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"Look at your reflection in the mirror.You're a creature of the night Michael, just like out of a comic book! You're a vampire Michael! My own brother, a goddamn, shit-sucking vampire. Oh, you just wait 'til mom finds out buddy!"

Sam Emerson to his brother Micheal, "The Lost Boys"

 The vampires who walk the Earth in modern nights are both similar to and different from what we might expect. It is perhaps best to begin our discussion of the undead as if they were a separate species of being - sentient, with superficial similarities to the humans they once were, but displaying a myriad of physiological and psychological differences.

In many ways, vampires resemble the familiar monsters of myth and cinema. (There is enough truth in the old tales that perhaps they were created by deluded or confused mortals.) However - as many an intrepid vampire hunter has learned to his sorrow - not all of the old wives' tales about vampires are true.

-Vampires are living dead, and must sustain themselves with the blood of the living. True. A vampire is clinically dead - its heart does not beat, it does not breathe, its skin is cold, it does not age - and yet it thinks, and walks, and plans, and speaks and hunts and kills. For, to sustain its artificial immortality, the vampire must periodically consume blood, preferably human blood. Some penitent vampires eke out an existence from animal blood, and some ancient vampires must hunt and kill others of their kind to nourish themselves, but most vampires indeed sustain themselves from the blood of their former species.

-Anyone who dies from a vampire's bite rises to become a vampire. False. If this were true, the world would be overrun by vampires. Vampires feed on human blood, true, and sometimes kill their prey - but most humans who die from a vampire's attack simply perish. To return as undead, the victim must be drained of blood and subsequently be fed a bit of the attacking vampire's blood. This process, called the Embrace, causes the mystical transformation from human to undead.

-Vampires are monsters - demonic spirits embodied in corpses. False and true. Vampires are not demons per se, but a combination of tragic factors draws them inexorably toward wicked deeds. In the beginning, the newly created vampire thinks and acts much as she did while living. She does not immediately turn into an evil, sadistic monster. However, the vampire soon discovers her overpowering hunger for blood, and realizes that her existence depends on feeding on her species. In many ways, the vampire's mindset changes - she adopts a set of attitudes less suited to a communal omnivore and more befitting a solitary predator.

At first reluctant to feed, the vampire is finally forced to do so by circumstance or need - and feeding becomes easier and easier as the years pass. Realizing that she herself is untrustworthy, she ceases to trust others. Realizing that she is different, she walls herself away from the mortal world. Realizing that her existence depends on secrecy and control, she becomes a manipulative user of the first order. And things only degenerate as the years turn to decades and then centuries, and the vampire kills over and over, and sees the people she loved age and die. Human life, so short and cheap in comparison to hers, becomes of less and less value, until the mortal "herd" around her means no more to her than a swarm of annoying insects. Vampire elders are among the most jaded, unfeeling, paranoid - in short, monstrous - beings the world has ever known. Maybe they are not demons exactly - but at that point, who can tell the difference?
-Vampires are burned by sunlight. True. Vampires must avoid the sun or die, though a few can bear sunlight's touch for a very short period of time. Vampires are nocturnal creatures, and most find it extremely difficult to remain awake during the day, even within sheltered areas.

-Vampires are repulsed by garlic and running water. False. These are myths and nothing more.

-Vampires are repulsed by crosses and other holy symbols. This is generally false. However, if the wielder of the symbol has great faith in the power itrepresents, a vampire may suffer ill effects from the brandishing of the symbol.

-Vampires die from a stake through the heart. False. However, a wooden stake - or arrow, crossbow bolt, etc. - through the heart will paralyze the monster until it is removed.

-Vampires have the strength of 10 humans; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds. True and false. The power of a vampire increases with age. Young, newly created vampires are often little more powerful than humans. But as a vampire grows in age and understanding, she learns to use her blood to evoke secret magical powers, which vampires call Disciplines. Powerful elders are often the rivals of a fictional Lestat or Dracula - and the true ancients, the Methuselahs and Antediluvians who have stalked the nights for thousands of years, often possess literally godlike powers.

 

The Hunt

When all is said and done, the most fundamental difference between humans and vampires lies in their methods of sustenance. Vampires may not subsist on mortal food; instead, they must sustain their eternal lives through the consumption of blood - fresh human blood.

Vampires acquire their sustenance in many fashions. Some cultivate "herds" of willing mortals, who cherish the ecstasy of the vampire's kiss. Some creep into houses by night, feeding from sleeping humans. Some stalk the mortals' playgrounds - the nightclubs, bars and theatres - enticing mortals into illicit liaisons and disguising their predation as acts of passion. And yet others take their nourishment in the most ancient fashion - stalking, attacking and incapacitating (or even killing) mortals who wander too far down lonely nocturnal alleys and empty lots.

 

The Nocturnal World of the Vampire

Vampires also value power, for its own sake and the security it brings - and vampires find it ridiculously easy to acquire mundane goods, riches and influence. A mesmerizing glance and a few words provide a cunning vampire with access to all the wealth, power and servants he could desire. Some powerful vampires are capable of implanting posthypnotic suggestions or commands in mortals' minds, then causing the mortals to forget the vampire's presence. In this way, vampires can easily acquire legions of unwitting slaves. More than a few "public servants" and corporate barons secretly answer to vampire masters.

Though there are exceptions, vampires tend to remain close to the cities. The city provides countless opportunities for predation, liaisons and politicking - and the wilderness often proves dangerous for vampires. The wilds are the home of the Lupines, the werewolves, who are vampires' ancestral enemies and desire nothing more than to destroy vampires outright.

 

The Embrace

Vampires are created through a process called the Embrace. The Embrace is similar to normal vampiric feeding - the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit - a drop or two - is necessary to turn the mortal into an undead. This process can even be performed on a dead human, provided the body is still warm.

Once the blood is returned, the mortal "awakens" and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal's body undergoes a series of subtle transformations; he learns to use the Blood in his body, and he is taught the special powers of his clan. He is now a vampire.

Some vampire clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the clan and the line.

 

History

Vampires - or Kindred, as they call themselves - exist for centuries and often seem unchanging to mortal eyes. Even Kindred society, however, has undergone evolution, upheaval and strife. Let us look at history as the Kindred view it, that we might better understand their actions tonight.

 

Caine and the First Nights

According to Kindred myth, the first of their kind was Caine, the first murderer. For his crime, Caine was cursed by God and thereby transformed into a vampire. Exiled from his people, Caine was forced to stalk the fringes of civilization, fearful of the sun and ravenous for blood.

In his loneliness, Caine came upon a mighty witch named Lilith, who had been Adam's first wife. Lilith taught Caine how to use his blood for mighty magic (indeed, a few heretics claim that Lilith, not Caine, was the First Vampire). Lilith taught Caine many things, including how to use his blood to evoke mystic powers - and how to create others of his kind.

 

The Second Generation and the First City

At first Caine refused to beget, believing it wrong to curse the world with others of his kind. But eventually he grew lonely and brought three others into the vampiric fold. These three in turn begat 13 more, and these voracious monsters went among the early peoples of the world, carelessly feeding and using mortals as puppets in their sibling feuds. Caine, outraged by this behavior, forbade the creation of any more progeny. Gathering his childer and grandchilder to him, Caine built a great city - the First City in the world - and here vampires and mortals coexisted in peace.

 

The Antediluvians and the Clans

It could not last. Caine's childer squabbled for their sire's affections, and once again the mortals were used as pawns in the feud. Finally the city was thrown down - some say a natural disaster was the cause; others, that a spurned childe's vengeful sorcery precipitated the cataclysm. Caine vanished into the wastes, never to be heard from again. The three vampires of the Second Generation likewise disappeared into the mists of legend. But Caine's 13 grandchilder, free from restraint, began breeding new vampires with abandon. The 13 vampires became known as Antediluvians, and their childer, created in their images, inherited the Antediluvians' magical gifts and curses. Thus were the clans formed.

 

The Dark Ages

The clans spread across the world, sowing discord and misery. Though each successive generation of vampires proved weaker than the last, they made up for it with greater numbers. In the ziggurats of Babylon, in the palaces of Crete, in the tribunals of Rome, vampires ruled as shadowy tyrants, forever using mortals as food and unwitting soldiers. Vampire warred with vampire, clan with clan, and thus - from the ancient rivalries of the First City - was born the great Jyhad, which is still fought today.

The Kindred reached their worst excesses during the early Middle Ages. During this period, many vampires ruled openly, smothering peasant and lord alike beneath their nocturnal grip. The vampiric population reached unhealthy numbers, and it seemed that the Earth would belong to the Kindred forever.

 

The Anarch Revolt

Again, it could not last. The Children of Caine, in their hubris, began to flaunt their power flagrantly. Terrified peasants whispered of the monsters in their midst - and the Church began to listen. The reports of a few horrified priests spawned a frenzied Inquisition, and vengeful mortals rose up in a tide of fire and blood. Though individually much more powerful than mortals, even the mightiest vampires could not stand against the humans' sheer numbers; vampire after vampire was dragged from its lair and hurled into fire or sunlight.

In the throes of the Inquisition, a current of revolt gripped the Children of Caine. Younger vampires, who were being deployed as sacrificial lambs by terrified elders, began to rise up against their sires and masters. In Eastern Europe, a group of vampires learned how to sever the mystic bonds through which sires controlled their childer. Soon all of Europe seethed beneath a nocturnal revolt, as rebellious childer threw off the yoke of their masters. Between the Inquisition and the revolt of the vampire "anarchs," it seemed as though the Kindred would not survive.

And so, in the 15th century, a council was called. Seven of the 13 clans united in an organization called the Camarilla. With its advantage of numbers, the Camarilla suppressed the anarchs and agreed to exist behind a great Masquerade.

The First Tradion: The Masquerade - Thou shall not reveal thy true nature to those not of the blood. Doing such shall renounce thy claims of blood.

The Second Tradition: The Domain - Thy domain is thine own concern. All others owe thee respect while in it. None may challenge

The Third Tradition: The Progeny - Thou shall only Sire another with the permission of thine elder. If thou createst another without thine Elder's leave, both thou and thy progeny shall be slain.

The Fourth Tradition: The Accounting - Those thou create are thine own children. Until thy Progeny shall be released... thou shall command them in all things. They shall owe thee allegiance in all things and their sins are thine to endure.

The Fifth Tradition: Hospitality - Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth therein. Without the word of acceptance, thou art nothing and Pariah within that domain.

The Sixth Tradition: Destruction - Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the Blood Hunt.

Never more shall vampires rule openly, the lords of the Camarilla decreed. We shall hide among the mortals, and conceal our natures from our prey, and in a few decades the mortals will know vampires only as myths.

Thus, the Masquerade was born, and the Inquisition gradually forgot its original target. Those anarchs who would not join the Camarilla were driven into the wastes, from which they would later emerge as the dread Sabbat cult. With the discovery of the New World and the dawn of science, humanity gradually forgot about the Kindred, relegating them to the status of childhood legends.

But, though hidden, vampires were still quite real. The wars of the Jyhad raged on, though the nights of open battle were replaced by sudden ambushes and maneuvering of human pawns. Weaving their webs throughout the ever-expanding cities, the Kindred eschewed their previous games for more methodical but no less deadly ones.

 

The Modern Nights and Gehenna


And the wars continued down the centuries, and continue still. The Jyhad rages as it always has - though skyscrapers take the place of castles, machine-guns and missiles replace swords and torches, and stock portfolios substitute for vaults of gold, the game remains the same. Kindred battles Kindred, clan battles clan, Camarilla battles Sabbat, as they have for eons. Vampiric feuds begun during the nights of Charlemagne play themselves out on the streets of New York City; an insult whispered in the court of the Sun King may find itself answered by a corporate takeover in Sao Paolo. The ever-swelling cities provide countless opportunities for feeding, powermongering - and war.

Increasingly, vampires speak of Gehenna - the long-prophesied night of apocalypse when the most ancient vampires, the mythical Antediluvians, will rise from their hidden lairs to devour all the younger vampires. This Gehenna, so the Kindred say, will presage the end of the world, as vampires and mortals alike are consumed in an inexorable tide of blood. Some vampires strive to prevent Gehenna, some fatalistically await it, and still others consider it a myth. Those who believe in Gehenna, however, say that the end time comes very soon - perhaps in a matter of years.

 

The Camarilla

The Camarilla is a great sect of vampires that formed in the late medieval period. A vampire "United Nations" of sorts, it was formed to protect vampires from the purges of the Inquisition, to uphold the Traditions of Caine, and to enforce the great Masquerade. Many Camarilla vampires, remembering the nights of fire when vampires were uprooted and destroyed, uphold the Masquerade fanatically. Camarilla vampires reject the idea of vampires as monstrous predators, instead preferring to live clandestinely among mortals and feed cautiously.

The Camarilla is the most populous sect, and (in theory) the most powerful. But it comprises seven clans of vampires, each with its own culture and agenda, and this renders it prone to discord. Ruled as it is by a fractious sort of parliamentarianism, the Camarilla is slow to act and often indecisive in the face of threats; when it brings its combined might to bear, however, the Camarilla is virtually unstoppable.
Beginning characters are assumed to be Camarilla vampires, and to belong to one of the seven clans.

The clans are:

-Brujah: A clan of violent, antiauthoritarian vampires espousing freedom from societal restrictions.
-Gangrel: A clan of solitary, nomadic shapeshifters who prefer the wilderness to the confines of the cities.
-Malkavian: A bizarre clan of lunatics whose members are infamous for their insanity - and insight.
-Nosferatu: A loathsome clan of deformed monsters who skulk in subterranean tunnels and sewers.
-Toreador: A clan of elegant, passionate vampires who patronize artists, musicians, actors and the like.
-Tremere: A secretive, treacherous clan of vampire warlocks who practice blood magic.
-Ventrue: A clan of aristocrats and nobles who consider it their duty to lead the Camarilla.

 

The Sabbat

The Camarilla's bitter rival is the dread sect called the Sabbat. Originally the remnants of the shattered anarch packs, the Sabbat has evolved - or devolved - into something much deadlier. The Sabbat would "liberate" all vampires from the chains of the Camarilla and their sires. The ultimate Social Darwinists, the Sabbat espouses the tenet of vampiric supremacy - the doctrine that, because vampires are highest on the food chain, they should not hide from mortals, but instead dominate them outright. This attitude toward humans often manifests itself in actions that appear horrific and cruel by mortal standards; accordingly, the Sabbat is often branded a sect of violent evildoers by outraged Camarilla vampires.

Two clans lead the Sabbat. The Lasombra clan is the most prestigious clan and is dreaded for its members' control over the stuff of shadow. Its ally and occasional rival is the Tzimisce, a clan of twisted scholars and sorcerers infamous for cruelty. Tzimisce are said to have the power to warp and mold their own and others' flesh and bone.

 

The Anarchs

Some younger vampires strive to remain free of both Camarilla and Sabbat control. These vampires style themselves "anarchs" in homage to the warriors who led the great revolt of the 15th century. For the most part these modern anarchs are ragtag bands of Brujah and Caitiff predators, though all clans are represented in their ranks. The Camarilla treats them as it would termites - individually insignificant, but potentially crippling if allowed to breed and fester.

 

The Neutrals

Four clans choose to remain neutral in the great Jyhad, bartering their services to (and jockeying for power with) Camarilla and Sabbat indifferently. These are: the Assamites, a deadly clan of vampire assassins based in the Middle East; the Followers of Set, a dark cult of vampires devoted to the worship of the snake-god Set; the Giovanni, an insular family of incestuous necromancers and financiers; and the Ravnos, a nomadic line of Gypsy charlatans and thieves.

 

The Inconnu

Finally, certain ancient vampires withdraw from the sects' games altogether, seeking solitude amid the wastes. These old ones, called Inconnu, reject the power-games of the clans and sects, instead seeking self-mastery and enlightenment. Some whisper of a darker purpose behind the Inconnu's withdrawal from the Jyhad, but most vampires think of Inconnu as nothing more than deluded recluses.

 

"The Jyhad"

Since the nights of antiquity, the Children of Caine have struggled for supremacy. Leaders, cultures, nations and armies have all been pawns in the secret war, and vampiric conspiracies have influenced much (though by no means all) of human history. Few things are as they seem in the vampires' nocturnal world; a political coup, economic crash or social trend may be merely the surface manifestation veiling a centuries-old struggle. Vampire elders command from the shadows, manipulating mortals and other vampires alike - and the elders are often manipulated in turn. Indeed, most combatants may not even realize for whom they fight, or why.

Status

Vampires are very hierarchical creatures. The vampires of the Camarilla, in particular, have created an elaborate structure to ensure order among the undead.

Vampiric territory (generally consisting of cities and outlying suburbs) is divided into fiefdoms. Each fiefdom is ruled by a prince, a mighty vampire elder. This figure may grant lesser vampires hunting territories within his (or her; "prince" is used unisexually) fiefdom; these territories are referred to as domains.

 

The Prince

The ruling vampire of a Camarilla-held territory is called the prince. This powerful vampire is usually of Clan Ventrue or Toreador; however, Brujah, Nosferatu or even Malkavian princes are not unknown. The prince has absolute power to establish, grant or strip domains, and to declare certain areas off limits for hunting. The prince may declare certain areas as Elysium (neutral ground where violence is prohibited), and may call blood hunts on rebels and malcontents who violate the Six Traditions.

Princes tend to control city-sized regions; thus, there is a Prince of Paris, a Prince of Chicago, a Prince of Atlanta, etc. Because a city's prince has often lived in the area for centuries, she has had ample time to build a power structure, and usually knows far more about the workings of "her" city than rebellious anarchs give her credit for.

 

The Primogen

The prince is often served by a council of advisors chosen from powerful elders of the various clans. These elders are collectively called primogen. Though, in theory, a prince's rule is absolute, a prince who fails to heed her primogen often finds herself deposed or killed in short order. The primogen are formidable forces in their own right, and ceaselessly intrigue against each other and the prince.

 

The Elders

Elders are vampires who have existed for 300 or more years. They have mastered many magical powers during this time; most elders are deadly and formidable creatures. Elders tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals.

 

The Ancillae

Below the elders are the ancillae. Ancillae are most often vampires who have lived from 100 to 300 years of unlife, though certain ambitious younglings may achieve the rank prematurely. As their name suggests, ancillae often serve as aides and agents for elders or the court; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of the elders.

 

The Neonates

Lowest in rank are the neonates, those vampires created less than a century ago. Though occasionally cherished, neonates are often deployed as pawns by scheming elders. This callous treatment, combined with the value recent generations place on individuality, often causes neonates to resent their elders. After all, when one came of age during the Summer of Love, it is hard to empathize with a reactionary old tyrant who grew up amid feudal oaths and Divine Rights.

Brujah

The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy.

The Brujah's disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.

Gangrel

Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.

Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.

Malkavian

At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).

Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.

Nosferatu

Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must.

Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with 'em all - and that can get messy indeed.

Toreador

The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.

To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.

Tremere

Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.

Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their sorcerous powers in service to the Camarillaalmost as much as they use the Camarilla in service to themselves.

Ventrue

Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good.

In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.