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== The Camarilla ==
=Overview=
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim.


The Camarilla is the preeminent vampire society throughout much of Europe and North America. It seeks to govern all vampires, whom they call Kindred, through a series of rules known as Traditions. The most important tradition is the Masquerade, which defines the organization. The Masquerade is the method by which the Kindred hide the existence of both themselves and other supernatural beings from the existence of normal people. The Camarilla was founded in 1435 on the heels of the Inquisition, and the elders who lead the body remember well the consequences of a mortal body too aware and too abused.
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.
==Ways==
===Ranks===
====Prince====
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.
====Seneschal====
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.
====Primogen====
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.
====Sheriff====
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.
=====Hound=====
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.
====Harpy====
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed.
====The Masses====
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].
==Laws==
===The First Tradition: The Masquerade===
<center>''Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.''</center>


The 'Ivory Tower' as it is also known is lead by the Inner Council of Seven, each seat given to an elder of one of the clans of the Camarilla; [[Brujah]], [[Gangrel]], [[Malkavian]], [[Nosferatu]], [[Toreador]], [[Tremere]], and [[Ventrue]], though the Brujah and Gangrel have officially seceded from the Camarilla within the last two decades to be very recently replaced by the [[Banu Haqim]] and the [[Lasombra]]. Each clan is assigned a Justicar who acts as the visible face and agent of their respective Councilmember, and each Justicar handpicks several Archons to act as their agents.
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.


Cities within the Camarilla are lead by Princes, who treat their city as their person domain and city-state. With respect to the Camarilla and the Traditions, the Prince may do with their city and those within as they wish; their word is law. The Prince is served by their Seneschal, if they chose one, who will act as their successor, advisor, and right-hand man. A Prince will additionally appoint a Sheriff to act as the martial force of the city and their personal enforcer, while the Sheriff may appoint their own agents, known as Hounds, to aid them.
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.


While the Prince's word is law, they are not without checks. The Seven Clans typically each have in office a Primogen, whom is the eldest of their clan or appointed to represent the interests of their clan within a city. While the primogen's power differs vastly based upon the individual strength of the assigned primogen and the strength of their clan within the city, they act as checks on the Prince's power. While no individual primogen may have great power than the prince, primogen united may depose a prince who they find lacking. A Prince's term may be for life, but there are no qualms within the Camarilla for deposing a lacking prince. Praxis is afforded to those with the strength and ability to both seize and keep it.
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.
===The Second Tradition: The Domain===
<center>''Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.''</center>
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within.  


== The Traditions ==
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.


<center>
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.
The First Tradition:<br>
===The Third Tradition: The Progeny===
The Masquerade<br>
<center>''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.''</center>
Thou shall not reveal thy true nature to those not of the Blood. <br>
Doing such shall renounce thy claims of Blood.<br>


The Second Tradition: <br>
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.
The Domain<br>
===The Fourth Tradition: The Accounting===
Thy domain is thine own concern. <br>
<center>''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.''</center>
All others owe thee respect while in it. <br>
None may challenge thy word while in thy domain.<br>


The Third Tradition: <br>
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.
The Progeny<br>
===The Fifth Tradition: Hospitality===
Thou shall only Sire another with the permission of thine Elder. <br>
<center>''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.''</center>
If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.<br>


The Fourth Tradition: <br>
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.
The Accounting<br>
===The Sixth Tradition: Destruction===
Those thou create are thine own children. <br>
<center>''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.''</center>
Until thy Progeny shall be Released, thou shall command them in all things. <br>
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.
Their sins are thine to endure.<br>


The Fifth Tradition: <br>
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.
Hospitality<br>
==Relations==
Honor one another’s domain. <br>
{{Template:WIP}}
When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. <br>
===The Convention of Thorns===
Without the word of acceptance, thou art nothing.<br>
====Members====
 
=====[[Ventrue]]=====
The Sixth Tradition: <br>
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.
Destruction<br>
=====[[Toreador]]=====
Thou art forbidden to destroy another of thy kind. <br>
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.
The right of destruction belongeth only to thine Elder. <br>
=====[[Nosferatu]]=====
Only the Eldest among thee shall call the Blood Hunt.<br></center>
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.
 
=====[[Malkavian]]=====
 
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.
[[Category: Factions]]
=====[[Tremere]]=====
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.
=====[[Brujah]]=====
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.
=====[[Banu Haqim]]=====
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.
=====[[Gangrel]]=====
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.
=====[[Lasombra]]=====
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.
=====[[Followers of Set]]=====
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.
=====[[Daughters of Cacophony]]=====
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.
=====[[Tzimisce]]=====
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|[[Nemesis]].|A dramatic term for the Sabbat.}}
==History==
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.
===Recommended Reading===
Guide to the Camarilla<br>
Counsel of Primogen<br>
Vampire 20th Anniversary Edition Companion

Latest revision as of 13:49, 24 May 2026

Overview

The Camarilla is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.

And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The Anarchs begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the Sabbat even gains ground as the years pass.

Ways

Ranks

Prince

The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare Elysium, the power to appoint or dismiss Primogen, and the power to call Lextalionis. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.

Seneschal

The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In San Francisco, the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.

Primogen

The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.

Sheriff

The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the Sixth Tradition applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.

Hound

Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.

Harpy

More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of Prestation. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed.

The Masses

Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of Autarkis.

Laws

The 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.

The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.

If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.

There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.

The 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.

The Domain is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within.

‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.

There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and the Barrens hardly worth taking. Anarchs would contest this reason’s truthfulness.

The 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.

Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.

The 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.

Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.

The Fifth Tradition: 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.

This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.

The Sixth Tradition: 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.

Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.

It is also this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even amaranth can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.

Relations

Notice

WIP Article Warning!
This page is undergoing spontaneous manifestation! Praise the Wyld creation of chaos!

The Convention of Thorns

Members

There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.

Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within San Francisco is the Papillon, which falls under their domain of the Dora.

The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.

Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.

Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.

Some predict the Brujah will go the way of the Gangrel in coming years. The Idealists tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the Iconoclasts of the clan abandon the Tower in droves, pursuing entry into the Anarchs or even Sabbat as they chafe under the rule of elders.

The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.

The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.

The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using Obtenebration (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.

The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.

The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.

The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. Vicissitude is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the Nemesis.

History

The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.

Guide to the Camarilla
Counsel of Primogen
Vampire 20th Anniversary Edition Companion