By Mark Antill (mantill@geocities.com)
The history of the Ahrimane bloodline starts with the history of its founder, the Gangrel antitribu Muricia. Muricia originally came to America with her sire and his pack, but before then they had been roaming the dwindling wilds of Europe. As befitted a Country Gangrel, Muricia often travelled apart from her pack, and it was during one of these periods that the seeds of the Ahrimane's creation was sown.
While journeying by herself, Muricia came across a burial mound surrounded by standing stones, hidden in the depths of a forest and long neglected. Intrigued by this place she decided to force her way inside to see what it contained. The large stone over the entrance would have kept out any mortal, but eventually her vampiric strength enabled her to shift it and enter the mound.
The darkness inside was no obstacle to one as adept at Protean as she, and with her powers she could clearly see the inhabitant of the mound. Lying on stone slab was the form of a torporus vampire. Completely naked, she was covered from head to foot in ancient symbols, etched into her flesh with blood. Having found what she believed to be the resting placed of an Elder, Muricia did what any Sabbat would do, she Diablarised her.
It soon became clear that this elder had been a practitioner of some form of blood magick, as Muricia soon found herself exhibiting some strange new powers under stress, although she was unable to call upon them at will. Fascinated by this she started to study pagan history, beliefs and magic, as she was finding herself being drawn closer to nature and the spiritual, and she was convinced that this was the root of her new abilities.
However her studies were soon cut short by her sire, who was taking his pack to America where the Sabbat were rapidly expanding and fighting a bloody war against the Camarilla for control of this new land. Unable to resist the ties of the Vinculum, Muricia went with him to the new land, but the war she found there was not the one she had been expecting. Factions within the Gangrel antitribu had gone to war with each other, and her sire had joined the war against his own kind with a relish that revolted her.
Taking the first opportunity she could to separate herself from her sire, Muricia journeyed among the native peoples and renewed her studies, this time into the magic and powers of the Shamans. It took time to win over a few of the native magic workers, but her closeness to the animal world and her protection of their tribe from its enemies eventually won them over. One of the first applications of their magic that Muricia used was a variation of a native cleansing ritual, which she used to break the Vinculum with her sire. This and possibly the other rituals that she practised had a wholly unexpected side-effect, and the very nature of her blood seemed to be altered by them. She found her powers taking on a new direction, what once had been a tie with the animals and the land became a tie with the animal spirits. Where before she spoke to the animals, and they would answer her call, now she could speak to their spirit brethren as well, and they too, would come when she asked. Her joy at this new power soon turned to frustration however, as she found herself unable to teach it other vampires, and indeed incapable of even siring. After several abortive attempts at both, she came up with a new solution. She would adapt the ritual she had used upon herself and perform it on other willing Gangrel whom she thought were worthy.
Journeying south, Muricia found a few others whom she considered worthy and together they formed the first pack of Ahrimane. As their numbers grew, Muricia taught her most trusted companions the rituals that she had learned, and they began travels of their own, finding others who were worthy and eventually founding packs and havens of their own. Slowly they claimed several territories for themselves, when possible removed from mortals, and set themselves up in control of them.
Unusually for Sabbat the Ahrimane maintain a tight grip on any mortals of influence within their territory. Although they cannot use the Blood Bond, they make heavy use of Presence, and some of the older ones also employ Dominate. Their influence is usually limited to keeping others out of their areas, and insuring they are not disturbed, although in more recent times their interference in mortal affairs ahs increased.
In addition to their control of mortal, the Ahrimane have strong influence over both the animals and the spirits within their territory. This means that almost nothing happens of which they are not aware, and the power they have within their territory is immense.
Recently some of the younger and more impulsive Ahrimane have come together to form nomadic packs. Rather than stay in one estate they travel across America and Mexico, taking a more active role in the Sabbat's war than most of their sisters. Despite their wandering ways, they keep in close touch with their fellows, often using spirits as messengers. They always make sure that they return to one of the estates for the important Ahrimane Ritae. A few of the most recently created Ahrimane have not even joined all Ahrimane packs. Rather they have returned to their former nomadic packs, although like all their sisters, they return for the major rites.
Muricia herself remains very much in control of the bloodline that she created. While she does not order the others around, her advice is always heeded and her suggestions almost always acted upon. She keeps regular contact with all the pack leaders, either through spirits or animal messengers or often through frequent meetings. She regularly travels around the Ahrimane territories and it is not uncommon for her to simply turn up at an estate unannounced. The younger Ahrimane treat her with something akin to awe. After all, how many other vampires get to meet their founder in person?
It's thought that Muricia has tacitly encouraged this break with tradition to answer some of accusations of secrecy that have been leveled at her bloodline. However, some younger Ahrimane suspect that their founder may also have some other motivations. Before their travels several have been invited to visit her and she has asked them to look out for information regarding certain things. Some have been asked to investigate a large company called Pentex that many Sabbat seem to have prominent positions in. Of particular concern is the nature of the spirits that seem to congregate around Pentex facilities. Others have been told to investigate stories, apparently brought to Muricia by the spirits themselves, of a male Native American vampire who exhibits powers very similar to the Ahrimane own. The fact that he is supposed to dwell in the north of the USA has led to some Ahrimane traveling much farther afield than normal, although none have yet found the truth behind these rumours, and none are sure what plans Muricia has would any find him.
Recently a number of Ahrimane have been created who have not been members of other Sabbat packs first. All of these have been Mentored by older Ahrimane who are close comrades of Muricia. The rumour among some of the younger Cats is that Muricia has obtained a source of potent Gangrel blood from somewhere and is choosing people to embrace with this blood, then transforming the worthy ones into Ahrimane.
During the training the candidates pack are allowed to stay nearby should they wish to, although the candidate herself is usually too busy to spend much time with them. Most packs choose to let their member go by herself for training, being told that she will be free to return once the training is over and the ritual performed.
The training is carried out by the Ahrimane who first found the candidate, and is known as her Mentor. They Mentor may call upon other Ahrimane, spirits or Shamans of the local tribes to help in the training, but it is ultimately her responsibility. During the training the student takes part in the Vaulderie between the Ahrimane of the estate. This helps bring her closer to the other members and strengthens their ties. She does not however take part in most of the Ritae, although she is allowed to observe some of them as her training progresses.
If at any stage in the training the student proves herself incapable or unworthy, she will be taken before the elder of the estate. Using Dominate, her memories of training and the Ahrimane will be removed or altered and she will be returned to her pack.
During the Rite of the Third Birth the Mentor becomes something else, she becomes the newly created Ahrimane's Ritemother. Now the Ahrimane is responsible for herself, but the bond between her and her Ritemother always remains strong and the Ahrimane often regard it as almost sacred. Even after years as an Ahrimane it is not uncommon for one to go to her Ritemother for help or advise. In many ways the Ritemother is a surrogate sire, and the relationship reflects this.
During the rituals the Ahrimane also often paint their bodies with sacred symbols using their own blood, the blood given by a summoned spirit and sacred herbs and roots. They also burn the herbs and roots to drive away the evil spirits. The Ahrimane do not regard vampirism as an unnatural state and their rituals are seen as a means of increasing their connection with the worlds of beast and spirit. Even the common Ritae of the Sabbat are adapted and changed, and are often rather different in both appearance and function to the original. Ritae are held each month, on the night of the full moon. Major Ritae are also held at the equinox, and at lunar eclipses. This rituals are most often held a sacred sites, where it is easier to reach the spirit world. The greatest of their rituals, however, is the creation of a new Ahrimane and her introduction into the bloodline, and the visionquest.
The student is held down and her blood drained from her and spilled onto the ground, in a spiral pattern. The assembled Ahrimane contribute their blood to a bowl, with the student's Mentor giving the most. Then a spirit is summoned and is asked to contribute its blood to the bowl. This spirit is always a cat spirit of some kind. Finally certain plants are added to the bowl and mixed in; these plants are believed to allow contact with the spirit world and cleanse the vampire and include the yaryan root and peyote.
A fire is lit and the bowl is passed through it several times, representing the tempering of the vampire into an Ahrimane. Then the blood from the bowl is used to paint the vampire's flesh with symbols sacred to the spirits that will encourage them to accept her, as well as protecting her. Finally the remainder of the blood is poured into the vampire's mouth and she is reborn. Like her first two births, this one is not easy. The Ahrimane is assailed by voices and visions from the spirit world, as well as visions from her past and sometimes her future. These visions last several hours and only if her will and spirit are strong enough will she emerge with her sanity intact. During this period the other Ahrimane, lead by her Ritemother, join in a chant to the spirits to guide and protect her.
When the ritual is over, any existing blood bonds or Vinicula are severed, this applies to the Ahrimane and to anyone who has any ties to her. The only exception is ties to anyone whose blood has been in the mixture which remain. It is because of this that few Ahrimane have much inclination to return to their old packs, and few members of the packs make much of a fuss about it. After all, in a sect that promotes freedom a vampire is free to leave her former comrades. Finally, they celebrate the arrival of their new sister with a wild party, vampire style.
For the visionquest the Ahrimane first drinks her fill of blood, as she knows that during the quest she will not be thinking of such things. Then she journeys by herself to a remote location with a special preparation. This contains many special herb and roots, including such potent ones as peyote, mixed with the blood of animals and a small quantity of blood taken from a summoned spirit. Using this concoction the Ahrimane first paints her body with sacred symbols, then consumes the remainder. The powerful mixture puts her into a trance-like state lasting several days, where she see visions from the spirit world. In this state the Ahrimane has just enough awareness of the real world to avoid getting herself killed and to find cover come sunup, but little more.
For each stage there is a birth, none of them easy, and with no guarantee of survival. Each birth is in blood.
In time however, this respect succumbed to jealousy. Envious of woman's place closer to the spirits, men upset the balance between them. In doing so they caused the World of Man to grow more distant from the other worlds, and now many humans fear the worlds of Beast and Spirit because they do not understand them. Due to this, the World of Man is the most imbalanced of the three worlds. The Ahrimane have more to do with the worlds of men than many Sabbat. As Harmonists they freely acknowledge their former human nature and accept that it is still a part of themselves. Therefore, despite their isolationism, they still make more effort than many Sabbat to retain some contact with the affairs of mortals. They also maintain a tight control of the mortal world within their own territories, giving them a surprising amount of mortal pawns.
It is the through their discipline of Presence that the Cats influence the World of Man. The Ahrimane originally used this influence just to protect themselves, but over time they have started to use it to follow their own agenda. They have used their power to protect the native tribes where possible, and younger Ahrimane have also gotten involved with the women's rights movement, and have used their influence to try to further its cause. Even in the modern world, woman's greater spiritual connection remains, even though few of them realise this. It is because of this connection that only women are chosen to become Ahrimane.
By respecting and studying beasts, a Gangrel can learn much about her own Beast. By talking to animals, and by becoming animals, they learn, understand and become a part of this world. Ahrimane havens are always open to animals who are free to come and go whenever they wish. Despite this they rarely make Ghouls of animals, and rely on developing a relationship with them and their powers of Animalism rather than the Blood bond. Ahrimane often keep pets, and cats are especially common, although they are rarely of the domestic variety.
Ahrimane interact and influence the World of Beasts with their Animalism discipline. Through it they can commune with the beasts and even with Beasts. All vampires have a strong connection to this world because of their Beast, but only the Gangrel are close enough to be balanced equally between the two worlds. That is why only Gangrel are chosen to be Ahrimane.
As with man and beast, the spirits too must be afforded respect. They can have great powers and great wisdom, and to deal with them without understanding is both foolish and dangerous. After her initiation and her third birth, an Ahrimane will be instructed on the ways of the spirits by her Ritemother. The spirits do not dwell in isolation, rather each spirit is tied to something in the other worlds, be it a beast, a tree, a place or even an idea. How someone treats what they are connected to influences how the spirit will react to them. This is why the animal spirits respond to the call of the Ahrimane, for they know the respect with which they treat their corporeal cousins.
This tie can be used when calling upon a spirit. By having something of what the spirit represents present, it can make the summoning easier and the spirit more responsive. While sometimes the spirits are summoned to perform tasks for the Ahrimane, at other times they are summoned for wisdom, advise or even companionship. Some less powerful spirits are unable to enter the physical world, and even ask the Ahrimane to call on them, so that they may carry out some desire of their own.
Some Ahrimane choose to strike bargains with a particular spirit, often one that appeared to her during her third birth. Rather than needing to be summoned each time, the spirit will stay close to the Ahrimane, usually in the spirit world, but sometimes in the physical one. The spirit is not a servant however, and will want something in return. Bargaining with a spirit can be a long and tricky process, as vampire and spirit agree what they will provide one another. Sometimes what the spirits want is straightforward; protection and good treatment of their animal counterparts is common. Sometimes however, their demands are strange and irrational, and an Ahrimane must simply agree to it without understanding why if she wants the spirit to be her companion. The Ahrimane are very aware that not all spirits are as harmonious as the animal spirits that they call upon. They know something of the darker spirit beings that dwell in the World of Spirit, and some make it their duty to combat them. While they rarely can confront them directly, they know that if they destroy what they are connected to in the physical world, they can break the power of the spirit and force it from the area.
Spiritus is the Ahrimane's may of contacting and influencing the World of Spiritus. It is the unique power that sets them apart from all other vampires. Through it they may call the spirits into the world, and into themselves.
All vampires have these parts and connections, indeed all creatures off the three worlds are connected to all the worlds. Of the vampires however, it is only the Ahrimane that can achieve the proper balance. That is why their powers lie in all three worlds.
Lasombra: The Ahrimane have a rather poor relationship with the sects leaders. Their very strong sense of independence, their secretive nature and their rather large mortal influence in the area around their estates all make the Keepers highly distrustful of them. This distrust is returned by the Ahrimane, who are less than convinced of purity the Lasombra's motivations. However, their lack of involvement in sect politics and their loyal and valuable service to the Sabbat prevents the Lasombra making any open moves against them.
Tzimisce: The Fiends appear to have no interest in the bloodline, and rarely interact with them. This suits the Harmonist Ahrimane who find the practices of many Tzimisce quite appalling. The only exceptions are a few of the older Tzimisce who still practices the Koldonic arts and remember the ties that the clan once had with the land and the spirits of the land. A few of the older Ahrimane maintain a limited contact with these ancient sorcerers, although they refuse to share any of their deeper secrets with them.
Country Gangrel: More recruits come from the Country Gangrel than from their city cousins. The Ahrimane see the Country Gangrel as having a better balance between man and beast, and so are more likely to be a suitable candidate for becoming an Ahrimane. The Cats have more respect for the Country Gangrel than any other vampires, and when they do spend time with non Ahrimane, it is the Country Gangrel they choose for companions. It is not unknown for an Ahrimane to attend a gathering of Country Gangrel and participate and the storytelling and the Ordeal. Many Country Gangrel are of Native American stock, and this gives them a greater understand of the Ahrimanes and their ways. When an intermediary is needed between the Cats and the rest of the sect, it is the Country Gangrel who are called upon.
City Gangrel: Most Ahrimane, even those who came from the City Gangrel, feel that the City Gangrel are less connected to the World of Beasts due in part to their lack of the Animalism discipline, and also their living in the cities. Due to this, fewer of their recruits come from the City Gangrel, although recently this is less the case.
Tremere antitrbu: The Warlocks would love to increase their understanding of the spirit world and increase their power there. The Tremere's approach to spirits, controlling and binding them, is contrary to the Ahrimane approach which involves bargaining and mutual respect. Consequently the Ahrimane have refused to share any of their knowledge or lore with the Tremere, and some have even refused to allow them into their territories.
Serpents of the Light: The Ahrimane in Louisiana have had clashes with the Setites in the region. They have learned something of the undead ongans that belong to the Clan, and despise their attitudes to the spirit world and the dark spirits they consort with. This has carried over to the Setite antitribu and has lead to a distrust of the Cobras as great as that of the Tremere.
Other antitribu: Generally speaking the Cats have little to do with any of the other antiribu, and tend to treat each one on a case by case basis. Usually an Ahrimane will be more friendly towards a female Sabbat then a male one, but not all Ahrimane have this attitude. Many of the city dwelling Sabbat have never heard of the Bloodline, and very few Sabbat in general have even met an Ahrimane.
The Black Hand: Only a few members of the bloodline have chosen to join the Hand, despite several being offered. Their skills in fighting and survival combined with their unique abilities make the few Black Hand Ahrimane highly prized. For themselves the secretive Ahrimane dislike serving anyone other than themselves and many distrust the Hand an its motivations.
Camarilla: The Ahrimane hold the Camarilla in contempt. They are the pawns of the elders and must realise this or be destroyed. The only clan they have any respect for is the Gangrel. For their part the Camarilla knows nothing of the Ahrimane, the nearest they came was an abortive investigation attempt by a Gangrel Archon, who died when she did.
Mages: The Ahrimane know the Shamans of the native tribes and understand much of their ways. In turn the Ahrimanes are respected for their closeness to the spirit world. The Ahrimanes have some contact with both the Penumbra of the Grey Squirrel and the Eyes of the Sun as well as some other groups that are a part of the Dreamspeaker Tradition. On a few occasions Ahrimane have encountered magic wielders who have called upon darker spirits. When they have done so they have gone out of their way to find and destroy them, usually calling on their own spirit allies, who are only too willing to give aid.
Garou: The Ahrimanes treat the Garou like they would a dangerous animal. They have great respect for their balance between the three worlds and their formidable battle prowess, and understand their spiritual ties in a way few other vampires could. Despite this they are hardly friends, and while they would rather leave a Garou in peace than fight with them, if their duty to the Sabbat requires it they do so with all the powers at their command. The two tribes that they have some contact with are the Uktena and the Black Furies. These contacts have arisen due to the Ahrimane interference with mortals affairs. Their protection of the native peoples close to their estates has brought them to the attention of the Uktena, and the involvement of some younger Ahrimane in women's rights issues in their territories has lead to some contact with the Furies. Generally the contact is reserved, with the occasional co-operation and trade of information, but mostly just an unspoken agreement to leave each other alone. The Ahrimanes refuse to have anything to do with the sect's Black Spiral allies. They find the spirits that associate them to be repellent and their own spirit allies have warned that they will not assist them in anything they do that aids the mad tribe.
Other Changing Breeds: The Ahrimane attitude to the Garou extends to others of the changing breed. Those with ties to the native tribes, the Corax, the Nuwisha and the Pumonca are held in particular respect. Again this respect does not translate into open friendship and an Ahrimane will fight one if she must, but generally the Cats will try to find a peaceful solution to any encounter. Special mention must be made of the Bastet. The legends of cat shifters have intrigued some Ahrimane and several have set out to uncover the truth behind this. The Bastet are a secretive people, but also a curious one and a few Ahrimane have managed to befriend them.
Pentex: The Ahrimane reclusiveness has meant that until recent times the bloodline has been completely unaware of the wyrmcorp and the ties that it has with the Sabbat. As younger members have become active within the sect they have started to come into contact with the Megacorp and the Sabbat who work for it.
Ahrimane can create ghouls, but their thinner blood means that the ghoul will require more sustenance. An Ahrimane's ghoul will require two blood points every month to remain a ghoul.
Bastet Ally (3 pt Merit) You have a friend and ally who happens to be a Bastet. Both of you are curious each other, and willing to help each other. This Merit functions in most ways as the Merit Werewolf Companion from the Vampire Players Guide. Unlike most other supernatural allies, it's unlikely either of your own people would strongly object to this friendship, providing you are careful.
Discipline Affinity: (3-7 pt Merit) You have kept an affinity for your former Gangrel disciplines. For three points you may buy one discipline of your former clan at clan rates, for five points two and for seven points three. Former Country Gangrel may choose from Protean or Fortitude and former City Gangrel from Celerity, Obfuscate and Protean.
Gift of the Cat: (2 pt Merit) Similar to the Gangrel Merit, Gift of Proteus, this applies to an Ahrimane's Protean 4 power. Rather than a wolf, the Ahrimane has the form of a native wild cat such as a Puma.
Feline Affinity: (1 pt Merit) This works in the same way as the Merit Animal Affinity from the Vampire Player's Guide, but applies only to felines. In addition, the Ahrimane reduces by two the difficulty of any roll that involves felines or felines spirits.
Spirit Magnet: (variable cost Merit or Flaw) This is described in the Book of Shadows.