Lhiannan
O
ld Gangrel tell of a group of betrayers who left the clan to rot
ages ago on the battlefields, a mother of a bloodline who turned
her back on her people to flee to the west. These elders spit the
name Lhiannan when they speak it, recounting their lack of
courage and battle acumen. The hatred of the bloodline burns in the elder
Gangrel just as deep as the burning fear that what the Lhiannan claim
could be true.
Most Cainites, save for a few wild Gangrel and
unlucky wanderers, have never encountered a
Lhiannan. Those that have seen them all report
similar experiences of hostility, distancing themselves
from the Cainites by advocating they come from differing
progenitors. The Lhiannan claim to originate from an
ancient being they call The Crone. They speak of spirits
and nature as aspects of power and aggressively rebuke any
intrusion into their lands. When Lhiannan are found, they lead solitary
unlives in extremely rural areas. All who see them immediately recognize
the Lhiannan as inhuman. Even mortals who have seen them claim to
know their inherent otherworldly nature.
In more recent years, however, the Lhiannan branch outward. Rumors
persist of desperation in their ranks, sightings on the outskirts of small
rural villages and towns, and a reluctant need to interact with those
they previously destroyed on sight. Some even tell of a group of
Lhiannan seeking out others of the bloodline to strengthen their
spirits and their numbers. Those who do speak to the Lhiannan
hear tales of a dwindling spirit inside of them which could lead
to their extinction. Groups of religious Cainites of the
Abrahamic faiths conclude that the Lhiannan are possessed
by a demon that seeks to control them, while others claim
they are seeking to diablerize each other to regain their
bloodline’s power.
Whatever the reason for their recent insurgence, the
Lhiannan have become entangled in the War of
Princes as they seek out solutions to the problem of
their own impending extinction. In most cases, this means becoming
embroiled in the interests of the Cainites.
Bane
The Lhiannan are part nature spirit, and the mark of their inhumanity runs strong within them. All Lhiannan count
as having the Obvious Predator (••) flaw. Additionally, the spirit within the Lhiannan grows weaker and more
aggravated with each passing night spent in daysleep not surrounded by nature in one form or another – if they do
not sleep in such a manner all dice pools are reduced by one die per daysleep up to a maximum of the Lhiannan’s
Bane Severity. Sleeping once surrounded by nature again will quickly return the Lhiannan’s power to them,
removing all dice penalties given by their bane.
The Lhiannan need not sleep in hollowed out trees and wilderness caves to avoid their bane, a cottage in a
woodland area, a sufficiently large indoor garden or even a park in the heart of a city could suffice. Though such
tamed or limited forms of nature may leave the Lhiannan feeling the worse for wear, it has negligible negative effect.
Compulsion
Although the Lhiannan broke off from Clan Gangrel with the bonding of Crone and Spirit, they still owe their
bloodline to the Children of Ennoia. Their bane is changed by their duel-spirited nature and their disciplines have
adapted over time, but the Compulsion of the Bloodline remains the same as their Gangrel ancestors.
Disciplines
Animalism: The Lhiannan, like their Gangrel ancestors, hold a special affinity for beasts. With the Bloodline as
isolated as it is it is not uncommon to see a Lhiannan take on one or more familiars as company, not helping any
with the view of outsiders seeing them as demon-possessed witches.
Presence: While their clear otherworldly nature does come with its drawbacks, the Lhiannan in time have learnt
how to harness it. Drawing the attention they already draw from their Bane into the discipline of Presence;
heightening the enthralling or terrifying aspects of their aura.
Ogham: A unique magic harnessed only by those of the Bloodline, branded a discipline of Koldunism by the
Tzimisce and seen as little more than a primitive sort of Blood Sorcery by the Tremere and children of Haqim.
Whatever the case, there is an undeniable, raw, power to the blood magic the Lhiannan wield. The power of Vitae
infused with their unique twin-spirited nature to devastating effect; the Lhiannan hold secret powers and rituals
that those of their clan can use, let alone know.
Ogham ■ Duration: Permanent until the death of the user, the
complete destruction of the grove or if the power is used
Level 1 again on a separate grove.
CONSECRATE THE GROVE
The Lhiannan with this ability can use the power of their GREENSIGHT
blood to awaken the spirits of plant life in their territory; The Lhiannan with this power has learned to, with a
they will act in their defence against any unwelcome moments focus, cast their senses out to that of the
intruder. Roots tangle feet, grass grasps at boots, trees surrounding land and flora within sight of them. Feeling
sway unnaturally in foes’ way, and so on. footfalls upon the earth and roots bellow, sensing the
■ Cost: The grove must be fed on the user’s blood on imprint of boots on grass and even seeing as if perched
three separate nights, each of which requires a rouse amongst the leaves of the trees around them. Even
check by the user. without this power active, the Lhiannan bearing it may
■ System: The user spills a Rouse Check worth of blood hear faint whispers or hushed conversations echoing from
onto the bare soil or plant-life beneath them three nights the land and flora around them as they hear the speech of
in a row, generally through an open wound. The local the natural spirits nearby.
spirits and nature of the area, provided they are otherwise ■ Cost: Free
unbonded and do not have reason to reject the offer, are ■ Dice Pool: Wits + Ogham
linked to the nature spirit of the Lhiannan themselves, ■ System: The user adds their Ogham rating to all
enhancing their powers so long as they are within their Awareness, Investigation and Survival rolls so long as
bonded grove and giving aid in defence should enemies there is sufficient plant-life and bare soil in the area
intrude. Enemies in the area suffer a -2 to all dice pools around them. Kindred with Sense the Unseen will,
from distraction and physical interference as the local however, be able to sense these prying eyes with a roll vs
flora grabs and pulls at them. the user’s Wits + Ogham.
■ Duration: One scene or until ended
Level 2
LASHING ROOTS
Cutting the palms of both their palms and rousing their the earth. Blending into the bark of trees and disappearing
vitae to the surface, the user presses their hands into the from sight.
grass or earth beneath. Provided there is no obstructions ■ Cost: One Rouse Check, free if used on a tree within a
like brick or concrete in the way and there are roots bonded grove
beneath the ground, no matter how small, they will grow ■ Dice Pools: Composure + Ogham
to incredible sizes and burst from the ground. Lashing ■ System: Making a Composure + Ogham check vs a
about, restraining enemies and aiding the user in any way Difficulty of 2, the user can slip through the bark of a tree
they can. large enough to contain their physical form and reside
■ Dice Pool: Wits + Ogham within. The kindred can move around within the tree
■ Cost: One Rouse Check, free if used within a bonded (provided that their body within would have enough room
grove to do so) and even sleep within it, but they are unable to
■ System: The user takes a turn to activate the power and perceive the world outside beyond whatever is physically
pays the rouse check cost, summoning thick vine-like touching the tree. If the tree is hurt or attacked, the
roots from beneath the ground around them. Using these, vampire must make a Composure + Resolve check vs a
the Lhiannan can perform bludgeoning and grappling Difficulty of 3 to stay inside. If the tree dies, or is
attacks against distant targets every subsequent turn. destroyed, the vampire is forced out.
Additional roots can be created by splitting the dice pool, ■ Duration: Until disturbed or voluntarily ended
enabling the user to engage multiple opponents (see CRIMSON MARK
Vampire: The Masquerade p. 125). The arms use the The Lhiannan traces mystical runes or script on their own
Lhiannan’s Wits + Ogham to attack and deal Superficial body in vitae, inviting spirits of war to infuse them and
damage or grapple, adding half the user’s Ogham rating gird them for battle. While so imbued, they ignore many
(round up) as a damage bonus. The user can do nothing wounds and press on with fighting until the arcane
else except control the arms while this power is active. symbols are too damaged to function further.
They can also be used to perform simple actions (such as ■ Cost: One Rouse Check
opening doors and pulling levers) but noting as advanced ■ System: The user spends one scene tracing a rouse
as typing or controlling vehicles. The roots have a length check’s worth of their own vitae across their body in
(in meters) equal to twice the Ogham level of the user. ritualistic markings. For as long as the marks remain
The roots have three health levels and use their owner’s undamaged on the caster’s body, they may add their
Wits + Ogham to avoid and endure attacks. Ogham rating to their Health track – if the extra health
■ Duration: One scene or until ended or destroyed given by this power is fully filled with Aggravated or
RESONANCE OF ANIMALS
Superficial damage the markings are too damaged to
■ Amalgam: Animalism 1, free when used on Famulus continue functioning and the user will lose the effects of
When drinking an animal, the vampire can use a bit of this power.
their blood to induce resonance into that animal. ■ Duration: Until the markings are removed or damaged
Allowing the vampire to gain or change resonance without beyond use
drinking from humans.
■ Cost: One Rouse Check Level 4
■ System: No additional cost needed. When drinking BINDING EARTH
from an animal, the vampire has to put a bit of their ■ Prerequisite: Arbor of Protection
blood into the animal to induce resonance. If the vampire Attaining greater mastery over their ability to make the
decided not to completely drain the animal then the trees their home, the Lhiannan with this power is now
resonance will disappear after an hour. able to extend this power to the earth itself, moving
■ Duration: One scene through it as if wading through water. Further, so long as
they hold onto another, they can extend this power to
Level 3 them for a time – either helping allies take shelter within
ARBOR OF PROTECTION trees or trapping enemies half encased in them.
Tapping into the shard of a primordial nature spirit that ■ Cost: One Rouse Check, free if used within a bonded
all Lhiannan have within them, they are able to merge grove
their physical bodies into the nature around them just as
those skilled in Protean might meld with
■ System: The vampire can move through soil and plant- Ogham Rituals
life as if they were partially submerged in liquid, further,
As with traditional Blood Sorcery rituals, unless otherwise
Lhiannan using this power can grab their target and yank
noted, performing a ritual requires a Rouse Check, five
them partially beneath the ground or halfway into trees
minutes per level to cast, and a winning Wits + Ogham
with a Strength + Ogham vs Dexterity + Athletics roll,
test (Difficulty of the Ritual Level + 1). Unless otherwise
forcing them to reduce all their physical dice pools by
stated the caster can perform beneficial rituals only on
three and slowly suffocating mortals stuck like this if
themselves.
successful. A roll of Dexterity + Athletics (Difficulty 3)
allows the victim to escape from their bonds. WARDS & WARDING CIRCLES
■ Duration: One scene Like the Children of Haqim, and later the house of
Tremere, the Lhiannan are able to craft wards against
Level 5 various supernatural creatures. Such wards usually take
SPIRIT SHARD the form of runic script, ancient and symbolic patterns or
Reaching into that fragmented piece spirit other than even the ancient Irish writing for which their discipline is
their own that each Lhiannan carry, they cast it out, for a named. Ogham wards follow the same rules as standard
time. The true shape of the nature spirit they carry rules (p. 275, Vampire: The Masquerade v5)
manifested in ethereal form.
■ Cost: One Rouse Check Level 1
■ System: The Lhiannan reaches in within themselves and CRAFT SPIRIT SEED
lets free a piece of the nature spirit they carry, allowing it Combining the energy of the nature spirit that dwells
a time of freedom and the opportunity to take back its within their blood and the seed of a tree, a Lhiannan can
original form. The spirit takes on the same attributes and create a seed that, when planted, will grow with
skills of the Lhiannan that has housed it for so long supernatural speed and strength. Such trees make popular
however it is unable to use disciplines other than Ogham havens to those with Arbor of Protection or as a source of
or speak in any audible way to anyone other than its incredibly resilient wood.
Lhiannan vessel. ■ Ingredients: The seed of a tree, the heart of an animal
During combat, the spirit and the kindred are considered and enough tree sap to fill it
one person, the Lhiannan gains one extra action ■ Process: The seed is planted within the heart and all
representing the actions of the shard as they act on the openings but one are sewn shut. A rouse check worth of
same turn. vitae from the caster, as well as sap harvested from the
■ Duration: One scene same type of tree as the seed is from, are poured into the
one remaining opening before being likewise sealed.
WRATH OF THE WILD
Finally, the caster carves a series of arcane symbols across
Combining the unfettered might of the spirit of their
the heart’s surface – when planted, the heart-seed will
bloodline and whatever spirits may dwell in the
grow to full size after only one month; the resulting tree
surrounding land and plants, the Lhiannan harnesses this
being a prime example of its species, having supernaturally
joined might to devastating effect. The Lhiannan
hard wood and being near impervious to fire.
transforming into a great beast, half kindred and half
primordial nature guardian. SUMMON NATURE SPIRIT
■ Cost: Two Rouse Checks, one if used within a bonded This ritual enables a vampire to summon a spirit from the
grove surrounding nature and earth, provided such spirits are
■ System: The transformation takes one turn, during present and open to such a call.
which the user is unable to do anything else. Once the ■ Ingredients: A live sacrifice, usually taking the form of a
transformation is complete the Lhiannan receives 3 extra goat, chicken or bull as well as the caster’s vitae
dice on all physical checks and Superficial Damage under 4■ Process: The caster traces arcane markings with their
is reduced to 0, this cannot be used in conjunction with own blood across the sacrifice and then ends its life. A call
the Toughness power from the Fortitude discipline. The is sent to any nature spirits present in the area that they
power immediately ends if the user is separated from may choose to answer and spirits called in such a manner
direct physical contact with the ground or some form of cannot be beyond the local region of the sacrifice. The
living plantlife. summoned spirit is under no obligation to serve the caster
■ Duration: One scene or until ended or listen to what they have to say, however some may be
predisposed to such a calling as they sense the kindred
spirit within the Lhiannan that cast the ritual.
Spirits summoned in this way do not manifest physically, ■ System: On a win, the rune absorbs the vitae and
but as extensions of the local land itself. A tree spirit begins to record the area around it. After the 12 hours are
might speak through the leaves in the area, its flickering done, the plant will stop recording. The memory will last
form caught briefly out the corner of an eye moving for 3 nights. When the kindred wishes to access the
amongst the branches; an earth spirit’s voice might echo memories, they must drink to the sap of the marked
from the earth beneath, shifting vibrations in the ground plant and the recorded memories will flow back into
hinting at some primordial being moving beneath. their mind in moments.
Nature spirits will communicate telepathically with their
WARD AGAINST THE FAE
summoner and any others they choose to, requiring no
A necessary ward for those of a clan that is, beyond any
shared language between them. If cast within a bonded
other clan save perhaps the Maeghar and Kiasyd, likely to
grove the vitae is unneeded and the ritual requires no
come into contact with Faeries. Changelings, True Fae
rouse check, only the sacrifice.
and vampires or kine with even an ounce of fae blood are
■ System: The spirit will always disappear at the end of
repelled by this ward. This ward uses the standard rules
the scene unless they are otherwise bound to the physical
for Warding circles (p. 275).
world.
■ Ingredients: A handful of iron dust mixed with the
COAX THE GARDEN caster’s blood.
This ritual allows the caster to bring plant life, such as
WARD AGAINST SPIRITS
roots, grass, and tree branches to act in their defence.
This Ritual wards an item against incorporeal beings
■ Ingredients: Human blood, seeds of any type
such as wraiths, ghosts, and elemental spirits. Any
■ Process: The vampire casts a concoction of human
attempt by them to manipulate or pass through the item
blood, seeds, and their own blood onto the earth and in
triggers the effect. This ward uses the standard rules for
doing so rouses all plant life within a five yard/meter
Wards (p. 275).
diameter. While these plants are rarely lethal in their
■ Ingredients: A handful of salt (in some versions, a
attacks, they can successfully disable and alarm their
handful of brick dust) mixed with the Blood.
victims. If cast within a bonded grove the vitae is
unneeded and the ritual requires no rouse check, only the Level 3
human blood and seeds. WAY OF THE STONE
■ System: A win on the ritual roll following the casting The ritual turns the kindred into a large rock or boulder,
of the ritual ingredients animates the plant life. The their body curling up and losing all distinguishable form.
affected flora causes a two dice penalty to physical dice ■ Ingredients: A small rock and a piece of coal.
pools for those caught in the range of the ritual, as the ■ Process: The rock is carved with the necessary runes
plants trip and grip them. Victims who stay in the area before being swallowed alongside the lump of coal.
for longer than a turn must make a Dexterity + Athletics ■ System: On a successful ritual check, the kindred
roll (Difficulty 3), or be grappled and suffer two points of transforms into a rock of similar size to their own body
Superficial Health damage for each turn ensnared. If the for at least 24 hours and can turn back and forth between
caster achieves a critical win, the damage from the plant human and rock form at will, costing one turn per
attack doubles. On a total failure, the plants attack the transformation.
caster. They remain active until the end of the scene or LIMB OF OAK
until the end of the night if used within a bonded grove. The ritual allows the kindred to turn one of their limbs
into a sharp blade of wood, capable of matching or even
Level 2 surpassing steel swords with little issue
EYES OF THE FOREST
■ Ingredients: The seed of an oak tree.
The ritual creates a rune that records the events around ■ Process: The user grasps onto the seed with one hand
it for 12 after its creation. The rune can be covered and and traces the runes necessary for the ritual in vitae up
remain functional, however if it is found and destroyed the length of their arm with the other. If successful the
the recording will be lost with it. seed is absorbed by the flesh of the caster’s palm and
■ Ingredients: A plant the caster desires to place the allows them to turn their limb into a blade made out of
rune on. wood for as long as the markings remain – the limb can
■ Process: Find a tree or plant of choice, carving a rune just as easily be returned to its natural form, likewise.
onto any part of the plant. The carvings are then covered The blade acts as a +2 weapon and can put vampires into
with a rouse check’s worth of the caster’s vitae. If cast torpor if staked by a called shot with it.
within a bonded grove the vitae is unneeded and the
ritual requires no rouse check.
WARD AGAINST LUPINES unneeded and the ritual requires no rouse check, only the
This Ritual wards an item against werewolves, in any sap being used.
form. Any attempt by them to touch the item triggers the ■ System: On a successful ritual check the victim can
effect. This ward uses the standard rules for Wards (p. make three Intelligence + Occult checks (Difficulty 5), if
275). they win two or more, the kindred must redo their ritual
■ Ingredients: A handful of silver dust mixed with the check. Kindred bound in this manner, regardless of if they
Blood. are harvested from, will remain at whatever hunger they
WARDING CIRCLE AGAINST THE FAE were at the time of their entrapment – the natural energy
This ritual creates a circular Ward on the floor or ground, of the spirits surrounding them keeping them nourished.
intended to prevent the passage of Faeries. Changelings, NATURE’S BOUNTY
True Fae and vampires or kine with even an ounce of fae This rare ritual allows a vampire to drain blood and energy
blood are repelled by this ward. This ward uses the from any living creature in the nearby area, allowing the
standard rules for Warding circles (p. 275). caster to stave off hunger without even having to bare
■ Ingredients: Iron dust mixed with the caster’s blood, the their fangs.
circle is then drawn with an iron blade. ■ Ingredients: A dead body, a living tree capable of
WARDING CIRCLE AGAINST SPIRITS bearing fruit
This Ritual creates a circular Ward on the floor or ground, ■ Process: The vampire lays a dead body (Age of the
intended to prevent the passage of spirits. Although more corpse is immaterial) at the foot of a tree and traces
difficult than some Warding circles, it is one of the most ritualistic markings across them and the tree with their
commonly found in grimoires and other sources. A human own vitae. As the body rapidly merges with the tree’s roots
occultist could potentially reconstruct a functioning and trunk, blood from mortals up to one mile/kilometer
version of this Ritual with an Intelligence + Occult test away drains into the earth and out into a single blooming
(Difficulty 6), although they could not cast it without vitae fruit from the tree.
or some other supernatural aid or element. This ward uses ■ System: The player makes a ritual roll following the
the standard rules for Warding circles (p. 275). placement and marking of the corpse. On a win, the tree
■ Ingredients: The caster draws the Warding circle with produces a fruit capable of being eaten by kindred that
an iron blade dipped in salt and Blood. reduces their hunger to one, regardless of any blood
Level 4 potency feeding penalties. On a critical win, the vampire’s
WARDING CIRCLE AGAINST LUPINES hunger is slaked to zero without killing. On a total failure,
This ward uses the standard rules for Warding circles (p. the vampire who first feeds from the fruit falls into a
275). hunger frenzy. Depending on the amount of kine in the
■ Ingredients: The caster draws the Warding circle with a ritual area and the type of kine nearby, stains may accrue;
silver knife dipped in wolfsbane and Blood. for example, vampires with a prey exclusion may suffer
stains if this ritual is used in an area heavily populated by
Level 5 their excluded class of mortal, whereas varied groups with
WAY OF NATURE
more kine to draw from are less likely to bear an ethical
The ritual allows the kindred to meld a mortal, kindred or
cost.
beast into a tree – keeping them in a state of life support
A lot of blood is wasted with this ritual, as all the mortals
and stasis for as long as they remain.
in the area lose a little blood to the earthy, though the loss
■ Ingredients: The sap of the tree being used for the ritual.
is not visible. For the remainder of the chapter, those kine
■ Process: The victim is tied to the tree and the caster will
suffer a one dice penalty to all physical rolls and one
mix their vitae with extracted sap of the tree in question.
aggravated health damage. Resonances from this form of
Using the mixture, they will mark the victim with an
consumption are fleeting, unless a large number of mortals
intricate series of markings and patterns until they are
in the area possess the same resonance.
near totally covered. At that point, the ritualist will make
an incantation and the subject will be pulled within the
flesh of the tree until they choose to release them. While
stuck in this manner the victim will not need to eat or
sleep and will not age in any discernible way upon being
released. Further, the caster is able to tap the tree once per
night for one point of hunger, its sap replaced by a viscous
red substance that sates as well as the blood of the victim
contained. If cast within a bonded grove the vitae is