Post by Deleted on Dec 9, 2015 3:08:51 GMT
Nutshell:
Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
General:
Although one of the newest vampire clans, the Treme are essentially Ventrue Lite — super-organized, super-into the Masquerade, super-pro-vampire society. What they lack in the Ventrue’s social status and power they make up for with Thaumaturgy, or blood magic. Not only does Thaumaturgy have the benefit of creeping other vampires out, it has a huge variety of powers to choose from, including alchemy, elemental control, conjuring, corruption, and so much more. Tremere are the mages of Vampire, and since all vampires are at least somewhat durable, Tremere don’t necessary get knocked out the second someone bumps into them like D&D’s mages do. It’s this massive flexibility that makes the Tremere one of the best clans in the Masquerade.
In Depth:
Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather - and in their bid for power, the Tremere have accumulated more enemies than most.
The Tremere clan weakness consists of an initiation, which requires all neonates to 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. Upon the introduction of V20, the clan weakness has been modified to run more deeply with the blood the Tremere study so: vampires of Clan Tremere are blood bound by only two draughts of another Kindred's vitae. The first draught is treated as if another vampire had two.
The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Antediluvian, Tremere, sits at the top of the pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him, the importance of the number seven is emphasized, as each successive rank down is comprised of seven to one, starting with:
Councilors, the members of the Inner Council of Seven and the true rulers of the clan, each of whom is responsible for directing clan efforts in a particular portion of the world. Each councilor appoints seven -
Pontifices. A pontifex oversees a large region, such as parts of a nation or groupings of smaller countries and islands, and in turn oversees seven -
Lords. Each lord is responsible for a small country or group of states and uses their influence and knowledge to sway the Tremere in their domain, specifically the -
Regents, the most visible figures of Tremere authority. A regent runs an individual chantry and is charged with the well being and training of -
Apprentices, the youngest and most numerous Tremere. Apprentices must spend much of their time training, serving some need within their chantry, or playing the politics of the clan as best as their inexperience allows. Some never advance beyond this rank, either because they are more interested in Camarilla politics or their own affairs to rise among the Tremere or because the lord of the region sees no need to create a new chantry and regent.
Aside from the clan hierarchy, Tremere are sometimes grouped into political factions and houses, which range from cults to distinct colleges of magic or other intellectual pursuits. These groups are generally highly informal and maintain their own organization, if any at all, and some may even at odds with one another. To the rest of Cainite society, however, they always present a unified front. Given their history as usurpers and power-grabbers, they are obsessed with the image and reputation of their clan. The Tremere are one of the primary pillars of the Camarilla in the modern nights, arguably second only to the Ventrue in terms of the support and influence they possess (most of this power comes from the Tremere's near-monopoly of Thaumaturgy, but also from the encouragement for individual Tremere to place clan interests high on their list of priorities).
The clan is synonymous with blood magic, a fact that they use to instill fear and envy in others. While they are surely not the first thaumaturges in Cainite history (despite claims to the contrary), their paradigm is one of the most flexible and expansive. The Tremere differ from the other thaumaturges by adopting a uniquely scientific approach to magic, and they encourage active experimentation - the result being a staggering array of thaumaturgical paths and rituals. Of course, no single individual knows every application of blood magic, and such knowledge is one of the main forms of barter within the clan.
Tremere In Birmingham: (AYB)
Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
General:
Although one of the newest vampire clans, the Treme are essentially Ventrue Lite — super-organized, super-into the Masquerade, super-pro-vampire society. What they lack in the Ventrue’s social status and power they make up for with Thaumaturgy, or blood magic. Not only does Thaumaturgy have the benefit of creeping other vampires out, it has a huge variety of powers to choose from, including alchemy, elemental control, conjuring, corruption, and so much more. Tremere are the mages of Vampire, and since all vampires are at least somewhat durable, Tremere don’t necessary get knocked out the second someone bumps into them like D&D’s mages do. It’s this massive flexibility that makes the Tremere one of the best clans in the Masquerade.
In Depth:
Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather - and in their bid for power, the Tremere have accumulated more enemies than most.
The Tremere clan weakness consists of an initiation, which requires all neonates to 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. Upon the introduction of V20, the clan weakness has been modified to run more deeply with the blood the Tremere study so: vampires of Clan Tremere are blood bound by only two draughts of another Kindred's vitae. The first draught is treated as if another vampire had two.
The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Antediluvian, Tremere, sits at the top of the pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him, the importance of the number seven is emphasized, as each successive rank down is comprised of seven to one, starting with:
Councilors, the members of the Inner Council of Seven and the true rulers of the clan, each of whom is responsible for directing clan efforts in a particular portion of the world. Each councilor appoints seven -
Pontifices. A pontifex oversees a large region, such as parts of a nation or groupings of smaller countries and islands, and in turn oversees seven -
Lords. Each lord is responsible for a small country or group of states and uses their influence and knowledge to sway the Tremere in their domain, specifically the -
Regents, the most visible figures of Tremere authority. A regent runs an individual chantry and is charged with the well being and training of -
Apprentices, the youngest and most numerous Tremere. Apprentices must spend much of their time training, serving some need within their chantry, or playing the politics of the clan as best as their inexperience allows. Some never advance beyond this rank, either because they are more interested in Camarilla politics or their own affairs to rise among the Tremere or because the lord of the region sees no need to create a new chantry and regent.
Aside from the clan hierarchy, Tremere are sometimes grouped into political factions and houses, which range from cults to distinct colleges of magic or other intellectual pursuits. These groups are generally highly informal and maintain their own organization, if any at all, and some may even at odds with one another. To the rest of Cainite society, however, they always present a unified front. Given their history as usurpers and power-grabbers, they are obsessed with the image and reputation of their clan. The Tremere are one of the primary pillars of the Camarilla in the modern nights, arguably second only to the Ventrue in terms of the support and influence they possess (most of this power comes from the Tremere's near-monopoly of Thaumaturgy, but also from the encouragement for individual Tremere to place clan interests high on their list of priorities).
The clan is synonymous with blood magic, a fact that they use to instill fear and envy in others. While they are surely not the first thaumaturges in Cainite history (despite claims to the contrary), their paradigm is one of the most flexible and expansive. The Tremere differ from the other thaumaturges by adopting a uniquely scientific approach to magic, and they encourage active experimentation - the result being a staggering array of thaumaturgical paths and rituals. Of course, no single individual knows every application of blood magic, and such knowledge is one of the main forms of barter within the clan.
Tremere In Birmingham: (AYB)