I almost pity you. Usurper of Caine's legacy. Bastard spawn of a progenitor who aped and raped his way to immortality. We know what they whisper in your chantries. Your elders admonish you to commit suicide rather than fall into the clutches of the Fiends. In this if nothing else your elders speak truth. But think of what comes next as a learning experience. You will learn how a true Vampire treats his lessers and punishes his enemies.
I advise you to pray to your God. The God of your mortality-not Tremere, and certainly not Caine. You see, we are Caine's childer and believe me, you ARE in HELL.
What Is The Sabbat?
Sabbat Clans
Lasombra
Tzimisce
Assamite Antitribu
Brujah Antitribu
Malkavian Antitribu
Ravnos Antitribu
Toreador Antitribu
Ventrue Antitribu
Nosferatu Antitribu
Creation Rites
The Sabbat has everything to do with freedom. Only the strong can truly be free. That is why the Sabbat always picks people of strong character . . . and independence, to join the flock. Most within the sect have little or no humanity. The Creation Rites weed out the weak and destroy the last vestiges of humanity in new vampires.
The recruiting of humans for the Sabbat is handled by all True Sabbat. The True Sabbat are sect members that have proven themselves in combat. Strength is a major quality for which they look, but this doesn't always mean physical power; inner strength is far more important. The Creation Rites are performed mostly during times of Jyhad [ Vampire Wars] or after a pack has been depleted.
The Sabbat vampires gather all the potential members in an old graveyard to perform the Creation Rites. An open grave awaits each recruit. Often they draw the people there by the use of Dominate[Mind control]; other times they take them by force. The Sabbat tell the recruits why they are there and how to survive the Creation Rites. It is a common joke for one of the vampires to ask if anyone would care to leave. The first person to do so is then let go after being Dominated into forgetting the whole affair. The second person who asks to leave is promptly killed. The vampire then asks if anyone else would care to leave. Usually none do, but if someone does, she is not killed or let go, but simply forced to participate.
The vampire then proceeds to drain the mortal, then slits her own wrists and pours some of her blood into the mortal's mouth. The Sabbat usually do not let the recruit/s regain consciousness. They bash them over the heads with a shovel and throw them into graves. By the time the victims regain consciousness, they are buried six feet under.
A lust for blood drives the now-buried recruits, who must claw their way back to the surface. The potent vitae in their systems puts them in a state of what can best be called semiconsciousness, where hallucinations bombard them. The hallucinations cause them to remember their lives in a very twisted and evil way. The violent nature of these hallucinations induces violent action in the real world. This helps them break free of the grave and they dig their way out. The more they succumb to the hallucinations, the more Humanity they will lose, but the easier it becomes to dig out of the ground.
Those who never make it out of the earth that first night will never make it. They will remain half-conscious and starving for a full day, after which they will fade in and out of torpor [deep sleep] for eternity, growing madder and madder.
Once a recruit emerges from the ground, he meets a Sabbat grave watcher who promptly knocks him out again. When all the recruits awaken, they find themselves in a dark chamber with their sires. The True Sabbat/Pack mix a portion of their own blood into a chalice and pass it to the new vampires, giving each new recruit a drink. After all have drunk from the cup, they are led away and given human victims to drink. The Sabbat often chain the new vampires because of their unpredictability and lack of control.
Members of the Sabbat pack only become True Sabbat after they survive a Jyhad. Until that time, the older pack members do not allow them a say in the pack's activities and they cannot create vampires themselves. However, all is not easy after the first Jyhad. Danger and intrigue fills the unlife of a Sabbat vampire. Only through loyalty and long survival does a vampire gain respect in the sect.
Sabbat Justice
The Sabbat protects itself from its members' wrong doing through the use of a special tribunal. The tribunal is made up of at least four prelates who do not personally know the Sabbat on trial. 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 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. In the table below are examples of Sabbat Justice.
Sabbat are generally free to do as they please as long as their actions have no adverse effect upon the Sect, but as can be clearly seen above, the Sabbat is not at all lenient to those who act in a disloyal fashion. For lesser crimes, local priests often form the tribunal, but for greater offenses, the tribunal is composed of bishops and at least one priscus.
In many situations, a pack will handle a case without calling for a tribunal. This is supposedly against the Code of Milan, but is still done. In many instances, the problem is settled by Monomacy instead of bringing the problem before the pack or a tribunal.
Monomacy
The method for handling grevances among Sabbat vampires. It allows vampires to challenge each other in duels to settle their differences. The duel is usually fought to Final Death. Monomacy is thus a means of maintaining strong leadership in the sect.
Monomacy is a duel, pure and simple. The challenger sends the offending vampire a challenge which must promptly be either accepted or denied. If a Sabbat denies a challenge he is usually branded a coward, and while no one may force a Sabbat to accept a challenge,(since the sect values freedom), the cowardly vampire is regarded with suspicion by his superiors. If the offender subsequently takes an action deemed harmful to the sect, the Sabbat's superior will remove the vampire's title and right to lead.
If the challenged party accepts the challenge, the duel will be fought according to the rules of Monomacy. The rules provide for an arbiter who may judge the winner of a duel; the arbiter also sets the level of risk, which is usually until one party or the other is destroyed. Monomacy happens infrequently, since most Sabbat try to find more subtle means of achieving their goals. If the challenger wins the duel, he may elect another person to replace the loser. The winner usually picks himself, though sometimes vampires enter into the duel on behalf of others. Vampires who continually abuse Monomacy as a way of achieving power over others are usually assassinated under orders to the higher-level leaders. They do not like threats to their positions.
The Structure of the Sabbat
The Sabbat is not a very structured sect. There are many levels and positions of leadership. However, unlike the Camarilla, the positions are filled only by the most loyal and capable vampires, regardless of generation. 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 highest leader bears the title Regent, for (according to Sabbat doctrine) she 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 the Vampire sect. The Regent does not have absolute authority, but her directives are usually carried out.
Assisting the Regent are the cardinals of the Sabbat. This lot has managed to gain control over large geographical regions. 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.
Below the cardinals in power (although some would refute this) are the prisci. The prisci act as a Consistory (similar to a bord of directors) for the Sabbat, advising the Regent and the cardinals about the affairs of the sect. Collectively the prisci have far greater power than one cardinal, but a single priscus is no match for a cardinal in the power politics of the Sabbat. Most prisci are elders or ambitious ancillae of various clans. The prisci, along with the cardinals, form the Inner Circle of the Sabbat. The Inner Circle has the power to depose or overrule a Regent.
Serving each cardinal of the Sabbat are archbishops. 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 Most archbishops simply proclaim themselves archbishop and the cardinal usually approves it. The archbishop is the Sabbat's answer to the Camarilla prince. The archbishop controls a city, referred to as an archdiocese.
Below the archbishops are the bishops. The bishops control the finances and security of the sect. The bishops can call upon individuals or entire packs to carry out activities in the best interest of the sect. Often the bishops control divisions of territory within a city; these divisions are referred to as dioceses. Sabbat members are within their rights to refuse a bishop's request, but they lose favor with that bishop and may be recognized as disloyal by many others . . . which can lead to problems . . .
Sabbat priests are the lowest-ranked leaders within the sect, and assist in the administration of the individual packs. Each priest is a skilled leader, though she may not be the only leader within a pack. The priest acts as emissary to the bishops in the city. The priest is also trained in leading Sabbat rituals.
Each Sabbat-controlled City contains at least one communal haven, open to any and all Sabbat members. Communal havens are referred to as temples (smaller ones), or cathedrals (larger ones). The largest communal haven in a given city is also the haven of the archbishop. The temples are often used by nomadic Sabbat when they pass through the city. The temples are usually meeting places and sometimes havens for more than one Sabbat coven.
The Sabbat has its share of assassins in addition to the Black Hand. These assassins, known as paladins or Templars, serve as personal guards to higher-level leaders. They are also sometimes used to eliminate threats to the security of the Sabbat or the welfare of their personal liege. Some paladins appear to be more loyal to their personal liege than they are to the Sabbat itself.
The fundamental level of organization within the Sabbat is the pack. There are two types of packs -- city and nomadic. City packs generally have more power than nomadic packs. Strong packs may greatly influence the leadership of the Sabbat in their territory. When several packs work together, they can even overrule their leaders. After all . . . freedom is the purpose of the sect.
Though demagoguery is the primary means of claming positions of leadership, the Sabbat also has a tradition known as the Monomacy. Occasionally, members of the sect become dissatisfied with the behavior of other pack members or leaders and wish to make a change more to their liking. Doing this is no small affair. In most cases it ends with the Final Death of the offended or the offender.
Monomacy is a duel, pure and simple. The challenger sends the offending vampire a challenge which must promptly be either accepted or denied. If a Sabbat denies a challenge he is usually branded a coward, and while no one may force a Sabbat to accept a challenge (since the sect values freedom), the cowardly vampire is regarded with suspicion by his superiors. If the offender subsequently takes an action deemed harmful to the sect, the Sabbat's superior will remove the vampire's title and right to lead.
If the challenged party accepts the challenge, the duel will be fought according to the rules of Monomacy. The rules provide for an arbiter who may judge the winner of a duel: the arbiter also sets the level of risk, which is usually until one party or the other is destroyed. Monomacy happens infrequently, since most Sabbat try to find more subtle means of achieving their goals. If the challenger wins the duel, he may elect another person to replace the loser. The winner usually picks himself, though sometimes vampires enter into the duel on behalf of others. Vampires who continually abuse Monomacy as a way of achieving power over others are usually assassinated under orders of the higher-level leaders. The do not like threats to their positions.
The Regent - The highest leader within the Sabbat holds the title of Regent, for (according to Sabbat Doctrine) she is merely overseeing the sons and daughters of Caine until Caine returns to lead his children himself. The Regent is the President of this Vampiric Sect so to speak. The Regent doesn't have absolute authority, but her directives are usually carried out.
Cardinals - Assisting the Regent are the Cardinals. This lot has managed to gain control over large geographical regions. The Cardinals seldom answer to the Regent or 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. There are currently 13 Cardinals within the Sabbat.
Prisci - Below the Cardinals in power (although some would refute this) are the Prisci. They act as a Consistory for the Sabbat, advising the Regent and Cardinals about the affairs of the Sect. Collectively, the Prisci have far greater power than one Cardinal, but one Prisci can't match the political power of the Cardinal. Most Prisci are Elders or Ancillae of various Clans. The Prisci, along with the Cardinals, form the Inner Circle of the Sabbat. The Inner Circle has the power to despose or overrule a Regent.
ArchBishops - Serving each Cardinal are ArchBishops. Each Cardinal has the power to appoint whomever he wishes to this position. Most ArchBishops simply proclaim themselves as such, and usually the Cardinal accepts them. The ArchBishop is the Sabbat's answer to the Camarilla Prince. The ArchBishop controls a City, referred to as an ArchDiocese.
Bishops - Below the ArchBishops are the Bishops. They control the finances and security of the Sect. The Bishops can call upon individuals or entire Packs to carry out activities for the Sect's best interest. Often the Bishops control areas within a City, referred to as Dioceses. Sabbat members have the right to refuse a Bishop's request, but at that Bishop's loss of favor and may be recognized as disloyal by others.
Priests - Sabbat Priests are the lowest-ranked leaders within the Sect, and assist the Pack Leaders in the administration of the various Packs. Each Priest is a skilled leader, though she may not be the only leader within a Pack. The Priests act as emissary to the Bishops within the City. The Priest is also trained in leading the Sabbat Rituals.
Paladins (Templars) - The Sabbat has its share of assassins in addition to the Black Hand. These assassins, known as Paladins or Templars, serve as personal guards to higher-level leaders. They are also sometimes used to eliminate threats to the security of the Sect or the welfare of their personal liege. Some Paladins appear to be more loyal to their personal liege than they are to the Sabbat itself.
Pack Leaders - The final positions of leadership fall to the leaders of the various Packs within the Sabbat. They are only responsible for their Pack's actions.
Auctoritas Ritae
"The entire sect practices Auctoritas Ritae because of long-standing tradition, as well as their significance in Sabbat beliefs. The rituals are usually led by the clergy (the priests) of the Sabbat."The following are the rituals that will be observed on a regular basis:
The Blood Bath:
The Blood Feast:
The Creation Rites:
Games of Instinct:
Monomacy:
Sermons of Caine:
The Vaulderie:
The Wild Hunt:
Packs
Running with the Pack
Nomadic Packs
Founded Packs
Sabbat Lexicon
Abbot: (AB-et) A vampire or ghoul who oversees a Sabbat communal haven.
Albigensian (or Cathar): (al-buh-GEN-see-en) (KAH-thar) A follower of the Path of Enlightenment known as the Path of Cathari.
Antitribu: (ant-ah-TRIB-oo) "anti-tribe"; the word refers to all members of the Sabbat whose clan as a whole belongs to the Camarilla or is independent.
Archbishop: (ARCH-BISH-up) A vampire who serves as leader of a Sabbat-held City.
Auctoritas Ritae: (Oc-tory-tus ree-TAY) The group of rituals practiced by all Sabbat.
Bishop: (BISH-up) A vampire who serves an archbishop by overseeing the various Sabbat activities. Bishops also advise the archbishop.
Black Hand: The Black Hand is an elite order of vampires within the Sabbat that acts as a special militia. All its members are among the best warriors in the Sabbat.
Blood Feast: A victim or group of victims, tied and hung upside down. The hapless individual(s) is used as blood on tap, especially at parties.
Brave: A Sabbat vampire participating in a War Party.
Brothers and Sisters: All kindred.
Canonicus (or Patriot): (KAN-un-ee-sus) A follower of the Path of Enlightenment known as the Path of Honorable Accord.
Cardinal: (KARD-in-ul) A Sabbat leader who oversees a large territory. Each cardinal is served by a number of archbishops.
Chief: The leader of a War Party
City Gangrel: Gangrel who have established permanent havens in cities.
Code of Milan: (mil-LAHN) A code of conduct developed to maintain order in the Sabbat.
Communal Haven: A single haven used by an entire Sabbat pack.
Consistory: The body of advisors to the Regent.
Convention of Thorns: The treaty which ended the original Anarch Revolt.
Corrupter (or Heretic): A follower of the Path of Enlightenment known as the Path of Evil Revelations.
Coven: A pack of Sabbat vampires that maintains a permanent hope in a particular city.
Country Gangrel: Gangrel Antitribu who are more at home on the open road. The do not usually live in cities.
Creation Rites: The special ceremony during which all Sabbat vampires are Embraced. The recruits are buried and forced to dig their way out if they wish to survive.
Daughters and Sons (of Caine): All Kindred
Dementation: (dee-min-TAY-shun): A vampiric Discipline possessed by many Sabbat Malkavians. It allows them to manipulate and induce madness.
Dog: A Lupine.
Elysian Fields: (ill-ee-ZHUN) Graveyards and other places of the dead.
Esbat: (es-BAHT) The normal weekly meeting a pack holds. It usually features discussion of issues affecting the pack as well as rituals such as the Vaulderie.
Festivo dello Estinto: (fes-TEEV-oh day-YO ES-teen-TOW) The "Festival of the Dead." This week-long celebration occurs during the second week of March. All the Sabbat vampires of the city and many nomadic packs attend.
Fire Dance: A ritual in which Sabbat vampires show their bravery by leaping through blazing pyres.
Founded Pack: Another name for a coven.
The Great Jyhad: The war that ensued between the Camarilla and the Sabbat for more than 200 years after the end of the revolt that created the Sabbat.
Hand: The Black Hand.
Harmosnist: (HAR-mon-ist) A follower of the Path of Enlightenment known as the Path of Harmony.
Headhunter: A Sabbat vampire who collects the skulls of vampires he has destroyed.
Hulul: (HUL-UL) The leader of the Assamite Antitribu; ritually killed every 100 years.
Ignoblis Rita: (egf-NO-blis ree-TAY) Rituals practiced by certain packs within the Sabbat, but not by all Sabbat members.
Infidel: (IN-fa-del) Any Kindred outside the Sabbat.
Injun or Indian: A nomadic Sabbat vampire.
Inner Circle: The controlling body within the Sabbat. This group serves the regent, but can overrule her. The Inner Circle is composed of all the prisci and cardinals.
Juice: Blood.
Juice Bags: Mortals.
Jyhad: (JZEE-hod) The members of the Sabbat frequently use the term Jyhad to describe combat with other vampires. This is because almost all war is holy war to the Sabbat.
Kindred: Vampires outside the Sabbat. Used in a derogatory manner, since Sabbat vampires do not really consider Camarilla vampires to be their kin.
Lasombra: (lah-SOM-bra or lah-ZOM-bra) One of the original 13 clans, its members tend to assume leadership roles within the Sabbat.
Loyalist: A Sabbat vampire who refuses to follow the commands of her leader out of loyalty to the goals of the sect. Loyalists believe that to be truly loyal to the sect, they must have total freedom. Loyalists are not well liked by most Sabbat.
Monomacy: (mon-AH-mah-see) A duel between Sabbat vampires conducted under formal rules. This is a traditional means of settling disputes.
Necronomist: (nek-CRON-um-ist) A follower of the Path of Enlightenment known as the Path of Death and the Soul.
Noddist: (NOD-ist) A follower of the Path of Enlightenment known as the Path of Caine.
Nomadic Pack: A Sabbat pack that travels constantly and does not maintain any permanent haven.
Nomads or Nomadic Sabbat: Sabbat vampires who are members of nomadic packs.
Nosferatu Kingdom: The sewer system of a city, especially areas primarily used by the Nosferatu or Nosferatu Antitribu.
Obtenebration: (ob-TIN-ah-bray-shun) A vampiric Discipline possessed by most members of the Lasombra clan. It allows them to manipulate darkness.
Outlander Gangrel: Country Gangrel of the Sabbat who live in the wilderness or travel from place to place, never entering a city. Of all the Sabbat, they have the most contact with the Lupines.
Pack: A group of Sabbat Blood Bound to one another. A Sabbat vampire may only belong to one pack at a time -- usually the pack that Embraced her, though this is not always the case.
Pale Rider: A nomadic Sabbat vampire. Often used to refer to a member of a Sabbat biker pack.
Paladin: (PAL-uh-dun) A Sabbat vampire who serves as a bodyguard and assassin for Sabbat leaders. Paladins are not allowed to be members of the Black Hand. Paladins are also called Templars.
Palla Grande: (PY0uh-guh-RON-day) The Grand Ball held annually on All Hallows Eve. It is a time when all the Sabbat of the city gather together. It is a masquerade ball, and humans are usually invited, either as guests or as the main course.
Pander: (PAN-dur) A Caitiff of the Sabbat.
Path of Enlightenment: A belief system followed by a member of the Sabbat. There are seven widely practiced Paths: the Path of Caine, the Path of Cathari, the Path of Death and the Soul, the Path of Evil Revelations, the Path of Harmony, the Path of Honorable Accord, and the Path of Power and the Inner Voice.
Priest: The leader of Sabbat rituals within Sabbat packs. The priest may or may not be the only leader within a pack.
Prior: (PRY-ur) Synonymous with abbot.
Priscus: (PRISS-cus) A Sabbat vampire who advises the Regent and the cardinals. The plural form is prisci.
Prize: The target of a Wild Hunt or War Party.
Recruit: And individual Embraced against her will by the Sabbat, usually to fight for the sect.
Regent: (REE-jhunt) The top leader of the Sabbat. There is only one Regent at a time.
Rules of Monomacy: A set of rules which provides for orderly duels between Sabbat. The duel is sometimes called the Monomacy.
Sabbat: (SAH-baht, sah-BAHT or SHA-baht) The vampiric organization which opposes the rule of the Camarilla and the return of the Antediluvians. This word is used to refer to both the sect and sect members. Thus, a vampire in the Sabbat is sometimes referred to a Sabbat.
Scout: A Sabbat spy.
Seraph: (SAIR-uf) One of the four top leaders of the Black Hand; collectively known as the Seraphim.
Siege: Conquering a Camarilla-held City.
Slave: A Camarilla anarch.
Sword of Caine: The Sabbat.
Templar: (TIM-plur) Synonymous with paladin.
Tongue: Sabbat propaganda, especially used on the anarchs.
True Sabbat: A Sabbat vampire who has survived an attack against Sabbat enemies.
Tzimisce: (Zjim-ee-see) One of the original 13 clans, or a vampire of that clan. The clan is a powerful force within the Sabbat.
Unifier: A follower of the Path of Enlightenment known as the Path of Power and the Inner Voice.
V: (VEE) A vampire.
Vaulderie: (VOLL-dur-ree) The ritual used by the Sabbat in which all Sabbat present pour some of their own blood into a chalice and then drink from the mixture.
Vicissitude: (viss-ISS-uh-tewd) Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Not that the fiends have too many would-be pupils; some things are beyond the pale even for the rest of the Damned. Vicissitude is similar in some respects to Protean, but springs from a much darker source. Whereas Protean merely enables a Cainite to emulate God's creatures, this twisted power allows a Tzimisce to defile and deform those creatures (or herself) for all manner of perverse ends. The most beautiful maiden or noble stallion can, with but a knead of the fingers and a flick of the wrist, be reduced to a hideous freak or a blob of deliquescent pus. The Fiends have certainly used Vicissitude's more grotesque side effects to cement their infamous reputation. Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.
Voivode: (VOY-vodd) The leader of the Tzimisce clan.
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