By J.D. Simmons (jsimmons-der@worldnet.att.net) and Collin Steele
They formed an alliance, a circle of trust and friendship. They came up only to feed and acquire new recruits or sources of information. They recruited any child vampire who wished to join and set up guardians in the largest cities around England. Any child who was strong enough for life on the street or who needed protection was inducted. The inner circle remained underground for the next two hundred years, requiring their children to be their eyes and ears. For two hundred years no kindred became aware or their existence. Occasionally Children would kidnap a powerful elder from a city and drain their knowledge with a strange weapon known as "Memory Bane." Memory Bane was a sword that stole the memories of any it killed and gave them to its possessor (thereby giving the inner circle a direct non-consenting source for knowledge on many different disciplines). However it was strangely lost in the year 1098, and they have not seen it since (it resurfaced in the age of exploration and was found by a group of Technomancers who claimed they created it and called it the "Conquistador's Sword", it disappeared again and then was rediscovered in the Amazon; for details see Rage Across the Amazon in the section dealing with Samuel Haight). However, back to the Children, the damage had been done. The Children of the Night had a basic knowledge of most disciplines, including over half the Thaumaturgic paths and rituals, and were prepared to face the world.
They resurfaced in 1198, and went on a small quest for new recruits. They gathered several and due to Banek's incredible nature (he is one of the few of the clanless who could actually create a new bloodline) they have begun the bloodline known as the Children of the Night. Their first steps in this new world, currently the Dark Ages, was to begin earning allies. They approached all the clans with their new bloodline, swearing to stay out of other clan's business in exchange for protection. They gained the acceptance of the Brujah, Malkavian, Gangrel, and have feigned a friendship with the Tremere, though the Children only really want further knowledge of Thaumaturgy. Until the Dark Ages, the children were unheard of, except the occasional rumor of a child vampire running amok. Never once in all the bloodline's years of kidnapping and torture did even a single victim escape, and the members of the bloodline needed the family and companionship too badly to turn traitor. So for the early years of their existence the bloodline remained secret from the other kindred. Winkin, Blinkin, and Nod were all powerful vampires in their own right, and would attack any kindred who managed to capture a fellow Child, liberating their brethren and destroying any kindred or kine that stood in their way. Banek and Countess Catherine were both familiar with the ways of kindred and instructed their bloodline in the politics of the damned and of the views of many of the other clans. If nothing else has been accomplished, the bloodline is at least a home for the unaccepted among the damned, the orphans and love toys of Methuselahs and sadists. The children have a bond stronger even than one forged through blood.
Children tend toward respect for life, a love of God, and a respect for nature. These qualities have allowed them to get in close with the Brujah, especially. Most Children are Catholic by nature, though this not an official stand; there are many atheistic members of the bloodline. However, majority hold deep spiritual belief in the Bible and God. This causes many members to follow the Road of Heaven; the non-Catholic members tend to follow the Road of Paradox. Due to a few certain passages in the Bible referring to children as being divine, the Children of the Night often develop a holier-than-thou outlook. Afterall, the Bible says they are the chosen and that only one with the faith of a child may enter into the kingdom of Heaven. Many Children eventually turn to knowledge and apprentice themselves out to other kindred or spend long nights in rich people's libraries or amass their own great libraries. In truth this great lust for knowledge is rooted in a psychological need for maturity, and they believe that just because they cannot be adults doesn't mean they cannot act like adults. Many Children have an aura of maturity well beyond their years. The only true weakness of the Children is that they are not truly whole beings. The very first decade of a Child's unlife is very difficult and many commit suicide when they discover they can never become true adults. Many others go to Tzimisce to gain help from Vicissitude or to a Cappodocian hoping that their knowledge of death and age can cause them to grow to physical maturity even in their ageless lives.
There is one highly important fact that the average Child takes for granted that any Tremere would kill to know, the Salubri still prosper. Indeed the clan Salubri, long thought to have been all but exterminated by the Usurpers, still lives on in the midst of the Children. The story is told that soon after the Children joined together a Salubri running from a party of Tremere came to them. How the Salubri knew they existed remains a mystery, but still perhaps it was a blessing or an accident. The Salubri had with him seven of his childer who were all physically children, a coincidence most lucky, and begged Banek and Catherine to take the childer and hide them from the Tremere. Catherine did one step further and accepted the Salubri children into the ranks of the Children of the Night, the first recruitment by the Children of the Night. The sire then ran off. The party of Tremere arrived at the haven of the Children, but the Salubri were too well hidden and only three young and weak members remained in the open. The Tremere believed they had found a very small coven of child vampires. They moved on and later caught the sire, who killed himself to save himself from Diablerie. The secret of the Children remained safe as always, but with a new catch. The Salubri were inducted and have become equal to the Children in all but numbers. Approximately 1/3 of all Children are truly Salubri. Banek laid down rules about the new crossing of powers: no one is allowed to use Valeren openly unless there is no alternative. If the secret of the bloodline and its charges escaped.... Banek had his own reasons as to why he needed these Salubri; he was a powerful leader and knew that soon they would be forced from hiding and when exposed they would either be exterminated or embraced; he chose to embrace. His plan is that they hide as long as possible, allowing their numbers to grow through recruitment and Embrace until they are of a formidable size and strength; he believes hiding in plain sight is their best tactic. When the time is right, the Children step in with their Salubri charges and present them to those who would except them and use the Salubri to gain allies. Now that they have taken these childer in, there is no turning back. If the Tremere ever were to learn of this, the Children would be slaughtered without any allies to support them.
Salubri: Chimerstry, Imagicia, Valeren
Brujah: Our true brethren. They would have peace and order, as would we. They would have balance, but how can they plan for balance when there is none within their souls.
Cappadocians: Death is horrible, and they are cursed more than most, for worshipping death like a god can only result in trouble. We would have dealt with them long ago, but alas why make more enemies.
Followers of Set: These abominations under nature must be destroyed, but we will stay our hand until the time is right.
Gangrel: We love them like brothers. Nature is God's gift, and those who deny it deny themselves. Gladly meet with them, and gladly learn of their wisdom.
Lasombra: You claim to be our Lord's chosen, but your actions show not of the sort. You sit on your buttocks, and preach, when the world calls upon your services. We are the chosen, and We will see Heaven when we pass on; you will see only flame. One day we will send you to your doom, and will sit back and laugh.
Malkavians: These silly beasts make us laugh. Never cross a childer of Malkav, for they are our defenders.
Nosferatu: Aaaaaccccckkkk, what has died? Oh, it is that rat skulking in the corner. Would you like to see a real show of stealth? Put your parchment away and we will contest.
Ravnos: Who do you speak of? These tricksters are good for a laugh, but they do not play well with others, and have the nastiest habit of taking our toys. They did teach us our arts, but we have far surpassed the teacher.
Salubri: Our secret charges are as much a liability as an asset. We must keep their secret as surely as our own. One day we shall release them upon the world and watch them reclaim what is rightfully theirs. Toreador: Art is to enjoy, not worship. The final beauty you will see is your own life splattered across that crumpled canvas.
Tremere: Hee hee! Dance around them for they know nothing of true magic. Leave them live, though, for they brought about the Gargoyles, a very amusing being who have been taken for granted. They may be a powerful ally in the dark nights to come.
Tzimisce: Do not allow the good Countess Catherine to know my words for we love her dearly, but her birth clan is a gruesome and horrible lot. How one so magnificent could come from some so vile....
Ventrue: I would address them, but they can never lower their noses enough to see me.
Baali: Beware demons; only you are more blasphemous than the accursed Lasombra.
Being children, the Children of the Night often suffer from nightmares (though not necessarily the flaw) and imagine there are monsters under their beds. If a character is currently under that assumption (decide randomly at the beginning of the session) and has a nightmare in his sleep, the monster will appear. This only occurs with Imagicia levels of three or higher. With levels three and four the monster isn't real. With five it is an evil chimera with five points of energy, so materialization would leave it with two energy (see below). Level four is basically an evil spirit that does not have the ability to materialize, but can freely communicate with the vampire. Level six is a materialized monster that wants to eat you. Somehow that mean ol' bastard got under your coffin or bed or whatever. You can feel his fetid breath on your face, his stomach is grumblin', and you know you are what he wants. Roll 1d10:
1-5 | Grumper: This bugger resembles a troll. It has pointy ears, a big mouth, and claws. It stands about five feet and has stats: Str: 2, Dex: 2, Sta: 3, Per: 1, Int: 4, Wits: 1, and 4 health levels. Fudge on the Social attributes. The claws and teeth are for show, although when it dislocates its jaw it can swallow you whole. |
6 | Dream Sledge: It's a small creature with big round eyes with no pupils, long arms and legs, and yellow skin. It just sits there and stares at you -- until you move. At the first sign of movement, it throws itself onto you, screaming and tearing at you with its claws. Str: 3, Dex: 4, Sta: 2, 2 Health Levels, Per: 1, Int: 2, Wits: 1 |
7-8 | Turflmnquer: This is a moving shadow. When it appears, so does a Pit Grblfxr. The Grblfxr hides under the sleeping area. You can't usually see or hear a Turflmnquer, but you know when its there. Your throat dries out and you need a drink, your bladder tightens, you start shaking, you need to pee real bad. Despite the fact that you probably are physically unable to, you still have the urge. You step off the bed and BANG! The Grblfxr has got you by the ankles. The Grblfxr pulls you under the bed and begins frantically beating you. Slowly it stuffs you into its mouth, and it will try to carry you down to its lair to slowly eat you. We suggest you don't let this happen. Str: 3, Dex: 5, Sta: 1, 7 Health Levels, All Mental are ranked 5 |
9-10 | Truffle: Pray you never roll a nine or ten. Compared to a Truffle, a Grblfxr is a walk in the park. The Truffle stands twelve feet tall, so your bed won't be on the ground anymore. The Truffle will devour you one body part at a time, starting with your toes. Of course he'll skin you and slowly roast you first. Anything it doesn't eat gets saved for next time. Let me put it this way: remember Hellraiser's hook scenes? Oh, by the way, the monster now resides in a magical cave right there in your room; your room is the truffle's lair now. Anyone who stumbles in is fair game, and eventually it will go out hunting. Must suck. (yum yum CRUNCH.) Str: 7, Dex: 3, Sta: 5, Mentals are all 1, Ten Health Levels. |
All monsters share a few traits: