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The World of Darkness includes various different species and beings, and each of them has their own organizations and political factions, vying for power in titanic struggles that barely manage to remain hidden from humanity.  Each denizen of the world was, after all, human (or close to it) at one time, and they have never lost the human urges to fight for power, make their wishes known, and demand the right to change their place in the grand scheme of things.
 
The World of Darkness includes various different species and beings, and each of them has their own organizations and political factions, vying for power in titanic struggles that barely manage to remain hidden from humanity.  Each denizen of the world was, after all, human (or close to it) at one time, and they have never lost the human urges to fight for power, make their wishes known, and demand the right to change their place in the grand scheme of things.
  
==The Camarilla==
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[[File:Vampiresects.png | 500px | center]]
The vampires of the world are mostly split into two major factions, the Camarilla and the [[Sects#The_Sabbat|Sabbat]].  Generally speaking, the Camarilla represent the "civilized" face of vampire society, although they are by no means incapable of savagery and cruelty, especially if they think it might gain them a political advantage.  Its founding clans are the [[Brujah]], [[Gangrel]], [[Malkavian|Malkavians]], [[Nosferatu]], [[Toreador]], [[Tremere]], and [[Ventrue]], although the Gangrel have since left the organization to become [[Sects#The_Independents|Independent]].  The ostensible mission statement of the Camarilla is to keep mortals from discovering the existence of vampires in order to responsibly maintain the world from behind the scenes, although how well they succeed at that, or whether some of them are even trying very hard, is often up for debate.
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{| style="margin-left: auto; margin-right: auto; cellpadding=5; text-align:center;"
 
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|[[File:Camarillalogo.png | x300px | link=Camarilla]]
Members of the Camarilla refer to vampires as "Kindred", regardless of whether those vampires are members or not - which is not surprising, considering that they consider ''all'' vampires to be members of the Camarilla. In their view, the Camarilla is the necessary and agreed-upon political template for vampiric society, and anyone who disagrees is not only being unnecessarily difficult, but is literally a traitor to the sect.  There are some side benefits of this haughtiness for the other sects (for example, Anarchs and Independents are allowed to live in, interact in, and even sometimes thrive in Camarilla cities as long as they follow the rules, since they are technically counted as members of the Camarilla), but it shouldn't be surprising that many younger vampires don't know if they believe that this is all that benevolent.
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|[[File:Anarchlogo.png | x300px | link=Anarchs]]
 
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|[[File:Sabbatlogo.png | x300px | link=Sabbat]]
===Traditions===
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The Traditions are the Camarilla's most fundamental laws, applicable to all Camarilla Kindred and enforced scrupulously in all Camarilla territories.  According to ancient lore, they were handed down by the very first vampire as the incontrovertible laws of the species, although this origin story is considered mere folklore by most, and the elders maintain that they hammered out the Traditions through common sense and compromise millennia ago.  Breaking a Tradition always carries extreme consequences in the Camarilla; although a few Kindred might get away with being saddled with negative Status or bloodbound to someone in order to teach them a lesson, most major infractions result in the lawbreaker in question being sentenced to death.
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|[[File:Camarillaheader.png | link=Camarilla]]
 
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|[[File:Anarchheader.png | link=Anarchs]]
====The Masquerade====
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|[[File:Sabbatheader.png | link=Sabbat]]
The Masquerade is the Camarilla's poetic way of describing the rule that no Kindred may ever reveal themselves to humanity or allow humans to discover the existence of vampires.  Exactly how a Kindred keeps the Masquerade intact is up to them, and the most common methods are avoiding being in the mortal public eye, using costuming or makeup to more closely approximate a human while in public, never using obvious Disciplines in front of mortals, referring to other Kindred only by nicknames instead of by vampire-specific vocabulary, discouraging mortal belief in vampires wherever possible, and even killing any human who might have accidentally found out too much. 
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|-
 
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|[[File:Independentlogo.png | x300px | link=Independents]]
Breaches of the Masquerade are serious, and all Kindred nearby or capable of helping are expected to do so if one occurs, even if they had nothing to do with causing it. Influences in the media are often used to cover up or spin a story so that it doesn't appear to have a supernatural explanation, and even averted breaches of the Masquerade can cause those involved to be punished for their carelessness.
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|[[File:Autarkislogo.png | x300px | link=Autarkis]]
 
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|[[File:Inconnulogo.png | x300px | link=Inconnu]]
====Domain====
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The Camarilla tries to be civilized about unpleasant things like their bloody feeding habits, and Domain, the concept that a feeding ground can be owned by a local Kindred and that no other Kindred should encroach upon it, is one of the ways they keep everyone less likely to be at one anothers' throats.  Not every Kindred has Domain, which must be granted to them by the Prince of a city, but once they do, no other Kindred may feed from mortals within it, and the Kindred who owns the Domain is entitled to seek restitution from the Prince or Primogen of anyone who flouts this rule.  A Prince can revoke Domain from someone as a punishment, but doing so is very rare, since it generally leads to more trouble than it's worth.
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|[[File:Independentheader.png | link=Independents]]
 
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|[[File:Autarkisheader.png | link=Autarkis]]
The Prince of a Camarilla city may consider the entire city their Domain automatically, regardless of whether or not there are lesser Domains within it. Many Princes also designate a communal feeding area (colloquially referred to as The Rack) where any Kindred is explicitly allowed to feed, in order to make sure that those without Domain have somewhere to go, and to ensure that predation doesn't occur in less populated or more visible areas of the city.
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|[[File:Inconnuheader.png | link=Inconnu]]
 
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====Progeny====
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[[File:Othersects.png | 500px | center]]
This Tradition refers to the practice of creating a new vampire from a Kindred's own blood; the resulting new Kindred is referred to as the first one's progeny or childe.  Kindred in the Camarilla are forbidden from creating new vampires without approval from the Prince of their Domain, thus keeping the Kindred population from becoming too large and overwhelming the local mortals.  Not coincidentally, this also prevents the Prince from having to worry about any of their subjects creating an army that might threaten the city, and also provides a very easy method of controlling how many Kindred of various clans are in the city at any given time.
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{| style="margin-left: auto; margin-right: auto; cellpadding=5; text-align:center;"
 
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|[[File:Ghoullogo.png | x300px | link=Ghouls]]
Kindred who break the Tradition of Progeny have usually signed a death warrant for their new childe; most often, the illicit childe is destroyed since they should never have existed in the first place, and their sire usually faces hefty punishment as well, including negative Status, loss of Domain, major Boons owed to the Prince, or even death.
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|[[File:Garoulogo.png | x300px | link=Garou]]
 
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|[[File:Wraithlogo.png | x300px | link=Wraiths]]
====The Accounting====
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Together with the Tradition of Progeny, the Tradition of Accounting also affects a Kindred's childer, in this case those legitimate ones that a Prince has approved the creation of.  All childer are considered "unreleased" when they are first created, which means that they are the sole responsibility of their sire; anything they do reflects directly upon their creator, so if they acquit themselves well, their sire may enjoy some additional prestige, and if they make mistakes, their sire must bear the consequences.  This Tradition is designed to ensure that Kindred don't create new vampires that will be detrimental to the city or the Camarilla as a whole, and that they ensure that their new progeny don't endanger anyone or anything that the Prince considers important.
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|[[File:Ghoulclanheader.png | link=Ghouls]]
 
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|[[File:Garouheader.png | link=Garou]]
There is no official amount of time that a childe must remain under their sire's protection before being released, but most Kindred keep their childer unreleased for anywhere from sixth months to a year, ensuring that they know the ins and outs of Camarilla society before officially declaring before the Prince's court that they have been released on their own recognizance.  Some of the oldest and most aristocratic elders in the Camarilla keep their childer even longer, and those Kindred who are released only after decades of due diligence can truly say that they enter Kindred society better prepared for its rigors than any mortal ever could be.
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|[[File:Wraithheader.png | link=Wraiths]]
 
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====Elysium====
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|[[File:Hunterlogo.png | x300px | link=Hunters]]
Elysium is a sacred, and somewhat cross-sect, convention in the Camarilla.  A Prince may designate areas within their city as Elysia; once they have done so, these areas become neutral ground.  No violence of any kind - neither against living things or against inanimate objects - is allowed at any time, nor are any Disciplines or magical powers allowed to be used while on Elysium grounds.  This makes Elysium the only truly "safe" zone for any kind of direct Kindred dealings, allowing even members of the Sabbat to attend civil conversations if they so choose.  Of course, many Kindred try to bend Elysium rules anyway if they think they can get away with it, but penalties for doing so are stiff, and the stricter the Prince, the more dangerous it is to contravene their order of neutrality.
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|[[File:Magelogo.png | x300px | link=Mages]]
 
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|[[File:Changelinglogo.png | x300px | link=Changelings]]
====Hospitality====
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The Tradition of Hospitality requires all Camarilla Kindred to nominally respect and put up with one anothers' presence in official domain areas, putting a damper on the instinctive Kindred drive to become violently territorial.  All Kindred who enter any Camarilla city are required to officially present themselves to the Prince, the better to make sure that the city's administration knows the distribution of clans in the area at all times; the Prince is not required to give approval for a given vampire to remain in their territory, and may occasionally refuse and order the interloper to leave.  This is uncommon, since Camarilla cities pride themselves on including all Kindred, but known criminals and Tradition-breakers may be denied entry if a Prince believes they will be a disruptive influence.
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|[[File:Hunterheader.png | link=Hunters]]
 
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|[[File:Mageheader.png | link=Mages]]
====Destruction====
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|[[File:Changelingheader.png | link=Changelings]]
Although mortal and Kindred societies are often morally at odds, they agree on one thing: murder is illegal.  No Kindred in a Camarilla city is allowed to kill any other, although no rule (other than the invisible constraints of Status and vengeance) prevents them from assaulting, torturing, or otherwise hurting one another.  Unreleased progeny are an exception to this rule; since they technically do not have an existence outside of their sire, said sire may put them down at any time before release if they prove to be a disappointment.  Other than that, any Kindred who commits murder against a fellow is likely to be immediately bloodhunted by the Prince if they fail to conceal their deed.
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Bloodhunts are also exceptions: the Prince may call such a hunt in order to give all Kindred in the city special dispensation to kill a specific Kindred or group of Kindred, usually as a punishment for something those targets did to displease them. Criminals are subjected to the bloodhunt in retaliation for doing something heinous enough to warrant death, usually something along the lines of breaking a Tradition or personally injuring or insulting the Prince themself.
 
 
 
===Status===
 
 
 
====Positive Status====
 
 
 
====Negative Status====
 
 
 
===Prestation===
 
 
 
===Organization & Enforcement===
 
 
 
====The Inner Circle====
 
 
 
====Justicars & Archons====
 
 
 
====City Offices====
 
 
 
==The Anarchs==
 
basic description of the anarchs, mission statement; respect most cam trads
 
 
 
===The Convention of Thorns===
 
 
 
===Abolishment of Elder Power===
 
 
 
===Organization & Enforcement===
 
 
 
====Lack of Overall Organization====
 
 
 
====City Offices====
 
 
 
==The Sabbat==
 
basic description of the sabbat, members, mission statement, we hate the shadowy antediluvian illuminati
 
 
 
===Organization & Enforcement===
 
 
 
====The Regent & Enforcers====
 
 
 
====The Consistory====
 
 
 
====Pack Structure====
 
 
 
===The Auctoritas Ritae===
 
 
 
====The Blood Feast====
 
 
 
====Creation Rites====
 
 
 
====Monomancy====
 
 
 
====The Vaulderie====
 
 
 
===Status===
 
 
 
====Positive Status====
 
 
 
====Negative Status====
 
 
 
==The Independents==
 
basic description of indies, members, why they don't enter other sects
 
 
 
===The Assamites: The Treaty of Tyre===
 
 
 
===The Followers of Set: Blood Purity===
 
 
 
===The Giovanni: The Promise of 1528===
 
 
 
===The Ravnos: Exile from Asia===
 
 
 
===The Kuei-jin: The Great Principle===
 
 
 
==The Autarkis==
 
basic description of autarkis, we are old and throwing a tantrum
 
 
 
===Declared Autarkis===
 
 
 
===Excommunication===
 
 
 
==The Inconnu==
 
basic description of the inconnu, we are the illuminati the Sabbat fear
 
 
 
probs not even bothering with full description of splinter groups
 
 
 
==Non-Vampire Beings==
 
 
 
===Ghouls===
 
 
 
===The Garou===
 
 
 
===The Changelings===
 
 
 
===The Wraiths===
 
 
 
===The Mages===
 
 
 
===The Hunters===
 

Latest revision as of 19:06, 2 November 2015

The World of Darkness includes various different species and beings, and each of them has their own organizations and political factions, vying for power in titanic struggles that barely manage to remain hidden from humanity. Each denizen of the world was, after all, human (or close to it) at one time, and they have never lost the human urges to fight for power, make their wishes known, and demand the right to change their place in the grand scheme of things.

Vampiresects.png
Camarillalogo.png Anarchlogo.png Sabbatlogo.png
Camarillaheader.png Anarchheader.png Sabbatheader.png
Independentlogo.png Autarkislogo.png Inconnulogo.png
Independentheader.png Autarkisheader.png Inconnuheader.png
Othersects.png
Ghoullogo.png Garoulogo.png Wraithlogo.png
Ghoulclanheader.png Garouheader.png Wraithheader.png
Hunterlogo.png Magelogo.png Changelinglogo.png
Hunterheader.png Mageheader.png Changelingheader.png