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Thursday, November 8, 2012

Titule


Camarilla:

Inner Circle

Anathema: Vampires who have been added to the Camarilla's Red List and targeted for destruction by the entire sect. Any Kindred (even an alastor) who commits diablerie upon an Anathema takes the victim's place on the Red List.

The justicars are the most powerful visible component of the Camarilla's government, charged with adjudicating matters of the Traditions on a wide scale and acting as the eyes, ears, and hands of the Inner Circle. There is one justicar for each clan of the Camarilla, and each is served by several handpicked archons who act as their spies, enforcers, and representatives around the world.
The justicars are the voice of the Inner Circle and their actions can only be challenged by another justicar, granting them nearly unlimited power to do as they see fit. A justicar can seize whatever resources are required, rearrange offices with impunity, and even depose of princes if they so desire. And though most justicars are prudent enough to consider their actions when dealing with other highly influential Kindred, such abuses of power earn them a great deal of resentment from vampires of all ages. More commonly they spend their time calling conclaves to judge disputes and crimes, or simply to encourage social gatherings within the Camarilla, and oversee the war against the Sabbat.

Justicars are chosen by the Inner Circle every 13 years during the Camarilla conclave in Venice. Appointments are an intense, drawn out process as each clan attempts to elevate its most talented members and likewise limit the power of the other clans. This politicking often results in compromise candidates and new rivalries, but in the end the Inner Circle decides on its own, and over the centuries several unexpected choices have been made. Justicars hold their position for 13 years, although a justicar may be chosen for consecutive terms.

The last known set of justicars were appointed at a Conclave in 1998. The justicars appointed there were:

Jaroslav Pascek, Justicar of Clan Brujah
Maris Streck, Justicar of Clan Malkavian
Cock Robin, Justicar of Clan Nosferatu
Madame Guil, Justicar of Clan Toreador
Anastasz Di Zagreb, Justicar of Clan Tremere
Lucinde, Justicar of Clan Ventrue
Xaviar, Justicar of Clan Gangrel
Xaviar was the last of the Gangrel to hold the office of justicar before the clan's departure from the Camarilla under his leadership in 1999. In 2003, Maris Streck was executed by her fellow justicars for her allegiance to a network of Kindred slave traders and diablerists.

Archon is a recognized agent of one of the justicars or Inner Circle members of the Camarilla. Archons are almost always selected by their justicar at the beginning of the justicar's term and are usually dismissed when their justicar is replaced. Individuals may be chosen to become an archon for a variety of services ranging from combat prowess, tactics, investigative, or espionage capabilities. They are usually quite skilled and, as envoys of their justicar's will, carry a lot of political clout. However, archons do not always act openly, and may simply divert resources and information to certain Kindred from behind the scenes. In fact, it is a large embarrassment to a city's prince for an archon to be dispatched to help maintain order. Given the traditionally untrustworthy nature of vampiric society, archons usually have their loyalty ensured artificially through the blood bond.


Over the years a number of different ranks and branches have formed among archons:

Servires are the aides-de-camp of archons. Though they possess no actual authority, archons are often chosen from the servires who have proven themselves. Beyond these distinctions of rank, a few special branches of archons have existed over time:

Alastors are those who hunt individuals on the Red List and answer directly to the Inner Circle. Similar to members of the Black Hand, alastors have a mystical tattoo placed on their right palm to establish their bonafides to senior Camarilla members. They are given a mark indicating their exemption from the laws and persecution of a local city, though few would recognize it as the alastors are technically a secret organization.  A Red Alastor is an alastor who has actually succeeded in destroying one of the five most wanted Anathema. Most alastors are recruited out of the ranks of archons. A non-alastor who somehow manages to destroy one of the Anathema will almost inevitably be press-ganged into service as an alastor. While the archons answer directly to the Justicars, the alastors answer only to the Camarilla's Inner Circle. The destruction of an Anathema is rewarded by a prize known as the Trophy, the specifics of which can vary depending on which clan posted the Anathema to the Red List; major clan boons, teaching of proprietary disciplines and even sanctioned diablerie are all possible.
Dogcatcher is an informal title for archons that have made a habit of taking on werewolves and coming out of the exchange victorious. They possess a far greater knowledge of werewolf abilities, habits, and societies than other vampires.
Doppelgangers are deep-cover archons who study and replace an individual in order to spy on their peers. While such individuals may be sent to spy on the Sabbat or Independent Clans, such assignments are often considered too dangerous. Instead, doppelgangers are typically used for internal security.
E Division is a branch of archons devoted to investigating matters of the occult and unknown phenomena that is beyond the experience of most Kindred.
Josians are dedicated to uprooting Gehenna cults while also secretly investigating discovered Noddist lore for any evidence that Gehenna may be a real danger.
Quaesitors are almost entirely Tremere archons that tend to all the sect's sorcerous needs, whether its combating Sabbat koldun, mages, or hunting rogue Tremere.
Prince is a vampire who has claimed leadership over a Domain, usually a single city. They possess the authority of an Elder as described in the Traditions.The title "prince" is primarily used to describe Camarilla vampires, while the equivalent office in the Sabbat is generally Bishop or Archbishop. While the office in modern nights is synonymous with the Camarilla, the title stretches back to the feudal structures of the Dark Ages and is occasionally used by vampires who predate the Camarilla. "Prince" is used for rulers of either gender; despite the title's patrician origins, the modern usage of the term owes more to Machiavelli than royalty, and in any case sex has little meaning for Elder vampires.

Generally, a prince is advised by a council of Primogen, Elders representing each of the major Clans of the Camarilla. The prince holds authority over unlife and Final Death by virtue of the Traditions. These rights traditionally include:


  • Allotting hunting grounds
  • Declaration or revocation of Elysium
  • Granting authority to sire new vampires
  • Punishment for violating Tradition and the Masquerade
  • Calling a Blood Hunt
  • Princes delegate other offices: Scourge, Sheriff, Keeper of Elysium and any other offices specific to the city. Princes are also the primary interface with the government of the Camarilla — they are expected to assist Archons and Justicars as necessary.
  • The true capability and powers of a prince vary from domain to domain. Powerful princes may micromange the entire city personally, while a less capable prince may be a rubberstamp for his primogen. The Camarilla has no set policy for succession and will usually recognize the most powerful vampire who wants to claim the title of prince, however in certain cases (such as Tara of San Diego or the Lasombra elder Giangaleazzo), the Camarilla takes an active hand in the installation of a city's ruler.


Seneschal is an influential vampire who is empowered by a Prince to act on his or her behalf on all matters except as they pertain directly to other influencial Kindred (such as Clan Elders or vampires with great Standing, where the Prince must act directly) or where the issue involves destroying the vampire of significance, whether an elder or a vampire of Standing or great status. At any time, he may be asked to step into the prince's place if he/she leaves town on business, abdicates, or is slain. However, all actions taken by a Seneschal may be revoked by the Prince.

They are always appointed by the Prince alone and are oftentimes either the childe or chosen successor of the Prince. In this way the Prince can assure that someone similar to them will rule in the event of their Final Death. As not all Princes wish to dwell on such a succession, not all appoint Seneschals.

Vampires can get away with bypassing a Seneschal to speak directly with his or her Prince, assuming that they know how; don't anger the Prince by bothering them with trivial matters; and are able to deal (in one way or another) with any resultant ire that the Seneschal might have for taking a matter over their head.

Each Prince generally has one Seneschal. The amount of power given to a Seneschal varies from Prince to Prince. Some Princes might purposefully select weak, easily manipulable Seneschals. Others might select someone strong whom they wish to "keep closer" as the saying goes about friends and enemies.


Scourge

The Sheriff is a vampire selected by the Prince and Primogen Council who enforces the Lextalionis of the Traditions within the Prince's Domain, as well as the edicts of the Prince. Because of the importance of these duties, the Sheriff has the authority to request that any kindred accompany him/her for questioning and judgment, and as a result, is immune to the powers of the Keeper of the Elysium.

Harpies are both feared and trusted. They are trusted as they are the official recorders of debts owed, status gained and can serve as diplomats or envoys to other domains. They are feared as they are unusually aware of dirty little secrets, crimes committed in other cities and if they have a mind to are able to raise a Kindred to the heights of legend or to destroy their reputation forever. Harpies are generally from the Toreador clan but some have chosen the Brujah or other clans to hold the station. Harpies communicate with other through various secret channels. As such it is a very bad idea to cross a Harpy for all Domains will hear of it soon after. Harpies consider themselves to be the "voice of society" and can be quite brutal with their comments. Newcomers to a Domain are advised to ensure the Harpy is aware of their arrival so proper arrangements can be made for safely entering the Domain. Some Harpies charge the arrivals a "boon" or favour for such assistance but not always. When dealing with Harpies it is best to remember that they are generally extremely skilled in social skills, quite vain and will always make sure they come out ahead in any deal. Treat them with respect, keep your business short, leave them in peace and you may end your visit to an Elysium without too much trouble waiting for you on your return home.

Preators: The highest Ventrue rank within a city's hierarchy, the praetors or managers almost always have a seat on the Gerousia as well. Each city has one praetor at most (if it has one at all) who might well be the prince or Ventrue primogen as well. As the alternate title, manager, suggests, these powerful Kindred are responsible for guiding and managing Ventrue affairs within the city. In order to attend this lofty position, a Ventrue must perforce be not only an elder, but an elder with unassailable dignitas and wide-ranging support among the peerage. Praetors hold their position indefinitely, and only a strategos or ephor can remove one from his post.
The praetor maintains with his own funds the "public" meeting space where any Ventrue can come to attend the monthly Board meetings. Such a place is usually an exclusive club of some sort, but it can be anywhere the praetor chooses, such as a hotel's function space, a skyscraper's boardroom, or even the den or office of her own haven. The meeting place's atmosphere and appointments reflect directly upon the praetor, so most spend lavishly on providing a luxurious and impressive facility. The praetor also chairs these Board meetings and acts as a tie-breaker in all Gerousia votes.

Other than these few responsibilities, the praetor has no other official powers. Most often, however, he is a Ventrue of great influence within the city, which he may well bring to bear in matters concerning the Board. Merely achieving the office provides him with a sizable boost to his dignitas. As the person at the center of all Ventrue affairs in the city, he has access to people and information that many other clan members do not. Furthermore, the rest of his clanmates often turn to him for leadership in any crisis, and they tend to follow his instruction without question (or without too many questions, in any event).


Keeper of Elysium

Primogen are, at least in theory (although practice certainly differs) the representatives of their clans to the prince of a city in Camarilla-controlled cities. As with many Camarilla offices, the office predates the Camarilla and was also in common use in the Dark Ages. The term is both singular and plural, and refers to both individual representatives and to the Primogen council as a whole.
Theoretically, a primogen is the oldest vampire of his clan, and serves as a representative and voice for the clan in city affairs. In the modern era, the officeholder is usually decided within the clan proper by voting, violence or someone higher up giving the orders, rather than simply comparing ages. Primogen traditionally make up a council that is the second most powerful institution in the city after the Princedom. The power of the primogen varies with the power of the vampires that make it up: in some cities they are a rubber stamp for the prince, while in other cities they manage all affairs.

The myrmidon is a bodyguard or enforcer serving under a member of the primogen. Although the myrmidon's duties are ostensibly limited to protecting their Kindred patron, in practice many of them act as legbreakers, strongarming any Kindred who need to be put in their place — with lethal force, if necessary. Unlike the whip, the myrmidon's duties are not restricted to keeping the primogen's clanmates in line, although a myrmidon's more martial capabilities allow them to serve as a goad against clanmates who fail to pay heed to the whip. The role of the myrmidon under the primogen is roughly comparable to that of the sheriff under the prince — although myrmidons are far less likely to be formally recognized as such by the prince or, for that matter, by any Kindred outside of the primogen itself.
The first myrmidons were the direct agents (and, generally, also the childer) of the Founders during the Anarch Revolt. Each myrmidon served their patron's interests in the ongoing war against the Anarchs. Ultimately, the myrmidons' usefulness to the sect was undermined by the fact that their loyalties were to their individual masters' agendas first and to the nascent Camarilla a distant second. After the Camarilla was formally established and the first Justicars were appointed, the myrmidons' formal duties were subsumed into those of the newly-created office of archon. In subsequent centuries, the office of primogen was established in the domains of the Camarilla, and the office of myrmidon was revived to serve as the agents of these elders.

The whip is the direct servant to a member of the primogen. The whip acts as the primogen's messenger and liaison to members of their clan, with the dual purpose of gathering support for the primogen's agenda as well as gauging the prevailing mood and needs of their clanmates within the city. The whip is an unofficial position, and is rarely found beyond the cities of modern democracies (notably the United States and United Kingdom). Nevertheless, the whip holds no small amount of prestige, especially since the office is often seen as a stepping stone towards gaining an office in the primogen itself, as the whip can use their office to prove their competence and trustworthiness to their clanmates. Additionally, in some cities, the whip is considered the primogen's second, and can sit in on meetings of the primogen council when their patron is unable or unwilling to attend. In some cases, this relationship may go so far as to effectively guarantee the whip their patron's position in the primogen, should the patron prove unable to meet their duties.

Not all primogen will employ the services of a whip, especially if the city's Kindred population is relatively small, or if the primogen in question is exceptionally paranoid or reclusive even by the standards of elders.

A whip may also serve as their patron's scribe, taking notes not only for the meetings of the primogen but also for whatever other pertinent meetings the whip and the primogen attend to. In some cities, the scribe (or "stenographer") is an office separate from the whip, and directly serves the primogen council as a whole. Other offices under the primogen include the myrmidon (a bodyguard and legbreaker, not unlike the sheriff) and the steward (who maintains the meeting-places of the primogen, splitting the difference between the offices of the seneschal and the Keeper of Elysium).


Elder: denotes the status of a vampire who is of advanced age. While there is no strict definition, one normally must be at least a century or two old and far removed from their mortal past to qualify. The choices and sacrifices they have made in order to survive so long instills a degree of amorality and slow caution; it is not unusual for elders to design plans that take decades or centuries before coming to fruition. Such beings are often cold, if not monstrous, and focused completely on their own interests and well-being, though a rare few struggle to maintain their human sentiments.
There is a long standing cycle of hate and resentment between elder and younger vampires, being especially pronounced between sires and their childer. Elders often use their greater power and influence to oppress those younger than them out of fear of being outnumbered and because most vampires of such age believe they know what's best. Younger vampires naturally chafe under such treatment and grow jealous of the elders' positions and power.

Ancilla Ranking below the elders but above neonates, the ancillae (sing. ancilla) are vampires who have proven themselves as valuable members of Kindred society. Certain ambitious younglings may achieve the rank prematurely. Ancillae often serve as aides and agents for elders or the court. Ancillae usually play their own power games as well, though these are of lesser consequence than the manipulations of the elders.
Due to the the huge increase in world population over the past few centuries, the vast majority of vampires in the world are ancillae or neonates.

Neonate is a recently embraced vampire that has as passed through the initial stages of vampiric existence, the fledgling stage. It is the sire's responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp. Neonates are generally lightly involved in the true machinations of undead society. They aren't powerful enough to really matter, and are consequently used primarily as pawns by their elders. Conversely, they still have an investment in the mortal world of the 21st century and are less likely to adhere to the feudal character of vampiric society.

After approximately a century of unlife, a vampire is called an ancilla.

Fledgling: After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stablize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate.
Anarch:

Sabat:

The Sabbat, as a whole, is not a very structured sect. Though they lack the structure that can be found in the Camarilla, the Sabbat does not regard generation as a guideline for promotion. Instead, simply the most capable of vampires fill the positions they are most suitable for.
Despite its open structure at the bottom, the Sabbat maintains several Ranks, listed from "high" to "low" in the sect organization. The highest rank being Regent, although the sect considers this a stewardship until Caine, the Father of all Vampires assumes leadership.

Regent, The highest title in the Sabbat is that of Regent, who is the absolute leader of the sect and (according to Sabbat doctrine) is merely overseeing the sons and daughters of Caine until the Dark Father returns to lead his children himself. The Regent is the president, so to speak, of this vampire sect. The Regent does not have absolute authority, but her directives are usually carried out. The title of Regent was, until recently, held by Melinda Galbraith, a Toreador antitribu. There have been only 4 prior Regents in the Sabbat's history (three Lasombra and one Tzimisce).
The Regent's responsibilities include:
  • Oversee all matters of the Pack
  • Handle all disputes that cannot be resolved by the Cardinals or Prisci
  • Has the authority to make/break alliances and declare enemies
  • Has all powers regarding promotion and demotion of those within the pack
  • May bring others into Unlife or give them Final Death
  • Member of the Inner Circle with full voting power


Cardinal, Assisting the Regent are the Cardinals of the Sabbat. This lot has managed to gain control over large geographical regions, similar to how the Tremere Council of Seven have large assigned territories. The Cardinals seldom answer to the Regent or the Prisci unless their activities have a detrimental effect on the Sabbat as a whole. The Cardinals are responsible for all that happens within their regions, and for planning and delegating all Sabbat activities within their respective regions. There are 13 Cardinals, chosen by status within the Sect and not by clan.

The Cardinals responsibilities include:
  • Assist and advise the Regent
  • Handle all disputes involving more than one Clan that cannot be resolved by the Archbishops or Bishops
  • Has the authority to make/break alliances and declare enemies
  • Can promote or demote those of a lesser rank
  • May bring others in to Unlife or give them Final Death
  • Members of the Inner Circle with full voting power

Prisci, Below the Cardinals in power are the Prisci (singular: Priscus). The Prisci act as a board of directors for the Regent, similar to a Camarilla city's Primogen and advising the Regent and the Cardinals about the affairs of the sect. Although they report to the Cardinals, they serve the Regent directly. Most are Elders or powerful Ancillae. One member from each clan is chosen, for a total of 13. The most prestigious of the clan members generally hold the rank of Prisci.
The Prisci's responsibilities include:

  • Advise the Regent and Cardinals of the sect
  • Members of the Inner Circle with full voting power
  • Unable to bring others into Unlife, give them Final Death, promote or demote, or make/break alliances and declare enemies
  • Together the Cardinals and the Prisci form the Inner Circle. No one with Status less then 4 could ever see the Inner Circle to meet with them, unless they summoned you for whatever reason.


Arch-Bishop, Serving each Cardinal of the Sabbat are Archbishops. Archbishops serve their territory's Cardinal, holding sway over a smaller region, similar to a Camarilla Prince ruling a city. These vampires usually rise through the ranks, serving lengthy tenures as priests or bishops of the sect. Each Cardinal has the power to appoint whomever he wishes to the position of Archbishop. Some accept bribes, but vampires who gain their positions in this manner often mysteriously disappear. Multiple Archbishops preside over these smaller domains, all contained within a single Cardinal's region
The Archbishop's responsibilities include:
  • Oversee all matters of a clan within the Pack and lead that Clan
  • Assist and advise the Cardinals
  • Handle all disputes involving members of their Clan
  • May bring others into Unlife


Bishop, a title used in the Sabbat, ranking below the Archbishop but above Priests. The Bishops serve the regional Archbishop and are given domains in a city to control, acting as a local magistrate or vassal of the Archbishop.
The Bishop's responsibilities include:

  • Advise the Archbishops of the Clan
  • Assist Archbishops in Clan matters when necessary
  • Unable to bring others into Unlife, give them Final Death, promote or demote, or make/break alliances and declare enemies


Templar, the bodyguards to Bishops and Arch-Bishops

Ductus, The ductus is the leader of a Sabbat pack, which is more a position of honor than one of responsibility. Much like gang leaders, ducti lead through force of personality and fear, and one that oversteps their bounds is likely to be taught a painful lesson. While they tend to work closely with pack priests, the ductus is normally the one to call pack gatherings and assign duties to pack members that fit the group's needs.

Priest, Serving the Bishops of the Sabbat are Priests, who serve as the religious leaders of Sabbat packs, of which there is one Priest per pack. The Priests are responsible for leading the Sabbat rituals and ceremonies for the Pack. They may be any ranking or non-ranking member of the Pack and are often the Pack Leader as well.
The Priest is the only member of the Pack that may directly speak to the Bishop about a subject. You may have any status to speak to the Priest, but usually require two status to speak to the Bishop or three status for the Archbishop.

Abbot, An abbot is the Cainite or ghoul charged with maintaining a Sabbat pack's communal haven.

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