Diablerie Roleplaying Network

The Masquerade
Thou shalt not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.

The First, and many would argue, most important Tradition, which forbids a vampire to reveal their true nature to outsiders. To do so risks the destruction of all vampires. The Elders remember the Inquisition, and the terror-filled nights. This Tradition is sometimes stretched to allow revealing one's nature to other entities who are not mortals.

The Domain

Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.

The Second Tradition. In days long gone, every vampire would claim territory, taking it as their exclusive hunting ground, and dictating what could or could not occur there. But in the modern age, only the strongest vampires do so. The Prince of the city refers to this tradition to legitimize her claim to rule.

The Progeny
Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.

The Third Tradition. It states that a vampire must obtain permission from her Elder before she embraces a mortal, thereby creating another vampire. Before the modern age, the term 'Elder' was interpreted to mean her Sire, but now it is considered to refer to the Prince of the city she resides in. Usually, the penalty for violating this tradition is the death of both Sire and Childe.

The Accounting

Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.

The Fourth Tradition. It states that a vampire is accountable for the actions of a Vampire she creates until the latter is deemed to be mature enough be be admitted into vampiric society. Until then, the Childe has no rights, and is under her Sire's protection, or may be destroyed at her discretion.


Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

The Fifth Tradition. A vampire must honour another's Domain. And so, when a vampire is newly arrived in a city, their presence must be acknowleged by the Prince or Seneschal. If the vampire is not acknowledged, she is not technically part of the Camarilla, and not protected by any of its laws.

Destruction

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.

The Sixth and Final Traditon. In the past only a vampire's Sire had the right of destruction, but in the modern era the Princes has claimed it for themselves, and in the modern cities only a Prince has the power of life and death.


Pax Vampirica

A Prince may declare parts of their domain Elysium. Such locations are subject to Pax Vampirica. No violence of any kind may take place in an Elysium, and no art may be destroyed. Pax Vampirica is punishable by Lextalionis

 


 

Camarilla of St. Louis

Download this excellent "sales generator" now for your site,  clients WILL buy your books to get their hands on this book.The Camarilla is the strongest group in the city of St. Louis. In order to survive in the World of Darkness, it is important that a sect member understand the rules of the game. Whether you choose to have your character follow those rules is up to you. (There is a name for people who don't follow the Camarilla rules -- Anarchs)

Many characters get into trouble right off the bat, because they fail to understand the heirarchal system that the Camarilla operates on. These pages are here to help you understand the structure of the Camarilla.

Keep in mind, the Camarilla is not the "good guys" compared to the Sabbat. As far as backstabbing and treachery goes, they can be pretty nasty. It is an elitist nepotistic group, who oftentimes won't give a fig about your character or its continued existence within the system. Your ability to "play the game" is reflected in your status and even in your long term survivability.

 

 

Status

"Status (in the Camarilla) is the central focus of many Kindred's existence." In fact, it is the central pillar that holds up the Hierarchy of the Camarilla. Status is how the Camarilla elders maintain control over the Camarilla. It is the primary tool that the elders wield over the anarchs and each other. This is an elder's most guarded privilege. Status is crucial among the kindred of the Camarilla, and the anarchs' lack of respect for it creates much of the friction between them and the elders.Respecting Status is difficult to do, but that is the point, you are not supposed to like it. The Elders have all the power (both authority and physical) and not everyone agrees on how that power is applied.

Status In The Game

Status is noted on your character sheet and represents your standing within Camarilla society. You can start a character with a maximum of Status 2. Status is put in your character's description (the !desc command) and represents the ability at which you may utilize or enforce your Status. Changes in Status, either upward or downward, reflects on your status. Status can be given, or taken by the ST's based on general play,or circulating rumors. And before you cry foul about circulating rumors, remember that the camarilla system is NOT fair. Harpies can make or break a reputation.

Here are some ways your status can be raised:

You have performed a major service for the Camarilla (killed sabbat, protected the Prince)
You have made yourself well known to the Cainites in the city (elysium regular)

You have achieved a position within the Camarilla (primogen, keeper, sheriff)
You have provided resources or aid to the Camarilla
You have shown good etiquette

You have imparted wisdom and knowledge about the camarilla to others (lores)
You have assisted other Kindred with introductions or getting settled.
You have been shown favor by those of high status (prince, primogen)

Here are some ways your status can be lowered:

You have argued with elders, failure to defer to your betters
You have expressed a lack of knowledge about the Camarilla
You have shown a lack of etiquette in elysium
You have failed to cooperate with elders
You have badmouthed or disrespected those of status
Your childer or ghouls have misbehaved.
You have exercised "bad judgement"
You have broken the Masquerade or "bent" other Traditions
You have failed to honor a boon.

Independents

By definition, "independent" refers to an invididual that belongs to a clan that is not afffiliated with the Camarilla - Giovanni, Setite, Samedi. How the Camarilla deals with independents varies from city to city and often is based on the ruling body's percerptions (and biases) toward that clan. Giovanni are generally left alone due to a Treaty between the Clan and the Camarilla. Others may need to work out a deal with the Prince of a city in order to remain, or just stay under the radar of the Prince and her cronies.

A very important distinction to note here is that an independent is a member of a clan that is not part of the Camarilla. When an individual of an affiliated clan (Brujah, Ventrue, Nosferatu, Toreador, Malkavian) decides to remove themselves from the Camarilla, that does not mean they are independent. Depending on the nature and the philosophy of the individual in question, removal from the Camarilla structure can mean a few things. One: if its just the politics and the political structure that's driving them from the central camarila structure, they are effectively anarchs (and still part of the Camarilla). If they are totally against the camarilla and its ideals and abandoning their clan, then they're anti-tribu. If they just want to be left alone and want no part of any kindred society, then they are autarkis. It's also important to note that if an individual is in a city and interacting with Kindred and playing the politics game, they're not autarkis. There really is no such thing as an "independent malkavian".

The Lextalionis

Also known as the bloodhunt, it is the punishment for high crimes in the camarilla. A bloodhunt can be called for kin-slaying, diablerie, wide-scale breach of the masquerade, or any behavior that is deemed a threat to the masquerade or the safety of the kindred within the city. A blood hunt can only be called by the Prince and is formally declared in Elysium, with primogen and others present to carry the news to other Kindred in the city. All kindred of the city are expected to participate in the hunt, giving aid to the hunted is grounds for having a blood hunt called on yourself. Hunts should not be called lightly, any prince that calls the hunt does so with full knowledge that her actions may come under scrutiny. A prince that calls to many hunts or it is found that hunts are called without cause may find himself saddled with a justicar "observer" or in worst cases, he may even be deposed and replaced.

On some occassions, high ranking camarilla (such as primogen) outright refuse a Prince's call for a Hunt. If the general populace is swayed in this direction, the Prince's reign is effectively over. Some wily elders use the Hunt to get rid of Princes, by forcing their hands in calling a Hunt that will not be supported by the masses. Of course, a Prince "deposed" in this manner may try to hold on through sheer will and force, it is unlikely to last, and he may in fact become the target of a bloodhunt declared by his successor.

Prestation

The art of giving and granting favors - Boons

The world of vampires has a currency just like any other, but vampires are not generally that impressed with cold hard cash. They deal in something a bit more complicated, boons.
 
A boon is like a debt. You do someone a favor, and if they acknowledge that you helped them out, they now owe you a boon. Sounds pretty simple, but nothing in the world of darkness is ever simple when you take everything into account.

Also understand that a boon isn’t owed just when you take it upon yourself to declare it. If someone saves your existence by choice, and others see him do so, if you don’t acknowledge the boon, the court may destroy you. If a vampire becomes known as untrustworthy or an oath breaker, the harpies may allow others to ignore their debt to him later. (And it becomes very hard to trade in boons in any event.)
 
One thing to remember is that boons must be paid off because the social order demands it. If a Prince doesn’t enforce boons, then the people who owe him boons might not have to pay him off, and he isn’t
going to tolerate that.

Boons fall into three categories: minor, major, and life boons. A simple request made in Elysium could very well be interpreted in the sense of boons. Failing to honor a boon can result in a drop in status. See Boons for more information.

Boons can also be traded like currency, you may have originally been indebted to Bob, the Brujah, Bob may trade that debt to someone else in order to pay off his own. In any case it can get very difficult to keep track of. Generally, harpies will keep track of boons, and they have a special knack for listening and marking favors asked and granted. Sometimes younger kindred do not even realize when they've accidentally placed themselves into the debt of another.

 

 

 

Related Links

Diablerie Roleplaying Network

The Anarch Source
Camarilla Justice System

Justicars

Brujah: Jaroslav Pascek
Malkavian: Maris Streck
Nosferatu: Cock Robin
Toreador: Madame Guil
Tremere: Anastasz di Zagreb

Ventrue: Lucinde
..

Characters of Note

Prince: Marlo Chase, Clan Ventrue

Seneschal: (none)

Primogen

Toreador: (none)
Ventrue: Marlo Chase
Brujah : Chris Pratt
Nosferatu: Sachiel
Malkavian: Rob Rose
Tremere: Nathan Atkinson

Sheriff: Arkady Filitov (Gangrel)

Scourge : Cavan

Keeper of Elysium: Doug Waters


Role-playing a Character without Camarilla Status

Not all vampires feel this way about Status. They are known as Anarchs. There are certainly some benefits to ignoring Status, not the least of which is gaining the respect and admiration of the Anarchs. The Anarchs choose to survive by their wits and strength.

Once declared an Anarch, you are free game for the Scourge and Sheriff. The Prince will offer you no support, no mercy and will not mind if you disappear.You declared that you didn't "have'ta listen to those fucking stupid elders and their stupid fucking status crap", remember? Why should they listen to you? For more informatiion on the anarch philosophy, see The Anarch Source.

 

Positions

Prince

The ruler of a city or it's equivalent in the Camarilla; the supreme authority in local Camarilla affairs. The title applies to both male and female Kindred.

Harpy - A de facto title given to the Kindred who sit in judgement on the rest of a city's social status. The harpies mandate the social pecking order through innuendo, rumors, favoritism and other such tools. There is no current Harpy title established, though the term can apply to any socialite in the elysium who goes out of their way to remind others of status and proper etiquette.

Keeper of Elysium - The vampire charged with upholding the sanctity and quality of a city's Elysium.

Scourge - Title given to a Kindred charged by the prince with cleansing the city of unwanted, unauthorized vampiric rabble. Scourges typically have no status, they are the predators of kindred, and as such are not often welcome at social venues.

Seneschal - A prince's right-hand vampire. The seneschal handles many of the night-to-night operations of a city. Seneschal duties largely depend on how much power the Prince gives them. Some are glorified secreteries, while others are powers in their own right and make important decisions in the Princes stead.

Sheriff - Kindred charged by a prince with the duty of upholding the laws and Traditions of the city.

Primogen - A member of the council of elders who putatively advise the prince of a city. The primogen council's actual power varies from city to city. Sometimes they are the true powers behind the throne, sometimes they are simply delivery systems to carry out the Prince's will. Primogen are also responsible for handling clan disputes and settling issues within their own clans. They are also called upon to carry out the introductions of new arrivals..

 

Punishments

Minor Offenses

Forced Servitude
Menial Labor
Display in stocks
Loss of Title

Moderate Offenses

Temporary Exile
Stripping of debts or boons
Removal of retainers
Loss of Domain
Partial bond to Prince

Serious Offenses

Destruction of offender
Destruction of Progeny
Permanent Exile
Forced donation of blood to Tremere