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PLAYER'S GUIDE TO
PLAYING
NEONATES & ELDERS
by Qadi
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About Neonates
They are the most populous group in the Camarilla and the most expendable,
the most human and the most needed to get a night's work done. From
an Elder view, they are sought out, tested and kept and traded like
collector cards. A valuable neonate is watched over for poaching
by other Elders and older Ancillae as much as prized ghouls and
his career as a Kindred often gets helped along in return for ongoing
loyalty and successes for his Patron.
A healthy, upwardly mobile Neonate is a
very busy bee. He must constantly work to keep himself valuable
to his Patron and expand his network between both other Kindred
and in the mortal world as well. He must likewise endeavor to keep
his place in the heart of that Patron and not be maneuvered out
of his place by another rising star or the minions of another Patron
who is trying to lessen the Neonate's value. What I see played out
very little by most Neonate is the fear of his superiors. The social
equivalent if the Mafia where the high man can just kills you or
makes you on a whim. Every elder is that Mafia Don and the Ancillae
are the Capos. An Elder is not a boss, he is nobility. A boss can
merely fire you; the monarch can lop off your head if he is displeased
despite your best efforts. Americans are pretty cocky because we
grew up in a world where we are created equal, but vampires are
very much unequal and it is even more than death on the line. The
Neonate who loses that perspective is not long for this world because
of a sassy mouth.
So take into account the perspective of
an average neonate: you were a man, much like you are now - breathing,
eating, screwing, working and making car payments, gardening on
weekends. Another guy much like you but pale and a little odd came
along one night and made your life very difficult and by so doing
trapped you in a strange secret society completely unlike your own.
The leaders seem as much like you as a Martian pro-wrestler. Though
you no longer breathe much or eat but are otherwise fairly human,
these guys are positively inhuman altogether. Were they ever? They
are cold, white, never breathe, feed voraciously and with no remorse
(and so you hear they can every eat dopes like you!), their control
of your environment is unfathomable (banks, bums, eyes everywhere!),
they are above mortal law, unbelievably strong, foul tempered, fast
and possess an intellect and psyche which defies comparison, even
if you could hope to grasp their vast alien minds. They hold your
fate in their indelicate grasp. How do you feel about that? Cocky?
Sassy, chummy? Not wise.The harsh part is that treading daintily
around them raises just as many alarm bells so neither sinking,
swimming nor floating are particularly safe. So look busy, make
yourself useful and try to learn how to live with these sharks in
the water and one day you may become one too. Fish swim in schools
for safety - it's a good strategy.
Playing Elders
The Elders are the true inner circle of
any Camarilla Court, not purely because of age or generation, but
because their wholly different outlook has led to a completely separate
set of survival behaviors than those practiced by Neonates and their
older siblings. These factors are fear of Diablerie (in addition
to final death - the stakes are much higher and there are many more
enemies), fear of Usurpation and the fear of themselves as vampires.I
don't wish to discuss the Beast and generational theory here, but
suffice it to say, the more dangerously powerful a vampire is (i.e.
- elder disciplines!) the worse the resulting frenzy can be. This
means the worse the Masquerade breaches and the more enemies you
make, etc. An Elder is also smarter and more difficult to calm down.
Now, imagine that permanently.
Wassail is a very real issue for
Elders, most of who have lived some long time and plan to for the
millennia ahead. So, to keep that wolf of madness from psychological
door, they must secure themselves in an insulating environment in
which minimizes their involvement in violence - that's what Neonates
are for! The one thing any Elder realizes: anything worth doing
regularly is better done by someone else. You can direct from a
safe distance, which will also free you to direct several other
activities when you could've done only one if you gotten your own
hands needlessly dirty.
This all leads to the need for personal
underlings to do the dirty work. There are several strategies for
getting/making/buying them, but the greatest worry is keeping them
in line. Remember that the #2 worry is Usurpation. Assuring loyalty
and their standard of performance is not simple. One might try to
leave with a piece of your pie and start his own bakery or your
serfs could get together and pull a hostile take over of yours Remember,
Diablerie? So it is a firm but careful hand that keeps them in line.
Despite their valued service to you, a little healthy competition
among them and/or an occasional sacrifice as an example boosts the
value of your favor to them and keeps ideas of treachery and insurrection
out of their little heads. Do not think of them as children you
beneficently govern, no, they are both your livelihood and most
probably your future downfall. Despotism.
The odd thing about Elders is that
these fears and issues are not purely subconscious. They are quite
aware of the dangerous games they play and in Elder Salons discuss
it like one chats about their factory workers or polo ponies at
a country club. Sometimes they even swap pawns for fun and favors
and even pit them against one another to gamble on. It ranges from
the level of cockfights to the Methuselah's global Jyhad.Though
this is mere blood sport - the losses are potentially ruinous and
can mean your neck, but the reason they do it is far beyond pure
necessity. They are also bored in many cases. Ennui is equally frightening
to them as Torpor befalls the inactive. They often find it difficult
to be interested or enthusiastic about much. Jaded Elders have seen
it all, done it all and need companionship of a peer to keep unlife
interesting - whether it is an adversary worthy of the effort or
a paramour. A Neonate is a boring child, Ancillae are more entertaining,
but are still not peers who would understand an Elder's perspective
and needs. So, Elders seek out the company of their own.
The problem arises when Elders of
a city have less than compatible agendas. From this feuds arise
over subjects as paramount as global/clan politics to sexual jealousies
and turf disputes. The latter two are the most dangerous as the
principal interest of any vampire, especially one motivated toward
an insulating entrenchment, is access to blood, i.e., feeding grounds/city
domains is at the heart of it. This psychology of territoriality
has a biological motivator forcefully propelling it as well, a powerful
one even seen in the behavior of Wights (vampires in the mindless
bestial state of Wassail). The sexual jealousies (however asexual)
are no longer biologically motivated as vampires who no longer have
those urges. However, the Beast inherent in each vampire has an
equivalent drive: Domination. Some Wights exemplify this by reportedly
showing a pack mentality as well.
Thus it can be argued that jealousies
over possession/access to allies/paramours is a civilized extension
of this basic psychological need for companionship, or as Humanistic
Psychologist, Maslow, called it, belongingness. When allies help
in the protection of feeding grounds, the stakes magnify exponentially
as reliance on them is now reinforced by both biological as well
as emotional needs. Threaten that and there will be hell to pay.
So what is the result when things
go wrong? Warfare and all the centuries to wage a slow methodical
campaign of vengeance against the transgressor. Sadly, cities fall
and sects rise over such squabbles. Now how does this apply to you
playing an Elder? Well, the agenda is clear: obtain allies to empower
your acquisition of stability and sustenance, and eliminate the
competition that may threaten that while keeping your peasants in
line (a whole other dissertation). Yes, it's a team version of King
of the Mountain, all while trying not to raise too many red flags
to the potential opposition. Stranger, and yet more alien, it all
takes place over immense stretches of time. Play the game of Eldership
hastily and you will look desperate and the opposition will strike
before you can get a shot at success or it will be seen as dangerous
ambition bringing your hoped-for allies together to thwart you.
Remember the tools of the trade are the dance of diplomacy, practice
of etiquette, shrewd politics, Prestation give and take, careful
administration of graciousness, and most of all, patience. There
is a place for heavy-handed thuggery, but usually in private or
with the unspoken consent of the other Elders who needed the dirtywork
done as well. Without that support, you are on dangerous ground.
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