07.01.2013 Views

VtM - WhiteWolf: Genealogy

VtM - WhiteWolf: Genealogy

VtM - WhiteWolf: Genealogy

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>VtM</strong> - Review: Wolves of the Sea<br />

The second chapter is a look at the function of the Clans in the North. Obviously, it is the Gangrel that<br />

rule supreme in Scandinavia, but they are far from alone. Many other Clans are making their way into the<br />

North, or have also established themselves there. The customs of the Kindred of the Northern Lands is<br />

showcased, as is their relations with the Garou that claim the lands as well. The only complaint that I<br />

have with this chapter is that the Lhiannan are completely ignored. Apparently at some time between the<br />

Dark Ages Companion and Wolves of the Sea, the bloodline was cut from being Norse, Celtic, and<br />

Germanic to simply Celtic. Personally, I think that was a poor decision, as it simply serves to limit an<br />

otherwise very promising bloodline. Those looking for more information on the Lhiannan, Ogham, or<br />

their belief in the Crone and associated cosmology (as I was), will be disappointed. Nothing along those<br />

lines is in Wolves of the Sea.<br />

The next chapter is focused on character creation and development, and we are treated to a plethora of<br />

new traits. New abilities are of course provided, as is a new background for Vampire: the Dark Ages -<br />

Fame. There are 3 new metadiscipline powers, and they are extremely interesting and useful. Very well<br />

done. There are two new Roads as well, the Vias Einherjar (has some similarities to the Road of<br />

Chivalry) and Aesirgard (remarkably like the Road of Heaven). Then there are many, many merits and<br />

flaws, and quite good ones as well. Other than the required mundane merits and flaws, there are some<br />

very intriguing supernatural ones as well. Second Sight, Foresighted, Runesight, and True Berserk are all<br />

very inspiring merits.<br />

The systems chapter covers rules that are needed for gaming in the North. It answers the questions of<br />

how the Kindred survive with so few people, and how they deal with the wildly different spans of night<br />

through the seasons. There is also a discussion of sea issues, both fighting on it and travelling across it.<br />

The chapter rounds out with a look at the special concerns that vampires have in settlements in the North,<br />

and a look at running different styles of chronicles, from playing mortals to ghouls to full-blown<br />

einherjar.<br />

Finishing the book are three templates (all of reasonable quality, but I'm not a big fan of templates<br />

myself) and three "famous" einherjar, all of which are interesting. My only complaint there is that there<br />

should have been more. I really like the "notables" sections in books (especially when they sacrifice stats<br />

for more room for development) because they often inspire me to great ideas for chronicles or characters.<br />

I find them to be wonderful assets in a game.<br />

Quite a good book. An absolute must for anyone intending to run a Viking game in Vampire: the Dark<br />

Ages.<br />

http://vampirerpg.free.fr/Books/2820.php3 (2 of 2) [6/1/2002 12:21:50 AM]

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!