MOTD: DRAFT SITE - WORK IN PROGRESS - COMING SOON!
Magicians:
The Camarilla is not alone in the World of Darkness; Mortals have secret societies of their own. Societies that are old. Influential. Powerful.
In the mid 1990s, Clan Tremere fought a war with the Order which it had been a part of nearly a millennium ago. This Hermetic Order was neither moribund nor decrepit - its warriors were skilled and its magicks were vital, and the cost was heavy on both sides before the men behind the curtain were revealed and the war came to an icy armistice. That war was the beginning of the end of Tremere dominance in the Jyhad, as their resources had been sapped and they were unable to prevent the cascade of disasters that culminated in the destruction of their mother chantry in Vienna.
The moral of the story - leave mortal magicians alone. Knowledge about them is scanty, but what is known is that they have numerous societies, the largest and most powerful of which seem to function in an alliance similar to the Camarilla. This alliance includes the Hermetic Order, but also a compact of Witches, ascetic Monks, and even some sort of society of mad scientists. They conceal themselves well, out of what the Tremere cite as a Magician's maxim - "Know, Dare, but Be Silent" - and appear to have internal conflicts and goals of their own that occupy their time.
Those Magi who willingly seek the Kindred out are usually either diabolists or malevolently insane. You have been warned.
Faeries:
Creatures of gossamer dream and shivering nightmare, the Faeries seem to be in a persistent state of retreat from the world, yet still some linger; those rare Kindred who study them note they seem drawn to resonance, though they seem to drink it in psychically rather than through the Blood. They appear wholly human, though they often dress and behave erratically, and they seem to find the dull and disinteresting downright toxic. If they choose to become hostile, they might reveal their true mien, which also allows them to unleash their full power, which is considerable. A Kindred who thinks he's going to rip the wings off a delicate pixie might find himself torn in half by an ogre out of a storybook or reduced to babbling idiocy by the wintry stare of an Elf.
Mostly, the Faeries seek to avoid the Kindred - just like everyone else. There's something about being in the presence of a vampire they just don't seem to like. Unfortunately they're drawn to the same resonances the Kindred are - they seek... experience? The same way the Kindred crave blood. And they don't like it when a Kindred decides to suck dry one of their Inamorata. Be careful who you eat.
Ghosts:
Ghosts are real, but most Kindred don't have the tools to perceive them unless they want to make their presence known, the same way the Kine don't. Kindred with the powers of Auspex will start to see them hither and yon, but it's best to pretend you don't. The Hecata and the Lasombra Abyss Mystics know the most about the restless dead of the Shadowlands, and sometimes enlist their aid by force or bargaining.
If you force a ghost to manifest, know these things. They are unpredictable. Every ghost seems dual-natured, and the spirit of a kind old lady can turn into a devious poltergeist - or back again - in an instant. They are dangerous. A ghost powerful enough to manifest is powerful enough to do things like start fires or turn a building into an animate deathtrap. They can spy on you with virtual impunity and they behave accordingly. And finally, some ghosts exist in a state akin to Wassail. If you blunder into one of these haunts, get the fuck away from it as fast as you can. If it follows you, and it might, you've got no real choice except to beg the Hecata or maybe the Lasombra for help. So you're better off not going on that ghost-hunting tour, even if the tickets were free and you're feeling ironic.