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Assamite Clan Genre Document

Table of Contents:
• Introduction
• “The Childe’s Choice” A brief account of Clan Assamite
• The Clan Background
Alamut
Who are the Loyalists?
Why Schismatic?
Dispossessed anyone?
• Castes:
Viziers
Sorcerers
Warriors
• The Numbers
Overall
Warriors
Viziers
Sorcerers
Allegiances
• Leadership Structure
Loyalist
Du’at
Silsila
Schismatic
Regional Leadership structure
• Fida’I to Rafiq
• Prestige and Rank
Titles
Other Possible Prestige
Da’i
The Web of Knives
Notes
• Resources
The Darkening
• Laws of Haqim
The Law of Leadership
The Law of Protection
The Law of Destruction
The Law of the Word
The Law of Judgment
• Path of Blood
Hierarchy of Sins
Schismatic View
Loyalist View
Others on the Path of Blood
• Clan Infiltrators
• Timeline

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Introduction

Welcome to the world of the Assamites and their role in the World of Darkness. This package is to
help you the ST’s and the players consider the many options an Assamite PC has in One World by
Night.

This packet is for use within One World by Night (OWbN) chronicle s. The source for this packet is
White Wolf printed material. Please look at clan book Assamite, 1st , 2nd and 3rd, addition for more
information. The interpretations here take precedent.

In this package you will find information about the Clan as it stands within OWbN, including
information on the Council of Scrolls, where the Schismatic Assamites (along with other factions
mentioned in the introductory story below) are, the Clans rank structure among the three Castes,
background on the Clan and many other things.

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“The Childes Choice”
A brief account of the Clan Assamite

"Welcome to my haven childe. Though not as spacious as many I've had and seen in the past, it
serves it purposes well. What purpose is that you ask? Quite simple, Childe.

“It serves as a place to let me teach you what you need to know in these final nights. I am Mahdal
Abidiin, of the Vizier Caste, Son of Haqim and part of the Camarilla. I have been sent by one who
wishes all those new to blood, and some who, while experienced in the Lies told by our former
enemies, need to learn what has transpired in these last few centuries that have so shattered what
once was whole.

“I shall not begin at the beginning, boring you to tears of blood with tales of our ancient Ancestor,
but I shall tell you of nights closer to your time, and the time of those who now do not know where
to place their loyalties.

“Know that there are Four Sects. There is the Camarilla. Who hides behind lies centuries old in
order to protect humanity from both our kind, and the other mortals. Which observes traditions
much like our own, which came from our Ancestor.

“The next is the Sabbat, those who alternately lie and claim to speak naught but the truth in the
same breath. Theirs is the path of destruction, of war and hatred never before seen in a group of the
Undead. Their obsessions with the Blood is beyond understanding, but their dedication is admirable
only in that they are capable of so much destruction and have not brought about a second inquisition
upon us all.

“Then there are those who claim Anarchy as their shield and cause. While certainly worthy of some
respect, I have often seen their causes shift with the winds and then claim to want to tear down the
system, when things get hot under the collar. Martyrs are respected only for their rarity. Consider
the Anarchs to be a group of such.

“And last, while not a sect in its own right, the Independents. Known to your Elders as Autarkis. If
an "Independent" arrives in your home city, and refers to himself as Autarkis, respect him for his
wisdom. He has lived that long for a reason.

“Then there are the factions, if I must use the word, within our collective Blood. There are us. The
Schismatics. Let none outside our clan know of that word if possible, and should they speak it,
pretend ignorance and inform your Elders. Our dispute is not for the mockery of the other Clans.

“We Schismatics believe in certain things. We believe that the Laws of Haqim call for moderation
and consideration. After all, your Warrior brethren were created for the purposes of just that. To
weigh evidence, to consider arguments when they are called for, and to keep other Kindred
predations on the Mortals in check. These were the duties of your Caste originally. And now one of
our Blood calls not for our ancient blood-right, but for a blood- fight. He is of the Loyalists, and I
daresay the Ancient Fool shall bring about the end of our Clan. So many follow his beliefs, he
coerces no one. He does not need to.

“Those who remained at our Clans ancient ho me in the mountains, seek the strictest path, and ended
up believing the lies told so long ago. And then there are those who simply choose not to choose.

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Those who have dispossessed themselves of the Split within our Clan. Respect all three sides
Childe, for among one those three groups the future of our Blood lays.

“And lastly Childe, before we part ways for the evening, know that though I am of the Camarilla
and thus do I choose to be among those who counsel moderation of the Laws of our Ancestor, I
shall instruct you in what you shall need no matter your choice.

“After all, since you were embraced against your will, it is the only real choice you shall ever have.

“Choose wisely…”

This story is one of many that can happen to a young Fida'i when they are but newly embraced and
just learning the ropes. This clan is filled with stories and tales and mystery. This clan is one of
Scholars, Sorcerers and Warriors. They are poets and teachers. And sometimes they are judges for
those already condemned.

If you want to join this family, be prepared for the unexpected. Do not think that you know
everything that there is to know. Remember to always look over your shoulder. Because you never
know what might be waiting.

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The Clan Background

Alamut

Alamut, The Mountain, The Eagle's Nest:

For ages the great fortress of the Assamite Clan has been a story of myth and legend among
Kindred society. Spoken of only in whispers out of fear of its minions; obscured, forgotten, its true
location is lost to many. Non Assamite scholars believe Alamut lies somewhere in the area of
present day Turkey. Others claim that it lies in Northern Persia, present day Iraq. Whatever the
truth, only the Assamites know for sure. Or do they?

The truth is kept secret, even to those of Clan Assamite, for fear of outside influence and public
exposure. There are indeed two Alamuts in the world. One public but still hidden, and another, old
and mythic.

In the First Alamut, Haqim took refuge after Caine overthrew the First City. His first refuge was
lost to him and thus the second Alamut was built after the collapse of the Second City.

The Second, and public, Alamut was built by Haqim and his followers after he left the Second City.
Both are referred to as Alamut by Haqim, but the reasons behind the building of the Second Alamut
is unclear even now. Some believe Haqim found the original unsuitable. Others believe it was lost
in the Great Flood.

The Second Alamut was the Clan's home and headquarters for millennia. The armies of Alamut
became famous by friends and feared by foes around the globe, until the Treaty of Tyre was signed
and the Camarilla was formed. The Camarilla had cornered Clan Assamite, and enslaved them to
their Mountain home, forbidding them to ever leave on penalty of death. The Assamites were
dismayed that they were found, forced to tear down their ancient towers, and leave themselves open
for the Camarilla. In the ensuing years they made a great discovery.

Secretly, they found the original Alamut, still intact, and solidified it, making it a fortress even more
deadly and inpregnable that the second. The Second Alamut, the one they had lived in for so long,
became a subterfuge.

The First Alamut is where the Clan now resides, using the Second Alamut as a front to Kindred
Society. But even the old public location remains clouded in mystery and intrigue; nearly
impossible to find if not of the Blood. Enshrouded in ancient magics and patrolled constantly by
Alamut's Immortal Armies, the Eagle’s Nest has been breached once, and the Nosferatu have never
made that mistake again.

Who Are The Loyalists?

Who are the Loyalists you may ask? This question has been passed around quite a bit even among
the Loyalists themselves. They are the faction of the Clan that still hold true to their beliefs in
Blood. They hold themselves to be superior to other Vampires, including the other in-clan factions
(Schismatic, Dispossessed, and Sabbat).

The Loyalist doctrine holds that ur-Shulgi (Haqim's Herald) is the true authority through his words
while Haqim is away. His teachings of the Laws of Haqim are what make this faction different from
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the others. ur-Shulgi dictates that all Cainites are found wanting for their crimes against the Clan,
the Children of Seth (the mortals), and for continuing the Jyhad. The Loyalists fall along the
traditional lines of clan structure, believing that ur-Shulgi, being the Eldest in the Mountain
stronghold of Alamut, will aid them until Haqim's return.

The Loyalist believes that the death of Cainites through Diablerie serves a dual purpose. It allows
the diablerist to lower their generation, absorb the power of the blood of those found unworthy of
holding it, as well as enabling the soul to be released from the unworthy host. Most Vampires see
this as a violent act, but Loyalists see it as a tribute to their Ancestor.

During the Schismatic break, the Loyalists were the faction of the Clan that fought against the
rebellion and remained behind as the Schismatic made their bid to join the Camarilla. This is a
special note as Loyalists view this as treasonous. They will protect their Clan secrets to the bitter
end. Loyalists do not hold status or city positions within the Camarilla or the Sabbat without benefit
of a detailed cover identity. Those in a Camarilla city without benefit of said cover identity will be
quickly brought back to the mountain and loyalties questioned.

The Schismatics

Why Schismatic? Some of the Schismatics are still pondering that fact. This is the faction that
followed al-Ashrad (the Amr before ur-Shulgi's return) and Tegyrius (the pre-Schism Vizier that
still holds that position) out of the Alamut and into the Camarilla. They follow their Elder's wisdom
that this is the right thing to do, and have sought refuge among the ranks of the Camarilla in the
hope there is safety in numbers.

Why did they leave? This is a very good question. With ur-Shulgi's return and ascendance to the
Black Throne, his interpretation of the Law of Judgment leading to the death of Jamal (the Caliph)
for not worshipping Haqim as a God (as well as several other well respected Elders), those that held
faith in their other Gods were persecuted and sought safety from their own kind. These Schismatics
hold close their mortal values and moralities. A significant minority of Path of Blood adherents still
exists in their ranks that hold the tenets of honor and justice over the Loyalists that promote
systematic destruction of all Cainites.

As part of the Camarilla, Schismatics adhere to several follies. Many are considered second-class
citizens, but many are allowed to come and go from Elysium at will due to the rumors of the
Warrior's addictions and fear among the Princes of possible diablerie.

Many Schismatics still privately believe that they are superior to other Cainites, but also believe it is
unwise to voice these opinions and to commit diablerie, less they jeopardize their unlives as well as
the unlives of their clan mates.

The Dispossessed

While many members of the Clan fled Alamut to seek the relative security of the Camarilla, as
many choose to leave and to follow no leader. Even before the Schism, some had left the Clan for
their own reasons and have chosen to remain outside any sect allegiances. These Assamites are
known as the Dispossessed and view the Camarilla and Alamut as bi-polar extremes with the Sabbat
somewhere in the middle. They are the "rebellious children of Haqim" and are lost to the Clan as
Anarchs and Independents.

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Dispossessed do not adhere to any clan hierarchies or claim any major Sect loyalties. They view the
structure of the Camarilla, the Sabbat and Alamut as too ridged. Since they are left up to their own
devices and are too divorced from clan politics, they are unaware of what actually happened during
the breaking.

Both factions of the clan (Loyalist and Schismatic) scramble to try and regain the Dispossessed into
their ranks and desire to bring these diverse individuals back into the fold.

Castes:

Clan Assamite is divided into three separate Castes: the Sorcerer, the Vizier, and the Warrior.
Arguably, there is no one caste that is more Assamite or more Haqim than the other. Each caste has
its own role with in the clan, and each caste had progenitors that were childer of Haqim (meaning
each caste had a 4th Generation as its founder, next to Haqim himself).

Viziers

The Vizier Caste, also known as the Scholars, is the eldest of the three castes. Haqim himself was
said to have been a warrior before a scholar, but his first brood consisted of the artisans, sages,
craftsmen, and theorists. This caste originated as seekers of knowledge, and the majority of this
caste's line has held true to those original ideals over the years. Many of the caste do not view their
obsessive impulses to be anything more that the spark of creativity and perfectionism. Their original
purpose to the clan was information gathering and to protect the children of Seth (mortals), as the
shepherds of mortal society and cultivators of human culture.

During the Schism, over one third of the clan became Dispossessed and bewildered by the sudden
breaking of the clan. They chose to separate themselves from the clan at large to continue their
studies in private until the matter could be resolved. The grand majority that did not seek this path
followed al-Ashrad and Tegyrius as their leader, leaving the Mountain to follow them into the
Camarilla. Only a few young Viziers and a few older ones that follow the ridged structures of ur-
Shulgi remain Loyalist.

The Viziers have no formal structure as a whole. They resemble a loose organiza tion of vaguely
affiliated professionals more than any kind of occult conspiracy or military order. They base their
hierarchy upon the basis of knowledge, and therefore information is power.

Sorcerers

The Assamite Sorcerers, also known as the Magi, originated in the Second City, shortly after Haqim
created his second Brood to act as the city's Judges (the Warrior caste). Their original members
were mortal wizards that were embraced to work along side the Judges as interrogators, seekers of
the truth, hunters of demons, and to consort with the Scholars (the Viziers) in pursuit of knowledge.
In present night, they still hold true to these original tasks, but have also taken on the tasks as
defenders of magic and seekers of occult knowledge for the clan. Unlike what most would think,
Sorcerers rarely teach their own clan mates who are not of the sorcery caste. To hear of one outside
the clan having been taught sorcery is unheard of. (Note: anyone outside the Assamite clan being
taught Assamite Sorcery must be notified to the OWbN Council.)

When ur-Shulgi arose to claim the Eldest, a conflict started between the new Eldest and his (it's)
childe, the Amr, that rocked the Sorcerer caste to its foundation. During the time just before the
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final act of the Schism, the caste split in two, half seeking their allegiance with ur-Shulgi as the new
Eldest of the clan, and the other half listening to al-Ashrad's calm words of moderation and clan
unity. To this end, the caste split in two, each side (Loyalist and Schismatic) taking equal portions
of the caste into their ranks. There are very few Dispossessed Sorcerers. Those who do walk that
path, sit quietly waiting for the conflict between the two new factions to resolve itself so that they
may return to their comrades and studies.

Prior to the Schism, the Sorcerers maintained a loose meritocracy based on a combination of skills
and academic descent. The clan's separation has torn this structure apart, and both halves of the
caste are currently re-establishing their social orders.

Warriors

The Warrior Caste, also known as the Judges, were Haqim's second brood, made specifically for the
purpose of keeping order, defending the clan, and carrying out the judgment of their elders.
Although to this end, not every warrior is an actual "warrior", as their pursuits also involve the
spirituality, the teachings of Haqim's Laws, and the mastery of weapon based combat or weapon-
smithing. During these present nights, many of the Warriors that have joined the Schism have lost
face, as they try to retain the self-control needed to live among the Cainite population and hold onto
the ethical ties to their spiritual side. The caste, no matter their loyalties or factional preference, are
still seen in these nights as the most deadly assassins in the world. They tend to be the most visible
and talked about of the three castes due to their history soaked in blood.

After the Schism, approximately one out of five Warriors joined the Sabbat seeking refuge from
their crazed new Master (ur-Shulgi) in hopes the Sabbat would empower them to reclaim what was
lost over the centuries by the Tremere. An equal portion of the caste chose to follow al-Ashrad
when he made his bid for alliance with the Camarilla. Another equal portion chose to follow his or
her own route and became dispossessed and maintains no sect allegiance and remain aloft from any
faction of the clan. The remaining two fifths (2/5) chose to remain loyal to ur-Shulgi and Alamut,
and are therefore considered the bulk of the Loyalists and ur-Shulgi's true power in that faction.

Warriors that remained Loyal to Alamut have a ridged structure that has been in place over the
centuries and are controlled directly by their Elders. Although there is no current Caliph for the
Clan as far as Alamut sees it, the Warriors that remain under ur-Shulgi, rule via the Silsila. Warriors
that chose to follow al-Ashrad into the Camarilla are usually subordinates to the eldest Magus or
Vizier in the area, deferring to them for their orders unless they are the eldest in the area.

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The Numbers

What follows is a breakdown of the number of Assamites divided by bloodlines and allegiances.
The percentages come from Clayton Oliver, the author of the revised Assamite Clanbook 3rd
Edition. Please reference these numbers when allowing new Assamite characters into play.

Clarification on the allegiances:

Loyalists - Assamites who remained loyal to ur-Shulgi and his extremist doctrine.
Schismatics - Assamites who followed Al-Ashrad's exodus and have sought refuge within the
Camarilla.
Dispossessed - Assamites who are Anarchs, Autarkis, Inconnu, or any other affiliation.
Antitribu - Assamites who are members of the Sabbat sect.

Overall
Of the Assamites worldwide, the castes breakdown as follows:
45% Warrior
30% Vizier
25% Sorcerer

Warriors
Warriors split their loyalties as follows:
55% Loyalist
20% Schismatic
5% Dispossessed
20% Antitribu

Viziers
Viziers split their loyalties as follows:
40% Schismatic
35% Dispossessed
20% Loyalist
5% Antitribu

Sorcerers
Sorcerers split their loyalties as follows:
35% Loyalist
35% Schismatic
25% Dispossessed
5% Antitribu

Allegiances
Total numbers according to allegiance:
39% Loyalists
29% Schismatics
19% Dispossessed
12% Antitribu

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Leadership Structure
Loyalist

After the Clan split, the Loyalists began reclaiming what was lost in the structure taken by the
Schismatics, and refilling the positions as best as they can. ur-Shulgi acts with the authority of
Eldest, but has refused to take the actual title, referring to Haqim as Eldest. Regardless of title, ur-
Shulgi is the oldest and most powerful among them, and he leads the Loyalists.

Du'at
The Du'at is the ruling council and assembled heads of the three Assamite Castes. They are the Amr
(Sorcerer Caste), the Vizier (Vizier Caste) and the Caliph (Warrior Caste). Their duties are to advise
the Eldest and council him with information regarding their expertise and caste.

The Amr
As al-Ashrad has left the fold, the position now falls to Amaravati, al- Ashrad's childe and chosen
successor. The title has not been formally given to him as each year a new Amr is chosen through
divination of the stars on the vernal equinox, and each year since 120 AD, al- Ashrad has been
chosen to be the most suited for that position. The position of the Amr is to aid the Eldest in matters
of occult, magic, the supernatural, and realms of magical study.

The Vizier
The faction does not currently have a Vizier and probably never will, as vizier backing of the
Schismatic movement was too widespread for ur-Shulgi to trust the few members remaining. The
position of the Vizier is to aid the Eldest as a conduit of information that is filtered through their
Caste structure on a wide range of topics and data. The Vizier is chosen through a majority vote
every 63 years by the caste.

The Caliph
There is no current Caliph among the Loyalists since Jamal's death was a sign that ur-Shulgi
distrusts them too. The Caliph's primary duty is to advise the Eldest in matters of defense and to
guide the warrior caste in it's defense of the clan, it's holdings, and it's mortal subjects. The Caliph is
chosen and/or removed by single combat when a successor challenges the position.

Silsila
The Silsila, otherwise known as Shakari or Keepers of the Blood, were once the direct subordinates
of the Du'at. Their duties to the Du'at and the Eldest was that of spirituality as they strived to
advance the Laws of Haqim (or Path of Blood depending on the political climate), as well as the
keepers of Alamut's libraries and museums, and it's core defense should the Mountain be under
assault. During the Schismatic break, a sizable number of the Silsila declared Schismatic loyalty.
But none are known to have survived to the present night as they were the front line during the
break that allowed many of the Schismatics to escape unharmed. The remaining Silsila that stood
firmly behind ur-Shulgi are adherents to the Path of Blood and worship Haqim. The majority of
Silsila are Warriors. Silsila that have not declared their loyalty to Alamut and Haqim's Herald are
hunted down, as their secrets of Alamut’s defenses are too valuable to leave them alive. Silsila are
limited in number and are ever under the watchful eye of ur-Shulgi.
They are considered very rare and are for Coordinator use only.

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The Web Of Knives
In 1102 AD, a small band of Warrior Caste assassins challenged the traditional custom of
embracing progeny and allowing them to survive or die on their own merit (much like the Gangrel).
They recruited the most formidable mortal assassins they could find and imparted accumulated
centuries of knowledge and training. Over the next century or so, this group became the Web of
Knives, and their training process became sought after by the elite of the Warrior Caste. The Web
Of Knives still exists in modern nights, and its members are ranked among the most devoted
adherents to the Path of Blood, and are all staunch Loyalists. Their goal is to create the deadliest
individuals to do the bidding of Haqim's hand when he returns to lead his lineage in the Final War
against the Cainites. Members of the Web of Knives begin their training as Ghouls. Because of the
amount of time they spend as Ghouls they receive Potence as a 4th In-Clan Discipline, allowing
them to learn Potence without a teacher and granting them the ability to teach it to others. Web of
Knifes PC's are rare and require Council vote (NPC Notify).

Schismatic

Due to the Schism, the Clan has restructured itself and is no longer the way it once was. While the
Loyalists still try to hold true to their original structure, the Schismatics have restructured
themselves accordingly.

Regional Leadership structures

Eldest within a Domain (Can be PC or NPC)


To obtain this post, you must obtain the approval of those in your domain. 4-10 of these should
report to a Regional Leader. The individual is responsible for any brothers or sisters in his area or
Domain that he is accountable to. Any of the blood visiting a domain should make their presence
known to the Eldest. Duties and responsibilities would be otherwise comparable to a Camarilla
Primogen.

Requirements:

To achieve the position of Eldest of your Domain we ask that all of the blood report the following
information:
1. Your Name within the clan
2. Any aliases used publicly within the Camarilla
3. The name of yo ur Sire and Grandsire (If known)
4. Approximate age since birth (not embrace)
5. Your domain of residence
6. Your caste within our clan
7. Any Clan or Camarilla titles you possess or believe you qualify to possess.
8. Include any skills, kills, Paths, abilities, or experience that may warrant a ranking or title.

Regional Leader (Coordinator NPC only)


These NPCs are only allowed to be portrayed by the Coordinator or Sub-Coordinator. If an ST
would like these NPCs portrayed in their game they are to obtain permission from the Coordinator's
Office. They are authorized to administrate a region of a major County or State or Province.
Approximately 5 Regional Leaders will report to each National Leader. Regional Leaders provide
arbitration between the domains in their sphere of influence and act as a communication link to
those higher up in the Clan Structure.

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National Leader (Coordinator NPC only)
These NPCs are only to be portrayed by the Coordinator or Sub- Coordinator. If an ST would like
these NPCs portrayed in their game they are to obtain permission from the Coordinator’s Office.
They are given authority over very large countries or groups of smaller nations. They serve the
same purpose as the Regional Leaders only on a much higher level. They oversee things on a global
level and report directly to the Du'at and the Council of Scrolls.

Fida'i to Rafiq

As stated in the Clanbook regarding the Web of Knives for Assamite Warriors (and this more or less
pertains to the Warrior Caste), Assamites are ghouled for no less than 7 years before Embrace. Once
Embrace has occurred, they proceed to train under their Sire and Teacher(s)'s tutelage for another 7
consecutive years before being allowed the chance to entire into the ranks of the Rafiq. The first 7
years as a ghoul are used to show devotion to the clan as well as raise the skill level of worthiness
before the Embrace. The second 7 years as Fida'i (devotees) are spent with additional preparation
for their placement into the ranks of the Rafiq. This is normally a Loyalist point of view due to the
splitting of the Clan. There are deviations from this tradition for the purposes of enabling all the
Castes to going through rigorous training.

Loyalist point of view:


This expressed training is not deviated from. Although, there are slight differences from the
Clanbook, as not all tutelage is done for the Web Of Knives; only a select few are able to join such
a prestigious group to finalize their training. Failure often means death for the individual, as only
the finest Warriors are allowed to continue their existence.

Schismatic point of view:


Owing to the desire to keep with traditions of the Clan, Fida'i/Aspirants are of many Castes or
lineage. It is left up to the role-playing of the final months as to what the final tasks will be or what
they must learn and/or achieve as set down by either Elder NPCs, or PCs they serve for the duration
of the remaining period (player and ST discretion for the amount of time needed). Fida'i represent
the Warrior Caste, as such their duties to the Clan are quite different from those of the Aspirants of
the Vizier and Sorcerer Castes.

Dispossessed point of view:


As they are no longer holding to the original traditions and are not a part of a particular Sect, they
are open to the options of staying with tradition or applying new traditions. There are no set rules
for their Fida'i/Aspirants as they do not follow conventional upbringing for their childer.

For the expressed purpose of timeline and time allowance within game, new Characters that enter
who wish to portray Fida'i/Aspirants are finishing their final year as Devotees to the Clan, so they
may join the ranks of their brothers and sisters as equals. New Fida'i/Aspirant Characters are
entering their final months of the Devoted-Training period, and should be treated in the same
manner as those under the Accounting, as they have not become full fledged members of the Clan.

Warriors in the Schism that are still Fida'i are taught Martial Combat (melee, brawl, firearms,
survival, dodge) as well as tactics and education that will help them be better "judges" when the
time comes. They are often put through rigorous tests to prove they can overcome odds as well as
make "Judgment" decisions.

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Viziers of the Schism that are still Aspirants are taught Social and Intellectual skills (etiquette,
leadership, hobby, professional abilities, medicine, etc.). Their final rigorous training is usually to
help uncover lost lore’s, special skills, or hard to gain knowledge or influence in or of their Master's
desired field.

Sorcerers of the Schism that are still Aspirants are taught Occult and Occult related skills, as well as
minor (Basic) rituals to help the Clan as a whole. Their final rigorous training is to aid their teacher
in uncovering lost rituals, new paths, or gain influence in the Occult.

The duration of the final year as a Fida'i should be expressed before the Character begins play. For
example: A player wishing to bring the Fida'i Character into play should specify how many months
are left to him or her before the training period is at an end. At the end of the training period there
will be a final test of a desired skill to be sure the Character is worthy of their new title. This final
task is usually simple and not life threatening, but is still up the whims of the original NPC that sent
the Fida'i for final training.

To ensure game balance throughout, the Assamite Coordinator Office is willing to offer some tasks
they deem should be completed, as they represent the Elder Governing Body over the
Fida'i/Aspirant's final training. STs are asked to consult with the Coordinator Office for information
on final tasks for their players.

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Prestige and Rank
While we will not be using prestige, as many of the other clans perceive it, we do want to show
other clans that we have a hierarchy and that our respect for one another is open and obvious. This
does not mean we will speak of our rankings with those not of the Blood. It only means that it
should be clear that a Distinguished Master is shown deference by any Associates. Each Caste has
their own titles, and knows precisely what each member did to earn those titles. While members of
other Castes know how the order of titles goes, and to whom to show deference, they don’t
necessarily know how or what they did to earn the title.

To this effect, when status beads are used in a game or event, an Assamite may use them to show
his titles within the Clan.

You may at character creation only start with two levels of clan/caste prestige; this means you may
only be a Rafiq for Warriors and up to an Associate for Sorcerers or Viziers.

Warrior Titles
1= Fida'i:
Warrior who has not proven themselves to the clan.
2=Rafiq:
Warriors of the clan that have shown that they can act on their own and have defended
those within their domain.
3=Castilian:
The leading warrior within the domain. To be decided and recorded by the Eldest in the
Domain and announced to the Regional Leader.
+1 Per level of Ace:
Destroying those of higher or equal strength than your own. Outsiders do not count. (ST
or Coordinator verification)
+1 for those titled Dai
(See Below) for their religious conviction and knowledge. (ST or Coordinator
verification)

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Sorcerer Titles
1= Aspirant:
Sorcerer who has not proven themselves to the clan.
2=Associate:
Sorcerers must have mastered all but the highest level of their Primary Path.

3= Master:
A Sorcerer that has mastered his/her selected pursuit must show his/her work to the
council of scrolls.
Sorcerers must have at least 5 rituals.

4=Distinguished Master:
To obtain this rank the individual must show his/her work to the Council of Scrolls.
Sorcerers must show the full mastery (Advanced) of two Assamite Sorcery Paths and at
least 12 rituals.
5=Full Master
To obtain this rank the individual must show his/her work to the Council of Scrolls.
This shows that the Sorcerer has reached a pinnacle level of knowledge and is recognized
as being the equal of any authority on the planet, For a Sorcerer that means he/she has
completely mastered at least 3 paths (Advanced in all paths) and has at least 30 rituals
that he/she can fall back on (NPC only without approval, or PC with Coordinator
approval.)

Vizier Titles
1= Aspirant:
Vizier who has not proven themselves to the clan.
2=Associate:
For a Vizier this means must have a rating of 4 or above in his field of study and a rating
of 3 or more in two other Abilities that directly complement his Primary field of study.
3= Master:
A Vizier that has mastered his/her selected pursuit, must show his/her work to the council
of scrolls.
Viziers must be able to demonstrate the ability to do so by either creating a book in
his/her related field.
4=Distinguished Master:
To obtain this rank the individual must show his/her work to the Council of Scrolls.
Viziers must show knowledge of both the Primary area of study and 1 related but
separate field of study (2 abilities relating to the primary field of study at 5 with at least 3
or more supplementary abilities at a rating of 3 or better.)
5=Full Master
To obtain this rank the individual must show his/her work to the Council of Scrolls.
This shows that the Vizier has reached a pinnacle level of knowledge and is recognized
as being the equal of any authority on the planet, (5 abilities relating to the primary field
of study at a 5 with at least 5 or more supplementary abilities at a rating of 3 or better.)
(NPC only without approval, or PC with Coordinator approval.)

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Other Possible Prestige

Viziers/Sorcerers:
+1 for Emeritus: Those who no longer stand within the political structure. (Coordinator
Verification)

Council of Scrolls issued prestige awards:


It is possible to earn or award special clan prestige, but this requires approval from the Council of
Scrolls to be considered legitimate. This is also the only way an award can be issued to a non-clan
member.

Procedure:
A brother or sister must issue a request for special recognition of the individual. This recognition
may be positive or negative in nature and should be fully outlined, with as much detail as possible.
The request should be posted, publicly throughout the clan, and directly to the council. (OOC: We
recommend you post to the IC assamite list, and email the Assamite Coordinator list
assamitecoordsubcoord@yahoogroups.com) The public posting is expected to receive comments
from others of the blood and such comments will be reviewed by the Council in their decision
making process.

Once the Council has come to consensus on the request, a public announcement will be made
indicating the results and noting the details of the award, if any.

Note: Frivolous proposals can result in chastisement from the Council for wasting the elder's time.
This chastisement can go as far as issuance of a negative award to the requestor. As such, most clan
members are only likely to issue a request when they are confident that the request is warranted. If
unsure, one should discuss the matter with other clan mates before submitting an official request.

Positive awards:
Positive awards are signs of a major accomplishment. One who is recognized will likely be known
on sight or at least by reputation by most members of the Clan. They will be treated with respect
and admiration for their accomplishments. People outside the Clan who earn such an award will in
effect be considered a brother or sister, and granted all the rights and respect due to one of the
Blood that has proven them- selves. Even more so since they have started with the biases of one who
is not of the Blood.

Negative awards:
Negative awards are very severe when issued against a Clan member. Most brothers and sisters
would rather avoid you than be seen with you, much less associate with someone who has done
anything that would warrant direct attention of the Clan Elders. As for gaining favors or approval
from the Clan or the Council, the blackballed individual can forget it. For non-clan members this is
the equivalent of marking a person an Enemy of the Clan. Specific details of the negative award
will indicate how the person should be treated (i.e. killed at best chance, avoided as incredibly
dangerous, or shunned and blackmailed at every opportunity.).

Da'i
The Da'i is a subset of the Rafiq. Any Warrior, who is sufficiently versed in a religion to be
considered an ordained priest, or that religion's version thereof, is a Da'i (meaning summoner or
missionary). Most Da'i are Muslim, though a few Da'i hail from other religions. Da'i also refers to
any Rafiq who has advanced sufficiently far along an alternative Path of Morality and believed to
16
be capable of teaching it to others (an in- game a rating of 4 or more on a Path of Enlightenment). In
modern nights, this usage almost always refers to strict adherents of the Path of Blood.

Notes
The Children of Haqim may not claim titles from all Castes, but must go along with the Caste
specific titles that are given.

Any such awards will warrant an extra "prestige" and should be highly respected by all of the
Blood. These are not just an extra title, but a sign the individual has stood out among those of the
Blood as Heroes and Champions, displaying the ideals we all should aspire to.

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Resources:

The Darkening

The Darkening is the process that all Assamite characters go though from the time tha t they are
embraced to final death. This determines their age and within the clan. There are two factors that
work into this “Darkening”: Age, and Diablerie.

Below is a way that allows players to be able to figure out “how old” someone may be depending
on skin tone. This is not 100% accurate, as the above mentioned factors apply.

In order to even test for this an Assamite player must have Assamite Lore Level Two (2) or more.

An observer makes a Static Mental Challenge versus the Target’s Social Traits.

Win: Age within 20 years


Ties: Age within 100 years
Lose: Unable to determine age.

An observer may use Assamite Clan Lore as a re-test. Note: The specific lore is required for a
retest, other “Kindred/Cainite” lores cannot be used for a retest, as it considered too insufficient to
know what to look for.

The Assamite Darkening (the Actual Scale)

This is an in game mechanics for the Darkening, which can be used in conjuncture with Clan Lore:
Assamite to determine an Assamite’s age by his skin tone. It also explains how to figure diablerie
into the equation. This scale is to show the actual tone of the person’s skin. This scale was made up
in conjunction with actual stage makeup so that a player if they wished to do so, may go out and
actually get the makeup in question to use in game.

After an Assamite is embraced, they appear as any other Vampire in skin tone for 5 years (using
standard paleness for humanity/path ratings)

After this initial stage, the Assamite returns to their pre-embraced skin tone plus one step for every
Diablerie that they have committed.

After 50 years the Assamite darkens one step on the scale. Each diablerie whether it lowers their
generation or not, darkens them one step further on the scale.

Example: An Assamite is 205 in age, and has Diablarized 3 times.


Darkening steps from aging (in multiples of 50) = 4
Darkening steps from Diablerie = 3
Total Darkening steps = 7

This would place her seven steps away from her pre-embraced color, making her a 07 on the
darkening scale.

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Scale:
20 Obsidian Black
19
18
17
16
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00 Pre-embraced skin tone

Along the path, the Darkening appears as an increase in melatonin (like you are tanning) until later
steps when it takes on a supernatural starkness. Depending on ethnic background, the Darkening
can be gradual or drastic. A Caucasian will darken quite noticeably from one step to the next, while
one of Nubian decent would darken quite gradually. The reason the Darkening can be noted in any
racial background is it is a supernatural darkness. At its end, it achieves a darkness that skin tone
cannot achieve naturally.

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Laws of Haqim

The Laws of Haqim represent the strictest level of law held by those of the Blood.

The Law of Leadership


Honor the Eldest among you, for he is to rule my House when I am absent.

Schismatic View:
Unlike the Loyalists who view this as strict loyalty to Ur-Shulgi as the voice of Haqim, Schismatics
are currently revising their Chain of Command. Due to time restraints involved in a global
collection of Assamites, the Schismatics have created a chain of command involving the local
eldest, regional eldest, and the Clan's eldest. It is assumed that anyone along the chain may make
decisions necessary for their area of influence. A Domain’s eldest may make decisions for the
members of the local domain for example. Any such decisions are there after the responsibility of
that decision maker. In cases where advice is sought, the domain elders are encouraged to send the
problem up the chain of command for proper attention.

The Law of Protection


Ward the mortals from Caine's descendants and treat with them honor in all things

Schismatic View:
In most cases, this means that Schismatics will protect and defend mortals from harm by other
Kindred. Loyalists take this a step further and often punish or preferably kill any Kindred who
would harm the Children of Seth. Within the Camarilla, this becomes very hard due to restrictions
such as the Right of Destruction. However, this does not alleviate the Children of Haqim from their
duty. It changes their approach to protecting their wards. They will more often do it from the
shadows, or politically rather than destroying those who have little regard for their food.

The Law of Destruction


Slay not those of the Blood, for that judgment is for the Eldest alone.

Schismatic View:
As with the Law of Leadership, the definition of "Eldest" has new meaning. The law however is
still fully obeyed. It is considered a horrible crime to kill one of the blood without proper approval.
This even extends to one that is in violations of our laws. Even Loyalists will not normally be killed
unless no other option is available. Normally if a brother or sister of any Caste or Sect is found to be
wanting, he or she is to be captured and handed over to the Elders for judgment. In the case of
Loyalists, this usually results in being returned to the Mountain in disgrace. As ur-Shulgi is their
Eldest, let him decide their fate.

The Law of the Word


Deceive not those of the Blood, for my House is founded on Truth.

Schismatic View:
The Law of the Word is almost as important to the Children as the Law of Destruction. Deception
among the Blood is almost unheard of and when encountered, it instantly creates a dark stigma. Yo u
see the Clan has always been on its own. It creates an us versus them outlook. Deception within the
Clan is treated much the way humans would see treason or betrayal. Deception to those not of the
Blood is not only acceptable but in many cases expected.

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The Law of Judgment
Judge those of Caine's Blood and punish them, should they be found wanting.

Schismatic View:
As with the Laws of Destruction and Leadership, the definition of Elder has changed. However the
rest of its use remains unchanged. If one of the Blood is found or suspected of being in violation of
one of our Laws, the issue is brought to the Domain Elder for Judgment. The Domain Eldest may
then render judgment or pass the case on up the Chain of Command. This often happens if the
crimes affect more than one Domain, or if they affect the Clan's standing in the Camarilla.

Example: A brother not only kills one of the Blood but does it without Right of Destruction and is
caught by the Camarilla. The Elders may need to take steps to protect the Clan's reputation and
standing with in the Camarilla. Punishments depend on the infraction, and the repentance of the
offender. When a brother makes a mistake and is honestly willing to make amends, he is much more
likely to receive a punishment to help him reform. One who shows no remorse or responsibility for
his or her actions is likely to be thrown to the dogs to prevent future problems.

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Path of Blood
Assamites have an optional Morality Path to Humanity: the Path of Blood. It is studied by
Assamites and espouses a connection to Haqim. It is believed that those on the Path of Blood hunt
down other Cainites, feasting on their blood in order to improve their own potency and ultimately
the Clan. Those few outsiders whose actions have shown distaste for their condition or hatred for
the "Get of Khayyin" (descendants of Caine), may be offered the opportunity to convert, to serve
the will of Haqim in his battle against Caine's Evil Children. (Please note that this is very rare, as it
takes time to prove one's self to the adherents of the Path). By diablerizing their enemies and
holding aloof from other Cainites, the students of this Path seek to overcome the blot of Caine's
curse and redeem themselves in transcendence awash in stolen vitae.

Only old and faithful Assamites, and a few converts, study this Path. Most outsiders and neonates
are ignorant of its existence. Instruction into this Path only begin when the supplicant proves his
worth and desire to shed Caine's curse in the light of Haqim's Glory.

Hierarchy of Sins
5: Killing mortals for blood; breaking your word to a clan mate.
4: Refusing to allow an outsider to convert; failing to destroy an outsider who refuses conversion.
3: Succumbing to Frenzy; refusing to pursue lore of Caine.
2: Failing to pursue lesser blood for your clan mates; refusal to aid a more enlightened follower of
this path.
1: Failing to take the chance to lower your generation; acting against another Assamite.

Schismatic View
Those that left Alamut during the breaking, saw their brethren dying at the hands of ur-Shulgi. Due
to the tenets of the Path, they believe that ur-Shulgi has not only broken one of the Laws of Haqim,
but has deferred from the original adherents and tenets of the Path. These individuals that have
remained on the Path of Blood, follow the honorable, ethical codes and self-discipline of the Path
above all else, and more or less do not see Haqim as a God himself, but merely as the "powerful
Ancestor to be honored like a brother and father."

Path of Blood requires ST approval, and Coordinator notification. Though elder Assamites of the
Schism have decided that it should not be widespread within the Schismatics, there are a few that
still adhere to the Path, but not as strictly as the Loyalists. Those found on the Path of Blood are
guided and encouraged into to relearning their human value, and are asked to establish their honor
and self-discipline for the Clan. The reasons for this are to help those that still adhere to the Path to
better establish them-selves in the Camarilla and better protect the Masquerade. Needless to say,
their clan mates within the Camarilla watch those on this Path closely.

Loyalist View
Those Loyalists that are on the Path of Blood follow the tenets of this Path strictly. They are the
hands of Haqim, and are most often the ones that do not deviate from any of the tenets of the Path.

For the rare, but possible Loyalist PC, they can feasibly find access to a teacher, but there will be
out of game time, while the character is off somewhere safe to learn the Path. It requires
Coordinator notification and ST approval. Loyalist PC's should be of weak (high) Generation, and
not on a Path of Enlightenment, as the Path only has a minor following among the Loyalists.

22
Others on the Path
PCs that have been converted to Path of Blood and are not of Clan Assamite are extremely rare.
They will be required to have OWbN Council vote and NPC notification. That shows that the entire
clan, and the faction they are joining, had a hand in their becoming "One with the Blood."
Assamites on the Path of Blood are not common in the modern nights as many that are on the Path
of Blood do not stray from the Mountain often and those in the Camarilla are closely watched.

Clan Infiltrators

This is a rarity among Assamites and they are sought out and destroyed upon their discovery. While
Assamites are indeed infiltrate-able, it does not happen often because the knowledge, lore’s, skills
and general expertise is extremely hard to come by. Assamites are typically tight- lipped about their
Clan and its structure to outsiders.

There are basic signs that Assamites use to be sure that those professing membership are actually of
the Blood of Haqim. Tell tale call signs include: each Caste's Aura, the skin coloration of their
fellow clan mates, and their general lineage. Lineages are known and can be researched by many
Vizier Mentors.

Infiltrators into clan Assamite must be passed by the Assamite Coordinator and notified to council
before coming into play, as this is such a rarity, and so the Assamite Coordinator's Office can be
sure of the validity of the infiltration. This includes those wishing to infiltrate the separate factions
of clan Assamite.

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Timeline
This is a timeline of many of the main events relating to the Assamite Clan.

~8000 BCE Haqim is Embraced (by either Irad the Strong or Enosh the Wise).
~6000 BCE Haqim embraces ur-Shulgi in the Second City.
146 BCE Roman armies destroy Carthage.
25 BCE Sha’hiri Embraces Thetmes.
~100 CE Al-Ashrad is Embraced by ur-Shulgi.
636 CE The Assamites defeat the Baali at Chorazin. The Baali manage to enact a Curse of
Bloodlust upon the Assamite Clan.
1072 CE The Crusades begin.
1099 CE Jerusalem falls to the Christians.
1102 CE Fatima al-Faqadi is Embraced by Thetme s.
1205 CE Pope Innocent III instigates the Fourth Crusade. This will eventually lead to the
Inquisition.
1229 CE Start of the Spanish Inquisition. Elders sacrifice their childer to the flames.
1231 CE The Inquisition founds the Society of Leopold.
1240 CE The Anarch Revolt begins. Many Assamites aid the Anarchs in their battles against
Cainite Elders.
1252 CE Pope Innocent IV authorizes the use of torture in the Spanish Inquisition, because
he has been made aware of the existence of the Kindred, the Garou, and the
Mages.
1313 CE The Inquisition winds down. The Society of Leopold takes up the slack. The
Anarchs make peace with the Assamites.
1405 CE The Lasombra Antediluvian perishes in a combined Anarch/Assamite assault.
1420 CE The Anarch Revolution reaches its peak.
1450 CE The Toreador Rafael de Corazon makes his famous speech, which leads to the
founding of the Camarilla and the establishment of the Masquerade.
1462 CE Constantinople falls to Muslim Turks.
1493 CE The Convention of Thorns is signed, signaling the end of the Anarch Revolt. The
Sabbat movement is born, the original Code of Milan is composed. The location of
the fortress Alamut is compromised.
1496 CE The Treaty of Tyre is signed and the Tremere Inner Circle, places a great Curse
upon Clan Assamite rendering the Assamites unable to drink Cainite vitae. A
group of Assamites refuse to succumb to the Curse and join the fledgling Sabbat
sect, becoming the Assamite Antitribu.
1585 CE The Ottoman Empire comes to an end.
1745 CE The word 'vampire' first appears in the oxford dictionary.
1997 CE ur-Shulgi awakens from Torpor. The Tremere Curse on clan Assamite is broken.
ur-Shulgi begins a religious purge.
2000 CE The Schism takes place; Al-Ashrad leads a large group of Assamites out of the
Clan, finding refuge in the Camarilla.

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