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Encyclopedia > Malkavian

World of Darkness
Vampire series The World of Darkness (or WoD) is the name given to three related but distinct fictional universes. ... -1...

Settings
Dark Ages
Victorian Age
Masquerade
Eternal Struggle
Requiem Vampire: The Dark Ages is a role-playing game originally published by White Wolf Game Studio in 1996. ... Vampire: The Masquerade (Revised Edition) cover. ... Vampire: the Eternal Struggle, published as Jyhad in the first edition and often abbreviated as VtES, is a multiplayer collectible card game set in the World of Darkness, published by White Wolf, Inc. ... This articles content is specific to the fictional setting known as the World of Darkness. ...

Vampirism
Blood bond · Blood point · Bloodline · Clan · Childe · Dhampir · Diablerie · Discipline · Embrace · Frenzy · Ghoul · Revenant · Rötschreck · Vitae · Wassail For the computer game, see Vampire: The Masquerade - Bloodlines A bloodline is a fictional category of vampires, from White Wolf Game Studios role-playing games Vampire: The Masquerade and Vampire: The Requiem. ... In White Wolf Game Studios role-playing games about vampires, a clan (often in uppercase) is a group of vampires joined by blood relations (i. ... In White Wolf Game Studios Vampire: The Masquerade books and role-playing games, a childe ( childer) is the vampiric offspring of another vampire, referred to as the sire. ... In the Vampire: The Masquerade role-playing game universe created by White Wolf Game Studios, a Dhampir is the child of a 15th generation Vampire and a Mortal or two 15th generation vampires. ... In the context of White Wolf Game Studios vampire books and role-playing games from the World of Darkness, diablerie takes place when a vampire drinks not only all the blood of another vampire but also her/his soul, generally in order to increase his/her own powers. ... Disciplines are supernatural powers used by Vampires in White Wolfs World of Darkness setting. ... In White Wolf Game Studios role-playing games set in the World of Darkness, a frenzy is a temporary state of rage and lack of self-control that a vampire character enters as a response to certain stimuli. ... In White Wolf Game Studios role-playing games and books set in the World of Darkness, a ghoul is a living being (human or animal) that has become a slave to a vampire and addicted to vampiric blood (vitae). ... // Description Revenant familes were bred over many generations to serve the sabbat. ... In White Wolf Game Studios role-playing games set in the World of Darkness, the Rötschreck (also known as Red Fear) is a temporary state of uncontrollable fear that a vampire character suffers when threatened by fire or sunlight (as well as any other potentially lethal elements). ... In White Wolf Game Studios role-playing games about vampires, vitae is a synonym of blood, especially as the symbol of life (cf Latin vita, life, whence English vital). Vitae is the blood of living creatures from which vampires feed, and also the blood that circulates within the undead... In the old World of Darkness a vampire who has lost all humanity or otherwise fallen to the beast enters a permenant frenzy. ...

Masquerade society
Anarchs · Antitribu · Autarkis · Black Hand · Blood hunt · Bloodline · Caitiff · Camarilla · Clan · Inconnu · Laibon · Kuei-jin · Masquerade · Sabbat · Tal'mahe'Ra The Anarchs are a fictional sect of vampires in White Wolf Game Studios Vampire: The Masquerade role-playing game. ... In White Wolf Game Studios role-playing game Vampire: The Masquerade, most vampire clans belong to a sect, either the Camarilla or Sabbat (some vampires and clans are independent). ... An Autarkis is a fictional term found in White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... The Black Hand are a fictional sect of vampires, composed of several clans and bloodlines, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... In White Wolf Game Studios Vampire: The Masquerade books and role-playing games, a blood hunt is the persecution of a vampire by the rest of the vampiric society in order to kill him. ... Caitiff are a fictional group of clanless vampires in Vampire: The Masquerade, a role-playing game by White Wolf, Inc. ... The Camarilla is a fictional sect of vampires in the World of Darkness, the setting of White Wolf Game Studios role-playing game Vampire: The Masquerade. ... The Inconnu is a fictional sect of vampires in the World of Darkness, the setting of White Wolfs role-playing game Vampire: The Masquerade. ... The Kindred of the Ebony Kingdom, known among themselves as the Laibon, are vampires native to Africa in the Vampire: The Masquerade role-playing game set in White Wolf Game Studios World of Darkness setting. ... Kindred of the East is a role-playing supplement by White Wolf Game Studio to their Vampire: The Masquerade line. ... The Masquerade is a fictional term found in White Wolf Studios Vampire: The Masquerade books and role-playing games. ... The Sabbat are a fictional alliance of vampires, composed of two clans, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... The TalmaheRa are a fictional sect of vampires, composed of several clans and bloodlines, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ...

Masquerade lore
Caine · Lilith ·
Antediluvians ·
Book of Nod ·
Revelations of the Dark Mother ·
The Erciyes Fragments ·
Caine is a fictional character, the father of all vampires in White Wolf Game Studios role-playing games set in the World of Darkness. ... Lilith is the first wife of Adam and mother of all demons in the fictional setting called the World of Darkness, created by White Wolf Game Studio. ... This article should belong in one or more categories. ... The Book of Nod tells the creation story of the vampires in White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... Revelations of the Dark Mother is a book written in a similar style to the Book of Nod for White Wolfs Vampire:The Masquerade game series. ... The Erciyes Fragments The Erciyes Fragments is a fictional book in White Wolf Game Studios role-playing setting, World of Darkness. ...

Masquerade history
Cainite Heresy ·
Time of Thin Blood ·
Gehenna The Cainite Heresy is a fictional heretical cult, practised by some vampires and their human subjects in the setting of Vampire: The Dark Ages, a role-playing game by White Wolf Game Studio. ... In the role-playing game Vampire: The Masquerade by White Wolf, Inc. ... In the role-playing game Vampire: The Masquerade by White Wolf, Inc. ...

Requiem
Requiem Clans · Requiem Bloodlines · Carthian Movement · Circle of the Crone · Invictus · Lancea Sanctum · Ordo Dracul
The Carthian Movement is one of the five covenants in the World of Darkness role-playing game Vampire: The Requiem published by White Wolf. ... White Wolf Game Studios The Circle of the Crone is a secretive and mystic group of Kindred, holding its own belief about vampiric nature and even its own Discipline. ... The Invictus is one of the five covenants in the World of Darkness role-playing game Vampire: the Requiem published by White Wolf. ... The Lancea Sanctum is a group of vampires in the Vampire: the Requiem roleplaying game. ... The Ordo Dracul is one of the five covenants in the World of Darkness role-playing game Vampire: The Requiem published by White Wolf. ...

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The Malkavians are a fictional clan of vampires from White Wolf Game Studio's books, role-playing games Vampire: The Masquerade and, Vampire: The Dark Ages. In modern times, they are associated with the Camarilla. Their symbol is a broken mirror. White Wolf states, "Stories speak of an epidemic of contagious dementia exploding among those of Malkav's blood." (VtM3 -- p.72) Malkavians frequently haunt asylums, hospitals, and slums. For other uses, see Fiction (disambiguation). ... In White Wolf Game Studios role-playing games about vampires, a clan (often in uppercase) is a group of vampires joined by blood relations (i. ... Philip Burne-Jones, The Vampire, 1897 Vampires are mythological or folkloric beings that subsist on human and/or animal lifeforce. ... The logo of White Wolf Publishing, one of White Wolf, Inc. ... For other uses, see Book (disambiguation). ... This article is about games in which one plays the role of a character. ... Vampire: The Masquerade (Revised Edition) cover. ... Vampire: The Dark Ages is a role-playing game originally published by White Wolf Game Studio in 1996. ... The Camarilla is a fictional sect of vampires in the World of Darkness, the setting of White Wolf Game Studios role-playing game Vampire: The Masquerade. ... A mirror, reflecting a vase. ... For other uses, see Dementia (disambiguation). ... A psychiatric hospital (also called, at various places and times, mental hospital or mental ward, historically often asylum, lunatic asylum, or madhouse), is a hospital specialising in the treatment of persons with mental illness. ... For the town in the Republic of Ireland, see Hospital, County Limerick. ... Slums in Delhi, India. ...


As with all the vampire clans in the World of Darkness setting, Malkavians suffer from a specific flaw: in this case, they are incurably insane. However, many Malkavians believe their insanity to be a strength rather than a weakness. Exactly why they all suffer from insanity is unknown, but according to the Book of Nod, all third-generation vampires were cursed by Caine after the second-generation vampires were destroyed. One of these third-generation vampires was Malkav, from whom Malkavians come. The World of Darkness (or WoD) is the name given to three related but distinct fictional universes. ... ‹ The template below (Expand) is being considered for deletion. ... The Book of Nod tells the creation story of the vampires in White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... Caine is a fictional character, the father of all vampires in White Wolf Game Studios role-playing games set in the World of Darkness. ...

The Logo of modern Clan Malkavian.

According to Malkavian legend, when Malkav was killed, all his childer came to his corpse and drank the blood of their father, thus collectively diablerizing Malkav. He is said to speak inside each and every Malkavian's soul and connects them into one collective consciousness. This "hive mind" is sometimes called "the Cobweb" or "the Malkavian Madness Network", which contains each thought and memory that any Malkavian in the world has ever had (and sometimes is about to have). Image File history File links No higher resolution available. ... Image File history File links No higher resolution available. ... In White Wolf Game Studios Vampire: The Masquerade books and role-playing games, a childe ( childer) is the vampiric offspring of another vampire, referred to as the sire. ... A hive mind (sometimes spelled hivemind) is a form of collective consciousness strongly exhibiting traits of conformity and groupthink. ...


The Malkavians possess a rare ability (Discipline) called Dementation, which can alter the way a victim senses reality. It can be used to increase the Malkavian's own oracular ability or to induce insanity in others. In earlier editions of the game, this power was the initial province of the Malkavian antitribu, but now can be found in the vast majority of the clan's membership. Some Sabbat Tzimisce elders endeavor to learn Dementation, however, to gain insight in the great ways of the Jyhad if they succeed. Most Malkavians are willing to attempt to educate others of their rare power, but unfortunately, learning Dementation will often turn a non-Malkavian insane themselves; as a result, study of the Discipline is rare among other Clans and the Malkavians themselves are often viewed with a mixture of suspicion and contempt. This article is about prophetic oracles in various cultures. ... In White Wolf Game Studios role-playing game Vampire: The Masquerade, most vampire clans belong to a sect, either the Camarilla or Sabbat (some vampires and clans are independent). ... The Sabbat are a fictional alliance of vampires, composed of two clans, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... The Tzimisce (pronounced //) are a fictional clan of vampires in White Wolf Game Studios books and role-playing games Vampire: The Masquerade and Vampire: The Dark Ages. ... Jihad (ǧihād جهاد) is an Islamic term, from the Arabic root ǧhd (to exert utmost effort, to strive, struggle), which connotes a wide range of meanings: anything from an inward spiritual struggle to attain perfect faith to a political or military struggle to further the Islamic cause. ...


With the formation of the Camarilla, the Malkavian elders came to the conclusion for the clan to survive they would have to remove Dementation, instead taking up the commonly-known mental Discipline Dominate. According to the Malkavian Clanbook, Dementation was blocked by six of the oldest Malkavians who called for a gathering of the entire clan through the Malkavian Madness Network (through a discipline known as The Call). This became known as The Great Prank, and strangely, no one else noticed that the Malkavians were gone. When almost all the Malkavians had been collected, they were changed.


Roughly one-tenth of Malkavians did not attend for whatever reason, and as a result the clan was split into two parts - the changed and the unchanged. Those who had their grasp of Dementation blocked remained part of the main clan, while those who refused to do so became known as the antitribu - most of whom later joined the Sabbat. The Malkavian antitribu continue to practice Dementation, growing steadily more insane due to the brutal conditions of Sabbat unlife (represented in game-terms by Sabbat Malkavians having two permanent derangements rather than the Camarilla's single derangement) while the more "stable" Malkavians remained part of the Camarilla. This division lasted for centuries until the Final Nights, when the "ban" was released in 1997 and Dementation surged back into the minds of Malkavians everywhere, an event which became known as The Awakening. This roughly coincides with the death of Anatole (White Wolf's canon Malkavian character), but there is no definite link between these two events, although it may have been related to the Week of Nightmares in July 1999. In White Wolf Game Studios role-playing game Vampire: The Masquerade, most vampire clans belong to a sect, either the Camarilla or Sabbat (some vampires and clans are independent). ...

Contents

Disciplines:

  • Auspex - Extra sensory perception
  • Dementation - Plague insanity on victims
  • Obfuscate - The ability to vanish

Malkovian

In Vampire: The Requiem, set in the new World of Darkness, an analog to the Malkavians has been found in the Malkovian bloodline of the Ventrue clan. Like Malkavians, they are incurably insane. This articles content is specific to the fictional setting known as the World of Darkness. ... The World of Darkness (or WoD) is the name given to three related but distinct fictional universes. ...


Disciplines:

  • Auspex - Extra sensory perception
  • Dominate - forcefully control the minds of others.
  • Obfuscate - The ability to vanish
  • Resilience - The ability to shrug off immense damage.

References

Vampire: The Dark Ages and Vampire: The Masquerade · Clans and Bloodlines Vampire: The Masquerade (Revised Edition) cover. ... The logo of White Wolf Publishing, one of White Wolf, Inc. ... Year 1998 (MCMXCVIII) was a common year starting on Thursday (link will display full 1998 Gregorian calendar). ... Vampire: The Dark Ages is a role-playing game originally published by White Wolf Game Studio in 1996. ... Vampire: The Masquerade (Revised Edition) cover. ... In White Wolf Game Studios role-playing games about vampires, a clan (often in uppercase) is a group of vampires joined by blood relations (i. ... For the computer game, see Vampire: The Masquerade - Bloodlines A bloodline is a fictional category of vampires, from White Wolf Game Studios role-playing games Vampire: The Masquerade and Vampire: The Requiem. ...

Assamite · Baali · Brujah · Caitiff · Cappadocian (V:DA) · Daughters of Cacophony (V:TM) · Followers of Set · Gangrel · Giovanni (V:TM) · Harbingers of Skulls (V:TM) · Kiasyd · Lasombra · Malkavian · Nosferatu · Ravnos · Salubri · Samedi (V:TM) · Toreador · Tremere · Tzimisce · Ventrue A diagram of the genealogy of the Assamites The Assamites, in a role-playing-game context, are a clan of fictional vampires, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games, based on a historical group, by the same name. ... The Baali are a fictional bloodline of vampires, from White Wolf Game Studios Vampire: The Masquerade and Vampire: The Dark Ages books and role-playing games. ... The Brujah are a fictional clan of vampires in White Wolf Game Studios World of Darkness books and role-playing settings. ... Caitiff are a fictional group of clanless vampires in Vampire: The Masquerade, a role-playing game by White Wolf, Inc. ... The Cappadocians are a clan of fictional vampires in the Vampire: The Masquerade role-playing game. ... The Daughters of Cacophony are a fictional bloodline of vampires, from White Wolf Game Studios Vampire: The Masquerade books and role-playing game. ... The Followers of Set (Setites) are a fictional clan of vampires (also known as The Snake Clan), from White Wolf Game Studios books and role-playing games set in the World of Darkness (Vampire: The Dark Ages and Vampire: The Masquerade). ... The Gangrel are a clan of vampires, often associated with the Camarilla, from White Wolf Game Studios Vampire: The Masquerade, Vampire: The Dark Ages, and Vampire: The Requiem books and role-playing games. ... The Giovanni is a fictional clan of vampires, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... Harbringers of Skulls Symbol Clan Symbol The Harbingers of Skulls are a clan of fictional vampires from White Wolf Game Studios role-playing game Vampire: The Masquerade. ... The Kiasyd are a fictional bloodline of vampires in White Wolf Game Studios Vampire: The Masquerade books and role-playing games, sometimes also appearing in Changeling: The Dreaming. ... The Lasombra are a fictional clan of vampires, associated with the Sabbat, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... This articles content is specific to the fictional setting known as the World of Darkness. ... The Ravnos are a fictional clan of vampires, from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... Salubri Clan Symbol The Salubri are a fictional bloodline of vampires from White Wolf Game Studios Vampire: The Masquerade books and role-playing games. ... Samedi Clan Symbol The Samedi are a fictional minor independent bloodline of vampires from White Wolf Game Studios Vampire: The Masquerade books and role-playing games, native to the Caribbean. ... The Toreador are a fictional clan of vampires in White Wolf Game Studios Vampire: The Masquerade and Vampire: The Dark Ages books and role-playing games. ... The Tremere are a fictional clan of vampires, from White Wolf Game Studios books and role-playing games set in the World of Darkness (Vampire: The Masquerade and Vampire: The Dark Ages). ... The Tzimisce (pronounced //) are a fictional clan of vampires in White Wolf Game Studios books and role-playing games Vampire: The Masquerade and Vampire: The Dark Ages. ... The Ventrue are a fictional clan of vampires, associated with the Camarilla, from White Wolf Game Studios Vampire: The Masquerade, Vampire: The Dark Ages, and Vampire: The Requiem books and role-playing games. ...


  Results from FactBites:
 
Camarila's Malkavian Clan Page (284 words)
malkavians have a reputation for sadistic behavior and for holding little grasp of the humanity they still retain.
the malkavians, when they interact with one another at all, tend to award prestige within the clan on the basis of these pranks.
many malkavians solemnly believe that the jyhad is a joke created by the founder of their line.
Dementation (2572 words)
Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad.
The Malkavian may step through a locked door that he "doesn't see" as if it were an archway; a sword that he refuses to acknowledge will fail to cut him, passing right through his body.
The aura of "noninterference" doesn't extend further than anything the Malkavian is holding; the Malkavian can swing a fire ax through a "denied" door to strike the opponent on the other side, but if he were to fire through the "open archway", the bullets would hit the door as usual (possibly to the Lunatic's consternation).
  More results at FactBites »


 

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