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Catalog Q1-Q2 2000 or White Wolf Publishing, Inc. 2000 Catalog (January to June) is a free catalog by White Wolf.

The catalog lists the following cancelled products: The Heart of Gaia Ad, World of Darkness Character Generator CD-ROM and Vampire: Prince of the City.

Contents[]

Table of Contents[]

Howlings from the Pack[]

White Wolf is a company dedicated to redefining the art of storytelling. Since its birth in 1991, White Wolf has consistently stretched the boundaries of familiar modes of artistic entertainment, introducing new realms to the horror, science fiction and fantasy genres. We began out journey with our now highly popular roleplaying lines, and then ventured into the realm of mass-market fiction publishing. Now, we are involved in the electronic entertainment and television industries. We are a mainstay on the Internet and plan to expand even further... wherever our imaginations take us.

White Wolf is a growing company that supports a community of individuals dedicated to promoting understanding, creativity and integrity by creating entertaining, innovative art and distributing it profitably in the global marketplace.

Check out our web site at white-wolf.com

How to Use This Catalog[]

Each of the game and fiction lines presented in this catalog is organized into categories to make it easy for you to find the items you're looking for. The outline below describes what you will find in each of these categories and explains the icons that are listed with certain titles.

A complete list of new releases by month for games and fiction starts on page 6.

  • Headings:
    • Games:
      • Game or Setting Line - Each section begins with the title of the product line and a short narrative to set the mood of the game.
      • Essential Books - While only the core rulebook is required to play each of our games, most players consider this short list of titles the "must haves" of the game line.
      • Game Line Backlist - These books are what separate White Wolf's games from everyone else's. These titles, from setting books to art books, form the foundations of our worlds.
    • Fiction:
      • World of Darkness Backlist - These novels, based on the characters and settings of each game line, further explore our game worlds.
      • Borealis Backlist - These novels and story collections range from science fiction to fantasy to horror to the Legends line and encompass all the strange and new reaches that the Borealis imprint has explored.
  • Icons
  • Some books have icons beside them which indicate that the books are parts of larger collections.
    • World of Darkness - The World of Darkness is the setting for all of the games in the Storyteller series, and for several fiction books. Game books listed with this icon belong to specific game lines, but together contain information that applies to the entire World of Darkness. Page 54 lists all the game books published under the World of Darkness imprint. Fiction books set in the World of Darkness have a section devoted entirely to them (page 87)
    • Black Dog Game Factory - White Wolf's mission has been to fully explore the world of horror and dark-fantasy gamming, and to offer titles that the mature gamer appreciates. In order to push our art beyond industry limitations, we developed Black Dog Game Factory. These adults-only titles bring a depth to interactive fantasy that remains a high watermark of artistic integrity in the world of gaming. Page 52 lists all the books published under the Black Dog imprint.
    • The Year of the Revelations- The millennium has turned. An era and a new one begins, even for the creatures of the night. What supernatural events have transpired, what chapters have come to a close to decide the fate of the World of Darkness? What destiny awaits the shadow denizens as their ages-old plots and schemes unfold, and past deeds are punished? Who will survive the new millennium? Find out in The Year of Revelations game books for 2000, listed on page 53.
    • White Wolf Arthaus - What is Arthaus? It's White Wolf's newest imprint. White Wolf's mission has always been to create art that entertains; White Wolf's Arhaus is the embodiment of that ideal. Modeled after small press, the Arthaus team strives to create games and projects that are new, experimental and unique. White Wolf Arthaus now manages whole game lines, supports others and creates specialty projects whenever possible, all in keeping with White Wolf's regular games and books.
    • Borealis - The stories we tell are not limited to monsters and harsh otherworlds. Yet the fiction books in the Borealis imprint certainly belong to a world other than out own. This line encompasses our science fiction, fantasy and horror novels and anthologies.
    • Borealis Legends - The founders of modern literary fancy deserve their own place in the light. The Borealis Legends line is a tribute to the creators of the science fiction, fantasy and horror genres as we know them today.

2000 Releases at a Glance[]

The Vampire Clan Novel Series[]

  • Since the dawn of time, ageless monsters have ruled humanity from the shadows. Thirteen vampire clans have fought for control of the world, drowning peasants and kings in their bloody Jyhad. Now their hidden war had reached a fevered pitch. Can the long-foretold Final Nights be far away?
  • The VAMPIRE CLAN SERIES is a monumental 13-novel event that exposes the hidden world of the Kindred. Each book stands alone, but together they tell a story of grandeur and terror.

January 2000[]

February 2000[]

March 2000[]

April 2000[]

May 2000[]

June 2000[]

What is White Wolf Game Studio?[]

White Wolf Game Studio is dedicated to redefining the art of roleplaying. White Wolf has tested the boundaries of gaming, seeking to do what no one else has done or dares to to.

Award-winning games like Vampire: The Masquerade, Werewolf: The Apocalypse and Mage: The Ascension have revolutionized roleplaying. They don't simply help you create adventures - they help you tell modern stories of tragedy and persona; horror. Today, the story is what is important, and games devoted to storytelling are essential. White Wolf seeks to fill the need with our highly acclaimed Storyteller and Mind's Eye Theatre game systems. With them, we strive to rekindle the embers of long-forgotten traditions. We seek to revitalize storytelling, once performed around the campfire and in the medieval court, but since usurped by impersonal print and film.

We seek to help you make your tales of adventure and romance into more than mere roleplaying events, allowing them to become the epics they would have been centuries ago. Revolutionary games like Aberrant and Hunter: The Reckoning seek to broaden the horizons of storytelling in a modern age.

Telling a Story

What are the weaknesses of roleplaying? What diminishes your character and breaks down your adventure? You invest a lot of time and creativity into your characters and adventures. Isn't it disappointing that your efforts are rewarded with token treasure and paltry experience points? In traditional roleplaying, your character gets better with a sword or gun, but he doesn't grow as an individual.

Somewhere along the line, roleplaying has lost sight of the story. Read any story. Its characters change and grow, becoming self-aware and vibrant. They don't just get better with their weapons. It's the story that enables character development. It's the story that needs to be reintroduced to roleplaying.

That's what White Wolf seeks to do. We strive to capture the drama, tragedy, pathos, humor and horror that make a great story. With our Storyteller and Mind's Eye Theatre game systems, we try to help you create and tell compelling stories. With our games, we concentrate on the story itself, as a medium for theme and mood, in which characters realize who they are, not what they can do.

With the Storyteller and Mind's Eye Theatre systems, you can aspire to any narrative achievement, but not on paper or around a campfire. You reach your achievements as a group, Storyteller and players contributing to the development of a tale, a story of pain, anguish and revelation.

Check out our website at white-wolf.com

Vampire: The Masquerade[]

What are we? The Damned childer of Caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine - now and forever.

No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me.

Vampire is developed by Justin R. Achilli.

The Essential Books for Vampire: The Masquerade[]

  • Vampire: The Masquerade
    • This edition of Vampire: The Masquerade is the updated, revised version of the popular classic. In this mammoth volume can be found all 13 clans, all major Disciplines and a host of brand-new information on both the Kindred and the... things... that hunt them. This book compiles everything that a Vampire player and Storyteller needs to know about the Kindred and the World of Darkness for the new millennium. Finally, the first of the Storyteller rulebooks is the best again. Hardcover.
  • Guide to the Camarilla
    • Here is the complete guide to the Camarilla of the End Times. From the core clans to the independent vampires who have flocked to the Camarilla's banner - from the Disciplines of the elders to the dreams of the anarchs - here is the Camarilla laid bare. Everything from the powers of the justicars to the war against the Sabbat under one cover for the first time. Hardcover.
  • Guide to the Sabbat
    • The Guide to the Sabbat examines the Sabbat exhaustively from the antitribu, or "anti-clans," that populate its ranks, to the terrifying Disciplines they use, to their methods of waging war on the Camarilla and Antediluvians alike. This books also explores the Sabbat's progress in its war effort, chronicling the Cainites' inexorable spread across the East Coast and back to their usurped territories in the Old World. Hardcover.
  • The Storytellers Handbook
    • The role of the Storyteller is daunting, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes myriad information, including enigmas best left out of players' hands, from creating stories to creating the casts of epic tales. Hardcover. Available in January, 2000.
  • Vampire: Prince of the City
    • The prince of the city is gone. The resulting power vacuum throws Kindred society into chaos. Pretenders to the throne go to war. They send minions to seize influential places, diablerize their enemies, buy allies, and form alliances only to break them - all in their quest to be the next ruler of the clans! This is White Wolf's first foray into boardgames, based on Vampire!
  • Vampire Storytellers Companion
    • The Vampire Storytellers Companion collects new rules, abilities and bloodlines to aid Storytellers in their task of world-building. This book and screen present new information on the less numerous Kindred of the World of Darkness, as well as an expanded weapons list and frightening Disciplines only whispered of by the Kindred of the Camarilla and Sabbat.
  • The Walking Undead

Vampire: The Masquerade[]

Kindred of the East[]

For centuries, the exotic realm of Asia has defied Kindred incursions. Those few Children of Caine dwelling in Asia whisper of monstrous Cathayans - shadowy vampires native to the East. For too long, the Cathayans have lain like sleeping dragons, allowing the Kindred a façade of omnipotence. Now the new Age is at hand. Yin daggers tremble in the talons of Resplendent Cranes, and the Devil-Tigers howl for souls in the dark. Kindred of the East is developed by Philippe Boulle.

The Essential Books for Kindred of the East[]

  • Kindred of the East
    • The Kindred have lived in fear of the shadowy East and its denizens for centuries. Discover the truth behind the vampires of the Orient. They're not Children of Caine, and they're not what you expect. Includes new vampires, new powers, history and notes on the other supernatural denizens of the Far East. Hardcover
  • Kindred of the East Companion
    • In the groundbreaking Kindred of the East, the silken veil is pulled aside to reveal the vampires of Asia. Now, the Kuei-jin are presented in greater detail, with new insights into their powers, societies and beliefs. Prepare for the coming storm as Cathayans invade the halls of Kindred power in the West.

Kindred of the East[]

Vampire: The Dark Ages[]

Vampire: The Dark Ages takes you to the nights before the Camarilla, when kine truly had reason to be afraid of the dark. The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.

Come share in the rich terror and heady thrill of the 12th century. Learn what it means to be one of the Lords of the Long Night. Vampire: The Dark Ages is developed by Philippe Boulle.

The Essential Books for Vampire: The Dark Ages[]

  • Vampire: The Dark Ages
    • Vampire: The Dark Ages includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age. Witness the growth of the new Tremere clan and the birth of the Anarch Movement. Battle hunters who wield the power of Faith, and savage Lupines whose control of the countryside is as total as the Cainites' control of the cities. Glory and terror await in the shadows of the past... but the darkness that you need feat most is the darkness within. Hardcover.
  • Dark Ages Companion
    • Discover what secrets await you in the depths of the Long Night. The compendium provides a plethora of new material for Vampire: The Dark Ages players and Storytellers alike.
  • Vampire: The Dark Ages Book of Storytellers Secrets
    • Travel the reaches of Dark Ages Europe and marvel at their hidden secrets. Dark Ages Book of Storytellers Secrets gives your players access to exotic realms and wonderous tools... and exposes them to nightmarish foes.
  • Vampire: The Dark Ages Storytellers Screen
    • All the essential charts and tools for the Dark Ages Storyteller are here in one place. Also included for players is a pad of ready-to-use character sheets, printed on authentic parchment paper to make medieval vampires spring to unlife.

Vampire: The Dark Ages[]

Black Dog Game Factory[]

When it appeared in 1991, Vampire: The Masquerade cast aside conventional gaming and took the roleplaying world by storm. No longer were statistics and treasure important; storytelling was essential.

Now gaming is turned on its ear once again. We know you're mature, and we know that you take your games beyond the limits of what their rules and supplements offer. Now there's a line of books specifically for you.

The Black Dog Game Factory imprint line artistically pursues themes and issues that gaming has never been allowed to address. These books bare the unexplored, and detail the world of Darkness to a depth and horror that no previous books have been able to. We know your gaming has evolved beyond our designs. Now we pay tribute to your daring.

The Year of Revelations[]

To the immortal, omnipotent and omniscient powers of the supernatural, the passage of time in the mortal world means little. What are days, months or even years to those who rule the night? And yet, even the creatures of shadow must acknowledge the unfolding of the ages, the very spans of time that measure when their insidious plots and patient schemes come to fruition. With the change of millennium, what meticulous machinations finally come to bear upon the World of Darkness and its hidden denizens? How do mages survive when the Technocracy seizes reality, once and for all? Is the Final Night nigh with the return of the Succubus Club and the death of Baba Yaga? Can the world survive as the Wyrm burrows to its very heart? Can monsters bear the onslaught of the mysterious new hunters, the beaters of light? 2000 is The Year of Revelations, when night-stalkers, shadow-puppeteers and desperate defenders play their hand to decide the fate of the World of Darkness.

World of Darkness[]

Though vampires have their intrigues, werewolves have their wars, mages have their realities, wraiths have their passions and changelings seek to return to their homeland, there are supernatural powers at work in the world that concern all of these beings. Indeed, there are people and forces in the World of Darkness that endanger all those who exist. Learn the secrets, alliances, enemies and plans of these shadowy beings in a series of World of Darkness books that can be integrated into all of the Storyteller games.

Werewolf: The Apocalypse[]

Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.

Now the time for reconciliation is past. This grace insult against Gaia can end in only one way: blood, betrayal... and rage. Werewolf is developed by Ethan Skemp.

The Essential Books for Werewolf: The Apocalypse[]

  • Werewolf: The Apocalypse Second Edition
    • The forces of creation and destruction clash i this storytelling game of savage horror. Gaia, the Earth Mother, is wounded. The minions of the Wyrm eat away at Her, digging at the Earth and rending Her form. Gaia cries for aid, and Her children - the Garou, the werewolves of legend - answer the call. The Garou must use all their shapeshifting power and rage to fight back against the onslaught of corruption and evil.
    • The end is nigh, for the Wyrm is winning. The 13 Tribes of the Garou must learn to put aside their own rivalries for the greater good. Only courage and valiant action can save the world from Apocalypse. Hardcover.
  • Werewolf Players Guide Second Edition
    • At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talen and totems, as well as expended combat systems and essays on understanding the world of Werewolf: The Apocalypse. Hardcover.
  • Werewolf Storytellers Handbook
    • The Storyteller is the person who helps the players achieve their victories and defeats, their moments of terror and promise, and their rise to heroism or fall to doom. Storytellers therefore get their very own handbook, full on tips on enhancing the depth and intensity of their stories. Includes essays on how to run mythic stories and chronicles, the intertribal politics of the Garou Nation, and a host of new antagonists, from giant sewer gators to eerie Native American ghosts.
  • Werewolf Screen
    • A storyteller screen with all the charts and tables needed to run Werewolf. Includes three stories for beginning Garou characters, each with a fold-out battle map.
  • Werewolf: The Wild West
    • Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledging towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times. Hardcover.
  • Werewolf: The Dark Ages
    • Werewolf: The Dark Ages is a supplement allowing Werewolf players to explore the medieval World of Darkness from the Garou's point of view. This book contains just about anything you could want for adapting werewolves to the Dark Ages setting, from contemporary tribal information to guidelines for crossing over with Vampire: The Dark Ages.
  • For the Earth-Mother!
    • Take the War of Apocalypse to the Wyrm with Laws of the Wild (page 80) and Laws of the Wyld West (page 80), the live-action rules for Werewolf and Werewolf: The Wild West. Corruption is eternal.

Werewolf: The Apocalypse[]

Ad for Vampire: The Masquerade Redemption[]

Ad for Werewolf: The Apocalypse The Heart of Gaia[]

Mage: The Ascension[]

Magick is not dead. It slumbers beneath the disbelief of our modern age, but it's far from dead. In the shadows, sorcerers, mad mystics and technological wizards conspire to rule our world. The future they plan may be darker or more wonderful than we can even imagine.

Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern hell.

Mage is developed by Jess Heinig.

The Essential Books for Mage: The Ascension[]

  • Mage: The Ascension Revised Edition - Unlimited
    • The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality - but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes hat signal the end for the Ascension War. Hardcover.
  • Mage: The Ascension Revised Edition - Limited
    • Dedicated Mage fans have followed the game for years, and we want to pay tribute to you with a deluxe version of the new edition - the ultimate copy of Mage: The Ascension. This limited prestige edition is hardbound with a leatherette cover and gold-foil designs, and a purple-cloth bookmark to keep your place in this tome of mastery. This book is also bound in a high-quality slipcase with a lavishly illustrated Mage art book! Only a few pf these stunning sets will be printed, and then they'll be gone - forever.
  • Mage Storytellers Companion
    • The companion for Storytellers of the revised Mage: The Ascension combines a screen and book that expounds upon the Ascension War and some of its major turning points.
  • The Book of Shadows: The Mage Players Guide
    • The essential companion on the mage's quest. As a sorcerer steps out upon destiny's path, he or she requires guidance - lessons learned and questions answered. The Book of Shadows mixes rules and fiction to offer new rotes, Traits and systems alongside history, illumination and a wealth of wisdom for players and Storytellers alike.
  • Guide to the Technocracy
    • Guide to the Technocracy contains all the information needed to run a Technocracy-based chronicle and characters. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Hardcover.
  • The Book of Mirrors: A Storytellers Guide for Mage
    • "Wow! Cool game! Now how do I run it?" Mage is set in an epic world loaded with dangers, intrigues and contradictions. This essential tome covers situation-by-situation storytelling, a developer's FAQ, secrets of the Ascension War, sample characters and lots, lots more. A must-have for Mage Storytellers.

Mage: The Ascension[]

Mage: The Sorcerers Crusade[]

It began with a cannon blast. It ended with a world in chains.

Rising from the darkness, a visionary Order shakes back the cloak of superstition and raises the lamp of Reason. The fires of that lamp burn the magi of these Mythic Times, and now they unite to save the future of their Arts. Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry.

Be a wizard. Be a priest. Be a dragon or dragon-slayer. Dance to the tune of a Renaissance revel. It's a hell of a time to be alive.

The Essential Books for Mage: The Sorcerers Crusade[]

  • Mage: The Sorcerers Crusade
    • The forces of magick, faith and reason clash in this epic game of Renaissance intrigue. As the cannons of the Order of Reason blast mystick covenants, the battle is joined in unknown lands and shadowed corridors. Is the future set? Can magick be saved? You decide.
    • Travel from the New World to the Far East to distant cosmic worlds in the prequel to the award-winning Mage: The Ascension. This self-contained rulebook includes dozens of magickal societies, mythic beasts, setting systems and long-lost secrets. Return to the Mythic Ages and set a course for the future! Hardcover.
  • Sorcerers Crusade Companion
    • This hefty book offers an intense look at the Dark Fantastic world of The Sorcerers Crusade - everything from new combat and magick rules to religious conflicts to petty wars to astounding inventions.
  • Crusade Lore: The Sorcerers Crusade Book and Screen
    • Crusade Lore puts all of the game's important charts and information before you, with a beautifully illustrated face by none other than Larry Elmore. Lore also includes a 72-page book - even more important rules and information that we just couldn't fit in the main rulebook.

Mage: The Sorcerers Crusade[]

Wraith: The Oblivion[]

Just because you're dead doesn't mean your problems are over. With Wraith: The Oblivion you journey into the lands of the Restless Dead, where ghosts walk and passions sustain life after death. Horrors beyond imagination lurk in the Sea of Shadows - and within your own mind. From loved ones you've left behind to dens of spectral monsters from the dawn of Wraith: The Oblivion is a game of nightmarish horror and stunning beauty.

The Essential Books for Wraith: The Oblivion[]

  • Wraith: The Oblivion Second Edition
    • Face death in this storytelling game of intimate tragedy, the fourth game set in White Wolf's World of Darkness! As the Restless Dead, characters battle the forces of Oblivion within themselves and in the surrounding Shadowlands.
    • Each wraith faces a never-ending struggle against his Shadow, which seeks to bring the soul ever closer to Oblivion. Few have the courage or passion to face death. Hardcover.
  • Wraith Players Guide
    • The Wraith Players Guide includes essential information for all players and Storytellers of Wraith, with expended information on character creation, including Merits, Flaws, new Abilities and Archetypes.
  • Shadow Players Guide
    • Discover the secrets of the Shadows of the Dark Kingdoms. Check out the all-new Dirty Tricks for Shadows, and new Merits, Flaws, Archetypes and Thorns - everything a wraith's evil side needs.
  • Buried Secrets: Second Edition Screen and Book
    • Contained within the wrap-around screen (a quick reference with everything a Wraith Storyteller needs) are the Buried Secrets of the Restless Dead: more Storyteller information.
  • Wraith: The Great War
    • Journey back to a time of aces and traitors, of lost souls wandering the Shadowlands thousands of miles from home. From the heart of the Labyrinth to the killing fields of the Somme, from the skies above Stygia to the bootleggers' warehouses of Chicago, Wraith: The Great War opens a new chapter in the history of the World of Darkness, in the tradition of Vampire: The Dark Ages. Hardcover.
  • Ends of Empire
    • Ends of Empire is the stunning conclusion to the epic Wraith: The Oblivion storyline. It contains a four-part adventure that takes characters from the streets of Necropolis: London to the councils of Charon himself. Also included is the complete "Guildbook: Mnemoi," plus an in-depth look at Ferrymen.

Wraith: The Oblivion[]

Changeling: The Dreaming[]

The gates to Arcadia, the original paradise, are closed. Only the world of humanity remains. Without any awareness of our true nature, humankind crushes us beneath its banal heel. Joy and laughter are gone; only the Dreaming remains.

We are changelings, the forgotten ones, neither fully fae nor wholly mortal. The last of our kind on Earth, we have built ourselves an invisible kingdom. We are everywhere, yet you have never seen us. We hide, not behind some fragile Masquerade, but in plain sight with the power of our Glamour. We exist within a real world of make-believe where "imaginary" things can kill and "pretend" monsters are real.

The Essential Books for Changeling: The Dreaming[]

  • Changeling: The Dreaming Second Edition
    • The Storytelling game of modern fantasy. The Kithain are heirs to Earth's secret kingdom of faerie. And yet they are only part fae; they are forced to adopt mortal guises to survive disbelief in magic. The fae must strive to forestall the coming Winter and bring about an endless Spring lest Banality consume all and the Dreaming be lost.
    • Changeling Second Edition features a clarified and expanded setting and cosmology, as well as completely new and revised rules. Yet it's fully compatible with first edition and the rest of the Storyteller games. A full-color, hardcover book with art and graphics like you've never seen before.
  • Changeling Players Guide
    • A wealth of information vital to Changeling players and Storytellers can be found within the pages of this volume. Discover the ancient tribes of the Nunnehi and learn about their many kith. Uncover new Arts, Legacies, Backgrounds, character Traits such as Merits and Flaws, and essays on storytelling in the game of modern fantasy. Compatible with Changeling Second Edition.
  • The Changeling Storytellers Guide
    • The Changeling Storytellers Guide picks up where the Changeling rulebook leaves off and offers a plethora of new information, from rules clarifications to new and advanced systems for handling fae magic - and puts it all in the Storyteller's hands. Included are new settings and new rules for expanding the boundaries of your Changeling chronicle.
  • Book of Lost Dreams/Changeling Storytellers Screen
    • This package includes a book of new ideas and rule expansions to enhance any Changeling Storyteller's chronicle, as well as a complete introductory story. Also included is a reference screen that contains all of the charts and vital information needed to run a Changeling story with second-edition rules.

Changeling: The Dreaming[]

Hunter: The Reckoning[]

For centuries, supernatural powers have reigned, warring among themselves, culling the human herds and lashing out from the shadows. The creatures of the night have held court since before the dawn of history. Nothing lasts forever.

From the thong of humanity, individuals emerge who know the truth. They know monsters exist. Enough is enough! The forces of darkness must pay their due. The time of retribution is at hand.

Hunter is developed by Ken Cliffe.

The Essential Books for Hunter: The Reckoning[]

  • Hunter: The Reckoning
    • Hunter: The Reckoning is the sixth Storyteller game released for the modern World of Darkness. This lavishly illustrated hardcover book presents all the rules and background information needed to finally bring mankind's fight to the supernatural. This game is not a Hunter's Hunted second edition. These are all-new character types with their own agendas for the world... and the monsters that inhabit it.
  • Hunter Storytellers Companion
    • Not only is every chart necessary to play Hunter presented for reference, but the secrets of the supernatural are revealed. A 72-page book details the powers, strengths and weaknesses of the World of Darkness' monsters - everything you need to know to portray the enemy. Absolutely for Storyteller eyes only.

Hunter: The Reckoning[]

Mind's Eye Theatre[]

Very few games seek to redefine the conventions of roleplaying as does the Mind's Eyes Theatre line. There are no tables or dice involved in Mind's Eye Theatre games. Instead, you become a part of the story. You assume the role of your character as soon as you step trough the door, enacting every action, movement and gesture. For the purpose of the game, you are your character. Mind's Eye Theatre is developed by Cynthia Summers.

The Essential Books for Mind's Eye Theatre[]

  • Laws of the Night Revised Edition
    • The revised edition of Laws of the Night updates Mind's Eye Theatre with the developments of Vampire: The Masquerade. Whether you're a new player waiting for the right time to join or a veteran ready to face the cataclysmic changes to the Vampire storyline, this book is for you. Every thing players and Storytellers need to create characters and stories - clans, Disciplines, antagonists, Storytelling help - is under one cover. The rules are also revised and updated, with an eye toward the game's roleplaying roots and to make play run smoothly. This is the new face of live-action roleplaying. Tradeback.

Mind's Eye Theatre[]

Never Say Die[]

White Wolf Compilations[]

White Wolf has released a lot of game supplements over the years. We understand that it's hard to keep up with them all (even we have trouble), so we're doing the work for you. The earliest and hardest-to-find sourcebooks that we ever released are available again in huge compilation volumes. These books combine rare supplements in each game line for the White Wolf elder and neonate alike. Check out the following collections:

Trinity[]

A century-and-a-half in the future, humanity has ventured into space, encountering strange alien races and diverse new worlds. Yet in the dawn of this new age, Earth is assaulted by a menace from its past - twisted, once-human creatures called Aberrants. Humanity's greatest defenders - men and women gifted with formidable psychic powers - stand against this horrific threat. Armed with psionic abilities and biotechnological enhancements, and aided by mysterious aliens, these guardians hope to fend off the invasion and protect humanity from its own twisted reflection.

The Essential Books for Trinity[]

  • Trinity
    • Take to the stars in Trinity. White Wolf's storytelling game about a high-tech, psi-powered future! As humanity's next step in evolution, you can venture into the depths of space, uncover all manner of mysteries - or scheme among the nations and corporations of Earth as they extend their reach into our solar system and beyond. Battle the hideous Aberrants, monstrosities who would destroy our people and planet. Investigate cryptic aliens who seem to have nothing but our best interests at heart. Learn the true power of the Æon Trinity, the enigmatic organization whose goal is the unity of all living things against a malevolent cosmic force.
    • Trinity is a completely new science-fiction roleplaying universe that is unrelated to White Wolf's World of Darkness setting. However, the game is based on the familiar Storyteller game system. The rulebook features all-new fiction from Hugo- and Nebula-Award-winning author George Alec Effinger.
  • Trinity Players Guide
    • The Trinity Players Guide broadens the scope of the Trinity Universe while simultaneously filling in key details. You not only learn the extent of influence that organizations like the Æon Trinity and United Nations have upon society, you see how the man on the street copes with matters of galactic significance. Plus, you get juicy character information, including Merits and Flaws, and an optional new Aptitude system.
  • Hidden Agendas: Trinity Storytellers Screen & Book
    • Concealed within a wrap-around screen ( a quick reference with everything a Trinity Storyteller needs) is the Hidden Agenda of the Æon Trinity. These pages contain expanded information on the universe of the 22nd century. They also contain an introductory story that kicks off the ongoing Darkness Revealed adventure series.
  • Shaping the Universe
    • The Darkness Revealed adventure series for Trinity is the ongoing epic that decides the fate of the 22nd century. The future is in your hands! And the drama continues in 1999's Alien Encounter series.

Trinity[]

Aberrant[]

Gods once wield this kind of power. Now it's ours. The forces of the universe respond to our will and we shape a world in our image. We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new Golden Age... and you will like it.

Aberrant is developed by Kraig Blackwelder.

The Essential Books for Aberrant[]

  • Aberrant
    • Golden age - or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth - or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.
    • Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against huanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.
  • Aberrant Storytellers Screen
    • The Aberrant Storytellers Screen presents all the chars and tables necessary to run Aberrant, as well as additional setting information and a ready-to-run story in a 72-page book.

Aberrant[]

White Wolf Fiction in 2000[]

White Wolf's fiction program this year completes an ambitious program. It's been more than six years since we published the first hardcover volume of Michael Moorcock's unparalleled Eternal Champion series. The entire hardcover series is now completed with this February's publication of COUNT BRASS. Tradeback versions of these books will now become available more frequently, but collectors who desire our high-quality hardcover editions will finally have a complete set of all of Mr. Moorcock's Eternal Champion stories

This year also sees the conclusion of a mammoth epic set within White Wolf's World of Darkness. The final word of the series is written with CLAN NOVEL: NOSFERATU, in May. Readers who have followed the entire series will be rewarded with knowledge about the World of Darkness that's available nowhere else.

But what is the year 2000 without a new beginning, as well? In our World of Darkness imprint comes a series featuring hunters, the newest residents of this dangerous realm. A trilogy of novels crosses over with novels featuring other denizens of our world, including vampires, werewolves and mages.

Also, a new novel from Nancy Collins reintroduces us to Sonja Blue. Grown tired of her immortal quest to destroy other vampires, Sonja herself seeks and finds something new in what may be the beginning of a series of all-new stories.

So as millennia begin and end, White Wolf fiction offers you its own beginnings and endings.

The Vampire Clan Novel Series[]

World of Darkness Fiction[]

Borealis Legends[]

  • Edgeworks
  • The Eternal Champion
    • Eternal Champion, The, Volume 1 (tradeback)
    • Von Bek, Volume 2 (tradeback)
    • Hawkmoon, Volume 3 (tradeback)
    • Nomad of the Time Streams, A, Volume 4 (tradeback)
    • Elric: Song of the Black Sword, Volume 5 (tradeback)
    • Roads Between the Worlds, The Volume 6 (tradeback)
    • Corum: The Coming of Chaos, Volume 7 (hardcover)
    • Corum: The Coming of Chaos, Volume 7 (tradeback)
    • Sailing to Utopia, Volume 8 (tradeback)
    • Kane of Old Mars, Volume 9
    • Dancers at the End of Time, The, Volume 10
    • Elric: The Stealer of Souls, Volume 11 (hardcover)
    • The Prince with the Silver and, Volume 12 (hardcover)
    • Legends from the End of Time (hardcover)
    • Earl Aubec, Volume 14 (hardcover)
    • Count Brass, Volume 15 (hardcover)
  • Michael Moorcock Tributes
    • Pawn of Chaos: Tales of the Eternal Champion (tradeback)
    • New Worlds
  • Fafhrd and the Gray Mouser
    • Return to Lankhmar, Volume 3 (paperback)
    • Farewell to Lankhmar, Volume 4 (paperback)
    • Swords Against the Shadowlands
      • Check out the latest Borealis Legends releases, starting on page 17.
  • Borealis Fantasy Fiction
    • Angels on Fire
    • Day I Swapped My Dad for Two Goldfish, The (tradeback)
    • Irrational Fears
    • Résumé with Monsters
    • Return of Count Electric, The
    • Swords Against the Shadowlands
    • Zod Wallop
  • Borealis Science Fiction
    • City on the Edge of Forever, The
    • Road to Science Fiction #3: From Heinlein to Here, The
    • Road to Science Fiction #4: From Here to Forever, The
    • Road to Science Fiction #5: The British Way, The
    • Road to Science Fiction #6: Around the World
    • Tales in Space
    • Three in Space: White Wolf Rediscovery Trio #2
  • Borealis Horror Fiction
    • Borderlands 1
    • Borderlands 2
    • Borderlands 3
    • For the Blood Is the Life and Other Stories
    • Midnight Blue: The Sonja Blue Collection
  • Books by Nancy Collins
    • Angels on Fire
    • Darkest Heart, The
    • Dozen Black Roses, A (tradeback)
    • Midnight Blue: The Sonja Blue Collection
    • Sunglasses After Dark, 10th-Anniversary Edition

Items Also Available[]

  • 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 on a heavy cardboard base, making them easy to display and stock. 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 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
      • Bali
      • Caitiff
      • Gargoyles
      • Lasombra Antitribu
      • Samedi
      • Daughters of Cacophony
      • Salubri
      • Lasombra (released previously)
      • Tzimisce (released previously)
      • Brujah (released previously)
      • Malkavian (released previously)
      • Gangrel (released previously)
      • Nosferatu (released previously)
      • Toreador (released previously)
      • Ventrue (released previously)
      • Tremere (released previously)
      • Setite (released previously)
      • Assamite (released previously)
      • Ravnos (released previously)
      • Giovanni (released previously)
      • Sabbat Ankh Necklace
      • Camarilla Ankh Necklace (released previously)
      • Complete set with backing board for all pins
      • New Pins Only (one of each of 22 pins)
  • World of Darkness Pin Set
    • Full Display Set
      • Includes display board and two of each of the following pins. Pins are also available separately.
    • White Wolf pin
    • Vampire: The Masquerade pin
    • Kindred of the East pin
    • Vampire: The Dark Ages pin
    • Werewolf: The Apocalypse pin
    • World of Darkness pin
    • Mage: The Ascension pin
    • Wraith: The Oblivion pin
    • Changeling: The Dreaming pin
    • Trinity pin
  • Signet Rings
    • Camarilla Signet Ring Size 7
    • Camarilla Signet Ring Size 9
    • Camarilla Signet Ring Size 11
    • Camarilla Signet Ring Size 13
    • Sabbat Signet Ring Size 7
    • Sabbat Signet Ring Size 9
    • Sabbat Signet Ring Size 11
    • Sabbat Signet Ring Size 13
      • Specify small, medium, large or extra large when ordering rings.

International Catalog[]

From the mirrored hall of Versailles, to the Black Forest of Germany and the streets of Brazil, no place on earth is free form the shadowy influence of the supernatural. Terror is a universal language.

White Wolf is proud to present its international publishers. From one corner of the World of Darkness to another, and beyond, the Storyteller Series offers a universe of roleplaying possibilities, and is played throughout the globe.

  • French: Hexagonal
  • German: Feder & Schwert
  • Polish: 21st Century Games
  • Portuguese: Devir
  • Spanish: La Factoria

Java's Crypt[]

  • Caitiff Pendant
  • Caitiff Brooch/Pin
  • Caitiff Stud Earrings
  • Brujah Pendant
  • Brujah Brooch/Pin
  • Brujah Stud Earrings
  • Gangrel Pendant
  • Gangrel Brooch/Pin
  • Gangrel Stud Earrings
  • Malkavian Pendant
  • Malkavian Brooch/Pin
  • Malkavian Stud Earrings
  • Nosferatu Pendant
  • Nosferatu Brooch/Pin
  • Nosferatu Stud Earrings
  • Toreador Pendant
  • Toreador Brooch/Pin
  • Toreador Stud Earrings
  • Tremere Pendant
  • Tremere Brooch/Pin
  • Tremere Stud Earrings
  • Ventrue Pendant
  • Ventrue Brooch/Pin
  • Ventrue Stud Earrings
  • Lasombra Pendant
  • Lasombra Brooch/Pin
  • Tzimisce Pendant
  • Tzimisce Brooch/Pin
  • Assamite Pendant
  • Assamite Brooch/Pin
  • Setites Pendant
  • Setites Brooch/Pin
  • Giovanni Pendant
  • Giovanni Brooch/Pin
  • Giovanni Cufflinks
  • Ravnos Pendant
  • Ravnos Brooch/Pin

Werewolf: The Apocalypse[]

  • Klaive Necklace in SS
  • Black Fury Pendant
  • Black Fury Brooch/Pin
  • Bone Gnawer Pendant
  • Bone Gnawer Brooch/Pin
  • Children of Gaia Pendant
  • Children of Gaia Brooch/Pin
  • Fianna Pendant
  • Fianna Brooch/Pin
  • Get of Fenris Pendant
  • Get of Fenris Brooch/Pin
  • Glass Walker Pendant
  • Glass Walker Brooch/Pin
  • Red Talons Pendant
  • Red Talons Brooch/Pin
  • Shadow Lords Pendant
  • Shadow Lords Brooch/Pin
  • Silent Striders Pendant
  • Silent Striders Brooch/Pin
  • Silver Fangs Pendant
  • Silver Fangs Brooch/Pin
  • Stargazers Pendant
  • Stargazers Brooch/Pin
  • Uktena Pendant
  • Uktena Brooch/Pin
  • Wendigo Pendant
  • Wendigo Brooch/Pin
  • Black Spiral Dancer Pendant
  • Black Spiral Dancer Brooch/Pin
  • Rite: Glory Pendant
  • Rite: Glory Brooch/Pin
  • Rite: Honor Pendant
  • Rite: Honor Brooch/Pin
  • Rite: Wisdom Pendant
  • Rite: Wisdom Brooch/Pin
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WW: White Wolf Publishing, Inc. 1999 Summer/Fall Catalog White Wolf Catalog WW: White Wolf Publishing, Inc. 2000 Catalog Q3-Q4
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