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 Kim jestesmy i od kogo pochodzimy

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Join date : 26/11/2011

Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeSro Lis 30, 2011 1:39 am

1 General
1.1 Disciplines
1.2 The Generic Ventrue
2 History
2.1 Born to Lead: The Early History
2.2 To Wear the Purple: Roman Empire
2.3 Horses and Castles: The Dark Ages
2.4 Coaches and Mansions: The Victorian Age
2.5 Limousines and Skyscrapers: The Final Nights
3 Organization
3.1 Antitribu
3.2 Sects
3.3 Bloodlines
4 Culture
4.1 Clan Prestige
4.2 Style and Appearance
4.3 Religion and Philosophy
5 Public Relations: The Ventrue View On...
5.1 The Camarilla
5.2 The Sabbat
5.3 Independents
6 Ventrue: Pride of Place
6.1 Embraces
6.2 The Ventrue Weakness
6.3 Quotes
6.4 Notable Ventrue
6.5 Notable Non-Canon Ventrue
7 Version Differences
General

Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void.
The general belief is that the Ventrue, a clan considered old-fashioned by most, is floundering in these latter nights; however, the Ventrue have a long history of adapting to keep hold of their power. In the modern nights the Ventrue are more politician than warrior, more CEO than baron. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the mortal masses... and of guarding their own power.
Name: Ventrue
Plural: Ventrue
Pronounciation: vehn'-troo
Nicknames: Blue Bloods, Patricians, Warlords
Antediluvian: Veddhartha
Faction: Camarilla
Disciplines: Dominate, Fortitude, Presence
Theme Song: Sympathy For The Devil - The Rolling Stones
Disciplines
The Ventrue practice the Disciplines of Dominate, Fortitude, and Presence, though a few "anarchic" Ventrue have also learned Auspex and sometimes Potence.
Dominate: A standard and trusted standby in the Ventrue arsenal, Dominate is sometimes considered to be a literal manifestation of a Ventrue's willpower; one with sufficient faith in themselves will find the minds of others easy game. Of course, relying excessively on Dominate is concerned distasteful, as well as speaking poorly for your ability to get by without it; however, Dominate remains the number-one tool used by the Ventrue to clean up after those messier breaches of the Masquerade.
Fortitude: If will is power, then the Ventrue have the market cornered on defense. Positions of power tend to attract would-be murderers, and the Ventrue do love positions of power; as a result, they often rely on Fortitude (and top-of-the-line security) to protect them from overzealous attackers. Ventrue are able to withstand surprising amounts of damage, and when they do personally take to the field it's unwise to underestimate them; in other arenas, the Ventrue take a quiet (and somewhat smug) pride in recounting the number of assassination attempts they've survived.
Presence: When Dominate is too heavy-handed but you just need to get that stubborn/suspicious/alert individual to agree now, Presence is the Ventrue tool of choice. Where the Toreador use this to entrance mortals and kine alike, the Ventrue use it to enforce their authority; an affected target will want to obey the Ventrue, and will often break down or flee altogether when confronted with the Ventrue's glance of disapproval. Presence essentially turns the Ventrue into the eternally unpleasant parent, and like any downbeaten child his target will want nothing more than to 'make him proud.'
Auspex: As you get older, you get more and more paranoid; this is a fact of Kindred life, particularly so for the Ventrue. Some Ventrue prefer to have any edge they can over their suspected opposition, and Auspex comes in handy for seeing through others' lies (and Obfuscate skills). The Ventrue who truly wish for this Discipline usually receive training from a Toreador, although fledglings are always warned against the slyness of a bargaining Artiste. (The Poseurs sell it cheaper, usually for a good word or participation in a prestigious event.)
Potence: Although rarely found among your average Ventrue, who prefer the hands-off method, Potence can be a valuable Discipline if one can purchase it relatively cheaply. Generally, a Ventrue with Potence leads from the front, and often come from backgrounds which would emphasize physical strength; thus, the largest portion of Ventrue to possess Potence are those relatively rare ones from blue-collar backgrounds.
The Generic Ventrue
You started out from a decent family, one with more than a passing familiarity with money; your uncle was a very successful consultant, your father just a little less successful than his brother. It was decided, long before you really cared one way or another, that you'd go to school, then college, then work for your uncle's company like a good little bean-counter.
You were more ambitious, however, although you rarely let your ambition show. Not content to simply work for the man with the money, you planned one day to be the man yourself, gaining of course the power and prestige such a position would entail. You exceed in school, and people liked you despite that; or, if they didn't, you found ways to avoid any real trouble. (Your mother wondered why you always asked for triple pocket-money throughout junior high, but you were a hard worker and it went to paying off the particularly stubborn bullies.) In high school, you were the star of the debate team, racking up those extracurricular for your college applications; if you weren't Student Body President, you were either part of the Student Council or wanted to be. Other kids voted for you because you seemed responsible enough to get what you wanted; the adults encouraged you because you were "so mature for your age." You dated, but not enough to distract you from your real goal, so when your girlfriend asked you to go with her to arts college you lovingly broke up with her and went to Columbia instead. (You made it into Yale, but Columbia has a better record of public- and private-sector success.)
From there it was all work and internships, and by the time you graduated with your MBA - summa cum laude, and only slightly because your social network included some well-placed TAs - you were turning down some very nice offers from other companies. You smiled and declined, citing family loyalty; this was partly true, but you also had your plan and were willing to bide your time. You started at the firm as a junior member, working your way up through the ranks and finding that your university-begotten familiarity with new technology helped too; it definitely helped you land that big deal, when that rich-yet-eccentric-yet-VERY RICH client requested you work on his portfolio. You made him plenty of money, never complained when he scheduled late meetings, and nudged several higher-ranking men from their positions as you got their job and their paycheck.
One night, you showed up at the appointed time as usual, and the conversation seemed to be like it always was. You were just pulling a sheaf of printouts from your case when you could feel something about to happen; looking up, you had a glimpse of crimson eyes before your oh-so-coveted client held you down and sank his teeth into your neck. What an image to black out on.
When you 'woke,' it was the next night, and your employer was regarding you coolly from a chair in an expensive and unfamiliar room. He explained, more or less, what had happened; you could tell you were getting the Cliff's Notes version, but that seemed all right for now. It was all taken care of, your new "sire" said; you were just the type of person his "clan" was looking for, someone able and skilled in the modern nights, and with the right background of course. It took a while to get used to it, but in the end it wasn't so different from what you'd always done: This is just another family that expects the best of you, except this one is bigger and dangerous and might kill you for good if you slip up.
You're doing well, though; you're a rising star among the Ventrue, which is like working for the Final Four except you never have lunch meetings and it's harder to pull the wool over five-hundred-year-old eyes. Luckily, you've got an advantage over the elders: You're young, smart, and getting stronger, and you know how to make things wind up in your favor with just a little red tape and a lot of numbers. You plan on getting that position you deserve, all right; you've got a lot of time on your hands.
History

Born to Lead: The Early History
The Ventrue cherish history more than any other clan, believing it to be a worthy guide to unlife and a means to justify their authority today. Not to say that they care for the truth, but they take their history very seriously: Their tale is one of conquests and grand achievements the likes of which few other clans can boast. To hear them say it, their claim to fame begins with the earliest vampire history, when Caine himself commanded his eldest childe Ynosch to Embrace the Ventrue Founder, who they believe to be the first member of the Third Generation and who is often called Veddhartha. He was to be Caine's advisor in the nights of the First City, and when the Dark Father prepared to leave he chose to hand the responsibility for stewarding his people to Veddhartha. Through this story the Ventrue justify their position of superiority and leadership over the other clans, just as they believe their progenitor led the other Antediluvians for a time.
The first major achievement of the Ventrue is attributed to Artemis, with the creation of militant Sparta. Wary of the mortal masses even in those ancient nights, Artemis saw promise in the ideas of the philosopher Lycurgus and supported him, seeking to make the humans a tool to be used and eventually making herself Sparta's patron godddess. They would soon become the perfect mortals in her eyes: Loyal, brave, and completely devoted to self-perfection. Sensing the rising power, other Ventrue gathered to become a part of the Spartan war machine, urging the neighboring city-states to ally with Sparta while establishing their own domains within the Peloponnesian League. This also made possible the rise of the mercantile city of Corinth and its Prince Evarchus, who exemplified the power of wealth in a role for all Ventrue to follow.
The growing power of Sparta and the Brujah alliance in Athens led to the first Brujah War, a conflict that set the stage for a bitter rivalry between the two clans millennia later. Though the Brujah or Ventrue never came directly to blows, the eventually invasion of Athens led by Lysander caused many Brujah and Toreador to regard the Ventrue as power-mad barbarians, while Spartan Ventrue considered the Brujah dangerous idealists.
To Wear the Purple: Roman Empire
After Sparta's fall, the rise of Rome signaled one of the clan's greatest ages. Many Ventrue had long settled in the region and lived relatively quietly while it was ruled by the Etruscans. Nevertheless, the rebellion that freed the Roman people was attributed to Collat, who would become the city's first Prince. Recognizing the mortals of Rome to be a proud and superstituous people that would sooner stake any vampires than consider living with them, let alone beneath them, Collat did not seek to rule the Romans directly or make himself a deity as vampires in the past had done, but influenced events from behind the scenes by collecting favors from the city's citizens. This system would later be refined by Camilla, childe of Collat, who replaced his sire and set about establishing political connections with the patrician families of Rome. Instead of using Disciplines to force his will on the city's leaders, Collat ruled through ghoul proxies delivering favors and contacts, allowing him to grow rich and powerful while the mortals remained ignorant. This strategy would be widely adopted in the centuries to follow and would serve the clan well once the Masquerade was adopted.
The second Brujah War would parallel that of Rome and Carthage, where Brujah, Assamites, and even Baali ruled the mortals openly, demanding blood and sacrifices while living as gods. In such contrast to what the Patricians had fostered in Rome, the African nation was seen as a den of infernalists and monsters. Despite Lysander's repeated efforts to convince Camilla, the war with Carthage would not begin until a Brujah named Dominic antagonized the Malkavian Prince of Syracuse, Alchias. Alchias turned to Artemis and supposedly the bull-dancer Arikel for help, and the three made plans with Lysander to arrange the war. Cainites largely avoided direct fighting during the first two Punic Wars, but in the final assault Ventrue, Toreador, Malkavians, and Gangrel of Rome battled openly alongside the Romans against the people of Carthage. In the end both sides were greatly wounded, but the Ventrue prevailed, and the Brujah would never forgive them for destroying their fabled city.
In the years that followed, Rome prospered. The Ventrue shared its power with many of the other clans that had taken part in the wars against Carthage, establishing friendships with other Cainites even as the Ventrue themselves began squabbling with one another. Most Patricians of the time were independent, with the only organization of the clan being a largely ineffectual assembly that eventually fell out of practice. Following the cue of Julius Caesar, Camilla reorganized the Ventrue into a structure that gave authority over the clan's members to the most important Ventrue in the region. While the power over the younger and less important Ventrue was not absolute, it did create a means for settling disputes, establishing connections, and identifying friends and enemies of the clan. These reforms served the clan well, and the Patricians prospered for several centuries until the empire itself dissolved.
Horses and Castles: The Dark Ages
Even with their long and (arguably) noble history in Rome, the Ventrue are famed for their influence in Germany and the surrounding countries. It is easily possible that the bloodline got started on the continent thanks to the expansion of the Roman Empire into Gaul and the Gothic lands.
The Ventrue were the first of the vampire lords to start calling themselves "prince", and the title gained widespread popularity in spite of its misuse. The first "prince" may in fact have been true royalty, as the Ventrue have always Embraced from the uppermost echelons of society, which occasionally brought them into competition with the Lasombra for Embrace rights.
Coaches and Mansions: The Victorian Age
1800s England was a good time to be Ventrue. The combination of centuries-old feudalism with the nouveau riche middle class served to keep the Ventrue at the top of the power structure. From there, they could oversee both international politics and the finances of an entire country.
Many Ventrue childer, already hungry for territories of their own, were sent to colonies through the British Empire, creating Camarilla beachheads in India, Australia, and Egypt. The vampires who already occupied these regions (Setites and Ravnos) faced years of vicious propaganda declaring them to be heathens, savages, and worse. Most people - both Kindred and kine - adopted these views wholesale, making the work of controlling popular opinion that much easier for the Ventrue. If a Ventrue wanted to increase profit from a mine in Africa, all they had to do was spread the word that the mine's workers were closet heretics, justifying the decline of pay and living conditions.
Not all Ventrue were robber-barons and misanthropes, but enough of them were to make vampiric opinion turn against them for the first time since the founding of the Camarilla. The Toreador were repulsed by the Ventrue obsession with money and political gains; the Tremere had more important things to worry about than who was Prince of a small English town; the Gangrel were treated as servants and animals when they weren't being hunted down.
The Ventrue made just enough compromises to smooth things over, at least with any Kindred whom they could make use of; it was during this time that the Ventrue learned to temper their cutthroat business dealings with an outward veneer of philanthropy. They remained, of course, a clan out for profit and prestige, but there's no reason not to remain civil while doing so. This policy was put to the test in the New World, where the Ventrue spread West across North America and provided much of the impetus for doing so: The clan's money could sponsor quite a few landstaking ventures and West Coast mines, and wherever cities sprang up so did Ventrue interests.
Limousines and Skyscrapers: The Final Nights
The Ventrue are the de facto rulers of the Camarilla, which is exactly how they prefer it. Where the Toreador manage the social circle, and the Tremere the occult, the Ventrue are the ones who actually do the night-to-night decision making, planning, and organizing. Though this is a powerful position and the influence Ventrue have over mortal and vampiric worlds is second-to-none, this same position also makes them the favored target of the Sabbat and Anarchs, who see taking out the Ventrue leadership as a big first step in dissolving the Camarilla government. The Lasombra, especially, would dearly love to see the Ventrue brought low, as the two Clans have been in direct competition for centuries.
Organization

The Ventrue are second only to the Tremere in terms of organization and interrelation, and exist to maintain the status quo... So long as that balance is in favor of the Ventrue. To accomplish this, and to support the Masquerade, the Ventrue have developed a massive network of communication. This network exists between all clanmembers worthy of the name, as well as important inter-Clan contacts such as the Nosferatu, Tremere, and Toreador. Of course, said contacts usually don't have access to all of the information traveling through Ventrue lines, and the Ventrue go out of the way to make sure that this remains the case.
The Ventrue also genuinely revere the Six Traditions, though they tend to bend the actual use of the Traditions in their favor. Accordingly, Ventrue tend to gravitate towards positions where they have the power to interpret, exercise, and enforce the Traditions, towards roles such as Prince, Sheriff, and primogen. A Ventrue really isn't happy unless they're sure their opinion is being heard and acted upon, a trait they share with the Toreador and Brujah.
Antitribu
There are almost no Ventrue antitribu in existence. This is largely due to the rigid organization and thorough pro-Ventrue indoctrination their childer undergo; if they can make it out of their fledgling period, most young Ventrue are completely convinced of the rightness of the Ventrue's nightly activities. Thus, most of the Ventrue antitribu tend to be either very old and powerful or very young and impetuous.
The general ideology of the Ventrue antitribu runs thus: Once, the Ventrue were truly Lords of the Damned, kings and generals, warlord and heroes. Now, they are moneylenders, thieves, businessmen hiding behind their lackeys and their gold! Where is the honor, the glory in such unlives? The so-called Ventrue have become cowards, overcome by their lust for power and wealth, and the Ventrue antitribu consider themselves the "true" Ventrue of their wayward clan. Because of this, they tend to be unwavering and devoted to their cause: To force their brethren to see the proverbial light, preferably by the sword.
Most Ventrue antitribu make it into the Sabbat, where they're generally reviled and loathed for their connection to their Camarilla cousins. Due to their immense pride in being True Ventrue, concealing their clan of origin doesn't happen among them, leading to obvious clashes with other members of the Sabbat; because of this, Sabbat Ventrue tend to excel at combat and usually wind up as Paladins within the sect. Low-level Ventrue antitribu either get stronger fast or wind up meeting their final death, at the hands of other Sabbat or at the enraged Camarilla Ventrue who hunt them down. As a whole, Ventrue antitribu are considers traitors and abominations by the main Clan, with their mere existence being a Clan-wide shame; mentioning the antitribu to a Ventrue is a sure way to wind up on the edge of a scalding, hateful glare, and you're lucky if that's all. The problem is somewhat exacerbated by the fact that the Ventrue antitribu who make any real rank tend to serve under Lasombra, a fact which rankles the main clan's proud Ventrue souls to no end.
As a sidenote, not all Ventrue who lack Camarilla membership are antitribu. Some elder Ventrue withdraw from the Jyhad for their own reasons, and some younger Ventrue - particularly those without resources or a supportive sire - make their own way; these Ventrue are not problems for the main clan, who practice a live-and-let-live philosophy so long as these 'Independent' Ventrue don't cause any trouble.
Sects
The Ventrue belong almost entirely among the Camarilla, though more than a few claim to have found and joined the Inconnu.
Bloodlines
If there are any bloodlines spawned by the Ventrue, their existence would be denied right off the bat; since lineage and nobility of birth are exceptionally important to Ventrue, claiming to be 'of a bloodline' puts the clanmember on the same level as the "mongrel" groups like the Gangrel or the Setites... which, as everyone knows, is unthinkable.
In India, where the Camarilla holds no sway, there is a bloodline of thaumaturges who call themselves the Danava. A protector caste among the Danava believe themselves to be the guardians of their Antediluvian, whom they call Veddhartha. These Danava claim that the Ventrue are in fact an errant "antitribu" bloodline of Clan Danava! Most Ventrue of the modern nights have never even heard of the Danava, and the few Ventrue who have heard of them prefer to act as if the Danava do not even exist at all.
Culture

Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity"; in modern days, it's often described as "Face," as in "saving face." Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is as likely to lead organized crime as he is a Fortune 500 company - because the Ventrue object less to theft and more to petty theft - he must always comport himself with dignity, grace and honor.
At least, in public.
Quietly obsessed with Latin, the Ventrue also favor the concept of "Humanitas," the code of morality that most humans seem to share in common. This follows the roughly Judeo-Christian moral line, with a little more leeway for vampires. Ventrue will not willingly commit heinous acts (murder, theft, torture) if they can achieve their end by other means, but at the same time, allowances have to be made for the fact that they are blood-sucking immortal monsters. Their code basically boils down to: "Don't kill people on the street; there are plenty of other, more subtle, ways to ruin someone's life."
Clan Prestige
• Obscure; your sire has put in a good word for you at his club. Your service so far is lukewarm but consistent with Clan goals
•• Known; you have done service worthy of notice. You have caught the attention of your superiors, and may even have an elder for a mentor (Sebastian LaCroix)
••• Popular; your reputation preceeds you, and it is one of efficiency and ambition. You are closely watched - with jealousy from your peers, and with interest from your elders (Michaela, Kyle Strathcona, Sabbat Cardinal)
•••• Storied; if you still had to worry about resumes, Clan elders would let you cite them as references. Your bloodline is pure, and accorded a great deal of respect (Jan Pieterzoon, Queen Anne Bowesley, Prince Gustav of Berlin)
••••• Legend; when people hear the name "Ventrue", your face pops up in their mind. Your reach is global and your sight all but omniscient (Hardestadt)
Style and Appearance
Most Elder Ventrue display characteristics of Western Europe, particularly of Germany and the surrounding lands; truly ancient Ventrue, particularly those who have recently risen from torpor, will possess the aquiline features of the ancient Romans. More recently-Embraced members, however, may run the gamut of ethnic backgrounds and nationalities.
In dress and comportment, all Ventrue strive to exemplify the positives of their Clan: Dignity, grace, and above all, class. Ventrue clothing are largely expensive and hand-tailored, but subdued; ostentatious displays of wealth are left to other, less-dignified clans. Black is generally considered to be overdone and somewhat pretentious; dark blue, gray, and even the occasional deep emerald green is acceptable for suits and every-day wear, with black, white, and other eye-catching colors to be saved for formal or otherwise special events. Men are commonly seen in neat, tailored suits; women wear smooth, crisp clothing that is not excessively tight or revealing. The rules for Clan Ventrue's collective wardrobe is like that of a highly prestigious private school: If it's not something you'd wear to meet the Prince, then you shouldn't be wearing it out in public. Full-length coats, however, are popular.
Among the older Ventrue, fashions of the past are common; many elders wear the clothing of the time when they were Embraced, clad in the finery of royalty or Victorian nobility. Such outfits mark the wearer as both extremely tradition-bound and very, very powerful; one would do well to avoid snickers at such outdated clothing, for who knows how the elder in question might react?
The general idea is "Stand out, don't stick out." You won't find many wearing cutting-edge haute couture; the Ventrue leave that to the Toreador. Similarly, looking rumpled, scruffy, or otherwise out-of-order is Right Out, at least in public, because one can never underestimate the power of appearances. Unless it's otherwise necessary - you want to go unnoticed or blend in - hair should be neatly styled back, jewelery should be minimal and tasteful or otherwise meaningful (perhaps a bracelet belonging to a valued Ventrue elder?), and good posture should be maintained at all times. Depending on the individual Ventrue, the impression may be that of Successful CEO or Cultured Royal, but the impression it should make on others is one of money, power, and impeccably good breeding.
Religion and Philosophy
During the Dark Ages, the Ventrue as a clan used to be much more religious than they are in modern nights. They found the structure of the Catholic Church appealing, as was the Church's influence over world politics. When that influence waned, so did the Ventrue interest in the religion; some insist that this is connected to the Lasombra's long-established hold over the Church, but the Ventrue brush off what whisperers are careless enough to suggest this.
Most Ventrue of modern nights maintain a lip service to Christianity, as many can trace their lineages back to Protestant Germany or even further. When dealing with Clans such as the Assamites or the Followers of Set, they are very careful to downplay their spiritual allegiances, however nominal they might be.
Public Relations: The Ventrue View On...

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.
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.
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.
Following the departure of the Gangrel from the Camarilla in 1999, most Ventrue believe that the Gangrel - having made their choice - should be left to their own devices; others lobby for reconciliation, arguing that retaining even some of the Gangrel for Camarilla is preferable to losing them all. In any case, the Gangrel aren't exactly the Ventrue's best friends, but there's little open animosity.
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.
Ventrue: Pride of Place

Embraces
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.
The Agoge
Considered a necessity for a well-created Ventrue fledgling, the Agoge takes its name from the strenuous Spartan method of training its warriors of childhood. In a relatively short manner of time, a new Ventrue will have to learn all the basic necessities for existing in their new unlives, as well as the numerous intricacies of unlife as a Ventrue in particular. While the Agoge has fallen somewhat out of favor in these hectic modern nights, any "true" Blue Blood will ensure that their childe undergoes the process, and completing the Agoge successfully is supposed to bode well for the new Ventrue's future unlife.
The Embrace
The Ventrue is created by her sire. Some Ventrue serve as ghouls prior to being Embraced; others are merely mortals, knowing that they work for some powerful man or woman whom they may or may not have met before. Their employer, however, will have been watching her closely, making observations and evaluating her as a future childe; should the human pass, she'll be called into a "private meeting" and the Embrace will take place. Some particularly talented mortals will even merit being asked beforehand; while it probably won't change anything even if they do try to say no, it's still considered a courtesy and an honor.
The New Fledgeling
Unless he was a ghoul prior to being Embraced, the new vampire will undoubtedly be disoriented and confused following his change. During this time, more sires will give the new recruit a few nights to a week, explaining the basics of who and what Kindred are and the basics of Clan Ventrue. During this time the fledgling will remain in his sire's haven, and the sire will feed the childe from the his herd or from his own blood. The sire will stress that the new fledgling is now a part of a very important, very exclusive, very powerful family-- And, with a little work, the new fledgling may also be important and powerful some night.
First Hunt
After a few days to a week, the sire will take the childe into the city for the first time. The fledgling will likely be overwhelmed by her new senses and the sensory input from the new world, but from the masses of humanity one single special kine will call to her; one single kine will hold in his veins the vitae for which the fledgling hungers. With her sire's guidance the new Ventrue will feed, and in doing so choose the preference that will sustain her for all of her unlife. Although some sires prefer to turn their childe loose and leave the new vampire on their own, most agree that this is a potential threat to the Masquerade waiting to happen and will escort the fledgling on their first hunt.
Training for the Prince
Once the childe has chosen his blood preference, the real work begins. The sire will often sequester them both in his haven, and the childe is subjected to a cram session unlike any other. The sire will present materials for study, lecturing the new vampire on everything from Disciplines and how to use them to how to interact with other Kindred, from the history of the Camarilla to the history of the Ventrue themselves. The childe will be forced to work past the deluge of information and memorize everything his sire throws at him; if he fails, he can expect vicious belittling, physical punishment, and even the denial of vitae for so much as a single misstep or omission. Should the childe attempt to fight back, as they sometimes do, the sire will respond appropriately, sometimes locking the childe in and leaving them there for nights at a time until they've quieted down. This harsh and often cruel method is seen as necessary by the Ventrue, and will never last less than a week; if the childe is incapable of learning all that he needs to know, then it's better he wash out before he can embarrass his sire. This is one of the few instances where an established Ventrue won't have to worry about trying not to yell.
Presentation
Once the childe is sufficiently schooled so as not to publicly fail her sire, it's time to meet the prince. According to Camarilla law, the childe must be presented to the Prince of the city before she can be recognized as a true Kindred, and at the Presentation of a new Ventrue the rest of the Clan will gather to observe. Following the Presentation, the Ventrue will retire to a private room and praise or criticize the new neonate, who will be expected to receive all words humbly and to not respond unless they speak to her directly. This will probably be the first time that the childe has seen any other Ventrue besides her sire.
Training for the Clan
As far as the Camarilla is concerned, the childe is a full adult. As far as the Ventrue are concerned, the Agoge is still going on, and the sire will now go more in-depth to all the topics covered previously, as well as introducing new topics such as specific lore, factions, and the unofficial laws of being a Ventrue. During this time, the neonate will live in either the sire's haven or in a haven the sire has provided, and the other Ventrue of the city will step in. This is something like being an apprentice or an intern, except to every Ventrue in town. Some will lecture the neonate, others will demand the neonate work as their aide, and all will test the new Ventrue on the knowledge they're imparting. Only when a particular Ventrue gives their approval can the childe move on to the next, and the process can take anywhere from months to years; however, it will give the young Ventrue an idea of how the city runs, where which Ventrue are situated, and how to get things done without offending others (particularly of the clan). Some form the beginnings of a coterie with other young Ventrue met along the way, although any real independent business must wait.
During this time, the fledgling is still excluded from meetings of the Board, but his sire will generally appraise him of important business.
The Challenge of Domain
At last, the final exam. Now the young fledgling must go out into the city and establish her own domain of influence, without the interest of any other Ventrue. Terms of "passing" vary, and could include gaining influence over a useful group of mortals or winning a boon from another Kindred, but it must be accomplished solely by the Ventrue neonate's efforts. The only rules are: Do not breach the Traditions and do not infringe on another Ventrue's domain. The only exception to the second rule is if a certain Ventrue did not participate in the neonate's Agoge, at which point their territory is fair game; because of this, most Ventrue participate in every Agoge regardless of their personal feelings for the sire involved. When the neonate feels that she's been successful, she declares her success to her sire, who judges the results. If the neonate has indeed succeeded, then the sire recommends the childe to both the praetor and the Gerousia, and the child is scheduled to appear before the entire Clan at the next Board Meeting.
The Coming Out
The young neonate must swallow any nerves he's feeling and stand before his assembled clanmates to give a full accounting of himself, the clan's traditions and history, and how he met the final challenge. Tradition then dictates that the Ventrue vote on whether or not to accept the neonate into the Clan proper, but at this point it's merely a formality; the clan then assents unanimously to the neonate's acceptance (although those still very opposed may remain silent), and the praetor asks the neonate a series of ritual questions, devised by any Ventrue who cared to offer one. The neonate responds, and in doing so recites his lineage and simultaneously promises to uphold the values of both Clan and Camarilla.
Then it's time to celebrate. The severity of the Agoge means that the new Kindred is all but guaranteed to contribute to the clan, and so the new arrival is a cause for rejoicing; after all, it means that the Ventrue as a whole are that much stronger. The resulting party is a highly-exclusive Ventrue-only affair, held in super-exclusive venues and guarded by extensive security, where the rare vitae flows like wine and the young neonate is probably quite dazzled by the heady mix of opulence, wealth, and power.
The Real World
From the next and forever onwards, the neonate is on her own. Though most form strong attachments with their sires, from this point the Agoge is over and the realities of unlife sink in. It's never simple, and it's rarely enjoyable, but most Ventrue come to relish the challenge, as this Ventrue neonate will undoubtedly come to do. After all, it's in her blood.
The Ventrue Weakness
According to Clan propaganda, the Ventrue do not have a "weakness". Rather, they have standards: For everything from fine automobiles to military strategy, and yes, even for the blood that they drink.
In purely practical terms, of course - and if confided only to their childer - the Ventrue's weakness is their particular taste. Each Ventrue will have their own personal preference for their feeding-vessels: Blondes, lawyers, people with green eyes, and so on. This preference is set shortly after a fledgling's Embrace, upon their first solo feeding, and the Ventrue will then be unable to digest blood from any victim besides their "type." They'll be able to ingest non-type blood, but will gain no benefits from it and will have to vomit up the vitae at some later point.
Some vampires consider this a purely psychological occurrence, stemming from some Ventrue neuroses or another, but clearly those individuals have no idea what they're speaking of.
Only under extreme circumstances may a Ventrue's blood-preference change. In one instance, a Roman Ventrue named Democritus held an affinity for Carthaginian blood, which was lost en masse when Rome conquered Carthage and burned the city to the ground. Without a source of palatable vitae, Democritus sank into torpor, awakening many years later to find that his Carthaginian predilection had left him. Democritus soon acquired a new preference, one for the people of Byzantium, and despite the country's name-changes Democritus is still well-fed to this night.
In order to prevent such awkward occurrences, many Ventrue store reserves of vitae in private stashes that resemble wine cellars; others keep their sustenance in freezers, or maintain a herd of blood dolls or Ghouls that provide their master with a steady supply of their preference. In order to throw others off the right track, many Ventrue maintain a mixed herd of varying types, personalities, backgrounds, and specifications, to provide camouflage for their actual tastes. As a side-effect of their "specialty," Ventrue have the remarkable ability to derive information from the blood, determining race or clan, diet, sex, even a decent shot at the blood-giver's age and generation. Some particularly refined Ventrue become "vintners" of designer vitae, breeding and tending to a flock of humans to achieve the right bouquet in their veins.
The party line, of course, is that the Ventrue's preference is less a weakness and more yet another sign of good breeding. Each Ventrue will guard their preference closely, particularly from those outside the clan; using a Ventrue's preference against her is considered devastatingly offensive, and inquiring as to what that preference is will be taken as a threat against her life.
Quotes
"Keep strong swords about you always, / And sharp eyes at your back. ... Though cursed we may be, / We are the Lords of the Earth / And all things fall under our dominion." - The Words of [Ventrue] to His Childer
"Regere sanguine, regere in veritatem est." ("To rule through blood is to rule in truth".) - Ventrue Clan Motto
"Let honor be your shield, your sword, and your cloak: Let Ventrue save face, and you will go far." - The Book of Nod
"Know that in all times there will be a Caesar: Pay him his due." - Ventrue proverb
"To rid yourself of an enemy, outlive him." - Ventrue proverb
"You will do as I say, or you will die as I say." - Herr Mannschnitter, Ventrue enforcer
"Micromanage much?" - Rick Gentle, Gangrel Independent


zrodlo: http://wiki.white-wolf.com/worldofdarkness/index.php?title=Ventrue_(Vampire:_The_Masquerade)
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeSro Lis 30, 2011 1:57 am

dobrze ze umię po angielsku perfekcyjnie Razz
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeNie Gru 04, 2011 7:06 pm

sto lat , sto lat nie zyje zyje nam, sto lat sot lat niech zyje zyje nam, jeszcze raz jeszcze raz niech zyje zyje niech zyje nam!!!!!!!!!!!!!!!!! niech zyje nam!!!!!!!!!!

WSZYSTKIEGO NAJLEPSZEGO SELENKO:*
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeSro Gru 07, 2011 7:56 pm

Garth napisał:
1 General
1.1 Disciplines
1.2 The Generic Ventrue
2 History
2.1 Born to Lead: The Early History
2.2 To Wear the Purple: Roman Empire
2.3 Horses and Castles: The Dark Ages
2.4 Coaches and Mansions: The Victorian Age
2.5 Limousines and Skyscrapers: The Final Nights
3 Organization
3.1 Antitribu
3.2 Sects
3.3 Bloodlines
4 Culture
4.1 Clan Prestige
4.2 Style and Appearance
4.3 Religion and Philosophy
5 Public Relations: The Ventrue View On...
5.1 The Camarilla
5.2 The Sabbat
5.3 Independents
6 Ventrue: Pride of Place
6.1 Embraces
6.2 The Ventrue Weakness
6.3 Quotes
6.4 Notable Ventrue
6.5 Notable Non-Canon Ventrue
7 Version Differences
General

Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks o

widze ze perfekcyjnie znasz angielski. to przetłumacz i streść mi to tak w paru zdaniach Razz
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Garth
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeCzw Gru 08, 2011 1:00 am

www.translate.google.com

Brak wiedzy to jedno, lenistwo to drugie ;p Lenistwa nie wspieram Smile
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeCzw Gru 08, 2011 1:07 am

Garth napisał:
www.translate.google.com

Brak wiedzy to jedno, lenistwo to drugie ;p Lenistwa nie wspieram Smile

ja tez nie lenistwa nie wspieram Wink
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeCzw Gru 08, 2011 1:12 am

streszczajac i zachecajac do poczytania z google translate - streszczam w jednym zdaniu. Chodzi o to ze jestesmy po prostu zaje*isci... Very Happy
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeCzw Gru 08, 2011 1:16 am

Garth napisał:
streszczajac i zachecajac do poczytania z google translate - streszczam w jednym zdaniu. Chodzi o to ze jestesmy po prostu zaje*isci... Very Happy

dzieki wielkie Smile
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PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimePią Gru 09, 2011 9:32 pm

nie wiedziałem gdzie to napisac!!!


OSTATNIO COŚ NIC SIE NA FORUM NIE ROZPISUJECIE!!! Laughing
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Kim jestesmy i od kogo pochodzimy Empty
PisanieTemat: Re: Kim jestesmy i od kogo pochodzimy   Kim jestesmy i od kogo pochodzimy I_icon_minitimeCzw Gru 15, 2011 6:51 am

Gość napisał:
nie wiedziałem gdzie to napisac!!!


OSTATNIO COŚ NIC SIE NA FORUM NIE ROZPISUJECIE!!! Laughing

Gościu kim jesteś,znam Cie?Chyba tak:)
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