The University of Hermes, an institution for furthering the education of all Faetasians. The mysterious benefactors who funded the construction of the institution have always been a mystery, even to those the run it now, but that does not stop those the dwell within from striving for the brightest and strongest blood minds to enter here.
Below the the University, the darkness of it's underground basements, these benefactors do still dwell. We are the most feared and loathed of the Kindred. Clan Tremere.
It was this university that has been chosen to be our haven, or hunting grounds and shield against the world. This is where we find those that we will take into the fold, and also where we will extinguish those that this world as forsaken.
Enter please....if you dare.
Posted: Sun Apr 15, 2012 11:09 am
The History of Clan Tremere Information taken from: White Wolf Wiki
Origins
The Tremere began as House Tremere, mages of the Order of Hermes named for their leader and founder, Tremere. At the end of the first millennia, the members of House Tremere realized the Hermitic arts were failing and found its immortality potions no longer working. Facing the possibility of losing everything, Tremere ordered research into alternate methods of sustaining their lives. House Tremere undertook numerous experiments, but it was Goratrix who devised a solution in his investigation of vampires.
In 1022, Goratrix invited Tremere and six of the founder's closest advisers to participate in the completed ritual, which promised true immortality. Whether Goratrix knew what would happen is known only by him and, perhaps, Tremere, but at the completion of the ritual the participants fell unconscious and were reborn as vampires, their avatars destroyed and magical abilities lost. The mages had gained their immortality but lost the power they lived for. Though the others would likely have slain Goratrix for his folly (or trickery), Tremere ordered them to halt and declared that they would remain at his side, leaving their chantries in the hands of subordinates while they discovered the powers of their new forms in secret.
In time the Tzimisce made war against House Tremere in retribution for the Fiends that had been made part of Goratrix's experiments. The Order of Hermes also became suspicious of diabolical practices being performed by the increasingly secretive House, but Tremere was able to dissuade them from investigating further. Finally, in 1037 Tremere gathered the seven newly-made Cainites and forced the blood bond upon them. He then declared to them that House Tremere would be restructed with a new pyramid hierarchy with himself at the top and them forming the Inner Council of Seven directly under him. They would slowly begin Embracing the rest of the House, with each initiate being bound to the Inner Council to ensure their loyalty. In time, all members of House Tremere would die or become vampires.
Dark Ages
Over the next century the Omen War with the Tzimice continued on and off. With their mages growing weaker and those newly Embraced unfamiliar with the powers of the blood, chantries as far as their stronghold of Ceoris were repeatedly ravaged. While Tremere and Etrius pursued their own research throughout Europe in converting the hermetic arts into Thaumaturgy, Goratrix once again returned to his laboratories with his apprentices at hand. After years of experimentation on captured Tzimisce, Nosferatu, and Gangrel, he succeeded in creating a Gargoyle in 1121, and by 1125 the hybrids were serving as shock troops against the Fiends.
Nevertheless, the Tremere found themselves third-class citizens among the undead. Whatever boldness Tremere had shown in entering the night was ignored by the staunchly traditionalist clans and they were often forced from cities by princes who did not look kindly on their presumption.
The Tremere's response to this was further boldness. As he and Etrius rapidly acquired more vampiric lore they discovered the history of Caine and the Antediluvians, as well as the benefits of diablerie. Seeking to establish themselves as a clan proper, the Tremere sought a clan founder to diablerize and settled on Saulot, the enigmatic founder of the Salubri clan. In 1133, Tremere and the Inner Council discovered Saulot's tomb in the Anatolian desert. Tremere diablerized the Antediluvian and promptly entered torpor, leaving the Inner Council to lead the clan and destroy the remaining Salubri.
As with everything else that the Tremere had done to this point, the result was a mixed blessing. Due largely to Meerlinda's efforts, the Tremere were entrenched in many Cainite courts, their services as mages making them indispensable to princes across Europe. They were now accepted as one of the Low Clans, albeit considered usurpers, distrusted warlocks, and known diablerists. A vicious propaganda campaign painted the Salubri as infernalists and soul-stealers, granting them some credit, and even those who knew better largely sat back while the Salubri were hunted to near extinction, for their arrogance had made them many enemies among the other clans.
In 1202, the Order of Hermes finally discovered what had become of House Tremere and sentenced them to death, resulting in a Wizard's March. The Massasa War, as it would eventually be called, never officially ended, but neither side had the resources to sustain the war and it subsided after a few decades, only to sporadically begin anew years later.
Renaissance
The Tremere continued their hunt of Saulot's descendents while making alliances with Hungarian Ventrue against the Tzimisce. By the 15th century the Salubri were only a legend and the Tremere were completely acknowledged as a clan. The Inquisition was particularly hard on them, however, and they lost many of their cults and chantries. During this time Goratrix used his influence and power to try to corrupt religious orders, most notably the Knights Templar, in order to seize potent artifacts held by the Church and turn its hunters against his enemies. When his bid for power failed, and the Knights Templar were branded as heretics, Tremere awoke and summoned Goratrix to return to Ceoris to stand trial before the Inner Council. After being censored and stripped of his authority, Goratrix fled into the east, believing his assassination was imminent. Shortly thereafter Etrius moved Tremere's torpid body to the Vienna Chantry, which becomes the new center for the clan.
The formation of the Camarilla signaled the Tremere's rise to legitimacy. Though the Tremere did not suffer greatly from the Anarch Revolt, the spread of Thaumaturgy among the Anarch by the Tremere antitribu was a dire threat to the clan. The Warlocks used their sorcery to facilitate communication and coordination of the Elders needed to support such an endeavor, and played a pivotal role at the Convention of Thorns when they placed a curse upon all of Clan Assamite, preventing them from drinking the blood of Cainites without extreme danger. At the same time the Tremere antitribu were also cursed so that anyone who partook of the Vaulderie would be branded by a mark visible to "true" Tremere. Such mighty feats were said to have been led by Tremere himself, who rose from torpor for the event, and the entire Inner Council. However it was done, the Assamites would never forgive the Tremere.
Victorian Age
In the 18th Century rumors are finally confirmed that Goratrix has joined the Sabbat and is gathering the majority of the Tremere antitribu to form House Goratrix. Though the Tzimisce ensure they never become influential within the sect, the Betrayer's efforts bring them closer together in an ironic imitation of the main clan.
During this time the Tremere continue to spread throughout Europe and North America, with considerably less success in Africa and Asia. Despite this expansion the clan maintains its hierarchy, and the web of communication that leads back to Vienna and the Inner Council steadily grows.
The Victorian age sees a rise in occultism among mortals, and the Tremere are quick to capitalise. Infiltrating the many secret societies that spring up among the upper and middle classes, they draw childer, servants and herds from them. This also allows the Tremere to practise their talents more openly (although still within the strictures of the Masquerade) - what once might have got an incautious magus burned at the stake for witchery, mortals are now excited and enthralled by the concepts of divination, conjuration and communing with spirits.
Final Nights
In 1998, the Tremere antitribu are wiped out. After being called to a chantry in Mexico City, they are completely destroyed in an unknown ritual. If any of the antitribu remain, those who did not attend the gathering, they are undoubtedly in hiding. For more information, see the Transylvania Chronicles IV: The Dragon Ascendant and Nights of Prophecy supplements or the entries for Tremere and Goratrix.
More problematic is the increasing number of free Gargoyles that are making themselves known within the Camarilla and those that are clamoring for more freedoms and rights despite the Tremere's attempts to keep them under their control. Far worse, the Tremere are beginning to take notice of a growing instability in Thaumaturgy with frightening similarities to the failure of the Hermetic arts that spurned Goratrix's experiments and the transformation into vampires. The curse placed upon the Assamite clan has failed, with subsequent efforts to renew it unsuccessful, and the Assassins are hunting them with renewed vigor even as a new faction of sorcerers and scholars seek membership within the Camarilla. The advancements made by the Tremere seem to be met by further setback, and little reassurances is given from the top of the pyramid.
serpentsong
Aged Survivor
Offline
serpentsong
Aged Survivor
Offline
Posted: Sun Apr 15, 2012 11:10 am
Clan Organization
The Ranks
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 given as each successive rank down is comprised of seven to a power positions, beginning with the
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.
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. A pontifex handles matters directly relating to temporal influence, such as finance and industry or politics and religion. Each pontifex carries the experience of centuries, the skill of planning long-range designs and the power to sway the ranks of lesser Tremere with the utterance of their names alone.
Rarely does a pontifex involve herself in simple nightly problems or personal disputes. They must have a broad view of clan history and direction. While a regent may cover operations in a local chantry, the pontifex understands how the clan started, how it holds power in the Camarilla and what it must do to continue in a place of prominence. Rare is the pontifex without a firm grasp of Tremere legacy, Tremere secrets and extensive thaumaturgical knowledge. Indeed, most have an exceeding command of Camarilla history, the development of customs like Elysium and presentation, and even the general histories of other clans -- all the better to advance Tremere standing in Kindred society.
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.
Most Tremere will never meet anyone above the rank of lord. Indeed, the lords communicate most of their missives through intermediaries, mystical means or written direction, and the regents under their command must interpret their requests. A lord oversees an entire region.
A neonate might expect a lord to wield considerable influence, but this isn't necessarily the case. Instead of directly pulling the strings in mortal government or Kindred society, a lord uses ties within the Tremere clan to get business done. Certainly, a lord will oversee areas of personal interest but most often the lord lets local Tremere handle "clan business".
Each lord answers to an appropriate pontifex, and usually oversees several regents directly.
Regents: Proven loyalty to the clan leads to positions of some authority. Regency involves sway over an entire chantry, typically with several apprentices. Most neonate Tremere can aspire at best to this rank -- their relative inexperience and weakness of blood mean they will not replace the staid elders in higher positions except in unusual circumstances. Indeed, many Tremere never attain this threshold, instead keeping the position of apprentice at a high circle of mystery.
The regents combine familiarity with Tremere occultism with substantial temporal duties. Most often, regents oversee new Embraces, perform important rituals such as wards, set local Tremere standards, develop long-range goals for their chantries, and arrange financial clout. The regent coordinates the necessary materials for maintenance of a changry, handles communication with other cities, disseminates occult lore, and sets policy for dealings with other Kindred. In short, a regent manages the details required by the presence of a chantry, in addition to his normal nightly routine.
Although regents deal with Tremere business, that's hardly the sum of their existance. A regent still has a personality; he can take in a ballet, dabble in the stock market, seduce hapless mortal paramours -- whatever his fancy. His responsibility to the Tremere clan is administrative. Afterall, someone has to keep records of chantry finances, blackmail materials, occult library contents and databases of important connections. The regent makes sure that such information stays in order, and consequently he also has access to nearly all local Tremere resources. How a regent manages these resources is up to him -- he can delegate them to apprentices, oversee them personally, convince a mortal to take care of the taxes or whatever, just so long as the chantry runs smoothly and visiting Tremere don't find any egregious holes in the records. In fact, many regents do delegate such matters, and many chantries have apprentices (or lesser regents) appointed as librarians or accountants.
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.
Young apprentices study the basics of Thaumaturgy and the Kindred condition with their sires and superiors; older ones most often work according to their tastes and tallents.
Foremost among an apprentice's characteristics is duty. No vampire would care to spend unlife as a servant to another's whims, but an apprentice who bothers to pay respect to the clan ideals ultimately hopes to improve in the ranks. That means the apprentice needs to at least appear to have his master's goals in minds. Degrees of duty vary, of course.
Probably the most important distinction, though, is that an apprentice accepts such treatment. Those who decide not to work within the clan's strictures, or who reject the authority of higher-ranking members, often find themselves stripped of rank. It's possible to be an anarch apprentice, but it's rare; such loose cannons are often seen as threats to the clan's legacy, and the elders have little love for unpredictable or fractious subordinates.
Ranks within the Ranks
Circles of Mastery
Each rank, save for the Inner Council itself, is further divided into seven levels called circles of mastery. One's circle of mastery denotes one of several characteristics that have earned them prestige and further responsibility such as skill in Thaumaturgy, years of experience and hard work, successful political machinations, or simple favoritism. The higher one's circle of mastery the more authority and power they have access to, but they are also expected to provide more for the clan and given less tolerance for failure. Those of the fifth circle or above are also commonly called "high" members of their rank, such as high apprentice or high lord. Promotion and demotion is dealt by members of higher rank, though tribunals may also be called where accomplishments and failings are examined. The pursuit of promotion is one of the most motivating factors within the clan for its members to excel and obey Tremere doctrine, though advancement is rarely as simple as that.
Posted: Sun Apr 15, 2012 11:11 am
The Tremere Code
The Code
I, [initiate's name], hereby swear my everlasting loyalty to House and Clan Tremere and all its members. I am of their blood, and they are of mine. We share our lives, our goals and our achievements. I shall obey those the house sees fit to name my superiors, and treat my inferios with all the respect and care they earn for themselves.
I will not deprive nor attempt to deprive any member of House and Clan Tremere of his magical power. To do so would be to act against the strength of our House. I will not slay nor attempt to slay any member of the House and Clan except in self-defense, or when a magus has been ruled outlawed by a properly constituted tribunal. If a magus has been ruled an outlaw, I shall bend all efforts ro bring such magus to justice.
I will abide by all decisions of the tribunals, and respectfully honor the wishes of the Inner Council of Seven and the wishes of my superiors. The tribunals shall be bound by the spirit of the Code of Tremere, as supplemented by the Preipheral Code and interpreted by a properly constituted body of magi. I have the right to appeal a decision to a higher tribunal, if they should agree to hear my case.
I will not endanger House and Clan Tremere through my actions. Nor will I interfere with the affairs of mundanes in any way that brings ruin upon my House and Clan. I will not, when dealing with devils, or others, in any way bring danger to the clan, nor will I disturb the faeries in any way that should cause them to take their vengeance on the House and Clan. I also swear to uphold the values and goals of the Camarilla, and I will maintain the Masquerade. Insofar as these goals may conflict with my goals, I will not pursue my own ends in any way that would endanger the Masquerade. The strength of the House and Clan Tremere depends on the strength of the Masquerade.
I will not use my magic to scry upon members of the House and Clan Tremere, nor shall I use it to peer into their affairds. It is expressly forbidden.
I will train only apprentices who will swear to this code, and should any of them turn against the House and Clan, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called magus until he first swears to uphold the code. I shall treat my apprentices with the care and respect they earn.
I concede to my elders the right to take my apprentice should it be found that my apprentice is valuable to an elder's work. All are members of the House and Clan and valuable first to these precepts. I shall abide by the right of my superiors to make such decisions.
I shall further the knowledge of the House and Clan and share with its members all that I find in my search for wisdom and power. No secrets are to be kept, or given, regarding the arts of magic, nor shall I keep secret the doings of others which might bring harm to the House and Clan.
I demand that, should I break this oath, I should be cast out of the House and Clan. If I am cast out, I ask my brothers to find and slay me that my life may not continue in degradation and infamy.
I recognize that the enemies of the House and Clan are my enemies, that the friends of the House and Clan are my friends, and that the allies of the House and Clan are my allies. Let us work as one and grow hale and strong.
I hereby swear this oath on [current date]. Woe to they who try to tempt me to break this oath, and woe to me if I succumb to such temptation.
serpentsong
Aged Survivor
Offline
serpentsong
Aged Survivor
Offline
Posted: Sun Apr 15, 2012 11:12 am
Views of Other Clans
Our Views
Camarilla: We founded the Camarilla. Certainly the Toreador argued for its inception, and the Ventrue staunchly defended its principles, but there is power behind every throne. Look in any strong domain, there is always a Tremere present. Read the histories and realize, the Camarilla would have never survived if not for our intervention against the Assamites, our magic against the Sabbat and our political support to sway the other clans.
Certainly the Camarilla has its uses. The Masquerade protects us from the terrible retribution of the mortals; if you think mortals would react poorly to vampires, think about how they would react to vampire sorcerers. The age old system of status, keeps the rebelious elements in check. If not for our ability of organization and response there would be no Camarilla. They would still be at each other's throats.
Sabbat: Despicable, Monstrous, Traitorous- The Sabbat represent the wild, uncontrollable elements of our kind. It is the inchoate Beast given form. Any apprentice can tell the tales of the danger of great power without the proper control. The Sabbat would give over the might to raw neonates or blood thirsty maniacs, and then claim that such liberation will save the world. Of course their crusade against the Disciples pits us against them, as we all faithfully serve our Master, Tremere. Naturally.
The Followers of Set: The comparison of Setites to snakes remains an apt one; one must be as careful with a Setites as a mortal handling a poisonous snake. Although they seem langourous and contented, the will bite with out warning. A setites may offer choice treasures, but in the end the price is more than expected. Turn the tables - take what they offer, then let their own morally bankrupt natures betray themselves.
Brujah: Had they any courage to their convictions, the Brujah would all join the Sabbat. As it is, they content themselves with railing against the Camarilla, while they quietly pocket its benefits. Much like any other liberals.
The Brujahs serves as a perfect example of the need for porper organization. Just show any rebellious childe a Brujah and the points made. After 10 millenia, all they can do demoan their lost culture and crack one another's skulls. What a wonderfully pointlyess bunch. Of course that means that they can't possibly organize well enough to stop us when we must take action.
Nosferatu: Do not discount the sewer dwellers. Each is a skilled survivor; the must be, to overcome the disadvantages of their hideous countenances. They know many secrets - a pity they demand ours as well. A little caution is in order, but the Nosferatu can make excellent allies. They know too much to ever trust us, of course, but that's to be expected. And remember informants are always the first ones who must die when war breaks out.
Gangrel: Old wives tales say animals raise their hackles around witchcraft. Gangrel hold no love for us; best, perhaps it would be best if they went their seperate way. We remember all too keenly the fights we had with their ilk in the nights of old. They have no appreciation for thinking nor intellectual pursuits. These beastly fools are as obsolete as the peasant tales they spawned.
Malkavian: Such curious insight! Every Malkavian is unique, but all bound by the commonality of delusions. Not a single Malkavian can be predicted, and they can bitterly rile against one another as much as our own riotous neonates, yet they still see farther and clearly than our most potent Thaumaturgy permits. Perhaps our clan's direction lies somewhere like them - unified, yet diverse, each unique but sharing a common bond. Without the lunacy, of course.
Toreador: Dilettantes driven to distraction! The Toreador would be laughable if they didn't wield so much clout. The combination of their mortal ties and their Camarilla influence makes the clan as a whole formidable, but individuals are easily placated in docility. Their transitory lusts make them perfect pawns; give them something of no consquence, then use their extensive networks while they shine the bauble.
Ventrue: In a strange way, the Ventrue are much like brothers-in-arms. While the Ventrue epitomize the lords who lead the Camarilla to its next night, we stand as their careful advisors and sages/ A Ventrue will happily take the burden of leadership and become a target, just to fulfill his responsibility. In the meantime, we offer advice and support, reap the rewards of the Ventrue's position and remain unscathed by the weight of their destiny.
Caitiff: An utter abomination - any sire who would be so crass as to improperly educate a childe should be treated harshly. Caitiff themselves endanger the Masquerade with their ignorance, threaten society with their penchant for diablerie and make for unknown quantity in an otherwise unstable equation. Of course, they're eager for acceptance, so say a few kind words and use them, but wipe your hands when you're done. That is not to say we can make use of some, through proper use of alchemy we can make it as if they were always one of ours.
Assamites: Perhaps our most troubling adversaries. We had them defeated, yet they have returned from exile more powerful than before. Step warily; their long memories and longer knives still hunger for our blood to repay the curse we placed on their clan. It seems that their clan holds more depth than we once thought. When we bring them to hell, we shall discover the secrets they've kept from us.
Ravnos: Fools, tricksters and worthless trash, to the last. A Ravnos is only worth more than a Caitiff he at least has a sense to know when he's doing something wrong. Let them play their little games, but if one tries to fool you, crush him utterly and make an example to the rest.
Giovanni: Their limited insight cannot compare to our diverse talents. Inbred and inward-looking, they may have tapped into ghosts, but they do so only through debauched excess. not through any true understanding of universal principles. Ignore them.
Salubri:Children who never learned to let go. So the master made use of their lord who was in torpor and used his vitae to make himself stronger. Point remains if you see one destroy them.
Cappadocian: Of the original disciples of Caine, the line of Cappadocius who we once respected has fallen on hard times.
Baali:We have no use for this trash, always playing with forces which Cainites steer clear from. Given the chance destroy those you meet, the only good Baali is a dead one.
Lasombra: For all their pretense of sophistication, they are like our enemies of old, the Tzimisce, savage beasts. If they are so quick to make bed with these monsters whose countenances match their souls, then we have no need for them. A shame we couldn't have found an agreement.
Tzimisce: Monsters. Plain and simple. Ever since the fateful day that the master and his apprentices used one of their ilk to craft the elixir of immortality we have been in a bitter struggle with this clan. They think us thieves for stealing their heritage...but it justified our means. We will see how long these monsters can maintain their fight, they lack organization, and we will prove victorious in the end.
Posted: Sun Apr 15, 2012 11:14 am
Those Whom We Welcome
Embracees
The Tremere are very selective in who they Embrace and normally do so with a mind for the clan's needs, a condition reinforced by the fact that the local regent must give permission for an individual to be sired. Individuals of strong will or aggressive personalities are normally sought, provided they have a clear head and can learn to be a part of the greater whole that is the clan. Candidates were scholars in life, and many dabbled in the occult to one extent or another, though that is not a prerequisite. Of course, there are "rogue" Embraces for the usual reasons, love, political gain, or accident. Regents often have these mistakes killed immediately, with suitable punishment levied against the sire, but there are always exceptions.
Soon after being Embraced, Tremere neonates are made to drink the blood of the Inner Council through a ritual called the Transubstantiation of Seven, bringing them one step towards a blood bond to the clan's leaders and ensuring some degree of loyalty to their peers. Afterwards their training begins, even as they continue to grapple with their transformation into a vampire, memorize the Traditions, learn to feed, and so on. These factors lead to a high rate of failure in newly Embraced Tremere, who may go mad or commit suicide.
What you can get away with
Conduct
With all the missteps possible in the Tremere clan, the short list of acceptable behavior seems vanishingly small. Still, it's possible to claw one's way up the pyramid, so long as one is clever and lucky. Even this isn't a hard-and-fast doctrine -- it's simply advice on how to avoid trouble.
What you Can..
*Improve your skills, Disciplines and usefulness. *Use your influence for personal projects. *Blame your contemporary for problems.
*Trade your specialized skills for training. *Support Camarilla hierarchy and prestation. *Dispatch rogues who threaten Tremere interests. *Get ahead
What you Can't...
*Study something your superior expressly forbids, like demonology. *Use your influence to sabotage your superior's projects. *Blame your contemporary for problems when your superior gets on with him better.
*Trade Thaumaturgy to non-Tremere for training. *Support a Camarilla hierarchy that limits the Tremere. *Despatch rogues in a way that makes you look overzealous. *Get caught
And of course, anything that one can't do, one can't do unless she finds some way to cover her own a**. So long as someone or something shields her from the political consequences, a Tremere can use "forbidden" techniques to make her fortune. But once her protection disappears, a Kindred may find herself the first against the wall. Cheat to excel, but only with discretion.
serpentsong
Aged Survivor
Offline
serpentsong
Aged Survivor
Offline
Posted: Sun Apr 15, 2012 11:15 am
Yearly Tribunal
Quote:
Tribunal covers serious disputes. Typically, seven to 12 regents preside over a tribunal, and one tribunal convenes each year to deal with pending business. In emergency cases, regents can also be called to convene a tribunal on the spot. The eldest ranking member takes the title of praeco and oversees the order of the tribunal.
A tribunal carries the authority of the clan in all its judgements. Any tribunal judgement enters the Peripheral Code, and sets precedent internally. Because multiple regents oversee the process, it's nearly impossible to tamper with them all at once, so the use of political influence is mitigated. The tribunal considers evidence and hands down a decision, covering cases where charges are brought against a Tremere for problematic behavior or in disputes where truculent peers cannot reach a compromise.
A tribunal can mandate anything from stripping rank or status to Final Death, but the last is rare. most Tremere would never want to be dragged into a tribunal, and even the presiding regents remain keenly aware that the tribunal's results are as political as procedural. Furthermore, actually executing a Tremere Kindred is a grave step. Only when multiple ranking Tremere feel threatened by a rogue's actions -- or when one desperately needs an enemy out of the way -- could such a step be taken.
The Discipline of Thaumaturgy
Quote:
Where other Mages gather there power from nature around them, Tremere summons its power from within. They power there spells with the Vitae they consume. This is a double edged sword tho, while granting them greater power than when they were mortals, it also limits there spells ability. An individual Tremere may cast a lightning strike or other singular spells but are restricted to minor spells however, to counter this the clan developed many closely guarded secret rituals involving groups of Tremere. The combined power of the members is a truly devastating thing, If one member can conjure a lightning strike, Then a group can summon anything from a storm to a devastating Hurricane or much more.
Tremere doesn't solely possess control over the weather tho. It all begins with Blood magic and grows to many other fields, in fact the applications are limitless.
But before you can master the other magic, a Tremere must first master the magic of the blood, Blood magic is basic, From shooting a ball of energy enriched blood at an opponent to shooting a flurry or blood missiles at many opponents then returning a portion of each targets blood to the caster.
But one thing is always remembered, Tremere does not reveal its secrets.
Individual Houses of Study
Quote:
Trismegistus: Symbology and Numerology Hashem: Kabbalah Rodolfo: Divination Daughters of the Crone: Birth and Death Magic Horned Society: Infernalism (Allows Non-Kindred Members) High Saturday: Voudoun and Necromancy (Allows Non-Kindred Members) Auram Guild: Alchemy Goratrix: Thaumaturgy
Definition: Elder denote the status of a vampire who is of advanced age. While there is no strict definition, one normally must be at least a century or two old and far removed from their mortal past to qualify. The choices and sacrifices they have made in order to survive so long instills a degree of amorality and slow caution; it is not unusual for elders to design plans that take decades or centuries before coming to fruition. Such beings are often cold, if not monstrous, and focused completely on their own interests and well-being, though a rare few struggle to maintain their human sentiments.
There is a long standing cycle of hate and resentment between elder and younger vampires, being especially pronounced between sires and their childer. Elders often use their greater power and influence to oppress those younger than them out of fear of being outnumbered and because most vampires of such age believe they know what's best. Younger vampires naturally chafe under such treatment and grow jealous of the elders' positions and power.
Name:Lazarus (Serpentsong) Status: Active Sire: Rank: *****
Name:Amon Jalissen (Jareth Dallis) Status: Active Sire: Rank: *****
Ancillae
Definition: The ancillae (sing. ancilla) are vampires who have proven themselves as valuable members of Kindred society. Certain ambitious younglings may achieve the rank prematurely. Ancillae often serve as aides and agents for elders or the court. Ancillae usually play their own power games as well, though these are of lesser consequence than the manipulations of the elders.
Due to the the huge increase in world population over the past few centuries, the vast majority of vampires in the world are Ancillae or Neonates.
Name:Angele Etienne (Yuki-Sahoma1cool Status: Active Sire: Rank: *
Neonates
Definition: A neonate is a recently embraced vampire that has as passed through the initial stages of vampiric existence, the fledgling stage. It is the sire's responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp.
Neonates are generally lightly involved in the true machinations of undead society. They aren't powerful enough to really matter, and are consequently used primarily as pawns by their elders. Conversely, they still have an investment in the mortal world of the current century and are less likely to adhere to the feudal character of vampiric society.
After approximately a century of unlife, a vampire is promoted to an Ancilla.
Name:Bandon (Artymus) Status: Active Sire: Rank: *******
Name: Desmond Savage (soxs1219) Status: Active Sire: Rank: ******
Name:Greta Strauss (Jareth Dalis) Sire: Status: Active Rank: ****
Name:Jian Todd (Songstress Kitsune) Status: Active Sire: Rank: ***
Name:Evangeline (Serpentsong) Status: Active Sire: Lazarus Rank: **
Definition: After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stabilize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate.
Master's Name: Lazarus Ghouls: Grace Ella Apprentices: Jian Todd (Neonate), Araminta Di (Neonate), Renu Todd (Neonate)
Mei Xue Todd
Master's Name: Mei Xue Todd Ghouls: Apprentices: Zheng Todd (Neonate)
Rose Lunar
Master's Name: Rose Lunar Ghouls: Apprentices: Sunshine (Neonate)
Posted: Sun Apr 15, 2012 11:46 pm
Interaction within Our Walls (Roleplays)
There are two sections of the university, the school proper (Above Ground) and the Underground Chantry (Below ground) Each of these areas have expectations and will need to be in certain colors so that people know who is posting where. The colors are indicated by the colored text when they are mentioned
Quote:
The University:
Quote:
The Underground:
serpentsong
Aged Survivor
Offline
serpentsong
Aged Survivor
Offline
Posted: Sun Apr 15, 2012 11:49 pm
Calling all Chantry Members!
What with the reemergence of the council of seven, there is to be mandatory meeting of the members of clan Tremere. All of those that are still about and wanting to move further in their studies are requested to join this meeting.
We will be discussing the activity of members as well as promoting and demoting where needed. There has also been and extreme lack of credit where it is due and that shall be being addressed at once. The circles of power shall once more being play, and members will be able to gain power and prestige though them.
All I ask of you is to come and greet me, tell me of yourself and the current events that you have shaped within the clan, tell me of your lineage, your skill and we will place you where you belong. I promise...
[u][b]Member of Clan Tremere: Your name here please![/b][/u]
(Please place your picture here)
[b]Current Rank:[/b] Your rank here [b]Skills:[/b] Any skill your possess [b]Lineage:[/b] Who is your sire? [b]Current Projects:[/b] What are you working toward?
[b]Ghouls:[/b] Do you have any? [b]Resident of Visitor?:[/b] Do you live in the underground?
[b]Additional Information:[/b] What else do I need to know?
[b]Questions:[/b] Do you have any for me?
Don't forget to randomize a number 1-7 for rank within rank (Exclude this if you are a new fledgling)
Posted: Sun Apr 15, 2012 11:50 pm
Tremere Clan Recruiting
The Invitation
This is a recruiting contest for clan Tremere. Please do not enter this contest unless you intend to RP and be active in the clan. (Nothing is worse than a winner that vanishes) Please be true to your fae's personality and know that not everyone can win.
This contest will be part RP based and part research/scavenger hunt. It will cover many days in length. Your fae will be playing a student in the school and will be attending classes, this is just the first step to the wide world of the Tremere.
To enter this contest please post the following form in this thread. You are also welcome to post a small RP of your fae dropping off the application.
Entries will run till Monday and classes will start after that. There will be three classes and each class will run for afew days each, so those that enter, please keep track of what is going on.
The number rule is this....have fun!
[align=center][u][b]University of Hermes Enrollment Form[/b][/align][/u]
(Insert image of yourself here)
[b]Name:[/b] [b]Race:[/b] [b]Area of study:[/b]
[u][b]Grades in basic subjects[/b][/u] [size=7](Grades go from A-F, please makes certain grades reflect your faes skills)[/size]