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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.
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.