THOSE AMONGST US

Secret Societies in the Ventrue Clan

for the

Camarilla(TM) in Uk and Ireland

This article is to put some comments in the Clanbook to good use.  Your local storyteller should know about the contents of this article, but if in doubt just contact Richard Mosses at the address in this newsletter.  All information presented here is out of character.

Secret Societies are always among us plotting, conspiring; have their views heard and the goals achieved by manipulating from the shadows.  The Kindred are already a secret society among mortals. Presented here are four secret movements within the Ventrue. You can with your ST’s permission join any of the secret societies.  You can join a maximum of two, applications for the Watchers is limited to experienced players only (i.e. at least a year and your ST’s personal recommendation). The advantages of joining a society in general is aid, access to information, equipment, influence and so on that other members will give you.  Ventrue already have a mutual aid agreement but if the nearest Ventrue is a business rival  she’s not going to help you take over her companies assets.

Until society Masters can be found this network will be co-ordinated through the Clan Seneschal and local storytellers.  It should be remembered that while you gain you will also be expected to give.  Also the secret societies are not intended to merely become another layer of politics (in the end the Ventrue will unite against an outside threat)  but to spice up characters, expand their goals and give them an extra ace up their sleeve when
dealing with say the Tremere or the Tremere.

It should be noted that all abilities, allies etc are a guide to help give an idea of the flavour of the society and not automatic upon membership, any contacts should be sought yourself.
 


The Arbeiters | Guardians of the Grimoire | The Monopoly | The Watchers of Eternal Night ]



 
 

 The Arbeiters


Aims:  To ensure the Laws of the Kindred are not broken, to literally enforce the Masquerade.

History:  Since the Camarilla was formed and the Laws of the Kindred forged, The Arbiters have pushed for stricter rules and regulations (the original Laws they put forward were whittled and weakened by the rest of the council).  These protests of caution and fear of reprisal should humanity become aware of the masquers amongst them, fell on deaf ears. All too aware of their failure in manipulating the Inquisition the Arbiters began their own pogroms against the Kindred as soon as the Laws were announced.  Anywhere they believed the Masquerade had been violated they entered, inquired, tortured if necessary and maimed for memory any who proved to have failed to keep within the Laws.

Description:  This group is composed of fearful Elder hard-liners and young tempestuous neonates. If enough of them convene it is often that a Justicar arrives at an incident to find the matter resolved. The Arbiters are not purely bully boys, many are subtle mind-players and some even enjoy their work.

Enemies:  All Anarchs and Sabbat, whom they regard with an almost pathological hatred.  The Guardians who the Arbiters believe are too soft.

Allies: They go down well with some Archons and Justicars (secretly).  The Watchers whom the Arbiters are much impressed by their efforts.

Advantages:  Good legal, martial and policing contacts.  An “eye” resides in most domains and fiefs just watching…everything.

Disadvantages:  Their zealous nature means sometimes they can’t see the wood for the trees.  They have few researchers and little resources.  They tend to remain distant from mortal allies and contacts.

Quote: “ Qui custodes ipsos custodiet?  You want to know who sees every mistake you make, we saw you and I can assure you it won’t happen again…”
 
 

 Guardians of the Grimoire

Aims:  To archive everything.  Who sired who, how many supernaturals there are. How many grains of sand on a beach.

History:  The Guardians are history.  If anyone recorded the first moments of civilisation it was them. From the earliest cuneiform figures and cave paintings to CD ROMs, the Guardians have observed and studied.  Content to learn and find weaknesses for others to act on.  It was an amazing achievement to find a group of humans to do some of the work for them.  They have some stake in the Arcanum. Just one of the things the Arbiters dislike about them.

Description: Guardians seem apathetic even lazy, but they watch, wait and occasionally ask questions.  One day they will know all there is about everything.  Then they will make their move.

Enemies: The Arbiters fear they breach the Masquerade and are a waste of Ventrue blood.  The Nosferatu are more rivals than enemies, but some information is scarce.

Allies:  Some of the Arcanum who unknowingly work for the Guardians. Occasionally a Silent  Striders or a Sluagh will trade secrets.

Advantages:  A huge mine of information on anything, including highly accurate models that predict all sorts of trends and behaviours. They tend to be less anachronistic than most Ventrue.

Disadvantages:  They get caught up in details a few have any martial skills.

Quote: “Knowledge is power, my friend.  Now who was your sire, where did you say your haven was? The Prince has asked me to do a survey…”
 
 

The Monopoly

Aim:  World domination of business and financial markets.

History:  Business and the Ventrue go hand in hand.  But for some owning a company was never enough, far better to own the bank.  The Templars are widely accredited with being the first bankers.  The Monopoly had to have someone carry their gold for them.  Since money was first used in place of barter, the Monopoly have supplied whatever rare gem or precious metal others desired, but at a price.

Description:  The Monopoly are ruthless.  The Art of War is child’s play to them. If you want it and can pay for it they will provide, for a fee.  At home in the concrete jungle, the boardroom and the banker’s backroom, they cut deals that shape the world.  Sometimes nations and kingships have been paid for or used as payment. To them money is power.

Enemies:  People broken by the Monopoly.  The Giovanni, The Syndicate, any organised crime they aren’t backing.

Allies: Nearly everyone owes them, not paying would cost them more.

Advantages:  Nearly unlimited financial resources, many ‘allies’ who owe favours.

Disadvantages:  Just about everyone wants a cut, and not just of the profit. The Monopoly are universally hated. Their information is usually bought so not always accurate.

Quote: “I can get it for you, remember it may seem much but I think we can come to an amicable deal.”
 
 

The Watchers of Eternal Night

Aims:  To guard the Ventrue from the Secret Masters, and their agents.  To ensure protection of the earth from the things that lurk ‘outside’.

History:  Since the birth of Kindred society a select few of the Ventrue have guarded it form the external machinations of entities;  outside entities that have come to be called the Secret Masters. They have watched the Master’s manipulations and seen them tweak their threads.  Down the ages a few incidents have brought about changes in their structure and knowledge, and made them act on a large scale.  The destruction of Carthage being a prime example,  World War II and Hitler’s mystic fascism another.  They watch, wait and act.  Ruthlessly and boldly, where necessary globally.  The Earth is too precious to be fed casually to the Secret Masters, and no cost is too high.

Description:  The Watchers have a huge network of connections, they work alone undercover for the most part.  Often they work from within other societies, especially the Arbiters and Guardians, using their resources for their own ends. Watchers are rare; they have to be expert in may different fields, ready for any eventuality.

Enemies:  The Secret masters and their agents. Just about anyone is an enemy unless proved otherwise.  The Tremere and Setites are prime examples in their eyes of the Masters at work.

Allies: Some Garou who believe the masters work for the Wyrm.  Very few close contacts.

Advantages:  Access to a lot of unique training and skills.  A small but intimate circle.

Disadvantages:  Few friends, an unlife of uncertainty.  If anyone found out their secret certain Final Death.  Numbers almost negligible.

Quote: “ We came, we saw, we kicked Shuggoth butt, we covered it up.”


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