The Camarilla:

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The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:02 am




Philosophy:

Camarilla policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural beings like vampires could not possibly exist.

The Camarilla also believes that the only way the vampire species can survive in these modern nights is if it unites - any breach of the Masquerade by any vampire risks exposing the entire race. Both viewpoints are fundamentally opposed by the Sabbat.

Views on Antediluvians:

The official stance of the Camarilla on the matter of the Antediluvians, and Gehenna, is that it is nothing more than superstition. They say that the Antediluvians do not exist. This is in stark contrast to the Sabbat, who claim that Gehenna is approaching and that all vampires must prepare for it by readying to fight the Antediluvians.

After the Week of Nightmares, in which the Ravnos Antediluvian woke, certain upper echelon members of the Camarilla came to realize that Gehenna was an imminent possibility, however the Camarilla's official stance did not change. This was especially notable when the Camarilla refused to lend aid to the Justicar Xaviar when he encountered what he believed was an Antediluvian, after which he led the Gangrel clan out of the Camarilla.

Organization:

The Camarilla is ultimately a global structure on top of a collection of feudal domains. The most fundamental institutions of vampire society, as outlined by the Traditions, are maintained by the Camarilla; consequently, Camarilla cities have a Prince, Primogen, Elysium and all the other accoutrements of vampiric existence. On top of this structure, however, is a global organization, largely enforced through the Justicars and their assistants, the Archons. This global structure is largely focused on eliminating threats to all clans and the Masquerade.

Above the Justicars are the Inner Circle. It's unknown who are members of the Inner Circle — only the Justicars know their identity for sure — but they meet once every thirteen years. They define policy, while the Justicars enforce it.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:02 am



  • Antediluvian: Ilyes
  • Nicknames: Rebels, the Rabble, Punks
  • Allegiance: Camarilla, Anarch Movement
  • Disciplines: Celerity, Potence,Presence

Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.

Brujah adopt pet passions and causes, which they support with volume and vitriol. Some brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterwards to illustrate their points.

The Rabble's espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it's back to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia," or the re-creation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.

Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.

Respected for their martialry and readiness to rally under a banner, the Brujah are the phyisical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:03 am




  • Antediluvian: Ennoia
  • Nicknames: Outlanders, Beasts
  • Allegiance: Independent (formerly Camarilla)
  • Disciplines: Animalism, Fortitude and Protean

There are many ways to describe the vampires who make up Clan Gangrel, but few of them are overtly complimentary. The phrases "feral", "bestial", "violent", "animalistic", and "god damn those furry loner bastards" are the most common. However, these terms are also very appropriate for the Clan that is infamous for its strong connection to the animal kingdom and the natural world. Since the nights of prehistory, the Gangrel have been the Clan that has shunned civilization and all the comforts that make the other Clans soft. The Gangrel are a clan of survivors and hunters, who enjoy the chase at least as much as the hot rush of blood as they tear into their prey.

Few Clans get along with the Gangrel, but this suits the Outlanders perfectly fine. They have little presence in the Jyhad, and prefer to keep it that way. Where other Clans may focus on the nightly social one-upmanship called Elysium, or the orgiastic rites of the Sabbat, the Gangrel generally prefer to spend time on their own, pursuing their own agendas. Many Gangrel go completely wild, and scorn all human and vampire contact for decades at a time. The eldest Gangrel seek out the most isolated and undeveloped places in the world they can find. As long as they have a regular supply of blood and a safe place to rest for the day, few Gangrel have political aspirations beyond keeping their territory safe from Cainite poachers.

The reason why the Gangrel are shunned by the other Clans is their penchant for delving too deeply into their animalistic and predatory natures. Where a Toreador luxuries in the pretensions of high society, or a Brujah wallows in an ear-pounding rave, a Gangrel looks to the dark, close forests and the beasts of the night which occupy them for inspiration and emulation. Gangrel are frequently associated with wolves, to the extent that most vampires recognize a wolf's head as the symbol of the Clan. However, Gangrel have lessons to learn from the rest of the animal kingdom as well, and there are scavengers, ambush predators, and even vampire "vegetarians" among the Clan.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:03 am



  • Antediluvian: Malkav
  • Nicknames: Lunatics, Kooks
  • Allegiance: Camarilla
  • Disciplines:Auspex, Obfuscate, Dementation (or Dominate)

The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.

On the surface, clan Malkavian is barely a clan. The majority of Malkavians are only marginally aware they belong to a clan; Sabbat Malkavians generally claim to be Panders. What connections Malkavians generally have are informal and generally paternal - Sire Childe relationships being the most common, although Malkavian sires are prone to abandoning their childer.
Scratch the surface, however, and the Malkavian's become a smorgasbord of paranoid delights. Malkavians operate on their own timescale, and will gather spontaneously for incomprehensible events. Malkavians usually don't explain how they know these gatherings are occuring, and when they do the explanation isn't necessarily worth anything. Scratch deep enough and it appears that the Malkavians are highly organized, so highly organized they don't even know they are, and instead they continue to pursue incomprehensible and arcane goals that even they aren't aware are relevant.

This organization is generally termed the "cobweb", "Malkavian Time" or the "Malkavian Madness Network" and is a hive mind unifying all Malkavians. The strength of the voices varies from Malkavian to Malkavian, however all of them are at least aware of its call and capable of interacting with it. Dead Malkavians' memories live on in the cobweb, and it is implied heavily that Malkav himself is this network. The cobweb is only accessible by Malkavians, and they themselves only marginally understand it - most of them merely listen to the voices, but elders have demonstrated a powerful capacity to manipulate the rest of the clan through it.

Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.

The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.
In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:03 am




  • Antediluvian: Absimiliard
  • Nicknames: Sewer Rats, Creeps (Sabbat), Lepers (archaic), Nossies
  • Allegiance: Camarilla
  • Disciplines: Animalism, Obfuscate, Potence

The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spy-masters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.

Nosferatu are generally organized into broods; communities centrally located around a sewer system and serving as underground cities which may house dozens of their kind. Nosferatu are stereotyped as ugly on the outside, humane on the inside - this is not entirely true. There are many Nosferatu who never leave the sewers, the Nosferatu make a habit of sending their friendliest to communicate with the rest of the Camarilla.

Nosferatu strongly stress clan loyalty over almost everything else. Given their hideous appearance, they depend heavily on clan support structures for everything from havens to food. Broods are generally gerontocracy, with the eldest Nosferatu setting policy and guiding the youngest. Most Nosferatu can acquire jobs within their clan, including assisting on construction or other survival projects. Most Nosferatu are inculcated with a survivalist mentality and increasing the strength of their havens is a constant preoccupation.

Clan-members don't "report" to their elders so much as engage in a huge information-sharing network. The only real check on communication and chain of command is making sure that information is accurate and up-to-date. One brood-master may have a dozen Nosferatu nominally under him, but will gladly let experts and specialists step in when their skills are called for. A 300-year-old Nosferatu can't be expected to understand the complexity of the new-age stock market, or book an air plane flight. That's why the Nosferatu keep Embracing, after all.

Nosferatu also have a clan tradition of meetings known as "Hostings". Much like Gangrel "gatherings", these Hostings are used by the Nosferatu to tell stories, share news, show off, and generally engage on a social level that other vampires deny them. Unlike the Gangrel, however, Hostings often have a particular purpose or theme beyond the social. Hostings are called to discuss the history of the Clan, current politics, or as massive swap-meets for favours, information, construction techniques, or occult lore.

In both the Camarilla and Sabbat, the Nosferatu are famous information brokers and spy-masters. While this is partly supported by their use of the Obfuscate and Animalism disciplines, the Nosferatu also emphasize information interchange as part of clan culture. Nosferatu invest an awful lot in teaching their childer with riddle games, memorization exercises and other activities which emphasize sharing and hiding information.

The Nosferatu have a deeply ingrained complex about physical beauty, especially with clans like the Toreador. Nosferatu will tend to charge Toreador higher prices, and make the higher clans crawl through humiliating or disgusting tunnels to actually negotiate with them. Similarly, Nosferatu will often accentuate their hideousness by cultivating an array of disgusting physical habits. On several cases where Nosferatu have embraced a Caitiff, the Childe has been exiled or killed. Nosferatu also tend to use Obfuscate for practical jokes involving their appearance, such as dropping a discipline's use for a brief instant and reveling in the effects.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:04 am




  • Antediluvian: Arikel
  • Nicknames: Degenerates, Perverts / Pervs (Sabbat), Artisans (archaic), Torries
  • Allegiance: Camarilla
  • Disciplines: Auspex, Celerity, Presence

The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.

The Toreador of a city organise themselves into Guilds. While this has something of an artistic ring to it, most Toreador in the city are members, whether they are Poseurs or Artistes (see below). The head of the Guild is typically the oldest and most influential Toreador within the city, with the other members forming a complicated stratified social system, the rules of which boggle many an outsider. This system was inherited from an Elizabethan-era convention, where actors, jesters, and other performers would enrol in a respectable guild, such as the smiths or tailors, but pursue their own craft on the side. Thus, while a Toreador may claim membership to the city's Sculptors' Guild, they may in fact do nothing but harp at their rivals in Elysium, never once producing a passable sculpture.

The clan itself has two divisions. The Artistes consist of the sculptors, the painters, the musicians and the writers. They consider themselves to be the 'real' Toreador as inheritors of the Clan's original values and goals. The Poseurs make up the other faction - they can include the failed artists (or those that happened to be Embraced while their sire was riding a particular fad), as well as the professional critics and those who consider their bodies to be their life's masterpiece. It should be noticed that neither group has a nickname for themselves - they tend to be only flung at the opposing faction as a derisive epithet.

It is said that while the Ventrue are the mind of the Camarilla, the Toreador are it's soul. It was one of their number, Rafael de Corazon, who was instrumental in it's formation. The Toreador are the greatest supporters of many of the Camarilla's traditions, most notably that of Elysium. This is where the Toreador are in their element, showcasing their latest pieces and practising their highly effective (and sometimes deadly) form of social manoeuvring. From the outside, most other Clans think of one face of the Toreador, but see another. When speaking of them to another, most envision Toreador as the Artists - billowy shirted, frock-coated fops who crow about the beauty of the ages and lamenting their lost humanity. In reality, outsiders are less likely to meet such characters, given as they are to sequestering themselves away to work on their latest masterpiece. Far more often encountered are those Toreador whose unlives have become dedicated to the Kindred social scene - Toreador are often a large contingent of the city's Harpies, and having spent years with their bitchy and conniving clan-mates they are more than capable of ruining someone's reputation with a pithy comeback or a damning piece of gossip whispered in just the right ear.

The Toreador portray themselves as the vampires closest to the living breathing pulse of the humans around them (though this honour might be shared with the Brujah). They claim that this is what keeps them so vital and modern. Indeed, Clan members are often the first ones to be aware of what mortals are wearing, eating, buying and sleeping with. While a Malkavian elder might be found in his 1800s finery, the Toreador is much more likely to be wearing something from this year's Paris runways.


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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:04 am



  • Antediluvian: Tremere
  • Nicknames: Warlocks, Wizards, Mages, Usurpers
  • Allegiance: Camarilla
  • Disciplines: Auspex, Dominate, Thaumaturgy

Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict heirarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one its main defenders, despite the fact that they exist almost as a sub-sect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather.

The Pyramid:

The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Antediluvian, Tremere, sits at the top of the pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him the importance of the number seven is given as each successive rank down is comprised of seven to a power positions, beginning with the Councillors, the members of the Inner Council of Seven and the true rulers of the clan, each of whom is responsible for directing clan efforts in a particular portion of the world. Each councillor appoints seven Pontifeces. A pontifex oversees a large region, such as parts of a nation or groupings of smaller countries and islands, and in turn oversees seven Lords. Each lord is responsible for a small country or group of states and uses their influence and knowledge to sway the Tremere in their domain, specifically the Regents,the most visible figures of Tremere authority. A regent runs an individual chantry and is charged with the well being and training of Apprentices, the youngest and most numerous Tremere. Apprentices must spend much of their time training, serving some need within their chantry, or playing the politics of the clan as best as their inexperience allows. Some never advance beyond this rank, either because they are more interested in Camarilla politics or their own affairs to rise among the Tremere or because the lord of the region sees no need to create a new chantry and regent.

Circles of Master:

Each rank, save for the Inner Council itself, is further divided into seven levels called circles of mastery. One's circle of mastery denotes one of several characteristics that have earned them prestige and further responsibility such as skill in Thaumaturgy, years of experience and hard work, successful political machinations, or simple favouritism. The higher one's circle of mastery the more authority and power they have access to, but they are also expected to provide more for the clan and given less tolerance for failure. Those of the fifth circle or above are also commonly called "high" members of their rank, such as high apprentice or high lord. Promotion and demotion is dealt by members of higher rank, though tribunals may also be called where accomplishments and failings are examined. The pursuit of promotion is one of the most motivating factors within the clan for its members to excel and obey Tremere doctrine, though advancement is rarely as simple as that.



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Re: The Camarilla:

Post by The Prince on Wed Mar 13, 2013 9:04 am




  • Antediluvian: Veddhartha
  • Nicknames: Blue Bloods, Patricians, Warlords
  • Allegiance: Camarilla
  • Disciplines: Dominate, Fortitude, Presence

Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honour, genteel behaviour, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void.

The general belief is that the Ventrue, a clan considered old-fashioned by most, is floundering in these latter nights; however, the Ventrue have a long history of adapting to keep hold of their power. In the modern nights the Ventrue are more politician than warrior, more CEO than baron. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the mortal masses... and of guarding their own power.

The Ventrue are second only to the Tremere in terms of organization and interrelation, and exist to maintain the status quo... So long as that balance is in favour of the Ventrue. To accomplish this, and to support the Masquerade, the Ventrue have developed a massive network of communication. This network exists between all clan-members worthy of the name, as well as important inter-Clan contacts such as the Nosferatu, Tremere, and Toreador. Of course, said contacts usually don't have access to all of the information travelling through Ventrue lines, and the Ventrue go out of the way to make sure that this remains the case.

The Ventrue also genuinely revere the Six Traditions, though they tend to bend the actual use of the Traditions in their favour. Accordingly, Ventrue tend to gravitate towards positions where they have the power to interpret, exercise, and enforce the Traditions, towards roles such as Prince, Sheriff, and primogen. A Ventrue really isn't happy unless they're sure their opinion is being heard and acted upon, a trait they share with the Toreador and Brujah.

Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity"; in modern days, it's often described as "Face," as in "saving face." Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is as likely to lead organized crime as he is a Fortune 500 company - because the Ventrue object less to theft and more to petty theft - he must always comport himself with dignity, grace and honour.

At least, in public.

Quietly obsessed with Latin, the Ventrue also favour the concept of "Humanitas," the code of morality that most humans seem to share in common. This follows the roughly Judeo-Christian moral line, with a little more leeway for vampires. Ventrue will not willingly commit heinous acts (murder, theft, torture) if they can achieve their end by other means, but at the same time, allowances have to be made for the fact that they are blood-sucking immortal monsters. Their code basically boils down to: "Don't kill people on the street; there are plenty of other, more subtle, ways to ruin someone's life."


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