Saturday, June 20, 2026

Clan Focus: Nosferatu

Let us descend beneath the city streets, past the cafés, office buildings, and carefully maintained Ventrue domains, into the damp tunnels where the Nosferatu make their homes. Now let me start by saying that this article gave me an unexpected problem. My original plan for the Clan Focus series was simple: look at tournament-winning decks, identify the stars of the clan and figure out what makes them successful. Unfortunately, when I arrived at the Nosferatu, I discovered they seem to be so good at hiding that they have practically hidden themselves from the tournament winning scene. They still win occasionally, but their victories are rare enough that the community celebrates them the way astronomers celebrate spotting a comet that only appears once every few decades.

This surprised me. On paper, the Nosferatu looked fantastic to me. They have Obfuscate, arguably the king of stealth. They have Potence, which is excellent for persuading people with your fists. They have Animalism, a versatile discipline that offers combat tricks, intercept and allies. It sounds like the recipe for success. Yet after discussing the clan with more experienced players, I started to understand the problem. These disciplines are a bit like owning a sports car, a fishing boat and a tractor. Each is excellent at its own job, but they do not necessarily work together as one elegant machine. Yes, you can sneak. Yes, you can fight. Yes, you can recruit helpful creatures. The challenge is turning all of that into a clear and efficient path to victory.

The crypt itself contains some excellent vampires. Looking through those few tournament-winning decks, I kept seeing familiar names: Molly MacDonald, Petrodon and Sheldon. The Nosferatu Justicars seem to carry a lot of the clan's competitive ambitions. They span multiple groups and provide strong foundations for different deck styles. If the clan had a board of directors, these would be the executives sitting around the table while everyone else listens carefully.


The library choices were even more interesting. One common approach is political Nosferatu. The plan is straightforward: establish titled vampires, gather votes and start controlling the table through referendums. The problem, at least from my outsider's perspective, is that Nosferatu don't seem to accelerate their crypt particularly well. Unless Petrodon and his Dominate are involved, getting enough vampires onto the table to achieve political dominance can feel a bit like trying to organize a corporate takeover using only public transport.

The other major archetype leans heavily into combat. Deep Song appears everywhere, allowing Nosferatu to rush opponents or bleed depending on the situation. This flexibility is fantastic. Combined with Animalism and Potence, they can become surprisingly dangerous in combat. Their defense often comes from Second Tradition if they are title-heavy, while various allies help reinforce their intercept package. In practice, many Nosferatu decks seem to solve problems by dragging vampires into dark alleys and having a very direct conversation.

The more I looked at the clan, the more conflicted I became. Thematically, Nosferatu are incredible. Information brokers. Sewer kings. Masters of secrets. They embody the idea that knowledge is power long before a Ventrue discovers it and writes a report about it. Yet their tournament results remain modest. The official VTES Discord even has a dedicated Nosferatu channel where players regularly discuss how to improve the clan. Whenever a Nosferatu deck wins a tournament, people get excited. Not because it is impossible, but because it feels like witnessing one of those rare moments when everything finally aligns.

Of course, perhaps that is exactly what the Nosferatu want us to think. Maybe twenty-five years of shameful tournament results are not failure at all. Maybe this is the longest bluff in VTES history. Perhaps somewhere beneath the streets, hidden from our sight, thousands of puzzle pieces are slowly being assembled into a master plan. After all, twenty-five years sounds like a long time to us. To a Methuselah, that is barely enough time to finish a cup of blood. Maybe next year will be their year.

The game never ends, only pauses. I'll see you at the next move.

Custodian Hargrave

Monday, June 8, 2026

Cities of blood and power

The Jyhad has always been one of my favourite concepts in Vampire: The Masquerade. The idea that ancient vampires spend centuries manipulating, plotting and occasionally destroying one another in a secret holy war is wonderfully atmospheric. Even VTES itself was originally published under the name Jyhad. Back when I was devouring the Clan Novel series, I was fascinated by the events unfolding in cities like New York and Atlanta. Every chapter left me wondering which domains belonged to the Camarilla, which had fallen to the Sabbat and which unfortunate city was currently serving as the battleground for some elder's thousand-year-old grudge.

In those days, Vampire for me was largely a story about the Camarilla and the Sabbat. The Anarchs existed, of course, but they rarely took center stage in our games. Then came V5 and suddenly the political map became much more complicated. The Anarchs stepped into the spotlight, cities changed hands and the World of Darkness started to feel less like a cold war and more like a three-way bar fight where everyone insists they are the reasonable side.

Naturally, this got me thinking. I wanted a map.

Not just any map, but the kind of map a paranoid Ventrue elder might keep hidden behind a painting in his private office. A map showing who controls what. Which cities are Camarilla strongholds? Where do the Sabbat gather? Which domains have fallen into Anarch hands? I imagined something that would let me zoom out and see the eternal struggle spread across the globe. Then I remembered something. VTES is full of titled vampires. Princes. Barons. Archbishops. The people whose entire job description can be summarized as "I am in charge here and I would appreciate it if you acknowledged that". Those titles are tied to cities. And suddenly the project became much more interesting.

Instead of trying to build a definitive political map of the World of Darkness (a task that would probably require consulting fifty sourcebooks, three wikis and at least one Malkavian oracle) I decided to build a map using VTES titles. Every Prince, Baron and Archbishop became a marker on the globe. The result is not necessarily a perfect representation of modern canon, but it offers a fascinating glimpse into how VTES sees the world. Some cities have a single ruler standing proudly atop their domain. Others look like political disasters waiting to happen. There are places where multiple vampires claimed authority over the same city, which immediately raises important questions. 



Looking at the finished map feels a bit like peeking behind the curtain of the Jyhad itself. You begin to notice patterns. Certain regions are packed with influential vampires, while others seem strangely quiet. Some cities have enough competing leaders that they resemble a corporate board meeting organized by the Sabbat. As a Ventrue enthusiast, I naturally spent far too much time examining which cities have Princes. As a Tremere fan, I immediately started wondering which of those Princes are secretly being manipulated by someone else. Old habits die hard.

In any case, I wanted to share the result with fellow fans of both VTES and the World of Darkness. If you enjoy lore, politics, city domains, or simply seeing where vampires have decided to establish questionable governments, you might find it interesting. You can explore the map yourself using the link below. Just remember: every title on that map was earned through politics, betrayal, influence, violence or some combination of all four.

VTES Vampire Map

The game never ends, only pauses. I'll see you at the next move. 

Custodian Hargrave

Saturday, June 6, 2026

Clan focus: Brujah

I would like to start a new series on this blog. Similar to my Tradition series, I will be looking at individual clans, their stars, common winning strategies and the general feel of playing them. Since my personal experience is limited to only a handful of clans, these articles will be based mostly on tournament-winning deck lists, observations, and impressions rather than decades of mastery. My goal is not to provide the definitive guide, but rather to explore what makes these clans tick, highlight cards that caught my attention and hopefully learn something along the way.

It felt only appropriate to begin with everyone's favourite troublemakers: the Brujah.

In the tabletop RPG, Brujah are the eternal rebels. They challenge authority, question tradition and generally make life difficult for anyone attempting to maintain order. My Tremere characters often found themselves caught in the blast radius when a Brujah decided that tonight was the night for revolution. My Ventrue, on the other hand, usually arrived afterwards to deal with the consequences, fill out the paperwork and explain to the Prince why half the city was on fire. Their clan bane perfectly captures their nature: they are passionate, impulsive and occasionally their emotions drive straight through carefully crafted plans like a truck through a garden fence. And don't even get me started on Theo Bell and his famous disagreement with Hardestadt. Some people call it a pivotal moment in vampire history. My inner Ventrue calls it a tantrum.

In VTES, the Brujah appear to have taken all that bottled-up anger and converted it directly into combat efficiency. Their disciplines are Potence, Celerity and Presence. Potence and Celerity practically scream "fight me," while Presence looks like it was invited merely to ensure witnesses remember who won. Technically they could use Presence to avoid combat. Looking at tournament-winning decks, however, I get the impression they view that option as a personal insult.

When examining successful Brujah crypts, three names appear repeatedly: Saku Pihlajamäki, Aline Gädeke and Leumeah. Saku's built-in maneuver helps ensure combat happens at the range most convenient for punching people. Aline can unlock whenever another anarch performs a successful action, which is exactly the sort of efficiency that wins games. Then there is Leumeah. No special text, no flashy tricks, just a six-cap prince (ehm, baron) with an excellent discipline spread. Sometimes being solid is enough. Theo Bell still appears from time to time, but these three seem to be the true workhorses of modern Brujah decks. In fact, if two Brujah players sit down at the same table, there is a decent chance they'll spend the evening contesting one of them.


The combat package itself is exactly as terrifying as you would expect. Immortal Grapple and Torn Signpost appear so often they may as well be printed directly onto Brujah character cards. The combination allows them to hit extremely hard while preventing many of the tricks opponents might use to escape. Once the beating is complete, Taste of Vitae often refuels the attacker, creating the vampire equivalent of finishing a workout and immediately drinking a protein shake. Celerity then adds extra strikes, pursuit effects and enough flexibility to ensure the unpleasant experience continues for as long as necessary.

Many decks also use Brujah Debate, a master card that grants +1 strength at the cost of locking one of your vampires. This sounds like a drawback until you realize the Brujah are perfectly happy letting one of their bosses sit in a meeting room while the mob handles business in the streets. Line Brawl is another card that appears frequently, serving double duty by helping with both bleeding and entering combat. It is a wonderfully Brujah design: if talking doesn't work, punch them. If punching doesn't work, punch them harder.

When it comes to defense, Brujah seem to subscribe to a philosophy I deeply respect from a thematic standpoint, even if it occasionally terrifies me as a player: the best defense is making sure the other vampire is incapable of continuing their action. They do have access to cards like Organized Resistance, which provides intercept and unlocks the reacting vampire, but even then the card feels less like defense and more like an invitation to start a fight.


Looking through these decks, I can absolutely see the appeal. Brujah may not be subtle. They may not be elegant. They certainly do not spend much time negotiating. But they are brutally efficient at applying pressure. If Ventrue win through influence and Tremere through preparation, Brujah often win by repeatedly asking the question, "What if we solved this problem with violence?" until the table runs out of counterarguments.

Will I build a Brujah deck myself? Perhaps. My inner Ventrue still finds their methods a little uncivilized, but I have to admit there is something refreshing about a clan whose strategic plan can occasionally be summarized as "run forward and see what breaks." And judging by the tournament results, quite often the answer is "everything."

The game never ends, only pauses. I'll see you at the next move. 

Custodian Hargrave

Your counterargument has an Assault Rifle

With the VTES UK Nationals fast approaching, I travelled to Cambridge on Sunday to meet David and Manuel for some much-needed practice. At ...