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Assamite

 

 

 

 

From hidden fortresses in the Middle East, the Assamites emerge as the silent stalkers of other Cainites. Secretive, insular and fanatically loyal to the precepts of their clan, the Assamites claim to be descendants of Haqim (Assam), who is said to fight against Khayyin (Caine) and his curse. As a result, the Assamites seek to convert or slay other Cainites, attempting

to purge the foul curse of Khayyin and bring honor to Haqim’s cause of justice. Needless to say, such pursuits — including hunting other Cainites for blood, and engaging in diablerie in attempts to strengthen their clan and their closeness to Haqim — are not popular with the other clans. Due to their attacks on elders of the other clans in the Dark Ages and their assistance of the rebels during the Anarch Revolt, the Assamites were fought by the Camarilla and forced into capitulation. With their home fortress of Alamut compromised and peace enforced on them, they were subjected to a great curse by the Tremere. Through this curse, the Assamites were rendered unable to drink Kindred vitae, making it impossible for them to commit diablerie. Recently,

though, the curse was broken (speculations have been rampant and none confirmed), and every Assamite across the globe awakened to discover a renewed thirst for the potent vitae of other Kindred.

Though this development is not known publicly (because some Assamites, all antitribu, refused to submit to the curse and thus retained this ability), the Assamites are hoarding their secret, striking where they can to eliminate threats and draw on their returned strength.

The Assamite clan has undergone much upheaval recently, and not only due to the overturning of the Tremere curse. While previously young Assamites would take out contracts for the assassination of other Kindred and collect blood tithes as fees, now the Assamites hunt and kill without any sort of contracts, codes or strictures. In addition, the clan has moved away from its former Islamic ties, instead looking to more ancient gods. With these changes have come the awakenings of lost powers and the resurgence of the clan’s physical and political clout. Where once the Assamites were seen as honorable and contract-bound (and thus useful tools), they are now silent terrors that plague elders of every clan and sect. In older times, Assamites Embraced primarily males, those of Middle Eastern descent and strong faith. In modern days, women also fill the ranks and even a few Westerners have been brought in. Skill now plays more of a role in selection than heritage; prospective clan members are Embraced from those with a penchant for the hunt or kill — assassins, mercenaries,

terrorists and gang warriors of any descent. Recruits are expected to undertake rigorous training, and they are indoctrinated in many of

the clan’s precepts and history. These fida’i (apprentices) are watched closely, but they are allowed to progress based on their own worth

and skill. Many fida’i run in small packs called falaqi, hunting other Cainites for blood and practice.

 

Roleplaying Hints:

You are a predator who preys on others of your kind. The cursed Get of Khayyin must be swayed from their path of bickering madness or be destroyed before they destroy all else. Your cause is just, and though you may not enjoy your tasks, you do your duty. You may be humorous, angry or withdrawn, but you go about your work professionally. Only by drawing on the strength of Haqim can the corrupted Kindred be fought, so you must steal their power and make sure that the clan is ready when Gehenna arrives. Khayyin was debased

and had neither honor nor soul. His children share the same flaws, so they must be saved or destroyed, so that the powers of the blood are used only by the dutiful. The elders of the clan direct how to fight so that Gehenna may be survived. By following their commands and working within the strictures of the clan, you may hope to achieve some small piece of that battle.

 

 

Disciplines:

 

Celerity, Obfuscate, Quietus

 

 

 

 

 

 

 

 

 

 

Advantage:

Assamites are trained killers, and they are all subjected to a lengthy process of apprenticeship before the Embrace. Even those hurriedly Embraced for some reason have at least a modicum of training or skill. As a result, all Assamite characters gain one Melee Ability and one Brawl Ability at no cost during character generation. At the Storyteller’s option, Assamites may be able to access weapons and equipment

through their clan. Players of Assamites should not use this benefit as a replacement for the proper Mentor and Influence Backgrounds — the clan doesn’t reward those who rest on their laurels at the clan’s expense — but a competent assassin who needs a little specialized

help may be able to garner some additional tools from the clan’s stores.

 

Disadvantage:

With the lifting of the Tremere curse comes a renewed thirst for blood. All Assamites suffer from a hunger for vampiric vitae, one that cannot be easily controlled. Once an Assamite has tasted the blood of a particular vampire, she may become addicted to it — the player must make a Self-Control/ Instinct Virtue Test with a difficulty of four Traits, or the Assamite acquires a taste for the Kindred’s blood. When encountering the same Kindred later, the character’s player must succeed on a Self-Control/ Instinct Test or fly into a frenzy, attempting to devour the other Cainite. Even if the Assamite retains control, the lust for blood is immediate and evident, and it should be roleplayed accordingly.

 

Bloodlines:

Assamites generally hold allegiance only to their own clan. A few exist in the Camarilla, as loners who broke from the clan; the Sabbat also claims antitribu, who differ from the rest of the clan only in that they never allowed themselves to be subjected to the (now-defunct) Tremere curse. In the Assamite homelands and fortresses exists a line of viziers who research blood magic and the nature of vampirism. Assamite vizier researchers gain Thaumaturgy as a Discipline instead of Celerity, but they must expend an additional Blood Trait on

all uses of Thaumaturgy (in addition to their weakness for Kindred vitae), as their control of blood magic is not as refined as the Tremere’s. This flaw comes in the viziers’ magical practices; should another Cainite somehow learn Thaumaturgy from a vizier, all effects of the Discipline would be similarly difficult to cast, with the increased blood cost. Viziers also gain one Occult Ability Trait in place of either the free Melee or Brawl Trait (player’s choice as to which).

 

History:

From the beginning, the Assamites were an isolated lot, centered around Alamut and the Middle East. Lacking competition for certain roles due to the relative absence of other Clans, the clan thus maintained its separation of duties over the millennia rather than becoming specialized to one particular mode of existence. The viziers tended to the mortal herds, the judges (now the warriors) tended to the clan’s defense, and the sorcerers pursued their secrets. This division of labor allowed the Assamites to succeed on their own where a clan priding itself on its specialization, such as the noble Ventrue or the socialite Toreador, would have failed. They associated rarely with other Cainites, notably lending assistance to the Salubriduring the Baali Wars and paying homage to the Brujah city of Carthage. This was, in no small place, attributed to the presence of the Antediluvian himself, who saw the squabbling over territory and mortal herds as reminders of the ill-fated Second City and tried to withdraw himself and his brood as good as he could from it. Nevertheless, small cabals supported various mortal nations, entangling themselves within the Jyhad, and this enraged their founder so greatly that he left Alamut, occasionally visiting it, but never staying for long, until he disappeared completely.

Antiquity

The rise of Western civilization brought Children of Haqim into close contact with the rest of the Cainite world again. During the time of the Greek city-states and the height of Persian dominance, few clans other than the Brujah, Ravnos, Setites and the Tzimisce had enjoyed more than sporadic encounters with the Children. However, as Rome expanded and, later, as Byzantium rose, those kingdoms’ Cainite parasites moved with them, struggling in vain to control the first mortal institutions that were more complex than they could comprehend. The Children of Haqim never had an extensive role in the Roman empire’s life or death. Scattered members of all three castes moved through Roman society, particularly in the eastern and southern regions of the empire, and no few warriors found mercenary employment as bodyguards or household troop commanders for wealthy Ventrue and Malkavians.

After the destruction of Carthage and the growing expansion of the Empire into the Middle East, however, most Assamites abandoned the city and its festering web. Rome was never a place of particular interest for the Children, but the Parthian empire began to become one. Arising in Irana century before Rome’s ascent began. Parthia spread through the Mesopotamian region in the wake of the crumbling Seleucid dynasty. Many Children encouraged the Parthian expansion, save for those who had maintained close ties to the Seleucids. Some saw Parthia as a rich ground on which to sate their particular hungers, whether for vitae, battle or learning, while others simply welcomed an end to the chaotic infighting that surrounded their homes. Following the destruction of Carthage and the subsequent Roman expansion west, Parthia quickly became all too significant to the Children as the force holding the Roman Cainites at bay. All three castes devoted themselves to reinforcing the mortals who could fend off ttheir undead adversaries.

Dark Ages

Clan Assamite c. 1197-1242

The Assamites of the Dark Ages are strongly unified in the Dark Medieval period, following a tumultuous period where the clan was split by those who followed Islam and those who chose not to. Some Assamites even renounced their clan membership, becomingDispossessed. It took the threat of the Baali destroying the clan entirely for them to come together again. In 636, the demon-worshippers had once again reformed and the Assamites were ready to strike them down. It was during their siege on the tainted acropolis ofChorazin, that the Baali unleashed their curse of hunger upon the warriors, arising an insatiable thirst for vitae within them. Neonateand Methuselah alike fell prey to a dreadful hunger that could be satisfied only by the vitae of other Cainites. As the curse spread across the caste, the sorcerers and viziers searched in vain for a way to break it. By the end of the 14th century, the entire warrior caste and no few sorcerers and viziers were afflicted. The vast majority of the Assamites became Muslim, but some still followed other faiths.

In the Dark Ages, the Children of Haqim are kept quite busy because of the Western vampire clans. The Crusades enabled the Western Cainites to invade the lands of the Assamites. In addition, their greedy and corrupting ways have hurt and diminished the herds the Assamites had so carefully developed and tended to, as well as the mortal families of the Assamites that many of the clan still held in some regard. In response, the Assamites worked to rid themselves of these invaders and restore their own power.

For centuries, the Children of Haqim also refused to officially Embrace women, although this policy seems to have changed by the time of the War of Princes. Another split had taken place by this time: that of the creation of the three castes of Assamite: warrior, vizier, and sorcerers. Although the Assamites consider themselves noble, the Western vampires saw them as little more than meddling, corrupt, heretic foreigners and placed them among the Low Clans.

The Clan called themselves the Banu Haqim, or Children of Haqim, especially in the Middle East and North Africa. Superior in numbers to the other bay't in the area, many of the Banu Haqim worked hand-in-hand with the Ashirra to keep the Europeans out, especially since the majority of the clan was Muslim.

The Inquisition never really touched the Holy Land, nor did it extend into the Ottoman Empire or parts farther east. While the Assamites regained their strength from the battles of the Crusades and the aftershock of the Baali curse, the European elders sacrificed their childer for the hope of another night’s survival. Too many of those intended victims fled east, preferring to take their chances with the dread Saracens than with their sires’ betrayals and the Church’s flame-lit crosses. When the sentiments among the childer boiled up and the Anarch Revolt began, the Assamites followed, slaying many Cainites and gaining their reputation as a clan of cannibalistic assassins and murderers, a sentiment that many Assamite Warriors encouraged to flourish.

When the Camarilla was founded, many Anarchs chose to ally with them instead of continuing their struggles. This enraged many Children operating in Europe who saw their erstwhile allies deserting them for the promise of sanctuary that they could have earned for themselves anyway if they had possessed the strength to continue their fight. They turned their attention to the Camarilla with a fury born of betrayal. It was only after a lone Nosferatu discovered the location of Alamut that the Assamites yielded and submitted to the Treaty of Tyre and the blood curse of theTremere.

In the eyes of many Cainites, however, the Assamite threat was barely contained. This showed itself, when the Ottomans marched against the rest of Europe and the Assamites followed the Turks, hoping to direct them against Vienna to smite the Inner Council of Seven and force them to rescind the curse. The Viziers and Sorcerers hid themselves in Alamut and began to work furiously to break the curse on their own, using alchemical potions made of vitae to simulate the effects of Diablerie. In order to obtain this blood, many Warriors were forced to sell themselves as assassins, further strengthening the picture of the fanatic assassin. Many Assamite Warriors began to invent stories over their Clan and Haqim, further concealing the other two Castes.

Victorian Age:

The Assamites did not fare well during the Victorian Age. Still suffering the effects of the curse leveled upon them by the Tremere after the Convention of Thorns and the Treaty of Tyre, the Assamite presence in the larger Cainite community was negligible. Most Assamites stayed on or near Alamut, husbanding their strength for the day when they could travel with impunity through the lands of the brood of Caine once again.

European colonialism had little direct effect on the Assamites themselves, but resulted in significant portions of their mortal herd being dominated by one Western power or another. Egypt, in particular, was hit hard when the British assumed control. The sole good thing to come from Victorian-era imperialism was that disquieted, fanatic humans with a motivation to study the arts of killing were easy to find and recruit. At least the Assamites always had the Ravnos to look down upon, for that Clan weathered the Victorian Age even worse than the Childer of Haqim, subject as they were to British domination of India.

Final Nights:

The awakening of Ur-Shulgi, one of the first Assamite Sorcerers and childe of Haqim himself, brought rapid changes on the Clan as a whole. The ancient Methuselah used his tremendous power to break the curse laid upon the Clan, succeeding where other sorcerers had worked for hundreds of years without success. His harsh views and interpretations of the Laws of Haquim, however, triggered various struggles and discomforts, exspecially with his own childe, Al-Ashrad, which resulted in what is commonly called the Schism.

Assamite Schism

The Assamite castes split apart during the Schism. Ur-Shulgi demanded that other Assamites give up the worship of other gods and only revere Haqim. This resulted in many Assamites being killed, and many more opting to leave Alamut. Ur-Shulgi was particularly vicious towards Muslim Assamites, and killed several elders for refusing to renounce their faith, including Jamal, the head of the Warrior caste.

Some Assamites joined the Camarilla. Most of those that joined the Camarilla were viziers and sorcerers. Warriors that joined the Camarilla are generally seen as loose cannons who must be supervised by their more restrained (and non-vitae-addicted) clanmates. Sorcerers in the Camarilla find their skills in high demand as an alternative to dealing with the Tremere.[2]

A small number of Assamites, mostly Warriors, joined the Sabbat. While the Assamite antitribuwho had been with the Sabbat for the last 500 years were entirely from Warrior stock, the Warriors opting to join the Sabbat were not entirely welcomed with open arms. Many of the Assamite antitribu elders, particularly in the Black Hand, had defected and left the Sabbat to return to the main clan. This meant the Sabbat was not entirely welcoming because of the recent betrayal. Few sorcerers or viziers joined the Sabbat.

Some Assamites chose to go completely independent and avoid all the sects. They also drew away from the main clan, primarily for religious reasons. Few Warriors chose this option. Most Dispossessed Assamites are Viziers or Sorcerers.

Many Assamites stayed with the main clan. Most of these were warriors and sorcerers. Most Assamites on the Path of Blood chose to stay with the main clan.

 

Organization:

Until recent events, the main Clan was strongly unified, based on their ancestral home base Alamut. Traditionally headed by the Eldest, and supported by the Du'at, the Clan focused inward, sending its assassins out to gather blood for the alchemical potions the experiments of the sorcerers need to break the blood curse.

The Council of Scrolls was responsible for introducing new technology into the Clan and investigating recent developments outside Alamut, while the Council of Du'at formulated clan policy, and was composed of the representatives of each Caste:

  • the Caliph for the warriors;

  • the Amr for the sorcerers;

  • the Vizier for the viziers;

The protection of the Eldest and the Du'at Council lay in the hands of the Silsila.

 

Bedouin

The Bedouins are a small, nomadic bloodline of the Warrior Caste native to North Africa that practices Animalism and makes extensive use of ghoul predators and warhorses to maintain their dominion over the thinly populated wastelands that they call home. They come primary from mortal Bedouin and Berber stock. These individuals hold no sectarian allegiance and are only nominally loyal to Alamut, preferring to be let alone.

Sorcerer Caste:

Sorcerers are the smallest caste, but the second most recognizable. They claim to have practiced sorcery since the time of the Second City and to have been created to counter the dark magic of theBaali.

Their magic was originally based off ancient Mesopotamian priestly rituals and the Persian cult of Mithras, but modern Sorcerers now incorporate the ecstatic Hindu devotion to Kali and Shiva, Chinese feng shui, and Islamic alchemy and astrology as well. Sorcerers usually need to send themselves into some sort of altered state of consciousness in order to focus their magics. This may involve consuming drugs, whirling themselves into a trance, ritually wounding themselves, or even more exotic methods.

Their weakness comes from their lust for magical power. A sorcerer's aura is so stained with magic that there is little way to mistake him for anything else. They also have trouble using powers to hide themselves due to their blazing auras.

Vizier Caste:

Viziers are the least known caste of the Assamite clan, however, they are the oldest (according to themselves). Viziers are the scholars and artisans of the clan. In many ways, they are similar to the Toreador, but where the Toreador become lost in contemplation, the viziers explode in frenzied creative activity.

Viziers lust after knowledge or artistic perfection. They suffer from an obsessive-compulsive derangement that causes them to pursue their art with the tenacity of a pit bull. A vizier in the throes of his Derangement will pursue it to the exclusion of all other activities. His aura will blaze with madness. Vampires with Auspex may be able to discern exactly what it is he so doggedly pursues.

The viziers’ “caste culture” may be best described as a very loose affiliation of individualists. Most of the caste is as disunited as the sorcerers, but without that body’s resources for magical communication and coordination. Viziers tend to keep to themselves unless involved in a mentor-protégé arrangement or conducting some cooperative venture. This is a product of both the caste’s shared psychological tendencies and the need for secrecy during the Long Night and later periods. However, the Schism and the schismatics’ subsequent alliance with the Camarilla has allowed many viziers to exist relatively openly among the other Cainites, and no few have chosen to enter social and political arenas – with varying degrees of success.

 

Cultures:

As a whole, the Children of Haqim hold themselves apart from the political squabbles of otherCainites. This is due in part to geography, at least before the advent of mechanized transportation, but mainly to a subtle sense of superiority. The Children like to feel that they have no need to resort to politics to achieve their aims. This is not to say that no member of the line is incapable of subtlety – indeed, many viziers have achieved great success in the political arena – but rather that the clan culture, such as it is, is predisposed toward more direct solutions. Of course, this political isolation has also had its drawbacks. Absence from the intrigues of the Damned means lack of enemies, but also of allies, which resulted in the isolated stance of the Caln after the formation of the Camarilla. Also, most Assamites are inexperienced in the games of power and Prestation other Kindred have played for millenias.

Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. While all Assamites grow dark with age, have access to Quietus as a clan Discipline, and have a weakness related to some form of lust so powerful that it stains their aura, the different castes also have different Disciplines and weaknesses. The castes are all hereditary, that is a warrior Assamite will always sire warrior caste childer and never sorcerers or viziers. Despite this, the three castes are considered equally close to the Antediluvian Haqim who is said to have sired Assamites of all three types in the Second City. Among themselves, Assamites use the tradition of the diwa'khana from Kurdistan to settle in the last few hours before the sun rises, exchanging news and discussing events that affect them to form a sense of community. Outsiders are not welcome and to be invited to a diwa'khana is a sign of great respect.

Warrior Assamites are the primary fighters of the clan. They are the Assamites most likely to take assassination contracts and most likely to adhere to the Path of Blood. When other vampires think of Assamites, they are most likely to picture a warrior.

Younger Warriors typically came from Islamic countries, and may mix the tenants of the Path of Blood with Islamic ideas about holy war. They are often fanatical and ready to die for the cause. Elder Warriors may come from other religions entirely, and see themselves more as judges (and executioners) than as holy warriors or assassins.

Their weakness is an addiction to vampire vitae and an aura stained by diablerie. Even if they have never actually engaged in diablerie, their aura shows their blood lust clearly.

 

 

Assamite - Antitribu

The Assamite antitribu are almost identical to their non-Sabbat counterparts, except that they accept all races into their clan, granting membership to anyone with a warrior's heart. Also, most importantly, they were never subjected to the Curse of the Tremere. The Assamites of the Sabbat are free to drink the blood of all Vampires. Because of this, they may be considered a separate bloodline from all other Assamites.

The Assamites of the Sabbat, acting on the request of the Sabbat leaders, severed all direct association to the Assamite clan. The Sabbat Assamites have since that time made peace with their former clan. Assamite Antitribu will not battle non-Sabbat Assamites, and Assamites have never warred against the Sabbat Assamites. This unspoken understanding is at least recognized by Sabbat leaders.

The Assamite antitribu are the primary assassins of the Sabbat. However, they do not ask for blood from the leaders of the sect. Instead, they ritually slay the eldest of their own clan every 100 years through a special diablerie ceremony. This elder has some of the blood of the Lasombra founder, a third generation vampire, running through his veins. The elder exists for a century as the closest Assamite antitribu to Caine himself, ruling under the title Hulul. At the end of the 100-year reign, the next in line drinks the precious vitae from the previous ruler, and so it passes it through history. With the breaking of the Tremere Curse by Ur-Shulgi, many Elders, including the current Hulul, of the antitribu, who have joined the sect to escape the humiliation of submitting to the blood wizards, have returned to Alamut and joined the Loyalist forces. Conversly, many young Assamites have fled to the Sabbat in order to escape the harsh laws under the new Eldest.

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