Sects and Titles

"I'm looking for the Guarded Rubrics. Are they in 'Occult' or 'Self-Help'?"

Sorry for the blackout, gang. I’ve been moving and starting a new job, and with no reliable Internet and tons of new work to do, V20 Companion has had to undergo a brief period of radio silence. But now that things are settling down (and it’s Saturday), we’re back on the wagon. And that’s not a booze metaphor.

Since working on the V20 Companion, I’ve showed a bit more of the non-Camarilla material, but I don’t want to give the impression that the book is going to neglect them. The Ivory Tower remains the (probably) largest vampire sect in the World of Darkness, and in introducing some of its titles, it receives a bit of an overview that helps frame the function of the titles.

<2>The Camarilla

<n>While it is by no means the oldest Kindred sect, the Camarilla is likely the most widespread and certainly among the most stable. This is due in large part to the Ivory Tower’s laissez-faire attitude toward domains. So long as whomever claims Praxis over the domain enforces the Traditions and respects the customs and primacy of the Inner Council, the domain receives the Camarilla’s blessing and support.

The philosophy and hierarchy is unabashedly feudal: Those of high Status in the sect may be said to “rule” those of lesser Status (through setting or at least influencing domain policy and custom), but they also owe them some degree of protection against the outside world, as represented by the enforcement of the Traditions. The practical reality of the matter varies by domain — some domains are exceedingly formal and do in fact resemble courts of aristocrats, while others are practically frontier territories, standing boldly but precariously against threats from other Kindred, suspicious kine, and the unknown horrors of the World of Darkness.

Thus, to the average Camarilla Kindred, sect rarely factors into nightly unlife — except when it does. Princes and Primogen may have a handful of very strict rules, but for the most part, Camarilla Kindred can do whatever they like, so long as they abide by the Traditions of the domain and heed the pecking order. To this end, the Camarilla typically practices a policy of inclusion, in that it considers all Kindred members of its sect unless they formally exclude themselves from it (such as by pledging allegiance to another sect).

As a result of this inequitable distribution of power and duty, the Camarilla is also probably the sect that has the most infighting. With its members disparate and united only under the variable authority of the Prince’s title — whose own powers vary from domain to domain — the Camarilla has little to bring it together aside from the charisma of the Prince and the threat of other sects’ encroachment. Feuds, vendetta, treachery, and scheming are as ubiquitous among Camarilla Kindred as is the need for blood.

One characteristic of the Camarilla, despite its decentralized power structure among the lower echelons, is an extremely potent and organized top tier. The Inner Council of the Camarilla is universally respected (though some attribute this more to fear) by the members of the sect, even if they disagree with its decisions or flout them in their provincial shadows. Powerful agents of this high council, like the Justicars, Archons, and Alastors, command respect wherever they travel, as they are mobile extensions of the will of the Inner Council, who are the most ancient monsters most members of the Ivory Tower can imagine.

Proponents of the Camarilla structure compare it to halcyon days of Rome, which granted citizenship to those it conquered and allowed its citizens to do whatever they wised, so long as the tribute arrived on time. Critics use that same argument, and compare the Inner Council to the most deluded of emperors, playing their violins while the empire collapsed in flames.

By comparison, here’s the expanded information on the Tal’Mahe’Ra, with the same intent as prefacing the titles section, to provide a little more context for those titles. The info in V20 proper is deliberately vague, so this sheds a little more light on the True Hand so that Storytellers and players can have a little more sense of what’s happening (and can make better use of the titles).

<2>The Tal’Mahe’Ra

<n>The other Sects are largely unable to fathom the goals and methods of the Tal’Mahe’Ra, which lends an air of mystery and suspicion to the True Hand. This suits the Sect’s tastes, however, for the fewer Kindred that are wise to its aims, the fewer Kindred who can oppose them, at least consciously.

In truth, many members of the Tal”mahe’Ra do not themselves understand the ways of their most venerable leaders. Unlike the Camarilla, the True Hand does work toward a purpose, however occulted that purpose may be. Unlike the Sabbat, the True Hand often eschews the violent overthrow of mortal institutions and Cainite tradition, preferring instead to work through subtlety, misdirection, and the employment of supernatural secrets. The Tal’Mahe’Ra lacks the worldly ambitions of the Anarch Movement, the existential curiosity of the Inconnu, and the parochial interests of the Independent clans.

What the Tal’Mahe’Ra does pursue is a position of vampiric supremacy. They see themselves as the shepherds of mortals, who exists to sustain them on their quest to re-establish the point of vampiric genesis in the form of the First City. The True Hand’s stronghold in the Underworld is in fact believed to be the mystical resonance of the Kindred’s First City, and through extended supernal manipulations of the death-energies inherent to the vampiric form (and even a few outside those of the Damned condition), the Tal’Mahe’Ra desires to either bring down the veil between the worlds of the living and the dead, or to push the First City back through that veil. Until that time, they serve also as warders of ancient Kindred secrets, some of which reside in the form of torpid Ancients — perhaps even counting among their number some of the progenitor Antediluvians. Members of the True Hand see vampirism as both a cursed but exalted state, and mortals, who make possible the existence of the Damned, must be cultivated and even protected in order that the Kindred may continue to exist. Of course, the fragility of mortal lives and minds means they must often be protected, both from things they were not meant to know and those callous Kindred who would prey on them without restraint. The True Hand is patient, understanding the inexorability that comes with the flawed immortality of the Damned. It is highly structured, its formality occasionally appearing to outsiders as a rigid politeness — or a dispassionate cruelty.

The Tal’Mahe’Ra counts as its greatest enemy an undefinable force or collective consciousness that exists beyond the boundaries of most vampires’ perception. These mind-searing monstrosities, call Souleaters, can take many forms and manipulate many pawns. Members of other Sects may well be under the sway of the Souleaters, as might any number of other denizens of the night. Werewolves, mortal mages, and the occasional inchoate nightmare-creature that finds its way into the world might be in league with these dark powers, knowingly or, more likely, completely obliviously. This war against the Souleaters is known as the Shadow Crusade among the devoted of the Tal’Mahe’Ra.

With that said, the mindset of the True Hand is night incomprehensible to many modern Kindred. The Tal’Mahe’Ra is part death cult, part archaeological society, part witch’s coven, and part a conspiracy of secret masters. “Protecting” mortals may take the form of absconding with them, conditioning them, exsanguinating them, or binding them into deathless oubliettes to protect or rebuild shattered minds and broken bodies. The Tal’Mahe’Ra has seen firsthand some of the most earthshaking horrors the World of Darkness has to offer, and in some cases accidentally unearthed it. Elements of their philosophy are wholly alien to the Kindred of the more prevalent and accessible Sects, making cross-purposes accidentally contentious at times. The True Hand realizes this and tries to move as invisibly as possible, in order to keep their secrets hidden.

Those who hold titles in the Tal’Mahe’Ra know their place and their responsibilities. Theirs is a very caste-like society, with some amount of meritocratic Status mobility among its field operatives, but with an elaborate body of chthonic mandates and occult predestinations among its aristocratic ranks. Its members are often devoted to the point of fanaticism, and even though a strong case could be made for True Hand members having greater opportunities for comfort or peace if they left the Sect, they remain stead fast, unwavering. Although their ways are horrifying and the Beast lies ever-proximate to the surface, the Tal’Mahe’Ra comprises ranks of true believers.

About jachilli

Justin Achilli has designed and developed games for 16 years, from the tabletop to the PC to consoles and back again. He likes cheap beer, the Dallas Cowboys, and all kinds of music.