CAMARILLA | |
![]() Prince |
Superior: Camarilla Justicar Eligible Clans: All Camarilla Clans Duties: Rule the city. Uphold the Traditions. Guides: Camarilla Law |
The Ivory Tower
A Prince is a vampire who has gained leadership over a domain, usually a single city. Whether by force, political maneuvering, or raw charisma, the Prince has established himself as the face of the Camarilla in a given territory and is expected to uphold the Traditions and other aspects of Camarilla law. In this respect, they possess the authority of the Elder as described in the Traditions.
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 any gender; despite the title's patrician origins, the modern usage of the term owes more to Machiavelli's treatise of the same title than the royal rank.
As the Prince, you are the primary connection to the upper-government of the Camarilla, and are expected to assist Justicars and their Archons when asked.
You rule San Francisco from the penthouse office of Millennium Tower, a large office building that is home to your cover operation as a prestigious finance company. This is your palace, learn its ins and outs and the various resources it offers you.
Your Court
Every Prince is supported by a court of officers and advisors to help enforce his rule. On your righthand is your Seneschal, who serves as your closest advisor and ally, even serving in your place whenever you are away or occupied. They carry as much authority as you give them, use this resource wisely.
In general, a Prince is advised by a Primogen Council made-up of an elder representing each of the major Clans of the Camarilla. These Kindred tend to be old, influential, and powerful; meaning they should be treated as respected allies and future opponents. Expect them to advance their own political goals, even at your expense if needed.
Princes also employ other officers, namely a Sheriff, Keeper of Elysium, and Scourge. These loyal Kindred serve to uphold the Traditions, enforce your edicts, and keep order in your domain.
The Traditions and You
The Masquerade
It is of the utmost importance that humankind doesn't uncover the truth; that the supernatural exists, and Kindred run their entire world behind the scenes. You may make use of any means necessary to maintain the Masquerade, but don't lose yourself in callously killing humans. Bodies pile up and leave loose ends that will only end up drawing more attention down the line. Make use of your Kindred's mental disciplines to adjust memories when required, and punish those that flaunt their curse and disciplines in public.
The Domain
Kindred are fiercely territorial creatures. The City of San Francisco is your domain as Prince to split up amongst the masses as you see fit. While you respect the territory of the Anarchs at Big Shoe Bar and the Giovanni's Mansion and Bianchi Bank, they still live within your city and are expected to abide by the Traditions.
The Progeny
The siring of childer is one of the easiest ways for a Kindred to grow their powerbase and gain new loyal allies. Thankfully, they can only do so with your permission. Through this authority, you control the ebb and flow of power in your domain, guard it jealously and punish violations harshly.
The Accounting
When a Vampire is first Embraced, they are known as a fledgling. It is their sire's duty to tutor them in our ways until they are ready to be released into society on their own, becoming a neonate. When the fledgling steps out of line, the sire often receives twice the punishment.
The Hospitality
Kindred are expected to be respectful of one another within each other's domain. As part of that, Kindred newly arriving into the city are expected to introduce themselves to you or your Seneschal to offer respect and gain the Prince's approval for their presence. Anyone that fails to do so is not recognized as having the rights and protections of a Kindred.
The Destruction
It is forbidden to destroy another Kindred without your express approval, doubly so for the forbidden act of Diablerie. Using your right as the Prince of the domain to demand the destruction of another Kindred is known as the declaration of a Blood Hunt, and is one of your most impactful authorities. The Prince has a skull artifact that allows them to issue Blood Hunts.
The Giovanni: "So You Come to me, on The Day of my Daughter's Embrace?"
The Giovanni are a stain upon the Camarilla's record and have been an annoying thorn in their side since their rise to clanhood, but is thoroughly pacified for the time being by the 500 year old Treaty known as the Promise of 1528, where the Giovanni and Camarilla vowed to stay out of one another's affairs. As long as the Giovanni do not step out of line regarding the Masquerade the Destruction, and the Accounting, they can receive a blind eye towards other distasteful matters including diablerie and siring within their own family.
The Anarchs: No Gods No masters
The Anarchs are vampires who by and large reject the status quo of Cainite society. Formally a part of the Camarilla, Anarchs themselves are not a sect per se; in most areas, they are regarded as merely a faction on the fringes of the dominant Camarilla hierarchy. Over the course of the past century however, they have begun to establish their own traditions, power blocs, territories, and all the other trappings of a full-fledged sect.
In San Francisco, the Anarchs follow the Baron. Potentially the most level-headed among them, if you can keep the Baron in check, they will keep their Anarchs in check. If the Baron becomes an issue, one of his underlings may love to take his place with your discreet support.
You and the Police Department
The Police Department is responsible for upholding the California Penal Code. While you do not recognize human authorities and laws, you do recognize the importance of adhering to them as least publicly if you are to ensure the Masquerade is maintained.
With your vast resources, you've ensured the Police will not bother you or your Sheriff for weaponry and armor, but they will make your life difficult if they suspect you of criminal acts.
Where possible, ensure your underlings are following the law and covering up their tracks when they are not. Most importantly, ensure nothing comes back to you and the Camarilla; embedded in the Police are two Federal Bureau of Investigation Agents sent to uncover the mysterious happenings of the city, expect them to capitalize on any threads that lead back to you.