Courtesies and Intrigues: Domain Law, Customs, and Interpretations

From SBMWiki
Jump to: navigation, search

A Prince has the right to interpret how the Traditions will be enforced within her domain. These interpretations are often treated as lesser traditions and are referred to as the “Courtesies,” from the tradition of French courts describing various rules and etiquette required to survive in Versailles. The common euphemism for navigating the murky intersections between the Courtesies and the Traditions is the “Intrigues.” Kindred must understand the Courtesies and the Intrigues to survive in the cutthroat world of Camarilla society.

It is expected that visitors to a domain will quickly learn the local Courtesies and Intrigues of the court. A Prince will set certain expectations, and those that come under her protection are expected to know her laws. Ignorance of these customs is not an accepted excuse, and Kindred who complain too much will find punishments for violating unknown Courtesies and Intrigues to be especially harsh.

Traditionally, it is the Primogens’ job to explain the Courtesies and Intrigues to visitors and new arrivals. Should a Primogen fail to properly educate a clanmate before bringing her before the Prince for Acknowledgement, she is usually considered to be equally at fault in the eyes of society.

The Sanctity of Elysium

The word Elysium comes from the Elysian Fields of Greek Mythology, a paradise afterlife where the chosen enjoyed a long-deserved peace. In Kindred society, Elysium is a publically known neutral ground, regardless of politics, which any Kindred in good standing can visit. It is a sacred place where the undead can find respite from the world and engage vampire society. This place is important to all Kindred, from the socialite to the hermit outlander, as it is the one place of sanctuary available to a vampire when she is in danger from her peers.

Many younger vampires consider the tradition of Elysium a stuffy, outdated custom, but this egalitarian practice treats all Kindred equal, regardless of station or standing. Elysium is under the “Pax Vampirica,” meaning that no violence of any sort is permitted to take place there — Elysium is neutral ground. Tempers may flare and heated words may be exchanged, but rivals are expected to keep a leash on their tempers. Grievances and rivalries don’t vanish simply because a Kindred enters Elysium. Vampires who seek to bring conflict into Elysium must choose the right weapons: claws, fangs, and guns are prohibited, so one must use innuendo and gossip, rumor and scandal. Violence is strictly prohibited within Elysium, and individuals are expected to keep such behavior in check.

The Keeper of Elysium will forcibly remove those who cannot control themselves and allow these grudges to blossom into violent confrontation. Domain officers severely punish those who frenzy within Elysium, and the social consequences can be devastating for years or decades.

Attending an event at Elysium provides opportunity for both neonates and elders to relax and let down their guards, knowing that the reputation of the domain is at risk if there is a security breach.

The Keeper of Elysium is responsible for everything that happens in her jurisdiction, including scheduling or canceling events. This position involves both great prestige and scrutiny. Residents of the domain come to pass the nights here, debating, politicking, and conducting intrigues among themselves for long hours. Kindred business of the city also takes place at Elysium, and just about every vampire will have at least one occasion to visit Elysium, if only to speak with the Prince or an elder. However, it is certainly an elder’s playground, and the young who venture here are expected to remember that.

Though Elysiums often serve as gathering places for Kindred, the Masquerade must be maintained at all times if any mortals may be around. Similarly, while refreshments are sometimes served, it is considered bad taste to come to Elysium hungry, as unsated vampires often have shorter tempers. Some Princes go so far as to forbid hunting nearby, as a concentrated population of vampires could easily result in a suspicious number of deaths in the area.

If a vampire brings a guest to the Elysium, she is responsible for that guest’s behavior.

The basic rules of the Elysium are simple, but are often modified slightly by a given Prince’s Courtesies:

• Elysium is considered neutral, sanctified ground separate from sect or politics.

• Violence of any kind is strictly forbidden upon Elysium grounds. (In some cities, the Courtesies extend this protection to include passage to or from Elysium.) This rule includes forcefully using disciplines, even gentle ones such as Dominate or Presence, upon other guests. Some Elysiums discourage the use of any disciplines, except to protect the Masquerade. (Note that the Nosferatu are often exempt from this rule in order to disguise their true appearance. Even when there is no danger to the Masquerade, they are encouraged to continue using Obfuscate to avoid disturbing the other guests.)

• The presence of Moon-beasts (werewolves), Wild Ones (fae), or those who have drunk the heart’s blood (diablerists) are forbidden.

• None may destroy art located within Elysium. (The definition of “art” has been expanded to include the artist on occasion, making the vampires of Clan Toreador some of the greatest proponents of Elysium.)

• All hunting is prohibited in the area surrounding an Elysium.

• The Elysium and its contents are sacrosanct and shall not be damaged.

• The Keeper’s word is law on these grounds, and she can traditionally punish or execute anyone who violates Elyisum.

The Founding of Elysium

Elysiums are safe havens, given hallowed respect by Kindred of all sects. According to ancient tradition, an Elysium is a site whose existence (or the existence of the artifacts housed within) is critical to history, culture, or knowledge. In Europe, these locations are places of high distinguishment: ancient holy sites, famous museums, and so forth. On the younger continents of the Americas, theaters, libraries, and churches are among those buildings commonly elevated, so long as the site is prominent enough to justify eternal protection and respect.

Elysiums are not created at a whim, nor are they sanctified by a Prince’s word or a Harpy’s praise. In a significant city with a great deal of history, there may be as many as three to four such sites, all easily recognizable as locations of great importance in the city’s past or as repositories of unique and irreplaceable culture, art, or wisdom. A Prince (or other societal leader), with the near-unanimous support of her populace, may name a new Elysium (or remove such honor from a violated site) within that leader’s domain. Any such elevations are sure to be looked upon critically by the rest of the world’s Kindred population. A Prince who confirms a mere nightclub or parking garage as an Elysium will be made a laughingstock, and her title is likely to be quickly claimed by a more sober and suitable individual.

The concept of Elysium predates the various sects of vampires, and it is one of the few things considered more important than politics. If Anarchs claim a territory where an Elysium is housed, they are expected to care for it and defend it even as would the Camarilla; so, too, do the owners of Elysiums within Independent domains keep them sacrosanct. Although the Sabbat claims not to care about such sacred locations, most older members of the Sword of Caine still treat Elysium with a certain amount of reverence, and even their tempestuous youth can see the wisdom in ensuring that visible and important historical locations do not suffer. There must be a world worth ruling, after all, when the Dark Father returns.

A Breach of Elysium and Social Consequences

A breach of Elysium occurs when one of the above rules is violated. (Note that the Keeper of Elysium, and her agents, are immune to these rules for the purposes of protecting the Elysium. For example, the Keeper may need to physically restrain a frenzied visitor.) The violator’s intent is not relevant, only that the laws of Elysium have been broken.

When a breach happens, the Keeper of Elysium and/or the Prince should severely punish the perpetrator. If the Kindred public becomes aware of a breach of Elysium and an appropriate punishment is not levied within 30 days, it causes scandal for every member of the domain; every vampire resident of the domain automatically receives the negative status trait Disgraced for three months.

Traditionally, the domain may not build a new Elysium nor host gatherings in other Elysiums during that time period, or the duration extends to six months.

Harpies from other cities will mock residents of a domain that has failed to maintain its Elysium. Foreign Keepers of Elysium may bar Disgraced Kindred from attending Elysium in their own cities.

The Kindred who violated Elysium receives the negative status trait Disgraced for a year and a day. In addition, the Prince and Keeper of Elysium are likely to levy devastating punishments, if not the Final Death. For example, in the domain of Detroit, an Anarch named Hopper accidentally frenzied in Elysium. Prince Vargas responded by having Hopper publicly scourged and then starved over the course of a month, making the point that it is always wise to feed before attending an Elysium. Some considered Prince Vargas merciful.

Once an Elysium has been breached, the location forever loses its sanctity. It can never again be considered an Elysium. Any investments in the location become useless in the eyes of the Camarilla. Vampires believe that owning such a property is bad luck. Long ago, if an Elysium was violated, vampires burned the very building to the ground and salted the earth so that nothing would ever grow there, as a warning to any Kindred who might dare to cause violence in an Elysium.

Crime and Punishment

A Prince must defend the Traditions within her domain or her praxis will be doubted in the eyes of her citizens and, worse, the Justicars. The Prince is the apex of domain justice, but the real situation is more complicated: Sheriffs, Primogen, Princes, Archons, Justicars, and the Inner Circle each significantly impact the rules of undead existence. “The will of the city: The will of the Prince.” Behind the simple words of this old saying lies a complex web of power, debt, and ambition. The Prince does determine the shape of justice within her domain, but there are many opportunities to subvert that justice, before, during, and after it reaches the Prince.

Truth and Politics

No Prince ever wants to see a vampire who holds a high position in the Camarilla accused publicly of a serious crime by someone who is her social inferior. Kindred are paranoid, jealous, corrupt creatures goaded by their Beasts into doing things that make them feel secure. The eternal strength of the Camarilla should never be called into question, lest their own power be diminished. If that means that the guilty is allowed to seemingly get away with the crime, then it is a small price to pay for the stability of the Ivory Tower. However, if a crime is serious enough, the Prince will ensure that her Sherriff investigates to uncover the truth, even if it is never uttered in court, for later blackmail and private punishment.

Guilty Until Proven Innocent

(if the Right Kindred Accuses)

Camarilla justice is not based on a trial of the accused’s peers, mystical truth-learning powers, or even direct evidence, but station and status. Status is the greatest shield a vampire can possess in a Camarilla court when accused of a crime. Miscreants who ignore status and continue to press an issue, even if it is blatantly obvious that said Kindred is guilty, endanger the foundation of the Camarilla by attacking the very source of its strength and power.

Typically, a guilty individual will attempt to avoid punishment for a crime by arranging for an ally to accuse a Kindred on the fringe of Camarilla society, such as a Caitiff or criminal Anarch. This works more often than not due to the accuser’s weight of status and position. The opinion and perception of court officers is vastly more important than actual evidence. If a Caitiff is accused of and executed for violating the Masquerade, and said crime happens again, then the accusers are likely to blame a Caitiff conspirator for weakening the domain.

The political and social web of the Ivory Tower depends upon the concept that standing and station are vital to the survival of the Traditions. If a Kindred who holds a court office or possesses a good deal of status speaks on a matter, society presumes that she speaks rightly unless a different Kindred of higher standing contradicts her. It doesn’t matter if the words spoken were illogical or obviously false. To contradict said statement would be to challenge the weight of status behind the words.

Princes and Justicars want criminals punished, especially murderers and diablerists. However, the Ivory Tower must be maintained at all costs, and it is sedition to the Camarilla to disregard status and station and prove the entire system false.

If public awareness of a crime necessitates punishment, scapegoats with the approximate negative status are often found and punished. If no one presents actual proof, the Prince will usually offer some sort of lesser punishment if the accused confesses, except in the most extreme crimes.

If two Kindred are suspected of a crime, the Prince will carefully examine the political support and status of each of the suspects. If one of them is supported by an elder of great importance, then clearly the other one did the dastardly deed.

This is not to say that Kindred of high status can always get away with murder, but a Prince has to be sure about guilt and get proof in secret so that the criminal cannot skirt justice by publicly claiming her innocence.

Bribes and Payoffs

The surest means to prevent the Prince from punishing the guilty is to ensure that she never learns of a crime in the first place. The guilty will offer high-value boons to avoid accusations, especially if punishment is likely to be fatal. Sheriffs, Nosferatu, or other clever Kindred often accumulate an impressive array of boons by cleaning up after sloppy Kindred.

The Prince will often make it a habit to monitor the prestation owed to the Sheriff to see which of her subjects might have acquired such services.

Trials and Tribulations

Once a suspect has been formally accused, what happens next depends upon the Prince and the standards for justice in the domain via her Courtesies.

Typically, the Prince will listen to the charges from the Sheriff or another court officer and issue a summary judgment. If the suspect has managed to avoid capture, the Prince may opt to pass judgment in absentia.

If the accused is popular or notorious, the Prince may decide to hold a public trial, to demonstrate her strength, permitting any Kindred to observe, if not participate. Conversely, trials may be sequestered behind closed doors with only the Prince’s hand-picked witnesses in attendance to give evidence.

Some Princes favor the Napoleonic mode of trial, where they alone are entitled to ask questions, and whomever they ask had better answer quickly, truthfully, and completely. Other Princes, usually those who have spent the majority of their existence in the United States, allow the accuser and the accused a chance to present testimony in their own words or call upon advocates, witnesses, or allies to speak on their behalf. Unless there is some other agenda involved, the word of one of the Camarilla officers typically holds more sway than that of a less-illustrious vampire.

Once the Prince reaches a verdict, she must convey it, along with any sentence, to the court. The Prince may make the pronouncement herself, or she may delegate the job to another Kindred or servant.

If the verdict is guilty, but the accused is not in custody, the Prince may require the city’s Kindred to provide any and all aid in bringing the criminal to justice. In the event that the sentence is Final Death, the Prince may order a blood hunt.

Leveraging a System of Corruption

The entire political and judicial system of the Camarilla is predictably corrupt, and the members of the Camarilla don’t pretend otherwise. The alternative is chaos and inviting the Sabbat, hunters, and lupines to destroy the Ivory Tower — or so the elders claim. The best protection a Kindred of lowstatus has against accusations is a patron vampire of higher status to provide a proper alibi. This might cost a boon or some other steep price, but it’s better than the alternative.

Delivering Justice

Camarilla justice is not as bound by jurisprudence as mortal justice. A Prince is more or less free to apply any punishment she desires so long as she does not offend her subjects to the point of rebellion. Some strive for ironic justice, shaping the punishment to fit the crime, while others simply select the harshest punishment they can justify, trusting that it will discourage any further offenses. In most cases, diablerie and breaches of the Masquerade result in Final Death, preferably after slow torture.

A selection of punishments in descending order of severity follows. The list is not exhaustive; Princes are known to be quite inventive when sentencing criminals. It is also worth noting that the actual form of the punishment can vary extensively. One crime may merit death by sunlight while another may result in death by beheading. One Prince may exile a criminal by leaving her by the side of the road in a werewolf-infested countryside; another may have a blood hunt drive her from the city; another may construct a catapult to throw the criminal across the local river.

Ultimately, the Prince chooses how to punish those who break the Traditions in her domain.

Severe Sentences:

• Final Death: The criminal is beheaded, burnt, or otherwise slain, ensuring complete destruction.

• Torpor: The criminal is forced into torpor, either through blood loss, injury, or both.

• Long-term staking: The criminal is staked through the heart and either hidden or placed on display.

• Draining and exile: The criminal is almost completely drained of vitae and then driven from the city.

• Exile: The criminal is driven from the city.

• Blood bonding: The criminal is forced to drink the blood of another Kindred over three successive nights. Most commonly, the criminal is blood bound to the Prince, one or more of the Primogen, or the victim of the crime.

Moderate Sentences:

• Enforced servitude: The criminal is forced to serve another Kindred, possibly even a ghoul.

• Torture: The criminal is forced to endure some physical, psychological, or social torture.

• Draught of blood: The criminal is forced to drink the blood of another Kindred once or twice, bringing her closer to a blood bond or completely binding her, if she has already drunk of that vampire’s vitae.

Minor Sentences:

• Loss of station: The criminal is removed from a court office and loses all associated perks and status traits.

• Loss of property: The criminal is deprived of some possession. This can include the destruction of a childe or a ghoul.

The Blood Hunt

“You want to know eternal? Heal the wound. Paint over the scar. But you can never, ever take away the humiliation of utter defeat. Live with that, Gangrel dog.” — Antar, Nosferatu Elder, Architect of the Camarilla

The most devastating weapon in a Prince’s arsenal is the blood hunt, an order calling for the Final Death of a criminal within her domain. A Prince typically gives this punishment when a miscreant has committed a serious offense, such as kin-slaying, diablerie, breaching the Masquerade, or any other behavior that a Prince deems to be a sufficient threat to the safety of the Masquerade and the Kindred of the city as a whole.

Princes have used the blood hunt as a means to eliminate political or personal opposition as well, although this is, strictly speaking, forbidden, and misusing a blood hunt can result in severe consequences for the Prince in the long term.

A Prince may declare a blood hunt if the crime is serious enough to be a threat to the domain, and its perpetrator has evaded more conventional justice. The Prince may command the presence of all Kindred in her domain and make a public proclamation, stating the name and crimes of the subject, or she may issue the edict to the Sheriff and the Primogen with the expectation that they pass it along to those under their sway.

Any Kindred who hears the order for a blood hunt is expected to participate. Any Kindred who provides assistance to the target of a blood hunt will often become the next to be hunted.

The target of a blood hunt receives the negative status trait Bloodhunted, which confers the following penalties:

• The target of a blood hunt permanently loses all abiding, innate, and fleeting status traits, and gains the negative status Forsaken.

• The target of a blood hunt cannot offer or claim boons for any reason. Some criminals will try to bribe other Kindred with promises of payment afterwards, but few will take advantage unless they believe the target will survive the ordeal.

• Any Kindred caught associating with or assisting a Bloodhunted vampire within the limits of the domain automatically receives the negative status trait Disgraced.

A blood hunt is limited to the borders of a single domain, although the social penalties for carrying the Forsaken negative status remain in effect as long as the target has it.

Other Princes may uphold this blood hunt by a simple announcement that they support the blood hunt within their domain, carrying all of the effects of the sentence in their domains. This is often a political means of gaining future support from fellow Princes, as they will expect that their blood hunts will be reciprocated in the future.

Some vampires use the chaos during a blood hunt to settle scores and get rid of rivals and enemies, and many vampires have indulged in the chance to commit diablerie on the target or on other vampires who had the misfortune to get caught in the crossfire.

The speed with which the blood hunt is prosecuted often depends on the popular sentiment behind the Prince’s edict.

If the Primogen or other Kindred see the blood hunt as merely the persecution of one of the Prince’s rivals, they are far less likely to pursue it as avidly as they would if they believe that the subject was the author of some truly heinous crime or a threat to themselves.

The domain will generally approve of a Prince calling a blood hunt on a criminal who has brought other Kindred to Final Death, committed diablerie, seriously threatened the Masquerade, conspired with the Sabbat, or presented a threat to the population of the domain in other ways.

Kindred are less concerned with an enemy who might pose a risk or inconvenience to the Prince’s political career and start to get paranoid when the Prince begins invoking the blood hunt over such minor matters. In such cases, they might also start looking toward the replacement of such an extreme ruler.

Rewards of a Blood Hunt

The Kindred who brings down a Bloodhunted criminal automatically gains the fleeting Status Triumphant. In addition, she may gain the following rewards:

• A boon from the Prince

• Personal domain

• The right of Amaranth (legal permission to diablerize the bloodhunted target)

Laws of the Blood Hunt

There are laws that apply to blood hunts, which are religiously enforced by all Princes who sentence a criminal with a blood hunt. Kindred obey these laws or risk becoming the quarry of the next blood hunt.

• The Masquerade is sacrosanct and must not become a victim of the hunt. Some Kindred find it all too easy to get caught up in the thrill of the hunt, but it is vital for them to realize that it does no good to bring down a criminal if a greater crime is committed in doing so.

• The blood hunt is a grave matter of justice. None are allowed to aid the fugitive or interfere with the hunters. Helping the criminal in any way is considered a crime.

• The blood hunt formally ends at the limits of the domain, unless other Princes extend the hunt into their own domains. This practice is a rule of thumb; the Prince will punish no one for carrying the hunt further unless a hunter violates another Prince’s domain.

Taking a blood hunt beyond city limits (as defined by the Prince’s control, not by lines on maps) is simply too risky. Princes must jealousy guard their praxis, and hunting in a foreign Prince’s domain without permission will cause all manner of political ripples.

A blood hunt remains in effect until the destruction of the quarry. It can only be removed in the following ways:

• The Prince who first issued the blood hunt can formally rescind the blood hunt at great cost. She loses the ability to blood hunt criminals for the next six sessions or three months, whichever is longer.

• If the criminal petitions a Justicar at a Judicial Conclave, she can ask for a trial. If vindicated, the Justicar has the authority to remove a blood hunt. This is rarely done as it upsets the natural order of the Ivory Tower, but it has been done, especially in cases where Princes abuse their powers to remove rivals.

• A Prince is immune to blood hunts called by other Princes. If the target of a blood hunt acquires a legitimate praxis, then the hunt is lifted. Petty Princes are not eligible for the same immunity.

• If the Prince who issued the blood hunt dies or is removed from power, the blood hunt is removed unless the next Prince upholds the hunt.

The blood hunt ends only when the fugitive has been destroyed and the victor returns to court to show proof of the kill. Should the quarry escape, the blood hunt is considered ongoing until the Bloodhunted vampire is dead or has managed to have the sentence lifted. Despite the cessation of an active hunt, the order to destroy the hunted Kindred remains in place until proof of the fugitive’s death is brought back to the Prince.

Lextalionis and the Blood Hunt

The traditional legal institution behind the blood hunt is the ancient law lex talionis, a legal principle that can be summarized as “an eye for an eye.” Perhaps that is why the term Lextalionis has become an informal short hand for a blood hunt that offers the specific trophy of the right of Amaranth over the criminal. Some Princes are leery of awarding Amaranth, fearing their citizens might develop a taste for it and continue the practice away from the spotlight.

Conclaves

A conclave is the epicenter of politics and society in the Camarilla, serving as the highest court of Ivory Tower, the legislative body that chooses the Camarilla’s direction, and as a stage on which to reaffirm the principles of the Camarilla.

For elders, it is a salon without peer, an opportunity to meet others of their station, socialize, and deal with one another without constant interruptions from the “children.” For ancillae and neonates, it is a social scene to meet clanmates and friends, a place to swap gossip, and (if one has the courage) to venture into the world of vampire politics on a grand scale.

The opportunity to participate in a conclave is also one of the few reasons many young vampires do not defect to the Anarchs or Sabbat, or simply abandon the Camarilla altogether, as it is a time when the young may speak directly to the elders. Neonates have a chance of being heard, as well as having an opportunity to vote on the direction that the Camarilla takes.

All Camarilla Kindred who hear the call to conclave are welcome to attend. In addition, independents are grudgingly tolerated as well, since the conclave’s business can relate to vampires as a whole. Invitations are typically sent to a domain’s Elysium and then shared by the Keeper of Elysium. Childer and coterie-mates carry the news back to absentees.

Only Justicars may call for a Grand Conclave or a Judicial Conclave, but any Prince may call for a Regional Conclave.

Attendance at said event will depend on the reason for the Regional Conclave and the prestige of the Prince. (Some elders quietly point out that Regional Conclaves should be referred to as “convocations,” but the name stuck in the vernacular and there’s little to be done about it now.) The logistics involved in running one of these gatherings prevent them from being announced on a whim; by the same token, Kindred only cancel a conclave under the greatest duress. Because so many attendees are elders and other potent-blooded luminaries, hosts keep the location of the gathering secret for as long as possible, even as the conclave’s organizers try to plan around the needs of those who may be coming from a great distance.

Grand Conclave

A Grand Conclave is the highest social and political event in the Camarilla. The mighty and young mingle to discuss and debate the future of the sect itself. Hosting a conclave successfully brings no small amount of prestige; Justicars often give this opportunity to Princes of their own clan. A Prince who hosts a conclave gains the innate status Primus Inter Pares (First Among Equals) for the duration of the conclave.

A Justicar usually informs the Prince of the hosting city four to eight weeks in advance, but she may give less notice for particularly pressing matters. The Prince is, of course, free to decline the honor, but doing so suggests that the Prince is not as capable as she should be. This makes the dubious Prince and her domain likely candidates for investigation after the current crisis has been dealt with. In most cases, the Prince simply accepts and redoubles her efforts to sweep whatever problems are vexing her under the rug.

As soon as a Prince learns that she is expected to host a conclave, she will probably want to summon all her trusted assistants and begin making preparations. Some Princes have contingency plans in place for just such an event, others improvise. Should the Justicar doubt the Prince’s competence, she may assign some of her Archons to aid (or direct) the Prince’s staff. Specifically, the Prince expects the Justicar to name the Kindred in charge of security for the conclave. If she does not choose an Archon, the selected Kindred effectively gains the rank of Archon and all its privileges until the end of conclave.

Among the many matters the Prince and her staff must contend with are security, should the Sabbat or Anarchs decide to mount an offensive; accommodations for the city’s guests, especially the more volatile and less publicly presentable ones; and an appropriate location for the conclave itself. The hosts must also ensure that there is an adequate source of vitae: a particularly difficult task, given that many Ventrue are reticent about letting others learn the specifics of their rarefied needs. Some Princes also take this time to clean house, shoring up alliances and taking care of those little annoyances that could embarrass them during the upcoming event.

Most Justicars announce the date and location of the conclave well in advance. Kindred may hold smaller conclaves with less notice, but it’s polite to give the invitees enough time to get their affairs in order before they are asked to travel on business. All Camarilla members who hear of the conclave may attend, but most only show if the conclave addresses some matter of interest to them.

This means that the Primogen of Lisbon will probably not feel the need to attend a conclave dealing with a rash of infernalism in Detroit, though a Tremere scholar who investigated a similar event in the 18th century may feel compelled to make the trip. In certain cases, hosts will permit a rare independent to attend as well, but she will be carefully monitored. The Sabbat are more likely to be topics of conclaves than participants; it is difficult to imagine a situation where they would be permitted, much less directly invited.

Kindred may start to arrive in the city as early as a week before the conclave. Though everyone is busy, the guests expect the Prince to allow them an opportunity to present themselves. Justicars frown on Princes refusing entry to Kindred at the conclave, and vampires still debate whether the rules of the conclave or the rules of the city pertain to those against whom blood hunts have been declared.

While the Prince greets the newcomers, the Seneschal may disburse advice and instructions concerning the ways of the city. Such information may include where not to hunt, the boundaries of Elysium, how to contact a clan Primogen, and where hunters are known to reside. At the same time, the Sheriff and her deputies try to keep tabs on the new arrivals and do what they can to verify that no enemies of the Camarilla sneak in amid the confusion.

Attending a Grand Conclave

The first few hours of each evening of a Grand Conclave are reserved for socialization and private meetings. At the appointed time, the Kindred gather in the location where the public business of the conclave will take place. The Speaker of the Conclave will call the conclave to order with a few words and then the real political action begins.

The customs of conclave were brewed from a strange agglomeration of ancient Greek jurisprudence, European courtly etiquette, and primal predatory instinct. To the uninitiated, Grand Conclave can seem like a series of dangerous trials, from choosing the right seat, to knowing when to stand or sit, to knowing how to address the assembly.

The Harpies watch carefully for any error or slight.

Neonates and independents are seated toward the back of the council chamber, and often find that they have trouble catching the eye of a Justicar. If they are allowed to speak, there is no guarantee that any of the elders will actually listen to what they have to say. Nevertheless, conclaves are one of the few situations where a younger vampire is guaranteed the right to speak and be heard by her elders.

Discussion continues throughout the conclave under the guidance of the Speaker of the Conclave. As the presiding officer, it is her duty to see that attention does not get diverted and that any Kindred who has something to contribute gets the chance to do so. She may limit the loquacious from speaking too long and may order the removal of any disruptive vampires from the chamber. It is her job to see that the Camarilla reaches a decision.

Traditionally, the duration of conclave business is limited to a designated period (sometimes only a few hours each night).

When the topics have been discussed thoroughly by the attendees, the Speaker of the Conclave closes discussion. She will usually then verbally review the discussion, describe the two or three most popular courses of action, and order a recess for everyone to contemplate and discuss the matter in private. The Justicar and her Archons will do their best to ensure that no overt public coercion or skullduggery occurs during that recess. However, recess is one of the most politically frenzied times one will ever encounter at a conclave, and what happens in private away from the eyes of the public is often overlooked.

The hosting Prince will try to keep the visitors within the grounds of the conclave to make it easier to guard against treachery. To this end, the Primogen and their clans often prepare seminars, parties, and other diversions to keep the guests entertained during their stay. Some younger Kindred suspect that the true business of the conclave takes part during the recess periods, when the neonates are being distracted and the elders retire to their own diversions.

At the end of the recess, the Speaker usually restates the choices and calls for a vote. Every Kindred present is allowed to vote. Voting can take many forms, including a show of hands or by marking the choice on paper; Archons commonly tally the results.

The votes may be counted publicly or privately. Once the Speaker completes the final tally, she announces the results and ritually states that this verdict represents the will of the Camarilla. She instructs all attendees to adhere to its decision and to inform all others of what has transpired. After the vote, the hosting Prince usually throws a final party where the assembled Kindred celebrate their membership in the largest vampiric sect in the world. In most cases, the Justicar leaves to report the results to the Inner Circle immediately after reading the verdict, though she might leave an Archon or two behind to see that everything ends smoothly.

The Speaker of the Conclave

The office that sanctions the event selects the Speaker of the Conclave. This coveted position serves as the chair for all of the public discussions at a conclave. Some Justicars take this role for themselves, if they wish to aggressively push an agenda. Others will select an Archon or a Prince who has been properly educated and motivated as to their wishes. It is traditional that the hosting Prince serves as Speaker of the Conclave for Regional Conclaves.

After the Show

Once a conclave ends, it is expected that visitors will depart in a timely fashion unless they seek formal permission from the hosting Prince to remain. The Sheriff often spends a good part of her time watching guests depart and tracking who remains. It can take months for the domain to return to normal, as residents must undo the preparations they made for the conclave, including mollifying officials and taking care of any minor problems or Masquerade violations.

Participants may gain or lose much based on their actions at the conclave. A Kindred’s actions may affect her status, respect, reputation, and allies, and even a neonate may earn the respect or enmity of an entire clan through her actions.

Those who successfully host or command the security of a conclave usually gain a status trait in recognition of their efforts. Those who blunder can expect to pay the price, losing status in amounts commensurate with their errors and the size of the conclave. Such vampires suffer from the negative status Disgraced.

Those who please the Justicars or organize a well-run conclave will often be rewarded with valuable fleeting status such as Courteous, Favored, Honorable, or Loyal.

Judicial Conclaves

Justicars usually convene Judicial Conclaves for two purposes:

• To determine the guilt or innocence of a vampire, or even a domain, which falls beyond the scope of princely justice

• To formally investigate a potential threat to the Camarilla via formal discussion, interviews, and testament

A Justicar, often flanked by her Archons, presides over the trial with an iron fist, discouraging any discussion that does not pertain to the guilt or innocence of the accused. In such trials, guilt is assumed, and the accused must fight to prove her innocence. Most Justicars ask questions, listening to any Kindred who dares, or is ordered, to speak. Unless the Justicar has reason to believe that the accused has undue influence over the domain even when incarcerated, Judicial Conclaves rarely involve Kindred from beyond the city.

Judicial Conclaves are meant to be quick, efficient, and final. By the same note, Judicial Conclaves rarely last more than a handful of nights. The Justicar is empowered to judge such cases and issue both a verdict and a sentence, but she may call for a jury of respected Camarilla Kindred to decide the accused’s fate. Nevertheless, the Justicar can overrule the vote if she believes that coercion or gross corruption has been brought to bear.

Some Justicars favor trial by ordeal. If a Kindred’s sentence includes an ordeal, she must undertake a difficult task, often under a challenging time limit. If the accused succeeds, others consider her debt paid and her innocence proven.

The tasks assigned in ordeal are often potentially fatal — few who fail an ordeal survive.

If the Justicar issues another sentence, it is carried out immediately after the verdict has been reached, and the Justicar departs for the next crisis soon after. The Justicar may order one of her Archons to stay behind to ensure that no punishment is brought to bear on any who may have testified in an unpopular manner, but they rarely stay more than a couple of nights. Such unfortunates may consider seeking other residence if they have made powerful enemies.

Socializing and Judicial Conclaves

Despite the narrow purpose of Judicial Conclaves, planned social occasions are often sprinkled between testimonies and judgments to help release tension. This helps increase the attendance of elders and other important members of the Camarilla not personally invested in the issue or crime that caused the Justicar to call for the Judicial Conclave. Some of the attendees are very motivated to make deals for support over the issue at hand, and enterprising Kindred can make quite the profit.


Regional Conclave

A Regional Conclave, or a regional convocation, is similar to a Grand Conclave, except that a Prince invites others to attend and discuss regional or national concerns across multiple domains. The rules of conduct mirror that of a Grand Conclave on a smaller scale. Typically, the hosting Prince acts as moderator, unless said Prince wishes to hand over the gavel to a foreign Prince with greater standing.

Formal Motions of Conclave

In theory, any member of the Camarilla can call for a motion at a conclave, but typically the Speaker of the Conclave will only recognize prestigious members of the Ivory Tower (such as Princes, elders, or impressive Harpies), up-and comers with important information to the topic at hand, or enemies she wants to embarrass. Some clever Kindred bribe the Speaker of Conclave beforehand to ensure that they are selected.

The protocol for calling and deciding upon a formal motion is as follows:

1. The Speaker asks the conclave for any motions.

2. The petitioner must be formally recognized by the Speaker of the Conclave and given the chance to speak.

If the Speaker selects the petitioner, she will formally announce that said petitioner has the floor.

3. The petitioner takes the floor and outlines her proposal.

Proposals may concern how a Tradition is interpreted, a motion for clemency on a previous punishment, or plans for the future of the Ivory Tower.

4. The room then discusses the proposal or asks questions, moderated by the Speaker. The Speaker has the option to surrender the floor to any attendee to speak or give testimony.

5. If the Speaker believes that there has been sufficient discussion, she calls for a vote.

6. Votes consist of a simple yea or nay. If the votes are tallied publicly, the discussion often becomes loud and boisterous. Kindred are often tempted to use their supernatural powers to influence others’ votes, but this practice is strictly prohibited. Kindred are punished severely if caught. For example, in 1814, a Toreador was caught using Presence during a vote and then was forced to spend the rest of the conclave staked on display on the main floor, while the entire assembly laughed at her.

7. If the motion passes, the Camarilla puts its weight behind it, and the proposal becomes one of the formal Curiosities of the Camarilla.

Motion of Censure

A tradition handed down from the Roman Senate, a Motion of Censure expresses strong disapproval or harsh criticism from a political body. A Motion of Censure is the only method by which Princes may counterbalance the power of the Justicars.

To enact a Motion of Censure:

1. A Prince of the Camarilla must ask to be acknowledged by the Speaker at a conclave.

2. This Prince must formally call for a Motion of Censure, which the Speaker cannot halt.

3. The petitioning Prince then must outline the reasons why she is calling for the Motion of Censure.

4. The assembly must discuss the motion; Kindred may speak and express approving or opposing opinions.

5. Once discussion concludes, the assembly votes. If successful, the conclave’s formal censure of the Justicar is recorded.

A successful Motion of Censure has no formal consequences.

A censured Justicar still holds her office, but she will have to stand before the Inner Circle and face harsh scrutiny for the scandal. This rarely goes well for the Justicar, but if she survives, she will ensure that her displeasure is known to those who spoke against her.

The Red List

“You have no need to roar, when true power kills with a whisper.”

— John McAdams, Brujah Alastor of the Camarilla

There are criminals hidden in vampire society who are so notorious and feared that their very name inspires feelings of dread. Known collectively as the Anathema, the names of these monsters are recorded on a roster known as the Red List. Anyone on the Red List is effectively subject to a permanent blood hunt in any Camarilla-controlled territory. The Red List ranks members according to the infamy of the undead.

To gain the “honor” of a place on the Red List requires truly monstrous crimes beyond the pale of membership in the Sabbat, serial diablerie, or even infernalism. To be an Anathema is to be considered a direct threat to the security of the Camarilla.

To place a vampire upon the Red List, three Justicars must expend their Ascendant status traits at a conclave to announce the introduction of a new Anathema. Afterwards, the Justicars will present all of the relevant information about the villain. There are only two ways to for a criminal to remove her name from the Red List: die or serve the Imperator as a Myrmidon.

It is considered strictly taboo to diablerize any member of the Red List, for fear that a small part of the soul of the damned survives and taints the one who killed her. Those who dare break this taboo quickly find their name replacing their victim on the Red List.

Petitioning the Justicars to add a Criminal to the Red List

Only the Inner Circle and the Justicars have the right to add a criminal to the Red List. However, any Prince or elder may bring forth a motion at a conclave to recommend a candidate to the Justicars. The Justicars are not required to accept this motion, but it is considered scandalous for them to refuse this recommendation without cause.

To petition the Justicars to add a known criminal to the Red List:

1. A petitioner representing an elder, a powerful coterie, or an entire clan must present a motion to a Grand or Judicial Conclave.

a. The petition must outline the crimes of the accused, the exact bounties offered for her destruction, and the names of those offering said bounties.

2. The Speaker will hear testimony as per usual, and when she believes the topic has been discussed enough, will call for a vote.

3. Should the motion pass, the Speaker is obligated to send the motion to the Justicars and await a judgment. If three Justicars are present, a recess may be called so they may consult and make a decision.

The Trophy

A bold vampire who successfully destroys an Anathema is rewarded with a prize known as the Trophy. Sometimes called “The Mark of the Beast,” the Trophy is a tattoo of ink and blood that is thaumaturgically applied to the right palm. This tattoo is recognizable to any Justicar, Prince, Archon, or politically powerful member of the Camarilla as a sigil of an Alastor.

The Trophy has the following mystical properties:

• Once applied, the Trophy is forever connected to the Alastor. Severing the hand or even the limb will not remove the taint of the Trophy. It will simply appear on another part of the body until the missing limb is regrown.

• The Trophy can be detected via Auspex or other supernatural means as a mystical ritual, even under clothing.

• The Inner Circle has the ability to monitor every action that an Alastor takes via a sympathetic link to the Trophy.

• Should an Alastor commit Amaranth, the Trophy will mystically destroy her at sunrise.

The Trophy exists for the Alastor’s protection, as it grants significant immunities and privileges as she works across the world to hunt Anathema.

Bounties on the Anathema

It is traditional for the clan, elder, or coterie sponsoring the addition of the Anathema to the Red List to offer a bounty.

Once a new Alastor is confirmed with the Trophy, she is eligible for these significant rewards. Some of the previous bounties from clans have included:

• A fortune in gold and other hard currencies

• Instruction in rare disciplines, Thaumaturgy, or Necromancy

• Grant of domain

• Forgiveness for past crimes, including the removal of all blood hunts

• Blood boons from Princes and elders

Anathema

The monsters on the Red List are collectively considered to be amongst the most dangerous creatures on the planet.

They are crafty and strong enough to be a direct threat to the Camarilla and survive its attempts to bring them to justice. The Anathema are powerful enough individually to raze cities and slay those who hunt them.

And they have nothing left to lose.

Previous members of the Red List have included carriers of mystical diseases, Sabbat warlords, serial diablerists, infernalists, threats to the Masquerade, and other horrors that even the Kindred fear. Each of the Anathema is uniquely frightening with their own motivations, agendas, and goals.

The only common thread among the Anathema is that the Camarilla views them as supreme threats. Storytellers introducing Anathema into their chronicles should be careful to ensure they suit the themes and logistics of their stories. If the story revolves around intrigue, the Anathema can add a new complication to the table. If the story focuses on the struggle against the Beast, the Anathema can represent the ultimate manifestation of the Beast run rampant. If the story centers around fate and self-determination, the Anathema could have been made what it is through forces beyond its control — or entirely of its own volition. Anathema are larger than life creatures that can be used to encapsulate the worst, and possibly even the best, of what it is to be Kindred.


Main Rules Page