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House of Tremere | ||
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House of Tremere
Capsule Review by Alik on 01/02/02
Style: 3 (Average) Substance: 2 (Sparse) A solid description of Clan Tremere's Carpathian fortress-chantry and of the clan elders who dwell there. Good mood and portrayal, but limited by the fact that the information herein isn't relevant to most Dark Ages games. Product: House of Tremere Author: Robin Laws Category: RPG Company/Publisher: White Wolf Line: Vampire: the Dark Ages Cost: 19.95 Page count: 144 Year published: 2001 ISBN: 1-56504-272-7 SKU: WW2829 Comp copy?: yes Capsule Review by Alik on 01/02/02 Genre tags: Historical Horror Vampire Gothic | This book is a guide to Ceoris, the keystone chantry of House/Clan Tremere during the Dark Ages (shortly after the Clan's founding). Hewn from the rock of a Transylvanian mountaintop, dedicated by the murder of one of the clan founders, and filled with treachery, monsters, and twisted magics, Ceoris is the front line of the centuries-long war between the Tremere and the Tzimisce. By showing how the Tremere behave in their stronghold, we are also shown a portrait of the clan itself and its relation to the still-living members of the Hermetic house.
The book does an excellent job of setting the mood. I have no problem visualizing Ceoris' dark rocky walls, hearing the howls of strange beasts in the night, and seeing the pale figures that flit from shadow to shadow, most of them pawns in games they barely understand. My main objection style-wise is to the art. There are plenty of illustrations of torture, nudity that seems put there mostly for nudity's sake, and in one image, both at once. It does do a good job of matching and illustrating the things described in the text (the Tremere are not nice people, and are well-matched to fight the Tzimisce), but it makes it very difficult to read this book anywhere where someone might be looking over your shoulder. Definitely not the sort of thing your parents are likely to approve of. (It's not Black Dog, either.) The other mild gripe is that the first page of each chapter is in an awful Gothic font that is impossible to read.
The first part of the book is a history of the chantry and the clan, told by the ghost of the man whose murder consecrated the site. This is, however, almost the only bit of first-person perspective in the book. Unusually for a White Wolf product, the majority of this book is devoted to objective descriptions. In this, it reads very much like a D&D module. We are shown the chantry's location in relation to the rest of the world, then given a room-by-room description of the various floors and who will be where when. The system of patrols, wards, and monsters is described in detail. The book ends with capsule bios of the more powerful or important chantry inhabitants, followed by the semi-obligatory description of new Thaumaturgical tricks. Inhabitants are described in terms of how they fit into the ongoing political rivalry between clan elders Goratrix and Etrius: should the vampires just Embrace all the mortals straight off, or take the slow approach? The book is tied in to White Wolf's Transylvania Chronicles line of adventures, and thus makes reference to characters' destinies within that storyline and the greater White Wolf metaplot. There is also a small segment at the end that describes a few other Tremere chantries, just to illustrate what the clan is like outside its stronghold.
The new powers listed are reasonably balanced. They are meant to illustrate Thaumaturgy as a young and highly experimental discipline, and many of them (particularly the section on magical potions) come with some nasty drawbacks. It is certainly not the case that a player character could master any of these without spending years and years of study. Moreover, he wouldn't do it without losing a whole bunch of Humanity. Much of the book is given over to describing the Gargoyles, the Tremere's race of re-animated semi-vampiric monster-slave-soldier creatures. Several special types of Gargoyle and other magically created monstrosities are described, and any of them would be equally at home in a Tzimisce castle. Most of the creatures and powers are described as being abandoned before the modern age, but an enterprising GM can always let a character discover a dusty tome with the right spells.
So, if this book has balanced powers and a good description of the chantry, where does it fall down? In my mind, the problem is that I just can't see it being very useful to most Dark Ages stories. Unless you want to set a series in Ceoris itself, or send your characters off to try to break into it (not a good plan), there's not a lot here for you. None of the creatures described here is going to be found outside the immediate Ceoris environs, and nobody outside Ceoris is supposed to know these Rituals and Thamaturgical Paths. The descriptions of power struggles and relationships is interesting, but again, most Dark Ages games won't come anywhere near any of these people (given that most of them spend all their time in Ceoris). If you're a Tremere buff, you'll want this for your collection, but for the majority of gamers, it's not worth the price. | |
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