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OCTOBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
VAMPIRE PLAYERS GUIDE VAMPIRE 1-58846-243-9 2305 $29.95
THE WOUNDED KING (VICTORIAN 3) VAMPIRE FICTION 1-58846-858-5 11192 $6.99
DARK AGES: MAGE GRIMOIRE DARK AGES 1-58846-411-3 20060 $21.95
DARK AGES: MALKAVIAN (DACN 7) DARK AGES FICTION 1-58846-831-3 11211 $6.99
PAST LIVES WEREWOLF 1-58846-319-2 3814 $19.95
OCT - MAR RELEASES
VAMPIRE BY GASLIGHT MIND’S EYE THEATRE 1-58846-520-9 5041 $19.95
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EXALTED: THE SIDEREAL EXALTED 1-58846-669-8 8814 $29.95


DEAD ROSES FOR A BLUE LADY SONJA BLUE FICTION 1-58846-844-5 12997 $13.99
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NOVEMBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
THE RED SIGN VAMPIRE 1-58846-245-5 2431 $19.95
E

THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) VAMPIRE FICTION 1-58846-846-1 11271 $17.99
PLAYERS GUIDE TO THE HIGH CLANS DARK AGES 1-58846-289-7 20007 $29.95
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DARK AGES: BRUJAH (DACN 8) DARK AGES FICTION 1-58846-832-1 11212 $6.99
TRIBEBOOK: STARGAZERS WEREWOLF 1-58846-320-6 3861 $19.95
TRADITION BOOK: VERBENA MAGE 1-58846-415-6 4659 $19.95
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HOUSES OF THE FALLEN DEMON 1-58846-760-0 8203 $29.95


SHADES OF GRAY ORPHEUS 1-58846-602-7 21010 $21.95

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DECEMBER 2003
R

TITLE IMPRINT ISBN STOCK# US PRICE


VENTRUE CHRONICLES VAMPIRE 1-58846-244-7 2460 $19.95
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THE PUPPET MASTERS (BRUJAH 3) VAMPIRE FICTION 1-58846-816-X 11122 $6.99


DARK AGES: BRITAIN DARK AGES 1-58846-290-0 20021 $21.95
DARK AGES: TOREADOR (DACN 9) DARK AGES FICTION 1-58846-833-X 11213 $6.99
D

TRIBEBOOK: UKTENA WEREWOLF 1-58846-321-4 3862 $19.95


TRIBEBOOK: WENDIGO WEREWOLF 1-58846-322-2 3863 $19.95
TRADITION BOOK: VIRTUAL ADEPTS MAGE 1-58846-416-4 4660 $19.95
DAYS OF FIRE DEMON 1-58846-762-7 8281 $19.95
SHADOW GAMES ORPHEUS 1-58846-603-5 21011 $21.95
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KINGDOM OF HALTA EXALTED 1-58846-670-1 8826 $19.95


BLACK HAND STARTER DISPLAY VTES 1-58846-042-8 2635 $79.60
BLACK HAND BOOSTER DISPLAY VTES 1-58846-043-6 2636 $99.00
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JANUARY 2004
TITLE IMPRINT ISBN STOCK# US PRICE
VAMPIRE: GEHENNA VAMPIRE 1-58846-246-3 2999 $29.99
VAMPIRE: GEHENNA, THE FINAL NIGHT VAMPIRE FICTION 1-58846-855-0 11910 $7.99
D

VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) VAMPIRE FICTION 1-58846-853-4 11272 $17.99
THE ORPHAN-GRINDERS ORPHEUS 1-58846-604-3 21012 $21.99
THE OUTCASTE EXALTED 1-58846-671-X 8850 $21.99
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FEBRUARY 2004
R

TITLE IMPRINT ISBN STOCK# US PRICE


WEREWOLF: APOCALYPSE WEREWOLF 1-58846-323-0 3999 $29.99
WEREWOLF: THE LAST BATTLE WEREWOLF FICTION 1-58846-856-9 11911 $7.99
O

ROAD OF HUMANITY DARK AGES 1-58846-297-8 20034 $19.99


DARK AGES: GANGREL (DACN 10) DARK AGES FICTION 1-58846-847-X 11214 $6.99
ORPHEUS: ENDGAME ORPHEUS 1-58846-605-1 21012 $21.99
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MARCH 2004
TITLE IMPRINT ISBN STOCK# US PRICE
MAGE: ASCENSION MAGE 1-58846-417-2 4999 $29.99
MAGE: JUDGMENT DAY MAGE FICTION 1-58846-857-7 11912 $7.99
WORLD OF DARKNESS: TIME OF JUDGMENT WORLD OF DARKNESS 1-58846-475-X 5399 $29.99
LAWS OF JUDGMENT MIND’S EYE THEATRE 1-58846-522-5 5099 $21.99
INQUISITOR COMPANION DARK AGES 1-58846-291-9 20011 $21.99
BLOOD AND SALT EXALTED 1-58846-672-8 8827 $19.99
IN THE BLOOD SONJA BLUE FICTION 1-58846-876-3 12993 $13.99
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OCTOBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
PLAYER’S GUIDE TO RANGERS AND ROGUES SCARRED LANDS 1-58846-147-5 8309 $23.95
VIGIL WATCH: SECRETS OF THE ASAATTHI SCARRED LANDS 1-58846-143-2 8335 $21.95
RAVENLOFT PLAYER’S HANDBOOK RAVENLOFT 1-58846-091-6 15005 $34.95
CRY HAVOC MALHAVOC 1-58846-023-1 16122 $18.95
OCT - MAR RELEASES
LUCLIN EVERQUEST 1-58846-066-5 16512 $29.95
S T U D I O

MANUAL OF MONSTERS WARCRAFT 1-58846-070-3 17201 $29.95


GAMMA WORLD PLAYER’S HANDBOOK GAMMA WORLD 1-58846-069-X 17250 $34.95

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NOVEMBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
PLAYER’S GUIDE TO MONKS AND PALADINS SCARRED LANDS 1-58846-094-0 8305 $23.95
THE FAITHFUL AND THE FORSAKEN SCARRED LANDS 1-58846-137-8 8317 $19.95
RAVENLOFT GAZETTEER IV RAVENLOFT 1-58846-087-8 15023 $25.95
THE DIAMOND THRONE MALHAVOC 1-58846-057-6 16141 $18.95
MONSTERS OF LUCLIN EVERQUEST 1-58846-064-9 16514 $21.95
S O R C E R Y

ORDER BOOK: GABRIELITES ENGEL 1-58846-074-6 17006 $19.95


MUTANTS AND MACHINES GAMMA WORLD 1-58846-068-1 17251 $34.95

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DECEMBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
CREATURE COLLECTION III: SAVAGE BESTIARY SCARRED LANDS 1-58846-138-6 8303 $29.95
CAVERNS OF THRACIA NECROMANCER 1-58846-991-3 8392 $24.95
CITY STATE OF THE INVINCIBLE OVERLORD NECROMANCER 1-58846-990-5 8393 $34.95
ANGER OF ANGELS MALHAVOC 1-58846-060-6 16131 $21.95
REALMS OF NORRATH: FORESTS OF FAYDARK EVERQUEST 1-58846-133-5 16513 $23.95
SOLUSEK’S EYE EVERQUEST 1-58846-062-2 16522 $18.95
ALLIANCE AND HORDE COMPENDIUM WARCRAFT 1-58846-063-0 17202 $21.95
A N D

OUT OF THE VAULTS GAMMA WORLD 1-58846-067-3 17252 $22.95

____________________________________________________________________________
JANUARY 2004
TITLE IMPRINT ISBN STOCK# US PRICE
BLOOD SEA: THE CRIMSON ABYSS SCARRED LANDS 1-58846-950-6 8329 $24.99
DENIZENS OF DREAD RAVENLOFT 1-58846-951-4 15006 $34.99
COMPLETE BOOK OF ELDRITCH MIGHT MALHAVOC 1-58846-952-5 16105 $34.99
S W O R D

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FEBRUARY 2004
TITLE IMPRINT ISBN STOCK# US PRICE
BOOK OF HALLOWED MIGHT MALHAVOC 1-58846-108-4 16103 $10.99
REALMS OF NORRATH: DAGNOR’S CAULDRON EVERQUEST 1-58846-953-0 16515 $23.99

____________________________________________________________________________
MARCH 2004
TITLE IMPRINT ISBN STOCK# US PRICE
ECHOES OF THE PAST: THE SLARECIAN LEGACY SCARRED LANDS 1-58846-955-7 8336 $24.99
VAN RICHTEN’S GUIDE TO THE SHADOW FEY RAVENLOFT 1-58846-088-6 15012 $22.99
CHAOSITECH MALHAVOC 1-58846-056-8 16104 $18.99
MAGIC & MAYHEM WARCRAFT 1-58846-954-9 17203 $29.99
GAMMA WORLD GAME MASTER’S GUIDE GAMMA WORLD 1-58846-068-1 17251 $29.99
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TABLE OF CONTENTS Marketing Art Director:
Print Buyer:
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EXALTED ......................................................................................................................................................................................................................... 2 Mike Chaney
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. Warehouse Managers: Mike Mariolis
Stephen Eidson
Vampire: The Masquerade .............................................................................................................................................................................................. 4
Here’s One for all da Playerz | BY JUSTIN ACHILLI, VAMPIRE DEVELOPER. THINK YOU’VE TURNED EVERY POSSIBLE TRAIT OR MERIT TO YOUR CHARACTER’S ADVANTAGE? THINK AGAIN. THINK BIGGER. 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!
Mage: The Ascension ...................................................................................................................................................................................................... 6
Building a Dark Ages Magical Library | BY BILL BRIDGES, MAGE DEVELOPER. ENTER THE HALLS OF LORE AND LEARNING AS BILL REVEALS THE SECRETS TO FILLING A WIZARD’S BOOKSHELF.
Demon: The Fallen .......................................................................................................................................................................................................... 7
Hands-on Armageddon | BY MIKE LEE, DEMON DEVELOPER. THE PROPHECIES OF THE PRINCE OF DARKNESS REVEALED. A MUST-READ. IT COULD MEAN YOUR SOUL.
Werewolf: The Apocalypse ............................................................................................................................................................................................ 8
Tribal Alchemy | BY ETHAN SKEMP, WEREWOLF DEVELOPER. JUST WHAT DOES IT TAKE TO MAKE A GOOD TRIBEBOOK?
Dark Ages ....................................................................................................................................................................................................................... 9
Dark Princes | BY MATT MCFARLAND, DARK AGES DEVELOPER. THE LORDS OF THE NIGHT ARE LORDS FOR A REASON.
Exalted: The Sidereals
Orpheus by UDON
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
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World of Darkness Backlist ........................................................................................................................................................................................ 21 PRINTED IN CANADA.
6
7
Here’s
for all
BY JUSTIN ACHILLI,

One da Playerz
VAMPIRE DEVELOPER

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. It’s about talking about: All too often, “The prince gath-
considerations we make when we play the ers you at his mansion and forces you to do
Vampire game. I’ve broken the outline into three dis- some degrading duty” becomes the V a m -
Players Guide
page 16 tinct sections, each covering a core aspect of p i r e version of “an old man meets you at a
the storytelling game experience, particularly tavern and gives you a map.”
from the perspective of the player. It’s a some- Essays make their return to Vampire in
what informal book, written as if its audience the third section, for the first time in a very
were in attendance at a convention or a round- long while. The writers’ assignment was
table held to discuss aspects of gaming. straightforward: Pick a topic that’s near and
Yes, that means no metaplot. No new clans. dear to you in Vampire and go at it for about
No sooper-sekrit Disciplines wielded by a hid- 3,000 words. To me, this was a great opportu-
den cabal of Gehenna-prophets who, uh, nobody nity to give the game a bit of breadth — writers
noticed before. Just good, old-fashioned ad- had a chance to break free from my draconian
The Red Sign
page 17 vice about how to play the damn game. development tenets and talk about what draws
The first section focuses on individual them to the game. Whereas I’m usually the
characters. It includes the long-awaited mor- authority in what sees print and what ends up
tal rules (hooray! Mortals!), as well as stuck to the bottom of some intern’s shoe, I
examinations on how to convert some of the thought it was important to give a populist
more egregious character types (Mr. Twin view of the game, hopefully imparting a sense
Katanas) into personalities who actually have of ownership in individual players and troupes
something to offer a story. It includes a great and driving home the point that once it leaves
section on looking beyond the dots — that is, the game studio, Vampire becomes yours.
actually defining what a Strength of 1 signi- There’s a lot of good stuff in the essays chapter
fies, or who you might conceivably know with — everything from emphasizing “common”
your Contacts of 4. elements of the game that frequently fall by
The troupe and coterie make up the sub- the wayside to defining characters by their
ject matter of the second section. In it, we personal tastes in vitae.
have extensive options for troupe-style play, All in all, it’s a very strong book, and one
which has been a staple of White Wolf gaming that takes a refreshing approach to the mat-
since back during the Stone Age when we pub- ter of storytelling. As the last several titles for
lished Ars Magica. A “legacy” option, by which Vampire have been “toolkit” books full of
a single player portrays a bloodline through individual ideas rather than plot arcs, the
the centuries, makes an appearance, as does Vampire Players Guide is sort of a toolkit
a section on redefining the nature of the char- of toolkits, hopefully inspiring players to take
acters’ pack or coterie. You know what I’m a look at how they do what they do and why.

4
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 ee. In fact,
the whole World of Darkness is going to burn.
It took some convincing, of course. When writers working on other titles. “Push the
Vampire: Gehenna
the White Wolf staff came together to dis- world to the brink of Gehenna,” I told the
cuss how to do this properly, terror ensued. authors of the upcoming V a m p i r ee-MMage
Punches were thrown. Beers were consumed. para-crossover T h e R e d S i g n
n. “Cheat the
More beers were consumed. Headlocks were very laws of creation.” They knew that
applied, and then still more beers were con- their vampires and mages would be at-
sumed. I cursed. Ethan cried. Bill stabbed tracting God’s attention, but they thought
people with a ballpoint pen, hoping to in- they were going to get away with it. Turns
duce “ink-based lead poisoning.” out that cheating the Curse of Caine was
Then we calmed down and set to the one of the many last straws that finally
task of destroying the world. It’s more fun tipped the scales of Gehenna.
than you might think. It’s a fine time for Gehenna, of course.
The plan for Gehenna is to give Story- With the fin de siecle of the last century/
tellers a series of scenarios from which to millennium come and gone, a looming,
choose, and thereafter let them custom- apocalyptic threat seems out of place as a
tailor those possibilities to their own new century/millennium dawns. If we
troupes’ tastes. The end of the world itself pushed Gehenna to some point too far in
is set on a sliding scale. The scenarios range the future, it would have lost its imme-
from the “quiet apocalypse,” in which vam- diacy and impact. (“Gehenna doesn’t
pires die off without the world having known happen until 2050? Screw that, I have 50
they existed, to the “Armageddon” scenario, years to do whatever I want!”) No, we
in which the Antediluvians rise and make sprung it on the World of Darkness as it
their final move in the Jyhad before God would occur therein, as a sudden and cli-
reaches down to scourge the Earth of their mactic, earth-shattering event that
wicked taint. Troupes have room for every- everyone had the chance to avert… but
thing from soul-searching chronicles that didn’t. Too many petty struggles de-
truly highlight V a m p i r ee’s personal horror manded the Kindred’s attention. Too many
to splatterpunk marauds across the sur- personal agendas distracted them from
face of a world in its death throes. And of ancient prophecies. While the Kindred can
course, there’s everything in between. do something about Gehenna, they can no
One of the cool parts of working on the longer prevent their ultimate accounting.
project has been the ramp-up. Like a The Time of Judgment is upon us. See
scheming elder myself, I knew we were do- pp. 24-25 for more information.
ing V a m p i r e : G e h e n n a
a, but I didn’t tell

5
Building a Dark Ages
Mag i c a l L i b r a r y
By Bill Bridges, Mage Developer

When seeking inspiration during the initial outlining and development of the Dark Ages
Mage Grimoire
Grimoire, I went to my own library. I’ve been collecting books — grimoires, of sorts — on
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, I’ll greatly miss Milwaukee’s used bookstores.)
Dark Ages: Mage Storytellers should consider build- gans, witches and druids handed their wisdom down
ing their own magical libraries with source material through oral traditions. Nonetheless, there are some
from the past. When doing so, know that the Mystic very valuable books from which to draw wisdom. My
Dark Ages: Fellowships are years ahead of their time. They rou- favorite is The White Goddess by Robert Graves, which
Mage Grimoire
page 18
tinely uncover insights into the universe that most discusses both Celtic and Classical myths. The
Commoners won’t realize for centuries. Hence, it’s okay Mabinogion, a collection of old Welsh myths (including
to use later Medieval and even Renaissance sources to early King Arthur legends), is recommended for any
color the thoughts and theories of the Fellowships. story involving Wales, a rather mystical place in the
Below are a number of suggestions from my own Dark Ages era. A neat little book is Earth, Air, Fire,
humble library. A brief scan of any of these books’ Water: Pre-Christian and Pagan Elements in British
content may surprise you — they are often more imagi- Songs, Rhymes and Ballads by Robin Skelton and Mar-
native than anything on the sci-fi/fantasy shelves today. garet Blackwood. Its title says it all. Finally, for those
I make no guarantees of authenticity, however; these playing Mediterranean pagans, there is The Ancient
are, after all, inspirations for a game about magic…. Mysteries: A Sourcebook, edited by Marvin W. Meyer.
• Ahl-i-Batin: Of course, the Koran is one of the • Order of Hermes: As the quintessential wizards,
main texts for this Fellowship, but perhaps even more pretty much any magical or occult work from the Re-
Tradition Book:
Verbena appropriate are writings about the Sufis. Indeed, Ibn naissance can be ported back in time a few centuries to
(Revised)
page 18 ‘Arabi, one of the greatest Sufi mystics, is still alive in accommodate the Hermetics, whether it be from John
1230. One of the best books in English about this man is Dee or Giordano Bruno. However, for texts more apro-
Alone with the Alone: Creative Imagination in the Sufism pos to the time, you might look for a copy of the
of Ibn ‘Arabi by Henri Corbin. This book relates many of excellent Arcana Mundi: Magic and the Occult in the
the strange events of Ibn ‘Arabi’s life, from telepathic Greek and Roman Worlds by Georg Luck. This book has
teachings by distant mentors (providing authenticity one of the most comprehensive collections of magical
for the Al-Fatihah and Al-Hajj Pillars within the setting) writings about any past era, with subjects ranging
to visions of the Imaginal World — encountered in from magic and miracles to demonology and alchemy.
Dark Ages: Mage as the Astral Umbra. A good general Also good is Magic in the Middle Ages and Forbidden
introduction to Sufi thought is Essential Sufism, edited Rites: A Necromancer’s Manual of the Fifteenth Century,
by James Fadiman and Robert Frager. Finally, many both by Richard Kieckhefer (the title of the latter should
Tradition Book: books by Idries Shah provide insights into occult Sufism be alluring enough to pique curiosity).
Virtual Adepts
(Revised)
and Oriental magic in general. • Spirit-Talkers: Even fewer texts are available for
page 20
• Messianic Voices: As one of the People of the Book, these shamans than for the Old Faith. Finnish Spirit-
these monotheistic mystics most often revere the Holy Talkers can certainly benefit from The Kalevala, the
Bible, but certain sects hold sacred different works, Finnish national epic, a wonderful tale of shamanic
whether they be forbidden Gnostic scriptures or apocry- songs and heroic rescues. Otherwise, any general work
phal passages left out of the Bible. A pivotal resource is A on shamanism will do, such as Mircea Eliade’s classic
Dictionary of Angels, Including the Fallen Angels by Gustav Shamanism: Archaic Techniques of Ecstasy.
Davidson. It lists every known angelic and demonic be- • Valdaermen: For an introduction to Norse mythol-
ing, including hierarchies of rank and some evocations. ogy, there is Kevin Crossley-Holland’s The Norse Myths.
Also enlightening are The Gnostic Scriptures by Bentley For a look at the culture and the epics of the North, there
Layton and Ancient Christian Magic: Coptic Texts of Ritual is the expansive Sagas of the Icelanders (preface by Jane
Power, edited by Marvin W. Meyer and Richard Smith, Smiley). Runelore by Edred Thorsson is a book about
which include translations of actual spells. esoteric runology, while Practical Magic in the Northern
• Old Faith: There aren’t a whole lot of written Tradition, by Nigel Pennick, provides a wide range of
texts pertinent to this Fellowship; most European pa- magical lore (and is also good for the Old Faith).

6
Hands-on ByDemon Mike Lee,
Developer

Armageddon
Mike discusses the upcoming Days of Fire
Fire, the cryptic revelations
of Lucifer and the end of the world as we know it.

These are the Final Nights. The last in the game have returned to a realm
battle approaches. Every game set in the they once made, now almost literally
World of Darkness warns that the sands burning down around them. The world
of time have run out. It’s a time for tak- is going to end, one way or another.
ing action, seeking redemption, settling How it will end — and more impor-
scores or simply living for the moment. tantly, what will come after — are the
Though every game has a different vi- questions that players must answer, Houses of the Fallen
page 18

sion of what the long-awaited cataclysm and those questions cut right to the
might be, the subtext remains the same: primary themes of the game.
Get out and do something while you still The D e m o n metaplot, described in
can. This is your last chance. the Demon Storytellers Companion
Until now, the End of the World of and continued in Demon: City of An-
Darkness has never truly been at hand. g e l ss, outlines the early stages of this
It has crept steadily closer, like a shadow worldwide conflagration and suggests
stretching across the face of the Earth, how the battle lines will be drawn. D a y s
Days of Fire
but the dreaded event has never actually o f F i r ee, a trade paperback coming in page 20

arrived. It’s been a cool theme for games December, provides players with a
of personal horror and a great source of glimpse of Armageddon itself, and the
drama, but most chronicles have only role that the fallen will play.
touched on the notion in an abstract D a y s o f F i r e is a call to arms by the
sense, and with good reason. The end of Prince of the Fallen himself, warning both
the world can be the end of a game, and demon and mortal that the battle has
who wants that? begun and the time has come to take a
When I sat down to design D e m o n : stand. Similar in style to the B o o k o f
The Fallen n, I wanted to step up the Nod d, D a y s o f F i r e contains cryptic
world’s fate. The return of the fallen verses written by Lucifer himself, sug-
wouldn’t be yet another sign that the gesting the terrible events that are about
end was at hand. They are the end of to unfold. The World of Darkness will at
the world, the very agents of Armaged- last be swept away and a new age will
don itself. The notion plays to the image begin. Will it be an age of wonder, a
of demons in myth and religion, but return to paradise, or will it be Hell on
also creates an epic conflict that high- Earth? Time will tell.
lights the glory and tragic nature of Heed the signs. The end of the world is
the fallen themselves. The characters at hand.

7 7
Tribal Alchemy by Ethan Skemp, Werewolf Developer

This year, we’re kicking into overdrive. We’re 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
isn’t to follow a formula from book to book, it’s to mix spontaneously
Past Lives
brilliant ideas with the structure of the tribal “feel.” It’s not quite science.
page 16
If done right, it’s 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’ve seen before (like the Stargazer
you spend money on a book that tells pop-culture princess), but that make to-
you everything you already thought tal sense once you look close.
about a tribe, we’re all wasting our time. A tribebook should make you want to
There needs to be something new about play a member of that tribe. This is just
the tribe, some hidden element that you plain common sense — and harder than it
Tribebook: Stargazers
(Revised)
aren’t expecting. sounds. It’s easy to write a tribebook that
page 18
A tribebook’s surprises should make appeals to people who already like the
sense. This is Damn Important. It would be tribe. It’s harder to turn around people
ludicrous to reveal that the Silent Striders who don’t think a particular tribe is for
are secretly worshippers of Set. It’d be im- them. This rule is fed and nourished by the
plausible and dumb. Each surprise should other rules — those that encourage you to
feel like something that could happen, and see a tribe in an entirely new light.
that nobody would know about — the Sil- And here’s a little secret from the
ver Fangs’ Secret of Kingship, for instance. developer’s chair: I love the first draft of
Tribebook: Uktena
A tribebook should bend, but not any tribebook. It’s one of the best things
(Revised)
page 19
break, the stereotypes. Whitey-hating about this job. If an author’s been firing
Wendigo who sulk in snowstorms isn’t an on all cylinders, his initial work surprises
insightful image. It’s a stereotype that me, but in ways that make sense. It bends
isn’t particularly creative. But going the stereotypes without breaking them, and
opposite direction isn’t helpful, either. It it makes me enthusiastic about the tribe.
would be dishonest of us to provide a Best of all, when I complete work on a
template of a music-hating Fianna tribebook, I think to myself, “Damn, I
Galliard, or of a Ragabash who never can’t wait until players get hold of this
questions authority. The best concepts, and can enjoy these surprises as much as
Tribebook: Wendigo characters and templates of a tribebook I do.”
(Revised)
page 19 are those that don’t look like something And that’s kind of like alchemy.

8
Dark Princes By Matthew McFarland,
Dark Ages Developer

The Players Guide to High Clans hits stores in November. Much like
its sister title, Players Guide to Low Clans
Clans, there’s a lot to this book. You
get history and legends of the first cursed. There are player toolkits, includ-
ing 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
Dark Ages:
who need your “undead magic” fix and don’t want to look down your nose Mage Grimoire
page 16

at those bloody Tremere, we’ve got Mortis rituals and Koldunic sorcery.
While creating this book, putting all of most of them have a good understanding
this great material in order, I find myself of how high society works. A lot of them
recanting an earlier statement I made (in are educated, or become so soon after
a quarterly much like this one, in fact). I their Embrace. They therefore have an
once said that the Low Clans were the real advantage over the average citizen in
vampires. I‘ve changed my mind. ways that not even kings can touch —
The High Clans are the true vampires. they’re clean and beautiful, and they can
Players Guide
I know, I know. I gave you a bunch of make you love them. They’re regal and to the High Clans
page 17

good reasons why the Low Clans were the proud, and they can control your mind.
real deal, but hear me out. Remember, too, that there’s not really
The High Clans represent what people a lot of distinction between “mind” and
are afraid of on a very different level than “soul” here (not to the average peasant,
that of the Low Clans. Yeah, peasants’ anyway). If the nobility can look you in
fear of blood, death, disease and foreign- the eye and force you, without breaking a
ers is very “Low Clan.” Guess what? It’s sweat, to damn your immortal soul by
also very low brow. Of course people are performing any of a million sinful ac-
afraid of getting sick and dying and losing tions, that’s horror. Dark Ages:
British Isles
their blood. Don’t get me wrong — you Now consider this: The nobility are cho- page 19

can always get a reaction in a horror sen by God. Everybody knows that. The
game (or book or movie) by going back to nobility are monsters, able to consign souls
basics. But let’s take the next step here. to damnation with a glance, but they’re
The High Clans are nobility. Not all of still where they are by divine right. I don’t
them were Embraced from the really high know about you, but I find that concept
echelons of European society (the wrong pretty damned terrifying. All a Low Clan
people tend to notice when the crown vampire can do is take your blood. The
prince starts to hold court at night), but first cursed can take so much more.

9
It was on a Night
Just Like This…
by Lucien Soulban, Orpheus Developer

At its heart, Orpheus is about telling ghost stories, and ghost stories have
always been about the unknown. But when you’re already playing spooks,
where’s the mystery and suspense? That bump in the night doesn’t 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 strives to remain self-referential and to provide
World of Darkness games,, but like all good necessary information as the story unfolds. In
narratives, this one tells its own story. Orpheus fact, the game’s writers and creators provide
stands apart from the rest of the World of enough small clues that you can determine po-
Darkness you know, allowing you new oppor- tential enemies and events books in advance.
tunities in the setting with which you’re so But Orpheus also stands on its own because,
familiar. The line and its story approach game while the game may offer a predetermined story
design in several unique ways. The first is in the arc, the plot makes as few assumptions about
limited-series format.. Orpheus
Orpheus’ take on the your chronicle as possible. If your troupe wants
world is sufficiently isolated that it can avoid to go in a different direction than that sug-
pervasive intrusion from everything that’s ever gested by the metaplot, cool. The series provides
Shadow Games
page 20 been published by White Wolf before, but with- you with ideas and suggestions for completely
out making such a huge splash that everything different stories and ways of handling them.
must changes hereafter. The characters you Your characters are the stars of the show. Each
play know nothing of vampires or werewolves, supplement suggests a story, but also proposes
focusing exclusively on the restless dead a theme — say, intrigue or political tension —
trapped in this world. Orpheus is also unique and then helps you tell whatever kinds of stories
for offering a metaplot with a definitive begin- you want to capture that theme.
ning, middle and end. While the threads of That said, Crusade of Ashes and Shades
other game lines go on indefinitely, here you of Gray
Gray, the first two supplements following
can tell a complete story. Third, the game the rulebook, kick the series into high gear with
offers new possibilities by changing the world two major plot twists and revelations. The
in little ways, whether by placing the dead world that Orpheus Group codifies and tries to
firmly among the living or by allowing living rationalize is not as cut and dry as it seems. A
characters to walk among the dead. Finally, powerful adversary hides in the shadows, ready
Orpheus breaks away from the World of Dark- to unleash plans on the living and dead. Before
ness by offering a setting that new players he can do so, however, he must eliminate a
can explore without being overwhelmed by major hindrance to his goals: Orpheus Group.
years of backstory. Whether you tell the main story suggested in
To accomplish all this, Orpheus uses a movie the series or not, Crusade of Ashes and
model to tell its story, with each plot twist ad- Shades of Gray provide you with all kinds of
vancing the tale to its conclusion. The hardest new antagonists and supporting characters
part of doing that is revealing enough for Story- with which to interact, a previously unknown
tellers to run fulfilling chronicles while still Shade, and new powers for characters brave
revealing truths one by one. Thus, Orpheus 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 SHY-
11
You Can’t
Keep a Dead
Lady Down
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 from a desire to write a sequel to my werewolf
vampire and vampire-hunter star of D e a d novel, Wild Blood. “Knifepoint” was inspired by
Dead Roses
for a Blue Lady
Roses for a Blue LadyLady, remains your most a Rudyard Kipling story called “The Phantom
by Nancy A. Collins
WW12997; $13.99 iconic character. What is it about Sonja that Rickshaw,” and “Person(s) Unknown” was the
ISBN 1-58846-844-5
Page 17 keeps readers hooked? result of reading police blotters online—one of
Nancy A. Collins: I think it’s the fact that my favorite hobbies.
she’s believably ambivalent. She’s both sym- WWQ: Knuckles and Tales, your Southern
pathetic and dangerous, and that intrigues Gothic collection (published by Cemetery Dance),
readers. Like most of us, she struggles to do the was recently nominated for a Bram Stoker Award
right thing, and often fails. by the Horror Writers’ Association. So first, con-
WWQ: Sonja’s world is a lot less chic and gratulations, and second, what do such
pretty than the settings of some other popular, accolades mean to you?
modern vampire series. She spends more time NAC: Thanks. Well, it’s nice to have my work
in seedy bars and in the gutter than in fine acknowledged by my peers. And since I consider
Darkest Heart
by Nancy A. Collins
mansions or driving Italian sports cars. Was Knuckles to be my finest work to date, and the
WW12998; $11.99
ISBN 1-56504-845-8
this an intentional response to the “pretty-boy stuff I’m proudest of, I feel somewhat vindicated
On sale now.
vampire” genre? in my decision to stretch beyond the boundaries
NAC: Yes, it was, to a great extent. Always of “contemporary vampire horror.”
remember that Sonja is a punk, not a goth. As WWQ: Lastly, what are you working on now?
for myself, I have spent far more time in seedy NAC: Right now I’m working on a new novella
bars than inside stately mansions, so it’s only called “Hell Come Sundown,” which is the third
natural that I play to my strengths as a writer. installment in my weird western trilogy. It’s about
Besides, logic dictates that, like serial killers, a Texas Ranger who happens to be a vampire, and
vampires would prey on those members of the his Native American shamaness sidekick. It’ll ap-
human herd who would not be missed—run- pear inDead Man’s HandHand, an omnibus collection
aways, junkies, alcoholics, hookers, drag of my weird western stories, along with my other
A Dozen Black Roses
queens, and various petty criminals. novellas, “Walking Wolf” and “Lynch,” as well as
by Nancy A. Collins
WW11019; $11.99 W W Q : Dead Roses includes four new sto- two short stories, “Calaverada” and “The Tortuga
ISBN 1-56504-873-3
On sale now. ries featuring Sonja Blue. What was the genesis Hill Gang’s Last Ride.”
of these tales? A Cavalcade of Collins!
NAC: Well, “Tender Tigers” was loosely In addition to Dead Roses
Roses, look for I n
based on the Katie Beers case, where the little the Blood (WW12993 ISBN 1-58846-876-3) this
girl was treated like a scullery maid by her spring, and Dead Man’s Hand: Five Tales
adopted family and then kidnapped by an ob- of the Weird West (WW12995; ISBN 1-58846-
sessive pedophile who kept her locked up in his 875-5) the following fall. With more to follow
basement. “The Nonesuch Horror” emerged soon thereafter!

12
Zealots, Rabble
and Vampires, Too!
So, are you hardcore enough to be a sonal honor. I built the actual narrative
vampire of Clan Brujah? Other undead face around that framework. The trilogy ex-
the Beast Within, but these ones have that amines what it means to be Brujah. So, I’ve
urge to destroy right under their skin, all focused on honor, plain dealing, passion,
the time. Others sit back and contemplate. respect where it is due (and where it isn’t),
Brujah act — and react. You have to be- and justified aggression.”
lieve in something, something strong Veronique d’Orléans, the star of Myrada
enough to push away all that rage just one Kalis’ Dark Ages: Brujah (the eighth Vampire:
more night until you can find something installment of the Dark Ages Clan Novel The Puppet -Masters
by Tim Dedopulos
WW11122; $6.99
that deserves its full onslaught. series), has different troubles. “Veronique ISBN 1-58846-816-X
Page 19
Theo Bell, the archon-on-the-run in Tim is a very unusual sort of Brujah,” says
Dedopulos’ Vampire: The Puppet-Mas- Kalis. Indeed, she is a player in the vampiric
t e r s (the finale of his C l a n B r u j a h court of medieval Paris, but she believes in
Trilogy
Trilogy), believes in three things: keeping humanist ideals. She chafes under Prince
his word, seeing justice done and freeing Alexander but schemes with the best of
those in chains. For over a century, he’s them. “This doesn’t sit well with her con-
told himself that serving the Camarilla is science,” Kalis says, “but she’s willing to
the best way to accomplish all three, but do it in order to achieve her goals. She
now he’s a fugitive from his own kind and will, in fact, keep telling herself that it’s
Dark Ages: Brujah
his honor has brought him face-to-face for the greater good that she gets her by Myranda Kalis
WW11212; ; $6.99
with a conspiracy that makes a mockery hands dirty. The medieval night is over- ISBN 1-58846-832-1
Page 18

of everything he’s fought for. “The main run with shiftless Brujah ideologues who
metaphor I use for Theo,” says Dedopulos, never put their ideals into action, and she
“is the Ronin with a strong code of per- won’t be one of them.”

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?
Dark Ages: Toreador
Okay fine, then take a look at the other neat goodies we’re giving away on the W W by Janet Trautvetter
WW11213 ; $6.99
Fiction Web Page Page, including a bi-weekly newsletter with previews of covers, ISBN 1-58846-833-X
Page 19
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 you’ll like it!
Just point your browser to: http://www.white-wolf.com/fiction/
—Philippe Boulle, WW Fiction Guru

13
Vampire:
The Eternal Struggle National Championships
Qualifier had 72 players competing for the final 10 slots in the championship. People
with asterisks beside their names below had qualified in a prior tournament (so they
did no count as the “10” that qualified).

Winner (sweeping the final with all 5 VP): Championship:


David Setty* (2GW, 9VP in the prelim rounds) 80 Qualified players.
Deck: “Democritus Does Not Approve”, a group
1+2 Ventrue deck with four copies of Democritus Winner:
in the crypt and plenty of Second Traditions and The finals went to time, so the three remaining
Obediences. players when time was called each received an
additional half VP.
Other Finalists (and prelim GW, VP): Brian Moritz had 1.5 VP in the final. Jay Kristoff
Nicholas Smith 2 11 (“YAKSD”, 2+3 also had 1.5 in the final. Both Brian and Jay had
Malkavian anti) been tied for second going into the final (2GW,
8VP, and the same number of tournament points),
Ben Swainbank* 2 10 (“Spectral Divination”, so a coin flip was used to separate them. Brian
2+3 Giovanni) won the toss (prior to the final), which was also
used as the tie breaker in the final.
Chris Berger 2 8.5 (“Traditionally
Deck: No name. A group 2+3 Tremere and Tremere
Beautiful”, 2+3 Nos)
anti deck with plenty of Govern the Unaligned,
Ishan Chandhuri 2 8.5 (“”, Group 2 Giovanni) Theft of Vitae, and Apportation.

Other finalists:
Other Qualifiers: Jay Kristoff 2 8 1.5 (“Sabbatspex” 2+3
Matt Guinn* 2 8 mixed auspex)
Jeff Turner 2 6
Ben Spaulding 3 10 0.5 (“Brujahw/Dominate”,
Robyn Tatu* 2 5.5 1+2 Bru)
Ankur Gupta 1 7
Forrest Nielsen 2 8 (“Lost Girls Just Wanna
Jared Strait* 1 7
Have Fun”, 2+3
David Kelch 1 6 Daughters of
Michael Courtois 1 6 Cacophony)
Alex Harmon* 1 5
Jean-Francois
David Oros* 1 5 Caron 2 7 (“Yes, the Gangrel
Kris Zierhut 1 5 Can Corrupt”, 2+3
Dave Pennington II 1 5 Gangrel)
Stephen Fazio* 1 4.5
Brad Hay 1 4

14
15
october
world of darkness releases
Vampire The Wounded Dark Ages:
Players Guide™ King™ Mage
Children of Caine… (Victorian Age Grimoire™
Since Biblical times, the get Trilogy, Book 3) Long Ago in Days
of Caine have prowled the
world, hiding from mortals A Methuselah’s Untold…
and resigning themselves to Hunger, An Empire’s The Mythic Age wanes, its
the shadows. Throughout the denizens disappearing into
Despair the Otherworld, its Quintes-
ages, their plans have un-
folded and their treacheries Regina Blake and Victoria sential energies fading. But
have come to fruition. Wel- Ash return to London to find some refuse to let it go. These
come to the Final Nights — welcome to unlife its night society in chaos. Mithras, the city’s magi dare to tread the bane places and twisted
as a vampire. ancient and powerful Kindred prince has come paths that still shimmer with ancient power.
unhinged and hungers for the blood of his own These dwindling lands still have guardians,
Walk Among the Undead kind. The Tremere of England move to depose though. Spirits and secrets that sorely test those
A collection of essays, character-building the mad prince and his aids and take power for who try to wrest forth their power.
options, chronicle suggestions and methods themselves. Can one woman restore order
of play, the Vampire Players Guide offers a before the streets run red with blood? Does she When Wizards Walked the Land
wealth of information to players and Storytell- even want to? The Grimoire expands the Dark Ages: Mage™
ers on a conversational level. Presented as an world, providing insight into Fellowships in
About the Author various lands, aids to help players and Storytell-
aside to Vampire® players, this book offers a
variety of options and advice to better en- Philippe Boulle is the one-time developer of ers grasp medieval magic and superstition, and
hance the Storytelling experience. Hardcover. Dark Ages: VampireTM and Kindred of the hints on maintaining chantries in the tumultuous
EastTM. He is also the author of Vampire: A times of the early 13th century. There’s also a
ISBN: 1-58846-243-9 Stock #: WW2305 Morbid InitiationTM and Tribe Novel: Red look at hedge magic, medieval holy days and
Retail Price: $29.95 U.S. Page Count: 224 TalonsTM. the shallowings they create, and a host of
Authors: Greg Stolze, Matthew McFarland, Ari creatures — including the fae — that haunt the
ISBN: 1-58846-858-5 Stock #: WW11192
Marmell, Dean Shomshak et al forlorn frontiers of Dark Ages Europe.
Retail Price: $6.99 Page Count: 288
Developer: Justin Achilli
Author: Philippe Boulle ISBN: 1-58846-411-3 Stock #: WW20060
Artist: Mike Danza
Retail Price: $21.95 U.S. Page Count: 160
Authors: Kraig Blackwelder, Sam Chupp, Leonard
Gentile, Ben Grivno, Chris Howard, Sam Inabinet
& Steve Kenson
Developer: Bill Bridges

Dark Ages: Past Lives™ Mind’s Eye


Malkavian From the Dawn of Theatre:
(Dark Ages: Time Vampire by
Vampire For the greatest heroes, death Gaslight™
Clan Novel #7) is not an end. The wisest and
strongest of Garou linger on, An Age of Romance
The Church of Caine remaining as spirits to guide and Gothic Elegance
their descendants in the great
Anatole, holy madman From decadent dinner par-
struggle. But when the hon-
among vampires, has come ties to foggy cobblestone
ored dead begin to manifest
to Paris to preach the word of streets, the world of the 19th
in greater and greater num-
God to the Damned. But he is not alone–the century remains a place of superstition and
bers, what does it mean for the future?
fanatics of the Cainite Heresy have descended mystery, where ancient legends mix with mod-
on the city and claim that Caine himself walks To the End of Days ern penny dreadfuls, and the most scientific
among them. A battle ensues for the hearts and minds still explore the spirit realm. Here the
souls of the vampires displaced from An epic chronicle for Werewolf: The Apoca- Kindred, long since banished to mere folklore,
Constantinople earlier in the Clan Novel series. lypse™, Past Lives™ takes characters on a long find themselves newly crowned celebrities,
As the city teeters on the brink of religious and harrowing journey that stretches back to expressions of forbidden passion to a cultured
warfare, Anatole faces not only his fellow the dawn of time and that climaxes in the world poised on the brink of a great transition.
vampires, but the fires of the Inquisition. modern world. Not only does this book provide
information on the nature of ancestral spirits Witness the Vampire Reborn
About the Author and what they have to offer, but it grants a Vampire by Gaslight is the new historical
Ellen Porter Kiley’s fiction has appeared in glimpse into the future of the Apocalypse and setting for Mind’s Eye Theatre™, based on
Tribe Book: Black FuriesTM (Revised) and De- what’s at stake. Victorian Age: Vampire™. Presented herein is
mon: Lucifer’s ShadowTM. She is also the ISBN: 1-58846-319-2 Stock #: WW3814 all the material you need to play a vampire of
author of a great deal of game material for Retail Price: $19.95 U.S. Page Count: 96 this refined and distant era — the clans, their
White Wolf. Author: Bruce Baugh allies and enemies, as well as a wealth of
Developer: Ethan Skemp information about the mortal world at the
ISBN: 1-58846-831-3 Stock #: WW11211
Artists: Steve Ellis, Steve Prescott & Ron Spencer height of the Victorian Era… and how the
Retail Price: $6.99 Page Count: 288
Kindred have come to claim it as their own.
Author: Ellen Porter Kiley
Cover Artist: John Bolton ISBN: 1-58846-520-9 Stock #: WW5041
Retail Price: $19.95 U.S. Page Count: 256
Developer: Peter Woodworth

16
october
world of darkness releases
Exalted: Dead Roses for
The Sidereal™ a Blue Lady™
Born Beneath the Sonja Blue is Back
Stars of Prophecy Previously available only in an
They travel among the gods as ultra-limited-edition hardcover,
officials of high station, and walk Dead Roses for a Blue Lady
secretly among men as the servants collects eight tales of Sonja
of the Maidens. For them, destiny Blue, all by the vampire/vam-
and fate run like wax. Yet for all pire-hunter’s creator Nancy A.
their might the Sidereals are mor- Collins. These tales include the
tal, and Heaven as well as Creation
has entered a time of tumult. Will the Sidereal Exalted
hard-to-find “Vampire King of
retain their station or perish in a celestial civil war? the Goth Chicks” and “Some Velvet Morning”
along with tales original to this collection, such as
Born to Master Destiny “Knifepoint,” “Tender Tigers” and “The None-
The fourth in the series of rulebooks that makes the such Horror.”
Exalted available for play, The Sidereal includes exten-
sive detail on the Celestial City of Yu-Shan, the politics About the Author
of heaven and the strategies of the Sidereal Factions, as Nancy A. Collins is the award-winning author of
well as full rules for creating and playing these charac- Sunglasses After Dark™, Darkest Heart™ and Knuck-
ters. Inside is everything needed to portray these servants
of destiny, from their deadly martial arts to their
les and Tales™. She is a past recipient of the Bram
powerful command over destiny and fate. Hardcover. Stoker and British Fantasy Iecarus Awards.
ISBN: 1-58846-669-8 Stock #: WW8814 ISBN: 1-58846-844-5 Stock #: WW12997
Retail Price: $29.95 U.S. Page Count: 224 Retail Price: $13.99 Page Count: 200
Authors: Brian Armor, R. Sean Borgstrom, (trade paperback)
Geoffrey C. Grabowski, Steve Kenson, Krister Author: Nancy A. Collins
Michl & John Snead Cover Artist: Thom Ang
Developer: Geoffrey C. Grabowski
Artist: UDON

november
world of darkness releases
The Red Sign™ Clan Novel Players Guide to
Forbidden Arcana Saga, Volume 2™ the High Clans™
The Curse of Caine is a Biblical The Eye of Gehenna™ In the Blood Is Power
punishment, handed down by
The Best-Selling Saga Returns The Salubri have fallen. Now we
God Himself. Could it be true
The Vampire Clan Novel epic are only six, although we do not
that a conspiracy of Kindred
is re-presented in four beauti- stand united. But we are the
and mages has found a way to
ful trade-format volumes. The rulers of the night, by divine
reverse its effects? As the world
Clan Novel Saga reorganizes ordinance and by the power of
comes closer and closer to
the chapters from all 13 nov- Caine’s blood. If the Low Clans
Gehenna, might the Kindred
els (and the Clan Novel have forgotten their place, surely
escape their divine fate? Or is
Anthology™) in strict chronological order. it is time we reminded them. The
it all part of some larger plan?
War of Princes will not end with madmen on thrones!
The Pinnacle of Hubris The Final Nights Are Here
The Learned and Lordly Dead
As a title that combines the themes of Mage and® Volume Two covers the chaotic month of July
1999. Atlanta and other Southern cities fall to the The Players Guide to the High Clans contains
Vampire®, The Red Sign is a Lovecraftian revela-
Sabbat, foreign assassins converge on the scene, detailed information on the Brujah, Cappadocians,
tion of ages-old horror. As the Kindred discover a
and the animalistic Gangrel come face-to-face Lasombra, Toreador, Tzimisce and Ventrue. It
method to escape damnation, a faction of mages
with the Eye of Hazimel. This volume includes all- includes hints on running all High Clan or mixed
aids them in their blasphemous quest. Players can
new story by Stefan Petrucha (Dark Ages: chronicles; how High Clan characters develop
either join the conspiracy or oppose it — or find
Assamite™). over time; and new Merits, Flaws, and Discipline
themselves knowing entirely too much about it.
techniques. You’ll also find details on High Clan
ISBN: 1-58846-846-1 Stock #: 11271
ISBN: 1-58846-245-5 Stock #: WW2431 secret societies and on the High Clan Cainites who
Retail Price: $17.99 U.S. Page Count: 592
Retail Price: $19.95 U.S. Page Count: 128 command the Dark Medieval world. Hardcover.
(trade format)
Authors: Brian Campbell, Conrad Hubbard & ISBN: 1-58846-289-7 Stock #: WW20007
Jacob Klünder Authors: Gherbod Fleming, Eric Griffin, Stewart
Wieck, Kathleen Ryan (and many more!) Retail Price: $29.95 Page Count: 224
Developer: Justin Achilli
Cover Artist: John Van Fleet Authors: Zach Bush, Michael Goodwin, Steven Kenson,
Artist: Christopher Shy
Jacob Klunder, Carrie Lewis, and Ari Marmell
Developer: Matthew McFarland

17
17
november
world of darkness releases
Dark Ages: Tribebook: Tradition Book:
Brujah™ (Dark Stargazers™ Verbena™
Ages Vampire (Revised) (Revised)
Clan Novel #8) Journey toward The Wild Magic of the
A City on the Brink Sunrise Witches…
In the year 1223, Paris is on They came out of the East in The Verbena witches are heir
the verge of collapse. A me- search of wisdom, but found to the secrets of the druids,
nagerie of vampires has only strife. Now they have the power of nature, and the
gathered here after a long discovered that their home- wisdom of the Great God-
trek from Constantinople land is no longer the refuge dess and the Horned God.
(chronicled in previous Clan Novels), fueled it once was, and they have lost too much and Theirs is the rage of the storm, the resilience of
by religious mania. They demand access to gained too little. The wisest of Garou tribes the oak and the cunning of the fox. But charmed
the city and hope the ancient prince will save must now struggle to find its heart and reclaim they’re not. Amoral as nature itself, Verbena
them. Meanwhile, dark priests of every sort its heritage before all is lost. covens gather in moonlit groves, working magic
vie to sway their souls and control the refu- to hasten the return of the old ways.
gees. For Véronique d’Orléans, a Brujah At What Cost Wisdom?
vampire of the city, this could be an opportu- The Stargazers may have left the Garou Untamed, Unleashed, Uncovered
nity—or a disaster. Nation, but their lore hasn’t been lost! With a wealth of new magic for those playing
Tribebook: Stargazers explores the hard a witch, Tradition Book: Verbena clarifies the
About the Author choices the tribe has had to make, and the history of this magical tradition and brings it up
Myranda Kalis’s fiction has appeared in De- road that lies ahead. Their Gifts and rites, to date with the latest events of the World of
mon: Lucifer’s Shadow. She is also a contributor fetishes and totems are now all they have left Darkness®. Specifically for Mage: The Ascen-
to many supplements in the Dark Ages™ game to their name. Is it enough? sion®, many of the insights contained herein
line, including Dark Ages: Inquisitor™. will be valuable to players of Dark Ages:
ISBN: 1-58846-320-6 Stock #: WW3861
ISBN: 1-58846-832-1 Stock #: WW11212 Retail Price: $19.95 U.S. Page Count: 104
Mage™ as well. Continues the revolution
Retail Price: $6.99 U.S. Page Count: 288 storyline in the wake of the Ascension War.
Author: Chuck Wendig
Author: Myranda Kalis Developer: Ethan Skemp ISBN: 1-58846-415-6 Stock #: WW4659
Cover Artist: John Bolton Artists: Steve Prescott & Ron Spencer Retail Price: $19.95 U.S. Page Count: 104
Author: Steve Kenson
Developer: Kraig Blackwelder
Artists: Christopher Shy, Alex Sheikman
& Leif Jones

Demon: Houses Orpheus:


of the Fallen™ Shades of
Angels of Wrath Gray™
The seven ages of Creation “This is Radio Free
spawned seven Celestial
Houses of angels, each one
Death…
created to govern its own … the Voice of the Afterlife.
facet of the cosmos. Fire and Hundreds have died from
wind, the earth and the stars, taking tainted Pigment, but
the seas, the wilds, even life what the news doesn’t know
itself was governed by a host is that all those addicts have
of angels mandated by God. Although the become ghosts. We have an epidemic of lost
fallen turned on heaven and renounced their souls on our hands, and the scavengers are
service to the Creator, the essence of who and coming out the woodwork. What you’ve got to
what they are remains. wonder, my loyal listeners, is who poisoned
the drugs and why are Spectres building
Orders of Damnation hives?”
Demon: Houses of the Fallen provides an in- Die Harder
depth look into each of the seven Houses of the Hundreds die from tainted drugs on the streets,
infernal host, exploring their history and ex- revealing another truth behind Orpheus Group.
ploits during the Fall and the War of Wrath. In addition to offering new challenges and
Though twisted by the suffering of their long dangers, Shades of Gray introduces a new
exile, the fallen still bear the spark of their enemy responsible for the drug Pigment. But
former glory, and the ancient ties of House fear not. With each rising evil comes hope in
loyalties are not easily forgotten. Hardcover. the form of a new Shade (character class), and
ISBN: 1-58846-760-0 Stock #: WW8203 level-three Horrors for all Shades.
Retail Price: $29.95 U.S. Page Count: 224
ISBN: 1-58846-602-7 Stock #: WW 21010
Authors: David Carroll, Patrick O’Duffy Retail Price: $21.95 U.S. Page Count: 160
& Adam Tinworth
Developer: Lucien Soulban
Developer: Mike Lee
Artist: William O’Connor
Artist: R.K. Post

18
december
world of darkness releases
The Ventrue Vampire: Dark Ages:
Chronicle™ Puppet British Isles™
The Clan of Rulership Masters™ (Clan The Land Is Ancient
The Ventrue: Manipulators of Brujah Trilogy™, Mithras of London fancies the
mortals and leaders of the
Kindred. Yet the Ventrue’s
Book 3) Isles as his domain, but the
land is far older than even he.
powerful façade hides a Hidden Masters, Ancient vampires lurk in the
myriad of internal struggles, fens and wolf-men stalk the
petty rivalries and epoch-
Deadly Secrets moors. The Church has taken
spanning vendettas. From the Theo Bell’s future hangs in hold here, but worshippers of
domain of Prince Mithras to the balance. Cut off from far older gods call upon power
the reaches of India, the Ventrue power gam- vampire society, his ranks and privileges as an that no follower of Christ has ever known. And
bit plays out nightly. archon revoked, Theo faces his most lethal task somewhere beyond the mist the fae laugh, for
yet—identifying the forces behind the global they were here before any other.
Invisible Intrigues slave ring he has pledged to destroy. But their
Created in the spirit of the Giovanni Chronicles™ power reaches further than even he can imag- Here There be Monsters
series, The Ventrue Chronicle focuses on the ine, threatening the Camarilla itself. Time is Dark Ages: British Isles is the first regional
trials and tribulations of a single clan. This running out. sourcebook for the Dark Ages™ line. It includes
book pits the players’ characters against el- the history of the land, information on the
ders, ancillae and even neonates in a
About the Author major cities of England, Ireland, Scotland and
century-spanning bid for power no less grand Tim Dedopulos is the author of the acclaimed Wales, and details on how the supernatural
than one would expect of the Blue Bloods. Hunter: Apocrypha™ and Tribe Novel: Glass denizens of Europe deal with each other and
Walkers™. He is also the author of a number the oldest inhabitants of the Isles.
ISBN: 1-58846-244-7 Stock #: WW2460
storytelling game products in the Hunter: The
Retail Price: $19.95 U.S. Page Count: 128 ISBN: 1-58846-290-0 Stock #: WW20021
Reckoning® line.
Developer: Justin Achilli and Ken Cliffe Retail Price: $21.95 U.S. Page Count: 144
ISBN: 1-58846-816-X Stock #: WW11122 Authors: Gavin Bennett, Genevieve Cogman,
Retail Price: $6.99 U.S. Page Count: 288 Chris Hartford and Adam Tinworth
Author: Tim Dedopulos Developer: Matthew McFarland
Cover Artist: John Van Fleet

Dark Ages: Tribebook: Tribebook:


Toreador™ Uktena™ Wendigo™
(Dark Ages (Revised) (Revised)
Vampire Clan Seekers after the Hearts of Ice
Novel #9) Forgotten Their anger is not hot, but
They follow the great water- cold as the frozen North. They
Mission to the have endured pain enough
serpent Uktena, the strange
Marches totem of mystical wisdom. to kill a thousand nations, but
Rosamund of Islington, They have imprisoned count- they refuse to die. They are
vampiric ambassador from less evil spirits and learned the chosen of the cannibal
the Courts of Love, returns to the haven of the volumes of magical lore. There are no greater spirit, the tribe of winter, the last of the Pure
German Ventrue Lord Jürgen with harsh tid- sorcerers among the werewolf tribes — but the Ones. They are the Wendigo, and woe to
ings. An enraged ancient is in her company Uktena have not gained such wisdom without anyone who crosses these warriors’ path.
and demands shelter at the Ventrue court. cost. There is always a price. The Wolves of Winter
Soon he is usurping Jürgen’s ambitions to
conquer Livonia and to make Rosamund his
Masters of the Forbidden The Revised Tribebook series closes not with a
The Revised Tribebooks take a turn for the dark whimper but with a roar, with Tribebook:
queen. Can the Toreador ambassador negoti-
and secretive with Tribebook: Uktena. The Wendigo. Inside are tales of the heroic past of
ate the troubled waters between these warring
mystics of the Garou Nation, the Uktena are the children of Wendigo, details on their tribal
lords, or will her own passions doom her?
masters of long-lost lore, able to bind evil customs and laws, and rules for their potent
About the Author spirits and fight the Wyrm with magic un- gifts of ice and war. Will the fiercest tribe be the
Janet Trautvetter is a contributor to many supple- known to other tribes. Explore the depths of the last hope of the Garou, or will the Wendigo fall
ments in the Dark Ages™ and Vampire: The Uktena’s knowledge. Learn their blessings and prey to their own hatred and Rage? Don’t miss
Masquerade® game lines, including Dark curses, and their secret arts. If the Uktena don’t this one!
Ages: Inquisitor™ and Archons and Templars™. know it, it’s not worth knowing. ISBN: 1-58846-322-2 Stock #: WW3863
ISBN: 1-58846-833-X Stock #: WW11213 ISBN: 1-58846-321-4 Stock #: WW3862 Retail Price: $19.95 U.S. Page Count: 104
Retail Price: $6.99 U.S. Page Count: 288 Retail Price: $19.95 U.S. Page Count: 104 Authors: Zach Bush, Erin Flachsbart
Author: Janet Trautvetter Authors: Bryan Armor, Forrest Marchinton & Alia R. Ogron
Cover Artist: John Bolton & Deena McKinney Developer: James Kiley
Developers: Jackie Cassada & Nicky Rea Artist: Steve Prescott
Artist: Steve Prescott

19
december
world of darkness releases
Tradition Book: Demon:
Virtual Adepts™ Days of Fire™
(Revised) Heed the Signs and
The Space-Mind Beware
Continuum The seals of the Abyss are
sundered and demons walk
The youngest magical Tradi-
the earth again, claiming
tion is the most vibrant —
souls as they vie for domi-
and the most irreverent. Vir-
nance across the globe.
tual Adepts don’t waste time
Hidden within their ancient
delving into ancient grimoires
sanctums, the Earthbound stir after millennia of
or contemplating their navels. They’re too busy
sleep, summoning their scattered worshippers
surfing the razor’s edge of the next zeitgeist.
and forging chains of slavery for fallen and
They don’t follow trends, they make them. By
mortal alike. Now come the words of Lucifer
the time the mainstream catches up to their
himself, lost Prince of the Fallen, warning of the
latest idea, they’ve moved on to new frontiers
terrible cataclysm to come.
of space and mind.
Reprogramming Reality Bit by Byte The Days of Fire Are at Hand
Demon: Days of Fire presents a vision of the
Computer hacking? That’s so yesterday. Why
world on the brink of apocalypse, as ancient
hack computers when you can tap into reality
powers clash and the future of mankind hangs
itself? After all, the programming language of
in the balance. Will the fallen destroy the threat
the universe is hardwired into every mage’s
of the Earthbound forever, or will the mad gods
Avatar. Unlike other mages, Virtual Adepts
of legend bring about eternal night? Will the
aren’t content to just seek enlightenment. It’s
world be destroyed or reborn in the dawn of a
time to upgrade the universe’s operating sys-
new age? Tradeback.
tem, even if it risks crashing the current program.
Continues the revolution storyline in the wake ISBN: 1-58846-762-7 Stock #: WW8281
of the Ascension War. Retail Price: $19.95 U.S. Page Count: 128

ISBN: 1-58846-416-4 Stock #: WW4660 Author: Greg Stolze


Retail Price: $19.95 U.S. Page Count: 104 Developer: Mike Lee
Artist: Pauline Benney
Authors: Martin Hackleman & Bill Maxwell
Developer: Bill Bridges
Artists: Christopher Shy, Langdon Foss & Leif Jones

Orpheus: Kingdom of
Shadow Halta™
Games™ Lords of the Forest
“This is Radio Free The Liniowan call them man-
apes, people who are no
Death… better than beasts. Savants
…the Voice of the Afterlife. claim that these people can
Don’t believe the hype. The be only Wyld-twisted slaves
Missionaries may say they of the Fair Folk. Yet they and
help folks, but who do you their animal companions live
think started all this? They’re free and prosperous in the
some bad people, brothers and sisters. They’re forests of the Northeast, and pay no tribute to
helping something big and nasty, and they the despotic Realm. Now, at the dawn of the
ain’t scared of you. In fact, they know every Age of Sorrows, the trees no longer afford
trick you do. How do you figure they’re so good shelter. Where will the Haltan nation stand in
at being dead? You may not like the answer, an age of warring gods and heroes?
because the truth has a taste for you.”
Masters of Beasts
Ten Little Deaths Kingdom of Halta details the people of this
In Shadow Games, the true nature of the land, with their arboreal society, their animal
characters’ adversaries is revealed, as is the servants and their endless war with the Linowan.
cult behind the Pigment trade, and its connec- Inside, players and Storytellers alike discover
tion to Spectres. Helping the heroes, however, the secrets of Haltan trade with the Far East,
is a new character class, new roles to combat pacts with the Fair Folk, and an ancient resis-
the coming storm, and a new way to use Spite tance to the Realm.
to fuel abilities in a deadly gamble between ISBN: 1-58846-670-1 Stock #: WW8826
need and power. Retail Price: $19.95 U.S. Page Count: 96
ISBN: 1-58846-603-5 Stock #: WW21011 Authors: Matt McFarland & John Snead
Retail Price: $21.95 U.S. Page Count: 160 Developer: Geoffrey C. Grabowski
Developer: Lucien Soulban Artist: UDON
Artist: William O’Connor

20
__ Mexico City by Night (2412)
1-58846-228-5 $17.95 US
__ Midnight Siege (2422)
__ Vampire: The Masquerade (2300) 1-58846-219-6 $17.95 US
1-56504-249-2 $29.95 US __ Revelations of the Dark Mother (2024)
__ Vampire Revised CD-Rom (5720) 1-56504-237-9 $10.95 US
1-56504-167-4 $49.95 US __ Sins of the Blood (2421)
__ Archons & Templars (2425) 1-58846-217-X $17.95 US
1-58846-224-2 $19.95 US __ State of Grace (2427)
__ Art of Vampire: The Masquerade (2298) 1-58846-234-X $17.95 US
1-56504-209-3 $14.95 US __ Succubus Club: Dead Man’s Party (2409)
__ Blood Sacrifice: The Thaumaturgy Companion (2423) 1-58846-240-4 $16.95 US
1-58846-222-6 $14.95 US __ Vampire Storytellers Companion (2301)
__ Book of Nod (2251) 1-56504-259-X $14.95 US
1-56504-078-3 $10.95 US __ Vampire Storytellers Handbook (Revised Edition) (2304)
__ Caine’s Chosen: The Black Hand (2428) 1-56504-264-6 $25.95 US
1-58846-236-6 $16.95 US
__ Cairo by Night (2410)
1-58846-215-3 $19.95 US
__ Chaining the Beast (2432)
1-58846-241-2 $19.95 US
__ Victorian Age: Vampire (2470)
__ Chicago Chronicles Volume 2 (2235) 1-58846-229-3 $26.95 US
1-56504-220-4 $20.00 US
__ Victorian Age Companion (2472)
__ Cities of Darkness Volume 3 (2624) 1-58846-238-2 $24.95 US
1-56504-235-2 $16.00 US
__ London by Night (2471)
__ Clanbook: Assamite Revised (2359) 1-58846-230-7 $19.95 US
1-56504-256-5 $14.95 US
__ Clanbook: Brujah Revised (2351)
1-56504-267-0 $14.95 US
__ Clanbook: Followers of Set Revised (2360)
1-58846-204-8 $14.95 US
__ Clanbook: Gangrel Revised (2352)
A Collectible Card Game Inspired by
1-56504-265-4 $14.95 US Vampire: The Masquerade
__ Clanbook: Giovanni Revised (2363)
1-58846-207-2 $14.95 US __ Anarchs Starter Display (2512)
__ Clanbook: Lasombra Revised (2362) 1-58846-038-X $59.70 US
1-58846-201-3 $14.95 US __ Anarchs Booster Display (2511)
__ Clanbook: Malkavian Revised (2353) 1-58846-037-1 $99.00 US
1-56504-268-9 $14.95 US __ Sabbat War Booster Pack (2556)
__ Clanbook: Nosferatu Revised (2354) 1-56504-479-7 $2.75 US
1-56504-266-2 $14.95 US __ Sabbat War Booster Pack Display (2555)
__ Clanbook: Ravnos Revised (2364) 1-56504-478-9 $99.00 US
1-58846-209-9 $14.95 US __ Final Nights Starter Deck: Assamite (2563)
__ Clanbook: Setite Revised 1-56504-463-0 $9.95 US
(2360) 1-58846-204-8 $14.95 US __ Final Nights Starter Deck: Giovanni (2564)
__ Clanbook: Toreador Revised (2356) 1-56504-464-9 $9.95 US
1-56504-269-7 $14.95 US __ Final Nights Starter Deck: Ravnos (2565)
__ Clanbook: Tremere Revised (2357) 1-56504-465-7 $9.95 US
1-56504-254-9 $14.95 US __ Final Nights Starter Deck: Setite (2566)
__ Clanbook: Tzimisce Revised (2361) 1-56504-466-5 $9.95 US
1-58846-202-1 $14.95 US __ Final Nights Starter Deck Display (2562)
__ Clanbook: Ventrue Revised (2358) 1-56504-462-2 $79.60 US
1-56504-255-7 $14.95 US __ Final Nights Booster Pack (2561)
__ Counsel of Primogen, The (2429) 1-56504-481-9 $2.75 US
1-58846-237-4 $19.95 US __ Final Nights Booster Display (2560)
__ Dirty Secrets of the Black Hand (2006) 1-56504-480-0 $99.00 US
1-56504-210-7 $18.00 US __ Bloodlines Booster Pack (2576)
__ Encyclopedia Vampirica (2440) 1-56504-468-1 $2.75 US
1-58846-227-7 $49.95 US __ Bloodlines Booster Pack Display (2575)
__ Ghouls: Fatal Addiction (2021) 1-56504-467-3 $99.00 US
1-56504-230-1 $15.00 US __ Camarilla Edition Booster Pack Display (2592)
__ Gilded Cage, The (2420) 1-58846-033-9 $99.00 US
1-58846-216-1 $15.95 US __ Camarilla Edition Starter Deck Display (2585)
__ Giovanni Chronicles IV: Nuova Malattia (2097) 1-58846-026-6 $59.70 US
1-56504-252-2 $19.95 US __ Camarilla Edition Booster Pack (02593)
__ Giovanni Saga 1, The (2098) 1-58846-034-7 $2.75
1-56504-253-0 $17.95 US __ Camarilla Edition Starter Deck: Ventrue (2591)
__ Guide to the Anarchs (2424) 1-58846-032-0 $9.95
1-58846-223-4 $25.95 US __ Camarilla Edition Starter Deck: Tremere (2590)
__ Guide to the Camarilla (2302) 1-58846-031-2 $9.95
1-56504-261-1 $25.95 US __ Camarilla Edition Starter Deck: Toreador (2589)
__ Guide to the Sabbat (2303) 1-58846-030-4 $9.95
1-56504-263-8 $25.95 US __ Camarilla Edition Starter Deck: Nosferatu (2588)
__ Havens of the Damned (2426) 1-58846-029-0 $9.95
1-58846-225-0 $14.95 US __ Camarilla Edition Starter Deck: Malkavian (2587)
__ Kindred of the Ebony Kingdom (2441) 1-58846-028-2 $9.95
1-58846-239-0 $29.95 US __ Camarilla Edition Starter Deck: Brujah (2586)
__ Lair of the Hidden (2430) 1-58846-027-4 $9.95
1-58846-242-0 $21.95 US

21
__ Transylvania by Night (2808)
1-56504-287-5 $18.00 US
__ Transylvania Chronicles 3: Ill Omens (2813)
O F THE EAST 1-56504-292-1 $15.95 US
__ Kindred of the East (2900) __ Transylvania Chronicles 4: The Dragon Ascendant (2814)
1-56504-293-X $15.95 US
1-56504-232-8 $25.00 US
__ Under the Black Cross (2836)
__ Dharma Book: Bone Flowers (2905)
1-58846-275-7 $15.95 US
1-56504-240-9 $14.95 US
__ Veil of Night (2832)
__ Dharma Book: Devil-Tigers (2904)
1-58846-206-4 $25.95
1-56504-239-5 $14.95 US
__ Wind from the East: The Mongols (2828)
__ Dharma Book: Thousand Whispers (2906)
1-56504-271-9 $14.95 US
1-58846-200-5 $14.95 US
__ Wolves of the Sea (2820)
__ Heresies of the Way (2922) 1-56504-298-0 $14.95 US
1-58846-232-3 $19.95 US
__ Killing Streets (2930)
1-58846-208-0 $15.95 US
__ Kindred of East Companion (2901)
1-56504-223-9 $19.95 US __ Werewolf: The Apocalypse (Revised) (3801)
__ Shadow War (2903) 1-56504-365-0 $29.95 US
1-56504-227-1 $15.95 US __ Art of Werewolf: The Apocalypse (3803)
__ Thousand Hells, The (2902) 1-58846-302-8 $14.95 US
1-56504-226-3 $17.95 US __ Book of Auspices (3812)
1-58846-315-X $19.95 US
__ Book of the City (3811)
1-58846-310-9 $19.95 US
__ Book of the Weaver (3209)
__ Dark Ages: Vampire Revised Edition (20000) 1-56504-311-1 $17.95 US
1-58846-276-5 $29.95 US __ Book of the Wyld (3113)
__ Ashen Cults (2835) 1-56504-367-7 $17.95 US
1-58846-213-7 $14.95 US __ Chronicle of the Black Labyrinth (3404)
__ Ashen Knight, The (2826) 1-56504-314-6 $12.95 US
1-56504-241-7 $17.95 US __ Croatan Song (3112)
__ Ashen Thief, The (2827) 1-56504-388-X $17.95 US
1-56504-236-0 $14.95 US __ Guardians of the Caerns (3212)
__ Bitter Crusade (2833) 1-56504-360-X $15.95 US
1-58846-214-5 $15.95 US __ Gurahl (3079)
__ Clanbook: Baali (2817) 1-56504-339-1 $17.95 US
1-56504-213-1 $12.00 US __ Hammer & Klaive (3813)
__ Clanbook: Cappadocian (2805) 1-58846-317-6 $19.95 US
1-56504-280-8 $12.00 US __ Hengeyokai: Shapeshifters of the East (3063)
1-56504-338-3 $20.00 US
__ Clash of Wills (2810)
1-56504-289-1 $8.00 US __ Kinfolk: Unsung Heroes (3074)
1-56504-308-1 $15.00 US
__ Dark Ages Europe (20020)
1-58846-279-X $21.95 US __ Litany of the Tribes Volume 3 (3382)
1-56504-304-9 $20.00 US
__ Dark Ages: Inquisitor (20004)
__ Litany of the Tribes Volume 4 (3383)
1-58846-282-X $26.95 US
1-56504-305-7 $22.95 US
__ Dark Ages: Mage (20002)
__ Mokolé (3081)
1-58846-404-0 $26.95 US
1-56504-306-5 $19.95 US
__ Dark Ages: Right of Princes (20045)
__ Nagah (3084)
1-58846-283-8 $19.95 US
1-56504-348-0 $19.95 US
__ Dark Ages: Spoils of War (20046)
__ Nuwisha (3076)
1-58846-286-2 $19.95 US 1-56504-336-7 $12.00 US
__ Dark Ages: Vampire Storytellers Companion (20003) __ Players Guide to the Changing Breeds (3807)
1-58846-278-1 $14.95 US 1-58846-318-4 $29.95 US
__ Dark Ages: Werewolf (20005) __ Players Guide to the Garou (3806)
1-58846-284-6 $29.95 US 1-58846-313-3 $29.95 US
__ Erciyes Fragments, The (2818) __ Possessed: A Players Guide (3810)
1-56504-297-2 $14.95 US 1-58846-307-9 $19.95 US
__ Fountains of Bright Crimson (2825) __ Rage Across Egypt (3114)
1-56504-270-0 $7.95 US 1-58846-301-X $17.95 US
__ House of Tremere (2829) __ Rage Across the World Volume 1 (3069)
1-56504-272-7 $19.95 US 1-56504-319-7 $20.00 US
__ Jerusalem by Night (2821) __ Rage Across the World Volume 3 (3071)
1-56504-299-9 $17.95 US 1-56504-324-3 $18.00 US
__ Libellus Sanguinis I (2807) __ Rokea (3083)
1-56504-286-7 $15.00 US 1-56504-364-2 $17.95 US
__ Libellus Sanguinis IV (2830) __ Silver Record, The (3210)
1-58846-205-6 $15.95 US 1-56504-307-3 $14.95 US
__ Liege, Lord and Lackey (2806) __ Subsidiaries: A Guide to Pentex (3211)
1-56504-281-6 $15.00 US 1-56504-358-8 $17.95 US
__ Players Guide to the Low Clans (20006) __ Tribebook: Black Furies Revised (3851)
1-58846-287-0 $29.95 US 1-56504-389-8 $14.95
__ Road of Heaven (20032) __ Tribebook: Bone Gnawers Revised (3852)
1-58846-285-4 $16.95 US 1-58846-300-1 $14.95 US
__ Road of Kings (20031) __ Tribebook: Children of Gaia Revised (3853)
1-58846-281-1 $15.95 US 1-58846-303-6 $14.95 US
__ Road of Sin (20033) __ Tribebook: Fianna Revised (3854)
1-58846-288-9 $19.95 US 1-58846-306-0 $14.95 US
__ Road of the Beast (20030) __ Tribebook: Get of Fenris Revised (3855)
1-58846-280-3 $15.95 US 1-58846-312-5 $14.95 US

22
White Wolf Publishing and Sword and Sorcery Order Form (Oct to Dec)
White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, Georgia 30083 1.800.454.WOLF

P E R S O N A L I N F O R M A T I O N

Name ____________________________________________________________________

Address ___________________________________________________________________

City _______________________________________________________ State _________________________ Zip ________________________

Phone ____________________________________________________________________

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 2305 1-58846-243-9 VAMPIRE OCT $29.95
THE RED SIGN 2431 1-58846-245-5 VAMPIRE NOV $19.95
VENTRUE CHRONICLES 2460 1-58846-244-7 VAMPIRE DEC $19.95
THE WOUNDED KING (VICTORIAN 3) 11192 1-58846-858-5 VAMPIRE FICTION OCT $6.99
THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) 11271 1-58846-846-1 VAMPIRE FICTION NOV $17.99
THE PUPPET MASTERS (BRUJAH 3) 11122 1-58846-816-X VAMPIRE FICTION DEC $6.99
DARK AGES: MAGE GRIMOIRE 20060 1-58846-411-3 DARK AGES OCT $21.95
PLAYERS GUIDE TO THE HIGH CLANS 20007 1-58846-289-7 DARK AGES NOV $29.95
DARK AGES: BRITAIN 20021 1-58846-290-0 DARK AGES DEC $21.95
DARK AGES: BRUJAH (DACN 8) 11212 1-58846-832-1 DARK AGES FICTION NOV $6.99
DARK AGES: MALKAVIAN (DACN 7) 11211 1-58846-831-3 DARK AGES FICTION OCT $6.99
DARK AGES: TOREADOR (DACN 9) 11213 1-58846-833-X DARK AGES FICTION DEC $6.99
PAST LIVES 3814 1-58846-319-2 WEREWOLF OCT $19.95
TRIBEBOOK: STARGAZERS 3861 1-58846-320-6 WEREWOLF NOV $19.95
TRIBEBOOK: UKTENA 3862 1-58846-321-4 WEREWOLF DEC $19.95
TRIBEBOOK: WENDIGO 3863 1-58846-322-2 WEREWOLF DEC $19.95
TRADITION BOOK: VERBENA 4659 1-58846-415-6 MAGE NOV $19.95
TRADITION BOOK: VIRTUAL ADEPTS 4660 1-58846-416-4 MAGE DEC $19.95
HOUSES OF THE FALLEN 8203 1-58846-760-0 DEMON NOV $29.95
DAYS OF FIRE 8281 1-58846-762-7 DEMON DEC $19.95
EXALTED: THE SIDEREAL 8814 1-58846-669-8 EXALTED OCT $29.95
KINGDOM OF HALTA 8826 1-58846-670-1 EXALTED DEC $19.95
SHADES OF GRAY 21010 1-58846-602-7 ORPHEUS NOV $21.95
SHADOW GAMES 21011 1-58846-603-5 ORPHEUS DEC $21.95
VAMPIRE BY GASLIGHT 5041 1-58846-520-9 MIND’S EYE THEATRE OCT $19.95
DEAD ROSES FOR A BLUE LADY 12997 1-58846-844-5 SONJA BLUE FICTION OCT $13.99
BLACK HAND STARTER DISPLAY 2635 1-58846-042-8 VTES DEC $79.60
BLACK HAND BOOSTER DISPLAY 2636 1-58846-043-6 VTES DEC $99.00
PLAYER’S GUIDE TO RANGERS AND ROGUES 8309 1-58846-147-5 SCARRED LANDS OCT $23.95
VIGIL WATCH: SECRETS OF THE ASAATTHI 8335 1-58846-143-2 SCARRED LANDS OCT $21.95
PLAYER’S GUIDE TO MONKS AND PALADINS 8305 1-58846-094-0 SCARRED LANDS NOV $23.95
THE FAITHFUL AND THE FORSAKEN 8317 1-58846-137-8 SCARRED LANDS NOV $19.95
CREATURE COLLECTION III: SAVAGE BESTIARY 8303 1-58846-138-6 SCARRED LANDS DEC $29.95
LUCLIN 16512 1-58846-066-5 EVERQUEST OCT $29.95
MONSTERS OF LUCLIN 16514 1-58846-064-9 EVERQUEST NOV $21.95
REALMS OF NORRATH: FORESTS OF FAYDARK 16513 1-58846-133-5 EVERQUEST DEC $23.95
SOLUSEK’S EYE 16522 1-58846-062-2 EVERQUEST DEC $18.95
CRY HAVOC 16122 1-58846-023-1 MALHAVOC PRESS OCT $21.95
MONTE COOK’S ARCANA UNEARTHED:THE DIAMOND THRONE 16141 1-58846-057-6 MALHAVOC PRESS NOV $18.95
ANGER OF ANGELS 16131 1-58846-060-6 MALHAVOC PRESS DEC $21.95
RAVENLOFT PLAYER’S HANDBOOK 15005 1-58846-091-6 RAVENLOFT OCT $34.95
RAVENLOFT GAZETTEER IV 15023 1-58846-087-8 RAVENLOFT NOV $25.95
ORDER BOOK: GABRIELITES 17006 1-58846-074-6 ENGEL NOV $19.95
CITY STATE OF THE INVINCIBLE OVERLORD 8393 1-58846-990-5 NECROMANCER DEC $34.95
CAVERNS OF THRACIA 8392 1-58846-991-3 NECROMANCER DEC $24.95
MANUAL OF MONSTERS 17201 1-58846-070-3 WARCRAFT OCT $29.95
ALLIANCE AND HORDE COMPENDIUM 17202 1-58846-063-0 WARCRAFT DEC $21.95
GAMMA WORLD PLAYER’S HANDBOOK 17250 1-58846-069-X GAMMA WORLD OCT $34.95
MUTANTS AND MACHINES 17251 1-58846-067-3 GAMMA WORLD NOV $34.95
OUT OF THE VAULTS 17252 1-58846-022-3 GAMMA WORLD DEC $22.95
©2003. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by White Wolf Publishing Inc. All rights reserved.
White Wolf Publishing and Sword and Sorcery Pre-Order Form (Jan to Mar)
White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, Georgia 30083 1.800.454.WOLF

P E R S O N A L I N F O R M A T I O N

Name ____________________________________________________________________

Address ___________________________________________________________________

City _______________________________________________________ State _________________________ Zip ________________________

Phone ____________________________________________________________________

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: GEHENNA 2999 1-58846-246-3 VAMPIRE JAN $29.99

VAMPIRE: GEHENNA, THE FINAL NIGHT 11910 1-58846-855-0 VAMPIRE FICTION JAN $7.99

VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) 11272 1-58846-853-4 VAMPIRE FICTION JAN $17.99

ROAD OF HUMANITY 20034 1-58846-297-8 DARK AGES FEB $19.99

INQUISITOR COMPANION 20011 1-58846-291-9 DARK AGES MAR $21.99

DARK AGES: GANGREL (DACN 10) 11214 1-58846-847-X DARK AGES FICTION FEB $6.99

WEREWOLF: APOCALYPSE 3999 1-58846-323-0 WEREWOLF FEB $29.99

WEREWOLF: THE LAST BATTLE 11911 1-58846-856-9 WEREWOLF FICTION FEB $7.99

MAGE: ASCENSION 4999 1-58846-417-2 MAGE MAR $29.99

MAGE: JUDGMENT DAY 11912 1-58846-857-7 MAGE FICTION MAR $7.99

WORLD OF DARKNESS: TIME OF JUDGMENT 5399 1-58846-475-X WORLD OF DARKNESS MAR $29.99

THE OUTCASTE 8850 1-58846-671-X EXALTED JAN $21.99

BLOOD AND SALT 8827 1-58846-672-8 EXALTED MAR $19.99

THE ORPHAN-GRINDERS 21012 1-58846-604-3 ORPHEUS JAN $21.99

ORPHEUS: ENDGAME 21012 1-58846-605-1 ORPHEUS FEB $21.99

LAWS OF JUDGMENT 5099 1-58846-522-5 MIND’S EYE THEATRE MAR $21.99

IN THE BLOOD 12993 1-58846-876-3 BOREALIS FICTION MAR $13.99

BLOOD SEA: THE CRIMSON ABYSS 8329 1-58846-950-6 SCARRED LANDS JAN $24.99

ECHOES OF THE PAST: THE SLARECIAN LEGACY 8336 1-58846-955-7 SCARRED LANDS MAR $24.99

REALMS OF NORRATH: DAGNOR’S CAULDRON 16515 1-58846-953-0 EVERQUEST FEB $23.99

COMPLETE BOOK OF ELDRITCH MIGHT 16105 1-58846-952-5 MALHAVOC PRESS JAN $34.99

BOOK OF HALLOWED MIGHT 16103 1-58846-108-4 MALHAVOC PRESS FEB $10.99

CHAOSITECH 16104 1-58846-056-8 MALHAVOC PRESS MAR $18.99

DENIZENS OF DREAD 15006 1-58846-951-4 RAVENLOFT JAN $34.99

VAN RICHTEN’S GUIDE TO THE SHADOW FEY 15012 1-58846-088-6 RAVENLOFT MAR $22.99

MAGIC & MAYHEM 17203 1-58846-954-9 WARCRAFT MAR $29.99

GAMMA WORLD GAME MASTER’S GUIDE 17251 1-58846-068-1 GAMMA WORLD MAR $29.99

©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 (3856)
1-58846-308-7 $15.95 US
__ Tribebook: Red Talons Revised (3857)
1-58846-309-5 $15.95 US __ Changeling: The Dreaming (7300)
__ Tribebook: Shadow Lords Revised (3858) ISBN 1-56504-716-8 $30.00 US
1-58846-311-7 $15.95 US __ Book of Lost Houses, The (7311)
__ Tribebook: Silent Striders Revised (3859) 1-56504-483-5 $18.00
1-58846-314-1 $17.95 US
__ Tribebook: Silver Fangs Revised (3860)
1-58846-316-8 $17.95 US
__ Werewolf Chronicles Volume 2 (3208)
1-56504-322-7 $15.00 US __ Hunter: The Reckoning (8100)
__ Werewolf Players Guide Second Edition (3108) 1-56504-735-4 $29.95 US
1-56504-352-9 $25.00 US __ Hunter: Apocrypha (8108)
__ Werewolf Storytellers Companion Revised (3802) 1-56504-744-3 $14.95 US
1-56504-323-5 $14.95 US __ Hunter Book: Avenger (8103)
__ Werewolf Storytellers Handbook Revised Edition (3804) 1-56504-739-7 $14.95 US
1-58846-304-4 $25.95 US __ Hunter Book: Defender (8104)
__ World of Rage, A (3213) 1-56504-740-0 $14.95 US
1-56504-362-6 $19.95 US __ Hunter Book: Hermit (8112)
1-56504-748-6 $14.95 US
__ Hunter Book: Innocent (8106)
1-56504-742-7 $14.95 US
__ Mage: The Ascension (4600) __ Hunter Book: Judge (8107)
1-56504-405-3 $29.95 US 1-56504-743-5 $14.95 US
__ Blood Treachery (4046) __ Hunter Book: Martyr (8109)
1-56504-409-6 $14.95 US 1-56504-745-1 $14.95 US
__ Convention Book: Iteration X Revised (4035) __ Hunter Book: Redeemer (8110)
1-56504-441-X $14.95 US 1-56504-746-X $14.95 US
__ Dark Ages: Mage (20002) __ Hunter Book: Visionary (8111)
1-58846-404-0 $26.95 US 1-56504-747-8 $14.95 US
__ Dead Magic 2: Secrets and Survivors (4048) __ Hunter: Fall from Grace (8135)
1-58846-406-7 $21.95 US 1-58846-708-2 $19.95 US
__ Dragons of the East (4047) __ Hunter: First Contact (8131)
1-56504-428-2 $19.95 US 1-58846-704-X $19.95 US
__ Fallen Tower: Las Vegas, The (4631) __ Hunter: Holy War (8130)
1-58846-408-3 $19.95 US 1-58846-702-3 $15.95 US
__ Forged by Dragon’s Fire (4640) __ Hunter Players Guide (8120)
1-58846-410-5 $16.95 US 1-58846-700-7 $25.95 US
__ Fragile Path (4006) __ Hunter Storytellers Companion (8101)
1-56504-432-0 $10.95 US 1-56504-736-2 $14.95 US
__ Guide to the Technocracy (4014) __ Hunter Storytellers Handbook (8121)
1-56504-417-7 $25.95 US 1-58846-701-5 $25.95 US
__ Guide to the Traditions (4603) __ Hunter Survival Guide (8102)
1-56504-455-X $25.95 US 1-56504-737-0 $19.95 US
__ Horizon: Stronghold of Hope (4012) __ Hunter: The Infernal (8137)
1-56504-425-8 $15.00 US 1-58846-710-4 $17.95 US
__ Infinite Tapestry, The (4632) __ Hunter: The Moonstruck (8134)
1-58846-409-1 $24.95 US 1-58846-707-4 $17.95 US
__ Lost Paths I (4030) __ Hunter: The Nocturnal (8132)
1-56504-429-0 $17.95 US 1-58846-705-8 $15.95 US
__ Mage Chronicles Volume 3 (4018) __ Hunter: The Spellbound (8136)
1-56504-444-4 $17.95 US 1-58846-709-0 $17.95 US
__ Mage Storytellers Handbook Revised Edition (4604) __ Hunter: The Walking Dead (8105)
1-58846-402-4 $25.95 US 1-56504-741-9 $15.95 US
__ Mage Tarot Deck (4120) __ Hunter: Urban Legends (8138)
1-56504-440-1 $19.95 US 1-58846-711-2 $19.95 US
__ Manifesto: Transmissions from the Rogue Council (4255) __ Hunter: Utopia (8133)
1-58846-407-5 $16.95 US 1-58846-706-6 $19.95 US
__ Masters of the Art (4017)
1-56504-427-4 $13.95 US
__ Technocracy: Assembled Volume 2 (4209)
1-56504-419-3 $14.95 US
__ Tradition Book: Akashic Brotherhood Revised (4657) __ Demon: The Fallen (8200)
1-56504-456-8 $14.95 US 1-58846-750-3 $29.95 US
__ Tradition Book: Celestial Chorus Revised (4665) __ City of Angels (8211)
1-56504-457-6 $14.95 US 1-58846-752-X $19.95 US
__ Tradition Book: Cult of Ecstasy Revised (4661) __ Damned and Deceived (8221)
1-56504-449-5 $14.95 US 1-58846-758-9 $16.95 US
__ Tradition Book: Dreamspeakers Revised (4662) __ Demon Players Guide (8202)
1-58846-400-8 $14.95 US 1-58846-756-2 $29.95 US
__ Tradition Book: Euthanatos Revised (4663) __ Earthbound, The (8280)
1-58846-401-6 $14.95 US 1-58846-761-9 $21.95 US
__ Tradition Book: Hollow Ones Revised (4666) __ Fear to Tread (8270)
1-58846-403-2 $15.95 US 1-58846-753-8 $19.95 US
__ Tradition Book: Order of Hermes Revised (4664) __ Saviors and Destroyers (8220)
1-58846-413-X $19.95 US 1-58846-754-6 $16.95 US
__ Tradition Book: Sons of Ether Revised (4658) __ Demon Storytellers Companion (8201)
1-58846-414-8 $19.95 US 1-58846-751-1 $15.95 US

27
__ Laws of Ascension Companion (5033)
1-58846-516-0 $17.95 US
__ Laws of the East (5016)
__ Orpheus (21000) 1-56504-730-3 $17.95 US
1-58846-600-0 $34.95 US
__ Laws of the Hunt Revised Edition (5032)
__ Crusade of Ashes (21001) 1-58846-511-X $19.95 US
1-58846-601-9 $21.95 US
__ Laws of the Reckoning (5037)
1-58846-515-2 $19.95 US
__ Laws of the Resurrection (5035)
1-58846-513-6 $19.95 US
__ Laws of the Wild Revised (5022)
__ Exalted (8800)
1-58846-501-2 $19.95 US
1-56504-623-4 $29.95 US
__ Laws of the Wyld West (5004)
__ Aspect Book: Air (8840)
1-56504-504-1 $14.95 US
1-58846-668-X $19.95 US
__ Mind’s Eye Theatre: Book of the Wyrm (5029)
__ Book of Three Circles, The (8802)
1-58846-507-1 $15.95 US
1-58846-651-5 $17.95 US
__ Mind’s Eye Theatre: Dark Epics (5027)
__ Caste Book: Dawn (8830)
1-58846-506-3 $12.95 US
1-58846-653-1 $14.95 US
__ Mind’s u0Ì Theatre: Faith and Fire (5038)
__ Caste Book: Eclipse (8834)
1-58846-517-9 $19.95 US
1-58846-664-7 $16.95 US
__ Mind’s Eye Theatre Gift Deck (05183)
__ Caste Book: Night (8833)
1-58846-509-8 $14.95 US
1-58846-662-0 $14.95 US
__ Mind’s Eye Theatre: The Anarch Guide (5040)
__ Caste Book: Twilight (8832)
1-58846-519-5 $17.95 US
1-58846-661-2 $14.95 US
__ Mind’s Eye Theatre: The Camarilla Guide (5017)
__ Caste Book: Zenith (8831)
1-56504-731-1 $14.95 US
1-58846-660-4 $14.95 US
__ Mind’s Eye Theatre: The Changing Breeds (Vol 1) (5019)
__ Creatures of the Wyld (8803)
1-56504-733-8 $14.95 US
1-58846-663-9 $19.95 US
__ Mind’s Eye Theatre: The Changing Breeds (Vol 2) (5024)
__ Exalted Storytellers Companion (8801)
1-58846-502-0 $14.95 US
1-58846-650-7 $15.95 US
__ Mind’s Eye Theatre: Changing Breeds (Vol 3) (5034)
__ Exalted: The Abyssal (8813)
1-58846-512-8 $17.95 US
1-58846-665-5 $29.95 US
__ Mind’s Eye Theatre Discipline Deck (5181)
__ Exalted: The Dragon-Blooded (8811)
1-56504-698-6 $14.95 US
1-58846-656-6 $29.95 US
__ Mind’s Eye Theatre Prop Deck (5180)
__ Exalted: The Lunars (8812)
1-56504-679-X $14.95 US
1-58846-657-4 $29.95 US
__ Shining Host, The (5009)
__ Games of Divinity, The (8823)
1-56504-510-6 $15.00 US
1-58846-659-0 $17.95 US
__ Shining Host Players Guide, The (5030)
__ Manacle and Coin (8825)
1-58846-508-X $15.95 US
1-58846-667-1 $19.95 US
__ Vampire Storyteller Guide (5021)
__ Ruins of Rathess (8824)
1-58846-503-9 $15.95 US
1-58846-666-3 $16.95 US
__ Savage Seas (8822)
1-58846-658-2 $17.95 US
__ Scavenger Sons (8820)
1-58846-652-3 $15.95 US __ Trinity (9099)
1-56504-622-6 $14.95 US
__ Time of Tumult (8821)
1-58846-655-8 $21.95 US __ Alien Encounter 1: Invasion (9104)
1-56504-620-X $17.95 US
__ Alien Encounter 2: Deception (9105)
1-56504-621-8 $17.95 US
__ Darkness Revealed 1: Descent into Darkness (9101)
__ A World of Darkness Second Edition (2226) 1-56504-751-6 $15.95 US
1-56504-207-7 $18.00 US __ Darkness Revealed 2: Passage Through Shadow (9102)
__ Mummy: The Resurrection (2380) 1-56504-752-4 $15.95 US
1-58846-203-X $25.95 US __ Darkness Revealed 3: Ascent into Light (9103)
__ Mummy Players Guide (2381) 1-56504-753-2 $15.95 US
1-58846-235-8 $26.95 US __ Trinity: America Offline (9003)
__ World of Darkness: Blood and Silk (2950) 1-56504-762-1 $17.95 US
1-56504-242-5 $21.95 US __ Trinity: Luna Rising (9002)
__ World of Darkness: Blood-Dimmed Tides (3350) 1-56504-760-5 $17.95 US
1-56504-354-5 $17.95 US __ Trinity: Shattered Europe (9004)
__ World of Darkness: Combat (3206) 1-56504-761-3 $19.95 US
1-56504-316-2 $15.00 US __ Trinity: Stellar Frontier (9005)
__ World of Darkness: Mafia (2228) 1-56504-763-X $19.95 US
1-58846-226-9 $17.95 US __ Trinity Field Report: Alien Races (9202)
__ World of Darkness: Midnight Circus (3068) 1-56504-772-9 $4.95 US
1-56504-317-0 $15.00 US __ Trinity Field Report: Extrasolar Colonies (9201)
__ World of Darkness: Tokyo (6103) 1-56504-771-0 $4.95 US
1-56504-633-1 $18.00 US __ Trinity Field Report: Media (9204)
1-56504-605-6 $4.95 US
__ Trinity Technology Manual (9200)
1-56504-770-2 $15.95 US

__ Hengeyokai: Way of the Beast Courts (5036)


1-58846-514-4 $17.95 US
__ Laws of the Night Revised (5013) __ Aberrant (8500)
1-56504-589-0 $19.95 US 1-56504-626-9 $24.95 US
__ Laws of Ascension (5022) __ Aberrant: Church of Michael Archangel (8543)
1-58846-500-4 $19.95 US 1-56504-691-9 $4.95 US

28
__ Aberrant: The Directive (8521) Clan Tremere Trilogy
1-56504-685-4 $14.95 US
__ Aberrant: Elites (8506) __ Vampire: Widow’s Walk (Book 1) (11117)
1-56504-692-7 $14.95 US 1-56504-925-X $6.50 US
__ Aberrant: Fear and Loathing (8541) __ Vampire: Widow’s Weeds (Book 2) (11118)
1-56504-689-7 $4.95 US 1-56504-935-7 $6.50 US
__ Aberrant Players Guide (8505) __ Vampire: Widow’s Might (Book 3) (11119)
1-56504-687-0 $25.95 US 1-56504-949-7 $6.50 US
__ Aberrant: Project Utopia (8504)
1-56504-631-5 $19.95 US Clan Brujah Trilogy
__ Aberrant: ReignofEvil.com (8542)
__ Vampire: Slave Ring (Book 1) (11120)
1-56504-690-0 $4.95 US
1-58846-814-3 $6.99 US
__ Aberrant: Teragen (8520)
__ Vampire: The Overseer (Book 2) (11121)
1-56504-683-8 $17.95 US
1-58846-815-1 $6.99 US
__ Aberrant: XWF (8540)
1-56504-688-9 $4.95 US
__ Aberrant: Year One (8502)
1-56504-629-3 $14.95 US
__ Aberrant Storytellers Screen (8501)
1-56504-627-7 $14.95 US
__ Aberrant Worldwide Phase I (8530)
1-56504-684-6 $21.95 US Victorian Age Trilogy
__ Aberrant Worldwide Phase II (8510)
1-56504-686-2 $19.95 US __ Vampire: A Morbid Initiation (Book 1) (11190)
__ Exposé: Aberrants (8503) 1-58846-828-3 $6.99 US
1-56504-630-7 $4.95 US __ Vampire: The Madness of Priests (Book 2) (11191)
1-58846-829-1 $6.99 US

__ Adventure (9350)
1-56504-608-0 $25.95 US
Dark Ages: Vampire Clan Novel Series
__ Dark Ages: Nosferatu (Book 1) (11205)
World of Darkness Fiction 1-58846-817-8 $6.99
__ Dark Ages: Assamite (Book 2) (11206)
1-58846-818-6 $6.99 US
__ Dark Ages: Cappadocian (Book 3) (11207)
1-58846-819-4 $6.99 US
__ Dark Ages: Setite (Book 4) (11209)
Clan Novel Saga 1-58846-821-6 $6.99 US
__ Dark Ages: Lasombra (Book 5) (11208)
__ Vampire: The Fall of Atlanta (Volume1) (11270) 1-58846-820-8 $6.99 US
1-58846-845-3 $17.99 US
__ Dark Ages: Ravnos (Book 6) (11210)
1-58846-823-2 $6.99 US
Clan Novel Series
__ Clan Novel: Tzimisce (Book 2) (11101) Other Dark Ages Fiction
1-56504-802-4 $5.99 US
__ Dark Tyrants (anthology) (11867)
__ Clan Novel: Gangrel (Book 3) (11102)
1-56504-888-1 $5.99 US
1-56504-803-2 $5.99 US
__ To Sift Through Bitter Ashes (11031)
__ Clan Novel: Setite (Book 4) (11103)
1-56504-995-0 $5.99 US
1-56504-804-0 $5.99 US
__ To Speak in Lifeless Tongues (11032)
__ Clan Novel: Ventrue (Book 5) (11104)
1-56504-996-9 $5.99 US
1-56504-805-9 $5.99 US
__ Clan Novel: Lasombra (Book 6) (11105)
1-56504-807-5 $5.99 US
__ Clan Novel: Assamite (Book 7) (11107)
1-56504-809-1 $5.99 US
Predator & Prey Series
__ Clan Novel: Ravnos (Book 8) (11106)
1-56504-808-3 $5.99 US __ Predator & Prey: Vampire (Book 1) (11700)
__ Clan Novel: Giovanni (Book 10) (11109) 1-56504-969-1 $6.50 US
1-56504-826-1 $5.99 US __ Predator & Prey: Judge (Book 2) (11701)
__ Clan Novel: Brujah (Book 11) (11110) 1-56504-970-5 $6.50 US
1-56504-825-3 $5.99 US __ Predator & Prey: Werewolf (Book 3) (11702)
__ Clan Novel: Nosferatu (Book 13) (11112) 1-56504-971-3 $6.50 US
1-56504-835-0 $5.99 US __ Predator & Prey: Jury (Book 4) (11703)
__ Clan Novel Anthology (11113) 1-56504-972-1 $6.50 US
1-56504-876-8 $6.50 US __ Predator & Prey: Mage (Book 5) (11704)
1-56504-973-X $6.50 US
__ Predator & Prey: Executioner (Book 6) (11705)
Clan Lasombra Trilogy 1-56504-974-8 $6.50 US
__ Vampire: Shards (Book 1) (11114)
1-56504-865-2 $6.50
Other Hunter Fiction
__ Vampire: Shadows (Book 2) (11115)
1-56504-858-X $6.50 US __ Inherit the Earth (anthology) (11903)
__ Vampire: Sacrifices (Book 3) (11116) 1-56504-839-3 $6.50 US
1-56504-887-3 $6.50 US

29
__ The Road to Science Fiction #4:
From Here to Forever (11090)
1-56504-822-9 $14.99 US
__ The Road to Science Fiction #5:
Tribe Novel Series The British Way (11091)
__ Tribe Novel: Shadow Lords & Get of Fenris (Book 1) (11150) 1-56504-157-7 $14.99 US
1-56504-855-5 $6.50 US __ The Road to Science Fiction #6:
__ Tribe Novel: Silent Striders & Black Furies (Book 2) (11151) Around the World (11092)
1-56504-883-0 $6.50 US 1-56504-158-5 $14.99 US
__ Tribe Novel: Red Talons & Fianna (Book 3) (11152)
1-56504-884-9 $6.50 US Nancy A. Collins
__ Tribe Novel: Bone Gnawers & Stargazers (Book 4) (11153)
__ A Dozen Black Roses (tradeback) (11019)
1-56504-886-5 $6.50 US
1-56504-873-3 $11.99 US
__ Tribe Novel: Children of Gaia & Uktena (Book 5) (11154)
__ Darkest Heart (12998)
1-58846-812-7 $6.50
1-56504-845-8 $11.99 US
__ Tribe Novel: Silver Fangs & Glass Walkers (Book 6) (11155)
1-58846-813-5 $6.50 US
__ Tribe Novel: Black Spiral Dancers White Wolf Wares
& Wendigo (Book 7) (11156)
1-58846-822-4 $6.50 US Specialty items designed to appeal
White Wolf fans worldwide.
Dice
__ Dark Ages Revised Dice (20010)
Trilogy of the Fallen 1-58846-053-3 $6.99
__ Demon: The Fallen Dice (8210)
__ Demon: Ashes and Angel Wings (Book 1) (10090)
1-58846-051-7 $6.99 US
1-58846-805-4 $6.99 US
__ Exalted Dice (8810)
__ Demon: The Seven Deadlies (Book 2) (10091)
1-56504-624-2 $6.99 US
1-58846-806-2 $6.99 US
__ Mage: The Ascension Dice (4051)
__ Demon: The Wreckage of Paradise (Book 3) (10092)
1-56504-452-5 $6.99 US
1-58846-807-0 $6.99 US
__ Scarred Lands Dice (8399)
1-58846-169-6 $6.99 US
__ Vampire: The Masquerade Dice (5602)
1-56504-591-2 $6.99 US
__ Werewolf: The Apocalypse Dice (5637)
The Year of the Scarab Trilogy 1-56504-570-X $6.99 US
__ Year of the Scarab: Heralds of the Storm (Book 1) (10020)
1-56504-857-1 $6.50 US Camarilla and Sabbat Pin Set
__ Year of the Scarab: Lay Down With Lions (Book 2) (10021)
1-58846-803-8 $6.50 US This pin set contains 34 pins (one from every vampire clan and
__ Year of the Scarab: Land of the Dead (Book 3) (10022) bloodline) and two ankh necklaces (one Camarilla and one
1-58846-804-6 $6.50 US Sabbat). They come with a heavy stock cardboard base,
making them easy to display. The display board is only slightly
larger that our previous pin display — but holds more than
twice as many pins! The following pins are included in this set:
__ Brujah (2701) $4.95 US
Trilogy of the Second Age __ Gangrel (2702) $4.95 US
__ Exalted: Chosen of the Sun (Book 1) (10080) __ Malkavian (2703) $4.95 US
1-58846-800-3 $6.50 US __ Nosferatu (2704) $4.95 US
__ Exalted: Beloved of the Dead (Book 2) (10081)
1-58846-801-1 $6.50 US
__ Toreador (2705) $4.95 US
__ Exalted: Children of the Dragon (Book 3) (10082) __ Tremere (2706) $4.95 US
1-58846-802-X $6.50 US __ Ventrue (2707) $4.95 US
__ Assamite (5631) $4.95 US
Other World of Darkness Fiction __ Giovanni (5632) $4.95 US
__ Ravnos (5633) $4.95 US
__ Dark Kingdoms: Three Novels
by Richard Lee Byers (Wraith) (11049) __ Lasombra (5634) $4.95 US
1-56504-984-5 $11.99 US __ Tzimisce (5635) $4.95 US
__ The Quintessential World of Darkness (11079) __ Setite (5644) $4.95 US
1-56504-880-6 $15.99 US
__ Brujah Antitribu (5648) $4.95 US
__ Truth Until Paradox, Second Edition (Mage) (11902)
1-56504-904-7 $6.50 US __ Gangrel Antitribu (5649) $4.95 US
__ War in Heaven (11071) __ Malkavian Antitribu (5650) $4.95 US
1-56504-890-3 $5.99 US __ Nosferatu Antitribu (5651) $4.95 US
__ The Winnowing (11082) __ Toreador Antitribu (5652) $4.95 US
1-56504-982-9 $5.99 US
__ Ventrue Antitribu (5653) $4.95 US
__ Serpents of Light (5654) $4.95 US
__ Assamite Antitribu (5655) $4.95 US
__ Ravnos Antitribu (5656) $4.95 US
Science Fiction and Fantasy __ Panders (5657) $4.95 US
__ The City on the Edge of Forever (11949) __ Kiasyd (5658) $4.95 US
1-56504-964-0 $11.99 US __ Blood Brothers (5659) $4.95 US
__ The Day I Swapped My Dad For Two Goldfish
__ Harbingers of Skulls (5660) $4.95 US
(tradeback) (12553)
1-56504-199-2 $14.99 US __ Salubri Antitribu (5661) $4.95 US

30
__ Baali (5662) $4.95 US Zippo Lighters
__ Caitiff (5664) $4.95 US
__ Hunter: The Reckoning Lighter (5213) $29.95 US
__ Ghoul (5665) $4.95 US
__ Mage: The Ascension Lighter (5215) $29.95 US
__ Samedi (5666) $4.95 US
__ Werewolf: The Apocalypse Lighter (5214) $29.95 US
__ Salubri (5667) $4.95 US
__ Lasombra Antitribu (5668) $4.95 US
World of Darkness Coffee Mugs
__ Daughters of Cacophony (5670) $4.95 US
__ Camarilla Ankh Necklace (2708) $4.95 US __ Mage: The Ascension Coffee Mug (5299) $12.95 US
__ Sabbat Ankh Necklace (5663) $4.95 US __ Werewolf: The Apocalypse Coffee Mug (5301) $12.95 US
__ Complete set with backing board for all pins (5647) $177.95 US
1-56504-151-8 Assorted Merchandise
__ New Pins Only (one each of 22 pins) (5669) $108.95 US __ Demon: The Fallen Mousepad (5585) $12.95 US
1-56504-797-4 __ Exalted Mousepad (5586) $12.95 US
__ Mage: The Ascension Ethergoggles (5606) $64.95 US
World of Darkness Pin Set __ Vampire License Plate (5232) $9.95 US
__ Full Display Set (5717) __ Music From the Succubus Club Audio CD (5959) $14.99 US
1-56504-511-4 $99.00 US __ Werewolf Klaive (5590) $249.95 US
Includes display board and two of each of the following pins. Pins are
__ Vampire Revised CD-Rom (5720) $59.95 US
also available separately.
1-5604-167-4
__ White Wolf pin (5715)
1-56504-539-4 $4.95 US
__ Vampire: The Masquerade pin (5707) Apparel
1-56504-516-5 $4.95 US
__ Kindred of the East pin (5714)
1-56504-540-8 $4.95 US
__ Vampire: The Dark Ages pin (5712)
1-56504-542-4 $4.95 US Clan T-Shirts
__ Werewolf: The Apocalypse pin (5708) __ Assamite T-Shirt:
1-56504-517-3 $4.95 US L (5871), XL (5872), XXL (5873); $21.95 US
__ World of Darkness pin (5716) __ Brujah T-Shirt:
1-56504-538-6 $4.95 US
L (5880), XL (5881), XXL (5882); $21.95 US
__ Mage: The Ascension pin (5709)
1-56504-518-1 $4.95 US __ Gangrel T-Shirt:
__ Wraith: The Oblivion pin (5710) L (5856), XL (5857), XXL (5858); $21.95 US
1-56504-519-X $4.95 US __ Giovanni T-Shirt:
__ Changeling: The Dreaming pin (5711) L (5877), XL (5878), XXL (5879); $21.95 US
1-56504-522-X $4.95 US __ Lasombra T-Shirt:
L (5865), XL (5866), XXL (5867); $21.95 US
__ Malkavian T-Shirt:
L (5874), XL (5875), XXL (5876); $21.95 US
__ Nosferatu T-Shirt:
Tribe Necklaces L (5886), XL (5887), XXL (5888); $21.95 US
__ Ananasi (5739) $12.95 US __ Ravnos T-Shirt:
__ Bastet (5740) $12.95 US L (5868), XL (5869), XXL (5870); $21.95 US
__ Black Furies (5726) $12.95 US __ Setite T-Shirt:
__ Bone Gnawers (5727) $12.95 US L (5859), XL (5860), XXL (5861); $21.95 US
__ Children of Gaia (5728) $12.95 US __ Toreador T-Shirt:
L (5850), XL (5851), XXL (5852); $21.95 US
__ Corax (5741) $12.95 US
__ Tremere T-Shirt:
__ Fianna (5729) $12.95 US
L (5883), XL (5884), XXL (5885); $21.95 US
__ Get of Fenris (5730) $12.95 US
__ Tzimisce T-Shirt:
__ Glasswalkers (5731) $12.95 US L (5853), XL (5854), XXL (5855); $21.95 US
__ Gurahl (5742) $12.95 US __ Ventrue T-Shirt:
__ Mokolé (5743) $12.95 US L (5862), XL (5863), XXL (5864); $21.95 US
__ Nagah (5744) $12.95 US
__ Nuwisha (5745) $12.95 US World of Darkness T-Shirts
__ Ratkin (5746) $12.95 US __ Demon: The Fallen T-Shirt:
__ Red Talons (5732) $12.95 US L (5572), XL (5573), XXL (5574); $21.95 US
__ Rokea (5747) $12.95 US __ Exalted T-Shirt:
__ Shadow Lords (5733) $12.95 US L (5992), XL (5993), XXL (5994); $21.95 US
__ Silent Striders (5734) $12.95 US __ Exalted Abyssals T-Shirt:
__ Silver Fangs (5735) $12.95 US L (5916), XL (5917), XXL (5918); $21.95 US
__ Stargazers (5736) $12.95 US __ Hunter: The Reckoning T-Shirt:
__ Uktena (5737) $12.95 US L (5977), XL (5978), XXL (5979); $21.95 US
__ Mage: The Ascension Revised T-Shirt:
__ Wendigo (5738) $12.95 US
L (5763), XL (5764), XXL (5765); $21.95 US
__ Werewolf: The Apocalypse Revised T-Shirt:
World of Darkness Candle Holders L (5760), XL (5761), XXL (5762); $21.95 US
__ Werewolf: The Apocalypse
Votive Holder & Candle (5461) $12.95 US

31
Come Ins i de… 1554 Litton Drive
Stone Mountain, GA

Insi de
Welcome to the Sword & Sorcery Insider
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 — it’s totally free!
It’s Fall Already?
30083
cover art
by XXX

…Actually, we’re 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!

Monte Cook’s Arcana Unearthed:


Table of Contents The Diamond Throne

Wizards of the Coast, Dungeons & Dragons, D&D, Ravenloft and Gamma World are

Gamma World registered trademarks of Wizards of the Coast, Inc. and are used by White Wolf under

C ontents
license. The d20 logo and “d20 System” are registered trademarks of Wizards of the
Coast, Inc., a subsidiary of Hasbro, Inc. and are used with permission.
Blizzard Entertainment and Warcraft are trademarks or registered trademarks of
Apocalypse Now 2 Blizzard Entertainment in the U.S. and/or other countries, used under license. All rights
reserved. Page 5 is © 2003 Blizzard Entertainment.
EverQuest is a registered trademark and It’s Your World Now is a trademark of Sony
A new edition of the classic Gamma World campaign setting launches Computer Entertainment America Inc. SOE and SOE logo are trademarks of Sony Online
Entertainment Inc. Page 9 is © 2003 Sony Computer Entertainment America Inc.
this October. 3.5 compatible! Arthaus, Scarred Lands, Sword and Sorcery and the Sword and Sorcery logo are
trademarks of White Wolf Publishing, Inc. All rights reserved.
Malhavoc Press is a trademark owned by Monte J. Cook. All rights reserved.
Soultech 4 Necromancer Games is a trademark of Necromancer Games, Inc. All rights reserved.
All other titles are trademarks of, and all other characters, names, places and text
herein are copyrighted by White Wolf Publishing, Inc.
A special preview from the forthcoming Gamma World Player’s Handbook. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned.
Designation of Product Identity: The following items in this publication are hereby

Warcraft designated as Product Identity in accordance with Section 1(e) of the Open Game
License, version 1.0: All content except that text noted explicitly in the Open Game
Content designation below, and except such elements that already appear in the d20
System Reference Document and are already OGC by virtue of appearing there. The
Ask Not For Whom the Bell Trolls… 5 above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above,
the text under “Jungle Troll Racial Traits” (page 5); under “Bleak Crow” from “Tiny
Manual of Monsters and Alliance & Horde Compendium bring Magical Beast” to the italicized text immediately before the “Description” header and
under the “Combat” section (page 6); and the feat descriptions after the descriptive
trolls — and a lot more — to the Warcraft RPG. 3.5 compatible! paragraph under “Alyeetth Kassuk Style” (page 7) are designated as Open Game
Content, excluding capitalized names, names of artifacts, characters, countries, crea-
tures, geographic locations, gods, monsters, historic events, magic items, organizations,
spells, and rituals, and may only be used in accordance with the Open Game License.

Scarred Lands OPEN GAME LICENSE Version 1.0


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Creature Collection III 6 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who
have contributed Open Game Content; (b)”Derivative Material” means copyrighted
material including derivative works and translations (including into other computer
All monsters great and small populate the next installment of the languages), potation, modification, correction, addition, extension, upgrade, improve-
ment, compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
fan-favorite Creature Collection series. 3.5 compatible! broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content”
means the game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity and is an
Serpent Samurai 7 enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically
Vigil Watch: Secrets of the Asaatthi features the devious and deadly excludes Product Identity. (e) “Product Identity” means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures, characters;
serpent-race of asaatthi. 3.5 compatible! stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special
Ravenloft abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) “Trademark”
Ravenloft Players Handbook 8 means the logos, names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) “Use”, “Used” or “Using” means to use, distribute, copy,
After seeing the 3.5 revisions, we had to give Ravenloft a face-lift too. edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
3.5 compatible! 2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you use. No terms
may be added to or subtracted from this License except as described by the License
EverQuest itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By using the Open Game Content you indicate your
acceptance of the terms of this License.
To the Moon! 9 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Why have source material on Luclin when EverQuest’s world of Norrath with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material
is so large?Find out here! as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Malhavoc Press Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
The Diamond Throne 10 indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark in conjunction with a
Your character could be an official part of the campaign setting for the work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark. The use of any Product
popular Arcana Unearthed variant player's handbook! Identity in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content you must clearly indicate which
Necromancer Games portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to copy,
City State of the Invincible Overlord 11 modify and distribute any Open Game Content originally distributed under any
version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of
The return of the classic Judges Guild campaign setting! 3.5 compatible! the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless you have written permission from
the Contributor to do so.
Sword & Sorcery Studios Products 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
New Releases 13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
October 12 provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
November 13 System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by
E. Gary Gygax and Dave Arneson.
December 15 Alliance & Horde Compendium Copyright 2003, Blizzard Entertainment.
Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc.
Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
Backlist 16
Gamma Apocalypse Now
World
by Bruce Baugh,
Gamma World Developer
A new edition of the classic Gamma World campaign setting
launches this October.

Gamma World has been Fun as ’50s monster mov- tures — from the organic
part of the roleplaying ies and superhero comics to the synthetic — roam the
game scene almost as long are, being exposed to hard landscape. For instance,
as I have! Metamorphosis radiation gives you cancer self-aware technology,
Alpha — a game in which a lot more often than it dubbed “soultech,” is com-
characters trapped on a gives you super-powers. mon, creating a whole new
Gamma World
giant out-of-control space- Engineered living organ- dynamic for dealing with
Player’s Handbook
Page 13 ship investigate the myster- isms, on the other hand, technology. Individuals and
ies of their environment — are viable in the real communities possess spe-
debuted in 1976. Two world. Extrapolating from cial gifts and vulnerabilities
years later, the first edition there, they become the of their own. The world is a
of Gamma World ap- perfect catalyst for the mystery, and survival re-
peared, set on a future game, making it possible quires constant effort.
Earth that suffered the ter- to build superior tools, liv- From the star t, we
rible calamities hinted at in ing and inanimate, and wanted Gamma World to
Metamorphosis Alpha ’s opening the gateway to appeal to fans new and
backstory. It was a small true artificial intelligence old. Long-time fans of the
game, but exuberant, with and to the manipulation of setting will find many old
weird mutants, killer robots matter atom by atom. favorites updated, plus
and a strong sense that People can reshape them- some surprises. Newcom-
absolutely anything might selves and their descen- ers can enjoy the exciting
be around the corner. dants. They can also try to setting even if they’ve
There’ve been half a dozen interfere with what others never played previous edi-
successive editions since are up to — and interfere tions. We’ve drawn on real
then, each changing rules they do. After an age of sci- science and real specula-
and settings in various ence-fictional marvels, it all tion about future possibili-
ways. Now it’s Sword & blows up in the Final Wars. ties, as well as on our pre-
Sorcery Studios’ turn. Enter your characters, decessors’ hard work in
The biggest difference three generations later, in gaming, with the goal of
with our take on Gamma a world transformed by making a dramatic and fun
World is a move away war and by all the un- campaign setting.
from fearsome atomic ra- planned consequences of The sidebar on geno-
diation as the source of so much tinkering. types and the following
mutations and other Living in the Gamma Age page on soultech give you
troubles. Instead, biotech- is a lot like living in a new a glimpse of what to ex-
nology and nanotechnology age of mythology. New pect in this edition of
are the sources of change. species and unique crea- Gamma World. Enjoy!

2
Genotypes
Gamma World There are four genotypes, or “races,”
and d20 open to Gamma World player characters
The Gamma World (PCs). Stock humans are the descendants
campaign setting uses the of the survivors of the Final Wars, who
have lived, bred and prospered in the af-
d20 Modern rules. It’s an
termath of Armageddon. Pure-strain hu-
excellent fit, given the flex- mans have managed to shield themselves
ibility of d20M character from the social, environmental and bio-
classes and rules. We es- logical ravages of the Final Wars. Mu-
tablished new occupations tants are the vast diversity of “human-
like” beings that roam the Gamma World,
and classes so that char-
though as often as not they are the prod-
acters can be the next gen- uct (or descendants) of intentional de-
eration of epic heroes: sign rather than random mutation. Fi-
warriors, scholars, explor- nally, by the end of the Final Wars hu-
ers, leaders and adventur- manity had gone beyond even customizing
life to create it out of whole cloth. Syn-
ers of all kinds. It was easy
thetics include everything from armored
to add new special talents robots to passably human androids and
for the setting, along with even hybrids of man and machine.
all kinds of new technol- Pre-Campaign Development
ogy. We also include new A character’s ability scores, genotype,
rules for dealing with com- and occupation can be thought of as a
munities, to make leader- foundation, upon which the structure
of the character is built. This construc-
ship more comprehensible
tion continues for as long as the char-
and more interesting. And acter is played.
we expanded the Gamma Gamma World heroes start the game as
World tradition of rules for 3rd-level characters. Each level of a
investigating unknown starting character represents a stage
in that character’s life. For some char-
technology into a system
acters, 1st level might have lasted a de-
that covers social phenom- cade as the character herded cattle and
ena like the behavior and the biggest challenges he faced were
taboos of strangers. stray calves. Another character might
And if you don’t have have defend her herd against monstrous
mutant wolves and bandits — or mon-
ready access to d20 Mod-
strous mutant wolf bandits! — moving
ern, there’s an appendix rapidly from one character level, and
with conversion notes for life stage, to the next.
using the new 3.5 Player’s
Gamma World Player’s Handbook is available this October. Mutants and
Handbook. 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
potlight
S SoultechSpotlight on:

on:
A special preview from the forthcoming
Gamma World Player

requires a separate check. The item


comes fully under the character’s
Player’’s Handbook
Handbook.

To reflect this, the GM makes a DC


20 functionality check if a device be-
contr ol when all layers ar e re- ing used is not yet analyzed through
moved. Removing the outermost every layer. Add 1 to the d20 roll for
layers unlocks the device’s simplest each unanalyzed complexity layer. If
functions; each successive layer the check succeeds, the device balks
opens further functionality. Alterna- for reasons of its own. This can be
tively, if there are few functions, un- roleplayed, or the GM may simply
locking layers can make the device note “The readout screen is scrolling
increasingly user-friendly. some red icons you don’t under-
The First Encounter stand, and the gun isn’t firing.”
The first analysis of a soultech de- Example: Janus of Three Hills Vil-
vice is the most important. It is at lage has spent some time dealing
this point that the mind of the ma- with his greatest treasure: a self-
chine forms its impression of the aware plasma pistol (class MX-QR3),
being who attempts to wield it. The which he has learned to call “Max.”
cliché that “you never get a second Janus and Max can “talk” when Max
chance to make a first impression” is held, thanks to a dermal telepathic
is especially true when applied to link. Their conversations are both en-
soultech. Failure by more than 10 on
Convincing a self-aware item to lightening and confusing. Janus of-
the first analysis check makes all
work is often a difficult process. It is ten thinks Max is laughing at him.
other checks more difficult; for each
not a matter of pushing buttons. The point over 10 that the roll fails, add Max has Int 12, Wis 14, Cha 10, for
item pushes its own buttons… as 1 to the DC of all subsequent checks a total of 3 analysis layers (2 from
long as it understands what you want relating to that soultech device. Wis 14 and +1/2 from Int 12, which
and is willing to let you have it. rounds up to 3.) Janus has managed
Recalcitrant Machines
Deciphering a soultech device is to open one layer, enough that the
Soultech is complex, and it exists
a mix of insight and interrogation, in a world very different from the gun lets him fire it.
experimentation and negotiation. one it was programmed for. Basic One day, a pack of Baddar bandits
To reflect this, the person attempt- safety and override routines are of- attacks Janus. He draws Max and be-
ing the analysis may choose one ten activated spuriously, and many gins firing. Max’s recalcitrance bonus
of his three mental abilities — In- devices have evolved very broad in- is +2, for the two unanalyzed layers.
telligence, Wisdom, Charisma — to terpretations of their primary pro-
use as his skill bonus. The analysis The GM rolls 19 + 2 = 21, and Max
gramming. They’ve had generations balks. The GM explains that fragments
check is usually DC 20, plus any bo- to look for loopholes, after all. As a
nus the soultech item has to the of military uniforms the Baddars wear
consequence, a gun might decide
same attribute. are in Max’s “Allied Forces” database,
that the charging rakox it is being
Getting every bit of functionality and Max won’t fire on them until it
aimed at is an “endangered species”
out of a soultech item is akin to and so cannot be shot — and, no, (Max) is more comfortable with Janus’
peeling an onion. It has 1 layer per this has nothing to do with the fact authority (i.e., until more analysis lay-
point of the highest mental ability the gun haven’t been cleaned in ers have been removed). Janus uses
bonus + 1 for every 2 points days, why do you ask? Teaching some curses Max taught him, and
(rounded up) in the other two men- tools to think was perhaps the least draws his sword. At least the sword
tal abilities. Removing each layer wise decision humanity made. never talks back.

4
W a r c
Ask Not
r a f t
For Whom the Bell Trolls…
Roleplaying Game
Manual of Monsters and Alliance & Horde Compendium
bring trolls — and a lot more — to the Warcraft RPG
by E. Deirdre Brooks,
Warcraft RPG co-developer

One of the questions pecially interesting, consid- computer games, de-


we’ve heard most often re- ering that they’re not the signed for 3.5 rules. Alli-
garding the new Warcraft long-nosed, rubbery, wart- ance & Horde is all about
RPG is “why aren’t you us- covered critters you may expanded campaign op-
ing a mana-based spell be used to from the Mon- tions — new prestige
system?” I won’t answer ster Manual. classes, new spells and, of
that here. Another one is, You’ll find complete rules course, new races. Dungeons and
Dragons Warcraft
“why aren’t trolls in the on trolls as monsters in the Which brings us back to the Roleplaying
Game
core rules?” The answer to Manual of Monsters and our pal, the troll. The excerpt
that is: “Because we just trolls as player characters below is just a sampling of
didn’t have room!” in the Alliance & Horde the new stuff you can look
We always planned on in- Compendium. Manual of forward to in our next
cluding trolls — and other Monsters is just what couple of Warcraft RPG
races like blood elves, you’d think — a monster supplements. And just wait
gnomes and naga — as a book full of almost every till you see what we have
PC race option. Trolls are es- creature from the Warcraft planned for next year…. Manual of Monsters
page 12

Troll, Jungle
Description: Jungle trolls are wily humanoids who live in Affiliation: Horde. They have no specific hatred of the Alli-
Azeroth’s wilderness. Their society is tribal and regimented. Each ance races, but they are loyal foremost to the Horde. The Allied
tribe includes a chieftain, who is either the most powerful warrior races do not trust the trolls at all, especially after suffering at the
in the tribe or the most accomplished witch doctor, and leads his hands of forest trolls in the Second War.
soldiers in raids against other creatures. Each tribe has at least one
Jungle Troll Racial Traits
witch doctor who assists the chieftain with advice and spells. Trolls
are adept hunters and daring adversaries. • +4 Strength, +4 Con, –2 Int, –2 Cha. Jungle trolls are a
strong and hardy race, but are suspicious of outsiders.
Trolls are evil and dangerous creatures, with the exception of
the Darkspear tribe. During the Horde’s exodus to Kalimdor, the • Medium: As Medium creatures, jungle trolls have no
special bonuses or penalties due to their size.
orcs rescued the Darkspears from the mysterious Sea Witch. The
resulting relationship with the noble orcs and tauren is changing • Jungle troll base land speed is 30 feet.
the Darkspear trolls’ savage nature. Darkspears have no qualms • Fast Heal (Ex): Jungle trolls recover 1 hit point per round.
slaying their vile brethren. • Automatic Languages: Common and Low Common.
Appearance: Trolls are monstrous in appearance. Skin color var- • Bonus Languages: Goblin, Orc, Taur-ahe.
ies based on subspecies; jungle troll hides are light blue to dark • Favored Class: Barbarian.
gray. They have pointed, almost elflike ears, long noses and elon- • Level Adjustment: +1. Due to their physical might, trolls
gated, sharp faces. Troll teeth are myriad and pointed. They are tall are somewhat more powerful yet gain character levels more
and wiry, averaging 7 feet in height and weighing 220 pounds. 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
Scarred
Lands
Creature Collection III
All monsters great and small populate the next installment
of the fan-favorite Creature Collection series

Following in the footsteps of its two


popular predecessors — Creature Col-
lection Revised and last year’s ENnie
Bleak Crow
Tiny Magical Beast
by Anthony Pryor,
Scarred Lands co-developer

award-winning Creature Collection II: Hit Dice: 2d10 (11 hp)


Dark Menagerie — Creature Collec- Initiative: +4
tion III: Savage Bestiary offers a new Speed: 10 ft. (2 squares), fly 40 ft. (average)
and deadly assortment of creatures who Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: +2 / –12
populate such dangerous regions as the
Attack: Claw +8 melee (1d3–4)
desert, jungle, ocean and plains. The Full Attack: 2 claws +8 melee (1d3–4)
monsters have descriptions for use in the Space/Reach: 2-1/2 ft. / 0 ft.
Scarred Lands, focusing on the wild Special Attacks: Steal soul
realms of Termana and the ancient su- Special Qualities: Animate corpse puppet, bolster corpse puppet, damage
reduction 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
d20 campaign you like. Feats: Weapon Finesse (claw)
Like previous volumes in the series, Environment: Any land
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 Mas- Alignment: Usually neutral evil
ters and players. We chose submissions Advancement: 3–7 HD (Tiny); 8–10 HD (Small)
through an open call on the SSS web Level Adjustment: —
site from places as diverse as the United The bird looks like a large, white-feathered crow or raven. Its pale feathers
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
successful d20 settings available. thus captured rises as a zombie-like undead under the crow’s control.
Not only are Combat
the monsters in Bleak crows are poor fighters and only attack if a creature whose soul
they covet is close to death. They prefer to let their corpse puppets do
Creature Col- the fighting and flee if assaulted.
lection III very Steal Soul (Su): As a standard action, a bleak crow can capture the soul
diverse, they’re of a sentient creature who is dying or has been dead no more than one
hour. The bleak crow must make a Will check with a DC equal to the
also fully com- target’s 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
3.5 r evised voluntarily or is slain, or with the use of a limited wish or similar magic.
Animate Corpse Puppet (Su): The captured soul’s body animates as a
rules. To whet corpse puppet under the bleak crow’s control. It is an undead creature
your appetite, with stats and abilities identical to a zombie but with bonus hit points
check out the equal to the victim’s character level or Hit Dice.
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 inof- equal to its Hit Dice.
fensive creature Spiritual Link (Su): The corpse puppet shares the bleak crow’s damage
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.
Creature Collection III: Savage Bestiary
bleak crow.
page 14
Creature Collection III: Savage Bestiary is available this December.
6
S carred
Lands
SERPENT SAMURAI
by Andrew Bates,
Sword & Sorcery Studios managing editor

F OR 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 mélange of influences: feudal Japanese and
Chinese culture and legend, ancient Egyptian society and mythology, a dash of
Elric, fond memories of a friend’s 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 “wouldn’t it be cool to have
warrior-wizard snake dudes?” In fact, it’s packed with so much — history, cul-
ture, new feats, spells, prestige classes and rules for playing them as PCs — that
we made the whole book bigger than we’d planned.
You’ll see the serpentfolk in all their glory this October. Till then, here’s a
preview of some of the setting flavor and rules crunch you can look forward to: Vigil Watch: Secrets of the Asaatthi
page 12

Technique Feats This is a Lie ings in a particular way. By


The asaatthi warrior schools [Asaatth Technique] understanding where your
hearken back to the foundation opponents focus their atten-
You have learned to deceive
of Asaii Tthul, the Asaatthi Em- through your fighting style. tion, you can stay in their
pire, back in the Second Age. Prerequisites: Int 13, Combat “blind spot.”
The schools’ time-honored Expertise, Improved Feint, base Prerequisites: Int 13, Bluff
techniques push the boundary attack bonus +5. 6 ranks, This is a Lie, base at-
between physical skill and ar- Benefit: You can make a Bluff check tack bonus +7.
cane power, and have contrib- to feint in combat as a free action. Benefit: You disappear from
uted to asaatthis’ reputation as This is an extraordinary ability. perception, not just from view.
powerful warrior-wizards. Only your weapon remains
My Lie is Strong visible. All attacks against you
Alyeetth Kassuk Style [Asaatth Technique] suffer a 50% miss chance un-
Though conceived as a defen- You have focused your skill at less an opponent has true see-
sive form, alyeetth kassuk — feinting to the point of flawless ing or a similar effect. You are
“the sword that is not” — works execution. not invisible per se, and spells
through subterfuge and decep- Prerequisites: Int 13, Bluff 6 ranks, such as invisibility purge do
tion. “Strike first and strike last” This is a Lie, base attack bonus +5. not dispel this technique. This
is the motto of its students, Benefit: You count your Bluff is a mind-altering supernatu-
while masters of the art prefer rank as doubled when making a ral effect.
the more elegant “strike but Bluff check to feint in combat. Special: Maintaining this
once.” A skilled swordsman re- This is an extraordinary ability. technique requires a success-
lies on his weapon skills. By re- ful Bluff check to feint against
moving that foundation, a prac- False is the Blademaster your opponent, determined at
titioner of this style renders her [Asaatth Technique] the start of each round you
foe vulnerable and learns to Each style teaches the stu- wish to maintain the effect. It
avoid the same pitfall herself. dent to look at her surround- applies against multiple foes.

Vigil Watch: Secrets of the Asaatthi releases this October.


7
R aven l o ft Ravenloft Player’s Handbook
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

Welcome to the Land of A fresh look at the core


Mists. Welcome to the classes and the addition of
crucible of virtue and the Just as any other class, exciting new pr estige
spoils of damnation. fighters may become classes are only a few of the
Welcome to the Realm of goodies contained in this
corrupt through gaining
Dread. book. We’ve revisited skills
Welcome to Ravenloft, and too much power. It is all and feats, and we’ve
Ravenloft to the new Ravenloft too easy for someone looked closely at spells and
Player’s
Handbook Player’s Handbook. With who offers a physical how they also differ in the
page 12
the release of Wizards of the solution — often a Land of Mists. We discuss
Coast’s Player’s Handbook, some of the most feared
Edition 3.5, we though hard violent solution — to monsters of the Dr ead
about whether it was neces- most problems to lose Realm along with ways to
sary to update the Ravenloft sight of a greater hunt them and survive.
Campaign Setting. Certainly, purpose. Instead, he may Take a tour of the Realms
revising the d20 rules to or find out mor e about
indulge in glorying in
keep pace with the 3.5 edi- Gothic fantasy. Explore ways
tion was a factor. And we’ve gore for its own sake. If a to protect your character
Ravenloft
Gazetteer IV
just released the 3.5-com- fighter uses force in most fr om the Dark Powers’
page 13
patible Ravenloft Dungeon situations, especially temptations and discover
Master’s Guide. But, just as the telltale signs along the
force far exceeding the
importantly — if not most path of corruption. Find out
importantly — we felt that it threat offered, he may be how a land’s cultural level af-
was time to refine and fur- on the road to fects the magic and technol-
ther explore the campaign corruption. It is one thing ogy of its people. And dis-
setting as a whole. cover a new dimension in
to turn to violence once
So, this October, the Ravenloft — the Masques.
Ravenloft Player’s Hand- diplomacy and stealth More than just an update
book replaces the popular have failed, but rushing from 3rd Edition to 3.5, the
Ravenloft Campaign Set- into combat first or Ravenloft Player’s Hand-
ting. It contains a wealth of relishing pounding book is a completely fresh
useful information for play- take on the setting. Your
ers and DMs. It has new in- lesser threats into the Ravenloft campaign will
formation and expanded ground may call for a never be the same.
guidelines for creating char- powers check at the Ravenloft Player’s
acters and adventuring in DM’s option. Handbook, compatible with
the Dread Realms. Each — from Chapter Two: 3.5 rules, releases this
character class has been Player Characters, Ravenloft October. Ravenloft
given a new look that Player’s Handbook Dungeon Master’s Guide,
makes it uniquely suited to also 3.5 compatible, is
Ravenloft. available now.

8
EverQuest
To the
Moon!
Roleplaying Game
by Stewart Wieck, EverQuest: Role-Playing Game Developer

Why have source material on Luclin when


EverQuest’s world of Norrath is so large?

There was some hubbub on hit stores about the time writ- Online brought together a
the forums at EQrpg.com ing assignments were final- myriad of plotlines left dangling
about the decision to release ized for the EverQuest RPG since the game first launched.
a pair of books about the moon Player’s Handbook. We had Some players decry how
Luclin before two of the conti- access to Luclin on a beta these plotlines were resolved
nents (Kunark and Velious) of server, we just didn’t know it because they did not seem Luclin
page 12
the planet Norrath were even well enough at the time to put natural extensions of the sto-
touched. Fortunately, we have it in the core book. As a re- ries as originally introduced —
good reasons, so in addition sult, we wanted to make sure but, goodness, give the online
to sharing a peek at some of it got covered before too game’s designers a break!
Luclin’s exciting content, I’ll much time passed. They’re a large group of di-
share our rationale. Finally, there was a lot con- verse individuals creating a
First, the argument is a mis- tent relating to Luclin. The only huge world on deadline. It’s Monsters
of Luclin
statement. We have released way we could relate it to the inevitable that lines get page 14

information about Kunark and rest of the already enormous crossed, especially back before
Velious for EQrpg. Both the world was in a separate book. EQ was guaranteed survival, let
EverQuest RPG Player’s Hand- After all, the online content alone mega-hit status.
book and the EverQuest RPG has become ever more pol- It’s a rich world and a great
Game Master’s Guide contain ished with each expansion, story, moreso with the addition
descriptions of the regions of The cohesiveness of Kunark’s of Luclin. And when good story
those continents. Plus, Mon- content far outstripped the is involved, Sword & Sorcery Solusek’s Eye
page 15

sters of Norrath includes a host sometimes jumbled original Studioes cannot ignore it. So
of monsters from each locale. continents of Antonica and for some insight on just what
Second, EverQuest online’s Fawyder. Velious upped the to expect from Luclin, take a
release “Shadows of Luclin” ante again. With Luclin, EQ peek at the enclosed excerpt.

The Shissar
The rise on Norrath of the shissar snake-folk did not escape the goddess Luclin’s 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 presump-
tion, the shissar faced destruction. A handful of survivors found a way to escape from Norrath, fleeing to Luclin’s 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.
9
M alhavoc
The Diamond Throne
ress
by
Monte Cook
Dive into the new setting for Monte Cook’s Arcana Unearthed — your rewards await!

P 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 some-
thing as simple as a name.
This November, Malhavoc Press releases The Diamond Throne, a 96-page
follow-up to Monte Cook’s Arcana Unearthed. This sourcebook details
monsters, magic items, and prestige classes that go along with Arcana Un-
earthed, 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.

Get Published and Earn $1,000!


To celebrate the release of ter stats must be correct, and Send your entries to:
Monte Cook’s Arcana Un- your entry must include all Arcana Unearthed Contest
earthed and The Diamond the infor mation on the c/o White Wolf Publishing,
Throne, Malhavoc Press is spon- Arcana Unearthed character Inc.
soring a contest open to all fans. sheet (found on page 250 of
To win, all you have to do is to the book). 1554 Litton Drive
create a character — something 2. The character’s back- Stone Mountain, GA 30083
that’s already a lot of fun, right? ground must be compatible Entries must arrive at that
• First prize earns you a freelance with the setting provided by address no later than Decem-
contract of $1,000.00 to publish The Diamond Throne. ber 31, 2003.
your character! 3. Your entry must be All entries become the
• Second prize gets your char- typed in English and fit onto property of Malhavoc Press.
acter published, and an no more than two single- Limit one entry per person.
autographed copy of Legacy of sided typed pages. At the Characters will be judged on
the Dragons: An Arcana Un- top of each page, you must both the use of game statis-
earthed Bestiary! include your name, com- tics and the originality and
In order for your character to plete mailing address, and writing of the character’s
qualify, you must abide by the fol- email address. No cover let- background.
lowing criteria: ter is necessary, but incom- The first-prize winner’s char-
1. You must create the charac- plete entries will be disquali- acter and the 10 second-prize
ter using the rules — races, fied. Entrants under the age winners’ characters will ap-
classes, feats, spells, and so on of 18 must include the name pear either in an upcoming
— found in Monte Cook’s and phone number of their Malhavoc Press product or on
Arcana Unearthed. The charac- parent or legal guardian. montecook.com.
For complete official contest rules, please visit http://www.montecook.com/contest.html.

10
ecromancer
NGames
City State of the
Invincible Overlord The retur n of the classic
by Bill Webb, Necromancer Games Judges Guild campaign setting!

A long time ago in a junior high altered none of the original con- change existing elements. It is des-
school far, far, away, I received a tent. Revised by ENnie Award- ignated as a lawful evil city, so most
package in the mail containing a winning author Patrick Lawinger individuals are out for themselves
little orange book and a big map. and the rest of the Necromancer and are content to stay out of other
The year was 1977, and that im- team, this book is guaranteed to people’s problems. While laws are
possibly large and detailed map be the most detailed, complete, strictly enforced, they require that
and little orange book contained and useful city supplement in the someone bear witness to a crime.
the text of the first real city ever revised 3rd Edition rules. Bob More often than not, witnesses
designed for D&D. Bledsaw, the original creator of the simply don’t “see anything.” As
As I paged through the 64 half Judges Guild, was involved at ev- with travel through the untamed
pages of text, I realized… Oh, my ery step to ensure that we were wilds, the goal here is survival.
God! This thing has all the shops true to the original. The City State thrives on trade and
detailed and even the goods and mercantile activity, so there is an
prices of items that you could buy! ebb and flow of all types of individu-
Before this, our city adventures als. Trolls, orcs and even ogres are
consisted primarily of “I go to seen on the streets; many have their
town and buy some plate mail”, own homes and some even have
and “What does the bartender tell positions of esteem and respect
us about local dungeons?” This within the government. Anyone
package changed everything. It al- with an item to trade or a service to
tered the playing field of fantasy provide is allowed into the City
roleplaying forever. State, so long as they follow the
The booklet was The City State many labyrinth laws — or at least
of the Invincible Overlord. No don’t get caught breaking them.
other fantasy city setting com- Appendices describe generic NPCs
pares to the classic feel and con- and dozens of new magic items,
tent of this book (well, Haven monsters and gods.
came close). Now, after 26 years, The new City State of the Invin- To make this product truly com-
Necromancer Games is pleased to cible Overlord captures the feel of plete, we added the dungeons
announce the return of this cam- the package that arrived in my mail- from the original Wraith Overlord.
paign setting masterpiece. box those many years ago, and has This collection of 10 dungeon lo-
Is it famous? An Internet search the benefit of the latest rules and cations beneath the relative calm
gave 31,000 results for Tomb of design available in the 21st century! of the City State is a deadly battle-
Horrors, 81,000 results for all of The City State is a vast city with ground for many temple factions
Greyhawk, and 77,000 results for shops and services that simply as well as for the Assassin’s Guild,
the City State of the Invincible can’t be found elsewhere. It con- Thieves’ Guild, and Amazons who
Overlord! Even after 26 years it tains hundreds of NPCs, shops, tav- work directly for the Overlord.
remains one of the best-known erns, adventure links — and of Hey, it wouldn’t be Necromancer
and most beloved settings! course, plots and intrigue! Over if it didn’t include a dungeon!
We took pains making sure that 350 locations are detailed but with City State of the Invincible
the clarity and quality of our work plenty of room to add more or to Overlord releases this December.

11
sword and sorcery
october releases
Player’s Vigil Watch: Ravenloft®
Guide to Secrets of the Player’s
Rangers and Asaatthi™ Handbook
Rogues™ Feared Warriors of Step into the
the Arcane Darkness
The Vigilant & the
Cold. Cunning. Masters of sword Explore the Lands beyond the
Villainous Mists, a world only hinted at in
and spell. Such words describe
The enigmatic ranger and the serpent-folk known as the nightmares. Vampires stalk the
the silent rogue are masters asaatthi, yet still little is known of night without fear of retribution.
of the hunt, whether after a their ancient history, their rich Shapeshifters rule their subjects
hated enemy or in pursuit of culture, their once-influential role with iron claw and blooded fang.
The walking dead prey upon the living for their own
profit. Their subtle abilities, whether used for in the world… and their plans for the future.
mysterious ends. These are the realms of Ravenloft, a
ends noble or foul (or something in between), The Children of Mormo Gather place like no other, where terror reigns supreme. Only
are often indispensable. the bravest of heroes dare risk eternal night to bring
The second volume in the Vigil Watch series for the
The Way of Stealth and Scarred Lands™, this sourcebook explores the myste- hope to the fearful populace.

Shadow rious asaatthi race — their creation in the Epoch of Everything You Need to Be a
Mormo, the rise and fall of their culture and their future
This is the fourth sourcebook in the essential goals. Also discover tips for using these serpent-folk in
Hero
Player’s Guide Series from Sword & Sorcery any d20 campaign, from the creatures’ lairs and This core rulebook completely updates the popular
Studios™, detailing the strengths and abilities tactics to unique magic and prestige classes. Ravenloft® setting, making it fully compatible with
of rangers and rogues. Sword & Sorcery books are published under the revised 3rd Edition rules. It has a wealth of vital
Open Game License and are 100% compatible with information on everything from basic character classes,
This Player’s Guide is published under the Open Game
License and is 100% compatible with revised 3rd Edition revised 3rd Edition rules and the D20 System. skills, feats and spells to the many lands, people and
rules and the d20 System. monsters hidden within the Mists. Hardcover.
ISBN: 1-58846-143-2 Stock #: 8335 Ravenloft books are published under license with
ISBN: 1-58846-147-5 Stock #: 8309 Retail Price: $21.95 U.S. Page Count: 128 Wizards of the Coast and are 100% compatible with
Retail Price: $23.95 U.S. Page Count: 144 Authors: Kevin Kulp, Ben Lam and Will Timmins revised 3rd Edition rules and the d20 System.
Authors: James Maliszewski, Rhiannon Louve, Developers: Andrew Bates
and more. ISBN: 1-58846-091-6 Stock #: 15005
and Joseph D. Carriker, Jr.
Developer: Joseph D. Carriker, Jr. Retail Price: $34.95 U.S. Page Count: 256
Artists: SSS staff
Artists: SSS staff Authors: SSS staff
Developers: Jackie Cassada and Nicky Rea
Artists: SSS staff

Cry Havoc™ Luclin™ Manual of


When Armies Journey to the Monsters™
March… Moon Here Be
Of all the events that can affect a Dragons... and
The goddess Luclin has lifted the
campaign, war is perhaps the most
complex and deadly. It also proves
veil that hid her moon. Granted Demons... and
access to this wondrous lunar
a boon to GMs and players alike,
world, the races of Norrath en-
Zombies!
who find new adventures, in- From the merciless Burning Le-
counter the legacy of the Combine
trigues, and opportunities on the gion to the five draconic broods,
Empire that once united Norrath;
battlefield. When armies march, from the undead Scourge to the
face the awesome power of the
nations tremble and heroes come savage centaur, the world of
shissar race who dared challenge
to the fore. Azeroth is rife with malevolent
the gods themselves; and discover
The Essential d20 Guide the fate of the cat people of Odus whose entire city was creatures. Manual of Monsters takes the many mon-
sters and allies from the hugely popular series of
teleported from Norrath to Luclin. And even greater
to War mysteries of lunar civilizations native to Luclin await Warcraft real-time strategy computer games and
those bold enough to face them. translates them for Dungeons & Dragons® Warcraft®
Following the model of the popular event book the Roleplaying Game.
Requiem for a God™, 3rd Edition co-designer Skip And Maybe Never Return
Williams brings you Cry Havoc. This book examines From Computer Screen
Luclin discusses the moon of Norrath in detail,
all aspects of war in a d20 fantasy setting: From its
including its peoples and cities, its dangers, dark to GM Screen
political causes to grand strategy; from battlefield
secrets and treasures. This 224-page hardcover This core rulebook has all the game statistics re-
maneuvering to raising armies; from prolonged sieges
sourcebook contains an entire new campaign world quired to put over 200 Warcraft creatures in conflict
to lightning commando raids. And of course, Cry
for GMs and players to add to their fantasy game. with your player characters. Each monster features a
Havoc includes a host of new spells, feats, items, and
EverQuest: Role-Playing Game books are complete description and background – much of it
prestige classes.
published under the Open Game License. previously unknown, even to players of the RTS
Sword & Sorcery books are published under the games! Hardcover.
Open Game License and are 100% compatible ISBN: 1-58846-066-5 Stock #: 16512
Retail Price: $29.95 U.S. Page Count: 224 Sword & Sorcery books are published under the Open
with revised 3rd Edition rules and the d20 System.
Game License and are 100% compatible with revised
ISBN: 1-58846-023-1 Stock #: 16122 Author: Anthony Pryor with Ester Ann Sauter
3rd Edition rules and the D20 System.
Retail Price: $21.95 U.S. Page Count: 136 Developers: Stewart Wieck
and Scott Holden-Jones ISBN: 1-58846-070-3 Stock #: 17201
Author: Skip Williams Retail Price: $29.95 U.S. Page Count: 192
Artist: SSS staff Cover Artist: Keith Parkinson
Authors: Bob Fitch, Chris Metzen, Will Timmins and more.
Developers: E. Deirdre Brooks and Mike Johnstone
Cover Artist: Samwise Didier

12
sword and sorcery
october releases
Gamma
World®
Player’s
Handbook
Up From the Ruins
The Final Wars destroyed civi-
lization, and the world became
the domain of savages and mon-
sters. Competing forces battle
for control of the shattered re-
mains, using everything from strong fists and cold
steel to the most advanced science of the old world
and mysterious new powers of the mind.
Discover a New World
Welcome to a new edition of the classic sci-fi adven-
ture game, energized for the 21st century! Gamma
World Player’s Handbook pays homage to the classic
editions of years past, while incorporating entirely new
concepts certain to appeal to fans new and old. Play
humans, mutants and new races created in the chaos of
the Final Wars, out not just to survive but to thrive in the
midst of danger and mystery. Hardcover.
Gamma World books are published under license
with Wizards of the Coast and are 100% compatible
with d20 rules.
ISBN: 1-58846-069-X Stock #: WW17250
Retail Price: $34.95 U.S. Page Count: 224
Authors: Ian Eller, Mikko Rautalahti, Geoff
Skellams, and Lizard
Developer: Bruce Baugh
Artists: SSS staff

sword and sorcery


november releases
Player’s The Faithful Ravenloft
Guide to and the Gazetteer IV ™
Monks and Forsaken™ Strange
Paladins™ Dark Dwarves Creatures Stalk
The Dedicated & and Lost Elves the Realms
Terror and intrigue govern the
the Devoted Once, the high elves com-
realms, from Invidia’s cursed
manded a powerful empire,
There are those who pursue ruling family to the savage heart
opposed only by the wicked
adventuring as a means to glory of Verbrek’s dark forests, from
charduni – ferocious evil
and riches… then there are those the ruthless and doomed ruler of
dwarves with a thirst for con-
who battle chaos and evil in Valachan to the vicious lord of
quest. Today, both races are a mere whisper of their
dedication to a higher cause. Whether they take up the shattered land of Sithicus. The danger and chal-
former selves. The elves went from high to forsaken as
sword and shield in the name of what is righteous and lenges that these realms present tempt the hardiest of
they lost their god, while the charduni’s vast kingdom
just, or master physical arts in the eternal quest for souls and lure countless adventurers to their doom.
crumbled to a small remnant.
perfection of mind, body and spirit, these champions
are anything but ordinary. The Search for Salvation Can True Heroes Survive?
The fourth Gazetteer provides a deeper look at the
Unlock the Power of Devotion Yet change is in the wind. Hope of possible salvation
lands of Invidia, Verbrek, Valachan and Sithicus… and
rouses the forsaken elves. The dark dwarves also stir,
This is the fifth sourcebook in the essential Player’s of the sinister creatures who rule them. Perfect for single
determined to regain the favor of their dread god,
Guide Series from Sword & Sorcery Studios™, detailing adventures and ongoing campaigns, Ravenloft Gazet-
Chardun. And as two fallen races struggle for redemption,
the incredible abilities granted to monks and paladins. teer IV is useful for both players and Dungeon Masters.
the conflict of ancient enemies threatens to begin anew.
This Player’s Guide is published under the Open Game Sword & Sorcery books are published under the Ravenloft® books are published under license with
License and is 100% compatible with revised 3rd Edition Open Game License and are 100% compatible with Wizards of the Coast and are 100% compatible with
rules and the d20 System. revised 3rd Edition rules and the d20 System. revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-094-0 Stock #: 8305 ISBN: 1-58846-087-8 Stock #: 15023
ISBN: 1-58846-137-8 Stock #: WW8317
Retail Price: $23.95 U.S. Page Count: 144 Retail Price: $25.95 U.S. Page Count: 160
Retail Price: $19.95 U.S. Page Count: 112
Authors: Deirdre Brooks, C.A. Suleiman Authors: James Lowder, John Mangrum,
Authors: Ben Lam and Rhiannnon Louve
& Jack Geiger Anthony Pryor and more
Developer: Anthony Pryor
Developer: Joseph D. Carriker, Jr. Developers: Jackie Cassada and Nicky Rea
Artists: SSS staff Artists: SSS artists
Artists: SSS staff

13
sword and sorcery
november releases
The Diamond Monsters of Mutants and
Throne™ Luclin™ Machines™
The Malhavoc Forget Goblins – The Wildlife of a
Handbook II Fight Grimlings! Ruined World
The moon of Luclin teems with Once, not so long ago, scien-
The August release of Monte
monsters the likes of which heroes of tists played with genes like toys,
Cook’s Arcana Unearthed, the
Norrath have never seen. The crea- and created computers that
first Malhavoc Handbook, chal-
tures often encountered on the world thought and dreamed. Then came
lenges players everywhere with
of Norrath are not in evidence on the Final Wars, and the rise of the
new options and choices. This
this lunar landscape. New dangers Gamma World. Now, new spe-
book supports those options with
live here, in places like the rugged cies of plants and animals fill the
new rules and provides GMs
Umbral Plains and the airless sur- places humanity once ruled, and things that were once
with supplemental material of their own.
face region known only as the Grey – from exotic beasts tools prey on the descendants of their makers.
Go Beyond to powerful and legendary foes that stalked the surface
Machines That Think… and Hunt
of Norrath itself in ancient times.
Arcana Unearthed
Unearthed! Dread Horrors, Not Dragons This first supplement for the popular Gamma World®
Features of this exciting new book from 3rd campaign setting covers things both animal and
Monsters of Luclin contains statistics and descrip- mechanical that roam the post-apocalyptic future.
Edition co-designer Monte Cook include 10 new
tions of over 100 original monsters, including such You’ll find descriptions of mutated creatures and of
prestige classes based on the Arcana Unearthed
fresh faces as umbrous toilers, lightcrawlers, fungoids electronic “species,” with rules for use as both mon-
classes; dozens of new monsters; hundreds of new
and unique, epic-level opponents such as Emperor sters and as player characters. Hardcover.
magic items that build on the new feats and spells in
Ssraeshza himself!
Arcana Unearthed; and the basics of the Malhavoc Gamma World books are published under license
Handbook setting: the lands of the Diamond Throne. EverQuest: Role-Playing Game books are published with Wizards of the Coast and are 100% compatible
under the Open Game License. with d20 rules.
Sword & Sorcery books are published under the Open
Game License and are 100% compatible with 3rd ISBN: 1-58846-064-9 Stock #: 16514 ISBN: 1-58846-067-3 Stock #: WW17252
Edition rules and the D20 System. Retail Price: $21.95 Page Count: 128 Retail Price: $34.95 U.S. Page Count: 224
ISBN: 1-58846-057-6 Stock #: 16141 Author: Anthony Pryor Authors: Patrick O'Duffy, Charles Wendig,
Retail Price: $18.95 U.S. Page Count: 96 Developers: Stewart Wieck and Scott David A. Wendt and more
Holden-Jones Developer: Bruce Baugh
Author: Monte Cook
Cover Artist: William O’Connor Artists: SSS staff
Artist: Sam Wood

sword and sorcery


december releases
Creature City State of Caverns of
Collection III: the Invincible Thracia™
Savage Overlord™ A Lost Civilization
Bestiary™ Return to the City State Beneath the lost ruins of Thracia
are the vast caverns of a once
Inhabitants of a Scour the slave markets of the
great civilization. While a death
Savage Land Invincible Overlord, solve the mys-
cult rules the surface, the Minotaur
tery behind the temple tempters or
The realm of fantasy is rife with King and his beast men lurk far
delve into the intrigues of the Black
creatures both monstrous and awe- below. Descend even deeper
Lotus. Crawl through the catacombs
inspiring. Strange beasts may be into the darkness and discover a
found in trackless jungles, invin- beneath the city, and encounter the
lost and arcane world that waits
cible mountain ranges, mighty minions of the Wraith Overlord!
for those brave enough to enter!
rivers and frigid wastes. Unusual races — charduni The First And Best Fantasy City of All Time
dwarves, forsaken elves and species even more myste- A Classic Reimagined
Judges Guild’s City State of the Invincible Overlord has Necromancer Games and Judges Guild have teamed
rious — pose enormous challenges to those heroes who
been updated for today’s gamer. Nothing ever produced up to expand and update the classic module Caverns
brave the lands of adventure.
can compare to its scope and scale. It contains over 300 of Thracia for revised 3rd Edition. Designed for char-
More Monsters Revealed! fully detailed shops, hundreds of interesting NPCs and a acters 4th level and higher, the Caverns of Thracia is
This latest volume of the wildly popular Creature Collec- full color fold-out map of the city. For the first time ever all a mini-campaign setting that presents intricate plots
tion™ series presents a host of new creatures for use in your in one place, you’ll find the original City State plus content and exciting adventures. Including the original classic
3rd Edition d20 fantasy campaign. Creature Collection III from the rare Judges Guild module Wraith Overlord. as well as additional dungeon levels, new magic items
contains bizarre monsters of Termana, amazing new Thousands of hours of adventure are all in this one huge, and never before encountered foes!
humanoid races, and much more! Hardcover. fantastic sourcebook! Hardcover.
Sword & Sorcery books are published under the
Sword & Sorcery™ books are published under the Open Sword & Sorcery books are published under the Open Open Gaming License and are 100% compatible with
Game License and are 100% compatible with revised Game License and are 100% compatible with 3.5 rules 3.5 Edition rules and the d20 System.
3rd Edition rules and the d20 System. This book contains and the d20 System.
creatures that can be added to any ongoing campaign. ISBN: 1-58846-991-3 Stock #: 8392
ISBN: 1-58846-990-5 Stock #: 8393 Retail Price: $29.95 U.S. Page Count: 160+map
ISBN: 1-58846-138-6 Stock #: WW8303 Retail Price: $34.95 U.S. Page Count: 240+map
Author: James Collura, based on material
Retail Price: $29.95 U.S. Page Count: 224 Authors: Patrick Lawinger, Bob Bledsaw and Bill Owen by Paul Jaquays
Authors: SSS staff Developers: Clark Peterson and Bill Webb Developers: Bill Webb and Clark Peterson
Developers: Joseph Carriker and Anthony Pryor Artists: SSS staff
Artists: SSS staff
Artists: SSS Artists

14
sword and sorcery
december releases
Anger of Realms of Solusek’s
Angels™ Norrath: Eye™
Paradise Lost? Forests of As Near Lord
The sanctity of Heaven was Faydark™ Nagafen
shattered when prideful angels You Dare Step
rebelled. Though the fallen host An Idyllic Elven
The mouths of two caverns are
was cast out, the battle between Paradise set in a cliff edge overlooking an
Heaven and Hell rages on, with
The enormous forest of Faydark enormous lake of lava. Actu-
mortals becoming pawns on
both sides. dominates the entire northern ally, the caverns are not mouths
landscape of the continent of so much as a pair of eyes…
Faydwer. This expanse is home each glaring across the lava to
Wage Heavenly War! to many of Norrath’s elvish races. The Feir’Dal, or the entrance of the fabled Temple of Solusek Ro. Even
Anger of Angels gives you the tools to run a wood elves, live primarily in their treetop city of those adventurers daring enough to enter that temple
campaign amid the struggle between Heaven and Kelethin, while the Koada’Dal, their high elf cousins, know that dark and dangerous forces hide behind
Hell, whether in a standard fantasy or a more modern each eye, including the dragon Nagafen himself.
live in the marble-walled city of Felwithe on the edge
setting. Use angels and demons as supernatural of Faydark. Out of the Pot, Into the… Lava?!
advisors and manipulators, or allow angelic and
demonic player characters to take the field. The book Surrounded by Evils Untold Solusek’s Eye contains adversaries aplenty — in-
cluding the environment itself! This adventure
details 10 new kinds of angels and a dozen new This sourcebook is the first to present information
sourcebook details this dungeon’s many dangers,
demons, describes archangels and the lords of Hell, about the continent of Faydwer, home to four player
from the fire and lava goblins and their enormous
maps out Heaven and Hell, and offers new feats, character races. The elves that dwell within the forest get
keep, to the fire giant wizards, sonic bats and death
classes, mortal organizations, and angelic and de- special attention – as do the countless forces poised beetles that guard a dragon’s lair.
monic magic. against them, such as the orc empire of Crushbone and
EverQuest: Role-Playing Game books are
Sword & Sorcery books are published under the Open the vampiric sorcerer Mayong Mistmoore.
published under the Open Game License.
Game License and are 100% compatible with 3rd EverQuest: Role-Playing Game books are published
ISBN: 1-58846-062-2 Stock #: 16522
Edition rules and the d20 System. under the Open Game License.
Retail Price: $18.95 U.S. Page Count: 96
ISBN: 1-58846-060-6 Stock #: 16131 ISBN: 1-58846-133-5 Stock #: 16513 Authors: SSS Staff
Retail Price: $21.95 U.S. Page Count: 128 Retail Price: $23.95 Page Count: 144 Developers: Steward Wieck and Scott Holden-Jones
Author: Sean K. Reynolds Authors: SSS Staff Cover Artist: Eric Polak
Artist: Alan Pollack Developers: Stewart Wieck and Scott
Holden-Jones
Cover Artist: Mark Smylie

Alliance and Out of the Order Book:


Horde Vaults™ Gabrielites™
Compendium™ Buried Secrets The Warriors of
the Lord
Reinforcements The warriors and scholars of
the Final Wars hid many of their The Gabrielites are often
Have Arrived! called judges of life — or an-
best tools and weapons. Centu-
Humans and orcs are far from ries later, many of those secrets gels of death. Once, their
the only races on the war-torn Heaven lay outside the gates of
still wait for someone to dig
world of Azeroth. Magic-wield- Nuremberg, but today it is the
them up and turn them loose…
ing blood elves, powerful trolls city’s center, towering above
for good or evil.
and many more races have come one of Europe’s largest squares.
forth to fight the malevolent Burning Legion and the Super-Science The influx of people seeking
undead Scourge... and one another. shelter under the order’s wing has been never ending
Unleashed since the dawn of the new era. From all over Europe,
Lead Your Army to Victory! What did the people fighting the Final Wars deem people seek refuge with the Gabrielites.
Individual heroes skirmish and mighty armies clash in too terrible, or too unimportant, to let anyone know
this core sourcebook for Dungeons & Dragons® about? This essential Gamma World® sourcebook
The Force of the Winnowing
Warcraft® Roleplaying Game, based on the popular lays it all out — from nanotechnology to cybernetics Order Book: Gabrielites is a key sourcebook for
series of Warcraft real-time strategy computer games. and from weapons to vehicles. It also contains new Engel™, Europe’s finest roleplaying game — now in
The Alliance and Horde Compendium offers more new rules for analyzing mysterious technology and for English! Two books for the price of one, it reveals both
races, prestige classes, spells, and equipment to take up improving the technological level of the heroes’ tribe. the inner structures of the angelic Gabrielites and the
arms against the enemy. Also included are mass Gamma World books are published under license status of 27th-century Nuremberg, the “secret capital
combat rules and material from Blizzard’s new Warcraft with Wizards of the Coast and are 100% compatible of Europe.” Wander through the wondrous floating
III: The Frozen ThroneTM RTS expansion! with d20 rules. city of the black-clad warrior angels. Learn the prob-
Sword & Sorcery books are published under the Open lems that the amassing refugees — and other dangers
ISBN: 1-58846-022-3 Stock #: WW17253 — pose to the angelic order.
Game License and are 100% compatible with revised Retail Price: $21.95 U.S. Page Count: 128
3rd Edition rules and the d20 System. ISBN: 1-58846-073-8 Stock #: WW17006
Authors: James Maliszewski and John Snead Retail Price: $19.95 U.S. Page Count: 96
ISBN: 1-58846-063-0 Stock #: 17202 Developer: Bruce Baugh
Retail Price: $21.95 Page Count: 128 Authors: Oliver Hoffmann and Oliver Graute
Artists: SSS staff
Developers: Oliver Graute and Oliver Hoffmann
Authors: Bob Fitch, Chris Metzen, James
Maliszewski and more Artist: Tobias Mannewitz
Developer: Mike Johnstone
Cover Artist: Samwise Didier

15
S word
b

orcery
& B acklist
S
__ Blood Bayou
a

1-58846-145-9
c k

(8328)
$18.95 US
l i
__ Scarred Lands Dice
1-58846-169-6
s

__ Scarred Lands DM’s Screen


1-58846-170-X
__ Scarred Lands Gazetteer:
Ghelspad
t
(8399)
$6.99 US
(8313)
$8.95 US

(8320)
__ Al’Kabor’s Arcana
1-58846-130-0
__ Befallen
(16503)
$29.95 US
(16520)
__ Burok Torn: City Under Siege (8326) 1-58846-161-0 $8.95 US
1-58846-187-4 $17.95 US 1-58846-129-7 $10.95 US
__ Scarred Lands Gazetteer: __ EverQuest Role Playing Game:
__ Calastia: Throne of
Termana (8340) Player’s Handbook (16500)
the Black Dragon (8324)
1-58846-186-6 $10.95 US 1-58846-125-4 $29.95 US
1-58846-181-5 $17.95 US
__ Secrets & Societies (8315) __ EverQuest Role Playing Game:
__ Creature Collection II:
1-58846-183-1 $13.95 US Game Master’s Guide (16502)
Dark Menagerie (8301)
1-58846-160-2 $24.95 US __ Serpent and the Scepter, The (8333) 1-58846-127-0 $29.95 US
1-58846-118-1 $10.95 US __ EverQuest Role Playing Game:
__ Creature Collection Revised (8302)
1-58846-111-4 $29.95 US __ Serpent Citadel (8334) Monsters of Norrath (16501)
1-58846-144-0 $10.95 US 1-58846-126-2 $29.95 US
__ Divine and the Defeated:
The Gods & Titans of __ Serpent in the Fold (8332) __ Realms of Norrath: Freeport (16510)
the Scarred Lands, The (8311) 1-58846-120-3 $10.95 US 1-58846-128-9 $23.95 US
1-58846-165-3 $24.95 US __ Shelzar: City of Sins (8327) __ Realms of Norrath:
__ Hollowfaust: 1-58846-146-7 $21.95 US Everfrost Peaks (16511)
City of the Necromancers (8322) 1-58846-131-9 $26.95 US
__ Vigil Watch:
1-58846-163-7 $19.95 US Warrens of the Ratmen (8330) __ Temple of Solusek Ro (16521)
__ Hornsaw: Forest of Blood, The (8323) 1-58846-164-5 $13.95 US 1-58846-132-7 $12.95 US
1-58846-166-1 $17.95 US __ Wilderness and Wasteland (8331)
__ Mithril: City of the Golem (8321) 1-58846-121-1 $12.95
1-58846-162-9 $17.95 US __ Wise and the Wicked, The (8312)
__ Penumbral Pentagon, The (8316) 1-58846-167-X $17.95 US
1-58846-185-8 $18.95 US __ Champions of Darkness (15003)
__ Player’s Guide to 1-58846-081-9 $21.95 US
Clerics and Druids (8308) __ Denizens of Darkness (15002)
1-58846-148-3 $23.95 US 1-58846-077-0 $21.95 US
__ Player’s Guide to Fiction __ Heroes of Light (15030)
Fighters and Barbarians (8307) __ Champions of the Scarred Lands (11660) 1-58846-082-7 $21.95 US
1-58846-149-1 $23.95 US 1-58846-808-9 $6.50 US __ Ravenloft Campaign Setting (15000)
__ Player’s Guide to 1-58846-075-4 $29.95 US
Rangers and Rogues (8309)
1-58846-147-5 $23.95 US __ Ravenloft Dungeon
Master’s Guide (15004)
__ Player’s Guide to Wizards, 1-58846-084-3 $34.95 US
Bards and Sorcerers (8306) The Dead God Trilogy
1-58846-110-6 $23.95 US __ Ravenloft Gazeteer I (15020)
__ Scarred Lands:
1-58846-080-0 $24.95 US
__ Relics & Rituals (8310) Forsaken (Book 1) (11661)
1-58846-159-9 $24.95 US 1-58846-809-7 $6.50 US __ Ravenloft Gazetteer II (15021)
1-58846-083-5 $24.95 US
__ Relics and Rituals II: Lost Lore (8314) __ Scarred Lands:
1-58846-182-3 $25.95 US Forsworn (Book 2) (11662) __ Ravenloft Gazetteer III (15022)
1-58846-810-0 $6.50 US 1-58846-086-X $24.95 US
__ Scarred Lands Campaign
Setting: Ghelspad (8325) __ Scarred Lands: __ Ravenloft Tarokka Deck (15049)
1-58846-184-X $24.95 US Forbidden (Book 3) (11663) 1-58846-090-8 $21.95 US
1-58846-811-9 $6.50 US
__ Scarred Lands __ Secrets of the Dread Realms
Campaign Setting: Termana (8341) and Dungeon Master’s Screen (15001)
1-58846-142-4 $29.95 US 1-58846-076-2 $14.95 US

16
S wordS orcery
__ Van Richten’s Arsenal Volume I (15010)
1-58846-079-7
__ Van Richten’s Guide to
the Walking Dead
1-58846-085-1
$24.95 US

&
(15011)
$22.95 US
b
__ Requiem for a God
1-58846-104-1
__ Skreyn's Register:
The Bonds of Magic
1-58846-107-6
__ When the Sky Falls
a c
(16120)
$12.95 US

B acklist
(16130)
$12.95
(16121)
k l
__ Necropolis
1-58846-116-5
i

__ Prisoners of the Maze


1-58846-189-0
__ Raise the Dead
1-58846-096-7
s t
(8390)
$29.95 US
(8380)
$11.95 US
(8377)
$15.95 US
1-58846-061-4 $13.95 US
__ Rappan Athuk 1 (8360)
1-58846-164-4 $9.99 US
__ Dungeons & Dragons Warcraft __ Rappan Athuk 2 (8361)
the Roleplaying Game (17200) 1-58846-157-2 $11.95 US
1-58846-071-1 $34.95 US
__ Rappan Athuk 3 (8362)
1-58846-158-0 $14.95 US
__ Siege of Durgam’s Folly, The (8370)
__ Aberrations (8379) 1-58846-188-2 $10.95 US
__ Banewarrens, The (16111) 1-58846-095-9 $13.95 US
__ Tomb of Abysthor, The (8351)
1-58846-103-3 $17.95 US __ Book of Taverns (8374) 1-58846-150-1 $15.95 US
__ Book of Eldritch Might, The (16100) 1-58846-072-X $19.95 US
__ Tome of Horrors (8387)
1-58846-100-9 $10.95 US __ Chaos Rising (8375) 1-58846-112-2 $29.95 US
__ Book of Eldritch Might II: 1-58846-099-1 $13.95 US
__ What Evil Lurks (8371)
Songs and Souls of Power (16101) __ Crucible of Freya (8350) 1-58846-193-9 $10.95 US
1-58846-102-5 $12.95 US 1-56504-485-1 $7.99 US
__ Vault of Larin Karr, The (8373)
__ Book of Eldritch Might III: __ Demons and Devils (8354) 1-58846-140-8 $15.95
The Nexus (16102) 1-58846-153-X $8.95 US
1-58846-105-X $18.95 US
__ Grey Citadel, The (8376)
__ The Book of Hallowed Might (16103) 1-58846-098-3 $13.95 US
1-58846-108-4 $10.95 US
__ Hall of the Rainbow Mage, The (8372)
__ Demon God’s Fane (16110) 1-58846-113-0 $15.95 US
1-58846-101-7 $9.95 US __ Creatures of the Dreamseed (17001)
__ A Lamentation of Thieves (8383) 1-58846-122-X $23.95 US
__ If Thoughts Could Kill (16150) 1-58846-093-2 $18.95 US
1-58846-106-8 $9.95 US __ Engel (17000)
__ Maze of Zayene 2: 1-58846-123-8 $29.95 US
__ Mindscapes (16151) Dimensions of Flight (8381)
1-58846-109-2 $18.95 US 1-58846-190-4 $11.95 US __ Engel: Pandoramicum (17002)
1-58846-119-X $4.95 US
__ Monte Cook’s Arcana Unearthed(16140) __ Maze of Zayene 3: Tower Chaos (8382)
1-58846-065-7 $29.95 US 1-58846-117-3 $11.95 US __ Order Book: Michaelites (17005)
1-58846-073-8 $19.95 US
__ Monte Cook’s Arcana Unearthed __ Morrick Mansion (8378)
Screen and Player’s Guide (16142) 1-58846-097-5 $13.95 US
1-58846-059-2 $15.95 US

17

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