Join Sabbatnet.com's Banner Exchange
 
Sabbat   Camarillan
Mixed Genre
Garou     Brazil
Home
Links    Site Map
Arcade     UrlVis
About SabbatNet.com

Im Translator, Online translator, spell checker, virtual keyboard, cyrillic decoder
Translator
Banner Exchange

Add to My Yahoo!
 


 

 

 

Auctoritas Ritae

Monomacy
Contrary to popular belief, few of the Sabbat's internal disputes are settled by open warfare. When sect unity and the ties of Vinculum are insufficient to keep the peace it falls to the officers of the Sabbat to bring about a non-violent resolution. Pack priests and Ducti are the first to offer counsel, but if their efforts fail the dispute is passed along to higher authorities, from Bishop through Arch Bishop, even as high as Cardinal or Priscus if the situation warrants it. Only in the most extreme of cases is a resolution impossible. In these rare instances, the rite of Monomacy provides the ultimate solution. As a sacred trial by combat, the Monomacy is not to be called or entered lightly.

Should all other means of resolution fail, the plaintiff may then approach a figure of spiritual authority to approve and conduct the rite of Monomacy. If both challenger and defender belong to the same pack, their priest oversees the process. If they belong to different packs or if their priest lacks knowledge of the rite, the challenger must appeal to their Bishop or to a third-party priest (this is a tricky point, for bothering a Bishop with an unfounded or trivial challenge will be poorly received, but failing to contact a Bishop over a truly significant issue is outright offensive). If a priest or other spiritual officer agrees to oversee the rite, it then falls to the defender to agree or refuse the challenge. If the challenge is well-founded and charged by relatively equal parties, a refusal will appear to be cowardice, which will result in a lowered status on the part of the challenged. However, should the challenge be unfounded, trivial, called by a visibly more powerful party, or called impertinently against a superior office, then the defender may refuse without fear of insult or reproach. Should the defender accept, the challenger then names the time and the place for the trial by combat, while the defender determines all other details, including the weapons and terms of combat. The defender may opt to hold a fight to first blood rather than Final Death, at which point the loser faces exile rather than destruction; if the defender opts for this clause, he will always face some measure of shame for cowardice, whether he wins or looses. Diablerie is not a standard unless requested, and then approved as a condition by the overseeing priest.

After following appropriate protocol, there is nothing left but to conduct the Monomacy duel. The mechanics of this will vary depending on the terms of the fight. The most common form of the rite is an outright fight, which may or may not include Disciplines, weapons, battling only with fire, or any of a limitless number of possible rules or conditions. However, other form of combat may be used, such as chess games or battles between subordinates. The presiding priest declares when the rite begins and when it ends, and the winner may take his pick of the loser's possessions, while the rest go to the loser's packmates. Spiritual authorities may declare a Monomacy null and void provided there is evidence of cheating, or a failure to respect the protocol of the rite.




from page 151  of
Minds Eye Theatre Laws of the Night: Sabbat Guide


Sabbat 101
Auctoritas Ritae
Creation Rites
Vaulderie
Sermons the Caine
Games of Instinct
The Blood Feast
Fire Dance
The Blood Bath
Monomacy
War Party
Wild Hunt

Sect Hierarchy
Regent
Priscus
Cardinal
Archbishop
Bishop
Templar

The Pack
Ductus
Priest
Abbot

 

Sabbat Festivals
Festivo Dello Estinto
Palla Grande
The Binding
 

Important Documents
Code of Milan
Convention of Thorns

 

 

CURRENT MOON

Add to My Yahoo!
 

 

 

absinthe.bz Absinthe See things...differently.
 
absinthe.bz Absinthe See things...differently.

The Sabbat, The Camarilla, and the Anarchs are fictional sects of vampires,
from White Wolf Game Studio's Vampire: The Masquerade books and role-playing games.

Portions Copyright White Wolf Publishing, Inc.
© Copyright 2006, SabbatNet.com.com® - ALL RIGHTS RESERVED
Hosting by GoTeddyWebsites.com



Contact WebMaster Privacy Statement   Track your traffic!
Get a free counter
from Sabbatnet.com