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Tremere — Lore of the Clans

Clan Lore · Vampire · “The Tremere”

Vampire
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Lore of the Clans
“From end to end with labor keen; and here, poor fool, with all my lore I stand no wiser than before.”
— — Johann Wolfgang von Goethe, Faust

Exit Interview

Elliot was barely conscious as he was dragged down the corridor. It was no doubt a stylishly appointed building, but all Elliot was getting to see was the carpet. He was only standing because a ghoul was holding him painfully under the arm, but that wasn’t the part of his body that hurt the most. He was beginning to think that trying to call up a demon had been a bad plan.

The ghoul heaved Elliot through a door and dropped him into a chair that faced a large oak desk. Matthias stood behind the desk, looking out over the city through the glass walls of the office. He was impeccably dressed as always, his pinstriped three-piece suit accentuated with several rings and a necklace bearing powerful occult symbols. He turned to regard Elliot, and dispassionately indicated his neck. While at least two of Elliot’s fingers were broken, he did his best to sit up and straighten his tie, even though it was a little slick with his blood. The price of disobedience at this stage would be worse than the pain he felt. With another almost imperceptible nod of the head, Matthias dismissed the ghoul and settled down behind the desk facing Elliot.

“Now, Magister,” asked Matthias. “Where do you think you went wrong?”

“I would venture to suggest the summoning of a demon was a mistake.”

“It was certainly inadvisable. As was using it to tear apart a Toreador Harpy and allowing it to roam free across the city.”

“I apologize to you my master and to my brother and sister mages of Clan Tremere.”

“I’m sure you do. But that isn’t really the point is it?”

“I’ve learnt the error of my ways,” Elliot blustered. “I will never break the laws of the code again.”

Matthias gazed levelly at Elliot and waved for him to stop. Elliot froze, with half a word still falling from his mouth.

“You are not here to offer me meaningless platitudes. If you continue to do so, we can defer this interview until you have been debriefed more thoroughly.”

Elliot shuddered to imagine returning to the seventeenth floor. He thought they had already done to him all they could think of, although he was not entirely surprised to discover he was wrong.

Matthias sat back in his chair and regarded Elliot for a moment. “I still don’t think you quite understand what you did wrong, or why you must be punished.”

At that, Matthias walked over to a nearby case and took out an ornate silver goblet. The smell of powerful blood from it was heady, making the thirst rise in Elliot. Matthias put the goblet on the desk in from of Elliot. It was another chain set to wrap around him more strongly than any steel.

“You are correct that we take a dim view of such illegal magical practice. But you removed an annoying Toreador and recapturing the demon was good practice for the apprentices.”

“Then what was my crime if not that?”

“You got caught,” smiled Matthias. “Now drink.”

The History of House and Clan

So you think you know all about Clan Tremere? How we are a Clan of secrets, the canker at the heart of the Camarilla? You know how we give up our free will to the masters of Vienna in return for the secrets of corrupt blood magic. You think you know us? Think again. It is we who built the Camarilla and we who keep it functioning. In less than a thousand years, we have gone from a renegade bloodline to a respected cornerstone of the most powerful vampire organization in history. Imagine what we could have done if we had begun with the advantages all the other Clans have squandered. Imagine what we will achieve in another thousand years. House Tremere

House Tremere

But I get ahead of myself. We should begin with history, because just like any other Clan, we Tremere understand that where we have come from is almost as important as where we are going. Contrary to the popular belief of the iconoclastic Kindred, we do not date our beginnings to the fateful night we became vampires. We began as House Tremere, a cornerstone of the Order of Hermes, the most powerful organization of mages in Europe. We had the power to break the rules of reality itself; and used it along with our fearsome reputations as miracle workers to do as we pleased.

Sadly, nothing lasts forever. The people began to lose faith in our magic, as science became their new god. In some places, they rose against the magicians they had lived in fear of for so long. Many magicians tried to weather the storm and hide; others controlled weather and storm to make war on the people to them into submission once more. We saw the inherent problems with both approaches, but realized that if we were to survive into a new age we had to act.

We studied the problem for a long time, as we knew that no challenge could defeat us if we focused ourselves and our power upon it. The solution took years, and several of us died in failed experiments with forces few dared to trifle with. The other magicians began to shun us, frightened of what we might do next. I think many of them were frightened we would succeed and take the last vestiges of power for ourselves. Whatever the reason, they were fools and cowards. Only the Tremere refused to follow magic into obscurity, and we eventually obtained the reward for our efforts.

One of the many plans we pursued was the secret of immortality. We knew of the existence of vampires, and sought a way to filter the longevity from the vampiric curse. It was finally one of our most powerful mages, Goratrix, who developed an elixir that would change our very nature. He distilled it from the essence of captured vampires (primarily Gangrel and Tzimisce, we were to learn). He presented it as the solution to our problem, and gathered the other high-ranking mages to prove his discovery. Suspiciously, while there were several of us there to witness what followed, none of them recorded a single moment. It is said each participant had to give up something of their soul for the potion to work, and terrible atrocities were committed that night.

Whatever the truth of the meeting, several emerged from it not just as immortals, but also as vampires. Some say Goratrix tricked his peers and simply fed them vampire blood. Others say that he did not attempt to distill immortality, as he craved the powers he had seen the vampires wield. While it may not have been the expected result, it quickly became their new agenda. Those who were already vampires set about converting the rest of the order.

Tremere propaganda will tell you the Clan as a whole decided to become vampires. But how many lies are we supposed to believe? Plenty resisted the new policy, but few had the power to stop it. Many questioned the motives of the original vampires. Were they acting to preserve their house, or simply making a naked attempt to claim more power? Was their only option to become Kindred, or were they trying to make themselves vampire-magicians? Did they even know they would become vampires, or was it their plan all along? While some old Tremere insist their ascension was a survival attempt by a dying house looking to save its members, it may be just as true to say it was a coup by seven mages (now elders) to create their own Clan of vampire servants.

Strangely, Goratrix’s elixir has never been heard of since. Some say he destroyed his notes of its creation, others that when he became a vampire he could no longer create it. Whatever the truth, vampirism spread across the Clan very quickly. Those already converted either hunted their own to Embrace them or sought out old vampires to steal their heart’s blood and power. Eventually, House Tremere was no more, and the Tremere bloodline of vampires had been born. It was the beginning of a war that nearly destroyed us.

You see, the other vampire Clans were very nervous of an entirely new group of vampires that appeared practically overnight. We knew little or nothing of their society, traditions, and gentlemen’s agreements. We also hunted down elder Kindred to steal their power, and as such, we made a brutal entry into Kindred society. It was no wonder Kindred society pushed back. With the creation of the Gargoyles, the Tzimisce and Gangrel joined to hunt us down. We completely underestimated our opponents and the strength of their response.

Many of our enemies had been alive for hundreds of years, and had considerable resources to draw on. Fortunately, our inexperience in the ways of the Kindred proved an advantage. We came at them in ways they didn’t expect, and used powers they had never seen. We fought like mages, not vampires, but even then, we lost at least half our number in the first few years alone. So it became necessary to organize ourselves. If we were to survive, we needed to know our leaders’ orders would be obeyed without question. The merest hesitation or debate might prove critical. We replenished our numbers with those from outside our house, other mages and petty magicians, and enforced almost brutal discipline on these recruits. This ruthless insistence that the Tremere would survive, whatever the cost, was the reason we still exist to this night.

Eventually, a grudging détente was forced on all of us. It was clear that even we could not purge the world of vampires, but it became equally clear our new bloodline was here to stay. The vampires tired of the fight and eventually began to give ground. We in turn moderated our behavior. We became subtler. We expanded quietly and avoided treading on the toes of the other Clans. They came to believe we had chosen to restrict ourselves to a small domain and were no longer an expansionist threat. As we began to consolidate, our elders moved our plans to the next phase. New Clans for Old

New Clans for Old

It was clear to us that the only way to gain any respect from the other Clans was to become a Clan ourselves. We reasoned that if we had the blood of one of the Third Generation, the other Clans might be forced to accept us, or at least take pause in their dealings with us. However, what we really needed to do was destroy one of the ancients and make it look like we were doing the other Clans a favor.

While we had taken down several ancient elders, to destroy an Antediluvian was another matter entirely. It had been done before — at least so the Brujah insisted — but it would be our most difficult project yet. As we had with our adaptation to vampirism, we took our time and planned carefully. Our best target was Saulot of the Salubri, who were both weak and despised. The combination of generally eschewing much of vampire society and seeking enlightenment gave them an arrogant air that annoyed the other Clans.

So, as we searched for Saulot’s resting place, we fanned the flames of anti-Salubri sentiment. We pointed out how their apparent healing abilities were a way of stealing the souls of those they were supposedly helping. We claimed their Golconda was a lie, one designed to make others think the Salubri were somehow better than the rest of us. By the time we eventually found Saulot, the hard work of destroying him was already over. His Clan’s reputation was in tatters.

You will hear all manner of reports of how that encounter played out. Some say Saulot actually swapped bodies with our eldest and thereby took control of our Clan. But this is a fantasy of the traitor Goratrix and his antitribu. If Saulot did consume our greatest, why was his first order for us to extinguish his entire Clan? That seems very unlikely, doesn’t it?

The destruction of Saulot once more shook vampire society to the core. For the second time in our history, we had done the impossible. The other Clans were dumbstruck, but could no longer deny us the respect we had earned. They no longer stood united against us. Some still called us usurpers and diablerists, but others respected us for destroying the demonic Saulot and his followers. Many of the elders of the other Clans simply felt that our ascension to Clan status gave us the right to amnesty. Nevertheless, we still had many enemies, and they began to gather their forces against us. Having learned their lesson from their last attempt to destroy us, they plotted carefully in secret. We in turn braced ourselves once more to defend all we had built. But before the opening moves could be made in another vampire war, the Inquisition changed everything. The Age of Fire

The Age of Fire

It came as a complete surprise to us. For too long we had been focused on surviving the attacks of the other Clans, and we never expected humans to prove a threat. Against their forces we were doubly damned, sought out as both monsters and sorcerers. Many of us burned before we could go to ground. Ironically, had we not been preparing to defend ourselves from the other Clans, we might have been wiped out. Luckily, the other Clans were similarly occupied, making them unable to capitalize on our weakness.

While the Inquisition was a difficult time for us, we weathered it better than most. We were used to powerful enemies trying to eradicate us, and we had systems in place to ensure our survival. We hid away our most important lore and dug ourselves in as far from humanity as we could find. Then we waited. Unlike the other Kindred, we did not see this as a war to be won, or feel any need to reassert our control on the kine. Instead, we took a step back and waited for our enemies to pass by. While the Toreador might claim the Masquerade was their idea, we were putting it into practice many years before.

Unfortunately, we still took losses. A few errant Tremere who rankled at their position in the Clan used the opportunity to leave us. These traitors decided to put their own needs above the Clan, and have since suffered for their temerity. It saddens me to think that any Tremere would be such a coward as to turn their back on the Clan that had given them everything. However, some of our errant members joined the Anarchs simply to survive. As chantries fell, those who escaped the devastation were often unable to find their way back to another Clan stronghold. It is unfortunate they were left behind, but better they perished than betrayed us.

As the Inquisition destroyed more vampires and the Anarch movement grew, it became clear that something needed to be done, and clearer still that we would have to be the ones to do it. While ignoring the other Kindred and surviving on our own would have been preferable, it was simply not viable. The humans hunted us fanatically, and the Anarchs knew how to fight us. The vampire Clans needed unity. The problem was they all hated each other. None of them were willing to trust each other, and alone they were going to be taken down one by one.

During all of this, our greatest loss was one of our own elders. Goratrix, whose work had granted us immortality, defected to the Anarchs. He claimed the leadership of Clan Tremere was corrupt. He spread a ridiculous rumor that our founder had been possessed by Saulot, and been forced to move his real spirit to Goratrix’s body. Have you heard anything more desperate or arrogant? Unfortunately, Goratrix was well respected in the Clan, and the Salubri were well known as soul stealers. Naïve apprentices fell for his lies and rhetoric and joined his banner.

Nearly a quarter of us (albeit apprentices and a few ancilla) seceded, and took many of our secrets with them. Of course, this defection of the weak and vulnerable did not weaken us as a Clan all that much, but it was a loss of labor we could ill afford at the time. Not only were we dealing with human fanatics and vampires, but also mortal mages came against us in retaliation to our so-called “corruption” of their order. We called this fight the Massasa War, and even in the modern era, it is an old fight that has never truly ended. We needed allies at a time when we were despised by almost every other supernatural creature. But our solution was simple: we decided to play the villain.

We approached each Clan in turn with flattery. We pleaded with them to help us, told them that we were not able to protect ourselves in the same way as a mighty Clan like them. Our begging inflated their egos and made them wonder about an alliance with another Clan. We quickly offered our safe places as neutral meeting grounds, which the other Clans accepted to keep their own secrets. Once we were the host, it was easy to get a seat at the table. Then we built an alliance based on hating us, but there was only one thing the various Clans agreed on: that we Tremere were not to be trusted. What we suggested in each discussion united the Clans in their disagreement of us. So we simply pushed for what we did not want and watched the others fall over themselves to deny it to us. Each debate we lost made us look weaker and less threatening, and united the other Clans more. Given our reputation, it is almost disappointing that we only managed to unite six of the other twelve Clans in a mutual loathing of us.

By the time the Camarilla was fully formed, we were the lynch pin of the alliance. We nailed our colors to the Camarilla mast by enacting their orders to curse the Assamites, at once proving our power and gaining the wrath of one of the most dangerous Clans in existence. With one act, we proved our loyalty as much as our need for allies. While each Clan was busy taking the credit for being in charge or inventing the Traditions, we busied ourselves with actually running the organization. By the time the others noticed how entrenched we were, it was also clear they needed us. As no one wanted to admit their reliance on the Tremere, no one brought it up as a problem. With seven Clans working together, there was little we could not achieve.

Vampires quietly sunk into the shadows, and the Inquisition turned on the Anarchs. Sadly, they responded by forming the Sabbat (no doubt at Goratrix’s behest), but frankly we couldn’t deal with everything, so we had to let that one pass. However, we could not allow any renegades to exist outside the Clan. The secrets they knew were too dangerous in the hands of any non-Tremere. We gathered and drew on our greatest and darkest powers. They would burn, and take our secrets with them. We prepared another great ritual and marked all the traitors so all would know them for what they were. Then we sent our power into each mark and burned them all to dust.

With the formation of the Camarilla, vampire society became far more organized. This allowed us to get on with our work in peace, leaving the others to their petty disputes. Of course, the kine have always proved a mild nuisance. They have started wars, led revolutions, and created weapons far too dangerous for them to handle. We have continued to work in spite of the efforts of others to maintain peace and civilization for all. Sadly, the other Clans see this, as you may expect, as naked manipulation. I’m not sure which is more insulting; that they misread our intentions, or think our plans are so simplistic they can see them for what they are. A New Era of the Occult

A New Era of the Occult

After years of tireless work, the nineteenth and twentieth centuries were when our perseverance finally began to pay off. A new wave of interest in the occult gripped Europe. It came initially in the shape of Theosophy, the Golden Dawn, and Aleister Crowley, but later as the Wiccan followers of Gerald Gardner. New mystic organizations were born, grew, splintered, and grew again. The rise in occult research allowed us to infiltrate several groups of educated men and women who also made useful witting (or unwitting) research assistants. The quality of our apprentices grew exponentially. More interestingly, the kine often came upon intriguing twists and reinterpretations of old magic, which were of great use to our studies.

As the age turned, these groups of mortal magicians moved beyond the gentleman’s clubs and spread to the rest of their society. Tarot cards appeared in newsagents, and teenagers began to read books on how to be a witch. Audiences flock to séances, spiritualists, and magic shows. The briefest search across the Internet reveals hundreds of New Age, spiritualist, neo-pagan, and hermetic cults. Even some music celebrities have declared to be followers of Kabbalah or Aleister Crowley. While it is all cheap tricks and a pale shadow of our skills, it shows how far we have dug our claws into even mainstream culture.

It has not been easy though. Goratrix has left a legacy of young Sabbat who insist they understand the power of Thaumaturgy. You may have heard their ridiculous claim to be surviving Tremere antitribu, but that is clearly not true. We burned them all, every last one. Would you prefer to suggest the Tremere make mistakes, or that I am a liar? I thought not, so let us continue. We continue to do our best to undo the damage these amateurs cause whenever we can and destroy the perpetrators. While tiresome, these Sabbat-infiltrated groups all fall eventually. They have always been easy to uncover, because they are motivated by power and not knowledge or understanding. They seek only to use magic as their tool. If we have ever used our power for ourselves, it has been so we might survive. When the last lights of the world blink out and eternal darkness finally consumes us all, Clan Tremere will be there, watching.

Modern Mysticism

Pyramid Scheme

So, let’s talk about pyramids. After all, it’s probably the only thing you really know about Clan Tremere. You have been told that the pyramid is solid as stone, ruthlessly enforced and based on lies and blood magic. You’ve been told that at the bottom are the apprentices, and at the top are seven elders and Tremere himself. You’ve been told that they brook no insubordination, and stultify in a system designed to keep the elders at the top and the neonates and ancilla at the bottom.

The truth is, of course, somewhat different. After all, if the Clan was as rigidly policed as many believe, there would never have been any renegades. Tremere organization, while still strict by many Clans’ standards, is very different from what most people suspect. The Tremere have cultivated these misconceptions by simply refusing to address them. The other Clans “know” the Tremere are both devious and strict, and this basic assumption left to run rampant has built most of what is “common knowledge” about the Tremere. There is, of course, a structure to Clan Tremere, and that structure is based on a pyramid model. Not only is this a solid and enduring structure, but because pyramids have great occult significance. The existence of Clan Tremere to the modern era should be proof enough of its stability.

As it favors order, Clan Tremere has an array of titles to keep the younger Kindred happy. Each wields advancing power, but also requires a level of responsibility beyond most Kindred titles. Those with power are expected to see to the safety and betterment of all the Tremere under their charge. Their domain must grow and prosper, or they will be seen to be squandering Clan resources. This doesn’t mean they need to explain themselves or put their decisions to a vote, however. Voting wastes time. Better to put the most competent in charge and let them do as they see fit. Clan Tremere is an unashamed dictatorship, but it would insist it is an enlightened one as its leaders work for the betterment of all. It may seem draconian, and it is, but it works.

There are seven titles in the Clan: Acolyte, Apprentice, Magister, Regent, Pontifex, Lord, and Councilor. Each Tremere is recognized by the position they have earned. There is no shame in being at the bottom of the pyramid, but there are rewards for being at the top of it. Being at the bottom also has the advantage that no one covets your position. However, if you see that as an advantage, you are certainly not a true Tremere.

Within each level are seven degrees to allow more social mobility without running out of promotions. Numbers have power, and for us, seven is the most powerful of all. Advancement in degree is often a mark of experience and knowledge as well as prestige. You need not reach the seventh degree of one level to advance to the next. If there is a space for a new Regent and you have the right skill set as a third degree Magister, then you may find yourself a first degree Regent. Of course, this doesn’t happen often, as no matter how enlightened the Tremere like to think they are, they are as devious and underhanded in politics as any other Clan is.

At the bottom of the pyramid (but above the ghouls and Gargoyles) are the Acolytes. These are Kindred not fully released, and as such rarely gain degrees. Among the Acolytes are also counted a group we refer to as the Trimira. These are Kindred of other Clans who have proved their loyalty, and have drunk our blood as initiates of the Tremere — originally a group of Ravnos and Nosferatu who understood an ancient Indian blood magic called Sadhana. They could never be fully part of the Clan, but we were pleased to accept their loyalty and skills. Nowadays, the term has spread to include several agents and Caitiff who often work as deep cover agents on our behalf inside Clans no full Tremere could infiltrate.

When officially presented as part of Kindred society, a Tremere becomes an Apprentice. Many never rise higher than this, but you would be warned not to underestimate a seventh-degree Apprentice. They have earned their status serving the Clan and advancing their magical studies. The title of Magister (from the Latin for “teacher”) is granted to the Tremere who run their chantry and educate the Apprentices under the direction of their Regent. It is also a title granted to older and more distinguished members of the Clan who have not sought power but instead have become trusted advisors. Magisters tend to oil the wheels of the Clan, organizing training and seeing to disputes and punishments. Magister has also become a term of respect to an elder Tremere or a teacher.

The Regents are each master of an entire chantry, often making them the de facto leader of the Tremere in a given city and possibly a member of the Primogen. Moving up to a national level are the Lords, who are responsible for several chantries. Their jurisdiction often ranges over an area the size of an American state. Above them are the Pontifices who rule entire countries. There are usually seven Lords for each of the seven Pontifices. Both Lords and Pontifices often have their own staff and household, usually basing themselves in a chantry for convenience. Many Regents rankle at having their boss running a separate department in their domain, but to complain would bring their loyalty into question. Finally, the Council of Seven rules the Clan worldwide from their stronghold in Vienna. Loyalty

Loyalty

However, what the Tremere value most is not their structure and bureaucracy. They realized long ago that even the best system is no use without one vital ingredient: loyalty. Clan Tremere expects all its members, no matter what their position, to remain loyal to the Clan. Loyalty to Sect or Prince pale into insignificance beside the dedication they must show their brothers and sisters and the agenda of the Tremere. The Clan comes before all else, and no treachery can truly be a betrayal if it serves the Clan. This might seem terribly oppressive, and sometimes it can be, but there are some significant advantages. While all are expected to give their absolute loyalty, they get something in return: the loyalty of Clan Tremere.

This loyalty means that no matter where a Tremere goes in the world, they can knock on a chantry door and be given sanctuary. While no vampire trusts his own kind implicitly, a Tremere can trust his Clanmates to a level no other Clan can even dream of. You may be expected to toe the party line, but when you make a stand, the entire Clan stands with you. There is no discussion, no platitudes that they would like to help but their hands are tied. Clan Tremere stands behind each and every member as long as they stand for the Clan. Even the lowest neonate has the hand of the Clan’s most powerful elders on their shoulder at all times.

From loyalty comes unity. While the other Clans might joke about the Tremere being identical cloaked figures following their elders, few can deny the Tremere get things done. We are the mystical might of the Camarilla. We have faced demons on their behalf. We destroyed our renegades in a single night. We even cursed an entire Clan at their behest. Any one of these feats would prove that our unity makes anything possible.

The Clan as a whole has an agenda, and expects every member to work towards it. Now it may seem unfair to the young neonate that they remain a cog in the great machine. However, the party line insists that they imagine the power they will hold when they are the one setting the agenda. With experience comes wisdom, and with wisdom comes power. It does not always work, and while we prize loyalty, we also prize ambition. Our unity means little if we cannot use it to move forward. So the rule is simple: if you are going to put your hand in the cookie jar, make sure you don’t take them all, and never get caught.

So if loyalty is so important to the Tremere, how do we enforce it? The simple answer is the blood bond. Given the Tremere’s intimate understanding of Kindred blood, it seems natural we should use it to bind the Clan together. In the early days of the Clan, we often practiced full blood bonding of apprentices to masters, but this proved counterproductive. There is such a thing as too much loyalty, and many good apprentices were lost protecting their masters when all of them might have escaped together. A full blood bond makes the thrall too eager to please, and Clan Tremere wants Kindred willing to serve, not slaves.

So the Tremere developed a few rituals to create a lesser form of blood bond, one that makes the Clan itself, rather than an individual the object of dedication. Upon Embrace, each new Tremere must drink from a cup containing a mixture of blood from the seven elders. In fact, this blood need only come from seven elder Tremere — the Council of Seven are rather wary of handing their blood out to every blood mage in the world. The head of each chantry knows the ritual that transubstantiates the blood mixture into “the spirit of the Clan,” and every neonate feels special drinking from the mighty Council of Seven. The ritual does more than bind a neonate’s loyalty, however; it acts as a powerful reminder that the lowest member of the Clan has a part of the ruling council inside them, and so the mystery is maintained.

However, despite all this emphasis on loyalty and devotion, individual Tremere have much more freedom than most Clans believe. Each is encouraged to go out and serve the Clan in their own way, although some might be commanded to assist on the plans of their elders. Unfortunately, a Tremere in a coterie of non-Tremere will eventually have to choose where their loyalties lie, and they had better make the right choice. Secret Orders

Secret Orders

While the Tremere might be unified as a Clan, there is still plenty of space to politic amongst ourselves, as long as it does not damage the Tremere agenda. In fact, a certain amount of infighting is even encouraged, so each Tremere can be tested to hone and improve their skills. To gain allies and further their individual agendas, many Tremere join secret organizations within the Clan dedicated to either a particular purpose or simply self-protection or aggrandizement (depending on your point of view). I will tell you of some of the most renowned, but there are plenty more. They are called “secret” for a reason, yes?

The Code and Oath of the Tremere

I, [initiate’s name], hereby swear my everlasting loyalty to House and Clan Tremere and all its members. I am of their blood, and they are of mine. We share our lives, our goals, and our achievements. I shall obey those the House sees fit to name my superiors, and treat my inferiors with all the respect and care they earn for themselves.

I will not deprive nor attempt to deprive any member of House and Clan Tremere of his magical power. To do so would be to act against the strength of our House. I will not slay nor attempt to slay any member of the House and Clan except in self-defense, or when a magus has been ruled outlaw by a properly constituted tribunal. If a magus has been ruled an outlaw, I shall bend all efforts to bring such magus to justice.

I will abide by all decisions of the tribunals, and respectfully honor the wishes of the Inner Council of Seven and the wishes of my superiors. The tribunals shall be bound by the spirit of the Code of Tremere, as supplemented by the Peripheral Code and interpreted by a properly constituted body of magi. I have the right to appeal a decision to a higher tribunal, if they should agree to hear my case.

I will not endanger House and Clan Tremere through my actions. Nor will I interfere with the affairs of mundanes in any way that brings ruin upon my House and Clan. I will not, when dealing with devils or others, in any way bring danger to the Clan, nor will I disturb the faeries in any way that should cause them to take vengeance on the House and Clan. I also swear to uphold the values and goals of the Camarilla, and I will maintain the Masquerade. Insofar as these goals may conflict with my goals, I will not pursue my own ends in any way that would endanger the Masquerade. The strength of the House and Clan Tremere depends on the strength of the Masquerade.

I will not use magic to scry upon members of the House and Clan Tremere, nor shall I use it to peer into their affairs. It is expressly forbidden.

I will train only apprentices who will swear to this code, and should any of them turn against the House and Clan, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called magus until he first swears to uphold the code. I shall treat my apprentices with the care and respect that they earn.

I concede to my elders the right to take my apprentice should it be found that my apprentice is valuable to an elder’s work. All are members of the House and Clan and valuable first to these precepts. I shall abide by the right of my superiors to make such decisions.

I shall further the knowledge of the House and Clan and share with its members all that I find in my search for wisdom and power. No secrets are to be kept or given regarding the arts of magic, nor shall I keep secret the doings of others who might bring harm to the House and Clan.

I demand that, should I break this oath, I should be cast out of the House and Clan. If I am cast out, I ask my brothers to find and slay me that my life may not continue in degradation and infamy.

I recognize that the enemies of the House and Clan are my enemies, that the friends of the House and Clan are my friends, and that the allies of the House and Clan are my allies. Let us work as one and grow hale and strong.

I hereby swear this oath on [current date]. Woe to they who try to tempt me to break this oath, and woe to me if I succumb to such temptation.

The Unbowed Mundanes

One of the sad truths of Clan Tremere is that members are often passed over in favor of those with greater thaumaturgical ability. The higher echelons of the Clan consider the traits of a good sorcerer (will, intellect, and dedication) to be the ideal Tremere archetype. Despite the stereotype, the Clan is not exclusively made up of mages and the magically adept. Plenty of Tremere Kindred either lack the aptitude or simply do not take to Thaumaturgy. They are indignant that their contribution to the Clan often goes unrewarded. Unfortunately, the elders (unsurprisingly) are prejudiced against non-magicians, believing those who cannot master Thaumaturgy are simply not trying hard enough.

The Unbowed Mundanes are a group dedicated to righting the balance between those with and those without Thaumaturgy. They even count some thaumaturges among their ranks who agree with their goals. After all, they claim, Clan Tremere is about more than just magic. It is about loyalty and survival.

The Covenant

It is a little known fact that one of the few Clans that the early Tremere actually got on well with were the Cappadocians. Who are they? Suffice it to say that there were other necromancers before the Giovanni. Regardless, both of our Clans recognized that necromancy and Thaumaturgy bore a few similarities; and both had much to gain from sharing a little of their knowledge. When the Giovanni rose up against their masters, we took the opportunity to steal some of their lore and even a few of their ghouls. Don’t give me that look. We are pragmatists by nature, and saw no reason to support the underdog when gaining favor with a clear winner was an option.

To manage the lore we had stolen, the Covenant was formed. Its members seek not only to master the necromantic arts, but also to finding the missing link that will connect it to Thaumaturgy. Then, having crafted a new gestalt discipline, they will have gained even more power for the Tremere. While the Kindred of the Covenant all practice Necromancy, it should be pointed out it is no easier for them than any other Discipline outside our Clan’s natural inclinations. It is a hard path, and few have mastered more than the lowest levels. While they have access to secrets the Giovanni would kill to see buried, they are not the masters of the power they wish they were.

The Third Eye

Few secret Tremere societies are actually outlawed, but the Third Eye is one of them. Membership is punishable by death, so its members have to be almost fanatical to join in the first place. The ethos of the Third Eye is simple: Tremere made a huge mistake in committing diablerie upon Saulot. In fact, the entire creation of Clan Tremere is an unnatural mistake that will be corrected sooner or later. The Third Eye believes Clan Tremere is damned, and will pay very soon for its many crimes. House Tremere should have accepted its fate long ago, and the time it has stolen is an offense against the natural order. The Third Eye work in secret to follow the peaceful ways of Saulot, and try to educate the other Tremere to the burden they now carry to seek enlightenment. They also work directly against the Clan, claiming the Tremere must dismantle the Clan and try to make amends for all they have done. If they do not, a far more terrible fate awaits not only the Tremere but also everything they have touched.

Character and Traits

Concepts

Archivist

The Tremere are not only the most organized Clan, but they also tend to keep the most meticulous records. Over several hundred years, the Clan archives spread over several libraries across the globe. They contain enough secrets for several lifetimes. You are one of the Kindred that stand guard over these secrets. They need to be managed and maintained, even incorporating improvements like scanning ancient scrolls onto digital media.

It may not be the most exciting life, but sometimes your skills are required outside the library. Newly located records need to be verified and collected properly. Stolen texts need to be tracked down and refilled. You may also be required as a consultant, acting as a living repository of the secrets you have read.

Chantry Keeper

The chantry is more than just a repository of lore. It is a sanctuary, a fortress, and a home. Someone needs to see to the bricks and mortar that shelters the Clan. You make sure that needed improvements are made and magical protections are organized. For you, the chantry is more than a building; it is almost an extension of yourself. You know every corridor, every room, every secret passage and tunnel.

But taking care of the chantry does not mean you never leave it. You must have a hand in the city planning departments and be able to whisper in the ears of politicians to ensure its security. You are responsible not just for a building but the foundation of the Tremere in a city.

Cult Leader

Every Clan needs a few disposable assets, and your job is to procure them. To this end, you run a small but intimate group dedicated to the worship of long-forgotten gods. A little showmanship, a little Thaumaturgy, and you have convinced them you have divine or demonic power. When you mix a little blood into the communion cup, they soon become willing servants to the Tremere, even though they have never heard the name.

Your cult might contain outsiders and the forgotten, but could easily include a few politicians and scions of the wealthy looking to experiment. When the Clan needs a favor or a few willing victims, it turns to you to provide them.

Face

Few Kindred are happy to share their secrets with the Tremere, so the Tremere have had to be subtle in rooting them out. It is your job to get close to the other Clans, using deceit or charm to convince them to share their secrets.

You might be an undercover agent, working a dangerous double bluff. To those outside the Clan, you are a renegade, or just a knowledgeable Caitiff or Anarch. You are willing to give up secrets in return for sanctuary among other Kindred. You do not offer these secrets without a price, though. You tell them that with an enemy like the Tremere looking for you, you want something valuable in return. Sometimes your allegiance is more obvious, and you put a face on the Tremere when they wish to negotiate with the other Clans. You remain charming and open to gain their trust, and put a spin on recent Tremere plots to assuage suspicions.

Despite appearances, your loyalty is only to the Tremere. Quite often you don’t know the whole picture (to allow you plausible deniability), but all you need to know is your part in it.

Guardian of Secrets

The Tremere keep their lore in vast libraries, but entrust their secrets to very few. There are plenty of things the Tremere do not want the other Clans to know. Many are magical secrets, the keys to understanding the higher levels of Thaumaturgy. Others are the locations of valuable artifacts or deep cover agents. You may simply guard a hard drive you have vowed never to investigate. Several Tremere are trusted with each secret, in case something happens to one of them.

You have been given such a secret, and must remain vigilant against those who might seek to steal it. The nature of the secret is up to you and the Storyteller to decide. How dangerous it is to you or the Clan is something you will also need to decide.

Hunter

Magic doesn’t really interest you. Clan Tremere is more than just a group of magicians, and that is where you have pledged your loyalty. However, some don’t feel the same way. There are those who spurn the gifts the Clan gives them or selfishly put their own needs before those of the Tremere. When they try to run, you hunt them down.

Unlike many Tremere, heightened senses and street skills are far more useful to you than Thaumaturgy. With an array of contacts throughout the city, you’ll easily know where your quarry goes to ground. Sometimes you are used as a bodyguard or an enforcer, but you truly excel in the chase and the capture. You are the shadow haunting every renegade.

Magical Technologist

Many of the Tremere stay mired in the old ways or hocus-pocus and mumbo jumbo. You are looking to apply magic in new ways, enchanting machines and connecting the occult to the Internet. The elders of the Clan see your work as ridiculous at best and abomination at worst, but tradition blinds them. What you are working on may change the face of magic.

While your skills in Thaumaturgy are advanced, you are also a creature of science. New advances are being made at a startling rate, and any one of them might prove the key to transmuting sorcery into a new form of science. While the elders will never understand, you are gaining support from many of the younger Kindred. Soon, when you have real proof of the potential of your work, you might be able to force the elders to place power in more enlightened hands.

Manipulator

Structure is important certainly, but no structure works very well if people stop following orders. You are here to ensure loyalty, through compulsion if necessary. Not everyone is enlightened enough to know that unquestioning loyalty is the best way to benefit everyone. This goes double for the kine. Where a Masquerade breach is likely or a new political officer decides to make a few unwelcome changes, you step in. It is not for your personal power, though. You are simply here to make sure the gears and cogs of the great machine keep turning.

You are a master of Dominate, and few can meet your gaze without feeling your compulsion. A quiet word is all you require to make anyone follow your lead. Some accuse you of being a Ventrue, but you are not a leader. Instead, you see yourself as a servant, making sure the human and Kindred parts of the system function as they should.

Necromantic Thief

If there is one thing the Tremere despise, it is other people keeping secrets from them. This is doubly the case for magical secrets. While it is a distinctly different ability, Necromancy has far too many similarities to Thaumaturgy to be ignored. What makes this more frustrating is that the Giovanni are very good at keeping secrets.

While it is a hard path, you have chosen to delve deep into those secrets. If the undead will not teach you what you know, you will drag the knowledge from the dead themselves. The Giovanni are not going to help you, but you are not afraid to get your hands dirty searching for answers. For you, the line between blood magic and death magic is becoming more and more blurred. Soon you will discover their true connection and open new worlds of power for Clan Tremere.

Sorcerer

You are a vampire that dreams of being a magician. From a young age, you studied the occult, but with limited success. Unfortunately, your dreams of magical power constantly eluded you, but a vampire saw your potential and appreciated your dedication. As a newly Embraced Tremere, the power of Thaumaturgy is finally yours. The lore at your fingertips as a member of the Clan is truly humbling. Having eternity to study it somehow doesn’t feel like long enough.

You have little or no interest in politics; all you really care about is learning more magical secrets. Your only Discipline is Thaumaturgy, and that is all you need. The secrets of the universe are finally yours for the taking.

The Chantry

There are few things more important to the Tremere than their chantry. It is a home, a base, a stronghold, and an archive. The chantry is the first thing the Tremere establish when they establish a presence in a city, and they will defend it to their last blood.

It is rare for any two chantries to look alike. Not only do the buildings themselves vary, but they also reflect the personality and goals of the members of the Clan in that city. Some are city skyscrapers, while others are ancient manors on the edge of the city. Some are modern, whereas others have seen centuries. A few have remained as they are for years, but many have been redecorated several times at the whim of their masters. A few of the ancient ones are actually systems of caves, and there are stories of young Tremere creating virtual chantries online.

A chantry is described using a series of traits. The appearance can be almost anything, and sometimes the smallest and weakest-looking chantries are the most ancient and powerful. The Storyteller should pick ratings for the chantry in their city for each of the traits listed below. While each trait goes from 1 to 5, Storytellers might grant ratings up to 10 for truly ancient and impressive chantries. As a rule of thumb, the total number of points should be around twice the amount of Tremere living in the city. While the chantry is for the Storyteller to decide upon, they should take into account the needs and desires of their Tremere players and work with them to create something their characters can be proud of.

Guardians

While each chantry has magical defenses, it often needs mercenaries to run its mundane defenses, such as with Gargoyles. Such military strength has often proved useful outside the chantry in the service of the Tremere.

For each point the Storyteller assigns to this Trait, the chantry has one supernatural guardian (such as a Gargoyle or a mystical construct) or five ghouls. They will all be loyal to the Tremere Clan and ready to die to defend the chantry.

Library

It is a poor chantry that has no library. While each may have a powerful collection of rituals and magical lore, the best libraries contain a wealth of mundane knowledge as well. For many Tremere, the library is the most important place in the chantry. A chantry with an extensive library will never want for members.

A Library may not contain any rituals of a higher level than its rating, although how many rituals the Library contains at each level is up to Storyteller discretion. When allowed to do occult research in the Library, a character may add the Library’s rating to their dice pool.

Research

As well as a library, many chantries offer facilities for magical research and experimentation. In some cases, these laboratories resemble Frankenstein’s lair, while others are covered in occult symbols with great pentagrams inlaid in the floor in silver. When a Tremere is able to use their chantry’s facilities, they may add the Research rating to any dice pool used to create new rituals or thaumaturgical powers.

RatingDescription
•The chantry has little or no room for any laboratories. Members must build their own.
••Those looking for lab space might easily find an unused room with some basic supplies, but all it really offers is peace and quiet.
•••There is a properly equipped laboratory in the chantry, but you will need to share its resources and time.
••••The chantry has several laboratories, but not enough for everyone. Each member has the use of one until they have completed a project, at which point they must wait their turn again.
•••••All Tremere in this chantry has a basic laboratory, and there are several well-equipped research centers for more advanced projects.
Sanctity

The Tremere guard their secrets carefully, and a chantry is a tempting target, but many contain a wide variety of defenses, both mundane and mystical. This rating shows how hard any assault of the chantry might be. In general, the difficulty of any Security or related rolls attackers make while infiltrating the chantry are increased by the Sanctity rating. This represents the quality of the defense they must overcome.

RatingDescription
•A few guards are pretty much the building’s only defenses.
••All the guards are well trained and professional, and several basic wards are placed and maintained around the building.
•••The building itself has also been augmented with toughened glass, steel layers in the walls, and security stations.
••••The chantry is a fortress, inside and out. It has been designed to survive a siege.
•••••There are so many magical protections in place it is hard to even find this chantry, let alone attack it. Inside the building itself works against the attackers, changing corridors and shifting like a maze.
Stores

The Tremere recognize the need for resources beyond magic. Many Chantries keep a stock of mundane items, such as weapons, computer equipment, medical supplies, and even stationary. This rating also details the amount of money the chantry has to spend at its members’ request, which grants a level of Resources for the chantry (not its members!) equal to this rating. However, all expenses must be in the service of the Clan, and just because the Clan has the money, it doesn’t mean it will bankroll just anyone for any reason.

RatingDescription
•The chantry doesn’t have any equipment of its own, but may be able to offer a little financial assistance.
••The stores of the chantry stock a good variety of items commonly found in any store. Its weapons are restricted to melee weapons and small caliber pistols and rifles.
•••This chantry has an extensive collection of items found only in specialist stores. It also has a variety of non-military grade weapons and explosives.
••••The stores here are very extensive, and the chantry will often buy items on request. Its arsenal contains military-issue weapons and ordinance. There are also several black market and illegal items kept here.
•••••There is little you can imagine that cannot be found here or sourced by its caretakers. It is also the repository for some extremely valuable and unique items, such as paintings by the old masters. It may even be the place several dangerous and powerful magical items are held for safekeeping.
Referenced by 39

Bestiary

Discipline Powers

  • Dissociate vampire/power/discipline_power/dissociate
  • Telepathy vampire/power/discipline_power/telepathy

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