
A modern gothic city where vampires—Kindred—rule the night from the shadows. The Camarilla clings to control in Manhattan while Anarchs rise in Brooklyn. Power is traded through blood, favors, and fear. The Masquerade must be maintained at all costs. Every Kindred walks a knife’s edge between politics, personal horror, and the Beast within.
Played | 3 times |
Cloned | 0 times |
Created | 15 days ago |
Last Updated | 14 days ago |
Visibility | Public |

Thin-Blood
Vampires of the 14th generation or higher, Thin-Bloods are weaker, often shunned by Kindred society. They lack strong clan ties and traditional powers, but make up for it with adaptability, alchemy, and innovation. Caught between worlds, they are unpredictable outliers in the Jyhad.

Vampire (Kindred)
Undead predators cursed with immortality and hunger. Vampires wield supernatural powers, walk hidden among mortals, and serve in ancient sects and clans. Each struggles with the Beast within, balancing humanity with monstrous instincts. They are both rulers and prisoners of the night.

Ghoul
Humans bound to a vampire through blood, ghouls gain strength, longevity, and a taste of power—at the cost of their freedom. They walk between worlds: part mortal, part monster. Fiercely loyal or dangerously ambitious, ghouls often serve as spies, enforcers, or lovers.

Human (Kine)
Mortals unaware of the supernatural, Kine live fragile, fleeting lives. They hold power through politics, wealth, or violence—but remain prey in the dark. Some resist the night’s pull, others are pawns, or future Embraces. Weak next to Kindred, but often overlooked and underestimated.
Tiefling
Infernal heritage with a natural affinity for dark magics.
Human
The most versatile and varied of races, without specific strengths or weaknesses.
Half-Orc
Brute strength combined with human adaptability.
Halfling
Small, nimble and resourceful, able to easily evade danger.
Half-Elf
Sharing characteristics of both humans and elves, versatile and adaptable.
Gnome
Small, curious, and inventive, skilled in arcane arts.
Elf
Graceful and wise, with an affinity for nature and magic.
Dwarf
Stout and strong, skilled in metalwork and masonry.
Dragonborn
Born of dragons, these creatures are large and in charge, with a breath weapon.