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White Wolf Publishing, Inc. 1999 Catalog January to June is a free catalog by White Wolf.

The catalog lists the following cancelled products: Trinity: Battleground Players Guide and Battleground: Players Guide Miniatures.

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.

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 63 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 72)
    • 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 45 lists all the books published under the Black Dog imprint.
    • Year of the Reckoning - All good things must come to an end. But you don't have to be good to pay the price for your actions. 1999 is White Wolf's Year of the Reckoning, when the forces that have shaped the World of Darkness pay the piper for their power, or are torn down by their enemies - or their own weakness. No authority - not the Kindred Camarilla, the Traditions nor the Underworld - is safe at the millennium's end. Page 59 lists all the books in the Year of the Reckoning.
    • 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.

1999 Releases at a Glance[]

January 1999[]

February 1999[]

March 1999[]

April 1999[]

May 1999[]

June 1999[]

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 Newly Revised Edition
      • This new edition of Vampire: The Masquerade is an 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. Plus, the new edition provides all-new information on the changes that affect the clans, and on the beginning of the end of the Camarilla. 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 companion to Vampire Revised Edition and Guide to the Sabbat. Available in February, 1999.
    • 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 companion to Vampire Revised Edition and Guide to the Camarilla. Available in March, 1999.
    • 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.
    • The Storytellers Handbook
      • This major reference work is ideal for anyone who plays Vampire. It includes new rules, greatly expanded sections on enemies and a cornucopia of ways to expand and improve your chronicle.
    • 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 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 Richard E. Dansky.

  • 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.

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.

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 n 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. Available in June, 1999.
        • For the Earth-Mother!
          • Take the War of Apocalypse to the Wyrm with Laws of the Wild (page 65) and Laws of the Wyld West (page 14), the live-action rules for Werewolf and Werewolf: The Wild West. Corruption is eternal.

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 Second Edition
      • Yours is the power of reality! The third game in the Storyteller Series delves into a world of mystery and awesome conflict, where modern wizards wage a battle for reality itself. Against the shadowy Gothic-Punk backdrop, mages with vision, purpose and mystick power strive to force back the hand of darkness and the rigid will of the Technocracy. Sinister Nephandi, wild Marauders, implacable Technomancers and the enigmatic Umbrid oppose your every step, but the ultimate enemy in this war for worldwide Ascension is within. Do you control your power or does it control you?
      • A full-color prelude and all-new illustrations round out this award winner. Hardcover.
    • 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.
    • 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.

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:

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.

Mage: The Sorcerers Crusade is developed by Jess Heinig.

  • 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.
    • 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.

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.

Wraith is developed by Ed Hall.

  • 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.
    • 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. available in May, 1999.

Year of the Reckoning[]

For centuries, the supernatural powers of the World of Darkness have reigned, forming their plots, 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.

Kindred blood runs thin. Portents mark the endtimes. The machine rages back. Empires collapse. The downtrodden overthrow their lords. Retribution blows on the wind. The time has come for the forces of darkness to pay their due. Age-old contracts have been fulfilled and the Devil has come to collect. As the cycle turns, one question goes unspoken: Who will survive the millennium's end? 1999 is the Year of the Reckoning, when the minions of the World of Darkness pay the price for their arrogance, corruption and hubris. No one is safe.

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.

Changeling is developed by Ian Lemke.

  • 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.

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.

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.

  • The Essential Books for Mind's Eye Theatre
    • Laws of the Night: The Pocket Guide to Mind's Eye Theatre
      • All the rules. All the clans. All the answers. All in one place. The Laws of the Night is a quick-and-easy pocket reference to Mind's Eye Theatre. It allows you to concentrate on the game by putting the rules in your hands. Tradeback.

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.

Trinity is developed by Andrew Bates.

  • 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.
    • 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.

Trinity Battleground[]

  • Trinity Battleground
    • Trinity: Battleground is the miniatures game of the second Aberrant War. Psions and Aberrants fight toe to toe, psi power to taint on the killing fields of Earth's extrasolar colonies. Be the Secenth Legion as it arrives to strike back at the monstrosities entrenched at Khantze Le Ge. Be the vengeful Aberrants who seek to wipe out humanity across the universe. This is the battle to the finish - victory or annihilation!
    • Trinity: Battleground features:
      • 20 hand-cast high-definition plastic miniatures:
      • 6 Legion Psions
      • 5 Seventh Legion Support
      • 4 Aberrants
      • 5 Aberrant Support
      • 1 - 11" Starter Piece of Official Battleground Terrain
      • 1 - 8" Starter Piece of Official Battleground Terrain
      • 10 Ten-Sided Trinity Dice
      • 1 Felt Dice Bag
      • 8 Sheets of Cardboard Counters and Templates
      • 2 Cardboard Rulers
      • 72-Page Rulebook
      • 1 Battleground Poster Quick-Start
      • 1 Trinity Storytelling Game Quick-Start
      • 1 Pad of 25 Psion Character Sheets
      • 1 Pad of 25 Aberrant Character Sheets
  • Items Available for Battleground
    • Blister #1 (Legionaire/Æsculapian)
    • Blister #2 (Orgotek/ISRA)
    • Blister #3 (Norça/Ministry)
    • Blister #4 (Lucifer: Aberrant Leader)
    • Blister #5 (3 Trogs: Aberrant Support Troops)
    • Blister #6 (2 Aberrants: Denshea/Slint)
    • Blister #7 (3 Legion - Batya/Jamerson/McGowan)
    • Blister #8 (3 Legion Support Troops - Somers/Williams/Cameron)
    • Blister #9 (5 Legion Support Troops - Support Squad Avenger)
    • Blister #10 (Aberrant - Gomorra)
    • Blister #11 (Aberrant - Nazul)
    • Blister #12 (2 Aberrants - Caul Fein/Fhata Kahn)
    • Blister #13 (5 Aberrants Support Troops - Krikquill)
    • Blister #14 (Legion - Gresko)
    • Blister #15 (2 Sentry Guns)
    • Blister #16 (4 Legion - Support Squad Dragon)
    • Blister #17 (2 Aberrants - Naushka/Drummach)
    • Blister #18 (Aberrant Support - 3 Thunes)
    • Blister #19 (3 Aberrants)
    • Blister #20 (3 Legionnaires)
    • Psion Character Sheers (pad of 25)
    • Aberrant Character Sheers (pad of 25)
    • Building Sheets (set of 4 cardboard building sheets)
    • Trinity Dice
      • See our new releases (starting on page 10) for the latest Battleground supplements and miniatures.

White Wolf Fiction in 1999[]

White Wolf's 1999 fiction program focuses on core books from our most popular lines. Our World of Darkness fiction is completely revitalized with the Clan Novel series, an ambitious program that calls for 13 books by six different authors to be released in the next year-and-a-half. Also, the wonderful Eternal Champion series, which collects Michael Moorcock's best-known fantasy novels, nears completion with the publication of three hardcover books. The Borealis Legends imprint also remains true to its purpose with the trade-paperback release of the first two Edgeworks books by Harlan Ellison, making classic and timeless works available to modern readers at a reasonable price.

The Clan Novel series begins with CLAN NOVEL: TOREADOR, but this is just the beginning of one of the biggest events in World of Darkness history. This epic series of over one million words reveals the secrets of a hidden world, from the smallest detail to the grandest marvel. Each novel in the series focuses on a member of one of the 13 vampire clans. Combined, the books make for a dramatic saga that shakes the World of Darkness to its foundations.

The Eternal Champion series comes within a single book of completion in hardcover format when PRINCE WITH THE SILVER HAND (#12), LEGENDS FROM THE END OF TIME (#13) and AUBEC (#14) are published this year. Trade paperbacks of the series also continue in the latter half of 1999.

After publisher delays to make certain this important work is perfect, EDGEWORKS #5 - the much-anticipated, first-ever omnibus collection of THE GLASS TEAT and THE OTHER GLASS TEAT - should finally be released. Fans of Harlan Ellison's masterful work can definitely look forward to the trade-paperback edition of EDGEWORKS #1, which includes OVER THE EDGE and AN EDGE IN MY VOICE.

The first half of 1999 also features the paperback publication of two popular books: FAREWELL TO LANKHMAR, the last of creator Fritz Leiber's Fafhrd and the Gray Mouser adventures; and DARK TYRANTS, and anthology of Vampire: The Dark Ages stories that joins THE BEAST WITHING, a Vampire: The Masquerade anthology and favorite among vampire fans in general.

  • 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.
      • Clan Novel: Toreador set this plan into motion with Victoria Ash. She is a manipulator who has risen high in the Camarilla, and she knows best how to play the powers about her to best advantage.
      • The mysterious and powerful Sasha Vykos is the main character in the second book of the series Clan Novel: Tzimisce. This being rallies the Sabbat along the American East Coast to strike deadly blows at Camarilla cities.
      • In the third book Clan Novel: Gangrel, you are left wondering what power could possibly annihilate so many warriors of this potent clan.
        • And the series continues with 10 more novels, culminating in Clan Novel: Nosferatu, wherein perhaps too much is revealed.
  • Borealis Legends Fiction
    • 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
      • Sailing to Utopia, Volume 8
      • Kane of Old Mars, Volume 9
      • Dancers at the End of Time, The, Volume 10
      • Elric: The Stealer of Souls, Volume 11 (hardcover)
    • Michael Moorcock Tributes
      • Elric: Tales of the White Wolf (paperback)
      • Pawn of Chaos: Tales of the Eternal Champion (tradeback)
      • New Worlds, Volume 1
    • Fafhrd and the Gray Mouser
      • Ill Met in Lankhmar, Volume 1 (paperback)
      • Lean Times in Lankhmar, Volume 2 (paperback)
      • Return to Lankhmar, Volume 3 (hardcover)
      • Return to Lankhmar, Volume 3 (paperback)
      • Farewell to Lankhmar, Volume 4
        • Check out the latest Borealis Legends releases, starting on page 16.
  • Borealis Fantasy Fiction
    • Angels on Fire
    • Child of the Journey, Book Two
    • Child of the Light, Book One
    • Children of the Dusk, Book Three
    • Day I Swapped My Dad for Two Goldfish, The (tradeback)
    • Irrational Fears
    • Psalms of Herod, The
    • Résumé with Monsters
    • Return of Count Electric
    • Shadowdance
    • Sword of Mary, The
    • Swords Against the Shadowlands
    • Zod Wallop
  • Borealis Science Fiction
    • 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
    • Tales in Time
    • Three in Space: White Wolf Rediscovery Trio #2
  • Borealis Horror Fiction
    • Borderlands 1
    • Borderlands 2
    • Borderlands 3
    • Borderlands 4
    • Dante's Disciplines (paperback)
    • For the Blood Is the Life and Other Stories
    • Midnight Blue: The Sonja Blue Collection
  • Books by Nancy Collins
    • Angels on Fire
    • Dozen Black Roses, A (tradeback)
    • Midnight Blue: The Sonja Blue Collection

Items Also Available[]

  • Vampire Clan Pins
    • Full Display Set
      • Includes display board and two of each of the following pins and necklaces. pins and necklaces are also available individually.
    • Assamite
    • Brujah
    • Gangrel
    • Giovanni
    • Lasombra
    • Malkavian
    • Nosferatu
    • Ravnos
    • Setite
    • Toreador
    • Tremere
    • Tzimisce
    • Ventrue
    • Werewolf
    • Ankh Necklace
    • Deluxe Ankh Necklace
  • 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
  • T-Shirts
    • Orgotek T-Shirt XL
      • Check out the latest merchandise releases, starting on page 12.

Notes[]

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WW: White Wolf Publishing, Inc. 1998 Summer/Fall Catalog White Wolf Catalog WW: White Wolf Publishing, Inc. 1999 Summer/Fall Catalog
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