Tremere

Since their establishment, the Warlocks have swiftly achieved remarkable progress within the vampire community, arguably becoming the most dominant clan in present times. This achievement can be attributed, to a large extent, to their well-structured hierarchy, secretive practices, and mastery of Thaumaturgy. These qualities instill suspicion, fear, and admiration among other vampires. Although existing as a quasi-subgroup, the Warlocks play a crucial role in the Camarilla, serving as a pillar and staunch defenders. Some even consider them as the next stage in the evolution of vampirism, given their exceptional versatility in blood magic and absence of a genuine clan curse. Nevertheless, the Tremere face numerous challenges in the impending Final Nights, and as their power grows, so does the number of their adversaries. In their pursuit of dominance, the Tremere have garnered more enemies than most.

## History

### Early History

Originally known as House Tremere, the mages of the Order of Hermes took their name from their leader and founder, Tremere. As the first millennium drew to a close, House Tremere realized that the Hermetic arts were failing and their potions of immortality were losing their effectiveness. Faced with the prospect of losing everything, Tremere gave the order to explore alternative methods of prolonging their lives. Countless experiments were conducted by House Tremere, but it was Goratrix who discovered a solution during his investigations into vampires.

In 1022, Goratrix invited Tremere and six of the founder's closest advisors to participate in a completed ritual that promised genuine immortality. Whether Goratrix was aware of the consequences remains known only to him and, possibly, Tremere. Upon completing the ritual, the participants fell into a deep slumber and were reborn as vampires, their avatars destroyed and their magical abilities lost. While the mages gained immortality, they forfeited the powers they had once cherished. Although the others might have sought to kill Goratrix for his recklessness or deception, Tremere ordered them to stand down and decreed that they would remain by his side. They entrusted their chantries to subordinates while secretly exploring the newfound abilities of their vampiric forms.

In due course, the Tzimisce waged war against House Tremere in retaliation for the Fiends who had been involved in Goratrix's experiments. The Order of Hermes also grew suspicious of the increasingly secretive practices of House Tremere, suspecting diabolical involvement. However, Tremere managed to dissuade them from delving further into the matter. Finally, in 1037, Tremere assembled the seven newly turned Cainites and subjected them to the blood bond. He declared that House Tremere would undergo a restructuring, adopting a pyramid hierarchy with himself at the pinnacle as the Primus of House and Clan Tremere. His seven closest followers formed the Inner Council of Seven directly beneath him. They gradually began embracing other members of the House, binding each initiate to the Inner Council to ensure loyalty. Eventually, all members of House Tremere would either perish or be transformed into vampires.

### Dark Ages

Motto: *Arbitrium Vincit Omnia* (Latin: "Will Conquers All")

Over the following century, the Omen War between the Tremere and the Tzimisce persisted intermittently. With their mages growing weaker and the newly embraced vampires unfamiliar with their blood-related powers, even the Tremere stronghold of Ceoris suffered repeated devastation. While Tremere and Etrius conducted their own research across Europe, attempting to convert hermetic arts into Thaumaturgy, Goratrix returned to his laboratories with his apprentices. Through years of experimentation on captured Tzimisce, Nosferatu, and Gangrel vampires, he successfully created Gargoyles in 1121. By 1125, these hybrid creatures served as shock troops against the Tzimisce.

However, the Tremere found themselves marginalized in the world of the undead. Despite Tremere's audacious entry into the night, the traditionalist clans disregarded their accomplishments, often expelling them from cities due to their perceived presumptuousness.

In response, Tremere displayed further boldness. As he and Etrius acquired more knowledge of vampiric lore, they discovered the history of Caine, the Antediluvians, and the advantages of diablerie. Seeking to solidify their status as a legitimate clan, the Tremere targeted Saulot, the mysterious founder of the Salubri clan, as their victim for diablerie. In 1133, Tremere and the Inner Council located Saulot's tomb and Tremere consumed the Antediluvian's blood, plunging into torpor. This left the Inner Council to lead the clan and eradicate the remaining Salubri.

As with their previous endeavors, the outcome was a mixed blessing. Thanks largely to Meerlinda's efforts, the Tremere established themselves in many Cainite courts, offering their services as mages, thus becoming indispensable to princes throughout Europe. They were reluctantly accepted as one of the Low Clans, though considered usurpers, distrusted warlocks, and known diablerists. A vicious propaganda campaign portrayed the Salubri as infernalists and soul-stealers, which garnered them some credibility. Even those who knew the truth mostly remained passive as the Salubri were hunted to near extinction, as their arrogance had earned them many enemies among the other clans.

In 1202, the Order of Hermes finally discovered the fate of House Tremere and condemned them to death, initiating a Wizard's March. The ensuing conflict, known as the Massasa War, never officially concluded, but neither side possessed the resources to sustain the battle. It gradually subsided after a few decades, only to sporadically reignite in subsequent years.

### Renaissance

The Tremere pursued their relentless hunt for Saulot's descendants while forging alliances with the Hungarian Ventrue against the Tzimisce. By the 15th century, the Salubri had become nothing more than a legend, and the Tremere were fully recognized as a legitimate clan. However, they faced severe persecution during the Inquisition, resulting in the loss of many cults and chantries. During this period, Goratrix utilized his influence and power to corrupt religious orders, most notably the Knights Templar, with the aim of seizing valuable artifacts held by the Church and turning its hunters against his enemies. When his bid for power failed and the Knights Templar were condemned as heretics, Tremere emerged from torpor and summoned Goratrix to return to Ceoris to face trial before the Inner Council. After being reprimanded and stripped of his authority, Goratrix fled to the east, fearing imminent assassination. Shortly thereafter, Etrius relocated Tremere's dormant body to the Vienna Chantry, which became the new central hub for the clan.

The establishment of the Camarilla marked the Tremere's ascent to legitimacy. While the Tremere did not suffer greatly during the Anarch Revolt, the proliferation of Thaumaturgy among the Tremere antitribu within the Anarch movement posed a significant threat to the clan. The Warlocks employed their sorcery to enhance communication and coordination among the Elders, which was vital for supporting this endeavor. They played a crucial role in the Convention of Thorns, where they placed a curse upon the entire Clan Assamite, rendering the consumption of Cainite blood highly perilous for them. The Assamites harbored a deep grudge against the Tremere, and their rivalry persists to this day. Simultaneously, the Tremere antitribu themselves were cursed, ensuring that anyone who partook in the Vaulderie would bear a mark discernible to "true" Tremere. These remarkable feats were said to have been led by Tremere himself, who emerged from torpor for the occasion, along with the entire Inner Council.

### Victorian Age

During the 18th Century, the long-standing rumors surrounding Goratrix's allegiance to the Sabbat and his efforts to gather the majority of the Tremere antitribu into a faction known as House Goratrix were finally confirmed. Although the Tzimisce ensured that House Goratrix would never gain significant influence within the sect, the Betrayer's actions ironically brought them closer together, mimicking the structure of the main Tremere clan.

Meanwhile, the Tremere continued their expansion across Europe and North America, albeit with less success in Africa and Asia. Despite their territorial reach, the clan remained firmly entrenched in its hierarchical structure, and the network of communication extending back to Vienna and the Inner Council steadily expanded.

The Victorian era witnessed a surge in occultism among mortals, presenting a ripe opportunity for the Tremere to capitalize on. Infiltrating numerous secret societies that emerged among the upper and middle classes, they recruited childer, servants, and herds from these circles. This infiltration also afforded the Tremere a greater degree of freedom to practice their abilities, albeit still within the boundaries of the Masquerade. Practices that would have once led to the immolation of a careless magus as a witch now captivated and thrilled mortals with their notions of divination, conjuration, and spirit communication.

### Modern Nights

In 1998, the Tremere *antitribu* were wiped out. After being called to a chantry in Mexico City, they were 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* and *Nights of Prophecy* supplements or the entries for Tremere and Goratrix.

More problematic was the increasing number of free Gargoyles making themselves known within the Camarilla and those clamoring for more freedoms and rights despite the Tremere's attempts to keep them under their control. Far worse, the Tremere were beginning to take notice of a growing instability in Thaumaturgy with frightening similarities to the failure of the Hermetic arts that spurred Goratrix's experiments and the transformation into vampires. The curse placed upon the Assamite clan failed, with subsequent efforts to renew it unsuccessful, and the Assassins hunted them with renewed vigor, even as a new faction of sorcerers and scholars sought membership within the Camarilla. The advancements made by the Tremere seemed to be met by further setback, and little reassurance was given from the top of the pyramid.

## Organization

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 Founder and namesake, the nominal 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 Council of Seven is a powerful governing body within the Tremere clan, established by the founder Tremere himself. Comprised of the oldest and wisest members of the clan, the council oversees the affairs of the entire Tremere clan and sets standards for acceptable conduct and business. Each councilor is responsible for a specific region or continent and is supported by aides. The councilors have individual agendas and recruit supporters for their projects while ensuring that threats to the clan are met with a unified opposition. They make important decisions regarding policy and guide the actions of their subordinates. While the council rarely takes direct action, their judgment is highly respected, and individual Tremere strive to meet their expectations.
	+ **Etrius** - Eastern Europe
	+ **Meerlinda of Wessex** - North America
	+ **Xavier de Cincao** - Latin America
	+ **Thomas Wyncham** - East Asia
	+ **Elaine de Calinot** - Africa
	+ **Grimgroth** - Western Europe and Australia
	+ **Abetorius** - Middle East
* **Pontifices** - The pontifices, positioned just below the Council of Seven, serve as the vigilant eyes of the Tremere clan across the world. Each pontifex oversees a large geographical area or handles specific matters related to temporal influence, such as finance, industry, politics, or religion. With centuries of experience, long-term planning abilities, and the power to command lesser Tremere, pontifices act as lords on a broader scale, coordinating information, resource transfers, and territorial ambitions of the clan. Pontifices have the authority to initiate operations that impact entire cities, making suggestions that are closer to orders. Their focus is on balancing the long-term consequences of actions on private interests and clan matters. They possess exceptional skill in Thaumaturgy and other mundane specialties. Internally, pontifices command the respect and obedience of apprentices and regents, while externally, they are perceived as shadowy nightmares by non-Tremere, operating behind the scenes in the Jyhad. Pontifices excel in time management and strategic planning, considering the ultimate value of the clan's influence. They communicate expectations to various lords, addressing matters such as reinforcing chantries, collecting debts, and monitoring industries. A displeased pontifex can mobilize numerous lower-ranking Tremere to challenge or replace a rebellious clanmate. Pontifices possess a deep understanding of clan history, Tremere secrets, and extensive knowledge of Thaumaturgy. They also possess a comprehensive understanding of Camarilla history, customs, and the histories of other clans to advance the Tremere's standing in Kindred society. The hierarchy of pontifices is not solely based on ranking but also factors like favor from the Council, prosperity in controlled areas, and specialized occult knowledge. Circles of mystery hold little significance for pontifices, as their focus lies in the preservation and advancement of the Tremere clan within the greater Kindred society.
	+ **Grigori Rumyantsev** - Grigori Rumyantsev is the Pontifex of Artifacts in service to Meerlinda of Wessex.
* **Lords** - Lords in the Tremere clan hold a position of authority just below the pontifices and oversee specific geographic regions. They communicate their directives primarily through intermediaries, mystical means, or written instructions. Lords rely on their connections within the clan to accomplish tasks, rather than directly manipulating mortal governments or Kindred society. They maintain a general overview of their region, allowing local Tremere to handle most clan business. Lords leverage their substantial influence to broker deals and trade resources between various parties. They use their extensive contacts and assumed authority to facilitate the smooth operation of Tremere affairs in their area. Lords have the power to discipline clan members who step out of line and can communicate directly with apprentices within their region. They also answer to a pontifex and oversee multiple regents. As lords gain rank, their influence expands, and they establish connections with other lords and regents. They may take on promising apprentices or regents as attachés to handle administrative matters. Lords meet with their pontifex periodically to discuss matters, present proposals, and participate in broader plots and tribunals. Their successes attract others to align with them, allowing lords to request minor favors and forge an overlapping web of influence with neighboring lords.
* **Regents** - Regents in the Tremere clan are granted positions of authority based on their proven loyalty to the clan. While most neonate Tremere can aspire to become regents, they typically oversee a chantry with several apprentices and are responsible for various tasks. This includes overseeing new Embraces, performing important rituals, setting local Tremere standards, developing long-term goals for the chantry, and managing financial matters. Regents have both administrative and occult responsibilities. They keep records of chantry finances, maintain occult libraries, manage important connections, and ensure the smooth operation of the chantry. They often delegate tasks to apprentices or lesser regents who act as librarians, accountants, or network administrators. Regents also handle communication and ties between different cities, relying on the contacts of their ranking lords. The rank of a regent corresponds to the size and scope of the chantry or project they oversee. Higher-ranking regents have more autonomy and may manage multiple chantries or work directly for high-ranking lords or pontifices. Regents report to their lords regularly and maintain personal visits to discuss clan projects. However, regents are not micromanaged by lords, but they are expected to remain loyal and aligned with the clan's interests. Becoming a regent solidifies a Tremere's position within the clan. Their important responsibilities and access to sensitive information require them to be diligent and loyal. The lords pay attention to regents' behavior, and ambitious apprentices or competing regents may exploit any perceived disloyalty. Regent's personal interests must align with the clan's goals, and they must find ways to combine their own agenda with the overall benefit of the clan. Regents may convince other Tremere to support their personal influence schemes by presenting them as beneficial to the clan. However, these tactics can also lead to conflicts and rivalries among Tremere seeking power and influence.
* **Magisters** - Magisters in the Tremere clan hold a vital role in overseeing and educating apprentices in a Chantry. They provide education, guidance, and mentorship to apprentices, ensuring they grasp the intricacies of Tremere practices and traditions. By relieving the Regent of administrative tasks, Magisters facilitate effective communication within the clan. They organize training sessions, mediate conflicts, and administer punishments when necessary to maintain discipline. The title of Magister is also used as a term of respect for elder Tremere who serve as trusted advisors and teachers, sharing their wisdom to shape the future of the clan.
* **Apprentices** - The majority of Tremere neonates are apprentices who serve various duties to the clan. Apprentices specialize in different areas based on their skills and talents. They study the basics of Thaumaturgy and the Kindred condition with their sires and superiors, and older apprentices focus on their personal interests and talents. Duty is an important characteristic for apprentices, as they must align themselves with their master's goals to rise in rank. The duties of an apprentice vary depending on individual abilities and the city they are in. In strongly Camarilla cities, apprentices are encouraged to assist in research, aid in clan-specific goals, and work with other Kindred. In cities with fewer Tremere or a more chaotic atmosphere, apprentices have more freedom. Some apprentices may be assigned to areas where their superiors have interests and are requested to provide regular correspondence. The workload and level of oversight for apprentices depend on their regent's strictness. Conservative regents may require strict adherence to Tremere protocols, regular progress reports, and account for their time away from the chantry. More moderate regents allow more creativity and freedom. Advancement in rank is based on fulfilling responsibilities, and rewards and promotions are given for demonstrating loyalty and achieving clan goals. An apprentice's freedom of movement increases with age, experience, and rank. Initially, apprentices are closely supervised and have regular contact with their superiors. As they rise in rank, they gain more leeway for personal projects and have less direct supervision. Mid-level apprentices work as aides to higher apprentices or regents, while higher-ranking apprentices have more independence and can be tapped for regent positions or difficult assignments. Apprentices communicate with other Tremere through their regents, typically sending messages for inter-clan communication or sharing knowledge. Apprentices who reject the clan's authority or fail to adhere to its strictures may lose rank or face consequences. Ultimately, apprentices strive to advance through the ranks by proving their competence, loyalty, and ability to fulfill their duties.
* **Acolytes** - Within the Tremere clan, there exists a group called Acolytes, comprising fledgling Tremere who have not yet achieved full apprenticeship status but are on the path to embracing the Code of Tremere. Acolytes also include individuals known as Trimira, who are Kindred from different clans that have willingly bound themselves to the Tremere through the consumption of Tremere blood in a ritual called the Cup. Although they lack Tremere lineage, the Trimira have proven their loyalty and have been initiated into the secrets and practices of the clan. Originally, the Trimira included Ravnos and Nosferatu who possessed knowledge of an ancient Indian blood magic called Sadhana. While they can never become full Tremere members, their loyalty and skills are highly valued, and the Tremere gladly accept them. Over time, the term Trimira has expanded to encompass agents and Caitiff (clanless vampires) who operate undercover on behalf of the Tremere, infiltrating other clans where true Tremere would encounter challenges. It is important to note that being an Acolyte means occupying a position somewhat separate from the rigid hierarchy of the Tremere clan. As a result, Acolytes lack the intricate internal Circles of Mystery present in higher ranks of the clan. Positioned above ghouls and Gargoyles but below fully recognized Tremere members, Acolytes have limited prospects for advancement and degrees within the clan. Nevertheless, their role as Acolytes and Trimira remains vital as they contribute loyalty, skills, and covert efforts to further the interests of the Tremere clan within the intricate web of Kindred politics.

### Circles of Mystery

The Tremere clan employs a hierarchical structure that encompasses seven degrees within each level, allowing for social mobility and opportunities for promotion. The number seven holds great significance within the clan, representing a symbol of power. Advancing in degrees signifies not only increased experience and knowledge but also prestige within the Tremere clan. Importantly, reaching the seventh degree within a level is not mandatory to progress to the next level. In exceptional cases, a third-degree Magister with the required skills may be promoted to the first degree of Regent if a position is available. However, such instances are rare, as the Tremere are not exempt from engaging in manipulative and cunning political tactics akin to other vampire clans.

In addition to degrees, each rank, excluding the Inner Council, is further divided into seven levels known as circles of mystery. These circles represent specific characteristics that have earned individuals prestige and additional responsibilities within the clan. Factors such as proficiency in Thaumaturgy, the mastery of blood magic, years of dedicated work and experience, successful political strategies, or personal favoritism contribute to one's circle of mystery. Higher circles of mystery grant greater authority and power to individuals but also demand greater contributions to the clan while offering less leniency for failures. Members who attain the fifth circle or above often receive the designation of "high" within their respective rank, such as high apprentice, high regent, or high lord, although some find such titles cumbersome and choose not to use them. Promotions and demotions are typically determined by individuals of higher rank, with tribunals occasionally convened to evaluate achievements and shortcomings. The pursuit of promotion serves as a significant driving force for Tremere clan members to excel and adhere to Tremere doctrine, although the journey towards advancement is rarely straightforward and uncomplicated.

### Secret Societies

The Tremere clan, despite its unified front, allows for political maneuvering and internal competition as long as it does not undermine the clan's agenda. To gain allies and advance personal goals, many Tremere join secret organizations within the clan, each dedicated to specific purposes such as self-protection or personal gain. These organizations are known as "secret" for a reason, implying their discreet nature and limited knowledge among the general Tremere population.

One notable group is called **the Unbowed Mundanes**, which addresses the issue of non-magically inclined members within Clan Tremere. While the clan values sorcery and thaumaturgical abilities highly, there are many Tremere who lack the aptitude or interest in Thaumaturgy. These individuals feel overlooked and underappreciated by the elders who prioritize magical proficiency. The Unbowed Mundanes seek to restore balance and recognition for non-magicians within the clan, emphasizing the importance of loyalty and survival as core values of Clan Tremere.

Another secret organization is known as **the Covenant**. Surprisingly, the early Tremere clan had a favorable relationship with the Cappadocians, a clan known for their necromantic practices before the rise of the Giovanni clan. Recognizing the similarities between necromancy and Thaumaturgy, both clans saw the potential benefits of sharing knowledge. When the Giovanni revolted against their predecessors, the Tremere seized the opportunity to acquire some of their lore and ghouls, aligning themselves with the dominant force. To manage and explore this stolen knowledge, the Covenant was established. Its members aim to master necromantic arts and uncover the connection between necromancy and Thaumaturgy, with the ultimate goal of creating a new discipline that combines the two, thus increasing the Tremere's power.

**The Third Eye** is a secret society within the Tremere clan that operates in defiance of the clan's official doctrines. Membership in the Third Eye is considered a capital offense, indicating the extreme nature of their beliefs. They hold the view that Clan Tremere committed a grave error by diablerizing Saulot and that the very existence of Clan Tremere is an unnatural mistake that will have dire consequences. The Third Eye believes that Clan Tremere is damned and will face punishment for their crimes. They strive to follow the peaceful ways of Saulot and educate other Tremere about the burden they carry. The Third Eye also actively works against the clan, advocating for the dismantling of Clan Tremere as a means of making amends for their past actions. They warn of a looming, catastrophic fate not only for the Tremere but also for everything they have influenced.

## Clan Variants

In truth, the Tremere are a bloodline of the Tzimisce, as it was the blood of Fiends that was used to create them. Regardless, there are no bloodlines of Tremere in the modern nights, as the clan's uniformity does not allow deviations. In the Dark Ages there was a small variant known as the Telyavelic Tremere that was influenced by pagan practices and arose in Lithuania, but they are believed to be long extinct.

### Tremere *antitribu*

The Tremere antitribu are a faction of Tremere vampires who followed Goratrix into exile and formed House Goratrix as a rival sect to their parent clan. While there are rumors that Goratrix's exile was part of a larger plan orchestrated by Tremere himself, the Council of Seven cursed the antitribu, considering them traitors. The antitribu are not as organized as the main clan and generally lack the full mastery of Tremere clan disciplines. They are hunted and targeted for destruction in every city, similar to those who break their blood bond. Tremere who are not bound to the Council of Seven do not exist in modern nights.

Upon their initiation into the Vaulderie, a ritual among the Sabbat, Tremere antitribu receive a painful mark in the shape of a "T" on their foreheads, signifying their betrayal of the clan. Within the Sabbat, the antitribu have a low profile and struggle to advance in ranks, often facing hostility from powerful Tzimisce vampires. However, they occasionally collaborate with the Tzimisce, such as in the creation of the Blood Brothers. The Tremere antitribu's primary stronghold is the Universidad del Tercer Circulo de la Serpiente Dorada in Mexico City, where Goratrix resides.

In 1998, the original Tremere antitribu were believed to be extinct due to a mysterious ritual performed by Tremere in Goratrix's body, which incinerated the antitribu in a single night. However, some antitribu managed to avoid the cursed mark, and a few survivors escaped the ritual. These survivors, including Telyavelic Tremere who masqueraded as regular antitribu, continued to exist, albeit in small numbers. The Tremere antitribu perceive the Sabbat in a similar way that the Tremere view their own clan, and they willingly teach Thaumaturgy to those who ask for it. The exact number of remaining antitribu is unclear, but they typically serve as counterforces to the main clan and possess a deep understanding of their capabilities. They act as intellectual shock troops and are attracted to the opportunity of seizing chantries and their secrets.

Life in the Sabbat is challenging for the Tremere antitribu, similar to a police officer locked up in jail. Within the Sabbat, the Tremere are viewed as enemies, even more so than the Ventrue or other Camarilla clans. The ideals of freedom, pack unity, and anarchy that the Sabbat upholds clash with the Tremere's beliefs. The antitribu often face mistrust and hostility from their Sabbat counterparts, making them the villains who hold the sect together, even within the chaotic world of the Sabbat.

Tremere have the theoretical ability to join the Sabbat, but numerous factors prevent them from doing so. These include their own consciences, the disapproval of their superiors, the risk of being hunted by the entire Camarilla, the absence of any associates within the Sabbat, and the dangerous Tzimisce and Salubri antitribu. While technically a Tremere can defect to the Sabbat, the separate bloodline of Tremere antitribu established by Goratrix no longer exists. If a Tremere manages to enter the Sabbat and survive, they still face the consequences of the Rite of Betrayers if they participate in the Vaulderie, but they are not explicitly considered antitribu. Instead, they are regarded as a Tremere with allegiance to the Sabbat.

Joining the Sabbat is highly unlikely for Tremere due to the lack of appeal it holds for the relatively conservative Warlocks. Additionally, they cannot expect support or safety among the monstrous members of the Sabbat while being hunted by their own clan. By choosing to join the Sabbat, a Tremere voluntarily gives up the strengths and advantages of their own clan, replacing them with enemies. This is why very few modern Tremere have defected, particularly after the disappearance of the antitribu.

However, Tremere Kindred are not prohibited from interacting with Sabbat members on their own terms. There are rumors of Sabbat Thaumaturgy finding its way into the hands of Camarilla Tremere, and if every accusation of "contacts with Mexico City" resulted in Final Death, the clan would likely be much smaller in size.

### Telyavelic Tremere

During the Dark Ages, the Telyavelic Tremere emerged as a distinct bloodline within the Tremere clan. These Tremere founders diverged from their parent clan when they were dispatched to study the mystical practices of pagan cultures in Eastern Europe, which bore resemblance to Koldunism in certain aspects. Instead of adhering to the teachings of Tremere, these Tremere members converted to the worship of the deity Telyavel and developed their own variant of Thaumaturgy known as Sielanic Thaumaturgy, which embraced animistic principles.

However, the Telyavelic Tremere possessed a specific vulnerability. When confronted with matters of Faith, they experienced heightened difficulty (+2) in resisting Frenzy, and they exhibited aversion to Christian symbols, recoiling from them.

### Trimira

The Trimira are not classified as a bloodline in the traditional sense, but rather an unconventional addition that emerged out of necessity. These Indian Tremere sought to strengthen their presence in a hostile territory by incorporating non-Tremere Kindred, often from lower ranks such as Ravnos and Nosferatu. These individuals were bound by the blood to the Inner Council, ensuring their allegiance and loyalty to the Trimira.

## Culture

### Policies and Practices

The Tremere clan, known for their authoritarian and hierarchical structure, presents a different reality than what is commonly believed. While they cultivate the image of a rigid and strictly controlled organization, the truth is that the clan is more flexible and diverse than outsiders realize. The Tremere encourage the perception of strictness and enforce their power through blood magic, but they also understand the importance of individual ambitions and motivations within their ranks.

The clan's pyramid structure is based on numerological significance and represents the order and discipline they value. Tremere members hold various titles and wield power with corresponding responsibilities. They are expected to prioritize the safety and prosperity of the clan while pursuing personal goals. While voting is not common, competent individuals are entrusted with leadership roles, allowing them to make decisions and advance the clan's interests.

Underneath the facade of unity, the Tremere hierarchy fosters intense competition and political maneuvering. Different factions and groups within the clan pursue their own agendas, sometimes conflicting with one another. The Tremere are influential in the Camarilla, primarily due to their near-monopoly of Thaumaturgy, a form of blood magic. They use their reputation as skilled blood mages to instill fear and envy in others.

Responsibilities within the clan vary based on rank and individual skills. Diplomacy, finance, and research are among the areas where Tremere contribute to the clan's interests. However, the clan also recognizes the importance of personal well-being and does not restrict members to their duties at all times.

Success and innovation are highly valued within the Tremere clan. Those who demonstrate competence and achieve repeated success are recognized and rewarded. Personal initiative and the ability to navigate the rules and expectations set by superiors separate leaders from followers. Tremere who respect authority and contribute to the clan's goals gain support, while those who act against the clan's interests find themselves isolated.

While internal politics and power struggles exist within the clan, outright threats to the clan's security are rare. Tremere must discern the expectations of their superiors, the needs of the clan, and their own skills to determine their actions. The clan encourages competition and infighting to keep its members sharp and weed out weak elements.

Some Tremere realize that loyalty alone will not lead to advancement and choose to create opportunities for themselves. They engage in strategic manipulation and exploit flaws in the clan's structure to climb the hierarchy. Loyalty to peers is not guaranteed, and Tremere are willing to betray each other to gain advantages.

### Law and Internal Policing

The Tremere Code is a unique set of rules that govern the behavior of the Tremere clan. Unlike other vampire groups, the Tremere have a unified code handed down from their council. While the code is not magically binding, it outlines acceptable behavior and serves as a justification for elders to enforce discipline. The code is often interpreted flexibly to gain advantages, and exceptions and loopholes are added to the Peripheral Code by ranking Tremere.

Tribunals are called by the elders to address serious disputes and can result in punishments ranging from rank-stripping to Final Death, although the latter is rare. Those who renounce Tremere ties or refuse to follow the hierarchy are tolerated but receive no support from the clan.

Autarkis Tremere renounce Kindred society entirely, while Tremere anarchs reject both Camarilla and Tremere authority but may still find limited opportunities within the pyramid. Rogues are Tremere who have severely violated the clan's rules and are considered enemies. Tribunals are responsible for declaring rogues and passing judgments, although such cases are rare to avoid potential repercussions.

### Embraces

The Tremere clan is highly selective when it comes to embracing mortals, preferring individuals with exceptional talent, such as geniuses, psychics, craftmasters, and leaders. Tremere recruits are chosen based on their strong will and formidable skills, particularly magical talent. However, there are exceptions to these criteria. Approval from a local regent and the city's Kindred prince is typically required for a new Tremere recruit to be embraced. Violations of the Tradition of Progeny can result in apprentices being turned over by their regents or regents being betrayed by their own apprentices. This strict selection process ensures that the clan's priorities are upheld.

On the other hand, Tremere sire their progeny for various reasons similar to other vampires, including passion, rebellion, need, or loneliness. These neonates often face challenges in finding a place within the clan, as their random embraces may not align with the Tremere's usual considerations. Defiance or rebellion can result in the sire and childe being ostracized, and a childe may even advance their position by betraying their sire. The tainted blood of the Tremere seems to leave a lasting mark on those embraced by the clan.

Once embraced, Tremere neonates must adhere to the Tremere Code, which outlines expected behavior and actions that may result in disfavor. They are also required to undergo the Transubstantiation of Seven ritual, drinking the blood of the Inner Council of Seven, which initiates a Blood Bond and instills loyalty to the clan's leaders. Neonates undergo training while grappling with their transformation into vampires, learning about the Traditions, feeding, and other aspects of their new existence. The intense nature of this process contributes to a high failure rate among newly embraced Tremere, with some succumbing to madness or even choosing to end their own lives.

### **Servants and Minions**

The Tremere clan, known for their mastery of blood magic, employs various types of minions and servants to aid them in their endeavors. They commonly utilize ghouls, mortal servants who have been blood-bound to a Tremere and may even learn rudimentary Thaumaturgy. Tremere ghouls are loyal and driven by the promise of immortality and occult power. The clan also has access to a unique resource called revenants, which are members of a revenant family that allied themselves with the Tremere to escape bondage to the Tzimisce clan. These revenants, known as the Ducheski, are loyal to the Tremere and are managed by a nominal head of the family. The Tremere also create their own servants through rituals such as homunculi, which are animated creatures crafted from the caster's blood and tissue. Homunculi are loyal but can be mischievous. Gargoyles, another type of servant, were originally created as defense mechanisms for Tremere chantries but have evolved into a sentient and sometimes rebellious race. They were initially mindless and served as slaves but eventually gained freedom and the ability to Embrace others. The Tremere also experiment with constructs such as blood imps and Rutor's Hands, which are used for specific purposes but are reviled by other Kindred. Clones, alchemical homunculi programmed with simulated individuality, have been created by Tremere alchemist David Witz but are controversial within the clan.

#### Ducheski

The history of the Ducheski revenant family is one of betrayal, ingenuity, and loyalty to Clan Tremere. Originally known as the Krevcheski, they were created by an ambitious elder named Krevcheski, who desired a family with intellect and mechanical aptitude. Through a centuries-long breeding program, Krevcheski experimented on kidnapped individuals to create his ideal family. Once satisfied with the results, he introduced them to Clan Tzimisce, naming them after himself. However, the Krevcheski eventually turned on their masters, defecting to Clan Tremere for reasons unknown.

Under the direction of Clan Tremere, the Krevcheski became the Ducheski and continued their work, focusing on devising traps, protections, and elaborate equipment for their masters' havens and laboratories. Over time, the Ducheski family has dwindled, with few remaining members. They are believed to have estates in eastern Poland and Kansas. Although they are valued for their skills, the Tremere closely monitor them, fearing their potential for rebellion.

The Ducheski have a fascination with mechanisms and clockworks, providing the Tremere with siege engines and intricate devices for both warfare and entertainment. They possess a deep knowledge of classical works and their own innovations, often displayed in their fortified manses.

The Ducheski's betrayal of the Tzimisce during the Omen War led to their alignment with Clan Tremere and earned them the enmity of their former masters. While they serve the Tremere, the Ducheski retain their own customs and traditions. They rarely receive the Embrace and are kept in subservient roles, regarded as valuable tools by the Tremere. The family's loyalty to the Tremere is a result of their creation and constant scrutiny, although they lack initiative and social skills.

The Ducheski's history of treachery has made them unpopular among the Tzimisce, but their mechanical genius is highly regarded by those who know of them. Their mastery of machines, including torture devices and alembics, is considered a sign of status among the Tremere. The Ducheski silently bear the burden of their creation, viewing their mechanical talents as the price they paid to escape the clutches of the Tzimisce.