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View Full Version : Clan Tremere vs. House Tremere



Tyrrell
2008-02-21, 10:34 AM
This is gaming inspired rather than other media, but since the media page is home to so many other versus threads I thought that it would be the right place to post it.

Clan Tremere from White Wolf's Vampire: Dark Ages game versus House Tremere from Atlas' Ars Magica.

Both are organizations of magicians living in a twisted version of the high Middle ages. What do we get when mythic Europe and and the 13th century world of darkness overlap?

House Tremere engaged in the schism war wherein they lost half of their number underneath the call of ending the Human sacrifice performed by the Diedne and the Tremere didn't count the cost. I don't think that a group of blood drinking alternate universe reflection of them would be able to co-exist peacefully with the house for long.

Advantages of the Vampires:
Their recruitment time is shorter. While a neonate is not the same as a elder, the Clan doesn't have fifteen year apprenticeships and the clan can choose to recruit any appropriate human that it locates. The House has to select from only the tiny fraction of the human population that has the gift for magic and even within these people they need to recruit their apprentices before the apprentice's gift becomes to shaped by other magics.

Vampires are durable, you shove four foot of steel through their gut and throw them off of a cliff and they dust themselves off and head out for a drink.

Accustomed to secrecy, Clan Tremere consists of hidden vampires unseen by the world around them. House Tremere lives in covenants and is for the most part not difficult to locate.

Ancient godlike vampires, the Tremere and Goratrex are older and probably more clever than any mere humans of House Tremere. They also wield personal power that is quite impressive.

Ghouls and Gargoyles are better foot soldiers than Grogs

Weaknesses of the Vampires:
They need to feed on blood which is a much more restricted quantity than food.

They burn up in direct sunlight, not really a convenient trait to have.

They are probably more backstabbing and less cooperative than House Tremere. While the clan is somewhat unified they aren't as selfless as the house (except the blood bound ones).

Advantages of the Magi:
Magical power, in comparison to what Ars magica characters can do, the magic wielded by practitioners of Thaumaturgy is pretty bush league stuff. Magic of House Tremere is significantly more powerful, more flexible and it can more or less be used at will.

Universal magical resistance. The Parma magica ritual known to all of the members of the order is going to be more than enough to stop most vampire disciplines that target the wizards.

Ability to adapt, the magics wielded by House Tremere are created by the individual magus to solve his or her problems by leveraging his or her strengths. If a conflict lasts for more than a year or two the members of House Tremere will be dripping with individually designed anti vampire spells and enchanted devices.

Resources, for more than sixty five years after the end of the schism war the Tremere were focussed on preparation for the return of the Diedne. They stocked the fortress of Coeris (conveniently located in a different location than the WoD Coeris) with defenses to make it the ultimate strong point to resist magical assault and allow their members to heal and restock themselves. The fortress, while not ever detailed in the game material, would conservatively have hundreds of enchanted devices a fair portion of which would be enchanted defenses and alarms. Furthermore, if a conflict ever escalates to the point of moving armies House Tremere has at its disposal the ghosts of entire ancient armies that can be conjured and sent to war for the benefit of the house.

Weaknesses of the wizards;

The social effects of the gift, The fact that the gift makes people who meet magi inspired to distrust them coupled with the Tremere's skill with the discipline of Dominate will ensure that the early stages of any propaganda war will go to the Vampires

Need for study and research. The Magi need to spend time studying tomes of lore and developing spells and items in their laboratories of they are to increase in power. The vampires will increase in power by engaging in conflict.


My analysis.

A long conflict (>3 years) goes to the wizards, if elder magi have time to communicate a vampire eradication agenda on their underlings and the time to develop the tools and equipment needed to eradicate this threat they'll be able to function with ruthless efficiency uncovering every mystery and unearthing every vampire. The mind reading magics in ars magica are frighteningly powerful for even a moderately skilled practitioner.

The vampire's best hope is to strike within months before the magi have time to develop abilities specifically suited to combating vampires. By use of their natural abilities and powerful underlings they might be able to wipe out the not particularly secretive magi before the magi learn that they're under attack. The problem with this plan is the House Tremere version of Coeris, I'm sure that there is anything in the WoD that could breach its defenses.

Gig_Complex
2008-02-21, 12:33 PM
Clan Tremere all the way (Since I won't acknowledge nWoD in a Versus thread this is all based on oWoD)

Clan Tremere all of have a blood oath to their Elder (name escapes me at the moment) which more or less means there won't be all that much infighting.

You forgot to include the blood magic that Clan Tremere also wields in addition to the other Disciplines that they have access to.

The fact that Clan Tremere has managed to survive the pure unadultrated hatred the Tzimence (sp?) have for them and the fact that the other vampires more or less despise them, as well as their preying on the Mages of oWoD means they know how to a) survive against a larger force, b) Can deal with opponents who are capable of throwing much more power against them, and c) Mages of WoD can more or less pull off pretty much whatever they want (not sure what Ars Magica casters can do, never played it)

SmartAlec
2008-02-21, 01:40 PM
Mages of WoD can more or less pull off pretty much whatever they want (not sure what Ars Magica casters can do, never played it)

Pretty much whatever they want, too. Cause an entire city to become suicidally depressed? Boil the seas? Split the earth asunder? Move mountains on command? Make the sky rain fire? It's all within their scope.

I don't even think they'd need to develop specific vampire-killing spells - the average fireball in Ars Magica can kill whole groups of men in one shot, vampires should find it rather deadly. And that's not even a particularly difficult spell.

Tyrrell
2008-02-21, 02:22 PM
Pretty much whatever they want, too. Cause an entire city to become suicidally depressed?
let's see; base 15 +1 magnitude for range touch and + 4 magnitudes for target boundary and you could pull it off as a level 40 ritual. Not something that could easily be done right out of apprenticeship but a focused magus could pull off inventing or learning the spell within 5 years of finishing their apprenticeship. It would fall comfortably within the power of any wizard who focuses on minds or destruction at about 20 years out of apprenticeship regardless.

Split the earth asunder?
depends on scale but "The earth split asunder is a level 30 spell that a focused earth mage could learn while still an apprentice.

Move mountains on command?
Move earth in a very unnatural fashion base 4 +1 magnitude for stone +1 magnitude for touch, +1 magnitude for duration concentration, + 7 magnitudes size adjustment to allow 10,000,000 cubic paces gets you level 50 or 55 if you believe that the mountain is a part of the earth rather than an individual object. That's a pretty tough spell to pull off. I wouldn't expect to see someone inventing something like that until they were in their late 50s or 60s.


Make the sky rain fire?
In the rulebook at level 50 (OK there's a spell that makes the sky rain oil and just expects you to light it separately, but a spell to change rain into fire rather than oil wouldn't be too different).


Boil the seas?
That's actually tough because the sea isn't bounded and so it's tough to get a grip on the sea from a spell design perspective. You could just boil an exceptionally large volume of water with target part in much the same way we moved the mountain but seas are really really big. Still doable for house Tremere if they a had reason to pursue it, but they'd probably need to stick a few magi into a spell development team for six months to a year and then cast it with a wizard's communion with all of the danger that is entailed by something going wrong when you're doing magics that big.


I don't even think they'd need to develop specific vampire-killing spells - the average fireball in Ars Magica can kill whole groups of men in one shot, vampires should find it rather deadly. And that's not even a particularly difficult spell.

I wasn't thinking that the House would need to develop so many vampire killing spells as much as they'd want items and spells that detected vampires or warded against vampires.

Tyrrell
2008-02-21, 03:45 PM
You forgot to include the blood magic that Clan Tremere also wields in addition to the other Disciplines that they have access to.

I didn't forget about it I was ignorant of it.

Tell me about blood magic

Satyrquaze
2008-02-21, 04:30 PM
Just my take but, Clan Tremere survived 800 years of no less than 3 other major Clans (Tzimicse , Gangrel, and Brujah) trying to destroy them, to become one of the most powerful (if not THE most powerful) single Clans in oWoD.

Tremere himself took a long view of things, he planned ahead after forcing his way into the Jihad and diablerizing Saulot.

Prior to that, he (and his ilk) seems remarkably shortsighted, assuming he can gain all the pros and none of the cons of being a Vampire(?!?!), betraying the other Magical Houses, making innumerable enemies among the Kindred for their expirements alone to say nothing of their crimes against the Salubri.

After the entire House becomes the Clan... there is a change in the modius operandi of the group. They quickly make all the Salubri out to be infernalists, and wheeling and dealing their ways into the halls of the undead.

Powers aside, Clan Tremere is a lot more cagey and versed in the fine manipulations than House Tremere. Not to mention they are sneakier bastards when it really comes down to it.

Tyrrell
2008-02-21, 06:43 PM
Powers aside, Clan Tremere is a lot more cagey and versed in the fine manipulations than House Tremere. Not to mention they are sneakier bastards when it really comes down to it.
Agreed. A possible ending is that the strong personalities of the clan manipulate the House into being their tool and avoid a destructive conflict. (Win for the vampires)

The House isn't portrayed as a group of master manipulators (they're magi for crying out loud, let's be serious) they're modeled in part on Roman military traditions they're soldiers and scholars, they're not scheming masterminds. The house engages in block voting and they have a good feel for real politik but they're ruthless and direct, not subtle and canny like the clan.

puppyavenger
2008-02-21, 06:50 PM
How powerful a spell to make the day longer? is it possible?, if so than good-bye vampires.

Tyrrell
2008-02-21, 07:15 PM
How powerful a spell to make the day longer? is it possible?, if so than good-bye vampires.

One of the limits of hermetic magic is that it can not effect anything in the Lunar sphere or beyond (using a model of the universe similar to Ptolomy's ). This makes a spell to alter the length of a day beyond house Tremere's capabilities.

comicshorse
2008-02-21, 07:41 PM
Clan Tremere offer immortality to any Mage who defects. Most of House Tremere changes sides. Vampire win !

puppyavenger
2008-02-21, 11:29 PM
Clan Tremere offer immortality to any Mage who defects. Most of House Tremere changes sides. Vampire win !

would't there be vampires n the Ars Magica niverse to? f so than they obviosly don't care about immortality thstmuch. Also I think the elders would helpfully point out tat becoming a vampire means loosing your soul and your magic.

comicshorse
2008-02-21, 11:50 PM
would't there be vampires n the Ars Magica niverse to? f so than they obviosly don't care about immortality thstmuch. Also I think the elders would helpfully point out tat becoming a vampire means loosing your soul and your magic

Ah but that's why Clan Tremere offers such a good deal. Indeed being made a vampire does lose a Mage his powers BUT become Tremere and you can still do blood magic. As for losing your soul, that's debatable after all Vampires can have True Faith, which sounds like something you'd need a soul to possess.
Above applies to WoD vampire I have no idea what Ars Magica vampires (if they exist) are like

Tyrrell
2008-02-22, 09:33 AM
Clan Tremere offer immortality to any Mage who defects. Most of House Tremere changes sides. Vampire win !
There are much better ways to achieve immortality in Ars magica that do not involve spontaneous combustion in sunlight, loss of your cool uber magic, or addiction to blood.

Vampirism is an exceedingly poor choice when compared to the greater elixir, haunt of the living ghost, or ascension to the hall of heroes.

Becoming a vampire is easy to pull off but the huge drawbacks make it decidedly undesirable, perhaps even less useful than the standard longevity rituals that any magus can make.