Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages (Vampire - the Dark Ages)
Average customer rating: 5 out of 5 stars
  • Absolutely essential..... and try to ignore the cover art!
  • And the Core is expanded.
  • Excellent for Dark ages
  • DA Companion: Absolutely Essential
  • Details Details Details
Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages (Vampire - the Dark Ages)
Fred Yelk , and Leif Jones
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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ASIN: 1565042794

Customer Reviews:

5 out of 5 stars Absolutely essential..... and try to ignore the cover art!.......2006-03-16

This is an absolute essential guide for Dark Ages: Vampire players. It has info on Medieval life, history of the time, religion of the time period, and fictional info on more obscure DA:Vampire bloodlines and disciplines, including the frightening Baali and the mysterious and doomed Salubri. Definitely recommended, excellent reading..... If you're going to play a Dark Ages Vampire game, get this!

4 out of 5 stars And the Core is expanded........2002-03-19

If you have just purchased Vampire: The Dark Ages, then you will want to look deeply into this book. This book contains information to help make vampire chronicles even more dynamic than before. This volume contains a detailed section outlining the various actions and reactions of different religious organizations. I state organizations because too often the word Church is assumed to mean the Holy Roman, or Catholic Church. Although it was a major power in Europe, there were still plenty of other religions in the world; each religion had its own agenda and these are illustrated in the Companion. Now a Storyteller can be sure throw a massive curve into a Chronicle when Cainites are now confronted by not only Catholic clergy, but also pagan and followers of even more remote religions. What basis of belief do the Assamites follow? It is most assuredly not catholicism. With this book, you can get a slight taste for their beliefs, or the beliefs of those in their homelands.

So that is the church, but what about Cainites themselves? The Companion carries the higher level disciplines for the one listed in the Dark Ages core book. The authors have also included more Thaumaturgical paths as well as power to make better Infernalists. This book carries a wide selection of Dark Thaumaturgical paths and rituals. It also carries a few new disciplines altogether. Wait! New disciplines? Who wield them? This volume also adds four new clans/bloodlines. The Laibon, Lhiannan, and Lamia make their possible First Appearances in the White Wolf canon. Their chapters contain information on their origins, structure, beliefs, and discipline just as it does for all others. The one exception is that it also spells out each bloodline's fate. These Cainites do not survive into the modern days, and now you know why. But, I only mention three, who is the fourth?
The Dark ages are a strange time. Not only does it see the "birth" of a new clan, but also the genocidal hunting of another. Yes, the Salubri are still alive at this time and the Companion provides both a clan overview as well as a long listing of Valeren, the Salubri principle power. For all you veterans, Valeren is not the same as Obeah. Now we have the actual power the Unicorns wielded long ago in Enoch, the very power that is said to have temporarily soothed Malkav of his madness. This alone makes the book worth its cost, but the authors have included so much more.

In summary, coupling this book with Vampire: The Dark Ages will only enhance a chronicle. If players feel they done this before, add a few new religious antagonists, or just drop one of the unknown clans into he story to add danger, intrigue, and a huge new enigma to solve. Do not forget to spice the game with the upper levels of Disicplines. You may have a Brujah or a Nosferatu with a ton of Fortitude, but what good is that when you opponent can strike you from across the room without moving? What good is a ton of Potence and Celerity when your weapons shatter upon impacting another Cainite and not leaving the slightest mark? Who said the "things-that-go-bump-in-the-night" in the night do not have their "things-that-go-bump-in-the-night" as well? Can we say Methusala? Sleep well, childer. Sleep well.

5 out of 5 stars Excellent for Dark ages.......2002-02-02

If a chronicle is hard to build, it is a dark ages chronicle, not because of lack of plot, but excess of it, there's too much going on with the church, also there's chivalry and clan differences begin to break the vampire society. Certainly it is a good time to have a companion to give you few details.

It expands existing disciplines providing new ones, with even new rituals. The blood lines also prove to be interesting characters that players might enjoy, and storytellers trying to run the dark ages chronicle will find this book quite useful.

5 out of 5 stars DA Companion: Absolutely Essential.......2001-03-15

While Vampire: The Dark Ages is infinitely resourceful, the Dark Ages Companion is infinitely more so. It has detailed information on aspects of the dark ages which will help any chronicle. Included are several new bloodlines, plenty of new disciplines and new powers for old disciplines, and details on several religions. Possibly the most valuable resource is the new data on combat, including the mass-combat for the armies of the day.

All in all, this product is essential to run a complex chronicle, and well-worth the money.

5 out of 5 stars Details Details Details.......2000-06-19

Great book filled with lots of info on different religions, really helps form backgrounds for npc's. On top of that I also have a pc who is a salubri and It REALLY helps, thank god I found a book that has the discipline of Valeren in it. Anyway overall this book was very helpful.
Vampire: The Dark Ages
Average customer rating: 4.5 out of 5 stars
  • The time of Darkness has Desended
  • All stories have to start somewhere.
  • A Masterpiece - What Storytelling is all about
  • Cool Cool Cool!
  • Definitely Dark
Vampire: The Dark Ages
Jennifer Hartshorn , Ethan Skemp , Mark Rein , Hagen Hassall , and Kevin Hassall
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover

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ASIN: 1565042751

Customer Reviews:

5 out of 5 stars The time of Darkness has Desended.......2002-10-08

This is an OUTSTANDING addition to the Wod; VTM series...

For one thing it takes the main core rules of VTM and combines them with an age in time that already had horrors that we as modern men and women can not relate to..

it insures that it gives you enough advice to properly set a game based on a time that had Kings, Queens, Princes, princesses, Dukes, and well the list could go on.. It is also a time where it was not uncommon to find a "old" vampire running around within the confines of the church directing the slaughter of rival clans and humans.

if you are into the SCA and love VTM then you WANT to add this to your collection

4 out of 5 stars All stories have to start somewhere........2002-03-19

This is the core book, and it succeeds in its purpose wonderfully. It contains enough information for the tried-and-true Storyteller to dive right in and start running games with a more medieval flair. For the new Storyteller, there is a plethora of information available in the book. However, it did seem to lack the depth of knowledge that may sometimes be desired for games. There is enough to run a game, but some Storytellers may find that there is not enough information given on Cainite politics. This is, in fact, the time when Cainites ruled almost openly. There is no Masquerade, Camarilla, or Sabbat. The Dark Ages were a fine time for Cainites to live. I would highly recommend obtaining this and the Companion if you wish to run a Dark Ages game.

As with all game books, there is a section outlining each Discipline as it was. Many players will find that the Dark Ages may have been more deadly and open Cainite warfare raged all over, but their powers are not as violent as expected. While advanced players will try and find new ways to bend the rules, there are lovely counters included, such as Celerity costing far more blood than in modern times; so much for the whirling dervish attack! Along with the Disciplines, there are drastic changes in the clans themselves. Since there is no Camarilla - Sabbat division, all clans interact on a rather equal footing. This means players can use the fiendish Tzimisce right along side the artisan Toreador. Many games may find a Magister waging verbal battle with a Patrician. This book helps show that Cainite society has not always been the way it is under the Masquerade.

The only drawback to the book is that it does cover Cainite society and illuminates the rules for hand-to-hand medieval combat, there is very little on mortal society. It does cover their views and outlooks, but many details seemed to be lack (or I missed them!). A few pages to outline medieval currency and weapons broken down by time would be vastly helpful. After all, few people used rapiers in 966 CE, at least as far as I can tell.

In summary, this book is perfect as a starting point and fulfills its duty wonderfully. You will find the clans are well defined and the disciplines have been renamed and in some case restructured for a more primitive feeling. This review will hopefully show a bit more about the book. At least from a gamer's perspective, it is highly useful and one of my most used books.

5 out of 5 stars A Masterpiece - What Storytelling is all about.......2001-11-19

I wholeheartedly recommend the Whitewolf Vampire:The Dark Ages guide over every other rulebook in the Whitewolf ensemble.

It manages to encompass all of the magic of the original Vampire edition and also adding a fantastical, middle-ages flair to it. The potential for great storytelling is increased ten-fold and when complimented with the Mage:Sorcerer's Crusade it makes for an almost unbeatable tabletop roleplaying experience.

The Dark Ages guide contains a set of modified rules for playing several hundred years previous to the modern Vampire rules (rules on blood, enhanced generation, skills/talents etc) and includes the chance to play some of the vampire clans who had been phased out since the modern times (Salubri, Baali, Capadocian among others. Though they have their own clanbooks as well, enough information in the dark ages guide is included to effectively play them).

I would suggest that any fan of the Whitewolf games pick up this book. It is masterfully written and even engrossing to read despite being a set of rules.

-Zilean

5 out of 5 stars Cool Cool Cool!.......2001-08-22

I have nothing but praise for this book. Down with the Masquerade! Up with the Medievil madness! Gee, this is a really difficult decision... Do we want to walk around, selectivly feeding off of who won't be missed, cowering in the shadows praying (to god?) that we are not seen? Or do we want to go back to when vamipres were at the top of the food chain (where they belong), feeding off of who we please, and the greatest delemma is who is going to dust while you are sleeping all day. Aaaahhhh, the good ol' days!

5 out of 5 stars Definitely Dark.......2001-08-18

When I discovered Vampire: the Dark Ages, I wasn't sure what to expect. Vampire (like most White Wolf core games) is based upon our own society and a group of creatures which exist secretly beneath it.

This books is not like that. It takes the more traditional medieval time period, with a bloody twist. This is a fragile time; clan ties are stronger and clan stereotypes run rampant. History is twisted by the Lasombra and Ventrue, the Tremere are newly created and the Salubri still exist with reasonable numbers. The Cappadocians, now long forgotten (except as the oddly mysterious Harbingers of Skulls) are a powerful clan.

Why five stars? This is not a mock-up of Vampire: the Masquerade. It's something else, something different, something unique. It's a time of chaos in the world of the unliving, a struggle that predates the Camarilla. These are not the Kindred you think you know, they are Cainites to the core. They embrace their unique abilities and use them to command, to conquer, and to thrive.
Dark Ages: Mage (Vampire: The Dark Ages)
Average customer rating: 3.5 out of 5 stars
  • Listen to the EXPERT!!!!!
  • Dark Ages: Mage, Before the Ascension
  • Consider Alternatives!
  • Good job... but did the writers even read what came before?
Dark Ages: Mage (Vampire: The Dark Ages)
Bill Bridges , Kraig Blackwelder , David Bolack , Stephen Michael Dipesa , Mur Lafferty , James Maliszewski , John Maurer , Tara Maurer , and Matthew McFarland
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover

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ASIN: 1588464040

Customer Reviews:

5 out of 5 stars Listen to the EXPERT!!!!!.......2005-01-26

Listen to me! I have been involved in almost all that the WOD has to offer, and I ended up running Dark Ages due to the superior game mechaniacs and game setting. I have also been involved in Mage: The Anscension very much too...and I got to say that the fools from above (those that ranked it 3 or less) do not know what they are talking about. There is nothing wrong w/ the magic systems or game mechanics in this game. For one thing, they are alot simpler (yes it is still up to your imagination and alot of judgement calls by you or your ST into whether this power is dot 1 or 5...) since the modern day counterpart is a headache when it comes to the magic mechanics, due to the complexity of it (which results in nothingness). The game works off your ability to alter Creation. All you need is an imagination, the appropriate Pillar (uncompressed modern day Sphere of power, some similar but is MUCH MORE powerful and is more specialized), and the right level of understanding (which is how many dots you have...). You can do anything as long as you have the right amount of understanding...The casting rolls are simple w/ you rolling, and looking @ the charts for size and duration (depended on how many successes you have), and your damage (depended on successes). It is a beautifully written book, w/ simple rules...so BUY THIS BOOK!

4 out of 5 stars Dark Ages: Mage, Before the Ascension.......2002-12-11

I must admit, I was waiting impatiently for this book more than even the new Dark Ages: Vampire that preceded it (and is necessary in order to make full use of Dark Ages: Mage). I love Mage: The Ascension, especially it's new incarnation in the Revised Edition of that game. This game however is not Mage: The Ascension.

The similarities are obvious and yes, it is the World of Darkness set back into the Dark Medieval, but the truth of the matter is that this is not the same game as it's predecessors, Mage: The Ascension or Mage: The Sorcerer's Crusade. There is no War for Reality, there is no competition. There is only magic. The opening chapter on medieval superstition gives a blanket feel of ambiguity to everything in the age and I think this is where the real strength of this game shines.

This book is not intended for first-time roleplayers. This book is advanced in every respect of the word. As a Storyteller for Dark Ages, having the rules to create and use Mage NPC's in my chronicles is outstanding and the rules for their creation, advancement, societies, everything... is right here. However, I was disappointed by the fact that although this game (and although it requires the use of Dark Ages: Vampire to use it, it -is- a separate and dinstinct game unto itself if allowed) has rules to actually play Mages, I can't say it's that easy. But then again, it obviously isn't supposed to be simple, after all these are willworkers, people whose expectations charge reality and force it to change. It's just not cut and dry.

The character creation is easy. The rules for advancement, simple enough. Unfortunately, it's the ambiguity of each of the pillars that catches me off guard, because, although we are playing these mages and their mindset is critical to their play, having the levels of power measured by interpretation is asking for complications. However, I believe now, after having re-read this book two times + since purchasing it, that it is SUPPOSED to be ambiguous and inexact, facilitating the person to person interpretation that was the rule of the day. After all, if someone easily adhere to exacting rules in the Dark Medieval, they were not Mages. Mages break the rules in every way, shape, and fashion and don't apologize for it; rather they take their success to mean that are due even more power. Enter hubris.

All in all, this is a great book and more visually stunning that I first imagined it would be. The spine, once again, is not attached to the book itself, but I'm beginning to suspect it's not supposed to. I gave this game 4 stars (instead of 3) because of the innate potential of such a game and the Dark Ages line. However, if you're are die hard fan of the Sphere system, I heartily recommend The Sorcerer's Crusade instead. This game is darker, more brutal, and more ambigious. These can be good things in the hands of the right people, but not for everyone.

2 out of 5 stars Consider Alternatives!.......2002-10-09

Dark Ages Mage, or DAMage, is not a game for everyone. And before I get started, I want to make sure everyone knows: you need to have the Dark Ages Vampire core book to play it.

DAMage is not for me. Why? I'm a fan of the Mage: The Ascension game line, and my thoughts start from there. Your mileage may vary.

The game defines magic separately for each group. It defines four "pillars" for each group, each with five ranks. These serve (supposedly) to measure what a Mage can and cannot do. Like any good game mechanic?

A lot of people didn't like the ambiguity inherent in M:tA's description of spheres. If that's you, avoid DAMage like the plague-- DAMage mechanics for Magic are described totally from the in-character point-of-view of the individual paradigm. As a way to understand what each kind of magic can really do, or settle disputes about whether a given Mage has the right knowledge to attempt a casting, they're completely unplayable.

They are, however, creative, even sometimes inspiring. If they were presented as magical theory, rather than a game mechanic, they'd be alright.

They'll also be good for selling supplements. The pillars demand exhaustive lists of "rotes," concrete definitions of individual powers, to be playable, and STs and players will find themselves obliged to go buy the "tradition book" for all the groups they intend to portray.

Another thing that bugged people about Mage: The Ascension, was that the sphere system seems "homogenous." That is, the progression in various abilities is pretty arbitrary, and if it's seen as universal among all kinds of will-workers, it intrudes on the in-character integrity of that paradigm.

I think that's a reasonable objection-- the Mage line's approach to Magic is it's own scenario, and though people claim you can do "any kind" of magic with it, that's not entirely true.

And, I think this helps us see why DAMage was developed along these lines. People wanted each paradigm to make sense "unto itself." Unfortunately, they chose to carry baggage from M:tA over. (Why? In an attempt to sell copy to Mage players.)

Wary of alienating Mage players, they retained an analog to a "sphere system," and gave lip-service to the "dynamic" quality of magic as found in Mage. And the result is something that is a glorified freestyle role-playing of magic, based on flavor text, or, with the eventual publication of massive rote lists, will really boil down to spell lists.

What people don't realize is that M:tA's sphere system was *born* out of a desire for a playable compromise between the reliable klunkiness of spell-lists, and the flexibility, but potential twinkery, of free-form role-play. It's imperfect, but, taken as what it is, it's also superb.

DAMage could have used M:tA's finely-tuned compromise. Instead it tried to reinvent the wheel, moving in both directions, failing to do either justice. DAMage could have been Mage: the Ascension with really cool, useful material on RPing in the Dark Ages setting.

And by the way. The presentation of the setting is rather lackluster, in DAMage. Possibly this is because they expect you go out and pay more money for Dark Ages Vampire. But if you're an Order of Hermes fan, for example, prepare to be disappointed. (Moreover, personally, my mind boggles at the authors' encouragement to send Muslim sorcerers off with their Christian cabalmates to kill Muslims in the Crusades.)

Alternatives better than DAMage include Mage: the Sorcerer's Crusade, Mage: the Ascension, or Sorcerer, each already in White Wolf mechanics, and adaptable to the Dark Ages setting (DAMage expects you to have other books too!) If you're a vampire player, particularly, I would think Sorcerer would be the way to go. There're also Ars Magica and D&D. And GURPS puts out great supplements, including on the Middle Ages. Which, if you want setting and flavor, are far superior.

3 out of 5 stars Good job... but did the writers even read what came before?.......2002-10-06

As a fan of mage the ascension, i bought this book hoping to get some more insight into the DA magical societies. This, of course, was in the book, but it also flips everything on its head. while the magic system is similar, the 9 spheres have been done away with in favor of a 4 pillar system which is more taylored to each society. THis, i actually like for the setting. On the othe hand they trampled all over one of the most interesting groups off the age, The Order of Hermes. While they are still depicted as powerful, and organized, their house system is nearly ignored. (check out Ars magica for more Order of Hermes data) ALso, the book tries to promote interfellowship cabals, which is absolutely absurd in an era where most mages would sooner kill a rival mage than work with him for the most part. Mage: The Sorcerer's Crusade makes it very clear that such cabals almost NEVER happened until the uniting of the Traditions, and the writers expect us to believe they already worked together happy and together 2-300 years previous? Please...

Not to say the book is bad, because for the most part it is rather good. For Storytelling material it is bad, but as setting information and rules it is excellent.

Oh, on a final note, i only gave it 3 stars because White wolf decided not to put any rules in it outside of magic rules simply to sell more copies of Dark Ages: Vampire. It desserves 4 in its own right.
Book of Storyteller Secrets (Vampire - the Dark Ages)
Average customer rating: 4.5 out of 5 stars
  • Useful outside of the "Dark Ages" setting?
  • A Handbook for the Dark Medieval
  • A nessary book
  • Great book. It helps me out all the time.
Book of Storyteller Secrets (Vampire - the Dark Ages)
Wade Racine , Matt Burke , and J. D. Wiker
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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ASIN: 1565042778

Customer Reviews:

3 out of 5 stars Useful outside of the "Dark Ages" setting?.......2002-08-16

I think a good source book is one which can be used by a storyteller regards of when/where your own story is set. While I could use of the information here for history or for lost artifacts, I was disappointed by the rather sketchy nature of the information in the book. It does give you good historical background and some more information on older clans. The mystically items have potential.

5 out of 5 stars A Handbook for the Dark Medieval.......2001-08-18

Words can't describe the usefulness of this book. It is truly one of the most magnificent sourcebooks White Wolf has published in that its form is simple, but gives a vast amount of information.

The primary resources in this book are its design-a-fief chapter, its notes on the Tremere's Gargoyles, and its relics. Though it is, essentially, a rule book supplement, it gives insight into several "historical" stories, including the diablerie of Brujah by Troile.

Do you need this book to play a game of Vampire: the Dark Ages? No. Do you need it to run a serious chronicle? I say yes. An "authentic" city gives your game the flair it was meant to have.

5 out of 5 stars A nessary book.......2000-07-04

This book is a required tool for any Dark Ages Story Teller.

5 out of 5 stars Great book. It helps me out all the time........1999-04-02

My freind has this book and I barowed it from him for a few days.It helps me all the time when I'm the story teller.
Wraith: The Great War (Vampire, the Dark Ages)
Average customer rating: 5 out of 5 stars
  • i don't really play
  • The Great Book
  • Its a great supplement for DMings in the world war 1 era.
  • Great setting and well written
Wraith: The Great War (Vampire, the Dark Ages)
Bruce Baugh
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover

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ASIN: 156504634X

Customer Reviews:

5 out of 5 stars i don't really play.......2003-10-01

I played l5r but a bunch of my friends played vampire and rage so i got this book because i'm into WWI and I wanted to be something different then a werewolf or a vampire the concept was great but the vampire game in general jsut bores me and I only played because my friedns did but this book made the game fun

5 out of 5 stars The Great Book.......2001-03-13

Although writen in a completely different mood compared to it's precursor, Wraith: The Oblivion, The Great War offers you the possibility of playing in one of the bloodiest scenarios of all times: World War I, the "War to end all wars".

As the afterword states, the 1st World War is usually seen as "just the prelude to World War II; the *good* war". It's a great injustice: World War I saw the first trully global bloodshed of all times, as countries in a decaying Europe fought for supremacy. The aftermath was really depressing, and a perfect theme for Wraith.

It's also worthy of notice the treatment White Wolf gives to this delicate theme. The War isn't presented as "fun". The War was a terrible event in history, and White Wolf gives it the respect it deserves.

5 out of 5 stars Its a great supplement for DMings in the world war 1 era........1999-10-14

I Loved it! I thought it was a fantastic book! It had alot of the current politics. Including a Coup by a one of the legions commanders. Its great book with alot of plots to gleam from. I'm DMing/Storytelling currently in a World War One setting and I couldn't have done that well without it! Its a must have........trust me!

5 out of 5 stars Great setting and well written.......1999-06-29

I bought this for setting information and ended up liking the Wraith setting so much that I also got the main Wriath book. Great setting for any Stortyteller and it have good artwork also.
Werewolf: The Dark Ages (Werewolf: The Apocalypse)
Average customer rating: 4 out of 5 stars
  • Just Another Crossover
  • Of Claw and Sword
  • Lacks the System
  • Rating not Applicable
  • Excellent book that you must buy
Werewolf: The Dark Ages (Werewolf: The Apocalypse)
Heather Curatola , Harry Heckel , Forrest B. Marchinton , Deena McKinney , and Ethan Skemp
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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  1. Kindred of the East (For Vampire, the Masquerade) Kindred of the East (For Vampire, the Masquerade)
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ASIN: 156504357X

Customer Reviews:

3 out of 5 stars Just Another Crossover.......2001-08-18

I rarely find myself dissatisfied with a product. I'm not this time, but there are a few comments I feel should be made. First and foremost, White Wolf crossovers simply don't work. This book requires you to take Werewolf out of its normal context and place it in a world designed for Vampire.

This is not inherently a problem. Werewolf has certain perks, even in the Dark Ages. But there is no conflict. When White Wolf branches into alternate settings, there is always a unique conflict (such as the Storm Eater in Wild West). I find that oddly lacking. This book lacks the conflict in the Americas (for obvious reasons), all-powerful Wyrm spawn, and all other potential enemies. In fact, it seems more to me like a hack-and-slash version of a serious game.

What I find most distasteful is that it's a reprint of existing information. It varies only in small areas from the information in Werewolf: the Apocalypse. The Pure Ones are missing and the Glasswalkers have a period-appropriate name. But the Vampire: the Dark Ages covers this information sufficiently.

In the end, all I can say for sure is that this is a good game out of its element. If Werewolves are to be used in the Dark Ages, use them with crossover rules: there are no tribes, they're all Lupines. Keep the games true to themselves, leave them in their own time.

4 out of 5 stars Of Claw and Sword.......2001-05-25

Dare you leave your filthy alleys and rotting cities, toss modernization behind you and visit the era when the wyrm was young and the garou mere legends? True enough, no real roleplayer needs to be told what a broadsword is, and not many would find the entire chronicles of the british islands necessary, but this book conveys an entirely new atmosphere. No longer a fugitive in a losing war and painful memory, the garou in the dark ages are the real monsters - the Bad Wolf of legends, horrors in the long nights. These are the times when a wolf can really be a wolf. However - don't mistake these times to be placid or tranquil - the young (and so far largely unknown)wyrm is growing stronger and bolder, huge monsters of old times stil wonder about, the Burning Times (the garou term for Inquisition) can return at any moment, and the abominable Leeches hold Europe by the throat. And intend to bite. You could say that this book is an interface between Vampire and Werewolf, because the Leeches recieve here a lot of attention - both in articles and in rules, and it is probably very handy reading this book along with Vampire. Being a devoted storyteller of the Apocalypse campaign, and having no vampire rulebook close by, I skipped through much of the Leechy parts, and focused on the wolf point of sight. Herein you would find the viewpoints of each of the Old World tribes along with short articles written on each (and smashing artwork - espeacially the one along the Fenrir and Fianna tribes), whole chapter devoted to history and atmosphere, new skills, gifts, rites and fetishes (sadly no new Totems), and new monsters to entertain the aggressive wolf race. Admittedly, those who know next to nothing about Vampire (like myself) miss a bit of the point, but overall this is a good book to have.

4 out of 5 stars Lacks the System.......2001-05-10

I'm a GM and i've been one for about 8 months, I love Vampire: The dark ages, and this is a must if you want to run a dark ages game. The only problem is you do need Werewolf: The Apocalypse in order to use this book. Either that, or you are familiar with werewolf systems and have certain knowledge on Rolemaster. Still I strongly recommend this book for those who like White Wolf's WoD.

3 out of 5 stars Rating not Applicable.......2000-10-23

Riiiiiiiight. Question: What the hell would be the purpose in buying this? There's absolutely nothing new in the material presented (in fact, there's LESS) and I don't think you really need the help to figure out how to play a game in the dark ages when u can just use the core book and adapt a few things. I suppose it has some nice features like great art and some interesting revisions of history, but is that really worth what you'd be paying for it?

5 out of 5 stars Excellent book that you must buy.......1999-07-31

This book is great. It shows you how a werewolf really is, a creature that stalks in the night without fear because it knows that no one can stand before it. The only thing that fails in the book is that there's only a few new gifts.But the rest of the book is excellent. Sorry for my horrible english
Dark Ages: Vampire (Vampire: The Dark Ages)
Average customer rating: 4 out of 5 stars
  • Other Books
  • Very good purchase
  • Wonderful
  • Superb!
  • Stunning new edition to WoD line up stopped just short
Dark Ages: Vampire (Vampire: The Dark Ages)
White Wolf Staff , Bruce Baugh , Michael Butler , Chris Hartford , Jim Kiley , and Adam Tinworth
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover

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  5. Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages (Vampire - the Dark Ages) Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages (Vampire - the Dark Ages)

ASIN: 1588462765

Customer Reviews:

3 out of 5 stars Other Books.......2007-09-03

White Wolf took their highly popular Vampire The Masquerade game and gave it a new twist. Unlike our current time, where no-one believes in monsters and vampires, and they get to skate on by, a lot of the time, this book sets the players in a situation where that is not the case.

In the Dark Ages of human history, people actively did try and seek out vampires or other monsters, and destroy them.

4 out of 5 stars Very good purchase.......2005-08-27

As usual, another good reviewed core rules book with plenty historical background, new roads and beautiful illustrations. The only flaw is the Salubri's absence.

4 out of 5 stars Wonderful.......2004-01-22

This book is a wonderful introduction to the revised Dark Ages line. I approach every single book less like a player and more like an afficionado of the World of Darkness product line. I like the background and "fluff" more than the mechanics and how it applies to the roleplaying. In this regard, the book is rich in information about each of the clans and how they fit into Medieval times. The art work is visually appealing, which is something I cannot say about some of the clanbooks. If you acquire this book and like it, I would recommend collecting the follow-up volumes 'Guide to the Low Clans' & 'Guide to the High Clans', each of which "flesh-out" each clan and their identity during that period of time.

If you were looking for a review on the mechanics and how this applies to roleplaying, et cetera ad infinitum ... I apologize because I only look that over for ideas I can use in an entirely different genre of game play ;)

But from what I did look over, it is well written and easy enough to understand for someone who isn't a bonafide roleplayer (let alone a diehard gamer).

5 out of 5 stars Superb!.......2003-07-18

A stand alone game, this setting (medieval) offers limitless possibilities of role playing vampires in a setting uniquely suited to the genre of horror and the supernatural. Of all the White Wolf historical settings this is the most researched, the most playable and the best in terms of mood and themes. Imagine playing an immortal vampire who begins his existance into the world of the damned in the age lit by fire to progress to the modern nights of neon and electricity.

4 out of 5 stars Stunning new edition to WoD line up stopped just short.......2002-12-25

From the get go, White Wolf shows why they are on top of this industry with their intial revamp of the Dark Ags line. DA: Vampire hammers a home run with the artistic layouts and eye catching images found within. New and interesting spins are offered that were either barely touched on in the original incarnation or non existant to begin with. Some rules are updated and others expanded upon (like Mortis and the Road paths).

However, what keeps this book from being a 5 star knock out is it's stunning lack of future premonitions that were prevalent in the earlier edition. Leaving some of those key elements up to the previous book to cover was bad form on the writers part and it's exclusion kills much of the depth the original DA book had.

Ending summary:

The good: New information and new spins on the clans, roads, and disciplines. Compelling artwork and layouts.

The bad: The way the previous book was largely written off. Key elements from the old book would have enhanced this DA product immensely. It wouldn't have hurt to have some definative "set in stone" issues resolved like the origins of the Tremere (hinted at being servants to the Tzmisce) and the final fate of the Cappadocians. While White Wolf is known for their contradictory storylines and comments within their own books, at least previous books took a stance. The notable lack thereof in this one is fairly glaring.

All in all though, a top notch book. A definate replacement to it's predessesor. Just don't throw the old book away as the two can work well together in a main book/companion type of role.
Clanbook: Salubri (Vampire, the Dark Ages)
Average customer rating: 4.5 out of 5 stars
  • Finally, some truth brought to life.........
  • Definately on tha top
  • Always wanted to know more about these guys
  • Great information for playing a "unicorn"
  • Saulot's heirs
Clanbook: Salubri (Vampire, the Dark Ages)
Cynthia Summers
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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ASIN: 1565042123

Customer Reviews:

5 out of 5 stars Finally, some truth brought to life................2001-06-27

Something that explains the how and why behind the Childer of Saulot. Most interesting. The explination of the split of Valeren into the warrior aspect (antitribu's Valeren) and it's healing aspect (main-not considering numbers-power Obeah) The mystery about the Baali intrueges me. I can only say that Saulot must have been closer to Malkav, not just in the physical sense, but in the MENTAL sense. The clan was splitting before the Tremere ever came along, much like Saulot's mind........

Primogen Darodine of San Francisco "Fractured is the mind, fractured is the soul, diseased is the blood, you are what you eat. What am I?"

3 out of 5 stars Definately on tha top.......2001-06-22

I'm gonna have to get this book sometime. I have always been intrested in the smaller clans; salubri, cappadocian, and kiasyd are all real cool.

By the old rules there are only 8 salubri alive at a time but now since they are part of the sabbat I'm not sure. I have read through the Book of Nod and I don't remember the passage from the previous reviewer but it did talk about saulot being baal's brother and betraying him to Cain when he started his demon worshipping.

Ohh well I hope they come out with a revised Salubri book.

4 out of 5 stars Always wanted to know more about these guys.......2000-07-27

These are one of the most powerful clans in vampire the Masquerade. But they have been small in numbers for so long that you have to go back to the dark ages to be one. This book has a very good background story for the salubri. Lets you in a few sercrets never before heard of until this was released.

4 out of 5 stars Great information for playing a "unicorn".......2000-03-15

While taking place in the dark ages, the information on the Salubri is far better than what you'll find in any of the other Vampire books. Most of the information explains the attitudes of the Salubri towards their fellow (and rival) clans as well as exactly what goes into the background of one of these enigmatic vampires. Also, the clan's history and possible ties to the (literally) demonic Baali clan are presented as well. I found it to be a great source for even modern characters, as the attitude of defending and healing the weak hasn't really gone out of style. Now, if they'd only come out with a modern-day clanbook.

5 out of 5 stars Saulot's heirs.......1999-05-16

Long are the nights, and full of death and hatred. But there is a clan that rather engages in healing and helping than murder and destruction. This clan, whose members are rarely seen, is Salubri, the clan of Saulot's childer. Saulot, gentle Saulot, first vampire to achieve Golconda. Saulot, merciful Saulot, who was murdered through betrayal and treachery. Saulot, angellike Saulot, who will be the fate of the Ba'ali.

translation from a tablet, suspected to be part of the Book of Nod

Uther Algaan, Assamite Elder - yes, even assasins have an education, you brainless Tremere warlock !
Jerusalem by Night (Vampire: The Dark Ages)
Average customer rating: 3.5 out of 5 stars
  • Decent Guide to the Holy Land
  • Jerusalem by Night just not worth it.
  • This book does a good job spicening rp in the Dark Ages.
Jerusalem by Night (Vampire: The Dark Ages)
Jen Clodius , and Todd Satogata
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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ASIN: 1565042999

Customer Reviews:

4 out of 5 stars Decent Guide to the Holy Land.......2004-03-03

This slightly outdated setting book for Vampire: the Dark Ages covers Jerusalem before the Fourth Crusade. If your following the Dark Ages metaplot (as presented in Dark Ages: Vampire and the Bitter Crusade) then this book might need a bit of an overhaul. If your just using it as a general guide book, then its not as big a deal. Anyway, after an average peice of fiction the book gives the standard introduction. A short list of recommended reading and some common Arabic terms are given as well, but nothing you couldn't find elsewhere.

The bookest strongest point is the first chapter, a very brief history of Jerusalem from the Hebrews onward to the Dark Ages timeframe from a vampire point of view. Brief mention is made of periods of Roman, Muslim and Latin rule, and its chock full of interesting little quotes and sidenotes. However, I really feel like such an ancient city deserved to have a bit more... mystery, exoticism or even more supernatural elements. The next chapter focuses on society and religion, going into overviews of Judaism, Islam and Christianity (including mention of the non-Catholics in the Middle East such as the Nestorians, Greeks and Armenians). The most interesting part was some information on how Cainites follow Islam and Judaism, particularly about getting around the prohibitions about consuming blood.

The next chapter, Geography, was another strong point for the book and detailed the many sites infused by True Faith in the city. It then goes on to give profiles and stats for a variety of Cainites in Jerusalem, sorted by clan. It was interesting to see how the clans are almost all split between Muslims and Christians and some characters (like a dog-like Gangrel methusaleh, an out of place Viking, al-Hakim and the Bashirite Ravnos) were quite interesting. Most however struck me as so-so but thats just me. The book then closes out with some useful advice for running chronicles set in Medieval Jerusalem.

With the writing of the Bitter Crusade, games set in Jerusalem are going to be a little different. Still this is a decent book for running games in Jerusalem before the fourth Crusade. My only comments are that it doesn't cover enough culture, history or religion. Other supplements (like Veil of Night and Libellus Sanguinus III) cover the region even better, or better yet you could even go to your library and do research on the Middle East, Jerusalem and the Crusades and come up with more stuff. But if you come across this book its still worth taking a look.

2 out of 5 stars Jerusalem by Night just not worth it........2000-12-16

As an avid player of Vampire, a history major specializing in the ancient near east as an undergraduate, and now as a graduate student studying biblical studies, I was very excited when I got my hands on Jerusalem by Night. Jerusalem certainly is a great place to set a vampire game, and I thought this book would open up the door to a lot of ideas for a campaign.

However, the book is lacking in many key areas. Most specifically, the history section of the book, in which over 2000 years are summed up in a few dozen pages, is some of the most dry and uninspiring writing I have ever read in a white-wolf product. Concepts are sketchy at best, mostly glossed over, and of questionable accuracy. In addition, there is almost no attempt by the author to tie vampires into the history--only some feeble mentioning of vampiric activity that was misinterpreted as acts of God or the introduction of a character only to say that said character came to the city at this time. The vampires do not seem to manipulate Jerusalem as they do other cities.

Another complaint I have is the way in which the author defines the religious groups of mortals who live in the city without going into detail on any of them. We don't know who controls the groups, what they want, how they operate, etc. And some ways in which they are defined is not only incorrect, but offensive to those groups. Take, for example, the name by which the author refers to Jews. He routinely calls them "Followers of Yahweh". While technically that may be correct (as God's name is given as Yahweh in the Torah/Old Testament), Jews are forbidden to use the name of God in speech and would refer to him only as God (in Hebrew: Elohim) or Lord (Hebrew: Adonai). If they were reading God's name, they would say only "The Name" (Hebrew: ha-Shem). When referring to them, you should say Hebrews, Israelites, Children of Israel, or Jews, depending on when in their history you are referring.

My final complaint is that in one of the oldest cities in the world, the author does nothing with the myriad of possibilities tying vampires to the religious world. I am not sure if he was afraid to offend or if he just lacks true vision of what could have been.

All in all, this book takes what could have been a great concept for a campaign and does not do anything with it. It is dry and inaccurate, and doesn't really give you too much to work with. The only value I see in it is that it does give you some non-player characters to steal for your game, but that is not enough to make it worth it. Do yourself a favor, if you want to run a game in medieval Jerusalem, go and by a basic history book on the city and make up your own stuff about the vampires who populate it. Your money will be much better spent.

4 out of 5 stars This book does a good job spicening rp in the Dark Ages........1999-10-29

I must admit a book like this has been needed long ago. I myself prefer to play Vampire, the Dark Ages over Vampire, the Masquerade. The book shows Jerusalem as the center of faith in the dark ages, which is somewhat true since to all of the three main religons in the world, Jerusalem is a city of holy importance. How can a vampire survive with all this faith around? How much of the vampire's faith is twisted for the character to survive? The book gives a decent picture of the past situation of the religons involved with some twists. Highly recommended.
Transylvania Chronicles I: Dark Tides Rising (For Vampire, the Dark Ages)
Average customer rating: 4.5 out of 5 stars
  • Get on the campaign!
  • Execellent Start to a Long Journey
  • A Perfect Primer
  • Just Perfect
  • Storytelling mysteries unravelled in Dark Tides!
Transylvania Chronicles I: Dark Tides Rising (For Vampire, the Dark Ages)
Brian Campbell , and Nicky Rea
Manufacturer: White Wolf Pub
ProductGroup: Book
Binding: Paperback

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ASIN: 1565042905

Customer Reviews:

4 out of 5 stars Get on the campaign!.......2001-03-14

Transylvania chronicles is one of the most rewarding campaigns I have ever played in Vampire. It takes the characters in a 800 - year long journey through all major events in vampire history, and gives you a lot to think about. It is structured to be an adventure that quickly escalates to epic proportions,with characters that are bound to become important.

The only major flaw of the series is that the storyteller may easily find himself in the situation that he know TOO LITTLE of the plot. Regarding the prophecy of Gehenna, for example, the first three books hint on the apocryphal signs of Gehenna. What these are, the players should not know until the end... but the storyteller? There are various times that you will find yourself not knowing the importance of the events you are playing, the role of major npcs in the story- you will have to improvise, and chances are, the next books in the series will make you have to adjust your earlier options heavily.

For people wishing to go into transylvania, take this campaign seriously. It needs a lot of play time to enjoy it. It took me more than 90 sessions to complete, and I enjoyed every one of them. If you can, buy all the books before starting the campaign - if not, book 4 is a must.

4 out of 5 stars Execellent Start to a Long Journey.......2000-07-27

This is an excellent book to start with if you are just starting out as a story teller. Has all possibliltes already planned out for you and has nasty little turn abouts in it to keep players on their toes. One thing it lacked was some tiny details about some characters that would have been useful.

4 out of 5 stars A Perfect Primer.......1999-12-18

Though I played in a Dark Ages chronicle, it was years ago and I wasn't running it. I wanted to see how the "pros" did it rather than learn on my own (the hard way), so I picked up this book.

A good story that will let you shape it to what you want it to be, I've found it the best way to get started in the Dark Ages (both from a Storytelling and a character creation standpoint).

5 out of 5 stars Just Perfect.......1998-11-05

Imagine my surprise when I find that the LARP chronicle that myself and four others had been planning had essentially just been published by White Wolf. This series is an incredible resource in material and mechanics. Now if only they could do a MET version...

5 out of 5 stars Storytelling mysteries unravelled in Dark Tides!.......1998-07-12

WOW! Transylvania Chronicles I: Dark Tides Rising is one of the BEST (if not THE best) campaign style modules I have ever read, and I have been playing RPGs since the Chainmail packet in 1976! The authors take you through at least 300 years of gaming in a flash, planning for just about all contingencies. Besides that, there are storyteller hints from how-to style through atmosphere, and they include dozens of (slightly altered for fantasy) historical incidents to throw in as filler throughout the game! All I can say is, since I am currently storytelling this game. In closing, if you are interested in Storytelling Vampire: The Dark Ages at all, this is DEFINITELY the book to pick up. Just be ready to switch to Vampire: The Masquerade at some point, since this 4 module series runs the transition between both games, and details over 800 years of Kindred history!

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  1. Dragonlance Classics, Vol. 2 (Advanced Dungeons & Dragons module DLC2)
  2. Fighting Techniques of the Ancient World (3000 B.C. to 500 A.D.): Equipment, Combat Skills, and Tactics
  3. Great Book of Fairy Patterns: The Ultimate Design Sourcebook for Artists and Craftspeople
  4. Happy Birthday to You! (Classic Seuss)
  5. History: Fiction or Science? (Chronology, No. 1)
  6. History: Fiction or Science? (Chronology, No. 1)
  7. History: Fiction or Science? (Chronology, No. 1)
  8. History: Fiction or Science? (Chronology, No. 1)
  9. History: Fiction or Science? (Chronology, No. 1)
  10. History: Fiction or Science? (Chronology, No. 1)

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