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Mithras of London fancies the Isles as his domain, but the land is far older than even he. Ancient vampires lurk in the fens and wolf men stalk the moors. The Church has taken hold here, but worshippers of far older gods call upon power that no follower of Christ has ever known. And somewhere beyond the mist the fae laugh, for they were here before any other. Dark Ages: British Isles is the first regional sourcebook for the Dark Ages line. It includes the history of the land, information on the major cities of England, Ireland, Scotland and Wales, and details on how the supernatural denizens of Europe deal with each other and the oldest inhabitants of the Isles.
A sourcebook for Vampire: The Dark Ages offers information on new bloodlines and their mystical disciplines, the roads of the Cainites, and other details about paganism and medieval Europe necessary to enhance play of the role playing game.
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Transformation of the werewolf in literature made its greatest strides in the 19th century when the shape-shifting monster leapt from poetry to the short story. It happened when this shorter form of literature was morphing into darker shapes thanks in no small part to Edgar Allan Poe, Honore de Balzac, E. T. A. Hoffmann, Nathaniel Hawthorne, Prosper Merimee, James Hogg, and so many others in Europe and the United States.The fifty year period between 1800 and 1849 is truly the cradle of all werewolf short stories. For the first time in one anthology, Andrew Barger has compiled the best werewolf stories from this period. The stories are "Hugues the Wer-Wolf: A Kentish Legend of the Middle Ages," "The Man-Wolf," "A Story of a Weir-Wolf," "The Wehr-Wolf: A Legend of the Limousin," and "The White Wolf of the Hartz Mountains." It is believed that two of these fine stories have never been republished in over one hundred and fifty years since their original printing. Read "The Best Werewolf Short Stories 1800-1849" tonight, just make sure it is not by the light of a full moon "
The witch, the vampire and the werewolf endure in modern horror. These "old monsters" have their origins in Aristotle as studied in the universities of medieval Europe, where Christian scholars reconciled works of natural philosophy and medicine with theological precepts. They codified divine perfection as warm, light, male and associated with the ethereal world beyond the moon, while evil imperfection was cold, dark, female and bound to the corrupt world below the moon. All who did not conform to divine goodness--including un-holy women and Jews--were considered evil and ascribed a melancholic, blood hungry and demonic physiology. This construct was the basis for anti-woman and anti-Jewish discourse that has persisted through modern Western culture. Nowhere is this more evident than in horror films, where the witch, the vampire and the werewolf represent our fear of the inverted other.
An anthology of short stories, set in the world of the popular roleplaying game WEREWOLF: THE APOCALYPSE. This is a vibrant modern-fantasy world, with a mythic & fantastic slant to today's environmental issues. The heroes of these tales are the Garou - tribal werewolves who are the defenders of Gaia, Mother Nature herself. The Garou must fight against the minions of the Wyrm, the dread monster trying to destroy the world through pollution & war. The stories in this book are from the legends of werewolves, & include many of the more popular hero tales & yarns told by the fire to scare the pups. Herein are legends stretching back to ancient Greece & tales told but yesterday in the boardrooms of the Wyrm's hi-tech corporations. From heroic myths of glory, honor & wisdom to a dark saga of the Black Spiral Dancers, these stories enrich the mythic tapestry of the roleplaying game setting. Among the writers are Nigel Findley (author of Shadowrun novels) & Dan Greenberg (award-winning game author). For order information call Rene Lilly at 404-292-1819.
Dark Ages: Vampire 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. The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood. Rules for playing Viking vampires!
The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe. They're real. And now that you have glimpsed this world of darkness, there's no place to hide. The Storytelling System Rulebook is a stand-alone game for the World of Darkness, and is meant for use with Vampire: The Requiem, Werewolf: The Forsaken and Mage: The Awakening.
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 grave insult against Gaia can end in only one way: blood, betrayal... and rage. The secrets of the elusive werecats revealed.