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This product presents broad discussion of Coteries, split up by Covenant, along with a variety of typical Coterie types that can be found in that Covenant. From Sanctified paladins spreading the word of Longinus to Carthian boot squads dedicated to overthrowing the current political regime, the options here are sure to stimulate the mind of any reader. Mixed Coteries are given special attention, as they are likely the most common type, and an insightful discussion of the problems and benefits associated with them is presented. Few new game mechanics are introduced, making this a Storyteller focused product.
The Physical Thing
This 128 page black and white hardcover showcases above average production values. The use of formatting is excellent and results in an easy to read product. The artwork is of good quality and logically reflects the material being discussed around it. While this product has no index, there is no need for one as the material is not meant to be referenced during a game. At 128 ad-free pages for $24.99 this book represents an average value for the amount of useful material it presents.The Ideas
At the heart of every Covenant effort an observer will find not a single vampire but a group of them – a Coterie. Coteries form the building blocks of the Covenants, but also serve as a convenient vehicle for many other alliances among vampires. Some Coteries are composed solely of a sire’s childer, a single Bloodline, or a multigenerational family. Others are Invictus power brokers, Dragon guardians, and Acolyte scholars. They have access to diverse abilities and dependable allies, unlike any lone vampire. Where they are simple neonates alone, together they’re powerful enough to make some elders nervous.Coteries does two things very well. First, it shows what the Covenants are about. This is an excellent product for someone who wants more information on the Covenants without buying all five of the Covenant specific books. The discussion of Coteries necessarily fleshes out the Covenants and shows how they go about their night to night activities.
Second, Coteries shows a Storyteller how to make a vampire group work. When players sit down with certain games, such as Vampire: the Requiem, it’s easy for them to create a bunch of characters that don’t seem to fit together even while using techniques like group character generation. Coteries helps a Storyteller fit those characters together, both at the concept stage and after characters are created.
Under the Cover
This product begins with an appropriate piece of setting fiction followed by an Introduction that explains the scope of this book.Chapter 1 Cosmopolitan Coteries 32 pages.
This chapter begins with a discussion of how such diverse Coteries form. Common interests, shared enemies, and orders from above are a few of the reasons presented and cover the most common scenarios. Next, the chapter discusses interactions between different Covenants in a mixed Coterie. As one would imagine, different Covenants frequently don’t get along. The book does an excellent job of pointing out ways in which the Covenants may have problems with one another or get along – making it even easier for a Storyteller to assemble a mixed group of vampires.
Single Clan Coteries and multigenerational families are also presented as potential options. About four different Coterie options are presented per Clan, often emphasizing the strengths of that Clan but also showing the sorts of roles members of a given Clan may fall into. Gangrel members do tend towards violence, but they might also form a Coterie in order to have some companionship while living on the fringe of the modern world.
The chapter does a good job of discussing the sorts of problems a mixed Coterie (and to a lesser extent, all Coteries) may face. Boredom, competition, and a host of other problems can bring about the death of a Coterie. Another problem, especially for Clan based Coteries, is a lack of diversification which makes it difficult for the Coterie to deal with challenges outside their specialty. On the whole this is an excellent chapter with a large variety of ideas that may benefit any Chronicle.
Chapters 2, 3, 4, 5, and 6
Each of these chapters presents material in a similar format. The Psychology of the Covenant as it applies to Coteries is discussed first, and it largely discusses the general role of Coteries within a given Covenant. More specifically, it discusses the ideas that most Covenant members are likely to hold. Philosophy discusses the outlook of the Covenant and how that outlook shapes a Coterie. Methodology discusses how Coteries go about their duties within the Covenant. Finally, Status discusses how being in a Coterie may get a vampire Covenant status and provides a variety of examples of the sorts of activities Coteries of each age range (Neonate, Ancillae, and Elder) engage in.
Chapter 2 The Ordo Dracul 16 pages.
Students are an obvious choice for any Dragon Coterie. Studying change and learning the Coils of the Dragon are both major parts of being a Dragon, and a single Coterie could easily form around like minded students or the students of an elder within the Covenant – exchanging the occasional lesson in return for service. Relations with other Covenants, example Coteries, and other similar information is presented as well (as it is with the other Covenants).
Chapter 3 The Carthian Movement 16 pages.
I consider this to be the best chapter of the book. The discussion of how the Carthian Movement tends to operate is very helpful, as Carthians are easy to peg as anarchists who want nothing more than to replace Monarchy with Democracy. It’s stuff like the discussion of Innovation – that whole Coteries form just to find modern solutions to Covenant problems – that reawakens my interest in this Covenant. The chapter also does a great job of building some tension between Carthian Elders and Neonate Covenants, as the Elders are often going to be viewed as a source of repressive authority over the Neonates – an interesting sort of tension that doesn’t exist in other Covenants.
Chapter 4 The Circle of the Crone 14 pages.
Another very strong chapter, the Circle of the Crone is given an excellent treatment here. Many Coteries, for example, will have members join other Covenants because Circle members tend to be total unknowns in a given city. This can give the Circle a powerful advantage in infiltration. Other ideas include Coteries who are gardeners (they nurture Elysium and other protected sites), artistic Coteries dedicated to creation, and even Coteries who use fear tactics to spread the Circle’s sinister reputation. For those who don’t own Circle of the Crone this chapter does an excellent job of elaborating on the Circle’s beliefs and practices.
Three new, flavorful Cruac rituals are also introduced here.
Chapter 5 The Invictus 22 pages.
The Invictus gets a thorough treatment here, more than any other Covenant. Invictus Coteries typically swear Oaths to an Elder, a bargained for exchange of service for whatever money and power the Elder is willing to give up. Politics within Coteries is common, and every member of a Coterie is expected to know where she stands in the group. Status is everything in the Invictus, after all, and that applies even at the lowest level. Of the example Coteries, all of which are quite interesting, my favorite is the Cover-Up Coterie. A group of vampires that works to protect the Masquerade has a lot of potential for an investigation-focused Chronicle, and it really gives the characters a chance to shine by bringing in frequent Contact and Ally support.
Chapter 6 The Lancea Sanctum 16 pages.
For me, the Sanctified received the weakest treatment here of the five Covenants. The group fails to grow beyond the Testament of Longinus worshipping vampires they’re initially presented as. Some of the Coterie options are very cool. I especially liked the idea of an inquisitor Coterie where all the PCs are inquisitors but all of the characters except one claim to be paladins in service to the inquisitor. This results in the perpetuation of the belief that Sanctified inquisitors are all knowing or nearly so. On the other hand, the Sanctified are often portrayed in the worst light possible. If there’s more to this Covenant than religious extremists desperately trying to hold on to a receding power base it’s not presented here.
My Take
This is a very focused product, and it does an excellent job of delving deep into its topic. You wont refer to Coteries often between sessions unless you’re introducing a previously unknown Covenant and want to sharpen up on their beliefs and practices. For Chronicle preparation, however, this is an invaluable resource. The ideas presented here will give a Coterie a lot more focus and thereby spur a Chronicle forward. More than a few games flounder from unfocused character creation that results in characters that simply don’t work well together. Coteries remedies this problem by providing ideas both before and after characters are created in order to get everyone on the same page and let the fun begin.The big downside here is that this product is unlikely to come up often in play. While it’s a wonderful resource early on, this may make it a poor choice for some consumers. However, the next time I run a Vampire: the Requiem game I’ll be consulting this ahead of time. I will also hand it to players who want more information on specific Covenants, as the actions of their Coteries says a lot about the Covenant as a whole.
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