Anarchs

The Anarch Movement isn’t one organization but a thousand burning nights. It thrives in the cracks between corporate towers, police stations, and data centers. Its creed: “No Prince. No Caine.”

The Anarchs of the Fifth Era are heirs to every revolution that failed — punks, hackers, street priests, philosophers, and thin-blood chemists. Where the Camarilla controls with fear, Anarchs mobilize through belief. Where the Tower hides, they broadcast.

Play Principles

  • Freedom Demands Fire. Revolution always costs Vitae, friends, and safety.

  • Humanity as Protest. To fight the system, you must still care about it. Losing touch with Humanity means becoming what you hate.

  • Community is Power. Coteries act as Collectives, pooling influence and turf.

  • Eternal Dissent. Every Anarch domain eventually fractures — ideology is a weapon and a wound.