WHF-06 - Liber Mutatis, The Book of Change.pdf

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®
TM
L i b e r M u t a t i s TM
t h e b o o k o f C h a n g e
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L iber M utatis
t he b ook of C hange
a r esourCe on t zeentCh , the C hanger of W ays
t abLe of C ontents
Minor Exposure to Corruption
17
C hapter o ne : t he C hanger of W ays
3
Moderate Exposure to Corruption
17
The Great Game
4
Major Exposure to Corruption
17
The Sorcerer God
4
Corruption Thresholds
17
Weaver of All Fates
6
The Efects of Corruption
18
Political Corruption
6
GM Invocation
18
Revolt and Subversion
7
Mutation & Insanity
18
Corrupting Magic Users
7
Amassing Mutation
19
Ruinous Rivals
7
Losing Corruption
19
The Power of Warpstone
8
Marks of Chaos
20
Chaos Cults of Tzeentch
8
Gifts of the Great Schemer
9
C hapter f our : t he M inions of C hange 21
New Rule: Stance Types
21
Mortals and Tzeentch
9
New Rule: Advanced Creatures
21
The Promise of Knowledge
9
Using the Minions of Change
21
The Gifts of Madness & Mutation
9
Lesser Daemons
22
The Promise of Daemonhood
10
Greater Servants
24
Minions of Change
10
Enigmatic Disciples
26
The Hordes of Tzeentch
10
Cult of the Broken Wheel
28
Marauders of Tzeentch
11
Feathered Fiends
30
Chaos Warriors of Tzeentch
11
Chaos Sorcerers of Tzeentch
11
C hapter f ive : t he W inds of C hange
32
Beastmen & Tzeentch
11
A Matter of Scale
32
The Scandal of the Shroud
12
Getting Started
33
Involving the PCs
33
C hapter t Wo : C orruption & M utation
13
A Missing Apprentice
33
The Source of Corruption?
13
Geheimnis & The Old World
33
Mutants in the Empire
14
A Small Favour
34
Surviving as a Mutant
14
The Broken Wheel
34
Folk Tales & Rumours Regarding Mutants
14
Hugbert Munkhaus
34
The Legend of Reikwald Max
15
Bobo
34
C hapter t hree : C orruption r uLes
16
Magical Sight & Tzeentch
34
Show Some Mercy!
16
Yuri Popov
35
Corruption in Play
16
Leo Duerr
35
Corrupting Inluences
17
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Investigating the Monster of Oggasse
43
Ethel Rammstein
36
A Living, Breathing Stinkhole
43
Part One: Geheimnis
36
Social Interaction in the Schmutzplatz
43
Oggasse
36
Local Interest
44
Schmutzplatz
36
Unfolding Events
44
Key Locations
37
Part Two: The Nick of Time
45
The Clock Tower
37
The Sewers
45
Dove of Love
37
One Route to Chaos
46
The Eagle of Luccini
38
Part Three: Changes
46
Olde World of Bird
38
The Temple
46
Magpie’s Pawn Shoppe
40
The Ritual
46
The Owl’s Quill
41
Eating a Tainted Egg
46
Welcome to Schmutzplatz
41
Loose Ends
47
Asking after Gratz
42
The Sewer Map
47
Stirring up Trouble
42
GM Tools & Resources
48
Feathered Fiends
42
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C hapter O ne
t he C hanger Of W ays
Sometimes the god is represented as a mist of shifting colours, or
as a huge daemon with a vulturous beak and multi-hued wings.
Sometimes he is envisaged as a giant whose head and torso are
impossibly one, with great horns rising from his shoulders, and
whose skin crawls with leering faces that repeat his every utterance
in a thousand subtle nuances. The black orbs of his eyes are said
to sparkle like the endless depths of the empyrean, and his brow
is furrowed as though he is ruminating over an unsolvable puzzle.
The Winds of Magic curl around him like a rainbow of serpents.
His sacred number is nine, and his rune resembles a lame or per-
haps a writhing snake.
What mortal does not desire to comprehend the mysteries of des-
tiny, or to harness awesome magic power? The Chaos god Tzeentch
holds the keys to such terrible knowledge. His price, however, is
steep – his worshippers become pawns in his incessant game to
undermine civilisation and to outlank his fellow Ruinous Powers.
Tzeentch rewards his followers with mutation and insanity, and
when they die, he claims their souls as his playthings.
Tzeentch is known by a thousand epithets. He is the Weaver of All
Fates, who spins a tangled web to achieve his incomprehensible
ends. He is the Great Conspirator, whispering evil counsel in the
ears of monarchs, and nurturing murderous ambition and rebellion
among their subjects. He plucks the strings of jealousy and resent-
ment to make evil-minded men and women dance like marionettes
at his command. He is the Great Sorcerer, tempting scholars with
forbidden truths, and inspiring wizards to delve into the darkest
aspects of their lore.
Tzeentch’s worshippers believe that he reigns from an Impossible
Fortress deep in the Realm of Chaos. At its heart, protected by a
crystal labyrinth of inconceivable geometry, is the Hidden Library,
a hall of eternal dimensions that stores all the knowledge of the
universe. Tzeentch stares for eons into the Well of Eternity for clues
from the past and the future that will help him fulil his schemes.
Above all he is the Changer of Ways, who watches in fascination as
mortal lesh warps at his touch, and as natural form gives way to his
anarchic imagination.
When Tzeentch stirs from his reverie, treachery, insanity, mutation,
and strife alict the world.
In grimoires proscribed by sane men, disciples of Tzeentch have
scribbled their visions of their divine master. No two descriptions
are alike.
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Tzeentch will often use his Chaos cults to thwart the plots of
those who follow the rival Ruinous Powers, but cults dedicated to
Tzeentch also compete among themselves to attract the eye of their
god. The Great Conspirator enjoys fostering treason and deception
even among his own followers.
O nly scholars bereft of reason dare
philosophise on the Realm of Chaos. No
one can say where or even whether it exists,
but it spills into the real world from the Chaos
Wastes in the far north.
The cults prepare the way for an invasion of Chaos hordes not seen
since the Great War Against Chaos. Even in the midst of that inva-
sion, the Ruinous Powers competed to ensure that their own forces
emerged dominant, and Tzeentch used all his cunning to obstruct
the achievements of his brother gods. Over two hundred years later,
rumours that the End Times are nigh can again be heard in the
streets and taverns of the Empire.
Some hypothesise that the dominion of the Ruinous
Powers is also strong far to the south, and that
Chaos grips the entire world like a terrible claw.
Sometimes the rituals of Chaos worshippers tear the
fabric of existence, allowing daemons and mutating
energy to leak into reality from the Realm of Chaos.
Bands of roaming zealots loudly proclaim that doom is at hand,
and the civilised nations gird for war against the north again. The
countless battles fought between the Chaos armies in the Chaos
Wastes have produced a mighty champion who bows to all the Ru-
inous Powers with equal respect. This is Archaon, whose ruthless
feats have earned him the title Lord of the End Times. Under this
warlord, the Ruinous Powers hope to unite their forces to inally
destroy civilisation, though no doubt the Great Game will continue
unabated, and the champions of the Chaos gods will challenge each
other while the Old World burns around them.
Tzeentch’s ultimate goal is utterly unknowable. Perhaps the Great
Game and even the destruction of the Old World are merely amus-
ing diversions for the Great Schemer? The realisation of his greater
plan, if he has one, is lost in the mists of the far future. His conspira-
cies often appear to be self-defeating and contradictory, for he has
intricately planned each inefable manoeuvre far into eternity. To
even begin to unravel his intentions is to invite madness. Indeed it
could be said that only the mad can truly understand the ways of
the Great Schemer, for perhaps he is mad himself, and his plans are,
in fact, utterly devoid of all reason.
t he s OrCerer g Od
Eight thousand years ago, the god-like Old Ones dominated the
world. They constructed a great portal situated in the northern-
most continent which they used as a gateway to this reality. Beyond
this gate seethed a Chaotic multiverse, the abode of the Ruinous
Powers, whom the Old Ones kept at bay using unimaginable magi-
cal forces. Today, very little evidence remains that this mysterious
race ever existed, for a cataclysmic event eradicated them.
t he g reat g ame
Over the centuries, half-sane scholars corrupted by Chaos have se-
cretly attempted to decipher the purposes of the Great Conspirator.
Most of their claims are contradictory. However, many mention
the legend of the Great Game – a mythical contest of war and wits
fought between the four Ruinous Powers. The Dark Gods ally with
one another only when it suits them, and often ight against each
other for the most spurious reasons. Tzeentch, Slaanesh, Nurgle,
and Khorne constantly compete to become the most powerful of
the Chaos gods. They are united only in their determination to
destroy the civilised world.
The Great Game is played out in three arenas. Within the Realm of
Chaos, the four gods send armies of daemons and the most power-
ful of their mortal champions to assault each other’s domains.
However, the defences surrounding their infernal kingdoms are
almost impossible to breach.
The gate’s mechanisms failed, and Chaos exploded into the world,
warping the north and south poles into desolate wastes of Chaos.
Raw magical power howled across the lands like a black wind,
twisting nature in its wake, and warpstone rained down in an
unceasing, mutating torrent. A massive rock of this Chaotic matter
was spat into the heavens, becoming the Dark Moon known today
in the Empire as Morrslieb.
The second theatre is the Chaos Wastes of the mortal world,
where warrior-wizards lead barbarian tribes and warbands loyal to
Tzeentch against the mortal armies of the rival Chaos gods. The
slaughter takes place on battlegrounds that constantly warp and
change as a tempest of Dark Magic rages overhead. Battles are won
and battles are lost, and no single deity ever dominates.
Daemons took physical form, and their uncountable armies at-
tacked the world’s surviving inhabitants, but the elves in Ulthuan
and the dwarfs in the Old World each separately withstood the
hordes. The elves conjured a vortex that drained the lood of
unadulterated magic, sucking the daemons back into the Realm of
Chaos.
These battles are testing grounds for their champions, where the
weak fall and the strong are prepared for the main arena of the
Great Game: the civilised realms of the Old World. The Ruinous
Powers try to entice mortals living in those realms to betray their
birthright and worship Chaos, and command those they corrupt to
sow anarchy and desecration.
Today Dark Magic still leaks from the Chaos Wastes, but the high
elves continue to maintain the vortex, and the raging maelstroms
of Chaos energy subside into the eight Winds of Magic as they drift
south. The Waystones of Ulthuan draw magic to the island, to be
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