World of Darkness Glossary
Glossary in one line: Short definitions of WoD / VtM terms as they appear in chronicle and source materials—search below, then jump to the primer setting or Kindred clans for story context.
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Definitions of World of Darkness terms based on their usage throughout the source material.
In Valley by Night, terms follow in-chronicle usage for our 1994 Phoenix setting and Laws of the Night Revised play. For authoritative rules text, refer to official Vampire: The Masquerade and Mind's Eye Theatre publications from World of Darkness and your storyteller.
Core Terms
Antediluvian
- A vampire of the Third Generation, so called because she predates the Great Flood
Cainite
- Any vampire; an older term
Caine
- The legendary progenitor of all vampires
- Referenced as Khayyin in some traditions
- The source from which all vampire bloodlines trace their descent
- Generation is measured by the number of steps removed from Caine
Kindred
- Vampires are immortal, sentient creatures with faint similarities to their mortal selves
- They require the blood of the living to survive
- They are burned by sunlight and must avoid it or risk death
- They are nocturnal creatures, finding it difficult to stay awake during the day
- The Embrace is the process by which a new vampire is created - almost never given lightly
- The structure and organization of vampire society during the Victorian era
- The Camarilla was founded on the will of the elders, and even now they continue as its strongest proponents and leaders
- Elders make up the upper ranks of the Inner Circle and Justicars, and often some of the most powerful princes
Kine
- Mortals; humans who are not vampires
- Used by vampires to refer to humanity in general
- The Camarilla concerns itself with maintaining harmonious relations between Kindred and kine
Sects and Organizations
Camarilla
- Dates back to the years of the Inquisition
- The Masquerade is both guiding principle and ironclad policy
- Claims all vampires to be under its aegis
- Six clans hold full membership: Brujah, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue
- The Inner Circle consists of one representative for each clan
- Justicars are appointed by the Inner Circle to be judge, jury, and executioner
- Archons are chosen by justicars to act in their name
- The formation of the Camarilla as a response to the Inquisition and Anarch Revolt
- Life and politics within Camarilla domains
- The Toreador are one of the founding clans of the Camarilla and play an important role in Camarilla society
Sabbat
- Spawned by the Inquisition and the Anarch Revolt
- Claims two clans: Lasombra and Tzimisce, plus antitribu
- Organizes itself in a parody of the Catholic Church
- Freedom and loyalty are the guiding principles
- Looks ahead to the nights of Gehenna, determined to survive by any means necessary
- Comprehensive guide to the Sabbat sect, its history, structure, and clans
- The fundamental principles and organization of the Sabbat
- The core beliefs and practices that define true Sabbat membership
- **The Sabbat**: Any incursion must be halted before it begins
Anarch
- Comprehensive guide to the Anarch Movement
- How anarchs organize themselves and their territories
- Areas controlled or influenced by the Anarch Movement
- Historical anarch-controlled territories
- **Anarchs**: Make excellent cannon fodder
Titles and Roles
Prince
- A vampire (male or female) who has established a claim of rulership over a city, and is able to support that claim
- Comprehensive guide to becoming and remaining a prince - the supreme authority within a Camarilla domain
- The prince as dominant political factor
- Rights and privileges
- The Traditions and their interpretation
- Recommendations from the Conclave
- Advice and strategies for ascending to princedom
- How primogen councils function when the prince lacks sufficient power
Harpy
- Comprehensive guide to the position of Harpy within the Camarilla
- One of the strongest positions within the Camarilla
- The harpy position is often overlooked as a bookkeeping position, tracking status and recording boons
- But the position has the potential to be much more
- In the right hands, a harpy can be a very powerful tool and compelling character story
- A harpy can move into the position by just acting like the harpy
- No vote is needed in ascending to the position
- The historical development of the harpy position
- The relationship between harpies and primogen councils
- Rumors about a matriarchal figure that all other harpies allegedly follow
- If such a position exists, the current Grand Harpy is rumored to be a Toreador who resides in New York
Primogen
- A city's ruling council of elders
- Explores the role and power of the primogen council - the council of elders that advises and assists the prince in managing a Camarilla city
- Provides detailed information on how primogen councils function, the political dynamics within them
- Discussion of the primogen council and its relationship to the prince
- Advice on managing primogen and using them effectively
- Toreador often serve as primogen, using their social skills to maintain influence within the Camarilla's political structure
Sheriff
- The sheriff gains the additional Status Trait: Feared when he attains the position
- While he remains sheriff, he cannot permanently lose this Trait
- The sheriff may demand that any Kindred within the city accompany him for questioning or judgment
- Failure to comply causes the offender to lose one permanent Status Trait
- The sheriff is immune to the powers of the keeper of Elysium (those conferred by the position)
- The sheriff may sponsor deputies by giving another Kindred a Status Trait of his own
Seneschal
- The seneschal gains the following two additional Status Traits: Cherished and Esteemed
- The character can never lose these Traits permanently while remaining seneschal
- The seneschal can act in the prince's stead when the prince is out of the city
- He is therefore entitled to all of the powers of the prince, although the prince may reverse or revoke them at any time
Concepts and Systems
Masquerade
- The collective effort made after the advent of the Inquisition to hide the Kindred from mortal notice
- The inviolate rule of Kindred existence
- **The Masquerade**: Should be open to even stricter interpretation than before
- The Masquerade is both guiding principle and ironclad policy
Elysium
- A place where vampires may meet without threat of violence to conduct business or discuss art
- Often held in places of art or culture
- Comprehensive guide to playing elder characters in Mind's Eye Theatre Vampire: The Masquerade
- The structure and rules governing Elysium spaces
- Advice for harpies on managing Elysium events and spaces
Domain
- An area of a particular vampire's influence; her "turf"
- The prince has leeway to set domain as long as he possesses the power to exert his authority
- The prince's rights and responsibilities within their domain
Praxis
- Praxis refers to the authority and power to rule over an area
- The prestation system was designed to ensure that only the strongest could claim praxis over an area the Camarilla wanted
- Eliminating confusion and weak or compromised individuals from claiming praxis was a key goal
- With Camarilla vampires, social strength is far superior to physical strength when it comes to maintaining praxis
Boon
- A favor owed between vampires
- The harpy position tracks status and records boons
- Boons are our money, the value we hold within our society
- You don't have to keep a log. All you need to do is arbitrate between the two kindred if they cannot come to a mutual agreement on payment
Prestation
- The system of owing and granting favors; used as a bartering tool among Kindred
- The prestation system was created before the official founding of the Camarilla, and was used as the basis for determining support for rulership in an area
- Vampires in each domain who were in support of a status system would have evaluated other kindred within their domain and ranked them, passing that information up their social ladder
- The higher a vampire was in the rankings, the more privilege and power they were given at the formation
- It was a covert way to ensure that strong leaders were in place at the beginning, eliminating confusion and weak or compromised individuals from claiming praxis over an area the Camarilla wanted
- The prestation system was designed first and foremost as a protection against weak leaders within the sect
- The position of harpy grew organically from the need for organization, accountability, and measurable authority over social structures, which is why harpies are appointed by acceptance in a domain rather than being voted upon
Blood and Feeding
Vitae
- Blood
- Introduction discussing the nature of vitae (vampire blood)
- Apart from their addiction to vitae, ghouls function like everybody else
Ghoul
- A mortal who has drunk vampire blood, but has not been Embraced
- Comprehensive guide to ghouls and their role in Kindred society
- With the exception of Revenant families, a ghoul is still very much a normal human
- The majority of ghouls may still live with loved ones, hold day jobs, pay bills, go to college, and so on
- Apart from their addiction to vitae, ghouls function like everybody else
- The difference lies in the ghoul's longevity and access to vampiric Disciplines
- These differences set a ghoul apart from kine society, both physically and socially
- Various types of ghouls and their characteristics
- How ghouls function within vampire society
Herd
- **Herd**: Mortal followers who provide easy access to blood
The Embrace and Relationships
Embrace
- The act of turning a mortal into a vampire
- The process of creating a new vampire
- The process by which a new vampire is created
- The Embrace is the process by which a new vampire is created - almost never given lightly
Childe
- A vampire created through the Embrace; the progeny of her sire
- The relationship between sires and their childer in primogen politics
Sire
- The parent-creator of a vampire
- The vampire who created another vampire through the Embrace
- The relationship between sires and their childer affects primogen politics
- Sires have authority and responsibility over their childer
Blood Bond
- A mystical power over another individual (mortal, Kindred or ghoul) created by drinking a vampire's blood three times
- The supernatural connection created when a mortal consumes vampire blood (vitae)
- Creates a powerful emotional and psychological attachment to the vampire who provided the blood
- The Tremere's relationship with the Blood Bond and how they use it
- The relationship between ghouls and their Regnants (the vampires who provide them with vitae)
- Jealousy and resentment can lead a ghoul to question her Bond, eventually causing a true break from her Regnant
- Some ghouls, when faced with nothing but abuse, strike back and become vampire hunters, bent on the annihilation of their former masters
Disciplines and Powers
Disciplines
- The powers of a vampire, such as strength, speed or supernatural senses, which come with the Embrace
- Among most of the Children of Caine, there are eight relatively common Disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence
- Certain clans and bloodlines possess their own special Disciplines, including Chimerstry, Dementation, Necromancy, Obtenebration, Protean, Quietus, Serpentis, Thaumaturgy, and Vicissitude
Animalism
- The ability to communicate with and master beasts
- For a vampiric predator, mastery over animals is a simple task; the vampire's Beast is more dangerous than any animal's nature
- By drawing on this feral connection, vampires can communicate with and control animals
- This Discipline is practiced by the Gangrel, Nosferatu, Ravnos and Tzimisce clans
- Use the Animal Ken Ability for retests with the Animalism Discipline
Auspex
- Heightened sensitivity and supernatural awareness
- A predator's senses must be fearfully acute, so many vampires hone their sensory talents to incredible sharpness
- This improved awareness starts merely by expanding physical senses, but as a vampire's powers of perception grow, consciousness itself becomes fleeting and sublime
- The powers of Auspex grant the ability to see through supernatural deception, including the veils of Chimerstry and Obfuscate
- The Auspex Discipline is most evidenced by the Tremere, Tzimisce and Malkavian clans, who use it for supernatural insights, and by the Toreador, who use their superb senses in conjunction with their artistic work
- Auspex powers retest with the Investigation Ability
Dominate
- The ability to command another's mind
- Dominate is most common among the Giovanni, Lasombra, Tremere and Ventrue clans, who all exercise their authority unflinchingly
- Unless specifically noted otherwise, the subject must be sensed directly by the vampire — seen, heard or otherwise noticed
Obfuscate
- Clouding of minds, granting disguise and stealth
- This Discipline allows vampires to conceal themselves and everything worn or carried
- Obfuscate powers last as long as they are maintained, and they generally require no particular effort
- The Stealth Ability is used for retests by augmenting the Discipline with natural shadows and concealment
- Auspex (or a similar power of supernatural sensitivity) may penetrate Obfuscate if the searcher is already looking for hidden individuals
Presence
- Preternatural charisma
- When many Cainites survive through careful manipulation of mortal society, the ability to sway emotions and control passions is a powerful capability indeed
- More than simply using intrigue or carefully rehearsed acting to influence others, vampires with Presence literally project auras of power or dread
- Emotions are playthings to be manipulated and stimulated
Thaumaturgy
- Blood magic practices within the Anarch Movement
- Comprehensive guide to Thaumaturgy and blood magic
- Companion volume expanding on Thaumaturgy practices
States and Conditions
Beast, The
- The personification of the vampire's predatory nature, to which is attributed animal instincts and bloodlust
Generation
- The number of steps that a vampire is removed from Caine
Gehenna
- The time when the Antediluvians will rise and devour their descendants before beginning a reign of darkness and terror
- Equated with the mortal Judgment Day
Final Death
- Destruction of a vampire
Frenzy
- An emotional state where the Beast rises to the forefront, and the vampire reacts as an enraged animal would
- **Frenzy**: Rage-induced loss of control
- **Frenzy**: Rules for when the Beast takes control
- Comprehensive guide to managing frenzy in game
- **Frenzy** - totally consumed with hatred of the Wyrm and all corruption
Torpor
- A deep slumber similar to a vampire's daily rest, but far deeper
- A character who enters torpor voluntarily falls into a slumber and may awaken in half the time usually required
- Torpid vampires ignore the nightly need for blood — they are effectively in hibernation for the time they remain in that state
- The length of torpor depends on the vampire's Humanity Traits:
- Humanity 5: Two days
- Humanity 4: One week
- Humanity 3: One year
- Humanity 2: One decade
- Humanity 1: One century
- Humanity 0: Millennium
Diablerie
- The act of murdering another vampire by drinking both her blood and her spirit
- Considered the worst crime among vampires
- The act of consuming another vampire's soul by drinking their vitae
Places
Chantry
- A Tremere stronghold and center of learning
- Houses Tremere scholars, researchers, and practitioners of Thaumaturgy
- Organized hierarchically with Regents overseeing chantry operations
Haven
- A vampire's home or where he sleeps during the day
Morality and Paths
Humanity
- A morality system for vampires, measuring their adherence to human values and ethics
- Humanity Traits represent the vampire's degree of adherence to human morality
- The Humanity Hierarchy of Sins:
- Five Traits: Selfish thoughts and actions
- Four Traits: Theft; causing injury
- Three Traits: Accidentally killing; intentionally causing property damage
- Two Traits: Killing with premeditation
- One Trait: Casual killing or acts of great evil (as your culture defines "evil")
- Humanity Five — Kindred with a score this high can be, ironically, more human than other humans
- Humanity Four — Approximate to "normal" social morals, on par with most of mortal society
- Humanity Three — The vampire has little difficulty with the fact that she is a predator
- Humanity Two — Killing is very acceptable to this Kindred, provided the victim deserves to die
- Humanity One — The lives and property of others mean nothing to a Kindred this far gone
*Note: This glossary is a work in progress. Terms marked "Definition to be compiled from source material" will be updated as more source material is analyzed.*