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Cainite Society


The Camarilla

Over the past few centuries groups known as sects have appeared among Kindred society. Many ancients deride the existence and concepts of sects as "modern foolishness. The blood is all that matters", but still the power and influence of this organization grow. Well over half of the Kindred in existence belong to one sect or another; the rest either maintain their independence or are attached exclusively to their bloodlines. The largest and most dominant sect is the Camarilla, though the Sabbat contends with it on every front. Though those within it claim that the Inconnu is not a sect, they appear to have some sort of organization and stay well clear of the other sects.


The Camarilla is the largest single sect of vampires as well as the most open; theoretically any vampire may claim membership, regardless of lineage. In fact, the Camarilla assumes that all vampires are members of their sect whether they want to be or not. The founders of the sect view it as the Great Society of undead, and take offense at any suggestions otherwise.


The Camarilla's roots date back to a crucial event in 1381-- revolt by mortal peasants in England against the local nobility. These mortals were aided in this cause by freedom loving Cainites (the term "Kindred" was not yet in vogue) of many clans. Though the humans' revolt was soon put down, the spark of revolution spread among the disenchanted young vampires throughout Western Europe. Oppressed childer began attacking one another's sires in a bid for freedom from eternal servitude; opportunistic childer took advantage of a chance to increase their power through diablerie. Kindred historians will later point to these rebellions-- more specifically, to an attack on the Ventrue Hardestadt by the Brujah Anarch Tyler-- as the true beginning of the Anarch Revolt.


The early 15th century saw a number of setbacks for the elders of Europe. The Anarchs, emboldened by Tyler's success, staged a terrifying coup and destroyed the Lasombra Antediluvian. They attacked the Tzimisce Antediluvian as well, and claimed his destruction. The rebels even discovered a means of breaking blood bonds, and coordinated their attacks with Assamites, who were only too happy for the chance to commit diablerie on European elders. In 1435, Hardestadt called a meeting of elders to deal with the Anarch problem. He proposed that a league of vampires be formed to address problems that crossed territorial or clan lines. Though most elders were suspicious of the idea and rejected it, a small group joined Hardestadt. Over the next decade this group pushed the idea of the Camarilla more subtly, in small councils and one-on-one meetings. By 1450, the Founders of the Camarilla had enough support from the European elders that they began to assert their authority, directing cross-clan coteries in attacks on anarch strongholds. At the same time, the Founders encouraged a few coteries to search out the Assamites' hidden fortress of Alamut. The centralized power of the Camarilla seems to have been the key to the Anarchs' defeat. In 1493, leaders of the Anarch Movement acquiesced to the Camarilla's demand for a convention to discuss the terms of the Anarchs’ surrender. The Convention of Thorns brought most of the Anarchs back into the Camarilla proper and arranged for the punishment of Clan Assamite for its role in the fighting. It also saw the Toreador Rafael de Corazon's first public speech demanding the enforcement of the Traditions with the Masquerade. Those Anarchs who rejected the terms of the Convention of Thorns fled, later to form the Sabbat.


The New World: Though some elders had heard rumors of a land across the Atlantic Ocean, none were prepared for the impact the opening of the Americas has upon the new society of the Kindred. Though the newly formed Sabbat waged war on the Camarilla in Europe through the 16th century, the New World would become the real chessboard for the war between the sects. The elders of the Camarilla saw the Americas as a place to send troublesome childer. To the ancillae of the Camarilla, the Americas were a place to carve out a fief without having to wait for the death of one's immortal master. Thus blessed with a rare unity of vision, the Camarilla sends many of its most promising ancillae to the New World. These Kindred staked out their territories in English, Dutch or French colonies, as the Sabbat influenced Spain, Portugal and their transoceanic assets. This arrangement settled into a sort of stalemate. While Camarilla vampires had interests on both sides of the Thirty Years' War, and may have helped to encourage the French and American Revolutions, there was little movement in the struggle between sects. Allegiances solidified, rhetoric was tossed back and forth, and skirmishes were fought to little effect, but mostly the 17th and 18th centuries were a time of retrenchment and reinforcement for the Camarilla. Burgeoning industrialization moved more and more mortals to the cities and opened new avenues of power; the clans of the Camarilla were more interested in pursuing those than in fighting off war packs. The War of 1812 between the young United States and the British Empire concealed an all-out war for control of the Atlantic seaboard between the Sabbat and the Camarilla. Pincered by Sabbat territory in Quebec and Florida, the American Camarilla lost the East Coast a city at a time over the next 50 years. The Camarilla manage to retain control of a few key cities after the onslaught, but the fighting in the nighttime streets has never truly ended. If truth were told, these nights the Camarilla is losing ground faster than ever. The next decisive battle between the Sabbat and Camarilla would not occur until the mid 1800s, as the two sects fought for control of the newly opened frontiers. Both saw opportunity in the wide expanses of land, room to grow and entrench themselves so thoroughly as to be impossible to dislodge. The Camarilla came extremely close to losing this (and, according to some scholars, America itself), but several sudden losses on the Sabbat side granted the staggered sect a reprieve, allowing them to force the Sabbat's hand back. Some claim to this night that only these losses allowed the Camarilla to maintain itself in the America; such claims, however, usually bring chilly silences to the rooms where they are mentioned.


The 20th Century: When empires grow calcified, stuck straining against one another, force applied to precisely the right point can trigger a huge reaction. Mortal revolutions against the old royalty and staid governments combined with the new social theory made for a volatile mix that encouraged Sabbat incursions into cities in turmoil and left the Camarilla occasionally scrambling to muster defense. Numerous forces conspired to take control of Europe during the devastating depression left in the wake of the Great War, but none of the Kindred sects involved were able to exert enough influence to do much more than nudge European society one way or the other before the rise of Adolf Hitler in Germany. Wise Kindred without access to the halls of power in Europe got out of the way and let the kine fight their war. Foolish Kindred tried to direct the tides of battle, and were usually crushed by them.


The Camarilla's primary concern is the maintenance and preservation of the Masquerade. The sect was organized in the 14th century in response to the growing influence of the inquisition. Historically, there have been many attempts by the leaders of the Camarilla to assert more authority over other aspects of vampire existence. Each time, the attempt has failed in a wave of bloodshed. The princes do not brook interference into what they consider to be their historical rights and privileges, nor do the Methuselahs' desire a competitor who could thwart their aims. Therefore, the Camarilla remains a divided sect of only moderate influence. The elders who control it use it as yet another means to oppress and manipulate the Anarchs.


It is thought the Ventrue played a primary role in bringing together the seven founding clans of the camarilla. Their efforts and imagination certainly lay behind its improbable origin. Though the Camarilla holds itself open to all bloodlines, those that chose to participate represent only slightly more then half of the known clans. Only seven of 13 clans were among its founders, and only these regularly attend meetings of the Inner Circle. Individuals from other clans may be part of the Camarilla, but no their clan as a whole is.


For the Camarilla, the endless nights bring the great game of intrigue and politics. Largely the elders support the Camarilla's upper structure it is the elders who form the Inner Circle, and elders who serve as the feared Justicars. They enjoy pride of place as the movers and shakers of Kindred society, and do not hesitate to use their accumulated power to remind the "youngsters" of this. However, they have used such power to the detriment of the Camarilla as a whole, clinging to their positions long past their usefulness and killing the best and brightest they fear as threats.


The Camarilla does not openly recognize the existence of the Antediluvians. Statements about them are publicly derided. As far as the Camarilla is concerned, they are but myths.



The Sabbat

The Sabbat has developed its own methods and rites as effective as the Masquerade, though, some might say less sophisticated. Sabbat vampires accept Final Death, and they embrace their beast that the vampires of the Camarilla reject, loosing all of their humanity. The Sabbat believes mortals are food, not to be tip toed around as the Camarilla does.


Becoming a Sabbat is a trial in its self, they perform a rite, nicknamed The Shovel Dance, where they drain the kindred dry and bury them in the ground. If the kindred rises they have taken the first step on the road to become true Sabbat, the result is the total loss of humanity. Some Kindred never rises. This rite separates the weak from the strong. The Sabbat does not except weak members as they jeopardized the safety of the sect. Sabbat members are nearly impossible to interrogate for similar reasons. This fanaticism, which stretches far beyond the bounds of loyalty, is a main reason for the Sabbat's rapidly expanding power.


All within the Sabbat are Blood Bound to one another for protection of the sect. Additionally, the sect is highly organized and high standards exist among various groups within a single city. Many Sabbat packs maintain permanent havens, called pact houses. Sabbat members are seldom loners unless their pacts require them to help maintain the strict laws

The Sabbat is a very structured sect. There are many levels and positions of leadership. Unlike the Camarilla, only the most loyal and capable Kindred, regardless of generation, fill the positions. The role of leader in the sect is just that: a leader. Leaders are not rulers. However, the higher the level of leadership, the more Sabbat will listen to and obey the leader. The role of leader is more or less claimed, not awarded. Thus, those fit to lead find their places, pushing out those who are unfit.


The levels of leadership within the Sabbat are not always precisely defined. The amount of power leaders have is based on how much they can rightfully claim. If they can back themselves up through the support of packs, then they have the right to that level of leadership. The Sabbat uses the titles of clergy to denote the basic levels of leadership that exist within the sect. The practice started partially out of mockery, but it has developed into a useful representation of leadership.

The Structure of the Sabbat is as Follows:








The pack is a basic unit of structure for the sect, serving both social and military functions. All Sabbat, even the sect's leaders, are members of a pack. A Sabbat vampire does not have much choice about the pack to which he will belong since he has no control over who chooses to embrace him. He must remain a member of the pack that created him. Packs maintain their own permanent communal havens. They travel occasionally, but one city remains their home. Packs conduct their business on a certain night each week. These weekly meetings are known as esbats. Often an Ignoblis Ritus will be held during the esbat, but it is mainly used to conduct pack business. All pack members must attend unless a good reason for absence is given in advance.

All Sabbat put their sect before themselves and everything else in the world. They know what will happen to them if they do not. The Sabbat treats disloyalty very harshly, and some members have perfected the art of torture and disfigurement. Final Death is the only real choice for the disloyal.

This does not mean that all within the sect possess the same opinions. Among the fanatics are those with differing views on all Sabbat activities. The Sabbat leaders do not want mindless drones. They want strong-willed vampires ready to face death for the second time. Only strong Sabbat can understand true freedom, and they are the ones who push the sect on to domination.

The Sabbat provides protection, freedom and loyalty to all its members. These gifts are not without their costs. The members are required to protect sect interests, carry out missions and to give the Sabbat total fealty and devotion. All Sabbat have what are called Vinculums, or special bonds of love and loyalty shared with their pack. The Vinculum varies between all members, but always translates into a strong love for and loyalty to the sect itself. While Vinculum strength may vary with each individual bond, Sabbat vampires tend to be stronger in their loyalty and devotion to the sect itself than to individual members. Because of this Vinculum for the Sabbat itself, its members are considered fanatics. Most are willing to accept Final Death for the good of the sect. In addition, this special Blood Bond makes the Sabbat's secrets especially hard to uncover.

From the day a Sabbat vampire is Embraced, she has certain responsibilities. All Sabbat must uphold pack tradition and practices. They must choose and support leaders who serve the good of the Sabbat as well as the good of the pack itself. They must challenge weak and incompetent leaders as well as those who serve only their own interests. They must perform missions for their leaders. They must work to destroy all the enemies of the Sabbat. Finally, they must be willing to give up their immortal lives for their sect.

Unlife in the Sabbat is wild and dangerous. Most Sabbat vampires do not exist long after they have been Embraced. Younger members are considered the most expendable. Constant fighting with the Camarilla and other foes, such as the Inquisition and Lupines, forces Sabbat to live on the edge. While the Camarilla vampires fear Final Death and seldom take great risks, the Sabbat's basic beliefs lead all sect members to do whatever it takes to carry out the mission of saving Kindred from Gehenna.

The pack fills two important, connected roles for the Sabbat. First and foremost, it serves a combat function. This military aspect is important for furthering Sabbat plans. The second function of the pack is to provide a social group for individual Sabbat. The Clan does not play an important role in the pack. Each clan maintains its own ties, but these are secondary to those of the pack. Clans sometimes hold their own gatherings, and members often partake of the Vaulderie together.

Sabbat being very strict, and very demanding when it comes to loyalty, the punishment can and will be harsh if one breaks the strict laws laid down for the good of the Sabbat. The Sabbat protects itself from its members' wrongdoing through the use of a special tribunal. The tribunal is made up of at least four prelates, selected from among the members of the Inner Circle and the Archbishops, with at least one of those members being of Cardinal rank or higher.

The accused is brought before the tribunal and the accuser or another prelate presents the case against him. The accused is then allowed to state his case. The tribunal meets in private thereafter and makes its decision. If the Sabbat is found guilty, she is punished severely. If she is found innocent, the accuser often receives the punishment the Sabbat on trial would have. Sabbat punishment is swift and harsh. The nature and degree of the punishment is based upon the actual crime. The Code of Milan is used as the basis for Sabbat law.

A tribunal will only be called upon in extreme circumstances, such as treason and situations that cannot be worked out by one leader alone. The decision of the tribunal will be final and all involved will agree before the onset of the trial to abide by that decision.

Members of the Sabbat are generally free to do as they please, as long as their actions have no adverse effect upon the sect as a whole, but as it can be clearly seen, the Sabbat is not at all lenient to those who act in a disloyal fashion.



Regent - The highest title in the Sabbat is that of Regent, who is the absolute leader of the Sabbat and (according to Sabbat doctrine) is merely overseeing the sons and daughters of Caine until Caine returns to lead his children himself. The Regent is the president, so to speak, of this vampire sect. The Regent does not have absolute authority, but her directives are usually carried out.

The Regents responsibilities include:

Oversee all matters of the Pack
Handle all disputes that cannot be resolved by the Cardinals/Prisci
Has the authority to make/break alliances and declare enemies
Has all powers regarding promotion and demotion of those within the Pack
May bring others in to Unlife or give them Final Death
Member of the Inner Circle with full voting power



Cardinals - Assisting the Regent are the Cardinals of the Sabbat. This lot has managed to gain control over large geographical regions, similar to how the Tremere Inner Circle has large assigned territories. The Cardinals seldom answer to the Regent or the Prisci unless their activities have a detrimental effect on the Sabbat as a whole. The Cardinals are responsible for all that happens within their regions, and for planning and delegating all Sabbat activities within their respective regions.

The Cardinals responsibilities include:

Assist and advise the Regent
Handle all disputes involving more than one Clan that cannot be resolved by the Archbishops/Bishops
Has the authority to make/break alliances and declare enemies
Can promote or demote those of a lesser rank
May bring others in to Unlife or give them Final Death
Members of the Inner Circle with full voting power



Prisci - Below the Cardinals in power are the Prisci. The Prisci act as a board of directors for the Regent, similar to a Camarilla city's Primogen and advising the Regent and the Cardinals about the affairs of the sect. Although they report to the Cardinals, they serve the Regent directly. Most are Elders or powerful Ancillae. One member from each clan is chosen, for a total of 13. The most prestigious of the clan members generally hold the rank of Prisci.

The Prisci's responsibilities include:

Advise the Regent and Cardinals of the Pack
Members of the Inner Circle with full voting power
Unable to bring others into Unlife, give them Final Death,
promote or demote, or make/break alliances and declare enemies
Together the Cardinals and the Prisci form the Inner Circle. No one with status less then 4 could ever see the Inner Circle to meet with them, unless they summoned you for whatever reason.



Archbishop - Serving each Cardinal of the Sabbat are Archbishops. Archbishops serve their territory's Cardinal, holding sway over a smaller region, similar to a Camarilla Prince ruling a city. These vampires usually rise through the ranks, serving lengthy tenures as priests and bishops of the sect. Each Cardinal has the power to appoint whomever he wishes to the position of Archbishop. Some accept bribes, but vampires who gain their positions in this manner often mysteriously disappear. Multiple Archbishops preside over these smaller domains, all contained within a single Cardinal's region.

The Archbishop’s responsibilities include:

Oversee all matters of a clan within the Pack and lead that Clan Assist and advise the Cardinals
Handle all disputes involving members of their Clan
May bring others into Unlife


Bishop - Below the Archbishops are the Bishops. The Bishops serve the Arch Bishops and are given domains in a city to control as a vassal for the Archbishop.

The Bishop's responsibilities include:
Advise the Archbishops of the Clan
Assist Archbishops in Clan matters when necessary
Unable to bring others into Unlife, give them Final Death,
promote or demote, or make/break alliances and declare enemies


Priest - Serving the Bishops are Priests, who serve as the religious leaders of Sabbat Packs, of which there is one Priest per pack. The Priests are responsible for leading the Sabbat rituals and ceremonies for the Pack. They may be any ranking or non-ranking member of the Pack and are often the Pack Leader as well. The Priest is the only member of the Pack that may directly speak to the Bishop about a subject.



Paladins - Also called Templars. They are the protectors of the Sabbat. Originally formed as a response to the fears concerning the loyalty of the Black Hand. The Leaders of the Sabbat may call upon the Paladins, or Templars, of the Sabbat as protectors. From the Rank of Bishop on up, have at least one Templar bodyguard. Many have whole packs of them. The Regent has the largest at 30 members who follow her every whim. The Templars are more loyal to the people they protect then to the Sabbat.



Sabbat Rituals

The Sabbat has established many rituals to strengthen its bonds of loyalty and fraternity. The entire sect practices some rituals, called the Auctoritas Ritae. Other rituals, called the Ignoblis Ritae, vary in manner and observation among the packs. Auctoritas Ritae The entire sect practices Auctoritas Ritae because of long-standing tradition, as well as their significance in Sabbat beliefs. The clergy leads most rituals of the Sabbat. The following are the rituals that will be observed on a regular basis:



The Blood Bath:
The Blood Bath is held whenever sect leaders recognize a Sabbat Vampire as having rightful claim to a title. All the Sabbat who will be under the leadership of the vampire is invited to attend the ceremony. Each subservient vampire is brought before her superior. The superior recognizes the vampire and proceeds to give praise and advice. The titled vampire then shares in the Vaulderie with all present. After this, the vampire is actually led to a pool of fresh and blood bathes in it. All ranking vampires (Regent, Cardinals, Prisci, Archbishops, and Bishops) will be treated to this ritual upon their taking upon their rank. It will be attending by all vampires who are able to be in attendance, whether they will be subservient to that vampire or not.



The Blood Feast:
The Blood Feast is held at almost all-important gatherings. Humans, and possibly an enemy Kindred, are chained and hung from the ceiling upside down. The Sabbat at the gathering are allowed to bite open the victim and fill their glasses with blood. It is customary to lick the wound closed when finished, so as not to waste any vitae. The Blood Feast is blood on tap.



The Creation Rites:
This ritual is used when recruiting new members for the sect. In it, all those chosen to become Sabbat are drained of their blood and then given a small amount of vitae from their sires. The Sabbat then bludgeons the chosen unconscious and buries them. Those who claw their way to the surface are knocked out again. They are taken to the secret haven of the pack, where they are awakened and their new status explained.


The Vaulderie:
Of all the Auctoritas Ritae, the Vaulderie constitutes the most important ritual the Sabbat practices, for it is the source of their freedom and solidarity. In fact, it is essential to what the sect is, the foundation for Sabbat society and success. It is a ceremony of Blood Bonding with all other Sabbat present. The Vaulderie breaks all other Blood Bonds and establishes a Vinculum (bond) between all Sabbat taking part in the ritual. The feeling the Vaulderie creates is one of fellowship, comfort and intense loyalty. It raises the morale of the participants and gives them a tremendous rush. The loyalty created by this bond is far beyond any human emotion and therefore, much more profound.


Games of Instinct:
Sabbat believe the strong alone survive. The Games of Instinct test vampires to see whom among them are the strongest. The games are meant as competitions and many place bets on who will win. There are many types of games, and Sabbat is always inventing new ones. The games test such things as hunting ability, resistance to pain, fighting ability, bravery and wit. The Games of Instinct are like sport for the undead.


Monomacy is the method for handling grievances among Sabbat vampires through combat. It allows vampires to challenge each other in duels to settle their differences.



Sermons of Caine:
All vampires in the Sabbat know the story of their origins from the Book of Nod. The Sabbat often gathers to hear sermons on their history to remind them of who and what they are. The sermons are used to strengthen Sabbat loyalty and ideology. Sermons of Caine are usually carried out by Sabbat priests following the Path of Caine, and by higher-level leaders during other rituals. The Vaulderie always follows sermons of Caine.


The Wild Hunt:
Sabbat vampires seldom turn traitor, but those who do rarely survive. The Sabbat is a sect, which protects its secrets. If a member reveals something to the enemy that could harm the sect, she is punished severely. Should the enemy ever manage to gain something of vital importance from a Sabbat vampire, the Wild Hunt is called. The Wild Hunt is much like a Blood Hunt, except the Wild Hunt targets all those who may possess the secret knowledge. The hunt is truly wild. The Sabbat stops at nothing to destroy all who possess their secrets, especially the Sabbat traitor who revealed the secrets in the first place.

Other rituals may be observed on special occasions, such as the Festivo dello Estinto, Palla Grande, or Danse Macabre. In addition, all vampires must swear to the Oath of Loyalty. There will be a Pack Symbol and a Test of Verification that each vampire will be made aware of upon completion of all necessary requirements to reach the rank of Cainite. Any time a ritual is to be observed, all members will be given advance notice of the coming festivities. The eldest and highest ranking priest will be responsible for determining which other rituals will be observed and when. If someone would like to see a ritual held they must contact this person to set it up.



Code of Milan

In addition to the Commandments of The Sabbat, the Code of Milan will be followed at all times, by all members of the Sect. These are the statutes comprising 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 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 it shall always be. The Lextalionis shall be the model for immortal justice by which all Sabbat shall abide.

IX. All Sabbat shall protect one another from the enemies of the Sect. Personal enemies shall remain 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 Rights of Monomacy shall be used to settle disputes between all members of the Sabbat.

XIII. All Sabbat shall support the Black Hand.

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

XV. All members of the Sabbat possess the right to call a council of their peers and their 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 the Inner Circle.


Sabbat Games:

Car Racing: The Sabbat often steals cars and race each other around town. If they run into a police officer, so what? They either Dominate or kill him. They usually end up crashing the cars and causing others to wreck.


Cowboys and Indians: The Sabbat dress as cowboys and Indians and hunt each other in public areas. They shoot at each other with real bullets, often hitting innocent bystanders. They never really hurt each other because they do not mind calling a time out for wounded vampire to drink some blood and heal herself.


Demolition Derby: Similar to car racing, the demolition derby is a game in which the Sabbat use stolen cars to intentionally see how many wrecks they can cause, especially involving other pack members.


Dueling with the Enemy: A single Sabbat vampire will often approach an anarch and challenge her to a duel. The duel is seldom to the death, but the Sabbat usually tries to get the Camarilla Kindred in trouble.


Football: This is just a game of football. The Sabbat play it all the time among themselves. The problems start when they play tackle football in the park or some other open area. The Sabbat version can draw attention with the massive brutality it causes, especially when the Sabbat play against mortals and the carnage really mounts.


Fox Hunt: The Sabbat hunt down a single Lupine, bring him into the city and turn him loose. They give the Lupine a few minutes' head start and then proceed to hunt him down and kill him.


Freeplay: Certain packs capture humans and Dominate them into believing they are monsters in a fantasy world. They often use sewers to make the game more believable. The humans are given weapons and sent away to hide. Then a group of Sabbat pretends they are the heroes exploring a dungeon. The humans are treated like monsters and slaughtered by the Sabbat "heroes."


Gangbanging: The Sabbat ride past Camarilla Kindred and fill them full of lead. Seldom do they kill the enemy vampires, but this game stirs up a lot of trouble among mortals, especially when the guys they supposedly killed get up and stumble away.


Headbanging: The pack members go into the mosh pits of clubs, work themselves into frenzy and begin tearing people up and drinking blood. The only reason any mortals survive this is that the frenzied Kindred often attack each other. This is a terrible game to play in one's own town, but it can lead to wonderful escapades when played in a Camarilla Rack.


Horse Racing: The Sabbat will often race horses just as they racecars, except they can take the horses places cars cannot go -- shopping malls, hospitals and grocery stores, for example.


Human Gladiators: The Sabbat often captures a few humans, equip them with knives, clubs and chains, and make them battle each other. The Sabbat tell them the survivor gets to keep his life. Whether this is true is up to the pack, but most are enjoyed as post-game meals.


Spirit Games: A Sabbat pack with Thaumaturgists who know the proper magic summons a spirit and asks it questions. This is similar to using a Ouija board, but much more spectacular and dangerous.


Torture Games: Sabbat often find the suffering of others most amusing. They take kine and Kindred "performers" to their communal haven, where they test the individual's pain resistance.


Trick or Treat: Sabbat often go door to door trick or treating, even when it is not close to Halloween. If they are not given candy by the people inside, they usually "trick" them by sneaking in and drinking their blood. Sometimes they play silly pranks instead.

Trip to the Zoo: The "trip to the zoo" is the Sabbat's name for the process of capturing a Camarilla vampire and turning her loose in Lupine territory. Gee, how awful. The only problem is finding a safe seat from which to watch the game.



The Inconnu

A group of like-minded vampire elders more than a sect, the Inconnu are for those Kindred that have lived long enough to see the truth behind Cainite society: the Jyhad controls all. The Inconnu are dedicated to fighting the Antediluvians in their endless manipulations of the Cainite race while insuring their own continued safety and existence.


Not a lot is really known about them, other than they are far more powerful than their small size would normally allow.



The Anarchs

Those vampires with no allegiances and refuse to follow the Traditions as set forth by Caine. They are quite rare, due to the Camarilla’s law that all such vampires are to be put to death. Regardless of this edict, they have done some amazing things.


All of the West Coast of the United States is controlled by the Anarchs, who call them the Free Anarch States. These areas are where the majority of the Anarchs congregate.


Nearly all Anarchs are made up of 12th generation vampires or higher.



The Traditions

Supposedly set forth by Caine himself, these are the rules that all Kindred are supposed to know and follow, which most do. It is considered a very dangerous matter to take any of the Traditions lightly or disregard them.


First Tradition- Tradition of the Masquerade: All Kindred are to attempt, and succeed, in keeping mankind ignorant of the existence of the Cainites. Violation of this Tradition is most severe since there have been periods of time when Cainite existence was nearly extinguished due to knowledge by mortal hunters.


Second Tradition- The Tradition of Domain: This Tradition is rather rare now since single vampires, the princes, controls most cities.  Now only the strongest vampires can prescribe to this Tradition and survive. It is this law that allows princedom in cities. For most other vampires, this law means one must follow the prince in order to remain in the city or even to remain alive.


Third Tradition- The Tradition of the Progeny: Basically, one must consult one's own sire (possibly the prince as well) before creating a childer. This law is enforced most strictly in the Old World country. Failure to ask permission may be punishable by death of the childer, death of the sire, death of both, exile, or worse.


Fourth Tradition- The Tradition of the Accounting: A sire is responsible for her childer in all concerns of Cainite society and more until that childer is pronounced mature enough to be responsible for himself. This also means that the sire is responsible for protecting and teaching her childer, since any may feed from or kill a newly created Cainite with no repercussions.


Fifth Tradition- The Tradition of Hospitality: When entering a new city, a Cainite is required to present himself before the prince or ruling council of that city. Failure to do so can prove detrimental to that Cainite. Likewise, a vampire that has been welcomed by the prince is deemed protected by that prince and his "court." This law was created to keep the prince updated on everything going on in his area of influence. Like most Traditions involving the prince/council, this one is subjective to each individual prince or council. Some might be happy if a vampire reported himself to a minion, while others demand all to stand before the prince/council.


Six Tradition- The Tradition of Destruction: Originally entailing that only the sire of a vampire may kill that vampire, it now has come to mean that only the prince may kill others within his domain. This is generally accepted by the Camarilla, but the Sabbat is much more lenient on who may kill whom, though punishment for unrighteous kills is still severe.


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Thanks to for the Camarilla info.

Thanks to for the Sabbat info.