The Six Traditions

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Sirs, I have complied this list of the Traditions that are held as law by the sect of kindred known as the Camarilla. With each tradition I have included an example of how it is viewed by these kindred.    

                                                                                                                                 15/06/2002  - Samuel Pearsden Chapter House Wellington

The Kindred world is bound by the following 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 to Blood.

General Definition: The masquerade exists in the game to limit violence in the game as a whole. Breaking the Masquerade is the revealing of the existence of Kindred to mortals.

Application: We cannot allow the knowledge of our existence to fall to any kine.

The Second Tradition: The Domain
Thy domain is thy own concern. All others owe thee respect while in it. None may challenge thine work while in thy domain.

General Definition: This Tradition provides for the sovereignty of the Prince and, though him, that of the Camarilla. the Domain of the Prince is the area over which he holds sway and possess the power and/or ability to enforce his will.

Application: The Prince's words are law in his domain.

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 thine Progeny shall be slain.

General Definition: By moderating the number and nature of new Kindred the Prince helps buttress the Masquerade while gaining favours from those seeking to Embrace. This is also a role-playing device which is designed to add depth and background to the game.

Application: Right of Progeny is only granted by the Prince.

The Fourth Tradition: The Accounting
Those thou create are thine own children. Until thine Progeny shall be released, thou shall command them in all things. Their sins are thine to endure.

General Definition: An In-Game period of up to several months will be enforced. During this time the Sire Player should instruct the Childe in the ways of the Kindred and the local laws.

Application: This brings people back the starting roots of the game and also gives new players time to adjust to the game.

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.

General Application: This Tradition is a role-playing device which is meant to assure that new Players have a starting place to begin their association with established characters.

Application: All new Kindred in  the city must present themselves to their Primogen Representative and the Prince.

The Sixth Tradition: Destruction
Thou art forbidden to destroy another of thy kind. Thy right of destruction belongeth only to thine elder. Only the eldest among thee shall call the Blood Hunt.

General Application: This Tradition is meant to restrict the use of the final solution between Kindred. Only the Prince may order the destruction of one of the blood. Those that violate this statute risk being destroyed themselves.

Application: Only Kindred who are under a blood hunt may be destroyed.