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Title: Veil of Night by Chris Hartford, Ellen Kiley, James Kiley, Sarah Roark, Michael B. Lee, Lucien Soulban, Adam Tinworth ISBN: 1-58846-206-4 Publisher: White Wolf Publishing Inc. Pub. Date: August, 2001 Format: Hardcover Volumes: 1 List Price(USD): $25.95 |
Average Customer Rating: 4.5 (2 reviews)
Rating: 5
Summary: Islamic World in the Dark Ages Setting
Comment: Probably the best book for the Dark Ages setting thus far, this Year of the Scarab release focuses on the Islamic world in the context of Dark Ages: Vampire. After opening up with a short fiction of a vampire's meeting with Mohammad, and another short fiction focusing on a the lengths that ashipu (Middle Eastern vampire magicians) must go to, we get to an excellent introduction. The introduction explains what the book is an isn't, as well as giving us a lot of useful books, magazines and websites to visit concerning the real history of the Islamic world. Remember that while the west was in the "dark ages", the Islamic world was experiencing a golden age of science and learning. There is also a lexicon of Arabic and Islamic terms that are used in the book, and more specifically the context they hold in the game.
The first chapter covers the history of Islam, giving a biography of the Prophet Mohammad, as well as a historical account of the spread of Islam across the Middle East and North Africa. The second chapter continues by giving a look at Islamic beliefs and practices, both from mortal and vampiric perspectives. The most interesting part here is a description of the Ashirra sect, a brotherhood of Islamic vampires who seek to redeem themselves. Very good for Storytellers and players alike, as this section is almost essential for understanding how and why the Ashirra work.
The next section is a bit of IC stuff, written by an Assamite vizier as he travels from al-Andalus across north Africa to Arabia and the Holy Land, and from there to Baghdad, Persia and finally disappearing in the east, killed by some unknown force. Think something like the vampiric equivalent to ibn Batutta. At the end are a bunch of profiles of NPCs he met along the way. Almost all of the NPCs are interesting and unique, and can easily be placed in a chronicle. The next chapter covers the various clans (all called by their Arabic names) in the Middle East, and things are quite different. As would be expected, the Assamites and Setites are dominant, but the Brujah, Nosferatu, Gangrel, Ravnos and Lasombra are also quite influencial. Indeed, all western clans (save the Tzimisce and Tremere; the Ventrue are also rare being represented only by a small Arabian bloodline) are represented to some degree, along with three bloodlines: the Salubri, Baali and Laibon.
Some of the alternate takes on the various clans are quite interesting. For instance, the conflict between the animalistic hunters and monsters of clan Nosferatu (called Mutasharid) and the peaceful Nosferatu who have adopted Islam (known as the Hajj). Indeed, the Hajj are one of the leading groups in the Ashirra. Or the Lasombra, many of whom are devout Muslims and who are treated with respect and honor. All in all, its a pretty cool section. In the end, it also gives some descriptions of Paths followed by the Ashirr and how they differ from western paths. For instance, Path of the Bedouin becomes Tariq el-Bedouin, and is focused more on living a simple, nomadic lifestyle than becoming an animal. Special attention is paid to the Path of Blood (Tariq el-Haqim) given the prominence of the Assamites in these regions.
Following this is the juicy chapter, chock full of everything you need to know to run a Cainite in the region. Aside from information on the different cultures and groups (such as Berbers, Moors, Kurds and so forth) and Arabic naming conventions, there are also some sample concepts and such. Some new Merits and Flaws, specific to the setting are given, along with new Traits and even a new Animalism power (used many by vampires to create animal ghouls out of animals that drink from isolated desert oasis). There is a great deal of information on Sihr, faith based blood magic used by the Hajj. A couple paths and rituals and not much else. Given that its specific to the Hajj and maybe a few Assamite sorcerers, I guess not too much detail is needed. And theres also some systems for situations Ashirra are likely to get into as well.
And then there is the next chapter, Damascus by Night, which gives an entire ready-to-run plot focusing on the secret corrutpion in the city of Damascus. The chapter gives a pretty nice amount of information about the city of Damascus, as well as the Ashirra in the city and how many of them have been subverted by the Baali. Character profiles of major characters are also given, so everything is already set up for you to run it. This ties in nicely with the closing chapter, which focuses on various supernatural threats that Ashirra are likely to face in the night. Information on mortal dangers (like crusaders and the Knights Templar and Islamic monster hunters) is presented, alongside bits about jackal-blooded Lupines (and other shapeshifters), wizards (primarily Ahl-i-Batin and Taftani, but also Knights Templar, Hebrew qabbalists and tribal shaman), ghosts, mummies, djinn and even mysterious eastern "Kindred" from the White Tiger Court...
Over all, this is an excellent book. I strongly recommend it to anyone intending to run a Dark Ages game, or even a game set in the Mid-East in general. The Ashirra sect supposedly survives to the modern era, though little information is given on it outside brief references in a couple other books. More information on the future of the Ashirra sect would have been appreciated. Nonetheless, this is an excellent book and well worth buying.
Rating: 4
Summary: Good read.
Comment: This is a great historical geopolitical look at the Middle East of the Dark Ages for Vampire. White Wolf does a good job of showing us the Kindred of the Middle East who have been influneced by living in the geographic center of 3 major world religions. The impact of the faiths is obvious in all of the clans. White Wold has taken pains to accurately reflect the culture of the times and superimpose it onto the likely reactions of supernaturals. If you play Vampire: Dark Ages and wish to have a religious themed game or an exotic setting then this is the book for you.
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Title: Gehenna by Ari Marmell ISBN: 1588462463 Publisher: White Wolf Publishing Inc. Pub. Date: January, 2004 List Price(USD): $29.99 |
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Title: Dark Ages: Players Guide to High Clans (Vampire) by Michael A. Goodwin, Zach Bush, Steven Kenson ISBN: 1588462897 Publisher: White Wolf Publishing Inc. Pub. Date: November, 2003 List Price(USD): $29.95 |
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Title: Chaining the Beast (Vampire) by White Wolf, Justin Achilli ISBN: 1588462412 Publisher: White Wolf Publishing Inc. Pub. Date: July, 2003 List Price(USD): $19.95 |
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Title: Clanbook: Followers of Set by Dean Shomshak ISBN: 1588462048 Publisher: White Wolf Publishing Inc. Pub. Date: April, 2001 List Price(USD): $14.95 |
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Title: Lair of the Hidden (Vampire) by Sarah Roark, Dean Shomshak, Janet Trautvetter, White Wolf ISBN: 1588462420 Publisher: White Wolf Publishing Inc. Pub. Date: August, 2003 List Price(USD): $21.95 |
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