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Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:00 am


[Placeholder]
PostPosted: Sun Jul 31, 2011 11:07 am


WHAT IS A VAMPIRE?


Storytelling and roleplaying games may feature many kinds of protagonists. In some games, players assume the roles of heroes in a fantasy world, or superheroes saving the world from villains' depredations. In Vampire, appropriately enough, players assume the personas of vampires — the immortal bloodsuckers of the horror genre — and guide these characters through a world virtually identical to our own.
The vampires who walk the earth in modern nights — or Kindred, as they commonly call themselves — are both similar to and different from what we might expect. It is perhaps best to begin our discussion of the undead as if they were a separate species of being — sentient, with superficial similarities to the humans they once were, but displaying a myriad physiological and psychological differences.
In many ways, vampires resemble the familiar monsters of myth and cinema. (There is enough truth in the old tales that perhaps they were created by deluded or confused mortals.) However — as many an intrepid vampire-hunter has learned to his sorrow — not all of the old wives' tales about vampires are true.
Vampires are immortal. True. While they can be killed (a very difficult process), they do not age or die from natural causes. They need no food such as humans eat, and they do not need to breathe.
Vampires are living dead and must sustain themselves with the blood of the living. True. A vampire is clinically dead — its heart does not beat, it does not breathe, its skin is cold, it does not age — and yet it thinks, and walks, and plans, and speaks...and hunts, and kills. To sustain its artificial immortality. the vampire must periodically consume blood, preferably human blood. Some penitent vampires eke out an existence from animal blood, and some ancient vampires must hunt and kill others of their kind to nourish themselves, but most vampires indeed consume the blood of their former species. Vampires drain their prey of blood through the use of retractable fangs, which are magically gifted to vampires when they first become undead. Each vampire can also magically lick closed the wounds made by their fangs, thus concealing the evidence of their feeding.
Blood is all-important to the Kindred, for it is both the crux of their existence and the seat of their power. Mortal food, mortal air, mortal love — all of these things are meaningless to a vampire. Blood is the Kindred's only passion, and without it, they will quickly wither and fall dormant. Moreover, each vampire can use its stolen blood to perform amazing feats of healing, strength and other magic.
Anyone who dies from a vampire's bite rises to become a vampire. False. If this were true, the world would be overrun with vampires. Vampires feed on human blood, true, and sometimes kill their prey — but most humans who die from a vampire's attack simply perish. To return as undead, the victim must be drained of blood and subsequently be fed a bit of the attacking vampire's blood. This process, called the Embrace, causes the mystical transformation from human to undead.
Vampires are monsters — demonic spirits embodied in corpses. False...and true. Vampires are not demons per se, but a combination of tragic factors draws them inexorably toward wicked deeds. In the beginning, the newly created vampire thinks and acts much as she did while living. She does not immediately turn into an evil, sadistic monster. However, the vampire soon discovers her overpowering hunger for blood, and realizes that her existence depends on feeding on her species. In many ways, the vampire's mindset changes — she adopts a set of attitudes less suited to a communal omnivore and more befitting a solitary predator.
At first reluctant to kill, the vampire is finally forced into murder by circumstance or need — and killing becomes easier as the years pass. Realizing that she herself is untrustworthy, she ceases to trust others. Realizing that she is different, she walls herself away from the mortal world. Realizing that her existence depends on secrecy and control, she becomes a manipulative user of the first order. And things only degenerate as the years turn to decades and then centuries, and the vampire kills over and over, and sees the people she loved age and die. Human life, so short and cheap in comparison to hers, becomes of less and less value, until the mortal "herd" around her means no more to her than a swarm of annoying insects. Vampire elders are among the most jaded, unfeeling, paranoid — in short, monstrous—beings the world has ever known. Maybe they are not demons exactly — but at that point; who can tell the difference?
Vampires are burned by sunlight. True. Vampires must avoid the sun or die, though a few can hear sunlight's touch for a very short period of time. Vampires are nocturnal creatures, and most find it extremely difficult to remain awake during the day, even within sheltered areas.
Vampires are repulsed by garlic and running water. False. These are myths and nothing more.
Vampires are repulsed by crosses and other holy symbols. This is generally false. However, if the wielder of the symbol has great faith in the power it represents, a vampire may suffer ill effects from the brandishing of the symbol.
Vampires die from a stake through the heart. False. However, a wooden stake — or arrow, crossbow bolt, etc. — through the heart will paralyze the monster until it is removed.
Vampires have the strength of 10 men; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds. True and false. The power of a vampire increases with age. Young, newly created vampires are often little more powerful than humans. But as a vampire grows in age and understanding, she learns to use her blood to evoke secret magical powers, which vampires call Disciplines. Powerful elders are often the rivals of a fictional Lestat or Dracula, and the true ancients — the Methuselahs and Antediluvians who have stalked the nights for thousands of years — often possess literally godlike power.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:08 am


THE EMBRACE


Vampires are created through a process called the Embrace. Some vampire clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the society of the Kindred.
The Embrace is similar to normal vampiric feeding — the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit — a drop or two— is necessary to turn the mortal into an undead. This process can even be performed on a dead human, provided the body is still warm.
Once the blood is returned, the mortal "awakens" and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week of two, the mortal's body undergoes a series of subtle transformations; he learns to use the blood in his body, and he is taught the special powers of his clan. He is now a vampire.
PostPosted: Sun Jul 31, 2011 11:09 am


THE HUNT


When all is said and done, the most fundamental difference between humans and vampires lies in their methods of sustenance. Vampires may not subsist on mortal food; instead, they must maintain their eternal lives through the consumption of blood — fresh human blood.
Vampires acquire then sustenance in many fashions. Some cultivate "herds" of willing mortals, who cherish the ecstasy of the vampire's Kiss. Some creep into houses by night, feeding from sleeping humans. Some stalk the mortals' playgrounds — the nightclubs, bars and theaters — enticing mortals into illicit liaisons and disguising their predation as acts of passion. And yet others take their nourishment in the most ancient fashion — stalking, attacking and incapacitating (or even killing) mortals who wander too far into lonely nocturnal alleys and empty lots.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:10 am


THE NOCTURNAL WORLD OF THE VAMPIRE


Vampires value power, for its own sake and for the security it brings — and they find it ridiculously easy to acquire mundane goods, riches and influence. A mesmerizing glance and a few words provide a cunning vampire with access to all the wealth, power and servants he could desire. Some powerful vampires are capable of implanting posthypnotic suggestions or commands in mortals' minds, then causing the mortals to forget the vampire's presence. In this way, vampires can easily acquire legions of unwitting slaves. More than a few "public servants" and corporate barons secretly answer to vampire masters.
Though there are exceptions, vampires tend to remain close to the cities. The city provides countless opportunities for predation, liaisons and politicking — and the wilderness often proves dangerous. The wilds are the home of the Lupines, the werewolves, who are vampires' ancestral enemies and desire nothing more than to destroy vampires outright.
PostPosted: Sun Jul 31, 2011 11:12 am


THE JYHAD


Many vampires seek to have nothing to do with their kind, choosing instead to exist and hunt in solitude. However, the civilization of the undead is a manipulative and poisonous dance, and few vampires are left entirely untouched. Since the nights of antiquity, the Kindred have struggled for supremacy, in an ancient and many-layered struggle known as the Jyhad. Leaders, cultures, nations and armies have all been pawns in the secret war, and vampiric conspiracies have influenced much (though by no means all) of human history. Few things are as they seem in the vampires' nocturnal world; a political coup, economic crash or social trend may be merely the surface manifestation veiling a centuries-old struggle. Vampire elders command from the shadows, manipulating mortals and other vampires alike — and the elders are often manipulated in turn. Indeed, most combatants may not even realize for whom they light, or why.
Reputedly begun millennia ago, the Jyhad rages even today. Though skyscrapers take the place of castles, machine-guns and missiles replaces swords and torches, and stock portfolios substitute for vaults of gold, the game remains the same Kindred battles Kindred, clan battles clan, sect battles sect, as they have for eons. Vampiric feuds begun during the nights of Charlemagne play themselves out on the streets of New York City; an insult whispered in the court of the Sun King may find itself answered by a corporate takeover in Sao Paolo. The ever-swelling cities provide countless opportunities for feeding, powermongering — and war.
Increasingly, vampires speak of Gehenna — the long-prophesied night of apocalypse when the most ancient vampires, the mythical Antediluvians, will rise from their hidden lairs to devour all the younger vampires. This Gehenna, so the Kindred say, will presage the end of the world, as vampires and mortals alike are consumed in an inexorable tide of blood. Some vampires strive to prevent Gehenna, some fatalistically await it, and still others consider it a myth. Those who believe in Gehenna, however, say that the end time comes very soon — perhaps in a matter of years.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:15 am


THE KINDRED


Vampires have long been feared as rapacious monsters of the night — terrible black forms sweeping out of the darkness to steal infants from their cribs and ravish the blood of innocents. Vampires are also creatures of deadly beauty, immense passion and predatory sensuality.
Each vampire is unique, and each has her own fascinating story to tell. The most important characteristic all vampires share, though, is then damnation. More important than any lineage, clan, sect or cause in the fact that all vampires are undead predators. Fealties and duties fall second to the inescapable urge of hunger. Without exception, vampires are parasites, cursed by fate to prey upon those from whom they originated.
Vampire emphasizes this theme over all others Vampires are monsters. How does it feel to leave a dead, bloodless child in a dumpster? To manipulate mortals like pawns on a chessboard? To suspect that the elders wield you as an unwitting weapon against their ancient foes? To eke out an unlife of secrecy and bloodshed? To succumb to the wiles of the Beast and tear innocent victims to shreds?
In response to their environment, the Kindred have evolved a complex society that exists just out of sight of the mortals who surround them. Age, clan, sect, sire, power, influence and many other aspects of unlife make the Kindred who they are. Part of any Kindred's being is membership in a number of social castes that grace vampire society. By creating and enforcing divisions and roles for themselves, no matter how artificial, the Kindred seek to escape the Beast that roils within them Vampire: The Masquerade is, in fact, a double entendre. Not only do vampires hide from mortals, they hide from themselves as well, pretending they are not the horrors they have truly become.
One way the Damned distinguish themselves is through a combination of age and generation, or how far removed a Kindred is from the progenitor vampire, Caine. Young vampires, must prove themselves to their elders to be afforded any bit of status, and Kindred society is often as stagnant and stultifying as the immortal Damned themselves. There is a small degree of mobility, however, as elder Kindred are always looking for assets and allies who may aid them against their rivals in the Jyhad.
The greatest status is accorded to the Antediluvians, vampires of the Third Generation. Most vampires consider these Kindred to be legendary — certainly, none has been verifiably seen in the modern nights. The lowest rung of status is held by rank neonates and the clanless Caitiff, those claimed by no clan or with blood too weak to trace a proper lineage.
Antediluvians: These ancient vampires, if they exist at all, are likely the most powerful creatures in the world. Members of the Third Generation. the Antediluvians are only two steps removed from the First Vampire, Caine. Antediluvians, when they choose to rise from their long sleep, affect all with whom they come in contact; according to the few fractured accounts of their doings, they possess virtually godlike power. According to Kindred legend, there were 13 original Antediluvians, though some have allegedly been destroyed. Their eternal struggle, the Jyhad. touches all Kindred, and innumerable layers of manipulation and deception make the plots of these Ancients almost imperceptible.
Methuselahs: If the Antediluvians are the Kindred's gods, the terrible Methuselahs are demigods and avatars. At a point between a vampire's thousandth and two thousandth year, a grave change overtakes the Kindred. Sometimes the change is physical, while at other times it is mental or emotional. What-ever the nature of the change, the end result is that the vampire no longer bears any semblance of humanity. Having truly moved from the earthly into the realm of the supernatural, the Methuselahs often retire into the earth, where they may slumber away from the thirsty fangs of younger vampires. Their powers are so great, however, that they continue to direct their inscrutable plans mentally, communicating magically or telepathically (and almost always invisibly) with their minions.
Kindred greatly fear the Methuselahs, who are accorded any number of horrifying characteristics. Rumors speak of Methuselahs whose skin has become stone, of everything from hideous disfigurements to unearthly beauty that cannot be looked upon. Some are believed to drink only vampire blood, while others control the fates of entire nations from their cold tombs.
Elders: Elders are Kindred who have existed for hundreds of years, and typically range from sixth to eighth generation. With centuries of accumulated cunning and a terrible thirst for power, elder Kindred are the most physically active participants in the Jyhad — they do not suffer the long fits of torpor that hamper the Methuselahs and Antediluvians, but they are not so powerless or easily manipulated as the younger Kindred are. The term "elder" itself is a bit subjective; a Kindred who qualities as an elder in the New World might be just another ancilla in Europe or older comers of the Earth. Elders keep a stranglehold on the Kindred power structure, preventing younger vampires from attaining positions of influence by exercising control they have maintained for decades, if not centuries.
Ancillae: Ancillae are relatively young vampires (be-tween one and two hundred years of unlife) who have proved themselves as valuable members of Kindred society. Ancillae are the lackeys to greater Kindred, and — if they're clever or lucky — tomorrow's elders. Ancilla is the rank between neonate and elder, signifying that the Kindred has cut her teeth (so to speak), but lacks the age and experience to become a true master of the Jyhad. Because the world's population has grown so in the last two centuries, the vast majority of vampires are ancillae or neonates (see below).
Neonates: Neonates" vary from newly released fledglings to indolent Kindred of a hundred years or more. Marked by the stigma of not yet having proved themselves to the elders, neonates are inexperienced vampires who might one night make something of themselves — but, more likely, will fall as pawns in the schemes of the other undead.
Fledglings: Also known more loosely as "childer" (al-though every vampire except Caine is someone's childe), fledglings are newly reborn vampires still under the tutelage and protection of their sires, the vampires who created them. Fledglings are not considered full members of Kindred society and are often treated disrespectfully or as the sire's property. When her sire decides her childe is ready, the fledgling may become a neonate, subject to the prince's approval.

OTHER DISTINCTIONS
Anarchs: Anarchs are vampires who reject the Traditions of Caine and the dictates of the elders who enforce them. Ironically, elders grudgingly afford anarchs some degree of status, due to the anarchs' ability to obtain power in spite of the elders' opposition. Anarchs are also respected for their passion and drive, which few elder Kindred, mired as they are in their age and dissatisfaction, can muster. Ultimately, however, most Kindred see anarchs as jackals, scavenging their unlives from what slips through the elders' fingers.
Caitiff: The Caitiff are the clanless vampires, outcast by other Kindred and despised by those who bother to notice them at all. Vampires may become clanless either by having no idea of their sires' identities (and thus having no sense of lineage) or by being of such a weak generation that no identifying clan characteristics are discernible. Caitiff are almost universally regarded as b*****d children and orphans, though some rise to a degree of prominence among the anarchs. Once there were few Caitiff, but the post-WWII period has seen a sharp increase in their numbers. Some elders whisper direfully of the "Time of Thin Blood" that signifies the imminence of Gehenna.
PostPosted: Sun Jul 31, 2011 11:17 am


THE EMBRACE


Not every victim of the vampire's Kiss rises to become Kindred herself— making a new vampire requires a conscious effort, and often permission. The Embrace is the term for the act of turning a mortal into a vampire. When a vampire wishes to sire progeny, her hunts take on a new characteristic. No longer does the Kindred simply search for sustenance; instead, she becomes more aware and cunning, looking for the perfect combination of personal behaviors that warrant immortality.
The reasons for Embracing new Kindred vary from vampire to vampire Some sires feel great remorse over their undying curse of vampirism, and select mortals who might "give something back" to the depraved race of Kindred. A few vampires look for great artists, thinkers, creators or just compassionate souls whose talents should be preserved forever. These Kindred often suffer greatly when they see what their selfishness wreaks upon those brought into the fold, for the Embrace often destroys the spark of creativity. Kindred lack the ability to truly innovate — they ride human trends rather than set them, and even their most inspired works are nothing more than pale imitations of mortal work that has gone before. It is an irony that those Kindred who would preserve a childe's gift forever actually do more damage to their progeny's talent than simply allowing it to age naturally ever would.
Other Kindred are vindictive and spiteful with the Embrace, choosing mortals whom they wish to see suffer. Some particularly cruel Malkavians delight in bringing the truly and pitiably insane into their ranks, hoping to glean some new insight from a fledgling's madness as she sinks into despair. The hideous Nosferatu also delight in Embracing the vain or beautiful into their clan, enjoying the anguished shrieks of the childe as she becomes a malformed horror. Even the Toreador, in their degeneracy, sometimes select childer for the purpose of asserting their superiority over, those who had been spoiled in life.
Most Kindred, however, Embrace out of loneliness or desire. These vampires are invariably the worst off as, after the culmination of their lust or anguish, they are left not with soulmates, but with monsters every bit as callous and predatory as they are.
Kindred rarely Embrace capriciously — the right to create a childe is seldom granted, and those who observe the Traditions are loath to squander an opportunity that they may not receive again for a thousand years. Some vampires, though, are flighty, negligent or simply heedless of a prince's right to destroy them and their progeny. The ranks of the Caitiff swell with Kindred who do not know then lineage, accidentally rose after being left for dead by careless vampires, or otherwise left sires who cared little for them The physical act of creating a Kindred is not complex, though many sires refuse to instruct their childer in the process. The vampire first drains his victim's blood to the point of death — which is not difficult, for once the Kiss is administered, the victim is usually too lost in the agonizing rapture to resist her attacker. After removing all of her prospective childe's mortal blood, the sire places a quantity of her own blood in the childe's mouth. This amount varies, as some vampires literally suckle their childer at their own wrists while other Kindred place the tiniest drop on their childer's lips and watch as the Beast takes over thereafter. Vampires of the Sabbat reputedly Embrace their childer and then bury them, forcing the progeny literally to dig themselves out of their own graves.
Whatever course is taken, the childe then dies a mortal and spiritual death, only to rise unnaturally afterward. Most of the time, dying is a period of great pain and anguish; the childe suffers spasms and shock as her body sloughs off the mortal coil.
The instant of rebirth, by comparison, is perhaps the greatest pleasure a Kindred may ever feel, and is likely the last true ecstasy the vampire will ever know. As the mystical process transforms the now-dead corpse of the childe, it evens out imperfections and often makes the body beautiful, albeit in a surreal manner. Such beauty is frightening to behold, a predatory grace like that of a shark or venomous snake. The childe's senses also hone to an uncanny level, revealing sounds she has never before heard or heeded, tactile stimuli never appreciated with touch, panoplies of color imperceptible to the human eye, and myriad individually distinguishable smells.
The vampire's sense of taste heightens as well, though toward a single, terrible flavor. Only one substance satisfies the vampire: human blood. From the moment she rises, the vampire is a slave to the passion of her Hunger, and every night from her Embrace to eternity she will experience a starvation that can be sated only by preying upon members of her former species.
After the Embrace, the childe is known as a fledgling, under the protection and guidance of her sire until that sire deems her ready to face the night alone. It is the sire's responsibility to educate the childe in the ways of the Kindred, though such education is rarely formal, often spotty, and always tainted by the sire's jealousies and prejudices. Many sires, desiring conspirators, sycophants or outright dupes, poison the minds of their childer against their enemies or intentionally leave out important bits of information, the better to rein in the childe later.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:18 am


FIRST NIGHTS


As the childe slowly enters the world of the Damned, she learns about the society of the undead through her sire's tutelage and accumulated experience. Should the sire introduce her to other Kindred, the fledgling may gain a firsthand knowledge of the pomp and ritual associated with the vampires' society. Most sires, however, sequester their childer from other Kindred, fearing that exposure to other vampires may sway their younglings' knowledge away from what the sires wish them to learn.
Many of these first nights are spent learning what it means to be undead. The childe inevitably meets her Beast, and either falls to frenzy or learns early on how to subjugate its wild call. The sire may offer aid and guidance in thwarting the Beast, or he may watch as it overtakes his childe, then admonish her for weakness afterward. It is now that the childe learns that undeath is indeed a curse — despite the power brought by the Embrace, she is no longer entirely herself, and must forever he wary of the Hunger that burns inside her.
Also at this time, the childe learns—too late! — to appreciate the emotional capacity possessed by mortals. As a vampire, the childe's heart has died, leaving her a cold corpse incapable of truly feeling anything. Most vampires compensate by making themselves feel, conjuring up memories of emotions long dead. Desperation is all that remains in the hearts of many vampires, as they realize what they have lost as their mortal selves died.
The first nights are a time of bleak revelations. Many fledglings cannot cope with the terrible new world of night into which they have been reborn, and choose to meet the obliterating rays of the sun rather than continue their existences.
PostPosted: Sun Jul 31, 2011 11:19 am


HUNTING


The most important lesson a newly Embraced Kindred learns is how to hunt for human prey. The sire inevitably takes an important role in this process, either instructing the childe in the art of feeding or leaving her to her own devices and offering criticism afterward.
The malice in a Kindred's personality tends to come to the fore when instructing a childe how to hunt. Many vampires offer no "weaning period" to their childer, whereby the vampire may subsist on the blood of animals. In fact, many sires fail to inform their childer that animal blood may sustain a vampire. They turn the childer upon humankind immediately, forcing them to prey upon what they once were.
A childe soon learns that the hunt is the crux of a vampire's existence. Of all the practices to which the sire introduces his childe, feeding is the only one absolutely mandatory to the existence of a vampire. Thus, many sires guide their childer into savoring the hunt, stoking their passions on their prey's terror or basking in the anticipation of a draught of blood even before it courses over their lips. The vampire's feeding, known as the Kiss, engenders great ecstasy in the vessel, the person up in whom the vampire feeds. Needless to say, the Kindred feels physical bliss as well, as nourishing vitae rushes in to fill the void in the vampire's soul.
Kindred feed in numerous manners, as best befits their personalities. Some Kindred prefer the brutality of feeding from whomever they choose, roughly handling their vessels and leaving them broken afterward. Others go to great lengths to increase the sensuality of the Kiss, concocting elaborate seductions and gathering veritable harems of mortal lovers from whom they can feed. Still other Kindred steal their vessels' vitae without their knowledge, feeding from the sleeping or the oblivious. Kindred also experience the aftereffects of drinking from vessels who have peculiarities of blood — the vitae of an ill individual tastes poorly and may have an adverse effect on the vampire, while a Kindred who feeds from a drunken or drugged vessel will feel as if she herself is drunk or high. A few Kindred enjoy this vicarious debauchery, and select their vessels specifically for such intoxication.
In the end, each vampire cultivates her own particular style and preferences when feeding. Learning to feed gives the vampire an opportunity to find these preferences, and the sire often enjoys watching his childe take the first few fumbling steps toward becoming a true predator. Kindred must remember, though, to observe the Masquerade when feeding. To this end, they typically lick the puncture wounds made by their fangs, magically sealing them shut and leaving no traces of their presence.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:20 am


HAVENS


As a fledgling grows more and more knowledgeable in the ways of the Kindred, she must establish her own haven. Although her early nights are likely spent in the company of her sire and the safety of his haven, the time inevitably comes to leave the nest. Selecting a haven is a very personal process, much as selecting a mortal dwelling is. A vampire must consider certain requirements when deciding upon her haven, however, that most mortals need not pay heed to.
Obviously, the haven must be secure from the rays of the sun. Even the slightest lick of sunlight can cause a Kindred to burst into flame. A haven must also offer reasonable isolation — curious neighbors who observe the nocturnal comings and goings of the person in the apartment next door may prove bothersome. Finally, the haven should oiler physical security; during the daylight hoURS, vampires slumber unstirringly, and even should they manage to rouse themselves, they act sluggishly and with great lethargy. Foes who find a vampire's lair have a great advantage on that Kindred, for she is at their mercy. For these reasons, many Kindred prefer inaccessible or highly guarded havens. The Nosferatu prefer the secrecy offered by the sewers, while no self-respecting Ventrue would think of keeping any thing less than lavishly appointed apartments. Some Kindred keep their mortal homes as havens, while others choose locations where no one would even consider to look, to discourage unwelcome visitors.
PostPosted: Sun Jul 31, 2011 11:21 am


DOMAIN


Although only the most powerful vampires claim regions of domain, most vampires tacitly claim small areas of personal influence of course, many princes allow vampires to claim only their havens and immediate surroundings as domains.
A vampire's domain is the area in which she is the authority king of the castle, as it were. This does not necessarily mean that she has any "control" or vested interest in the domain, merely that it is nominally her "turf." Other Kindred who wish to visit must ask permission of the Kindred who claims it as domain.
Few young vampires claim domain other than their havens; elders have already taken the city's prime areas under their own aegis. This is a great bone of contention among many cities' Kindred, as the increasing numbers of undead must make do with the dwindling resources offered by the finite area in which they find themselves. Sometimes, open revolt or subtle usurpation is the only way to acquire new domain.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:23 am


KINDRED SOCIETY


Vampires are first and foremost solitary predators. A Kindred might go years or even decades without seeing another vampire, preferring to hunt in solitude or walk among a select group of mortals. Nonetheless, most Kindred choose or are forced to interact with their fellows at some point in their unlives; the movements of the Jyhad rarely leave even the most detached Kindred entirely untouched.
The society of the Damned is as structured as any mortal institution, if not more so. Numerous offices, titles and responsibilities circulate among the upper echelons of a city's Kindred, and these positions confer great power — albeit with an accompanying peril, as those who would shake (he foundations of a Kindred power structure often come looking for obvious title-holders.
The following societal tableaux apply primarily to Kindred of the sect known as the Camarilla. As the upholder of the Masquerade and preserver of the ancient traditions of power, the Camarilla sets the standard of vampiric interaction. Vampires may adhere to the Camarilla's model or defiantly deviate from it. but they cannot simply ignore it. Kindred entirely outside the Camarilla's aegis often follow very different customs and mores, but we will speak of these things later.
PostPosted: Sun Jul 31, 2011 11:24 am


THE PRINCE


For time out of mind, vampires followed Darwin's law: Only the strong survive. Those who had the mettle to seize power and the strength to hold it would rule, and so it was. Vampires styled themselves as warlords and nobles, controlling whatever territory they could hold, living in uneasy truce with their mortal and Cainite neighbors, and ever seeking to expand their holdings and herds. In the cities of the ancient world, this often proved disastrous, as vampires battled for trade and feeding grounds.
In the elder nights, the strongest vampire in each city or region claimed domain over it and used whatever means necessary to keep his control over it. As time went on, traditions sprang up around this claiming and controlling, and certain responsibilities were either tacitly assumed or forcibly taken by the one in power. The Camarilla set down and enforced these ideals over the centuries following the Renaissance. In 1743, a London anarch published a pamphlet decrying the elder society of Kindred, breaking the Masquerade in a most flamboyant manner. The Camarilla responded quickly, first by covering up the incident ("A most remarkable work of fantastical fiction!") and destroying the anarch, and then by formally acknowledging the position of prince. The office is still held by many vampires in these nights.
The prince is, to put it simply, the vampire who has enough power to hold domain over a city, codify the laws for that city and keep the peace. Such a position is typically held by an elder, for who but an elder has the necessary personal charisma and power to take and hold domain in a metropolis? In some small towns, younger vampires may be able to claim domain in the same way, but their claims are rarely respected by the coteries of the cities. On occasion, strange circumstances have placed younger vampires in a position to rule cities, but few such upstarts manage to hold their titles when the elders appear.
The title "prince" is simply that — a title given to formalize a role, whether that role is held by a man or a woman. There are no dynasties of vampires holding their cities for centuries on end, no hereditary ascensions. Sometimes a prince may be called by a title native to the land he rules, such as "baron," "sultan." "count" or a less formal title such as "boss." Kindred scholars tracing the origins of the term believe that it had its roots in the Dark Ages, in reference to the lord of the manor, becoming a solid term of address after the publishing of Machiavelli's The Prince.
A prince does not "reign" over a city. His role is more like that of an overseer or magistrate than that of a monarch. He is the judge who settles disputes between Kindred, the ultimate authority on the Traditions as they relate to his city, and the keeper of the peace. Above all, his concern is the Masquerade and its preservation. Whether this means he regularly scours his city for Sabbat or keeps a stranglehold on the wilder elements is up to him. Not every prince realizes or cares that his power is meant to be so informal; indeed, some demand that they be treated like the kings of old, holding "court" and requiring that their "subjects" within the domain attend them as they pass royal pronouncements. Such arrogance can rankle the populace, both disenfranchised youth and irritated elders.
The vampire denizens of a city owe their prince no oaths of loyalty or vassalage. Their obedience depends on their cowardice, and most princes make certain to have some means of reinforcing that cowardice. If a prince's rule is questioned or thwarted, he may call in force to maintain control. However, if there is not enough force for the problem, or he finds himself without allies, his reign ends.
Having followed the protocol demanded by the Traditions. most vampires ignore their prince, or give him half an ear at best to make sure they don't miss anything that might pertain to them. On the whole, Kindred have plenty of diversions to occupy themselves with besides listening to their "leader." Some elders, Inconnu and those in a position not to care (such as justicars) find princely announcements alternately amusing and arrogant, the blustering of a youngster still impressed with the gaudy trappings of power.
When all is said and done, however, the prince is nothing to brush off. A prince wields vast amounts of temporal power to achieve and maintain her position. Not only does she manage the Kindred affairs, of a city, she usually has quite a bit of sway over mortal business. The police, the fire department, construc-tion companies, hospitals, the mayor's office — all are extremely useful for putting down one's enemies or securing one's hold on a particular sphere of influence. If the prince wishes to squash a gang of particularly troublesome anarchs, she can have a construction company bulldoze their haven in the middle of the day. A Church-sponsored hunter operating out of a local cathedral may find the mayor's office calling to inquire about his church's tax-exempt status. Such influences usually capture the attention of those who might otherwise be inclined to thumb their noses at a prince. It is unwise to anger the one who could have your haven condemned by the zoning board or your phone line "accidentally" cut while a gas main is being dug.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 31, 2011 11:26 am


CLEANING HOUSE


Sometimes a group of anarchs or ancillae decides to bring down a prince once and for all. Coups are dangerous to attempt unless one is very secure in one's allies. Princes rarely get their seats on charm alone, and most have broods of childer for protection. Taking on the prince can also mean taking on the primogen, who can readily crush any potential insurrection in the name of the city's stability.
A coup usually results in a political vacuum, and in the Kindred world, vacuums can have far-reaching consequences. A city in turmoil means instability; coteries battle for a place in the new order, elders war to ensure their survival, and sometime the turmoil attracts the unwelcome presence of Sabbat, werewolves or witch-hunters. The resulting threat to the Masquerade can occasionally mean setting up any likely vampire to temporarily stabilize the city, but such solutions are rarely effective and often result in further chaos.
Most elders, and indeed the majority of vampires in a city, will support a prince in the name of a stable city. War is never pleasant and, for elders concerned with their survival, war means the potential for Final Death. Unless a prince has become completely unmanageable — through insanity, supernatural corruption or excessive tyranny — the Cainites of her city can count on being stuck with her for a good while
Abdication can. and occasionally docs, happen. Indeed, in recent nights, a number of strange, sudden abdications and uncanny disappearances of ruling figures have rocked the ancient power structures. If one or more primogen choose to make unlife miserable for their prince for whatever reason, she may be driven from office. A vote of no confidence is also possible, but rare in the extreme, owing to the potential chaos that can arise when a prince is forced out of office or leaves under bitter circumstances.
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