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A Primer for the Up and Coming Ventrue
Every Ventrue prides himself on his diplomatic abilities. If one is incapable of dealing with others with a certain finesse and dignity, one can hardly be said to be Ventrue at all. There are, sadly, some situations in which even the most accomplished statesman must resort to contest. This primer is intended to help my younger clanmates learn how to properly comport themselves should they be forced into such a dilemma. The first and most important matter of dueling is knowing when it is appropriate. If a contest for political office or a given and limited resource is in question, and both candidates are evenly supported, neither able to gain the office over the other, a duel is a possibility. Bear in mind, however, that few other than Ventrue will honor the results for much longer than a month before testing the balance of power once more. A duel can also be appropriate if one's dignitas is lessened by the actions of another. A duel, properly conducted, can help restore this loss. Bear in mind, however, that a sincere apology freely given by the other, or a political defeat of the slanderer, can restore said loss much more effectively. The second matter for the duelist’s attention is the challenge. A challenge is traditionally done publicly, frequently on the Elysium grounds, with the following declaration: "I, (name), publicly challenge you, (name), to a duel. Choose your second." While modern literature has affected modern fashion, creating the phenomenon known as the "throwing of the gage," a slap or thrown glove, this is considered at best gauche, and was recently considered by His Majesty Prince Francois Villon of Paris as a breach of Elysium, resulting in the destruction of M. Jean-Bertrand de Treville in 1821. After the challenge has been made, each competitor must choose his second. This second must be wisely chosen, as in the event the duelist is unable to compete when the hour arrives, his second must take his place on the field. The second may also, with the approval of the judge, be used as a champion, fighting in the stead of the duelist. Once chosen, it is up to the seconds to meet and decide the terms of the duel. Their first order of business is to choose a judge. The judge should be a third party, neutral to both, who can be trusted to make a fair ruling and has the dignitas and standing to lend strength to his words. Frequently, the Prince, Seneschal, or Sheriff of a city will fill this role quite admirably. (Footnote: As an aside on the violence and foolishness of the anarch movement, it is said that in many anarch cities it is necessary to have an officer of what passes for the court stand as "Keeper of the Ring," or official and permanent Judge. This shows to the insightful reader both the incredible amounts of violence and the lack of political acumen inherent amongst the anarchs, as a permanent Judge may well be biased in any given case.) The seconds must then choose the technique to be used and the time and place of the duel. This is traditionally the choice of the challenged, but the challenger's second may petition the judge to determine the method himself if the choice of contest seems either particularly unbalanced or untraditional. Similarly, if the seconds are unable to determine a time and place, it is the role of the judge to rule and choose. (Footnote: While expediency is usually the best course, it is interesting to note the challenge of Miguel Vasquez de Barcelona, a young childe of then Prince Juan Artimez de Barcelona, who challenged the Lasombra Julien Catullus, only to have the method of duel be declared chess. He successfully petitioned the judge for the duel to be in fifty years, studied for those years, and bested his considerably older opponent. Let his diligence be an example.) The final matter left to the seconds is a matter of some delicacy. Every Ventrue prides himself on his self-control, but sadly, not all kindred are Ventrue. Even more sadly, the beast can sometimes get the better of even those of the noblest blood. It is the responsibility of the seconds to be ready, frequently with spear and crossbow, to restrain either contestant should they frenzy. It hardly need be said that a frenzy during such a contest is usually considered a loss, unless the judge rules there were extenuating circumstances. Spectators attempting to incite frenzy is usually cause for a delay in the duel, in which said spectator is dealt with like the threat to the Traditions that he is. The last matter the judge must decide can be the most complex. He must observe and declare the winner of the duel. In most cases, this is patently obvious. When one duelist bleeds upon the ground and the other is untouched, it is a simple matter. It can nonetheless be complex in the case of, for example, a musical contest, and thus ascertaining the judge's neutrality is of paramount importance for the seconds. There are many methods of dueling, some of which follow below. Let them stand as an example to the reader, who must at all times bear in mind that every region has its own subtleties and traditions. It is up to the duelist to research the history of his own region, and a traveler must be cautious if challenged. Weapons: To the disgust of many modern Ventrue, the sword is the most acceptable form of violent duel, eclipsing other forms so completely that the use of nearly any other melee weapon will result in ostracism. Even a katana is somewhat suspect. The two forms most often used are "broad and shield," with a knight's sword and either a kite shield or a buckler, or fencing, with one of several techniques. Amongst the fencing weapons, the most common is the rapier, usually with main-gauche or a stake as the offhand weapon. Close behind, especially amongst those of about 200 years, is the saber, a much more dangerous weapon to kindred due to its slashing edge. Another very popular weapon for duels is the pistol. The advantages in Clan Ventrue are numerous. First off, it is nearly impossible to kill a Cainite with a pistol, and especially with a single bullet. As a result, many elders, cautious to lose ancillae to something as foolish as a duel, heavily preach this form. A second advantage of this form is that, at least in North America, nearly everyone has a gun on them, and nearly everyone knows how to use one. The sole disadvantage is the necessity of ensuring that neither the Prince, nor the Harpy, nor in fact any of the Primogen, are standing behind either of the contestants. It hardly need be said, except as an advisory to members of other clans who may chance to read this, that no firearms save the pistol is even remotely acceptable. Rifles and shotguns are intended for killing animals, not settling disputes. While unarmed combat duels are considered very gauche, there are two forms which bear mentioning as possibilities for the Ventrue duelist. First is boxing, Marquesse of Queensbury rules. This form is traditional enough to not be scoffed at by elders, and keeps the contest from becoming a brawl. Greco-Roman wrestling, as well, is popular in some areas of Europe, though it bears a certain Brujah character that should be avoided if at all possible. Duels with weapons are frequently fought "to first touch," "to first blood," "to the yield," or "to the death." Death is extremely rare, and should remain so. It is the responsibility of the judge and the seconds to ensure that other forms of physical duel do not become "to the death." By Organization: This technique, one of the most ancient, was developed in Asia Minor around 1000 BC. It is said to be, originally, a "practice" technique, to prepare the duelist for the jyhad. The two duelists choose similar organizations, and have those two groups compete. Originally, this meant city-states, and the competition could well mean armies of spearmen marching, triremes fighting on the ocean, and the loss of thousands of lives. In the modern day, this dueling technique has become more popular, though in a slightly different form. Ventrue who wish to prove their ability will challenge another, and then will set a company of theirs on a company of their opponent’s. Victory can be measured as "winner takes all," in which the winner claims the opponent's company, often in a hostile takeover, as "scorched earth," in which the last company remaining wins, or to the "blood," with stock values determining the outcome. By the Arts: A technique popularized and championed by the Toreador is the artist's duel. Traditionally speaking, music is the art of choice, though poetry and even painting are acceptable. For a brief time early this century, haiku became a popular form, but it has been put aside for the most part. Something else that must be born in mind at all times is that the choice of judge is of the greatest import in this form, as the winner in a close match often will vary depending on the judge's individual tastes. By the Mind: The Mental duel is the most variable of all the categories, as it can encompass nearly any non-physical competition which a judge or a duelist can come up with. There are a wide variety of mental competitions which are traditional. The most popular is chess, which has long been considered the proper way for a civilized gentleman to resolve a duel. The other common form of resolving a dispute is arbitration, though this is almost not a duel. Any Ventrue has the right to bring a matter before an arbiter chosen by both parties. The may argue their cases to the arbiter, who then decides his opinion of who is in the right. This is, in essence, a "duel by law." Several thousand years ago, riddle contests were very popular, but few are adept at them in the modern day, and they have gone much out of fashion. I hope that this Primer finds you well, my childe, and that you share my words with your fellow ancillae. Remember that dueling is for the hot-headed Brujah, who cannot control their anger and have so little honor they must defend it with their lives, or for the Toreador, who will, as my chief ghoul recently said of his daughter, “go jump off a cliff if all their friends do.” There is no such thing as a true “Ventrue Duelist.” Be well.
Author: Ken Shields |