Spirits
For totem spirits, see the Totems page.
Totem Broods
Totems of Respect
Falcon's Brood
Falcon's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Grandfather Thunder's Brood
Grandfather Thunder's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Pegasus's Brood
Pegasus' Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Stag's Brood
Stag's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Totems of War
Fenris's Brood
Fenris' Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Griffin's Brood
Griffin's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Rat's Brood
Rat's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Wendigo's Brood
Wendigo's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Totems of Wisdom
Chimera's Brood
Chimera's Brood | ||||||
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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.
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
Cockroach's Brood | ||||||
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Name | Rage | Willpower | Gnosis | Power | Level | Reference |
Kilakac'n | 2 | 5 | 8 | 40 | Jaggling | 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.
Owl's Brood
Owl's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Uktena's Brood
Uktena's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Unicorn's Brood
Unicorn's Brood | |||||
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Name | Rage | Willpower | Gnosis | Power | Reference |
TBC | TBC | TBC | TBC | TBC | TBC |
TBC | TBC | TBC | TBC | TBC | TBC |
Naturae
The spirits a Garou is most likely to encounter are nature spirits. Some are the spirits of dead animals that haven't yet cycled to life, others are generated from the significance (or belief in such significance) of a place or thing. Long ago, the Umbra was filled with active spirits, and every stream, every tree, every stone, every thing had a living spirit connected to it. Now, the Umbra is largely barren and featureless. Only a few nature spirits still exist, and most of them are in Slumber. The Storyteller may assume that all spirits listed here possess the Charms of Airt Sense and Re-form in addition to those listed.
Animal Spirits
Garou maintain close ties with animal spirits. Animal spirits look like an ideal of the species they represent. There are far too many varieties of animal spirits to list here; many others have disappeared as species have become extinct. Besides the fact that these spirits can teach many Gifts to Garou, it is always wise to appease them after hunting their kind for food. Garou believe the animal spirits have a totem Incarna, which the Wendigo and lupus refer to as the Animal Fathers. The Animal Fathers are said to watch their children from lodges in the Near Umbra. Not showing proper respect to animal spirits may draw the ire of the respective Animal Father, who may prevent births of the animal in the physical world. A population decrease in deer, for example, would bring starvation to the wolves.
The following are some sample animal Gafflings:
Animal Spirits | ||||||
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Name | Rage | Willpower | Gnosis | Essence | Charms | Reference |
Deer | 4 | 4 | 6 | 14 | N/A | WtA |
Falcon | 6 | 10 | 5 | 21 | Swift Flight | WtA |
Snake | 6 | 5 | 8 | 19 | Gift: Paralyzing Stare | WtA |
Glade Child
Glade Children are the spirits of trees. In the Umbra, they appear as robed, kindly luminescent figures within the tree. How a Glade Child appears depends on its tree's location in the physical realm. In the wilderness, the spirit appears majestic and powerful; near a busy intersection, the spirit will seem grimy and waiflike. During the spring and summer (for Children of deciduous trees), Glade Children are bright-eyed and watchful of all that goes on around them, while they become sluggish and harder to rouse in late fall and winter. Glade Children are usually Gafflings or Jagglings, although some of the eldest may be Incarnae.
If approached by a friendly Garou, Glade Children may impart some of their considerable knowledge of what has transpired within their sight. However, the more a tree has been tainted by a Blight or the more tightly it has been woven into a Pattern Web, the more twisted and less reliable its information becomes.
Willpower: 7
Rage: 3
Gnosis: 8
Essence: Variable*
Charms: Cleanse the Blight, Realm Sense
*Essence is determined by age: 20 for sapling, 35 for mature oak, 50+ for ancient redwood
Lune
These spirirts, the most common of Luna's Jagglings, appear as shimmering ribbons of light outlined in gold or blue. They communicate to Garou empathically, spiraling or undulating more rapidly as they become excited. Their power waxes and wanes with the moon. During the full moon, they can be powerful but quite unpredictable. Lunes have the power to open any moon bridge at will, and they may create moon bridges for Garou who petition them. In general, they are positively disposed toward Garou, assuming the werewolves don't get too bossy. During the full moon, however, there's no guarantee where the moon-mad spirit will send them.
Willpower: 8
Rage: 4 (8 at full moon)
Gnosis: 7
Essence: 19-23
Charms: Open Moon Bridge
Stormcrows
The best-known of the spirit servants of Grandfather Thunder, Stormcrows act as the eyes and ears of the totem. They are connected to him at all times, and they often serve as pack totem avatars for Thunder.
Willpower: 9
Rage: 7
Gnosis: 6
Essence: 22
Charms: Create Wind, Tracking
The Wendigo
Wendigo in his avatar form appears as a blue humanoid with great claws and fangs, fiery eyes and black hooflike stumps for feet. When summoned on a mission of vengeance, Wendigo can run through the sky at up to 50 miles per hour, tracking its prey. If it succeeds, it will kill the target and eat its heart; if somehow thwarted, it finds the one who summoned it and has his heart instead. It may be summoned with the Wendigo Gift: Call the Cannibal Spirit.
Willpower: 7
Rage: 10
Gnosis: 5
Essence: 32
Charms: Blast (Ice), Create Wind, Freeze, Materialize, Tracking
The Wild Hunt
The Wild Hunt is the personification of fury and an instrument of Stag's vengeance. It is considered by some to be the Fianna's "tactical nuke," for they can call upon it when in dire straits from a Wyrm menace. It is not called lightly, for the Garou can get caught up in the Hunt and consumed by it. The Huntsman and his pack aren't specific entities so much as wild spiritual energy. If it is "killed," the Hunt will disappear into the Umbra, to reappear if called later.
The Huntsman is a powerful Jaggling servant of Stag, who appears as a tall, stag-antlered man following his hounds.
Willpower: 10
Rage: 10
Gnosis: 5
Essence: 40
Charms: Armor, Materialize, Tracking
The Hounds are Gaffling servants of the Huntsman. There are usually nine, although there may be as many as three times that number, with black coats and eyes of cold green fire. They can easily pace a Garou in Lupus form and are tireless.
Willpower: 6
Rage: 7
Gnosis: 2
Essence: 18
Charms: Materialize, Tracking
Ancestor Spirits
Garou are faithful to tribe and Gaia unto death... and beyond. The spirits of the long-dead wait in the Umbra, watching the exploits of their descendants and ready to aid the living with knowledge, wisdom, or perhaps by lending their expertise in combat. Most ancestor-spirits reside in their tribe's Umbral homeland. Some may also be found near their sept's caern, or even bound to powerful fetishes. Garou who find a spirit may bargain for aid or Gifts as with other spirits (although often an ancestor may be more favorably disposed to her descendants). A Garou with the Ancestors Background can actually call upon his ancestors to possess his body temporarily, endowing him with the ancestor's skill and knowledge.
Are the acestor-spirits really the spirits of dead Garou? Some think so, although many believe that they are the memories and personalities of the departed werewolves wrapped around ephemera spirits. They believe that the true spirits have returned to Gaia to be reborn. Departed Garou aren't the only ancestor-spirits that werewolves can encounter; human spirits appear rarely, particularly if they were Kinfolk. They are almost never as powerful as werewolf spirits, however, since Garou have much stronger spirits to begin with. Ancestor spirits vary greatly in ability, depending both on their power before death and their strength of will. The following is a sample Garou spirit:
Willpower: 6
Rage: 8
Gnosis: 7
Essence: 21
Charms: Charms relate to their tribal, auspice or breed Gifts. For example, an Ahroun may possess the Armor Charm, a lupus might have the Tracking Charm, and a Glass Walker may have powers similar to an electricity elemental or a Net Spider.
Elementals
As the name suggests, these spirits are the manifestation of the raw elements that make up all things. For centuries, elementals could be categorized classically: earth, fire, air, and water. In recent times, others have been discovered such as electricity and metal. Glass Walkers truck regularly with glass and plastic elementals. (Elementals in the periodic-table sense of the word are rare if they occur at all - no sodium elementals or the like have been found.) Elementals differ greatly in power, with some being no more than minor Gafflings and others wielding Incarna-like powers. The following are examples of minor elementals.
Earth Elemental
These spirits often appear as collections of rocks connected in a vaguely humanoid form, or simply as a moving bulge in the ground.
Willpower: 10
Rage: 4
Gnosis: 5
Essence: 20
Charms: Armor, Materialize, Umbraquake
Air Elemental
When materialized, these spirits are seldom visible except through contaminants such as dust or smoke.
Willpower: 3
Rage: 8
Gnosis: 7
Essence: 18
Charms: Create Wind, Updraft
Fire Elemental
These mercurial spirits typically manifest as a swirling column of flame.
Willpower: 5
Rage: 10
Gnosis: 5
Essence: 20
Charms: Blast (Flame), Create Fires
Water Elemental
These elementals often appear as little more than a "thickening" in a body of water, but they take on humanlike form occasionally.
Willpower: 6
Rage: 4
Gnosis: 10
Essence: 20
Charms: Cleanse the Blight, Flood, Healing
Glass Elemental
These spirits usually appear as numerous glass shards collected into a humanoid form.
Willpower: 4
Rage: 7
Gnosis: 7
Essence: 18
Charms: Blast (Glass shards), Materialize, Shatter Glass
Electricity Elemental
These spirits usually manifest as electric arcs, St. Elmo's Fire, or ball lightning.
Willpower: 6
Rage: 7
Gnosis: 5
Essence: 18
Charms: Blast (Lightning), Control Electrical Systems, Short Out
Enigmatic Spirits
Most of the spirits that Garou deal with are tied to something concrete and understandable, such as a type of animal or plant. Some have no such connection, though. Lacking a frame of reference, they are often difficult to comprehend. Regardless, some wise Garou have had encounters with these spiritual enigmas and come away the better for the meeting.
Chimerlings
Chimerlings are Jagglings of the totem Chimera. They are Enigma given form, changing shape as they choose. They appear to Garou at the end of dreamquests, or they haunt dreams to grant Gifts or impart messages that the recipient seldom understands.
Willpower: 3
Rage: 5
Gnosis: 10
Essence: 18
Charms: Shapeshift
Englings
Englings, Jagglings of Gaia, are spirits of Gnosis that Garou hunt during moots. Once caught, the Engling is thanked for giving itself to strengthen the Garou. If the ceremony is performed properly, the participants regain all their Gnosis, and the Engling re-forms elsewhere in the Umbra.
Willpower: 5
Rage: 1
Gnosis: 10
Essence: 16
Charms: No special Charms
Curiosi
These Gafflings appear as a small nested series of filagreed spheres hovering just above the ground. Theurges and many Stargazers spend hours studying these spirits to puzzle out the true pattern they hold within their spinning colored spheres. It usually requires a Gnosis point to pull in a Curiosus, but solving the puzzle successfully (Perception + Enigmas, difficulty 9) earns the Garou a Gnosis point and a temporary Willpower point per success. Those who meditate on such spirits come to realize that the Curiosus is fascinated by non-spirit beings, and that it will watch them as long as they watch it.
Willpower: 5
Rage: 3
Gnosis: 9
Essence: 17
Charms: Illuminate (lights a 50-foot area or changes the color of light)
Epiphlings
These spirits embody an idea or concept, such as peace, envy, death, or speed. Although they find Epiphlings more understandable than Chimerlings, Garou aren't sure exactly how these spirits fit into the spiritual hierarchy. Having studied these spirits more closely than any other tribe, Stargazers suggest that Epiphlings are the essence of pure thought and Platonic ideals made manifest. Whether they are spawned from the thoughts and emotions generated in the physical realm or they come from some place in the Umbra is open to debate. Besides learning Gifts, Garou often bind them into fetishes. The Storyteller may create appropriate traits for Epiphlings, which are usually encountered as Gafflings.