Player's Handbook · Chapter 27

Coteries and Groups

A Coterie is a group of vampires who have chosen to work together. It may be a blood bond, a mutual interest, a shared goal, or a simple survival pact. A Coterie is not a team — it is a fragile alliance held together by blood, need, and fear.

What a Coterie is

A Coterie is a group of 2–5 vampires who have chosen to work together. They may:

  • Share a Haven
  • Share resources
  • Share information
  • Protect each other from enemies
  • Work together toward a common goal
  • Compete with each other for power and influence

A Coterie is not a family. It is a business arrangement — and like all business arrangements, it can be broken.

Creating a Coterie

During Session Zero, the group creates a Coterie. The Coterie should have:

  • A name
  • A shared goal
  • A shared Haven (optional)
  • A shared resource (optional)
  • A shared enemy (optional)
  • A set of internal rules or agreements

Coterie name

Choose a name that reflects the group's identity. The name may be:

  • A location (The Haven, The Club, The Warehouse)
  • A concept (The Outcasts, The Hunters, The Scholars)
  • A person (The Prince's Hands, The Primogen's Eyes)
  • A symbol (The Red Hand, The Black Star, The Silver Coin)

Coterie goal

Choose a goal that matters to the group. The goal may be:

  • Political (gain Status, control territory, overthrow a Prince)
  • Social (build a network, create a herd, establish a Mask)
  • Supernatural (study a phenomenon, master a Discipline, defeat an enemy)
  • Personal (find a lost loved one, avenge a wrong, escape a threat)

Coterie Haven

A shared Haven provides a safe place to rest and plan. A shared Haven should be:

  • Large enough for all members
  • Well-hidden or well-defended
  • Accessible to all members
  • Located in a safe or strategic area

Coterie resources

Shared resources provide material support. Shared resources may be:

  • Money (a shared bank account or income)
  • Equipment (weapons, tools, vehicles)
  • Contacts (information brokers, allies, retainers)
  • Influence (political power, social connections)

Coterie enemy

A shared enemy provides dramatic tension. A shared enemy may be:

  • A vampire (a rival, a hunter, a tyrant)
  • A mortal (a detective, a hunter, a journalist)
  • A supernatural being (a spirit, a demon, a werewolf)
  • An organization (a cult, a corporation, a government)

Coterie rules

Internal rules define how the group operates. Rules may include:

  • How decisions are made
  • How resources are shared
  • How conflicts are resolved
  • How new members are admitted
  • How members leave the group
  • What happens when a member betrays the group

Coterie dynamics

A Coterie is a group of individuals with different goals, different values, and different fears. The dynamics of a Coterie should be explored through play.

Trust and betrayal

Trust is the foundation of a Coterie. But trust is fragile — and betrayal is always possible. A Coterie should have moments of trust and moments of doubt.

Power and influence

Power within a Coterie is distributed unequally. Some members are stronger, smarter, or more connected. The dynamics of power should be explored through play.

Goals and conflicts

Members of a Coterie may have conflicting goals. A member may want to overthrow the Prince while another wants to join the court. A member may want to protect the Masquerade while another wants to break it. These conflicts should be explored through play.

Humanity and the Beast

Each member of a Coterie has a different relationship with their Beast. Some members are more human; some are more beast. The dynamics of Humanity should be explored through play.

Coterie benefits

A Coterie provides mechanical benefits:

  • Shared Haven: +1 die to all rolls made in the Haven
  • Shared resources: +1 die to all rolls using shared resources
  • Shared contacts: +1 die to all rolls using shared contacts
  • Shared protection: +1 die to all rolls to resist attacks on the group

Coterie complications

A Coterie creates story complications:

  • Internal conflict: Members may disagree on goals, methods, or values
  • External pressure: Enemies may target the group as a whole
  • Masquerade risk: One member's mistake affects everyone
  • Power struggle: Members may compete for influence within the group
  • Betrayal: A member may turn against the group

Groups beyond the Coterie

Vampires may also belong to larger groups:

  • Political factions: Camarilla, Anarch Movement, Sabbat
  • Clan families: Tremere houses, Nosferatu sewer networks, Gangrel packs
  • Social clubs: Toreador salons, Ventrue boardrooms, Malkavian networks
  • Supernatural organizations: Blood Sorcery circles, Thin-Blood cooperatives
  • Mortal organizations: churches, corporations, governments
Manual updated Aug 18, 2026.