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TREMERE

Blood Sorcery and Blood Bonds

From her first night among the Kindred, the neonate Tremere leads a double unlife. Bound not only by the traditions of the Camarilla but by those of her clan, the Tremere must find a place for herself in her own hierarchy and in the deadly world of vampires. Learn the magic of the Tremere and the rigors of earning status in the clan. -- Clanbook: Tremere - Revised Edition

Other Source Books: 


CLAN OVERVIEW

In nights long lost to the passage of time, the Tremere existed, though they were something else. Those early Tremere then made a bargain — or wrought a spell, or any number of other harrowing methods attributed to the Clan — that changed them from what they had been into the vampires they are tonight. This transformation, while not divulged to outsiders, occurred sometime in the early European middle ages.

Some claim they stole the Curse of Caine from a torpid Antediluvian, or that they concocted the flawed immortality of the Kindred from the stolen vitae of other vampires. Such mysterious origins, which some describe as treacherous or even blasphemous, haunt the Tremere, as the other Clans look upon them with mistrust and suspicion. The history — and, indeed, the modern legacy — of the Tremere is one marked by Clan war, centuries-old grudges, and the stain of unwholesome mysteries long left unsolved.

Tremere Mages
While Tremere are still Mages, there are distinct differences and limitations to their abilities once they became Vampires. They can no longer enter the Umbra and their mage abilities are extremely limited compared to mortal mages. They also no longer tap into the Spheres. Such was the price of Tremere's gift of immortality. 

Of more positive benefits, Tremere do not suffer from Paradox. While they are bound to keeping the Masquerade, (the logical flow of the natural world), they can break that reality without incurring any negative effects. They also can only obtain common familiars and do acquire any other types of servants or companions.


The Beginning of the Tremere:


To hear some of the old ones tell it, we Tremere trace our roots to living magicians from the Renaissance and before. It’s said that once we huddled in castles or towers like the wizards of legend, studying hoary tomes and working spells. 

Some Kindred among us believe that we were the only true magicians of the era, while others say that we were just one among many different groups, or even a small part of a larger organization — that the houses of our current structure recall similar factions from our origin. Regardless, we recognized something that the others didn’t: magic was dying. Our leader — the one said to be Tremere himself — foresaw the death of sorcery, and so turned his talents to true immortality.


Clanbook: Tremere - Revised Edition (White Wolf) pages 11-12

In Modern Times

In the modern days, Clan Tremere is a Clan shaped by its practice of blood sorcery and consists of three subcastes, including the newly rejoined Telyavelic Tremere who brought the gift of Seilanic Thaumaturgy with them from Romania. Together now as a cohesive whole, the Tremere maintain cultic havens known as chantries to study the uses of all Thaumaturgic studies and share secrets among each other. To the Tremere, blood is both sustenance and the source of mystical power; they gather in their witch houses to further their understanding of the vitae that is such a focal point of their unlives.

The Warlocks are known for their close-knit hierarchy. They hail from the Old World, with an established power base in Vienna to which all members of the Clan answer to some degree. Although they may be one of the youngest Clans — in the terms with which deathless creatures like vampires measure time — they are as adept at the Jyhad as any Kindred. 

Beset by enemies who call them usurpers and backed by allies who may or may not defend the alliances they force, the Tremere have evolved to be self-sufficient. Indeed, many who eye them warily think they possess too great an edge, with their flexible Discipline and protective Clan and chantry structure, and move against them both secretly and overtly.


The Tremere have evolved into one of the strongest, if not the strongest, of the Vampire Clans. Not only seeking change, but actively championing it, they have turned the greatest weakness of the vampires into their greatest strength. Now firmly entrenched in all areas of the world, The Pyramid (or the Great Pyramid as it is often now referred to), stands strong on the strength of the Inner Council of their subcastes: The Elite, the Covenant, and the Telyavelic.

Lord Primogen
A Tremere Primogen is referred to by his clan subordinates as Lord Primogen, addressing both his absolute authority over his particular city and his preeminence as advisor to his city's Prince. In addition to these distinguished offices, the Lord Primogen represents the Tremere as a member of the Concilium of Lords, which includes the Tremere Lord Primogens of other cities. During such conferences, which are typically quite congenial, Lord Primogens typically refer to one another by the cities in which they are in authority, such as Lord Miami, Lord Chicago, Lord London, Lord Kiev, etc.

The Lord Primogen must first be accepted by the city's Prince in order to continue holding this title and office. The Prince may at any time hold a Vote of No Confidence for any seated Primogen, whose title may be revoked based on the majority rule of his Council of Primogens. 

The Inner Circle
While each city can have it's own Tremere Lord Primogen, he/she/they are served in turn by the heads of their own city's Inner Circle made up of the three Tremere subcastes. These Inner Circle heads are titled positions, but are in no way hereditary: 

These Inner Circle positions are held by the most powerful members or their subcastes and serve as both subcaste leaders and as valued advisors to their Lord Primogen. A Council Head is appointed by the subcaste's members and may be challenged by a member of their own subcaste for the position at any time. 

These challenges are impressive affairs of pageantry attended by Kindred of other Clans, as well as the Tremere Primogens of other cities. The victor is the one who renders his/her/their opponent unconscious or torpored. 

Another outcome has the opponent surrendering to his opponent's superior skills, but these are only accepted by the Tremere if a good show has been given. (No one appreciates traveling to a far city for a knock out in the first round. One's reputation must still be preserved, after all.)

These single-combat duals are never to the death. Should a death occur, the victor is immediately condemned to a Blood Hunt conducted by any and all members of that Vampire's subcaste. The Tremere subcaste member who inflicts the killing blow during the Blood Hunt is then named the subcaste's new Leader.


ABOUT CLAN TREMERE

Quote: When the world refuses to give, he who makes himself a master of the world may still take.

Nickname: Warlocks 

Sect: Clan Tremere considers itself one of the founding members of the Camarilla. It is rumored that they once performed a ritual that all but eradicated those of the Clan not loyal to the Ivory Tower (and thus the Tremere’s pyramidal hierarchy). One fact is proven, they are the originators of the Assamite Curse. While the curse has not been broken, though it took many centuries to do so, it is still a source of mistrust and hatred between these two clans. No doubt it pleases the Tremere greatly to let the Assamites wonder in apprehension if a new curse may yet be forthcoming.

Appearance: Tremere often have two distinct presentations: a traditional and severe public aspect that is classically simplistic, and a much more eldritch mien better suited to wielding their blood sorceries. 

When out in public or at Kindred events, the Tremere favor conservative yet stylish suits and dresses in muted tones. When in their chantries or convening with others of their Clan, they often prefer elaborate robes decorated with subtle occult symbols or garb with various folds and pockets for their bizarre ritual ingredients. Others have been known to dress in medieval-inspired modern apparel. Ironically, the more forward thinking of the Vampires enjoy honoring their medieval and renaissance roots.

Thaumaturgic Rituals: Click Here.

Haven: Many Tremere rely on a central chantry the Clan maintains in cities where it has a notable presence. More solitary Warlocks develop private havens, with all of the trappings one might expect from an occult scholar, from libraries to alchemical laboratories to moonlit balcony observatories and even more sinister oubliettes where vivisected “research subjects” bleed according to experimental Tremere-controlled stimuli.

Background: The Tremere draw from a fairly narrow pool of potential acolytes. Those who have an awareness of the supernatural, who are driven to succeed, who seek answers that elude less inquisitive individuals, yet who also have the discipline to heed the edicts of the hierarchy make good Tremere. Some Gifted Humans are among these potential childer.

This isn’t to say that individualists don’t have room in the Clan; rather, those who go their own way may well find themselves leading a chantry — or greeting the sun if their interests don’t align with those of the Pyramid. Fresh blood can be either invigorating, or poisonous. 

Character Creation: Mental Skills are prominent among the Tremere. Many have high points in both Willpower and Occult, but are somewhat lacking in Physical Skills. While diversity of abilities and skills is wise, Tremere benefit most if they stick to investing in those that raise their Mental Defense and Mental Attack. They often favor endeavors that heighten their relationship to the Clan, such as a titled leader of the Inner Circle. 

Clan Disciplines: All Tremere have Thaumaturgy, but depending on the subcaste they may also have skills in Auspex, Conjuring, Dominate or even Necromancy.

Weaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. (For more information on the blood bond, seep. 286). 

The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace.

Organization - The Inner Circle: The hallmark of Clan Tremere's organization is “the pyramid." It is a rigid hierarchy that governs the Clan and makes it the most organized of all the Kindred lineages. The Tremere hierarchy presents a unified face to those outside the Clan, and is almost as unified behind the scenes. 

In Dominions of Darkness, the Tremere Pyramid hierarchy is made up of three specific castes: 

  • The Elite: Auspex, Dominate, Thaumaturgy
  • The Covenant: Auspex, Necromancy, Conjuring
  • The Telyavelic: Auspex, Presence, Selenic Thaumaturgy

These are described in much more detail by clicking the subcaste links at the bottom of this page.

Embrace: To hear them tell it, Tremere Embrace mortals only from a very select group: geniuses, psychics, craft masters and leaders. Certainly, a strong will and a formidable skill exist in most Tremere recruits. Tremere will Embrace for talent, especially magical talent, but as in all things there are exceptions. New Tremere recruits typically require approval from a local regent, in addition to a city’s Kindred prince. If some apprentice wants to bring in fresh blood, the regent needs to sanction the Embrace.

Familiars: Tremere, though clearly Vampires and undead, are still mages and capable of binding a spirit helper to them that takes the form of any small animal, such as a cat, ferret, raven, mouse, frog or other creature normally associated with magi or witches. Conversely, the familiar may appear as a homunculus or mannikin. Large animals (horses, goats, bears and the like) as well as magical creatures (such as dragons) are not available as familiars. 

Your Familiar grows in power and ability as does your character. points you put into purchasing your familiar indicates its relative power. Your bound spirit may perform simple tasks and minor guardianship duties for you. It also holds you to the agreements you made with in exchange for a lifetime of loyalty and service. 

For more information on Familiars, their abilities and how to obtain one, CLICK HERE.



TREMERE CLAN SUB-CASTES

Tremere: The Telyavelic

Tremere: The Covenant

Tremere: The Elite