OWBN Tremere House
Packet August 2010
"A true initiation
never ends." - Robert Anton Wilson
Table of Contents
i
Introduction
"The Houses of Clan
Tremere are little more than cults of personality at their worst, but are
distinct colleges of magic or philosophy at their most valid. The Clan consists
of an unknown number of Houses; some claiming only a handful of members, while
others – the House of Tremere – claim every childe of the clan.
Houses theoretically
grow around one central magical principle or collection of theories. House
Tremere, for example, upholds Hermetic blood magic, as its fundamental doctrine
By and large, Houses are
informal congregations, peopled by elective memberships and upheld as long as
they fulfill some purpose. Even these purposes may vary."
Clanbook: Tremere (3rd Edition, p. 32)
Houses are international
schools of thought. Tremere from anywhere in the world can be in the same
house, as houses are devoted to a field of study. The Apprentices in any given
chantry may all be of different Houses. (Like a military base, the base
commander controls all of the people on the base, but they all have different
jobs and they work and talk to others with the same job).
The decision of House
membership is generally made at some point before promotion to Apprentice of
the second circle of mysteries. However, there are Tremere who have executed
brilliant careers within the pyramid without joining a house until attaining
Regency if at all.
While Houses
theoretically grow around one central magical focus, in practice they often
form around shared goals (defense, research) or even as glorified coteries.
These latter frequently have a handful of charismatic Tremere at their core and
are viewed with suspicion by the Pyramid, since the members of such Houses may
place their Houses' goals above those of the Pyramid as a whole.
It is generally not
accepted for a Tremere to be an active member of more than one house, as Houses
have guarded secrets that they do not wish to share with members of rival
houses within the pyramid.
Choosing to join in a
House is very much like picking a major once joining college, and like in most
universities, it's encouraged to be done sooner rather than later in the
warlock's career. It can also be analogous to apprenticing at a trade school.
Embarking on one of these 'career choices' will set the blood magus down the
path of learning things not only for the benefit of the thaumaturge, but their
house, as well as House & Clan. As such, there are both benefits and detriments
for these choices.
There is no 'demand'
that a warlock join any of these Houses, and it's not impossible to join after
a time having been 'independent' and not part of any sort of House. That said,
joining earlier will garner more 'benefits' to the prospective applicant. There
are even times when sires will deliberately choose prospective childer based
upon where they may 'land' when it comes to choosing a House.
Benefits of joining a
particular house may include an ease in learning some paths of magic (lowering
of rarity), openings to learn new and sometimes esoteric knowledge (Sciences,
rare Lores, Languages, etc.), and whatnot. The 'downside' is that the Houses in
their specificity, neglect learning about things that they do not specialize
in. As such, members of these houses find that learning some things are now
'not on their career path' (i.e., rarity levels of certain magics are
increased).
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As an important
reminder, no PC can join a House without an IC request and role play to earn a
spot within. All characters attempting to join a House must begin the process
by finding IC information about the Houses that they believe they would fit
into best. Every House will have a PC recruiter who will serve as the liaison
between the applicant and whatever body within the House that determines
membership. Before final approval, the Tremere Coordinator's Office, through
the appropriate House Sub-Coord, must receive permission by the Player
Character's Storytellers to join the House. It is important to remember that
Out of Character approval does not mean that the Player Character will be let
in, as current members, depending on the House, may choose to delay
the applicant or
outright reject them.
For Chronicle NPCs: Yes, NPCs can be part
of the Houses. However, it is imperative that STs work with the Coordinator
team in making sure that everyone is on the same page, and so that there are
not 'mystery' members out there that the Coordinator team is unaware of. As
such, please contact the Tremere Coordinator about adding NPC members of
various Houses for your home chronicle. The Tremere team will have a
spreadsheet listing the various members of each House that are out there, and
keeping track of them is of paramount importance to the organization as a whole.
These are 'mechanics' to
the Houses (maybe giving some 'incentive' for players to look into them). The
Houses are set up to give benefits and detriments to joining up. The following
houses are only the major KNOWN Houses, and more may be out there, not yet
fleshed out.
House Practice
ab Flaidd
Celtic Spiritualism/Wicca
Amethyst
Infiltration & Espionage
Arcanum
Lores
& Knowledge
Aurum Guild
Alchemy
Daughters of the Crone Birth & Death Magic
Hashem Kabbalah
Hephaestu
Industry & Commerce
High Saturday Voudoun & Necromancy
Horned Society
Infernalism
Hypocratius Medical & Biological
Research
Massimo Ritual Trading (NPC,
Italy)
Praesidium Defense & Enforcement
Principia
Technology,
Research & Development
Rodolfo
Divination
Trismegistus Symbology & Numerology
Validus
Politics
Virtue
Western
Religion & Faith
Wards & Measures
Warding
& Chantry Construction (NPC)
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How This Packet Works
IMPORTANT!!! Please read
all bits in this, as it gives rules on the benefits and detriments presented in
every House! Name of the House
House related quote goes
here
General Description: A
generalized paragraph giving information on what the House does in regards to
House and Clan. Symbols/Iconography: Any known symbols that are either worn or
known to be 'heraldic' marks for the House. Major Chantries: Locations of major
chantries where this House holds great sway, worldwide and domestic. Suggested
Prior Skills:
·
Listing of IC and OOC
that will help with character approval.
·
Abilities needed to earn
consideration (if any).
·
Backgrounds/Influences
needed to earn consideration (if any).
·
Paths/Rituals/disciplines
needed to earn consideration (if any).
Immediate Benefits:
·
The first membership
benefits.
·
This includes lowering
of certain rarities. The lowering of rarities does NOT insinuate that you're
getting your rituals and paths from any other source than your superiors. What
it means is that people within your House likely have political pull and the
ability to 'grease the wheels' on your behalf and for the betterment of the
House in question. Standard OOC restrictions still apply. For instance, if
something drops from R3 to R2 because it is the primary focus for your House,
it does not mean that your PC Regent can approve it for you. OOC restrictions
still apply. R3 still needs Subcoord/Coord approval, so the coordinators office
knows that it is happening, you just have a guarantee of approval if your
rarity drops to R1 or R2. There is however, no guarantee if it drops to R3 or
R4. This all depends, of course, upon your House membership and your superior’s
approval. The IC side would be a Regent putting the request to the Lord, and instead
of the Lord asking "what has he done for me lately?" he just looks at
the name and says "ah good, that person is in the proper House for that
path" and signs off without any major questions. EXCEPTIONS always happen.
House and Clan doesn't reward failures with ‘kewl powerz' no matter what House
they are in. And no matter what, your superior can always say no. Unless
otherwise stated, the drop in the rarity of anything is by ONE category.
·
And includes other
'non‐magic' benefits. iv
v
Immediate Detriments:
·
The first detriments of
joining.
·
This includes increasing
of certain rarities. The explanation is an inverse to the above.
·
And includes other
'non‐magic' restrictions.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open.
Suggestions for
Advancement:
·
These secondary
prerequisites, along with role play and success, will help with advancement
within the House.
Additional Benefits:
·
Further along, more
benefits may open to the PC.
Additional Detriments:
·
As with benefits, more
detriments come along as well.
Known Members: List of
various PCs (and NPCs if necessary) to possibly contact to 'rush' the House, or
ask for assistance from. This list is accurate as of October 2008, and does not
include all known Tremere. History & Additional Information:
A bit more information
for players to digest and understand about the House in question. Core Paths
for the House: Listed here will be Paths found most often by practitioners of
the House. Books to Read: A list of books that might give role‐playing insight
to the House. Movies/Shows to watch: Movies that might inspire players in
role‐play to the House.
The Houses Major
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ab Flaidd
ab Flaidd Why do the
treetops bend and bow? What is this smoke amid the trees? Perhaps Llew and
Gwydion Perform their magic there? Do they know the ancient books When they
perform their art? Whence comes darkness When the day ends? Where does it go
When the day dawns? I am a bard, I do not vouchsafe my secrets to slaves. I am
a guide, I am a judge. If you sow, you labor.
Taliesin, 6th Century General Description: (ab fla EEDTH) Literally
translated as "Son of the Wolf," these predominantly Celtic based
mages study the magics most commonly referred to as 'Wicca'. This includes the
'original' magics known to pré-Christian Europe, as well as new age adherents
that have sprung up in the last century. There is often no love lost between
these two schools of thought a situation
which, in the future, may end up fracturing the House permanently.
Symbols/Iconography: Triskelion/Triskele surrounding a pyramid shape.
Major Chantries:
·
Glastonbury, UK
·
Andorra
·
Toledo, Espaňa
·
Eureka, CA
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Herbalism x3,
Performance: Oratory x3.
·
Green Path x3, Hearth
Path x3, or Weather Control x3.
Immediate Benefits:
·
Rarity of Path of Curses
and Vines of Dionysus reduced by one level.
·
Access to a large
repository of Abilities, including (but not limited to): Animal Ken, Cosmology,
Enigmas, Fortune Telling, Herbalism, Knowledge: European History, Knowledge:
Celtic Literature, Linguistics: Gaelic (Irish, Manx or Scottish), Linguistics:
Welsh, Linguistics: Ogham (Written), Lore: Fae, Lore: Lupine (Fianna related,
up to level 3), Meditation, Performance: Oratory, Performance: Singing,
Performance: [Instrument].
·
Members tend to congregate
in 'covens', and share communal space. This provides many opportunities for
learning and development. Some ab Flaidd chantries are much more open and
welcoming to any members in need of a safe haven for congregation.
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Immediate Detriments:
·
Rarity of Path of
Technomancy and Biothaumaturgy raised by one level. As naturalists and
followers of more archaic ways, members of House ab Flaidd eschew more 'modern'
paths and rituals, and should be role-played appropriately.
·
Currently looked down
upon as 'primitive and melodramatic' by practically all other Houses and
independent Tremere. You are considered a nuisance at worst or a novelty at
best. To many older and more traditional Tremere, this House harkens back to
the schism wars with the Druidic mages of House Díedne and the Order of the
Naturists. Tremere in the know or with experience will be suspicious of you,
your intentions, and your discoveries. You receive the 1 point social Flaw
Infamous: Druidic Practitioner, within clan Tremere only (you are seen by other
Tremere as having 1 status less or one circle less than you actually have).
·
No written history, no
hard copy reference points for early work/study. All histories and traditions
are passed orally, many pieces through song, musical performance and poetic
rotes.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for Advancement:
·
Approval by House
Subcoord & ST permission.
·
Abilities: Herbalism x5,
Performance: Oratory x5. Any of the following at x3: Animal Ken, Cosmology,
Enigmas, Fortune Telling, Knowledge: European History, Knowledge: Celtic
Literature, Linguistics: Gaelic (Irish, Manx or Scottish), Linguistics: Welsh,
Linguistics: Ogham (Written), Lore: Fae (not Changeling Lore), Lore (Lupine
(not Garou Lore; Fianna, up to level 2), Meditation, Performance: Singing,
Performance: [Instrument].
·
Green Path x5, Hearth
Path x5, or Weater Control x5.
Additional Benefits:
·
Rarity of the following
rituals reduced by one level: Will o’ the Wisp, touch of Nightshade, Friend of
the Trees
·
After 1 year of time in
House ab Flaidd, the House member may purchase the Merit: Eidetic Memory (at ST
and Subcoord discretion).
·
The members of House ab
Flaidd have learned how to incorporate traditional Wiccan/Druidic practices
into their rituals, rather than the more common methods of casting that Tremere
tend to use. In time, members of House ab Flaidd may begin to customize (with
ST and Subcoord approval) their ritual casting methods to better reflect their
personal paradigm.
·
Living in close
proximity breeds deep relationships with other members of your coven and, as
such, members of ab Flaidd tend to have an easier time finding assistance when
they are in need. Occasionally (with ST and Subcoord permission), members of
this House can borrow a single level of the following Background: Mentor, Ally
or Retainer. You will of course be expected to reciprocate this aid, and
individuals who call on their coven mates too often will find themselves
without aid for periods of time.
Additional Detriments:
·
Members of House
Principia have a very particular, active and deep seated disdain for this
House. They view House ab Flaidd as an anachronistic parody of what a Tremere
House should be. Principia members scoff at House ab Flaidd's reputation as
shamans, herbalists and wise
3
counselors, citing ab
Flaidd's 'lack of desire to move forward with the times' as the House's biggest
weakness.
·
Commonalities aside, the
diverse philosophies found in House ab Flaidd allow for occasional infighting
within the House itself. Be prepared to argue anything from religious
differences to nit picky minutiae with fellow House members from time to time.
Known Members: Taliesin
(Head of House, pronounced Tally ESS in), Annalisa Coregan, Sonia Albertino.
History & Additional Information: House Ab Flaidd was once very powerful
and influential within House and Clan, but has seen a steady drop in membership
and recruitment since the dawn of the Enlightenment. First populated by
adherents to the old Druidic and Earth‐worship found in Celtic Europe, the
inexorable march of Christianity slowly wiped this worship out, or drove it far
underground. Similar philosophy was found amongst the Order of Naturalists, a defunct
secret society whose remaining members now populate ab Flaidd. The extinct
line, the Telyavelic Tremere of Lithuania, were of a similar bent. The 'bad
taste' left from both of these orders further retarded growth of ab Flaidd. The
age of Enlightenment and the Renaissance bringing in more 'scientific' methods
of mystical study did nothing to help stop the stagnation of the House. Despite
the renewed interest in spiritualism and the occult during the late 19th
century (a trend which led to the creation of occult groups like the Hermetic
Order of the Golden Dawn), the more "archaic" House ab Flaidd's
numbers had dwindled to a double handful of members by the dawn of the 20th
century. It wasn't until the 1940s that interest began to spike once more,
thanks to mortal new age pioneers like Gerald Gardner and, later, Alex Sanders,
Selena Fox, Raymond Buckland, et al. Many such 'enlightened' individuals began
exploring more and more counter-culture, and began revitalizing old pré-Roman
Celtic and other pagan Earth worship rituals
granted, with a modern bent. By
the 1960s it appeared that there was a whole new generation of mortals ready
and willing to take a fresh look at many of the concepts and beliefs central to
the House. At first the members of ab Flaidd began to explore the possibility
of bringing these flower children into the fold, but certain modern
eccentricities have been difficult for them to stamp out. Older members of this
House often turn their noses up at the current modern Neo-Paganism movement,
and scoff at what they believe to be 'ham fisted' attempts at worship and study
of their traditions. There are many, many branches of Wiccans and Neo-Pagans in
the world. Similarly, members of House ab Flaidd adhere to any number of
Pagan/Wiccan traditions, some more modern than others. This section is meant to
provide a generalized overview of all of these types of worship, but any number
of specific modern and ancient Celtic based faiths can be found in this House.
Some appropriate traditions include (but aren't limited to): Gardnerian Wicca,
Alexandrian Wicca, Ancient Order of Druids, Celtic
Reconstructionist/Restorationist Wicca, Christian Wicca, Seax Wica, Dianic
Wicca, Faery Wicca, Church of Wicca, Neo Druidism, British Druid Order, Ár
nDraíocht Féin, Odyssean Wicca, Stregheria...and even an occasional Asatru
practitioner. Even with such a broad spectrum of faiths, however, House ab
Flaidd remains connected through certain commonalities:
·
Bardic Tradition: Like the ancient druids
who inspired the basis for the House, members of House ab Flaidd have a very
strong oral tradition; almost none of their records are kept on paper. Instead,
they have developed elaborate historical records in the form of songs and
4
rhythmic poetry.
Initiates undergo extensive training prior to full membership in the House, and
are first given whole sections of historical sagas (such as Y Gododdin) and
literary lays (such as the Táin Bó Cúailnge) to recite and commit to memory.
This is done both to hone their memory skills and to help them develop a much
deeper and more intimate understanding of the material. They begin to learn the
House Histories upon initiation into the House proper, once they have proven
themselves as highly disciplined Tremere dedicated to the study and practice of
Celtic magics.
·
Herbalism: Members of House ab
Flaidd are extremely attuned to nature. Their ability with herbs and herbal
concoctions, in particular, is legendary amongst House and Clan. Most members
of House ab Flaidd are more than capable of creating any number of herbal
concoctions, from vision inducing cocktails to various types of poisons to
medicinal poultices...to some of the best dry rubs made for seasoning meat.
·
Animal Husbandry: Members of House ab
Flaidd are generally very good with animals, and have a particular
reverence/respect for other creatures of the earth. The Celtic mythos is
steeped with stories of animals (wise salmon, deadly boars, loyal dogs,
otherworldly ravens...), and House ab Flaidd recognizes the important role they
can play in both mortal and vampiric affairs. Ghouled animals are common
amongst House Members, some even going so far as to call them
"familiars." The Discipline Animalism, itself, is also fairly common
amongst House members usually via
lucrative business relations with local Gangrel (or Nosferatu, in some cases).
Protean is much rarer, although it might provide a new perspective on Celtic
stories of shape shifting magicians...
·
Meditative Insight:
Members of House ab Flaidd stress mental discipline and awareness above all
else. They see the world as something akin to a living organism, and use
Meditation techniques (and sometimes their own herbal concoctions) to assess
the best possible avenues for situations large and small. Masters of the House
are just as skilled at expanding their awareness to view situations on the
largest scale as they are at focusing on the tiniest detail and finding
significance within. Not only can they see the forest and the trees, but many
are capable of seeing the entire continent...and the ladybug lounging on the
leaf of a young tree within.
Core Paths for ab
Flaidd:
Green Path R1 Weather Control R1 Hearth Path R2 Vines of Dionysus R2* Path of Curses R2* Focused Mind R3 * House Benefit Books to Read: Beowulf by
Anonymous The Mists of Avalon by Marion Zimmer Bradley Magical Herbalism: The
Secret Craft of the Wise by Scott Cunningham Buckland's Complete Book of
Witchcraft by Raymond Buckland
The Mabinogion by Gwyn
Jones, Thomas Jones, and Mair Jones The Bardic Source Book: Inspirational
Legacy and Teachings of the Ancient Celts by John Matthews
Movies/Shows to Watch:
Robin of Sherwood, 1984
The Celts, 1987
The Mists of Avalon,
2001 Beowulf, 2007
5
Amethyst
"Oh what a tangled web we weave, when
first we practice to deceive!" Sir
Walter Scott. General Description: Amethyst specializes in getting into places
that other Tremere dare not go, and are the infiltrators and spies. Often times
their commitment to House & Clan makes them outcasts amongst their own,
especially if they are ordered to go so far as to infiltrate the Sabbat and
garner the mark of the betrayer for their trouble. Symbols/Iconography: This
House has several 'informal' symbols of independent design, as befitting a
House dedicated to subterfuge to befuddle those outside the House. Within
however, the symbol of the two-faced Roman god Janus is utilized. Major
Chantries:
·
Amethyst is a
decentralized House, with no specific chantry dedicated to just their task.
There are more than an average number of members based in Dallas, TX &
Vienna, Austria.
Suggested Prior Skills:
·
No higher than
Apprentice of the Fourth in rank at time of induction, except for rare
circumstances (more powerful Tremere are more willful and more difficult to
mold and control).
·
Disguise, Subterfuge,
Performance: Acting all at x3 or higher.
·
Path of Blood x5.
·
House Subcoordinator
& Storyteller Approval.
·
Proven ability to
infiltrate previously This has been part
of the IC requirement for a while that PCs in House have used to determine
acceptance/denial.
Immediate Benefits:
·
Access to the equivalent
of Mentor x2 to learn the basic levels of a single out of clan discipline. This
choice must be from the cardinal eight disciplines.
·
Rarity of Faux path
reduced by one level.
·
Rarity of the following
rituals reduced by one level: Iron Mind, Escape to True Friend, Import Object
& Protean Curse.
Immediate Detriments:
·
The first 'cover' the
character gets is the fact that the mage is in House Amethyst. Membership is
kept secret from the rank and file of House and Clan.
·
The PC gains a 'shadow
contact' within House Amethyst to put blocks in the characters head via
Dominate, with a requirement to 'check in' on at least a monthly basis (most
likely with Chain the Psyche, and an OOC binding agreement with chronicle STs
that the PC sends reports to the House Sub‐coordinator).
·
All Rarity 1 paths and
rituals are now Rarity 2 (MUST have permission from superiors to learn).
·
Assignments come from
'on high', and are not self‐selected (although recommendations are taken on a
case‐by‐case basis). Taking an assignment without orders is considered going
rogue, and the character will be hunted appropriately.
6
·
Once they are done with
an assignment, they are Bound to Council (Flaw found in Tremere Clanbook) as
part of debriefing until such time as their loyalty is ensured once more.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for Advancement:
·
Approval by House Subcoordinator
& ST permission.
·
Successful first mission
& debriefing for the House (can be an ongoing mission).
·
Disguise, Subterfuge,
Performance: Acting all at x5.
·
House Subcoord and
Storyteller approval.
·
Second path of magic at
x3, or out of clan discipline learned to x3.
Additional Benefits:
·
Depending on assignment
and mission, an Amethyst member may get a 'green light' to learn new
paths/rituals/disciplines as is necessary to protect their cover in spite of
rarity.
·
Any additional levels of
being 'Bound to Council' from debriefings are taken off (PCs may have to pay
the XP costs however, depending on local House rules).
·
Access to the Sanguinary
Expulsion combination discipline.
·
Tacit permission to pick
up 'unique' disciplines, abilities, etc. from those being spied upon.
·
Mentor x4 provided for
Advanced teachings for the 'in clan' disciplines of their assigned clan, if
that is their mission.
Additional Detriments:
·
PCs pick up 'Mark of the
Betrayer' if the PC successfully infiltrates of the Sabbat and participates in
the Vaulderie. This is a flaw that can not be bought off.
·
Assignments could
include infiltration into other clans in the Camarilla, Anarchs, the Sabbat and
and even other Houses as well. No vampiric sect or subsect is off limits to
their actions.
·
Secrecy even amongst
other Tremere may lead to RP hurdles of being 'known' as a traitor or loose
cannon.
·
Dying on assignment is a
possible outcome.
·
If your cover is blown,
there is no automatic 'free pass' for transgressions against other Sects,
Clans, etc. The Pyramid will protect you based on how useful you are. Typically
though, the pyramid will disavow any actions by this clearly misguided rogue.
If you get caught, you have failed and proved you aren't as useful as the House
thought. You are given what you need to get the job done, but if you are caught
behind enemy lines, House and Clan disavows any knowledge of it. Remember, if
you are useful, Amethyst may find ways to bail you out, but no one brick is as
important as the stability of the pyramid.
·
Even with tacit approval
to pick up 'forbidden' things thanks to various assignments, there is no
guarantee that they'll be approved or acknowledged by those outside of this
House. To the Camarilla at large, Vicissitude is a disease, and the Lasombra
antitribu won't care for any excuse of you having Obtenebration, for example.
Known Members: Isadora
de la Corte
(Head of House). Otherwise, that would be telling... you don't find Amethyst,
they find you.
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History & Additional
Information: It's unsure which House is under more scrutiny from on high,
House Amethyst or House Horned Society. Given the nature of both Houses, there
is no wonder that they are so suspect. When you are House Amethyst, you are
expected to be James Bond & Dr. Strange wrapped up in one convenient
package. Internally, you're taking on a great and terrible responsibility to
get information for the Pyramid in the most dangerous fashion. Externally,
while you are important, you are totally expendable. Never forget this last
part, and part of your indoctrination should be that the first person to make
the call on your expendabilityis yourself. You are expected to survive, but in
the end, your overriding loyalty is to House and Clan.
The origins of this
House are murky even to their own membership, but is likely spawned from the
earliest time of the Clan. Reliable intelligence of the other Clans is likely
what kept House & Clan from being overwhelmed and destroyed in the earliest
nights. Since then, they've had specialists who infiltrate other sects, clans,
and even Houses within the Clan. Given the specialty of this House, and the
secrecy over it's membership, it is likely a former secret society that found
legitimacy due to its cause.
With such far ranging
duties, members are scrutinized heavily before induction, and constant check
ups are the norm for all who claim this House. Only those with a certain
'profile' are brought into the fold. Generally, those who seek out this House
are the ones most likely not allowed to join. This is a House where the masters
seek out prospective members, not the other way around.
Keeping tabs on the
ranks of House Amethyst is very important task to the rest of House and Clan.
There is entirely too much information that could be lost if a member goes
'native'. There are rumors that aside from the masters of the House, the Astors
also have a list of its members, 'just in case', and darker ones than the
Astors ARE the masters of this House.
Core Paths for Amethyst:
Varies by assignment. Books to Read: The Jason Bourne Series by Robert Ludlum
Clear & Present Danger by Tom Clancy Spy: The Inside Story of How the FBI's
Robert Hanssen Betrayed America by David Wise Movies/Shows to watch: Reservoir
Dogs, 1992 The Jason Bourne Series, 2002, 2004, 2007 The Departed, 2006
Breach, 2007
8
Arcanum "The first
step towards knowledge is to know that we are ignorant." ‐‐ Ricard Cecil.
General Description: The truest sages of House and Clan, this House is
dedicated to the discovery and cataloging of Lores & Knowledge both ancient
and modern. Symbols/Iconography: A stylized scroll with a torch (2 universal
symbols of knowledge).
Major Chantries:
·
Savannah, GA (Chantry of
Forbidden Lore & Knowledge).
·
St Louis, MO (Pontifex
Grimes's Chantry)
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Path of Blood x5.
·
Two lores at 2 or
higher, excluding Tremere, Camarilla & Kindred Lores.
·
Academics x3 with a
specialization.
·
Rituals: Expedient
Paperwork and The Scribe.
Immediate Benefits:
·
Access to the equivalent
to a Mentor x2 for learning Lores. This may Include many Lores usually
considered rare or unavailable (pending approval from ST).
·
The Rarity of a single
R3 path will be lowered to R2 from the following list: Biothaumaturgy, The Faux
Path, The Focused Mind, Hands of Destruction, The Path of Corruption, The Path
of Shadow Crafting, The Path of Technomancy or Vines of Dionysus. The choice of
this path is determined by the field of study selected by the player, and is chosen
by the Subcoord in charge of the House.
Immediate Detriments:
·
Research often means
that you are requisitioned to find out Lores for others, and for things that
you have no interest in.
·
As they receive a single
R3 path that drops in rarity to R2, one of their R2 paths becomes R3 (to
represent the focus necessary to study). This path is determined by the House
Subcoord.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open.
Suggestions for Advancement:
·
Approval by House sub‐coordinator
& ST permission.
·
Two additional lores at
x2 or higher, excluding Tremere, Camarilla & Kindred Lores, as well as
lores used to get initial permission to join the House.
·
Academics x5 with a
specialization, History x3 with a specialization.
Additional Benefits:
·
Research into the
highest level of lores available to the PCs (pending local House rules).
9
·
Increased access to R5
rituals or paths (would be considered Rarity 4).
·
Possible assignment of
Ducheski Retainers to assist in research and upkeep of libraries. As these NPCs
are R&U, they are controlled by the office of the Tremere Coordinator.
Additional Detriments:
·
Exposure to the true
secrets of the world can lead to mental instability. Information overload can
lead to derangements. The oldest members of this House are some of the more
mentally unhinged of Tremere.
·
Being able to access R5
paths and rituals means that the Warlock will likely 'owe' the creator of said
path a favor in the form of the equivalent of a 'major' boon to learn them.
Known Members: David
Rhumer, Douma Charoum, Renfield Sinclair, Pontifex Timothy Grimes, Rafael
Vexille, Constance Lambert. History & Additional Information:
Arcanum seems to be a
more 'mundane' House of scholars devoted to cataloging and scribing the
accumulated knowledge of Clan Tremere. They also are researchers who delve into
forgotten tomes and places left unknown for ages long past. Knowledge is indeed
power, and they are sought after by practically every other House when
something comes up that baffles the rest of the Clan, and are called upon most
often by members of other Houses for logistical suppo Historically, this is the
one of the longest standing Houses within Clan Tremere. Its membership never
seems to really wax and wane, staying stable over the march of time. There is
always need and interest into the accumulation of knowledge. Knowledge however,
also has a price, as ignorance is often bliss. Sometimes the Tremere of Arcanum
finds out things that are not meant for minds either kindred or kine to
understand. For this reason, House Arcanum suffers from a higher than normal
incidence of mental instability, often from paranoia of 'truths' found in
ancient and hoary tomes.
Core Paths for Arcanum:
Path of Blood R1 Biothaumaturgy R3* The Faux Path R3* The Focused Mind R3* Hands of
Destruction R3* The Path of Corruption R3* The Path of Shadow Crafting R3* The Path of Technomancy R3* Vines of Dionysus R3*
* House Benefit: One of
the above starred Paths will be made available to the member at a level 2
rarity. All other paths will retain their standard rarity levels. See
"Immediate Benefits" for more details. Books to Read: Planetary by
Warren Ellis Anything relevant to the PC's Area of Study.
Aurum Guild
The matter lies before
the eyes of all; everybody sees it, touches it, loves it, but knows it not. It
is glorious and vile, precious and of small account, and is found everywhere...
But, to be brief, our Matter has as many names as there are things in this
world; that is why the foolish know it not. The Golden Tract
General Description:
Some consider the study of alchemy anachronistic in light of modern science,
however modern science still hasn't come up with a cost effective method of
turning lead into gold... or lead into uranium for that mat
Symbols/Iconography: Any number of symbols for the original elements (Gold
pictured above). Squaring the Circle (a circle, surrounded by a square,
surrounded by a triangle, surrounded by a circle, surrounded by a square). A
Delta (symbol of change).
Major Chantries:
·
Los Alamos, NM
·
Nice, France
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Science‐Chemistry
x3, one other Physical Science at x3.
Immediate Benefits:
·
Rarity of Path of
Alchemy reduced by one level.
·
Rarity of the following ritual reduced by one level:
Major Creation.
Immediate Detriments:
·
Like most research
Houses, membership means that you may be requisitioned to do work you'd
otherwise not wish to do, and put your own research on hold. Expect to have to
buy abilities, influences and magic on order from superiors.
·
Rarity of Path of
Oneiromancy raised by one level.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open.
Suggestions for Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Abilities: Science (Chemistry) x5, one other Physical
Science at x5, third Physical Science at x3.
Additional Benefits:
11
·
Path of Transmutation
drops in rarity by one level.
Additional Detriments:
·
Path of Spirit
Manipulation rises in rarity by one level.
·
Like some other Houses,
you're often considered an anachronism.
Known Members: Lord
Joseph Celethepes, Silas Hewitt, Lucien Gregoire
History & Additional Information:
Another of the oldest
Houses within Clan Tremere, the Aurum Guild saw a slow stagnation as the middle
ages passed into the Renaissance and into more modern nights. Scoffed at in
light of more and more scientific methods of operation, there is now a renewed
interest in this House. This seems due to inspired applications of modern
chemistry with the Path of Alchemy. The splitting of the atom was a watershed
moment that saw an intense new interest in this House. If rumors are to be
believed, there are members of this House working on rituals to reverse the
effects of a nuclear explosion, or even stop such a nuclear reaction in order
to have a sufficient defense in case of nuclear war. Many Tremere may raise an
eyebrow at this notion, but members of the Aurum Guild will simply shrug and go
back to their research when asked. Whereas Alchemy gave way to Chemistry in
science, the two are more or less considered the same philosophy within this
House. With true and real magic, there is no discernible difference between
these disciplines, which other mages of House and Clan are only recently
realizing.
Core Paths for Aurum Guild:
Path of Alchemy R1* Path of Transmutation – R2* * House
Benefit
Books to Read: Real
Alchemy: A Primer of Practical Alchemy by Robert Allen Bartlett Alchemy and
Mysticism: Hermetic Museum by Alexander Roob The Golden Game: Alchemical
Engravings of the Seventeenth Century by Stanislas Klossowski De Rola
Alchemists Handbook:
Manual for Practical Laboratory Alchemy by Frater Albertus
Alchemy and Kabbalah by
Gershom Scholem
The Alchemy Reader: From
Hermes Trismegistus to Isaac Newton by Stanton J. Linden Movies/Shows to Watch:
Harry Potter and the Sorceror's Stone, 2001 Fullmetal Alchemist, 2001
12
Daughters of the Crone
Destiny has two ways of
crushing us... by refusing our wishes and by fulfilling them. Henri Frederic Amiel.
General Description:
Despite the name, this is in fact a co‐ed House (at least to those kindred that
still subscribe to gender roles). The name is more a nod towards the Fates,
Norns or other deific manifestations of birth and death, or fate.
Symbols/Iconography: An
Ouroborous, the Valknut or the Triple Goddess symbol.
Major Chantries:
·
Copenhagen, Denmark
·
Oslo, Norway
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Hearth Wisdom, Science: Biology or Thanatology
(or Anthropology/Forensics) x3. Any one of the following at x3: History: women,
Philosophy, Medicine, Herbalism, or Astrology.
·
Rituals: Jinx, Scry.
Immediate Benefits:
·
Rarity of Hearth Path
reduced by one level.
·
Access to a large
repository of Abilities, including (but not limited to): Anthropology,
Cosmology, Fortune Telling, Knowledge: Greek Mythology, Knowledge: Norse
Mythology, Linguistics: Ancient Greek, Linguistics: Old Norse, Medicine,
Meditation, Science: Biology, Science: Forensics, Thanatology.
·
Rarity of the following
ritual reduced by one level: Widow's Spite.
Immediate Detriments:
·
Rivalry with House High
Saturday over disputes and claims to Spirit Thaumaturgy.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for Advancement:
·
Approval by House
Subcoordinator & ST permission.
13
·
Abilities: Hearth Wisdom, Science: Biology or Thanatology
(or Anthropology: Forensics) x5. Any one of the following at x5, and another at
x3: History: Women, Philosophy, Medicine, Herbalism, or Astrology.
·
Hearth Path at x3 or
higher.
·
The Daughters of the
Crone are a bit unique in their secondary benefits and detriments. A certain
'path' must be chosen, based upon the past, present or future. This choice
determines the further benefits and detriments. No one is sure why these
detriments strike the Daughters, but it is a powerful reminder of the
oftentimes harsh price that a magus pays for power, and it does appear that
tampering with fate is a dangerous prospect indeed.
Past/Maiden Additional Benefits:
·
Lowering of rarity of:
Path of Curses. This has its own specific flaw associated with it, listed
below.
·
The following rituals
drop in rarity by one level: Keening of the Banshee, Mindcrawler.
Additional Detriments:
·
As you sow, so shall you
reap. Practitioners of the past when they gain Path of Curses garner a 2pt.
Curse (chosen by the STs in conjunction with the House Subcoordinator).
Present/Matron
Additional Benefits:
·
Lowering of rarity of:
Path of Father's Vengeance. This has its own specific flaw associated with it,
listed below.
·
The following rituals
drop in rarity by one level: Keening of the Banshee, Mindcrawler.
Additional Detriments:
·
If Father's Vengeance is
chosen, the following flaw is applied: Lunacy.
Future/Crone Additional
Benefits:
·
Lowering of rarity of:
Spirit Thaumaturgy by one level. This has its own specific flaw associated with
it, listed below.
·
The following rituals
drop in rarity: Keening of the Banshee, Mindcrawler.
Additional Detriments:
·
Taking on the aspect of
the Crone causes the magus to literally become a crone. Members gain a two
point curse, making them appear to have been embraced in very advanced years,
appearing to be in their 80s or 90s in age.
Known Members: Francisco
Palestro History & Additional Information:
This is another older
House, whose manners often mirror those of ab Flaidd. It is another that was
spawned by traditions older than most magical theory. Their focus is more on
the birth, life and death
14
of individuals, the
general concept of fate, and how magics affected each of the stages of life.
Ironically, the march of time has not been kind to this House. The modern House
has suffered from competing Houses such as ab Flaidd and High Saturday. Those
of the neo‐pagan movement find more in common with the former, and those more
interested in the study of Necromancy flock to the latter. Additionally, many
male Tremere balk at the prospect of being part of a House that refers to them
in a feminine fashion (however, no such restriction seems to exist for women
joining ab Flaidd, who's name means 'Son of the Wolf'). It has only been in the
last two hundred years that their doors were opened to male members. Due to
this, the Daughters of the Crone may be a House facing extinction. Some of
those who study and research reincarnation have shown a passing interest into
this House, but generally will look to House Virtue instead. However, since
that House tends to focus on a more western bent, and most reincarnative thought
resides now in Eastern religion/philosophy, there might be chance for growth
from the Eastern viewpoint. Despite part of their portfolio being the study of
death, they generally do not seek the capture or permanent enslavement of the
restless dead, which sets them apart from High Saturday. Truth be told, they
find High Saturday in general, and Clan Giovanni (and by extension, most
necromancers) reprehensible. In most cases, they are more interested in making
sure that creatures known as wraiths and specters be set free from their
current state so that they can continue their journey along the great wheel,
and so that they can puzzle out where they may go from there, or if they begin
their lives anew. This of course, is done after their studies with them are finished.
While they do not like the practices of most necromancers, that does not mean
their hands are 'clean'.
There are rumors of an
ancient Chantry of the Daughters that are ensconced in study of a lost path
akin to Temporis, or may have some powerful control over fate. Many are
confused by the overview of the study of 'birth and death magic', and wonder
what constitutes such study. Truth be told, any magic that results in
biological change or spawning of life falls under this form of study. In the manner
of taking on the aspects of 'gods', the Daughters often attempt to use their
magic to alter fate, and study the results thereof.
There are subdivisions
of the House, depending upon the culture from which the philosophy is being
derived. The first is spawned from the ancient Greek traditions and mythos
surrounding the Fates, the second mirrors that of the Scandanavian Norns.
The Moirae/Fates
(Adherents to the Greek paradigm) & The Norns (Those who follow the
Germanic cycle): These two cults of personality only really differ from each
other in this one superficial cultural aspect. They study philosophy and
theology, interacting more with mortals, watching as they pass through the ages
of their lives. They tend towards the Health influence, and find their ways
amongst OB nurses, midwives and even down the hall in nursing homes and
morgues. They also tend towards Universities, amongst colleges of nursing and
feminine studies.
The Fates & Norns
are also often advocates of women's rights, and often have humanitarian
projects of a feminine nature and fight for women's rights in politics. This
makes them tend towards influences in Health, University and Occult which would
be important and maybe even High Society.
Ability wise, they would
look to have high wraith lore, knowing things about the caul, etc. Biology
knowledge would be good as would herbalism. Not just healing herbs that a
midwife might use, but those that might induce visions, as the sages of Greece
might use in a temple setting.
Because they find interest
in these avenues does not mean that they are beneficent in their study. Often,
they will use their magics to test subjects, and see which direction life takes
them. With their
15
own immortality,
studying the lives of their subjects are experiments that can span generations.
The theory of Nature versus Nurture fascinates them greatly, and their tests
and tasks they put mortals through reflect this. In this, members of House
Hypocratius sometimes picks the brains of the Crones to garner further insight into
their own study and experimentation.
They tend to operate in
trios, each taking the role of Maiden, Matron or Crone. Each follows a
furthered specific role, the Maiden looking to creation, the Matron
preservation, and the Crone death.
Core Paths for Daughters of the Crone:
Hearth Path – R1* Path of
Curses (for Maiden members) R2* Path of
the Father's Vengeance (for Matron members) R3* Spirit Thaumaturgy (for Crone members) R3*
* House Benefit
Books to Read: The
Poetic Edda: The Mythological Poems by Henry Adams Bellows (Translator)
Futhark: A Handbook of Rune Magic by Edred Thorsson Classical Mythology by Mark
P. O. Morford and Robert J. Lenardon Eaters of the Dead by Michael Crichton
Movies/Shows to Watch: Clash of the Titans, 1981 The 13th Warrior, 1999
Beowulf, 2007
16
Hashem
"The pure impulse of dynamic creation is
formless; and being formless, the creation it gives rise to can assume any and
every form" ‐‐ traditional Kabbalah text. General Description: House
Hashem are not Orthodox Jews who happen to be Tremere; they are Tremere with an
interest in Kabbalah. Thanks to people like Aleister Crowley, they aren't even
necessarily Jewish. Symbols/Iconography: The Sephirothic Tree.
Major Chantries:
·
Tel Aviv, Israel
·
Ft. Lauderdale, FL
(siege chantry; shared w/ House Praesidium)
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Knowledge:
Kabbalah x3, Linguistics: Aramaic, Linguistics: Hebrew, Meditation x3, Theology
x3.
·
Movement of the Mind x3
(demonstrates control over the mind & ability to concentrate).
Immediate Benefits:
·
Lower Path of Focused
Mind in rarity by one level.
·
Access to a large
repository of Abilities, including (but not limited to): Cosmology, Knowledge:
Jewish History, Knowledge: Kabbalah, Linguistics: Aramaic, Linguistics: Hebrew,
Meditation, Theology
·
Rarity of the following
rituals reduced by one level: Iron Mind
Immediate Detriments:
·
You are prohibited from
feeding or committing acts of violence in a temple/synagogue.
·
Raise in rarity of
Spirit Manipulation by one level.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Abilities: Knowledge:
Kabbalah x5, Meditation x5, Theology x5.
·
Path of Focused Mind x3.
Additional Benefits:
·
Rarity of Mastery of the
Mortal Shell reduced by one level.
·
Access to learning Lore:
Noddist (up to x3).
Additional Detriments:
·
Those of a Jewish bent
within House Virtue often tend to take a dim view of House Hashem.
17
·
Rarity of Path of
Technomancy raised by one level.
·
You cannot bind spirits
or spiritual entities (excludes banes and obvious 'evil' spirits) without their
consent.
Known Members: Ester Lyra. History & Additional
Information: The history of Kabbalah is tied directly to House Hashem. In 1665,
there emerged a figure by the name of Shabbatai Tzvi, whom many people at the
time thought to be the Messiah. He was proclaimed so by a man, Nathan of Gaza.
Tzvi, despite many people believing Nathan's claim, continued to act in ways
contrary to what you would expect a religious savior to act. Each time he went
on a binge, or did something similar, Nathan was forced to come up with a rationalization.
Nathan began to believe that, as a higher being, Tsvi was not subject to the
same rules as the rest of us. He was in a higher plane of reality, and the
mitzvot were different for him.
Eventually, Tzvi led a
huge group of followers to Instanbul, where the Turks told him to convert or
die. How was Nathan to explain that the Messiah was now a Muslim? Simple, the
Messiah had entered into hell to combat the forces of evil where they dwelt. Of
course, these rationalizations eventually rang false even to Nathan, and he
lost focus and fell from history. Nathan, and a few of his disciples, however,
had found something else to believe in. Some time around 1670, they were
embraced, in order to bring their knowledge of Kabbalah into House and Clan. These
are people who were known for rationalizing just about anything to get what
they wanted. They learned the mythology of vampires, and come up with a
completely new philosophy, one that sees their place in the world as preparing
for Gehenna (although that specific notion is kept under wraps in light of
politics). House and Clan gave them new focus, and became more important to
their philosophy than the Judaic side, though that still remains important. At
the turn of the 20th century, a group of Crowley disciples with an interest in
Kabbalah were embraced. Though many of their beliefs are quite different, they
joined the House as well, giving a group in the House who wants to use Kabbalah
as a focus for their magic, without being quite so fanatic. Many of their
contemporaries, however, found a comfortable place within House Trismegistus.
With the tension between the two Houses already at a palpable level, many
Tremere are waiting to see if the addition of Thelemics to House Hashem will
ultimately cool the fires...or further fan the flames.
Core Paths for Hashem:
Focused Mind R2* Mastery of the Mortal Shell R2*
* House Benefit
Books to read: The
Essential Kabbalah by Daniel Matt Major Trends in Jewish Mysticism by Gershom
Scholem Promethea by Alan Moore
18
Hephaestus
"The rich get
richer." Anonymous
General Description:
Inspired both by the ancient demigod of the forge, as well as modern masters of
industry such as Andrew Carnegie, House Hephaestus focuses upon arenas of
industry and commerce. They handle issues of mortal influence and monies.
Hephaestus readily raises capital for the Clan and helps ease the Clan and its
members through the modern nights mazes of bureaucracy, capitalism and
multinational organizations. They stand at the top of their game, and have
watched the world open markets, close them and open them again from the top
floors of modern skyscrapers and the merchant banks of the Middle ages.
Symbols/Iconography: A
trio of Cogs. A gold ring with a horseshoe and three diamonds in it, at the bottom
of each side and the top of shoe, worn by members.
Major Chantries:
·
Bridgeport, CT
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Backgrounds: Resources
x3, three influences at x3.
·
Rituals: Bureaucratic Condemnation
and Expedient paperwork.
Immediate Benefits:
·
Access to the equivalent
of Mentor x2 to 'borrow' influence from the House.
·
Drop in rarity of Path
of Corruption by one level.
·
Drop in rarity of
rituals by one level: Deny the Intruder, Dominion & Dominoe of Life. These
cover for those pesky meetings with mortals to manage those backgrounds.
Immediate Detriments:
·
Permanent loss of
resources (cash and funds) and influences paid to the House for entrance.
·
Occasional growth of
influences at the behest of House and Clan rather than for personal gain.
·
Perceived as
money‐grubbing elitists.
·
Rivalry with Validus
over political control.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Backgrounds: Resources
x5, three influences at x5, three additional influences at x3.
Additional Benefits:
·
Funds may be invested
with elder members, resulting in an increase permanent resources (pending
Subcoord/ST approval) over time.
·
Access to the equivalent
of Mentor x3 to 'borrow' influence from the House.
·
Permanent relocation of
Clan influences (pending Subcoord/ST approval).
19
·
Rarity of Path of Better
Self reduced by one level.
·
Rarity of Path of
Technomancy reduced by one level.
Additional Detriments:
·
Further loss of
resources and influences ‐ as the clan needs additional resources in various
areas, you can be called on by House superiors to extend your money and
influences. Some ventures are riskier than others.
·
Members must maintain
their Humanity in order to keep up appearances with their mortal contacts
(minimum of 3).
Known Members: John
Diamond (Master of the House), Desmond Valentine (Rotating 2nd in Command),
C.L.U. Vasa (Rotating 2nd in Command), Lord Corvax. History & Additional
Information:
Initially, joining this
House seems like trying to get into the most exclusive Country Club in the
world. It's seemingly run by the 'Old Boys Network' and they want their due to
run in their ranks. You have to pay and pay some more to be accepted into this
club. And like most 'Old Boys Network', bribery is an accepted form of
currency. Hephaestus members have lead investments deals for centuries, from
the Italian Renaissance merchants and explorers to the East India Trading
Company through modern corporations who fill Wall Street, the NASDAQ, the
European markets and the emerging Asian powers. With this comes an air of
superiority that seems reminiscent of the fat cat bankers of the 1920s.
Hephaestus members have
been extending their reach beyond businesses and into the realm of politics and
governance. The modern world markets are becoming further intertwined, then
separated, then twisted again with government. Hephaestus has recognized this
trend and started to reach beyond Wall Street and into governing bodies, both
mortal and Kindred, typically the domain of House Validus. John Diamond
exemplified this maneuver with the acquisition of the chain of command over the
Tremere Justicar, taking it from Peter Dorfman.
As a member, you will
need to be ready to invest outside your comfort zone and accept potential and
realized losses as part of the game. Your investments can be sent anywhere they
are needed at any time. Part of the game is the reward from this moves. By
spending something right now, your return on investment could be more than
simply dollars and influence.
Core Paths for Hephaestus:
Path of Corruption ‐ R2*
Path of the Better Self ‐ R4* Path of Technomancy ‐ R2*
* House Benefit
Books to Read:
The Alchemy of Finance
by George Soros and Paul A. Volcker The World Is Curved: Hidden Dangers to the
Global Economy by David M. Smick The Rise of the Fourth Reich: The Secret
Societies That Threaten to Take Over America by Jim Marrs A Guide to the
Project Management Body of Knowledge, Third Edition by Project Management
Institute
20
High Saturday
I entered into their
ceremonies. I pretended I was possessed by their gods.... The drums, the
chanting, the lights. I heard a voice speaking in the sudden silence. My voice.
I was speaking to the houngan. I was possessed. Curtis Siodmak
General Description:
This House is specialized in the study and practice of Shamanism, Elementalism,
Voudon, Houdon, Santeria, Western Necromancy and Spirit bound Thaumaturgy. It
is known to have members of clan Giovanni among its ranks, and it strives to
find new ways to apply Thaumaturgy through the use of spirit fetishes, the
blending of different paradigms, and some of the more naturalistic religions.
It is not uncommon to see an Irish Catholic Magus, working closely with a Magus
embraced of the Iroqouis on a project to define the different realms of the
Umbra, or to find Magi of the Tremere practicing Voudon or Santeria.
Symbols/Iconography: A
voodoo veve.
Major Chantries:
·
Shreveport, LA
·
Havana, Cuba
·
Dallas, Texas (West)
Suggested Prior Skills:
·
Approval from a Lord or
Higher, as well as the masters of this House.
·
Abilities: Theology x 3 (preferred Specialization in Voudon,
Houdon, Santeria, but not necessarily required), Wraith Lore x 3, Spirit Lore x
3. While not required other Lores such as Umbra, Hermetic, Shadowlands,
Necromancy, and Thaumaturgy are also good to have.
·
Members of this House
are asked to take on greater responsibilities and prove themselves to be more
mature Magi, therefore this House does not accept applications from any below
Apprentice of the Fifth Circle.
·
Can be from outside the
Clan Requires Coord/Subcoord, ST
approval and IC approval of House Leaders.
·
Paths: Spirit
Manipulation or Elemental Mastery at Advanced.
·
Rituals: Ward vs
Spirits, Umbra Walk, and Learning the Mind Enslumbered.
Immediate Benefits:
·
Rarity of Curses reduced
by one level.
·
Rarity of the following
Rituals reduced by one level: Summon the Guardian Spirit, Haunted House, Summon
the Mischievous Spirit.
·
Access to a large
repository of Abilities, including (but not limited to): Lore: Hermetic, Lore:
Lupine, Lore: Necromancy, Lore: Shadowlands/Underworld, Lore: Spectre, Lore:
Umbra, Lore: Voudun, Lore: Wraith, Meditation, Thanatology
·
There are members of
Clan Giovanni in this House. They are a great resource.
·
Aid in creating new
rituals and paths, as well as the ability to work with Giovanni to find new
ways to apply thaumaturgy.
·
Instruction on how to
peacefully bind a spirit companion to yourself in the old Hermetic Way.
Ability: Spirit Accord.
21
Immediate Detriments:
·
Practicing 'spirit
mining' is a very easy way to gain the Spirit Notoriety flaw. A Magus who does
not follow his instructions in hermetic binding, or take care when creating
fetishes will find their future work difficult indeed.
·
There are members of
Clan Giovanni in this House. Be careful of what you say about House and Clan in
their presence.
·
Rarity for Faux Path and
Path of Conjuring raised by one level.
Should the member show
competence in the House, and increases both in skill and in rank additional
opportunities will open. Suggestions for
Advancement:
·
Approval from the
masters of this House (House Subcoord NPCs).
·
Abilities: Any two of
the following Lores at x3: Umbra, Hermetic, Shadowlands, Necromancy, and
Thaumaturgy.
·
Paths: Curses x 5
·
Rituals: Summon the
Guardian Spirit, Haunted House, Summon the Mischievous Spirit
Additional Benefits:
·
Rarity of Spirit
Thaumaturgy reduced by one level.
·
Rarity of the following
rituals reduced by one level: The Haunting, Spirit of Torment.
Additional Detriments:
·
Trafficking with the
Restless Dead can gain their ire if a Magus does not watch his step. None too
few have found themselves with the 'Haunted' flaw or worse an Enemy among the
truly damned.
·
Rarity of Way of
Levinbolt raised by one level.
Known Members: Lord
Erica Alton (Head of House), Lord Zachary Lewis (Second in Command), Lord
Blythe, Regent Magdalene Benoit, Regent Vincent King, Regent DJ, Regent Brendan
Laughlin, Apprentice Randall Scott, Johnathan Giovanni.
History & Additional
Information: Necromancy is a magic that has been a blind spot for Clan Tremere
for some time. As it is a form of blood magic however, it has been a point of
study. Similarly, Clan Giovanni has been interested in the differences between
their magics, and the hermetic rote magic. In time, researchers from these two
'new' clans came together to work and get perspective on their studies. From
this, House High Saturday was born.
Over the last hundred
years or so the House has also begun taking in members that practice in
Shamanism and Elementalism in the absence of any other House being equipped to
do so. Many breakthroughs in these magics have come of studying Native American
and African tribal religions, studying closely with kindred and religions of
the Caribbean such as Santeria, Voudon and Houdon, and even learning from
studying the Lupines from afar. With Clan Tremere's deeply rooted hermetic ties
supplemented with these new found methods of wielding binding magics, the House
has brought themselves to the forefront in bartering with other Magi looking
for trinkets and other items
22
to aid them in the
nightly duties as well as in the halls of the Camarilla in dealing with
bothersome wraiths and spirits.
From these techniques
and from studying side by side with accomplished Necromancers, both Western and
Shamanistic, the path of Spirit Thaumaturgy was born (or so they claim). This
path is thought to be exclusive to High Saturday as it is the culmination of
years of research fulfilled, it finally allows a Magus to reach across the
shroud into the Shadowlands and take the fruits of their labor.
Core Paths for High Saturday:
Path of Curses R2* Spirit Thaumaturgy R3* *House Benefit
Books to Read: Conjuring
Spirits: Texts and Traditions of Late Medieval Ritual Magic by Claire Fanger
Secrets of Voodoo by Milo Rigaud Divine Messages of the Loas by Gro Mambo
Angélá Noványón Idizol Movies/Shows to watch: The Believers, 1987 Angel Heart,
1987 The Serpent & the Rainbow, 1988
The Unexplained: Voodoo
Rituals, 1998
23
Horned Society
You sharpen the human
appetite to the point where it can split atoms with its desire; you build egos
the size of cathedrals; fiberoptically connect the world to every eager
impulse; grease even the dullest dreams with these dollar green, gold plated
fantasies, until every human becomes an aspiring emperor, becomes his own
God... and where can you go from there?
John Milton, The Devil's
Advocate
General Description: Those that stand the line between the mortal
world and the demonic. They broker the deals that bolster House & Clan (and
themselves). Demon hunters/killers need not apply. They work with or control
demons, and seek to undermine non‐Tremere diabolists. They only send demons
back to hell as a last resort, and with careful trepidation, lest that demon
come back in the future with an army.
Symbols/Iconography: The
alchemical symbol for Sulfur.
Major Chantries:
·
Las Vegas, NV
·
Baton Rogue, LA
Suggested Prior Skills:
·
Approval by House
Masters, House Subcoord & ST permission.
·
Abilities of Enigmas x
2, Demonology x 2, Infernal Lore x 2, Demon Lore x 2.
·
Proof of successful non aggressive
congress with a demon supervised by an agent of Horned Society in good
standing.
·
Rituals: Ward vs Demons,
Soul of the Homunculi, Power of the Pyramid.
Immediate Benefits:
·
You have Justicarial
approval to work with, study and deal with the Infernal. "Addendum to the
Infernalism vote as petitioned by Prince Meredith Sturbridge, Clan Tremere:
Members of Clan Tremere will be allowed to continue their research and
investigations under the individual approval of the Tremere Justicar."
·
Rarity of Hands of
Destruction reduced by one level.
·
Access to further
education in lores pertaining to the infernal, and the denizens of hell.
·
Instruction in Rituals
to summon, bind, banish, contain, and control Demons.
Immediate Detriments:
·
You deal with Infernal
creatures. Your aura will eventually betray this.
·
A rivalry &
animosity with House Virtue exists.
·
Infamy as a diabolist
amongst the Tremere.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for Advancement:
·
Demonstrate ability to
exploit infernal workings for benefit of House and Clan without becoming
liability.
·
Approval of House
Masters, House Subcoord, and Storyteller approval.
24
·
For Servitor: Enigmas x 3, Demonology x 3, Infernal Lore x 3,
Demon Lore x 3, participation in three successful summonings.
·
For Fiend: Enigmas x 4, Demonology x 4, Infernal Lore x4,
Demon Lore x3, demonstration to satisfaction of local Prince.
·
For Prince: Enigmas x 5, Demonology x 5, Infernal Lore x 4,
Demon Lore x 4, sufficient experience as deemed by Dukes.
·
For Duke and Archduke: NPC only.
Additional Benefits:
·
Potential rank in Hell
as you learn more about controlling its denizens.
·
As you learn to bind
Demons to your will you may gain access to Dark Thaumaturgy, and Dark
Thaumaturgy Rituals, pending ST and House Subcoord approval.
·
Potential to learn
banishment and containment rituals that do not require you to be infernal.
Additional Detriments:
·
Potential rank in Hell
as you spiral down the ladder of morality.
·
With this power comes
temptation, and losing one's soul to the demonic makes you a rogue.
·
Possibility of being
known within the Camarilla as a Diabolist.
·
Due to the above,
intense pressure from House and Clan to never take Camarilla position, or any
political position that puts you in the spotlight.
·
Your final fate will be
in the pits of hell.
Known Members: Lord Alexander Kull (head of the House),
Donatelli Ignacio DiAngelo (ex member, now rogue and hunted by the House),
Regent Adrian Fleschet, Kristof Marcek, Apprentice Elias Beacher, Hugo Valentine,
Matilda Mulligan (ex member, hunted and destroyed by the House), Adrienne
Stratton.
History & Additional Information:
Members of the Horned
Society quickly learn that sometimes, the Void doesn't just stare back: It
talks back. For the sake of House and Clan, they pursue "forbidden"
knowledge while walking a razors edge between eternal damnation and Camarilla
scrutiny. Occultists, demonologists and lore masters, they traffic with demons
and the infernal, gaining knowledge and power to advance the interests of the
Clan (and themselves, of course). As experts in the infernal, they are often
called upon to advise and deal with such things. While not all the members of
the Horned Society are infernalists, there are a considerable number who are.
Such Tremere have to be extra smart, and extra careful: Not only will the
Demonic Legions be looking to pull such arrogant sorcerers down to Hell, the
Camarilla at large condemns such dealings. These members of the Horned Society
are infernalists, but they are not thralls. Tremere only recognize one master,
and that is the Pyramid. Infernal members of the Horned Society are usually
diabolists. They bind and barter with Demons for their power, but never do they
sell their souls or make life pacts. Tremere that sell their souls are
considered to be in breach of the Oath of the Tremere, and will be hunted as
rogues.
25
The Horned Society
rivals House Amethyst as the most closely watched of the Tremere Houses. There
is much to tempt an inexperienced, power hungry young Tremere into doing
something ill‐advised. As such, initiation into the deeper mysteries is a
process marked by constant tests and intense scrutiny. The upper echelons of
the House are amongst the most twisted, devious, powerful, loyal and tested
members of the Clan. Not all Tremere are so trusting of them however, and a
fringe group within the Society is whispered about. Calling themselves the
Inquisitors, they were supposedly formed by unknown members of House Virtue in
an attempt to keep an eye on their demonic brethren; sometimes going so far as
culling the herd before a problem can start. For this reason, and a general
paranoia amidst Society members that ordinary Demonologists aren't treated as
full members and can no further than the ranking of Fiend within the House.
Inner Workings
House Horned Society has
a loose hierarchy, and advancement can be a dangerously profitable proposition.
The highest authority within the House in North America is the Arch-Duke, who
is currently Lord Alexander Kull. The Archduke is served by three Dukes, each
of whom has a special area of responsibility. Below the Dukes are the Princes,
many of whom directly administer the territories where they reside. Under the
Princes are the rank and file, the Fiends, below them the Servitors, and
finally Thralls who are the initiates. These ranks are indicative of the
bearers place within the House, and do not supersede their chain of command
within the Clan. It is unusual, but not impossible, for an Apprentice to
outplace a Regent within the House. This has happened, and said Regent becomes
a target of scorn within the House for displaying such weakness. When a person
enters the Horned Society they enter as a Thrall, unready to be one who shares
in the power of the infernal. A period tutalage to a Servitor is required. In
order to be considered worthy of full membership she must increase her
abilities as noted above and participate in three successful demon summonings.
These summonings need not have ended in any deals taking place, but must
fullfill the purpose of the summoning. If the demon was summoned to make a
deal, killing it would not count as a success, but would have if that were the
intent. Servitors are treated only marginally better than the Thralls, often
assigned what the newer argot would refer to as bitch work, but that marginal
degree of power is still power. When a person in this ranking demonstrates that
they are well trained enough their local Prince may give them the title of
Fiend. A Fiend may rise up to the level of Prince if they display a suitable amount
of cunning mixed with a keen mind for making the slippery deals necessary in
their line of work. After fulfilling the requirements above, a Duke may choose
elevate a Fiend to the level of Prince, giving them access to further powers of
the inferno. Often, but not always, this position comes with administrative
duties as well. There are three regional Princes over North America, these
Princes are responsible for the day to day training of Thralls, Servitors, and
Fiends. The other Princes are responsible for various tasks handed down from
the Archduke, and Dukes. A Duke is selected by an Archduke from the most
powerful and competent Princes available to administrate not only large
regions, but also participate in dangerous summonings of near unimaginable
power. Each Archduke typically has either three or five dukes depending on the
size of
26
their area. An Archduke
is selected by the other Archdukes, or at least, this is what the public story.
Rumor has it that there is a first among equals within this echelon. This Lord
of the Inferno does not advertise its self and none of the other Archdukes are
sharing their secrets either. One popular myth amongst the Horned Society's
more gossiping members is that their leader is chosen at a secret convention by
the council of Archdukes. There, in proper sacrilege, a puff of black smoke is
sent off into the sky when the final decision has been made.
In order to police a
House of Tremere that walk such a fine line, the Archduke employs a small group
as a secret police known as The Shades. Their number and identities are
unknown, but they have eyes and ears everywhere. They watch for members who act
unwisely, and it is not uncommon for a Housemate to suddenly vanish, leaving
behind nothing but sanitized rooms and empty libraries. In House Horned
Society, there are no second chances. As the House's insurance against rogue
members, the Shades are answerable to the Archdukes alone.
How to Get Ahead and How
to Get Dead:
A guide to Diabolism,
and not selling your soul.
As previously stated
actually investing in a demon, by any means, is not only frowned upon, but
technically illegal. Once done, a Tremere's loyalty to House and Clan is deeply
divided, and exceedingly suspect. As such, members of the Horned Society use
rituals exclusive to their house. These rituals allow them to Summon, Bind,
Contain, and even steal the very essence of the power of hell itself. This is
far more dangerous then simply summoning a Demon and bartering with it, for
this method not only causes most kindred to distrust you and even seek your
death, but also you make an enemy for the rest of your unlife with a demon, and
demons play for keeps. Limits to Madness
Rank has its privilege.
The Horned Society limits its own dealings with the inferno for its own good
and to prevent being declared a reckless House and bane to Clan Tremere. Not
only are their summonings regulated, but their investments and dealings in Dark
Thaumaturgy as well. A Thrall may only summon Demons of a class one category,
and they are only allowed to do so under proper supervision. They are not
allowed to summon any demons without direct supervision, nor are they allowed
to possess Dark Thaumaturgy.
Servitors are permitted
to summon category two demons with the supervision of a Prince or higher rank
within the House. They are permitted to request permission to use Stealing the
Essence of Hell to force a bound demon to teach them the Path of Phobos.
Fiends, finally being
considered to resemble something of an autonomous Kindred, are allowed to
summon up to Category three demons without supervision. They are permitted to
request permission to gain access to the following Dark Thaumaturgy Paths
through use of Stealing the Essence of Hell: Path of Pestilence, Path of the
Defiler, and Path of Pleasure.
27
Princes, having risen
through the ranks of cruelty and cunning, are afforded great leeway in their
efforts to search through the Infernal. They are allowed to summon demons of
rank four and below. They may request permission to use Stealing the Essence of
Hell to learn the Dark Thaumaturgy Paths: Path of the Unspoken, and Taking of
the Spirit. Dukes and above may summon whoever it is that they wish at their
own peril. Generally, it is assumed that by this point a Tremere has become
well acquainted with his or her own weaknesses. Of course, there are always
those who do not. Rituals of Containment, Banishment and Empowerment
All rituals listed below
are classified as 4 ‐ Very Rare per the OWbN Guide to Blood Magic October, 2006
V3.0. These require Tremere Coordinator permission to learn. Containment Ritual
(Intermediate Ritual)
Name: Bind the Host
Function: Usually used
in conjunction with a Summoning or Banishing ritual, Bind the Host contains a
Demon within a space 10 ft
in diameter. The Demon can move into the space but not out of it, and the
containment effects last for up to one hour. Mechanic: The caster must mix
together one pound each of sulfur, brimstone, and the blood of an innocent
(Humanity 4 or better). The Magus then uses the mixture to outline a perfect
circle a 10ft in diameter and sits in its center, chanting the ritual which
must include the Demon's true name. The ritual takes one hour to cast. Upon
completion the circle of dust is expended and dissipates, thus leaving the
circle undetectable to the naked eye and making the circle unbreakable by
casual physical contact. Once cast, it will remain in waiting only until the
next sunrise. Once the target has entered the circle, the Magus must pass a
contested willpower challenge against the Demon. This ritual can be augmented
with the ritual Power of the Pyramid, increasing the willpower available for
use. This ritual is only usable on the specific Demon for which it is cast, and
will not activate should any other body enter the circle. Note that it is also
ineffective against any other creature type, including infernalists. The
exception to this would be any that have "ascended" into Demons.
Banishment Ritual (Advanced Ritual) Name: Return the Host Function: This ritual
is used to Banish a Demon that has been trapped within the effects of Bind the
Host. Mechanic: Using the true name of the Demon, the Magus recites the words
of this ritual while making a contested willpower challenge against the target
Demon's permanent willpower. Failure means that the Magus loses two temporary
Willpower traits, and the Demon becomes enraged and may make an attempt to
break free of the binding circle with a contested willpower challenge against
the caster. Success means that the demon is banished one month for each
temporary willpower spent. This period may be increased by spending permanent
willpower instead, banishing the Demon or a period of one year per permanent
willpower spent. As with Bind the Host, this ritual can be augmented with the
ritual Power of the Pyramid, not only for the contested willpower challenge,
but also for the
28
purposes of spending
willpower to determine the period of banishment.
Empowerment Ritual
(Advanced Ritual) Name: Take the Essence of Hell
Function: Created by
members of the Horned Society, this ritual is used to draw power from a demon
without the necessity of entering into contracts that may compromise the magus.
Imbued with the taint of Hell, the caster is able to then learn the secrets of
Dark Thaumaturgy. A Demon will normally resist this transfer, though deals have
been known to be made...and at prices better left unspoken Mechanic: After
binding a demon to his will, the caster enters in to an extended willpower
challenge against the demon. Success allows the Magus to 'steal' away the
Demon's essence in the form of willpower at a rate of one per success. A
failure results in a willpower being returned to the demon. The magus must
drain a total amount of willpower equal to the power he wishes to learn, which
may be more or less then what the demon the Magus summons possesses. A Magus
may choose to summon a series of lesser demons to gather the power, or attempt
to gain it all from a single subject. However, the Magus tempts fate either
way....lesser demons are servants of greater powers, whom may object to their
tools being turned into powerless husks. The more powerful entities may limit
this exposure, but are themselves more dangerous. References to this and other
related topics may be found in the Sabbat guide and infernal packet.
Power Learned
'Essence' Required Per
Level
Path of Phobos
Basic Path of Phobos
2
Intermediate Path of
Phobos
4
Advanced Path of Phobos
6 (Must be from Rank 2
or better)
Chains of Pleasure
Basic Chains of Pleasure
4
Intermediate Chains of
Pleasure
7 (Must be from Rank 2
or better)
Advanced Chains of
Pleasure
10 (Must be from Rank 3
or better)
Path of Pain
Basic Path of Pain
4
Intermediate Path of
Pain
7 (Must be from Rank 2
or better)
Advanced Path of Pain
10 (Must be from Rank 3
or better)
Path of Pestilence
Basic Path of Pestilence
4
Intermediate Path of
Pestilence
7 (Must be from Rank 2
or better)
Advanced Path of
Pestilence
10 (Must be from Rank 3
or better)
Taking the Spirit
Basic Taking the Spirit
6 (Must be from Rank 2
or better)
Intermediate Taking the
Spirit
12 (Must be from Rank 3
or better)
Advanced Taking the
Spirit
20 (Must be from Rank 4
or better)
Path of Forbidden
Knowledge
Basic Forbidden
Knowledge
6 (Must be from Rank 2
or better)
Intermediate Forbidden
Knowledge
12 (Must be from Rank 3
or better)
Advanced Forbidden
Knowledge
20 (Must be from Rank 4
or better)
29
Dark Thaumaturgy The
following rituals are Dark Thaumaturgy rituals and therefore require you to
have enough Dark Thaumaturgy to learn the ritual. Also, since you need Dark
Thaumaturgy, their use will alter your aura with an infernal taint. Enslavement
Ritual (Advanced Ritual) Name: Chaining the Beast of Hell Function: This ritual
enslaves a lesser Demon such as an Imp or Fiend into servitude for a year and a
day. Mechanic: The magus must engage a class one demon in a contested willpower
challenge. If successful the Demon is bound to the caster a month for each
temporary willpower spent (up to 12). Or, they may chose to make a single
challenge at the cost of a permanent willpower spent. Failure means the loss of
a two permanent mental traits. This ritual may only be used once per year and a
day, as such if it is cast and failed it cannot be attempted again for a year.
During this time, the Magus may only ever have one Demon in his service through
use of this ritual. There are other levels of this ritual, but they are elder
level and above. Genre Packets Reference: The Infernal Packet (Read it!)
Books to Read: Paradise
Lost and Paradise Gained by John Milton The Divine Comedy by Dante Alighieri
Faust by Johann Wolfgang von Goethe Hellblazer by DC Comics (Garth Ennis or
Warren Ellis writing) Movies/Shows to Watch: The Prophecy, 1995 The Ninth Gate,
1999 Devil's Advocate, 1997 Constantine, 2005
30
Hypocratius
"If I keep this oath faithfully, may I
enjoy my life and practice my art, respected by all men and in all times; but
if I swerve from it or violate it, may the reverse be my lot." ‐‐ from the
Hippocratic Oath.
General Description:
This House is made up mostly of those with interest of every stripe of medicine
focusing on biological and medical research and pushing the boundaries of what
the body can do. Some confuse this House with only doctors and the like, but is
also made up of what would be considered 'mad scientists' as well as
eugenicists, and other biologists that may be considered 'pseudoscience' to
most kine scientists. Symbols/Iconography: The caduceus.
Major Chantries:
·
Topeka, KS
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Science x3, Medicine x3;
Academics (Biology) x3 or Academics (Psychology) x 3.
·
Rituals: Engaging the
Vessel of Transference, Illusion of Peaceful Death, Sanguineous Phial, &
Soul of the Homunculi.
Immediate Benefits:
·
Biothaumaturgy rarity
drops by one level.
·
The following rituals
drop in rarity by one level: Blood Allergy & Flatline.
Immediate Detriments:
·
From time to time, you
will be given research projects to work on that supersede your personal
projects. These projects may require you to research new areas the House would
expect you learn to further its goals, and purchase abilities, rituals and
paths you might not otherwise wish to buy.
·
Nicknamed
"Frankensteins". Other Tremere sometimes have a general distaste for
them, similar to the old upper class looking at torturers, tanners, morticians
and even doctors through much of history.
·
Raising of the rarity of
the following ritual by one level: Path of Transmutation.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Science x5 with a
specialization, Medicine x5 with a specialization; Academics (Biology) x5 or
Academics (Psychology) x 5.
·
Second Path of magic x3.
31
Additional Benefits:
·
Rarity of Mastery of the
Mortal Shell reduced by one level.
·
Access to the
combination discipline: Name the Fallen.
·
Access to members of the
Ducheski family as retainers. As these NPCs are R&U, they are controlled by
the office of the Tremere Coordinator.
·
Rarity of the following
rituals reduced by one level: Blood Allergy, Dominoe of Life, Preserve Blood
& Recure of the Homeland.
Additional Detriments:
·
Dealing with biology,
especially over the possibility of centuries, and without laws and morals,
tends to erode Humanity, Conscience and the mind.
·
As with the above,
members may garner flaws/derangement's such as desensitization.
·
Saddled with the care
and upkeep of the Ducheski family. As these NPCs are R&U, they are
controlled by the office of the Tremere Coordinator.
Known Members: Dr. Max
Sanlin, Lady Fay. History & Additional Information: House Hypocratius was
founded on the theory of magic that alters the human form in any way. Starting
during the Renaissance and when biology was first being better understood via
science, the House itself ebbs and flows with kine biological understanding.
During the Victorian Age, there was another rush to join this House. Once more
during the '80s, there was an influx of members, as new drugs and blood born
diseases sprang up. More than many Tremere are willing to believe, this is a
very important House. Knowledge of the spread of disease affects Kindred more
than most Camarilla are willing to admit, as things like plague are far less
glamorous than, say, war. Arguably, nothing else affects Kindred more than
disease however. Members of House Hypocratius know this and are prideful in
this knowledge. Sometimes, they are treated as mad scientists, and rightfully so.
Characters such as Mary Shelley's Dr. Victor Frankenstein are as much an
inspiration to this House as Dr. Jonas Salk. Items of science fiction are not
so far‐fetched when magic is involved. There are also 'dead' areas of research
by this House that humanity has abandoned for either cases of 'political
correctness' (such as Eugenics) or dead ends that science can go no further in
study. One particular task in which this House is entrusted is the upkeep and
maintenance of the Ducheski line of revenant ghouls. The Tremere have yet to
crack the thaumaturgical code that can make new revenants, but do know that
simple selective breeding can produce a superior model and keep the line
intact. Some of their testing upon this family is not quite so 'benevolent', as
those that are considered 'runts' or genetically inferior often become lab rats
for magics that are being tested to use against other revenant lines,
specifically those who are the thralls of the Tzimisce.
32
Core Paths for Hypocratius: Biothaumaturgy R2* Mastery of the Mortal Shell R2*
* House Benefit
Books to Read:
Frankenstein by Mary Shelley Dr. Jekyll & Mr. Hyde by Robert Louis
Stevenson From Hell by Alan Moore Movies/Shows to watch: The Abominable Dr.
Phibes, 1971 Reanimator, 1985
33
Massimo (NPC)
“They that live in a
trading street are not disturbed at the passage of carts” Richard Steele, Sr.
General Description:
This highly specialized House is located in Northern Italy. These mages are a
trading and clearing House of rituals. When House High Saturday and House
Horned Society wish to make a contract of sorts on the development of a ritual,
House Massimo is called in as the middle men and legal types to figure out an
agreement that will accommodate both parties. Symbols/Iconography: A Roman era coin
depicting a sinister Caesar.
Major Chantries:
·
Milan, Italy
History & Additional Information:
The mortal Massimo
family is one of the oldest royal families in all of Europe. Supposedly
descended from Roman Senators, they are related by blood or marriage to
practically every European royal family all across the continent. Even two
Popes have been sired by this line.
With such prestige, it
was no surprise that when one of their lesser numbers was embraced into House
and Clan, despite the often socialist structure thereof, there would be one who
would rise to the top, and forge out a place for their family name even amongst
the Warlocks. Working as a clearing House between other Houses, chantries and
domains, House Massimo works to ensure that all parties are satisfied in trade
of information and rituals.
As this is an NPC House,
we've forgone the descriptions of how to join or what benefits to membership
there are. This is an example of a highly specialized House of magi, and what
can be done by players to create their own Houses.
34
Praesidium
“The nation which
forgets its defenders will be itself forgotten" ‐ Calvin Coolidge.
General Description:
House Praesidium ebbs and flows between the defense and the strength needed to
protect the Clan. Some years, it has been known for its brutal strength in
defending the Clan in a fight, and in others for its key resources and ability
in protecting members, resources and locations. Wards and Measures may make the
structures, but Preasidium defends all within it, supported by it and the
structures.
Loosely structured, but
closely knit, the members of Praesidium unite to present the strong front of
the Clan to its enemies through force, tactics and defense. They move to the
forefront as needed without being told to do so, such is their devotion to
protecting the Clan from its enemies. Whether it's protecting the entire clan
form an onslaught of Sabbat raiders or protecting a single Clan member from
dangerous situations, Preasidium is the Clan's defender.
Symbols/Iconography: Any
stylized shield crossed by a weapon.
Major Chantries:
·
Gainesville, FL (in an
Anarch Barony, forward Chantry)
·
Edmonton, Alberta,
Canada ‐ Pontifex Bahari's Chantry
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Melee x3,
Dodge x3 & Knowledge: Military Tactics x3.
·
Path of Blood x5.
Immediate Benefits:
·
Hands of Destruction
reduced in rarity by one level.
·
Mentor x3 made available
for teaching of Fortitude.
·
Rituals: Iron Body,
Steps of the Terrified & Stone of the True Form reduce in rarity by one.
Immediate Detriments:
·
House Praesidium has
earned an unfortunate reputation as a House devoted to combat and destruction.
The members of this House often do not care one way or the other, as they have
jobs to do, but it's something that often precedes them when they enter into a
Chantry or new Domain.
·
Referred to often
(although seldom to their faces) as 'bully boys'.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Masters, House Subcoordinator & ST permission.
·
Abilities: Melee x5,
Dodge x5 & Tactics x5.
·
Second Path of Magic at
x3.
35
Additional Benefits:
·
Path of Mars reduced in
rarity by one level.
·
Mentor x 4 made
available to teach Fortitude.
·
Lowering of rarity of
the following rituals by one level: Illuminate the Trail of the Prey, Invisible
Chains of Binding, Lion Heart & Fire in the Blood.
·
Close knit ties to other
members of the House means backup when dealing with a rather pretentious
Apprentice or Regent.
·
When in the planning of
chantry defense, may be given emergency powers to command Gargoyles and other
defenses.
·
Sharing of resources
with other members of the House. Members of Praesidium may call upon a free
point of allies to assist with affairs pertaining to their House.
Additional Detriments:
·
Being the 'Bully Boys'
comes not only with trite mockery, but also with difficulty of promotion. Many
of the other Houses look at Praesidium as a necessary if boorish evil, and at
times can prove difficult to please, especially when they think of you less as
a magus, and more as a thug.
·
Magi in Preasidium need
to be on constant and active guard, listening for threats to House & Clan.
This means that you MUST be active on the IC Tremere lists, and be ready to
'ship out' at a moments notice (possible proxy of your PC) to regions far
afield.
·
Sharing of resources
with other members of the House. Occasionally, some of the player's resources
may be called upon from afar and be unavailable for a game.
Known Members: Regent
Raymond Laskey, Regent Nicholas Tept, Regent Francis Merivein, Regent Jason
Mathison (director of recruitment), Apprentice Viktor Schultz, Pontifex Gideon
Bahari, Simon Kelly, Aseamon Aoshi, Jed Adams. History & Additional Information:
Praesidium is known as
the forward phalanx of House and Clan, and while their duties are important, it
often has garnered them a reputation as bullies and thugs. This is far from the
truth. It is true however, that chantries under siege and in areas when the
clan is under physical attack that members of this House are the first called
upon for assistance. This has lead to a mentality of its members akin to that
of an emergency worker or soldier who is 'on call', and may be sent into
dangerous situations at a moments notice. They also provide logistical support,
and offer strategy to members of House and Clan far afield. Odds are, if
there's a threat that could shake a new apprentice or recently promoted Regent,
members of Praesidium have faced it down ten times over. This is actually the
first manner in which they are called upon, and their true speciality, but it
simply doesn't get the 'press' of when a magi from this House has to go in
person and get their hands dirty, hence the reputation, deserved or not.
Members of House Praesidium should offer strategy tips to new
players/characters. It is likely that there are problems and issues that this
House has probably faced down multiple times in the past. Praesidium is
currently in a state of flux, as its former head successfully destroyed a red listed
Kindred, promoted to Alastor, and has business in Europe. A new head has yet to
be named, but surely will be coming soon.
36
Core Paths for
Praesidium: Path of Blood R1 Hands of
Destruction R2* Path of Mars R3*
* House Benefit
Books to read: The Art
of War by Sun Tzu Movies/Shows to Watch The Green Berets, 1968
37
Principia
"Give me a lever
long enough, and a fulcrum on which to place it, and I shall move the
world." Archimedes. General Description: Even amongst static creatures
like kindred, there is a need and desire for creation. Whether it is looking
into new thaumaturgical precepts, or applications of technology to the kindred
experience, House Principia is the leader in these fields. Symbols/Iconography:
3 circles within 3 circles within 3 circles, surrounded by another set of 3
circles within circles, all bound within a greater circle. 150 years ago,
members of House Principia discovered that the symbol hastens technological
growth. Principia
Major Chantries:
·
San Francisco, CA
(Silicon Valley)
Suggested Prior Skills:
·
Approval by existing
members, Subcoord, and ST permission.
·
Abilities: One science
x3, with a specialization, Repair x3 & Scrounge x3.
·
Path of Blood x5.
·
In‐Character proof that
you are actively creating something, i.e., a thesis, a proposal of study. Just
like in Academia, you need to publish to get tenure.
·
Minimum of Auspex x3.
·
Minimum Rank of
Apprentice of the Third.
Immediate Benefits:
·
Rarity of Technomancy is
reduced by one level.
·
Access to Acolytes for
use in Pyramid‐centric projects (mechanically Retainers x2) for use ONLY with
Principia activities.
Immediate Detriments:
·
Rarity of Neptune's
Might rises by one level.
·
Rarity of Oneiromancy
rises by one level.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
First science at x5,
Second Science ability at x3 with a specialization. Repair & Scrounge x5.
·
Technomancy at x3 or
higher.
·
At least one promotion
in rank within House and Clan.
Additional Benefits:
·
Access to apprentices
for Principia use only (equivalent to Retainers x4)
·
Increased access to R5
rituals or paths (reduction in rarity to R4).
38
Additional Detriments:
·
Rarity of Path of
Focused Mind raises by one level.
·
Required to create new
magics for 'the promotion of the House'. Expect a superior to take credit for
its creation however.
Known Members: Warren
Theobald, Joseph Keyes (Head of House), Justin Hahn, Joseph Hale, Regent
Denning, Matthias Warren, Thomas Hartwill, William Deamer. History &
Additional Information: The crowning achievement of the Tremere has been their
conversion from being mortal mages to blood magicians. Few things can compare
to this, but members of this House certainly try. Known as those who innovate,
their accomplishments in the creation of paths and rituals far outstrip any
other House. It was this House who also created the first Gargoyles, and
figured out the makings of homunculi. Beyond the creation of paths and rituals,
other Houses have sprung from this House as well. House Hypocratis was once a
specialized 'subHouse' within Principia, as was Wards & Measures. Despite
this goodwill, there are rumors that this House can trace its origin back to
the House Goratrix before his fall, and clan elders generally do not trust many
members of this House, which lends some credence to this thought. Creation is
an arduous process, and is more difficult for the static undead than those of
the living. There is a certain prestige in being able to create, constantly
'moving forward' is necessary, and 'dues' to this House means that the Warlock
needs to be constantly pushing the envelope of design and development. This is
an often frustrating endeavor, as it is never the journey but the result that
the masters of the House demand results on.
Core Paths for Principia: Path of Technomancy ‐ R2*
* House Benefit
Books to Read: The Time
Machine by H. G. Wells Journey to the Center of the Earth by Jules Verne
Neuromancer by William Gibson The Futurist Magazine Movies/Shows to Watch:
Journey to the Center of the Earth (Any Version) Doctor Who (Any and All
Iterations) Star Trek (Any of the TV Shows) TRON, 1982 The Matrix, 1999
39
Rodolfo
"The ancient oracle
said that I was the wisest of all the Greeks. It is because I alone, of all the
Greeks, know that I know nothing.” ‐‐ Socrates General Description: Throughout
history, there have been oracles who've sought out the mysteries of the
universe by parting the veils of reality. The diviners of House Rodolfo have
taken this to new heights via many different esoteric methods ranging from
tarot to readings of entrails to computer fractal programs.
Symbols/Iconography: An owl, dowsing rod or some variant on the moon. Rodolfo
Major Chantries:
·
Athens, Greece
·
Albany, NY
·
Darwin, NT, Australia
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Fortune
Telling x3 or Astrology x3 (doesn't matter if it really works or not; the
practice is what matters), Meditation x3.
·
Members of this House
look for prospective members who display Oracular Ability, Luck or Nine Lives.
While this is not a requirement, it may speed the process of joining.
Immediate Benefits:
·
Rarity of Path of
Oneiromancy is reduced by one level.
·
Rituals: Eyes of the
Past, Detect the Hidden Observer, & True Sight reduced in rarity by one
level.
Immediate Detriments:
·
Picks up negative mental
traits 'Oblivious' x2 due to absent‐mindedness of the present.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Abilities: Fortune Telling
x5 or Astrology x5 (doesn't matter if it really works or not; the practice is
what matters), Meditation x5.
·
Mastery of the Path of
Oneiromancy (x5).
Additional Benefits:
·
After spending much time
in House Roldolfo, working with both spell and lay ritual, seeing the future so
often has become second nature that the House member may purchase the Merit:
Oracular Ability (pending ST and Sub-Coord approval, and if they don't have it
already).
·
A Mentor x3 is provided
for the mage to learn up to Dementation x3.
40
·
Rituals: Mirror of the
Second Sight, Eyes of the Ever Vigilant & Illuminate the Trail of the Prey
reduced in rarity by one level.
Additional Detriments:
·
As a 'payment' for
Dementation, the mage is expected to assist Malkavians in investigations. This
is equivalent of owing two major boons for the purposes of investigation.
Known Members: Regent
Rodolfo (Head of the House), Apprentice Evangeline Luna.
History & Additional Information:
Reading of tea leaves, sheep entrails, tarot,
the study of the stars and astrology, geomancy, and any sort of magic that is
associated with premonition and prophecy are that with which House Rodolfo busies
itself. While many mundane ways of such prognostication are nothing more than
parlor tricks and shyster games, there are those who in the World of Darkness
have true gifts. House Rodolfo seeks out the latter.
House Rodolfo is a prime
example of a House created by a cunning and ambitious Tremere. During the 19th
century, a Tremere later renamed Rodolfo had a reputation as a prominent seer.
His premonitions were often as potent and reliable as any Malkavian at their
most lucid. He sought to improve his skills by merging them with the magics of
House and Clan, but found that such things were slow going, and he was
sometimes dismissed as a quack by more literal minded members of the Clan.
What few know is that
Rodolfo came from humble beginnings. A former Malkavian ghoul, nearing the
century mark, his time with his master was quiet. He'd learned the ways of the
clan, but had yet to break through to earn the embrace. Through circumstance
outside his control, he was bargained away to a Tremere, seemingly at a loss to
the Tremere. The only real redeeming quality the Tremere saw in him was his
ability to predict the future with uncanny accuracy.
After a brief retraining
period, he was embraced and left to his new regent.
What would have been a
quiet unlife of mostly cloistered study completely changed when he was struck
with visions that would eventually lead to the creation of a House in his name.
While not giving away all the information that had come to him, he began a
political career, and parlayed various favors and boons to motivate a
sympathetic Prince as well as members of House Praesidium to assist him in the
destruction of what seemed to be a quiet manor on the outskirts of a
neighboring Domain. What they found was a House Goratrix chantry filled with unsuspecting
Tremere antitribu. Caught unawares, the chantry was taken with minimal damage
to itself or any of the assaulting forces, and with all those living within
either ashed or staked and captured.
That was not the biggest
find for Rodolfo. As it turns out, all his work to create new magics for
divinatory purposes came to fruition, in the capture of several Sabbat rituals
that assist in his work as a seer. He quickly turned to attaining followers,
requisitioning other Tremere with similar ability, and as a 'reward' for his
service he created his own House, going so far as naming it for himself.
41
Years later, a similar
vision struck him, and another raid was undertaken. Instead of striking at a
Sabbat haven, it was Anarch this time, and their divinatory rituals were added
to his repertoire. With these at his and his House's disposal, House Rodolfo
has became a force to be reckoned with, and are now often called upon for
assistance when facts about a situation are lacking. Given the gifts of
prophecy often manifested within Clan Malkavian, members will often seek out
this clan to learn Dementation to assist in their insights.
House Rodolfo is for the
most part a 'youth movement' House. House and Clan never really put forth much
effort into divination magic, mainly because for most of its history, many
members had access to high levels of Auspex, which garners powers such as
Clairvoyance. It is only with the 'last generations' (those of 8th generation
or worse) where there was suddenly a blind spot in some of the clan's total
ability. This is likely why it took Sabbat and Anarch Tremere to develop the
first magics that could glean the future or have ability of remote viewing, as
their numbers never included as many elders as the Camarilla trunk of the Clan's
tree. The members of House Rodolfo who seek to make more rituals and paths in
this vein tend to work reasonably close with House Principia in the development
of more such magics. A development that House Principia takes great zeal in
assisting.
Core Paths for Rodolfo: Oneiromancy R1*
* House Benefit
Books to Read: Oedipus
Rex by Sophocles Prophet's Dictionary by Paula Price The Oracle: Ancient Delphi
and the Science Behind Its Lost Secrets by William J. Broad Divination for
Beginners: Reading the Past, Present & Future by Scott Cunningham Earth
Divination: Earth Magic: Practical Guide to Geomancy by John Michael Greer
Movies/Shows to Watch: Milennium, 1996‐1999 Minority Report, 2002 Lady In the
Water, 2006 The Dead Zone, 2002‐2007 The Sight ‐ Getting It, Using It, Dealing
With It, 2006
42
Trismegistus
“Symbolism is no mere idle fancy or corrupt
egerneration: it is inherent in the very texture of human life.” Alfred North Whitehead, Mathematician. General
Description:
Devoted to the study of
numerology and symbology, House Trismegistus prizes analytical minds. Members
of this House are some of the foremost experts in mathematics, anthropology,
architecture, physics, and cryptography and all members take their fields of study one
step further: to study the power inherent in signs, symbols, patterns and
numbers.
Symbols/Iconography: The
Secret Seal of Solomon or unicursal hexagram.
Major Chantries:
·
Island of Samos, Greece
·
Crotona, Italy (both
homes of Pythagoras)
·
Cairo, Egypt
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission
·
Secondary Path of
Thaumaturgy at x2
·
Abilities: Academics:
Mathematics x3, Enigmas x 3, Knowledge: Symbology x 3, Linguistics: Greek,
Latin.
·
A thesis on the
petitioning Magus' studies in a field of study within the houses purview. This
can be about the basic application of symbology in magic, application of
numbers, a combination of the two, or anything else the house recruiters come
up with (The Coordinator’s office understands that players may not have time to
write a thesis, this can be worked out with the player and his/her STs).
Immediate Benefits:
·
Rarity Path of
Transmutation is reduced by one level.
·
Ritual: Vires Acquirit
Eundo drops in rarity by one level.
·
Access to a repository
of abilities, including (but not limited to): Academics: Mathematics,
Anthropology, Archaeology, Architecture, Astronomy, Cosmology, Cryptography,
Knowledge: Astrology, Knowledge: Symbology, Knowledge: Greek Mythology,
Knowledge: Egyptian Mythology, Knowledge: Hermetic Magic, Knowledge: Theurgy,
Linguistics: Ancient Egyptian (aka, Hieroglyphics), Linguistics: Greek,
Linguistics: Hebrew, Lore: Kabbalah, Meditation, Science: Physics
43
Immediate Detriments:
·
Because they share some
particular fields of study, Houses Hashem and Aurum Guild have a mostly healthy
sense of competition with House Trismegistus. Mostly. The competition is
usually friendly (or as friendly as competition can get in House and Clan), but
sometimes much more cutthroat.
·
Rarity of Hearth Path
and Green Path raised by one level.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Proficiency in the
following languages: Egyptian, Greek, Hebrew and Latin.
·
Any three of the
following Abilities at x5, and any three more at x3: Academics: Mathematics,
Anthropology, Archaeology, Architecture, Astronomy, Cosmology, Cryptography,
Knowledge: Astrology, Knowledge: Symbology, Knowledge: Greek Mythology,
Knowledge: Egyptian Mythology, Knowledge: Hermetic Magic, Knowledge: Theurgy,
Lore: Kabbalah, Meditation, Science: Physics.
Additional Benefits:
·
Rarity of Focused Mind
reduced by one level.
·
House members are
provided access to Path of Mercury (at Subcoord discretion).
·
Access to the equivalent
of Allies x 3 (or higher; with House Subcoord and ST approval) to 'borrow'
allies within the Freemasons and other Hermetic cults across the world.
Additional Detriments:
·
As with any group
containing its fair share of educated, analytical minds, House Trismegistus
suffers from an acute case of Overinflated Ego Syndrome. Many members of the
House consider themselves the foremost expert on symbology, which causes no end
of internal discussion, debate and (often) flat‐out rivalry.
Known Members: Zero
(Head of House), William Shultz (Head of Recruitment), Trinity Awen. History
& Additional Information:
The earliest religions
looked to natural phenomena and called it "magic." Then civilization
began to evolve, and the human mind opened itself up to more and more
possibilities. In time, humanity became capable of truly seeing more of the
universe around them. Nomadic peoples began to settle down. They began to look
at the land around them and see patterns within the fabric of everything. These
first epiphanies helped create organized farming, helped create sustainable man-made
homes and even helped map the stars. By improving their understanding of the
myriad patterns in the universe, mankind became able to produce beautiful and terrible creations: king honoring pyramids, life giving
aqueducts, death‐dealing instruments of war... and everything in-between. And
in the midst of this pivotal time in the development of civilization, a new
idea surfaced:
44
Self‐awareness may be
what separates us from the animals, but mathematics allows us to harness the
very powers of earth and sky.
Members of House
Trismegistus not only live by this credo, but see beyond the practical
application of mathematics to the true magical power inherent in every number,
every geometric shape, and every resonant tone. Sigils and numbers are the bailiwick
of this House, seeking to discover the patterns of the universe via icons
provided by language and digits. This concept itself isn't a very new:
Kabbalah, the Judaic mysticism studied by House Hashem, dates to the 13th
century BCE (even though the Tremere house is a much more recent creation). The
ancient Egyptians, too, were among the earliest adherents, as were the
Babylonians. The word "Trismegistus" itself comes from that era:
Hermes Trismegistos was a Greek/Egyptian personification of Hermes and Thoth,
both gods of writing and magic in their respective cultures.
The Ancient Greeks then
took the theories of the Egyptians and Babylonians and improved upon them. The
advancements made between the fifth and third centuries BCE were incredible for
their time. They developed theories and proofs for the application of
mathematics that had not yet been known. Many of the developments made by
these, especially those that dealt with Mysticism, were encouraged and
stewarded by the Order of Hermes, the very tradition of mages the Tremere left
behind to become kindred. As such this house is one of the oldest and most
traditional of the House of Clan Tremere. It wasn't until the 15th century,
after over a thousand years of mainstream dormancy, that the concept experienced
a renaissance of its own ‐ starting with the discovery of the Corpus
Hermeticum, a long‐lost mystical text recovered by agents of Cosimo de'Medici .
By the 19th century, a number of large and influential "Hermetic"
societies had sprung up: The Hermetic Order of the Golden Dawn, the
Rosicrucians, and the Freemasons being the three most popular and enduring.
These predominantly‐mortal societies have been quite a boon to House
Trismegistus over the years, both as occasional (if unknowing) colleagues and
as breeding pools for new talent. Many younger members of House Trismegistus
began their lives as initiates in one of the three societies, having begun
their Hermetic studies long before their Embrace.
Today there is an even
greater interest in symbology. Dan Brown's The Da Vinci Code alone has opened
the minds of millions to the deeper meanings behind symbols. The interlacing of
such studies with the occult world is still done by a smaller minority; the
population of that minority, however, grows every day. House Trismegistus is in
an excellent position to snatch up some of the most analytical minds this
century has to offer, and to have their pick of the litter to boot. These new
professionals bring fresh, modern insight into the House and, as they delve
more deeply into the magical roots, are introduced to the centuries‐old
mainstays of Hermetic Mysticism: The Corpus Hermeticum, The Emerald Tablet of
Hermes Trismegistus, and The Kybalion. Often called “The Three Books” by older
members, these books are used to begin the advancement process within the
House.
Deep Thoths Because of
its ties to ancient Egyptian occult practices, some members of House
Trismegistus have discovered a rather unique window into the motivations and
practices of the Followers of Set. This small and closely‐knit subsect of the
House, the Order of A’an, has spent centuries studying the parallels between
ancient Egyptian mythology and the lores of Clan Setite. Even within the House
itself the true goals of their research are shrouded in conjecture, but
whispers speak of hidden magical insights to be found in the deepest depths of
Hieroglyphic symbology. What that means is open to
45
interpretation and,
since the members of this subsect jealously guard their knowledge, will remain
a mystery to those outside the Order.
Mini Benefit: House
members invited into the Order of A’an (via ST and Subcoord approval) may
purchase up to 4 levels of Clan Lore: Setite.
Mini Detriment: Good
intel on another Clan can be a dangerous thing to have, particularly in the
case of an Independent Clan like the Followers of Set. It is for just such a
reason that the Order of A’an guards their knowledge of the Setites. Order
members are expected to uphold the confidential nature of their knowledge, and
their brethren have little tolerance for slip‐ups. Repercussions for PC gaffes
to be determined on an individual basis via ST and Tremere Subcoord approval.
In the words of a House
Member...
"Symbols and
numbers are secrets of untold power. Words have a numerical value and through
calculations based on these values not only are hidden truths revealed, but
also which works of power may be accomplished.
Letters are equated with
numbers; Therefore each word has not only a meaning, but a numerical value as
well. The numeric values of the words often show interrelationships. For
example, when the values for the Hebrew words for "father" and
"mother" are added, the sum equals the value of the word for
"child". Through manipulations of these values, we work certain
magics.
House Trismegistus
adapted these concepts to our rites, reducing the tradition to its simplest
form‐‐‐numbers and formulae. A ritual often involves no more than a carefully
inscribed mathematical equation. The complexity and length of the formula are
directly related to the power of the effect desired. A minor ritual may require
only a page or so of calculations, whereas a complex and potent ritual will
likely fill several blackboards or megabytes. The numerical definition of an
item is often sufficient in rituals where more traditional Hermeticism requires
the item itself; however, one area no one has ever been able to synthesize
mathematically is the requirement of blood (vitae). No mere formula can replace
the power of our blood. In such rituals, we actually use our vitae to inscribe
the necessary equations.
Knowledge is a
tremendously important part of this House. Any thaumaturge studying symbols and
numbers must speak Hebrew‐‐the foundations of the practice are built on the
language and its alphanumeric nature. One must also know how to read the
hieroglyphic language of the ancient Egyptians, as hieroglyphics are
pictographs that represent the word for something, It is also a drawing of that
thing, thus, the connection between the word and the thing that it represents
is stronger in a pictographic script than in a phonetic one, in which letters
represent sounds which are strung together to form words. Non‐pictographic
languages are abstract, but the ancient hieroglyphs are concrete and therefore
contain the essence of that which it represents.
One must know not only
the values of the words employed in rituals, but also the values of its
permutations. Additionally, one must be able to understand and employ
complicated mathematical formulae to exploit the power inherent in the values.
Other major principles focus and empower the effect of the magic enacted
through the formula. The principle of Will ensures that simple schoolhouse
calculations don't suddenly peel the flesh from a teacher's bones. Without
intent, mathematical formulae, no matter how complex, are inert and impotent.
Of the minor principles,
a thaumaturge is concerned primarily with Sympathy and Incoherency.
Specifically, sympathy, in the form of a numeric value, is at the core of our
specific Thaumaturgy. The value of a word not only defines its essence, but
also details its association with the rest of the world.
46
Our manipulations of the
relational values between words are almost purely sympathetic magic. The
precise brevity of mathematical equations clearly defines the intent and effect
of the rituals in this tradition.
By subtly changing the
nature of the defining word, we influence the substance originally defined. For
centuries, thaumaturges have experimented with transposition and substitution
of letters within words, supposedly to tremendous effect.
Some thaumaturges employ
calculus, physics, and other complicated mathematical methods to great effect.
Furthermore, our research benefits greatly from the advances in computer
technology, allowing numerologists to derive permutations and factorials of a
given word's value almost instantly. The formula still must be inscribed to be
effective, but no longer are weeks, months, or even years, of calculations
necessary to determine a value's potential. Of course, the readiness to employ
computers in our research has raised the eyebrows of many old‐school Regents
and Lords."
Apprentice Trinity Awen
Seventh Circle of Mysteries House Trismegistus
Core Paths for Trismegistus: Path of Transmutation ‐
R1* Elemental Mastery ‐ R2 Focused Mind ‐ R2* Path of Mercury – R4* * House
Benefit
Books to Read: The DaVinci
Code by Dan Brown The Club Dumas by Arturo Perez‐Reverte The Name of the Rose
by Umberto Eco The Golden Bough: A Study in Magic and Religion by Sir James
George Frazer The Book of Ceremonial Magic by Arthur Edward Waite The Tree of
Life by Israel Regardie Promethea by Alan Moore From Hell by Alan Moore
Movies/Shows to Watch: The DaVinci Code, 2006 The Ninth Gate, 1999 (Based on
The Club Dumas.) Young Sherlock Holmes, 1985
47
Validus
Politics: n. A strife of interests
masquerading as a contest of principles. The conduct of public affairs for
private advantage. ‐‐ Devil's Dictionary by Ambrose Bierce.
General Description:
Sometimes, the sages wish to be kings themselves. House Validus makes up the
savviest political minds of the Clan. They assist the praxis seizures of
Tremere Princes, provide logistical support for any Tremere with a statused
position, and work political arraignments with other clans to further the
political agendas of House and Clan.
Symbols/Iconography:
House Validus has appropriated the heraldic symbol of Imperial Rome, a laurel,
but have replaced the letters 'SPQR' with a Septagram.
Major
Chantries:
·
Washington, DC
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Abilities: Politics x3,
Lore: Camarilla x3, Law x3, Etiquette x3.
·
Influences: Bureaucracy
or Politics x3.
Immediate Benefits:
·
Rarity of Path of
Corruption reduced by one level.
·
The following rituals
drop in rarity by one level: Court of Hallowed Truth.
Immediate Detriments:
·
Public Face can get the
pie and shaft. Players should be prepared to step in the way of other Tremere
who have made political gaffes and save face for the Clan as a whole.
·
Rarity of Path of
Alchemy raised by one level.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Influence, but not
necessarily position or status within the Camarilla. National RP on the Tremere
and/or Camarilla lists a plus.
·
While you do not have to
be currently holding a position within the Camarilla to advance, the Warlock is
expected to have held a position within the Camarilla, and without having lost
it due to unfortunate circumstance.
·
Abilities: Politics x5,
Law x5, Etiquette x5.
·
Influences: Bureaucracy
or Politics x5.
Additional Benefits:
·
The following rituals
drop in rarity by one level: Innocence of the Child's Heart, Night of the Red
Heart, & Bottled Voice.
48
·
As you prove yourself to
your superiors you will find that being indispensible to a Pontifex has many
benefits.
Additional Detriments:
·
Loss of face within the
Camarilla will be reflected within the House.
·
May be ordered to
"take a bullet" for House and Clan's overall political goals, to the
point of loss of standing and or political position in the Camarilla.
Known Members: Selene
Lazarion, Pontifex Peter Dorfman, Lord Hale, Archon Villiers, Daniel Book,
Devon Thane, Qelyn Ellyllon, Peter Premysl, Robert Sissco, Meredith
Sturbridge.. History & Additional Information: Every clan has ambition to
take power, especially over others, and Clan Tremere is no exception. Other
than the Ventrue, no other clan has an internal structure to assist the
indulgences of its more political minded members. Members of this House are often
in positions of Camarilla power within the Tremere, such as Archon, Prince or
Primogen. This doesn't always translate into rank within House and Clan (see
the rank of Justicar Anastaz diZagreb). Many young Tremere have the mistaken
impression that joining House Validus will somehow will fast‐track them to a
Praxis. This is not always the case. Not every magus has the drive to take such
temporal power, but when they do, House Validus is there to push them to the
top. This is the truest strength of this House. Validus is also used as a
resource for other Tremere with the will to power to take Camarilla positions,
and their counsel is often sought when a prospective magus seeks Camarilla
position, or finds it thrust suddenly upon them. Not every Tremere Camarilla
politico is a member of House Validus, but the smart ones who aren't, have
Validus at their back. Validus is as much a cabal of lobbyists as they are
politicians.
Core Paths for Validus: Path of Corruption ‐ R2*
* House Benefit
Books to Read: The
Prince by Niccolo Machiavelli The Communist Manifesto by Karl Marx The
Leadership Challenge by James M. Kouzes and Barry Z. Posner Primary Colors: A
Novel of Politics by Anonymous, Joe Klein Movies/Shows to Watch: Wag the Dog,
1997 Primary Colors, 1998 Thank You For Smoking, 2006 The West Wing, 1999‐2006
49
Virtue
"Religion is the
Opiate of the Masses" Karl Marx.
General Description: None can doubt that the largest driving force of kindred
and kine history alike has been religion. In its every form, it has inspired
genius in as much abundance as depravity. Those of this House look to harness
this, and know its very real effects: be it the burning of True Faith, or the
magics of the Followers of Set. If faith powers it, House Virtue seeks to
understand it. Symbols/Iconography: Silhouette of a dove.
Major Chantries:
·
Salt Lake City, Utah
·
Springfield, MO
·
Mobile, AL
Suggested Prior Skills:
·
Approval by existing
members, House Subcoord & ST permission.
·
Theology x3,
specialization in particular religion/belief.
·
Church or Occult
influence x3 depending on flavor.
Immediate Benefits:
·
Rarity of Path of Curses
reduced by one level.
·
Access to a large
repository of Abilities, including (but not limited to): Knowledge: Divine
Mythologies, Knowledge: Church History, Knowledge: Comparative Religion,
Linguistics: Ancient Greek, Linguistics: Aramaic, Linguistics: Hebrew,
Meditation, Theology.
Immediate Detriments:
·
Inner House discord due
to the variety of religions and faiths operating under one roof, which leads to
easy rivalries.
Should the member show
competence in the House and increases both in skill and in rank, additional
opportunities will open. Suggestions for
Advancement:
·
Approval by House
Subcoordinator & ST permission.
·
Must show a competence
in knowledge of not only own religion, but others due to the inner House
conflict.
·
Church or Occult
influence x5, and the other at x3.
Additional Benefits:
·
May receive religious
artifacts from House under the right circumstances with Coord and ST approval.
50
Additional Detriments:
·
An unspoken rivalry with
House Horned Society exists.
·
Interference with the
Church and Occult often draws attention from hunters or other supernatural
creatures.
Known Members: Lord Pratchett,
Lord Leon de la Roux ,
D.B. Kirkpatrick, Daniel Hunter.
History &
Additional Information:
Virtue as a group
studies the "higher powers." They are by and large spiritual and
religious, but not from any one specific religion. As such, they try to be a
moral compass for the clan (but not to the extreme that say, the Quaesitori
take it). The study of Cosmology and higher planes such as the High
Umbra/Astral/etc, and the beings that inhabit them (like Celestines and such)
are their bailiwick. They pull their strength through faith and study. One does
not have to be devout to any religion to be in this House. There are a
surprising amount of self‐avowed Atheists who study religion (it takes a lot of
faith to be an atheist, especially in the face of what they study) that are
part of House Virtue. Of those that espouse any particular religion, the
western religions are most represented in its numbers, mainly of the
Judeo‐Christian or Islamic bent, as is expected from a clan whose origins lie
in Eastern Europe. Establishment of chantries within the Indian subcontinent,
and in what footholds the clan has in the Pacific Rim, have brought Eastern
philosophy to this House as well, but their numbers are most definitely in the
minority.
Core Paths for Virtue: Path of Curses ‐ R2*
* House Benefit
Books to Read: The New
Oxford Annotated Bible with the Apocrypha by Michael D. Coogan (Editor) Good
Omens by Terry Pratchett and Neil Gaiman Movies/Shows to Watch: The Prophecy,
1995 What Dreams May Come, 1998 Dogma, 1999 Constantine, 2005
51
Wards & Measures (NPC)
I call architecture
frozen music. ‐‐ Johann Wolfgang von Goethe. General Description: These are the
Tremere charged with security of Chantries and other locales where Tremere
frequent. Often times that Tremere providing security for the Elysium, is a
member of HW&M, and only known to other Tremere.
Symbols/Iconography: A
magic warding circle.
Major Chantries:
·
Louisville, KY
History & Additional Information: Engineering with the
addition of magic opens up many new doors of creativity. Someone has to be the
one who sits down with a plumb‐bob, blue prints and mystic wards to set down
the foundations of a Chantry. Once the job of House Principia, it has since
been spawned off into its own House, Wards & Measures. Not only do they
work upon Chantries, often times they do 'side‐work' for Princes and others who
are willing to pay, to set up mystic defenses for other Kindred as well (for a
nice cost of course).
Presently, they are
working alongside Principia and Trismegistus to come up with new rituals,
specifically those that create tesseract chambers and other non‐Euclidean
geometric spaces. Having 'hidden' spaces inside of chantries that do not
conform to the basic laws of physics are in high demand. They also work closely
with House Praesidium, as while they may set up the chantry, it is Praesidium
who must man said defenses.
As mystical engineers,
they see most magic as a thaumaturgical toolkit, with all magic having its
place. There really is no magic that they see as 'useless'‐‐it is just a matter
of putting the right tool to the right job. While they're not gardeners, no
member of HW&M would turn their nose up at some topiary in the front yard
that can be animated via the Green Path to fight off attackers. Alchemy is
often the quickest way to get a hold of rare building materials. No magic is
outside of the scope of a crafty thaumaturgical engineer or architect for good
use.
Core Paths for Wards
& Measures: Hearth Path ‐ R2 Path of Technomancy ‐ R2* Way of Warding ‐ R3*
* House Benefit
52
Defunct Houses
"...Nothing beside
remains: round the decay of that colossal wreck, boundless and bare, the lone
and level sands stretch far away." ‐‐ from Ozymandius, Percy Bysshe
Shelley For one reason or another, Houses have gone extinct. The only listed
one in any source book is included here with a brief description for
completeness sake, and are not viable for play in OWbN. House Goratrix The House
of the Tremere antitribu, they all met their fiery end in 1998. While few know
the truth of what happened to them, House and Clan holds their destruction as a
measure of pride. No other clan within the Camarilla can claim that their
antitribu are no more. House Quaesitor Very little is known of this House in
modern nights, save for that they supposedly upheld a stricter version of the
Tremere Code. Long extinct, occasional rumors of something similar to this
House burble to the surface, but are generally debunked.
Additional House Notes
Going it alone:
"I refuse to join
any club that would have me as a member." ‐‐Julius "Groucho"
Marx. Again, as mentioned, there is no penalty for a Tremere to NOT choose a
House with which to belong. Many Tremere have long and storied careers having
never been part of a House. While there is no mechanical benefit to doing so,
there are also no overt detriments. Being a generalist means that nothing is
forbidden, more difficult or easier to garner.
Creation of New Tremere Houses:
"Every act of
creation, is first an act of destruction" ‐‐Pablo Picasso. Clanbook:
Tremere points out that the Houses listed within are only a sampling of what
exists within House & Clan. It even points out that there are defunct ones,
and states that new ones can be designed by Storytellers and players. As such,
many of the Houses listed here are OWbN creations, and there is always room for
more Houses as well. To design one, players and STs are encouraged to come up
with coherent ideas, and work with the Tremere Coordinator's offices as well as
other games to create new and interesting Houses for role‐play in the
organization. If they take off and are successful, they can be added as addenda
to packets such as these in the future. House Specific Thaumaturgy: Almost
every House has spawned its own line of magics specific to their work. These
rituals assist in the research and development of the paradigm of the House
they come from. However, in the interest of keeping this packet 'on focus' they
will not be printed here. That said, expect to see them in the next version of
the Thaumaturgy packet, coming soon. The rarities for these magics will be
considered R5, unless otherwise stated, as they are only learned by and taught
by members of the House that created them.
53
Rejection:
"I'm sorry, sir,
but you just don't know how to use the English language." ‐‐ rejection
letter from the editor of the San Francisco Examiner to Rudyard Kipling.
"Waitaminute, I have all the prerequisites, have done the RP, and I've
still been denied to join a House, what gives?!?" As mentioned, Houses are
akin to 'majors' in college. Given the mechanical advantages presented within,
many Houses may find a sudden 'rush' to join. Well, resources for the Houses
are limited, and membership can become very exclusive. The prerequisites listed
are just the minimum necessary to join, even with them, there's no guarantee of
membership being extended and simple numbers of overcrowding in a House could
cause a PC to be turned down. Additionally, if your character shows a bad
attitude towards existing members, or even friends or allies of existing
members, well, they have a say in whether or not you get to join. Doing things
to anger existing members, or higher‐ups within said House, could lead to your
PC being on the outside looking in, knowing that all the work you did to join
the House was for naught by saying the wrong thing to the wrong Tremere.
Sometimes, it is not what you know, but who you know. Joining a House is an IC
thing, it involves RP and many of the prerequisites are IC approval of current members.
If you are denied ICly, start checking with PCs in the House to see what they
had to say (or who to bribe, or who to stab in the back). Grandfathering:
"Dorfman, I've
thought long and hard about this: your Delta Tau Chi name is... Flounder."
‐‐ John "Bluto" Blutarsky. If you're in a House already prior to the
passing of this packet (even if you don't have the prerequisites), then you're
in. Such is the benefit of being a 'legacy'. That and now you get to haze the
newbies! We do encourage you to fill in prerequisites as time and experience
points permits, and do have to point out that while you now reap the benefits
of your House, you also suffer its detriments. "I just joined a House, but
I've already gotten the 'benefits' of it. Can I get a refund on points, or an
easier time getting something else as a benefit?" No. About the only
benefit you will have in this is that you know what you're doing already, and
are thus, an asset to the House in question. This is part of why Houses are
generally rushed before an apprentice becomes too powerful. Jumping Ship: So
you have your membership, you've reaped its benefits, but wow, the downside,
you're so not liking the downside to any of this, maybe it's time to find
another House to head off to... not so fast. While there are analogies to
college majors in joining a House, changing majors really isn't an option for
you to make a decision on yourself. If you're in a House, there are members of
said House who have invested a lot of time and effort into you, and you're not
going anywhere anytime soon. Oh, you can attempt it, but Tremere in general
keep close records of who's who, and in the smaller crucible that is a House,
even more so. Attempting to leave a House, or being expelled by one, has grave
consequences as you're likely to be labeled unreliable or untrustworthy (and a
Tremere calling you that makes you truly low). Blacklisting is likely soon to
follow as well. Some other Houses may feign interest in an effort to extract
what you know before kicking you aside again. After all, why would they want to
associate with such a pariah openly?
54
Requisitioning:
Sometimes, a Tremere may end up in the wrong House, and the powers that be see
and recognize this. As such, this is the only open and appropriate way for a
character to switch Houses. These rare Tremere are the exception, not the rule
however! Standard bribes or costs are involved as well. As an example, a member
of House Validus who's perhaps more suited to a role in House Hashem may be
negotiated for, and appropriate recompense to the 'old House' must be paid.
This is all subject entirely to the role‐play of all involved, and as with any
transaction, caveat emptor... On the OOC side of this, obviously it is
something that STs and the Coordinators office should come to an agreement
upon. Even with a 'legitimate' trade, your PC may still find him/herself
blacklisted by your former compatriots. The Hazards of Min‐maxing: Tremere
players should remember that while being wily and clever is normal for a
vampire (and a bit more so for House and Clan), that certain things won't be
tolerated by your superiors. The garden variety apprentice may think they're
being clever by trying to circumvent House restrictions, but you should
remember that your superiors have seen most tricks that you or any other new
embracee have dreamed up. Simply put: remember that in most all cases, anything
you have ever learned has been at the behest of the mage in charge. This is
true of every stage of the Tremere hierarchy, from Acolyte to Counselor.
Tremere are encouraged that if they're going to join a House, to do so at the
earliest convenience, to begin building towards this goal, and most have their
Houses picked by the time they are Apprentice of the Second Circle of
Mysteries. The other side of this coin is that your House will be vetting you
and keeping an eye upon your progress‐‐and likely talking to your superior
about said progress. So say you're a cheeky Apprentice who has decided to join
House Hypocratius, but you don't like the idea of the increased rarity of the
Path of Transmutation. If you craftily decide to attempt to get it before
you've signed on the dotted line, your superior is obviously going to know.
That report along to House Hypocratius is not going to reflect very well upon
you, and will likely mean that you will be declined admission. Furthermore, you
risk the possibility to be known for this maneuver. Not only will your superior
report this along to any other prospective House, so would the House you'd
attempted to join. Such events would have far‐reaching affects, as you'd be
known as someone who can't follow orders, which would in turn make it hard for
you to advance in even the most mundane methods of the Clan. Politics within
Clan Tremere are harsh and cutthroat, and an overly ambitious Apprentice doing
this could find him or herself on the outside of Houses, promotions and impeded
learning for the rest of their unlives for trying. Finally, while there is
nothing set in the peripheral code about certain paths being restricted to
members of certain Houses, the rising of rarity is an OOC mechanic reflecting
the taboo culture of the House in question. There is no physical barrier
preventing the Tremere from actually learning it. Rather, it is the focus of
the House that has caused certain paths to fall to the wayside. A Tremere
learning these wayside magics is showing that they lack the dedication of the
House as a whole.
55
Peter Bohlman Geoffrey
Combs Daniel B. Karpouzian Dave 'Frosty' Lazerek Mike Lehman Andy Lieb Joe Long
Megan McCrady Michael Schatz Credits:
Kim Schultz
Special Thanks To: Larry
Bruce Amanda Koppel Marsha Klessig Jason Ruth All of the Tremere players in OWbN
& the numerous storytellers and players who gave feedback, ideas and notes.
Artistic Credits:
Anonymous, John Dee Necromancy Image Scott Clark, Demon Sampo Kaikkonen, Fates
Vladislav Kuzel Tarot Lumen Magazine (University of Notre Dame), Self Deception
Harris O’Malley, Um… Ia? Ia? F’thagan? Fabian Perez, Girl With Red Hair
Rider‐Waite Tarot Mike Surma. Principia Design Arthur Edmund Waite, Secret Seal
of Solomon Stock Images and Historical Woodcuttings
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