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Post by Tami on Feb 11, 2007 23:06:43 GMT -5
Coteries
At heart, the vampire is a solitary creature. No longer able to see the light of day or interact with others save with the intent of sucking their blood, vampires often cloister themselves, stealing forth at night only to claim sustenance.
Nonetheless, loneliness takes its toll on the isolationist Kindred. This is particularly true of younger Kindred -- neonates and fledglings -- who also band together for protection from their own elders. As such, gatherings of Kindred, known as coteries, have been a staple of Kindred society for at least the past hundred years.
Elders deride the coteries, as they themselves exist in antiquated havens far from the deadly hands of mortals. Likening the groups to bands of lesser animals on the hunt or, more derogatorily, the brutal packs of Sabbat vampires, elder vampire fail to realize that younger, weaker vampires often have no option other than Final Death. A solitary neonate may eke out a wretched existence for a while, but sooner or later, without someone to watch his back, he will likely fall to one of the innumerable other predators of the city. In truth, many elders fear the neonates' coteries, though they would never admit it. Established vampires undermine the growing power of the coteries at every turn, frightened as they are by the versatility and modern savvy the groups possess.
Coteries are here to stay. Though unnatural, inconvenient, often inefficient and almost always tense, coteries provide the only recourse for vampires who wish more than subsistence from their unlives.
Purpose
The main reason vampires form coteries, other than the underlying need for security, is a common interest: blood ties, similar ideologies, gang affiliation, practical inclination or even simple convenience. Coteries are as wide and varied as the Kindred who compose them.
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Post by Tami on Feb 11, 2007 23:07:18 GMT -5
Clan Coteries
One of the most common types of coteries, the clan coterie is comprised exclusively of member of one clan. Brujah broods are one of the best examples of this coterie, as vampires with the same sire often cling to each other long after their sire has grown bored and left them on their own. Young Ventrue sometimes form consortiums, pooling their resources to better usurp their elders' power bases. Cabals of Tremere are also known to pool resources; these cabals often maintain close connections with the clan as a whole, due to the structured nature of the Warlocks. Horrific nests of Nosferatu dwell under the streets of the cities, away from the judgmental eyes of Kindred and kine. Clutches of Malkavians, united under the charismatic leadership of one of their number, often resemble cults or Manson Family-esque assemblies of unhealthy minds. Even the independent and territorially catty Toreador sometimes band together to form salons or "art movements" composed of a few inspired Kindred. Family groupings of Giovanni vampires are sometimes classified as coteries, though these are usually led by clan elders or ancillae, as are Assamite assassin cells and Setite cults. Essentially, any group of Kindred with a common lineage may have reason to stick together, though this is less true among the rugged individualists of Clans Gangrel and Tzimisce.
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Post by Tami on Feb 11, 2007 23:07:50 GMT -5
Gang Coteries
Common among the streetwise and less well-to-do Kindred, gang coteries are true urban terrors. Composed of a group of vampires, their ghouls, and any hangers-on who somehow convince the vampires not to eat them, gang coteries are the scourge of the inner city. Their ranks include brutal vampires, commonly of the Brujah, Gangrel, Malkavian and Ravnos clans, with Caitiff sometimes thrown in for good measure. Gang coteries are violent and ruthless, though some defend the rights of drifters and the homeless (who usually end up as members of the gang or its herd). Gang coteries may be nomadic, like bike gangs or Gypsies, or static, like chapters of nationwide gangs or locals-only outfits. Gang coteries are often involved in local drug scenes and almost invariably spend as much time fighting other gangs and gang coteries over "distribution rights" as they do police.
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Post by Tami on Feb 11, 2007 23:08:10 GMT -5
Anarch Coteries
While the violent tactics, styles of dress and clan makeup of anarch coteries sometimes cause them to be mistaken for gang coteries, the fundamental ideologies differ. Anarch coteries oppose elders' scheming and stranglehold on power, arguing that every vampire should have a fair, equitable claim on domains and hunting rights. Anarch coteries typically comprise members of the Brujah, Gangrel, Malkavian and Nosferatu clans, but a few resentful Ventrue and disillusioned Tremere have joined the cause. If a Toreador is seen among anarch company, she's likely slumming or trying to annoy her sire. Anarchs tend to be younger Kindred, and these coteries are often short-lived, as the group accomplishes enough to gain a prince's notice and is then destroyed or disbanded by a city's elders and their minions. The anarch have proved remarkably successful on the U.S. West Coast, though their power erodes nightly under an influx of Cathayans from the East.
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Post by Tami on Feb 11, 2007 23:08:59 GMT -5
Wartime Coteries
The Camarilla is efficient in its opposition of the Sabbat, and one of its best tactics is the establishment of wartime coteries. When a city becomes contested territory between the two sects, the Sabbat often sends waves of newly Embraced vampires against its opponents. The Camarilla, with its better organization and greater resources, has found that an effective manner of repelling these attacks is to create teams of neonates and ancillae, who gain the opportunity to impress their elders by turning the tide. These coteries are often composed of diverse members -- Brujah and Gangrel warriors, Malkavians and Nosferatu scouts, Tremere magicians and Ventrue and Toreador diplomats. Although normally of finite duration, these coteries sometimes see bonds of camaraderie form among their members, who maintain relations following the repulsion of the Sabbat threat.
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Post by Tami on Feb 11, 2007 23:09:33 GMT -5
Diplomatic Coteries
Sometimes a prince needs a matter of policy enforced or a matter of urgency attended to, but lacks the resources to address it herself. In this case, she entreats the elders of her city to recommend Kindred to handle the task. After much boon-exchanging and promise-swearing (or the cancellation thereof), the prince has a pool of vampires upon which to draw. These are often cosmopolitan coteries, assembled in much the same manner as wartime coteries, but often with less threat of physical violence. Diplomatic coteries often enjoy the endorsement of elders, the prince and the primogen, but this may work against them if offenders are predisposed against the current regime.
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Post by Tami on Feb 11, 2007 23:09:57 GMT -5
Criminal Coteries
Criminal coteries resemble Mafia families, Yakuza gumi, Seoulpa rings, drug cartels or Chinese tongs. Essentially collections of vampires who want to make money "outside the system," criminal coteries run rackets, extortion, numbers, prostitution, drug distribution (often with the aid of lesser criminal coteries or gang coteries), "distressed goods" liquidation, car-parts scams, large-scale theft, union strikes, gambling, bookmaking and protection operations. If it's illegal, they do it; vampires' power and influence allow criminal coteries to create a highly profitable mixture of blue-collar and white-collar crime. Criminal coteries frequently degenerate into hotbeds of distrust as various prospects atrophy or change in profitability. Clans involved with criminal coteries tend to be more refined Brujah, Toreador, Ventrue, Giovanni and the odd Caitiff, though one of the Gambino street gangs in New York is rumored to have a Nosferatu at the head.
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Post by Tami on Feb 11, 2007 23:10:37 GMT -5
Entrepreneurial Coteries
Like criminal coteries, but legal.
Intelligence Coteries
A prince cannot typically gather her own intelligence, but rather sends agents to do it for her. The prince or one of her ministers hand-picks a group of Kindred, then dispatches them to a different city, or sometimes to a faction within the same city, and carefully moving their pawns and agents to inconvenience their rivals. Spies are dealt with harshly, and Kindred in such coteries are advised to tread lightly and make as many contacts as possible.
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Post by Tami on Feb 11, 2007 23:11:02 GMT -5
Entertainment Coteries
Some Kindred associate with each other in the interests of performing for others. Entire bands composed of vampires move through vampire society, touring across the country like mortal musicians and playing for prestigious princes and appreciative Toreador patrons. Likewise, dramatic troupes of vampire actors also band together to enact popular plays or even the works of Kindred playwrights. "Movements" of performance artists and other artisans come and go, challenging social issues or working for commissions. Obviously, Toreador vampires lend themselves well to this sort of coterie, but Brujah thrash bands, Malkavian actors and Nosferatu shock acts are not unheard of. Even certain Gangrel like the opportunity afforded by touring.
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Post by Tami on Feb 11, 2007 23:11:21 GMT -5
Questing Coteries
The Jyhad stretches back through thousands of years, and many secrets have been hidden over the ages. Questing coteries are mystical archaeologists, determined to uncover not only Kindred artifacts but the secrets of Kindred history as well. Questing coteries often form of their own volition, pursuing their concealed knowledge out of desire rather than edict. Some report directly to princes or patrons, while others operate independently. Questing coteries often have Tremere, Toreador and Ventrue members, though many Brujah are quick to join the cause, and more than one Follower of Set has been reluctantly admitted to a questing coterie. Questing coteries are typically nomadic, traveling wherever their search leads them.
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Post by Tami on Feb 11, 2007 23:11:41 GMT -5
Social Coteries
Birds of a feather flock together, and this is particularly true with social coteries. United by ties of social prominence or simple common enthusiasms, social coteries are common in Camarilla cities and Sabbat cities alike. Some social coteries unite under gothic, club or other countercultures, sharing similar tastes in music and fashion. High-society coteries share common interests in influence, art, fashion, and/or whatever else takes their whim, while Sabbat social coteries often pursue grotesque pastimes indeed. Mortal societies like the Fabians and the Algonquin Round Table are examples of kine social coteries, while the harpies are an excellent example of a Kindred social coterie. Members of any clan may join social coteries, as they are very rarely dependent upon skill or productivity, inclined as they are toward discourse and fraternity.
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Post by Tami on Feb 11, 2007 23:12:08 GMT -5
Blood Cults
A recent resurgence triggered by the coming of Gehenna, blood cults are almost universally despised by princes and formally condemned as violations of the Masquerade. Blood cults are groups of Kindred who entice mortals to partake in "religious" rituals, then feed blood to or enslave the "worshippers." Combining the most heinous aspects of ghouldom and cult membership, blood cults prey upon desperate mortals who are searching for something to give their lives value. Obviously, these cults are breaches of the Masquerade, as the vampire openly reveals her supernatural (if not vampiric) nature to her coven, and risks exposing all of Kindred society to the wrath of outraged mortals.
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Post by Tami on Feb 11, 2007 23:12:26 GMT -5
Diablerist Coteries
Diablerist coteries are another reaction against Gehenna's imminence. Many young Kindred, frustrated by the elders' unshakable grip on power, take the short, direct route to that power, and actually hunt the elders, killing them and drinking their essences. In addition to the thrill of patricide and the rush of mystical power, diablerie provides these coteries with a weapon against their foes -- destruction. Although not every coterie exists for this purpose, packs of diablerists represent one of the reasons elders truly fear younger Kindred and the coteries they form. Most terrifying of all are the Assamite falaqi, or war cells, who stalk and bring down elders in the manner of wolves dragging down game.
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Post by Tami on Feb 11, 2007 23:12:48 GMT -5
Sabbat Packs
Exclusive to the Sabbat, the pack is the basic social unit of the Black Hand. Composed of several Sabbat vampires, packs ensure their members' loyalty through a requirement that each vampire regularly drink a mixture of all the other members' blood. Thus mystically bound, Sabbat packs are among the tightest and most vicious groups of vampires in existence. Each pack is unique, with its own name, membership requirements, customs, style of dress and rites. Some packs have existed for centuries; these packs have "illustrious" (or depraved) histories, legends of departed members, and bitter rivalries with other packs.
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Post by Tami on Feb 11, 2007 23:13:27 GMT -5
This list of coteries is by no means exhaustive -- vampires have any number of reasons to band together, though their cause should be enough to keep them unified despite their natures. Coteries are like the cliques of the undead, and very rarely fit a stereotype completely. After all, each vampire's reasons for joining a particular coterie are as unique as he is. As such, coteries are seldom unified fronts, more often being vehicles for individual vampires to advance their own agendas.
Character Coteries
Players should pay particular attention to their coterie's focus, and select a unifying cause that satisfies all of their character's concepts. As undying creatures, Kindred don't just band together for the hell of it. Characters stuck in coteries toward which they have either apathy or antagonism don't work very well in the long term. During character creation, players should take the opportunity to make sure their characters have some reason to fraternize. Vampire is a game of horror, secrets and manipulation, and the mood is easily ruined by an overabundance of petty bickering. Be responsible. Play a character who won't ruin the game for everyone else.
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