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Published by: LabRatFan on Apr 21, 2010
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This is mainly a primer for people who don't own the Red Book, or aren't even familiar with Vampire atall. This is a copy of the basics of Vampiric society, clan and bloodline 'base' descriptions and possibleconcepts, from the Red Book (pg. 22-23 and pg. 104-112), so that players who aren't familiar with thegame/have the Red Book can get some base ideas about what they'd like to do as a concept, before weget on with a Chargen Meeting to actually GENERATE the characters.I'd also like to run a couple of preludes for characters, so that people can get a background for theircharacters in mind. Also, to generate relations between characters.Vampiric Society----------------Vampiric society is a mimickry of the medieval, fuedal style of existence. Most of the Kindred believethat their society has existed as it does now, for the past thousands of years. Kindred gather together outof a base neccessity -- some see it as regulation, some see it as need for company. Whatever the reason,Kindred gather in cities that are treated somewhat like fiefdoms. The primary purpose, believed to beregulation, causes the kindred to not only gather in physical proximity, but socially, under a governmentwithin cities that is created and run by Kindred. This is done because there is enough recognition thatthey need to police their own. Were the kindred to dwell in the crowded cities with no overt authority,nothing would prevent the indiscrete or foolish from waging war with one another openly, feedinngindiscriminately, or otherwise threatening each other's vitality. A figure known as the Prince (orwhoever represents the local government) is an enforcer, first and foremost.Beyond this, Kindred claim that their kind cleave together socially for reasons far more personal andingrained than the need to protect themselves from each other. Kindred society grants it's memberssomething they could never have among mortals: a sense of belonging, of community. Vampires mightdespise the greater portion of their fellows and their Prince or governor -- and a great many do -- but thisis nevertheless their community, their city. Where mortals turn to family, Kindred have clans. Wheremortals form nations and cultures, Kindred have Covenants. These social constructs allow the Kindredto feel as though they're part of something, to counter the extreme isolation that they would otherwisesuffer for all eternity.A kindred's single existence of unlife is referred to as The Requiem; and the whole of Kindred societyand existence is referred to as the Danse Macabre. Kindred, as a whole, are active in most parts of theworld, though as Kindred do not travel much, communication between cities, let alone nations andcountries, is sparse.Covenants and Coteries----------------------A covenant is a social unit of vampires. Each is an artificial group comprising Kindred with similarphilosophies, ideals, political aims and even relegious notations. Vampires can usually belong to onlyone Covenant at a time, as members are somewhat exclusionary about their principles, but Kindredsometimes leave one covenant to join another, evade notice of membership in multiple covenants, oractively concoct false identities with which to spy on other covenants. Some vampires belong to nocovenant at all. This is a basic layout of the covenants covered in the Red Book; the five Covenants thatplayers can be members of, and the two NPC covenants.Carthians - The Carthians seek to reconcile Kindred society with modern governmental structure andsocietal systems. In any number of cities across the world, the Carthian experiment is in some stage of Page 1 of 4VtR Primer11/30/04file://C:\My%20Documents\primer.html
it's inexorable cycle, running from naive idealism to 'the revolution eats its children.'Circle of the Crone - The Circle of the Crone venerates an amalgam of female figures from mythologyas the vampiric creator, dubbed the Mother of all Monsters. Regarded as pagans by some of the moreconservative Kindred factions, the Circle remlies more on holistics and redemption than on penitenceand guilt of other idealogical covenants. It's members are sorcerers and blood witches.Invictus - The Invictus is the aristocracy of the night, Neofuedal and corrupt from within. It isnonetheless a powerful covenant that draws strength from tradition. The Invictus claims to trace it'sroots back to ancient Rome, if not time before. It believes that the structure of power should be'strongest has the right to rule,' a rule espoused a lot of times in Kindred society as a whole, wether ornot Invictus is a Kindred's covenant.Lancea Sanctum - The Lancea Sanctum looks to Biblical history for its spiritual outlook. The covenantseeks to influence Kindred society with the strictures of Longinus, who was believed to be a progenitorturned into one of the Damned by the blood of Christ. The covenant practices a blood power that drawson elements from Biblical times, when God's will was manifest.Ordo Drakul - The Ordo Drakul is a neo-Victorian society, not unlike a secret society. It commandsmystical knowledge and rituals that allow members to transcend their vampiric state. The covenentclaims descent from the historical and popularized-by-fiction Vlad Tepesh -- Dracula.Unbound - Kindred who claim no allegiance to any Covenant are known as 'Unbound' or 'Unalignedamong many other names. They have no formal structure, and many just wish to handle their Requiemon their own terms, rather than those of covenants or other institutions. The Unbound are usually theleast-regonized in a city, though it really depends on the currently reigning covenant as to theirbetterment or worsening of their condition.Belial's Brood (NPC)- Not every covenant is as fully structured as the rest. Indeed, some covenants arelocal phenomena or simply too small to merit the elaborate systems that the large ones have in place. ForBelial's Brood, the covenant of satan-worshipping, demon-magick-practicing Kindred, covenant law isunneccessary because 'Do as thou wilt shall be the whole of the law.' A loose confederation of Satanisdemon-worshipers and overt miscreants, Belial's Brood claims that the origin of the Damned is Hellitself; that vampires are not their own unique species. That they are demons, given mortal from or devilswho have found passage from the Pit's sulfrous depths to the surface of the world. Their beliefs on thepurpose of the Damned are quite simple: to indulge the dark urges that the Beast imparts.VII (NPC) - One 'covenant' among the world of the undead has no name. Although this factioncompromises vampires, thyose beings seem to hate all Kindred who are not part of their mysteriousorder. As in, they literally attempt to destroy them on sight. The notion of this group as a covenant mighteven be mistaken, as it is unknown whether the group is a true covenant, its own insular clan or just aparticularly zealous cult. 'Seven,' the name by which it is recognized by other Kindred, comes from thoccasional iconography that its vampires leave behind after particularly heinous or noteworthy attacks --the Roman numeral seven.Coteries are collections of Kindred who share not so much an idealogy, but a desire to work together tomake their Requiem's more bearable. Kindred need allies, especially those neonates (young Kindred) orthose with no political clout. Coteries provide this, as well as a way to combat the left-over need forcompanionship from their mortal days. Coteries generally consist of three to six Kindred, but there areknown coteries with upwards of a dozen.Page 2 of 4VtR Primer11/30/04file://C:\My%20Documents\primer.html
Clans and Bloodlines--------------------A Clan is a vampiric lineage. The Kindred acknowledge five clans and all kindred belong to one clan oranother, as per a 'family' of sorts. The most widely accepted theorum regarding clans is that they are li'families' of vampires; members of clans all have certain mystical properties in common, wether it beDisciplines or a specific weakness of their psyche. However, one of the failings of the 'families' theorthat, while vampires are immortal, they have no knowledge of their clan progenitor. Only a few areguessed at with any confidence, but the Fog of torpor eliminates most of the static, flat knowledge withit's effects. Only two vampires in history have shown to have no clan, and have never shown the abilityto Embrace (make new vampires, or childer). The two vampires in reference are the Roman centurionLonginus, and the ever-present-in-fiction Vlad Tepesch, Dracula. While they founded two Covenants,not clans, who is to say they aren't on the path to establishing Clans themselves. But, if the origin of vampires do not lie with Clan progenitors, where do they come from? And, if Longinus and Dracula aretruly clanless, who's to say there aren't other, even more secretive vampires around suffering theirRequiem in the same state.Daeva - The Daeva are emotional, sensual and desirable. Sexual predators and sensual hedonists alikepopulate the ranks of these succubi-seducers. The Daeva embody the more sensual, sexual and exotic(and sometimes erotic) aspects of the vampires, who mythology holds as a great seducer of men andwomen.Common Concepts: Bored socialite, club hopper, club owner, cult leader, cultured serial killer, full-timeHarpy, jaded vampire who gets off on being a creature of the night (a fairly meolodramatic attitudefound only among the very young before the weight of the Requiem finally settles on them), Kindredpolitico, local covenant spokesman, patron of the arts, professional 'escort.'Gangrel - The Gangrel are primal, hardy and savage. They embdoy the mythology of vampires turninginto animals or otherwise changing form (wolves, bats, mist). They also embody and represent thevampiric nature and relations to animals and nature.Common Concepts: Archaeologist, bodyguard, bumpkin, survivalist, circuit rider, guru, mercenary,nomad, shaman, urban predator, zookeeper.Mekhet - The Mekhet are quick, discreet and wise. Legends of vampires hiding in shadows, preyingsecretly on victims, and even learning secrets noone else but the keeper is supposed to know probablyrefer to Mekhet activities.Common Concepts: Antiquities scholar, assassin, Casanova, diplomat, enforcer, fence, ghetto Harpy,pilgrim, policeman, power behind the praxis, seer, information broker, spy.Nosferatu - The Nosferatu embody the eeriness present in much of vampiric mythology. They arestrong ,stealthy and terrifying. Their very prescence unnerves people, whether by physical ugliness, foulstenches or nebulous personal malignance.Common Concepts: Bogeymen, circus freak, curde sadist, guardian angel, leg-breaker, parvenu, pettythief, rat king, reclusive eccentric, snitch, sycophantic servant, torturer.Ventrue - The Ventrue are regal, commanding and aristrcratic. Vampires as everying from EasternEuropean lords to gentrified nobles, to modern corporate raiders belong to this clan. The Ventrueembody the lordly ways that vampires are presented in mythology, as counts and rulers of domains,other vampires and other creatures of the night.Common Concepts: Corporate CEO, crooked cop, gang cief, militar yofficer, old-time ward boss, patronof the arts, politico, political consultant, rave promoter, realtor, society matron, technical wizard,financier, finance advisor.Page 3 of 4VtR Primer11/30/04file://C:\My%20Documents\primer.html

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