Author Topic: Overview: Camarilla  (Read 1368 times)

Offline d4rko

  • Senior Administrator
  • Hero member
  • *********
  • Posts: 5120
Overview: Camarilla
« on: March 19, 2017, 10:52:14 PM »
INTRODUCTION

Give way — thy God loves blood! — then look to it: —Give
way ere he hath more!
        —  Lord Byron, Cain: A Mystery


WHAT IS THE CAMARILLA?
To understand what the Camarilla is, it is first necessary to understand, on a deep and abiding level, what it is not. Specifically, the Camarilla is most definitely not the group that contains the vampiric "good guys.". There is nothing intrinsically good, true or nice about the Camarilla or the vampires who comprise it. The Camarilla does not exist to protect humanity from vampiric depredation; rather, its function is to ensure the safest and most profitable existence possible for its members. The care the Camarilla takes not to make too overt a presence is precisely the same effort the wolf makes to disguise his presence among the sheep.

What the Camarilla is, then, is a sect by the vampires, of the vampires and for the vampires. It exists to protect its members from the surging seas of humanity, who by dint of sheer numbers could wipe most of the Kindred off the face of the earth. The Camarilla's single greatest creation, the Masquerade, exists for precisely this purpose. A veil of misdirection and falsehood, the Masquerade hides the very fact of Kindred existence from the mortal world. What humanity can't see, it can't kill, and thus the Kindred are safe. The fact that the necessity of preserving the Masquerade cuts down somewhat on the casualites Camarilla vampires inflict on the mortal population is merely a by-product of the need to preserve the illusion.

What the Camarilla is really about, though, is the status quo, and the preservation of thereof. The elder vampires who dictate the Camarilla's policy like having power. They like having control over hundreds and thousands of younger Kindred. They like having wave after wave of subordinates there  to protect them. And, most important of all, they want to keep things exactly the way they like them. The Camarilla works, at least for the vampires who make the policy decisions, and thus direct the sect's policies toward preservation rather than improvement. Could the Camarilla work better? Possibly, but then it wouldn't serve the interests of those who control it nearly as well.

Even those vampires lower down in the power structure — primogens and elders for example — have a vested interest in keeping things as they are. Relics of ages long past, these Kindred have no place in the modern world. By themselves, they'd soon perish. The Camarilla provides them with a buffer against the harsh winds of change, protecting them from an era that has no use for fencers or nobles from the court of the Sun King, but every use for coders and phone phreaks. By keeping the Camarilla the quasi-feudal organization that it is, these Kindred make a comfort zone for themselves. By wrapping the Camarilla up in Traditions and offices, they keep the sect on a level they can operate on. Whether this deliberate retardation of the sect's evolution is ultimately harmful, none can say, but there are any number of younger Kindred who are less than pleased with the current state of affairs.

As for the youngest of these immortals, what does the Camarilla offer them? In a word, security: The sect is protection (stifling though it may be) while the new vampire comes into his powers and learns the customs of his new existence. It is a group of allies against the mortal world and other vampires, a shelter against the new and terrible perils of unlife. While that security can quickly grow oppressive, in the beginning it is worth a great deal to a newly Embraced Kindred, who would otherwise be completely and utterly alone.

THE BASICS
In theory, the Camarilla is the universal organization of vampires (Called Kindred, as a means of cushioning the harsh reality of vampirism) that speaks for and legislates for every vampire in the world. Bound by a series of Traditions regarding the creation, behavior and destruction of Kindred, the Camarilla is open to any vampire, regardless of clan or origin. The sect also strives, in accordance with one of the Traditions, to hide the existence of all vampiric activity from mortal eyes. This deception, called the Masquerade, is the defining detail of the Camarilla's existence; the creation, maintenance and armed struggle to uphold the Masquerade is what drives much of the sect's overt policy. Regardless of how powerful any individual vampire might be, there are still only a relative handful of Kindred in the world. Should humanity become aware of vampires' existence, the resultant war could only have on possible conclusion: humanity victorious, the Kindred essentially exterminated. The sheer weight of numbers would be too much for even the most potent Kindred to withstand. Fear of the day when that genocidal tide rises is why the Camarilla strives as hard as it does to defend the Masquerade.

In truth, the Camarilla is far from universal. Of the 13 full-fledged clans of vampires, only six pledge their allegiance to the sect. One (the Gangrel) has recently abandoned the Camarilla, two stand in direct opposition to it as the heart of the Sabbat, and four stand aloof, supposedly neutral or at least unaligned. Even the supposedly loyal clans are imperfect in their loyalty; so called "antitribu" abandon the Camarilla's clans to serve the enemy, and more Kindred proclaim them to be anarchs, beholden to no sect or group save  ones they themselves create.

So, beset by foes within and without, the Camarilla must be a tiny, crumbling collective, yes? Hardly. Even on the doorstep of the Final Nights, the Camarilla is the largest and strongest and most populous sect of vampires in the world. It still controls much of the Americas, has inroads in the Far East and rules almost all of Europe. While fewer than half of the clans belong to the Camarilla, it still boasts more clans than any other sect. And while the ferocity of the sect's foes may give them certain plusses, the Camarilla's unparalleled mastery at working with and through humans offers it a tremendous advantage.

IN PRACTICE
In practice, the Camarilla is sect of cities. The faction as a whole is ruled by the Inner Circle, though few outside that body's ranks can tell you who, what or how large that Circle might be. The most popular rumor is that the Inner Circle consists of either the quasi-legendary Founders or their childer, but no one seems to know for certain. The Inner Circle meets once every 13 years to appoint new justicars, who then serve as the ruling council's agents in the field for the next decade-plus. Each justicar in turn appoints and blood bonds archons to assist in her work, and thus the internal policing of the sect is assured.

The vast majority of the Kindred, however, are not archons, justicars of members of the Inner Circle.  They dwell in the cities, and are frankly more concerned with the nightly business of whatever mtropolis they call home than they are with the sect's sweeping policies. Cities under the Camarilla aegis are ruled by a prince, who is advised (or sometimes dominated) by a council of elders called the primogen. Beneath the prince is a whole array of appointed and self-appointed officers who keep order, uphold the Traditions, and squabble amongst themselves seeking more power. Those Kindred who don't hold titles seek them, those in power seek more power, and at the top of the pyramid the prince seeks to maintain his authority while still keeping his domain strong enough to repel attacks from all comers.

For the average vampire on the street, the Camarilla exists as a series of laws to folloow, powers-that-be to avoid or impress and peers to maneuver against. His concerns are keeping his haven safe against mortal and immortal intruders, finding a way to advance in the city's hierarchy (or at least keeping himself from being ground underfoot by machinery of rule), and keeping himself fed without drawing the ire of a more powerful Kindred. It's as far from the grand and glorious war against the Sabbat or the high intrigue of the elders as one can imagine, but this, too, is an essential element of the Camarilla.

AGE
Many of the movers and shakers of the Camarilla are old — centuries or even millennia old. They have seen empires rise and fall, philosophies and utopias crumble and have moved, unchanged, through all the tumult. There is the stabilizing — some would say, ossifying — presence that anchors the Camarilla firmly in its Traditions and history.

At the same time, there are more young Kindred in the sect than ever before. As the mortal population has exploded, so too has the capacity of the cities to support the Kindred. That means more and more young vampires, all of whom look at their staid, stable and terrifyingly powerful elders with a combination of fear and resentment. Even as age defines the Camarilla, it divides the sect as well.

POWER
Power is the currency of the Camarilla. Power over one's childer, power over one's domain and power over one's foes — all these are the coin the vampires behind the Masquerade trade in. Alliances are formed and broken, childer and ghouls created and destroyed, and murders carried out in the shadows of night, all for the sake of power. In truth, what else is there for the sect's vampires to acquire? Money is worthless, sex pointless and love easily compelled. Power, then, becomes the only thing worth pursuing.

That is not to say that the only struggles for power take place within the sect itself. The Camarilla wrestles with its foes for dominion in the wider world; individual Kindred face the Sabbat, the Lupines and other enemies ono a nightly basis. Regardless of whether the conflict is over a prized city office, control of a nightclub or the rule of an entire city, the struggle for power is the one that envelops all Camarilla Kindred, willing or no.

INTRIGUE
The prime benefit of the vampiric condition is immortality. The Kindred need not worry about aging, becoming decrepit and finally succumbing to death. They have literally all eternity before them. With that in mind, the average vampire becomes very, very cautious about exposing herself to risk. Consider all that she has sto lose by placing herself in the line of fire; not years or decades, but centuries and millennia. As a result, no sane vampire wants to risk her boundless future any more often than is absolutely necessary.

That means the vampires of the Camarilla don't go in for gun battles, brawls in the street or sword duels atop abondoned factories. They're just too dangerous. As a result, the predatory instinct for dominance and control innate to all Kindred needs to be sublimated, redirected and channeled into less risky pursuits. And so the Kindred weave intrigues and plots the likes of which would have amazed the di Medicis, often for prizes so small as to make the whole affair pointless. Sometimes the machinations reach across centuries and continents, with the authors of the schemes watching patiently as the events they planned so carefully unfold.

Other times the intrigues are the creation of a moment, a contest between two jaded Toreador to see who can seduce or destroy a mortal more quickly. The polots serve their purpose, ultimately. They provide the predators with distance from one another and give them something with which to while away the never-ending nights. In the end, though, the games of intrigue are inescapable. Those who don't initiate them inevitable are caught in them. Since it is better to be the puppetmaster than the puppet, Kindred caught such begin intriguing on their own, and so the chain continues unto the very weakest.

ORGANIZATION AND DEFINTION
The Camarilla is, at best, a loose affiliation of Kindred. There are few laws among the Kindred, only Traditions. There are no policies on immigration or borders, only customs. Indeed, for a sect that places such heavy reliance on tradition and history, the Camarilla has precious few mandated behaviors. Most of those are covered by the Six Traditions; the rest are common sense. Otherwise, the Kindred of the Camarilla act as they please, within the boundaries established by local princes.

Almost all Camarilla vampires are urban. They are social creatures, and few who are not seeking Golconda have the slightest use for solitude. Even the relatively spacious suburbs are too sparsely populated for most Kindred to feel at home, so the vast majority crowd into urban hives. The basic population ratio is one vampire for every 100,000 mortals; in some neighborhoods that can drop by 75 percent, while in others, there are no vampires to be found at all.

The rule of the Camarilla is theoretically the rule of princes. While the sect claims the entire world as its purview, there are regions (the American Northeast, for example, and Central America) wherein the Sabbat holds near-absolute sway. Furthermore, as the Camarilla has no true centralized government, only an Inner Circle that meets infrequently and a roving enforcement squad of justicars, the attitude of the sect toward its territories can best be described as laissez-faire. As long as there aren't obvious problems, each prince is run to her domain as she sees fit. Clan ties are often stronger than sect ties, and this also makes it difficult to impose central authority on Camarilla's memebership. In truth, though, many elders say in private that the lack of central authority in the Camarilla is a good thing; any attempt to impose more regulation on a bunch of ancient and powerful Kindred would only meet with disaster. As is, the Camarilla rules with a light touch and an eye toward preventing disaster.

Commerce and travel between Camarilla cities is brisk, though the former is usually carried out by mortal catspaws. Travel through Lupine- or Sabbat-infested regions is difficult and unsafe, so many vampires spend centuries at a time in a single metropolis. Those who rove either learn survival skills very quickly or meet Final Death within a few short years. There are no legal restrictions on traveling, other than the Tradition of Hospitality, so those Kindred who dare to wander can do so with equanimity — so long as they are polite.

The Camarilla has no standing military, other than the cadres of justicars, archons and alastors whose work more closely resembles espionage or special ops. Each city is responsible for its own defense, drawing from its own population to guard its borders and territories. Occasionally one city will "lend" support to another, but such maneuvers are rare; too many times the city offering help has found itself under attack immediately after detaching part of its strength to assist a neighbor.

Socially, the Camarilla is an exceedingly polite society. With bloodshed outlawed and carefully watched for, it has to be. Salons, Elysiums, meetings and deal-cutting — all of these are part and parcel of nightly social life for the sect's Kindred. Even the Nosferatu occasionally indulge, climbing out of sewers to sell secrets or shock the Toreador with their presence. Insults and damning praise, left-handed compliments and shocks to vampiric composure — the art of delivering such is one of the highest to which Kindred of the Camarilla can aspire.

THE EMBRACE
The Embrace is the process of creating new vampires from mortals. It works only on human beings or (exceedingly rarely) creatures so close to human as to pass for them. The right to Embrace new vampires is jealously guarded by the elders of the Camarilla, who fear both overcrowding and the prospect of a sea of hungry neonates seeking elder vitae. Even the details of how the process is accomplished are sometimes hidden from the thin-blooded youth of the Camarilla, creating an ignorance which prevents some accidents but produces gruesome mistakes in other cases.

OBTAINING PERMISSION
The Camarilla operates under the Masquerade, a concerted effort to hide the existence of Vampires from the mortal world. A logical derivation of that statement is the fact that the more vampires there are, the harder it is to hide them — so it's best f or the Masquerade to keep the numbers low. But vampires will be vampires, and of the basic drives the Kindred have is to Embrace others. As a result, the Camarilla has come up with an ornate procedural for obtaining permission  to embrace. Were those  guidelines not  followed, the vampiric population would  increase exponentially, shattering the  Masquerade in the process. While no one  actually likes the process is currently  arranged (the most common gripe being  that Ventrue and Toreador seem to be  favored), agreement is more or less  universal that it beats the alternative.

A vampire who wants to create progeny  needs to go directly to the top, namely, the  prince. The prince holds the right of  creation and destruction in his city,  meaning that he alone has the actual right  to create childer. It is within his power,  however, to bestow that right  temporarily on one of his subjects. This is  often done as a reward for exceptional  service, such as feeding off a Sabbat  attack, uncovering an infiltrator or  preventing a particularly dangerous  breach of the Masquerade. At other times  the right of creation is held out as a bribe  to potential allies, or a way of juggling the  power of the primogen. If the Brujah elder, who sits in opposition to the prince,  has a few too many childer, it may  behoove His Majesty to grant the right of  creation to the as-yet unaligned Nosferatu primogen. Doing so bolsters the  Nosferatu's forces and renders him  indebted to the prince; all in all, an entirely satisfactory result.

On rare occasions, Kindred trade prestation debts for the right of creation.  The right to create a new vampire is never  given away cheaply. The vampire petitioning for such a boon must bring a great deal to the table, either incurring  tremendous debt to the prince of offering  to release the prince from immense  obligations he has incurred.

Once the right of creation has been  granted (often in a public cerenoomy at  Elysium; more infrequently in private if a  prince is quietly supporting an ally or  increasing his own brood), it cannot be  rescinded. The Kindred who receives this boon as long as she wishes to exercise it,  though most vampires already have  someone in mind for the Embrace when  they go seeking the boon. Sometimes  there is an observation period mandated  by the prince, during which approval can  be given or denied for a particular  candidate for the Embrace. More often  than not however, the vampire with the  mandate to create is her own as regards  her choice.

DESTRUCTION
Deep down, on some atavistic and predatory level, every vampire secretly wants to be the only one in existence. However, acting on this nagging little impulse tends to cause all sorts of problems with the Camarilla social order. As a result, the destruction of other vampires (at least those belonging to the sect) is strictly forbidden, save in the most exceptional and unusual circumstances.

WITHIN THE SECT
Murder of other Camarilla vampires is one of the most severe crimes one of the Kindred can perform. A murderer of fellow vampires can expect to face Final Death in an extraordinarily painful manner if she is caught, both to punish her and to warn others against repeating her mistake. The stated reason for such draconian penalties is that killing a sectmate weakens the Camarilla's defenses against its enemies, which makes perfect sense. Kill a Camarilla vampire and save you the Sabbat the trouble of doing the same. Then again, there are other unspoken reasons for the prohibition, most of which stem from the elders' fear of being overwhelmed by a tide of younger Kindred. By legislating so heavily against murder and by inculcating a loathing of the act in their childer, the elders work to keep themselves from becoming targets.

Kindred who murder other Camarilla vampires can expect little help from anyone besides their closest friends and allies. Enemies of the victim may offer some token assistance or protection, but most will be content to reap the benefits of the murder while allowing the actual murderer to take the fall. In the meantime, the prince and all his officers sweep down on the offender like avenging angels, making punishment swift, deadly and public. Doing so is a necessity otherwise the supporters of the victim may decide to take matters into their own hands and trigger a bloodbath. Such a feud can tear a city apart in a matter of nights, making the metropolis easy prey for the Camarilla's enemies.

OUTSIDE THE SECT
The rules about murder change when the putative victim isn't a member of the Camarilla. Sabbat vampires are fair game almost all of the time; the more dead Sabbat there are, the happier the Camarilla authorities are likely to  be. Dealing with the independent clans is a bit trickier. While the Camarilla doesn't necessarily like the Setites, Ravnos, et alia, it does need to avoid alienating them to the extent that they become diehard enemies. The means treading carefully around the independents, especially as regarding touchy subjects like murder and the like. A Camarilla vampire who decides to rid himself of a pesky Giovanni permanently had best to be sure to hide all oof the evidence — including the ghost of the deceased — or risk being turned over to those he has wronged as punishment should he be caught. On the other hand, if he's not caught, those in the know about his deed may offer subtle congratulations, and even raise their estimation of the successful assassin.

WALKING THE BEAT
There are those Kindred whose titles put them into positions where they may well have to kill, and kill repeatedly. Scourges and sheriffs in particular face this situation. Scourges are often licensed to kill (as it were), armed with a mandate to remove a city's surplus population. Abuse of that privilege ("That was your childe, Your Majesty? I'll be hanged if he didn't look just like a Caitiff to me.") can get the scourge on the hit list himself, but most scourges are at least careful about when they overstep their bounds.

Sheriffs face a slightly different problem, as they're more likely to be confronted with kill-or-be-killed situations observing the breaches of the Masquerade or apprehending criminals. In those cases, if the sheriff can at least offer a solid explanation for why he felt it was necessary to bring the hammer down, he usually gets off scot-free. Many princes see paying attention to neonate claims of  brutality by a sheriff as giving the rabble too much credence, and are more inclined to trust their appointees than they are to listen to the vampiric masses. So long as the sheriff (our scourge) picks his targets well and doesn't destroy someone with a powerful patron or protector, the odds are that he won't even be interfered with. A wise prince has someone watching both his scourge and his sheriff to keep an eye out for abuses, but both positions come with wide latitude when it comes to eliminating other Kindred.

BLOOD AND DIABLERIE
The main reason that most vampires get to the urge to murder others is blood. Kindred vitae is more potent that than of mortals; it tastes better, is more satisfying and under certain circumstances can temporarily increase the powers of the vampire who drinks it. That's why the practice of murdering for blood is even more severely frowned upon than the practice of murder itself; Kindred who get a taste for the hard stuff run the risk of becoming addicts and turning into serial cannibals.

Worst of all is the practice of diablerie. A diablerist (instantly identifiable by the black threads in his aura) can expect nothing less than  Final Death if caught. A policy of benign neglect sometimes applies to the notion of diablerie on outsiders (if nothing else, it's tremendous motivation to get the youngsters hunting Sabbat vampires), but diablerie within the sect is forbidden. That doesn't mean that some Kindred don't try the act or even succeed at it, but they brand themselves with evidence of the crime and run the risk of prosecution thereafter. A prince who catches a diablerist often makes a tremendous spectacle of the offender's death, which again serves as an object lesson for other Kindred who might have been getting ideas about supplementing their diets.
« Last Edit: March 20, 2017, 03:40:06 PM by d4rko »

Offline d4rko

  • Senior Administrator
  • Hero member
  • *********
  • Posts: 5120
Re: Overview: Camarilla
« Reply #1 on: March 19, 2017, 10:52:27 PM »
WHO'S WHO IN THE CAMARILLA

THE INNER CIRCLE
The Inner Circle is the ideal cabal; it is the unobserved model for the "Secret Masters" so many conspiracy theorists speak of. The Kindred of the Inner Circle are those who pull the strings of the entire sect, creating justicar and casting them down with equal equanimity. No one knows who the vampires of the Inner Circle are, but none can deny that the Inner Circle is the true hub around which the Camarilla revolves.

Once every 13 years, the very eldest elders of the Camarilla's clans meet to discuss the sect's future direction and current business. Other vampires may be bought in to speak, but only the elders may cast their clans' votes. The lesser clans and bloodlines have no representation here, and the presence of others is at the Circle members' sufferance.

During this time, the members of the cabal appoint justiicars (Replete with wrangling, threats, bargaining and other such talk), consider and determine the Camarilla's direction for the next 13 years, and rule upon Camarilla-wide issues. Many believe that the members of the Inner Circle continue to correspond through the years, directing the justicars as necessary and meeting if circumstances demand it. None are certain how the members of the Inner Circle achieve their position, except simply by surviving to be a ripe old age and ascending monstrous power.

Who comprises the Inner Circle manages to remain one of the Camarilla's best-kept secrets. It is known that they are supposedly "the eldest" of their clans, but that defintion is open to debate. Some believe that the Inner Circle's composition has changed over the centuries as one clan representative or another met Final Death, went into torpor or simply went missing. Others believe that the members of the Inner Circle serve other factions in their clans' unlives; the Tremere, for example, suspect that a member of their Council of Seven sits with the Inner Circle,b ut as none have ever tested the theory, it remains speculation. Such secrecy is largely a matter of tradition, but in these night it has become a matter of grave security. With the assassination of Justicar Ptrodon, the vampires of the Inner Circle realize anew that they are the ultimate prize, and take no chances with their unlives.

Few Kindred, even the justicars, quite know what the Inner Circle does with most of its time. Many believe that they remain in touch with the elders of their clans, keeping their fingers on the changes within rank and file and gathering news from their justicars so that they may consider what needs addressing the next meeting. Optimistic vampires even believe that the Inner Circle Kindred occasionally teach their younger brethern, choosing one particular vampire as designated successor against that inevitable night when a chair sits empty at the council at the council table.

Those who have aroused the Inner Circle's great collective anger have usually done in spectacular fashion, resulting in spectacular punishment. The most impressive punishment that be leveled against an offender is a place on the Red List, essentially guaranteeing the criminal an eternity-long, camarilla-wide blood hunt. The Inner Circle may call upon the justicars to add their strength to the hunt, who in turn call upon their many resources to hound an offender to the ends ofo the earth.

THE JUSTICARS
These six mighty vampires are appointed by the Inner Circle to be their eyes, ears, hands and occasionally fists. Appointment is a long, drawn-out (and occasionally drown out) process as each clan fights to place a strong member in perhaps the most powerful position any Kindred can hold. Too often compromise candidates win out, but occasionally the process achieves its stated goal and a truly, deserving powerful and dedicated vampire ascends to the position of justicar.

Sometimes, compromise candidates are ignored, or the Inner Circle attempts sto manipulate them. Either action can backfire; those appointed to the position, even those who weren't expecting it, usually take up the mantle with full seriousness. Those who are ignored may quietly amass resources and allies behind the scenes, while those the Inner Circle attempts to misuse may bite the hands that feed them and proceed to demonstrate their grasp of the power that has been given unto them.

Justicars enjoy immense power over Kindred society and the Camarilla across the board, excepting of course the Inner Circlle. They alone have the ultimate power to adjudicate matters involving the Traditions, and do so on a grand level. A justicar may call a conclave at any time, either to make a ruling or with a peer to make joint decisions of sect policy. When one of these powerful vampires makes even a polite request, very few Kindred dare refuuse.

Justicars do not only serve as grim judges and agents of the Inner Circle. They encourage the social aspect of conclaves, going so far as to host conclavess so that Camarilla Kindred meet others of their kindi, meetings that might otherwise never occur without the opportunites of conclave. With their power, the justicars can ensure that a insane or despotic prince is removed before he does too much damage to the populace, or turn the tide of battle against the enemies of the Camarilla. A right or wrong word at the proper moment from a justicar can be better coin than gold or status for desperate Kindred.

In the end, though, justicars are regarded with awe and fear. Their wrath is terrible, and their power is immense. No Kindred dares sto refuse them, even if it aids in the vampire's own destruction. They stride the Camarilla like colossi, and the shadow they cast is long indeed.

THE ARCHONS
Archons are the minions of the justicars, set to act in their names for whatever suits their purposes and needs. As no justicar can be everywhere he might want or need to be, an archon can make certain his presence is felt (if not seen). Archons have been part of the Kindred hierarchy for almost as long there have been justicars, although they were not officially named until sometime in the late 1600s, most likely by the Brujah owing to the Greek origin of the word. Archons are typically chosen from the ranks of ancillae and "young" elders, who show some promise by their maneuvers in the halls of power. The tenures of Kindred appointed to the post last for as long as their employers wish to retain them, and the employer can become the officer, not the person occupying the chaiir. On the other hand, some justicars select entirely new staff upon their appointments. Recently, the new Nosferatu justicar, in a veritable tantrum of paranoia, threw out of all Petrodon's archons, including Horatius Muir, who had served Petrodon since the latter's first appointment. Horatius has not taken the loss very well, and his fellow archoins, both in and out of clan, fear the former archon will seek gruesome revenge for the insult.

Not every archon strides into Elysium with her mission statement in hand and announces herself to be here on justicar business. Justicars often need watches or other quiet workers in troubled cities, and the best ones simply appear, do their job and leave with as little fanfare as possible. Archons are not as far removed from the typical Kindred unlife as their superiors. Most are able to insert themselves into city business without attracting much attention and gain the trust of others, who rarely suspect that their newfound compatriots are so powerful. Occasionally, justicars choose archonsm ore for their particular insights into a subject, their skills or their politicial savvy, which does not always walk hand in glove with high profile. Princes have been known to object such moles, but too much protests berings the notice of a justicar who wants to know what a noisy prince might be hiding.

THE PRINCE
Ostenibly, the prince is the Camarilla's voice in the city she rules. In theory more of a magistrate or overseer than an absolute ruler, it is the prince who keeps the peace and makes the laws, whatevery is necessary to keep the city orderly and safe from incursion. The prince wears many hats, including diplomat, commander in chief, lawmaker, patron of the arts, judge and Tradition-keeper. The position originally began with the strongest vampire in a given region claiming domain over it. Over time, certain privileges and responsbilites became attached to the position, either at the whim of the ruler or the demands of the ruled. The position reached its familar modern from the Rnaissance. What exactly the princedom will evolve to in the future is the subject of mush hushed speculation, but never when the local prince is within earshot.

There are several ways one can become prince of a city. One is to depose the old prince. This insurrection may take the form of anything from a bloodless, elder-supported coup to a full-scale war with the gutters running with blood. If a prince shows himself incapable of maintaining the safety of the city against incursion, he may be forced to abdicate by the rest oof the Kindred. Another way is to become a seneschal and hope the prince either dies or is forced from office. Of course there are ways to help that sort of thing along, provided one doesn't mind a few risks that could spell Final Death if one is caught. If one is in a small town or a largely rural area with a scattered population, even a young Kindred may name himself prince. Many times, the elders prefer the relative safety of the cities, and find rural areas both dangerous and boring. Those young vampires who choose to brave the small towns occasionally set themselves up in a semi-structured organization, with the "prince" being the one who has the biggest gun or has earned the most respect. Such titles (Prince Garrett of the Finger Lakes Region, or Madame Charlotte, prince of the Seven Sisters Hills) sound more grand than they truly are, and rarely carry weight with the elders of nearby cities.

A prince is owed nothing by her "subjects." Indeed, once they follow the protocol oof Tradition, most have plenty of other things to keep busy with. A prince rules only so long as she can enforce order, her subjects are sufficiently frightened of her might and the elders support her. If any of those factors disappear, her reign is at an end. On the other hand, if all's in place, then the Kindred of the city can count on being stuck with their prince for a good long while. The elders ensure that a prince's reign is maintained in the name of stability; turmoil in the streets endangers the Masquerade and risks Final Death.

A prince enjoys a great deal of power, one of the major reasons anyone would ever seek the job in the first place. She often gathers great temporal influence in the mortal world to insure that threats to her can be dealt with effectively; few become inclined to do too much to someone who could have their phone lines "accidentally" cut when a gas line is being dug. She may freely create progeny, while other vampires must seek her permission before siring. She may extend her power over those who enter her domain, and may punish her enemies by calling the blood hunt. Whether the perks outweight the burden of the job is a nightly debate in the halls of Elysium, but enough Kindred seem to think that there is a never-ending struggle in every city for ascent to the throne.

THE PRIMOGEN
The primogen is the assembly of elders in a given city. Each clan usually has at least one representative primogen (the title is used to indicate both singular and plural), in addition to any other elders of the clans who wish to sit in on the meeting. No one seems quitie certain when the primogen body came into being, but most Kindred scholars interested in such things point to the council of elders that have been part of mortal communities for milennia. Wherever the organization came from, the primogen councils continue into the present nights as clan leaders, filling seats of remarkable power. As a result, the primogen are either a prince's greatest allies or his worst enemies.

Ostenibly, the primogen council is meanta to be a legislative body, a representation of the opinions of the various clans with regard to governance of their city. Such an assessment is correct in very few cities. Some primogen councils are missing one or more clans, their elders forbidden by princely edict to take their seats, or because the clans are composed of entirely younger vampires and the elders will not deign to acknowledge the clan's right to representation. Those primogen who are seated in many citieis are less likely an assembled body and more like an "old vampires club," a nest of nepotism, favor-trading, threats and treachery. In some cities, particularly those with small Kindred populations, the prince is often the primogen for his clan. In larger cities, this is not -- those involved claim that the prince should be concerned with balanced governance of the city, and that serving as primogen divides his loyalites. Other Kindred point out having a second clan member serving as primogen would seem to weight matters in favor of that clan. Not so, reply those asked. Some of the most vicious disagreements between prince and primogen can be between two members of the same clan who happen to disagree on a particular policy.

The primogen can hold a great deal of power, whether or not, it is granted them. Made up of elders who love their unlives with nigh-obsessive fervor, primogen councils can squash pretenders to the throne, weak princes and outspoken youth in the name of stability. It is their support that confirms a vampire as prince or sentences him to be food for the worms. If they wish, the primogen may drive a prince from office with their recalcitrance or votes of no confidence, or ensure a prince's long reign with their powerful support. Some primogen councils can become the governing body of a city, with the prince continually engaged in fighting with, cajoling, arguing or threatening them back into line. On the other hand, in cities where the princes are more powerful than most, insane or despotic, the council meets solely at the prince's whim and is often merelly a figurehead assembly.

THE WHIP
Sometimes, even the most organized primogen can be overworked and stretched too thin with demans for his time. Add to this a slow-moving discussion at clan meeting, recalcitrant clan members and general voter lassitude, and the task of primogen can become unmanageable for any lone Kindred. It was for these times that the position of whip was created.

The whip is not an official position within the hierarchy of the Camarilla, but rather a recent phenomenon that seems based almost solely in countries with a democractic legislature. Whips are used in the mortal governments to keep of a political party informed as to each other's doings, to keep discussions productive and to round up the appropriate members when it is time for voting. In Camarilla cities, a number of clans employ whips for similar purposes. Princedoms within United Kingdom and United States make the most use of the post.

A primogen may choose not to employ a whip if the situation does not merit it. Afterall when the local branch of a clan numbers sfour, and one is serving as primogen, keeping the rest informed is usually a simple matter. On the other hand, in a large city with eight clan members, a whip can be very useful. Some clans have occasionally pressed their primogen to appoint whips when it became obvious that the primogen was overwhelmed with business. Whip appointments are usually conditional; often the whip is a Kindred who is of some influence within the clan so she will be listened to, but not so much that she potentially overshadows the primogen himself. A whip who begins to outshine his employer is likely to be replaced. Sometimes, a whip position may not be a reward but a warning. Since the whip is required to stay close to the primogen and mind his ways, appointing a troublemaker can be an effective way to put him on the hot seat and channelling his energies into something more constructive (or put him under the spotlight until he inevitably makes a mistake).

Whips in clan meetings serve to goad discussions along by whatever means necessary. This can include filling in details the primogen has inadvertently forgotten, shouting down more vocal clan members to allow the quiet ones a chance to speak up, insulting someone into blurting out his true opinion or throwing out the occasionally inflammatory gambit just to get the ball rolling. Whips may also attend to those reclusive clan members who cannot or will not attend clan meetings for reasons of their own.

In some cities, the whip is viewed as the primogen's second, given authority to sit in the primogen meetings if his master is absent, or standing at his right hand during the meetings, ostensibly to serve as "stenographer" for the clan. More often, the whip is taking notes on everything else occurring during the meeting that the primogen may not notice while speaking or dealing with the prince, such as clothing worn by the other primogen, gestures and mannerisms, tone of voice and reactions by those not primarily addressed. Such an observant whip can be worth his weight in gold when it comes time to interpret the meaning behind another primogen's uncharacteristic objection.

THE SENESCHAL
In the mortal world, the seneschal was the keeper of the keys in a noble house, the minder of the affairs, the one who always knew what was happening and who was closest to the master's ear. It was the seneschal who was in the charge when the master was away, and who took care of the estate in time of disaster. In the vampiric world, the position hasn't changed much from its original inception. THe seneschal is chosen to be the prince's personal assistant, the one who knows what's going on at any given moment, and (according to some wags) the one you really have to deal with to get things done. At any time, he may be asked to step into the prince's place if she leaves town on business, abdicates or is slain.

While a prince may wish to have final authority on the choice, a number of primogen councils have fought to ensure a seneschal candidate to their liking is installed. If the prince is seen as weak or is not well-liked, the fight becomes even fiercer. After all, accidents do happen, the primogen insist, and it were best that the next in line is someone worth having to avoid entanglements at such times. Princes insist that the choice is theirs to make, particularly when the seneschal is in such sensitivie position. They point to certain disaster in Kindred history regarding the seneschal, most often the Nuremberg Incident of 1836, when a Sabbat spy managed to achieve the post and the city narrowly avoided being completely overrun after he handed over the secrets he had learned to his cohorts.

For most seneschals, the job can be a completely thankless one. It may be seen as a stepping-stone up the ladder to greater things, but the rewards aren't always commensurate with the tedium and danger. A seneschal can be called on to be a secretary, clearing house of information, prince pro team, advisor sounding-board, recepient of vitriol, ambassador or a point of contact for any new Kindred entering the city. Some princes may have other uses for their seneschals, such as sitting in on certain meetings as the prince's voice when the prince must be absent, or even to deal with certain matters which princes deem not worthy of their attention. For a prince busy with other concerns (such as hunters, Setites or Sabbat), a capable seneschal who can take  care of all the nitpicky details of running a city can be a godsend. If the seneschal is incompetent, however, he can be a nightmare. A seneschal unaware of the movments of new Kindred in the city may be in fact inadvertently holding the door for Sabbat troops, or one who has closed down a church on suspicion of harboring hunters may have just alienated the Nosferatu who made use of the place as well.

A number of seneschals have taken advantage of their positions, using them to become often the most well-informed Kindred in the city, even outstripping the harpies. Some, as clearinghouses of information, may selectively edit what their prince does and does not know (on a strictly need-to-know basis, with the seneschal of course deciding who needs to know what). Others may block items on the night's agenda if it suits their purpose, most often when the Kindred bringing the business has offended the seneschal in some way. As the seneschal is frequently closest to the prince's ear, he may inform the prince as he wishes regarding matters of business or policy -- lies of omission are a seneschal's stock in trade. If someone is offended with the way the seneschal handles business, the humble vampire may claim that he is merely the prince's voice, and shift the blame upward to an underserving prince. A wily seneschal with ambition on his mind and a prince burdened with the cares of a large domain can be a lethal combination.

The selection of a seneschal has many number of criteria, varying from prince to prince, and from primogen to primogen. Some prefer tractability over trust, while others see some independence and common sense as ideal qualities. Few primogen have ever permitted a senesschal to be of the same clan as the prince, seeing it as invitiation to disaster in the form of clan favoritism.

THE HARPY
The harpies are the gossip-mongers, the rumor mills, the status-givers. They are the word in the wrong ear, the ones who can make a vampire's unlife miserable for the sin of wearing an ugly tie or returning an insult. Many of the best (the most observant, the sharpest tongued, the wittiest) harpies are elder age, although not a few talented ancillae hold their own in these halls of hidden power. Neonates are rarely anything more than assistants and apprentices to established harpies, simply because they are too new to the nusances of unlife's etiquette to understand what's happening. A neonate who attempts to ascend to full harpy status too soon finds her betters turning on her mercilessly; most have the ambition verbally flayed right out them by this treatment. If she's lucky, they'll simply let her embarrass himself.

Harpies are rarely appointed outright. Those with the necessary skills were often part of the elite sociial scene in life, spending their lives as famous gossips, dilettantes and socialites. As in life, these social butterflies hover where the beautiful people can be found, and simply fall in doing what they did before. They are unimpressed with preening, demonstrate remarkable insight into both vampiric and human nature, and can boast an unerring ability to see through pretense and pose.

A leading harpy may choose to name an assistant or two, particularly in a city with a sizable Kindred population. Afterall, even the best harpy can hardly hope to keep up with things when there are Elysiums occurring at both the Academy of Fine Arts and at the local Hard Rock Cafe. A major metroplitian city, such as Vienna or London, may contain at least six Kindred whoo are considered to be the main harpies, in addition to the 20-plus others who serve as additional eyes, ears and sources of material. In a smaller city, as few as two may hold the position, although the question of who is actually in charge is another matter (which no doubt is fought over incessantly). In smaller towns and rural areas, harpies are often completely dispensed with, but here and there one may find a vampire who presides over the diminished social scene like an undead Hedda Hopper. Most harpies tend to be of "social" clans, such as the Toreador and Ventrue, but not a few elder Brujah or slightly more lucid Malkavians have been known to occupy the seat as well.

Not only concerned with who said what to whom, harpies are also interested in the intricacies of Kindred etiquette. There is a right way to do things and a wrong way to do things, and the harpies make sure things are done right. Someone on the harpies' hit list often finds himself banned from all the premiere social gatherings, and it is not all that difficult to incur this sort of ostracism. Rudeness, crudeness, speaking out of turn, showing disrespect or blatant stupidity -- all of these can place a vampire squarely in the harpies' crosshairs.

While some might sneer that the disapproval of a few "old biddies" doesn't mean much in the grand scheme of things, the harpies (and their victims) beg to differ. In an era where the most recent news can be passed nigh instantaneously between harpies in one city can assure an offender that he receives a less-than-cordial welcome in any city he visits. It is the harpies who assist with the brokering of and recording of prestation deals. Harpies are often called on to assist their princes when digintaries visit. In these modern nights, the harpies are busy indeed, dealing with the ramifications of email as a proper method of correspondence, the propriety of requesting an elder to step through a metal detector or the polite way to suggest that a potential disease-carrier hie himself to the lab for testing.

THE KEEPER OF ELYSIUM
The job title is self-descrpitive -- this Kindred is responsible for everything that occurs in the Elysium and usually its environs as well. A Toreador wishing to schedule a recital, a Tremere giving a lecture on medieval alchemy or two Brujah who are hosting a debate regarding currently Kindred involvement with the police -- all must speak first with the keeper. The keeper may cancel an event at any time, even minutes before it is to begin, on the grounds that it threatens security and the Masquerade. (Whether or not the claim is accurate is irrelevant; the keeper has that authority to use as she sees fit.) Such power, while not as impressive as the scourge's right of destruction, can be used to great effect; the vampire who has spent months puffing himself up over a recital at Elysium only to have it blithely cancelled stands to lose a great deal of status.

Keepers may be of any clan; most are at least of ancialle status, which gives them t he pull they need to hire or create sufficient security for Elysium. Contrary to popular thought, the majority of keepers are not Toreador. Such Kindred tend to get distracted from their duties too easily in Elysium's environs.

The job comes with heavy responsibility and very few perks. A keeper is responsible for everything that occurs within Elysium's walls on his watch (and occasionally off it too). While the position is a prestigious appointment, and it can garner a Kindred a greal deal of status and recognition, it puts that Kindred under a microscope almost as intense as the prince's. Because the position requires the keeper to interact with mortals on a fairly regular basis, monstrous Kindred (whether in mein or demeanor) are never considered for the job, unless they have some way to disguise themselves. The appointment is also usually a conditional one -- the keeper can expect to be scrutinized for the several gatherings regarding his policies on the Masquerade, mortals, security and Elysium in general. The harpies are not kind to a failed keeper, if he's still around to accept their scorn.

On a nightly basis, the keeper must be certain Elysium abides by the major rules regarding the established Traditions and the Masquerade. He may be responsible for stopping weapons at the door, a job he often requests the sheriff perform. On occasion, he may need to play host, circulating among his visitors and make sure things are going smoothly. If the prince requests that refreshments provided, it's the keeper's job to procure them. When several Kindred want to make use of Elysium to stage some event (such as dancing lessons, a debate or even a music recital), the keeper needs to juggle the social calendar that ensure that everyone gets a turn and that the Brujah's often noisy debates will not be trampling the Malkavian performance artist's exhibit of silence. If curious mortals peek in the windows or a hapless mortal security guard wanders into a Kindred gathering by accident, the keeper must see about removing the intruders neatly. If an incident occurs that attracts the wrong kind of mortal attention, the keeper needs to clean it up, and he may call on any necessary resources to do so. Relying on this sort of fiat too often, however, is a good way to draw a prince's ire, and the best keepers are often those who are noticed least.

"As is the keeper, so goes the Elysium," is a familiar saying around the halls of power, and it is quite true. A keeper who is continually paranoid about infiiltrators runs Elysium with a grip that can approach a stranglehold, and presents gatherings that are reminiscent of a prison yard's rec time. A keeper who has a great interest in the arts may favor salon-style gatherings that welcome any with something to contribute, while one more interested with social interaction would encourage elder-supported meetings suggestive of the Algonquin Round Table.

Of all the positions in a city, this one is the motst likely to change hands frequently. The position is very much a political football, kicked back and forth between prince and primogen. Furthermore, the role offers a Kinded tremendous opportunities to fail; sooner or later every keeper manages to offend somebody. A wise keeper knows when to resign; foolish ones hang in until the bitter end. If a vampire plays her cards right, she may hold the position three or four times within a few decades; talented keepers are often elevated into the role again and again.

THE SHERIFF
While the sheriff's job description may vary from city to city, his primary function is to be the prince's "enforcer." He generally assists with the "muscle" aspects of ruling, doing everything from hauling offenders into court to keeping order on the streets and occasionally bouncing fools from Elysium. During wartime, the sheriff is often called on to be the war-chief, leading charges and coordinating the martial side of the fight. A sheriff may select deputies to assist him, who often act fully in his authority, but such appointment usually require the prince's approval.

Far and away, the Brujah and the remaining Gangrel provide the most sheriffs, although anyone with something of a martial bent may be selected. Since part of the sherrif's duties include watching for breaches of the Masquerade, a sheriff is also required to show a little brains in addition to brawn. Straight-ahead brawlers are becoming less common; operators who are precise in their applications of force have become the norm.

Keepers of Elysium and sherrifs can be each other's best friends or worst enemies. A keeper who insists on dealing with security herself at Elysium risks stepping on the toes of the sheriff, who believes that such an action indicates to the harpies he's incompetent. A sheriff who muscles into Elysium and conclave security without asking about existing plans may alienate the keeper, depriving him of much-needed support when it come time to press for tighter security measures (such as hear sensors). On the other hand, when the two offices work hand in hand, particularly during conclaves, they can weave a web that could hold back the sea. Keepers and sheriffs often have a great deal to say regarding the selection of the other, and it is not unknown for a particularly tightly knit pair of Kindred to hold both offices jointly.

THE SCOURGE
Some claim the position of scourge is a relic of medieval times, an older form of the sheriff, while others believe that the post was created only within the last decade (with an equally new-minted pedigree). However the scourge cam to be, the office is now part of the landscape of many Camarilla cities. From Bern to Portland, scourges take their mandate to scour the borderlands and barrens of major metropolises. Their targets are fledgeling vampires created without permission, anarchs and those thin-blooded mules of the 14th and 15th Generations.

Proceedings regarding the scourge vary from city to city. Some princes grant their scourges the right of destruction to speed the process of purging along, while other princes demand that the scourge bring the night's "catch" to Elysium for judgement. This last comes in light of some recent tales of over-enthusiastic scourges attacking and killing vampires who had followed protocol and were known in the city, but happened to be in the wrong place and the wrong time. The story currently circulating through Elysium describes a feral Gangrel scourge who encountered three Kindred in a derelict building in the barrens of Milwaukee. As he had been given the full authority to destroy any Kindred he did not recognize, the scourge made quick work of the trio, who were unable to give much resistance. He brought back trophies of his work, to the consternation of the Tremere primogen, who recognized the personal effects of three recently acknowledged neonates; apparently they had gone looking for a private place to perform a ritual. The prince initially refused to disbar the scouruge; but the outrage of the primogen council and the wrath of the united Tremere clan forced him to reconsider.

Not every prince makes use of the scourge -- indeed, a number of princes (usually of smaller or less "prestigious" cities) see it as a dangerous and unnecessary office. The legality of the scourge is still under debate in a number of circles, particularly with regard to granting these gendarmes the right of destruction. Many sheriffs see the scourge as chipping awaay at their power, and as a result they can be the greatest obstacles to a prince or primogen who wishes to introduce the scourge to a city. On the other hand, some sheriffs see the scourge as taking care of a problem that occupies too much of their time when they could be dealing with an infinite number of other matters, such as Sabbat incursions or persistent huunters. A number of vampires, largely those who occupy the barrens on a regular basis and a surprisiing number of "salon" vampires, also see the scourge as a potential threat; a scourge gone bad or working for the enemy could be deadly, especially if the prince gives the scourge a lot of leeway in her dealings with the thin-blooded.

Scourges in general are not the most popular vampires around. Most are loners, and if they are not initially, the demands of the posiiton soon ensure that they are. Few Kindred are comfortable around the local scourge, and even princes hold their hired exterminators at arm's length. Embittered and isolated, most scourges soon grow disdainful of Kindred company, shunning Elysiums in favor of "work". A few far-sighted Kindred (usually those who have some psychological work in their backgrounds) continually attempt to draw their local scourges into Kindred social life, fearing that without social contact scourges will become automatons, killing machines unable to tell the difference between friend or foe. Such efforts have met with mostly poor results. Some scourges scorn such under "do-gooder" attempts as muddling with their thinking, while others find the forced jollity only emphasizes the gulf between them and their fellow Kindred.

THE HUDDLED MASSES
Not every Camarilla vampire holds title; far from iti, in fact. The vast majority of the sect's members attend to their own business. Some do have ambitions to achieve poweor within the sect. These vampires pay careful attention to matters political and may spend decades or even centuries plotting their ascents to power. Others avoid the matter entirely, presenting themselves to each prince in turn, then vanishing back down into the sewer or thaumaturgical labs.

The fact of the matter is that each vampire has eternity stretching before him, and he had best find himself something to do before the crushing ennui of the ages drives him mad. Active participation in politics is an option for only some of the Kindred; there are only so many titles to go around, afterall, and promotion is a slow and bloody process. That means that the Kindred need to find other interests and outlets, all the while adhering to the Traditions and preserving the Masquerade.

The most common diversion for the Kindred involves dabbling with mortals. This interaction can take many forms from indulging in the arts (all-vampire bands are surprisingly common) to meddling with corporations. Other Kindred try to resume or assume mortal lives, living among mortals in an attempt to further their agendas or starve off boredom. Most often, though, a vampire who decides to spend his night interfering with mortals picks a particular field oor institution -- one often mandated by the prince, who has no interest in seeing her subject squabble over a particularly juicy industry -- and then sets about working with his plaything. Kindred grow protective of their mortal connections, tending them with the same care and passion that a gardener expands on a prized bonsai. It is often not a matter of the vampire actually caring for the specific area he has domain over (though there are exceptions) as it is a question of possession. Such vampires often take a great deal of interest in the night-to-night concerns of their connections, diving into the details as a means of distraction. Sometimes Kindred carry on mortal crusades beyond the grave, but sooner or later those concerns fade. The form of the vendetta remains, but the motivation shifts; sooner or later, the chase is what matters more than the goal. It is not uncommon for vampires who achieve goals they've been pursuing centuries to slip into torpor shortly thereafter; there's nothing left to interest them anymore.

On the other hand, there are those Camarilla vampires who have no interest in dealing with humans. The Masquerade is a convenient excuse to avoid interacting with humanity save at feeding time. These recluses are more interested in matters vampirical: thaumaturgical research, vampiric philosophy or artistic expression, or other endeavors only possible for those with unending lifespans. Like those Kindred who throw themselves into the Masquerade, though, vampires who stick to immortal concerns have an overriding passion for what they do. In the end, what matters is not so much what each Kindred does, but rather that they do so emphatically, to keep them from drifting into madness and eternity.
« Last Edit: March 21, 2017, 12:11:29 AM by d4rko »

Offline Raven Corella

  • Sheriff's Department
  • Sr. Member
  • ***
  • Posts: 2437
Re: Overview: Camarilla
« Reply #2 on: March 19, 2017, 11:10:28 PM »
Damn. You need to get clubbing man.

OT: Good read, efforts well spent, I hope.


Offline Lucid

  • Aligatus Sanguis
  • Full Member
  • *
  • Posts: 403
  • I love the shore
Re: Overview: Camarilla
« Reply #3 on: March 19, 2017, 11:10:56 PM »
And with this thread, my friends, I hereby the right to say: Camarilla is getting back on its feet as the fundamentals of this server! Really nice upload for all the starting vampires and those who are around should take a note.

DESTRUCTION
"  (at least those belonging to the sect) is strictly forbidden, save in the most exceptional and unusual circumstances.
"


Remember this the next time you play, kids.
« Last Edit: March 19, 2017, 11:13:15 PM by Lucid »

Offline virus

  • Helper
  • Full Member
  • ***
  • Posts: 693
Re: Overview: Camarilla
« Reply #4 on: March 19, 2017, 11:12:13 PM »
Yep, very useful guide. I didn't know much stuff about the Camarilla, but I know it now, thanks to your guide.
Keep it up

Offline Raven Corella

  • Sheriff's Department
  • Sr. Member
  • ***
  • Posts: 2437
Re: Overview: Camarilla
« Reply #5 on: March 19, 2017, 11:21:07 PM »
Oh btw, do we RP that gangrels claimed themselves independent here?


Offline d4rko

  • Senior Administrator
  • Hero member
  • *********
  • Posts: 5120
Re: Overview: Camarilla
« Reply #6 on: March 19, 2017, 11:25:39 PM »
Oh btw, do we RP that gangrels claimed themselves independent here?

Even after the abandonment of Xaviar, any number of Gangrel in cities and princely fiefs across the globe have declared their intention to remain Camarilla members for reasons of their own.

Many Gangrel have chosen to stay because they have contacts within the sect, or because they have made promises of service to uphold.

These reasons are usually respected by their clanmates; loyalty and honesty are greatly prized among the Gangrel. Those who appear to remain in the Camarilla to protect their interests, whether territorial or otherwise, are accorded less respect by those who have left.

Offline Montreal

  • Full Member
  • ***
  • Location: Science.
  • Posts: 1240
  • I did it for science.
Re: Overview: Camarilla
« Reply #7 on: March 20, 2017, 12:58:51 AM »
Oh btw, do we RP that gangrels claimed themselves independent here?

Even after the abandonment of Xaviar, any number of Gangrel in cities and princely fiefs across the globe have declared their intention to remain Camarilla members for reasons of their own.

Many Gangrel have chosen to stay because they have contacts within the sect, or because they have made promises of service to uphold.

These reasons are usually respected by their clanmates; loyalty and honesty are greatly prized among the Gangrel. Those who appear to remain in the Camarilla to protect their interests, whether territorial or otherwise, are accorded less respect by those who have left.
Xaviar hasn't even left the Camarilla yet, and what Darko said. Every Gangrel in the world isn't going to follow Xaviar and leave.

Thank you very much for making this thread darko.

Offline Carl

  • Trial Administrator
  • Full Member
  • *****
  • Location: Catalonia, Spain
  • Posts: 726
  • Keep going, you got this.
Re: Overview: Camarilla
« Reply #8 on: March 20, 2017, 09:23:57 AM »
Thanks, d4rko. Nice!
Some people are simply blessed with the gift of good taste, and Carl is one of those cases.

Offline Mkjmn

  • Full Member
  • ***
  • Location: Earth
  • Posts: 576
  • Guess it
Re: Overview: Camarilla
« Reply #9 on: March 20, 2017, 11:27:29 AM »
Good job , Nice effort
Alexander_Skylander


Offline Vagabond

  • Full Member
  • ***
  • Posts: 325
Re: Overview: Camarilla
« Reply #10 on: March 20, 2017, 11:30:44 AM »
Darko can make any race lit to rp. I wonder what will happen in the next.

Offline Lurker

  • Hero member
  • *****
  • Posts: 3065
  • oy vey
Re: Overview: Camarilla
« Reply #11 on: March 20, 2017, 11:38:34 AM »
Darko great admin, accept my apps please

Offline 7mada

  • Emergency Services
  • Full Member
  • ***
  • Location: Somewhere
  • Posts: 300
  • I am happy. Because i am a human.
Re: Overview: Camarilla
« Reply #12 on: March 20, 2017, 01:13:43 PM »
Very useful guide.
Thank you, Darko.

Spoiler for D-A-B.:

Offline Leon.

  • Master Of Format
  • Emergency Services
  • Sr. Member
  • ***
  • Location: That's classified.
  • Posts: 2274
  • The one and only.
Re: Overview: Camarilla
« Reply #13 on: March 20, 2017, 01:29:44 PM »
Does Camarilla haves problems with Camarilla Caitiffs/independant Caitiffs/independant Gangrel?
I can unban you only if you promise you won't order 100 pizzas at my home address.
Quote from: Rudy
Accepted along with this Flaw:

Character Killed (∞pt. Flaw): Character is no longer part of the game. You cannot post any more applications for James Stuart.

Offline Raven Corella

  • Sheriff's Department
  • Sr. Member
  • ***
  • Posts: 2437
Re: Overview: Camarilla
« Reply #14 on: March 20, 2017, 01:38:41 PM »
Does Camarilla haves problems with Camarilla Caitiffs/independant Caitiffs/independant Gangrel?
We even have a Dhampir here that we can't touch cause OOC rules, so like-... no, not really.