The Protocols of the Camarilla - Interim

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Classic WoD: | Vampire: The Masquerade | Clans (Masquerade) | Sects | Coteries


INTERIM / DRAFT


Primer

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. The protocols are complex, intricate, confusing, full of pitfalls and silent traps, 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.


The Essentials

Standards of Behaviour

Travelling

The golden rules are as follows:

  • travel to another Domain and you are under that Domains rules and laws.
  • If you visit another Domain, make sure you know the laws. Ignorance is no defence.
  • All visitors reflect upon the Prince of their home Domain.

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, the boon may not exist. They can be ignored almost without repercussion. Boons should 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.)

This leads into the nastiest part of all this: not repaying a boon 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, 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 or worse. 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.


It is possible to trade boons. To exchange a Boon with another Vampire, you must involve a Harpy (who MAY charge for the service) who must report the exchange at least to the other harpies. 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.


Remember - A Boon is an investment.

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. If you fail to compensate them, you will be treated as someone refuses to repay their boons.

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 harshest penalties.


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.

If your Domain comes into Bad Standing, in 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.


Status

He who has the most status is right. If you grant status to another, it relfects upon you.

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 will be asked why you gave them Loyal. The more status you have given a Kindred, the greater the favour you have shown them, and wear harsher consequences should they err.

Status at work - 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.


The Law

Kindred law is based upon one simple idea: Within each Domain the Prince has final say. The Prince of a Domain is the final judge of all things.

Kindred justice within the Camarilla is not based upon trail by jury. 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 else. 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.


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, or resigns.

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.


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 most prevalent being the Prince who called it is killed. This means that the person who calls the Hunt is no longer around to enforce it.

It is illegal to Bloodhunt another Kindred with the title Prince. To do that will bring Domains into conflict which weakens the Camarilla. So, if your Bloodhunt a Kindred and then they gain Praxis elsewhere, the Bloodhunt immediately ceases.

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). 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.


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.

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.


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 what-so-ever.

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 reason. You are now roleplaying with the world’s most deadly creature.


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. It is important to separate what you know OOC, as to what you character knows in game. These are, usually, vastly different.

The crux of the Camarilla setting is “stasis is power”. If things change, then the ancient beings 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. Deviation from the rules of society or the unwritten protocols can be expected to be met with swift and deadly reprisals. 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 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.

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. 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. 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”. A Prince who calls for new Primogen more than once every three months risks a Domain of Bad standing.

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

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. 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. Each Prince is free to make his own Laws as he sees fit - the Sheriff simply enforces them, usually ruthlessly.

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 may 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.

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.

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

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.

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.

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 Keeper or Prince in charge. 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.

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

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.

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.

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.

Seneschal

Seneschal is second only to the Prince of a Domain.

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. 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 terms of game play, Symposia have jurisdiction over the geographical region/nation within which they are called.

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.


Symposium Rules

  • The Symposium can only meet at large gathering (Regional, National, or Global Conventions);
  • Any Prince may call a Symposium.;
  • If Princes cannot attend, they may send a Representative to speak and vote in their stead;
  • The Symposium can decide upon any number of things that the member Princes will enforce in their domains;
  • These decisions are not free from scrutiny from the Justicars.

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 Boons made with Kindred from that Domain are now null and void until the Bad Standing is revoked.
  • 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.

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.

The Royal Harpy

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.

The Royal Harpy may freely remove more than one Status trait from any Kindred (Additional ones cost additional temporary Status traits).

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.

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 may 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.

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. The Clan Head is a post that exists because the Primogen dictate it should exist.

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.

Clan Heads are selected in as many different ways as there are clans that have them. Generally IC politicking occurs for a period of time and members of the clan make it known who they do or do not support.

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.


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 resources, but saying that the Brujah Clan is where the Nosferatu who just aren't good enough for the Clan go. It’s a 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. Every member of the adopting clan can be disparagingly referred to as the clan of the adoptee. In the instance of the above, all Brujah could be called Nosferatu.


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.


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.

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. If they don’t follow the unwritten rules, which are never explained, then they can expect to die very quickly.


Lastly

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.