House of the Dark Embrace
Copyright © 1997-1999 Daniel B Utecht. All Rights Reserved.

The Masquerade

The world of the Vampire's Masquerade is a dark one. For longer than time has been recorded, the descendants of Caine have walked the Earth. They do not age, but they are not immortal. Some have existed for centuries, some for millennia. The eldest of them sleep, or are rarely seen. The rest spend their time controlling human society, trying to wrest power from each other, and planning the downfall of their enemies, both real and imagined. And they do have many enemies, from human hunters to ravenous werewolves. Regardless of how much wealth or power they attain, the best of them can be destroyed by wooden stake, a tongue of flame, or an ill considered word. That is all it takes to remind them that they are not really on the top of the food chain, just another level.

But in Central Florida, the pace is slower, things tend to be more calm and laid back. The most popular beverage is "Happy Blood" (B positive) Sure, Gehena is just around the corner, the hunters have been importing rose wood stakes, and there's lots of sunshine, but things could be worse... You could be up in Seattle.


Vampire Society

Vampire society has been organized into three factions since the late middle ages. One of the major causes of the schism was the Holy Inquisition. The other causes are open to debate.

The Camarilla
This is the organization that all characters must belong. The Camarilla operated under a set of laws known as the Traditions. The highest of these traditions demands that the existence of vampires is to be kept secret from mortals.

The Sabbat
This sect believes that vampires are a superior form of life, and that the powers they have are to be used. Sabbat members tend to be more sinister, bestial, and violent than their Camarilla counterparts

The Anarchs
These are the vampires that want to exist outside the power struggle of the other two factions.


Vampiric Families

Vampire families are classified by size. Some of the largest of families can trace their lineage all the way back to the First City, just three generations removed from Caine. These are called Clans. Smaller families are called bloodlines, and these can date from one to three thousand years old. Even smaller families are called broods. These can usually be traced back only a few generations.

Clans
Brujah - Violent, antisocial, and rebellious. Bikers of the Vampires
Gangrel - Loners and wanderers. They get along with werewolves the best
Malkavians - Twisted, insane, and nonconformists
Nosferatu - Hideous to look at. Masters of information
Toreador - Decadent artists and hedonists
Tremere - Secretive, highly organized, and cunning. They are the best at magic
Ventrue - Aristocrats. Usually the best at manipulating both humans and kindred
 
Bloodlines
Assamite - Hunters, predators, and assassins
Giovanni - Mafia style family
Ravnos - Shady and untrustworthy vampires of gypsy stock
caitiff - a vampire that doesn't know or isn't claimed by a clan or bloodline

Organization

Prince - The Prince holds mastery over a city
Primogen - Advisors to the Prince - usually the elder of each clan
Seneschal - The Prince's Regent - the second in command
Leader of the harpies - Enforcers of Status and reputation
Whips - Aids to the primogen
Sheriff - Enforces the princes laws and the Traditions
Keeper of the Elysium - Enforces the rules of the Elysium and Masquerade
 
Ministers of the Inner Circle - World leaders of the vampires
Justicars - Chief enforcers of the Traditions. They can overrule any Prince
Archons - Aids and allies to the Justicars

 


The First Tradition: The Masquerade

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

 

The Second Tradition: The Domain

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

 

The Third Tradition: The Progeny

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

 

The Fourth Tradition: The Accounting

Those thou create are thine own children.
Until thy Progeny shall be released, thou shall command them in all things.
Their sins are thine to endure.

 

The Fifth Tradition: Hospitality

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

The Sixth Tradition: Destruction

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


This page (like every other page on the web) is currently under construction, and was last updated sometime this year.
Please send all suggestions and comments to: Daniel B Utecht.