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Werewolf: The Apocalypse
Rage Across Egypt
White Wolf Publishing

Product Blurb

The Curse of the Ages

The sands of years, the Silent Striders have been forced to wander far from their homeland. Exiled by the curse of an ancient vampire, they have been unable to return to their territory of Egypt, instead roaming the roads and byways of the rest of the world. Now as the world turns toward Apocalypse, things may be poised to change. The Silent Striders just might be coming home.

Blood on the Sands

For four thousand years, vampires and werewolves have been at odds in Egypt. In this, the Year of the Scarab supplement for Werewolf: The Apocalypse, it's the werewolves' turn to pursue the mysteries of the Nile Valley. Rage Across Egypt reveals the Garou's shadow war against the vampires of Egypt, the horrors of Jackal Fever, the schemes of the Fera, the mystical Twelve Houses of the Underworld, and much more. Come and see what lies beneath the sands...

From the White Wolf website which can be found at www.white-wolf.com

Product Review

Egypt, land of sand. Land of the eternal and cyclic Nile. Land of civilization and misery. Land of the time-defying pyramids and the sphinx, and of war and bloodshed. Egypt can be both thought of as the enigmatic country of the Pharaohs and one of terrible social struggle, Jihad, and terrorism. To be so blunt about a country is not only disrespectful, but also ignorant. Egypt is, like all countries are, a matter of deeper studies. Yet, the unenlightened, like me, ignore the secrets hidden below Egyptian sands. There’s one Werewolf: the Apocalypse sourcebook that analyses this beautiful and mysterious land, albeit through the dark shades of the World of Darkness. This is it.

Rage across Egypt deals with how this land is perceived through the eyes of the Garou, the mighty and heroic werewolves. It explains what horrible creatures stalk the World of Darkness version of this country, and why the Silent Striders find it hard to return to their ancestral homeland.

Without further ado, here’s my word on the book:

Let’s take it into our hands. The cover art is magnificent. It is, in my opinion, the best cover art in any Werewolf book since “Werewolf: the Dark Ages.” We see the signature character Mephi “Faster-than-death” and a friend taking it out on the despicable Setite vampires. To follow the visual aspect, inside the book we find a nice map of Egypt, containing all the important data for Werewolf fans, such as Caern locations. In general, the drawings are mostly OK, with some really beautiful ones among them.

Now, the important thing: What do we learn from the book?

First and foremost, the typical “Legend of the Garou” at the beginning, plus some other references in the book detail the curse on the Werewolves. What is the curse, exactly? Why did it successfully drive the Silent Striders out? Does it affect other Werewolves? All of those questions find their answers in this book. We also learn that there are, in fact, some Garou still living on Egyptian land, most notably the ubiquitous Bone Gnawers. There’s also a mention on the Fera (other shapechangers) and the Ahadi, a non-aggression pact all of them share with the Garou on Egypt.

So, what’s Egypt to the Werewolves?

Egypt used to be the Silent Striders’ homeland, and Garou are very proud creatures. They want it back, and they want it now. There’s also a lot of Wyrm influence in the country. The ruling Followers of Set (insidious vampire bastards, each and everyone of them) share their corruption gladly. The Apophis Pipeline, aptly named by Pentex personnel, threatens to poison the land with its own oil. All kinds of Banes infest the strange Egyptian Umbrascape. All this evil must be stopped with fang and claw. By Striders or anyone else willing to help..

So, why is it that the local Garou don’t fix the damn problem?

Not only is this a matter of the Curse lain by the Setite vampires, but one of internal struggle and bizarre disease. Something has risen from below the streets of Cairo and has infested the hearts and minds of some of the local Werewolves. Not only must they deal with the all-encompassing corruption without, but they must fight the corruption within. The vampires, Banes, Pentex employees and fomori could suffice to bring the Garou a task too great to fulfil, but there’s an extra Rage within the hearts of the local Ratkin population, not to say the aforementioned Garou. Their loose alliance with the Bastet and Mokolé can never be as strong as the far too powerful enemy. But that’s how the life of the Werewolf has always been. That’s what’s so interesting about these doomed heroes: they fight a losing war with courage, no matter the odds. And yet, they might win. Any newcomer Garou will add to their side of the equation.

Do I get to kill Setites?

Yes, Irishman, you get to kill Setites. There’s a lot of room for adventure and discovery, plus massive Blood-spilling on these hot lands. There’s also place for your Shadow Lord’s politicking, of course. Powerful Caerns are yet to be discovered… or founded? Ancient secrets, which have been hidden for 20 centuries look back at your character. In short… there’s a lot to do in this fascinating realm. I read somewhere that even the exploration of Egypt’s bizarre Umbra can lead to lengthy but exciting chronicles. There’s also the chance of introducing those nice mummies and other “Year of the Scarab” critters. All in all there is more than enough new things to amaze players and storytellers alike.

If you like Egypt and/or the Striders (I’m a huge fan), this is the book for you. If not, this might be a great way to liven up your typical Werewolf gaming group, taking the players into a new (ancient?) territory.

This is my time to depart. This ancient tale of sorrow must be told elsewhere. You have been a kind audience, but I need to run quietly and reveal this secrets to the next Caern. Remember the story, it will change your heart. Farewell, my fellow Garou.

—Akhen Sits-to-tell, Homid Silent Strider Galliard Fostern

Reviewed by Matías Timm