Vampire - Arhimanes PDF
Vampire - Arhimanes PDF
Vampire - Arhimanes PDF
Vampire: the
A Masquerade
HRIMANES
1
by Mark Antill
Credits and Thanks:
Jess Heinig - For suggesting having a Lhiannan connection
Sven Skoog - For suggesting having a Yaryan connection
Chris Tembreull - The Ahrimanes logo
Rebeca Lloyd - The terms Ritemother, Wildform and Third Birth
Kabael - For some ideas from his Ahrimanes stuff, most notably "Another Slant"
Krissy Knight - For helping with most of the rules stuff during our game, and being a
wonderful ST.
Mark Antill - Everything else
A big thank you to everyone who emailed me or posted to alt.games.whitewolf with
suggestions, comments and advice
The cover picture comes from an online image archive
AHRIMANES
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Introduction
The Ahrimanes are a small Bloodline, First Birth: Being born a mortal
an all female offshoot of the Sabbat
Gangrel first introduced in the Indulging: Spending most of the time
Storytellers Handbook to the Sabbat, in or around just one of the Three Worlds.
and getting a very brief mention in the Some Ahrimanes do this to better
Vampire Storyteller’s Handbook. You understand a world, others believe it is a
do not need either book to use this work loss of control and balance.
as all the information required here. The
purpose of this book is to expand on the
Kingdom: Another term for one of the
given information there, to give some
three worlds. So, for example, the World
depth, purpose and hopefully interest to
of Beasts is sometimes referred to as the
the Bloodline by updating and expanding
Kingdom of Beasts.
on the original 2nd edition information.
In the end, use this like any
supplement, take the bits from it you like Manitou: A spirit.
and incorporate it into you game world in
the way that suits you best. If some people Medicine: Magical power including
find some things they like and use here, but not limited to Disciplines. Younger
I’ll consider this work a success. Ahrimanes sometimes call it Mojo.
Den: A place where a founded Third Birth: The ritual that transforms
Ahrimane pack dwells, rationally a remote a female Gangrel into an Ahrimane.
estate in southern USA but that has been
changing recently. Wildform: The Cat-woman form
granted by the fifth level of Spiritus.
AHRIMANES
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It is also probably worth noting that
Witch: Someone who calls upon evil or Ahrimanes do not go around using Lupine
malevolent spirits. Doing such things is and Mage terminology. No Cat talks about
considered witchcraft. the ‘Umbra’, ‘Gafflings’, ‘Preceptors’ and
other such terms. Very few of them would
have the slightest idea what such terms
World of Beasts: The world of animals
mean, even if they are familiar with the
and also the vampire’s Beast, also called
concepts.
the Beastsworld.
AHRIMANES
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Chapter One:
AHRIMANES
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Taking the first opportunity she could themselves up in control of them.
to separate herself from her sire Muricia
journeyed south among the native peoples
and renewed her studies, this time into the
Organisation
magic and powers of the Shamans. It took As befits their origins the Ahrimanes’
her time to win over a few of the native organisation is loose with no formal ranks
magic workers, but her closeness to or titles. While many Sabbat use the terms
animal world and her protection of their 'Brother' and 'Sister', Ahrimanes tend to
tribe from its enemies eventually one them reserve such things just for the members
over. One of the first applications of their of their own Bloodline. They own several
magic that Muricia used was a variation of large estates in the deep south, some of
a native cleansing ritual which she used to which are far from civilisation. All the
break the Vinculum with her sire. This, Ahrimanes at one estate make up a
and possibly the other rituals that she founded pack, with the estate as a
practised, had wholly unexpected side- communal haven and temple. A certain
effects and the very nature of her blood area around the estate is considered by the
seemed to be altered by them. She found Ahrimanes to be their territory and
her powers taking on a new direction, members of the pack move around it
what once had been a tie with the animals freely, often staying away from the estate
and the land became a tie with the animal itself.
spirits. Where before she spoke to the Members of the bloodline frequently
animals, and they would answer her call, travel to other estates to maintain contact
now she could speak to their spirit or exchange news, and every member of
brethren as well, and they too, would the bloodline knows every other member,
come when she asked. if not by sight then at least by name and
reputation.
Her joy at this new power soon turned
Unusually for Sabbat the Ahrimanes
to frustration however as she found herself
maintain a tight grip on any mortals of
unable to teach it other vampires and
influence within their territory. Although
indeed incapable of even siring other
they cannot use the Blood Bond, they
vampires. After several abortive attempts
make heavy use of Presence and some of
at both she came up with a new solution.
the older ones also employ Dominate or
She would adapt the ritual she had used
spirits. Their influence is often limited to
upon herself and perform it on other
keeping others out of their areas,
willing Gangrel who she though where
providing for their need and insuring they
worthy.
are not disturbed, although in more recent
Muricia found a few others that she times their interference in mortal affairs
considered worthy and together they has increased.
formed the first pack of Ahrimanes. As In addition to their control of mortals,
their numbers grew Muricia taught her the Ahrimanes have a strong knowledge
most trusted companions the rituals that of, and influence over, both the animals
she had learned and they began travels of and the spirits within their territory. This
their own, finding others who were worthy means that almost nothing happens of
and eventually founding packs and havens which they are not aware, and the power
of their own. Slowly they claimed several they have within their territory is
territories for themselves, where possible immense.
removed from too many mortals, and set Recently some of the younger and more
AHRIMANES
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Another Slant
History is never a certain thing, and vampiric oral history even less so. Some
Ahrimanes tell a slightly different version of their history. Some tell both. As always in
the World of Darkness the truth of the matter is unknown.
"Near the end of the Anarch Revolt, a Gangrel Anarch by the name of Muricia found
herself with her small pack and their few allies in the northern reaches of Germany,
fleeing from the warriors of the newly-formed Camarilla. Unfortunately, they were out-
manoeuvred and trapped between two Camarilla contingents. The forces smashed the
pack between them like an anvil and a hammer, destroying nearly all of the Anarchs.
Instead of fighting, Muricia fled, using her skill at Obfuscate to elude the Ventrue knights
and Brujah gangs that pursued. Desperate for a haven to hide in for the day, both from the
sun and from the Camarilla army, she scrambled through the forest, deeper and deeper.
Cursing her lack of training in Protean, she stumbled across an old pagan burial mound.
As the sky brightened, she forced herself in, clawing at the dirt and punching through the
stones to the chamber within. Tumbling inside, she was shocked to discover a torporous
vampire lying peacefully inside. Lying peacefully dressed in a simple robe with blood
runes carved all over her body, the Kindred was the only thing within the small mound.
Muricia, recovering from her initial shock, fell upon the vampire, needing to fill her belly
after the flight from the Camarilla. Muricia drank all she needed, and more.
Later, Muricia joined up with the newly formed Sabbat and continued the fight against
the Camarilla, not really wanting anything but peace. After the discovery of the New
World, she was among the first to call for an exodus of Europe, as she saw the futility of
the Sabbat-Camarilla War. Few supported her, however, and eventually, as the Sabbat
was pushed further and further north, she simply joined those few who agreed with her
(mainly some disorganised Gangrel antitribu) in the arduous travel across the Atlantic.
Once there, left empty after the long years of war, Muricia disappeared into the wilds of
North America, to live among nature.
Eventually she decided that she had to return to humanity again, and she approached a
few native settlements. Surprised at the warm welcome she got, she stayed and eventually
participated in some native rituals. The natives knew of her true nature, however, and the
shaman tried to perform a rite of destruction to kill her. Unfortunately for him, it did not
work out the way she had intended.
What happened then is obscure. Some say that Muricia frenzied and drank the entire
village dry, and so gained the knowledge of the shaman and his people. Some say that
she used powerful Presence abilities to sway the natives to her side, and she learned from
them how to make others like herself and then discarded them. Others claim that she
simply stood, walked over to the shaman, and beat the knowledge of the ritual out of him.
A few brave souls claim that something Awoke in Muricia, something far older than
herself. Either way, it is agreed that Muricia left the village changed, and she left in it
ruin.
AHRIMANES
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Returning to vampire society, Muricia joined with the Sabbat that had followed her in
the pan-Atlantic journey and began to push the sect westward. She also created others
like herself, choosing female Gangrel antitribu that she deemed worthy of becoming and
Ahrimane (so named by an Assamite who witnessed their ferocity and temper. He
likened their anger to that of "Ahrimane himself."). Using a variant of the ritual
performed on her, as well as a large volume of her own blood, she created other
Ahrimanes and grouped them into packs, much to the Lasombra's dislike.
As the Sabbat settled down and the power balance in the New World emerged,
Muricia took her get to the southeaster portion what would become the United States, and
there she slowly continued to build her bloodline of female warriors."
impulsive Ahrimanes have come together Sabbat seem to have prominent positions
to form nomadic packs. Rather than stay in in. Of particular concern is the nature of
one estate they travel across America and the spirits that seem to congregate around
Mexico, taking a more active role in the Pentex facilities. Others have been told to
Sabbat's war than most of their sisters. investigate stories, apparently brought to
Despite their wandering ways they keep in Muricia by the spirits themselves, of a
close touch with their fellows, often using male Native American vampire who
spirits to convey messengers that enable exhibits powers very similar to the
them to keep in contact. They usually Ahrimanes own. The fact that he is
make sure that they return to one of the supposed to dwell in the north of the USA
estates for the important Ahrimane Ritae. has lead to some Ahrimanes travelling
A few of the most recently created much farther afield than normal. None
Ahrimanes have not even joined all have yet found the truth behind these
Ahrimane packs. Rather they have rumours, and none are sure what plans
returned to their former nomadic packs, Muricia has would any find him.
although like all their sisters, they return Until fairly recently Muricia herself had
for the major rites. remained very much in control of the
Its thought that Muricia has tacitly bloodline that she created. While she
encouraged this break with tradition to never ordered the others around, her
answer some of the accusations of secrecy advice is always heeded and her
that have been levelled at her bloodline. suggestions almost always acted upon. She
However, some younger Ahrimanes kept irregular contact with all the pack
suspect that their founder may also have leaders, either through spirits or animal
some other motivations. Before their messengers or often through frequent
travels several have been invited to visit meetings. She also regularly travelled
her, or have had her arrive unexpectedly, around the Ahrimane’s territories and it
and she has asked them to look out for was not uncommon for her to simply turn
information regarding certain things. up at an estate unannounced. The younger
Some have been asked to investigate a Ahrimanes regard her with something akin
large company called Pentex that many to awe. After all, how many other
AHRIMANES
8
vampires get to meet the founder of their say what happens to the unworthy,
line in person? although there is of course some
All this makes the fact that nobody has speculation.
recently heard from her recently all the
more disturbing to her Bloodline. Training
Training most often takes place at one
Recruitment of the Ahrimanes' estates, as Mentors are
The choosing of a new member is a most frequently members of founded
long and careful process. The first step is packs.. Some of the training is physical,
when an Ahrimane see a female Gangrel but since any candidate must be a strong
who she thinks may be suitable. The fighter and survivor, they are already
potential recruit is usually quite young, so assumed to be competent in this. Most of
that she will be open minded enough to the training is the teaching of spiritual
learn, she must also be a competent fighter knowledge, on the nature of the spirit
and above all a survivor. Attitude is also world and the relationship the Ahrimanes
important, respect must be shown for the have with it. Instruction in the path of
world around her and all living things. Harmony is also commonly part of the
The Ahrimane then spends time training as it is tied closely to the
observing the potential recruit, sometimes Ahrimane beliefs about balance, although
through personal contact, other times by the Path is not forced on the new recruits.
using animals and spirits to observe her. If During training the candidate's pack are
after the observation the Ahrimane still allowed to stay nearby should they wish
thinks she has found a worthy candidate to, although the candidate herself is
she will frequently go to a more senior usually to busy to spend much time with
member of the bloodline, most often her them. Most packs choose to let their
own Ritemother. This elder will also member go by herself for training, being
observe, and if she too believes the told that she will be free to return once the
candidate is worthy, they will approach training is over and the ritual performed.
her with the offer to join the bloodline.
Not all candidates accept, for some the ties The training is carried out by the
with their pack are too strong for them to Ahrimane who first found the candidate,
wish to leave. and is known as her Mentor. The Mentor
Historically Ahrimanes have mostly may call upon other Ahrimanes, spirits or
been Hispanic or Amerind in origin, even Shamans of the local tribes to help in
although that has started to change. the training, but it is ultimately her
Recently a number of Ahrimanes have responsibility. During the training the
been created who have not been members student takes part in the Vaulderie
of other Sabbat packs first. All of these between the Ahrimanes of the estate. This
have been Mentored by older Ahrimanes helps bring her closer to the other
who are close comrades of Muricia, members and strengthens their ties. She
members of the original Ahrimanes pack. does not however take part in most of the
The rumour among some of the younger Ritae, although she is allowed to observe
Cats is that Muricia has obtained a source some of them as her training progresses.
of potent Gangrel blood from somewhere
Sometimes the training takes the recruit
and is choosing people to embrace with
away from the estates. She may be sent
this blood, then transforming the worthy
out with some Ahrimanes running an
ones into Ahrimanes. Rumour does not
AHRIMANES
9
errand or spend some time with a nomadic all, few want the more centralised control
pack. Even in these circumstances that many of the other factions espouse.
someone will always be keeping an eye on The Bloodline also does not have quite the
her. same Elder/Neonate split that runs through
many larger groups. Few, if any,
If at any stage in the Training the
Ahrimanes are truly ancient, and their
student proves herself incapable or
small numbers and mutual familiarity
unworthy, she will be taken before the
blurs the dividing lines. While elders are
elder of the estate. Using Dominate, or
treated with respect, they never attempt to
calling upon the spirits, her memories of
enforce obedience.
training and the Ahrimanes will be
removed or altered and she will be
returned to her pack. While she will not Unusually for vampires, its the younger
forget the Ahrimanes existence, many Ahrimanes who tend to be more politically
details will be lost. active. Many have taken a hand in
women's rights issues and movements,
The Mentor and animal protection and welfare and the
politics and concerns of the local Native
Ritemother American population. Their success has
been mixed, but in the process they have
The tie between the Mentor and her acquired a large amount of influence in the
student is a close one. During the training areas around their estates. By contrast
they spend much of their time together and many of the older Cats tend to be more
although sometimes the student believes focused on the spirit world, spending more
she is on her own, the Mentor is almost times in visionquests and communing with
always watching her through some power the spirits. Some of them seem positively
or intermediary. 'spaced out' to the younger members,
perpetually having conversations with the
During the Rite of the Third Birth the
creatures that surround them in the spirit
Mentor becomes something more else, she
world and pay far more attention to it then
becomes the newly created Ahrimane's
the material world around them. When
Ritemother, a sort of adoptive sire.
they do pay attention however, they
Although now the Ahrimane is responsible
frequently display an uncanny knowledge
for herself, the bond between her and her
of many of its secrets.
Ritemother always remains strong and the
Ahrimanes often regard it as almost Not all Cats spend their time in spiritual
sacred. Even after years as an Ahrimane it pursuits. Some of them choose to live in
is not uncommon for one to go to her the lap of luxury using mortal pawns to
Ritemother for help or advise. In many acquire wealth and possessions and then
ways the Ritemother is a sort of foster sire, making damn sure they enjoy themselves.
and the relationship reflects this. While they may seem soft or lax compared
to their more wild or spiritual sisters, they
can be every bit as ferocious, especially if
Ahrimane Unlife something interferes with their pleasures.
Ahrimanes prize freedom as much as For the younger members, training and
any Sabbat, and while the Bloodline has learning never really stops unless they
no political views as whole, most lean to want it to. The World of Spirits is a vast
the Moderate faction of the Sabbat. After and complex place, and there is always
AHRIMANES
10
new things to learn about it, either from talents for something. Unless the request is
older Cats or the spirits themselves. completely outrageous the Ahrimanes do
Ahrimane will learn from several older their best to comply, even if this means
members over time, frequently in return joining up with a non-Ahrimane pack
for doing small favours and running temporarily. It keeps things smooth with
errands for them. The wiser Ahrimanes do their parent Sect and means they get left
not ask for much, indeed they often see it alone.
as their duty to help their sister's spiritual
advancement. Leaders and Priests
Most Ahrimanes will join the pack of
On the estates the pack leaders,
their Ritemother, and the estate will
sometimes half-jokingly called Chiefs by
become their communal haven. Despite
the younger Ahrimanes, are responsible
this it is rare for the whole pack to spend
for the safety of the estate and the pack.
all its time together. Many roam the
This often involves keeping an eye on the
surrounding areas, sometimes having other
local mortals, delegating pack members,
havens or simply Earth Melding. Others
or using animals and spirits, to patrol the
take up residence in nearby human
bounds of their territory and making sure
communities, all the better to extend their
they can contact the pack members should
influence there. Every so often a few
they need to.
Ahrimanes from one estate decide to visit
another estate, usually deciding to turn up Leaders of roaming packs obviously do
unannounced, although the spirits not have a fixed territory, but have other
frequently carry word of their immanent responsibilities. Mostly this involves
arrival to their sisters. Get togethers tend coordinating the scouting of the area the
to happen around the time of important pack is moving to, and finding safe places
Ritae, but certainly are not restricted to it. to rest during the day. Unlike some
nomadic packs, Ahrimanes do not just
wander around the wilderness, but pay
More recently younger Ahrimanes from
very close attention to the places they go,
several founded packs have decided to get
seeing what information they can get from
together and form roaming packs of their
the animal and spiritual residents.
own. These packs are not located in an
estate and so are nomadic, frequently they While leadership tends to go to the
wander a long way from the Ahrimanes most experienced and oldest pack
traditional territory. Despite this they member, its not always the case. Leaders
always end up back at one of the estates often step down after a while of their own
eventually, even if its just to visit some of accord, although they frequently remain
their sisters for a while before moving on. close at hand to advise their successor. If
Before embarking on their journey, and their is a real disagreement over with the
sometimes when they return, such packs pack leader, the Ahrimane may leave the
have sometimes been visited by Muricia to pack and join another, if it will have her.
give them “her blessing”, although She may also call a council of three pack
sometimes they have trouble remembering leaders to judge over the dispute.
exactly what she did say to them Monomancy is unheard of among the
afterwards. Ahrimanes, there are just too few of them
to waste lives on petty leadership
From time to time other Sabbat request
squabbles.
the Bloodline's help with some matter.
Usually this means they need their special In addition too their normal duties the
pack priest, also called the Shaman or
AHRIMANES
11
Shamaness, is also responsible for keeping estates, frequently in pursuit of some
the local spirit world on good terms with mystic knowledge, she had recently
the Ahrimanes. For a founded pack that organised a few War Parties. Such activity
often means making binding agreements has been completely unheard of in the
with the local spirits. For nomadic packs entire Bloodline’s history. The expeditions
such things are often more temporary in were nominally also for some mystic
nature, and the priest does not have the knowledge that supposedly could “aid the
luxury of knowing exactly which spirits entire Bloodline” but a few Elder’s vitae
she will have to deal with from night to has been claimed as well . Whatever the
night. motivation the intelligence was apparently
Priests have the authority to get other superb, as with careful planning and the
pack members, even the pack leader, to do aid of the spirits the Parties’ casualties
tasks that she deems necessary to please were extremely light.
the spirits or keep the Ahrimane’s part of a
spirit-pact. These tasks can be quite Vanishing Act
bizarre, and some priests seem to take a By far the biggest event is the
perverse pleasure in not telling their sisters disappearance of those present at the one
exactly why they involved in some of the estates in West Virginia, including
apparently senseless activity. Muricia herself. The estate was one of the
oldest and largest and other Sabbat
Final Nights wishing to contact the Ahrimanes often
did so there.
Things have been stirring in the
Bloodline in these Final Nights. There has As far as the remaining Ahrimanes can
been something of an influx of new tell Muricia turned up without warning at
recruits, at least relative to the Bloodline’s the estate, with some companions. Some
previous numbers. When the schism were definitely Ahrimanes, both long time
occurred amongst the Harmonists some of companions of hers and newly created, but
the Gangrel Harmonists who were as far as they can tell some of them might
considering leaving the Sabbat were given not have been, at least one might have
the offer of joining the Ahrimanes where been male.
they would be free from persecution. She asked many of those who dwelt
More Gangrel have come from the there to depart, saying they could return
recent defectors that have come in from later but must not disturb them that night.
the Camarilla. Some of them have barely Her loyal daughters obeyed and when they
had time to call themselves antitribu did return they found… nothing. No trace
before becoming Ahrimanes. This has of Muricia or her companions, none of
caused some resentment amongst some of those who had stayed. Not even any of the
the more established Cats who feel their animals or spirits who dwelt in the vicinity
new Sisters are there to bulk up the could be found. There was no sign of
numbers rather than for their personal violence, no trace of a disturbance, they
worth. Even those among the Sabbat that were just gone. Word spread quickly and
know of the Bloodline are generally although many tried to find what had
ignorant of these new recruits. happened so far all the Bloodline has is
speculation and rumour.
Another change is that until her recent
disappearance from view Muricia had Fractured Line
become increasingly active. As well as
encouraging more Ahrimanes to leave the Although they did not realise it,
AHRIMANES
12
Muricia was largely the force holding the Like all Sabbat, rituals are important to
Bloodline together. Although others know the Ahrimanes as a means of providing
the Rite of the Third Birth it was her unity and strengthening comradeship.
advice and suggestions that controlled the Always lead by the pack Priest they are
actions of the line. Without her guidance frequently regarded as sacred and treated
the Bloodline she founded has lost its with the respect of a religious act. On their
cohesion, and different groups have started estates, Ahrimanes perform many rituals
to go in different directions. unique to the bloodline and closed to
Either fearing an attack or looking for outsiders. These rituals draw very heavily
answers several packs have simply on their shamanistic origins, and at most
abandoned their own estates, while others major rituals both spirits and animals are
have upped and moved to new, secret summoned to play a major role.
locations. The trust amongst the Cats has During the rituals the Ahrimane also
greatly diminished and although still often paint their bodies with sacred
nominally welcome at another’s estate, it symbols using their own blood, the blood
might not always be possible to find it. given by a summoned spirit and sacred
Some members of an already reclusive herbs and roots. They also burn the herbs
Bloodline have become totally withdrawn and roots to drive away the evil spirits.
and paranoid, while others have sought The Ahrimanes do not regard vampirism
safety or comfort in anonymity and have as an unnatural state and their rituals are
simply taken to passing themselves off as seen as a means of increasing their
Gangrel, and not even always antitribu, connection with the Worlds of Man, Beast
sometimes joining up with mixed packs or and Spirit. Even the common Ritae of the
coteries. Nobody seems keen to advertise Sabbat are adapted and changed, and are
themselves to the Sabbat and the sect often rather different in both appearance
seems to care little about what has and function to the original.
happened to the Ahrimanes, unsurprising Ritae are held each month, on the night
as most of it has never even head of them. of the full moon. Major Ritae are also held
Several Elders who know the Rite of at the equinox, and at lunar eclipses. These
the Third Birth have started to recruit rituals are most often held a sacred sites,
followers either from existing ranks or where it is easier to reach the spirit world.
through creating new ones. None have yet The greatest of their rituals, however, is
started to make overt plays for power but the creation of a new Ahrimane and her
it is only a matter of time before one tries, introduction into the bloodline, and the
any many fear they might recruit some visionquest.
help from outside. Fear of this or simply
not wishing to be involved has encouraged The Rite of the Third Birth
many Ahrimanes to seek their own path. This is the greatest and most sacred of
For many Ahrimanes the insular way of the Ahrimanes rituals. It is through this
their own lives has been brought to an end rite that a new Ahrimane is created and the
by these recent events and rather than a bloodline is perpetuated. The Ahrimanes
life on an estate they find themselves in all assemble at a sacred site where the Mentor
kinds of places and mixing with all kinds presents her student to her peers. The
of vampires that they would once never student must state why she is worthy to
have considered possible. become Ahrimane and is often strongly
questioned by those assembled. The
Ritae formality of the rite varies greatly
AHRIMANES
13
depending the Ahrimane performing the drive the new recruit into frenzy, requiring
rite. Some insist that it is done with the the others present to physically restrain
utmost solemnity, accompanied by her. During this period the other
chanting and ritual drums. Others have Ahrimanes, lead by her Ritemother, join in
been known to play load modern music a chant or song to the spirits to guide and
and hold something closer to a party, protect her.
sometimes requiring the new recruit to Sometimes a particular spirit
dance themselves into and ecstatic state approaches the Ahrimane during her Third
before the rite begins. Whatever the Birth, offering some help and guidance
ritualist thinks will please the spirits best although also posing questions and
and feels is most fitting. challenges too which the Ahrimane must
The student is held down and her blood cope with to earn that help. It is not
drained from her and spilled onto the unknown for Ahrimanes to receive and
ground in a spiral pattern. The assembled animal or lesser spirit as a companion who
Ahrimanes contribute their blood to a mysteriously arrives the next night sent by
bowl with the students Mentor giving the her guide. In return the Ahrimane is
most. Then a spirit, invariably feline in frequently expected is revere and respect
nature, is summoned and is asked to this spirit above others.
contribute ‘blood’, really a portion of it’s When the ritual is over, any existing
spiritual essence, to the bowl. Finally blood bonds or Vinculi are severed, this
certain sacred plants are added to the bowl applies to the both to the new Ahrimane
and mixed in, these plants are believed to and to anyone who has any ties to her. The
allow contact with the spirit world and only exception is ties to anyone whose
cleanse the vampire and include the blood has been in the mixture which
yaryan root and peyote. Its not unknown remain. It is because of this that few
for younger Ahrimanes to add some Ahrimanes have much inclination to return
modern hallucinogens to the mix, although to their old packs, and few members of the
more traditional members frown on this packs make much of a fuss about it. After
practise. all, in a sect that promotes freedom a
A fire is lit and the bowl is passed vampire is free to leave her former
through it several times, representing the comrades.
tempering of the vampire into an Finally, they celebrate the arrival of
Ahrimane. Then the blood form the bowl their new sister with a wild party, vampire
is used to paint the vampires flesh with style.
symbols sacred to the spirits that will
encourage them to accept her, as well as Visionquests
protecting her. Finally the remainder of
Visionquests are another ritual that is of
the blood is poured into the vampires
vital importance to the Ahrimanes.
mouth and she is reborn.
Although other Sabbat are known to
Like her first two births this one is not practise them, the Cats feel they are they
easy. The Ahrimane is assailed by voices only ones who truly understand how to
and visions from the spirit world as well as perform it. The used it to bring themselves
visions from her past and sometimes her closer to the World of Spirit and enhance
future. These visions can last several hours their understanding of both it and
and only if her will and spirit are strong themselves. Successful visionquests often
enough will she emerge with her sanity result in improved understanding of the
intact, its not unknown for these visions to Spiritus discipline.
AHRIMANES
14
For the visionquest the Ahrimane first blood lead the Ahrimane to frenzy. Indeed,
drinks her fill of blood, as she knows that during the course of the next several days
during the quest she will not be thinking of the Ahrimane will constantly drift in and
such things. Then she journeys by her self out of both consciousness and frenzy.
to a remote location with a special After that, and during one of her more
preparation. This contains many special quite periods, some of her companions
herb and roots, including such potent ones will come and let her down, making sure a
as peyote, mixed with the blood of animals supply of blood is handy.
and a small quantity of blood taken from a Many Ahrimanes claim that after this
summoned spirit. Using this concoction experience they have better understanding
the Ahrimane first paints her body with and control of their own Beasts, and
sacred symbols, then consumes the sometimes those of others too.
remainder. The powerful mixture puts her
into a trance like state lasting several days, The Sharing of Blood
where she see visions from the spirit
Technically Ritae, this is really little
world. In this state the Ahrimane has just
more than an excuse for a wild party. One
enough awareness of the real world to
Ahrimane is chosen for the honour of
avoid getting herself killed and to find
being the Sharer, normally as recognition
cover come sunup, but little more. Some
of some deed or action although
Ahrimanes take the ritual further,
occasionally this is little more than a
performing acts of self-mutilation upon
pretext. A few others, usually those adept
themselves believing the pain will help
in Presence, are chosen as Watchers.
send their consciousness into the spirit
world. Making sure they are all fairly well fed,
the Ahrimanes gather together somewhere
Touching the Beast where they do not think they will be
disturbed. The Sharer is then fed a potent
While visionquests aim to get the mixture of blood and drugs. Sometime this
Ahrimane in touch with the World of is mixed specially but at other times a
Spirits, this ritual aims to get them in drugged mortal is found, or a mortal is
touch with the World of Beasts, found and drugged, and their blood is
specifically though their Beast. used.
A wooden frame is constructed Once the blood is coursing through
somewhere away from the sun and high Sharer’s body each of the other
enough that a vampire may be suspended Ahrimanes, except the Watchers, bite into
from it without touching anything. Some her. The ecstasy of the multiple Kisses has
Ahrimane estates have such frames been known to causes some vampires to
purpose built, and a place set aside for actually lose consciousness. The drugs
them. from the Sharer quickly spread into the
The Ahrimane undergoing the ritual is others systems and from here on things
drained of most of her blood and taken to frequently degenerate into chaos with
the place by some of her sisters. Sharp those present drinking from anyone. The
wooden spikes are attached to wires Watchers are on hand to stop anyone
hanging from the top of the frame. They going too far, but those present frequently
are then driven though the Ahrimane’s emerge with more than a few scratches.
body and she is raised up until she is Older Ahrimanes frequently disdain
suspended in the air. this ritus. Sacred drugs and plants should
It is not long before pain and lack of be reserved contacting the spirits, not for
AHRIMANES
15
personal gratification. Those who take part
of claim that the ecstatic nature of the ritus
enables them to touch on the spirit world,
although the veracity of these claims
remains uncertain.
AHRIMANES
16
Chapter Two:
Beliefs and
Man is the most imbalanced of the three
Beliefs worlds.
The Ahrimanes have more to do with
Three Worlds, Three Births the World of Man than many Sabbat. The
Harmonists amongst them, who are still in
The core of the Ahrimane’s belief the majority, freely acknowledge their
revolves around the concept of the three former human nature and accept that it is
worlds. These are the World of Man, the still a part of themselves. Therefore
World of Beasts and the World of Spirits. despite their isolationism they still make
The journey to become an Ahrimane is a more effort than many Sabbat to retain
journey through all three, as woman, some contact with the affairs of mortals.
Gangrel and finally Ahrimane. For each They also maintain a tight control of the
stage there is a birth, none of them easy, little of the mortal world within their own
and with no guarantee of survival. Each territories, giving them a surprising
birth is in blood and pain. amount of mortal pawns, although of
limited influence.
The World of Man It is the through their discipline of
Presence that the Cats influence the World
The first birth is the birth into the
of Man. The Ahrimanes originally used
World of Man, it is the birth from the
this influence just to protect themselves,
womb into the human species. Once the
but over time they have started to use it to
World of Man was shared evenly between
follow their own agenda. They have used
men and women as equals, but that is now
their power to protect the native tribes
no longer the case. From the beginning,
where possible, and younger Ahrimanes
woman had a closer tie to the World of
have also got involved with animal and
Spirit, while men were closer to the World
women's rites movements, and have used
of Beasts. In the beginning this difference
their influence to try to further its cause.
was honoured and respected by men. Man
and woman knew of the three world, and The Ahrimanes often approach this
lived their lives close to all of them, with an attitude similar to a
interacting with them every day. conservationists or a gamekeepers.
Keeping the animals preserved and in
In time however, this respect
good order, frequently with the intent of
succumbed to jealousy. Envious of
feeding on them later. They might see it as
woman's place closer to the spirits, men
good sense but it would be a mistake to
upset the balance between them by trying
see it as caring for the humans and they
to take dominion over them. In doing so
are not above culling the herd.
they caused the World of Man to grow
more distant from the other worlds, and It should be stressed however that to
now many humans fear the worlds of the Ahrimanes Man is no greater or lesser
Beast and Spirit because they do not than the other animals. Although they are
understand them. Due this, the World of different from other animals they
generally feel it is no worse to feed of a
AHRIMANES
17
human than to feed off of any other source creatures the Cat has a relationship with
of blood. While they don’t revile humans and agrees to share it’s territory with her.
like some Sabbat, many don’t hold them in Although many Ahrimanes see
much regard either, at least not from a themselves as strongly in touch with
human perspective. nature and the World of Beasts, their view
Getting in touch with the World of Man of nature is a bloody and violent one. For
is as important to them as getting in touch them the nature of a predator is to take
with the other worlds. Some Ahrimanes life from the prey and defend its territory
indulge in hedonistic pleasures that would and pack. Unlike most other predators, a
rival a Toreador’s, collect interesting vampire does not have to kill its prey, but
morals as pawns and living in a veritable that does not necessarily mean it is wrong
state of luxury. To them its not just self- to do so. Ahrimanes who spend a lot of
indulgence but strengthening their ties to time with the World of Beats in various
one of the three worlds although not guises can be shockingly violent.
everyone is convinced. Generally such Ahrimanes with sufficiently advance
Ahrimanes are former City Gangrel. Animalism sometimes spend days
Even in the modern world, women's possessing an animal, almost invariably a
greater spiritual connection remains, even predator, to become closer to the World of
though few of them realise this. It is Beasts. Those with enough Protean often
because of this connection that only spend days in animal form.
women are chosen to become Ahrimanes. It seems that there is somehow
something feline about the Ahrimane’s
The World of Beasts Beast. Although this is not immediately
The second birth is the embrace and the obvious, a Frenzied Ahrimane often shows
Creation Rites. It brings the vampire away some rather cat-like mannerisms. Its not
from the World of Man and places the that they meow or anything, but the way
vampire in balance between the Worlds of they move and sound just seems o suggest
Man and Beast, for a Gangrel is closer to to observers a large feline predator.
the beasts than any human. The embrace Ahrimanes interact and influence the
awakens a Gangrel's own Beast and brings World of Beasts with their Animalism
them back in touch with their instincts and discipline. Through it they can commune
animal side. with the beasts and even with Beasts. All
By respecting studying beasts, a vampires have a strong connection to this
Gangrel can learn much about her own world because of their Beast, but only the
Beast. By talking to animals, and by Gangrel are close enough to be balanced
becoming animals, they learn, understand equally between the two worlds. That is
and be a part of this world. Ahrimane why only Gangrel are chosen to be
havens are always open to animals, who Ahrimane.
are free to come and go whenever they
wish. Despite this they rarely make The World of Spirits
Ghouls of animals, and rely on developing The third birth is the ritual of the same
a relationship with them and their powers name. Like the other births it is a birth in
of Animalism rather than the blood. blood and pain, but when it is over the
Ahrimanes often keep pets, and cats are Ahrimane has now forged a connection to
especially common, although they are the World of Spirits.
rarely of the domestic variety. Indeed As with man and beast the spirits,
many Ahrimane ‘pets’ are simply feral which the Ahrimanes often refer to as
AHRIMANES
18
manitous, must also be afforded respect.
Vampires and Spirits They can have great powers and great
wisdom, and to deal with them without
As a rule the only spirits Vampires understanding is both foolish and
generally interact with are the corrupted dangerous. After her initiation and her
spirits the Lupines call “Banes” and third birth, an Ahrimane will be instructed
Demons. The Lupines and some Mages on the ways of the spirits by her
believe no other possibility exists. The Ritemother.
Ahrimanes believe they are an exception
The spirits do not dwell in isolation,
to this and the spirits they deal with are
rather each spirit is tied to something in
neither corrupted nor forced into aiding
the other worlds, be it a beast, a tree, a
them.
place or even an idea. How someone treats
what they are connected to influences how
The truth of this matter is best left up the spirit will react to them. This is why
to the Storyteller depending upon how the animal spirits respond to the call of the
they see the spirit world in their World of Ahrimane, for they know the respect with
Darkness and what is best for their game. which they treat their corporeal cousins.
If you’re game is assuming Werewolf’s This tie can be used when calling upon
cosmology to be correct then go with the a spirit. By having something of what the
Garou’s beliefs, on the subject. If you are spirit represents present, it can make the
using Vampire’s then Lupine prejudices summoning easier and the spirit more
mean little. And if you are using Mage as responsive. While sometimes the spirits
the source for how the spirit world works, are summoned to perform tasks for the
anything could be the case. Ahrimanes, at other times they are
summoned for wisdom, advise or even
A caution though, it is pretty harsh to companionship. Some less powerful spirits
decide that a player’s character is are unable to enter the physical world and
completely deluded about their powers even ask the Ahrimanes to call on them, so
and beliefs, especially as Werewolf that they may carry out some desire of
cosmology is not very relevant to their own.
Vampire games, and it can be frustrating In general many spirits, particularly
for the player. animal ones, tend to react very badly to
vampires. While Ahrimanes are something
The best option is probably to leave the of an exception to this they are still treated
real truth unknown anyway. The Lupines rather warily by most spirits, and some are
believe one thing about the spirits and the occasionally downright hostile until the
Ahrimanes another, pretty standard fare in Cat can prove herself. Consequently most
the World of Darkness, and the players Ahrimanes learn quite quickly the best
don‘t know who is really right. This ways to placate the spirits.
works best for more crossover orientated Despite the sometimes less than
games that might not use a single friendly reactions, they don‘t provoke
cosmology, or for Storytellers who simply nearly the same level of violent response
don’t want to try and work out one single from the spirits as other vampires do. The
truth. Ahrimanes believe that the Third Births
roots in a cleansing ceremony are
responsible for making them more
acceptable to the spirits.
AHRIMANES
19
Some Ahrimanes choose to strike
bargains with a particular spirit, often one Ahrimane Appearance
that appeared to her during her third birth.
Rather than needing to be summoned each Upon undergoing the Rite of the Third
time, the spirit will stay close to the Birth successfully, Ahrimanes lose some
Ahrimane, usually in the spirit world but of their vampiric pallor and usually gain a
sometimes in the physical one. The spirit dark or dusky skin tone. Unlike the
is not a servant however and will want Assamites who grow darker though time,
something in return. the Cat’s skin colour remains stable after
this. Why the transformation has this side
Bargaining with a spirit can be a long
effect is unknown.
and tricky process, as vampire and spirit
agree what they will provide one another.
Sometimes what the spirits want is It is commonly thought by those
straightforward, protection and good outside the Bloodline that the Ahrimanes
treatment of their animal counterparts is only have one way of dressing, leather
common. Sometimes however, their and denim with plenty of places to put
demands are strange and irrational and an their weapons. This is simply because
Ahrimane must simply agree to it without most Sabbat that meet them do so when
understanding why if she wants the spirit they are performing some mission for the
to be her companion. sect. In such circumstances tough,
The Ahrimanes are very aware that not practical clothes are favoured.
all spirits are as harmonious as the animal
spirits that they call upon. They know Under other circumstances their dress
something of the darker spirit beings that varies as much as any other vampires.
dwell in the World of Spirit, and some Some effect traditional Native American
make it their duty to combat them. While or Mexican dress. Others eschew clothing
they rarely can confront them directly, all together seeing it as coming purely
they know that if they destroy what they from the World of Man, and unnecessary
are connected to in the physical world, for a vampire. By contrast, some of those
they can break the power of the spirit and that live amongst human civilisation wear
force it from the area. on the finest, most fashionable and
Spiritus is the Ahrimane's may of sensuous clothing they can buy.
contacting and influencing the World of
Spiritus. It is the unique power that sets
them apart from all other vampires.
Through it they may call the spirits into
the world, and into themselves. mortal, or immortal, affairs.
As an outgrowth of this while many
Earth Mother and Sky Father respect the natural world they have no
To the Ahrimanes the two greatest delusions at all about how harsh and brutal
spirits are the Earth Mother and the Sky it can be. Believing they are a part of that
Father. From their union all creation natural world they know that they must be
springs and all existence comes. While like it.
they have respect and even reverence for Quite how Caine and his curse fit into
them they never petition these great spirits this picture is anybody’s guess. In as much
directly as they don’t believe that they as the Ahrimanes beliefs have a creation
interfere with or care about individual
AHRIMANES
20
myth, and it changes with each telling, their Sisters who are trying to accomplish
there is no Christian God around with something in the mortal world.
which to curse the first murderer. To many Those indulging in the World of Beasts
Ahrimanes Caine just isn’t that important frequently act in an almost totally feral
anyway, since they Third Birth they do not manner. They live apart from civilisation,
really see themselves as his children spending time in an animal form or the
anyway. Wildform if their Disciplines permit. Such
Cats can be dangerous for anyone to
Vampires and the Three approach, even their packmates. Its not
Worlds unknown for those who spend a long time
behaving like this to almost completely
Having journeyed through all three
forget how to cope with some of the
worlds, and being a part of each, the
trappings of civilisation. Unsurprisingly
Ahrimanes can affect each. They have a
former Country Gangrel are most prone to
part that is of the World of Man, the
this kind of behaviour.
human part that thinks and reasons. They
have an animal part, a part of the World of Shamans are most prone to getting lost
Beasts, that is the Beast the part that is in the Spiritworld. Although it can happen
irrational, that is the source of instincts to any Ahrimane who can converse with a
and emotions. They also have a part that is spirit, it tends to be the more experienced
of the World of Spirits, the source of their ones who are knowledgeable enough
supernatural powers. about the Spiritworld who indulge in it.
These vampires are frequently lost in
All vampires have these parts and
conversations with spirits or staring at
connections, indeed all beings are
marvels most others cannot see. Losing
connected to all the worlds to some
interest in the material world is common,
degree. Of the vampires however, it is
and some are known to forget to feed,
only the Ahrimanes that can achieve the
until the hunger takes them and the Beast
understanding of all three worlds. That is
insists.
why their powers lie in all three worlds.
Many Ahrimanes consider indulging
oneself in one of the worlds to be a loss of
Moving Between Worlds the balance that they had obtained. If
To become truly attuned to one of the Ahrimanes are the only vampires who can
Worlds an Ahrimane sometimes indulges truly balance between the three worlds,
herself in one of them for a while. Not all getting lost in one of them is wasteful,
Ahrimanes follow this practice, many feel some feel even sinful.
that balance should be maintained at all Proponents argue that an indulgence is
times and such things are just an excuse just temporary, that once the Ahrimane
for some bad behaviour. has come to understand that World she
City Gangrel frequently start with the will return to balance. Indeed a proper
World of Man, acquiring mortal pawns, balance between the Three Worlds can
riches luxuries and treasuries and only be achieved this way, and given time
generally enjoying material comforts. every Ahrimane should indulge in all
They often become selfish, hedonistic and three.
pleasure seeking. Although they often
have a great deal of mortal influence they Prestige
rarely use it for anything other than
personal gain, much to the frustration of Amongst the Ahrimanes prestige is
AHRIMANES
21
gained in several ways. The single greatest members speak of another morality called
way is to become a Ritemother and the "Road of the Beast" practised by some
successfully tutor a new Ahrimane. of their elders. Perhaps they are referring
Although a Ritemother is not responsible to the Feral Heart, but that would be rather
for her student after the Rite of the Third strange considering these tales predate its
Birth the behaviour and actions of an inception.
Ahrimane reflects strongly upon her
mentor. Treatment of spirits and animals is Opinions and Relations
also very important. The respect that the
spirits have for an Ahrimane has a strong The Sabbat
influence on the respect that her sisters
will have for her. All Ahrimanes are Generally the Ahrimanes have little
expected to be able to look after involvement with the workings of the
themselves and be self-sufficient, although Sabbat. They are members, and serve the
prestige is not lost for requiring help if a sect when it is required, but beyond that
task is genuinely difficult. they tend to keep very much to
themselves. Visitors to Ahrimane estates
Paths are welcomed and allowed to stay should
they wish, but though the treatment they
The path most widely practised among receive is hospitable the reception is rather
the Ahrimanes is the path of Harmony, cool.
despite it having fallen out of favour with
much of the Sabbat. Its balance between Ahrimanes most often deal with other
man and beast and the respect for all living Sabbat when their skills are required to
creatures meshes well with the beliefs of serve the sect.
the bloodline.
Lasombra
While some younger members maintain
their Humanity, and a scattering follow The Ahrimanes have a rather poor
other Paths, most notably Feral Heart, relationship with the sect’s leaders. Their
many older ones are Harmonists and very strong sense of independence, their
moving to the Path is subtly encouraged secretive nature and their rather large
by the older Cats. Often instruction in the mortal influence in the area around their
Path of Harmony is provided to a new estates all make the Keepers highly
recruit by her Ritemother, sometimes distrustful of them. This distrust is
starting before the recruit has undergone returned by the Ahrimanes, who are less
her third birth if she is particularly than convinced of purity the Lasombra's
promising. motivations. However, their lack of
involvement in sect politics and their loyal
Despite this increasingly more of the and valuable service to the Sabbat
Ahrimanes newer recruits are followers of
prevents the Lasombra making any open
the Feral Heart, and some of the longer
moves against them.
standing Harmonists have also had a shift
in their beliefs.
Some rumours among the younger
Tzimisce
The Fiends appear to have no interest in
the bloodline, and rarely interact with
them. This suits the often Harmonist
AHRIMANES
22
Ahrimanes who find the practices of many change.
Tzimisce quite appalling. The only
exceptions are a few of the older Tzimisce Tremere antitribu
who still practices the Koldonic arts and
remember the ties that the clan once had The Spellbinders would have loved to
with the land and the spirits of the land. A increase their understanding of the spirit
few of the older Ahrimanes maintain a world and increase their power there. The
limited contact with these ancient Tremere's approach to spirits, controlling
sorcerers, respecting the knowledge of the and binding them, is contrary to the
spirit world they have, although they Ahrimane approach which involves
refuse to share any of their deeper secrets bargaining and mutual respect.
with them. Consequently the Ahrimanes had refused
to share any of their knowledge or lore
Country Gangrel with the Tremere, and some had even
refused to allow them into their territories.
More recruits come from the Country Their departure will not be mourned by
Gangrel than from their city cousins. The the Ahrimanes.
Ahrimanes see the Country Gangrel as
having a better balance between man and
beast, and so are more likely to be a
Serpents of the Light
suitable candidate for becoming an The Ahrimanes in Louisiana have had
Ahrimane. The Cats have more respect for clashes with the Setites in the region. They
the Country Gangrel than any other have learnt something of the undead
vampires, and when they do spend time ongans that belong to the Clan, and
with non Ahrimanes, it is the Country despise their attitudes to the spirit world
Gangrel they choose for companions. It is and the dark spirits they consort with. This
not unknown for an Ahrimane to attend a has carried over to the Setite antitribu and
gathering of Country Gangrel and has lead to a distrust of the Cobras and
participate in the storytelling and the their ways.
Ordeal.
Many Country Gangrel are of Native Other antitribu
American stock and this can give them a
greater understand of the Ahrimanes and Generally speaking the Cats have little
their ways. When an intermediary is to do with any of the other antitribu, and
needed between the Cats and the rest of tend to treat each one on a case by case
the sect, it is the Country Gangrel who are basis. Usually an Ahrimane will be more
called upon. friendly towards a female Sabbat then a
male one, but not all Ahrimanes have this
City Gangrel attitude. Many of the city dwelling Sabbat
have never heard of the Bloodline, and
Most Ahrimanes, even those who came very few Sabbat in general have even met
from the City Gangrel, feel that the City an Ahrimane.
Gangrel are less connected to the World of
Beasts due in part to their lack of the
animalism discipline, and also their living
The Black Hand
in the cities. Due to this fewer of their Only a few members of the bloodline
recruits come from the City Gangrel, have chosen to join the Hand, despite
although recently this has started to several being offered. Their skills in
AHRIMANES
23
fighting and survival combined with their other choice, being enraged at the idea of
unique abilities make the few Black Hand any Leech dealing with the spirit world.
Ahrimanes highly prized. For themselves The two tribes that they have some
the secretive Ahrimanes dislike serving contact with are the Uktena and the Black
anyone other than themselves and many Furies. These contacts have arisen due to
distrust the Hand and its motivations. the Ahrimanes interference with mortals
affairs. Their protection of the native
Camarilla peoples close to their estates has brought
them to the attention of the Uktena and the
The Ahrimanes hold the Camarilla in involvement of some younger Ahrimanes
contempt. They are the pawns of the elders in women's rights issues in their territories
and must realise this or be destroyed. The has lead to some contact with the Furies.
only clan they had any respect for is the Generally the contact is reserved, with the
Gangrel. For their part the Camarilla know occasional co-operation and trade of
nothing of the Ahrimanes, the nearest they information, but mostly just an unspoken
came was an abortive investigation agreement to leave each other alone,
attempt by a Gangrel Archon, which died although even this sometimes breaks down
when she did. into violence.
The Ahrimanes refuse to have anything
Mages to do with their sects Black Spiral allies.
They find the spirits that associate them to
The Ahrimanes know the Shamans of be repellent and their own spirit allies
the native tribes and understand some of have warned that they will not assist them
their ways. In turn the Ahrimanes are in anything they do that aids the mad tribe.
sometimes respected by them for their
closeness to the spirit world, although Other Changing Breeds
equally often they are reviled as dead
things that offend the spiritually oriented The Ahrimanes attitude to the Garou
willworkers. The Ahrimanes have some extends to others of the changing breed
contact with both the Penumbra of the when they meet them, which is in itself a
Grey Squirrel and the Eyes of the Sun as stunningly rare event. Those with ties to
well as some other groups that are a part the native tribes, the Corax, the Nuwisha
of the Dreamspeaker Tradition. and the Pumonca are held in particular
respect. Again this respect does not
Lupines translate into open friendship and an
Ahrimane will fight one if she must, but
The Ahrimanes treat the Garou like generally the Cats will try to find a
they would a dangerous animal. They have peaceful solution to any encounter. While
great respect for their balance between the the Cats sometimes know a little more of
three worlds and their formidable battle the shapeshifters than most vampires
prowess, and understand their spiritual ties though their spirit ties, they are far from
in a way few other vampires could. being experts on them.
Despite this they are hardly friends, and Special mention must be made of the
while they would rather leave a Garou in Bastet. The legends of cat shifters have
peace than fight with them, if their duty to intrigued some Ahrimanes and several
the Sabbat requires it they do so with all have set out to uncover the truth behind
the powers at their command. Frequently this. The Bastet are a secretive people, but
encountered Garou leave them with no also a curious one and rather less
AHRIMANES
24
judgmental of vampires than the Garou, implications for the Bloodline. And just
and a few Ahrimanes have managed to what would Yaryan and Muricia make of
make tentative acquaintances. each other anyway?
AHRIMANES
25
their example, although with more
caution.
The departure of the Gangrel Clan from
the Camarilla has lead some Ahrimanes to
speculate about the possibility an alliance
of some kind could be made between the
Bloodline and the Clan it came from.
Perhaps such an agreement already exists
between Muricia and some of the Gangrel
Elders.
Mystic Lore
In recent times Muricia seems to have
developed something of a fixation with
acquiring magical knowledge. Certainly
she has encouraged Ahrimanes leaving the
estates to pursue rumour or stories about
such things, Whether she is after
something specific is unknown, but some
of the Tremere antitrbu’s books found
their way into Ahrimane hands with a
great alacrity after their disappearances.
What, if anything, the shamanistic
Ahrimanes can make out of the
Spellbinders Hermetic works remains to
be seen.
Disappearance
The biggest mystery is what happened
to Muricia and the others in the estate in
West Virginia. Did Muricia take her
chosen few and depart to some promised
land, perhaps vanished into the
Spiritworld? Did she attempt some magic
restore the Bloodline’s fertility and did or
backlash and destroy her? Or many she
succeeded and is now founding a new and
self sustaining Bloodline and no longer
needs her former followers? Or was she
destroyed by her enemies, and if so who
were they?
Certainly some of the Ahrimanes are
determined to see if they can find out.
AHRIMANES
26
Chapter Three:
AHRIMANES
27
zzSummon Spirit Beasts may be persuaded to remain after the
power's duration, although this will
The Ahrimane can call on the spirits of require some bargaining on the
dead animals, known to Garou and Magi Ahrimane's part.
as animal Naturae, to aid them. They will Rather than have them remain in the
be predisposed to helping the caller, and physical world, the Ahrimane can ask
follow simple telepathic commends. The them to perform task in the spirit world or
spirits can take any actions they were Umbra. In spirit terms a "typical" Naturae
capable of in normal life. might be Rage 5, Gnosis 6, Willpower 6,
System: The summoner must roll Power 30 with a number of appropriate
Charisma + Animal Ken (difficulty 7). Charms. This should be modified as befits
The difficulty of this roll may be to the animal, an Owl-spirit for example is
decreased if the Ahrimane possess and likely to have a high Gnosis score, where
appropriate Material Correspondence for as a Buffalo-spirit may have a high Rage.
the spirit (basically an item appropriate to Examples of animal spirits, and how to
the spirits nature, or something like bones, deal with them, can be found in Werewolf
feathers or a tooth of the animal in 2nd edition and Axis Mundi.
question. See Axis Mundi for more details It is possible to call upon the spirits of
on Material Correspondences). extinct animals, but the longer the animal
The location also matters, if the animal has been extinct the harder it will become.
being called is local to the region it will be Calling upon a Sabre-Tooth tiger will be
easier to summon the spirits, if they come harder than a modern tiger, calling upon a
from the other side of the world, or a very Dinosaur may be so difficult the
different habitat it will be tougher. Use Storyteller can decide that it is effectively
common sense, a rat will be easy to impossible.
summon it a city, but it will be difficult to For those without access to the spirit
summon a polar bear in the desert. rules, assume summoned spirits have the
Every success on the roll allows the attributes of a normal animal but are
animal spirit to Materialize for a longer somewhat smarter. They may stay for
period of time: longer than allowed by the power if a
Spirits called by this ability do not have bargain can be reached. Some also have
to spend Power to Materialize, may do so some additional powers, so a Falcon-spirit
even if they do not possess the Charm, and may have the equivalent of Presence 1 or a
ignore the normal restrictions for Snake-spirit Serpentis 1 for example.
materialised spirits and the local Gauntlet
While the spirits summoned may look
rating. In this is the case, the spirit will
like animals, they are not. Powers that
have the attributes and health levels of a
work against animals will be ineffective
normal animal of whatever type. Spirits
against them, although powers that effect
with the Charms Appear or Materialize
spirits will work. If another mystic tries to
Successes Duration command the spirits, they must beat the
successes the Ahrimane scored when
1 Success One Turn
summoning them. Finally, as supernatural
2 Successes Five Turns creatures attacks from their teeth and
3 Successes One Hour claws do aggravated damage.
4 Successes One Night
zzzAspect of the Beast
5 Successes One Week
AHRIMANES
28
Respect for the Spirits
Sprits, it must be stressed, are not just sources of information and powers. They are
beings, often complex and unfathomable ones, in their own right. Its important that an
Ahrimane interacts with the spirits rather than just using them.
Spirits exist in Broods. If you offend one Cat-spirit, the chances are all Cat-spirits are
going to react badly to you. Conversely if you honour your bargain well with a Raven-
spirit, other Raven-sprits will more likely to assist you.
The animal spirits that the Ahrimanes mostly interact with are not identical in
behaviour to their material cousins. Rather they seem to be something of a fusion of the
animals themselves and the human beliefs about the animal. So Owl-spirits tend to be
wise, Coyote-spirits tricksters, Fox-spirits crafty and so on. Generally the more powerful
the spirit, the more individually personality it has, but it still always has the same
fundamental traits.
In game terms, having a good reputation with the spirits can be beneficial. If the
Ahrimane has a good relationship with a particular spirit Brood it can reduce the
difficulty or increase the duration of Summon Spirit Beasts and Aspect of the Beast.
By contrast a bad relationship with a particular type of spirit can make it harder to call
up, and less likely to stick around. Assume the quality of an Ahrimane’s relationship with
the spirits she is calling on can add or subtract up to 2 to the difficulty modifier of the
appropriate rolls.
This does not always mean they are hostile, if the Ahrimane is summoning the spirit
for a violent task it may be more inclined to help her. Nevertheless as the Ahrimane’s
Humanity or Path lowers it is harder for her to interact with the spirits of herbivores, as
well as talk to spirits of things like plants and rock. Those spirits of any kind that deal
with her will tend to either be frightened by her Beast or aggressive in nature themselves.
Although intended more as a role-playing tool, rules minded Storytellers can raise the
Rage and lower the Gnosis of spirits called by Summon Spirit Beasts if an Ahrimane’s
Humanity or Path is low. Also if a spirit is described as not dealing with shapeshifters
whose Rage exceeds a certain score, they will not deal with Ahrimanes whose Humanity
or Path is equal or less than that score.
AHRIMANES
29
The Ahrimane can gain powers similar rolls are made at one less difficulty.
to those possessed by animals by calling
on the spirit of that particular animal to Beaver's Bite - This makes the
grant her the power. In essence the Ahrimane's bite strong and sharp enough
Ahrimane is channelling the spirit she to cut through almost any substance, add
calls on into herself, and the spirit is +1 bite damage and biting though tough
employing the power. substances can be done with a Strength
If another vampire views the roll, difficulty set by the Storyteller.
Ahrimane’s aura while this power is being Serpent's Venom - The Ahrimane's bite
employed, they will see a ghostly image of transmits a venomous toxin that causes
the spirit being invoked overlaying it. two Health levels of Lethal Damage in
System: The Ahrimane must make a living victims per turn. The damage
Manipulation + Occult roll (difficulty of 7) continues until the toxin is removed or
and spend a Blood Point to gain the nullified or until the Ahrimane's spirit
power. The power lasts for one turn per power ends.
success. Even if the spirit fails to grant the
power, the vampire must still expend the Chameleon's Colors - The Ahrimane
Blood Point. becomes a chameleon, capable of
If the Ahrimane employs a sensory changing color to suit the environment,
power its possible to use that to try to and +5 stealth dice, but only if the
penetrate another vampire’s Obfuscate. Ahrimane move at half speed or less.
Compare the Ahrimane’s Spiritus rating to
Leapfrog - This grants the Ahrimane
the opponents Obfuscate rating, just as if
the ability to leap three times her normal
she were employing Auspex.
height and distance.
Here are some of the possible spirit
powers, although this power is not limited Ears of the Hare - The Ahrimane can
to these: hear as well as a rabbit, reducing the
Armadillo’s Skin - The Ahrimane gains difficulty of Perception rolls involving
an additional two dice for soak damage, hearing by two.
including aggravated damage. Nose of the Hound - The Ahrimane's
Falcon's Eye - The Ahrimane can see sense of smell is far greater than that of a
great distances as if she had the eyes of a mortal. She can even track by scent with
falcon. on a Perception + Survival roll (difficulty
set by Storyteller), smell related
Sounds of the Cricket - This grants the perception rolls have their difficulty
power to produce an annoying, grating reduced by two.
sound loud enough to deafen those nearby
for a few hours. Squirrel Balance - The Ahrimane can
move about in the branches and limbs of
Swiftness of the Stag - The Ahrimane trees or across tightropes with little fear of
can move at twice her normal running falling. All such Dexterity rolls have their
speed. difficulties decreased by two.
Strength of the Bear - This gives the Skin of the Frog - the Ahrimane's skin
Ahrimane two extra levels of Strength. becomes slick and slippery. Attempts to
pin or grapple the Ahrimane suffer a +3
Ferocity of the Cougar - All Courage difficulty and it becomes easier to slip
AHRIMANES
30
through tight spaces. force the energy from the spirit, then it
dissipates immediately before even
Shock of the Eel - with a touch the materialising. If she chooses to hunt it then
Ahrimane can deliver a potent electric it will materialise as an animal, and the
shock. This will do as many dice in Ahrimane will have to pursue, catch and
damage as the Ahrimane scores on her kill it. At which point she must then say a
Manipulation + Occult roll to activate the small prayer of thanks to the spirit.
power.
Charge of the Buffalo - this power can System: To simply take the energy the
only be used if the Ahrimane is running player rolls Manipulation + Intimidation
towards an opponent or target. When used (difficulty 8). Every success allows her to
the Ahrimane will slam into the target regain a point of Willpower, however each
with great force without being harmed use of this power destroys the spirit.
herself, doing Strength +2 damage. Obviously this can damage the Ahrimanes
reputation in the spirit world.
Spit of the Cobra - The Ahrimane can Summoning a spirit to hunt requires a
spit a blinding contact poison. The hit roll Charisma + Occult roll (difficulty 8) at
is Stamina + Athletics, difficulty 6. which point the spirit will materialise. The
player will then have to make whatever
Mole's Tunnelling - Mole gives the
rolls the Storyteller thinks are appropriate
Ahrimane the power to tunnel through the
to hunt and catch then animal, depending
earth. The Ahrimane must roll Strength +
upon terrain she must hunt it through. If
Athletics to determine how far she can go,
the hunt is successfully completed then the
with the difficulty depending upon how
Ahrimane must say the prayer of thanks. If
hard the earth is.
this is done the spirit will reform
Stench of the Skunk - The Ahrimane elsewhere afterwards.
can generate a truly foul smell that will Note that knowledge of the Discipline
distract anyone in the vicinity. A Self- does not automatically grant knowledge of
Control roll is required to get close to the how to perform the hunt and prayer. The
Ahrimane or to stay close to her. She stops Storyteller may require this to be learnt as
generating the smell when the power a ritus, as so require the character to have
wears off, but is likely to stink for some at least a point in Rituals.
time to come.
zzzzzThe Wildform
zzzzEngling Fury The Ahrimane has the power to channel
This power allows an Ahrimane to use spiritual energies to fuel a physical
an animal Engling, a spirit of mystical transformation, taking on a larger and
energy, to replenish her Willpower. When tougher feral state and granting her
the power is invoked the spirit is special physical powers. She also takes on
summoned although it does not appear a more catlike appearance, and animals
immediately in the physical world. The react poorly to this shape. The exact
Ahrimane then has a choice she can either appearance can vary, some Ahrimanes just
take the power from the spirit straight grow bulkier, acquire a thin layer of fur
away, or she can honour the spirit with a and look rather more feline, while others
hunt. turn into a full blown Cat-woman. Unlike
If the Ahrimane chooses to simply Protean, the transformation does nor effect
the Ahrimane’s clothing or items she
AHRIMANES
31
carries, clothes are simply shredded. their days as Gangrel. While this
Discipline works the same for them as for
System: The change is automatic,
any vampire there are a couple of minor
happening whenever the Ahrimane
points. The Feral Claws they grow always
wishes it, raising the vampire's Strength
look feline in shape and if they are
by 3, and Dexterity by 2. Stamina also
advanced enough to turn into an animal
increases by 2, and can be used to soak
form it is always a cat of some kind rather
Aggravated damage from physical attacks.
than a wolf. Generally this is a large North
Appearance goes to 0 and Manipulation is
American cat such as a puma and has
reduced by 3, however Strength can be
exactly the same benefits as the wolf form.
used instead for Intimidation rolls.
Ahrimanes who had mastered these levels
The vampire's claws and fangs cause an of Protean before their Rite of the Third
extra die of damage, she no longer needs Birth find that the rite alters their Protean
to hold, tackle or clinch before biting, and powers to these new forms.
her claws are retractable like a cat’s. Both
fangs and claws do Aggravated damage.
Smelling, hearing, and night vision Thaumaturgy
improve to roughly twice normal (double Given that its Thaumaturgy that has
Perception dice for appropriate rolls). created the Bloodline, and that several
Finally all rolls for interacting with members have close contact with human
animals are at +2 difficulty. Shamans its unsurprising that several
Ahrimanes have an interest in the magic of
zzzzz zBlessing of the the blood. Unlike the Tremere with their
Beast Hermetic based magic, or the Tzimice's
magic with its Koldonic roots the
This power is a more potent version of Ahrimane's magic comes from the Native
Aspect of the Beast. Through her greater American practices. This is reflected in the
understanding the Ahrimane can hold the style of their magic, which bears little
spirit energies within herself for a longer resemblance ordered study of the
period of time. Warlocks. Ahrimane rituals instead
include much chanting, drumming,
System: This power works in all dancing and painting themselves with their
respect like Aspect of the Beast, except blood. Its common for practitioner to
the invoked powers last for one scene per purify themselves before performing any
success rather than one turn. The but the most trivial of rituals.
Ahrimanes cannot employ more powers There are not enough practising
through this level of Spiritus at any one Ahrimane Thaumaturgists to make it
time than her Animal Ken rating. Also at worth having a separate system for them.
the Storytellers discretion powers from Consider the Path of Spirit Manipulation
animals that would conflict, such as dog to be their base Path rather than the Path
and cat, cannot be employed at the same of Blood. Other common Paths are
time. The spirits of such creatures refuse Elemental Mastery, Neptune's Might and
to be in each other’s proximity for any Weather Control. The Rituals they use
length of time. tend to be those that deal with spirits,
animals, plants and the land itself. They
Protean have Rituals at most levels that allow them
Many Ahrimanes have Protean from to summon, and if necessary dismiss or
bind, many kinds of spirits. Some
Ahrimanes are rumoured to even be able
AHRIMANES
32
roll, difficulty equal to the Fetish's Gnosis
Auspex and the Vampire or Arete +1. Characters wishing to start off
with such an item can purchase them with
Storyteller’s Handbook the Special Gift Merit like any vampire
The brief passage on the Ahrimanes in character wishing a mystic item.
the Vampire Storyteller’s Handbook
refers to them having Auspex. I tend to Combination Powers
view this as rather like Vampire These powers are rare, even amongst
Revised’s description of Lupines having the Ahrimanes it is hard for them to find a
Celerity, Potence and what have you, a teacher. Its rumoured that the spirits
quick way of summarising something not themselves can teach these powers if
detailed in the book. approached properly, but the truth of this
From the point of view of this work, is unknown.
Auspex is encouraged because it can bring
a Vampire closer to the spirit world (for
Sight of the Spirit
example the Site of the Spirit combination
power). However it is not their main This power lets the Ahrimane peer
Bloodline Discipline, after all who would through the Gauntlet, the barrier that
sacrifice the ability to make childer for a separates the physical world from the
power they could probably pick up of a spiritual one.
packmate?
Required: Spiritus 1, Auspex 2
Auspex, Animalism and Protean is fine
for “quick and dirty” Ahrimanes, but if Cost: 10 experience
that’s all you wanted you probably would
not be reading this. System: The Ahrimane rolls Perception
+ Occult, difficulty the local Gauntlet. The
more successes she scores, the more
clearly she may see, and hear and smell,
to feed off of spirits. into the Umbra. While doing this, she
cannot see into the real world.
Ahrimanes and the
Spiritworld
Sign of the Beast
Although unlikely, its possible that an
By combining her limited shapeshifting
Ahrimane could end up in the Spiritworld,
powers of Protean with her ability to call
often called the Umbra. If such an event
on the powers of the animal spirits the
should occur then the Ahrimane will
Ahrimane may ask the spirits to control
appear somehow more solid than a
her shapeshifting. This enables the
vampire normally would. She can also
Ahrimane to grow a fully functional
interact physically with spirits and
animal feature such as a tail, fins or wings.
ephemera even when not in Frenzy. Rules
for vampires in the Umbra can be found in While this power only needs to be
the Book of Worlds, a supplement for learnt once, the ability to grow a particular
Mage. animal feature requires that the Ahrimane
makes a bargain with the animal spirits in
Ahrimanes are also capable of using
question. The spirits will want something
Fetishes should they acquire them, and
quite considerable in return, sometimes
some of the older ones are capable of
wishing to take control of the Ahrimane’s
making them. This requires a Willpower
body for agreed periods of time so they
AHRIMANES
33
can act in the mortal world. Once the Required: Spiritus 3, Protean 4
bargain is struck the Ahrimane can use
features from that animal whenever she Cost: 25 experience
likes, as long as she has kept her end of System: The Ahrimane must roll
the deal. Stamina + Animal Ken, difficulty 7. The
Required: Spiritus 3, Protean 2 transformation costs 1 blood point and
takes three turns, or additional blood may
Cost: 15 experience be spent to speed the this up, each extra
point reduces the number of turns by one,
System: The Ahrimane must spend a to a minimum of one. The powers and
blood point and roll Stamina + Animal attribute changes will depend on the
Ken, difficulty 7. The transformation takes animal whose shape she assumes. The size
one turn and will last for the rest of the of the animal cannot be smaller than a rat
scene. The abilities transferred by the or larger than a buffalo.
power will depend on what feature the
As with Sign of the Beast an
Ahrimane grows. appropriate animal spirit must be
bargained with for each different form the
Spirit Claws Ahrimane wishes. Bargains made with
spirits for growing animal features do not
All vampire’s Feral Claws are carry over to full transformations.
dangerous weapons, but some Ahrimanes
have learnt to extend their reach. Using
their knowledge of how to effect spirits
Ritae Systems
and their energies they can manipulate the None of the Ritae presented in Chapter
energies of the Beast in their claws to One have mechanics. They are all
effect the spirit world. essentially roleplaying opportunities and
Required: Spiritus 4, Protean 2 should be treated as such. Of course the
Rituals background is required to get them
Cost: 20 experience to work properly.
AHRIMANES
34
Basic Beliefs: The central tenant of the survive is the right of every creature on the
Path is that human distinctions between planet, and to do and act otherwise is an
good and evil are not relevant to vampires. offence against the natural order of things.
What is important to all creatures is the Following the Path of Harmony is an
distinction between natural and unnatural. act of balance. A vampire is not a human,
Being a vampire is not inherently so it is unnatural to behave like one. Nor
unnatural or sinful. Being a vampire yet are they a beast, so succumbing to the
not acting according to your nature as an Beast, however tempting, is also not
undead predator is both. following their natural path. Rather the
The Harmonist view of nature is not a vampire is seen as being a balance of both
view of cuddly animals living together these aspects. Both of them bust be
peacefully in the forest. Nature is about balanced, both must be served but neither
survival, and that is frequently a violent can be allowed to grow to dominate.
and bloody business for animals, humans It is this aspect of balance that gives it
and vampires. its appeal to the Ahrimanes. Those that
Killing is not regarded as being an feel they must balance themselves
inherently bad thing. Indeed killing to between the Three Worlds find Harmony
Path of Harmony
Score Moral Guideline Rational
10 Failing to spend at least two hours per night You are part of the natural order and must
communing alone with nature. contemplate and maintain your place in it.
9 Killing an animal for any reason other than Predators kill for survival, for food or
survival. protection. They do not kill for pleasure or
sport.
8 Failing to hunt and drink blood whenever You are a predator , and given the opportunity
hungry and time permits. you must hunt for that is now your nature.
7 Acting in an overly cruel manner. Cruelty is the mark of a sadist, not a predator.
6 Refusing to ride the wave as long as it is not The Beast is part of your nature which you
detrimental to your own survival. must accept, although you cannot do that if you
are dead.
5 Killing a mortal for any reason other than Predators kill for survival, for food or
survival. protection. They do not kill for personal
reasons or hatred.
4 Failing to provide safety for your loved ones As the wild predator must protect their pack
and comrades. and family, so you must protect those close to
you.
3 Allowing yourself to act too human or too Your are both human and beast now, to go too
bestial. far into one is to loose touch with the other.
2 Feeling guilty about doing something you To feel guilt over acting in your nature is to
needed to do. reject what you are.
1 Refusing to kill when it is important for your Killing to survive is the way of the natural
survival. world.
AHRIMANES
35
ideally suited for their purpose. Obviously Initially very popular, is numbers have
those who practice in indulging usually dwindled in recent years. This is partly
find its ban against going too far into because its members tend to be very
human or bestial behaviour to be too choosy about who they pick as recruits,
prohibitive. and also because it has been seen in some
quarters of the Sabbat as weak for
The Ethics of the Path: allowing compassion under some
circumstances.
• Nothing acting according to its nature Some Harmonist were persecuted were
is evil, the only sin is to act in a way persecuted by their supposed comrades,
unnatural to your being. some adapted their beliefs to the Path of
the Feral Heart, and some left the Sabbat
• Life should be respected, animal or
all together. Due to their comparative lack
human, but respecting a life should not
of involvement in the sect, the Ahrimanes
prevent you from taking it when
have been left to pursue it in peace.
necessary. It is possible to feel
compassion for your prey, but you
must not feel remorse if the act was Current Practices: Very little, a few
necessary. gatherings still occur but they are growing
rarer in number. The Ahrimanes still
• Being a vampire is an act of balance
largely follows the Path, but the Bloodline
between the human side and the Beast.
simply is not big enough to start holding
Vampires are not humans and to try an
meetings of Harmonist Ahrimanes.
act human is both unnatural and to
invite disaster as human morals are not
designed to cope with the Beast. To Description of Followers: Outwardly
give in to the Beast is equally Harmonists often appear fairly humane the
unnatural, vampires are not animals uninitiated, although they certainly tend
either. towards the emotional side. However
when their survival is at stake they are
• Vampires, humans and animals are
capable of exploding in ferocious and
neither superior or inferior to each
shocking violence. It is not this that others
other. Rather they all have different
can find most unnerving however but the
roles and places in the order of things.
fact that afterwards they show absolutely
Although vampires are supernatural,
no remorse over the act they felt was
they are not unnatural.
necessary. Harmonists often prefer to go
• Every creature has the right to ensure with their instincts and intuition than to
its own survival, even if that is at the rely on cold logic.
expense of others through feeding or
defence. Following the Path
Virtues: Harmony uses the virtues of The character should show a respect for
Conscience and Instincts. the natural order of things, and an
understanding of the place in that order
that the vampires has as a predator. They
History: The Path developed in the
should no more harm than they must, and
New World colonies in the late 1700s.
feel no remorse about doing what was
necessary.
AHRIMANES
36
them to better understand themselves, Bloodline and means more than just
those around them and their environment nobody knows you as an Ahrimane, you
are prised. Examples would include can produce a few people to backup your
Alertness, Empathy, Animal Ken and claim as Gangrel or antitribu, possibly
Survival. even your sire.
AHRIMANES
37
pt Flaw) the Ahrimane to nourish her.
This is described in the Book of A familiar is a very demanding
Shadows. In essence it means that the background to have as they expect at least
Ahrimane is surrounded by spirits in the as much out of the relationship as they
Umbra. The spirits attracted to an give. Otherwise they will leave at best,
Ahrimane are always animal spirits, and cause real trouble at the worst.
although they may be benign ones (for a
Merit) or malevolent ones (for a Flaw). Knowledges
The cost of the Merit or Flaw determines
how numerous and powerful the spirits Ahrimanes may have the Knowledges
are. of Spirit Lore and Cosmology at character
creation. Spirit Lore quantifies the
Backgrounds Ahrimane’s knowledge of the beings of
the spirit world, and may be used in place
of Occult when employing Spiritus.
Mentor Cosmology is described in the Werewolf
Most Ahrimanes should take some Players Guide and Mage: the Ascension
points in the Mentor background to and represents a knowledge of the spirit
represent their Ritemother. The exact cost world itself, and very few Ahrimanes
will vary depending upon both the power possess much of it. Storytellers are
of the Ritemother and how close at hand encouraged to make sure characters have
she is. If the Ahrimane is in a roving pack good reason to posses these rare abilities.
and her Ritemother is on an estate she will
not be able to offer the help and advice
were that she could if they were both at
the estate. No points in this background
implies that either the two no longer get
on, or the Ritemother is either dead or out
of contact for some reason.
Familiars
Several Ahrimanes have animals or
spirits for companions. Storytellers might
want to allow an Ahrimane character to
take the backgrounds of Familiar (lesser)
from World of Darkness: Sorcerer,
providing she takes an animal and has at
least one point in Animalism, or the
background Familiar Spirit from the
Werewolf Players Guide, providing that
they have at least a point in Spiritus and
has an animal spirit. Obviously familiar
spirits cannot hold Rage or Gnosis for an
Ahrimane, but the can hold "blood"
instead of Gnosis. This is not true blood,
but spiritual energy that it can transfer to
AHRIMANES
38
AHRIMANES
39
Appendix:
AHRIMANES
40
worry about the present and prepare for however, as many younger Ahrimanes
the future, some just get down and part. have gone in their own direction and even
Helen Fairchild former City Gangrel and most of the older ones believe that
now the most notorious socialite and everything is not alright.
celebrant of the Bloodline certainly knows Although she has formidable personal
how to party. The spoilt daughter of power her, her influence has been slowly
wealthy parents in life, the spoilt protégée slipping over the Bloodline and she has
of her sire as a Gangrel and now probably become more desperate to try and reassert
the most well known Ahrimane outside the it. Where as Muricia was always followed
Bloodline, although for nothing many of out of respect Eileen has had to throw her
her sisters would take pride in. Her own weight around more and more to be
events are legendary for their acts followed and a confrontation, possibly
indulgence and extravagance and she is violent, between her and the increasing
never short of an invitation. People still numbers of those who disagree with her
talk about the orphanage children served seem inevitable.
on silver platters and her “Hollywood
Tour” where several minor celebrities met Muricia
an untimely demise.
Mother, founder, guider and mentor
Helen travels from city to city, both Muricia is known to all of her daughters.
Camarilla and Sabbat, apparently as the While her history is discussed in more
mood takes her. She has extensive depth in Chapter One, it is her present that
contacts, primarily amongst the Toreador concerns the Bloodline now.
and Venture although few know her actual
Theories abound. Some say that she has
pedigree, and has no trouble being invited
gone into the spirit world on a great vision
to both Elysiums and major Ritae. With
quest to bring back some powerful
the recent upheavals in America Helen has
knowledge or medicine, possibly the
been planning a visit to Europe.
secrets of creating a fertile Bloodline.
Eileen Blackfeather Others that she has taken the worthy to
some safe place for Gehenna. Darker
Nobody knows much about Eileen’s stories are also whispered that she and
history, she was one of Muricia’s first those with her have been destroyed, by
recruits and has long been her loyal some wrathful manitou or ancient
follower and right hand vampire. It is vampire. Some even claim the Gangrel are
known that she in her mortal life she was a responsible, seeing the Ahrimanes as some
half-caste, born to a Native American sort of blemish upon their blood, while
woman raped by a white soldier. others think it is the revenge of the
However, Eileen is thoroughly a Lasombra for the Bloodline independence.
vampire and has left mortal thought and
politics behind. Mortals are tools and food Character Concepts
and one type is no better or worse than
another. It is a common misconception that
Bloodlines must have a limited range of
Since Muricia’s disappearance Eileen
character concepts. Like any vampire, an
has worked hard to try and keep things in
Ahrimane is an individual first and
the Bloodline as they always have been,
foremost.
acting as a sort of caretaker leader and
waiting for Muricia to return. It has been These concepts are only rough outlines,
less successful than she might have hoped their purpose is to provide some ideas
AHRIMANES
41
rather than completely formed characters. wanted. One night though was a little bit
Likewise the notable traits provided for too wild, you woke up the next evening,
each concept are hardly an exclusive list, you were dead. It was a shock but you got
just the important ones for the concept. over it, and had a blast with your sire, who
called himself something called City
Southern Belle Gangrel, for a while. After all now you
Brought up in a good, although no really could get anyone to do anything for
longer wealthy, family you were taught you.
early on the importance of behaving the One night, after a few years your sire
right way, especially after the ‘incident’ introduced you to another vampire who
with your sister who had ran away. Family could beat you both hands down for shear
secrets have a bad habit of catching up self-indulgence and pleasure. Your sire,
with people though, and one night your she told you, was rather deadweight, but
sister returned, with a friend. you and she could have fun together if you
Although you did not want to go with were willing to learn a few things. You
her and be “liberated” you did not have dropped him like a shot, and although
much choice, especially after her friend there were some tiresome things to be
took most of your blood. You next studied you were eventually ready to join
memory is waking up under packed earth your new Bloodline.
and clawing your way out. Dazed and You embody all the feline sleek
confused you travelled with the pair for a sensuality and selfishness and love to be
while, but they soon fell out. The fight was the centre of attention. Parties, social
apparently over you, and who you gatherings and wild orgies fill up your
belonged to, but it was really just an nights. You like to pick a victim… er
excuse. Your sister tore her erstwhile playmate for a while and toy with them a
friend apart then took you with her to meet bit, both mentally and physically.
her “sisters”. You soon regained your Afterwards you leave them as a wreck, if
composure and they taught you some you leave them alive.
quaint but effective native customs and Notable Traits: Social Traits,
how to use your powers, eventually Presence, Carousing, Seduction.
culminating in a rather touching
ceremony. Hippy Chick
You still act very much the proper lady, Your parents were 60’s burn outs who
you talk and act politely and do not speak taught you to love everyone and to be in
out of place. Just because you are a touch with the natural world around you.
undead bloodsucking monster does not One night on a camping trip something
mean you have to be a rude one, even to from the unnatural world took an interest
mortals. After all dinner is a serious in you and your friends. A couple of City
business and you were always taught to Gangrel decide you would get a whole
eat properly. new experience of the natural world, as
Notable Traits: Social Attributes, prey. They chased you and your friends
Presence, Etiquette. around the woods and prolonging their fun
and eventually killing the others. They
Party Animal were going to kill you too but then one
Always you were a bad girl, and you found out you were a vegetarian from the
loved it. After all bad girls get all the fun scattered food tins and they decided to
and all the attention and that’s what you embrace you for a laugh.
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Much to everyone’s surprise you to intrude, but were soundly beaten for it
adapted quite well. Eating meat as a seemed she had the power so summon
human is a matter of choice, drinking animals form nowhere. She did not kill
blood as a vampire is a matter of survival. you however, instead she spoke to you in
Learning to talk to the animals gave you a the language of the animals, telling you
massive insight into the real nature of the that she though you had much potential
natural world, violent and brutal but full of and she could teach you the secrets she
passion and a wild savage beauty. Also had used to defeat you.
you felt, a spirituality too. Now you are an Ahrimane, although
You were proved right as well, a few you have learnt the human tongue you
years after proving yourself True Sabbat rarely use it. Instead it is the language of
you met and interesting vampire, almost the spirits you wish to learn for human
instantly the two of you hit it off. She affairs have little interest to you, as do
offered you a chance at a new existence, to humans except for as a meal.
become closer to the natural order of Notable Traits: Path of the Feral
things and get away from your brutish Heart, Physical Traits, Animalism,
packmates. She taught you the tenants of Protean, Animal Ken, Survival, Retainers
the Path of Harmony and eventually was (Animal Ghouls)
your Ritemother through the Third Birth.
You still dress and act a lot like your Urban Shaman
mortal days. You even preach love and The streets are a hard place to grow up,
tolerance to those that will listen. After all harder if you a young girl by yourself.
you love the humans and animals that give You were a survivor though and knew
you sustenance, especially those whose how to get by, at least until your first run
lives it becomes necessary to take, its all in with a vampire. You sire was a City
part of the cycle of life. Gangrel recruiting for an attack on some
Notable Traits: Path of Harmony, Camarilla and you were in the right place
Social Traits, Spiritus, Animalism, at the right time. Surviving the attack you
Empathy. ran with his pack for a while, although you
felt something was lacking, some world
Wild Child existed just beyond your senses.
You were and experiment by your sire, You did not know what it was however,
an attempt to see if a human really could until you were approached one night by a
be brought up among animals. Using her vampire who said that she could see in you
powers of animalism to command her a greater potential. You eagerly learned all
ghouled animals you future sire had them she could teach you about the world of
raise and care for you. When she thought spirits and your eyes were opened to this
you were ready she embraced you. marvellous new world.
Not much changed really except now Now you see the city as a vast living
you could hunt for yourself. Even when organism with which you are a part. You
your sired failed to return one night you speak to the spirits of the urban animals,
were not too worried, for now you could of the buildings and streets and on rare
talk to the animals yourself, and feed them occasions even feel the presence of the
your blood as your sire had done. You spirit of the City itself.
continued almost unthinking with your life Notable Traits: Mental Attributes,
until you found another like yourself in Spiritus, Spirit Lore, Occult, Streetwise
your territory. You attacked her for daring
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43
Scout made no attempt to try and preserve them
amongst your people.
Daddy was a survivalist who spent After he was killed by a ravaging
most of his days in the woods and taught Lupine you returned to the reservation.
you to handle and automatic soon after You soon found that there was someone
you could walk. He taught you how to else there who was watching the people,
survive in the woods, how to look after and she offered to show you how to talk to
yourself and about the secret powers that the spirits of your people and have the
were controlling people. It was not the UN power to truly practise the traditional
or the Federal Government that came for ways. You discovered that her ways were
him that night though, but something even only loosely based on your own and
his paranoia had not counted on, a decided after your transformation that you
vampire. would be the keeper your people needed.
Actually he had been pegged as a Now you keep the reservation in order,
recruit, but things got messy and he wound keep it the way it should be. Like a
up dead. Not wanting to make it a Gamekeeper or warden preserving some
complete loss you were taken instead. species you keep watch over your former
Soon you found yourself fighting the real people and keep them pure both . Those
secret powers, the ancient vampires who bring the ways of the white man into
manipulating Canite and mortal to their your territory you punish, sometimes
own ends. Recently a former pack-mate fatally. You dabble sometimes in mortal
returned and offered you a chance to learn politics too if it helps your people be left
more about the real nature of the world, alone. Despite all this you are no longer
and you took it. Now you are no longer a close to your people, your attachment has
Gangrel but an Ahrimane. become more of an ideal as any emotional
Your skills make you and ideal scout. closeness slowly fades away.
Apart from your mundane talents you can Notable Traits: Presence, Politics,
talk to the local animals and spirits to get a Intimidation.
really good idea of the area you are
moving into. Although you can handle
yourself well in a fight you know the real
trick is not to be noticed in the first place.
Notable Traits: Physical Attributes,
Animalism, Spiritus, Fortitude, Survival,
Stealth.
Gamekeeper
Growing up on the reservation was
really tough. Keeping to the old ways like
Mom taught you was even tougher,
particularly when even your brothers and
sisters could not. Then one night he came
to you, dressed like a traditional warrior
and surrounded by a aura of power, and
took you to be his immortal bride. He was
impressed by your keeping to the
traditional ways, but you soon found he
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