Character Creation

Coterie Types

Synced from Notion.

The Coterie types found in the Vampire corebook work fine for Dark Ages games — nothing wrong with them at all. Some, like the Vehme (protectors of the Masquerade), may not exist yet in this era. Othe

The Coterie types found in the Vampire corebook work fine for Dark Ages games — nothing wrong with them at all. Some, like the Vehme (protectors of the Masquerade), may not exist yet in this era. Others, like the Cerberus type (protecting a specific site), are probably more common now than in modern nights. Some of the following are altered versions of the modern types — the Sword type, for instance, is quite similar to the Marechal coterie, a prince's enforcement arm.

Coterie types are an important tool for giving a Player group a clear starting goal. Over the centuries that goal may change, and Players may wish to adapt one type into another, or replace the group's Coterie Type completely — times change, and so do Cainites.

Autarky

The coterie members are united in their shared loathing for Cainite politics. They've set up a place to self-govern without outside rulers or rules, most likely with a beef against the nearest prince or authority figure. They reject the concepts of class and caste among Cainites, associating together despite their motley composition — and may have to change in the coming centuries when the Camarilla and Sabbat force many to choose sides.

  • Domain: Chasse 3, Portillon 2

  • Enemies 2

  • Possible extras: Adversary (the local prince)

Cacophony

Some love to spend their time at Elysium — dressing up, gossiping, and engaging in short-term power plays. They team up against outsiders and those currently on the outs politically, judging those who deviate from the status quo. They are the hated Harpies: powerful Cainites with untold power to dress down their foes, most likely comprised of the wealthy and fashionable.

  • Domain: Chasse 1, Lien 2

  • Status 3

  • Enemies 3

  • Possible extras: Influence (in the mortal court, if your Elysium takes place at one)

Caravan

Some coteries are constantly on the move, travelling from town to town, city to city. Though travel in the Dark Ages is dangerous — particularly for vampires — the coterie finds a cover or focus for their travelling band, such as a merchant caravan, pilgrimage, or company of actors.

  • Domain: Chasse (the caravan's mobile holdings) 1, Portillon 2

  • Retainers 2

  • Possible extras: Contacts, Influence

Council

Local Cainite leaders naturally band together for mutual protection and political clout. Though they may not yet hold high stations, they still garner some status and respect through their collective dedication to upholding the Traditions of Caine — and are often asked much by their fellow vampires in return for heightened standing.

  • Domain: Chasse 2, Lien 1

  • Status 3

  • Enemies 1

  • Possible extras: Adversary (a proto-Anarch leader rebelling against them)

Crusade

The group has come together to perform a religious duty — travelling to Outremer to conduct a Cainite version of a crusade, or protecting a church or other religious site. All most likely share a faith and take orders from a more powerful vampire within it. The Catholic church is an obvious basis, but Muslim vampires from the Ashirra sect, or a dwindling pagan faith, are equally possible.

  • Domain: Chasse 1, Portillon 1

  • Mawla 3

  • Status 1

  • Enemies 1

  • Possible extras: Allies or Retainers within the church

Cult

Harvesting blood from those who worship you as a god is technically forbidden under the Traditions of Caine, but it's been common practice for thousands of years. The coterie has set themselves up as leaders of such a blood cult, enjoying easily acquired Vitae and an army of worshippers. Keeping the secret is as important as running the religion — codewords, blood oaths, and secret signs help protect the coterie from zealous hunters.

  • Domain: Chasse 2, Portillon 1

  • Herd 2

  • Retainers 1

  • Despised (by the Church)

  • Dark Secret

  • Possible extras: Mask

Guild

The coterie has come together to engage in commerce, part of the growing merchant class. Money is power in the mortal and Cainite worlds alike, and the wealthy make useful pawns. Based around a specific business enterprise or a guild of artisans or merchants — perhaps, centuries from now, they'll control the corporations that seem to run the world.

  • Domain: Chasse 1, Portillon 1

  • Resources 3

  • Enemies 2 (competitors)

  • Possible extras: Retainers (workers)

Household

The coterie has control over a keep or castle, ruling as a noble lord and the staff who support her. At least one PC should have the Noble Predator type; others could be advisors, masters-at-arms, seneschals, or other members of the entourage. Together they rule over the surrounding land, true princes of the night.

  • Domain: Chasse 3, Portillon 2

  • Retainers 2

  • Adversary 2 (a rival lord)

  • Possible extras: Haven, Resources (taxes), Haven Flaws such as Haunted

Inconnu

The coterie is devoted to the service of a powerful methuselah — a concept that fits particularly well with the War of Princes, the era's conflict between several European ancients for political control. One or more PCs may take the Sycophant Predator Type. This term is currently used generally to describe the unknown pawns of the ancients; in time these characters may even be approached to join the secret Sect of the same name.

  • Domain: Chasse 2, Lien 1, Portillon 1

  • Mawla 5

  • Adversary 5 (an enemy of their master)

  • Possible extras: Resources (provided by the methuselah), Enemies

Sabbat

An uprising of disaffected rebels begins, led by a secret faction known as the Prometheans. This will eventually lead to the Anarch Revolt and the formation of the Sabbat sect. For now, individual groups of Anarchs are known as "sabbats," conducting themselves in some places as marauding witches in the night. If the coterie works with the Prometheans, they may gain criminal contacts and access to smugglers of stolen and illicit goods.

  • Domain: Chasse 2, Lien 1, Portillon 3

  • Infamy 3

  • Possible extras: Allies or Contacts associated with the nascent Anarch movement

Shepherds

The coterie has formed around the protection and cultivation of a particular mortal group — a church congregation, a village, an industry, a criminal enterprise, a tavern, or a noble family. The mortals serve as an obvious herd, and a source of ghouls and childer for the future.

  • Domain: Chasse 1, Lien 2

  • Herd 2

  • Enemies 2 (some mortal threat to the community)

  • Possible extras: Allies and Retainers from among the mortals there

Sicarii

The coterie is a secret order of assassins, hired out by Cainites or even mortals to change the destiny of kingdoms. They train together, hide their occupation together, and work together on tough missions. Not officially condoned by the powers-that-be, and not something one brags about — assassins have a very bad reputation, particularly among the Banu Haqim, rumored to be diablerists.

  • Domain: Chasse 1, Portillon 3

  • Resources 3

  • Despised

  • Possible extras: Retainers (underling assassins)

Sword

The coterie works as the enforcers of a prince or other powerful Cainite authority — a sheriff and deputies, or a collection of vampiric brigands who come when beckoned. Should have members who are martially capable, though an investigator or leader could be useful too.

  • Domain: Chasse 2, Portillon 2

  • Status 3

  • Adversary 3 (a local villain)

  • Possible extras: Mawla (the prince)

Jul 24, 2026 scheduled-sync Notion