Ventrue

The Kindred of Clan Ventrue have a reputation for being honorable, genteel and of impeccabke taste. From time out of mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the Kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times   the clan recruits from wealthy "old money" families, ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires preserve stability and maintain order for the Camarilla. Other Kindred often mistake this for arrogance or avarice, but to the Ventrue, their shepherd's role is more burden than honor.

Ventrue support the Masquerade wholeheartedly, feeling that under its auspices the best existence for all vampires may be obtained. To the Ventrue mind, other clans are brash and impetuous. Too concerned with their short-term comfort, other vampires gladly give up an eternity tomorrow for a bit of vitae tonight. Without the Ventrue, there would be no Masquerade; without the Masquerade, therewould be no vampires. Thus, the Ventrue have the weight of Atlas upon their shoulders. They bear their burden with a stiff upper lip and just a hint of noblesse oblige.

No other clan could lead the Children of Caine in the nights of imminent Gehenna - or so the Ventrue are apt to say. After all, their reputation rests on it. entrue see themselves as nobles in the classical sense of the word,  fighting to uphold the station of those below them. They are the kings, knights and barons of the modem night. Although the struggle has moved from battlefields to boardrooms and from jousting lists to voting districts, Clan Ventrue continues the duel.

Young Ventrue rally and lead the troops with their cellular phones and limousines, while the clan elders watch the horizons for threats that loom like storm clouds. Many holdings under Camarilla control are overseen by Ventrue, and the Blue Bloods are loath to relax their grip over endeavors they so desperately struggle to maintain. Reputation and achievement take a Kindred far in the Ventrue clan, but none of that counts if the vampire cannot maintain his influence.

Other vampires often cast aspersions on the Ventrue, vilifying them as sanctimonious, pompous or even tyrannical - and yet it is the Blue Bloods to whom those other vampires turn when something goes wrong. Ventrue cultivate, influence and - when they can - control the kine's media, police, politics, health and medicine, organized crime, industry, finance, transportation and even the Church. When another vampire requires aid, the Ventme can, often provide it - for a price.

Naturally, Ventrue gravitate to the upper crust of kine society, where their sophistication serves them in good stead. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.

Nickname: Blue Bloods

Sect: Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modem age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way.

Appearance: Ventrue cultivate classical, traditional appearances. Set in their ways, Ventme vampires often affect the styles of their breathing days, and one may frequently guess a Ventrue's age by determining from which period of history her clothing dates. Young members of the clan tend toward fashions ranging from "preppy" styles to omnipresent suit-and-tie wardrobes. Ventme are elegant and stylish, but rarely on the cutting edge of couture or haberdashery trends. After all, one must stand out, not stick out.

Haven: Only the best will do. Ventrue commonly make their havens in mansions or valuable estates. Ventrue vampires often come from  wealthy families, and their havens may even be ancestral homes. An old Ventrue tradition holds that any member of the clan may take sanctuary with any other member of the clan, and cannot be refused. This tradition is rarely invoked, for the vampire seeking refuge subsequently owes a great debt to the vampire who provided succor. Nonetheless, the custom has saved the unlife of more than one Blue Blood.

Background: Ventrue traditionally hail from professional or  high-society stock, though in modern nights the clan may claim any noteworthy person. Age, wisdom and experience play great parts in Ventrue Embraces, and a Blue Blood never Embraces capriciously. Some Ventme create neonates exclusivelt along family lines, in a twisted progression of gentrification. Other Kindred joke that the Ventrue are inbred, while the Ventrue themselves maintain that only the cream of the crop is suitable for membership in their clan.

Character Creation: Social and Mental Attributes are equally important, and illustrious members of the clan cultivate both aspects. Skills and Knowledges share similar importance, as the clan places great emphasis on being well-rounded and capable. Ventrue Kindred greatly prize Backgrounds, and high levels of Fame, Influence, Mentor, Resources, Retainers and Status go far toward establishing a Blue Blood's precedence.

Clan Disciplines: Dominate, Fortitude, Presence.

Weaknesses: Ventrue taste is rarefied to the point of exclusivity, and each Blue Blood may partake of only a certain type of mortal blood. This type is chosen at character creation. For example, a particular Ventrue might feed exclusively from virgins, blond men, naked children or clergy. The character will feed on no other type of blood, even if starving or under duress. Ventrue may feed on vampire blood normally.

Organization: The Ventrue in a given region meet often, though their convocations resemble salons or debates and tend to result in more talk than action. Of course, this ponderous discourse is the only "civilized" way to resolve an issue, and impulsive or rash Kindred often chafe under the clan's rigidity. Younger, impatient Ventrue have been known to mount direct challenges to an "old boy's" holdings and position, which is considered the height of treachery and rudeness - unless, of course, the upstart wins.

Bloodlines: Heritage is prized among the clan, and the childer and grandchilder of luminaries are held in esteem (or envy) by the rest of the clan. On a darker note, the Ventrue antitribu of the Sabbat have no foes so hated as the Kindred of their parent clan. Sabbat Ventrue are dark knights of that sect sworn to atone for their line's failings by upholding the tenets of the Sabbat. They are most commonly found among the Sabbat's templars and paladins.

Quote: The guidance of the Damned is my burden to bear, not yours. You would do well, however, to ask yourself whether your unlife is one of benefit to the Children of Caine, or a detriment. I have already made my judgment


Stereotypes

Assamite: Nobility once belonged to this clan, but they have cast aside their honor in pursuit of wanton diablerie.

Brujah: Old wounds scar the Rabble. These hotheads cultivate buried hatreds better than the harpies do. Still, we must be tolerant - centuries of failure must surely be difficult to bear.

Followers of Set: Their association with serpents is more than appropriate, for their poison infects all whom they taint with their presence. Do not allow them in your domain.

Gangrel: They are as trustworthy and useful as well-bred dogs. We send them forh when it is time for hunting, then call them back to the kennel when more subtle tasks beckon. In this way does everyone fulfill their role.

Giovanni: There are none so base as those who would raze the pillar of stability to further their own twisted interests.

Lasombra: For time out of mind have we dueled with these self-styled Keepers. It is a small comfort to see they cannot achieve for their Sabbat what we have garnered for the Camarilla. All the capering and bloodsports in the world cannot disguise inadequacy.

Malkavian: The price they pay for their supposed enlightenment far exceeds its benefice. Still, learn from them what you may.

Nosferatu: These pitiful creatures still pay the debt earned by their sires so many nights ago, though through no fault of their own.

Ravnos: Exercise the wisdom of the ancient kings when dealing with these vulgar deceivers.

Toreador: Truly, their great passion must be a curse, for Kindred lack the ability to create what they may only impotently observe.

Tremere: It is good that they favor stability, otherwise their depredations might outweigh their utility.

Tzimisce: Are there any left? How quaint!

Caitiff: One can choose neither one's parents nor one's sire, so bear them no ill will unless they earn it.

Camarilla: This is both our honor and our penance.

Sabbat: Infantile and unruly, the Sabbat abandons any hope of redemption.

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