By Shelby Babb (sbabb@comp.uark.edu) (with additions by Constantine Thomas and Anders Sandberg) for Constantine Thomas's Continuum tradition. (Also see Constantine Thomas's Nexus, and Arthur-Trevor D.M. Lasher's Southron Republic virtual)
Some species of Lance Grass are known to grow fractally - these are identical in behaviour to the normal species, but as they grow in the body the blades split into smaller and smaller fractal branches. Also, the sructure of the fractal plant constantly appears to shift depending on which angle it is viewed from.
[Lance Grass can be treated as having 0 STA and 0 STR. For every square meter of grass present the plant can take three wounds, and attacks with a damage of 2 and an automatic hit. Once a patch makes an attack, it can strike repeatedly due to it's numerous seedlings.]
[Whenever a mammal is exposed to a carrier (or group of carriers), have him make a stamina roll (Difficulty of 10, three successes needed). If he succeeds he is immune to all attacks of Fungal Wind; if he fails he becomes a carrier. In Nexus the Fungal Wind changes a character's attributes as follows: STR +2, STA +4, all Social scores at -5. In the original dimension the Fungal Wind caused the following changes: DEX -1, STR +3, STA +5, INT -3, WIT -2, and all Social Attributes at -5.
Life magic can be used to affect the Fungal Wind, but all attempts are at +2 difficulty.]
Either way, Shimmer Waves appear as bizarre, two-dimensional clouds of golden light up to a dozen meters in diameter. Shimmer Waves wash over plant and animals, either accelerating or reversing the age of a creature. Inanimate objects are also affected, but the Shimmer Waves are drawn towards living creatures. There appears to be no known reason for Shimmer Wave behavior, or any way to predict which path a Wave will age those it passes over; some will be aged and some will be made young again. In fact some Waves have been known to immediately return to those it has passed over, reversing its own changes.
[For those the Wave ages, subtract one from all Physical attributes and add one to all Mental attributes. For those the wave makes young, subtract one from INT and STR, and add one to DEX and STA. Inanimate items are also affected so that an old car may become new again, or a new watch may turn rusted and stop working.]
Many among the Continuum fear that the Keevar will soon develop another form, a form that will give the Keevar the power to force the Continuum out of Nexus. Given the growing intellect of the Keevar, and the increasing numbers of Keevar, this view is gaining followers quickly.
[The Keevar have three forms, and are able to change from any form into any of the other three once per turn. Keevar health levels are shared between forms so that if a Keevar take five wounds in its shark form, all forms have five wounds less. Keevar health levels are: OK (x5), -1 (x5), -2 (x3), -3, Incapacitated, Dead.
Shark Form: STR 10, DEX 3, STA 12, PER 4, Dodge 3, Brawl 3, Alertness 3. Treat as having 4 points of armor. Bite (Diff: 6, Dam: 12), Trample (Diff: 8, Dam: 14). Running Speed: 15 yards, Swimming Speed: 35 yards.
Tyranno Form: STR 11, DEX 5, STA 10, PER 3, Dodge 2, Brawl 5, Alertness 2. Treat as having 1 point of armor. Bite (Diff: 6, Dam: 14). Running Speed: 35 yards.
Harpy Form: STR 6, DEX 9, STA 8, PER 6, Dodge 3, Brawl 1, Alertness 5. Claw rake (Diff: 6, Dam: 6), Bite (Diff: 8, Dam: 8). Flying Speed: 45, Running Speed: 9 yards.]
With mental probes of the comatose victim, the Continuum was able to discover that a species of insects were falling from the future into the past, and that they used sentient life from the times they entered to take their place in the future. Some Continuum members fear that these creatures acting in Nexus, and the Zigg'raugglurr acting in Gaia, point to the existence of the Aswad of Time waiting for them in the future of the Continuum.
Further inconclusive encounters with the Fallers have yielded enough information to allow the Continuum to at least theorise about their nature and behaviour (though as yet no-one has seen a Faller in the flesh). It appears that Fallers are beings that travel linearly (but in a non-continuous manner) through time, from our future to our past. As they travel, they devour Quintessence from Patterns around them in order to power their jumps back through time -- the amount of Quintessence devoured determines the span of the jump. This puts Mages at great risk, as their Avatars can provide much fuel for the Fallers' journeys...
The consensus in the Continuum is that Fallers are very insidious agents of the Darkness, created to destroy Virtuals (though they can be found in Nexus). They arrive at the end of the timespan of the Virtual Corridors (perhaps where the walls of the Virtual are the weakest) and travel back in time along the Virtual, devouring any Quintessence along the way. When they arrive at the start of the Virtual Corridor (remember that the universe before the Virtual branched off from Main Corridor is also duplicated when the Virtual is created), they are very powerful through the Quintessence they have devoured along the way, which allows them to devour the nascent Virtual universe before it even has a chance to form - of course, this means the Virtual effectively never existed. Since they are agents of the Darkness, the Fallers themselves are unaffected by the destruction of the Virtual - however, since the Virtual itself never formed (because they ate it when it was young) all the Quintessence they absorbed never existed. So they leave the 'destroyed Virtual' with no more Quintessence that they started off with, and then move on to another Virtual, where they arrive at the end of that Virtual's timestream relatively weak and start the whole process again.
There are obvious similarities between the Fallers and the Zigg'raugglurr in MC, and it is believed the two are related somehow.
[No one has yet encountered a Faller and been able to give a complete description; even the mental probings of the comatose subject revealed little. However, the Continuum fears that Fallers cannot be wounded by those outside of their timestream, and that the only way to hope to stop them is to freeze time in an area, and let Fallers fall into the frozen moment.
If anyone should encounter Fallers their stats are as follows: STR: 5, DEX: 6, STA: 3, PER: 4, WIT:???, INT: ???, Brawl: 3, Dodge: 2, Alertness: 3, Other Abilities: ???. Claws (Diff: 6, Dam 6), Bite (Diff: 7, Dam: 8). Has 2 points of armor. Health Levels: OK (x2), -1 (x2), -3, Incapacitated, Dead.]
Despite this, most animals are calm in the presence of a pack of tran who are just waiting. Continuum members in Nexus often look for tran as a warning of impending danger. Sometimes fate will not be denied, and the presence of tran causes enough fear and excitement that the very act of fleeing causes creatures to die.
[Tran tend to travel in small packs of three to six members. Tran stats are as follows: STR 2, DEX 3, STA 2, PER 3, Dodge 1, Brawl 1, Alertness 3. Bite (Diff: 6, Dam: 3).]
Common Name
Energy [Quint] Rating
Human Factor
Magick Factor
Tech Factor
Environmental Factor
Control Factor
Entity Factor
Danger Factor
Temporal Proximity
Unique (ID) Code
Common Name
Energy [Quintessence] Rating: Perhaps one of the most important codes for a Virtual, this indicates the strength of the Virtual's existence. Since Virtuals are invariably weaker copies of Main Corridor, they contain less inherent Energy [the Continuum term for Quintessence] than MC. The Energy Rating indicates how many points of Virtual Quintessence are equivalent to one point of MC Quintessence. Many Virtuals are have a Quint Rating of 2 - ie. two Virtual Quint points are equivalent to one MC Quint Point. The most potent Virtuals have a Quint Rating of 1, which means that one Virtual Quint point has the same strength as on from MC.
The Energy Rating of the Virtual determines how vulnerable it is to attack by the Darkness - weaker Virtuals may be more unstable...
[Editor's note: I'm sure that the strength of the Virtuals would have other important effects on magick cast by MC Mages there, but I can't figure out what this effect would be (aside from the difference in Quint strength) - any ideas?]
0 | Main Corridor. Only Main Corridor has this rating. This means that the Corridor is an original and not a Virtual. |
1 | Level 1 Virtual. The Virtual is derived from MC, but is strong enough that one point of Virtual Quint is equivalent to one point of MC Quint. The difference between Codes 1 and 0 is subtle -- while a Code 1 Virtual may be Quintessentially as strong as Main Corridor, it is still derived from MC. |
2 | Level 2 Virtual. The most common type of Virtual, where two points of Virtual Quint are equivalent to one point of MC Quint. |
3 | Level 3 Virtual. The weakest known Virtuals, these are particularly susceptible to destruction by the Darkness. Three points of Virtual Quintessence are equivalent to one point of MC Quintessence here. |
U | Unstable Virtual. Very few Virtuals receive this classification, which indicates that the Virtual is losing cohesion either through invasion by the Darkness or other unknown means. Collapse may or may not be imminent, but it is inevitable unless the process can be halted somehow (eg. Neverland). |
Note that there are no Virtuals weaker than level 3.
The Human Factor: The first number of any label, the Human Factor indicates the presence and strength of humanity in a given Virtual.
1 | Humanity is the only dominant race to be found (e.g. our Earth). |
2 | Humanity is the dominant sentient race, but others exist in hiding (e.g. the World of Darkness). |
3 | Humanity and one other race share (or fight over) dominance of the Virtual together. |
4 | Humanity and multiple other races share dominance of the Virtual. |
5 | Humanity exists, but another race holds dominance over the Virtual, keeping humanity subjugated or in hiding (e.g. Vamp World). |
6 | Humanity does not exist in the Virtual, and may never have (e.g. Sauron). |
7 | No sentient races exist in the Virtual (e.g. XX). |
S | The dominant species is sentient, whether human or not. |
N | The dominant species, while most likely intelligent, is not sentient. |
X | The dominant species no longer exists. This can occur through catastrophic war, disease, natural extinction, or other means (eg. Neverland). |
The Magick Factor: This factor indicates the strength of one or more paradigms of magic in the Virtual. This factor is also given a letter designation as well, to better define the factor.
0 | Quintessence exists, as does Paradox. Thus, only Mages and Awakened beings can perform magick. However, there is no dominant paradigm, which allows the Mage to perform all Vulgar Magick as if it was Coincidental. An example of this is the MC Umbra. This is frequently the case in uninhabited Virtuals (eg. Lucifer). |
1 | Magick does not exist in any form, and never has. Vulgar magicks are impossible, and coincidental magick causes paradox as Vulgar does normally. Escape from the Virtual is usually only possible by some special way (e.g. real Earth's Bermuda Triangle). Note however that Quintessence always exists, even on magick-free Virtuals. |
2 | One paradigm of magick holds sway, and is commonly accepted as truth. All others are subject to Paradox (e.g. the Order of Hermes during the Mythic Era). |
3 | A gathering of paradigms are merged and hold power, while all other magicks are subject to Paradox (e.g. the Technocracy in the World of Darkness, and the Cabal of Deathtech). |
4 | All collective paradigms are empowered, but the threat of Paradox still exists due to mages still being few in number and the majority of individuals unaccepting of magick. For example, mages are capable of many feats expected of them, but Paradox would hinder other effects (e.g. Eldritch). |
5 | All individual paradigms are supported, and Paradox is non-existent. Individual thoughts (even of non-Awakened beings) can alter vast amounts of reality. The Continuum has yet to encounter such a Virtual and believes them to be merely theoretical. |
C | One or more non-human species may have magical abilities, and only these creatures possess magickal abilities. |
T | Indicates the dominance of a technomancer paradigm. |
N | Indicates the dominance of a non-technomancer paradigm. |
M | Indicates the dominance of a mixed technomancer and non-technomancer paradigm. |
I | Indicates the existence of identical or similar paradigms to MC in the Virtual. |
U | Indicates the existence of unique and unknown paradigms in the Virtual. |
Technology Factor: This factor represents how similar the technology of a Virtual is to that of the mainstream (non-Paradoxical) technology of Main Corridor.
0 | No technology exists at all. This code is commonly used Virtuals with no intelligent life. |
1 | The technology of the Virtual is identical to that of the Main Corridor in every way. |
2 | Certain minor differences exist between the Virtual and Main Corridor. For example one world may have interactive television in every home, and/or Xerox machines are unknown. |
3 | Major differences exist between the two. Citizens of a Virtual may all have hand held lasers and sentient robots while another still has yet to forge a suit of plate mail. |
A | Technology as it is known in the Main Corridor is non-existent, but an alien technology is highly commonplace. For example, a Virtual may utilize life energy to power its technology (which is organically-based as well). |
F | Futuristic Technology. The technology within the Virtual has advanced to a level greater than that in MC. |
P | Primitive Technology. The technology in the Virtual is less advanced than in MC. |
Environmental Factor: This indicates how similar the physical environment is to MC Earth. It is useful for determining the need for physical protection before entering.
E | Earthlike environment. No special environmental protection measures are needed. |
I | Inconvenient environment. Generally Earthlike, but surface conditions require special needs. Eg. Breathable but tainted air, planet covered entirely by water, desert or glacial planets. |
D | Dangerous environment. Air is still breathable, but physical environment is dangerous to life -- eg. highly volcanic worlds, high radiation levels etc. |
X | Extreme environment. Conditions are not remotely Earthlike, and highly dangerous without substantial protection. Eg. no/toxic/corrosive atmosphere, unusual physical laws, very high or low surface temperature (eg. Lucifer) |
Control Factor: An important factor to explorers among the Continuum, the control factor indicates the level of freedom and oppression (and also chaos and stability) present in a Virtual as compared to that of Main Corridor as well as how the existence of the Continuum, Nexus and magick would be viewed by natives.
0 | No control. The Virtual is uninhabited. Code 0 alone implicitly assumes that no Continuum Base has been established on the Virtual. However, Code 0B (see below) indicates that while the Virtual itself is uninhabited, the Continuum has established a base there. |
1 | The existence of freedom is omnipresent and individual rights are held by whoever has the most power. The concepts of justice and law are practically unknown, such as in packs of animals. |
2 | The amount of an individual's freedom is based on his or her social status, religion, or economic worth. For example, in ancient Egypt, the Pharaohs held much more freedom and power than the slave workers. |
3 | An individual's freedom is subject to his geographic position and government much as current politics dictate in the Main Corridor. |
4 | Only one governmental system can be found in the Virtual, containing limited amounts of control; a one world democracy/republic. |
5 | Only one governmental system can be found in the Virtual, containing intensive amounts of control; a totalitarian one world state. |
B | The Continuum has established a Base on this Virtual. If already inhabited, this base is kept extremely secret. Usually, Bases are established only on uninhabited Virtuals. |
S | The existence of magick, Nexus and the Continuum must be kept a secret from the natives of the Virtual at large. This code is given to all Virtuals by default, and only extreme amounts of evidence will call for an A classification. |
A | This Virtual has been, after vast gatherings of data, found to be accepting of the existence of magick, Nexus and the Continuum. Of the thousands of Virtuals the Continuum has found, only a handful have ever been even considered for A classification. |
Entity Factor: The existence of entities with vast power is often encoded into the labeling as well, but only if the existence of such is known as an indisputable fact.
E | Within this Virtual exist one or more beings of immense power equal to that attributed to gods of legend. |
W | This Virtual definitely does not possess powerful entities such as Oracles, Incarna, or Antediluvians. However, worship of similar such entities may still be present despite the lack of "deities." Such Virtuals usually have low Magick Factors. |
U | The existence or non-existence of Powerful Entities in this Virtual is unknown. |
Danger Factor: The single most important label to many members of the Continuum, the danger factor indicates the nature of especially dangerous Virtuals. Only the most deadly of Virtuals can expect a special notation.
0 | A literal paradise. Threats to life are practically unknown and non-existent. Only three Virtuals have ever received this code, and one later had it revoked. |
1 | The dangers within this Virtual are roughly equal to those found within the Main Corridor and Nexus. This is the most common classification to be found for the Danger Factor. |
A | The animal life found on this world is much more dangerous than normally expected. Extremely so. Usually, such creatures are the dominant life of the Virtual. |
E | There are one or more entities in this Virtual which threaten those who would explore the Virtual. More often than not, these Virtuals are given a Z rating instead and are sealed. |
M | There are multiple factors that have combined to make the world as deadly and dangerous as it is. |
P | The plant life found on this world is much more dangerous than normally expected. Extremely so. Occasionally, such creatures are the dominant life of the Virtual and animal life may be unknown. |
R | A sentient race present in the Virtual has been evaluated as too much of a hazard, and contact with members of this race is to be as limited as possible. |
V | There are one or more illnesses present in the Virtual which are highly hazardous. Many such Virtuals receive the Z rating if they are found to be great a threat to Nexus. |
Q | Quarantined. No contact is allowed from Nexus, except by specially trained teams and exceptional circumstances. The Portal to the Virtual is constantly guarded, and any inhabitants who escape (by having a Temporal Avatar) are hunted down and 'contained' - a complex procedure involving Mind, Prime, and Spirit magick which blocks the Temporal Avatar and prevents it from leaving the Virtual again. Additionally, all memory of the existence of Nexus is erased for the fugitive's mind. This Code is usually applied to those Virtuals whose inhabitants are highly xenophobic, though there are other reasons. However, there is usually a reason why the Continuum wishes to continue accessing the Virtual, which would make Sealing it off forever (see below) undesirable. |
Z | The danger of this Virtual is so extreme and threatening to Nexus and the Main Corridor, that the Continuum has decreed that the Virtual is to be permanently Sealed for eternity. Should someone break the Seal they will be forced to undergo Gilgul. If they are lucky. Only a few Virtuals have ever received this rating. (Sealing is a very complex procedure, similar to the Containment of Temporal Avatars described above but on a much larger scale - it permanently shuts off the Virtual from Nexus. No-one can enter it, and no-one can leave it unless very powerful magicks are used). |
Temporal Proximity: This indicates how similar the history of the Virtual is to MC Earth's. High Proximity ratings are indicative of those Virtuals whose history diverged from Earth's a long time ago -- these usually have many natural and environmental differences to MC.
Remember that each Virtual is chronologically synchronised with MC Earth -- in all Virtuals, it is now the year 1995 (even if the natives have a different dating system). However, the rate of technological/biological/social evolution may be different to MC Earth's, so civilisations on the Virtual may be more or less advanced than our own even though it is the same time.
1 | Recent Divergence. Branching from MC history occurred within the last century (ie. after 1900 AD, MC time). |
2 | Millenial Divergence. Braching from MC history occurred within the last millenium (after 1000 AD, MC time). |
3 | Bimillenial Divergence. Braching from MC history occurred within the past 2000 years (ie. after 1 AD, MC time) |
4 | Ice Age Divergence. Branching from MC history occurred within the past 18000 years, since the last Ice Age. This span of time encompasses all of recorded human history. |
5 | Prehistoric Divergence. Branching from MC history occurred within the past 650 million years (the dawn of the Cambrian Era). This encompasses the history of multi-celled life on the planet. |
6 | Archaean (ancient) Divergence. Branching from MC history occurred within the past 4600 million years -- up to the formation of the Earth (and Solar System) itself. |
7 | Universal Divergence. Branching from MC history took place before the Earth ever existed, up to 15000 million years ago -- the birth of the Universe. |
Note that Virtuals with Proximity rating above Code 4 are increasingly likely to differ from MC Earth, as tiny changes in the Virtual's history this far back are likely to have very large knock on effects further down the line (Chaos Theory is alive and well in evolution...).
As a real-life example, the Cambrian Explosion, the huge proliferation of life that took place 650 million years ago, produced many bizarre forms of primitive life, including spherically symmetric forms, and even a form with seven pairs of legs and five eyes. If one of these forms had survived instead of the one that later evolved into our most primitive ancestors, then it is likely that the life that evolved from that initial 'progenitor organism' would not be bilaterally symmetric, possessing 4 limbs and a sensory appendage (the head).
Note that Code 7 Virtuals are usually highly dangerous places, since the Earth either does not exist, or the physical laws (set at the start of the Universe) are different there.
Unique Factor (ID Code): To distinguish one Virtual from another that has an identical label, the Continuum uses a four letter/number code. Also, Virtuals are typically given a "common name," used in the field and in less formal matters.
The system used to identify Virtuals is usually as follows: (initials of discoverer, number of Virtuals discovered by him)
Thus, Frederick Brown has discovered his 14th Virtual. The code will therefore be FB14. This system is commonly used to categorise uninhabited Virtuals.
However, in some cases the Virtual is given a special ID code to make it more recognisable. These Virtuals are the more commonly explored or better known ones, such as Sauron, Aegypt and Vamp World. In these cases the ID Code is similar in appearance to the common name of the Virtual (eg. Sauron is SAU1, Vamp World is VMP5)
KEY: | Name | - | Common name for Virtual |
Energy | - | Energy [Quint] rating | |
Hum | - | Human Factor | |
Mag | - | Magickal Factor | |
Tech | - | Technological Factor | |
Env | - | Environmental Factor | |
Ctrl | - | Control Factor | |
Ent | - | Entity Factor | |
Dngr | - | Danger Factor | |
Prox | - | Temporal Proximity | |
ID | - | ID Code |
Name | Energy | Hum | Mag | Tech | Env | Ctrl | Ent | Dngr | Prox | ID |
Vamp World | 1 | 5S | 2CI | 1 | I | 5S | E | M | 1 | VMP5 |
Fungal Wind | 2 | 1S | 1 | 2P | X | 1S | W | VZ | 1 | YF73 |
Wotan | 2 | 2S | 2CNU | 1 | E | 5AB | E | 1 | 3 | WOT1 |
Aegypt | 1 | 3S | 2CMU | 3A | E | 3SB | E | EMQ | 4 | AEG8 |
Sauron | 1 | 6S | 4CNU | 3A | E | 3SB | U | 1 | 5 | SAU1 |
Lucifer | 1 | 7 | 0 | 0 | X | 0B | U | M | 6 | LCF6 |
Neverland | 1U | 7X | 0 | 1 | E | 0B | U | 1 | 1 | NVR0 |
Lemuria | 2 | 4S | 2CNI | 3P | E | 4SB | E | 1 | 3 | PT06 |
Terra Prime | 2 | 1S | 1TI | 3F | E | 5S | E | RMQ | 1 | TER1 |
Reich | 2 | 2S | 2CMU | 2F | E | 5S | U | RMQ | 1 | RCH1 |
Armageddon | 2 | 1S | 1 | 1P | D | 1S | W | M | 1 | GB12 |
In 1945 the most powerful heads of the Lasombra, including the Antediluvian, united to create the Darksphere, a twilight cloak across the globe that let in a twisted form of light so that plants could still grow, while keeping the world dark enough to protect the undead from the rays of the sun. The plan would have succeeded completely if it hadn't been for the Tremere, who feared that amount of power belonging to any other clan. The Tremere interrupted the Lasombra in the middle of the Darksphere ritual, causing the Darksphere to suffer from fluctuations, some temporary and some permanent. Despite the lack of complete success with the Darksphere, the vampires initiated the Third (and final) Wave. From hidden lairs across the world, the vampires attacked the resisting nations. Some, such as England, were spared the cover of the Darksphere and were able to hold out better than others. Nearly a century later the vampires have conquered the world, and only scattered bands of freedom fighters and nations spared the touch of the Darksphere can hope to resist.
Currently the various clans of vampires view each other in a number of different ways, all under the leadership of the Lasombra led Camarilla against the Tremere supported human forces of the Sabbat.
The Assamites were reluctant supporters of the Lasombra in their bid for dominance, eliminating VIPs among both human and Kindred. However, the Assamites still hold grudges against many among the Kindred for their part in the Tremere curse made during the dark ages.
The Brujah relish the conflict, leading huge armies of ghouls into battle against the free humans for the glory of combat. In fact, many Brujah allow humans to survive freely so as to provide challenging opponents to deal with, especially if said humans interfere with the other clans.
The Gangrel tend to follow one of two camps. The Warriors have joined the Camarilla as fighters and leaders, competing with the Brujah as warlords for either the Camarilla or the Sabbat. The Isolated seek only peaceful existence by themselves in the wilds, away from all other factions.
The Giovanni were known to have existed at a time long ago in the past, but all members of the clan seem to have been destroyed two hundred years ago. Some rumor that a few, highly paranoid, individuals still exist in absolute fear for their unlives.
The Followers of Set have joined with the Tremere due to repeated attempts by the Camarilla to destroy them. With the protection of the Sabbat, the Setites have been able to increase their numbers greatly. Recent rumors also indicate that Set himself has been moved to Rome for reasons currently unknown.
The Lasombra, after claiming leadership of the Camarilla during the Inquisition, led the vampires strongly and well. With the awakening of Lasombra himself in the late 1890's, the clan was acknowledged as the one true leader by all. Now, the Lasombra work to strengthen the Darksphere and continue rule of the others. And aid Lasombra in his other projects.
The Malkavians have united under the banner of a human claiming to be none other than Malkav. Currently, he directs his followers to overwhelm both factions in order to free humanity again. Many disagree with him, but this living mortal undeniably holds power unknown to even the Antediluvians.
The Nosferatu, like the Giovanni in the past, are being hunted to extinction. The Methuselahs and a few Elders are all that remains, but they have banded together in the islands of New Zealand and are preparing for the worst. No life is allowed to come near the islands save the herds of native pigs.
The Ravnos have joined the Sabbat, seeing the birth of the Darksphere and the complete devastation of the world as a horrendous abomination. The Ravnos are also the only other clan to regularly deal with the Malkavians, who see them as worthy for survival.
The Toreador tend to work as the "shepherds" of the Camarilla's herds of humanity. The Toreador are known for their experiments in flavoring of human vitae, as well as grotesque arts they make of human flesh and bone. They are perhaps the most despised of all the Camarilla clans, after the Lasombra.
Tremere are the most "human friendly" of all the clans. The Tremere have even gone so far as to teach the arts of hedge magic to those who will accept them. They lead the Sabbat not only to ensure their own survival, but also to give them the power they so greatly crave. With the awakening of Tremere, the clan as a whole is filled with a feeling of invincibility.
The Tzimisce is unknown to natives of this world.
The Ventrue have been relegated to a position of overseer of society, taking the roles of bureaucrats among the Camarilla. The Ventrue objected at first, but the power of the Lasombra kept their voices silent. But with Ventrue himself leaving torpor this may soon change.
Other bloodlines are known to exist, but their power and numbers are limited at best.
Humanity consists of either food stock kept in breeding kennels by the Camarilla, or free humans siding with the vampires of the Sabbat. The Camarilla discourages the creation of ghouls, instead preferring the creation of blood bound kindred. The Sabbat however encourages the creation of ghouls, with humans using the Viniculum as a means to keep themselves free of the Blood Bond. But even Sabbat humans refuse to become vampires themselves except in the greatest of need. Whereas the Camarilla cares nothing for the humans they deal with, the Sabbat knows that their continued survival depends on their unity with mortals. As such, Sabbat vampires commonly only feed from animals, blood bags, or willing individuals. In return, free humans often give blood donations to keep their allies fed. While neither side enjoys the situation, both prefer this over enslavement and death.
Also of note is that werewolves, mages, wraiths, and faeries are unknown to exist save only as legends. Even the Antediluvians don't know the truths behind these legends.
With the creation of the Darksphere, the entire environment was altered. While plants can still grow, they tend to suffer more mutations than before, growing stunted and twisted, or enlarged and tumorous. Crops are still safe for consumption, but the plant life looks greatly changed from what we would recognize.
The structure of the Darksphere is flawed, allowing pure sunlight to creak through from time to time in various places. Some areas like England and the central United States are completely free of the Darksphere, but these areas are very rare. Despite the freedom the Darksphere gives vampires, it also has a cost; vampires have become vulnerable to the light of the stars at night as if it were an overcast day. Walking unprotected at night will burn the flesh of the Kindred! Currently England, the Bread Belt of America, Australia, and Rome are the only strongholds left of free humanity. Of these four, only the first two are free from the grasp of the Darksphere. Australians tend to be paranoid even by free human standards and its the only thing keeping them alive. The power of faith shines in scattered areas, but no where does it shine stronger than in Rome, stronghold of the last free humans to not ally themselves with the Sabbat, the Inquisition.
With the reign of Kennedy and Khruschev came the Cuban Missile Crisis, but with a decidedly different ending. Kennedy, receiving erroneous reports of a "germ-missile" launch from the USSR towards America ordered the launching of the US germ-missiles. Soon, all sides were launching all matter of horrendous microbes and organisms in what became known as the Fungal Wind (so named due to the heavy amount of Fungal Wind released in Cuba by the US during the first launch). When many of these creations were exposed to each other, the low background count left from the few atomic blasts, and the tailor-made antibodies created for protection, the germs mutated into even more bizarre life. Decades passed as human civilization disintegrated, forcing mankind to revert to bands of nomadic hunter-gatherers. Over 40% of the population of the planet was wiped out by the accumulated diseases; the death tolls would have been much higher if it weren't for the limited effectiveness of advanced antibiotics and medications. In the present day over hundreds of viruses still roam across the globe, most notable being the Fungal Wind.
The Fungal Wind is a horrible disease that takes root in a person's respiratory system where it incubates without any sign of symptoms. After a period of two weeks, the virus spreads to the host's nervous system and becomes air-transmittable. At this point, victims begin to experience slight headaches that grow in intensity and duration. After another two to three weeks the virus completely destroys the victim's higher reasoning powers, turning him into little more than an animalistic predator. During this stage the victim's eyes turn to a dark black, as the virus attacks the optic nerves. Finally, after another three weeks the victim dies, his nervous system completely eaten away.
Another problem often encountered is that of the Impregnator, also known as the Maggot Momma'. Genetically engineered from several predatory insects, such as wasps and mosquitoes, the impregnator is a race of hermaphroditic flying insects that are constantly breeding. The Impregnator injects its eggs, via its stinger, into any warm blooded mammals it can find. Once injected the eggs soon hatch and begin to eat the insides of their host, careful to avoid the vital organs of its host in a way similar to some wasp larvae. As the larvae grow, they begin to burrow their way to the surface of their host, where they "hatch" fully grown. Entire swarms of Impregnators have proven deadly to both humans and farm animals, decimating thousands of both.
Even the waters of Fungal Wind are a threat due to hundreds of new life forms, including the HEPs. Hallucinagenically Engineered Protozoa are microscopic algae that grows in fresh water. The HEPs are ingested by animals and people, causing the ingestor to experience a series of audio and visual hallucinations of a frightening nature, a "bad trip" that can last for days depending on the amount of HEPs a person has consumed. In addition, the HEPs have been designed with an additional feature; while boiling will kill the microbes, their hallucinogenic chemistry will still remain effective for days. Only the collection of steam for condensation back to liquid will be free of the HEPs. Hundreds of other life forms exist, along with hundreds of minor mutations among each species. So far, these three are the only life forms researched among the Continuum explorers of Fungal Wind. Other life forms, some not so microscopic, have eradicated those who have tried to study them.
Continuum explorers have long debated over the history of this Virtual, but have been able to determine a few facts. They have been able to prove that Odin is a being of power equaling that of an Incarna easily, but possessed of human emotions and mentality. Secondly, Odin desires nothing more than to lord over his some patch of the multiverse, and as such the Continuum openly interacts with him and exchanges non-sensitive information. The presence of Odin dates back at least 1700 years, and some believe this could be extended another 500. The worship of Odin is done partially out of fear and partially from faith by the masses. The Continuum has also noted that some (Wotan's equivalency of Christians and Moslems) view Odin as a great deceiver, trying to lure them away from the worship of the "true Lord." They point to the meddling of Odin in human affairs as the work of a great evil being, but the Continuum disregards these statements as the words of envious religious minorities. Odin finds the entire situation quite humorous. The existence of other Norse gods in Wotan is denied by Odin, but they may exist elsewhere. The Continuum dreads the concept of God-like beings hopping around the multiverse, using Nexus as a launch pad. As if this weren't enough, many of Odin's children (of whom there are hundreds) possess limited versions of Odin's vast powers.