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The best thing this product has going for it is that the Ordo is interesting. The internal government is unique and fun, the actual ways Covenant members go about studying vampirism are clever (and at times unusual, embracing weird and ancient science), and the factions lurking on the periphery are such that many players will find something of interest. On the downside, the focus on the extremely inhuman deeds that Dragons regularly perform may turn some players off to the product and otherwise shift a campaign’s focus away from Humanity and on to vampiric society and science. This isn’t a bad thing necessarily, but the Covenant does tend towards murder (in order to engage in social science) and extreme self mutilation (in order to create a new mental state).
The Physical Thing
This 228 page black and white hardcover shows above average production values for its price. Good artwork logically tied to the text is presented throughout the product and does an excellent job of setting a dark arcane sort of mood. The text is dense and the formatting excellent, providing a lot of easy to read material. While there is no index, the material is organized in an adequate manner (alphabetically) within appropriate sections of the product.An earlier product, Rites of the Dragon, is occasionally referenced in this product. However, Ordo Dracul provides the information referenced – it is not necessary for reading this book.
The Ideas
The Ordo Dracul is focused on mastering, one could say transcending, the vampiric condition. They study myriad sciences and occult secrets in an effort to find ways to expand their minds and alter their bodies to be more human… or at least mitigate the harsher aspects of undeath. This focus often takes them down inhuman paths in the process. Self mutilation, for example, is commonly performed as Dragons (members of the Ordo Dracul) attempt to train their bodies and minds to surpass their limitations. The products of this devotion, the various Coils of the Dragon, allow Dragons to surpass vampiric limitations and in many ways become more human than any other vampires.A strong reverence for Dracula, or Vlaad Tepes the Impaler as he was known, is present as well. The Dragons have a powerful fascination, bordering on worship, towards their creator who is said to have been cursed directly by God and to have never known a sire. While many Dragons have their own pet theories about Dracula’s origins and life, those who conduct successful research on the topic are held in high esteem by their colleagues.
Under the Cover
As with other White Wolf products, Ordo Dracul begins with appropriate introductory fiction. After that an Introduction explains the various chapters and themes found within this product. In addition, the Introduction describes an interesting but complex system of titles used by the Dragons. These titles describe Covenant status, Coil mastery, and at times secret information all at the same time. They’re flavorful, neat, and fun to use.Chapter 1 A History of the Ordo Dracul 10 pages.
Theories about Dracula, his brides, and the history of the Ordo Dracul is presented in brief here. The material is generally interesting and provides excellent fodder for a Storyteller to incorporate into a young Dragon’s studies. By and large the Ordo Dracul has had a troubled history, and only in the more modern nights have they realized significant influence.
Chapter 2 Unlife in the Ordo Dracul 54 pages.
This chapter begins with a discussion of the Ordo Dracul’s true focus – on change and the Great Work. Those who are initiated into the Covenant are immediately immersed in philosophy regarding change. To this end a mentor will often take a neonate out into the field, observing the comings and going of humanity and the impact of even minor events. After a time the mentor or neonate may slay a mortal and “follow the Dragon’s tail” by watching the cascade of consequences that result from the death. Through it all the new member is being taught to think analytically.
The Great Work refers to nothing less than transcending the vampiric condition. Once members have a good understanding of how change occurs they may begin experimenting and trying to implement change in themselves. Several pages are devoted to the theories behind the vampiric condition and how it is commonly believed those conditions may be overcome.
Wyrm’s Nests are presented next. These are places of mystical power, highly valued among the Dragons, that can be tapped and used to further a Dragon’s understanding of the Coils. Finding, guarding, and maintaining these locations is extremely important to the Covenant. Vampires of high Status often take control of Wyrm’s Nest and serve as hosts for others that come to visit. Different types of Wyrms’ Nests and their functions are presented over several pages.
While studying the Coils and assisting with the Great Work a vampire often engages in acts of extreme self mutilation. This covers just about everything, from being burned to having nails driven into the skull so as to dislodge the brain. It’s extreme and inhuman but the payoff can be great. Once a Dragon has reached sufficient understanding they enter the Chrysalis. The Chrysalis is a state of extreme meditation. In this state the vampire fundamentally alters aspects of their body or soul such that they shed certain vampiric weaknesses and become a more perfect being. A short but interesting alternative system for learning Coils using the Chrysalis state is provided which ultimately boils down to a small XP discount in return for all of the roleplay steps towards learning the new Coil.
Social units within the Covenant and the general makeup of the groups and subgroups of the Covenant are presented next. One of the aspects of the Ordo Dracul that really stands out is the importance played on the Mentor/Mentee relationship. First of all, just to get initiated into just about everything of interest in the Ordo Dracul requires the assistance of a Mentor. Given the amount of knowledge some vampires have accrued about how to transcend their current existence over the years, a Mentor in this Covenant is extremely valuable.
The chapter goes on to discuss a large variety of roles different vampires take on. From librarians to Wyrm’s Nest guardians to master of Academy (a city unit of the Ordo Dracul) all manner of different titles and positions are presented. In addition three major groups of vampires, called the Sworn, live to serve specific functions within the Ordo Dracul. The Sworn of the Axe handle all military and martial affairs. The Sworn of the Dying Light handle all academic affairs and guide the overall (and at times specific) research being done at a given academy. Finally, the Sworn of the Mysteries is effectively the ruling body in charge of large scale, collective decisions. They are the group most likely to handle the day to day affairs of the Covenant.
Quite a bit of information is presented on the Sworn, and the three branches of government are interesting. However, upon reading the sheer number of positions, titles, and roles various vampires take on I couldn’t help but feel a little overwhelmed. No doubt an individual vampire often takes on multiple roles, but given that most of these roles are not occupied by young vampires and initiates I wonder how effective the whole system is when there may be only 10 or 20 Ordo Dracul members in many towns. I feel like the system supposes a relatively high population of vampires such as would exist in a major metropolis where the Ordo Dracul had moderate to significant influence. There’s nothing wrong with that, but fewer positions (or at least a brief note saying something like “this position only exists in large Academies”) would have been nice. It may also be a lot to keep track of at times.
Various Academies from around the world are presented to showcase different ways in which the Ordo Dracul operate. A discussion of the roles members of various Clans typically take on in the Covenant is also provided. The chapter concludes with a discussion of how the Ordo Dracul views the other major covenants as well as other supernaturals generally.
Chapter 3 Ordo Dracul and the Danse Macabre 34 pages.
This chapter kicks off with an unusual but simple Tarot based mechanic that some members of the Ordo Dracul put others through. It’s clearly meant to be a “take it or leave it” sort of mechanic, but despite my initiate skepticism it is pretty neat. It can be either a mystical reading of the soul or a gimmick used to determine loyalty as the Storyteller wishes. Here’s how it works:
A Mentor is uncertain about taking on an apprentice so he wants to learn more about the young vampire. A reading is performed where the neonate is presented with a variety of situations and has to pick one solution or another. One example is: following a command to torture another or walking away. There are typically no right answers, the whole system is meant to tell others about how the neonate thinks. After the reading is complete the neonate is associated with a particular card of the Tarot, a point of pride for many young vampires.
Ways in which the Ordo Dracul solves problems are presented next. The Sworn tend to handle things based on their concepts, from martial combat to defending a thesis. The un-Sworn (and Sworn when it’s not an in-house dispute) are given a trial before a panel of judges in order to settle important matters, with various penalties being imposed on the guilty (typically status and financial oriented penalties).
This chapter concludes with about sixteen pages describing what it means to have different levels of Status. Obviously expectations and authority both grow as Status increases, but so do a variety of other perks come and go. Those who are recently initiated, or hover around 1 Status, are much more likely to be Slaves and Servants to other members of the Covenant. However, they are also fiercely protected from the outside world as the Ordo Dracul view them as not having learned enough yet to be able to watch out for themselves. As Status increases this protection fades, but the vampire gains access to the uncovered mysteries and knowledge hoarded by the Covenant.
Chapter 4 Factions and Bloodlines 56 pages.
This chapter kicks off with a discussion of the different major sorts of sciences the Dragons engage in. The ancient practice of Alchemy continues to the modern nights, with many Dragons investigating ways to filter weakness from their blood. Normal science is, of course, mentioned but it’s not nearly as fun as the various pseudo-sciences some Dragons engage in. Etheric Mechanics, Kirlian Photography, Microtectonic Anomalies, and a host of other interesting weird science concepts are discussed. Those who always liked the funky science of the Etherites from Mage: The Ascension but wished it was taken more seriously will enjoy this section. How Dragons following the major sciences conduct themselves is also discussed.
Next the major Factions and Bloodlines are presented, each with quite a bit (several pages) of detail. They’re a mixed bag in terms of quality. While some are there likely for plot hooks only, others are going to be appealing to a lot of players.
Factions
The Impaled seek to change themselves, or at least gain some sort of spiritual insight, both having themselves impaled and impaling others. This often means having a spear driven through the body and into a wall, with the vampire hanging above the ground. The vampire is then left there, often in darkness, for days to writhe in agony. Where possible some vampires are flung down onto spikes to be impaled, mimicking the actions of Vladd Tepes to the best of their ability. Needless to say, this extremely inhuman activity causes all manner of problems with the Beast and Humanity.
The Sworn of the Locusts are a secret group within the Ordo Dracul obsessed with acquiring power at any cost – specifically by committing diablerie and consuming souls. The membership can best be described as truly sociopathic vampires, not only willing to view humanity with cold detachment but extending that detachment to premeditated diablerie. Originally founded by one of Dracula’s three brides, the Locusts seek transcendence and change through their diablerie.
The Sworn of the Ladder were also founded by one of the three brides, but their focus is on living a moral life. The group is dedicated to increasing good in the world and seems like an unrefined group of Utilitarians who are willing to maximize good at any cost, but personal good is also mentioned. Unfortunately the explanation of their ethical system is terrible and, if anything, will result in readers arguing with one another about what the group’s focus is. I really dig the idea of a faction of kindred focused on transforming vampire society into a good institution, but wish this whole group was rewritten for clarity from the ground up. This is also a hidden group, like the Locusts, but I’m a little unclear as to why they would need to hide themselves. The Ordo Dracul uses confessors and other tools to try and retain the humanity of its members, who are often engaged in horrific acts. Perhaps the Covenant would view this group as stifling progress, but even the Sworn of the Ladder are dedicated to the Great Work (transcendence).
Bloodlines
The Azerkatil represent highly trained vampires created for one purpose – to slay Dracula. During the unlife of Vlaad Tepes powerful rumors spread throughout the world of his strength and butchery, ultimately leading to leaders within the Ottoman Empire having a group of vampire assassins transformed so that they might better track and kill Dracula. Over time members realized that Dracula wasn’t the all powerful monster they feared, and many abandoned their cause. How they actually came to join the Dragons remains a mystery. This Nosferatu based Bloodline gains Nightmare, Obfuscate, Vigor, and a new vampire-hunting Discipline called Suikast. In return they suffer the standard Nosferatu penalties in addition to having to spend 2 Willpower dots to sire a childe and extending their Humanity as a cap to Empathy, Persuasion, and Socialize attempts (as is normally done with mortals) towards other vampires.
The Dragolescu was founded by a direct descendant of Dracula and focuses on understanding and making use of ghosts as part of the Great Work. What would otherwise be a cherished Bloodline was brought into some disrepute due to the founder’s obsession with Hitler and Nazi Germany during World War II, though the obsession was mostly focused on the sheer number of ghosts being created (which presumably delighted members of the Bloodline). This Ventrue Bloodline gains Animalism, Dominate, Resilience, and a new Discipline called Essentiaphagia that allows a vampire to consume ghosts. In return they suffer the standard Ventrue penalties in addition to only regaining Willpower through fulfilling their Virtue or Vice.
The Libitinarius is a Bloodline made up of scholars and academics who make full use of their unnatural lifespans to study a topic over centuries. By embracing torpor they can skip decades at a time until new and fascinating discoveries have occurred in their topic of choice. This Mekhet Bloodline gains Auspex, Dominate, Resilience, and a new Discipline called Mortualia which allows for greater control over torpor and blood preservation. They suffer from the standard Mekhet weakness along with a -2 penalty to awaken during the daytime. Further, their unique Discipline Mortualia can actually be learned by any Mekhet.
The Moroi descend from a Nosferatu and Gangrel who found a vampire infant and diablerized it together. God cursed them to be nothing more than beasts due to their heinous act. Tonight they are the elite assassins of the Ordo Dracul (yeah, there are a lot of assassins in this Covenant it seems) activated for special assignments by the leaders of the Covenant. This Nosferatu and Gangrel Bloodline gains Animalism, Obfuscate, Resilience, and Vigor in return for taking on an aspect of the other Clan’s weakness (thus a Nosferatu becomes more animal-like and feral).
The Tismanu is a Bloodline devoted to helping members of the Ordo Dracul deal with the horrible things they do while performing the Great Work. With a strong Christian influence, this group listens to confessions and offers advice to kindred who are feeling their humanity slip away. This Mekhet Bloodline gains Auspex, Celerity, Majesty, and a new Discipline called Eupraxia that allows a member to help other kindred through confession and by giving advice. In return they suffer the standard Mekhet weaknesses along with a compulsion to distance themselves from the outside world.
The Vedma Bloodline represents the classic Baba Yaga style hag, old and withered but with strange magic and knowledge. This predominantly female Bloodline of hedge witches tends to remain apart from the rest of the world, eschewing technology and many of the niceties of civilization in return for privacy and simplicity. With the Gangrel as their parent Clan, the Vedma gain Animalism, Protean, Resilience, and a new Discipline called Zagovny that allows a Vedma to perform several different witch-like abilities. In return they suffer the standard Gangrel penalties in addition to having their bodies age and wither (becoming like a crone’s) while also feeling a compulsion to distance themselves from the modern world.
Chapter 5 Coils and Miscellanea of the Blood 40 pages.
This chapter presents new Coils, new levels to existing Coils, new Disciplines, and new Devotions. All of the information presented here is tightly focused to existing themes in the product. The new Devotions correspond to Dragon Alchemy and some of the major factions presented earlier in the product. The new Disciplines all correspond to new Bloodlines and, for the most part, are narrowly focused on that Bloodline’s specialty.
The new Coils tend to be very good, providing a lot of cool ways in which a vampire can transcend their weaknesses. Tier 4 Coil of Banes, for instance, causes all fire to only do lethal damage to the vampire. Tier 2 Coil of Flesh allows a vampire to use Blush of Life and the ability to eat food together for a scene for 1 Blood Point and negates all frenzy penalties due to hunger so long as the vampire has real food in her stomach. Additionally, new Coils specific to the Sworn of the Locust and Sworn of the Ladder are presented.
This chapter also provides a simple discussion as to how a player or Storyteller should go about creating new Coils.
Appendix Allies and Antagonists 13 pages.
A variety of generic NPCs that fit a specific role within the Covenant are provided to cut down on the Storyteller’s work and to give players an idea of the sorts of capabilities Dragons of various Status levels have.
My Take
I really like Ordo Dracul, but have some reservations about using it. The biggest one is just how darned inhuman a lot of the members are. In some games this could cause problems with theme and tone, but such problems are likely solvable by making use of the Confessors and others within the Ordo Dracul that want to help preserve Humanity. Otherwise I find the political organization of the Covenant to be somewhat complex, though very flavorful.As both a product for Storytellers and players alike Ordo Dracul shines in that it does an excellent job of fleshing out a faction otherwise known for doing research and trying to transcend their condition. The various discussions on how they go about this (mutilation, weird science, the Chrysthalus) are interesting and provide for a lot of great character concepts.
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