Book of the Wyrm (2nd Edition)

Man and the animals are merely a passage and channel for food, a tomb for other animals, a haven for the dead, giving life by the death of others, a coffer full of corruption.
— Leonardo da Vinci

Book of the Wyrm, Second Edition is a resource for the Storyteller to populate stories with antagonists of the vilest tradition. Storytellers are encouraged to take the material herein, play with it, modify it, and make it as horrific or loathsome as you believe your players can appreciate while still having fun. However, this is more than a simple bestiary — inside are roleplaying notes, advice on serting the mood and theme to match your creations, hints on topics to explore with each new enemy and more. If you plan on focusing on the Wyrm’s plots and minions over the course of a chronicle (which you actually don’t have to, of course — the Garou Nation has plenty of internal conflict to drive years’ worth of stories), this is very likely the book for you.
Legends of the Garou: III Wind sets the stage by giving a glimpse into a Black Spiral pack’s operation, showcasing the strongest Garou warrior in the world — and the very poor company she gladly keeps.
tragic fall to the polluted litanies they uphold, this chapter contains whatever you need to add the diseased Dancers to your chronicle in as much detail as you can stomach.
Chapter Four: The Wretched examines the monstrous servants of the Wyrm, including fomori, Banes, and the hideous spawn of the Defiler’s imagination.
Finally, the Appendix: Dirty Tricks contains an arsenal of tainted powers, weapons, and other nastiness useful for the vilest antagonist.
The Introduction: Shifting Scales is, well, an introduction to the book, as well as guidelines for using the Wyrm and its servitors to best effect in your stories.
Chapter One: Cosmology studies the metaphysical aspects of the Wyrm, examining how exactly it came to be and where exactly it went wrong. Furthermore, this chapter contains an overview of Malfeas, the Umbral heart of the Wyrm’s power.
Chapter Two: Human Pawns is a treatment of the various mortal agents that, wittingly or unwittingly, serve the Wyrm’s purposes. The better part of the chapter details the corrupt megacorporation of Pentex, but also touches on independent cults of mortals in the thrall of the Wyrm’s influences — including the demented conspiracy called the Seventh Generation.
Chapter Three: In Nomine Vermiis looks at the fallen tribe, the Black Spiral Dancers. From the history of their

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