Salons Fame is the sun of the dead. — Honore de Balzac,
La Recherche de I'Absolu The elders are the true social elite of the Camarilla. Although younger, less powerful Kindred may feel they understand the tangled web that is vampiric society, such infants only understand the most obvious patterns at best. Comprehension of its true intricacies can only come from being deeply connected to the inside, well beyond the velvet ribbon that divides the haves from the have-nots. Although even the youngest vampires are aware of Elysium and walk in certain hallowed halls, most are unaware of the private corridors, soirees and clubs that make up its inner circle.
Since only elders are allowed into the salons, they are one of the few places where such creatures can be certain to find others as jaded and cynical as themselves without having to concern themselves with the self-important preening of the infant multitude. Here elders conduct both business and pleasure with no distractions from the lesser players in the small world that is Kindred society.
More importantly, however, the salons provide a place in which the ancient, and often desperately bored, Kindred can indulge themselves in the few, often vicious, amusements that still stir their clotted blood. Only others of their power, position and age can truly understand the utter isolation, boredom and bitterness that is immortality.
Types of Salons The need to exert power, when thwarted in the open fields of life, is the more likely to assert itself in trifles. — Charles Horton Cooley,
Human Nature and the Social Order There are many types of salons, and they can take place at virtually any part of Elysium. The point of them all is to see, be seen, gossip and be entertained. At the same time, one can size up rivals, insult enemies, probe weaknesses and plot the downfall of the other guests.
Policy Salons The Policy Salon is the most common and can also be the most boring. Elders call these meetings to fret over anarchs, Lupine incursion, misbehaving elders or rebellious neonates. They may plot strategy against the Sabbat or discuss dark rumors of the Inconnu. They complain for extended periods of time before they actually settle on a course of action (or refuse to take action, as is often the case).
The air of disdainful indifference at such gatherings thinly masks a pulsing miasma of tension, uncertainty and fear. Though they often take place at the opera or some art gallery, their purpose is not enjoyment. The format of the evening is purely secondary to the grave matters at hand. Those whose attention wanders or who try to deviate from the formal agenda are humiliated back into line.
Patronage Salons The elders use the Patronage Salons to present their new progeny or introduce a change in standing for a childe following an internal shakeup or death. The elders, use the opportunity to make the young feel ill-at-ease. They are very little fun for all but the most accomplished childer.
Culture Salons Culture Salons are called to show off new works of art or music. These should not differ overmuch from the old styles, for novelty will alienate the assembled. The Toreador excel at these, but many other elders often get bored and behave rudely.
The more enjoyable Culture Salons are those in which there is more to do than appreciate someone else's art. Even the Toreador can be bored with pieces they did not create or inspire. Masked balls, formal dances and party games are far more enlivening than non-interactive evenings. In this respect the ancient vampire elders do not behave better than spoiled children.
These gatherings are supposed to be free of policy, but itis discussed here more than any other subject. Since they are not constantly being brought back to the main agenda as they are during a Policy Salon (and since the cultural event is often boring), invitees often wind up having spirited, off-the-record policy debates.
Those seeking high-level control over the Camarilla's agenda try to discourage this activity by keeping the elders occupied with some sort of interactive and diverting entertainment. For this reason, they created a spin-off of the Culture Salon: the Divertissement Salon.
Divertissement Salons Elders need entertainment like any other sentient being, but their tastes run from the crude to the very loathsome. Unlike the Culture Salons, the Divertissement Salon showcases the lowest of low art, such as
tableaux vivants, sordid acts performed by Dominated human and Kindred thralls. Torturing a captive Lupine to death is considered the height of comedy in some corners, though the Gangrel tend to frown on it.
While the Culture Salons encourage cultivated behavior, the Divertissement Salons bring out a wild sadism usually unseen in the formal, reserved elders. It terrifies more than a few bodyguards and progeny to see their usually staid masters on the verge of frenzy.
Some caution that these evenings compromise hard-won Humanity on a huge scale. A few even suggest that they are a plot to weaken the Camarilla. Despite the warnings, entertainment becomes more base as times grow increasingly uncertain and the jaded palates of the elite seek darker and darker kicks.
Scavenger Hunt Salon Few events cause more excitement than a good Scavenger Hunt. Cities have been turned upside down and more important issues ignored for weeks at a time as elders follow clues to some prize. Hunts cause alliances to shift, new feuds to erupt and Status to change permanently.
A hunt begins when an elder announces that he will begiving away something of great value. The item must be impressive, like prime hunting ground, a powerful artifact or some ancient and rare item. The actual value of the prize is usually less important than the excitement it can generate in the elder community.
Elysium becomes a hive of activity. The elders mobilize their forces of childer, ghouls and Dominated mortals to acquire the prize by any means necessary. Each elder is supposed to cover his own tracks, but since the servitors of many often tear apart an area in search of clues, they all usually cooperate in cleaning up. The prince, who seldom participates but sometimes moderates, watches the activity carefully and makes sure that the Masquerade is not broken.
Some participants are less concerned with finding the item than in hurting their rivals. They follow their rival and use the Scavenger Hunt as an opportunity to cheat the rival out of valuable clues. They may even use the Hunt as a chance to attack an opponent while she is distracted with the search. This sort of power play has happened so often that some elders fear to commit enough forces to actually have a chance of winning.
When the dust settles, whoever found the item is the new hero of the hour. Ironically, the real, enduring glory almost always goes not to the finder, but to the elder who gives the item away. The vampire who puts on a popular Scavenger Hunt ensures that he will be talked about for a long time to come, and will be thought of as a very capable manipulator.
Sometimes Scavenger Hunts fail. Out-of-touch elders offer worthless prizes that are rejected by the community, or schedule Hunts during a period when the Camarilla is taken up with some pressing business. These vampires lose considerable prestige and suffer the merciless derision of elders who make big plans and fall short of their goals. Fear of this loss of face and vicious gossip keeps many elders from trying new things.
The Hunt of Living Prey Salon The elders sometimes like to play "the most dangerous game." They gorge themselves on fresh blood, unleash a frightened mortal, and sally forth to slay him. It is not considered "sporting" to use Disciplines, but there is no law against it. Others may call out "bad form" to try to rein in offenders, but most elders just laugh it off. The game is one of overkill, so no one really cares too much about etiquette. The important thing is that the kill be made with style and flair. Slaughter is not the point. The fun of the drunken hunt is its own reward. Of course, things change when the prey is a Lupine, mage or changeling.
The Chess Game Some elders set up long-standing Divertissement Salons in the form of living chess games. They challenge a rival, assigning their progeny and ghouls to the chess pieces and unaligned mortals to the pawns. Every time they take a piece in the game, the corresponding person is killed.
If the piece taken represents a Kindred, the Kindred is ceremonially staked. If the owning player manages to bring a pawn into the opponent's back row. he may have one of his progeny back. The progeny is unstaked, and allowed to return to the board in the place of the pawn, who is often killed.
These games are usually started in fun, but they often get taken to extremes as the two sides start losing valuable Allies. Quitting the game causes such a huge loss of face that defeat is actually preferable. Some elders have even been known to kidnap and Dominate great chess masters into playing the game for them.
Some elders vary the chess game by making it less lethal but more involving. They tie their moves on the chess board to activities in the real world, and instruct their minions to carry out related tasks. When pieces are taken, the people they represent are told to stop further action. Sometimes the agents are literally captured by the opponent but released unharmed after the game is finished. Vampires who are not involved in the game can form an idea of an elder's power and general real-world strategy by getting a look at the chessboard.
Storytellers who want to try this can set up a chess board as a prop and run the game by tying board moves to elder tactics.
Optional Rule: Couture Age in a virtuous person, of either sex, carries in it an authority which makes it preferable to all the pleasures of youth. — Sir Richard Steele,
The Spectator Couture is a measure of the current social position of an elder in regards to any other elder at a particular place - usually a salon or other type of gathering in Elysium. It is a difficult concept for vampires new to the intricate rules of elder society. It generally refers to a combination of factors, most important of which are: a Kindred's age, experience, and relative Status. When determining the Couture of individuals from the same clan, their Clan Prestige may also become relevant.
Although one's Status is more important when dealing with vampire society as a whole, Couture rises to the fore in one-on-one dealings on a more social level. When two Kindred come together for even the briefest of discussions at a salon there are inevitably many pairs of ears and eyes analyzing their every word and motion.
The call to battle is sounded by a raised eyebrow and a sneering "Do you really think so?" in response to an offhand comment on any of a number of topics both political and social. If the first elder does not hastily back away from his stated position, he must attempt to rise to the challenge. The winner of any such duel of wits may be rewarded by the grudging esteem of his peers, while the loser immediately becomes the subject of disparaging gossip. The effect on the Couture of the two individuals depends on many factors, most importantly how interesting elder society considers the combatants and the topic of discussion.
Couture is an optional element that players and Storytellers can add to an elder story or chronicle. Initial Couture equals a character's dots in Age + Elder Status (sec Chapter Four). A character's Couture can rise and fall with the opinions of the Harpies (if the character makes a large impression, either positive or negative), or with a change in either Background.
Couture is also affected by Prestation. A character may not attempt to utilize her Couture against a vampire to whom she owes a boon, and vice versa. Prestation always comes before Couture in such matters.
The Storyteller can determine Couture's effect on the actions and reactions of vampires in a story, by treating dots in Couture as automatic successes whenever characters attempt to use Social Skills against other elder Kindred. Should the Storyteller decide a vampire accepts a character's challenge, she simply compares the two Couture ratings to determine who has the advantage.
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Enemies List
The wretched have no compassion.
— Samuel Johnson, Letter, 1781
Notes from the diaries of Mme. d’Excavalier, Ventrue elder.
These meetings of the Council are intolerable. The Prince is an is an insufferable buffoon. The Brujah are uncouth louts who should have been exterminated when their city fell millennia ago. If they could not hold onto one Bronze Age city, they have no place at the table with us. The Toreador are preening popinjays who spend too much time grooming, and not enough time planning. The Gangrel behave like rustic swineherds – when they bother to show up. The Tremere are traitorous tricksters who seek to gull us into trusting them. Even my fellow Venture cannot keep their minds on the business at hand. The Malkavians have not sufficient gravitas to sit with us and contemplate the important work of Elders. And the Nosferatu – well!
Sometime sit seems that the only ones who take the Camarilla seriously are the antitribu. And half the time I suspect that they are only here to betray us to the sabbat.
Too many of us fight too openly. We must remembers to fight through our pawns only. Some of these idiots have even hinted at violating Elysium! We must make certain that vengeance for such is immediate and sure.
The rebellion of our youths is a deadly serious business. We have wasted too much time the last few centuries and they have utterly gone to seed. We must reward them sparingly, and punish them often. Only through our decisive action will they behave themselves. They must come to associate a smarting backside with proper behavior.
Mortals gain too much control of their own live through their clever little engines and fabrications. If they can’t be made to stop, then our progeny must do a better job of explaining it all to us. I do not yet know how a highway can be made of information.
We invented the Masquerade, but we did not know what it would bring. Sometimes I think that the best thing would be to depopulate the planet down to about ten million mortals and keep them enslaved. That would be a utopia! No more foolish war!
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