Werewolves still live between the two worlds. They have one foot in each, yet their home is neither. Great adventures await in the Umbra - but so does death; the Wyrm has infiltrated the Shadow. The... This description may be from another edition of this product.
For a book that is 17 years old this is a MUST HAVE!!! Don't let the age fool you, it is packed with all the ins and out of the Umbra for all those feisty werewolves out there. Be aware that the book will have yellow pages because it is not printed on acid-free paper. But seriously, who cares??? And it gives it a tome-sort-of-feel to it. I bought the book for the content anyway.
Umbra: A must have.
Published by Thriftbooks.com User , 23 years ago
This book is a wonderful tool for any storyteller who wants to run a game which goes further than just going out and beating things up. It gives a glimpse of the other side of the gauntlet which allows you to run games full of depth, symbolism and meaning. It also give new locations for going out and killing people if you need them.With a description of how the werewolves see the umbra, the near realms, rules systems, story seeds and insights in how to do the umbra justice in the game, this book can transform your games for the better. It did mine.
One of the most important of Werewolf Sourcebooks
Published by Thriftbooks.com User , 27 years ago
This one really is a must-have for the serious Storyteller. It is an in-depth guide to the Umbra. The sourcebook is packed with information, and seems to be fairly well-organized. I have found it very useful indeed: I could not Storytell for Garou without this book with any ease
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