_______________________________________________

 

__________________________________________

 

http://www.ihs.ac.at/

http://www.eads.com/eads/index_f.htm


AUSTRIA


http://www.oldtimersweb.be/

 

http://www.kabriolett.com

 


http://www.maybach-manufaktur.com/e/main1000.html


 

 




Universal Time (UTC) and a twenty four hour clock.

(UTC is also known as GMT, or Greenwich Mean Time.)
Use the following conversion table to convert
UTC to your own local time zone.

Local Time Zone Conversion from UTC Time at 12:00 UTC


ADT - Atlantic Daylight
-3 hours 9 am
AST - Atlantic Standard
EDT - Eastern Daylight
-4 hours 8 am
EST - Eastern Standard
CDT - Central Daylight
-5 hours 7 am
CST - Central Standard
MDT - Mountain Daylight
-6 hours 6 am
MST - Mountain Standard
PDT - Pacific Daylight
-7 hours 5 am
PST - Pacific Standard
ADT - Alaskan Daylight
-8 hours 4 am
ALA - Alaskan Standard
-9 hours 3 am
HAW - Hawaiian Standard
-10 hours 2 am
Nome, Alaska
-11 hours 1 am
CET - Central European
FWT - French Winter
MET - Middle European
MEWT - Middle European Winter
SWT - Swedish Winter
+1 hour 1 pm
EET - Eastern European, USSR Zone 1
+2 hours 2 pm
BT - Baghdad, USSR Zone 2
+3 hours 3 pm
ZP4 - USSR Zone 3
+4 hours 4 pm
ZP5 - USSR Zone 4
+5 hours 5 pm
ZP6 - USSR Zone 5
+6 hours 6 pm
WAST - West Australian Standard
+7 hours 7 pm
CCT - China Coast, USSR Zone 7
+8 hours 8 pm
JST - Japan Standard, USSR Zone 8
+9 hours 9 pm
EAST - East Australian Standard GST
Guam Standard, USSR Zone 9
+10 hours 10 pm
IDLE - International Date Line
NZST - New Zealand Standard
NZT - New Zealand
+12 hours Midnight

_________________________________________________

 



http://www.space.net.au/~dpwyrm/junk/java/camarilla/camarilla.html

 


Jean Froissart

French historian and poet, b. at Valenciennes, about 1337, d. at Chimay 1337 early in the fifteenth century.

The exact dates of his birth and death are unknown, as well as the family from which he sprang. In 1361, after receiving ecclesiastical tonsure, he went to England to present to Queen Philippa of Hainault an account in verse of the battle of Poitiers. This marked the beginning of the wandering life which led him through the whole of Europe and made him the guest of the chief personages of the end of the fourteenth century. His sojourn in England lasted till 1367. Queen Philippa received him well and inspired him with the idea of writing his chronicles. He travelled through England and visited Scotland where he met David Bruce. In 1367 he accompanied the Black Prince to Bordeaux, returned to London, and in 1368 accompanied the Duke of Clarence to Milan where the duke was to wed the daughter of Galeazzo Visconti. From Italy Froissart returned to Valenciennes where he learned of the death of Queen Philippa in 1369. He was then successively under the protection of Duke Wenceslaus of Brabant (1369-1381), and Comte Guy de Blois, seigneur of the parish of Lestines-au-Mont and a canonicate at Chimay (1384). Froissart accompanied Comte Guy into Flanders and to Blois. Then, to secure information concerning the Spanish wars, he visited the court of Gaston Phebus, Comte de Foix, and quitted it in 1389 in the company of Jeanne de Boulogne, the affianced bride of the Duc de Berry. In 1390 and 1391 he wrote his history at Valenciennes. He was at Paris in 1392, whence he went again to London, where he offered his poems to Richard II. Having quarrelled with Guy de Blois, he found a new protector in Philip the Bold, Duke of Burgundy. Little is known of his latter years, which were possibly passed at Chimay.

Froissart composed many poems of love and adventure, such as "l’Epinette Amoureuse", in which he relates the story of his own life, and "Méliador", a poem in imitation of the Round Table cycle, etc. His chief work is the "Chroniques de France, d’Angleterre, d’Ecosse, de Bretagne, de Gascogne, de Flandre et lieux circonvoisins", an account of European wars from 1328 till 1400. In the numerous manuscripts of the "Chronicles" three recensions of the first book are recognizable. The first, written between 1369 and 1379 brings the narrative to 1378 (the beginning is borrowed from the "Chronicle" of Jean le Bel, a canon of Liege). The tone of this recension is favourable to the English. The second recession, represented by the Amiens and Valenciennes MSS., was written under the inspiration of Guy de Blois and is favourable to the French. The third recension (Vatican MS.), written after 1400, is frankly hostile to England, but the MS. stops with the year 1340. The second, third, and fourth books of the "Chronicles" were written between 1387 and 1400.

The "Chronicles" contain many errors and are very partial, but despite these faults no work conveys so lively an impression of the men and things of the fourteenth century as this history of Froissart. His graceful and naive style and the picturesque turn which he gives to his recollections make him the king of chroniclers.

The "Chronicles" were much copied; one of the most beautiful manuscripts of Froissart is at Breslau,

copied in 1469 by Aubert de Hesdin, and admirably illustrated with miniatures (S. Reinach, Gazette des Beaux Arts, May, 1905). Among the modern editions are those of: Buchon, "Panthéon littéraire", 3 vols. (Paris, 1835 and 1846), defective in the first book; Kervyn de Lettenhove, 29 vols. (Brussels, 1867-1877), gives the various recensions of each chapter; Siméon Luce began to publish in 1869 the edition of the Société de l’Histoire do France, 8 vols. (Paris, 1869-1888); G. Raynaud, commissioned to continue this undertaking, published volumes IX to XI, which contain part of Book 11 (Paris, 1897-1899). The poem "Méliador" was edited by A. Longnon for the Société des Anciens Textes Français (Paris, 1895).

KERVYN DE LETTENHOVE, Froissart, etude litteraire sur le XIV siecle, 2 vols. (Brussels, 1857); DARMESTETER, Froissart in Coll. des Grands ecrivains francais (Paris, 1894), tr. POYNTER (London, 189;5); MOLINIER, Les sources de l’Histoire de France, 8. Les Valois, IV, 5-18 (Paris, 1904); SAINTSBURY, History of French Literature; Johnes, Memoirs of the Life of Froissart, etc. (London, 1801); see Chevalier, Bio-bibl., s.v. for an extensive bibliography.

 


 

THE FIRST TRADITION > THE MASQUERADE

Thou shall not reveal thy true nature to those not of the Blood.

Doing such shall renounce thy claims of the Blood.

Jean Froissart, Chronicles, 15th Century

 

THE SECOND TRADITION > THY DOMAIN

Thy domain is thine own concern.

All others own thee respect while in it.

None may challenge thy work while in thy domain.

 

THE THRIRD TRADITION > THY PROGENY

Thou shall only Sire another with the permission of thine Elder.

If thou createst another without thine Elder's leave,

both thou and thy Progeny shall be slain

THE FOURTH TRADITION > THE ACCOUNTING

Those thou create are thine own children.

Until thy Progeny shall be Released, thou shall command them

in all things. Their sins are thine to endure.

THE FIFTH TRADITION > HOSPITALITY

Honor one another's Domain.

When thou comest to a foreigh city, thou shall present thyself to

the one who ruleth there.

Without the word of acceptance, thou art nothing.

THE SIXTH TRADITION > DESTRUCTION

Thou art forbidden to destroy another of thy kind.

The right of destruction belongeth only to thine Elder.

Only the Eldest among thee shall call the Blood Hunt.

 

DOMINATE

Dominate is one of the legendary powers of XXX that gives the ability to control the thoughts and actions of others. This Discipline is partly responsible for this legend. Unlike its sister power, Presence, Dominate affects the conscious and sometimes unconscious mental facilities of a target. To Dominate, you first establish eye contact with the target. Even so mush as a brief meeting of the eyes is enough to fulfill this requirement, about which players are expected to exercise a Degree of honesty. Orders issued with Dominate must be verbal and clearly comprehensible to the target -or you may issue the commands using Telepathy.

 

Note that Dominate's one major limitation is

that it is totally ineffective against Kindred

of a lower generation

than the user of the Discipline.

 

BASIC

Command

Mesmerism

Observance of the Spoken Word [The Long Night]

Reveler's Memory [The Long Night]

INTERMEDIATE

Forgetful Mind

Conditioning

Lure of the Subtle Whispers [The Long Night]

Fealty [The Long Night]

ADVANCE

Possession

Vessel [The Long Night]

[Eighth Generation]

ELDER

Chain the Psyche [Laws of the Camarilla]

Loyalty [Laws of the Camarilla]

Obedience [Laws of the Camarilla]

[Seventh Generation]

MASTER

Mass Manipulation [Laws of the Camarilla]

Still the Mortal Flesh [Laws of the Camarilla]

Rationale [Laws of Elysium]

[Sixth Generation]

ASCENDANT

Far Mastery [Laws of the Camarilla]

[Fifth Generation]

METHUSELAH

Speak through the Blood [Laws of the Camarilla]


MET: Laws of the Night

You are among the elite nobility of Kindred society. Above mortal or even petty Cainite concerns,

you bear the right and responsibility of leadership.

You have a firm respect for traditions, for the ways that have worked for hundreds of years; even the most rebellious youth understands the power of tradition. No other XXXXXXXXs have the necessary talents or capabilities to take on the burden of guiding Cainite society.

Thus, it is up to you to take up that mantle. You lead not necessarily out of desire or habit

(though such factors may figure in, but because your clan has gifted you with the duty to assume responsibility.

All that is done must advance the sect, for the sect will protect the weaker ones.

Your conviction is your armor, your honor a shield, your birthright your weapon. Honed to perfection, you uphold all that is noble, ordered, ancient and wise in the children of Caine.

MET: Laws of the Night

Not only do Ventrue espouse the Camarilla’s Six Traditions; they have many more of their own.

One well-known dictum is that of

Sanctuary. Any Ventrue can demand safety in the haven of any other Ventrue. This is one reason Ventrue help each other so willingly — better to keep a clanmate out of trouble than to succor him when he’s in trouble. .

Another tradition is that of

Accountability. While all XXXXXXXXs are supposed to follow that

Fourth Tradition, the Ventrue believe it should apply even after the childe has been introduced and become a part of Kindred society. Ventrue sires always feel slighted if their childer act against the clan and will be the first to try to bring them to justice. Conversely, Ventrue sires also expect their childer’s successes to elevate their own status. Following Tradition does not always mean unthinking adherence to senseless rules

A less widely known but more enjoyable custom is that of the

Embrace Night. Each year, Ventrue celebrate the anniversary of the night they became undead. These celebrations, reserved for the Ventrue and their closest allies, usually involve weeks or months of planning and lots of money. Some Ventrue rent parks, auditoriums, entire hotels or massive luxury liners to hold their parties. The variety among these parties is truly astounding, given the clan’s spiffy reputation. Some Ventrue do prefer subdued affairs where they recite their lineage for the benefit of all in attendance. Others, however, throw wild debauches where anything goes and blood flows like wine. The only constant with these parties is the gift-giving. As with mortals, all the guests try to surpass each other’s gifts. While their is no obvious reward for giving the best present, doing so is a sure way to gain Clan Prestige. These parties are not supposed to be tied to prestation, but the recipient cannot help but feel somewhat indebted to the giver of an exceptional present, just as guests feel beholden to hosts who throw especially successful parties. ________________________________________________________

Within the Ventrue Clan in the Camarilla LARP environment, there are a set of societies that help promote and protect the clan in different ways.

They are each a

sub organization or group within the clan that has a specific set of tasks it as the group needs to accomplish for the Clan. Each specializes in a certain area, creating a gathering place for those Ventrue who can contribute in different methods and manners.

These societies can be

knowledge base,

internal surveillance,

assistance in the Mortal world to protect our Kind from breaches or ability to help the clan succeed with other clans.

The Order of the Kings Justice: protects the clan from itself, by investigating wrong-doings and problems within the Clan.

The Order of Diplomats: are the eyes/ears/and mouth to the outside from the clan.

They are the ambassadors, the dignitaries who work with the other clans to maintain civility and peace.

>>>The Diplomats were created by

Noah Doverspike around 200 BC to help gather support for Rome and the Ventrue in the war against Carthage. They began as a cross between the CIA and the Secretary of the State.....they were organized to negotiate and mediate intra-clan disputes and is still in service today.

There are two sides to this order....the publicly known figures of the "Diplomats"....

and the many bookkeepers, librarians, moles, investigators and technicians who compile the vast files on anyone and everyone.

The Marques de Belver, Juan Xavier Monroy was appointed head of this order shortly after it’s inception. He holds the title of Founder. In order to fully negotiate to the best of his ability......he instituted the secret side of the order and gathered several individuals through the ages.....to research, investigate, document and database any and all information within the supernatural community and gather dossiers and collect favors from it’s more prominate figures.

Rumored to be first among the informational gathering side is at f igure only known as the Etruscan, once a famous Roman logographer, has hasn’t been seen or heard from since the Inquisition.

It is well known that the Marques has strayed into the shadows, letting his appointed, the

Lady Vanessa handle the international organization now. She has brought to the Diplomats a wealth of regales, diplomacy, and old excellence. Branches have risen in several of the countries, giving a crisscross network of information and valuable assessments of how the Clan stands within the eyes of the other Clans internationally.

The Diplomats of today are the first impression, the visible, the elite force that deals with the difficulties between Clan Ventrue and other clans. They are the ones to make the treaties, to uphold these treaties and to insure good will and harmony as best as could be handled between the clans. The diplomats resolve conflict, restore peace and respect. They are the eyes and ears and mouth from the Clan to other clans.


Aims: To insure Ventrue’s standing among the other Clans and see that the Clan,

the Council and the principles of Ventrue are enforced, respected and acknowledged.

Description: Ambassadors of the Ventrue amongst the masses.

Advantages: Generally first to receive information dealing with other clans, usually the most recognized and out-going of the Ventrue. They are called in to handle the negotiations, treaties and disputes.

They are looked favorably upon by all Ventrue, and as sought out for guidance in any potential situation dealing with any other clan.

Disadvantages: They’re either overly social more akin to the Torreador and not very in-depth or hardline Ventrue blue blood lording over the masses like a Colonial English Governor.

To become a diplomat, one must possess the art of diplomacy, be able to handle all types of negotiations, is well tempered and genteel and has the respect of their fellow Ventrue.

If your character wishes to apply for a diplomat position, select the link below.

 


International Commodities Exchange [I.C.E]:

http://www.cme.com/index.cfm

 

is the business aspect of the Clan, protecting its influential ties to the mortal world, and preventing the other Clans from dominating in those influences.

What I.C.E. Is:

Helping build up influences quickly. Training Ventrue in

methods and procedures that help organize, maintain and deploy their resources efficiently, and effectively. Building Resources to help build a strong clan presence in the Influence system. Create Unified Influence Front in the Clan and taking back what is rightfully VENTRUE.

Take control over areas of Influence, guaranteeing Ventrue Control in those areas, making it so other clans come to us to utilize these influences in such items as Masquerade breaches, payoffs, and investigations. Learn how to utilize the system more efficiently by tracking methods developed and tested. It is a society where other Ventrue can utilize for assistance if they need it. A collective body of Ventrue who help set the standards for influential needs of the Clan within the mortal society.

What I.C.E. Isn’t - OOC:

It is not a system where one is pushed, coerced or forced in any way to give up their influences because someone else said so. Each member has a right to voice their ideas, strategies and concepts to help promote the organization. It is not a system where _one_ person dictates how the influences are to be spent. Regional and individual needs are just as important and are expressed.

It is not a system where Blackmail, abuse, threats or violence is used to accomplish its goals.

And it is not tolerated.

It is not a holding system where a specific amount of banked actions are in the organization itself. It does not reveal IC knowledge that is designated private to anyone else. It is not an Elder do what I say or die society.

It is a society that helps foster Neonate and Ancilla power structures within the Clan, by giving them opportunities and methods to excel at. It does not support un-called for violence within the organization.

 


Order of Prometheus is information network, specialized in covert operations. It helps feed the other societies information that these would normally not have access to.

There are other societies that are more fraternal in nature, banding together for a common cause or political goal. These societies are more likely to be private clubs, with membership strictly controlled, and knowledge of the group kept in check.

To learn more about the individual Societies offered in the Chronicle, the links below will take you to the individual writeups that about them. These are strictly Out of Character writeups, and knowledge gained from them is not allowed in game play.

You can create your own Society within the Clan. We have provided here a template of questions you can answer to create your society. _________________________________________________________________

Global Specialty Advisor Handbook, Version 1.0

INDEX

Introduction Preface Overview of Duties Participation Giving Advice

A. Tools of the Trade Generating Information Relating to Other Positions GSA Assistants Reports Miscellaneous A. GSA Hiring Remuneration Hazards Global Specialty Advisor Handbook, version 1.0 by Steven Bronsert, with contributions by Heather Pritchett, Rob Fowler, Jenn Lyle, and others. Previous guides for Specialty Advisors, Clan Storytellers and other similar positions used in a variety of nations were also referenced in the making of this document, for which their authors have our many thanks.

The Camarilla is a trademarked term owned by White Wolf Game Studios, and is used with permission. Other references to terms and titles should not be considered a challenge to the ownership of those terms and titles.

INTRODUCTION

Preface

This handbook is intended to provide a comprehensive overview of the position of

Global Specialty Advisor (GSA)

including duties, responsibilities and authority.

The focus of specialty advisors in the Camarilla has changed over the last few years, to where the position of today’s GSA hardly resembles the original Specialist Storyteller or Clan Storyteller positions used in some countries. This handbook represents the evolution of such positions, providing the GSAs with guidelines crafted with an outlook on global relations and with the understanding we have gleaned from problems that have arisen with advisors in the past.

Overview of Duties

GSAs are a resource provided by the Camarilla’s

Master Storyteller (MST)

Their purpose is to advise players and Storytellers in the creation and play of accurately historied characters. The GSA often acts as a point of contact for groups of players seeking to join sub-groups within the specialty (such as members of secret orders), or wishing to establish inter-character relationships (such as lineages, packs and other shared histories).

The GSA has a responsibility to be knowledgeable on all pertinent White Wolf source material, so as to give advice based upon accurate, up-to-date knowledge.

It is the GSA’s duty to be (or become) familiar with the character actions and trends within the sanctioned chronicle that pertain to their specialty. This is done by monitoring any available, pertinent e-mail lists (or similar forums), such as the sanctioned global lists provided by the Camarilla.

Participation

As stated above, the GSAs are a resource. Their role encourages them to give advice and coordinate character backgrounds with a myriad of people. Some Storytellers are hesitant to let another person perform these tasks for them. The decision to utilize the GSA resource is made by each

National Storyteller (NST)

Nations that opt into the system may appoint

National Specialty Advisors (NSAs) to act as liaisons between the various GSAs and the members of their countries. In cases where the NST does not do so, GSAs will often appoint assistant GSAs to fill the same role, but such officers report to the GSA rather than the NST. Some NSTs may opt not to make use of the GSAs. In either case, the

NST’s decision will be documented by the

office of the VP-ST.

Members themselves are not required to interact with the GSA when creating or playing their character. GSA approval is not a prerequisite for any special approval items, or to hold any position within the specialty. That said, members should take into consideration that the GSA is in a position to provide valuable assistance to members, and its generally within their best interests to work with the GSA. This is especially true of specialty areas that typically rely upon stratified hierarchies, such as the Ventrue and Tremere clans.

GIVING ADVICE >>>Tools of the Trade

The three most useful tools of the

GSAs are e-mail lists, World of Darkness resource material, and websites. Each of these is important for the gathering and dissemination of information appropriate to the specialty.

The GSA should maintain a high profile on any related out-of-character e-mail list that is pertinent to their specialty, either personally, or through an assistant or representative. It is important to appear accessible, as the majority of members served by the GSA office will make contact directly,

not through other Camarilla offered services like lists or forums.

 

Some GSAs find it useful to run regular "office hours" on IRC in order to field questions and otherwise provide regular support to the membership.

Source material from White Wolf is another of the tools needed to perform the GSA duties. GSAs should make themselves familiar with all relevant source material, including but not limited to clanbooks, tribebooks, and other White Wolf publications pertinent to their specialty. They should make themselves familiar with any additions or alterations to said material that have been provided through the office of the MST for the purpose of being used in the Camarilla’s sanctioned chronicle.

Perhaps the most important tool at the disposal of the GSA is the World Wide Web.

Web pages can provide a vast array of information to a dispersed audience. Regular updates and good organization/formatting are critical to making the GSA’s site useful to players and Storytellers. It is recommended that the GSA’s website

be divided into three sections,

one for new (potential) players,

one for regular players, and

one for Storytellers.

This allows the GSA to affect his or her three most common target audiences.

The

"potential players" section is used to recruit members who are deciding on what their next

(or first) character should be. This allows the GSA to provide selling points for playing the clan, overviews of special or secret societies and anything else to draw players into the specialty. It is a starting off point for new players to get them involved with other groups of players that the GSA can connect them to.

The

"regular members" section is used for disseminating information to members who are already playing within the specialty. Such information can include suggested MET write-ups of table-top powers that members might want to apply for,

essays on how to play certain roles within the specialty, recommended lore charts, or any other bit of information that regular players might want to occasionally access.

Remember that the majority of information

that the GSA will generate concerning the specialty is entirely suggestive in nature, except those parts that the are produced in conjunction with the MST. (See the MST section of Relating to Other positions, below.)

The

"Storyteller" section should include specialty-related plotkits and any related information, such as reports on how various storytellers are handling them, any unforeseen pitfalls that have arisen, etc. (See the MST section of Relating to Other positions, below.)

This section should be password-protected, though the GSA or webmaster should be willing to give out the password to any Storyteller that asks.

Relating to Other Positions

The office of the MST maintains the GSAs. While GSAs are not Storytellers,

the officers they work with are more often Storytellers than any other position. This section lists some commonly dealt with positions, and how the GSA is most likely to interact with each.

Moderators

The GSA should have a close working relationship with the moderator of the global list that is associated with their specialty. Such lists are the primary source of the GSA’s visibility, and where the GSA will glean most of their information concerning the current activities of the characters within their specialty. Both the GSA and the moderator monitor the posts to that list, and can occasionally be of assistance to one another. It is within reason for the GSA to ask permission to occasionally post out-of-character messages on an in-character list on a case don’t maintain a good working relationship.

Coordinators

Various levels of coordinators may occasionally call upon the GSA in order to confirm Prestige recommendations, or to provide similar information. This is usually the extent to which GSAs interact with coordinators.

Local Storytellers

Chapter/Domain Storytellers are the ones most likely to run plotkits provided through the office of the MST, and most likely to desire advice or support in running them. In addition, these Storytellers may come to the GSA seeking advice on applications for high-level approvals within the specialty.

Often, individual Storytellers can often find themselves in the position of having to deal with a

very specific event in which they personally have little knowledge. This is when they come to the GSA seeking advice. The topics of their questions can range from how to have a new character start with

higher-than-average rank within the Tremere clan, to how to run an elder rank challenge for a Get of Fenris.

On rare occasion a Storyteller might ask the GSA to assist them more directly with writing scenes or helping run scenes. This is acceptable, but the GSA must understand that they are "assisting" the Storyteller and only act at their direct request. When working with players, the GSA must be clear that their actions are at the behest of the original ST and the GSA must mention any hands-on plot help in their monthly reports.

 

 

Regional Storytellers

Storytellers at this level usually (though not always) have less contact with the GSA than local Storytellers. Their interaction most often involves seeking advice on special approval items that relate to the GSA’s specialty, but can include any of the issues that local Storyteller bring up.

Regional Storytellers might also occasionally seek assistance with the issues listed for local Storytellers, or with any number of unique issues specific to the workings of their office.

National Storytellers

The National Storytellers

are most often interested in the GSA’s assessment of current events within the specialty. They use this information primarily for creating and moderating national storylines, and generally keeping abreast of trends that affect the specialty.

National Storytellers might also occasionally seek assistance

with the issues listed for local Storytellers.

Master Storyteller

The MST provides plotkits to be run by individual Storytellers, but often a GSA will author and submit the original draft. A plotkit’s final write-up is made available to a group of Storytellers, and gives them detailed instructions on how to run a certain plot. The kit could be anything from a short reusable

"How to Run a Gangrel Gather" or "How to run Silver Fang Court", to a more complicated (and possibly time dependant)

"How to transition your PC Malkavians to Dementation". GSAs are encouraged to write plotkits to be made available to Storytellers through the MST.

Aside from plotkits, the MST will often call upon the GSAs for assistance with miscellaneous informational projects.

The MST’s office often spearheads such projects to provide greater detail to the sanctioned game’s World of Darkness than what the White Wolf sourcebooks have given.

 

GSAs are in part diplomats and ambassadors, and when they deal with other position holders, they should maintain an awareness of the fact that they represent the office of the MST. As members of that office’s staff, their words and actions reflect directly upon the professionalism of the MST office.

 

In any case, a GSA can call upon the MST, the Settings a

MST,

the

Global Relations Advisor (GRA), or another member of the MST’s staff for assistance in contacting or composing e-mail to other officers of the Camarilla. If in doubt, it is acceptable to seek the assistance of the MST staff in your correspondence.

GSA Assistants

Sometimes it is difficult for a GSA to perform all of their duties without the aid of

assistants (aGSAs).

This is especially true of the Camarilla/Anarch venue, which the majority of the organization’s players participate in.

GSAs commonly have assistants to help players by coordinating lineages or common ancestry. Many GSAs maintain an assistant solely dedicated to the creation and updating of the GSA’s website.

Some have an assistant that aids in monitoring the (often) dozens of in-character e-mail lists that players create and maintain themselves which relate to the GSA’s specialty. An assistant can be hired for any number of different tasks that will assist the GSA by lightening their workload.

Great care should be taken in the selection

of assistants.

A GSA’s assistants reflect upon the professional nature of his or her office, just as the GSA’s behavior reflects upon the office of the VP-ST. They are hired and fired at the whim of the GSA, and the extent of their duties is limited to whatever portion of the GSA’s duties that the GSA prescribes to them.

When a GSA leaves office, that GSA’s assistants can no longer be lent those duties, as those duties are no longer the GSA’s to prescribe. Arrangements can be made through the GRA for one or more assistants to continue working on projects or providing player services if there is a special need, until such a time as a new GSA is hired.

 

Any prestige awarded at that time will be

recommended from the GRA.

Finding reliable aGSAs isn’t as easy as it may sound. A lot of members seek to attach themselves to a high level position as an assistant so as to find an easy source of regular Prestige points.

Most of these people will be incommunicative and unproductive after being hired.

If a GSA finds themselves in the position of having such assistants, they shouldn’t be afraid to fire them. Unproductive assistants are detrimental to the GSA, preventing him or her from meeting their goals, simply by failing to execute the duties proscribed to them.

 

A lethargic or unproductive assistant that is assigned the duty of being a contact person for members seeking assistance can be disastrous.

All assistants should be required to produce monthly reports.

The GSA is expected to make mention of each assistant’s activities within his or her own report, so requiring aGSAs to report is important.

Like the GSAs, aGSAs do not receive Prestige in an amount that is comparable to many offices that do similar work, so it is important that the members of the GSA’s staff be motivated by a genuine interest in the success of the specialty and the venue.

Because of this, GSAs will most often find good assistants among those members who are already playing characters within the specialty. Calls for applications tend to be most successful when sent over the in-character or out-of-character e-mail lists that are linked to the specialty. In the case of posting an out-of-character call for applications to an in-character list, make sure to get the permission of the list moderator in advance.

The GSA should not be afraid to require resumes from hopeful applicants. If a member can’t be bothered to write a resume, how will they be bothered to write a monthly report? Most applicants will indicate the effort they intend to put into the position by the effort they put into their resume. When scoring resumes, the GSA should be well served to check up on listed references, or with the supervising officers of any positions the applicant listed on their resume.

Performance in previous positions is a good indicator of the applicant’s capability or willingness to perform overall.

 

 

Reports

The GSA is required to submit a monthly report detailing activities for the month prior, and pointing out any in-character trends that the players of the specialty are moving toward, and how the various National Storytellers may wish to incorporate that information into their stories. The GSA’s monthly report is due by the first day of the following month.

The Settings aMST will provide a report template for the GSAs to use. In the report it is essential for the GSA to relay their activities for the previous month, as well as the activities of their assistants. This information may not really come out in the normal course of writing a report and the Settings officer is obliged to seek assurance that the GSA is active and attending their responsibilities.

With the summaries should be listed up-to-date contact information for each staff member, as well as the GSA’s Prestige recommendation for their assistants. This information comprises the core of the administrative portion of the GSA’s report.

MISCELLANEOUS

GSA Hiring

Persons interested in applying for a GSA position should send a standard resume (with cover letter) that details both real world and Camarilla experience to the Camarilla’s office of Human Resources, as per the Tome of the Camarilla. In addition, the following questionnaire should be attached to the resume.

GSAs are not Storytellers. How will you be able to add to the chronicle with this in mind? If someone wants to join your team whose character has a regional or higher position within the specialty, how will you handle denying him or her the position? How would you handle the following situation?

"A player contact you for assistance with a concept that is inherently (and nearly irresolvable) flawed. The player says he has already talked to his CST and DST. Now he wants you to help integrate it into the clan/tribe/kith/tradition.

What would be your primary goals as GSA?

Bearing in mind that GSA is a global position,

How do you see the office of GSA interacting with CSTs?

With DSTs? With RSTs? With NSTs?

With the GRAs? With the AVPST-Settings?

WIth the VPST?

How would you organize the aGSAs beneath you,

if you choose to have any?

What good qualities do you think are needed for a successful GSA

and how do you demonstrate them?

What are some expectations you think GSAs should be held to?

(Expectations could include such things as turn-around time on answering e-mails,

visibility on public lists, etc.)

What three areas would be your greatest challenges

if you were selected to be a GSA?

In other words, what are your three greatest weaknesses in regards to holding and being successful in this position?

 

Moreover, how would you plan on overcoming these challenges or compensating for your personal weakness?

Please provide 5 Camarilla members who might act as references for your application.

Please provide contact information as well.

The Global Relations Advisors (GRAs) and AVPST-Settings

will assign a 1–5 ranking for each applicant

and present their findings

to the National Storytellers.

The VP-ST will hire a GSA after a consensus is formed among the participating

National Storytellers.

The Settings officer or the VP-ST can terminate GSA employment at will. If a GSA misses two consecutive reports, or develops a history of late, missing or incomplete reports, that GSA’s position will automatically be put to the VP-ST staff to review for turnover.

Additional grounds for termination include inappropriate conduct in public or in public forums, such that reflects poorly on the office of the GSA and the VP-ST.

Remuneration

GSAs receive a standard monthly award of 25 General Prestige and 5 National Prestige in the administration category, providing they submit an on time and complete report.

The GSA’s monthly award is recommended by the GRA and confirmed by the Vice President of Storytelling.

The monthly award for aGSAs is recommended by the GSA and confirmed by the VP-ST. The standard award is up to 20 General Prestige, providing they have submitted an on time and complete report.

"Exemplary Activity"

Prestige awards are available for both GSAs and aGSAs, based on recommendations made to the VP-ST by the Settings officer, the GRA or the GSA.

Such awards are rare, and recommendations are only confirmed by the VP-ST for activity far above and beyond the call of duty.

 

In a kitchen with as many cooks as the Camarilla,

it is important not to over season anyone else’s stew. What this means is that there are many Storytellers out there who have created and maintain a myriad of stories and backgrounds for their players characters. It is important that the GSAs remember how advice they give players can affect these things. When advising a player on history or helping to connect them to lineages or secret organizations within the specialty, the GSA should be mindful of how such things will impact a city or country’s game, and should take steps to include the player’s Storyteller(s) in such conversations.

The GSA position is not intended to be one that controls the specialty area.

They are not responsible for selecting who can be in what secret society, who qualifies to be of a certain rank, etc. They can advise players and make recommendations to Storytellers to affect these things, but they do not have the authority to make such decisions.

To maintain the hands-off image, the GSA (and members of his or her staff) are forbidden from being the moderator for the specialty’s associated global list. They can moderate non-TAMU or unofficial lists if they desire.

This ensures that any delays in a member being subscribed to the list cannot be blamed on the GSA, or attributed to them not wanting that person to play within the specialty.

Further, the GSA and their staff are forbidden from playing characters that hold a higher than city-level position within the specialty.

This prevents the impression of the GSA’s office controlling the specialty through its high-ranking characters.

 

A Treatise on Etiquette

"For as laws are necessary that good manners be preserved, so there is need of good manners that law may be maintained."

Machiavelli

 

 

What is Etiquette?

The Etiquette of Status

The Etiquette of Dealing with One’s Elders

The Etiquette of Dealing with One’s Inferiors

The Etiquette of Dealing with One’s Peers

The Etiquette of the Hunt

The Rules of Engagement

The Etiquette of Board Meetings

What is Etiquette?

"For when the one great scorer comes to write against your name, He marks not that you won or lost - but how you played the game."

Grantland Rice

Think of etiquette, if you like, as the oil that greases the wheels of all interactions between individuals, groups and institutions.

If you know the rules then you can play the game and at the end of

90 minutes it’s balls in the back of the net that count... oh yes. And if there seem to be a lot of rules, it’s because they are all inclusive, the proper etiquette will cover all aspects of your existence.

In time you may become such a true master that you need never think ‘what is the correct protocol for tying my shoelaces’ but merely do it. For most of my readers this state of grace is something that can only be aspired to, and so, gentle reader, it is my pleasant task to guide you through the intricacies of the great game. Good luck and fair winds follow you!

The Etiquette Of Status

"What boots it, thy virtue; What profit thy parts While one thing thou lackest- The art of all arts, The only credentials; Passport to success, Opens castles and parlours; Address, man, address?"

Emerson

The protocols for speaking with other cainites will form a vital part of the rest of your existence, gentle reader, and it is important to remember that the

main use of etiquette is to smooth all social interactions and remove needless antagonism, even when a full and frank exchange of views is to be held.

It should be no surprise that the correct protocols vary greatly with respective status. This means that it is vital to gain an idea of the relative status of another cainite as soon as possible when interacting with them.

An important first step is clan. In most social interactions it is considered polite to state one’s clan as part of any introduction. This will also encourage the other kindred to respond appropriately.

Whilst it is important to observe the niceties with members of our own clan who appreciate such things,

Brujah rabble and Gangrel outsiders do not require such delicacy. It has been said that this is a form of social stigmatism but I say ‘Nay’, it is simply a truth that many of these creatures feel uncomfortable within the bounds of civilised behaviour.

A careful attention to detail, such as the manner in which a cainite walks, how he dresses, whether he defers to his own elders, his manner of speech, will give an impression of the way in which he wishes to be addressed.

Until you are certain of relative status, it is generally safest to humour this.

The use of polite witticisms in conversation is usually frowned upon unless you are a master of the art (as I am myself), or have reason to believe that your conversational partner has a sense of humour.

If this is the case, however, it is a certain way of relaxing the tone of an altercation.

The use of irony, in particular, to soften the blow of a necessary reproof cannot be overestimated, provided that the other cainite is sufficiently aware to catch the intended meaning.

 

It should -always- be possible to discuss matters of business or personal interest with other Ventrue without raising the temperature, and at the risk of generalising, it may be said that many Toreador

can also be relied upon to uphold a civilised level of conversation. In cases where mere conversation is not sufficient to settle the point, then I refer you, gentle reader, to following chapters.

Etiquette For Dealing With Elders

"Curtsey while you’re thinking what to say, it saves time."

Lewis Carroll

"Old age and treachery will overcome youth and skill."

Be in no doubt as to the wisdom of deferring to your own elders, by the certain fact of the status they hold, they are deserving of your consideration. It is also true that by using the

correct protocols an elder wil pay more attention to your opinions, at least in the first instance.

When your elder enters a room, it is correct to stand as a token of regard, unless there are kine present in which case a simple nod is sufficent. Do not address your elder beyond a formal politeness unless he addresses you first, or has given you permission to speak.

 

 

The correct forms of address could fill a vast tome, if you are not certain as to which is apropriate then you have to option of listening to how others address him, or simply asking and apologising for your own ignorance in the matter.

It is always appropriate to apologise to one’s elders for any real or imagined failing in your own etiquette. It implies that you are willing to accept their judgement and advice and create a good impression.

So, it is always appropriate to turn up to any meeting approximately 5 minutes after the agreed time. This will give you something to apologise for immediately and will get the meeting off on the right foot.

Never criticise your elder in public unless you are doing so specifically to draw another into the same trap, it will reflect badly upon your own status. It may also lead to more serious repercussions... When your elder makes a suggestion, it is appropriate to

agree to it in principle, although unnecessary to speak at great length about the merits of the proposed plan. However, it is not a kindness to withhold your own reservations about any course of action. Make free use of apologies (see above) for your own short-sightedness and failings, and ask permission to speak your mind.

An important consideration, gentle reader, is that even when your elder is wrong, he is right.

Etiquette For Dealing With Those Of Lower Status

"The difference between a lady and a flower-girl is how she treats others, not how she is treated."

George Bernard Shaw

When speaking with kindred who, either because of being younger in years or less fortunate in their breeding than yourself, remember at all times that merely by hearing them out, you are marking them as favoured and improving their own status.

Expect them to be grateful for this sign of favour and to show it in respect for your opinions and deferment to your superior judgement and experience.

Whilst their opinions may be shallow, narrow-minded or simply foolish, by encouraging lower status kindred to offer their thoughts, you are preparing the ground for the day when their thoughts may genuinely be worth something.

 

 

A Treatise on Etiquette

"For as laws are necessary that good manners be preserved, so there is need of good manners that law may be maintained."

Machiavelli

 

 

What is Etiquette?

The Etiquette of Status

The Etiquette of Dealing with One’s Elders

The Etiquette of Dealing with One’s Inferiors

The Etiquette of Dealing with One’s Peers

The Etiquette of the Hunt

The Rules of Engagement

The Etiquette of Board Meetings

 

What is Etiquette?

"For when the one great scorer comes to write against your name, He marks not that you won or lost - but how you played the game."

Grantland Rice

Think of etiquette, if you like, as the oil that greases the wheels of all interactions between individuals, groups and institutions.


 

If you know the rules then you can play the game and at the end of 90 minutes it’s balls in the back of the net that count... oh yes. And if there seem to be a lot of rules, it’s because they are all inclusive, the proper etiquette will cover all aspects of your existence.

In time you may become such a true master that you need never think ‘what is the correct protocol for tying my shoelaces’ but merely do it. For most of my readers this state of grace is something that can only be aspired to, and so, gentle reader, it is my pleasant task to guide you through the intricacies of the great game. Good luck and fair winds follow you!

The Etiquette Of Status

"What boots it, thy virtue; What profit thy parts While one thing thou lackest- The art of all arts, The only credentials; Passport to success, Opens castles and parlours; Address, man, address?"

Emerson

The protocols for speaking with other cainites will form a vital part of the rest of your existence, gentle reader, and it is important to remember that the

main use of etiquette is to smooth all social interactions and remove needless antagonism, even when a full and frank exchange of views is to be held.

It should be no surprise that the correct protocols vary greatly with respective status. This means that it is vital to gain an idea of the relative status of another cainite as soon as possible when interacting with them.

An important first step is clan. In most social interactions it is considered polite to state one’s clan as part of any introduction. This will also encourage the other kindred to respond appropriately.

Whilst it is important to observe the niceties with members of our own clan who appreciate such things,

Brujah rabble and Gangrel outsiders do not require such delicacy. It has been said that this is a form of social stigmatism but I say ‘Nay’, it is simply a truth that many of these creatures feel uncomfortable within the bounds of civilised behaviour.

 


A careful attention to detail, such as the manner in which a cainite walks, how he dresses, whether he defers to his own elders, his manner of speech, will give an impression of the way in which he wishes to be addressed.

Until you are certain of relative status, it is generally safest to humour this.

The use of polite witticisms in conversation is usually frowned upon unless you are a master of the art (as I am myself), or have reason to believe that your conversational partner has a sense of humour.

If this is the case, however, it is a certain way of relaxing the tone of an altercation.

The use of irony, in particular, to soften the blow of a necessary reproof cannot be overestimated, provided that the other cainite is sufficiently aware to catch the intended meaning.

 

 

It should -always- be possible to discuss matters of business or personal interest with other Ventrue without raising the temperature, and at the risk of generalising, it may be said that many

Toreador

 

can also be relied upon to uphold a civilised level of conversation. In cases where mere conversation is not sufficient to settle the point, then I refer you, gentle reader, to following chapters.

Etiquette For Dealing With Elders

"Curtsey while you’re thinking what to say, it saves time."

Lewis Carroll

"Old age and treachery will overcome youth and skill."

Be in no doubt as to the wisdom of deferring to your own elders, by the certain fact of the status they hold, they are deserving of your consideration. It is also true that by using the

correct protocols an elder wil pay more attention to your opinions, at least in the first instance.

When your elder enters a room, it is correct to stand as a token of regard, unless there are kine present in which case a simple nod is sufficent. Do not address your elder beyond a formal politeness unless he addresses you first, or has given you permission to speak.

 

The correct forms of address could fill a vast tome, if you are not certain as to which is apropriate then you have to option of listening to how others address him,

or simply asking and apologising for your own ignorance in the matter.

It is always appropriate to apologise to one’s elders for any real or imagined failing in your own etiquette. It implies that you are willing to accept their judgement and advice and create a good impression.

So, it is always appropriate to turn up to any meeting approximately 5 minutes after the agreed time. This will give you something to apologise for immediately and will get the meeting off on the right foot.

Never criticise your elder in public unless you are doing so specifically to draw another into the same trap, it will reflect badly upon your own status. It may also lead to more serious repercussions... When your elder makes a suggestion, it is appropriate to

agree to it in principle, although unnecessary to speak at great length about the merits of the proposed plan. However, it is not a kindness to withhold your own reservations about any course of action. Make free use of apologies (see above) for your own short-sightedness and failings, and ask permission to speak your mind.

An important consideration, gentle reader, is that even when your elder is wrong, he is right.

Etiquette For Dealing With Those Of Lower Status

"The difference between a lady and a flower-girl is how she treats others, not how she is treated."

George Bernard Shaw

When speaking with kindred who, either because of being younger in years or less fortunate in their breeding than yourself, remember at all times that merely by hearing them out, you are marking them as favoured and improving their own status.

Expect them to be grateful for this sign of favour and to show it in respect for your opinions and deferment to your superior judgement and experience.

Whilst their opinions may be shallow, narrow-minded or simply foolish, by encouraging lower status kindred to offer their thoughts, you are preparing the ground for the day when their thoughts may genuinely be worth something.

 

So it is worth cultivating an air of attentiveness, nod from time to time, ask polite questions by rephrasing their last sentence while you are occupied with other thoughts.

If indeed it is something that you may need to devote attention to, it may be advisable to ask the cainite

to offer his opinions in writing so that you may give them the attention they deserve.

If, for any reason, you need to rebuke a lower status kindred be aware of whether the infringement was

intended or simply due to ignorance.

Not all kindred are fortunate enough to have as good a grasp on the social niceties as you do yourself, gentle reader. A lesson in etiquette from an elder is something which not all kindred will see as a gift and may need to be pointed out more forcefully. However, it shoud be possible to do this without resorting to a show of strength, in fact it is desirable to avoid a show of strength as this is generally considered to be poor etiquette.

Etiquette Of Dealing With One’s Peers

"Play up! Play up! and play the game"

Henry Newbolt

 

Deal with your peer with courtesy and all due politeness, gentle reader, and you will engender in him a respect for your own judgement that may be quite out of proportion to anything you actually have to communicate.

Trust is a rare and valuable commodity indeed, and cannot be conveyed by mere politeness, but by engendering a reputation as one who can discuss even matters that bear against yourself in a true and courteous fashion, you will convey an impression of yourself as an honorable man or woman. The importance of impressions such as this cannot be overestimated.

 

 

The Etiquette Of The Hunt

"D’ye ken John Peel with his coat so grey, as he rides to his hounds at the break of day. From a meet to a scent, from a scent to a view, from a view to a kill in the

morning."

Anon.

 

The reader will no doubt be familiar with a number of preferred methods for hunting and each cainite will tend to keep to his own usual hunting grounds and his own methods. A full discussion of the tradition of domain is not the subject of this text, but it is also considered polite to acknowledge another kindred if you should hunt in their preferred areas, whether they be ‘public’ or not.

This as opposed to an area which may be held by an elder or favoured kindred as their own personal and private domain by gift from the Prince.

In this latter case, the usual formalities for acknowledging domain take precedence. However, in the former case, in which a shared or public domain is your hunting ground, by choice or necessity, acknowledgement may be as simple as a shared glance or a nod. If it is the case that your preferred type of prey is similar to that of another Ventrue then you may wish to confer via small notes or agreed hand gestures as to which of you will approach a likely vessel.

This is one of the few cases where is it permissible to confer with your elder on level terms. Openly competing with another cainite for the same vessel is poor form.

It is appropriate to allow your competitor the victory and then require him to tender you another vessel in the future in exchange.

Hunting will usually be divided into three phases,

scouting,

luring and

feeding and, gentle reader,

you will need no reminder of the importance of maintaining the masquerade at all times.

 


The Rules Of Engagement

It is a sad truth that there will be occasions when a dispute arises between two of our clan over a matter of honour. The custom of duelling is one which has arisen to meet a need in our society, viz. the settlement of a matter of honour without resort to bloodfeuds or protracted disputes which may be damaging not only to both involved but also to the reputation of our clan in general. So with no more ado I here present the most basic customs of the challenge, the acceptance and the duel. It should be noted that local customs and traditions will tend to take precedence over the more general case. In cases of disagreement it is usual for the principals to reach a private agreement before proceeding. It should also be noted that many elders disapprove of duelling and you should in all cases be guided by their example.

The traditional way of challenging another to a duel is to strike them in the face with a gauntlet or glove and then let it fall at their feet. By taking up the gauge, the challenged man or woman accepts the duel. Be warned that to challenge someone of much higher or lower status than yourself is considered something of a breach of etiquette. Your superiors are likely to laugh at your temerity, and challenging those of radically lower status is likely to have detrimental effect on your own status. It is also possible at this time to select a ‘champion’ to act as a proxy for one of the principals, in the case that one or the other is otherwise rendered incapable of performing their part.

Once the challenge is accepted, both parties declare who their ‘second’ is to be, typically this will be another kindred who is known and trusted. It is a great honour to be chosen as a second by one of higher status and carrying out the second’s duties well will tend to increase clan status. It may also be appropriate to request an elder to perform this task, which will incur some small debt on your behalf; the formal declaration of trust is however, well worth it. After the gauge is taken up and seconds announced, it is customary for the principals to confer only via their seconds and not speak directly until the duel has been successfully concluded.

Arrangements for the duel are concluded as follows. The challenged chooses the weapon (the honourable choices are usually restricted to duelling rapiers or pistols, although weapons of many other types have been used and it is not unheard of for duels to be fought over games of cards or chess. It is not considered honourable to fight a duel with a weapon capable of doing a massive amount of damage such as a sub-machine gun unless you both have access to suitable armour/ tanks. Resolving a dispute by means of bare-knuckle fighting is considered somewhat below the salt, as t’were, but if needs must, then the

Marquess of Queensbury Rules apply).


Marquess of Queensberry rules

code of rules that most directly influenced modern boxing. Written by John Graham Chambers, a member of the British Amateur Athletic Club, the rules were first published in 1867 under the sponsorship of John Sholto Douglas, ninth marquess of Queensberry, from whom they take their name. The rules are as follows:

Rule 1—To be a fair stand-up boxing match in a 24-foot ring, or as near that size as practicable.

Rule 2—No wrestling or hugging allowed.

Rule 3—The rounds to be of three minutes' duration, and one minute's time between rounds.

Rule 4—If either man falls through weakness or otherwise, he must get up unassisted, 10 seconds to be allowed him to do so, the other man meanwhile to return to his corner, and when the fallen man is on his legs the round is to be resumed and continued until the three minutes have expired. If one man fails to come to the scratch in the 10 seconds allowed, it shall be in the power of the referee to give his award in favour of the other man.

Rule 5—A man hanging on the ropes in a helpless state, with his toes off the ground, shall be considered down.

Rule 6—No seconds or any other person to be allowed in the ring during the rounds.

Rule 7—Should the contest be stopped by any unavoidable interference, the referee to name the time and place as soon as possible for finishing the contest; so that the match must be won and lost, unless the backers of both men agree to draw the stakes.

Rule 8—The gloves to be fair-sized boxing gloves of the best quality and new.

Rule 9—Should a glove burst, or come off, it must be replaced to the referee's satisfaction.

Rule 10—A man on one knee is considered down and if struck is entitled to the stakes.

Rule 11—No shoes or boots with springs allowed.

Rule 12—The contest in all other respects to be governed by revised rules of the London Prize Ring.

 


The challenger chooses the place, the challenged chooses which disciplines of the blood will be counted valid for the duration of the bout and the challenger chooses the time of the bout.

All of these discussions are, naturally concluded via seconds. It is also the duty of the seconds to be present at the bout in order to ensure fair play on both sides, in accordance with whatever was agreed previously. In case of a duel by combat the seconds have the right to inspect both weapons before the bouts, and it is also the duty of the second to assist his principal from the field of combat if necessary.

It is not necessary to remind you, gentle reader, that a duel to the death will inevitably result in a breaking of the Tradition of Destruction. It is by no means unknown for a blood hunt to be called on the winner of such a duel as well as both seconds who assisted in it. How much more proper is an agreement to fight to first blood, or until one of the principals yields the point?

If you have something to contribute to the debate once the meeting is under way then remember that it is unseemly to express yourself in emotional outbursts. Take a moment to compose your thoughts and then catch the chairman’s eye, when he acknowledges you then you may make your point in a clear and consise fashion.

A competent chairman will not allow the meeting to degenerate into an incoherent argument, but it is equally the responsibility of all present to ensure that the business of the meeting is brought to a satisfactory conclusion.

A formal copy of the minutes of the meeting signed by both the secretary and the chairman is customarily distributed to all members some days after the meeting itself.

The role of the secretary is formally to assist the chairman in any way that might be required and to take the minutes of the meeting. This will usually include sending out the agenda and calling notice, taking responsibility for the hospitality arrangements for any guests of the directorate, ensuring that accomodation for the meeting is in order, and that any required furniture, overhead projectors, whiteboards etc are available. It is usual for the secretaries duties to be entrusted to a neonate or to a retainer of the chairman.

It is the role of the chairman to ensure that the meeting accomplishes it’s formal requirements and that clan matters are resolved in a manner which suits all parties. Gentle reader, whilst it may never fall to your part to chair a board meeting, there are some elders who prefer to rotate this duty, and it is in any case instructive to consider the chairman’s viewpoint and obligations. It is a truth that the easiest way to control the outcome and decisions made by a meeting is from the chairman’s seat. An accomplished chairman can control a meeting in many ways, including a

careful setting of the agenda,

control of the written output of the meeting via the secretary, and a careful

choice of dates and times.

Sadly, it is not unknown for members of our clan of mine own aquaintance (who I shall not name here) to ensure that a vote goes according to their will by arranging that powerful opponents are elsewhere when the vote is taken.

It is often possible to arrange a proxy vote in advance if this seems likely to occur. Similarly, whilst it is considered unmannerly to influence the course of a discussion by means of disciplines, this is also not unknown.

 

More mundanely, it is incumbent upon the chairman to attempt to ensure that the meeting moves through all of the items on the agenda in the allotted time.

It is not uncommon for a single item of discussion to drag on for hours as old scores and minor points are brought up,

IF the meeting is not rapidly steered back on course. A competent chairman may do this by

asking the main parties to discuss the matter in private and come back with an agreed solution by the next meeting.

In the case in which urgency is a factor, this course may not be possible and it falls to the chairman to decide which agenda items must be dropped if time is running short.

If the meeting will not be brought to order by any other means then it is appropriate for the chairman to stand up. This customarily is a formal request for all at the table to be silenced, until the chairman retakes his seat. In the unlikely case that one or more members of a board will not be brought to order then again it falls to the chairman to exclude them or banish them from the table, pending further action.

Local directorates will have their own customs as regards the establishment and disestablishment of a chairman, but it is usual for there to be a consensual means for an unpopular or incompetent chairman to be voted out. This is usually considered to be a last resort, due to the flurry of politicking which invariably follows such a move.

As in all cases,

business which is private to the board should not be communicated to outsiders.

It is never appropriate for members of our clan to air their dirty linen in public, as the associated loss of status affects us all.

 


addendum


Who?
What?
Where?
When?
How?
Why?

Ventrue: A View from Without

The Ventrue are often considered to be the leaders of XXX society. This clan of Blue Bloods holds enormous influence in both mortal and Kindred affairs.

The clan stereotype of businessmen and politicians is seemingly valid,

since the Ventrue prefer to Embrace those who can hold their own in the arena of political and economic conflict. Many Camarilla Princes come from the Blue Bloods, and the clan is without doubt one of the strongest pillars of the Camarilla sect.

The Ventrue use their political and financial power to further the goals of the sect, and of course their own goals. The Ventrue are powerbrokers and manipulators of the purest pedigree, carrying their ‘burden’ of responsibility with stoic calm. They claim that without their guiding hand, the Camarilla would have fallen centuries ago. Unfortunately, their claim may hold truth. The Ventrue’s aid in the growth of the sect is not easily overestimated. Yet many Kindred of this clan seem to pursue power only for the sake of power, gathering more wealth and influence for themselves.

The Ventrue have also

influenced the advance of mortal society a great deal. Old ties with the Roman Church still exist, although the Blue Bloods have always had to contend with the

Lasombra in the halls of the Vatican. The Ventrue are also said to have been one of the driving forces behind the Christian Crusades, and other mortal conflicts are credited to this clan in varying degrees.

The

Brujah hold their own grudges against the Blue Bloods, as the Ventrue are said to have played a great role in the fall of ancient Carthage.

Rumors are whispered that the Ventrue Antediluvian found his end at the hands of a Brujah, but one is never wise to utter such suspicions in the face of a Blue Blood. A Ventrue’s anger is easily invoked in this manner.

During the Anarch Revolt, a large group of Ventrue shed the shackles of their clan and joined the fledgeling Sabbat. Their chivalrous natures ensured their place as protectors and knights in the Sword of Caine, and the Ventrue Antitribu are among the fiercest defenders of the Sabbat sect.

The Ventrue continue to build their power, ever spreading their influence in the hopes of guiding the Cainite race to a new, glorious future.
A future under their leadership, of course.

 

A Ventrue’s Commentary on the Ventrue

It is unfortunate that all other XXX see the Ventrue as power-hungry elitists who care for nothing but wealth, status, and prestige. Even more unfortunate is the number of Ventrue who play to this stereotype, becoming mere caricatures of what it means to be Ventrue. Everyone knows who these XXX are — the pompous, the arrogant. These XXX are the ones you find comparing the sizes of their corporate and political empires.

How easy it is to manipulate the power-mad. How elementary it is to play the strings they entangle themselves in — are they the puppeteers or the puppets themselves?

It should not be surprising how many so-called manipulators find themselves ensnared in the plots of the

Tremere. How many would-be Princes have lost their souls to infernalist machinations? Far too many.

Yet their numbers grow. Is it any wonder why the Camarilla is in such a sad state, one wonders?

It is to be argued, however, that any single body of government will have its share of untalented bureaucrats. As the

Toreador is plagued by the faux artistes, as the Brujah must deal with the merely antisocial, so must the Venture have its

shortsighted political warlords.

For within this ponderous mass of mediocrity lie the Kindred’s most brilliant manipulators.

These Ventrue are those we cannot see, those that voice their decrees from where we cannot hear.

These are the Ventrue that hold the Camarilla together through their machinations, the Ventrue that seek power not for its own sake, but for the sake of leading a Camarilla united underneath their guidance against their enemies. These are the Ventrue to be reckoned with. These are the true kingmakers.

And perhaps these Ventrue hide behind a carefully maintained flock of pompous, arrogant, blustering, powermongering — yet highly visible — fools.

The next time you think of the Ventrue as a fractured clan of backstabbing bureaucrats, remember what you have read here.

 

Ventrue: The Silent Art of the Monitor


As Ventrue, we all understand the importance of knowing when to sit, shut up and pay attention. If you don’t, well, I hate to say it but I’m afraid you’re just not going to last much longer. Don’t get me wrong. There are times when you have to stand up and assert yourself. Be that as it may, you know by now that, as Sun Tzu once said, it is the mark of the wise man who knows when to fight and when not to fight; more often than not, it is better to stay the hand and keep one’s dignitas.

To understand one’s enemy, you must learn about one’s enemy. This means careful study, not abject, meaningless loathing. Sure, she made a wormfeast our of your VP-Finance just before the merger went through. Sure, she must pay. But instead of blowing everything you have fought for with hasty retribution, bite your ego, knock up a blood doll or two and get a grip on the situation. The time has come for patience.

That’s the first rule of surveillance, and quite frankly, it’s a no-brainer. If you don’t have any patience, well, might as well go for a walk in the woods now and get it over with. Careful surveillance requires concentration, focus, and above all, patience.

Now that we understand that, the question becomes: how do we go about our surveillance? We can watch her, to be sure. However there are plenty of ways to watch someone or something; simply keeping her in line-of-sight is important, but only the grossest amateurs stop there. Besides, it becomes moot if the individual you are watching is a mortal. And further, the rules change again if that which you are watching is a corporation, a political entity or a variety of media. This essay restricts itself to kine and Kindred, mainly because the rules governing surveillance of other entities are wholly different and are probably worth their own essay altogether.
Mortals

The Unknowing are the easiest to surveil... and of course, the most difficult. Mortals live under the veil of ignorance, and that renders them unable to watch for the eye of the Kindred, for they do not even consider it to be possible. They cannot know to beware the shadows, so confident in their sciences are they. They do not understand their nightmares, so they disregard them and cast them aside as irrelevant. They dismiss their notions of being watched; they do not wish to seem paranoid to their peers.

However, they are protected for most of their waking lives by that which is the bane of Kindred existence. They transact their business in the light of the sun, making them near impossible to study by conventional means. However you, being the resourceful and crafty Ventrue that you are, are certainly not left powerless.

First you must track their movements. The first step is to find something that they always carry with them: a wallet, a purse, a cellphone... something that never leaves their side. It can be something as simple as a ring of keys. A wristwatch. A pendant. Wedding band. Even a set of dentures. With today’s technology, anything is possible.

Once you’ve located such an object, bug it. Install a transponder that can transmit position information over a coded frequency to a GPS satellite. It may be necessary to bug several such items; the more the merrier, however make sure that two bugged items are not traveling in different directions at the same time. Don’t bug a set of keys if the keys are regularly turned over to a spouse, for instance.

If you can’t find such an object, bug her vehicles. Twice. That’s two bugs, and make them both near-impossible to find. If you are forced to resort to this, keep in mind that anyone can drive a car or fly a helicopter, and take all your findings with a grain of salt.

That’s the first step. Next, get familiar with their credit history and reports. Stay on top of their money. Always follow the money. You will learn ninety percent of what makes someone tick by simply watching her spending habits. Where does she like to shop? Does she shop at WalMart or Sears? Does she buy clothes at Target or Lerner New York? Does she buy a lot of music? Does she like lots of bath oils and fragrances? Does she work out? Does she have exorbitant bar tabs? All of this information can be had simply by getting online and finding the right information, and it is the simplest way to learn as much as possible about a mortal’s daytime activities in the shortest amount of time.

That’s money going out. While you are online, visit the IRS and track her tax records. Find out how much money she has coming in, and where it comes from. Find out how many homes and vehicles she owns. Find out where her investments are and who handles her portfolio. If you really want to find out what possessions she considers valuable, find out what she has insured, and for a measure of that value to her, get the policy amounts. You’d be surprised how many trinkets and irrelevant toys mortals will insure. These are valuable to you.

These are things you can bargain with.




Camarilla Power Politics

‘Beating the Ventrue at Their Own Game’

We all know that the Ventrue clan believes it is destined to rule by divine right of their bloodline, but the truth is that any clan can achieve status and greatness if they play their cards right. If this wasn’t true, then every Prince of every city would be Ventrue, and we have more than ample proof that this is not so. It is obvious that the Ventrue have all the right tools to play the politics game, from her skills and predilections at the moment of her embrace to her disciplines themselves, all of the resources at your average Ventrue’s disposal seem perfectly suited to let her triumph over representatives from other clans.
The Ventrue struggles of influence, intrigue, and political maneuvering are almost legendary in their subtlety and complexity. The Blue Bloods have played these games since before Kine had cities, and every Ventrue child is initiated into a vicious circle of rivals and enemies, cutting their political teeth on power struggles that make Kine political contests seem like country dances.
So how do other clans and clan-members compete with the Ventrue in the arena of politics and influence? How do other clans enable their members to ascend to the seat of power in a city?
It’s all in how you use what you have.
What follows is a brief examination of ways that other clans can compete with the Blue Bloods in the political arena. Compete and win if the cards fall just right.

Assamite


Few would think of the Assamites as having political aspirations within the Camarilla, and the idea of an Assamite Prince of a city is patently ludicrous. Still, do not underestimate the Assassins’ desire to control the power structure within a Camarilla enclave.
Assassination is a powerful tool for fear and control. It has been used successfully for thousands of years by Kindred and Kine alike. However, the Assamites would never be so obvious as to simply kill Camarilla members for their own purposes. The application of this powerful political weapon would be subtle and insidious. Everyone has enemies, and a word or two in the right ear at the right time would have the enemies of the current political favorites lining up to pay the Assassins to do the job they want to do anyway, thereby shifting responsibility away from the Assamite clan while allowing the Assassins to eliminate political hopefuls as they see fit. Carrying this process one step further and subtly fostering suspicion as to who was responsible for which disappearance can further narrow the field as the Camarilla begins to take revenge on its own.
Before long, the political arena will see but one prospect left standing - the one that suits the Assamites’ purpose best.

Brujah


The largest mistake any Camarilla member can make is to dismiss the Brujah as a clan of thugs and punks, suitable for nothing more than muscle and cannon-fodder. Power and charm can be deadly tools even in a game of politics, even though they may be applied more in the fashion of a broadsword than a scalpel.
The Brujah are capable of exerting political pressure on two levels simultaneously.
The first is influence. With their ability to charm and enrapture the Brujah can dissuade and confuse support for the current political favorites, capturing the hearts and fancies of the jaded elders and distracting them with heroic icons to be admired and supported.
The second is pressure. Hunting grounds, Havens, Elysiums, and properly controlled Kine Agencies (Police, News Services, etc.) are all important bargaining chips when one is vying for political ascendancy. The Brujah can manipulate each one of these bargaining chips to their advantage, rendering the resources of their political rivals valueless. Riots can tie up the police force and distract the news services as well as making hunting grounds and Elysiums unpopular. Seemingly random muggings can eliminate key ghouls and pawns among the Kine populace, and vandalism can render Havens useless and abandoned. Top this off with the power to hold and control an area, keeping the peace through force and making it attractive as a place to establish new Elysiums and Havens, and you have a formidable political bargaining ability. Proper application of these simple tools can quickly bring a political enemy into disfavor as the rest of the Kindred population finds that promises are not kept and offers made turn out to be hollow.

Lasombra Antitribu


If the Ventrue were destined to be monarchs, the Lasombra carry the blood of tyrants. No-one is better suited to face off against the Blue Bloods on the political battlefield, something that every smart Ventrue knows deep in her heart. The smart Ventrue views the Lasombra not as a rival lion openly standing proud across the savanna ready to do battle for the pride, but rather as the stalking lion hidden in the grass - wisely waiting for the first sign of weakness to signal the time for the kill. No less a lion, but far less easily confronted, or beaten.
The ability to move within the shadows enables a savvy Lasombra to slip into the halls of power and learn their rivals’ greatest secrets, ferreting out their weaknesses and learning the basis for their strengths. Once you have your enemies secrets, it is a simple matter to undermine their efforts until their political plans come crashing down like a house of cards.
Allies and supporters can be bought, threatened, discouraged, dominated, or confused into abandoning their favorite. Favored Kine servants and ghouls can be dominated or killed. Precious childer can be quietly kidnapped, with the ransom being politically advantageous to you. Egos can be fed or crushed, rivals can be discredited, lies can be revealed and failures can be exposed. The possibilities are endless once you possess the keys to your enemies’ strengths and weaknesses.


Ventrue Lore 1:

What a new Ventrue should be able to

receive on their first Death Day

Have the clan-centric model of understanding of the Clan Principles and Traditions.

Be able to recite their lineage. A brief summary on how the Ventrue Clan views the other 6 Camarilla Clans, from personal experience, augmented by source provided in the Clan Book about views on the other Clans. The belief that the Ventrue are the Clan of Kings, the rightful rulers of the Camarilla, is

of the Clan has a different taste.

Ventrue Lore 2:

What a newly released Ventrue has learned

A base history of the individual’s bloodline.

Can name the most prominent members of their bloodline. You know that the Ventrue usually meet on the first Tuesday of every month You know what The Expectations of Traditions of Clan Ventrue. You are aware of who your local Elders are.

Ventrue Lore 3:

What an up and coming Ventrue comprehends

A good working knowledge of Clan Ventrue today:

There are seals of for each of the Bloodlines, which may be called "Sigils." You have a basic idea of what groups within Clan Ventrue exist [non-secret societies], and what their goals are.

You know the terms

Chancellor of the Order of Kings Justice,

Head Diplomat, and potentially

one or two more of the positions of each of the societies and how to contact them You know who the Clanhead is of the country you reside in. You know what a Major house is for.

Ventrue Lore 4:

What an established Ventrue has overheard during conversations with elders

Hushed whispers concerning a group called "The Secret Masters."

The definition of "Atavist." A good working knowledge of the Clan’s history from their point of view. Rumors that the old ones control the societies through the Elders. The PC knows and can recite the Major Houses of their Bloodline Has developed an understanding of what a Sigil truly means A base knowledge that there are Ventrue Secret Societies:

KINGS OF THE SCEPTER

 

Let’s look back for a moment to the waning days of the first millennia, before the creation of the Directorate and even the Camarilla. The clan Ventrue is divided in several factions, the largest of these were the Eastern Lords, the Knights of the Blood, the Normans, the Grand Court, and the recent addition of the nouvelle riche Merchant Princes.

There are those who exist today who remember these divisions; of how the Merchant Prince’s power grew as their mortal counterparts did and how the idea of Monarchy was passed over for democracy and free will in the mortal world; Directorate developed and soon consumed the clan.

Many of the younger members of the other factions followed blindly into Directorate, seeing no alternative, but a select few, those of strong will and desire maintained their ties and have upheld their secret vows and rituals to this day.

The Grand Court in all it’s splendor...unfortunately fell as Norman power grew in the North and the division between the Ventrue and the Toreador grew.

The Eastern Lords lost much of their power fighting the Saracens to the East but are it is rumored that there are a few still in existence, scattered throughout the world today.

The Normans and the Knights of the Blood, two powerful factions, who only embraced those of noble blood, and who’s power was unmatched in the Dark Ages, as men fought bravely for honor and chivarly....found the renaissance and the beginning of the capitalist ideals founded by the age of discovery, an affront to their upbringing.

Carthage was a rallying call to those Ventrue who were strong in mind and body and feared the Secret Masters, and many of the soldiers involved formed a secret coterie call the Sanguinus Equites in 146 BC, which in later years became known as the Knights of the Blood.

The Normans were founded in 924 AD, by the descendants of the Vikings, shortly after the grant of Bayeux, Exmes and Sees in Northern France to them. They came to power shortly after the Battle of Hastings in 1066 AD which resulted in the William the Conqueror seizing the throne of England.

Punic Wars, The Norman Conquest, the Crusades, The Hundrend Years War, these were the stock and trade of the clan in the old days, not the dirty bartering of money.....this was left to the Seneschals and Merchants, the men in service to the crown, never to wear it.

The bourgeoisie Merchant Princes saw only gold, not honor; these pansies could never rule the clan as they thought they did....unfortunately, the times were changing and the industization of the 19th Century sealed the fate of these nobles, as they finally realized that their ways must change....they met in 1703 in Vienna, and joined together and vowed to secretly bring down the Merchant Prince’s stranglehold on the clan.

 

On the Brujah

"They are a conundrum: infuriatingly brash when young, infuriatingly clever when old. It’s hard to say which is worse. Their strength and commitment are valuable, but their ages-old resentments and furious nature make them unpredictable allies at best. Treat them with respect, but hold them at arms’ length, as you would any dangerous animal." Ventrue Clanbook, Revised

On the Ravnos

"They claim to have honor, but so do all thieves. Their mongrel heritage, their penchant for tricks and their vagabond attitude all make them less than desirable company. Indeed, one need not tolerate their presence at all. Drive them on to the next city — it’s better than the filthy bastards deserve. Temper your mistrust of them with pity, however, for they have lost their last chance." Ventrue Clanbook, Revised

On the Tremere

Dangerous, secretive and without dignity. The Tremere’s magic sets them apart from the rest of us, but their total devotion to "mystic arts" makes them pariahs and outcasts within the Camarilla. Just as well. If there were any clan in the sect we could do without, it is them, but it is far better to have them on our side than allied with the Sabbat or working on their own. Not as powerful as they think they are, they still merit a close watching at all times. Ventrue Clanbook, Revised

On the Giovanni

"They claim to be rivals to our power and position. Indeed, perhaps they could be if they would leave their crypts and concentrate on the here and now rather than the dead past. This fixation on ghosts and ancestor-spirits is really quite unbecoming. It would be funny if it weren’t so grotesque. Still, like any guest, one must watch them when they show their faces in your home. Never let them get a foothold in your territory, and never give them quarter." Ventrue Clanbook, Revised

On the Nosferatu

"They know what we do, that information is king. Their ability to gather it is amazing, although their obsession with it is somewhat pitiable. Still, they work well for the sect, and they do not necessarily seek our demise. They make fine allies when you can find them, but they’re seldom there when you need them (at least not there to be seen). Every prince should have one in his pocket, but one should never be beholden to them." Ventrue Clanbook, Revised

all the force you can spare." Ventrue Clanbook, Revised

 

Ventrue Lore x 2

Ventrue lore at this level is the basic concepts that a ventrue learns after his release. This is where a Ventrue begins to learn about things from the perspective of their sires and their mentors. Some of the viewpoints and knowledge below will begin to diverge from the uniform knowledge of your Agoge. If a Ventrue is raised outside of the confines of his or her bloodline, and attain this level of Ventrue lore, they will fall under the "All others" sections. You may only have a legitimate grasp of the knowledge of another bloodline if you purchase a specialty in "Bloodlines" upon attaining Ventrue lore 4. Those with a "Bloodlines" Specialization may access the Ventrue Lore 2 data of another bloodline.

A base history of your own bloodline: This is the basic, but fundamentally important, history of your own Bloodline.

Khumenes Doverspike Dubois Mercurians Anwar

Vecchuzzio Ciyrus Alexandrians

The Ethic of Succor: You know this to be one of the true Ventrue Traditions that is upheld without question. Perhaps no tradition sets the Ventrue more apart from other clans than their Ethic of Succor. While other clans, such as the Tremere, are closely knit and often support members, no clan has the same "no excuses, no exceptions" practice of coming to each other’s assistance in times of need. Many Blue Bloods credit this tradition as the foundation for the clan’s continuing strength. While they might fight and compete with one another, the Ventrue invariably rally and fight as one when the time comes and a crisis is upon them, whether they like it or not. Observing the Ethic of Succor means ultimately extending a fellow Ventrue aid, should she ask it, regardless of personal piques and desires.

The First Tuesday: The first Tuesday of every month every Primogen should call together the Ventrue of their city and talk about the events and focus of the clan. One of the members of the city’s council of Ventrue should keep minutes of the meeting, and transmit them to the Regional executives desk by the second Tuesday.

The Embrace Night: The Ventrue celebrate the night they were embraced each year, often in a spectacular fashion. Regardless of the nature of your embrace, it is something that holds extreme importance within the clan. No Ventrue simply spends their Embrace Night at home in front of the television, they are expected to be the subject of a party of one form or another. Ventrue who do not hold to this tradition are looked upon very awkwardly, why not take the one night of the year your allowed to "cut loose" and enjoy it?

 

The Four Horsemen

Admiral Clive James Battersea, or Lord Stellus Childe of Nabis, Childe of Khumenes, Childe of Veddartha

Nothing strikes fear into the heart of neonate Ventrue and neonate Tremere alike quite like the name Stellus. He is said to have been killed by the very hand of God only a scant few years ago for reasons best left to fairy tales. Wielding magical swords, always impeccably dressed, and having no concept of fear remaining within him, he has faced down the greatest of foes and left with less than a scratch. He wielded the powerful Sigil of War, and commanded the Directorate in the United States for some time. It is said that he hunted the Tremere for some unknown reason, and scores of them died at the end of his swords. Some say he isn’t really dead, but wanders now in another form, seeking out those who would challenge the Throne of Khumenes. His foes were not limited to the Tremere clan, and it is said that he had an extended Jyhad with Vladimir Romanov.

Lord Monroy

_____________________________________________________________

Camarilla Lore 1:

What an unreleased childe would know.

A secret society of XXXXXXXXs exists, and it seeks to keep itself hidden from the mundane world—while still controlling it.

May know some of the traditions, if only vaguely. (Known as words but not in practice.) There is another major XXXXXXXX group that is in opposition to this group.

Camarilla Lore 2:

What a newly released Camarilla Childe would know.

The Six Traditions and their literal interpretations.

The Domain Offices and their function. Heard horror stories about the Sabbat

Camarilla Lore 3:

What an established Camarilla Kindred would know.

The basic history of the Camarilla

Can identify nearby cities as either Camarilla or Sabbat Name a number of Princes Possibly has attended a Conclave How many officers interpret the Traditions. The workings of Status, Boons, and Prestation—like the back of their hand. (For more info known, see V:TM 2nd ed. pgs 29-53)

Camarilla Lore 4:

What a Prince would know.

Something about the causes behind the foundation of the Camarilla and its history.

Can name most Camarilla-held cities and its Princes. How to contact and properly approach an Archon. The many ways the Traditions can be interpreted. Understands the way a Conclave works. Some vague ideas as to how Justicars think and act. Knows something about the treaties.

Camarilla Lore 5:

What an Elder would know.

A great deal about the Camarilla’s history—including the decisions of previous Princes and even some made by Justicars.

The proper use of ordeals. Has jockeyed for position and power in the halls of Elysium and at Conclaves. How to properly contact a Justicar...and survive. Knows about Alisters. Knows the history behind the treaties—why they were proposed and made.

Camarilla Lore 6:

What an inactive Founder would know.

Has seen the Camarilla operate for hundreds of years and heard countless stories in Elysium.

Understands many of the reasons behind the Camarilla’s decisions and actions. Knows the workings of the Inner Circle and how Justicars are chosen.

Camarilla Lore 7:

What an active Founder would know.

Was likely present at the founding of the Camarilla and has been actively involved since.

The byzantine history of the organization, its motivations and ways. Likely to have been a major voice in the Camarilla at one time or another. Know of members of the Inner Circle. Some details of the Jyhad and who the real players are.

 


Antediluvian

The story of a devastating flood is a notable aspect in several existant Mesopotamian mythic compositions. From the early second millennium BC, the Sumerian King List notes that a flood separates antedeluvian dynasties from a longer list of dynasties, the first after the flood being Kish. After Kish, kingship was transferred to Uruk where figures well known from Mesopotamian literature include Gilgamesh as king.

Another second century story, the Akadian epic of Atrahasis, also features a great flood. In this epic, the great god Enlil, plots to eliminate humans, who were so noisy a creation that Enlil could not sleep. After using various unsuccessful means of plagues and pestilence, Enlil decides on a flood. Enki, the god of fresh water, secretly reveals Enlil’s plan to Atrahasis, the king, who saves his family, as well as animals and birds. They survive seven days and nights of flooding in a reed boat coated with pitch, and finally make offerings to the gods once beached, a key element in the stories.

In the Sumerian flood story, preserved on the Nippur Tablet dated to the late 17th century BC, the god Enki reveals the gods’ plan to eradicate the human race with a flood to Ziusudra and urges him to build a boat. Again the flood lasts for seven days and nights after which Ziusudra emerges from his boat and offers sacrifices in return for which the pantheon grant Ziusudra life like a god’s.

The story of the flood in the Gilgamesh Epic (Tablet XI), known from first millennium copies, is probably derived from Atrahasis. In seeking to learn the secrets of eternal life, Gilgamesh, king of Uruk, seeks out Utnapishtim, the only human to have lived forever. In telling Gilgamesh how he achieved eternal life, Utnapishtim relates a secret story of the flood. Again, the great gods decide to destroy humans with a flood, the plans are revealed to Utnapishtim, and he is told to build a great vessel. For six days and nights the fury rages on, subsiding on the seventh day when Utnapishtim comes out to release a dove and then a swallow, both of which return, having found no place to rest. Three days later he sends out a raven, which does not return, so Utnapishtim then offers sacrifice, which pleases the gods, who make Utnapishtim and his wife immortal.

The Biblical flood story (Genesis 5: 28 - 9:17) was likely derived, directly or indirectly, from the Gilgamesh version. And the story of the flood was carried down in later Jewish, Christian, and even Muslim traditions, where it occurs in the Koran (Sura 11: 25-48).

Now the archeologist, C. Leonard Woolley began digging into a early level at the site of Ur in 1928-29 and made a remarkable discovery. Nearly 4 meters of mud covered earlier layers of painted pottery of the Ubaid period, the earliest known phase of occupation in southern Mesopotamia. He quickly associated the strata with the flood known from the Sumerian King List, the Akkadian Epic of Atrahasis, the Sumerian flood story, and the Epic of Gilgamesh, the likely source for the Biblical flood narrative. However, other evidence of flooding at a later date was also found at Kish. In reassessing the evidence for Wolley’s sensational flood, others argued that neither the Ur flood, dating as it did to a remote prehistoric period, nor the upper Kish flood, so late in time, could be the source of the Mesopotamian narratives. Rather, they appear to be a natural consequence peculiar to the flat plains of Mesopotamia.

But new evidence points to a deluge from the Black Sea. Geologists Pitman and Ryan of Columbia University have investigated the possibility of a large-scale prehistoric flood originating in the Strait of Bosporus, a narrow channel of water that connects the Black Sea to the Mediterranean.

 


agenda




Reaktion: Austria 8,139,299


404

Country/Region Breakdown by Generation

13 12 11 10 9 8 7 6 5 4

82 82 82 82 41 21 10 3 1


Wien führt knapp

Die Acht-Millionen-Grenze ist übersprungen: Österreich zählt mit dem Stichtag 15. Mai 2001 genau 8,032.557 Millionen Einwohner. Am Montag wurde das lang erwartete Endergebnis der Volkszählung präsentiert. Der Trend zur Stadtflucht wurde bestätigt. Niederösterreich konnte auf das bevölkerungsreichste Bundesland - Wien - aufrücken. Und: Tirol, Salzburg und Vorarlberg dürfen sich über die meisten Zuwächse freuen. Vor allem die Steiermark und Wien müssen hingegen mit Finanzeinbußen durch die nun nötigen Umverteilungen rechnen.


Starkes West-Ost-Gefälle

Niederösterreich dicht im Schatten des bevölkerungsreichsten Bundeslandes Wien.



Wien bleibt mit einer Wohnbevölkerung von 1,550.123 Menschen auch nach der Volkszählung 2001 das bevölkerungsstärkste Bundesland. Das aber nur sehr knapp: Niederösterreich (1,545.804) kam der Bundeshauptstadt bereits sehr nahe. Dieses Ergebnis gab der Generaldirektor der Statistik Austria, Ewald Kutzenberger, am Montag bekannt.

Die Gewinner und Verlierer


Die westlichen Bundesländer Salzburg, Tirol und Vorarlberg sind jene mit den stärksten Zugewinnen. Die Steiermark, Wien und Kärnten zählen zu den Verlierern. Österreichweit nahm die Wohnbevölkerung um drei Prozent zu.


Bundesland Einwohnerzahl Vgl. 1991


Burgenland 277.569 + 2,5 %
Kärnten 559.404 + 2,1 %
NÖ 1,545.804 + 4,9 %
OÖ 1,376.428 + 3,2 %
Salzburg 515.327 + 6,8 %
Steiermark 1,183.303 - 0,1 %
Tirol 673.504 + 6,7 %
Vorarlberg 351.095 + 5,9 %
Wien 277.569 + 0,7 %
Österreich 8,032.557 + 3,0 %


Eisenstadt "Wachstumskaiser"


Die meisten Landeshauptstädte weisen gegenüber 1991 Einwohnerverluste bzw. eine stagnierende Entwicklung auf. Lediglich Eisenstadt kann mit Wachstum aufwarten- mehr dazu in "Erstmals über 8 Mio. Einwohner".


"Im Westen jünger und fruchtbarer"


Das West-Ost-Gefälle lässt sich laut Kutzenberger mit der "jüngeren und fruchtbareren" Bevölkerung in den westlichen Bundesländern erklären. Dieser Trend werde sich auch in den nächsten Jahrzehnten noch fortsetzen. Ausnahme sei diesbezüglich Wien, wo diese Entwicklung - auch durch die höhere Zuwanderung - bereits vorweggenommen worden sei.


Neuberechnung des Finanzausgleichs


Das Ergebnis bei der "Wohnbevölkerung" dient bei einer Fülle von Rechtsnormen des Bundes und der Länder als Basis. Vor allem die Neuberechnung des Finanzausgleiches, der die Verteilung der Ertragsanteile zwischen Bund, Ländern und Gemeinden regelt, ist von besonderer Brisanz.


Jene Länder, deren Wohnbevölkerung sich in den letzten zehn Jahren verringerte, müssen demnach auch finanzielle Einbußen hinnehmen. Insgesamt nahm die Wohnbevölkerung seit 1991 um 236.771 Personen oder drei Prozent zu.


Ausländeranteil: Wien löst Vorarlberg ab


Laut Volkszählung 2001 leben rund 707.000 Menschen ausländischer Staatsbürgerschaft in Österreich. Das sind um rund 192.000 mehr als noch vor zehn Jahren. Im Bundesdurchschnitt ergibt sich ein Wert von 8,8 Prozent gegenüber 6,6 Prozent im Jahr 1991. Das Bundesland mit dem höchsten Ausländeranteil ist Wien (16 Prozent), das Vorarlberg (13,3) diesbezüglich ablöst.


Bundesland Volkszählung 2001 Vgl. 1991


Burgenland 4,5 % 2,9 %
Kärnten 5,7 % 3,1 %
NÖ 6,1 % 4,6 %
OÖ 7,2 % 5,3 %
Salzburg 11,7% 7,9 %
Steiermark 4,5 % 2,6 %
Tirol 9,4 % 7,1 %
Vorarlberg 13,3% 13,3%
Wien 16,0% 12,8%
Österreich 8,8 % 6,6 %