Pander
Although not truly a clan in the strictest sense of the word (as they have no progenitor from the Third Generation), the Panders have made much of the Sabbat's egalitarian society, carving a niche of respectability for themselves in spite of their bastard pedigree. Like the Caitiff—which, for all practical purposes, they are—the Panders have no formal, recognized lineage. Any vampire who joins the Sabbat and doesn't know what clan she is becomes a Pander, as do those childer Embraced by established Panders. The group consists of a wide variety of Cainites, most of whom are young and untested. However, Panders are True Sabbat, not just a dumping ground for rejected or unproved vampires of other clans.
The Panders arose in the aftermath of the most recent Sabbat civil war, during the late 1950s. A clanless vampire known as Joseph Pander united the clanless Sabbat under his own banner and led them against the Moderate faction at the behest of several key Lasombra and Tzimisce. Impressed with his efforts, the elders of the Sabbat rewarded the sect-loyal Panders with a formal recognition, which immediately touched off a powder keg of ill response from more "legitimate" clans. In the end, though, the Panders won out, earning recognition time and again, through bloodshed and diplomacy. Joseph Pander still exists in the modern nights, but rumors of assassination attempts spurred by disapproving elders run rampant through the Mutts' circles.
Of course, the Panders are loose cannons and X-factors, the "rebels of a rebellious sect." Lasombra in the modern nights consider them threats to security, worrying that their lack of cohesion or millennia of tradition might make them unpredictable. The Panders understand their own position, though, and they accept their cannon-fodder role with resolve. Indeed, at any Sabbat Siege, the front line is most often composed of Panders out to prove themselves. As cunning as any Lasombra and as brutal as any Brujah antitribu, the Panders do what needs to be done for the good of the sect.
Panders lack the sophistication and the years of formalization held by other clans; they truly are a motley bunch of rogues and thugs. Unlike some of the other clans, however, they have the Sabbat at heart, and their terrible escapades are often fronts for conquest "For the good of the Sword of Caine!" With the sect's good-faith gesture in recognizing the Panders, it has earned an ally for the entirety of its existence, but the Panders are still the low Cainites on the totem pole. The Mutts almost invariably draw the worst duties, the most dangerous missions and the riskiest of ritae, all because they're still the newest and least established. Those Panders who are aware enough, accept this "honor" as a badge of courage, while the dimmer ones simply do what they're told in hopes of getting to feed first from the pack's kills. It is this reason—this devout and reckless drive to get the job done—that had paid off for the Panders, and they have grown in number and power because of it.
Group | Founder | Parent Clan | Faction | Disciplines | Nicknames | Weakness |
---|---|---|---|---|---|---|
Pander | Joseph Pander | Various | Sabbat | Any (Default to Fortitude, Potence, and Presence) | Mutts | Panders have no inherent, blood-bestowed weakness. Note, however, that the Panders are given only grudging respect, and they generally get stuck with the worst jobs in the Sabbat. Also, no Pander may begin the game at better than ninth generation (though they may increase this via diablerie or other means during the game). |
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