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This Quarter… This Quarter…
V a m p i r e developer Justin Achilli spins some spooky discs for us. Time to dance till dawn.


White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, GA 30083
White Wolf Publishing Owners: Stewart and Steve Wieck, Mark Rein•Hagen President: Mike Tinney Vice President, Editing and Development: Vampire IP Manager: Werewolf Developer: Mage Developer: Exalted Developer: Sword and Sorcery Studios Managing Editor: Trading Card Game Projects: White Wolf Fiction Developers: Ken Cliffe Justin Achilli Ethan Skemp Bill Bridges Geoff Grabowski Andrew Bates Steve Wieck Matt McFarland Mike Lee Game Studio Editors: Carl Bowen John Chambers Rich Thomas Pauline Benney Aileen E. Miles Brian Glass Becky Jollensten Rich Thomas Matt Milberger Mike Chaney Katie McCaskill

This is it! Developer Justin Achilli pulls back the veil from Vampire: The Requiem Requiem. We promise it won’t hurt at all… after the first bite.

When he stepped up to the plate to design the new core mechanics for the World of Darkness, Bill Bridges knew it would be a huge task. He had no idea.

10 12

Vampire: The Eternal Struggle comes out on top as the best multiplayer CCG of all time. We knew it all along.

Vice President, Production and Design: Vampire and MET Art Director: Werewolf Art Director: Exalted Art Director: Dark Ages and VTES Art Director: EverQuest and Ravenloft Art Director: Gamma World and Warcraft Art Director: Necromancer and Scarred Lands Art Director: Marketing Art Director:

Computer Projects Director: Chris McDonough Computer Projects: Conrad Hubbard Reuben Bruchez Vice President, Sales: Director of Sales: Director of Book Chain Sales: Direct Sales Manager: Dean Burnham Fred Yelk Mike Krause Brad Butkovitch

Fiction Editor Philippe Boulle gives us a look at the new Vampire: The Requiem novels.


Director of Marketing: Philippe Boulle Events Coordinator: Chad Brown Fan Club Director: Charles Bailey Controller: Benjamin T. Monk, Jr. Accounts Receivable: Lisa Eidson Accounts Payable: Rebecca Schaefer Print Buyer & Licensing: Aaron Voss Warehouse Manager: Raphael Castle

The new book of sorcery for Exalted explores the full potential of magic and artifacts in the Second Age of Man. This is what you’ve been waiting for.

Dark Ages Developer Matthew McFarland gives the Devil’s Due Due, revealing the infernal in all it’s Dark Medieval glory. Watch out, Dr. Faustus.


Your Regular Your Regular Dose… Dose...

© 2004 White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. White Wolf, Vampire, World of Darkness, Vampire the Masquerade, Vampire the Eternal Struggle, Exalted, Mage the Ascension and Aberrant are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Dark Ages Vampire, Werewolf the Apocalypse, Storyteller System, Storytelling System, Dark Medieval, Trinity, Trinity Universe, Orpheus, Adventure, Age of Sorrows, Mind’s Eye Theatre, Sword and Sorcery, the Sword & Sorcery logo, Scarred Lands, Two Wolf Press, Borealis and Borealis Legends are trademarks of White Wolf Publishing, Inc. Arthaus is a trademark of Arthaus Publishing. All rights reserved. Trademarks and copyrights of Two Wolf Press and Borealis titles are held by their respective authors or editors. Necromancer Games is a trademark of Necromancer Games, Inc. Malhavoc Press is a trademark owned by Monte J. Cook. All rights reserved. Engel is a trademark of Feder & Schwert. EverQuest is a registered trademark of Sony Computer Entertainment America, Inc. SOE and SOE logo are trademarks of Sony Online Entertainment, Inc. Wizards of the Coast, Magic the Gathering, Dungeons & Dragons® and D&D® are registered trademarks of Wizards of the Coast. The D20 logo, the D&D logo, the Wizards of the Coast logo, “D20 System,” Ravenloft, Gamma World and Deckmaster are trademarks of Wizards of the Coast, Inc., a subsidiar y of Hasbro, Inc., and are used with permission. All other titles, characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concer ned. Check out White Wolf online at; and PRINTED IN CANADA.

Cover Art


World of Darkness Rulebook

Howlings News and Notes from White Wolf Game Studio
In July
Blood for Download — Fans get to play an introductory chronicle of Vampire: The Requiem at SERE (July 22-25) — Live action galore as Camarilla Fan Club members participate in the club’s Southeast Regional Event in Fort Lauderdale, Florida. Rocks, paper and scissors march on the South. Spells Like Mean Spirit — Exalted players get their hands on Savant and Sorcerer and hatch all-new plans to turn creation upside-down. Storytellers everywhere smile evilly and whisper “Bring it on.”

One Night in Georgia
February saw the first “golden ticket” LARP run by the Camarilla Fan Club. Twelve members — drawn from all those who had done recruitment work for the club — were flown to Atlanta and then driven to a special location for a two-night game that played a key role in the ongoing Year of Fire chronicle. Including members from Canada and Great Britain, this special game was put together by the Camarilla Master Storyteller and featured White Wolf staffers and other high-ranking club Storytellers. Players got to bring their characters face to face with undead such as Beckett, Jan Pietrezoon and other elders, and shaped much of the Year of Fire. Players pushed their characters to the limit, uncovered long-lost secrets of the World of Darkness, and emerged ready to face Gehenna. They also discovered just how dangerous a 12-year-old diablerist can be!

In August
GenCon Indy (August 19-22) — White Wolf attends the biggest gaming show of the year in Indianapolis, Indiana, and launches the new World of Darkness. Take one killer game, add thousands of avid fans, place in an unsuspecting city and shake. Not recommended for the weak of heart. The Requiem Begins (August 21) — The World of Darkness Rulebook and Vampire: The Requiem launch at 12:01 a.m. Friday-night games will never be the same again. VTES North American Championships (August 21) — Bleary-eyed but undeterred, qualified players face off in the year’s biggest Vampire: The Eternal Struggle game at GenCon. The winner stakes the losers for the, accepts his trophy graciously.

The Music The Music of the Damned of the Damned

Vampire Developer Justin Achilli Spins The Requiem

In September
DragonCon (September 2-5) — White Wolf ’s hometown Atlanta, Georgia hosts DragonCon. Peachtree Street site of the great Stormtrooper/Kindred smackdown. Big, Easy, Undead — City of the Damned: New Orleans reveals the secrets of the Kindred of the Crescent City. Tuesday may be fat, but on Wednesday you’re ash.

When we started work on Vampire: The Requiem, I wanted to reinvigorate some of the oldschool appeal that the original game held for me. So, I set to listening to some of the cool, thematic music that I did back in the day. But I also wanted to get into some new music that hadn’t necessarily been around when the game ’s look, feel and sound emerged. I mean, anyone who’s ever read a vampire novel can put two and two together and come up with that Sting song, “Moon Over Bourbon Street.” I wanted a little more than a onenote, pop-culture reference to capture the mood, though. Also, Sting makes me think of old people, and not in a good way. Hereafter is the track list from a music compilation I put together when we were hashing out the direction of The Requiem. New Order, “In a Lonely Place”: I’m a huge New Order fan, so putting them on the compilation was a gimme. To me, this song sounds like what the weight of undeath must feel like. Swirly guitars, ponderous beat and spooky sound arrangements.

The Swans, “Mother/Father”: If the human soul could have blisters, and those blisters could play careening, wall-of-sound guitars, they would be the Swans. Bauhaus, “She’s in Parties”: Come on. It’s a CD of vampire music. Bauhaus had to be on here, but I didn’t want to use hackneyed old “ Bela Lugosi ’s Dead.” A friend of mine tells a story about going to a party that someone was throwing deep in a wooded area, and hearing this song before he actually arrived. Imagine yourself in a strange environment and hearing this song sort of creeping up on you. Click Click, “HSD”: This song makes me think of a vampire hunting prey. It starts slowly as the vampire thinks “That one” and moves to attack, all the while the prey remaining oblivious. Eventually the prey catches on, however, and the climax and denouement of the song occur as the Kindred overtakes her victim and slakes her thirst. Clan of Xymox, “The Same Dream”: This has all the gothic elements, so it just sounds right. That

Draw, Deadman!
This September sees the release of Dead Man’s Hand: Five Tales of the Weird West by Nancy A. Collins (see p. 18). This volume brings back into print the acclaimed, hard-to-find novellas “ Lynch ” and “ Walking Wolf, ” and the short stories “Calaverda” and “The Tortuga Hill Gang’s Last Ride.” What’s more, it features “Hell Come Sundown,” an all-new novella featuring a vampire lawman. This last tale finishes Nancy’s trinity of stories featuring Western and Horror archetypes: the Native American werewolf (“Walking Wolf”), the Frankenstein-monster outlaw (“Lynch”), and now the vampire lawman. This collection also features a foreword by none other than Joe R. Lansdale, author of novels, short stories and comic books in the Horror, Western and Thriller genres.

Up with UDON
Exalted fans have no doubt noticed the spectacular work of UDON, such as the covers of Exalted: The Abyssals and the Exalted Players Guide. UDON is actually a collective of talented Canadian artists whose work can be seen in such comics as Transformers and Battle of the Planets. Professional, talented and all around great guys, the UDON folks have become favorites around the office. Check out their upcoming work on the novel Exalted: Relic of the Dawn and the game book Houses of the Bull God.

Rewarding Random Acts
Lucien Soulban is a freelance writer and game designer who has sketched out an especially dark corner of the White Wolf canon with such books as Clanbook: Baali, Montreal by Night and Orpheus (among others). Now he seems ready to balance the karmic scales with the help of some of his backlog of author copies. Every week, he has been giving away a copy of one of his books to one of the people who reports having performed a socalled random act of kindness, like feeding the homeless or aiding an elderly neighbor up the stairs. Just email Lucien with your story of (recent) selflessness at He says he’ll keep giving out a book a week as long as he has them to give (or until greedy jerks turn a nice gesture into a grab for free loot). So be kind, folks.

What’s Wrong with Chad?
Help us understand our mysterious Chad. He baffles us. Can you tell us what’s wrong with him? Email answers to whatswrongwithchad

choral female vocal, that dirgey lead vocal, and lyrics concerned with dreams (nightmares?) and “running out of time,” which vampires are paradoxically limited by and utterly free from. Switchblade Symphony, “Clown (Lætherstrip Mix)”: A scary song. It makes me think of something rising from below, like a vampire emerging from a grave or crawling up from a sewer. Also, clowns killed my dad, so I ’ ve always been scared of them. VNV Nation, “Darkangel”: I love almost everything this band does. Their sound composition, the singer ’s voice and their lyrics (which are often about redemption in spite of their dark sound) all make for an undeniable musical contribution to Vampire. Joy Division, “She’s Lost Control”: This one works on two levels for me. First, it obviously talks about someone who has lost control, like a vampire in the throes of the Beast’s possession. Second, it’s delivered so coldly and dispassionately that it sounds like another vampire passing judgment on the first for not being able to keep her-

self contained, as in the case of a sneering harpy spreading rumors of another Kindred’s barbarism. New Order, “ Murder ” : More New Order, of course. The murky bass and intense beat in this song also make me think of a vampire stalking his prey, but not necessarily to feed. If Vampire were a movie, this is the song that would play when a vampire sneaks up on his rival and beats him into a bloody torpor. It’s at once harrowing and utterly unemotional. Funker Vogt, “Gunman (Classic)”: Aggressive and viciously melodic, this is the song they play when you go to the club and there are a thousand people, all dressed in black, who have simply had it with housed-up versions of Britney Spears songs. Nine Inch Nails, “ A Warm Place”: This is a very internal piece of music. The harmony sounds to me like the rush of blood pulsing through a vampire’s ears. The repeated minor chord is what despair would sound like if despair was a sound. It makes for a potent combination, especially as the harmony

lightens a bit as the song progresses but it concludes with the sound of despair again. This Mortal Coil, “Song to the Siren”: I imagine a vampire chanteuse singing this before an assembled group of Kindred. Maybe they’re not even other Kindred. Maybe they’re mortals at a piano bar and she sings about the misery of being a vampire, using this song’s nautical lyrics as a metaphor. Underworld, “Cowgirl”: Underworld has a dangerous edge lurking somewhere just beneath the surface of every song they write. Sometimes it’s closer than others. It’s hard to find that edge in this song unless you’re actually listening for it, and that ’s when it sneaks in and cuts you. Delerium, “Innocente (Lost Witness Radio Edit)”: Delerium combines dance music with a certain haunting aesthetic that pairs perfectly with vampires. While it’s not goth-rock, this track has a gothic quality that the remix brings into a modern context. When you hear this song out at a club, it’s probably best to assume that a

vampire’s watching you from the shadows and it’s time to go home. Take the short way if you know what’s good for you. The Damned, “Smash It Up”: Punk doesn’t get near the recognition it deserves. I mean, yeah, you see a lot of black leather jackets and nose rings, but where’s all the anger and nihilism that being a vampire can spawn? It’s in this song. This is an especially good track if you have a version with the instrumental introduction. FPU, “Ocean Drive”: Electroclash is a perfect blend of punk and new wave with turn-of-the-century sensibilities. This particular song is relevant to vampires because of its lyrics. Yeah, it’s about a cop, but lines like “The guilty hearts and alibis/ the streets run red on ocean drive/ but can our love survive” are pure Vampire. Nine Inch Nails, “The Frail (Version)”: Moody chamber music for vampires. I put this track at the end of the CD because it comes at the end of the vampire’s night, when he goes to sleep in preparation for the next night in his infinite multitude.

This is

the Requiem
By Justin Achilli, Vampire Developer
Starting over is a huge undertaking. When I sat something new. Likewise, some subtle things dedown to outline the next version of Vampire tracted from the old game’s suspension of disbelief. (with a blank page that had only “New Game” Famous historical figures being vampires, for exscrawled at the top), it was not unlike standing on ample. We wanted to get away from that. a beach with a shovel and being told, “Get that Horror needed to be a strong foundation upon goddamn sand out of here.” which the new game was built, too. We couldn’t So I rolled up my sleeves and commenced to assume that people were just familiar with horshoveling. ror. We couldn’t just say, “Well, you’re playing One of the things I really wanted to focus on vampires, so that means it’s a horror game.” The with the release of Vampire: The Requiem was ideas and conventions of the new Vampire needed that indefinable feeling I had when I first picked to be horrific in and of themselves, evoking fear up Vampire: The Masquerade Masquerade. I know that any time the game was played. seems odd, trying to focus on something indefinThe game also had to be old school in the able. But to me, that was the best way to do it. I feelings it inspired. All those players who made didn’t want the game to be guided by what some the first incarnation a Renaissance in gaming focus group wanted, or by what some market were onto something, and I wanted to emphaanalysis said was a hot trend among our target size that this was something different, new and demographic. What I wanted was to recreate that scary in roleplaying. The game needed to be feeling of wonder, of stepping into a dark Daeva world and seeing the gothic heights of both the Other Kindred envy their beauty and grace, their ability to incite passion in setting and the society mortals, the ease with which they glide through the masses — and that envy for the first time. is almost as potent a draught to the Daeva as blood itself. These Kindred are And yet, I also wanted to take everything we’d consummate predators and would seem to be the perfect vampires. Alas that learned from Vampire Vampire’s most are too dead inside to enjoy it. first iteration, keep the good stuff, and discard Called Succubi by other clans, the Daeva are experts at making their prey what didn’t work. I didn’t come to them, victims practically offering themselves not merely as food but as want to lock anyone into playthings. Most Succubi are overtly passionate beings, drawn by beauty and thinking, “It has to be this way, because it says blood in equal measure, but it’s an artificial passion. Their ability to feel a true so on page 26 of suchattachment to other people atrophies over years of manipulating the love of and-such book.” From mortals and the respect of fellow Kindred. The result is Daeva who no longer the beginning, we knew we wanted our new World understand those emotions as anything other than tools to be exploited and rote of Darkness to be free of steps to follow. For all their apparent fervor, most Succubi are as dead spiritually metaplot, leaving you to do what you want with as they are physically. They claim to understand desire, but all they truly know our ideas, not forcing you is need, and it is this deadening of emotions that causes so many jaded Daeva to to come back to the well become depraved in their efforts to feel again. or invalidating your chronicle when we print
Vampire: The Requiem
WW25000; $34.99 ISBN 1-58846-247-1

page 16

City of the Damned: New Orleans
WW25200; $26.99 ISBN 1-58846-248-X

page 17

Vampire: A Hunger Like Fire By Greg Stolze
WW11235; $6.99 ISBN 1-58846-862-3

page 17


progressive, not riding on a system for which math didn’t work and many of the rules amounted to, “Um… make something up. That’s how this power works.” Light rules doesn’t mean a game can’t have good rules. Bill’s article on creating the Storytelling system offers more insight on that. Better yet, rather than tell you what I mean, let me show you. Let’s part the curtain and see some of what Vampire: The Requiem has in store.

Social conflict is much of what makes Vampire interesting, but I didn’t want to simply reintroduce the familiar sectarian struggles. Membership is now more fluid. Characters may move from covenant to covenant over the course of their unlives, or even forsake the artificial politics of sect culture entirely. Further, vampire society now has several different organizations (as opposed to the almost universally dominant two from Vampire: The Masquerade Masquerade), and none of those covenants can truly be said to have the upper hand except in individual domains.

Clans and Bloodlines
Yes, the game still has clans. They’re a great idea, and we’ve refined the nature of what clans are to allow you to customize your own lineages. The five clans themselves are the archetypes that come to mind when you think of vampires’ literary origins. The new bloodlines allow you to add your own twists to the vampire myth and truly make the game your own.

Individual Domains
While vampire culture permeates the world, universal structures do not. Even the conventions of prince and sect can vary by location. So, the extent of the vampire’s world is almost entirely local. Undead in their domains are xenophobic and isolated, not trusting outsiders and preferring to keep to themselves, where rivals are known quantities. Kindred society is neo-feudal, with a local lord or ruling body and little concern for faraway vampires whose affairs have no bearing on nearby Kindred.

What would a game about vampires be without fearsome supernatural powers? Disciplines return with their own systems closely related to those of bloodlines, allowing you to expand on what undead powers can do.

Territoriality The Fog of Eternity
For the Kindred, history is an inconstant companion. Even if a single (formerly) mortal mind could conceivably retain all that it saw, learned and experienced over a period of centuries, the very physiology of the Kindred forbids such clear and detailed recall. A vampire’s blood increases in potency the longer he stays awake and active. The more potent a vampire’s blood, the more difficult it is for him to remain at ease with the world around him. Potent blood is demanding. It calls out for the vitae of other Kindred — a terribly sinful urge in the eyes of undead society. Failing that, it calls out for sleep, so that the blood may at least have a chance to thin over time, returning the vampire to a semblance of his more composed self. To make matters worse, certain vampiric misdeeds during a time of activity can cause a Kindred’s blood to concentrate prematurely, thus leading to further mental distortion, frustration and anguish.

Vampires are predatory creatures, used to having their own territory. When a vampire sees another Kindred whom he doesn’t know, frenzy is a possibility. Certain vampires cause an aggressive fury, a desire to tear the interloper a new asshole for having the temerity to step into one’s domain. Others cause fear frenzy, exuding such an aura of predatory menace that onlookers just want to get away. In any event, vampires feel and cause this predator’s urge on sight — which means the undead instinctively recognize other vampires for what they are. Obviously, we can’t show the whole of Vampire: The Requiem here, but the preceding ideas give you a taste of what the game has in store. You’ve seen some familiar terms here (clans, Kindred), but you get to see a bunch of new concepts here as well. Just check out the sidebars of this article.


V a m p i r e has a tremendously loyal fan base, and we guiding principles. We want to put the world entirely in didn’t want to throw the baby out with the new edition’s your hands, so that you’re not dependent on us to tell bath water. So, some ideas in the new game are similar you what thread develops in what direction, and which to those of the previous edition. We’re still working with character does what. We do have signature characters, vampires, after all, and good ideas from before make it but they primarily serve as iconic representations of all the easier for people to get into the new. the game, people with whom we can characterize the Yet, many old concepts just didn’t make the transition: You won’t see The Circle of the Crone the word “Assamite,” for example, nor will you see “Inconnu,” “PoThe Circle of the Crone claims a naturalistic origin for vampires. Members say tence” or “Prince Lodin.” Some they have always been a part of the world, spawned in the dark places where words we tried to keep for sound mortals fear to tread and where guarded suspicion yields to open fear. Their origin and resonance, but just couldn’t bestories invoke such names as the Russian witch Baba Yaga, the horned god cause of the preconceptions (read: baggage) that they brought. The Cernunnos, the Thracian goddess of moon and magic Bendis, the animal-god Sabbat, for example, was originally Pashupati, Mithras and his bull sacrifices, and the bloody incarnations of the part of the new setting, but the new Morrigan. Occasionally, the Pagans even incorporate Cain into their philosophy incarnation was so little like its prethrough Lilith, the first wife of Adam. Members of the circle reject vampiric notions decessor that using that name only served to distract from what it had of penitence. They take a more organic approach to unlife, one that allows for all become. We liked the spooky, halcreatures — even the living dead — to continue to learn, grow and find enlightenlowed sound of the name, but finally ment. While much of Kindred practice places emphasis on guilt and absolution in the dropped it because it carried too many connotations. That said, those Judeo-Christian tradition, the Pagans consider themselves outside that framework. words that do carry over largely have the same or similar functions. “Dominate” still serves the same purpose. The “Ventrue” examples of play, and figures upon whom we can base still function in the role of vampires-as-aristocrats. fiction. As a nod to the prior incarnation of the game, Still other ideas have been tweaked, but still have at V a m p i r e e’s signature city is Chicago, and its signature their core some degree of applicability to the new setting. characters are residents of that domain (New Orleans is Cain is no longer the universally recognized father of the sample setting in the core book, but Chicago is soon vampires. “Fortitude” is in the game, but not as people to follow). If you want to use those characters, great. If are accustomed to seeing it. not, you don’t have to worry about Chicago intruding Note above where I said we aren’t shackling any of on your domain. the new setting to a metaplot. In fact, that’s one of our As an experience, it’s been simultaneously exciting, terrifying, thrilling, dubious and refreshing to work on Vampire: The VII Requiem m. It has certainly never One “sect” among the world of the undead has no name. Although this sect been boring. Hopefully that energy will translate into your chronicle. I comprises vampires, those beings seem to hate all Kindred not of their mystelike to think that enough of our love rious order, and literally attempt to destroy Kindred on sight. The notion of this and enthusiasm has made it into the group as a sect might even be mistaken, as it is unknown whether the group is book and you can tell how much fun we’ve had creating it. Since it’s now a true sect, its own insular clan, or just a particularly zealous cult. “Seven,” the in your hands, I can’t wait to hear name by which other Kindred recognize the cult, comes from occasional icons what you think of it. that vampires of the order leave after particularly heinous or noteworthy V a m p i r e : T h e R e q u i e m is attacks on Kindred — the Roman numeral seven. available in August.



Bulgarian-born Alex Maleev has made his mark on the American scene with his ongoing stint as artist on Marvel Comics’ Daredevil comic book, and his work on DC Comics’ Batman and Superman vs. Predator, on Image Comics’ Sam and Twitch, and on J. O’Barr’s The

Crow. His work for White Wolf includes covers for
Hunter: The Reckoning and stunning full-page pieces for Vampire: The Requiem. His weathered, moody work has become a fan favorite and sets the edgy tone for the new World of Darkness Darkness. Citing influence from great masters such as Rembrandt and Bruegel, as well as contemporary stars like Mike Mignola, Alex continues to evolve his style and explore the dark corners of his work.


The new

by Bill Bridges

World of Darkness rulebook

Step into the Shadows

World of Darkness Rulebook
WW55000; $19.99 ISBN 1-58846-476-8

page 16

Do you sometimes see ominous shapes in the moonlight, hear disembodied whispers, or suspect the truth behind the unsettling mysteries that plague your town? Do you get that dreadful feeling that things are not right with the world, that something ancient and bloody rules the night? If so, you need no introduction to the World of Darkness. You’re already there. You know that mortals are weak and fragile beings, powerless before the supernatural. You suspect that the creatures of myth and folklore — vampires, werewolves, witches and other things — are real, sharing the world with us, dividing it into territories and hunting grounds. In such a world, knowledge isn’t power, it only confirms your worst fears. Curiosity drives you to verify these fears, but maybe it’s best not to know the truth at all. If you don’t keep what you know to yourself, others only shun you. How do you live with such a terrible secret — that monsters are real? There’s no easy answer, but those who do realize the truth take some comfort in knowing that they’re not alone. Others have reported from the fringes of the unknown. Although they often suffer grisly fates or disappear, the record of their reports remains, waiting to be discovered by other intrepid — or unfortunate — seekers of mysteries. The beings lurking in the shadows might not want mortals to know of their existence, but their secrets sometimes get out. They’re distorted and exaggerated, to be sure, but still suggestive enough to warn that terror walks in human form. And yet, those who seek to bring light to the darkness had best beware, for the light of truth can consume them. Most of the creatures stalking the night were mortal once. Some of them asked too many questions, too, attracting the attention of the beings they sought to study. It is such curiosity that breeds monsters and madmen. Welcome to the World of Darkness. If you’ve been here before, don’t rely on past experience to save you. Things change. What was true before might be false now. The wall between the

possible and impossible has been breached. Only those who live in the shadows know how to navigate this world, and they guard their secrets well. To know them, you must join them.

New World, New Rules
The World of Darkness dawns in the World of DarkRulebook, a sturdy hardback that provides core ness Rulebook rules for any Storytelling game. The book is a companion for Vampire: The Requiem Requiem, Werewolf: The Forsaken and Mage: The Awakening Awakening. One world and one set of rules for all three games. Characters begin as mortals before they suffer an irrevocable transformation, becoming bloodsucking parasites, bestial shapeshifters or power-mad mystics. The World of Darkness Rulebook gives you everything you need to create a mortal character and play his prelude into a life amid the shadows, before he is Embraced into the Requiem, changed into a wolf, or Awakened to magic. Each supernatural setting book provides rules for that transformation. Since mortals share the same streets with vampires, urban shapeshifters and technomancers, we set out to design a consistent set of rules that applies to all creature (and character) types. To accomplish that goal, the initial creation group met over the course of months to work out a basic design. The challenge was to reinvent and improve upon one of the most popular game systems ever. We wanted to keep what was unique and good in Storyteller — 10-sided dice and trait dots, for example. (It just wouldn’t be storytelling without them.) But there was also a lot we wanted to fix. Instead of modifying the difficulty of a task by shifting target numbers up or down (“What’s my target number?” “Uh… 6, I guess.”), or altering the amount of successes needed (“I got one success!” “Sorry, you needed three.” “Then why do they call it a success?!”), we decided to add bonuses to and subtract penalties from your dice pools. There is now a single, constant target number for all rolls. No more asking the Storyteller what you need. And for most single-roll actions, a result of one success means you succeed in a task.


Once we had a first draft of our new rules, we gathered playtesters across the world, coordinated feedback over the Internet, and began playtesting in the White Wolf offices. These experiences taught us a lot about what worked and what didn’t. It also allowed us to kill each other’s characters as often as we wanted, just to see how easy or hard it was. Since vampires and werewolves have special powers of resilience (ignoring some wounds or healing others quickly), we had to be sure to balance their powers against mortals (including mages — until they cast magic, that is). Of course, part of the balance was recognizing that a fight isn’t always fair. More often than not, a mortal doesn’t stand a chance against a supernatural foe. The trick was to make the challenge interesting and logical, yet unpredictable. In response to playtester feedback, we made lots of changes, sometimes going in the wrong direction before we had to retrace our steps and get back to basics. (Hey, three different types of dice sounded like a good idea at the time….) Although our main concern was making the rules work, we never lost sight of the overall theme of the system — that story is king, and random dice rolls are there to support the story, not stifle it. Combat is fun, but it should be the last resort of the desperate, unless the inner beast or instinct takes over. (It’s just not in the nature of a werewolf to stay out of a fight.) We finally ended our quest with a streamlined, consistent and openended Storytelling system. Its foremost emphasis is drama and character, but the rules are solid and represent proper dice probabilities without anybody ever needing to resort to calculators or charts. One really nice innovation is a single attack and damage roll. No more rolling to hit and then rolling again to check for damage (and sometimes getting no successes!). Now it’s all handled in one quick roll, thanks to weapon modifiers. If you hit, you always inflict at least some damage.

Ghost Stories
The World of Darkness Rulebook Rulebook, besides presenting the rules common to all Storytelling games, provides lots of advice on telling tales, including examples of antagonists who can make life difficult for players’ characters. Among them are the most chilling of monsters — ghosts. Even mortals who never need worry about falling prey to a vampire or treading on werewolf territory or angering a wizard might encounter a haunted house or break out into goose bumps as a long-departed spirit passes by. Everyone has heard urban legends about ghosts, and everyone has a family member who swears to have seen a spirit. But most people encounter only weak, harmless ghosts. There are tales of more malevolent beings, capable of causing harm or leading people to their deaths. Some are even said to possess the living. Doctors label the possessed as crazy and medicate them or lock them away. Others know the true cure for such “disease” — exorcism. While rare in the “civilized” world, exorcism rituals still occur in small towns and remote villages. The people of industrialized nations consider such superstitions ignorant, but ghostly victims know far better. The World of Darkness Rulebook is available in August with Vampire: The Requiem Requiem. Together, these books provide enough mysteries and horror to keep anyone off the streets at night.






InQuest Gamer, an industry-leading magaInQuest rates it number one,” says Steve Wieck, zine, has named White Wolf’s Vampire: The White Wolf’s director of card development. Eternal Struggle as the best multiplayer L. Scott Johnson, line developer for V T E S S, collectible card game of all time. An article, adds, “The game emphasizes making (and appearing in the March 2004 issue of InQuest the threat of breaking) deals, so it doesn’t Gamer (#107), examines all the top collectible feel like each player is just playing solitaire. card games based on their play in games But predator-prey constraints and victory with more than two players, focusing on conditions ensure that the deal-making as(among other things) the variety of stratepect doesn’t overshadow deck building and Vampire: The Eternal Struggle gies possible and on interaction between Gehenna card play.” 11-card booster packs available players. Vampire: The Eternal Struggle Vampire: The Eternal Struggle is a soars to the top of the list, eclipsing such collectible card game based on White Wolf’s well-known games as Lord of the Rings and award-winning roleplaying game, Vampire Vampire. Magic: The Gathering. “[VTES] combines the In V T E S S, players assume the roles of ancient best of one-on-one with multiplayer possibeings called Methuselahs, who use a variety bilities, while remaining balanced,” InQuest of vampiric agents (represented by cards) to says. Special attention is also paid to the act against one another. These actions (also importance of diplomacy and politics in the represented by cards) can be aimed at physigame. “The politics of the setting shine cal resources, political influence or even social through in the CCG… Diplomacy isn’t just an spheres. Unlike many other card games, V T E S aspect of [VTES], it’s a necessity.” Vampire: The Eternal Struggle is designed primarily for multiple players, Camarilla Edition “Right after he designed Magic: The Gather90-card starter decks and and its official tournaments use that format 11-card booster packs available ing, the world’s best dueling CCG, Richard (rather than the one-on-one duels common in Garfield designed the world’s best multiplayer CCG in other games). First introduced in 1994, V T E S celebrates its Vampire: The Eternal Struggle Struggle. CCG fans who haven’t 10th anniversary this year and is going strong, with more experienced real multiplayer CCG strategy owe it to them- organized play than ever before. V T E S S’ latest set — selves to pick up some Vampire starters and see why Gehenna — released in May and is available now.

VTES Tournament Calendar
June 12, 2004 June 13, 2004 June 26, 2004 July 3, 2004 July 3, 2004 July 10, 2004 July 11, 2004 Aug 1, 2004 Aug 15, 2004 Aug 21, 2004 Sep 12, 2004 Sep 18, 2004 Sep 19, 2004 Sep 26, 2004 Oct 2, 2004 Oct 3, 2004 Nov 6, 2004 Nov 27, 2004

North American Qualifier Australasian Qualifier North American Qualifier Australian Qualifier Australian Qualifier North American Qualifier Australasian Qualifier European Qualifier Australasian Qualifier North American Championship European Qualifier Australasian Qualifier European Qualifier European Qualifier Australian Qualifier Australasian Championship European Qualifier European Championship

Dream Wizards Fast Break Origins Game Fair The Shed Noel’s Place Valhalla’s Game Center Thohah Moretus Mind Games GenCon Game Fair Nexus Entertainment Blacktown Casa de la Juventud ARCI Benassi Mayfield Ex Services Club Mayfield Ex Services Club Guilde des Jeux Seminarzentrum der SRH Learnlife AG


Rockville, MD Brisbane, Australia Columbus, OH Newcastle, Australia Rockhampton, Australia Wheatridge, CO Perth, Australia Antwerp, Belgium Melbourne, Australia Indianapolis, IN Reykjavik, Iceland Sydney, Australia Logroño (La Rioja), Spain Bologna, Italy Newcastle, Australia Newcastle, Australia Paris, France Heidelberg, Germany

Joshua Duffin ( Darrel William Altmann ( Kevin Mergen ( John Merton ( Darrel William Altman ( Jon Sushinsk ( Mark Ryan Logue ( Moretus Jeroen Rombouts ( Stewart Hugh MacLeod ( L. Scott Johnson ( Haukur Thor Buason ( Brendan Basto ( Ginés Quiñonero Santiago( Federico Neri ( John Merton ( John Merton ( Stephane Lavrut ( Andreas Nusse (

For updates, details and other events, check out the online tournament calendar at



Players Lead the Way in the Year of Fire
By Bill Sherman, Camarilla Master Storyteller
For some tabletop players, the Time of Judgm e n t lasted 40 days and 40 nights. For the Camarilla’s live-action roleplaying (LARP) characters, the world ends in a Year of Fire Fire. The story arc began in January at the club’s regional conventions in Portland and Saint Louis, and the flames have risen at every event since. When running a game for thousands of people around the world, it’s hard to predict exactly where folks will take a story. Players don’t like being led by the noses with plotlines, and they really don’t like it when a Storyteller limits their creativity. Maybe this has happened to you: You have a brilliant idea for a character, one you know will succeed, but because the Storyteller doesn’t want it to happen she says, “You can’t do that.” When you ask why, she responds, “Because I’m the Storyteller, that’s why!” That’s no way to run a game. Designing the Year of Fire has been a storytelling challenge. The basic shape of each genre’s story has demanded certain elements. (“Genre” here refers to each character type possible in the World of Darkness, such as werewolf or changeling, along with its associated story elements.) For example, in Vampire Vampire, the Antediluvians have to rise and make war upon their progeny. If the Camarilla tried to stage a Gehenna in which that didn’t happen, our players would ask if we’ve ever read The Book of Nod Nod. Similarly, players expect that the Garou’s Year of Fire will feature the last battle against the Wyrm. So, we’ve created our end stories based on the needs of the character types, and added elements from the Time of Judgment books. And yet, we still have to tell stories loaded with secrets and surprises for thousands of players to explore and enjoy. Garou have seen the coming of the Perfect Metis, a story told in Australia and Canada. The Giovanni were stunned when Rafael de Corazon, member of the Camarilla’s Inner Circle, announced the completion of the Promise of 1528. Giovanni are now allowed to participate in Camarilla politics, and the world has changed for players’ characters. When we ran the Promise of 1528 plotline, we created a situation that affected characters and changed the World of Darkness as players knew it. Yet we didn’t tell players how their characters should react. They had to choose for themselves. Would individual Giovanni join the Camarilla and seek praxis or court positions? Would the Giovanni clan petition to join the Camarilla or remain distant from the Ivory Tower? Would the Giovanni enter a phase of civil war or would they even go to war with the sect? Our players needed to make those choices for themselves. Sure, it’s challenging to tell a story in which thousands of players are free to make chronicle-determining choices, but it’s really the only way. So, during the Year of Fire Fire, ancient vampires rise, the Wyrm rages and the Technocracy vies for ascendance. It all has to happen, and scary and fun stories result. Players and Storytellers create these stories collaboratively, though. Our storytelling team, from the global to the local, puts ideas out for players, and we see what folks make of them. Our Storytellers shape events around players’ interests and excitement. If players turn left when we expect a right, we don’t yell at them. We run with it and reshape the story. As of now, our stories wind their way through the summer convention season, including GenCon, Origins and DragonCon. These events will push our chronicle to its breaking point, as characters face choices, consequences and personal horror. These won’t be your garden-variety convention LARPs. At the height of the Year of Fire Fire, all roads lead to Raleigh, North Carolina, on October 21st to the 24th for the International Camarilla Convention Convention. Last year in Saint Louis over nine hundred Camarilla players gathered for a weekend of LARP. This year promises that many more will converge to discover the greatest secrets yet to be told. Come and join the fun.


Camarilla Fan Club
email: camarilla@

Vampire: Elder Kindred Network vtes

Wolf Pack Demo Team retail/demo

Bloodon theStreets
September sees the publication of Greg Stolze’s V a m Fire, the first in a new series of pire: A Hunger Like Fire novels based on Vampire: The Requiem. Each novel stands on its own, telling a complete story, but taken together the novels will paint a larger picture of the Kindred of Chicago, where the stories are set. Characters will recur and events in one novel may have implications in another, but readers won’t be faced with picking up part 17 in a mega-series and immediately being lost. Hunger tells the connected stories of Persephone Moore, the young childe of the city’s vampiric prince, and Bruce Miner, a vampire freshly Embraced and abandoned by an unknown master. Both Bruce and Persephone face the ire of the city’s damned. Persephone tries to establish her own legitimacy, and Bruce tries to survive his new existence. It isn’t about a grand conspiracy of undead ninjas, it’s about two people dealing with their cursed nature and paying a heavy price for it. Greg Stolze nailed the relationship between personal experience and the supernatural in last year’s Trilogy of the Fallen, so he was a perfect choice to kick off the new Vampire series. His writing hits on a lot of the themes and stylistic elements I want to see throughout the fiction line. What themes? Glad you asked.

Laying the foundations for Vampire: The Requiem fiction
by Philippe Boulle, Managing Editor, White Wolf Fiction nocturnal. They exist in the core of the city, stalking streets and lounging in clubs. They don’t nest in the suburbs. “Urban” also implies “local.” Vampires focus on the places where they feed and interact, their domains. The larger world can take care of itself. Yes, vampires can watch CNN and email each other across the globe, but they just don’t travel well so they tend to stay in one place. Imagine you had to dig a well to get water wherever you went. You’d get tired of digging all the time. And all that excavation might piss off someone who already relies on the area’s water supply. You’d soon keep to your own, too. Since vampires don’t travel much, neither should stories about them. Outside creatures might arrive and interfere with the local scene, but vampires tend not to embark on global treasure hunts.

Vampire: A Hunger Like Fire by Greg Stolze
WW11235: $6.99 ISBN 1-58846-862-3

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Tension and Suspense (Rather than Action)
Vampire is not about beating some monster or fighting one’s way through enemies. It isn’t about victory. It’s about a growing sense of discomfort and disquiet. It’s about creeping fear and uncertainty, punctuated by horrific experiences that scar one for eternity. The Thriller genre is instructive here in terms of pacing. Things get increasingly tense as circumstances go wrong (or become clear) for a protagonist, until there’s a final burst of violence or activity. For vampires, that final burst can mean the end of decades of unlife.

Vampire: Best Kept Secrets by Peter Michaels
WW11236;$6.99 ISBN 1-58846-863-1

Coming in November

Personal Horror
The primary horrific element in a Vampire story is internal. The thing the protagonist (and hence the reader) fears most is him- or herself. And that fear centers on morality. Vampirism is a metaphor for the selfish and abusive impulses that lurk within us all. The Beast is the part of us that wants to take without giving, that wants to be a predatory SOB who victimizes others. Giving in to those urges has short-term benefits. You get blood and power, and get to be the sexiest (or scariest) thing walking, and all it costs is a little bit of your soul. In the real world, people make ethical compromises and balance self-gratification with right and wrong every day. For Kindred, the process is both deeper and closer to the surface. Deeper because the stakes are much higher — every time she feeds, a vampire makes a life-anddeath decision — and closer to the surface because choices can’t be dismissed. It’s easy for a real person to ignore the social decay around him and get on with watching American Idol. A vampire can’t so easily ignore her parasitic nature or the murderous rage that’s roils up within her. So, the thing vampires fear most is themselves. Hence, personal horror.

The Sensuality of Undeath
Sensuality is an important part of Vampire Vampire. Although the undead face moral degeneration and sometimes exist is distasteful places, they themselves are very, very sexy. They are alluring and seductive. They give and receive pleasure during feeding. They enjoy and indulge in the sensory pleasures of their existence. Many things fall away with undeath, but physical sensations do not. Pleasure in colors, textures and touch is important to what keeps vampires remotely sane. They are the baddest and raddest at any party, so much so that they make others uncomfortable. They are a turn on and are turned on. That can mean they’re the most elegant and sophisticated people or just the most masculine or feminine people imaginable. Vampires are social mimics, but not wallflowers. Let me be explicit: Vampires can and do have sex. Feeding is very much a mirror of seduction. One bleeds into the other very easily. The connection is practical. It’s easy to feed in flagrante without a partner noticing. But the experiences aren’t completely pragmatic. Vampires get off on sex, too. They enjoy it. For them, sex is foreplay and feeding is orgasm. Sex just makes the final rush that much better. Many undead do other things to get in the mood for a good feeding, but they still “get off” on something. It’s still a sexual experience.

Urban Unlife
Kindred are creatures of the city. More specifically, they’re creatures of the city’s shadows. They need easy access to people — victims — who won’t be missed, but need to be aware of humanity’s eyes. The undead are completely


Violence (in the Right Measure)
First sex, now violence. This is Horror. Vampire stories shouldn’t shy away from extreme acts. But gratuitous violence is lame. Violence can obviously be physical, but emotional abuse and psychological torture are just as violent as a broken bone, and can be even more shocking. Vampire stories should avoid the obvious if subtlety works better. Even when it gets physical, V a m p i r e fiction doesn’t portray action. It focuses on violence. It never has fight scenes; it has assaults. A fight can happen, but it’s not a martial-arts contest. It’s a mugging, a beat-down, a bloody and horrible experience that makes you want to turn away.

and anger lurk. Yet, the gothic aspects of the story are covered with a veneer of modern sensibilities. Vampires do exist, but they hang out in clubs, storm sewers and penthouses. True love is possible, but at a price. A vampire might “goth it up” (note that “goth” and “gothic” aren’t the same thing, although they are related), wearing black lace and makeup, but she can still get mud (and blood) on her stockings and face a 30-below Chicago winter. The gothic literary tradition gets a lot of mileage out of alienation and passion in an unfeeling and repressed world, and our “modern gothic” stories are no exception.

A Cruel World (of Darkness)
Vampires exist in a world that is unforgiving of weakness, intolerant of mistakes, and inclined against a happy ending. Indeed, the harsh nature of the world causes emotional erosion, wearing down vampires over the course of years. That doesn’t mean the undead are left broken and incapable, but it does mean they have to pay dearly for accomplishments or any glimmer of happiness. Every major event in their existence is likely to involve trauma, betrayal, and compromising one’s own values. “The Requiem” subtitle captures that reality. A vampire’s whole existence is at best an homage to what was lost when she died. Vampires also lie. A lot. It’s not simply that they hide their existence, it’s that they exist in a world where everyone pretends to be something they’re not. Kindred wear metaphorical mask upon mask, occluding themselves from each other. They lie instead of breathing, and their supernatural existence makes them even more alien. When the creatures can use mysterious powers to literally reshape how others think and feel, trust is impossible. As a vampire (or reader), you might be interested in someone, but is that feeling genuine or have you been made to feel it? How can you know either way? You can’t.

Gothic Realism
Vampire: The Requiem Requiem’s style is “modern gothic,” but for Vampire fiction “gothic realism” is more accurate. By this I mean World of Darkness novels feel authentic, but with an undercurrent of darkly Romantic sensibility. We feel as if we are in modern-day (or modern-night) Chicago, with the same streets and buildings and crimes and scandals. But is it the modern word that bleeds into the story, or the story that bleeds into the modern world? The gothic emerges in the subtle space where the story diverges from reality. This is the Romantic realm where vampires and supernatural passion, envy

More Than Just a Herd
Vampires are not a different species than humans. They’re humans who have fallen to a curse. They’re undead and have no chance of reversing the process, but they still carry baggage from their living days. A vampire is to a mortal as an adult is to a child. Kindred feel fundamentally different from the living. They know more truths about the secret world, but they are transformed, not reborn. They look back on their living days and simultaneously think, “Damn, I was naïve,” and “Damn, I wish I could go back.” Vampires are torn by urges that both push them toward and pull them away from mortals. Physically, fear of sunlight drives them away while the hunger for blood pulls them in. Morally, there’s the desire to avoid those they will make victims, and the craving to be near those who aren’t monsters. This in-between state is a large part of the vampire’s narrative power. He is neither living nor dead, human nor monster. Thus, mortals are central to any good vampire novel. Kindred interact with and move among the living. They give to and take from humanity. They know mortals (although the inverse isn’t necessarily true) and can even care for them. But vampires are not good for mortals’ health, so human contact is rife with peril for both sides. Mortals can serve as supporting and even central characters. They can be lovers, contacts and rivals. That a creature of the night must hide her true nature in all of the these relationships only adds to a vampire story’s tension and sense of alienation. Those are the themes we aim for in a good vampire novel. Fire, by Greg Stolze, is available Vampire: A Hunger Like Fire in September.


Savant and Sorcerer
Redefining Sorcery for Exalted
By Geoff Grabowski, Exalted Developer This year sees the first time that an E x a l t e d book is replaced in print by a new, updated version. In July, Savant and Sorcerer trumps The Book of Three Circles as the game’s magic book. When it was published, The Book of Three Circles was essential to the line. It placed sorcery in the hands of players and Storytellers. But it was published early in Exalted Exalted’s history, long before the creators became thoroughly familiar with the game’s spirit. While the book had a lot of heart, I felt it lacked the polish necessary to stand up as a centerpiece of a maturing game line. So with all due fanfare, let’s welcome its replacement. Savant and Sorcerer is bigger (160 pages versus 128), cleaner and more complete. Three-and-a-half years of play with the Exalted world and systems have shown us what the original book lacked, and we’ve done our very best to fill those holes. Magic Theory: Gone are the begats. S a vant and Sorcerer offers a clear look at the sacrifices required of those who undergo sorcerous initiation. It covers the different schools of magical thought during the First Age, and how they have come together to form the mish-mash of sorcery in the Second Age of Man. S p e l l s : All of the game’s signature forms of sorcery are still present, but they’re revised, updated and made to work smoothly with the rest of E x a l t e d d’s rules. Gone is confusion about the monstrous servants created by Imbue Amalgam. Now you know what happens if someone attacks the Princes of the Fallen Tower. Where spells create beings, those beings have statistics, and where spells have a mechanical effect, those effects are well detailed. In addition, spells whose existence had long been implied but that were never fully described are now present. And, spells for banishing demons, protecting areas against scrying and teleportation, and for creating Manses are all here. Artifice and Enchantment: The cumbersome old artifact-creation rules have been replaced with a streamlined and effective system to determine artifact costs. Options available to artificers are increased considerably. Finally, the book clearly details the effects of First Age and Shogunate workshops, the limitations of Shogunate technology, and the effects of mortal theurge assistants, demons, elementals and extraordinary tools on the artifact-creation process. Demesne and Manse: The section on Manses and Demesnes has been expanded considerably. You now get far more focus on the actual details of geomancy, Manse architecture and Manse creation, and less focus on long lists of Hearthstones. As with artifice and enchantment, the use of demons and First Age tools is accounted for. The rules address a centuries-old shapechanging shaman as easily as a cocky young sorcerer freshly graduated from the Heptagram. W a r s t r i d e r s : The section on Warstriders now includes many First Age and Shogunate Essence-weapons, and more detailed information on the care and maintenance of these giant sorcerous armors. S u m m o n i n g : Not only does S a v a n t a n d Sorcerer detail all the summoning material from Three Circles s, it introduces new possibilities. The book includes a complete treatment on summoning, one of the most powerful — and dangerous — forms of sorcery. These rules include conjuring up masses of demons or elementals as cheap labor, and the Abcyssic Method, the spiritual weaknesses that sorcerers use to bind demons for long periods of time. Written by R. Sean Borgstrom, who detailed Malfeas in Games of Divinity and who created the Charm set in T h e S i d e r e a l s s, these summoning rules add depth and danger to this most powerful but heretofore undeveloped realm. If you’ve been with Exalted from the beginning, Savant and Sorcerer is the magic book you’ve wanted all along. If you’re new to E x alted alted, all you need to know is that the best fantasy game in town just got better. Savant and Sorcerer is available in July.

Savant and Sorcerer
WW8805; $23.99 ISBN 1-58846-675-2

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Exalted: Relic of the Dawn
WW10066; $6.99 ISBN 1-58846-860-7

page 17

Aspect Book: Fire
WW8842; $19.99 ISBN 1-58846-676-0

page 18


Judgment Is upon Us
By Matthew McFarland, Dark Ages Developer
July sees the release of Devil’s Due Due. I’m quite excited about this book. Until the release of Demon: The Fallen Fallen, we kind of tiptoed around the infernal. Oh, sure, we had Clanbook: Baali and the excellent I n f e r n a l i s m : P a t h o f Screams Screams, but there was still a lot of “We’re not going to name the Devil” going on in Dark Ages Ages. I’m of the opinion, however, that our company caveat about these games being for mature minds extends to touchy subjects like devil-worship as well as other supernatural themes. So, when Michael Goodwin (author of Exalted’s Abyssal Charms and Mortis in the Players Guide to High Clans Clans) came to me with a proposal for a book tentatively titled “The Big Book of Nastiness,” I was willing to give it a shot. We went in with a couple of ground rules. First, we weren’t going to slap a Black Dog label on the book and take a sodomy-and-flies angle. That sort of thing isn’t really necessary for horror gaming. Second, we were going to make the book consistent with Demon: The Fallen Fallen. I’m a big fan of the work that Mike Lee and his crew did with Demon n, and I wanted Dark Ages’ treatment of fallen angels to work with it (which is the reason I hired Patrick O’Duffy, a staple D e m o n writer, to work on Devil’s Due Due). The road was long and difficult, but in the end we have a great product. D e v i l ’ s D u e covers demons, their thralls and the power of the infernal (check it out, below). It covers the Baali as they relate to demons, and gives background to and Pillars for the Circle of Red. The book details the history of the fallen (from a slightly different perspective than the one presented in Demon n; check it out, it’s pretty cool). It also addresses the mentality of those who sell their souls, a superb section on thralls and cults by up-and-coming White Wolf author Morgan McLaughlin, a system of magic suitable for demons and their servants, and even fomori for you D a r k A g e s : W e r e w o l f players. Finally, we include system information for all five of the D a r k A g e s games (V Vampire e, M a g e e, I n q u i s i tor r, W e r e w o l f and F a e e). I’m sure you’ll like it as much as I do.

Dark Ages Devils Due
WW20047; $23.99 ISBN 1-58846-295-1

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Dark Ages: Tzimisce by Myranda Kalis
WW11217; $6.99 ISBN 1-58846-852-6

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Demonic Arcana
The Devil’s gifts are many. What follows are but a few of the powers on which medieval demons may call. • Command the Dead: The demon may command a ghost in her presence and expect its obedience. Doing so requires a resisted roll of the demon’s Resolve (difficulty 7) versus the ghost’s Willpower (difficulty 8). If the demon wins, her player must spend a point of Resolve to assure dominion. The ghost must obey every command for a number of days equal to the demon’s net successes. Ghosts may twist their orders, obeying to the letter and not the spirit, but risk the ire of their masters for disobedience. • L a s h o f A n g u i s h : The demon concentrates on a living or undead target in his line of sight and telepathically unleashes a surge of raw pain and despair. This attack costs one Resolve and bypasses the protection of the Inviolate Soul Arcana. The target is confronted with his own insignificance in the universe and experiences a taste of the punishment God inflicted on the infernal host. Roll a number of dice equal to (the demon’s Torment, minus the target’s Willpower rating), with a minimum of two dice (difficulty 6). Each success rolled costs the victim a point of temporary Willpower. Victims of this power who lose any Willpower must also check for degeneration, if applicable (i.e., those with Torment, Road or Piety). • Sin Eating: The demon can regain Resolve by indulging his Vice or by witnessing a mortal indulge in that favored sin. Roll Torment and then immediately check for degeneration. The difficulty is 8 if the demon performs the action, 7 if it witnesses a mortal’s debauchery, or 6 if the demon directly tempts, threatens or coerces a mortal into sin. If a mortal’s sin is compelled magically, the Torment roll is made as if the demon performs the sin itself. The demon gains one point of Resolve per success rolled. If Sin Eating is used more than once in a scene, subsequent activations cannot yield more than one point of Resolve per roll. This Arcana may be attempted only once per turn.


Dark Ages: Devil’s Due™
The Lure of Power
Lucifer turned his back on God and a full third of the Host of Heaven joined him in damnation. Now, a few of those damned wretches behold God’s Earth again, called forth from their place of torment by the foolish, the greedy or the desperate. Those who summon demons do not go unpunished — God and His servants see to that. But neither do they go unrewarded.

Exalted: Savant and Sorcerer™
The Ancient Secrets of Sorcery

Vampire: The Requiem™ T-Shirt
Prey on the Masses
IDance to the Requiem with style!


No Price Is too High
Devil’s Due is a sourcebook for the entire Dark Ages line. It provides information about demons and those who worship them, including cults, infernalist spellcasters, and those unfortunate and foolish few who make pacts with the demonic host. Devil’s Due offers epic antagonists for your chronicles, and includes complete creation rules for characters with a tenuous grip on their souls.
ISBN: 1-58846-295-1 Stock #: WW20047 Retail Price: $23.99 U.S. Page Count: 144 Authors: Michael A. Goodwin, Morgan A. McLaughlin and Patrick O’Duffy Developer: Matthew McFarland Cover Artist: Jim Di Bartolo

During the First Age, Creation swarmed with sorcerers, magicians and savant-engineers. These Exalted and miracle-workers made the world a place of wonder. Now, at the twilight of the Second Age of Man, Creation is a place of ignorance. Splendors lie in ruins and secrets are forgotten. Yet, here and there, caches of lore remain for those daring enough to claim them. What wonders await in the libraries of sorcerers and amid the ruins of bygone glory?

A New Line Begins
White Wolf® introduces these new T-shirts heralding the release of Vampire: The Requiem. These shirts are high-quality, black, Fruit of the Loom heavy T’s featuring original artwork from the game. Available in Large, XL and XXL.
Stock #: L—WW57004 XL—WW57005 XXL— WW57006 Retail Price: $21.99 U.S.

Reclaim the Power that Lies Forgotten
Savant and Sorcerer describes the intricacies of sorcery in the world of Exalted®. The book details over 100 spells from all three circles of magic. It also provides information on Demesnes, Manses, Hearthstones, summoning spells and the creation of Artifacts. Finally, Savant and Sorcerer reveals warstriders, the massive war machines of the First Age.
ISBN: 1-58846-675-2 Stock #: WW8805 Retail Price: $23.99 U.S. Page Count: 160 Authors: Rebecca Borgstrom, Gareth Hanrahan, Brian Nisbet, Scott Taylor, Adam Tinworth, W. Van Meter and William Wulf Developer: Geoffrey C. Grabowski Artists: Hyung-Tae Kim

World of Darkness® Rulebook
Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies — “There are no such things as monsters” — or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.

Vampire: The Requiem™
Welcome to the Danse Macabre
Since time immemorial, the Kindred — vampires — have stalked their prey, unseen by the mortal masses. Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.

Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character’s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows. Hardcover.
ISBN: 1-58846-476-8 Stock #: WW55000 Retail Price: $19.99 U.S. Page Count: 224 Authors: Bill Bridges, Ken Cliffe, Mike Lee and the White Wolf Game Studio Developers: Bill Bridges and Ken Cliffe Artists: Jason Manley and others

Welcome to Undeath
Join the revival of the Storytelling tradition. Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness® chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice and a complete spread of game systems governing the undead. Hardcover. Requires the World of Darkness rulebook for play.
ISBN: 1-58846-247-1 Stock #: WW25000 Retail Price: $34.99 U.S. Page Count: 288 Authors: Ari Marmell, Dean Shomshak and C.A. Suleiman Developer: Justin Achilli Artists: Tim Bradstreet, Brom, Alex Maleev and others


Dark Ages: Tzimisce™
(Dark Ages Clan Novel #13)
The End of an Epic
It has all led to this. Myca Vykos, schemer of Clan Tzimisce, is thrust into the War of Princes as elders of his clan and the whole of the Cainite Heresy come calling. The Nosferatu Malachite, still seeking to restore Constantinople, is at Vykos’s side, but can the fiend be trusted to restore the dream of a vampiric utopia? Or does Vykos have debts of his own to pay?

Exalted: Relic of the Dawn™
(Exalted Novel #2)
Against the Deathlords

Dace, chosen warrior of the Unconquered Sun, faces his greatest challenge when he and his men stand between the armies of the Underworld and the population of the city of Mishaka. All his vaunted power will be for naught if his victory costs the lives of those he has sworn to protect. His only chance may lie with the mysterious Lilith, a wild woman who holds secrets of his mysterious past.

About the Author
Myranda Kalis is the author of the novel Dark Ages: Brujah™ and a large amount of material in the Dark Ages game line. Her fiction has also appeared in Demon: Lucifer’s Shadow™.
ISBN: 1-58846-852-6 Stock #: WW11217 Retail Price: $6.99 U.S. Page Count: 288 Author: Myranda Kalis Cover Artist: John Bolton

About the Author
David Niall Wilson is an acclaimed author and a past president of the Horror Writers of America. His novels include This Is My Blood, To Sift Through Bitter Ashes™ and Dark Ages: Lasombra™.
ISBN: 1-58846-860-7 Stock #: WW10066 Retail Price: $6.99 U.S. Page Count: 288 Author: David Niall Wilson Cover Artist: UDON

The Sultry Night Beckons
New Orleans lives on borrowed time. Steeped in the customs and traditions of the Old World and ruled with an iron fist by a pious Prince, the Kindred of the city keep the sanctity of the Traditions at court and sate their desires amid the neon glare of Bourbon Street. From the stately manors of the Garden District to the seedy lanes of the French Quarter, New Orleans seethes with pent-up desire and whispered promises of power, revolution and revenge.

(Vampire: The Requiem™ Novel #1)
The Hunger for Blood
Persephone Moore has it all — looks, brains, ambition and an unquenchable hunger for the blood of the living. In this first novel for Vampire: The Requiem, join the danse macabre of Chicago’s undead. Persephone sees the city as a banquet and opportunity, but with every night she feels herself grow a little colder, a little more monstrous. How long will it be before her hunger consumes her completely?

There When You Need it
There’s nothing more frustrating for a Vampire: The Requiem™ Storyteller than searching for that one rule during a game. Well, that and needing to use a Discipline and not having enough Vitae. At least we can solve the first one. Here’s everything you need in one place.

All You Need Before Your Eyes
White Wolf ® introduces this useful reference tool for Vampire® Storytellers. The screen is made from thick, durable cardboard stock and displays all the necessary rules and charts for easy reference during game sessions. This is no flimsy screen.
ISBN: 1-58846-599-3 Retail Price: $16.99 U.S. Stock #: WW25700

Join the Danse Macabre
City of the Damned: New Orleans presents the Big Easy in all its baroque glory, detailing the city’s history, the laws and customs of its aristocratic court, and the intrigues of vampires both prominent and petty. A wealth of characters, plot hooks and Storytelling tips make this an invaluable resource for any Vampire: The Requiem™ chronicle. Hardcover.
ISBN: 1-58846-248-X Stock #: WW25200 Retail Price: $26.99 U.S. Page Count: 144 Authors: Kylee Hartmann and Michelle Lyons Developer: Michael B. Lee

About the Author
Greg Stolze is the author of the acclaimed Trilogy of the Fallen™, the fiction series inspired by Demon: The Fallen™. His writing has also appeared in such game lines as Hunter: The Reckoning®.
ISBN: 1-58846-862-3 Stock #: WW11235 Retail Price: $6.99 U.S. Page Count: 288 Author: Greg Stolze Cover Artist: Jason Alexander



City of the Damned: New Orleans™

Vampire: A Hunger Like Fire™

Vampire Storyteller Screen



Vampire Character Sheet Pad Vampire: The Requiem™ Dice
The Undead Take Their Chances
The cursed undead pass every night gambling their existence against tyrannical elders, Machiavellian plots and the looming Beast. What better way to decide their fate than with cool new dice?


Keeping Track of the Years
The danse macabre is set to the tune of secrets. Who knows them, who keeps them and who’s willing to share — for a price. Now you have a place to keep ® all of your Vampire character’s secrets. Just beware the player looking over your shoulder.

A New Look
White Wolf ® launches the World of Darkness® and Vampire: The Requiem with this attractive new dice set. Each set comes with 10 dice that capture the look of the game — all the 10-sided dice you need for the new Storytelling System™.
ISBN: 1-58846-597-7 Retail Price: $6.99 U.S. Stock #: WW25702

No More Photocopies
Continuing its line of tools for the Storytelling System™, White Wolf ® provides this indispensable collection of pre-printed Vampire: The Requiem™ character sheets. Each pad contains a total of 50 character sheets tailored to the different clans and covenants.
ISBN: 1-58846-598-5 Retail Price: $12.99 U.S. Stock #: WW25701 Page Count: 50

Aspect Book: Fire™
The Scarlet Offspring of Heshiesh
Socialites and soldiers without peer, the Aspects of Fire are the shimmering embers of the Dragon-Blooded host. Yet these visionaries do far more than make love and war. With their vibrant personalities and incredible martial skills, the Children of Heshiesh are the beating heart of Dragon-Blooded society and the driving impulse of its people.

Dead Man’s Hand: Five Tales of the Weird West™
Black Hats & Black Hearts
Enter the Old West as interpreted by acclaimed horror author Nancy A. Collins. Dead Man’s Hand collects the novellas “Walking Wolf” and “Lynch,” the short stories “Calaverada” and “The Tortuga Hill Gang’s Last Ride,” and completes the five-card draw with the all-new vampire Western novella “Hell Come Sundown.” The West has never been better… or weirder.

The Thousand Tongues of Flame
Aspect Book: Fire is the next Aspect Book for Exalted® — a series detailing the different Terrestrial Exalted. Within are the stories of five members of the caste, from the experiences of those who have just graduated to the plans of the mighty Cathak Cainan. This book also contains new magical powers, rules and artifacts that Fire-Aspected characters need to claim their role among as advocates and masters of the daiklave.
ISBN: 1-58846-676-0 Stock #: WW8842 Retail Price: $19.99 U.S. Page Count: 96 Authors: Kraig Blackwelder and Genevieve Cogman Developer: Geoffrey C. Grabowski Artists: Kevin Lau with UDON

About the Author
Nancy A. Collins is the author of Sunglasses After Dark™, Darkest Heart™ and Dead Roses for a Blue Lady™. She is a past recipient of the Bram Stoker and British Fantasy Iecarus Awards, and a nominee for the 2003 Stoker and International Horror Guild Awards.
ISBN: 1-58846-875-5 Stock #: WW12995 Retail Price: $17.99 U.S. Page Count: 400 (trade paperback) Authors: Nancy A. Collins Cover Artist: Thom Ang


Other Exalted Products
Character Books

Epic Fantasy in the Second Age of Man
It’s the Second Age of Man, a time of wonder, corruption and boundless adventure. In a game that melds cinematic action, high magic and a rich fantasy world of decadent rulers and emerging heroes, Exalted invites you to play a champion chosen by the great gods to be their agent in Creation. Your demigod hero struggles to find greatness, explore the hidden corners of the world and scheme in the great halls of power.

Core Products
(WW8800; ISBN 1-56504-623-4; $29.95 US) The main Exalted rulebook covers the Solar Exalted, once the rulers of Creation, now reincarnated as a new breed of outcast heroes. Contains all core game mechanics and the powers of the Solars.

__ Aspect Book: Air (WW8840; 1-58846-668-X; $19.95 US) __ Aspect Book: Earth (WW8841; 1-58846-674-4; $19.99 US) __ Caste Book: Dawn (WW8830; 1-58846-653-1; $14.95 US) __ Caste Book: Eclipse (WW8834; 1-58846-664-7; $16.95 US) __ Caste Book: Night (WW8833; 1-58846-662-0; $14.95 US) __ Caste Book: Twilight (WW8832; 1-58846-661-2; $14.95 US) __ Caste Book: Zenith (WW8831; 1-58846-660-4; $14.95 US) __ The Outcaste (WW8850; 1-58846-671-X; $21.99 US)

Other Game Supplements
__ Blood and Salt (WW8827; 1-58846-672-8; $19.99 US) __ Book of Three Circles, The (WW8802; 1-58846-651-5; $17.95 US) __ Creatures of the Wyld (WW8803; 1-58846-663-9; $19.95 US) __ Exalted Storytellers Companion (WW8801; 1-58846-650-7; $15.95 US) __ Kingdom of Halta (WW8826; 1-58846-670-1; $19.95 US) __ Manacle and Coin (WW8825; 1-58846-667-1; $19.95 US) __ Ruins of Rathess (WW8824; 1-58846-666-3; $16.95 US) __ Savant and Sorcerer (WW8805; 1-58846-675-2; $23.99 US) __ Scavenger Sons (WW8820; 1-58846-652-3; $15.95 US) __ Time of Tumult (WW8821; 1-58846-655-8; $21.95 US)

Exalted: The Abyssals
(8813; 1-58846-665-5; $29.95 US) Provides complete details for playing the Abyssal Exalted, the dark reflections of the Solars, who draw their power from the Underworld. Also details the Deathlords and the Underworld itself. (Requires the Exalted rulebook to play.)

Exalted: The Dragon-Blooded
(WW8811; 1-58846-656-6; $25.95 US) Provides complete details for playing the DragonBlooded, the hereditary Exalted who rule the Second Age. Also details the great empire called the Realm and its Byzantine society. (Requires the Exalted rulebook to play.)

Exalted: The Lunars
(WW8812; 1-58846-657-4; $25.95 US) Provides complete details for playing the Lunar Exalted, the savage, shapechanging demigods who once stood beside the Solars. Now they hunt in the barbarian wilds, with their savage tribes at their side. (Requires the Exalted rulebook to play.)

Exalted Fiction
__ Chosen of the Sun (Trilogy of the Second Age, Book 1) (WW10080; 1-58846-800-3; $6.50 US) __ Beloved of the Dead (Trilogy of the Second Age, Book 2) (WW10081; 1-58846-801-1; $6.50 US) __ Children of the Dragon (Trilogy of the Second Age, Book 3) (10082; 1-58846-802-X; $6.50 US) __ A Day Dark as Night (10065; 1-58846-859-3; $6.99 US)

Exalted: The Sidereals
(WW8814; 1-58846-669-8; $29.95 US) Provides complete details for playing the Sidereal Exalted, the mysterious servants of the stars, and Creation’s greatest martial artists. Also details the heavenly bureaucracy and the great celestial city of Yu-Shan. (Requires the Exalted rulebook to play.)

Exalted Players Guide
(WW8804; 1-58846-673-6; $29.99 US) A complete companion to the Exalted core products, this book provides advanced and optional rules for combat, as well as details on new character types and magical powers.

Exalted Merchandise
__ Exalted Dice (WW8810; 1-56504-624-2; $6.99 US)


__ Exalted Essence Beads: Personal (WW5925; $6.99 US) __ Exalted Essence Beads: Peripheral (WW5926; $6.99 US) __ Exalted Mouse Pad (WW5586; $12.95 US) __ Exalted T-Shirt (L) (WW5992; $21.95 US)

Medieval Horror and War of Princes
Travel to a time when priests spoke with the power of God behind every word, when mighty kings and princes warred for pride and power, and the Crusades swept the land. In Dark Ages, players adopt the roles of supernatural creatures ruling as lords in medieval Europe.

__ Clanbook: Cappadocian (WW2805; ISBN 1-56504-280-8; $12.00 US) __ Libellus Sanguinis I (WW2807; ISBN 1-56504-286-7; $15.00 US) __ Libellus Sanguinis IV (WW2830; ISBN 1-58846-205-6; $15.95 US) __ Players Guide to High Clans (WW20007; ISBN 1-58846-289-7; $29.95 US) __ Players Guide to Low Clans (WW20006; ISBN 1-58846-287-0; $29.95 US) __ Road of Heaven (WW20032; ISBN 1-58846-285-4; $16.95 US) __ Road of Humanity (WW20034; ISBN 1-58846-297-8; $19.99 US) __ Road of Kings (WW20031; ISBN 1-58846-281-1; $15.95 US) __ Road of Sin (WW20033; ISBN 1-58846-288-9; $19.95 US) __ Road of the Beast (WW20030; ISBN 1-58846-280-3; $15.95 US)

Core Products
Dark Ages: Vampire
(WW20000; ISBN 1-58846-276-5; $29.95 US) The main Dark Ages rulebook provides all the basic game mechanics and setting for playing the greatest of medieval monsters: vampires, the cursed progeny of Caine.

Other Game Supplements
__ Ashen Cults (WW2835; ISBN 1-58846-213-7; $14.95 US) __ Ashen Knight, The (WW2826; ISBN 1-56504-241-7; $17.95 US) __ Ashen Thief, The (WW2827; ISBN 1-56504-236-0; $14.95 US) __ Bitter Crusade (WW2833; ISBN 1-58846-214-5; $15.95 US) __ Clash of Wills (WW2810; ISBN 1-56504-289-1; $8.00 US) __ Dark Ages: British Isles (WW20021; ISBN 1-58846-290-0; $21.95 US) __ Dark Ages Europe (WW20020; ISBN 1-58846-279-X; $21.95 US) __ Dark Ages: Inquisitor Companion (WW20011; ISBN 1-58846-291-9; $21.99 US) __ Dark Ages: Mage Grimoire (WW20060; ISBN 1-58846-411-3; $21.95 US) __ Dark Ages: Right of Princes (WW20045; ISBN 1-58846-283-8; $19.95 US) __ Dark Ages: Spoils of War (WW20046; ISBN 1-58846-286-2; $19.95 US) __ Dark Ages: Vampire Storytellers Companion (WW20003; ISBN 1-58846-278-1; $14.95 US) __ Fountains of Bright Crimson (WW2825; ISBN 1-56504-270-0; $7.95 US) __ House of Tremere (WW2829; ISBN 1-56504-272-7; $19.95 US) __ Jerusalem by Night (WW2821; ISBN 1-56504-299-9; $17.95 US) __ Liege, Lord and Lackey (WW2806; ISBN 1-56504-281-6; $15.00 US) __ Transylvania by Night (WW2808; ISBN 1-56504-287-5; $18.00 US)

Dark Ages: Inquisitor
(WW20004; ISBN 1-58846-282-X; $26.95 US) Provides full details on playing Inquisitors, the agents of the Church in its war against the demonic and evil influences on the world.

Dark Ages: Mage
(WW20002; ISBN 1-58846-404-0; $26.95 US) Provides full details for playing medieval sorcerers and magical scholars, including the many different magical traditions and paths to power.

Dark Ages: Werewolf
(WW20005; ISBN 1-58846-284-6; $29.95 US) Provides full details for playing the dreaded werewolves who hunt man and beast alike through the endless woods of the Dark Medieval world.

Dark Ages: Fae
(WW20008; ISBN 1-58846-292-7; $29.99 US) Provides full details for playing the ethereal, wicked and glorious fae, changelings from a world of dream and wonder.

Other Dark Ages Products
Character Books and Player Guides
__ Clanbook: Baali (WW2817; ISBN 1-56504-213-1; $12.00 US)


__ Transylvania Chronicles 3: Ill Omens (WW2813; ISBN 1-56504-292-1; $15.95 US) __ Under the Black Cross (WW2836; ISBN 1-58846-275-7; $15.95 US) __ Veil of Night (WW2832; ISBN 1-58846-206-4; $25.95 US) __ Wind from the East: The Mongols (WW2828; ISBN 1-56504-271-9; $14.95 US) __ Wolves of the Sea (WW2820; ISBN 1-56504-298-0; $14.95 US)

Core Product
(WW21000; ISBN 1-58846-600-0; $34.95 US) The Orpheus rulebook has everything you need to play, from complete game mechanics and supernatural powers to full details on the Orpheus Group, the private agency that delves into the Underworld.

Dark Ages Clan Novel Series
__ Dark Ages: Nosferatu (Book 1) (WW11205; 1-58846-817-8; $6.99 US) __ Dark Ages: Assamite (Book 2) (WW11206; 1-58846-818-6; $6.99 US) __ Dark Ages: Cappadocian (Book 3) (WW11207; 1-58846-819-4; $6.99 US) __ Dark Ages: Setite (Book 4) (WW11209; 1-58846-821-6; $6.99 US) __ Dark Ages: Lasombra (Book 5) (WW11208; 1-58846-820-8; $6.99 US) __ Dark Ages: Ravnos (Book 6) (WW11210; 1-58846-823-2; $6.99 US) __ Dark Ages: Malkavian (Book 7) (WW11211; 1-58846-831-3; $6.99 US) __ Dark Ages: Brujah (Book 8) (WW11212; 1-58846-832-1; $6.99 US) __ Dark Ages: Toreador (Book 9) (WW11213; 1-58846-833-X; $6.99 US) __ Dark Ages: Gangrel (Book 10) (WW11214; 1-58846-847-X; $6.99 US) __ Dark Ages: Tremere (Book 11) (WW11215; 1-58846-848-8; $6.99 US) __ Dark Ages: Ventrue (Book 12) (WW11216; 1-58846-849-6; $6.99 US)

Other Orpheus Products
__ Crusade of Ashes (WW21001; ISBN 1-58846-601-9 $21.95 US) __ Shades of Gray (WW21010; ISBN 1-58846-602-7; $21.95 US) __ Shadow Games (WW21011; ISBN 1-58846-603-5; $21.95 US) __ Orphan-Grinders, The (WW21012; ISBN 1-58846-604-3; $21.99 US) __ End Game (WW21015; ISBN 1-58846-605-1; $21.99 US) __ Haunting the Dead (anthology) (WW11905; ISBN 1-58846-837-2; $6.99 US)

A CCG by White Wolf and Richard Garfield
Named the best multiplayer collectible card game of all time by Inquest Gamer, Vampire: The Eternal Struggle casts players as elder vampires who control minions, agents and progeny, and who seek to drain their opponents of precious blood. Designed by Richard Garfield, creator of Magic: The Gathering. All starters are pre-constructed 90-card decks. All boosters are random packs of 11 cards.

Other Dark Ages Fiction
__ Dark Tyrants (anthology) (WW11867; 1-56504-888-1; $5.99 US) __ To Sift Through Bitter Ashes (WW11031; 1-56504-995-0; $5.99 US) __ To Speak in Lifeless Tongues (WW11032; 1-56504-996-9; $5.99 US)

Core Card Sets
Camarilla Edition
Six different starter decks and booster packs allow players to quickly pick up and play, or complete their collections. Cards in the Camarilla Edition focus on the refined and devious vampires who hunt within mortal society. __ Starter Deck: Brujah (WW2586; ISBN 1-58846-027-4; $9.95 US) __ Starter Deck: Malkavian (WW2587; ISBN 1-58846-028-2; $9.95 US) __ Starter Deck: Nosferatu (WW2588; ISBN 1-58846-029-0; $9.95 US) __ Starter Deck: Toreador (WW2589; ISBN 1-58846-030-4; $9.95 US) __ Starter Deck: Tremere (WW2590; ISBN 1-58846-031-2; $9.95 US) __ Starter Deck: Ventrue (WW2591; ISBN 1-58846-032-0; $9.95 US)

Don’t Look Back
Join the Orpheus Group as it parts the veil between life and death. All it will cost is your soul. An innovative limited-series game, Orpheus casts players in the roles of agents able to walk among both the living and the dead. The story arc unfolds through all six books, creating a terrifying chronicle.


White Wolf Publishing and Sword and Sorcery Order Form (Jul to Sep)
White Wolf Publishing, Inc.

1554 Litton Drive

Stone Mountain, Georgia 30083



Name _____________________________________________________________________________________________________________________________ Address ___________________________________________________________________________________________________________________________ City ___________________________________________________ State _______________________ Zip ___________________________________________ Phone _____________________________________________________________________________________________________________________________

Qty Product Name Stock # ISBN Imprint Month US Price Total


55000 57004 57005 57006 25000 25200 25700 25701 25702 11235 20047 11217 8805 8842 10066 12995 16702 16524 16106 16152 16145 15024 8365 8392 17204 17255 16707 17600 17601




$19.99 $21.99 $21.99 $21.99 $34.99 $26.99 $16.99 $12.99 $6.99 $6.99 $23.99 $6.99 $23.99 $19.99 $6.99 $17.99 $34.99 $24.99 $13.99 $23.99 $6.99 $24.99 $26.99 $23.99 $29.99 $24.99 $34.99 $34.99 $15.99

1-58846-247-1 1-58846-248-X 1-58846-599-3 1-58846-598-5 1-58846-597-7 1-58846-862-3 1-58846-295-1 1-58846-852-6 1-58846-675-2 1-58846-676-0 1-58846-860-7 1-58846-875-5 1-58846-974-3 1-58846-976-X 1-58846-967-0 1-58846-995-6 1-58846-864-X 1-58846-964-6 1-58846-994-8 1-58846-991-3 1-58846-960-3 1-58846-977-8 1-58846-971-9 1-58846-988-3 1-58846-997-2




©2004. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by their respective trademark holders. All rights reserved.

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



Name _____________________________________________________________________________________________________________________________ Address ___________________________________________________________________________________________________________________________ City ___________________________________________________ State _______________________ Zip ___________________________________________ Phone _____________________________________________________________________________________________________________________________

More information on these future titles in the next White Wolf Quarterly.
Qty Product Name Stock # ISBN Imprint Month US Price Total


55300 25001 5212 25100 25101 11236 25703 57007 57008 57009 30000 30700 30200 30701 30702 8828 8815 10067 2658 2659 50000 50001 8338 16516 16552 16550 16551 16108 16144 16109 15007 15031 17205 17602

1-58846-477-6 1-58846-249-8 1-56504-274-3 1-58846-251-X 1-58846-252-8 1-58846-863-1 1-58846-596-9



$26.99 $34.99 $39.99 $24.99 $24.99 $6.99 $99.99 $21.99 $21.99 $21.99 $34.99 $6.99 $26.99 $16.99 $12.99 $21.99 $29.99 $6.99 $19.99 $19.99 $22.99 $27.99 $34.99 $34.99 $18.99 $34.99 $34.99 $34.99 $15.99 $13.99 $34.99 $22.99 $24.99 $21.99

1-58846-324-9 1-58846-595-0 1-58846-325-7 1-58846-593-1 1-58846-594-2 1-58846-677-9 1-58846-678-7 1-58846-861-5 1-58846-632-9 1-58846-633-7 1-58846-522-5 1-58846-523-3 1-58846-778-3 1-58846-968-9 1-58846-996-4 1-58846-999-9 1-58846-998-0 1-58846-975-1 1-58846-985-9 1-58846-980-8 1-58846-979-4 1-58846-089-4 1-58846-973-5 1-58846-989-1


©2004. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by their respective trademark holders. All rights reserved.

__ Camarilla Edition Booster Pack (WW02593; ISBN 1-58846-034-7; $2.75 US) __ Camarilla Edition Booster Pack Display (WW2592; ISBN 1-58846-033-9; $99.00 US) __ Camarilla Edition Starter Deck Display (WW2585; ISBN 1-58846-026-6; $59.70 US)

The Black Hand
Fanatical vampires feared even by the most monstrous of their kind, the Black Hand ruthlessly pursue all who are agents of the ancients — including Camarilla, Anarchs and Sabbat vampires. __ Starter Deck: Malkavian Antitribu (WW2637; ISBN 1-58846-044-4; $9.95 US) __ Starter Deck: Nosferatu Antitribu (WW2638; ISBN 1-58846-045-2; $9.95 US) __ Starter Deck: Toreador Antitribu (WW2639; ISBN 1-58846-046-0; $9.95 US) __ Starter Deck: Tremere Antitribu (WW2640; ISBN 1-58846-047-9; $9.95 US) __ Black Hand Booster Pack (WW2641; ISBN 1-58846-048-7; $2.75 US) __ Black Hand Starter Display (WW2635; ISBN 1-58846-042-8; $79.60 US) __ Black Hand Booster Display (WW2636; ISBN 1-58846-043-6; $99.00 US)

__ Final Nights Starter Deck Display (WW2562; ISBN 1-56504-462-2; $79.60 US) __ Final Nights Booster Display (WW2560; ISBN 1-156504-480-0; $99.00 US) __ Bloodlines Booster Pack (WW2576; ISBN 1-56504-468-1; $2.75 US) __ Bloodlines Booster Pack Display (WW2575; ISBN 1-56504-467-3; $99.00 US) __ Gehenna Booster Display (WW2651; ISBN 1-58846-626-4; $99.00 US) __ Gehenna Booster Pack (WW2656; ISBN 1-58846-631-0; $2.75 US)

Mistress of Modern Horror
Two Wolf Press brings the work of award-winning Horror author Nancy A. Collins to your door. From the streets of New Orleans to the darkest corners of the mind, Collins and her signature character Sonja Blue have their fingers on the pulse of modern horror.

The Anarchs
Fighting to be free of their elders, the Anarchs rebel against the Camarilla and Sabbat. __ Starter Deck: Anarch Barons (WW2514; ISBN 1-58846-040-1; $9.95 US) __ Starter Deck: Anarch Gangs (WW2515; ISBN 1-58846-041-X; $9.95 US) __ Starter Deck: Gangrel (WW2513; ISBN 1-58846-039-8; $9.95 US) __ Anarchs Booster Pack (WW2510; ISBN 1-58846-036-3; $2.75 US) __ Anarchs Starter Display (WW2512; ISBN 1-58846-038-X; $59.70 US) __ Anarchs Booster Display (WW2511; ISBN 1-58846-037-1; $99.00 US)

Nancy A. Collins
__ A Dozen Black Roses (WW11019; ISBN 1-56504-873-3; $11.99 US) __ Darkest Heart (WW12998; ISBN 1-56504-845-8; $11.99 US) __ Dead Roses for a Blue Lady (WW12997; ISBN 1-58846-844-5; $13.99 US) __ In the Blood (WW12993; ISBN 1-58846-876-3; $13.99 US)

Borealis Science Fiction and Fantasy
__ The City on the Edge of Forever (WW11949; ISBN 1-56504-964-0; $11.99 US) __ The Road to Science Fiction #5: The British Way (WW11091; ISBN 1-56504-157-7; $14.99 US) __ The Road to Science Fiction #6: Around the World (WW11092; ISBN 1-56504-158-5; $14.99 US

Other VTES Packs and Sets
__ Sabbat War Booster Pack (WW2556; ISBN 1-56504-479-7; $2.75 US) __ Sabbat War Booster Pack Display (WW2555; ISBN 1-56504-478-9; $99.00 US) __ Starter Deck: Assamite (from Final Nights set) (WW2563; ISBN 1-56504-463-0; $9.95 US) __ Starter Deck: Giovanni (from Final Nights set) (WW2564; ISBN 1-56504-464-9; $9.95 US) __ Starter Deck: Ravnos (from Final Nights set) (WW2565; ISBN 1-56504-465-7; $9.95 US) __ Starter Deck: Setite (from Final Nights set) (WW2566; ISBN 1-56504-466-5; $9.95 US) __ Final Nights Booster Pack (WW2561; ISBN 1-156504-481-9; $2.75 US)


____________________________________________________________________________ JULY 2004



1-58846-967-0 1-58846-964-6 1-58846-960-3 1-58846-988-3

16106 15024 17204 17600

$13.99 $24.99 $29.99 $34.99



____________________________________________________________________________ AUGUST 2004



1-58846-994-8 1-58846-976-X 1-58846-864-X 1-58846-971-9 1-58846-997-2

8365 16524 16145 16707 17601

$26.99 $24.99 $ 6.99 $34.99 $15.99


____________________________________________________________________________ SEPTEMBER 2004



1-58846-991-3 1-58846-974-3 1-58846-995-6 1-58846-977-8

8392 16702 16152 17255

$23.99 $34.99 $23.99 $24.99

____________________________________________________________________________ OCTOBER 2004



1-58846-979-4 1-58846-975-1 1-58846-973-5

15007 16108 17205

$34.99 $34.99 $24.99


____________________________________________________________________________ NOVEMBER 2004



1-58846-985-9 1-58846-999-9 1-58846-998-0 1-58846-989-1

16144 16550 16551 17602

$15.99 $34.99 $34.99 $21.99


____________________________________________________________________________ DECEMBER 2004



1-58846-778-3 1-58846-089-4 1-58846-980-8 1-58846-968-9 1-58846-996-4

8338 15031 16109 16516 16552

$34.99 $22.99 $13.99 $34.99 $18.99


cover art by Super Unicorn Design Studio

This Quarter … This Quarter …
4 DragonMech
Mechs and Medieval Fantasy

New S&S publishing partner Goodman Games unleashes DragonMech, a campaign setting that combines the best aspects of two popular genres in a unique way. You got it — fantasy is the chocolate and mechs are the peanut butter. Eat up!

Arthaus and it’s logo are trademarks of Arthaus Publishing, Inc. All rights reserved. Scarred Lands, Sword and Sorcery and it’s logo are trademarks of White Wolf Publishing, Inc. All rights reserved. Blizzard Entertainment and Warcraft are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries, used under license. All rights reserved. Page 13 is © 2004 Blizzard Entertainment. EverQuest is a registered trademark and It’s Your World Now is a trademark of Sony Computer Entertainment America Inc. SOE and SOE logo are trademarks of Sony Online Entertainment Inc. EverQuest content on pages 10–11 is © 2004 Sony Computer Entertainment America Inc. Goodman Games and DragonMech are trademarks owned by Joseph Goodman. All rights reserved. Malhavoc Press is a trademark owned by Monte J. Cook. All rights reserved. Necromancer Games is a trademark of Necromancer Games, Inc. All rights reserved. Wizards of the Coast, Dungeons & Dragons, D&D, Ravenloft and Gamma World are registered trademarks of Wizards of the Coast, Inc. and are used by White Wolf under 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. Gamma World content on page 11 is © 2004 Wizards of the Coast, Inc. All other titles are trademarks of, and all other characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. 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 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 above Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, the text starting with “Size” under the “Barbagula” description (page 6) and the text under the “Powers” section of the “Ring of Ghostly Duels” (page 13) are designated as Open Game Content, excluding capitalized names, names of artifacts, characters, countries, creatures, geographic locations, gods, monsters, historic events, magic items, organizations, spells, and rituals, and may only be used in accordance with the Open Game License. OPEN GAME LICENSE Version 1.0 The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By using the Open Game Content you indicate your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content you must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000–2004, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. DragonMech Copyright 2004, Goodman Games, Inc. Magic & Mayhem Copyright 2004, Blizzard Entertainment, Inc.

7 Trinity Universe
The Future Is Now
Elves and swords and magic spells are cool and all, but maybe it’s time for a change, y’know? It just so happens that Trinity offers up plenty of d20 System sci-fi adventure.


8 Relics & Rituals
Shaking the Pillars of Heaven


The Relics & Rituals imprint presents sourcebooks for general d20 System use. This time around, developer Ethan Skemp brings Greek myth to your fantasy game — personally! (Leave the light on for him, if you don’t mind.)

10 EverQuest


Where Did the Dark Elves Come From?
Sony’s EverQuest® archives are choc-full of surprises that you’d never expect. Most are too huge to spill here, but developer Stewart Wieck is nice enough to offer up a taste.

11 Gamma World
New Vistas of Adventure
Be like Bob and Bing and take your Gamma World campaign on the road! Developer Bruce Baugh explores the many lands of the Gamma Age in Beyond the Horizon.

12 Malhavoc Press
Five Ways the Sequel Is Even Better Than the Original
Book of Hallowed Might II: Portents and Visions is a whole lot more than more of the same.


13 Warcraft
Ready for Action?
Developer Mike Johnstone puts you in the thick of it with Lands of Conflict! If you’ve been wondering what’s happening back in Azeroth, Khaz Modan, and Lordaeron, now’s your chance to find out!


14 Necromancer Games
Beware the Lurking Terrors of a Bygone Age!
Ancient Kingdoms: Mesopotamia pulls back the veil of mystery to reveal high adventure… and lurking horrors! (It’s pretty creepy, yet cool.)

Your Regular Your Regular Dose…Dose…
2 6 15 16 17 18 The Inside Scoop: News and Notes From Sword & Sorcery Studios Spotlight On… Mech Design: Barbagula Products for July Products for August 6 Products for September Backlist


The Inside Scoop News and Notes from Sword & Sorcery Studios
Combining all the best elements of a quarterly special-interest magazine and a product catalog, the Insider is your source for articles and insights on your favorite Sword & Sorcery Studios games, as well as news on upcoming releases.

What’re You Lookin’ At?
It’s a new look to the ol’ Insider, that’s what. Based on thousands of readers ’ feedback on what they’d like to see in these pages, we’ve made a few changes. There were a lot of good suggestions, and we thought long and hard about which ones to implement— Okay, you got me. I haven’t seen any fan feedback. Stuck way down in the depths of the editorial salt mine as I am, I’m lucky if I see the sun. Ah, the sun! I remember it fondly. Like a gigantic light in the sky, bathing me in its cold fluorescent radiance, soothing me with its constant background hum… Brings a tear to the eye, y’know? Anyway, back to these changes. The biggest is adding more content per page. From the very first issue, we wanted you to get your money’s worth — not hard to do, since it’s free and all. By we’re not the types to rest on our laurels. We decided to give you even more. We’ve stuffed a bit more into each article now, but that’s not all. These first few pages will give you insight on Sword & Sorcery Studios — conventions we ’ re attending, projects we’re working on, handy references for writing (or running) a game, favorite web sites or movies or books, which is the best green-skinned Muppet — Kermit or Yoda? — and more! Bottom line: We work hard to make games, but we also have fun doing it. We want to share a bit of that experience; give you a peek behind the curtain, as it were — though in the manner of The Wizard of Oz, not an Old Navy changing room. This is a two-way street, too. You have questions, anecdotes, suggestions, or what-have-you? We’re happy to see ‘em (especially what-have-you). The address is back a page, under the legal info. Just shoot us a line, care of the Quarterly/Insider. If you’re not a Luddite, you can also send an email to <> with “Quarterly/Insider” in the subject line. Philippe Boulle, our marketing director and the guy who corrals each of these issues, will tackle whatever pressing matters you send our way (or delegate to the rest of us in the salt mines as relevant). In the meantime, check out the rest of this issue and see what’s in store for this summer!

S UMM ER Convention Attendance
Summer is convention season. Sword & Sorcery Studios’ publishing partners and line developers are usually caught up in producing the games you play, but we do try to get to a few cons each year. Following is a list of who’s been confirmed at what conventions as of press time.

Gen Con Indianapolis
Sword & Sorcery: EverQuest®: Andrew Bates Scott Holden-Jones

Goodman Games: Joseph Goodman Necromancer Games: Clark Peterson Bill Webb Ravenloft: Jackie Cassada Nicky Rea

Sword & Sorcery: Ravenloft: Andrew Bates Jackie Cassada Nicky Rea

Andrew Bates Managing Editor, Sword & Sorcery Studios

What’s In A Name?
Need a name for your character, or for some NPC that you made up on the spot? Check out the web site of
It uses census data to generate random names for males and females. You can even plug in an obscurity factor if you want something really exotic.

The Inside Scoop
Wizard or Pharmaceutical?
See if you can tell which of these are drugs made to cure what ails you, and which are figures who wield mighty arcane magics. Answers at the bottom.

Cinematic Inspiration
You can look at just about any movie or book for inspiration in creating an adventure, a PC or NPC, a spell, or pretty much anything new for your game. As an example, designers Monte Cook (Arcana Unearthed) and Sean K. Reynolds (Anger of Angels) offer up four movies that they find have a surprisingly good roleplaying game feel: • Sleeping Beauty: Watch this animated Disney film closely and you’ll see some orcs among Maleficent’s menagerie. We’re also convinced that the dragon in the end is the core inspiration for almost all cool dragon depictions used today. • Ocean’s Eleven: A “party of adventurers” pulls an elaborate heist. For ideas on giving everyone in a large playing group something to do, this movie excels. • City of Lost Children: Sometimes a strange foreign film can inspire you with a lot of ideas for a character or just a campaign. Take this French movie, for example. It has an amnesiac scientist, his mad assistant who cannot dream, a pair of conjoined twins who runs a gang of thieving children, a dwarf, six narcoleptic clones, and a disembodied brain in a tank. It’s a goldmine. • The Lord of the Rings: The Return of the King: Okay, so this one’s not so surprising.

1. Advicor 2. Benzac 3. Caltrate 4. Dar’Tan 5. Gas-X 6. Raistlin 7. Sauron 8. Tagamet 9. Voldemort 10. Winstrol 11. Yvestil 12. Ziagen

Wizards: 4, 6, 7, 9, 11. Pharmaceuticals: 1, 2, 3, 5, 8, 10, 12. At least, we think so. It’s hard to tell sometimes!

D M DragonMech

by Joseph Goodman, Goodman Games



Fantasy is Old
Face it: fantasy has been done. As the saying goes, “There’s nothing new under the sun,” — and when it comes to fantasy, “ There ’ s nothing new since Tolkien.” There’s still room for exciting storytelling and creative visions, sure, but odds are that someone has done it before. For a game designer who wants to do something different — and for fans who want a change — fantasy seems to have little to offer. Two years ago, that’s where I was. I wanted to do something different. I’d had fun with Broncosaurus Rex, a science fiction world that ’ s just plain weird. (It ’ s the Civil War in space with intelligent dinosaurs. Yeah, weird.) I wanted to take a stab at a fantasy setting, but I felt constrained. To make things worse, it was the height of the d20 System boom. An endless sea of expansions raced to exhaust every possible angle on fantasy. One day, while reading an article about sci-fi mechs, I thought about how mechs don’t make sense in fantasy settings. First of all, how could mech technology ever get a foothold in a world where dragons, demons, and armies of mounted knights are already powerful competitors? Secondly, why would anyone waste his time building a mechanical construct when he could learn to make a golem in wizard school? Finally, any good mage should be able to blast a mech to smithereens with a few fireballs!

Then I had another thought. Would it be possible to design a fantasy setting where mechs did make sense? If so, what would the mechs actually be like? Fr om these questions, DragonMech was born.

…But DragonMech is New
DragonMech is a different sort of fantasy, a world that crosses lines. It’s a new fantasy setting and sourcebook that integrates the genres of fantasy and mecha. I won’t be so bold as to call it innovative, but it certainly isn ’ t something Tolkien covered. In this setting, mechs are born from a cataclysm. The sky is falling — literally. The moon has been pulled into the world ’ s gravity well for over a thousand years. It reached the atmospheric threshold a century ago. Chunks br oke loose and tumbled to the earth, beginning what is now called the lunar rain: a perpetual meteor storm that blasts the surface world each night when the moon rises. It’s merely an excoriating particulate haze on a good night… and barn-sized moon rocks crash into the surface on a bad night. Even mighty warriors and creatures of myth have a tough time surviving on the surface in such conditions. To survive, sentient races and beasts alike were forced to seek shelter or find a way to endure the deadly rain. Initially, the sur face world sought shelter, the mass migrations triggering wars at the entrances to the under deep. There’s only so much room un4

WW17600; $34.99 ISBN 1-58846-988-3

page 15

der the earth, and it’s not a natural place for most to live. Enter the city-mech. More than a thousand feet tall, it’s large enough to house a large population, and sturdy enough to resist all but the most catastrophic meteors. (Give or take — these meteors are smaller than the dinosaur-extinction size category.) If you allow for fantasy steam engines of unusual strength, building a city-mech turns out to be not that much harder than building the Great Pyramids. All you need is a strong leader and a few thousand willing laborers — and when you’re building your own salvation, who’s not willing? And thus we find the answer to that first question: How could mech technology ever get a foothold in a world where dragons, demons, and armies of mounted knights are already powerful competitors? It’s easy if mechs have a far better chance of surviving certain conditions. That leads us to the second question: Why waste time building a mechanical construct instead of making a golem? Well, you can ’ t live inside a golem, and the training necessary to build one takes many years. In contrast, all you need are a few skilled experts coordinating common laborers to build a mech. In DragonMech, it didn’t take long for smaller mechs to emerge once the technology for the city-mech is established — smaller mechs that fill the surface-world niches once occupied by knights, cavalry and foot soldiers.

So, there you have it — a world in which mechs not only make sense, but where they are vital to the survival of the common man. There’s only one question left to answer: Shouldn’t any good mage be able to blast a mech to smithereens with his spells? Not if the mech’s steam cannon is big enough!

Delving into DragonMech
Four major themes guide both the world and the rules of DragonMech. The first theme is, well, the mech. This game explores the many permutations of what mechs can be. Dwarven steam-powered mechs are the dominant force, and the closest to what most people think of when you talk about mechs. The elves challenge these metal-and-steam monstrosities with mechs built from the still-living trunks of their ancestor trees and animated with powerful magics. Gnomes have gotten in on the act with mechs powered by clockworks and gigantic springs. In contrast, orcs have pursued their own dark variation — man-powered mechs that require thousands of toiling slaves to walk. DragonMech gives this theme practical application with everything you need to bring mechs to life in a fantasy campaign. The construction rules are grounded in the existing d20 System type-based monster rules — you don’t have to learn a whole new system to build your first mech! Similarly, combat uses the same standard format, but enters a whole new realm of daring exploits. There’s mech-versusmech combat, of course, as well as character-versus-mech combat! Your PC can use grappling hooks to topple smaller walkers, spider climb up the sides of enemy mechs, and perform other dynamic feats. Setting and rules are reflected further in a new core class, the mech jockey, which specializes in piloting mechs. There is also a prestige class called the mech devil, whose skills cross over into the mystic.

The second major theme is the lunar rain. More than a hazardous environmental condition, this presents a major shift in the cosmic power balance in the standard DragonMech campaign. The lunar gods are gaining a foothold on the surface, invading by way of their lunar worshippers being dropped onto the earth. In addition, the creatures of the surface world are losing faith in their gods rapidly, as they wonder why their own deities do not protect them from the catastrophe of the rain. In game terms, the lunar rain provides a new class of lunar monsters brought to the world on the larger meteorites. The massive lunar dragons are far more powerful than any earthly dragon, strong enough to challenge even a large combat mech. Meanwhile, terrestrial clerics find their prayers falling on deaf ears as the general loss of faith and assaults by the lunar gods take their toll. Moreover, the rising preeminence of the steam engine has fostered a new belief that the cosmos is simply a “Great Engine” set in place and allowed to run. Engineers and mech jockeys are particularly predisposed to this belief, and their growing faith has spawned a nascent demigod called Dotrak. This unique manifestation has a growing influence upon the world — influence encouraged by the Prophets of Dotrak, strange wanderers with ticking clockwork hearts who spread his teachings. The third major theme is the destruction and reconstruction of the surface world. The lunar rain laid waste to all things in the past century, both physical and cultural. The world’s great cities were decimated, and even the mightiest leaders fell in their attempts to drive back the threat. Societies collapsed into disarray as their residents fought for access to the underdeep. Social structures disintegrated as temples, castles and libraries were flattened. From this anarchy was born a new culture, one centered around the mech. Society has re-formed with new values. In some places, the rule

of law has been established; in other places, demagogues have used the chaos of the time to catapult themselves to power. This theme of rebirth presents countless opportunities for exploration and heroism. A world full of ruins exists, ready to be scoured for treasure and knowledge. Strange new civilizations have replaced the old, from subterranean worm farmers to the mobile cultures of the roving city-mechs. In game terms, the evolution of the world’s societies gives you numerous options for a variety of alternate core classes: the constructor is a wizard specialized in building constructs; the stalker is a rogue specialized in disabling mechs; and the clockwork ranger roams not the great forests but the endless engine rooms of city-mechs. The final major theme of DragonMech is the competition between magic and steam engines. Magic was long the world’s ruling force. Then came the rain, and the salvation of steam. The simple distinction of warrior or wizard no longer commands the quite the same awe of old — children dream of being swaggering mech jockeys when they grow up. In game terms, you have access to a new system of “steam powers,” a modular building system for constructing fantastic steam engines which can rival the powers of magic. A pair of classes specialize in using these steam powers: coglayers (a core class for fantasy engineers) and the Gearwrights (a prestige class for members of an ancient organization of coglayers). All this adds up to a layered setting with countless opportunities for adventure. Not only that, but since the rules extrapolate from the existing d20 System, you can add DragonMech to any ongoing campaign. This may require adjustments to the setting background, of course, but it can be worth it to bring new excitement to your game. Just imagine the first time the PCs face a 15foot tall metal monstrosity piloted by a grinning, soot-stained mech jockey!

Spotlight on:


Bp A Ro B At Gl Ui Lg A ht

Just one of many mechs you’ll find in the forthcoming DragonMech campaign setting.

The barbagula is a nasty little mech favored by irontooth clans (and rust riders, when they can get them). A barbagula has long legs and a light build. Its left arm is equipped with a changler and its right arm has an oversized lance. Barbagulas are often used to ambush isolated mechs; they also fight in packs against more sizable targets. A barbagula is built for speed and skirmishing rather than toe-to-toe combat. A skilled mech jockey takes advantage of the mech’s speed to execute hit-and-run attacks. The lance is used in the initial charge, with the changler used in a follow-up trip attack. A downed target is either subject to repeated charging or boarded by the barbagula pilot’s allies. There is no consistent design to the barbagula. The irontooth clans built several variations on the basic concept, and further modifications have occurred from there. Copycat models have since been seen among other forces.
Size: Huge Power Source: Steam Payload Units: 7 (extra weapon mounts) Height: 15 ft. Space/Reach: 5 ft. x 5 ft. Crew: 1 (weapons: 2) Firing Ports: 7 Hit Dice: 12 Hit Points: 66 Critical Thresholds: Green, Yellow 33, Orange 17, Red 7 Base Initiative: 0 Speed: 50 ft. (fast legs) Maneuverability: Good Armor Class: 8 (–2 size) Hardness: 8 (Stone) Base Melee Attack: +4 Base Ranged Attack: 0 Unarmed Damage: 1d8 +6 Trample: largest Small; safe Small; damage 2d6 Saves: Fort +2, Ref –2, Will — Abilities: Str 22, Dex 10, Con —, Int —, Wis —, Cha — Mechcraft DC: 33 Base Planning Time: 66 days Base Cost: 656 gp Total Cost: 3,000 gp Labor Time: 960 man-hours Construction Time: 12 days (10 avg. laborers plus 1 overseer) Options: Extra weapon mounts (2), fast legs


Payload Usage
PU 1 6 7 Use Crew Onboard weaponry Total

Onboard Weapons
Location Right arm Left arm Arc of Fire Melee Melee Weapon Large lance (2d6+6/x3) Huge changler (1d10+6, +4 to trip checks) PU 2 4 Crew 1 1

New Weapon: Changler
A changler, or chain tangler, is a mass of ten long chains attached to a mech’s arm. Each chain is as long as the mech is tall. The chains can be reeled in partially so as not to trip the mech. The chains extend fully on attack, flailing against an opponent. Changlers can be used to make trip attacks. The number and length of attacking chains grants a bonus to your check when making a trip attack, as indicated in the weapon stats. The chains are designed to detach under sufficient pressure. If you are tripped during your own trip attempt, you can avoid the trip by detaching 1d4 chains. As long as at least one chain remains, the weapon can be used as normal. Changlers can also be used by cooperative attackers. Each attacker after the first who uses a changler to make a trip attack receives a +2 bonus to the trip check.

Weapon Damage Critical Range Increment Weight Type Crew



Mech Weapons — Melee Changler Huge (+4) 1d10 Gargantuan (+6) 2d8 Colossal (+8) 4d6 Colossal II (+10) 3d12 Colossal III (+12) 5d12

x2 x2 x2 x2 x2

— — — — —

150 lb. 225 lb. 425 lb. 750 lb. 1,300 lb.

Bludgeoning Bludgeoning Bludgeoning Bludgeoning Bludgeoning

1 1 1 1 1

4 8 16 32 64

120 gp 360 gp 1,600 gp 3,600 gp 7,200 gp


If you’re looking for d20 System sci-fi adventure, Trinity has plenty to offer.
— by Andrew Bates, Sword & Sorcery Studios managing editor

The Future Is Now
assumptions that are non-supernatural in origin and that contain plausible explanations within the setting context. There’s technical stuff, but only to encourage more of a gritty and immediate feel. After all, we’re not trying to break new ground in physics, here; we’re making a game! More than just sci fi, Trinity includes different types of sci fi that all work together under the same setting. You can pursue any one of the different styles, or even mix and match to suit your personal tastes. Here’s a few. • Aliens — Encounters with (or even playing) aliens? You got it in the cryptic and manipulative qin; the cunning, psi-wielding chromatics; and the sinister collective of races labeled the Coalition. • Cyberpunk — Computersavvy wiz kids roam through the OpNet’s virtual reality domains with their CG avatars, pursuing corporate and military espionage under the aegis of rival companies and nations — or even for their own gain. • Dystopia — Much of settled space is kind of a mess — Europe still reels from the ravages of the Crash; in the Federated States of America, scattered communities fend for themselves outside the protective embrace of massive regional arcologies; even the moon hides a morass of slums beneath the gleaming spires of the sprawling Olympus colony. • Mechas — Sure thing. Vacuum Assault and Reconnaissance Gear (VARG) are mobile armored platforms used for everything from space exploration to military defense.

Starting back in May of this year, Sword & Sorcery and Arthaus Publishing launched d20 System versions of the Trinity Universe core rulebooks — a single setting represented by a trio of games, each occupying a different era of history and with a distinct thematic focus. Adventure! is a game of pulp action and heroism set in the mid1920’s; Aberrant is a superpowers game set in the present time; and Trinity is a science-fiction game, set in the 22nd century. They first launched in the late 1990s using a revised version of White Wolf’s Storyteller system. Given the versatility of the d20 System, we thought, “Why not bring the Trinity Universe to d20 fans?” So that’s what we’re doing. Adventure! released this April and Aberrant is set for June; Trinity rounds things out with its release this upcoming August. While a larger story spans the three eras, each game stands on its own, and you’re welcome to incorporate as much — or as little — of the setting into your own campaign plans. Last issue, we focused more on the first two books, since Trinity was still a ways off at the time. So, now, let’s dig into Trinity, see what makes it tick.

d20 System Sci-Fi
You like the d20 System? You like science fiction? Check out Trinity. First, though, just what is “sci fi”? The genre covers a lot of thematic territory, much of it subject to opinion and ongoing debate. I won’t open that can of worms; suffice it to say we strive for a setting with scientific or pseudo-scientific

• Other worlds — Only a few settlements have been established so far, and there have already been shocking and exciting encounters with new life forms. Each day on an extrasolar colony is an adventure! • Psionic powers — A cornerstone of the setting. Unique individuals called psions wield an array of mind powers, from telepathy to psychokinesis to teleportation. Their powers are pretty amazing, but a well-placed laser blast will screw up their day as much as anyone. • Sci fi horror — There are things called aberrants — descendants of warped humans, with horrific appearances and bizarre powers. And they’re not happy about having been kicked off the planet back when they still looked halfway presentable. • Space travel — Humanity continues to investigate our solar system and has even found the means to travel to other worlds. It’s a brand new venture, and only the barest fraction of recorded star systems have been explored. Whew. And those are just off the top of my head. The best part is, you can draw upon each of these thematic elements as much or as little as you like. Not a fan of cyberpunk? Not a problem. Heck, you can even ignore most aspects of the psi powers if you want to run a more “meat and potatoes” game. We designed Trinity to be a versatile setting with a lot of gaming possibilities to offer, no matter where your preferences lie. Take a few minutes to flip through it when it hits shelves this August and you’ll see what I mean!

Trinity (d20 System version)
WW16707; $34.99 ISBN 1-58846-971-9

August 2004 page 16

Adventure! is available now; Aberrant is set for June 2004, and Trinity is scheduled for August 2004. 7

&R Shaking theituals: Pillars Relics of Heaven
Relics & Rituals: Olympus
WW16702; $34.99 ISBN 1-58846-974-3

With the release of Relics & Rituals: Excalibur in April 2004, the Relics & Rituals label broke free of the Scarred Lands campaign setting and established itself as an imprint all its own. Each Relics & Rituals book delves into a specific realm of myth, laying the groundwork for a campaign in that genre of legend or for use in any d20 System game.
In the course of developing content for Relics & Rituals: Olympus, I found myself using the phrase “Hellenic fantasy” a lot. It’s an invented term, not a long-established one… but, well, it had to be. And what we’re doing with the book — Hellenic fantasy — is a peculiar spin. Why not “ Grecian fantasy ” ? Well, for one, we don’t assume that a Relics & Rituals: Olympus campaign will take place in Greece, fantasy “ alternate universe” version or not. Maybe your game is set in a homebrew or published fantasy world with a culture inspired by Ancient Greece — but you don’t call it Greece, and we don’t assume you do, either. You might not have an Athens or Sparta — or even a Perseus, Theseus or Atalanta. The greatest heroes might not the ones you read about, but the ones you play at your own table. For another, “Grecian fantasy” sounds a lot like a historical fantasy supplement. And Olympus isn’t one of those. A genuine historical supplement usually aims at making a Bronze Age fantasy game just about as close to the genuine stories as possible. We don’t do that. But, if that’s what you’re looking for, hang on a second. Lemme explain. By “not holding as close to the myths as possible,” we don’t mean that you’ll be tooling around the world of Kevin Sorbo and Lucy Lawless, where gladiators are passed off as Greek and half the gods are called by Roman names like Mercury and Hercules because “hey, close enough.” Instead, we try to keep things relatively tight culturally; the original Medusa as presented in this book has the bronze scales, talons and wings that you don’t tend to see on modern interpretations of the lovely lady. Where this book differs is not in dragging in extra human culture — or anachronistic in-jokes (if you like that sort of thing, you’ll have to add ‘em yourself) — but in altering elements of other fantasy settings to make them fit. The idea behind Olympus is that players might like Spartans and Argonauts and phalanxes, and that they might also like dwarves and elves — and that the blending of these elements can be more like peanut butter and chocolate than oil and water. For instance, dwarves. Dwarves don’t really appear in Grecian mythology, so they’re usually one of the first thing to go in these kinds of settings. In fact, it’s rare to see dwarves in general being presented in one of two ways. One is playing with the strong pseudoNordic cultural foundation that, well, gave rise to the whole image of dwarves as we visualize them. The other is breaking the stereotype as hard as possible, so you get dwarf mariners or horsemen or whatnot. The approach we take has little to do with either of these. Instead, we asked ourselves, “what sort of things would happen to create recognizable dwarves in a Grecian environment?” So we explore the possibility of dwarves arising during the time of the Titans, or of being fashioned by Hephaestus. Fundamentally, though, we as8


by developer Ethan Skemp

page 17

sume that in a Relics & Rituals: Olympus -inspired campaign, dwarves will be there. Not just that; they fit in setting. They undergo a few changes, of course — our take on Hellenic fantasy dwarves sees them with metallic skin, dark hair, and an uncommon incidence of hunchbacks and other “imperfections” — but they’re still the beard-wearing, stoic, forgeworking warriors that you know and love. The idea — common to all Relics & Rituals books — is that a mix of change and fidelity to the iconic images is exotic enough to be interesting while keeping things easy to pick up and play. Devoting some time to Hellenizing (if that’s a word) the familiar faces of the d20 System doesn’t mean we ignore the possibility of introducing new stuff. Hades, no! There’s plenty of new material here — some that involves a new spin on relatively obvious ideas, some that we venture to bet you might not have thought of yourselves. You’ll find a batch of Grecian (ah, pardon, Hellenic) monsters who either don’t appear elsewhere in the core rules (like Scylla and Charybdis), or who are reimagined to something closer to the original material (such as the aforementioned Medusa). You’ll find prestige classes that reflect the prestige that only Olympus itself can offer. You’ll find feats granted by the gods, vicious curses, even a Hubris system. So why not fire up the sunchariot and take it for a spin? You’ll do fine. Just don’t try to crash the bacchanalia on Mount Olympus without an invite. That riles ’em up.

Description: The first spartes were not born of mortal woman — their fathers were teeth torn from a dragon’s skull, and their mother was a plowed field. Legend holds that a hero slew a draconic servant of Ares as part of a great quest to either raise an army or found a city, and the gods guided him to remove the dragon’s teeth and sow them in a field like grain. Wherever the teeth fell, armed and armored men and women sprang forth. These first warriors who arose from the dragon’s teeth were powerful but belligerent, and all too quickly fell to fighting amongst themselves. But those who survived proved to be loyal to a fault, and served well the hero who sowed them. They were called the spartes, or the “sown men.” The descendants of the original dragon’s tooth warriors mingle with the other races to this day. They retain a portion of the brash, warlike nature of the dragon that “sired” them, but have adapted well to civilized life. They are among the finest warriors in the world, and although a spartes regiment can be a disruptive presence, most commanders would rather have the earth-born on their side than face them in battle. Personality: The spartes are possessed of such confidence that it frequently is mistaken for — or evolves into — outright arrogance. In part, this confidence derives from their culture, as spartes teach their children that they are capable of doing almost anything they set their minds to. This confidence sometimes also takes on a fatalistic bent; as a race of warriors, spartes are intimately familiar with the idea of death and pain. They do not necessarily hold others to their own high standards of stoicism and endurance, but an element of condescension can creep into the tone of a spartos who addresses an utter non-combatant. Even if a spartos considers himself better than the soft-bellied people who surround him, he does not disdain their company. Spartes are social creatures, more at home in a phalanx than standing alone. A spartos frequently values the company of people that he would refuse to fight alongside; although warriors enjoy drinking with other warriors best, only a fool drinks alone if he can help it. And as it happens, spartes drink quite a bit when they are off-duty — their natural tolerance for wine is astounding, and it only encourages them to drink even harder in order to overcome it. Spartes tend to be jovial or belligerent drunks, and often both at once. Some poets claim that a drunken regiment of earthborn fresh from the field may do more damage to a town than the invaders would have. For all their ferocity, spartes are somewhat lacking in the fierce spark of independence that characterizes so many mortal races. The original earth-born were created by magic and bound to obey the person who sowed the teeth, and to this day many spartes are still comfortable in the role of follower. However, from this weakness also comes a great virtue: their loyalty, once won, is unshakable, and few of the spartes’ detractors can match them in this regard. Physical Description: Spartes appear at first blush to be identical to humans, though the differences are evident to those familiar with both races. Spartes stand on average two to four inches taller than humans, their bodies have little to no body fat, and their eyes are metallic shades of gold, bronze, red, blue or green. Many spartes possess birthmarks shaped like the fang of a dragon somewhere on their bodies. The spartes favor sturdy clothing usually dyed in reds, yellows, gold, grays or black, and some are even prone to indulging in the barbaric practice of tattooing. Spartes are interfertile with humans, but the offspring are always human. The original dragon’s blood of the first spartes has already been diluted, and cannot spread any thinner. Relations: Spartes are often more willing to call other races friends than the other races are willing to return that friendship; the children of the dragon’s teeth are dangerous to be around. The spartes are particularly close to races with a strong warlike tradition, such as humans, dwarves, Therian elves and halforcs. They see Selenauos elves as too reserved for their own good and gnomes too bookish to be truly interesting. Most spartes can take or leave halflings or half-elves; if an individual proves an intriguing companion, they’re delighted to call them friend, but otherwise they take no real interest. Alignment: The spartes have no real racial alignment tendencies. For every earth-born warrior who is wild and belligerent, there is another who follows a path of personal discipline. They can be violent and cruel, but their bloodthirst is not frequently directed at those who cannot defend themselves; a spartos generally seeks a fight, not a massacre.

Relics & Rituals: Olympus is scheduled for September 2004 release.

E verQuest
Roleplaying Game
in the EverQuest® online archives.
So what kind of treatment does this mighty Redak Brokenskull receive in EQ online? Well, he ’ s merely “ a shadowknight” (he’s the troll one…). Here’s this powerful and interesting historical figure — and online he’s nameless?! Granted, it’s unintentional that such a rich nugget is left buried online. There’s so much lore packed away at Sony Online Entertainment, compounded by the vast numbers of people who work on the online game, that many of the details have gone unused or unrevealed or forgotten. Forgotten, that is, until other interested parties with a right to snoop come along and do just that! That’s right; we ask a lot of nosey questions while designing the EQrpg products. It’s absolutely amazing what we uncover sometimes. As an example, we recently compiled lore central to the history of the dark elven race, which figures prominently in the background discussions in our upcoming Plane of Hate. These tidbits were gathered under the umbrella of what we thought was an established “fact” of Norrathian lore: namely, that the dark elven race was created when the god of hate, Innoruuk, captured a high elven king and queen and corrupted them over centuries into the progenitors of the new Tier’Dal race. Well, it turns out that this “fact” is open to interpretation. Not only that, the main viewpoint that mattered from our perspective — that of the dark elves themselves — is the one that most contradicts our conclusions! Since Plane of Hate is written with what should be the first-hand knowledge of Innoruuk himself, this revelation punched some holes in our mate-

Where Did the Dark Elves Come From? There are more surprises than you might imagine
Distinct interpretations of the same source material happens everywhere: in movies, in novels, in comic books, in roleplaying games… when the creative team changes, the creative work changes as well. Each creator brings his own vision of the work to the property and can only begin to have fun with it once he’s allowed the freedom to adapt it to his vision. This same process has been true through many creative people at first Verant and then Sony Online Entertainment who fashioned the content for the EverQuest® Massively Multiplayer Online Role-Playing Game (MMORPG). In the beginning, the creators had no way to know that they were creating something that would last so long and become such a huge property. Let alone the fact that they were also breaking new technological ground and establishing the ground-rules for MMORPGs as a whole. Along the way, countless pages of lore and backstory were created — but were often only alluded in-game (that is, online) in the most indirect and arcane ways. In other cases, such rich material was buried completely. Consider the case of Redak Brokenskull, a would-be troll conqueror who worked to unite various trolls tribes into a great army in ages past. Seeking even more power for his ambitious plans, Redak entered the already-cursed Befallen (formerly an outpost of paladins dedicated to the god of valor, Mithaniel Marr, the Truthbringer). Redak became the lord of Befallen, but there was one hitch in the plan: the evil of the place would not allow him to leave. So, Redak remained ruler of Befallen for many years until the arrival of the Burning Dead.

— by Stewart Wieck, EverQuest®: Role-Playing Game co-developer.

Both the movies Alien and Aliens set audiences on the edge of their seats. An uncertainty of what will next befall the characters on the screen or what might lurk around the next corner, drives the audience — not to mention the characters in the movie! Ridley Scott’s Alien features a masterful presentation of atmosphere and a tension that builds for nearly three-quarters of the movie before exploding in the final portion. That movie has been called a “haunted house in space,” for many times there’s more black cats than true monsters. By comparison, the same franchise in the hands of another master director, James Cameron, feels completely different. It’s the same fictional universe, the same kick-ass heroine, and a similar threat, but Cameron’s treatment is as a nonstop action thriller.

Plane of Hate is scheduled for August 2004 release. Stewart is also at work on an as-yet-untitled EverQuest® novel, scheduled for release later in 2004.


rial. Turns out that the whole story as we thought we knew it was a sort of creation myth that wasn’t even put forth by the race in question. It’s what the other races thought of the dark elves, not what the dark elves “know” to be true. That kind of distinction makes things quite tricky when you’re presenting material from the point of view of those who know what’s really going on. Again, it’s no wonder that lore like this is overlooked or becomes muddled. After all, the EQ online designers are busy creating content for tens of thousands of avid players. By necessity, game balance and game play issues take precedence over expressing setting details. (After all, the online game doesn’t have GMs who can fudge dice rolls if the adventure is out-of-whack — the computer program must have these kinks worked out the first time.) Still, holes like this have proven to be a good thing in most cases. They lead us designers of the EQrpg to ask questions. Sometimes we uncover inconsistencies in key lore, such as the creation of the dark elves, and other times we find a nameless villain with a colorful past, such as Redak Brokenskull. So if that creation myth isn’t the truth about the dark elves’ origins, what is? Well, we enticed the SOE designers to dig even deeper into their vaults, and they handed off some exciting stuff. Just what that entails will have to wait for the release of Plane of Hate — and for my forthcoming novel, which just happens to center on dark elves as well!

New Vistas of Adventure
— by Bruce Baugh, Gamma World

Explore the many lands of the Gamma Age and uncover the secrets they contain.

a passage to be useful, or too much for you to keep control over your game.) There’s also a whole lot of rules and advice about traveling long distances, traveling in the various climates found in the Gamma Age (which means places subject to weird postwar calamity weather as naturally unpleasant hazar ds), dealing with unfamiliar cultures, and the r est of the epic questing adventure. Earlier Gamma World supplements offered the support for players and GMs to explore scenarios in which the PCs become leaders of their communities, and for engaging the PCs in big struggles as well as more personal ones. Beyond the Horizon builds on that, to help with all those characters who (willingly or otherwise) take it on the road, sea, air, tunnel, and other ways of getting around. This book was a lot of fun to plan and prepare, and my inner 13-yearold is awfully glad that someone came up with it at last. I hope that those of you who are already interested in long journeys and explorations find it useful, and that the rest of you discover that it’s a lot cooler than you thought!

I’ve been waiting for someone to write Beyond the Horizon since I was 13 years old. That was when I played in a D&D game in which the player characters were shipwrecked far from home, on the far side of a largely unknown continent, and had to trek home. It was a fun game, but there was so much that the GM wanted to do but didn’t really have clues about. I thought then that someone should write a book that explained how to handle changing environments, ways that exotic cultur es might modify standard rules for characters, magic, and the like, and all that good stuff. I waited, and waited … and when planning out the books for this edition of Gamma World, I realized that the chance was here at last! Beyond the Horizon covers a lot of ground, in more ways than one. There’s a lot of description of parts of the Gamma Age we haven’t covered previously, yet it’s all written in ways that make it easy for you to drop them into your own campaign with minimal fuss. (Might not sound like hard work, but it is: you may be surprised at how easy it is to provide too little information for

Beyond the Horizon is scheduled for September 2004 release. 11

M alhavoc ress P
Five Ways the Sequel Is Even Better Than the Original
you can incorporate into your game. It gives both players and GMs advice for handling divinations and even how to cope with the trickiest divinations of all: those that foreordain the future. New spells, feats, and magic items provide player characters with the capabilities to interpret prophetic dreams, gaze into the future, and more. For too long, divinations have been second-rate, hard-torun spells — but no more! 3. Ye Gods. The book contains a complete pantheon of six gods, the Lords of the Celestial River. This pantheon can fit into any campaign setting, and the Celestial River itself can be used as a springboard for planar adventures, as it flows through many worlds and dimensions all at once. The gods are fully fleshed-out, with a unique range of portfolios, from deception to innovation, and have new domains such as Temptation, the Future, Civilization, and more. As you would expect from a Malhavoc product, this book overflows with interesting and original ideas.
Book of Hallowed Might II: Portents and Visions
WW16106;$13.99 ISBN 1-58846-967-0

page 15

Malhavoc Press’s new release, Book of Hallowed Might II: Portents and Visions, follows up on the original best-selling Book of Hallowed Might. But is it just more of the same? Not really. Although, like the first book, it contains new spells, feats, items, prestige classes, and variant rules geared toward clerics, druids, paladins, and rangers, there are some intriguing differences between the two books. Of course, fans of The Book of Hallowed Might will want to check out the new book, but the differentiation makes for attractive reasons to give this product a look on its own merits: 1. Cook and Mearls. This time around, it’s written by both veteran designer Monte Cook and upand-coming star Mike Mearls. You’ll want to see what these two talented designers will cook up working together. 2. Vision Quest. As the subtitle, Portents and Visions, suggests, this book offers a great deal of much-needed material about divinations, omens, and dreams that

4. Location, Location, Location. There are five locales in Book of Hallowed Might II for GMs to incorporate into their games. From the Oracle of Jezer-At, where seers talk to the gods and look into the future (for a price), to the Fallen City of Enderfel, a once-great metropolis now haunted by demons and ruled by the young Prince of Lies, these sites are important to the gods of the Celestial River and help tie the pantheon into your campaign. They fit into any fantasy world and are ready for PCs to explore. These locations include unique new monsters, including new devil types, and ready-to-use NPCs. 5. Multi-Platform Gaming. Although the book itself is fully compatible with v.3.5 of the d20 System, the designers have included a section that converts the material in this book for use with Monte Cook’s Arcana Unearthed. Book of Hallowed Might II: Portents and Visions is a 64-page sourcebook from Malhavoc Press available in July 2004.

Adventure + Sourcebook = Hyperconscious
The latest psionics offering from Malhavoc Press, Hyperconscious, is an adventure-sourcebook. What the heck is that? Merely this: brand-new psionic prestige classes, extraordinary psionic powers, frightening psionic monsters, juicy psionic feats, and useful (if worrisome) psionic items, all presented in the context of a story about a monstrous psionic entity that seeks to ensure its own future origins. Moreover, the book updates all Malhavoc’s previous psionic source material (from Mindscapes and If Thoughts Could Kill) to v.3.5 psionics. The mind may not be able to comprehend the full breadth of this product in a single thought; doing so requires you to reach… hyperconsciousness. Look for it in stores in September.
Book of Hallowed Might II: Portents and Visions is scheduled for July 2004. Hyperconscious: Explorations in Psionics is scheduled for September 2004. 12

Ready for Action?
The lands of Kalimdor were the initial default setting for campaigns in the Warcraft RPG setting. That’s because there was too much going on in the eastern continents at the time — the events and aftermath of The Frozen Throne expansion for Warcraft III had not yet run their course. The time has come to return to the eastern continents, to the lands of Azeroth, Khaz Modan, and Lordaeron. The new har dcover campaign sourcebook, Lands of Conflict, describes these continents, offering GMs and players a nearly irresistible hook for high fantasy gaming: a setting defined by the struggles of peoples after decades of war to rebuild their civilizations in the darkening shadow of an ever-growing, implacable threat — an undead army ruled by the world’s most powerful being who seeks only the utter destruction of all life. Conflict defines the past, the present, and what must inevitably come in the future for these lands. Taking a kind of “toolkit” approach, Lands of Conflict puts a variety of implements in your hands that you can use to craft campaigns of any sort for an entire half of the Warcraft world, following the Warcraft plot as closely or as loosely as you desire. The book’s tools seek to offer enough possibilities for adventures and character possibilities that GMs and players alike will never lack for something to do in the setting — whether that means that the PCs eventually take on the Scourge, return Stormwind to its former glory, or search out the truth of the dwarves’ titan origins. Thus, in the tradition of some of the best fantasy RPG settings, Lands of Conflict provides an inspiring context for gaming (the hook) and leaves the course of events wholly open to the whims of GMs and players.

W a r c r a f t Roleplaying Game
Lands of Conflict puts you in the thick of it!
— by Mike Johnstone, Warcraft RPG developer
A summary of the book’s contents will illustrate its function as a campaign setting toolkit. The first chapter dives right in, discussing at length the considerations for games set in earlier eras of the Warcraft setting, such as during the First and Second Wars or even further back in Azeroth’s history! It also includes an extensive timeline, covering events from the coming of the titans millennia ago to the current aftermath of the Third War. Each of the three eastern continents receives its own chapter, with all major regions detailed fully — populations, resources, geography, culture, history. Moreover, an adventure hook accompanies each region entry, and several regions have sidebars with statistics for important NPCs and noteworthy mass combat units. Then we have a chapter of three complete adventures, one per continent. Rounding it all up are two appendices, the first describing eight organizations active in the east with which the PCs may come in contact (such as the Cult of the Damned and the Scarlet Crusade), and the second offering new rules such as prestige classes, feats, equipment, magic items, and monsters. As you might be able to tell, the idea was to pack Lands of Conflict with as much information as possible to make the lands of Azeroth, Khaz Modan and Lordaeron a distinct and vibrant setting in their own right — while also encouraging GMs to mold it according to their wishes. Sure, most setting supplements try to do this, looking to strike a balance between “fluff” (story) and “crunch” (rules). Yet, I think Lands of Conflict is crunchy through and through. (And not just because the book’s narrator, a certain well-traveled and scholarly dwarf of Ironforge, might take offense to his words being called “fluffy”….) Everything in Lands of Conflict— from rules to story — serves to aid GMs and players at the gaming table while weaving a backdrop teeming with the elements that draw us to epic fantasy: great evils to vanquish; wondrous locations; opportunities for heroism worthy of legend. Taking a bite out of this setting will leave you stuffed, but wanting more!

Ring of Ghostly Duels
Description: This mithril ring is twisted many times. Images of weapons and humanoid figures locked in combat are barely visible beneath the ring’s surface. Powers: A character wearing a ring of ghostly duels can make himself and one other creature incorporeal. The two remain visible as ghostly outlines (unless they are invisible by some other means). (See Chapter 8: Glossary in the DMG and Chapter Three: The Scourge in Manual of Monsters for more information on incorporeal creatures and how they function in the Warcraft setting.) The two do not suffer the standard miss chances for attacking incorporeal targets and thus can damage each other with weapons, incapacitate each other with spells and so forth. The effect lasts for 10 rounds or until the wearer chooses to end it. Evoking the ring’s power requires a successful touch attack. An unwilling target may attempt a DC 23 Will save to resist the effect. A ring of ghostly duels may be used just once, after which it fades from existence. Strong transmutation; CL 17th; Forge Ring, etherealness; Price 3,150 gp.

Lands of Conflict is scheduled for July 2004 release.

ecromancer N Games
Beware the
Lurking T errors of a Bygone Age!
When we make design decisions at Necromancer, we first look for whether the writer has captured the feel of the game by its roots. Nothing (well, Tolkien perhaps) captures the feel of first edition like Howar d and AshtonSmith. The world after the fall of Atlantis but before the rise of Rome has always been of great import to what we see as “First Edition Feel.” If we see that, we next look for ideas with cr eepy, nasty, make-your-skin-crawl horror. Last but not least, we need something fresh, something that has not been done before, something that challenges players and GMs in a new way — and is well worth their time and money to explore! About a year ago, we got an interesting proposal from a Norwegian gentleman named Morten Braten. After looking at his website — (which I encourage you to visit) — I saw that this guy had the goods to deliver a great book about adventuring in a world setting like that envisioned by the great pulp writers of the 1920’s. Rarely does such a gem cross our desks as the one Morten produced. Much like our previous release, Necropolis, by Gary Gygax, Ancient Kingdoms: Mesopotamia brings an ancient culture to life and is incorporated easily into any standard fantasy genre. The work adapts to ancient worlds as easily as it adapts to the proverbial
Ancient Kingdoms: Mesopotamia
WW8356; $26.99 ISBN 1-58846-994-8

Necromancer Games pulls back the veil of mystery that shrouds ancient Mesopotamia.
by Bill Webb, Necromancer Games “knights in shining armor” so prevalent in today ’ s RPGs. Morten’s ability to capture the feel of the area and cultures allows even the most casual reader to almost see, smell, and see the sites. The work captures true horror the likes of which can only be found in the unknown and mysterious — and there is plenty of unknown and mysterious here! Mesopotamia serves as both a sourcebook and a mini-campaign/ adventure in one. Most of the sourcebook stuff (history, religion and gods, races, classes and prestige classes, monsters, etc.) is based quite closely on actual Sumerian, Babylonian and Assyrian sources. On the other hand, this isn ’ t “ Generic Mesopotamia.” In the interest of gameplay, we’ve mixed elements from various historical epochs with pure fantasy and swords & sorcery elements, to provide you with an exciting setting and adventure. Within this book’s pages, you’ll find numerous new classes, deities, monsters and magic items, vast regions to explore and epic quests to complete. Expanded desert rules and source material make this a unique offering for your gaming table. You can apply the supernatural/ fantastical elements as much as you like, whether for a quasi-historical setting or even outright fantasy… with a strong swords and sorcery atmosphere reminiscent of Clark Ashton-Smith and Robert E. Howard. And we promise you there won’t be any orcs in this book!

page 16

The glittering fires of civilization beckon the weary desert traveler, who drives his heavily laden camel-train through the desert sands towards the city-states dotted like pearls on a string along the twin-rivers Euphrates and Tigris. Here, despotic priest-kings rule from ziggurats that stretch skywards to the starry realm of the gods, while robed priests heap sacrifice upon the earthly altars of brazen and obscene idols. The world is ancient, and there are entire epochs forgotten by Man. One such epoch was in the years after the fall of Atlantis, yet centuries before the Great Flood. According to myths and legends, mighty gods walked the earth in this time. Growing slothful and tired of manual labor, the gods created humankind to serve as their servants and slaves. It was a time when mythic ziggurats of black stone towered above the fertile plains of Akkad and Sumer and cast shadows upon the desert sands. It was a time when the blue-bear ded kingpriests of Babylon knelt in front of obscene idols of Tiamat, the dragonqueen of chaos. It was a savage age, when life was grim and bloodstained, and the weak died quickly. Rivers of blood flowed through the burning desert as mighty warriors of Kish, Nippur and Uruk clashed, wielding swords of bronze and riding upon chariots drawn by fierce mountain steeds. It was an epoch of eldritch witchcraft, when black-winged demons took flight from the hoary towers of Eridu, invoked by the cuneiform seals of Xastur and Kingu. The dread arch-priest of Kutha consumed the uruku -larvae to raise armies of corpses and swore by the winged demon Pazuzu to bring pestilence upon his enemies.

Ancient Kingdoms: Mesopotamia is scheduled for August 2004 release. 14

sword and sorcery july releases
The Book of Hallowed Might II: Portents and Visions™
The Might of the Gods is in Your Hands! Those who serve the gods represent divine power in the mortal world. Theirs is a great responsibility, and an awesome might.

Ravenloft® Gazetteer V™ Strange Creatures Stalk the Realms
Danger and mystery hold sway in the Dread Realm’s darkest corners, from the eerie woodlands of Tepest to the desolate, unliving lands of Keening; from the ruthless aristocracy that rules Nova Vaasa to the mysterious revelations that await within the Shadow Rift. Only the bravest and luckiest adventurers dare to explore these sinister and exotic realms.

Call Upon the Divine
This sourcebook from 3rd Edition co-designer Monte Cook introduces aspects of divine magic never before seen. Discover an original and fully detailed pantheon of gods, read about the power of the Divine Voice and learn the endless aspects of the Celestial River. The Book of Hallowed Might II: Portents and Visions also contains new rules for visions, portents and omens, dozens of new spells and magic items, and new feats and prestige classes. Five hallowed locations are also fully detailed. Discover the majesty of the divine in this d20 sourcebook!

Can True Heroes Survive?
The fifth in the popular Ravenloft Gazetteer series provides an in-depth view of the lands of Tepest, Keening, Nova Vaasa and the Shadow Rift as well as descriptions of the mysterious rulers of those realms. Perfect for single adventures and ongoing campaigns, Ravenloft Gazetteer V is useful for both players and Dungeon Masters.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-967-0 Retail Price: $13.99 U.S. Stock #: WW16106 Page Count: 64

Ravenloft books are published under license with Wizards of the Coast and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-964-6 Retail Price: $24.99 U.S. Stock #: WW15024 Page Count: 160

Author: Monte Cook Artists: Malhavoc staff

Authors: John W. Mangrum, Steve Miller, Ryan Naylor and more. Developers: Jackie Cassada and Nicky Rea Artists: SSS staff

Warcraft: Lands of Conflict™
Explore the World of Warcraft
Visit the ghost-haunted remnants of the human nation of Lordaeron; journey to the Ironforge dwarves’ thriving homeland of Khaz Modan; explore the kingdoms of the continent of Azeroth. A world of adventure awaits!

Medieval Fantasy Mechs
The earth shudders with the footfalls of massive mechs powered by steam, magic or even the labor of a thousand slaves. Humans, dwarves, elves and orcs pilot these lethal machines, striking back against monstrous forces that seek to decimate their world — and fighting one another for dominance in this new era. The Second Age of Walkers is at hand.

Hope You Survive the Trek
This campaign setting sourcebook covers the regions of Lordaeron, Khaz Modan, and the continent of Azeroth, from inhabitants to geography to key individuals. You’ll also find an up-to-date history of events from the world’s birth to its current tumultuous state. Hardcover.

A New Frontier for Fantasy d20!
Sword & Sorcery, Goodman Games and Super Unicorn present DragonMech, a complete campaign world and the first comprehensive d20 treatment of fantasy mechs. Built on the foundation of a traditional fantasy campaign, you can play DragonMech as a stand-alone setting or integrate it easily into any ongoing game. It features extensive rules for fantasy mechs powered by machinery, magic, and manual labor, integrated with a host of new classes, feats, skills, and items designed for a mech-based fantasy campaign. Hardcover.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-960-3 Retail Price: $29.99 U.S. Stock #: WW17204 Page Count: 192

Authors: Rob Baxter, Luke Johnson, Seth Johnson, Mur Lafferty and Andrew J. Scott Developer: Mike Johnstone Artists: SSS staff

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-988-3 Retail Price: $34.99 U.S. Stock #: 17600 Page Count: 240

Author: Joseph Goodman Developer: C.A. Suleiman Artists: Super Unicorn Design Studio


sword and sorcery august releases
Ancient Kingdoms: Mesopotamia™
Dead Cities in the Desert
A city of unspeakable antiquity, buried for centuries beneath the desert sands, stands revealed deep in the accursed desert known as the Red Waste. Dare you enter The City That Worshipped a Thousand Gods, seeking the treasures and relics of its Hierophants? Beware the lurking terrors of a bygone age!

Plane of Hate™
Great Magic Allows Entry
Powerful wizards may travel to the Plane of Hate, home of the creator of the dark elves — Innoruuk, the Prince of Hate. Adored by evil beings across the face of Norrath and beyond, Innoruuk relishes every instance of vengeance he can inflict of the followers of the gods who excluded him when they created the elder races. There are some heroes who would travel to his very realm to weaken, or even destroy, him. Even evil individuals seek to challenge Innoruuk and prove that their unreasoning hatred applies even to the god they hold dear.

Treasures of Darkness
Ancient Kingdoms: Mesopotamia is a large setting sourcebook packed with numerous new classes, deities, monsters and magic items, including a series of short adventures. Explore ancient ruins, temples and dungeons of the lost city of Ibnath, and the perilous wilderness areas that surround it. The Ziggurat of the GhoulQueen awaits!

Innoruuk Denies Return
Innoruuk has redesigned the entire Plane of Hate to confound the foes that seek him there. This sourcebook details the entire plane and includes several quests. Be warned: great dangers await!

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-994-8 Retail Price: $23.99 U.S. Stock #: 8365 Page Count: 144

Sword & Sorcery books are published under the Open Game License.
ISBN: 1-58846-976-X Retail Price: $24.99 U.S. Stock #: 16524 Page Count: 160

Author: Morten Braten Developer: Bill Webb Artists: Rick Sardinha and others.

Author: Kurt Hausheer Developers: Stewart Wieck and Scott Holden-Jones Artists: SSS Staff

Epic Science Fiction
In the 22nd century, humanity has ventured to the stars. Yet alien races, fractious colonies, contending governments and aberrant mutations all vie for supremacy amid the wonders of this new age. At the center of the conflict stands a new breed of humans — men and women with psychic powers — whose actions will determine humanity’s ultimate fate.

The Shardsfall Quest™
You Can Save The Planet
A moon meteor shatters into multiple pieces as it streaks through the sky. On each shard is part of a mysterious temple dedicated to a lunar god. You must locate all the temple fragments before whatever’s inside can spread. But the fragments have fallen far and wide — and you’re not the only one looking for them….

A Universe of Adventure
Trinity is a game of epic science fiction. This campaign setting is fully compatible with the d20 System, with source material on a universe where aliens and the powers of the mind are real — plus new classes, feats and powers so that you can take on the role of a courageous space explorer or a psychic-powered psion. Hardcover.

But Only Your Mech Can Save You
This epic adventure sourcebook introduces players to the basic concepts, factions, and rules of the DragonMech campaign setting. Over the adventure’s three episodes, characters must balance political intrigue among the Stenian Confederacy, Legion and Irontooth Clans with dramatic mech combat against lunar invasion!

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-971-9 Stock #: WW16707 Retail Price: $34.99 U.S. Page Count: 240 Authors: Justin R. Achilli, Andrew Bates, Richard E. Dansky and more. Developer: James Kiley Artists: Glenn Fabry, Christopher Moeller, William O’Connor and others.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-997-2 Retail Price: $15.99 U.S. Stock #: 17601 Page Count: 72

Author: Joseph Goodman Developer: Mike Johnstone Artists: Super Unicorn Design Studio


sword and sorcery september releases
Hyperconscious: Explorations in Psionics™
Dream Is the Gate, Mind the Fuel, and Time an Illusion
The institution known as the Oraculus splinters, sundering the Seven Seers. Now, each Lone Seer decries the others as frauds, proclaiming unique revelations of future eras — a future that whispers back secrets of unimaginable power! Are these visions true, or merely nightmare-induced dreams?

Beyond the Horizon™
Into the Unknown
Few people dare brave the unexplored mysteries of Gamma World™… but heroes do. New races, new monsters and new mysteries await those with the courage to face them. Undaunted by danger, heroes cross the changing lands and seas, bringing home knowledge and power for personal glory and the good of their own tribe.

More From the Master of d20 Psionics!

Gamma World Unfolds
The Final Wars changed everything — and then things kept changing. Find out how people and civilizations vary between continents, and learn some of the secrets waiting in unsuspected corners and depths. This sourcebook includes both extensive information about Gamma World and rules and advice for inventing new details.

Relics & Rituals: Olympus™
Gods and Heroes
Minotaurs and medusae. Winged sandals, dragon’s teeth and thunderbolts. The heights of Mount Olympus and the depths of the Underworld. Journey back to the original age of magic and adventure — or harness its secrets. The battles, sorcery and challenges of Greek myth are headed for your campaign!

Discover Bruce Cordell’s latest imaginative adventure, for 7th-level characters. Hyperconscious unveils valuable game material during play, from new psionic prestige classes and dozens of new psionic powers to monsters and items — including “dreamstained” items. Plus, discover more about the insidious entity known as the Dark Plea. Hyperconscious also updates the psionics source material from Bruce’s EN-World Award-winning If Thoughts Could Kill and Mindscapes, making it essential for v.3.5 psionics players!

Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 System rules.
ISBN: 1-58846-977-8 Stock #: WW17255 Retail Price: $24.99 U.S. Page Count: 160 Authors: Alazel Acheson, Krister M. Michl, Scott Taylor, William Timmins Developer: Bruce Baugh Artists: SSS staff

The Time of Legends
Relics & Rituals: Olympus is the second Relics & Rituals genre sourcebook, infusing the d20 System with the power of Greek myth. You can use the spells, prestige classes, magic items and more to build a fantasy campaign set in the mythic side of the Bronze Age, or to add an infusion of godly vigor to an existing d20 campaign. Fight alongside the heroes of legend, or design your own world of dwarven Spartans, centaur Amazons, and more.! Hardcover.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System. ISBN: 1-58846-995-6 Stock #: WW16152 Retail Price: $23.99 U.S. Page Count: 160 Author: Bruce R. Cordell Cover Artist: Kieran Yanner

Children of the Rune™
The Land of the Diamond Throne Comes Alive!
They are seldom seen, but their deeds are often marveled at. They live in legend to serve the land. They are the mysterious runechildren, favored by some greater power to receive a distinctive runic tattoo — and the magical power to work great wonders. Runechildren blaze a brilliant path in a world where good and evil are never clear, guiding it to a destiny that not even they always understand.

Caverns of Thracia™
A Lost Civilization
Beneath the lost ruins of Thracia are the vast caverns of a once great civilization. While a death cult rules the surface, the Minotaur King and his beast men lurk far below. Descend even deeper into the darkness and discover a lost and arcane world that waits for those brave enough to enter!

Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-974-3 Stock #: 16712 Retail Price: $34.99 U.S. Page Count: 224 Authors: Ian Harac, Jeffrey P. Quinn, Aaron Rosenberg, and more. Developer: Ethan Skemp Artists: SSS staff

A Classic Reimagined
Necromancer Games and Judges Guild have teamed up to expand and update the classic module Caverns of Thracia for revised 3rd Edition. Designed for characters 4th level and higher, the Caverns of Thracia is a mini-campaign setting that presents intricate plots and exciting adventures. Including the original classic as well as additional dungeon levels, new magic items and never before encountered foes!

Finally . . . Fiction for Your Favorite Game!
Players everywhere have become entranced with the extraordinary setting of Monte Cook’s Arcana Unearthed™: the Land of the Diamond Throne, with its unusual people, unique magic and mystic sites. This anthology showcases the world in more than a dozen thrilling and imaginative short stories. Children of the Rune features the talents of popular fantasy authors Monte Cook, Ed Greenwood, Jeff Grubb and others. ISBN: 1-58846-864-X Stock #: WW16145 Retail Price: $6.99 U.S. Page Count: 288 Authors: Monte Cook, Ed Greenwood, Jeff Grubb, et. al. Editor: Sue Weinlein Cook Cover Artist: Mark Zug

Sword & Sorcery books are published under the Open Gaming License and are 100% compatible with v. 3.5 rules and the d20 System.
ISBN: 1-58846-991-3 Stock #: 8392 Retail Price: $23.99 U.S. Page Count: 160 Author: James Collura, based on material by Paul Jaquays Developer: Bill Webb and Clark Peterson Artists: SSS Staff


S wordS orcery
b a c k
__ Advanced Player’s Guide (16721) 1-58846-961-1 $34.99 US __ Relics & Rituals: Excalibur 1-58846-956-5 (16711) $34.99 US

__ Player’s Guide to Clerics and Druids 1-58846-148-3 __ Relics & Rituals 1-58846-159-9 __ Relics & Rituals II: Lost Lore 1-58846-182-3 __ Scarred Lands Dice 1-58846-169-6 __ Scarred Lands DM’s Screen 1-58846-170-X __ Secrets & Societies 1-58846-183-1 __ Serpent Amphora Cycle I: Serpent in the Fold 1-58846-120-3





(8308) $23.95 US

__ Vigil Watch: Secrets of the Asaatthi 1-58846-143-2 __ Vigil Watch: Warrens of the Ratmen 1-58846-164-5 __ Wilderness and Wasteland 1-58846-121-1

(8335) $21.95 US

__ Player’s Guide to Fighters and Barbarians (8307) 1-58846-149-1 $23.95 US __ Player’s Guide to Monks and Paladins (8305) 1-58846-094-0 $23.95 US __ Player’s Guide to Rangers and Rogues (8309) 1-58846-147-5 $23.95 US __ Player’s Guide to Wizards, Bards and Sorcerers (8306) 1-58846-110-6 $23.95 US (8310) $24.95 US (8314) $25.95 US

B acklist
__ Wise and the Wicked, The 1-58846-167-X Fiction __ Champions of the Scarred Lands 1-58846-808-9 __ Scarred Lands: Forsaken (Book 1) 1-58846-809-7

(8330) $13.95 US

(8331) $12.95 US (8312) $17.95 US

__ Blood Bayou 1-58846-145-9 __ Blood Sea: The Crimson Abyss 1-58846-950-6 __ Burok Torn: City Under Siege 1-58846-187-4 __ Calastia: Throne of the Black Dragon 1-58846-181-5

(8328) $18.95 US (8329) $23.99 US (8326) $17.95 US (8324) $17.95 US

(11660) $6.50 US

__ Creature Collection Revised (8302) 1-58846-111-4 $29.95 US __ Creature Collection II: Dark Menagerie 1-58846-160-2 __ Creature Collection III: Savage Bestiary 1-58846-138-6 (8301) $24.95 US (8303) $29.95 US

__ Scarred Lands Campaign Setting: Ghelspad (8325) 1-58846-184-X $24.95 US __ Scarred Lands Campaign Setting: Termana (8341) 1-58846-142-4 $29.95 US (8399) $6.99 US (8313) $8.95 US

The Dead God Trilogy (11661) $6.50 US

__ Scarred Lands: Forsworn (Book 2) (11662) 1-58846-810-0 $6.50 US __ Scarred Lands: Forbidden (Book 3) (11663) 1-58846-811-9 $6.50 US

__ Divine and the Defeated: The Gods & Titans of the Scarred Lands, The (8311) 1-58846-165-3 $24.95 US __ Echoes of the Past: The Slarecian Legacy 1-58846-955-7 __ Edge of Infinity: The Scarred Planes 1-58846-962-X __ Faithful and the Forsaken, The 1-58846-137-8 __ Hollowfaust: City of the Necromancers 1-58846-163-7 __ Hornsaw: Forest of Blood, The 1-58846-166-1 (8336) $23.99 US (8319) $23.99 US (8317) $19.95 US (8322) $19.95 US (8323) $17.95 US

__ Scarred Lands Gazetteer: Ghelspad (8320) 1-58846-161-0 $8.95 US __ Scarred Lands Gazetteer: Termana (8340) 1-58846-186-6 $10.95 US (8315) $13.95 US

__EverQuest® Role-Playing Player’s Handbook 1-58846-125-4 __EverQuest® Role-Playing Game: Game Master’s Guide 1-58846-127-0 __ Al’Kabor’s Arcana 1-58846-130-0 __ Befallen 1-58846-129-7 __ Heroes of Norrath 1-58846-963-8 __ Luclin 1-58846-066-5 __ Monsters of Luclin 1-58846-064-9 __ Monsters of Norrath 1-58846-126-2

Game: (16500) $29.95 US

(16502) $29.95 US (16503) $29.95 US (16520) $10.95 US (16504) $22.99 US (16512) $29.95 US (16514) $21.95 US (16501) $29.95 US

(8332) $10.95 US

__ Serpent Amphora Cycle II: The Serpent & the Scepter (8333) 1-58846-118-1 $10.95 US __ Serpent Amphora Cycle III: Serpent Citadel 1-58846-144-0 __ Shelzar: City of Sins 1-58846-146-7

__ Mithril: City of the Golem (8321) 1-58846-162-9 $17.95 US __ Penumbral Pentagon, The (8316) 1-58846-185-8 $18.95 US

(8334) $10.95 US (8327) $21.95 US


orcery S word S & B acklist
b a c k l i s t
__ Realms of Norrath: Dagnor’s Cauldron 1-58846-953-0 __ Realms of Norrath: Everfrost Peaks 1-58846-131-9 __ Realms of Norrath: Forests of Faydark 1-58846-133-5 __ Realms of Norrath: Freeport 1-58846-128-9 __ Solusek’s Eye 1-58846-062-2 __ Temple of Solusek Ro Screen & Book, The 1-58846-132-7 (16515) $24.99 US __ Ravenloft Gazetteer, Volume III 1-58846-086-X __ Ravenloft Gazetteer, Volume IV 1-58846-087-8 (15022) $24.95 US (15023) $25.95 US __ Book of Eldritch Might III: The Nexus, The 1-58846-105-X (16102) $18.95 US (16107) $13.99 US (16511) $26.95 US (16513) $23.95 US __ Ravenloft Tarokka Deck (15049) 1-58846-090-8 $21.95 US __ Secrets of the Dread Realms and Dungeon Master’s Screen 1-58846-076-2 __ Book of Hallowed Might, The (v.3.5) 1-58846-987-5 __ Chaositech 1-58846-056-8 (16104) $19.99 US (16510) $23.95 (16522) $19.95 US (16521) $12.95 US (15001) $14.95 US (15010) $24.95 US (15012) $22.99 US (15011) $22.95 US __ Complete Book of Eldritch Might, The 1-58846-952-2 __ Cry Havoc 1-58846-023-1 __ Demon God’s Fane 1-58846-101-7 __ Diamond Throne: Malhavoc Handbook II, The 1-58846-067-6 __ If Thoughts Could Kill 1-58846-106-8 __ Legacy of the Dragons 1-58846-958-1 (17250) $34.95 US (17251) $29.99 US (17254) $29.99 US (17252) $34.95 US (17253) $21.95 US __ Mindscapes 1-58846-109-2 __ Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide 1-58846-059-2 __ Requiem for a God 1-58846-104-1 __ Skreyn’s Register: The Bonds of Magic 1-58846-107-6 __ When the Sky Falls 1-58846-061-4 (16105) $34.99 US (16122) $21.95 US (16110) $9.95 US __ Van Richten’s Arsenal, Volume I 1-58846-079-7 __ Van Richten’s Guide to the Shadow Fey 1-58846-088-6 __ Van Richten’s Guide to the Walking Dead 1-58846-085-1 (17200) $34.95 US (17202) $21.95 US (17203) $29.99 US (17201) $29.95 US __ Gamma World Player’s Handbook 1-58846-069-X __ Gamma World Game Master’s Guide 1-58846-068-1 __ Cryptic Alliances & Unknown Enemies 1-58846-966-2 __ Machines & Mutants 1-58846-067-3 (15005) $34.95 US (15004) $34.95 US __ Out of the Vaults 1-58846-022-3 (16141) $18.95 US (16150) $9.95 US (16143) $23.99 US (16151) $18.95 US __ Dungeons & Dragons Warcraft the Roleplaying Game 1-58846-071-1 __ Alliance & Horde Compendium 1-58846-063-0 __ Magic & Mayhem 1-58846-954-9 __ Manual of Monsters 1-58846-070-3

(16142) $15.95 US (16120) $12.95 US (16130) $12.95 US (16121) $13.95 US

__ Ravenloft Player’s Handbook 1-58846-091-6 __ Ravenloft Dungeon Master’s Guide 1-58846-084-3

__ Champions of Darkness (15003) 1-58846-081-9 $21.95 US __ Denizens of Dread 1-58846-951-4 __ Heroes of Light 1-58846-082-7 __ Ravenloft Gazetteer, Volume I 1-58846-080-0 __ Ravenloft Gazetteer, Volume II 1-58846-083-5 (15006) $34.99 US (15030) $21.95 US (15020) $24.95 US (15021) $24.95 US

__ Monte Cook’s Arcana Unearthed 1-58846-065-7 __ Anger of Angels 1-58846-060-6 __ Banewarrens, The 1-58846-103-3 __ Book of Eldritch Might, The 1-58846-100-9 __ Book of Eldritch Might II: Songs and Souls of Power, The 1-58846-102-5

(16140) $29.95 US (16131) $21.95 US (16111) $17.95 US (16100) $10.95 US __ Aberrations 1-58846-095-9 __ Bonegarden, The 1-58846-993-X __ Book of Taverns, The 1-58846-072-X __ Chaos Rising 1-58846-099-1 __ Crucible of Freya 1-58846-485-1 (8379) $13.95 US (8384) $21.99 US (8374) $19.95 US (8375) $13.95 (8350) $7.99 US

(16101) $12.95 US

orcery S word S & B acklist
b a c k l i s t
__ Demons and Devils 1-58846-153-X __ Grey Citadel, The 1-58846-098-3 (8354) $8.95 US (8376) $13.95 US __ Hall of the Rainbow Mage, The 1-58846-113-0 __ Lamentation of Thieves, A 1-58846-093-2 (8372) $15.95 US (8383) $18.95 US (8380) $11.95 US (8381) $11.95 US __ Maze of Zayene 1: Prisoners of the Maze 1-58846-189-0 __ Maze of Zayene 2: Dimensions of Flight 1-58846-190-4 __ Maze of Zayene 3: Tower Chaos 1-58846-117-3 __ Morrick Mansion 1-58846-097-5 __ Necropolis 1-58846-116-5 __ Raise the Dead 1-58846-096-7 __ Rappan Athuk: The Dungeon of Graves The Upper Levels 1-58846-164-4 (8382) $11.95 US (8378) $13.95 US (8390) $29.95 US (8377) $15.95 US (8360) $9.99 US The Lower Levels 1-58846-158-0 __ Siege of Durgam’s Folly, The 1-58846-188-2 __ Tomb of Abysthor, The 1-58846-150-1 __ Tome of Horrors, The 1-58846-112-2
__ Tome of Horrors II, The 1-58846-992-1 __ Trouble at Durbenford 1-58846-?

(8362) $14.95 US

(8370) $10.95 US (8351) $15.95 US (8397) $29.95 US

(8388) $34.99 US (8385) $34.99 US

__ Rappan Athuk: The Dungeon of Graves 2 The Middle Levels (8361) 1-58846-157-2 $11.95 US __ Rappan Athuk: The Dungeon of Graves 3

__ What Evil Lurks 1-58846-193-9 __ Wilderlands Player’s Guide 1-58846-092-4 __ Vault of Larrin Karr, The 1-58846-140-8

(8371) $10.95 US (8391) $23.95 US (8373) $15.95 US


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