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Common Parlance
These words are in common use among all echelons of Kindred Society.

Anarch: A Kindred rebel who opposes the tyranny of elders. Anarchs wish to redistribute the wealth and resources of a city equitably among the vampires therein. Naturally, the elders oppose this, having cultivated their influence for centuries.

Barrens, The: The areas of a city unfit for life, including graveyards, abandoned buildings, industiral wastelands and areas of irreversible urban blight.

Becoming, The: The moment one passes from being a fledgling into 'full' vampire status. One may mot Become until her sire deems her ready and gains the Prince's approval.

Book of Nod, The: A loose collection of Kindred legendry and history. The Book of Nod chronicles the origin of the Kindred, though it has never been published in it's entirety. Fragments of the documents and it's many partial transcriptations circulate among certain strata of Kindred society.

Beast, The: The inchoate drives and urges that threaten to turn a vampire into a mindless, ravening monster.

Blood: A vampire's heritagel that which makes a vampire a vampire. Usage: "I doubt her claims to such esteemed Blood."

Blood Bond: A mystical power over another individual engendered by partaking of a particular vampire's blood thrice; accepting blood from a vampire is an acknowledgment of her mastery.

Caitiff: A vampire of unknown clan, or of no clan at all. Caitiff are typically of high generation, where Caine's blood dilutes too greatly to pass any consistent characteristics.

Camarilla, The: A sect of vampires devoted primarily to maintaining the Traditions, articularly that of the Masquerade.

Childe: A vampire created through the Embrace --- the childe is the progeny of her sire. The term is often used derogatorily, indicating inexperiance. Plural childer.

Clan: A group of vampires who share common characteristics passed on by the Blood. There are 13 known clans, all of which were reputedly founded by members of the Third Generation.

Coterie: A small group or "pack" of Kindred, united by the need for support and sometimes common interests.

Diablerie: The consumption of another Kindred's blood, to the point of the victim's Final Death. Vampires of high generation may lower their generation through this pracitce; particularly old Kindred have such rarefied tastes that mortal blood no longer sustains them, and they must consume vampire blood.

Domain: An area of particular vampire's influence. Princes claim entire cities as their domains, sometimes allowing lesser vampires to claim domain within.

Elder: A vampire who has experienced three or more centuries of unlife. Elders are the most active participants in the Jyhad.

Elysium: A place where vampires may gather and discourse without fear of harm. Elysium is commonly established in opera houses, theaters, museums and other locations of culture.

Embrace, The: The act of transforming a mortal into a vampire. The Embrace requires the vampire to drain her victim and then replace that victim's blood with a bit of her own.

Fledgling: A newly created vampire, still under her sire's protection.

Generation: The number of "steps" between a vampire and the mythical Caine; how far descended from the First Vampire a given vampire is.

Gehenna: The imminent Armageddon when the Antediluvians will rise from their torpor and devour the race of Kindred and the world.

Ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her of blood first (which would create a vampire instead).

Haven: A vampire's "home"; where she finds sanctuary from the sun.

Hunger, The: The urge to feed, as with any living creature. For vampires, hoever, the Hunger replaces all other drives with it's own powerful call.

Inconnu: A sect of vampires who have removed themselves from Kindred concerns and, largely, the Jyhad. Many Methuselahs are rumored to exist among the Inconnu.

Jyhad, The: The secret, self-destructive war waged between the generations. Elder vampires manipulate their lessers, using them as pawns in a terrible game whose rules defy comprehension.

Kindred: The race of vampires as a whole, or a single vampire. According to rumor, this term came about in the 15th or 16th century, after the Great Anarch Revolt. Sabbat vampires scorn the term.

Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who receive it.

Lupine: A werewolf, the natural and mortal enemy of the vampire race.

Lush: A vampire who typically feeds from drugged or drunk mortals in order to experience their inebriation.

Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected and effete.

Man, The: The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.

Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from humanity. Designed to protect the Kindred from destruction at the hands of mankind, the Masquerade was adopted after the Inquisition claimed many Kindred unlives.

Prince: A vampire who has claimed a given expanse of domain as her own, particularly a cityy, and supports that claim against other all others. The term can refer to a Kindred of either sex.

Rouge: A vampire who feeds upon vitae of other Kindred, out of necessity or depravity.

Sabbat, The: A sect of vampires that rejects humanity, embracing their monstrous natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than hide from them.

Sect: A group of Kindred arguably united under a common philosophy. The three most widely known sects currently populating the night are the Camarilla, the Inconnu and the Sabbat.

Sire: A vampire's "parent"; the Kindred who created her.

Vessel: A source of vitae for sustenance or pleasrue, primarily mortal.