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___________________________________________________________________________ OCTOBER 2003

TITLE IMPRINT ISBN STOCK# US PRICE

OCT - MAR RELEASES

VAMPIRE PLAYERS GUIDE THE WOUNDED KING (VICTORIAN 3) DARK AGES: MAGE GRIMOIRE DARK AGES: MALKAVIAN (DACN 7) PAST LIVES VAMPIRE BY GASLIGHT EXALTED: THE SIDEREAL DEAD ROSES FOR A BLUE LADY

VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF MIND’S EYE THEATRE EXALTED SONJA BLUE FICTION

1-58846-243-9 1-58846-858-5 1-58846-411-3 1-58846-831-3 1-58846-319-2 1-58846-520-9 1-58846-669-8 1-58846-844-5

2305 11192 20060 11211 3814 5041 8814 12997

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___________________________________________________________________________ NOVEMBER 2003
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THE RED SIGN THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) PLAYERS GUIDE TO THE HIGH CLANS DARK AGES: BRUJAH (DACN 8) TRIBEBOOK: STARGAZERS TRADITION BOOK: VERBENA HOUSES OF THE FALLEN SHADES OF GRAY

VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF MAGE DEMON ORPHEUS

1-58846-245-5 1-58846-846-1 1-58846-289-7 1-58846-832-1 1-58846-320-6 1-58846-415-6 1-58846-760-0 1-58846-602-7

2431 11271 20007 11212 3861 4659 8203 21010

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___________________________________________________________________________ DECEMBER 2003
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VENTRUE CHRONICLES THE PUPPET MASTERS (BRUJAH 3) DARK AGES: BRITAIN DARK AGES: TOREADOR (DACN 9) TRIBEBOOK: UKTENA TRIBEBOOK: WENDIGO TRADITION BOOK: VIRTUAL ADEPTS DAYS OF FIRE SHADOW GAMES KINGDOM OF HALTA BLACK HAND STARTER DISPLAY BLACK HAND BOOSTER DISPLAY

VAMPIRE VAMPIRE FICTION DARK AGES DARK AGES FICTION WEREWOLF WEREWOLF MAGE DEMON ORPHEUS EXALTED VTES VTES

1-58846-244-7 1-58846-816-X 1-58846-290-0 1-58846-833-X 1-58846-321-4 1-58846-322-2 1-58846-416-4 1-58846-762-7 1-58846-603-5 1-58846-670-1 1-58846-042-8 1-58846-043-6

2460 11122 20021 11213 3862 3863 4660 8281 21011 8826 2635 2636

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___________________________________________________________________________ JANUARY 2004
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VAMPIRE: GEHENNA VAMPIRE: GEHENNA, THE FINAL NIGHT VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) THE ORPHAN-GRINDERS THE OUTCASTE

VAMPIRE VAMPIRE FICTION VAMPIRE FICTION ORPHEUS EXALTED

1-58846-246-3 1-58846-855-0 1-58846-853-4 1-58846-604-3 1-58846-671-X

2999 11910 11272 21012 8850

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WEREWOLF: APOCALYPSE WEREWOLF: THE LAST BATTLE ROAD OF HUMANITY DARK AGES: GANGREL (DACN 10) ORPHEUS: ENDGAME

WEREWOLF WEREWOLF FICTION DARK AGES DARK AGES FICTION ORPHEUS

1-58846-323-0 1-58846-856-9 1-58846-297-8 1-58846-847-X 1-58846-605-1

3999 11911 20034 11214 21012

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___________________________________________________________________________ MARCH 2004
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MAGE: ASCENSION MAGE: JUDGMENT DAY WORLD OF DARKNESS: TIME OF JUDGMENT LAWS OF JUDGMENT INQUISITOR COMPANION BLOOD AND SALT IN THE BLOOD

MAGE MAGE FICTION WORLD OF DARKNESS MIND’S EYE THEATRE DARK AGES EXALTED SONJA BLUE FICTION

1-58846-417-2 1-58846-857-7 1-58846-475-X 1-58846-522-5 1-58846-291-9 1-58846-672-8 1-58846-876-3

4999 11912 5399 5099 20011 8827 12993

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____________________________________________________________________________ OCTOBER 2003
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PLAYER’S GUIDE TO RANGERS AND ROGUES VIGIL WATCH: SECRETS OF THE ASAATTHI RAVENLOFT PLAYER’S HANDBOOK CRY HAVOC

SCARRED LANDS SCARRED LANDS RAVENLOFT MALHAVOC EVERQUEST WARCRAFT GAMMA WORLD

1-58846-147-5 1-58846-143-2 1-58846-091-6 1-58846-023-1 1-58846-066-5 1-58846-070-3 1-58846-069-X

8309 8335 15005 16122 16512 17201 17250

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OCT - MAR RELEASES

S T U D I O

LUCLIN MANUAL OF MONSTERS GAMMA WORLD PLAYER’S HANDBOOK

____________________________________________________________________________ NOVEMBER 2003
TITLE IMPRINT ISBN STOCK# US PRICE

PLAYER’S GUIDE TO MONKS AND PALADINS THE FAITHFUL AND THE FORSAKEN RAVENLOFT GAZETTEER IV THE DIAMOND THRONE MONSTERS OF LUCLIN ORDER BOOK: GABRIELITES MUTANTS AND MACHINES

SCARRED LANDS SCARRED LANDS RAVENLOFT MALHAVOC EVERQUEST ENGEL GAMMA WORLD

1-58846-094-0 1-58846-137-8 1-58846-087-8 1-58846-057-6 1-58846-064-9 1-58846-074-6 1-58846-068-1

8305 8317 15023 16141 16514 17006 17251

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S O R C E R Y

____________________________________________________________________________ DECEMBER 2003
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CREATURE COLLECTION III: SAVAGE BESTIARY CAVERNS OF THRACIA CITY STATE OF THE INVINCIBLE OVERLORD ANGER OF ANGELS REALMS OF NORRATH: FORESTS OF FAYDARK SOLUSEK’S EYE ALLIANCE AND HORDE COMPENDIUM OUT OF THE VAULTS

SCARRED LANDS NECROMANCER NECROMANCER MALHAVOC EVERQUEST EVERQUEST WARCRAFT GAMMA WORLD

1-58846-138-6 1-58846-991-3 1-58846-990-5 1-58846-060-6 1-58846-133-5 1-58846-062-2 1-58846-063-0 1-58846-067-3

8303 8392 8393 16131 16513 16522 17202 17252

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____________________________________________________________________________ JANUARY 2004
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BLOOD SEA: THE CRIMSON ABYSS DENIZENS OF DREAD COMPLETE BOOK OF ELDRITCH MIGHT

SCARRED LANDS RAVENLOFT MALHAVOC

1-58846-950-6 1-58846-951-4 1-58846-952-5

8329 15006 16105

$24.99 $34.99 $34.99

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____________________________________________________________________________ FEBRUARY 2004
TITLE IMPRINT ISBN STOCK# US PRICE

BOOK OF HALLOWED MIGHT REALMS OF NORRATH: DAGNOR’S CAULDRON

MALHAVOC EVERQUEST

1-58846-108-4 1-58846-953-0

16103 16515

$10.99 $23.99

____________________________________________________________________________ MARCH 2004
TITLE IMPRINT ISBN STOCK# US PRICE

ECHOES OF THE PAST: THE SLARECIAN LEGACY SCARRED LANDS VAN RICHTEN’S GUIDE TO THE SHADOW FEY CHAOSITECH MAGIC & MAYHEM GAMMA WORLD GAME MASTER’S GUIDE RAVENLOFT MALHAVOC WARCRAFT GAMMA WORLD

1-58846-955-7 1-58846-088-6 1-58846-056-8 1-58846-954-9 1-58846-068-1

8336 15012 16104 17203 17251

$24.99 $22.99 $18.99 $29.99 $29.99

H o w l i n g s
Welcome to the White Wolf Quarterly
Combining all the best elements of a product catalog and a quarterly special-interest magazine, this publication gives you everything you need to know about what’s new and upcoming from White Wolf Publishing, including the most up-to-date release information on the books you’ve been waiting for. And best of all, it’s totally free! Keep your eyes open for these special features. They’re the hottest releases this quarter from our heaviest hitters in the World of Darkness. For Exalted Exalted, The Sidereal explores the masters of the heavens — as a new character type to play. The Vampire Players Guide offers new opportunities for your character, but not with the points and dots that you might expect. Mage goes medieval on us with the Dark Ages Mage Grimoire Grimoire. The words of the prophet are written on the subway walls; Lucifer delivers his final message to the world in Demon Demon’s Days of Fire Fire. Garou ancestors walk the earth again in Werewolf Werewolf’s Past Lives Lives. The Players Guide to the High Clans proves who the masters of the night really are in Dark Ages Ages. Crusade of Ashes for Orpheus proves that your problems only begin when you cross over to the lands of the dead. Last but not least, return to the 19th century — the time of the undead — in Vampire by Gaslight for Mind’s Eye Theatre Theatre. And not to be undone, look in this issue for insights into and the secrets of the Time of Judgment. The end of the World of Darkness is nigh! Repent! Repent!

White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, GA 30083
White Wolf Publishing Owners: Stewart and Steve Wieck, Mark Rein•Hagen President: Mike Tinney Vice President, Production and Design: Rich Thomas Vice President, Sales and Marketing: Dean Burnham Vice President, Editing and Development: Ken Cliffe Controller: Accounts Receivable Manager: Accounts Payable: Computer Projects Director: Computer Projects: Director of Sales: Director of Book Chain Sales: Direct Sales Manager: Retail Relations: Director of Consumer Marketing: Vampire the Masquerade IP Manager: Werewolf the Apocalypse Developer: Mage the Ascension Developer: Dark Ages Developer: Demon the Fallen Developer: Exalted Developer: Sword and Sorcery Studios Managing Editor: Fiction Managing Editor: Game Studio Editors: Werewolf | Mage Art Director: Dark Ages Art Director: Hunter | Demon the Fallen Art Director: Exalted Art Director: Marketing Art Director: Print Buyer: Graphic Designers: Warehouse Managers: Benjamin T. Monk, Jr. Charles Bailey Rebecca Schaefer Chris McDonough Conrad Hubbard Fred Yelk Mike Krause Brad Butkovitch Brad Williams Chad Brown Justin Achilli Ethan Skemp Bill Bridges Matt McFarland Mike Lee Geoff Grabowski Andrew Bates Philippe R. Boulle Carl Bowen John Chambers Aileen E. Miles Becky Jollensten Pauline Benney Brian Glass Matt Milberger Aaron Voss Katie McCaskill Mike Chaney Mike Mariolis Stephen Eidson

TABLE OF CONTENTS
EXALTED ......................................................................................................................................................................................................................... 2
The Sidereal | BY GEOFF GRABOWSKI, EXALTED DEVELOPER. THE FATE OF CREATION IS UP FOR GRABS, OR IS IT? DESTINY SEEMS TO BE IN THE HANDS OF THESE MYSTERIOUS EXALTED, AND NOW YOU CAN PLAY THEM.

Vampire: The Masquerade .............................................................................................................................................................................................. 4
Here’s One for all da Playerz | BY JUSTIN ACHILLI, VAMPIRE DEVELOPER. THINK YOU’VE TURNED EVERY POSSIBLE TRAIT OR MERIT TO YOUR CHARACTER’S ADVANTAGE? THINK AGAIN. THINK BIGGER.

C O V E R

A R T

Vampire: Gehenna........................................................................................................................................................................................... 5
With a Bang or a Whimper | BY JUSTIN ACHILLI, VAMPIRE DEVELOPER. HOW WILL YOUR VAMPIRE CHARACTERS AND CHRONICLE GO OUT? THE FINAL NIGHTS ARE UPON US!

Mage: The Ascension ...................................................................................................................................................................................................... 6
Building a Dark Ages Magical Library | BY BILL BRIDGES, MAGE DEVELOPER. ENTER THE HALLS OF LORE AND LEARNING AS BILL REVEALS THE SECRETS TO FILLING A WIZARD’S BOOKSHELF.

Demon: The Fallen .......................................................................................................................................................................................................... 7
Hands-on Armageddon | BY MIKE LEE, DEMON DEVELOPER. THE PROPHECIES OF THE PRINCE OF DARKNESS REVEALED. A MUST-READ. IT COULD MEAN YOUR SOUL.

Werewolf: The Apocalypse ............................................................................................................................................................................................ 8
Tribal Alchemy | BY ETHAN SKEMP, WEREWOLF DEVELOPER. JUST WHAT DOES IT TAKE TO MAKE A GOOD TRIBEBOOK?

Dark Ages ....................................................................................................................................................................................................................... 9
Dark Princes | BY MATT MCFARLAND, DARK AGES DEVELOPER. THE LORDS OF THE NIGHT ARE LORDS FOR A REASON.

Orpheus
It was on a Night Just Like This… | BY LUCIEN SOULBAN, ORPHEUS DEVELOPER. DEATH IS NOT THE END. IN FACT, IN THE AFTERLIFE EVERYTHING CHANGES. ........................................................................... 10

Exalted: The Sidereals by UDON
© 2003 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, Hunter the Reckoning, Exalted, Mage the Ascension and Aberrant are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Dark Ages Vampire, Werewolf the Apocalypse, Dark Medieval, Werewolf the Wild West, Mage the Sorcerers Crusade, Wraith the Oblivion, Changeling the Dreaming, Trinity, Trinity Universe, Orpheus, Adventure, Age of Sorrows, Demon the Fallen, Black Dog Game Factory, Mind’s Eye Theatre, Time of Judgment, Mummy the Resurrection, Sword and Sorcery, the Sword & Sorcery logo, Scarred Lands, Arthaus, Borealis and Borealis Legends are trademarks of White Wolf Publishing, Inc. All rights reserved. Trademarks and copyrights of Borealis titles are held by their respective authors or editors. Necromancer Games is a trademark of Necromancer Games, Inc. Fiery Dragon Productions is a trademark of Fiery Dragon Productions, Inc. Malhavoc Press is a trademark owned by Monte J. Cook. All rights r eserved. Engel is a trademark of Feder & Schwer t. EverQuest is a registered trademark of Sony Computer Entertainment America Inc. SOE and SOE logo ar e trademarks of Sony Online Entertainment Inc. Wizards of the Coast, 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,” Psionics Handbook, Ravenloft and Deckmaster are trademarks of Wizards of the Coast, Inc., a subsidiary 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 concerned. Check out White Wolf online at http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller PRINTED IN CANADA.

Artist Spotlight ............................................................................................................................................................................................................11
Check out the gorgeous illustrations of Chris Shy.

White Wolf Fiction
You Can’t Keep a Dead Lady Down | SONJA BLUE, NANCY A. COLLINS’S ICONIC VAMPIRE AND VAMPIRE-HUNTER IS BACK IN STYLE IN DEAD ROSES FOR A BLUE LADY, AND WE HAVE AN INTERVIEW WITH COLLINS HERSELF! ............................ 12 It’s Brujah Time! | WHITE WOLF FICTION HAS UPSIDE-DOWN ANARCHY SYMBOLS APLENTY THIS QUARTER WITH MYRANDA KALIS’ DARK AGES: BRUJAH AND THE LAST INSTALLMENT OF TIM DEDOPULOS’ CLAN BRUJAH TRILOGY. ............................... 13
SO, DO YOU WANT YOUR FRENZY MODERN OR MEDIEVAL, PUNK?

Vampire: The Eternal Struggle ....................................................................................................................................................................................14 World of Darkness and Related Products New Releases
October ......................................................................................................................................................................................................................................... 16 November ...................................................................................................................................................................................................................................... 17 December ....................................................................................................................................................................................................................................... 19

Order Forms
October to December .................................................................................................................................................................................................................... 23 January to March, 2004 ................................................................................................................................................................................................................ 26

World of Darkness Backlist ........................................................................................................................................................................................ 21

6

7

Here’s

One

for all

da Playerz

BY JUSTIN ACHILLI, VAMPIRE DEVELOPER

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

Vampire Players Guide page 16

The Red Sign page 17

4

With a Bang or a W h i m p e r
by Justin Achilli, Vampire Developer

They said it could never be done. Scratch that. I said it would never be done. That proves just how wrong a guy can be in this business. After 12 years and over a hundred supplements, Gehenna is coming to V a m p i r e e. In fact, the whole World of Darkness is going to burn.
It took some convincing, of course. When the White Wolf staff came together to discuss how to do this properly, terror ensued. Punches were thrown. Beers were consumed. More beers were consumed. Headlocks were applied, and then still more beers were consumed. I cursed. Ethan cried. Bill stabbed people with a ballpoint pen, hoping to induce “ink-based lead poisoning.” Then we calmed down and set to the task of destroying the world. It’s more fun than you might think. The plan for Gehenna is to give Storytellers a series of scenarios from which to choose, and thereafter let them customtailor those possibilities to their own troupes’ tastes. The end of the world itself is set on a sliding scale. The scenarios range from the “quiet apocalypse,” in which vampires die off without the world having known they existed, to the “Armageddon” scenario, in which the Antediluvians rise and make their final move in the Jyhad before God reaches down to scourge the Earth of their wicked taint. Troupes have room for everything from soul-searching chronicles that truly highlight V a m p i r e e’s personal horror to splatterpunk marauds across the surface of a world in its death throes. And of course, there’s everything in between. One of the cool parts of working on the project has been the ramp-up. Like a scheming elder myself, I knew we were doing V a m p i r e : G e h e n n a a, but I didn’t tell writers working on other titles. “Push the world to the brink of Gehenna,” I told the Mage authors of the upcoming V a m p i r e e-M para-crossover T h e R e d S i g n n. “Cheat the very laws of creation.” They knew that their vampires and mages would be attracting God’s attention, but they thought they were going to get away with it. Turns out that cheating the Curse of Caine was one of the many last straws that finally tipped the scales of Gehenna. It’s a fine time for Gehenna, of course. With the fin de siecle of the last century/ millennium come and gone, a looming, apocalyptic threat seems out of place as a new century/millennium dawns. If we pushed Gehenna to some point too far in the future, it would have lost its immediacy and impact. (“Gehenna doesn’t happen until 2050? Screw that, I have 50 years to do whatever I want!”) No, we sprung it on the World of Darkness as it would occur therein, as a sudden and climactic, earth-shattering event that everyone had the chance to avert… but didn’t. Too many petty struggles demanded the Kindred’s attention. Too many personal agendas distracted them from ancient prophecies. While the Kindred can do something about Gehenna, they can no longer prevent their ultimate accounting. The Time of Judgment is upon us. See pp. 24-25 for more information.
Vampire: Gehenna

5

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

When seeking inspiration during the initial outlining and development of the Dark Ages Grimoire, I went to my own library. I’ve been collecting books — grimoires, of sorts — on Mage Grimoire magic, myth and history for years, culled from new and used bookstores in every city I visit. (Alas, now that Gen Con has moved to Indianapolis, I’ll greatly miss Milwaukee’s used bookstores.)
Dark Ages: Mage Storytellers should consider building their own magical libraries with source material from the past. When doing so, know that the Mystic Fellowships are years ahead of their time. They routinely uncover insights into the universe that most Commoners won’t realize for centuries. Hence, it’s okay to use later Medieval and even Renaissance sources to color the thoughts and theories of the Fellowships. Below are a number of suggestions from my own humble library. A brief scan of any of these books’ content may surprise you — they are often more imaginative than anything on the sci-fi/fantasy shelves today. I make no guarantees of authenticity, however; these are, after all, inspirations for a game about magic…. • Ahl-i-Batin: Of course, the Koran is one of the main texts for this Fellowship, but perhaps even more appropriate are writings about the Sufis. Indeed, Ibn ‘Arabi, one of the greatest Sufi mystics, is still alive in 1230. One of the best books in English about this man is Alone with the Alone: Creative Imagination in the Sufism of Ibn ‘Arabi by Henri Corbin. This book relates many of the strange events of Ibn ‘Arabi’s life, from telepathic teachings by distant mentors (providing authenticity for the Al-Fatihah and Al-Hajj Pillars within the setting) to visions of the Imaginal World — encountered in Dark Ages: Mage as the Astral Umbra. A good general introduction to Sufi thought is Essential Sufism, edited by James Fadiman and Robert Frager. Finally, many books by Idries Shah provide insights into occult Sufism and Oriental magic in general. • Messianic Voices: As one of the People of the Book, these monotheistic mystics most often revere the Holy Bible, but certain sects hold sacred different works, whether they be forbidden Gnostic scriptures or apocryphal passages left out of the Bible. A pivotal resource is A Dictionary of Angels, Including the Fallen Angels by Gustav Davidson. It lists every known angelic and demonic being, including hierarchies of rank and some evocations. Also enlightening are The Gnostic Scriptures by Bentley Layton and Ancient Christian Magic: Coptic Texts of Ritual Power, edited by Marvin W. Meyer and Richard Smith, which include translations of actual spells. • Old Faith: There aren’t a whole lot of written texts pertinent to this Fellowship; most European pa6

Dark Ages: Mage Grimoire page 18

Tradition Book: Verbena (Revised) page 18

Tradition Book: Virtual Adepts (Revised) page 20

gans, witches and druids handed their wisdom down through oral traditions. Nonetheless, there are some very valuable books from which to draw wisdom. My favorite is The White Goddess by Robert Graves, which discusses both Celtic and Classical myths. The Mabinogion, a collection of old Welsh myths (including early King Arthur legends), is recommended for any story involving Wales, a rather mystical place in the Dark Ages era. A neat little book is Earth, Air, Fire, Water: Pre-Christian and Pagan Elements in British Songs, Rhymes and Ballads by Robin Skelton and Margaret Blackwood. Its title says it all. Finally, for those playing Mediterranean pagans, there is The Ancient Mysteries: A Sourcebook, edited by Marvin W. Meyer. • Order of Hermes: As the quintessential wizards, pretty much any magical or occult work from the Renaissance can be ported back in time a few centuries to accommodate the Hermetics, whether it be from John Dee or Giordano Bruno. However, for texts more apropos to the time, you might look for a copy of the excellent Arcana Mundi: Magic and the Occult in the Greek and Roman Worlds by Georg Luck. This book has one of the most comprehensive collections of magical writings about any past era, with subjects ranging from magic and miracles to demonology and alchemy. Also good is Magic in the Middle Ages and Forbidden Rites: A Necromancer’s Manual of the Fifteenth Century, both by Richard Kieckhefer (the title of the latter should be alluring enough to pique curiosity). • Spirit-Talkers: Even fewer texts are available for these shamans than for the Old Faith. Finnish SpiritTalkers can certainly benefit from The Kalevala, the Finnish national epic, a wonderful tale of shamanic songs and heroic rescues. Otherwise, any general work on shamanism will do, such as Mircea Eliade’s classic Shamanism: Archaic Techniques of Ecstasy. • Valdaermen: For an introduction to Norse mythology, there is Kevin Crossley-Holland’s The Norse Myths. For a look at the culture and the epics of the North, there is the expansive Sagas of the Icelanders (preface by Jane Smiley). Runelore by Edred Thorsson is a book about esoteric runology, while Practical Magic in the Northern Tradition, by Nigel Pennick, provides a wide range of magical lore (and is also good for the Old Faith).

Mike Lee, Demon Developer Hands-on By Armageddon Mike discusses the upcoming Days of Fire Fire, the cryptic revelations

of Lucifer and the end of the world as we know it.
These are the Final Nights. The last battle approaches. Every game set in the World of Darkness warns that the sands of time have run out. It’s a time for taking action, seeking redemption, settling scores or simply living for the moment. Though every game has a different vision of what the long-awaited cataclysm might be, the subtext remains the same: Get out and do something while you still can. This is your last chance. Until now, the End of the World of Darkness has never truly been at hand. It has crept steadily closer, like a shadow stretching across the face of the Earth, but the dreaded event has never actually arrived. It’s been a cool theme for games of personal horror and a great source of drama, but most chronicles have only touched on the notion in an abstract sense, and with good reason. The end of the world can be the end of a game, and who wants that? When I sat down to design D e m o n : The Fallen n, I wanted to step up the world’s fate. The return of the fallen wouldn’t be yet another sign that the end was at hand. They are the end of the world, the very agents of Armageddon itself. The notion plays to the image of demons in myth and religion, but also creates an epic conflict that highlights the glory and tragic nature of the fallen themselves. The characters in the game have returned to a realm they once made, now almost literally burning down around them. The world is going to end, one way or another. How it will end — and more importantly, what will come after — are the questions that players must answer, and those questions cut right to the primary themes of the game. The D e m o n metaplot, described in the Demon Storytellers Companion and continued in Demon: City of Angels s, outlines the early stages of this worldwide conflagration and suggests how the battle lines will be drawn. D a y s of Fire e, a trade paperback coming in December, provides players with a glimpse of Armageddon itself, and the role that the fallen will play. D a y s o f F i r e is a call to arms by the Prince of the Fallen himself, warning both demon and mortal that the battle has begun and the time has come to take a stand. Similar in style to the B o o k o f Nod d, D a y s o f F i r e contains cryptic verses written by Lucifer himself, suggesting the terrible events that are about to unfold. The World of Darkness will at last be swept away and a new age will begin. Will it be an age of wonder, a return to paradise, or will it be Hell on Earth? Time will tell. Heed the signs. The end of the world is at hand.

Houses of the Fallen page 18

Days of Fire page 20

7

7

Tribal Alchemy
by Ethan Skemp, Werewolf Developer

Past Lives page 16

This year, we’re kicking into overdrive. We’re wrapping up all the Revised Edition tribebooks by the end of 2003. (Yes, Wendigo fans, you have definitely waited long enough.) And since this is the sort of feat that merits attention, it seems only fair to talk about what goes on behind the scenes of any good tribebook — or clanbook or tradition book. The idea isn’t to follow a formula from book to book, it’s to mix spontaneously brilliant ideas with the structure of the tribal “feel.” It’s not quite science. If done right, it’s more like alchemy. So what are the rules that we try to abide by? What do we demand of our authors and ourselves?
A tribebook should surprise you. If you spend money on a book that tells you everything you already thought about a tribe, we’re all wasting our time. There needs to be something new about the tribe, some hidden element that you aren’t expecting. A tribebook’s surprises should make sense. This is Damn Important. It would be ludicrous to reveal that the Silent Striders are secretly worshippers of Set. It’d be implausible and dumb. Each surprise should feel like something that could happen, and that nobody would know about — the Silver Fangs’ Secret of Kingship, for instance. A tribebook should bend, but not break, the stereotypes. Whitey-hating Wendigo who sulk in snowstorms isn’t an insightful image. It’s a stereotype that isn’t particularly creative. But going the opposite direction isn’t helpful, either. It would be dishonest of us to provide a template of a music-hating Fianna Galliard, or of a Ragabash who never questions authority. The best concepts, characters and templates of a tribebook are those that don’t look like something
8

Tribebook: Stargazers (Revised) page 18

Tribebook: Uktena (Revised) page 19

Tribebook: Wendigo (Revised) page 19

you’ve seen before (like the Stargazer pop-culture princess), but that make total sense once you look close. A tribebook should make you want to play a member of that tribe. This is just plain common sense — and harder than it sounds. It’s easy to write a tribebook that appeals to people who already like the tribe. It’s harder to turn around people who don’t think a particular tribe is for them. This rule is fed and nourished by the other rules — those that encourage you to see a tribe in an entirely new light. And here’s a little secret from the developer’s chair: I love the first draft of any tribebook. It’s one of the best things about this job. If an author’s been firing on all cylinders, his initial work surprises me, but in ways that make sense. It bends stereotypes without breaking them, and it makes me enthusiastic about the tribe. Best of all, when I complete work on a tribebook, I think to myself, “Damn, I can’t wait until players get hold of this and can enjoy these surprises as much as I do.” And that’s kind of like alchemy.

Dark Princes

By Matthew McFarland, Dark Ages Developer

The Players Guide to High Clans hits stores in November. Much like its sister title, Players Guide to Low Clans Clans, there’s a lot to this book. You get history and legends of the first cursed. There are player toolkits, including tidbits on building characters, and on the kinds of trials and tribulations that each of the High Clans face in the War of Princes. We include a whole chapter on building and playing High Clan characters. And for those of you who need your “undead magic” fix and don’t want to look down your nose at those bloody Tremere, we’ve got Mortis rituals and Koldunic sorcery.
While creating this book, putting all of this great material in order, I find myself recanting an earlier statement I made (in a quarterly much like this one, in fact). I once said that the Low Clans were the real vampires. I‘ve changed my mind. The High Clans are the true vampires. I know, I know. I gave you a bunch of good reasons why the Low Clans were the real deal, but hear me out. The High Clans represent what people are afraid of on a very different level than that of the Low Clans. Yeah, peasants’ fear of blood, death, disease and foreigners is very “Low Clan.” Guess what? It’s also very low brow. Of course people are afraid of getting sick and dying and losing their blood. Don’t get me wrong — you can always get a reaction in a horror game (or book or movie) by going back to basics. But let’s take the next step here. The High Clans are nobility. Not all of them were Embraced from the really high echelons of European society (the wrong people tend to notice when the crown prince starts to hold court at night), but most of them have a good understanding of how high society works. A lot of them are educated, or become so soon after their Embrace. They therefore have an advantage over the average citizen in ways that not even kings can touch — they’re clean and beautiful, and they can make you love them. They’re regal and proud, and they can control your mind. Remember, too, that there’s not really a lot of distinction between “mind” and “soul” here (not to the average peasant, anyway). If the nobility can look you in the eye and force you, without breaking a sweat, to damn your immortal soul by performing any of a million sinful actions, that’s horror. Now consider this: The nobility are chosen by God. Everybody knows that. The nobility are monsters, able to consign souls to damnation with a glance, but they’re still where they are by divine right. I don’t know about you, but I find that concept pretty damned terrifying. All a Low Clan vampire can do is take your blood. The first cursed can take so much more.

Dark Ages: Mage Grimoire page 16

Players Guide to the High Clans page 17

Dark Ages: British Isles page 19

9

It was on a Night

Just Like This…

by Lucien Soulban, Orpheus Developer

At its heart, Orpheus is about telling ghost stories, and ghost stories have always been about the unknown. But when you’re already playing spooks, where’s the mystery and suspense? That bump in the night doesn’t scare you, because you are what haunts humanity. So, how do you frighten and entertain players whose characters are already a part of the mythos? You tell ghost stories for ghosts.
Shades of Gray page 18

Shadow Games page 20

Orpheus has a worthy pedigree in previous , but like all good World of Darkness games, narratives, this one tells its own story. Orpheus stands apart from the rest of the World of Darkness you know, allowing you new opportunities in the setting with which you’re so familiar. The line and its story approach game design in several unique ways. The first is in the . Orpheus limited-series format. Orpheus’ take on the world is sufficiently isolated that it can avoid pervasive intrusion from everything that’s ever been published by White Wolf before, but without making such a huge splash that everything must changes hereafter. The characters you play know nothing of vampires or werewolves, focusing exclusively on the restless dead trapped in this world. Orpheus is also unique for offering a metaplot with a definitive beginning, middle and end. While the threads of other game lines go on indefinitely, here you can tell a complete story. Third, the game offers new possibilities by changing the world in little ways, whether by placing the dead firmly among the living or by allowing living characters to walk among the dead. Finally, Orpheus breaks away from the World of Darkness by offering a setting that new players can explore without being overwhelmed by years of backstory. To accomplish all this, Orpheus uses a movie model to tell its story, with each plot twist advancing the tale to its conclusion. The hardest part of doing that is revealing enough for Storytellers to run fulfilling chronicles while still revealing truths one by one. Thus, Orpheus

strives to remain self-referential and to provide necessary information as the story unfolds. In fact, the game’s writers and creators provide enough small clues that you can determine potential enemies and events books in advance. But Orpheus also stands on its own because, while the game may offer a predetermined story arc, the plot makes as few assumptions about your chronicle as possible. If your troupe wants to go in a different direction than that suggested by the metaplot, cool. The series provides you with ideas and suggestions for completely different stories and ways of handling them. Your characters are the stars of the show. Each supplement suggests a story, but also proposes a theme — say, intrigue or political tension — and then helps you tell whatever kinds of stories you want to capture that theme. That said, Crusade of Ashes and Shades of Gray Gray, the first two supplements following the rulebook, kick the series into high gear with two major plot twists and revelations. The world that Orpheus Group codifies and tries to rationalize is not as cut and dry as it seems. A powerful adversary hides in the shadows, ready to unleash plans on the living and dead. Before he can do so, however, he must eliminate a major hindrance to his goals: Orpheus Group. Whether you tell the main story suggested in the series or not, Crusade of Ashes and Shades of Gray provide you with all kinds of new antagonists and supporting characters with which to interact, a previously unknown Shade, and new powers for characters brave enough to “live” among the dead.

10

ARTIST SPOTLIGHT

SHY

C HRISTOPHER

BORN IN NINETEEN HUNDRED AND SEVENTY-TWO, IN KENTUCKY. TRAVELS INCLUDE MOST OF EUROPE, NOTABLE IN DETAIL ARE JAPAN, AND FRANCE. CREATOR AND HEAD OF STUDIO RONIN. PAINTER, WRITER, COMIC BOOK ARTIST. BOSS HOG STUDIO RONIN. TEXAN. -CHRISTOPHER SHY11

You Can’t

Lady Down
Dead Roses for a Blue Lady by Nancy A. Collins WW12997; $13.99 ISBN 1-58846-844-5 Page 17

Keep a Dead

Sonja Blue Is Back September sees the release of Dead Roses for a Blue Lady Lady, a new book of short stories featuring Nancy A. Collins’ punk vampire Sonja Blue, last seen in Darkest Heart Heart. We sat down with Collins for a few questions about the book, about Sonja and about life.
White Wolf Quarterly: Sonja Blue, the vampire and vampire-hunter star of D e a d Roses for a Blue Lady Lady, remains your most iconic character. What is it about Sonja that keeps readers hooked? Nancy A. Collins: I think it’s the fact that she’s believably ambivalent. She’s both sympathetic and dangerous, and that intrigues readers. Like most of us, she struggles to do the right thing, and often fails. WWQ: Sonja’s world is a lot less chic and pretty than the settings of some other popular, modern vampire series. She spends more time in seedy bars and in the gutter than in fine mansions or driving Italian sports cars. Was this an intentional response to the “pretty-boy vampire” genre? NAC: Yes, it was, to a great extent. Always remember that Sonja is a punk, not a goth. As for myself, I have spent far more time in seedy bars than inside stately mansions, so it’s only natural that I play to my strengths as a writer. Besides, logic dictates that, like serial killers, vampires would prey on those members of the human herd who would not be missed—runaways, junkies, alcoholics, hookers, drag queens, and various petty criminals. W W Q : Dead Roses includes four new stories featuring Sonja Blue. What was the genesis of these tales? NAC: Well, “Tender Tigers” was loosely based on the Katie Beers case, where the little girl was treated like a scullery maid by her adopted family and then kidnapped by an obsessive pedophile who kept her locked up in his basement. “The Nonesuch Horror” emerged
12

Darkest Heart by Nancy A. Collins WW12998; $11.99 ISBN 1-56504-845-8 On sale now.

A Dozen Black Roses by Nancy A. Collins WW11019; $11.99 ISBN 1-56504-873-3 On sale now.

from a desire to write a sequel to my werewolf novel, Wild Blood. “Knifepoint” was inspired by a Rudyard Kipling story called “The Phantom Rickshaw,” and “Person(s) Unknown” was the result of reading police blotters online—one of my favorite hobbies. WWQ: Knuckles and Tales, your Southern Gothic collection (published by Cemetery Dance), was recently nominated for a Bram Stoker Award by the Horror Writers’ Association. So first, congratulations, and second, what do such accolades mean to you? NAC: Thanks. Well, it’s nice to have my work acknowledged by my peers. And since I consider Knuckles to be my finest work to date, and the stuff I’m proudest of, I feel somewhat vindicated in my decision to stretch beyond the boundaries of “contemporary vampire horror.” WWQ: Lastly, what are you working on now? NAC: Right now I’m working on a new novella called “Hell Come Sundown,” which is the third installment in my weird western trilogy. It’s about a Texas Ranger who happens to be a vampire, and his Native American shamaness sidekick. It’ll appear inDead Man’s Hand Hand, an omnibus collection of my weird western stories, along with my other novellas, “Walking Wolf” and “Lynch,” as well as two short stories, “Calaverada” and “The Tortuga Hill Gang’s Last Ride.” A Cavalcade of Collins! In addition to Dead Roses Roses, look for I n the Blood (WW12993 ISBN 1-58846-876-3) this spring, and Dead Man’s Hand: Five Tales of the Weird West (WW12995; ISBN 1-58846875-5) the following fall. With more to follow soon thereafter!

Zealots, Rabble and Vampires, Too!
So, are you hardcore enough to be a vampire of Clan Brujah? Other undead face the Beast Within, but these ones have that urge to destroy right under their skin, all the time. Others sit back and contemplate. Brujah act — and react. You have to believe in something, something strong enough to push away all that rage just one more night until you can find something that deserves its full onslaught. Theo Bell, the archon-on-the-run in Tim Dedopulos’ Vampire: The Puppet-Mast e r s (the finale of his C l a n B r u j a h Trilogy Trilogy), believes in three things: keeping his word, seeing justice done and freeing those in chains. For over a century, he’s told himself that serving the Camarilla is the best way to accomplish all three, but now he’s a fugitive from his own kind and his honor has brought him face-to-face with a conspiracy that makes a mockery of everything he’s fought for. “The main metaphor I use for Theo,” says Dedopulos, “is the Ronin with a strong code of personal honor. I built the actual narrative around that framework. The trilogy examines what it means to be Brujah. So, I’ve focused on honor, plain dealing, passion, respect where it is due (and where it isn’t), and justified aggression.” Veronique d’Orléans, the star of Myrada Kalis’ Dark Ages: Brujah (the eighth installment of the Dark Ages Clan Novel series), has different troubles. “Veronique is a very unusual sort of Brujah,” says Kalis. Indeed, she is a player in the vampiric court of medieval Paris, but she believes in humanist ideals. She chafes under Prince Alexander but schemes with the best of them. “This doesn’t sit well with her conscience,” Kalis says, “but she’s willing to do it in order to achieve her goals. She will, in fact, keep telling herself that it’s for the greater good that she gets her hands dirty. The medieval night is overrun with shiftless Brujah ideologues who never put their ideals into action, and she won’t be one of them.”

Vampire: The Puppet -Masters by Tim Dedopulos WW11122; $6.99 ISBN 1-58846-816-X Page 19

Dark Ages: Brujah by Myranda Kalis WW11212; ; $6.99 ISBN 1-58846-832-1 Page 18

Free Fiction for You! (Yes, You!) Every month, I send out a free preview of one of our upcoming titles to the W h i t e Wolf Fiction Mailing List List. Every weekday for two weeks, you get another installment of a book before it goes on sale. Who could ask for more? You could? Okay fine, then take a look at the other neat goodies we’re giving away on the W W Fiction Web Page Page, including a bi-weekly newsletter with previews of covers, chances to win free books (physical books) and plenty of other excerpts and bonuses. I even hang out on the White Wolf Forums Forums, ready to answer your questions. Come on by. I think you’ll like it! Just point your browser to: http://www.white-wolf.com/fiction/ —Philippe Boulle, WW Fiction Guru

Dark Ages: Toreador by Janet Trautvetter WW11213 ; $6.99 ISBN 1-58846-833-X Page 19

13

Vampire: The Eternal Struggle National Championships
Qualifier had 72 players competing for the final 10 slots in the championship. People with asterisks beside their names below had qualified in a prior tournament (so they did no count as the “10” that qualified).
Winner (sweeping the final with all 5 VP):
David Setty* (2GW, 9VP in the prelim rounds) Deck: “Democritus Does Not Approve”, a group 1+2 Ventrue deck with four copies of Democritus in the crypt and plenty of Second Traditions and Obediences.

Championship:
80 Qualified players.

Winner:
The finals went to time, so the three remaining players when time was called each received an additional half VP. Brian Moritz had 1.5 VP in the final. Jay Kristoff also had 1.5 in the final. Both Brian and Jay had been tied for second going into the final (2GW, 8VP, and the same number of tournament points), so a coin flip was used to separate them. Brian won the toss (prior to the final), which was also used as the tie breaker in the final. Deck: No name. A group 2+3 Tremere and Tremere anti deck with plenty of Govern the Unaligned, Theft of Vitae, and Apportation.

Other Finalists (and prelim GW, VP):
Nicholas Smith Ben Swainbank* Chris Berger Ishan Chandhuri 2 2 2 2 11 10 8.5 8.5 (“YAKSD”, 2+3 Malkavian anti) (“Spectral Divination”, 2+3 Giovanni) (“Traditionally Beautiful”, 2+3 Nos) (“”, Group 2 Giovanni)

Other Qualifiers:
Matt Guinn* Jeff Turner Robyn Tatu* Ankur Gupta Jared Strait* David Kelch Michael Courtois Alex Harmon* David Oros* Kris Zierhut Dave Pennington II Stephen Fazio* Brad Hay 2 2 2 1 1 1 1 1 1 1 1 1 1 8 6 5.5 7 7 6 6 5 5 5 5 4.5 4

Other finalists:
Jay Kristoff Ben Spaulding Forrest Nielsen 2 3 2 8 10 8 1.5 (“Sabbatspex” 2+3 mixed auspex) 0.5 (“Brujahw/Dominate”, 1+2 Bru) (“Lost Girls Just Wanna Have Fun”, 2+3 Daughters of Cacophony) (“Yes, the Gangrel Can Corrupt”, 2+3 Gangrel)

Jean-Francois Caron

2

7

14

15

world of darkness releases
Vampire Players Guide™
Children of Caine…
Since Biblical times, the get of Caine have prowled the world, hiding from mortals and resigning themselves to the shadows. Throughout the ages, their plans have unfolded and their treacheries have come to fruition. Welcome to the Final Nights — welcome to unlife as a vampire.

october

The Wounded King™ (Victorian Age Trilogy, Book 3)
A Methuselah’s Hunger, An Empire’s Despair
Regina Blake and Victoria Ash return to London to find its night society in chaos. Mithras, the city’s ancient and powerful Kindred prince has come unhinged and hungers for the blood of his own kind. The Tremere of England move to depose the mad prince and his aids and take power for themselves. Can one woman restore order before the streets run red with blood? Does she even want to?

Dark Ages: Mage Grimoire™
Long Ago in Days Untold…
The Mythic Age wanes, its denizens disappearing into the Otherworld, its Quintessential energies fading. But some refuse to let it go. These magi dare to tread the bane places and twisted paths that still shimmer with ancient power. These dwindling lands still have guardians, though. Spirits and secrets that sorely test those who try to wrest forth their power.

Walk Among the Undead
A collection of essays, character-building options, chronicle suggestions and methods of play, the Vampire Players Guide offers a wealth of information to players and Storytellers on a conversational level. Presented as an aside to Vampire® players, this book offers a variety of options and advice to better enhance the Storytelling experience. Hardcover.
ISBN: 1-58846-243-9 Retail Price: $29.95 U.S. Stock #: WW2305 Page Count: 224

When Wizards Walked the Land
The Grimoire expands the Dark Ages: Mage™ world, providing insight into Fellowships in various lands, aids to help players and Storytellers grasp medieval magic and superstition, and hints on maintaining chantries in the tumultuous times of the early 13th century. There’s also a look at hedge magic, medieval holy days and the shallowings they create, and a host of creatures — including the fae — that haunt the forlorn frontiers of Dark Ages Europe.
ISBN: 1-58846-411-3 Retail Price: $21.95 U.S. Stock #: WW20060 Page Count: 160

About the Author
Philippe Boulle is the one-time developer of Dark Ages: VampireTM and Kindred of the EastTM. He is also the author of Vampire: A Morbid InitiationTM and Tribe Novel: Red TalonsTM.
ISBN: 1-58846-858-5 Retail Price: $6.99 Stock #: WW11192 Page Count: 288

Authors: Greg Stolze, Matthew McFarland, Ari Marmell, Dean Shomshak et al Developer: Justin Achilli Artist: Mike Danza

Author: Philippe Boulle

Authors: Kraig Blackwelder, Sam Chupp, Leonard Gentile, Ben Grivno, Chris Howard, Sam Inabinet & Steve Kenson Developer: Bill Bridges

Dark Ages: Malkavian (Dark Ages: Vampire Clan Novel #7)
The Church of Caine
Anatole, holy madman among vampires, has come to Paris to preach the word of God to the Damned. But he is not alone–the fanatics of the Cainite Heresy have descended on the city and claim that Caine himself walks among them. A battle ensues for the hearts and souls of the vampires displaced from Constantinople earlier in the Clan Novel series. As the city teeters on the brink of religious warfare, Anatole faces not only his fellow vampires, but the fires of the Inquisition.

Past Lives™
From the Dawn of Time
For the greatest heroes, death is not an end. The wisest and strongest of Garou linger on, remaining as spirits to guide their descendants in the great struggle. But when the honored dead begin to manifest in greater and greater numbers, what does it mean for the future?

Mind’s Eye Theatre: Vampire by Gaslight™
An Age of Romance and Gothic Elegance
From decadent dinner parties to foggy cobblestone streets, the world of the 19th century remains a place of superstition and mystery, where ancient legends mix with modern penny dreadfuls, and the most scientific minds still explore the spirit realm. Here the Kindred, long since banished to mere folklore, find themselves newly crowned celebrities, expressions of forbidden passion to a cultured world poised on the brink of a great transition.

To the End of Days
An epic chronicle for Werewolf: The Apocalypse™, Past Lives™ takes characters on a long and harrowing journey that stretches back to the dawn of time and that climaxes in the modern world. Not only does this book provide information on the nature of ancestral spirits and what they have to offer, but it grants a glimpse into the future of the Apocalypse and what’s at stake.
ISBN: 1-58846-319-2 Retail Price: $19.95 U.S. Stock #: WW3814 Page Count: 96

About the Author
Ellen Porter Kiley’s fiction has appeared in Tribe Book: Black FuriesTM (Revised) and Demon: Lucifer’s ShadowTM. She is also the author of a great deal of game material for White Wolf.
ISBN: 1-58846-831-3 Retail Price: $6.99 Stock #: WW11211 Page Count: 288

Witness the Vampire Reborn
Vampire by Gaslight is the new historical setting for Mind’s Eye Theatre™, based on Victorian Age: Vampire™. Presented herein is all the material you need to play a vampire of this refined and distant era — the clans, their allies and enemies, as well as a wealth of information about the mortal world at the height of the Victorian Era… and how the Kindred have come to claim it as their own.
ISBN: 1-58846-520-9 Retail Price: $19.95 U.S. Stock #: WW5041 Page Count: 256

Author: Bruce Baugh Developer: Ethan Skemp Artists: Steve Ellis, Steve Prescott & Ron Spencer

Author: Ellen Porter Kiley Cover Artist: John Bolton

Developer: Peter Woodworth

16

world of darkness releases
Exalted: The Sidereal™
Born Beneath the Stars of Prophecy
They travel among the gods as officials of high station, and walk secretly among men as the servants of the Maidens. For them, destiny and fate run like wax. Yet for all their might the Sidereals are mortal, and Heaven as well as Creation has entered a time of tumult. Will the Sidereal Exalted retain their station or perish in a celestial civil war?

october

Dead Roses for a Blue Lady™
Sonja Blue is Back
Previously available only in an ultra-limited-edition hardcover, Dead Roses for a Blue Lady collects eight tales of Sonja Blue, all by the vampire/vampire-hunter’s creator Nancy A. Collins. These tales include the hard-to-find “Vampire King of the Goth Chicks” and “Some Velvet Morning” along with tales original to this collection, such as “Knifepoint,” “Tender Tigers” and “The Nonesuch Horror.”

Born to Master Destiny
The fourth in the series of rulebooks that makes the Exalted available for play, The Sidereal includes extensive detail on the Celestial City of Yu-Shan, the politics of heaven and the strategies of the Sidereal Factions, as well as full rules for creating and playing these characters. Inside is everything needed to portray these servants of destiny, from their deadly martial arts to their powerful command over destiny and fate. Hardcover. ISBN: 1-58846-669-8 Retail Price: $29.95 U.S. Stock #: WW8814 Page Count: 224

About the Author
Nancy A. Collins is the award-winning author of Sunglasses After Dark™, Darkest Heart™ and Knuckles and Tales™. She is a past recipient of the Bram Stoker and British Fantasy Iecarus Awards.
ISBN: 1-58846-844-5 Retail Price: $13.99 Stock #: WW12997 Page Count: 200 (trade paperback)

Authors: Brian Armor, R. Sean Borgstrom, Geoffrey C. Grabowski, Steve Kenson, Krister Michl & John Snead Developer: Geoffrey C. Grabowski Artist: UDON

Author: Nancy A. Collins Cover Artist: Thom Ang

november
The Red Sign™
Forbidden Arcana
The Curse of Caine is a Biblical punishment, handed down by God Himself. Could it be true that a conspiracy of Kindred and mages has found a way to reverse its effects? As the world comes closer and closer to Gehenna, might the Kindred escape their divine fate? Or is it all part of some larger plan?

world of darkness releases
Clan Novel Saga, Volume 2™
The Eye of Gehenna™
The Best-Selling Saga Returns The Vampire Clan Novel epic is re-presented in four beautiful trade-format volumes. The Clan Novel Saga reorganizes the chapters from all 13 novels (and the Clan Novel Anthology™) in strict chronological order.

Players Guide to the High Clans™
In the Blood Is Power
The Salubri have fallen. Now we are only six, although we do not stand united. But we are the rulers of the night, by divine ordinance and by the power of Caine’s blood. If the Low Clans have forgotten their place, surely it is time we reminded them. The War of Princes will not end with madmen on thrones!

The Pinnacle of Hubris
As a title that combines the themes of Mage and Vampire®, The Red Sign is a Lovecraftian revelation of ages-old horror. As the Kindred discover a method to escape damnation, a faction of mages aids them in their blasphemous quest. Players can either join the conspiracy or oppose it — or find themselves knowing entirely too much about it.
®

The Final Nights Are Here
Volume Two covers the chaotic month of July 1999. Atlanta and other Southern cities fall to the Sabbat, foreign assassins converge on the scene, and the animalistic Gangrel come face-to-face with the Eye of Hazimel. This volume includes allnew story by Stefan Petrucha ( Dark Ages: Assamite™).
ISBN: 1-58846-846-1 Retail Price: $17.99 U.S. Stock #: 11271 Page Count: 592 (trade format)

The Learned and Lordly Dead
The Players Guide to the High Clans contains detailed information on the Brujah, Cappadocians, Lasombra, Toreador, Tzimisce and Ventrue. It includes hints on running all High Clan or mixed chronicles; how High Clan characters develop over time; and new Merits, Flaws, and Discipline techniques. You’ll also find details on High Clan secret societies and on the High Clan Cainites who command the Dark Medieval world. Hardcover.
ISBN: 1-58846-289-7 Retail Price: $29.95 Stock #: WW20007 Page Count: 224

ISBN: 1-58846-245-5 Retail Price: $19.95 U.S.

Stock #: WW2431 Page Count: 128

Authors: Brian Campbell, Conrad Hubbard & Jacob Klünder Developer: Justin Achilli Artist: Christopher Shy

Authors: Gherbod Fleming, Eric Griffin, Stewart Wieck, Kathleen Ryan (and many more!) Cover Artist: John Van Fleet

Authors: Zach Bush, Michael Goodwin, Steven Kenson, Jacob Klunder, Carrie Lewis, and Ari Marmell Developer: Matthew McFarland

17 17

world of darkness releases
Dark Ages: Brujah™ (Dark Ages Vampire Clan Novel #8)
A City on the Brink
In the year 1223, Paris is on the verge of collapse. A menagerie of vampires has gathered here after a long trek from Constantinople (chronicled in previous Clan Novels), fueled by religious mania. They demand access to the city and hope the ancient prince will save them. Meanwhile, dark priests of every sort vie to sway their souls and control the refugees. For Véronique d’Orléans, a Brujah vampire of the city, this could be an opportunity—or a disaster.

november
Tradition Book: Verbena™ (Revised)
The Wild Magic of the Witches…
The Verbena witches are heir to the secrets of the druids, the power of nature, and the wisdom of the Great Goddess and the Horned God. Theirs is the rage of the storm, the resilience of the oak and the cunning of the fox. But charmed they’re not. Amoral as nature itself, Verbena covens gather in moonlit groves, working magic to hasten the return of the old ways.

Tribebook: Stargazers™ (Revised)
Journey toward Sunrise
They came out of the East in search of wisdom, but found only strife. Now they have discovered that their homeland is no longer the refuge it once was, and they have lost too much and gained too little. The wisest of Garou tribes must now struggle to find its heart and reclaim its heritage before all is lost.

At What Cost Wisdom?
The Stargazers may have left the Garou Nation, but their lore hasn’t been lost! Tribebook: Stargazers explores the hard choices the tribe has had to make, and the road that lies ahead. Their Gifts and rites, fetishes and totems are now all they have left to their name. Is it enough?
ISBN: 1-58846-320-6 Retail Price: $19.95 U.S. Stock #: WW3861 Page Count: 104

Untamed, Unleashed, Uncovered
With a wealth of new magic for those playing a witch, Tradition Book: Verbena clarifies the history of this magical tradition and brings it up to date with the latest events of the World of Darkness®. Specifically for Mage: The Ascension®, many of the insights contained herein will be valuable to players of Dark Ages: Mage™ as well. Continues the revolution storyline in the wake of the Ascension War.
ISBN: 1-58846-415-6 Retail Price: $19.95 U.S. Stock #: WW4659 Page Count: 104

About the Author
Myranda Kalis’s fiction has appeared in Demon: Lucifer’s Shadow. She is also a contributor to many supplements in the Dark Ages™ game line, including Dark Ages: Inquisitor™.
ISBN: 1-58846-832-1 Retail Price: $6.99 U.S. Stock #: WW11212 Page Count: 288

Author: Myranda Kalis Cover Artist: John Bolton

Author: Chuck Wendig Developer: Ethan Skemp Artists: Steve Prescott & Ron Spencer

Author: Steve Kenson Developer: Kraig Blackwelder Artists: Christopher Shy, Alex Sheikman & Leif Jones

Demon: Houses of the Fallen™
Angels of Wrath
The seven ages of Creation spawned seven Celestial Houses of angels, each one created to govern its own facet of the cosmos. Fire and wind, the earth and the stars, the seas, the wilds, even life itself was governed by a host of angels mandated by God. Although the fallen turned on heaven and renounced their service to the Creator, the essence of who and what they are remains.

Orpheus: Shades of Gray™
“This is Radio Free Death…
… the Voice of the Afterlife. Hundreds have died from taking tainted Pigment, but what the news doesn’t know is that all those addicts have become ghosts. We have an epidemic of lost souls on our hands, and the scavengers are coming out the woodwork. What you’ve got to wonder, my loyal listeners, is who poisoned the drugs and why are Spectres building hives?”

Orders of Damnation
Demon: Houses of the Fallen provides an indepth look into each of the seven Houses of the infernal host, exploring their history and exploits during the Fall and the War of Wrath. Though twisted by the suffering of their long exile, the fallen still bear the spark of their former glory, and the ancient ties of House loyalties are not easily forgotten. Hardcover.
ISBN: 1-58846-760-0 Retail Price: $29.95 U.S. Stock #: WW8203 Page Count: 224

Die Harder
Hundreds die from tainted drugs on the streets, revealing another truth behind Orpheus Group. In addition to offering new challenges and dangers, Shades of Gray introduces a new enemy responsible for the drug Pigment. But fear not. With each rising evil comes hope in the form of a new Shade (character class), and level-three Horrors for all Shades.
ISBN: 1-58846-602-7 Retail Price: $21.95 U.S. Stock #: WW 21010 Page Count: 160

Authors: David Carroll, Patrick O’Duffy & Adam Tinworth Developer: Mike Lee Artist: R.K. Post

Developer: Lucien Soulban Artist: William O’Connor

18

december
The Ventrue Chronicle™
The Clan of Rulership
The Ventrue: Manipulators of mortals and leaders of the Kindred. Yet the Ventrue’s powerful façade hides a myriad of internal struggles, petty rivalries and epochspanning vendettas. From the domain of Prince Mithras to the reaches of India, the Ventrue power gambit plays out nightly.

world of darkness releases
Vampire: Puppet Masters™ (Clan Brujah Trilogy™, Book 3)
Hidden Masters, Deadly Secrets
Theo Bell’s future hangs in the balance. Cut off from vampire society, his ranks and privileges as an archon revoked, Theo faces his most lethal task yet—identifying the forces behind the global slave ring he has pledged to destroy. But their power reaches further than even he can imagine, threatening the Camarilla itself. Time is running out.

Dark Ages: British Isles™
The Land Is Ancient
Mithras of London fancies the Isles as his domain, but the land is far older than even he. Ancient vampires lurk in the fens and wolf-men stalk the moors. The Church has taken hold here, but worshippers of far older gods call upon power that no follower of Christ has ever known. And somewhere beyond the mist the fae laugh, for they were here before any other.

Invisible Intrigues
Created in the spirit of the Giovanni Chronicles™ series, The Ventrue Chronicle focuses on the trials and tribulations of a single clan. This book pits the players’ characters against elders, ancillae and even neonates in a century-spanning bid for power no less grand than one would expect of the Blue Bloods.
ISBN: 1-58846-244-7 Retail Price: $19.95 U.S. Stock #: WW2460 Page Count: 128

Here There be Monsters
Dark Ages: British Isles is the first regional sourcebook for the Dark Ages™ line. It includes the history of the land, information on the major cities of England, Ireland, Scotland and Wales, and details on how the supernatural denizens of Europe deal with each other and the oldest inhabitants of the Isles.
ISBN: 1-58846-290-0 Stock #: WW20021 Retail Price: $21.95 U.S. Page Count: 144 Authors: Gavin Bennett, Genevieve Cogman, Chris Hartford and Adam Tinworth Developer: Matthew McFarland

About the Author
Tim Dedopulos is the author of the acclaimed Hunter: Apocrypha™ and Tribe Novel: Glass Walkers™. He is also the author of a number storytelling game products in the Hunter: The Reckoning® line.
ISBN: 1-58846-816-X Retail Price: $6.99 U.S. Stock #: WW11122 Page Count: 288

Developer: Justin Achilli and Ken Cliffe

Author: Tim Dedopulos Cover Artist: John Van Fleet

Dark Ages: Toreador™ (Dark Ages Vampire Clan Novel #9)
Mission to the Marches
Rosamund of Islington, vampiric ambassador from the Courts of Love, returns to the haven of the German Ventrue Lord Jürgen with harsh tidings. An enraged ancient is in her company and demands shelter at the Ventrue court. Soon he is usurping Jürgen’s ambitions to conquer Livonia and to make Rosamund his queen. Can the Toreador ambassador negotiate the troubled waters between these warring lords, or will her own passions doom her?

Tribebook: Uktena™ (Revised)
Seekers after the Forgotten
They follow the great waterserpent Uktena, the strange totem of mystical wisdom. They have imprisoned countless evil spirits and learned volumes of magical lore. There are no greater sorcerers among the werewolf tribes — but the Uktena have not gained such wisdom without cost. There is always a price.

Tribebook: Wendigo™ (Revised)
Hearts of Ice
Their anger is not hot, but cold as the frozen North. They have endured pain enough to kill a thousand nations, but they refuse to die. They are the chosen of the cannibal spirit, the tribe of winter, the last of the Pure Ones. They are the Wendigo, and woe to anyone who crosses these warriors’ path.

The Wolves of Winter
The Revised Tribebook series closes not with a whimper but with a roar, with Tribebook: Wendigo. Inside are tales of the heroic past of the children of Wendigo, details on their tribal customs and laws, and rules for their potent gifts of ice and war. Will the fiercest tribe be the last hope of the Garou, or will the Wendigo fall prey to their own hatred and Rage? Don’t miss this one!
ISBN: 1-58846-322-2 Stock #: WW3863 Retail Price: $19.95 U.S. Page Count: 104 Authors: Zach Bush, Erin Flachsbart & Alia R. Ogron Developer: James Kiley Artist: Steve Prescott

Masters of the Forbidden
The Revised Tribebooks take a turn for the dark and secretive with Tribebook: Uktena. The mystics of the Garou Nation, the Uktena are masters of long-lost lore, able to bind evil spirits and fight the Wyrm with magic unknown to other tribes. Explore the depths of the Uktena’s knowledge. Learn their blessings and curses, and their secret arts. If the Uktena don’t know it, it’s not worth knowing.
ISBN: 1-58846-321-4 Stock #: WW3862 Retail Price: $19.95 U.S. Page Count: 104 Authors: Bryan Armor, Forrest Marchinton & Deena McKinney Developers: Jackie Cassada & Nicky Rea Artist: Steve Prescott

About the Author
Janet Trautvetter is a contributor to many supplements in the Dark Ages™ and Vampire: The Masquerade® game lines, including Dark Ages: Inquisitor™ and Archons and Templars™.
ISBN: 1-58846-833-X Stock #: WW11213 Retail Price: $6.99 U.S. Page Count: 288 Author: Janet Trautvetter Cover Artist: John Bolton

19

world of darkness releases
Tradition Book: Virtual Adepts™ (Revised)
The Space-Mind Continuum
The youngest magical Tradition is the most vibrant — and the most irreverent. Virtual Adepts don’t waste time delving into ancient grimoires or contemplating their navels. They’re too busy surfing the razor’s edge of the next zeitgeist. They don’t follow trends, they make them. By the time the mainstream catches up to their latest idea, they’ve moved on to new frontiers of space and mind.

december

Demon: Days of Fire™
Heed the Signs and Beware
The seals of the Abyss are sundered and demons walk the earth again, claiming souls as they vie for dominance across the globe. Hidden within their ancient sanctums, the Earthbound stir after millennia of sleep, summoning their scattered worshippers and forging chains of slavery for fallen and mortal alike. Now come the words of Lucifer himself, lost Prince of the Fallen, warning of the terrible cataclysm to come.

Reprogramming Reality Bit by Byte
Computer hacking? That’s so yesterday. Why hack computers when you can tap into reality itself? After all, the programming language of the universe is hardwired into every mage’s Avatar. Unlike other mages, Virtual Adepts aren’t content to just seek enlightenment. It’s time to upgrade the universe’s operating system, even if it risks crashing the current program. Continues the revolution storyline in the wake of the Ascension War.
ISBN: 1-58846-416-4 Retail Price: $19.95 U.S. Stock #: WW4660 Page Count: 104

The Days of Fire Are at Hand
Demon: Days of Fire presents a vision of the world on the brink of apocalypse, as ancient powers clash and the future of mankind hangs in the balance. Will the fallen destroy the threat of the Earthbound forever, or will the mad gods of legend bring about eternal night? Will the world be destroyed or reborn in the dawn of a new age? Tradeback.
ISBN: 1-58846-762-7 Retail Price: $19.95 U.S. Stock #: WW8281 Page Count: 128

Authors: Martin Hackleman & Bill Maxwell Developer: Bill Bridges Artists: Christopher Shy, Langdon Foss & Leif Jones

Author: Greg Stolze Developer: Mike Lee Artist: Pauline Benney

Orpheus: Shadow Games™
“This is Radio Free Death…
…the Voice of the Afterlife. Don’t believe the hype. The Missionaries may say they help folks, but who do you think started all this? They’re some bad people, brothers and sisters. They’re helping something big and nasty, and they ain’t scared of you. In fact, they know every trick you do. How do you figure they’re so good at being dead? You may not like the answer, because the truth has a taste for you.”

Kingdom of Halta™
Lords of the Forest
The Liniowan call them manapes, people who are no better than beasts. Savants claim that these people can be only Wyld-twisted slaves of the Fair Folk. Yet they and their animal companions live free and prosperous in the forests of the Northeast, and pay no tribute to the despotic Realm. Now, at the dawn of the Age of Sorrows, the trees no longer afford shelter. Where will the Haltan nation stand in an age of warring gods and heroes?

Ten Little Deaths
In Shadow Games, the true nature of the characters’ adversaries is revealed, as is the cult behind the Pigment trade, and its connection to Spectres. Helping the heroes, however, is a new character class, new roles to combat the coming storm, and a new way to use Spite to fuel abilities in a deadly gamble between need and power.
ISBN: 1-58846-603-5 Retail Price: $21.95 U.S. Stock #: WW21011 Page Count: 160

Masters of Beasts
Kingdom of Halta details the people of this land, with their arboreal society, their animal servants and their endless war with the Linowan. Inside, players and Storytellers alike discover the secrets of Haltan trade with the Far East, pacts with the Fair Folk, and an ancient resistance to the Realm.
ISBN: 1-58846-670-1 Retail Price: $19.95 U.S. Stock #: WW8826 Page Count: 96

Developer: Lucien Soulban Artist: William O’Connor

Authors: Matt McFarland & John Snead Developer: Geoffrey C. Grabowski Artist: UDON

20

__ Vampire: The Masquerade 1-56504-249-2 __ Vampire Revised CD-Rom 1-56504-167-4 __ Archons & Templars 1-58846-224-2 __ Art of Vampire: The Masquerade 1-56504-209-3 __ Blood Sacrifice: The Thaumaturgy Companion 1-58846-222-6 __ Book of Nod 1-56504-078-3 __ Caine’s Chosen: The Black Hand 1-58846-236-6 __ Cairo by Night 1-58846-215-3 __ Chaining the Beast 1-58846-241-2 __ Chicago Chronicles Volume 2 1-56504-220-4 __ Cities of Darkness Volume 3 1-56504-235-2 __ Clanbook: Assamite Revised 1-56504-256-5 __ Clanbook: Brujah Revised 1-56504-267-0 __ Clanbook: Followers of Set Revised 1-58846-204-8 __ Clanbook: Gangrel Revised 1-56504-265-4 __ Clanbook: Giovanni Revised 1-58846-207-2 __ Clanbook: Lasombra Revised 1-58846-201-3 __ Clanbook: Malkavian Revised 1-56504-268-9 __ Clanbook: Nosferatu Revised 1-56504-266-2 __ Clanbook: Ravnos Revised 1-58846-209-9 __ Clanbook: Setite Revised (2360) 1-58846-204-8 __ Clanbook: Toreador Revised 1-56504-269-7 __ Clanbook: Tremere Revised 1-56504-254-9 __ Clanbook: Tzimisce Revised 1-58846-202-1 __ Clanbook: Ventrue Revised 1-56504-255-7 __ Counsel of Primogen, The 1-58846-237-4 __ Dirty Secrets of the Black Hand 1-56504-210-7 __ Encyclopedia Vampirica 1-58846-227-7 __ Ghouls: Fatal Addiction 1-56504-230-1 __ Gilded Cage, The 1-58846-216-1 __ Giovanni Chronicles IV: Nuova Malattia 1-56504-252-2 __ Giovanni Saga 1, The 1-56504-253-0 __ Guide to the Anarchs 1-58846-223-4 __ Guide to the Camarilla 1-56504-261-1 __ Guide to the Sabbat 1-56504-263-8 __ Havens of the Damned 1-58846-225-0 __ Kindred of the Ebony Kingdom 1-58846-239-0 __ Lair of the Hidden 1-58846-242-0

(2300) $29.95 US (5720) $49.95 US (2425) $19.95 US (2298) $14.95 US (2423) $14.95 US (2251) $10.95 US (2428) $16.95 US (2410) $19.95 US (2432) $19.95 US (2235) $20.00 US (2624) $16.00 US (2359) $14.95 US (2351) $14.95 US (2360) $14.95 US (2352) $14.95 US (2363) $14.95 US (2362) $14.95 US (2353) $14.95 US (2354) $14.95 US (2364) $14.95 US $14.95 US (2356) $14.95 US (2357) $14.95 US (2361) $14.95 US (2358) $14.95 US (2429) $19.95 US (2006) $18.00 US (2440) $49.95 US (2021) $15.00 US (2420) $15.95 US (2097) $19.95 US (2098) $17.95 US (2424) $25.95 US (2302) $25.95 US (2303) $25.95 US (2426) $14.95 US (2441) $29.95 US (2430) $21.95 US

__ Mexico City by Night 1-58846-228-5 __ Midnight Siege 1-58846-219-6 __ Revelations of the Dark Mother 1-56504-237-9 __ Sins of the Blood 1-58846-217-X __ State of Grace 1-58846-234-X __ Succubus Club: Dead Man’s Party 1-58846-240-4 __ Vampire Storytellers Companion 1-56504-259-X __ Vampire Storytellers Handbook (Revised Edition) 1-56504-264-6

(2412) $17.95 US (2422) $17.95 US (2024) $10.95 US (2421) $17.95 US (2427) $17.95 US (2409) $16.95 US (2301) $14.95 US (2304) $25.95 US

__ Victorian Age: Vampire 1-58846-229-3 __ Victorian Age Companion 1-58846-238-2 __ London by Night 1-58846-230-7

(2470) $26.95 US (2472) $24.95 US (2471) $19.95 US

A Collectible Card Game Inspired by Vampire: The Masquerade
__ Anarchs Starter Display 1-58846-038-X __ Anarchs Booster Display 1-58846-037-1 __ Sabbat War Booster Pack 1-56504-479-7 __ Sabbat War Booster Pack Display 1-56504-478-9 __ Final Nights Starter Deck: Assamite 1-56504-463-0 __ Final Nights Starter Deck: Giovanni 1-56504-464-9 __ Final Nights Starter Deck: Ravnos 1-56504-465-7 __ Final Nights Starter Deck: Setite 1-56504-466-5 __ Final Nights Starter Deck Display 1-56504-462-2 __ Final Nights Booster Pack 1-56504-481-9 __ Final Nights Booster Display 1-56504-480-0 __ Bloodlines Booster Pack 1-56504-468-1 __ Bloodlines Booster Pack Display 1-56504-467-3 __ Camarilla Edition Booster Pack Display 1-58846-033-9 __ Camarilla Edition Starter Deck Display 1-58846-026-6 __ Camarilla Edition Booster Pack 1-58846-034-7 __ Camarilla Edition Starter Deck: Ventrue 1-58846-032-0 __ Camarilla Edition Starter Deck: Tremere 1-58846-031-2 __ Camarilla Edition Starter Deck: Toreador 1-58846-030-4 __ Camarilla Edition Starter Deck: Nosferatu 1-58846-029-0 __ Camarilla Edition Starter Deck: Malkavian 1-58846-028-2 __ Camarilla Edition Starter Deck: Brujah 1-58846-027-4 (2512) $59.70 US (2511) $99.00 US (2556) $2.75 US (2555) $99.00 US (2563) $9.95 US (2564) $9.95 US (2565) $9.95 US (2566) $9.95 US (2562) $79.60 US (2561) $2.75 US (2560) $99.00 US (2576) $2.75 US (2575) $99.00 US (2592) $99.00 US (2585) $59.70 US (02593) $2.75 (2591) $9.95 (2590) $9.95 (2589) $9.95 (2588) $9.95 (2587) $9.95 (2586) $9.95

21

O F THE EAST

__ Kindred of the East 1-56504-232-8 __ Dharma Book: Bone Flowers 1-56504-240-9 __ Dharma Book: Devil-Tigers 1-56504-239-5 __ Dharma Book: Thousand Whispers 1-58846-200-5 __ Heresies of the Way 1-58846-232-3 __ Killing Streets 1-58846-208-0 __ Kindred of East Companion 1-56504-223-9 __ Shadow War 1-56504-227-1 __ Thousand Hells, The 1-56504-226-3

(2900) $25.00 US (2905) $14.95 US (2904) $14.95 US (2906) $14.95 US (2922) $19.95 US (2930) $15.95 US (2901) $19.95 US (2903) $15.95 US (2902) $17.95 US

__ Transylvania by Night 1-56504-287-5 __ Transylvania Chronicles 3: Ill Omens 1-56504-292-1 __ Transylvania Chronicles 4: The Dragon Ascendant 1-56504-293-X __ Under the Black Cross 1-58846-275-7 __ Veil of Night 1-58846-206-4 __ Wind from the East: The Mongols 1-56504-271-9 __ Wolves of the Sea 1-56504-298-0

(2808) $18.00 US (2813) $15.95 US (2814) $15.95 US (2836) $15.95 US (2832) $25.95 (2828) $14.95 US (2820) $14.95 US

__ Dark Ages: Vampire Revised Edition 1-58846-276-5 __ Ashen Cults 1-58846-213-7 __ Ashen Knight, The 1-56504-241-7 __ Ashen Thief, The 1-56504-236-0 __ Bitter Crusade 1-58846-214-5 __ Clanbook: Baali 1-56504-213-1 __ Clanbook: Cappadocian 1-56504-280-8 __ Clash of Wills 1-56504-289-1 __ Dark Ages Europe 1-58846-279-X __ Dark Ages: Inquisitor 1-58846-282-X __ Dark Ages: Mage 1-58846-404-0 __ Dark Ages: Right of Princes 1-58846-283-8 __ Dark Ages: Spoils of War 1-58846-286-2 __ Dark Ages: Vampire Storytellers Companion 1-58846-278-1 __ Dark Ages: Werewolf 1-58846-284-6 __ Erciyes Fragments, The 1-56504-297-2 __ Fountains of Bright Crimson 1-56504-270-0 __ House of Tremere 1-56504-272-7 __ Jerusalem by Night 1-56504-299-9 __ Libellus Sanguinis I 1-56504-286-7 __ Libellus Sanguinis IV 1-58846-205-6 __ Liege, Lord and Lackey 1-56504-281-6 __ Players Guide to the Low Clans 1-58846-287-0 __ Road of Heaven 1-58846-285-4 __ Road of Kings 1-58846-281-1 __ Road of Sin 1-58846-288-9 __ Road of the Beast 1-58846-280-3

(20000) $29.95 US (2835) $14.95 US (2826) $17.95 US (2827) $14.95 US (2833) $15.95 US (2817) $12.00 US (2805) $12.00 US (2810) $8.00 US (20020) $21.95 US (20004) $26.95 US (20002) $26.95 US (20045) $19.95 US (20046) $19.95 US (20003) $14.95 US (20005) $29.95 US (2818) $14.95 US (2825) $7.95 US (2829) $19.95 US (2821) $17.95 US (2807) $15.00 US (2830) $15.95 US (2806) $15.00 US (20006) $29.95 US (20032) $16.95 US (20031) $15.95 US (20033) $19.95 US (20030) $15.95 US

__ Werewolf: The Apocalypse (Revised) 1-56504-365-0 __ Art of Werewolf: The Apocalypse 1-58846-302-8 __ Book of Auspices 1-58846-315-X __ Book of the City 1-58846-310-9 __ Book of the Weaver 1-56504-311-1 __ Book of the Wyld 1-56504-367-7 __ Chronicle of the Black Labyrinth 1-56504-314-6 __ Croatan Song 1-56504-388-X __ Guardians of the Caerns 1-56504-360-X __ Gurahl 1-56504-339-1 __ Hammer & Klaive 1-58846-317-6 __ Hengeyokai: Shapeshifters of the East 1-56504-338-3 __ Kinfolk: Unsung Heroes 1-56504-308-1 __ Litany of the Tribes Volume 3 1-56504-304-9 __ Litany of the Tribes Volume 4 1-56504-305-7 __ Mokolé 1-56504-306-5 __ Nagah 1-56504-348-0 __ Nuwisha 1-56504-336-7 __ Players Guide to the Changing Breeds 1-58846-318-4 __ Players Guide to the Garou 1-58846-313-3 __ Possessed: A Players Guide 1-58846-307-9 __ Rage Across Egypt 1-58846-301-X __ Rage Across the World Volume 1 1-56504-319-7 __ Rage Across the World Volume 3 1-56504-324-3 __ Rokea 1-56504-364-2 __ Silver Record, The 1-56504-307-3 __ Subsidiaries: A Guide to Pentex 1-56504-358-8 __ Tribebook: Black Furies Revised 1-56504-389-8 __ Tribebook: Bone Gnawers Revised 1-58846-300-1 __ Tribebook: Children of Gaia Revised 1-58846-303-6 __ Tribebook: Fianna Revised 1-58846-306-0 __ Tribebook: Get of Fenris Revised 1-58846-312-5

(3801) $29.95 US (3803) $14.95 US (3812) $19.95 US (3811) $19.95 US (3209) $17.95 US (3113) $17.95 US (3404) $12.95 US (3112) $17.95 US (3212) $15.95 US (3079) $17.95 US (3813) $19.95 US (3063) $20.00 US (3074) $15.00 US (3382) $20.00 US (3383) $22.95 US (3081) $19.95 US (3084) $19.95 US (3076) $12.00 US (3807) $29.95 US (3806) $29.95 US (3810) $19.95 US (3114) $17.95 US (3069) $20.00 US (3071) $18.00 US (3083) $17.95 US (3210) $14.95 US (3211) $17.95 US (3851) $14.95 (3852) $14.95 US (3853) $14.95 US (3854) $14.95 US (3855) $14.95 US

22

White Wolf Publishing and Sword and Sorcery Order Form (Oct to Dec)
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PLEASE INDICATE ON THIS ORDER FORM THE ITEMS YOU WOULD LIKE TO PRE-ORDER AND GIVE IT TO YOUR RETAILER
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VAMPIRE PLAYERS GUIDE THE RED SIGN VENTRUE CHRONICLES THE WOUNDED KING (VICTORIAN 3) THE EYE OF GEHENNA (CLAN NOVEL SAGA 2) THE PUPPET MASTERS (BRUJAH 3) DARK AGES: MAGE GRIMOIRE PLAYERS GUIDE TO THE HIGH CLANS DARK AGES: BRITAIN DARK AGES: BRUJAH (DACN 8) DARK AGES: MALKAVIAN (DACN 7) DARK AGES: TOREADOR (DACN 9) PAST LIVES TRIBEBOOK: STARGAZERS TRIBEBOOK: UKTENA TRIBEBOOK: WENDIGO TRADITION BOOK: VERBENA TRADITION BOOK: VIRTUAL ADEPTS HOUSES OF THE FALLEN DAYS OF FIRE EXALTED: THE SIDEREAL KINGDOM OF HALTA SHADES OF GRAY SHADOW GAMES VAMPIRE BY GASLIGHT DEAD ROSES FOR A BLUE LADY BLACK HAND STARTER DISPLAY BLACK HAND BOOSTER DISPLAY PLAYER’S GUIDE TO RANGERS AND ROGUES VIGIL WATCH: SECRETS OF THE ASAATTHI PLAYER’S GUIDE TO MONKS AND PALADINS THE FAITHFUL AND THE FORSAKEN CREATURE COLLECTION III: SAVAGE BESTIARY LUCLIN MONSTERS OF LUCLIN REALMS OF NORRATH: FORESTS OF FAYDARK SOLUSEK’S EYE CRY HAVOC MONTE COOK’S ARCANA UNEARTHED:THE DIAMOND THRONE ANGER OF ANGELS RAVENLOFT PLAYER’S HANDBOOK RAVENLOFT GAZETTEER IV ORDER BOOK: GABRIELITES CITY STATE OF THE INVINCIBLE OVERLORD CAVERNS OF THRACIA MANUAL OF MONSTERS ALLIANCE AND HORDE COMPENDIUM GAMMA WORLD PLAYER’S HANDBOOK MUTANTS AND MACHINES OUT OF THE VAULTS

2305 2431 2460 11192 11271 11122 20060 20007 20021 11212 11211 11213 3814 3861 3862 3863 4659 4660 8203 8281 8814 8826 21010 21011 5041 12997 2635 2636 8309 8335 8305 8317 8303 16512 16514 16513 16522 16122 16141 16131 15005 15023 17006 8393 8392 17201 17202 17250 17251 17252

1-58846-243-9 1-58846-245-5 1-58846-244-7 1-58846-858-5 1-58846-846-1 1-58846-816-X 1-58846-411-3 1-58846-289-7 1-58846-290-0 1-58846-832-1 1-58846-831-3 1-58846-833-X 1-58846-319-2 1-58846-320-6 1-58846-321-4 1-58846-322-2 1-58846-415-6 1-58846-416-4 1-58846-760-0 1-58846-762-7 1-58846-669-8 1-58846-670-1 1-58846-602-7 1-58846-603-5 1-58846-520-9 1-58846-844-5 1-58846-042-8 1-58846-043-6 1-58846-147-5 1-58846-143-2 1-58846-094-0 1-58846-137-8 1-58846-138-6 1-58846-066-5 1-58846-064-9 1-58846-133-5 1-58846-062-2 1-58846-023-1 1-58846-057-6 1-58846-060-6 1-58846-091-6 1-58846-087-8 1-58846-074-6 1-58846-990-5 1-58846-991-3 1-58846-070-3 1-58846-063-0 1-58846-069-X 1-58846-067-3 1-58846-022-3

VAMPIRE VAMPIRE VAMPIRE VAMPIRE FICTION VAMPIRE FICTION VAMPIRE FICTION DARK AGES DARK AGES DARK AGES DARK AGES FICTION DARK AGES FICTION DARK AGES FICTION WEREWOLF WEREWOLF WEREWOLF WEREWOLF MAGE MAGE DEMON DEMON EXALTED EXALTED ORPHEUS ORPHEUS MIND’S EYE THEATRE SONJA BLUE FICTION VTES VTES SCARRED LANDS SCARRED LANDS SCARRED LANDS SCARRED LANDS SCARRED LANDS EVERQUEST EVERQUEST EVERQUEST EVERQUEST MALHAVOC PRESS MALHAVOC PRESS MALHAVOC PRESS RAVENLOFT RAVENLOFT ENGEL NECROMANCER NECROMANCER WARCRAFT WARCRAFT GAMMA WORLD GAMMA WORLD GAMMA WORLD

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VAMPIRE: GEHENNA VAMPIRE: GEHENNA, THE FINAL NIGHT VAMPIRE: BLOODY SEPTEMBER (CLAN NOVEL SAGA 3) ROAD OF HUMANITY INQUISITOR COMPANION DARK AGES: GANGREL (DACN 10) WEREWOLF: APOCALYPSE WEREWOLF: THE LAST BATTLE MAGE: ASCENSION MAGE: JUDGMENT DAY WORLD OF DARKNESS: TIME OF JUDGMENT THE OUTCASTE BLOOD AND SALT THE ORPHAN-GRINDERS ORPHEUS: ENDGAME LAWS OF JUDGMENT IN THE BLOOD BLOOD SEA: THE CRIMSON ABYSS ECHOES OF THE PAST: THE SLARECIAN LEGACY REALMS OF NORRATH: DAGNOR’S CAULDRON COMPLETE BOOK OF ELDRITCH MIGHT BOOK OF HALLOWED MIGHT CHAOSITECH DENIZENS OF DREAD VAN RICHTEN’S GUIDE TO THE SHADOW FEY MAGIC & MAYHEM GAMMA WORLD GAME MASTER’S GUIDE

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__ Tribebook: Glass Walkers Revised 1-58846-308-7 __ Tribebook: Red Talons Revised 1-58846-309-5 __ Tribebook: Shadow Lords Revised 1-58846-311-7 __ Tribebook: Silent Striders Revised 1-58846-314-1 __ Tribebook: Silver Fangs Revised 1-58846-316-8 __ Werewolf Chronicles Volume 2 1-56504-322-7 __ Werewolf Players Guide Second Edition 1-56504-352-9 __ Werewolf Storytellers Companion Revised 1-56504-323-5 __ Werewolf Storytellers Handbook Revised Edition 1-58846-304-4 __ World of Rage, A 1-56504-362-6

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__ Hunter: The Reckoning 1-56504-735-4 __ Hunter: Apocrypha 1-56504-744-3 __ Hunter Book: Avenger 1-56504-739-7 __ Hunter Book: Defender 1-56504-740-0 __ Hunter Book: Hermit 1-56504-748-6 __ Hunter Book: Innocent 1-56504-742-7 __ Hunter Book: Judge 1-56504-743-5 __ Hunter Book: Martyr 1-56504-745-1 __ Hunter Book: Redeemer 1-56504-746-X __ Hunter Book: Visionary 1-56504-747-8 __ Hunter: Fall from Grace 1-58846-708-2 __ Hunter: First Contact 1-58846-704-X __ Hunter: Holy War 1-58846-702-3 __ Hunter Players Guide 1-58846-700-7 __ Hunter Storytellers Companion 1-56504-736-2 __ Hunter Storytellers Handbook 1-58846-701-5 __ Hunter Survival Guide 1-56504-737-0 __ Hunter: The Infernal 1-58846-710-4 __ Hunter: The Moonstruck 1-58846-707-4 __ Hunter: The Nocturnal 1-58846-705-8 __ Hunter: The Spellbound 1-58846-709-0 __ Hunter: The Walking Dead 1-56504-741-9 __ Hunter: Urban Legends 1-58846-711-2 __ Hunter: Utopia 1-58846-706-6

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__ Laws of Ascension Companion 1-58846-516-0 __ Laws of the East 1-56504-730-3 __ Laws of the Hunt Revised Edition 1-58846-511-X __ Laws of the Reckoning 1-58846-515-2 __ Laws of the Resurrection 1-58846-513-6 __ Laws of the Wild Revised 1-58846-501-2 __ Laws of the Wyld West 1-56504-504-1 __ Mind’s Eye Theatre: Book of the Wyrm 1-58846-507-1 __ Mind’s Eye Theatre: Dark Epics 1-58846-506-3 __ Mind’s u0Ì Theatre: Faith and Fire 1-58846-517-9 __ Mind’s Eye Theatre Gift Deck 1-58846-509-8 __ Mind’s Eye Theatre: The Anarch Guide 1-58846-519-5 __ Mind’s Eye Theatre: The Camarilla Guide 1-56504-731-1 __ Mind’s Eye Theatre: The Changing Breeds (Vol 1) 1-56504-733-8 __ Mind’s Eye Theatre: The Changing Breeds (Vol 2) 1-58846-502-0 __ Mind’s Eye Theatre: Changing Breeds (Vol 3) 1-58846-512-8 __ Mind’s Eye Theatre Discipline Deck 1-56504-698-6 __ Mind’s Eye Theatre Prop Deck 1-56504-679-X __ Shining Host, The 1-56504-510-6 __ Shining Host Players Guide, The 1-58846-508-X __ Vampire Storyteller Guide 1-58846-503-9

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__ A World of Darkness Second Edition 1-56504-207-7 __ Mummy: The Resurrection 1-58846-203-X __ Mummy Players Guide 1-58846-235-8 __ World of Darkness: Blood and Silk 1-56504-242-5 __ World of Darkness: Blood-Dimmed Tides 1-56504-354-5 __ World of Darkness: Combat 1-56504-316-2 __ World of Darkness: Mafia 1-58846-226-9 __ World of Darkness: Midnight Circus 1-56504-317-0 __ World of Darkness: Tokyo 1-56504-633-1

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__ Hengeyokai: Way of the Beast Courts 1-58846-514-4 __ Laws of the Night Revised 1-56504-589-0 __ Laws of Ascension 1-58846-500-4

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28

__ Aberrant: The Directive 1-56504-685-4 __ Aberrant: Elites 1-56504-692-7 __ Aberrant: Fear and Loathing 1-56504-689-7 __ Aberrant Players Guide 1-56504-687-0 __ Aberrant: Project Utopia 1-56504-631-5 __ Aberrant: ReignofEvil.com 1-56504-690-0 __ Aberrant: Teragen 1-56504-683-8 __ Aberrant: XWF 1-56504-688-9 __ Aberrant: Year One 1-56504-629-3 __ Aberrant Storytellers Screen 1-56504-627-7 __ Aberrant Worldwide Phase I 1-56504-684-6 __ Aberrant Worldwide Phase II 1-56504-686-2 __ Exposé: Aberrants 1-56504-630-7

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Clan Tremere Trilogy
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Victorian Age Trilogy
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__ Adventure 1-56504-608-0

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Clan Novel Saga
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Other Dark Ages Fiction
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Predator & Prey Series
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29

Tribe Novel Series
__ Tribe Novel: Shadow Lords & Get of Fenris (Book 1) 1-56504-855-5 __ Tribe Novel: Silent Striders & Black Furies (Book 2) 1-56504-883-0 __ Tribe Novel: Red Talons & Fianna (Book 3) 1-56504-884-9 __ Tribe Novel: Bone Gnawers & Stargazers (Book 4) 1-56504-886-5 __ Tribe Novel: Children of Gaia & Uktena (Book 5) 1-58846-812-7 __ Tribe Novel: Silver Fangs & Glass Walkers (Book 6) 1-58846-813-5 __ Tribe Novel: Black Spiral Dancers & Wendigo (Book 7) 1-58846-822-4 (11150) $6.50 US (11151) $6.50 US (11152) $6.50 US (11153) $6.50 US (11154) $6.50 (11155) $6.50 US (11156) $6.50 US

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Specialty items designed to appeal White Wolf fans worldwide.

Dice Trilogy of the Fallen
__ Demon: Ashes and Angel Wings (Book 1) 1-58846-805-4 __ Demon: The Seven Deadlies (Book 2) 1-58846-806-2 __ Demon: The Wreckage of Paradise (Book 3) 1-58846-807-0 (10090) $6.99 US (10091) $6.99 US (10092) $6.99 US __ Dark Ages Revised Dice 1-58846-053-3 __ Demon: The Fallen Dice 1-58846-051-7 __ Exalted Dice 1-56504-624-2 __ Mage: The Ascension Dice 1-56504-452-5 __ Scarred Lands Dice 1-58846-169-6 __ Vampire: The Masquerade Dice 1-56504-591-2 __ Werewolf: The Apocalypse Dice 1-56504-570-X (20010) $6.99 (8210) $6.99 US (8810) $6.99 US (4051) $6.99 US (8399) $6.99 US (5602) $6.99 US (5637) $6.99 US

The Year of the Scarab Trilogy
__ Year of the Scarab: Heralds of the Storm (Book 1) 1-56504-857-1 __ Year of the Scarab: Lay Down With Lions (Book 2) 1-58846-803-8 __ Year of the Scarab: Land of the Dead (Book 3) 1-58846-804-6 (10020) $6.50 US (10021) $6.50 US (10022) $6.50 US

Camarilla and Sabbat Pin Set
This pin set contains 34 pins (one from every vampire clan and bloodline) and two ankh necklaces (one Camarilla and one Sabbat). They come with a heavy stock cardboard base, making them easy to display. The display board is only slightly larger that our previous pin display — but holds more than twice as many pins! The following pins are included in this set:
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ Brujah Gangrel Malkavian Nosferatu Toreador Tremere Ventrue Assamite Giovanni Ravnos Lasombra Tzimisce Setite Brujah Antitribu Gangrel Antitribu Malkavian Antitribu Nosferatu Antitribu Toreador Antitribu Ventrue Antitribu Serpents of Light Assamite Antitribu Ravnos Antitribu Panders Kiasyd Blood Brothers Harbingers of Skulls Salubri Antitribu (2701) (2702) (2703) (2704) (2705) (2706) (2707) (5631) (5632) (5633) (5634) (5635) (5644) (5648) (5649) (5650) (5651) (5652) (5653) (5654) (5655) (5656) (5657) (5658) (5659) (5660) (5661) $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US $4.95 US

Trilogy of the Second Age
__ Exalted: Chosen of the Sun (Book 1) 1-58846-800-3 __ Exalted: Beloved of the Dead (Book 2) 1-58846-801-1 __ Exalted: Children of the Dragon (Book 3) 1-58846-802-X (10080) $6.50 US (10081) $6.50 US (10082) $6.50 US

Other World of Darkness Fiction
__ Dark Kingdoms: Three Novels by Richard Lee Byers (Wraith) 1-56504-984-5 __ The Quintessential World of Darkness 1-56504-880-6 __ Truth Until Paradox, Second Edition (Mage) 1-56504-904-7 __ War in Heaven 1-56504-890-3 __ The Winnowing 1-56504-982-9 (11049) $11.99 US (11079) $15.99 US (11902) $6.50 US (11071) $5.99 US (11082) $5.99 US

Science Fiction and Fantasy
__ The City on the Edge of Forever 1-56504-964-0 __ The Day I Swapped My Dad For Two Goldfish (tradeback) 1-56504-199-2 (11949) $11.99 US (12553) $14.99 US

30

__ __ __ __ __ __ __ __ __ __

Baali Caitiff Ghoul Samedi Salubri Lasombra Antitribu Daughters of Cacophony Camarilla Ankh Necklace Sabbat Ankh Necklace Complete set with backing board for all pins 1-56504-151-8 __ New Pins Only (one each of 22 pins) 1-56504-797-4

(5662) $4.95 US (5664) $4.95 US (5665) $4.95 US (5666) $4.95 US (5667) $4.95 US (5668) $4.95 US (5670) $4.95 US (2708) $4.95 US (5663) $4.95 US (5647) $177.95 US (5669) $108.95 US

Zippo Lighters
__ Hunter: The Reckoning Lighter __ Mage: The Ascension Lighter __ Werewolf: The Apocalypse Lighter (5213) $29.95 US (5215) $29.95 US (5214) $29.95 US

World of Darkness Coffee Mugs
__ Mage: The Ascension Coffee Mug __ Werewolf: The Apocalypse Coffee Mug (5299) $12.95 US (5301) $12.95 US

Assorted Merchandise
__ __ __ __ __ __ __ Demon: The Fallen Mousepad Exalted Mousepad Mage: The Ascension Ethergoggles Vampire License Plate Music From the Succubus Club Audio CD Werewolf Klaive Vampire Revised CD-Rom 1-5604-167-4 (5585) (5586) (5606) (5232) (5959) (5590) (5720) $12.95 US $12.95 US $64.95 US $9.95 US $14.99 US $249.95 US $59.95 US

World of Darkness Pin Set
__ Full Display Set (5717) 1-56504-511-4 $99.00 US Includes display board and two of each of the following pins. Pins are also available separately. __ White Wolf pin (5715) 1-56504-539-4 $4.95 US __ Vampire: The Masquerade pin (5707) 1-56504-516-5 $4.95 US __ Kindred of the East pin (5714) 1-56504-540-8 $4.95 US __ Vampire: The Dark Ages pin (5712) 1-56504-542-4 $4.95 US __ Werewolf: The Apocalypse pin (5708) 1-56504-517-3 $4.95 US __ World of Darkness pin (5716) 1-56504-538-6 $4.95 US __ Mage: The Ascension pin (5709) 1-56504-518-1 $4.95 US __ Wraith: The Oblivion pin (5710) 1-56504-519-X $4.95 US __ Changeling: The Dreaming pin (5711) 1-56504-522-X $4.95 US

Apparel

Clan T-Shirts __ Assamite T-Shirt: L (5871), XL (5872), __ Brujah T-Shirt: L (5880), XL (5881), __ Gangrel T-Shirt: L (5856), XL (5857), __ Giovanni T-Shirt: L (5877), XL (5878), __ Lasombra T-Shirt: L (5865), XL (5866), __ Malkavian T-Shirt: L (5874), XL (5875), __ Nosferatu T-Shirt: L (5886), XL (5887), __ Ravnos T-Shirt: L (5868), XL (5869), __ Setite T-Shirt: L (5859), XL (5860), __ Toreador T-Shirt: L (5850), XL (5851), __ Tremere T-Shirt: L (5883), XL (5884), __ Tzimisce T-Shirt: L (5853), XL (5854), __ Ventrue T-Shirt: L (5862), XL (5863), XXL (5873); XXL (5882); XXL (5858); XXL (5879); XXL (5867); XXL (5876); XXL (5888); XXL (5870); XXL (5861); XXL (5852); XXL (5885); XXL (5855); XXL (5864); $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US

Tribe Necklaces
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ Ananasi Bastet Black Furies Bone Gnawers Children of Gaia Corax Fianna Get of Fenris Glasswalkers Gurahl Mokolé Nagah Nuwisha Ratkin Red Talons Rokea Shadow Lords Silent Striders Silver Fangs Stargazers Uktena Wendigo (5739) (5740) (5726) (5727) (5728) (5741) (5729) (5730) (5731) (5742) (5743) (5744) (5745) (5746) (5732) (5747) (5733) (5734) (5735) (5736) (5737) (5738) $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US $12.95 US

World of Darkness T-Shirts __ Demon: The Fallen T-Shirt: L (5572), XL (5573), XXL (5574); __ Exalted T-Shirt: L (5992), XL (5993), XXL (5994); __ Exalted Abyssals T-Shirt: L (5916), XL (5917), XXL (5918); __ Hunter: The Reckoning T-Shirt: L (5977), XL (5978), XXL (5979); __ Mage: The Ascension Revised T-Shirt: L (5763), XL (5764), XXL (5765); __ Werewolf: The Apocalypse Revised T-Shirt: L (5760), XL (5761), XXL (5762); $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US $21.95 US

World of Darkness Candle Holders
__ Werewolf: The Apocalypse Votive Holder & Candle (5461) $12.95 US

31

Come Ins i de…

Insi de
Welcome to the Sword & Sorcery Insider It’s Fall Already?

1554 Litton Drive Stone Mountain, GA 30083
cover art by XXX

Combining all the best elements of a product catalog and a quarterly special-interest magazine, the Insider is your source for articles and insights on your favorite Sword & Sorcery Studios games, as well as news on upcoming releases. Not only that — it’s totally free!

…Actually, we’re just heading into summer as I write this, but the leaves will be changing color by the time you read it. A new era of d20 will have begun, with the release of the 3.5 editions of the PHB, DMG and MM. Sword & Sorcery Studios remains at the forefront of the d20 market, with Scarred Lands, Ravenloft and Warcraft going 3.5 — as well as select titles from Malhavoc Press and Necromancer Games. Plus, October sees the launch of another d20-friendly line, the perennial sci-fi RPG favorite, Gamma World!

Table of Contents

Monte Cook’s Arcana Unearthed: The Diamond Throne
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. 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 5 is © 2003 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. Page 9 is © 2003 Sony Computer Entertainment America Inc. Arthaus, Scarred Lands, Sword and Sorcery and the Sword and Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. Malhavoc Press is a trademark owned by Monte J. Cook. All rights reserved. Necromancer Games is a trademark of Necromancer Games, Inc. All rights reserved. All other titles are trademarks of, and all other characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. 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 under “Jungle Troll Racial Traits” (page 5); under “Bleak Crow” from “Tiny Magical Beast” to the italicized text immediately before the “Description” header and under the “Combat” section (page 6); and the feat descriptions after the descriptive paragraph under “Alyeetth Kassuk Style” (page 7) 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 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Alliance & Horde Compendium Copyright 2003, Blizzard Entertainment. Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc. Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.

C ontents
Apocalypse Now Soultech 2
A new edition of the classic Gamma World campaign setting launches this October. 3.5 compatible!

Gamma World

4

A special preview from the forthcoming Gamma World Player’s Handbook.

Warcraft

Ask Not For Whom the Bell Trolls…
Manual of Monsters and Alliance & Horde Compendium bring trolls — and a lot more — to the Warcraft RPG. 3.5 compatible!

5

Scarred Lands
Creature Collection III
All monsters great and small populate the next installment of the fan-favorite Creature Collection series. 3.5 compatible!

6 7

Serpent Samurai
Vigil Watch: Secrets of the Asaatthi features the devious and deadly serpent-race of asaatthi. 3.5 compatible!

Ravenloft
Ravenloft Players Handbook
After seeing the 3.5 revisions, we had to give Ravenloft a face-lift too. 3.5 compatible!

8

EverQuest
To the Moon!
Why have source material on Luclin when EverQuest’s world of Norrath is so large?Find out here!

9

Malhavoc Press
The Diamond Throne
Your character could be an official part of the campaign setting for the popular Arcana Unearthed variant player's handbook!

10

Necromancer Games
City State of the Invincible Overlord
The return of the classic Judges Guild campaign setting! 3.5 compatible!

11

Sword & Sorcery Studios Products
New Releases
October November December

Backlist

12 13 15 16

Gamma World
Apocalypse Now
Gamma World has been part of the roleplaying game scene almost as long as I have! Metamorphosis Alpha — a game in which characters trapped on a giant out-of-control spaceship investigate the mysteries of their environment — debuted in 1976. Two years later, the first edition of Gamma World appeared, set on a future Earth that suffered the terrible calamities hinted at in Metamorphosis Alpha ’s backstory. It was a small game, but exuberant, with weird mutants, killer robots and a strong sense that absolutely anything might be around the corner. There’ve been half a dozen successive editions since then, each changing rules and settings in various ways. Now it’s Sword & Sorcery Studios’ turn. The biggest difference with our take on Gamma World is a move away from fearsome atomic radiation as the source of mutations and other troubles. Instead, biotechnology and nanotechnology are the sources of change. Fun as ’50s monster movies and superhero comics are, being exposed to hard radiation gives you cancer a lot more often than it gives you super-powers. Engineered living organisms, on the other hand, are viable in the real world. Extrapolating from there, they become the perfect catalyst for the game, making it possible to build superior tools, living and inanimate, and opening the gateway to true artificial intelligence and to the manipulation of matter atom by atom. People can reshape themselves and their descendants. They can also try to interfere with what others are up to — and interfere they do. After an age of science-fictional marvels, it all blows up in the Final Wars. Enter your characters, three generations later, in a world transformed by war and by all the unplanned consequences of so much tinkering. Living in the Gamma Age is a lot like living in a new age of mythology. New species and unique crea2
Gamma World Player’s Handbook Page 13

by Bruce Baugh, Gamma World Developer

A new edition of the classic Gamma World campaign setting launches this October.
tures — from the organic to the synthetic — roam the landscape. For instance, self-aware technology, dubbed “soultech,” is common, creating a whole new dynamic for dealing with technology. Individuals and communities possess special gifts and vulnerabilities of their own. The world is a mystery, and survival requires constant effort. From the star t, we wanted Gamma World to appeal to fans new and old. Long-time fans of the setting will find many old favorites updated, plus some surprises. Newcomers can enjoy the exciting setting even if they’ve never played previous editions. We’ve drawn on real science and real speculation about future possibilities, as well as on our predecessors’ hard work in gaming, with the goal of making a dramatic and fun campaign setting. The sidebar on genotypes and the following page on soultech give you a glimpse of what to expect in this edition of Gamma World. Enjoy!

Genotypes
Gamma World and d20
The Gamma World campaign setting uses the

d20 Modern rules. It’s an
excellent fit, given the flexibility of d20M character classes and rules. We established new occupations and classes so that characters can be the next generation of epic heroes: warriors, scholars, explorers, leaders and adventurers of all kinds. It was easy to add new special talents for the setting, along with all kinds of new technology. We also include new rules for dealing with communities, to make leadership more comprehensible and more interesting. And we expanded the Gamma World tradition of rules for investigating unknown technology into a system that covers social phenomena like the behavior and taboos of strangers. And if you don’t have ready access to d20 Mod-

There are four genotypes, or “races,” open to Gamma World player characters (PCs). Stock humans are the descendants of the survivors of the Final Wars, who have lived, bred and prospered in the aftermath of Armageddon. Pure-strain humans have managed to shield themselves from the social, environmental and biological ravages of the Final Wars. Mutants are the vast diversity of “humanlike” beings that roam the Gamma World, though as often as not they are the product (or descendants) of intentional design rather than random mutation. Finally, by the end of the Final Wars humanity had gone beyond even customizing life to create it out of whole cloth. Synthetics include everything from armored robots to passably human androids and even hybrids of man and machine.

Pre-Campaign Development
A character’s ability scores, genotype, and occupation can be thought of as a foundation, upon which the structure of the character is built. This construction continues for as long as the character is played. Gamma World heroes start the game as 3rd-level characters. Each level of a starting character represents a stage in that character’s life. For some characters, 1st level might have lasted a decade as the character herded cattle and the biggest challenges he faced were stray calves. Another character might have defend her herd against monstrous mutant wolves and bandits — or monstrous mutant wolf bandits! — moving rapidly from one character level, and life stage, to the next.
Gamma World Player’s Handbook is available this October. Mutants and Machines, a sourcebook of organic and manufactured foes suitable for any d20 game, releases in November. Out of the Vaults, a collection of weapons, gadgets and other technology, is scheduled for December.
3

ern, there’s an appendix
with conversion notes for using the new 3.5 Player’s

Handbook.

potlight S Soultech
Spotlight on:

A special preview from the forthcoming Gamma World Player’s Handbook.
To reflect this, the GM makes a DC 20 functionality check if a device being used is not yet analyzed through every layer. Add 1 to the d20 roll for each unanalyzed complexity layer. If the check succeeds, the device balks for reasons of its own. This can be roleplayed, or the GM may simply note “The readout screen is scrolling some red icons you don’t understand, and the gun isn’t firing.” Example: Janus of Three Hills Village has spent some time dealing with his greatest treasure: a selfaware plasma pistol (class MX-QR3), which he has learned to call “Max.” Janus and Max can “talk” when Max is held, thanks to a dermal telepathic link. Their conversations are both enlightening and confusing. Janus often thinks Max is laughing at him. Max has Int 12, Wis 14, Cha 10, for a total of 3 analysis layers (2 from Wis 14 and +1/2 from Int 12, which rounds up to 3.) Janus has managed to open one layer, enough that the gun lets him fire it. One day, a pack of Baddar bandits attacks Janus. He draws Max and begins firing. Max’s recalcitrance bonus is +2, for the two unanalyzed layers. The GM rolls 19 + 2 = 21, and Max balks. The GM explains that fragments of military uniforms the Baddars wear are in Max’s “Allied Forces” database, and Max won’t fire on them until it (Max) is more comfortable with Janus’ authority (i.e., until more analysis layers have been removed). Janus uses some curses Max taught him, and draws his sword. At least the sword never talks back.

on:

requires a separate check. The item comes fully under the character’s contr ol when all layers ar e removed. Removing the outermost layers unlocks the device’s simplest functions; each successive layer opens further functionality. Alternatively, if there are few functions, unlocking layers can make the device increasingly user-friendly.

The First Encounter
The first analysis of a soultech device is the most important. It is at this point that the mind of the machine forms its impression of the being who attempts to wield it. The cliché that “you never get a second chance to make a first impression” is especially true when applied to soultech. Failure by more than 10 on the first analysis check makes all other checks more difficult; for each point over 10 that the roll fails, add 1 to the DC of all subsequent checks relating to that soultech device.

Convincing a self-aware item to work is often a difficult process. It is not a matter of pushing buttons. The item pushes its own buttons… as long as it understands what you want and is willing to let you have it. Deciphering a soultech device is a mix of insight and interrogation, experimentation and negotiation. To reflect this, the person attempting the analysis may choose one of his three mental abilities — Intelligence, Wisdom, Charisma — to use as his skill bonus. The analysis check is usually DC 20, plus any bonus the soultech item has to the same attribute. Getting every bit of functionality out of a soultech item is akin to peeling an onion. It has 1 layer per point of the highest mental ability bonus + 1 for every 2 points (rounded up) in the other two mental abilities. Removing each layer

Recalcitrant Machines
Soultech is complex, and it exists in a world very different from the one it was programmed for. Basic safety and override routines are often activated spuriously, and many devices have evolved very broad interpretations of their primary programming. They’ve had generations to look for loopholes, after all. As a consequence, a gun might decide that the charging rakox it is being aimed at is an “endangered species” and so cannot be shot — and, no, this has nothing to do with the fact the gun haven’t been cleaned in days, why do you ask? Teaching tools to think was perhaps the least wise decision humanity made.
4

W a r c r a f t Roleplaying Game
Ask Not For Whom the Bell Trolls…
One of the questions we’ve heard most often regarding the new Warcraft RPG is “why aren’t you using a mana-based spell system?” I won’t answer that here. Another one is, “why aren’t trolls in the core rules?” The answer to that is: “Because we just didn’t have room!” We always planned on including trolls — and other races like blood elves, gnomes and naga — as a PC race option. Trolls are especially interesting, considering that they’re not the long-nosed, rubbery, wartcovered critters you may be used to from the Monster Manual. You’ll find complete rules on trolls as monsters in the Manual of Monsters and trolls as player characters in the Alliance & Horde Compendium. Manual of Monsters is just what you’d think — a monster book full of almost every creature from the Warcraft
by E. Deirdre Brooks, Warcraft RPG co-developer

Manual of Monsters and Alliance & Horde Compendium bring trolls — and a lot more — to the Warcraft RPG

computer games, designed for 3.5 rules. Alliance & Horde is all about expanded campaign options — new prestige classes, new spells and, of course, new races. Which brings us back to our pal, the troll. The excerpt below is just a sampling of the new stuff you can look forward to in our next couple of Warcraft RPG supplements. And just wait till you see what we have planned for next year….

Dungeons and Dragons Warcraft the Roleplaying Game

Manual of Monsters page 12

Troll, Jungle
Description: Jungle trolls are wily humanoids who live in Azeroth’s wilderness. Their society is tribal and regimented. Each tribe includes a chieftain, who is either the most powerful warrior in the tribe or the most accomplished witch doctor, and leads his soldiers in raids against other creatures. Each tribe has at least one witch doctor who assists the chieftain with advice and spells. Trolls are adept hunters and daring adversaries. Trolls are evil and dangerous creatures, with the exception of the Darkspear tribe. During the Horde’s exodus to Kalimdor, the orcs rescued the Darkspears from the mysterious Sea Witch. The resulting relationship with the noble orcs and tauren is changing the Darkspear trolls’ savage nature. Darkspears have no qualms slaying their vile brethren. Appearance: Trolls are monstrous in appearance. Skin color varies based on subspecies; jungle troll hides are light blue to dark gray. They have pointed, almost elflike ears, long noses and elongated, sharp faces. Troll teeth are myriad and pointed. They are tall and wiry, averaging 7 feet in height and weighing 220 pounds. Affiliation: Horde. They have no specific hatred of the Alliance races, but they are loyal foremost to the Horde. The Allied races do not trust the trolls at all, especially after suffering at the hands of forest trolls in the Second War.

Jungle Troll Racial Traits

• +4 Strength, +4 Con, –2 Int, –2 Cha. Jungle trolls are a
strong and hardy race, but are suspicious of outsiders.

• Medium: As Medium creatures, jungle trolls have no
special bonuses or penalties due to their size.

• Jungle troll base land speed is 30 feet. • Fast Heal (Ex): Jungle trolls recover 1 hit point per round. • Automatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orc, Taur-ahe. • Favored Class: Barbarian. • Level Adjustment: +1. Due to their physical might, trolls
are somewhat more powerful yet gain character levels more slowly than most of the other races common to Azeroth.

Manual of Monsters is available this October, and Alliance & Horde Compendium is scheduled for December.
5

Following in the footsteps of its two popular predecessors — Creature ColBleak Crow lection Revised and last year’s ENnie Tiny Magical Beast award-winning Creature Collection II: Hit Dice: 2d10 (11 hp) Dark Menagerie — Creature CollecInitiative: +4 Speed: 10 ft. (2 squares), fly 40 ft. (average) tion III: Savage Bestiary offers a new Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14 and deadly assortment of creatures who Base Attack/Grapple: +2 / –12 populate such dangerous regions as the Attack: Claw +8 melee (1d3–4) desert, jungle, ocean and plains. The Full Attack: 2 claws +8 melee (1d3–4) monsters have descriptions for use in the Space/Reach: 2-1/2 ft. / 0 ft. Special Attacks: Steal soul Scarred Lands, focusing on the wild Special Qualities: Animate corpse puppet, bolster corpse puppet, damage realms of Termana and the ancient sureduction 5/silver, darkvision, spiritual link, spell resistance 12 percontinent of Asherak. Still, like the Saves: Fort +3, Ref +10, Will +2 previous Creature Collections, these Abilities: Str 3, Dex 19, Con 10, Int 10, Wis 14, Cha 10 scores of creatures can be used in any Skills: Hide +12, Listen +7, Move Silently +10, Spot +7 Feats: Weapon Finesse (claw) d20 campaign you like. Environment: Any land Like previous volumes in the series, Organization: Solitary or team (1 bleak crow and 1 corpse puppet) Creature Collection III is the result of Challenge Rating: 1 a unique partnership between Sword Treasure: None & Sorcery Studios and d20 Game MasAlignment: Usually neutral evil Advancement: 3–7 HD (Tiny); 8–10 HD (Small) ters and players. We chose submissions Level Adjustment: — through an open call on the SSS web The bird looks like a large, white-feathered crow or raven. Its pale feathers site from places as diverse as the United have a soft, almost luminescent look to them. States, Germany, Australia, Poland, and Description Hong Kong. These fans got to add their This fell creature can capture the souls of dying creatures, a service it often own monster ideas to one of the most performs for titans or evil gods. The body of an individual whose soul is thus captured rises as a zombie-like undead under the crow’s control. successful d20 settings available. Combat Not only are Bleak crows are poor fighters and only attack if a creature whose soul the monsters in they covet is close to death. They prefer to let their corpse puppets do Creature Colthe fighting and flee if assaulted. lection III very Steal Soul (Su): As a standard action, a bleak crow can capture the soul of a sentient creature who is dying or has been dead no more than one diverse, they’re hour. The bleak crow must make a Will check with a DC equal to the also fully comtarget’s total character level or Hit Dice. The victim cannot be raised or patible with the resurrected until its soul is released, whether because the crow does so voluntarily or is slain, or with the use of a limited wish or similar magic. 3.5 r evised Animate Corpse Puppet (Su): The captured soul’s body animates as a rules. To whet corpse puppet under the bleak crow’s control. It is an undead creature your appetite, with stats and abilities identical to a zombie but with bonus hit points equal to the victim’s character level or Hit Dice. check out the Bolster Corpse Puppet (Su): A bleak crow can dispel turning and bolster deceptively undead on its corpse puppet as if the crow was an evil cleric of level small and inofequal to its Hit Dice. Spiritual Link (Su): The corpse puppet shares the bleak crow’s damage fensive creature reduction and magic resistance through a spiritual link. known as the Skills: A bleak crow has a +4 racial bonus on Listen and Spot checks. bleak crow. Creature Collection III: Savage Bestiary page 14 Creature Collection III: Savage Bestiary is available this December.
6

carred ands S L
Creature Collection III
All monsters great and small populate the next installment of the fan-favorite Creature Collection series
by Anthony Pryor, Scarred Lands co-developer

carred ands S L
SERPENT SAMURAI
F OR by Andrew Bates, Sword & Sorcery Studios managing editor
CUNNING W ARRI ORS AND POWERFUL SPELLCASTERS , THE ASAATTHI ARE HARD TO BEAT… JUST DON ’T LOOK TO THEM FOR A HUG .

I created the mysterious and malevolent asaatthi for the Creature Collection back in 2000. They grew from a mélange of influences: feudal Japanese and Chinese culture and legend, ancient Egyptian society and mythology, a dash of Elric, fond memories of a friend’s old fantasy campaign, and a desire to make a more challenging — and enduring — reptilian foe than, say, lizardfolk. Those sneaky spellcasting serpents have lurked in the shadows of the Scarred Lands ever since, awaiting their moment to strike. They get their chance with Vigil Watch: Secrets of the Asaatthi. Authors Werner Hager, Ben Lam and Will Timmins infuse the serpentfolk with a depth and richness that goes beyond my initial thought of “wouldn’t it be cool to have warrior-wizard snake dudes?” In fact, it’s packed with so much — history, culture, new feats, spells, prestige classes and rules for playing them as PCs — that we made the whole book bigger than we’d planned. You’ll see the serpentfolk in all their glory this October. Till then, here’s a preview of some of the setting flavor and rules crunch you can look forward to:

Vigil Watch: Secrets of the Asaatthi page 12

Technique Feats

This is a Lie The asaatthi warrior schools [Asaatth Technique]
You have learned to deceive through your fighting style. Prerequisites: Int 13, Combat Expertise, Improved Feint, base attack bonus +5. Benefit: You can make a Bluff check to feint in combat as a free action. This is an extraordinary ability.

hearken back to the foundation of Asaii Tthul, the Asaatthi Empire, back in the Second Age. The schools’ time-honored techniques push the boundary between physical skill and arcane power, and have contributed to asaatthis’ reputation as powerful warrior-wizards.

Alyeetth Kassuk Style
Though conceived as a defensive form, alyeetth kassuk — “the sword that is not” — works through subterfuge and deception. “Strike first and strike last” is the motto of its students, while masters of the art prefer the more elegant “strike but once.” A skilled swordsman relies on his weapon skills. By removing that foundation, a practitioner of this style renders her foe vulnerable and learns to avoid the same pitfall herself.

My Lie is Strong [Asaatth Technique]
You have focused your skill at feinting to the point of flawless execution. Prerequisites: Int 13, Bluff 6 ranks, This is a Lie, base attack bonus +5. Benefit: You count your Bluff rank as doubled when making a Bluff check to feint in combat. This is an extraordinary ability.

False is the Blademaster [Asaatth Technique]
Each style teaches the student to look at her surround-

ings in a particular way. By understanding where your opponents focus their attention, you can stay in their “blind spot.” Prerequisites: Int 13, Bluff 6 ranks, This is a Lie, base attack bonus +7. Benefit: You disappear from perception, not just from view. Only your weapon remains visible. All attacks against you suffer a 50% miss chance unless an opponent has true seeing or a similar effect. You are not invisible per se, and spells such as invisibility purge do not dispel this technique. This is a mind-altering supernatural effect. Special: Maintaining this technique requires a successful Bluff check to feint against your opponent, determined at the start of each round you wish to maintain the effect. It applies against multiple foes.

Vigil Watch: Secrets of the Asaatthi releases this October.
7

R aven l o ft
Ravenloft Player’s Handbook
Welcome to the Land of Mists. Welcome to the crucible of virtue and the spoils of damnation. Welcome to the Realm of Dread. Welcome to Ravenloft, and to the new Ravenloft Player’s Handbook. With the release of Wizards of the Coast’s Player’s Handbook, Edition 3.5, we though hard about whether it was necessary to update the Ravenloft Campaign Setting. Certainly, revising the d20 rules to keep pace with the 3.5 edition was a factor. And we’ve just released the 3.5-compatible Ravenloft Dungeon Master’s Guide. But, just as importantly — if not most importantly — we felt that it was time to refine and further explore the campaign setting as a whole. So, this October, the Ravenloft Player’s Handbook replaces the popular Ravenloft Campaign Setting. It contains a wealth of useful information for players and DMs. It has new information and expanded guidelines for creating characters and adventuring in the Dread Realms. Each character class has been given a new look that makes it uniquely suited to Ravenloft.
Ravenloft Player’s Handbook page 12 Ravenloft Gazetteer IV page 13

In the wake of the 3.5 revision to the PHB, DMG and MM comes the update to Ravenloft
by Jackie Cassada and Nicky Rea, Ravenloft co-developers

Just as any other class, fighters may become corrupt through gaining too much power. It is all too easy for someone who offers a physical solution — often a violent solution — to most problems to lose sight of a greater purpose. Instead, he may indulge in glorying in gore for its own sake. If a fighter uses force in most situations, especially force far exceeding the threat offered, he may be on the road to corruption. It is one thing to turn to violence once diplomacy and stealth have failed, but rushing into combat first or relishing pounding lesser threats into the ground may call for a powers check at the DM’s option.
— from Chapter Two: Player Characters, Ravenloft Player’s Handbook

A fresh look at the core classes and the addition of exciting new pr estige classes are only a few of the goodies contained in this book. We’ve revisited skills and feats, and we’ve looked closely at spells and how they also differ in the Land of Mists. We discuss some of the most feared monsters of the Dr ead Realm along with ways to hunt them and survive. Take a tour of the Realms or find out mor e about Gothic fantasy. Explore ways to protect your character fr om the Dark Powers’ temptations and discover the telltale signs along the path of corruption. Find out how a land’s cultural level affects the magic and technology of its people. And discover a new dimension in Ravenloft — the Masques. More than just an update from 3rd Edition to 3.5, the Ravenloft Player’s Handbook is a completely fresh take on the setting. Your Ravenloft campaign will never be the same. Ravenloft Player’s Handbook, compatible with 3.5 rules, releases this October. Ravenloft Dungeon Master’s Guide, also 3.5 compatible, is available now.

8

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

There was some hubbub on the forums at EQrpg.com about the decision to release a pair of books about the moon Luclin before two of the continents (Kunark and Velious) of the planet Norrath were even touched. Fortunately, we have good reasons, so in addition to sharing a peek at some of Luclin’s exciting content, I’ll share our rationale. First, the argument is a misstatement. We have released information about Kunark and Velious for EQrpg. Both the EverQuest RPG Player’s Handbook and the EverQuest RPG Game Master’s Guide contain descriptions of the regions of those continents. Plus, Monsters of Norrath includes a host of monsters from each locale. Second, EverQuest online’s release “Shadows of Luclin”

EverQuest Moon!
Why have source material on Luclin when EverQuest’s world of Norrath is so large?
hit stores about the time writing assignments were finalized for the EverQuest RPG Player’s Handbook. We had access to Luclin on a beta server, we just didn’t know it well enough at the time to put it in the core book. As a result, we wanted to make sure it got covered before too much time passed. Finally, there was a lot content relating to Luclin. The only way we could relate it to the rest of the already enormous world was in a separate book. After all, the online content has become ever more polished with each expansion, The cohesiveness of Kunark’s content far outstripped the sometimes jumbled original continents of Antonica and Fawyder. Velious upped the ante again. With Luclin, EQ Online brought together a myriad of plotlines left dangling since the game first launched. Some players decry how these plotlines were resolved because they did not seem natural extensions of the stories as originally introduced — but, goodness, give the online game’s designers a break! They’re a large group of diverse individuals creating a huge world on deadline. It’s inevitable that lines get crossed, especially back before EQ was guaranteed survival, let alone mega-hit status. It’s a rich world and a great story, moreso with the addition of Luclin. And when good story is involved, Sword & Sorcery Studioes cannot ignore it. So for some insight on just what to expect from Luclin, take a peek at the enclosed excerpt.
Luclin page 12 Monsters of Luclin page 14

Solusek’s Eye page 15

The Shissar
The rise on Norrath of the shissar snake-folk did not escape the goddess Luclin’s notice. The shissar became arrogant as their empire grew; they became convinced that their power rivaled the gods themselves. The gods visited a curse on the shissar, in the form of a deadly green mist that caused the snake-folk to sicken and die. Punished for their presumption, the shissar faced destruction. A handful of survivors found a way to escape from Norrath, fleeing to Luclin’s moon. Most of their power was lost, and the few snake-people who remained were a fearful, superstitious and paranoid lot. Luclin thought long about their fate, but at length allowed them to stay in the region known as the Grey. The common folk on Norrath believed that the shissar were gone forever, driven to extinction by the vengeance of the gods. The iksar, enslaved by the wicked snake-people, rejoiced and emerged to become one of the greatest races of Norrath. Memory of the shissar faded until they became creatures of myth. No one knew that the shissar lived on, lurking in their last lair on the moon of Luclin, still served by the descendants of their iksar slaves. The surviving shissar began construction of a new temple and covered the Grey with a vast dome of magical force that drew all air from the region to the temple. Safe from the scourge of the greenmist, the shissar began to settle into their new home….

Luclin is scheduled to hit shelves in early October, followed by Monsters of Luclin at the end of the month.
9

M alhavoc ress P
The Diamond Throne
by Monte Cook
To celebrate the release of Monte Cook’s Arcana Unearthed and The Diamond Throne, Malhavoc Press is sponsoring a contest open to all fans. To win, all you have to do is to create a character — something that’s already a lot of fun, right? • First prize earns you a freelance contract of $1,000.00 to publish your character! • Second prize gets your character published, and an autographed copy of Legacy of the Dragons: An Arcana Unearthed Bestiary! In order for your character to qualify, you must abide by the following criteria: 1. You must create the character using the rules — races, classes, feats, spells, and so on — found in Monte Cook’s Arcana Unearthed. The character stats must be correct, and your entry must include all the infor mation on the Arcana Unearthed character sheet (found on page 250 of the book). 2. The character’s background must be compatible with the setting provided by The Diamond Throne. 3. Your entry must be typed in English and fit onto no more than two singlesided typed pages. At the top of each page, you must include your name, complete mailing address, and email address. No cover letter is necessary, but incomplete entries will be disqualified. Entrants under the age of 18 must include the name and phone number of their parent or legal guardian.

Dive into the new setting for Monte Cook’s Arcana Unearthed — your rewards await!

The mysterious alabasts, marooned on this world for centuries, hail from a dimension unimaginably distant and command powers few understand…. Slassan are horrible amalgams of spider and serpent haunting the shadows — the legacy of a now-dead race that personified evil…. The mage priest makes pacts with gods and demons, using their names to fuel his magic. This is the world of The Diamond Throne, a high-fantasy realm like no other. This is a land where giants rule, where the legacies of a shattered kingdom of evil are everywhere and magic can tame dragons with something as simple as a name. This November, Malhavoc Press releases The Diamond Throne, a 96-page follow-up to Monte Cook’s Arcana Unearthed. This sourcebook details monsters, magic items, and prestige classes that go along with Arcana Unearthed, and provides an overview of a completely compatible setting. All this source material is compatible with the d20 rules, so players can use this sourcebook any way they like.

Get Published and Earn $1,000!
Send your entries to: Arcana Unearthed Contest c/o White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, GA 30083 Entries must arrive at that address no later than December 31, 2003. All entries become the property of Malhavoc Press. Limit one entry per person. Characters will be judged on both the use of game statistics and the originality and writing of the character’s background. The first-prize winner’s character and the 10 second-prize winners’ characters will appear either in an upcoming Malhavoc Press product or on montecook.com.

For complete official contest rules, please visit http://www.montecook.com/contest.html.
10

ecromancer NGames
City State of the

Invincible Overlord
by Bill Webb, Necromancer Games

The retur n of the classic Judges Guild campaign setting!

A long time ago in a junior high school far, far, away, I received a package in the mail containing a little orange book and a big map. The year was 1977, and that impossibly large and detailed map and little orange book contained the text of the first real city ever designed for D&D. As I paged through the 64 half pages of text, I realized… Oh, my God! This thing has all the shops detailed and even the goods and prices of items that you could buy! Before this, our city adventures consisted primarily of “I go to town and buy some plate mail”, and “What does the bartender tell us about local dungeons?” This package changed everything. It altered the playing field of fantasy roleplaying forever. The booklet was The City State of the Invincible Overlord. No other fantasy city setting compares to the classic feel and content of this book (well, Haven came close). Now, after 26 years, Necromancer Games is pleased to announce the return of this campaign setting masterpiece. Is it famous? An Internet search gave 31,000 results for Tomb of Horrors, 81,000 results for all of Greyhawk, and 77,000 results for the City State of the Invincible Overlord! Even after 26 years it remains one of the best-known and most beloved settings! We took pains making sure that the clarity and quality of our work

altered none of the original content. Revised by ENnie Awardwinning author Patrick Lawinger and the rest of the Necromancer team, this book is guaranteed to be the most detailed, complete, and useful city supplement in the revised 3rd Edition rules. Bob Bledsaw, the original creator of the Judges Guild, was involved at every step to ensure that we were true to the original.

The new City State of the Invincible Overlord captures the feel of the package that arrived in my mailbox those many years ago, and has the benefit of the latest rules and design available in the 21st century! The City State is a vast city with shops and services that simply can’t be found elsewhere. It contains hundreds of NPCs, shops, taverns, adventure links — and of course, plots and intrigue! Over 350 locations are detailed but with plenty of room to add more or to

change existing elements. It is designated as a lawful evil city, so most individuals are out for themselves and are content to stay out of other people’s problems. While laws are strictly enforced, they require that someone bear witness to a crime. More often than not, witnesses simply don’t “see anything.” As with travel through the untamed wilds, the goal here is survival. The City State thrives on trade and mercantile activity, so there is an ebb and flow of all types of individuals. Trolls, orcs and even ogres are seen on the streets; many have their own homes and some even have positions of esteem and respect within the government. Anyone with an item to trade or a service to provide is allowed into the City State, so long as they follow the many labyrinth laws — or at least don’t get caught breaking them. Appendices describe generic NPCs and dozens of new magic items, monsters and gods. To make this product truly complete, we added the dungeons from the original Wraith Overlord. This collection of 10 dungeon locations beneath the relative calm of the City State is a deadly battleground for many temple factions as well as for the Assassin’s Guild, Thieves’ Guild, and Amazons who work directly for the Overlord. Hey, it wouldn’t be Necromancer if it didn’t include a dungeon!

City State of the Invincible Overlord releases this December.

11

sword and sorcery october releases
Player’s Guide to Rangers and Rogues™
The Vigilant & the Villainous
The enigmatic ranger and the silent rogue are masters of the hunt, whether after a hated enemy or in pursuit of profit. Their subtle abilities, whether used for ends noble or foul (or something in between), are often indispensable.

Vigil Watch: Secrets of the Asaatthi™
Feared Warriors of the Arcane
Cold. Cunning. Masters of sword and spell. Such words describe the serpent-folk known as the asaatthi, yet still little is known of their ancient history, their rich culture, their once-influential role in the world… and their plans for the future.

Ravenloft® Player’s Handbook
Step into the Darkness
Explore the Lands beyond the Mists, a world only hinted at in nightmares. Vampires stalk the night without fear of retribution. Shapeshifters rule their subjects with iron claw and blooded fang. The walking dead prey upon the living for their own mysterious ends. These are the realms of Ravenloft, a place like no other, where terror reigns supreme. Only the bravest of heroes dare risk eternal night to bring hope to the fearful populace.

The Children of Mormo Gather
The second volume in the Vigil Watch series for the Scarred Lands™, this sourcebook explores the mysterious asaatthi race — their creation in the Epoch of Mormo, the rise and fall of their culture and their future goals. Also discover tips for using these serpent-folk in any d20 campaign, from the creatures’ lairs and tactics to unique magic and prestige classes.

The Way of Stealth and Shadow
This is the fourth sourcebook in the essential Player’s Guide Series from Sword & Sorcery Studios™, detailing the strengths and abilities of rangers and rogues.
This Player’s Guide is published under the Open Game License and is 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-147-5 Stock #: 8309 Retail Price: $23.95 U.S. Page Count: 144 Authors: James Maliszewski, Rhiannon Louve, and more. Developer: Joseph D. Carriker, Jr. Artists: SSS staff

Everything You Need to Be a Hero
This core rulebook completely updates the popular Ravenloft® setting, making it fully compatible with revised 3rd Edition rules. It has a wealth of vital information on everything from basic character classes, skills, feats and spells to the many lands, people and monsters hidden within the Mists. Hardcover.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the D20 System.
ISBN: 1-58846-143-2 Stock #: 8335 Retail Price: $21.95 U.S. Page Count: 128 Authors: Kevin Kulp, Ben Lam and Will Timmins Developers: Andrew Bates and Joseph D. Carriker, Jr. Artists: SSS staff

Ravenloft books are published under license with Wizards of the Coast and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-091-6 Retail Price: $34.95 U.S. Stock #: 15005 Page Count: 256

Authors: SSS staff Developers: Jackie Cassada and Nicky Rea Artists: SSS staff

Cry Havoc™
When Armies March…
Of all the events that can affect a campaign, war is perhaps the most complex and deadly. It also proves a boon to GMs and players alike, who find new adventures, intrigues, and opportunities on the battlefield. When armies march, nations tremble and heroes come to the fore.

Luclin™
Journey to the Moon
The goddess Luclin has lifted the veil that hid her moon. Granted access to this wondrous lunar world, the races of Norrath encounter the legacy of the Combine Empire that once united Norrath; face the awesome power of the shissar race who dared challenge the gods themselves; and discover the fate of the cat people of Odus whose entire city was teleported from Norrath to Luclin. And even greater mysteries of lunar civilizations native to Luclin await those bold enough to face them.

Manual of Monsters™
Here Be Dragons... and Demons... and Zombies!
From the merciless Burning Legion to the five draconic broods, from the undead Scourge to the savage centaur, the world of Azeroth is rife with malevolent creatures. Manual of Monsters takes the many monsters and allies from the hugely popular series of Warcraft real-time strategy computer games and translates them for Dungeons & Dragons® Warcraft® the Roleplaying Game.

The Essential d20 Guide to War
Following the model of the popular event book Requiem for a God™, 3rd Edition co-designer Skip Williams brings you Cry Havoc. This book examines all aspects of war in a d20 fantasy setting: From its political causes to grand strategy; from battlefield maneuvering to raising armies; from prolonged sieges to lightning commando raids. And of course, Cry Havoc includes a host of new spells, feats, items, and prestige classes.

And Maybe Never Return
Luclin discusses the moon of Norrath in detail, including its peoples and cities, its dangers, dark secrets and treasures. This 224-page hardcover sourcebook contains an entire new campaign world for GMs and players to add to their fantasy game.

From Computer Screen to GM Screen
This core rulebook has all the game statistics required to put over 200 Warcraft creatures in conflict with your player characters. Each monster features a complete description and background – much of it previously unknown, even to players of the RTS games! Hardcover.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-023-1 Retail Price: $21.95 U.S. Stock #: 16122 Page Count: 136

EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-066-5 Retail Price: $29.95 U.S. Stock #: 16512 Page Count: 224

Author: Skip Williams Artist: SSS staff

Author: Anthony Pryor with Ester Ann Sauter Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: Keith Parkinson

Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the D20 System.
ISBN: 1-58846-070-3 Retail Price: $29.95 U.S. Stock #: 17201 Page Count: 192

Authors: Bob Fitch, Chris Metzen, Will Timmins and more. Developers: E. Deirdre Brooks and Mike Johnstone Cover Artist: Samwise Didier

12

sword and sorcery october releases
Gamma World® Player’s Handbook
Up From the Ruins
The Final Wars destroyed civilization, and the world became the domain of savages and monsters. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind.

Discover a New World
Welcome to a new edition of the classic sci-fi adventure game, energized for the 21st century! Gamma World Player’s Handbook pays homage to the classic editions of years past, while incorporating entirely new concepts certain to appeal to fans new and old. Play humans, mutants and new races created in the chaos of the Final Wars, out not just to survive but to thrive in the midst of danger and mystery. Hardcover.

Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-069-X Retail Price: $34.95 U.S. Stock #: WW17250 Page Count: 224

Authors: Ian Eller, Mikko Rautalahti, Geoff Skellams, and Lizard Developer: Bruce Baugh Artists: SSS staff

sword and sorcery november releases
Player’s Guide to Monks and Paladins™
The Dedicated & the Devoted
There are those who pursue adventuring as a means to glory and riches… then there are those who battle chaos and evil in dedication to a higher cause. Whether they take up sword and shield in the name of what is righteous and just, or master physical arts in the eternal quest for perfection of mind, body and spirit, these champions are anything but ordinary.

The Faithful and the Forsaken™
Dark Dwarves and Lost Elves
Once, the high elves commanded a powerful empire, opposed only by the wicked charduni – ferocious evil dwarves with a thirst for conquest. Today, both races are a mere whisper of their former selves. The elves went from high to forsaken as they lost their god, while the charduni’s vast kingdom crumbled to a small remnant.

Ravenloft Gazetteer IV ™
Strange Creatures Stalk the Realms
Terror and intrigue govern the realms, from Invidia’s cursed ruling family to the savage heart of Verbrek’s dark forests, from the ruthless and doomed ruler of Valachan to the vicious lord of the shattered land of Sithicus. The danger and challenges that these realms present tempt the hardiest of souls and lure countless adventurers to their doom.

The Search for Salvation
Yet change is in the wind. Hope of possible salvation rouses the forsaken elves. The dark dwarves also stir, determined to regain the favor of their dread god, Chardun. And as two fallen races struggle for redemption, the conflict of ancient enemies threatens to begin anew.

Can True Heroes Survive?
The fourth Gazetteer provides a deeper look at the lands of Invidia, Verbrek, Valachan and Sithicus… and of the sinister creatures who rule them. Perfect for single adventures and ongoing campaigns, Ravenloft Gazetteer IV is useful for both players and Dungeon Masters.

Unlock the Power of Devotion
This is the fifth sourcebook in the essential Player’s Guide Series from Sword & Sorcery Studios™, detailing the incredible abilities granted to monks and paladins.

This Player’s Guide is published under the Open Game License and is 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-094-0 Retail Price: $23.95 U.S. Stock #: 8305 Page Count: 144

Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-137-8 Retail Price: $19.95 Stock #: WW8317 U.S. Page Count: 112

Ravenloft® books are published under license with Wizards of the Coast and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-087-8 Retail Price: $25.95 U.S. Stock #: 15023 Page Count: 160

Authors: Deirdre Brooks, C.A. Suleiman & Jack Geiger Developer: Joseph D. Carriker, Jr. Artists: SSS staff

Authors: Ben Lam and Rhiannnon Louve Developer: Anthony Pryor Artists: SSS artists

Authors: James Lowder, John Mangrum, Anthony Pryor and more Developers: Jackie Cassada and Nicky Rea Artists: SSS staff

13

sword and sorcery november releases
The Diamond Throne™
The Malhavoc Handbook II
The August release of Monte Cook’s Arcana Unearthed, the first Malhavoc Handbook, challenges players everywhere with new options and choices. This book supports those options with new rules and provides GMs with supplemental material of their own.

Monsters of Luclin™
Forget Goblins – Fight Grimlings!
The moon of Luclin teems with monsters the likes of which heroes of Norrath have never seen. The creatures often encountered on the world of Norrath are not in evidence on this lunar landscape. New dangers live here, in places like the rugged Umbral Plains and the airless surface region known only as the Grey – from exotic beasts to powerful and legendary foes that stalked the surface of Norrath itself in ancient times.

Mutants and Machines™
The Wildlife of a Ruined World
Once, not so long ago, scientists played with genes like toys, and created computers that thought and dreamed. Then came the Final Wars, and the rise of the Gamma World. Now, new species of plants and animals fill the places humanity once ruled, and things that were once tools prey on the descendants of their makers.

Go Beyond Arcana Unearthed Unearthed!
Features of this exciting new book from 3rd Edition co-designer Monte Cook include 10 new prestige classes based on the Arcana Unearthed classes; dozens of new monsters; hundreds of new magic items that build on the new feats and spells in Arcana Unearthed; and the basics of the Malhavoc Handbook setting: the lands of the Diamond Throne.

Machines That Think… and Hunt
This first supplement for the popular Gamma World® campaign setting covers things both animal and mechanical that roam the post-apocalyptic future. You’ll find descriptions of mutated creatures and of electronic “species,” with rules for use as both monsters and as player characters. Hardcover.

Dread Horrors, Not Dragons
Monsters of Luclin contains statistics and descriptions of over 100 original monsters, including such fresh faces as umbrous toilers, lightcrawlers, fungoids and unique, epic-level opponents such as Emperor Ssraeshza himself!

Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3rd Edition rules and the D20 System.
ISBN: 1-58846-057-6 Retail Price: $18.95 U.S. Author: Monte Cook Artist: Sam Wood Stock #: 16141 Page Count: 96

EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-064-9 Retail Price: $21.95 Stock #: 16514 Page Count: 128

Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-067-3 Retail Price: $34.95 U.S. Stock #: WW17252 Page Count: 224

Author: Anthony Pryor Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: William O’Connor

Authors: Patrick O'Duffy, Charles Wendig, David A. Wendt and more Developer: Bruce Baugh Artists: SSS staff

sword and sorcery december releases
Creature Collection III: Savage Bestiary™
Inhabitants of a Savage Land
The realm of fantasy is rife with creatures both monstrous and aweinspiring. Strange beasts may be found in trackless jungles, invincible mountain ranges, mighty rivers and frigid wastes. Unusual races — charduni dwarves, forsaken elves and species even more mysterious — pose enormous challenges to those heroes who brave the lands of adventure.

City State of the Invincible Overlord™
Return to the City State
Scour the slave markets of the Invincible Overlord, solve the mystery behind the temple tempters or delve into the intrigues of the Black Lotus. Crawl through the catacombs beneath the city, and encounter the minions of the Wraith Overlord!

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!

The First And Best Fantasy City of All Time
Judges Guild’s City State of the Invincible Overlord has been updated for today’s gamer. Nothing ever produced can compare to its scope and scale. It contains over 300 fully detailed shops, hundreds of interesting NPCs and a full color fold-out map of the city. For the first time ever all in one place, you’ll find the original City State plus content from the rare Judges Guild module Wraith Overlord. Thousands of hours of adventure are all in this one huge, fantastic sourcebook! Hardcover.

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!

More Monsters Revealed!
This latest volume of the wildly popular Creature Collection™ series presents a host of new creatures for use in your 3rd Edition d20 fantasy campaign. Creature Collection III contains bizarre monsters of Termana, amazing new humanoid races, and much more! Hardcover.

Sword & Sorcery™ books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System. This book contains creatures that can be added to any ongoing campaign.
ISBN: 1-58846-138-6 Retail Price: $29.95 U.S. Stock #: WW8303 Page Count: 224

Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3.5 rules and the d20 System.
ISBN: 1-58846-990-5 Retail Price: $34.95 U.S. Stock #: 8393 Page Count: 240+map

Sword & Sorcery books are published under the Open Gaming License and are 100% compatible with 3.5 Edition rules and the d20 System.
ISBN: 1-58846-991-3 Retail Price: $29.95 U.S. Stock #: 8392 Page Count: 160+map

Authors: SSS staff Developers: Joseph Carriker and Anthony Pryor Artists: SSS Artists

Authors: Patrick Lawinger, Bob Bledsaw and Bill Owen Developers: Clark Peterson and Bill Webb Artists: SSS staff

Author: James Collura, based on material by Paul Jaquays Developers: Bill Webb and Clark Peterson Artists: SSS staff

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sword and sorcery december releases
Anger of Angels™
Paradise Lost?
The sanctity of Heaven was shattered when prideful angels rebelled. Though the fallen host was cast out, the battle between Heaven and Hell rages on, with mortals becoming pawns on both sides.

Realms of Norrath: Forests of Faydark™
An Idyllic Elven Paradise
The enormous forest of Faydark dominates the entire northern landscape of the continent of Faydwer. This expanse is home to many of Norrath’s elvish races. The Feir’Dal, or wood elves, live primarily in their treetop city of Kelethin, while the Koada’Dal, their high elf cousins, live in the marble-walled city of Felwithe on the edge of Faydark.

Solusek’s Eye™
As Near Lord Nagafen You Dare Step
The mouths of two caverns are set in a cliff edge overlooking an enormous lake of lava. Actually, the caverns are not mouths so much as a pair of eyes… each glaring across the lava to the entrance of the fabled Temple of Solusek Ro. Even those adventurers daring enough to enter that temple know that dark and dangerous forces hide behind each eye, including the dragon Nagafen himself.

Wage Heavenly War!
Anger of Angels gives you the tools to run a campaign amid the struggle between Heaven and Hell, whether in a standard fantasy or a more modern setting. Use angels and demons as supernatural advisors and manipulators, or allow angelic and demonic player characters to take the field. The book details 10 new kinds of angels and a dozen new demons, describes archangels and the lords of Hell, maps out Heaven and Hell, and offers new feats, classes, mortal organizations, and angelic and demonic magic.

Out of the Pot, Into the… Lava?!
Solusek’s Eye contains adversaries aplenty — including the environment itself! This adventure sourcebook details this dungeon’s many dangers, from the fire and lava goblins and their enormous keep, to the fire giant wizards, sonic bats and death beetles that guard a dragon’s lair. EverQuest: Role-Playing Game books are published under the Open Game License. ISBN: 1-58846-062-2 Retail Price: $18.95 U.S. Stock #: 16522 Page Count: 96

Surrounded by Evils Untold
This sourcebook is the first to present information about the continent of Faydwer, home to four player character races. The elves that dwell within the forest get special attention – as do the countless forces poised against them, such as the orc empire of Crushbone and the vampiric sorcerer Mayong Mistmoore.

Sword & Sorcery books are published under the Open Game License and are 100% compatible with 3rd Edition rules and the d20 System.
ISBN: 1-58846-060-6 Retail Price: $21.95 U.S. Stock #: 16131 Page Count: 128

EverQuest: Role-Playing Game books are published under the Open Game License.
ISBN: 1-58846-133-5 Retail Price: $23.95 Stock #: 16513 Page Count: 144

Author: Sean K. Reynolds Artist: Alan Pollack

Authors: SSS Staff Developers: Stewart Wieck and Scott Holden-Jones Cover Artist: Mark Smylie

Authors: SSS Staff Developers: Steward Wieck and Scott Holden-Jones Cover Artist: Eric Polak

Alliance and Horde Compendium™
Reinforcements Have Arrived!
Humans and orcs are far from the only races on the war-torn world of Azeroth. Magic-wielding blood elves, powerful trolls and many more races have come forth to fight the malevolent Burning Legion and the undead Scourge... and one another.

Out of the Vaults™
Buried Secrets
The warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose… for good or evil.

Order Book: Gabrielites™
The Warriors of the Lord
The Gabrielites are often called judges of life — or angels of death. Once, their Heaven lay outside the gates of Nuremberg, but today it is the city’s center, towering above one of Europe’s largest squares. The influx of people seeking shelter under the order’s wing has been never ending since the dawn of the new era. From all over Europe, people seek refuge with the Gabrielites.

Super-Science Unleashed
What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This essential Gamma World® sourcebook lays it all out — from nanotechnology to cybernetics and from weapons to vehicles. It also contains new rules for analyzing mysterious technology and for improving the technological level of the heroes’ tribe.

Lead Your Army to Victory!
Individual heroes skirmish and mighty armies clash in this core sourcebook for Dungeons & Dragons® Warcraft® Roleplaying Game, based on the popular series of Warcraft real-time strategy computer games. The Alliance and Horde Compendium offers more new races, prestige classes, spells, and equipment to take up arms against the enemy. Also included are mass combat rules and material from Blizzard’s new Warcraft III: The Frozen ThroneTM RTS expansion!

The Force of the Winnowing
Order Book: Gabrielites is a key sourcebook for Engel™, Europe’s finest roleplaying game — now in English! Two books for the price of one, it reveals both the inner structures of the angelic Gabrielites and the status of 27th-century Nuremberg, the “secret capital of Europe.” Wander through the wondrous floating city of the black-clad warrior angels. Learn the problems that the amassing refugees — and other dangers — pose to the angelic order. ISBN: 1-58846-073-8 Retail Price: $19.95 U.S. Stock #: WW17006 Page Count: 96

Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.
ISBN: 1-58846-022-3 Retail Price: $21.95 U.S. Stock #: WW17253 Page Count: 128

Sword & Sorcery books are published under the Open Game License and are 100% compatible with revised 3rd Edition rules and the d20 System.
ISBN: 1-58846-063-0 Retail Price: $21.95 Stock #: 17202 Page Count: 128

Authors: James Maliszewski and John Snead Developer: Bruce Baugh Artists: SSS staff

Authors: Bob Fitch, Chris Metzen, James Maliszewski and more Developer: Mike Johnstone Cover Artist: Samwise Didier

Authors: Oliver Hoffmann and Oliver Graute Developers: Oliver Graute and Oliver Hoffmann Artist: Tobias Mannewitz

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orcery S word S & B acklist
b a c k l i s t
__ Scarred Lands Dice 1-58846-169-6 (8399) $6.99 US __ Blood Bayou 1-58846-145-9 (8328) $18.95 US __ Scarred Lands DM’s Screen 1-58846-170-X __ Scarred Lands Gazetteer: Ghelspad 1-58846-161-0 __ Scarred Lands Gazetteer: Termana 1-58846-186-6 __ Secrets & Societies 1-58846-183-1 (8313) $8.95 US __ Al’Kabor’s Arcana 1-58846-130-0 __ Befallen 1-58846-129-7 (16503) $29.95 US (16520) $10.95 US __ Burok Torn: City Under Siege (8326) 1-58846-187-4 $17.95 US __ Calastia: Throne of the Black Dragon 1-58846-181-5 (8324) $17.95 US (8301) $24.95 US (8302) $29.95 US (8320) $8.95 US (8340) $10.95 US (8315) $13.95 US __ EverQuest Role Playing Game: Player’s Handbook (16500) 1-58846-125-4 $29.95 US __ EverQuest Role Playing Game: Game Master’s Guide (16502) 1-58846-127-0 $29.95 US __ EverQuest Role Playing Game: Monsters of Norrath (16501) 1-58846-126-2 $29.95 US __ Realms of Norrath: Freeport 1-58846-128-9 __ Realms of Norrath: Everfrost Peaks 1-58846-131-9 __ Temple of Solusek Ro 1-58846-132-7 (16510) $23.95 US (16511) $26.95 US (16521) $12.95 US __ Creature Collection II: Dark Menagerie 1-58846-160-2 __ Creature Collection Revised 1-58846-111-4 __ Divine and the Defeated: The Gods & Titans of the Scarred Lands, The 1-58846-165-3 __ Hollowfaust: City of the Necromancers 1-58846-163-7 __ Serpent and the Scepter, The (8333) 1-58846-118-1 $10.95 US __ Serpent Citadel 1-58846-144-0 __ Serpent in the Fold 1-58846-120-3 __ Shelzar: City of Sins 1-58846-146-7 __ Vigil Watch: Warrens of the Ratmen 1-58846-164-5 __ Wilderness and Wasteland 1-58846-121-1 __ Wise and the Wicked, The 1-58846-167-X (8334) $10.95 US (8332) $10.95 US (8327) $21.95 US (8330) $13.95 US (8331) $12.95 (8312) $17.95 US __ Champions of Darkness 1-58846-081-9 __ Denizens of Darkness 1-58846-077-0 (15003) $21.95 US (15002) $21.95 US (15030) $21.95 US (15000) $29.95 US (15004) $34.95 US (15020) $24.95 US (15021) $24.95 US (15022) $24.95 US (15049) $21.95 US (8311) $24.95 US (8322) $19.95 US __ Hornsaw: Forest of Blood, The (8323) 1-58846-166-1 $17.95 US __ Mithril: City of the Golem 1-58846-162-9 __ Penumbral Pentagon, The 1-58846-185-8 __ Player’s Guide to Clerics and Druids 1-58846-148-3 __ Player’s Guide to Fighters and Barbarians 1-58846-149-1 __ Player’s Guide to Rangers and Rogues 1-58846-147-5 __ Player’s Guide to Wizards, Bards and Sorcerers 1-58846-110-6 __ Relics & Rituals 1-58846-159-9 (8321) $17.95 US (8316) $18.95 US (8308) $23.95 US (8307) $23.95 US (8309) $23.95 US (8306) $23.95 US (8310) $24.95 US The Dead God Trilogy __ Scarred Lands: Forsaken (Book 1) (11661) 1-58846-809-7 $6.50 US __ Scarred Forsworn (Book 2) 1-58846-810-0 __ Scarred Lands: Forbidden (Book 3) 1-58846-811-9 Lands: (11662) $6.50 US (11663) $6.50 US

Fiction
__ Champions of the Scarred Lands (11660) 1-58846-808-9 $6.50 US

__ Heroes of Light 1-58846-082-7 __ Ravenloft Campaign Setting 1-58846-075-4 __ Ravenloft Dungeon Master’s Guide 1-58846-084-3 __ Ravenloft Gazeteer I 1-58846-080-0 __ Ravenloft Gazetteer II 1-58846-083-5 __ Ravenloft Gazetteer III 1-58846-086-X __ Ravenloft Tarokka Deck 1-58846-090-8

__ Relics and Rituals II: Lost Lore (8314) 1-58846-182-3 $25.95 US __ Scarred Lands Campaign Setting: Ghelspad 1-58846-184-X (8325) $24.95 US

__ Scarred Lands Campaign Setting: Termana (8341) 1-58846-142-4 $29.95 US

__ Secrets of the Dread Realms and Dungeon Master’s Screen (15001) 1-58846-076-2 $14.95 US

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S wordS orcery
__ Van Richten’s Arsenal Volume I (15010) 1-58846-079-7 $24.95 US __ Van Richten’s Guide to the Walking Dead 1-58846-085-1 (15011) $22.95 US __ Dungeons & Dragons Warcraft the Roleplaying Game (17200) 1-58846-071-1 $34.95 US

&
__ Requiem for a God 1-58846-104-1 __ Skreyn's Register: The Bonds of Magic 1-58846-107-6 __ When the Sky Falls 1-58846-061-4 __ Aberrations 1-58846-095-9 __ Book of Taverns 1-58846-072-X __ Chaos Rising 1-58846-099-1 __ Crucible of Freya 1-56504-485-1 __ Demons and Devils 1-58846-153-X __ Grey Citadel, The 1-58846-098-3 __ Maze of Zayene 2: Dimensions of Flight 1-58846-190-4 __ Morrick Mansion 1-58846-097-5

b

a

c

k

l

i

s

t

(16120) $12.95 US

__ Necropolis 1-58846-116-5

(8390) $29.95 US

B acklist
(16130) $12.95 (16121) $13.95 US __ Raise the Dead 1-58846-096-7 __ Rappan Athuk 1 1-58846-164-4 __ Rappan Athuk 2 1-58846-157-2 __ Rappan Athuk 3 1-58846-158-0 (8379) $13.95 US (8374) $19.95 US (8375) $13.95 US (8350) $7.99 US (8354) $8.95 US (8376) $13.95 US __ Tomb of Abysthor, The 1-58846-150-1 __ Tome of Horrors 1-58846-112-2 __ What Evil Lurks 1-58846-193-9 __ Vault of Larin Karr, The 1-58846-140-8

__ Prisoners of the Maze 1-58846-189-0

(8380) $11.95 US

(8377) $15.95 US (8360) $9.99 US

(8361) $11.95 US (8362) $14.95 US

__ Siege of Durgam’s Folly, The (8370) 1-58846-188-2 $10.95 US (8351) $15.95 US (8387) $29.95 US (8371) $10.95 US (8373) $15.95

__ Banewarrens, The 1-58846-103-3 __ Book of Eldritch Might, The 1-58846-100-9 __ Book of Eldritch Might II: Songs and Souls of Power 1-58846-102-5 __ Book of Eldritch Might III: The Nexus 1-58846-105-X

(16111) $17.95 US (16100) $10.95 US (16101) $12.95 US (16102) $18.95 US

__ The Book of Hallowed Might (16103) 1-58846-108-4 $10.95 US __ Demon God’s Fane 1-58846-101-7 __ If Thoughts Could Kill 1-58846-106-8 __ Mindscapes 1-58846-109-2 (16110) $9.95 US (16150) $9.95 US (16151) $18.95 US

__ Hall of the Rainbow Mage, The (8372) 1-58846-113-0 $15.95 US __ A Lamentation of Thieves 1-58846-093-2 (8383) $18.95 US (8381) $11.95 US

__ Creatures of the Dreamseed 1-58846-122-X __ Engel 1-58846-123-8 __ Engel: Pandoramicum 1-58846-119-X __ Order Book: Michaelites 1-58846-073-8

(17001) $23.95 US (17000) $29.95 US (17002) $4.95 US (17005) $19.95 US

__ Monte Cook’s Arcana Unearthed(16140) 1-58846-065-7 $29.95 US __ Monte Cook’s Arcana Unearthed Screen and Player’s Guide (16142) 1-58846-059-2 $15.95 US

__ Maze of Zayene 3: Tower Chaos (8382) 1-58846-117-3 $11.95 US (8378) $13.95 US

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