Independent Clans

The four major non-aligned Clans — Giovanni, Ravnos, Assamites, and Followers of Set — their power structures, agendas, and relationships with the Sects.

Four major Clans stand outside the Camarilla/Sabbat divide: the Giovanni, Ravnos, Assamites (Banu Haqim), and Followers of Set. They are called Independent not because they lack organization — each is internally structured and politically sophisticated — but because they refuse to submit to either of the two dominant Sects as a matter of clan-level policy.

Each maintains its own internal hierarchy, controls its own territories, and interacts with the Camarilla, Sabbat, and Ashirra transactionally: cooperating where interests align, competing where they don’t, and maintaining the organizational independence to do either without asking permission.


Giovanni

Core identity: Necromancers. The Giovanni clan controls death — or more precisely, the boundary between the living and the dead. They can speak with ghosts, bind them, and traffic in the currency of the underworld in ways no other clan can match.

Origin: The Giovanni were not always vampires. They were a Venetian merchant family who, through the purchase of occult knowledge and deliberate cultivation of Cappadocian patrons, engineered their own mass Embrace and then — in 1444 — diablerized their Antediluvian, Cappadocius. The Cappadocian clan was systematically exterminated over the following centuries. The Giovanni are the only clan that is both the replacement for another and the killers of its members.

The Camarilla has not forgiven this. The Giovanni are permitted to exist under a 1528 non-aggression agreement (the Promise of 1528) by which the Giovanni agreed to stay out of Camarilla politics and the Camarilla agreed not to pursue Final Death of the clan as a body. The agreement holds, uneasily.

Power structure: The clan is organized as a family — literally. The Giovanni clan consists of the Giovanni family and a network of subsidiary families (Dunsirn, Milliner, Rossellini, etc.) absorbed or created over the centuries, each with their own specialty. Authority flows through family seniority. Augustus Giovanni, the founder, is believed to be in deep torpor. The clan is governed by the eldest active Giovanni.

Territories: Venice is the ancestral home. The clan has significant presence in Italy, parts of Eastern Europe (through the Dunsirn), and the United States (through financial networks).

What they want: The Giovanni are pursuing a massive necromantic working — the Endless Night — that would permanently merge the world of the living with the Shadowlands (the realm of the dead). What this means for the living, the dead, or vampires who are neither is debated by the scholars who know about it. The Giovanni are not discussing it.

Mechanical notes: Giovanni vampires use Necromancy as their primary Discipline. They have automatic access to ghosts as intelligence sources. Their weakness: the Kiss does not produce ecstasy in victims — Giovanni feeding deals 2 additional health levels of damage, making feeding messy and dangerous to keep quiet.


Ravnos

Core identity: Illusionists and wanderers. The Ravnos are a nomadic clan with deep roots in South Asian culture, particularly among Romani communities. Their signature Discipline, Chimerstry, allows the creation of convincing illusions. Their defining weakness is a compulsive vice — each Ravnos has a specific antisocial behavior they are compelled to indulge.

Origin: The Ravnos trace their lineage to Zapathasura, one of the most powerful Antediluvians known. The Ravnos operate under the cultural and philosophical framework of the Romani, and have done so for centuries — a relationship of genuine integration rather than exploitation.

The Week of Nightmares (1999): The Ravnos Antediluvian woke. This is the only documented case of an Antediluvian awakening in the modern era. Zapathasura’s awakening caused every Ravnos vampire on earth to experience uncontrolled frenzy for days. The resulting violence killed a significant fraction of the clan. Zapathasura was eventually destroyed through the combined effort of several elder supernatural factions including Kuei-jin. The Ravnos as a clan survived, barely, in diminished form. Note: The Week of Nightmares occurs in the 1999 metaplot, after the chronicle’s 1990 setting.

Power structure: Loosely organized around extended family groups (vitsas) and a council of elders. No central authority. Disputes are resolved through clan custom, elder arbitration, and occasionally violence.

Territories: No fixed domain. Ravnos travel. Their political relationships are built around the road networks of Europe and South Asia and the communities — Romani and otherwise — that move through them. Some Ravnos have semi-permanent bases in major cities but resist the concept of domain as Western vampires understand it.

Mechanical notes: Ravnos in-clan Disciplines: Animalism, Fortitude, Chimerstry. Compulsion weakness: the Storyteller assigns a specific antisocial vice (theft, deception, manipulation) that the vampire must indulge when opportunity presents. Failing to indulge requires a Willpower roll.


Assamites (Banu Haqim)

Core identity: Assassins and scholars. The Assamites are the most feared clan for a single reason: they kill other vampires for hire, taking a portion of their victims’ blood (vitae) as payment. A vampire who has hired an Assamite to kill someone, and a vampire who has been targeted by one, share the same fundamental reaction — profound respect for the clan’s competence.

Two castes: The Assamite clan is internally divided:

  • Warriors: The assassin caste. These are the Assamites that other vampires know. They are recruited from mortal communities with martial traditions, trained at Alamut (the clan’s fortress in the Syrian highlands), and hired out to kill. Payment is traditionally a quantity of vitae from the target — the more powerful the target, the larger the payment.
  • Sorcerers: The scholarly caste. Assamite sorcerers are thaumaturgists with traditions predating the Tremere by millennia. They maintain Alamut’s wards, conduct research, and operate largely outside the assassin economy.
  • Viziers: A third caste present in some accounts — administrators, diplomats, and advisors who provide the political infrastructure that allows the clan to function as an entity rather than a collection of freelancers.

The Tremere Curse: In 1496, following a series of Assamite attacks on Tremere chantries, the Tremere cast a clan-wide curse on the Assamites: they could no longer drink elder vitae without suffering harm (the blood became progressively toxic). This reduced the Assamites’ ability to pursue diablerie and limited their access to the power progression that vitae consumption provided. The Assamites have not forgiven this. The Tremere have not apologized.

Alamut: The clan’s mountain fortress in the Syrian highlands is one of the most heavily warded locations on earth. Kindred who have attempted to assault it have not returned. Its exact defenses are unknown to outsiders.

Ashirra relationship: Many Assamites are Muslim and operate as part of the Ashirra. The clan’s territory overlaps significantly with Ashirra domains, and the Banu Haqim are the Ashirra’s primary enforcement arm. This creates a dual identity — clan loyalty and Ashirra membership coexist for most Assamites, with clan identity generally taking precedence in direct conflict.

Mechanical notes: In-clan Disciplines: Celerity, Obfuscate, Quietus (the Assamite blood magic tradition, focused on poison and dissolution). Weakness: under the Tremere curse, blood from vampires of 8th Generation or lower causes lethal damage and eventually frenzy (1 health level per blood point, difficulty 8 Willpower roll to avoid immediate frenzy). This curse may be broken in some chronicle continuities through the Ur-Shulgi storyline.


Followers of Set (Clan Setite)

Core identity: Corruption as theology. The Followers of Set believe they serve an imprisoned god — Set, the Egyptian deity of chaos and darkness — and that their purpose is to weaken the structures that hold Set bound: civilization, social order, personal virtue, and the institutions of other Kindred factions. They achieve this through the systematic cultivation of addiction, blackmail, temptation, and dependency.

Theology: Set was not merely a mythological figure to the Setites — he was a real supernatural entity, their Antediluvian, imprisoned by Ra (or by Osiris; the accounts differ) in some form of supernatural torpor. The Followers believe that by corrupting the world — weakening its moral and social coherence — they erode the prison. Their in-clan Discipline, Serpentis, reflects this mythology: snake-based transformations, the venomous tongue, the ability to extract and consume the souls of their victims.

What they actually do: The Followers run temples, shelters, and networks of dependency. They provide what people want — drugs, information, protection, exotic experiences — and collect what people can pay, eventually escalating to political leverage, blackmail material, and long-term servitude. They are extraordinarily patient. A Setite temple established in a city in 1940 may not call in its debts until 1990, when the mortal politician it has cultivated over decades finally reaches a position of real power.

Relationship with other Kindred: Every Kindred faction distrusts the Followers of Set, and with reason. The Camarilla tolerates them because the alternative — openly hunting them — is expensive, and because Setite information networks are genuinely useful. The Sabbat has a complicated relationship (the Cainite Heresy that the Sabbat uses actually derives partly from Setite-corrupted Christian theology; the Followers are not subtle about how much they find this amusing). The Ashirra views them with deep theological suspicion but recognizes their intelligence value.

Egypt: The Followers maintain deep roots in Egypt and North Africa. Some of the oldest Setite structures in Cairo and Alexandria predate the Islamic conquest. The Ashirra’s relationship with Setites in these regions is old enough that a pragmatic modus vivendi has developed — the Followers stay out of Ashirra political affairs; the Ashirra looks away from certain temple operations.

Sunlight weakness: The Followers of Set have an intensified sunlight weakness — they take one additional health level of damage from sunlight and suffer penalties in any well-lit environment (not just sunlight). Even bright artificial light can impose dice penalties. This makes them creatures of extremely deep darkness.

Mechanical notes: In-clan Disciplines: Obfuscate, Presence, Serpentis. Weakness: all Setites suffer +1 health level damage from sunlight; bright artificial light (not just sunlight) imposes a –1 die penalty to all rolls. The darkness requirement is both practical and theological — they do not merely avoid light, they require darkness to function at full capacity.


Common Threads

The four Independent Clans share a few traits worth tracking:

No Camarilla primogen seat. In cities where the Independent Clans are present, they do not hold seats on Primogen councils and are not subject to Camarilla law. This is not because the Camarilla doesn’t try — it’s because the Clans have collectively refused and backed that refusal with enough history that the issue is generally settled.

Transactional relationships with everyone. An Assamite will take a contract from a Camarilla Prince, an Anarch leader, or an Ashirra Sultan with equal professionalism. A Giovanni will sell necromantic services across factional lines. The Independents are not neutral — they have their own agendas — but they are available.

Internal discipline. Each clan’s internal hierarchy functions and enforces compliance. This makes them more predictable than their outsider status might suggest. A Setite who has been authorized to establish a temple in a city will operate within certain parameters. An Assamite assassin who has taken a contract will complete it or die trying. Dealing with the Independent Clans means dealing with representatives of functioning organizations, not rogues.