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Welcome to Vampire: the Requiem
Author: Alicia aka Gold Moon Rising



Vampire: the Requiem, WoD, Clans, Covenants and their symbols are produced by White Wolf Publishing . All other Graphics on this site are created by me, so drop me a line if you want permission to use them.


Update: I now have a Guestbook for you. Please leave me a note of your opinion on this site or how I can make it better. Thank you.



On this page you can learn all the basics you need for your first night of role-play in Vampire: Requiem. Their are many Links provided threwout this page. They are there to give you more specific information on aspects that intrest you, resources to aquire the books needed for long term play and the places where we play world wide. Consider yourself invited into the World of Darkess.



So where does Unlife begin?

A bite alone is not enough to create a mortal into a vampire but many Fledglings (just created young vampires) do not remember how this was done to them. They awake only to remember a shining light then searing pain and a thirst for blood. Their heart stops beating and the semi-sentient Beast awakens inside of them urging them to kill and destroy. They learn that sunlight and fire will destroy them and that they can feed only on blood, anything else will be regurgitated immediately. They must hunt, feed and try to maintain their humanity or else their Beast will rise to consume their mind, some say even their soul.



The first lesson of a new Childe (or Progeny, a term for a Vampire's offspring) is the Traditions. These are the laws of the Kindred (what vampires call themselves) and are above any other law that the Childe may have respected or followed before. The First is the Masquerade, Kindred do not allow those outside of their own know they exist. The Second is The Progeny, you cannot create another without the Prince's blessing and are responsible for their actions. The Third is The Amaranth, you may not kill another Kindred by draining their blood in it's entirety.



The next thing that the Childe will learn from his or her Sire (the vampire that created them) is about their Clan. Here's a very brief introduction to the Clans with their strengths and weaknesses. You can follow the link to the Clan page that will give you more information on their abilities and how they funtion within the different Covenants.


Daeva. Known for their social graces and combat prowess. They also have a weakness towards indulgence, pleasure and debauchery. They are considered one of the oldest Clans of Kindred and are often called Succubi. They are also known for their power to sway the hearts and emotions of those they wish to.
Ventrue. Known to be natural leaders of intelligence and social prowess. They are understood to develop strange quirks or even insanity as they lose their grip over their Beast and are possibly the youngest of the Clans. They are often called Lords and have the power to control other's mind and thoughts.
Mekhet. Often called Shadows, they are known for their knowledge and wisdom. Likewise they are intelligent enough to know the difference. They are marked by the shadows that they are so close to as they are exceptionally sensitive to damage by sunlight and fire. They are also known for their power to see beyond sight.
Gangrel. Known as Wanderers and at peace with nature. They are calm in the face of adversity and are fierce as beasts in combat. They are also marked by their closeness to their animal instincts by a weakness towards action first and thought second. They are known to have the power to shape-shift.
Nosferatu. Known for their intelligence and strength. They in addition redefine creepy. They may be hideously deformed or possess an alien malignant aura that taints their beauty but every one of them is disturbing to even be close to. They are also known for their power to instill debilitating fear.



The next thing a newly embraced Childe would learn is about their Sire's Covenant (political faction). Though it is typical for a Childe to follow the Covenant of their Sire, none too few have joined others out of spite or true belief in their choice Covenant's cause. A brief description of the Covenants follows. You can follow the link to the Covenant page that will give you more information on the internal structure, goals, benefits and responsibilites of the members of the Covenant.

The Invictus. Likened to the 1st Estate of feudal Europe these Kindred are the ruling elite of undead society. They are fiercely loyal to each other and have a rigid internal structure that grants support to all of it's members and many rewards to the successful. Rarely do they not hold the majority of Positions within Domains (cities under one Prince) and are considered synonymous with power, wealth and mortal thralls.
The Circle of the Crone. Often called Heretics and Witches, they possess a tight hierarchy that is rumored to rival the Invictus and potent magic called Cruac. Though often ostracized by other Covenants, their internal strength, potent magic and unity make them feared where ever they tread.
The Ordo Dracul. Known for their introspection and self control, the Dragons seek to transcend the limitations that the curse of undeath bestows upon the Kindred. Nearly Zen like they follow the teachings of the Prince Dracul whom, they claim, became a vampire without the embrace or the limitations associated with it. Though they may have little to no proof that this Prince ever existed they do have the ability to overcome many of the limitations of the curse.
The Lancea Sanctum. Likened to the 2nd Estate of feudal Europe these Kindred are the spiritual leaders of the undead. They follow the belief that the first vampire was Longinus, the Roman soldier who drove the spear into Christ. They follow a faith based on accepting that Kindred are cursed by God, unworthy of salvation. Their purpose is to be the darkest nightmare of those who have abandoned the faith, punishing the wicked and sometimes protecting the pious. They have the power to work dark miracles fueled by their conviction.
The Carthian Movement. These are the progressive thinkers of Kindred society and often champion causes of democracy and equality. Often the most accepting of others they also have a perchance for bending the First Tradition if not breaking it entirely. However this philosophy also grants them a natural ability to build large networks of mortal Allies and Contacts.



Of course for any political structure there is a structure of leadership. The Prince, usually Ventrue and/or Invictus, is the absolute authority figure in a city, his or her second in command is the Herald and/or Seneschal. The Hound wanders the city rounding up Kindred who do not have hospitality from the Prince. The Master of Elysium keeps the Elysiums as the sanctuaries that they are supposed to be. The Sheriff maintains the First Tradition. The Primogen are the Speakers for each Clan represented in the city and introduce new members of their Clan to the Prince for hospitality.

This is about all a newly embraced vampire would know but not nearly everything there is to know. Some things are best discovered in character like any good mystery theater and you may have the star role or at least a supporting one. Remember the only goal to the game is to Have Fun.



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This site is to provide an introduction to this World of Darkness in compliment to the books you can purchase here.


Also it is to provide hints and tips to the Beginning to Intermidiate player for WoD and Vampire: the Requiem. Please send comments, questions or suggestions to the Webmistress at Gold_Moon_Rising@hotmail.com .