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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


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.


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.


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.


The Sheriff is the kindred that enforces the rules and the Traditions within the Prince’s domain.


The Fiscals are the kindred chosen to assist and relieve the Sheriff in all matters the latter deems necessary.


If the Sheriff is the acting police, the Scourge is the executioner, or the issuer of penalties. They are often one of the few that are allowed to slay another kindred, with the Prince’s blessing of course.


The harpies are opinion formers and trend-setters within kindred society. The role is more often earned than appointed, since they need to gain the city's trust to lead them in matters of taste, style, philosophy, or politics.

The Culture

In general, much of the Camarilla's approach to maintaining order involve enacting the Traditions, which among other things means supporting a system of feudal domains and the responsibilities of sires for the conduct of their childer. The latter idea is often taken further to mean the sire has authority over the childe, and that elder vampires are intrinsically more deserving of respect and fit for leadership than younger vampires. Whatever the merits of that position may be, it has a tendency to instill great resentment among young Kindred and in the past has driven many to the Anarchs. Older vampires naturally support the social order which they have mastered over the centuries, and in fact much of the Camarilla's policies are designed to facilitate the activities of Kindred who have long ago lost touch with the mortal world.



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