Tribes Most Foul: Worgs

A Review of the Role Playing Game Supplement Tribes Most Foul: Worgs

Tribes Most Foul: Worgs by David Posener is a role playing game supplement published by Raging Swan Press for use with the Pathfinder Roleplaying Game. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result.

The supplement is available as an 11-page PDF from DriveThruRPG for $1.99 but was purchased at a greatly reduced price as part of a special bundle. Two pages are the front and rear covers, two pages are the front matter, Contents and stat blocks by CR and one page is the Open Game License. The supplement comes in two versions, one optimised for print and high-end devices the other for mobile and low-end.

Tribes Most Foul: WorgsThere are three packs of worgs in the supplement. Each covers two pages and is laid out in the same way. There is an opening paragraph on the tribe, society & organisation, ecology & lair, notable personalities and tribal lore. Sidebars cover using the tribe in the GM’s campaign, a roster of the tribe and a stat block for the leader. The first also has rules for using bonded witch.

The first tribe, Howls from the Desolation, is on an island that is rapidly heading to the pole and freezing. Humanoids have left, most life is dead and the worgs are starving. They also use armour.

The Gaolers of Bleakmoor are undead and led by a lich-worg. The lich and his thralls guard Bleakmoor Manor, which contains the trapped souls of angels.

The Regnant Void are led by a night hag whose ancestors have bred with worgs. The tribe feats on the nightmares of mortals.

Tribes Most Foul: Worgs in Review

The PDF is well bookmarked with everything but sidebars linked. The Contents only covers the three tribes, but is hyperlinked. Navigation is excellent, given the length. The text maintains a two-column format and appeared to be free of error. There are a few pieces of black and white stock art. Presentation is decent.

The concept of tribes of worgs doesn’t really seem that interesting. They’re wolves; big, mean evil wolves, but wolves, so how different can they be? The answer is quite a lot. Armour-wearing worgs led by bone witches who learn magic by chewing bones, undead worgs that keep angelic souls trapped and dream-stealing worgs with hag blood are definitely different. These are not your typical worg. Tribes Most Foul: Worgs is a really nice little supplement and it can be found by clicking here.

 

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