Difference between revisions of "The Governance and Hierarchical Structure of Vampire Society"

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'''[[The Governance and Hierarchical Structure of Vampire Society]]'''
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[['''The Governance and Hierarchical Structure of Vampire Society''']]
  
 
Lachiel is the creator of Progeny. He is also the sole programmer/developer for the mechanics for the game system.
 
Lachiel is the creator of Progeny. He is also the sole programmer/developer for the mechanics for the game system.

Revision as of 14:06, 7 September 2025

'''The Governance and Hierarchical Structure of Vampire Society'''

Lachiel is the creator of Progeny. He is also the sole programmer/developer for the mechanics for the game system.

Apeiron, Oberon Eames

Oberon is the leader of the Diabolic development team, his core focus is the management of the system thus allowing The Source to focus on programming & system mechanics. The Aperion guides the system role play and marketing efforts which extends to ensuring stable growth for the system.

Diabolics are devils and not vampires. They stand outside of vampire society in that while they may choose to partake in blood-drinking for the pleasure of it, they do not need it to survive. Diabolic blood is poisonous to a vampire and biting a diabolic, or another vampire in the presence of a diabolic is a sure fire way to commit suicide by Diabolic.

Out of role play context, the diabolics are members of the development team. Every member of the team takes on their own projects, from maintenance to creative development through community-inclusive activities. Members of Progeny are encouraged to reach out to a Diabolic when they are experiencing technical issues.

  • The Diabolics serve to ensure stability for the community and the game system itself through the vested trust given to them by Lachiel and Oberon.
  • The Diabolics actively discuss subject matters that reach them that is deemed worthwhile to present amongst each other, or collectively with the Cambions in addition.
  • The Diabolics serve oftentimes with vigilance, observing The Source’s Progeny and keeping an eye out for both transgressors against the universal laws set forth, and the potential of Progeny who have invested in their existence through efforts tieing to the community in one form or another.

“The Diabolics are in part system developers but are also a living breathing part of the system and its mythology.” - The Source, February 24, 2014

Ancillary Diabolic a Diabolic role that replaces and enhances the previously unused roll of “Lesser Diabolic”. Ancillary Diabolics are full Diabolics, one rank above Cambion and one rank below Greater Diabolic. They have full voting rights and will be part of the Core Diabolic team. They may be able to assist with Support Issues as Greater Diabolics do, but that is not their role and more often than not, they will need to kick any issue up to the Greater Diabolics, so for the time being any support requests should be directed to the Greater Diabolics.

Cambions are an extension to the development team and add to the availability of personnel for members of the community to reach out to when they experience issues They are Diabolics in The Source’s creation of his own infernal social hierarchy. They nonetheless warrant an equal level of respect as would be given to any of the Greater Diabolics.


Apostle

  • The Governance and Hierarchical Structure of Vampire Society

Clans, Houses, and the Principles of Authority

Vampire society is organized through a sophisticated and layered structure, where authority, loyalty, and governance are dictated by time-honored traditions and the distribution of power across Clans and Houses. Understanding this system is essential for comprehending the dynamics of political interaction, allegiance, and the rights of both leaders and individuals within vampire communities.

Clans and Houses: The Foundations of Authority

At its core, the structure of vampire society consists of two principal units:

• The Clan: Comparable to a sovereign nation, the Clan is an overarching entity comprising numerous Houses. It governs at the highest level and sets the broader policies and expectations for all vampires within its domain. • The House: Functioning as a city-state, the House operates with a degree of autonomy within its Clan. Each House is ruled by its own princeps, who wields significant authority over the members of their House. While Clans represent unity and common identity, Houses serve as the basic social and political units where day-to-day governance, enforcement, and individual allegiance are most directly experienced. Authority and the Limits of Power

Within this hierarchy, the rights and powers of both Clan and House leaders are distinctly defined:

• House Princeps: The princeps of a House is the paramount authority for vampires residing within their House. They have the exclusive right to accept or expel members, organize internal leadership, and "free" vampires to establish new leadership structures if desired.

• Clan Sovereign: While a Clan governs all Houses within its domain, its direct authority over individual vampires is limited. A Clan Sov cannot directly outcast a member who resides outside their own House. Should a Clan wish to expel a vampire, the Clan must formally demand this action from the appropriate House princeps, who in turn retains the right to refuse—though at the risk of the entire House being expelled from the Clan.

This separation of powers ensures that both Houses and Clans retain unique rights and responsibilities, creating a balance that preserves autonomy at each level while maintaining cohesion across the society. Expulsion, Outcasts, and Political Mobility


The process of expulsion—whether of individuals or entire Houses—follows strict protocol:

• Only a House has the right to expel a member from itself. A vampire expelled from their House becomes an outcast, losing the protection and status that House membership confers.

• The Clan may pressure a House to expel a member by demanding the action, but it cannot enforce such an expulsion unilaterally.

• A House that defies its Clan by refusing such demands risks being expelled from the Clan as a whole.

Once expelled, a vampire is considered an outcast. The only paths to redemption are to become the princeps of a new (rogue) House or to publicly pledge fealty to another vampire within a recognized House.

The Right to Free and Reorganize

"Freeing" a vampire—a right reserved for House owners—allows for the establishment of new internal structures and leadership. This freedom exists only within the context of House membership; if the freed individual is later expelled, they become an outcast once more.

The concept of "ReLiege" power extends this principle. Both outcast and freed statuses represent forms of shifting allegiance and political independence, reflecting the fluid nature of loyalty in vampire society.


Loyalty, Fealty, and the Fielty Book

The existence of the "Fielty Book" codifies the rules of allegiance. While a princeps may reorganize their House as they see fit, they cannot forcibly assign loyalty—allegiance must be pledged willingly. This ensures that political structures within Houses can adapt, but never at the expense of individual will.

The Immutable Nature of Siring and Blood

None of these political maneuvers alter the fundamental bonds of blood:

• All vampires are, by default, loyal to their sire.

• Political structures—whether within a House or a Clan—may require or permit alternative forms of leadership, but these do not change the nature of one’s bloodline or origin.

• This is not a process of "re-siring," but rather a matter of who reports to whom within the House or broader Clan hierarchy.


Conclusion

The intricate system of Clans and Houses within vampire society is designed to balance autonomy and unity, flexibility and tradition. Leadership, membership, and allegiance are governed by carefully maintained rights and protocols, ensuring that power is both distributed and contained. At the heart of this system lies the recognition that, while blood may bind, political structures are ever-shifting, shaped by the will of Houses, Clans, and the individuals who inhabit them.