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In many ways, the Ventrue are the Empire itself, both in reference to the Camarilla and to the expanse of territory claimed by Queen Victoria herself. Venerable, distinguished, powerful, influential, ubiquitous - flawed, conservative, imperialistic and built upon the toil of those whom their system fails to benefit.

The Victorian era represents a period of transition for the Ventrue. For the Nobles, that sobriquet signifies change as well. Gone are the nights of the absolute king in his castle, but time has not yet made an unequivocal master of the businessman. As such, their nickname means two things: It harkens to the time when royal families shaped the destinies of the world, but it also applies to the burden of leadership they have shouldered for the sake of all other Kindred.

The Ventrue's ranks have had to diversify, lest they "evolve" themselves out of the Kindred picture, to use the vernacular of the night's hot issues. To be sure, Ventrue still number among the aristocratic families and generals of the age (or rather, advisers to generals and other officers to whom curious hours would be a notable concern), but now, they also include the merchant, the academician, the colonial ambassador and the socialite. In the increasingly modern world, the masses have the true voice, with feudalism having fallen by the wayside and more democratic visions of leadership having raised their heads.

This particular notion causes bitter-sweet mirth among the most august elders of the clan, who remember the nights of the Roman republic and the height of democracy. These modern notions are but a pale echo of that, and the fall of a nobility that fails to consider the true origins of the Ventrue as a clan of leadership makes them shake their heads.

Clan Weakness
Ventrue have rarified tastes in blood. Each Ventrue finds only one specific type of mortal blood palatable, and does not gain sustenance from anything else. When a player creates a Ventrue character, she should talk to her Storyteller and define a specific type of blood that suits the character’s taste. This category should be fairly narrow; less than one person in 10 should fit the description. This choice is permanent.

Nickname: Kings
Disciplines: Dominate, Fortitude, Presence

 

Overview

"Where the Empire goes, so go the Ventrue," or so says the opening line of a treatise delivered by a Malkavian orator at a recent convocation of the Inner Council. What Victoria's agents are to the kine, the Ventrue are to the Kindred, arbitrators of disputes and enforcers of order. The Ventrue are far more than functionaries, however, as they have given themselves completely to the cause that is the Camarilla. Let the other clans mock, they don't understand the true price of nobility. Even under the feudal model, the lords owed their vassals certain responsibilities, and so, too, do the Ventrue take their role of leadership as seriously as they take the duties they owe their fellow Kindred. Rafael de Corazon may have been the Toreador who waxed poetic about the Camarilla and convinced other Kindred to flock to its banner, but the author of the idea itself was Hardestadt, none other than a Ventrue himself.

Not all Ventrue are as noble as their double-entrendre of a sobriquet hopes, however. Many are connivers and schemers, heirs to a sire's legacy that they claim by right of lineage and generation. these embody the worst aspects of the clan, exhibiting only greed and an outdated sense of entitlement.

Other Ventrue champion the successes of the sect or the clan, standing strong against the Sabbat or rationally discussing the grievances of other feuding Kindred. Without order, the Kindred would turn in upon themselves and the whole of the Race of Caine would suffer - anarchy and cynicism brought about the Anarch Revolt and the Inquisition, after all,  and the role of a clan of leadership is, well, to lead the Kindred away from their own self-destructive urges.

Most Ventrue fall somewhere in between these two poles of idealism, with most sadly tending toward the avarice and abuse of power of which they find themselves so often accused. Of this, though, what can be said? It is a decadent time, rife with pleasures and comforts, and what good does it do the Kindred as a whole for a Ventrue not to claim his due of benefits? Who was ever helped by someone else going without?

Ventrue make grand shows of their Embraces. This doesn't necessarily mean the act itself involves undue pomp and circumstance but, rather, that much ceremony goes into the observation of the event. Many Ventrue practice an almost Classical instruction period by which their fledgligs learn of Kindred culture. They recite lineages, observe the Embrace dates of exalted ancestors and honour ancient customs of hospitality that surely inconvenience the host more than they aid the guest. Ventrue unlife constitutes a world of duality: sacrifice with benefits, gain at great cost, noblesse oblige in a den of opulence.

And they wouldn't have it any other way.

Domain

Whenever a Ventrue claims his domain, the wise Kindred considers what this means before he refutes it or laughs. As the noble place such a great emphasis on their duties as leaders, a Ventrue's domain is not merely the territory in which his is the final world. Rather, a Ventrue domain carries with it the weight of recognition. That is, if another Ventrue visits the domain and finds it sorely lacking, not only will the domain claimant become the object of ridicule among other Nobles, he will have failed in his cause. Certainly, some Ventrue undertake the cause with more sobriety than others, but Ventrue blood is proud blood, and rare is the Noble who welcomes the derision of his peers. For this reason, Ventrue eschew squalid domains and struggling territories unless nothing else is available - and even then, the Kindred likely takes everty step possible to cultivate that domain into something worthy of his presence.

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Features in Ventrue domains unsurprisingly tend toward the prominent or the prestigious. Governmental districts usually fall under these auspices, as do financial regions and wealthy neighbourhoods. While cultural and artistic districts usually fulfil these criteria, Ventrue typically leave them to the Toreador, being much more interested in the bottom line of a domain's prosperity than the less tangible favour of patronage. Particularly dutiful Ventrue occasionally claim troubled domains, in that they might right the problems there (or influence them to be righted, at least), thereby fulfilling their duties as leader and, coincidentally, earning the concurrent accolades. Recently, Ventrue have adapted the concept of domain to include sectors of the kine in addition to regions of a city. In London, one Ventrue claims the police as his domain, while in the city of Amsterdam, the docks fall under one Kindred's domain while the actual dockworkers come under the bailiwick of another.

Broods and lineages of Ventrue sometimes grow out of a single sire's domain, but they survive only rarely without going their separate ways. In many of these cases, the sire extends the benefits (and responsibilities...) of the domain to his childer. This situation can be comfortable, true, but again, it does nothing for the childe, since, until she does something for herself, she's merely riding the coattails of her progenitor. Sires sometimes bequeath portions of their domains to their childer, but this occurs only rarely, as it both perpetuates nepotism and shrinks the domain of the sires. More often, a sire might leave an undead form of a will, by which his childer might distribute portions of his domain among themselves after his passing (God forbid). Needless to say, these are often hotly contested affairs, with one party inevitably feeling that she's received the short end of the deal and using hook or crook to better her own position.

Areas of Venture dominance often overlap with regions of the Empire's strength. London springs immediately to mind, as do the regions of France not infested with the Toreador or the Sabbat. Parts of Spain include Ventrue domains, but far fewer than have Brujah, Toreador and Lasombra claimants. Central Europe has traditionally belonged to the Ventrue, since before the nights of the Holy Roman Empire and conceivably as far back as the outward push of the previous Roman Empire. Portions of Italy are Ventrue domain, as are the occasional Eastern European domain held against the rampaging Sabbat, the territorial Gangrel and Nosferatu of the region and the skulking Tremere. The remnants of a faction known as the Eastern Lords manage to retain claims of domain in isolated areas scattered throughout the western portions of Eastern Europe (and a few have even extended their influence into the traditionally Tzimisce territories even more eastward), though these domains tend to be small, and, by Ventrue standards, at least, humble.

Interests

If it makes them money, the Ventrue are interested.

Mercenary, but true. The Ventrue don't bother being modest - it takes resources to lead. Where the distinction between the Victorian era and other times occurs is in the nature of those interests, however. Whereas once the Ventrue could attach themselves to the nobility (or claim nobility themselves) and draw from aristocratic coffers, those nights have all but waned. Tonight, commercial business threatens to supplant the Ventrue's "old economy." Banking, investments, shipping, merchant trade and old-fashioned imperialism contribute to many Ventrue's assets.

Naturally, politics also remain at the heart of Ventrue interests. Statistically speaking, the Ventrue likely have more princes among their number than any other clan - and the argument might be made that they have more princes than all other clans combined.

Their tough natures and diligent personalities also make many Ventrue fine candidates for the sheriff's duties and the scourge's responsibilities (though many Ventrue consider the title of hound beneath them). Indeed, much as the children of feudal-era noble families who didn't stand to inherit lands often joined the Church, many Ventrue without the opportunity to claim significant domain for themselves instead earn status and esteem by serving the Camarilla in other capacities.

No small number of Ventrue number among the primogen, and many cities with Ventrue princes also have a Ventrue primogen, a clever tactic which princes and Ventrue sympathisers use to sway the general consensus of that body in their favour. Even the informal position of harpy sees occasional influence in the hands of the Ventrue, who focus less on the social aspect of the position and instead turn the title into one of a moral or ethical leadership.

 
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Some Ventrue model themselves after the knights of the feudal era, joining the Camarilla's body of agents instead of claiming a domain or haven in a single city.

Like the arhons, these Nobles carry a degree of influence, though this esteem originates with the strength of the Camarilla as opposed to any solitary achievement on the part of the Ventrue herself. In the end, these Kindred may actually become archons - or at least attach themselves to the body of Kindred who aid them. If nothing else, they can serve as the eyes and ears - and, if necessary, confessors or confidants - of archons and even justicars.


Ventrue Clan Merits


Aura of Command (1 point merit)
As the royalty of vampire society, the clan of Kings brooks no disobedience from mere peons.

Mortals and ghouls cannot resist your Presence and Dominate powers. When targeting a mortal with Presence or Dominate, you automatically succeed; the mortal cannot form a defense test pool. This effect also applies to techniques with prerequisites that include Dominate or Presence.

Paragon (3 point merit)
You are either an established leader within the Ventrue or an up-and-coming star in the clan. The line of Kings looks to you to be an example, and many younger members of the clan seek your approbation and approval. This provides the following benefits:

  • The amount of money available to you from the Resources background is doubled.
  • You receive one additional action per Influence you control (Elite or Underworld).
  • Additionally, you have attracted the attention of a lesser Ventrue who wishes to ride your coattails towards greatness. This lieutenant is a low-ranking Ventrue neonate NPC, perhaps your childe or some distant lineage relation, and is built as a level 2 Retainer. This lieutenant cannot learn techniques or elder powers. If the lieutenant dies, you lose access to this merit for four game sessions or two months (whichever is greater), reflecting your search for a suitable replacement.

Regal Bearing (4 point merit)
As the dictates of the kings and queens of old were instantly obeyed, you can unleash the force of your personality in a magnificent flash.

Once per game session, you can use any one Presence power instantly, without expending an action. You can activate this merit even before your initiative. You must pay the normal cost and make the normal tests involved in activating the Presence power. Regal Bearing can be used to augment standard powers, but cannot be used in conjunction with elder powers or techniques.

Bloodline: Crusader (4 point merit) Sabbat
You are a member of a stern, demanding bloodline of the Ventrue clan.

Disciplines: Auspex, Dominate, Fortitude

Although Clan Ventrue has a glorious, regal past, it also has skeletons in the closet — darker aspects, which the clan would prefer to keep hidden. Among the clan’s secrets is the rebellious, violent bloodline known as the Crusaders. These cruel vampires are more soldier than prince, resembling last-born noble sons thrust into war and bloodshed in order to earn a place at the royal table. The Crusaders are prone to cruelty, and are excellent trackers, able to locate even the most elusive of prey. Despite Ventrue unease about this bloodline’s tendency toward sadism, Crusaders are Kings to the core, with all the egotistical pride of their parent clan. They are simply prone to a more visceral enjoyment of their victories; they prefer to look into an enemy’s eyes the moment she turns to ash. Crusaders are somewhat infamous because they enjoy acts of cruelty and viciousness.

These Ventrue antitribu are the knights and paladins of the Sabbat, sworn to combat the Antediluvians and bring down the degenerate Camarilla. They see their Camarilla counterparts as failures, and have assumed the roles of the race of Cainites' saviors to atone for this. They believe mortals to be ignorant cattle, sufficient only for food and service to their terrible vampire lords. To accept anything less is to take the path of the disgraced Ventrue of the Camarilla, and the Sabbat Ventrue are not willing to accept that failure.


Design made with ♥ by Delia Drew, 2015.

Content © Copyright 2013-2016 Mind’s Eye Theatre: Vampire The Masquerade & By Night Studios.