Brinkwood - Demo
Brinkwood - Demo
Table of Contents
Basic Premise 1
Key 4
Getting Started 6
Player Characters 9
Custom Mechanics 11
Starting Situation 17
A Meeting in Sothsmere 20
Downtime 24
Resources 26
The Foray 34
Potential Obstacles 34
Friendly Factions 39
Basic Premise
The world is not as it should be. The rich feed, literally, upon the poor, as
blood-sucking vampires who barely bother to conceal their horrific,
parasitic nature. The downtrodden peoples of the world struggle under
the burdens of rent, payable through the sweat of their labor or the
blood of their veins. Evil has triumphed. Many have given in to despair.
But all is not lost.
Masks, forged of old wood and older magic, are the final tool left to fight
a war long ago lost. If you wear them, they will take their price, etching
themselves upon your very soul. But they will also let you spill the blood
of the rich and powerful vampires that now rule the land, and from that
blood strengthen yourself and your movement.
Media Inspirations
“Robin Hood vs. Vampires” would be an accurate summation of
Brinkwood, but here’s a few more inspirations that might help you get a
handle on what this game is trying to do.
Castylpunk
Castylpunk is an aesthetic genre that blends elements of gothic horror,
medievalism, anachronism, victorianism, gas-punk and fantasy.
Castylpunk worlds are usually medieval in setting, but aren’t too terribly
concerned with historical details so much as aesthetics. You might find
factories, gearworks, victorian fashion and other out-of-place setting
details, but still set against a backdrop of gloomy castles, old decaying
cities, and vaulted gothic architecture. This is a world where you’ll still
find faeries and other supernatural creatures, but driven to the fringes,
back into the darkest parts of the forest where few dare tread. The
notable exception in this case, of course, being vampires.
Dramatic Questions
● What does it take to win people’s trust, organize a rebellion, and
achieve victory? What sacrifices must be made? Who must make
them?
● Some way to access the Blades in the Dark SRD or a copy of the
Blades in the Dark rulebook.
Session 0
Getting Started
If you’re planning to play Brinkwood as part of a larger campaign, it is
advisable to start with a “Session 0” where you and your friends figure
out what kind of campaign you’re going to play.
Background Reading
Consider reading the following lore entries as a group, rotating
clockwise with each player reading a new paragraph.
Important to note is that Vampires are not born, or forced into their life,
or even incapable of leaving it. A vampire who stops drinking blood will
find their power wither away and their mortality slowly return. But most
are unwilling to sacrifice the “gifts” of the blood, even if it means they
would no longer need to feast upon their fellow man.
Along the edge of Cardenfell, straddling it’s border, lies the forest
known to all manner of folk as the Brinkwood. Since time immemorial,
it has been left unmolested as all know it as a realm of the Fae. Mothers
and fathers warn their children away from it, telling legends of wights,
wisps, beasts of snapping teeth, birds of sharp talons and vines of
twisting thorns. Few are foolhardy enough to venture within.
But you are not to be deterred by bedtime stories, and where vampires
fear to tread, you might find allies. The forest proved itself dangerous
and wild, snagging you with thorns, harrying you with beasts, and
disturbing your nights with strange cries and calls. But still you
persisted, and in time, the Fae, curious as they were, sought you out.
Under the great trees of the forest, on altars of ancient stone, you spilled
your blood and pledged yourself to your cause, and the Fae pledged their
assistance.
Concept
Your group should have a good idea of the intended concept of
Brinkwood from the one-pager and background reading, but you should
discuss whether you want to make any changes to the concept of the
game.
Aim
Once the Concept is established, discuss your Aim. Your Aim should be
to have fun as a group, but what exactly that means might vary based on
individual expectations. Discuss these questions:
● Brinkwood is designed with an explicit “win state”, i.e. when you
successfully overthrow the vampire lords’ regime in Cardenfell.
Is everyone on board with this goal?
● Brinkwood can be played with lose states, such as total-party-
kills or character death. Is losing in these ways an acceptable
outcome? Should character death be mechanically determined or
story-based? The answer can vary from person-to-person.
Tone
Take a moment to discuss the Tone of your game. Brinkwood was
designed for a dark, though adventurous, tone. It can be played as a
black comedy at times, or as a more serious war-and-mud story. Make
sure you establish and agree to the Tone you want for your game.
Subject Matter
You should discuss the subject matter your game will address. For this,
we recommend the Lines and Veils tool by Ron Edwards.
Some potential lines and veils that should be discussed are listed below:
● Violence: Brinkwood contains violence by its nature, but the
exact level of that violence is up to the players. Think of movie
ratings, PG, PG-13 or hard R. Do you want descriptions of bloody
gore? PG-13 action and stakings? Or more cartoon-esque
violence where enemies puff away into smoke?
No matter which Safety Tools you choose to use, you should make it
clear that the safety tool is not intended to override common sense or
be leaned-on as an excuse to “push” more traumatic content.
Brinkwood is designed to be an adventure game, not an exploration of
trauma or emotional pain.
Thermian Argument
The Thermian Argument is a term used to describe the pattern of
justifying objectionable or harmful content in a work by making
reference to the fact that it exists in the game world.
Player Characters
Have each player select a pre-generated character from the list below,
and pass them the background sheet for that player. Consider reading
out the descriptions of each pregen and passing around their
background sheets for consideration.
Merryn, the Clever Sailor - born to wheedle through the tight machines
of Cardenfell’s factories, the scaly, beleafed Merryn found a second
home as a sailor. Merryn lived merrily, until a vampiric passenger
helped themselves to a midnight snack - their entire crew. Merryn
swore to avenge his found family and crew, no matter the cost.
Ennor, the Exiled Foundling - Raised by a curious fae in the heart of the
Brinkwood, Ennor found joy and peace where many feared to tread. They
lived happily with their fae parents, until a group of Hunstmen spilled
their fae blood on the edges of the Brinkwood. Shocked by the cruelty of
the vampires, Ennor exiled themselves from their corner of the woods,
swearing not to return until the Vampires were defeated.
Ifig, the Scion Deserter - Ifig traced their lineage to a proud line of fae
and deepfolk warriors, trained to fight both on land and sea. When the
Vampires took power, their family was conscripted into the service of a
local vampire lord. But after seeing the cruelties of the blood-drinkers
first hand, Ifig found they could not stomach such barbarism. Instead,
they swore to restore the Freedom their ancestors once so proudly
defended.
Tekla, the Bloody Scholar - Born to an unlikely pairing of syl- and
dvarfolk, Tekla dreamed of reclaiming the mysteries of her parent’s
past. Tekla threw themselves into their studies, devouring tome after
tome. It wasn’t long before the Vampires came for Tekla, offering them
blood for the skills they had so long honed. Enraged by the gross
misuses of their knowledge the vampires suggested, Tekla cleverly
dispatched her would-be patrons, earning them their bloody moniker.
Now, they swear themselves to Wisdom, a slow, sure path to the
vampire’s defeat.
Visant, the Emerald Friar - A crown of tines and emerald scales marked
Visant as special to their artisan parents. They apprenticed for a bit,
before finding a calling to the Faith. They studied dutifully, but soon
grew disenchanted with the theology of the Reformed. Visant insisted
Faith should aid the meek, not enrich the elect. They swore to Industry,
build a Faith that aligned with the convictions in their soul.
Custom Mechanics
Brinkwood runs on top of the default Forged in the Dark SRD. This
section will cover which mechanics have been changed, added, or
removed from the default Forged in the Dark SRD. Beyond these specific
mechanics, it’s safe to assume you can pull in any missing mechanics
from the Blades SRD that you feel are needed.
Removing Stress
As noted in the Hobby section, you may remove stress from your
character by performing a downtime action.
Essence
Essence, in contrast to Stress, is first gained, then later spent. A player
character may gain Essence by taking an “Oath” immediately before
beginning a Foray. Players should note down that an Oath has been
taken and roll a number of dice equal to their lowest Attribute. The
player’s current Mask then gains an amount of Essence equal to the
highest die result.
Note that if the terms of an Oath are not fulfilled, the player character
will gain 1 Stress before each Foray until it is, and will not be able to take
another Oath until the current Oath is complete..
Standard 2
Great 3
4,5 3
6 4
Mask Actions
Each Mask has a set of actions associated with it. These actions can be
used either the same way all other actions are, or you may “spend” their
dots in order to increase an associated effect of a related action by +1.
Sava, wearing the Mask of Torment, uses the Skirmish action to fight a
group of huntsmen. She needs to be more effective, so she’ll spend a
point of Vivisect to help her slice her way through the huntsmen.
Spent action dots are refilled at the end of each Foray. Record the
“permanent” action dots in the bar in line with the mask action, and
erase the action dot “uses” as they are used up.
Downtime Actions
Long-term project
When you work on a long-term project (either a brand new one, or an
already existing one), describe what your character does to advance the
project clock, and roll one of your actions. Mark segments on the clock
according to your result: 1-3: one segment, 4/5: two segments, 6: three
segments, critical: five segments.
When you fill your healing clock, reduce each instance of harm on your
sheet by one level, then clear the clock. If you have more segments to
mark, they “roll over.”
Note that it’s the recovering character that takes the recovery action.
Healing someone else does not cost a downtime activity for the healer.
Practise Hobby
Narrate how your character spends their time practising at their hobby
to relieve stress. Roll dice equal to your lowest attribute rating, i.e. the
attribute with the fewest number of dots in its first column.
Clear stress equal to your highest die result. If you clear more stress
levels than you have marked, you lose resolve. On your next foray, cross
off a number of essence slots equal to the the amount of “leftover”
stress levels. These essence slots cannot be used until your next
downtime.
XP
At the end of each session, the group should discuss the XP questions
asked at the bottom of the Background sheet for each character as well
as each Mask used. XP gained from the Background sheet should be
recorded in the XP Bar of one of the Attributes. XP can be divided across
multiple Attributes.
Background XP
At the end of each session, mark 1 attribute XP...
● If you brought into play your upbringing, profession, or personal
history.
● If you took a course of action because of your tragedy, or if you
brought into play some aspect of your relationship to your band
or your Fae
Mask XP
At the end of each session, mark 1 Mask XP (or 2 if performed multiple
times)...
● If you fulfilled your oath.
● If you defeated a vampire of a higher Tier than you.
Session 1
If you are planning to play Brinkwood as a player and not as the GM,
stop reading here! The rest of this document contains spoilers only
intended to be read by the GM.
Starting Situation
A friendly faction, the Diggers, are under the thumb of the Powdermen,
a semi-sanctioned gang of black-powder wielding thugs who are
unofficially controlled by the local Vampire Count. The Diggers are
outmanned and outgunned, and therefore forced to pay an extorted
“protection fee” to the Powdermen. Helping the Diggers even the odds
with the Powdermen would go a ways to raising their opinion of your
fledgling rebellion, and a thumb in the eye of the Vampire Count is
always a good thing for you.
To that end, the Diggers have invited you to the village of Sothsmere, to
discuss an interesting bit of intelligence they recently ran across.
The Diggers
The diggers are a movement of peasant farmers, sharecroppers, and
agriculturists who have come together to share their fields and to try to
reclaim land deemed “unusable” by the powers that be. They
experiment with new crops and communal living arrangements, doing
their best to stay away from lands controlled by landlords or patrolled by
bailiffs. Their support would mean more potential rebels in your ranks,
as well as a solid source of food and other supplies.
Clindre
Clindre is a leader among the Diggers of Sothsmere, and is your initial
point of contact. She is an older woman, middle-aged with several
grown children. She is a widow, and has sympathies with your cause.
Her main concern is feeding people, and she is quick to remind your
band that any army they would seek to put together “would march on its
stomach.” She has sharp, quick eyes under a wrinkled brow, and speaks
in a slightly hoarse tone of voice.
The Powdermen
The powdermen are a gang with an unofficial monopoly on the use of
black powder guns. No one is quite sure where they get the powder they
use, or how they get the weapons that make them such a force to be
reckoned with. It is widely rumored that the local Vampire Count assists
them, in exchange for them keeping a watchful eye out in the criminal
underworld of Cardenfell, reporting any “treasonous” activity. They
operate mainly in towns, but have recently taken to harassing
communities of Diggers out in the villages.
Fenaesl
Fenaesl is a lieutenant and gang leader in the Powdermen’s
organization. He’s a loan-blood, drinking the Blood Sterling about once
a month. He resents his vampiric masters hold on him, but not enough
to stop drinking the blood. He hopes to prove himself, through
viciousness or cunning, and gain the Blood Sterling necessary to become
a fully-fledged vampire. He carries with him a fine set of pistols, and
can use his vampiric powers to move quickly and adeptly.
Starting Your Session
Begin your session by reviewing the concept, aim, tone, and subject
matter of your game. Check in to see if anyone wants to add any more
lines or veils, and remind people that lines and veils can be added later
at any point during the game. Review and explain any safety tools you
are using.
Next, have the players introduce their characters. Consider asking about
their appearance, background, or tragedy. Ask questions and be a fan of
your players.
Finally, before you begin, go clockwise around the table and ask each
player one of the below relationship questions to establish some shared
history between your player characters. Players should discuss and agree
on the answers to these questions together.
Feel free to ask more questions to further detail out the player
character’s relationships.
Relationship Questions
● You helped ___________ out of a tight spot. What was it?
● You let ___________ get away with something. What was it?
● You took the fall for something __________ did. What was it?
was it?
Over the meal, Clindre should ask the band a little bit about themselves,
be reason being that she likes to get to know the people she conspires
with. This is an opportunity for the players to get in character, and share
a bit of their backstory with the group. She’ll answer any questions
about her own background honestly, but try to focus on the player
characters. She is most certainly probing for any sign that they might be
spies or agents of the Crimson Crown, but she should conclude that the
band seems trustworthy enough.
Over after-dinner tea and biscuits, she’ll lay out the intelligence the
Diggers have come across. Their spies have confirmed what many
suspect, that the powder mills of the local Vampire Count are diverting
gunpowder to supply the Powdermen. The powder trade line runs
through Sothsmere, and on the outskirts of town, the caravan guards
meet with the Powdermen, handing over a few casks of black powder.
She concludes by explaining that the Diggers don’t have the muscle to
ambush or attack this meeting, but has heard that your band may have
the muscle necessary to do something about it. She adds that stealing
the powder would likely be beneficial to your cause, but blowing it up
would also serve both of your ends.
Instead, after the Digger’s reconnaissance has been shared, have the
players roll a fortune roll based on their Survey. This is a good
opportunity to explain the basic rolling rules.
Core Mechanic
You roll several at once and read the single highest result.
If you ever need to roll but you have zero (or negative) dice, roll two
dice and take the single lowest result. You can’t roll a critical when
you have zero dice.
Action Rolls
For an Action Roll, players roll a number of dice equal to the number
of dots in the relevant Action Rating. See the reference sheet or the
Blades in the Dark SRD for a more detailed breakdown of the Action
Roll.
Whichever player rolls the best (or multiple characters if more than one
rolls a 6) hears the sound of a twig snapping outside the cottage window.
As the party pursues the Powdermen spy, consider using two racing
clocks, one for the Powdermen’s escape, and another for the party
catching him. With each action the player’s take, advance the escape
clock by 1 tick, or by more if consequences are called for, unless the
player rolls a Crit, in which case you should reduce the escape clock by 1.
If, after catching the Powdermen spy, the players want to take time to
interrogate him, dissuade them from doing so. Mention that the spy is
unlikely to know anything terribly valuable, and if they have relevant
questions for him later, they can always flash back to this scene.
Instead, tell them that they’ll get +1 to their Engagement Roll the next
time they engage the Powdermen due to the intel the powdermen spy
spills as to their tactics, route, and forces.
Using Clocks
A “clock” is a segmented circle, commonly used in Forged in
the Dark games. It is usually divided into either 4, 6, or 8 segments.
As the GM, you should consider carefully when to use clocks, and
which clocks to show players.
Progress Clocks are clocks that track the progress of the players as
they perform some action, and are created when the players take
some action that they reasonably wouldn’t be able to accomplish with
just one action, such as chasing down a Powderman spy.
Some groups like seeing progress clocks for just about everything they
do, while others feel it breaks the immersion. It’s good practice to ask
your play group if they want to “see” progress clocks or if they’d
rather it be kept behind a veil.
Danger Clocks are clocks that track the progress towards some bad
outcome or danger, such as alerting a group of guards or sounding an
alarm. These should always be shown to the players, to display how
close they are to a failure state. Also, you should always consider using
a Danger Clock before hitting the players with a harsh or game-
altering consequence, such as guards being alerted during a stealth
foray or reinforcements arriving during an assault plan.
Downtime
After the Powdermen spy has been dealt with, the game shifts to the
Downtime phase. In this phase, we introduce the players to some of the
Downtime mechanics as they become relevant.
Pay-Off
Explain to the players that Clindre sends you off with some supplies as a
token of the Digger’s goodwill. Note to the players that future Forays
will likely end with them gaining other resources, Reputation, and Favor
with factions.
Your Fae
Narrate how the players arrive back in their forest refuge, and how their
Fae benefactor welcomes them back. Play your Fae according to the
personality decided in Session 0, or with the characteristics below if
you’re playing a One-Shot. Generally speaking, your Fae should be
curious and welcoming. Maybe preparing some strange, small gift for
each character they think they’ll like.
Potential Gifts:
● A very interesting stick
● A living horse made of glass that “didn’t come out quite right”
● A pile of leaves that your Fae picked out by themselves
● A water-logged book written in a long-dead language with runny
ink
● A very clever toad
● A very squishy ball of… something
Your Fae should ask questions of the party, inquiring about what they
did, particularly curious for strange details or other oddities.
Potential Questions:
● What color were Clindre’s spoons? What were they made of? Can
they have one?
● Did the shepherd’s pie taste like shepherd? Or did it taste more
like a lovely hug?
● Who caught the spy? Were you scared? Did you help each other?
Did the spy seem nice?
● What is black powder, anyway? Does it taste good? Can you use it
to play games?
When the Fae has been satisfied (or if someone distracts them, or asks
them to leave off for a while) you should move forward into the player’s
downtime activities.
Downtime Activities
Instruct the players to look over their possible downtime activities and
choose 2 to perform. When someone is ready with their first action,
have them narrate what they do. Feel free to jump around between
players until everyone has spent 2 downtime actions. If anyone is not
sure what downtime activity perform, suggest they “Gather Supplies”,
as supplies are always useful. Maybe your Fae invites the character to go
hunting, or go looking for Ashwood.
Planning the Foray
Once downtime is finished, move the game into the Planning Phase.
First, remind the players of the intel they’ve been given. They know
where and when the exchange between the caravan and the Powdermen
will take place; now they need to decide what to do about it. Direct their
attention to the Plans section, and ask for ideas on which plan they
should take.
Gathering Information
If the players want to play out additional planning steps or Gather
Information, allow them one “Gather Information” check each, noting
that they have limited time to scope things out before the meeting is set
to take place.
Resources
There are several valuable resources that your band will use as a whole.
You start with the following resources during play, and may gain more
throughout the course of the game.
● 4 Supplies
● 0 Steel
● 1 Black Powder
● 1 Ashwood
● 2 Blood Sterling
Mask Building
Hand out the Mask sheets to each player, describing how your Fae
carefully presents these precious tools to each player. Consider having
the Mask whisper or hum to each player character as they take hold of it.
Mask Interactions
Terror speaks in a shivering, quiet whisper, “Do not be
afraid. Fear is for our enemies. Today, the Powdermen learn to fear
their victims.”
Lies creaks in a soft, worn voice, “Hmm? Time again to take the
stage? Very well, let us give these would-be brigands a show they’ll
not soon forget.”
Torment sobs faintly in your ear, quiet, shaking noises. They sniffle,
and speak in a small whisper, “Alright. I’m ready. Lets not let
anyone get hurt this time, okay?”
Ask the players to look over their chosen masks. They should assign two
dots to one Mask Action, and one dot to another Mask Action.
Remind the players that Mask Actions work a little differently than
regular actions. They are more broad than norma actions and can be
used for a greater variety of things without an effect penalty. Mask
Actions may also “spend” their dots to increase the Effect of a different,
related action roll. Remind players that dots spent in this way replenish
at the end of the Foray.
Also, ask the players to pick out one Special Ability for their chosen
Mask. Let the players know that if they have trouble picking a Special
Ability, to choose the top one, as it is the recommended starting choice.
If you’re running a One Shot, you may want to go ahead and pick out
the dots and special ability for each Mask ahead of time, just to keep
things moving along a little faster.
During the Foray, when the players put on their Masks, ask them to
describe how the Mask twists and changes to reflect a new
appearance, representative of the mask’s nature and their character’s
relationship to it.
Item Loadout
Ask the players to choose their “load” for this Foray. Advise the players
that they do not need to choose what specific equipment they will bring
on this Foray. Instead, their load determines how much stuff they can
bring, and can be spent to have equipment as necessary during the
Foray. Advise the players on the impact of which load they choose as
follows:
Light Load: You move swiftly and silently, and you do not appear to be
suspicious.
Medium Load: You move normally, and you appear like a traveler,
equipped for the dangers of the road.
Heavy Load: You move a bit more slowly and with a bit more difficulty,
and you appear like a bandit or revolutionary, ready to do violence.
Engagement Roll
Now comes the Engagement Roll, the roll which will determine whether
the players start in a controlled, risky, or desperate situation. Gather up
some dice according to the following chart:
6 Controlled
4, 5 Risky
1-3 Desperate
Critical: The band starts in perfect position for an ambush, and the
Powdermen and caravan guards are suspecting that the other might
double-cross them. They may even start fighting each other at first!
Risky: The band starts in a pretty good position for an ambush, but a
caravan guard is moving towards your position to look around.
Potential Obstacles
It’s difficult to impossible to say exactly what sort of obstacles your band
will encounter, depending on the path and the plan they take, as well as
their objectives. Here’s a list of potential obstacles that might prove
useful for this foray.
If this was a one-shot, you can end the game here. If you have a
chance, please let me know what you thought of the game on
twitterby messaging @ErikTheBearik!
Payoff
● If the foray was a success, the band gains 4 Reputation and 3
ticks on the Diggers Favor clock.
● If the band secured all of the black powder, they gain 3 units of
powder.
● If the band only managed to steal some of the black powder, they
gain 1d3 units of powder.
● If the band discovered the strong box and brought it (or its
contents) back to the refuge, they gain 4 blood sterling.
XP
At the end of your session, it’s time to award XP. Run through the XP
questions on both the Background Sheet and the Mask Sheet and discuss
the answers to the questions. The GM holds final authority on how much
XP is handed out, but you should give players a chance to say why the do
(or don’t) think they deserve an XP reward for certain questions.
Tiers and Goals
As your band grows in size and strength, they will also advance in Tier.
However, you will need allies to advance as well. To advance from a
“Weak” to a “Strong” hold on a Tier, the band will need to fill up a
“Rep” clock with 8 segments. To advance from a “Strong” hold to the
next Tier, they will need to have a certain number of Allies at a certain
tier as well.
Tier Advancement
Tier 0 - A Small Band (2) Tier 1 Allies
Tier 2 - Covert (3) Tier 1 Allies, (2) Tier 2 Allies, (1) Tier 3
Rebellion Ally
Ally Tiers
Your allies will have their own Tiers, and will need help in order to
advance. When first turning a friendly faction into an ally, you will need
to help them accomplish a goal by filling their 8-Segment Favor clock.
This will add the faction as Tier 1 Ally.
Thereafter, whenever you fill up an ally’s Favor clock by helping the
allied faction achieve their next goal, their Tier will increase by 1.
Tier Goals
With each new Tier you unlock, the goals of your band should change.
This chart provides a summary of which goals your band should pursue
as they advance in Tier.
Tier Goals
Tier 0 - A Small Band ● Taking care of basic needs
● Gathering allies
● Freeing prisoners
● Recruiting radicals, outsiders, etc
● Treating with faeries / gaining their
permission / blessing.
Friendly Factions
You are not alone in your struggle. There are many other groups in
Cardenfell who share your disdain for the vampires, and whose ideology
aligns with your own. However, each has their own priorities, goals, and
challenges to overcome. Your task is to do your best to coalesce these
factions into a unified whole, capable of overthrowing the Vampire
Lords who oppress you all.
Guilders are the progressive elements within the few remaining crafting
guilds. They see the writing on the wall with regards to the rise of
industry, and seek to dismantle the vampire’s reign before it claims
their own vocations.
Lawyers are those educated folk who seek to use their knowledge of the
unjust laws of the vampires as a weapon and a shield, using legal
proceduralism and intervention to thwart the worst excesses of
vampiric abuse.
Enemies, Vampiric and Mundane
Mundane Enemies
Not every foe you face will carry vampiric blood. Some are collaborators,
sycophants, or beneficiaries of the vampiric order’s stranglehold on
society. They are considerably weaker than their vampiric masters, but
still pose a threat.
Landlords are non-vampiric Squires and Lords who own property and
therefore charge blood-rents from peasants
Bailiffs are men with clubs who keep the peasants in line, brutal
enforcers for landlords who often line their own pockets with the misery
of others.
Ghuls are former folk, drained of all but a single drop of vampiric blood.
They are the slaves, carrion-eaters, and underclass of Cardenfell. No one
is quite clear where they come from, but some whisper that to be turned
into a ghul is the fate of those who fail to make rent.
Wisps are collaborators, folk who aspire to vampirism, rising above
their fellows by hoarding wealth. They spy on others, sow discord, and
keeping the myth of “ascending” to vampirism alive.
Vampiric Classes
Even within the ranks of vampiredom, there is a strict hierarchy. Largely
based on the accumulation of blood and silver, the “ladder” of vampiric
privilege is held up as a meritocracy, hiding the bloody and vicious truth
of “ascending” through the ranks. Each rank both hates and aspires to
the rank above, putting on airs or attempting to emulate the fashions
and practises of the level above them. In this way, Vampire society is
bound together, not through love or loyalty, but through envy and greed.
Kith are Vampires with a bit of Red Sterling and land. They control
minor fiefs, and are little better than landlords. They are addressed as
Sir, Madam, or Squire.
Kine are Vampires of society, a true bourgeoisie above “sullying” their
hands with the lesser details of extracting blood and rent from the
peasantry. To address Kine as anything other than M’Lord or M’Lady will
earn a peasant a whipping.
The Pure Lines are Vampire high nobility, who control other vampires
and large vaults of Red Sterling. They are the most powerful, most
removed from day-to-day affairs. Their name is a bit of propaganda, as
many claim their blood is “purer” than lesser vampires.