Never ever enter where I sleep I am the 13 Clan Master stand Down restore or die

@surfman374 retired 100% disabled founding member of @Department of Homeland Security yes I’m @David Michael Ramsey my website is http://www.rigsreefclassicspearfishing.com I’m the only one who blogs posts creates and no one should be where I sleep ever

1 home Anacua st corpus multiple hotels and apartments baypoint lands end casa bambo 18 hotels 2 nations stay the fuck away my dna is 250,000 years old your now fucking with the 13 clans

Clan is a term used by vampires to describe the major groups of Cainites who share common characteristics passed on by the blood. There are 13 known clans, each of which was reputedly founded by an Antediluvian, a member of the mythical Third Generation.

ClanA vampire group of shared “Blood” or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.

Kindred’s clan is his lineage, the vampiric “family” into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans, though some may have been lost to history, some may exist in secrecy, and some may never have been known at all.

Like all bloodlines, each clan has a greater familiarity with a set of three Disciplines, a clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics. The clans are generally differentiated and set above bloodlines by their greater number and influence throughout the world, identification with an Antediluvian progenitor, a history that reputedly extends back to the Second City, and clan weaknesses that were said to be handed down by Caine himself.

Very few nonvampires recognize the differences that set apart members of each clan and may in fact consider all vampires to be roughly the same as they all share a common ancestor (Caine). The majority of Cainites take the divisions and lineage in general quite seriously, particularly the elders and those who know their complete lineage. During the Dark Ages, the High Clans and Low Clans marked the upper and bottom rungs of vampiric society, with one’s ancestry greatly influencing the possibility for advancement and respect. Centuries later, these class divisions would be abandoned for the division of sects between the CamarillaSabbat, and independent clans.

Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity. Such appearances almost always mask internal conflicts, however, and it is considered incredibly naive to treat all individuals of a clan the same.

The 13 major clans

From the Dark Medieval into the modern nights, the thirteen recognized clans are:

Banu Haqim

Formerly known as the Assamites. They are silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor. Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan, although they have recently joined the Camarilla.

Brujah

Once philosopher-kings of an ancient civilization, but now rebels and rogues with a fearsome inclination toward frenzy. Brujah are one of the fourteen vampire clans of Vampire: The Masquerade. The Brujah are a clan of radicals and troublemakers, Embracing those willing to put someone in their place if the situation calls for it. Most see themselves as warriors with a cause, and these Rebels are guided by their passions, strength, and dedication to their ideals, whatever those may be. Brujah are generally Embraced from the ranks of those who are sympathetic to those who do not back down. Seeking out others who question the status quo and welcome countercultures. From spirited fighters to critical thinkers, the clan is bolstered by their ability to withstand the storm and persevere through hardships. The Brujah are commonly misplaced as the street punks or anarchists who are looking for nothing but trouble. However, this is far from the truth.


Gangrel

Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.

Hecata

Both subsumes and replaces Clan Cappadocian and Clan Giovanni. An insular, extended family of vampires who practice the art of commanding the dead while commanding global finances. They are not a fully organic clan deriving from a single Antediluvian and an uninterrupted bloodline, but are made up of the Giovanni and the remnants of the old Clan Cappadocian, and their respective bloodlines—as well as the Nagaraja, despite their lack of connection with Cappadocius’ lineage, they represent a new, (mostly) unified Clan of Death comprising Kindred bloodlines who practice necromancy through the use of Oblivion. Much like the Giovanni that it almost entirely subsumes, it is also a family, albeit a much more extended one. With the Banu Haqim joining the Camarilla, the Ministry joining the Anarchs, and the Ravnos greatly diminished, the Hecata are the last independent clan of significance in contemporary nights.

Lasombra

Proud nobles who command the very essence of darkness and shadow, to the point of worshipping it, some say. The Lasombra exist for their own success, fighting for personal victories rather than solely for a crown to wear or a throne to sit upon. They believe that might makes right, and are willing to sacrifice anything to achieve their goals. A clan that uses spirituality as a tool rather than seeking honest enlightenment, their fickle loyalties are currently highlighted by half their clan’s defection from the Sabbat.

Malkavian

A clan fractured by madness, each member irrevocably suffering under the yoke of insanity. Malkavians are an enigmatic and deeply disturbed group of Cainites. Members of the clan have assumed the roles of seers and oracles among Kindred and kine, eerie figures bound by strange compulsions and the ability to perceive what others cannot. They are also notorious pranksters whose “jokes” range from silly to sadistic. Against all odds, however, the children of Malkav are among the oldest surviving vampiric lineages. They are one of the 13 original Cainite clans and can trace back their history to times preceding the biblical Deluge. They were also among the founders of the powerful Camarilla, and are widely known as one of its pillars in modern nights.


Ministry
/Followers of Set

A religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts. Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the “Children of Rebellion”.

Nosferatu

Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect. The archetypal Nosferatu resembles Max Shreck’s Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.

Ravnos

Nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in. Known as wandering tricksters, mystics, and vagabonds, the Ravnos are incurable daredevils who gleefully pursue the art of unliving dangerously. Nobody in the west understood the old Ravnos, and now it is far too late to do so, as Zapathasura rose from his slumber in the Week of Nightmares; and in his death throes, wiped out nearly all of his clan. The remaining few were left without any connection to their true heritage and history, and have been forced to rewrite it themselves. But if they did not wander before, they no longer have any choice but to; or else they will meet the same fate as their progenitor.

Toreador

Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls. The Degenerates are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.

Tremere

Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice. In the (comparatively) little time since their founding, the Warlocks have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather – and in their bid for power, the Tremere have accumulated more enemies than most.

Tzimisce

Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim. If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation, a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent, and inquisitive, they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However, upon closer inspection, it becomes clear that this is merely a mask hiding something alien and monstrous.

Ventrue

Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others. The Ventrue have long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what is best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society. They have long been Embraced from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adapted to fill the roles of leadership over the ages, and in the Final Nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarillaand the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortal masses, and of guarding their own power.

Clan Status

There is some ambiguity in the standards that determine clanhood. Two of the above lineages, the Giovanni and Tremere, are actually recent replacements, having begun as bloodlines of established clans and risen to clan status within the last millennium after mostly wiping out Clan Cappadocian and Clan Salubri, respectively. Even though members of these fallen clans may yet survive, with their numbers so small and their Antediluvians destroyed, they have been relegated to bloodline status, particularly as knowledge of their existence is gradually forgotten.

On the other hand, several clans have held onto their positions despite the fact that their Antediluvians are believed to be dead. Likewise, the Ravnos are nearly extinct following the destruction of their progenitor during the Week of Nightmares, but they are still considered a clan (though some speculate that another bloodline will rise to take their place).

Clanless and Autarkis

Caitiff is the most common term used by kindred to describe a vampire of an unknown clan, or of no clan at all. They are typically of high generation, where Caine’s blood is too diluted to pass on any consistent characteristics. The clanless have no inherent clan society, support, or even characteristics; they are like orphans among the great families of vampires. The Caitiff have no inherent clan weakness, but no inherent disciplines as well.

Not every Cainite belongs to a sect nor swears fealty to a clan, PrinceBishop, or other such entity. These Autarkis often lead solitary lives not unlike hermits or outcasts. In some cases, an Autarkis is beneath notice, in other cases, the Autarkis is simply too powerful or otherwise ungovernable for the local sect to bring under its sway.

References

Vampire: The Masquerade ClansDark MedievalAssamites · Brujah · Cappadocians · Followers of Set · Gangrel · Lasombra · Malkavian · Nosferatu · Ravnos · Toreador · Tremere · Tzimisce · Ventrue · SalubriFinal NightsAssamites · Brujah · Followers of Set · Gangrel · Giovanni · Lasombra · Malkavian · Nosferatu · Ravnos · Toreador · Tremere · Tzimisce · VentrueV5Banu Haqim · Brujah · Gangrel · Hecata · Lasombra · Malkavian · The Ministry · Nosferatu · Ravnos · Salubri · Toreador · Tremere · Tzimisce · Ventrue

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