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Once a cabal of mortal wizards, the Tremere suppose wrested the secrets of vampirism through their own area: Studies in a covert war during the Dark Ages. With the stolen birthright, they carved a place for themselves vampiric society, hunting down and extinguishing an ancient of another lost bloodline in order to gain legitimacy while refining their own potent magics with their new unliving power. Tightly bound by common studies of the arcane and mistrust of other clans, the Warlocks are mysterious, distrusted and feared and that's just how they like it. Though not all Tremere had mystical leanings in life, the ritualistic structure of the clan brings all recruits into a rigid hierarchy in death. Occult practices from the Dark Ages shape many of the clan's ways, while secret orders of initiation mark rites of passage in the clan's ranks. The clan itself is divided into circles of ranking, moving from apprentices (who carry out the day-to-day tasks of the clan) to regents (who oversee clan affairs in a city) to lords (who exercise dominion over a particular region) to pontifexes (whose rule extends to all Tremere activities within a large geographic area) to, ultimately, the fabled Council of Seven (whose members each oversee a continent). Initiates strive diligently to outperform their peers in order to rise in rank, yet maintain a rigid code of loyalty to clan and Camarilla (in that order). This chain of command promotes ambition while making the Tremere more insular and structured than any other Camarilla clan. Among the ranks of the Tremere are Freemasons, mystics, witches, New Agers and antiquarians. The clan does not draw from practitioners of the arcane exclusively, though. Politicians, financiers, scientists and soldiers can all be found among the ranks of the clan. Self-discipline, a keen mind and a will to power are qualities inherent to the prospective neonate. Loyalty to the clan and knowledge of the occult can be instilled later. Because of their stolen blood and their hidden secrets of magic (so secretive that other vampires whisper rumors of Tremere assassins who hunt and slay vampires learning Thaumaturgy outside the auspices of the clan), the Tremere occupy an uncertain place within the Camarilla. Their prowess grants them grudging respect, but it is no secret that any Tremere advances the clan's agenda first and foremost. As a result, most Tremere are superlative manipulators. Vampires of this clan barter their impressive magical skills for favors, calling in debts later to consolidate the clan's claims to specific political goals and mystical treasures. Their magical powers allow them to counter the actions of the Camarilla's many enemies, yet they grant an unpredictable edge over their allies at the same time. The Tremere exert an insidious influence over vampire society from their chantries (part stronghold, part academy), directing crusades and research to their own occult ends.
Roleplaying Hints: You have taken an oath to uphold the goals of clan and Camarilla. You hail from a distinguished house of wizards, and in return for your dutiful service, you can expect instruction in the mystic arts. You obey the laws of Kindred society unswervingly, but you always work to advance the interests of your clan first. Since unknown abilities cannot be opposed, you conceal the true measure of your own power and your clan's knowledge, acting when appropriate and before others can fathom your plans. You possess a strong will, capable of undertaking difficult tasks in order to succeed. Other vampires may not understand or trust you, and that's just fine - you have other plans.
Advantages: As a result of their training in the mystical arts, all Tremere gain one Occult Ability and one Occult Influence automatically. This bonus represents their basic knowledge of magical practices and their clan's contacts within arcane circles. Because of the tightly knit structure of the clan, Tremere can expect assistance and instruction from higher-ranking members of the clan. However, members must still perform their duties. Tremere cannot simply expect all of their problems to be solved by their superiors - the clan does not tolerate laggards. Tremere vampires can expect that any Mentor they may have will always offer assistance (if the Storyteller rules that doing so is within the Mentor's capabilities), but conversely, they will always be required to fulfill a specific duty afterward.
Disadvantage: On receiving the Embrace, all new Tremere are forced to drink from a chalice containing the blood of seven elders of the clan. From this mixture of blood, the neonate comes one step toward a blood bond to the elders and, through them, to the clan as a whole. Tremere who fail in their duties or who disobey orders may be forced to drink; again of such a mixture, stepping closer to total obedience to the clan. Tremere who fail to report to their superiors, or who do not successfully carry out their duties, can also expect their superiors to deal with them harshly. Members of the clan who do not pull their own weight quickly find that they are expendable.
Bloodlines: At one time, a small faction of antitribu claimed membership within the Sabbat. However, a recent turn of the Jyhad has seen to the extermination of all of those expatriates, with no survivors whatsoever. Also, during the Dark Ages, a small group of Lithuanian pagans formed several cults. These Telyavelic Tremere possessed the Discipline of Presence instead of Dominate, but they suffered mightily from displays of Christian faith. These pagans were finally exterminated before the 17th century. With the rigid structure of the Tremere clan, there is no room for the deviance of any other bloodlines.
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