Ventrue

ℹ️️**Attention**This is AU content. Not canon

The **Ventrue** is one of the thirteen clans of Kindred in Vampire: The Masquerade.

## Ventrue

### Nicknames

The Clan of Kings, Blue Bloods, Patricians, Warlords, Ambitiones, Power Mongers, Monarchs

## Overview

The Ventrue have long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of *noblesse oblige* has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what is best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.

They have long been Embraced from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adapted to fill the roles of leadership over the ages, and in the Final Nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortal masses, and of guarding their own power.

## History

The years following the World Wars have seen Clan Ventrue reassert itself once more over a half-century of troubles and decline. The clan thrived during the four-decade cold war, taking full advantage of the paranoid on both sides to make massive profits and sink its tendrils into the growing government bureaucracies that came to dominate industrialized governments. Having learned a valuable lesson from the debacle of the Crusades, savvy Ventrue have determined to hold their resources together despite the mortal conflict raging around them. Ventrue on both sides of the Iron Curtain worked in concert, watching their respective "governments" act against one another for the greatest advantage. The Ventrue were particularly fond of the various incarnations of secret police that came into existence, finding them an excellent way to keep the kine in line and under supervision. In the West, the Ventrue concentrated on the recovering European industries, all but abandoning the last of their feudal and noble ties for big business and majority shares in multinational corporations.

When the Cold War ended, the few former Communist Bloc Ventrue who did manage to cultivate some degree of influence found themselves stripped of power just as the governments they supported had been. A decade later, these Ventrue are still trying to recover while Western Ventrue-owned companies step into the dismal economies and invest heavily in national infrastructures. As a result, a number of Ventrue in the East – particularly in Russia, Poland, Bulgaria, and the Ukraine – have turned to organized crime as a new field of influence.

## Organization

The Ventrue are second only to the Tremere in terms of organization and interrelation, and take pride in the fact that every clan member has a place and knows just where he stands within the clan in relation to everyone else. Of course, the system is not at all like some military organization.

Acquiring dignitas is the only way to advance in Ventrue society. One does not necessarily ascend a ladder of advancement from rank to rank. Rather, members can move through the (largely honorific) system as their abilities and fortunes decree. The Ventrue feel that this system allows them more flexibility and lets them spot new talents within the clan and reward it, if desirable.

The clan elders often point this latter facet of the system out to young Kindred who are anxious and frustrated at the lackluster success of their own unlives. The system borrows heavily from the Roman Republic's political institutions. Although the democratic elements of that system were stripped away long ago, the overall structure and some of the names remain.

### Clan Internal Structure

* Ephorate
* Strategoi
* Lictors
* Tribunes

The Clan is headed by the Ephorate, which arbitrates intra-Clan disputes, chooses the representative for the Inner Circle of the Camarilla and maintain the unity of the Clan in the face of global issues (although only Ventrue in power positions, like princes or primogen are actively inclined to heed them). Other influential figures within the Clan are the Strategoi, who enforce the dominance of the Ephorate along geographic regions. As agents of the strategoi act the Lictors, who often specialize in a specific field (finances, warfare etc.). On a more local scale, the Tribune acts as a messenger to a Ventrue in a political position, often to alert him of the directives set by the Ephorate.

### Clan Internal Structure within a city

* Gerousia
* Praetor
* Aediles
* Questors
* Eiren

Inside cities, the Ventrue organize themselves into an institution called the Gerousia, (or simply "Board" in modern nights). This Council effectively adjudicates Ventrue concerns within the city, overseeing Ventrue business and political interests within a domain. The Board is officially headed by the Praetor, who brings issues before the rest of the Board and hosts their meetings. Below the Praetors are the Aediles, who aid the Council and Praetor just as supervisors assist managers in a business. By their turn, the Questors act as assistants for their elder (or otherwise experienced) Ventrue. Finally, below the Questors lie the common Ventrue, without a formal title or useful experience to the Clan - they are called Eiren.

## Culture

Ventrue culture places a heavy emphasis on *dignitas*, the Latin word for "dignity." In modern days, it is often described as "Face". Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is just as likely to lead organized crime as he is a Fortune 500 company (the Ventrue really do not object to theft, so much as *petty* theft), he must always comport himself with dignity, with grace and with honor. At least publically. Ventrue take assaults on their stature very seriously. Spreading rumors, taking credit for another's work and insulting a Ventrue without just cause (publicly or privately) are just a few of the ways one can diminish dignitas. Doing so is a sure way to make an enemy for all unlife, and it can indeed be cause for severe punishment or discipline.

Perhaps no tradition sets the Ventrue more apart from other clans than their Ethic Succor. While other clans, such as the Tremere, are closely knit and often support members, no clan has the same “no excuses, no exceptions” practice of coming to each other's assistance in times of need. Many Blue Bloods credit this tradition as the foundation for the clan's continuing strength. Respecting other Ventrue means not violating their territory, not competing with them in their established holdings and, most importantly, not impugning their dignitas. It also means that a Ventrue gives aid to a fellow when in need, no matter how damned inconvenient doing so might prove be.

As the products of five millennia of noble upbringing, class and culture, the Ventrue place great importance on gentility. Ventrue etiquette can become quite complex, especially in Europe where deathless standards persist unto the modern nights. Things are often less formal in the New World, but only by comparison. Even the most casual of Old World cities usually seems stodgy and overly polite by modern standards. For the Ventrue, politeness means more than just carrying on with traditional ways and means. It serves some very important functions, especially when it comes to making sure that individual clan members can overcome their petty personal differences and respect the social structure. By nature, Kindred are excitable creatures, prone to holding grudges and overreacting to insults. Add in the average Ventrue's regard for his dignitas, and politeness becomes not only a matter of manners but a matter of survival. Interacting with one another in a sophisticated, polite and admittedly distant manner helps alleviate the threat of flaring tempers. As a clan devoted to proud detail and tradition, the Ventrue have managed to accumulate a code of conduct large enough to fill several weighty tomes (not that they have ever collected them thus). “Suggestions” can be found that govern everything from what color clothing to wear at Board meetings to what kinds of presents to give at death-night celebration.

### Embraces

According to their own oral history and annals, the Ventrue have Embraced only those “worthy” of the honor. Nobles, religious leaders, and great military men have all found their way into Clan Ventrue over the centuries. The Ventrue have high standards of admittance into their ultra-exclusive club of undead. Neonates who fail to meet the clan's benchmark find themselves shunned by their blood-siblings, left out of important opportunities, and otherwise disadvantaged. Many would-be sires discuss their potential childer with their elders (often their own sires) before the Embrace, thus gauging the new Ventrue's acceptance into proper society.

Even after the Embrace, the fledgling has to pass a training regimen, known as the agoge, in order to be accepted as a full Clan member. They must learn the ins and outs of Ventrue etiquette and traditions quickly, all while learning to master their undead potential and discover their place within Camarilla and Kindred society. The agoge demands that the sire test his childe constantly, quizzing him on facts and challenging his understanding. Many sires prefer Socratic tests, as well, teaching their childer more as they assimilate previous knowledge. Failure or missteps result in withering insults and even physical pain. When the Ventrue is deemed acceptable by his sire, he introduces himself officially before the prince of the domain and passes the first part of the agoge. After another period of training, the young Ventrue is groomed to introduce himself before the Board. To prove his worth, the sire poses a challenge to the neonate. The young Kindred must go forth on her own and establish a domain of influence with the city without the assistance of any other Ventrue. If the neonate succeeds, she is taken before the assembled Board members of the local Ventrue. She then gives a full accounting of herself, clan traditions, history and how she met the final challenge. Ritual then has the assembled clan vote on whether the neonate should be accepted into the clan. In reality, only the dullest sire places a childe before the Board without first making sure that the Gerousia finds her acceptable. The assembled clan then assents to the Kindred's acceptance unanimously (those still strongly opposed may remain silent if they wish). The praetor then asks the neonate a series of ritual questions devised by any Ventrue who cared to proffer one. In answering them, the neonate also recites her lineage and promises to uphold the traditions of both the clan and the Camarilla.

### Lineages

No ancestors are as important in the Ventrue lineage as the Fourth generation Methuselahs. Each of their lines of descendants manifest certain traits habitually, fuelling claims they possess blood more potent than other Clans. Scholars of the vitae postulate each Methuselah spawns a new bloodline, but learned Ventrue refute such speculation. Up to date, clan members trace their lineage back up to to seven ancestors:

* Alexander, whose brood are known for passion, oratory resonance, and skills in convincing even the clenched fists of nobles and bishops to give up coin and deeds to territory. Alexander’s childer and grandchilder also possess a reputation for loose tempers and fits of frenzy.
* Antonius, whose descendants are known for a predisposition towards tactical thinking and administration, and in modern nights are part of churches and cults that seek to reclaim the Constantinople Dream, ushering in a new age of prosperity and cooperation.
* Arakur, whose brood have achieved fame based on displays of immense personal power, oftentimes cruel or inhumane, and are tragically prone to bad decisions, reputed to include diablerie, communion with devils, and hubris.
* Mithras, whose line exemplifies pride and power, displaying unassailability both in the court and on the battlefield, as well as being allegedly impervious to flame, characteristics interwoven into the beliefs and practices of the Mithraic mysteries and cult.
* Nefer-meri-Isis, whose descendants exhibit acute awareness, with a reputation for self-sufficiency, and a resistance to obeying orders.
* Artemis Orthia, whose line are known for destroying their enemies through force of arms, building great warrior herds and fanatically loyal armies, and for seizing the glory they believe they are due through violent power.
* Tinia, whose descendants have a passion for discovery, seeking new knowledge and powers to continuously expand their domains, at times with dire consequences.

However, lines of higher generation elders have also risen to prominence in recent nights:

* Hardestadt, descendants of the Camarilla luminaire, known for their powerful voices and talent for command.
* Lodin, descendants of the former Prince of Chicago, known for their hardiness.

## Weakness

### Classic

Due to their inherent clan weakness, Ventrue have exacting and rarefied tastes. Even when it comes to blood. As such, every descendant of this clan suffers from a feeding restriction that renders them incapable of feeding on *anyone* other than very particular mortals (e.g. only young men, only senators, only frightened children, only virgins, etc.). The type of preferred vessel may be any type of person of some significance to them—and some are so severely restricted they can only feed from one specific person—but the Ventrue will not feed on any other type of blood. Not even if starving or under duress. *Attempting* such brings no nourishment whatsoever.

Newly-Embraced Ventrue who have yet to develop such preferences are an exception. Until they find their preferred vessel, they can experiment freely. But the moment they get a taste of their preferred blood, they are forever unable to take sustenance from any others. Only in the most exceptional circumstances, when a preferred vessel type is entirely unavailable (e.g. certain nationalities no longer existing), may a Ventrue change their feeding restriction. And even then, said Ventrue still develops a *new* feeding restriction. This restriction applies only to mortal blood however, and a Ventrue may feed from vampiric vitae without any such restrictions.

### Fifth Edition

#### Bane

**Rarefied Tastes**: In V5, the Ventrue's Bane is almost the same as ever. When a Ventrue drinks blood from any mortal outside their preference, a profound exertion of will is required or the blood taken surges back up as scarlet vomit. Preferences range greatly, from Ventrue who can only feed from genuine brunettes, individuals of Swiss descent, or homosexuals, to others who can only feed from soldiers, mortals who suffer from PTSD, or methamphetamine users. Ventrue can sense if a mortal possesses the blood they require. If Ventrue want to feed from anything but their preferred victim, they must spend Willpower points equal to the character’s Bane Severity.

#### Compulsion

**Arrogance**: the need to rule rears its head in the vampire. They stop at nothing to assume command of a situation. Someone must obey an order from the vampire. Any action not directly associated with leadership receives a two-dice penalty. This Compulsion lasts until an order has been obeyed, though the order must not be supernaturally enforced, such as through Dominate.