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Guide to Pentex, Freak Legion and Book of the Wyrm Second Edition. Matthew .. Following the Rules of Safety outlined in every Mind's Eye Theatre book. W20 Book of the Wyrm is the third edition of the Book of the Wyrm. The Werewolf: The Apocalypse 20th Price: Print: $ PDF: $ DOWNLOAD PDF. Report this file. Description. Download W20 Book of the Wyrm Free in pdf format. Sponsored Ads. x. Product from site, Publisher may get.
Alexander S April 01, 1: Geoffrey W June 13, The quality and amount of toner they use. The Premium books have brighter, stronger colors than the Standard. By contrast, Standard tends to be a bit washed out and sometimes has a few print lines in the art, stuff like that. Rebekah M July 19, 8: I have the main sourcebook and Rage Across the World in the Premium version and I am stunned by how gorgeous the full-color art looks on that paper. I already have the original book of the Wyrm, the one that came out years ago.
Is it worth downloading this version? Is the material mostly new or is it a rehash of already published material? Christopher G November 25, 1: Well I never got the previous version so I couldn't say. But there is plenty of new or updated material in there and from what I've heard from people who do have one of the two previous versions of the Book of the Wyrm, this definitely worth getting.
Scott R April 06, 1: I have all versions of the Book, and I have to say this is far and away the best. It does rehash some things, but mostly it brings the servants of the Wyrm into the 21st century. There is more detail than ever before, new foes, and excellent art work.
Well worth the download.
Grant M November 13, 5: Makes me think of Subsidiaries from the Old Word of Darkness. Loved the expansion on the products. Could fell a whole book with more. Jason R. All in all I liked the content, I am just disappointed by the items that were edited out like the Vhujunka. Alexander L. Originally published at: See All Ratings and Reviews. Browse Categories. WoD 20th Anniversary Edition Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Cypher System. Eclipse Phase. Savage Worlds.
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Matthew Dawkins , Eddy Webb. Matthew Dawkins, Luke Parsons. Rich Thomas. Mike Chaney. Special Thanks: Onyx Path Publishing. Previous book: White Howlers Tribebook. Game Books Werewolf: The Apocalypse books. Next book: The Wyrm is really two things in one. As a cosmic entity albeit one that can think and feel it feeds on these acts of evil.
Sometimes it uses Banes or fomori or other minions to give just a little push, but it needs the actual deed to be done through its pawns free will. It obeys the laws of entropy as much as anything else, and were it to spend power to force an act of depravity it would reap a far smaller reward. As such, the Wyrm needs to feed off people who make the world a worse place. Fighting abuse and corruption weakens the Wyrm because it reduces its influence, but to destroy it would remove the very concept of corrup- tion from the world; and thats a fight on a scale most werewolves cannot comprehend.
Instead, they think of the Wyrm as a being that causes corruption, because its easier to sleep at night without accepting the truth: Heroism and Futility Unlike a Lovecraftian god, the Wyrm cares about humanity, the Garou, and everything else. It hates ev- erything. Fully one third of reality will not stop until it has cursed and corrupted the world, dragging every last living thing down to share its Hell.
Against such a foe, the Garou hope to win, but its a shallow hope. All theyre good at is killing things. Sometimes thats useful, like excising a tumor before it metastasizes; but usually it does more harm than good.
Killing someones abusive spouse doesnt make his life better. Often it makes things worse, as he propagates a cycle of abuse that spreads like a disease. Fear and terror and pain, all these things feed the Wyrm. Faced with this horrible cosmic truth, whats the point in fighting?
It sure as hell beats the alternative. The Garou might be doomed. The Apocalypse may come in six years or six months or next week, and that might be a battle that they are fated to lose, but right now they can carve out smaller victories. Those victo- ries should light a candle in the darkness but enough candles will only illuminate part of the true monster that the Garou face. Even if the Storyteller crushes the characters hopes and dreams and shows every victory to be Pyr- rhic, its still a good idea to take a step back every now and again, to cut through the horror with something a bit more light-hearted.
If not, the Storyteller risks grinding her players down as well as their characters, and nobody wants that. Lore of the Wyrm Aeons ago, the cosmos was in balance. The Triat of the Wyld, Weaver, and Wyrm were all part of a single harmonious system. The Wyld was the fount of all creation, generating matter, energy, and a multitude of things without names in endless profusion.
The Weaver imposed order on these many creations.
Onyx Path Publishing: Many Worlds. One Path.
It was the essence of order and stasis, giving form and structure to the Wylds creation, and preserving them from all change, including the changes of death and decay. The last of the Triat was the Wyrm, which existed to balance out the Wylds dynamic creation and the Weavers static order. Keeping the mass of the Wylds creations from overwhelming the cosmos and preventing the Weavers lifeless perfection from growing too large or too inflexible, the Wyrm was a creature of both creation and destruction.
If either the Wyld or the Weaver fell behind, the Wyrms maw nipped at it, urging it to do more. The Wyrm also devoured excess creations, dis- posed of damaged and broken ones, and tore down the Weavers structures when they grew too large.
Balancing creation and destruction as well as order and chaos. All three members of the Triat existed to perform their unique functions, and the cosmos continued in a unified circle of life, expressing itself over and over again in an infinite cycle of changes. The system itself changed forever when the Weaver became conscious.
Suddenly, it was no longer a mindless component of a single tri-part whole, but a separate entity with its own goals and desires. The Weaver didnt become conscious like a human or shapeshifter is conscious. It remained a vast and inhuman conceptual entity, yet one that could reflect on its own deeds and form plans for the future.
Once it was conscious, the Weaver found no meaning in its structures. The Weaver sought meaning and purpose in vastness, and greatly expanded its scope and reach. In doing so, the Weaver snared the Wyrm, forever trap- ping it in her growing web. Trapped, and now unable to maintain balance between the Wyld and the increasingly ambitious Weaver, the Wyrm went mad. Wrapped in the 12 Weavers web, frantic to escape, the Wyrm lashed out in an orgy of random destruction.
However, the Weavers immense reach limited even this, forcing the Wyrm to learn to work between the strands of her web, making use of the limit freedom available to it. Unable to devour nearly as much as it could before, the Wyrm learned to bend and twist the Weavers webs, using them to spread corruption.
Instead of destroying something outright, the Wyrm could twist it, so that its victim would first corrupt the creatures and objects around it, eventually destroying itself.
Acting indirectly, the Wyrm found increasing numbers of ways of causing living creatures to act for it, corrupting their minds and bodies for its use.
Entropy, death, and destruction are not new. All three are a natu- ral part of the world, existing since the beginning of the cosmos and the Triats birth.
Corruption is new, and with it came other new and terrible phenomena. Parasites, autoimmune diseases, and fatal overgrowths like cancer all became more virulent than they had previously been.
Corruption made new toxins possible, toxins that could rend the Umbras fabric and cause spirits to twist and sicken. The corrupted Wyrms madness also created radiation poisoning a direct physical manifestation of its corruption.
The Triatic Wyrm As part of its descent into madness and its desper- ate attempts to win free from the Weavers web, the Wyrm ripped itself into pieces, each one of which tore itself into other, smaller pieces. Shards of the Wyrms madness and desire embedded themselves into these fragments, which then acted on the unsuspecting and unprepared world. The Garou call the Wyrms various divisions and extensions the Hydra. One of the first acts of the trapped Wyrm was to use the Hydras many heads to make contact with potential allies, leading them through the depths to the Umbra to the site of its imprisonment, the place that eventually became the hideous realm of Malfeas.
Every creature acting in the Wyrms service serves one of the Hydras three heads. However, what the vast majority of the Garou do not understand is that each of the Hydras heads is a separate entity, connected to the others only via the mad bulk of the Wyrm.
These heads not only cannot communicate, but they frequently end up in conflict with one another, as each seeks to destroy or defile in its own particular manner. One of their most effective tactics have been causing agents of the Calamity Wyrm to destroy agents of one or both of the other two heads.
The Wyrm is an abstraction. If it exists anywhere, it exists as Malfeas; but other than experiencing that sizeable cancerous realm, no one will ever have direct contact with the Wyrm as a whole.
W20 Book of the Wyrm
The closest anyone comes to knowing the Wyrm as a whole is one of the three branches of the Triatic Wyrm, a broken mockery of the original Triat. These are also the largest portions of the Wyrm that can manifest in the physical world. Instead of a force of endless and varied creation, the Calamity Wyrm is a force of endless and unrestrained destruction.
The full expression of Beast-of-Wars power results in absolute devastation without any possibility for healing, regrowth, or rebirth. It is the ultimate expression of the Wyrms rage against the Weaver. In its efforts to win free of this cap- tivity, the Wyrm birthed a mindless beast motivated by an unrestrained appetite for violence and an unending hunger for absolute destruction, rather than fear or the need for sustenance. The Silver Fangs have an ancient legend that tells of the whole tribe stopping the Calamity Wyrm from manifesting, but this seems to have been its only attempt.
Beast-of-War has little need to do so, since it can easily transform ordinary conflicts or rivalries into deadly and pointless violence. It exists in the Changing Breeds Rage, which can grow to into a murderous battle-fury that removes any distinction between friend and foe.
The Maeljin Incarna known as the Hellbringer, also associated with the Urge Wyrm Baashkai, acts in the Calamity Wyrms name, spreading strife and turmoil throughout the world. As the Weaver attempts to incorporate everything into its Web, Eater-of-Souls mindlessly devours everything in its path in a vain effort to allow the Wyrm to win free from its bonds.
The Consuming Wyrm is all too common today. Manifesting as the sorts of greed and obsessions that cause people with far more money than they could ever spend to seek relentlessly even more. It also infiltrates the hearts of jealous lovers who kill previous partners rather than see them be with anyone else. Physically it manifests in cancerous tumors and wasting diseases like HIV. It is also the most active of the Wyrms aspects, as it seeks to satisfy its never-ending hunger.
In the sixteenth century A. The Croatan Tribe of the Garou learned of its impending arrival and lacking any other means of saving the world from destruction, they sacrificed themselves to drive Eater-of-Souls back to Malfeas. The Maeljin Thurifuge associated with the Urge Wyrm Lethargg serves the Eater-of-Souls, and continues trying to find a way for it to manifest once again. The Defiler Wyrm The Defiler is the Wyrms twisted reflection of itself, tainted with self-hatred at having failed in its true pur- pose.
It turns this feeling outward in an effort to destroy the world by inducing a similar self-loathing in every object, spirit and living creature. This is the Wyrms most powerful aspect. It exists as an insidious force that strikes targets from within, seducing and tempting them to perform all manner of self-destructive actions.
It is the force behind suicide, addiction, self-mutilation, and a multitude of similar ills. Jews, Christians, and Muslims know it as the serpent in the Garden of Eden, and everyone has seen evidence of its work whether they know it or not.
As the most intelligent and self-aware of the Triatic Wyrms, the Defiler has no need of a Maeljin Incarna to act in its service. It has never attempted to appear physically, but some ancient Garou legends state that it will do so at the end of the world. Another legend speaks of it ap- pearing amidst a group of several thousand people who simultaneously commit suicide.
Some Garou keep track of potential suicide cults in order to attempt to prevent the Defiler Wyrms arrival. Urge Wyrms Trapped in the Web, unable to act, the Wyrm yearned for release. These desires fed on its desperation and panic until they became separate entities that the Garou know as Urge Wyrms.
The Urge Wyrms embody pathological and extreme versions of normal emotions. A person touched by the Urge Wyrm of despair, not only has all of his feel- ings of despair magnified, these feelings seep into him for weeks and months, eventually becoming a constant part of his emotional make-up. In time, these emotions entirely consume him. An emotion fostered by an urge Wyrm can become the dominant part of a persons mind, eventually removing all other facets of her personality and utterly possessing her.
The Maeljin Incarna are examples of the most extreme variety of this sort of possession. Their influence extends to all creatures capable of feel- ing emotions.
As creatures of pure emotion, they can- not manifest physically. Intelligent creatures can only confront them in their minds and hearts, and from there attempt to banish them. Dedicated and clever shape- shifters can however find rituals that shield individuals or even entire groups from the influence of a particular Urge Wyrm. Such efforts are epic undertakings that almost always require a journey into the Deep Umbra sometimes to Malfeas itself followed by a ritual demanding the participation of more than a hundred Garou.
Despite the strenuous requirements, these rituals are possible and have been successfully used a handful of times in the past. The Maeljin Incarna Although the Urge Wyrms cannot manifest physically, many of them have physical representatives. Known as the Maeljin Incarna, or more simply as the Dark Lords, each of these spirits serves as the repre- sentative of a single head of the Hydra. They are the rulers of the Banes, the lords of Malfeas. Every Maeljin Incarna was once a human, possessed by a single Urge Wyrm to such a great extent that it transformed them into an avatar of spiritual malfeasance.
Like all of the Wyrms most powerful agents, each Maeljin Incarna is jealous of the power and influence of the other Dark Lords, and is more inclined to plot against these rivals than to work with them. A Maeljin Incarna serves in its position until either it fails in its duties or a more powerful avatar replaces it.
If someone destroys a Dark Lord, eventually another will appear, but the world could be free of her presence for a year or even a decade. Unfortunately, many of those who kill one of the Maeljin Incarna instantly replace the fallen Dark Lord, leaving no more than a few minutes passing between one dying and the killer taking its place.
According to ancient legends, each Maeljin Incarna has a unique weakness. Someone who knows this weak- ness can destroy one of the Dark Lords and prevent another from arising for a century or perhaps destroy it forever. Destroying one of the Maeljin also seriously weakens the associated head of the Hydra. Legends say that until another Maeljin Incarna arises, the associated Urge Wyrm remains considerably weakened.
However, any such weakness would be very difficult to exploit. Destroying even a single Maeljin Incarna should be a major effort that requires time and great risk to accom- plish.
Just learning a Maeljin Incarnas weakness would require a significant struggle. Humans wishing to serve the Wyrm often seek out one of the Maeljin Incarna and pledge service and loyalty to them. However, the Black Spiral Dancers prefer interacting with their Totems and with other representatives of the Wyrm, believing that the Dark Lords are more concerned with their own rivalries than service to the Wyrm.
The Maeljin Incarna and the Pen- tex directors view each other as dangerous rivals. The two groups are of similar rank and while most Pentex employees owe their loyalty to its directors, some serve the Dark Lords.
Foebok, the Urge of Fear Most Garou believe that Foebok is the first and oldest of the Urges, born from the Wyrms terror of its captivity. Normal fear allows creatures to be wary of threats. Foebok takes these fears and magnifies them. It mutates fear into mindless panic, while also inducing a persistent and lingering dread that grows to consume the victims mind. Because it is such a basic and primal emotion, Foebok has no Maeljin Incarna.
It will also have obvious and wide- ranging consequences. For example, killing Lord Steel would lower the level of hatred in the world. Hatred would still dwell in human and shapeshifter hearts without help from any aspect of the Wyrm, but the Wyrm inflames it, and the destruction of Lord Steel would significantly weaken the Urge Wyrm Abhorra. As a result, the level of racially based violence, gay-bashing and similar crimes would decrease, and social tensions and ethnic hostilities around the world would decline.
To the bulk of humanity, all of these changes would seem perfectly natural, if somewhat puzzling, but most of the Changing Breeds would know what had actually occurred. Instead of the normal desire to acquire what they need, victims of Vorus find that anything they acquire just inflames their desire to acquire even more. Today, Vorus is one of the most powerful of the Urge Wyrms. Conspicuous consumption and the drive of the ultra- wealthy to increase their already vast fortunes are both symptoms of Vorus influence.
Vorus has no Maeljin Incarna, presumably because sharing consciousness with another entity is as antithetical to the Urge of Greed as any other form of sharing. Mahsstrac, the Urge of Power The Urge of Power cultivates in its victims the idea that dominance and control are ends in themselves, rather than means to an end.
In their lust for power, those in Mahsstracs thrall lose sight of whatever goal they originally wished to achieve. Tyrants become ob- sessed with retaining and expanding their power, and employers impose meaningless rules on their workers. The Urge of Power has no Maeljin Incarna, since it lives in the heart of almost all of the Wyrms servants. Karnala, the Urge of Desire Karnala is raw untamed desire.
It can attach itself to any goal; just when victims achieve one goal, they swiftly discover a new, equally pressing desire they must fulfill. Karnala creates and feeds upon yearning, not at- tainment. It also blinds a victim to anything beyond his desires, including any long-term consequences, which could cause him to lose everything he has gained.
Kar- nala is far more about having experiences rather than accumulation of things, and as such differs from Vorus. Few in the thrall of Vorus gamble unless they are almost certain they will win, because losing deprives them of some of their accumulated money or goods. Gamblers in the thrall of Karnala gain the thrill of risking everything even if they lose the bet. She has a profound understanding of peoples innermost lusts and desires and spurs her victims to act with reckless abandon by falsely assuring them of the lush rewards they will obtain.
She appears as the ideal object of desire to whomever she speaks. She can appear to be an incarnation of wanton sexuality, maternal or paternal nurturing care, or the most loving child imaginable. When she wishes, every person she deals with sees her differently. While almost everyone she encounters desires her, Aliara sees others as nothing more than disposable tools to satisfy her own desires.
Only someone Aliara desires can destroy her.
To destroy her, someone who is under her influence see Mental Taint, p. As he so swears, he must steal a weapon from Aliara and use it to deliver a killing blow. The most difficult part of this act is failing to kill Aliara; he actually has sworn allegiance to her, thus giving himself over to the Wyrm. A few have tried this tactic, and Aliara enjoys collecting and playing with servants who were failed assassins.
It is pure and potent loathing in search of a target. When it touches someone, all dislike or discomfort that he feels towards individuals or groups of people grows into the mixture of disgust and rage that lies at the heart of all hatred.
When in the grips of Abhorra, he sees every action taken by those he hates as loathsome and threatening. Often this hatred brings reciprocating hatred upon the victim, causing Abhorras influence to spread and grow. He thrives on all forms of hatred, especially that of large groups of people. Devotees offer him sacrifices of burnt flesh in the hopes of gaining vengeance on their rivals. Caring nothing for the political games of the other Maeljin, Lord Steel sits on his Malfean throne lost in the currents of his endless hatred.
He only leaves this throne to lead his Bane armies in war. He wears armor and a contorted mask of black steel. In battle, he rides an iron steed with metal wings. Some believe that only an innocent challenging Lord Steel to battle can slay him, but in- nocents merely die.
Others have tried fighting the Duke of Hate while filled with hatred for him, but such a vic- tor would simply become the new Lord Steel. Instead, a would-be assassin must remove his black steel mask, weakening him by exposing the rather ordinary-looking human face beneath. Only then can his attackers capture him. They must imprison him in a well-lit chamber with mirrors in all directions, forcing him to look always at his own face the shock of which forces him to remain within the chamber.
After a full lunar month confined in this fashion, Lord Steel will rip himself apart, dying in the process. During his imprisonment, his followers will track him and attempt to free him. Tortured by its captivity, the Wyrm seeks to inflict its pain on others. Angu is nothing less than the desire to cause suffering to others. Its touch erodes victims sympathy and compassion. Victims first attempt to justify the suffering they cause and eventually learn to revel in the act itself.
Those under Angus influence may claim that their cruelty has some greater purpose, but they also enjoy it for its own sake.
The Caliph of Pain, Lady Aife Lady Aife cares only about causing as much suffer- ing as possible and often seeks advice from the Countess of Desire as to what her victims care about most.
She destroys or threatens to destroy these objects both to inflict suffering and to motivate victims to cause others to suffer. Lady Aife was once an enthusiastic torturer for the Spanish Inquisition. She appears as a beautiful woman who sends shards of glass flying every time she tosses her flaming red hair.
She rides a steed made of rusted metal and wields a pair of jagged glass whips. Few can kill Lady Aife: The problem is of course arranging some reason for one or more of these entities to try to destroy Lady Aife. It begins as a drive to use excessive violence in some situations, and becomes a desire to use it to solve and simplify all problems. Vic- tims settle discussions with a fist or a knife and become blind to the consequences of these actions.
Baashkai doesnt arouse hatred or even anger; it inflames the bloody and terrible enjoyment of violence for its own sake and the willingness to see violence as the best tool to solve any problem. Hellbringer is the general of the armies of the Wyrm and the patron of abuse. Anyone struck by a bolt from his crossbow at- tacks whoever is nearest. He has never been defeated in battle, and were one to try, they would surely replace him. Hellbringer has another face, that of Malik Harjaq, the Master of Mayhem a Viking berserker with a dozen arms each wielding a different weapon.
Minions of the Wyrm know that both of Hellbringers guises wield the full power of an Incarna, but a Maeljin Incarna cannot simply divide in two. Destroying either of these warriors must occur away from battle.
Hellbringer must find himself in a situation where he is entirely alone and he is enticed to stab himself with one of his own crossbow bolts. When he does, he attempts to destroy himself.
If someone has supplied him with a sufficiently powerful weapon, he can successfully kill himself. However, no one can wield the bolt as a weapon or set it in a trap where it is hurled, shot, or thrown at Hellbringer he must inflict the wound voluntarily.
Malik Harjaq periodically sates himself with violent revelry after a battle, and at this point, he is vulnerable. Even here, he can only die if someone can make certain that he consumes several drops of a poison distilled from the liquid flowing from one of the Wyld Founts in Mal- feas.
The recipe for this poison is a well-guarded secret, and acquiring it is no easy task. Its exact nature is unclear but it represents a breakdown of order.
Those affected suffer some form of decay in the mind, will, emotions or body. This progressive collapse has destroyed a number of the Wyrms minions as well as its foes. It never negotiates, even with its fellow Maeljin, and is impossible to coerce or control.
Instead, anything or anyone pure, honorable, and perfect attracts its deadly gaze. It appears as a feral human of indeterminate gender with bloody hair, wear- ing the remains of a crusaders armor.
On its shield, is a black dragon encircling and constricting the world, and its mount is a black horse with bloody fangs. The only force that can destroy Lord Entropy is the pure and creative energies of the Wyld.
Direct exposure to the Flux Realm would instantly kill it. Alternately, some of the Changing Breeds might discover a way to channel the power of several power- ful caerns into a single site. If Knight Entropy attempts to drain this caern of power, as he has so many others, he would be overwhelmed with the Wylds boundless creative energy.
That force would obliterate him and his energies of decay. It begins affecting victims by urging them first to small, convenient lies, and then creating both the habit of lying and a sufficiently complex web of falsehoods so that the victims only choice is more lying. It leads victims into the depths of hypocrisy, causing them to lie to everyone, including themselves.
The only falsehoods that do not serve Pseulak are the deceptions inherent in the natural world camouflage and the feints used by hunting animals. He most often operates by convincing others to act for him, especially previously innocent politicians and bureaucrats. Dressed in an old-fashioned suit that is tattered and drenched in slime, a fluttering storm of paper and papyrus constantly accompany him.
His grin stretches from one ear to the other and his tongue forks, like a serpents. Profiting at his expense when nego- tiating a contract with Maine duBois is merely a way to take his place. To destroy him, someone must find a way to cause him to sign a contract that requires him to forfeit his title if he fails to uphold his end of it. Beyond that, nobody involved in the contract may profit from it, whether the Chamberlain of Lies succeeds in his end or not.
If Maine duBois cannot fulfill the contract, he instantly ceases to exist. Sykora, the Urge of Paranoia Allied with the Urges of Fear and Hatred, Sykora causes personal failure and random misfortune to appear to have malevolent causes. Some of those in its grip retreat from the world, but it prizes more those who strike out at their assumed enemies. Sykora fosters both a lack of trust and a narcissistic belief that the victim is the focus of a vast amount of negative attention and effort.
Much of the inter-tribal conflict within the Garou nation owes its origin to the Urge of Paranoia. The Archbishop of Madness, Doge Klypse The Doge is a short and pudgy man, with a round hairless head and sunken eyes that mirror the insanity he embodies.
Dressed in black robes embroidered with hypnotic patterns of purple thread, he wears a ring that is a slimy violet tumor and forces everyone he encounters to kiss it.
This kiss drives the victim insane. The Doge is also quite mad and regularly becomes lost in bouts of mindless insanity. During these fits, he attacks and mutilates anyone around him, including his servants and allies. The only way to destroy Doge Klypse is to locate a tarnished brass box containing the name and memory of the last person he trusted before becoming a Maeljin Incarna.
This box is roughly the size of a cigar box and rumored to be located somewhere in Malfeas. Opening the box sends this memory back to him, render- ing him temporarily unable to be Sykoras representative.
Suddenly mortal, he must perform an hour-long ritual that purges the memory, locking it in another box. Only during that ritual is he vulnerable.
Gree, the Urge of Despair Gree devours its victims will, destroying their desire to act or to attempt to take control of their lives in even the smallest ways. It floods its victims with an over- whelming sense of sorrow and loss. The most common result of extended possession is suicide, through either deliberate action or passive neglect. After its Fall, Bat became a Totem of despair, although some Garou are now attempting to redeem it.
The Nameless Angel of Despair The patron of suicides, the Nameless Angel can manifest in many places at one time and feeds on sad- ness. It cannot speak, communicating only in waves of negative emotions, and has the innate ability to appear whenever its presence would help push someone over the edge.
It takes no part in Maeljin politics, but all of the Wyrms servants fear its grey robes and the cold, dark cloud of despair that travels with it. The Nameless Angel is the source of the epic grief of Harano, and this feeling is also its weakness.
To destroy the Nameless Angel, the Garou once created a legendary ritual where the participants fill themselves with hope and Rage. The rite can only work at a Concolation, a grand moot of Garou from far and wide. Garou from three different Septs must simultaneously work part of the ritual at their caerns. At the end of these rituals, all the participants howl their Rage at the Wyrm in one vast and terrible instant. This surge of emotion destroys the Nameless Angel of Despair.
Unfortunately, the details of the Rite are lost to time and once the initial Concolation occurs, the Nameless Angel of Despair knows what is happening. It will attempt to stop the completion of the final Rites.
Lethargg, the Urge of Apathy This child of Gree replaces will with a growing loss of feeling where victims first become indifferent to the lives and suffering of others and then cease caring about their own lives. The most fully possessed lose themselves in catatonia or fall into comas. Today, Lethargg causes masses of humanity to ignore the horrors and injustices around them. Those firmly in Letharggs grip ignore anything beyond the immediate scope of their lives, con- vinced that nothing they can do will improve the world around them, or affect it in any way.
Lethargg has always been one of the most potent and effective Urge Wyrms. He both fosters illness and pollution and helps those around him to ignore them.
He appears as a tall, lean man with corpse-like skin that has an oily shine, and a fetid pool of slime surrounds him even in the cleanest of places. Destroying Thurifuge requires locat- ing the purest spring of healing water in the world. It flows from the site of a powerful caern now lost to history. Splashing a few drops of water from this spring on Thurifuge will weaken him, allowing an attacker to drown the Maeljin Incarna. If Thurifuge does not drown when immersed in the spring, he will pollute the spring forever destroying both it and the caern.
Elemental Wyrms The Wyrm cannot create anything, so all of its aspects are corruptions of existing things. Just as the Triatic Wyrm is a twisted reflection of the Triat, the Elemental Wyrms are hideous mockeries of the four sacred elements. They each spawn Jagglings and Gafflings as their elementals. These four substances and their elementals are widely used by agents of the Wyrm, including the Black Spiral Dancers.
The four elemental Maeljin Incarna were never human, but rather chosen from the most powerful elemen- tals of their type. Permanently destroying one of these inhuman creatures would greatly weaken the element.
Hoga, the Essence of Smog Hoga is the corrupted version of the element of air, composed of the gaseous parts of the Wyrms body. Its noxious fumes poison or corrupt creatures who breathe it. This element manifests in the physical world as poisonous exhaust fumes from cars and factories and the foul smoke from burning toxic refuse. Limited exposure produces short- ness of breath and muddled thoughts, while larger amounts cause breathing disorders like asthma and fatal lung diseases.
He directs his servants to clog the air with smog and smoke, delighting equally in stalled rush hour traffic and burning oil wells. His sickly sweet smoke deludes and befuddles his victims, twisting them to his will. This smoke precedes him wherever he travels, and gathers about his bluish, bulbous form like a living coat.
His favorite offerings are of healthy lungs and brains.
The Garou must locate the four greatest and most powerful air elementals, and convince them to work together to disperse Lord Choke. Unfortunately, all four are bitter rivals, and none of them wishes to share their air with each other or Lord Choke.
The Master of Smog is powerful enough to defeat any one of the elementals himself, and can hold his own against two. Only when all four blow as one wind can they achieve victory. Furmas, the Essence of Balefire Furmas is both the Wyrms perversion of fire and the spiritual manifestation of radioactivity.
Composed of the Wyrms blood, balefire twists and warps whatever it touches. Found naturally deep within the earth, it also lingers in nuclear waste dumps and long abandoned nuclear weapon test sites. Balefire is by far the most popular element used by the Black Spiral Dancers. The Master of Hellfire, Lord Kerne Kerne is a creature of radiation and balefire who delights in nuclear accidents.
He has grown fat on both the Chernobyl and the Fukushima nuclear disasters. Although his spirit form seems cadaverous and frail, his flesh is boiling lava and his breath atomic fire.
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He rides through the Umbra on a blazing chariot of hellfire, trailing sulfurous black smoke and deadly radioactive fallout in its wake. Killing Lord Kerne is an arduous task that requires freezing him solid and then encasing his frozen form in lead. Anyone attempting this task must work fast, as the raw power of the Master of Hellfire thaws any freeze and melts any lead within an hour of contact.
Though trapping him in this manner destroys Lord Kerne, anyone breaching the lead case returns him to life. Any werewolf foolish enough to imprison a Maeljin Incarna had better have a good hiding place in mind. H'rugg, the Essence of Sludge Hrugg is the distorted counterpart to the element of earth and is composed of the solid portions of the Wyrms form.Behind them lies a pair of tiny conjoined realms.
Acting indirectly, the Wyrm found increasing numbers of ways of causing living creatures to act for it, corrupting their minds and bodies for its use. In those cases. All of the plants here have sickly and unnatural colors and smell of rotten meat. You get a beautiful electronic wallpaper file featuring a collage of the art of W20 Book of the Wyrm, and you or your character's name will be listed on the credits page as a Debased Kinfolk.
A sharp man. One of their most effective tactics Physically it manifests in cancerous tumors and have been causing agents of the Calamity Wyrm to wasting diseases like HIV.
If someone enters via the door of Unreason. Sir Frederick Appleton , Dr.
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