SECT INFORMATION
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THE CAMARILLA
The Camarilla came about in an attempt to hold vampire society together against the power of the Inquisition in the 15th century. Under its iron guidance, the Tradition of the Masquerade grew from a cautious suggestion to the guiding principle of Kindred unlife. Even today, the Camarilla concerns iteself with the enforcement of the Masquerade, maintaining harmony between Kindred and kine, and battling the Sabbat, which it views as its direct opponent.
The Camarilla touts itself as the society of the Kindred, and it is partially correct. It is the largest sect of undead on the planet. Almost any vampire, regardless of lineage, may claim membership in the Camarilla. In truth, the Camarilla asserts that all vampires are already under its aegis, regardless of the wishes of the vampires in question. Over the years, the sect has attempted to extend its influence over other areas of vampire life, andeach time has had its hands roundly slapped for its insolence. Princes brook no interference in the affairs of their cities, while the ancient Methuselahs scoff at the temerity of the younglings who think they can play at Jyhad. In the end, the Camarilla's influence begins and with protecting The Six Traditions and ensuring Kindred-kine coexistence.
Practices and Organization
The Camarilla claims authority over all vampires, regardless of bloodline, but the vast majority of members represent the seven founding clans. It was their members who founded the sect, and only these clans regularly make up the Camarilla's governing Inner Circle. Other vampires of different bloodlines may attend conclaves and meetings, but their voices frequently go unheard.
After the Anarch Revolt, the Camarilla placed itself squarely against the Sabbat, seeing itself as the only means to hold the war packs at bay. The Camarilla alone upheld the Masquerade and protected its own, while the Sabbat would as soon throw away the Traditions and everything sacred to sustain its paranoid dreams of Gehenna. Dissent is a luxury that cannot be afforded during times of war, and the Camarilla believes quite firmly that those who are not with the sect must be against it. However, for the frightened elders who make up the higher echelons, the Camarilla has quite a few enemies.
In these modern nights, the Camarilla is hardly the monolith that its proponents advertise it to be. Elders cling to their positions, refusing to relinquish them to those who have reached the age of consideration. Younger vampires feel left out of an organization they are expected to uphold, but which offers little to no reward for their efforts save the threat of punishment if they fail. Ancillae are trapped in the middle, unable to turn to either the younger or older vampires; taking up with the neonates means relegation to the lower strata of power, while attempting to fall in with the elders risks the appearance of overstepping boundaries and being crushed for insolence.
Many elders in the Camarilla's upper echelons find themselves in the position of relics. A good many are unwilling or unable pick up the new technology that the young ones have mastered - cellular phones, laptop computers, Kevlar, phosphorus grenaded, sun lamps, Dragonsbreath rounds - and in the modern world, barely able to use a telephone or radio leaves these elders at a distinct disadvantage. Should they relinquish their positions and find themselves outside the halls of power, they become targets as their personal might lessens without the Camarilla behind it. A few gangs of ancillae with diablerie on their minds and the latest technology in their hands, and an elder might well find himself becoming obsolete in more ways than one. Therefore, in preemptive strikes of paranoia run rampant, the elders kill the best annd brightest who could some night pose a threat. The result is an organization that is cannibalizing itself, and one night it might regret the mistake.
The Six Traditions
A vampire living in a prince-ruled city must accept certain responsibilities for the privileges of security and stability. This stability is maintained only when the Kindred within behave in a proper manner, one dictated by a near-universal set of rules. These rules are known by the gentle-sounding name of the Six Traditions, although they are hardly polite suggestions. For Camarilla Kindred, and the Princes who enforce them, they are the law. A vampire may be assured that wherever she travels, the Traditions will be in force. They may be interpreted differently, but they remain. It is through the enforcement of these laws, and through the laws themselves, that Princes receive much of their power.
Obviously, then, princes are among the most zealous of the Traditions' enforcers.
The Six Traditions that form the laws of vampire society are believed to have been passed down since the wars that slew the Second Generation. They are rarely written down, but they have never been forgotten, and they are known by all Kindred in some form. Even vampires who scorn the Traditions know them; though their specific wordings may vary, the intent behind them never falters. What follows is the most common wording of the Traditions. Bear in mind that this is the phrasing used by elders and on formal occasions. During a childe's presentation to the prince, she may be required to prove both her knowledge and understanding of the Traditions.
I. The First Tradition - The Masquerade
Thou shalt not reveal thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
This has become the foundation of modem. Kindred society and the basis for the Masquerade that hides vampires from mortal eyes. To reveal vampires to the mortal world would be disastrous to both. While most people do not believe in vampires, there are enough who do that revealing vampiric existence would place all Kindred at risk.
In older nights, during the Dark Ages and more superstitious ages, this Tradition was less strictly enforced, and vampires rode through the night with few cares for the mortal eyes who saw them. The Inquisition and Burning Times changed this drastically, however, as those vampires who could be seen were slain and tortured into revealing their secrets. While the youth may prattle about Inquisition as ancient history, it is still very fresh in the minds of the elders who survived it. This is one of the greatest points of contention between the Camarilla and the Sabbat - the Sabbat sees no need to hide itself from the feeble kine, while the Camarilla knows the opposite to be true.
A breach of the Masquerade is the most serious crime a vampire can commit, and one of the easiest for a Prince to fabricate if she wishes to punish an enemy. Depending on how strictly the prince upholds the Masquerade, anything from using vampiric powers in public to having mortal friends may constitute a breach. To stave off their immortal boredom, many vampires skirt the Masquerade as closely as they can, taking thrill from the forbidden rush that places their unlives in jeopardy. The world has acknowledged many artists, poets, writers, musicians, models, club habitues, actors and fashion designers who, unbeknownst to the populace, were vampires. Of course, many of these vampires saw their unlives come to abrupt ends, as other Kindred decided that their continued existences were threats to the Children of Caine as a whole.
II. The Second Tradition - Domain
Thy domain is thy concern. All others owe thee respect while in it. None may challenge thy word in thy domain.
Once, vampires staked claims to specific areas to use as hunting grounds, bases of power, or because they wished to take care of them. This Tradition was then used to enforce the idea of "domain," and a vampire could be justified in killing another because her domain was violated. Over the years, as societies changed, this became unacceptable. For the past 200 or so years, a city or region ruled by a prince became the domain of the Prince upon his taking the throne, or at least in theory.
The truth is, a number of vampires maintain domain, many times from the sheer weight of custom ("The sewers have always been the domain of the Nosferatu," or "A Ventrue has ruled this bank since its founding"). Of course, in modem nights, with some cities hosting vampire populations of 30,50, even 100 or more, concessions must be made. As such, many vampires hunt where they will, in the communal hunting grounds of the city's bars, theaters and nightclubs, which are known collectively as "The Rack" in Kindred slang.
Younger vampires, and a number of older ones, often still attempt to hold bits of territory, protecting and using them as private feeding grounds. Some Anarchs claim that these mini- fiefdoms are granted by the Prince as reward, proof that only the lapdogs get the treats. This is incorrect - the Kindred who hold their bits of turf are violating the Second Tradition, and the Prince need not stand for it. He often lets violations go, however, in the name of expediency; there are more important concerns than chasing after every petty would-be Anarch who stakes out turf. He may entrust certain trusted allies with guardianship of particular areas, and grant them a few privileges for the burden of the job, but in the end, he holds domain over the city. This allows him to keep order, for he may, by the Second Tradition, punish interlopers with impunity.
For solitary vampires or small groups staking out their territory, domain holds immense value to them, even if the territory is an urban wasteland. Few princes actually grant territory, but they occasionally allow "squatters," provided the vampires there support them and uphold the law there. The downside to this is the turf battles that can arise between gangs of Anarchs or coteries. These can spill over into the mortal world and threaten the Masquerade. Some princes have gone so far as to encourage such conflict, regardless of the danger, in order to set the troublemakers at each other's throats and distract them from the business of the city.
If nothing else, each Kindred may claim her haven as domain, making her responsible for the activity in and around the area. Some vampires take an active interest in their environment to ensure a secure haven, while others merely want a room where they can get away from the sun and to hell with the rest.
III. The Third Tradition - The Progeny
Thou shalt sire another only with permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shalt be slain.
Most Princes insist that they are the "elder" of this Tradition's wording and, as such, require that any vampire wishing to create a childe obtain their permission before the creation. Most vampires obey more out of fear than respect; after all, the unlife of a childe is at risk. If a childe has already been created without permission, the prince may claim the childe to be of his brood, declare sire and childe outcast and throw them out of the city, or have both slain outright.
At the Prince's discretion, childer who are created and abandoned without being taught of their existence may be "adopted" by other vampires, who accept full responsibility no differently than if they had created the childer themselves. The Camarilla recognizes the prince's right to restrict creation, out of concern for overpopulation. Indeed, such is the Camarilla's concern for the increasingly strained vampiric population that, at a recent conclave, its leaders resurrected the institution of The Scourge. Scourges patrol princely domains, finding Kindred created without permission and either expelling or destroying them.
In the Old World, this Tradition has several corollaries. The would-be sire's sire must be consulted, as must the Prince who holds domain over the sire's haven (if there is one). European Kindred are noted for their complete lack of tolerance for those who transgress against this Tradition. Failure to gain the permission of any of these undead can result in the outright slaying of the childe, and possibly the sire as well. Disregard and lack of respect may be appropriate for American rabble, but they certainly do not belong in the Old World.
IV. The Fourth Tradition - The Accounting
Those thou create are thine own childer. Until thy progeny shall be released, thou shalt command them in all things. Their sins are thine to endure.
If a vampire creates a childe, she is responsible for that childe, no differently than a mortal parent is for her child. If the childe cannot handle the burdens of vampirism, the sire must take care of the matter one way or another. If the childe threatens the Masquerade, either through ignorance or malice, the sire must prevent it. The sire must ensure that the childe is taught the Traditions and the ensuing responsibilities, and see to it that the childe will not constitute a threat to herself or the Masquerade upon her release. The sire is also responsible for protecting the childe. A Prince is under no obligation to recognize a childe, and other vampires may kill or feed from a childe with impunity.
Releasing a childe typically involves the sire introducing the childe to the prince who holds domain where the sire and childe live. The childe may be asked to recite the Traditions or provide other proof that she has been taught and understands them. If the Prince, for whatever reasons, does not accept a childe, then the childe must find a new city. On occasion, a sire must also introduce the childe to his own sire, but this is not always required.
After release, the childe (now a neonate) is permitted to live in the city with full rights as accorded by the prince's law and the Traditions. The release is considered a major rite of passage, much like a coming of age for mortals, for the neonate is responsible for his own actions. He will be watched carefully in the coming months; his actions determine whether he will be considered an "adult" and treated as one.
V. The Fifth Tradition - Hospitality
Honor one another's domain, When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.
Some call this the Tradition of "politeness": Knock before entering. This was done even before Princes ruled cities, and continues to be done even if there is only one other Kindred in a domain. Simply put, a vampire traveling to a new city should present herself to the prince or other elder in charge in that city. This process can be frightfully formal, with a Prince demanding some form of surety regarding the newcomer's status, politics and lineage, or as casual as meeting at Elysium and introducing oneself politely. Some princes require guests to announce their arrivals immediately, while others accept presentations weekly or within the lunar month. Certain very liberal princes even permit visitors to come and go unannounced as they please, requiring that a guest present herself only if she wishes to take up permanent residence in a city.
Those who choose not to present themselves take dangerous chances. If a city is currently facing Jyhad, a newcomer risks being mistaken for an enemy. A Prince may invoke the Second Tradition to punish an unintroduced vampire with impunity.
By the Fifth Tradition, a prince's right to question all who enter her domain is unchallenged, even if her power to expel may be thwarted occasionally. A prince also has the right to refuse entry to any who enter, particularly in the case of newcomers whose poor reputations precede them or who bring cumbersome baggage in the form of blood hunts, enemies or other potential threats to the city and Masquerade.
VI. 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.
The Tradition of Destruction is perhaps the most easily abused and the most hotly contested aspect of Caine's code. Few other laws have caused so much controversy in the halls of power, and this Tradition is forever under reinterpretation. Most believe that the original meaning gave a sire right of destruction over his progeny (which is upheld by Kindred law).
However, if "elder" is interpreted to mean "prince," the Tradition covers its modem meaning, and one many princes claim gladly: Only the prince may call for the destruction of another Kindred in the city. The Camarilla has upheld this claim for the extra security it provides a prince's reign. It is a right which many princes cling to, and they enforce it with brutal strength if need be.
Murder of another Kindred by one who is not granted the Right of Destruction is not tolerated. If the vampire is caught in the act, it usually means the destruction of the murderer herself. Investigation of such murder is usually swift and thorough, although the status of the victim does have some impact on this. Generally, the higher the rank of the victim, the swifter and more thorough the investigation. While the murder of two neonates may cause consternation in a community, it might take the death of an elder before the wheels turn in a more timely fashion. Some ancillae have taken this to mean that anarchs may be slaughtered with impunity. This is dangerous to assume; if nothing else, the prince may order the murderer slain for attempting to usurp her Tradition-given right.
Turmoil in the streets is considered by many to be one of the best covers for kinslaying, but the punishment for getting caught is still severe. The only time when a vampire ranked lower than an elder might receive sanctioning to kill another during a blood hunt.
Inner Circle
The true hub of the Camarilla, this group meets in Venice once every 13 years to plan out the business and direction of vampire society - as much as any group can presume to dictate the doings of a race of immortal predators. Every clan is permitted one representative, usually the eldest member of the clan, as only the eldest may cast the clan's vote. Others may be brought to the meeting and allowed to speak, but in the end only the elders may vote.
One of the Circle's main purposes is the appointment of justicars, one for each of the seven Camarilla clans. Appointment is a long, drawn-out process, as each clan seeks to get its best in the plum spots. Often, when the shouting is over, the losers end up with young or relatively weak justicars who are ignored for their 13-year stints. Those who are eventually appointed are most often compromise candidates, or even obscure Kindred who the Circle believes can be manipulated. These latter types sometimes display a surprising amount of initiative, and may even bite the hand that feeds them.
The Justicars
These seven mighty vampires are the judges appointed by the Inner Circle to be the Camarilla's eyes, hands and, if necessary, fists. Justicars have the only true authority across the Camarilla and all Kindred, with the exception of the Inner Circle. They alone have the ultimate power to adjudicate matters regarding the Traditions. No one is considered to be above them in this. It is Justicars who decide the punishment for those who have violated the Traditions on a widespread level; the one being judged may not expect mercy. Justicars are supposed to call for a conclave when they wish to pass judgment, but over the years this lapsed as they grew in power. Justicars have the authority to call a conclave at any time, either to confirm ruling or to make certain decisions that one justicar alone does not wish to burden himself with.
A justicar serves for 13 years, and her actions may be challenged only by another justicar. If things grow heated, a conclave may be called by the combatants or by another justicar to resolve the dispute. When rival justicars decide to start battling out, few Kindred are safe from being used and abused in the ensuing struggle.
Many vampires, elders and younglings alike, resent the power the justicars wield, and certainly none care for the abuses that can come with it. However, very few would dream of openly taking them on, due to their immense age and resources. A shocking exception occurred in 1997, as the mighty Nosferatu justicar Petrodon was murdered by parties unknown. What movement of the Jyhad lay behind this assassination, or whether it is a precursor of further strikes against the justicars, is unknown.
The Archons
Each justicar selects a number of minions, known as archons, to act in his name as suits his purposes. If the justicars are the hands of the Inner Circle, then the archons are the fingers on those hands. No justicar can be everywhere he might need, or wish, to be, and archons can often make certain his presence is felt if not seen. Archons, although they are part of the Camarilla hierarchy of power, are not so far removed from typical Kindred unlife that they cannot observe it or gain the trust of other Kindred outside the hierarchy; this makes them ideal watchers. Some Kindred attempt to gain favorable attention from an archon, in the hope that she will mention them to her master. Such attempts often backfire, as continued efforts to curry favor are more likely to encourage suspicion.
Archons are typically chosen from the upper ranks of ancillae and occasionally elders of lesser station. Such a prestigious appointment can make or break a Kindred's career in the halls of power. Justicars occasionally choose archons to carry out specific missions, and sometimes prefer political savvy, insight and skill over recognizability.
An archon's position typically lasts for as long as a justicar wishes to retain her, or the length of the justicar's tenure. It is not unheard of for a new justicar to retain an archon who served with his predecessor, provided the archon understands to whom she now owes allegiance. Most times, though, a justicar prefers to select an entirely new staff, particularly if the last one left under strange or bitter circumstances.
City-Based Positions
Prince
The Prince is, to put it simply, the vampire who has enough power to hold domain over a city, codify the laws for that city and keep the peace. Such a position is typically held by an elder, for who but an elder has the necessary personal charisma and power to take and hold domain in a metropolis? In some small towns, younger vampires may be able to claim domain in the same way, but their claims are rarely respected by the coteries of the cities. On occasion, strange circumstances have placed younger vampires in a position to rule cities, but few such upstarts manage to hold their titles when the elders appear.
A Prince does not "reign" over a city. His role is more like that of an overseer or magistrate than that of a monarch. He is the judge who settles disputes between Kindred, the ultimate authority on the Traditions as they relate to his city, and the keeper of the peace. Above all, his concern is the Masquerade and its preservation. Whether this means he regularly scours his city for Sabbat or keeps a stranglehold on the wilder elements is up to him. Not every prince realizes or cares that his power is meant to be so informal; indeed, some demand that they be treated like the kings of old, holding court and requiring that their fellow Kindred within the domain attend them as they pass royal pronouncements.
Seneschal
This is one position that many princes would like to do without, but which occasionally is necessary. One Prince described the filling of this position to be akin to choosing which knife to put at her throat. A seneschal is meant to be a chamberlain, a second-in-command and an advisor to the prince. At any time, he may be asked to step into the prince's place if she leaves town on business, abdicates or is slain.
Naturally, a Prince wishes to have final authority on such an important position, and many have fought endlessly with their Primogen over the subject. This is a dangerous position in more ways than one - familiarity with the subject can give one ideas...
Keeper of Elysium
The keeper is in charge of what goes on in Elysium. A Toreador wishing to display her latest work, a Tremere wanting to give a lecture, or a Brujah scheduling an open debate on princely policies - all must clear things with the keeper, who can cancel or approve an event on the grounds of preserving the Masquerade.
The keeper is responsible for ensuring that mortals do not enter the area during Elysium and that events run smoothly. Most keepers are appointed by the prince, often with the stipulation that their appointment is conditional until their qualifications are assured. With the exception of Tyrel Smith and Valentine Duprie, both of whom served as interim Keepers until a replacement could be found.
Nearly every Keeper of Elysium in New Corsica has come to an unfortunate end.
Sheriff
The Sheriff generally assists with the "muscle" aspects of ruling, doing everything from hauling offenders to court to keeping order on the streets and occasionally bouncing fools from Elysium. During wartime the sheriff is often called on to be the war-chief, leading charges and coordinating the martial side of the fight. A sheriff may select deputies to assist him, who often act full in his authority. The appointments usually require the approval of the Prince.
Typically the Brujah and Gangrel clans provide the bulk of sheriffs, although anyone with something of a martial bent may be selected. Since part of the sheriff's duties include watching for breaches of the Masquerade, a sheriff is also required to show a little brains in addition to brawn. Straight-ahead brawlers are becoming less common; operators who are precise in their applications of force have become the norm.
Keepers of Elysium and sheriffs can be each other's best friends or worst enemies. A keeper who insists on dealing with security himself at Elysium risks stepping on the toes of the sheriff, who believes that such an action indicates to the harpies that he's incompetent. A sheriff who muscles into Elysium and conclave security without asking about existing plans may alienate the keeper, depriving him of much needed support when it comes time to press for tighter security measures. On the other hand when the two offices work hand in hand they can be incredible effective.
Deputy
A Sheriff often selects Deputies to assist him in a variety of capacities. Most often the serve as the eyes and ears of the Sheriff since the Sheriff cannot be everywhere at once. When these elected Deputies are out on official business they act with the authority of the Sheriff. Because of this appointments usually require the approval of the Prince.
The Sheriff may select Deputies based on a number of criteria. These criteria are individual to each Sheriff. It is quite common to see the more martial of kindred, usually the Brujah or Gangrel, among the Sheriff's Deputies but it is becoming increasingly common to see a selection based on social and political acumen as well as intellectual prowess.
Primogen
The Primogen are the assembled elders of each clan in a city. Most often, each clan has a representative Primogen, but in some cities a Prince refuses to allow a given clan to place a member on this council of elders. In principle Primogen represent their clans among the political body of elders, but in practice the Primogen are more often an "elite vampires' club" and an incestuous nest of treachery and favor-currying. Primogen - the term refers to individual members well as the collected body - convene at the Prince's discretion. In cities with powerful or despotic Prince, the Primogen he nothing more than a figurehead, while in other cities Princes govern solely at the whim of the elder council.
It is worth noting that the Prince is often not the Primogen for his clan. Although some Kindred claim that having duplicate clans involved in the political structure weighs matters in favor of that clan, no one is really in a position to change it.
Whip
Whips occasionally works as assistants for their Primogen. Not much different from the whips in mortal government, the whip's job is to goad and encourage discussion and decision-making during clan meetings, and to keep the clan updated on their primogen members' doings. Whips are selected by the primogen.
Unofficial Positions
Harpy
These Kindred prides themselves on being social manager of Kindred society and their modern-day equivalent of Strophades (The mythological home of the Harpies) is the Elysium in whatever city they choose to live. The Harpies of today traffic in gossip and maneuvering themselves up the ladder of success, drawing others with them..or kicking them in the teeth and knocking them back down.
Harpies serve other purposes. They are the keepers of boons and record the nightly activities of the Kindred they have set themselves to watch. Harpies are trusted to keep the official record of debts owed, and status gained and can also be called upon to serve as diplomats or envoys to other domain.
The position of Harpy is not appointed. It is a title that is given to those Kindred who show skill at gathering, spreading and using gossip and debts to make or break a vampire's place in society. Most Harpies are unimpressed by braggarts, immune to bluster and they show remarkable insight into reading a vampires nature and true motivations.
Bucking a harpy will assure one a place at the bottommost rung of the ladder of power for years to come.
Harpies are both feared and trusted.They seem to be unusually aware of dirty little secrets, crimes committed (even in other cities) and if they have a mind to, they are able to raise a Kindred to the heights of legend or to destroy their reputation forever.
Harpies communicate with other through various channels. In the days of old letter writing, then telegraphs..then telephones were the weapons of choice, now with the advent and prevalence of email word of transgressions literally fly around in the time it take to tap a key on a keyboard. As such it is a very bad idea to cross a Harpy, for if that happens and you run from the city to start anew, chances are that the Harpy of the city where you land will already know of it, even before you can park you car, step out of an airplane or disembark from a ship.
Harpies consider themselves to be the "voice of society" and can be quite brutal with their comments. When dealing with Harpies it is best to remember that they are generally extremely skilled in social skills, quite vain and will always make sure they come out ahead in any deal.
Scourge
As the nights grow more and more violent and the cities fill with unknown Kindred, some princes have resurrected this ancient position. Essentially, the scourge patrols the borders of a princedom, seeking out and often destroying newcomers who have failed to present themselves. Caitiff, as well as the fledglings of the 13th, 14th and 15th generations, have much to fear from the scourge. In some cases, even vampires who have followed protocol fall victim to the scourge, as princes reflexively react to fears of overpopulation and espionage. A few scourges are Assamite assassins under contract to a prince.
New Corsica Specific Positions
Hand Sinister
Hand Sinister is an obscure rank and is rarely used in these modern nights. Having neither the loyalty to the Traditions and nightly duties of the Sheriff, nor the unesteemed task of the Scourge, the Hand Sinister serves as a direct servant of the Prince's will rather than an enforcer of the Traditions. One elder has described the position as "The Prince's personal rottweiler."
The ANARCHS
Anarchs are vampires who reject the Traditions of Caine and the dictates of the elders who enforce them. Ironically, elders grudgingly afford anarchs some degree of status, due to the anarchs' ability to obtain power in spite of the elders' opposition. Anarchs are also respected for their passion and drive, which few elder Kindred, mired as they are in their age and dissatisfaction, can muster. Ultimately, however, most Kindred see anarchs as jackals, scavenging their unlives from what slips through the elders' fingers.
The SABBAT
The Camarilla's archenemy is the monstrous sect known as the Sabbat. Perceived as mindless savages and bloodthirsty fiends by the Camarilla and independent clans alike, the Sabbat is vilified among the society of the Damned, and for good reason. They're just not the reasons other Kindred claim. While the "Kindred" of the Camarilla espouse concealing themselves among mortals and maintaining the tattered vestiges of their Humanity, the Sabbat favors a different philosophy.
Not content to cower like beaten dogs from humans, nor to act as pawns in the schemes of their elders, Sabbat vampires instead prefer to revel in their undead nature.
The Unaligned Clans
The four independent clans have little in common, save their disdain for sects. Each pursues its own goals, and each defines its role in the Jyhad differently. Diffident even to each other, they keep their own laws amid the Camarilla's Traditions and the Sabbat's chaos.
The Assamites
The Assamites are a predatory clan of vampires based in the Middle East. For ages, they have served as independent contractors. assassins for hire to any who provided them with blood. Of all the independents, the Assamites are most feared by the others.
The Followers of Set
The Followers of Set disdain sects for different reasons. They claim to be heirs to a tradition far older than both Camarilla and Sabbat, and scorn the idea of setting aside their hereditary tasks for a passing fad of mere centuries or so. The tenets of the clan's shadowy faith allegedly date back to the first nights of civilization, and this ancient pedigree takes precedence cover matters of mere politics.
The "Setites," as they also call themselves, aren't above playing a fairly mercenary role between the two sects. The clan coffers hoarded knowledge and sinister favors to any vampire... for a price. Many elders of other clans look askance on the Setites' bartering; it seems all too possible that with every deal struck, the Clan of the Serpent takes another step to whatever goal its Antediluvian founder has set for it.
The Giovanni
The Giovanni are as much a family as they are a clan; the majority of their neonates are Embraced from clan members' mortal descendants. The insular Necromancers avidly pursue two goals: accumulating material wealth and power, and learning the secrets of Death itself.
The Giovanni, frankly, see no need for sects. They effectively police their own ranks, and managed to survive the Inquisition quietly, without requiring the help of other Kindred. They have all the allies they need in the form of their family, and can sternly enforce such aid when necessary. All they require is to be left alone to achieve their own ends - and the prospect of their success is frightening indeed.
The Ravnos
Finally, the Ravnos are driven by a clanwide compulsion for larceny and deception, as well as a powerful wanderlust. These masters of illusion, primarily of Indian and Gypsy stock, owe allegiance to themselves first, their clan second, and to no one else at all. Certainly the most loosely organized of the unaligned clans, the nomadic Ravnos are scattered across the world. They travel freely between Camarilla and Sabbat territory, for most princes have learned that it is more trouble to attempt to keep a Ravnos from one's city than to wait for the wastrel vampire to become bored and move on.
The Ravnos are flatly indifferent to sect politics, and most vampires have dismissed them as incapable of playing any great role in the Jyhad. They seem too chaotic and undisciplined to be of any use even to Methuselahs - and the Ravnos enjoy that reputation. The clan has happily lasted the past millennium or so without responsibility or duty, and sees no reason to change.
