Sangaria
Sangaria is one of the oldest if not the oldest vampire clan in Manta Carlos. It's been around the early days of MCI and the Academy, starting out as a small clan then eventually growing into the huge prestigious clan it is today.
History
Sangaria is a vampire clan originated from early Romania, starting from 101AD during the Roman occupation. It was a relatively small clan of violent vampires that developed werewolf like abilities under the full moon. The Sangaria prioritizes power all else. Prestigious positions were earned through dominance than anything. The Mother joined as a Child at 101 years old, back then still known by her birth name "Priscilla."
The original Sangarians stayed small and never grew as much because they murdered each other often for titles. Often, leaders never ruled for more than a hundred years until they were executed by a challenger. When Priscilla became an elder at 1000AD, she'd learned how they fought, and executed the last Head with giant spikes. From then on, she was known as Lucrezia Augusta the Impaler. She secured her position with a careful mixture of intelligence and brutality, and put to work into expanding the clan under her command. Sangaria flourished, and occupied a large mansion in Romania.
When rumors spread about Cordelia Moor starting up a school at Manta Carlos Islands that protected the supernatural, Lucrezia moved Sangaria there immediately. There, she got involved in the politics, and became an on and off Minister that passed hundreds of laws protecting and promoting vampires and the supernatural, thereby earning her as a Champion of Supernatural Rights. Lucrezia also adjusted the rules of Sangaria to take in vampires with no clans, multiplying their old numbers into an absurd amount and giving them power. To this day, Sangaria is still well-respected by Islanders and the Mother a valued politician and member of the community.
Architecture
The Sangaria clan resides in Augustus Fort (referred to colloquially as "Vampire Isle"), a massive black Gothic castle in one of the surrounding Isles in Manta Carlos. There is a number of ways to go to Augustus fort, through a local ferry, flight, or several teleportation pads located in the Manta Carlos forest, City Hall, and Starlight Academy. The teleportation pads require DNA confirmation and will not teleport anyone not registered as part of the Sangaria. If one wishes to bring guests, they must use the ferry and enter through the main hall.
When one enters by ferry, they will be land at a very spacious, lovely and maintained garden, decorated with many, many roses and willow trees. There is a tall gilded gate with a guard that phones in the senior members about the arrival of guests. On the occasion that the castle is not accepting guests, the ferry will be unavailable. Any and all trespassers will be executed on sight and displayed in giant spikes in the garden.
The main hall and the entrance is very friendly to guests and newcomers. They are treated with the utmost hospitality, offered a grand dinner and a place to stay for the night. Nothing about it seems weird or shady. In general, they give off the impression that the castle is simply a friendly and respectable vampire coven.
Guests are not allowed deeper in the castle, in the darker parts of it. The basement is a large dungeon ready to hold thousands of people. It also has a torture area. The council meeting room is near the end of it, and there's also an underground community room where initiations, executions and duels take place.
The biggest attraction of the castle is the Great Hall, candlelit with a large chandeliers over it, with dining tables spanning a kilometer long. There is also a prestigious round table where the Council has the pleasure to sit with the Mother. The Great Hall is where vampires dine together as a community, feeding on live humans or blood packs.
Overall, the Castle is massive in size. There are thousands of thousands of rooms in the fort, bedrooms, bathrooms, kitchens, libraries, community rooms, and other areas. Initiates live in a shared room with other initiates. The standard room for Children is a spacious one-person bedroom with a bathroom, a bed, a drawer, a closet, a desk, a laptop, a bookshelf, and lovely decorations. They are free to add or remove furniture as they wish. Guests, neophytes and children populate the front area, more important people at the middle, and the Elders at the very back. The Mother herself resides at the largest tower overlooking the ocean.
Being Part of the Clan
Part of why Sangaria is so large is that it does not hold elitism with regards to the people they recruit. If any vampire or human that wants to be a vampire wishes to join Sangaria, they may approach guides, diplomats, or the Mother herself. They will be given a trial period of one to six months (vampire) or one year (human) to see if they will be a good for the clan. During this time, they must prove themselves loyal to the clan and willing to keep all of its secrets. If the trial doesn't work out, they will be allowed to leave without a fuss, except for troublemakers, who will be executed. If it does, they will be turned (if human) and revealed the dark secrets of the clan.
The initiation into the coven is a special blood covenant with the neophyte, the mother, and two council members, often one guardian and one Elder. This is done by all parties dripping their blood into a cup and drinking from it. By ingesting the blood of the elders, the neophyte will start being more compelled to recognize them as their superiors. In turn, the mother and the council members will be able to track the neophyte easily. These effects will last 10 years. After that, the neophyte will be settled into the coven enough that tracking them would be unnecessary.
There are many perks into joining Sangaria. First of all, prestige. Sangaria is well-respected as a vampire coven around Manta Carlos, and many Islanders respect the Mother and affiliations with her. This has given many vampires opportunities into the business world and in the realm of politics. Second, wealth and necessities. All Sangarians are welcome to live in luxury at Augustus Fort. The Fort may be luxuries and many of the furniture are well-made antiques, but it is by no means medieval. There's heaters, wi-fi, televisions, computers, entertainment rooms, and swimming pools. All Sangarians are given a monthly allowance, and are provided fresh meals every night. They may live outside the fort if they wish, but they must check in every month. They may approach the Mother for favors. She is generous to those that contribute, and miserly to rulebreakers and those that have turned their backs to the clan.
Sangarians are afforded these things as long as they obey the rules of the coven. Vampires that do not feed from live humans are allowed to subsist on blood packs and shipments from the blood bar, but they do not have any right to judge their brethren that feed the old fashion way. They are allowed to commit atrocities as long as they follow the rules of the coven.
Rules
1.)
Maintain the Sangaria's good public image. The most important rule of the Coven, one that cannot be broken at any cost. All members of Sangaria, when interacting with the island,
must keep the reputation of the clan in mind. Any actions that soil the good image of Sangaria will be immediately executed
unless the incident was proven done by accident. The Mother is not above framing other unaffiliated vampires of their clan's crimes, if they ever came into light. Atrocious acts are permissible as long as it's done behind closed doors.
2.)
Keep the Clan's secrets. Sangaria does not take the moral high ground on many matters. Sangaria allows the clan to do as much filthy, depraved acts they want to. People that have a problem with this are advised to keep their mouths shut. Keeping the Clan's secrets also means people are not allowed to sneak in others inside without permission. This is another important rule, and they will execute anyone that so much babbles about them.
3.)
Honor your word. Any true vampire believes that honor is important. Honor covers rules, hospitality, and promises. Do not make promises you don't intend to keep. Do not talk if you don't mean it. If there is a case brought to the council about one vampire not honoring their word, the victim will always receive what was promised to them.
3.)
Respect your Elders. Elders have the most authority next to the Mother, as their age has made them wise. But even if one must respect their Elders, if the Elder abuses their position, the vampire must report the atrocities to the mother.
4.)
Do not turn anyone without the approval of the Mother. Self-explanatory. The initiate must go through the trial period like all initiates. This is a severe offense, but will be allowed on special circumstances. The Mother is not heartless.
5.)
Do not harm your brethren. Despite your differences, do not harm your brethren or stir trouble within the fort. If a vampire is being harassed by their brother, they
must report them to Guardians, Elders or the Mother. Usually, the punishment dished out is similar to how the perpetrator abused their brethren.
Punishments
First Offense: Essentially a slap on the wrist. They are given a warning, and a week in the dungeon depending on the offense. It is advisable to avoid committing a second offense. However, if one were to commit two minor offenses and they have at least a century gap on them
or the offense was proven an accident, they will not proceed to the second offense punishment.
Second Offense: Way, way harsher than the first offense. Torture and several months in the dungeon. They will only be fed scraps and assigned to cleaning duty for the next decade.
Third Offense: Or grave offenses. They will no longer be given any mercy. They will be executed in front of their peers and hung up in a giant spike at the middle of the garden to prove as an example.
Roles
Authorities
Head
The current head of the Sangaria clan is Lucrezia Augusta the Impaler, referred to within the clan as "The Mother." The Head has ULTIMATE authority in the clan. It is her word that the people must obey, first and foremost. In such cases where the entire council differs their opinion from hers, the Head can still supersede their decision.
This is not a democracy.
It is possible to challenge The Mother's position as the Head. They must be at least an Elder and challenge her to a duel to the death, where the victor will become the new head of Sangaria. This is typically a decision frowned upon by the members, given that the Mother is widely beloved.
Council
The Council is the higher authorities of Sangaria. It is led by the Head, and consists of all Elders, Senior Proprietors, the head of the Guardians, Pack Hunter leaders, important Diplomats, and the Head Bookkeeper. The Council convenes when there is a major decision to make, such as new rules to the clan or appropriate punishments for troublemakers. Usually, decisions are put into a vote, but in such cases where the Mother has made up her mind on something, the Council cannot override her.
Proprietors
Proprietors is a curious title, because it is something earned and not inherited. Simply put, Proprietors are the businessmen within the clan. Proprietors are necessary because they keep the clan living in luxury. The more a proprietor gives to the clan, the more important they are. Proprietors that have been supporting the clan for decades are allowed a seat in the council.
In general, however, if a vampire earns more than enough from their job, they will be required to pay a tithe to the clan to support their brethren.
Guardians
Guardians are the elite warriors of the Sangaria, tasked with keeping the castle and all of their members safe. Guardians are also required to enforce the rules. They are model citizens, and many of them used to be pack leaders. They are similar to the police in role within the clan.
Technical
Diplomats
Sangaria's emissaries in Manta Carlos. Despite being in a closed off island, they still fall under the jurisdiction of the Manta Carlos government. These emissaries are Sangaria's main contacts with the outside world to ensure that their reputation is upheld and they do not violate any laws. These diplomats include messengers, secretaries, lawyers, and politicians that promote the interests of Sangaria and the rest of vampire kind. The Head Diplomat is the Mother herself.
Arcane Advisers
Arcane Advisers are the mages within the clan. Many vampires are mages, and their magical help could be of use from time to time. Arcane Adviser is a prestigious position within the clan, because they study the intricate arcane arts and puts it to use for the betterment of the clan.
Pack Hunters
The ideal position for any vampire with extra bloodlust. Hunters kidnap and subdue meals to bring back to the coven for them to feed on. The hunters often travel in packs, and is led by a leader, either a pack leader or a guardian. Even the most eccentric violent vampire will be idolized for being a hunter, as long as they are swift, subtle and competent.
Spies
A position unofficial in the records, but clan members definitely know exist. The spies are the Mother's eyes and ears in the castle and Manta Carlos. Nobody aside from the Mother knows who the spies are. In fact, spies themselves don't know the identities of their fellow spy. Because of their existence, people are careful of what they say, and it keeps illicit activity in the dark where it belongs.
Bookkeepers
They are the historians and record keepers of Sangaria. Since Sangaria doesn't like spilling its secrets to the outside world, all of their activities are recorded by the bookkeepers. Bribing the bookkeepers, botching records or burning them is a highly punishable offense for the Sangaria.
Regular
Elders
One may count as a Vampire Elder if they are at least 1000 years old. Elders are typically well-respected within the clan, and they are allowed to hold a position in the Council except for extraneous circumstances like insanity.
Descended from Sangaria
Those descended from the original Sangaria clan are considered "gold-blooded" or "pure-blooded." As such, their blood affords them special privileges within the clan, such as better rooms and more access to the pool of wealth. The original Sangarians have an almost werewolf bloodlust to them, strong, powerful and rare. There is some controversy with the fact that the Mother is
not descended from the Sangaria. Many pure-blooded Sangaria hold her in contempt for this.
Guides
Guides act as mentors and guardian-figures to initiates and neophytes. They are tasked to teach them the rules of the castle and the history of Sangaria. They are typically motherly figures with a comfortable presence.
Children
The regular members of the clan. Anyone not holding a position is considered as a 'child'. They do not necessarily have bigger responsibilities, but they do not have special responsibilities either. Children are expected to help with chores, but not much else.
Neophytes
The newer vampires, either new members, extremely young or freshly turned. They are often paired with Guides to help them ease into the life within the coven. They are treated very gently, but are held on a strict leash.
Thralls
A unique type of resident in the Fort. Not a vampire, but not a servant either — a thrall is a vampire's personal pet, food, and often lover. They are allowed to be exposed to the secrets and to sit with the vampires during dinner under the condition that they fall under the same rules of the Sangaria. A thrall will be treated as property of the vampire, so if a thrall was to act out, the vampire will also be punished. A vampire is not allowed to touch another's thrall without permission. All of the thrall's belongings are considered as the vampire's belongings. Thralls are either attractive or chubby, often finely dressed by their owners.