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The Kindred of Avalon — A New Player’s Guide

For Conquest of Albion LARP — 1068 AD


It is the year 1068 AD, and England has been conquered—but the war for the night is far from over.

William of Normandy has taken the English crown; Norman castles are rising across the countryside; Saxon resistance still burns; and new lords are dividing conquered lands among themselves. Beneath this mortal struggle exists an older and far more dangerous society: the Kindred, immortal predators who have ruled, hunted, schemed, and fought across Europe for centuries.

In Conquest of Albion, players portraying Kindred enter a Dark Ages world very different from the later Camarilla society familiar to many Vampire: The Masquerade players. The great modern sects have not yet shaped vampire society into what they will eventually become. Instead, loyalty belongs to Clan, bloodline, Domain, elder, faith, and faction.

A newly arrived vampire must decide not only what Clan they belong to, but also who they believe has the right to rule Avalon.


The Open-to-Play Clans

Brujah — Warriors, Rebels, and Fallen Philosophers

The Brujah carry the memory of ancient Carthage and the belief that Kindred existence can be something greater than endless tyranny. Some remain scholars, philosophers, and political idealists. Others have become soldiers, rebels, mercenaries, and furious opponents of anyone who attempts to place a boot upon their neck.

In 1068, Brujah can be found among Saxon resistance movements, Celtic warriors, Norman armies, wandering scholars, and the courts of powerful princes.

A Brujah character is an excellent choice for a player who enjoys combat, strong opinions, political arguments, personal honor, rebellion, or fighting for a cause.


Cappadocians — Scholars of Death

To the Cappadocians, death is not simply the end of mortal life. It is the greatest mystery in creation.

These pale scholars study corpses, burial customs, forgotten scriptures, ancient tombs, ghosts, and the nature of the soul. Monasteries, crypts, Roman ruins, plague pits, and forgotten burial grounds may contain secrets that a Cappadocian would cross kingdoms to uncover.

They can appear unsettling to other Kindred, but many rulers tolerate them because few vampires understand death, spirits, and ancient knowledge as deeply.

A Cappadocian is well suited to players interested in occult mysteries, investigation, religion, forgotten history, scholarship, and unsettling supernatural stories.


Gangrel — The Beasts Beyond the Walls

The Gangrel are creatures of wilderness and instinct.

Where other Kindred build courts inside castles, monasteries, and cities, the Gangrel often claim forests, mountains, coastlines, moors, and forgotten roads. Many possess closer relationships with the natural world—and with their own inner Beast—than other vampires would find comfortable.

Across Avalon, ancient Gangrel may have known Britain before the Normans, before the Saxons, and sometimes even before Rome.

Some protect isolated communities. Others travel freely between Domains. Still others care little for Kindred politics until someone trespasses upon land they consider theirs.

Gangrel are an excellent choice for players interested in survival, independence, warriors, travelers, wilderness characters, ancient traditions, and the supernatural creatures of Avalon.


Lasombra — Lords of Shadow

The Lasombra understand something fundamental about the medieval world: power belongs to those capable of taking it.

They are aristocrats, priests, strategists, commanders, and manipulators who frequently place themselves behind thrones rather than upon them. Their influence within the medieval Church and noble courts makes England's conquest an extraordinary opportunity.

Norman victory has created empty offices, shattered Domains, frightened clergy, displaced nobles, and ambitious warriors. A clever Lasombra sees possibilities everywhere.

They are particularly common among continental Kindred arriving with the Norman conquest, though not every Lasombra supports the invaders.

Lasombra suit players who enjoy political maneuvering, religion, leadership, manipulation, ambition, and characters who believe power must be earned through strength.


Malkavian — Prophets of a Broken World

Other Kindred call the Malkavians mad.

The Malkavians sometimes answer that everyone else simply lacks the ability to see what they see.

Their fractured perceptions can reveal patterns, warnings, visions, and truths hidden beneath ordinary reality. A Malkavian may appear as a wandering prophet, monk, court adviser, healer, hermit, noble, scholar, fool, or terrifying oracle.

In an age when religion, superstition, dreams, and prophecy carry tremendous influence, the difference between a holy vision and madness can be dangerously difficult to determine.

Malkavians work especially well for players interested in mystery, prophecy, secrets, unusual perspectives, social roleplay, and characters whose understanding of events may be very different from everyone else's.


Nosferatu — Keepers of Secrets

The Embrace transforms the Nosferatu into monsters even by Kindred standards.

Their curse often drives them away from ordinary mortal society, but isolation has given them something incredibly valuable: information.

Nosferatu inhabit forgotten Roman tunnels, ruined buildings, crypts, sewers, abandoned mines, castle foundations, and hidden passages beneath growing medieval towns. They hear conversations that were never intended for them. They know where people disappear. They know which noble secretly meets which priest—and which vampire entered the city three nights ago without presenting themselves to its ruler.

Kings rule through soldiers.

Nosferatu rule through knowing things.

They are ideal for players interested in espionage, investigation, secrets, information trading, underworld contacts, hidden locations, and discovering what other characters desperately want concealed.


Toreador — Beauty in an Age of Brutality

The world of 1068 is violent, dirty, and often cruel.

The Toreador insist that beauty still matters.

They surround themselves with music, illuminated manuscripts, poetry, architecture, fine clothing, religious artwork, skilled craftsmen, and remarkable mortals. Some become patrons of monasteries and churches. Others gather musicians, poets, sculptors, or lovers around themselves.

Yet Toreador passion can be as dangerous as Brujah anger. Love becomes obsession. Appreciation becomes possession. Rivalry becomes vengeance.

A Toreador may help transform a crude Norman court into a center of culture—or destroy another Kindred over a perceived insult to something they consider beautiful.

Toreador are particularly suited to players who enjoy social roleplay, art, romance, court politics, diplomacy, mortal influence, and emotionally driven characters.


Tzimisce — Ancient Lords of Blood and Earth

The Tzimisce come primarily from the older lands of Eastern Europe, where some have ruled isolated territories for generations beyond mortal memory.

They possess deeply held ideas about land, hospitality, ownership, blood, and personal transformation. Their strange customs can make even other Kindred uneasy.

Some Tzimisce arriving in western Europe are warlords. Others are scholars, occultists, exiles, diplomats, or travelers pursuing mysteries known only to themselves.

They are rarely simple monsters. Many consider themselves refined lords governed by ancient traditions—but those traditions may include practices horrifying to outsiders.

Tzimisce are suited to experienced roleplayers interested in Dark Ages horror, ancient customs, territorial rule, occult study, transformation, and characters who view humanity very differently from younger Kindred.


Ventrue — The Clan of Kings

The Ventrue believe rulership is not merely something they desire.

It is something they were born—or Embraced—to do.

For centuries Ventrue elders have attached themselves to kings, emperors, generals, nobles, merchants, and conquerors. They value authority, discipline, lineage, reputation, and control.

In Avalon, this creates an important conflict.

Some Ventrue remain devoted to the ancient rule of Mithras, whose followers claim authority over Avalon through centuries of tradition. Others have crossed the Channel alongside the Norman conquerors and believe the old order has failed.

The struggle for England therefore places Ventrue against Ventrue as readily as it places Norman against Saxon.

Ventrue are an excellent choice for players interested in leadership, noble characters, politics, diplomacy, feudal power, commanding retainers, and building a lasting Domain.


Limited Clan Choices

Followers of Set and Ravnos may exist as player characters, but their numbers are deliberately limited according to the size and needs of the active game.

Followers of Set bring temptation, forbidden knowledge, ancient religion, and corruption into the Long Night. Ravnos are wanderers, outsiders, deceivers, and travelers whose independence often places them beyond conventional feudal society.

These Clans should therefore be discussed with the Storyteller staff before character creation.

Assamites, Salubri, and True Brujah are restricted character options intended for veteran players and are also limited according to the number of active characters already in the chronicle.

Bloodlines are not currently open for normal character creation.

Ghouls may also be played when they have an established connection to a vampire character.


Choosing Your Faction

Clan tells the other Kindred what blood flows through you.

Faction tells them where you stand in the war for Avalon.

Two vampires of the same Clan may therefore become bitter enemies because they have chosen different visions for the future.


The Mithraic Covenant of Avalon

The Old Order

For centuries the shadow of Mithras has hung over the Kindred of Avalon.

To his faithful, Mithras is more than an ancient Ventrue ruler. He is the sacred sovereign of the night—a god-king whose authority reaches across England, Scotland, Wales, and Ireland.

The Mithraic Covenant maintains traditions inherited from Roman rule: hierarchy, military discipline, formal titles, sacred oaths, and absolute loyalty. Ventrue are prominent among them, but the Covenant accepts Kindred of many Clans who acknowledge the ancient order.

To these Kindred, Avalon is not simply territory.

It is consecrated ground.

The Norman conquest therefore represents more than foreign nobles seizing English land. Continental Kindred arriving behind William's armies are trespassing upon a realm already claimed by a power older than their kingdoms.

The greatest problem facing the Covenant is one whispered carefully behind closed doors:

Mithras is absent.

His followers continue to enforce his laws, but every year of silence raises new questions. Does his authority still remain absolute? Who may speak in his name? And what happens if the ancient god-king never returns?

Choose the Mithraic Covenant if your character values tradition, Avalon, ancient oaths, hierarchy, loyalty, Roman legacy, or the belief that the old order must survive the Norman conquest.


The Conclave of the Conqueror

The New Order

The Normans did not cross the Channel alone.

Behind the armies, clergy, nobles, merchants, and adventurers came Kindred from Normandy, France, Flanders, the Holy Roman lands, Iberia, and elsewhere in Europe.

Together they form what has become known as the Conclave of the Conqueror.

They look upon England and see opportunity.

Old rulers have fallen. Lands have changed hands. Castles are being raised. Churches require patrons. Trade routes are changing. Domains once protected by Saxon lords are suddenly vulnerable.

The Conclave rejects the belief that ancient loyalty to Mithras gives the Kindred of Avalon an eternal claim to power.

Their argument is much simpler:

England was conquered.

Those unable to defend their Domains have forfeited them.

Lasombra seek influence within the Church. Ventrue establish new feudal holdings. Toreador bring continental culture into newly conquered courts. Nosferatu sell intelligence to ambitious masters. Other Clans see opportunities appropriate to their own ambitions.

Unlike the Mithraic Covenant, the Conclave is not united by religion. It survives through alliances, favors, political necessity, and mutual opportunity.

Choose the Conclave if your character is an invader, ambitious newcomer, continental noble, opportunist, reformer, conqueror, or someone who believes the old rulers of Avalon have had their time.


The Unbound

No God. No Conqueror. No Master.

Not every Kindred believes they must choose between Mithras and the Normans.

The Unbound belong to neither great faction.

Some are ancient vampires who lived in Avalon long before the current conflict. Others are exiles, wanderers, mercenaries, hermits, information brokers, political dissidents, or Kindred who simply refuse to swear loyalty to another immortal.

Gangrel stalk the wilderness.

Nosferatu sell secrets to both sides.

Brujah reject both forms of tyranny.

Ravnos travel where they please.

Disillusioned Ventrue may believe neither faction deserves their allegiance.

The Unbound survive through favors, knowledge, reputation, and carefully chosen alliances rather than permanent fealty.

This independence provides freedom—but little protection.

When trouble comes, a member of the Covenant may call upon the Covenant. A member of the Conclave may call upon allies and liege lords.

The Unbound may have only themselves.

Among this loose collection also exist Free Ghouls: mortals who have tasted Kindred vitae but no longer serve a permanent regnant. Some seek a new patron. Some hope to prove themselves worthy of the Embrace. Others have discovered enough about the Kindred world to become dangerous pieces upon the board.

Choose the Unbound if your character is an independent, mercenary, wanderer, exile, outsider, political neutral, or someone determined to create their own place in the Long Night.


Your Place in the Long Night

A new Kindred character in Conquest of Albion is therefore built around two important questions:

What Clan made you?

And:

Who—if anyone—has the right to command you?

You might be a Ventrue knight who has served Mithras for four centuries.

You might be a young Lasombra priest who arrived from Normandy believing England belongs to those strong enough to claim it.

You might be a Saxon Brujah who despises both Norman conquerors and Mithraic elders.

You might be a Gangrel who cares nothing for their courts until armies begin cutting down the forest surrounding your haven.

You might be a Nosferatu selling the same secret to all three sides.

There is no requirement that members of one Clan share the same political allegiance.

That division is part of the story.

1068 AD is a year of conquest. Mortal England has a new king, but the Kindred of Avalon have not yet decided who will rule the night.

Choose your Clan.

Choose your loyalties.

Choose your enemies.

Then enter the Long Night.


 
 
 

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