Vampires are damned from the moment of their Embrace, dragged howling into the nightmarish world of the Danse Macabre in which blood, sanity and power become more important than anything else ever known or dreamt. The experience tears away the flimsy veneer that is the world of the living and exposes the fledgling Damned to the horrors of the World of Darkness that seethe beneath it. The neonate learns to eke out a Requiem to replace the mortal life now forever beyond her grasp.

In time, the neonate seeks the company of other undead as an anchor against the surging current of madness and the monstrous urges that threaten to devour the last shred of compassion still lingering in her unbeating heart. Some join covenants espousing broken political ideals barely fit for the short lived kine, let alone the undead. Others gather and put their fate in perverse philosophies and desultory ritual, believing that their blasphemous practices hold the truth they crave.

The majority of vampires are loyal to one of several sects, which are primarily political entities. The two major sects are the Prima Invicta and the Sabbat, which respectively comprise vampires who attempt to maintain their humanity at passable levels, and vampires who seek to rule humanity as predators. This isn’t to say that the Prima Invicta are nice, they’re just pragmatic.
These sects trace their history back to Roman Era, and the fall of the Inconnu. The Sabbat are the descendants of those who rebelled against the Inconnu, while the Prima Invicta was later assembled from the remaining members of the Inconnu. The two sects have been mortal enemies ever since.

In addition to these two sects are two slightly newer sects. The first, Sangue magia, are loose affiliation of vampires who have had a common identity, the study of Blood Magic and the Vampiric condition, since approximately the Middle Ages. The Sangue magia generally avoid all vampiric politics, and may only be a sect by virtue of being too powerful to be considered independent. The second, and much older, is the Ashirra: an Islamic Vampire Cult which traces its origins to a vampiric prophet known as Haqim. They dictate themselves with rigorous discipline, following Haqim’s laws in an attempt to avoid an eternity in hell. While this sect was once incredibly powerful, it never expanded into the new world, and is now only powerful in North Africa and the Middle East.

In addition to these divisions are some very new Sects, that have exploded in membership since the Masquerade was permanently breached, and have become quite powerful by uniting with mortals. The Commonwealth, who in modern nights are a tightly knit confederation of vampires generally adopting a combination of youthful rebellion and less dusty political thought. They fight to unite all creatures that lurk in the night with humanity to fight against the hold corporations now have on the world. Sanguine Solutions represents the Commonwealth’s polar opposite. Sanguine Solutions is a corporation dedicated to products and services for the Kindred, and they seek to provide a representative face for Kindred kind to humanity. Their structure is one that encourages ruthless research and exploitation of any resource they can find.

The Prima Invicta
The Commonwealth
Sangue magia
Sanguine Solutions

Sects that are in the setting, but not available for play:
The Sabbat
The Ashirra

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Nights of the Kindred EugeneGM