


The Rule of Dichotomy: One is either a master or a servant. Vampires are ruled by hierarchy. There are no vampiric peers in any given group, and when two or more groups meet, there are negotiations (peaceful or not) over rank. Much of the political manuevering among vampires is over fine distinctions in rank.
The Pact of Blood: The link between a vampire and his or her Progeny, Thralls, Ghouls or Herd. The Pact of Blood is established when a Thrall drinks of a Regnant's blood three different times, on three different occasions. The more times Blood is taken, the stronger the Pact. A vampire can only be bound to one Regnant at a time, but can be bound to more than one Regnant if the binding is done at the same time (i.e., the Thrall drinks of the mixed blood of two or more vampires at once).
The blood bond between a Creator and his or her Progeny is different from that between two other vampires. Progeny may hate their Creator, but they are completely enthralled and dominated by the Creator, unable to rebel until or unless the Creator is either destroyed, or voluntarily frees them.
Other sorts of blood-bound vampires or mortals become deeply enamoured with their Regnant, strongly in love, for better or for worse. Hatred is impossible. The Thrall is dominated, and can often be empathically read by his or her Regnant. A Ghoul is an enthralled mortal, allowed to drink the vampire's blood while still alive. Ghouls do not age as long as they feed on vampiric blood regularly, and act as loyal servants able to go about during the day. However, if a Ghoul avoids drinking his or her Regnant's blood for 3 months, the bond is broken.
The Pact of Ash: The link between a creature of the Out and a diabolist. Only applies to vampires because so many have taken sides in the question of Doorways. There are Beseechers, who beg aid from intelligent Outsiders, Summoners who command service from (usually unintelligent) Outsiders, and the Closers, who oppose all dealings with the Out.
The First Tradition -Acceptance: Thou shalt one another's Domain. When vampires come to a foreign city, they shall be expected to present themselves to its vampiric ruler to receive the Word of Acceptance. The Archon of a Domain hath the right to refuse acceptance.
The Second Tradition - Domain: None shall challenge thine word whilst thou art in thine Domain. This right is restricted to a Domain's Archon, although powerful vampires and Anarchs may carve out sub-Domains that others must respect, according to the will of the Archon.
The Third Tradition - The Becoming: Thou shalt only Sire with the permission of thine Elder. If thou shall create another without thine Elder's leave, both thee and thine progeny shalll be slain. It shall be usual that one's Sire or Dam shall be one's Elder, although Archons shall claim the right to be considered Elder to anyone in their Domain.
The Fourth Tradition - The Accounting: Those thou do Create art thine children. Until thine Progeny shall be Released, thou shalt command them in all things. Their sins are thine to endure. The Sire shall be responsible for the Childe's actions, and for introducing the Childe to the Archon.
The Fifth Tradition - Secrecy: Thou shalt not reveal thine true nature to those not of the blood. This Law is and always has been the heart of the Masquerade. Violation of this Law shall be the gravest offense a vampire can commit. The vampire who violates this tradition may be destroyed, along with all of that vampire's Progeny and Kindred.
The Sixth Tradition - Destruction: Thou art forbidden to destroy another of thine kind. The right of destruction belongs only to thine Elder. Only the Eldest among thee shall call the Blood Hunt. Only a Sire or Dam shall be allowed to kill his or her own Progeny. Only an Archon shall claim this right over the vampires in that Archon's Domain. Thou shalt not commit Diablerie, and thou shalt not commit the Amaranth.
House: Lifetaker (AD&D), Bloodstealer (Nosferatu), Poisoner (Drow), Stalker (Oriental).
Lineage: Assamite, Brujah, Cacophanite, Gangrel, Giovanni, Malkavian, Ravnos, Salubri, Samedi, Setite, Toreador, Tremere, Ventrue
Covenant: Closer/Forbidder, Commander/Summoner, Beseecher/Caller
Sect: Shadow Congery, Sabbat/Black Hand, Inconnu
Distinction: Deminate, Caitiff, Childe, Neonate, Anarch, Ancilla, Elder, Ancient, Archon, Lord
A vampire's House defines the vampire's breed. Each vampire belongs to the House of his or her Elder. Bloodstealers are the most common type of vampire, drinking victims' blood. Lifestealers are rarer, and drain victims' life levels. Poisoners are drow vampires who drain victims' fluids. Stalkers also drain life levels, but through their bite. There are rumors of aquatic vampires that would belong to another House, but they are unsubstantiated.
A vampire's Lineage defines the vampire's culture. Each vampire belongs to the Lineage of his or her Sire of his or her Elder. Brujah are fractious, poorly organized rebels, stubborn, ruthless, and highly aggressive. They are vengeaful, insolent, and love to shock and outrage others. Gangrel are wanderers, withdrawn, silent and solemn. They are solitary survivors and tend to be closely tied to the Tzingane and other wandering mortal cultures. Malkavian are insane, destructive, nihilistic sadists, who embrace madness and draw a twisted sort of power from living at an angle to everyone else. Toreador are hedonistic, proud, regal sophisticates, constantly searching for beauty and pleasure. They love mortals and tend toward artistry and genius. Tremere are dedicated, well-organized intellectuals, aggressive and manipulative. They are typically mages, and are the only Lineage capable of using the Discipline Thaumaturgy. Ventrue are old-fashioned, tradition-bound, genteel socialites, often cautious, honorable and elegant. They believe in good taste, mix with the mortal elite, and often become leaders in the vampiric community.
A vampire's Covenant defines the vampire's attitude toward the creatures of the Out, especially the Lords. Each vampire chooses his or her own Covenant, and may change this allegiance as circumstances dictate. A Closer/Forbidder wishes to have no interaction with creatures beyond the physical world, and work to close the Doorways to other planes. A Commander/Summoner seeks to control the creatures of the Out, and opens Doorways under strictly controlled circumstances to conjure such creatures as slaves. They dislike free spirits from the Out, and will destroy or capture such rogues. A Beseecher/Caller enjoys trafficking with the beings of the Out, and opens Doorways to allow such creatures free run over this plane. They often act as allies rather than conjurers to beings of the Out.
A vampire's Sect defines the vampire's political involvement in vampiric society. Each vampire works his or her own way into (or out of) a particular Sect. The Shadow Congery is the largest Sect of vampires, and is concerned with the maintenance and preservation of the Masquerade. When the Congery meets, it is as a Conclave, which rules on laws and problems within the vampiric society. However, it cannot pass judgement directly upon a member - this must be done by a Justicar. The hub of the Shadow Congery is called the "Inner Circle," and consists of the eldest and most powerful of vampires, one for each Lineage. The Inner Circle appoints Justicars, one from each Lineage. Justicars hold the right of summary justice, dealing with members of the Shadow Congery who transgress the traditions. Justicars decide on punishments for those who violate the traditions. They can call Conclaves or work independently. Justicars often have Coteries of other vampires, called Archons, that help them - often, these are the Justicar's Brood, Blood-Bonded to them. The majority of members of the Shadow Congery are Commander/Summoners. The Sabbat or Black Hand is the second largest Sect, and rules through fear, hatred, anger and physical violence. Initates to the Sabbat are blood-bound to each other, and buried deep in the earth - if they crawl out, they live; if they do not, they spend eternity imprisoned in the earth. The Sabbat concerns itself with diabolism and the destruction of life, and are almost always Beesecher/Callers who revel in chaos and mass butchery. The third major Sect is called the Inconnu, strange vampires - often Elders - who tend to live apart from vampire society. Many of them do not get involved in vampire society. They are often Closer/Forbidders.
A vampire's Distinction defines the vampire's social rank. Each vampire's Distinction is a function of the social context into which the vampire was created and acts. A Deminate is a half-made vampire (Vorlog), shunned and usually destroyed by all full vampires. A Caitiff is a clanless vampire who does not interact with the rest of vampiric culture. A Childe is a new vampire, not yet introduced to a Archon, nor yet released from their Sire/Dam. They are not considered to be full members of vampire society and are afforded no respect. The term is sometimes used contemptuously. A Neonate is a vampire who has been newly released and introduced to a Archon. Neonates who behave themselves will typically reach the status of Ancilla after 50-100 years. An Anarch is an enemy of the Elders and Archons, rebelling against vampire society. They are accorded respect and status, however, for their energy, drive and consistency. An Ancilla is a young vampire who has proven him/herself to the Elders. The Brood of a Archon will often be considered Ancilla. Anarchs are never Ancilla. An Elder is one of the Kindred who is in control, who seeks to dominate al the others - typically between 200 and 1,000 years old. A Archon holds the power of the Domain, makes the laws and is responsible for keeping order in the Domain. The Archon may have come into power by being the most powerful vampire, or may have been elected by the Shadow Congery. The Archon often rules with the help of other Elders, known as the Primogen. The Archon is the only one freely able to create Progeny; is supported by the Primogen; has political power in the Shadow Congery; has the right to question and restrict those who enter a Domain; has the freedom to feed from any mortals in the Domain, and restrict others from doing so; and is allowed to call a Blood Hunt.






