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Aresham

Coven Sobriquet: Coven Moribraes
The reigning coven of Skelgarðr, Aresham's capital

Aresham
Coven Lore

The Aresham Coven, headquartered in Skelgarðr, capital of Aresham, is one of the most culturally distinct vampire covens in Rhenovaalis. Founded in the late 8th century by Valgerður Næturhrafn, the coven’s formation marked a significant shift in the non-human presence of Aresham, a region previously untouched by formal vampiric governance.

Valgerður’s story predates the coven itself. Born in the late 500s, she lived a humble life on the storm-lashed coast of eastern Aresham, the widow of a fisherman lost to the sea. During the blight of 612(TG), when rot and frost rendered the village’s food stores inedible, suspicion turned inward. In accordance with prevailing superstition, Valgerður was accused of being a fjölkunnig, a wielder of forbidden power, and condemned to burn for bringing ruin upon the settlement. While imprisoned in the village dungeon, she encountered a vampire bound in silver, imprisoned beneath the settlement after an earlier incident. In exchange for her freedom, the creature offered her a vision of a different life, one unburdened by fear or mortality.

Valgerður freed the vampire, who in turn brought her before the Creator. In recognition of her defiance and curiosity, the Creator granted her the gift of immortality. She was turned at age 31. For the next century and a half, she travelled across continents, cultivating knowledge, languages, and perspective, far from the cold shores of her birthplace.

Valgerður returned to Aresham in the latter half of the 700s, drawn by a shifting political landscape and the slow rise of coastal urbanisation in Skelgarðr. Sensing a gap in both non-human order and leadership, she established a formal coven in the hills above the city’s growing merchant quarter, claiming an abandoned citadel later reinforced into a secure holdfast. The Aresham Coven was thus founded, its governance structured more loosely than its mainland counterparts, reflecting Valgerður’s belief in independence and earned loyalty over blood-bound hierarchy.

The initial presence of vampires in Aresham was met with deep suspicion. The region’s rural majority, shaped by centuries of isolation and clan-based resilience, viewed outsiders—and especially immortals—as unnatural forces to be driven away. Historical precedent for supernatural suspicion ran deep in Aresham, particularly following the so-called Cinder Trials of the 500s, in which numerous accused witches were drowned or burned along the northern fjords. This cultural memory fuelled resistance to Valgerður’s return, especially in the more devout fishing villages where belief in the Flame remained strong.

However, unlike covens that relied on political manipulation or urban influence, Valgerður employed a strategy of discreet integration through protection, silence, and trade. Her vampires did not interfere with local politics directly, but instead began aiding isolated villages during harsh winters, intercepting raiders from southern waters, and defending supply routes during blizzards and storms. Over time, her leadership gained reluctant tolerance, particularly among northern port towns, where mysterious rescues and the absence of bodies from bandit attacks were attributed to 'the night’s watchful eyes.'

In 796(TG), during a devastating outbreak of frostbite-induced illness along the Skelgarðr coast, the coven quietly delivered medicine, supplies, and controlled blood infusions to dying patients, using human intermediaries to mask their identity. The success of this intervention solidified the coven’s place in the region’s folklore, not as monsters but as silent protectors, feared and respected in equal measure.

Today, the Aresham Coven is known for its relative neutrality, rugged independence, and emphasis on survival over politics. It maintains minimal interaction with other covens, though diplomatic ties with the Antamont and Atheson covens remain functional. Its membership is smaller than most, but highly self-reliant, with a culture that blends northern pragmatism with deep ancestral reverence. Rituals honouring the sea, night, and memory are commonplace within the holdfast.

Valgerður Næturhrafn remains Coven Master, a figure of enduring mystery and measured distance. She rarely leaves the fortress except during rare storms or quiet walks along the fjords. Among vampires, she is respected as a quiet tactician, one who prefers endurance to expansion, and watches the world not as a player but as a tide that will eventually turn in her favour.

Coven Fellkin
Current Fellkin: ?

Newly-Turned Fledgelings: ?

Coven Master: Valgerður Næturhrafn (f)

Turned: in 612(TG) when she was 31
From: Aresham
Gifts: Skyborne, Day Walker, cat înfățișare

Human Life: She was the widow of a fisherman, living alone on the outskirts of a coastal village after her husband was lost to the sea. When a blight struck the village’s food stores, she was blamed as a fjölkunnig—a sorceress—and condemned to burn. In the dungeon she was locked in, she wasn't alone; a vampire was bound in silver. The vampire spoke of eternal life, and Valgerður was captivated by the idea of being able to leave the village and experience the rest of the world. She freed the vampire, and she took Valgerður to Alucard, who turned her as thanks for saving the vampire. She travelled the world for a century and a half before returning to Aresham and becoming a Coven Master

Brood Nurse: N/A

N/A

Vice Matron: Unknown

Unknown

Night Steward: Unknown

Unknown

Paladin: Unknown

Unknown

General: Unknown

Unknown

Knights:

Unknown

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Wardens:

Unknown

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Sentinels:

Unknown

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Bloodmenders:

Unknown

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Adherents:

Unknown

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Acolytes:

Unknown

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Fledgelings:

Unknown

Unknown

Newly-Turned Fledgelings:

Unknown

Unknown

Other:

Unknown

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