The family that made you

Thirteen names.
Endless lives.

A clan speaks to a vampire’s history and “upbringing,” and carries three traditional in-clan Disciplines: supernatural talents a character may develop.

Jump to a clan

Choose a name to go straight to its story, bane, and Disciplines.

The 13 core clans

The Kindred

Lineage can shape a vampire’s reputation, instincts, and inherited gifts. It never writes the whole character. For broader V20 context, see Saligia’s Clan and Discipline references.

01

Banu Haquim

Also called Assamite in earlier editions. Think of a patient tracker or hired gun who treats every job as a matter of discipline and judgment. The Banu Haquim are feared for hunting other vampires, but need not be assassins for hire. Some also learn their own religious magic; that is not guaranteed to every character. They are often unaligned, and many are Muslim, but neither is required.

Bane Vampire blood can become dangerously addictive to the Banu Haquim.

Traditional Disciplines
  • Celerity — bursts of supernatural speed and rapid action.
  • Obfuscate — concealment, disguise, and slipping out of notice.
  • Quietus — blood sorcery focused on silence, poison, and killing.
02

Brujah

The firebrand in the saloon who will challenge a railroad boss, a sheriff, or anyone else throwing their weight around. Brujah are passionate and strong-willed; that passion can make them inspiring allies or volatile opponents.

Bane Brujah are quick to anger. Resisting frenzy is harder for them; in roleplay, their temper can be both a strength and a liability.

Traditional Disciplines
  • Celerity — bursts of supernatural speed and rapid action.
  • Potence — immense physical strength.
  • Presence — supernatural charisma that inspires, attracts, or intimidates.
03

Followers of Set (Setites)

The smooth-talking stranger who knows what you want before you admit it. Setites tempt people with secrets, comfort, and forbidden knowledge, often working through a church, trading post, or other respectable front.

Bane Sunlight is especially dangerous to Setites, dealing them more harm than it does most vampires.

Traditional Disciplines
  • Obfuscate — concealment, disguise, and slipping out of notice.
  • Presence — supernatural charisma that inspires, attracts, or intimidates.
  • Serpentis — Setite powers tied to serpents, transformation, and temptation.
04

Gangrel

At home on the trail and wary of town, Gangrel are tough, self-reliant, and close to the wild. A lone scout or weather-beaten drifter might fit, though Gangrel are not all loners.

Bane When a Gangrel gives in to frenzy, they take on an animal feature. These marks can linger, making it harder to pass as fully human.

Traditional Disciplines
  • Animalism — communicate with, influence, and command animals.
  • Fortitude — endure injuries and withstand harm.
  • Protean — change your body, gain animal traits, and meld with the earth.
05

Giovanni

Picture a well-connected family of undertakers who can make the dead answer questions. Giovanni combine family business and money with a dangerous interest in ghosts and the afterlife.

Bane The Giovanni’s Kiss is agonizing rather than pleasurable. Feeding can hurt or frighten a victim, so it is difficult to pass off as an ordinary encounter.

Traditional Disciplines
  • Dominate — impose your will through supernatural commands.
  • Necromancy — perceive, summon, and control spirits of the dead.
  • Potence — immense physical strength.
06

Lasombra

The hard-eyed land baron or political operator who expects the room to fall silent when they enter. Lasombra seek control and are willing to use fear, ambition, and supernatural darkness to get it.

Bane Lasombra have no reflection, and cameras and other recording devices often fail to capture them properly. Their shadows can also behave strangely.

Traditional Disciplines
  • Dominate — impose your will through supernatural commands.
  • Obtenebration — control supernatural darkness and shadow.
  • Potence — immense physical strength.
07

Malkavian

An unsettling fortune-teller or sharp-eyed observer whose strange point of view sometimes catches what everyone else missed. Malkavians experience a distinctive mental or perceptual affliction; it should be played thoughtfully, not as a joke.

Bane Every Malkavian has a derangement that shapes how they experience the world. Work with staff to portray yours respectfully and in a way that fits the character.

Traditional Disciplines
  • Auspex — heightened senses, aura-reading, and psychic perception.
  • Dementation — unsettle minds and intensify emotional or mental turmoil.
  • Obfuscate — concealment, disguise, and slipping out of notice.
08

Nosferatu

Often visibly changed by their curse, Nosferatu keep to the edges of society. They trade in information, hear what passes through the back rooms, and know how to disappear when trouble arrives.

Bane Their curse leaves them visibly monstrous. They cannot pass as ordinary people through looks alone, though clothing, acting, and supernatural concealment may help.

Traditional Disciplines
  • Animalism — communicate with, influence, and command animals.
  • Obfuscate — concealment, disguise, and slipping out of notice.
  • Potence — immense physical strength.
09

Ravnos

The quick-witted cardsharp or traveling confidence trickster who always has another story ready. Ravnos are known for deception and illusion, but a character can use those gifts in more ways than simply cheating at cards.

Bane Each Ravnos has a particular vice or compulsion that is hard to resist.

Traditional Disciplines
  • Animalism — communicate with, influence, and command animals.
  • Chimerstry — create convincing sensory illusions.
  • Fortitude — endure injuries and withstand harm.
10

Toreador

The magnetic saloon singer, painter, or collector who can make a whole room pay attention. Toreador are moved by beauty and passion, and can be as captivated by a person or a cause as by art.

Bane A Toreador can become completely absorbed by something they find beautiful, losing track of danger and everything happening around them.

Traditional Disciplines
  • Auspex — heightened senses, aura-reading, and psychic perception.
  • Celerity — bursts of supernatural speed and rapid action.
  • Presence — supernatural charisma that inspires, attracts, or intimidates.
11

Tremere

The bookish doctor, occult scholar, or discreet adviser with a locked case full of unsettling experiments. Tremere study blood magic and tend to belong to a tightly organized, secretive clan.

Bane Tremere are bound to their clan through blood, tying them to its hierarchy and making independence from their elders difficult.

Traditional Disciplines
  • Auspex — heightened senses, aura-reading, and psychic perception.
  • Dominate — impose your will through supernatural commands.
  • Thaumaturgy — structured blood magic with paths for different effects.
12

Tzimisce

An eerie frontier physician or reclusive landowner with a profoundly unsettling idea of what a body should look like. Tzimisce can reshape flesh and bone, and are often possessive of the places and people they claim.

Bane A Tzimisce must rest with soil from a place important to them, often their homeland. Without it, they become increasingly exhausted and vulnerable.

Traditional Disciplines
  • Animalism — communicate with, influence, and command animals.
  • Auspex — heightened senses, aura-reading, and psychic perception.
  • Vicissitude — reshape flesh and bone, including your own.
13

Ventrue

The cattle baron, banker, or town founder who believes order depends on someone taking charge. Ventrue are natural power brokers, though their authority can come from charm, reputation, or a well-placed threat.

Bane Ventrue can only draw nourishment from a particular kind of blood. Each has their own preference, and blood outside it will not sustain them.

Traditional Disciplines
  • Dominate — impose your will through supernatural commands.
  • Fortitude — endure injuries and withstand harm.
  • Presence — supernatural charisma that inspires, attracts, or intimidates.
Beyond the thirteen

Bloodlines and other lineages

Across the original, second, Revised, 20th Anniversary (V20), and fifth (V5) editions, Vampire has introduced many rare lineages. Some appeared in historical or setting-specific books, and some changed status between editions. This is a sampler, not a promise that every group exists in this Red Dead setting. See Saligia’s Bloodlines reference for broader V20 context.

Caitiff

Vampires with no recognized clan. They have no clan’s established identity or traditional set of in-clan Disciplines, and may have to figure out where they belong among the Kindred. Caitiff are not a bloodline; they are clanless.

Thin-bloods

Vampires whose blood is unusually weak, often associated in V20 with the latest generations and treated much more prominently in V5. They may be caught between human and vampire society, with unusual limits or potential depending on the edition. Thin-blood rules differ substantially between editions, so check the server’s take before planning one.

Rare lines and offshoots

  • Ahrimanes — A rare Gangrel offshoot associated with the Sabbat and spirit magic; often described as an isolated, mostly female lineage.
  • Anda — Mongolian Gangrel whose stories are tied to the steppe, nomadic life, and the era of the Mongol Empire.
  • Baali — Secretive vampires who serve infernal powers. Usually a better fit for an antagonist or a particularly dark story than a first character.
  • Blood Brothers — Artificial vampires made by the Sabbat to operate as tightly linked packs; their shared existence makes them very unusual.
  • City Gangrel — An urban Gangrel offshoot, adapted to city shadows rather than the open wilderness.
  • Daughters of Cacophony — Haunting singers whose supernatural voice can shape emotion and perception.
  • Gargoyles — Stone-skinned, winged vampires originally created by the Tremere as servants and guardians.
  • Harbingers of Skulls — Corpse-faced necromancers connected to the old Cappadocian lineage and the Sabbat.
  • Kiasyd — A strange Lasombra offshoot with fae-like qualities and a hunger for rare knowledge.
  • Lamia — A warrior lineage once devoted to guarding the Cappadocians.
  • Lhiannan — A fiercely territorial, druidic lineage rooted in ancient European folklore and tied to its land.
  • Maeghar — A rare, often unsettling lineage with links to the fae and uncanny, otherworldly traits.
  • Nagaraja — Secretive necromancers whose existence and feeding habits set them apart from most Kindred.
  • Nictuku — Terrifying descendants of the Nosferatu founder, spoken of as predators of other Nosferatu.
  • Old Clan Tzimisce — A traditional Tzimisce lineage that rejects Vicissitude and is associated with older customs and sorcery.
  • Salubri — An exceptionally rare lineage marked by a third eye. Different traditions include healers, warriors, and watchers.
  • Samedi — Deathly, visibly decayed vampires with a reputation for necromancy.
  • True Brujah — A rare, austere Brujah offshoot associated with an unusual relationship to time.

The Laibon

In some editions and books, the Laibon are presented as African Kindred with their own distinct cultures and lineages, rather than simply another European-style clan or a single bloodline. Examples include the Akunanse, Guruhi, Ishtarri, Kinyonyi, Nagloper, Osebo, Shango, and Xi Dundu. Their traditions are varied; do not treat them as interchangeable or assume they are available in this frontier chronicle.

How editions handle them

V5 reorganized some older lineages. The Hecata, for example, bring together the Giovanni and several death-focused families and offshoots, including Harbingers of Ashur (formerly Harbingers of Skulls), Nagaraja, and Samedi. Giovanni family names such as Dunsirn, Milliner, Pisanob, and Rossellini also carry their own histories and traditions. These names may still describe distinct backgrounds, even when V5 treats them under one clan.

Salubri also appear as a clan in some editions, rather than merely as a bloodline. This guide uses familiar names across editions, not one edition’s exact character-creation rules.

Quick notes

  • This guide uses the 13 core V20 clans as background; the server’s lore and rules take precedence wherever they differ.
  • Caitiff and thin-bloods are distinct vampire categories, not ordinary bloodlines.
  • Clan Disciplines are traditional abilities associated with each clan. What characters can actually learn or use is up to the server.
  • If you are unsure whether an idea fits, ask staff before building around it. A quick conversation is easier than rewriting a backstory later.
The wider frontier

A world beyond clan

The living

A human life is no less extraordinary for being mortal. Settlers, healers, outlaws, artists, lawkeepers, opportunists, and dreamers all have a place here. Some humans know more than they let on; others will spend their lives trying to make sense of a single impossible night.

Themes: ambition, survival, community, discovery.

The Kindred

The night offers eternity. It does not offer peace. Kindred navigate lineage, status, hunger, debt, and old promises. Their courts can be as dangerous as the wilderness, and a gracious smile may conceal a centuries-old grievance.

Themes: courtly politics, identity, temptation, legacy.

The Hunters

The Imbued are ordinary mortals selected by the Messengers and awakened to the supernatural through the Second Sight. Their Creeds express how they respond to that revelation; their Edges are the powers that let them act on it. They use Hunter: The Reckoning rules, separate from vampire Disciplines.

Themes: conviction, sacrifice, fear, moral uncertainty.

Saligia’s Numina overview covers adjacent mortal supernatural abilities, not the Imbued rules.