TRADITIONS

FIRST: The Masquerade
Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.

SECOND: 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.

THIRD: 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.

FOURTH: 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.

FIFTH: 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.

SIXTH: Destruction
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest amoung thee shall call the blood hunt.



~TRADITIONS~

The Six Traditions form the age-old cod of laws of the Kindred, passed down from the early days following the kind-slaying that begat the second cycle. The Traditions are not formal, written laws, but they are nevertheless known by all Kindred. There are many variations, but though the words may vary, the intent endures.
It has become something of a ritual for them to be recited by a sire to his progeny just before presentation to the prince. Though the fledgling may know of the Traditions already, the words are still spoken. It is a vital element of the Becoming.
Some Kindred maintain that these codes were originally conceived by Caine himself when he sired the second generation of Kindred. Thus, it is possible that these words are those of the ancient one himself, as he spoke them to his own progeny. However, it is far more likely that the Traditions were created by the Antediluvians in their attempt to restrict their own progeny. The tradition of the Masquerade is likely to have existed for some time, though in much more diluted form. It was not until the Inquisition that it was reaffirmed and its working and intent strengthened.
Many of the laws below are couched in fairly formal terms. These are the words and phrases of the elders, and not necessarily how they would be expressed by the anarchs. Many younger Kindred see the Traditions in an entirely different light.
Here we have used the most common wording of the Traditions known.
Traditions listing

THE MASQUERADE

The First Tradition is the heart of what has become known as the Masquerade. Age-old law demands that the knowledge of the existence of true vampires be kept from mortal man. To reveal such to them would place the Kindred in dire Jeopardy.
Violation of this tradition is the most serious offense a vampire can commit. The strengths and resources of humanity in the modern age are such that were human and Kindred to war, the survival of the Kindred would be in question. In more superstitious times, this tradition was less revered.
To violate this tradition is to risk one's own destruction and the destruction of all the Kindred.
Traditions listing

DOMAIN

This tradition has faded in importance as the population of the cities has risen so dramatically. Individual vampires no longer claim domain, but leave the rights of such to the prince.
Now, only the most powerful vampires in a city can claim domain over it. They do so according to the tradition, and pretend that all others live there only at the pleasure of the prince. Princes claim they possess the cities, and in most ways they do. This tradition is used to support their claims. This tradition is what gives a vampire the right to claim princedom.
There is a prevalent misconception among anarchs that princes give different portions of their domain to favored associates as "turf". Though a prince only allows certain trusted Kindred to watch over portions of the city, this has only increased the cry for the rights of domain. Increasing numbers of Kindred are claiming "turf" within the city and treating it as their own private hunting grounds. Broods or even solitary Kindred stake claim to certain prime areas of the city (such as slum areas) and attempt to prevent other Kindred from feeding there. Though the city is vast enough that such claims have little value, they seem to have a special worth to these downtrodden anarchs. Few if any princes actually grant territory, but that is not enough to prevent the anarchs from taking it for themselves.
Some of the younger Kindred have made attempts to revive the tradition of domain, seeing in it a similarity to some of the mechanics of organized crime. Small gangs will often attempt to establish turf within a city, often in opposition to the other Kindred of the city. This often becomes a difficult situation, with the fear of strife looming over everyone's heads. Because of this, gang problems within a city can easily endanger the Masquerade. If the gang supports the prince, its members may be tolerated, or they may have the power to resist all attempts to dislodge them. Elders do not like to confront gangs of anarchs. Though the elders possess superior power, there is still too much risk of death.
The anarchs primarily fight among themselves over turf, and usually do not attempt to prevent elders from feeding on their turf. Their activities are frowned upon by the prince, but as long as they do not threaten the Masquerade and do not get out of control, the anarchs are allowed to continue their battles. Indeed, many princes view it as a means of using the anarchs to suppress themselves, and will seek to provoke internicine conflict.
In cities where the prince does not have a firm grasp on power, certain elders may claim domain on an area within the city. Their power may be respected by other primogen, and they may be tolerated by the prince if they in turn support the prince. The establishment of one or more domains within a city can create powerful political dynamics, as those domains, intentionally or not, create rival power bases. In fact, occasionally a prince is only the first among a group of equals, the chairman of a committee of elders who each stake their own claim to a domain within a city.
Regardless of whether he has claimed domain or not, each Kindred is to some degree responsible for the area around his haven or the area which he frequents. Although the Kindred rarely involve themselves in mortal concerns, the affairs of the supernatural are another story. Kindred are expected to report details of strange events that occur in the vicinity of their territory to the prince.
Traditions listing

PROGENY

Thoughout most of vampiric history, the "elder" of this tradition was one's sire, though a looser interpretation has evolved in recent times. Many princes have stipulated that they are the elder referred to in this tradition and refuse all who dwell within their domain the right of creation without permission. They insist on their approval before any mortal is Embraced and often kill those who disobey. Most Kindred obey, but more out of fear than respect. In situations where a neonate has already been created, the prince may claim the individual as her own, may declare said neonate and her sire outcast, or may even put them both to death. The Camarilla officially supports the right of a prince to restrict the creation of new vampires, understanding that it is the only way to control the population of anarchs.
Those of the Old World, the Europeans, are even stricter on this point than the upstart Americans. One's own sire must be consulted and if a prince has claimed domain over the area where one has one's haven, permission must be sought from her as well. No amount of tolerance is given to those who do not do so.
Traditions listing

ACCOUNTING

One who sires a childe assumes responsibility for that childe's existence. If the childe is unable to endure the burden of its new existence, it is the sire's responsibility to take care of the matter. If the childe attempts to betray the Kindred and threaten the Masquerade, it is up to the sire to prevent him. While still a childe, under the direct care of one's sire, a vampire has no rights.
If a childe takes actions which threaten the security of other Kindred, they hold the sire responsible. The sire must carefully weigh the maturity of the childe he has spawned. He does not want to remain responsible for the childe forever (though extremely long childehoods are not unknown), but at the same time he does not want to release the childe before it is ready.
Long ago, release involved introducing the childe to one's own sire, but that has since changed; now, the sire introduces the childe to the prince in whose domain sire and childe dwell. Untill that time, the prince is under no obligation, unless he chooses otherwixe, to recognize the childe as one of the Blood. Unless the sire protects the childe, any may kill or feed from it.
Following the release, the childe-no-more is allowed to dwell in the city with full rights. This introduction process is similar to that of the Tradition of Hospitality mentioned below. If the prince does not accept the childe, it must leave and find some other city in which to live.
The release is a great rite of passage, for the sire no longer retains any responsibility for the childe. It is the activity of the childe-no-more that determines if he is accepted as a full member of the community and considered a neonate. If he continues to be rash and foolish, he remains a childe in the eyes of all. If he shows the wisdom his new existence demands, others will accord him the respect given to an "adult".
Traditions listings

HOSPITALITY

Though vampires are loath to travel (the risks are tremendous), they occasionally do. Ancient custom dictates that when entering a new domain, a city claimed by an elder, the newcomers must present themselves to the elder. This was so even before there were princes, in a time where there was only one Kindred in each city. It was simply a tradition of politeness; one knocks before entering.
The procedure varies in formality from location to location, and even from prince to prince. Some require formal presentation and the recital of one's lineage, such as it is known. Others are happy if simple contact is made with an underling. Those who do not bother to present themselves had better have the power to withstand the prince's anger.
The prince has the right to refuse acceptance in his domain to any he chooses. This rarely occurs, except when the newcomer has a poor reputation or many enemies. Even those who do not present themselves at all, but are laterdiscovered are not often chased from the city. They are roughly presented to the prince, shown their place, and released into the streets once again.
Over time, this tradition has become a primary means for the prince to maintain power, for it gives her the right to question all who enter her domain. She may not have the power to expel the more formidable interlopers, but her right to examine all is unquestioned.
Some Kindred bristle at the thought of having to 'present' themselves for acceptance. Many are too proud and have a strong independent streak. THe anarchs have too little respect for the traditions, while the Methuselahs have to little respect for the princes. The Methuselahs see themselves as demigods towering above mortal and Kindred alike and needing to bow to none. To them, abasing oneself before another is unthinkable. They existed long before the princes ruled, and can see beyond the prince, knowing who pulls the strings.
Many Kindred never present themselves, choosing instead to live in darkest obscurity. They hide in the cold, quiet places and rarely venture forth. They are tolerated as long as they remain unobtrusive. The Nosferatu are the best at this, for their powers augment such activities. These reclusive Kindred are known as the autarkis,for they refuse to become a part of vampire society.
Traditions listing

DESTRUCTION

This tradition has caused more controversy than any other, and reinterpretations are continually being discussed. It seems to imply that the right fo destruction is limited to one's own bloodline. Only the sire has the right to destroy his progeny.
However, the shift in meaning of the word "elder" has resulted in most princes claiming tis right over all those who dwell within their domains. They claim that only they have the power of life and death, and for the most part this interpretation has been supported by the Camarilla. The veracity of this claim is the source of much of the conflict between many of the older and younger vampires.
Most princes strictly enforce their monopoly on the tradition of extinguishment. All others are forbidden to destroy other Kindred. If a vampire is ever caught in such an act of "murder," thenno punishment may be considered too sever. Often the perpetrator of such a deed will be destroyed herself. The prince will usually investigate the deaths of those who have been destroyed in order to find the killer. Of course, the higher the status of the destroyed vampire, the more thorough the search for his murderer will be.
Only in times of great strife do younger vampires dare slay each other, though the elders are said to do so all the time. A would-be kinslayer had best step carefully.
Most often, the prince enforces his right of destruction by calling a Blood Hunt. Only if a prince openly calls a Blood Hunt is he allowed to slay one of the Kindred.
Traditions listing

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~~EXCERPS FROM THE WHITE WOLF BOOK OF THE MASQUERADE,THE PLAYER'S GUIDE, AND/OR THE SABBAT PLAYERS GUIDE~~