highly scrutinized before they are allowed to learnany of the group’s secrets. If asked, the Michaeliteswould say that they are not heretical at all. Instead,they would argue that they believe in the ChristianGod and that Michael was a savior sent from God tooffer the Cainites a chance at redemption.

Michaelites know their namesake as a three-foldvampiric savior; they believe that during his time onEarth he reigned as “the Father,” then he gave his lifeas “the Son,” and now he roams the land as “theSpirit.” As the Spirit, Michaelites believe that theMethuselah offers special gifts such as prophecy tothose who are sufficiently devout. In addition, Michaeloffers his worshippers the chance to avoid Gehenna,for it is said that he will return and gather up hisfollowers in the nights before Gehenna and take themto a paradise that bests even Constantinople in gran-deur and power.

Members of the inner circle, called the Circle ofthe Three, are privy to more information. They pur-port to know the details of Gehenna, when it willhappen and by whose hand. They claim to havegained this information from the lips of Michaelhimself. Although most Cainites believe that Michaelwent insane in the years before he was diablerized,Michaelites believe differently. Instead, they say thathe was granted special insight into the end of theworld and that his direct link with God allowed himto speak in tongues. They have in their possession acopy of his rants, which they call the Book of thePatriarch, and they consult this book in an effort tounlock the mysteries of Gehenna. It is a great ironythat, although they believe they have access to suchwidely sought information, none of them has thepower to understand it. In the meantime, the Circle ofthe Three has taken a vow to keep the book secret,since they believe it would be discredited or stolen ifits existence were widely known.

The Michaelites have three key goals. First, theysearch out any rumors or signs of Michael’s return,since it is only through him that they will be able toavoid the end of all things. Second, they seek toreestablish the glory of the city of Constantinople, agoal that is within sight given that the two maincontenders to the princedom, Anna Comnena andNatalya Svyatoslav, are both sympathetic to theMichaelites and their vision of the city. (Of course,this will do the Michaelites no good if the current

THE CAINITE HERESY

Che Cainite Heresy is largely based onthe beliefs of the Cathars, who claim

that the physical must be overcome in order toharness spiritual power. Because the Cainiteshave to a certain extent transcended the physi-cal (since they are nearly immortal, do not needfood or drink and so on), the Cathars view themas being one step closer to the divine. SomeCainites have chosen to exploit this belief, pre-senting themselves as the divine messengers ofGod and developing blood cults. These cultsoften enact ceremonies that are perverted ver-sions of Christian practices, such as using vampiricblood in a blasphemous communion or enactingsadistic penances for minor transgressions againstthe sect. As a result, the mortal believers oftenbecome herd, blood bound servants or evenvampires serving the Heresy’s Cainite rulers.

The Cainite Heresy has spread throughoutmuch of Europe, although its major strongholdsare in France and Italy. The governing body,called the Crimson Curia, is located in Venice.In these areas, many of the members of the HighClans are attracted by the benefits that theHeresy provides. It allows them to maintain alarge group of devout followers who willinglyfollow the Cainite’s orders, often without theneed for the blood oath. Feeding is no longer anissue for most members of the Heresy, since theirflocks provide all of the sustenance they need. Inaddition, for those members with sadistic ten-dencies, the Heresy provides a safe haven fromwhich they can spread assorted murder andmayhem.

The Lasombra and Toreador largely domi-nate the Cainite Heresy, although it is notuncommon to find members from the other HighClans. Although non-Heretical Christians ac-cuse the Heresy of idolatry and other crimesagainst God, most members of the sect considerthemselves to be Christian. Recent develop-ments have seen significant retaliation from theChristian Orders, and as a result the CainiteHeresy does not have the power it once did. Yet,for the High Clans, the Heresy still holds signifi-cant appeal, because it offers them the power andstatus they so strongly desire and allows them torevel in their divinity as opposed to cowering asone of the damned.

For more details on the Cainite Heresy, seethe supplement of the same name.

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prince, the Lasombra Alfonzo, remains in his position,which explains why they oppose him at every move.)Third, they are constantly seeking Mary the Black,the Baali who diablerized Michael. She does, after all,carry some small part of the Patriarch’s soul withinher, and as a result, they believe that she is the key tounlocking the Book of the Patriarch and the mysteriesof Gehenna. To date, their efforts have not managedto discover her whereabouts, although they haveheard rumors that she may be somewhere in Outremer.

No one vampire founded the Michaelites, butinstead the sect came about naturally among thePatriarch’s most trusted companions and confidants.These vampires all kept watch over Michael as hebegan his slow descent into insanity (or religiousinspiration, as they saw it) and heard some of hisramblings firsthand. Currently, a Toreador calledMichaela dominates the Circle of the Three, althoughsect membership is spread out among other clans.

Practices and BeliefsMembers of the Michaelites swear to uphold the

ideals of old Constantinople by once again takinghand in mortal doings and directing them to meettheir own needs. Vampiric power and prestige are themeans to recreating the utopia that was once theByzantine Empire, and, to this end, all Michaelites areencouraged to increase their stature within bothvampiric and mortal society. Given that Michaelhimself was a Toreador, the arts are a common focalpoint, although members from other clans often focuson politics or commerce. Because secrecy is such apriority (given that the vampiric prince as well as theChurch strongly disagree with their beliefs), no speci-fied mode of dress or common haven exists. Instead,maintaining an appearance of propriety and prosper-ity is the expected norm, and those members who donot meet these ideals are “encouraged” to do so.

Members are encouraged to visit Michael’s shrineas often as they can. As the Michaelites move intoeach new city, their first order of business is to estab-lish a shrine, which is usually hidden in a haven. Theyare permitted to attend Christian services to maintainappearances, since belief in Michael does not prohibitbelief in God or Jesus. This practice is discouraged,however, given that Michaelites believe that Jesus isthe mortal Savior and therefore his teachings are notapplicable to Cainites.

High Clans in the MichaelitesThe most common High Clans in the Michaelites

are Toreador and Brujah. The Toreador of coursehave a close kinship with their Methuselah, andcertainly it inflates the status of their clan to present

him as a messiah. This is not to imply that theToreador are not fervent believers; on the contrary,they are the staunchest supporters of the sect. Some dohave ulterior motives for joining, however, and theyseek to turn the group into a tool with which they canwrest political power from the likes of Alfonzo.

The Brujah are often attracted by the ideals of theMichaelites, and particularly their vision ofConstantinople. Given the Brujah search for a utopia,the Michaelite movement gives them an opportunityto enact social reform on a grand scale and in oneparticular area. As a result, the Brujah are often themost active members of the Michaelites, althoughthey are more prone to making reforms than they areto attending services or visiting the shrines. Theircrusading natures also make them the largest popula-tion of Michaelites found outside of Constantinople.

Several Ventrue are also Michaelites, althoughfew hold significant positions within the society.Some consider the motives of these vampires to besuspect, and they worry that once the Ventrue havegained sufficient political power that they will strikeout on their own. Yet, to date, Ventrue Michaeliteshave insinuated themselves into minor political posi-tions and have shown no signs of leaving themovement.

The Michaelites are not exclusively first cursed,however. Nosferatu and Gangrel, typically disciples ofMalachite and Baron Feroux, respectively, both claimmembership in the society. As time goes on, however,the Michaelites show themselves to be much lesstolerant than their founder was — Lepers and Ani-mals are slowly but surely being regulated tosecond-class status within the society.

Most members of the Michaelites walk the Roadof Heaven or Road of Kings. A small faction belongsto the Road of Humanity; as the Dream requires afairly clear separation between humanity and Cainites,however, their humanistic teachings sometimes clashwith the Michaelites’.

Power Wears Many FacesThe average High Clan Cainite is always looking for

a way to feed her desires. Of course, the desires of aToreador differ greatly from those of a Cappadocian ora Lasombra. As a result, each clan sometimes developsgroups or subsects, open only to members of the clan inquestion. These groups differ from those detailed abovein that few Cainites outside of the clan (and usuallyoutside of the subcult itself) know about their existence.Above all, these groups are secret, and they work in theshadows to meet their agendas. It’s not uncommon to seethem work at cross-purposes, neither group knowingwhom or what they are up against.

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Brujah: Alchemical SocietyThe Brujah, in their idealistic desire for a utopian

culture, champion many reforms and revolutionarysocieties. Although they tend to prefer action towords, a small sect of Brujah, headquartered in Lisbonbut spread throughout Iberia, believes that the un-equal distribution of wealth is the only obstacle to thedevelopment of this perfect society. At first, theseCainites tried various direct methods to “liberate”money from the rich and distribute it among the poor.This led to them being exiled from several cities andspawned quite a few legends among the peasantry.

When this approach failed to achieve the effectthat they were looking for, the group was forced toturn elsewhere. After some debate, they concededthat perhaps direct intervention was not the appropri-ate method to enact change, and they began to searchfor another option. At this time, alchemy was experi-encing a great surge in popularity, in part because ofthe rumors that began to spread throughout the citiesand towns. The common folk whispered that alche-mists could learn to turn base metals into gold, andinterest in this possibility would gradually developinto mania in the latter part of the century.

In alchemy, the Brujah saw the answer to theirproblems, and they quickly founded the AlchemicalSociety as a source of study and intellectual debate.Unfortunately, the hot tempers of many of the mem-bers turned the intellectual debates into brawls, andfew of them made any progress in learning anythingabout alchemy. Although they were certainly intel-lectually equal to the task, they simply lacked thescientific temperament to see it through. As a result,some of the members of the Alchemical Society havesubjected local alchemists to the blood oath, or eventurned them into ghouls so as to prolong their abilityto perform the necessary research. One such alche-mist, Guaspar Vaaz, has shown such sympathy to thecause that he was offered, and accepted, the Embrace.In general, however, most of the alchemists knownothing about the ulterior motives or true natures oftheir patrons.

This leaves the Brujah free to speculate about theirnext steps, and they frequently convene to debate wherethe money should be stored, how it should be distributedand what ideals should form the basis of the new society.One major issue for the group is the relative positions ofCainites and mortals in the utopian society. Should theybe equal, or are Cainites inherently superior? No consen-sus is in sight. A small contingent within the AlchemicalSociety advocates approaching the Tremere with thequestion of turning base metals into gold — surely thesesupposed sorcerers can help with such a task. The oldermembers of the society, however, refuse to involve the

Usurpers, stating that the price of such assistance would betoo high. Younger members mutter that the only “price”would be one of pride and feel that would be a smallenough price to pay if the end result is equality of wealth.

Cappadocian: The Women of DavidOne of the major weaknesses of the Cappadocians

is their inability to mingle with mortal society. In mostcases, their excessive pallor and emaciated framesmake them clearly stand out in a crowd, and are all toolikely to draw the attention of unfriendly eyes. This istrue for most Cappadocians, but the Women of Davidhave found a way to circumvent this problem.

The Tribe of David is a group of mortals that livesa nomadic existence in the Byzantine Empire. Al-though some of the Byzantines gradually came toadopt more modern European customs, some of thetribes held true to the old ways. The Tribe of David isone group that maintained traditional customs andmodes of dress, and these traditions make it a perfectsociety for the Cappadocians to infiltrate. Noble-women in tribes such as this one never appear inpublic without their full regalia, which includes veilsor elaborate makeup. The veils, of course, serve toobscure the noblewoman’s face, and some Cappadocianwomen (and a few men) choose this option. But themore popular method is to don the elaborate makeupthat the tribeswomen wear. They powder their cheeksuntil they are as pale as parchment, rouge their lipsand ring their eyes with poisonous belladonna todilate their pupils. The effects are strikingly similar tothe appearance of a Cappadocian woman, and asimple application of rouge is often enough to allowher to escape notice on the streets.

As a result, the streets of Byzantium, and particu-larly Constantinople and Athens, are common meetinggrounds for Cappadocian ladies. Even if the Tribe ofDavid, or any of the other similar tribes, is not cur-rently in the city, the residents are more accustomedto such an appearance and are more willing to acceptthe explanation than those who live elsewhere.

The secretive organization known as the Womenof David began with the Embrace of one of the mortalsof that tribe by the name of Antikleia. After herEmbrace, she continued to travel with her tribe, oftenbringing her sire (whose name has been lost to history)along with her. They had a significant interest inseeing that the traditional customs, and particularlythe traditional dress, were not abandoned in favor oftheir modern counterparts, and they vehemently op-posed any efforts to enact a change. It was during thesefew years that a strange incident decided the future ofthe tribe. One night, a lone Ravnos spotted the tribemaking its way on the road north to Athens. He crept

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up on the sleeping form of a young woman andproceeded to feed. Unfortunately for him, he hap-pened to pick Antikleia’s favorite cousin for his dinner.The poor Ravnos met a bitter end that night at thehands of Antikleia and her sire. He had walked rightpast the two Cainites without recognizing their truenature, and he paid the price.

That night, they realized that their disguise of-fered them the opportunity to move unseen amongnot only mortals, but among vampires as well. Cainitesdid not expect to see Cappadocians traveling openlyamong the humans, and therefore they were just asgullible. Soon after, they quietly opened their doorsfor business. On rare occasions, they simply gatherinformation from Cainites who, for one reason oranother, do not want to employ the Nosferatu. Mostoften, they are hired as assassins, and their victimsrarely, if ever, see them coming.

The Ladies of David rarely take commissions fromnon-Cappadocians, and it is their policy never to takea commission where a Cappadocian is the victim.Furthermore, it is their policy never to work against aCainite known to be skilled in the Discipline ofAuspex, since such a Cainite could quite easily pen-etrate their disguises.

Lasombra: The Shadow WaqfIn mortal society, the waqf is a Muslim practice by

which a wealthy man can provide for his family after

he dies. By designating his property as waqf, thatproperty becomes used for religious practices andtherefore does not become property of the nation inwhich the man lives (as is often customary). Individu-als who maintain property thus designated — calledsaraafin (singular saraaf) — hold a position of somestature, and the extent of their power is more thanattractive to the Qabilat al-Khayal (Muslim Lasombra).

Lasombra have been Embracing saraafin for yearsor, in some cases, removing a member and taking stepsto be put in his place. Yet they found that along withall of the benefits came quite a few problems. The firstproblem is the close relationship that the saraaf isforced to maintain with Islam. Early Lasombra saraafinhad a difficult time developing excuses for missingprayers, and many had to drop out of sight to avoidincrimination. This problem led to exposure of severalof these Lasombra to a band of sayyadin (Muslimvampire hunters; see Veil of Night) and eventually toa reevaluation of the proper uses and approaches tothe problem of the waqf.

Given the many advantages to the waqf, theLasombra put a great amount of effort into developingthe correct approach. Not only did the waqf provide asignificant amount of influence in the Muslim faith(and therefore the Ashirra), it also provided unlim-ited access to bathhouses as potential havens or feedinggrounds. The influence among the locals and access toa nearly unlimited supply of donations only increased

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the value to the undead. Yet the members’ visibilityand importance to the community made it unwise toEmbrace them directly, and the Qabilat al-Khayaltook steps to exercise its influence in other ways.

As each new saraaf is assigned, the local Lasombraspend a few months studying him, learning about hispersonality and studying his weaknesses. They thenassign a Lasombra to act as the saraaf’s “shadow.” Thisshadow also spends a short time studying her target,but then takes steps to bring him under her control.For some, the process is as simple as the blood oath.The Muslim prohibition on slavery, however, leadspious Cainites to more benign methods of influence(such as bribery).

Once the bond (in whatever form) has beenestablished the shadow begins to work, asserting herinfluence and establishing a haven at the local bath-house (or whatever specific property is declared waqf).If other vampires are already in residence there, theshadow either establishes an agreement with them oruses her influence to have them removed. The shadowsaraaf holds a great deal of power in Cainite society,and those who hold the position are greatly respected.When a mortal saraaf dies or is removed, the formershadow retires and enjoys a position of stature at theproperty. The new shadow then has a close mentor inresidence who can assist her with problems if neces-sary. Although the mentors are invited to remain atthe property for as long as they like, most grow wearywith retirement within a century or so and find theirown pursuits. Therefore, it is likely that only one ortwo mentors will be present at each property.

Tzimisce: The SkomorikiIn the wastelands of Russia, small groups of min-

strels called the Skomoriki travel from settlement tosettlement, giving the impoverished peasantry a chanceto dance, drink and forget their troubles for a littlewhile. The coming of the Skomoriki is a matter ofmuch excitement among most villages, and the min-strels rarely, if ever, end up paying for anything. Theentertainment they provide is exchanged for food andshelter, and everyone ends up happy. Surprisingly, theChurch allows such revelries to continue uninter-rupted, perhaps because a few nights of excitement issufficient to prevent full-scale ribaldry among thepeasants. Whatever the reason, the Skomoriki gowhere they like, and no one ever asks questions.

In their wake, the minstrels leave quite a fewheadaches and hangovers, and more than one peasantlass finds herself in a compromising situation a fewmonths later. (In fact, some village priests conduct amarriage ceremony every morning after the Skomorikivisit, so that any children that were conceived will not

be born out of wedlock, and not a few fathers-to-be aresurprised to find themselves married the next morningwhether they like it or not.) Furthermore, one or twoof the villagers almost always turn up missing in thedays after the minstrels leave. The peasants take it asa matter of course, saying that Idik must have wantedto play the pipes, or Jarena ran off to be with the blond-haired singer she had her eye on. When the Skomorikireturn the next year, Idik and Jarena are never withthem, but the minstrels laugh and say that they are ill,or that they are traveling with a group of singers indistant lands, and they send their love.

What the peasants don’t know is that eachSkomoriki band works for a Tzimisce. Few Tzimiscehave any interest in music, and many are too inhumanin appearance to play in a minstrel show, so they oftensend out the minstrel groups in the care of a trustedghoul or retainer. While the minstrels play, the ghoulselects a peasant from each village and persuades herto accompany the band as it travels throughout thelands. On rare occasions, the villager needs to beremoved by force, but in most cases they gladly leavetheir difficult existences behind. They never returnhome. At the end of each season, the Skomorikireturn to their master’s castle with a small herd ofpeasants, some of whom will be kept for food andothers who will be molded into acceptable servantswith the use of Vicissitude.

The Skomoriki are members of an extendedTzimisce family, and they pass their minstrels downfrom one family member to the next. This ensures thatthe minstrels are well trained and loyal to the cause,given that the entire organization depends on theirtact and secrecy.

Ventrue: The Last StateThe Ventrue hold positions of power in almost

every Cainite political organization or sect. They areprinces and knights, priests and advisors. Members ofthe Last State would say that the Ventrue are powerfuland just, and they have the means to see that changeshappen. So why does Cainite society fall short of theperfect dream? What is the source of all of its flaws?Certainly, comparing the power and ability of mortalsto those of the Ventrue is like comparing the abilitiesof an infant to those of a wise and powerful warrior.Although mortals may struggle initially, they eventu-ally have no choice but to succumb to the whims of theVentrue. Therefore, the culprits are obvious. If theVentrue are perfect and the mortals weak, then themembers of the Last State believe that the flaws mustexist in the other clans.

Members of the Last State seek to create a newvampiric utopia: a city run by Ventrue and inhabited by

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mortals who serve them. This state would be free of war,pestilence and poverty through the grace of the Ventrueleaders, and all of its residents would be happy andprosperous as a result. It would also be free of the otherclans, who seek to undermine the visions of the Ventruewith their petty squabbles and faulty leadership. Alimited amount of trade would be necessary to sustainsuch a state, but this trade would be limited to mortalsonly, and certain areas of the city would be restricted tothem in the interest of public safety.

Surprisingly, members of the Last State can befound in the highest offices throughout the Dark Medi-eval. Although the sect is primarily made up of Scions,their secret ranks include two princes, many knights anda handful of powerful figures without title but withsignificant influence in other areas. Although the LastState does not condone the extermination of otherclans, it works to undermine the efforts of non-Ventrueto gain status or influence within their domain, and,whenever possible, drives them out of influential posi-

tions and replaces them with Ventrue or, if possible,other members of the Last State.

Given the relative political power of the Ventrue, itis somewhat surprising that they have not been success-ful at establishing at least one Ventrue-controlled city.This failure can be explained by the simple fact that theLast State’s influence is spread across many cities, mostof which are in France and Italy. If its members wouldagree to concentrate on a single location, it is feasiblethat the city would fall under their influence. In this case,the sheer egotism of the members works against them.Each believes his city to be the best choice for theutopian society, and each envisions himself at the headand heart of the coup as well as the newly establishedgovernment. In this manner, their strength becomestheir undoing. Still, it is not wise to underestimate thestrength of the Last State; its members hold the ability toruin a Cainite’s reputation with a few well placed rumorsand favors called in to one of the few Justicar members(seeRoad of Kingsfor more information on the Justicars).

Page 239: Dark Ages - Players Guide to High Clans

IndexIndexAAbyss Mysticism 175

Calling the Hungry Shade 178Cry that Slays Light 181

Drinking the Blood of Ahriman 178Evocation of the Oubliette 181Into the Chasm 180Pierce the Murk 176Reflections of Hollow Revelation 179

Shadow of Hands that Serve 177Transubstantiation of Essence 177Whispers in the Dark 179

Advanced Disciplines 148Auspex 150-152

Carnage of the Mind 151Ecstatic Agony 150Mind Revealed 150Sight of the Oracles 151

Celerity 152-153Celerity Refinement 152Flawless Parry 152Paragon of Motion 153Unseen Storm 153

Dominate 153-155Carry the Master’s Voice 154Command Obedience 153Dominate the Descendants 154Tyrant’s Gaze 154

Fortitude 155-156Arm of Prometheus 156

Armor of Kings 155Repair the Undead Flesh 156

Stand Against All Foes 155Obtenebration 156-158

Aegis of Shadows 156Enter the Abyss 158

Fortify Against Ahura Mazda 157Inner Darkness 157

Potence 158-160Fist of the Titans 159

Lend the Supernatural Vigor 159Master of the Forge 159Might of the Heroes 159

Presence 160-162Fire of Conviction 160Force of Personality 160Perfect Paragon 161Perfect World 162

Vicissitude 160-163Graft Life to Life 162Perfect Essence 163Transcend the Flesh 162Will Over Form 163

Aksinya 135Alchemical Society 233Alfonzo XXAliprando, Guilelmo 72Amici Noctis 34Anicius the Golden 71Archibald the Feral 222Arpad, Geza 72

Arpad, Nova 72

BBadr 36ben Avraham, Yitzhak 72Bena 227British Isles 68BrujahGoals 106History 25

Player’s Toolbox 24Byzantine Successor States 73

CCappadociansGoals 102History 25

Player’s Toolbox 32Cainite Heresy 231Carnival 90Carthage 20Castel d’Ombro 35Comets 90Coteries 119Courtly Conduct 84

DDiet of Olives 74Disciplines Techniques 163-170

Aegis of Entropy 163Armory of the Abyss 163Awaken the Slumbering Curse 164Becoming Kupala 164Charon’s Oar 165Clarity of Emptiness 165Echo of the Subtle Vizier 165Effigy of the Sculpted Tomb 165Eminence of Shade/Conquering Blood 166Eye of Unforgiving Heaven 166Flaying Touch 167Fountain of Ill Humors 167Glare of Lies 168Hand of the Master Artisan 168Jaws of the Dracon 168Measure the Will 168Penitent Resilience 169

Quicksilver Contemplation 169Sculpt the Flowing Wound 169Sight that Pierces Lies XXSee the True Shape 169Stunning Awe 169Unchain the Wrathful Beast 170Witness of Ahriman 170Domains 66-75Dorsteinn 226Downtime 114

EEclipses 90Esclarmonde the Black 69Etienne of Poitou 39

FFeast of Folly 27Flaws

PhysicalBloodrot 203Mask of Everyman 204Poor Digestion 204Unblinking Vigil 203Visage of Death 203

MentalAtrophied Heart 205Degenerate 206Enraptured by Beauty 205Fierce Bigot 205

Noble Arrogance 205Poor Taste 205Selective Thirst 205

SocialDisgrace to the Blood 206Prestigious Rival 206

SupernaturalAnimate Shadow 208Bound to the Earth 209Darksight 207Geasa 209Hand of Hades 209Harbinger of the Abyss 209Thirst of Caine 209

France 68Furores 24

GGeoffrey of Paris 69Germany 69Ghouls 105

Hell-Beasts 63Giovanni 29, 136

Augustus Giovanni 141Justus Giovanni 141Markus Musa Giovanni 141

Golconda 116Gratiano de Veronese 35

HHardestadt 58, 68, 70Havens 101Hektor 22Hélène le Juste 226Henricus Germanus 72Heraldry 79-84Herleva of Durazzo 22-23Hippolyta 145Hungary 72

IIberia 70ibn Rassheed, Yusuf 224Instruction of Neonates 92Isouda de Blaise 225Italy 71

Page 240: Dark Ages - Players Guide to High Clans

JJapheth 27

Japheth’s Curse 30Julia Antasia 34, 58, 70Jürgen of Magdeburg 50, 69

KKoldunic Sorcery 182-193

Ways 183-189Way of Earth 183Way of Fire 188Way of Spirit 189Way of Water 186Way of Wind 185

Rituals 189-193Beast that Feeds on Dreams 189Blood of Flame 190Conjure Demon 191Conjure Spirit 191Create Vozhd 193Hospitality 190Inmost Tug 192Invoke the Greater Sign of Power 191Invoke the Lesser Sign of Power 191Merging of Souls 192Nemesis of the Living Earth 193Pool of Secrets 192Reawakening Dead Water 190Refuge of the Thirsty Grave 192Ritual of Death’s Embrace 190Rouse the Elemental Spirit 191Sentinels of the Haven 192

Kupala 46

LLamia 141LasombraGoals 109History 33

Player’s Toolbox 37Last State 235Liberal Pursuits 88Lotharius 70Lucita 69

MMatthew of Lindisfarne 135Merits

PhysicalControlled Thirst 203Mark of Pure Blood 203Mask of Everyman 204Trained Scent 203

MentalAbility Aptitude 204Artful Visionary 204Cathartic Fury 204Disciplined Eye 205Focused Rage 204Iron Will 205Lion-Hearted 204Meticulous Planner 204

Obsessive Savant 204Unimpressed 205Well-Educated 205

SocialFormer Ghoul 206

Master of Protocol 206Secrets 206

Unbroken Lineage 206Well-Known 206

SupernaturalArcane 207Darksight 207Discipline Prodigy 207Gifts of the Beast 208Personal Aura 207Promethean Clay 207Pure Blood 207Sanctifying Kiss 207Sweet Blood 207

Michael 73, 230Michaelites 230Midian of Hamburg 224Mithras 59, 68Moments of Truth 117Montano 35, 70Mortis 193-203

PathsHaunting 196Nigrimancy 193

RitualsCasting of Bones 197Draught of Dust and Ashes 201Eldritch Beacon 197Eyes of Despondent Revelation 198Fettered Minion 199Graveyard Mists 200

Howl from Beyond 198Hungry Mold 198Implacable Vigor 200

Knell of Doom 198Kiss of Ages 198Malediction of Fetid Veins 200Mark of Despair 200Orpheus’ Descent 202Peek Past the Shroud 201Resurrection of Stirred Blood 201Sanctuary of Living Death 201Skull of Warning 199Unearth the Hidden Corpse 199Veil that Bars Eternity 201

NNatalya Syvatoslav 22Nathaniel of Carlisle 56Nehemiah 130

OOmen War 50Outremer 74

PPanfilo the Cruel 71

Penelope of Hamburg 223Prometheans 70

RRathmonicus 130Reinaldo del Rubio 36Roads by clan 116Road of the Abyss 176Rodrigo 40Rosamund of Islington 225Rudolf Brandl 70Rusenko, Bela 72

SSacraments

Embrace 75Final Death 78Marriage 76Oaths 77

Salianna 68Salubri 130Samiel 131Scandinavia 73Shaagra 48Shadow Waqf 234Skomoriki 235Sports and Games 85

TTactics 59Telyavelic Tremere 189Temporis 170-175Themistocles 130Topiarium 228ToreadorGoalsHistory 53

Player’s Toolbox 58Troile 18, 127Tzimisce

Goals 112History 44Player’s Toolbox 52

VVassalsVentrueGoals 113History 53

Player’s Toolbox 58Véronique d’Orléans 222Vladimir Rustovitch 49, 51, 72

WWomen of David 233Woodwose Savages 229

ZZarathustra 74Zvi, Joseph 70

Page 241: Dark Ages - Players Guide to High Clans

Perception_________________Intelligence_________________Wits____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Charisma__________________Manipulation_______________Appearance________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

Strength___________________Dexterity___________________Stamina____________________

O O O O O O O O

O O O O O O O O

O O O O O O O O

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Name:Player:Chronicle:

Attributes

Physical Social Mental

Abilities

Alertness___________________Athletics___________________Brawl______________________Dodge______________________Empathy___________________Expression__________________Intimidation________________Leadership_________________Legerdemain________________Subterfuge__________________

Animal Ken________________Archery____________________Commerce________________Crafts_____________________Etiquette__________________Melee_____________________Performance________________Ride_______________________Stealth____________________Survival___________________

Academics_________________Hearth Wisdom_____________Investigation________________Law_______________________Linguistics__________________Medicine___________________Occult_____________________Politics____________________Seneschal__________________Theology__________________

Talents Skills Knowledges

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Conscience/Conviction_

Self-Control/Instinct_

Courage___________________

O O O O O

O O O O O

O O O O O

Disciplines Backgrounds Virtues__________________________________________________________________________________________________________________________________

BruisedHurt -1Injured -1Wounded -2Mauled -2Crippled -5Incapacitated

Other Traits__________________________

O O O O O O O O O O

WillpowerO O O O O O O O O O

Blood PoolWeakness

Road Health

Generation:Concept:Haven:

Nature:Demeanor:Clan:

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

O O O O O O O O

Advantages

Aura:___________( )

Experience

Page 242: Dark Ages - Players Guide to High Clans

SIRE:______________________________ HAVEN: DOMAIN:

OVERLORD:________________________ ______________________ ______________________

VASSALS:__________________________ ______________________ ____________________________________________________ ______________________ _____ _________________

__________________________________ ______________________ _____ _________________

DISCIPLINE TECHNIQUES: RITUALS:Name: Source/Page: System: Name: Source/Page: System:

___________________________________________ _________________________________________

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Moments of Truth: Goals and Plots:

___________________________________________ _________________________________________

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___________________________________________ __________ ____ __ ________________________

Other Cainites:Name: Clan: Player: Thoughts:

_____________________________________________________________________________________

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BACKGROUND POOL:Background: Contributed by: Rating: Description:

_____________________________________________________________________________________

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Personal Information

Coterie Information

Page 243: Dark Ages - Players Guide to High Clans
Page 244: Dark Ages - Players Guide to High Clans