The Undead Heart

Glossary

Anarch
A Kindred rebel who opposes the tyranny of elders. Anarchs wish to redistribute the wealth and resources of a city equitably among the vampires therein. Naturally, the elders oppose this. Anarchs have a reputation for being troublemakers of the worst sort, and the label is used for all kinds of rebel.
Ancilla
A "proven" or middle-age vampire, often between 100 and 300 years old.
Animalism
A Discipline which allows the Kindred to communicate with and command animals. Gangrel, Nosferatu, Ravnos, and Tzimisce inherit this ability.
Antediluvian
So named because they supposedly predate the Great Flood, these are the third-generation creators of the clans, ancient and posessed of godlike power. They supposedly sleep in hidden lairs, to emerge from torpor only on the night of Gehena, when they are prophesied to rise and devour their childer. It is generally accepted that they exist, though very few have ever confessed to seeing one.
Apocalypse
The werewolves' prophecy of the end of the world.
Archon
Assistants to Justicars, acting as their officers. They deal with the smaller affairs demanding the attention of the Camarilla. They are feared and respected, as they are not only powerful in and of themselves, they have the full backing of the Camarilla.
Assamite
Feared by other Kindred, it is a clan of assassins and bounty hunters, from lands far in the east. They have a thirst for Kindred vitae, and have thrown off the restriction which was placed upon them by the Tremere, preventing them to drink Kindred blood. They now indulge in diablerie, and as always they take on contracts for killing.
Auspex
A Discipline of extra-sensory abilities. From simply sharpened senses, it increases in power, allowing some Kindred to pierce the veil of Obfuscate. Heightened Senses and Aura Perception are the lower levels; Malkavians, Toreador, Tremere, and Tzimisce inherit this ability.

Beast, the
The ravening fury that lies at the heart of all Kindred, always threatening to turn them into a mindless monster. A slip in control usually results in frenzy.
Blood Bond
An artificial "love" created between a vampire and another individual, made by drinking a particular vampire's blood three times. It carries much power over the individual.
boon
A favor among Kindred; often used as bargaining chips, boons indicate social standing and power.
Brujah
(pronounced broo-ha.) A clan composed largely of rebels, with or without causes. Passionate and sometimes violent, they are seen as punks, dumb muscle, or zealots by many; they are unparalleled in martial ability and strength, however. They have a strong sense of unity, and join together against a common foe, but are also known to police their own ranks and teach "lessons" to clanmates.
BSDs
Black Spiral Dancers; werewolves who have embraced the Wyrm and corruption.

Cainite
Another term for vampire; used more by Sabbat, but not unusual in other camps.
Caitiff
The clanless vampires, who may not know their lineage, may be so far from Cain (high generation, such as 14th or 15th) that they carry no clan characteristics, or may have been outcast from their clan. They are despised and often killed, as large numbers of Caitiff are said to signify the coming of Gehenna.
Camarilla
A sect of Kindred devoted to upholding the Traditions, particularly of the Masquerade. The Camarilla vampires prefer to coexist with humanity, not wanting to reveal their presence. This is generally out of a sense of self-preservation, though some optomists believe that peaceful interaction with humans is possible.
Celerity
A Discipline granting some Kindred startling speed and reflexes. Assamite, Brujah, and Toreador inherit this ability.
chantry
The local stronghold of the Tremere of an area. The chantry houses books, labaratories, and boarding for those Kindred who choose to stay there; it is the residence of the local Regent, and the center of all formal Tremere business within a domain.
childer
(singular: childe) The progeny of a Kindred. Also a derogatory term for other vampires, indicating inexperience and naivete.
Clans
Bloodlines of vampires. The clans which swear fealty to the Camarilla (as of 3rd edition) are Brujah, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue.
Independent clans are: Assamite, Followers of Set (or Settites), Gangrel, and Giovanni. Clan Ravnos was all but destroyed.
Clans of the Sabbat are: Lasombra, Tzimisce, and clan antitribu (deviants of other clans).
Court
A gathering of Kindred, usually presided over by the Prince of the domain. Social interaction and formal business are conducted, generally within an area declared Elysium.
Crinos
The wolf-man form of a werewolf; designed for battle, it is generally about eight to twelve feet tall. It inspires what is known as the Delirium in normal humans, causing them to forget what they have seen.

Dementation
Available to Malkavians, this Discipline allows the Kindred to channel madness, focus it, and pour it into the minds of others. The practicioner can be sane, but madness allows an advantage in practice. Passion and The Haunting are the lower levels of this Discipline.
diablerie
The consumption of another Kindred's blood, to the point of the victim's Final Death. Vampires of high (weak) generation may lower their generation by this practice.
Disciplines
Abilities learned by Kindred, generally effective on mortals and supernaturals alike. Each clan has three Disciplines which come with the blood, but others can be obtained. Even when inherent, the skills of each Discipline must be studied to use them.
The major Disciplines are: Animalism, Auspex, Celerity, Dementation, Dominate, Fortitude, Obfuscate, Potence, Presence, Protean, and Thaumaturgy.
Dominate
A Discipline which allows the Kindred to influence the thoughts and actions of others by force of will. Eye contact is necessary, save for in the presence of a Blood Bond. Command, Mesmerize, and The Forgetful Mind are the lower levels of this Discipline. Tremere, Ventrue, Giovanni, and Lasombra inherit this ability.
domitor
A ghoul's master, who feeds them blood and issues commands. The domitor is held responsible for the ghoul's actions, but has free reign over the ghoul short of Embrace; if given permission by the Prince, the domitor has even that.

Elder
Kindred who have existed for centuries, and generally have a very low generation. They are powerful, wise, and paranoid.
Elysium
A place where Kindred may gather without fear of harm from within; violence is forbidden. Elysium is declared by the Prince, and is often located in opera houses, museums, and other places of art or culture. The three standard rules of Elysium are: no violence, no destruction of art upon pain of Final Death, and Elysium is neutral ground.
Embrace
The process of creating a vampire. It is a deliberate act, consisting of draining a mortal dry of blood, then giving some Kindred blood back to them. The new vampire is then a fledgeling, considered a childe of the first vampire, known as the sire.

Followers of Set (Settites)
Originally from Egypt, this serpentine clan supposedly worships Set, a vampire-deity. They seem intent on "corrupting" others, and ruin and debasement follow them. Many vampires despise them, but they are sometimes sought out for their arcane knowledge.
Fortitude
Fortitude is a Discipline bestowing supernatural toughness, even beyond normal Kindred resilience. Gangrel, Ravnos, and Ventrue inherit this ability.
frenzy
The result of a Kindred's loss of control over the Beast, or a state of killing rage in a werewolf. It is marked by a completely mindless fury, and a need to kill or destroy everything in the individual's path.

Gangrel
Feral and wild, Gangrel love the wilderness and are often nomadic as well. Sometimes tolerated by werewolves, they dislike cities; they tend to support the Camarilla as a matter of convenience rather than philosophy. The Justicar for the clan was killed recently, and they are listed as independent, but many still openly support the Camarilla.
Garou
Werewolves, the ancient mortal enemy of the Kindred. Garou is what they call themselves.
Gehenna
The foretold night of apocalypse when the Antediluvians, the most powerful of the Kindred, will rise from their sleep to devour all the younger vampires. This would bring about the end of the world, as vampires and humans alike fall under their inexorable hunger.
generation
The number of "steps" between a Kindred and the mythical Caine, said to be the first vampire -- a measure of power and potency. Most young vampires now are 13th generation, which appears to be the last generation capable of supporting full vampire characteristics.
ghoul
A human fed Kindred vitae while still alive, bestowing powers of healing and immortality upon them. They are most often loyal retainers or followers of their domitor.
Giovanni
Drawing its members from the famous Italian family of the same name, the Giovanni are rich, powerful, and distrusted. They study necromancy, and are very insular with their knowledge in general, striking deals in mercenary fashion. They are forbidden to meddle in Camarilla affairs.

Harpy
The enforcer of status and trafficker in gossip in the Kindred court. There may be several in large courts, who monitor other Kindred, keep track of social maneuvering, and wield the all-important social status. The word of a harpy can make or break a Kindred's power.
herd
Those humans a vampire feeds from regularly. The members of a herd may or may not be aware of the vampire's nature, or of the reality of what happens to them.

Justicar
Six powerful vampires, one from each clan of the Camarilla, hold this title. They act as the Camarilla's eyes, ears, and hands. They have the only true authority over other Kindred, and enforce the Traditions as judges and, if necessary, executioners. They are respected and feared as the ultimate visible authority in the Camarilla.

Keeper of Elysium
The Keeper is the one who arranges events and some security on Elysium ground. They hold the keys (if applicable) and are often the ones who choose a likely spot for Elysium.
Kindred
A common name for vampires, used in polite company. It can be plural or singular.
kinfolk
The extended "families" of the Garou, acting as support and connection in the human world.

Lasombra
Masters of darkness and shadow, they are the leaders of the Sabbat. Fallen nobility, they hold the clans of the Sabbat in some sort of coherent whole.
lupine
Another name for a werewolf, more often used by vampires than the term "Garou".

mage
Those humans with the power of magic, whether hedge-witchery or High Magick (as in "Mage: the Ascension") They are feared as an unknown force, though the Tremere scorn them as inferior.
Malkavian
Afflicted with madness, it is a clan of lunatics and seers. Often disregarded, Malkavians have visions and insights beyond those of normal Kindred, but are discounted due to quirks or even raving insanity.
Masquerade
The Tradition of hiding the existence of vampires from humanity. It was designed to protect Kindred from destruction at the hands of mankind, after the Inquisition claimed many Kindred unlives.

Neonate
A "new" or young vampire, released from their sire's custody but not yet considered worthy of respect.
Nosferatu
Hideously deformed, the Nosferatu are a quiet clan, preferring to remain in the background and acquire information. They often cite neutrality in politics, and are highly regarded for their impartial views. They are information brokers beyond compare, but are not sought out socially, their appearances banishing them to the sewers and back alleys. Some have mastered using Obfuscate to create illusory faces, but the ugliness haunts them. They have great unity and family, and have established the Nos Net, a network of communications spanning the globe.

Obfuscate
A Discipline which allows Kindred to vanish from sight, change their appearance, or conceal other people or objects. Mechanical devices, such as video recorders and photographs, still faithfully represent the vampire's image. Cloak of Shadows (hiding in shadow), Unseen Presence, and Mask of a Thousand Faces are the lower levels; Assamites, Settites, Malkavians, and Nosferatu inherit this ability.
officers (court)
Those Kindred that a Prince delegates power and responsibility to. Possible court positions are Primogen, Sheriff, Harpy, Whip, Seneschal, Keeper of Elysium, and Scourge.

Potence
This Discipline grants a Kindred supernatural strength. Brujah, Giovanni, Lasombra, and Nosferatu inherit this ability.
Presence
This is the Discipline of attraction. It can inspire zealous fervor, devoted passion, or terror, depending on the Kindred's whim. It can be used on any number of people at once. Awe, Dread Gaze, and Entrancement are the lower levels; Brujah, Settites, Toreador, and Ventrue inherit this ability.
Primogen
The elder of a particular clan in a domain (or a group of such elders). They are representatives of their clan in the city, though how much attention they pay to the rest of their clan may vary. They are often the power behind the Prince, as the Kindred they represent may rise to overthrow a Prince in power.
Prince
The ruler of a domain; the Kindred who has enough power and savvy to hold a city or region. There is no gender involved -- a Prince can be male or female -- and the individual is usually an Elder, as enforcing law and keeping the peace takes a great deal of charisma, wisdom, and power.
The rule of a Prince is more like that of an overseer or magistrate than that of a monarch, acting as judge, peacekeeper, and enforcer of Tradition. They may hold formal court, or they may not.
Protean
Clan Gangrel's talent, this Discipline allows the Kindred to manipulate their physical form, growing bestial claws, transforming into bat, wolf, or mist, or seeing in darkness. Eyes of the Beast (night sight) and Wolf Claws are the lower levels of this ability.

Ravnos
Warpers of reality, this clan was all but wiped out when its founder awakened and gave them instructions to kill one another.
Regent
The ruler of an individual Tremere chantry. The Regent is responsible for and holds authority over all Tremere in that region, as well as being the overseer for the chantry itself.

Sabbat
A sect of Kindred that rejects humanity, embracing the monstrous nature of the vampire. They are typically bestial and violent, and prefer to rule over humanity rather than hide from it. Sabbat elders resemble Camarilla elders, cunning and paranoid, and seldom participate directly in Kindred or mortal affairs.
Salubri
A clan which was believed to have been destroyed by the Tremere in a systematic purge. Most Kindred have never heard of them, and those who have generally believe them to be dead; there are rumors that a few survived, but there is no evidence of this. Tremere refer to them as "soul-stealers" and bear a fierce animosity toward them, if they even admit that the Salubri ever existed.
Scourge
The officer who patrols the borders of a princedom, seeking out and often destroying intruders or those newcomers who have not presented themselves. The right to destruction is a decision of the individual Prince, but Scourges are feared even without the ability to dispense Final Death.
Seneschal
A sort of chamberlain, second-in-command, and advisor to the Prince. The Seneschal steps into the Prince's shoes if the Prince is absent, abdicates, or is killed. Needless to say, this is a very dangerous position for a Prince to appoint, but it can be necessary.
Settite: see Followers of Set
Sheriff
The Prince's enforcer, who keeps order, hauls miscreants in for justice, and stands ready to provide muscle if necessary. Sometimes they may elect deputies.
sire
A vampire's "parent", who created them.

Thaumaturgy
The ability of only the Tremere, this Discipline melds mortal magic with the power of vampiric vitae. There are several paths of study, and many rituals (or spells). Virtually anything can be accomplished with a high level of Thaumaturgy and the correct ritual.
Toreador
Artists and lovers of beauty, this clan is often discounted as degenerate dreamers. Full of both legitimate artists and poseurs, they are elegant, snobbish, and often foppish. They form the social backbone of the Camarilla.
torpor
The extended "sleep" of a vampire. When they have insufficient blood, are wounded, or are extremely old, Kindred can slip into a heavy sleep for days or decades. It is also possible to enter the state voluntarily.
Traditions
The six laws of the Camarilla, enforced with iron hand. The best-known is the first, called the Masquerade, but there are five others as well. They are as follows:

The First Tradition: The Masquerade
Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
The Second Tradition: The Domain
Thy domain is thy concern. All others owe thee respect while in it. None may challenge thy word in thy domain.
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.
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.
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.
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.
Tremere
Mysterious and feared, this self-created clan wields the power of magic. Secretive and strict, they adhere to a rigid political structure, and enforce a fanatical loyalty to the clan. They are mistrusted by most, and feared by nearly everyone.
Trinity
The treaty established by Ezra Darke between the Kindred, Garou, and Mages of Contra Costa County. It was a working truce for a time, promising equal aid and cooperation.
Tzimisce
(pronounced zih-mee-see, sha-mah-say or anything in between.) Fleshcrafters and Sabbat, very little makes the skin crawl like mention of this clan. Natives of the Transylvanian region, they are evil and twisted in nature, though they often wear faces of terrible beauty. Rumor has it that experiments on a Tzimisce captive was what allowed the mage Tremere to find the secret of vampirism.

Ventrue
The nobility of the Camarilla, this clan is touted for its business savvy and leadership. Aloof and snobbish, they consider themselves the best of the clans, even beyond the normal clan superiority. As leaders, they are unparalleled, but tend to lose sight of the "lower" clans.
vitae
Kindred blood. Vitae is the source of power for Disciplines, healing, and the Embrace, as well as simply keeping the Kindred from slipping into torpor.
Whip
Assistant to the Primogen. Whips act much as they do in mortal government, maintaining communications between Primogen and clanmembers, as well as keeping things moving during clan meetings. They are selected by the Primogen.


Suggestions for additions to this list are welcome.


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