The Camarilla

The Camarilla is the most widely influential organization Kindred history has ever known. Its stated purpose is to preserve the Masquerade, an elaborate veil of deception pulled over the eyes of the living to hide the existence of the Kindred. But the Camarilla is so much more. It is a conspiracy to preserve the power of the elders, an undead secret society influencing global business and politics, the closest thing the Kindred have to a system of government, and an international union of cities akin to the United Nations – complete with a central inner circle and a cadre of justicars and archons traveling the world to “keep the peace,” answering to nameless masters. The sect maintains a fierce moral stance on preserving humanity in the face of the impulses of the Blood, seeing themselves as the shepherds of the blind human throng – simultaneously morally superior and inferior to their short-lived subjects. The sheer age, power, and wealth of many Camarilla members, and the recent exclusion of the Anarchs from their ranks, makes the sect distinctly upper class. These are the monsters that hide behind $5000 cocktail dresses, meticulously tended stock portfolios, and havens guarded by blood slaves in private security uniforms. They are the one percent of the one percent and they hunger for more. Their pawns are placed in banking and in Congress, making deals and passing bills. They are masters of disinformation, propaganda, and blackmail, never leaving a loose end untied for long. These nights, there is a lot of tying to do, but the Camarilla does not hesitate to lay ruin to human lives and Kindred unlives to protect the secrets of their influence.

To most members of the Camarilla, Caine is just a myth, a metaphor for their curse, rather than a historical individual. That said, many still cling to their Christian, Jewish, or Muslim faiths like straws in a storm, trying to find meaning and purpose in their unlives. The Middle Eastern counterpart to the Camarilla – the Ashirra – is entirely based on using Islam to temper the murderous impulses of the Blood. Still, ancestor worship is a widespread and accepted practice in the Camarilla, with ancient Methuselah like Mithras and the Dracon serving the function of saints. In some clans the Antediluvians have become objects of veneration – imagined as the embodied ideals of their bloodlines.

A Camarilla city is run in the fashion of a feudal court, even if their gatherings may look more like slick boardroom meetings or rough gatherings of criminal cartels. The hierarchy is absolute. At the top we find the Prince, a creature impressive or cunning enough to be acknowledged as the absolute leader of their domain. Below them are the members of the Primogen Council – representatives of the major Camarilla factions in the area. Whether they are clan elders or a gathering of those who hold the largest hunting grounds, they speak directly to the Prince, who will do best by listening to their advice. More than one lord has been ousted by their own council. Some princes choose a seneschal, who acts as personal advisor or replacement when the Prince is unavailable.

When needed, the court gather secret sanctuaries known as Elysiums, often changing locations to maintain absolute privacy and using a myriad deceptions to hide Kindred affairs from mortal scrutiny. Elysiums accommodate feasts, ceremonies, negotiations, and heated debate, protected and directed by the Keeper and their heralds, also known as harpies. One may be hidden behind the dark rooms of an upscale fetish club, another in an otherwise unused nuclear bunker, a third in the Guggenheim’s Brancusi collection at night.

Order in the domain at large is maintained by a sheriff, gendarme, constable or whatever law enforcement term is used locally. They are usually more hitman than cop, and summary justice tends to be the norm as the Camarilla frown on modern ideas like due process. If you get dragged before the Council to plead for mercy instead of chained beneath a sunroof, you’ve been lucky.

The Six Traditions

The Six Traditions form the core framework for governance among the Kindred. While they are interpreted in wildly different ways and given various attention by individual princes and councils, they are ancient customs that no initiated Camarilla Kindred is unaware of. Even if they were, ignorance is no excuse for breaking them.

The first tradition:
THE MASQUERADE

Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.

The first tradition is the only one universally respected, but also the one that is broken most often. A sloppy feeding with witnesses, a vulgar display of undead might, a confession to a beloved mortal. These things happen, but Kindred are expected to clean up after themselves, or there will be hell to pay. The crime-world code “snitches get stitches” doesn’t even begin to describe how seriously both the Camarilla and the Anarchs take the Masquerade. In the age of YouTube dares, clickbait, and fake news, a Masquerade breach is easily overlooked by the masses, but any transgression can end with a black ops team kicking in a haven door. Only the craziest of Cainite superiority fanatics dream of an age where they can rule openly; the rest have faced reality – the undead fare better as parasitic powers behind the throne than as great predators or infernal lords of human dominions.

The second tradition:
THE DOMAIN

Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.

A prince’s domain is the whole city, but they may grant rights to those who have served them, allowing others to rule over a district or a city block in their stead. This creates an elaborate hierarchy of liege lords and lieges, reminiscent of the feudalism of the late Middle Ages. Knowing the lay of the land and who has the claim to its use is vital to navigating the urban labyrinths of the night.

The third tradition:
THE PROGENY

Thou shall only Sire another with the permission of thine elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.

Overpopulation can quickly become a serious threat to the Masquerade, and having to ask the Prince for permission to make a childe is the best way to avoid it anyone has come up with. A companion of one’s own Blood is one of the things most desired by Kindred, and a thing they cannot freely have. Thus, it is a coveted gift and a powerful tool in securing alliances. Vampire populations used to hover around one per 100.000 mortals, but tonight – who can say?

The fourth tradition:
THE ACCOUNTING

Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.

Tonight, release into the Camarilla is more a question of initiation than anything else. If a childe does not have what it takes to join the elite, they are thrown to the Anarchs, to be hunted and stepped on like the rest of the unbound, if not destroyed outright. Childer who are accepted, but escape from oppressive sires are still their responsibility, so the maker better find their wayward progeny fast. And punish them.

The fifth tradition:
HOSPITALITY

Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

In an age of spy games and isolated city domains this tradition is becoming polarized in its enforcement. Keeping track of who is in your city is a daunting task in the era of the refugee and the global citizen, and some princes are actively backing harsh immigration policies, building walls, or infiltrating border controls just to keep up. Princes usually either give up on enforcing this law or do it draconically with mortal assistance.

The sixth tradition:
DESTRUCTION

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.

The Blood Hunt is the ultimate punishment in Vampire society. Normally the destruction of another Kindred is seen as a cardinal sin, but anyone can hunt and kill those that are named the targets of lex talionis, the law of retaliation. Even the thin-blooded, the Anarchs, and the independents are invited to the murder party. Anything goes in the Blood Hunt, and if the one who kills the target drinks it dry and claims a part of their power – the terrible crime of diablerie – so be it. Helping a Blood Hunt is a good way into the Camarilla’s graces, so joining one is often frowned upon by Anarchs.

The Court

Power comes from presentation. This was how Vlad Țepeș pushed back the Ottomans when they brought 250.000 trained soldiers against his army of 30.000 boys. And this is how the Camarilla keeps its hold on the world. We are strong, but we seem stronger still. We contrive to be perceived as of one mind, omnipresent and united in our mission. However, nothing we do is as homogenous as we present it.

Each of our cities has its own hierarchy forged through traditions developed over generations and oaths made heavy by Blood Bonds. While the tendency of Prince as ruler, Primogen as councillors, and Sheriff as law enforcer has become convention, some cities have multiple rulers or do away with some positions entirely. A few domains even waive the idea of Elysium, declaring it ill-suited to a time where many of our kind gathering in one place carries a potential death sentence.

However carved, the court structure of our cities is important. We impose a feudal rule over our subjects not because we are stuck in the past, but because it remains the superior method of enforcing the stability of our society. The court is the basis of our culture and the reason for our strength.

The Prince
Sovereign, Prefect, Premier, Governor

A common Camarilla adage holds that Princes last forever or crash and burn within a decade. And it is true that once you claim praxis, you must be prepared to spend the rest of your time on earth defending it. Few relinquish power willingly, and those who do rarely last to tell the tale of their rule.

The title of Prince dates back further than Rome. Though the role itself has changed in form and function, several principles remain constant: The Prince represents their city, for good and evil. They are in charge of law, governance, and enforcing the Traditions. As those Traditions describe the rights and responsibilities of the Elder, such are those of the Prince to give or withhold the gift of Embracing another to their subjects or sentence a Kindred within their domain to final death.

Duties of the Prince:

  • enforcing the traditions: If the Masquerade flickers in a Camarilla city, the Justicars do not look to those who broke the Traditions, but to the Prince who was supposed to enforce them.
  • trials: The Prince will either judge all trials or appoint another to the task.
  • granting boons: Hearing petitions from other Kindred and allotting domains and hunting grounds within the city.
  • holding court: Meeting with and formally accepting visitors in the area, as per the Traditions of Domain and Hospitality.

The Seneschal
Chamberlain, Advisor, Lieutenant

A Seneschal is the right hand the Prince, empowered to act in their stead. It is not an uncomplicated position to occupy, perhaps because everyone sees a voluntary Seneschal as a potential Iago. Nevertheless, Seneschal is a traditional court role, and one that is very influential. It is a position in which tacticians, administrators, and advisors thrive, and one worth pursuing if you have a talent for noticing things otherwise overlooked.

Often, the Seneschal will take the role of Domain Steward when a Prince falls to torpor or in other ways becomes unable to perform their duties. However, the crows feast happily on all dead flesh, and few Princes will choose a Seneschal who look too hungrily in their direction. For this reason most Seneschals have tasted their ruler’s Blood at least once.

The Primogen Council
the Senate, the Presidium, the Council of Elders

The Primogen council represents the interests of the clans and advices the Prince on matters of law and rule. Traditionally, it consists of representatives from each of the most prominent clans in the domain — naturally favoring those of the Camarilla, though outsiders are allowed to report any issues to a Primogen not of their own clan. Primogen are often elders, but despite the term (Primogen from Latin means “the first born”), there are no rules in place that this is how it must be. In fact, during the last few decades, more and more councils have seen drastic changes to their structure.

The Beckoning has weakened many domains by drawing away the eldest of our kind. Some Primogen councils now operate on a rotational basis. Others have limited their size to only three or five members, forcing an odd number so votes pass with greater ease. Some smaller domains have even implemented the rule that council members must be under a century of age, believing that clan representatives should be in more touch with contemporary culture and neonate priorities.

Duties and Domains of the Primogen Council

  • trial by jury: Though the Prince has the sole discretion of punishment, they will often have the Primogen council convene to render the verdict of innocent or guilty.
  • advise and consent: Before a Prince makes any major decision in regards to the welfare of the domain, they are obliged to meet with the Primogen. They can ignore the advice they get, but it would often be unwise. Princes are easily replaced.

Clan Whip

Sometimes a Primogen will choose to appoint a second in command. The Clan Whip is tasked with collecting the opinions of the various members of the clan or faction, and serves as enforcer and advisor to the Primogen.

The Sheriff
Praetorian, Scourge, Inspector, Executioner

The Sheriff ensures that the Traditions and the decrees of the Prince are obeyed, hunts down violators, and delivers just punishment. In the case of minor violations or known enemies of the Camarilla, the Sheriff is usually authorized to act as both judge and jailer/executioner, but when it comes to greater offenses, they will deliver the accused to the court to be judged.

Sheriffs must be superlative hunters and investigators. There are many ways of doing the job, but the best Sheriffs are calculating, sharp, and merciless. After the resurgence of the Anarch Revolt our Sheriffs must be always watching for signs of insurgency, unafraid to strike when they find them.

In large domains, the Sheriff and Seneschal may share the role of Chief of Intelligence, dividing lore and rumors of potential traitors between them. A domain in which the two work together in unity is quick to strike down on anyone spreading lies about our order or attempting to ignite revolt of any kind.

Duties of the Sheriff

  • Protecting the city against itself.
  • Locating and punishing lawbreakers.

The Herald
Whisperer, Harpy, the News, Ambassador, Voice of the Prince

A Herald acts as the voice of the Prince, proclaiming decrees to Kindred subjects and carrying messages to and from other rulers. At Elysia, there will often be a Herald telling tales of Kindred activity, celebrating our victories and sharing news of enemies and allies in far-away-territories.

In some domains there is no Herald as such, but inevitably certain individuals, who happen to be sufficiently inspiring or charismatic, will gain the confidence and attention of the many — and the control over status and truth that follows with that. By those who appreciate them, they may be given the title of the News. Others will, echoing Virgil, whisper about the insatiable Harpies.

An important task in any domain is maintaining the records of prestation, the system of favors traded, offered, won, and used. The Herald responsible for this is known as the Chancellor.

Prestation

The system of prestation replaces feelings of isolation and hunger with something to strive for, with favors and rewards that can be won. The beauty of the system is in its simplicity. Whenever a Kindred publicly asks another for assistance, the Chancellor diligently records it. In this way favors become loans to be paid off, investments in the future. Paying back is a matter of honor, and those who refuse find themselves hunted and despised.

Duties of the Herald(s):

  • Announcing the decrees of the Prince.
  • Keeping the records of prestation.

Principal of Faith

In times of strife, Kindred and kine alike turn to faith for comfort and guidance. The Principal of Faith is an ancient position that has recently come back in vogue in certain domains. The title covers a bewildering array of courtly advisors on matters of the soul, from the Christian preacher reminding the Kindred of the domain of their humanity or learned Haqimite advising the Prince on matters of cultural diplomacy to the methuselah-cultist trying to teach respect for the ancestors. Some are intolerant fanatics who seek to root out heresy, others represent a broad congregation of believers, seeking deeper meaning from within the traditionally secular government of the night.

The Principal has a varying degree of power, from officiant of courtly rituals that no-one really puts much stock in to being able to override the Prince on matters of faith and forgiveness. Some Principals are even consulted in matters of interpretation of the Traditions. Usually the Principal is appointed by the Prince, but they may also be a popular preacher lifted to official power by their congregation. The faith of a powerful Principal often becomes the official religion of a domain.

Since the twisted priesthood of the Sabbat have left most of their cities, faith, religious titles, and worship have become more accepted in the Camarilla, but even now, few dare use the tainted Catholic nomenclature of Bishop, Cardinal, Priscus, and Templar. Even the Church of Caine prefer to use titles from Islam, or Orthodox and Protestant denominations like Imam, Alim, Pastor, Archimandrite, Preacher, Hierodecon, or Protopriest. When the Principal represents the cult of a methuselah or another uniquely Kindred faith, the titles of them and their underlings are of course drawn from the traditions of that specific blood cult.

The Shadow

The Shadow is formal advisor to a coterie, assigned by the Prince to shepherd them through the minefield of Kindred society. The Shadow does not lead the coterie, and has no special ability to punish or discipline its members. They are typically a much older Kindred with unique wisdom or talents, worthy of guiding the young, or alternatively someone who has angered the Prince but cannot be openly punished, instead receiving a thankless task. A wise Shadow nurtures their coterie into a loyal and useful team of allies — but whether Prince or Shadow scores the first hit is unimportant, as long as the Camarilla wins.

The Keeper of Elysium

All weary nightwalkers sooner or later find them – selves drawn to Elysium. We carry such burdens, and Elysium offers rest and momentary forgetfulness. Pure joys on a darkened path. A place for contemplation and to socialize amongst ourselves. This is what the Keeper guards.

Appointed by the Prince, and often closely allied with the Heralds, the Keeper of Elysium is tasked with hosting ceremonies and social gatherings and maintaining a sanctuary where no strife can enter. Some Elysia we share with the kine, and here the Masquerade must be upheld. Others are highly-secured Kindred-only locations where we are free to drop our masks and wear the faces we want.

In any Camarilla Elysium, the Keeper will welcome inside only those who are already allowed in the city, by command of the Prince. Anarch clan members are only welcome in our Elysias on rare occasions or if they have renounced their sect and sworn allegiance to the Camarilla. As thin-bloods are offered no protection under our laws, they are as safe inside Elysium as the kine.

The Upper Echelons

There’s them and there’s us. Yeah, we’re Camarilla. We uphold the Traditions, play our political party games, and quaff rare vintages of bloody nectar while a string quartet plays nearby. But, and it’s a big one, we aren’t the policymakers. I’ve built up three Princes who still hold their thrones to this night, even with all the trouble we’ve had recently. But neither I, nor they, are anything compared to the big bosses in the shadows.

Yeah, we know shadows. We know how to hide from mortals. But these guys know to hide from us. They are shadows. You think an Archon tells you before she comes to the domain to cut off the Sheriff’s head? Do you think she tells you why she just decapitated the poor bastard? Tell me, who do you think is leaking all that Church of Caine crap into our domains? It’s not a few faithful neonates. If the Justicars want us to build a church, we’ll find ourselves building a whole bunch of the things without even knowing why.

So yeah, we go on with our busy little non-lives and pretend we’re important. Just remember there’s someone who can raise you up in an instant, or destroy you with a thought, and you don’t even know their name.

The Inner Circle

It is difficult for a historian such as myself to educate others on the Camarilla’s long, colourful history, when so many gaps intentionally exist. I can name a few — new Traditions passed but swiftly abandoned, a clan receiving an invitation to join our sect but burning the bridge before crossing for no apparent reason, much surrounding our past involvement with the Setites..

Appropriately, among our greatest mysteries we count our greatest masters. The Inner Seven must once have been the lords of their clans but who now dare indite their names? By concealing identity behind law, needed cruelties and exactions are enabled. Without a target, revenge cannot be aimed, resistance cannot flourish. The orders come in whispers in the Blood, sudden certainty within the Justicars, a brief feeling of talons gripping the neck.

But mystery does breed speculation, as well. My favorite? Remember this is but rumor, but… what if the Inner Circle comprises more than the Camarilla clans? Think of it. They were seven, we are now five. Do the Gangrel and Brujah elders truly wish to abandon ultimate power within the Tower for mere principle among the Anarchs? Or say the Lasombra leader never left, or that ambassadors from the Banu Haqim sit at the table. Perhaps one of the Old Clan claims a seat by some unimaginably ancient law of Enoch.  

It’s all just theory, of course. It would be a little disturbing were we to find our Inner Circle was comprised of four members of the Ministry, two Malkavians, and a Lasombra, wouldn’t it?

The Justicars

With only five clans inside the Tower for now, the five Justicars take on even more responsibility… and power. They must represent their clan, decide matters of war and law, and act as the voice of the Inner Circle. Above all, they enforce the Traditions. A Justicar descending on an unprepared Prince in a loosely held regnum — well, harpies still whisper about what happened “when the Veil came back down hard in San Antonio” and who wound up under it when Petrus visited in 2006.

Justicars act as monarchs of their clans, appointed by the Inner Circle to 13-year terms. Few, save the Ventrue, serve more than one. Justicars may command any of the assets and resources of the Camarilla at will, including every member of it. Whether such exactions seem more like a valuable honor from royalty or a loathsome theft by tyranny depends on the Justicar’s etiquette, and on whether it was your childe and haven they confiscated.

Current justicars

  • Juliett Parr, Justicar of Clan Malkavian and former Sheriff of North London
  • Molly MacDonald, Justicar of Clan Nosferatu
  • Diana Iadanza, Justicar of Clan Toreador and Bane of Clan Gangrel
  • Ian Carfax, Justicar of Clan Tremere and former Archon of Karl Schrekt
  • Lucinde, Justicar of Clan Ventrue

Clans Gangrel and Brujah were represented by Geoffrey Leigh and Manuela Cardoso Pinto, respectively, until their clans departed the Camarilla. Rumors abound of a neutral Kindred soon to be appointed as Justicar of Outsiders, representing antitribu and officially unaffiliated clans.

Archons

Archons are not simple hired killers. Archons are elite hired killers. And warriors, and scholars, and investigators. Each Justicar handselects their own Archons, even competing for exceptional servants. The candidate Archon gets one chance to decline. If they accept, they serve the Justicars, enforcing Camarilla law, seeking out secrets, or spying out the foes of the Tower.

Some Archons operate alone, others in coteries. Often, the Justicar binds these Archons to themselves, or to each other, with a Blood Bond. Even unbond, the Archons have less freedom of action than their masters — but they can order a Kindred put to final death, and expect to be obeyed. Indeed, an Archon can decimate an entire domain or regnum without explanation. Learning to avoid such punishment, or at least to avoid such Archons, remains an exercise in loyalty and survival.

The City

While the Blood broadens your possibilities, adding abilities and connections you’d never have imagined to be within your reach while mortal, it also does limit you. Once you have it, once you’ve appeared on the radars of the secret dead, there’s no escape but the final one. With great power comes also a great deal of interest in what you get up to.

The Camarilla has feudalized the night-side of the world, as manifested in each of their cities and those of their allies. With creation into their ranks — our ranks — you are awarded a position and certain responsibilities. These gifts are not to be simply refused. And with them your city becomes both prison and temple. You are kept within its borders by our rulers, and forced to stay by those who would destroy you if you left. In other words: the city of your second birth will swallow you up before you can take your first steps as a new being. On these pages I have gathered, you will read accounts by Kindred who have traveled all over the world. But these are the privileged, who have seen centuries pass. Most of us never get to leave.

Your city is your world, so you should learn its ways and limits. From the local politics — who openly and secretly rule among the living as well as among the dead; to the ways in and out and who guards them. If what stand between you and escape is a moistened path through Nosferatu territory, you better keep on good terms with the sewer rats. Make sure to earn a few well-placed favors from influential members of your city. And familiarize yourself with your local domains, who owns them and what rules they enforce on their grounds.

You will be granted a domain for yourself or at least the right to make haven and hunt within that of another. It all depends how well-liked you and your coterie are by the Prince, who sired you, and which areas of the city are currently available and in need of protection. You shouldn’t cross into the domain of another without permission, nor should you hunt outside your own, unless specifically granted the right. Trust me on this.

The difference between one domain and the next largely comes down to the quality of hunting within it. The Rack, the Red Light District, and the slums make for the best and safest hunting grounds (the carefree, the desperate, and the paperless are easy feedings), while the suburbs, military bases, and very religious communities are either highly risky to hunt in or do not include enough subjects to feed from. Impress the Prince, and you may be given access to the university dormitories and the endless supplies of anonymous self-discarding blood dolls also known as visiting students. Make a nuisance of yourself, and you risk having to beg for your share of unpoisoned blood.

Anarch Free Zones

The Camarilla presents a façade of zero tolerance to the Anarch Movement, but in truth the sect would rather have the Anarchs peaceable but at a distance than warring for control. In many city domains that recently held sizeable Anarch populations, our rulers designate parts of the city for Anarch use alone. We are forbidden from going there, but the free zones tend to be placed within the least hospitable parts of the city, and we wouldn’t be welcomed anyway.

The hope is, I think, that the next couple of decades will see the free zones abandoned as the rebels either give up and declare for our side or go elsewhere, where conditions are better.

Camarilla Embassies

Similar to the Anarch free zones, the Camarilla hold what is styled as embassies in some Anarch, Ashirra, and even Laibon domains. I imagine that Kindred assigned to these territories vary between ultra-conservative loyalists and turncoats waiting to happen, as diplomats cast withering looks at their neighbors while plotting their downfall, or make overly-close alliances with the locals. Regardless, the Inner Circle considers it important, our leaders declare, to have representatives from our the sect in almost every vampiric city, so they might at least encourage the Masquerade, maybe even affect a change in politics and philosophy. These are early nights yet, but in undecided domains, the ambassadors hold some sway. Or so I’m told. The influence of the Ivory Tower is not so easy to resist.

Naturally, not all Kindred want this honored, Justicar-assigned, role of envoy. The embassies may be for the greater good, but they do make fine excuses to send troublesome competition into hostile domains.

The Wilderness

The culture of the Camarilla owned city may be strict, but Kindred without accommodation are under constant threat. Beyond the city walls and outside the court’s protection, danger increases by a great magnitude. Whether struck down by environmental hazards, the sun being the greatest enemy, or simple bad luck in the form of a car breakdown or collision, being away from our havens for too long can prove fatal. Travel by plane, train, or boat always comes with the risk of delays, but these nights, strict border control, terrorist alerts, and concerned citizens on the lookout for suspicious activity make the risk of setting off an alarm with the kine’s authority.

And there may still be other threats lying in wait, too great to face on your own. They howl at the moon or paint their faces with vitae in the honor of Caine, the first kinslayer. I’m sure this doesn’t complete the list. If there’s one thing I’ve learned from all this: there is always someone, or something, worse.