Ahriman’s Wight
Ritual · Vampire · Level 5 · “Ahriman’s Wight (Level 5 Abyss Mysticism Ritual)”
By drawing on the Abyss in time of need, a caster may allow the sentience within the darkness to move through their very spirit and reinforce his flesh.
System
After casting this ritual, the character gains a number of additional “Shadow” wound levels at the “Wounded” health level, equal to his dots in Obtenebration. However, if the character takes an injury that crosses off one of these Shadow health levels, he loses a commensurate number
of dots of Obtenebration as well. Dots of Obtenebration lost in this way return after one week.
Side Effect: While this ritual is in effect, all failed rolls using the caster’s Conscience/Conviction are considered to be botches.
The ritae are a unique form of magic, powered not only with blood, but also with faith. The Auctoritas Ritae draw on the faith of Caine. Pack Ignoblis draw on the pack’s loyalty to one another. Faction Ignoblis Ritae call on political ideals.
Even if a vampire is a disbeliever, so long as she respects the ritual and does her part, the faith of other vampires within the ritae can make up the difference. Of course, doubt becomes more troublesome in smaller groups, where a single participant is a larger percentage of the whole. Small Faction and Ignoblis Ritae are more likely to fail from one disbeliever (potentially causing the ritual to botch, if the Storyteller chooses), whereas an Auctoritas of a hundred vampires might succeed with a dozen skeptics participating.
Ritae are not thaumaturgical, but they are blood magic, and they are affected by things which resist or counter blood magic. Further, when an individual is empowered by an active ritus, that creature’s aura shows clear signs of the enchantment; a bloody wash over the spirit that manifests as a blend of sorcery and faith.
Ancient Tzimisce created rituals of tradition to keep the peace between territorial voivodes. These xenophobic vampires developed customs of formal greeting, strict rules of etiquette, and solemn ceremonies of state. Over time, they infused these rituals with magic, the better to force a visitor to keep their promises. As vampires fought against their elders during the Anarch Revolt, young Tzimisce created the Vaulderie in order to shatter the chains of blood. Over the first century of the Sect’s existence, Tzimisce koldun and Tremere antitribu conceived more Auctoritas.
During the reign of the third Regent, the conflict within the Sect had risen to such a furor that the Sabbat seemed about to dissolve. Calling a quorum of pack priests, Cardinals and his Prisci advisors, the Regent gathered the first ecumenical council of the Sabbat. This gathering, known as the Synod of Orphans, formalized
the Auctoritas (or “High Ritae”) and separated them from the Ignoblis (“Low” or “Pack Ritae”).
Thirteen rituals, including four High Holidays, were selected as Auctoritas. These ritae were canonized by the Regent, and their ceremonies unified into formal practice. Further, it was decreed that no True Sabbat could be refused the right to learn these Auctoritas Ritae, provided the vampire secured the approval of their pack priest.
The Sabbat considers the Auctoritas Ritae to be extremely sacred. Individuals learn the ritae not only because they are useful or expected, but because knowledge of the ritae reflects a certain political ambition. Some priests choose to learn more than their station requires, subtly hinting that they are a political threat to the presiding Bishop or Archbishop. However, simply because an individual cannot be refused the right to learn an Auctoritas Ritae does not mean that they can find a willing teacher for a certain ritus, nor does it imply that politics are absent in this realm. On the contrary, the politics of the Auctoritas Ritae are even more byzantine, because ruling clergy must find reasons and methods to keep young, ambitious priests in their place.
Ignoblis and Faction Ritae are under no such popular acclaim, and are not mentioned in the Code of Milan or any other Sect document. Priests often hoard these rituals, refusing to teach them to others in the hopes of ensuring that their benefits affect only like-minded packs and individuals. Politics regarding the learning of these rituals can be very cutthroat, indeed.
The Sabbat makes great use of religious fervor, and such, has a need for sacred places of worship. Small or nomadic groups create personal locations for pack Ignoblis, and the various dioceses may dedicate specific sites for larger Ritae. A Black Cathedral focuses magic like a prism, allowing priests to perform larger and more powerful Ritae. Black Cathedrals are permanent monuments to the strength and faith of the Sect. The Blood Bath to invest a Regent is a massive and unique rite, and can only be performed in a Black Cathedral. The raising of such a Cathedral is a rare and much-celebrated event. Three currently exist: one in Mexico City, one in Montreal, and one in Bucharest.
The doctrine of the Church of the Dark Father is complex and can be labyrinthine. Packs convene from time to time
to discuss these matters, learning from one another and arguing minor issues of theology, philosophy, and ritual practice. These gatherings are called Ecumenical Councils, and occur many times a year, bringing packs together for discussion and interaction outside of the observance of Auctoritas Ritae or the High Holiday celebrations.
On special occasion, word spreads through the Sect that the priests of the Sabbat are being called together to discuss and clarify major issues in a gathering known as a synod. At a synod, significant changes to Sabbat doctrine can occur: additions or alterations to the Auctoritas Ritae, Blood Baths for members of the Consistory, or the founding of a Black Cathedral. Synods are called on rare occasion to solve a major internal issue or clarify the Sect’s religious beliefs.
Over the years, the ritae have changed and evolved. Some of the original Auctoritas have been lost. Other prominent Ignoblis have been elevated. The thirteen modern Auctoritas are: the Binding, the Blood Bath, the Blood Feast, the Creation Rites, the Fire Dance, Games of Instinct, the Palla Grande, the Festivo dello Estinto,
the Monomacy, the Sermons of Caine, the War Party, the Wild Hunt, and the Vaulderie. There have never been more than thirteen Auctoritas Ritae at one time, though there have been fewer than thirteen at various points in Sect history. Ultraconservatives argue there should never be more than thirteen Auctoritas Ritae, and therefore vehemently resist the elevation of a new ritual unless another is to be demoted in its place.
For a ritus to become an Auctoritas, a large body of pack priests must petition the Grand Inquisitor to consider the canonization of a currently existing Ignoblis. The Grand Inquisitor confirms that the ritus in question has no heretical basis or infernal ties, and also has the duty of concretely unifying the language and practice of the ritual itself. The Inquisition’s role is solely to ensure the ritual contains no heresy, no dark thaumaturgy, and no other magic that would harm the ethics and spirituality of the Sabbat. Once this is done, the Grand Inquisitor brings a manuscript containing the ritus in question to a Synod of the Consistory and requests that they determine its value.
Once they have formally been given the manuscript, the Consistory argues the ritual’s purpose, function, and benefit to the Sect, and hears priests who wish to speak on the topic of the ritual’s elevation (or argue that
Over the course of history, some of these rituals have been lost, either due to the death of Sect members, or because the ritus simply was not as integral to the Sect’s survival in the modern world. One of these lost ritae was the Mark of the Father, which offered protection against weapons of faith. As faith has declined in the modern world, the ritus was used less and less, until eventually, priests who know the ritae have become all but extinct.
Some vampires who participated in the lost Mark of Caine ritus were especially blessed, and still bear a faint sign of favor. Such vampires are always old, pre-dating the first Sabbat Civil War, and once had this ritual cast upon them by a powerful practitioner. These vampires have a small, faded mark upon their forehead that resembles the Hebraic letter tav.
System
Those who bear the Mark of Caine gain a twisted form of True Faith. They can use the effects of the first dot of True Faith (V20, pp. 372-373) – they must use symbols of Caine as “holy symbols.” Further, they get +2 dice to resist mortal True Faith. Only vampires on spiritual Paths of Enlightenment can use this Merit – if a Cainite reverts to Humanity or succumbs to wassail, all benefit from this Merit is lost forever.
it is not worthy). If the Consistory wishes to elevate a ritus to Auctoritas status, they bring the manuscript to the Regent. The Regent makes the final decision as to whether or not the ritae is elevated, and informs the Sect by means of public proclamation.
At the recent Synod of Hounds, such a petition occurred. Priests of the Sect asked that the High Holidays be unified into a single ritus, and a new Auctoritas elevated: the Rite of Contrition. This petition still stands undecided before the Sect, and priests in Mexico City and elsewhere argue the merits of both doctrinal points. As of yet, no decision has been reached.
Description
s of nine of the Auctoritas Ritae (Blood Bath, Blood Feast, Creation Rites, Fire Dance, Games of Instinct, Monomacy, Sermons of Caine, War Party and Wild Hunt) can be found in V20, p. 507-511. The Auctoritas Ritae of the Vaulderie can be found separately in V20 on pp. 288-290. The following material is intended to define the rest of the Auctoritas, as well as provide expansions on previous material, in order to give Storytellers more tools and in-depth information on these important ritae.
Held on Winter Solstice each year, and usually near water, this rite constitutes a formal renewal of the oath of allegiance to the Sabbat. All True Sabbat are expected to attend this holiday, reaffirming their dedication in a public rite of loyalty. Vampires renew their Vinculum to their brothers and sisters of the Sect, and as part of the ritual, the local hierophant – Bishop, Archbishop, or Cardinal – must hear all grievances brought before them on this night. Grievances brought out during the night of Binding are traditionally forgiven, though vampires are petty creatures and may twist the expiation to include only one specific instance of an offense.
The Oath of the Sabbat (which is recited both during the Binding and during a vampire’s Creation Rites) is as follows:
“Of my own free will and accord, I, (name), son/daughter of Caine, reject the Antediluvians and dedicate myself to their destruction. I swear my soul to the Sabbat, and damn all those who stand against us. Hear me, brothers and sisters! Your enemies are my enemies. Your victories, my victories. Your blood, my blood. So shall it be, until the end of all things.”
System
For one month following the Binding, vampires who participate in this rite gain one additional die to all Virtue rolls when in the company of vampires who participated in the Binding ritus at that same time and place.
The Ignoblis Ritae of Contrition stands on the verge of potentially being elevated to Auctoritas, and some priests
of the Sabbat already treat it as though it were one of the High Rites. This causes a great deal of friction with Ultraconservatives, who have no intention of allowing a “new” ritus to be confirmed as an Auctoritas Ritae.
Contrition allows a humiliated or failed Sect member to atone for their actions. The Contrition Ritus (originally detailed in V20, p. 511) allows a vampire to prove their sincerity and loyalty and suffer penance. An insincere Rite of Contrition may still succeed, provided the penitent has enough faith in Caine, but if discovered, such a vampire will almost certainly not be allowed a second chance to atone.
Performing a rite of Contrition is a semi-voluntary act. The penitent vampire requests the rite occur (or is ordered to perform one, and agrees to do so) and gathers in a public location along with her pack priest, the aggrieved, and the pack priest of the aggrieved. No apology must be tendered, but the penitent must clearly and contritely state before the congregation the deed for which they intend to make amends. Thereafter, the penitent’s priest will assign an appropriate task, to be fulfilled within three nights (and must be reasonably possible within that time). The priest of the aggrieved may then add a caveat to this task, usually magnifying the difficulty based on whether or not they feel the penitent is truly remorseful. Typically, this addition is something like “…and you may do so using only a pistol” or “…which must be retrieved from the local Prince of the Camarilla.”
After the Task of Contrition has been established, the penitent may choose a willing second (typically a member of her pack) who can aid them in the task. The penitent may have no other assistance. If the penitent does not succeed in the task within three nights, or if they receive assistance from any other member of the Sabbat, the ritual fails, and both pack priests immediately become aware of the failure. If the penitent succeeds, they must be forgiven the original transgression.
If a vampire is ordered to perform a Rite of Contrition by a superior, their only options are to agree or to challenge their accuser to Monomacy.
System
If a vampire attempts the Rite of Contrition and succeeds, they are utterly forgiven the grievance they had committed. It may not be brought up again, and no further argument, vengeance, or persecution may occur related to this issue. Though it is certain that vampires do not forget grudges so easily, the appearance of “dropping the issue” must be maintained by those who were aggrieved.
If the vampire attempts the Rite of Contrition and fails, they are stripped of all status, forced to step down from any
position, and may not gain dots in the Status background nor the benefits of any title for six months thereafter.
While a pack priest has the authority to uninitiate any member of their pack, only the Regent, the Prisci, and the Grand Inquisitor can uninitiate a Sabbat member outside of their pack – and even then, only under specific circumstances. The Grand Inquisitor may only uninitiate a Sect member who has been convicted of heresy; a quorum of three Prisci may uninitiate one who proves herself ignorant or endangers the Sect; neither can uninitiate a Regent under any circumstances. The Regent may uninitiate any member of the Sabbat, at his will.
To be uninitiated means simply that the vampire is once more considered “False Sabbat,” and does not mean that she is a traitor. An uninitiated Sabbat is still a member of the Sect, and is owned by her pack. That pack has the right to extract a heavy toll on anyone who harms their property without their consent. Uninitiating a vampire strips her of all status and rank, erasing all previous deeds. Such a vampire must be reeducated before again receiving her Creation Rites and becoming True Sabbat. A period of not less than a year and a day must pass during this “reeducation,” unless the specific authority who punished the vampire relents and allows the Creation Rites, or unless the Regent specifically and publically pardons the vampire’s transgression.
The Wild Hunt, on the other hand, is far more serious than simple uninitiation – see p. 46 for more.
This ritual is used during the celebration of several formal holidays integral to the worship of Caine. The current High Holidays are the Festivo Dello Estinto and the Palla Grande. Some priests of the Sabbat argue that having two Auctoritas Ritae reserved for holidays is excessive (three if one counts The Binding), and that a single ritual could be used to cover both celebrations and also to allow more traditional priests to revisit the older holidays of the Sect.
A High Holiday Ritus occurs within another, more specialized celebration dedicated to the holiday in question. During the Festivo Dello Estinto, there may be ritual sacrifice, bacchanalian indulgence, or gorging, while the Palla Grande is a more restrained vampiric ball with political overtones. Holidays are prominent events and religious celebrations. Unlike Camarilla balls or social salons, High Holidays are bloody, monstrous
gatherings. They allow members of the Sect to revel in their vampiric nature, and educate one another on tactics, paths of enlightenment, and the lore and doctrine of Caine. This is not to say there are no politics at the High Holiday gatherings, but they are both more subtle and more brutal than those of the Camarilla.
Palla Grande: The largest and most revered of the High Holidays, the Palla Grande occurs on All Hallows Eve. It is a time to celebrate the history of Caine, and re-enact small plays or pageants comprised of parables from the Book of Nod. It is a dark masquerade ball with political overtones, and usually hosts the Sect’s yearly Ecumenical Council.
Festivo Dello Estinto: The “Festival of the Dead” occurs during the entire second week of March. The purpose is to revel in being a vampire, provoking one’s vampiric nature, and celebrating immortality by laughing in the face of death.
Walpurgisnacht: This festival occurs on the 30th of April, exactly half the year around from the Palla Grande. Walpurgisnacht is the night where the Sect celebrates its founding, telling the tales of Silchester and the Anarch Revolt. It is also the holiday wherein new childer are chosen, dragged before the Sect and Embraced in a public and ritualistic fashion.
The Sacrificial Revel: The Sacrificial Revel, traditionally held in February, is a dark and thoughtful holiday. The Sabbat celebrate their freedom, tell tales of sacrifices made for the Sect in the previous year, and remember those who died for the cause over the centuries.
The Eides of Caine: The central theme of this High Holiday is that of the murder of Abel, and Caine’s resulting exile from Eden. It is celebrated in late August, during the time of the first harvests, and is often celebrated through unveiling works of dark beauty, elegantly fleshcrafted masterpieces, or other artistic performances in Caine’s honor.
System
Vampires who participate in a High Holiday Ritus replenish their Willpower completely. Further, they receive one additional Willpower point over their natural capacity. This extra Willpower point is kept until spent, or until one month has passed (whichever occurs first). A character may have only one bonus Willpower at a time.
One of the earliest ritus devised by the Sect, Monomacy has been critical to the continuance of the Sabbat. Its strictures have changed from time to time, adjusted by the Sect’s needs or the dictates of a Regent, but the ritus of combat remains essential for unity.
Challenge: A clear challenge is delivered to the challenged party and her pack priest. Only True Sabbat (i.e. those who have gone through the Creation Rites) can either challenge or be challenged. If the challenged has no pack priest, or is not in a pack, they are at a significant disadvantage, and have only three nights to choose appropriate counsel – or it will be chosen for them by the closest Bishop or Archbishop.
Choosing the Arbiter: Next, an arbiter is chosen to preside over the dispute. The arbiter is ostensibly a neutral party (though that may not be the actual fact of the matter, given Sabbat hypocrisy) who judges if the issue is weighty enough to justify the possible death of a member of the Sect, and to determine whether all other means of resolving the dispute have failed.
If the individuals are in the same pack, the arbiter is their pack priest. If the challenge is cross-pack, the arbiter is the Bishop nearest to the challenged by proximity (or Archbishop, if the challenged is a Bishop, and so on). The priest of a third pack, or a Priscus, may serve as arbiter instead, if the individual is acceptable to both parties. If the appropriate arbiter cannot attend to the Monomacy within a reasonable timeframe, they may decline to accept the position, in which case the position reverts to the next most acceptable arbiter under the same terms.
Once an arbiter has been determined, she has a period of one month to decide the appropriateness of the Monomacy. It is their duty to perform a final mediation of the issue, and within their authority to claim that one side is clearly at fault and should instead perform some rite of contrition instead. If the arbiter denies the appropriateness of the challenge, then the Monomacy is ended.
Acceptance: If the challenge is approved as legitimate, then at this point, the challenged party may choose to decline. If accepted, the ritus must occur within one month of acceptance.
If the challenged has significantly more Status than the challenger, he may decline without penalty. “Significantly more status” means 2 dots greater (or 3 points greater if the Storyteller is using the optional Titles rules from V20 Companion, Chapter One). If he does not have significantly more Status, then declining the Monomacy means the challenged loses one dot of Status permanently. An individual who declines a Monomacy and loses Status as a result suffers social penalties, as well. That individual may be branded a coward by their superiors, or be investigated by the Hand or the Inquisition for their reticence.
Deciding Terms: Once a challenge is accepted, the terms of the Monomacy must be decided. A Monomacy
is a fight. Tales of Monomacies performed through cozy games of chess or riddles are apocryphal; those are dubious claims in light of the Sect’s ferocity and the vampiric nature. Such stories likely refer to Ignoblis duels rather than the Monomacy ritus.
The default terms for a Monomacy are a direct, one-on-one fight within a clearly defined, 30-foot/10-meter diameter circle. A Monomacy is expected to take place at midnight on the evening of the first new moon following acceptance of the challenge, at a location of the challenger’s selection. The challenged and the challenger face off within this circle, using ceremonial melee weapons of a type selected by the challenged and provided by the arbiter (the challenged may instead choose “unarmed”). Either party may choose to fight without the weapons provided, if they wish, but they may not use any other weapons. Further, the participants may not have any powers active when the Monomacy begins (though passive powers that cannot be turned off, such as Fortitude, are acceptable).
By default, no one (including the competitors, their packmates, other participants, or the arbiter herself) may interfere, collaborate, or use any powers on the competitors (for aid or bane) before or during the Monomacy; a stricture which is closely observed. After
the Monomacy begins, the challenger and the challenged may use any powers they possess on themselves or their opponent. A victor is determined when one vampire either torpors her opponent within the Monomacy circle or drives her opponent fully out of the circle. (Note that both the challenger and the challenged’s Vinculi are fully effective during Monomacy.) Any of these terms may be altered by agreement of the two parties and the arbiter, although extreme alterations may cause other Sabbat to be suspicious of the results. A victor is determined when one vampire either torpors her opponent within the Monomacy circle, or drives her opponent fully out of the circle.
Alterations: If the challenger, the challenged, and the arbiter agree, the default terms of Monomacy may be altered. If any one of these individuals does not agree to the alteration, the default terms are the rule. Some examples of reasonable alterations might include a pack-on-pack fight, rather than one-on-one; multiple weapons scattered about the arena rather than one weapon per competitor; specific exclusions such as, “No Presence and no Obfuscate”; or individual inclusions such as, “Only Thaumaturgy will be allowed.” Larger scale alterations might include expanding the circle to a five-mile/eight-kilometer radius, causing the Monomacy to become a
test of urban tracking and survival; or fighting while falling through the air after leaping out of a helicopter, and declaring the first one who is beaten to torpor or who “flees” via changing form before they strike the ground is the loser.
Lastly, the arbiter may add ritual trappings to the Ritus, such as requiring a specific number of witnesses or delaying the challenge for up to a month for spiritual reasons, so long as all parties agree. In no case can the arbiter’s requirements delay the Monomacy for more than a month. Additionally, only the arbiter may declare a Monomacy null and void, and they may do so either during or after the Monomacy has occurred. Such a shocking pronouncement usually means someone is proven to have cheated during the Ritus, or that someone outside the Ritus has interfered.
Outcome: After a victor has been determined, he may select the outcome. There are three outcomes to a Monomacy: death (including diablerie of one participant by the other), exile from a specific territory, or loss of Sect position (which is replaced via normal means within the Sect, not chosen by the victor). The outcome of death must occur within the circle, by the victor’s own hands or powers. If a competitor is ousted from the circle through the use of powers or by other means, the Monomacy ends without death, and the victor may only choose that his opponent suffer exile or loss of Sect position. All possessions of slain losers are given to the winner. If the loser is allowed to survive (either by condition of the outcome or through the victor’s mercy), they do not lose their possessions.
Vaulderies are small affairs, not fifty-person monstrosities. Individual Vaulderies are typically no larger than ten to fifteen members. When the Sect gathers en masse, they perform many small Vaulderies – between packs, along Clan lines, within factions, or among those with similar personal ethics. It is a matter of politic at such a gathering to decide whom you Vaulderie with first, or whom you avoid, and cunning vampires learn a great deal by watching the ebb and flow of Vaulderie circles over the course of a night.
This powerful ritual confers Caine’s blessing upon multiple packs for the purpose of hunting a specific, named enemy of the Sect to drink their soul and strengthen the Sabbat. If the War Party does not bring death to that enemy, those involved will suffer great
Templars don’t accept challenges or fight in their liege’s place in a Monomacy. Leaders in the Sabbat are expected to be capable in combat as well as religious fields. “Capable” does not mean that every Sabbat leader must be a master of physical battle; a vampire may utilize cunning application of their Disciplines to force their enemies out of the Monomacy circle, and never need to raise a hand in their own defense. Combined with the protection of Vinculi and ceremonial bureaucracy to keep challengers away, this can keep a non-combat character in power long enough to develop any physical competence she needs to remain a leader in Caine’s army.
Some leaders use their Templars as offensive weapons, with such a Templar usually contriving an excuse to challenge an enemy of their liege and nominating their liege or one of their liege’s pawns to any resulting vacant position.
shame. If they are successful, the rewards include Sect status, diablerie, and the benefits of infamy. Some Sabbat members claim to have increased skill during the War Party – no one is entirely sure why, but the warriors of the Sword of Caine aren’t arguing with the results.
The effects of a War Party last until the next sunrise. Once a War Party has been cast, the packs cannot turn from their purpose, even if they cannot find their target or there is no hope of victory. In such cases, the packs will literally drive themselves to death, throwing away their lives in increasingly desperate attempts to reach their victim or succeed against impossible odds.
System
In addition to the details mentioned in V20, p. 510, all members of a War Party gain three free bonus dice to use in any action that actively pursues or attacks their specific target. When used on a roll, a bonus die is expended and may not be regained. You may use more than one bonus die on a single challenge, but the bonus must be declared before the dice are rolled. As the evening goes by, the vampire’s Beast grows stronger, pushing them to more and more reckless acts in its desperation to reach the quarry. Storytellers should encourage players
to portray this, acting more and more reckless as sunrise draws near. A priest can only cast the War Party on a number of vampires equal to three times their permanent Willpower rating.
Like the War Party, this ritus confers Caine’s blessing upon multiple packs for the purpose of hunting a specific, named individual; in this case, a traitor to the Sect. This rite may not be used to target someone who is not a member of the Sabbat, and it may only be performed against someone who has betrayed the Sect in a tangible manner.
By the dictates of the ritus, the priest invoking it must publically announce the Bans of the Hunt (a complete list of charges against the accused) and a location. The accused individual has three nights to face her accuser and answer the charges. If the rebuttal is judged sufficient by the Ducti gathered to hear the exchange, the accuser must commute the Wild Hunt into an appropriate act of contrition (or no punishment, if the accused is innocent). If the Ducti judge the rebuttal to be inadequate, then the accused has the final option of challenging her accuser to Monomacy. If she does not give challenge, or if the accused does not arrive within three nights to answer the charges, then the casting of the magical ritual of the Wild Hunt is performed.
There is a big difference between “False Sabbat” (which implies redemption) and “traitor” (which doesn’t). A vampire who fails a Rite of Contrition, fails in their duty, or performs some other minor crime, might be uninitiated and refused the Creation Rites for a year and a day (see p. 42). A vampire that betrays the Sword of Caine, reveals Sect secrets (even to Revenants or ghouls), or flees the Sabbat for another Sect is a traitor, and they will be hunted and destroyed with extreme prejudice.
System
In addition to what is detailed in V20, pp. 510-511, at the moment the ritual of the Wild Hunt is performed (at the end of the third night), the target gains a mystical, ever-bleeding scar upon her flesh. This scar is usually on the forehead, the back of the neck, or one of her hands; the locations where a vampire is anointed during her Creation Rites. The ever-bleeding mark is in the shape of the Sabbat sigil, and clearly identifies the vampire as a traitor to the Sword of Caine. The vampire will bear this wound until their Final Death, or until they are pardoned — an act which can only be done by the Regent. They lose all Status dots and position in the Sect, cannot benefit from any Sabbat ritae, and all Vinculums to them are immediately broken — although Vinculums they have toward others still remain.
The Ignoblis are less structured and more personal in nature than the Auctoritas Ritae. They also rely on faith, but can substitute individual loyalty for religious fervor, allowing a tightly-knit pack to perform Ignoblis Ritae even if their belief in Caine is not particularly strong. Most Ignoblis Ritae are created by pack priests and are used to foster pack loyalty. (For more information on the Ignoblis Ritae, see V20, p. 511.)
Beyond the pack, the Sword of Caine can be a chaotic and unpredictable environment, as rebellious splinter groups and political factions rise and fall — often leaving little trace of their existence. Others have survived the test of time. These feuding political groups push doctrine and guide the mindset of the Sect. Individuals can swap factions over the years, changing political alliance as their personal beliefs mature or alter. Many Ignoblis Ritae have sprung up among these factions as a result.
Today, the primary political contingents of the Sabbat are the Ultra Conservatives, the Orthodoxy, the Order of St. Blaise, and the Loyalists. Two other factions, the Pander caucus and the Status Quo, have less political power in recent nights. Further, some Sabbat simply don’t care about politics. Vampires not affiliated with a faction are known as “Moderates.” Most Moderates claim no unifying cause, and therefore Moderates do not have Faction Ritae.
Faction Ritae are used only by members of specific political factions. Like other ritae, these rituals rely heavily on faith to power their magic. Vampires who do not genuinely believe in the principles of a faction cannot successfully take part in that faction’s rituals. If a vampire with divergent beliefs participates in a faction’s Ignoblis Ritae, the ritual will fail. This makes it nearly impossible to infiltrate another political faction for very long; eventually, the spy will be forced to partake in a Faction Ritus, and will be discovered.
Packs that bridge factions may have members who possess Faction Ritae from multiple factions. Unfortunately, as noted, an individual must believe in the principles of the political group in order for those rituals to function successfully. Such packs often break up, or else unify their political ethics through argument and strong vinculums. An individual can leave a political faction for another, but in doing so, she loses the capacity to cast any ritae belonging to the faction in which she was previously a member.
Faction Ritae may only be purchased by a member of the Sabbat who has undergone the Creation Rites, who has at least three dots of the Rituals background (see V20, p. 117), and who is a member of the political faction, with genuine belief in that faction’s political goals.
It takes at least three members of a political faction, working together, to cast a Faction Ritus, but only one of them needs to possess the rite in question. Unless otherwise stated, Faction Ritae may only affect members of that specific political faction.
Members of the Ultra Conservative faction are often seen as stodgy, inflexible, archaic vampires who never fully abandoned the hierarchy of lineage. However, as other groups floundered in recent years, Ultra Conservatives have seized many positions of authority, centralizing command and providing critical coordination for the Sabbat’s troops. Ultra Conservatives are excellent commanders in the war against the Antediluvians. Although this faction tends to contain the most hidebound members of the Sabbat, it has also gained a significant number of new and militant members.
Ultra Conservatives favor strong leaders and insist upon intensive training, ensuring that every member of the Sect has the capacity for war. Ultra Conservatives work to consolidate the strength of the Sabbat through strict and efficient hierarchical structures. They recommend the Vaulderie between all packs of a diocese, and are certain that with enough ties of blood, the Ductus position will no longer be necessary. One day, the Sabbat will be a unified nation, abandoning the medieval concept of the cellular “pack.”
See also 27
Backgrounds
- Status shared/trait/background/status
Bestiary
- Hounds vampire/creature/ghoul/hounds
- Inquisitor vampire/creature/npc/inquisitor
Disciplines
- Fortitude vampire/power/discipline/fortitude
- Obfuscate vampire/power/discipline/obfuscate
- Obtenebration vampire/power/discipline/obtenebration
- Presence vampire/power/discipline/presence
- Thaumaturgy vampire/power/discipline/thaumaturgy
Paths & Virtues
- Conscience shared/trait/virtue/conscience
Rites & Rituals
- Contrition Ritus vampire/power/sabbat_rite/contrition-ritus
- Creation Rites vampire/power/sabbat_rite/creation-rites
- Fire Dance vampire/power/sabbat_rite/fire-dance
- Monomacy vampire/power/sabbat_rite/monomacy
- Rite of Contrition werewolf/power/rite/rite-of-contrition
- Sermons of Caine vampire/power/sabbat_rite/sermons-of-caine
- The Blood Bath vampire/power/sabbat_rite/the-blood-bath
- The Blood Feast vampire/power/sabbat_rite/the-blood-feast
- The War Party vampire/power/sabbat_rite/the-war-party
- The Wild Hunt vampire/power/sabbat_rite/the-wild-hunt
Rotes & Procedures
- True Faith mage/power/rote/true-faith
Traditions & Orders
- Orphans mage/faction/craft/orphans