Vampire the Masquerade clans for two reason, 1. To make the clans of Nirn even more diverse, and 2. To make vampires the badass menaces of the night once more after that series, urgh. I proudly present, to you all....
Clan Tremere, ah, one of the youngest, but one of most powerful, of the numerous clans of Tamriel. We were first started by a young Altmer named Alarian Tremere, of the Order of the Black Worm. Lord Mannimarco had ordered him to find out a way to make his followers immortal. His half brother, Silasil Goratrixa, had done research on a group of vampires, and had found a way to grant them immortality, without being sired. They each drank out of a basin of vampire blood, including yours truly. When we awoke, we had found we indeed had become vampires, and worse, we had been severed from our magical abilites. But all was not lost, we soon gained the ability to manipulate life-blood, Thaumaturgy, and it seemed we had regained our abilities to cast from this. But, I have little time to speak. Pontifex Artorias has sent me north, to Skyrim. Farewell....
Race-Altmer. Being the most gifted in the mystical arts than any other race, it was an obvious choice. Highnorn was a very useful abiliyh, especially in tough fights against Giants, Dragons, or large groups of foes. Plus, they get boosts in spells. Bretons are a close second, out of personal preference, though any race may be Embraced.
Standing Stone-Mage, to level magic skills faster, and then the Atronach. Place the Lord Stone (or Ritual) in the Aetherial Crown.
Major Skills-Conjuration, Illusion, Enchanting, Alchemy
Minor Skills-Restoration, Speech, Alteration, and Destruction
Stat Placement-4/2/1 in Magicka, Health, and Stamina respectively. Obviously, Magicka is the most important skill.
Weapons-Bound Sword/Dagger, Miraak’s Staff, Staff of Magnus, Staff of Jyrik Gaulderson. Even though I didn’t perk One Handed, I still have two corporeal weapons, which were artifacts of the Tremere.
“Armor”-Telvanni Robes, Boots, Mystic Tuning Gloves, Cultist Boots, Miraak’s gear, Aetherial Crown.
Upon entering a hostile dungeon, I summoned a Bound Sword/Dagger, then either conjured an atronach, or, if available, raised a dead body or two. Exchanging the Conjuration spell with a Flesh one, I would stand in the doorway, scanning my enemies. Coating my ethereal blade with a poison, I placed a rune by the door, and hurtled a Fireball or Chain Lightning to catch their attention. I would then fire off as many spells as I could cast at them, alongside my thrall/summon,. Once they were close, and the rune had activated, I would begin hacking at them with my Bound blade, putting on a flesh spell, and a cloak if possible. Once I was able to, I used the Summon Daedra Lord spell, alongside banishing any conjured cretins by my spellcasting foes. Being unarmored, and flinging spells around, with a follower, was thrilling. It was probably the first time I considered a character I played a glass cannon.
Undead, Mages, archers, warriors, all were no match for the Tremere, being felled by his chain of spells, followers, thralls, and summons to overpower them. Dragons were my main bane. I had to judge when to fire off a spell when they were in flight. The main strategy I used with in-flight dragons, was to conjure an atronach, and, backed up by my follower (Faendal, my favorite), provided support. When they either landed, or crashed onto the ground, I would switch to a spell-sword style of fighting, which suited me just fine. When desperate and out of Magicka, I casted Equilibrium, sacrificing Life for Mana.
(And Skills)
Illusion-All Altmer are skilled in the art of manipulation, we Tremere even moreso. Only Clan Ventrue outranks us, and even then, their stock includes the movers and shakers of the world.
Conjuration-Ah, the scent of a freshly raised corpse, the sound of an atronach appearing, a Daedra answering your call, its like an orchestra to my senses. Besides, what would you expect of a monster, than to create more monsters?
Destruction-Whether by fire and ice, storm or ash, the elements are mere tools for us to bend to our will, as are mortals.
Enchanting-Ah, imbuing one’s arms and armor with the souls of your fallen foes. It’s simply delicious.
Speech-While we may not be as silver-tongued as the Toreador or the Ventrue, we know how to get our way.
Alchemy-Whether a polluting poison, or a potent poultice, we Tremere strive to discover everything there is to know, and besides, it allows one to stave off the hunger with some blood, simulated, or otherwise....
Alteration-Warping reality to your whim, what more could one wish for? Casting force fields around ourselves, changing ordinary minerals to gold and silver, the un-life.
Restoration-The school of Magicka that not only restores the life to an individual, we have seen fit to push that more, we can control the life blood of not only mortals, but other nightwalkers.
Current Perks: http://skyrimcalculator.com/374175
Vampiric Vitae-Ah, simulated blood, or is it actual blood? I can never remember. (Garlic+Juniper Berries+Charus Eggs)
Anima Reddite (Soul Render)-A ravishing liquid that keeps a foe paralyzed, and causes septic shock throughout their entire body. (Orange Dartwing+Human Flesh+Imp Stool)
Essence of Mana-A vial of concentrated magical essence, I have been told it causes the drinker to become invisible as well. (Vampire Dust+Luna Moth Wing+Briar Heart/Taproot)
Blood Vial-Ah, blood, fresh from a mortal, an affluent one too. Might have made a good Ventrue, if the poor sap weren’t dead, heh. (Blue Mountain Flower+Wheat+Garlic)
Blood Siphoner-A legendary dagger, rumored to be forged by Trevan Deathalias, a Dunmer Tremere some several thousand years ago, I never met the man, that was said to contain the essence of a powerful Daedra. (Paralyze+Absorb Health)
Requiem-Forged by an Akaviri spellsmith long ago, this blade, forged from the core of a dying star, and tempered with a Daedra’s heart, this longsword is said to be able to banish a conjured being, and to rip the soul out with a blaze of hellfire. (Banish+FIery Soul Trap)
Blood-Bound Phylactery-When a Tremere is intiated, they must drink the blood of the current ruling elders. A portion of their own blood is interred in this necklace. (Fortify Illusion w/ Magicka Regen and Fortify Conjuration w/ Magicka Regen)/Necromancer’s Amulet
Ring of The Erudite
Mystic Tuning Gloves-Imbued with the energy from Aetherius itself, these gloves enhance one’s magical abilities. (Pickpocketed from Drevis, sadly unenchantable)
Blood Strider’s Boots-Enhanced by powerful Thaumaturgy, allows one increased magical potency, and slight defense from magic. (Fortify Illusion and Resist Shock)
Main Quest-The Tremere can’t have dragons burning or freezing all the mortals and the other Clans. I mean, who would we feed and feud with?
The College of Winterhold-We have obtained information that the College seems to be interested in the ancient ruins of Saarthal, I must see why.
Volikhar-An ancient Vampire Lord has reared his head. I must see if I can find what plans he has, and usurp him if possible, for the Clan of course.
Dragonborn-Hermaeus Mora has whispered in my ear, of hidden knowledge hidden on the island of Solstheim. Where there is knowledge, it must be uncovered.
Dark Brotherhood-Ah, Sithis, a fickle master is he. Even though we Tremere aren’t as stealthy as the Berne, Assamite, or Nosferatu, we have our ways of being unseen, and the gold and magical trinkets help.
Pieces of the Past-So, a remnant of the Mythic Dawn lives, and wishes to reforge this unholy Dagger, such a tool could be an excellent boon for one such as I.
Lost to the Ages-So, some hapless fool has stumbled upon a piece of Aetherius, and of a lost Forge, I must uncover this ancient knowledge, and claim it for myself.
Civil War (Imperial)-Why not give the Clan a bigger foothold in Skyrim, than to strengthen the major power?
Highborn-You are a mage of the Tremere, and one of the First Generation Tremere to boot, you are entitled. When possible flaunt your abilities and your silver-tongue.
Creator/Vanquisher of Life-We Trememere have the ability to conjure life from nothingness. If we wish, we choose who we give and withold life from.
Master Strategist-Eons of planning have allowed us to come up with numerous failsafe plans. If one fails, we always have another. When an enemy cracks one of our plans of attack, swap to another.
Allegiance to None-You may say you swear fealty, bending the knee to this king and that, but know this, you are Tremere first.
Thaumaturgy-Summoning the power of Ancient Blood, you call upon the restless souls, returning them to their bodies, and casting a shell of blood around yourself.
(Equilibrium+Ritual Stone+Flesh Spell+Fire Cloak)
Auspex-A common ability among the Clans, using the blood absorbed, increases your abilities to even more supernatural capacities.
(Slow Time+Poison of Slow (Deathbell+River Betty+Salt Pile)+Flesh Spell+Vampire’s Sight)
Dominate-Controlling the blood and mind of your foes, you bend their feeble wills to your control.
(Bend WIll+Rally/Courage+Battle Fury+Flesh Spell)
Celerity-Having taken this ability from drinking the blood of a rouge Toreador, you are able to gain enhanced speed.
(Slow Time (1st Word)+Whirlwind Sprint)
Vampire the Masquerade clans for two reason, 1. To make the clans of Nirn even more diverse, and 2. To make vampires the badass menaces of the night once more after that series, urgh. I proudly present, to you all....
Clan Tremere, ah, one of the youngest, but one of most powerful, of the numerous clans of Tamriel. We were first started by a young Altmer named Alarian Tremere, of the Order of the Black Worm. Lord Mannimarco had ordered him to find out a way to make his followers immortal. His half brother, Silasil Goratrixa, had done research on a group of vampires, and had found a way to grant them immortality, without being sired. They each drank out of a basin of vampire blood, including yours truly. When we awoke, we had found we indeed had become vampires, and worse, we had been severed from our magical abilites. But all was not lost, we soon gained the ability to manipulate life-blood, Thaumaturgy, and it seemed we had regained our abilities to cast from this. But, I have little time to speak. Pontifex Artorias has sent me north, to Skyrim. Farewell....
Race-Altmer. Being the most gifted in the mystical arts than any other race, it was an obvious choice. Highnorn was a very useful abiliyh, especially in tough fights against Giants, Dragons, or large groups of foes. Plus, they get boosts in spells. Bretons are a close second, out of personal preference, though any race may be Embraced.
Standing Stone-Mage, to level magic skills faster, and then the Atronach. Place the Lord Stone (or Ritual) in the Aetherial Crown.
Major Skills-Conjuration, Illusion, Enchanting, Alchemy
Minor Skills-Restoration, Speech, Alteration, and Destruction
Stat Placement-4/2/1 in Magicka, Health, and Stamina respectively. Obviously, Magicka is the most important skill.
Weapons-Bound Sword/Dagger, Miraak’s Staff, Staff of Magnus, Staff of Jyrik Gaulderson. Even though I didn’t perk One Handed, I still have two corporeal weapons, which were artifacts of the Tremere.
“Armor”-Telvanni Robes, Boots, Mystic Tuning Gloves, Cultist Boots, Miraak’s gear, Aetherial Crown.
Upon entering a hostile dungeon, I summoned a Bound Sword/Dagger, then either conjured an atronach, or, if available, raised a dead body or two. Exchanging the Conjuration spell with a Flesh one, I would stand in the doorway, scanning my enemies. Coating my ethereal blade with a poison, I placed a rune by the door, and hurtled a Fireball or Chain Lightning to catch their attention. I would then fire off as many spells as I could cast at them, alongside my thrall/summon,. Once they were close, and the rune had activated, I would begin hacking at them with my Bound blade, putting on a flesh spell, and a cloak if possible. Once I was able to, I used the Summon Daedra Lord spell, alongside banishing any conjured cretins by my spellcasting foes. Being unarmored, and flinging spells around, with a follower, was thrilling. It was probably the first time I considered a character I played a glass cannon.
Undead, Mages, archers, warriors, all were no match for the Tremere, being felled by his chain of spells, followers, thralls, and summons to overpower them. Dragons were my main bane. I had to judge when to fire off a spell when they were in flight. The main strategy I used with in-flight dragons, was to conjure an atronach, and, backed up by my follower (Faendal, my favorite), provided support. When they either landed, or crashed onto the ground, I would switch to a spell-sword style of fighting, which suited me just fine. When desperate and out of Magicka, I casted Equilibrium, sacrificing Life for Mana.
(And Skills)
Illusion-All Altmer are skilled in the art of manipulation, we Tremere even moreso. Only Clan Ventrue outranks us, and even then, their stock includes the movers and shakers of the world.
Conjuration-Ah, the scent of a freshly raised corpse, the sound of an atronach appearing, a Daedra answering your call, its like an orchestra to my senses. Besides, what would you expect of a monster, than to create more monsters?
Destruction-Whether by fire and ice, storm or ash, the elements are mere tools for us to bend to our will, as are mortals.
Enchanting-Ah, imbuing one’s arms and armor with the souls of your fallen foes. It’s simply delicious.
Speech-While we may not be as silver-tongued as the Toreador or the Ventrue, we know how to get our way.
Alchemy-Whether a polluting poison, or a potent poultice, we Tremere strive to discover everything there is to know, and besides, it allows one to stave off the hunger with some blood, simulated, or otherwise....
Alteration-Warping reality to your whim, what more could one wish for? Casting force fields around ourselves, changing ordinary minerals to gold and silver, the un-life.
Restoration-The school of Magicka that not only restores the life to an individual, we have seen fit to push that more, we can control the life blood of not only mortals, but other nightwalkers.
Current Perks: http://skyrimcalculator.com/374175
Vampiric Vitae-Ah, simulated blood, or is it actual blood? I can never remember. (Garlic+Juniper Berries+Charus Eggs)
Anima Reddite (Soul Render)-A ravishing liquid that keeps a foe paralyzed, and causes septic shock throughout their entire body. (Orange Dartwing+Human Flesh+Imp Stool)
Essence of Mana-A vial of concentrated magical essence, I have been told it causes the drinker to become invisible as well. (Vampire Dust+Luna Moth Wing+Briar Heart/Taproot)
Blood Vial-Ah, blood, fresh from a mortal, an affluent one too. Might have made a good Ventrue, if the poor sap weren’t dead, heh. (Blue Mountain Flower+Wheat+Garlic)
Blood Siphoner-A legendary dagger, rumored to be forged by Trevan Deathalias, a Dunmer Tremere some several thousand years ago, I never met the man, that was said to contain the essence of a powerful Daedra. (Paralyze+Absorb Health)
Requiem-Forged by an Akaviri spellsmith long ago, this blade, forged from the core of a dying star, and tempered with a Daedra’s heart, this longsword is said to be able to banish a conjured being, and to rip the soul out with a blaze of hellfire. (Banish+FIery Soul Trap)
Blood-Bound Phylactery-When a Tremere is intiated, they must drink the blood of the current ruling elders. A portion of their own blood is interred in this necklace. (Fortify Illusion w/ Magicka Regen and Fortify Conjuration w/ Magicka Regen)/Necromancer’s Amulet
Ring of The Erudite
Mystic Tuning Gloves-Imbued with the energy from Aetherius itself, these gloves enhance one’s magical abilities. (Pickpocketed from Drevis, sadly unenchantable)
Blood Strider’s Boots-Enhanced by powerful Thaumaturgy, allows one increased magical potency, and slight defense from magic. (Fortify Illusion and Resist Shock)
Main Quest-The Tremere can’t have dragons burning or freezing all the mortals and the other Clans. I mean, who would we feed and feud with?
The College of Winterhold-We have obtained information that the College seems to be interested in the ancient ruins of Saarthal, I must see why.
Volikhar-An ancient Vampire Lord has reared his head. I must see if I can find what plans he has, and usurp him if possible, for the Clan of course.
Dragonborn-Hermaeus Mora has whispered in my ear, of hidden knowledge hidden on the island of Solstheim. Where there is knowledge, it must be uncovered.
Dark Brotherhood-Ah, Sithis, a fickle master is he. Even though we Tremere aren’t as stealthy as the Berne, Assamite, or Nosferatu, we have our ways of being unseen, and the gold and magical trinkets help.
Pieces of the Past-So, a remnant of the Mythic Dawn lives, and wishes to reforge this unholy Dagger, such a tool could be an excellent boon for one such as I.
Lost to the Ages-So, some hapless fool has stumbled upon a piece of Aetherius, and of a lost Forge, I must uncover this ancient knowledge, and claim it for myself.
Civil War (Imperial)-Why not give the Clan a bigger foothold in Skyrim, than to strengthen the major power?
Highborn-You are a mage of the Tremere, and one of the First Generation Tremere to boot, you are entitled. When possible flaunt your abilities and your silver-tongue.
Creator/Vanquisher of Life-We Trememere have the ability to conjure life from nothingness. If we wish, we choose who we give and withold life from.
Master Strategist-Eons of planning have allowed us to come up with numerous failsafe plans. If one fails, we always have another. When an enemy cracks one of our plans of attack, swap to another.
Allegiance to None-You may say you swear fealty, bending the knee to this king and that, but know this, you are Tremere first.
Thaumaturgy-Summoning the power of Ancient Blood, you call upon the restless souls, returning them to their bodies, and casting a shell of blood around yourself.
(Equilibrium+Ritual Stone+Flesh Spell+Fire Cloak)
Auspex-A common ability among the Clans, using the blood absorbed, increases your abilities to even more supernatural capacities.
(Slow Time+Poison of Slow (Deathbell+River Betty+Salt Pile)+Flesh Spell+Vampire’s Sight)
Dominate-Controlling the blood and mind of your foes, you bend their feeble wills to your control.
(Bend WIll+Rally/Courage+Battle Fury+Flesh Spell)
Celerity-Having taken this ability from drinking the blood of a rouge Toreador, you are able to gain enhanced speed.
(Slow Time (1st Word)+Whirlwind Sprint)
Any of my suggestions have already been mentioned: try to cut back some of the big white spaces, and you can probably do without the (and skills) note. Nice job with this, Chris!
Any of my suggestions have already been mentioned: try to cut back some of the big white spaces, and you can probably do without the (and skills) note. Nice job with this, Chris!