The Tzimisce has breed a species of self-replicating, ghoul-like beings. These creatures, which are neither vampires nor mortals nor precisely ghouls, are known as revenants. Their supernatural powers have become hereditary, and there exists several breeds, or families, of revenants, each with its own distinctive characteristics.
Once there were many such families, but the revenant's numbers have been culled by other vampires, outraged mortals, or simple inbreeding and sterility. Four branchs remain extant: the Bratovitches, monsterous warriors; the Zantosa, nomad scouts; the Grimaldis, cunning spies; and the Obertuses, reclusive scholars. All are loyal to the Tzimisce, but this is the only common denominator among them, they feud among themselves as often as they battle the clan's foes.
Revenants are largely obsolete in this day and age. Their usefulness as infiltrators and spies is limited, for over the centuries they have grown too odd to interact with mortals for extended periods. Over time, cannibal feasts and week-long torture orgies became difficult to conceal from the modern media, particularly a modern media infested with Camarilla puppets on the lookout for Sabbat-related activity. Moreover, an average revenant, while a terror against mortals, can rarely best even a neonate vampire in a pitched battle. Many Lasombra and Assamite antitribu argue for the revenants eradication.
Nonetheless, the clan is unlikely to give up its "pets" anytime soon. If nothing else, revenant abodes provide safe havens for Sabbat on the run from Camarilla Archons or Lupines. Like other ghouls, revenants are diurnal. Then, too, revenants are capable of procreation, and the clan often deliberately bred revenants with specific hereditary traits. More than a few Tzimisce neonates are created from the offspring of these arranged unions.
Ghouls
The Sabbat as a whole spurns ghouls, but Clan Tzimisce is a noted exception. The clan makes extensive use of ghoul servitors, reshaping them with Vicissitude to perform desired functions. Tzimisce creativity in this regard is both wonderous and terrible to behold. Some ghouls, properly nourished and "watered," even serve architectural and decorative functions ("curtains" of living skin; "walls of muscle, organs and bone; "gardens" of flesh kept in vats and shaped into various formations in the manner of rock crystals).
The existence of a Tzimisce ghoul is far from easy. Rarely are ghouls left in an unblemished shape; even a ghoul whom the master has no need to deform is often disfigured anyway, simply to satisfy the master's aesthetic whims or scientific curiousity. Exceedingly cruel punishments await the slightest failure or misunderstanding. Tzimisce seldom feel or demonstrate afection or appreciation for their ghouls. Tzimisce rarely need to resort to kindness, rewards or even Blood Bonds to keep their ghouls in line; a common practice among the clan is to gnarl a "recruit's" face into an unrecognizable lump of tissue and cartilage, with the subsequent promise to restore one facial feature per decade or so of perfect service. Perfect service is difficult to provide, and thus most Tzimisce ghouls are doomed to exist as monsters.
A few ghouls have escaped the clan over the centuries; such ghouls, hideously deformed, accustomed to a diet of human meat and vampire blood, and hunted by the Sabbat, find it difficult to return to human civilization. Accordingly, these ghouls haunt waste places and abandoned sites as monstrous predators.
Guardian Ghouls Szlachta
Certain ghouls are used by the clan as bodyguards, soldiers and sentries. Tzimisce call these ghouls szlachta, or "gentry" for they are deemed superior to other ghouls, though by no means on the same plane as vampires. Szlachta may be human or animal--the origin matters little, given the end result.
Szlachta are warriors and the clan uses Vicissitude to heighten its troops' combat prowess. Bones are reshaped into spikes or armoured plates; skin and fat are extracted from unnecessary areas and grafted where padding might prove efficient; facial features are warped into ghastly masks, the better to intimidate foes. One Tzimisce, taking a lesson from Vlad Tepes, grafted her szlachta back to back, rendering them proof against rear attack and incapable of retreat.
Some szlachta are used as scouts; Tzimisce often hypertrophy or otherwise alter these ghouls' sensory organs in efforts to increase the ghouls' awareness. Such experiments only intermittently succeed and have led to more than one szlachta going insane or being permanently crippled.
War Ghouls Vozhd
The last and rarest sort of ghoul is the vohzd, or war ghoul. These loathsome creatures are generally used only when besieging an enemy outpost. Vohzd are actually created from 15 or more individual ghouls (human, animal or both). The ghouls first forced to drink each other's blood in a Vaulderie~esque ceremony. A team of Tzimisce (and the occasional Tremere antitribu) then employs Vicissitude and Thaumaturgical rituals to meld the ghouls into one composite entity. Such a creature is enormous (some ambitious Sabbat have created dinosaur-sized ghouls) and, with its multiple limbs and organs, is capable of unleashing a maelstrom of destruction. Excess tissue, bone and cartilage can be molded to bestow carapaces, spines, claws, palps, tusks, mandibles, fanged maws or whatever the creator desires. The process of becoming a vozhd invariable drives the component beings mad; to circumvent this, the creature is usually lobotomized via Vicissitude (such a procedure also renders it immune to Dominate, Presence and Animalism).
The end result is the biological equivalent of a tank: huge, slow, stupid and devastingly powerful (levels of Potence, Fortitude and Blood Pool generally equal twice those of the highest level among the component ghouls). The creation ritual irrevocable bonds the vozhd to a single creator; this creator alone can "command" the creature, though a vohzd rarely comprehends more than two or three words. Vozhd are usually starved before a battle and, when the time is right, pointed in the general direction of juicy, crunchable Camarilla Kindred.
Vozhd are extremely rare in the modern age. Creating a vohzd requires vast amounts of time, raw materials and labor, and the return is rarely worth the effort--particularly in an era of LAW rockets and shaped charges. Vohzd are nearly as dangerous to their creator as they are to their enemies. Moreover, the very size and ferocity of the monsters often work to the Sabbat's detriment: few things can convince Camarilla elders, anarchs, Inconnu and neutral vampires to unite against a common foe, but a rampaging vohzd is one such thing. On the other hand, few things can convince Camarilla elders, anarchs, Inconnu and neutral clans to surrender to the Sabbat so readily as seeing their city's prince torn to pieces and greedily devoured by a rampaging vohzd.
Revenant
Bratovitch
Grimaldi
Obertus
Zantosa