recursal/Fanatic-Fandom huggingface dataset:
New Age Sorcery

Mortals often associate the term “New Age” with trendy California pseudo-religions and images of hippies from the musical “Hair,” but the term is both broader and more sophisticated when applied to Anarch blood magic theories. Broadly speaking, New Age practices can include nearly any system of self-development and actualization.

Historically, though, New Age is best described as a synthesis of Eastern and Western spirituality, infused with elements of parapsychology and pop science. Mortal scholars among the New Age movement claim to trace its history back to early Hermeticists like Paracelsus (a claim which provokes derision among the Tremere, especially those old enough to have actually met him). More recently they have linked themselves to Victorian Era occultists such as Helena Blavatasky (the founder of the Theosophy movement), George Gurdjieff (founder of the Fourth Way philosophy of self-actualization), and Swami Vivekananda (who introduced the Vedanta school of Hinduism to Western occultists).

Regardless of its antecedents, the New Age movement did not truly take off until the 1970s when the United States experienced a sudden fad for a number of seemingly unconnected alternative forms of spirituality ranging from meditation to holistic health to belief in psychic phenomena, reincarnation and UFOs, all of which the media tended to label as “New Age beliefs.” By happy coincidence, the epicenter for this explosion of New Age thought, the American West Coast, was also home to one of the largest concentrations of Anarchs. Naturally, occult-minded Anarchs investigated and infiltrated the New Age movement. The result was a curious mixture of ancillae who entered New Age groups, often just looking for potential blood dolls, and neonates and fledglings who were members of such groups at the time of their own Embrace. Many of them soon realized that, whatever spiritual value New Age philosophy had in general practice, the addition of vitae actually seemed to make many of those practices work.

From those early beginnings, New Age blood magic spread to every Anarch enclave on the globe. Undeniably quirky (even as vampiric occult philosophies go), the New Age movement naturally draws Malkavians like flies, as well as a significant number of Toreador poseurs who think that being a New Age guru will lend them gravitas. However, the school also attracts a surprising number of Brujah and Gangrel, as its emphasis on meditation and relaxation techniques is beneficial to Kindred who are at heightened risk of frenzy.

The paths pursued by New Agers are usually those paths which can are most easily analogized to psychic phenomena or to the movement’s (usually garbled) take on neopaganism. Among serious practitioners, there is a rough parity between those Anarchs who sought out New Age blood magic in a quest for occult knowledge and those who were already members of New Age groups when the Embrace was forced upon them.

Common Paths:

* Green Path
* Lure of Flames
* Movement of the Mind
* Path of Blood
* Path of Corruption
* Path of the Focused Mind
* Path of Mars
Lasombra Antitribu

Lasombra antitribu are simply members of Clan Lasombra who either predate the Sabbat and refused to join, or who disagree with the Sabbat’s philosophies. They are rare in either case, because the Sabbat goes out of its way to destroy them, but a few persist. Some join the Camarilla, while others remain independent.

As a rule, they carry the Machiavellian attitude that typifies the Lasombra — they fully expect that they will win the Jyhad, and they are willing to do what is necessary to do so. They just feel that their Clan as a whole made the wrong choice.

While some Camarilla vampires know that these Kindred exist, at least in theory, the Magisters themselves try to stay out of the spotlight. The Sabbat has been known to stage raids on Camarilla cities, raids that they cannot hope to bring to a victory, just to destroy a Lasombra antitribu. Some Kindred put this down to the tenacity and spite of the Sabbat, but others point out that it tends to be the Sabbat Lasombra — well known for being good tacticians — who initiate these raids. What are they so afraid that the Lasombra antitribu might reveal?

**Nickname:** Magisters (this was the Clan’s sobriquet for centuries before the Anarch Revolt)

**Disciplines:** Dominate, Obtenebration, Potence

**Weakness:** In addition to the Clan’s usual problem with reflections (p. 59), Lasombra antitribu also have the “weakness” of being hunted relentlessly by the Sabbat, and targeted for destruction whenever their existence is made public.

***Quote:** I watched the fires of the Reconquista. I saw the trenches of the Great War and the fires that burned Dresden. The so-called “Sword of Caine” does not fill me with dread.*
Blatherskites

An entity comprised entirely of limbs, dragging lengthy fingers and toes along the ground in its wake: the blatherskite is no creature born of human gods. This whip-thin entity has no torso or head, instead bearing a trunk made of tangled shadows and a flailing array of arms and digits from stumps all around its body.

The blatherskite communicates only in chirrups and belches, the origins of which are unknown, as it appears to possess no orifices. The noises it produces increase in frequency and volume the closer the blatherskite gets to any creature bearing blood. When in close proximity, it lashes out fiercely with its many appendages, attempting to choke and strangle its victim.

The blatherskite continues to squeeze its victim until blood emerges. Once it obtains several blood points, it languorously flops to the ground and dissolves into liquid shadow.

Attributes: Strength 2, Dexterity 5, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 4, Intelligence 1, Wits 2

Abilities: Alertness 3, Athletics 4, Awareness 3, Brawl 3, Empathy 1, Intimidation 3, Subterfuge 3, Performance 2, Stealth 4, Survival 1, Investigation 5

Disciplines: Celerity 4, Obtenebration 1, Potence 2

Willpower: 4

Health: 6

Notes: Blatherskites commonly have a reserve of five blood points.
Unhudo

The Dry Corpses once dwelt deep in the Amazon, trailing peoples as they lived along the river, hiding in trees and their canopies whenever the mortals grew desperate and fought back against their predators. In these nights, Unhudo still spiritually cling to Brazil, while they spread rapidly into the rest of South America. Unhudo make a practice of resting in the shade, lying as if truly dead. As an inquisitive mortal investigates, the Dry Corpse grips the curious victim with devastating strength. The vampire then practices its unique power to walk up walls and upside-down through canopies, dragging their prey behind. Dry Corpses hold no shame for their territorial preferences, enjoying feeding from the superstitious and ill-educated, and often dwelling within the lower classes. As the vitae in her system drops, an Unhudo increasingly resembles a body mummified by intense heat.

**Sobriquet:**Dry Corpses.

**Clan Disciplines:** Potence, ?????, ?????

**Weaknesses:**As their blood pool decreases, the Unhudo Appearance drops.
Telyavelic Tremere

In the early nights of Clan Tremere, before the diablerie of Saulot, a small band of Warlocks made its way into Lithuania. Clan records state that the original goal of this journey was to expand the Clan’s influence into these lands, or to find allies. Some elder Tremere, though, claim that these pilgrims took the journey to escape from the clutches of their Clan once and for all.

Whatever the original motive behind the exodus, when the Tremere arrived, they fell in with the pagan peoples of Lithuania and learned of Telyavel, the protector of the dead. The local people saw the vampires — nocturnal, bloodthirsty, and obviously magical — as incarnations or avatars of their death-gods, and the Tremere grew to believe them. They cast off the name “Tremere,” and simply became the “Telyavs.” While they had some infrequent contact with chantries outside of Lithuania, for the most party they remained patrons and predators to the villagers.

This was not to last, however. In the late 13th century, the Ventrue warlord Jürgen the Sword-Bearer destroyed one of the last remaining enclaves of the Telyavs. The bloodline managed to limp along for another few centuries, but by the 16th century, the main body of the Tremere reported that all of them had been destroyed.

**Nickname:** Telyavs, Shepherds

**Disciplines:** Auspex, Presence, Thaumaturgy

**Weakness:** The Telyavs bound their fates so tightly to their pagan herds that they took on some of the same fears and enemies. They are weak against Christian symbols and faith. Difficulties to resist frenzy are two higher than normal when confronted by an enemy using True Faith as a defense. They recoil from the sight of the cross or other symbols of the Christian faith.

***Quote:** We reached too high. Power and enlightenment aren’t found in formulae. They are found in dirt, wood, and blood.*
Antwerpen (City)

Antwerpen is a small city and the capital of the Kingdom of Antwerpen.

Situated on the Gulf of Lorell, south of Par Swindon, north of Par Seelee, and north-west of Tenby. Antwerpen has recently grown from a small fishing village very rapidly into a city, with defensive walls, a real harbor, and boasting a population of roughly 4,500 people.

## History

Antwerpen is ancient, having been founded over five hundred years ago. The exact circumstances of the foundation are lost to time. The city re enters the historical record in the year 1000 AE, when the hero Roderick saved the village from a group of assaulting Wyverns and from there took charge of the village.

Roderick left his friend, Orik, in charge of the town and the bullion of gold he had earned on adventure. Orik quickly turned the village into a town, with walls and an army and navy as well as having named Roderick as king-in-absentia until he returned.
City Gangrel

The Sabbat boasts two Gangrel lines, the City and the Country Gangrel. The City Gangrel remind some Kindred of coyotes — they are creatures well-suited for wilderness life, but they adapt to an urban existence quite smoothly. The high preponderance of prey in the cities, coupled with the Gangrel’s inherent mutability of blood, has allowed the line to flourish. Their association with the Sabbat means that they Embrace prolifically, but also that their unlife expectancy is short.

Unlike Country Gangrel, who can afford to let their animalistic ways take over and their appearances grow truly bestial, the City Gangrel must either adopt a more Nosferatu-like approach to unlife or blend in with their prey. To outward appearance, then, these latter Kindred seem human, dress as appropriate to their area and the social class that they mimic. But City Gangrel are largely Sabbat vampires, and that means they are predators. Any disguise they adopt is strictly that, camouflage to allow them to get close enough to bite.

**Nickname:** Coyotes

**Disciplines:** Celerity, Obfuscate, Protean

**Weakness:** City Gangrel suffer the same weakness as the main line of the Clan. Whenever a City Gangrel frenzies, he gains a temporary animalistic feature of some kind (which may replace an existing temporary one). The mechanical impact of such a feature is up to Storyteller discretion. City Gangrel tend to develop features reminiscent of the animals commonly found in urban environments — rats, dogs, cats, pigeons, and even insects.

***Quote:** The new community center is finally open. Call up the pack.*
Warrior Setites

Not all Followers of Set are subtle, forked-tongued seducers. A number of them prefer to walk a more martial path, becoming holy warriors for their god.

The warrior Setites eschew the Obfuscate Discipline for Potence — no slinking in the dark for these serpents. They are proud and brutal soldiers for Set, and are perfectly willing to go into battle to back up their subtler brethren. They act as enforcers, assassins, and even martyrs for the rest of the line, although thinking of them as mindless brutes is a mistake. A warrior Setite is still very much a Setite, and quite capable of leading others into all sorts of temptation. They just have the strength to make their points forcefully when necessary.

The warrior Setite line is interesting in that it is not passed down by the Embrace. A mortal Embraced by a warrior Setite becomes a “normal” member of the line (that is, learning Obfuscate as a Clan Discipline) unless trained as a warrior from childe-hood. The line is therefore an example of how training and ideology can change the basic makeup of a vampire’s Clan.

Warrior Setites generally embrace passionate ideologues. The ideology that they espouse isn’t important.

A fanatical Christian’s fervor can be turned to Set as easily as the zeal of a pro-union rabble rouser, given the right amount of Kindred vitae and religious revelations from Set.

**Nickname:** Horned Vipers

**Disciplines:** Potence, Presence, Serpentis

**Weakness:** The warriors suffer same weakness as the Followers of Set: They suffer two additional health levels of damage from sunlight, and a one-die penalty to all rolls when subjected to bright light of any kind.

***Quote:** The Serpent of Eden had his approach. Mine is more honest — that should be refreshing for you.*
Conscious Types/Luno

Luno is Latin for to make crescent shaped or to curve. Most people use the more obvious term for Luno and refer to them as Curves since they can easily slip through different dimensions, 'curving' through them. Most Conscious are Luno. Luno usually are able to lucid dream or be aware that they're in DD since being in their early youth. Many Luno start as Conscious very early and are more mature and knowledgeable and many choose to be Dream Guides or protectors. But this isn't always the case.

Luno can also be people who find out about the Dimension then can easily wake themselves up with little to no help. They are extremely good at staying Conscious and can access DD easily, no matter their stress levels or surroundings. These types of Luno are also good at accessing sister dimensions, such as Radix Prim. Extremely strong Luno can even call their classification a power, being able to teleport and seemingly move through the dimension without taking a single step. But these sorts of Luno are extremely rare.
Madness Network

**Malkavian Madness Network**

It has many names. The Cobweb. The Tapestry. Steve. The Malkavian Madness Network is how we are able to know things other Kindred can’t know. We are all plugged into the darkness that surrounds us, more so than the Gangrel who walks with wolves while shirtless and the Tremere who won’t shut up about how much they know but can’t say anything. This is the insight that keeps us in the favor of Kindred who would otherwise stake us, diablerize us, or lock us up in asylums with lovely sunroofs. It flows from one big, scary river of blood oozing out of the mouth of Malkav.

The Network is connected to Malkav. Some of us go so far to say that it is Malkav, figuring out a way to sleep in the minds of all his good little boys and girls rather than some dank cave somewhere. Others say anything we hear, he hears, because his blood is alive. Malkav’s pain is so grand that he passes it on to all of us in little pieces that run back to him with all the neat things we’ve learned. So, for holding those bits of himself, we get a teeny tiny taste of what it’s like to be omniscient.

If the network is Malkav, than our elders are the towers, the lighthouses, the gibbet full of a corpse who still talks even though the crows peck at his bones. All the information we hear gets filtered through our elders; the most important pieces get sent out over the Network. The Network is like that white noise you get used to living in a big city. All honks and air conditioners, but then suddenly one of the cars driving by addresses you by name and says something relevant to your evening. The best Malkavians catch this info while it’s still useful. Rarely does something go out that everyone needs to hear. Even when a message gets garbled or supposedly sent to the wrong Malkavian, it ends up working out in the end.
Road of the Abyss

**Nickname:** Dark-born

**Virtues:** Conviction and Instinct

**Bearing:** Darkness. Dark-born give off a faint air of inner darkness, inspiring those around them to dwell on their darkest fears and thoughts. Their bearing modifier applies to any attempts to bring out a victim’s inner darkness, such as eliciting dirty secrets from a well respected politician or convincing a saint to break her vow of chastity.

The **Road of the Abyss** was a version of the Road of Bones, constructed by Abyss mystics of Clan Lasombra. As they are immersed in the undying study of a force transcending and ultimately opposing all light and life. Humanity and concepts like right or wrong have little use to those who study the mysteries of the outer darkness.

Some of the scholars among the followers of the Road draw similarities between the Abyss and the Well of Bones known to the Cappadocians. In the modern nights, most Abyss mystics study the Path of the Allied Night.
Panders

The Caitiff of the Sabbat, Panders are on the front lines when the Sword of Caine goes to war. That means, of course, that the vast majority of casualties in violent action come from their ranks. But as precarious as this position within the Sabbat may be, it is their position, and the rest of the Sect recognizes this. Recognition, as any Caitiff trying desperately to survive under a Camarilla Prince will tell you, goes a long way.

Any Sabbat vampire that does not know his Clan, or any vampire Embraced by an established Pander, is considered a Mutt. This means that when the Sabbat goes looking for shock troops, it tends to be Panders that swell their ranks (since mass Embrace definitely qualifies as dangerous work). The Panders became an established part of the Sabbat in the 1950s, when a low-level Sabbat vampire named Joseph Pander united the Clanless Sabbat under his banner (and name).

Ever since then, the term has been applied to these Kindred. They take on the dress and mannerisms of bikers, homeless, punks, and the dispossessed among humanity, the better to feed on and Embrace from these dregs. But rare is the Pander that bemoans his lot in unlife — these Cainites are true, loyal Sabbat.

**Nickname:** Mutts

**Disciplines:** Panders do not have Clan Disciplines, meaning that the player may choose any Discipline at character creation (subject to Storyteller approval). In addition, Panders are subject to the same rules for raising Disciplines with experience points as Caitiff.

**Weakness:** Panders do not have a specific weakness. Pander characters cannot start lower than Ninth Generation, though they can subsequently lower their Generation via diablerie.

***Quote:** Call me a Mutt, yeah? That’s fine. Purebreds go crazy as they get older. And Cainites, well, we live “dog eat dog.”*
Code of Milan

## **The Code of Milan**

I. The Sabbat shall remain united in its support of the Sect’s Regent. If necessary, a new Regent shall be elected. The Regent shall support relief from tyranny, granting all Sabbat freedom.

II. All Sabbat shall do their best to serve their leaders as long as said leaders serve the will of the Regent.

III. All Sabbat shall faithfully observe all the auctoritas ritae.

IV. All Sabbat shall keep their word of honor to one another.

V. All Sabbat shall treat their peers fairly and equally, upholding the strength and unity of the Sabbat. If necessary, they shall provide for the needs of their brethren.

VI. All Sabbat must put the good of the Sect and the race of Cainites before their own personal needs, despite all costs.

VII. Those who are not honorable under this code will be considered less than equal and therefore unworthy of assistance.

VIII. As it has always been, so shall it always be. The Lextalionis shall be the model for undying justice by which all Sabbat shall abide.

IX. All Sabbat shall protect one another from the enemies of the Sect. Personal enemies shall remain a personal responsibility, unless they undermine Sect security.

X. All Sect members shall protect Sabbat territory from all other powers.

XI. The spirit of freedom shall be the fundamental principle of the Sect. All Sabbat shall expect and demand freedom from their leaders.

XII. The Ritus of Monomacy shall be used to settle disputes among all Sabbat.

XIII. All Sabbat shall support the Black Hand.

### **Addenda to the Code of Milan**

XIV. All Sabbat have the right to monitor the behavior and activities of their fellow Sect members in order to maintain freedom and security.

XV. All Sabbat possess the right to call a council of their peers and immediate leaders.

XVI. All Sabbat shall act against Sect members who use the powers and authority the Sabbat has given them for personal gain at the expense of the Sabbat. Action shall be taken only through accepted means, approved by a quorum of Prisci.
The Minacious Legion

Throughout the Abyss reside entities resembling knights riding upon steeds. They are clad in thick, black, spined armor, and wield swords and lances of nebulous shadow. This Legion of knights never dismount their coursers, causing some Mystics to assume they are one with the beasts they apparently ride.

The Minacious Legion are watchdogs and hunters within the Abyss. They speak several dead languages, but rarely find time to converse with their victims — it benefits them more to harry and torment prey, inflicting wounds and instilling terror. Each night pursuing a victim rewards knights of the Legion with increased power, drained directly from those they hunt.

The mounts used by the Minacious Legion are headless things with flicking shadow tendrils for legs and ropy tentacles of black for bodies. These creatures resemble horse-sized woodlice, and smell strongly of urine.

Attributes: Strength 4, Dexterity 5, Stamina 5, Charisma 2, Manipulation 1, Appearance 2, Perception 4, Intelligence 2, Wits 3

Abilities: Alertness 4, Athletics 5, Awareness 1, Brawl 4, Intimidation 4, Animal Ken 3, Etiquette 1, Melee 5, Ride 4, Stealth 2, Survival 3, Investigation 3, Medicine 1, Occult 2

Disciplines: Abyss Mysticism 2, Animalism 2, Celerity 3, Fortitude 3, Obtenebration 1, Potence 3

Abyss Mysticism Rituals: Eyes of the Abyss, Abyssal Blade

Willpower: 6

Health: 12

Notes: Members of the Minacious Legion commonly have a reserve of six blood points. For each night spent harrying a victim, a knight of the Legion gains one point from one of the victim’s Disciplines. This starts with the highest Discipline dots, and prioritizes in-clan Disciplines first. Conflicts are resolved by the Storyteller. Once the knight has all the Disciplines of his victim, he attempts to make the kill. The Minacious Legion are armed with broadswords and lances and armored in Class Five Armor.
Cipactli

The Hungry are a gluttonous line of vampires known for their reptilian behavior. Their coldly analytical, unblinking stares, requirement for sleeping in water, and merciless greed, all push the other Drowned Legacies to hold them in low esteem. Cipactli claim to be the eldest surviving vampire line native to South and Central America, citing their physical toughness as reason for their survival. The Hungry religiously favor the form of the crocodile, making ghouls of such creatures. In Cipactli legend, divine mandate assures their prominence from Mexico to Venezuela. They consider themselves the wardens of men, raising families and villages to great size before indulging in ritual bouts of mass sacrifice, in which they consume every mortal in their “farm.” The Hungry extend this rite to high-rise apartment blocks in recent nights. Cipactli declare the Tlacique a separate, respected family, while the Followers of Set are thieves who stole their ancestral Discipline. Cipactli possess Serpentis, with the crocodile replacing the snake theme.

**Sobriquet:**The Hungry.

**Clan Disciplines:** Fortitude, Serpentis, ?????

**Weaknesses:** ???
Mariners

The Mariners are Gangrel who have chosen to dwell full-time in the ocean. Gangrel aquarii (as they are sometimes known to scholarly Kindred) swim below the sunlit zone, their Fortitude Discipline keeping them safe from the pressure that would otherwise crush them. They ascend at night to feed, usually on sharks and whales, but they aren’t choosy — anything with blood is fair game. A shipwreck is a smorgasbord for the Mariners, and a large enough disaster is one of the few events that might draw more than one to the same region.

Mariners sometimes act in defense of the oceans, sneaking aboard polluting vessels and killing everyone aboard. One some level this makes sense — if their prey dies off, they’ll have to return to the land (or quest ever further into the Deeps).

The Camarilla and the Sabbat have, on the rare occasions they find them, offered Mariners membership. The Mariners decline. They have no sectarian interests, and escaping the Jyhad might have been why the first Mariner left the land to begin with. No one knows how long ago that was, but most of the Mariners are of low Generation, and some of them date to the Age of Exploration.

**Nickname:** None (the few Kindred that know of them simply call them “Mariners” or “aquatic Gangrel”)

**Disciplines:** Animalism, Fortitude, Protean

**Weakness:** As with most Gangrel, the Mariners gain an animalistic feature each time they frenzy. These features, though, resemble fish, aquatic worms, cephalopods, and other sea creatures (the rare Gangrel develops a cetacean or seal-like feature). The alien nature of these features should be taken into consideration by Storytellers determining the mechanical impact of such features.

***Quote:** Why did I leave the land? Because in the sea, the sharks just swim up and bite you. They don’t smile first.*
Brahman

The elders of Clan Ravnos long ago divided themselves up into castes, much like mortal Indian society. In theory, only a member of a given vampire caste could Embrace a member of the appropriate mortal caste. In practice, though, the Clan’s elders couldn’t maintain such strict control over its members, even in India, and certainly not in the rest of the world.

For the most part, these vampire castes (called jati) were identical to the main body of the Clan in terms of ability and blood. The Brahman Ravnos, though, have a gift of sight that the other jati do not, and often use it to divine the future or the locations of their enemies. They act as advisors and seers to their Clan in India.

Another branch of the Clan, called the Phuri Dae, followed the Roma (Gypsies) along their travels in Europe. They are mechanically identical to the Brahman, and served much the same function.

**Disciplines:** Animalism, Auspex, Chimerstry

**Weakness:** The Brahman suffer the same weakness as the main body of Clan Ravnos. Each one has a preferred form of vice (though the Brahman have a special love for swindling through psychic readings and séances). Whenever the Brahman is given the chance to indulge in his favorite vice, the player must roll Self-Control or Instinct (difficulty 6) to resist the temptation.

***Quote:** Our traditions are not meaningless now, childe. If anything, they mean more now. We have so much more to preserve, and so few voices left to accomplish it.*
Jur

Jur is a polytheistic religion strictly adhered to within the entirety of the Jurich Empire. It is the first recorded use of widespread religion in Lorell. Though it is unknown how or where it came about, its influence spread through the empire almost instantly.

## First Record

The first possible records of Jur come from Leorn, a scholar from Accrue, in 3044 PI recounting his experiences with a zealous sect of wildmen bent on world annihilation. Later scholars, specifically those during the prime of the Jurich Empire, destroyed almost all of Leorn's works. However, even post-Jurich scholars discredit Leorn as exaggerative and slightly deranged, and even more agree that what remains of his work is far too inadequate as evidence to suggest the sect was Jurich.

The first confirmed record of Jur, however, comes from the first emperor himself in 3024 PI, as a written decree to all holdings in his empire of the establishment of Jur as the official religion. This is the first recorded use of religion in Lorell and is thought to have brought religion to many places that have never held such a concept before. This decree also marks what many consider to be the birth of the Jurich Empire.

## Structure

Jur is comprised of two primary deities, Toren and Florich, with several deified mortals present under them. Toren is believed to reign over all that is mortal and living, residing in physical form among the races. He is thought to guide the people through hardship and is commonly depicted as strong kings and rulers, most notably as the emperors of the Jurich Empire. Florich is believed to reign over Vad, the land of the immortals and dead. He is known to invite death to Toren's realm every winter as an agreement with Toren to cleanse the physical world of the weak, giving them a more comfortable home. He is commonly depicted as a cunning yet kind deity, tempting anyone who would join him in his realm.

### Gods

There are only two gods in Jur, each countering but not opposing the other. Both Toren and Florich are thought of as equal but opposite forces in the religion, both balancing and thriving off of the other.

* Toren - The god of Life.
* Florich - The god of Death.

### Deities

On top of the two gods of Jur, there are also several deified mortals that have come to represent various aspects of the world. Although the two gods of Jur are found in every variant of the modern religious sects, not all deities of the religion are found in each sect.

* Dedrich - The hero of the Sea and its creatures.
* Rorich - The hero of dragons and the air.
* Muldar - The hero of dwarves and the mountains.
* Veren - The hero of war and conflict.
* Rella - The heroin of fertility and infants.
* Felhan - The hero of elves and nature.
Excerpt from the Treaty of Tyre

In the Year of our Lord, 1496...

Whereas we, the Elders and Kindred of the Clans Ventrue, Tremere, Toreador, Nosferatu, Gangrel, Brujah and Malkavian, gathered together in Brotherhood and Mutual Faith and hereinafter known as the Camarilla, being the True and only Rightful Heirs of the Estate of Caine, do desire an end to the Unlawful and Diableristic Practices of the Rebels hereinafter known as the Clan Assamite;

And whereas the said Clan Assamite does desire that the said Camarilla shall hold back its Hand from the Full and Ultimate Extinction of the Clan Assamite:

Therefore, be it agreed between all Parties signed and witnessed hereunto that the following Articles shall stand as binding between all the Parties and their Progeny and Servitors, from this date perpetually...

...The Clan Assamite shall refrain from taking the Blood of other Kindred, and as surety of this provision shall submit themselves to a ritual to be administered by the Elders of the Clan Tremere, whereby Kindred Blood shall be made poisonous to them...

...The Clan Assamite shall remain peacefully in the territory ceded to them by the Camarilla, which they have historically claimed as their own. They shall seek no expansion of this territory, nor shall they permit any unrest of mortals within their territory to spread to other areas. They shall not travel, either singly or in groups, outside this territory, nor shall they have Retainers or Servitors of any kind travel outside this territory on their behalf. The Princes of the Camarilla have the perpetual right to call a Blood Hunt against any Assamite or Assamites within their fiefs, and need give no other reason for such a Blood Hunt beyond membership of the Assamite bloodline...

...The defenses of the castle of Alamut shall be dismantled to the point where the castle can no longer withstand a siege or other attack by the forces of the Camarilla. The Clan Assamite shall permit observers from the Camarilla to verify compliance with this provision. Further, any refortification of Alamut, or any attempt to establish a fortification elsewhere, shall be in breach of this treaty, and a worldwide Blood Hunt may be called against those committing the breach...

...The Camarilla undertakes to cease all action against the Clan Assamite, and not to violate the borders of its agreed territory without the sanction of a full Convocation of the Camarilla. The Clans of the Camarilla agree among themselves that they shall no longer seek to employ members of the Clan Assamite as hired assassins, and that those violating this provision shall forfeit the protection of their Clans and may be subject to a Blood Hunt. The Clan Assamite undertakes to cease any and all activity of its members as assassins for hire...
Malkavian Antitribu

The Malkavians are insane. It is their defining feature, and while not every Lunatic is dangerous, they are all unstable and unpredictable. And so the Malkavians of the Sabbat, the vampires of the Camarilla suspect, must be even crazier. They are quite correct.

Malkavian antitribu are just as varied in dementia as their Camarilla brethren, but their madness carries with it a desperate, cloying edge. They are not satisfied with setting others on edge or forcing the “sane” vampires to challenge their own philosophies. They want — inasmuch as they can be said to collectively want anything — for the world to share their madness. Maybe they feel that their madness is overflowing, forcing its way from their minds into the minds of others through their Dementation Discipline. Whatever the case, the Clan at large — even outside the Sabbat — seems to have heard the message.

Within the Sabbat, the Freaks take on roles appropriate to their madness. The truly vicious and uncontrollable ones are locked away in crypts and unleashed when the Sabbat needs shock and awe. The more functional Freaks lead war parties, perform ritae, or divine the future of the Sect from the entrails of their victims (often while those victims look on in horror). No matter what their role, though, the underlying goal of the Malkavian antitribu seems to be to bestow the gift of madness upon everyone around them.

**Nickname:** Freaks

**Disciplines:** Auspex, Dementation, Obfuscate

**Weakness:** Like all Malkavians, the Freaks are completely insane. At character creation, the player must choose a derangement that the character can never overcome.

***Quote:** Consult the haruspex once again. Always learn the same lesson. Follow the tract, and it ends in the same place. We’re there, boys. We’re in the shit.*
Salubri Antitribu

The Salubri of the Sabbat are not the quiet, contemplative Kindred that seek Golconda in persecuted exile. No, these Kindred call themselves “Furies,” and they seek the blood of the Camarilla vampires — the Tremere especially — with a venomous passion.

In nights past, as mentioned in the Salubri page, the Clan contained both healers and warriors. And now, in the modern nights, the warriors have reemerged — and stand to be counted with the Sabbat.

The Salubri antitribu are devoted to the cause of killing Camarilla vampires, but not necessarily to other Sabbat agendas. They take part in the ritae of the Sect, and they share their blood, but what truly fires them up is the chance to invade Camarilla territory and burn some Tremere. If the ancient rumors of the Salubri warriors being honorable knights are true, then times have indeed changed. These Kindred do not know “honorable combat” from “IED.” They just want to watch their enemies crumble to dust.

**Nickname:** Furies

**Disciplines:** Auspex, Fortitude, Valeren

**Weakness:** Unlike their nonviolent brethren, Sabbat Salubri must consume blood taken by force, preferably in the heat of battle. Unless the vampire feeds on blood from a fallen foe or fights his target before feeding, the Vitae offers no nourishment. In addition, Salubri antitribu cannot start lower than Tenth Generation or higher than Twelfth, as their blood has yet to spread across a wider spectrum than that.

***Quote:** I’d wear your skin, but I don’t want to smell like fear and gasoline.*
Dominate Malkavians

For the most part, other Kindred don’t differentiate between Dominate Malkavians and the main body of the Clan. Vampires don’t carry badges detailing their acuity in the various Disciplines, after all, and it’s by no means impossible for a Malkavian to wield both powers.

As with so many things related to the Moon Clan, most vampires wouldn’t know about it if the Malkavians didn’t tell them. For some reason, the Clan felt it was important for the Camarilla to know that some of their number retained skill with the Dominate Discipline. Likewise, their nickname — Carriers — is self-applied. The implication is clear: These Malkavians are immune to Dementation (at least as far as “contracting” it the way the rest of the Clan did), but they are capable of spreading it. Rumors fly that these Malkavians are capable of spreading Dementation — and the accompanying madness — even to non-Malkavian Kindred.

Whether or not that’s true hasn’t been established, but it is true that Dominate Malkavians tend to be more outwardly stable than other members of their Clan. That isn’t to say they aren’t mad — they are. Their derangements, though, tend more toward cold sociopathy or quiet hallucinations that the screaming, full-blown madness that afflicts much of the rest of the Clan. Likewise, Dominate Malkavians show no particular propensity for prophetic wisdom, and often seem somewhat contemptuous of the ones that do.

**Nickname:** Carriers

**Disciplines:** Auspex, Dominate, Obfuscate (Note: If you wish to set your Vampire game before the events of the “Great Prank” that gave every Malkavian Dementation, nearly every Lunatic has these Disciplines – only the Malkavian antitribu at the time have access to Dementation.)

**Weakness:** Like all Malkavians, the Carriers are irretrievably insane. As a rule, their insanity tends to be “quieter” than the average Lunatic’s, but the Dominate Malkavians still have at least one derangement that cannot be cured.

***Quote:** If you’re expecting me to flip out and start hitting people with fish, well, you’ve got the wrong weirdo. I’m not here to amuse you.*
Lamia

The Lamia were a bloodline of Cainites devoted to defending Clan Cappadocian. The founder of the bloodline, Lamia, claimed to be a daughter of Lilith, Adam’s first wife. According to legend, a Cappadocian elder named Lazarus found her performing sacred rites to Lilith, the Dark Mother. Impressed by her skill and perhaps taken with her fierce beauty, he Embraced her alone among the dead (feeding on the recently dead also minimized their chance of starting an outbreak of plague).

In the present era the Lamia are being being revived as the Drakaina within the Tal'Mahe'Ra with help from the sects Harbringers of Skulls and Lilith worshipping mortal witches.

**Background:** Since the Lamia Embraced women almost exclusively, they seldom had the chance to Embrace trained warriors. Instead, the Gorgons often chose women who had some experience with death. Women who had attempted or contemplated suicide, or had recently committed murder, were common choices. Likewise, women with a pronounced interest in black magic or scholarly pursuits in general were candidates for the Lamia Embrace. Training in combat could come after the gift of immortality.

As of the modern nights, the Lamiae have been revived within the True Black Hand. Three mortal witches submitted to the Lazarene Harbingers’ Embrace and revived Lamia’s order as the **Drakaina**.

**Character Creation:** All Lamia had some combat training, usually from their sires. Physical or Mental Attributes might be primary, as were Skills. The Lamia also tended to have some familiarity with Occult, both from the rites taught to them by their own bloodline and simply by proximity to the Cappadocians.

**Clan Disciplines:** Fortitude, Necromancy, Potence

**Weakness:** The Lamia carried the “Seed of Lilith,” a wasting disease spread by their bite. Anyone the Lamia fed upon was required to make a Stamina roll (difficulty 6 for women, 8 for men). If the roll failed, the victim contracted a Black Plague-like pox that was fatal within several days. Any vampire that consumed Lamia blood became a carrier of the disease until all of the Lamia vitae had been purged from his body.

**Organization:** The sire-childe relationship in the Lamia was very strong, as most Lamia had to remain with their sires for at least a year to achieve the necessary combat skill to be of use. Lamia remained the leader of the bloodline until her destruction, but her first and most important order to her daughter was to serve the Cappadocians.

**Stereotypes**

***High Clans:** Our masters’ fellows cannot be trusted. Bow, but with one hand on your blade.*

***Low Clans:** Their humors are purer. Sometimes far too pure.*

**The View From Without**

***High Clans:** The Graverobbers have their own class of bodyguards. Hmm. It’s sad that they need them.*

***Low Clans:** Something is horribly wrong with these plague-bringers.*
Anarch Sorcery

## **Four Waves**

Unlike the rigid Tremere or the variable but still autocratic ritualists of the Sabbat, the Anarch Movement would seem to be too chaotic an environment for the seeds of blood magic to take root. But magic adapts and evolves and, in the end, finds a way to thrive. For Anarch thaumaturges, the way lies neither in conformity nor passionate obsession. Instead, it comes from eclecticism — from the innate Anarch willingness to try anything so long as there’s a chance it will work.

There is no organized body of Anarch occult knowledge. There are no academies or chantries. There is no central repository of knowledge. Like many systems of esoteric thought, Anarch blood magic involves searching out reclusive tutors who are often not eager to share what they know, or finding obscure tomes that are as likely to cause damnation as to bring about enlightenment. Accordingly, there is very little in the way of a coherent philosophy that underpins the practice of blood magic among the Anarchs. That said, an informal parlance has evolved that allows Anarch occultists to at least understand each other, if only to make it easier for arguments to break out. Anarch sorcerers and thaumaturges generally group themselves into one of four somewhat irreverently named schools of occult thought:

* Old Skool
* New Age
* Punk
* Hacktivist
Saligia Wikia

## Welcome to the Saligia Wikia

Based in modern nights, Saligia offers a fresh take on the popular New York By Night title.

While still members of the Camarilla, New York's anarchs are very much second-class citizens among the undead. Pushed into domains in forgotten Staten Island, the anarchs radical power redistribution philosophies rub many Kindred the wrong way. So for now, they play a waiting game, growing in strength and number, and soon hope to move beyond their domain of Staten Island.

## Describe your topic

This wiki will focus on bringing together all the information necessary to our players and storytellers. From mechanics to setting information, we will try to have it all covered here.

An index of some sort:

Application and Character Creation Guide

Clans

Bloodlines

Attributes

Abilities

Disciplines

Natures & Demeanors(Archetypes)

Morality

Paths of Enlightenment

Blood Pool

Willpower

Dramatic Systems

Combat

Combat Maneuvers

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Angellis Ater

The Angellis Ater are an odd bloodline, one that crosses boundaries between Baali and Lasombra. The so-called “black angels” believe that vampires are the instrument of Satan, and they worship sin and the darkness of the soul. Their Lasombra blood lets them reach into the blackness, pull it forth and manipulate it, and the black angels become dependent upon and addicted to use of the Obtenebration Discipline over time.

The bloodline has been around since at least the Middle Ages, descended in part from a powerful Baali called Azaneal. This monstrous vampire acted as a leader within the Baali line for a time, and twisted the orthodoxy of some Kindred enough to create a kind of heresy, one that was all too attractive to the Lasombra.

The Clan of Shadows’ power base traditionally included the Catholic Church, and over time the Angellis Ater made at least some inroad with these pious (or pious-seeming) Lasombra. How much influence in the Church they were able to wield is not known, but they did survive the Inquisition. Angellis Ater are rare in modern nights, but they do exist.

**Nickname:** Black Angels

**Disciplines:** Daimoinon, Dominate, and one of Potence, Presence, or Obfuscate

**Weakness:** The Angellis Ater have the same weakness as other Lasombra — they do not cast reflections.

***Quote:** We reach into the shadows, reach into hell. We pull out what you find there, and paint the world with it.*
Assamite Antitribu

When the Tremere of the Camarilla subjected Clan Assamite to their curse, rendering Kindred blood a deadly poison to the Clan of Assassins, not every member of that Clan succumbed. Some broke away from the main body of the Clan, willing to face whatever doom awaited rather than submit to the infidel’s magic. The result was the Assamite antitribu.

These vampires are Cainites in a more direct sense than many Sabbat. They regard Haqim as an abomination, just one of the hated Antediluvians. Instead, they revere Caine, and work to become closer to the Third Mortal. Their method, of course, is to lower their Generation through diablerie.

Beyond that, though, no much differentiates the Angels of Caine from the “mainstream” Assamites. Both are masters of hunting and killing, and both observe strict codes of honor and fierce zeal where their ongoing crusade is concerned. Both grow darker of skin as they grown older and more powerful. And both forms of Assamite believe that in the Final Nights, the truly reverent and devout shall be rewarded, while the weak perish at their fangs.

**Nickname:** Angels of Caine

**Disciplines:** Celerity, Obfuscate, Quietus

**Weakness:** Assamite antitribu have the post-curse weakness mentioned in the sidebar on the previous page. In fact, their weakness never changed, while the rest of the Clan shackled with the blood curse of the Tremere. Whenever an Assamite antitribu drinks vampire blood, the player must roll Self-Control or Instincts (difficulty 3 + the number of blood points consumed).

If this roll fails, the character is addicted. Once addicted, the character will indulge in drinking Kindred blood whenever possible. When she is given the opportunity to do so, the player must roll Self-Control or Instincts (difficulty 6). If this roll fails, the character frenzies, attacks the target and drinks as much blood as she can.

*Quote: What gives me the right to take your blood? Oh, I don’t have a “right.” I have a duty.*
Ice Spiders

* After Event

**Ice Spiders** are NPC's released with The Mandalorian Season 2 Update on 9th November 2021.

## About

**Ice Spiders** were species of spider that lived in ice caves on Maldo Kreis. The spiders ranged in size from very small to starship-sized, and attacked Din Djarin's ship, the Razor Crest, after Grogu consumed one of the eggs found in the planet's ice caverns.