Академический Документы
Профессиональный Документы
Культура Документы
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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NOVEMBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE
THE RED SIGN VAMPIRE 1-58846-245-5 2431 $19.95
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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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DECEMBER 2003
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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
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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
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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
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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
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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
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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
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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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EXALTED ......................................................................................................................................................................................................................... 2 Mike Chaney
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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
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Demon: The Fallen .......................................................................................................................................................................................................... 7
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Werewolf: The Apocalypse ............................................................................................................................................................................................ 8
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Dark Ages ....................................................................................................................................................................................................................... 9
Dark Princes | BY MATT MCFARLAND, DARK AGES DEVELOPER. THE LORDS OF THE NIGHT ARE LORDS FOR A REASON.
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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
4
With a Bang
or a W h i m p e r by Justin Achilli, Vampire Developer
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
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.”
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).
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
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
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
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
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 ___________________________________________________________________
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 ___________________________________________________________________
Phone ____________________________________________________________________
PLEASE INDICATE ON THIS ORDER FORM THE ITEMS YOU WOULD LIKE TO PRE-ORDER AND GIVE IT TO YOUR RETAILER
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
DARK AGES: GANGREL (DACN 10) 11214 1-58846-847-X DARK AGES FICTION FEB $6.99
WEREWOLF: THE LAST BATTLE 11911 1-58846-856-9 WEREWOLF FICTION FEB $7.99
WORLD OF DARKNESS: TIME OF JUDGMENT 5399 1-58846-475-X WORLD OF DARKNESS MAR $29.99
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
COMPLETE BOOK OF ELDRITCH MIGHT 16105 1-58846-952-5 MALHAVOC PRESS JAN $34.99
VAN RICHTEN’S GUIDE TO THE SHADOW FEY 15012 1-58846-088-6 RAVENLOFT MAR $22.99
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
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!
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.
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
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
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
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
8
EverQuest
To the
Moon!
Roleplaying Game
by Stewart Wieck, EverQuest: Role-Playing Game Developer
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.
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
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
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
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
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
(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
17