Masquerade Cam/Anarch Setting Many of us have played Masquerade for years. Rehashing the same metaplot items and NPCs doesn’t hold the same draw that it once did. With that in mind, we’d like to present a setting which utilizes the same setting elements, but with a few chronicle specific tweaks. Do not anticipate that the previous chronicle metaplot items will take place later, as we will strive to provide a new story for our players. Setting: Camarilla Ascendant The Camarilla is uncompromising in its attitude when dealing with the rest of world. Those who seek to deal with the Camarilla have learned to either fall in line or hide their true ambitions carefully. Camarilla cities view independants with a suspicion and caution born of this new paradigm, they are treated as outsiders until proven to their local courts and found in line with the Camarilla's policies. Domains which tolerate independents, regardless of their views, are looked upon with scrutiny. What remains of independent and Anarch territories are viewed with a radical distrust and sometimes hostility, depending on city to city, praxis to praxis. History: While history is largely the same, the death of one of the Inner Circle in the early 1700s, and the discovery of Kementiri posing as the Ventrue Justicar causes a dramatic cultural shift in the way that Independents and Sabbat are dealt with. The timeline will have minimal modification on a global scale prior to 1995. Those modifications will be primarily the addition of chronicle specific prominent characters as well as a few events to create a causal relationship between the originating events and the modern setting. Metaplot elements you’re probably wondering about: 1) Assamite Schism has not happened and the Curse remains unbroken. 2) Dementation has begun to return to the Malkavian clan, but Dominate Malkavians are equally prominent at this time. 3) The Gangrel have not left the Camarilla. 4) The Week of Nightmares has not happened, and Ravnos are as prominent as any other independent clan. Brujah A clan that was high and is now low, the Brujah are the agents of change. While some accuse the Brujah of starting the New Anarch Movement so that they may still be of higher standing than some Kindred, the Brujah know that the ways of the past will fall before the forces of modernity. The Brujah are positioning themselves to capitalize on that change, involving themselves with mortal affairs and pushing progress in the name of capitalism, communism, and Camarilla. Playing a Brujah means you want to be a part of a fallen clan and show off your ability to work with the people (mortal and Kindred alike) Gangrel With the Camarilla, there are those who are complacent. The Gangrel are not among them. The Sabbat and their ilk still hide in the rural areas. The Lupines still stalk the woods. They do so not with impunity but with trepidation trepidation that they will be discovered by the loyal members of Clan Gangrel. In the wild parts of the world that remain, the Gangrel of the Camarilla roam. They encounter the fiercest opposition to the Ivory Tower and they must be equally fierce in their defense of it. Playing a Gangrel means you want to be tough enough to deal with the threats to the Camarilla and show off your ability to harmonize between the rugged frontier and the elite urban centers. Malkavian Clan Malkavian offers the Camarilla a better understanding of the thoughts of their enemies than any other. Unfortunately, Clan Malkavian also offers insight into the minds of their allies. Perhaps even more unfortunate, Clan Malkavian offers insight into their own mind. The Malkavians are both the watchdogs and the psychic soldiers of the Camarilla. The majority of the clan uses the Dominate discipline, conducting the business of the Camarilla as loyal psychologists, empaths, and predictors of behavior by dictating that behavior. A portion of the clan uses the Dementation discipline, no less zealous in their support of the Camarilla but using novel approaches to the clan’s traditional role of seers, oracles, and prophets. Clan Malkavian isn’t on the brink of civil war yet but if the shattered mirror cannot accept itself it will only splinter further. Playing a Malkavian means you want to understand what makes other characters tick and show off your ability to make them conform to the standards the “Camarilla” expects of them. Nosferatu If the Malkavians know what people are thinking, the Nosferatu know what people are doing. Their accumulation of knowledge and data is vital to the goings on of the Camarilla. By pooling and sharing their knowledge, the Nosferatu wield tremendous political power they literally know where the bodies are buried. Knowledge is power and the Nosferatu know more than anybody else. They use this power for the benefit of their prince, or for the benefit of the Kindred they believe should be Prince. They serve from the shadows, however very few Nosferatu enjoy the spotlight (something for which the other clans are revoltingly thankful for). Playing a Nosferatu means you want to understand secrets and show off your ability to capitalize on the secrets of the people you play with. Toreador Without purpose, the endless nights offer nothing but ennui. The Toreador are the soul of the Camarilla, providing what zest for existence that can be provided after centuries of undying existence. The Toreador are known for giving Kindred a chance to gather and have a reason to keep on gathering. While the Ventrue play politics and the Tremere bury themselves in books, the Toreador keep society together. Playing a Toreador means you want to give others a reason to come to games and show off your own reasons for unliving Tremere Every single enemy of the Camarilla possesses a different ability with blood magic. Only the Tremere are able to determine whether or not the use of blood magic is deviant and dangerous for the greater good of the Camarilla. The Tremere are afforded wide latitude by the Inner Circle to root out and destroy seditious Thaumaturgy. Respected by their allies and feared by their foes, the Tremere are the occult specialists of the night. They are organized by the Pyramid which guides their research and their ability to vivisect the magics of their enemies. Playing a Tremere means you want to govern blood magic and show off your problem solving skills. Ventrue Clan Ventrue is the glue that holds the Camarilla together. Because of their diligent diplomacy and aggressive posturing, the Ventrue in many ways are the Camarilla. These nights, the Ventrue are the primary diplomats and governors of the sect. They work together to ensure stability, and they work against each other for the privilege of being recognized as the best of the best of the best. In our game, the Ventrue are going to be organized by elders and the players will be tasked with supporting each other’s interests and generating plot for the other clans. Playing a Ventrue means you want to get other people involved and show off your ability to organize other people. Caitiff Technically, the Caitiff are Kindred and are accorded the base level of respect that any other member of the Camarilla gets by default. No one speaks for them, no one supports them, and they are not organized. Their thin blood means they are not powerful, their lack of clan means they are not loved, and their membership in the Camarilla means they are vulnerable to the same parlor games and deadly prestation as anyone else. Playing a Caitiff means you want to be a part of the oppressed masses and struggle to find your place in society. Independants: Assamites: The Mountain largely leaves the Assamite clan outside of Alamut to its work giving them free reign. Assamites who are found to adhere to the worship of Haqim or who seek to undermine the Curse under which the clan labors are not tolerated within Camarilla cities. Assamites taking contracts on members of the Camarilla in violation of the Law of Destruction lead quickly to death if discovered. Those of the clan within Camarilla cities are watched carefully and often questioned about their loyalty to the Mountain. Those who pass this review usually find work for the Prince as bodyguards (and unspoken assassins). Followers of Set: The Followers of Set are largely disorganized in modern nights. After struggling for thousands of years to raise their antediluvian, their focus on such is not as fervent as it once was. Those who are found to worship of their antediluvian are not welcome in any but the most permissive Camarilla cities. Those who are discovered to be following a Path of Enlightenment which encourages the corruption of the Ivory Tower are not dealt with kindly. The Camarilla views the Setites as the dredges of society, bringing vice and corruption wherever they are. Just the same though, some Princes are willing to accept their kind on occasion as a means of dragging down their rivals, and gathering information from yet another source. Powerful elders of the clan still exist hidden away, their focus unchanged by the passage of time. Giovanni: The Promise still exists and the Giovanni are not permitted to join the Camarilla, but the shift in the Camarilla’s perspective has modified what this means. In modern nights, a member of the Giovanni is required to follow the Traditions like any other person while in a Camarilla domain. Some Princes are very restrictive about what this means, going so far as attempting to restrict the use of Necromancy in their domains or banning Giovanni from their domains. Other Princes simply accept payment for their presence in the city as well as assistance with Necromancy as is required. Ravnos: The Ravnos were never particularly structured as a clan and that remains true today. The Camarilla doesn’t trust them due to the way they cause chaos wherever they go. They find sanctuary where they can be enough use to be accepted. Some Princes take them in simply as a means of being able to blame them later for anything that goes wrong. Antagonists: The Sabbat: The Camarilla continues to war with the Sabbat as ever. When they are able to identify one of the Sabbat’s leadership, they do what they can to eliminate such monsters. As such, in modern nights the Sabbat is predominantly made up of Loyalists who prefer not to let numerous people far away telling them how the world works. While the other factions of the Sabbat still exist, they are more likely to organize in the shadows in these nights; particularly the elders who draw most of the Camarilla’s attention. Anarchs: The Second Anarch Revolt removed whatever tolerance that the Camarilla had for those who describe themselves as Anarchs. In modern nights they rally around the Status Perfectus as their guiding document, attempting to form collectives of their own in the parts of the world where the Camarilla still does not bother to go. The overt rejection of the Treaty of Thorns by these Anarchs has given a bad name to anyone else who would claim such an association. The Camarilla treats such kindred as open subversives who seek to undermine and destroy their society.
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