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The Clans of Promis Vampirim

 The Promis Vampirim is made up of Four distinct groups: The Nxyic, The Dral, The Neo (each Vampiric), and The Comar Vitalis (Mortals). While you may only pledge allegiance to one, each of them have their strengths, weaknesses, and goals, and no faction is less valuable than the others.

Players are urged to choose the clan that most aligns with their character concept. While you are not forced to only seek out your Clans interests, you will find that your leaders are more willing to work with other members that seem to work with them.

Nyxic
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Nyxic

The Thing in the Dark

Directly connected to the Dark entity that originally gave life to the risen dead. Much of that information is long lost and many Nyxic have their personal theories and mythos, but no one story can be decided on. They are the Thing In The Dark before there were words to describe fear.

The Nyxic have ties to the first vampires, the reigning Sovereign and possibly the Mystics themselves. They have inherited magicks to exert will over Fate, but are the strangest, most secretive Clan, clinging so deeply to the shadows that many get lost in it.

Vampiric Trait: The Blood of the Ancients. 

Using a ritual you guard fiercely, you may entreat the Mystics to pull the strings of Fate and swap a single new fortune card, pulled at random. 

(A Vampiric Trait is a gift from the Fates. Mechanically it is a card ability unique to each Clan that can be used once. Each PC begins with this card in their Hand of Fate. Nyxic starting hand of 4 is drawn with 3 cards from their own ideals, and one from the entire deck.) 

Politics. 

Though personal opinions may differ, as a Clan, these are the reigning opinions on the other Clans:

  • Positive: The Dral. Seen as near-equals, the two Clans came to be at nearly the same time. 

  • Neutral:  The Comar Vitalis. The urge to hunt and terrorize their former prey still lingers, heavily.

  • Negative:  The Neo.  A threat to the old ways, dangerous and not to be trusted. 

Ideals. 

The three areas of influence and traits to members of this clan.

Intimidate: This represents the Nyxic’s desire to stay hidden in the shadows, to be more myth than fact. Even now, the dark is home and sanctuary for the undead and allows them to move, exist and feed in safety. It hides and obscures the truth, allowing for secrets to be kept and, if nature is any teacher, the best offense is a healthy fear of what might be looking back from the darkness.

 

Magik: This represents the Nyxic clans close ties to the magicks that have given them unlife. While individual strengths differ, there is always that spark of necromancy, illusion, power that clings to the undead, and the Nyxic are always keen to seek out more. Ancient tomes written by madmen, suspicious baubles said to be cursed, people with strange abilities, nothing supernatural escapes the Nxyic attention.

 

Legion: Swarms of bats, hordes of rats, creaking skeletons, and dodgy teenagers with questionable supervision. Wherever there are aimless groups in search of a master, guide or teacher, the manipulative and cunning Nyxic are not far. Happy to stick to the shadows and play puppet master, it is quite uncommon to see a Nyxic who does not have a favored familiar or personal ghoul for various errands.

Magistrate: to be announced

The 'leader' of a Clan, Magistrates can provide guidance, insight and opinions that fall in line with their own Clan's Ideals and Politics. A word of caution: Magistrates may be more amenable to members of their own clan, and some may hold grudges.

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Dral

Dark Aristocrats

Vlad Tepes, Ezebet Bathory, Cain. The Shadow of the Dral clings to many of those figures remembered by history as violent killers, unmatched warlords, cunning manipulators and creatures too powerful to merely be of mortal blood.

Whether those rumors are true, well that is a jealousy guarded clan secret, but no one can understate the effect that members of the Dral have on both the undead and the living world. Most modern figures of power have a member of this court whispering in their ears, and they make as powerful friends as they do formidable enemies.

Vampiric Trait: Old World Master.

Your influence reigns over all and lets you know what the highest/ Most powerful card in play for any clan's deck is, yours or another.

(A Vampiric Trait is a gift from the Fates. Mechanically it is a card ability unique to each Clan that can be used once. Each PC begins with this card in their Hand of Fate. Dral starting hand of 4 is drawn with 3 cards from their own ideals, and one from the entire deck.) 

Politics. 

Though personal opinions may differ, as a Clan, these are the reigning opinions on the other Clans:

  • Positive: The Nyxic. Tolerable eccentrics with common experience from a time gone by.

  • Neutral: The Neo. Useful but young. To be watched, possibly used but never underestimated.

  • Negative: Comar Vitalis are a necessary evil. They are the masses Dral used to rule and will one day rule again.

Ideals. 

The three areas of influence and traits to members of this clan.

Property:  From ages gone by, it was the Lords, Ladies, and Lieges with the grandest estates that were most respected. Luckily for the Dral that hasn't changed much. Land deeds, buildings, estates, historical sites, safe houses, whatever you might need, the Dral are keen to secure it. Real-estate agents adore them, as they pay cash, tip well, and stay a long, long time.

 

Wealth: From the first time humans learned to covet, they learned the importance of wealth and keeping what's yours. Money and assets, especially in the modern era, makes just about any problem go away, and if you are several centuries old you can afford to fly first class. Or can afford almost anything, really.

 

Illuminati: Aristocrats to the end, the Dral have always embraced the US vs Them mentality and weaponized it whenever possible. Rich vs poor, strong vs weak, if there is a power vacuum to exploit Dral can find it and find a way to benefit from it. Wherever there is an elite club, a private gathering or a secret society, you can bet there a Dral either among them, or leading them outright.

Magistrate: to be announced

The 'leader' of a Clan, Magistrates can provide guidance, insight and opinions that fall in line with their own Clan's Ideals and Politics. A word of caution: Magistrates may be more amenable to members of their own clan, and some may hold grudges.

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Neo

The New Breed

Born just shy of a century ago, these creatures burst onto the scene with an understanding of the modern world that few of their peers can possess. Though their inclusion in Court has been hotly contested, and old grudges may still simmer, it's clear that as the world gets brighter around them, the Vampiric Court may need these young bloods if they wish to survive.

Don't let their flair for the modern fool you, the power, guile and feracious bloodlust pumps in their veins all the same. Though they may still remember the feel of the sun, it just might be these modern monsters that bring on an endless night. They know how to use snapchat too.

Vampiric Trait: Modern Monster.

Your Savvy with modern technology lets you have eyes everywhere. You may choose one other player and find out what cards they were originally issued, and if they have traded any.

(A Vampiric Trait is a gift from the Fates. Mechanically it is a card ability unique to each Clan that can be used once. Each PC begins with this card in their Hand of Fate. Neos starting hand of 4 is drawn with 3 cards from their own ideals, and one from the entire deck.) 

Politics. 

Though personal opinions may differ, as a Clan, these are the reigning opinions on the other Clans:

  • Positive: Comar Vitalis. Neo are the closest to humans, and have fond connections to what they used to be.

  • Neutral: The Dral. Totally Elitist, but honest enough about it to be useful.

  • Negative: The Nyxic. Hard to trust, always seem to be hiding things. So out of touch from the modern world.

Ideals. 

The three areas of influence and traits to members of this clan.

Symbiotic: As the Newest Blood, Neo have fonder ties to the living and tend to find clever ways to exist around them. Feeding from bank banks, working in the medical field, using livestock as a food source to maintain the cover of a slightly sickly human with terrible insomnia lets Neo Vampires get much closer to the public than any of the other Clans. They wouldn’t hold up under direct scrutiny of course, but Neo tend to be able to maintain their human “cover” better and can make brief appearances in public without provoking any panic.

 

Progress: One of the best developments for vampiric kind is that humans tend not to sleep, and seem intent on building themselves into their own demise. 24/7 buildings make safe places to hunt, cities crowd so close to blot out the sun, tunnels and subways allow paths in total darkness to hunt all hours of the day and night. There are all sorts of ways that the modern world has built its own cage and Neos know all the ways to exploit them. If the others would just listen to reason, they might have the same access, but oh well. Their loss, your gain.

 

Tech: You have your own version of magik in the form of technology. Cell phones, cameras, computers, electricity, IT can make all sorts of things happen but these modern marvels are frequently shunned by creatures who are assured that their survival rests on being undetectable.  Neos tend to embrace the artificial light, though those UV bulbs are out, and there is even talk of using it to re-introduce the world to the Promis Vampirim. Not as myth or boogeyman, but as a cold, undead fact. Just a rumor, of course but oh the possibilities…

Magistrate: to be announced

The 'leader' of a Clan, Magistrates can provide guidance, insight and opinions that fall in line with their own Clan's Ideals and Politics. A word of caution: Magistrates may be more amenable to members of their own clan, and some may hold grudges.

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Comar Vitalis

The Human Element

You would think that a human with living, alluring blood would be in danger in a Court full of hungry monsters. Out in the world you would be right. But these humans are no mere appetizer; they have been recognized by the Vampiric Sovereign and Clans as a valuable, and protected, asset. They are agents, advisors, family, lovers and most importantly, Not Bound By The Dark Magiks.  This means that Vitalis are not bound by the Fates and their cards, and can intervene as they see fit. It makes then a valuable and finite asset, and to that end, it is not uncommon to find Vampires competing for the favor of a Comar Vitalis. How funny. Of course, there is the idea of being Made by a vampire and joining the other side, but why give up having so much power?

Vitalis Trait: Changing Hands

The supernatural threads that bind the others don't much apply to the humans that tread the halls of the Court. A vampire (or several) may entreat you to trade a Fate Card between them, essentially changing the hands of fate. Or a vampire may ask you to use your ability, should you deign to help them, to send a card to another court member like a messenger.

(Not a Vampiric Trait, but a gift nonetheless. Mechanically it is a card ability unique to Vitalis with unlimited use. Each PC begins with a Trait card in their Hand of Fate. Vitalis' starting hand of 4 is drawn from the entire deck equally.) 

Politics. 

Though personal opinions may differ, as a Clan, these are the reigning opinions on the other Clans:

  • Positive: The Neo. They are the most human, and a good place to find friends and allies when you need them.

  • Neutral: The Nyxic. Suspicious, strange but good to know if you need some magick.

  • Negative: The Dral. When a Vitalis winds up missing or dead, there is usually a callus Dral to blame, right?

Ideals. 

Comar Vitalis aren't bound by the Deck of Fate since they remain human.

Rather than have specific ideals associated with them, they are flexible, malleable, and have more control over their own Fates - or that's what everyone tells them anyway. Vitalis have access to potentially the entire Deck of Fate, and their starting hand can be entirely random. 

Magistrate: to be announced

The 'leader' of a Clan, Magistrates can provide guidance, insight and opinions that fall in line with their own Clan's Ideals and Politics. A word of caution: Magistrates may be more amenable to members of their own clan, and some may hold grudges.

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Ready to Make Your Character?

Your member of Court could be anyone, from the eternal college student, to the reclusive artist to the highest name in fashion, but what binds you together through ink and blood is that you must attend your duties to the Court. 

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