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The leaders of the Sabbat, clan Lasombra are social Darwinists, predators,
elegant and inhuman and with a wicked sense of humor. Firm believers in the
worthy ruling and the unworthy serving, the Lasombra have maintained their
traditions even as they have turned the Sabbat to their own purposes.
Simultaneously graceful and predatory, the Lasombra guide - and, when
necessary, whip - the Sabbat into an implacable force. Turning their backs
upon the humans they once were, Lasombra give themselves wholly over to
the dark majesty of the Embrace. Murder, frenzy, predation: Why fear these
things, many Lasombra ask, if one is meant to be a vampire? In contrast to
the Tzimisce, though, Lasombra generally seek not to reject all things mortal,
but to shape them for their own pleasure.
Culture
Lasombra are fiercely predatory creatures, and the Lasombra mindset is
defined by an enthusiastic embrace of social darwinism. The Lasombra firmly
believe that power is best held by the most worthy, and that the primary test
of worthiness is acquiring said power. As a result, they are predatory,
backstabbing, power-hungry and unapologetically arrogant about their
position. Needless to say, the Lasombra and Ventrue despise each other.
Historically, the two clans have sought out parallel dominions - the Lasombra
focused on the Mediterranean, the Ventrue on Germany. The Lasombra went
to the Church, the Ventrue went to the state. The Lasombra went to the
Sabbat, the Ventrue to the Camarilla. And finally, the Ventrue deduce their
claim of rulership over all Cainites through their lineage from the first of Third
generation, while the Lasombra claim leadership over them as the Clan who
first managed to slay their Antediluvian founder. That stated, as the ruling
clans of their respective sects, they are naturally prone to come to
loggerheads.
Lasombra pride themselves on doing things with style and elegance. That
doesn't mean they all dress alike, act alike or furnish their havens the same
way. Almost anything can be elegant. One of the classic Lasombra virtues is
the gift of exposition, allowing one vampire to explain to others why this
particular choice is in fact elegant. The clan favors its members who can
articulate their preferences in persuasive manner. The clan frowns on efforts
to shock unless they work. Managing to introduce something so unfamiliar
that it tramples on existing assumptions and yet, with explanation, manages
to fit clan imperatives is one way to win a great deal of honor.
That stated, the Lasombra embrace of the Mediterranean and the Church has
left odd marks on their clan culture. Many Lasombra are drawn to the sea,
and the majority of antitribu are sailors. Even now, the Lasombra are prone to
some ancestral Catholicism, notable figures such as Archbishop Ambrosio
Luis Monada viewed the world in Catholic terms (prior to his death) - they
believe in God and their own damnation with equal certainty. Elder Lasombra
in particular place a strong emphasis on confession, although without
redemption.
Since their beginning, the Clan has extremly strong ties to the sea; some
speculate that this fascination stems from the Antediluvians experience of
the Deluge and marks his beginning of fascionation with the Abyss. The
compulsion to spend time around dark tides comes even at many
generations' remove from the Antediluvian. It is not uncommon for Elder
Lasombra to resettle to the coastlines and one day to venture into the flood
and to never reemerge from it.
The Lasombra are also noted for a strong fascination with Chess; the game
serves as a metaphor for Vampiric existence (or at least, as the Lasombra see
it), and consequently any Lasombra who plans to get anywhere in the clan is
proficient in the game.
The Lasombra have been involved with the Church since its inception, and
some Kindred whisper that the clan was instrumental in the spread of the
Christian faith. In modern nights, however, Lasombra have turned their backs
on that divine institution. There are exceptions, of course, but for the most
part, Clan Lasombra bears only contempt for the notion of salvation. In fact,
the Lasombra brought many of the Church's rites and rituals into the Sabbat
sect, twisting them into mockeries of Christian doctrine. The Lasombra
ordained many of the sect's auctoritas and ignoblis ritae, so that the
vampires of the Sabbat might never forget who and what they are.
Through the Curse of Caine, some Lasombra believe, God has cast them out,
and thus it is their duty to build a new order on Earth via the Sabbat. More
scientific Lasombra scoff at this superstition, but even they tend to believe
that, as vampires, they represent a new and more advanced breed of
sentience, one unconcerned with petty human notions of ethics. Let the
milksops of Clan Ventrue burn in the solar fires of martyrdom; the Lasombra
are happy with what they are.
Naturally, this villainous outlook is not universal among the clan, but many
newly Embraced Sabbat Lasombra take great glee in the wanton destruction
and vulgar depravity that such a philosophy allows. In striking contrast, some
elder Lasombra still maintain their ties to the Church, though even they seem
to consider themselves "tools of the Devil." The two groups do see eye to eye
on one matter: Members of Clan Lasombra, as consummate manipulators
themselves, adamantly refuse to submit to the antiquated whims of the
Antediluvians. They fight the Jyhad proudly, but unlike many Kindred, they
firmly believe they can win.
The typical Lasombra possesses a gift for manipulation, as well as keen
leadership skills. Lasombra are the most common leaders of Sabbat packs, as
their motivational and Machiavellian natures make them ideal for
orchestrating the movements of the sect. Unfortunately, pride goes hand in
hand with this dark nobility, and very few Lasombra acknowledge other
vampires as equal, let alone superior.
The Lasombra embrace is notably sadistic. The clan generally has traits that
they're looking for: strength of will, ability to manipulate events, self-control,
and an ability to evade the limelight for positions of power. When a candidate
is identified, the sire will usually "test" the candidate.
Testing, in this case, generally means totally destroying the target's life and
seeing how the target reacts. If the candidate falls apart, then he was
obviously unworthy of the embrace. If he can continue to survive and even
overcome the challenges, then these challenges tend to become more
extreme, until the Sire decides that the candidate has demonstrated enough
merit and is taken into the night. As a rule of thumb, the Lasombra generally
don't embrace that many shovelheads, while becoming True Sabbat after
being shovelheaded is a sign of talent, the Lasombra generally prefer to be
choosy.
The Lasombra, as a rule, loathe ghouls with a passion. To them, a mortal in
the world of Cainites is as absurd as a poodle putting on a tutu and walking
around on it's hind legs. Due to their command of Potence and Dominate,
mortals are laughably easy to control, both physically and mentally - how
could the Lasombra possibly respect or value such a pathetically weak and
frail thing? As a consequence, the ghoul of a Lasombra is typically a sniveling
and timid wretch, living in terror of a single mistake which could end their
lives.
Lasombra ghouls fall into two broad categories. The first are the raft of
accountants, lawyers and bankers that the Lasombra need to keep the
finances rolling in, and perhaps these are the luckier of the two groups - as
long as the books balance at the end of the day, they'll live to see another
one. The second group cater to the Lasombra's difficulty with their own
image. Some Lasombra keep an army of personal attendants - scores of
ghouls to brush the mistress' hair, do her makeup and dress her. Such
attendants are punished severely for infractions. If the hair is not brushed
with exactly one hundred strokes, the ghoul might find themselves on the
wrong side of the hairbrush, a Potence fuelled hand wielding it. Also due to
the Lasombra's curse, ghouls of either stripe might have their faces reduced
to identical spider-webs of scar tissue, or be forced to wear featureless white
masks.
Many young Lasombra disdain private havens, sleeping with the pack and
maintaining communal lairs "for the good of the sect." Old habits die hard
among the Keepers, though; certain elders maintain ancestral manses or
other ostentatious havens.
Finally, something must be said about the impact that the lost visage has on
the Lasombra. The clan weakness makes it impossible for a Lasombra to ever
see his own image again - mirrors, photography and other reflective media
fail, and the Lasombra react to this problem in a variety of ways. Clan culture
places a strong emphasis on not overreacting to this problem - it is generally
acceptable to sit for a portrait every few years, but extreme reactions (such
as hiring a Tzimisce to fleshsculpt a ghoul) is considered a breach of good
taste and grounds for diablerie.
Organization
The Lasombra are the ruling clan of the Sabbat, as much as any clan can be
said to "rule" that chaotic body. A few elder Lasombra hold membership in
the Camarilla or Inconnu, but such creatures lead lonely and perilous
existences.
Clan Lasombra's structure is simultaneously formal and open. Respect and
homage are afforded to the elder warriors who helped found the Sabbat, but
younger members operate with almost no guidance from the clan as an
entity. Quarterly meetings, known as conventicles, serve to keep the
Lasombra informed as to each other's status, and blood-drinking rituals are
performed at these meetings. While no Lasombra is ever told "You may not
do that" (at least not publicly), almost all Keepers have a profound respect for
tradition. A secret Lasombra coterie known as Les Amies Noir is rumored to
hand down "death sentences" on those Keepers who bring undue shame,
attention or ignominy to the clan or its members.
Lasombra naturally seek positions of power and authority, as a result they
form the bulk of the Sabbat's administrative offices - ducti, prisci and the like.
Tzimisce are more likely to be pack priests, while the Lasombra focus on the
practical matters of administration and leadership. The Lasombra operate
under the metaphor of "shadows". They do not stand in the limelight,
Corsairs The Corsairs are Lasombra that have answered the call of
the sea that seems to be inherent to their blood. They spend most of
their time on the waves, often masquerading as pirates, and some
never come on dry land
Faithful - The Faithful draw their traditions from the once strong hold of
the Lasombra within the Catholic Church. Ardents followers of God and
believers in their own damnation alike, these individuals seek to fulfill
the will of God in this world.
Children of the Abyss The Children of the Abyss follow the ancient
traditions of Abyss mysticism, paying often only lip services to the
Sabbat, but staying in line, as the sect provides them with the means
to pursue their arcane art.
Doomed- The Doomed are an exhibitionistic lot among the Clan that
dont believe in the value of secrecy and aim to gain inmediate and
direct control of their environment, often without concerns to the kine.
Many Lasombra kill those Clan mates on sight.
Factionless- The Factionless are those Lasombra that have not yet
found an overlying purpose within the history of the Clan and give
more regards to their sect than their heritage.
Nickname: Keepers (as in, my brothers)
Appearance: Many Lasombra of elder generations hail from Spanish
or Italian stock, and some still show their Moorish or Berber heritage.
Lasombra neonates and ancillae, however, run the gamut of cultures
and ethnicities. Almost all Lasombra are reasonably attractive, with
well-bred, aristocratic features - blue-collar Lasombra are rare, and one
hardly sees the callused hands or broken noses of the working class
among the Keepers.
Background: Lasombra may come from any background, but are
typically professionals, politically inclined or well educated. Lasombra
tend to be aggressive, both physically and socially; the clan has little
interest in weaklings and does not hesitate to cull unworthy vampires
from its ranks. Lasombra are universally skilled at social discourse and
pulling the strings of others - coarse manners are viewed poorly, for
the Lasombra are refined monsters
Character Creation: A Lasombra may have any Demeanor (the better
to hide her true Nature!). Most Lasombra favor Social Attributes,
though Mental Attributes are prized almost as greatly. Many Keepers
cultivate extensive Influence, Status (Sabbat) or Resources, and favor
Backgrounds more than additional Disciplines or Abilities. Lasombra
founded the Path of Night, and this Path has a number of followers in
the Keepers' clan (though many choose to follow other Paths of
Enlightenment, and some Lasombra keep vestiges of Humanity).
Clan Disciplines: Dominate, Obtenebration, Potence
Weakness: Lasombra vampires cast no reflections. They cannot be
seen in mirrors, bodies of water, reflective windows, polished metals,
photographs and security cameras, etc. This curious anomaly even
extends to the clothes they wear and objects they carry. Many Kindred
believe that the Lasombra have been cursed in this manner for their
vanity. Additionally, due to their penchant for darkness, Lasombra take
an extra level of damage from sunlight.
Obtenebration
are simply too large for this power to affect (such as the shadow of a
skyscraper). The effects of this ritual last until the next sunrise.
Side Effect: Shadows are drawn toward the caster, and when not controlled,
will attempt to move toward her, even to the point of bending against the
light. The caster gains the Eerie Presence Flaw (with the above descriptor) for
the duration of this ritual's effects.
[ 1 ] Pierce The Veil [ Vampire: The Dark Ages (20th Anniversary Edition) -Page 271 ]
When one stares into the Abyss, the Abyss stares back. This ritual attunes the
mystic's vision to darkness by harnessing the watchful gaze of Ahriman,
though it marks the mystic forever.
System: Using Shadow Play, the mystic forms a ball of shadows in her hand
and gazes into its depths. The player rolls Perception + Occult, difficulty 8. A
success results in the character permanently gaining the Merit Darksight.
Failure simply means that the ritual does not succeed and must be tried
another night, while a botch results in Darksight being acquired as a Flaw.
Side Effect: When a character uses Darksight gained through use of this
ritual, her eyes become completely black, without reflection -- windows into
the Abyss itself. This effect is permanent for characters who obtained
Darksight as a result of a botched ritual.
Health: *******
For the rest of the evening, the caster may feed through the touch of an Arm
of the Abyss. Any Flaws or other issues the caster naturally suffers are still in
effect: The Arm's absorption of blood can be excruciatingly painful if the
caster has the Grip of the Damned Flaw, all feeding restrictions still apply,
and so forth. However, the Arm of the Abyss leaves a deep, black bruise on
the subject's body that looks similar to the mark of a feeding leech, rather
than the tell-tale sign of a vampire's fangs.
System: The caster must spend fifteen minutes in contemplation at the
beginning of the evening, chanting in Abyssal tongues and calling upon the
spirits of the Abyss. The effects of this ritual last until the next sunrise.
Side Effect: While the caster's body contains any vitae gained through the
use of this ritual, her blood is a dark, blackish color. This causes notable dark
streaks where her veins and arteries are near the surface of her flesh.
[ 3 ] Calling The Hungry Shade [ Vampire: The Dark Ages (20th Anniversary
Edition) -- Page 272 ]
With this ritual, the Mystic calls a Hungry Shade, a human-sized soldier of the
Abyss. Eternally hungry and fiercely independent, they will attempt to
destroy any vampire foolish enough to summon them.
System: Beginning just after dusk, the Mystic paints a circle in his own blood.
She spends 1 hour in preparation, making chants of evocation. Upon
Health: ***********
[ 3 ] The Third Eye Of Rickard Argentis [ Vampire: The Dark Ages (20th
Anniversary Edition) -- Page 273 ]
This ritual summons forth a mysterious third eye, forged from abyssal
energies, which rests upon the caster's forehead and protects him from harm.
System: The ritual takes ten minutes to cast as close to dusk as he is able, at
which time the caster chooses how much blood to invest in the eye. At any
time the caster would be ambushed or surprised, the eye will expend one of
the blood so invested. When this happens, the caster automatically succeeds
on the test to react to surprise, and the eye reflexively summons forth one
Arm of Ahriman against his attacker, which can act immediately. If the player
chooses to expend further blood points, additional Arms can be summoned
against other attackers, but no more than one per attacker. Once the blood is
fully expended, the eye vanishes until recast.
mouth will see a deep chasm of blackness beyond instead of the workings of
human physiology.
System: The caster may consume anything she can fit into her mouth,
eradicating the item (or creature, or part of a creature) utterly by absorbing it
into the Abyss. Biting an opponent deals aggravated damage as per a
standard bite, but also removes one Willpower dot from the opponent's total
Willpower. Willpower lost in this manner may not be regained for one lunar
month. The effects of this ritual last until the next sunrise, or the caster may
end the ritual at any time.
Side Effect: The caster cannot speak or otherwise use her vocal cords, mouth,
tongue, or fangs for the duration of this ritual's effects.
When ready, the caster swallows the Nocturne. Once this is done, the
vampire falls into torpor as her consciousness is catapulted into the Abyss.
For each night spent in torpor, the player makes a mental attribute + Occult
static challenge, difficulty 12. Successes are accumulated over successive
nights until the player has successes equal to the question's rating.
Of course, attempting to commune with the alien thoughts of the Abyss can
be dangerous. If the Mystic accumulates no successes on her roll for one
night, the interval between rolls increases from one night to several nights to
weeks, and so on. Even successful use of this ritual leaves the mystic forever
altered as she can never entirely dislodge the alien hunger of the Abyss from
her soul. After using this ritual, when dealing with non-mystics vampires
permanently receive a +1 bonus to all Intimidate challenges, and a +1
difficulty to all Social challenges when dealing with mortals. This bonus and
drawback is not cumulative.
Legend has it that the reason for Lasombra's carefully guarded slumber in the
Castle of Shadows is that he lies dreaming of a way to destroy creation
itself
[ 6 ] Into The Chasm [ Vampire: The Dark Ages (20th Anniversary Edition) -Page 273 ]
With this ritual, the Mystic willingly enters the Abyss, traveling through the
infinite realm of nothingness to journey to any location she has been
previously.
System: In preparation, the Mystic spends one hour and three points of her
own blood painting a doorway with glyphs of the Abyss. When finished, a
portal to the Abyss opens in the doorway, and remains open for as many
turns as the caster possesses levels of obtenebration.
Once a character steps through the portal, she speaks her destination to the
Abyss and makes a mental + obtenebration static challenge against difficulty
10 to open a portal out of the Abyss. Each failed attempt increases the
difficulty. Additionally, the Mystic takes a level of lethal damage that cannot
be healed while within the portal. Dramatic failures may additionally attract a
Hungry Shade.
Non-Mystics may enter an open portal into the Abyss by spending Willpower.
The Mystic may choose to guide them by remaining in physical contact.
Otherwise, her difficulty to exit the Abyss is 8. Non-Mystics cannot
understand the formless chaos of the Abyss and see only total blackness. A
Non-Mystic who attempts to use supernatural means of enhancing her senses