HIDDEN HOUSES OF HERMES:
(Classical: tray-MARE-ay; vulgar: tray-MARE)


VOLUNTAS VINCET OMNIA
"Will Conquers All"


HISTORY OF HOUSE TREMERE

PART ONE: WHAT THE QUAESITORIS KNOW
        The Order of Hermes was founded in 767 in Durenmar, by 10 magi of very different magickal traditions--all bound together by the system of Hermetic Magick that was created by Bonisagus himself. The youngest of these founders was a competitive but relatively weak magus named Tremere. He, like the more experienced magus Tytalus, was trained under Guorna the Fetid, from whom both magi took their combative and volatile natures. But while Tytalus was known for challenging other magi simply to appease his temper or to test his abilities, Tremere was more shrewd and subtle. With Bonisagus, Tremere created the non-lethal method of dueling known as Certamen, and soon gained equal footing with the other founders through skillful use of it.
        In 837, Verditius died, leaving Tremere (who was in his 90s) the only living founder. By then, Tremere's apprentices were respected masters of Certamen, and House Tremere had grown powerful. Only a decade later, Tremere mustered his House, and -- through a combination of political cunning, incredible organization and loyalty, and even hired military force -- nearly dominated the entire Order. A magickal attack from unknown source struck at Tremere's leaders, weakening their minds, and it was only through the intervention of the Quaesitoris that House Tremere survived at all. The identity of the attackers was never revealed to any but Tremere; the House was quiet thereafter, stoically accepting the mistrust and scorn of the other Houses, and then in 861, Tremere himself died.
        After his death, his seven filii (especially one known as Goratrix) began to search for methods of achieving immortality. Many magi of the Order were experimenting with the creation of potions that would extend the lifespan by a decade or two, but even this was difficult; "Twilight", a force now thought to be an early form of Paradox, made the use of potions increasingly dangerous as Reason and the Dominion of the Church tightened their grip on the world. A more permanent method must be sought, reasoned Goratrix; and it was to this end that he began studying the vampyres of the Transylvanian Tribunal, those ancient enemies of House Tremere, who used a strange and dark magic to trouble the people and magi near Ceoris, the Transylvanian Tribunal's Domus Magna.
        It is believed that Goratrix pursued the secrets of immortality for a century or more before turning to the study of the undead, and potions that would
        According to the documents later found by Cercistum Dimuna (see below), Goratrix finally captured one of the foul creatures just after the Schism Wars. The diabolical experiments assumed to have followed ended with the vampirism of two of his apprentices, and Goratrix' own death. His body was found in his laboratory, next to the broken and disjointed bodies of his apprentices; the room was dusted with ashes, and it is assumed that the captive vampyre escaped. Goratrix was buried in the catacombs beneath his Chantry.
        Few of the Quaesitori even suspected what Goratrix had been doing, and even those few had no idea that such studies would somehow continue. But in the next century, strange things began happening within House Tremere, and the Tremere magi became even more secretive, and fearful of outsiders. As it had with House Diedne, suspicion arose within the Order, and accusations of Diabolism were whisped in the halls of covenants. House Tremere fervently denied trafficking with demons, and no proof was ever offered to implicate the House, as its cousin-House Tytalus had been implicated centuries before.
        Almost 200 years after Goratrix' death, Pusicalle (who was the filia of one of Goratrix' apprentices) became suddenly infamous. It seemed that in the early 1200s, she revitalized Goratrix' studies, and had infected entire chantries with vampyrism. Houses Tytalus and Flambeau led a Wizard's March to attack the vampyric magi, and soon defeated the chantries soundly; some of the vampyric magi escaped, but it is believed that all were destroyed by the winter of 1212. The magi who had hunted the creatures told that even the other vampyres were attacking the undead magi -- horrid creatures of the night, bestial and shadowy monsters, pale and strange strangers who fled at the light of dawn.
        The Order of Hermes relaxed once more, and turned its attention to the other matters that pressed upon it; House Tremere, again severely weakened, began to retreat into their isolated covenants. By the time the Order of Reason began its attacks, the House was so weak that even its rigid hierarchy could not save it. House Tremere was disbanded in the middle of the 14th century, after the Order of Reason began its Pogrom; there were a great many situations Tremere magi were among those accused of helping the Order of Reason -- by supporting universities, fighting superstition, encouraging the growth of Science and Reason. By the 15th century, all of the followers of Tremere were either dead, subsumed into House Tytalus, or defected to the Order of Reason. House Tremere was no more.

PART TWO: WHAT THE HIDDEN HOUSE KNOWS
        The vampyric infestation in Transylvania was disturbing to all of the magi of the Order, but especially to the young magi of House Tremere. The apprentices wondered how it could be, that the rigid hierarchy of their House failed to protect them from Pusicalle's evil works...everyone had a place in the pyramid, and all were subordinate to Roto, the Tremere Primus. One did nothing without the knowledge of his superior -- how could Pusicalle have gone so far? Some went so far as to suspect Primus Roto of involvement,or at least passive assent.
        Sightings of vampyric magi in distant lands were sometimes reported, but were largely ignored as rumor, or else they came to nothing when investigated. In the 14th century, however, on magus -- Cercistum Dimuna, named after the Primus who led the war against House Diedne Án the Schism Wars -- looked closely, and saw that it was possible that the vampyre-magi might still exist. If they did, they were a threat to the Order as a whole, and when he found that few Quaesitoris would take this idea seriously, he sought the truth on his own...for the good of the Order, and to restore the name and power of House Tremere.
        First, the records told of many accusations of Diabolism that had been aimed at Tremere magi, between Goratrix' death in 1022 and the discovery of Pusicalle's vampyrism in 1210. Some of those records, however, had been mysteriously lost, much to the chagrin of the Quaesitoris. Cercistum began to see a pattern in the missing records, a pattern that spread out from...Goratrix' Chantry. Also, there had been a large number of mysterious deaths of Tremere magi since Goratrix' death, wherein the magi were impaled, set on fire, or found charred in a courtyard. He realized that, if there had been vampyric magi even before Pusicalle's apprenticeship, then the vampirism could slowly have been spread through the House in the following centuries, and then any who resisted or opposed the diabolical scheme could have been destroyed in horrid ways....
        So it seemed that Pusicalle was not the first vampyric Tremere, nor was she the mastermind of the infection. And that meant that the responsibility was shifted further up the pyramid...to Goratrix. And if the vampyre-magi of the Transyvanian Tribunal had NOT been wholly exterminated, they could have survived well by fleeing to other lands where fewer magi were familiar with them, which would support the rumors. And that would mean that the Order was still in danger.
        Further (sometimes forbidden) research by Cercistum and his filii hinted at a strange truth: that perhaps Goratrix had lived on after his death, even after being entombed in the catacombs beneath his chantry -- lived on as a vampyre. And the worst of it came when they discovered that the infestation may have also extended to the highest-ranking Tremere magi of the 11th century, Tremere's own filii and filiae. Knowing that their work was unlawful according to the Code, and also knowing that their new-found knowledge was dangerous they hurried to gain more evidence. In time, they had assembled what is now believed to be at least a mostly complete history of the true doings of Goratrix and the others.
        In 1022 Goratrix gathered six of Tremere's most loyal filii in his own chantry, telling them that he had found the secret to immortality, and would share it with them. Then, in a ritual wherein he slaughtered two of his own vampyric apprentices, the Seven ingested a potion whose ingredients included the unholy blood of the creatures. The rest is confused and garbled in the secret records, but it seems that the Seven paid a high price for their immortality -- for now, they too were undead creatures driven by the sun, the damned children of the night.
        They began to secretly spread the vampyrism throughout the House, destroying those who opposed them. It seems that there was some sort of fractioning among the Seven, and that Goratrix and a magus known as Etrius were at the head of two factions. Whatever the truth of this, by 1394 the vampyric Tremere magi seemed to have gathered a great amount of power among the other vampyres, who are believed to have been savage and brutal creatures. They organized the creatures together and began the group now known as the Camarilla -- a new hierarchy of vampyres that even today lurk behind the scenes in the cities, by night, pulling strings for their dark Tremere masters.
        The vampyric Tremere -- who began to call themselves Clan Tremere, in vile mockery of their former unity within the Order -- also betrayed the Order of Hermes to the Order of Reason, and worked closely with the early technocrats in establishing universities and fighting superstition, so that their vampyre servants might move unhindered by hunters.  In this treachery, aiding in the fall of the Order of Hermes, they also assured that "Clan Tremere" would be the only group to still hold the secrets of the old magicks. Even as the Order of Hermes was forced to reduce its power and adapt new ways of magick in order to survive, the vampyres of Clan Tremere strengthened the old magicks with the strange powers of immortality, and the vampyric blood.
        Cercistum delved deeper and deeper into the dark history of his House, even as it weakened and died around him. With the help of his two loyal filii, Pruntus and Dominic, he compiled prodigious amounts of information on the doings of the Masters of the House -- a feat made easier after Cercistum was initiated into the Quaesitori within the Order. Each Tremere Master that fell before the onslaught of the Pogrom left more information for Cercistum so long as he acted quickly enough to sieze it. He and his filii were soon strong in their convictions -- the Masters of House Tremere had betrayed the Order, and tarnished the honor of their loyal followers. Together, they swore that they would have vengeance on these vampiric magi whose evils had ruined the Order, and lost them their wondrous Mythic Age.
 



HOUSE TREMERE TODAY
        Members of the hidden House Tremere hold membership in other Houses, especially Guernicus, Tytalus, and Janissary; the title "Tremere" has become something of a secret position (much in the way that the title Quaesitori is a commonly-known title, not requiring membership in House Guernicus). Those magi who secretly hold a secondary membership in House Tremere are usually known for their great skill in Certamen, and for competitive, untrusting, and secretive natures.  Many also have a mistrust for hierarchy and authority, while some hold hierarchy to be sacred.  All Hidden Tremere refer to themselves and other Hermetics by the honorific "magus," while referring to the vampyres of Clan Tremere as Warlocks, which means "oathbreakers."
 



THE VAMPYRES
         The magi of the Hidden House Tremere have gained much insight into vampiric society in centuries of study and assassination.   They have acquired and disseminated throughout their numbers a body of information on the night-creatures, and thus almost all Hermetic magi bani Tremere have a Vampire Lore rating of at least 3 (though only one or two have ratings higher than 4).  The following paragraphs are associated with the revised Vampire Lore Knowledge, as linked to below.
        Rating 3: Vampyres other than Tremere Warlocks are bestial and savage creatures, either depraved hedonists or rabid anarchists.  The Tremere Warlocks are their leaders, and concern themselves either with Hermetic sorcery, or with administration and the acquisition of funds and holdings.  All Tremere Warlocks are greatly concerned with keeping the existance of vampires a secret from the Sleepers, and severely punish or even destroy those vampyres who violate this secrecy.  The vampyric Embrace seems to weaken a mage's magick, reducing him to the level of a 3rd degree Apprentice -- powerful, but ultimately mystickally crippled.  Other vampiric powers, however, can make up for this, especially the relative immunity to physical  harm.  The Tremere have foul covenants in most cities, and lead their savage followers in some kind of secret nocturnal war agains another faction of vampyres, an especially savage group that seems defined by refusing to follow the Tremere Warlocks' leadership and wish for secrecy.
        Rating 4: The especially savage rebel-vampyres the Tremere and their pawns war against are not merely defiant savages; they are monstrous and horrific creatures that hate all humanity and seek to turn Sleepers into a captive food-source.  They are a far greater threat than previously imagined.  Also, aside from the anarchs, the hedonists, the sorcerors and corporate-types among the Tremere Warlocks, and the inhuman vampyres they war against, another type of vampyre stalks the nights.  Powerful and cunning, these ancient vampyres manipulate even some Tremere to do their bidding, and maintain feuds that are millenia old.  The Tremere Warlocks are also more fractious than previously realized.  They are divided between those who pursue business and technology (and perhaps aid the Technocracy), and those who pursue ancient magics (and supposedly seek brotherhood in the Order of Hermes); not only that, but there may be rebel Tremere among the inhumanist vampyres, a sort of opposing Nephandic vampyre Clan.  The inhumanists are powerful on the US east coast and in parts of Europe
 



TREMERE PHILOSOPHY
        Independance is highly valued in House Tremere, and the only ties of trust that are formed are personal ones. If a magus can earn the power and knowledge necessary to be independant, they are greatly respected.  In this, they follow the ways of their cousin-House Tytalus -- if you can defeat your masters, they are no longer your masters.  Watch your back, however; Tremere magi will not generally betray each other (or the Code), but they will take revenge if slighted, insulted, or defeated.
 



ORGANIZATION
        The hidden House Tremere has an organization that is non-centralized, in stark contrast to the previous organization. This is due to the mistrust and suspicion that is drilled into most members, since the rigid pyramid of power failed totally and tragically in the Mythic Age.  Authority andhierarchy are questioned, and followed wholeheartedly only when it has been proven uncorrupt.  Many magi who are secretly bani Tremere act as unofficial internal police, rooting out corruption in the Hermetic Order... some Hidden Tremere magi mutter that they would do better in that position than House Janissary, who always seem to have thier own hidden goals and motivations.  There are some who hold open mmbership in House Janissary who question whether the House's recent iconoclasm might be counterproductive, but they are subtle and quiet in voicing their opinions.
         There are estimated to be around 12 magi throughout the world who have a secret membership in House Tremere, mostly in Houses Janissary and Guernicus.  Some Tytalan Tremere have left House Tytalus due to the recent moves to support reinductment of th e vampiric Tremere "traitors"... but secretly, even some Tremere magi think it would be a good idea to selectively include powerful Tremere vampires into the Order, and that the secret Tremere magi might then be able to act as the vampires' patrons and leaders, and regain status as a House once again.  Those who have left House Tytalus mostly joined the Janissaries, while those who stayed have sparked a fierce secret rivalry between the two Houses.
 



MEETINGS
        The Hidden House has no regular meetings. Every member knows the other magi of the Hidden House, knows if there are others in the area, and knows whether they are his superiors; any member may call a meeting, using certain code words and phrases, in what he deems to be a time of need... but only his inferiors are forced to obey that call.
 
 


INITIATION
        Some of the more traditional members of House Tremere still require a potential member to master Certamen, though there are others who oppose this requirement.  While in the first few centuries this secret House was unlikely to admit women as members, as has been the entire Order other than Houses Shaea and Ex Miscellanea, in the last century their defiant ways have pushed them to accept a sizeable number of female magi into their numbers.
 
 


CHANTRY
        None. Some of the more traditional members take their apprentices to the ruins of Ceoris in Transylvania for the Apprentice's Gauntlet of initiation, to impress upon them the sense of loss and betrayal that is at the heart of every modern Tremere magus.  Others meet secretly at a small chantryhouse in
 
 


ACOLYTES

FOCI
        Common foci are tomes, weapons, sigils, metal plates, and other foci comon to the Order of Hermes... Tremere magi also use ancient and incredibly complex styles lost to the Order many centuries ago, involving rare and hard-to-find components such as dragonscale, diamond dust, or vampire blood.  They often steal the texts and scrolls of their warlock enemies, and thus have gained insight into the ancient magics of the 12th century Order of Hermes -- secrets that the Tremere vampyres guard jealously....
 



CONCEPTS
        Vampire Hunter
        Mythologist
        Historian
        Antiquarian
        Military Strategist
        Wealthy Dilettante
        Rebellious Young Punk
 



QUOTE
 
 



STEREOTYPES

        AKASHIC ORDER -- They do nothing.

        CHURCH-MAGES -- They, at least, understand the evil of the vampiric race, and usually help us to destroy the undead.  They make useful and gullible pawns, and decent allies, though their sight is narrow.

        ECSTATICS -- Pawns, degenerate sensualists, and drunkards.

        SHAMANS -- They are at home in realms that our enemies cannot comprehend, and we can respect them for this.  But they isolate themselves in the remote places with their downtrodden mortal families, and this makes them ineffectual against the city-dwelling undead.

        CHAKRAVANTI -- Secret Traitors, allied with the creatures we destroy... they will bring down the Order, and the Traditions, if we do not stop them.
 
        ORDER OF HERMES -- There are some among House Tytalus who seek to ally with Clan Tremere, saying it would increse the power of the Order.  They are traitors, corrupt through and through, and they do not know the lessons we have learned -- the truth of how hollow are the powers and promises of the undead.

        ETHER SCIENTISTS -- Once a Technocrat, always a Technocrat.  They play with the Dead Magick of Science as though it were salvation.

        WITCHES -- For our forefathers crimes against their Druidic cousins in House Diedne, we owe them a small debt.  Aside from that debt, they are worthless and ignorant.

        HACKER-MAGES -- They have no respect for history, or tradition, or any of the sacred remainders of the Mythic Age. And again -- once a Technocrat, always a Technocrat...

        THE TECHNOCRACY -- They must be wiped out, along with the vamipiric perversion of our House that aids them. The tide of this deadly war will not be turned with eternal hiding, but instead with careful strikes at the roots of the Technocracy's creeping vines.

        MARAUDERS -- Allies when they manage to be useful, but do not hesitate to destroy them if they threaten your work.

        NEPHANDI -- It was their bargaining that lured Goratrix and his line to their treason. Yet, if one can bargain with them and win, the power gained as a result may be worth it...

        VAMPYRES -- They have become subtle and dangerous under the leadership of Clan Tremere. The young ones are most like simple humans; take them as pawns, use them to root out the ancient beasts in the cities.  You should generally destroy them when you are finished with them, but remember the use of an unknowing pawn.

        WEREWOLVES -- Useful hunting dogs, especially our Mythic enemies, the Shadow Lords of Eastern Europe; allow them a long leash, and use a silver whip.  The lesser types of werewolves, such as the city-mongrels and the plains-wanderers of the United States, are even more easily manipulated -- but do your research, and keep at a cautious distance.

        GHOSTS -- Restless dead, like our vampyre enemies. Destroy those who feed on the living; the rest are merely tragedies.

        FAERIES -- At times, they have aided us, and at other times they have mocked and disturbed us. Their pranks can be nasty, and their help fickle, so be wary, and remember the Code.
 
 



ROTES

        FIND THE WALKING CARCASSES (Life 1, Matter 1, Correspondence 2) -- Life 1 and Matter 1 allow the mage to seperate the living from the dead, Correspondence 2 allows a wider range of searching. Often used to determine the exact position of the undead during strikes on their havens.

        PIERCE THE WITHERED HEART (Matter 1, Forces 2, Prime 2) -- Matter 1 allows the mage to detect the exact location of the vampire's heart, reducing the number of successes needed from 5 to 3. Forces puts extra power behind the strike, adding 1 level of damage per success beyond the second (remember that 3 are needed). Prime 2 "enchants" the stake (or whatever), making all damage it causes aggravated.

        DOMINATION OF THE YOUNG (Mind 3, Matter 2, Correspondence 1) -- Allows the mage to control most or all young vampires in an immediate area.  Those vampires with Dominate 3 or higher are not easily affected unless the Mind component of the rote is raised to 4, in which case only those vampires with Dominate 5 have a chance of resisting.  Vampires with Auspex will have a chance to sense this magick in effect.  For every success on the magick roll, two neonates or one ancilla is affected.  This spell requires one dram of vampire blood, and iron filings.

        CREATE BINDING VITAE --

 
 
 



LINKS  
 


Copyright: © 1996 by Nathan Graham