Thursday, 18 August 2011

[actual play] Exalted - Forge of Souls #whitewolf #exalted @white_wolf_fan



Exalted Episode 3 - part 2


    The circle of Solar Exalts entered the city of Khacin through the alabaster white walls. This was the first ring of walls that defended the small outer villages and farms. The Blue Road led on towards the main walls of Khacin. The festival atmosphere was increasing, and once they had entered the city itself, the circle was met by the roar of the crowd. All about were slavers, traders, warriors from many kingdoms. All were here for the Festival of the Grey Tiger, the great festival of ritual combat. The circle could see ahead the looming form of the Circle of Blood. This dark metal arena stood over all the buildings around, and from it hung the red flags of Khacin, proudly displaying the emblem of the Claw of Khacin.

    From here, in the main square, the circle split up. Kheralin and Echo, using their charms, vanished into the crowd. Kheralin headed off to listen in on the rumours being whispered in the bars of the upper classes. Echo however went off to cross the river to the army barracks and find out more about the military situation of the kingdom. Meanwhile, Dorn headed off to sign up to the tournament, taking Aisha with him to act as his manager, while Light went off into the markets to go get a better weapon. Rain however had someone to see, his mother.

    Rain's mother,  Unfettered Emerald, lived in one of the more impressive, upper class, private walled homes. She was the political mind of the family, while his father was more content with tending to the manor house gardens. Rain knocked on the door to his family home, aware that he could be spotted by those still hunting for him. The first servant that answered did not recognise him, while the main servant of the house did. Rain was eventually let back into his home, and he met with his mother. She was a haughty woman, with luxurious clothes and pinched features and red hair. They had much to talk about regarding the cult of followers that had now grown up about his mother and the revelations that he had discovered. But first Rain need to wash and redress in something more fitting.

    Meanwhile Aisha and Dorn were registered for the tournament. Aisha was able to haggle for Dorn, and they were given a private apartment for the tournament, and access to an apothecary. They were also to get sex slaves for the evening, and Dorn was to start at a higher ranking in the tournament given his own experience.

    At the apartment having made themselves at home, the brothel mistress arrived, and with her were 6 slaves. There 3 young men, and 3 young women. One of the men was a lizard beastmen, while one of the women was a bird like person, with feathers and wide eyes. Dorn selected 2 of the men, and two of the women, and left Aisha outside while he attended to his own pleasure. While Dorn enjoyed himself Aisha was confronted by a pleasant monk who offered his blessings for Dorn.

    Now washed and dressed in clothing more fitting of the nobles of Khacin, Rain was once more speaking with his mother, intent on meeting the others of the cult. Emerald was carefully pouring tea for both of them when the master slave entered the room to announce they had guests. It was Echo, Kheralin and Light. Together they all dined together at a
low table, drinking cordials, and eating fine meats and fruit.

    While talking Echo explained that there were some rumours of Ashuriana forces gathering, but that this was not made public what with the tournament in full swing. There was also rumour of Dragon Bloods from Greyfalls in the court of Khacin. Apparently they were here to see the tournament and bring good tidings from the Scarlet Throne. As the circle discussed these matters, Emerald expressed some interest in Echo, and was obviously flirting with him. She also mentioned that she would be going to the evening tournament fights and that the others were welcome to come along. Rain was not sure he wished to attend, and would instead wait for the cult members to come to the family home later in the evening.

    That early evening Aisha and Dorn left the apartment, now a mess after Dorn's antics, and headed out to the private estates and Rain's home. It was then that Aisha realized that they were being followed.


Part 3


    The gang of bandits leapt upon Dorn and Aisha and Dorn's bear, Grunsen. Aisha drew her sword, dodging the blades of their attackers. The bear growled out in pain as his hide was cut. But Dorn, though hit by a blade, took the advantage. He summoned his essence and in a pulverising blow sent one of the men flying back into another, sending both into a wall and crushing their bodies with the impact. Aisha called  upon the powers of the trapped ghost within her Yasal crystal, and from her mouth erupted a stream of foul liquid. However, the gang were not so soft hearted and fought on.

    Now surrounded, Grunsen lashed out, gripping one man in his jaws. Dorn summoned more of his essence and landed another blow, smashing the man back against a wall, causing his head to snap back and his skull to crack open against the wall in a big spray. Aisha, seeing her chance, called again upon the ghost in the crystal, and through her own mouth it spoke the ancient words of death, awakening the hungry ghost in the dead outlaw. The body, though broken and crumpled, shambled to life and attacked its living compatriots. The outlaws knew their number was up, turning tail and running, but not before Dorn launched the shambling ghost at them.

    Looking around, the fight over, and their caste marks glowing, Dorn and Aisha fled the streets, making their way to Rain's house.


    Rain had remained at the house, while his mother, Unfettered Emerald, Kheralin and Red Echo had taken rickshaws and gone to the arena, the Circle of Blood.

    At the house Rain welcomed Dorn and Aisha and informed them of his plans, and that to ensure their safety at the house he would be doing some dangerous magic later, and that Dorn would be useful if it went out of control.

    At the arena Emer
ald led the others to the private boxes, and from there, in luxury, they watched the tournament. Many fights were taking place in the arena. All around, in the warm evening, were hundreds of spectators, cheering for their champions and heroes as the fights took place. Weapons rung out in the arena, and crowd roared as blood was split upon the sand. Once all the evening fights were over the main event for the evening began. Into the arena a demon beast with many arms and eyes, skin a pale blue and shifting with screams, lumbered out. It was almost 10 feet tall and towered over the fighter who walked out to face it. Bearing a spear and rippling with muscle was a warrior of Khacin. The fight started, with the two combatant trading devastating blows. The anima banner of the man exploded, revealing him to be of the Earth caste, a Dragon Blooded, and with each attack the earth trembled.

    With the fight over and the demon beast dead, the crowds began to filter out of the arena. On departing Unfettered Emerald was talking to many of the nobles of the city. It was here that Red Echo spotted a person that made his stomach turn, and yet he found himself drawn to her. The woman was dressed in little more that chains that barely concealed her petite frame. She had voluminous black hair, and her cloak was a deep crimson. She presented herself as The Lady of Darkness in Bloodstained Robes. She made it known that she was in Khacin as an ambassador of Thorns, and brought the blessings of the dead of Khacin and of the Deathlord, The Mask of Winters. Echo could barely contain his rage seeing this woman, a representative of the forces who had killed his best friend.

    Meanwhile, Kheralin had worked her way around the gathered nobles and found out the identities of the Wyld Hunt. There was an Immaculate priest, Ascendant Hawk of Fall, of House V'neef, a scholar, Luminous Feather of House Cathak, a general, Solemn Topaz of House Peleps, and an ambassador, Ribbon of Silver Hand of House Seus.

    Back at Rain's home, in the basement, Rain had constructed the summoning circle, with the help of Aisha. Aisha looked on in wonder, and Light was also intrigued. Dorn simply sat, drinking from the house wine barrels.

    Using all his power Rain opened the gateway to Malfeas, to the demon realm of the Green Sun. He spoke the ancient words of power that had shackled the Primordials to their prison, and from the gateway, a twitching hole of flesh and blood, came forth a Blood Ape. The beast looked into the eyes of Rain, and bowed its head in respect. It listened to Rain's command and then vanished to go and enact them.

    Rain's mother, and the others, returned to the house, and the last preparation were made for the arrival of guest for the party that night. Rain waited in the basement as his anima banner diminished. The others engaged in conversation with the arriving guests, and Dorn was suddenly the objection of interest for Rain's mother, much to Echo's relief. In time many of those present, Emerald, and her son Rain and the rest of the circle went off to a more private.

    Rain took the scrolls that the growing cult had been reading, scrolls that spoke of other gods and beings, and he deemed it all folly and false. He threw them on the fire and instead decreed that knowledge and wisdom was found in the texts banned to them. That revelation was found by the individual. But his words were attacked by a politician, Grieving Silk. Rain was disturbed by his words, unsure why such a good friend would seek to support the status quo. But he could see no sign of influence.

    With the meeting over, Rain sat pondering what had happened. It was then he felt pain searing in his chest and he coughed up blood. Light attended to him, examining the flow of es
sence through his chi points. It seemed that whatever had attacked him had put his essence out of alignment. Rain, feeling that something was off, instructed the Blood Ape to apprehend Silk and bring him to the wine cellar.

    With Silk now in their custody, Rain and the others questioned the man. He simply laughed and patronized Rain. He called him a boy, lost and with out a sense of place in the world, and so something that should be put back in its place. The man spoke of the stirring sleep of Sacheverell, and that the circle was causing chaos that would awaken the dreaming Primordial and set in motion the end of the world. Rain realized then that before him was Lucien, the Guardian of Sleep. But before he had a chance to ask more the man fell apart, like a balloon loosing air.




    In the Imperial Palace of Khacin, in the ornate chambers of the king, Lord Kavar, came a guttural scream. The guards ran in to find, haunched over the dead king, Rain. Both swords were driven deep into the king, freezing the corpse. Rain grinned and fled, leaping from the window.

Tuesday, 9 August 2011

Exalted - The Dawn Solution and more.

Just an update, I will be applying a lot of the errata from now on in Exalted as the scale of the game increases. This also includes the Dawn solution. This basically means that it makes the Dawn caste more diverse by having a flowing combat form.


Here is the reasoning


By now the story is an old one.

The Solar Exalted were brought into existence to fulfill a purpose. They were the ultimate weapons of the gods, built to overpower and even slay the titans. They were forged first and foremost for this purpose.

Telling then, that in a set of five Castes, one amongst them would embody all the principles of combat.

Above and beyond the rest of the Lawgivers, Solars of the Dawn Caste were made for one thing: war. Combat is their imperative, conflict is their instinct, and killing is their birthright. In all the universe there has never been a more perfect or efficient martial design.

Some may see the Dawn Caste as being more limited than the other Castes of the Sun’s Chosen.

A Night or Zenith can easily take up a daiklave or lead an army, while trusting in his own native abilities to be the judgmental eye of the Unconquered Sun, or the spiritual pharos of Creation’s people. Similarly, a Twilight can expect to become a master sorcerer, or a genius forging wonders from the raw potential of his illimitable imagination, while an Eclipse may travel the world, enforcing order on lawless lands. For all the Castes, it would seem that being a master warrior was a given, and so the Dawn Caste suffered under a premise which any Caste of Lawgiver could accomplish out of hand.

But this view is mistaken.

For it is the Dawns alone who exemplify all the tenets of combat fusion—the principles of fighting which make the Solar Exalted supreme. Where at a glance one might see five redundant theatres of combat ability, the Solars see one cohesive military form: a single, merged combat ability which creates the ultimate fighter.

Solars of the Dawn Caste do not approach Archery, Martial Arts, Melee, Thrown, or even War as five separate forms of combat. Rather they experience them as one flowing, interconnected martial form which they may master. This mastery is not beyond the scope of the other Lawgivers, but it is the Bronze Tigers who most easily, quickly, and readily move through the five martial abilities, blending every aspect into a fighting style which makes them the premiere slayers amongst the Solar Exalted.

Solars of the Dawn Caste are relentless. The enemies of Creation do not sleep and are without number, but the Swords of Heaven do not quail. They thrive on conflict. They live in strife. For them there is no other way.

Yet, as the Caste which is more heavily driven in a single direction than any other, the Dawn Caste may still seem limited. It is for this reason that they were made to exemplify all tenets of combat—even the ones which exceed their own native abilities—so that they might vary in form and function, extending into principle abilities which were not centered around the act of war. The Dawn emphasis on combat knows no Caste lines. It knows no difference in abilities. It seeks only to extend into that which creates the perfect battle form.

This is the heart and soul of the Dawn Solution.

—Ø 8/31/10


Essentially it makes it easier for Dawn caste to flow from one fighting form to another, as a melee charm can augment archery ect. This makes it easier for them to focus on charms from other Castes, who are more diverse in their options.

This of course means that other castes can do the same, but for the Dawn it is efficient due to having all combat charms as favoured.



Sunday, 7 August 2011

[actual play] Exalted - Forge of Souls #whitewolf #exalted @white_wolf_fan



    Episode 2 - part 4

     Dorn, having punched the ancient weapon and sending it flying away, turned his attention to the undead soldier. The being had been unaffected by the weapon, and was dressed head to toe in black steel. His helmet had two horn protruding and his armour was decorated with furs. Dorn charged this creature, which in turn face down the barbarian. The ghostly warrior drew its sword and made to chop off Dorn's head. However, the weapon barely bit into the barbarian's flesh, so suffused with essence that it was. Dorn reached out and gripped the warrior in a bear hug. His great armoured gloves crushing the soldier against his cruel razor harness. Dorn did not stop moving though. He lifted the soldier up off his feet and continued onwards, his intent to drive the ghost through the wall of the nearest building. 

    At the docks Red Echo faced down the horde of zombies. HIs great sword swung in large, cleaving arcs, rending apart the shambling dead. Before him was the ship from where they had come, which was now illuminated by the flames that were engulfing the deck. He could just about make out the glow auras of the combatants on board. One was surrounded by a gold and purple corona, darting about so fast that he left a visible, shimmering blur. The other was surrounded by a miasma of blood which rippled and formed screaming ancient runes. 

    On deck, dodging flaming debris and the undead crew, Rain, armed with his twin swords, shot forward again and leapt up to deal a devastating blow the death knight. The master of the dead moved with inhuman grace, his figure becoming nothing but a cloud of bats. But Rain hit his mark and cut in at a weak point in the death knight's soul forged armour. In retaliation the death knight unleashed his buzz saw chakram. If flew through the air at Rain, slicing through zombies that stood in the way, with Rain using one zombie as a shield. High in the rigging of the ship, Kheralin readied her bow and aimed at the death knight, unleashing a number of arrows. They thudded into his figure leaving the death knight to stumble back as Rain once more renewed his assault. The twin swords of Rain cut deep, and the death knight staggered back, clutching at his wounds. 

    'This fight is not over Rain!', the wound necromancer cried, before turning tail and running to the edge of the ship and jumping over board. 

    Rain ran after and looked out onto the river. In the night and the river it would be impossible to find the man. 

    Meanwhile, in the town, Light slew scores of zombies, leaping forward with his spear and impaling the dead upon it. With all his skill Light defended the town’s folk against the dead.

    Aisha clambered out of the river in time to see Dorn charge through a building with the ghostly warrior in his grip. She pulled from her cloak the yellow Yasal crystal and ran forward, dodging through the crowd of zombies and towns folk fighting. She caught up with the barbarian and his victim and leapt forward, touching the Yasal crystal to the head of the ghost. As Dorn ran on the armour in his grip came apart as the occupant was captured. The ghostly essence was sucked from the armour and into the crystal.

    With death knight and ghost now defeated, the zombies lost their will o move and fight, and soon were eventually all destroyed. Many of the villagers looked on at Rain and Dorn and the others, as essence use had resulted in them showing their true form. However, this did not stop the circle's attempts to bring calm to the town. Light set about tending to the injured, with Aisha aiding with the disposal of the zombies and the dead. Kheralin and Echo worked to organize the town militia and ensure that there were no other threats to deal with. Meanwhile, Dorn and Rain rode out of town to the hillside where the weapon had exploded, almost 2 miles away.

    At the impact site, the one side of the hill had been melted away and turned into a crater of cooling stone, not unlike marble. There at the heart of the crater were the remains of the weapon, now a number of pieces of warped metal and shattered crystal. Rain moved quickly over the still molten rock to the weapon and checked that it was out of action, removing many parts that were of value.




    Looking out over the city of Thorns, the Mask of Winters looked on. Cold breath billowed from the silver, snarling mask that he used, while the golden, laughing face looked on from the back
of his head. He knew that a death knight kneeled to his side awaiting his instruction, but he would make them wait a little longer.

    'So?', asked the Deathlord.

    'Master. We have found them.'

    'At last. Send the whore to observe them. We are in no rush to recover them. Is there any news of the Locusts?'

    'Master, there have been a number of sightings of their fortress. They have attacked a number of places across the River Provinces. They are clearly looking for something.'

    'Good. Keep me informed. When the time is right you will face your cousins in battle.'

    'I look forward to it master.'




Episode 3 - The Lair of the Tiger


    The circle has chartered a boat to leave the town, and after a day on the river they had disembarked, returning to the road. Rain was hoping that this would allow them to shake anyone who was following them. Fortunately, Aisha had bound the captain to their cause and he was pledged never to reveal them.

    The road to Khacin now was getting busy. The main road that they followed wound through the outer farm land of the city state, leading to the looming spires of Khacin. The spires were a remnant of the First Age, and about the lighting crackled constantly. There were 5 in total, and one of their number was shorter, having been broken in half. They were of the same dark metal that was mined in Wai'hl, and was also the same material that the Khacin arena, the Circle of Blood, was made from.

    Under foot the road had changed colour. It was now made up of cobalt blue stones. Rain knew that this was the famous Blue Road that led out of Khacin, and south towards the greater roads to Nexus. But within this patch of the Hundred Kingdoms, the Blue Road was a major trade route. The road was busy with merchants and travellers. The upcoming tournament was a major event in the city state, and many would travel to see the event and receive the blessing of the Grey Tiger.

    It was while riding down this road that the circle was approached by an old, wizened man, dressed in worn blue robes, and with equally blue eyes. He used a long staff to help his walking. Rain instantly knew who was talking to them. It was the god of the road, Crescendo of Jagged Stone.

    The god talked to the group, making it known that he was aware of the change in fate that they had received. But he also emphasised that it was important that they live in the now, and not fear the future, or mourn the past, for those things were gone, or uncertain. For once the circle seemed impressed by a god, especially since this one showed true concern and insight.







Thursday, 4 August 2011

White Wolf 2011-2012 New Release Schedule!

Flames Rising is pleased to present the web version of the new release list that White Wolf is handing out at Gen Con Indy 2011. Several members of the White Wolf crew are on-site at Gen Con talking to fans about new and classic World of Darkness games. This is a look ahead at what new products are on the way and some news about the ongoing Now in Print program at

Sep. 2011: (VtM) Vampire: The Masquerade – 20th Anniversary Edition

Vampire: The Masquerade exploded into hobby games in 1991 and inspired a generation of fans which the game industry had never seen before or since. This book is for all of the White Wolf fans who have lived, loved, and taken the long road with us for the past two decades.

This is Masquerade in all its glory.

An updating of the classic rules from Vampire: The Masquerade – Revised Edition. This book contains all thirteen original clans, clan variants and bloodlines, with their signature Disciplines. It also has rules for character creation and advancement from neonate to Methuselah, as well as all the Discipline powers from level one through nine. The book also features new full color art by Tim Bradstreet and other classic Masquerade artists.

Oct. 2011: (VtM) Dust to Dust

Gary, IN. It has been years since the War for Chicago, and nearby Gary, Indiana has been impacted by the changes. Things are heating up just as a new coterie comes onto the scene. How will the balance of power shift in the coming nights?

This is a brand-new Storytelling Adventure System story written by White Wolf specifically for the Wrecking Crew’s use at the Grand Masquerade, using Vampire 20th Anniversary rules. It will later be released as a PDF for sale through

Nov. 2011: (VtR) Strange, Dead Love

Away from the eyes of mortals, vampires gather, nursing eternal grudges and burning for eternal love. A select few humans become part of this night world, bridges between the living and the damned. Can they resist the passion they have for each other, or must they defy the customs of living and dead alike?

Strange, Dead Love is our first collection of “world shards” for Vampire: The Requiem, different mixes of setting and rules to present a variety of Vampire worlds conducive to paranormal romance.

Dec. 2011: (MtAw) Imperial Mysteries

Archmasters pass a threshold in knowledge and power – the great secrets are just this far from their grasp. But mages exposed to greater secrets know that the quest and its goal are one.

Think of observation changing the object in pop culture quantum physics. The way you investigate secrets changes those secrets, and at the apex of power, changing those secrets changes the universe – and might break it.

Imperial Mysteries is a Mage: The Awakening book that digs into what happens to mages who transcend to the highest level of mystical power, including mechanics for Arcana at 6 dots or more.

Jan./Apr./Jul./Oct. 2012: (nWoD) House Divided Series

House Divided is a four-part series of interlinked Storytelling Adventure System stories released every quarter. Each story is suitable for all of the World of Darkness gamelines. Each story will be designed to be complete in and of itself, but the larger story is revealed if you play them all.

Feb. 2012: (Ex) Masters of Jade

Many hate and revile them, yet none turn away from their visits. They are members of the Guild, a mercantile organization whose caravans and trading ships cross the face of Creation. They care not for the will of princes or Exalts, but only for profit. Some despise it, while others idolize it, but in truth, the Guild cares not if it is loved or hated, so long as those who do business with it pay their bills in full.

Masters of Jade details the Guild, the greatest of the world of Exalted’s merchant organizations. It will update the classic Manacle & Coin supplement to Second Edition, including new details of the Guild’s structure and methods – and of its abominable trade in addictive drugs and slaves.

Feb. 2012: (WtA/WtF) Werewolf Translation Guide

Similar to the Vampire Translation Guide (a Platinum seller on, the Werewolf Translation Guide will be a guide to help translate the feel and core elements of Werewolf: The Apocalypse and Werewolf: The Forsaken into the opposite game system and background.

Mar. 2012: (CtL) Victorian Lost

The foggy streets muffle the rattle of cab wheels and the measured clip-clop of horse hooves. Well-dressed gentlemen in top hats raise their lanterns high as they quickly make their way through the fog, practically dragging along women in elaborate dresses. This is London at the end of the nineteenth century, and even in this age of science and industry, people still believe in faeries.

They believe in you.

Victorian Lost offers advice and material for running Changeling: The Lost chronicles set in Victorian England. Akin to the previous books like New Wave Requiem and Mage Noir, Victorian Lost will focus less on the historical details of the late 19th century and more on evoking the Victorian Age through the eyes of the Lost.

May 2012: (VtR) Secrets of the Covenants

Secrets of the Covenants is a Vampire: The Requiem sourcebook presenting some of the intertwined politics between the vampiric covenants. Presented in a similar style to our critically-acclaimed Requiem Clanbook series, this book will showcase the shadowy conflicts between factions through interconnected narratives, as well
as providing new rules to enhance covenant play.

Jun. 2012: (Ex) Shards of the Exalted Dream

Ever wanted to play a space opera game with an Exalted flair? Or a modern game with massive swords and crazy martial art stunts? Shards of the Exalted Dream offer a variety of settings and genres for use with the Exalted system, much like the “shards” first presented in World of Darkness: Mirrors.

Aug. 2012: (Mt?) Mummy: the

Our latest game line for the World of Darkness, Mummy will be developed using an open process in which the community can see the progress of the game and contribute, and released as a virtual box set.

Sep. 2012: (WtA) Werewolf: The Apocalypse SAS

Continuing the tradition from The Grand Masquerade 2011, the Werewolf 20th Anniversary SAS will be a new Storytelling Adventure System story written by White Wolf specifically for the Wrecking Crew’s use at the Grand Masquerade, and later released as a PDF for sale through

Sep. 2012: (Mt?) Mummy Supplement #1

The first supplement for the new Mummy game set in the World of Darkness.

    Nov. 2012: (Ex) Scroll of the Monk, Vol. II: Scattered Lotus Petals

    An update and expansion of the Scroll of the Monk, providing new martial arts for Exalted characters.

      Dec. 2012: (MtA/MtAw) Mage Translation Guide

      Completing the trilogy started with the Vampire Translation Guide and the Werewolf Translation Guide, the Mage Translation Guide will offer advice on how to translate the feel and core elements of Mage: The Ascension and Mage: The Awakening into the opposite game system and background.

      Dec. 2012: (Mt?) Mummy Supplement #2

      The second supplement for the new Mummy game set in the World of Darkness.

        Now in Print

          White Wolf, working in partnership with DriveThruRPG, is now offering Print versions of both our newest PDF products and our vast library of previously published books. The following listings are just the tip of the iceberg and we’re working feverishly around the clock to make every single WW book available in this format.

          Vampire Translation Guide (between Vampire: The Requiem and Vampire: The Masquerade)
          Vampire: The Requiem (New Wave Requiem)
          World of Darkness (Second Sight, Harvesters Compilation, Nightmare on Hill Manor)
          Changeling: The Lost (Fear-Maker’s Promise Compendium)
          Hunter: The Vigil (Block by Bloody Block)
          New Mind’s Eye Theatre (The Awakening)
          Exalted (Glories of the Most High, Thousand Correct Actions)
          Scion (Yazata: The Persian Gods)
          Vampire: The Masquerade (All 13 Revised clanbooks, Guide to the Sabbat, Succubus Club: Dead Man’s Party, Vampire Players Guide Revised, Vampire Storytellers Handbook Revised, Gehenna)
          Classic Mind’s Eye Theatre (Faith and Fire, Laws of the Hunt, Laws of the Night Revised, Laws of the Reckoning, Laws of the Wild Revised, and many more)
          Fiction (Revelations of the Dark Mother, Gehenna – The Final Night: Time of Judgment Act 1)

          Coming Soon in Print

            Vampire: The Requiem (Requiem for Rome)
            Werewolf: The Forsaken (Forsaken Chronicler’s Guide, The Pure)
            Mage: The Awakening (Mage Noir)
            Geist: the Sin-Eaters (Rulebook)
            New Mind’s Eye Theatre (World of Darkness, The Reqiuem)
            Exalted (Broken Winged Crane, Compass of Celestial Directions, Vol. VI – Autochthonia)
            Classic World of Darkness rulebooks (Werewolf: The Apocalypse Revised, Mage: The Ascension Revised, Changeling: The Dreaming Second Edition, Dark Ages: Vampire,
            Mummy: The Resurrection, Orpheus)
            Vampire: The Masquerade (Book of Nod)
            Werewolf: The Apocalypse (Hengeyokai: Way of the Beast Courts)
            Classic Mind’s Eye Theatre (Book of the Wyrm, Dark Epics, Laws of Ascension Companion, Laws of Judgment, Laws of the East, Laws of the Hunt Players Guide, Laws of the Resurrection, Laws of the Wyld West, Shining Host, Shining Host Players Guide)

            Questions? Comments?

              Please feel free to contact either Rich Thomas at or Eddy Webb at
              For news and discussion of our products visit
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