Laws of the City
These rules apply to all kindred, even the unacknowledged. In cases where it actually matters, these rules even apply to all awakened denizens of the city (though this is only important when political ventures or city safety would be compromised, or when an enemy is captured and a trial is required for punishment to prevent enemies from attacking en mass). There is however a difference between what the law says, and what is actually enforced. Further, each of the following rules have exceptions that can mean the difference between life and death for a violator, and kindred would be wise to hire a good lawyer to represent them to the council (which is responsible for all legal adjudication within kindred society) if ever they must defend their actions.
Masquerade
Any action that reveals the kindred to mortal society is illegal. Even allowing mortal society to see supernatural events caused by those other than kindred is considered a violation of this rule if reasonable effort on the part of an observer to maintain secrecy would result in the breach being prevented. This law is proactive, and those that do not actively work to maintain the masquerade, or report its violation, are held accountable as if they had violated the masquerade themselves.
Punishment: Technically all masquerade breaches are punishable by final death. However, if such punishment were the norm, few kindred would live past their first years of unlife. Generally punishment is mitigated by factors such as age, severity of breach, whether the breach can be corrected, and whether the perpetrator is capable of such correction. Standard punishment ranges from forced torpor to boons, and everything in between. Also, it is standard in all cases of breach for a violator to owe a boon to all those that are forced to clean up the violator's mess.
In Practice: The masquerade is broken often, usually without anyone knowing. Dominate, the blood bond, and majesty are all used to cover one's tracks. While the law demands harsh punishment for anyone breaking the masquerade, often those of greater status suffer less under the law, and generally those with more violent jobs, such as sheriff or scourge, are given more leeway. Despite some differences in the letter of the law and its enforcement, the masquerade is nonetheless widely considered the most important law of the city, and is also the most regularly enforced. The greatest disparity occurs not in who is punished, but in severity of punishment. Also, council members attempt to be fair in their judgement, as unfair judgements could lead to clan conflict, or even the replacement of a council member.
Exceptions: There are few loopholes in this law. If one is in breach of the masquerade while attempting to subdue another, more egregious violator, often punishment will be waved, though such actions will be held against one if later violations occur. Masquerade breaches in wartime, or those that occur while fulfilling the direct will of the council (if they bother to make it known that they ordered it...) are also exempt if the violation was seen to be unavoidable. Violations that occur in an attempt to prevent ones final death are also viewed less harshly, but are still punishable.
Domain
All kindred are masters of their own territory, as regards all those beneath them in a given domain's hierarchy. All kindred are considered undisputed masters of their own havens. Any punishment one wishes to enact against those that violate ones territory are sanctioned, short of final death or those that would result in a breach of the masquerade. Violating the domain of others is a crime against kindred society as a whole, and is punishable by kindred law, as it destabilizes social order and risks open warfare.
Punishment: Aside from what a given kindred may do to violators for invading their domain, violators are subject to punishment from their own clan or covenant head. If violations are recurring, and those responsible for the kindred cannot or will not correct the situation, the council may become involved, at which point more severe punishments may occur. Seldom is final death used, but severe wounding, prolonged starvation, and forced boons are all common punishments, depending on the nature of the violation.
In Practice: Violation of this law rarely comes to the notice of the council. Those too weak to defend their territory seldom advertise it. Only when violations are frequent, damaging, or made by large groups does the issue float to the top. Generally this law is seen more as a game of favors and secrets, where one individual, or perhaps a clan/covenant, may allow access for a similar favor, or may catch a perpetrator and use the violation as political leverage. Clans and covenants tend to frown on the actual enforcement of this law, as doing so can result in warfare that would damage all those involved. That said however, at the personal level, this law sees almost nightly use, as Gangrel bikers chase people out of their territory with fang and claw, Nosferatu scare interlopers away, and so on.
Exceptions: While havens themselves are inviolate except on order of the council, territory is another matter. Anyone above you in a given area is able to enter your territory at will. If you are but a serf, with perhaps a block of territory, the regions vassals and regent may all visit your territory whenever they feel like it. Any council member may go where they please, with the exception of other's havens. Generally, just passing through a given territory is not seen as a violation in the eyes of the city, but individual owners are free to harass such travelers as they see fit.
Special: Different positions and political organizations treat territory differently. Clan territory is designated by the council, as is covenant territory. Clan territory is the purview of the council, and regents of a given clan territory are required to at least allow those of their clan that are acknowledged within the city the right to build a haven there (though quality of the haven is an entirely different issue...) and to sleep there. Covenant territory is generally left to the rule of a given covenant, so long as violations of city law do not visibly occur or impact those not of the covenant in question. Those with special positions, not only council members but the sheriff and others as well, have access to all territory while exercising their duties, and are allowed special feeding grounds, as well as havens in neutral territory if they so choose. Regents of a given territory may grant, or rearrange (if they are brave enough), land within that territory as they see fit.
Violence
Harming another kindred or other supernatural being is not allowed, except in defending one's territory, ones life, or ones property. Harm can be interpreted as many different things, especially in kindred society. While anything sufficiently proven to be harmful is a violation of this law, a partial list includes: theft, vandalism of property, physical harm, mental trauma (as caused by discipline use), mystical curses, and killing of mortal associates.
Punishment: Standard punishment is generally either an eye for an eye, repayment of damages, or occasionally both.
In Practice: Of all the laws, this is perhaps the most controversial and difficult to enforce. Council members walk a fine line, as too heavy a hand can result in driving rifts in the community, creating shadow wars and increasing the ever present risk of frenzy, while too light a hand results in weak leadership and chaos as the more unscrupulous of kindred society take advantage of those around them. And not only do council members have to tread carefully around this law; citizens must weigh the benefits of making their weakness and incompetence in defending themselves public knowledge, and must be careful not to bring petty grievances to the council for fear of reprimand. In practice, only severe mental tampering, life threatening attacks, immense property damage, or the malicious killing of favored mortals, and even in those cases, the results of attempted prosecution are at best unsure. Status also plays a large role in all cases of violence, as the word of a higher ranking individual is often enough to sway entire trials.
Exceptions: As previously stated, self-defense is allowed. Violence on behalf of the council or the sheriff is exempt from punishment so long as it can be proven to be in line with the needs of a given situation. Violence in the midst of a frenzy is looked on with greater lenience, assuming the individual isn't known for a lack of self-control. Petty crimes generally result in a wrist slap for the offender (sometimes literally) and loss of status for those that bring such crimes to the notice of the council rather than the appropriate clan or covenant head.
Fealty
1)Those that desire a place within kindred society must repay society for the benefits they receive from it. Those that administrate kindred society, the regents, pay their debt by service to the greater community. Those beneath the status of regent owe the regent of the territory in which they make their havens a seasonal boon (to be payed by the equinoxes and solstices), or the representative of the regent, the vassal, in cases where territory is not controlled by the regent directly. This boon must be in service to kindred society, and is not meant for serving the needs of selfish kindred.
2)Those that live within kindred society must obey the laws and demands of said society. Kindred are required to obey the judgements of superiors (though they are not required to actually do work for them except in the case of seasonal boons), and are to represent their clan, covenant, and city in a positive manner. Minor violations of the social order are resolved by regents, and their word is binding unless a given kindred wishes to bring the issue to the council as a whole. The rules of a given territory are created and maintained by the master of that territory, so long as they do not violate the rules of a higher authority (a vassal may rule their territory, but may not violate rules put in place by a regent for example), or the laws of the city. Those within a given territory are bound to follow all rules in place for that territory, and masters of a given territory are bound by law to make such rules known.
Punishments: Depending on the nature of the violation, perpetrators may be charged "interest" on their overdue boons, or they may be brought to heel by the rest of their clan or covenant for breaking rules, shirking on bills, or otherwise being a bad citizen. Regents may, if a subject agrees, bypass the council and apply punishment themselves, or subjects may petition the council if they feel a punishment inappropriate. Generally subjects are more than happy to accept any "in house" punishment however, as it saves them an embarrassing display of weakness in front of the assembled court, and a potentially harsher punishment from the council.
In Practice: The law of fealty is almost entirely dependent on the strength of the leader demanding adherence to it. In domains with weak leadership, people do as the please, rules either do not exist or are ignored, and the regent or vassal is lucky to obtain a nominal seasonal favor. In domains where the leader has strong support from the majority of their clan/covenant, the territory can become a police state where even minor violations are likely to be caught and are harshly punished. Weak vassals tend not to bring their grievances to those up the chain of command in hopes of avoiding being replaced, but usually the regent will find out eventually and take action. Weak regents are another matter however, as there is no one to replace them, except in extreme examples of incompetence. Generally such regents tread lightly and demand only simple favors, hoping to get out of office alive.
Exceptions: Those that have dispensation to make havens in unaligned territory owe no fealty, as they hold such territory because of the extra responsibility to the city that their position requires. The same goes for regents and for the sheriff, even when living in clan (but not covenant) territory. The special positions in the city government report directly to the council rather than to a specific regent. Special positions are exempt from rules specific to a given territory, but only while exercising the duties of their office.
Freedom
Kindred have the inalienable right to freedom and respectful treatment from their government. Decisions by governmental officials that limit or attempt to give governmental control of the following will be considered void, except in cases where such is allowed by amendments to the Law: life, property, liberty, speech, beliefs.
Punishment: There is seldom legal ramification for violation of this law, aside from commands not being carried out. The political punishment can be dramatic however, especially in the case of large scale violent protest...
In Practice: Council members seldom try to abuse their power in this particular manner (though they do in many others...), though occasionally those holding a special position do. Such attempts seldom last long, as everyone enjoys their freedom, and this law is the main reason that the Carthians are able to maintain their power.
Exceptions: Only through amendments or emergency rulings that last for a limited duration are exceptions made to this law.
Progeny
Creation of progeny is a privilege, not a right. Wanton creation of childer impact society as a whole, and if left unchecked can be highly dangerous. Only with consent of the council can a new childe be created.
Punishment: Varies. At the least a great deal of shame and pain will be heaped upon the offender, and possibly the childe as well. At most, final death for either or both parties.
In Practice: Those with many favors owed them or high status can often gain retroactive permission to create childer, while those without such favors are often valuable because of the high debt their saviors can exact from them later. Death is seldom used as a punishment, though when it is, it is usually one, not both, who are killed.
Exceptions: None legally, though embraces made during emergency situations are generally treated more leniently.
Election
As a Carthian city, the government is founded upon free election. Any attempt to disrupt the process of democratic elections will be punishable by final death. The election process varies depending on the situation that is causing the election:
1.0)Standard Process:
1.1)Regents/council members: elected every 4 years by vote of the clan/covenant. Election is accomplished by public vote, as it is the only way to avoid tampering. Reprisals are forbidden and punishable by final death.
1.2)Special positions: other special positions are up for election every 4 years as well, immediately after the election of regents. Election is accomplished by public vote of all in attendance at court on the night of election.
1.3)Amendments: Changes to the Law may be made every 4 years, after elections are complete. such amendments may be proposed by anyone in attendance at court on election night, but must be seconded by a council member or one who holds a special position, if they are to be considered in open debate. After the close of debate, amendments are made by majority popular vote of all present; the council may veto any amendment with a 3/4 majority vote. A 3/ popular vote may override a veto.
2.0.0)Special Elections:
2.1.1)Regents/council members convicted of crimes: If a regent is convicted of a crime that forces them out of office (a 2/3 majority vote in council to rule against another council member, a 3/4 majority to rule for final death, forced torpor, or exile, and a public announcement of evidence and guilt) a special election will be held among that clan or covenant at the next court session, and a temporary officer of that clan/covenant will be put in place as acting regent by the council (simple majority vote).
2.1.2)Regents/council members rejected by clan or covenant: If a regent betrays the trust placed in them by those they represent, they may be removed from office. A signed petition listing grievances against the regent must be given to the harpy, sheriff, and council, with signatures from a minimum of 1/2 the recognized members of the clan/covenant within the city that have held residence in the city for more than a year and a day. At the next court, in public hearing, the the regent will be given a chance to address the grievances brought against them by their clan, after which a public vote will be held. If a 2/3 majority agrees, the regent will be replaced that same evening by a candidate determined by standard vote.
2.2.1)Special positions convicted of crimes: If one holding a special position is convicted of a crime that forces them out of office (as per the rules for regents), a special general election will be held at the next court session, and the position will be filled by one selected by the council (simple majority) until the position can be filled by election.
2.2.2)Special positions betrayal of duties: If one holding a special position does not fulfill their duties, they may be removed from office. A petition listing grievances, signed by at least 10 kindred, or 2 council members, must be presented to the harpy, sheriff, and council. At the next court session, the defendant will have the opportunity to rebut the statements in the petition, and then a vote will be held, with simple majority being required to remove the special position holder from office. The council may veto such a decision with a 4/5 majority vote, and a 3/4 majority popular vote may override such a veto.
2.3.1)Special amendments: New amendments to the Law may be made. Such amendments require that a petition listing the proposed changes, signed by at least 1/3 of the city's recognized kindred that have held residence in the city for at least a year and a day, be presented to the harpy, sheriff, and council. At the next court session, the proposed amendment will be publicly debated and then voted upon as in a normal amendment vote.
Punishment: the democratic process is sacred to the Carthians and is held in highest regard in Carthian ruled cities. Violation of this law, perversion of the process, vote tampering, and voter strong-arming are considered severe offenses. Generally, punishment for violation of this law exceeds punishment for masquerade violation, if only because there really are no good excuses.
In Practice: Carthians tend to be the most fervent supporters of this law. Others may be more sympathetic, but not by much as no one really likes being duped, especially not when it comes to giving a great deal of power to an unworthy individual. That said however, people tamper with voters all the time, if not the voting process itself. Within covenants it is an unstated rule that regents will be determined by their covenants, with the public vote being only for show. Strong arming does occur, and favors are heavily traded for votes. But there is a large enough group of people that want the system to work that violating election law is a dangerous endeavor best done with great care and caution.
Exceptions: None, at least concerning violation of the law. Sometimes the debate process and the election process may become a bit... creative if there are no rules in place to cover a given situation.
Executive Commands
In the course of running any society, it is often necessary to make quick judgements, and to cover situations that are otherwise not discussed by law. For this reason, decisions passed by the council possess the weight of law, so long as they do not violate existing law. Failure to obey such demands will be considered punishable offenses.
Punishments: For light infractions, or laws that are of little importance, punishment may be as light as a night of community service. For lack of obedience in warfare or enforcement of the masquerade, final death or banishment are not out of the question.
In Practice: This law is where the council take the majority of its power from, and also what allows the city to keep running. While often people will fudge things a bit, or ignore the occasional trivial demand, they generally comply, both out of fear of the power the council wields, and a grudging acceptance that sometimes such compliance is the cost of safety.
Exceptions: Highly variable.
Knights: IC-Laws of the City
Threading the Gerbil since 1982