SpiritDraft

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Totem Spirits

Gaian
Respect
xxxxxThese grand spirits represent virtue and honor, and werewolves look to them when in need of advice or leadership and diplomacy. Some of the greatest Garou leaders have been followers of the totems of Respect.
Name Cost Type Source Details
Falcon 5 Respect WW3801/294 Like the Silver Fangs he serves, Falcon is a most noble spirit. His keen eyes look deep into the Garou heart, rewarding and inspiring the valorous and honorable. A respected totem, Falcon brings unity to the Fangs and thus to the Garou. Rumors of the Silver Fangs' less-than-sterling performance of late has tarnished Falcon's reputation only slightly.

Traits: Packs chosen by Falcon gain three (3) dice to Leadership as well as an extra four (4) Willpower points per story. Each pack member also gains two (2) points of Honor Renown.

Ban: To Falcon's children, dishonor is worse than death; they can never allow themselves to lose permanent Honor. If they do, they must either put right the wrong or perform a Rite of Contrition and further atone for their offense by hurling themselves at a powerful minion of the Wyrm. While essentially a suicide run, their blood will wash away the stain on their names.

Grandfather Thunder 7 Respect WW3801/294 Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder is patient and subtle, and he seldom sends his ow avatar to packs. Instead, he commands one of his Stormcrows to tend them.

Traits: Thunder's packs can call upon five extra Willpower points per story, and they gain three (3) dice to Etiquette. All pack members can also gain two (2) extra Intimidation dice when they invoke Thunder. Many Shadow Lords see little difference between respect and fear. Each pack member also gains one (1) point of Honor Renown. Shadow Lords will follow the pack's activities with keen interest.

Ban: Grandfather Thunder commands his children to give their peers and their rivals no more respect than they deserve.

Pegasus 4 Respect WW3801/294 Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with protecting sacred places. It comes to its packs as a winged horse with fire in its eyes, and it teaches them Gifts associated with travel and air. Because of the rivalry between the Black Furies and the Get of Fenris, Pegasus will never accept a pack with even one Get member.

Traits: The Children of Pegasus can call upon an extra three (3) Willpower points per story, and gain three (3) dice in an Animal Ken dice pool. Each pack member gains two (2) points of Honor Renown. Black Furies are well-disposed toward the pack.

Ban: Garou chosen by Pegasus must always aid females of all species, young females in particular.

Stag 6 Respect WW3801/295 Great Stag is an ancient spirit, older than the Fianna who claim his as totem. He is associated with masculinity, virility, and the wild raw power of nature. Light and dark are both in Stag. He gave the Garou their affinity with nature, and he teaches responsibility toward humans, but he is also the master of the Wild Hunt. An avatar of Stag occasionally appears to lost Gaou, leading them to safety or otherwise aiding them.

Traits: Stag's packs can call upon an extra three (3) Willpower points per story, gain three (3) dice to a Survival dice pool, and one (1) die to Stamina dice pools for long-distance running. Each member gains three (3) points of Honor Renown. Fianna will always be well-disposed toward them, and faeries, spirits, and changelings honor them as well.

Ban: Children of Stag must always show respect toward prey, including performing a Prayer for the Prey after a successful hunt. Children of Stag must always aid the fae.

War
xxxxxThese totems are spirits of battle, tactics and Rage. Ancestral warriors or predator spirits are the most common war totems. Naturally, warriors are the chief followers of these totems, although scouts and eve healers (in the case of Bear) ally themselves with these bloodthirsty spirits. While they don't garner the same sort of respect among Garou as other totems, their assistance is invaluable on the battlefield.
Name Cost Type Source Details
Bear 5 War WW3801/295 Great Bear is wise in peace and fierce in war. He is renowned as a master of healing and mystical rites. Garou don't favor this totem often because of a mistrust for his true children, the Gurahl werebears.

Traits: Bear's children gain three (3) dots of Medicine. Each pack member's Strength increases by one (1) permanently, and each pack member may use the Gift: Mother's Touch once per day. The pack also gains the ability to hibernate for up to three months at a time without food or water. Garou with this totem are well-regarded by werebears as well as certain animistic peoples. Such is not the case with other Garou, however. All pack members lose five (5) points of temporary Honor Renown if they have that many. Furthermore, they must subtract one (1) from any temporary Honor Renown awards they receive. The pack members must work harder to prove that they are honorable.

Ban: Bear asks nothing of his Garou children. Asking for his favor has already cost them much standing among their own people.

Boar 5 War WW3801/295 Boar is feared by hunters, and with good reason. He is too angry to pass up a challenge, too fierce to concede a fight, and too ornery to die with good grace. Many combative young packs, particularly of the Get of Fenris and Fianna, choose Boar as their totem.

Traits: A hearty scrapper, Boar grants his packs two (2) dots of Brawl; each pack member also receives an additional dot (1) of Stamina.

Ban: Children of Boar must never hunt or eat boars.

Fenris 5 War WW3801/295 Over a thousand years ago, the Norse spoke of the ravening Wolf-God Fenris, a beast even the other gods feared. He is powerful, bloodthirsty, and he neither gives nor expects quarter. The patron of the Get of Fenris is a warrior's totem who disdains weakness and chooses only packs that soak their blades and claws in the blood of foes frequently.

Traits: Fenris' packs get an additional (1) point in a Physical Attribute (Dexterity, Strength, or Stamina, at the individual's choice), even if it increases the rating over 5. Each pack member gains two (2) points of Glory Renown. Get of Fenris respect the followers of their tribal totem a little more than other "outsiders" and they test them often by inviting them on Wild Hunts and battles against powerful enemies.

Ban: Fenris requires that his followers never pass up an opportunity for a worthy fight.

Griffin 4 War WW3801/295 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.

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.

Ban: Griffin's children may not associate with humans. Griffin almost never accepts a homid Garou as his child.

Rat 5 War WW3801/295 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.

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.

Ban: Rat's children must never kill vermin.

Wendigo 7 War WW3801/295 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.

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.

Ban: Wendigo's children must always aid animistic peoples in need.

Wisdom
xxxxxThese spirits are the keepers of mystical secrets. Garou who ally with them learn to uncover hidden truths and rare Gifts. More straightforward Garou don't trust them, but those who seek answers in the unknown find friends among the totems of wisdom.
Name Cost Type Source Details
Chimera 7 Wisdom WW3801/296 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.

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.

Ban: The pack must seek enlightenment, but otherwise Chimera places no restrictions.

Cockroach 6 Wisdom WW3801/296 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.

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.

Ban: Pack members must take pains not to kill cockroaches.

Owl 6 Wisdom WW3801/296 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.

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.

Ban: Owl asks that the pack leave small tied or helpless rodents in the woods for him and his kind.

Raven 5 Wisdom WW3801/297 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.

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.

Ban: Raven expects his Children to carry no wealth, instead trusting him to provide.

Uktena 7 Wisdom WW3801/297 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.

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.
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.

Ban: Uktena asks that its Children recover mystical lore, objects, places, and animals from minions of the Wyrm.

Unicorn 7 Wisdom WW3801/297 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.

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.

Ban: Unicorn's children must aid and protect the weak and exploited, as long as doing so doesn't aid the Wyrm.

Cunning
xxxxxAs a rule, Garou don't look kindly on trickery and stealth, so pack totems of cunning are fairly rare. These days, however, more and more young Garou look to new ways of thinking to combat the threats they face. Should they choose to ally with these clever spirits, however, they will find they are little trusted by more "respectable" traditionalist Garou.
Name Cost Type Source Details
Coyote 7 Cunning WW3801/298 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.

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.
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.

Ban: Coyote wouldn't think of limiting his children.

Cuckoo 6 Cunning WW3801/298 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.

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, lest the character lose the effect.

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.

Fox 7 Cunning WW3801/298 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.

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.

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.

Cosmic
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Jamak
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Hengeyokai
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Nunnehi
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Wyrm
Corruption
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Cunning
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Strength
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Spirits By Brood

Totem Broods
Falcon's Brood
xxxxxFirst among the Tribal Totems and patron of the Silver Fangs, Falcon is the totem of freedom, victory and insight. More ancient than all but a few totems, there is little that escapes the Falcon's golden eye. Falcon is a strong, fast flier, skilled in the wars of the air. Those Garou who ally themselves with him have a strong and reliable patron. Falcon, more than any other totem, hates the Wyrm because for many centuries the Wyrm enslaved some of his brood. The Falcon eventually battled his way from the Wyrm's heart, but he has never forgotten his one-time subjugation. Some of Falcon's progeny are still thralls of the Wyrm and wander the Umbra as powerful Banes. The primary realms of Falcon are in his great speed, power, and knowledge. His broods are generally powerful warriors in their own right, a fact that most Garou can readily respect. Indeed, the Falcon's brood are similar to the Garou in many ways. They are among Gaia's fiercest protectors, though they also have strong connections with the Celestine Helios. This commonality of conviction and purpose makes the two groups easily understood by each other. The Garou's alliances with the totem are thus strong and bound by more than mere necessity. The Falcon is a totem of Honor and Respect. He reacts poorly to anyone with a permanent Honor of less than two.
Falcon's Brood
Name Rage Willpower Gnosis Power Level Reference
Talon of Horus 5 4 4 40 Gaffling AM p. 53
ToH: Small Flock 6 5 7 65 ^ AM p. 53
ToH: Large Flock 8 8 10 95 ^ AM p. 53
ToH: Greater Flock ? ? ? ? ? AM p. 53
Children of Karnak 8 8 8 65 Jaggling AM p. 54
Firebirds 4 7 10 80 Jaggling* AM p. 56
Details

Talons of Horus

Charms: Airt Sense, Create Wind, Materialize**, Open Sky Bridge*, Reform, Updraft

** - Power cost: 17; Str 3, Dex 6, Sta 4, Brawl 4, Dodge 4, Bite:Str+1, 7 Health Levels

Image: There is nothing like the Talons of Horus in all of the Umbra. They are a mighty storm, composed of every falcon that has ever lived. Their numbers include caracas, eagles, gyrfalcons, hawks, hobbies, kestrels, kites, peregrines, vultures, and many species now extinct. None can count their exact number, for the Great Flock is a maddening vortex of feathered wings, avian eyes, and flashing beaks and talons. Each bird seems to be in a constant state of flux, morphing from one falcon into another. Their bodies seem to flicker fully or partially out of reality, making an accurate counting impossible. The greater flocks cause disturbances of local Umbral weather systems. A static-blue haze envelops them and thunder crashes through the largest flocks. The Great Flock spawns natural storms and electricity elementals in its wake. Crow Gafflings often pursue the Great Flock. Waters tend to rise beneath the great flock, causing floods. Even small flocks are difficult to count, since they incessantly change from one bird form to another, darting in and out of the Penumbra. Those who watch a flock of Talons for long must make a Willpower roll (difficulty 6 outside the flock, 9 inside) or become disoriented (-2 dice on all Mental rolls).

History: The origins of the Great Flock are obscure. It is almost as old as Falcon himself and may be his direct progeny. Most Garou just assume that it has always been there, growing ever larger over the milennia. It disappears over the Horizon for long periods of time and few know why. The Great Flock has not appeared in the Penumbra for over six centuries, though a huge flock was seen in 1945. Large flocks are seen every year or so. Small flocks and individuals are relatively common. "The Talons of Horus" is the Silent Strider name for the Flock. The Striders seem to know more about it than most other Garou except the Silver Fangs. Cataclysms attract large flocks, though Garou agree that they seem to be on the right side during such instances. Indeed, servants of Gaia remain remarkably unharmed, even at the heart of a frenzied flock. Servants of the Wyrm, however, are not as lucky. Even an individual Talon will fiercely attack a Wyrmspawn many times its size. The Great Flock can purée a Nexus Crawler in seconds. (Nexus Crawlers' reality warping powers seem to be greatly weakened when directed toward the Talons.)

Habitat: The Talons have an affinity with the Deep Umbra and grow in number the deeper it gets. The Great Flock itself disappeared beyond the Horizon and has not been seen since 1349, at the height of the Black Plague in Europe. Some theorize that the Great Flock ranges the Deep Umbra, protecting Gaia from the creatures beyond the Horizon. A few claim the Great Flock will only return at the Apocalypse.

Spiritual Correspondences: The Wyld

Material Correspondences: Although individual Talons seem to be of normal avian intelligence, there are ways of communicating with them (Gift: Spirit Speech). Only the most basic of communication is possible. Any Garou with over five points of Honor who serves Falcon may send out a distress signal by spending two temporary Gnosis points. The Garou then makes a Gnosis roll against her permanent Gnosis rating, difficulty 6. (Subsequent summonings are made against a difficulty of 8. The Gnosis is only spent if the Talons appear.) Flocks summoned in this manner disperse back into the Deep Umbra once they lose half their Power. 1-3 successes draws an individual Falcon Gaffling. 4-5 successes a small flock, and over five successes summons a large flock.

Gift Lore: Garou may learn certain Gifts by watching and contemplating the behaviors of these creatures. Their elaborate sky dances may grant dominion over all Gifts relating to speed, flight, and weather.

Taboos: Talons may not harm those they perceive as servants of Gaia. This taboo extends to others who may wish to cause such harm. Minions of the Wyrm engaged in direct attacks on Gaians cause the Talons to frenzy. The Talons have an unerring instinct for who serves the Wyrm and who serves Gaia.

Attitude: The Talons are friendly to all Garou who follow Gaia or the Wyld, neutral to all Garou who follow the Weaver, and hostile to the Wyrm. The Talons' attitude toward the Garou is important in considering how much damage the Garou takes (if any) while the Talons swarm. The Talons will take great pains not to harm a fellow servant of Gaia and such a servant is safe, even at the heart of the Great Flock. The talons will not attack those they are neutral toward, though they may not take extreme measures to avoid hurting them either. (Honor seems to play some part in this.) Except for when alone, the Talons of Horus attack by swarming their target. Since they are almost everywhere, damage is automatic while swarming. The target is, of course, allowed to soak. The best way to escape the Talons is by quickly returning to the material world. Small flocks automatically inflict five dice of damage per turn, large flocks nine. The Great Flock's power is currently inestimable.

Chiminage: The Talons of Horus are normal birds in many respects and desire the things that all birds seek (freedom to soar, food, mating with other bird spirits, etc.) Garou are obviously best off feeding the flock. The best way to do this is through gifts of temporary Gnosis. Gifts of Gnosis and proper deference to a single Talon may be enough to raise a neutral reaction to a friendly one in the eyes of the entire flock (Storyteller's decision). A gift of one permanent Gnosis may allow a Garou to take a Talon as a spirit familiar. The Gaffling must enter the contract willingly. Only those Garou with three or more Honor may have a Talon as a familiar. Falcon familiars are loyal friends and competent allies. They may enter the material world for only short periods, but they are masters of the Umbral skies. They may act as spies, messengers, and attack birds. (Spirit Speech and Animal Ken are essential to take full advantage of this relationship.) Garou communicate with birds through an arcen series of leaps, dances, and bird song. The attack capabilities of even a single Talon are impressive. Their combination of speed, aerial agility, and instinctive battle tactics are enough to surprise the most powerful of opponents. The familiar may also act as an intercessor between the characters and the flock.


Lesser Flocks

Charms: Airt Sense, Cleanse the Blight, Create Wind, Disorient, Flood, Healing, Open Sky Bridge*, Shatter Glass, Updraft


The Great Flock

Charms: Airt Sense, Break Reality, Cleanse the Blight, Disorient, Flood, Healing, Lightning Bolts, Open Sky Bridge*, Shatter Glass, Umbrastorm*, Updraft




Children of Karnak

Charms: Airt Sense, Armor, Cleanse the Blight, Healing, Materialize**, Shapeshift, Updraft. In addition, many individuals may possess Control Electrical Systems, Create Fires, Create Wind, Forest Sense, Lightning Bolts, or Open Moon Bridge focused through their bizarre technology (see below).

** - Power Cost 30;Str 7, Dex 6, Sta 6, Brawl 5, Dodge 4, Melee 5, Weapon:Str+3, 7 Health Levels

Image: The Children of Karnak are a beautiful, golden-brown skinned people. In the Umbra, they wear either gold and white robes or leather-studded armor. On their forays into the material plane, they adopt the clothing of the appropriate culture, usually dressing richly. They may use their Shapeshift Charm to assume the forms of either beautiful falcons or shimmering golden rocs. The Children of Karnak are magnificent in any form. Their plumage is usually a magnificent gold, mixed with fiery orange. In their roc form, they are almost too beautiful to look at directly.

History: The Children of Karnak were once the guardians of the Celestine Helios' sacred temple at Karnak. When Helios withdrew his direct influence from the world over two millennia ago, the Children of Karnak went out into the world. The temple remains a major holy site, however, and is still guarded fiercely. Since their emergence from the temple, they have battled the encroachments of the Wyrm, which they blame for the "exile" of Helios, among other crimes. The darkest period of their history occurred shortly after their emergence from the temple, when a powerful Nephandus mage (see: Mage the Ascension) seized their souls. The Nephandus held a powerful artifact, named the Hunger Stone. The Hunger Stone allowed the Wyrm domination over the Children of Karnak.

The Children of Karnak's escape from bondage coincided with the Nephandus' death and the Hunger Stone's disappearance into obscurity. The Children of Karnak turned on their Wyrm masters and slew thousands. Declaring never to be enslaved again, they have maintained a strong martial tradition through the present. The Children of Karnak wage open war against the Wyrm. They are born warriors and their assaults are methodical, strategically brilliant and often devastating. They are badly pressed, however, and their numbers have dwindled significantly over the centuries. Embattled, but not broken, the Children of Karnak remain front line soldiers in the war against the Wyrm.

Servants of Calamity

The Children of Karnak still in the Wyrm's thrall are the servitors of Calamity, the Beast-of-War. The Children of Karnak hate them in the same way that most Garou despise the Black Spiral Dancers. They possess many strange and loathsome Bane Charms. They are every bit as beautiful as their opposite numbers, but their beauty is corrupt. In human form their skin is corpse white and their eyes are like shiny black stones. Their roc forms are hurricanes of nightmare, torn from the abyss.

The Technology of Karnak

The Children of Karnak possess a unique variety of technology. It is mechanistic and somewhat reminiscent of that practiced by Sons of Ether (MtA). Arcane systems of gears, pulleys and steam turbines drive machines of incredible complexity. Most of their technology is solar powered, though they also fashion batteries through their knowledge of 'ephemeral alchemy'. This technology allows them to defend their Carrocks. Their primary defensive weapons are solar cannons which emit a coherent beam of solar light through a series of brass mirrors (coated with a secret alchemical paint) and directed by glass lenses. This technology also powers their solar-sailed sky-barges. Personal weaponry includes a wide range of archaic weapons (bows, spears, sabers) as well as "electrical" guns (foci for the Charm: Lightning Bolt). Despite these marvels, their technology has its limits. They did not originally create this technology, but merely handed it down through the centuries. The technology was originally woven from ephemera by Pattern Spiders. Overuse of this technology may attract Pattern Spiders, who will then attempt to turn the area into part of the Pattern Web. The Children of Karnak thus do not use this technology in a cavalier manner, saving it for times of dire need only. Few advances - except refinements to existing technology - have been made. The impact of their technology is also limited by their rapidly dwindling numbers. Despite their martial prowess, they, like the Garou, are a dying race.

Habitat: The Children of Karnak live primarily in the skies of the Penumbra and in the Celestial Realm. They also concentrate in areas of Wyld energies and have strong alliances with the Wyld spirits known as Color Clouds (Umbra: Velvet Shadow). They reside in rich, mountaintop Carrocks, where they lead lives of Spartan luxury. Although they live in opulent surroundings, their luxuries are utilitarian in nature.

Spiritual Correspondences: War, protection, and freedom. They are also Jagglings of Victory.

Material Correspondences: There is no way to summon or bind a Child of Karnak against her will (except through the Hunger Stone). There are, however, some phrases taught by them to their allies. The use of one of these phrases makes the user a beacon to any Children of Karnak nearby. They will usually investigate and aid the source of the beacon. (The Garou must spend a Gnosis point at roll Intelligence + Occult at difficulty 7. The call's range depends on the number of successes.)

Gift Lore: Predominantly Gifts of war. They are most likely to teach these gifts to Silver Fangs, Ahroun, and Garou with an Honor of four or more.

Taboos: Taboos in Children of Karnak society are primarily ones of honor. They consider lies to be the worst type of insult imaginable. There is a strict regime of societal peer pressure to enforce honor, as well as legal remedies, ranging from expulsion to execution. (Death is always swift and usually painless.) Falcon enforces taboos through a curse. This curse involves a reduction of all dice pools by anywhere from -1 to -4. Severity and duration correspond with the severity of the infraction. Extenuating circumstances and strengths of character may partially mitigate the above penalties.

Attitude: The Children are friendly to most martial tribes of Garou, particularly the Silver Fangs, who are still aligned with Falcon. They react coolly to Bone Gnawers, Glass Walkers, and Uktena. They actively hate the Black Spiral Dancers and dislike the "skulking" Shadow Lords. Oddly enough, these martial spirits are also hostile to the Children of Gaia. They consider the Children of Gaia's path of peace to be weak, foolish, and possibly even dangerous. They never attack such Garou, however, because they consider them sheep not worth the trouble.

Chiminage: The Children of Karnak seek no gifts or baubles in return for their aid. All they seek are alliances with other brave and honorable beings. They couch their chiminage in terms of treaties, non-aggression pacts, and alliances. A service bestowed, begets a service in return. It is a very quid pro quo system. Those who break their chiminage are oath-broken, and the Children's attitude toward them worsens. (Those who were already viewed with hostility may attract the attention of the Servants of Calamity.)




Firebirds

Charms (Bird): Access Caern*, Airt Sense, Cleanse the Blight, Healing, Updraft

Charms (Fire Bird): Access Caern*, Airt Sense, Control Electrical Systems, Create Wind, Open Sky Bridge, Updraft

Image: Firebirds are named appropriately. They appear either as ordinary birds, albeit ones of extraordinary plumage, or as fiery birds of lambent flame. There seem to be jewels embedded in their plumage, but the distortion field that surrounds them makes it difficult to tell in either form. They are far more "ethereal" in nature than the previous two broods. Their bird forms have a wingspan of about eight feet. They are predominantly a brilliant scarlet with orange and gold highlights. Their lower abdomen is a dark blue that turns first purple, then red and gold as it rises toward their throat, which has a collarlike band of midnight-blue feathers. In Firebird form, they are almost too beautiful to look at. Their eyes are either glacial blue, or glints of sunlight. In either case, they sparkle with intelligence. Many of their under feathers are deep purple. Some wear strange accouterments (necklaces, crowns, monocles, etc.) Their talons are extremely dexterous and capable of superhuman skill in manipulating most artifacts.

History: The Firebirds were born from the eye of Helios. Advisors and boon companions to Garou heroes of past millennia, their exploits figure prominently in the final years of the Impergium, when they played some part in the formation of the Concord and the Litany. The Firebirds are guardians of humanity, as well as Gaia. Like the Children of Karnak, many Firebirds fell briefly under the power of the Wyrm and unwillingly provided it with much useful information about the forces of Gaia. Due to their single-minded pursuit of intellectual rewards, some are still susceptible to seduction by the Wyrm. Wyrm-corrupted Firebirds take on a pale blue flame and are a royal purple in their bird form.

The Firebirds are the proof of the Falcon Totem's reputation for insight. Nominally associated with the Weaver, they are keepers of the Falcon's lore, a lore that stretches over the millennia. This lore is stored in great patterns of colored light. The Firebirds return everything they learn to the Light Web as a thread of glowing, solar ephemera. Each color of web indicates a different "flavor" of knowledge, accumulated over the millennia. It is a database of knowledge about the Umbra, surpassed by few, if any, other spirits. The Light Web is an artifact of Helios' honor and rationality aspects. As such, the Light Web is a construct of the "sane" Weaver and those Garou who know of it do not consider it corrupt. The Firebirds vigorously protect the Light Web from corruption. Firebirds may access the Light Web through special nodes (Enigma and Knowledge Caerns) around the world by using their Access Caern Charm.

Habitat: Firebirds live at Weaver-oriented Anchorheads between the Near and Deep Umbra. Their Carrocks are in alien, possibly extra-dimensional structures known as Menger sponges. These fractal structures seem to occur naturally near domains of the Weaver. They are giant cubes studded by thousands of square doorways within doorways. Each entrance is smaller than the last and requires an Intelligence + Enigmas roll to enter. (Difficulty and number of successes increase the deeper in one goes.) There are few who can plumb their inner depths. The Firebirds are one of the few spirits able to deeply penetrate the sponges. They employ them as nearly unassailable safe havens.

Spiritual Correspondences: Knowledge, wisdom, and enigmas.

Material Correspondences: There are two ways of gaining the attention of the Firebirds. The first is to build a large collection of knowledge. The other is by acquiring one of their feathers as a fetish. Firebird feathers may create a direct mental link to the bird it came from (costing 2 Gnosis to activate). The Firebird may decide if it wishes to answer such an invitation. Firebirds may make gifts of their feathers to scholars whom they find particularly promising.

Gift Lore: Knowledge and wisdom Gifts

Taboos: Few things are more odious to the Firebirds than the corruption, revision or unscrupulous use of knowledge. For this reason, the Firebirds are quite particular with whom they share their knowledge. Although they view knowledge as a commodity and an arbiter of status, there are few Firebirds who will break this taboo. Such an action would corrupt the Light Web and damage their reputation as honest brokers of information. There are, however, a few Firebirds who place wealth above the purer faith. Most Firebirds revile these rogue information brokers, but many other unscrupulous parties seek them, including agents of the Wyrm. Light Web knowledge used for unscrupulous ends calcifies that strand of the Light Web.

Attitude: Firebirds are friendly to Glass Walkers, Silver Fangs, Silent Striders, Theurges, and Galliards. They actively dislike Ahrouns and Ragabash.

Chiminage: Firebirds prize knowledge over all other things and many seek their lore. They are particularly knowledgeable about the many other spirits living in the Umbra. They trade in knowledge, requiring information of equal value in return for their wisdom (haggling is permitted). They are an information-based society and have a complex and arcane system for deciding the relative worth of pieces of knowledge, measured in units called 'gnosi'. This system, understood by few outside of Firebird society, leads some to conclude that they are unscrupulous in their dissemination of information. While Firebirds are canny in their transactions, they are usually honest.

Grandfather Thunder's Brood
xxxxxPower is seductive. Grandfather Thunder and his brood understand all the aspects of power in its crudest form, including the fear and respect that come with it. When power is seized by crude methods, deceit, subterfuge, and conspiracy are often involved. In places where the power of Grandfather is strongest, this is the coin of the realm. Many spirits of Thunder's brood are well-trained in the arts of subterfuge. In fact, many are spirits that have gone astray, such as the rogue Raven Gafflings, who turn from the way of their Incarna, and Pain-spirits who once served the purposes of the Wyrm. Thunder subjugates those who meet with his goals. These servants, then, are rarely what they seem, and through seduction, lies, torment, or fear, they have all come to understand the way of Thunder. Those who do not understand the brood of Thunder sometimes claim that his spirits drift perilously close to the methods of the Wyrm. Some opinionated Theurges claim that Thunder's way is not always Gaia's way. It is like a narrow path that leads up the side of a mountain. The footing is treacherous, and it skirts the edges of a yawning abyss. No matter how fast an ambitious Garou's ascent may be, one false step can result in utter failure. Many Shadow Lords gladly take that risk in the pursuit of seductive power. The brood of Thunder misdirects and hinders those on the path who do not possess the reasoning to triumph.
Grandfather Thunder's Brood
Name Rage Willpower Gnosis Power Level Reference
Stormcrows 7 9 6 35 Gaffling AM p. 62
Rogue Ravens 6 8 8 35 Gaffling AM p. 63
Night Spirits 9 9 9 50 Jaggling AM p. 65
Spirits of Pain 2 5 8 20 Gaffling AM p. 65
Pegasus's Brood
xxxxx
Pegasus' Brood
Name Rage Willpower Gnosis Power Reference
Chimaera, the Masks of Man 8 8 8 50 Axis Mundi p 78
Haima, the Red Mothers 3 7 5 15 Axis Mundi p 80
Pegasus Gaffling 8 8 8 40 Axis Mundi p 81
Pegasus Jaggling 8 8 8 24 Umbra Revised p 105
Triptych: Crone 4 8 8 30 Axis Mundi p 81
Triptych: Maiden 8 4 4 30 Axis Mundi p 81
Triptych: Mother 6 6 6 30 Axis Mundi p 81
Stag's Brood
xxxxx
Stag's Brood
Name Rage Willpower Gnosis Power Reference
Black Stag 10 9 7 30 Umbra Revised p 107
Black Stags, The 9 7 10 50 Axis Mundi p 94
Brook, The 4 10 10 100 Axis Mundi p 93
Dawn 3 10 7 70 Axis Mundi p 89
Grain 6 6 5 90 Axis Mundi p 90
Hind, The 3 10 8 90 Axis Mundi p 91
Impala 4 10 9 100 Axis Mundi p 92
Kelpies 4 4 6 30 Axis Mundi p 95
Rabbit 4 6 5 40 Axis Mundi p 93
Squirrel 4 7 6 80 Axis Mundi p 94
White Hart 6 7 10 60 Axis Mundi p 95
Yale 7 10 5 70 Axis Mundi p 94
Fenris's Brood
xxxxxGreat 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.
Fenris' Brood
Name Rage Willpower Gnosis Power Level Reference
Surtur 10 8 9 40 Jaggling* AM p. 57
Norns 5 10 10 80 Jaggling AM p. 58
Fimbul Wolves 8 7 7 40 Gaffling* AM p. 59
Hrafn 3 8 5 20 Gaffling* AM p. 59
Sturms 7 5 9 30 Gaffling* AM p. 60
Bragir 6 9 9 40 Gaffling* AM p. 61
Cuckoo 4 7 6 20 Gaffling AM p. 61
Aegir 8 6 7 60 Jaggling* AM p. 61

* - 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.
This is a best guess only. Staff may rule otherwise on their level.


Details

Surtur

Charms: Airt Sense, Blast Flame, Create Fires, Materialize, Open Moon Bridge

Image: The Surtur are massive, appearing as giants standing as much as 30 feet tall. All of the Surtur look as if they belong in the past; they are girded in furs and sport long, flowing bears and hair - though all of this is made of flame. When Materialized, these fire giants often carry short swords or battle axes.

History: The Surtur have existed since the creation of the earth. Great Fenris created the Surtur to serve him in fending off the great Fimbul Winter, a task they still stand prepared to handle. However, more than merely fire elementals, the Surtur are also the spirits of the berserker. Above all else, the Surtur fuel the rages of the Get of Fenris. Until the Ragnarok is completed, their task is to make certain the Get of Fenris do not fall victim to a false sense of peace. Though the forming of the Gauntlet prevents them from visiting this world without great effort, they can still see through the eyes of their children, the hearth-fires and flames of Yule.

Habitat: The Surtur are normally found in areas where they Wyld still holds dominion. However, many have made their homes in Valhalla and still more tend to the needs of Helios, ensuring that he remains protected from the Wyrm's influence. The Surtur are almost always in their lodges and are only absent about a tenth of the time.

Spiritual Correspondences: The Surtur hold power over fire and many of the associated powers of fire. They are spirits of Rage, of war, and of soothsaying. Many of the Get believe the Surtur are responsible for deciding which of the Get of Fenris are worthy of fighting at Ragnarok.

Material Correspondences: The Surtur make certain demands to any who summon them. They require the blood of an enemy and a sacrifice of at least a pound of iron ore. It is believed the blood is used to cool the iron once the metal has been forged by the Surtur. It is very rare to find a Surtur who is willing to be bound. Those that can be convinced will only allow themselves to be bound within a weapon. Should anyone bind a Surtur against its will, the rest of the Surtur will refuse aid of any sort until their counterpart is freed from his bonds.

Gift Lore: The Surtur teach all gifts pertaining to Rage, war, and soothsaying.

Taboos: Much like the Get of Fenris, the Surtur may never turn down a challenge. To do so causes them to fall into a deep Slumber which only ends when Ragnarok comes or if they are given a great number of "dedicated sacrifices". The Get tell tales of once awakening a Surtur who had fallen into Slumber by dedicating all of the kills from the Sept of Blood Fist to that Surtur's name for one entire decade. Should a Garou willingly sacrifice himself to a Slumbering Surtur, the Surtur will awaken immediately.

Attitude: The Surtur are friendly to the Get of Fenris and all other warlike tribes. To those who fight against the Wyrm they are neutral, and to the few who would demand peace, they are hostile.

Chiminage: Much like Fenris himself, the Surtur demand courage and respect from the Garou whom they face. While the Get should bravely face the Surtur, they should never cause insult. Should the offense be minor, the Surtur will simply cuff the Garou across the head, rather like an insolent child. Should the Get actually anger the Surtur, they will be incinerated for their troubles. For teaching Gifts, the Surtur demand the blood of a recently slain foe. Should there be no recent conquests, the Surtur require their pupil to find one. The price for being bound into a fetish is much higher, however, and the Surtur demand either one limb of the person making this request - traditionally the right hand and forearm - or a very major quest. The task set by the Surtur might be as vague as "Thou must purge the Black Forest of all Leeches," or as precise as "By the time when Luna once again shows her full face, you must do battle with and defeat three minions of Jormangundr." In all cases, the quest demands great physical strength and martial abilities. If a character can manage the nearly impossible tasks demanded by the Surtur, they would likely receive at least 4 Glory, 2 Wisdom, and 2 Honor Renown.




The Norns

Charms: Cleanse the Blight, Frozen Breath, Healing, Reform, Shapeshift, Tracking

Image: The Norns normally appear to the Get of Fenris as three women. Sometimes these women are young and beautiful, with fine golden hair and leather battle gear. At other times, they appear as crones, with thick white manes of hair and rough woolen robes.

History: The Norns have always been. Some say that each of the Norns reflects an aspect of reality as it should be: Weaver, Wyrm and Wyld in perfect harmony. Others claim that the three are reflections of the past, present, and future. Whatever the case, the Norns have been present for as long as anyone can remember. A few very bold Garou claim that the Norns are known throughout the world by 100 different names; the Furies, the Fates, and the Luohi among them. It is known that the Norns deal with the Fianna, Silver Fangs, and Silent Striders as well as with the Black Furies. However, the methods of summoning them differ for each of the Tribes. No one is certain why the Norns chose certain tribes to deal with while completely disregarding others. The Get of Fenris hold them in highest regard.

Habitat: The Norns are often found in glens, and usually around a serene body of water. They have never been seen away from these glens, but none can say for certain if they live in these tranquil places.

Spiritual Correspondences: The Norns are spirits of wisdom. Many claim the Norns can teach Godi (Theurges) they find worthy how to see the future and how best to interpret their dreams.

Material Correspondences: The Norns willingly teach gifts to the Godi of the Get of Fenris. When summoning the Norns, the Theurge must use newly spun wool and purified water as sacrifices. They do not require sacrifices from the Garou they teach, save that the seers must never lie to any who ask them questions. Should the Garou be forced to lie, the Norns will demand fur and blood from the offender before answering another summons. While the Norns themselves cannot be bound, they have been known to summon other, lesser spirits who serve them - and permit these minor Norns to be bound into fetishes of wisdom.

Gift Lore: The Norns can teach all Gifts dealing with wisdom and the future. They teach many of the Get of Fenris Theurges the proper method for casting runes.

Taboos: The Norns may not lie, nor can they tell the entire truth. Much like the Totem Chimera, the trio always gives the answers to the questions they are asked in the form of riddles. The only exception to this rule is when the Norns are teaching Gifts. Legends tell of how the Norns once told the full truth in a time of great need and were forced into a deep Slumber. A brave young Garou by the name of Tor Jagged-Fang did battle against an Unseelie troll and washed the Norns in his slain enemy's blood in order to revive them.

Attitude: The Norns are friendly to the Get of Fenris. They do, however, tend to be somewhat condescending. The Get are treated as favored grandchildren, until they manage to offend the Norns, in which case they are ignored completely. The Norns have never answered the calls of any Garou outside the Get of Fenris.

Chiminage: The Norns' requests for payment differ from character to character. From one, they might request a small personl item. From another, they might request a song of the past. In most cases, the sacrifice seems small at first, but truly monumental upon reflection. The small item they ask for might be the only treasure taken from a dangerous quest, or the song might be requested from a Garou who is not trained as a skald and has never managed to sing a song completely. Should the Get so challenged fail to live up to the request, they will be asked to go on a quest that is frustrating and minor. The only way to get a Norn to aid in the making of a wisdom fetish is to answer a very challenging riddle and to swear always to tell the truth so long as the fetish is used.




Fimbul Wolves

Charms: Airt Sense, Forest Sense, Freeze, Ice Shards, Materialize, Reform

Image: Large white wolves with cold blue eyes and frost-covered pelts.

History: The Fimbul Wolves have only recently been created by Fenris. They were never seen before the First World War. Some believe that these spirits were created to help bring about the great winter which will signal the Ragnarok. There are rumors that these spirits aid Fenris on the sly, watching over the abandoned pups who later became the Ymir's Sweat.

Habitat: The Fimbul Wolves dwell in the mountains which surround the Vigrithr. They are known to travel, however, and are only found near their habitats about half of the time.

Spiritual Correspondences: The Fimbul Wolves are spirits of war and revenge. They also hold power over the cold wastes.

Material Correspondences: Summoning these spirits requires the sacrifice of the summoner's blood and flesh. This is normally handled by opening a wound in the hand with a knife - or, if the summons is urgent, by biting a chunk of flesh from the forearm and spitting the meat into a burning fire.

Gift Lore: The Fimbul Wolves can teach Gifts of protection and Gifts used to track an enemy. They also teach many of the Gifts of war. Some claim that the North American Get of Fenris left behind by the Vikings in the long-distant past - the Ymir's Sweat - are taught the Gifts of the Wendigo by the Fimbul Wolves.

Taboos: The Fimbul Wolves may not refuse an honorable challenge, nor may they allow anyone who has slighted them to live. Should they fail to seek revenge, they will die within one lunar month.

Attitude: The Fimbul Wolves are friendly to the Get of Fenris, but are seldom known for their kindness to other tribes. The only Garou they are openly hostile toward are the Fianna and the Uktena, though their reasons for this attitude are not clear.

Chiminage: The Fimbul Wolves will teach Gifts to any Get of Fenris. However, they always demand a Quest of Vengeance from those who would learn from them. The Fimbul Wolves will only willingly allow themselves to be bound by a Get who has never fled from battle. The Get who successfully binds these spirits must always get revenge against enemies who escape them, or forfeit the fetish holding the spirit.




Hrafn

Charms: Airt Sense, Create Wind, Materialize, Reform

Image: Just as the name implies, these spirits take the form of large ravens.

History: Legend says that Great Fenris created his Hrafn to remind the Get of Fenris that there is more to life than simply war. The Hrafn have always spent their time teaching the wisdom of humor and the Gifts of the Rotagar (Ragabash) to the Get.

Habitat: The Hrafn dwell in glens, where they perch in trees and watch all that goes on around them with cunning eyes.

Spiritual Correspondences: The Hrafn hold power over cunning and, to a lesser degree, wisdom.

Material Correspondences: The Hrafn require only a handful of coins in order to be summoned. However, the coins must be properly polished in order for a Hrafn to appear. A Hrafn is best placed into a fetish designed for trickery, though some will actually tolerate being placed in a fetish of war.

Gift Lore: The Hrafn can teach all Gifts of the Rotagar. They also teach Gifts of observation.

Taboos: The Hrafn are not permitted to take offense at any jest, nor can they refuse a challenge of wits. Should they do so, they are cursed with bad luck until they can see the humor in what has occurred. The Rotagar who can teach a Hrafn the error of its ways is likely to gain a great deal of aid from the spirit.

Attitude: The Hrafn are friendly to all Garou, though they are often quite harsh with their pranks when faced with a Modi (Ahroun).

Chiminage: The Hrafn insist that a Rotagar wishing to learn from them solve three riddles. In order to bind a Hrafn into a fetish, the Ragabash must successfully pull off a prank of epic proportions, such as causing a minion of the Wyrm to do Gaia's bidding, or even to kill itself. The character finishing a quest for the Hrafn is likely to gain as much as 5 Wisdom.




Sturms

Charms: Airt Sense, Control Electrical Systems, Create Wind, Healing, Lightning Bolts, Reform

Image: The Sturm appear as storm clouds. Those who look carefully can see the features of rough, angry faces in the roiling darkness of the Sturm.

History: Fenris created the Sturm in order to ensure that his Get never grew too complacent. The great winds of winter and the fearsome storms created by the Sturm are always near, and they are always ready to test the Get who grows too cocky. In these last days, the Sturm have grown calmer, as they are seldom needed to remind the Get of the ever-present dangers.

Habitat: The Sturm live in areas where the Wyld is prevalent. They can always be found in such places. As often as not, when a storm strikes in the Gaia Realm, the Sturm are there as well.

Spiritual Correspondences: The Sturm are spirits of war. They also hold sway over the weather and over lost secrets.

Material Correspondences: The Sturm are vain. In order to summon a Sturm, the character must have rain-water and a drum for matching the sound of a Sturm's rage.

Gift Lore: The Sturm teach all Gifts related to Rage and strength. They favor the Modi as their students.

Taboos: The Sturm must wreak havoc, for they are spirits of the Wyld. Should a Sturm remain calm for too long, it will fall into a deep Slumber. Only an act of violence against the Sturm can awaken one from Slumber. In gratitude for the awakening, a Sturm will normally allow the Garou who chooses this task to live with only minimal injury.

Attitude: The Sturm are always angry. However, with those whom they choose to associate, the anger is normally only reflected by a strong wind. Those they hate normally end up seared by tongues of lightning.

Chiminage: As with many of Fenris' Brood, the Sturm demand blood when summoned. They are not choosy; the blood can be the summoner's or from a foe. Should a Sturm be bound, they demand that the bearer of the fetish they are placed in face the fury of any storm with no protection beyond mere fur and skin. To date, those who have followed this request have never been killed in a storm, no matter what the ferocity.




Bragir

Charms: Airt Sense, Heal, Reform, Break Reality, Forest Sense

Image: The Bragir do not visually manifest in the Gaia-Realm. In the Umbra they appear as a shimmering field of multicolored light which constantly fluctuates. The field of light can be as small as a snowflake or as large as a mountain.

History: Great Fenris soon discovered that a Garou deprived of joy and revelry was a Garou who could not long survive. The rage of the Get has always been both their greatest strength and their greatest weakness. In order to remind the Get of what they worked so hard to preserve, Fenris created the Bragir. These Spirits exist to remind the Get of Fenris that joy is as necessary as anger, and that the simplest pleasures are the best. The Bragir are responsible for the songs of honor and happiness. They are charged with keeping the Get from growing so bitter that they become easy prey for Jormangundr's subtle corruptions.

Habitat: The Bragir make their homes in all parts of the Umbra held by the Wyld. They are seldom found in the same place twice.

Spiritual Correspondences: The Bragir are spirits of happiness and excess. They hold sway over the drunken revelry after a violent combat and the simple pleasures of a job well done.

Material Correspondences: The Bragir are easily summoned. The sacrifice of a hand-carved item is all that is required to catch the attention of the Bragir.

Gift Lore: The Bragir teach the Gifts of the Theurge and all Gifts associated with protection, healing, and defense.

Taboos: The Bragir may not destroy anything that is incapable of causing them harm. Should a Bragir actually attack and destroy a creature of the Wyld, the spirit dies immediately.

Attitude: The Bragir are constantly filled with a passion for life. Their interaction with the Get is always of a pleasant nature. The Get of Fenris approached by a Bragir is left with a sense of peace and fulfillment. The minions of the Wyrm are the only creatures with whom the Bragir are not friendly.

Chiminage: The Bragir demand dance and celebration as their only sacrifices. However, the Bragir will only allows themselves to be bound into fetishes of healing. The Garou who possesses a fetish occupied by a Bragir must never attempt to use the fetish as a weapon. Should the Get of Fenris ever raise the fetish in anger, the abilities of the fetish will not work again.

Cuckoo

Charms: Airt Sense, Cleanse the Blight, Healing, Shapeshift

Image: The Cuckoo Gafflings appear as birds, though there is no guarantee what sort of bird a Cuckoo will choose to look like. Most of the time, the Cuckoo appear as their natural form, black birds with red wings and savage beaks for pecking.

History: Fenris did not create the Cuckoo, nor did he choose to associate with them. The Cuckoo chose Fenris. As their physical counterparts started to die out, the Cuckoo came to Fenris and offered to sing for him and to serve him if he in turn would offer them protection. Amused by their direct attitude and unusual antics, Fenris agreed.

Habitat: The Cuckoo live throughout the Umbra, dwelling wherever there are forests in which to hide. Many dwell near or in Valhalla, serving Fenris as they swore to do.

Spiritual Correspondences: The Cuckoo hold sway over respect and cunning. They are the memory of Fenris and expert in the art of singing.

Material Correspondences: The Cuckoo require feathers from as many different birds as possible as their only demand for summoning. The more feathers one can bring, the better the chances of gaining aid from the Cuckoo. The Cuckoo favor musical instruments as their new homes, when they agree to be bound by the Garou.

Gift Lore: The Cuckoo teach the Gifts of the Skald (Galliard) and can also teach the Garou Skalds the art of Kenningar.

Taboos: The Cuckoo may not willingly enter into the Gaia Realm. To do so is to die. If forced into the Gaia Realm, they are turned to stone. The only way they may then be free is to physically be carried into the Umbra. They would likely be very grateful to any who aid them.

Attitude: The Cuckoo are decidedly friendly to all Garou, save those who chose to dance with Jormangundr. While they are the memory of Fenris, they also tend to be fairly light-hearted, and often tend to insult their associates in ways that are not immediately noticeable.

Chiminage: The Cuckoo demand songs in exchange for Gifts. When bound, the Cuckoo bans the bearer of the fetish from ever attacking any bird, save for those which are Wyrm-tainted.




Aegir

Charms: Flood, Materialize, Open Moon Bridge, Shapeshift, Short Out

Image: The Aegir take any number of forms, but are fond of appearing as Garou created from bodies of water.

History: When the time came for the Fenrir - who later became the Get of Fenris - to move into new lands and across the sea, Fenris created the Aegir to aid them. The Aegir were instrumental in assisting the Vikings and the Get in traveling to other parts of the world.

Habitat: The Aegir always dwell in bodies of water in the Umbra. From the smallest streams to the mightiest oceans, they are there - waiting and watching.

Spiritual Correspondences: The Aegir hold sway over the oceans and rivers. They are the spirits of good luck in travel and safety.

Material Correspondences: The Aegir demand burnt offerings and purified water in their summoning. The sacrifices made to the Aegir must be placed in a wooden bowl and set upon the waters before they are ignited.

Gift Lore: The Aegir teach Gifts of travel. Many of the Get are also taught how to use a moon-bridge by the Aegir.

Taboos: The Aegir may not leave the waters where they dwell. Should the Aegir be forced away from the waters, they will soon drop into a Slumber until immersed in water again and given a burnt offering. The Aegir will go to any lengths to protect their domains, often calling on the Get of Fenris to assist them in times of danger.

Attitude: The Aegir are moody. When first approached, the spirit may be friendly and peaceful, only to grow angry and violent a few moments later. They do not attack Garou unless they are attacked first, but they are often known to provoke attacks if the mood strikes them.

Chiminage: The Aegir demand either burnt offerings, purified water or a promise of service in exchange for Gifts. While the Aegir dislike being placed in fetishes, they will do so for a very large sacrifice. The Get often use the bodies of their slain as a method of bargaining with the Aegir. Aegir will only concede to being bound within a weapon or a fetish with a reflective surface.

Griffin's Brood
xxxxx
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
Rat's Brood
xxxxx
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
Wendigo's Brood
xxxxx
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
Chimera's Brood
xxxxxChimera 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'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.
This is a best guess only. Staff may rule otherwise on their level.


Details

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.
"The way is dangerous," protested Woyahdun.
"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.

Cockroach's Brood
xxxxxThe 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'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.


Details

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.

Owl's Brood
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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
Uktena's Brood
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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
Unicorn's Brood
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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) ** ** ** 30 Axis Mundi p 105
Heart Guides (Unicorn Anamae) ** ** ** *** 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

** = equal to those of the bonded Garou

*** = equal to sum of rage, gnosis and willpower

Spirits by Type

Aetherial
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Weaver
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Wyld
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Name Cost Type Source Details
Wyrm
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Name Cost Type Source Details