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+ | __NOTOC__ | ||
=Totem Spirits and their Broods= | =Totem Spirits and their Broods= | ||
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=Stag's Brood= | =Stag's Brood= | ||
− | + | {{tab}}Stag has one of the largest and most unified broods of any totem spirit. Stag commands his brood through his own strength and by respecting the abilities of the spirits which serve him. Stag rewards loyalty, and he protects his own kind. Those who dishonorably attack members of Stag's brood must face Stag's vengeance in the form of the Wild Hunt. Despite Stag's large brood, the Incarna wields no more power in the Umbra than other totem spirits; ambition is something that has little appeal to Stag. The Incarna expects members of his brood to attempt to solve their own problems before calling upon him. This expectation extends to the Fianna.</br> | |
+ | {{tab}}The Stag's brood gathers in the Bright Meadow of his Totem Realm. Favored Garou children of Stag visit the Meadow and serve in his councils. Stag may invite faeries and Verbena or Dreamspeaker mages. None of Stag's children or brood will harm faeries, due to an ancient pact between Stag and the fey. | ||
'''Stag as a Totem'''</br> | '''Stag as a Totem'''</br> | ||
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{{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
− | ''' | + | '''Dawn''' |
+ | |||
+ | '''Charms:''' Airt Sense, Healing, Materialize, Reform | ||
+ | |||
+ | '''Image:''' Dawn appears as a bright glowing woman wrapped in veils of reds, oranges, blues and purples with a slightly blurred outline. She radiates an aura of comfort. Dawn offers hope to the unfortunate, and she warns animals of the coming daylight. | ||
+ | |||
+ | '''History:''' Dawn was born of the feeling of awe and wonder that came with the first sunrise of the world. No matter what tragedies may come to the lives of Stag's children and their allies, she heralds the new day and illuminates darkened souls. In the Silver Record, there are accounts of the spirit saving Garou from the grip of Harano and warning the Fianna of Black Spirals and Bane ambushes. Dawn has participated in the affairs of humankind, and some ancient peoples worshiped her as a minor deity. She has many names from these times, such as Aurora or Usha. Dawn has a spirit lover, the spirit of sunset and evening, whose name is known only to the wisest of elders. She meets with him during the white nights and dark days of the far north and south. | ||
+ | |||
+ | '''Habitat:''' Dawn travels across the world with the first light of day. After the sun rises into the heavens she retires to the Bright Meadow, where she dances with Stag's many attendants and lightly shades the petals of spring flowers with her blessing. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Dawn represents the first light of day. She is the spirit of both the false dawn of early morning and the true dawn of day. | ||
+ | |||
+ | '''Material Correspondences:''' Flowers, songs, pictures of sunrise. | ||
+ | |||
+ | '''Gift Lore:''' Dawn teaches gifts of healing, purification, light and warmth. | ||
+ | |||
+ | '''Taboos:''' Dawn must never materialize in the physical world during the bright light of day. | ||
+ | |||
+ | '''Attitude:''' Dawn is a pleasant spirit who enjoys visits from the Garou. She answers requests politely, no matter how extreme or ill conceived. She does not take well to threats or demands, and those who try to coerce her will earn the wrath of Stag himself. | ||
+ | |||
+ | '''Chiminage:''' Dawn appreciates entertainment. She especially enjoys music, painting and dance. Garou who perform for Dawn will earn her favor. Dawn has a weakness for the flattery of attractive males of all species, although the spirit of evening keeps her heart. Any Garou who can bring a her a bit of the essence of sunset will earn her favor. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Grain''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Break Reality, Disorient, Healing, Incite Frenzy, Reform, Shapeshift | ||
+ | |||
+ | '''Image:''' Grain appears as a well endowed golden brown woman with bright yellow hair, dressed in a long plain gown and holding a basket filled with sheaves of wheat and barley. She has dark eyes that sparkle delightfully, and her hips sway suggestively as she walks. Smiles come easily to her. When she speaks she does so with an enticing lilt, and many Fianna swear she has an Irish accent. | ||
+ | |||
+ | '''History:''' The Fianna refer to Grain as "the spirit of spirits", and so she is. She was born from the first vat of alcoholic brew mixed together by the ancients. She is a welcome visitor to any celebration, and she's served Gaia well in the past, by intoxicating Fomori and Bane spirits so that Gaia's defenders could fall upon them. The Fianna credit Grain for teaching the secrets of their mystical homemade brews. Fianna elders are quick to warn young pups to be wary of Grain, because they know she has potent abilities to alter the senses. Many of the more amusing tales of the Fianna Galliards involve Grain setting a misguided youth straight by getting him to imbibe a bit too much. | ||
+ | |||
+ | '''Habitat:''' Grain customarily spends her time sitting in the Bright Meadow of Stag's totem realm, constantly handing out mugs or filling pails with her fine gift. When she is not present in the Bright Meadow, she seeks out wild parties and gatherings. During the winters, she is whispered to spend her time among the spirits of the dead in the Dark Umbra, bringing cheer to the gloom below the world. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Grain is most famous as the spirit of grain alcohols, but she also holds some sway over the grains in the field. She helps her mother, Gaia, provide bread and sustenance to humans and animals. | ||
+ | |||
+ | '''Material Correspondences:''' Beer or alcohol brewed from any grain, sheaves of grain and empty beer mugs. | ||
+ | |||
+ | '''Gift Lore:''' Grain teaches any gifts that might muddy the senses or bring blissful intoxication. | ||
+ | |||
+ | '''Taboos:''' She refuses to give aid to the overindulgent and she may not use her healing during the winter months. | ||
+ | |||
+ | '''Attitude:''' Grain is a bright spirit who dispenses kind words and tall tales with her drinks. She is friendly to those who approach her, and enjoys relaxed company. | ||
+ | |||
+ | '''Chiminage:''' The best way to approach Grain is with an empty mug. She takes great pleasure in filling mugs, and those who compliment her drinks fare well with her. In order to impress Grain, a Garou will have to sow fields with her plants, or discover a new brew for himself. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''The Hind''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Cleanse the Blight, Healing, Materialize, Reform | ||
+ | |||
+ | '''Image:''' The Hind, or Doe, always appears as a lovely snow-white deer with dark, soft eyes. | ||
+ | |||
+ | '''History:''' The Hind is Stag's daughter. She is a spirit of mercy, caring, and innocence who offers aid to all who are in need. The Red Talons have tales of how she suckled young cubs after hunters slew their parents. The Silver Fangs sing legends of how the Hind guided great heroes to discover lost fetishes. The hind often manifests to comfort young Garou and lost ones after their First Change. She leads frenzied Garou away from innocents or loved ones, averting some of the tragedies of rage. | ||
+ | |||
+ | '''Habitat:''' The Hind dwells in her own mini-realm in the Umbra, a place of everlasting spring near Summer Country, where she tends to the demands of young animals and children of kinfolk. Other times, she spends in the Bright Meadows, bathing in the beauty of her sire's realm. She enjoys visiting the realms of Unicorn and Pegasus, and has allies among the broods of both Incarna. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The Hind is a spirit of peaceful innocence and childhood. | ||
+ | |||
+ | '''Material Correspondences:''' Songs, tears, ribbons, gifts from the heart, new-fallen snow and spring blossoms. | ||
+ | |||
+ | '''Gift Lore:''' The Hind teaches gifts of healing concealment and pacification. | ||
+ | |||
+ | '''Taboos:''' The Hind will never engage in combat. She will only dodge and flee from attack. | ||
+ | |||
+ | '''Attitude:''' The Hind is friendly to those who call her out of a sense of respect or wanting to do good for others. She has little patience for those who desire strength or power, such as Shadow Lords or Get of Fenris. When the Hind does not wish to see such an individual, Stag may send his more violent brood members to intervene. | ||
+ | |||
+ | '''Chiminage:''' The Hind requests that those who call upon her return her favors by doing good for the young and innocent. She is a shy spirit, and she takes her time to meet new people. She prefers to deal with individuals who are smaller than she is, either sitting adults or children. Any quick or aggressive actions in her presence will cause her to flee. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Impala''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Plains Sense (as the charm Forest Sense), Reform, Tracking | ||
+ | |||
+ | '''Image:''' Impala appears as a perfect example of his material species, with a rich coat and spreading horns. | ||
+ | |||
+ | '''History:''' Impala leads the spirits of antelope who pay homage to Stag. Impala is a spirit of knowledge, well renowned for his wisdom. Of all stag's brood, Impala is his closest advisor. Impala insights have crippled many of the Wyrm's schemes. he takes responsibility for all of Stag's brood that have spiritual ties to Africa. Impala considers himself a spiritual protector of the continent. | ||
+ | |||
+ | '''Habitat:''' Impala lives in an Umbral mini-realm, the Vast Savanna. He visits Stag's totem realm to graze with his distant cousins and share his wisdom with any who seek it. Impala has his own small brood, composed of antelope spirits. Impala manifests on earth comforting his children while humans relentlessly steal and destroy their lands. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Impala represents Stag's wisdom, intelligence and conscience. He reminds Stag of the consequences of action and inaction. | ||
+ | |||
+ | '''Material Correspondences:''' Impala horns, skins of crocodiles or great cats. | ||
+ | |||
+ | '''Gift Lore:''' Impala teaches gifts of sensing. | ||
+ | |||
+ | '''Taboos:''' Impala may not answer unasked questions, although he tries to circumvent this taboo through implications and leading answers. | ||
+ | |||
+ | '''Attitude:''' Impala is initially friendly to all who approach him seeking council. He has little patience for individuals who ask for his advice, but who don't act on it when presented with the opportunity. Impala believes that all beings should be aware of their limitations as well as their abilities. | ||
+ | |||
+ | '''Chiminage:''' Impala prefers the direct approach. He dislikes pretentiousness and flattery. When he responds to others, he does so in a blunt and direcct manner. If seekers do not like his answers, he advises them not to ask the questions. Impala refuses to speak on matter in which he has no knowledge, such as technological devices. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Rabbit''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Disorient, Materialize, Reform | ||
+ | |||
+ | '''Image:''' Rabbit appears as a small white, brown, or gray rabbit. | ||
+ | |||
+ | '''History:''' Rabbit has a long and colorful history of getting into trouble and hopping out of it. Many folk tales and stories come from Rabbit's exploits. Rabbit takes credit for every piece of fiction with a bunny or hare as long as he gets a little prodding. | ||
+ | |||
+ | '''Habitat:''' Rabbit spends most of his time in a warm burrow hidden in the Bright Meadow of Stag's totem realm. When he goes out, he often explores the Penumbra, and he likes to manifest wherever he can find food in the wilderness or rural areas. Rabbit sometimes ventures into a Garou's hunting ground looking for a good chase. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Rabbit is the spirit of wilderness survival. He has the quickness to escape from the hunt and the wits to forage for food. | ||
+ | |||
+ | '''Material Correspondences:''' Rabbit's feet, carrots, other vegetables and rabbit stories. | ||
+ | |||
+ | '''Gift Lore:''' Rabbit teaches gifts of hiding and deception, and those that aid in the scrounging of food. | ||
+ | |||
+ | '''Taboos:''' Rabbit will never fight an opponent. He goes by the annotated motto, "He who runs away, lives." | ||
+ | |||
+ | '''Attitude:''' Rabbit is initially suspicious of anyone who seeks him out of calls upon him, especially wolves and Garou. He likes to form long term relationships with individuals, but he always takes his time to develop trust. | ||
+ | |||
+ | '''Chiminage:''' Rabbit should be approached in as inoffensive and nonthreatening a manner as possible. He prefers to be given food, such as fresh carrots, cabbages, radishes or certain roots. He likes to eat his food in peace before answering the questions of Garou. Sometimes he will give up one of his totem animals to aid a starving predator, as long as the predator offers to spare another rabbit in the future. Rabbit enjoys having stories involving his totema animals read to him, but he quickly grows bored if the reader doesn't perform the reading well. A well renowned elder earned Rabbit's eternal friendship with a mesmerizing rendition of Watership Down. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''The Brook''' | ||
+ | |||
+ | '''Charms:''' Cleanse the Blight, Flood, Healing, Materialize, Reform | ||
+ | |||
+ | '''Image:''' The Brook spurts up out of the ground when it manifests, usually from a rock, although Bone Gnawers claim that the spirit will appear out of the pavement or spew from a fire hydrant. the Brook always has crystal clear water, which sparkles and bubbles enthusiastically. The Brooke washes and purifies all that it touches. Grime, sludge and assorted debris cannot stand before it. All living beings who drink its waters are renewed and refreshed. | ||
+ | |||
+ | '''History:''' The Brook is a child of Gaia, a gift of fresh water for all living beings. It takes many forms, from the Fountain of Youth to the cleansing waters of sacred rivers. Stag watches over the Brook for Gaia. The Brook allows anyone to partake of its waters. Despite the reputation that the Brook holds in the mythos of dozens of cultures, it does not have the power to mend corrupted souls. The Brook never takes sides in the conflicts of Gaia. The Brook sees itself as a spirit of peace which offers the gift of life and healing to any who would ask. | ||
+ | |||
+ | '''Habitat:''' The Brook flows freely through Stag's totem realm, becoming a babbling creek as it tumbles through the Bright Meadow. Stag and his brood will often drink the waters, and Grain uses its pure liquid as the basis for her brews. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The Brook is the spirit of life and health, associated with pure water. It is the provider of water to all creatures of the woodlands. | ||
+ | |||
+ | '''Material Correspondences:''' White or clean clothing, wave patterns, smooth stones, fresh water plants and frogs. | ||
+ | |||
+ | '''Gift Lore:''' The Brook teaches gifts of healing, purification and gifts associated with water. | ||
+ | |||
+ | '''Taboos:''' The Brook may never refuse any who wish to drink from its waters. It must defend the safety of any who come to drink, while they are near its waters. | ||
+ | |||
+ | '''Attitude:''' The Brook burbles up with an offer of friendship to all those who call upon it. Only direct attempts to foul or contaminate its waters can bring its hostility. | ||
+ | |||
+ | '''Chiminage:''' The Brook responds to all those who come to drink from its waters. The Brook prefers those who seek it come first to drink, and then to bathe before moving on to other matters. For special requests, a Garou should work to prevent pollution of fresh water or clean a fresh water stream. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Squirrel''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Forest Sense, Materialize, Reform. | ||
+ | |||
+ | '''Image:''' Squirrel's Jaggling avatar appears as a perfect specimen of the animal. He changes colors depending on his appearance, alternating between white, black and grey. He is a lively spirit, constantly swishing his tail back and forth and twitching his whiskers. | ||
+ | |||
+ | '''History:''' Squirrel is a consummate trickster and tattletale. He runs through the treetops, waving his bushy tail this way and that, teasing creatures of the Wyrm or spying on those who violate the Ways of Gaia. Most legends about Squirrel tell of him outwitting more powerful spirits, but in certain stories, Squirrel gets caught. Luckily, Stag always arrives to save him after he's learned a good lesson. (In one story, Squirrel outwits Grandfather Thunder himself.) Squirrel, despite his faults, is devotedly loyal to Stag. No matter how much trouble he gets into, Stag always forgives him. Squirrel's favorite hiding place is behind Stag's antlers. | ||
+ | |||
+ | '''Habitat:''' Squirrel dwells in the treetops of Umbral forests. He constantly travels from place to place by leaping from tree to tree. When he attends Stag's councils in the Bright Meadow, he sits in Oak's boughs. Squirrel enjoys manifesting on Earth, where he does a great deal of spying and scolding. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Squirrel is the spirit of careless curiosity which all young animals feel when they first reach adolescence. | ||
+ | |||
+ | '''Material Correspondences:''' Nuts, food, squirrel tails, secrets. | ||
+ | |||
+ | '''Gift Lore:''' Squirrel teaches as many of the same gifts involving sure footedness as cat spirits. He also teaches gifts of spying and hiding. | ||
+ | |||
+ | '''Taboos:''' Squirrel never breaks a promise, but he also tries not to make any. | ||
+ | |||
+ | '''Attitude:''' Squirrel's primary attribute is his curiosity, followed by his chattiness. He can be a bit annoying, because he's rarely serious. His favorite Garou are all Ragabash. Squirrel is always friendly to anyone who can handle a bit of teasing and climb trees. | ||
+ | |||
+ | '''Chiminage:''' The best way to approach Squirrel is to offer him presents, such as nuts in the trees, a bit of food or secret information about anything under the sun. Squirrel is a sucker for gossip and rumor. Squirrel hates when someone lies to him. While he doesn't mind being tricked, Squirrel considers lying to be "unfair." | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Yale''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Materialize, Reform | ||
+ | |||
+ | '''Image:''' Yale is a buck with a red or brown coat and large antlers. In most respects, he resembles a typical adult male deer. Yale differs from natural deer because he can rotate his horns and even move them independently. | ||
+ | |||
+ | '''History:''' Yale first appeared in early medieval times. He served Stag as a protector of spiritual places, defending them from knights and other forces of civilization. For long centuries, Yale performed his duties, but as the Industrial Revolution swept the world, Yale failed in his tasks. Now, Yale defends a paltry few sites, but the spirit realizes that the Apocalypse draws near. When the Final Day arrives, Yale will need all of his power to try to defend Gaia. | ||
+ | |||
+ | '''Habitat:''' Yale spends his time in the Totem realm of Stag. He will travel to Earth to visit unclaimed caerns and to watch over Stag's children. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Yale represents the mystical aspects of Stag. | ||
+ | |||
+ | '''Material Correspondences:''' Two drawn parallel lines, horns. | ||
+ | |||
+ | '''Gift Lore:''' Yale teaches gifts involving interaction with the Umbra. He also teaches rites that require contact with the umbra, such as summonings. | ||
+ | |||
+ | '''Taboos:''' Yale may not use his armor against technological attacks. | ||
+ | |||
+ | '''Attitude:''' Yale acts neutral to those who seek him, although in truth, he enjoys aiding the Garou. He believes that every being should rely on developing their own spiritual self. For this reason, some of his responses are cryptic, for the spirit believes that lessons are best learned through self discovery. Yale can be sullen or even depressed at times, and it is best not to approach him in these moods. Yale hates technology. | ||
+ | |||
+ | '''Chiminage:''' Yale is not fond pf packs who seek him out en masse. He prefers to interact with Garou one on one. Yale has a particular distaste for individuals who have an overinflated sense of self importance. Yale always requests services as payment for his aid and advice. A typical service would require a Garou to defend an unawakened caern from the Wyrm's minions. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''The Black Stags''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Blast Flame, Materialize, Reform, Tracking | ||
+ | |||
+ | '''Image:''' A Black Stag is a large, night-black stag, about the size of an elk or a large caribou, with sharp pointed antlers and fiery red eyes. | ||
+ | |||
+ | '''History:''' Black Stags are another manifestation of Stag's rage. Many stories tell of these Gafflings crushing serpents beneath their hooves or impaling monsters on their antlers. These manifestations of Stag's fury sometimes lead the Wild Hunt. And woe to any who mistake these forerunners for prey of the Huntsman. When a Black Stag appears to one of Stag's children, it serves as a warning that the child is straying from the proper path. | ||
+ | |||
+ | '''Habitat:''' Black Stags dwell in the Totem realm of the Stag in the forest to the far side of the Bright Meadow, opposite the wood where the White Hards live. If they are encountered outside the Totem realm, they will be seeking vengeance for the Stag for an attack on his brood or his children. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Black Stags are spirits of vengeance and fury. | ||
+ | |||
+ | '''Material Correspondences:''' Antlers, blood and bonfires. | ||
+ | |||
+ | '''Gift Lore:''' Black Stags teach no gifts. | ||
+ | |||
+ | '''Taboos:''' Black Stags must always attack enemies of Gaia, wherever they may be found. | ||
+ | |||
+ | '''Attitude:''' As manifestations of Stag's anger, Black Stags are only interested in attacking Stag's enemies. | ||
+ | |||
+ | '''Chiminage:''' The only entreaties that Black Stags respect are offers of aid in slaying Wyrmspawn. A Garou who calls on Black Stag should have a strong anger burning inside himself which the Black Stag will share. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Kelpies''' | ||
− | '''Charms:''' | + | '''Charms:''' Airt Sense, Materialize, Flood |
− | '''Image:''' | + | '''Image:''' Kelpies are sensual water spirits who attempt to lure males and females into their drowning embrace. They take the form of a naked and perfect male or female of their victim's species. |
− | '''History:''' | + | '''History:''' Kelpies are manifestations of the dark side of Stag's nature. Levends throughout the British Isles describe Kelpies luring the unsuspecting to their doom. Kelpies do not prey upon the innocent. Instead, they purposefully appear to individuals who have drawn the ire of Stag and do not deserve the honor of death in combat. Many black hearted humans have lost their lives to the Kelpies. |
− | '''Habitat:''' | + | '''Habitat:''' Kelpies inhabit the deep lakes and rivers in the Umbra. They venture out of their lairs only to seduce the deserving and bring them back to a watery grave. |
− | '''Spiritual Correspondences:''' | + | '''Spiritual Correspondences:''' The Kelpies represent the dark side of the sexual aspects of the Stag totem. |
− | '''Material Correspondences:''' | + | '''Material Correspondences:''' Algae or fresh water fronds, cloth or rope soaked in fresh water. |
− | '''Gift Lore:''' | + | '''Gift Lore:''' Kelpies only teach gifts of seduction. |
− | '''Taboos:''' | + | '''Taboos:''' Kelpies fear flame and will not go near it. |
− | '''Attitude:''' | + | '''Attitude:''' Kelpies are generally neutral and detached in their dealings with living beings. |
− | '''Chiminage:''' | + | '''Chiminage:''' Kelpies are dangerous to approach. Garou should avoid looking into their eyes, lest they decide to follow the Kelpies back to their lair. |
---- | ---- | ||
+ | |||
+ | |||
+ | '''The White Harts''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Forest Sense, Materialize, Reform, Tracking | ||
+ | |||
+ | '''Image:''' White Harts are youthful stags with a coat the color of new fallen snow. They have eyes that flicker with deep intellect and vary in color from black to deep blue to bright green. White Harts have black noses, black hooves and black antlers. When a White Hart manifests, he appears at the edge of his targt's vision, more often than not just a flash of white fur in the woods, lingering just long enough to draw chase. | ||
+ | |||
+ | '''History:''' White Harts are Stag's guides. They lore Gaia's enemies into traps, and they lead Gaia's defenders to their goals. They appearance of a White Hart is always a sign from Stag. Stag protects his Harts and rarely allows them to be slain. When a Hart is slain by an honorable hunter, Stag asks the slayer to serve him in the Hart's stead. Harts may take on human forms to speak with beings who cannot take a hint or to serve Stag in the urban wastelands. | ||
+ | |||
+ | '''Habitat:''' White Harts dwell in Stag's totem realm, where they have mates and families. On special occasions, the present themselves before stag in the Bright Meadow. | ||
+ | |||
+ | '''Spiritual Correspondences:''' the Harts are manifestations of Stag's will. The represent the endless pursuit of physical perfection which inspires many creatures to greatness. | ||
+ | |||
+ | '''Material Correspondences:''' Snow, antlers, and untanned buckskin. | ||
+ | |||
+ | '''Gift Lore:''' The Harts do not teach gifts, except by special instruction from Stag, when they may teach any Fianna gift. | ||
+ | |||
+ | '''Taboos:''' White Harts do not directly intervene in conflicts between Stag's children and their enemies. | ||
+ | |||
+ | '''Attitude:''' White Harts concern themselves only with the interests of the Stag and Gaia. They have no interest in anything else. | ||
+ | |||
+ | '''Chiminage:''' The best way to approach a White Hart is with humility, eyes down at first, slowly rising to meet the eyes of the Hart as the conversation proceeds. | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 555: | Line 814: | ||
=Fenris= | =Fenris= | ||
− | |||
− | |||
{{tab}}Great Fenris is a harsh master. He demands almost endless sacrifice from his Get, and in return he grants them the power to survive at almost any cost. The price for cowardice is death, for Fenris cannot abide the fearful heart. The reward for courage is a place beside Fenris himself when the Ragnarok is finally at its climax and the final battle rages at Vigrithr. The spirits who follow Fenris are, for the most part, as harsh and unforgiving as Fenris himself. Very few of Fenris' brood will tolerate even the slightest deviation from the proper rituals for summoning them. None will associate with a coward. The cold Northern territories are often affiliated with the brood of Fenris, and not unjustly so. Many of the spirits who join with Fenris appear cold and barren when first seen. Beyond what is immediately obvious, however, a wealth of beauty and power waits. At all times, the brood of Fenris note how the Garou they meet act, and report any impropriety to Fenris. | {{tab}}Great Fenris is a harsh master. He demands almost endless sacrifice from his Get, and in return he grants them the power to survive at almost any cost. The price for cowardice is death, for Fenris cannot abide the fearful heart. The reward for courage is a place beside Fenris himself when the Ragnarok is finally at its climax and the final battle rages at Vigrithr. The spirits who follow Fenris are, for the most part, as harsh and unforgiving as Fenris himself. Very few of Fenris' brood will tolerate even the slightest deviation from the proper rituals for summoning them. None will associate with a coward. The cold Northern territories are often affiliated with the brood of Fenris, and not unjustly so. Many of the spirits who join with Fenris appear cold and barren when first seen. Beyond what is immediately obvious, however, a wealth of beauty and power waits. At all times, the brood of Fenris note how the Garou they meet act, and report any impropriety to Fenris. | ||
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=Griffin= | =Griffin= | ||
+ | {{tab}}Griffin is not one to dote upon his servants. Each spirit that follows Griffin must be independent and capable. When Griffin takes his brood hunting, each is expected to both keep up and to do his part in bringing down the quarry. Griffin's camp is not a gentle place, and relationships between the spirits are based on mutual respect, with precious little allowance for weakness or softness. Garou who encounter Griffin's brood had better be able to give a good account of themselves and prove that they are not only brave, but competent and worthy as well, or the spirit will not think twice about reprimanding them. Perhaps it will simply ignore them.</br> | ||
+ | {{tab}}Griffin's brood is comprised of three groups: The first and most populous group is the hunters. Born of Griffin's predator qualities, these spirits are inevitably spirits of carnivorous animals, both extinct and extant.</br> | ||
+ | {{tab}}The second group are the modern predators. The modern predators are the focus of Griffin's concern, though he laments the loss of the larger and nobler animals of prehistory. Extinction infuriates Griffin, and the mission of his brood is largely to prevent such things from happening.</br> | ||
+ | {{tab}}The last group is a jumbled collection of all the other spirits which have chosen to follow Griffin. The most important spirits in this group are the so-called aspects of the Griffin. Though these powerful spirits are not true aspects, they are Griffin's messengers which appear to Garou of tribes other than the Red Talons. These tribes believe the spirits are their own, and sometimes unaware of their direct connection to Griffin. This assemblage also consists of scavengers which follow the hunters, the more obscure and arcane of Griffin's followers and many spirits of extinct animals who were not hunters themselves, but have found a place of rest in Griffin's nest. | ||
+ | |||
+ | |||
+ | '''Griffin as a Totem'''</br> | ||
+ | '''Background Cost:''' 4</br> | ||
+ | Griffin mourn those species lost to extinction, and his rage against humans - so often the killers of entire species - makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like lightning and kills without hesitation.</br> | ||
+ | '''Traits:''' A swift, watchful hunter, Griffin grants three (3) dice to an Alertness dice pool. In token of Griffin's avian aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack member gains two (2) points of Glory Renown. Red Talons respect the followers of Griffin.</br> | ||
+ | '''Ban:''' Griffin's children may not associate with humans. Griffin almost never accepts a homid Garou as his child.</br> | ||
+ | '''Source:''' WW3801/295 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Griffin's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Lion || 9 || 6 || 7 || 30 || Axis Mundi p 68 | ||
+ | |- | ||
+ | | Mammoth Gaffling || 8 || 7 || 9 || 25 || Axis Mundi p 70 | ||
+ | |- | ||
+ | | Sabertooth Tiger || 6 || 9 || 7 || 23 || Umbra Revised p 110 | ||
+ | |- | ||
+ | | Saber-tooth Tiger || 9 || 7 || 6 || 35 || Axis Mundi p 67 | ||
+ | |- | ||
+ | | Scavengers || 6 || 7 || 7 || 20 || Axis Mundi p 72 | ||
+ | |- | ||
+ | | Simurgh || 6 || 10 || 8 || 40 || Axis Mundi p 69 | ||
+ | |- | ||
+ | | Sphinx || 7 || 10 || 10 || 35 || Axis Mundi p 70 | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Saber-Tooth Tiger''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Assess Character*, Materialize, Tracking | ||
+ | |||
+ | '''Image:''' A feline predator now extinct, the Saber-tooth Tiger is slightly larger than modern tigers. It's coat varies in color from brown to gold and is sometimes spotted. It is the image of the efficient hunter: Sleek, muscular and graceful. The spirit's mouth holds the two curved fangs which made the animal famous and which can, when the spirit is materialized, rend gaping holes in the tiger's prey. | ||
+ | |||
+ | '''History:''' Conceived in the earliest times, the Saber-tooth was one of the first spirits to understand the sacred bond of predator and prey, and set the pattern which many other spirits and creatures were to follow. Whilst many animals grouped together to hunt their prey, the Saber-tooth tiger perfected the techniques of the solitary hunter - quiet, swift, agile and deadly. The relationship between the Saber-tooth and Garou has not always been an easy one, as its solitary nature runs against the pack instincts of wolves and their kin. Nevertheless, Griffin gathered the spirit to him as a companion as Griffin too is a solitary hunter, and may have even learned from the tiger early in the history of such things.</br> | ||
+ | {{tab}}During the early years of this age, the Saber-tooth tiger became extinct, and since that time the Saber-tooth spirits have been full of anger and gall. A Saber-tooth directs its rage at all who are foolish enough, or clumsy enough, to infuriate it. | ||
+ | |||
+ | '''Habitat:''' Saber-tooth tigers inhabit deep Glens in the Penumbra and can be found in some of the wilder Far Realms. Also, anywhere where there are dangerous creatures to hunt, the spirit can be found, stalking its prey. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The Saber-tooth spirit is a spirit of the solitary hunter, and as such is often revered by ronin Garou. It is a spirit of individual endeavor, especially of individual combat and pursuit. | ||
+ | |||
+ | '''Material Correspondences:''' To invoke or summon the tiger spirit, the ritemater must have a fresh kill, the carcass of a large creature. The creature must have been hunted and killed solely by the ritemaster, and with the use of no weapons or tools. The creature must be of an appropriate size and potency to attract the attention of the spirit (a rabbit would not do). The spirit will not willingly be bound into any type of fetish. | ||
+ | |||
+ | '''Gift Lore:''' The Saber-tooth can teach all gifts which specifically enhance a Garou's ability to hunt and stalk (not merely combat). | ||
+ | |||
+ | '''Taboos:''' The tiger must never take part in an unmatched contest. It must never outnumber its enemies or hunt in a pack; this kind of activity is utterly against its instincts. It's possible that the spirit might be tricked into such a conflict. Such deception would break the proud creature's will and the Saber-tooth would flee to a far Glen and enter Slumber. To awaken it, a Garou would need to travel alone to its place of rest and challenge the spirit, taunting it with intimations of cowardice. That Garou had best be prepared to fight when the spirit awakens, or else be able to swiftly demonstrate what she has done for the tiger. | ||
+ | |||
+ | '''Attitude:''' It will take some clever and confident posturing from a Garou to make a Saber-tooth anything but hostile. | ||
+ | |||
+ | '''Chiminage:''' Whilst the Saber-tooth spirit seldom asks for anything in return for its aid, it seldom grants aid. Any Garou who sues for aid must be of the highest character (in the tiger's eyes) and never have performed any act which caused him to lose renown. The spirit will never be bound into a fetish, but might be persuaded to perform single services for a Garou, especially if that service involves hunting a powerful prey. The Garou should play upon the pride and courage of the tiger, behaving deferentially and emphasizing the power of the spirit. Such tactics, performed skillfully, have the best chance of success. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Lion''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Assess Character*, Materialize, Tracking | ||
+ | |||
+ | '''Image:''' Embodying Griffin's pride, Lion is a noble spirit. Like the creatures which are his pride, a Lion spirit is golden and fearsome. His eyes issue a challenge to all who look within. Lion is clawed and maned, and his graceful movements conceal a deadly strength. | ||
+ | |||
+ | '''History:''' Once Lion was a spirit without form. It was an embodiment of courage and hints of majesty. Lion roamed bodiless, giving courage to those which lacked it, strength to the weak. When the Wyrm arise, Lion became his tireless foe. Everywhere that the Wyrm sowed his hopelessness, a Lion spirit would arrive to attend to the afflicted, giving the hope and courage to resist the Wyrm.</br> | ||
+ | {{tab}}Lion longed for form, with which to better resist the Wyrm's assaults. Back then, after the Legends had passed, and in the first years of the corruption, the Wyrm was a crafty opponent, andhad not forgotten beauty. Wyrm fixed upon certain beasts, great cats who hunted in the primordial forests. Wyrm lured these creatures out into the plains, the rightful realm of wolves, dogs and other pack hunters. The creatures, through their great prowess, conquered the plains, hunting there for whatever game they could find, driving the dogs that were there into the roll of scavengers and hunters of small creatures. Lion saw these noble beasts, as Wyrm had intended, and became enamored of them, taking their form his own and they for his protectorate. At first, Wyrm laughed, having trapped his opponent thus, but after he was filled with with wrath, for the creature who now opposed him was both noble and strong, fearless and fearsome. Or so the story is told by the Lion spirits...</br> | ||
+ | {{tab}}At the height of his glory, Lion was a Tribal Totem like Griffin, the protector of the White Howlers. When his tribe fell to the Wyrm, abandoning him in favor of Whippoorwill, Lion lost almost everything. Too proud to plead favor from the other totems, he quietly paced back into the Deep Umbra.</br> | ||
+ | {{tab}}Griffin sought him out there, demanding that Lion return to Gaia's service. Arguing that Lion's valor would be sorely missed in the battle against the Wyrm, Griffin challenged the proud spirit to rejoin the war. When next the other totems saw Griffin, Lion was pacing at his side in all of his dignity. | ||
+ | |||
+ | '''Habitat:''' Lion spirits can constantly be found in the presence of Griffin, forming part of his vanguard, his elite. Lion spirits live in small groups, often in sparsely populated or vegetated places in the Penumbra, and they do not seclude themselves in secret Glens. They are spirits both of respect and war. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Lion spirits are associated with pride, but generally not in its negative aspect. They are spirits of justifiable pride and not of arrogance or hubris. | ||
+ | |||
+ | '''Material Correspondences:''' Lion spirits are relatively easy to summon and contact, but will never willingly be bound into a fetish. To summon a Lion spirit, the summoner must relate tales of her great deeds (succeeding in a Manipulation+Expression roll, difficulty 8) in addition to the normal rituals and invocations. | ||
+ | |||
+ | '''Gift Lore:''' Lion spirits teach any gift directly associated with strength, confidence or pride. They will willingly teach gifts to Garou who have shown some exceptional ability in one of these areas. | ||
+ | |||
+ | '''Taboos:''' Lion spirits must never retreat, withdraw, or back down in any way. They must always accept a challenge, regardless of the odds involved. there is little need to say what happens to them if they do not; they are far more likely to be destroyed in an unequal or impossible contest than fall into Slumber for refusing one. | ||
+ | |||
+ | '''Attitude:''' Expecting respect, they treat others with courtesy equal to that afforded them. Lion spirits are not normally hostile, but can be easily turned so through aggressive or blustering behavior. | ||
+ | |||
+ | '''Chiminage:''' Often a Lion spirit requires nothing more than a thorough grooming in return for the granting of a favor. For major favors, a Lion spirit might require the petitioner to provide a freshly killed game for a period of time. This time period will vary according to the nature of the request and the character of the asker. If a brave Garou asked for knowledge of a third-level gift, for example, he might have to hunt for the spirit for a month or more. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Simurgh''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Create Wind, Healing, Materialize, Updraft | ||
+ | |||
+ | '''Image:''' The Simurgh can appear in several different forms. To many it is merely a large bird, with colorful feathers and a strangely human face. To others, it is a Griffin-like creature, consisting of the hindquarters of a dog and the head and shoulders of a large bird. This is the way the Stargazers describe Simurgh, whom they call the Bird of Ages. | ||
+ | |||
+ | '''History:''' The Simurgh is one of a group of spirits spawned directly by Griffin, or at least by the same energies that created Griffin. It is not clear whether there are more than one Simurgh or whether the creature is singular. Ever since the beginning Simurgh has been a companion of Griffin, a wise adviser and councilor. In the early dawn age, Simurgh was a traveler, gathering knowledge both for Griffin (who foresaw bad times) and for itself. Later, it would be Simurgh who performed many quests for Griffin, seeking out answers to questions and riddles. It was during this time that Simurgh made associations with the Stargazers, who revere Simurgh as their connection to Griffin. Some argue that Simurgh is Griffin in his aspect as a totem of Wisdom. Simurgh is no longer a traveler, but only leaves its home to consult with Griffin when Griffin calls. | ||
+ | |||
+ | '''Habitat:''' The Stargazers who make quests to consult Simurgh talk always of climbing. "One must ascend to Knowledge," they say. Whilst this may be both metaphorically and literally true, Simurgh can be found in a variety of different secluded lairs, and not just in caves high on the side of Umbral mountains. They are invariably found in sparsely populated regions and Realms. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The Simurgh is a spirit of individual wisdom and of the quest for enlightenment. It does not patronize those who believe they are wise, but rather represents a constant search for knowledge. | ||
+ | |||
+ | '''Material Correspondences:''' A Simurgh can not be summoned, but must be sought in its lair. This seeking corresponds to the Simurgh's connection with the quest for enlightenment, and so serves itself as a kind of prerequisite, proving that the Garou who finds the Simurgh is the right kind of Garou to invoke the spirit. | ||
+ | |||
+ | '''Gift Lore:''' Simurgh is one of the only ways in which a non-Stargazer can learn Stargazer gifts. It teaches these gifts to any Garou who it believes is deserving of the knowledge, much to the chagrin of Chimera and her brood. Other gifts associated with knowledge in the abstract are also known my Simurgh. | ||
+ | |||
+ | '''Taboos:''' A Simurgh must never be in the presence of more than a few creatures at a time. A solitary spirit of individual wisdoms, it is threatened by groups and crowds. For every individual above the first who is in the presence of the Simurgh, the spirit must attempt a Gnosis roll against a difficulty of 7. Failure on this roll indicates that the spirit enters Slumber then and there. To awaken a Simurgh, one must carry the spirit to a far and lonely place and leave it there, alone. The carrier must then retreat to a safe distance and guard the site from the approach of any outsiders. | ||
+ | |||
+ | '''Attitude:''' A Simurgh is never hostile, but always enigmatic and difficult to pin down. | ||
+ | |||
+ | '''Chiminage:''' Whilst a Simurgh has few needs, it understands the value of asking Garou to perform tasks in order that it might reward them. Generally the Simurgh will set some quests for the Garou, asking her to seek some knowledge or the answer to some simple question. Sometimes the fact that the Garou has sought the Simurgh out can be enough to convince it to grant its aid. The Simuurgh is polite but proud; Garou should be careful not to insult its honor. Like all of Griffin's proud, the creature values honor highly and does not take well to having its personal honor offended or questioned. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Mammoth Gafflings''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Materialize | ||
+ | |||
+ | '''Image:''' The image of the huge hairy elephant, whether mastodon or mammoth, is well known. Mammoth spirits embrace all of these creatures, and even watch over living elephants. An unlikely but highly successful body plan, these spirits give all who encounter them an impression of great strength and sadness. | ||
+ | |||
+ | '''History:''' When the animal spirits were born, in the unspoiled and bright dawn, Mammoth was the largest of all. Living together in herds, the Mammoth spirits were safe from all predators - save when they were young - and feared little. The spirits born of these herds were strong and carefree and, although they were large and ungraceful, they were known to dance for the pure joy of existence. Never given to soul-searching or questing for knowledge, these spirits remained unchanged until much later, until such a time as humans began to overrun the face of Gaia.</br> | ||
+ | {{tab}}Initially the mammoths paid no attention to these small apes. they continued as they had always done. In what seemed like a shockingly short time, however, humans became the dominant creature on the planet and mammoths were no more. Hunted by humans, beings no less noble than themselves, they had been systematically destroyed all over the earth. It was not until the last few were slain for their hide, meat and tusks that the spirits understood. Mammoth spirits realized that it was not only their creatures that suffered this disreputable fate, but many creatures, and through this painful realization became inextricably linked with the notion of extinction. Guardians of the extinct, in the hope that one day such creatures might return, the Mammoths represent the scores of extinct creatures whose spirits rally about Griffin, avenger of injustice on Gaia. (For more information on Mammoth as a totem, see Rage Across Appalachia.) | ||
+ | |||
+ | '''Habitat:''' A Mammoth spirit is typically a recluse. Although capable of great violence and action, they are normally shy and retiring, inhabiting the deepest Glens and wildest realms. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The spiritual alignment of a Mammoth spirit is difficult to determine. Whilst being primarily spirits of constancy, resistance and immutability, they are also spirits o the forgotten. In Griffin's brood, Mammoth spirits are the wardens, the representatives and the mourners for animals which have become, or will become extinct. | ||
+ | |||
+ | '''Material Correspondences:''' Mammoth spirits may be called only if the summoner's need is great. They are not given to casual conversation, but if the summoner can make a case involving the destruction of some wilderness or wild creature, a Mammoth spirit might come stampeding through the Gauntlet and, scattering the cause of the travesty, return to the Umbra. Should a Garou wish to converse with a Mammoth spirit, she would need to travel to the plains where these creatures graze. | ||
+ | |||
+ | '''Gift Lore:''' A Mammoth spirit can teach a Garou any Philodox or Red Talon gift. | ||
+ | |||
+ | '''Taboos:''' Every time another species becomes extinct, plant or animal, somewhere a Mammoth spirit enters Slumber. This Slumber is very difficult to break, and could theoretically only be broken if the extinction was somehow reversed. Thus, sadly, Mammoth spirits are falling into Slumber with alarming rapidity, and the Mammoth is becoming extinct all over again. | ||
+ | |||
+ | '''Attitude:''' Whilst they are seldom hostile, the Mammoth spirits are always direct and forceful. | ||
+ | |||
+ | '''Chiminage:''' Unwilling to give aid to any who cannot prove themselves, Mammoth spirits require a service of any who ask for their help or wisdom. They often request a service such as the release of captive animals, or the sowing of rare seeds or the like. Garou who have dealt with these spirits stress the importance of maintaining eye contact and upright body posture, showing no hint of weakness or fear. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Sphinx''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Cleanse the Blight, Reform | ||
+ | |||
+ | '''Image:''' With the body of a winged lion and the head of a human, Sphinxes are closely related to Griffin. Every Sphinx has a different face and upper body, some are male, some are female: some black, others white. Sphinx spirits are roughly the size of a lion, with a large, feathered wingspan, allowing them to fly with grace and speed. | ||
+ | |||
+ | '''History:''' As it is with the Simugh spirits, it is difficult to determine whether Sphinx are an offspring of Griffin, or born of the same changeable stuff, later to cleave to his allegiance. Whatever the truth of the matter, the similarity in history ends there. Sphinxes have never been travelers. Quite content to live in one place, the spirits spent the early ages of the world, before the corruptions of the Wyrm were ever imagined, in quiet contemplation, accessing a personal and esoteric wisdom. When the time came to resist the ravages of the Wyrm, the Shpinxes gathered to Griffin not as warriors but as counselors, more for their own protection than for Griffin's.</br> | ||
+ | {{tab}}In more recent times, the Sphinxes have retreated and withdrawn into the far and remote corners of the Penumbra. Many inhabit other realms, although few are found in the Wyld realms; they prefer the order of the Weaver to the chaos of the Wyld. At some early stage in the Silent Strider's history, they discovered the Sphinx spirits. In the same with that Simurgh is the link to Griffin for the Stargazers, Sphinx spirits connect the Silent Striders to Griffin, behaving in some ways as a wise and enigmatic aspect or avatar of that totem. | ||
+ | |||
+ | '''Habitat:''' Sphinxes tend to be highly territorial. They value their homes and are loathe to leave them. Many of these homes are difficult to reach, although they are not in the farthest, strangest places, but reputable paths are known to the Stargazers and to other Garou, making the journey possible. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Whilst the Simurgh is a spirit of the search for knowledge, Sphinx is more concerned with the knowledge within. Connected to ideas of enlightenment and contemplation, Sphixes are more easily understood through meditation and isolation than research or questing. | ||
+ | |||
+ | '''Material Correspondences:''' Sphinxes, in pursuit of personal wisdom, believe themselves able to answer any riddle or puzzle put to them, simply by the application of thought and insight. In order to contact a Sphinx spirit, the summoner must repeat a riddle the spirit has never heard. This riddle must have a true and challenging answer to attract the attention of even one Sphinx. Excellent puzzles will bring several spirits. | ||
+ | |||
+ | '''Gift Lore:''' Sphinxes teach no gifts, not do offer excellent advice to Garou who consult them. Sphinxes are known to be able to suggest a plan to defeat almost any enemy, or to solve any problem. | ||
+ | |||
+ | '''Taboos:''' If a Sphinx can be defeated in a contest of riddles, then it is bound to help the victor. Black Spiral Dancers have been known to take advantage of this weakness, forcing the Sphinx to advise them and work for the Wyrm. Sphinx who are tricked in this way are forced into Slumber. | ||
+ | |||
+ | '''Attitude:''' Never hostile, Sphinxes are always courteous, except to those who defeat them in riddle contests. | ||
+ | |||
+ | '''Chiminage:''' Sphinxes ask nothing for their aid, except that the recipient return to tell them how their advice helped or hindered their progress. Those who disregard the request will never receive aid from a Sphinx again. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Scavengers''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Tracking | ||
+ | |||
+ | '''Image:''' Evvery Scavenger spirit looks different. They are a heterogeneous group which follow the hunters, picking the bones of their discarded kills. Many appear as jackals or hyenas, but others take the forms of ragged men and women. | ||
+ | |||
+ | '''History:''' As long as there have been hunters, there have been scavengers. Despite the innocent joy of the dawning of spirits, there were still those animals which preyed upon others. There is no evil in this. It is Gaia's way. Griffin understands that there is no dishonor in the way of the scavenger either, although he himself would never eat anything but fresh kill. A motley collection of spirits, those of unsuccessful hunters and others, gathered together and became the Scavenger spirits. None have ever quested, learned hidden knowledge or performed great deeds against the Wyrm. Nor have any ever been known to turn to the Wyrm. Spirits with little pride, they do not find themselves in the terrible dilemmas of status and jealousy which corrupt so many. Scavengers are spirits which understand their role and correspondence. Griffin took this group of spirits under his great wing early in history, and they have served their role faithfully, doing neither more, nor less, than is expected of them. | ||
+ | |||
+ | '''Habitat:''' Scavenger spirits can be found anywhere. Given little mind by the Wyrm, they can live safely in blighted and otherwise dangerous places. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Spirits of carrion, these creatures are associated with decay and death. In a unique and individual way, they are considered by some, notably the Children of Gaia, to be spirits of war. | ||
+ | |||
+ | '''Material Correspondences:''' Unpredictably, it is not offal or rubbish that is best used to attract these spirits, but a dying creature. Scavenger spirits are capable of great tenderness and sensitivity when faced with death, and should a Garou find a creature close to dying (not due to wounds caused by the Garou himself) then he has a better chance of contacting a Scavenger. | ||
+ | |||
+ | '''Gift Lore:''' the Scavenger spirits seldom teach gifts. A few might have scavenged knowledge of Bone Gnawer gifts or even Red Talon gifts, but this is rare. | ||
+ | |||
+ | '''Taboos:''' Although the spirits know well their place in things they have no taboos as such. Whilst they would never partake of a meal before the food has been rejected by their betters, this is not a taboo as such, and they would suffer no ill effects (save those directly implemented by the predator) if they did so. | ||
+ | |||
+ | '''Attitude:''' Never hostile, Scavenger spirits are gentle and shy. Some even describe them as sulking (or skulking). | ||
+ | |||
+ | '''Chiminage:''' Most Garou do not observe any strict protocol when talking to these spirits, especially since they are difficult to define as a group. Those who do observe some basic politeness are generally better served, however, and the spirit is more likely to answer that Garou's next summons. | ||
+ | |||
+ | |||
+ | {{collapse bottom}} | ||
=Rat= | =Rat= | ||
+ | {{tab}}In any human city, there exists a delicate balance between order and chaos. Humans operate under the delusion that their capacity to reason places them above conflict, but whatever Man builds, chaos watches and waits. Hidden in alleyways and sewer tunnels, skittering under massive structures of concrete and steel, the Wyld thrives. It shivers and twitches, waiting to devour, corrupt and savage. This is the world of the wild incarnate, and this is the realm of the Rat Incarna. There is only one rule here: Survive or die.</br> | ||
+ | {{tab}}The Urban Wylderness promises extremes. While the electric touch of the Weaver brings stasis and conformity, the chaotic influence of the Wyld can drive the tamest of entities to madness. rat is a Totem of War, and in the war against order, Rat has adopted many spirits into her brood. As the rodent population of a city grows, more energy is available for Rat's brood. The reverse is also true: As the technological aspects of a city increase, the force of the Weaver gives energy to the orphaned Weaver spirits of Cockroach. And as the cities of men grow larger and larger, the conflict intensifies. If Gaia was whole, there would be balance, but as the Apocalypse draws closer, the spiritual landscape reflects a tortured world.</br> | ||
+ | {{tab}}The Garou are caught in the middle of this spiritual battleground. Knowing the ways of Rat gives any werewolf an edge in surviving the spirit world of a metropolis, but surrendering too much to her bestial ways can erode a Garou's humanity as instincts cloud reason. While many of Rat's brood seem quite charming at first, there is a madness underlying their methods. They quietly understand the power of the Wyld - even in the midst of the cities of men. | ||
+ | |||
+ | '''Rat as a Totem'''</br> | ||
+ | '''Background Cost:''' 5</br> | ||
+ | Silent and quick, Rat is adept at hit-and-run warfare. Rat fights to weaken, cripple, and finally overwhelm, but he can be as vicious as any other when cornered.</br> | ||
+ | '''Traits:''' Rat's children can call upon five (5) Willpower points per story. Rat teaches how to bite to best advantage, subtracting one (1) from the difficulty of all biting rolls. The pack also subtracts one (1) from the difficulties of all rolls involving stealth or quiet. Bone Gnawers respect Rat's children and will aid them (although not at the risk of their own lives). Ratkin will be more tolerant of the pack than of most Garou.</br> | ||
+ | '''Ban:''' Rat's children must never kill vermin.</br> | ||
+ | '''Source:''' WW3801/295 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Rat's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Rat Gaffling|| 6 || 8 || 7 || 30 || AM pg. 83 | ||
+ | |- | ||
+ | | Raccoon Gaffling|| 4 || 7 || 7 || 20 || AM pg. 84 | ||
+ | |- | ||
+ | | Heap Gaffling || 4 || 3 || 3 || 20 || AM pg. 85 | ||
+ | |- | ||
+ | | Urban Englings || 1 || 6 || 10 || 25 || AM pg. 86 | ||
+ | |- | ||
+ | | Feral Psychagonea || 8 || 6 || 8 || 25 || AM pg. 87 | ||
+ | |- | ||
+ | | Lost Dogs || 7 || 6 || 6 || 25 || AM pg. 88 | ||
+ | |- | ||
+ | | Wanderlust || 1 || 8 || 8 || 40 || AM pg. 89 | ||
+ | |- | ||
+ | | Pain/Disease Spirit || 8 || 2 || 5 || 20 || Ratkin pg. 49 | ||
+ | |- | ||
+ | | Freakachu || 2 || 3 || 9 || Varied || Ratkin pg. 50 | ||
+ | |}{{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Rat Gaffling''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Materialize, Tracking | ||
+ | |||
+ | '''Image:''' Rat Gafflings are at home in the Urban Wylderness. Whether carefully groomed or grotesquely disheveled, they are often found as spiritual companions to homeless travelers. The smartest ones are able to sleep in a trench coat pocket or under a hat, while highly esteemed Bone Gnawers have been known to keep Rat spirits the size of house cats. When materialized, as one would expect, they look like highly intelligent rodentia. | ||
+ | |||
+ | '''History:''' Before the dawn of human civilization, the number of spirits subservient to Rat was relatively small. The most complex activity most Rat spirits had to worry about was watching over her children. Like other animal spirits, many were Animal-spirits and a few were Naturae, but beyond those simple forms, the spirit world to which they were tied was simple.</br> | ||
+ | {{tab}}The first human cities changed all that. Some radical Bone Gnawer mystics attribute the madness of the Weaver to the rapid growth of mankind's urban metropoli. In the earliest cities, granaries and other stores of food provided all the rodent population needed, but as rats became more and more a part of human cities, the spiritual aspects of the cities became more complicated. While the mad Weaver reveled in the growth of humanity's cities, Cockroach learned her ways. Rat and her brood fought to keep the force of the Wyld alive despite the encroaching webs of the Weaver. Rat Gafflings have taken on a wider range of responsibilities as their Incarna's influence has spread. | ||
+ | |||
+ | '''Habitat:''' Rat Gafflings often frequent the same hangouts as material rats, with a special penchant for the nastiest, most hideous parts of a city. There are three major varieties of urban Rat Gafflings. Sewer Rat Gafflings inhabit the tunnels and pipes under a city. They often resemble the classic ''Rattus Norwegicus'' and are also the most likely spirits to know if the city has a local gateway into a Ratkin Realm. Tenement Rat Gafflings inhabit the lowest floors of buildings, with a preference for abandoned buildings, sleezy motels and homeless shelters. Roof Rat Gafflings which emulate the genus ''Rattus Rattus''are the most erudite rodentia and can be found on the rooftops of a city. Some of these children also use the Airt Sense Charm when leaping from rooftop to rooftop. | ||
+ | |||
+ | '''Spiritual Correspondences:''' While Rat is a Totem of War, Rat Gafflings are spirits of survival. They are especially good at surviving despite the cold, uncaring world around them. In the material world, they are helpful to a Garou seeking warmth and food, but in the Umbral Realms associated with stasis, Rat Gafflings are very wise in the ways of guerrilla warfare and theft.</br> | ||
+ | {{tab}}These spirits also thrive on chaos. Anything that disturbs the order and stability of the city delights them. Sabotaging electrical machinery, monkeywrenching corporations and construction sites, and driving humans out of expensive urban shelters all serve their cause. Garou who try to keep the spirit of the Wyld alive in the urban landscape are viewed favorably by them. | ||
+ | |||
+ | '''Material Correspondences:''' Anything worn out, cast off or handed down works well when casting rites before Rat. In Bone Gnawer terms, Junk is prefered, and Stuff is acceptable, but Loot is a bit too much. Fascinating bits of bric-a-brac are sometimes used to build unusual structures or merely hoarded for their curiosity value.</br> | ||
+ | {{tab}}When summoning Rat Gafflings, food is a good choice for an offering. Natural, wholesome foods are respectable, but curiously enough, Rat Gafflings have a strange fascination with mankind's processed and artificial foods. They welcome the chance to investigate anything from cheesy popcorn and sleazy potato chips to sugary children's cereal. However, they detest anything containing caffeine and will reject poisonous foods like chocolate or soda. | ||
+ | |||
+ | '''Gift Lore:''' Rat Gafflings can teach Cooking, Attunement, Infet and Riot, as well as gifts that involve communication with the city or surviving civilization. | ||
+ | |||
+ | '''Taboos:''' Just as creating an envirionment where rats will thrive will attract Rat Gafflings, disturbing such an environment will either drive them away or invite their vengeance. Rat Gafflings cannot disturb poisons or traps without materializing and placing themselves in danger, but they can help their brethren avoid them. | ||
+ | |||
+ | '''Attitude:''' Rat spirits are usually neutral, but are extremely wary of strangers. Different types of Gafflings have different personalities that match the sort of environment they live in. Sewer Rat Gafflings tend to be extremely secretive and shy, but can be quite vicious if cornered. Roof Rat Gafflings are elitist and the most successful ones regard their lessors with disdain. Tenement Rat Gafflings prefer the lower floors of buildings and are often led by the largest Rat Gaffling in the area. Al three species are wary of Garou who are not Bone Gnawers, although they have respect for werewolves who follow their totem. | ||
+ | |||
+ | '''Chiminage:''' If a Garou wants to ask a major favor of a Rat Gaffling, such as teaching the art of a particular gift, the spirit will scam for everything she can get. This is usually much more than the Gaffling can use at the time, and she will most likely snatch the offering away and hoard it for later. If a Theurge wishes to bind the spirit into a fetish, he will have to repeatedly entertain its whims by providing a variety of treats to any rats or rodents encountered thereafter. As a rule of thumb, bribe early and bribe often.</br> | ||
+ | {{tab}}When a pack requires the services of these spirits, they demand solidarity. Bone Gnawers have been known to petition the spirits with a rite of temporary pack binding known as Rite of the Pizza. Most Theurges will only charge a quarter of the first part of the ritual and the ceremony, which begins with the use of a pay telephone, and usually takes 30 minutes or less to enact. The Rat spirit will test the solidarity of the pack by seeing how well they negotiate the intricacies of the rite, such as agreeing upon toppings, deciding who gets which slices, and so on. The rite ends with Hone Gnawers dancing in a circle around the pie when it arrives, devouring most of it, and offering the ceremonial last slice to the Rat Gaffling present - after picking off any "offensive" toppings, of course. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Raccoon Spirits''' | ||
+ | |||
+ | '''Charms:''' Acquisition*, Airt Sense | ||
+ | |||
+ | '''Image:''' These animal spirits are urban bandits. Finding actual raccoons in a city can be difficult, but the opportunities to scam valuable trash attract their attention. Their chubby appearance reminds some homid Garou of stuffed toys, but Raccoon spirits can be exceptionally crafty and resourceful. | ||
+ | |||
+ | '''History:''' Raccoon spirits follow their Animal Father in the wild, but those who live in the city are among the orphaned spirits that are cared for by Rat. Cities offer far more opportunities than the wilderness, and so wasteful men have invited them into their demesnes. | ||
+ | |||
+ | '''Habitat:''' Raccoon spirits seek out trees to climb and soil to dig in, but the presence of a stalking ground for leftover food is far more important in the Urban Wylderness. Trash piles and the demesnes of Heaps (see below) are treasured. In the Umbra, they have been known to assist in guerrilla raids against Weaver Realms. | ||
+ | |||
+ | '''Spiritual Correspondences:'''Raccoon spirits understand that theft is also a survival skill, so they really cant fault the werewolves who use it to survive. When the rich have more than they need, skimming a little off the top never hurt anybody. Their scrounging ways torment those who demonstrate wastefulness or gluttony. Raccoon Gafflings also represent resourcefulness and ingenuity. | ||
+ | |||
+ | '''Material Correspondences:''' You want to know what they want? What do you have? The easiest way to negotiate with a Raccoon Gaffling is to present him with the stuff you have - your backpack, your friend's suitcase, the trunk of your car - and let him rummage through it until he finds something good. Of course, this is risky, but even worse is the fact that it's messy. Once the offer has been made, the Raccoon will scatter everything about until it gets what it wants.</br> | ||
+ | {{tab}}An easier option is to make a straightforward offering of food, trash, or cool stuff. Any trash can be a veritable temple, and a really good dumpster can radiate the holiness of a church. Scrounging is a form of worship, so remember that it's the thought that counts. | ||
+ | |||
+ | '''Gift Lore:''' Typically, these spirits teach Ragabash and Bone Gnawer gifts involving "aquisition", such as Blur of the Milky Eye and Open Seal. | ||
+ | |||
+ | '''Taboos:''' As part of a truce dating back to the end of the Impergium, Rat and Raccoon spirits spare vermin, but their mortal allies must help Rat's children find what they need. Killing the vermin in an area or cleaning up the habitat of a raccoon Gaffling will encourage it to seek opportunity elsewhere. | ||
+ | |||
+ | '''Attitude:''' Friendly, especially since you might have something to offer them. | ||
+ | |||
+ | '''Chiminage:''' Raccoon spirits are excellent thieves, but Garou who really wish to gain their favor must impress them by stealing something that is carefully guarded. If a Garou wants to employ one to acquire an item, it will be content to trade for something of equal value. Like many thieves, they value items that are hard to acquire, even the item is valued more for its rarity than its actual monetary value. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Heap Gafflings''' | ||
+ | |||
+ | '''Charms:''' Healing, Materialize, Noxious Gas* | ||
+ | |||
+ | '''Image:''' The appearance of a Heap can range from a pile of compost in the garden in the backyard of a house to a giant garbacious monstrosity shambling in a suburban landfill. Once roused from their Slumber, Jaggling leviathans appear as animate shoggoths of cardboard and aluminum. Heap Gafflings aspire to such grandeur, but will never attain it. In the last century, the Great Trash Heap has become an Incarna of its own (a god of garbage, if you will). The immense Heap Jagglings have become part of its collective consciousness, but many of the smaller Heap Gafflings still have an affinity to Rat. | ||
+ | |||
+ | '''History:''' Heaps were once the guardians of the wealth scavengers envied. In early Africa, for instance, Ivory Heap Jagglings watched over the fabled elephant graveyards, and Bone Gnaawers would undergo epic journeys to find their treasure and vast wisdom. As the Urban Wylderness became more polluted, smaller Heap Gafflings became far more common. they still value their treasures, but the impressive nature of the Heap Jagglings declined as their numbers decreased, and their standards of quality were lowered.</br> | ||
+ | {{tab}}The number of Heap Gafflings has steadily increased over the last century, and their once impressive sagacity has deteriorated into the type of advice one would expect on a Saturday morning cartoon show. It is these lesser spirits that humbly serve as the brood of Rat instead of finding the wisdom to commune with the glory of the Great Trash Heap. | ||
+ | |||
+ | '''Habitat:''' The bigger the pile of trash, the more attractive a suitable nesting ground becomes to a Heap Gaffling. Garden compost piles, dumpsters or even messy rooms are all favored by these spirits.</br> | ||
+ | {{tab}}Once settled in, they refuse to move unless they can be promised a more attractive demesne. A homeless shambler who lacks a material trash pile will slowly reduce in size until it can find a good home. If the spot it chooses is free of trash, it will slowly build a hoard, as humans nearby will feel a subconscious urge to litter and give it their junk. | ||
+ | |||
+ | '''Spiritual Correspondences:''' While Heap Gafflings are slothful and egotistical, they are also connected with advice, generosity, and material possessions. | ||
+ | |||
+ | '''Material Correspondences:''' Heap Gafflings are easy to please. They are quite willing to take any Junk a petitioner has to offer, and they are eager to advise Garou on items that can still be of use to mortal creatures. Bone Gnawers who develop a friendship with these spirits are more likely to find useful Stuff. | ||
+ | |||
+ | '''Gift Lore:''' These spirits can teach Gifts involving temporary wealth or prosperity, as well as rites for gathering Stuff, such as the Rite of the Shopping Cart. | ||
+ | |||
+ | '''Taboos:''' Anything taken from a Heap must be put to good use. Unlike Heal Jagglings, who like to hoard their wealth, Heap Gafflings are willing to give up their trash. They should, however, be assured that they will receive more later. They are saddened to see perfectly good Stuff wasted and will try to recycle truly good Stuff by offering it to anyone who will treasure it. ("Look at this perfectly good milk carton! How can you not appreciate such a fine specimen of wax and cardboard?") Carrying the Stuff a Heap Gaffling offers you will put you in favor with it. Refusing such a kind gift will earn the spirit's enmity. (This explains why some Bone Gnawers carry vast amounts of garbage for no discernible reason.) | ||
+ | |||
+ | '''Attitude:''' Friendly, and somewhat lonely. Smaller Heaps tend to enjoy the company of Garou. The largest Heap Jagglings are known for their epic loneliness and tend to amass a number of Gafflings to entertain them. these attendants will endlessly posture and pose to amuse their benefactor, who in turn watches them like her children. (For more ideas, watch an episode or two of ''Fraggle Rock''.) Smaller Heaps are envious of their massive brethren, but lack the ambition required to attain such epic bulk. | ||
+ | |||
+ | '''Chiminage:''' It is rather difficult to bind this type of spirit into a fetish, although there are legendary tales of a few being bound into garbage trucks and such. There are also stories of enchanted trashcans, such as the Moldy Grail guarded by the Sept of the Green in New York. Extremely wise Heap Gafflings are even capable of creating chimares around their territories, offering adventurous travelers a place to stay.</br> | ||
+ | {{tab}}If a Garou can sufficiently entertain a Heap or bring her an especially wondrous item, she may in turn ask one of her children to accompany the petitioner. A prolonged friendship may garner greater favors. Bone Gnawers have told tales of being saved by animated trash in the demesne of a favorite Heap.</br> | ||
+ | {{tab}}The demesnes of these entities are sometimes frequented by Urban Englings (see below). Finding them in this environment can be quite difficult, but rewarding. After a prolonged search (and an impressive Scrounging roll), the Bone Gnawer may find a "lost treasure" and gain Gnosis in the process. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Urban Englings''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Shapeshift | ||
+ | |||
+ | '''Image:''' Though technically these are Enigmatic spirits, many of them have come to join Rat's brood. Most Englings are glowing balls of light and energy who occasionally assume human or animal faces for the purpose of expression. While Englings in the Wyld have been known to assume animal forms, Urban Englings often prefer more anthropomorphic shapes. As an Engling is wounded, his chosen form will dissipate, but his light and energy will not diminish until it is consumed by a Garou. | ||
+ | |||
+ | '''History:''' The Garou have always known about the presence of Englings. These spiritual creatures are composed of pure Gnosis and are typically hunted for their eminent energy. If the proper ritual is performed over one, the Engling will give up her life so that their petitioner can harness the spirit's Gnosis. In the Urban Wylderness, the rituals for hunting an Urban Engling can become somewhat Bizarre.Rat has been known to give some of her eminence to her children by recruiting Urban Englings as intermediaries. | ||
+ | |||
+ | '''Habitat:''' Urban Englings fall into two categories: playful and cerebral. Scrounging is the easiest way to find the more cerebral variety, as it will hide in the basement or attic of a house, piles of trash in an alleyway, or even in a garbage dump. Heaps (see above) have been known to gather Urban Englings around them to provide faithful and respectful urban Garou with the gnosis they need.</br> | ||
+ | {{tab}}Playful Urban Englings will reside wherever the Wyld is present within a city, showing a preference for city parks, fountains, and other such places. If a rite is used to summon the Engling, it will then taunt its pursuer. Clever Garou outwith them; the foolish will quickly get lost. | ||
+ | |||
+ | '''Spiritual Correspondences:''' These urban entities are still enigmatic spirits and obey the call of the Wyld more easily than the needs of Rat. Nonetheless, they enjoy Rat's protection, as they both serve a common cause. They represent creativity and nourishment. | ||
+ | |||
+ | '''Material Correspondences:''' As these creatures have an affinity for the Wyld, they are especially fond of wiks of art or other creative applications of trash and other urban detritus. Any fetish used to store such spirits should reflect the ingenuity of the owner. | ||
+ | |||
+ | '''Gift Lore:''' Non, but Englings will give gnosis to Garou who capture them. | ||
+ | |||
+ | '''Taboos:''' Neglecting the call of the Wyld, or increasing the force of the Weaver, insults an Urban Engling. The killing of creativity or destruction of art - whether eradicating graffiti, dismantling urban sculpture or discouraging street musicians - forces them into Slumber. | ||
+ | |||
+ | '''Attitude:''' Friendly, and usually playful. Amuse them and eminent energy is yours. | ||
+ | |||
+ | '''Chiminage:''' Playful Englings consider the amusement they gain to be worth their sacrifice. More powerful Urban Englings will require a more epic chase. Cerebral Urban Englings gain pleasure from the resonance of nostalgia or sentimentalism they generate at the end of a Scavenger Hunt.</br> | ||
+ | {{tab}}The more light-hearted spirits are content to simply amuse themselves by making chases entertaining. Some have been known to ride on the backs of bicycles, automobiles and other vehicles so that wolves and dogs can chase them through traffic. To them, wisdom is found through play.</br> | ||
+ | {{tab}}The more cerebral Englings will prefer to lead their pursuers on a quest of sorts. They may take the form of various discarded objects, such as soda pop cans, newspapers or old clothing. Some have a predilection for taking the forms of forgotten childhood toys or mementos. The Scavenger Hunts they lead not only uncover scads of cool stuff, they are a form of reverent worship to some Garou. Remembrance and nostalgia are very important to these wistful spirits. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Feral Psychagonea''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Posession, Suggestion* (if Wyld) or Corruption (if Wyrm tainted) | ||
+ | |||
+ | '''Image:''' Feral Psychagonea appear as vicious, frustrated animals. Their states of frenzy continually invite the corruption of the Wyrm. In fact, the corruption of the Defiler Wyrm can transform them into hideous spirits known as Feral Psychomachiae. the most horrific appear as abused or wild animals, often with distended jaws or twisted, bloodstained claws. Those who serve Rat appear disheveled and dejected, but are still more civilized than their Wyrm tainted cousins. (The singular form of the name is "Psychagonia.") | ||
+ | |||
+ | '''History:''' Humans dangerously close to mental breakdowns or insanity invite the taint of self destructive spirits known as Psychomachiae, which delight in awakening baser, more bestial impulses. they reawaken primitive urges within humans that were once essential to survival. Similar spirits call to tame beasts within a city, who sublimate their instincts of survival to coexist in human company. Rat understands the call of the Wyld that still exists hidden in the city. the "purer" varieties of this spirit serve her, but the defiled versions of these spirits can become as dangerous as Psycomachiae.</br> | ||
+ | {{tab}}Wyrm tainted Feral Psychomachiae revel in unrestrained bestial impulses. They encourage neglected animals to lash out at their masters and wallow both in the uncertainty of the tame animals who consider savagery and the suffering of the mortals whom they savage. Wise animals and clever, Garou can spot these spirits for what they are and drive them away. Others are not so lucky. Note that, as with many Wyrm tainted spirits, they are not always present when mortal creatures exhibit these emotions, but they can definitely intensify such feelings in creatures who already exhibit the beginnings of such madness.</br> | ||
+ | {{tab}}Although vampires generally do not know of the existence of Psychagonea, the Animalism Discipline can be used to attract or repel them. Under the sway of these occult powers, they can aid in charming, calming, or enraging mortal creatures. | ||
+ | |||
+ | '''Habitat:''' Feral Psychagonea are drawn to places where animals are neglected or abused. Mortal animals find them extremely unnerving and will react to these spirits, who will reveal themselves to them whispering promises of freedom and joy. Unfortunately, not all animals can distinguish them from their Wyrm tainted cousins. Poorly tended zoos, kennels, parks or even homes where pets are neglected are all suitable stalking grounds. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Those who serve Rat glorify freedom. While a tame life of submissiveness may seem suitable, Psychagonea enervate mortal creatures to a point where the thought of breaking free becomes quite exciting. Of course, as spirits, they don't understand the drawbacks of such an existence, such as starvation, cold or fear. As such, Feral Psychagonea are typically reckless. | ||
+ | |||
+ | '''Material Correspondences:''' Sabotaging places that contain or restrain animals lessens the affinity of Psychagonea to those locals. They are rarely, if ever, bound into fetishes, as the confinement would actively harm them. | ||
+ | |||
+ | '''Gift Lore:''' Gifts taught by Psychagonea typically relate to understanding and working with animals rather than controlling them. They understand the basics of the Spirit Speech gift, but can only teach how to converse with animal spirits. Gifts taught by Feral Psychomachiae have been known to induce frenzies. | ||
+ | |||
+ | '''Taboos:''' Psychagonea detest anything that constrains an animal or denies its freedom. Treating an animal as anything less than an equal insults them. If an animal is to aid a human of its own free will, it must have the freedom to choose. An eloquent Garou can negotiate a compromise with the spirit, but as reckless entities, they feel no obligation to hold to a bargain.</br> | ||
+ | {{tab}}Feral Psychomachiae, on the other hand, abhor kindness, seeing it as a lie. They fear humans and mistrust them implicitly. Overcoming the mistrust of an animal will force its hose Feral Psychomachiae into Slumber. | ||
+ | |||
+ | '''Attitude:''' Feral Psychaconea are friendly if treated with respect, while Feral Psychomachiae are hostile in the extreme. | ||
+ | |||
+ | '''Chiminage:''' These spirits will consent to working with Garou if they can help improve the situation of domestic animals. Acts of kindness to pets impress them. Feral Psychomachiae who corrupt creatures delight in watching retribution against those who harm or abuse them or even the men who would usually master them. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Lost Dogs''' | ||
+ | |||
+ | '''Charms:''' Reform | ||
+ | |||
+ | '''Image:''' This animal spirit is usually a shaggy or forlorn dog with a needy expression. Abandoned or feral dogs, slaughtered puppies or other forgotten canines eke out a living not unlike that of an urban Bone Gnawer. When some of these creatures pass on, they become lost spirits in the Umbra. | ||
+ | |||
+ | '''History:''' Wild dogs have no trouble adjusting to the transition between life and death. It is a natural adjustment. As the species was domesticated, however, their understanding of the spiritual world was obscured. Rat commiserates with the creatures of the city who fight to survive, and although she is disdainful of dogs who hut her children, the souls of animals who die in the cities and cross the Gauntlet after death can find communion with her.</br> | ||
+ | {{tab}}They like to keep their freedom, but if a chance to run with a good pack for a little while comes up, they'll take it. If they remain solitary or find companionship with kind mortals, they'll find solace.</br> | ||
+ | {{tab}}If these spirits gather in numbers, however, they become dangerous. A pack of Lost Dogs, especially one under the influence of a Feral Psychomachiae (see above), will slowly begin to raise the rage of the pack members. (Increase the spirit's Rage by up to three points as the pack grows.) Over time, the pack will become a marauding band of wild beasts that inflicts its loneliness and despair on others by spiritual, or even material, assaults. Once the path of rage is chosen, the only escape is oblivion. | ||
+ | |||
+ | '''Habitat:''' Wherever the spirit can rest from the madness of the Penumbra, catch some sleep, and watch the life they once knew. Those that succumb to their own rage eventually roam the most dangerous areas of a city in packs. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Lost Dogs stand for loneliness and abandonment, but are extremely receptive to companionship. | ||
+ | |||
+ | '''Material Correspondences:''' Binding a Lost Dog into a fetish is difficult, as the level of trust required is quite high. They work better as companions than tools. | ||
+ | |||
+ | '''Gift Lore:''' Gifts of companionship and fellowship are known to these spirits. | ||
+ | |||
+ | '''Taboos:''' Lost Dogs have forgotten their former lives. If they witness the people or places they knew in mortal life, the pain of remembering what they've lost will force them into Slumber. Once the life once known is completely gone, they cease to become Lost Dogs and either pass into oblivion or become animal spirits.</br> | ||
+ | {{tab}}Kindness rescues them from their fate, but isolation drives them to seek out others of their own kind, Herding them or forcing them to act together is a taboo. | ||
+ | |||
+ | '''Attitude:''' Friendly when alone; hostile in numbers. | ||
+ | |||
+ | '''Chiminage:''' Kindness is remembered; disdain is returned. Respect the freedom of a Lost Dog, and if he finds you suitable, he'll develop a gradual affinity to you. Shun him and he may exact revenge later. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Wanderlust Spirits''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Suggestion* | ||
+ | |||
+ | '''Image:''' This is a spirit carried on the wind, an elusive bright mixture of light and energy that beckons a Garou or a spirit on to better things. The spirit may suggest aromas and visions from distant lands, whether that's the flashing lights of Las Vegas or the smell of a bowl of borscht from a family restaurant in Minsk. Bone Gnawers who follow these clues get further glimpses of the spirit as they follow it further, with increased luck. | ||
+ | |||
+ | '''History:''' The Bone Gnawer tribe has wandered across the face of the Earth, putting their homeland farther and farther behind them. Rat, and the City Fathers she knows, can usually judge when the Bone Gnawer population of a city should be moving on, but judging exactly where they should go can be difficult. As a result, Rat has gained an alliance with these enigmatic spirits, who can reveal wisdom to the Garou who follow them. Questing after a Wanderlust spirit can be a lengthy and hazardous journey | ||
+ | |||
+ | '''Habitat:''' No permanent habitat whatsoever. Just as rats will abandon a residence that is about to be destroyed or a ship that's about to sink, Wanderlust spirits will try to lead Garou away from danger and discourage them from "putting down roots" in any one place. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Travel broadens the mind, and spirits of Wanderlust teach tolerance, understanding and acceptance. | ||
+ | |||
+ | '''Material Correspondences:''' Sacrificing the material possessions one has accumulated may summon this type of spirit. There are legends of a few being bound into fetishes such as compasses and shifting road maps that repeatedly lead Garou on bizarre adventures. There are also stories of Umbral entities that lead spiritually questing Garou to the Realms that would be best to heal their hearts. | ||
+ | |||
+ | '''Gift Lore:''' Survivor | ||
+ | |||
+ | '''Taboos:''' Once a Bone Gnawer has set down a semi-permanent residence, the Wanderlust will stop calling to him. | ||
+ | |||
+ | '''Attitude:''' Friendly and inviting, yet taunting and mysterious. | ||
+ | |||
+ | '''Chiminage:''' Confessing feelings of loneliness to one of these spirits will attract its attention. A simple request to "take me away" may be all it takes to start a quest after a wanderlust spirit. The spirit will try to figure out why the petitioner is unhappy and present him with clues about where he should be. The Garou then follows a series of clues to figure out the next place the spirit will be. As a side effect, he may find a dedicated item getting warmer or colder as he gets closer to figuring out the mystery. Once the Garou discovers the locale, he will feel a rush of Gnosis. The Wanderlust spirit, however, may amuse itself by presenting another image later on...</br> | ||
+ | {{tab}}The travels that result will give the Garou wisdom. In game terms, figuring out the next place where the spirit has gone will restore the character's Willpower and grant him three temporary points of Gnosis. Experience gained from these quests are quite suitable for increasing permanent Gnosis as well. | ||
+ | |||
+ | {{collapse bottom}} | ||
=Wendigo= | =Wendigo= | ||
+ | |||
+ | {{tab}}Wendigo is one of the most feared of totems. His bitter rage is so great that it has devoured his own heart, turning it to ice. No emotional appeals can sway him when he hunts for vengeance - and he hunts often.</br> | ||
+ | {{tab}}Many believe that the Wendigo is cold because he lives in the north, but that is not so. He lives in the north because he is cold, because his heart died long ago, to mournful from the loss of his children. He was once Sasquatch, guardian of the forests, but at the bidding of Gaia, he helped lead his tribe of werewolves to the Pure Lands. It was a hard journey, for the Wyrm's forces pursued them all the way. Wise Sasquatch played many tricks on the evil ones, but could not stop them all the time. He and Uktena were harried on all sides trying to protect their chosen children. With every wound, with every Garou to fall on the way, Sasquatch's tears flowed greater until they threatened to drown those around him. The Garou cried to him, "Still your tears, Sasquatch! We have lost many, but we will go on, as we must. Gaia will look after the fallen. Hide your sorrow, for it scares the others." Sasquatch listened and took their counsel. He hid the tears deep inside himself, close to his heart, for he could not stop them entirely.</br> | ||
+ | {{tab}}But death after death sorely wore at him. Finally, the tribes reached the land bridge, a great erection of ice raised by Gaia to carry them to the Pure lands. Here the Wyrm made its final assault, and here Sasquatch's heart died, mourning for the many who fell before the great evil. Victory was the tribe's however, and they howled into the new land with great joy, singing and dancing for the end of their exodus. But Sasquatch didn't sing or dance. Feeling was dead in him. The tears about his heart had frozen to ice, and this ice great, reaching chill tendrils throughout him, until Sasquatch was no more. Wendigo stood in his place, and he raged across the Pure Land seeking revenge for his losses, something he still does to this day.</br> | ||
+ | {{tab}}Uktena Garou whisper that Wendigo was wounded in the final battle, that the Eater of Souls placed its taint in him, and that is why Wendigo is a cannibal spirit, always hungry for others' hearts since he no longer has one of his own. But the Wendigo Garou scoff at this, claiming that Wendigo only eats the hearts of his enemies. Yet they know that, in the heat of rage, few can tell enemy from friend, and that the furnace of Wendigo's anger, so hot it is, cannot melt the ice around his heart.</br> | ||
+ | {{tab}}Whenever Wendigo or his avatar is abroad in the land (summoned by the Wendigo Garou gift), an ice storm follows him. Within this storm come many of his followers, such as the Ice Elementals or the acten cannibals. Sometimes, a wolverine or two follows far behind, looking for easy prey in the path of the beast. After the monster has gone, the land he has trod usually melts, becoming marshy for a time before freezing again.Here there breed mosquito spirits. All of Wendigo's Brood can be communicated with using the gifts Spirit Speech or Speak with the Wind Spirits. | ||
+ | |||
+ | '''Wendigo as a Totem'''</br> | ||
+ | '''Background Cost:''' 7</br> | ||
+ | Cloaked in ice, roaring like the wind, eating the hearts of foes - that is Wendigo, cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm, harnessing the cold bitterness of their hearts and turning it to a lethal rage.</br> | ||
+ | '''Traits:''' Each pack member gains five (5) Rage points per story, regardless of his actual Rage rating. Each pack member also gains two (2) points of Glory Renown. While the Wendigo tribe respects Wendigo's children, they don't trust them easily, for Wendigo is unpredictable.</br> | ||
+ | '''Ban:''' Wendigo's children must always aid animistic peoples in need.</br> | ||
+ | '''Source:''' WW3801/295 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Wendigo's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Atcen || 8 || 5 || 6 || 35 || Axis Mundi p 109 | ||
+ | |- | ||
+ | | Ice Elemental || 6 || 6 || 7 || 20 || Axis Mundi p 110 | ||
+ | |- | ||
+ | | Ice Haunter || 6 || 8 || 7 || 21 || Umbra Revised p 114 | ||
+ | |- | ||
+ | | Kwakwadjec (Wolverine) || 9 || 5 || 7 || 30 || Axis Mundi p 108 | ||
+ | |- | ||
+ | | Mosquito-spirits || 8 || 5 || 5 || 20 || Axis Mundi p 112 | ||
+ | |- | ||
+ | | Windtooth || 8 || 6 || 4 || 20 || Axis Mundi p 111 | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Kwakwadjec (Wolverine)''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Break Wind*, Create Object, Incite Frenzy, Materialize (cost: 18; Str 4, Dex 5, Sta 4, Subterfuge 4, Claws: Str +2, Bite: Str +1) | ||
+ | |||
+ | '''Image:''' The Wolverine Gafflings and Jagglings who follow Wendigo are more often tricksters rather than raging beasts. They have short tempers, true, but their antics create many new things. They appear as normal wolverines, except that they may walk on two legs and have loin cloths or bows and arrows. | ||
+ | |||
+ | '''History:''' Kwakwadjec is a perverse, baudy trickster totem whose uncouth attitude towards bodily functions often repulses those around him. He's always trying to stick his, ahem, "member" into people or things, and something new always results when he's successful. He is truly uncivilized. Yet, as a trickster, his pranks helped to create the world, molding the lands of the north. He named many of the things that are (and once were, but are no longer) and set some of the rules by which others must live (although he can ignore them).</br> | ||
+ | {{tab}}He is a cunning and wily totem whose spirit Gafflings and Jagglings are often encountered in the frozen tundra. He Can be vicious if angered, for he knows Rage like the Wendigo, so it is best to be wary around him or his followers. Although he is a totem, none can ally with him, for he accepts no long term friendships. The world is his playground, and if he wants something, he'll take it (or trick it out of someone). He has no need for alliances, especially with the younger children of the world (as he sees it, all mortals are babies next to spirits of his antiquity).</br> | ||
+ | {{tab}}(There is a Wolverine totem given in The Werewolf Player's Guide; this is an Animal Father, as the Red Talons see it, and a more primal, though less amusing, spirit) | ||
+ | |||
+ | '''Habitat:''' Any habitat where real wolverines live, such as Canada. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Invention, foolishness, Rage. | ||
+ | |||
+ | '''Material Correspondences:''' Wolverine spirits are attracted to food, like all animal spirits. A heaping helping of hot, freshly killed meat is sure to get one's attention. If that doesn't work, try farting very loud.</br> | ||
+ | {{tab}}When binding a Wolverine spirit into a fetish, the spirit must be convinced that it is a very rich habitat indeed. However, they aren't too clever, and can be tricked into thinking even a pile of dung is a comfy place to reside. They best prefer knives, arrows or hunting gear. | ||
+ | |||
+ | '''Gift Lore:''' Wolverine spirits teach all manner of Gifts involving trickery or ferocity. They make excellent (if obnoxious) teachers for Ragabash. | ||
+ | |||
+ | '''Taboos:''' Nothing is taboo to Kwakwadjec's brood, although they may easily offend the summoner by any number of rude or lewd displays. | ||
+ | |||
+ | '''Attitude:''' Depending on how one is approached and the mood he or she is in, a Wolverine spirit can be friendly, neutral, or hostile. It may be very hard to tell until it is too late. | ||
+ | |||
+ | '''Chiminage:''' Kwakwadjec's brood prefer honest dealing, even though they are likely to practice backstabbing themselves (they see trickery as their province alone). They'll usually ask for food or juicy gossip that they can later use to trick someone else. A Garou should always be wary in dealing with these guys; they are fickle and infinitely resourceful (one harsh wither, Kwakwadjec ate his own ass to survive). | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Atcen''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Create Wind, Freeze, Frozen Breath, Materialize (cost: 21; Str 5, Dex 3, Sta 5, Intimidation 4, Claws: Str +2, Bite: Str +2, 9 Health Levels) | ||
+ | |||
+ | '''Image:''' Atcen usually appear as tall, thin humans with white hair and extremely pale complexions, along with owl-like eyes. They stink, too. Sometimes their ribs stick out of their torsos like tree branches, and they can hang strips of flesh from them for curing. They are made of ice, not flesh. | ||
+ | |||
+ | '''History:''' Atcen are fearsome ice cannibals, Gafflings who serve Wendigo. It would be nice to say that they only seek out the flesh of those who are evil and have done bad to Gaia, but that's just not the case. They'll eat anyone. They see humans as edible and other animals as inedible.</br> | ||
+ | {{tab}}Atcen are said to be created when a human eats the flesh of his relatives. If this is so, it certainly isn't the only method of creation, for there are surely more Atcen about than would be warranted.</br> | ||
+ | {{tab}}Atcen wander the frozen wilds, seeking humans to eat. They also like to eat homid Garou, but shun lupus or metis as meals. There aren't as many of them as there used to be, since food supplies are a lot better in the frozen north and very few people are forced into cannibalism. However, one Atcen can create more, such as the time one ate a boy's father. The boy finally caught the Atcen and forced him to vomit his father back up. The Atcen said he wouldn't like the results, but did as he was told. He vomited the father back up, but the father was no an Atcen himself, and ate his son.</br> | ||
+ | {{tab}}Wendigo Garou can usually talk Atcen out of eating them by playing on their fear that the Great Wendigo may not like it. The Atcen don't want to be eaten themselves, and so do not usually eat Wendigo's children. But when they are hungry and nothing else is available, they'll go for it.</br> | ||
+ | {{tab}}Non-Wendigo Garou claim that these ice cannibals are servants of the Eater of Souls, but the Wendigo say they are just trying to survive by eating the only thing they are allowed: humans. (They gain no nourishment from other foods.) They remind the Garou that there was once a need for them, to cull the overly populated human flock. Red Talons heartily cheer the Atcen on, knowing that they are safe from their hunger (being lupus, and thus inedible). | ||
+ | |||
+ | '''Habitat:''' Lands of ice and snow. They melt if they leave their frozen regions. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Ice, snow, winter, hunger, cannibalism. | ||
+ | |||
+ | '''Material Correspondences:''' Two materials are required to summon an Atcen: enough ice for it to manifest (see Image, above) and human flesh so it can eat once it arrives. When encountered in the spirit world, an offering of human flesh will be enough to stay their hunger for a while (but just a little while). | ||
+ | |||
+ | '''Gift Lore:''' All Wendigo gifts. | ||
+ | |||
+ | '''Taboos:''' The Atcen honor no taboos. They have no society and thus no sacred cows to violate. | ||
+ | |||
+ | '''Attitude:''' Neutral or Hostile, depending on whether you are food or not. | ||
+ | |||
+ | '''Chiminage:''' As mentioned above, you'd better be prepared to feed an Atcen if you want to ask its aid. The only way around this is to call upon their duty to Wendigo (only a child of Wendigo can do this). This can only be done to send them against a foe, in which case they will hunt him and devour his heart. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Ice Elementals''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Freeze, Ice Shards | ||
+ | |||
+ | '''Image:''' Ice Elementals appear in various shapes of ice: icicles, ice shards, sheets of ice, etc. They can sometimes be mistaken for glass elementals when they are still and motionless. | ||
+ | |||
+ | '''History:''' Some say that ice was the first element born in the primordial darkness, before even water. When the Dawn came, the light and heat of the new sun melted the ice and spread it across the world, covering everything. Eventually, Earth rose up from the watery mantle. From there, the rest of the world was created as we know it today.</br> | ||
+ | {{tab}}In the far regions of the world, those farthest from the sun, yearning for the dark places where the heat of the new light never touched, where the primal ice never melted. These shards of primordial, ancient ice are extremely rare and almost nonexistent in the material world, but they can still be found in parts of the spirit world. And where there is primal ice, there are ice elementals, believed by some to be the oldest of spirits.</br> | ||
+ | {{tab}}These beings are slow, in both motion and thought, sometimes taking years to finish simple actions. But they can explode into moments of incredible speed, shattering outward in action before melting forever.</br> | ||
+ | {{tab}}The Wendigo has ice elementals hanging from his hair, from his eyelashes to his beard and right down to his pubic regions. He snaps these spirits off and hurls them at foes. Few things are as sharp as an ice elemental: even the refined and forged children of earth, the metal knives, cannot match their infinite, piercing sharpness.</br> | ||
+ | {{tab}}When an ice elemental melts, it becomes a water elemental. At this moment of creation, it is the purest water imaginable. It is said that drinking this water will cure all ills, even melancholia. | ||
+ | |||
+ | '''Habitat:''' The spirits inhabit the oldest and most barren regions of the spirit world, where primal ice still lies untouched by the sun. This regions are guarded by Luna and her brood from defilement, so sojourners must be wary when gathering ice from there. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Ice, cold, sharpness. | ||
+ | |||
+ | '''Material Correspondences:''' An ice elemental can only manifest through primal ice. Otherwise, it becomes a water elemental (although a water elemental can exist in ice). Primal ice cannot be touched with bare skin, lest the skin stick to the ice; it must then be cut off or the ice melted.</br> | ||
+ | {{tab}}Ice elementals do not care where they are bound for fetishes, for they are distant and non-communicative beings. However, they make incredible knives or klaives. Any klaive with an ice elemental bound into it will add three dice to its damage and subtract one from its damage difficulty. However, it will become extremely chill to the touch; the owner must wear gloves or risk his skin sticking to the handle. They are taboos concerning these fetishes (see below). | ||
+ | |||
+ | '''Gift Lore:''' Gift of cold and ice. | ||
+ | |||
+ | '''Taboos:''' Sunlight, fire or warmth are the main taboos to be aware of when dealing with ice elementals. The very hint of those things may cause the elemental to explode, sending millions of tiny, extremely sharm shards and whomever brings these things (don't even roll for damage; no mortal being can survive this kind of attack). After exploding, the ice elemental's shards melt and it becomes a water elementa, flowing away from the frozen lands to find a river or stream to take it to the ocean.</br> | ||
+ | {{tab}}Anyone who is trying to destroy primal ice is an enemy; one elemental will sacrifice itself (as above) to defend the dwindling supply of this nonrenewable substance.</br> | ||
+ | {{tab}}An ice elemental fetish must be treated in certain ways, lest the spirit melt. While the fetish may be exposed to sunlight or heat for long periods of time, it must also be exposed to cold for at least one day a month (a refrigerator freezer is usually good enough). In addition, it must be allowed to soak in the rays of the new moon (rays invisible to the eye but not to the ice elemental); in other words, it must be left out in the open air for one night during the new moon. If two months pass without this moon bath, the elemental will melt, leaving the fetish. | ||
+ | |||
+ | '''Attitude:''' Neutral. | ||
+ | |||
+ | '''Chiminage:''' To gain an ice elemental's favor, the Garou must promise the spirit a safe haven from melting. These spirits are extremely conservative, being the last of their kind, and their primary concern is survival. Bonding one into a fetish will preserve it, although the taboos concerning the fetish (listed above) must be honored. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Windtooth''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Create Wind, Cut, Freeze | ||
+ | |||
+ | '''Image:''' Windtooth cannot be seen, only felt. When he bites, the force of his jaws can knock people over, and his breath can freeze limbs to ice. He is the wind itself, but he is an angry wind. | ||
+ | |||
+ | '''History:''' Windtooth was born when Wendigo sneezed, blowing three of his teeth out and away across the tundra. These teeth gathered together and became Windtooth, a spirit of frostbite who wanders before Wendigo, tasting all he finds. If the prey is sweet, it runs back to Wendigo and tells him where the delicious food is to be found. Woe be it to those whose are tasty to Windtooth. Luckily, Windtooth does not like wolves, which includes Garou.</br> | ||
+ | {{tab}}Whenever someone gets frostbite, the Wendigo Garou say that she has been tasted by Windtooth. For this reason, the Wendigo protect their favorite Kinfolk with certain rituals before they go out into the blowing wind. these rituals are designed to make the Kinfolk taste bad to Windtooth, so that the spirit will not summon the Wendigo. This can include such extreme measures as rubbing garlic all over the Kinfolk, along with other foul smelling herbs. If the Kinfolk is going out hunting, she cannot accept such protections, for the smell will drive away game. A protected Kinfolk may still get frostbite, but the Garou rest assured that, while Windtooth may have bitten them, it did not like the taste. | ||
+ | |||
+ | '''Habitat:''' Windtooth lives in winter storms. Where there is no wind, there is no Windtooth. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Frostbite, wind. | ||
+ | |||
+ | '''Material Correspondences:''' Windtooth can only be summoned in a winter storm, and it will always taste those who summon it (giving them frostbite). The summoner should thus prepare by rubbing himself with bitter or smelly herbs. Once summoned, it is easy to turn Windtooth against a desired foe simply by suggesting the foe would be a tasty morsel for the Great Cannibal. Off Windtooth will rush to taste the chosen target; if he is indeed tasty (see Taboos, below), Windtooth will summon Great Wendigo to devour the chosen one. This does not always bring Wendigo, however; if he is busy with another meal, he will ignore the pesty wind spirit. Withtooth will forget the target and rush off seeking another choice. | ||
+ | |||
+ | '''Gift Lore:''' Cutting Wind and Invoke the Spirits of the Storm | ||
+ | |||
+ | '''Taboos:''' Windtooth only likes meals which Great Wendigo would feat upon, which includes Wyrm creatures, cannibals, murderers and people consumed with hate or anger. Those who live alone are also tasty. | ||
+ | |||
+ | '''Attitude:''' Neutral. | ||
+ | |||
+ | '''Chiminage:''' Windtooth demands nothing in return for aid except that he will taste anything he sees. His bite causes frostbite (one Health Level of aggravated damage). | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Mosquito Spirits''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Blood Sucking*, Sap Will | ||
+ | |||
+ | '''Image:''' Mosquito Gafflings and Jagglings appear as normal mosquitos, except that they may have a wonderful array of colors. | ||
+ | |||
+ | '''History:''' There are many mosquitoes were created, usually involving some foolery or idiocy on humanity's part. These blood suckers are universally despised, but those who live near them know it is best to remain on good terms with them, to give them a little blood lest they take a lot. Wendigo Theurges know that giving a small sacrifice of blood to a spirit mosquito will usually prevent realm mosquitos from overly bothering the generous Garou (a sort of spirit version of bug repellent). This works on both arctic and jungle versions of the spirit pests.</br> | ||
+ | {{tab}}When Wendigo walks upon the land, his footprints sometimes melt the ice and snow. In these places, days later, mosquito eggs hatch, giving birth to annoying swarms. If Wendigo's anger was particularly high, the heat of it will still infect the mosquitoes, and the traditional blood sacrifice may not be enough to assuage to their bloodlust. Sometimes, these Wendigo-born mosquitoes can grow to be quite huge and are capable of drinking a prodigious amount of blood.</br> | ||
+ | {{tab}}While they are not picky eaters, they will not eat tainted blood (blood with too many industrial toxins or chemicals, radiated blood, etc.) they prefer vampire blood or that sucked from human cannibals, always choosing it over other victims. They have a duty to devour Wendigo's enemies, although they are not good at discerning who is friend or foe. They must be talked into choosing a Wyrm creature meal over any other meal, but once they realize a Wyrm creature is near, they will search for its blood first.</br> | ||
+ | {{tab}}One thing which will distract them is good gossip. They tend to gather this from whomever they drink, but when particular juicy secrets are offered, they can be persuaded to take them instead of blood. They love to talk, and getting one of them started on a tale can distract it for hours. | ||
+ | |||
+ | '''Habitat:''' Mainly in marshy regions or jungles, although they can exist anywhere. Those mosquitoes of Wendigo's brood (described here) only appearin the north, usually after a thaw or following behind Wendigo's train. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Blood, disease, gossip. | ||
+ | |||
+ | '''Material Correspondences:''' Anyone summoning a mosquito spirit must have a source of blood near them to drink from once they arrive. It must be a living source. If none is available, the mosquitoes will drink from the summoner (causing one Health Level of aggravated damage). It helps to be in a marshy or stagnant location.</br> | ||
+ | {{tab}}Mosquitoes prefer to be bound into fetishes involving communication or travel, such as books, tape players, airplanes, etc. They find it hard to shut up even when bound, and any mosquito fetish will emit a faint buzzing sound when activated. | ||
+ | |||
+ | '''Gift Lore:''' Mosquitoes can teach gifts involving insect control, such as Infest (Bone Gnawer, level four). Due to their familiarity with the diseases they carry, they can teach gifts of inoculation (Resist Toxin, Fianna level one). Likewise, they can teach Venom Blood (Get of Fenris, level three). Their affinity and desire for blood allows them to teach Open Wounds (Shadow Lords, level four). | ||
+ | |||
+ | '''Taboos:''' As mentioned above, mosquitoes avoid tainted blood (except Wyrm creatures, whom it is their duty to eat). Being shut mouthed with them about gossip is a bad idea; they may swarm the offender. | ||
+ | |||
+ | '''Attitude:''' Depending on how they're approached, they can be friendly, neutral or hostile. | ||
+ | |||
+ | '''Chiminage:''' The supplicant must offer some gossip. The juicier and more current the gossip, the better. One Garou trying to get a message to her friends, told it in the form of gossip to a mosquito spirit. Within hours, the story had traveled across the spirit world, and the Garou's friends, listening in on mosquito spirits shooting the breeze, heard the message. (One must understand Spirit Speech to make sense of the buzzing.)</br> | ||
+ | {{tab}}Some mosquitoes will demand an offering of blood. If given, they will take enough to assuage their hunger but not enough to harm the Garou. If the Garou is uncooperative, they may take some anyway and leave a disease behind. | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 816: | Line 1,681: | ||
=Chimera= | =Chimera= | ||
+ | |||
+ | {{tab}}Chimera is a totem of dreams and chooses whomever she wants into her service. She is everchanging and fey, and for the most part her servants reflect these qualities. While her Epiphlings can be found only in dreams, many of her servants dwell in both Dream and Umbral realms. The Stargazers say that she chose their tribe due to their love of wisdom, a tradition which began when she sought out the first Stargazer, Klaital. Chimera is served by servant races as well as singular spirits. | ||
+ | |||
+ | '''Chimera as a Totem'''</br> | ||
+ | '''Background Cost:''' 7</br> | ||
+ | The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one to find the inner wisdom beneath layers of puzzles and deceptions.</br> | ||
+ | '''Traits:''' Chimera's children are granted the ability to disguise themselves or something else when in the Umbra. (Gnosis roll, difficulty 7). Chimera also teaches how to find the truth behind a tangle of deceptions; the pack gains three (3) dice to Enigmas and one (1) to Perception. Each pack member subtracts two (2) from all difficulties involving riddles, dream interpretation, or enigmas. Each pack member also gains two (2) points of Wisdom Renown. While Stargazers will notice the pack's affiliation, that affiliation won't necessarily influence their opinion of the pack.</br> | ||
+ | '''Ban:''' The pack must seek enlightenment, but otherwise Chimera places no restrictions.</br> | ||
+ | '''Source:''' WW3801/296 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="7" | Chimera's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Level !! Reference | ||
+ | |- | ||
+ | | Belstu || 2 || 8 || 10 || 30 || Jaggling || AM p. 42 | ||
+ | |- | ||
+ | | Belstui || 1 || 3 || 8 || 25 || Gaffling || AM p. 42 | ||
+ | |- | ||
+ | | Aralin || 4 || 9 || 10 || 60 || Jagging || AM p. 43 | ||
+ | |- | ||
+ | | Dream Ravens || 2 || 6 || 9 || 30 || Gaffling* || AM p. 44 | ||
+ | |- | ||
+ | | Meneghwo || 5 || 10 || 8 || 50 || Jaggling || AM p. 45 | ||
+ | |} | ||
+ | |||
+ | ''* - spirits whose level is marked with an asterisk do not specify Gaffling or Jaggling in their entry and so were labeled according to the level of their other stats.''<br>'''This is a best guess only. Staff may rule otherwise on their level.''' | ||
+ | |||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Belstu''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Cleanse the Blight, Control Electrical Systems, Create Wind, Freeze, Healing, Materialize, Reform | ||
+ | |||
+ | '''Image:''' Belstu resembles a traditional Western wizard: an old white-bearded man leaning on a staff, his face reddened by the sun. Carved on his staff are scenes from the First Dawn. Belstu is usually smiling and whistling to himself; there is a feel of the comically absurd about his appearance. He could emerge from either gory battle or serene solitude chuckling contentedly. The Belstui appear as he does, but only stand as tall as children. They are usually silent. | ||
+ | |||
+ | '''History:''' In the Dawn Time, a council of human shamans met in order to understand the greater mysteries of existence. They agreed to contact the Spirit of Dreams. Combining their power, they created a messenger to approach Chimera. Their curiosity birthed a small spirit who sought the place of dreams, asking about wisdom. Chimera laughed at humanity's attempt to understand these mysteries, but she was impressed with the messenger. She attempted to explain certain truths to the young spirit, who could only partially understand. Although humans could not fully know the nature of dreams, nor could Chimera completely know the mind of humanity, she took the spirit into her service. Belstu has ever after served as messenger between Chimera and those who seek her. | ||
+ | |||
+ | Belstu aids followers of wisdom, adopting special Garou and humans as his foster children. His confused sayings bring some to anger, yet his wisdom has substance similar to that of a Zen koan. The Stargazers have recorded some of his teachings. At one time, Coyote created several minor Gafflings to confuse the seekers of Belstu. Eventually Coyote got bored with the joke and gave these, the Belstui, to Chimera. | ||
+ | |||
+ | '''Habitat:''' Belstu has a home in the Forest of Longing in the Summer Country. He claims Sophia's Tower as his home; he travels so often that it is his closest thing to a permanent residence. Belstu's advice is more coherent here. He has access to all the Umbral Realms, and shows up in the strangest places. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Belstu is a spirit of Gnosis and wisdom. He can interpret dreams and riddles, or discover clues where few look for them. His intuitive powers are unerring when applied to a problem, but it is hard to follow his circumventive logic. Unlike most of Chimera's servants, he does not change form, although he can appear in dreams. | ||
+ | |||
+ | '''Material Correspondences:''' Owl feathers, the reciting of the summoner's desires and an image of the half moon captured in a bowl of water which reflects the noon sun. The Belstui can be placed in fetishes of secrets and knowledge. | ||
+ | |||
+ | '''Gift Lore:''' Belstu can teach all Gifts that involve spirit communication, wisdom, and dreams. Learning from this spirit can be frustrating; his statements are contradictory and his cackling laughter can be irritating. Learning Gifts from Belstu can take up to twice as long as usual. | ||
+ | |||
+ | '''Taboos:''' Belstu will never give aid to any warring against the Gurahl. He gives the werebears coherent advice, but will fall into Slumber if around them too long. During the War of Rage, he attempted to aid the Gurahl against the Garou. The solitary werebears were on the defensive, and took little coordinated action against their fierce cousins. His cryptic answers confused the Gurahl, and they could not act in time. This has saddened Belstu to this day. Belstu is not a friend of the Nuwisha. The werecoyotes and Coyote have played tricks on him from time to time. The old spirit awakens from Slumber when water is tossed on him; Garou festivities will also rouse him. | ||
+ | |||
+ | '''Attitude:''' Belstu prefers the company of Stargazers, Uktena, Silent Striders, Black Furies, Bone Gnawers, and Glass Walkers. He hates the Black Spiral Dancers. | ||
+ | |||
+ | '''Chiminage:''' A seeker after truth must treat the old spirit kindly, offering him food and drink before making any requests. Belstu will leave when treated rudely. Patience is crucial when dealing with him. Garou must often nod and feign interest while he comments on cloud patterns and the landscapes. Eventually he will get to the heart of a question. Those who receive Belstu's aid or wisdom must be prepared to aid Chimera in any way she chooses. They may have to quest to recover a dreamstone or simply vow to aid her servants when possible. Is a Garou successfully completes a quest for Belstu, she gains 2 Glory, 1 Wisdom, and 2 temporary Gnosis. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''The Aralin''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Blast Flame, Break Reality, Create Fires, Healing, Ice Shards, Materialize, Open Moon Bridge, Reform, Shapeshift, Tracking, Updraft | ||
+ | |||
+ | '''Image:''' The Aralin have many shapes. These Jagglings most commonly appear as white-robed women with emerald belts. They assume a more modern look when the surroundings call for it, and can also take the form of doves, mares, and sphinxes. They shine with a faint white light. In their small Umbral domain they bear swords and hold out scales with which they weigh the demands of wisdom. They can also grant seekers a draught from the Water of Gnosis if properly persuaded. (+1 to Gnosis). | ||
+ | |||
+ | '''History:''' Some Stargazers say that the Aralin were the gift of Rabbi Solomon ben Z'ev of Kiev, the leader of his community and a Stargazer. The two sides of his nature did not sit well in one breast. Solomon's Stargazer soul was introspective and questioning, while as a rabbi he had responsibilities to his people. He was famous for his love of wisdom, and was often lonely for the company of other Stargazers. To further his knowledge, the rabbi went into seclusion to contemplate the Qaballah. In particular, he pondered the Sephiroth, the female and male numerical emanations from the Most Holy Ancient One. Why, Rabbi ben Z'ev wondered, was the word Elohim translated from a feminine plural to a masculine singular? This and other questions he carefully pondered. It is said that he grew tired, thinking of the first Sephina, Kether the Crown. Then, as his eyes shut he swelt on the second number, Chokmah. But as he reached the third Sphina, Binah, she appeared suddenly before him. There is some disagreement as to what happened next, but most Stargazers relate the following tradition. | ||
+ | |||
+ | Binah, the third Sephina but the first feminine principle among them, approached in the shape of a woman with midnight hair. "No triad is complete without me," she told Solomon. "I unite Kether the Crown with the Wisdom of Chokmah." Understanding suddenly opened the rabbi's eyes, and he blessed her with the sign of unending life. For three days and nights she taught him wisdom. Finally, on the third night, she made to depart. Rabbi Solomon ben Z'ev grew sad until Binah breathed upon the fire and two score doves flew out. "These are our children, the Aralin, the messengers of Wisdom," she said. "It is you who granted them life. For as it is said in the Qaballah, 'In the Spirit, which is hidden in that skull, there are expended fires on one side and air on the other.'" "As above, so below," the rabbi mused. | ||
+ | |||
+ | The Aralin are common but exclusively bound to the Stargazers. It was Chimera's gift to the Stargazers, as the Aralin were the rabbi's gift to wisdom. All accounts agree that the Aralin are among the most recent servants of Chimera, appearing in the medieval era long after the Legendary Age was over. | ||
+ | |||
+ | '''Habitat:''' The Aralin dwell in the mists of the Dream Zone. A Garou can establish a direct bridge to their home by sleeping in the Umbra. Within a temple dedicated to Sophia, one of the Aralin sits between two pillars. The other Aralin gather by the throne when any visitor enters the temple. | ||
+ | |||
+ | '''Spiritual Correspondences:''' The Aralin are Jagglings of wisdom and the transmitting of knowledge. Because knowledge must travel secretly at times, they have purview over trickery and disguises. | ||
+ | |||
+ | '''Material Correspondences:''' To summon an Arali, one must draw the Four Worlds of the Qaballah or use a culturally equivalent symbol (sand wheels, meditating on the I Ching, etc.) They can be placed into the fetishes called Phoebe's Veil or Monkey Puzzle. | ||
+ | |||
+ | '''Gift Lore:''' All Gifts of wisdom, dream, and mind communication lie within their abilities to teach. | ||
+ | |||
+ | '''Taboos:''' The Aralin cannot debate servants of the Wyrm on philosophical matters. This used to be their delight, until the Black Spiral Dancer scholar Writlish defeated them in open debate. When they break this taboo, they turn to stone. Certain Stargazers say that some Aralin have fallen into the Wyrm's service and are known as the Lilim. To release an Arali from being trapped in stone, a Garou should inscribe the Hebrew word for love, ACHB, onto her forehead. She will reward the Garou who does so with the promise of two gifts; he will also gain 2 Honor. A glyph of wisdom may also have the same effect. | ||
+ | |||
+ | '''Attitude:''' Generally neutral, but friendlyl to Stargazers and certain Theurges. | ||
+ | |||
+ | '''Chiminage:''' When meeting an Arali, one should display courtesy. The Aralin balance any request against the scales of wisdom. Their roles as messengers of knowledge allow them to deliver communications to earthly contacts in the form of a dove. Also, these spirits can change into Umbra Mares and ride the Umbral pathways faster than any Garou - even the Silent Striders. The Black Furies and Glass Walkers name the Umbra Mares the Mares of Athena. The Aralin will bear Stargazers upon their backs; other Garou looking for a ride should be prepared for some coaxing and tough negotiation. | ||
+ | |||
+ | Durin negotiations, they take the form of lioness sphynxes. Garou must bow as the Aralin enter; they interpret this as acknowledging the female principle of wisdom. They demand that the Garou requesting a minor service aid the messengers of Chimera. A pack desiring Umbra Mares will usually need to do something greater, such as retrieving an artifact of wisdom from a Wyrm Realm. Those who complete a major quest gain 3 Honor, 2 Glory, and 2 temporary Gnosis. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Dream Ravens''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Cleanse the Blight, Create Wind, Forest Sense, Healing, Materialize, Open Moon Bridge, Reform, Shapeshift, Tracking, Updraft | ||
+ | |||
+ | '''Image:''' The Woneyah Konhe (Dream Ravens) are masters of disguise who can assume any shape. They often appear as human-sized ravens attired in fine clothing. Chimera knows that acquiring wisdom can be a tricky business, and the cunning Dream Ravens are some of her favorite servants. | ||
+ | |||
+ | '''History:''' Some say a few Stargazers existed in the Pure Lands before the Europeans came. Among the Croatan, Wendigo, and Uktena, there were certain Garou who preferred to ponder in solitude the mysteries of creation. They were called the We-Chon, from a word meaning "Falling Star." This name had certain negative connotations when applied to these strange seekers of wisdom, for a falling star leaves the family of celestial lights on a lonely voyage. The We-Chon were very few, far less than their Eurasian counterparts. When the Eurasian Stargazers began contact with the Pure Lands, they were amazed that these Native American Garou remembered Klaital under the name K'ooxdisi. | ||
+ | |||
+ | Mighty Raven, they say, felt sorry for these isolated Garou, and with Dream Maiden's help, fashioned spirits to aid them in their lonely ventures. These were the Woneyah Konhe, the Dream Ravens. A tale of their aid begins with the Dream Raven named Sharp Eye, who noticed that Woyahdun, one of the We-Chon, was distressed. Her friend Wehru had been captured by evil spirits, and she was preparing to track him alone. | ||
+ | |||
+ | "Let us travel together," Sharp Eye said.<br> | ||
+ | "The way is dangerous," protested Woyahdun.<br> | ||
+ | "Pah. You We-Chon spend too much time alone," said the raven, and with that, he joined her on her spirit journey. | ||
+ | |||
+ | They came to an evil area of the spirit world, where cruel misshapen Garou, of a type unseen in the Pure Lands, guarded the passaged to devouring demons. Woyahdun heard the cries of her friend beyond. The Dream Raven fashioned disguises for them, dressing himself as a chief of the evil Garou. Wearing the pelts of the misshapen shapeshifters, they passed the guards and released Wehru. "We have little time," Wehru gasped. "They used strange medicines on me to find the path to the World Tree's roots." They rushed to the sacred World Tree's roots and found a hideous spirit worm gnawing on the foundation of the tree. "If he devours the foundation, then all the worlds will fall," Woyahdun cried. | ||
+ | |||
+ | "Do not worry," the Raven-spirit said. He threw a dark blanket, the color of black earth, over the roots. Then he painted the Worm-spirit's tail to resemble the roots. The great Bane began to devour its own tail, and the three escaped to the physical world. Woyahdun predicted that one day the powerful worm would find the roots of the World Tree again; since then, the Dream Ravens kept the We-Chon company. Now, all Stargazers can benefit from their aid. The Woneyah Konhe are common spirits. They are some of the Wyrm's bitterest spirit foes, for they have in times past successfully passed themselves off as high Wyrm servants and continue today to infiltrate Pentex. | ||
+ | |||
+ | '''Habitat:''' The Wonryah Konhe can be found in the Dream Zone or in their own domain, a cross between Epiph and a Dream Realm. These Raven-spirits have gathered items of wisdom much as crows do shiny objects, storing them beneath illusions about their wooded realm. A Garou seeking them must roll Intelligence + Enigmas (difficulty 8) from the Stargazer Homeland to reach them. | ||
+ | |||
+ | '''Spiritual Correspondence:''' The Dream Ravens are spirits of wisdom, cunning and the thoughts that slip from sleep. | ||
+ | |||
+ | '''Material Correspondence:''' A summoner must create a medicine wheel with colored sands, adding a depiction of a white raven associated with the October moon cycle. This is a long process, one that can be taught by an experienced Stargazer. It is best to place these spirits into Harmony Flutes or Phoebe's Veils. | ||
+ | |||
+ | '''Gift Lore:''' All Gifts involving spirit communication, wisdom, and disguise. | ||
+ | |||
+ | '''Taboos:''' The Woneyah Konhe cannot abide the company of boring or dull-witted beings. Once, when one of the Dream Ravens infiltrated the realm of Unktehi the Water Bane in the guise of a minor Wyrm-spirit, disaster followed. Unktehi, a large but dull fellow, had called a conclave of Banes. He took an immediate liking to the disguised Raven-spirit, telling him one pointless tale after another during the conclave. After two days of this dismal monotony (which the Dream Raven swore lasted aeons), Unktehi showed no signs of abating. The Raven-spirit cried out, "Kill me!" and his disguise dropped. So astonished were the assembled Banes that the Dream Raven escaped. Some say that they even pitied him for what he had endured. After all, now that Unktehi's sympathetic listener was gone, it would be one of their turns next. If one of the Dream Ravens is bored into Slumber, one can awaken him by placing him in a sand wheel. | ||
+ | |||
+ | '''Attitude:''' Dream Ravens are generally friendly, save to Red Talons, who they dislike. They are amiable to the Corax and certain mage orders - the Dreamspeakers in particular. | ||
+ | |||
+ | '''Chiminage:''' The Woneyah Konhe are informal spirits. Make the request interesting. They love knowledge and gossip. The tales of the latest Stargazer debates keep them entertained, or Dreamspeakers' faux pas when dealing with the Garou. There is no need to stand on ceremony. Complimenting their disguises helps in getting on their good side. The Dream Ravens do not aid the Garou for free. They will demand that the Garou ascend a Caern or sacred mountain and seek a vision. When a vision comes, it is to be shared with all others. Alternatively, they will request the seeker to go to Pangea and live as a primal Garou. The time involved is up to the spirit. Gain 1 in Honor and 2 in Gnosis by completing these request. When a fetish is requested then one must aid the Corax when possible. Gain 2 in Honor by doing so. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Meneghwo''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Forest Sense, Freeze, Materialize, Open Moon Bridge, Reform, Shatter Glass, Tracking, Umbraquake | ||
+ | |||
+ | '''Image:''' The Patchwork Wolf is a composite being made of many Garou. One of his eyes is brown, one green. One ear is longer than its mate; his coat is a checkerboard of patches from a thousand individual werewolves. He is white, grey, black, brown, and red. In any form he is a crudely made Frankenstein's monster of many pelts, and looms larger than most Garou. | ||
+ | |||
+ | '''History:''' The Stargazers say that the Patchwork Wolf was created after a great battle. How long ago is lost in the mists of ancestral memory, but the tribe maintains that it was in the time of Klaital, the first Stargazer. Legend has it that a meering between all Garou was called to discuss lifting the Impergium. Advocates of both sides met beforehand to decide on a location for the great moot. Even among these advocates, opinions ran strong. The simple meeting to pick a locale swiftly turned into a terrible battle between rival factions. When the first Stargazer, Klaital, arrived, all were dead. Klaital called on Chimera, who caused the slain to dance, until their torn and scattered pieces formed a composite being. This new being addressed his slain parents, saying, "Farewell, pack mothers and fathers. I carry the wisdom of all of you, the wisdom you disregarded by attacking your own kind. I will not fall in conflict with other Garou because I am the child of Garou conflict." He then howled mournfully over the slain and went with Chimera to learn wisdom. Klaital, ashamed, returned to the other Garou and told them what had transpired. | ||
+ | |||
+ | The Silver Fangs, however, state that Meneghwo was created after a fierce battle between the Garou and Bastet. Many Garou died to claim the mantle of Gaia's protectors, a title others contested. Gaia herself created the Patchwork Wolf from the slain, as a tribute to the courage and sacrifice of her favored children. Later she granted Meneghwo as a gift to Chimera, to defend the lady of dreams and wisdom. Meneghwo will never speak of his origins. | ||
+ | |||
+ | '''Habitat:''' The Patchwork Wolf is Chimera's knight and dwells in a pocket realm before the mists of the Dream Zone. This realm is a craggy mountain surrounded by fog. It is possible to reach him after long Umbra travel or through sleep. | ||
+ | |||
+ | '''Spiritual Correspondence:''' Meneghwo is a Jaggling of wisdom, loyalty, and courage. It is believed that if he is slain, he reassembles in his pocket realm. | ||
+ | |||
+ | '''Material Correspondence:''' Blood or hair from five Garou, placed in a bag with pine needles and crushed pine cones. The bag must be tossed into an open fire which is quenched with the waters of the first rain. | ||
+ | |||
+ | '''Gift Lore:''' The Patchwork Wolf can teach Gifts of war and dreams. Meneghwo is a composite being, created at a time when the Garou line had more lupine blood in it. Due to his unique nature, he knows both Wolf-spirit and Chimerling Gifts. | ||
+ | |||
+ | '''Taboos:''' The Patchwork Wolf cannot battle any other Garou, since he is composed of all tribes. Meneghwo awakens from sleep when the dust of five Garou falls upon him. Those who so release him gain 2 Honor. | ||
+ | |||
+ | '''Attitude:''' Friendly to all Garou. The squabbling between the tribes confuses him. | ||
+ | |||
+ | '''Chiminage:''' Meneghwo is somewhat slow in thought and speech, but a good friend. He holds the memories of many Garou, so he knows many things. Garou should explain things slowly to him. If he is insulted, he only realizes it later, but then he becomes very angry. Those who dislike him call him "Wisdom's Dog" or "Chimera's Pet." He possesses great knowledge, but one must be patient for it to surface. When he teaches a Gift or aids a Garou, he will ask that the Garou promote unity between the tribes. He cannot be placed in Weaver talens, but talens of war are acceptable. | ||
+ | |||
+ | {{collapse bottom}} | ||
=Cockroach= | =Cockroach= | ||
+ | |||
+ | {{tab}}The Cockroach and those spirits it has created as its brood are known for their cunning and survival instinct; to them, "flight" is better than "fight". To those not familiar with these often underrated spirits, it comes as a chock to learn of their honor, knowledge, and intuitive abilities. Cockroach takes great pains to secure spirit forces from throughout the Umbra to establish and protect its influence. These spirits throw themselves into battle against both Weaver and Wyrm when needed, committing themselves to their duties with unwavering dignity - even in the face of insurmountable odds. | ||
+ | |||
+ | '''Cockroach as a Totem'''</br> | ||
+ | '''Background Cost:''' 6</br> | ||
+ | Cockroach, say the cockier Glass Walkers, is the totem of the modern age. To be sure, Cockroach is quick, hardy, and persistent. Hardly a nook exists in the city in which its kin can't be found.</br> | ||
+ | '''Traits:''' Each pack member subtracts two (2) from difficulties involving computers, electricity, and science. The pack gains three (3) dice on rolls to activate Gifts affecting technology. Also, Cockroach's pack has the ability to enter the Umbra and view data stored on media or streaming through cables with a successful Gnosis roll.</br> | ||
+ | '''Ban:''' Pack members must take pains not to kill cockroaches.</br> | ||
+ | '''Source:''' WW3801/296 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="7" | Cockroach's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Level !! Reference | ||
+ | |- | ||
+ | | Kilakac'n || 2 || 5 || 8 || 40 || Gaffling || AM p. 46 | ||
+ | |- | ||
+ | | Gremlins || 2 || 8 || 3 || 25 || Gaffling || AM p. 47 | ||
+ | |- | ||
+ | | Mula'Krante || 1 || 6 || 9 || 30+ || Gaffling || AM p. 49 | ||
+ | |- | ||
+ | | Guardians of the Gates || 8 || 7 || 3 || 50 || Jaggling || AM p. 50 | ||
+ | |- | ||
+ | | Scab Birds || 2 || 7 || 3 || 30 || Gaffling || AM p. 51 | ||
+ | |} | ||
+ | |||
+ | ''+ - Base 30, + 1 for each point of Willpower drained.'' | ||
+ | |||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Kilakac'n''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Call for Aid*, Control Electrical Systems, Hide*, Informational Link, Materialize, Scale*, Short Out, Tech Sense | ||
+ | |||
+ | '''Image:''' Taking on the form of huge cockroaches, the Kilakac'n have been known to shine like chrome or glow with multicolored flourescence spotted with glyphs. | ||
+ | |||
+ | '''History:''' Cockroach created Jagglings - the Kir'kakay - to insure its continued existence. These spirits traveled the realms to gather knowledge and wisdom. These spirits created Gafflings within their new home realms (the Kil'tic'a of Naturae, the Kil'saura'kura of the Wyld, and the Kilakac'n of the Weaver) and set about insuring the propagation of the species throughout the Tellurian. The Gauntlet rose. Humanity empowered itself with technology, and the Gauntlet grew stronger, threatening to separate the Cockroach from its earthly host. The Kir'kakay of the Weaver created the Kilkac'n not only to penetrate the Gauntlet and continue the Cockroach's work within the physical world, but also to assist in their exploration of the Weaver Realms. Soon the Kilkac'n alerted their parent Kir'kakay of the Machine which lay sprawled in slumber. They in turn brought the news to Cockroach. Cockroach traveled to the sleeping Incarna and peered into the thoughts of its dreaming mind. As time progressed, the Cockroach passed down the Machine's secrets to the Kilakac'n and their parent Kir'kakay. The Kilakac'n's numbers have increased even in recent years. | ||
+ | |||
+ | '''Habitat:''' Kilakac'n lurk in the Penumbral shadows of human civilization. They travel into the physical world to protect their earthly kin. On occasion, they swarm around their parent Kir'kakay to trade information, or lurk in Weaver Realms such as the Cyber Realm. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Cunning. | ||
+ | |||
+ | '''Material Correspondences:''' Interaction with the Kilakac'n requires the glyphs for the Cockroach, the Weaver, and the Kilakac'n themselves inscribed in brown or black. To summon these spirits, Garou must leave fragrant, fresh food in a darkened area. Once cockroaches appear, the Garou may attempt to awaken the corresponding spirit-protector (although the brood may not have one). During binding, Garou ceremonially tie the spirit into the fetish/talen with black string. Attaching groups of beads and feathers aids in the binding process and shows respect for the spirit, though many modern Garou feel that this ritual is unnecessary. Kilakac'n can be bound into storage media or electronic viewing devices which they empower with the ability to peer into information systems or mimic insect traits. | ||
+ | |||
+ | '''Gift Lore:''' The Kilakac'n teach Gifts dealing with control of technology, vision, or manipulation of information or insect powers. | ||
+ | |||
+ | '''Taboos:''' Kilakac'n fall into Slumber if they stray from the Penumbral shadows of electrical networks. Introduction to an electromagnetic field awakens them. Kilakac'n hate harsh cleaning agents and will flee from their presence. If a Kilkac'n cannot flee, it will lose one point of Power per round. If the spirit's Power goes below zero, it fades into nothingness. | ||
+ | |||
+ | '''Attitude:''' Friendly | ||
+ | |||
+ | '''Chiminage:''' The Cockroach and its brood enjoy Garou howling contests, sharing fine cuisine and the sound of Garou sharpening their nails. Kilakac'n sometimes call upon Garou to protect their broods and they expect full cooperation. This might only gain a Garou minimal Glory Renown, but a follower of Cockroach that refuses a Kilakac'n aid will lose Honor and Wisdom Renown. The Kilakac'n respect Garou that battle with stealth and insurgency. They often find places where Wyrm minions hide pivotal information or secret objects and implore Garou to capture them. Successful Garou gain up to three points of Wisdom Renown and have proved themselves worthy of the sacrifice necessary to create a fetish. | ||
+ | |||
+ | A Garou responsible for the destruction of a pesticide factory can expect a Kilakac'n to inhabit a talen, if not a fetish, for at least a month. Garou that destroy Wyrm-tainted factories can earn one to three points of Glory Renown and one to two points of Wisdom Renown. Kilakac'n battle constantly with Rat and Ant Gafflings. They may share large garbage piles or restaurant dumpsters with Rat Gafflings, but Ant Gafflings attack Kilakac'n on sight. During the chaos of Ananasa's abduction, Cockroach made its move to gain stability in the Weaver's Realms and sought out the orphaned spider spirits wherever they thrived. The Spider-spirits of Naturae would not listen to reason, but those of the Weaver did to a limited extent. As long as Cockroach's Gafflings and Jagglings insured the protection and feeding of these spirits, they swore to blind themselves to the passing of Cockroach spirits through both their webbing and their realm. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Gremlins''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Break Reality, Dark Omen, Materialize, Tech Sense (only used to sense presence of machines) | ||
+ | |||
+ | '''Image:''' Throughout history and across the world, these small, green spirits have had many appearances ranging from insectoid to reptilian to humanoid. They run in groups of three to five and have appendages designed for mechanical destruction. | ||
+ | |||
+ | '''History:''' With the rise of the Gauntlet, Cockroach began to realize the threat that humanity posed, and through study it learned of the connection between humanity and the Machine. Cockroach created a race of Jagglings - the Spider Wasps - to destroy the Machine. Scant decades ago, the Spider Wasps began creating Gafflings called Gremlins. These green polymorphic spirits made their homes within the small, open spaces inside machinery. During World War II, a Spider Wasp influenced by an unnamed Garou created several camps of multi-armed, humanoid, tool-bearing Gremlins specializing in the destruction of aircraft. One of these camps, known as the Luffe Gremlins, blatantly used their materialization powers in front of humans. As a result, humanity began making machinery with less access space in an attempt to keep the Luffe Gremlin out, but this merely caused the Gremlins to reduce their size over the decades. | ||
+ | |||
+ | '''Habitat:''' Lurking between the domains of the Wyld and the Weaver, the Gremlins live in camps within small realms. There they wait and plan for chances to strike strategically against the Machine. As many as five teams of Gremlins can inhabit a single camp. | ||
+ | |||
+ | '''Spiritual Correspondence:''' Destruction | ||
+ | |||
+ | '''Material Correspondence:''' Any rite involving a Gremlin requires the glyphs of the Wyld, the Weaver, and the Garou. The ritemaster should wear gray and carry a non-electrical tool. When summoning, the glyph of the Gremlin must be in plain view; it should be drawn or (better yet) ritually scarred into a Garou's hide. In the dark of night, after working themselves into a fervor through the rhythmic banging of metal, Garou must howl for the Gremlin while violently destroying a piece of expensive machinery. In binding a Gremlin, string or chain must encircle the vice-clamped fetish object. A locking device must be present as a symbol of the temporary nature of the binding. Gremlins will only accept non-electrical tools adorned with rusted or broken mechanical parts, a humanoid figurine, and Scab Bird feathers attached by string or chain as a fetish or talen object. Bound Gremlins can empower fetishes and talens that destroy or damage machinery, electronics, and computer programs. | ||
+ | |||
+ | '''Gift Lore:''' From the Gremlins, Garou can learn the Gifts that cause technology to malfunction. To the lucky, they teach the Gifts that create inventions capable of destroying machinery and electronics. | ||
+ | |||
+ | '''Taboos:''' Daylight puts the Gremlins into deep Slumber. Electronically reproduced music causes them to dance uncontrollably and, if Materialized, they slowly fade back into the Penumbra before dancing themselves into an unconscious state. Clean mechanical lubricant, ritual monthly cleanings, and banishing rites enacted upon technological items hold Gremlins at bay. Garou that attempt to protect themselves from Gremlins should not expect their aid. | ||
+ | |||
+ | '''Attitude:''' Hostile | ||
+ | |||
+ | '''Chiminage:''' The reclusive Gremlins stay within their pocket realm camps to revel in tests of skill, songs and stories of legend and the sharing of knowledge and training while they plan their next assaults upon the Machine. Gremlins protect their camps with as much ferocity as Garou protect caerns. Garou that stumble upon Gremlin camps will not be able to make peace with the spirits they find; they can, however, gain the respect of the Gremlins by beating them in combat. Gremlins will only take the most trusted of Garou into their camps. Those that return to a camp at a later time must take the same precautions they would if they were going to another pack's caern. | ||
+ | |||
+ | The ability to destroy delicate electronic pieces brings Gremlins great Honor and Glory, and a Garou aiding one in destroying Wyrm-tainted technology can gain Renown as well. Reneging on a deal to help Gremlins destroy and untainted machine can lose a Garou just as much Honor and Wisdom as she might have gained. Once a Garou proves herself to a Gremlin, the Gremlin will from time to time seek out the Garou for help in making raids on factories. The Garou can gain Glory Renown and the aid of younger Gremlins by completing such quests. | ||
+ | |||
+ | Young Gremlins often help Garou or empower fetishes and talens to gain respect of their elders. Entrapped Gremlins will always call for the aid of passing Garou. Often they will attempt to contact specific Garou with an ancient Glass Walker chant. If a Garou helps a Gremlin escape, the Garou can gain both Wisdom and Honor Renown. Depending upon the danger involved, the spirit may honor the Garou by empowering a talen. When away from camp, Gremlins hate distractions. Garou that wish to communicate with traveling Gremlins must follow them. Garou should not join in on a Gremlin's destruction of machinery unless they have the spirit's permission. Gremlins will turn on Garou that do so, for it is their right to destroy all machinery they find. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Mula'Krante''' | ||
+ | |||
+ | '''Charms:''' Intangibility, Materialize, Reform, Sap Will, Shapeshift, Suggestion | ||
+ | |||
+ | '''Image:''' Adorned with glyphs signifying their trade-negotiation system of origin, Mula'Krante glide through the Web merging and separating from groupings of Mula'Krante that flock around their parent Mu'jabber or Mu'can'tu. Metrialized, they appear as objects or people symbolizing monetary importance. | ||
+ | |||
+ | '''History:''' With the Gauntlet's rise and the Impergium's fall, humans became unlike Gaia's other children by carrying objects which they felt to be useful. Yes, other animals did (and still do) carry things back to their dens, but humans carried things on a continuous basis. They started carrying things that made their lives easier - things that kept them warm or quenched their thirst. Humans began to trade objects and eventually invented tokens to represent what one human owed another. In the Umbra, the Jagglings of Negotiation - both the Mu'jabber and the Mu'can'tu - created a new type of trade negotiation Gafflings that came to be known as Mula'Krante. | ||
+ | |||
+ | The older trade Gafflings faded away as human record-keeping and commerce advanced. The power to own something before paying for it became so commonplace that humans not only could sign systems of paperwork to gain "instant" wealth, but could access this power through complicated numerology and magnetic strips that signify a person's ability to repay debts to the "system". It is now, and always has been, the duty of stronger spirits and Garou to protect these spirits from the underlings of the Wyrm who have hunted them since the dawn of existence and worked ceaselessly to transform these spirits into minions of the Wyrm. In recent years, Net Spiders have learned to herd these spirits about the Cyber Realm in order to ensure their protection. | ||
+ | |||
+ | '''Habitat:''' Mula'Krante travel throughout the Web. In the Penumbra they nest in banks, automated banking machines, mints, counterfeiters' hide-outs, and so on. | ||
+ | |||
+ | '''Spiritual Correspondence:''' Negotiation | ||
+ | |||
+ | '''Material Correspondence:''' Mula'Krante will not recognize Garou without the presence of the Garou glyph which symbolizes them. They can only communicate with Garou through computer systems or ornate paper and accounting ledgers. In order to enact a rite, a Garou must gain the spirit's attention with shiny objects, be they fine jewelry, polished coins, or mirrors. To summon Mula'Krante, a Garou must go to a quiet place with objects symbolizing wealth (coins, paper money, stocks, bonds, credit cards, etc.) After remaining silent for several minutes, the Garou quietly chants the call of the Mula'Krante while shaking the object of wealth. When the Garou senses the presence of a spirit, she must become motionless and silent as the spirit approaches. It is impossible to bind a Mula'Krante without an agreement written in a Garou's own bloow on ornately bordered paper specifying all aspects of the binding requested. Mula'Krante-empowered fetishes and talens increase wealth or track the histories of their kin spirits. | ||
+ | |||
+ | '''Gift Lore:''' Mula'Krante know the secrets of Gifts that manipulate the minds of humans and Gifts of instant wealth. | ||
+ | |||
+ | '''Taboos:''' Mula'Krante thrive on transactions and fall into a deep Slumber when in the presence of negotiations not involving money, or if they find themselves within a Naturae Realm (where they lose one point of Power per hour until they no longer exist). If Mula'Krante happen upon "free giving", they lose the use of their Charms and flee. They lack the ability to defend themselves and will Reform if they feel threatened. A Mula'Krante that finds itself in a Wyld Realm dissolves completely if it does not immediately Reform outside the realm. | ||
+ | |||
+ | '''Attitude:''' Friendly | ||
+ | |||
+ | '''Chiminage:''' Mula'Krante only lend aid to Garou who utilize wealth to protect Gaia. For two Gnosis points, one will empower a talen for such a Garou. Garou wishing a Mula'Krante fetish must find and free a Mula'Krante captured by Wyrm-forces; this gains the Garou Honor and Wisdom Renown. The slight Wyrm-taint that remains on these spirits marks them for recapture; the spirits know this and request that Garou bind them into fetishes for their own protection. In the past, several hundred years of servitude was not uncommon; today, five or ten years without release might invoke the wrath of these spirits. The hollow and arrogant Mula'Krante love the sound of pleading voices and the sight of forms kneeling before them. The slightest sign of anger from any being sends these spirits into flight. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Guardians of the Gates''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Armor, Armored Sheath (Players Guide, p. 134), Call for Aid*, Control Electrical Systems (security electronics only), Disable*, Iron Will*, Materialize (while Shapeshifted into a security official or system), Shapeshift (security forms only), Tech Sense (security systems only) | ||
+ | |||
+ | '''Image:''' Large, blue, muscle-bound men with red tongues and six arms (each wielding a knife that looks like a large stinger, barb, or thorn) wearing baggy white pants, high black boots and a black sash. Their bodies are devoid of hair except for long black ponytails sprouting from the tops of their heads. They stand as motionless as statues until it comes time for them to act. | ||
+ | |||
+ | '''History:''' Very early in the existence of creation and ever-increasing in importance with the advent of organized intelligence, the need to hold the constant weaknesses and flaws of the Pattern Web in secret spurred the Weaver to craft Jagglings to protect itself from the forces of both the Wyld and the Wyrm. Formed to protect specific knowledge, locations, items, or entities (jobs which came to be termed "assignments" by Glass Walkers), the Guardians of the Gates were granted many Charms and great offensive might. They have taken on the forms of three-headed wolves, multi-headed dragons and winged, quadrupedal mammals with humanoid heads in order to strike fear into the hearts of their opponents. | ||
+ | |||
+ | After the rise of the Gauntlet, Garou and mage alike bound these spirits to specific locations - most commonly paths and gateways into caerns, libraries, temples, and shrines. After this insanity of consciousness had befallen the Weaver, it came to pass that the Kir'kakay - Cockroach Jagglings - came into contact with the Guardians so often that their dealings became friendly, for the Kir'kakay would aid them in finding assignments to protect when their parent spirits lived no longer or wandered aimlessly in thought without consideration for those servitor spirits below them that lacked free will. Unattended Guardians fell easily before the myriad forces that beset them; the Kir'kakay brought this to the attention of Cockroach. Having little self-will, the Guardians protected their new assignments as vigilantly as any others. These once-common spirits find themselves a rare commodity because of their battles with enemies on both sides of the velvet curtain and because they are often enslaved by beings in the physical world. | ||
+ | |||
+ | '''Habitat:''' As servitor spirits, the Guardians of the Gates remain with their assignments. When without an assignment, these spirits flock to libraries, temples, security systems, computer networks, safe houses, and Garou caerns. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Security | ||
+ | |||
+ | '''Material Correspondences:''' A Garou attempting to interact with these spirits must have a lock that no longer has a functioning key, a key that no longer has a lock, or an identification badge of sincere significance to the Garou leading the rite. In order to summon an unattached Guardian, a Garou must drum the song of protection within a blue shield constructed of fabric, sand, or chalk. Guardian spirits protecting an assignment will not respond to summonings. | ||
+ | |||
+ | '''Gift Lore:''' These spirits have the knowledge of Gifts involving healing, stealth, and weapons. | ||
+ | |||
+ | '''Taboo:''' If the assignment that a Guardian of the Gates has sworn to protect is stolen, abducted, destroyed, or killed, the spirit will fall into Slumber. The Gift: Open Seal paralyzes these spirits for one turn per success rolled. The Gifts Shed and Alter Scent disorient these spirits for one turn per success generated on the activation roll. Guardians reduced to zero Power become stonelike statues. In order to destroy a statue-Guardian, it must be broken by a Feat of Strength with a necessary dice pool of 9. An attacked Guardian regains its abilities and senses immediately. | ||
+ | |||
+ | '''Attitude:''' Hostile | ||
+ | |||
+ | '''Chiminage:''' A Guardian of the Gates with an assignment will not lend its aid for any purpose other than to insure that assignment's security. Moving the assignment into a well-guarded caern might be acceptable to a Guardian, but one must always discuss this with the spirit in advance. If a pack of Garou has made an extraordinary attempt to help a Guardian protect its assignment, but the assignment was destroyed through no fault of their own, the Guardian may be willing to become a Praenomen, or guardian spirit of the pack. The Guardian will leave when it finds a more suitable assignment. | ||
+ | |||
+ | If a Garou returns an assignment that has been stolen (through no fault of the Garou), the spirit will often be willing, once freed, to safeguard the Garou's caern in return; this is worth three Glory and three Honor to the successful Garou. Garou with sufficient Honor Renown might convince a Guardian to lend aid if they promise to insure the safety of the spirit's assignment until its return. Garou who make such a deal and fail to protect the assignment not only lose Honor, Wisdom, and Glory Renown, but incur the wrath of the spirit and its kin. A Guardian of the Gates without an assignment will often aid Garou if summoned with the intent to insure the safety of an assignment sacred to Gaia. Guardians will not take a mobile object as an assignment; however, if a Kilakac'n will verify its importance to the Weaver, the Guardian might protect the assignment during a move to a better-secured location. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Scab Birds''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Cling*, Flee*, Materialize, Updraft | ||
+ | |||
+ | '''Image:''' In the Penumbra, Scab Birds appear as dark gray birds with red glass eyes, shining steel talons and sharpened brass beaks. Materialized, they appear to be large, healthy pigeons or robust city sparrows. | ||
+ | |||
+ | '''History:''' Before the rise of the Gauntlet, Garou went on many quests in order to gain the aid, knowledge, and vision of the Bird-spirits. When the Garou fought against the Corax and their fellow shapeshifters in the War of Rage, many Bird-spirits ceased to aid them and fled into the Deep Umbra. With the rise of the Gauntlet, the Weaver thrived. Humanity began to build cities, and slowly these Bird-spirits returned. The Uktena met with them first and swore never to wage war against the remaining Corax. The Bird-spirits felt safer, but were still wary of the Garou. They sought out the peaceful tribes - the Stargazers and the Children of Gaia - and taught them many of their secrets. The Warders of Apes sought to make their own pacts with these spirits. Unlike the other tribes, this developing tribe survived by communication and trade. The Bird Jagglings took great pride in their negotiation abilities and created Gafflings - the Scab Birds - specifically to aid the Warders in their war against the Wyrm. Though not as plentiful as they once were, Scab Birds now inhabit virtually all but the most Wyrm-tainted of cities. | ||
+ | |||
+ | '''Habitat:''' Scab Birds live within cities, but not in towns or suburbs. They commonly flock in the Downtown and Uptown of the CyberRealm and love to rest in the Penumbral shadows of stock market trading halls, banking institutions and libraries. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Negotiation | ||
+ | |||
+ | '''Material Correspondences:''' Scab Bird rites involve dancing with groups of bound feathers adorned with colorful fabrics and shining objects. To summon a Scab Bird, a Garou must gather feathers dropped by a Scab Bird's flock. Soothing music and the sound of wind-blown bells help lull the Scab Birds into a calm that allows them to approach a Garou's raging spirit. | ||
+ | |||
+ | '''Gift Lore:''' Scab Birds know the secrets of the winds, things that fly, communication and their animal brethren. They can teach Garou how to find other spirits and how to gain their aid. | ||
+ | |||
+ | '''Taboos:''' A Scab Bird with salt on its tail falls into Slumber and can only be awakened by bathing it in rain water gathered within a city. Covering a Scab Bird with a liquid other than water will rob it of its Charms until dry. Damage from fire that brings them below zero Power will destroy them. | ||
+ | |||
+ | '''Attitude:''' Friendly | ||
+ | |||
+ | '''Chiminage:''' To gain a Scab Bird's favor, one must break out an upper story window or skylight in an abandoned building, lead the Scab Bird's flock to it and feed them during the winter months. Saving rare birds from the taint of the Wyrm or freeing native birds from containment will gain a Garou Wisdom and Glory Renown and possibly a Scab Bird's cooperation. Building a protected park with suitable plants to shelter and feed a Scab Bird's flock can bring the empowerment of a fetish and great Renown. An area the size of a backyard will gain a Garou one Honor and two Wisdom, while insuring an area of an acre or more will gain two Honor and three Wisdom. | ||
+ | |||
+ | {{collapse bottom}} | ||
=Owl= | =Owl= | ||
+ | |||
+ | {{tab}}Unlike many of the less discriminate totems that offer their leadership to any number of brood, Owl is a secretive being. Owl shelters few brood under his great wings, since he finds few spirits worthy of his watch. However, in the depths of Owl's great eyes and in the silence of his wings lies the promise of other brood whose existence is hidden from any except for Owl. Still, those spirits whom Owl does claim inevitably possess wisdom and knowledge beyond that normally available to even spirit beings. Owl finds merit in the quiet possession of secret knowledge, the awareness of the meaningful meaninglessness of time, and even more so in the possession of quiet passion so powerful it can heal. In such beings, as in Owl's eyes, reflect the most primal hopes and dreams of Gaia. | ||
+ | |||
+ | '''Owl as a Totem'''</br> | ||
+ | '''Background Cost:''' 6</br> | ||
+ | Silent watcher, Owl strikes without warning in the darkness. Like the Silent Striders who claim the totem's protection, Owl holds hidden wisdom. The totem is also associated with secrets of death and the shadowy Dark Umbra. Some believe that owls are vengeful spirits of the dead.</br> | ||
+ | '''Traits:''' Owl's children are often gifted with premonitions of danger and the location of mystic places long forgotten. Upon entering the Umbra, each of Owl's children gains wings, allowing them to fly from place to place. Owl's children subtract two (2) from all difficulties involving stealth, silence, or quiet. The pack gains three (3) dice when using any Gift involving air, travel, movement, or darkness. Each pack member gains two (2) points of Wisdom Renown. Silent Striders may appear mysteriously to aid the pack when it is in danger. Ratkin and children of Rat do not get along well at all with Owl's children, considering Owl's predatory nature.</br> | ||
+ | '''Ban:''' Owl asks that the pack leave small tied or helpless rodents in the woods for him and his kind.</br> | ||
+ | '''Source:''' WW3801/296 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Owl's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Darkling || 3 || 10 || 6 || 45 || Axis Mundi p 76 | ||
+ | |- | ||
+ | | Death's Breath || 7 || 10 || 9 || 40 || Axis Mundi p 75 | ||
+ | |- | ||
+ | | Owl Gaffling || 7 || 5 || 8 || 20 || Umbra Revised p 111 | ||
+ | |- | ||
+ | | Twice-Born, The || 5 || 9 || 4 || 30 || Axis Mundi p 72 | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''The Twice-Born''' | ||
+ | |||
+ | '''Charms:''' Airt sense, Healing, Scent of Safety | ||
+ | |||
+ | '''Image:''' The Twice Born usually manifest as small, skeletal mice with piercingly bright yellow eyes. Those who examine the Twice Born closely can often make out delicate carvings upon the bones of the Mice spirits. Although no Twice Born has ever explained the significance of these carvings, the Silent Striders believe the designs tell the story of each spirit mouse's journey through the realms of death and back up into the realms of spirit. | ||
+ | |||
+ | '''History:''' In the long ago time of glory when the spirits were just beginning to grow bored with the timeless Daawn of their existence, Mouse felt lonely and left out by the larger beings around her. So, Mouse decided that she would find some way to decrease her loneliness. Thus it was that Mouse thought to provide herself with others of her kind, and in so doing gain companions less quarrelsome than Rat, and less arrogant than Pegasus or Stag.</br> | ||
+ | {{tab}}Mouse tried everything she could think of to make more of herself. She cut off a piece of her tail and planted it in the most fertile Umbral soil, she sang to Fertility beneath the full moon, she even ate the dirt from freshly tilled fields. Nothing worked. Then, one night, Coyote approached Mouse while she sat miserably combing her fur. "I have witnessed your Quest, oh tiny one, and I believe I can tell you how to find what you seek." At this news, Mouse's nose twitched and her voice squeaked out in delight. "All you must do," continued Coyote, "is steal a feather from Owl. Owl is wise and kind, the most benevolent of birds. Do this and the wisdom you seek will be yours."</br> | ||
+ | {{tab}}"If Owl is so kind, why must I steal the feather?" Mouse asked.</br> | ||
+ | {{tab}}"Oh, you must steal the feather to prove that you are clever enough to receive Owl's great gift of wisdom." Coyote responded slyly.</br> | ||
+ | {{tab}}Mouse, who never did think too hard about anything, squeaked her thanks to Coyote, quickly scurrying off on her mission.</br> | ||
+ | {{tab}}In no time, Mouse found the small tree where Owl slept. Swiftly climbing the trunk, Mouse grasped one of Owl's loosest feathers and pulled gently. Unfortunately, just as the feather came free, Owl's strange yellow eyes opened and stared into Mouse's startled black ones. Without preamble, Owl ate Mouse, swallowing her whole.</br> | ||
+ | {{tab}}While inside Owl, Mouse dreamed a thousand dreams, some of terror and death, others of glorious truths and glimpses of the wonder that lies beyond all beyonds. During the journey, Mouse learned much of healing and pain, of wisdom and fear. Then, after a timeless time, Owl regurgitated Mouse back out onto the branch. But Mouse was changed. Howl had kept her flesh and organs as punishment for her foolish presumption. Yet Owl had learned all of Mouse's fears and joys, desires and despairs when he consumed her body and spirit. With such knowledge of Mouse in his heart, Owl could not help but forgive some of the lesser spirit's transgression. So, in his wisdom, Owl released Mouse, gifting her with knowledge and skills beyond any she had ever dreamed. He also granted her the power to propagate her children in vast numbers. Lastly, Owl returned Mouse to her flesh so her shame would not be revealed to the other spirits.</br> | ||
+ | {{tab}}But, Owl's largess did not come without a price. To this day, owls consume mice as a favored food, and mice fear the moment when their transformation much be at hand. Yet, those mice chosen by owls learn that they merely feared the unknown, as they join the ranks of the Twice Born.</br> | ||
+ | {{tab}}The Twice Born proliferated greatly during the glory years of the united world, until the time when the Weaver went mad and spun her greatest creation. The rise of the Gauntlet made it more difficult for the Twice Born, as such owl-eaten Mouse spirits soon came to be known, to make the transition through owl-death to rebirth. Consequently, there are less such spirits today then there once were. Still, enough of the spirits complete the journey to keep the Twice Born relatively common. All Twice Born feel a kinship with their once-born counterparts on Gaia. | ||
+ | |||
+ | '''Habitat:''' Twice Born are often found in Glens, but they can be found most anywhere as the creatures are highly adaptable. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Rebirth, secret knowledge. | ||
+ | |||
+ | '''Material Correspondences:''' Summoning the Twice Born requires an owl feather and the bones of a mouse. Such spirits are best bound into fetishes of bone. | ||
+ | |||
+ | '''Gift Lore:''' The Twice Born can teach gifts involving death knowledge and the revealing of secrets. | ||
+ | |||
+ | '''Taboos:''' No Twice Born may attack, steal from or cause harm to any owl, for the terror of the first Mouse spirit still waxes strong in all of her children. Should a Twice Born somehow hurt or cause harm to an owl, the spirits bones will crack one by one until the spirit is destroyed. This process takes many days (as many days as the spirit currently has Power). If the spirit can atone for its transgression by aiding an owl, doing as much or more help than the original hurt, then the spirit may save itself. Any bones cracked will slowly heal over the course of as many nights as they took to break, one healing per night (the Twice Born's magical healing does not speed this process). | ||
+ | |||
+ | '''Attitude:''' Twice Born most often maintain a neutral attitude toward the Garou. However, the Twice Born usually have a more friendly attitude toward Silent Striders and those Garou who follow Owl. | ||
+ | |||
+ | '''Chiminage:''' The Twice Born are seekers of secrets and safety. In order to receive their teaching, a Garou must either grant shelter to the Twice Born, as well as their mortal cousin-mice, or reveal a true secret to the spirit. The length of time and/or importance of the secret required to win over the spirit depends upon the boon requested. For teaching a minor gift, a Twice Born might only ask the receiver to shelter mice (spiritual or otherwise) for one lunar month or to reveal one personal secret. To learn a major gift or bond one of the Twice Born into a fetish, the Garou might have to agree to shelter mice for one lunar year or reveal a great pack or sept secret. Alternatively, the Twice Born might request that the Garou never harm mice in return for receiving the spirit's aid.</br> | ||
+ | {{tab}}When approaching a Twice Born, the summoner should always remember that these spirits are often nervous and easily excitable. Although possessing strange knowledge and profound crumbs of wisdom, the Twice Born are still timid, vulnerable creatures by nature. Their awe and respect for Owl is equally matched by their fear of the totem and all its mortal representations. thus, Garou with ties to Owl must be especially careful not to move to aggressively around the twice Born lest their fear become something so great the spirits cannot remember the knowledge or skills the summoner seeks.</br> | ||
+ | {{tab}}Freely offering shelter to one of the twice Born and her earthly kin is undoubtedly the best way to win over one of these spirits. Often a Twice Born will watch a Garou for days, observing the way she treats the mice the spirit has placed in her charge before the Twice Born will speak to the Garou in more than stammering squeaks.</br> | ||
+ | {{tab}}Undoubtedly, the greatest difficulty in dealing with the Twice Born comes in keeping the creatures calm enough to allow the easily distracted beings to convey what knowledge the Garou seeks. Too often, the spirit becomes incoherent out of fear, or goes "scurrying within Owl's gullet." The latter saying refers to the Twice Born's habit of suddenly conveying a rapid, ranting stream of images, feelings and nibbles of knowledge in rapturously squeaking tones. There are true jewels of information available in such rantings, hut it is often very difficult to sort through the spirit's babblings.</br> | ||
+ | {{tab}}Although most Garou meet the Twice Born only through summoning them, or perhaps stumbling into one of the spirits in some Glen, the Twice Born sometimes search out the Garou. To do so, the Twice Born will appear to an individual Garou in her dreams three nights running. When this happens, the shamans believe Owl acts through his brood. The next time the Garou sees a mouse, she should follow it no matter where it leads. The Mouse spirit will eventually lead the Garou to a place where it will request of her a boon. The boon is always complex and often involves journeying to one of the darker Umbral lands to learn some secret kept hidden from Owl and her brood. Should the Garou (and her companions) succeed in such a quest, the Twice Born will freely bind itself into a powerful fetish in gratitude for the werewolf's service. Depending upon the nature of the quest, Owl himself might also reward the Garou for her service. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Death's Breath''' | ||
+ | |||
+ | '''Charms:''' Frozen Breath, Insight, Reform, Updraft | ||
+ | |||
+ | '''Image:''' Death's Breath spirits appear as semi-opaque ovoid clouds approximately two to three feet in length and a foot or two wide.The cloudy beings are darker toward the center of their shifting form and, unlike most fog or clouds, they tend to remain remarkably still. Although Garou cannot scent Death's Breath spirits from even as close as an arm's length away, anyone actually touched by such a spirit is immediately assailed by an intensely fetid odor that is beyond decay, beyond death and beyond description. | ||
+ | |||
+ | '''History:''' The first Death's Breath spirit came into being when the Gauntlet arose to separate the spiritual from the material, Weaver from Wyld. Before this time, when beings died their essences simply merged seamlessly back into the churning maelstrom-womb of Gaia. However, the rigid imposition of the Gauntlet soon began to interfere with the return of All to Gaia. Instead, many material beings returned only to the Dark Umbra of the dead. While most spirits still returned to their Mother, many lost themselves forever - crushed beneath the terrible intransigence of the Gauntlet.</br> | ||
+ | {{tab}}It was in the dying breath of the first spirit destroyed by the Weaver's choking net that the first Death's Breath spirit formed. Although the identity of the spirit, a fragile, fey thing utterly unsuited to adapt to the Weaver's latest spinning, is long forgotten, he lives on in his progeny. Even as the dying spirit lost himself to the Gauntlet's rigid grasp, some small ovum of essence met with the spark of annihilation, and in that meeting were the Death's Breath created.</br> | ||
+ | {{tab}}Since that time, the number of Death's Breath spirits has increased. However, they are still rare since they are only formed in the utter destruction (not mere death) of a spirit. In recent years, the Weaver's Gauntlet has grown even stronger, and there may come a day when only the Death's Breath remain to mourn the loss of their brethren. Although these Jagglings hope the day of their isolation will never come, they believe their ultimate reason for being may be as manifest memories of a time and existence forever lost to the universe.</br> | ||
+ | {{tab}}Already , the Death's Breath feel their isolation from their fellow spirits most keenly. Their very existence is a constant reminder of loss, and most other spirits actively shun the Death's Breath. Of course, few mortal-meat creatures appreciate the Death's Breath either. Death is a fearsome concept to almost all beings, and few appreciate meeting death made manifest - even if only in a spirit. Even most Garou shudder at the thought of communing with the Death's Breath. Only Theurges and some Silent Striders truly understand the value of such interaction, and that shunning the Death's Breath is a gesture of childish fear, and one the spirits do not usually deserve. | ||
+ | |||
+ | '''Habitat:''' Death's Breath spirits are most comfortable existing on the Umbral cusp between the Lower Umbra of the Dead and the Middle Umbra of the Tellurian. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Death and the dead, wisdom and all that is lost. | ||
+ | |||
+ | '''Material Correspondences:''' To bind or summon a Death's Breath spirit, four elements are required: The first is water, the second wood, the third ashes and the fourth the ritual worker's own breath. Most Garou fill a wooden bowl with water, sprinkle ashes across the surface and then breathe gently across the water when summoning or binding one of these spirits.</br> | ||
+ | {{tab}}Although Death's Breath spirits are not especially averse to being bound into fetish objects, there are few material things well capable of holding their unique essences. In fact, a Garou can only bind these spirits into fetishes upon which the binder sprinkles at least three drops of her own blood. Even with this most visceral connection, it's easiest to bind Death's Breath spirits into fetishes created from objects touched by death (cloth from the sheet of a deathbed, for example). Binding a Death's Breath spirit into any other object increases the difficulty of the rite by three. | ||
+ | |||
+ | '''Gift Lore:''' Death's Breath spirits may teach gifts involving stealth and seeing beyond death's veil. | ||
+ | |||
+ | '''Taboos:''' A Death's Breath spirit may not remain in any one realm for more than one lunar month, even if bound within a fetish. No matter how much such a spirit desires to remain in any one place, it is a being of change, existing on the cusp between death and life, imminence and transcendence. Should such a spirit remain too long in one reality (Lower Umbra, Tellurian, Middle Umbra, etc), it finds itself unable to leave that reality. If the spirit remains trapped for another lunar month it is forced into Slumber. Once trapped, the only sure way for the Death's Breath spirit to restore itself is to infuse a living being with its essence. To do this, the living creature must agree to actually breathe in the spirit, accepting the spirit into her lungs. Although Death's Breath spirits have been known to trick Garou into accepting them in this manner, they normally prefer to bargain with their intended carriers. | ||
+ | |||
+ | '''Attitude:''' Although melancholy, Death's Breath spirits tend to maintain a friendly attitude toward Garou. In fact, some Death's Breath spirits nurture a deep longing to remain near Gaia's warriors, whose living passions give the spirits hope that their ultimate isolation may never come to pass. | ||
+ | |||
+ | '''Chiminage:''' What the Death's Breath spirits most often request of those who summon them is a story of bravery, hope and honor. They are especially fond of stories in which spirits triumph over the odds. For such stories, Death's Breath spirits will usually agree to teach certain lesser gifts. For the teaching of greater gifts, Death's Breath spirits often request that the Garou accept the spirit into their lungs and actually let the spirit experience the Garou's existence with her for up to one lunar month. Such visceral experiences are alien to the spirits, but they crave better understanding of the material world, and experiencing life vicariously is the closest they can come to true, flesh and blood living.</br> | ||
+ | {{tab}}Death's breath spirits are particularly fond of demanding quests from those Garou who wish to bind the creatures into fetishes. Such quests almost invariably involve journeying to some Umbral realm, quite often the Umbra of the dead. Death's Breath spirits usually ask the Garou to find a specific dead individual whom the spirit believes has special knowledge that is lost to the living world. Once located, the Garou must get the dead one to give her the knowledge.</br> | ||
+ | {{tab}}Very occasionally, if a Death's Breath spirit discovers that some spirit is in danger of obliteration, the spirit will request that a Garou (or even a whole pack) rescue the endangered being. In such cases, the Death's Breath spirit will sometimes appear voluntarily to a Garou and request such service from her and/or her pack. Such requests are usually fraught with peril, and the requesting Death's Breath spirit will often offer to teach the Garou a lost gift should they succeed in their quest. Quests of this kind often gain the Garou much Honor and Glory (Honor 3, Wisdom 1, Glory 4).</br> | ||
+ | {{tab}}When dealing with Death's Breath, Garou should never step away, turn away, or otherwise show fear or revulsion for the creature. Death's Breath spirits are highly sensitive to such immature, fearful gestures and seldom respond positively to requests from any Garou who exhibits such behaviors. Death's Breath appreciate anyone who exhibits appreciation for Mother Gaia's many losses. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | '''Darklings''' | ||
+ | |||
+ | '''Charms:''' Airt Sense, Forest Sense, Healing, Kindle*, Reform, Updraft | ||
+ | |||
+ | '''Image:''' The Darklings usually appear as frail, long limbed children on the verge of adolescence. Their skin is paper thin and covered in the least vestige of downy feathers. The eyes of Darklings are almost always pale yellow, shining preternaturally out of the gloomy beauty of their wan faces. When not appearing in human form, Darklings manifest as small, ghostly owls. | ||
+ | |||
+ | '''History:''' In the first ecstatic days of the universe, Owl often flew for entire nights at a time, surveying the glory of the universe with preternaturally keen eyes that already saw the sadness and pain about to wake from the world's innocence - shattering the primeval first bliss. Meditating upon the future sadness, Owl, in his wisdom, decided to create children who could help accustom the naive spirits to the anguish and pain to come. In this small way, Owl might prevent the shattering of a number of fragile spirits who might otherwise be over come by the sudden influx of pain.</br> | ||
+ | {{tab}}Taking wing the next day, Owl flew all the day long across the deepest forests of Mother Gaia. Wherever Owl's wings cast shadows upon the forest loam, his children-of-grief-to-be were born. The Darkling spirits so created rose up from the forest and gazed out upon an innocent world, their yellow eyes reflecting their father's terrible wisdom, their lithe bodies homage to their young mother Gaia's innocence.</br> | ||
+ | {{tab}}Once Owl finished his flight, he returned to speak to his new brood, sheltering them in his all-encompassing wings. As Owl's feathers touched his children, each gained the gift of flight so that they might journey wherever their father had need of them. Their great solemn eyes turned upward, the Darkling spirits listened to their father's instructions, and learned.</br> | ||
+ | {{tab}}Scattering to the four winds, the new spirits began slowly introducing sadness, pain, anguish, fear and other such emotions to the other spirits they encountered. Although other spirits soon came to abhor these messengers of grief, those touched by the Darklings each gained at least a glimmer of wisdom. And, in time, when the Weaver's madness threw the Gauntlet over Gaia, those spirits ministered to by the Darklings found they were better able to survive the terrible new reality.</br> | ||
+ | {{tab}}Although the Darklings could not, and cannot, aid all Gaia's children, to this day the somber creatures work to heal and help by spreading wisdom about future sadness or danger. Although Owl did not realize it when he and Gaia first created their brood, the Darklings also hold dear the idea of birth and rebirth - the reflection of Gaia's overwhelming thoughts in the age of Dawn. Thus, Darkling spirits have a strong affinity for all life on or near the cusp of creation - particularly pregnant females and small children - and they often try to aid such folk when possible. | ||
+ | |||
+ | '''Habitat:''' Darklings almost always reside in Glens or in heavily forested regions of the Tellurian. | ||
+ | |||
+ | '''Spiritual Correspondences:''' Dark premonitions, rebirth and grief (especially the grief of children or pregnant women). | ||
+ | |||
+ | '''Material Correspondences:''' Those who wish to summon or bind Darkling spirits must usually possess germinating seeds and the downy feathers from newborn birds (particularly owls). However, if the summoner cries true tiers of grief or anguish, or if the summoner is pregnant, only one of the above materials may be necessary. | ||
+ | |||
+ | '''Gift Lore:''' These spirits may teach gifts involving flight, emotions and healing. | ||
+ | |||
+ | '''Taboos:''' No Darkling may do physical harm to any being. However, this does not mean that such a spirit cannot do emotional or psychological damage to others. It is not unheard of for Darkling spirits to overwhelm a target with powerful emotions, causing the target to go insane and/or end his own life rather than confront the powerful emotions that the spirits force them to feel.</br> | ||
+ | {{tab}}Should a Darkling spirit physically harm another being, the spirit immediately becomes anchored to the place where the harm occured - falling into deep Slumber. The only means of awakening such a spirit is for a Garou to either heal the harm done to the being or to heal some other injury of equivalent pain. Any Garou who sleep where a Darkling spirit Slumbers dreams of the harm done by the spirit and of the quest required to awaken the slumberer. Should a Garou awaken a Darkling spirit from its Slumber, the spirit will usually reward the Garou by teaching her a gift or allowing her to bind the spirit into a fetish for a year and a day. | ||
+ | |||
+ | '''Attitude:''' Darkling spirits are always somber, never laughing or smiling. Often, although not always, such spirits appear profoundly sad. However, their attitude towards the Garou, and indeed toward all of Gaia's children, is usually friendly. | ||
+ | |||
+ | '''Chiminage:''' Darklings require those who wish to learn gifts from them to receive a dark premonition and to act in some way to help prepare the world for its coming pain. Such an act might be as simple as hugging a woman whose family is about to experience a death and crying for her, or journeying to a far country (about to be attacked by a rival power) to speak on the horrors of war and the trauma those caught up in such devastation experience.</br> | ||
+ | {{tab}}If a Garou wishes to bind a Darkling to a fetish, the spirit will often request that the Garou either agrees to devote herself to the healing arts for the same length of time as she binds the spirit to the fetish, or to become a sibyl for the same length of time. In so doing, the Garou agrees to receive the often terrifying and vague premonitions of the Darkling spirit and to act upon their urgings whenever possible.</br> | ||
+ | {{tab}}Those dealing with Darkling spirits are most likely to receive favorable results if they do not laugh or otherwise display a frivolous mien. It is all too easy to offend or lose the respect of these spirits by displaying an overly light heart. Darklings are also most likely to send overpowering anguish to those too foolish to accept a certain amount of the world's sadness on their own. | ||
+ | |||
+ | {{collapse bottom}} | ||
=Raven= | =Raven= | ||
+ | |||
+ | '''Background Cost:''' 5</br> | ||
+ | Raven is perhaps the cleverest bird. He likes to play, baiting wolves and then flying out of range when they lunge for him. Raven is wise, for he feeds without hunting, by following wolves and picking over their kills. If he finds an animal dead in the snow he summons the wolf to tear open the carcass for him. For time out of mind Raven has been companion to the wolf, finding food and feasting with the hunters, teaching him wisdom through his games. After all, who wants to look foolish by trying to catch the uncatchable bird? Raven is also a totem of wealth, making sure the wolves want for nothing, although he himself is always hungry.</br> | ||
+ | '''Traits:''' Raven grants his packs three (3) extra dice in Survival, one (1) in Subterfuge, and one (1) in Enigmas. Each pack member gains one (1) point of Wisdom Renown. Wereravens (Corax) are sympathetic to Raven's Garou followers.</br> | ||
+ | '''Ban:''' Raven expects his Children to carry no wealth, instead trusting him to provide.</br> | ||
+ | '''Source:''' WW3801/297 | ||
=Uktena= | =Uktena= | ||
+ | |||
+ | {{tab}}Uktena's spirit brood consists of creatures who share its affinity with water and the search for hidden knowledge. Besides the Native American spirits who acknowledge Uktena as their patron, the spirits of dragons, snakes and snake-like creatures from many cultures have formed alliances with Uktena, drawn to that totem by their desire to maintain their connection to the material world. Uktena's willingness to adopt orphaned or abandoned spirits has served as a model for Garou born into the tribe of the great water serpent. | ||
+ | |||
+ | '''Uktena as a Totem'''</br> | ||
+ | '''Background Cost:''' 7</br> | ||
+ | Uktena is an ancient water spirit with the features of a serpent, cougar, and deer. He is a spirit of riverbeds and dark places, and he knows many hidden secrets.</br> | ||
+ | '''Traits:''' Uktena places a protective ward on each of its children while they are in the Umbra, adding three (3) dice to all soak rolls. Uktena teaches secret lore to its children, so each member gains two (2) extra experience points per story that may be applied only to improving Enigmas, Occult, Rituals, Gifts, or other mystical knowledge. In addition, each member gains two (2) points of Wisdom Renown when accepted by their new totem.</br> | ||
+ | More straightforward Garou distrust Uktena's mysterious ways. Social-roll difficulties increase by one when interacting with werewolves of tribes other than Uktena or Wendigo. Garou of the Uktena tribe treat the pack like brothers.</br> | ||
+ | '''Ban:''' Uktena asks that its Children recover mystical lore, objects, places, and animals from minions of the Wyrm</br> | ||
+ | '''Source:''' WW3801/297 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Uktena's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Dakwa's Children (Fish-spirits) || 5 || 5 || 5 || 30 || Axis Mundi p 101 | ||
+ | |- | ||
+ | | Feathered Serpents || 6 || 7 || 6 || 40 || Axis Mundi p 97 | ||
+ | |- | ||
+ | | Inadu (Snake) || 5 || 5 || 5 || 30 || Axis Mundi p 100 | ||
+ | |- | ||
+ | | Kolowissi || 6 || 6 || 7 || 45 || Axis Mundi p 99 | ||
+ | |- | ||
+ | | Sea Serpents || 7 || 6 || 6 || 40 || Axis Mundi p 98 | ||
+ | |- | ||
+ | | Snake Jaggling || 7 || 5 || 9 || 21 || Umbra Revised p 113 | ||
+ | |- | ||
+ | | Wingless (Oriental) Dragons || 6 || 9 || 7 || 45 || Axis Mundi p 96 | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Name''' | ||
+ | |||
+ | '''Charms:''' | ||
+ | |||
+ | '''Image:''' | ||
+ | |||
+ | '''History:''' | ||
+ | |||
+ | '''Habitat:''' | ||
+ | |||
+ | '''Spiritual Correspondences:''' | ||
+ | |||
+ | '''Material Correspondences:''' | ||
+ | |||
+ | '''Gift Lore:''' | ||
+ | |||
+ | '''Taboos:''' | ||
+ | |||
+ | '''Attitude:''' | ||
+ | |||
+ | '''Chiminage:''' | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | {{collapse bottom}} | ||
=Unicorn= | =Unicorn= | ||
+ | {{tab}}summary | ||
+ | |||
+ | '''Unicorn as a Totem'''</br> | ||
+ | '''Background Cost:''' 7</br> | ||
+ | The totem of the Children of Gaia, Unicorn is wise totem of peace, purity, healing, and harmony. She is the embodiment of the blissful and encompassing love of Gaia.</br> | ||
+ | '''Traits:''' Unicorn's children gain her swiftness in the Umbra, moving at twice the normal speed. They subtract two (2) from all difficulties involving healing and empathy, although they add two (2) to all difficulties to harm other Garou not of the Wyrm. The pack gains three (3) dice when using Gifts of healing, strength, and protection. Each pack member gains three (3) points of Wisdom Renown. Children of Gaia will always aid and usually side with the pack in disputes.</br> | ||
+ | '''Ban:''' Unicorn's children must aid and protect the weak and exploited, as long as doing so doesn't aid the Wyrm.</br> | ||
+ | '''Source:''' WW3801/297 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="color: black; background-color: #7DFDD7; text-align: center;" colspan="6" | Unicorn's Brood | ||
+ | |- | ||
+ | ! Name !! Rage !! Willpower !! Gnosis !! Power !! Reference | ||
+ | |- | ||
+ | | Black Unicorn || 10 || 8 || 10 || 90 || Axis Mundi p 102 | ||
+ | |- | ||
+ | | Dove || 2 || 9 || 10 || 70 || Axis Mundi p 102 | ||
+ | |- | ||
+ | | Duck || 4 || 6 || 10 || 30 || Axis Mundi p 107 | ||
+ | |- | ||
+ | | Heart Guides ''(Unicorn Anamae of the Children of Gaia Homeland)'' || <nowiki>**</nowiki> || <nowiki>**</nowiki> || <nowiki>**</nowiki> || 30 || Axis Mundi p 105 | ||
+ | |- | ||
+ | | Heart Guides (Unicorn Anamae) || <nowiki>**</nowiki> || <nowiki>**</nowiki> || <nowiki>**</nowiki> || <nowiki>***</nowiki> || Umbra Revised p 107 | ||
+ | |- | ||
+ | | Misshapen, The || 5 || 7 || 8 || 45 || Axis Mundi p 104 | ||
+ | |- | ||
+ | | Myrrhae (Olive Tree Glade Children) || 3 || 8 || 7 || variable || Axis Mundi p 106 | ||
+ | |- | ||
+ | | Narwhal || 6 || 8 || 8 || 60 || Axis Mundi p 104 | ||
+ | |- | ||
+ | | Starlight || 4 || 8 || 8 || 60 || Axis Mundi p 107 | ||
+ | |} | ||
+ | |||
+ | <nowiki>**</nowiki> = equal to those of the bonded Garou | ||
+ | |||
+ | <nowiki>***</nowiki> = equal to sum of rage, gnosis and willpower | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt"><center>'''Details'''</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | '''Name''' | ||
+ | |||
+ | '''Charms:''' | ||
+ | |||
+ | '''Image:''' | ||
+ | |||
+ | '''History:''' | ||
+ | |||
+ | '''Habitat:''' | ||
+ | |||
+ | '''Spiritual Correspondences:''' | ||
+ | |||
+ | '''Material Correspondences:''' | ||
+ | |||
+ | '''Gift Lore:''' | ||
+ | |||
+ | '''Taboos:''' | ||
+ | |||
+ | '''Attitude:''' | ||
+ | |||
+ | '''Chiminage:''' | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 838: | Line 2,281: | ||
=Coyote= | =Coyote= | ||
+ | |||
+ | {{tab}}summary | ||
+ | |||
+ | '''Coyote as a Totem'''</br> | ||
+ | '''Background Cost:''' 7</br> | ||
+ | Coyote is the consummate trickster. He's an outlaw, more Ragabash than Ragabash. Utterly unpredictable, remarkably lusty, and sometimes even foolish, Coyote is a clever warrior and a master of deception.</br> | ||
+ | '''Traits:''' Coyote gives his packs three (3) extra Stealth dice, three (3) extra dots of Streetwise, one (1) dot of Subterfuge, and one (1) dot of Survival. He always has the ability to find his children wherever they are - this ability doesn't have to be purchased with extra Background points.</br> | ||
+ | Although Coyote is cunning, he isn't considered particularly wise. Each member of the pack subtracts one (1) from any temporary Wisdom Renown received. If something goes wrong, everyone blames the pack regardless of culpability. Coyote's children have more than their share of difficulties, but at least they never get bored.</br> | ||
+ | '''Ban:''' Coyote wouldn't think of limiting his children.</br> | ||
+ | '''Source:''' WW3801/298 | ||
=Cuckoo= | =Cuckoo= | ||
+ | {{tab}}summary | ||
+ | |||
+ | '''Background Cost:''' 6</br> | ||
+ | |||
+ | The cuckoo lays her egg in the nests of other birds. the chick then pushes the other squabs out of the nest, and the unsuspecting foster parents raise it. Likewise, the children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices, and even Black Spiral Hives without being challenged. Exceptional spies and manipulators, packs aligned with Cuckoo often win prize fetishes and choice of quarters in septs, earning the resentment of more "deserving" Garou.</br> | ||
+ | '''Traits:''' Cuckoo grants her packs an (1) additional dot of Manipulation and two (2) dots of Subterfuge. In addition, she grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us" and even a ranking officer won't think twice about the technician or servant in the corner. Should the character draw attention to herself (by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, les the character lose the effect.</br> | ||
+ | '''Ban:''' Cuckoo's children are opportunists who often seek to improve their pack's situation at the expense of others. Garou aware of the pack's affiliation will be very wary. Pack members lose two (2) temporary points from any Honor Renown award.</br> | ||
+ | '''Source:''' WW3801/298 | ||
=Fox= | =Fox= | ||
+ | |||
+ | '''Background Cost:''' 7</br> | ||
+ | Fox likes to confound both prey and enemy, be it a rabbit who doesn't see danger approaching or a pack of hounds who follow him into a hornets' nest. He loves to trick opponents into trusting him, then ensnare them in a cunning trap. He loves it even better if the trap also teaches the foe a lesson.</br> | ||
+ | '''Traits:''' Fox teaches his followers Stealth 2, Subterfuge 3, and Streetwise 2, the better to confuse opponents (who, it should be noted, are not always enemies). He also grants each pack member a (1) dot of Manipulation.</br> | ||
+ | '''Ban:''' Fox asks only that his children not participate in fox hunts, and that they always help foxes subjected to such hunts. Most other Garou view Fox's children as untrustworthy; pack members receive one (1) less temporary point from any Honor Renown award.</br> | ||
+ | '''Source:''' WW3801/298 | ||
{{collapse bottom}} | {{collapse bottom}} |
Latest revision as of 21:57, 7 October 2022
Totem Spirits and their Broods
Gaian
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