The Protocols of the Camarilla

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Introduction

Examples of the Protocols in action: Protocol Examples

What follows is an OOC explanation of IC rules. These IC rules are the unspoken rules of the Camarilla Sect; what follows is a guide to them. Unlike OOC game rules, these are not meant to be quoted at people; none of these rules are hard and fast. Rather, they are representative of the ancient protocols of the society of the undead formed the best part of 500 years ago. In this they reflect that world and what it stands for to this night.

Imagine the society of the living dead; beings of immense power and age; drinking blood they have survived the centuries living in secret, hidden behind the veil that is the Masquerade. They are strong, fast, beautiful, immortal, deadly, and above all: you are one of them. You are Kindred; you drift through the neon lit streets like a shark, silent and terrifying. You are the top of the food-chain. Nothing can get to you.

Except your fellow Kindred of course, for there is always someone older, meaner, and more deadly than you. Even if you stand as some ancient Elder, imperial in power and authority, there is something else more deadly that surrounds you: the society of the Undead, the very Camarilla Sect itself.

Let us look at the Camarilla, a society of Undead immortals that has existed for several hundreds of years. The Camarilla has witnessed the Reformation, the Age of Empires, and the overwhelming and rapid changes of the last 200 years, and still it remains. The Ivory Tower is all persuasive and all powerful. It is cruel, it is harsh and it is ruthless.

This would be a society that has had centuries to develop; Kindred don't age, don't 'pass away'. They have years to continue and perpetuate the standards of behavior that they held in their youth; existing in the unchanging Elysium, they have a shield against the changing world; they have protection from a society that twists and turns at a speed even the young have difficulty comprehending. Your average neonate can understand how television spread around the world and changed the world in over a decade; but even they are shocked how the Internet has changed the world in half that time. Society twists and turns; yesterdays common word becomes tomorrow's inflammatory racist comment. Last nights scandal is acceptable conversation on the children's television show of tomorrow.

And so they maintain in place their own codes, their own standards, their own rules. A society that is a gross reflection of themselves, a hybrid mixture of feudal tradition, an age of enlightenment. 18th Century conservatism with a few smatterings of 16th Century Italian and German court politics. Reform is stifled, change is fought against, and new Kindred soon find that a single rule applies: follow the rules or be killed.

And that system, complex, intricate, and confusing as it is, full of pitfalls and silent traps, is there to bring down all Kindred. Not even the Elders can escape it, no one can.

Play hard, play smart, and don't forget: If you so much as wipe yourself with the wrong hand, these "Kindred" will have the Justicar down on you faster than a Brujah on crystal meth.

Introduction to the Levels of Intrigue

The politics of the Camarilla, the ancient society of the Kindred, is one layered in growing circles. At the basic level is the interaction between individual Kindred within the context of members of a Clan living locally. At the highest level is the Jyhad of the ancients. Each level brings its own mysteries, danger and intrigue. These levels also reflect a natural dividing line observed across the world in terms of role-play.

At each level you must remember something new. If all the PC does is hang around with members of the Clan and rarely attend Elysium and court, then Clan level is all you need. If the PC visits the local court and gets involved in internal politics, then all new levels of rules, advantages, and dangers are unlocked.

Understand that almost all IC interaction will take place at the local court levels. You may never need to move any higher than this.

Higher levels do exist: the deadly games of politics Princes play between themselves (Symposium level politics), the intricate games of the Elders (faction level) and the simply deadly politics of Jyhad level. At each level, more things are added, more complexity and things become more deadly.

Read carefully, work out where your PC stands now, where you would like to be, and try the system on for size.

The Truth vs "The Truth"

We, as players, know the "truths" as we have read them in the settings materials. Caine is real. He sired childer who were slain by their childer, the Antediluvians. We know that Werewolves exist, that Mages are real, and that Arcadia is so close you could touch it.

From an in-game perspective, the basic logic teaches any Vampire that their sire is of more potent generation then they are. Their sire must have had a more potent sire, and then a more potent sire, and so on and so on.

Depending on your characters levels of lore, they may even know some of these "facts" in-game.

This knowledge makes them a threat to the Camarilla. The Camarilla is based on the ideal that the Antediluvians are a fairy tale. Gehenna is the ranting of some insane cult, and things like the Red Star are simply common explainable occurrences.

Why? Because stasis is power. If things change, then the ancient being who are in power will somehow lose that power. This is a concept that the Camarilla and those that formed it are unwilling to accept, no matter the cost.

According to the doctrine of the Camarilla, the Ancients do not exist. Gehenna is a fairy tale, and anyone saying different is no better than a Neonate Anarch trying to destroy the very foundation of the Sect. Any caught spreading these "lies" will be considered the greatest of threats.

You have been warned.

Levels of Intrigue

Clan

This is the most common level of intrigue and interaction. Most characters will be happy here. This level is the never-ending struggle between Primogen and Clan members; it is the relationship member of a Clan in a local area has between their Whip and Primogen. In some places you may find that only one or two members of a given Clan exist, in others there will be scores. In some places a Clan might be tightly knit, discussing and agreeing upon everything. In another, they may only recognize each other by face. Whatever the case, this is the basic level of Kindred protocol.

In the past, before the Camarilla, Kindred were defined by their Clan and paid it more service. Clans were the only way to unite Kindred, to give them identity. As time has passed, especially since the advent of the Camarilla, and the proliferation of multi-clan coteries, Clans have found their role subjugated in the face of the growth of the Sect. Certain elements of the past do remain, however, and one of these is the role of the Primogen.

Primogen

The Primogen is a creation of the late 16th Century. As the rapid urbanization of Europe began to take effect, more and more Kindred found themselves living in close proximity. Princes ruled the cities, but often they faced situations where more powerful Elders sought residence. For Elders who arrived in these rich feeding grounds, a Princes rule quickly began to chafe. Many began to force Princes to concede power in return for support, thus were born the first Primogen.

The Primogen is the local head of a Camarilla Clan. While many are pawns for local Elders, and some hold token power within their Clan, Primogen are formally seen as the representation of a local Clans power. Primogen have the ability to remove a Prince, a fact that is not lost to the Princes themselves.

Primogen is a post that flies in the face of the Second Tradition, because Primogen can and have successfully questioned the Praxis of many a Prince. For many Elders, the post of Primogen acts as a legal and legitimate way to keep Princes in check.

As time has passed, the post has become widely accepted and now few bat an eye at the existence of a Primogen. The original role of the Primogen is now lost: some Primogen do indeed keep their Princes in check, others are only there because everyone else has them, and some are pawns to rubber stamp whatever the Prince decides.

Primogen members each receive the additional Status Trait: Revered when they join the Primogen Council. As long as the character remains one of the Primogen, she cannot lose this Trait permanently. Additionally, Primogen may grant or remove permanent Status Traits to or from any member of their own clan at a cost of one temporary Status Trait for each Trait granted or removed as long as award does not raise the Kindred's status above the Primogen's own.

Around the 1750, a new precedent was created in terms of social interaction and responsibilities for Primogen. Princes sought to keep the Primogen busy by maintaining a series of rules upon them. The most important rule is simple but deadly: It is assumed that a Primogen of a Clan speaks and acts for the entire Clan in a Domain.

Primogen are the living representatives of a Clan's power and meaning in the eyes of the Camarilla. Therefore, if the Nosferatu Primogen of a Domain is caught trying to overthrow the Prince, then the entire Clan in that Domain is assumed to be trying to overthrow the Prince, even if they knew nothing about it. If the Brujah Primogen of a Domain calls the Malkavians a "bunch of traitors to the Camarilla" then it is assumed that all Brujah in that Domain believe similarly.

This can lead to those under the jurisdiction of the Primogen getting it in the neck for the actions of their Primogen. This is intentional. It keeps the Clans on their toes watching their Primogen and keeps Primogen worried about how their Clan will react to their actions and words. In cases where a Primogen upsets a Prince (not necessarily breaking a law, just angering or defying him) it is standard for the Clan to be punished. If the Primogen broke the law or the Traditions as well as upsetting the Prince, again, the Clan can also be punished. A Clan should know what their Primogen is thinking and doing at all times. If not, they may find themselves reduced in Status, their havens burned to the ground, and facing charges of treason, all because their Primogen said the wrong thing at the wrong time.

Primogen Removal: The Call of the Seasons

Princes cannot appoint or remove individual Primogen. Primogen represent their Clans, and only members of a Clan can decide who is or is not their Primogen. The Prince has to live with whom they choose. It may be his nemesis whom he hates, he simply has to accept it. This was also a reason behind the "Primogen speak for their Clan" ruling: it is not uncommon for Princes to use what their Primogen does to punish a Clan so much that they change their Primogen.

Primogen are chosen any way each Clan decides, the Brujah choose theirs differently from the Tremere. For example, it is a common practice among Tremere for the Regent to decide that one of their apprentices is Primogen. Thus, the Primogen seems to be the Tremere with authority locally while the real power is hidden. Each way is valid and accepted. The Camarilla does not care how a Primogen is chosen, only that if a Primogen post exists that the Clan chooses it. The Prince must accept the Primogen come what may.

This being said, the Prince can call for a new Primogen Council. This is a bit like calling for a general election in the middle of a powerful political controversy. Once the Prince calls for a new Council to be chosen, no Primogen business can be dealt with as all Primogen positions must be contested. While this process is being completed, the Primogen cannot decide anything. This is seen as a good delaying tactic for certain Princes and also perhaps the only way a Prince can have a political rival removed from office.

No Prince can pick on one Clan to re-choose their Primogen, they must choose all or none. This can lead to those Primogen who support the Prince to rebel against him. In an attempt to undermine one rival, the Prince is now holding up all the Primogen to re-election. It is a double-edged sword.

A Prince can only issue this call for new Primogen once every three months. This process was once called the "Call of the Seasons," and originated in northern Italy around the 1620s. Certain Princes, in an attempt to keep their Primogen unsettled, would call for a new council on the first evening of each new season. While that practice has stopped, it is still referred to by this name. A Prince who calls for new Primogen more than once every three months risks a Domain of Bad standing, as detailed below.

The ultimate power of the Prince is to dissolve the Primogen Council - they then rule without a Primogen. This is completely legal; there is no need for a Primogen Council. Princes can rule as they see fit, although a risky gambit.

Once a Prince accepts the existence of a Primogen Council, he is also giving up some of his power. With this in mind, many Princes decide not to have any Primogen. This is a dangerous strategy, because a Prince without Primogen will often find themselves isolated and faced with increased dissent to their reign. Indeed, Princes who dissolve their Primogen Council usually find that they do not remain in power very long unless they are powerful and old indeed.

Whip

In the earliest days of the Primogen position, Princes tried to tie Elders down by decreeing that Primogen had to maintain their Clan. At other times, Primogen vied with others for positions of power within their Clan and had to enforce their will on those members of their Clan whose support was unreliable. Thus the Camarilla saw the creation of the Whip.

Whips have the same powers as the Primogen to grant or remove a permanent Status Trait at a cost of one temporary Status Trait each as long as award does not raise the Kindred's status above the Whip's own. A Whip, however, is not seen as the representative and embodiment of their local Clan, meaning their actions are not attributed to the local Clan as a whole. They do not gain an additional Status Trait, and their powers may be revoked at any time by the Primogen of their Clan.

Whips occupy a strange position within the Camarilla: They are recognized as a Camarilla post, yet they carry no Status. In many ways they are a Clan position, but their power is limited to a Camarilla setting. Usually they are very loyal to the Primogen, but it has been known for Whips to use their power to undermine and topple Primogen. Whip is sometimes seen as the first step on the ladder up the slippery slope to power.

The Whip is usually the Primogen's designated successor, and a Whip only exists if the Primogen of a given Domain decrees that they will have one.

Court

Court intrigue is the realm of most games and most Vampires. The interaction between Kindred of a given court, be it their home Domain or a Domain elsewhere, is the mainstay of most intrigue. Primogen against Primogen, Clan against Clan, with the Harpies sitting and watching it all. The line between the first two levels of intrigue is very thin and crossed often without forethought.

Primogen

The rules that dictate the behavior and powers of Primogen are described above. The only thing to add here is that within the context of a Court, Primogen are given respect mostly because they collectively have power over a Prince and because they speak for their entire Clan in a given Domain.

Sheriff

The Sheriff has been called many things by many Princes. Common variations of the title Sheriff include Bailiff, Constable, Judge, Justice, Justice of the Peace, Marshal, and Magistrate. Less well-known titles include Lord Protector, Enforcer, and Juryman. Whatever the title, the job remains the same: the enforcer of the Prince's laws.

The variations in this role between Domains depends on the Princes laws. For example, many modern Princes have no more than the Traditions as their laws. The laws of the ancient city of York, however, span three pages which regulate meeting times, feeding grounds, dress codes, etc. Each Prince is free to make his own Laws as he sees fit - the Sheriff simply enforces them, usually ruthlessly.

Sheriff often fall into two camps with two differing mindsets. The first are the Idealist Sheriff. These are men and women who uphold the law and seek justice for all. Idealist Sheriff are in the vast minority. The majority of Sheriff have been chosen by a Prince to enforce their laws, come what may. In Domains where Anarchs are bloodhunted, for example, the Sheriff usually leads the fight.

For many reasons, Sheriff are usually perceived as the most loyal of the Princes followers - indeed, some are even thralled to their Prince. Others retain position through multiple Princes.

A Sheriff takes orders solely from the Prince, although the Prince's Seneschal may also give a Sheriff orders by the Princes leave. Since they represent their Clans, a Sheriff will follow "suggestions" offered by the Primogen of a given Domain. If a Sheriff openly defies a Primogen, he may find the Primogen having a quiet word with the Harpies. Not even the Sheriff is immune to the Harpies' powers.

The Sheriff gains the additional Status Trait: Feared when he attains the position. While he remains Sheriff, he cannot permanently lose this Trait.

The Sheriff may demand that any Kindred within the city accompany him for questioning or judgment. Failure to do so causes the offender to lose one permanent Status Trait. It may also lead to said offender being arrested on suspicion. Suspicion of what is left for the Sheriff to determine.

As will be described in the section below (Justice), the Sheriff is also expected to punish those who break the Prince's laws. It is expected that all loyal Kindred will aid a Sheriff, so if he tries to arrest a suspect and the suspect attacks the Sheriff, it is expected that all Kindred shall rush to the Sheriff's aid. Some choose not to and should the Sheriff survive they will likely ask those Kindred in for questioning at some later date for their inaction.

Some Kindred feel that to help a Sheriff suggests they can't do their job.

The Sheriff is immune to the powers of the Keeper of Elysium -- those conferred by the position, that is; he must still honor the Traditions.

The Sheriff may sponsor deputies by giving another Kindred a Status Trait of his own. These deputies have the same powers as the Sheriff, but the Sheriff may revoke their authority at any time.

Keeper of Elysium

A position that, while not as old as many others, is vitally important. Its origins lie in the explosion of populations during the last few hundred years. As the Kindred population has grown, Elysium is no longer venerated as much as it once was. This is a large problem.

Elysium is the only place where Kindred may meet together on civilized terms. Thus, any violence on the grounds of an Elysium is banned. With the threat of violence removed from Kindred society, Kindred can freely gather and commune. If an Elysium falls, so do the very principals that uphold Kindred society.

This concept is often overlooked: Several Princes and Elders have insisted that Elysium is no more than a social convention. In saying this they are not lying: It is a social convention, but that does not diminish it. The entire Camarilla is a social convention. Elysium's power lies in its veneration. Many, including several Justicars, believe that the sanctity of Elysia must be enforced as absolutes. That is, if a member of the Sabbat walks into the room and someone attacks him, the attacker is the criminal. Once someone breaks the Elysium, though, everyone else can then do whatever is required to end the violence - usually by killing or incapacitating the offender.

This is the role of Keeper of Elysium. If a Prince does not believe that Elysia are vital, then they do not have a Keeper of Elysium. The moment a Prince creates this post, she is clearly stating that she will uphold Elysium and tolerate no violence by any, not even herself. It is this fact that leads to many visiting Kindred to ask, upon arrival at a given Domain, to meet with the Keeper of Elysium. If there is none it means that the Elysia are not sacred or do not exist.

The Keeper also holds other duties. While some just maintain the Elysia, some are more hosts than enforcers, working very closely with the Harpies and making Elysium a splendid place for Kindred to meet. This has led to certain Keepers being called "Harpies with swords."

The scale and scope of Elysium depends on the Prince and the Keeper. Certain Elysia ban any and all weapons -- the very idea of bringing a weapon to them denotes a willingness to break the Elysium, which brings the offender under the Keeper's power. Others allow weapons but ban their use. Some Princes view offensive discipline use as a breach of the Elysium: A few Princes have made the use of Dominate, Auspex, or Obfuscate to be an offensive acts and punishable by the Keeper.

How any given Elysium is enforced depends upon the Elder, Keeper, or Prince in charge. Indeed, in any single city there may be several grades of Elysium. If this is so, it falls upon the Keeper to make sure Kindred know the rules. If a Kindred is killed because she went to the wrong Elysium gathering and acted in a way that is not acceptable there but is elsewhere, it is the Keeper who is held responsible, usually forfeiting his own life. This failure to keep Kindred up to date is one of the most negative things about the job and indeed has led to many Keepers only taking the post provided the Prince decrees that all Elysia are to be held at a certain standard. If there are grades of Elysium, it means more for the Keeper to learn (especially true for a new Keeper), and thus leaves more chances for the Keeper to make a mistake. One grade of Elysium, one standard applied across the Domain, is something all Keepers fervently wish for.

It is expected that Kindred will aid a Keeper of Elysium if he is enforcing Elysium. The Sheriff is also expected to aid the Keeper in his duties if requested.

The Keeper of Elysium gains the additional Status Trait: Honorable on attaining the office. As long as the character remains the Keeper, he cannot lose this Trait permanently. The Keeper may immediately remove one permanent Status Trait from any Kindred he catches violating the Elysium. If he does not witness it himself, sufficient evidence must be brought forth. This removal costs the Keeper nothing. This is merely the usual punishment for minor characters and a minor breach; the more important the Kindred or the larger the breach, the larger the punishment.

Scourge

The most distasteful of all Court posts, the Scourge had been out of vogue for many years. Recently, however, they have appeared more and more, and now it is estimated that half of all Princes have appointed one. Not all cities have reinstated the office of Scourge, and even those that have do not consider it a noble aspiration but rather a necessary evil born of the Final Nights.

The duties of a Scourge are fairly simple. The Scourge can harass, detain or destroy without penalty any Kindred that have been created without permission from the Prince, or who have not been presented formally to the Prince. They are the population control of the Prince, and they have license to kill. This punishment also applies to the Sire of any Kindred so created.

If the Scourge discovers another character harboring or aiding vampires created without the Prince's permission or who have not been presented formally, he may remove a permanent Status Trait from that character immediately. This removal costs the Scourge nothing, but he must present sufficient evidence of the crime to the Prince. Should the Prince find the evidence insufficient or be unconvinced of the crime, he may return the removed Status to the character.

The Scourge gains the additional Status Trait: Feared when he attains the position. While he remains Scourge, he cannot permanently lose this Trait.

Harpy

Harpies are the real power of the Camarilla. It is the Harpies who have helped create the protocols of Camarilla society, and indeed it is the Harpies who are the ultimate judges of the Sect. Make no mistake, even a Justicar listens and watches the actions of a well-organized group of Harpies. Harpies, many of them quite weak and young, are the Kindred who are able to unseat Princes, have vampires bloodhunted, and bring down entire domains. The Harpies are the true social power, equal in weight to the Princes' political power and the Justicars' legal power. None can defeat them nor easily counteract them. They are devastating and terrifying and yet they are limited. Being a Harpy is a position of paradox. On the one hand, they judge all, but on another they are judged harshly. Taking the position of Harpy means being reactive, not proactive. Heaven help the Harpy who is discovered to be plotting to overthrow a Prince or a Primogen. For fear of being tarred with the same brush, their fellow Harpies will fall upon them with a savagery few ever see.

The leader of the Harpies in a given Domain (often called Master Harpy or simply the Harpy, all others are referred to as Lesser Harpies) is in the same position as Primogen -- he speaks for all Harpies. However, if a Master Harpy says something controversial, and if the other Harpies back him, it matters not what is said. If the Harpies are united against a Kindred for the way she acts, then she is damned.

The leader of the Harpies receives the additional Status Trait: Influential upon attaining the position. As long as the character remains the leader, he cannot lose this Trait permanently.

The Master Harpy automatically receives one temporary Status Trait from each member of the Primogen, who bestow these Status Traits to demonstrate their support of the Harpies. The Harpy, in turn, may use these Traits however she desires, even against the owner.

The Master Harpy may remove one permanent Status Trait from a Kindred who has reneged on a Boon or is part of a scandal. There is no cost for doing so, although there must be a grain of truth to the scandal, no matter how small. The Harpy must produce some sort of evidence at a gathering of Kindred, at which time the Status Trait is removed. This is the minimum punishment (usually for a small Boon). The more important the Boon or the Kindred involved, the greater the punishment. The highest Price for failing to recognize Boons is described below and is indeed VERY dangerous.

The Master Harpy may restore Status he has removed at a cost of one temporary Trait per Trait removed as long as that restoration would not raise them above the level of status they had when the harpy called scandal.

The leader of the Harpies may sponsor lesser Harpies by giving another Kindred a Status Trait of his own. Lesser Harpies may remove temporary Status just as the Master Harpy removes permanent Status, although their leader may choose to make such loss permanent. Lesser Harpies do not need the Status to hold position - all it takes is recognition of being Harpies and agreement to maintain the standards of the post, and they are Harpies.

A Harpy is often the easiest post for young Kindred to attain. It is the one way young Kindred can judge their elders and betters in some degree of safety. The Harpies are by nature conservative. Any new change in Kindred society means two things. One, there become more rules to learn and protocols to follow and two, change can lead to a potential undermining of their authority. Remember these rules of protocol give power to the Harpies, perhaps the only power any will receive. Anything that can undermine this power is dangerous to the Harpies. It was once said that in some Domains that everyone was a Harpy who was not Primogen. This is indeed a prudent move.

One of the main purposes of these social protocols is to give Harpies a framework in which to utilize this power. For a Harpy player, these rules give a frame of reference by which you can judge everyone. Usually it is Harpy players who learn these rules by heart and who then can judge everyone they see.

Seneschal

Seneschal is second only to the Prince of a Domain. Some Princes have this post, some do not. For many Princes a Seneschal is often their Childer, or designated successor. This being said, Seneschal have the capacity to rebel against their Prince. Many a Prince have learned the mistake of trusting one so closely.

The position of Seneschal has been often created when the everyday duties of a Domain are too vast or the Prince does not wish to be involved in the night to night running of their city (usually popular with Elder Princes). In this case, the Seneschal becomes much like a first minister. Legitimate other titles for Seneschal include "First Minister", "Chamberlain," "Chancellor," and "Crown Prince." (This last one fell out of fashion some centuries ago.)

The Seneschal gains the following two additional Status Traits: Cherished and Esteemed. The character can never lose these Traits permanently while remaining Seneschal. He can act in the Prince's stead when the Prince is unavailable. He possesses to all the powers of the Prince, although the Prince may reverse or revoke them at any time.

Prince

The Prince is he who holds power and holds Praxis. Under the Second Tradition he rules without question. "None may question thee in thy own Domain". This is his Domain and he may rule as he sees fit.

Princes are judged by two groups: the Justicars, and their peers.

The Prince of a city automatically gains three additional Status Traits: Exalted, Well-Known, and Famous. He can never lose these Traits permanently while remaining Prince.

The Prince can remove one permanent Status Trait from someone at a cost of one temporary Status Trait per Trait removed. The Prince is the only Kindred who can remove the Trait Acknowledged, which is a death sentence in that domain.

The Prince can grant permanent Status Traits to any Kindred at a cost of one temporary Trait for each Trait awarded as long as award does not raise the Kindred's status above the Prince's own. The Prince (and only the Prince) may thus break the rule of only gaining one Status Trait per calendar month, allowing a character to gain more than one Trait. If a Prince wishes to confer more than three permanent Status Traits on another Kindred in a calendar month, the fourth and subsequent Traits will cost the Prince permanent Status instead of temporary Traits.

It does not cost the Prince temporary Status to award a Kindred the first Status Trait when she is first Presented. The Trait: Acknowledged is conferred automatically as long as the Prince chooses to recognize the neonate. This leads to an important clarification. Kindred, upon entering a new city, are usually Recognized by the Prince. Recognition is a formal acceptance that you have entered a Princes Domain and are welcome. Formal Acknowledgment is the status a Kindred receives which marks them as a respected member of the Prince's domain. Princes have the right to call Bloodhunts upon any, but these are dangerous things.

Symposium

At Symposium level, the intrigue is now at a vicious new level. Welcome to the Symposium of Princes, where the game here becomes intensely complicated. Want to play this game? Better know the rules, this is when things get more deadly and dangerous. Some of the Princes at this level have had years of experience and only the saintly, the sneaky, or the lucky make it for any length of time.

The Symposium of Princes

The Symposium is the highest political body in the Camarilla in any national boundary. In the 19th Century, having Symposia based around national boundaries became the accepted practice as cultural differences meant that new generations of Princes would refuse to meet with counterparts in other nations. The Franco-Prussian War saw Symposia become primarily based on national grounds. It is now assumed that a symposium extends only to the borders of each nation. The advent of the "Supernation" (United States/European Union/China) with their vast size and massive area, has seen artificial borders being created (OOC regions).

In terms of game play, Symposia have jurisdiction over the geographical region/nation within which they are called. In the United States, a Symposium in the Pacific Northwest would cover only the Northwest of the nation. The borders are the OOC regions of the US. This rule was implemented due to OOC game size. Truly national Symposia in the US are only convened at National Covnetions. It has been noted in the past that occasionally a Prince will wait until a Justicar calls a Conclave and then call a National Symposia, which has the added effect of stealing the Justicars' thunder and sending out a clear message as to who rules the Camarilla.

If a Prince from a different nation or region wishes to attend another nation's or region's Symposium they are able. If they wish to participate then they consent to stand by the rulings of that Symposium. For example, a Prince from Germany takes part in an Irish Symposium and agrees to stand by the rules dictated there. Taking part is the process of voting on any issue. One may speak freely and vote. It is the act of casting a vote that matters.

It is still possible to influence Symposiums elsewhere in the nation outside your region, but this is covered in the faction level material.

It is at the Symposium gatherings that differences are settled, old scores paid off, complaints heard, and common policy agreed upon. It is the way that Princes get to interact, back-stab and generally have fun at each others expense.

Symposium Rules

  • The Symposium can only meet at large gathering (Regional, National, or Global Conventions) or in a small normal Elysium with two months' warning.
  • Any Prince may call a Symposium.
  • The Agenda must be distributed ahead of time to allow those Kindred who are not Princes to try and get their voices heard within the context of their own Domain.
  • If Princes cannot attend, they may send a Representative to speak and vote in their stead.
  • Within the Symposium all Princes are equal. Each has one vote on issues. This is based on the old Imperial Diets of the 16th Century Holy Roman Empire.
  • The Council decides political issues (e.g., should we bloodhunt all Setites?).
  • The Council may decide upon legal matters (e.g., should the use of Dominate inside an Elysium be seen as a violation?) and the Justicars will usually back them up, provided the laws do not deviate from the Traditions.
  • There must be a minimum of seven Princes/Representatives there for it to be quorum.
  • If there are 13 or more Princes, the Councils decisions are in effect for a year and a night. If less, the decisions can be changed at another Symposium.
  • If less than Seven Princes meet the decisions made there must be ratified at another Symposium where there are seven. The only exception to this is when a Region or Nation has less than Seven Princes, at which time, the results of the Symposium are binding if and only if every Prince in the Region/Nation attends (just as if they had achieved a quorum of seven).

Representatives

Representatives of Princes can be anyone from their Domain, but they must uphold the following laws:

  • The Lead ST for the event must be notified in advance and the representative must have some form of IC letter/writ or token of authority.
  • The Low Approval ST of both the Prince and the Representative must approve.
  • The Representative can speak and vote on issues but must remember that he is not a Prince and therefore are expected show respect.
  • Those that don't show respect can be ejected, and could even get their home Domain into trouble (see Domain of Bad Standing).
  • The Representatives can be asked to leave the Symposium if a matter of extreme sensitivity comes up, such as the existence of about 400 Sabbat locally, which the Justicars wish to keep secret.
  • If there are more Representatives than Princes, the decisions made at that Symposium must be ratified at the next Symposium before they become binding to the participating Princes.
  • A Prince may give his vote to another Prince. In this event, that Prince is under no obligation to vote the same way as the Prince who gave them their vote, although voting differently may well lead to a Tribunal. Princes holding more than one vote must make sure it is known and cleared under the same conditions as the Representatives.
  • The power of Symposiums is that they allow Princes to dictate to other Princes how they want things run. Princes cannot openly undermine another Prince. That would be a breach of the Second Tradition. Rather, Princes can express their displeasure at the actions of another by bringing about a motion of Bad Standing.

Domains of Bad Standing

A Domain is judged by its fellow Domains, and Princes are judged by fellow Princes. The worst thing that can happen is to be called a "Domain of Bad Standing."

Motion of Bad Standing

Acts which Automatically qualify for a Motion of Bad Standing to be put against a Prince (it still has to be voted upon by the fellow Princes)

  • The Prince changes Clans
  • The Prince leaves the Camarilla (Declaring themselves Autarkis, for example)
  • Harboring a criminal bloodhunted by a Justicar
  • Exposed to be aiding the enemies of the Camarilla
  • Bring a false accusation against a fellow Prince
  • Bringing a Motion of Bad Standing which fails - this is a double-edged sword: Bring a Motion and it succeeds and you can make a Prince bow to your will. Bring it and it fails and you suffer.
  • Not paying a Boon
  • Ignoring Status
  • The Prince is discovered to be Caitiff (this action does not require a Motion - the Bad Standing is in effect immediately)
  • A Prince grants Acknowledgment (or any status) to a member of Clan Giovanni (this action does not require a Motion - the Bad Standing is in effect immediately)

The truth is that just about anything can be used to bring a Motion of Bad Standing against a fellow Prince. Remember that if you bring a Motion and it fails, you automatically suffer one (a motion, it is not automatic, though few Princes would pass up the opportunity to crush their rivals) against you. You have dared to dictate to another Prince, and the majority of Princes will not support you. You are obviously unsuitable for Domain.

Motions of Bad Standing must be announced 60 days in advance of the Symposium at which it will be voted. This allows ample time for political maneuvering and collecting of proxies votes.

Effects of Bad Standing
  • All Kindred from that Domain are distrusted (down two Status Traits against those not of that Domain).
  • No other Domain is under any obligation to help the offending Domain - better that the Sabbat should destroy a city than the poison harbored there should spread.
  • All alliances, deals and bargains done with the offending Domain are now null and void until the Bad Standing is revoked.
  • All Boons made with Kindred from that Domain are now null and void until the Bad Standing is revoked.
  • Residents are made unwelcome in other Domains.
  • The Primogen may remove their Prince, not if all seven decide and permanently expend Status, but rather, if a simple majority vote him out.

As you can see, being a Domain of Bad Standing means increased political instability and the Kindred from there being treated terribly. Remember, to gain Bad Standing means the Prince has not acted in a manner expected by his peers. Hopefully, this will create a situation of instability and upset and the Prince will be forced to make it up to the other Princes before some sneaky resident decides to remove the Prince, which is easier to do because of the Bad Standing.

Motions of Bad Standing and the Symposia where they are discussed are the main IC way the Setting is self-policed. It places the moderation of the society in the hands of the player characters. Henceforth, if a Prince is faced with a nearby Domain which harbors (or seems to harbor) rogue Tremere, diablerists, and criminals of all makes and is unhappy with this, he no longer bothers the storytellers about it; The Prince simply reacts IC. He calls a Symposium and places a Motion of Bad Standing against the fellow Prince. If enough Princes agree then the Kindred of that Domain shall suffer until either the Prince or someone else within that Domain sorts out the problem once and for all. All interaction is now regulated IC. What is acceptable IC behavior? That is for the Princes to decide. The Protocols do give hints and ideas, but this is not an exhaustive list of reasons.

In addition, democratically elected Princes may face Motions against them. Those who are elected send out a clear signal that a Prince can only rule with a mandate of the people. For Vampire masters of eternity, this idea is dangerous. Praxis is not given by the other Kindred, it is divine right. In certain nations democracy is illegal among the Kindred. In short, a good Prince is one who upholds the status quo, does not rock the boat, maintains a strong Praxis and works with fellow Princes to enforce stability and security. To do anything else is leaving yourself open to a Motion of Bad Standing.

The main problem with Motions of Bad Standing is that if you call one and it fails you automatically have one brought against you.

Tribunals

A Tribunal may be called outside of a Symposium of Princes, but they are usually carried out at the same time and conducted with great pomp and circumstance. When it is called, three Princes sit in judgment while the two opposing sides present their cases. Over the years, Tribunals have become almost festivals amongst themselves that any Kindred may attend.

The two opposing Princes lead delegations of their own and there follows an open ten minutes where the two sides present their cases (This limit of ten minutes was instated after the Tribunal between Milan and Pisa in 1863 which lasted in excess of seven weeks). During that ten minutes, each side presents the case for their side. There is frequent heckling whenever someone starts talking too long, and several Princes have been known to trade insults over who has the right to speak, much to the amusement of the spectators. After the presentations are over the three Princes judging the case confer, then decide the victor.

The Tribunal's decision, is final, however, the losing Prince may appeal to the Justicar, which comes with its own risks.

Remember that a Tribunal is not a trial and it is not a legal system. Common offenders may not go to trial at a Tribunal. A Tribunal is no more than a way of having two Domains sort out their issues without the need to go to war. If the matter is serious enough, the judging Princes may decree that a Motion of Bad Standing be brought against the losing Prince, following the normal procedure above.

The Royal Harpy

This is the highest rank any Harpy may reach, and the most power any neonate could ever hope to wield. The ancient tradition of the Royal Harpy is one that is currently having a revival. The Royal Harpy is a position that is only created at a Symposium of Princes. It is, in effect, a position that allows Symposiums function correctly.

Its origins lie in the fact that, during a Symposium, the Princes would be hidden away in a separate room discussing the affairs of the Symposium, leaving everyone else in the meeting building effectively without a chaperon. The Royal Harpy is, on the night of a Symposium, effectively the Prince for the event.

At the beginning of the Symposium, any that wish to petition the Symposium to be Royal Harpy make their petitions known to the attending Princes. The Princes then vote on who should hold the title. Each Prince gives the winner one point of Temporary Status for the evening. There is no limit on the Status a Royal Harpy may hold. For an evening it is possible for a neonate who is chosen to carry the Status from over 20 Princes. For that night even Justicars mind themselves around a Royal Harpy. They now have the power to act as a Master Harpy of a Domain and can give and take Status from anyone, no matter how much status the offender has.

Perhaps most importantly, a Royal Harpy can remove Acknowledged from a Kindred, making them very dangerous. Under rules of precedent and under the Traditions themselves, only those who are a Prince may remove acknowledgment from Kindred. Other Harpies do not have this authority, they cannot remove the most base of words from a Kindred. They cannot because to do so brings them close to usurping the Sixth Tradition, Destruction.

The Royal Harpy may freely remove more than one Status trait from any Kindred (Additional ones cost additional temporary Status traits). He has the power to even reduce a Justicar in Status, so great is the Status of a Royal Harpy. It must be said that doing this can lead to lasting enmity by the Justicar, but to some Harpies (or the Elders controlling them), it is worth it.

Everything comes with a price and the Royal Harpy is no different. If at any time they overstep their influence, the Symposium may remove their support from the Royal Harpy leaving him crippled and at the mercy of those whom he angered. Additionally, the position lasts only for the night of the Symposium, after which the Harpy may find himself on the receiving end of those he annoyed.

Finally, Royal Harpies can only pass judgments on the rules found here. Royal Harpies are no more than maintainers of the Camarilla status quo. Royal Harpies using their powers to punish their foes or elevate their allies will quickly find themselves without a position and completely alone.

There is no requirement of a Symposium to elect a Royal Harpy and many do not. After a Royal Harpy is given the post they may, with a majority of the attending Princes permission, retain the title without any of the benefits and Status until the next regional/national Symposium.

The only bans on who may hold the position of Royal Harpy are that no Prince or Clan Head may be Royal Harpy.

Faction

This level represents the large political factions of the Camarilla -- Clan Heads, Elders, Political Factions etc. These are the powers behind the Camarilla, and if you want to play their games then be ready for serious risks and rewards. This is the most complicated level of intrigue around. The games played here can get someone killed very easily. This is the level at which the Justicars and Inner Circle operate.

Factions

Given the size of nations and that within each region there will be at least one Symposium a year, it is painfully obvious that not every Prince can reach every Symposium. This presents a Prince with a problem, if he is part of the region (or nation) and a Symposium that he cannot attend is debating something he feels passionately about. He could send a representative or have a local Prince cast his vote for him, but there is an easier way. He can form a political alliance with other Princes, otherwise known as factions.

There are no rules governing a faction -- they come together or fall apart based on IC play -- but it is no more than an IC grouping of Princes who vote the same way. If the faction is large enough it gives real power to the Prince: One Prince carries one vote, but if he is part of a block of 15 Princes this carries with it one heck of a political punch.

Factions can be organized on geographic terms. Under these alliances, Princes in geographic areas would cast their vote en masse. Others are based on other reasons; the “Court of Lilith” was a loose alliance of female Princes who banded together in the face of the rampant sexism prevalent among male Princes who predate the 20th Century.

Political factions are also based upon Princes’ viewpoints towards the society of the Kindred. Many younger Princes like to band together to form a moderate camp, while many older Princes form a more conservative body. Creating, joining, and leaving factions is the heart blood of a Prince’s life outside of running his own Domain. On occasion, certain Factions take it upon themselves to formalize their relationship with treaties (thus preventing betrayal) or, on rare occasions, open integration (see Imperial Princes).

Elder

It is at this level that Elders can sink their teeth into the politics of the Camarilla. Many Elders have heavy influence over Princes. Certain Elders will band together to have their Princes form a certain faction. It is not unknown for factions to be no more than creations of a small cabal of like-minded Elders, allowing them to exercise control without being such an obvious target.

In many a Symposia the Elders are seen hovering about outside the meeting making sure their Princes make the correct decisions. It is known that many factions seek Elder backing informally, giving them more weight and political firepower. It is here that the Elders make their presence (in terms of Camarilla politics) most felt. By concentrating on the Princes, Elders who do not hold Praxis become more important. It allows them influence the decision making process of the Camarilla all the easier and is intentional. The entire Symposium arrangement, ostensibly there to allow Princes exercise their political power, is also designed to allow Elders to increase theirs with minimal effort. Why travel around the nation influencing Princes when you can have your Prince summon them all to you?

Clan Head

Now we come to the most unusual position of all, the Clan Heads. Like the Primogen, this is a post that is a throwback to the nights before the Camarilla. Like them, this is a Camarilla post. A Clan Head as recognized by the Camarilla is not the IC complete authority over a Clan. For example, while the Tremere Councilor for North America is the head of the clan in that continent, it would be foolish to assume they would stand as Clan Head. The Clan Head is a post that exists because the Primogen dictate it should exist.

The main purpose of a Clan Head is to watch Princes and make sure that they do not erode the rights of the Clans. If a Prince decides to make a Primogen of all Clans except the Malkavian, the designated Malkavian Clan Head can then begin to put pressure upon the Prince to allow them have a say. Clan Heads are often called “The Primogen’s Primogen” for this reason.

Clan head is a position that many Kindred would avoid as they play perhaps the most dangerous game of all. They have little in the way of direct authority but instead affect change through personal charisma and political dealings. As the Primogen speak for a Clan in a Domain, each Clan Head speaks for his or her entire Clan in the sect. They have to be careful about how they act and what they say and do. They could say something in one part of the country, only to find that members of their Clan are punished for it in another country. The Clan Head answers to their Clan’s Primogen, so it is up to the Primogen and the Princes of the Clan to make sure they all know what the Clan Head is doing and saying.

If the Clan Head is convicted of a crime the entire Clan suffers. For this reason, many Clan Heads are often no more than puppets for the real powers, chosen for their ability to speak well and not violate Traditions.

One other interesting aspect of Clan Head is that they petition the Justicars directly to add criminals to the Red List. Trophy from the entire clan must be offered, and criminals who are beneath such high mobilization may lead to shame being brought on the entire clan.

There is no necessity to have a PC Clan Head, and as the IC Clan Head is a Camarilla post, they are more like clan speakers.

Clan Heads are selected in as many different ways as there are clans that have them. The Malkavians may select a new Clan Head each year by seeing who the Madness Network likes the best (suggestion only, mind) while the Ventrue may select the one with the best lineage (again, suggestion only). From an OOC perspective, a Clan Head election may be held at any time as long as it is accompanied by some sort of IC challenge or end-of-term (should the Clan Head only serve for a limited amount of time). Generally IC politicking occurs for a period of time and members of the clan make it known who they do or do not support. From an OOC perspective, once the selection process has begun, members of the clan send their OOC "votes" to the AMST Masquerade. Characters receive number of votes equal to their permanent Camarilla Status. Votes may not be split.

Clan Heads are called different things in different clans and their titles often represent the current trends and political feelings of a clan. Only clans that have officially been accepted into the Camarilla may have clan heads.

Clan Heads receive the additional Status Traits: Revered and Well-Known when they are chosen for the position. As long as the character remains one of the Clan Head, she cannot lose this Traits permanently.

Imperial Prince

This is perhaps one of the more interesting aspects of Faction level Jyhad. In the process of forming a political faction, several Princes may agree (or may be forced) to unite their Domains under a single ruler. This gestalt-domain is hereafter known as an Imperial Domain, and its ruler is the Imperial Prince. A popular alternative to Imperial Prince is Imperator.

Imagine three Princes whose Domains are close to each other. For whatever reason, they decide to unite the Domains under a single Prince. That Prince gains no extra Status, but can now call himself an Imperial Prince -- this sends out a very big message. An Imperial Prince is one who has increased his Domain at the expense of others. It either means he is very charismatic or powerful. Just the title Imperial Prince carries with it weight and gravity.

When Domains combine, several new positions are created. The first and most important is the position of Duke/Duchess. This title is often given to the former Prince of a part of the larger Domain or a trusted underling of the Imperial Prince. The Dukes can have the same powers and status as a Seneschal but exercise those powers in the name of the Prince. Dukes and the Duchies they control are extensions of the Imperial Domain and thus come under some specific rules:

  • The Duke can create a Sheriff post and a Keeper post for that Duchy. They retain the same powers as any other Sheriff or Keeper.
  • The Duke may allow a group of Kindred act as advisers. This is like Primogen but they are not Primogen: they gain no Status. They just act as voices, leaders of a Clan in a given area. Often called a Senate, they have no real power within the Imperial Domain.
  • In some larger Imperial Domains, these representatives may become Primogen spread across several locations within one large Domain.
  • The Duke may hold gatherings/Elysium meetings but it is clear they rule in the Prince’s name.

Jyhad

This is the level of politics where things get extremely perilous. If you make it to this level you are either very old (Elder), very powerful (Clan Head, Imperial Prince), very important (Justicar and Archon) or very smart. There are no real rules to this highest level of politics. At this level you interact with the true Ancients and the factions and coteries of Elders, who, in turn, dictate all the way down to the lowest levels how things are run. There are no set rules here, except one. Show any stupidity, make any mistake, and you will be killed.

The characters here play a subtle game, one that takes years to play. New contenders are looked on in a mix of amusement and contempt. If they don’t follow the unwritten rules, which are never explained, then they can expect to die very quickly.

Standards of Behavior

Traveling: How Standards of Behavior Work across Domains, Regions, Nations

The power of the Camarilla is the power of inter-game interaction. The fact that you can travel to games all over the world is one of the best things about the Fan Club. But inter-game strife can and does cause conflict and intrigue. What is needed is a clear set of rules governing how this should be run.

The golden rules are as follows: travel to another Domain and you are under that Domains rules and laws. Taking things into you own hands is bad. If you travel to another Domain and break the laws of that Domain, for whatever reason, you are to blame. Even if you just discovered that someone is a diablerist who killed your mother, the moment you take the law into your own hands for anything other than immediate self-defense, you’re the criminal.

If you visit another Domain, make sure you know the laws. Ignorance is no defense.

Remember, all visitors reflect upon the Prince of their home Domain. Sometimes visiting players cause uproar in a game, only to return and say, “We think we did nothing wrong, so what do we care?” This argument is not only invalid, but pointless in the Camarilla Sect. If you upset the locals, the problem now falls to your Prince. Unless the Prince deals with it, it could become a very serious matter. If you go elsewhere and break the rules, you bring shame upon your Prince. Your Prince may love you or may hate you, but the moment you mess up you get the blame and so do they.

The Prince of the Domain could just look to your Prince to punish you when you get home. On the other hand, a good Prince doesn’t want his fellow Princes to suffer under the shame of such a criminal, so, maybe he should just execute you to spare his fellow Prince the headache.

Examine the following example, utilizing the protocols described above:

The Residents of Domain A turn up at Domain B and cause trouble and upset the locals. The Prince of Domain B can’t kill them because they are too powerful and would slay him if he tried, so the Prince of Domain B decides to complain formally to the Prince of Domain A. The Prince of Domain A had better punish the visitors who caused the trouble. If he doesn’t, a few months later Domain A gets into Bad Standing for the Prince failing to do his job.

But imagine if the Prince of Domain A either doesn’t want to punish them or maybe is too politically weak to punish them. What is there to do? A clever Prince simply orders the Primogen to deal with the members of their Clan. Having done that, he can turn to Prince B and say “Well, I’ve done my duty.” and it becomes the Primogen's problem. If the Primogen then doesn’t act, Prince A can either complain to the Primogen’s Clan Head or punish the Primogen (“Yes, I know you love your Primogen, but he’s dying so you can live. It’s your fault I’m afraid!”)

This removes violence and the threat of violence from game interaction. The Camarilla is not just built upon the military strength of its forces. If it was then the Sabbat would have won a long time ago. The true power of the Camarilla lies in its hegemony, the society it has. As one famous Anarch was heard to comment: “You kill a Prince, another takes her place; you burn a Primogen they simply get another. How can you defeat that?”

When traveling, Kindred have to remember that they are going somewhere which may do things differently. Now if he is lucky it is a civilized Domain where the rules of protocol are easily understood and known. Kindred who travel to these Domains will automatically band together to enforce these rules. They provide a constant and give stability and security. A Kindred who goes to a Domain operating under these rules knows that any Elysium should be a safe Elysium. Primogen will be careful what they say and the young who speak out of turn will be punished. They know the Prince will be respectful or else lose face with his precious new-found allies, that everyone will think carefully before they open their mouths while the Harpies monitor everyone. This is a society where Status, Boons, station and all things have due order and place -- a safe Kindred society.

Anything that comes in to disrupt this society is a threat that must be destroyed. If one Domain falls to the bestial nature then all could. If a domain that does not operate under these protocols is discovered, Kindred complain to their Princes of the danger this poses. If enough do this, the Princes may act and a Motion of Bad Standing could be brought against that Domain. Thus, the natural conservatism of the protocols spreads.

Boons

Boons are the currency of the Kindred. If no one owes you a Boon, then you are broke. Boons are how the society works. How do the older Kindred keep everyone under control? Boons.

Boons are the single most important way the Camarilla is run. They are the only way a younger Kindred can rise in power. There is no such thing as a favor among the Kindred, there are only Boons.

Boons allow you do things. You can ask an Elder something but they can refuse. If they owe you a Boon, you can force them to do it. The Camarilla is designed so that everyone needs to do deals. Boons are the currency of the Kindred.

Unless you tell someone about your Boon it doesn’t exist. Boons have to be registered, and the natural people to keep track of Boons are the Harpies. Harpies keep records of everyone’s Boons (in some domains independent Kindred such as Followers of Set or Giovanni provide this service.)

In certain cases, clever Kindred do not register their Boons with their own Harpy, but rather with Harpies outside their Domain. This way, no one knows who has a record of who owes whom. Another way to register Boons is to have it publicly announced. If it is publicly announced to and by the Harpy, the Boon is registered. Only in the case of secret deals does writing it down become important. A few enterprising Kindred merely write down the Boon and get the Boon giver to sign it along with a witness. The importance of making sure a record of the Boon exists cannot be underestimated. If there is no record of the Boon there is nothing to make other Kindred uphold it.

This leads into the nastiest part of all this: not repaying a book when requested. Failing to respond to a Boon is a really bad thing. If someone is discovered to have defaulted then they get it in the neck. They are undermining the currency of the Camarilla and all it takes is for many to do this and Boons become worthless.

Those who do face a harsh IC penalty. They considered to have zero Status, are often ostracized and exiled from their home Domain. Their assets and goods are free to be seized by any Kindred: their Ghouls, their Influences, and money is open to be taken. Some Princes may even choose to call a Bloodhunt on the offender.

Primogen who refuse their debts are automatically assumed to be representing their entire Clans locally. Princes will suffer an automatic motion of Bad Standing that does not require a Symposium to ratify. If a Prince defaults and is publicly announced to have defaulted (through a Tribunal or Symposia), the Bad Standing is automatically assumed to have passed. On the other hand, if the Prince has been lied about and it is proven that they where lied about, then the one who brought the allegation (another Prince) suffers the same fate. Clan Heads are judged the same way, with the added effect of the entire Clan receiving the same punishment.

There is a weakness here: Someone could say someone else has defaulted when they haven’t. That is called false witness. Bring false witness against someone and your life is forfeit with no recourse. Society recognizes you brought false witness and they know you have to die. In order to prevent false witness from ever happening, parties make sure that either the Boons are announced or that both are there when it is recorded.

95% of Boons should be between levels one to three (Trivial, Minor and Major Boons). Rank Four (Blood) Boons should be rare and involve the spilling of blood and risking of life to fulfill.

If the Clan Head of the Ventrue ends up owing a Life Boon to someone, it puts the Ventrue into a very difficult position. That person can make the Clan Head do anything he wants, even betray his Clan, and the Ventrue have to accept it. If the Clan Head ignores the Boon, the prudent response would be to get a new Clan Head.

The best thing about holding a Court position is that it automatically allows you to collect Boons. If a Primogen has a Clan Member who wishes to petition a Prince, he may charge them a Boon. All those stuff and nonsense about Clan Loyalty can only go so far. Consider the argument that members of a Clan should not charge each other Boons a bit like saying no American should pay another American any wages because they are working in the same country. Boons are currency, and a Kindred must make a living.

Princes have the best position of all. Acknowledging a Kindred is the only duty they do for free, after that everything comes with a price. Someone wants to Sire? That’s a Boon. Someone wants to establish a new haven in another part of town? Boon. Someone wants to be Sheriff but not be thralled? Boon. A non-Camarilla Kindred wants to live in your Domain? Yes, you guessed it, a Boon. This way Princes collect many Boons. They either use them to prevent Praxis seizures or they allow someone else take over and quietly run things from the shadows. A Prince who doesn't charge Boons is considered weak. A Prince without Boons, is a rich man without money. They look the part but have no power to back it up.

An important clarification: When a Prince asks a city resident to do something involving the security of the Domain, he avoids owing the resident a Boon. A Domain is a Prince’s concern, so it can be said that asking for a Boon can be seen as undermining the Princes right to rule. One can only charge a Boon to the Prince if you are doing a personal favor.

So, How Do I Properly Handle Boons?

The hardest thing about Boons for many players is getting a sense of perspective on them. What each Boon means to the person giving the Boon can differ. Below are suggested guidelines to understand what it means when you give a Boon.

It should be noted that it is not possible to "combine" two boons and "upgrade" them to the next level. Two of one level do not necessarily equal the next. That being said, if you do hold multiple boons from an individual, they may be willing to exchange them for fewer of another type, but the process is entirely voluntary.

It is also important to understand that you cannot "surprise" another into owing you a boon. If you attack someone then relent right before destroying them, then the attacked does not owe you a boon. Boons are consensual and the result of something another Vampire wants. A Vampire might scream out for someone to help them in a fight, and if someone does, they can negotiate the boon afterward (with the miserly Vampire lacking support the next time), but the attacker cannot claim the reward.

As you can see, once you get above minor boons you start being in a position where everything you hold dear can be destroyed.

Many would respond by reading the below and shaking their head and saying “I am not ever going to owe anyone a Boon”. Many Princes and Primogen fear such characters, and not owing a Boon can be seen as disadvantageous. If you owe no one a Boon, you are a wild card. A title such as Sheriff or Harpy or Primogen should never be given to you because there is nothing to moderate your bestial side.

Boons, even Blood and Life Boons, never equate to a form of indentured servitude. A boon can never be "held over" someones head, they are repaid by single request, even if that instanced task takes some time (never longer than a lunar cycle).

Boons as Currency

More than any other commodity, Boons become the coin of the Camarilla Vampire (and those who wish to interact with them). A Vampire with no boons is a crazed beggar. A Vampire who owes many is considered a risk, and a Vampire who possesses many is considered rich, protected.

It is possible, even to trade boons, passing them along like dollar bills. Unlike dollars, though, Boons remain a social construct. To exchange a Boon with another Vampire, you must involve a Harpy, who will usually charge for the service (of course!), who must report the exchange at least to the other harpies (via the harpies list). This is to ensure that "double dealing" does not occur, which is when a Vampire transfers a boon to another, then tries to still cash it in. It is not required that the one to whom the Boon is held from is notified of this transfer, but it usually speeds things up when they are cashed in.

Trivial Boon

"I will do a one-time favor for the person to whom I owe this Boon. I will aid him by protecting him when I have no reason to, even if it places me into conflict with others. I agree use a discipline for him if he requires it. I will support his political maneuver this night even if it means I have to fly in the face of my Clan or my Prince. It is a single favor that I owe. Once he has called it in, my debt is fulfilled. I will not place myself in a position to break my word nor will I betray my Clan or Prince or any Oaths of loyalty I have taken."

One-time favors, such as protecting someone for the evening, aiding someone with a Discipline, or supporting another vampire’s political move. These boons represent the most basic and common denomination of debt.

Examples of Trivial Boons:

  • You agree to act as a door-guard for the local Toreador Salon.
  • You pay off your debt by using your Dominate to alter a mortal’s memory as per your creditor’s wishes.
  • You agree to use your influence as Primogen to support a policy that doesn’t particularly undermine your Clan or your standing.
Minor Boon

"I will endeavor to fulfill the debt I owe: I have inconvenienced the person to whom I owe this Boon by asking him to do the favor for me in the first place. I understand that I may be inconvenienced by the favors he asks for in return. If needs be, I will secure his safe passage into a hostile city. I will reveal to him secrets I know that could endanger members of my Clan or my Domain. I will aid in destroying his enemies, whomever they may be. I shall offer physical protection for several nights. I accept this debt because I asked roughly the same of the one I owe.

Some sort of inconvenience, such as allowing safe passage through a hostile city, revealing crucial information, or disposing of a threat.

Examples of Minor Boons:

  • You agree to shelter an outsider, extending the protection of your hospitality to them for a period of several nights.
  • The Ventrue Whip allows you the use her Herd over the course of a week or two.
  • You trade a rare tome containing rare Malkavian lore in return for the boon.
  • You arrange the murder a troublesome mortal in exchange for having your debt erased.
  • You agree to teach the lower levels of a reasonably common discipline to an ally.
Major Boon

"I will accept that I have earned a great debt to the one to whom I owe this Boon. He has given much time, effort and compromised perhaps many things he believes in to give me this favor; thus I do return it. I understand that if required I would even teach him the immortal powers that the Embrace conferred upon me. I shall aid him in whatever political goal he so desires, even if this means openly standing against my Prince or Clan. I would, if he so wished, locate for him or give him property I own or that of others, even if gaining this property is taken at the expense of anothe

A great expenditure of time or resources on the bestower’s part. The effects of the favor usually last for many game sessions. Such debts require giving up something of considerable value, or performing a service that entails some degree of risk.

Examples of Major Boons:

  • You make the majority of your Influence available on behalf of your creditor for a month.
  • You locate and deliver a valuable historical artifact.
  • You agree to teach Aegis, or Astral Projection, or some other advanced power of a reasonably common discipline to an ally. Alternatively might agree to teach the lower levels of a rare or hard-to-find power of the Blood.
  • You agree to align yourself politically with another supporting their Praxis or bid for power, even if doing so undermines your Clan and allies.
Blood Boon

"I do accept that the person to whom I owe this Boon to is one to whom I owe many things, perhaps more than can ever be repaid. My current existence is dependent upon him. Thus, I owe him things that can never be repaid. I will place myself in danger for him. If my Blood is shed, then I care not. If this means I betray my Clan and Prince and bring him low, I care not. He has done the same for me, so I accept that I shall do it for him."

When the bestower places herself in a potentially life-threatening situation in order to help the receiver.

Examples of Blood Boons:

  • You agree to hold off the Sheriff while your creditor attempts to seize Praxis.
  • Your creditor assassinates your most bitter vampiric rival on your behalf, thus earning the Boon from you.
  • You divulge deep secrets of the Blood to another, knowing that should either of you be discovered, it may cost you your existence. This may include forbidden lore, or may refer to vampiric Disciplines that are exceedingly rare, or fiercely protected (Obtenebration, Thaumaturgy, etc).
  • You agree to wipe out a nest of Hunters, knowing they may be ready for you.
Life Boon

"I owe someone a life boon, my life, will, and body is his. The debt I owe can never be repaid unless I save his life. I am his to command for his will and purpose. I will do whatever is asked of me, and if this means that I am to die then so be it. I live only because of him and thus my life is his to command."

The bestower actively risking her immortal life for the receiver so the receiver may live.

Examples of Life Boons:

  • You run the target of a Blood Hunt to ground, and as Trophy claim the debt over them.
  • You agree to defend the object of the Prince’s wrath to the bitter end, knowing that failure will mean death for you both.
  • You are staked and helpless, in the clutches of a diablerist. Your rescuer has no trouble convincing the Harpy that you didn’t have it all under control.
  • You agree to bodyguard your creditor, knowing that the Lupines have his scent, and it’s only a matter of time.
  • You witness an act of diablerie, and agree to help cover it up, knowing that this makes you party to the terrible, terrible crime.

Compensation

There is something not being said in the above passages. Something is being missed that is without doubt one of the most important factors of Camarilla society and one of the reasons why violence becomes so rare in areas where the protocols are strictly adhered to: compensation.

A Boon is an investment. You never know what you may need a Boon for so you take a Boon out with as many people as possible. But Boons don’t really work if the person who owes you a Boon is killed; once they are gone the Boon you where owed is lost, right?

That Boon was an investment that you had simply not cashed in yet. Now someone has destroyed your investment, and they have to compensate you, usually to the same degree of the Boon they just cost you. If you kill someone who owed someone else a Boon, they have the right to ask you to now compensate them by owning them a Boon (usually the same amount but at times more). If you fail to compensate them, you will be treated as someone refuses to repay their boons.

Remember that the entire economy of the Kindred depends upon everyone placing Boons high above all else. Failure to give them due reverence leads always to the hardest penalties.

Be careful whom you strike against for you may find you have slain your worst foe, only now to owe someone else a Major Boon because you did so.

The real secret to all this is that clever, ingenious or sneaky Kindred may actually seek out powerful, hated or influential Kindred and offer to be in their debt in order to use their name as protection. That annoying Anarch in the corner may be ripe for a good kicking but if he suddenly announces that he owes a Minor Boon to Justicar Lucinde, a Major Boon to Warlord Karsh, or a Life Boon to Etrius, you must realize that if you destroy him you will owe that person a Boon. Indeed, powerful Kindred may well find many seeking to offer their service by way of a Boon to them, in order to access this very protection. Thus some give Boons but rarely, some accept all petitions, and thus collect power and influence around them like a vortex. Because they are Elders, people perceive that they have power so they give them Boons. Their power grows, so that more give them Boons etc.

This system has many names but is mostly called patronage. It is a representation of medieval patronage and feudalism. Thus the power of the Camarilla is maintained.

The only people who are immune to paying compensation are Princes, Archons, and Justicars. If someone breaks a Prince's laws, and the Prince kills them, then the investment is lost; the same applies to Archons and Justicars. It is important to note that this protection only applies while the individual in question is executing the duties of their office or protecting their own Domain (most often by invoking the second Tradition).

If your Domain comes into Bad Standing among other Domains your Boons are invalidated until it is lifted. Make sure that your Domain remains in good standing so that your debts are valid. Of course you could always swear loyalty to another Prince and leave your old Domain (for a boon, of course).

Status

If you give Status to someone and they are found to be a criminal or cause trouble it could come back and haunt you. You must be careful with giving out Status. If you call someone Loyal who then attacks a Prince, you could be asked why you gave them Loyal. If you gave someone two Status Traits it becomes more serious, three Status Traits and if that person commits a crime, you are placed on trial with them at the same time. If someone loses Status in one Domain and you in another Domain give them Status, you may be asked why you felt it necessary to counteract the will of another Domain. If the first Kindred is convicted of serious crimes, you may be as well. The age old “strip Status and then watch someone give Status right back" now takes on a serious implication. If you do this, you are saying that the person stripping Status is wrong. If that person is a Prince, then you are undermining the Second Tradition. Heaven help you if you turn up in their Domain, and if it happens more than once, you may find your Prince receives a strongly worded letter along the lines of, “This Kindred is supportive of a disrespectful criminal. Either you punish him or I shall have to ask our fellow Princes to consider if you are worthy for Praxis". Given the choice between punishing you or facing a Motion of Bad Standing, which option do you think the the Prince will take?

Status also follows on the above mention of the Law. Two Kindred are accused of a crime. Both claim the other one did it. The person with the most Permanent Status is correct without question. Any Prince who does not take into account the Status of a person in cases such as these faces an automatic Motion of Bad Standing. This is not to say that Kindred of high Status can get away with murder, whomever their accuser is must ensure they either have the backing of the Prince or of someone with higher Status than the one they would accuse. Be aware if you are a low Status Kindred and a high Status Kindred is accusing you of something, the best bet is to find an even higher Status Kindred, offer them a Boon, and let them offer you an alibi.

Adoption into A Clan

A Clan Head can adopt members of another Clan into their own, even if they are known to be Caitiff. Adopting Caitiff is seen as an act of mercy. Caitiff who used to be members of another Clan and are accepted into their new Clan are presented with a problem. If the Clan Head adopts a Kindred of another Clan, then the adopting Clan faces possible censure or ridicule. If the Brujah Clan Head adopts a Nosferatu, the Brujah are not only taking Nosferatu resourced, but saying that the Brujah Clan is where the Nosferatu who just aren't good enough for the Clan go. It’s a small price to pay for a new recruit. Adoption can only be done by the Clan Head, and if there is no Clan Head there is no adoption. Adopting someone into your clan does require Top Approval, however=.

The Law

Kindred law is based upon one simple idea: Within each Domain the Prince has final say.

Simple isn’t it?

You can’t win.

For the record Kindred justice within the Camarilla is not based upon trail by jury, the use of Aura Perception, Truth of the Bone, whatever. None of these are accepted or even considered. Status and Station wins every single time. The Camarilla usually does not like investigations to get to the bottom of things. Why investigate? Better to find a scapegoat (Anarch, Caitiff, etc.) and kill him for the crime. If the crime happens again, then the Caitiff was obviously in league with someone. Mind you, if in doubt, blame any Anarch/Autark as they have no Status and are guilty of everything.

This depends on the Prince, but most of the time, investigations are not carried out and for very good reason. Many criminal acts can be carried out and ignored if you remember one thing. While murder and Diablerie are terrible crimes and while Princes and Justicars want the criminals punished, the society must be maintained. The biggest crime in the Camarilla is to disregard Status and station.

Example of why Camarilla Law is so unfair

Picture the scene: The Tremere Primogen has been found in a room with the recently killed corpse of the Ventrue Primogen. He claims he didn’t do it. The Prince summons him and the entire court (this is a bad move, but we’ll come back to that in a bit).

Prince: Right, My Lord Tremere. Did you kill the Ventrue Primogen?
Tremere: My Lord, I cannot tell a lie, I had nothing to do with it.
Near-By Toreador: A-HA! Your majesty, my learned Tremere Primogen is a lying, two faced murdering bastard.
Tremere: You have evidence?
Toreador: I don’t have to have any. I just read your aura and I could see that you were lying your bloody head off.
Tremere: My prince, what on Earth is going on? You’ve allowed a Toreador Anarch present evidence?
Toreador: What!?
Prince: (Who knows where this is going and what is going to happen) My God, I think your right!
Toreador: What the hell?
Tremere: A viper in our midst. I wonder, are the entire Toreador so affected?
Toreador: What the Hell are you talking about?
Tremere: You, Sir, you and your disregard for the Traditions and laws of the Camarilla. You and your attempt to subvert the Camarilla from within.
Toreador: I beg your pardon?
Tremere: I had given my word as a Primogen. You say you glanced at my aura and contradict me! You glance at my aura and you doubt my word!
Toreador: Well, of course I bloody well do, you’re a sneaky bastard!
Tremere: That’s Sir Tremere to you, worm. Or, rather, Lord Primogen Tremere. You, Sir, have decided to disregard our sacred Traditions, disregard the rules that have kept the Camarilla in place for the past seven hundred years. You have taken the system of Status, which unites us and binds us, and defines our place in our society, and you have thrown it out the window. You doubt my word in public and by doing so, you suggest that Status is redundant. You wish to destroy it, eh?
Toreador: Er... no, that’s not...
Tremere: No doubt you wish to get rid of Boons and introduce democracy as well. Probably hang about with Smiling Jack don’t you?
Toreador: No, now wait a minute!
Tremere: Your Majesty, I insist that this criminal be staked immediately.

And like that the bad guy gets away with it.

Why? Because Kindred society is deadlier than any individual Kindred. It is not based upon fairness or justice. The Tremere Primogen did kill the Ventrue but the Toreador broke an even bigger rule, he disregarded station. The Tremere committed murder and the Toreador committed treason and sedition. Since his act of treason was to say he had read the Tremere’s aura, the very accusation is treason, and thus the case is dropped and the Toreador takes the blame and punishment.

Mind you, the Prince messed up (or perhaps needed a reason to get rid of an annoying Anarch he knew couldn't keep his mouth shut?). He should have gotten the Toreador to ask the Tremere in private, and then used the Aura Reading as evidence when coming up later. The evidence would have been in beforehand, and the statement that the Primogen was lying more acceptable (because the Prince can say it). Committing a crime becomes something anyone can get away with if they are smart. Bringing someone to justice is as easy as just saying the right thing at the right time to the right person. Who cares if they did it. Who cares what their Aura says. It’s about how you appear and what power you have. An Elder can make your life miserable for years. That’s the whole point of the game, you must out nasty the nasty guy. If that Toreador in the above example had been the Primogen (and had less status than the Tremere Primogen), not only would the Tremere Primogen have gotten away with the murder of the Ventrue Primogen, but the Prince would have been forced to punish the entire Toreador Clan.

Accusations of criminal activity against Kindred must be made by those of high standing in a court. It’s not enough that you get evidence against the Tremere Primogen. The evidence and the accusation must be made by the Prince, Seneschal, Master Harpy, Sheriff, Keeper of Elysium or the other Primogen. Someone has to stand up and make the accusation and take the blame if the accusation falls down. Anonymous tip-offs and so forth are instantly discounted. The reason someone important has to bring the accusation is that if it goes wrong, someone important has to take the blame until they pass the buck onto the little person who made the accusation in the first place. If you make an accusation and it is thrown out, you are guilty of bringing false witness. Even if what you told is the truth, you have brought false witness. The very act of accusation is a dangerous thing. Heaven forbid you accuse a Prince in good standing of a crime. The very act is sedition and should only be carried out by another Prince through a Tribunal.

Remember that the Prince of a Domain is the final judge of all things.

Praxis

So how does one become Prince without the Prince’s allies (usually other Princes) killing you? A Prince stops being a Prince when he is killed, deposed (by another Camarilla Kindred), overthrown by the Anarchs or the Sabbat (seen as a temporary set-back and the character still retains the title Prince, with all the benefits that go with it) or resigns.

Even a Justicar cannot depose a Prince without following the rules.

The Primogen can depose them if the Primogen en masse (the decision must be unanimous) permanently give up some of their personal Status traits (NOT ones based upon post). If the Permanent Status Traits expended exceeds Status Traits the Prince has (including his traits for being Prince), the Prince is removed. At that point the Primogen usually have a replacement in mind, but whomever can take the position is the new Prince.

When a Seneschal attempts to take Praxis, it’s between a Prince and the Seneschal. Anyone who interferes is considered to be contenting for the position as well.

Bloodhunts

Bloodhunts are a tricky thing. When Princes call a Bloodhunt they are staking their claim to Praxis upon the Hunted. Bloodhunts should never be taken lightly. If a Prince calls a hunt and then retracts it, any Prince can easily face a Motion of Bad Standing against them. This is a serious affair, calling a Bloodhunt and then retracting it is nearly impossible. The usual punishment is that the Justicar sends an Archon to "educate" the Prince and make sure the hunt is enforced. There are only a few ways a Bloodhunt may be lifted:

  • The Prince who called it is killed. This means that the person who calls the Hunt is no longer around to enforce it. To address all those who reply “That Prince just called a Bloodhunt on me, I think I will kill him,” this option is not really open unless you are smart. If you get away with this it undermines the other Princes. Most, if they discover this, will automatically Bloodhunt you as well.
  • The trick for Princes is to make sure that this doesn’t become an option. If they call Bloodhunts alone, they become targets of the Hunted. It's better to have other Princes call the Hunt as well. This is one of the main advantages of the Factions. Many include a clause that says “If one of us Hunts we all Hunt” The down side to this is that usually all the Princes have to agree beforehand to the hunt.
  • It is illegal to Bloodhunt another Kindred with the title Prince. To do that will bring Domains into conflict which weakens the Camarilla. This was why Tribunals where created. So, if your Bloodhunt a Kindred and then they gain Praxis elsewhere, the Bloodhunt immediately ceases. This creates an interesting position. Many Princes may wish to give shelter to one of their Domain who they feel is unjustly hunted (usually for a Boon). The problem is that Kindred and the Prince both know that if they seize Praxis they are free from the Hunt and the Boon.

It is illegal to Bloodhunt an entire Camarilla Clan. Saying you wish to Bloodhunt all Tremere within a Domain is against the Sect itself and will lead to Archons being sent to investigate the sedition.

Kindred who are under a Bloodhunt automatically lose half their Status traits (rounded down). Several Kindred manage to make a good account for themselves by using Obfuscate to hide themselves and turning up in Elysiums and having fun on the run. People found to be associating with these people, for whatever reason, shall be subject to the charge of aiding and abetting the Bloodhunted person. This charge is enough to have them killed in the Domain the Bloodhunt was originally called. Even talking to a Bloodhunted person is enough to get you killed. Be careful -- always try and meet them in secret or in Domains where the Bloodhunt on them isn’t in standing.

Some Princes operate the policy of Bad Blood: If a Kindred is bloodhunted, the Princes evoke the Fourth Tradition to investigate the entire lineage.

Justicars and Archons

Princes are expected to run a tight ship. They are expected to uphold the Laws and Traditions. Archons and Justicars are not here to wet-nurse anyone. Archons and Justicars really don’t care how things are run as long as the Traditions and the Edicts of the Justicars are obeyed. Archons and Justicars shall ignore any accusation against someone of high (usually 5+ Traits) standing unless it comes from someone else of equal or higher standing. If they listened and allowed every accusation to be acted upon then they would undermine the very society they are there to protect. Sending an accusation to the Justicar about your Prince will lead to the Justicar reporting you to your Prince for breach of the Second Tradition.

Some Justicars are very hands on but most aren’t. Most stand back and allow Kindred society moderate itself. If the Justicars have to send an Archon somewhere it is usually because the Prince has failed. If some criminal is terrorizing a Domain and the Prince is too weak to deal with it and has not the allies within a faction or Elder manipulators to deal with it, the Archons are sent to investigate. The focus of the investigation will be why the Prince has allowed the Sect to be weakened by their presence, not the crime itself.

When a Justicar arrives it is because an Archon has failed or the threat is so great that it involves the Sect as a whole. Justicars are without doubt the most powerful Kindred your PC’s will ever meet. They are the wrath and the ultimate judgment of the Camarilla. They are not here to see what an interesting person your character is. They are here to judge, punish and leave. They may use their arrival to investigate everyone and everything they see.

It is rumored that the Nosferatu Justicar once said, “There are two types of Princes in the world; those who are guilty of breaching the Traditions and those who have yet to be caught.”

The best In-Character advice about the Justicars is to avoid them at all costs and make sure you to not attract their attention. The kid gloves have been taken off. There is no recourse to complain about the treatment of your PC by the Justicars. These Vampires are designed to judge and to kill. They are not designed to provide detailed role-play encounters for your characters. They are not designed to give a damn about your PC. Your PC is an annoyance to them.

Archons and Justicars are the only positions that Characters may interact with that are immune from the limitations of affecting status of those they have shared of a domain with in the last month. Archons can affect the status of anyone in the Camarilla who they deem has interfered in their duties and Justicars may affect status at any time for any reason.

Justicars do not represent their Clan. The Nosferatu have no claim on their Justicar. It is the Nosferatu Justicar, not the Nosferatu’s Justicar. A Justicars’ first and only allegiance is to the Camarilla. For their term of office, this is all they care about. Supplying them with regular information, deferring to them as you would defer to any person who has the power to have you killed with but a word, and generally not trying to annoy them is a good way to get along with the Justicars.

If you are playing a PC and a Justicar enters your story, be aware that from that moment until it leaves your character’s story, you may be killed at anytime for any In-Character reason. You are now roleplaying with the world’s most deadly creature.

The Others

The protocols, it must be stressed, apply to those members of the Camarilla. But what of those not members of the Sect? This leads to some interesting situations.

The first advantage of not being a member of the Camarilla is that one does not have to follow these rules at all. You are free to act outside them. The main disadvantage is that outside the Camarilla you are outside its protection and thus must face the consequences. Let us look at each Clan and their relationship with the protocols and the Camarilla.

Independent Clans

The Followers of Set

The Followers have a great advantage and a great disadvantage. They, being outside the protocols, are a lot freer to act as they please. Followers of Set make a good living out of existing on the periphery of the Camarilla. They can do things the other Clans cannot do, charge high prices and earn much by way of Boons. Indeed, if a Primogen wishes to move against a fellow Primogen they often use the Followers to do so. This allows the Followers to act, be owed a Boon by each Primogen, and increase their power. The disadvantage here is of course the natural dislike of many Princes to the Snakes.

The standard response to Snakes by Princes is to charge them Boons to exist within their Domain. Princes know that the Followers will quickly try and infiltrate a given Domain and make as many Kindred end up owing them. As long as the Prince keeps tabs on the Followers, they can utilize them to great effect. For example, a Prince may want a certain Primogen removed but cannot do so. Every time he invokes the “Call of the Seasons” the Clan chooses the same Primogen. The Prince can’t move openly against said Primogen because the Clan Head is an ally and the Clan Head may influence all Princely members of that Clan to vote a Domain of Bad Standing for the Prince if he singles out the given Clan. What is the Prince to do? The Followers owe him a Boon and he calls it in. They are asked to remove the Primogen, which they can do because the self-same Primogen owes the Followers a Boon.

The Followers love the protocols and tend to follow them closely. They also tend to break them the most and get away with it, because they offer something the others cannot. If caught, they know that by offering a Boon to the Prince to continue to work in the area, they can quickly gain more Boons.

Those Followers of Set who are members of the Camarilla are expected to act slightly more circumspectly but they do fulfill many roles within the Sect. Followers who hold the position of Harpy or Keeper of Elysium tend to be ideally suited to the job.

Giovanni

The Giovanni are forbidden to get involved in internal Camarilla political matters. They are immune to the powers of the protocols completely except where they are discovered to be trying to influence political matters.

Several Princes codify the relationship with the Giovanni very simply. As holders of Praxis, they can charge or tax the Giovanni a certain amount of their income to remain in any given Domain. This tax is to be paid directly to the Prince. Many Giovanni understand this. As merchants, they have long understood the importance of paying the local despot a fee to be allowed to exist within his city. The more money the Giovanni makes, the more money the Prince makes, so many times the Giovanni arrange for positions such as Chancellor, which holds no Status and is not a Camarilla position, but allows the Giovanni to regulate all business deals. Giovanni use this as an excuse to create Coffeehouses or Exchequers which encourage those Kindred with business interests to come and trade freely in an atmosphere of relaxed gentility. These environments usually increase revenue and act as a way of allowing Kindred to utilize their influences (not just finances) in a way that works out for them best. The Giovanni, as neutrals, are the only Clan suited to making sure that all such transactions are done fairly and well. For a small fee they will even be willing to underwrite certain actions.

By acting as arbiters of Influences and making sure that no one does anything with them to damage the Princes Domain and reduce it in terms of wealth and social environment, the Giovanni are able to charge a small levy to those Kindred so involved. This increases their wealth, which in turn makes the Princes cut larger. Giovanni are often the best at moderating influences and Boons.

Assamites

The Assamites are a tricky situation, mostly because the disposition of their clan has become muddled and dynamic in the last few years. Most of the Camarilla does not know or does not care about the difference between a Loyalist and a Schismatic.

It is known, however, that the sheer danger of the clan is both muted in these nights and more deadly. Whatever restraint that held the hunters back in the past seems to have disappeared and even those that have escaped a contract before seem to be fair game.

Many Princes are hesitant to allow an Assamite into the city, though if one can be trusted, it appears they become the most staunch of supporters. It is rumored that a sub-sect of the Assamites seeks to take the place of the fallen Gangrel as a core clan of the Camarilla. Should this occur, the situation for the clan would change dramatically.

Gangrel

Whatever Xaviar's reasons were, they had to have been valid. Right? The Gangrel leaving en masse in 2008 was a shocking blow to the Camarilla. Accustomed to relying on the Savages for their strength and survivability, the Camarilla found itself suddenly reeling. Nowhere was this felt with more clarity than at the city level as Princes lost their advisers, their Sheriff, and their strongest allies.

Individuals may remain but the vast Majority of the clan now stands resolute, watching from the outside.

Naturally, this makes Gangrel suspicious in courts, and without Primogen, Clan Head, or Justicar, the Gangrel have little resource other than moving on if things turn ugly locally.

There have been some rumors that the clan will return, especially since Xaviar has not been seen in two years, but these have little weight to them. The majority of the clan seems quite content to stay where they are now.

Ravnos

What has been said about the Ravnos has been thrown into almost as much turmoil as the Assamites. Once a strong thriving faction in the World of Darkness, the Ravnos population is a shadow of itself, with little to no Elders left living.

Even the pressure that the clan used to be able to bring to bear against Princes that threw their clan-mates has evaporated during the horrible Week of Nightmares. Paranoid of their brethren and in much fewer numbers, the survivors have had to learn a hard lesson of humility.

The Ravnos still retain their unique ability to scoff at the rule and, for the most part (and at the humor of the Prince, since no one expects them to follow them) get away with it, but they have lost their ability to exist outside the world of Boons.

The one positive note is that their lack of numbers have led to Ravnos being considered as individuals. There simply are not enough left to group them by clan.

Lasombra Antitribu

The Lasombra are recognized and given full rights within the Camarilla. There are too few of them to effect any position such as Clan Head, Primogen etc. They retain their additional standing given to them by their advantage.

Caitiff

Caitiff are clanless and to many they are bastards. Many are accepted as members of the Camarilla but many more are killed on sight. A Caitiff has no Primogen to back him up, no Clan Head, no support at all. This has led to the oft-used term to describe Caitiff-patsies. One can blame a Caitiff for a crime, after all, who is going to speak up for them?

In certain nations, Caitiff are not Acknowledged by Princes. They are at best Tolerated, at worst they are without any words of recognition. That means one can do with them as they see fit. Because of this, Caitiff usually find someone of power with whom to ally. Many Caitiff find themselves working for their Prince with a ferocious loyalty. If they don’t, they face the Prince’s displeasure and the end of their lives. A common practice for Princes when a Primogen breaks a law is that the Primogen gives the Prince a large Boon and the Prince then publicly blames the Caitiff for the crime.

Caitiff who hold Praxis are in a very dangerous position, since if their true (lack of) Clan is known, their domain faces an automatic Motion of Bad Standing.

Anarchs

Anarchs claim to be not members of the Camarilla and as such hold no Status or station within it, though many Princes would disagree. The question becomes, then, what is their relationship to the protocols?

Anarchs, by their existence, suggest that one does not need the protocols of behavior in order to survive. They show that there exists another way for Kindred to live, and they undermine the very society around them and this makes them dangerous. This makes many Kindred want them dead.

Anarchs do play another interesting role among those not bound by the protocols of Camarilla. For many Princes, Anarchs allow the more provocative young Kindred to openly show their allegiance. It is a recognized fact that the greatest threat to any Domain that a seemingly loyal member of the Camarilla can rise in power, gain Praxis and then "go Anarch".

The main trump card Anarchs can play is that they can help the Prince or the Primogen. They can do favors for them when a Primogen wants to destroy a political rival and cannot move for fear of their own Clan rejecting it. One can always ask an Anarch to do it, as the Anarchs are more than happy usually to take down a Camarilla Kindred. Many a Prince has also discovered to their horror that attacking and Blood-hunting Anarchs lead to his name being added to a list for retaliation.

The relationship between the two groups is tense and deadly, but many Anarchs often act very much within the protocols, behaving in a manner that would put many of the local Camarilla Vampires to shame. They uphold Domain and Elysium with a strictness that many Elders admire. This is especially true of Anarchs who own their own territory. For those Anarchs who act in a manner in keeping with the protocols, many a Prince and Harpy need to have them around.

Why do they act in a way that reinforces the protocols? The average Anarch knows that many a Camarilla Kindred wishes to kill him. The Anarchs also realize that these Camarilla Cold Warriors are also mainly admired for their physical powers as opposed to their mental ones. Chances are that if the Anarchs survive the attack they can and will use the protocols to force the local Prince to kill those who attacked and probably violated the Protocols. Thus it is in the Anarchs interest to act fully within the protocols in public at all times. As long as they follow the rules, the Camarilla has to do so as well or the Camarilla and the local Princes lose face. Therefore many Anarchs when in conflict with a local Prince soon find themselves being courted by other Princes who seek to bring down that Prince and know the Anarchs will be watching him closely.

It is the mixture of behaving politely added to the fear of the tactical brilliance shown by the Anarchs in situations involving violence that makes them so dangerous.

Autarkis

The Autarkis have left all Sects. They stand alone and reject all title, badges, and responsibilities. If you are Autark or Autarkis you have to understand your role in the society: you have no Status, no station, and socially are nothing. You have rejected the society of the Kindred and thus the society rejects you. You can be Bloodhunted at anytime for any reason. No Primogen will speak for you nor Clan Head defend you (not openly anyway). Even some Anarchs refuse to aid you, seeing you as “a gutless fence sitter”. Autark have only one set of allies: Caitiff. Because for a Caitiff, having an Autarkis in their domain means that there is someone who has lower standing in the society than them.

It is very difficult to adopt this position and get away with it for long. This is why the majority of Kindred who are under this title are the ones you see once a year if you are lucky. They withdraw from the society totally (it’s a lot safer that way).

The only really successful Autarkis are those who roleplay hard enough or who are old and tough enough not to care. These Elder Autarkis are generally very mean, very wise, or very useful on a personal basis and thus many Princes tolerate and allow them live. Those who cannot make themselves useful can expect no mercy or favors. The very act of going Autarkis is costly. To do so means you reject everything to do with the Sect, station, Status and above all, legal rights. You are outside the society, and you cannot expect to use its rules and remain. Autarkis cannot hold any Sect position. Any who does is not Autarkis. Autarkis is not the “I live by my own rules” option here. In Vampire, there is no “I live by my own rules” option. That option does not exist nor has it ever existed. Autarkis is the “I reject the society and the society rejects me” option. It is a lonely and dangerous path that the Autarkis take, and like all things, it costs. Many soon find they cannot afford the price.

This does not stop Autarkis existing quite openly, they just have to be careful.

And Finally...

These are not purely OOC rules. PCs are expected to act how they like and players are expected to have fun. The rules you see here are the way the game is played, the game being the intrigue, fear and sneakiness that generally pervades Kindred behavior across the world. This doesn’t mean you can’t get away with running around and causing trouble, but you must know how to play the game before you can buck the rules.

These rules are here to make sure balance remains in all things. By applying strict codes of behavior, we now have the following situation: It don’t matter how strong or weak your character sheet is, what your generation is or what your clan is. If you decide to cause trouble, you will be brought down.

Got a Prince who’s throwing his weight around and making your life hell? Make sure he crosses the line and you can possibly take their place. Got a neonate who is disrupting everything? Now you can get rid of him without looking like the bad guy.

In all things, please remember the golden rule: the players who win are those players who think nastier than the others, roleplay harder than the others, and generally don’t take part in lame ideas and get caught. Play it straight and watch what happens.

Remember that the whole thing is about how one is presented in public. The system we have is one where you decide what you can or cannot do or say. Little people who hold no station have no political power, but they have a lot more free rein than a Prince, who may like it on the top but soon finds that he is limited in what he can do.