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Ventrue

Ventrue
Generation 6

Background

At the turn of the 4th century A.D., Cret decided he needed an aide to take over his duties at his Mithraist temple, so he could spend more time on magical research. Cret found his assistant in an Ostrogothic soldier called Hilderic, who had joined a legion (nothing unusual for barbarians) and risen to centurion. As soldiers do, his men abbreviated his outland name to Hill.

More importantly, Hilderic was the youngest man ever to reach the rank of Father, the highest level of Mithraist initiation. Hill’s drive and intelligence impressed Cret, and the soldier’s situation as a barbarian proving himself to an empire reminded the sorcerer of his own mortal youth. Hill served as Cret’s ghoul for a few decades until the sorcerer Embraced him.

After the Mithraic religion collapsed, Cret didn’t need an aide anymore so he made the soldier his apprentice in sorcery. They went east so Cret could try learning new developments in Dur-An-Ki. Cret and an Assamite sorcerer traded apprentices for more than a decade.

Over the centuries, the Ventrue ancilla would make many journeys east to study under Assamite masters; Hill even helped invent the final power in the Path called Awakening the Steel, before the Crusades made partnerships between Eastern Assamites and Western Ventrue socially awkward. Hill and his sire gradually drifted apart, especially after Cret became Saulot’s disciple.

The Inconnu seemed too passive to the soldier, and the Antediluvian threat too remote. Instead, Hill spent 200 years trying to reverse the Dark Ages, with no success whatsoever. He watched the First Crusade and its hideous massacres sickened even his hardened soul. Hill decided maybe the Inconnu had a point about leaving the world to its own devices. Cret welcomed him back.

Hill did not conclusively renounce the world, though. He did his best to rescue the Salubri from the Tremere’s murderous purge, and struck back more than once himself. Hill knew these actions kept him from Golconda, but the soldier decided that CHAPTER THREE: MULTIPLE PERSONALITIES 87 protecting Saulot’s legacy mattered more than his own redemption.

Getting Into the Pact: When the Tremere laid siege to Hunedoara Castle, Hill wanted the elders to fight. He wanted to give the Usurpers a thrashing they would never forget — but the Council of Seven and their Gargoyle legions proved too powerful for the Twelve. Cret proposed the Pact as a strategic retreat and a refuge from which to counterattack.

Hill went into the Pact with his eyes open and helped persuade the others Inconnu to accept it. Since Then: Hill tried to stay loyal to his sire. He defended Cret’s choice for a century and a half. In the end, though, he tired of his sire’s sophistry. He became one of the most enthusiastic intriguers of the Twelve, always to weaken and oppose his sire.

Hill also continued his long-distance harassment of the Tremere and the search for Antediluvian influence. Relations with Others: Cret and Hill are now bitter enemies, piling up centuries of insults and grudges. The devotion wrought by Hill’s blood bond to Cret only makes the sting of mutual hatred all the more sharp. Hill joins any faction that opposes Cret. Everything else is secondary.

Mahtiel disgusts him, though, because she gave up the fight. Outside Influence: Like his sire, Hill uses his Thaumaturgy to spy on the world and manipulate events. Unlike Cret, the younger Ventrue employs mortal minions whom he guides through dreamsendings and equips with talismans. None of these “Retainers” know the true nature of their patron.

Hill enjoys plotting campaigns to destroy prominent Tremere or other Kindred whom he believes serve the Antediluvians (knowingly or not). The Deal: More than anything else, Hill wants to equal his sire. The demon enables him to do this, in part. Once every 50 years, the demon passes one of Cret’s rituals to Hill.

Thanks to the demon’s help, Hill can also summon any spirit known to Cret, except for entities as powerful as the demon itself.

Character Description

Hill stands 5’9” tall and has an athletic build, with just a hint of paunch. His short-cut red hair turns gray at his temples, and his Embrace caught him in an early stage of male pattern baldness. Since his sire tries to keep up with mortal fashion, Hill chooses anachronistic dress, from the uniform of a Renaissance landsknecht to barbaric skins and furs (which he never actually wore in life).

Ventrue
ClanVentrue
Generation6
NatureSoldier
DemeanorRebel

Roleplaying Hints

You are a soldier with no one to fight except your fellow prisoners, and no mission except to keep them as miserable as you are. Well, there’s the Tremere. Your spirit-minions and sendings harass the clan that made itself your enemy… when Cret doesn’t interfere, and when you can find the time between sabotaging Cret and protecting yourself from your fellow Inconnu. Anyone who wants to spite Cret finds you an eager accomplice. (How could he trap you all like this? How could he be so wrong? You thought he was the greatest Cainite in the world!) Hill can feed on any mortal… but only after the mortal engages in a fight, or at least a vigorous sparring match. The Twelve’s procurer finds athletic servants for the castle and Hill trains them to guard the castle as well as perform domestic duties. Self-Destruct Button: Hill remains sensitive about being a "barbarian" among Romans, Greeks, Egyptians and other "civilized" people, but that's no longer a point of actual rage — more of snide contempt for anyone who brings it up. His Kindred-Oedipal fixation on Cret provides his chief weak point, though one that might help them both under the right circumstances: Hill wants to outdo Cret and see him fail, but Hill cannot imagine his sire ever giving up. Seeing Cret crushed would deeply shock him. Whether this results in complete, bitter contempt and hatred or reconciliation between them would depend on circumstances. On the other hand, Cret has never utterly humiliated his childe. Doing so would drive Hill to frenzy. Hill despises quitters and calling him one could provoke his temper.

Character Sheet

Attributes

Physical

Stamina
Strength
Dexterity

Social

Charisma
Appearance
Manipulation

Mental

Wits
Perception
Intelligence

Abilities

Talents

Brawl
Dodge
Empathy
Alertness
Athletics
Expression
Leadership
Subterfuge
Intimidation

Skills

Ride
Melee
Archery
Stealth
Survival
Etiquette
Animal Ken
Meditation
Performance

Knowledges

Law
Occult
Enigmas
Medicine
Academics
Investigation
Camarilla Lore
Expert (Military)
Politics 3 LAIR OF THE HIDDEN
Including English And German)

Virtues

Courage
Conscience
Self-Control

Morality

Humanity

Backgrounds

Herd
Retainers

Disciplines

Auspex
Celerity
Dominate
Presence
Animalism
Fortitude
Thaumaturgy

Other

Sire
Cret
Embrace
about 340 A.D.
Willpower
7 Notes: Hill has one high-level Presence power. We leave it for Storytellers to define for themselves. The Path of Awakening of the Steel is found in Clanbook: Assamite. In brief, it enables a variety of magical feats of swordplay: Sensing who else used a blade; immunity to disarming; destroying armor; deflecting bullets and other missiles; and, bypassing all supernatural defenses, at cost of losing all supernatural enhancements on the attack and damage. Hill can also send his magics around the world, though his rituals lack Cret’s power. He knows the curserituals of Soul Disjunction and Platonic Split, with Triggers upon them, and interacts with the outside world using Greater Scrying and Servitor Sending. See the Appendix for these rituals. Hill knows most of the rituals that Cret knows, up to Level Six; he knows only a few Level Seven rituals. Many people serve one of the Twelve without knowing it, or at least knowing exactly who — or what — they serve. We encourage Storytellers to create their own minions for the Twelve, based on the brief descriptions in this book and the needs of their chronicle. For extra fun, examine the characters you’ve already introduced to your chronicle and retroactively make one of them a servant or dupe of an Inconnu. Your players will think you planned it that way from the beginning! As an example, we present the ghoul Dobos, who plays an important role in one of the sample plots for bringing characters to Hunedoara. Storytellers can also use Dobos in any other story they use to draw characters to the castle. You can also change which of the Twelve he serves, if that better suits your chronicle. We also provide Traits for the seraph, a spirit of flame that Cret and Hill often use to attack their undead enemies. You can use the seraph as a model for designing other spirit servitors. The wraiths described on pp. 282–3 of Vampire: The Masquerade provide other models: Just give the spirit dots in whatever Disciplines or Thaumaturgy paths seem appropriate. For instance, a weather-spirit would possess the path of Weather Control, while a djinn could certainly use the path of Conjuration (both found in Guide to the Camarilla). However, spirits do not need a blood pool or any other sort of Trait to fuel their supernatural powers. Also give every spirit at least three levels of Fortitude to reflect that they are not really made of flesh and blood, or even of earthly matter.
Source Book
Lair of the Hidden
Apparent Age
early 40s