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Liege, Lord and Lackey (Vampire: The Dark Ages Companions)
 
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Liege, Lord and Lackey (Vampire: The Dark Ages Companions) [Paperback]

Tim Byrd , Jason Carl , Michael Lee , Wendy Soss , Douglas Alexander Gregory
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 96 pages
  • Publisher: White Wolf Publishing (Dec 1997)
  • Language English
  • ISBN-10: 1565042816
  • ISBN-13: 978-1565042810
  • Product Dimensions: 27.7 x 21.3 x 0.7 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 282,321 in Books (See Top 100 in Books)

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Jason Carl
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1 of 1 people found the following review helpful:
4.0 out of 5 stars The power of being mortal., 14 Jan 2001
By A Customer
This review is from: Liege, Lord and Lackey (Vampire: The Dark Ages Companions) (Paperback)
This book is about the interaction between vampire and mortal. As a mortal, one can be an ally, ghoul or contact or else an enemy or even worst: prey. The book starts off with giving us the views of the different clans. There is a short story before the before each view that puts us in the picture of how the different clans use mortals in order to reach their aims. We are also shown which kind of proffessions (mortals) are preferred by the clan (and why). The feudal pyramid and he different classes of society is next on the list. From nobility to peasants and from jews to lepers.....the dark age society is described in good detail. The book also gives us ideas why mortals would want to risk interacting with cainites and also gives some good ideas if one would like to run a game where characters would be mortals. There are also rules for mortal character creation. There are also various ideas for plots involving interaction between mortals and other supernatural races such as magi, werewolves, fae and wraiths. Most impotant of all, the book delves into hedge magic....a bit of power the mortals can wield against the denziens of the night. This book is quite important to give your game a mortal feel. It has the right information to help you build up the right atmospher. Picture-wise there is some good quality paintings...but the real quality lies in the written work. It's worth the price.
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Amazon.com: 5.0 out of 5 stars (1 customer review)

9 of 9 people found the following review helpful:
5.0 out of 5 stars A REALLY GREAT BOOK!!!, 10 Oct 2000
By A Customer - Published on Amazon.com
This review is from: Liege, Lord and Lackey (Vampire: The Dark Ages Companions) (Paperback)
LL&L is the Year of the Ally book for Vampire: the Dark Ages. While I'm a fan of White Wolf, this product doesn't offer much to make it stand out from the "average" WW sourcebook. Sure, you get the nice art on the cover and the interior, but you expect that from WW. What's important is the substance.

Liege, Lord, and Lackey does have substance. After the expected opening piece of fiction, you get an entire chapter on how each Clan treats its ghouls and retainers (and why sometimes you don't want to be a ghoul, or to ghoul all of your allies) and what kinds of followers they tend to attract. It can be useful for kickstarting the imaginations of GMs and players, although a lot of it could be inferred from other books (specifically Ghouls: the Fatal Addiction). The chapter is amusing to read, though. Each Clan gets its own paragraph or two of flavor text (to borrow a term from CCGs).

The second chapter is a fairly in-depth explanation of how medieval society works in the WoD, which can be useful for those of us who aren't familiar with "realistic" medieval society or who don't want to lug their copies of Pendragon or old Ars Magica supplements to our Vampire games. The information has a good home here, although it probably would have been better placed in the main rules (perhaps distilled and replacing that wierd bit of text on vampires building labyrinths). Bits in this chapter include criminals, the poor, Jews, and explain just what the heck a seneschal does. Important stuff if you want to run in Medieval England instead of the Forgotten Realms. Tips for all-Ally chronicles and adventures round out the chapter.

The third chapter is character creation, and again I'm left with the question "Why would I want to play a mortal in Vampire?" Sure, there's new Hedge Magic (how about just publishing one book with all the hedge magic in it and then dropping it?) and a couple of new merits and flaws which would be useful in the game even if it's rather unclear why a character would be soothing *only* to Frenzying vampires. And new skills, of course.

The fourth chapter explains the other Creatures of the Night (or early dusk) and what kind of servants they make (pretty poor ones, in general). It's nothing revolutionary, although it turns out that werewolves can be Blood Bound in the Dark Ages, but not in the modern world. At least one White Wolf staffer has said this is not an accident or a mistake. Hm....

If you're interested in playing or running a Ghoul-heavy Dark Ages campaign, you might want to pick this one up (along with "Ghouls", which is referenced at least once that I remember). If you're only interested in the bits on the functioning of medieval society, there was an Ars Magica supplement called, IIRC, The Medieval Handbook (or maybe Guidebook) that went into much more detail, it just may be hard to find since that was a couple of editions ago. A better route for White Wolf might have been to make a Dark Ages World of Darkness book and then puff up Ghouls a little more with a few paragraphs of Dark Ages information. As it stands, though, LL&L is a useful if not great supplement for V:tDA.

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