Shadow Republic & Laws Organization in The World of Darkness - AA | World Anvil
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Shadow Republic & Laws

The Shadow Republic of Philadelphia was founded in 1791 and is at once the greatest triumph of the Carthian Movement as well as the best argument for why the movement’s very foundation is madness. Eschewing the usual hierarchies of the night, the Kindred of Philadelphia uses a system of government mimicking that of the kine.
In principle, the Shadow Republic encompasses the entirety of Pennsylvania, but in practice, only Philadelphia itself is under its control. The Shadow Republic is ruled by four branches of government; The Office of the President (Consisting of the President and his Cabinet), the 12 Governors (Elected in their state), the Senate (With members elected from all across the Republic) and The High Court.

The Laws of the Shadow Republic


The Law of the Law

Let this state the Law of the Shadow Republic. Where privilege is given, duty is demanded. Where it frees, it binds. Where it gives, it takes. Such is the law of all things.

This law states that the only Kindred protected by the law, are those who are also bound by it. This is effected through the Law of Recognition.
 

The Law of the Presidency

Kindred Government of Kindred, By Kindred, for Kindred.

  This law enshrines the responsibility of the president - To rule for the betterment of all kindred. Whether that is the reality of the situation is up to each individual kindred to judge.
 

The Law of the Senate

The Senate shall be the Author of the Law.

  This law enshrines the power of legislation within the Senate. While the power to write laws rests alone in the hands of the Senate, the President can in practice decide not to execute it, giving him informal veto power.  

The Law of the States

The States of the Republic shall govern themselves, by kindred and for kindred. No State shall act against the interest of the Republic.

  This law gives the rights of the states and the Governors. Governors are elected in each state, with the state having its own manner of election. The states are allowed to have their own laws but are subservient to the laws of the Shadow Republic as a whole.  

The Law of Election

Each State shall contain five Electors. These Electors are appointed by a general election once every forty years. The Electors decide upon whom the mantle of President shall fall. Electors for the Senate shall be elected across the Republic, with at least one representative of each state, once every 20 years. The Electors decide 21 Kindred, upon whom the mantles of Senators shall fall.

  This law outlines the specifics of voting; One does not vote directly for the President, but rather upon Electors in one’s State. The Electors then vote on the President. Electors will state who they will support for President before the Election, but as how they actually vote is secret, some discrepancies between the statements before the election and the actions afterward have been noticed.
If no majority can be reached, a runoff between the two most popular candidates will be held, without a new general election. Typically, this is when Clans and Covenants start making alliances and receive promises from candidates in order to sway their electors.
Usually, President Hargrave has been running unopposed, while the position of Vice President is hotly contented. Usually, every clan and covenant will present at least one candidate for the vice presidency.

As for Senate elections, while individuals can run, Covenants have become increasingly important in these elections. The candidate with most personal votes in each state is automatically seated as a Senator. The remaining 9 seats are distributed amongst the Covenants, based on the candidate's covenants. Effectively, the Covenants acts as political parties in the Senate elections.

 

The Law of Sovereignty

Render unto the kine that which is theirs, and unto the kindred, those things that belong to them.

This law's primary purpose is to separate the Shadow Republic from the mortal United States of America. In effect, this law forbids any kindred from interfering directly with Federal kine authorities. Some kindred speculate that this law is the result of a peace agreement with a secret cabal, controlling the societies of the mortals.
This law was also used to grant the Camarilla their Embassy and to establish The Enclave.
 

The Law of Clans

Each Kindred belongs to his Clan first, the Shadow Republic second.

  The Shadow Republic recognizes 6 clans within its domains. While all kindred can be recognized by the Census Bureau, those who have a Clan sponsor have a much easier time.
Additionally, this law promises that Clans have a right to execute their own affairs, within the limits of the Shadow Republic’s laws. It also means that all kindred have a right to not partake in legal actions against their own Clan, including giving witness.
   

The Law of the Covenant

The Covenant is the chosen family of the Kindred.

  Covenants has the same right of internal governance as the Clans do, but not all kindred belongs to one and one can not just make a new Covenant. New Covenants can be recognized only by an act of the Senate, ratified by the President. In theory, any Coterie can develop into a Covenant, but in practice, the numbers and influence needed to become recognized are such that it is near impossible for a new Covenant to become established.
There are currently 5 recognized Covenants in the Shadow Republic;
Carthian Movement, Circle of the Crone, Invictus, Lancea et Sanctum, Ordo Dracul.
 

The Law of the General Assembly

A general assembly shall be held no later than once a quarter, to inform the citizens of the business of government.

  The General Assembly is held infrequently, but at least once a quarter. The General Assembly is as much a political as a social event, where political news is brought out and parties are held afterward. Conducting any violence during a General Assembly is considered a crime against the Shadow Republic itself. It holds much the same function as Court does for Camarilla controlled cities.

 

The Law of Taxation

As Favor is given by the Shadow Republic, so must Favor be returned to the Shadow Republic.

  All recognized Kindred of the Shadow Republic gain benefits from being a member and, as such, must be said to owe in return. For every ten Markers of any kind that a recognized Kindred gives out, one is owed to the Treasury. These Markers are usually called upon in times of war or when the Shadow Republic has a need for an agent.

The Law of Markers

With favor, favor shall be repaid.

  Unlike most Kindred societies, the Shadow Republic has a highly codified and materially represented system of favor trading. The Treasury Department is responsible for minting and handing out coins representing offered favors, called Markers. When a new Marker is handed out, the name and a single drop of vitae from the one giving out the Marker is contained on it, making each personal and important. This system of making physical currency out of favors has both drawbacks and benefits. In the drawbacks, it is a significant bureaucracy and a constant threat to the Masquerade to have physical tokens of Kindred society lying around. On the plus side, keeping track of your debts is far easier when you have handed over a physical token - And it is far more difficult to wiggle your way out of your debts.
This has made the trade of Markers a thriving industry, where the marker from one Vampire might be worth ten those of another, depending on the power and influence of the kindred who handed out the Marker. As such, a favor you gave to one Kindred can find its way into the hands of another one rather suddenly.
There are some that insist that the Law of Markers is an example of the Malkavian madness running through the mind of the President, while others see it as a great step forwards for Kindred.

The Law of Recognition

All Citizens must be Recognized by the Shadow Republic to receive the rights and duties of a citizen.

  The Census Bureau is responsible for recognizing newly arrived Kindred. Before one is recognized, all rights are severely limited. Some examples include: Hunting limited to very limited areas, all breaches of the law carrying an automatic penalty of final death and a total lack of say in political matters. To be recognized, one must convince the Census Director (Or his representative) that one has the good of the Shadow Republic in mind, that one will not trespass against the laws and that one can take care of oneself.
Those who have been Embraced with permission from the Census Bureau are automatically Recognized at the next General Assembly.

The Law of Progeny

To bring a Childer into the Republic is a matter for the Republic. Once brought into darkness, your Childer is your Own.

  To sire a childer in the Shadow Republic, one must first obtain permission from the Director of the Census. In principle, he is supposed to be objective. In truth, an exchange of Markers is usually a good way to grease the wheels.
Until a Childer is Recognized, he is the sole responsibility of his Sire and receives no protection other than that offered to property.
 

The Law of Unlife

He who takes from another Kindred eternity, shall, in turn, have Eternity taken from him.

  Those who are found guilty of giving final death to another Kindred are supposed to be granted Final Death himself. In recent nights, however, some more powerful Kindred have been allowed to instead give out Life Markers instead; Usually one to the Shadow Republic, one to victim’s Clan, one to his Covenant and one to his Sire.
 

The Law of Liberty

No Kindred may impose upon any other’s liberties. As liberty is taken, liberty must be given in equal.

  In practice, this law protects kindred from being attacked and restrained by other kindred. These matters are usually dealt with through an exchange of Markers of fitting value, as adjudicated by the Courts.
This law also means that every Kindred has a right to join a Covenant or Coterie freely and protects their rights to move freely within the city, even in the territory of another.
 

The Law of the Pursuit of Vitae

No kindred may restrict another kindred's pursuit of Vitae.

  Originally intended to keep the city from having the Hunting Territory that other kindred societies chafe under, the problem of popular hunting spots being over-hunted and the risk of exposure has led to a re-interpretation of the law.
In modern Nights, the Governors’ offices, and thus, not any single Kindred, gives out hunting territory. While the Law of Liberty ensures that travel through the city can happen unimpeded, the protector or regent of a district is free to institute whatever limits she wants on hunting.
 

The Law of Self-Protection

Any Kindred has a right to defend his unlife.

  This law has a double purpose; Firstly, it protects Kindred from too harsh punishment for self-defense. Secondly, it gives Kindred the right to carry weaponry, with some restrictions. The Attorney General has strict limits on what weapons he considers suitable for self-defense; Automatic weapons, any weapons using fire and military grade explosives are all omitted from the list.
 

The Law of the Haven

No Kindred may infringe upon the Privacy of another Kindred.

  This law protects havens, making them sacrosanct. No one may enter another’s haven uninvited and doing so has costly repercussions, no matter the reason. Notably, the Republic considers one's thoughts part of the Haven. While looking at auras is considered harmless, using disciplines to read and affect thoughts is considered a crime, though a hard one to prove.

Demography and Population

Philadelphia is the 8th largest city in the USA and though it may hold a sizable Kindred population, there are more than 30.000 kine for every kindred - More than enough to both feed and blend in.

Maps

  • The Shadow Republic States
Founding Date
1791
Type
Geopolitical, Republic
Demonym
Citizen
Government System
Democracy, Presidential
Power Structure
Autonomous area
Legislative Body
The House of Covenants and the House of Clans.
Judicial Body
The High Court and State Courts
Location

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