Camarilla Hierarchy

Domain Echelons

The formal organisational structure of vampiric society that impacts the majority of Kindred begins with a Domain. This is usually a single city, as population density has a direct correlation to the most accessible and sustainable source of Kine - literally the lifeblood of vampiric survival - as well as offering greater scope to preserve the Masquerade. Thus, a Domain is a territory under the jurisdiction of a sect (in most cases, Camarilla or Sabbat). Domains are independent but sacrosanct, and may have varying diplomatic relationships with other domains.   In the Camarilla, a Domain is invariably governed by a Prince and a Primogen Council, probably with several subservient supporting titled roles. The Camarilla has no set policy for succession into any role (except the Inner Circle), and will usually recognise the most powerful vampire who wants to claim the title in question.  

Prince

The executive level of the Camarilla's leadership in a Domain has one preeminent vampire at the top: the Prince, a vampire (of any gender) impressive and sagacious enough to be acknowledged as the absolute leader, who maintains primacy as a consequence of strength, cunning, zeal and, in many cases, ruthlessness. The Prince is the highest level of absolute regional authority, with only the Justicars who report directly to the Camarilla's secretive Inner Circle able to revoke a Prince's decision, and is thereby acknowledged and (even if grudgingly) respected by all vampires, even those not of the Camarilla.   Some Princes are tyrannical despots, moody autocrats, or egocentric monarchs of the Damned, while others conduct themselves in a more flexible, nurturing or even benevolent manner. Far less common are politically feeble or ineffectual puppets who hold the position while propped up by more powerful supporters. But, whatever the circumstances, domains are brutally opportunistic environments where any Kindred might be an enemy and every mortal almost certainly is, and every Prince knows that praxis - the right of Princes to rule - goes only so far as the Kindred members of a domain generally, and the Primogen specifically, respect and allow it, so holding the position is akin to balancing on a tripwire.   A Prince’s duties and privileges are many, but the most important is the interpretation and enforcement of the Traditions, particularly the Masquerade. The approach taken to this responsibility can vary tremendously, and the autonomy of domains gives each Prince great leeway in the application of their authority to render verdicts and dole out recriminations or punishments in whatever manner they see fit. To aid, and sometimes guide adherence to this obligation, the Prince presides over the Primogen Council, and a savvy Prince who aspires to endure will generally serve his or her own best interests by listening to their input.   Beyond that, a Prince has any individual powers he or she proclaims, is prepared to uphold and has the might or influence to assert jurisdiction over, such as granting permission to sire new vampires, allotting hunting grounds, declaring (or revoking) Elysium, calling a Blood Hunt, adjudicating disputes between residents of the Domain, and the right to claim a blood-tribute. A Prince potentially has the right to name, ignore or even disband the Primogen, although this is rare and generally unwise as it creates both disgruntled subordinates who likely have plentiful influence and resources of their own, and a power vacuum for ambitious status seekers to challenge for.   Some princes choose a Seneschal, who acts as personal advisor or replacement when the Prince is unavailable, and order in the domain at large is maintained by a Sheriff who is usually appointed by the Prince, although it is common that this be supported by consensus of the Primogen Council.  

Primogen

The Primogen - the term refers both to individuals as well as an abbreviated form for the collective body of the Primogen Council - is the second tier of authority in a Domain, and is usually comprised of the most senior representatives of each of the major Camarilla factions in the area. In cities with a powerful or monocratic Prince, the Primogen might be nothing more than a token for placating clans with a semblance of having influence while, in other cities, Princes may figureheads subject to the whim of the Council or critically dependant upon the support of the most powerful Primogen. However, membership of the Council is at the discretion of the Prince, who has the right to disallow a seat to one or more clans, although disenfranchising a significant segment of the Domain's Kindred in this manner is rarely the self-empowering move of a sensible leader.   Whether they are Clan elders, those who hold the largest hunting grounds, or distinguished individuals who have gained prominence within their clan some other way, the Primogen speak directly to the Prince as advisers with the respect due to one who stands with the entirety of the city's clan behind them. In principle, the Primogen represent the political interests of their respective clans but, in practice, they are more often an “elite club”, a nest of incestuous Machiavellian treachery, status hungry and favor-currying narcissists.   As a matter of common practice, the Primogen has ready access to the Prince and will usually expect to be able to offer counsel on matters of importance to the Domain. It is further understood that Primogen may attempt to compel a Prince to recognise a vote on a topic of personal significance, although this must typically be done in Elysium or while the Prince’s court is in session, unless the Prince is willing to convene a special hearing. If he or she opposes the Council majority, binding the Prince to the outcome of a vote may depend on how politically formidable he/she is - a discerning Prince will always be cognisant of where the popular opinion lies and that the longevity of their role is ultimately dependant on the support of the Council. On the other hand, very few Princes are amenable to being forced to consider matters of policy at anyone’s behest other than their own, and all will be extremely wary of dissidents and potential usurpers, so a Primogen who invokes this privilege frequently or otherwise antagonises by contentious behaviour or nonconformance may well be involuntarily excused from the duties of the Primogen.  

Seneschal

The Seneschal is the Prince’s right-hand agent and, inasmuch as is possible in an environment where ruthless jockeying for position is the norm, is ideally someone the Prince can trust - in many cases, it will be a childe of the Prince. The Seneschal is frequently perceived (rightly or wrongly) as the "second in command" and, therefore, an ideal platform to step up from as successor. Thus, some Princes deem the filling of this position to be akin to choosing which knife to put at their own throat, and some resist having a Seneschal at all, but the holder of the title is expected to step in whenever the Prince is unavailable, unwilling or unable (or slain, until a new Prince is appointed) to perform core responsibilities, so it is an important role.   The title itself is fluid and has different responsibilities in different domains, and the Prince decides which of his own duties and privileges belong to the Seneschal - in some cases, a Seneschal has little actual power and is more of an honorific title intended to exalt a peer or grant status to a trusted aide; in others, the Seneschal wields almost as much power as the Prince, able to issue decrees, render judgments, instruct the Sheriff or otherwise apply decisions at whim. However, regardless of their ability to make and enact decisions, the Seneschal will certainly expect to be the arbiter of everything requiring the Prince's attention and that only the Primogen have a right to bring matters to the Prince directly.   Unlike every other title in a domain hierarchy, it is extremely rare for the Primogen to have a say in the person appointed as Seneschall. As well as eliminating the opportunity for partisan influence, only a foolish or weak prince would allow a Primogen to position their own resource half a step away from the top rung. Consequently, savvy Princes might occasionally use the delegation of authority through the Seneschal to circumvent the will of the Council, although doing so is a political tinderbox.  

Sheriff

The Sheriff is the Prince’s appointee responsible for the enforcement of Princely decrees and enacting punishments, retribution or other forms of physical atonement within the Domain; they have no rights whatsoever outside of it.   Depending on regional establishments, the Sheriff may be a constable, marshall, gendarme, or whatever law enforcement terminology is used locally, though they are usually closer to hitman than police, and summary justice tends to be the norm as Princes generally show disdain for time consuming non-productive ideals like due process.   Some Sheriffs are diligent masters-at-arms, ex military, or may even come from a law enforcement agency, while others are undisciplined thugs who abuse their prerogative to torment those beneath their station. By invoking the authority of the Prince, the Sheriff may, in some domains where stability is more important than the rights of individual Kindred, violate the Traditions themselves. The Sheriff may employ these benefits only so long as the Prince grants license to do so, but the leeway is sufficiently broad to make for a very versatile trump card, especially when dealing with those who threaten order in a domain.   Of course, empowering one’s agents to act outside the law is a sure indicator of tyranny, and the sign of a desperate or oppressive Prince. Such Princes put their reputations and ongoing influence at great risk and may not last long, possibly even attracting the gaze of the Inner Circle and the imposition of a Judicar.   Needless to say, Sheriffs who breach the Traditions out of their own political expediency rather than in the Prince’s interests will likely quickly find themselves stripped of their title and starved of blood.   A Sheriff, or the Prince, may appoint Hounds to assist him; occasionally, the Primogen might also successfully insist on installing Hounds, possibly in order to curtail a Sheriff’s overt power or otherwise add some inflection (or simply be informed of) the Prince's exercising of judicial power.  

Hound

The Sheriff may be granted the ability to appoint Hounds, who serve as his investigators and enforcers. Hounds may be keen-eyed, quick-witted factfinders, but just as frequently, they’re sadistic bullies who take pleasure in their sanctioned brand of corrupt justice.   During an investigation or interrogation, a Hound may breach the Traditions if it becomes necessary to bring a rogue Kindred to heel. Princes generally grant Hounds a good deal of leeway in this regard, but repeated or egregious breaches, or violations that compound the crimes of a transgressor, may well earn the Hound a censure or worse.   When not tasked to something specific, Hounds are usually assigned to patrol the borders and streets of a Domain, seeking out newcomers who have failed to present themselves to the Prince within a reasonable amount of time of arriving in a Domain, and eliminating thin-blooded vampires and any who were illegally embraced.  

Chancellor

In very formal domains, the Chancellor maintains records of prestation, defining who has pledged what to whom. Not all domains use the services of the Chancellor, while others roll its duties into those of the Harpy. Some sects other than the Camarilla make use of the position (sometimes under a different title) as well. In some of these very conservative domains, the Chancellor reads the roll of domain debts before any official gathering of the city’s Kindred, so that the state of Kindred obligations is made known to all.   If a Chancellor is appointed in a domain, he or she has final say over the validity or satisfaction of a boon (and this authority will not be delegated to a Harpy). If a Chancellor declares a boon unsatisfied, the debt still exists as owed, and any challenge to that debt held either by the debtor or the debt-holder must be settled with the Chancellor or the Prince.  
Scourge
In this time, which many elders believe to be the Time of Thin Blood, when the nights grow ever more violent and cities are infiltrated by unknown Kindred, some princes have resurrected this ancient position. Unlike the Sheriff, who has an overtly visible presence and responsibilities, a Scourge is an entirely covert role who answers exclusively and in secret to the Prince.   Colloquially considered akin to a "00" agent, a Scourge is realistically a "fixer" of the Prince's problems, be they real, potential or perceived. It is a position found in domains where paranoia is rampant, or internal politicking has created viable enemies, or disputes with a rival domain has escalated or conflict is imminent, or just because the Prince has a private agenda and seeks to utilise a minion who can, as long as he or she remains clandestine, act with full impunity and little oversight.

Harpy

Harpies acts as the Prince’s "public" voice, making the Prince’s edicts known to the domain. For example, the senior court Harpy recites the domain’s policies at Elysium, and speaks the results of any formal convocations where a Prince (and, perhaps, the Primogen) define new laws. Officially, if the presiding Harpy hasn’t spoken a policy aloud, that policy does not yet affect the Kindred. Customarily, a Cainite cannot be retroactively held accountable for something he didn’t know broke the laws of the domain if the policy recently changed or had been decided but not yet communicated but, as with application of any justice throughout the Camarilla, this can be greatly influenced by the whim of the Prince, or the Sheriff.   It is also traditional that a Harpy announces the arrival of revered and titled Kindred at Elysium and other formal events. Prominence at such events is a significant contributor to the manner in which a Harpy can wield influence. For example, a deliberate delay or misspeaking of a revered name might be be anything from a thinly-veiled personal insult to a sign of the Prince's disfavour. The manner in which a Harpy relays the "official" information can profoundly sway the Domain’s attitudes and can be a powerful supporter of the status quo or a force for insidious change. Further, a Harpy's distinguished rank and role in speaking for the leadership frequently makes them role models in matters of taste, style, philosophy or politics, and they are consequently capable of raising Kindred to the heights of legend or irrevocably destroying a reputation.   While it is a titled role within a domain, Harpies are almost never appointed directly (and Kindred rarely trust those who are) - instead, a Harpy paradoxically becomes so by acting as a Harpy. They are invariably well-versed in social graces and manipulation, characteristically quite vain but patently discerning. Actions and words accumulate the respect and influence that are required to be recognised as a Harpy, and while the Council may certify an individual, it is just as likely that the Prince and Primogen take to recognising one by default.   In domains where there is no Chancellor, Harpies may be the arbiters of the validity or satisfaction of a boon. In these situations, if a Harpy declares a boon unsatisfied, the debt still exists as owed, and any grievance in such a matter held either by the debtor or the debt-holder must be escalated to a higher authority (usually the Seneschal).  

Keeper of Elysium

The Keeper of Elysium is a largely honorific title, though it has several important practical responsibilities, including being a caretaker of sites declared for Elysium by a Prince, and ensuring that both the sanctity and customs of Elysium are observed while it is in session.   The duties and privileges of the Keeper of Elysium begin and end in that hallowed location, no matter where it be sited, and, once outside an area with Elysium status, the Keeper is just another Kindred. In some large domains, or in domains where the Prince decentralizes the power of other Kindred of the court, each Elysium might have its own individual Keeper. The ultimate result is the same: The Keeper of Elysium is both host and security in that place, and he or she has the ability to remove transgressors against civility and personal safety.   As the Keeper is deemed ultimately responsible for the security of the Elysium, conflict with a Sheriff who who sees protection of the Prince and court as being within his realm of responsibility is not unheard of, although open disputes are likely to be settled in a manner unfavourable to both. On the other hand, a Keeper and Sheriff who cooperate effectively are likely to earn the respect of the Prince and Council, and may be well recompensed for it.  

Whip

The Whip is a clan title, appointed by the Primogen or consensus of Clan elders, whose role is being in charge of motivating other members of the Clan to present a unified face in matters of Clan politics. As such, the Whip usually recognises the authority and abides by the wishes of the Primogen, but not always, and there may be multiple Whips in a Domain, but never more than one per Clan.   A Whip’s duties may be invisible to members of other clans, as with internal matters, or may be evident at a Prince’s court or other citywide function, often by the Whip’s bullying his clan-mates to toe the line on a question of public importance. However, despite being a recognized title, a Whip has very little actual authority, relying on force of personality (or dire threats) to cajole his clan-mates.  

Outcast

An Outcast is a Kindred who is considered persona non grata by the Prince, and thus enjoys none of the rights or privileges granted to all acknowledged Kindred in that domain. An Outcast isn’t necessarily banished from the domain, though they may be. As a title, it is often conferred upon truculent fledglings or other “inconsequential” vampires a Prince considers below his notice, when the tumult caused by declaring a Blood Hunt upon her is unwarranted. Indeed, once the transgressing Kindred calms down or apologises, some Princes may rescind the Outcast title - if they can be bothered.   Only a Prince, or authorised delegate, has the discretion to declare or revoke the title of Outcast.   The Outcast title supersedes all other titles or status a Kindred may have.
 

Global Echelons

 

Inner Circle

Colloquially known as the "Ivory Tower", the Inner Circle is the true hub of the Camarilla, comprised of one representative from each Clan - usually the eldest member as only the most venerable member of a Clan may cast the Clan’s vote. The group meets once every 13 years to plan out the business and direction of vampire society - as much as any group can presume to dictate the doings of a race of immortal predators.   As the governing body that determines policy for the whole of the Camarilla, the Inner Circle has whatever powers it chooses to grant itself. For centuries, the Inner Circle has been an extremely conservative body, making no changes at all to the Traditions or the nature of Kindred relationships for one primary reason: The status quo makes things very comfortable for the Inner Circle. It has the ability to nominate and censure Justicars and Archons, depose Princes with a word, grant or revoke any term of the Traditions, and declare another vampire’s right to exist negated. The only balance of power for the Inner Circle are other vampires of her terrifying eminent Status and title. And, indeed, that balance of power is at the center of the Camarilla’s Jyhad and War of the Ages.  

Justicar

The Justicar are the judges appointed by the Inner Circle to be the Camarilla’s eyes, hands and, if necessary, fists. Speaking as the voice of the Ivory Tower, it is Justicars who decide the punishment for those who have violated the Traditions on a widespread level - usually a Prince or, on occasion, Primogen. As a matter of custom, there is one Justicar selected from each Clan, thereby preserving the balance of Clan considerations but, in the same manner as the Inner Circle, their allegiance is necessarily predicated on serving the best interests of the entire Camarilla over what may be most favourable to any one Clan.   The Justicar may command any of the assets and resources of the Camarilla at will, including any member of it. They may also overturn any and all Princely decrees which is, in itself, a significant amount of power, but this is balanced by the inability of the Justicar to set policy... though some activist Justicars may veto every proclamation with the exception of the ones they “suggest”. Ultimately, the Justicars are answerable to the Inner Council of the Camarilla and, with nothing to threaten their position other than poor choices, those Justicars who cause more chaos than the order they instill risk the ire of that secretive, puissant and terrifying body of ancient Kindred.   A Justicar serves for 13 years and his or her actions may be challenged only by another Justicar.  

Archon

Each Justicar hand-selects a number of minions, known as Archons, to act in his name as suits his purposes. Archons are typically chosen from the upper ranks of ancillae and occasionally elders of lesser station, and there may be some competition for exceptional candidates. It is not uncommon for Archons to be Blood Bond to their Justicar master, or even each other, and may operate alone or as a Coterie. Archons are occasionally chosen to carry out specific missions, and political knowledge, insight and skill over standing and clout are the preferred traits. An Archon’s position typically lasts for as long as a Justicar wishes to retain them, but no longer than the Justicar’s tenure.   While they do not have quite as much discretionary power as Justicars, Archons are still considered above the law because acting as subordinate to a Justicars means serving the the Inner Council; they are not held accountable for transgressions against the Traditions in domains they visit. This rankles many Princes, especially since the appearance of an Archon is usually the “last chance” before the intervention of a Justicar, but the purpose of this immunity is to enable the Archon to take whatever steps are necessary to put a wayward domain back into a position of stability. As with Justicars, Archons who abuse their privilege may well find themselves answering to the Inner Council, but even so, this convocation of elders is more likely to side with its agent than with a Prince who can’t even keep her own territory in order. Nevertheless, it is a foolish Archon who regularly flouts common sense Traditions such as the Masquerade, for doing so undermines the very purpose of the title.  

Alastor

With Justicars and Archons the clearly visible law enforcement agencies of the Camarilla, the Alastors are the secret police. Moving unseen and unnoticed through the Camarilla, they serve a variety of purposes at the Inner Circle’s command. Mostly, Alastors are tasked with hunt the most dangerous criminals to the Camarilla - those on the so-called “Red List.” While the anonymous existence of the Alastors can be a difficult one, it does have its rewards, specifically a more-or-less universal immunity to prosecution from local Princes.   An Alastor’s powers are significant but narrow. Like an Archon, an Alastor is not subject to the declarations of Princes or even the governance of the Justicars, but enjoys this condition only when hunting the Anathema.  

Imperator

Modern nights are desperate times and, upon occasion, the Camarilla turns its full attentions to a crisis or a war effort. In these moments of sect-wide gravity and effort, the Ivory Tower appoints a “Justicar of Justicars” - a field marshal of terrible potency who serves as the champion for the whole of the Camarilla cause. Even the members of the Inner Circle rally around the Imperator, for the very invocation of the title means the sect sees possible doom in its future. The Imperator may nominate and command from one to three Dux Bellorum.   The Kindred of the Camarilla will follow the Imperator into hell itself, should he ask it of them, and will remain their own masters instead of succumbing to the rage, hunger, or fear stoked by the Beast. As such, vampires who heed the Imperator’s rally can push themselves to ever-greater extremes without descending into Beast-maddened maniacs... for a time. This dominance of reason gives the Imperator’s forces the edge necessary to overcome more primal foes.  

Dux Bellorum

When the Camarilla mobilises its members as a force for war, it often selects a Dux Bellorum from among the ranks of the Justicars, Archons, or even extremely competent Alastors. The Dux Bellorum is a battle marshal, the master of a Camarilla combat engagement. He may be a front-line warlord, leading a bloody charge into a Sabbat domain, or a scheming tactician, organizing guerilla strikes to destabilize an enemy territory from within.   The wrath or cleverness of the Dux Bellorum motivates the other Kindred. The Dux Bellorum is the field authority in matters of war, so this title’s value indicates the narrow but unquestioned rank during assault, sieges, and other periods of open conflict. Even Princes and Justicars defer to the Dux Bellorum (although it's likely they’ll not always be happy about it).

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