Nickname: Warlocks

Sect: Camarilla


Quote: "We are more than vampires. We are the next step in Cainite evolution. We will direct the others if they allow us to do so, or we will stand alone if we must. But we will survive."

Whether dreaded, mistrusted, feared, or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who have heard of the clan's doings are typically suspicious of the Tremere, and with good reason — for the Warlocks are aptly named. Through their own artifice, they've mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent — if not more so — than any other power of the Blood. Paired with the clan's rigid hierarchy and the smoldering ambitious so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.

According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal's standards. Legend has it that, during Europe's Dark Ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism. War followed soon thereafter — the fledgling clan found itself besieged by enraged Kindred on every side. But the Tremere are nothing if not survivors. Their human magic lost, they nonetheless managed to alter their rituals and wardings to utilize the power of their vitae. These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere's place among the Kindred ever since.

The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are always tinged with a touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate thwat allies they can, even as they strive to heighten their magical mastery. No less is required for their survival. As a result, the childer of Clan Tremere are among the most driven and learned of all Cainites; few cross these undead sorcerers and escape unscarred.

The Tremere are vampires of the Old World, but have traveled across the continents to establish footholds elsewhere. The clan's seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan's future direction. But many larger cities across the globe house Tremere "chantries" — well-defended houses that are equal parts university, monastery, and stronghold. There the Warlocks gather to exchange information and study their vampiric witchcraft, safe from the attentions of their rivals.


The sorcerous Tremere are typically imposing or sinister in mien. Some favor classic suits; others prefer a slightly more antiquated look, dressing in 1940s-cut suits, Edwardian finery, or the simple black turtlenecks of the Beat era. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorcerers' eyes always gleam with hidden insight and frightening acuity.


While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan maintains a chantry in every city that harbors a strong Tremere presence. A chantry is open to any of the Tremere's bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well-guarded havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent.


Many Tremere dabbled in occult or other scholarly pursuits in life. However, a fascination with the unknown is hardly enough to draw a Warlock's attention; clan members seek "apprentices" with aggressive natures and clear thinking, and care little for muddle-headed New Agers or befuddled conspiracy theorists. Clan Tremere has an unspoken tradition of sexism, and most of its elders are male. Tremere acillae have become rather more open-minded of late, though, and draw ample numbers of suitably ambitious and persistent acolytes from both sexes.

Character Creation

Tremere typically have strong Mental Attributes and a high Willpower ot match; dilettantes and churls can't meet the grueling demands of sorcery. Many have Knowledges as their primary Abilities, although Skills are also highly in demand. Although a few Tremere specialize in one particular area of excellence, many more prefer a more well-rounded approach to personal aptitudes; after all, a Warlock can typically rely on no one other than himself.


By clan law, all neonate Tremere must drink the blood of the clan's seven elders when they're created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty — in order to avoid having such loyalty forced on them. What's more, this arrangement means that Tremere are hard-pressed to resist the will of their elders; the difficulty of any Dominate attempt from a clan superior is one less.


No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts with such unity of purpose as the Tremere. Although younger clan members generally are free to do more or less as they wish, occasionally they receive instructions from their elders that they may not ignore. Paranoia keeps the clan well-oiled and unified. Of course, the Tremere do encourage individual achievement among the group, seeing it as a Darwinian method of ensuring the clan's strength. With such ambitious, powerful young vampires cooperating with such commendable clan unity, it's no wonder the Warlocks have plenty of envious and spiteful enemies among the Kindred. The Tremere's pyramidal hierarchy contains several ranks, each divided into seven mystical "circles" that an aspirant must master if he desires to advance in rank (and nearly every Tremere desires that very thing). The lowest rank, that of apprentice, belongs to neonates. Above the apprentices are the regents, each one the master of a chantry; then the lords, whose domains include several chantries each. Forty-nine Tremere hold the title of pontifex, each bearing great responsibilities. And at the top of the pyramid sits the Inner Council of Seven, some the masters of entire continents, and all whispered to be in constant mental communication with the others.

Clan Tremere: A deeper look inside

Tremere. Immortal blood mages whose reputation inspires fear of their power and disdain for their treachery. And that's from both players and storytellers. Truth be told, playing one should never be a decision made lightly. The Tremere represent a series of contradictions. They are both rigid and flexible in concept. A bit of homework comes with the Tremere clan to understand what they're really about and how you can fit in. In the following material you will find answers that help define what make Tremere truly unique to portray. You will also find a wealth of information gathered from multiple canon sources to provide you with additional material suitable for building backgrounds and enhancing roleplaying opportunities.

Welcome to the Pyramid.


Clan Tremere holds a position of respect and fear in our game. Empowered by their political victory banning all blood magic they do not explicitly sanction, the clan enjoys tremendous power and tremendous responsibility. Members of Clan Tremere do twice as much work as other members of the Camarilla, maintaining the social status quo with deft political moves and maintaining the front lines against criminals the Camarilla has scattered to the winds.

To that end, the clan’s culture is one of power and vigilance. The clan strives to project an image of power and control, benevolence and harsh sanctions, social poise and deadly magical ability. It is not secret that the Tremere believe it should have been their clan, not the Malkavians, that first began rooting out the Inconnu. The clan will not tolerate playing catch­up to another clan again.

Tremere Kindred can expect to be judged more harshly by their clanmates than the rest of the Camarilla, as they have made major gains in recent nights and must not allow those gains to slip through their fingers by being careless. The clan is secretive, insular and protective of its members, but it does not tolerate failure – there is too much at stake. Tremere Kindred must be socially adept, mystically skilled and well­versed in the esoteric. Much is demanded of them, but the rewards the clan bestows on its favored are well worth the price.

Due to the insular and hierarchical nature of Clan Tremere, its members have to be extra careful to maintain their social veneer. Many secrets must be kept confined by the Tremere, largely for the protection of the Camarilla and its members. The trouble with secrets is that they are discovered. Perhaps the most difficult battle Clan Tremere faces on a daily basis is the war against its own image. Any Tremere that goes out into public needs to be extra careful to at least appear to be an active, useful and preferably friendly member of the social community. They trade boons, making sure they owe enough that it is too expensive to kill them, and that they have enough to pul strings when they need to. The truly great Tremere will even have people believing that they are genuinely helpful and friendly, regardless of the true motivations behind the masquerade.


The Pyramid

One of the greatest strengths of the Tremere clan is its hierarchy. The clan is exceptionally organized compared to many others, and this organization gives it strength in times of trouble. The clan is nominally led by Tremere himself, who is the apex of the Pyramid, though none save the Councilors have contact with him. The seven Councilors oversee the Pontifices, who oversee the Lords, who oversee the Regents, who oversee the Apprentices. Ideally, each superior supervises seven Tremere of lesser rank, but in practice these numbers are more fluid. In places where there are many Tremere a Lord may have more than seven regents, and in many places they have less. There are always openings, and room for advancement for those Kindred with the ambition to act and the skill to avoid getting caught. Within each rank seven circles of mystery, with a greater number of circles denoting superiority.

Local Politics

Most often, Tremere at the local level will be familiar with a Regent that oversees their local Chantry. That Regent will oversee Apprentices of various circles, all of whom will likely be competing for the Regent’s favor (or the Regent’s job). Tremere that find themselves in cities lacking a Regent or many other members of the clan may end up being assigned to report to a nearby Regent, but the clan strives to assign local Regents whenever it can (the better to monitor Apprentices). Interaction with Lords and Pontifices will be a rarity for most Tremere, and those that have the privilege will soon discover that having an even more dangerous and canny superior constantly watching them is a nerve­wracking experience that will never end.

Major NPCs


Rumors persist that Tremere himself heads the clan, communicating his orders to the Council of Seven, which in turn relays them to the world. None claim to have seen Tremere or to have communicated with him directly, but his influence is nonetheless felt in the blood of every member of the clan. Whether or not he still exists is a mystery known only to the Council, and they see no need to explain such mysteries to their lessers.


The right hand of Tremere, Etrius leads the clan in his stead, serving as the most powerful member of the Council of Seven. When Etrius speaks, the clan listens. Etrius only communicates with the Pontifices he supervises except in times of dire need, when he then speaks with the voice of the Council to every member of the clan. Those that fail to heed such dire commands soon receive a summons to Vienna to explain their failure in person. None return. Etrius is a major force in the clan­loyal faction. He has recently been considering joining House Apotheosis, and should he deign to do so, his influence would very likely establish a position of supremacy for the faction (or, at the least, make it very difficult to challenge).

Masika St. John

This innovator founded House Icarus, and has been the leading voice since its inception. Constantly seeking ways to improve the clan’s magic, she bends rules and takes risks… but they pay off. After developing the Path of Technomancy, she continued her work, developing new rituals and learning more than she ever thought possible about Thaumaturgy. Her pioneering research has made her enemies but has also given her political clout and made her a capable mentor. What she plans to do with all this new­found power is something she keeps to herself.

Anastasz Di Zagreb

Perhaps the most vocal member of House Ouroboros, he is rumored to have nearly become the Tremere Justicar in 1998. He is seen as reaching far above his station given his age and strength of his blood. Whispers behind closed doors indicate that he is the political face of Lord Jean St. Frederique of Paris.

Ranks, Circles and Responsibilities:

Defining exactly what each Circle in each Rank means is a lesson in folly. Every chantry that's been raised by clan Tremere serves a distinct purpose. And each of those chantry's Regents is a little different from each other chantry's Regent. The same can be said for each Lord that has promoted those Regents, and for those above the Lords. That said, there are common elements frequently found across the ranks and circles of the pyramid. And with Apprentices being the most numerous, they get the most definition.

  • Apprentice, First Circle and Second Circle­ Commonly these are the Fledglings within the clan. These are the newly embraced who have just given the oath and drunk from the cup, or in rare cases, more experienced members of the clan who have been demoted to the lowest rank as a form of punishment. The apprentice is not allowed to focus on his own personal projects, and instead is conscripted to learn from and assist more experienced Magi.
  • Apprentice, Third Circle and Fourth Circle­ The title of Magus is bestowed upon this rank of Apprentice. Those at this level are now considered responsible enough to conduct their own magical experimentation and learning with the approval of the Regent. At this point the Magus is trusted to act independently in the best interest of the Clan.
  • Apprentice, Fifth Circle and Six Circle­ Many apprentices at this level of advancement are often tasked with teaching and supervising the activities of the lower­ranked members of the Chantry. These ranks are filled with the more promising Neonates and most of the clan’s Ancillae, along with Elders who never progressed into the higher circles.
  • Apprentice, Seventh Circle­ For many in clan Tremere, this is the furthest they progress in rank. At this point, their chantry Regents can no longer promote them, and they must wait until a Lord makes positions available in the pyramid for new Regents and promotes them. It is also whispered that some A7s have dueled Regents in certamen when there were no openings for advancement, and that the loser then returned to lower Apprentice ranks while the victor took/kept the Regent title. A Regent may refuse such a challenge if they desire, though the realm’s Lord may take this for a sign of weakness.
  • Regents­ - Among Regents the Circles of Mystery continue, but are more symbolic of trust and accomplishment. Regents of the First and Second Circle are still getting their feet under them and are likely to receive more oversight than Regents of higher rank. Regents of the Sixth and Seventh Circles are often given side projects by a Lord which extend throughout a realm. These projects serve as a test to separate those able to lead a realm from those who are better served to lead a chantry. Additionally, there are important details concerning all those of Regent rank. Typically, the Regent of a chantry is the only one who can promote those under his authority. And without need of a tribunal, the Regent of a chantry can also demote those directly underneath him. These actions may only be vetoed/changed by a Tremere holding a rank above Regent (Lord, Pontifex, etc) in that Regents chain of command. A Regent may only advance a Tremere under his authority up to Apprentice of the Seventh Circle.

A Regent is responsible for calling together convocations. These are regular meetings for all in a chantry and can run from a simple rant to an elaborate ritual in which current and future projects are discussed.

  • Lords -­ Not much needs to be said of this rare and shadowy rank. The Circles of Mystery gague how well respected they are in comparison to the other Lords under their Pontifex. Lords often have their own personal chantries where they can pursue whatever mystical experimentations they desire in secrecy. They can also surpass the usual chain of command to speak directly to apprentices further down their line of command. They also carry the authority to demote Apprentices and Regents below them who forget their place, without the need to call a tribunal to take action.


“When a Tremere becomes a threat to secrecy, manages to seriously confound a clan­important project or just needs a good public
thrashing, the elders call for a tribunal.” Clanbook Tremere, p. 39

The tribunal serves a dual purpose for Clan Tremere. It serves as an opportunity for those who have overstepped their authority
or good sense to be punished within the Code of the Tremere, and it allows for the Clan to shape the laws of its rgeion through
updates to the Peripheral Code.

Once a year each Lord calls a formal tribunal. Many Tremere attempt to attend the event to hear clan­wide changes firsthand. Some also save up special grievances and try to have them aired at this time. Beyond this social event, a tribunal can be called any time there are enough Regents within an area to sit upon it. Members of these regional tribunals are selected by the ruling Lord (the Council amended this in the Peripheral Code), who elects those that will represent a balance of the Tremere across the territory where the dispute/ruling takes place.

Common elements to all tribunals are: There must be 3 or more Regents to convene a regional tribunal (amended through the Peripheral Code, which had always required 7or more), The Lord takes the title of Praeco and does not vote during the tribunal except to break ties.

It is not unheard of for a Pontifex or even a Councilor to call for a Tribunal when a matter of extreme importance is at hand. During these instances, the Pontifex or Councilor who called for the Tribunal sits as the Praeco.

Tremere Glossary:

Many are the terms used exclusively within Clan Tremere. Here then, are a few of the more interesting ones a Tremere
might come across.

  • Archivist -­ Title given in a chantry to a Tremere responsible for maintaining chantry records.
  • Castellan­ - Chantry title for the Tremere responsible for maintaining the structure's defenses and overseeing the duties of the non­kindred staff located there.
  • Certamen­ - Archaic dueling custom dating to the pre­Kindred days of the clan. It takes place over the course of a night within a chantry. Lords preside over Regent duels, Pontifices over Lords, and so on. It is used to settle challenges of leadership authority, provided the challenger is of the same rank (though not necessarily Circle). Unnecessary challenges cause the one who would preside over the Certamen to demote the challenger.
  • Convocation­ - A chantry meeting called by the presiding Regent. Typically held once a month, though Regents may

hold them more frequently for those Apprentices of lower circles.

  • Grayface -­ Vulgar Argot. Often used by younger Tremere to refer to clan elders and those in the higher ranks.
  • High­ - Further title accorded to those who have achieved the 6th or 7th Circle in their current rank (High Apprentice,

High Regent, etc).

  • House and Clan ­- Archaic term, used to denote clan Tremere as a whole.
  • Magus­ - Archaic term formally used to identify a kindred thaumaturgist from a mortal one. Also used as an informal title by those Tremere who have attained rank of Apprentice of the 3rd or higher.
  • Peripheral Code­ - Body of laws amended to the Code of Tremere over the centuries.
  • Praeco­ - (Latin; herald) The eldest Tremere who leads a tribunal and votes only to break ties.
  • Procurer­ - Chantry member who obtains special ritual ingredients, arcane texts or vessels.
  • Realm ­- The territory a Lord oversees.
  • Rite of the Cup­ - Also simply called The Rite. Name of the ceremony wherein a recently embraced Kindred undergoes the ritual of the Transubstantiation of Seven and becomes a true member of Clan Tremere.
  • Sentinel­ - Title given to chantry Tremere who monitor mortal, witch­hunting groups or other occult activity in the chantry's locale.
  • The Principles­ - Common elements present in the workings of Thaumaturgy. Blood, Will, Knowledge and Identity

comprise the Major Principles, while Sympathy, Contagion and Inherent Power are the Minors.

  • Tribunal­ - A body of Regents assembled to sentence a major punishment on an offending Tremere. Also called together when new laws need to be voted upon and entered into the clan's Peripheral Code.
  • Usurper­ - Vulgar Argot. Nickname appended to Tremere during the early nights of the clan's existence.
  • Warlocks­ - Modern common nickname given to members of Clan Tremere. Even used by members of the clan when referring to fellow Tremere.

Teaching Thaumaturgy:

The Tremere Code states ”I shall further the knowledge of the House and Clan and share with its members all that I find in my search for wisdom and power. No secrets are to be kept, or given, regarding the arts of magic, nor shall I keep secret the doings of others which might bring harm to the House and Clan.” Over time this has come to mean that members of Clan Tremere are generally not permitted to teach Thaumaturgy to those outside the clan, even if the requester had previously been authorized to learn Thaumaturgy. If something happens that would force a Tremere to teach Thaumaturgy such as a boon, the Tremere is expected to divulge such to their Regent and Lord.

Different areas vary widely in how they handle such forced teaching based on the Peripheral Code for their area or specific realm, who is in charge, and how much they dislike a character. At minimum, the teacher can expect to be questioned to ensure the boon was not passed to the student intentionally so they could learn Thaumaturgy. At worst such teaching is met with death for violation of the Code.


In history, the Tremere created Gargoyles as a means of protection for themselves against those who would destroy them. At the Convention of Thorns they agreed to give up the practice of creating new Gargoyles as one of the concessions which helped form the Camarilla.

While the Tremere were not explicitly forbidden from maintaining Slave Gargoyles since then; they have all but disappeared in modern nights. Rumors persist that there still exist at a few chantries across the world, but the Gargoyle revolts and the anger that such slaves cause the other clans in modern nights have made maintaining them politically non­viable except in secret.

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