Dark Ages: Werewolf Rulebook

Dark Ages: Werewolf is a fatsplat for the Dark Ages line, detailing the Garou of Europe's Dark Medieval period.

Summary
From the White Wolf catalog:


 * The Prophecies Have Come
 * The 10 tribes of Garou once raged across the Dark Medieval, secure that none could challenge their power. They defended their sacred places without fear of man, Cainite or beast. But now that the first prophecy has come to pass, the werewolves know fear. Will the other visions come to pass as well? Can the Garou prevent them? Even if they can, how much blood must be spilled to do so?


 * By the Light of the Blood Moon
 * Dark Ages: Werewolf is a complete, hardcover resource for playing the werewolves of the Dark Medieval world, in the tradition of Dark Ages: Vampire and Dark Ages: Mage. It contains comprehensive information on werewolf society, special rites, Gifts from the spirits and descriptions of their dire enemies, as well as a look at the Dark Medieval from the perspective of these savage shapeshifters.''

Introduction
An introduction to the world of the Garou of Europe in 1230, and a lexicon of common terms.

Chapter One: The Darkening World
The culture of the Dark Medieval Garou, including rules, rites, and language, as well as quick notes on Garou history, current supernatural enemies, and where the Garou call home.

Chapter Two: The Garou
Notes on the Breeds, Auspices, and the ten tribes of Europe: the Black Furies, the Bone Gnawers, the Children of Gaia, the Fenrir, the Fianna, the Red Talons, the Shadow Lords, the Silent Striders, the Silver Fangs, and the Warders of Men.

Chapter Three: Characters and Drama
How to create a Dark Ages Garou, along with the new abilities, Backgrounds, and Merits and Flaws needed, as well as rules for Rage, Gnosis, Frenzy, Renown, and combat.

Chapter Four: The Gifts of the Spirits
The Gifts avaliable to the Garou at this period in history, organized by Breed, Auspice, and tribe. Also in this section are the avaliable rites.

Chapter Five: The Invisible World
Notes on traveling through the Umbra, creating Caerns and Septs, the spirits Garou tend to encounter and their Charms.

Chapter Six: The Enemy
The supernatural and mortal antagonists of the Garou, including kindred, warlocks, Inquisitors, Black Spiral Dancers, Fomori, and the Fera.

Chapter Seven: Storytelling
How to create and run a Dark Ages: Werewolf chronicle, including story ideas.

Appendix
Sample Fetishes, Talens, spirits, and Totems.