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VAMPIRE BOOKS

Posted in Vampire (Saturday, October 11, 2008)

Written by C. A. Suleiman. By White Wolf Publishing. The regular list price is $19.95. Sells new for $20.95. There are some available for $9.71.
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1 comments about Cairo by Night (Vampire: the Masquerade).
  1. This is perhaps the greatest setting book White Wolf has made for Vampire: the Masquerade. Suleiman managed to do a wonderful job weaving together major themes, landmarks and Arabic words (as well as cultural sources like the books of Naguib Mahfouz and al-Jeel and Shaabi music) to give an outsider an understanding of what Cairo is like. The history section is also well done, exploring every aspect of Egypt's history from pre-dynastic times to the Romans to the Arab invastion and the Crusades to the Mamelukes to the British and ultimately Egypt's independance. All of this is very well researched but also does a wonderful job placing vampiric politics in the shadows behind mortal history. The conflicts of the Setites, Children of Osiris, Assamites, Ashirra and European Clans are all secretive and far-reaching but don't directly affect mortal history. Anyway, whats really nice is that the information is detailed enough that with but a couple changes you can run the material in this book in any time period.

    The book then goes on to detail the vampiric divisions of Cairo, elysiums, historical landmarks and so forth. Lots of maps and so forth. It then examines the different clans in Cairo, based on where they hold power, as well as various vampiric factions such as the Ashirra, the Hajj (Islamic Nosferatu), Sabbat, Inconnu and Disciples of Anubis (bunch of Gangrel practicing Egyptian magics). Mortal organizations like the Arcanum, the Cult of Isis, the Ikwhan al-Safa (Muslim witch hunters), Setite cults and the Akritai (Orthodox Chirstian version of the Society of Leopold). It also features a new Thaumaturgy path developed by the Setites, and a couple Akhu rituals. Most of the characters are pretty interesting, though a couple (like ibn Khaldun and Kahina) are based off real life historical personalities. Not sure why White Wolf would go back to doing that.

    The last chapter gives an overview of major themes in Cairo that STs can use. Things like basic beliefs of Islam, the Ashirra sect (Muslim vampires described in more detail in Veil of Night and other books), Mosques and Churches with True Faith, the Setite Courts of Egypt and some metaplot stuff. Lots of Mummy crossover potential, with the old feud between Sutekh and Osiris, plus some other cool secret stuff. Really a great and useful book for running any games in the Middle East.



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Posted in Vampire (Saturday, October 11, 2008)

Written by Jim Estes. By White Wolf Publishing. The regular list price is $12.00. Sells new for $25.00. There are some available for $1.91.
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4 comments about The Inquisition.
  1. This book is a great Hunter's sourcebook. It is recent, so there's continuity, and it details True Faith, the bane of all supernaturals of the WoD. Also included is a history of the Inquisition (both in our world and the WoD), Merits and Flaws (many of which were in The Hunters Hunted, but were reprinted), and Cenacula creation rules. Buy it. Buy Project Twilight. And start fraggin' the things that go bump in the night. The Inquisition: it's not just for infidels anymore.


  2. This book is full of information that gives mortals an upper hand in the World Of Darkness. It details the history of the Inquisition and its role in the modern World Of Darkness, and how the Society of Leopold views the supernatural beings they hunt. The rules for the torture of vampires and other supernatural is enough to make any good Storyteller weave in a moral and ethical lesson into the chronicle, and the amount of suspense that can be created by the misinformation that the Society has about other supernaturals all make for a darn good suspense filled chronicle..and a painful learning lesson for the Society. All in all, a great addition if you want to play a flesh and blood mortal who's tired of being pushed around by monsters.


  3. Great! This book contains lots of information about the Inquisition with regard to details about Medieval Age, Catholic Church, European history and more. It describes a group called Society of Leopold that still fights the fight against all supernatural. In detail it explains who these Inquisitors are, why they do their strange job, what their motivations and goals are. It includes various divisions and sects within the Society of Leopold, its structure, its history and philosophy and details about the headquarter in Italy. The chapter Character Creation isn't a bit inferior. It contains lots of new abilities, merits, etc. , the magic called Theurgy and more religious tools to fight the evil. True Faith is explained in detail, but is much too powerful in my opinion. It's a great book. Recommended for every Inquisitor - and only those, in modern age the Inquisition is a secret society after all !

    However, two little mistakes occur. The Holy Office was renamed and reorganised in 1965 AD (2. Vatican Council), and the Vatican still holds a huge collection of Inquisition documents. Most libraries even had been opened to the public in 1998. Both facts can provide new interesting story hooks.

    Farooq.Abdullah@Assamites.de



  4. This book is one of the best books in the White Wolf storytelling system. For too long humanity has been nothing but the weaklings of the World of Darkness. They are referred to as herd, juice bags, and other unsavory titles by vampires. The Inquisition is one group of humans that are determined to take back the night. This book discusses the history and practices of the Society of Leopold, the descendents of the Inquisition. There are many new hunter-related powers as well as a detailed discussion on True Faith. The burning times are over but many of the tools that gave the Inquisition its notorious reputation are presented in this book along with rules to torture vampires. It is still nearly impossible for an Inquisitor to take a vampire on in a clean fight, but who says they have to fight fair? A great book for storytellers and players who want to utilize the soldiers of faith in their chronicles.


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Posted in Vampire (Saturday, October 11, 2008)

Written by R. Bergstrom and Ken Hite and Jason Langlois. By White Wolf Publishing. The regular list price is $15.95. Sells new for $5.60. There are some available for $5.00.
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1 comments about *OP Cainite Heresy (Year of the Reckoning Series).
  1. This book uses a lot of real information from the period. Being interested in real religious studies, I can vouce that many of the religious heresies listed were historically real. I own some of the religious texts this book makes reference too. It's grasp of the gnostic movements and their many Dark Ages spawns is amazing.

    The Merits/Flaws and fictional heresies in this book are equally excellent. This book adds a mature, dark feel for an already bleak game.

    It is one of the best mood books ever released under the White Wolf/Black Dog title.



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Posted in Vampire (Saturday, October 11, 2008)

Written by Steve Kenson. By White Wolf Publishing. The regular list price is $14.95. Sells new for $6.00. There are some available for $2.90.
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No comments about Dharma Book: Thousand Whispers.



Posted in Vampire (Saturday, October 11, 2008)

Written by Richard Dansky and Wendy Gash and Robert Barrett and Bruce Baugh. By White Wolf Publishing. Sells new for $17.95. There are some available for $5.00.
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5 comments about *OP Ashen Knight (Vampire: The Dark Ages).
  1. This Dark Age Supplement for Vampire is one great read. What I liked about this book is that it gave historical view of the codes and conducts of chivalry, and the sociteies of the canite knighthoods. Whitewolf's eyecatching artwork in its shades of black white, catch the feel of the Dark Ages and creates a good atmosphere for the book. For those who play Vampire: TDA, this books holds are real treat as it details the "Grail Knights" briefly mentioned in previous books. They are something more than you typical Cainite Knight. Also featured in this book are some New Traits and Merits & Flaws for your character. This is one book I feel I will have plenty of use for in my library.


  2. The first impresion i had upon this book was: "why bother with something so simple". But upon reading the five chapters and the appendix i was hooked on the idea. I also played for six years Truncheons and Flagons so the fantasy setting is no strange to me, whoever when you review the possilities to play a vampire knight the ideas arise (bad pun sorry). They explain in chapter one the whole concept of chivalry in medieval Europe, but the best chapter is the second where they explain how to do it and the fifth where players get their chances at playing one. New merits and flaws (i really liked the "woman in disguise" flaw, a lot of opportunities there). They also give you a brief history of a fictional vampiric knight order for those who like ready to play NPC. Overall a good read, on the gaming side a good sourcebook with good information for both storytellers and players.


  3. I am quite impressed with this book. In the tradition of Wolves of the Sea, White Wolf has really done their homework on this one. Not only does it contain much relevant information about historically existing knightly orders (such as the Knights Templar), it also contains information about how kindred manipulate and even become them. Most importantly, the Order of the Bitter Ashes is detailed. The Order has a duty to destroy infidels, protect the holy, redeem the wicked, and capture the holy relics of old for...posterity. The memebers, due to a unique embrace involving the Holy Grail, also have several new powers, among them being a limited ability to regenerate blood without feeding, and some resistance to fire and sunlight. Though they might be the most noble of the Kindred, there are still many moral dilemmas to play out with them. I get a real Indiana Jones and the Last Crusade feeling from this book. If you enjoy this sort of mood mixed with the gothic horror of Vampire: Dark Ages, this is a must have for you. My only complaint is that there is not a single mention of the one clan that most fits the knightly stereotype: the Salubri. Maybe I am just partial to the Salubri, but I think that they should not have been overlooked here. Still, the book is marvelous.


  4. This is one great book, but you need the good players too. Think of a vampire walking under the sun and not getting aggravated damage, just lethal. A vampire with increased power and disciplines as well as being only lethally damaged by fire, not aggravated. However, it is compensated by the vampire duties and by those above them in the knighthood order. And yet, it is not only about the order of the bitter ashes, but about everything on chivalry. If you like the via equitus... this book is for you.


  5. This book is just packed full of information. It is one of those books that drew me to Vampire to begin with. Great detail about the period, how vampires fit into it. How to play a vampire knight. Religion and how both vampiric knight and also mortal ones view it.

    The book itself is a fun read, not just filled with rules but flavour to make the game better. Some of the concepts could be used in any game that uses knights.

    Well worth the money. My only complaint is the art needed to be a bit better.



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Posted in Vampire (Saturday, October 11, 2008)

Written by Steven C. Brown. By Visionary Entertainment Studio, Inc.. The regular list price is $40.00. Sells new for $19.94. There are some available for $14.87.
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5 comments about The Everlasting: Book of the Unliving.
  1. The Everlasting is a great game for both beginning roleplayers and those playing since time began. There is not much you can't do with this game, and you can literally use it for many different kinds of gaming adventures from the medival dungeon crawl to a modern day war with a group of fallen angels. This game literally has everything.


  2. For years the "World of Darkness" has dominated the market in terms of Urban Fantasy but Everlasting, the new contender has everything that it takes to topple that Throne, and more.

    I found the rule system light and flexible but still with enough meat to give you a solid idea about your character and what he can do.

    The system itself offers several dice and character creation systems, a card based (Tarot or other) system and also instructions for gameing without a game master.

    Included is also a way to directly reward or punish players for their actions and also personal Ethos, Beliefs ,Outlooks, Passions and Relations to further define the Character.

    The overall Background is a world in between our "normal" World, called the "Reverie"(along with several other Planes of Existance) where supernatural beings of all kind and color dwell and carry out age old conflicts among each other. What appears to us a spooky abandoned house might be a huge Victorian Manor, the palace like dwelling place of a Revenant in the Reverie, a small patch of forest to us is a primeval forest where creatures straight from a fairytale live...

    Each of the four foundation books provides an entirely different tone of play, with a set of supernatural creatures described in detail, magic paths and planes of existence that belong to the topic the book aims at.

    All the Beings from the other Foundation Books are described
    with their basic traits, enough to give the Gamemaster an idea how to describe and play those beings.

    The Book of the Unliving introduces you to the dark, bleak, "gothic" world of all things Undead:

    Vampires (Predators out for blood who can run the whole range from the beastial to the smooth and refined upper crust "party animal") and many of their "Bloodlines"

    Revenants (ghosts that one way or another made their way back from the afterlife by takeing over bodies, living or dead, they sustain themself by draining the life force of others, ageing mortals, withering plants...)

    Dead Souls (Spirits of the Dead,Ghosts) and the societies they created in the Underworld

    Ghuls (people that drank from an ancient elixir that provided them with both, immortality and a decaying body and/or soul, who must feed on raw flesh to keep their bodies from Degenerating) dwelling in Tunnels and Crypts, living their unlives as outcasts even among the other supernatural beings.

    Reanimates (Artifical Beings, crafted from Bodyparts, a fusion of dead flesh and metal, or entirely inorganic like Clay or Stone)

    The plane of existence described (beside the Reverie) in this Book is the Underworld, dwelling place of the Dead Souls, with its most important places, rules and basic politics.

    To sum it up:
    With about 20 years of role playing experience under my belt I am delighted by the style of The Everlasting. The system supports many tastes, rule and background wise, without being too thin on one and too thick on the other. I can only recommend that you give it a try with the foundation book that most suits your taste.


  3. When I received this book in the mail, I was astonished. The artwork alone elevates this product above any of the new World of Darkness material. But the approach to roleplaying is genuinely innovative.

    The rules system is either card/tarot based or dice based (which is presented side by side rather than stuck at the back of the book like a forgotten step child).

    The presentation and layout is fabulous. The artwork is breathtakingly dark and atmospheric, and the setting is what I've come to expect from modern horror/fantasy: grounded in real world beliefs. As opposed to the attempts made in the new World of Darkness, it has much greater strength IMO.

    In addition, the messageboard at Visionary Entertainment is quite active with the publishers interacting with fans. I have since come to find out this is the way it has ALWAYS been. That kind of product support is heartfelt and always useful. This game, in it's first edition, so inspired one fan that he bought the company and has been hard at work helping produce more material.

    Highly recommended!


  4. The Book of the Unliving, Color Edition, is, as the name implies, a revamp of an earlier book put out by Visionary Entertainment Studios.

    The full pictures utilize an etheral style that fully compliments the content of the book. I was especially enchanted with the pictures in the Ghul section, as they manage to be both horrifying and strangely beautiful.

    The content is on par, if not better, than the art. The book's set in the modern era. Magic is every where, but hidden from the eyes of mortals, save for a few Fantasts and Magicians. In this world there are the eldritch, the magical races of the world. The Book of the Unliving details the Vampires (Immortal blood-suckers that everyone should be familiar with), Ghuls (Mortals who drank Annecro and earned immortality as zombie like creatures who must feed on the flesh of dead humans or face physical and mental degeneration), Revenants (Dead souls who returned from the grave and possessed another's body), Dead Souls (Ghost's who, for whatever reason, do not rest quietly), and Re-animates (think Frankenstein's monster), as well providing barebones statistics for 10 other Eldritch (which are more thoroughly explored in the other three core books).

    Like the other Foundation books of the Everlasting series, the Book of the Unliving can stand on its own, having rules (With variations for freeform, dice, or card draw methods of play), advice for GMs (Or DMs, Or STs, as you prefer), supernatural powers for the various undead, information on the setting, and a flexible magic system (Fans of the Everlasting system will no doubt rejoice at the all new break down of magickal effects by category and magnitude).

    This is an all around excellent RPG and should be in any modern fantast fan's collection.


  5. I discovered The Everlasting back when it first came out. Back then, they were great, and I was sad to see the game fold. A few years ago, the game came back, and that was joyous news, but something subtle was missing: the books were still in black and white while most of the big games had switched over to color.

    This is fantastic. The game is excellent, the book is beautifull, and the layout is a big improvement. Sample characters have been included and the magick rules are greatly expanded. If you like gaming, get this book. If you like mythology, get this book. If you like modern fantasy or horror, get this book. In general, get this book . . . even if you have the old black and white version, get this book!


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Posted in Vampire (Saturday, October 11, 2008)

Written by William O'Connor. By White Wolf Publishing. The regular list price is $18.00. Sells new for $22.70. There are some available for $5.00.
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1 comments about *OP Three Pillars (Vampire: The Dark Ages (Paperback)).
  1. This book provides lots of background for Vampire: the Dark Ages. It has what's going on with the different classes (Nobility, Clergy, and Peasantry) also it has background on the Italian City-States which was the largest cities at the time and allows the GM to have large campains that's in the city and in the countryside. It was a great start for my Venice game and recomend it for other GM's that want to set their game in or around Italy.


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Posted in Vampire (Saturday, October 11, 2008)

Written by Justin Achilli. By White Wolf Publishing. The regular list price is $14.95. Sells new for $7.00. There are some available for $7.48.
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No comments about Ashen Cults (Vampire: The Dark Ages).



Posted in Vampire (Saturday, October 11, 2008)

Written by Richard Dansky and Craig Bolin. By White Wolf Publishing. Sells new for $15.00. There are some available for $4.99.
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5 comments about Libellus Sanguinis 1: Master of the State.
  1. This book details the three "leadership" clans of the Dark Ages, the Lasombra, Tzimisce and Ventrue.

    The Lasombra section was fairly interesting. It describes the split in the Lasombra between Christian and Muslim, their secret society known as the Amici Noctis, and a host of new powers. The elder-only powers are a little over the top (which is the tendency in WW) but there are several powers which mix Lasombra disciplines at lower levels, which means young'uns can use them too.

    The Tzimisce was fascinating. It gave a good feel of how a voivode's estate is run and provides a list of the DA ghoul families, which didn't all make it to the modern day. Finally a write-up on Koldunic sorcery! It needs more detail, though, and I was a little disappointed that Koldunic sorcery seems to be Thaumaturgy with different names. There are elder powers here, too, ranging from the twisted to the obscene. This was, to me, the most interesting part of the book.

    The Ventrue section is pretty boring, but there is minor interest to be found in the sections on the factions within the Ventrue, especially the Merchant Princes.

    All in all, a very worthwhile book. I recommend it to anyone who plans to run a Dark Ages game.



  2. Well, this was a good book. It was full of usefull information on the Lasombra, Ventrue, and Tzimisce. It talked about how they rule over people, their different pollicys, and all the usual things. Basicly three clanbooks (shorter than usual, of course) for the price of one. There was only one thing that not only disapointed me. I have been scouring White Wolf's books for something on Koldunic scorcery, and I came across this. Now, the Tzimisce are arguable the most popular clan in the Dark Ages, right? You'd think White Wolf would at least take the time to come up with a system that was at least a LITTLE different from Thamaturgy! The ONLY difference between the two is the rituals, and they only give you 6 or 7 of them!


  3. Koldunic sorcery IS thaumaturgy for all intents and purposes. All thaumaturgy is is using the power of vampire blood to power magic. It's like magic in Mage basically, except it uses vitae instead of quintessence or tass. Koldunic sorcery is the same thing. It is using blood to power magic. Simply enough, it is just an ancient form of thaumaturgy that is not as polished as the Tremere form (they had been Magi for quite some time before they became Cainite).

    I think it wouldn't make sense to call Koldunic Sorcery as thaumaturgy, mainly because the former predates the later. But, as stated previously, they are basically the same thing.



  4. The Part about the Lasombra is very interesting and shows the machinations of the Magisters. The Ventrue are perfect Antagonists to them, their completly different approach to power is nice written. But the the part on the Tzimisce is written from the Point of a Tremere, their deadly Enemies, giving a very morbid View to them. On the other Hand, having only your enemies speaking about you, doesn't show your beliefs and aims... ;)


  5. All societies have their leaders, and Cainites are no exception. However, when you live for centuries, it can be difficult to tell exactly who is in power. From this comes the three fountainheads of leadership. Clans Lasombra, Tzimisce, and Ventrue all carry an air of power, but each knows they are the only true leaders for the Cainites. This book is analagous to the many Clanbooks printed for Vampire: The Masquerade. However, they have grouped them together into clans of like minds, if such a thing can exist with these power-driven demons.

    The first book deals with the Leaders-from-the-Shadows. Just as ever king has a king-maker, every king-maker has the one who made him. Just like their Obtenebration that manipulates the shadows, these Magisters are the ones to pull the power behind the power behind the throne. Seeing a pattern? Although they are internally strifeful, they will not let the others know this. Clan Lasombra should run Cainite society, and if they have their way, their shadowy tentacles will eventually touch every aspect of both Mortal and Cainite culture.
    Their section is a wonderful extension on core book material. It offers more information on the behind-the-shadows workings of this clan. These details are also augmented with clan specific discipline levels and powers. Now players can see the horrific powers of Obtenebration. Not only can they cloak the night, but Tchernabog can even cloak the day! Even if a Cainite cannot summon this level of Obtenebration, a simple use of Dark Steel will slow down even the staunchest of aggressors. Now those who rule from the Shadows are shown to have their own teeth as well. While it is better to let others do the killing and dying for you, the Lasombra will not need to stand idly by. They can go toe-to-toe with any other clan, if that clan ever sees them coming.

    Book two takes a decidedly different tone by delving into the ultra-horrific world of the Tzimisce. These Cainites are well called fiends by their peers. Although the view is biased and from a Tremere source, it is evident the strength and power they wield is terrible. This is a place not for the squeamish. The Fiends live well beyond the realm of monster. They relish in their unlives and their ancient powers. Beware when you sup with the Fiends for you never know who is the main course.
    Now this section does give information on both Vicissitude and a little on Koldunic Sorcery. Do no be fooled. Koldunism is not the same as Thaumaturgy. As others not, Koldunism is far older. If this book seems to indicated the two are the same, then obtain Blood Magic and use that instead. Often, one should not just lump the two together. This is what started the war long, long ago. Granted, killing a Tzimisce elder and invading the lands of the Voivode was not a good idea either. Also, most of Clan Tzimisce do not use Koldunic Sorcery. They have instead been infected with Vicissitude, which is the difference between Clan Tzimisce and the Old Clan Tzimisce (see Black Hand). So, use this section to build the better fiend. Remember, these are your lands and have been since before those mortal upstart mages where ever born. Your power traces back to Enoch, to Cain, to Adam himself. You were the keepers of sorcery long before the mages.

    Book three brings in the ever popular, yet rather plain Ventrue. This is the shortest section because the Ventrue are very straight forward. We are the ones who are to rule, and all others are usurpers. Ventrue is the Kingship Clan after all! I like the section, especially the new skills and discipline power. The data is just as useful as that from the Lasombra and Tzimisce. I personally do not play Ventrue enough to fully rate this section, but it has helped me create some truly loved, or is that loathed, non-player characters.

    In summary, this book along with the other clanbooks forms the most expansive base of core knowledge that is needed for games. If you want more in-depth clan interaction and knowledge, this is a must add to any collection.



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Posted in Vampire (Saturday, October 11, 2008)

Written by Lucy Taylor and John Bolton. By White Wolf Publishing. The regular list price is $19.95. Sells new for $126.53. There are some available for $15.00.
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5 comments about Eternal Hearts.
  1. This book was a combination of B-movie horror film and a porno with no real redeeming features. The plot was week, the prose was middling and a lot of scenes existed to have a scene. The scenes were very blunt and did not leave much to the imagination. The art was graphic but pretty good. Overall the book was an attempt to see how gross they could be. It was certianly not worth the price of a hardcover. There are other better books that combine eroticism and horror.


  2. This book was, well, alright. The problem I think with this book is that it was made to be a XXX story right from the get-go. I can't think of one single character in this book that isn't some sort of degenerate sex fiend. It seems like everyone's had their pornos and hand lotion locked away from them and they will screw anything that walks. The story is relatively weak, like it was built around the sex scenes. Not much for action. This book is definately a keeper if you want something really weird to show your friends at a party. But if you are looking for a REAL vampire novel, stick to Midnight Blue. Lucy Taylor is a fantastic novelist though, but I think she should stick to her own ideas, because her violent-sexual ideas don't seem to really fit into Vampire: The Masquerade. Especially when vampires technically can't have sex anyway.


  3. This book has been billed by White Wolf as one exploring vampires as a sexual metaphor. Apparently their idea of what that means is different from mine, because when I look at my copy of this book, I see lots of sex but no metaphor. Reading the "word from the developer" on pages 8 and 9, it seems they merely took the development of the connections between vampires and sex as an opportunity or an excuse to publish some more vampire erotica of their own. I guess I just had a little more detail and allusions in mind when I ordered this book.

    In the story itself, I found the truth behind the event which prompted the reverend Emmet's vampire hunting to be a bit of a stretch. Also, some of the events in this book would make many readers queasy, if not offended. Personally, I don't mind that at all, but if one has any interest at all in this book, I would also recommend the other material the developer himself mentiones in his foreward (i.e., _Dracula_, Lord Byron).

    This book gets two stars because I guess I can see the developer's point of view, kind of, even if this book doesn't exactly push any envelopes, or even give one a little nudge. Plus I got a color picture of my favorite signature character from the World of Darkness, Sasha Vykos.



  4. A smorgasbord of thrilling horror and stunning erotica! As a fan of White Wolf's game system and their vampire books, Lucy taylor here has launched a masterpiece for any VAMPIRE fan to relish...from incredible ART, and sensual sex,coupled with bloody vampirism,to the characters no cable tv would dare portray for an audience...I love it! Ah, my favorite LUCITA....PRETTY ISABEL GIOVANNI, written by Ms. Taylor in such a way that it's like you are right there with them! This is my favorite Vampire book to date! Please tell me there will be a sequel! Ken Knight(author of CRYPTX,a horror novel) I may be reached at jobfaster@aol.com


  5. I bought this book expecting a tasteful treatment of vampires & sex. Instead, I received a hundred fifty pages of bloody orifices. That's what it all boils down to, and you don't have to cook it very long to get to that point. There is no tender affection, no gentle seduction, no hint of love. Every character is the same: an evil deviant whose only joy comes from violent sexual violation. No one is left as they had previously been depicted. Lucita, Isabella Giovanni, Sascha Vykos, Victoria Ash... all are now rape-crazed freaks.
    I exaggerate, but not by much. If this description doesn't appeal to you, then you don't want this book.

    The best I can say for this book is that it's short.


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Page 13 of 16
3  4  5  6  7  8  9  10  11  12  13  14  15  16  
Cairo by Night (Vampire: the Masquerade)
The Inquisition
*OP Cainite Heresy (Year of the Reckoning Series)
Dharma Book: Thousand Whispers
*OP Ashen Knight (Vampire: The Dark Ages)
The Everlasting: Book of the Unliving
*OP Three Pillars (Vampire: The Dark Ages (Paperback))
Ashen Cults (Vampire: The Dark Ages)
Libellus Sanguinis 1: Master of the State
Eternal Hearts

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Last updated: Sat Oct 11 20:15:08 EDT 2008