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A Vampire’s Manual

The Tower of The Camarilla


"The Wheel of Time turns, and Ages come and pass."

Preface: The text below is word for word pulled from the source material, should you look for
them, you will find more material around the points shown here, but this is to simply illustrate the
socio-political atmosphere and mechanics of the Camarilla.

The Traditions

The First: Masquerade

The Second: Domain

The Third: Progeny

The Fourth: Accounting

The Fifth: Hospitality

The Sixth: Destruction

Courtesies and Intrigues: Domain Laws, Customs, and Interpretations of the Traditions

A Prince has the right to interpret how the Traditions will be enforced within her domain. These
interpretations are often treated as lesser traditions and are referred to as the “Courtesies,”
from the tradition of French courts describing various rules and etiquette required to survive in
Versailles. The common euphemism for navigating the murky intersections between the
Courtesies and the Traditions is the “Intrigues.” Kindred must understand the Courtesies and the
Intrigues to survive in the cutthroat world of Camarilla society. It is expected that visitors to a
domain will quickly learn the local Courtesies and Intrigues of the court. A Prince will set certain
expectations, and those that come under her protection are expected to know her laws.
Ignorance of these customs is not an accepted excuse, and Kindred who complain too much will
find punishments for violating unknown Courtesies and Intrigues to be especially harsh.
Traditionally, it is the Primogens’ job to explain the Courtesies and Intrigues to visitors and new
arrivals. Should a Primogen fail to properly educate a clanmate before bringing her before the
Prince for Acknowledgement, she is usually considered to be equally at fault in the eyes of
society.

Status: Status is the measure of a vampire’s reputation, and is measured in Traits. Most often, it
usually stems from an office held among the local Kindred, from prince to primogen to scourge.
Such posts are never given out, and those who hold them tend to defend them zealously.
However, a vampire may also gain Status by being influential in the city’s business, performing
extraordinary deeds or by simply catching the right eyes at the right time.

Gaining Status: All vampires who have been officially “accepted” by the prince acquire a single
Status Trait: Acknowledged. Failure to possess this Trait means that a character cannot expect
even the most simple favors from local Kindred, and he may even be hunted by the Scourge if
the prince discovers his presence. Characters may gain Status by helping uphold the Traditions
(especially the Masquerade), doing favors for the prince or an elder, saving the unlife of a
prominent Kindred, or defeating a Sabbat menace in the city. A city officer (such as the sheriff or
keeper of Elysium) may recommend a Kindred for Status if she has been particularly useful or
has assisted them in their work. On occasion, the prominent may award Status to those who
hindered their enemies or overthrew them, but such notice may not always be a good thing.

Losing Status: Falsely accusing another vampire of a crime, violating the Traditions,
committing diablerie or refusing to recognize the Status of another Kindred are but a few of the
ways to earn such displeasure. Of course, if there are no witnesses to report such violations.

Using Status:

● You may choose to add Status Traits to your Social Traits during a Social Challenge if
Traits are compared (Note: This does not include during Discipline use, but straight
Social challenges). However, since akindred may choose to ignore them, this can come
with ramifications for them. Such a disrespectful act typically means a loss of permanent
Status for the offending Kindred, unless the vampire ignored has far less Status than the
offender. Some form of punishment should be expected, though — Elders consider
those who flout the system dangerously disruptive.

● You may loan temporary Status to another to show your favor, though the individual to
which you made the loan must return it immediately on the asking. The bearer may
spend this Trait as a temporary Trait, after which it is gone for the duration of the story.
Loaned Status can be used exactly as you would use your own. You can give only one
Trait of Status to any one person in this fashion.

● You must possess at least one Trait of Status in order to petition the prince for any
reason.

● Anyone of higher Status may remove permanent Status from those lower than
themselves at a cost of one permanent Status Trait per Trait removed. Temporary Status
may be removed in the same fashion. This is often done as punishment, including
removing the Status of Acknowledged and thus leaving the person at the mercy of the
Scourge.

● You may grant permanent Status to another of your own clan if he has less than half
your permanent Status. The cost for such a boon is one temporary Status Trait, and the
boon must be made publicly, such as during a meeting of the primogen or another such
gathering.

● A clan may remove one Status Trait from an elder of the clan by expending a group total
of permanent Status Traits equal to the elder’s permanent Status. The primogen may
also lower the prince’s permanent Status in the same fashion.

City Stations: There are eight official stations that a Kindred may hold, each of which grants
Status within a city. Cities with small Kindred populations may double up certain stations, or
even leave positions vacant. It is highly recommended that the most power-ful stations should
remain in the hands of Narrators and more experienced players, with newer players learning the
ropes before taking a shot at attaining a station. Certain powers and responsibilities are
inherent in each of these stations, and all powers that a station confers are lost immediately if a
character is removed from or relinquishes it. Status gained through a City Station may never be
removed permanently in any way, as long as the kindred retains the position.

The Prince: Gains Exalted, Well-Known and Famous.

● The prince can remove one permanent Status Trait from someone at a cost of one
temporary Status Trait per Trait removed.
● The prince can grant permanent Status Traits to any Kindred at a cost of one temporary
Trait for each Trait awarded.
● The Trait: Acknowledged is conferred automatically as long as the prince chooses to
recognize the neonate.

Seneschal: Gains Cherished and Esteemed.

● They can act in the prince’s stead when the prince is out of the city. He is therefore
entitled to all of the powers of the prince.

Primogen: Gains Revered.

● They may grant or remove permanent Status Traits to or from any member of their clan
at a cost of one temporary Status Trait for each Trait granted or removed.
● A Primogen council may remove one Status Trait from the Prince by expending a total of
permanent Status Traits equal to the prince’s permanent Status.

Harpy: Gains Influential.

● The harpy automatically gets one temporary Status Trait from each member of the
primogen, who bestows these Status Traits to demonstrate their support of the harpies.
The harpy, in turn, may use these Traits however she desires, even against the owner.
● The harpy may remove one permanent Status Trait from a Kindred who has backed out
of a boon or is part of a major scandal for free, although there must be a grain of truth to
the scandal. The harpy must produce some sort of evidence at a gathering of Kindred,
at which time the Status Trait is removed.
● The harpy may restore Status they have removed at a cost of one temporary Trait per
Trait removed.
● The Harpy may sponsor lesser harpies by giving another Kindred a Status Trait of his
own. Lesser harpies may remove temporary Status just as the head harpy removes
permanent Status, although their leader may choose to make such loss permanent.
● Whips have the same powers as the primogen, although they do not gain an additional
Status Trait, and their powers may be revoked at any time by the primogen of their clan.

Sheriff: Gains Feared.

● The sheriff may demand that any Kindred within the city accompany him for questioning
or judgment. Failure to do so causes the offender to lose one permanent Status Trait
each time.
● The sheriff is immune to the powers of the keeper of Elysium as long as they are
following the Traditions.
● The sheriff may sponsor deputies by giving another Kindred a Status Trait of his own.
These deputies have the same powers as the sheriff, but the sheriff may revoke their
authority at any time.

Keeper of Elysium: Gains Honorable.

● The keeper may immediately remove one permanent Status Trait from any Kindred he
catches breaking the Masquerade for free. If he does not witness it himself, sufficient
evidence must be brought forth.

Scourge: Gains Feared.

The scourge can harass, detain or destroy without penalty any Kindred that have been created
without permission from the prince, or who have not been presented formally to the prince. If the
scourge discovers another character harboring or abetting vampires created without the prince’s
permission or who have not been presented formally, he may remove a permanent Status Trait
from that character, for free, but he must present sufficient evidence of the crime to the prince.
Should the prince find the evidence insufficient or be unconvinced of the crime, he may return
the stripped Status to the character.
Clan Prestige
"All we have to decide is what to do with the time that is given to us."

Clan Prestige is an additional Background Trait used to keep track of a vampire’s standing
within her clan. Clan Prestige bears absolutely no relations to a Kindred’s regular Status; a
vampire can be highly respected by other Nosferatu but despised by the Camarilla as a whole,
or a Brujah prince might be well-respected by his peers, but loathed by his clanmates as a
sell-out. Normally a vampire can only acquire Clan Prestige for her own clan, but on rare
occasions when a Kindred has done enough service for one of the other lineages to, can earn
Clan Prestige from them as well. Examples of this would be a Toreador who, despite his
sensibilities, regularly feeds gossip from Elysium and the salons to the Nosferatu, or a Gangrel
archon who, in the course of performing her duties, foiled a Sabbat plot to assassinate a
Ventrue prince.

Clan Prestige normally runs up to a rating of 5, though Elders and Legendary figures can have
Clan Prestige up to 10. Clan Prestige cannot be bought with experience. It can only be
bestowed through roleplaying by the Elders and the other members of the Clan in question.

Brujah: Their prestige is bestowed more for attitude than specifics. The clan has at least a
rough allegiance towards weakening authority and promoting anarchy, and acts which
accomplish both or either win their performers status within the clan. Telling off a Prince,
disrupting a Ventrue deal (and living to tell about it), tweaking the Tremere or exposing a corrupt
mortal politician for the fraud he is — all of these can win a Brujah points with her Elders and
peers. Unfortunately, the Brujah penchant for going after high and mighty often turns the
youngest of the clan on their Elder, which means the matters of prestige can get touchy.
Rewarding a neonate for acts which subvert a Brujah elder is asking for trouble, but is also true
to the spirit of the clan. Younger Brujah also have a habit of ignoring their elders'
pronouncements and setting their own pecking order. Such arrangements are usually based on
questions of strength or numbers of adherents; Brujah tend to move in packs and follow
charismatic leaders.

Malkavian: There’s no telling what might set a Malkavian above her fellows. Clan standing
varies wildly from night to night, and the Malkavian everyone follows one night might be
shunned the next. It only makes sense to the Malkavians, and not even to all of them, it seems.
An approximate guideline is that anyone who does exceptional work to break down a shared
perception of reality (say, by getting a prince to speak in tongues or a keeper of Elysium to hang
a finger painting) often wins kudos from her peers, but otherwise the Malkavian system of
prestige just seems to be a parody of the other clans’ approaches.

Nosferatu: Standing among the Nosferatu is based on utility and merit. Those who do
exceptional work for the clan or who uncover particularly juicy tidbits of information (that can be
later put to use, there's not much use for theoretical knowledge down in the storm drains) get
acclaim. Furthermore, since the Nosferatu are in continuous communication, a well-regarded
vampire's good press gets spread far and wide. Of course, the opposite is also true. A Nosteratu
who fumbles an information exchange, gets a burrow violated or assaulted or who passes on
false information to the rest of the clan finds his name turned to mud across the entire
ShreckNET in a matter of hours.

Toreador: Standing within the clan is gained for creating or discovering works of art. Particularly
successful Balls, manipulations of other vampires or cutting remarks at Elysium also win a
Toreador points with her peers. Substandard discoveries or performances, embarrassing
moments and demonstrated failures in social settings, however, can earn a Toreador her clan's
unrelenting and eternal scorn.

Tremere: The Tremere grants prestige with the clan in slow, carefully measured doses.
Following orders to successful conclusion, triumphs of thaumaturgical research, eliminations of
the clan’s enemies and efforts that advance the clan's agenda are all rewarded, albeit in small
increments. Tremere who disobey orders, engage in failed experimentation or who weaken the
clan drop in prestige dramatically. Considering the rigidly hierarchical nature of the Tremere and
the intense competition for advancement within the clan structure, a single misstep can set a
Tremere's ambitions back literally centuries.

Venture: Clan prestige is acquired by the Ventrue as a by-product of success. Successful


acquisitions, business maneuvers, political coups or other activities that benefit the clan or the
sect are rewarded with prestige, though it is common practice for as many Ventrue as possible
to try to grab some of the credit for any activity that goes well. Activities that circumvent the
bounds of normal clan behavior are regarded cautiously; if they succeed without denting the
fortunes of other Ventrue, the instigators are lavishly rewarded, but if they fail or hurt the clan,
the punishment is severe. Ventrue who don't behave themselves properly also risk losing
standing in the clan, as do their sires and childer. The blood will tell, after all.

Gangrel: Prestige is gained from one another through the allthings, and by having word of their
deeds and actions spread by other Gangrel. Prestige bestowed by members of other clans is
generally worthless to the Gangrel, unless the outsider has earned the Gangrels respect.

Of Elysium
"A Beast I am, lest a Beast I become."

What is an Elysium?

Lexicon: Elysium - Vampire the Masquerade: 20th Anniversary Edition, 33

A place where vampires may gather without fear of harm. Elysium is commonly
established in opera houses, theaters, museums, and other locations of culture.

Greece - Laws of The Night: Revised: Storyteller’s Guide, 130


This time gives rise to the idea of Elysium, a safe place where Cainites might meet and
interact without fearing attack from each other. Those who violate the sanctity of Elysium
are destroyed, establishing precedent for millenia to come.

The Sanctity of Elysium - Mind’s Eye Theatre: Vampire the Masquerade, 384

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

Many younger vampires consider the tradition of Elysium a stuffy, outdated custom, but
this egalitarian practice treats all Kindred equal, regardless of station or standing.
Elysium is under the “Pax Vampirica,” meaning that no violence of any sort is permitted
to take place there — Elysium is neutral ground. Tempers may flare and heated words
may be exchanged, but rivals are expected to keep a leash on their tempers. Grievances
and rivalries don’t vanish simply because a Kindred enters Elysium. Violence is strictly
prohibited within Elysium, and individuals are expected to keep such behavior in check.

The Founding of Elysium - Mind’s Eye Theatre: Vampire the Masquerade, 385/386

Elysiums are safe havens, given hallowed respect by Kindred of all sects. According to
ancient tradition, an Elysium is a site whose existence (or the existence of the artifacts
housed within) is critical to history, culture, or knowledge. In Europe, these locations are
places of high distinguishment: ancient holy sites, famous museums, and so forth. On
the younger continents of the Americas, theaters, libraries, and churches are among
those buildings commonly elevated, so long as the site is prominent enough to justify
eternal protection and respect. In a significant city with a great deal of history, there may
be as many as three to four such sites, all easily recognizable as locations of great
importance in the city’s past or as repositories of unique and irreplaceable culture, art,
or wisdom.

Attending an event at Elysium provides opportunity for both neonates and elders to relax
and let down their guards, knowing that the reputation of the domain is at risk if there is a
security breach. Residents of the domain come to pass the nights here, debating,
politicking, and conducting intrigues among themselves for long hours. Kindred
business of the city also takes place at Elysium, and just about every vampire will have
at least one occasion to visit Elysium, if only to speak with the Prince or an elder.
However, it is certainly an elder’s playground, and the young who venture here are
expected to remember that. Though Elysiums often serve as gathering places for
Kindred, the Masquerade must be maintained at all times if any mortals may be around.
Similarly, while refreshments are sometimes served, it is considered bad taste to come
to Elysium hungry, as unsated vampires often have shorter tempers. If a vampire brings
a guest to the Elysium, she is responsible for that guest’s behavior.

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

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


● Violence of any kind is strictly forbidden upon Elysium grounds. This rule includes
forcefully using disciplines, even gentle ones such as Dominate or Presence,
upon other guests. Some Elysiums discourage the use of any disciplines, except
to protect the Masquerade.
● The presence of Moon-beasts (Shifters), Wild Ones (fae), or those who have
drunk the heart’s blood (diablerists) are forbidden.
● None may destroy art located within Elysium.
● All hunting is prohibited in the area surrounding Elysium.
● The Elysium and its contents are sacrosanct and shall not be damaged.
● The Keeper’s word is law on these grounds, and she can traditionally punish or
execute anyone who violates Elysium.

“The will of the city: The will of the Prince.” Behind the simple words of this old saying lies a
complex web of power, debt, and ambition. The Prince does determine the shape of justice
within her domain, but there are many opportunities to subvert that justice, before, during, and
after it reaches the Prince.

Who decides what and where an Elysium is within a Camarilla domain?

The Prince: Gains Exalted, Well-Known and Famous.

● The prince can remove one permanent Status Trait from someone at a cost of
one temporary Status Trait per Trait removed.
● The prince can grant permanent Status Traits to any Kindred at a cost of one
temporary Trait for each Trait awarded.
● The Trait: Acknowledged is conferred automatically as long as the prince
chooses to recognize the neonate.

The Prince - Vampire the Masquerade: 20th Anniversary Edition, 24/25

A Prince’s duties and privileges are many, but the most important is the interpretation
and enforcement of the Traditions, particularly the Masquerade. Beyond that, a Prince
has any individual powers he can claim and uphold, such as declaring Elysium, calling a
Blood Hunt, adjudicating disputes between residents of his domain, the right to claim a
blood-tribute, and potentially even the right to name, ignore, or even disband the
Primogen.
The role of Prince is a complex and varied one and much has been said about it, but
ultimately, a Prince is master of the domain.

Prince - Mind’s Eye Theatre Introduction Kit, 11

Princes often hold “court” or at least support islands of calm in the midst of the Jyhad’s
seas. Such places are called Elysium, and they are frequently held in places of art or
culture, such as museums, nightclubs, hotels or colleges. Here the Kindred may discuss
art or philosophy, speak with the prince or their clan’s representative to the primogen, or
simply find some respite from the nightly struggles. No violence may be visited upon
Elysium, nor may any art be destroyed.

What of Frenzy and Elysium?

The Nature of The Beast - Vampire the Masquerade: 20th Anniversary, 297/298

A frenzy can be induced by many things, but great rage or hunger are the most common
provocations. It is dangerous to deny or humiliate the undead. For this reason, vampires
of the Camarilla commonly veil slights and threats in webs of double-talk and subtlety,
lest they suddenly trigger an outburst in Elysium or conclave.

Excluding the Prince, who else watches over Elysia?

Keeper of Elysium: Gains Honorable. Can not be removed as long as they are Keeper.

● The keeper may immediately remove one permanent Status Trait from any
Kindred he catches breaking the Masquerade for free. If he does not witness it
himself, sufficient evidence must be brought forth.

Keeper of Elysium - Vampire the Masquerade: 20th Anniversary, 24

This is a largely honorific title, though it has many practical responsibilities. The Keeper
of Elysium assures that the customs of Elysium are observed, and is a caretaker of sites
declared Elysium by a Prince.

Keeper - Vampire The Dark Ages: 20th Anniversary, 30

Their job seems simple: to keep and maintain the Elysia, places of peace where
vampires may gather and show our teeth to one another without biting.

There’s expected to be a cultural aspect to it. In those rare cases where a Keeper is
good at her job, it is because she has an eye for architecture and art as well as security
and secrecy. She’s expected to find places that are aesthetically pleasing, stimulating,
and occasionally even finds herself responsible for providing entertainment.

it’s up to the Keeper to keep the peace, protect the Elysium, and prevent vampire doings
from spilling out and giving up the secrets of the blood. It isn’t simply herculean; it’s
downright impossible. A clever thing, really, to give a position of prestige and power to an
enemy you want close, then watch him crumble under the weight of it. The late Prince of
London offered me the position once. Once.

The Sanctity of Elysium - Mind’s Eye Theatre: Vampire the Masquerade, 384

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

The Keeper of Elysium is responsible for everything that happens in her


jurisdiction, including scheduling or canceling events. This position involves both great
prestige and scrutiny.

Of Justice and Prestation


“But men often mistake killing and revenge for justice. They seldom have the stomach for justice.”

Prestation: Justice within the city can take the form of a loss of limb, blood bound to the Prince,
exile and at the extreme, is death. Only the primogen council can reverse a prince’s decision;
they must collectively spend temporary Status Traits equal to the number of permanent Status
Traits possessed by the prince to effectively reverse a decision. One of the most important
powers of a prince is his ability to call a blood hunt; all the Kindred in a city must aid in tracking
down the guilty party and serving the death sentence. The only true, across-the-board
authorities in the Camarilla are the justicars, who may call a conclave at any time to discuss a
problem or handle a matter of justice; all Camarilla vampires in the area are permitted to attend.
Kindred sentenced at a conclave may only appeal by requesting an ordeal, which takes the form
of an exacting quest executed within a demanding time limit.

Bribes and Payoffs: The surest means to prevent the Prince from punishing the guilty is to
ensure that she never learns of a crime in the first place. The guilty will offer high-value boons to
avoid accusations, especially if punishment is likely to be fatal. Sheriffs, Nosferatu, or other
clever Kindred often accumulate an impressive array of boons by cleaning up after sloppy
Kindred. The Prince will often make it a habit to monitor the prestation owed to the Sheriff to see
which of her subjects might have acquired such services.

Boons: Typically, players eliminate boons by returning equivalent favors. However, if the
bestower is in sufficient danger, you might pay off your debt by returning only a small favor. A
favor is as valuable as the Traits associated with it. Thus a minor boon (two Traits) and a major
boon (three Traits) are fair compensation for a life boon (five Traits).

Trivial boons (one trait) are one-time favors, such as protecting someone for the
evening, aiding someone with a Discipline or supporting another’s political move.

Minor boons (two taits) can last more than one evening, and they usually entail some
sort of inconvenience, such as allowing safe passage through a hostile city, reveal-ing
crucial information or disposing of a threat.

Major boons (three traits) usually entail a great expenditure of time or resources on the
bestower’s part. The effects of the favor usually last for many game sessions. An
example of such a boon would be teaching the receiver a new Discipline, or
purchasing a nightclub to serve as the receiver’s haven.

Blood boons (five traits) occur when the bestower places herself in a potentially
life-threatening situation in order to help the receiver. Thus the name “blood boon”: The
bestower is willing to shed her blood for the receiver.

Life boons (five traits) involve the bestower actively risking her immortal life for the
receiver so that the receiver may live.

Delivering Justice

Camarilla justice is not as bound by jurisprudence as mortal justice. A Prince is more or less
free to apply any punishment she desires so long as she does not offend her subjects to the
point of rebellion. Some strive for ironic justice, shaping the punishment to fit the crime, while
others simply select the harshest punishment they can justify, trusting that it will discourage any
further offenses. In most cases, diablerie and breaches of the Masquerade result in Final Death,
preferably after slow torture. A selection of punishments in descending order of severity follows.
The list is not exhaustive; Princes are known to be quite inventive when sentencing criminals. It
is also worth noting that the actual form of the punishment can vary extensively. One crime may
merit death by sunlight while another may result in death by beheading. One Prince may exile a
criminal by leaving her by the side of the road in a werewolf-infested countryside; another may
have a blood hunt drive her from the city; another may construct a catapult to throw the criminal
across the local river.

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

Minor Sentences:

● Loss of Station: The criminal is removed from a court office and loses all associated
perks and status traits.
● Loss of Property: The criminal is deprived of some possession. This can include the
destruction of a childe or a ghoul.

Moderate Sentences:

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

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

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

Severe Sentences:

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

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

● Long-term Staking: The criminal is staked through the heart and either hidden or
placed on display.
● Draining and Exile: The criminal is almost completely drained of vitae and then driven
from the city.

● Exile: The criminal is driven from the city.

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

The Most Devastating Weapon:

● The Blood Hunt:

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