"Why do you ask me? Maybe I know, but I won't tell you. Even is I could, you're not worth it, for there is simply no gain in it for the risk I would take in telling such private detailes to the likes of you. Maybe after you have learned something of intrest to me- then we can talk."
The members of this clan are dedicated and extreemly well-organized. Others, how ever, think of them as arcane and untrustworthy. They are agressive, highly intellectual and manipulativbe, and respect only thoes who struggle and persevere despite all odds. The Tremere belive 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 elder whisper to their progeny. "If you must use your friends in the 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 the mystical powers to acheive their state. Most elder Kindred discount this claim, however.
Their link to the substance of blood apparently runs deep, and they are rumored to he able to use blood in spevial ways to gain extraordinary powers. Many also belive that the knowledge of thoes practices have been passed down from generation to generation, and that 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 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 rebles and anarchs from the Tremere line, it is thought that they are posing as such in the orders of the clan, as part of its long-term plots.
Nickname: Warlocks
Background: They choose the most aggressive and ambitious people as their neonates, perferring males. They carefuly train and nurture them for years, and calling them "apprentices."
Basic Prelude: Years ago, you studdied the occuly be corresponding with learned masters across the globe. There was no purpose to your quest; it was just part of your insatiable thirst for knowledge and your curiosity about the beyond. Somehow you came to the attention of one mystic in particular. After several years of correspondance, he invited you to meet him in Vienna, promising revelations of a sort you had never expected. Needless to say you had never expected the conversion to Vampire.
Basic Concept: The concept for this character is one of the great tremer stereotypes - the
occultist. Traits focus on the arcane knowledge, with a reasonable level of general
education and a fair profiency in plotting schemes.
The character's Sire is around as a Mentor, for the Tremere are the most formal and
structured of the clans. The character's Sire may well be the Chantry head. Herd amd
Retainers may be mortal students of the occult, or other who have beem previded by the
clan.
Again, Willpower is low, and Conscuence needs improvement. Improving Thaumanturgy
is expensive, but could be worthwhile. Increasing the overall level of education might also
be useful.
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 steb tword being Blood Bond to the clan, and therefor must watch their step very carefuly 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.
Roleplaying Tips: You are privilced to have been shown some of the inner Mysteries, and you now understand Truths which are beyond the grasp of simpler minds. When dealing with members with other clans, always bear in mind their profound ignorance - either don't bother to explain anything to them at all, or go into labored and detailed explanations sprinkled with obscure terminology. Trust no one but your Tremer brothers, and always try to gain more information than you are given in any conversation.
Character Sheet: Tremere(Revised) (Must have Acrobatic Reader)
Character Creation: Tremere usualy have professional and highly educated concepts and their Natures and Demeanors tend to be archetypes connected with power and science. Mental Attributes are primary, as are Knowledges Abilities. They often have Mentor Background Trait.
Clan Disciplines: Auspex, Dominate, Thaumaturgy.
Appearance: Tremere traditionally wear black coats or even cloaks with high, upturned collars and archane symbols swen on the lining. Though this is no longer univresal, they still perfer black, impressive-looking clothing (such as the pinstripe power suit). Many Tremere also cary props such as canes; some of these "ornaments" are rumored to be potent mystical talismans.
Basic Equiptment: Feathers, penny, wood, splinter or Sire's locket; basement apartment, and old Volvo.
Haven: The Tremere clan operates a chantry in almost every city where it has members. All thoes of the Tremere clan are welcome in any chantry. Those who live on their own have a wide variety of accommodations.
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