The following are offered up as a baseline, top provide an idea of what a “normal” Domain and Region might look like: they are not required, and your local Domain and your Region may vary from these.
Each city has a leader and a second for each Clan and Covenant. What they are called varies, but those are the core two positions. Their commonalities include:
Each leader of a Clan or Covenant can add or subtract from the Status of members of their own group who have been physically present in their Domain within the last month, other than themselves. They can adjust a total number of points per month equal to their relevant Status (e.g., a local Clan leader- Priscus- with 4 Clan Status can add 2 Status and remove 2 Status from local members of his or her Clan within a given month, but cannot adjust covenant Status unless also a Covenant leader or second).
Each second serves primarily as a judge or mediator for their group. He or she can add or subtract from the Status of members of their own group who have been physically present in their Domain within the last month, other than themselves and the leader. They can adjust a total number of points per month equal to half of their relevant Status (e.g., a local Clan leader- Whip- with 4 Clan Status can add 1 Status and remove 1 Status from local members of his or her Clan within a given month).
Local leader and second titles are:
1. Clan leader: Priscus; second: Whip
2. Invictus leader: Prince (if the Prince is Invictus) or Primus; second: Magistrate (this position is typically granted to a Judex, if there is one locally)
3. Lancea Sanctum leader: Archbishop (if the Prince is Sanctified) or Bishop; second: Inquisitor
4. Ordo Dracul leader: Vizier (typically, this is the leader of the Sworn of the Dying Light, but in times of war, is normally the leader of the Sworn of the Axe); second: Arbiter (typically, this is the senior Sworn of the Mysteries)
5. Carthian Movement leader: Prefect; second: Myrmidon
6. Circle of the Crone leader: Hierophant; second: Haruspex
Local leadership is determined by any method amenable to the local members of that group, so long as that method is contrary to the basic principles of their group, as determined by the local ST staff (e.g., the local Invictus could not vote a new leader on an equitable basis, since that is contrary to their Covenant principles, but they could vote a leader by granting more votes to the most powerful, or senior, etc. since that is in keeping with their Covenant practices).
The local leader chooses the local second.
All Regional authorities share several commonalities:
They are composed of one to two leaders from each Domain, these are typically the leader and second from the local structure (as described above).
Regional groups have following abilities:
a) the power to advise local leaders,
b) the power to help mediate (but not necessarily adjudicate) disputes between Domains,
c) the power to censure (but not necessarily punish) members of their group who go well outside the boundaries of the group’s philosophy;
d) the power to represent the group to other regions, and
e) the power to coordinate the efforts of local leaders in order to address issues that face more than one Domain.
Some groups grant their executive more power, but what powers they have beyond the five above varies.
Each regional group has a small group- one to a handful- of leaders who handle regional matters (using however much or little power their group grants them). We’ll refer to these leaders with the generic term “executive.” This is not a business executive, but more comparable to the President and cabinet as the leaders of the executive branch of government, relative to the regional group as a parallel to the legislative and judicial branches of government combined (using the American federal government as an example).
Each Clan will determine their own structure. This is meant to allow player control, and to compare the success of structures that are entirely in the hands of players to those which are ST-supported. Daeva may grant leadership to the one who throws the best party, and give them little to no real power; Gangrel may grant leadership based on combat or tales told around a campfire, and give that leader a great deal of power. This is an opportunity to make Clans more prominent than in prior Chronicle events, and to set up Clans as the foremost identity in some characters’ unlives, rather than allowing Covenant to be the crucial element by default. It’s all up to you, the players.
Lancea Sanctum: The Regional Synod is more restrictive than most regional authorities in its membership; only the local leader is allowed to attend, unless the Domain has both an Archbishop and a Bishop. The executives are called “Cardinals.” Missionary work is an additional role for the Regional Synod.
Invictus: The Regional Inner Circle is headed by a single executive, the Viceroy. Typically, the Regional Inner Circle is composed of all Invictus Princes in the Region, though some Courts also allow the Prima of the Region’s Domains to participate, as well. The Viceroy usually has more authority than most Covenant Regional executives, and will not hesitate to contact the lieges of recalcitrant Invictus to push for corrective action. Some Courts have also given the Viceroy a “tithe”- resources (such as Allies, Contacts, Resources, Staff, weapons, funds, etc.) that the Viceroy can use to advance the cause of the Unconquered regionally. Those who tithe heavily are usually recognized and often respected, and are thereby set up to become Viceroy later on. The Viceroy is typically the final determinant of when a disagreement between two Invictus can no longer be settled through social interaction, and may direct Monomacy; some Regions fear giving so much power to a Viceroy, but many see it as a necessity, and in keeping with the Invictus hierarchy.
Ordo Dracul: The Regional Council is typically led by three executives (the Triumvirate), and the standard three are the most advanced (i.e., most Coils) of each of the three Oaths. Most Regions grant the Triumvirate authority to employ Moroi to eliminate potential security risks. When a Triumvirate is employed, the leader of each Oath is almost always considered the foremost member of their Oath Regionally (e.g. Grandmaster of the Axe), and each has vast authority over their area of specialty. Issues that cross into more than one area of specialty typically require that the Triumvirate rule unanimously.
Circle of the Crone: The Region typically has one sole leader: the Rex Nemorensis. The Rex Nemorensis is usually chosen by allowing each Domain to put forward one candidate, and the outgoing Rex Nemorensis chooses tribulations that the candidates must withstand, and learn from, until only one candidate remains. Candidates may withdraw at any time, or may fall from consideration by entering torpor or being killed. If there is no outgoing Rex Nemorensis, then often each Domain will forward one tribulation, and tribulations are selected randomly for the candidates to survive and learn from, until only one candidate remains. In addition to the common powers described above, the Rex Nemorensis typically holds the sole right to direct one tribulation for one Acolyte per season that all Acolytes are required to support. Some Regions that prefer to give more power to their Rex Nemorensis allow one directed tribulation per moon. The most common choice for such a tribulation is the Cista Mystica, forbidding that Acolyte from
learning additional Cruac.
Carthian Movement: Each Region usually forms a Legislature or Parliament, with leadership chosen by vote, and trials used for enforcement of proper Covenant behavior. While not a ruler, the legislature is usually presided over by a Speaker (executive) who is elected by the Legislature at the beginning of each session. On regional matters, Carthians submit themselves to a legislature consisting of one representative from every domain in the region (usually the local Prefect). All Carthians may attend and speak, but only one representative per Domain may vote. Typically, all decisions are made by discussion and ballot. Most Legislatures, in addition to the common authorities noted above, are capable of ordering a Tribunal to discipline members of its own covenant. Even the most individualist of Carthians accept the authority of a duly-elected Legislature and their Tribunal. All Carthians are expected to support the verdict, even against their very Sires, Childer, coterie-mates, or loved ones. Failure to do so is taken as sound evidence that the criminal has Blood bound or otherwise controlled other Carthians.