Malkavian (VTM)

The Malkavians are a clan of Kindred all cursed with insanity. Every Malkavian is in some fashion insane. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the kindred, bound by strange compulsions and insight.

History
As with all the major clans, the Malkavians originated in Enoch. Little is known about the clan's early composition, only that Malkav seer embraced by one of the Second Generation. Malkav was particularly close to two other Kindred: Saulot, the founder of the Salubri, and Set, god to his followers.

Sometime after the Flood, Malkav was ambushed and murdered by his fellow Antediluvians. Most Malkavians believe that he is still alive, only now he exists entirely within the Cobweb, the group mind that all Malkavians share. Some Malkavians speculate that Malkav is Clan Malkavian, and that when Gehenna arises, he will devour the clan whole and reconstitute himself.

The Malkavians always had a dangerous reputation due to their madness and their signature Dementation discipline, which can induce madness in others. With the Inquisition and the formation of the Camarilla, the clan faced possible extinction at the hands of other clans - the Malkavians were just too dangerous to continue existing. In order to prevent this, the elders of the clan changed the Clan in ways unknown and incomprehensible - the result was that the majority of Clan Malkavian discarded Dementation in favor of the Dominate discipline. More disturbingly, the majority of Malkavians, even those present at the time of the change are unaware that this happened. A small fragment of the clan preserved the Dementation discipline, defecting to the Sabbat and becoming antitribu.

This "Great Trick" means that almost all Malkavians are antitribu. While Sabbat Malkavians possessed the same mystical abilities as their ancestors, the violent environment of the Sabbat drove the antitribu even madder: all Malkavians have a mental disorder they cannot overcome, but Sabbat Malkavians have two.

This division was fixed in 1998, when for reasons unknown to anyone, the Dementation resurfaced within the Camarilla.

Organization
On the surface, clan Malkavian is barely a clan. The majority of Malkavians are only marginally aware they belong to a clan; Sabbat Malkavians generally claim to be Panders. What connections Malkavians generally have are informal and generally paternal - Sire Childe relationships being the most common, although Malkavian sires are prone to abandoning their childer.

Scratch the surface, however, and the Malkavian's become a smorgasbord of paranoid delights. Malkavians operate on their own timescale, and will gather spontaneously for incomprehensible events. Malkavians usually don't explain how they know these gatherings are occuring, and when they do the explanation isn't necessarily worth anything. Scratch deep enough and it appears that the Malkavians are highly organized, so highly organized they don't even know they are, and instead they continue to pursue incomprehensible and arcane goals that even they aren't aware are relevant.

This organization is generally termed the "cobweb", "Malkavian Time" or the "Malkavian Madness Network" and is a hive mind unifying all Malkavians. The strength of the voices varies from Malkavian to Malkavian, however all of them are at least aware of its call and capable of interacting with it. Dead Malkavians' memories live on in the cobweb, and it is implied heavily that Malkav himself is this network. The cobweb is only accessible by Malkavians, and they themselves only marginally understand it - most of them merely listen to the voices, but elders have demonstrated a powerful capacity to manipulate the rest of the clan through it.

Culture
Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.

The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.

In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camrilla, and have been modified as discussed above to make them more amenable to it.

Embraces
The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little...odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.

Version Differences
In 1st Edition VtM, the Malkavians were portrayed as something halfway between mages and changelings. 1st edition Malkavians had strong ties to Faerie and were also generally obsessed with altering perceptions, pranking was part of a long tradition of "reality busting".

This has led to a traditional "Fishmalk" problem. Malkavians are one of the easiest clans to play badly, generally as comic relief or overly "cute" characters. Later editions of Vampire emphasize the violent and unpredictable nature of Malkavians, mentioning that the insanities of the clan are less likely to involve bunny rabbits and more likely to involve straight razors. This is particularly notable when comparing the two editions of Clanbook: Malkavian. The first edition includes a mess of inside jokes and arcane editing (notably the canonical appearance of Page XX), while the revised version implies that the clan are largely puppets of Malkav.

2nd and Revised edition Malkavians differ primarily in whether they possess Dementation or Dominate in-clan. Since this is an event in the Vampire timeline, players are allowed to (optionally) choose which discipline their Malkavian follows, and elder Malkavians can opt to switch Dominate for Dementation.