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Libellis Sanguinis 3: Wolves at the Door

Author: Jason Langlois, Michael B. Lee, and Clayton Oliver
Category: game
Company/Publisher: White Wolf Game Studio
Line: Vampire: The Dark Ages
Cost: $15.95
Page count: 112
ISBN: 1-56504-203-4
SKU: WW2823
Playtest Review by Eric Christian Berg on 06/24/00.
Genre tags: Historical Horror Vampire Gothic

The Libellis Sanguinis line takes the place of the clanbooks for the modern game. Rather than completely redo them for the Dark Ages setting, they have chosen to publish them three clans at a time, unified by a general theme, with attention paid to the history, issues, and form of the clan during this period, with hints and secrets which reflect upon modern settings. Thus far, they have actually managed to surpass the clanbooks with better writing and a generally more three-dimensional portrayal of the clans. This book continues in this trend.

The theme of Wolves at the Door is that of outsiders. The three clans presented within dwell on the outskirts of the usual setting for the game, Christian Europe. The Gangrel live in the wilderness and on the borders of civilization, the Assamite inhabit the world of Islam, and the Setites spread out from the ancient civilization of Egypt. This thread is well-presented throughout the book without being so central as to overshadow the subjects of the three sections. Instead, it is used to highlight the differences in belief and mannerism between the foreign clans and their European counterparts while moving beyond that to give them some depth and texture. All three of these clans have suffered in the past from being too focused on a single concept, never expanded very far from a single defining stereotype. The material presented herein helps to mitigate this greatly.

The layout of the book is the same as the other two in the series, in each section a short introduction (a piece of fiction to set the mood) is followed by details on clan organization and geographical variation, game mechanics, a few templates, and ends out with a hitherto unknown clan secret or insight. This format generally flows naturally and the consistency makes it easier to refer to things later on.

Book One details the Gangrel and does a good job of giving a sense of how the clan operates in the short introductory piece. The beginning of the next part offers an origin myth of the clan which places them in the East and puts them in deathly opposition to the Ravnos as well as explaining the existence of the Lhiannon and Laibon bloodlines. While it is interesting and it makes senses that they wouldn't be believers in the Caine myth, I found the story somewhat sterile, like much of the constructed myth that the World of Darkness games offer. I would have preferred something based in cultural myths, like the Viking vampire origin myth in Wolves of the Sea.

The chapter goes on to detail the structure of the clan, such as it is, and how their rare gatherings are called and the etiquette which is enforced there (based very much on the rituals of dominance practiced by pack animals). Sidebars detail useful subjects like how Gangrel leave messages for each other using a system of wilderness signs and Animalism. This section ends with a quick treatment of the creation of a Gangrel, from how they are chosen to conventions of 'apprenticeship' (for lack of a better term), and clan opinions on ghouls and religion. I was somewhat disappointed with the focus on nomadic Path of the Beast Gangrel and would have liked a little more diversity explored. However, for that narrow concept, it does a very good job of fleshing it out and making it playable.

The next section covers the Gangrel geographically, speaking of cultural variations, interaction with other clans, and how well the area lends itself to the Gangrel lifestyle. While it touches on some differing sorts of Gangrel than those presented in the previous section, there is little by way of detail. Also, the dominance of Lupine Lore in the description of the areas is a little disheartening as well. I would have preferred more of a focus on the Kindred.

The part detailing actual game mechanics is also somewhat disappointing. The merit and flaw presented are fine, but the discipline additions all require four or higher in order to use, making them useless for PCs in any but an elder campaign. There is only so much use for high level powers for making NPCs. In general, I found this space to be wasted, even if the concepts were interesting. The last bit is redeeming, however, detailing territorial variations in the use of Protean, allowing an Arabic Gangrel to change into an eagle or a falcon and meld with sand, for example. Bestial features are discussed with advice on how to choose them as well as the suggestion that they can include personality and behavioral changes, allowing for less drastic changes less quickly. Finally, two bloodlines are mentioned, the Greek Gangrel (what will become City Gangrel, by all indications) and the Mariner Gangrel detailed in Blood-Dimmed Tides.

My final gripe for this section is reserved for the templates. They go through all the trouble of detailing how Gangrel choose whom they Embrace and the trails which usually follow and then this is ignored for half of the templates presented. While I like variation, I prefer consistency, particularly when the focus is on a particular view of the clan. I think it would be better if they presented four Gangrel that fit the picture they had just presented, and offered variations within that basic premise. As is, the concepts are as disappointing as they usually are in splatbooks, and suffer from the same sense that the people who came up with them didn't read the rest of the material. This tidbit at the end offers an explanation of why the Gangrel left the Camarilla, which doesn't really tie into the Dark Ages material at all and is utterly useless for the setting. I found this highly annoying and would have preferred something more relevant.

Book One gets Style 3 and Substance 3.

Book Two delves into the Assamites and it suffers somewhat from the completely opposite problem the Gangrel do. Rather than their presentation here being too narrow, it tries to be a bit too wide of scope. The implication is given that Assamites compose the majority of vampires in the entire Muslim world, making them extremely populous and varied. In a sense, they try to be all clans rather than gaining a sense of definition (beyond their limited previous scope as assassins).

The introductory fiction is interesting and presents immediately the concept that there is more to the clan than blood-thirsty fanatic Islamic assassins. As in the previous chapter, one of the first things presented is a brief mention of an alternative origin to the Caine myth which still manages to fit into the Second City concept (as did the Gangrel one) and explains, vaguely, the three castes (as they call their bloodlines) of the clan. To further diversify the clan, they specify that there is no policy on what race or gender someone needs to be in order to be embraced in two of the castes, though all Assamites darken in skin tone regardless.

Then, the chapter delves into the vast geographical area that the Assamites cover and the areas of contact and conflict with the other clans. There is mention of a phenomena called 'The Keening' in the Holy Land which tends to drive vampires from the outside world mad, which just begs to be a plot point in future supplements. Alamut is touched upon, its defenses and secrets hinted at.

The issue of faith is dealt with, finally putting to rest the misconception that the majority of the clan are fanatical Muslims (in actuality, it is just a vocal minority who tends to be those who come into contact with the West most frequently). Along with this is a sidebar on Assamites following roads other than Blood, another nice touch, as well as the source of their modern day (pre-Revised) clan weakness in a Baali curse. Further chipping away at the unified front of their former stereotype, it is noted that not all vampires embraced by the Assamites count themselves among the Children of Haqim or follow his laws. It closes out with the usual stereotypes of other clans and reciprocal attitudes.

The next section details the clan castes and structure. The bloodlines are, in general, well done, balanced, and add some more options than the traditional warrior-assassin. The addition of differing politics and philosophies between the groups further adds to the complexity, giving a very good feel for how the clan functions. Towards the end, three smaller groups are detailed which round everything out. The Silsila are elders who have 'retired' to Alamut to act as mentors and preservers of the clan's history. The Web of Knives is a small reform sect which is laying the groundwork for the clan's future 'ghoul apprenticeship' policy, while the Spear of Destiny are a group of Christian Assamites attempting to save the Holy Land from the depravity on both sides of the Crusades.

The mechanics section has some good social merits and flaws which fit the clan and its depiction, including a flaw reflecting the effect of the Baali curse on the character. The discipline additions are not quite as high level as those in the Gangrel chapter and could definitely be used by players, while the level six power is a curious non-combat power for Quietus.

Following that is a section on Assamite Sorcery. Expanding on the work in Blood Magic, it offers up a new astrology-based path and three new rituals. The path is quite good, even better than the one in the aforementioned book, and two of the rituals are very interested and (thankfully) not combat-oriented. However, the last is a bit problematic for me. Both here and, later, in the Setite section, powers are given to allow the clan to have communication over long distances. For many reasons, I think this is a poor idea. For one, the lack of quick communication is a fact of the Dark Medieval world and I hate to see it so easily circumvented. Secondly, the lack ruins any illusion of a clan being a big centrally-organized hierarchy and makes it much more locally-focused, which I think is beneficial for both clans (which tend to be mistaken for autonomous fronts). Lastly, it helps to promote regional variations, which only adds to the complexity and the believability of the clans.

The templates offered are better than those in the previous section but aren't outstanding, though they do illustrate well the diversity stressed throughout the chapter. Finally, we wrap up with an interesting little tale of a renegade Assamite ghoul and his circle who hunt down vampires for their blood, practicing the arts taught to them by their leader, the 'False Haqim'. The mention of their admirers in the clan segues nicely into the modern practices of the clan.

Book Two has Style 3 and Substance 4.

Book Three details one of my personal favorites, the Setites, a clan in desperate need of some depth. Despite several revisions and a clanbook, they still haven't managed to grow beyond the original limited and cartoonish concept of cultists worshipping an ancient god and corrupting people for fun. While this chapter goes far in trying to explain and justify this approach, I think it would have benefitted from a bit of distancing. However, what was presented does a lot to help the situation.

The opening piece seems almost to be the same story we've always heard of the Setites: the evil corrupter undermines some unfortunate Cainite, using his ambition and weakness against him. However, there is a subtle addition which plays into the rest of the chapter, which is a deep spiritual and philosophical reason for this behavior. The narrator spends the rest of the chapter explaining this.

We are first treated to our third alternative creation myth, though this one is much further removed from the Caine story than its predecessors and is rooted firmly in an interesting slant on the Osirian cycle. It refers to the fall from grace of humanity, who once were proud, brutal, strong god-like beings but have been seduced by the weak-willed Osiris and his minions into trading their glory for a bunch of artificial constraints (that is, civilization) while they enslave the dead for their own power. It is charmingly Nietzchean in feel and offers the Setites a rebirth as primal supermen seeking to lead humanity back to their glorious and terrible origins by destroying civilization and leading men back to living by their whims and desires, like the gods they are.

The history goes on to detail the Setites' never-ending struggle against Osiris and the civilization he spawned. While it draws a bit too much on the crossover history detailed in Mummy (second edition), it certainly casts the clan's activities in a light which both explains and justifies (to them, at least) their methods and goals. This goes far towards making Setites playable characters. The culmination of this is the disappearance of Set himself and the attendant visions and prophecies visited upon the rest of the clan. Interesting ties are made to certain Biblical facts by placing his last known place of rest in the lost city Tanis (where the Ark of the Covenant is reputed to lie), a nice touch which makes up for retconning the date of his disappearance between first and second edition.

The part on geographical issues is much shorter than in the previous two chapters, focusing mostly on Egypt and the Mediterranean, which isn't surprising since the text says that they have only just started to really expand out from Egypt since Tanis' destruction and only reluctantly, not wanting to get too far from the seat of their cultural identity and spiritual roots. The chapter then ventures on to detail how and why Setites embrace their childer as well as the other rituals of their existence, all drawing on the religious context thus far provided. It also offers an interesting sidebar on the Blood Oath and the making of ghouls.

The next section deals with the clan structure and is a bit too centralized for my liking in parts, but does provide some interesting conflicts. Two main sects are presented: the Hierophants, a conservative faction led by those elders who once served Set directly; and the Decadents, a more liberal group who distrusts the elders who sees a need for breaking with traditions in order to carry out Set's will. This latter group is responsible for much of the clan's growth beyond Egypt and the embrace of those not of Egyptian heritage. Lastly, there are the prejudices and stereotypes of the other clans, which are much different than previous versions, being based on the more complicated philosophy detailed in the chapter and not the vague stereotype which previously existed.

The mechanics section offers the obligatory merit and flaw, with the latter being particularly brutal (your name has been erased from history by your fellows, making you a non-person). A fabulous new Background is presented called Network, which allows your traveling Setite to maintain his Allies, Contacts, Herd, and Retainers ratings from city to city. Very useful and a nice, even-handed representation of their preparation. I can see this being useful for a number of concepts, not just Setite ones. Via Serpentis is the dealt with, redefined to express the older beliefs which have been presented, with the Typhon version given as a Decadent corruption of it.

Lastly, we are given a section on Setite Sorcery, as in the Assamite section, with a short recap of how it works based on the explanation in Blood Magic, though it makes considerably more sense here because of its close ties with their religion and history. A new path is presented here and is fairly interesting, though a bit scattered, and no new rituals are provided, much to my dismay. The templates which follow are uninteresting and, like in the Gangrel section, ignore all the more interesting concepts in the previous sections. Finally, an interesting little plot hook is given suggesting a move by one sect to destroy the other for suspected infernalism in pure Setite fashion, by convincing the Assamites to do it.

Book Three has Style 5 and Substance 4.

Overall, despite a few problems, this is a very solid supplement which goes a long way towards making these clans playable and interesting. Their motivations are explained in a believable fashion, their odd customs put into context, and their place in the Dark Medieval world secured. Here's to hoping that the last book in the series is just as good as the three so far!

Style: 4 (Classy and well done)
Substance: 4 (Meaty)
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