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|Written by:||Justin Achilli, Carl Bowen, Noah Dudley, John Goff, Geoffrey Grabowski, Michael Mearls and Astrid Mosler|
|Additional Material:||Ari Marnell|
|Vampire and the World of Darkness created by Mark Rein•Hagen|
|Storyteller Game System Design:||Mark Rein•Hagen|
|Developed by:||Justin Achilli|
|Art Direction:||Richard Thomas|
|Interior Art:||Mike Danza, Guy Davis, Darren Frydendall, Mike Gaydos, Brian LeBlanc, Vince Locke|
|Front Cover Art:||William O'Connor|
|Front and Back Cover Design:||Production's Evil Ninja or Pauline|
|Publisher:||White Wolf Publishing, Inc.|
|Imprint:||White Wolf Game Studio|
|Publication #:||WW 02424|
|Reference #:||ISBN 1-58846-223-4|
Guide to the Anarchs is a follow up to the Revised Edition sourcebooks Guide to the Camarilla and Guide to the Sabbat. It is the first in-depth guide to the Anarchs: the history, politics, secrets and organisation of the Anarch Movement, the third largest Kindred sect.
From the White Wolf catalog:
- Break the Walls Down
- Kindred society is stagnant, and it favors the privileged. Elders claim domain over rights that, by their nature, belong to all of Caine's childer. Princes and archbishops alike abuse the very social contract that gives them the power they wield. What's the answer? Open revolution. Bring down the system!
- Guide to the Anarchs Includes:
- A look at the phenomenon of the Anarch Movement worldwide
- Advice for introducing the anarchs to an existing chronicle or creating an all-anarch chronicle
- A handy appendix on nomadic unlife
Introduction: Winds of Change Edit
An introduction to the Anarchs as a "sect-within-a-sect", an overview of the book's contents, and a lexicon of terms specific to the Anarch Movement.
Chapter One: The History of the Anarch Movement Edit
Chapter Two: Ways of the Anarch Crusade Edit
What it means to be an anarch from philosophy and politics and tactics both social and martial. Also gives the anarch perspective on the clans of Caine.
Chapter Three: Agents of Change Edit
A discussion of anarch character creation, including a variation on the standard point layout and various new options for anarch characters.
Chapter Four: A World Ripe for Revolution Edit
The state of play in the anarch's struggle all round the world, both where they hold sway and where they are still at the mercy of Camarilla or Sabbat.
Chapter Five: Storytelling Edit
Storyteller advice on themes, moods, plots and other ingredients for anarch chronicles.
Chapter Six: Legacies of Undeath Edit
Appendix I: Allies, Antagonists and Others Edit
Character templates for both anarchs and those who oppose them.
Appendix II: Anomalies of the Anarch Movement Edit
This appendix examines unusual anarchs, most significantly the few elders and (perhaps deluded) idealists among the Movement.
Appendix III: Unlife on the Open Road Edit
A guide to existence as a nomadic Kindred, something few Camarilla or Sabbat members take up.
"The 14th century was a bad time to be undead in Europe." - first line of Chapter One
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Vampire: The Masquerade books
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