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I mean, after reading this, one can actually feel SORRY for the Wyrm, and as I looked through the various Urge Wyrms, one begins to realize just WHY the Wyrm is doing what it is doing.
It also includes good information the Cosmology of the Wyrm, information on Malfeas, the Umbral knot created by teh Wyrm's struggles, the Maejin Incarna, a mini-BSD tribe book that shows just WHY they fell and just why they are possibly the greatest threat to Gaia. Information on Fomori, Banes, wyrm-fetishes, mOrtal Cults, and other things ae all included.
My only gripe is the Pentex section, whihc played up the "destroying the world for the sake of it" feel a bit too much for my liking. Though the fiction throughout that part of the book made up for it, as it is very interesting and is more of what I will use Pentex for int eh future.
My favourite parts were the Mortal Cults and Aliens. A non-supernatural group serving the Wyrm is a ncie way to be sadistic to players, and the concept of an Alien made my mind start spinning.
If you plan to run a Werewolf campaign, and want the Wyrm as the main antagonist, get this book. It will help you make a great in-depth, serious, and dark game, exactly what Werewolf is about. To boot, there isn't tha tmuch that doens't need to be changed for Revised rules, just a bit of thinking with Spirits, and some BSD Gifts and Rites, but that's it. So enjoy folks...