Sanguine Nights

About the Game

"At first glance, it looks like the world you know. The streetlights still flicker, the traffic still groans, and people still lock their doors at night. But here, in the folds of shadow between one breath and the next, something else waits. Watches. Hungers."

The world you live in is not what it seems.

Every glowing screen, every back alley, every seat of power—beneath it all lies a darker truth. Humanity sleeps fitfully, unaware that predators walk among them. Not the wolves or criminals you hear about on the evening news. No, these are older. Cursed. Undead.

They are called Kindred—vampires—creatures cursed with eternal hunger, trapped in immortal flesh, and burdened with the eternal struggle between their vanishing humanity and the ravenous Beast within.

Caine and the Bloodline

According to ancient whispers passed from sire to childe, the first vampire was Caine, the biblical first murderer. Cursed by God, he became the progenitor of a race of blood-drinkers. His childer—powerful and terrifying—created more of their kind. These ancient ones, the Antediluvians, founded the 13 clans that rule vampire society to this night.

As centuries passed, the Antediluvians vanished into shadow and myth, and the clans splintered and evolved. Their descendants walk the cities of the modern world, bearing supernatural Disciplines, crippling Banes, and clan-specific Compulsions—gifts and curses of their ancient blood.

A Fractured Society

Vampires have always warred with each other in secret, behind a veil known as The Masquerade—the Tradition that forbids revealing their existence to mortals. The sect that enforces this veil is the Camarilla, an ancient conspiracy of Kindred masquerading as political elites and corporate power brokers.

But their reign is crumbling.
A mysterious force known only as the Beckoning has called the ancient elders away, vanishing them into some unknowable doom. In their absence, younger Kindred rise. Some cling to the old ways, clawing for power in empty thrones. Others rally under the Anarch Movement, rejecting ancient tyranny to forge their own future.

And in the silence that follows, other forces stir...

The Second Inquisition: Modern intelligence agencies, aided by Vatican secrets and infrared drones, now know vampires are real. They strike with fire and data, eliminating Kindred in surgical strikes.

The Sabbat: Once crusaders for monstrous freedom, they’ve become a scattered cult of zealots who strike from the dark, spreading death in the name of their Dark Father.

The Unbound: Lone Kindred, cults, and families like the necromantic Hecata refuse to bow to any Prince or Baron. They live and die by their own code.

A New Age of Personal Horror

Without elders to control them, the nights belong to the neonates—the young vampires trying to survive a world that is no longer ruled by ancient wisdom, but by modern chaos.

Surveillance is everywhere.

Blood is harder to come by without exposure.

The Beast claws at every vampire’s mind, demanding violence and hunger.

And above all, the fragile thread of Humanity is easily severed.

To survive, a Kindred must balance the personal with the political: the hunger for blood and the need to remain hidden, the ambition to climb and the terror of becoming a monster.

Some will rise. Others will fall. All will suffer.

Because in the World of Darkness, there are no heroes—only predators hiding behind masks of civility, waiting for the sun to fall.

“Welcome to the night. You’re one of us now.”