
The Camarilla - a group of unofficial often secret and scheming advisers;
The kindred society is divided into sects, or groups of allies, if you will. The most organized of them is The Camarilla. The elitist group favours tradition and control, both of the mortal population as well as their younger members. Across their domains they enforce the Traditions, six rules that every kindred within their rank live and die by. The sect is mostly populated by seven clans (Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere and Ventrue), even if individuals from other clans can be allowed to join their exclusive ranks.
The sect was formed during the middle age as a response to both the growing threat of the inquisition, and that of the Anarch revolt where the younger kindred tried to rebel against their elders. In the late 15th century the Camarilla as we know it today was formed.
In general, the Camarilla’s approach to maintaining order is to maintain the status quo of kindred society, and as such its structure still mirrors that of feudal Europe. Their other attempt to keep control is through the traditions, where perhaps the main objective is the Tradition of Masquerade - to prevent the mortal society from discovering the existence of vampires.
The Traditions
Every society needs a set of rules to abide and live by, kindred are no exception to this. These are known as The Traditions. It was the Camarilla who first had these written and follow them tenaciously; and insists that everyone else to do the same. For being deemed a tradition breaker the harshest, and most common, punishment is the final death. The other sects and factions might follow the traditions to a certain extent, but not because it is considered law, but because they choose to.
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.
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.
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.
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.
Fifth Tradition: The 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.
Sixth Tradition: The 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.
Positions of importance
Prince
A Prince is a kindred that has claimed leadership over a domain, usually a single city. They possess the highest authority, and their word is law. The title is gender neutral.
Seneschal
Generally, the Seneschal is an influential kindred that acts on the Princes’ behalf, if the latter leave town on business, abdicate or meet their Final Death. They are always appointed by the Prince alone.
Triarch/Vasall
Some Princes choose to divide their domain into smaller areas that are ruled by Triarchs, or overseen by vasalls.
Keeper of Elysium
Elysium is that sacred ground that is considered neutral territory within a domain. The Keeper is often an honorary title given, and they are there to ensure that the laws of Elysium are kept.
Sheriff
The Sheriff is the kindred that enforces the rules and the Traditions within the Prince’s domain.
Fiscals
The Fiscals are the kindred chosen to assist and relieve the Sheriff in all matters the latter deems necessary.