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 CLAN: Tzimisce

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yanamari

yanamari


Posts : 899
Join date : 2010-08-10

CLAN: Tzimisce  Empty
PostSubject: CLAN: Tzimisce    CLAN: Tzimisce  EmptyWed Oct 24, 2012 8:41 am

CLAN: Tzimisce  LogoClanTzimisceDA

If you described a Tzimisce as inhuman and sadistic, it would probably commend you for your perspicacity on the inhumanity, and then demonstrate that your mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.

The Tzimisce clan weakness dictates that whenever a Tzimisce sleeps, they must surround themselves with at least two handfuls of Earth from a place important to them as a mortal. Failure to meet this requirement halves the Tzimisce's dice pools every 24 hours, until all their actions use only one die. This penalty remains until they rest for a full day amid their earth once more.

Early History
While [Tzimisce] is presumed dead at the fangs of Lugoj, the Tzimisce clan still holds their deceased founder in some reverence. Far more than their Darwinist Lasombra brethren, the Tzimisce are a clan of tradition and history, and while the founder may be dead, its ideals and quests still capture the minds of the Fiends.

What the Eldest originally was is open to debate, although only marginal interest - the Tzimisce consider humans to be clay at best, and the Eldest's mortal existence would be a trivial prelude to a far more important undead career. However, at least one legend among the Tzimisce suggests that the Eldest was an experiment. Enoch, seeking to expel all of his bestial qualities spat out his existence into an Embrace using a modification of the Protean discipline - the beast, according to those Metamorphosists who adopt this theory is not just rage, but also change, whimsy, intuition and imagination, all traits that the Eldest showed after its embrace. In this interpretation, the Eldest is not just a creature, but also a visible manifestation of Vicissitude.

The Eldest struck out early, eventually traveling to Eastern Europe, where it became tied to the land and Kupala, the demon of the area. Kupala's instruction of Tzimisce eventually culminated in an event known as Kupala's Night. Before the Deluge, and long before the rise of Rome, Tzimisce and its eldest and wisest childer gathered in the depths of the Carpathian mountains. Though the Lupines attempted to keep the demon-spirit imprisoned, the Tzimisce triumphed, and Kupala was set free - mostly. All of its chains to the mortal world were broken, save two: the Carpathian mountains, within which it had been bound for so long... and Tzimisce itself.

With the rest of the great demon freed, its only outlet was into the Clan, through the blood of the Antediluvian. The childer of the Eldest speak of a legendary single night in the Clan's history, during which their powers of Vicissitude were heightened to incredible levels, and their sorcerous magicks rivaled that of the gods. This was known as Kupala's Night - the night the Tzimisce Clan established their power and damned themselves for the rest of eternity.

Since Kupala's Night, the Clan has waged a private war with the werewolf tribes of Eastern Europe for custodianship of the Carpathians. Though any single werewolf is easily a match for an elder vampire, with the aid of koldunic sorcery and fleshcrafted war ghouls (vozhd), the Tzimisce eventually gained the upper hand, and from there largely drove off or slew the Lupines. Occasionally in later years, werewolf "crusades" were launched against the Carpathians, but the Tzimisce (oftentimes aided by Gangrel allies), kept the terrain free of their shamanistic influences.

In the Carpathians, the Eldest embraced others, notably Yorak, Kartariya, Byelobog and the Dracon, each of these descendants spread both intellectually and physically around the world. While the Tzimisce are now noted for the madness and sadism of metamorphosists like Yorak, creatures like the Dracon show an entirely different side - the Tzimisce are experimenters and creators, whether it be Constantinople or the Cathedral of Flesh.

The Tzimisce had little to do with Rome and its many conquests. Their real influence lay further eastward, in Constantinople. There, noted scholars such as Myca Vykos and the Dracon furthered the knowledge of the Clan in unheard-of ways. The city was the site of a major spiritual movement among Cainites: it seems that the Damned may not be so Damned after all. With this revelation, the Clan Tzimisce, along with many others (Malkavians, Brujah, even Nosferatu) could learn to enjoy the fruits of their decades-long labor and co-exist more-or-less peacefully among the mortals.

The Obertus order was involved in this movement most heavily, of all the Tzimisce lines. They had preserved quite a bit of the lost Library of Alexandria, making them some of the most well-read supernaturals in the world at that time.

(History important to our Chronicle)
The Tzimisce Voivodate, a loose confederation of Tzimisce domains in Eastern Europe, had survived since the fall of the Second City only to face new threats to its existence during the Dark Ages. The first threat to Tzimisce power in the region was the emergence of the Tremere. Though the magi of the Order of Hermes were a familiar presence in the region, they invoked the wrath of the neighboring vampires after prying the secret to vampirism from captured Tzimisce. House Tremere, led by Goratrix officially became Clan Tremere in the wake of the diablerie of Saulot. Despite making enemies of mortal magi, the Tzimisce, the Salubri and later the Gangrel and Nosferatu, the fledgling Tremere managed to survive the Omen War with the Tzimisce. Voivode of Voivodes Vladimir Rustovich's assault on the Tremere was interrupted by the invasion of the Ventrue under Jürgen of Magdeburg. While Jürgen's assault was ended through the efforts of Myca Vykos and the Obertus Order, the Omen War continued on until the Anarch Revolt rendered the Tzimisce incapable of any real organized efforts as a clan. Despite the Warlocks' continued survival, most Tzimisce continue to bear a grudge against them into the modern era, though many younger Tzimisce fail to comprehend why. The Voivodate, and with it the feudal structure of Tzimisce society, would last only a few centuries longer.

Culture
Even before the rise of the Sabbat, the Tzimisce viewed their mortal charges as little more than a sophisticated form of herd beast; following the Anarch revolt, the majority of Tzimisce have abandoned lordship in favor of their own projects. To purify their thought and detach themselves from human subjectivity, Tzimisce either founded or developed the various Sabbat Paths of Enlightenment. These beliefs and rituals serve diverse purposes: engendering solidarity among vampires, providing new habits to replace human-learned ones, and fostering an understanding of what it means to be a vampire. As a result, the Tzimisce are intensely focused on the Vampiric condition: they gladly abandon their Humanity in favor of the Paths of Enlightenment, and they have spent more time thinking about their state than any other clan. One of the immediate results of this is that Sabbat culture is derived from medieval Tzimisce culture; traditions such as Vaulderie derive from Tzimisce custom.

Tzimisce culture, philosophy and self-image is intimately tied with their practice of Vicissitude. The Tzimisce view Vicissitude as a key to unlocking higher mysteries of the vampiric state, and consequently see deeper mastery of Vicissitude as part and parcel with vampiric enlightenment. Tzimisce almost invariably modify their own appearance using Vicissitude, sometimes on a nightly basis.

Tzimisce also use Vicissitude as a solution to a variety of problems that wouldn't occur to a vampire possessed of a conscience. Unlike most rulership clans (e.g., the Ventrue or Lasombra), Tzimisce have no particular facility for Dominate. As a result, they rule their subjects not by mind control, but through sheer fear, using creative applications of Vicissitude to strike that fear home. Giant sculptures of living flesh, tables made from ghouled children, lovers glued together and transformed into dogs, all of these are tools for a sufficiently insightful Tzimisce. The most infamous of these creations, the szlachta and vozhd, are used as bodyguards and tanks.

The Tzimisce are also the last practitioners of a form of Koldunic Sorcery.

A particularly interesting phenomenom which is practically exclusive to the Tzimisce is the existence of Revenants. Revenants are families of ghouls constantly maintained by the Tzimisce, who serve as mortal pawns and possible candidates for the Embrace. Centuries of vampiric contact, infusions of vampiric blood and inbreeding have transformed the Revenants into a distinct type of supernatural creature. They produce a weak vampiric-like vitae, which sustains their bodies far beyond normal human lifespans (although not immortal, Revenants can live to be hundreds of years old), and also gives them the ability to use Disciplines. Revenants are fanatically loyal to their vampiric masters, and consider themselves superior to the average human, as well as "regular" ghouls. This, added to their treatment by the Tzimisce and their inbred, unsavory lifestyles, have shaped their mindsets into completely alien directions. Most Revenants could never function as normal human beings. The four Revenant families also provide the Tzimisce with a very diverse "breeding stock," giving the clan a lot of flexibility in its membership. Warriors, scholars, aristocrats and freaks are all found in equal measure amongst the Revenants, and this translates to them being found amongst the Tzimisce as well, once they Embrace the Revenants in question. Although there are other Revenant families in the World Of Darkness, the four Tzimisce families (the Bratovitches, the Obertus, the Grimaldi and the Zantosas) are the biggest and most well established. What follows is a description of the four families:

  • The Bratovitches are the muscle of the four families. Violent and animalistic, they are quick to anger, rough and savage. They are also the kennel masters for their lords, raising dogs, wolves and other wild animals so that their masters may shape them into fearsome creatures they may hurl at their foes.

  • The Grimaldi are the Tzimisce's main liaison with human society. They are the most "human" of the Revenant families, and are usually in charge of maintaining Tzimisce estates and handling mortal endeavors like finance and politics. They are also the most independent of the Revenant families, some of them even secretly plotting to free themselves from their masters' yoke. Other Revenant families see the Grimaldi as soft, and hold them in contempt. The Grimaldi return the favor, seeing the other families as mindless slaves and freaks.

  • The Obertus are scholars and occultists, and are held in high esteem by the Tzimisce, as many of their greatest scientists, spiritualists, leaders and sorcerers have been Embraced from their ranks. Sascha Vykos, the most famous (and notorious) Priscus of the Sabbat, was formerly Myka Vykos of the Obertus family.

  • While the Grimaldi are the Tzimisce's pawns in mortal society, the Zantosas are their main link to culture. Zantosas are hedonistic social butterflies, on par with any Toreador in their dealings with human culture. They stimulate their senses and play with humans with reckless abandon. They are probably the Revenants in least control of themselves (even moreso than the Bratovitches), and many believe the only reason the Tzimisce haven't wiped them out is because they value their tradition and history. The Fiends' anachronistic mindset may be the only thing saving the Zantosas from annihilation.


The Tzimisce are unique in how much their culture is centered around their signature Discipline, Vicissitude. This unique and quite disturbing Discipline allows the Tzimisce to shape flesh and blood (both living and unliving) into practically any shape they can think of. Their exploration of it rivals (some people even say surpasses) that of the Tremere towards Thaumaturgy, and the Tzimisce ascribe a spirituality that contrasts with the Tremere's practical view of their own Discipline. This results in most Tzimisce not looking at all like humans, having shaped themselves into alien or monstrous forms, or even looking beyond human, having sculpted themselves into paragons of mortal beauty canons, more beautiful than any human created by nature.

In fact, this exploration of the Discipline, along with their studies into how it affects the body, mind and soul of the user or subject of its use, have led to whole philosophies being based around it, particularly the Path of Metamorphosis (it also fascilitates studies in the other Tzimisce path of enlightenment, the Path of Death and the Soul). Rumors of [Tzimisce]'s godlike proficiency with the Discipline have given way to the Fiends giving it an almost religious importance. While other clans may have their own personal Disciplines (like the Gangrel's Protean, or the Assamites' Quietus), none base their unlives around them like the Tzimisce do with Vicissitude.
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yanamari

yanamari


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PostSubject: Re: CLAN: Tzimisce    CLAN: Tzimisce  EmptyWed Oct 24, 2012 8:43 am

Torture
It is an unpleasant fact to some Kindred, that a large portion of the Tzimisce culture revolves around ways and means of hurting other beings. Many Kindred would understandably prefer to ignore or gloss over this aspect of the clan. Still, Tzimisce are dubbed Fiends for a good reason, and information from that perceived evil that is the Clan Tzimisce, may be particularly useful to those used to a more benevolent Camarilla perspective.

Psychological preparation is vital for any torture session and Tzimisce disciplines are admirably suited to this. Vicissitude allows the torturer to assume a shape appropriate for the situation. Perhaps an incredibly beautiful member of the gender to which the victim is attracted, to heighten their shame; or an impossibly hideous one, to heighten the revulsion and terror; or even the form of the victim's worst enemy, or closest friend. Auspex allows the Tzimisce to discover the victim's phobias and dirty little secrets, and to discern which areas of the victim's body are particularly sensitive.

Tzimisce disciplines also vastly aid in the actual torture session. Vicissitude allows the torturer to become his own tool kit, reforming his extremities (or the victim's extremities) into a variety of intrusive implements, perfectly shaped to fit the victim (or, not quite fit, as the case may be...). Then, too, the sight of one's bones heaving of their own accord through one's skin is always disconcerting -- and it becomes difficult to find release in a scream when one's tongue has been grafted to the roof of one's mouth... Animalism allows for a variety of noxious creatures (particularly those inspiring panic in the victim) to be summoned and precisely directed around, on top of, or even into the victim.

Of course, as is commonly physical torture has it's limits and this is particularly true concerning Kindred. Most Elders worthy of that title have experienced massive body trauma at least once during their unlife and thus, are somewhat numb to the standard concept pain. Moreover, Kindred scoff at threats that would break many mortals, such as amputation or castration, given their regenerative capabilities. And how does one threaten a Nosferatu with disfigurement? Sometimes even mortals display surprising resilience.

Unfortunately for such victims, Tzimisce are equally skilled at emotional torture. Centuries of unlife have given Tzimisce torturers an uncanny degree of psychological insight into the way the human, and Kindred mind operate. Furthermore, Tzimisce control over the Blood Bond provides torturers with a variety of fiendish new ways to hurt their victims. For example, two Kindred may be forcibly Blood Bound to one another and then one painstakingly disfigured before the other's eyes. Alternatively, the Tzimisce may break one victim's Bond, while leaving the other still Bound; then the un-Bound victim may then be re-Bound to the torturer and induced to inflict physical or emotional pain on the other remaining victim. Tzimisce may also, through rituals, can cause already Bound beings to feel emotions other than love. A victim capable of bearing the most atrocious wounds without flinching may be utterly broken by a contemptuous slap from the hand of the now hostile love (or childer).

Hospitality
The rights and treatment of guests forms an indelible part of Tzimisce culture. There are many and archaic rules concerning deportment, manners, greetings, goodbyes, allowances, and settlement of grievances, but there are a few Clan-wide obligations that are always honored. A guest of the Tzimisce is entitled to several things:

  • shelter and nourishment for three days and three nights (not counting the night of arrival)
  • the protection of the host against third-party aggressors
  • suspension of inter-family grievances for the duration of the stay
  • the best quarters in the home of the host (up to and including the host's own chambers)


However, the guest also has a few obligations that makes them worthy of such special treatment

  • a ritual exchange of gifts or services (on arriving, departing, or sometimes both)
  • respecting the host's boundaries and property
  • not needlessly angering the host or any of his family
  • not staying any longer than the requisite three days and three nights unless invited to.


The balance of these laws is to ensure that no advantage is taken of either the host or guest - a Fiend's honor can be completely shattered by infringing upon either one of these sets of rules. Given the warfare that exists between lineages of Tzimisce, exercising patience and honoring these laws is a way to ensure that there is always a sort of "neutral ground" where combative families can meet and prevent any further outrages.

The older a Tzimisce is, the more seriously they treat these laws, for they remember the nights when the only shelter to be had was in the domain of a rival voivode, when travel was arduous and only undertaken when neccessary. Most elder Tzimisce respect these laws in the modern nights, but their grandchilder may not even be aware that these laws exist, much less still enforced in their ancestors' domains. Minor breaches can be forgiven, though some sort of effort must be made to show that the trespasser is apologetic. Major breaches can fix a Tzimisce's reputation in a very bad way - slaughtering guests during the day is a sure way to make sure no-one comes to visit you, or ever wants to make a deal.

Embraces
Historically, the Tzimisce have viewed mortal life as largely irrelevant before the Embrace. While they do look for certain mortal characteristics, they tend to see this as the barest flicker of potential rather than a compelling argument. Tzimisce Embraces are supremely selfish - often based around specific obsessions or interests of the sire, rather than any distinctive characteristic of the childe. Those with interests matching their own are particularly prized, and many Tzimisce childer were masters of their field in life - whether this field was medicine or serial murder is a trifling distinction though.

That said, the Tzimisce have a reputation for choosiness, largely from a general disdain for mortals. The Tzimisce have partly addressed this by instituting breeding programs among mortals, resulting in ghoul families such as the Bratovitch or Zantosa line, which serve as the preferred fodder for an embrace.

Path of Metamorphosis
"Enlarge your mind, for it is not burdened by the constraints of your flesh. Within the mind, all things are possible, and so only the mind is capable of conceiving, much less attaining, perfection. The pursuit of such a lofty goal brings its own rewards." - Vichel Tabara

The practitioners of the Path of Metamorphosis believe that the world as we know it is simply one step in a long process of self-enlightenment and development towards something better. Exactly how this "better" is defined varies according to the follower, but the methods to achieving this higher state relies on perfecting the physical form to reflect the follower's attainment of more enlightened principles. Vicissitude is the means by which this physical perfection is achieved, and any serious follower of the path is also a scholar of the Discipline.

Naturally enough, this Path is followed primarily by members of Clan Tzimisce, who also adapt their mental processes towards this higher, more detached state. In the eyes of the unenlightened, they seem cruel, sadistic, and fanatical, but never seem to realize that the terror and agony the Tzimisce cause are merely tools to attain a more noble goal.

There are as many views on Metamorphosis as there are practitioners of the Path. Though all agree that the goal of the path is to become "more than" human, and "more than" vampiric, they viciously disagree on what the "more than" IS. In order to pursue their ends, many Path followers engage in the extremes of scientific and occult research. Needless to say, the Tzimisce fleshcrafters never use anesthetic. Vicissitude is seen as the primary means of expressing Metamorphosis, though whether this is because it is used because the spirit shapes the body or the body shapes the spirit is a hot source of contention.

The Path of Metamorphosis is a very exclusive Path. Its members do not congregate and share information - in fact, doing so is considered a violation of the Path's ethics (see page 293 of the Vampire: The Masquerade sourcebook for the hierarchy of Path sins). Several followers of the Path merge Metamorphosis with koldunic practices. This has led to the creation of the Ahzi Dahaka ("Three-Headed Dragon") philosophy, where the follower of Metamorphosis will someday gain complete physical, mental, and spiritual mastery - the Tzimisce version of Golconda, it seems.

When a Metamorphosist gains a particularly important revelation, they are said to undergo a period of "chrysalis" as they adapt to this newfound wonder and employ it in their pursuit of Ahzi Dahaka.

Description of Followers
There might be a few wayward Cainites of other Clan who seek Metamorphosis, but the Path is ultimately a creation and tradition of the Tzimisce. To hear them tell it, only Tzimisce have the neccessary clinical detachment coupled with a rabid drive to pursue the ultimate goal of this Path. Vampires brought up among the Camarilla refuse to completely forego their humanity in the ways Metamorphosis requires, and even Clans such as the Lasombra and Giovanni hesitate to change themselves in so drastic a fashion, in spite of the benefits. Those who have followed Metamorphosis for a long time often twist their own forms into monstrous and brutally effective shapes, including multiple limbs, blood-sucking orifices, and anything else that they believe their take on enlightenment requires of them.

Following the Path
Metamorphosis is fundamentally a scientific endeavor: by understanding the world and the life within it, Metamorphosists hope to unlock the secrets of evolution and attaining mental and physical perfection. However, the physical form is seen as only a vehicle of the mind, and those who grow sidetracked with attaining temporal power are not respected by the followers of this Path.

Common Abilities
Followers of this Path often develop a variety of skills and abilities, for any road can potentially grant bursts of enlightenment to the dedicated practitioner. No method, however extreme, is ignored, so Abilities such as Academics, Investigation, Medicine, Occult, and Science are favored, followed secondarily by Body Crafts for those who seek to improve their bodies via Vicissitude.

Preferred Disciplines
Vicissitude is perhaps the most obvious of the Disciplines practiced by Metamorphosists, but mental powers such as Auspex, Thaumaturgy, Koldunism, and other mystical means are highly prized.
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yanamari

yanamari


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PostSubject: Re: CLAN: Tzimisce    CLAN: Tzimisce  EmptyWed Oct 24, 2012 8:54 am

The Dracon
4th Gen - Tzimisce

The Dracon's family has served the Tzimisce clan for centuries. He was born as a revenant of their most warlike lines. He gained the favor of a Tzimisce elder through guile and wit and was especially favored for his accurate analysis of the threats posed by other Cainites. He warned that their homeland was doomed to serve a Roman Empire.

This was a bold statement -- not only because it spoke poorly of his clan's ambition, but also because The Dracon's master was not truly of his homeland. The original masters of Dracon's homeland were defeated in a Trial by War by an ambitious Tzimisce foreigner. The original masters harbor a great hatred for these foreigners, considering them bastard childer of their great and glorious line. Nonetheless, the Dracon's quick grasp of culture offered him an opportunity.

He became an ambassador to Rome, ostensibly for the purpose of diplomatic relations, secretly to gather information. During the empire's rise, the Dracon's diplomatic relations with the Cainites of other clans gave them hope. The Roman Ventrue did not recognize the authority of most Tzimisce throughout the northern and eastern reaches of the Empire, making elaborate attempts over the last two centuries to establish their own domains within these lands.

When the Roman Ventrue Senate proposed the plan of instituting domains and a coterie of Cainites to rule them, the Dracon was in the prime position to exploit them. The Ventrue referred to this Council of Ashes as a way to "resurrect the extend the glory of Rome to a barbarous land." Though none but the Ventrue truly believed in this idealistic plan, Dracon was given the Embrace by his master so he could infiltrate the Ventrue coterie. The arrogant Ventrue, swayed by Dracon's politicking, ultimately granted him the title of Dacian Prefect.

Dracon regularly conversed with the rulers of the other domains. He quickly gained a reputation for diplomacy and civility, and he reassured the recognized rulers that certain factions in his clan wished to maintain diplomatic relations with the other clans. At the same time, he knew that communication among the members of this coterie would be its greatest weakness. Thus, he bound the messenger of the seven rulers, a Gangrel named Elijah, into a Blood Oath. The information allowed Dracon and his secretive Tzimisce allies to scheme against the council's rulers.

Betrayed by treachery, the Council of Ashes was dissolved within a few decades. Though Roman settlers were still building the cities desired by the Roman Ventrue, only four out of seven rulers remain. The Dracon remained on good terms with the other three, and he secured his domain. Until the Ventrue decided to abandon their diplomatic relations with the Tzimisce, Dracon's authority was recognized by Roman Cainites and Germanic Tzimisce alike.

It was during this grand display of politicking and power that Michael the Patriarch encountered the man. His dream burned brightly, and was given to the Dracon over a series of meetings. Unable to turn the Toreador elder away, he sought this dream through warfare and conquering of Constantinople. Bloodshed and politics bound him further into the grip of the Toreador until it seemed Michael would lose all control over his dream. It was then he took the man as his lover, binding him through blood and breaking his spirit with telepathy. For countless centuries, the Dracon has been a caged animal, a slave.

Appearance - There is no mistaking his consanguineous heritage, with his long black hair and jet-black eyes, elegant nose and cruel mouth, delicate features and resolute cruelty. His demeanor is the perfect combination of aristocratic barbarism.

Myca Vykos - the monster, Caine's Angel
7th gen - child of Symeon

In his mortal days, Myca Vykos was a student of the Tremere house of the Order of Hermes, a loose-knit group of magicians and thaumaturgists. He and his rival, Goratrix, belonged to a covenant of studious magi nestled in the Carpathian mountains. Returning to his chantry, Myca was taken painfully with his group of travelers and magi by a Tzimisce raiding party.

His abilities and magics held the Tzimisce from consuming him immediately, dragging the man across the mountains and their battles with the chantry to the Dracon. Myca revealed to have a dark intellect, hailed from the Balkans with their ferocity. He also held deep secrets and information for the very people the Tzimisce hunted: the Order of Hermes/House Tremere. Intrigued, the Dracon gave him to Symeon.

Symeon embraced him violently and painfully after extended torture and information gaining regarding the Tremere. Since embrace, he has broken numerous laws among the Tzimisce, using his arts upon other clans namely Toreador and Setites and enjoying their parties. He has a horde of ghouls in secret service, acting as the devil's advocate in the library. The man has more secrets than the entire city put together. The Dracon often watches the lad, his ancient ways awakening in the process.

Myca returned to Byzantium with Symeon, where he makes his home to this night. Not long after he had received his own Embrace, Myca learned that his former Hermetic house had managed to become vampires as well. Only they had done it with the aid of Goratrix by destroying a Tzimisce vampire and infusing themselves with his blood.

Myca was livid - would Goratrix constantly haunt him? Was there nothing that he could achieve that his rival could not? Myca swore himself the eternal enemy of his former house, and suffers no Tremere who cross him to leave with their unlives intact. He constantly wars with his past deeds, as several of the Tremere who have inroads into Eastern Europe have established those with his assistance during his days as a mortal magus.

But Myca has not taken an overt, warlike stance against the Usurpers. Instead, he quietly gathers information and observes as history unfurls from his haven in Constantinople. He knows that he has eternity to destroy the damnable Tremere, and his patience is only matched by the viciousness that seethes in his betrayed soul.

Myca is a Noddist scholar, scientist, historian and later the Sabbat's chief torturer.
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