Clans

Banu Haqim
The Banu Haqim are a clan largely found in the middle east, specifically their Clan Stronghold Alamut. They are a largely Independent Clan, but almost half of the Banu Haqim, especially the younger Vampires, have joined the Ashirra. In addition, a large number of Warrior-line Banu Haqim live in other parts of the world, mostly in North America, Europe, and Southern Asia, though this is a small fraction of the Clan overall, and most belong to the Sabbat.

Few Banu Haqim mainliners exist. The clan's elders were diablerized millennia ago, with almost all remaining belonging to one of the three lines of the clan, mostly the Warrior line. The few mainliners that survived spread, but less than the Warrior Line. They spread out long before the forming of the Ahsirra, and so they are spread across all sects in all areas. Mainline Banu Haqim treat Celerity, Obfuscate, and Presence as their in-clan disciplines.

Sorcerers
The Sorcerer-line was established by the 5th-generation, and are masters of multiple forms of Blood Sorcery. Most Sorcerers remain in Alamut, and their selectiveness in the Embrace meant that very few Sorcerers went to join the Ashirra or other factions, most remaining Clan-devotees. Sorcerers have Celerity, Obfuscate, and Striga as in-clan disciplines.

Viziers
The Vizier-line was established by the 4th-generation, and were seen as the leaders of the Banu Haqim, known for intelligence across the world. In the modern day, Viziers are treated with this respect in Alamut, but few other places. Viziers were even more selective than Sorcerers, though were more likely to be exiled or sent away, and as such there are lines of Viziers in other places around the world. Viziers consider Auspex, Celerity, and Obfuscate as in-clan disciplines, and favour Auspex' psychic-like powers, such as Clairvoyance.

Warriors
The Warrior-line is the most common, also established by the 4th-generation. They were embraced in droves to fight early wars between clans and sects, and in the modern day are the most spread out of the other lines. The Warrior Line is the most common, descended from the elders who devoured their sires. They were early adopters of the Salubri's sacred arts, though the Warrior Line itself has split. Some people say the Assassin Line is truly separate, though it is an ongoing discussion. Most Warrior Salubri consider Celerity, Obfuscate, and Potence their clan disciplines, though some remember Visceratika instead of Potence.

Brujah
The Brujah are one of the largest clans of the modern day, one of the big thirteen. Nowadays they're one of few de facto Anarch Clans, and as such they have a somewhat deserved reputations to be a bunch of young punks, by kindred standards. Even though the assumed Sect of a Brujah is Anarch, there are Brujah all over the place, spread across all factions. A lot of Brujah are part of the Ashirra, Camarilla, Sabbat, and most importantly; An entire section of Brujah, ~10% of them, the Barcae, are part of the Prometheans in it's entirety. In addition to other Brujah Prometheans. Brujah are everywhere. Brujah consider Celerity, Potence, and Presence to be in-clan disciplines.

Barcae
The Barcae are an old line of the Sect, with a direct line leading all the way back to Carthage, specifically they descend from Hannibal Barca, a very famous kindred of the day. In his death, his childer rallied behind the reconstruction of Carthage, even if it is only the spirit of Carthage. In the modern day the Barcae are the most likely to be public, and most Barcae are. Barcae consider Auspex, Celerity, and Presence to be in-clan disciplines.

Old Clan
The Old Clan Brujah are sometimes called True Brujah. Legend goes that the original Brujah Progenitor - Brujah - had two childer. One was dispassionate, and the other flew to love and hate in moments. The younger sibling, the emotional one, diablerized Brujah, and their name was Troile. They went on to found the modern Brujah Clan, while the older sibling founded the Old Clan. The Old Clan's curse is this dispassion, and they often stand in stark contrast to the Idealists, due to their instantly-jaded existence. Others say that the Old Clan were the first hipsters pretending to be cool. In either case, the Old Clan considers Celerity, Dominate, and Potence to be in-clan disciplines.

Patricians
The Patricians were a line started by a 6th-generation Barcae who was transported to Rome from Egypt, due to their disgust with Barcae ideals. Roman Sorcerers altered their blood, and the first Patrician took the opportunity to Embrace much of the Senate. The same Senate which would kill Caesar, most of whom were hunted down. There are few Patricians below 8th generation. Patricians consider Auspex, Dominate, and Presence to be in-clan disciplines.

Caitiff
Caitiff are the Clanless. There are many reasons why a vampire might be clanless, from having other magical things going on to simply being weak, or a "glitch" in the Embrace. The Caitiff are often disrespected as being weak, despite the fact that the Clanless are without Clan Curses, and are objectively stronger in many ways. This view isn't often acknowledged, because the political pressure against Caitiff is great. Caitiff have no disciplines in- or out- of clan, though usually have three or so which come naturally to them, often reflecting their sires' though that's a gamble.

Duskborn
The Duskborn are the New Breed. They are young Caitiff who often develop without knowing their Sires, so their generation is often high and they are often left to their creativity, leading to the Duskborn developing unique and strange powers. The Duskborn almost always have one to three disciplines they consider to be "In-Clan" despite being Caitiff, not due to clan preference, but the early development from what has been dubbed the Automedial effect.

Panders
The Panders are a recognized faction within the Sabbat. After Joseph Pander's efforts through the 1950's, his only request was that the Caitiff of the Sabbat are given the same respect as the clans and bloodlines. There is nothing special about them otherwise, though many have Celerity and Potence as disciplines they learn naturally, especially younger ones. Some question if it is reflective of early clan development.

Gangrel
The Gangrel are the Wild Clan, the Clan of the Beast. They are potent and lethal by default, but most importantly, they're highly independent. They are one of the few Clans with no de facto sect membership, and most Gangrel are Autarkis. Because of this behavior and disconnected nature, there are more Gangrel Bloodlines than almost any other Clan.

Mainline Gangrel consider Animalism, Fortitude, and Protean as in-clan disciplines, though the Gangrel have some unique variation among clans. Without being an offshoot, many Gangrel will have an affinity for a discipline other than Fortitude, and some have questioned if it is an example of the Automedial effect in a main clan.

Ahrimanes
A unique Bloodline, created by a 6th-generation Kinfolk. The Ahrimane are spiritually very different from Kindred, with a magically-altered Curse. Their Beast has been overwrote by a Spirit of Rage as part of the rites that augmented the curse, which was inspired by the practices of the Laibon. They are very rare, and embrace almost exclusively from Kinfolk, almost always Kinfolk unfit for breeding.

Anda
The Anda were some of few Clan-Kindred who migrated to Asia. They were quite common among the Chinese and Mongolians through the centuries, and still maintain a presence among the Blood Courts. The Anda remain one of few non-Court Kindred among the Blood Courts, and have moved very little outside of Asia overall, though many are in Russia, India, or Japan at this point.

City and Country Gangrel
Two separate recognized factions of Gangrel within the Sabbat. They are political entities as well as bloodlines, which typically prefer cities and the countryside, respectively. The vast majority of Gangrel in the Sabbat are City or Country varieties, with virtually no main-line Gangrel.

Mariners
The Gangrel Mariners are Gangrel who have chosen to live underwater. Their bloodline began in the 1600's and the golden age of piracy, and embrace very rarely.

Capadocians
The Cappadocians are the original Clan of Death, started by Cappadocius. Cappadocius was highly analytic and curious, and often used blood magic to augment the Curse of vampirism. Often, Cappadocius is cited as the progenitor of all vampires, though this isn't widely accepted as true. The Cappadocians have mostly been subsumed by the Giovanni Bloodline, Cappadocius diablerized by Augustus Giovanni.

Dunsirn
A bloodline made by Augustus Giovanni and one named for their family. The Dunsirn are in charge of money matters within the Giovanni organization, and their curse was modified by Augustus Giovanni with this in mind; They are unable to carry gold, silver, copper, and bronze items with their bare hands, otherwise it burns them like fire.

Giovanni
The Giovanni are the most populous Capadocian bloodline in the modern nights. They embrace almost exclusively from their own family, and the early leaders took every possible effort to hunt down all other Cappadocians, attempting to replace them wholly. They had little success, but it wasn't none, and all other bloodlines were killed off or almost killed off.

Lamia
The Lamia are the guardians of the Cappadocians. For every Cappadocian Scholar there would be a Lamia Warrior there to guide and serve them. That was the idea, though Lamiae were often killed without being replaced, as it was seen as disrespectful, and for much of their history, most Cappadocians went largely unguarded, and few were good at guarding themselves. Lamia herself was a member of the Bahari, and most Lamia were also Bahari, who placed high emphasis on learning through pain and suffering. Bahari didn't often tolerate being effectively lesser to Kindred, especially Clan-Kindred, and on top of the Giovanni purges, many Lamia killed their Cappadocian ward due to their being insufferable.

Pisanob
The Pisanob are an odd bloodline, as nobody is sure when or where they come from. They are universally known as a Cappadocian bloodline, though they were some of very few kindred in the Americas. They were already in the Americas when the Gangrel Einherjar travelled with Lief Erikson, though nobody has an answer for how Cappadocius was able to embrace someone on those continents.

Puttanesca
Another family under the Giovanni, the Puttanesca are literally the mob. Like, the italian mob. Like the mob. That mob. That's the Puttanesca. They don't have the right to embrace outside their mob family, and their bloodline was actually derived from a mix of Brujah and Cappadocian blood, taking their curse and lack of necromantic power from the Brujah. They are the only bloodline of the Cappadocians that is not de facto Hecata.

Rossellini
The Rossellini are a revenant family under the Giovanni. They are naturally gifted mediums, and as a bloodline, their abilities of perception and necromancy grant them incredible prestige within the Hecata, or any other Sect they join.

Samedi
A bloodline founded by Cappadocius during his wanderings, the Samedi are cursed to decay forever. They were originally from Africa, one of few of the Clan-Kindred who lived there, but were brought to the Americas along with most of the Legacies via slavery.

Lasombra
The Lasombra were the flagship Clan of the Sabbat for most of it's history, though the modern nights have caused them to split and spread much more. The Lasombra were traditionally tied to the church as the leading faction of the Crossbearers, and traditionally embraced exclusively from Jewish and Christian, later just Catholic, communities. The main-line Lasombra is exceedingly rare in the modern nights, however, due to the aggressive spread of the Angellis Ater. While the main-line Lasombra embrace exclusively and rarely, the ancient bloodline historically did the opposite, embracing wildly around the world. Even, somehow, the Americas, and as such the Angellis Ater are more representative of the clan itself.

Angellis Ater
The more common Lasombra, the Angellis Ater. Their progenitor, an ancient cultist embraced by Lasombra in hopes it would inspire them to convert to Christianity, made it their unlife's goal to spread their curse as much as possible. This cultist embraced death and darkness, passing these powers down to the majority of Lasombra in the modern nights.

Malkavian
The Malkavian clan is called the clan of prophets and madmen. It's fairly accurate. Malkavians are cursed with various mental health issues, which are unfortunately untreatable unless the Malkavian spends a LOT of blood to maintain a semi-functioning system while the medicine is active. Malkavians are a clan with little historical importance, but a historical omnipresence. They are found in every sect, with several Malkavians wandering far afield and interacting with Legacies and Courts, sometimes joining in their politics.

Ananke
The Ananke are sometimes suspected to be descendant from the Cappadocians, though the Toreador tell the terrible tale of vampiric lovers, Cappadocian and Malkavian, who together tragically sired the monstrous Ananke. They're fairly accepted as Malkavians though. Rather than ordinary mental health issues, the Ananke hear the voice of the Beast of War, which compels them to murder and death. They have a talent for death and necromancy, and are usually only welcome in the Sabbat or Hecata. They were one of the major contributors to the Baali Sect in the middle ages, believed to be extinct in the modern nights.

Ministry
The Ministry are sometimes called the Setites or Followers of Set, though they've rebranded a lot in the modern nights. They're the earliest Clan to politically interact with the Legacies of Africa. They originate in Egypt, and in ancient times they observed a ritual known as "The passing of the kingdoms of night and death," where for an entire night a vampire would trust their unlife and blood to a nest of snakes. If they were bit even once through the night, they would be exiled; Those exiles often wandered far, and some would begin bloodlines in Greece and northern Europe, and some would be adopted into the Legacies in the south. Many Ministers were transported to the Americas as or with slaves, so despite being famously centred in Egypt, there are almost as many Minsters in the Americas as in Africa and the Middle East together.

Serpents of Light
The Serpents of Light are the youngest Minister Bloodline, which often mingle with the Samedi, and some claim there to be a connection between the two. The Serpents of Light started in the Caribbean when a Vodoun sorcerer was embraced and learned the ways of death. In the modern nights they're spread across the Americas, and more often than not join the Hecata or remain neutral.

Witches of Echidna
An early Bloodline founded in Greece, the Witches of Echidna bear powerful blood magics, and a strange curse. Rather than a true, shared clan curse, the Witches of Echidna all fall victim to a truly dramatic flaw. Bloodline legends say that every Witch is fated to die to their odd curse, though this doesn't seem to be directly true.

Wolves of Jormangandr
Another early Bloodline, the first Wolf wandered far afield and became blood brothers with some of the Gangrel of the north. The Wolves were less prolific in their embrace, and tradition says that every Wolf needs to be accepted by all other Wolves. This isn't practical nowadays, and even in the past it was more accepted in smaller groups rather than the bloodline overall, but the idea remains, and the low population with it. All wolves have a collective blood bond to eachother, which overrides mundane blood bonds unless they are truly potent.

Nosferatu
The Nosferatu are a clan found throughout history as one of the most influential clans, but which you would almost never see walking down the streets. The Nosferatu are physically warped, often to the point of resembling a grotesque anthropomorphic animal, typically a bat-like creature. They often have clawed fingers, a deep hunchback, are several feet taller or shorter than they were in life, and often can only recognized as their former selves in the best light. Those are the more extreme cases, though it is representative of about a quarter of Nosferatu embraces, most of the time there's much more clear resemblance, though some of these changes always happen. The best cases still tend towards features such as unnaturally large and deep scars, warped posture, giant ears, bulging veins or eyes, or similar traits.

Gargoyles
The Gargoyles are a specific type of Nosferatu, which were experimented on by the Tremere. Gargoyles appear as their namesake, bearing wings and stony skin. They were almost universally bound to Tremere masters in the past, though many Gargoyles are free in the modern nights. They tend towards being weak in will, but have a natural talent for mental Disciplines.

Ravnos
The Ravnos are an odd Clan. They didn't spread as most others did, mostly residing in India and China, with few leaving. Easily one of the rarest clans of the modern nights. Throughout history they embraced very rarely, with most needing to conform to the stricter rules of the Blood Courts, and others needing to abide by the rules of the Ashirra, Typhons, or Vanati, all of whom controlled population more than the modern Camarilla and especially the Sabbat or Anarchs.

Salubri


 * Healers


 * Warriors
 * Watchers

Toreador


 * Nephilim
 * Volgirre

Tremere


 * Auram Guild
 * Horned Society
 * House Carna
 * House Crona
 * House Etria
 * House Goratrix
 * Saturday House

Tzimisce


 * Koldun
 * Old Clan

Ventrue

Independent


 * Lhinnian
 * Nagaraja