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Presumably Victorian England
The exact age of Christopher Barrow is unkown, but he's presumed to be born around Victorian era. It was first during the 20th century that he has begun to be noticed. For many years, he has been plotting and planning in secret, from his Sanctum, the "Raven’s Nest".
His activities were initially documented in the 1980s, when he made experiments on lupines. The local kindred didn't see cause for concern back then, but that would change during the 1990s. Barrow grew bold and was caught by a Camarilla coterie of vampires while attempting to kidnap a Gangrel. Much to their surprise, Barrow had help from a Brujah and a werewolf, so the coterie reported the incident to the local Sheriff.
The local Prince dismissed the case, since the Gangrel managed to escape. However, the Gangrel clan had a different opinion on the matter, and decided to attack Barrows' base of operation, the "Raven’s Nest". The small assault group never returned.
After the disapperance, the local Prince declared a blood hunt on him, but the next group to arrive at the Raven's Nest, only encountered more of Barrows' supernatural slaves. An investigation was carried by an archon who discovered, that contrary to their belifs, Barrow was not around 50 years old, but in fact over a century old, and yet neither a ghoul nor a vampire.
To the investigators shock, Barrow was the center of a global black market that collects and sells supernatural relics and slaves to the highest bidder. No one knows who buys these "commodities" or how they arrive to their buyers. To make the case even more mysterious, the Tremere clan’s involvement in this Red list hunt has been highly suspicious, and created a great number of disturbing rumors. Some say that the clan wants to deal with Barrow on their own terms, but others say that Barrow has important dealings with the Tremere.
Trophy Clan: Gangrel
Apparent Age: Late 50′s
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 3, Manipulation 4, Appearance 3
Mental: Perception 4, Intelligence 5, Wits 3
Talents: Alertness 3, Athletics 2, Awareness 4, Brawl 2, Empathy 3, Expression 3, Intimidation 3, Leadership 4, Streetwise 2, Subterfuge 4
Skills: Animal ken 1, Crafts 3, Drive 2, Etiquette 4, Firearms 3, Larceny 1, Melee 4, Performance 3, Stealth 3, Survival 2
Knowledges: Academics 5, Computer 2, Finance 3, Investigation 3, Law 3, Medicine 2, Occult 5, Politics 3, Science 3, Technology 3.
Numina: Hedge Magic (Path of alchemy 5, Path of curses 5, Path of Divination 5, Path of Healing 4), Psychic Numina (Astral Projection 4, Pyrokinesis 4, Telekinesis 5)
Backgrounds: Allies 3, Contacts 3, Resources 5, Retainers 4
Virtues: Conviction 1, Self-Control 4, Courage 3
Morality: Humanity 5
Notes: Barrow has a rather large collection of magical artifacts at his disposal, and he always has at least two cultists close to him, and a minimum of one supernatural creature (werewolf or vampire) that he has bound to his will. Rumor has it that Barrow has an imp hiding in his shadow, which detects any nearby supernatural and tells its master their location.
- Dread Names, Red List, p.40-43