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All Rights Reserved. To ensure we are able to help you as best we can, please include your reference number:. Thank you for signing up! The Shadow Wolves attempted to defend their homeworld from the predations of the merciless Great Devourer. Astropathic distress beacons were transmitted through the Warp solar weeks before the attack, before their fortress-monastery finally fell to the enemy.
The Black Templars swiftly answered their brother Chapter's summons, and attempted to penetrate the swarms of Tyranids besieging the ruins of the Shadow Wolves' fortress-monastery, but the unrelenting ferocity of the alien tide hampered their efforts. In the end, only a handful of the Shadow Wolves remained, their blades broken and their Bolters spent.
They died in honourable battle as they made their defiant last stand, still intoning the litanies of hate against the alien, chanting their bitter fury at their foes even as they were annihilated. A lone Shadow Wolves Battle-Brother, though horrendously wounded and on his knees beneath the Chapter's standardattempted to maintain his Chapter's honour to the last, for the Shadow Wolves' War Banner could not be allowed to fall whilst one of the Astartes of the Chapter yet lived.
The doomed Space Marine held it aloft defiantly, keeping the banner upright and proud even as the xenos creatures tore into him. He died in a brutal and glorified manner -- which for an Astartes could only be described as a beautiful death. All ranks were able to make tactical decisions and were encouraged to act on their own initiative. In accordance with the Codex Astartesthe Shadow Wolves combined all arms in flexible, balanced battle groups, each of which could present an opponent with a diversity of threats.
The Shadow Wolves would then press their attack so swiftly that the foe was overwhelmed before they could react. The Shadow Wolves retained the traditional skills of the Imperial Fists in urban and siege warfare, although they were quite willing to engage and defeat the enemy in open battle in any environment. They used fortifications when on the defensive, but only after all of the more aggressive options had been exhausted.
According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known as Enochor the First City. When God caused the Great Floodhowever, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves.
The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness. Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them.
This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants. Differing interpretations of the myths divide vampire society.
The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients. The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world.
Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages, Nosferatu (Wolf Christendom) - Shadowsphere - Darklands (CD.
Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.
In Vampire: The Masqueradethe Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist. The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead. Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions.
The First Tradition reads:. Doing such shall renounce thy Nosferatu (Wolf Christendom) - Shadowsphere - Darklands (CD of Blood. This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it. During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.
The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it. Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished. Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade.
Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon. When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media. The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness.
While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches. In-game around the early s, the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second inquisition.
Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they've killed hundreds of thousands of vampires the world over. In reaction that had forced a secondary level of masquerade measures in the game world, Vampires now use everything from burner phones and disposable email to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information. Also the Camarilla Sect have become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenants of the camarilla's masquerade to protect themselves.
Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.
An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.
While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging. Vampires organize and divide themselves politically and ideologically into sects which form a governing structure for undead societies. Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.
The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other Nosferatu (Wolf Christendom) - Shadowsphere - Darklands (CD possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Nosferatu (Wolf Christendom) - Shadowsphere - Darklands (CD.
Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.
A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the Eastwhile sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.
A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder. It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.
Those without a clan are known as Caitiff, and are considered outsiders. Vampire: The Masquerade introduces the use of 13 clans or major bloodlines in the game.
Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvianfor they survived God 's biblical flood. Through the back story of the game, Antediluvians started a war among themselves, called the Jyhadand use their clansmen to fight this war for them. Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.
For example, Toreador within the Sabbat consider themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan.
A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.
Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad. Some Bloodlines are considered to be offshoots of existing clans.
All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered Album) the clans. In the November edition of Dragon IssueAllen Varney did not like unprofessional production values of the gamebook, pointing to "amateurish" artwork and poor copy-editing.
Varney also found the rules remarkably lacking in detail. However, he applauded the wide-ranging campaign advice. In a reader poll by Arcane magazine to determine the 50 most popular roleplaying games of all time, Vampire: The Masquerade was ranked 6th.
Check out NosferatuWolf's art on DeviantArt. Browse the user profile and get inspired. Album Name Darklands. Type Album. Released date 2. Forever: 3. Stir of Echoes: 4. Damnation (The Desert Sands of Hamunaptra) 5. What Dreams May Come: 6. Nosferatu (Wolf Christendom) 7. Into the Lungs of Hell: 8. Of Passion and Pain buy buy buy buy buy buy buy. Shadowsphere. Learn more. Other productions from Shadowsphere. Welcome to Dark Wolf Network 50% off promotion to 1 Million followers! balnalatelesupprosivadisbere.coinfo For a FREE repost to this page please: 1. Follow: @wolveroofficial 2. Like & Repost: balnalatelesupprosivadisbere.coinfo San Francisco. Followers. Stream Tracks and Playlists from Dark Wolf Network on . Type: Full-length Release date: August 11th, Catalog ID: Shadow05 Label: Independent Format: CD Reviews: None yet. Check out Nosferatu (Wolf of Christendom) by Shadowsphere on Amazon Music. Stream ad-free or purchase CD's and MP3s now on balnalatelesupprosivadisbere.coinfo Album: Death And Dreaming ( EP) Forever What Dreams May Come Damnation New Sky Violent Agression (Live) Album: Darklands () New Sky Forever Stir Of Echoes Damnation (The Desert Sands Of Hamunaptra) What Dreams May Come Nosferatu (Wolf Christendom) Into The Lungs Of Hell At The Graves Carfax In Flames The Everlasting Dream Album. Welcome to Dark Wolf Network Submit for promotion to 1 Million followers balnalatelesupprosivadisbere.coinfo For a FREE repost to this page please: 1. Follow: @wolveroofficial 2. Like & Repost: balnalatelesupprosivadisbere.coinfo 3. Like & R. San Francisco. Followers. Stream Tracks and Playlists from Dark Wolf Repost on . Shadowsphere «Darklands» CD Album Melodic Death Metal: 1: New Sky 2: Forever 3: Stir of Echoes 4: Damnation (The Desert Sands of Hamunaptra) 5: What Dreams May Come 6: Nosferatu (Wolf Christendom) 7: Into the Lungs of Hell 8. Album: ''Death And Dreaming'' 1. Forever 2. What Dreams May Come 3. The Desert Sands of Hamunaptra 4. Damnation 5. New Sky 6. Violent Agression (live) Album: ''Darklands'' 1. New Sky 2. Forever 3. Stir of Echoes 4. Damnation (The Desert Sands of Hamunaptra) 5. What Dreams May Come 6. Nosferatu (Wolf Christendom) 7. Into the Lungs of Hell 8. The Shadow Wolves was a Codex Astartes-compliant, Loyalist Space Marine Chapter derived from the Imperial Fists' gene-seed. Created during an unknown Founding, these scions of Rogal Dorn were known to be a zealous and faithful Chapter by reputation. They fought for the honour of the Emperor of Mankind for thousands of Terran years, until they met their ultimate fate at the hands of a Tyranid.
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