The Camarilla came about in an attempt to hold vampire society together against the power of the Inquisition in the 15th century. Under its iron guidance, the Tradition of the Masquerade grew from a cautious suggestion to the guiding principle of Kindred unlife. Even today, the Camarilla concerns itself with the enforcement of the Masquerade, maintaining harmony between Kindred and kine, and battling the Sabbat, which it views as its direct opponent.
The Camarilla touts itself as the society of the Kindred, and it is partially correct. It is the largest sect of undead on the planet. Almost any vampire, regardless of lineage, may claim membership in the Camarilla. In truth, the Camarilla asserts that all vampires are already under its aegis, regardless of the wishes of the vampires in question. Despite this claim, the vast majority represent the seven founding clans. It was their members who founded the sect, and only those clans regularly make up the Camarilla’s higher echelons. Vampires of different bloodlines may attend conclaves and meetings, but their voices frequently go unheard.
Here is our guide to playing in the Camarilla. Some things from the books have been overridden or altered, and since we play a Second Edition version of the Camarilla, some things may be altered. Please read over this section carefully.