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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.
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The other two sections of the book, which dealt with the 50's housewife who read Mrs. Dalloway, and the fictional account of V. Woolfe writing the novel, were much more enjoyable and well done.
Filled with razor-sharp observation and devastating emotional interconnectedness, THE HOURS is a stunning odyssey through a day in the lives of three women, and by extrapolation, every woman and every human being. It would be impossible to read this book and not find little bits and pieces of yourself strewn across its pages.
What's really amazing is that Cunningham is able to stick so close to the themes, structure, and characterization of Woolf's novel, while managing to build, out of seemingly the same pieces, a story all his own.
What THE HOURS does so well is reveal to us the binding emotional ties that unite us all. It makes you see the similarities in ostensibly different lives, different dreams, and different words. Cunningham manages to create a perfectly balanced fulcrum on which a large teeter totter of metaphors is able to swing up and down in powerful arcs.
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However, what keeps this book from being a 5 star knock out is it's stunning lack of future premonitions that were prevalent in the earlier edition. Leaving some of those key elements up to the previous book to cover was bad form on the writers part and it's exclusion kills much of the depth the original DA book had.
Ending summary:
The good: New information and new spins on the clans, roads, and disciplines. Compelling artwork and layouts.
The bad: The way the previous book was largely written off. Key elements from the old book would have enhanced this DA product immensely. It wouldn't have hurt to have some definative "set in stone" issues resolved like the origins of the Tremere (hinted at being servants to the Tzmisce) and the final fate of the Cappadocians. While White Wolf is known for their contradictory storylines and comments within their own books, at least previous books took a stance. The notable lack thereof in this one is fairly glaring.
All in all though, a top notch book. A definate replacement to it's predessesor. Just don't throw the old book away as the two can work well together in a main book/companion type of role.
It incorporates the best changes from Vampire the Masquerade since that title was re-edited several years ago and expands upon it. The vampires in Dark Ages have much more potential than those in the Gothic Punk setting: you can choose from several viable moral systems rather than be restricted to one. Vampires are more powerful since disciplines can be brought up to six rather than five. The Dark Ages feel is much better represented here than in the previous Vampire: the Dark Ages book, and the artwork is superb.
I was a big fan of the latest edition of Vampire: the Masquerade, but I have to admit that I think that title has been topped by the Dark Ages: Vampire core book. It remains to be seen whether the supporting books to follow will be as good.