Traditions | Traditions |


Table of Contents

Corebook pp. 51-52

The Six Traditions of the Camarilla form the framework upon which all Camarilla law and order rests. Ancient and of paramount importance, no initiated member of the Camarilla would be ignorant of these laws; and, when it comes to punishing transgressions of the Traditions, ignorance is no excuse. Members of other factions are likely to be aware of at least some of these traditions, particularly the Masquerade, which is one tradition whose importance even Anarchs recognize. Regardless of faction allegiance, however, the Camarilla rulers of a domain will hold all kindred responsible for breaking the Traditions, if they’re caught.

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. Any breach of the Masquerade, the tradition and ingrained habit of secrecy which protects the existence of all kindred, is expected to be cleaned up by the perpetrator *before* it becomes a problem.

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 Prince’s word is law in their domain; and any who have been granted rulership-in-stead of a district within that domain by the Prince will in turn command great power over the usage of that region. Cross them at your peril.

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. No Embraces without asking the Prince first; if permission is not granted, both the sire’s life and the childe’s are forfeit.

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.  Teach your childer well, however harshly that may need to be; their mistakes are your mistakes. Any transgression by an unreleased childe reflects upon the sire; and the lives of both are forfeit should that transgression be grave enough.

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. It’s just good manners to say hello to your host, isn’t it? And in any case, those who’ve not bothered to introduce themselves to the Prince of a new domain will not find that Prince very helpful or welcoming at all when it comes time to ask the Tower’s help.

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. The killing of another kindred is the gravest and most cardinal of sins — unless in the course of a Blood Hunt rightfully called by the Prince in the name of lex talionis, the law of retaliation. Those who have transgressed deeply enough are forfeit; killing and even diablerizing those upon whom the Blood Hunt has been called is legal. All other instances of kindred-slaying are more likely to cause a Blood Hunt to be called upon the perpetrator, instead.