Written by: Kevin Siembieda
Created by: Timothy Truman & Flint Henry
Release Date: December 1993
GENERAL
The one that started it all, the very first Dimension Book that provided Rifts Players an alternative reality to visit, with fleshed out politics, intrigue and action. A macabre setting, the forces of Light fight the minions of the Dark. This overly-simplistic way of looking at the book does it no justice. The nuanced elements a GM can layer into their adventure, let alone a new series of protagonists and enemy forces not seen elsewhere can provide your Players with a refreshing change of pace. Enter the first Dimension Book.
SECTIONS
The Wonders & Horrors of Wormwood. A planet in another dimension, where men and monsters struggle for supremacy. The first Dimension Book, it set the bar for future entries. The creators approached Kevin with the idea and it germinated into this publication.
Publisher’s Soap Box. Ever wonder why Palladium Books puts the warnings in the first few pages of their books? It’s explained here.
Book 1: Genesis-Omega. A 20-page comic that introduces the reader to the vagaries and extremes of the Wormwood setting. A good read.
Erin Tarn’s Wormwood, A Distant World. Intending to head to Rifts Mexico, Erin and her companions’ Rift phases as they enter, sending them to an anomalous dimension. What they find is both magnificent and horrific. Despite the pastel-colored landscape and skies, the inhabitants speak American (convenient). A chance encounter provides the background for the setting, a battle of the Forces of Light versus the Forces of Darkness on what would be known to be a living planet. The minions of the Unholy, leading the Forces of Darkness, have learned to mutate the Living Planet to their needs, including crafting weapons of war, such as the Crawling Tower. An encounter with the demonic forces demonstrates their ferocity, and a introduces two major NPCs to the reader.
Key Locations – Kingdom of Light. A good number of locations are covered, providing some great details for the GM and reader on the society, how they interact with each other, notable organizations and societal news, and some of the notable locations and NPCs. As one would imagine from a society under siege, the majority of locations are fortified, some with a few surprising blurbs (e.g. Kravenville, Stone Wall). What it really succeeds at doing is giving the reader an overview of the atmosphere of the setting, which is stark. Places have very eponymous names (e.g. Forest of Pillars, Resin Mountains, The Greenery, Worldgate).
Note (Familiar Becomes Foreign). There are TW motorcycles, Coalition and NGR tech, an well as Splugorth/Kittani tech interspersed. After having immersed myself into the setting, I certainly was not expecting this. It may not surprise you, but it caught my eye when I read it. Nice twist and method of dovetailing with Rifts.
Wormwood. A place of abundant mystical energy, there are no ley lines. In this section, we learn all there is to learn about the settings physical and mystical properties, and how this best fits into the adventure. I’ll be honest, there are bits in this segment I would have placed into a GM Eyes Only section; provides the GM some insider information, the Players a more immersive experience as they discover Wormwood’s secrets. Without giving too much away, the planet is a living organism (half the size of earth) that responds to certain conditions or stimuli.
Technology. Because of the living world’s ability to provide, there is no native technology comparable to anything after 15th century Earth. Any technology will have been imported.
Magic. Is the technology for the world. TW is exceptionally popular, but rarish. No ley lines exist, but there are some important notes on how mages interact with the world and how magic is expressed in Wormwood.
Psionics. Native inhabitants do not have any psionic powers. Details how psionics are affected.
Dimensional Doorways. A nuanced way of tying to Rifts Earth. There are four permanent connections between Wormwood and Rifts Earth. This section also details how most Rifts Earth major players would view the Wormwood plane.
People of Wormwood. Kind of a gimme’, you would be hard pressed to create a successful product with at least SOME description for the populace and how they view/interact with the conflict.
Champions of Light. Here we get into the ‘good guys’ of Wormwood, their forces, classes and other elements the PCs are most likely going to play if they start adventuring from here or interact with if they come for a visit. The Cathedral directs much of religious, spiritual and mystical basis for much of their socio-political structure and worldview. This is a holy war, the warriors thus blessed in the eyes of the populace. Provides a good context to build political intrigue, subterfuge and conflict as different views on how to fight the Darkness can be exploited. They hold positions of power and influence throughout the society, and expect as much; convenient tables of caste system and hierarchy provided.
Classes
Priest of Light. Scholar, teacher, healer, and warrior now.
Apok, The Avenger. Once servants of the Dark, they have reformed and are zealous warriors for the Light. The Dark fear their martial capabilities, the Light distrust them for once being part of the forces they struggle against.
Monk. Loose-knit group that feel the Cathedral has become too powerful and removed from “the people.” Masters of unarmed combat.
Wormspeaker. Born from the peasant class, powers gained by their symbiote and a deep connection to the Living Planet.
Symbiotic Warrior. A warrior that relies on symbiotes to augment martial training.
Holy Terrors. Dedicated monster hunters stranded on Wormwood from another dimension, they NEVER remove their armor. These behemoths have some unusual abilities.
Freelancer. The bog-standard good intentioned mercenary, typically from lower class. Your plucky non-hero Player Character with an odd array of charts to determine what weapons and background they have.
Knight of the Order of the Temple. Primarily aristocratic servants, they are the aloof, zealous warriors in brilliant armour fighting for the Cathedral. If the Priests say it is so, then so be it. Provides a detailed code for Players to abide by, and GMs to enforce. Akin to the samurai sense of honour and subservience to their daimyo.
Knights Hospitaler. These paladins also follow a strict code, these nobles place their ethical conduct over blind obedience to the Cathedral. This leads to obvious points of friction.
Combat Squads. Although not necessary, I like that it included some basic squad formations to give the GM a sense of what the PCs might encounter, or join with in hunting down the forces of Darkness.
Non-Player Heroes
The Confessor. The most famous and feared of all Apoks. Dude is a beast.
Lazarus Vespers. This knight-errant is an enigmatic figure, known to spirit away key fighters to strike at the strategic weak point to obtain overall victory. Because he is willing to work outside the law (e.g. Cathedral edict), is considered a rogue vigilante and criminal.
Dorsey Pentecost. Captain in the Hospitalers with a zest for life and adventure, and a knack for getting into trouble. He is a rebel with a cause, dedicated to justice and honour.
Prayers and Spells. An interesting method of controlling spell casting exists in Wormwood. Explains a bit about how much damage structures can withstand, but also how the Forces of Darkness have infected Wormwood and its ability to respond to the Priests/PCs commands. This is an interesting twist that I really appreciated. All inhabitants have latent P.P.E. and most Classes have a fair amount. While the spell list seems limited in number, it does the job and gives Players options.
Symbiotic Organisms. Typically parasitic in nature, these are created by the Living Planet to provide a specific capability. In most cases permanent, because they are essentially parts of the Living Planet, once they leave this dimension, the symbiote dies off. There are a raft of symbiote available to choose from. Some of the more prominent ones as follows:
Battle Saints. Essentially magical robot behemoths, these McGuffins are summoned and piloted to great effect by the Forces of Light. Incorruptible, there are some known sites laid siege by the Forces of Darkness to prevent Priests or Knights from gaining access.
Battle Saint Orb. Essentially heads of the Battle Saints. Can be summoned without the remainder of the Battle Saint. Ironically, the openings/eyes of the structure are open and possible entry points for flying enemies to attack the pilot/passengers. The same applies to those piloting a Battle Saint.
Corrupted Symbiotes. There are a number of painful and detrimental symbiotes that the Forces of Darkness have adapted/corrupted.
Shock Parasites. Once the “white blood cells” of the Living Planet to fight off infection or disease, the Unholy have corrupted some of them to become predators on the humans. There are a number of odd-duck creepy-crawly monsters to choose from.
Blood Stones and Magic Crystals. Another element provided by the Living Planet. A selection of various types and benefits are provided.
The Forces of Darkness. The ‘Yin’ to the Champions of Light’s ‘Yang.’ Although they are called demons and resemble the fact, they are actually monstrous life forms from an alien dimension. As such, one could consider them a parasitic infection of the Living Planet. Brutal and merciless, they strive to capture humans to act as their slaves. Like their counterparts, a great chart for both hierarchy and typical squads are a great addition.
Dark Priests. Like we were surprised to see this one?
Dark Minions. A whopping sixteen monstrous races and NPC villain classes to choose from. This gives the GM a wide variety of beasts and gribblies to toss against the Player Characters. When I say most have copious amounts of M.D.C., I’m not kidding. Like, measure against a Glitter Boy amount of M.D.C.
Lord of Darkness. The protagonists of the setting, these are the godlike beings that are directing the Forces of Darkness and trying to expand their infected control over Wormwood. Originally contained in their own prison dimension by some powerful alien intelligence, they escaped through a random portal. Another aspect of their limitations was the requirement to be invited in; once there the foul beings obliterate the host consciousness. Each Host found a willing/deceived person to possess. There are only 19 of them on Wormwood, and after reading their stats, be glad its not more.
The Unholy (Leader Host). The leader host, a truly dreadful and demonic entity. Revels in conquest, enslavement and inflicting suffering. Has led to the infection of one-third of the Living Planet. No single Apok is ever going to take this guy out!
Lesion (High Lord). The willing lackey to The Unholy. Content in the #2 spot, he loves war and conflict more than anything, with espionage and deception a close second.
Lord Krikton (Master of Parasites). Has the unsual knack for designing and creating giant parasites, including the Krikton Flailer found in the Dark Minions segment. The epitome of vice, he hoardes gems and secrets with a lustful care, as he hopes to vie for the position as the Leader Host.
Salome (Queen of Demon Goblins). Friend and confidante to Lesion, she is actually an ambitious, martially skilled human Shifter! With a bevy of symbiotes to augment her powers, she and Lazarus Vespers were once enslaved by the Splugorth; their symbiotes scarred her very soul. The cannibalistic demon goblins worship her as a queen, and the Unholy treats her with respect no other human could hope to achieve.
Key Locations – Domain of the Unholy. Most cities in the Unholy’s domain are small and dispirited. Worldgate is the last of the ‘free cities’ to stand.This section gives a GM a great breakdown of the tpyical village of Wormwood, including civilians, armed forces and mercenaries. This also extends to defining was submissive human cities look like, descriptions of the current demon-infested cities, and make-up of the Forces of Darkness. One thing of note is that demons and monsters of other stripes could be welcomed here. Demons, Dyvaal, evil dragons, all would find like-thinking types to join with. A map of the demon territory north of Worldgate is hidden in the back pages. This hints that certain things could/should have been kept under wraps with a GM Section, but I quibble.
IMPRESSIONS
Initial Review (3/10). Initially I did not rate this book much more than a placeholder on my shelf. I didn’t really connect with the setting, and found several faults that, as a GM, I wasn’t happy with. The fact natives spoke American and typically English names were both notes of contention. That and the absolute imbalance between Player Characters and most of the Dark Minions. It was interesting in terms of a change in setting at the time, and as the first Dimension Book, held a place of affection for many of the Players at the time. I just never really got into the hype, and it never really scratched the itch for my Players either. The artwork didn’t really speak to me either, as I was enthralled with the Kevin Long and Larry McDougall aesthetic of the era. Add to that the addendum at the time that symbiotes would die after a random period away from the Living Planet and, as such, I pretty much left it on the shelf.
Current Assessment (8/10). Looking back on the setting presented WAY back in 1993, I can admit my rather naïve, perhaps juvenile response to this Dimension Book. This is a relative jewel of a book, hidden in plain sight and overshadowed by its newer counterparts. It sets up an alternate pocket dimension sandbox for the GM, presenting a conflict the Player Characters can have some serious fun with. The bizarre environment in nothing like Rifts Earth, yet the book provides more than enough to develop the immersive experience. The politics of the world can be exploited, and there are various shades of “good” to play, all the while battling the Forces of Darkness. The magic system and symbiotes are both flavourful and well fleshed out, allowing Rifted Player Characters a way to dovetail into the setting. This book has everything a GM needs to create a great get-away adventure or campaign.
My only quibble would have been to segregate certain sections for the GM’s Eyes Only at the back (I know, Players always stop when they see that “For GM’s Eyes Only” warning, right?). This would allow certain aspects to be presented more holistically. This is a minor issue but would have earned at least a 1-point bump. Concerning the artwork, a lot of the more dynamic pieces (e.g. the comic strip) come from Tim Truman and Flint Henry, the authors. I was particularly captured by the illustrations of Dorsey Pentecost (pp 74 and 81), reminding me of the Roland Deschain from Stephen King’s The Dark Tower series, and the full-page illustration of the Apok (p 56). The artwork is gritty, supporting the themes of the setting. For any GM looking to take a break from Rifts Earth, or established groups looking to hop to another dimension for adventure, I’d strongly recommend picking up this book.
Yorumlar