100 Havens
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Vampires are capable of astonishing feats¸ and even the weakest of them command powers that awe and terrify mortals. However¸ the kindred all share the weaknesses of the vampiric condition¸ and like any hunting beast they have a tendency to seek a lair. A place where they are safe¸ and where they can rest. Among the shadow community such places are referred to as a haven.
Like the kindred themselves¸ havens come in all shapes¸ and in all sizes. From penthouse apartments worth more than entire neighborhoods where one can look down on their domain¸ to abandoned tunnels where only the most desperate are washed up¸ to crumbling countryside manors¸ and isolated caverns¸ the kindred can be found nearly anywhere.
The following list of havens are merely some suggestions for locations one might find suitable. In addition to a description of the haven itself¸ there are also suggested benefits and complications that one might run into when acquiring it. Storytellers should feel free to use these as ways to increase personal plot for any players attempting to acquire these locations... particularly since coteries will often share a haven¸ if it's large enough.
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Here are some sample results:
Prince's Folly: A large yacht¸ Prince's Folly was built with oligarchs in mind when it comes to the vessel's security. With an armored hull¸ solar power and hybrid engines¸ and a suite of luxury options onboard¸ this is a pleasure craft with more than a few surprises up her sleeve.
Potential Complications & Benefits: Prince's Folly is an extremely expensive haven¸ both to acquire and to keep stocked. It can be piloted by a single individual¸ but it is meant to have a crew onboard. It is a stunning status symbol¸ and one that can become a fortress for kindred who ensure it is properly armed should the need arise¸ though.
The Last Castle: Found deep in the American empty¸ as the area is often referred to¸ the Last Castle looks like it was transported across the ocean from the old world. Quarried from local stone¸ it's had dozens of owners over the years¸ all of which have been eccentric. Also¸ despite the outwardly gothic appearance of the structure¸ the place is filled with unusual upgrades and unexpected additions.
Potential Complications & Benefits: The Last Castle has had many owners¸ mortal and immortal alike. This makes it a haven with attached prestige¸ and claiming it could lead to significant debates over territory rights and privileges¸ should multiple kindred want the location. It's also expensive to maintain¸ which could be a strain on some kindred's resources. Lastly¸ the place is more than a little isolated¸ which makes it difficult to find prey¸ but also frees up enemies to utilize abilities (as well as weapons) they might keep hidden from the prying eyes of mortals. When that happens¸ residents are usually quite glad for the thick outer walls¸ secret passages and the moat.
All-Sorts Pawn: A store that has a long and infamous history¸ the All Sorts has been buying and selling for dozens of years. An old brick shopfront filled with bits and pieces of lost and broken lives¸ there are generations of shame and secrets sitting on the shelves of this shop. Most who walk by in the street¸ though¸ would never guess how deep the place's secrets actually go.
Potential Complications & Benefits: Originally built by those fleeing European purges during the early days of the second World War¸ there are secret panels in this pawn shop that lead to hidden rooms and tunnels that have seen a great deal of use. This place has a fair amount of foot traffic coming in¸ which can expose residents of the haven¸ but it also provides plenty of prey for hungry kindred. The storefront may be a tempting target for a kindred's enemies¸ as well¸ which is why those who take over this place tend to have large coteries¸ particularly dangerous reputations or a combination of the two.
Warehouse 16: An old¸ sagging structure at the far end of the docks¸ bad things seem to lurk around Warehouse 16. There have been fires¸ collapses¸ shady deals¸ murders¸ missing persons and more¸ which has given the place a dark reputation. While it isn't currently in-use for storing wares¸ that doesn't mean the location isn't currently being used by someone.
Potential Complications & Benefits: Warehouse 16 has been an underworld structure for a fair number of years¸ now. Used during Prohibition to host illicit gatherings¸ the warehouse has also been used by arms dealers¸ drug smugglers¸ rave organizers and more. Sometimes the place was raided¸ but more often the law merely looked the other way as long as the residents kept paying their bribes. Various criminal organizations may attempt to take control of the warehouse¸ or need to be rousted from it¸ but that may be a blessing or a curse depending on a kindred's position. Security is minimal without a staff of ghouls to see to it¸ though¸ which might leave a kindred feeling exposed until proper measures are taken.
Timber Ridge: A trailer park that makes no bones about being what it is¸ Timber Ridge has every flavor of struggle one can imagine behind its closed doors. Poverty¸ addiction¸ broken homes¸ abuse¸ undiagnosed conditions and the list goes on and on. The place is almost a country all its own¸ where those who reside within its borders are viewed by others almost as interlopers (or escaped prisoners) whenever they turn up somewhere else in town.
Potential Complications & Benefits: It's said that desperate people produce the most loyal ghouls¸ and Timber Ridge often proves that saying true. Violence and bizarre sightings are ignored when the reports come from the trailer park¸ but there are risks there that may still prove dangerous to the kindred. There's no security keeping out one's enemies¸ either¸ and with renewed corporate interest in acquiring land like this it may be necessary to fight for control of Timber Ridge on multiple fronts.
One page is the front cover¸ three the front matter and most of one is ads.
