|Authors:||Chris Hartford (Blessings of the Faithful), Ellen Kiley (Under the Crescent), James Kiley (Arrayed Against the Night), Michael Lee ('Asabiyya, Roads), Sarah Roark (Bait al-Fitna), Lucien Soulban (Damascus by Night), Adam Tinworth (Clans)|
|Editorial Intern:||Matt O'Connor|
|Art Director:||Becky Jollensten|
|Layout & Typsesetting:||Becky Jollensten|
|Interior Art:||Mitch Byrd, Mike Chaney, Guy Davis, Richard Kane Ferguson, Brian LeBlanc, Rik Martin, Drew Tucker, Conan Venus|
|Front Cover Art:||Brian LeBlanc|
|Cover Design:||Becky Jollensten|
|Publisher:||White Wolf Publishing, Inc.|
|Imprint:||White Wolf Game Studio|
|Reference #:||ISBN 1-58846-206-4|
From the White Wolf catalog:
- There Is No God but God...
- We are the progeny of Caine like our Christian cousins, but we know what they do not. Muhammad came from our lands and the words revealed to him contain the secrets of our salvation. The Children of Haqim have their ways, but Islam is large and its monsters are many.
- And Caine Bears His Curse
- Veil of Night is a complete guide to the medieval Islamic world and the Cainites who rule its nights. From Moorish Spain and gilded Egypt to far-flung Persia and sand-swept Araby, vampires lurk. Complete details on the Muslim wings of all the clans, on new Roads and on the powerful Ashirra sect give you everything you need to play a vampire far from Christendom.
A Prelude: Bait al-FitnaEdit
While Christianity goes through a Dark Age, Islam goes through a high-point. This chapter includes a summary of the Cainite ties to Islam, notes on how to use the book, a glossary of Cainite names in Arabic, and a lexicon of Islamic terminology.
Chapter One: 'Asabiyya (History)Edit
A straightforward history of Islam, including how Muhammed came to become the Prophet of Allah and the Caliphs who followed. Mentioned in asides are notes of how Islam has come to affect the kindred in the area.
Chapter Two: One Faith for All the World (Islam)Edit
Information on the Ashirra, the main sect of Cainite Muslims, on the nature of worship in Islam itself, and how both affect the existence of vampires.
Chapter Three: Under the Crescent (Geography)Edit
The cities of Islam, including Granada, Cordoba, Sevilla, Fez, Marrakish, Tunis, Al-Qayrawan, Cairo, Jerusalem, Aleppo, Jidda, At-Ta'if, Aden, San'a', Suhar, Basra, Baghdad, Samarkand, and Ghazni, and a list of famous kindred that can be encountered at each.
Chapter Four: Ways of the Blood (Clans and Roads)Edit
The Islamic branches of the kindred: Al-Amin, Baali, Banu Haqium, Bay't Mainoon, Bay't Muirim, Bay't Mushakis, Bay't Mutasharid, Laibon, Qabilat al-Khayal, Qabilat al-Mawt, Ray'een al-Fen, Wah'Sheen, Walid Set, and notes on the European clans who struggle to gain footing in the Islamic world: the Ventrue, the Tremere, and the Tzimisce.
Chapter Five: Blessings of the Faithful (Systems)Edit
How to create an Islamic kindred character, including suggestions for names, honorifics, common concepts, new abilities, and new Merits and Flaws. There is also a section on Sihr (the blood magic of Islamic Kindred), and new rules for unusual situations you might encounter in a desert-based campaign.
Chapter Six: Damascus by NightEdit
The city of Damascus, in all of its beauty and rich culture, has become a prime hunting ground for the kindred.
Appendix: Arrayed Against the Night (Antagonists)Edit
Those who oppose the kindred, including the Sayyadin, a group of vampire hunters, the demons of Arabia, and the other supernaturals who have a presence in these places. Included are the mages the Ahl-i-Batan and the Taftani, the mummies, the Silent Striders, the Bastet, the Ruh, and the Djinn.
This book is the Vampire: The Dark Ages entry for the Year of the Scarab.
| Previous book:|
Wind From the East
| Game Books|
Vampire: The Dark Ages books
| Next book:|