Author Topic: Vampires: The Embrace, The Beast, Age, Sects, The Masquerade  (Read 993 times)

Offline virus

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Vampires: The Embrace, The Beast, Age, Sects, The Masquerade
« on: November 10, 2017, 01:00:49 PM »
VAMPIRES
“I cried tears of love as I,
with sharp things,
sacrificed that which was the first part of my joy,
my brother.

And the Blood of Abel covered the altar
and smelled sweet as it burned.

But my Father said,
'Cursed are you, Caine,
who killed your brother.
As I was cast out so shall you be.'”




THE UNDEAD

World of Darkness vampires are nothing alike to Dracula or Twilight. The vampires that exist in this world - or Cainites and Kindred as they commonly call themselves - are both similiar and different from human folklore.They resemble all kinds of monsters from myths, fiction and movies. However, as anyone knows whos is a bit experienced with them -- they know not every thing is true. Here's a list of what vampires are and what they are not.

*Vampires are immortal. True, after their Embrace, vampires do not age and don't have to worry about human diseases. They don't need food, and since their lungs are dead - they don't have to breath.

*Vampires are living dead and must sustain themselves with the blood of the living. True. Vampires are dead, they do not breath, their heart doesn't beat, their skin is cold. But they feel pain, they walk, run, and live..- and hunt and kill. A vampire is damned to be a hunter and predator through his whole existence - hunting humans. Some vampires sustain themselves on animal blood while other older Kindred hunt those of their kind and enjoy their blood. But even with that all being said -- blood is the biggest passion for a vampire. He needs it to stay alive, he needs it to fuel his supernatural powers, or to heal damage. All vampires develop retractable fangs right after their
transformation (see: The Embrace), which they keep until they meet their Final Death. They also posses abillity to lick the wound and conceal biting marks.


*Anyone who dies from a vampire’s bite rises to become a vampire.  False. If this were true, the world would be overrun by vampires by now. After a vampires bites a human, he feels ecstasy and pleasure. Vampires do feed on humans - and they do kill them sometimes - but they do not do it always. In order for a human to become a vampire, vampire must drain him completely and give him a bit of his blood. (see: The Embrace)

* Vampires are monsters — demonic spirits embodied in corpses. True and false. Vampires are not literal demons but they are monsters, and predators. After they first become vampires, new vampires are much like humans. But that soon changes as they soon they need to feed on humans to survive. They see they are different from the rest of the world and they slowly start separating themselves from the mortal world. They commit a first murder, usually, and they have to accept the fact that they will be monsters until the rest of their unlife. They watch their families age and die slowly, while they do not age a second and their mind changes. They realize that their existence is tied with secrets and manipulations, so they become manipulators. Most of them become  jaded, unfeeling, and paranoid, with time. They watch human's life passing in less than a century and humans slowly become unimportant. Through their centuries of unlife, they change.. into worse.

*Vampires are burned by sunlight. Partially true. While vampires are not literally burned by sunlight, they do start feeling uncomfortable and unless they have knowledges of supernatural protection through Disciplines, they will soon start to slowly burn. However, if the vampire is tied more closely to Caine through his generation (lower generations), he will be burned more easily than newly and high generation vampires, for their original Caine's blood is too weak in them.

* Vampires are repulsed by garlic and running water. False. Those are simple myths that humans or vampires created.

*Vampires are repulsed by crosses and other holy symbols. Usually false. A man wielding a cross at a vampire won't do anything. However, if the said human has great faith in God and he actually truly and honestly believes in him -- vampires may be damaged. (True Faith)

* Vampires die from a stake through the heart. False. However, a wooden stake through vampire's heart will immobilize and paralzye him until it's removed.

* Vampires have the strength of 10 men; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds.  True and false. While not all vampires do posses some powers, some of them do. Newly created vampires have no powers, but as they live through years they soon learn that their blood may be used to use supernatural abillities which they call Disciplines. Older vampires have stronger powers (which may include strength of 10 men), and truly old ones - few thousand years - posses god-like powers.

*  Vampires have sex.True. It's a great way to find a victim for feeding, but sadly, it's only that. Sex gives no pleasure to vampires, as blood is their only passion they enjoy. Feeding, which vampires call “the Kiss,” is an incredibly intoxicating and erotic experience for Cainites and their victims.

THE EMBRACE

“You will drink only blood
You will eat only ashes
You will be always as you were at death,
Never dying, living on.
You will walk forever in Darkness,
all you touch will crumble into
nothing,
until the last days."




Vampires are created through a process called the Embrace. Some vampire Clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the society of the Kindred. The Embrace is similar to normal vampiric feeding as the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit — a drop or two — is necessary to turn the mortal into a new vampire. This process can even be performed on a dead human, provided the body is still warm. Once the blood is returned, the mortal “awakens” and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal’s body undergoes a series of subtle transformations; he learns to use the Blood in his body, and he is taught the special powers of his Clan. He is now a vampire. (* He gets +1 higher generation than his sire.)

Upon the Embrace, the fledgling’s senses sharpen, displaying to her a richness of visual colors, auditory distinction, tactile fineness, and olfactory alertness that mortals senses are too limited to discern. The most important of all, however is taste — taste becomes the new Kindred’s primary sense, and with it she engages the pursuit of a single taste to the exclusion of all others: vitae. Mortal blood. The mortal dies, and in her places rises a member of the undead, a Kindred. With this unholy rebirth comes a host of new potential, from the mystical powers known as Disciplines that Kindred  possess to the quintessential vampiric ability to use blood for a variety of supernal purposes. Thereafter, nothing is the same for the fledgling. She’s no longer mortal, but a new member of an elaborate society of the Damned, who have their own complicated codes of behavior, their own customs, and seemingly endless rules and protocols that dictate who is subservient to whom and under what circumstances. Even for those who rebel against the system — Anarchs, ungovernable Autarkis, and any number of other rogues — a pecking order must exist. The only place it doesn’t is when only one vampire claims the domain… and if that vampire just performed the Embrace, well, there’s no longer only one vampire there. The trappings of the fledgling’s mortal life can no longer support her. In the short term, the new vampire now requires blood to sustain herself, and surrounding oneself with vessels of sustenance whom one loves will inevitably result in bloody ruin. In the long term, while the new vampire will remain deathless, unchanged by time, those around her will age, wither, and die. The easiest course, most sires agree, is simply to turn one’s back on the mortal life that no longer offers anything but tragedy and a reminder of the damned state of the undead.


THE BEAST

Vampires do not age, they can't die from human diseases. They can use various supernatural powers through their blood. It's not that bad, right? Sadly, there's a downside as well. Inside every vampire lurks and impassioned, hungry creature that's the opposite of the Man. It's the Beast. The Beast knows only three things: kill, feast, sleep. . It is the roiling, inchoate desire every Kindred feels to slay her prey rather than taking just enough. It is the inevitable urge to be what the vampire is — a predator who doesn’t answer to the will of men or hide from theirnumbers. When the Beast takes control over a vampire,she is said to enter a state of frenzy, directing the Cainite into a response of fight or flight. But the Beast isn’t a simple animal soul; it can be sophisticated. It knows that the war against the Man is one that, given time, it will inevitably win. Thus, in young vampires, the Beast is often a savvy creature, willing to take small victories here and there because in the long term, they lead the Kindred down the path of greater degradation and subservience to the Beast. Tonight the Kindred destroys property, tomorrow she kills with reticence, the night after that she kills with relish. By the time the Man has eroded and the Beast holds sway, there is little rational consciousness left to the Cainite in question. Kill, feast, sleep is all that remains in a vampire dominated entirely by her Beast.

AGE

One of the ways that Kindred determine the social pecking order is through a combination of age and Generation (an indication of how far the vampire is removed from Caine, the original vampire). Young vampires must prove themselves to older ones in order to gain and recognition or standing. However, vampires gain respect through their age and experience:

   
A fledgling is a newly-Embraced vampire who has not yet been introduced to Kindred society and formally emancipated from her sire. To this end, a sire is responsible for the actions of his childe until he deems her able enough to handle Cainite culture on her own. Some Clans shelter their fledglings for years or decades, like the Tremere, while others, like many Gangrel and Brujah, figure that once you’re a vampire, you’re on your own — tough shit if you can’t hack it. The Sabbat — who sometimes call their hastily-Embraced fledglings “shovelheads” due to their bizarre Embrace rituals — are usually much more pragmatic: If the fledgling survives and does something worthwhile, she’s not a shovelhead anymore. A neonate is a young vampire, one who has not been Kindred very long. The main difference between a neonate and a fledgling is that the neonate has been emancipated from her sire and otherwise is seen as an “adult” in vampire society. The line between fledgling and neonate is incredibly subjective, but usually once Kindred society stops thinking of a vampire as her sire’s appendage and more on her own merits and actions, then she’s become a neonate.
   
Those Kindred who have a few decades or centuries under their belts generally fall into the loose, subjective category known as the ancillae. They have paid their dues, understand (mostly) how Kindred society works, and have probably accomplished something. Ancilla is the rank between neonate and elder, implying some degree of achievement in what local Kindred society deems appropriate. Of course, what counts as “achievement” can vary wildly from Sect to Sect. A Camarilla ancilla would be considered soft and effete by the Sabbat, while a Sabbat ancilla would probably be described as a raging maniac by Camarilla standards. What constitutes an “elder” is similarly subjective, but it generally corresponds to a rough age distinction of anywhere from 200 to 1000 years of being Kindred, with appreciable claims to domain and a variety of other assets to bring to bear in the Jyhad. Typically, elders of Europe are much older than those across the Atlantic Ocean. Elders are typically the oldest active vampires in undead society.
   
Methuselah.When a vampire reaches a particular age, somewhere between 1000 and 2000 years of undeath, a profound change invariably overtakes him. It has long been debated whether this change is mystical or biological. Regardless, by the time a vampire reaches this age, the weight of millennia sets in, as well as an increased paranoia. Those who are weak or take risks do not survive to this age — only the most indomitable attain the station of Methuselah. As a means of self-preservation, Methuselahs retreat from the world. The constant struggle of facing the young who seek power through the blood of their elders grows numbing. Eventually one of the hungry whelps will get lucky. Thus the only option is to retreat fully from society, and go into torpor. Some Methuselahs remain involved in power struggles and the Jyhad of the Kindred, but do so from a position of complete anonymity. Still others do so from the cold sleep of torpor, moving their minions with mental commands, dream-visions, or centuries of conditioning. The fear of Jyhad, that no Kindred may truly call his actions his own, stems from the inexorable dread spawned by the terrible potential of the Methuselahs. Literally “before the flood,” the Antediluvians are believed to be those vampires of the Third Generation  who are descended from Caine’s original childer. Rumored to be the last vampires “with mastery over life and death,” the Antediluvians are almost certainly in the grip of millennial torpor, assuming they still exist at all. If these Biblical monsters still dwell on earth, they cannot possibly still resemble humans in anything more than physical form. They have been vampires for so long that their urges and desires are wholly alien to human sensibilities, and even to those vampires who have been Kindred for “only” a thousand years or fewer. Some Kindred philosophies prophesy that the Antediluvians will rise from their unquiet slumber and devour their wayward childer during an apocalypse known as Gehenna. Radical — perhaps suicidal — believers in this prophecy advocate destroying the sleeping monsters where they lie, if they can be discovered and destroyed at all.

SECTS

THE CAMARILLA

The Camarilla holds up the Traditions as the highest authority, with a figure known as the Prince acting as the ultimate authority to both interpret and enforce those laws in each domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well. The Camarilla considers itself a well-heeled Sect of genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”
 
THE SABBAT

The Sabbat holds an apocalyptic outlook, believing that the time for Gehenna is nigh, and the Ancients will soon rise from their graves and devour their errant get. It has little regard for the Traditions other than immediate self-preservation, and its domains are hellish urban warzones where people may well have seen vampire activity but simply chalk it up to the weirdness and horror of the World of Darkness. The Masquerade (or “The Silence of the Blood,” as they call it) is tenuous in Sabbat domains, and much of its poor relationship with the Camarilla owes to its recklessness and shortsighted brand of fiery fanaticism. The Sabbat believes that ultimately, vampires must assert their place over the mortal world instead of hiding from it, if they are to survive the fangs of their creators. Part fanatical death worshippers, part millennial doomsday cult, the “Sword of Caine” is neither subtle nor tolerant.

THE ANARCH MOVEMENT

The Anarch Movement is localized and sporadic, without any real central organization outside the individual cities where it establishes itself. In fact, the Camarilla considers the “Anarchs” under its own purview. The central tenet of the Anarchs is that rule by elders is an outmoded concept, and that Kindred domains should be governed by merit, with a fundamental respect for the individual Kindred. Effectively, the Movement seeks to redistribute the power in domains from the hands of the old elite into a more equitable arrangement. While this may seem modern and reasonable, that’s not how Kindred society works in most domains, and those who already benefit from consolidated power find the idea laughable at best and treasonous at worst. As well, many Anarchs style themselves as revolutionaries, willing to do whatever it takes to strip power from the corrupt old guard who hoard it. These are no utopian domains of happy Kindred-kine [/i]

THE INCONNU
...

THE TAL’MAHE’RA
...

THE MASQUERADE

Vampires observe a set of customs that exists somewhere between being coded into their undead natures and a social contract that’s ratified every night among the courts of the Damned. Not every vampire affords the idea of the Traditions the respect they deserve —the Sabbat in particular make bold claims about the flaws of the Traditions and the weak wills of those who hide behind them — but in practice, most vampires observe the Traditions to some extent. This is most true of the Masquerade, for as bold as the Sabbat or Anarchs may be, even they don’t have the concentrated might to stand against a world of mortals who learn the secret that the undead walk among them. Interpreting and enforcing the Traditions is the privilege and responsibility of the Kindred Prince. In some domains, particularly those of non-Camarilla Sects, both the titles and the Traditions themselves may vary, but the core principle is found everywhere: That an undead authority makes the rules and woe to any who feel that they don’t have to heed them.

The Traditions are a set of rules that each vampire, more or less, follows. They've been originally created by the Camarilla and are actively enforced by its representatives. It consists of six, simple yet important, rules that are basically covering the whole thing about not revealing vampires to mortals, and rules on how vampires not to become too populated, taking care of too many hunters and too little prey.

The First Tradition is called the Masquerade and is the most important one. I covered in pretty much in my second answer, but this Tradition says that no vampire should reveal himself to some mortal without very very good reasons. What is considered a breach of the Masquerade? Feeding on mortals, using obvious Disciplines in public or in front of humans. Some vampires are considered as a breach of the Masquerade each time they show up in public (Nosferatu), and some of the vampires look pretty different (Tzismice.) Different origins need different precautions, but, at any cost, the Masquerade should not be broken.

The Second Tradition makes sure that there's a Kindred in each domain, a Prince, which word must be obeyed, he can't be questioned and he's the final decider of what happens in his domain. The Traditions are not a set of strict rules, and some of them can be interpreted in a lot of different ways. This is one of them. While some Princes are dictators in their domains, wanting to know even single bit of information that happens and be in control of everything – some Princes don't care much about what happens or who rules where. Some Princes allow some Kindred of moderate power, age and knowledge to have small territories in their domains – perhaps some hunting grounds of places where they rule in the name of a Prince while some Princes don't allow such things and want to be in charge of everything. But most of Princes are something in the middle of these two. They grant Kindred their needed freedom to rule in their territories, while still answering to the Prince, but still without an autonomy and still bound to Prince's rules.

The Third Tradition is also tied to the First Tradition as it makes sure there's not too much hunters and not too small number of human prey. If vampires were to embrace everyone they wanted, cities would soon be overran by them and the amount of food would drop as well, thus no blood. This tradition is enforced and made for practical reasons, but it's still not impossible to embrace a new childe. A would-be-sire must ask for a permission from his Prince in the domain where he is, and after, and if, the permission is granted he may embrace his childe and introduce him to all variations of vampire rules, society and so on. As I said in my previous paragraph, some of the Traditions are interpreted in different ways by different Princes. What means an elder is a bit vague. Is it a Prince or an elder of sire's clan? Many disagree on this and ask for permissions from different sources, but yet it's always a good idea not to embrace quite often.

The Fourth Tradition is tied to the Third Tradition. After sire embraces his new childe, he's fully responsible for its actions until he deems fit that he or she is fully ready to be left in the vampire society.  If any problem from that childe arises, sire takes full responsibility and is guilty. This is mainly enforced because new vampires often make problems (like my example in second question) and some clans are even known to leave their childer alone after embracing them. While other Kindred take this tradition very seriously and keep new-born vampires for a very long period of time until they are completely sure they have been made ready. (for example, a Kiasyd childe is known to stay under his' / her's sire supervision until 5 decades pass).

The Fifth Tradition demands that every vampire introduces himself to the Prince of the domain he's in, and without his / her's permission, he can't stay. This tradition also has a wide arrange of different interpretations as some Princes are iron-fist dictators that demand to know every Kindred that steps in their domain while others simply want to know if any new-arrived vampire makes any troubles and don't care much about who entered their domain. 

The Sixth Tradition gives the right to Princes to call upon the Lextalionis or more commonly known as the Blood Hunt to other Kindred. Well, as mentioned in previous paragraphs It's always interpreted differently and while some Kindred think it refers directly to Princes some think it refers to various Elders. This punishment is often used when a vampire slays another of his own kind, as that right belongs only to thine's Elder. Some Princes take the Lextalionis so seriously that they might even pardon a vampire who diablerized the target.
« Last Edit: April 29, 2018, 10:24:58 AM by virus »
Quote from: M20 Book of Secrets
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Offline virus

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #1 on: November 10, 2017, 01:02:12 PM »
Informations were taken from: Vampire the Masquerade 20th Annivesary Edition
res.
« Last Edit: April 13, 2018, 04:05:58 PM by virus »
Quote from: M20 Book of Secrets
Everyone's a little kinky; your needs are more, shall we say, exotic than a run-of-the-mill fetish. I mean, we're not talking about tame bondage-and-spanking stuff - more like Fifty Shades of What the Fuck is Wrong with you?

Offline Cocaina

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #2 on: November 10, 2017, 01:24:07 PM »
nicely done.
Zhen Xinyue
List all of your personal accounts. I'm banning them all.

Offline Kerdav24

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #3 on: November 10, 2017, 01:54:24 PM »
Nicely done!

Offline Darkness

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #4 on: November 10, 2017, 02:20:07 PM »
Good job.

Offline Leon.

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #5 on: November 10, 2017, 02:30:45 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

Offline cantbearmaros

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #6 on: November 10, 2017, 02:49:12 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

? No fledgling of 2000 can exist and 59 yr old vampire isnt an elder

when youre natively english but cant speak it

Offline Mr.death

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #7 on: November 10, 2017, 03:14:50 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

I think you're talking about generations here... but still you're so wrong


Offline Leon.

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #8 on: November 10, 2017, 03:33:50 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

I think you're talking about generations here... but still you're so wrong
Generation and age is different things.

Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

? No fledgling of 2000 can exist and 59 yr old vampire isnt an elder

Quote
..Some Clans shelter their fledglings for years or decades..

59 year old vampire with 6th generation or lower is elder.

Offline virus

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #9 on: November 10, 2017, 03:39:17 PM »
Quote
One of the ways that Kindred determine the social pecking order is through a combination of age and Generation
Quote from: M20 Book of Secrets
Everyone's a little kinky; your needs are more, shall we say, exotic than a run-of-the-mill fetish. I mean, we're not talking about tame bondage-and-spanking stuff - more like Fifty Shades of What the Fuck is Wrong with you?

Offline cantbearmaros

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #10 on: November 10, 2017, 03:45:05 PM »
Fledling and elder are two ranks which have nothing to do with generation but age

when youre natively english but cant speak it

Offline Leon.

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #11 on: November 10, 2017, 03:51:42 PM »
Fledling and elder are two ranks which have nothing to do with generation but age
Aha. My bad then.

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #12 on: November 11, 2017, 03:50:20 AM »
good job
Quote from: Rudy

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #13 on: November 14, 2017, 12:56:07 AM »
Write something about The Black Hand for newbies since it's useful AF

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #14 on: November 18, 2017, 08:46:10 PM »
Nobody likes you Lucid.