Post by Tami on Feb 25, 2007 13:23:28 GMT -5
Ventrue
Striding from battlefield to battlefield and throne room to throne room, the venture are the knights and kings of the Cainite chessboard. Theirs are the conquests, the wars and the Crusades; they rule from the manor houses and the throne rooms. Many were conquerors in life and have yet to shake the habit in death, while others achieved success as merchants or moneylenders. All triumphed, however, and as a reward were taken into clan Ventrue. There are no failures among the Ventrue, only successes and the fondly remembered dead.
Tradition is very important to the Ventrue, and they place great store in both etiquette and age. The longer a Ventrue has been a Cainite, the more respect she will garner from the younger members of her clan. Indeed, many elder Ventrue enjoy “apprenticing†newer members of a clan for a decade or so, to pass on their wisdom and so that they can vicariously enjoy their protégé’s successes.
Mortal status doesn’t not count for much among the Ventrue, and even those titles and lands carried over into death don’t bear as much weight as a single city taken postmortem. Many of the successes the clan garners are the result of individual action or team building efforts of charismatic individuals; if a matter is brought to the attention of the clan as a whole, it is likely to be bogged down irretrievably in matters of precedence and credit.
However, when the Ventrue do act, they do so swiftly, effectively and decisively. A Ventrue with an ambition is a terrible thing to behold, for she will not stop until it is achieved, and woe betide any who obstruct her. Ventrue are not above allying with members of other clans, as it is their own kind they have the most trouble working with.
Sobriquet: Patricians
Appearance: Immaculately dressed, the Ventrue prefer garb appropriate to their station in life. Ventrue several centuries old will take every opportunity to wear the weeds of their days among the living. Meetings of Ventrue tend to resemble a masque of historical costuming.
Haven: Castles and fortresses, generally those controlled by their mortal descendants, are where many Ventrue slumber the day away. They are never far from civilization.
Background: Ventrue are often Embraced from the ranks of the nobility. Those who are not tend to be successful military leaders, though there is a sizable minority of moneylenders and merchants, and more than a few Knights Templar have joined the clan as well. The most tradition-obsessed clan members attempt to keep their clan notion literal, and will only Embrace their descendents.
Character Creation: Ventrue tend to have noble or military concepts. Mental attributes are usually primary, as are knowledge abilities. Most Ventrue have influence and resources as backgrounds; there are very few poor Ventrue.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: All Ventrue have a specific limitation on their feeding habits. They may only drink the vitea of one particular type of prey (Priest, non-Christians, virgins, Englishmen etc) chosen at the time of character creation. Ventrue will not feed in a method that violates their prey exclusion, even if starving, wounded or deranged.
Organization: There exists a court of Ventrue, with an ever changing King and Queen. While propriety is observed during the Clan’s frequent gatherings, more attention is paid to garnering status within the clan than is paid to accomplishing anything, even in the enlightened self-interest of the clan. If a good idea is brought up at a Ventrue gathering, it will almost certainly be stymied by a half-dozen other Ventrue who refuse to see anything that doesn’t have their name attached to it succeed.
Quote: You wishes may matter on your lands, Baron. This night you stand on mine, and here my word is law.
Striding from battlefield to battlefield and throne room to throne room, the venture are the knights and kings of the Cainite chessboard. Theirs are the conquests, the wars and the Crusades; they rule from the manor houses and the throne rooms. Many were conquerors in life and have yet to shake the habit in death, while others achieved success as merchants or moneylenders. All triumphed, however, and as a reward were taken into clan Ventrue. There are no failures among the Ventrue, only successes and the fondly remembered dead.
Tradition is very important to the Ventrue, and they place great store in both etiquette and age. The longer a Ventrue has been a Cainite, the more respect she will garner from the younger members of her clan. Indeed, many elder Ventrue enjoy “apprenticing†newer members of a clan for a decade or so, to pass on their wisdom and so that they can vicariously enjoy their protégé’s successes.
Mortal status doesn’t not count for much among the Ventrue, and even those titles and lands carried over into death don’t bear as much weight as a single city taken postmortem. Many of the successes the clan garners are the result of individual action or team building efforts of charismatic individuals; if a matter is brought to the attention of the clan as a whole, it is likely to be bogged down irretrievably in matters of precedence and credit.
However, when the Ventrue do act, they do so swiftly, effectively and decisively. A Ventrue with an ambition is a terrible thing to behold, for she will not stop until it is achieved, and woe betide any who obstruct her. Ventrue are not above allying with members of other clans, as it is their own kind they have the most trouble working with.
Sobriquet: Patricians
Appearance: Immaculately dressed, the Ventrue prefer garb appropriate to their station in life. Ventrue several centuries old will take every opportunity to wear the weeds of their days among the living. Meetings of Ventrue tend to resemble a masque of historical costuming.
Haven: Castles and fortresses, generally those controlled by their mortal descendants, are where many Ventrue slumber the day away. They are never far from civilization.
Background: Ventrue are often Embraced from the ranks of the nobility. Those who are not tend to be successful military leaders, though there is a sizable minority of moneylenders and merchants, and more than a few Knights Templar have joined the clan as well. The most tradition-obsessed clan members attempt to keep their clan notion literal, and will only Embrace their descendents.
Character Creation: Ventrue tend to have noble or military concepts. Mental attributes are usually primary, as are knowledge abilities. Most Ventrue have influence and resources as backgrounds; there are very few poor Ventrue.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: All Ventrue have a specific limitation on their feeding habits. They may only drink the vitea of one particular type of prey (Priest, non-Christians, virgins, Englishmen etc) chosen at the time of character creation. Ventrue will not feed in a method that violates their prey exclusion, even if starving, wounded or deranged.
Organization: There exists a court of Ventrue, with an ever changing King and Queen. While propriety is observed during the Clan’s frequent gatherings, more attention is paid to garnering status within the clan than is paid to accomplishing anything, even in the enlightened self-interest of the clan. If a good idea is brought up at a Ventrue gathering, it will almost certainly be stymied by a half-dozen other Ventrue who refuse to see anything that doesn’t have their name attached to it succeed.
Quote: You wishes may matter on your lands, Baron. This night you stand on mine, and here my word is law.