SpiritDraft

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Totem Spirits and their Broods

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.


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 as a Totem
Background Cost: 5
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.
Source: WW3801/294

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 as a Totem
Background Cost: 7
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.
Source: WW3801/294

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
Details

Stormcrows

Charms: Airt Sense, Create Wind, Tracking

Image: Stormcrows are foul, dark, raucous avians who seek out carnage and destruction. Many of their masters exploit the weak, and so Stormcrows cower as they carry out the bidding of their lords and masters. Circling Stormcrows almost always herald misfortune.

History: During the Impergium, Crow was a powerful totem in his own right. He was submissive to the way of all things, upholding civility and keeping the ways of Gaia. As Crow was a humble totem who bowed before strength, his brood was intrigued by the might of Grandfather Thunder. His spirits were drawn to caerns where Shadow Lord tyrants gained power. There they fulfilled their darker urges, blissfully enjoying submission to power and witnessing the strength of dominators. In this way, the Crow Incarna became submissive to the designs of Grandfather Thunder.
xxxxxWhen the Impergium ended and the rise of humanity brought an end to Gaia's perfect world, Crow felt a sting of betrayal. He then became fully complicit with Thunder's wishes, acting as his eyes and ears to help wreak vengeance against those who brought the Impergium to an end. His Gafflings sought out dark secrets that the servants of Thunder could best put to use, and they help his children follow their path to ascendance and power. As such, Stormcrow Gafflings have become servants of Thunder as well.

Habitat: Stormcrows seek out spiritual carrion. They hunger for chances to benefit from the peril and misery of others, and wherever the weak are ready for exploitation, Stormcrows will circle and watch carefully. They can easily be distracted by any opportunity that shines or glitters, but they require creatures more powerful than themselves to seize what they desire.

Spiritual Correspondences: Stormcrows are typically humble, yetenvious of those who are near power. They commune with many dark gods and spirits. As they bow to the will of their masters, they learn of humility and obedience. As allies of the Lords of the Summit, the most powerful of the Shadow Lords, they are reverent towards those who espouse necessary cruelty and exhibit the purity of true tyrants. They boldly traffic with spirits of deception and pain.
xxxxxAs servants of Thunder and the Shadow Lords, they also know the value of loyalty, for while they are preceptive and know dark secrets, they require the assistance of creatures more powerful than themselves when seizing more violent oportunities.

Material Correspondences: Gentle devices of restraint and voluntary submission are admired by Stormcrows. They like to submit to strength, just as they enjoy watching others submit. Leather bindings and instruments of gentle flogging are good examples. Feathers, black candles, and soft chanting also please them.

Gift Lore: Stormcrows know an impressive array of secrets, including Aura of Confidence, Fatal Flaw, Clap of Thunder, Sight from Beyond, Icy Chill of Despair, Strength of the Dominator, and Obedience. They are also known for their perceptiveness as they serve as they eyes and ears of Grandfather Thunder.

Taboos: The loyalty of a Stormcrow borders on fanaticism. If it is slighted, or a Stormcrow is betrayed, it will never forget the offense. It will then find someone more powerful than itself to invoke retribution or go about its own revenge with remarkable subtlety.

Attitude: Their attitude can be difficult to determine, as they love to employ emotional subterfuge. A Stormcrow's submission and etiquette can insult or revere, and the most eloquent employ delicate shades of nuance in their replies. In short, if you're not a Shadow Lord, don't believe them.

Chiminage: A Stormcrow must be convinced that the cause he serves is worthwhile. The reputation of any given Garou will be spread throughout murders of Stormcrows, as Grandfather Thunder is aware of their success, failure and infamy of his children. Learning a Gift from a Stormcrow requires the patronage of Grandfather himself. When the time is right, the opportunity will be there.




Rogue Raven Gafflings

Charms: Acquisition*, Airt Sense, Tracking

Image: Sleek and powerful, these elegant scavengers are known for their voracious appetites and astounding ingenuity. Their eyes are bright, and they often hold a mocking or arrogant posture. Garou who travel with them eventually adopt similar poses.

History: Ravens have been, are, and always will be tricksters. Their Incarna is equally devious, for although he watches over his more respectable children, some of them have strayed. Get of Fenris maintain a respectable relationship with the Raven Incarna, but Rogue Raven Gafflings prefer to serve Thunder. It is also not uncommon for a Raven Gaffling to slowly drift from one affiliation to another, or even to acknowledge both spiritual fathers at once. The ones who have "gone rogue" are often exemplars of ingenuity and independence.
xxxxxThe Incarna itself has also changed over the years. At the end of the Impergium, the 16 major totems were greatly respected by the Garou Nation. Raven, however, was never as revered by the Get as his much more esteemed cousin, Fenris. Desirous of power, the Raven Incarna sent his Gafflings to seek out the outcasts and rogues of the Garou. Since Raven is often cognizant of the machinations of the devious, he found what he sought.
xxxxxWhen the Impergium ended, and the Shadow Lords organized themselves, raven sent his children to watch over the tricksters of the tribe as they established their homelands in southern Europe. Yet as the Get of Fenris cared for their homelands in the distant north, they communed with a different Raven, one less sinister. Thus, Rogue Raven Gafflings are familiar with two spiritual homelands: the harsh lands of the Get in the north and the dark lands of the Lords in the south. Just as these spirits wander freely, the reputation of the Raven Incarna varies from culture to culture. Ravens are admired for their perceptiveness in guarding against tricksters and defamed for their tendency to use their talents for their own gain.
xxxxxRagabash and Shadow Lords who commune with Rogue Raven Gafflings don't gain much prestige, but they're still respected for the talents they learn. As the numbers of outcasts and metis have increased in the Garou Nation, so has the population of Raven Gafflings.

Habitat: Rogue Raven Gafflings hide their nests, as well as their treasures. It is easier for a Raven spirit to find a suitable accomplice (or shill) than it is for a devious Garou to hunt one down. Some gather around places where trickery is rife - such as carnivals, casinos or hideouts - and try to keep up on the latest innovations.

Spiritual Correspondences: Rogue Raven Gafflings have always valued their independence very highly. they offer Garou a path to follow that does not rely on killing or conquest. Some Shadow Lords, for instance, set aside the call of political ambition to focus on a path of self-reliance and "living on the edge." Rogue Raven Gafflings and their Garou associates test themselves against adversity.

Material Correspondences: All varieties of Raven spirits are known for their insatiable hunger, and offering one treasures or victuals gains his attention. The Typical Rogue Raven is vain about his brilliance, so offering him a chance to help gain a very elusive prize will also engage his curiosity. He does not like treasures that are easily won. What you can promise to help him get is far more attractive than anything you actually have.

Gift Lore: Gifts involving theft and lies or the detection of thieves and liars are known to these spirits. Thieving Talons of the Magpie, Taking the Forgotten, and Glib Tongue are good examples. Shadow Lords have been known to learn the Truth of Gaia gift from Raven spirits, while outcasts seek the Raven's Wings gift.

Taboos: Simply put, never give a sucker an honest break. Just as Thunder enforces natural selection by furthering the dominance of the strong over the submission of the weak, Raven Gafflings promote a sort of economic evolution. The ingenious win, and the gullible lose.

Attitude: Friendly, but haughty and boisterous. Raven Gafflings are damn good at what they do, and they know it.

Chiminage: Never try to cheat a cheater. A Garou who wishes to learn secrets from a Raven spirit has to act as an accomplice to its scam. If it succeeds, the Garou will learn an appropriate gift in the process; if it fails, the Raven will scam the Garou to add insult tin injury. If necessary, the petitioner will take the blame if the attempt fails. Any further requests will be met with an answer equivalent to "What's in it for me?" A suggestion of a valuable prize that the Raven would be interested in, or a method of obtaining an item the Raven is already interested in, will excite the spirit's curiosity.




Night Spirits

Charms: Airt Sense, Shapeshift, Forest Sense

Image: Night spirits drift in darkness, and as such, are usually elusive. They most commonly appear as shades and shadows, yet when they wish to reveal their presence, they communicate with unnerving and unnatural sounds. For those who know how to hear them, a rustle of leaves or the sound of the wind in the trees can speak volumes. Powerful spirits of the night can twist their appearance to mimic creatures who are not there... or should not be.

History: In legendary times, horrors walked the night openly. The spirits of the night were the most arrogant of all, and they felt an alliance to the pall of fear that surrounded them. Dark forests in the dead of night became breeding grounds for these entities. The raising of the Gauntlet drive away their terror, and so, like other spirits, their ways became more subdued. Night spirits were once also able to communicate freely with the spirits of the dead, but the Shroud that was established by Man's growing fear of death broke off this communion as well.

Habitat: These spirits rejoice in darkness. They prefer to hide from other living things, venturing forth only to greet those in a proper frame of mind, one brought about by contemplation and solitude. They feel an attraction to the same sorts of areas where the Shroud is typically low, that is, areas where the Restless Dead may attempt to contact the world of the living. Deep forests, empty houses, and burial caerns are all suitable places.

Spiritual Correspondences: Night spirits represent secrecy. Lesser creatures who commune with them may be enticed to confide their darkest secrets. They love to watch those who are alone, waiting for them to commit shameful acts or utter shameful words. With assistance, their deception can take physical form, as they can assume the shape of others with great effort. While Thunder has created many of these spirits within his brood, some have been known to serve Uktena as well.

Material Correspondences: Objects that conceal or that create darkness delight them. Thick cloth, cloaks and shrouds are all suitable.

Gift Lore: Gifts of shadow, secrecy, and fear.

Taboos: Light and flame are anathema to such entities, but honest truth is even more painful. Killing a lie with the truth will drive away a Night spirit, as will exposing the truth behind deception. Honor and justice force them into Slumber.

Attitude: Neutral, with ill intent

Chiminage: Dark secrets are valued treasures to these creatures. It is generally regarded as wise to disclose the secrets of others you may have recovered rather than relinquishing your own.




Spirits of Pain

Charms: Airt Sense, Possession, Corruption, Agony

Image: These small, impish creatures are abominations who rejoice in their obscene and unnatural physiognomy. Their twisted caricatures of muscle and bone defy the elementary laws of biology. Distorted faces reveal their endless torment. They often communicate in chitters, shufflings and whispers. The only diversion that can distract them from their endless suffering is the suffering they inflict on others or the suffering that others inflict for amusement.

History: Nature is not without its cruelty. Pain teaches the crudest form of strength, and eliciting fear and pain demands the crudest form of respect. Servants of Thunder have been known to dominate and command these Epiphlings through their force of will. Thunder reviles the weak, and the weak are prey for spirits of Pain.
xxxxxWhen the world was in balance, pain was honest. Man recognized his own mortality, and the force of death was strong. As men neglected the world of spirit and unintentionally brought about the Gauntlet, Pain Gafflings became more twisted in their ways. Innovations in medical technology have reduced their presence in the largest cities. Crude physical suffering was once the most direct way of satiating their hunger, but as their methods have evolved, emotional and spiritual emptiness now sustain them even better.

Habitat: Spirits of Pain seek out places of torture and torment, or wherever the weak, sick or troubled find anguish. In the wilderness, they hunt the wounded and feed by intensifying their suffering, working as harvesters of misery. In the world of men, hospitals, insane asylums, internment camps, and broken homes are all frequent haunts. These spirits cannot materialize in the physical world, but they can, with great effort, cross the boundary into the Shadowlands, the realm of the Restless Dead. Many "vacation' in the Atrocity Realm and Erebus.

Spiritual Correspondences: Pain spirits are Gafflings of Respect. Once they punished those who disregarded their own mortality, but in the shadow of the Apocalypse, humans freely seek them to bring about their own self-destruction. The ways of pain are subtle and varied.
xxxxxSuch entities typically have a natural affinity to the Wyrm, but Grandfather can conquer fear and pain through strength. His children can set pain to their purpose, and they can overcome the distraction of pain through will. Pain is an integral part of a Shadow Lord's psyche. By understanding her own pain and overcoming it, she may develop a preternatural awareness of the intricacies of suffering, and the most corrupt of Theurges become fluent in its language.

Material Correspondences: These creatures worship implements of torture and mutilation, and will relish the thought of being bound to such devices. However, it is not uncommon for them to inhabit modern talens, such as highly addictive drugs. These spirits can also mask pain, but only so that humans can destroy themselves enough to feel greater pain later. Blood, flesh and bone are all adored, but more subtle entities prefer tears, mementos of tragic accidents and objects imbued with the resonance of despair.

Gift Lore: Shadow Lords (and learned Garou) can learn the Open Wound gift from these spirits, while Ragabashes can learn the Whelp Body gift. Shadow Lord cultists can learn more exotic arts involving the preservation, reduction, or magnification of pain. Servants of the Wyrm have been known to "tame" these creatures and keep them as pets.

Taboos: Denying one's own pain will not drive away these spirits, but will instead enrage them. The petitioner must find the truth that is hidden behind pain. He must either understand his suffering or empathize with those who suffer to placate the spirit. If he deadens the pain or hardens his heart to the suffering, he will never come to understand the dark wisdom these spirits possess. Regardless of whether the wound is physical, psychic or spiritual, the spirit will not go into Slumber until the wound is healed.
xxxxxSome Theurges are able to defeat these spirits through wisdom.If a Garou can commune with a pain spirit, he may gain insights into the source of another creature's suffering. If he can trick the spirit into revealing the origin of the pain, the tormentor can be forced into Slumber.

Attitude: Hostile and mistrusting. Spirits of Pain live in a continual state of desperation. the spiritual energy they require to alleviate their own suffering is wept from the souls of the diseased and anguished. While physical pain is the freshest and most delicious form of imminence, emotional and spiritual suffering is a more exotic delicacy.

Chiminage: A Gaffling of this sort delights in watching anguish. Some will accept stories of emotional or spiritual torment, but they'd best be damned convincing ones. When speaking with Spirits of Pain, it is best to negotiate from a position of strength, as any weakness will be sought out and exploited.
xxxxx Shadow Lord cultists who serve the Mask (see The Werewolf Player's Guide) have a strong affinity to these spirits. They summon these servitors by mutilating their own bodies. The incisions must be made slowly if the scars are to remain afterward, but Gaia has gifted them with regenerative powers that will partially heal their wounds. Thus, these cultists come to understand which techniques are the most painful, and as allies of the Spirits of Pain, they know best how to harness it to their use. Revealing membership in this cult will bring shame upon a Shadow Lord among his own kind, yet the art of creating wounds by focusing one's Rage is known to many of the most powerful Lords.