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Update theclans.html
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dexter-chandler authored Jul 17, 2023
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Expand Up @@ -108,10 +108,11 @@ <h1><img src="header" alt="VampireHeader" width="100%" height="auto"></h1>
<a href="#toreador">Toreador,</a>
<a href="#tremere">Tremere,</a>
<a href="#ventrue">Ventrue,</a>
<a href="#lasombra">Lasombra,</a>
<a href="#hecata">Hecata,</a>
<a href="#tzim">Tzimisce,</a>
<a href="#ministry">The Ministry,</a>
<a href="#lasombra">Lasombra,</a>
<a href="#banu">The Banu Haqim,</a>
<a href="#hecata">Hecata,</a>
<a href="#tzim">Tzimisce,</a>
<a href="#caitiff">Caitiff,</a>
<a href="#duskborn">Duskborn,</a>
<a href="#ravnos">Ravnos,</a>
Expand Down Expand Up @@ -249,7 +250,27 @@ <h2 id="ventrue"> The Ventrue</h2>
and taking a sizeable chunk for themselves.
</p>
</section>

<section>
<h2 id="ministry"> The Ministry</h2>
<p>If you ever find yourself indeed of something illicit, The Ministry are the ones who can find it for you. These self-stylised Liberators are made up of no small amount of heretics, iconoclasts, and the corrupt.
They exist to subvert the pillars of the world in which they are cursed to live, and dabble in the devilish. Nightclubs, Churches, Therapy offices: they prowl the crevices of society,
to break the chains that bind themselves and anyone that crosses their paths. As a Clan, they sit upon the shoulders of the righteous or committed, whispering temptation into their ears: corroding the manacles of traditional morality.
</p></section>

<section> <p>Secrets, drugs, humans - it is all the same to The Ministers. Liberation comes in many forms afterall, and who are they to withhold that from anyone else? In fact, they are more often than not happy to do the work for you! Everyone has a vice,
and a price, afterall. Intertwined with the Clan itself, is a Cult devoted to this very notion. A multi-cultural temple dedicated to iconoclasm and heresy as far as any other institutional faith might be concerned.
Those who align with The Ministry’s cultic faith, are devoted to releasing the world from the constraints of what they consider to be “mistaken” religions. Perhaps in recognition of the potential hypocrisy - the Church of Set remains open to all,
and even members of their own clan do not have to adhere to its rules.
</p></section>

<section> <p>Nominally Anarch - having been refused entry to the Ivory Tower - some Serpents spend their time trying to uncover secrets that could unravel the institutions of the world, to build a newly liberated utopia. Others spend their time on the ground,
doing all they can to free the minds of those they come across, through whatever preferred means. Equal parts preachers and devils - salvation and temptation. They dig their fangs into the underbelly of any city they enter,
indispensable in their ability to enable dissent and revolution. If there’s one thing they are known for, it’s discretion.
</p>
<section><p>If you intend to play a Ministry character or one who is associated to the Ministry we insist you read our stand point on appropration and sensitive relgious roleplay <a href="conduct-extended.html">click here.</a></p>
</section>

<section>
<h2 id="lasombra"> The Lasombra</h2>
<p>Amongst Clan Lasombra, you can find the apex of social predators. Monstrous, vicious, and unforgiving; behind every paradigm shift, stands a magister - ensuring their own victories from the shadows.
Expand All @@ -266,6 +287,24 @@ <h2 id="lasombra"> The Lasombra</h2>
that they are better than the Camarilla Turncoats and post-sabbat Keepers: and want to burn it all down from the front lines. In any case, it is wise to be wary of those who have stared into the Abyss, and come back.
</p>
</section>
<section>
<h2 id="banu"> The Banu Haqim</h2>
<p>Sometimes transgression is unforgivable. Sometimes crossing a line must be paid for in blood, regardless of the consequences. The Children of Haqim know better than most, that if you allow monsters to break the rules,
they will do so over and over again. Lawyers, Arbiters, those who abide by a personal moral compass. Amongst their ranks you can count sheriffs, scourges, assassins and vigilantes: every Judge has their code,
and it is no surprise that there exists moral absolutists in a post-embrace world. In their blood lies a certainty, a compulsion to right wrongs, and balance scales.
</p></section>

<section> <p>In the past, the Mediators acted as tailor-made weaponry: mercenaries for a cause, who would swiftly enact judgement on those who violated the laws of whatever society they were born, and later embraced, into.
Standalone in their efficiency, those who count themselves a member of Haqim’s brood know that first and foremost actions always have a consequence: and they have no qualms in embodying that retribution. It is little shock,
that amongst their number you can count many who ascribe to religious and ethical codes. There is some comfort in knowing that you are a monster, but feeling assured in the notion that at the very least there is an external leash keeping you in line.
</p></section>

<section> <p>There exists a closeness amongst the Assassins. Their Clan is bound in knowledge of what is right: shepherded by their Antediluvian Haqim (when he wakes) and his Childe Urg-Shulgi, who walks the earth with an unwavering fury.
Their Elders are Old Testament, fire and brimstone. They expect their Childer to act the same. Unsurprisingly, their clan are nominally Camarilla: finding purpose in strict rules, another code to live and die by. Yet,
not all align with the rules of ancient men, and dusty tomes. Those of the Banu Haqim who walk amongst the unchained, do so with self-assured conviction. Eventually, even the Camarilla and Elders must be brought to trial for their sins.
</p>
<section><p>If you intend to play a Banu Haqim character or one who is associated to the Banu Haqim we insist you read our stand point on appropration and sensitive relgious roleplay <a href="conduct-extended.html">click here.</a></p>
</section>
<section>
<h2 id="hecata"> The Hecata</h2>
<p>Most Kindred have a childlike understanding of death, as far as The Hecata are concerned. It is one thing to simply be undead, but another entirely to make death your business, purview, and jurisdiction.
Expand Down Expand Up @@ -303,25 +342,7 @@ <h2 id="tzim"> The Tzimisce</h2>
and the Fiends will bear this grudge until there is nothing left to control them. Be that Camarilla, Second Inquisition, or Dragon.
</p>
</section>
<section>
<h2 id="ministry"> The Ministry</h2>
<p>If you ever find yourself indeed of something illicit, The Ministry are the ones who can find it for you. These self-stylised Liberators are made up of no small amount of heretics, iconoclasts, and the corrupt.
They exist to subvert the pillars of the world in which they are cursed to live, and dabble in the devilish. Nightclubs, Churches, Therapy offices: they prowl the crevices of society,
to break the chains that bind themselves and anyone that crosses their paths. As a Clan, they sit upon the shoulders of the righteous or committed, whispering temptation into their ears: corroding the manacles of traditional morality.
</p></section>

<section> <p>Secrets, drugs, humans - it is all the same to The Ministers. Liberation comes in many forms afterall, and who are they to withhold that from anyone else? In fact, they are more often than not happy to do the work for you! Everyone has a vice,
and a price, afterall. Intertwined with the Clan itself, is a Cult devoted to this very notion. A multi-cultural temple dedicated to iconoclasm and heresy as far as any other institutional faith might be concerned.
Those who align with The Ministry’s cultic faith, are devoted to releasing the world from the constraints of what they consider to be “mistaken” religions. Perhaps in recognition of the potential hypocrisy - the Church of Set remains open to all,
and even members of their own clan do not have to adhere to its rules.
</p></section>

<section> <p>Nominally Anarch - having been refused entry to the Ivory Tower - some Serpents spend their time trying to uncover secrets that could unravel the institutions of the world, to build a newly liberated utopia. Others spend their time on the ground,
doing all they can to free the minds of those they come across, through whatever preferred means. Equal parts preachers and devils - salvation and temptation. They dig their fangs into the underbelly of any city they enter,
indispensable in their ability to enable dissent and revolution. If there’s one thing they are known for, it’s discretion.
</p>
<section><p>If you intend to play a Ministry character or one who is associated to the Ministry we insist you read our stand point on appropration and sensitive relgious roleplay <a href="conduct-extended.html">click here.</a></p>
</section>


</section>
<h2>Others of The Blood:</h2>
Expand Down

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