Independent Clans

The four major non-aligned Clans — Giovanni, Ravnos, Assamites, and Followers of Set — their power structures, notable figures, 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.

Independence does not mean neutrality. Each of these clans pursues specific long-range agendas that may prove more disruptive to the Jyhad’s existing balance than either major Sect. The Giovanni are building toward an eschatological working. The Ravnos carry the sleeping weight of the most dangerous confirmed Antediluvian on the planet. The Assamites nurse a centuries-old grievance against the Tremere and the Camarilla that sheltered them. The Setites are corroding the world on theological principle. Dealing with them transactionally is rational. Underestimating their ambitions is not.


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 proper and a network of subsidiary families absorbed or created over the centuries, each with geographic reach and functional specialty:

  • Giovanni (Venice, Italy): The core bloodline. Eldest hold absolute authority. Necromancy at its most refined.
  • Dunsirn (Scotland, Northern Europe): Cannibalistic banking family. Handle the clan’s Northern European financial infrastructure. Their particular practices are considered disturbing even within the clan.
  • Milliner (United States): American branch, established in the 19th century. Handle New World financial networks and mortal front organizations.
  • Rossellini (Southern Italy, Sicily): Criminal network management. Organized crime ties predating the modern Mafia; in some respects they built it.
  • Ghiberti (Middle East, Egypt): Necromantic specialists, older Giovanni sub-family with pre-Islamic roots in the region. Maintain access to some of the oldest Shadowlands territories.

Authority flows through family seniority. Disputes are resolved internally. The family does not air grievances with outsiders.

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.

The Endless Night is not a near-term project. It is a centuries-long undertaking that requires the systematic weakening of the Shroud (the barrier between living world and Shadowlands) and the accumulation of enormous necromantic resources. Every Giovanni financial empire, every ghost-binding, every mortal operation is a brick in this structure.

Notable Figures

Augustus Giovanni — Clan founder. 3rd or 4th Generation; his exact generation relative to Cappadocius is unclear given the diablerie. Augustus is believed to be in deep torpor beneath Venice, but the clan treats his preferences and recorded will as binding law regardless. The eldest active Giovanni claim to communicate with him through necromantic ritual. Whether this is true, performed for political credibility, or some combination is unknown to outsiders. His torpor may be voluntary — the preparation phase for the Endless Night may require him rested and at full power.

Ambrogino Giovanni — Active elder, believed 6th or 7th Generation. Augustus’s great-grandchilde through a direct line. Ambrogino is the clan’s most visibly dangerous external actor: brilliant, personally ambitious, and willing to pursue his own agendas within and occasionally around clan policy. He has worked with Camarilla Princes, Sabbat Cardinals, and unaffiliated scholars as circumstances demanded. His specific interest is the acquisition of unique necromantic artifacts and the destruction of rivals who have accumulated comparable power. Other Giovanni elders watch him carefully. He is useful precisely because he is aggressive; he is dangerous for exactly the same reason.

Isabel Giovanni — Elder, 7th Generation. Based in Venice, with operational reach across the clan’s European mortal networks. Isabel’s domain is the living side of the Giovanni empire: the shell corporations, the banking relationships, the political contacts, the mortal front families who do not know who ultimately holds their debts. She has no interest in necromantic spectacle. She is the person who ensures the clan can fund its operations for the next century, and she is very good at it. Giovanni who conflict with her financial authority tend to find their own resources unexpectedly constrained.

Territories

RegionPrimary PresenceNotes
Venice, ItalyAncestral seat; Giovanni family strongholdNecropolis beneath the city among the most extensive in Europe
Southern Italy / SicilyRossellini operationsCriminal and financial networks; predates modern organized crime
Scotland / Northern EuropeDunsirnBanking; specialized necromantic practices
United States (Eastern Seaboard)MillinerFinancial networks, mortal fronts, limited Shadowlands infrastructure
Middle East / EgyptGhibertiPre-Islamic necromantic territories; old Shroud weaknesses
South AmericaExpandingInvestment in the 20th century; presence growing through financial acquisition

Mechanical notes: Giovanni vampires use Necromancy as their primary Discipline (Mortis path primary, with wraith-summoning and binding applications). They have automatic access to ghosts as intelligence sources. 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. This is both practical problem and clan marker: Giovanni feed from family retainers, ghouls, and captives. Random vessel feeding risks exposure.


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 confirmed to exist. The clan operates under the cultural and philosophical framework of the Romani, and has done so for centuries — a relationship of genuine integration rather than exploitation. They are not a European clan with Romani aesthetics bolted on; they emerged from South Asian cultures (particularly the chakravanti tradition) and spread westward with the historical Romani migration.

The clan’s relationship with the concept of maya — illusion, the veil over reality — runs deeper than the Chimerstry Discipline. It is a theological position: the Ravnos see the world as fundamentally illusory, suffering as caused by attachment to that illusion, and their own deceptions as a kind of theological statement. This does not make them less dangerous. It makes them consistent.

Power structure: Loosely organized around extended family groups (vitsas) and a council of elders. No central authority enforces clan-wide policy; the clan functions through elder arbitration, clan custom, and the shared recognition that certain behaviors (cooperation with the Inquisition, betrayal of other Ravnos to Camarilla authorities) are terminal offenses. Internal disputes can escalate to real violence, and vitsa warfare within the clan has occurred.

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 — Ravnos killing each other, mortals, and anything within reach — killed a significant fraction of the clan. Zapathasura was eventually destroyed through the combined effort of several elder supernatural factions including Kuei-jin and, reportedly, three of the Inconnu. 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. In 1990 Zapathasura sleeps and the clan is at full strength.

Notable Figures

Durga Syn — Elder, estimated 5th or 6th Generation. One of the last of the great Ravnos chieftains operating at full power in the late 20th century. Based primarily in South Asia and Eastern Europe. Durga Syn is not a wanderer in the way younger Ravnos are; she maintains semi-permanent courts in several locations and operates more like a Camarilla Prince than Ravnos custom typically allows. Other Ravnos respect her because she has survived several attempts to destroy her, including at least one by Camarilla-hired Assamites. Her specific vice is pride — she will not permit a slight to go unanswered, and she is very sensitive to slights.

Hazimel — Ancient, generation uncertain; deeply torpored for most of recorded history. Hazimel is mentioned in Ravnos histories as the clan’s second great tragedy (after Zapathasura): a Ravnos elder of enormous power whose eye was removed and became an artifact capable of dominating anyone who looked through it. The Eye of Hazimel is among the most dangerous artifacts in the World of Darkness. Hazimel himself is either torpored or so deep in maya that the distinction is meaningless.

Mata Hari (Margaretha Zelle) — The historical dancer and spy (1876–1917) was, in several chronicle frameworks, either a Ravnos ghoul used as a mortal intelligence asset or a recently-Embraced Ravnos who used her celebrity as operational cover. The historical Mata Hari’s execution by the French in 1917 either ended her mortal life (if ghoul) or is disputed in the Kindred record. Her talent for performance, shifting identity, and operating simultaneously within multiple intelligence networks maps cleanly onto Ravnos methods. Whether she was ever Embraced, and if so whether she survived to 1990, is left to chronicle determination. She is included here as a documented example of how Ravnos elders cultivate mortal celebrities as covers.

Territories

RegionPrimary PresenceNotes
South Asia (India, Pakistan)Ancestral heartlandChakravanti tradition; deepest Ravnos cultural roots
Eastern EuropeSignificant; vitsa-basedRomani communities provide road and social infrastructure
Western EuropeDispersed nomadicNo permanent domain claims; transit territories
Middle EastSome elder presenceOverlaps with Assamite and Ashirra territories; managed tension
United StatesScatteredPostwar migration; no established vitsa infrastructure

Ravnos do not hold domain in the Camarilla sense. Their “territories” are road networks, community relationships, and the informal knowledge of which cities’ Princes will tolerate passage versus which require tribute. Vitsa elders negotiate these arrangements without Camarilla acknowledgment of their validity.

Mechanical notes: Ravnos in-clan Disciplines: Animalism, Fortitude, Chimerstry. Compulsion weakness: the Storyteller assigns a specific antisocial vice (theft, deception, manipulation, gambling, etc.) that the vampire must indulge when opportunity presents. Failing to indulge requires a Willpower roll (difficulty 6, or higher as determined by Storyteller based on opportunity proximity). The vice is specific and consistent — it is not a broad “do bad things” mandate but a precise behavioral compulsion.


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.

The name “Banu Haqim” — Children of Haqim — is the clan’s own term. “Assamite” is the Camarilla designation, derived from the Arabic and broadly accepted as neutral shorthand. Within the clan, usage varies by caste; the Warriors are more likely to use Assamite as an external-facing identity; the Sorcerers tend toward Banu Haqim.

Three castes: The Assamite clan is internally divided into three functional castes with distinct recruiting grounds, training, and operational roles:

  • 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. Warriors internalize a theological framework: killing the corrupt, the Jyhad-poisoned, and the unworthy is a cleansing act, not mere mercenary work.
  • 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. Sorcerer vitae is the most refined in the clan; they take the Tremere Curse most seriously because they understand what it costs.
  • Viziers: Administrators, diplomats, scholars of non-occult knowledge, and advisors who provide the political and intellectual infrastructure that allows the clan to function as an entity rather than a collection of freelancers. The Viziers are least visible to outsiders and least understood; they are the caste most likely to hold positions in Ashirra courts, maintain mortal academic connections, and manage the clan’s external relationships.

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 curse required ritual work of significant scale; the Tremere expended considerable resources to accomplish it and did so with Camarilla authorization.

The Assamites have not forgiven this. The Tremere have not apologized. Every Assamite alive in 1990 was born under the curse and has lived their entire existence constrained by it.

Alamut: The clan’s mountain fortress in the Syrian highlands (historically associated with the Assassin strongholds of the 11th-13th centuries; the Kindred tradition runs deeper) 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. It functions as training ground, council seat, and sacred site simultaneously.

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 in practice if not in formal designation. This creates a dual identity — clan loyalty and Ashirra membership coexist for most Assamites, with clan identity generally taking precedence in direct conflict. The Ashirra values this relationship; the alternative to Assamite enforcement would require them to build their own military capacity from scratch.

Notable Figures

Ur-Shulgi — Ancient, believed 5th Generation. The Eldest — the oldest reliably documented Assamite, predating Islam and possibly the Christian era. Ur-Shulgi slept in Alamut for centuries until circumstances (the Tremere Curse, in some accounts; the rising scale of Jyhad violence, in others) drew him out of torpor. Upon waking, he immediately moved to reassert direct control over the clan and to break the Tremere Curse. His approach to the curse involved rediscovering pre-curse clan traditions and driving the clan back toward its theological roots — away from the Ashirra’s Islamic framework, which post-dates Ur-Shulgi by about a millennium, toward older desert covenant traditions. This has caused significant internal tension. Note: Ur-Shulgi’s awakening in the published metaplot occurs in the late 1990s; in a 1990 chronicle he is still torpored.

Al-Ashrad — Elder, 7th Generation. The clan’s Amr — the chief sorcerer and head of the Sorcerer caste. Al-Ashrad runs Alamut’s occult operations: the ward maintenance, the sorcerous research, the training of new Sorcerer childer. He is among the most accomplished thaumaturgists alive and has an intimate understanding of exactly how the Tremere Curse functions and what removing it would require. Al-Ashrad is politically moderate by Assamite standards — he prefers the clan’s long-term interests to dramatic gestures, which puts him in occasional conflict with the Warrior caste’s more aggressive posture.

Thetmes — Elder, 6th Generation. Former Eldest of the clan in the period before Ur-Shulgi’s awakening. Thetmes held the position for centuries as the eldest active Assamite, making clan-level decisions and managing relationships with the Ashirra and cautious contact with Camarilla Princes. His authority derives from age, demonstrated judgment, and the network of loyalty he has built over centuries of careful management. With Ur-Shulgi’s awakening, Thetmes’s position became complicated: Ur-Shulgi is older and technically outranks him, but Thetmes has the operational relationships. This tension is unresolved.

Territories

RegionPrimary PresenceNotes
Syrian HighlandsAlamutClan fortress; heavily warded; training ground
Middle East (broadly)DominantAshirra overlap; Warriors deployed throughout
North AfricaSignificantAncient presence; pre-Islamic covenant traditions
South AsiaModerateWarrior and Vizier operations; some Ashirra alignment
Western EuropeOperational onlyContract work; no permanent domain claims
United StatesEmergingLate 20th century expansion; contract networks through Camarilla clients

Mechanical notes: In-clan Disciplines: Celerity, Obfuscate, Quietus (the Assamite blood magic tradition, focused on poison and dissolution — distinct from Tremere Thaumaturgy in both origin and application). Weakness: under the Tremere Curse, blood from vampires of 8th Generation or lower causes lethal damage at a rate of 1 health level per blood point consumed, with a difficulty 8 Willpower roll required to avoid immediate frenzy. This makes the traditional payment structure — consuming the target’s vitae — actively dangerous. Some Warriors have adapted by targeting only 9th Generation and above, where the curse does not apply.


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.

This is not a metaphor or rationalization after the fact. The Followers of Set have maintained consistent theological purpose across thousands of years of operation. The corruption is doctrinal. The patience is structural. The willingness to wait decades for a political asset to ripen is built into the theology.

Organizational structure: The Followers operate through a network of temples, each functioning as the primary social and religious institution for the Setites in a given region. Temple hierarchies are:

  • High Priests / High Priestesses: Elders who hold regional authority. They receive guidance from the Eldest and translate it into regional strategy.
  • Priests: The primary operational tier. Priests run individual temples, manage asset networks, and make day-to-day decisions about who to corrupt and how.
  • Neophytes: Newly Embraced Setites. They serve, learn, and prove they can maintain cover and manage mortal networks before being given autonomous operational authority.

The clan also recognizes two internal philosophical schools: Typhonists, who emphasize Set’s destructive chaos aspect and tend toward more aggressive destabilization; and Serpent School practitioners, who favor the patient, seductive methodology. Most operational Setites are somewhere between these poles.

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.

The modern American city is excellent territory for this methodology. Urban poverty, addiction economies, political corruption, and the availability of tabloid journalism as a blackmail amplifier all serve the Setite operational model.

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. The Giovanni occasionally cooperate with them on projects involving the Shadowlands’ Egyptian elements, though both sides are cautious.

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 by fifteen centuries. 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. This is not friendship; it is the sediment of many centuries of neither side being able to fully destroy the other.

Notable Figures

Khay’tall — Elder, believed 5th Generation. One of the oldest continuously active Setites in the 20th century. Khay’tall maintains authority over the Egyptian and North African temple networks and is considered by most Setite scholars to be as close to the clan’s theological center as any living vampire. She does not travel widely; she does not need to. Setites who need decisions made come to her. She is described in accounts as extraordinarily still — not the stillness of someone waiting to strike, but the stillness of someone who has already decided and is watching events confirm her judgment.

Nefertiti — Elder, generation disputed (6th to 4th in various accounts). Whether the historical Egyptian queen was Nefertiti herself, a ghoul, or a later vampire using her identity as cover is debated within the clan. The important operational fact is that there is a powerful Setite elder using this identity who has maintained temple networks in Europe and the Middle East since at least the medieval period. Her primary operational interest is in high-value political targets — heads of state, religious leaders, financial powers — rather than the street-level corruption operations most Setites run.

Kemintiri — Elder, generation uncertain. On the Camarilla’s Red List — one of the thirteen most wanted Kindred on earth. Kemintiri is not merely a Setite; she is a diablerist who has consumed the blood of multiple Camarilla elders and whose power has grown correspondingly. She is hunted by the Camarilla’s Alastors (the Red List hunters) as a matter of institutional priority. The Followers of Set do not officially acknowledge her; she has gone significantly beyond the clan’s preferred operational approach of subtle corruption. She is included here because her existence confirms that the Setites’ patient methodology is not universal within the clan — some elders operate with considerably more direct violence.

Territories

RegionPrimary PresenceNotes
Egypt / North AfricaAncestral seat; most ancient templesPre-Islamic structures; negotiated coexistence with Ashirra
Middle EastSignificantTemple networks in every major city; leverage into Ashirra politics
Western EuropeSubstantialDrug and blackmail networks established since medieval period
United StatesExpanding aggressivelyUrban corruption operations; significant presence in coastal cities
Caribbean / West AfricaNotableSyncretic religious infiltration; snake-deity traditions align with Setite theology
Sub-Saharan AfricaEmergingCultural resonance with some regional traditions; underestimated by other clans

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 and fire; 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. Operating in a brightly lit modern office building costs them real mechanical 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.

Long time horizons. Each of the four clans is pursuing objectives measurable in centuries. The Giovanni’s Endless Night is a multi-generational project. The Assamites’ grievance against the Tremere and the Camarilla runs back to 1496. The Setites’ theological program has been consistent since ancient Egypt. The Ravnos have maintained their relationship with the Romani across the entirety of that people’s recorded migration. Short-term transactional relationships with any of these clans occur within a larger context that the clans track and the Camarilla often does not.

Cross-factional intelligence value. Because they operate independently across Camarilla, Sabbat, and Ashirra territories, each Independent clan has access to intelligence that no Sect-aligned clan can match. Camarilla Princes quietly pay for Setite blackmail dossiers on rivals. Sabbat Cardinals occasionally hire Assamites. Giovanni ghost-intelligence has ended political careers and revealed secrets buried for centuries. This intelligence function is part of why the Camarilla tolerates Independent presence in its cities despite the obvious risks.


Territory holdings reflect Beckett’s Jyhad Diary (White Wolf/Onyx Path, 2018). Chronicle in-game date: 1990. Status designations may differ significantly from the chronicle setting.