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VAMPIRE PLAYERS GUIDE THE WOUNDED KING (VICTORIAN 3) DARK AGES: MAGE GRIMOIRE DARK AGES: MALKAVIAN (DACN 7) PAST LIVES VAMPIRE BY GASLIGHT EXALTED: THE SIDEREAL DEAD ROSES FOR A BLUE LADY
VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF MINDS EYE THEATRE EXALTED SONJA BLUE FICTION
THE RED SIGN THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) PLAYERS GUIDE TO THE HIGH CLANS DARK AGES: BRUJAH (DACN 8) TRIBEBOOK: STARGAZERS TRADITION BOOK: VERBENA HOUSES OF THE FALLEN SHADES OF GRAY
VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF MAGE DEMON ORPHEUS
VENTRUE CHRONICLES THE PUPPET MASTERS (BRUJAH 3) DARK AGES: BRITAIN DARK AGES: TOREADOR (DACN 9) TRIBEBOOK: UKTENA TRIBEBOOK: WENDIGO TRADITION BOOK: VIRTUAL ADEPTS DAYS OF FIRE SHADOW GAMES KINGDOM OF HALTA BLACK HAND STARTER DISPLAY BLACK HAND BOOSTER DISPLAY
VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF WEREWOLF MAGE DEMON ORPHEUS EXALTED VTES VTES
1-58846-244-7 1-58846-816-X 1-58846-290-0 1-58846-833-X 1-58846-321-4 1-58846-322-2 1-58846-416-4 1-58846-762-7 1-58846-603-5 1-58846-670-1 1-58846-042-8 1-58846-043-6
2460 11122 20021 11213 3862 3863 4660 8281 21011 8826 2635 2636
$19.95 $6.99 $21.95 $6.99 $19.95 $19.95 $19.95 $19.95 $21.95 $19.95 $79.60 $99.00
VAMPIRE: GEHENNA VAMPIRE: GEHENNA, THE FINAL NIGHT VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) THE ORPHAN-GRINDERS THE OUTCASTE
WEREWOLF: APOCALYPSE WEREWOLF: THE LAST BATTLE ROAD OF HUMANITY DARK AGES: GANGREL (DACN 10) ORPHEUS: ENDGAME
MAGE: ASCENSION MAGE: JUDGMENT DAY WORLD OF DARKNESS: TIME OF JUDGMENT LAWS OF JUDGMENT INQUISITOR COMPANION BLOOD AND SALT IN THE BLOOD
MAGE MAGE FICTION WORLD OF DARKNESS MINDS EYE THEATRE DARK AGES EXALTED SONJA BLUE FICTION
PLAYERS GUIDE TO RANGERS AND ROGUES VIGIL WATCH: SECRETS OF THE ASAATTHI RAVENLOFT PLAYERS HANDBOOK CRY HAVOC
SCARRED LANDS SCARRED LANDS RAVENLOFT MALHAVOC EVERQUEST WARCRAFT GAMMA WORLD
S T U D I O
PLAYERS GUIDE TO MONKS AND PALADINS THE FAITHFUL AND THE FORSAKEN RAVENLOFT GAZETTEER IV THE DIAMOND THRONE MONSTERS OF LUCLIN ORDER BOOK: GABRIELITES MUTANTS AND MACHINES
SCARRED LANDS SCARRED LANDS RAVENLOFT MALHAVOC EVERQUEST ENGEL GAMMA WORLD
S O R C E R Y
CREATURE COLLECTION III: SAVAGE BESTIARY CAVERNS OF THRACIA CITY STATE OF THE INVINCIBLE OVERLORD ANGER OF ANGELS REALMS OF NORRATH: FORESTS OF FAYDARK SOLUSEKS EYE ALLIANCE AND HORDE COMPENDIUM OUT OF THE VAULTS
SCARRED LANDS NECROMANCER NECROMANCER MALHAVOC EVERQUEST EVERQUEST WARCRAFT GAMMA WORLD
A N D
BLOOD SEA: THE CRIMSON ABYSS DENIZENS OF DREAD COMPLETE BOOK OF ELDRITCH MIGHT
S W O R D
MALHAVOC EVERQUEST
1-58846-108-4 1-58846-953-0
16103 16515
$10.99 $23.99
ECHOES OF THE PAST: THE SLARECIAN LEGACY SCARRED LANDS VAN RICHTENS GUIDE TO THE SHADOW FEY CHAOSITECH MAGIC & MAYHEM GAMMA WORLD GAME MASTERS GUIDE RAVENLOFT MALHAVOC WARCRAFT GAMMA WORLD
H o w l i n g s
Welcome to the White Wolf Quarterly
Combining all the best elements of a product catalog and a quarterly special-interest magazine, this publication gives you everything you need to know about whats new and upcoming from White Wolf Publishing, including the most up-to-date release information on the books youve been waiting for. And best of all, its totally free! Keep your eyes open for these special features. Theyre the hottest releases this quarter from our heaviest hitters in the World of Darkness. For Exalted Exalted, The Sidereal explores the masters of the heavens as a new character type to play. The Vampire Players Guide offers new opportunities for your character, but not with the points and dots that you might expect. Mage goes medieval on us with the Dark Ages Mage Grimoire Grimoire. The words of the prophet are written on the subway walls; Lucifer delivers his final message to the world in Demon Demons Days of Fire Fire. Garou ancestors walk the earth again in Werewolf Werewolfs Past Lives Lives. The Players Guide to the High Clans proves who the masters of the night really are in Dark Ages Ages. Crusade of Ashes for Orpheus proves that your problems only begin when you cross over to the lands of the dead. Last but not least, return to the 19th century the time of the undead in Vampire by Gaslight for Minds Eye Theatre Theatre. And not to be undone, look in this issue for insights into and the secrets of the Time of Judgment. The end of the World of Darkness is nigh! Repent! Repent!
White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, GA 30083
White Wolf Publishing Owners: Stewart and Steve Wieck, Mark ReinHagen President: Mike Tinney Vice President, Production and Design: Rich Thomas Vice President, Sales and Marketing: Dean Burnham Vice President, Editing and Development: Ken Cliffe Controller: Accounts Receivable Manager: Accounts Payable: Computer Projects Director: Computer Projects: Director of Sales: Director of Book Chain Sales: Direct Sales Manager: Retail Relations: Director of Consumer Marketing: Vampire the Masquerade IP Manager: Werewolf the Apocalypse Developer: Mage the Ascension Developer: Dark Ages Developer: Demon the Fallen Developer: Exalted Developer: Sword and Sorcery Studios Managing Editor: Fiction Managing Editor: Game Studio Editors: Werewolf | Mage Art Director: Dark Ages Art Director: Hunter | Demon the Fallen Art Director: Exalted Art Director: Marketing Art Director: Print Buyer: Graphic Designers: Warehouse Managers: Benjamin T. Monk, Jr. Charles Bailey Rebecca Schaefer Chris McDonough Conrad Hubbard Fred Yelk Mike Krause Brad Butkovitch Brad Williams Chad Brown Justin Achilli Ethan Skemp Bill Bridges Matt McFarland Mike Lee Geoff Grabowski Andrew Bates Philippe R. Boulle Carl Bowen John Chambers Aileen E. Miles Becky Jollensten Pauline Benney Brian Glass Matt Milberger Aaron Voss Katie McCaskill Mike Chaney Mike Mariolis Stephen Eidson
TABLE OF CONTENTS
EXALTED ......................................................................................................................................................................................................................... 2
The Sidereal | BY GEOFF GRABOWSKI, EXALTED DEVELOPER. THE FATE OF CREATION IS UP FOR GRABS, OR IS IT? DESTINY SEEMS TO BE IN THE HANDS OF THESE MYSTERIOUS EXALTED, AND NOW YOU CAN PLAY THEM.
C O V E R
A R T
Vampire: Gehenna........................................................................................................................................................................................... 5
With a Bang or a Whimper | BY JUSTIN ACHILLI, VAMPIRE DEVELOPER. HOW WILL YOUR VAMPIRE CHARACTERS AND CHRONICLE GO OUT? THE FINAL NIGHTS ARE UPON US!
Orpheus
It was on a Night Just Like This | BY LUCIEN SOULBAN, ORPHEUS DEVELOPER. DEATH IS NOT THE END. IN FACT, IN THE AFTERLIFE EVERYTHING CHANGES. ........................................................................... 10
Vampire: The Eternal Struggle ....................................................................................................................................................................................14 World of Darkness and Related Products New Releases
October ......................................................................................................................................................................................................................................... 16 November ...................................................................................................................................................................................................................................... 17 December ....................................................................................................................................................................................................................................... 19
Order Forms
October to December .................................................................................................................................................................................................................... 23 January to March, 2004 ................................................................................................................................................................................................................ 26
Heres
One
for all
da Playerz
Vampire players have a somewhat unconventional title to look forward to this season the Vampire Players Guide Guide. The usual fodder for a players guide release has been covered elsewhere throughout the Vampire line, so what does this book contain? What makes it unconventional?
This book is all about options. Its about considerations we make when we play the game. Ive broken the outline into three distinct sections, each covering a core aspect of the storytelling game experience, particularly from the perspective of the player. Its a somewhat informal book, written as if its audience were in attendance at a convention or a roundtable held to discuss aspects of gaming. Yes, that means no metaplot. No new clans. No sooper-sekrit Disciplines wielded by a hidden cabal of Gehenna-prophets who, uh, nobody noticed before. Just good, old-fashioned advice about how to play the damn game. The first section focuses on individual characters. It includes the long-awaited mortal rules (hooray! Mortals!), as well as examinations on how to convert some of the more egregious character types (Mr. Twin Katanas) into personalities who actually have something to offer a story. It includes a great section on looking beyond the dots that is, actually defining what a Strength of 1 signifies, or who you might conceivably know with your Contacts of 4. The troupe and coterie make up the subject matter of the second section. In it, we have extensive options for troupe-style play, which has been a staple of White Wolf gaming since back during the Stone Age when we published Ars Magica. A legacy option, by which a single player portrays a bloodline through the centuries, makes an appearance, as does a section on redefining the nature of the characters pack or coterie. You know what Im talking about: All too often, The prince gathers you at his mansion and forces you to do some degrading duty becomes the V a m p i r e version of an old man meets you at a tavern and gives you a map. Essays make their return to Vampire in the third section, for the first time in a very long while. The writers assignment was straightforward: Pick a topic thats near and dear to you in Vampire and go at it for about 3,000 words. To me, this was a great opportunity to give the game a bit of breadth writers had a chance to break free from my draconian development tenets and talk about what draws them to the game. Whereas Im usually the authority in what sees print and what ends up stuck to the bottom of some interns shoe, I thought it was important to give a populist view of the game, hopefully imparting a sense of ownership in individual players and troupes and driving home the point that once it leaves the game studio, Vampire becomes yours. Theres a lot of good stuff in the essays chapter everything from emphasizing common elements of the game that frequently fall by the wayside to defining characters by their personal tastes in vitae. All in all, its a very strong book, and one that takes a refreshing approach to the matter of storytelling. As the last several titles for Vampire have been toolkit books full of individual ideas rather than plot arcs, the Vampire Players Guide is sort of a toolkit of toolkits, hopefully inspiring players to take a look at how they do what they do and why.
With a Bang or a W h i m p e r
by Justin Achilli, Vampire Developer
They said it could never be done. Scratch that. I said it would never be done. That proves just how wrong a guy can be in this business. After 12 years and over a hundred supplements, Gehenna is coming to V a m p i r e e. In fact, the whole World of Darkness is going to burn.
It took some convincing, of course. When the White Wolf staff came together to discuss how to do this properly, terror ensued. Punches were thrown. Beers were consumed. More beers were consumed. Headlocks were applied, and then still more beers were consumed. I cursed. Ethan cried. Bill stabbed people with a ballpoint pen, hoping to induce ink-based lead poisoning. Then we calmed down and set to the task of destroying the world. Its more fun than you might think. The plan for Gehenna is to give Storytellers a series of scenarios from which to choose, and thereafter let them customtailor those possibilities to their own troupes tastes. The end of the world itself is set on a sliding scale. The scenarios range from the quiet apocalypse, in which vampires die off without the world having known they existed, to the Armageddon scenario, in which the Antediluvians rise and make their final move in the Jyhad before God reaches down to scourge the Earth of their wicked taint. Troupes have room for everything from soul-searching chronicles that truly highlight V a m p i r e es personal horror to splatterpunk marauds across the surface of a world in its death throes. And of course, theres everything in between. One of the cool parts of working on the project has been the ramp-up. Like a scheming elder myself, I knew we were doing V a m p i r e : G e h e n n a a, but I didnt tell writers working on other titles. Push the world to the brink of Gehenna, I told the Mage authors of the upcoming V a m p i r e e-M para-crossover T h e R e d S i g n n. Cheat the very laws of creation. They knew that their vampires and mages would be attracting Gods attention, but they thought they were going to get away with it. Turns out that cheating the Curse of Caine was one of the many last straws that finally tipped the scales of Gehenna. Its a fine time for Gehenna, of course. With the fin de siecle of the last century/ millennium come and gone, a looming, apocalyptic threat seems out of place as a new century/millennium dawns. If we pushed Gehenna to some point too far in the future, it would have lost its immediacy and impact. (Gehenna doesnt happen until 2050? Screw that, I have 50 years to do whatever I want!) No, we sprung it on the World of Darkness as it would occur therein, as a sudden and climactic, earth-shattering event that everyone had the chance to avert but didnt. Too many petty struggles demanded the Kindreds attention. Too many personal agendas distracted them from ancient prophecies. While the Kindred can do something about Gehenna, they can no longer prevent their ultimate accounting. The Time of Judgment is upon us. See pp. 24-25 for more information.
Vampire: Gehenna
When seeking inspiration during the initial outlining and development of the Dark Ages Grimoire, I went to my own library. Ive been collecting books grimoires, of sorts on Mage Grimoire magic, myth and history for years, culled from new and used bookstores in every city I visit. (Alas, now that Gen Con has moved to Indianapolis, Ill greatly miss Milwaukees used bookstores.)
Dark Ages: Mage Storytellers should consider building their own magical libraries with source material from the past. When doing so, know that the Mystic Fellowships are years ahead of their time. They routinely uncover insights into the universe that most Commoners wont realize for centuries. Hence, its okay to use later Medieval and even Renaissance sources to color the thoughts and theories of the Fellowships. Below are a number of suggestions from my own humble library. A brief scan of any of these books content may surprise you they are often more imaginative than anything on the sci-fi/fantasy shelves today. I make no guarantees of authenticity, however; these are, after all, inspirations for a game about magic. Ahl-i-Batin: Of course, the Koran is one of the main texts for this Fellowship, but perhaps even more appropriate are writings about the Sufis. Indeed, Ibn Arabi, one of the greatest Sufi mystics, is still alive in 1230. One of the best books in English about this man is Alone with the Alone: Creative Imagination in the Sufism of Ibn Arabi by Henri Corbin. This book relates many of the strange events of Ibn Arabis life, from telepathic teachings by distant mentors (providing authenticity for the Al-Fatihah and Al-Hajj Pillars within the setting) to visions of the Imaginal World encountered in Dark Ages: Mage as the Astral Umbra. A good general introduction to Sufi thought is Essential Sufism, edited by James Fadiman and Robert Frager. Finally, many books by Idries Shah provide insights into occult Sufism and Oriental magic in general. Messianic Voices: As one of the People of the Book, these monotheistic mystics most often revere the Holy Bible, but certain sects hold sacred different works, whether they be forbidden Gnostic scriptures or apocryphal passages left out of the Bible. A pivotal resource is A Dictionary of Angels, Including the Fallen Angels by Gustav Davidson. It lists every known angelic and demonic being, including hierarchies of rank and some evocations. Also enlightening are The Gnostic Scriptures by Bentley Layton and Ancient Christian Magic: Coptic Texts of Ritual Power, edited by Marvin W. Meyer and Richard Smith, which include translations of actual spells. Old Faith: There arent a whole lot of written texts pertinent to this Fellowship; most European pa6
gans, witches and druids handed their wisdom down through oral traditions. Nonetheless, there are some very valuable books from which to draw wisdom. My favorite is The White Goddess by Robert Graves, which discusses both Celtic and Classical myths. The Mabinogion, a collection of old Welsh myths (including early King Arthur legends), is recommended for any story involving Wales, a rather mystical place in the Dark Ages era. A neat little book is Earth, Air, Fire, Water: Pre-Christian and Pagan Elements in British Songs, Rhymes and Ballads by Robin Skelton and Margaret Blackwood. Its title says it all. Finally, for those playing Mediterranean pagans, there is The Ancient Mysteries: A Sourcebook, edited by Marvin W. Meyer. Order of Hermes: As the quintessential wizards, pretty much any magical or occult work from the Renaissance can be ported back in time a few centuries to accommodate the Hermetics, whether it be from John Dee or Giordano Bruno. However, for texts more apropos to the time, you might look for a copy of the excellent Arcana Mundi: Magic and the Occult in the Greek and Roman Worlds by Georg Luck. This book has one of the most comprehensive collections of magical writings about any past era, with subjects ranging from magic and miracles to demonology and alchemy. Also good is Magic in the Middle Ages and Forbidden Rites: A Necromancers Manual of the Fifteenth Century, both by Richard Kieckhefer (the title of the latter should be alluring enough to pique curiosity). Spirit-Talkers: Even fewer texts are available for these shamans than for the Old Faith. Finnish SpiritTalkers can certainly benefit from The Kalevala, the Finnish national epic, a wonderful tale of shamanic songs and heroic rescues. Otherwise, any general work on shamanism will do, such as Mircea Eliades classic Shamanism: Archaic Techniques of Ecstasy. Valdaermen: For an introduction to Norse mythology, there is Kevin Crossley-Hollands The Norse Myths. For a look at the culture and the epics of the North, there is the expansive Sagas of the Icelanders (preface by Jane Smiley). Runelore by Edred Thorsson is a book about esoteric runology, while Practical Magic in the Northern Tradition, by Nigel Pennick, provides a wide range of magical lore (and is also good for the Old Faith).
Mike Lee, Demon Developer Hands-on By Armageddon Mike discusses the upcoming Days of Fire Fire, the cryptic revelations
Tribal Alchemy
by Ethan Skemp, Werewolf Developer
This year, were kicking into overdrive. Were wrapping up all the Revised Edition tribebooks by the end of 2003. (Yes, Wendigo fans, you have definitely waited long enough.) And since this is the sort of feat that merits attention, it seems only fair to talk about what goes on behind the scenes of any good tribebook or clanbook or tradition book. The idea isnt to follow a formula from book to book, its to mix spontaneously brilliant ideas with the structure of the tribal feel. Its not quite science. If done right, its more like alchemy. So what are the rules that we try to abide by? What do we demand of our authors and ourselves?
A tribebook should surprise you. If you spend money on a book that tells you everything you already thought about a tribe, were all wasting our time. There needs to be something new about the tribe, some hidden element that you arent expecting. A tribebooks surprises should make sense. This is Damn Important. It would be ludicrous to reveal that the Silent Striders are secretly worshippers of Set. Itd be implausible and dumb. Each surprise should feel like something that could happen, and that nobody would know about the Silver Fangs Secret of Kingship, for instance. A tribebook should bend, but not break, the stereotypes. Whitey-hating Wendigo who sulk in snowstorms isnt an insightful image. Its a stereotype that isnt particularly creative. But going the opposite direction isnt helpful, either. It would be dishonest of us to provide a template of a music-hating Fianna Galliard, or of a Ragabash who never questions authority. The best concepts, characters and templates of a tribebook are those that dont look like something
8
youve seen before (like the Stargazer pop-culture princess), but that make total sense once you look close. A tribebook should make you want to play a member of that tribe. This is just plain common sense and harder than it sounds. Its easy to write a tribebook that appeals to people who already like the tribe. Its harder to turn around people who dont think a particular tribe is for them. This rule is fed and nourished by the other rules those that encourage you to see a tribe in an entirely new light. And heres a little secret from the developers chair: I love the first draft of any tribebook. Its one of the best things about this job. If an authors been firing on all cylinders, his initial work surprises me, but in ways that make sense. It bends stereotypes without breaking them, and it makes me enthusiastic about the tribe. Best of all, when I complete work on a tribebook, I think to myself, Damn, I cant wait until players get hold of this and can enjoy these surprises as much as I do. And thats kind of like alchemy.
Dark Princes
The Players Guide to High Clans hits stores in November. Much like its sister title, Players Guide to Low Clans Clans, theres a lot to this book. You get history and legends of the first cursed. There are player toolkits, including tidbits on building characters, and on the kinds of trials and tribulations that each of the High Clans face in the War of Princes. We include a whole chapter on building and playing High Clan characters. And for those of you who need your undead magic fix and dont want to look down your nose at those bloody Tremere, weve got Mortis rituals and Koldunic sorcery.
While creating this book, putting all of this great material in order, I find myself recanting an earlier statement I made (in a quarterly much like this one, in fact). I once said that the Low Clans were the real vampires. Ive changed my mind. The High Clans are the true vampires. I know, I know. I gave you a bunch of good reasons why the Low Clans were the real deal, but hear me out. The High Clans represent what people are afraid of on a very different level than that of the Low Clans. Yeah, peasants fear of blood, death, disease and foreigners is very Low Clan. Guess what? Its also very low brow. Of course people are afraid of getting sick and dying and losing their blood. Dont get me wrong you can always get a reaction in a horror game (or book or movie) by going back to basics. But lets take the next step here. The High Clans are nobility. Not all of them were Embraced from the really high echelons of European society (the wrong people tend to notice when the crown prince starts to hold court at night), but most of them have a good understanding of how high society works. A lot of them are educated, or become so soon after their Embrace. They therefore have an advantage over the average citizen in ways that not even kings can touch theyre clean and beautiful, and they can make you love them. Theyre regal and proud, and they can control your mind. Remember, too, that theres not really a lot of distinction between mind and soul here (not to the average peasant, anyway). If the nobility can look you in the eye and force you, without breaking a sweat, to damn your immortal soul by performing any of a million sinful actions, thats horror. Now consider this: The nobility are chosen by God. Everybody knows that. The nobility are monsters, able to consign souls to damnation with a glance, but theyre still where they are by divine right. I dont know about you, but I find that concept pretty damned terrifying. All a Low Clan vampire can do is take your blood. The first cursed can take so much more.
It was on a Night
At its heart, Orpheus is about telling ghost stories, and ghost stories have always been about the unknown. But when youre already playing spooks, wheres the mystery and suspense? That bump in the night doesnt scare you, because you are what haunts humanity. So, how do you frighten and entertain players whose characters are already a part of the mythos? You tell ghost stories for ghosts.
Shades of Gray page 18
Orpheus has a worthy pedigree in previous , but like all good World of Darkness games, narratives, this one tells its own story. Orpheus stands apart from the rest of the World of Darkness you know, allowing you new opportunities in the setting with which youre so familiar. The line and its story approach game design in several unique ways. The first is in the . Orpheus limited-series format. Orpheus take on the world is sufficiently isolated that it can avoid pervasive intrusion from everything thats ever been published by White Wolf before, but without making such a huge splash that everything must changes hereafter. The characters you play know nothing of vampires or werewolves, focusing exclusively on the restless dead trapped in this world. Orpheus is also unique for offering a metaplot with a definitive beginning, middle and end. While the threads of other game lines go on indefinitely, here you can tell a complete story. Third, the game offers new possibilities by changing the world in little ways, whether by placing the dead firmly among the living or by allowing living characters to walk among the dead. Finally, Orpheus breaks away from the World of Darkness by offering a setting that new players can explore without being overwhelmed by years of backstory. To accomplish all this, Orpheus uses a movie model to tell its story, with each plot twist advancing the tale to its conclusion. The hardest part of doing that is revealing enough for Storytellers to run fulfilling chronicles while still revealing truths one by one. Thus, Orpheus
strives to remain self-referential and to provide necessary information as the story unfolds. In fact, the games writers and creators provide enough small clues that you can determine potential enemies and events books in advance. But Orpheus also stands on its own because, while the game may offer a predetermined story arc, the plot makes as few assumptions about your chronicle as possible. If your troupe wants to go in a different direction than that suggested by the metaplot, cool. The series provides you with ideas and suggestions for completely different stories and ways of handling them. Your characters are the stars of the show. Each supplement suggests a story, but also proposes a theme say, intrigue or political tension and then helps you tell whatever kinds of stories you want to capture that theme. That said, Crusade of Ashes and Shades of Gray Gray, the first two supplements following the rulebook, kick the series into high gear with two major plot twists and revelations. The world that Orpheus Group codifies and tries to rationalize is not as cut and dry as it seems. A powerful adversary hides in the shadows, ready to unleash plans on the living and dead. Before he can do so, however, he must eliminate a major hindrance to his goals: Orpheus Group. Whether you tell the main story suggested in the series or not, Crusade of Ashes and Shades of Gray provide you with all kinds of new antagonists and supporting characters with which to interact, a previously unknown Shade, and new powers for characters brave enough to live among the dead.
10
ARTIST SPOTLIGHT
SHY
C HRISTOPHER
BORN IN NINETEEN HUNDRED AND SEVENTY-TWO, IN KENTUCKY. TRAVELS INCLUDE MOST OF EUROPE, NOTABLE IN DETAIL ARE JAPAN, AND FRANCE. CREATOR AND HEAD OF STUDIO RONIN. PAINTER, WRITER, COMIC BOOK ARTIST. BOSS HOG STUDIO RONIN. TEXAN. -CHRISTOPHER SHY11
You Cant
Lady Down
Dead Roses for a Blue Lady by Nancy A. Collins WW12997; $13.99 ISBN 1-58846-844-5 Page 17
Keep a Dead
Sonja Blue Is Back September sees the release of Dead Roses for a Blue Lady Lady, a new book of short stories featuring Nancy A. Collins punk vampire Sonja Blue, last seen in Darkest Heart Heart. We sat down with Collins for a few questions about the book, about Sonja and about life.
White Wolf Quarterly: Sonja Blue, the vampire and vampire-hunter star of D e a d Roses for a Blue Lady Lady, remains your most iconic character. What is it about Sonja that keeps readers hooked? Nancy A. Collins: I think its the fact that shes believably ambivalent. Shes both sympathetic and dangerous, and that intrigues readers. Like most of us, she struggles to do the right thing, and often fails. WWQ: Sonjas world is a lot less chic and pretty than the settings of some other popular, modern vampire series. She spends more time in seedy bars and in the gutter than in fine mansions or driving Italian sports cars. Was this an intentional response to the pretty-boy vampire genre? NAC: Yes, it was, to a great extent. Always remember that Sonja is a punk, not a goth. As for myself, I have spent far more time in seedy bars than inside stately mansions, so its only natural that I play to my strengths as a writer. Besides, logic dictates that, like serial killers, vampires would prey on those members of the human herd who would not be missedrunaways, junkies, alcoholics, hookers, drag queens, and various petty criminals. W W Q : Dead Roses includes four new stories featuring Sonja Blue. What was the genesis of these tales? NAC: Well, Tender Tigers was loosely based on the Katie Beers case, where the little girl was treated like a scullery maid by her adopted family and then kidnapped by an obsessive pedophile who kept her locked up in his basement. The Nonesuch Horror emerged
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Darkest Heart by Nancy A. Collins WW12998; $11.99 ISBN 1-56504-845-8 On sale now.
A Dozen Black Roses by Nancy A. Collins WW11019; $11.99 ISBN 1-56504-873-3 On sale now.
from a desire to write a sequel to my werewolf novel, Wild Blood. Knifepoint was inspired by a Rudyard Kipling story called The Phantom Rickshaw, and Person(s) Unknown was the result of reading police blotters onlineone of my favorite hobbies. WWQ: Knuckles and Tales, your Southern Gothic collection (published by Cemetery Dance), was recently nominated for a Bram Stoker Award by the Horror Writers Association. So first, congratulations, and second, what do such accolades mean to you? NAC: Thanks. Well, its nice to have my work acknowledged by my peers. And since I consider Knuckles to be my finest work to date, and the stuff Im proudest of, I feel somewhat vindicated in my decision to stretch beyond the boundaries of contemporary vampire horror. WWQ: Lastly, what are you working on now? NAC: Right now Im working on a new novella called Hell Come Sundown, which is the third installment in my weird western trilogy. Its about a Texas Ranger who happens to be a vampire, and his Native American shamaness sidekick. Itll appear inDead Mans Hand Hand, an omnibus collection of my weird western stories, along with my other novellas, Walking Wolf and Lynch, as well as two short stories, Calaverada and The Tortuga Hill Gangs Last Ride. A Cavalcade of Collins! In addition to Dead Roses Roses, look for I n the Blood (WW12993 ISBN 1-58846-876-3) this spring, and Dead Mans Hand: Five Tales of the Weird West (WW12995; ISBN 1-58846875-5) the following fall. With more to follow soon thereafter!
Vampire: The Puppet -Masters by Tim Dedopulos WW11122; $6.99 ISBN 1-58846-816-X Page 19
Dark Ages: Brujah by Myranda Kalis WW11212; ; $6.99 ISBN 1-58846-832-1 Page 18
Free Fiction for You! (Yes, You!) Every month, I send out a free preview of one of our upcoming titles to the W h i t e Wolf Fiction Mailing List List. Every weekday for two weeks, you get another installment of a book before it goes on sale. Who could ask for more? You could? Okay fine, then take a look at the other neat goodies were giving away on the W W Fiction Web Page Page, including a bi-weekly newsletter with previews of covers, chances to win free books (physical books) and plenty of other excerpts and bonuses. I even hang out on the White Wolf Forums Forums, ready to answer your questions. Come on by. I think youll like it! Just point your browser to: http://www.white-wolf.com/fiction/ Philippe Boulle, WW Fiction Guru
Dark Ages: Toreador by Janet Trautvetter WW11213 ; $6.99 ISBN 1-58846-833-X Page 19
13
Championship:
80 Qualified players.
Winner:
The finals went to time, so the three remaining players when time was called each received an additional half VP. Brian Moritz had 1.5 VP in the final. Jay Kristoff also had 1.5 in the final. Both Brian and Jay had been tied for second going into the final (2GW, 8VP, and the same number of tournament points), so a coin flip was used to separate them. Brian won the toss (prior to the final), which was also used as the tie breaker in the final. Deck: No name. A group 2+3 Tremere and Tremere anti deck with plenty of Govern the Unaligned, Theft of Vitae, and Apportation.
Other Qualifiers:
Matt Guinn* Jeff Turner Robyn Tatu* Ankur Gupta Jared Strait* David Kelch Michael Courtois Alex Harmon* David Oros* Kris Zierhut Dave Pennington II Stephen Fazio* Brad Hay 2 2 2 1 1 1 1 1 1 1 1 1 1 8 6 5.5 7 7 6 6 5 5 5 5 4.5 4
Other finalists:
Jay Kristoff Ben Spaulding Forrest Nielsen 2 3 2 8 10 8 1.5 (Sabbatspex 2+3 mixed auspex) 0.5 (Brujahw/Dominate, 1+2 Bru) (Lost Girls Just Wanna Have Fun, 2+3 Daughters of Cacophony) (Yes, the Gangrel Can Corrupt, 2+3 Gangrel)
Jean-Francois Caron
14
15
october
Authors: Greg Stolze, Matthew McFarland, Ari Marmell, Dean Shomshak et al Developer: Justin Achilli Artist: Mike Danza
Authors: Kraig Blackwelder, Sam Chupp, Leonard Gentile, Ben Grivno, Chris Howard, Sam Inabinet & Steve Kenson Developer: Bill Bridges
Past Lives
From the Dawn of Time
For the greatest heroes, death is not an end. The wisest and strongest of Garou linger on, remaining as spirits to guide their descendants in the great struggle. But when the honored dead begin to manifest in greater and greater numbers, what does it mean for the future?
Author: Bruce Baugh Developer: Ethan Skemp Artists: Steve Ellis, Steve Prescott & Ron Spencer
16
october
Authors: Brian Armor, R. Sean Borgstrom, Geoffrey C. Grabowski, Steve Kenson, Krister Michl & John Snead Developer: Geoffrey C. Grabowski Artist: UDON
november
The Red Sign
Forbidden Arcana
The Curse of Caine is a Biblical punishment, handed down by God Himself. Could it be true that a conspiracy of Kindred and mages has found a way to reverse its effects? As the world comes closer and closer to Gehenna, might the Kindred escape their divine fate? Or is it all part of some larger plan?
Authors: Brian Campbell, Conrad Hubbard & Jacob Klnder Developer: Justin Achilli Artist: Christopher Shy
Authors: Gherbod Fleming, Eric Griffin, Stewart Wieck, Kathleen Ryan (and many more!) Cover Artist: John Van Fleet
Authors: Zach Bush, Michael Goodwin, Steven Kenson, Jacob Klunder, Carrie Lewis, and Ari Marmell Developer: Matthew McFarland
17 17
november
Tradition Book: Verbena (Revised)
The Wild Magic of the Witches
The Verbena witches are heir to the secrets of the druids, the power of nature, and the wisdom of the Great Goddess and the Horned God. Theirs is the rage of the storm, the resilience of the oak and the cunning of the fox. But charmed theyre not. Amoral as nature itself, Verbena covens gather in moonlit groves, working magic to hasten the return of the old ways.
Author: Chuck Wendig Developer: Ethan Skemp Artists: Steve Prescott & Ron Spencer
Author: Steve Kenson Developer: Kraig Blackwelder Artists: Christopher Shy, Alex Sheikman & Leif Jones
Orders of Damnation
Demon: Houses of the Fallen provides an indepth look into each of the seven Houses of the infernal host, exploring their history and exploits during the Fall and the War of Wrath. Though twisted by the suffering of their long exile, the fallen still bear the spark of their former glory, and the ancient ties of House loyalties are not easily forgotten. Hardcover.
ISBN: 1-58846-760-0 Retail Price: $29.95 U.S. Stock #: WW8203 Page Count: 224
Die Harder
Hundreds die from tainted drugs on the streets, revealing another truth behind Orpheus Group. In addition to offering new challenges and dangers, Shades of Gray introduces a new enemy responsible for the drug Pigment. But fear not. With each rising evil comes hope in the form of a new Shade (character class), and level-three Horrors for all Shades.
ISBN: 1-58846-602-7 Retail Price: $21.95 U.S. Stock #: WW 21010 Page Count: 160
Authors: David Carroll, Patrick ODuffy & Adam Tinworth Developer: Mike Lee Artist: R.K. Post
18
december
The Ventrue Chronicle
The Clan of Rulership
The Ventrue: Manipulators of mortals and leaders of the Kindred. Yet the Ventrues powerful faade hides a myriad of internal struggles, petty rivalries and epochspanning vendettas. From the domain of Prince Mithras to the reaches of India, the Ventrue power gambit plays out nightly.
Invisible Intrigues
Created in the spirit of the Giovanni Chronicles series, The Ventrue Chronicle focuses on the trials and tribulations of a single clan. This book pits the players characters against elders, ancillae and even neonates in a century-spanning bid for power no less grand than one would expect of the Blue Bloods.
ISBN: 1-58846-244-7 Retail Price: $19.95 U.S. Stock #: WW2460 Page Count: 128
19
december
Authors: Martin Hackleman & Bill Maxwell Developer: Bill Bridges Artists: Christopher Shy, Langdon Foss & Leif Jones
Kingdom of Halta
Lords of the Forest
The Liniowan call them manapes, people who are no better than beasts. Savants claim that these people can be only Wyld-twisted slaves of the Fair Folk. Yet they and their animal companions live free and prosperous in the forests of the Northeast, and pay no tribute to the despotic Realm. Now, at the dawn of the Age of Sorrows, the trees no longer afford shelter. Where will the Haltan nation stand in an age of warring gods and heroes?
Masters of Beasts
Kingdom of Halta details the people of this land, with their arboreal society, their animal servants and their endless war with the Linowan. Inside, players and Storytellers alike discover the secrets of Haltan trade with the Far East, pacts with the Fair Folk, and an ancient resistance to the Realm.
ISBN: 1-58846-670-1 Retail Price: $19.95 U.S. Stock #: WW8826 Page Count: 96
Authors: Matt McFarland & John Snead Developer: Geoffrey C. Grabowski Artist: UDON
20
__ Vampire: The Masquerade 1-56504-249-2 __ Vampire Revised CD-Rom 1-56504-167-4 __ Archons & Templars 1-58846-224-2 __ Art of Vampire: The Masquerade 1-56504-209-3 __ Blood Sacrifice: The Thaumaturgy Companion 1-58846-222-6 __ Book of Nod 1-56504-078-3 __ Caines Chosen: The Black Hand 1-58846-236-6 __ Cairo by Night 1-58846-215-3 __ Chaining the Beast 1-58846-241-2 __ Chicago Chronicles Volume 2 1-56504-220-4 __ Cities of Darkness Volume 3 1-56504-235-2 __ Clanbook: Assamite Revised 1-56504-256-5 __ Clanbook: Brujah Revised 1-56504-267-0 __ Clanbook: Followers of Set Revised 1-58846-204-8 __ Clanbook: Gangrel Revised 1-56504-265-4 __ Clanbook: Giovanni Revised 1-58846-207-2 __ Clanbook: Lasombra Revised 1-58846-201-3 __ Clanbook: Malkavian Revised 1-56504-268-9 __ Clanbook: Nosferatu Revised 1-56504-266-2 __ Clanbook: Ravnos Revised 1-58846-209-9 __ Clanbook: Setite Revised (2360) 1-58846-204-8 __ Clanbook: Toreador Revised 1-56504-269-7 __ Clanbook: Tremere Revised 1-56504-254-9 __ Clanbook: Tzimisce Revised 1-58846-202-1 __ Clanbook: Ventrue Revised 1-56504-255-7 __ Counsel of Primogen, The 1-58846-237-4 __ Dirty Secrets of the Black Hand 1-56504-210-7 __ Encyclopedia Vampirica 1-58846-227-7 __ Ghouls: Fatal Addiction 1-56504-230-1 __ Gilded Cage, The 1-58846-216-1 __ Giovanni Chronicles IV: Nuova Malattia 1-56504-252-2 __ Giovanni Saga 1, The 1-56504-253-0 __ Guide to the Anarchs 1-58846-223-4 __ Guide to the Camarilla 1-56504-261-1 __ Guide to the Sabbat 1-56504-263-8 __ Havens of the Damned 1-58846-225-0 __ Kindred of the Ebony Kingdom 1-58846-239-0 __ Lair of the Hidden 1-58846-242-0
(2300) $29.95 US (5720) $49.95 US (2425) $19.95 US (2298) $14.95 US (2423) $14.95 US (2251) $10.95 US (2428) $16.95 US (2410) $19.95 US (2432) $19.95 US (2235) $20.00 US (2624) $16.00 US (2359) $14.95 US (2351) $14.95 US (2360) $14.95 US (2352) $14.95 US (2363) $14.95 US (2362) $14.95 US (2353) $14.95 US (2354) $14.95 US (2364) $14.95 US $14.95 US (2356) $14.95 US (2357) $14.95 US (2361) $14.95 US (2358) $14.95 US (2429) $19.95 US (2006) $18.00 US (2440) $49.95 US (2021) $15.00 US (2420) $15.95 US (2097) $19.95 US (2098) $17.95 US (2424) $25.95 US (2302) $25.95 US (2303) $25.95 US (2426) $14.95 US (2441) $29.95 US (2430) $21.95 US
__ Mexico City by Night 1-58846-228-5 __ Midnight Siege 1-58846-219-6 __ Revelations of the Dark Mother 1-56504-237-9 __ Sins of the Blood 1-58846-217-X __ State of Grace 1-58846-234-X __ Succubus Club: Dead Mans Party 1-58846-240-4 __ Vampire Storytellers Companion 1-56504-259-X __ Vampire Storytellers Handbook (Revised Edition) 1-56504-264-6
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__ Victorian Age: Vampire 1-58846-229-3 __ Victorian Age Companion 1-58846-238-2 __ London by Night 1-58846-230-7
21
O F THE EAST
__ Kindred of the East 1-56504-232-8 __ Dharma Book: Bone Flowers 1-56504-240-9 __ Dharma Book: Devil-Tigers 1-56504-239-5 __ Dharma Book: Thousand Whispers 1-58846-200-5 __ Heresies of the Way 1-58846-232-3 __ Killing Streets 1-58846-208-0 __ Kindred of East Companion 1-56504-223-9 __ Shadow War 1-56504-227-1 __ Thousand Hells, The 1-56504-226-3
(2900) $25.00 US (2905) $14.95 US (2904) $14.95 US (2906) $14.95 US (2922) $19.95 US (2930) $15.95 US (2901) $19.95 US (2903) $15.95 US (2902) $17.95 US
__ Transylvania by Night 1-56504-287-5 __ Transylvania Chronicles 3: Ill Omens 1-56504-292-1 __ Transylvania Chronicles 4: The Dragon Ascendant 1-56504-293-X __ Under the Black Cross 1-58846-275-7 __ Veil of Night 1-58846-206-4 __ Wind from the East: The Mongols 1-56504-271-9 __ Wolves of the Sea 1-56504-298-0
(2808) $18.00 US (2813) $15.95 US (2814) $15.95 US (2836) $15.95 US (2832) $25.95 (2828) $14.95 US (2820) $14.95 US
__ Dark Ages: Vampire Revised Edition 1-58846-276-5 __ Ashen Cults 1-58846-213-7 __ Ashen Knight, The 1-56504-241-7 __ Ashen Thief, The 1-56504-236-0 __ Bitter Crusade 1-58846-214-5 __ Clanbook: Baali 1-56504-213-1 __ Clanbook: Cappadocian 1-56504-280-8 __ Clash of Wills 1-56504-289-1 __ Dark Ages Europe 1-58846-279-X __ Dark Ages: Inquisitor 1-58846-282-X __ Dark Ages: Mage 1-58846-404-0 __ Dark Ages: Right of Princes 1-58846-283-8 __ Dark Ages: Spoils of War 1-58846-286-2 __ Dark Ages: Vampire Storytellers Companion 1-58846-278-1 __ Dark Ages: Werewolf 1-58846-284-6 __ Erciyes Fragments, The 1-56504-297-2 __ Fountains of Bright Crimson 1-56504-270-0 __ House of Tremere 1-56504-272-7 __ Jerusalem by Night 1-56504-299-9 __ Libellus Sanguinis I 1-56504-286-7 __ Libellus Sanguinis IV 1-58846-205-6 __ Liege, Lord and Lackey 1-56504-281-6 __ Players Guide to the Low Clans 1-58846-287-0 __ Road of Heaven 1-58846-285-4 __ Road of Kings 1-58846-281-1 __ Road of Sin 1-58846-288-9 __ Road of the Beast 1-58846-280-3
(20000) $29.95 US (2835) $14.95 US (2826) $17.95 US (2827) $14.95 US (2833) $15.95 US (2817) $12.00 US (2805) $12.00 US (2810) $8.00 US (20020) $21.95 US (20004) $26.95 US (20002) $26.95 US (20045) $19.95 US (20046) $19.95 US (20003) $14.95 US (20005) $29.95 US (2818) $14.95 US (2825) $7.95 US (2829) $19.95 US (2821) $17.95 US (2807) $15.00 US (2830) $15.95 US (2806) $15.00 US (20006) $29.95 US (20032) $16.95 US (20031) $15.95 US (20033) $19.95 US (20030) $15.95 US
__ Werewolf: The Apocalypse (Revised) 1-56504-365-0 __ Art of Werewolf: The Apocalypse 1-58846-302-8 __ Book of Auspices 1-58846-315-X __ Book of the City 1-58846-310-9 __ Book of the Weaver 1-56504-311-1 __ Book of the Wyld 1-56504-367-7 __ Chronicle of the Black Labyrinth 1-56504-314-6 __ Croatan Song 1-56504-388-X __ Guardians of the Caerns 1-56504-360-X __ Gurahl 1-56504-339-1 __ Hammer & Klaive 1-58846-317-6 __ Hengeyokai: Shapeshifters of the East 1-56504-338-3 __ Kinfolk: Unsung Heroes 1-56504-308-1 __ Litany of the Tribes Volume 3 1-56504-304-9 __ Litany of the Tribes Volume 4 1-56504-305-7 __ Mokol 1-56504-306-5 __ Nagah 1-56504-348-0 __ Nuwisha 1-56504-336-7 __ Players Guide to the Changing Breeds 1-58846-318-4 __ Players Guide to the Garou 1-58846-313-3 __ Possessed: A Players Guide 1-58846-307-9 __ Rage Across Egypt 1-58846-301-X __ Rage Across the World Volume 1 1-56504-319-7 __ Rage Across the World Volume 3 1-56504-324-3 __ Rokea 1-56504-364-2 __ Silver Record, The 1-56504-307-3 __ Subsidiaries: A Guide to Pentex 1-56504-358-8 __ Tribebook: Black Furies Revised 1-56504-389-8 __ Tribebook: Bone Gnawers Revised 1-58846-300-1 __ Tribebook: Children of Gaia Revised 1-58846-303-6 __ Tribebook: Fianna Revised 1-58846-306-0 __ Tribebook: Get of Fenris Revised 1-58846-312-5
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22
White Wolf Publishing and Sword and Sorcery Order Form (Oct to Dec)
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More information on these future titles in the next White Wolf Quarterly.
PLEASE INDICATE ON THIS ORDER FORM THE ITEMS YOU WOULD LIKE TO PRE-ORDER AND GIVE IT TO YOUR RETAILER
Qty Product Name Stock # ISBN Imprint Month US Price Total
VAMPIRE PLAYERS GUIDE THE RED SIGN VENTRUE CHRONICLES THE WOUNDED KING (VICTORIAN 3) THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) THE PUPPET MASTERS (BRUJAH 3) DARK AGES: MAGE GRIMOIRE PLAYERS GUIDE TO THE HIGH CLANS DARK AGES: BRITAIN DARK AGES: BRUJAH (DACN 8) DARK AGES: MALKAVIAN (DACN 7) DARK AGES: TOREADOR (DACN 9) PAST LIVES TRIBEBOOK: STARGAZERS TRIBEBOOK: UKTENA TRIBEBOOK: WENDIGO TRADITION BOOK: VERBENA TRADITION BOOK: VIRTUAL ADEPTS HOUSES OF THE FALLEN DAYS OF FIRE EXALTED: THE SIDEREAL KINGDOM OF HALTA SHADES OF GRAY SHADOW GAMES VAMPIRE BY GASLIGHT DEAD ROSES FOR A BLUE LADY BLACK HAND STARTER DISPLAY BLACK HAND BOOSTER DISPLAY PLAYERS GUIDE TO RANGERS AND ROGUES VIGIL WATCH: SECRETS OF THE ASAATTHI PLAYERS GUIDE TO MONKS AND PALADINS THE FAITHFUL AND THE FORSAKEN CREATURE COLLECTION III: SAVAGE BESTIARY LUCLIN MONSTERS OF LUCLIN REALMS OF NORRATH: FORESTS OF FAYDARK SOLUSEKS EYE CRY HAVOC MONTE COOKS ARCANA UNEARTHED:THE DIAMOND THRONE ANGER OF ANGELS RAVENLOFT PLAYERS HANDBOOK RAVENLOFT GAZETTEER IV ORDER BOOK: GABRIELITES CITY STATE OF THE INVINCIBLE OVERLORD CAVERNS OF THRACIA MANUAL OF MONSTERS ALLIANCE AND HORDE COMPENDIUM GAMMA WORLD PLAYERS HANDBOOK MUTANTS AND MACHINES OUT OF THE VAULTS
2305 2431 2460 11192 11271 11122 20060 20007 20021 11212 11211 11213 3814 3861 3862 3863 4659 4660 8203 8281 8814 8826 21010 21011 5041 12997 2635 2636 8309 8335 8305 8317 8303 16512 16514 16513 16522 16122 16141 16131 15005 15023 17006 8393 8392 17201 17202 17250 17251 17252
1-58846-243-9 1-58846-245-5 1-58846-244-7 1-58846-858-5 1-58846-846-1 1-58846-816-X 1-58846-411-3 1-58846-289-7 1-58846-290-0 1-58846-832-1 1-58846-831-3 1-58846-833-X 1-58846-319-2 1-58846-320-6 1-58846-321-4 1-58846-322-2 1-58846-415-6 1-58846-416-4 1-58846-760-0 1-58846-762-7 1-58846-669-8 1-58846-670-1 1-58846-602-7 1-58846-603-5 1-58846-520-9 1-58846-844-5 1-58846-042-8 1-58846-043-6 1-58846-147-5 1-58846-143-2 1-58846-094-0 1-58846-137-8 1-58846-138-6 1-58846-066-5 1-58846-064-9 1-58846-133-5 1-58846-062-2 1-58846-023-1 1-58846-057-6 1-58846-060-6 1-58846-091-6 1-58846-087-8 1-58846-074-6 1-58846-990-5 1-58846-991-3 1-58846-070-3 1-58846-063-0 1-58846-069-X 1-58846-067-3 1-58846-022-3
VAMPIRE VAMPIRE VAMPIRE VAMPIRE FICTION VAMPIRE FICTION VAMPIRE FICTION DARK AGES DARK AGES DARK AGES DARK AGES FICTION DARK AGES FICTION DARK AGES FICTION WEREWOLF WEREWOLF WEREWOLF WEREWOLF MAGE MAGE DEMON DEMON EXALTED EXALTED ORPHEUS ORPHEUS MINDS EYE THEATRE SONJA BLUE FICTION VTES VTES SCARRED LANDS SCARRED LANDS SCARRED LANDS SCARRED LANDS SCARRED LANDS EVERQUEST EVERQUEST EVERQUEST EVERQUEST MALHAVOC PRESS MALHAVOC PRESS MALHAVOC PRESS RAVENLOFT RAVENLOFT ENGEL NECROMANCER NECROMANCER WARCRAFT WARCRAFT GAMMA WORLD GAMMA WORLD GAMMA WORLD
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Qty Product Name Stock # ISBN Imprint Month US Price Total
VAMPIRE: GEHENNA VAMPIRE: GEHENNA, THE FINAL NIGHT VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) ROAD OF HUMANITY INQUISITOR COMPANION DARK AGES: GANGREL (DACN 10) WEREWOLF: APOCALYPSE WEREWOLF: THE LAST BATTLE MAGE: ASCENSION MAGE: JUDGMENT DAY WORLD OF DARKNESS: TIME OF JUDGMENT THE OUTCASTE BLOOD AND SALT THE ORPHAN-GRINDERS ORPHEUS: ENDGAME LAWS OF JUDGMENT IN THE BLOOD BLOOD SEA: THE CRIMSON ABYSS ECHOES OF THE PAST: THE SLARECIAN LEGACY REALMS OF NORRATH: DAGNORS CAULDRON COMPLETE BOOK OF ELDRITCH MIGHT BOOK OF HALLOWED MIGHT CHAOSITECH DENIZENS OF DREAD VAN RICHTENS GUIDE TO THE SHADOW FEY MAGIC & MAYHEM GAMMA WORLD GAME MASTERS GUIDE
2999 11910 11272 20034 20011 11214 3999 11911 4999 11912 5399 8850 8827 21012 21012 5099 12993 8329 8336 16515 16105 16103 16104 15006 15012 17203 17251
1-58846-246-3 1-58846-855-0 1-58846-853-4 1-58846-297-8 1-58846-291-9 1-58846-847-X 1-58846-323-0 1-58846-856-9 1-58846-417-2 1-58846-857-7 1-58846-475-X 1-58846-671-X 1-58846-672-8 1-58846-604-3 1-58846-605-1 1-58846-522-5 1-58846-876-3 1-58846-950-6 1-58846-955-7 1-58846-953-0 1-58846-952-5 1-58846-108-4 1-58846-056-8 1-58846-951-4 1-58846-088-6 1-58846-954-9 1-58846-068-1
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FICTION
DARK AGES DARK AGES DARK AGES WEREWOLF WEREWOLF MAGE MAGE
FICTION FICTION
FEB FEB FEB MAR MAR MAR JAN MAR JAN FEB MAR MAR JAN MAR FEB JAN FEB MAR JAN MAR MAR MAR
WORLD OF DARKNESS EXALTED EXALTED ORPHEUS ORPHEUS MINDS EYE THEATRE BOREALIS
FICTION
SCARRED LANDS SCARRED LANDS EVERQUEST MALHAVOC PRESS MALHAVOC PRESS MALHAVOC PRESS RAVENLOFT RAVENLOFT WARCRAFT GAMMA WORLD
2003. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by White Wolf Publishing Inc. All rights reserved.
__ Tribebook: Glass Walkers Revised 1-58846-308-7 __ Tribebook: Red Talons Revised 1-58846-309-5 __ Tribebook: Shadow Lords Revised 1-58846-311-7 __ Tribebook: Silent Striders Revised 1-58846-314-1 __ Tribebook: Silver Fangs Revised 1-58846-316-8 __ Werewolf Chronicles Volume 2 1-56504-322-7 __ Werewolf Players Guide Second Edition 1-56504-352-9 __ Werewolf Storytellers Companion Revised 1-56504-323-5 __ Werewolf Storytellers Handbook Revised Edition 1-58846-304-4 __ World of Rage, A 1-56504-362-6
(3856) $15.95 US (3857) $15.95 US (3858) $15.95 US (3859) $17.95 US (3860) $17.95 US (3208) $15.00 US (3108) $25.00 US (3802) $14.95 US (3804) $25.95 US (3213) $19.95 US
__ Changeling: The Dreaming ISBN 1-56504-716-8 __ Book of Lost Houses, The 1-56504-483-5
__ Mage: The Ascension 1-56504-405-3 __ Blood Treachery 1-56504-409-6 __ Convention Book: Iteration X Revised 1-56504-441-X __ Dark Ages: Mage 1-58846-404-0 __ Dead Magic 2: Secrets and Survivors 1-58846-406-7 __ Dragons of the East 1-56504-428-2 __ Fallen Tower: Las Vegas, The 1-58846-408-3 __ Forged by Dragons Fire 1-58846-410-5 __ Fragile Path 1-56504-432-0 __ Guide to the Technocracy 1-56504-417-7 __ Guide to the Traditions 1-56504-455-X __ Horizon: Stronghold of Hope 1-56504-425-8 __ Infinite Tapestry, The 1-58846-409-1 __ Lost Paths I 1-56504-429-0 __ Mage Chronicles Volume 3 1-56504-444-4 __ Mage Storytellers Handbook Revised Edition 1-58846-402-4 __ Mage Tarot Deck 1-56504-440-1 __ Manifesto: Transmissions from the Rogue Council 1-58846-407-5 __ Masters of the Art 1-56504-427-4 __ Technocracy: Assembled Volume 2 1-56504-419-3 __ Tradition Book: Akashic Brotherhood Revised 1-56504-456-8 __ Tradition Book: Celestial Chorus Revised 1-56504-457-6 __ Tradition Book: Cult of Ecstasy Revised 1-56504-449-5 __ Tradition Book: Dreamspeakers Revised 1-58846-400-8 __ Tradition Book: Euthanatos Revised 1-58846-401-6 __ Tradition Book: Hollow Ones Revised 1-58846-403-2 __ Tradition Book: Order of Hermes Revised 1-58846-413-X __ Tradition Book: Sons of Ether Revised 1-58846-414-8
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__ Hunter: The Reckoning 1-56504-735-4 __ Hunter: Apocrypha 1-56504-744-3 __ Hunter Book: Avenger 1-56504-739-7 __ Hunter Book: Defender 1-56504-740-0 __ Hunter Book: Hermit 1-56504-748-6 __ Hunter Book: Innocent 1-56504-742-7 __ Hunter Book: Judge 1-56504-743-5 __ Hunter Book: Martyr 1-56504-745-1 __ Hunter Book: Redeemer 1-56504-746-X __ Hunter Book: Visionary 1-56504-747-8 __ Hunter: Fall from Grace 1-58846-708-2 __ Hunter: First Contact 1-58846-704-X __ Hunter: Holy War 1-58846-702-3 __ Hunter Players Guide 1-58846-700-7 __ Hunter Storytellers Companion 1-56504-736-2 __ Hunter Storytellers Handbook 1-58846-701-5 __ Hunter Survival Guide 1-56504-737-0 __ Hunter: The Infernal 1-58846-710-4 __ Hunter: The Moonstruck 1-58846-707-4 __ Hunter: The Nocturnal 1-58846-705-8 __ Hunter: The Spellbound 1-58846-709-0 __ Hunter: The Walking Dead 1-56504-741-9 __ Hunter: Urban Legends 1-58846-711-2 __ Hunter: Utopia 1-58846-706-6
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__ Demon: The Fallen 1-58846-750-3 __ City of Angels 1-58846-752-X __ Damned and Deceived 1-58846-758-9 __ Demon Players Guide 1-58846-756-2 __ Earthbound, The 1-58846-761-9 __ Fear to Tread 1-58846-753-8 __ Saviors and Destroyers 1-58846-754-6 __ Demon Storytellers Companion 1-58846-751-1
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__ Exalted 1-56504-623-4 __ Aspect Book: Air 1-58846-668-X __ Book of Three Circles, The 1-58846-651-5 __ Caste Book: Dawn 1-58846-653-1 __ Caste Book: Eclipse 1-58846-664-7 __ Caste Book: Night 1-58846-662-0 __ Caste Book: Twilight 1-58846-661-2 __ Caste Book: Zenith 1-58846-660-4 __ Creatures of the Wyld 1-58846-663-9 __ Exalted Storytellers Companion 1-58846-650-7 __ Exalted: The Abyssal 1-58846-665-5 __ Exalted: The Dragon-Blooded 1-58846-656-6 __ Exalted: The Lunars 1-58846-657-4 __ Games of Divinity, The 1-58846-659-0 __ Manacle and Coin 1-58846-667-1 __ Ruins of Rathess 1-58846-666-3 __ Savage Seas 1-58846-658-2 __ Scavenger Sons 1-58846-652-3 __ Time of Tumult 1-58846-655-8
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__ Laws of Ascension Companion 1-58846-516-0 __ Laws of the East 1-56504-730-3 __ Laws of the Hunt Revised Edition 1-58846-511-X __ Laws of the Reckoning 1-58846-515-2 __ Laws of the Resurrection 1-58846-513-6 __ Laws of the Wild Revised 1-58846-501-2 __ Laws of the Wyld West 1-56504-504-1 __ Minds Eye Theatre: Book of the Wyrm 1-58846-507-1 __ Minds Eye Theatre: Dark Epics 1-58846-506-3 __ Minds u0 Theatre: Faith and Fire 1-58846-517-9 __ Minds Eye Theatre Gift Deck 1-58846-509-8 __ Minds Eye Theatre: The Anarch Guide 1-58846-519-5 __ Minds Eye Theatre: The Camarilla Guide 1-56504-731-1 __ Minds Eye Theatre: The Changing Breeds (Vol 1) 1-56504-733-8 __ Minds Eye Theatre: The Changing Breeds (Vol 2) 1-58846-502-0 __ Minds Eye Theatre: Changing Breeds (Vol 3) 1-58846-512-8 __ Minds Eye Theatre Discipline Deck 1-56504-698-6 __ Minds Eye Theatre Prop Deck 1-56504-679-X __ Shining Host, The 1-56504-510-6 __ Shining Host Players Guide, The 1-58846-508-X __ Vampire Storyteller Guide 1-58846-503-9
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__ A World of Darkness Second Edition 1-56504-207-7 __ Mummy: The Resurrection 1-58846-203-X __ Mummy Players Guide 1-58846-235-8 __ World of Darkness: Blood and Silk 1-56504-242-5 __ World of Darkness: Blood-Dimmed Tides 1-56504-354-5 __ World of Darkness: Combat 1-56504-316-2 __ World of Darkness: Mafia 1-58846-226-9 __ World of Darkness: Midnight Circus 1-56504-317-0 __ World of Darkness: Tokyo 1-56504-633-1
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__ Trinity 1-56504-622-6 __ Alien Encounter 1: Invasion 1-56504-620-X __ Alien Encounter 2: Deception 1-56504-621-8 __ Darkness Revealed 1: Descent into Darkness 1-56504-751-6 __ Darkness Revealed 2: Passage Through Shadow 1-56504-752-4 __ Darkness Revealed 3: Ascent into Light 1-56504-753-2 __ Trinity: America Offline 1-56504-762-1 __ Trinity: Luna Rising 1-56504-760-5 __ Trinity: Shattered Europe 1-56504-761-3 __ Trinity: Stellar Frontier 1-56504-763-X __ Trinity Field Report: Alien Races 1-56504-772-9 __ Trinity Field Report: Extrasolar Colonies 1-56504-771-0 __ Trinity Field Report: Media 1-56504-605-6 __ Trinity Technology Manual 1-56504-770-2
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__ Hengeyokai: Way of the Beast Courts 1-58846-514-4 __ Laws of the Night Revised 1-56504-589-0 __ Laws of Ascension 1-58846-500-4
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__ Aberrant: The Directive 1-56504-685-4 __ Aberrant: Elites 1-56504-692-7 __ Aberrant: Fear and Loathing 1-56504-689-7 __ Aberrant Players Guide 1-56504-687-0 __ Aberrant: Project Utopia 1-56504-631-5 __ Aberrant: ReignofEvil.com 1-56504-690-0 __ Aberrant: Teragen 1-56504-683-8 __ Aberrant: XWF 1-56504-688-9 __ Aberrant: Year One 1-56504-629-3 __ Aberrant Storytellers Screen 1-56504-627-7 __ Aberrant Worldwide Phase I 1-56504-684-6 __ Aberrant Worldwide Phase II 1-56504-686-2 __ Expos: Aberrants 1-56504-630-7
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__ Adventure 1-56504-608-0
(9350) $25.95 US
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__ The Road to Science Fiction #4: From Here to Forever 1-56504-822-9 __ The Road to Science Fiction #5: The British Way 1-56504-157-7 __ The Road to Science Fiction #6: Around the World 1-56504-158-5
Nancy A. Collins
__ A Dozen Black Roses (tradeback) 1-56504-873-3 __ Darkest Heart 1-56504-845-8 (11019) $11.99 US (12998) $11.99 US
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__ __ __ __ __ __ __ __ __ __
Baali Caitiff Ghoul Samedi Salubri Lasombra Antitribu Daughters of Cacophony Camarilla Ankh Necklace Sabbat Ankh Necklace Complete set with backing board for all pins 1-56504-151-8 __ New Pins Only (one each of 22 pins) 1-56504-797-4
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Zippo Lighters
__ Hunter: The Reckoning Lighter __ Mage: The Ascension Lighter __ Werewolf: The Apocalypse Lighter (5213) $29.95 US (5215) $29.95 US (5214) $29.95 US
Assorted Merchandise
__ __ __ __ __ __ __ Demon: The Fallen Mousepad Exalted Mousepad Mage: The Ascension Ethergoggles Vampire License Plate Music From the Succubus Club Audio CD Werewolf Klaive Vampire Revised CD-Rom 1-5604-167-4 (5585) (5586) (5606) (5232) (5959) (5590) (5720) $12.95 US $12.95 US $64.95 US $9.95 US $14.99 US $249.95 US $59.95 US
Apparel
Clan T-Shirts __ Assamite T-Shirt: L (5871), XL (5872), __ Brujah T-Shirt: L (5880), XL (5881), __ Gangrel T-Shirt: L (5856), XL (5857), __ Giovanni T-Shirt: L (5877), XL (5878), __ Lasombra T-Shirt: L (5865), XL (5866), __ Malkavian T-Shirt: L (5874), XL (5875), __ Nosferatu T-Shirt: L (5886), XL (5887), __ Ravnos T-Shirt: L (5868), XL (5869), __ Setite T-Shirt: L (5859), XL (5860), __ Toreador T-Shirt: L (5850), XL (5851), __ Tremere T-Shirt: L (5883), XL (5884), __ Tzimisce T-Shirt: L (5853), XL (5854), __ Ventrue T-Shirt: L (5862), XL (5863), XXL (5873); XXL (5882); XXL (5858); XXL (5879); XXL (5867); XXL (5876); XXL (5888); XXL (5870); XXL (5861); XXL (5852); XXL (5885); XXL (5855); XXL (5864); $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US
Tribe Necklaces
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ Ananasi Bastet Black Furies Bone Gnawers Children of Gaia Corax Fianna Get of Fenris Glasswalkers Gurahl Mokol Nagah Nuwisha Ratkin Red Talons Rokea Shadow Lords Silent Striders Silver Fangs Stargazers Uktena Wendigo (5739) (5740) (5726) (5727) (5728) (5741) (5729) (5730) (5731) (5742) (5743) (5744) (5745) (5746) (5732) (5747) (5733) (5734) (5735) (5736) (5737) (5738) $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US
World of Darkness T-Shirts __ Demon: The Fallen T-Shirt: L (5572), XL (5573), XXL (5574); __ Exalted T-Shirt: L (5992), XL (5993), XXL (5994); __ Exalted Abyssals T-Shirt: L (5916), XL (5917), XXL (5918); __ Hunter: The Reckoning T-Shirt: L (5977), XL (5978), XXL (5979); __ Mage: The Ascension Revised T-Shirt: L (5763), XL (5764), XXL (5765); __ Werewolf: The Apocalypse Revised T-Shirt: L (5760), XL (5761), XXL (5762); $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US
31
Come Ins i de
Insi de
Welcome to the Sword & Sorcery Insider Its Fall Already?
Combining all the best elements of a product catalog and a quarterly special-interest magazine, the Insider is your source for articles and insights on your favorite Sword & Sorcery Studios games, as well as news on upcoming releases. Not only that its totally free!
Actually, were just heading into summer as I write this, but the leaves will be changing color by the time you read it. A new era of d20 will have begun, with the release of the 3.5 editions of the PHB, DMG and MM. Sword & Sorcery Studios remains at the forefront of the d20 market, with Scarred Lands, Ravenloft and Warcraft going 3.5 as well as select titles from Malhavoc Press and Necromancer Games. Plus, October sees the launch of another d20-friendly line, the perennial sci-fi RPG favorite, Gamma World!
Table of Contents
C ontents
Apocalypse Now Soultech 2
A new edition of the classic Gamma World campaign setting launches this October. 3.5 compatible!
Gamma World
Warcraft
Scarred Lands
Creature Collection III
All monsters great and small populate the next installment of the fan-favorite Creature Collection series. 3.5 compatible!
6 7
Serpent Samurai
Vigil Watch: Secrets of the Asaatthi features the devious and deadly serpent-race of asaatthi. 3.5 compatible!
Ravenloft
Ravenloft Players Handbook
After seeing the 3.5 revisions, we had to give Ravenloft a face-lift too. 3.5 compatible!
EverQuest
To the Moon!
Why have source material on Luclin when EverQuests world of Norrath is so large?Find out here!
Malhavoc Press
The Diamond Throne
Your character could be an official part of the campaign setting for the popular Arcana Unearthed variant player's handbook!
10
Necromancer Games
City State of the Invincible Overlord
The return of the classic Judges Guild campaign setting! 3.5 compatible!
11
Backlist
12 13 15 16
Gamma World
Apocalypse Now
Gamma World has been part of the roleplaying game scene almost as long as I have! Metamorphosis Alpha a game in which characters trapped on a giant out-of-control spaceship investigate the mysteries of their environment debuted in 1976. Two years later, the first edition of Gamma World appeared, set on a future Earth that suffered the terrible calamities hinted at in Metamorphosis Alpha s backstory. It was a small game, but exuberant, with weird mutants, killer robots and a strong sense that absolutely anything might be around the corner. Thereve been half a dozen successive editions since then, each changing rules and settings in various ways. Now its Sword & Sorcery Studios turn. The biggest difference with our take on Gamma World is a move away from fearsome atomic radiation as the source of mutations and other troubles. Instead, biotechnology and nanotechnology are the sources of change. Fun as 50s monster movies and superhero comics are, being exposed to hard radiation gives you cancer a lot more often than it gives you super-powers. Engineered living organisms, on the other hand, are viable in the real world. Extrapolating from there, they become the perfect catalyst for the game, making it possible to build superior tools, living and inanimate, and opening the gateway to true artificial intelligence and to the manipulation of matter atom by atom. People can reshape themselves and their descendants. They can also try to interfere with what others are up to and interfere they do. After an age of science-fictional marvels, it all blows up in the Final Wars. Enter your characters, three generations later, in a world transformed by war and by all the unplanned consequences of so much tinkering. Living in the Gamma Age is a lot like living in a new age of mythology. New species and unique crea2
Gamma World Players Handbook Page 13
A new edition of the classic Gamma World campaign setting launches this October.
tures from the organic to the synthetic roam the landscape. For instance, self-aware technology, dubbed soultech, is common, creating a whole new dynamic for dealing with technology. Individuals and communities possess special gifts and vulnerabilities of their own. The world is a mystery, and survival requires constant effort. From the star t, we wanted Gamma World to appeal to fans new and old. Long-time fans of the setting will find many old favorites updated, plus some surprises. Newcomers can enjoy the exciting setting even if theyve never played previous editions. Weve drawn on real science and real speculation about future possibilities, as well as on our predecessors hard work in gaming, with the goal of making a dramatic and fun campaign setting. The sidebar on genotypes and the following page on soultech give you a glimpse of what to expect in this edition of Gamma World. Enjoy!
Genotypes
Gamma World and d20
The Gamma World campaign setting uses the
There are four genotypes, or races, open to Gamma World player characters (PCs). Stock humans are the descendants of the survivors of the Final Wars, who have lived, bred and prospered in the aftermath of Armageddon. Pure-strain humans have managed to shield themselves from the social, environmental and biological ravages of the Final Wars. Mutants are the vast diversity of humanlike beings that roam the Gamma World, though as often as not they are the product (or descendants) of intentional design rather than random mutation. Finally, by the end of the Final Wars humanity had gone beyond even customizing life to create it out of whole cloth. Synthetics include everything from armored robots to passably human androids and even hybrids of man and machine.
Pre-Campaign Development
A characters ability scores, genotype, and occupation can be thought of as a foundation, upon which the structure of the character is built. This construction continues for as long as the character is played. Gamma World heroes start the game as 3rd-level characters. Each level of a starting character represents a stage in that characters life. For some characters, 1st level might have lasted a decade as the character herded cattle and the biggest challenges he faced were stray calves. Another character might have defend her herd against monstrous mutant wolves and bandits or monstrous mutant wolf bandits! moving rapidly from one character level, and life stage, to the next.
Gamma World Players Handbook is available this October. Mutants and Machines, a sourcebook of organic and manufactured foes suitable for any d20 game, releases in November. Out of the Vaults, a collection of weapons, gadgets and other technology, is scheduled for December.
3
Handbook.
potlight S Soultech
Spotlight on:
on:
requires a separate check. The item comes fully under the characters contr ol when all layers ar e removed. Removing the outermost layers unlocks the devices simplest functions; each successive layer opens further functionality. Alternatively, if there are few functions, unlocking layers can make the device increasingly user-friendly.
Convincing a self-aware item to work is often a difficult process. It is not a matter of pushing buttons. The item pushes its own buttons as long as it understands what you want and is willing to let you have it. Deciphering a soultech device is a mix of insight and interrogation, experimentation and negotiation. To reflect this, the person attempting the analysis may choose one of his three mental abilities Intelligence, Wisdom, Charisma to use as his skill bonus. The analysis check is usually DC 20, plus any bonus the soultech item has to the same attribute. Getting every bit of functionality out of a soultech item is akin to peeling an onion. It has 1 layer per point of the highest mental ability bonus + 1 for every 2 points (rounded up) in the other two mental abilities. Removing each layer
Recalcitrant Machines
Soultech is complex, and it exists in a world very different from the one it was programmed for. Basic safety and override routines are often activated spuriously, and many devices have evolved very broad interpretations of their primary programming. Theyve had generations to look for loopholes, after all. As a consequence, a gun might decide that the charging rakox it is being aimed at is an endangered species and so cannot be shot and, no, this has nothing to do with the fact the gun havent been cleaned in days, why do you ask? Teaching tools to think was perhaps the least wise decision humanity made.
4
W a r c r a f t Roleplaying Game
Ask Not For Whom the Bell Trolls
One of the questions weve heard most often regarding the new Warcraft RPG is why arent you using a mana-based spell system? I wont answer that here. Another one is, why arent trolls in the core rules? The answer to that is: Because we just didnt have room! We always planned on including trolls and other races like blood elves, gnomes and naga as a PC race option. Trolls are especially interesting, considering that theyre not the long-nosed, rubbery, wartcovered critters you may be used to from the Monster Manual. Youll find complete rules on trolls as monsters in the Manual of Monsters and trolls as player characters in the Alliance & Horde Compendium. Manual of Monsters is just what youd think a monster book full of almost every creature from the Warcraft
by E. Deirdre Brooks, Warcraft RPG co-developer
Manual of Monsters and Alliance & Horde Compendium bring trolls and a lot more to the Warcraft RPG
computer games, designed for 3.5 rules. Alliance & Horde is all about expanded campaign options new prestige classes, new spells and, of course, new races. Which brings us back to our pal, the troll. The excerpt below is just a sampling of the new stuff you can look forward to in our next couple of Warcraft RPG supplements. And just wait till you see what we have planned for next year.
Troll, Jungle
Description: Jungle trolls are wily humanoids who live in Azeroths wilderness. Their society is tribal and regimented. Each tribe includes a chieftain, who is either the most powerful warrior in the tribe or the most accomplished witch doctor, and leads his soldiers in raids against other creatures. Each tribe has at least one witch doctor who assists the chieftain with advice and spells. Trolls are adept hunters and daring adversaries. Trolls are evil and dangerous creatures, with the exception of the Darkspear tribe. During the Hordes exodus to Kalimdor, the orcs rescued the Darkspears from the mysterious Sea Witch. The resulting relationship with the noble orcs and tauren is changing the Darkspear trolls savage nature. Darkspears have no qualms slaying their vile brethren. Appearance: Trolls are monstrous in appearance. Skin color varies based on subspecies; jungle troll hides are light blue to dark gray. They have pointed, almost elflike ears, long noses and elongated, sharp faces. Troll teeth are myriad and pointed. They are tall and wiry, averaging 7 feet in height and weighing 220 pounds. Affiliation: Horde. They have no specific hatred of the Alliance races, but they are loyal foremost to the Horde. The Allied races do not trust the trolls at all, especially after suffering at the hands of forest trolls in the Second War.
Jungle troll base land speed is 30 feet. Fast Heal (Ex): Jungle trolls recover 1 hit point per round. Automatic Languages: Common and Low Common. Bonus Languages: Goblin, Orc, Taur-ahe. Favored Class: Barbarian. Level Adjustment: +1. Due to their physical might, trolls
are somewhat more powerful yet gain character levels more slowly than most of the other races common to Azeroth.
Manual of Monsters is available this October, and Alliance & Horde Compendium is scheduled for December.
5
Following in the footsteps of its two popular predecessors Creature ColBleak Crow lection Revised and last years ENnie Tiny Magical Beast award-winning Creature Collection II: Hit Dice: 2d10 (11 hp) Dark Menagerie Creature CollecInitiative: +4 Speed: 10 ft. (2 squares), fly 40 ft. (average) tion III: Savage Bestiary offers a new Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14 and deadly assortment of creatures who Base Attack/Grapple: +2 / 12 populate such dangerous regions as the Attack: Claw +8 melee (1d34) desert, jungle, ocean and plains. The Full Attack: 2 claws +8 melee (1d34) monsters have descriptions for use in the Space/Reach: 2-1/2 ft. / 0 ft. Special Attacks: Steal soul Scarred Lands, focusing on the wild Special Qualities: Animate corpse puppet, bolster corpse puppet, damage realms of Termana and the ancient sureduction 5/silver, darkvision, spiritual link, spell resistance 12 percontinent of Asherak. Still, like the Saves: Fort +3, Ref +10, Will +2 previous Creature Collections, these Abilities: Str 3, Dex 19, Con 10, Int 10, Wis 14, Cha 10 scores of creatures can be used in any Skills: Hide +12, Listen +7, Move Silently +10, Spot +7 Feats: Weapon Finesse (claw) d20 campaign you like. Environment: Any land Like previous volumes in the series, Organization: Solitary or team (1 bleak crow and 1 corpse puppet) Creature Collection III is the result of Challenge Rating: 1 a unique partnership between Sword Treasure: None & Sorcery Studios and d20 Game MasAlignment: Usually neutral evil Advancement: 37 HD (Tiny); 810 HD (Small) ters and players. We chose submissions Level Adjustment: through an open call on the SSS web The bird looks like a large, white-feathered crow or raven. Its pale feathers site from places as diverse as the United have a soft, almost luminescent look to them. States, Germany, Australia, Poland, and Description Hong Kong. These fans got to add their This fell creature can capture the souls of dying creatures, a service it often own monster ideas to one of the most performs for titans or evil gods. The body of an individual whose soul is thus captured rises as a zombie-like undead under the crows control. successful d20 settings available. Combat Not only are Bleak crows are poor fighters and only attack if a creature whose soul the monsters in they covet is close to death. They prefer to let their corpse puppets do Creature Colthe fighting and flee if assaulted. lection III very Steal Soul (Su): As a standard action, a bleak crow can capture the soul of a sentient creature who is dying or has been dead no more than one diverse, theyre hour. The bleak crow must make a Will check with a DC equal to the also fully comtargets total character level or Hit Dice. The victim cannot be raised or patible with the resurrected until its soul is released, whether because the crow does so voluntarily or is slain, or with the use of a limited wish or similar magic. 3.5 r evised Animate Corpse Puppet (Su): The captured souls body animates as a rules. To whet corpse puppet under the bleak crows control. It is an undead creature your appetite, with stats and abilities identical to a zombie but with bonus hit points equal to the victims character level or Hit Dice. check out the Bolster Corpse Puppet (Su): A bleak crow can dispel turning and bolster deceptively undead on its corpse puppet as if the crow was an evil cleric of level small and inofequal to its Hit Dice. Spiritual Link (Su): The corpse puppet shares the bleak crows damage fensive creature reduction and magic resistance through a spiritual link. known as the Skills: A bleak crow has a +4 racial bonus on Listen and Spot checks. bleak crow. Creature Collection III: Savage Bestiary page 14 Creature Collection III: Savage Bestiary is available this December.
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carred ands S L
Creature Collection III
All monsters great and small populate the next installment of the fan-favorite Creature Collection series
by Anthony Pryor, Scarred Lands co-developer
carred ands S L
SERPENT SAMURAI
F OR by Andrew Bates, Sword & Sorcery Studios managing editor
CUNNING W ARRI ORS AND POWERFUL SPELLCASTERS , THE ASAATTHI ARE HARD TO BEAT JUST DON T LOOK TO THEM FOR A HUG .
I created the mysterious and malevolent asaatthi for the Creature Collection back in 2000. They grew from a mlange of influences: feudal Japanese and Chinese culture and legend, ancient Egyptian society and mythology, a dash of Elric, fond memories of a friends old fantasy campaign, and a desire to make a more challenging and enduring reptilian foe than, say, lizardfolk. Those sneaky spellcasting serpents have lurked in the shadows of the Scarred Lands ever since, awaiting their moment to strike. They get their chance with Vigil Watch: Secrets of the Asaatthi. Authors Werner Hager, Ben Lam and Will Timmins infuse the serpentfolk with a depth and richness that goes beyond my initial thought of wouldnt it be cool to have warrior-wizard snake dudes? In fact, its packed with so much history, culture, new feats, spells, prestige classes and rules for playing them as PCs that we made the whole book bigger than wed planned. Youll see the serpentfolk in all their glory this October. Till then, heres a preview of some of the setting flavor and rules crunch you can look forward to:
Technique Feats
hearken back to the foundation of Asaii Tthul, the Asaatthi Empire, back in the Second Age. The schools time-honored techniques push the boundary between physical skill and arcane power, and have contributed to asaatthis reputation as powerful warrior-wizards.
ings in a particular way. By understanding where your opponents focus their attention, you can stay in their blind spot. Prerequisites: Int 13, Bluff 6 ranks, This is a Lie, base attack bonus +7. Benefit: You disappear from perception, not just from view. Only your weapon remains visible. All attacks against you suffer a 50% miss chance unless an opponent has true seeing or a similar effect. You are not invisible per se, and spells such as invisibility purge do not dispel this technique. This is a mind-altering supernatural effect. Special: Maintaining this technique requires a successful Bluff check to feint against your opponent, determined at the start of each round you wish to maintain the effect. It applies against multiple foes.
R aven l o ft
Ravenloft Players Handbook
Welcome to the Land of Mists. Welcome to the crucible of virtue and the spoils of damnation. Welcome to the Realm of Dread. Welcome to Ravenloft, and to the new Ravenloft Players Handbook. With the release of Wizards of the Coasts Players Handbook, Edition 3.5, we though hard about whether it was necessary to update the Ravenloft Campaign Setting. Certainly, revising the d20 rules to keep pace with the 3.5 edition was a factor. And weve just released the 3.5-compatible Ravenloft Dungeon Masters Guide. But, just as importantly if not most importantly we felt that it was time to refine and further explore the campaign setting as a whole. So, this October, the Ravenloft Players Handbook replaces the popular Ravenloft Campaign Setting. It contains a wealth of useful information for players and DMs. It has new information and expanded guidelines for creating characters and adventuring in the Dread Realms. Each character class has been given a new look that makes it uniquely suited to Ravenloft.
Ravenloft Players Handbook page 12 Ravenloft Gazetteer IV page 13
In the wake of the 3.5 revision to the PHB, DMG and MM comes the update to Ravenloft
by Jackie Cassada and Nicky Rea, Ravenloft co-developers
Just as any other class, fighters may become corrupt through gaining too much power. It is all too easy for someone who offers a physical solution often a violent solution to most problems to lose sight of a greater purpose. Instead, he may indulge in glorying in gore for its own sake. If a fighter uses force in most situations, especially force far exceeding the threat offered, he may be on the road to corruption. It is one thing to turn to violence once diplomacy and stealth have failed, but rushing into combat first or relishing pounding lesser threats into the ground may call for a powers check at the DMs option.
from Chapter Two: Player Characters, Ravenloft Players Handbook
A fresh look at the core classes and the addition of exciting new pr estige classes are only a few of the goodies contained in this book. Weve revisited skills and feats, and weve looked closely at spells and how they also differ in the Land of Mists. We discuss some of the most feared monsters of the Dr ead Realm along with ways to hunt them and survive. Take a tour of the Realms or find out mor e about Gothic fantasy. Explore ways to protect your character fr om the Dark Powers temptations and discover the telltale signs along the path of corruption. Find out how a lands cultural level affects the magic and technology of its people. And discover a new dimension in Ravenloft the Masques. More than just an update from 3rd Edition to 3.5, the Ravenloft Players Handbook is a completely fresh take on the setting. Your Ravenloft campaign will never be the same. Ravenloft Players Handbook, compatible with 3.5 rules, releases this October. Ravenloft Dungeon Masters Guide, also 3.5 compatible, is available now.
There was some hubbub on the forums at EQrpg.com about the decision to release a pair of books about the moon Luclin before two of the continents (Kunark and Velious) of the planet Norrath were even touched. Fortunately, we have good reasons, so in addition to sharing a peek at some of Luclins exciting content, Ill share our rationale. First, the argument is a misstatement. We have released information about Kunark and Velious for EQrpg. Both the EverQuest RPG Players Handbook and the EverQuest RPG Game Masters Guide contain descriptions of the regions of those continents. Plus, Monsters of Norrath includes a host of monsters from each locale. Second, EverQuest onlines release Shadows of Luclin
EverQuest Moon!
Why have source material on Luclin when EverQuests world of Norrath is so large?
hit stores about the time writing assignments were finalized for the EverQuest RPG Players Handbook. We had access to Luclin on a beta server, we just didnt know it well enough at the time to put it in the core book. As a result, we wanted to make sure it got covered before too much time passed. Finally, there was a lot content relating to Luclin. The only way we could relate it to the rest of the already enormous world was in a separate book. After all, the online content has become ever more polished with each expansion, The cohesiveness of Kunarks content far outstripped the sometimes jumbled original continents of Antonica and Fawyder. Velious upped the ante again. With Luclin, EQ Online brought together a myriad of plotlines left dangling since the game first launched. Some players decry how these plotlines were resolved because they did not seem natural extensions of the stories as originally introduced but, goodness, give the online games designers a break! Theyre a large group of diverse individuals creating a huge world on deadline. Its inevitable that lines get crossed, especially back before EQ was guaranteed survival, let alone mega-hit status. Its a rich world and a great story, moreso with the addition of Luclin. And when good story is involved, Sword & Sorcery Studioes cannot ignore it. So for some insight on just what to expect from Luclin, take a peek at the enclosed excerpt.
Luclin page 12 Monsters of Luclin page 14
The Shissar
The rise on Norrath of the shissar snake-folk did not escape the goddess Luclins notice. The shissar became arrogant as their empire grew; they became convinced that their power rivaled the gods themselves. The gods visited a curse on the shissar, in the form of a deadly green mist that caused the snake-folk to sicken and die. Punished for their presumption, the shissar faced destruction. A handful of survivors found a way to escape from Norrath, fleeing to Luclins moon. Most of their power was lost, and the few snake-people who remained were a fearful, superstitious and paranoid lot. Luclin thought long about their fate, but at length allowed them to stay in the region known as the Grey. The common folk on Norrath believed that the shissar were gone forever, driven to extinction by the vengeance of the gods. The iksar, enslaved by the wicked snake-people, rejoiced and emerged to become one of the greatest races of Norrath. Memory of the shissar faded until they became creatures of myth. No one knew that the shissar lived on, lurking in their last lair on the moon of Luclin, still served by the descendants of their iksar slaves. The surviving shissar began construction of a new temple and covered the Grey with a vast dome of magical force that drew all air from the region to the temple. Safe from the scourge of the greenmist, the shissar began to settle into their new home.
Luclin is scheduled to hit shelves in early October, followed by Monsters of Luclin at the end of the month.
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M alhavoc ress P
The Diamond Throne
by Monte Cook
To celebrate the release of Monte Cooks Arcana Unearthed and The Diamond Throne, Malhavoc Press is sponsoring a contest open to all fans. To win, all you have to do is to create a character something thats already a lot of fun, right? First prize earns you a freelance contract of $1,000.00 to publish your character! Second prize gets your character published, and an autographed copy of Legacy of the Dragons: An Arcana Unearthed Bestiary! In order for your character to qualify, you must abide by the following criteria: 1. You must create the character using the rules races, classes, feats, spells, and so on found in Monte Cooks Arcana Unearthed. The character stats must be correct, and your entry must include all the infor mation on the Arcana Unearthed character sheet (found on page 250 of the book). 2. The characters background must be compatible with the setting provided by The Diamond Throne. 3. Your entry must be typed in English and fit onto no more than two singlesided typed pages. At the top of each page, you must include your name, complete mailing address, and email address. No cover letter is necessary, but incomplete entries will be disqualified. Entrants under the age of 18 must include the name and phone number of their parent or legal guardian.
Dive into the new setting for Monte Cooks Arcana Unearthed your rewards await!
The mysterious alabasts, marooned on this world for centuries, hail from a dimension unimaginably distant and command powers few understand. Slassan are horrible amalgams of spider and serpent haunting the shadows the legacy of a now-dead race that personified evil. The mage priest makes pacts with gods and demons, using their names to fuel his magic. This is the world of The Diamond Throne, a high-fantasy realm like no other. This is a land where giants rule, where the legacies of a shattered kingdom of evil are everywhere and magic can tame dragons with something as simple as a name. This November, Malhavoc Press releases The Diamond Throne, a 96-page follow-up to Monte Cooks Arcana Unearthed. This sourcebook details monsters, magic items, and prestige classes that go along with Arcana Unearthed, and provides an overview of a completely compatible setting. All this source material is compatible with the d20 rules, so players can use this sourcebook any way they like.
ecromancer NGames
City State of the
Invincible Overlord
by Bill Webb, Necromancer Games
A long time ago in a junior high school far, far, away, I received a package in the mail containing a little orange book and a big map. The year was 1977, and that impossibly large and detailed map and little orange book contained the text of the first real city ever designed for D&D. As I paged through the 64 half pages of text, I realized Oh, my God! This thing has all the shops detailed and even the goods and prices of items that you could buy! Before this, our city adventures consisted primarily of I go to town and buy some plate mail, and What does the bartender tell us about local dungeons? This package changed everything. It altered the playing field of fantasy roleplaying forever. The booklet was The City State of the Invincible Overlord. No other fantasy city setting compares to the classic feel and content of this book (well, Haven came close). Now, after 26 years, Necromancer Games is pleased to announce the return of this campaign setting masterpiece. Is it famous? An Internet search gave 31,000 results for Tomb of Horrors, 81,000 results for all of Greyhawk, and 77,000 results for the City State of the Invincible Overlord! Even after 26 years it remains one of the best-known and most beloved settings! We took pains making sure that the clarity and quality of our work
altered none of the original content. Revised by ENnie Awardwinning author Patrick Lawinger and the rest of the Necromancer team, this book is guaranteed to be the most detailed, complete, and useful city supplement in the revised 3rd Edition rules. Bob Bledsaw, the original creator of the Judges Guild, was involved at every step to ensure that we were true to the original.
The new City State of the Invincible Overlord captures the feel of the package that arrived in my mailbox those many years ago, and has the benefit of the latest rules and design available in the 21st century! The City State is a vast city with shops and services that simply cant be found elsewhere. It contains hundreds of NPCs, shops, taverns, adventure links and of course, plots and intrigue! Over 350 locations are detailed but with plenty of room to add more or to
change existing elements. It is designated as a lawful evil city, so most individuals are out for themselves and are content to stay out of other peoples problems. While laws are strictly enforced, they require that someone bear witness to a crime. More often than not, witnesses simply dont see anything. As with travel through the untamed wilds, the goal here is survival. The City State thrives on trade and mercantile activity, so there is an ebb and flow of all types of individuals. Trolls, orcs and even ogres are seen on the streets; many have their own homes and some even have positions of esteem and respect within the government. Anyone with an item to trade or a service to provide is allowed into the City State, so long as they follow the many labyrinth laws or at least dont get caught breaking them. Appendices describe generic NPCs and dozens of new magic items, monsters and gods. To make this product truly complete, we added the dungeons from the original Wraith Overlord. This collection of 10 dungeon locations beneath the relative calm of the City State is a deadly battleground for many temple factions as well as for the Assassins Guild, Thieves Guild, and Amazons who work directly for the Overlord. Hey, it wouldnt be Necromancer if it didnt include a dungeon!
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Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the D20 System.
ISBN: 1-58846-143-2 Stock #: 8335 Retail Price: $21.95 U.S. Page Count: 128 Authors: Kevin Kulp, Ben Lam and Will Timmins Developers: Andrew Bates and Joseph D. Carriker, Jr. Artists: SSS staff
Ravenloft books are published under license with Wizards of the Coast and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-091-6 Retail Price: $34.95 U.S. Stock #: 15005 Page Count: 256
Authors: SSS staff Developers: Jackie Cassada and Nicky Rea Artists: SSS staff
Cry Havoc
When Armies March
Of all the events that can affect a campaign, war is perhaps the most complex and deadly. It also proves a boon to GMs and players alike, who find new adventures, intrigues, and opportunities on the battlefield. When armies march, nations tremble and heroes come to the fore.
Luclin
Journey to the Moon
The goddess Luclin has lifted the veil that hid her moon. Granted access to this wondrous lunar world, the races of Norrath encounter the legacy of the Combine Empire that once united Norrath; face the awesome power of the shissar race who dared challenge the gods themselves; and discover the fate of the cat people of Odus whose entire city was teleported from Norrath to Luclin. And even greater mysteries of lunar civilizations native to Luclin await those bold enough to face them.
Manual of Monsters
Here Be Dragons... and Demons... and Zombies!
From the merciless Burning Legion to the five draconic broods, from the undead Scourge to the savage centaur, the world of Azeroth is rife with malevolent creatures. Manual of Monsters takes the many monsters and allies from the hugely popular series of Warcraft real-time strategy computer games and translates them for Dungeons & Dragons Warcraft the Roleplaying Game.
Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-023-1 Retail Price: $21.95 U.S. Stock #: 16122 Page Count: 136
EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-066-5 Retail Price: $29.95 U.S. Stock #: 16512 Page Count: 224
Author: Anthony Pryor with Ester Ann Sauter Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: Keith Parkinson
Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the D20 System.
ISBN: 1-58846-070-3 Retail Price: $29.95 U.S. Stock #: 17201 Page Count: 192
Authors: Bob Fitch, Chris Metzen, Will Timmins and more. Developers: E. Deirdre Brooks and Mike Johnstone Cover Artist: Samwise Didier
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Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-069-X Retail Price: $34.95 U.S. Stock #: WW17250 Page Count: 224
Authors: Ian Eller, Mikko Rautalahti, Geoff Skellams, and Lizard Developer: Bruce Baugh Artists: SSS staff
Ravenloft Gazetteer IV
Strange Creatures Stalk the Realms
Terror and intrigue govern the realms, from Invidias cursed ruling family to the savage heart of Verbreks dark forests, from the ruthless and doomed ruler of Valachan to the vicious lord of the shattered land of Sithicus. The danger and challenges that these realms present tempt the hardiest of souls and lure countless adventurers to their doom.
This Players Guide is published under the Open Game License and is 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-094-0 Retail Price: $23.95 U.S. Stock #: 8305 Page Count: 144
Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-137-8 Retail Price: $19.95 Stock #: WW8317 U.S. Page Count: 112
Ravenloft books are published under license with Wizards of the Coast and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-087-8 Retail Price: $25.95 U.S. Stock #: 15023 Page Count: 160
Authors: Deirdre Brooks, C.A. Suleiman & Jack Geiger Developer: Joseph D. Carriker, Jr. Artists: SSS staff
Authors: Ben Lam and Rhiannnon Louve Developer: Anthony Pryor Artists: SSS artists
Authors: James Lowder, John Mangrum, Anthony Pryor and more Developers: Jackie Cassada and Nicky Rea Artists: SSS staff
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Monsters of Luclin
Forget Goblins Fight Grimlings!
The moon of Luclin teems with monsters the likes of which heroes of Norrath have never seen. The creatures often encountered on the world of Norrath are not in evidence on this lunar landscape. New dangers live here, in places like the rugged Umbral Plains and the airless surface region known only as the Grey from exotic beasts to powerful and legendary foes that stalked the surface of Norrath itself in ancient times.
Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3rd Edition rules and the D20 System.
ISBN: 1-58846-057-6 Retail Price: $18.95 U.S. Author: Monte Cook Artist: Sam Wood Stock #: 16141 Page Count: 96
EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-064-9 Retail Price: $21.95 Stock #: 16514 Page Count: 128
Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-067-3 Retail Price: $34.95 U.S. Stock #: WW17252 Page Count: 224
Author: Anthony Pryor Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: William OConnor
Authors: Patrick O'Duffy, Charles Wendig, David A. Wendt and more Developer: Bruce Baugh Artists: SSS staff
Caverns of Thracia
A Lost Civilization
Beneath the lost ruins of Thracia are the vast caverns of a once great civilization. While a death cult rules the surface, the Minotaur King and his beast men lurk far below. Descend even deeper into the darkness and discover a lost and arcane world that waits for those brave enough to enter!
A Classic Reimagined
Necromancer Games and Judges Guild have teamed up to expand and update the classic module Caverns of Thracia for revised 3rd Edition. Designed for characters 4th level and higher, the Caverns of Thracia is a mini-campaign setting that presents intricate plots and exciting adventures. Including the original classic as well as additional dungeon levels, new magic items and never before encountered foes!
Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System. This book contains creatures that can be added to any ongoing campaign.
ISBN: 1-58846-138-6 Retail Price: $29.95 U.S. Stock #: WW8303 Page Count: 224
Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3.5 rules and the d20 System.
ISBN: 1-58846-990-5 Retail Price: $34.95 U.S. Stock #: 8393 Page Count: 240+map
Sword & Sorcery books are published under the Open Gaming License and are 100% compatible with 3.5 Edition rules and the d20 System.
ISBN: 1-58846-991-3 Retail Price: $29.95 U.S. Stock #: 8392 Page Count: 160+map
Authors: SSS staff Developers: Joseph Carriker and Anthony Pryor Artists: SSS Artists
Authors: Patrick Lawinger, Bob Bledsaw and Bill Owen Developers: Clark Peterson and Bill Webb Artists: SSS staff
Author: James Collura, based on material by Paul Jaquays Developers: Bill Webb and Clark Peterson Artists: SSS staff
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Soluseks Eye
As Near Lord Nagafen You Dare Step
The mouths of two caverns are set in a cliff edge overlooking an enormous lake of lava. Actually, the caverns are not mouths so much as a pair of eyes each glaring across the lava to the entrance of the fabled Temple of Solusek Ro. Even those adventurers daring enough to enter that temple know that dark and dangerous forces hide behind each eye, including the dragon Nagafen himself.
Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3rd Edition rules and the d20 System.
ISBN: 1-58846-060-6 Retail Price: $21.95 U.S. Stock #: 16131 Page Count: 128
EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-133-5 Retail Price: $23.95 Stock #: 16513 Page Count: 144
Authors: SSS Staff Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: Mark Smylie
Authors: SSS Staff Developers: Steward Wieck and Scott Holden-Jones Cover Artist: Eric Polak
Super-Science Unleashed
What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This essential Gamma World sourcebook lays it all out from nanotechnology to cybernetics and from weapons to vehicles. It also contains new rules for analyzing mysterious technology and for improving the technological level of the heroes tribe.
Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-022-3 Retail Price: $21.95 U.S. Stock #: WW17253 Page Count: 128
Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-063-0 Retail Price: $21.95 Stock #: 17202 Page Count: 128
Authors: James Maliszewski and John Snead Developer: Bruce Baugh Artists: SSS staff
Authors: Bob Fitch, Chris Metzen, James Maliszewski and more Developer: Mike Johnstone Cover Artist: Samwise Didier
Authors: Oliver Hoffmann and Oliver Graute Developers: Oliver Graute and Oliver Hoffmann Artist: Tobias Mannewitz
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Fiction
__ Champions of the Scarred Lands (11660) 1-58846-808-9 $6.50 US
__ Heroes of Light 1-58846-082-7 __ Ravenloft Campaign Setting 1-58846-075-4 __ Ravenloft Dungeon Masters Guide 1-58846-084-3 __ Ravenloft Gazeteer I 1-58846-080-0 __ Ravenloft Gazetteer II 1-58846-083-5 __ Ravenloft Gazetteer III 1-58846-086-X __ Ravenloft Tarokka Deck 1-58846-090-8
__ Relics and Rituals II: Lost Lore (8314) 1-58846-182-3 $25.95 US __ Scarred Lands Campaign Setting: Ghelspad 1-58846-184-X (8325) $24.95 US
__ Secrets of the Dread Realms and Dungeon Masters Screen (15001) 1-58846-076-2 $14.95 US
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S wordS orcery
__ Van Richtens Arsenal Volume I (15010) 1-58846-079-7 $24.95 US __ Van Richtens Guide to the Walking Dead 1-58846-085-1 (15011) $22.95 US __ Dungeons & Dragons Warcraft the Roleplaying Game (17200) 1-58846-071-1 $34.95 US
&
__ Requiem for a God 1-58846-104-1 __ Skreyn's Register: The Bonds of Magic 1-58846-107-6 __ When the Sky Falls 1-58846-061-4 __ Aberrations 1-58846-095-9 __ Book of Taverns 1-58846-072-X __ Chaos Rising 1-58846-099-1 __ Crucible of Freya 1-56504-485-1 __ Demons and Devils 1-58846-153-X __ Grey Citadel, The 1-58846-098-3 __ Maze of Zayene 2: Dimensions of Flight 1-58846-190-4 __ Morrick Mansion 1-58846-097-5
(16120) $12.95 US
__ Necropolis 1-58846-116-5
(8390) $29.95 US
B acklist
(16130) $12.95 (16121) $13.95 US __ Raise the Dead 1-58846-096-7 __ Rappan Athuk 1 1-58846-164-4 __ Rappan Athuk 2 1-58846-157-2 __ Rappan Athuk 3 1-58846-158-0 (8379) $13.95 US (8374) $19.95 US (8375) $13.95 US (8350) $7.99 US (8354) $8.95 US (8376) $13.95 US __ Tomb of Abysthor, The 1-58846-150-1 __ Tome of Horrors 1-58846-112-2 __ What Evil Lurks 1-58846-193-9 __ Vault of Larin Karr, The 1-58846-140-8
(8380) $11.95 US
__ Siege of Durgams Folly, The (8370) 1-58846-188-2 $10.95 US (8351) $15.95 US (8387) $29.95 US (8371) $10.95 US (8373) $15.95
__ Banewarrens, The 1-58846-103-3 __ Book of Eldritch Might, The 1-58846-100-9 __ Book of Eldritch Might II: Songs and Souls of Power 1-58846-102-5 __ Book of Eldritch Might III: The Nexus 1-58846-105-X
__ The Book of Hallowed Might (16103) 1-58846-108-4 $10.95 US __ Demon Gods Fane 1-58846-101-7 __ If Thoughts Could Kill 1-58846-106-8 __ Mindscapes 1-58846-109-2 (16110) $9.95 US (16150) $9.95 US (16151) $18.95 US
__ Hall of the Rainbow Mage, The (8372) 1-58846-113-0 $15.95 US __ A Lamentation of Thieves 1-58846-093-2 (8383) $18.95 US (8381) $11.95 US
__ Creatures of the Dreamseed 1-58846-122-X __ Engel 1-58846-123-8 __ Engel: Pandoramicum 1-58846-119-X __ Order Book: Michaelites 1-58846-073-8
__ Monte Cooks Arcana Unearthed(16140) 1-58846-065-7 $29.95 US __ Monte Cooks Arcana Unearthed Screen and Players Guide (16142) 1-58846-059-2 $15.95 US
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