Politics & Coteries

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Coteries: Axis Mundi | The Severed Hand | Eyes of Argus | The Thracians | Keepers of the Gate
Other Factions: The Circulatory System | The Psychopomps


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Montreal's political landscape is both unique and familiar; a collaborative experiment between the Camarilla & the Anarch Movement the likes unseen since the disastrous conclaves that followed the purges of Vienna and London. The Anarch Movement is at the forefront of this endeavor, providing the manpower and presence. Meanwhile, the Camarilla take a backseat, providing support in the form of resources, and using their strategic geographical locations to protect Montreal from potential enemy incursions. The first few months of this incursion were spent establishing a foothold for five Coteries; claiming and securing domains, establishing a timeline, and taking preliminary steps to infiltrate the city's mortal spheres.

At the moment, the city is only opened to the Anarch ( and the few Camarilla allies that accompany them ), as well as a handful of outliers. Each Kindred allowed within the city is expected to contribute or pull their weight in some way, usually by joining one of the five Coteries that help govern and safeguard it.

Speaking of Coteries, the city of Montreal is governed by five Coteries, each with a defining culture and purpose. While the city's Baron acts as the face and political spearhead of the Anarchs, it is the Coteries that truly govern Montreal when it comes to making political or administrative decisions that impact the entirety of the city's Kindred, regardless of their Coterie or affiliation. When the time comes for such decisions to be made, a vote is held, and each of the five Coteries has one vote.

The first of the five Coteries is Axis Mundi, and is led by Baron Marie-Helene Dutois. Axis Mundi acts as the Barony's political arm by working to assume control over high society, and the political, financial & legal spheres of mortal influence. They also handle all matters of diplomacy with their Camarilla allies. Lastly, they are also tasked with handling all matters of prestation, including the trading and honoring of boons, as well as the management and care of the city's Elysia.

The second Coterie goes by the name of The Severed Hand, and are the very antipode of Axis Mundi. They handle the street level and underbelly of the city's mortal spheres; the criminal underworld, any relevant blue collar industry, as well as the destitute and the homeless on the streets. They are expected to infiltrate all major criminal organizations within the city, keep a finger on the pulse of the streets, and make sure to keep watch over the roads, including any and all ground smuggling operation, especially the smuggling of the Circulatory System's blood trade with whom they are allied.

The next three Coteries are often referred to as the three sisters, or the trifecta, as their purposes often forces them to cooperate when it comes to keeping the city safe. Together, they act as what many in the Camarilla would consider to be the Sheriff's department.

The first of the Trifecta are the Eyes of Argus, they serve as the city's investigation and intelligence network. Their primary goal is to establish a vast surveillance network by taking over the SPVM's coroner's office operations ( SPVM stands for Service de Police de la Ville de Montreal, also known as the Montreal Police Department or MPD ). They are also expected to keep a watchful eye on the digital world, and monitor all air, ground and sea traffic coming in and out of the city. Lastly, they are expected to sink their teeth deep into the city's news and media machine to help the other Coteries in controlling the narrative and minimize the impact of slip ups and masquerade breaches.

The Thracians prefer to refer to themselves as a War Pack, rather than a Coterie; An unsettling yet undeniably effective cult-like brotherhood of blood bound warriors, they act as the city's Scourge, enforcers, assassins and elite guard. They are often seen as the military branch of the Barony and the other side of the Eyes of Argus' coin; while the Eyes or Argus assume control over the Coroner's Office's activities, The Thracians are instead expected to infiltrate the police department's headquarters which oversees all special ops and street patrols. While many may see them ( and especially their leader ) as volatile, problematic, insular and patriarchal, the results and safety they provide are undeniable, even vital.

The last of the Sisters is a Coterie known as the Keepers of the Gate; a collective of the incursion's brightest occult minds. Mostly composed of members of the Tremere, Hecata & Lasombra clans, the Keepers of the Gate are in charge of handling all occult matters within the city, whether that is keeping an eye on mortal occultists, investigating strange supernatural sightings, or protecting crucial Anarch holdings with rituals and wards.

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While the Camarilla holds no court in the city of Montreal, it's influence is still felt. Not only do the local Anarchs consider them as allies, but the Courts of Quebec and Ottawa help finance and support the movement's endeavors in the city. The Camarilla of Quebec and Ottawa often send representatives and agents to assist ( and more than likely keep an eye on ) the local Anarchs. Terms of the Anarch and Camarilla alliance also warrants the enforcing of the Camarilla's Traditions ( albeit adjusted to Anarch sensibilities ).

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The local Anarchs have opted for a traditional political structure; their leader is the appointed Baron who spearheads the sect's interests with the support of the five Coteries. Political decisions that concern the city's Anarchs are usually settled by holding a public debate, a number of nights are then granted for the Coteries to assemble and discuss the issues at hand, the council will then reconvene to hold a public vote. In some cases, especially when it comes to issues that divide even members of the same Coterie, individual public votes may be held where each member of the local Anarchs has a vote. In the interests of fairness and transparency, all votes are always held publicly.

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Currently, only one neutral faction is allowed in the city; The Circulatory System, a faction of Duskborn invited by the local Anarchs to help provide the city's kindred with extra blood. While the Duskborn hold no political sway within the city, they still benefit from the protection of the local Coteries, and the Barony's blessing to conduct business within their domains, thanks to their invaluable skills.

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At the beginning of this chronicle, it is hard to truly tell how the relations between local Camarilla in Anarchs will shape up. However, since the effort is partially backed up Prince Arundel and his known partner, Baron Bobby Ward, both of whom are firm advocates of cooperation between the two sects, it isn't far fetched to expect that Montreal will echo the cordial relations the two advocate for. Prince Annabelle once held more conservative views on the Anarchs, things seemed to change after her meeting with Carna, especially after the recent events and the attempt on her life by fellow Camarilla members.

This collaboration between the two sects, however, comes with a few caveats and compromises which are reflected by the domain's traditions, upon which both sects have agreed. While these traditions are modelled after the Camarilla's, they come with a few addendums to accommodate the city's unorthodox political landscape.

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The city of Montreal is, in a sense, rather traditional in its approach to Elysia, and the laws that govern them; to begin, there is only one true official Elysium of which the Keeper of Elysium is in charge.

Coteries or other factions are free to open alternative Elysia within their domains, and while these alternatives must subject themselves to the same laws that govern the primary Elysium, they do not benefit from the Barony's financial support. Coteries must foot the bill for their Elysia's upkeep and security.

In Montreal, the laws of Elysium are the following;

  • All use of Disciplines is prohibited within the halls of Elysium.
  • The vandalism or destruction of Elysium property, especially art, is prohibited.
  • Violence is prohibited on Elysium property.
  • No Kindred shall take actions that may endanger or compromise Elysium. This includes ( but is not limited to ); revealing the location of Elysium to outsiders, neglect to take proper precautions to not be followed to Elysium grounds by outsiders, hunting within 1 mile of Elysium grounds.
  • Kindred found in violation of the Laws of Elysiums will be punished accordingly. Punishment may include; boons, sanctions or banishment from the Barony of Montreal.

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First Tradition: The Masquerade
Thou Shall not reveal thy true nature to those not of the blood. Doing such shall renounce thy claims of Blood.
The rule of the Masquerade is the most firmly enforced Tradition in the city; after all, the city of Montreal is uncharted territory for both the Camarilla and the Anarch. Formerly an impenetrable Sabbat stronghold, Montreal was turned into a hotbed of Hunter activity by the Second Inquisition in the early 2000s and was long considered unsafe for Kindred occupation. While the city is believed to be free of Sabbat and Second Inquisition presence, the threat of their return is always looming. As such, both Camarilla & Anarchs have agreed that maintaining the integrity of the Masquerade is paramount, and any transgression may come with harsh punishment.

Second Tradition: The Domain
Thy domain is thine own concern, all others owe thee respect while in it. None may challenge thy word in thy domain
The boundaries of this particular Tradition is often left to the leading authority to define. In Montreal, the Anarchs have agreed upon the following rules:

  • There are 3 types of domains in Montreal: Coterie domains, Shared domains, and Neutral Domains.
  • Coterie domains are owned by a single Coterie ( Or in some exceptions such as the Moat, shared between two Coteries ) Coteries are free to hunt and own property in their own respective domains. While members of other Coteries are free to travel through all domains freely, they may not hunt or own property without the explicit permission of the Coterie that owns whichever domain is concerned. Hunting without permission or causing trouble on another Coterie's domain may come with harsh punishment, or atonement through boons. ( The value of the boon is to be determined by Heralds, depending on the gravity of the slight. )
  • Shared domains are owned by the Barony and shared by all Coteries. Members of all five Coteries, as well as any acknowledged visitors are free to hunt and own property in Shared domains. However, breaches caused within shared domains may see these privileges revoked, and be accompanied by even harsher punishment. The Baron has authority in shared domains.
  • Neutral domains are seen as ports of entry where Kindred who seek access to the city are free to hunt and reside until they receive the Baron's permission.
  • Any Neighborhood outside of set domains are considered to be part of the Outlands ( Or Barrens ). Most of these territories are deemed either useless due in large part to the lower density of their population, or flat out dangerous. These territories are usually left unattended by the Barony to avoid spreading the Coteries' resources too thin, or to risk the safety of local Kindred.

Third Tradition: The Progeny
Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.
Due to the situation in the city, the Anarch and Camarilla have agreed to enforce this Tradition to some extent; Kindred who wish to sire a childe should do so by first seeking the approval of their sect's leader ( The Prince or Baron ). However, it was also decided that creating a childe under duress ( for example, to avoid losing a valuable ghoul or mortal ) would be evaluated by the council of Coteries, and while no punishment would be pursued in the event that the Progeny be deemed unworthy, said progeny may be destroyed if it presents a risk. Maliciously embracing a childe without explicit permission, however, is still eligible for punishment.

Fourth Tradition: The Accounting
Those thou create are thine own children. Until thy Progeny shall be Released, thou shall them them in all things. Their sins are thine to endure.
Both sects have agreed to enforce this tradition without addendum, Kindred who sire a progeny will be held accountable for their childe's actions. Atonement most commonly comes in the form of boons of which the value will be determined by Heralds. In the case of particularly problematic progeny, the council of Coteries may hold a vote to determine the fate of the childe.

Fifth Tradition: The Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.
It was decided for this tradition to be upheld as well; Kindred seeking entry into the city should report to the city's Neutral domain and seek an audience with the proper authority ( In this case, the Baron, or any of his proxy ) Failure to go through the proper channels opens the outsider to a swift expulsion, or even a Blood Hunt.

Sixth Tradition: The Destruction
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.
In the city of Montreal, it was decided that the following protocols and procedures should be observed when it comes to the Lex Talionis;

  • A Prince cannot call for the Blood Hunt on a member of the Anarch, and the Baron may not call for a Blood Hunt on a member of the Camarilla. In the matter of cross sect Lex Talionis, the council of Coteries must hold a vote.
  • All members of the five Coteries have license to kill any unbound in violation of the Fifth Tradition.
  • Destroying a fellow acknowledged Kindred or member of the 5 Coteries is a crime punishable by Lex Talionis, in such matters, the Council of Coteries must hold a vote.

Appendixes

  • Any changes or additions to the Tradition must be put to a vote of the Council of Coteries.
  • Any breaches or impasses incurred by blind spots or disagreements must be put through a vote of the Council of Coteries.
  • Any major conflicts that threaten the integrity of local Kindred Society ( Including suspicions of corruption within local Sect leadership ) should be reported to the city's Benefactors. ( Prince Annabelle, Prince Arundel, and Baron Ward )