The revolution against the Camarilla is at the heart of the Anarch Movement. What once began as a revolt by the young against the dictates of uncaring elders has since grown into a sect all its own, forever at odds with those elitist vampires who view them as pawns. In the last few decades, the Anarch Movement has drawn many recruits from the ranks of the unbound as they seek to fight back against the Camarilla’s control. Capitalizing on this momentum, Anarchs have begun taking and controlling domains that were once held by adherents of the Ivory Tower. Some of these captured cities were seized by force when Camarilla elders were called away by the Beckoning. Other cities were taken with eerie ease as Anarchs fill a void left by a Second Inquisition purge.
It should come as no surprise why the revolution has come. While Camarilla domains paint themselves as upstanding and caring for all Kindred, neonates lead a far less idyllic unlife. Struggling in overpopulated domains that favor older and more powerful Kindred, constantly under threat by hunters and oppressed by the totalitarian regulations of the Ivory Tower, the young have many valid reasons to be angry.
So the young throw off their shackles, dig in and preserve the Masquerade as hard as they can. The Masquerade is the only Tradition that the Anarchs have agreed to follow, and they do it in their own way. While Camarilla vampires often retreat to a distance from the mortal world, Anarchs maintain mortal identities, jobs, and even families. They gain influence by being a part of the world around them. While an Anarch neonate is sure to make mistakes in their regular contact with the world, they also are part of the landscape. If they are smart and careful, they can blend in, finding safety from the Second Inquisition hunters as wolves in sheep’s clothing.
The Movement is done negotiating with the Camarilla Courts. With each year that passes, the Ivory Tower has fewer elders, and the Anarch Movement gains new and hungry recruits. The Second Inquisition that threatens the vampiric world was the Camarilla’s fault, and Anarchs across the world are finally spurred to action. For the first time since the Anarch Revolt, they have a real chance to seize control of the night from the Princes of the Camarilla.
Anarch Organizations
Every Anarch territory is unique, but there are trends that appear across most. Typically, the Anarchs staying in any sort of space belong to one of four sorts. It is important to remember that most Anarch domains have a variety of organizations operating in them. In the same domain, you can have unlifestylers, a roving biker gang, and a revolutionary cell trying to bring down their Camarilla neighbors.
The Gangs
Whether they are groups of vampire bikers, rebels throwing Molotov cocktails at Camarilla safehouses, or roving bands of homeless undead prowling the streets for blood or money, Gangs are typical and public associations for Anarchs to identify themselves within. Whatever the cause they choose to rally behind, gangs tend to control their own territory. They might have a leader, or they might be democratic. The organization of a gang is an internal matter.
Gangs tend to want to stake a claim to turf, and, when those claims clash with other gangs, there is rampant gang warfare. Freedom isn’t always pretty. Gangs change quickly and move fast, with names and membership often shifting, peace being made and broken quickly, and mergers happening as Kindred come to new understandings with one another.
Unlifestyle Crews
Informal and loosely organized, these gangs are leading the existence that the Anarch Movement is trying to build: vampires who can do what they want, free from Camarilla interference. They are not fighting some grand fight. Rather, these licks want to go their own way and exchange help for help when needed. They try to adhere to the Masquerade, but most find that if they don’t go looking for trouble, trouble tends to find them.
The Cells
Politically active and serious about the cause, Anarchs who live in dangerous territories tend to organize into cells, as underground criminal or political organizations among mortals do. Territory isn’t usually their concern. Rather, cells tend to care most about security and information control, establishing protocols and precautions to ensure that the cell cannot be compromised. Cells tend to tackle the most dangerous activities, as the Kindred who join them are trying to make big changes happen, often through nasty means. Members of cells keep their identities hidden, posing as members of other groups.
The Anarch Free States
An Anarch domain is often called a Free State. Collectively, the Anarch Free States are places where Kindred can exist free and try their best to prosper as they see fit. No two Free States work exactly the same way, but some commonalities are regularly seen. Rarely does a single Anarch rule the domain like a Camarilla Prince. Sometimes a council might rule the city, but that is unusual as well. More commonly, a Free State is a collection of smaller territories controlled by groups of vampires. They usually have minimal regulation, shifting and changing as vampiric whims do, with only external threats typically leading the Anarchs to unite under one banner.
Barons
Simply put, a Baron is an Anarch with authority over a territory and those who stay in it. How one might become a Baron is entirely up to the vampires of the territory. Some Barons are democratically elected figureheads of a small town. Others are vicious gang leaders who control a neighborhood with violence, with the quiet acquiescence of those who live there. In true Free States without the sway of the Camarilla, there are as many kinds of Barons as there are local cultures to support them.
Another common type is the Baron who controls an entire city on her own like a dictator, suspiciously like a Camarilla Prince. In Domains where the Camarilla is strong and Anarchs co-exist with them, this may be more than an image issue. The Camarilla may indeed support someone as their own underboss, propping up one Anarch to keep the others in line as their agent.
Authority of the Baron
● The Authority in their domain, the Baron decides if an Anarch is Committed or a non-Anarch is Accepted in their domain. They may remove this Moniker at will. If the Moniker is removed, the individual loses all Reputation in the Baron’s territory.
● The Baron must create and enforce laws within their territory, as well as define how judgments and punishments of violations of laws are carried out.
● The Baron may decide to call a council of Gang Leaders in their domain. ● The Baron may award and rescind feeding territory rights.
● The Baron may call for a vote on an issue or refuse to allow a specific vote. ● The Baron may invoke a Call to Arms, ordering the local population to hunt and destroy an enemy of the territory.
● The Baron may exile a vampire from their territory.
● The Baron may raise or lower the City Status of a Committed Anarch or Accepted non-Anarch by one. A character may only have their Reputation increased or decreased by the Baron once per six months in this way. A Baron may not raise the Reputation of another character above their own.
Gang Leaders
One reason to be part of a publicly-recognized gang with a known leader, rather than an informal lifestyle crew or a hidden cell, is representation in the council. When a Baron decides to call their council together, the leaders of known gangs are invited to the table. Gangs select their own leaders however they see fit. A gang’s leader has informal sway and authority within their own group, but in the Baron’s Council, each gang leader has one vote.
Emissary
Whether the Free State is surrounded by Camarilla domains, or whether there are many Gangs all competing for turf, diplomacy needs to happen to keep a city functioning. Gangs might send Emissaries to one another, or the Free State might select an Emissary to lead negotiations with a nearby Camarilla Domain. However the Emissary is selected, they have a big job. In times with the Second Inquisition driving Kindred into the sun, negotiations are better than resolving problems by force.
Emissaries negotiate on behalf of the Anarchs they represent, collect information, educate other Anarchs in political matters, and gather prestation on outsiders where they can. While Emissaries do not have additional formal authority in their Domains, skilled Emissaries often find that their Reputation rises quickly as they solve problems for their constituents.
Sweeper
Vampire life is inherently violent, starting with stealing the blood from the veins of mortals and ending in the bullet that finally ashes a lick. Overpopulation makes it worse, as do traitors ratting out gangs for some “better life” in the Camarilla. Things can escalate to a boiling point that endangers the Free State as a whole. The Sweeper is a physically powerful vampire who is called on during such a crisis. Their duty is to kill until the problem goes away.
This thankless and socially-isolating job can shred the Sweeper’s Humanity if they are not careful. A good Sweeper develops a reputation for being vicious, ruthless, and horrifyingly effective. A wicked reputation can go a long way to reduce the amount of violence that a Sweeper has to actually do. In this way, they can preserve themselves against the Beast.
In many Anarch domains, a Sweeper is typically selected by a Baron. In others, they might be appointed democratically.
Authority of the Sweeper
● The Sweeper is authorized to destroy any vampire within their Domain who is not Committed or Accepted in the Domain.
Bookkeeper
Most positions are variable in how they are achieved from Domain to Domain. However, in matters of boons and favors, Anarchs tend to all want a say in who will represent their interests. After all, vampiric culture puts a high value on prestation, and the consequences for breaking a boon are almost always devastating. A Domain’s Bookkeeper, or “Bookie,” is elected democratically among the citizens of the Domain.
A Bookie has three main tasks: keep the records of prestation for the Domain, call bullshit when people try to inflate or deflate the economy, and socially punish Kindred who violate their boons.
A Bookkeeper who does these things well tends to enjoy great power in their Domain. A Bookkeeper who is openly corrupt will inevitably find themselves removed from office by those that elected them–or worse.
Authority of the Bookkeeper
● The Bookkeeper arbitrates disputes over boons in their territory.
● They may determine that a boon has been appropriately satisfied.
● When the Bookkeeper determines that a Kindred from their territory has broken a boon, they may declare that individual a boon breaker and reduce that vampire’s Reputation to one. The vampire may not gain Reputation until the broken boon has been satisfied or six months has passed.
Preacher
Typically an expert in Anarch philosophies, the Preacher is – at least in theory – a vampire who advises other Anarchs on interpreting their sect’s doctrines. In practice, their role is to teach young Anarchs about what it is to be an Anarch, help combat the spread of Camarilla or Sabbat-adjacent dogma within the Free State, and inspire people to accomplish the objectives of the local Movement.
Preachers are rarely Unlifestylers. They tend to be dedicated gang members or even cell recruiters, trying to bring people further into the Movement. While Preachers push the Anarch line, this is rarely altruistic. Ultimately, they aim to expand the punching power of the Movement through philosophical and social pressure. At best, they are inspiring leaders. At worst, they are cynical propagandists.
A Preacher is appointed by the Baron. They do not have authority of their own. However, a wise Baron will hear the words of their Preacher in matters of dogma and reward or punish those who set excellent or poor examples.