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The Clan of Kings: Clan Ventrue [Open for Roleplay]

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PostPosted: Tue Jul 17, 2012 8:36 am
We are kings and princes
Politicians and businessmen
We are the best, the brightest

We are the keepers of the Masquerade,
The guardians of the Traditions,
The core of the Camarilla.


We are Clan Ventrue.
 
PostPosted: Tue Jul 17, 2012 8:37 am
Clan Rules
1. As the Keepers of the Traditions, we have a responsibility to uphold them to the utmost. Breaking them will be punished severely, up to and including death.
2. The same can be said for the Masquerade. No mortal is to know what you are. Breaking the Masquerade is punishable by death.
3. No mortal is to be Embraced, nor Catiff welcomed in, without the approval of the Elders of the Clan.


Rules of the Haven
1. Respect your Elders, for they can squish you.
2. The word of the Clan Elders is law.
3. Violence is not permitted. If you wish to brawl like common Rabble, take it outside.
4. Members of other Clans are not allowed. This is Ventrue's private space.
5. Prospectives, either among the Catiff or mortals, may be permitted entrance for evaluation by the Elders.
 

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PostPosted: Tue Jul 17, 2012 8:38 am
About the Ventrue

The Kindred of Clan Ventrue have a reputation for being honorable, genteel and of impeccable 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, there would 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.

Ventrue 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 Ventrue 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.
 
PostPosted: Tue Jul 17, 2012 8:39 am
Clan History

The Ventrue consider themselves born to lead. The Clan claims that their Disciple, Artemis, was the first Childe of Caine himself. She was Caine's advisor in the earliest days, and the god himself mandated that she and her Childer were to lead the vampires still on Faetasia. The Ventrue take this Caine-appointed duty very seriously, and continue to maintain it into modern nights.

When the split between Camarilla and Sabbat occurred, it was the Ventrue who led the push for the creation of the Camarilla. They consider themselves protectors of mortals as well as vampires, and so they helped establish the Traditions that govern the sect today.

In modern nights, the Ventrue still stand as leaders in Kindred society, with the current Camarilla Prince a member of the Clan. With rising threats to Cainites from all sides, Clan Ventrue is prepared to take up it's mantle as defenders, leaders, and guides of Kindred society.
 

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PostPosted: Tue Jul 17, 2012 8:41 am
Clan Leadership:
Disciple of Caine:
Antediluvian:
Methuselah: D.L. Harmon IV (INACTIVE)

Prince: Alessa Caito
Elders:

Active Members:
Ancillae:

Neonates:
Vincenzo
Alessandra de Conti

Fledgelings:
Arianna DiAngelo
Kesi
Terra
Toby Phantom

Inactive Members:
Alissa Beaumont
Aloysius
Christophe Von Gottfried
Faye Eolande
Frederick Decorra
Madeleine
 
PostPosted: Tue Jul 17, 2012 8:42 am
Prospective Members:

The word Ventrue associate with the Embrace is "value." Specifically, what value does the childe have? What connections do they possess, and what skills could they employ for the benefit of the Ventrue? Though occasionally Embraces happen out of love, friendship, or affection, these are harshly dealt with and considered highly impractical as well as downright distasteful.

As one's sire will cast a heavy shadow over even a fully-mature Ventrue's unlife, a particularly bureaucratic grandsire will only mean misfortune for an unwisely-Embraced childe; in such instances, both the fledgling and the Ventrue who sired her could be executed for the poor choice. If the sire was foolish enough to make an unworthy mortal into one of the Clan of Kings, clearly said sire's judgment is too weak for him to be of Ventrue blood.

That said, there is an upside to the bonds between sire and childe; unlike many other clans, sire and childe will remain closely connected following the childe's release into society, and it's not uncommon for the pair to continue working together as time passes-- For example, a sire will often support the childe's business efforts if they can do so without consequences, or offer oblique advice to the childe in order to circumvent "official" lines of resolution or inquiry. Nepotism thrives in the Ventrue clan, so long as the favored childe continues to be more-than-competent in the service of Ventrue.

Ventrue fledglings tend towards strong wills, natural leadership abilities, and healthy respect for their place in the chain-of-command. Prospective Ventrue with the first two skills will be taught, during the rigorous Agoge, to properly temper their ambition with patience, or at least the facade of such. Militaristic-minded Ventrue exist, but the nature of a Kindred means that they must excel at getting groups of armed soldiers to follow their orders; those who prefer a little more "warrior" in their "warrior lord" often serve as archons or adjutants to their sires or to military leaders of note.

[Taken from The World of Darkness Wiki]
 

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PostPosted: Tue Jul 17, 2012 8:43 am
Views On Others

The Camarilla:
Quite simply, the Ventrue look upon the Camarilla as their greatest work; after all, one of their elders did form the cornerstone of its foundation. While some Clans might be Camarilla by default, the Ventrue consider the organization to be the last bulwark between the Kindred as a whole and the next Crusade, and they defend the institution with everything that they can bring to bear. The Ventrue do believe in the concept of the Camarilla, but it's not an entirely selfless duty: Through the Camarilla, the Ventrue hold the reins of power, which isn't something they'd relinquish without a fight.

Brujah: It's with pity and irritation that the Ventrue look upon the Brujah; a part of the Ventrue shakes its head over the Brujah's lost status, at how centuries of scholarly wisdom have given way to the gangbangers and thugs of the modern Rabble. Mostly, the Ventrue consider the Brujah an annoyance that remains necessary for now; the simple strength and "enthusiasm" of the Brujah make them valuable soldiers, although one can never be certain they won't switch sides in the middle of a fight. Once the Gangrel leave the Camarilla, the Ventrue become determined to retain the Brujah as a Clan under their control... though some Ventrue await the day when they can afford to cut loose the anarchic Brujah as a whole.

Malkavian: Oh, where to begin? Some Clans may write off the Mad Ones as being too unstable to hold with any one task for long, but the Ventrue have a long history with the Malkavians, both as enemies and as allies. The Ventrue are wary of the so-called Madness Network, both because they're uncomfortable about things they don't understand and because they're astute enough to recognize that they really don't need any additional Clan-wide neuroses. When it comes to the Malkavians, the Ventrue follow three simple rules: Be polite, be careful, and never let them get too involved, especially when they offer to do so.

Nosferatu: Here, the Ventrue's distaste is purely aesthetic, but as Kindred go the Nosferatu could be much worse: They're vampires of their word, at least, and there's almost no information that their leprous fingers can't ferret out. Many Nosferatu are more uncouth than the Ventrue would like, but sometimes one must hold one's nose and do business where business must be done. Besides which, the Ventrue know to watch the Nosferatu's movements; when the Sewer Rats get scared, it's time to be extra cautious. Of course, that doesn't mean you have to like the Nosferatu, but they don't challenge Ventrue authority either; just keep an ear out for whatever information of yours they might be selling and you'll be fine.

Toreador: Pretty, flighty, and easily distracted, the Toreador have the Ventrue beat in pretension, but fortunately that's the only area where the Toreador excel. Oh, the Ventrue know not to underestimate the Toreador; but Toreador aren't exactly known for their level-headed foresight, and sometimes the Ventrue get tired of shepherding the Artistes (and their Poseur hangers-on) from gala to gala. It's still preferable to the other option, which is the one where the Toreador get their act together and make a bid for Camarilla leadership: Acutely aware that Toreador popularity + Toreador resources = Trouble, the Ventrue are happy to make allowances for the latest Toreador soiree, so long as it keeps the Clan of Roses occupied.

Tremere: Cool-headed, closely-knit, and more powerful than they seem: There's a lot in the Tremere that remind the Ventrue of themselves, and that's what makes the Ventrue keep a close eye on the youngest of the Great Clans. The Ventrue act as Tremere patrons and backers in order to secure use of the bloodmages' Thaumaturgy, but the Tremere make no secret of their secrets and the Ventrue are aware of the collective Tremere ambition. The other Clans don't care for the Tremere at all, and the Ventrue use this wisely by offering the mages protection in exchange for certain "favors"; after all, if anyone can offer nigh-impenetrable protection, it's the Ventrue. Someday the Tremere may be a problem, but right now the Ventrue are comfortably maintaining their upper hand.

Gangrel: Most Ventrue are certain to treat the 'wild' clan cordially, but in private the Ventrue agree: The Gangrel serve best as guard-dogs and watchmen. This doesn't make them popular with the Gangrel themselves, but so long as the Gangrel hold to the Masquerade - and continue to provide the clanmembers that serve so well in positions like Sheriff and Scourge - the Ventrue are willing to let the Gangrel do as they please. This has resulted in a tense but upheld peace... for now.

The Sabbat
The Ventrue look upon the Sabbat with a mixture of loathing and fear; they don't seriously believe that such a disorganized mob could topple their Camarilla, but the Ventrue have the Anarch Revolt burned into their minds and they know better than to get complacent. The Ventrue consider the Sabbat a breeding ground for vermin of the lowest order, vampires hardly worthy of the name, and look forward to the day when the last Sabbat nest is found, burned, and salted over for good. Alas, the Ventrue must begrudingly admit that that the Sabbat will not lie down and die any time soon, so for now the Ventrue downplay the status of the Sabbat and quietly work their way towards the decisive confrontation.

Lasombra: It's nearly impossible to get a Ventrue to speak about the Lasombra: Ventrue decorum dictates that raised voices are undignified, so the most you're likely to get is a thinning of the lips and a cold glare. Almost every Ventrue in existence has been conditioned to loath the Lasombra, and even those who know why are prone to believing the same as their brethren: Thou shalt not suffer a Keeper to live, or at least not if you can help it. What grudging respect the Ventrue might have for the Lasombra needs to be pried from them with a crowbar, and the Ventrue display nothing but scorn and hate for the Clan of Shadows; some Ventrue believe the formation of the Sabbat to be a personal attack on the Ventrue by the Lasombra, who are considered to be obsessively jealous of Ventrue success.
Note: The rare Lasombra antitribu are better off than the main clan, at least in regards to the Ventrue; since most of said antitribu are of surprisingly low generation, those who wish to join the Camarilla are welcomed with, if not exactly open arms, than at least concealed fangs. While most Camarilla clans distrust Lasombra antitribu, the Ventrue make a point of keeping them safe from the Lasombra assassinations: Aside from being skilled in their own right, the antitribu are an insult to their clan that the Ventrue find too good to pass up.

Tzimisce: There's something about the Tzimisce that sets the Ventrue on edge, and it's not just the Fleshcrafted bodies and unnerving home decor. As a Clan, the Ventrue do their best to cling to even the barest shreds of their humanity, and while their success is debatable the Tzimisce are so flagrant in their monstrosity so as to unnerve the Ventrue greatly. Oh, they're polite enough and they're monsters of their word, but they're monsters nonetheless, and their inextricable association with the Sabbat just makes the Sabbat all the more loathesome. Besides which, the Ventrue and the Tzimisce clashed, long ago, over the Tzimisce's ancestral homes, and the Ventrue can't help thinking that all Tzimisce look as though they'd like to dissect them...

Independents
"Mongrel clans," at least if you ask the Ventrue; some Independents, they say, are barely better than the most rudimentary bloodline. Still, at least they haven't joined the Sabbat - That's something, isn't it? So long as the Independents toe the Camarilla line and do mostly-amicable business with the Ventrue, the Clan of Kings will treat the Independents with (at least) the bare minimum of politeness. Certainly, those other Clans might be base, degenerate, ill-founded, and all-around offensive to the refined Ventrue aesthetic, but that doesn't mean one can afford to be uncivilized.

Assamites: The Ventrue find the Assamites to be puzzling indeed, and not a little confusing; with such potent abilities as the Assamites have, why would they waste their unlives chasing after some dead god? Naturally, the Ventrue put no stock in the Assamite talk of "Haquim," but they do appreciate a good employee, and a sufficiently-paid Assamite is the best at what he does. As long as the Tremere's curse has the Assamites under control, the Ventrue are content to employ them as bounty-hunters and problem-solvers of all stripes.
After the Assamites free themselves from the blood-curse, the Ventrue opinion of them quickly takes a turn for the worse; fearing the threat of diablerie, most Ventrue push their regional princes to outlaw Assamites from their cities, and consider the Assassin Clan to have lost whatever dignity they once held.

Followers of Set: The opinion on the Setites is split, with some of the Ventrue believing them to be wildly dangerous and others considering them little more than curbside dealers. What is agreed on is that the Setites can be much more complicating than they first appear, and that the most unexpected people can fall prey to their unsavory habits. Thus, the Ventrue keep the Followers of Set from their cities if possible, and watch them closely when they enter Ventrue domain; they've seen enough over the years to know that the Snakes are good at what they do, particularly when "what they do" takes advantage of those weaker than the Ventrue. Of course, that doesn't stop a few Ventrue from doing business with them, at least under the table.

Giovanni: To start with, the Ventrue look askance at the Giovanni for their method of coming into being: Diablerizing one's benefactor sets a bad precedent, and some of the family's odder branches speak ill for the Giovanni rules of Embrace. The Ventrue are somewhat amused by the Giovanni's crime-family trappings, but are vaguely insulted when the other clan claims to rival the Ventrue themselves; ghosts and necrophilia aside, the Giovanni have a long way to go before they can start to compete with the Clan of Kings, and the Ventrue are more than happy to put these death-obssessed upstarts into place. General MO for the Ventrue re: the Giovanni? Bait them with potential rewards if they're useful, drop them the second they wear out their welcome.

Ravnos: 'Get them out of my city' is the extent of the Ventrue opinion. The Gypsy Clan have a tendency to unbalance carefully-monitered schemes, and the Ventrue want no part of these vagrant thieves-- Although some may hire particularly accomplished Ravnos when they have something special they want to get their hands on, and the Ventrue do pay well. When encountering wandering Ravnos within their territory, the Ventrue push them onwards to someone else's city and let them cause trouble there; however, their feelings towards the Gypsies are tempered slightly by the recent Ravnos loss. After all, their Antediluvian is dead, and so are most of their kin; for the tightly-knit Ventrue, this is enough to inspire at least some pity.

[Taken from the World of Darkness Wiki]
 
PostPosted: Tue Jul 17, 2012 8:47 am
For Further Information:

Ventrue - World of Darkness Wiki
Ventrue - White Wolf Wiki  

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PostPosted: Tue Jul 17, 2012 9:08 am
Reserved  
PostPosted: Tue Jul 17, 2012 9:16 am
Reserved  

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