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The Camarilla (Cam-uh-rill-uh / Cam-uh-ree-uh)

“You might say the Camarilla is in possession, little brother. They certainly say it.   They have a Prince; they keep court, and the same cast of characters plays out the same little comedy as in…oh, Lisbon, let us say.   Ventrue says he wields the power. Tremere witches behind his back.Toreador pretends to rise above it all. Gangrel disdains to need the others. Malkav mystifies everyone, including herself. Brujah shakes a fist at Ventrue. And the Nosferatu watch and say nothing."  
--From the Clan Novel: Setite, by Kathleen Ryan
The venerated Ivory Tower of Kindred! Existing as the solution to raging revolts from rebellious Kindred and rampaging Kine, the Camarilla is the authoritarian and feudal state of existence that the most Kindred ascribe to. Though time and time again shows the cracks in the system, no one else thinks there's a better option, as the Sabbat goes on their umpteen-millionth blood frenzy and the Anarchs wrestle each other for neighborhoods and city blocks.   But even this storied tower is eroded by the waters of Time, even as those within aren't, and as time and advancements press ever onward, the coin is flipping in the air to see if the Camarilla truly remains the de facto standard of Kindred life, or of it will splinter and fall, allowing for the unknown future to rise.  

Structure

The Ruling

Despite being a world-spanning organization, individual Princedoms are mostly autonomous, except in matters where a greater contingent is needed, or when a matter crosses domain lines.   The ruling body of any Camarilla stronghold is their Prince, whose word is the law as far as the Kindred within are concerned, even if they don't plan on respecting it. It is their responsibility to approve or restrict hunting grounds, nominate Elysiums, grant permission to Embrace new Kindred, and invoke punishment for the violation of the Traditions, as well as take care of their own businesses and responsibilities.   The Prince does not rule their domain alone, however. While their rule is final, many other positions fill up the royal court of the Camarilla. The two highest among them are the Seneschal, who is a proxy of the Prince in all manners except for Elders and Kindred in the highest of standings, and the Primogen, who are the eldest or most influential members of the Camarilla Clans and provide counsel and force to the words and actions of the Prince.   These three groups make up the "Judicial" side of things, as the Prince rules, is aided by their Seneschal, and is counseled by the Primogens. 

The Reveling

The Social side of the Prince's rule comes from three more titled positions (there are a lot of titles in the Camarilla). The Keeper of Elysium is a socially adept and notable Kindred responsible for hosting the eponymous Elysiums, "neutral" gathering grounds of Kindred that are the battlefield of any social Kindred. The locations of these Elysiums tend to be culturally popular or notable locations, ones that are equally chic and significant to host such refined evenings. The Keeper is also tasked with ensuring the safety and sanctity of the Elysium, especially in keeping the Masquerade.   But if the Keeper of Elysium is the Neutral hand in the social pool if Kindred, the Harpy is the Chaotic one. They are the trendsetters, the Kindred of the moment, the ones who decide what is haute and what is left for naught, the voices of society. Due to this effect, many Harpies belong to Clan Toreador, but that's not a strict ruling. While mostly a socially appointed position instead of a government-decreed one like the others, it is no less important, and the fact that it's a position that is basically assigned by the people means that it holds sway in social settings sometimes just as much as the Keeper or the Primogens.   The third more socially-facing position is that of the Herald, the Lawful in this trifecta of social mastery. The Herald is part of the mouthpiece in which the Prince spreads their rule. When a new decree, law, Hunt, or Restriction is called for, the Herald shall be the ones tasked to spread it around the Domain. From the gatherings at Elysium to the havens and chantries of the most influential, they are how judgment is decreed. This also means they can time it just right if it so suits them, as well as many other little pieces of manipulation, making them very notable to work with and get on the good side of.

The Reckoning

But when the rules have been made, and when they're inevitably broken, is when the last three big titles of Camarilla society come into the picture.   The Sheriff is typically the right-hand of the Prince, even if they aren't part of the "ruling body" so to speak. They are responsible for the actual enforcement behind the rules of the Prince and can come in many varieties, from honorable lawmen to methodical killers and raging maniacs. Within the domain of the Prince, the Sheriff is an enforcer and investigator and can demand any Kindred join them for questioning, even superseding the Keeper of Elysium. This edge does require a bit of social maneuvering, either through intimidation or more positive forms of persuasion.   The Sheriff doesn't have to act alone at night, however, as they tend to have multiple Hounds that work in similar positions and areas as their Sheriff, just without the direct ear of the Prince or as much of the social headway. In terms of personality, the Hounds will take after their Sheriff, as like begets like at the end of the day.   A counterpart to the Hound, and one that is becoming uncomfortably popular in the modern night, is the Scourge. Where the Hounds take on an investigative role, handing out punishment only after guilt has been confirmed, the Scourge is responsible for the eradication of Kindred who are already proven guilty. For the Camarilla, these are Thin-bloods, Caitiffs, those sired without permission of the Prince, and anyone else who has broken the Traditions, or who the Prince just really wants dead. They tend to be very disliked, as their only job is typically violent murder, and the position is devoid of much honor or upward movement unless a particularly noteworthy kill is made. They also tend to report directly to the Prince, as their job doesn't require the investigation aspect the Sheriff and Hounds undertake.

The Roaming

  While Camarilla Domains are typically self-governing, there is a higher organizing council known as The Inner Circle. They are the origin of establishing worldwide Camarilla Law, and their word reigns supreme above any others. One member for each of the High Clans sits in the Inner Circle, and their public face and will is carried out by The Justicars.   The Justicars are those who protect and enforce the Traditions on a wide scale, more than just a measly Prince's Domain. There is one Justicar for each of the Camarilla Clans (Malkavian, Nosferatu, Toreador, Tremere, Ventrue, and now Banu Haqim, with rumors of a seventh representing outsiders to be appointed), and each Justicar appoints several Archons to be their agents around the world.   Essentially, a Justicar and their Archons are an elevated version of the Sheriff and their Hounds, but on a global scale with all the power and authority that requires, acting for the Inner Circle rather than a mere Prince.

Culture

The "Culture" of the Camarilla is mostly defined by the degree of manipulation and social combat that goes into nightly life. How much are those at the top squeezing out of their ventures and all the clans and childer at the bottom is the standard question of the evening. But, woven within and shaping the pratfalls and guarantees of Camarilla Society are a few core concepts that do add to the culture of the sect.   Of course, the most prominent cultural touchstone of the sect is The Traditions (see: Laws), which enforce the need for social subterfuge and secrecy to hide the truth of Kindred existence, the respect of one's elders and their domains, as well as stops the overpopulation of Kindred by limiting how and when new Kindred can be Sired. Naturally, the Elders that gain the most respect and authority from this rule cherish them the most, and even younger Kindred know not to bend the traditions too much, or in ways that are too obvious. Although, many resent them and despise the restrictions they bring on, fueling many to join up with the Anarchs.   Wrapped up with The First Tradition, the Masquerade, there's a key pressure to appear entirely human. Whether that means a powerhouse stays looking and acting like some regular bouncer or street thug, or a Toreador needing to look the part of the darling socialite, it's imperative to fully blend into the humans that Kindred feed from, manipulate for their own ends, and hide behind. Especially in the Modern Nights, with the Second Inquisition hot on their heels.   Another key component of Kindred culture is the art of trade, in this case, trading favors with one another also called Prestation. Since all Kindred are monsters at the end of the night with most of them being manipulative, backstabbing, duplicitous monsters, the Camarilla prides on honoring the system of like repaying like and the honor of one's debts and promises in order to have some equal footing to actually work with one another.    Although many have become experts on preying on this system, maneuvering less powerful Kindred into their debt, and usually ever-increasing debt. Or some have proven skilled at the inverse, offer skilled services and accrue debt to so many people that they would ensure that you'd stay alive to pay said debts.   While this is all a Camarilla concept, it's spread to be a common base of understanding and working with one other across sects, as when money is of little need to any kind of influential Kindred, the favor of those around and beneath you, or sometimes even above you, is the finest gold you can own.   The Camarilla also maintains a culture of antiquity. This shouldn't be too surprising for a feudal culture based on Elder-worship, essentially, but some Kindred keep their aesthetics, desires, and restrictions in line with older antiquated lines of thinking as if the years have never passed. This has only been doubled down in the modern nights, as many fear modern technology and the avenues it creates to peer into their hidden world, a weakness the Second Inquisition has already been too happy to exploit.    The Modern Nights has also brought a change in who exactly is leading the Camarilla, as The Beckoning draws Elders away from their domains at increasingly powerful pulls. Even those as low as 8th Generation Kindred feel the pull, which frees up a lot of room to fill positions of influence in the Camarilla, with many shaking up the preconceived notions of their clan.    However, like with any generation, there are plenty who actually thrived in the old styles of living and therefore want nothing more than to emulate and continue the old, potentially broken styles of influence, with many new inner-sect factions forming in the cracks of this division.

Public Agenda

The goal of the Camarilla is to guide Kindred forever, as the Traditions will be eternal, under the rule of the Elders and the Princes. Those who falter shall be converted or culled, as they must allow no threats to the Masquerade.

Assets

Being in positions of high political and social influence, if not outright control fills the Camarilla with an intense amount of money, priceless items, and various other resources, ones that pass along fluidly in the higher echelons of Kindred Society, as once you hit a certain level money isn't much of an object, as Boons are the primary trade of true members of Kindred society.

History

Origins

The Camarilla was officially created in 1435 CE due to increasing threats from the Inquisition and The Anarch Revolt, as the pronged attack of chaos left the normally stable yet disparate Kindred reeling. In 1486, the venerated Ventrue Hardestadt called for the Major Clans to a meeting in Vienna, where the first Justicars and representatives of The Inner Circle are nominated. At a national conclave later in the year, they were given their broad authority and created the position of Archon (then called Sheriff).   Come 1493, the Convention of Thorns was held, marking the end of the First Anarch Revolt, which had a lot of the then-anarchs come into the fold of the new sect, many others breaking off to eventually create the Sabbat, and Clan Banu Haqim to increase their fervor in the face of their formerly anarch brethren "betraying" them. Reportedly, the Treaty of Tyre that crippled the Banu Haqim for centuries was done at the same event, but many Kindred including the Banu Haqim place it separately in 1496 instead.   But the Convention of Thorns and the creation of The Sabbat would set the stage for the two sects' primary conflict throughout the rest of history, including when the "New World" began to get really popular. The Sabbat were the first to strike at the chance of sailing across the Atlantic, as the Camarilla were content (and paranoid) to sit on their European holdings. Eventually, they decided to break into the Americas as well, both to follow their enemy and also to satiate the desires of younger Kindred for new opportunities.  

Expansion

The Camarilla used their European influence to consolidate their new power in the English, Dutch, and French colonies, giving them considerable power in what would become the United States. Luckily (comparatively speaking) the Camarilla was able to hold on to their power in the area as the Sabbat in the Americas quickly began to falter due to civil conflicts.    The 20th century and the World Wars took their toll on the Camarilla, not only for the shakeup of just about everything but also for the internal conflicts that came to a clash of ideologies. But the advent of Nuclear weapons reminded the Kindred of the entire reason they created the Camarilla and the Masquerade to begin with: There are more humans than there are Kindred, and nothing can beat the destructive power and unyielding cruelty of angry humans.   While the Clans continued to increase their power and influence across various territories, and individual cities had their own massive rises and fall, the Camarilla as a concept and an institution stayed pretty secure until the early 2000s. In 2004, after the events of 9/11 and the increase of jingoistic rage in America, as well as decreased security barriers making for a full surveillance state, the Camarilla found themselves fully and truly exposed for the first time.  

Modern Nights

Some say it was the Anarch's fault for their overreliance on technology, some say it's the Camarilla's fault for sending the worked-up government against their enemies and not cleaning their tracks, and others have a million other theories and blame for it, but the facts of the matter were all that remained.   The Kindred internet network developed by the Nosferatu, known as Schrecknet (Named after actor Max Schreck, not the ogre) was hacked into by the American Government, and while the Nosferatu and their tech-savvy underbelly wiped the servers in time to prevent everything from being found, it was more than enough evidence for the Kindred's existence, and enough to go off of to begin a counter-attack. This was the rise of the Second Inquisition, formally known as Project Firstlight, and it's been nothing but hits from there.   Even before the events of Schrecknet, Clan Gangrel left the Camarilla, and while many didn't miss them they did make up a loyal group of warriors and hardy workers that were missed. This is on top of the Elders either falling to the Beckoning or going into hiding, leaving the sect without their foremost guides and authorities.   In 2008, Project Firstlight had gathered enough information with other intelligence agencies to assault a major source of power for the Kindred: Vienna, where the Chantry of Clan Tremere was fully destroyed. Various other raids, surges, and assaults were commenced in London, Las Vegas, Paris, and Marseilles which resulted in the death and capture of countless Kindred, revealing more and more about them with each passing attack. Even the Sabbat are at risk from this military group, with dangerous access to new technology, methods, and even acts of True Faith.   In the wake of the original hacking, all modern technology is banned, with the blame being fully pushed onto the Anarchs as the High Clans begin to smear and demonize the Low Clans as well, which leads to the incident at the Conclave of Prague, where Clan Brujah declares their departure from the clan when their Archon, Theo Bell, leads a full rebellion and kills Hardestadt.   But, it has not all been losses. Many of Clan Lasombra have decided to join the Camarilla, as the infamous pragmatists saw the winds changing in the Sabbat, and are welcomed in if they can truly prove themselves. Clan Banu Haqim as well throws themselves at the Camarilla, as an ancient Methuselah awakens and throws their clan into Chaos, with the Islamic sect known as the Ashirra aligning themselves with the Ivory Tower as well.   Not to mention, while Project Firstlight and the Inquisition are undeniably potent threats, ones they don't intend to give even an inch more ground to, the decades that've followed have reinforced the Kindred sway on their government, and they've lacked many potent discoveries since. With the flames of war and jingoism lessened enough, much of the funding and opportunities for the project are diminished. It doesn't hurt that Kindred are adaptable too, and have been able to circumvent, trick, and eliminate whole swaths and squadrons. But the threat is still present, and if they allow the agency to get even more evidence, it could still spell doom for them all.   Only time will tell if the Camarilla will truly fall under its own weight, or if this bump in the road will only solidify its power in the end. Luckily for the Camarilla, so long as they play their cards right, they'll have all the time in the world.

Demography and Population

The primary clans involved and present in Camarilla-controlled territories, in approximate descending order, are: While you can find various other clans snuck in when needed, or allowed to live in the city under very specific conditions, the following Clans are formally not a part of the Camarilla, and will find it impossible or increasingly difficult to be accepted/successful in Camarilla cities:
  • Brujah
  • Gangrel
  • Tzimisce
  • Ravnos
  • Giovanni/Hecata
  • Ministry/Setites
  • Thin-Bloods - At the risk of execution in Camarilla territories
  • Caitiff - At the risk of execution in Camarilla territories

Territories

Due to the sheer breadth of the Camarilla, listing all of the places under Princedoms would be insanely long. Instead, any currently active (and known) Princes will be listed in their respective Kindred Clans Article!

Foreign Relations

While the Camarilla is the strongest force in the night, as they've sewn themselves tightly in with humanity and their creations to an extent that only a violent mass purging can dislodge them, they notably clash against their opposing sects, The Sabbat and The Anarch Movement. They also butt against the less notable but alternative sects, such as The Ashirra, and occasionally grouped contingents of Independent Kindred. While many conflicts are occurring, and the Camarilla's influence is slowly waning, they are still the top dogs.

Laws

Since its founding, the Camarilla has enforced six main Traditions, which are in place to protect their society both in terms of the sect's power and structure and in some aspects Kindred overall. They are as follows:
  1. The Masquerade - Do not reveal the truth of Kindred to the mortal world. Doing so will result in guaranteed execution.
  2. The Domain - The territory you own is your realm of power, and you must mind it. Others must respect the power you have over your domain, and none may challenge your word.
  3. The Progeny - You can only sire a Childe with the permission of the Prince or Primogen. Failure to do so will result in the execution of yourself and the illegal Childe.
  4. The Accounting - Until the time comes they are released and officially a part of Kindred society, your childe is to be commanded and taught by you, and their actions will reflect on you, as well as any punishments.
  5. The Hospitality - If you enter a new city, you must present yourself to the one who rules. Failure to do so will result in punishment.
  6. The Destruction - You are not allowed to destroy another Kindred unless specifically permitted by the Prince or Primogen.
Of course, many who are really keyed into the truth of Kindred society know that there's a fun little asterisk at the end of each of the traditions. They only apply at the point where you get caught.
Founding Date
1435 CE
Type
Political, Faction / Party
Alternative Names
The Ivory Tower
Demonym
Camarilla, Cammies (derogatory)
Leader Title
Government System
Monarchy, Elective
Power Structure
Feudal state
Gazetteer
The Camarilla's Princes control most of Europe and the United States. In Modern Nights they've even been able to beat back the Sabbat in the rest of the Americas, have made a deal with the Ashirra, and have increased holdings in Africa and the Middle East.
Related Species

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