"We must survive Gehenna and establish the tenets of the new world order once the horror is overcome. If we are to succeed, we must control the other clans. No more time can be wasted. If they cannot be convinced to aid us, they must be forced."
"Despite the shroud of archaic mystery and hermetism, the Tremere are by definition the most modern of all the clans. Unlike the other clans, there is no inherent flaw specific to the Tremere as a result of the vampiric condition. Nor is there a mythic, pre-Cambrian progenitor and creation myth. Their founder, Tremere himself, is extant, if reclusive. If their claims are to be believed, the initial ranks of the Tremere were chosen from the ranks of literate, analytical natural scientists of their day. Certainly not devoid of any superstition themselves, one can not help but wonder if their act of self-creation, distinctly separate from the others, has freed them from the instinctually supported myth. All restraint and limitations are derived from the social structure, and are clearly recognized as constructs."
"The Tremere are a reclusive and mysterious clan, and wish to remain so. Rumors of dark and sinister experiments constantly surround this clan; do not investigate them too thoroughly, lest you earn their enmity. Allow them their secrets, until doing so becomes politically untenable, or until they transgress the traditions. Politically conservative, they favor order over all else. Be very wary accepting gifts or aid from them; the Tremere are well known for their ability to offer proper assistance at critical moments. Though it may prove to be useful, even vital, the eventual price for such aid will be commensurate to this value. Once in power, the Tremere will support you so long as the Masquerade is maintained. Be wary of angering them, for though your organization may survive their antipathy, it will not survive their enmity." --The Prince's Primer
The members of this clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe they must use the other clans in order to prosper. "Be friendly with them, let them think that we are one with them, but never forget that we serve our clan first and foremost," the Tremere elders whisper to their progeny. "If you must use your friends in service to the clan, then you know that your time was not wasted."
The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their "art" for the powers and eternal life of the vampire. They have never named a founder, and some claim they have none, having instead harnessed mystical powers to achieve their state. Most elder Kindred discount this claim, however. Their link to the substance of blood apparently runs deep, and they are rumored to be able to use blood in special ways to gain extraordinary powers. Many also believe that the knowledge of those practices has been passed down from generation to generation, and that it is now viewed by the younger Tremere as natural and commonplace - certainly not magic. The leaders of this clan are based in Vienna, though they have chantries ("guild houses" for the practice of magic) on every continent of the world. A council of seven elders is said to control the entire clan from the Vienna chantry. From that locus, they maintain a tightly ordered, highly hierarchical group, one that allows no outsider to view their inner workings.
Tremere typically have immense love for and loyalty to their clan, and the younger members of Clan Tremere are expected to obey their elders without question. This is not as true in practice as it once was, however. Though there are some rebels and anarchs from the Tremere line, it is thought that they are posing as such on the orders of the clan, as part of its long-term plots.
Nickname: Warlocks
Appearance: Tremere traditionally wear black coats or even cloaks with high, upturned collars and arcane symbols sewn on the lining. Though this is no longer universal, they still prefer black, impressive-looking clothing (such as the pinstripe power suit). Many Tremere also carry props such as canes; some of these "ornaments" are rumored to be potent mystical talismans.
Haven: The Tremere clan operates a chantry in almost every city where it has members. All those of the Tremere clan are welcome in any chantry. Those who live on their own have a wide variety of accommodations.
Background: They choose the most aggressive and ambitious people as their neonates, preferring males. They carefully train and nurture them for years, calling them "apprentices."
Character Creation: Tremere usually have professional and highly educated concepts and their Natures and Demeanors tend to be archetypes connected with power or science. Mental Attributes are primary, as are Knowledge Abilities. They often have the Mentor Background Trait.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: Tremere neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood Bound to the clan, and therefore must watch their step very carefully when around their leaders.
Organization: The Tremere are tightly organized and very hierarchical. The younger members are expected to obey the older ones without question, but this is not as strong a tenet as it once was.
Additional Tremere Information
Tremere & Trust
Paranoia is not only for the Malkavians! (and remember, we're only one discipline different, right?). You can never be spooky enough. You can never be too sneaky. Be Machiavellian. It is better to be feared than loved.
Trust no one, and doubt all that is doubtable about others, especially outside the Clan.
On the whole, Tremere are not trusted at all, by anyone. This is not always as bad as it seems, you just have to accept it and move on. Truth is just not in the Tremere box of tools, but there are other goodies that more than make up for it. People may pretend to like you, or try to befriend you; your clan always resides in their minds. It is impossible NOT to take into account that a group of people are Tremere when dealing with them. It always enters into decision making.
Tremere Strengths
The Tremere's main strongholds are great fortresses in the mountains of Transylvania and Hungary, although they have fortified chantries (magical"guild houses") throughout Europe. Recently they have achieved a major victory against the older Cainites of Hungary, slaughtering several noble families whom the Tzimisce depended and thereby cementing their power within the country.
Their old links with the Order of Hermes bolster their power, as they can sometimes embroil these magicians n their plots. They also retain several of their mortal contacts and have the resources to employ many mortal messengers and spies.
Tremere Prestige
Clan prestige is the only sort that really motivates a textbook Tremere. All others are to be manipulated when useful and disposed of when no longer a decent tool. So, it's easy to guess that Prestige is extremely important to the Tremere character, and how they get it has a lot to do with their character motivation.
There are three ways to get Prestige: academic prowess, social influences, and magical power. The natural evolution of the Tremere character is towards the last one, and this has a lot to do with the most common attitudes about magic in general.
Prestige and magic are very analogous at first in Clan Tremere, and are later very different. One should never underestimate the other two paths to glory, as it is considerably easier to talk to the right people than create that advanced path that soaks up 12 mental traits.
Tremere Organization
Clan Tremere has the tightest organization of all clans. The war for survival demands nothing but absolute precision, and consequently neonates are often put under The Blood Oath. The founder now sleeps for years on end and shows little of his old fire when he wakes. The leadership of the clan has thus passed to the deeply divided Council of Seven, the seven mages who were first transformed into vampires with Tremere himself. Recently, the Council divided the known world between them to avoid fractious arguments.
The unofficial leader of the Council is Goratrix, the loyal but scheming man who in life masterminded Tremere's plot to gain immortality. The Council has recently sent him to oversee the House's business in western Europe. The defensive, humane Etrius remains in the clan's stronghold of Ceoris in Hungary, coordinating the defense of their holding and attempting to make peace with the Tzimisce and Gangrel.
Meerlinda moderates disputes among the Council and governs the British Isles. The remaining members are still establishing their authority and do not contact their disciples with any frequency. Neonate Tremere under their authority might not even know the Councilors' names, answering instead to their chosen lieutenants.
The Council of Seven is in regular magical contact, but all seven only meet together every seven years to discuss important matters.
Tremere Oaths
When little Tremeres are made, they are forced to drink the combined blood of their elders, creating a sort of clan-wide blood bond if it's done three times. At the same time, they are taking an oath, a long and important one, which dated way back. It is this Oath which should at least enter into decisions as to questionable activities.
Being a Tremere is a bit like being in an examination 24 hours a day, every day, forever. It's not that bad, and it sometimes actually saves you. For example, other Tremere have an obligation to save your butt from trouble if they can because they too are being examined, and hostility within the Clan is not tolerated. You're not expected to like each other, but you better be professional about it. Personal differences are resolved in a variety of ways, but they usually are either frontal, and all Clan position is lain aside to deal with it, or it is subtle and within the Clan anyway. The latter is more common. Now, with regard to oaths made to other authorities, including the Camarilla. Remember that duty to clan comes first, all others second. This means that if your other oaths come in conflict with the Tremere oath, or your duty to the Clan, you are expected to break the other oaths.
The same goes for laws. If the Clan orders you to break a tradition of the Camarilla, guess what? You do it. And, if your standing is good, they will save you from any possible problems you have as a result of that, though as in any large conspiracy you should cover your proverbial ass.
Tremere Loyalty
Tremere are loyal to an authority many of them will never remember seeing, and many more hope they never do. Their hierarchy is second to none. No detail escapes their notice at some level. So when dealing with the Tremere above you, never lie. Just don't do it. You can seldom gain from it, and will always lose big if caught. When dealing with Tremere below you, never let them see you sweat.
Imagine the worst racist you've ever met, not the frothing ones, but the cold, calculated ones that almost make it sound like the great idea. THAT is how Tremere look at all other Clans, Camarilla or otherwise. Clan first, others second. And your Clan should be respected and/or feared by others. Within the Clan, action should be monolithic; this is not, however, to say that Tremere do not encourage free thought. Without it, all the other things are moot points. The important of unity and loyalty cannot be overstated, though this is not to say personal agendas aren't important. Putting yourself in a position where you are subservient to a member of another Clan is heartily frowned upon, if not disallowed. It jeopardizes your ability to serve the Clan, right? Now, being a spy for the Clan in such a capacity, well, that's a different story...
Remember that status is pretty much conserved in a LARP, and that in Clan Tremere, your status came from someone else. It was theirs first. They probably want it back. You probably want more.
The Tremere Haven
The Tremere clan operates a chantry in almost every city where it has members. All those of the Tremere clan are welcome in any chantry. Those who live on their own have a wide variety of accommodations.
A Tremere Chantry is a gathering place in times of need, a resource many would give up just about anything to have. It is the vehicle for the Tremere character advantage, access to magical supplies and books. The Chantry is the physical manifestation of the Tremere, mysterious and yet strangely obvious to see. That's what makes it spooky. A Chantry is a lot like a church, only different. It is only as good as the people in it; but carries a certain awe all it's own. Some chantries are open to the public for meeting with the regent or another Tremere, with the sensitive books and areas secured separately, others are locked up and off-limits to non-Tremere. Whether a Chantry is open or closed is largely the decision of the Regent. Bringing a non-Tremere into a closed Chantry is a very serious offense, and is not recommended except in the most dire of circumstances. Chantries are heavily warded, and usually include as "standard equipment" the following items of interest: Wards versus spirits, ghouls and lupines with an area effect surrounding the walls of the chantry about 10 feet. These wards are usually put in place by an elder in the clan, often below the Regent in generation, and will not affect servants of the Clan. A magical library containing rituals and reference texts usable for creating and learning standard rituals, and learning paths. It is considered good form to include discoveries here that an apprentice has made. Journals of Tremere research are also collected, as well as both Tremere and Camarilla history and law. A modestly supplied laboratory for projects the whole chantry is involved in, funded by the Clan. Limited stores of magical supplies, usually reserved for emergencies affecting the Chantry, but local rules may vary. Particularly rare items are not usually stocked in this store. A private quarters area, containing an inner library, bedroom/reading room, and front office for the Regent. The Regent may have supplemental quarters elsewhere, but his primary residence is always the Chantry itself. Inside this private, secured area is a heavy locked refrigerator that contains the blood of the Chantry members, as per the Tremere disadvantage. Many regents ward this area, or employ explosive runes or high voltage. Depending on the resources of the Chantry, a laboratory is generally supplied for each Chantry member. Particularly rich chantries may have several rooms to spare for guests, or for holding out when things get rough. Some Chantries have an armory, but this is seldom the case by default. An armory will have to be developed by the players if they desire one, but when it is established it usually contains a modest selection of silvered and magnum rounds, and occasionally tranquilizer guns. "Dragon's Breath" rounds are right out, and are actually quite dangerous because of the phosphorous they contain. Warded bullets are seldom provided except when the Clan warrants it. A modest amount of servants, at least one, and usually two or three. Often, a receptionist, librarian or researcher, and general security guard are kept on retainer by the Chantry, and are often ghouls. Other staff may be provided, though this varies.
A prepared chamber for conducting rituals, summoning, and other such activities.
The Tremere Clan Laws
Hold thy clan above all else...even loved ones.
Thou may assist non-clan members, but at a significant price
Tolerate no slight to thy clan or the brethren
Slay any who oppose thy clan
Obey those embraced before thine-self, you can learn a lot from experience
If a brother has betrayed you...destroy the blight to thy bloodline.
We Survive.
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