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.



Pegasus's Brood

xxxxxThe Song of the First Sisters relates the origins of both the Black Furies and Pegasus herself. As sung by Fury Galliards, the Song both parallels and contradicts the "Man's Wisdom" known as classical mythology.
xxxxxOnce, they say, Man and Woman stood as equals, each with labors suited to their respective natures. Man, innagely dumber than Woman (according to the Furies), rejoiced more in the blood he spilled with violence than in the blood his sisters shed with childbirth. Eventually, he raised his hand against Woman; many suffered, and Gaia wept with rage. Some say Her tears fell upon five dying women. These five, one for each of Luna's cycles, changed into huge black wolves, and from there to Garou - the first Black Furies.
xxxxxDifferent legends state that the First Daughters predated the Impergium. Some say they began as wolves, others, as women, and most, that they came from each. In either case, the Daughters went among human women, teaching them sacred mysteries until Man tried to bring his sisters to heel. Whatever the Daughters' origin, they would not stand for this.
xxxxxIn the later days of the Impergium, the First Daughters - later known as the Gorgons or Medusae - laid waste to Man, Woman and newborn alike. In time, two of them counseled forbearance. Three others disagreed and the Furies continued to slay whoever they fancied. Sometimes they lured women away from villages to live naked in the forests. Those who would not join them were killed as well.
xxxxxThe Furies claim that Pegasus sprang from blood spilled by the Gorgons. Finally horrified by her daughters' deeds, it is said, Gaia herself sent Pegasus to reason with the Gorgons, and to teach Man the ways of harmony. To do so, the Incarna wove together the chimaera, a patchwork creature combining Man's arrogant strength, nobility and lust. She then searched for a man to slay this rampaging monster. His name was Bellerophon, and he seemed noble enough to become her companion. They drive the chimaera from the mortal world, and the totem helped him heal the breach between Woman and Man.
xxxxxBut in time Bellerophon became arrogant; his power corrupted him and he became just another tyrannos, a petty ruler on Man's throne. Pegasus finally killed him in disgust and devoted herself to the Furies, turning her white coat black to match their own. Her example had not been lost on them, however, and she stands to this day as a beacon of cooperation, tolerance, and forbearance.
xxxxxPegasus bore many children from her union with Bellerophon, only a few of which are detailed below. Her birth-songs created the Muses (see Black Furies Tribebook), her blood curdled into Haima, her tears sprang up as incarnations of the Maiden, the Mother, and the Crone, and her anguish gave rise to the Dark Man, the servant of Pegasus' friend Themis (see Black Furies and Caerns: Places of Power). When the First Daughters passed on, their spirits followed Pegasus as Past Lives forever reincarnated as Furies; the chimaera, meanwhile, still waits in the Realm of Grand tales for another man whose spirit matched the monster's own. To this day, Pegasus and her brood watch over the Furies. Other tribes may pay these spirits homage, but the Furies enjoy the Incarna's true love.

Pegasus as a Totem
Background Cost: 4
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.

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: Maiden 8 4 4 30 Axis Mundi p 81
Triptych: Mother 6 6 6 30 Axis Mundi p 81
Triptych: Crone 4 8 8 30 Axis Mundi p 81
Details

Chimaera, the Masks of Men

Charms: Airt Sense, Armor, Blast Flame, Corruption (for men only), Materialize (Power cost 30; Str 6, Dex 3, Sta 7, Awareness 3, Brawl 4, Dodge 2, Intimidation 5, Stealth 2, Claws: Str+2, Bite: Str+1, 9 Health Levels) Tracking

Image: Unlike the totem Chimera, this enigma represents the divided nature of Man: His body and one head resembles the noble and powerful lion, while another recalls the stubborn, carnal goat, and the third personifies the dragon, spewing fire and lies. The tail reflects the Gaffling's dominant nature - a noble man's chimerical reflection bears a lion's tail, a liar waves a dragons barbed weapon and a brute flicks his goat tail at the flies in his wake. The lion's mane likewise resembles its "maker's" soul: the more corrupt the man, the dirtier the mane. Some incarnations sprout dragon wings, while others walk on lion paws or cloven hooves.

History: To prove a point, Pegasus spin a reflection of Bellerophon's soul, then set it loose to terrorize a nearby kingdom. When he rode into battle, the man listened to Pegasus' advice and slew the beast, bringing his conflicting natures into balance. The act only dispelled the creature from mortal sight, however; her truth was too pure to be killed so easily. From time to time, this monster still attaches himself to a man whose personality stands sharply divided between nobility, willfulness, and vice.
xxxxxFrom time to time, a Fury with a close male friend or lover notices a modern incarnation of this legendary enigma. Only by leading her companion into metaphorical battle with the spirit can she help dispel the monster.
xxxxxThe three heads of the chimaera reflect the man's dominant traits. If he has a good heart, the lion dominates the other aspects; when deceit takes over, the dragon does the same; if the "master prefers brute force or laziness over other options, the goat will make sure that the beast follows that example.
xxxxxThis chimaera is quite real; it roams the Penumbra when summoned and occasionally steps across the Gauntlet to ravage the mortal world. He may travel in service to the Gorgons, or serve as the mount for one of the Triptych. Although strong willed, the chimaera is stupid. At his most subtle, he may whisper suggestions to his "master" through the dragon head. When the lion commands the beast, he may be protective rather than destructive. More often than not, however, he simply rages, devastating all in his path.
xxxxxSometimes the Chimaera appears on his own, following a "master" like an Umbral puppydog with an attitude problem. Occasionally, a Black Fury Theurge will summon the Gaffling to teach someone a lesson. Sometimes Pegasus herself sends her creation to wreak havoc for some reason. the latter option would answer a lot of odd historical questions. Once it has arrived, no one can predict how long the chimaera will stay. Despite rumors to the contrary, only one of Pegasus' chimaera Gafflings exists.

Habitat: Most manifestations of this chimaera follow a man of divided temperament. The "summoner" must have a really potent personality, a magical potential and an influence way beyond his physical power. Indeed, he may be a mage, a Garou, a vampire or simply a strong willed mortal. No one can predict the chimaera's whims or Pegasus' wisdom.
xxxxxWhen "free", the Chimaera waits in the Summer Country, the Atrocity Realm, or the Black Fury Legendary realm for some other "master". If summoned, he stays within a mile or so of his "host", remaining in the Umbra until some occurrence brings him across.

Spiritual Correspondences: War, with shadings of wisdom.

Material Correspondences: The Chimaera can only be summoned to follow one man. To do so, the Garou must pray to Pegasus while burning blood, hair, excrement from the subject, a lion, a goat and a dragon. As the last is difficult to find, this summoning is rarely performed.

Gift Lore: The Chimaera can teach Garou males gifts that involve fire or corruption (dragon), healing or valor (lion) or brute strength (goat). There is, of course, a price: sponsorship. By learning from the Chinaera, a man links his soul with the spirit's own. Until they meet in combat, the monster belongs to the man.

Taboos: The Chimaera cannot corrupt women of any kind, though his suggestions may inspire a man to mislead them. He cannot travel on his own, but must be summoned either through a ritual, one man's nature, or Pegasus herself.
xxxxxAlthough he can manifest on Earth, such incarnations demand a lot of power. Usually, only some deadly threat or violent outburst can convince the Chimaera to cross over. Once he does so, he remains until his power runs out. Considering his Materialized statistics, that doesn't take long. He then returns to one of his home realms until something else summons him again.

Attitude: Usually hostile, although noble incarnations only fight when threatened or protective.

Chiminage: Only the Chimaera's "master" can defeat him, and only after he realizes what the beast truly is - a reflection of himself. This really should be left to roleplaying, although an Intelligence+Occult roll, difficulty 10, might help (this is obscure lore). When and if the "master" recognizes his "pet", he must enter the Penumbra to battle it.
xxxxxMere force only makes the monster stronger, to truly defeat it, the character must change his ways (through roleplaying) and win a resisted Willpower vs Gnosis contest (difficulty 9) with the Chimaera to will it out of existence. At least 10 successes are required. If the "master" wins this contest, the Gaffling disappears.




Haima, the Red Mothers

Charms: Airt Sense, Appear, Cleanse the Blight, Dream Journey*, Ease Pain*, Healing, Inner Pain*

Image: A pool of blood; some occasionally manifest as a ghostly woman cloaked in red mists, or as visions of the moon.

History: Woman's blood is not a curse, say the Furies. Rather, it's a blessing, a sign of Gaia's favor which raises Woman above Man. These minor spirits embody the gift of creation, the ability to give life. That gift comes with a price - shedding blood and bearing pain - but no man can grow new life inside him the way a woman can. And that, some say, is the cause of his frustration. What he can not create, he destroys.
xxxxxThese minor spirits embody the fertility and creativity that is Woman's birthright. In the old days, women were put aside from their communities during menstruation; when that happened, the Haima would come to them. Although their visitations were painful, they brought gifts to compensate: stories, prophecies, secrets to carry home upon return. Occasionally, the Red mothers would grant visions, often featuring the moon, which foretold the children a woman would bear or the mate she would choose.
xxxxxThe Patriarch's rise shut the Haima away. Women taught by them were considered witches, and punished. These spirits became unwelcome in many lands, and left the women there in misery. the few times they appeared, the Haima indicated shame: murder, lies and unfaithfulness. The appeared on hands, on clothing, puddling on floors or oozing from walls; humans saw them and were alarmed. Thus, it is said, blood became associated with shame in the western lands.
xxxxxIn purer cultures, the women still learned from Haima. As the Wyrm taint spread, however, the Red Mothers fled to Pegasus' home or hovered in the Penumbra, watching women suffer. Occasionally they added to that suffering. Forsaken, many Haima became malevolent and some remain so. Those who stayed pure still come when summoned, but few modern women, even Garou, remember them.
xxxxxHaima Gafflings are not intelligent in the usual sense, but they understand intentions and emotions and may impart visions of things they see elsewhere. When summoned to ease pain, they will do so, even if the subject is a man. The angry ones feel betrayed and share the pain accordingly. If one witnesses a misdeed - especially a hidden murder, matricide or desecration of Gaia - it will do whatever it can to put the situation right, either by Cleansing the Blight or by revealing the crime through phantom bloodstains.

Habitat: Glens

Spiritual Correspondences: Life, purity and the moon.

Material Correspondences: Evoking a Haima Gaffling involves an offering of one's own blood, preferably menstrual blood. This blood must be shed through a cut or during the natural sycle; it may not be drawn through a needle or preserved in a jar for later use. Many Furies create prints with their blood, paint designs on themselves with it, or hold it upward to the moon.

Gift Lore: Haima teach gifts of healing, pain, and honesty. Many Haima also teach low level rites and grant prophetic visions.

Taboos: No Haima spirit will appear before a man (even one who follows Pegasus) except to condemn him, unless a female follower has asked it to do so. Nor can such spirits harm any living thing. Their Rage damages spirits only. Half-spirits, like Garou, are immune to their attacks, though not to their blessings.

Attitude: Usually friendly, sometimes hostile.

Chiminage: The most important thing to do when dealing with a Haima is to treat it with respect; most are accustomed to rejection and resent it. Although minor spirits, they like to be welcomed. Songs, tales, or even jokes are appriciated. The ultimate compliment to a Red Mother is to consecrate a newborn child (especially a Garou) with the spirit's essence while offering a prayer to both Gaffling and Great Mother.
xxxxxIf asked respectfully, a Haima may consent to being bound in an ointment, a pad or food, either to ease menstral pains, prevent conception or increase fertility. The effects are up to the Storyteller, but should be potent and long lasting.




Pegasus Gafflings

Charms: Airt Sense, Armor, Cleanse the Blight, Create Wind, Healing, Materialize (Power cost 32; Str 7, Dex 4, Sta 7, Alertness 3, Brawl 5, Dodge 2, Intimidation 5, Stealth 3, Hooves or Bite: Str+1, 10 Health Levels), Open Moon Bridge, Tracking

Image: A gorgeous winged horse, resplendent in her grace and majesty. Depending on her temperament, she may be white, deep red, or black.

History: On odd occasions, Pegasus sends aspects of herself on errands in the material world. these manifestations range from being horse sized to being huge apparitions looming across the skies. Although even the largest of her aspects remains hidden by the Veil, sensitive humans may notice that the huge cloud formation above them looks oddly familiar...
xxxxxTales speak of Pegasus herself coming to the aid of Furies losing a valiant battle, rescuing trapped followers, or even protecting an innocent target from her own chosen. According to the Theurges, Pegasus' intentions may be gauged by her color. White means mercy or forbearance. When she comes in red, the totem morns some loss or warns of disaster. When she comes in black, (uncommon but not unheard of), Pegasus calls for total war. Two septs in Bosnia follow Black Pegasus, and their work stands as gruesome testimony to their devotion.
xxxxxPegasus Gafflings are short lived; they often fulfill a single mission and then return to her bosom. When angry, such spirits take form and fight; some Furies claim to have been swept from certain death by winged horses who flew faster than any mortal creature could. Most times, however, Pegasus Gafflings remain insubstantial to mortal hands, and never speak; Pegasus feels her followers should understand what she wants by now. In extreme circumstances, a melodic voice can be heard singing from the clouds when the Gaffling appears; those who listen can discern the totem's wishes from the tone of the song (the words are always in classical Greek). Despite their silence, such minor manifestations carry all of their mother's wisdom. They speak more eloquently with a single look than many humans do with words.

Habitat: The Black Fury Umbral Homeland.

Spiritual Correspondences: Wisdom, warning, sorrow, and occasionally war.

Material Correspondences: Those who seek to summon a Pegasus Gaffling must pray to the totem herself for aid. Such prayers usually take the form of Greek chants, though English is acceptable in a pinch.

Gift Lore: Depending on her aspect, this Gaffling may teach gifts of healing, communication and negotiation (white), perception, strength and healing (red), or combat, deception and destruction (black).

Taboos: No matter how desperate the situation, no Pegasus Gaffling will ever appear before a Get of Fenris except to attack him. Profound Weaver spirits (like Glass Elementals or Pattern Spiders) can drive her away with little trouble, for she becomes helpless before them (her Armor Charm will not protect her from their Charms or attacks).

Attitude: Depends upon the Gaffling's aspect.

Chiminage: Those who summon Pegasus' aid must show reverence but not fear. Disrespect may earn Bellerophon's reward! Furies who wish to keep the totem's favor must defend the wilderness and females of all species. Garou who litter, or otherwise behave carelessly in the wild, will never attract a Gaffling's aid. On rare occasions, a Gaffling will let a Garou bind her into a fetish. the cost for such service is a chant of thanks, a kiss and a promise to use that fetish to whatever purpose the spirits color foretells. Failure renders the fetish worthless.




The Triptych: Maiden, Mother, and Crone

Charms: Airt Sense, Cleanse the Blight, Create Wind, Create Fires, Flood, Forest Sense, Healing, Lightning Bolt, Open Moon Bridge, Materialize (see below; 12/10/7), Reform, Shapeshift, Tracking, Umbraquake. These spirits may combine their Power to use a single Charm, as they represent three aspects of the same being.
xxxxx*Materialized Statistics:
xxxxxMaiden: Str 4, Dex 4, Sta 4, Alertness 3, Athletics 3, Brawl 3, Dodge 3, Empathy 2, Primal Urge 3, Animal Ken 5, Melee 3, Stealth 3, Survival 3, Medicine 2, Rituals 3, 7 Health Levels
xxxxxMother: Str 3, Dex 3, Sta 3, Alertness 3, Brawl 2, Dodge 2, Empathy 3, Expression 2, Intimidation 2, Animal Ken 5, Leadership 3, Survival 2, Enigmas 2, Medicine 3, Occult 2, Rituals 4, 7 Health Levels
xxxxxCrone: Str 2, Dex 2, Sta 2, Alertness 2, Empathy 4, Intimidation 4, Animal Ken 5, Leadership 3, Survival 2, Enigmas 4, Medicine4, Occult 5, Rituals 5, 7 Health Levels

Image: Three women - a teen, an adult, and an elder - of the same ethnic type. The forms they choose depend upon the expectations of the party they appear to; those who view them as the Fates would see a trio of Greek women, while those who trust in the Three Raima would behold three African queens. Sometimes they come nude, in archaic garb, or robes; other witnesses see them in modern clothing. Occasionally they appear as wolves, ravens or cats rather than women.

History: These three aspects of Woman are as old as Woman herself (as the Furies are quick to point out, the concept of Woman predates humanity as well as civilization). These Jagglings incarnate a sliver of their essence, allowing them to walk the Earth. Although they did not spring from Pegasus herself, they often aid the totem's chosen. While the Black Furies seem to be most familiar with these entities, anyone may deal with them.
xxxxxAccording to legend, the three midwifed Pegasus when she birthed her brood, springing from her teardrops and rising full formed. This, it is said, forged a bond which has lasted millennia. Despite this tie, the Maiden, Mother and Crone come and go as they will. Pegasus herself has no power over them. True immortals, these aspects are immune to true harm. their Jaggling spirits merely reflect a larger whole.
xxxxxEach spirit embodies a different phase of womanhood. The Maiden is impulsive, fresh and passionate, the hunter-child and wonder-giver. To some, she is a virgin; others regard her as a girl at the birth of her sexuality, playful but not yet responsible. She is enthusiastic, joyful, innocent, yet impulsive, capricious, and quick to anger. Of the three, she is the most capable warrior and the harshest judge.
xxxxxThe Mother is fertile, nurturing and balanced, the patron of healers, farmers and mothers. She knows the joy of creation and the responsibility it conveys. While she shares her young sisters vitality, it is tempered with insight and forbearance. While her elder understands the ways of enigmas better, the Mother remembers the frailties of mortality and forgives them. She is slow to anger, but her rage lasts for centuries.
xxxxxThe Crone seems forbidding at first, but is more than what she appears; barren yet wise, harsh yet compassionate. This patron of mystery has seen the foolishness of humanity but still reveres its passion. None may match her insight; the Crone's ties to the Earth are ancient, and her magic is far more potent than her dwindled frame. Still, she can call upon Gaia's own vigor when necessary. Her humor is often sharp and her rage crackles like dry wood, though it quickly subsides if the subject repents.
xxxxx In the old days, the Triptych walked the Earth freely, dispensing wisdom, blessings, curses and prophecies to all they encountered. As the Gauntlet thickened and humanity lost its wonder, they retreated to secluded corners to watch the parade. Throughout the ages, however, they still appeared when it suited them. Here a prophecy of kingship, there a blessing bestowed upon a dying child. In the modern era, the Three have acquired a fond curiosity for humanity's frantic last gasps. They appear to humans, Garou, mystics and animals whenever it pleases them. Sometimes to warn, occasionally to destroy.
xxxxxThe Three always walk together; meet one, and you encounter all. If it pleases them, they may appear completely mortal and mundane. More often than not, they seem engrossed in some other business, even if they only manifested moments ago. Those who meet them should be on their best behavior - these spirits do not take kindly to disrespect!

Habitat: Anywhere they choose, although the Legendary Realm, the Fury Homeland, and the Seasonal Realms of the Verbena Magi are their most common haunts.

Spiritual Correspondences: Passion, nurturing, and wisdom.

Material Correspondences: The Tryptich may only be summoned by women, although men might encounter them in a crisis. Calling them requires a desperate prayer; not urgent, perhaps, but heartfelt. These spirits will not come for trivial reasons.

Gift Lore: The Triptych may teach any gift they choose, though they seldom instruct higher than the second rank unless they have a compelling reason. They prefer nature orientated gifts, but can impart even Glass Walker secrets if necessary.

Taboos: Legend says that the Three can not interfere directly in any mortal's life, nor attack one unless they're defending another. While their advice can change the future of civilizations, these spirits will not take an active hand in events. They leave deeds to mortals - human, animal and Garou alike.

Attitude: Depends on the situation; often friendly (especially toward female characters), occasionally hostile, rarely neutral. All three tend to be maddeningly enigmatic and talk to each other in riddles.

Chiminage: No matter how friendly they seem, it's always wise to tread lightly when you encounter three women of different ages! Addressing them by their proper names is always a good way to start, especially if they appear to be someone else. To them, recognition shows wisdom.
xxxxxIn bygone days, the Triptych demanded a sacrifice for their aid; occasionally they still do, especially if the one who requests that aid is male. Such tributes might include: a trinket with sentimental value, three drops of blood, a song or poem, a game played and won, a human heart, or a single tear.
xxxxxTrying to bind these spirits is asking for trouble. Although they may infuse an item with their combined essence, this gift must be their idea (and should be handled as a one-shot plot device, not a magic item). Asking for such a favor will earn their contempt - at the very least...



Stag's Brood

xxxxxStag has one of the largest and most unified broods of any totem spirit. Stag commands his brood through his own strength and by respecting the abilities of the spirits which serve him. Stag rewards loyalty, and he protects his own kind. Those who dishonorably attack members of Stag's brood must face Stag's vengeance in the form of the Wild Hunt. Despite Stag's large brood, the Incarna wields no more power in the Umbra than other totem spirits; ambition is something that has little appeal to Stag. The Incarna expects members of his brood to attempt to solve their own problems before calling upon him. This expectation extends to the Fianna.
xxxxxThe Stag's brood gathers in the Bright Meadow of his Totem Realm. Favored Garou children of Stag visit the Meadow and serve in his councils. Stag may invite faeries and Verbena or Dreamspeaker mages. None of Stag's children or brood will harm faeries, due to an ancient pact between Stag and the fey.

Stag as a Totem
Background Cost: 6
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.
Source: WW3801/295

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
Details

Dawn

Charms: Airt Sense, Healing, Materialize, Reform

Image: Dawn appears as a bright glowing woman wrapped in veils of reds, oranges, blues and purples with a slightly blurred outline. She radiates an aura of comfort. Dawn offers hope to the unfortunate, and she warns animals of the coming daylight.

History: Dawn was born of the feeling of awe and wonder that came with the first sunrise of the world. No matter what tragedies may come to the lives of Stag's children and their allies, she heralds the new day and illuminates darkened souls. In the Silver Record, there are accounts of the spirit saving Garou from the grip of Harano and warning the Fianna of Black Spirals and Bane ambushes. Dawn has participated in the affairs of humankind, and some ancient peoples worshiped her as a minor deity. She has many names from these times, such as Aurora or Usha. Dawn has a spirit lover, the spirit of sunset and evening, whose name is known only to the wisest of elders. She meets with him during the white nights and dark days of the far north and south.

Habitat: Dawn travels across the world with the first light of day. After the sun rises into the heavens she retires to the Bright Meadow, where she dances with Stag's many attendants and lightly shades the petals of spring flowers with her blessing.

Spiritual Correspondences: Dawn represents the first light of day. She is the spirit of both the false dawn of early morning and the true dawn of day.

Material Correspondences: Flowers, songs, pictures of sunrise.

Gift Lore: Dawn teaches gifts of healing, purification, light and warmth.

Taboos: Dawn must never materialize in the physical world during the bright light of day.

Attitude: Dawn is a pleasant spirit who enjoys visits from the Garou. She answers requests politely, no matter how extreme or ill conceived. She does not take well to threats or demands, and those who try to coerce her will earn the wrath of Stag himself.

Chiminage: Dawn appreciates entertainment. She especially enjoys music, painting and dance. Garou who perform for Dawn will earn her favor. Dawn has a weakness for the flattery of attractive males of all species, although the spirit of evening keeps her heart. Any Garou who can bring a her a bit of the essence of sunset will earn her favor.




Grain

Charms: Airt Sense, Break Reality, Disorient, Healing, Incite Frenzy, Reform, Shapeshift

Image: Grain appears as a well endowed golden brown woman with bright yellow hair, dressed in a long plain gown and holding a basket filled with sheaves of wheat and barley. She has dark eyes that sparkle delightfully, and her hips sway suggestively as she walks. Smiles come easily to her. When she speaks she does so with an enticing lilt, and many Fianna swear she has an Irish accent.

History: The Fianna refer to Grain as "the spirit of spirits", and so she is. She was born from the first vat of alcoholic brew mixed together by the ancients. She is a welcome visitor to any celebration, and she's served Gaia well in the past, by intoxicating Fomori and Bane spirits so that Gaia's defenders could fall upon them. The Fianna credit Grain for teaching the secrets of their mystical homemade brews. Fianna elders are quick to warn young pups to be wary of Grain, because they know she has potent abilities to alter the senses. Many of the more amusing tales of the Fianna Galliards involve Grain setting a misguided youth straight by getting him to imbibe a bit too much.

Habitat: Grain customarily spends her time sitting in the Bright Meadow of Stag's totem realm, constantly handing out mugs or filling pails with her fine gift. When she is not present in the Bright Meadow, she seeks out wild parties and gatherings. During the winters, she is whispered to spend her time among the spirits of the dead in the Dark Umbra, bringing cheer to the gloom below the world.

Spiritual Correspondences: Grain is most famous as the spirit of grain alcohols, but she also holds some sway over the grains in the field. She helps her mother, Gaia, provide bread and sustenance to humans and animals.

Material Correspondences: Beer or alcohol brewed from any grain, sheaves of grain and empty beer mugs.

Gift Lore: Grain teaches any gifts that might muddy the senses or bring blissful intoxication.

Taboos: She refuses to give aid to the overindulgent and she may not use her healing during the winter months.

Attitude: Grain is a bright spirit who dispenses kind words and tall tales with her drinks. She is friendly to those who approach her, and enjoys relaxed company.

Chiminage: The best way to approach Grain is with an empty mug. She takes great pleasure in filling mugs, and those who compliment her drinks fare well with her. In order to impress Grain, a Garou will have to sow fields with her plants, or discover a new brew for himself.




The Hind

Charms: Airt Sense, Armor, Cleanse the Blight, Healing, Materialize, Reform

Image: The Hind, or Doe, always appears as a lovely snow-white deer with dark, soft eyes.

History: The Hind is Stag's daughter. She is a spirit of mercy, caring, and innocence who offers aid to all who are in need. The Red Talons have tales of how she suckled young cubs after hunters slew their parents. The Silver Fangs sing legends of how the Hind guided great heroes to discover lost fetishes. The hind often manifests to comfort young Garou and lost ones after their First Change. She leads frenzied Garou away from innocents or loved ones, averting some of the tragedies of rage.

Habitat: The Hind dwells in her own mini-realm in the Umbra, a place of everlasting spring near Summer Country, where she tends to the demands of young animals and children of kinfolk. Other times, she spends in the Bright Meadows, bathing in the beauty of her sire's realm. She enjoys visiting the realms of Unicorn and Pegasus, and has allies among the broods of both Incarna.

Spiritual Correspondences: The Hind is a spirit of peaceful innocence and childhood.

Material Correspondences: Songs, tears, ribbons, gifts from the heart, new-fallen snow and spring blossoms.

Gift Lore: The Hind teaches gifts of healing concealment and pacification.

Taboos: The Hind will never engage in combat. She will only dodge and flee from attack.

Attitude: The Hind is friendly to those who call her out of a sense of respect or wanting to do good for others. She has little patience for those who desire strength or power, such as Shadow Lords or Get of Fenris. When the Hind does not wish to see such an individual, Stag may send his more violent brood members to intervene.

Chiminage: The Hind requests that those who call upon her return her favors by doing good for the young and innocent. She is a shy spirit, and she takes her time to meet new people. She prefers to deal with individuals who are smaller than she is, either sitting adults or children. Any quick or aggressive actions in her presence will cause her to flee.




Impala

Charms: Airt Sense, Armor, Plains Sense (as the charm Forest Sense), Reform, Tracking

Image: Impala appears as a perfect example of his material species, with a rich coat and spreading horns.

History: Impala leads the spirits of antelope who pay homage to Stag. Impala is a spirit of knowledge, well renowned for his wisdom. Of all stag's brood, Impala is his closest advisor. Impala insights have crippled many of the Wyrm's schemes. he takes responsibility for all of Stag's brood that have spiritual ties to Africa. Impala considers himself a spiritual protector of the continent.

Habitat: Impala lives in an Umbral mini-realm, the Vast Savanna. He visits Stag's totem realm to graze with his distant cousins and share his wisdom with any who seek it. Impala has his own small brood, composed of antelope spirits. Impala manifests on earth comforting his children while humans relentlessly steal and destroy their lands.

Spiritual Correspondences: Impala represents Stag's wisdom, intelligence and conscience. He reminds Stag of the consequences of action and inaction.

Material Correspondences: Impala horns, skins of crocodiles or great cats.

Gift Lore: Impala teaches gifts of sensing.

Taboos: Impala may not answer unasked questions, although he tries to circumvent this taboo through implications and leading answers.

Attitude: Impala is initially friendly to all who approach him seeking council. He has little patience for individuals who ask for his advice, but who don't act on it when presented with the opportunity. Impala believes that all beings should be aware of their limitations as well as their abilities.

Chiminage: Impala prefers the direct approach. He dislikes pretentiousness and flattery. When he responds to others, he does so in a blunt and direcct manner. If seekers do not like his answers, he advises them not to ask the questions. Impala refuses to speak on matter in which he has no knowledge, such as technological devices.




Rabbit

Charms: Airt Sense, Disorient, Materialize, Reform

Image: Rabbit appears as a small white, brown, or gray rabbit.

History: Rabbit has a long and colorful history of getting into trouble and hopping out of it. Many folk tales and stories come from Rabbit's exploits. Rabbit takes credit for every piece of fiction with a bunny or hare as long as he gets a little prodding.

Habitat: Rabbit spends most of his time in a warm burrow hidden in the Bright Meadow of Stag's totem realm. When he goes out, he often explores the Penumbra, and he likes to manifest wherever he can find food in the wilderness or rural areas. Rabbit sometimes ventures into a Garou's hunting ground looking for a good chase.

Spiritual Correspondences: Rabbit is the spirit of wilderness survival. He has the quickness to escape from the hunt and the wits to forage for food.

Material Correspondences: Rabbit's feet, carrots, other vegetables and rabbit stories.

Gift Lore: Rabbit teaches gifts of hiding and deception, and those that aid in the scrounging of food.

Taboos: Rabbit will never fight an opponent. He goes by the annotated motto, "He who runs away, lives."

Attitude: Rabbit is initially suspicious of anyone who seeks him out of calls upon him, especially wolves and Garou. He likes to form long term relationships with individuals, but he always takes his time to develop trust.

Chiminage: Rabbit should be approached in as inoffensive and nonthreatening a manner as possible. He prefers to be given food, such as fresh carrots, cabbages, radishes or certain roots. He likes to eat his food in peace before answering the questions of Garou. Sometimes he will give up one of his totem animals to aid a starving predator, as long as the predator offers to spare another rabbit in the future. Rabbit enjoys having stories involving his totema animals read to him, but he quickly grows bored if the reader doesn't perform the reading well. A well renowned elder earned Rabbit's eternal friendship with a mesmerizing rendition of Watership Down.




The Brook

Charms: Cleanse the Blight, Flood, Healing, Materialize, Reform

Image: The Brook spurts up out of the ground when it manifests, usually from a rock, although Bone Gnawers claim that the spirit will appear out of the pavement or spew from a fire hydrant. the Brook always has crystal clear water, which sparkles and bubbles enthusiastically. The Brooke washes and purifies all that it touches. Grime, sludge and assorted debris cannot stand before it. All living beings who drink its waters are renewed and refreshed.

History: The Brook is a child of Gaia, a gift of fresh water for all living beings. It takes many forms, from the Fountain of Youth to the cleansing waters of sacred rivers. Stag watches over the Brook for Gaia. The Brook allows anyone to partake of its waters. Despite the reputation that the Brook holds in the mythos of dozens of cultures, it does not have the power to mend corrupted souls. The Brook never takes sides in the conflicts of Gaia. The Brook sees itself as a spirit of peace which offers the gift of life and healing to any who would ask.

Habitat: The Brook flows freely through Stag's totem realm, becoming a babbling creek as it tumbles through the Bright Meadow. Stag and his brood will often drink the waters, and Grain uses its pure liquid as the basis for her brews.

Spiritual Correspondences: The Brook is the spirit of life and health, associated with pure water. It is the provider of water to all creatures of the woodlands.

Material Correspondences: White or clean clothing, wave patterns, smooth stones, fresh water plants and frogs.

Gift Lore: The Brook teaches gifts of healing, purification and gifts associated with water.

Taboos: The Brook may never refuse any who wish to drink from its waters. It must defend the safety of any who come to drink, while they are near its waters.

Attitude: The Brook burbles up with an offer of friendship to all those who call upon it. Only direct attempts to foul or contaminate its waters can bring its hostility.

Chiminage: The Brook responds to all those who come to drink from its waters. The Brook prefers those who seek it come first to drink, and then to bathe before moving on to other matters. For special requests, a Garou should work to prevent pollution of fresh water or clean a fresh water stream.




Squirrel

Charms: Airt Sense, Forest Sense, Materialize, Reform.

Image: Squirrel's Jaggling avatar appears as a perfect specimen of the animal. He changes colors depending on his appearance, alternating between white, black and grey. He is a lively spirit, constantly swishing his tail back and forth and twitching his whiskers.

History: Squirrel is a consummate trickster and tattletale. He runs through the treetops, waving his bushy tail this way and that, teasing creatures of the Wyrm or spying on those who violate the Ways of Gaia. Most legends about Squirrel tell of him outwitting more powerful spirits, but in certain stories, Squirrel gets caught. Luckily, Stag always arrives to save him after he's learned a good lesson. (In one story, Squirrel outwits Grandfather Thunder himself.) Squirrel, despite his faults, is devotedly loyal to Stag. No matter how much trouble he gets into, Stag always forgives him. Squirrel's favorite hiding place is behind Stag's antlers.

Habitat: Squirrel dwells in the treetops of Umbral forests. He constantly travels from place to place by leaping from tree to tree. When he attends Stag's councils in the Bright Meadow, he sits in Oak's boughs. Squirrel enjoys manifesting on Earth, where he does a great deal of spying and scolding.

Spiritual Correspondences: Squirrel is the spirit of careless curiosity which all young animals feel when they first reach adolescence.

Material Correspondences: Nuts, food, squirrel tails, secrets.

Gift Lore: Squirrel teaches as many of the same gifts involving sure footedness as cat spirits. He also teaches gifts of spying and hiding.

Taboos: Squirrel never breaks a promise, but he also tries not to make any.

Attitude: Squirrel's primary attribute is his curiosity, followed by his chattiness. He can be a bit annoying, because he's rarely serious. His favorite Garou are all Ragabash. Squirrel is always friendly to anyone who can handle a bit of teasing and climb trees.

Chiminage: The best way to approach Squirrel is to offer him presents, such as nuts in the trees, a bit of food or secret information about anything under the sun. Squirrel is a sucker for gossip and rumor. Squirrel hates when someone lies to him. While he doesn't mind being tricked, Squirrel considers lying to be "unfair."




Yale

Charms: Airt Sense, Armor, Materialize, Reform

Image: Yale is a buck with a red or brown coat and large antlers. In most respects, he resembles a typical adult male deer. Yale differs from natural deer because he can rotate his horns and even move them independently.

History: Yale first appeared in early medieval times. He served Stag as a protector of spiritual places, defending them from knights and other forces of civilization. For long centuries, Yale performed his duties, but as the Industrial Revolution swept the world, Yale failed in his tasks. Now, Yale defends a paltry few sites, but the spirit realizes that the Apocalypse draws near. When the Final Day arrives, Yale will need all of his power to try to defend Gaia.

Habitat: Yale spends his time in the Totem realm of Stag. He will travel to Earth to visit unclaimed caerns and to watch over Stag's children.

Spiritual Correspondences: Yale represents the mystical aspects of Stag.

Material Correspondences: Two drawn parallel lines, horns.

Gift Lore: Yale teaches gifts involving interaction with the Umbra. He also teaches rites that require contact with the umbra, such as summonings.

Taboos: Yale may not use his armor against technological attacks.

Attitude: Yale acts neutral to those who seek him, although in truth, he enjoys aiding the Garou. He believes that every being should rely on developing their own spiritual self. For this reason, some of his responses are cryptic, for the spirit believes that lessons are best learned through self discovery. Yale can be sullen or even depressed at times, and it is best not to approach him in these moods. Yale hates technology.

Chiminage: Yale is not fond pf packs who seek him out en masse. He prefers to interact with Garou one on one. Yale has a particular distaste for individuals who have an overinflated sense of self importance. Yale always requests services as payment for his aid and advice. A typical service would require a Garou to defend an unawakened caern from the Wyrm's minions.




The Black Stags

Charms: Airt Sense, Armor, Blast Flame, Materialize, Reform, Tracking

Image: A Black Stag is a large, night-black stag, about the size of an elk or a large caribou, with sharp pointed antlers and fiery red eyes.

History: Black Stags are another manifestation of Stag's rage. Many stories tell of these Gafflings crushing serpents beneath their hooves or impaling monsters on their antlers. These manifestations of Stag's fury sometimes lead the Wild Hunt. And woe to any who mistake these forerunners for prey of the Huntsman. When a Black Stag appears to one of Stag's children, it serves as a warning that the child is straying from the proper path.

Habitat: Black Stags dwell in the Totem realm of the Stag in the forest to the far side of the Bright Meadow, opposite the wood where the White Hards live. If they are encountered outside the Totem realm, they will be seeking vengeance for the Stag for an attack on his brood or his children.

Spiritual Correspondences: Black Stags are spirits of vengeance and fury.

Material Correspondences: Antlers, blood and bonfires.

Gift Lore: Black Stags teach no gifts.

Taboos: Black Stags must always attack enemies of Gaia, wherever they may be found.

Attitude: As manifestations of Stag's anger, Black Stags are only interested in attacking Stag's enemies.

Chiminage: The only entreaties that Black Stags respect are offers of aid in slaying Wyrmspawn. A Garou who calls on Black Stag should have a strong anger burning inside himself which the Black Stag will share.




Kelpies

Charms: Airt Sense, Materialize, Flood

Image: Kelpies are sensual water spirits who attempt to lure males and females into their drowning embrace. They take the form of a naked and perfect male or female of their victim's species.

History: Kelpies are manifestations of the dark side of Stag's nature. Levends throughout the British Isles describe Kelpies luring the unsuspecting to their doom. Kelpies do not prey upon the innocent. Instead, they purposefully appear to individuals who have drawn the ire of Stag and do not deserve the honor of death in combat. Many black hearted humans have lost their lives to the Kelpies.

Habitat: Kelpies inhabit the deep lakes and rivers in the Umbra. They venture out of their lairs only to seduce the deserving and bring them back to a watery grave.

Spiritual Correspondences: The Kelpies represent the dark side of the sexual aspects of the Stag totem.

Material Correspondences: Algae or fresh water fronds, cloth or rope soaked in fresh water.

Gift Lore: Kelpies only teach gifts of seduction.

Taboos: Kelpies fear flame and will not go near it.

Attitude: Kelpies are generally neutral and detached in their dealings with living beings.

Chiminage: Kelpies are dangerous to approach. Garou should avoid looking into their eyes, lest they decide to follow the Kelpies back to their lair.




The White Harts

Charms: Airt Sense, Armor, Forest Sense, Materialize, Reform, Tracking

Image: White Harts are youthful stags with a coat the color of new fallen snow. They have eyes that flicker with deep intellect and vary in color from black to deep blue to bright green. White Harts have black noses, black hooves and black antlers. When a White Hart manifests, he appears at the edge of his targt's vision, more often than not just a flash of white fur in the woods, lingering just long enough to draw chase.

History: White Harts are Stag's guides. They lore Gaia's enemies into traps, and they lead Gaia's defenders to their goals. They appearance of a White Hart is always a sign from Stag. Stag protects his Harts and rarely allows them to be slain. When a Hart is slain by an honorable hunter, Stag asks the slayer to serve him in the Hart's stead. Harts may take on human forms to speak with beings who cannot take a hint or to serve Stag in the urban wastelands.

Habitat: White Harts dwell in Stag's totem realm, where they have mates and families. On special occasions, the present themselves before stag in the Bright Meadow.

Spiritual Correspondences: the Harts are manifestations of Stag's will. The represent the endless pursuit of physical perfection which inspires many creatures to greatness.

Material Correspondences: Snow, antlers, and untanned buckskin.

Gift Lore: The Harts do not teach gifts, except by special instruction from Stag, when they may teach any Fianna gift.

Taboos: White Harts do not directly intervene in conflicts between Stag's children and their enemies.

Attitude: White Harts concern themselves only with the interests of the Stag and Gaia. They have no interest in anything else.

Chiminage: The best way to approach a White Hart is with humility, eyes down at first, slowly rising to meet the eyes of the Hart as the conversation proceeds.

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.

Bear

Background Cost: 5
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.
Source: WW3801/295

Boar

Background Cost: 5
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.
Source: WW3801/295

Fenris

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 as a Totem
Background Cost: 5
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.
Source: WW3801/295

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

xxxxxGriffin is not one to dote upon his servants. Each spirit that follows Griffin must be independent and capable. When Griffin takes his brood hunting, each is expected to both keep up and to do his part in bringing down the quarry. Griffin's camp is not a gentle place, and relationships between the spirits are based on mutual respect, with precious little allowance for weakness or softness. Garou who encounter Griffin's brood had better be able to give a good account of themselves and prove that they are not only brave, but competent and worthy as well, or the spirit will not think twice about reprimanding them. Perhaps it will simply ignore them.
xxxxxGriffin's brood is comprised of three groups: The first and most populous group is the hunters. Born of Griffin's predator qualities, these spirits are inevitably spirits of carnivorous animals, both extinct and extant.
xxxxxThe second group are the modern predators. The modern predators are the focus of Griffin's concern, though he laments the loss of the larger and nobler animals of prehistory. Extinction infuriates Griffin, and the mission of his brood is largely to prevent such things from happening.
xxxxxThe last group is a jumbled collection of all the other spirits which have chosen to follow Griffin. The most important spirits in this group are the so-called aspects of the Griffin. Though these powerful spirits are not true aspects, they are Griffin's messengers which appear to Garou of tribes other than the Red Talons. These tribes believe the spirits are their own, and sometimes unaware of their direct connection to Griffin. This assemblage also consists of scavengers which follow the hunters, the more obscure and arcane of Griffin's followers and many spirits of extinct animals who were not hunters themselves, but have found a place of rest in Griffin's nest.


Griffin as a Totem
Background Cost: 4
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.
Source: WW3801/295

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
Details

Saber-Tooth Tiger

Charms: Airt Sense, Armor, Assess Character*, Materialize, Tracking

Image: A feline predator now extinct, the Saber-tooth Tiger is slightly larger than modern tigers. It's coat varies in color from brown to gold and is sometimes spotted. It is the image of the efficient hunter: Sleek, muscular and graceful. The spirit's mouth holds the two curved fangs which made the animal famous and which can, when the spirit is materialized, rend gaping holes in the tiger's prey.

History: Conceived in the earliest times, the Saber-tooth was one of the first spirits to understand the sacred bond of predator and prey, and set the pattern which many other spirits and creatures were to follow. Whilst many animals grouped together to hunt their prey, the Saber-tooth tiger perfected the techniques of the solitary hunter - quiet, swift, agile and deadly. The relationship between the Saber-tooth and Garou has not always been an easy one, as its solitary nature runs against the pack instincts of wolves and their kin. Nevertheless, Griffin gathered the spirit to him as a companion as Griffin too is a solitary hunter, and may have even learned from the tiger early in the history of such things.
xxxxxDuring the early years of this age, the Saber-tooth tiger became extinct, and since that time the Saber-tooth spirits have been full of anger and gall. A Saber-tooth directs its rage at all who are foolish enough, or clumsy enough, to infuriate it.

Habitat: Saber-tooth tigers inhabit deep Glens in the Penumbra and can be found in some of the wilder Far Realms. Also, anywhere where there are dangerous creatures to hunt, the spirit can be found, stalking its prey.

Spiritual Correspondences: The Saber-tooth spirit is a spirit of the solitary hunter, and as such is often revered by ronin Garou. It is a spirit of individual endeavor, especially of individual combat and pursuit.

Material Correspondences: To invoke or summon the tiger spirit, the ritemater must have a fresh kill, the carcass of a large creature. The creature must have been hunted and killed solely by the ritemaster, and with the use of no weapons or tools. The creature must be of an appropriate size and potency to attract the attention of the spirit (a rabbit would not do). The spirit will not willingly be bound into any type of fetish.

Gift Lore: The Saber-tooth can teach all gifts which specifically enhance a Garou's ability to hunt and stalk (not merely combat).

Taboos: The tiger must never take part in an unmatched contest. It must never outnumber its enemies or hunt in a pack; this kind of activity is utterly against its instincts. It's possible that the spirit might be tricked into such a conflict. Such deception would break the proud creature's will and the Saber-tooth would flee to a far Glen and enter Slumber. To awaken it, a Garou would need to travel alone to its place of rest and challenge the spirit, taunting it with intimations of cowardice. That Garou had best be prepared to fight when the spirit awakens, or else be able to swiftly demonstrate what she has done for the tiger.

Attitude: It will take some clever and confident posturing from a Garou to make a Saber-tooth anything but hostile.

Chiminage: Whilst the Saber-tooth spirit seldom asks for anything in return for its aid, it seldom grants aid. Any Garou who sues for aid must be of the highest character (in the tiger's eyes) and never have performed any act which caused him to lose renown. The spirit will never be bound into a fetish, but might be persuaded to perform single services for a Garou, especially if that service involves hunting a powerful prey. The Garou should play upon the pride and courage of the tiger, behaving deferentially and emphasizing the power of the spirit. Such tactics, performed skillfully, have the best chance of success.




Lion

Charms: Airt Sense, Armor, Assess Character*, Materialize, Tracking

Image: Embodying Griffin's pride, Lion is a noble spirit. Like the creatures which are his pride, a Lion spirit is golden and fearsome. His eyes issue a challenge to all who look within. Lion is clawed and maned, and his graceful movements conceal a deadly strength.

History: Once Lion was a spirit without form. It was an embodiment of courage and hints of majesty. Lion roamed bodiless, giving courage to those which lacked it, strength to the weak. When the Wyrm arise, Lion became his tireless foe. Everywhere that the Wyrm sowed his hopelessness, a Lion spirit would arrive to attend to the afflicted, giving the hope and courage to resist the Wyrm.
xxxxxLion longed for form, with which to better resist the Wyrm's assaults. Back then, after the Legends had passed, and in the first years of the corruption, the Wyrm was a crafty opponent, andhad not forgotten beauty. Wyrm fixed upon certain beasts, great cats who hunted in the primordial forests. Wyrm lured these creatures out into the plains, the rightful realm of wolves, dogs and other pack hunters. The creatures, through their great prowess, conquered the plains, hunting there for whatever game they could find, driving the dogs that were there into the roll of scavengers and hunters of small creatures. Lion saw these noble beasts, as Wyrm had intended, and became enamored of them, taking their form his own and they for his protectorate. At first, Wyrm laughed, having trapped his opponent thus, but after he was filled with with wrath, for the creature who now opposed him was both noble and strong, fearless and fearsome. Or so the story is told by the Lion spirits...
xxxxxAt the height of his glory, Lion was a Tribal Totem like Griffin, the protector of the White Howlers. When his tribe fell to the Wyrm, abandoning him in favor of Whippoorwill, Lion lost almost everything. Too proud to plead favor from the other totems, he quietly paced back into the Deep Umbra.
xxxxxGriffin sought him out there, demanding that Lion return to Gaia's service. Arguing that Lion's valor would be sorely missed in the battle against the Wyrm, Griffin challenged the proud spirit to rejoin the war. When next the other totems saw Griffin, Lion was pacing at his side in all of his dignity.

Habitat: Lion spirits can constantly be found in the presence of Griffin, forming part of his vanguard, his elite. Lion spirits live in small groups, often in sparsely populated or vegetated places in the Penumbra, and they do not seclude themselves in secret Glens. They are spirits both of respect and war.

Spiritual Correspondences: Lion spirits are associated with pride, but generally not in its negative aspect. They are spirits of justifiable pride and not of arrogance or hubris.

Material Correspondences: Lion spirits are relatively easy to summon and contact, but will never willingly be bound into a fetish. To summon a Lion spirit, the summoner must relate tales of her great deeds (succeeding in a Manipulation+Expression roll, difficulty 8) in addition to the normal rituals and invocations.

Gift Lore: Lion spirits teach any gift directly associated with strength, confidence or pride. They will willingly teach gifts to Garou who have shown some exceptional ability in one of these areas.

Taboos: Lion spirits must never retreat, withdraw, or back down in any way. They must always accept a challenge, regardless of the odds involved. there is little need to say what happens to them if they do not; they are far more likely to be destroyed in an unequal or impossible contest than fall into Slumber for refusing one.

Attitude: Expecting respect, they treat others with courtesy equal to that afforded them. Lion spirits are not normally hostile, but can be easily turned so through aggressive or blustering behavior.

Chiminage: Often a Lion spirit requires nothing more than a thorough grooming in return for the granting of a favor. For major favors, a Lion spirit might require the petitioner to provide a freshly killed game for a period of time. This time period will vary according to the nature of the request and the character of the asker. If a brave Garou asked for knowledge of a third-level gift, for example, he might have to hunt for the spirit for a month or more.




Simurgh

Charms: Airt Sense, Create Wind, Healing, Materialize, Updraft

Image: The Simurgh can appear in several different forms. To many it is merely a large bird, with colorful feathers and a strangely human face. To others, it is a Griffin-like creature, consisting of the hindquarters of a dog and the head and shoulders of a large bird. This is the way the Stargazers describe Simurgh, whom they call the Bird of Ages.

History: The Simurgh is one of a group of spirits spawned directly by Griffin, or at least by the same energies that created Griffin. It is not clear whether there are more than one Simurgh or whether the creature is singular. Ever since the beginning Simurgh has been a companion of Griffin, a wise adviser and councilor. In the early dawn age, Simurgh was a traveler, gathering knowledge both for Griffin (who foresaw bad times) and for itself. Later, it would be Simurgh who performed many quests for Griffin, seeking out answers to questions and riddles. It was during this time that Simurgh made associations with the Stargazers, who revere Simurgh as their connection to Griffin. Some argue that Simurgh is Griffin in his aspect as a totem of Wisdom. Simurgh is no longer a traveler, but only leaves its home to consult with Griffin when Griffin calls.

Habitat: The Stargazers who make quests to consult Simurgh talk always of climbing. "One must ascend to Knowledge," they say. Whilst this may be both metaphorically and literally true, Simurgh can be found in a variety of different secluded lairs, and not just in caves high on the side of Umbral mountains. They are invariably found in sparsely populated regions and Realms.

Spiritual Correspondences: The Simurgh is a spirit of individual wisdom and of the quest for enlightenment. It does not patronize those who believe they are wise, but rather represents a constant search for knowledge.

Material Correspondences: A Simurgh can not be summoned, but must be sought in its lair. This seeking corresponds to the Simurgh's connection with the quest for enlightenment, and so serves itself as a kind of prerequisite, proving that the Garou who finds the Simurgh is the right kind of Garou to invoke the spirit.

Gift Lore: Simurgh is one of the only ways in which a non-Stargazer can learn Stargazer gifts. It teaches these gifts to any Garou who it believes is deserving of the knowledge, much to the chagrin of Chimera and her brood. Other gifts associated with knowledge in the abstract are also known my Simurgh.

Taboos: A Simurgh must never be in the presence of more than a few creatures at a time. A solitary spirit of individual wisdoms, it is threatened by groups and crowds. For every individual above the first who is in the presence of the Simurgh, the spirit must attempt a Gnosis roll against a difficulty of 7. Failure on this roll indicates that the spirit enters Slumber then and there. To awaken a Simurgh, one must carry the spirit to a far and lonely place and leave it there, alone. The carrier must then retreat to a safe distance and guard the site from the approach of any outsiders.

Attitude: A Simurgh is never hostile, but always enigmatic and difficult to pin down.

Chiminage: Whilst a Simurgh has few needs, it understands the value of asking Garou to perform tasks in order that it might reward them. Generally the Simurgh will set some quests for the Garou, asking her to seek some knowledge or the answer to some simple question. Sometimes the fact that the Garou has sought the Simurgh out can be enough to convince it to grant its aid. The Simuurgh is polite but proud; Garou should be careful not to insult its honor. Like all of Griffin's proud, the creature values honor highly and does not take well to having its personal honor offended or questioned.




Mammoth Gafflings

Charms: Airt Sense, Armor, Materialize

Image: The image of the huge hairy elephant, whether mastodon or mammoth, is well known. Mammoth spirits embrace all of these creatures, and even watch over living elephants. An unlikely but highly successful body plan, these spirits give all who encounter them an impression of great strength and sadness.

History: When the animal spirits were born, in the unspoiled and bright dawn, Mammoth was the largest of all. Living together in herds, the Mammoth spirits were safe from all predators - save when they were young - and feared little. The spirits born of these herds were strong and carefree and, although they were large and ungraceful, they were known to dance for the pure joy of existence. Never given to soul-searching or questing for knowledge, these spirits remained unchanged until much later, until such a time as humans began to overrun the face of Gaia.
xxxxxInitially the mammoths paid no attention to these small apes. they continued as they had always done. In what seemed like a shockingly short time, however, humans became the dominant creature on the planet and mammoths were no more. Hunted by humans, beings no less noble than themselves, they had been systematically destroyed all over the earth. It was not until the last few were slain for their hide, meat and tusks that the spirits understood. Mammoth spirits realized that it was not only their creatures that suffered this disreputable fate, but many creatures, and through this painful realization became inextricably linked with the notion of extinction. Guardians of the extinct, in the hope that one day such creatures might return, the Mammoths represent the scores of extinct creatures whose spirits rally about Griffin, avenger of injustice on Gaia. (For more information on Mammoth as a totem, see Rage Across Appalachia.)

Habitat: A Mammoth spirit is typically a recluse. Although capable of great violence and action, they are normally shy and retiring, inhabiting the deepest Glens and wildest realms.

Spiritual Correspondences: The spiritual alignment of a Mammoth spirit is difficult to determine. Whilst being primarily spirits of constancy, resistance and immutability, they are also spirits o the forgotten. In Griffin's brood, Mammoth spirits are the wardens, the representatives and the mourners for animals which have become, or will become extinct.

Material Correspondences: Mammoth spirits may be called only if the summoner's need is great. They are not given to casual conversation, but if the summoner can make a case involving the destruction of some wilderness or wild creature, a Mammoth spirit might come stampeding through the Gauntlet and, scattering the cause of the travesty, return to the Umbra. Should a Garou wish to converse with a Mammoth spirit, she would need to travel to the plains where these creatures graze.

Gift Lore: A Mammoth spirit can teach a Garou any Philodox or Red Talon gift.

Taboos: Every time another species becomes extinct, plant or animal, somewhere a Mammoth spirit enters Slumber. This Slumber is very difficult to break, and could theoretically only be broken if the extinction was somehow reversed. Thus, sadly, Mammoth spirits are falling into Slumber with alarming rapidity, and the Mammoth is becoming extinct all over again.

Attitude: Whilst they are seldom hostile, the Mammoth spirits are always direct and forceful.

Chiminage: Unwilling to give aid to any who cannot prove themselves, Mammoth spirits require a service of any who ask for their help or wisdom. They often request a service such as the release of captive animals, or the sowing of rare seeds or the like. Garou who have dealt with these spirits stress the importance of maintaining eye contact and upright body posture, showing no hint of weakness or fear.




Sphinx

Charms: Airt Sense, Cleanse the Blight, Reform

Image: With the body of a winged lion and the head of a human, Sphinxes are closely related to Griffin. Every Sphinx has a different face and upper body, some are male, some are female: some black, others white. Sphinx spirits are roughly the size of a lion, with a large, feathered wingspan, allowing them to fly with grace and speed.

History: As it is with the Simugh spirits, it is difficult to determine whether Sphinx are an offspring of Griffin, or born of the same changeable stuff, later to cleave to his allegiance. Whatever the truth of the matter, the similarity in history ends there. Sphinxes have never been travelers. Quite content to live in one place, the spirits spent the early ages of the world, before the corruptions of the Wyrm were ever imagined, in quiet contemplation, accessing a personal and esoteric wisdom. When the time came to resist the ravages of the Wyrm, the Shpinxes gathered to Griffin not as warriors but as counselors, more for their own protection than for Griffin's.
xxxxxIn more recent times, the Sphinxes have retreated and withdrawn into the far and remote corners of the Penumbra. Many inhabit other realms, although few are found in the Wyld realms; they prefer the order of the Weaver to the chaos of the Wyld. At some early stage in the Silent Strider's history, they discovered the Sphinx spirits. In the same with that Simurgh is the link to Griffin for the Stargazers, Sphinx spirits connect the Silent Striders to Griffin, behaving in some ways as a wise and enigmatic aspect or avatar of that totem.

Habitat: Sphinxes tend to be highly territorial. They value their homes and are loathe to leave them. Many of these homes are difficult to reach, although they are not in the farthest, strangest places, but reputable paths are known to the Stargazers and to other Garou, making the journey possible.

Spiritual Correspondences: Whilst the Simurgh is a spirit of the search for knowledge, Sphinx is more concerned with the knowledge within. Connected to ideas of enlightenment and contemplation, Sphixes are more easily understood through meditation and isolation than research or questing.

Material Correspondences: Sphinxes, in pursuit of personal wisdom, believe themselves able to answer any riddle or puzzle put to them, simply by the application of thought and insight. In order to contact a Sphinx spirit, the summoner must repeat a riddle the spirit has never heard. This riddle must have a true and challenging answer to attract the attention of even one Sphinx. Excellent puzzles will bring several spirits.

Gift Lore: Sphinxes teach no gifts, not do offer excellent advice to Garou who consult them. Sphinxes are known to be able to suggest a plan to defeat almost any enemy, or to solve any problem.

Taboos: If a Sphinx can be defeated in a contest of riddles, then it is bound to help the victor. Black Spiral Dancers have been known to take advantage of this weakness, forcing the Sphinx to advise them and work for the Wyrm. Sphinx who are tricked in this way are forced into Slumber.

Attitude: Never hostile, Sphinxes are always courteous, except to those who defeat them in riddle contests.

Chiminage: Sphinxes ask nothing for their aid, except that the recipient return to tell them how their advice helped or hindered their progress. Those who disregard the request will never receive aid from a Sphinx again.




Scavengers

Charms: Airt Sense, Tracking

Image: Evvery Scavenger spirit looks different. They are a heterogeneous group which follow the hunters, picking the bones of their discarded kills. Many appear as jackals or hyenas, but others take the forms of ragged men and women.

History: As long as there have been hunters, there have been scavengers. Despite the innocent joy of the dawning of spirits, there were still those animals which preyed upon others. There is no evil in this. It is Gaia's way. Griffin understands that there is no dishonor in the way of the scavenger either, although he himself would never eat anything but fresh kill. A motley collection of spirits, those of unsuccessful hunters and others, gathered together and became the Scavenger spirits. None have ever quested, learned hidden knowledge or performed great deeds against the Wyrm. Nor have any ever been known to turn to the Wyrm. Spirits with little pride, they do not find themselves in the terrible dilemmas of status and jealousy which corrupt so many. Scavengers are spirits which understand their role and correspondence. Griffin took this group of spirits under his great wing early in history, and they have served their role faithfully, doing neither more, nor less, than is expected of them.

Habitat: Scavenger spirits can be found anywhere. Given little mind by the Wyrm, they can live safely in blighted and otherwise dangerous places.

Spiritual Correspondences: Spirits of carrion, these creatures are associated with decay and death. In a unique and individual way, they are considered by some, notably the Children of Gaia, to be spirits of war.

Material Correspondences: Unpredictably, it is not offal or rubbish that is best used to attract these spirits, but a dying creature. Scavenger spirits are capable of great tenderness and sensitivity when faced with death, and should a Garou find a creature close to dying (not due to wounds caused by the Garou himself) then he has a better chance of contacting a Scavenger.

Gift Lore: the Scavenger spirits seldom teach gifts. A few might have scavenged knowledge of Bone Gnawer gifts or even Red Talon gifts, but this is rare.

Taboos: Although the spirits know well their place in things they have no taboos as such. Whilst they would never partake of a meal before the food has been rejected by their betters, this is not a taboo as such, and they would suffer no ill effects (save those directly implemented by the predator) if they did so.

Attitude: Never hostile, Scavenger spirits are gentle and shy. Some even describe them as sulking (or skulking).

Chiminage: Most Garou do not observe any strict protocol when talking to these spirits, especially since they are difficult to define as a group. Those who do observe some basic politeness are generally better served, however, and the spirit is more likely to answer that Garou's next summons.


Rat

xxxxxIn any human city, there exists a delicate balance between order and chaos. Humans operate under the delusion that their capacity to reason places them above conflict, but whatever Man builds, chaos watches and waits. Hidden in alleyways and sewer tunnels, skittering under massive structures of concrete and steel, the Wyld thrives. It shivers and twitches, waiting to devour, corrupt and savage. This is the world of the wild incarnate, and this is the realm of the Rat Incarna. There is only one rule here: Survive or die.
xxxxxThe Urban Wylderness promises extremes. While the electric touch of the Weaver brings stasis and conformity, the chaotic influence of the Wyld can drive the tamest of entities to madness. rat is a Totem of War, and in the war against order, Rat has adopted many spirits into her brood. As the rodent population of a city grows, more energy is available for Rat's brood. The reverse is also true: As the technological aspects of a city increase, the force of the Weaver gives energy to the orphaned Weaver spirits of Cockroach. And as the cities of men grow larger and larger, the conflict intensifies. If Gaia was whole, there would be balance, but as the Apocalypse draws closer, the spiritual landscape reflects a tortured world.
xxxxxThe Garou are caught in the middle of this spiritual battleground. Knowing the ways of Rat gives any werewolf an edge in surviving the spirit world of a metropolis, but surrendering too much to her bestial ways can erode a Garou's humanity as instincts cloud reason. While many of Rat's brood seem quite charming at first, there is a madness underlying their methods. They quietly understand the power of the Wyld - even in the midst of the cities of men.

Rat as a Totem
Background Cost: 5
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.
Source: WW3801/295

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
Details

Rat Gaffling

Charms: Airt Sense, Materialize, Tracking

Image: Rat Gafflings are at home in the Urban Wylderness. Whether carefully groomed or grotesquely disheveled, they are often found as spiritual companions to homeless travelers. The smartest ones are able to sleep in a trench coat pocket or under a hat, while highly esteemed Bone Gnawers have been known to keep Rat spirits the size of house cats. When materialized, as one would expect, they look like highly intelligent rodentia.

History: Before the dawn of human civilization, the number of spirits subservient to Rat was relatively small. The most complex activity most Rat spirits had to worry about was watching over her children. Like other animal spirits, many were Animal-spirits and a few were Naturae, but beyond those simple forms, the spirit world to which they were tied was simple.
xxxxxThe first human cities changed all that. Some radical Bone Gnawer mystics attribute the madness of the Weaver to the rapid growth of mankind's urban metropoli. In the earliest cities, granaries and other stores of food provided all the rodent population needed, but as rats became more and more a part of human cities, the spiritual aspects of the cities became more complicated. While the mad Weaver reveled in the growth of humanity's cities, Cockroach learned her ways. Rat and her brood fought to keep the force of the Wyld alive despite the encroaching webs of the Weaver. Rat Gafflings have taken on a wider range of responsibilities as their Incarna's influence has spread.

Habitat: Rat Gafflings often frequent the same hangouts as material rats, with a special penchant for the nastiest, most hideous parts of a city. There are three major varieties of urban Rat Gafflings. Sewer Rat Gafflings inhabit the tunnels and pipes under a city. They often resemble the classic Rattus Norwegicus and are also the most likely spirits to know if the city has a local gateway into a Ratkin Realm. Tenement Rat Gafflings inhabit the lowest floors of buildings, with a preference for abandoned buildings, sleezy motels and homeless shelters. Roof Rat Gafflings which emulate the genus Rattus Rattusare the most erudite rodentia and can be found on the rooftops of a city. Some of these children also use the Airt Sense Charm when leaping from rooftop to rooftop.

Spiritual Correspondences: While Rat is a Totem of War, Rat Gafflings are spirits of survival. They are especially good at surviving despite the cold, uncaring world around them. In the material world, they are helpful to a Garou seeking warmth and food, but in the Umbral Realms associated with stasis, Rat Gafflings are very wise in the ways of guerrilla warfare and theft.
xxxxxThese spirits also thrive on chaos. Anything that disturbs the order and stability of the city delights them. Sabotaging electrical machinery, monkeywrenching corporations and construction sites, and driving humans out of expensive urban shelters all serve their cause. Garou who try to keep the spirit of the Wyld alive in the urban landscape are viewed favorably by them.

Material Correspondences: Anything worn out, cast off or handed down works well when casting rites before Rat. In Bone Gnawer terms, Junk is prefered, and Stuff is acceptable, but Loot is a bit too much. Fascinating bits of bric-a-brac are sometimes used to build unusual structures or merely hoarded for their curiosity value.
xxxxxWhen summoning Rat Gafflings, food is a good choice for an offering. Natural, wholesome foods are respectable, but curiously enough, Rat Gafflings have a strange fascination with mankind's processed and artificial foods. They welcome the chance to investigate anything from cheesy popcorn and sleazy potato chips to sugary children's cereal. However, they detest anything containing caffeine and will reject poisonous foods like chocolate or soda.

Gift Lore: Rat Gafflings can teach Cooking, Attunement, Infet and Riot, as well as gifts that involve communication with the city or surviving civilization.

Taboos: Just as creating an envirionment where rats will thrive will attract Rat Gafflings, disturbing such an environment will either drive them away or invite their vengeance. Rat Gafflings cannot disturb poisons or traps without materializing and placing themselves in danger, but they can help their brethren avoid them.

Attitude: Rat spirits are usually neutral, but are extremely wary of strangers. Different types of Gafflings have different personalities that match the sort of environment they live in. Sewer Rat Gafflings tend to be extremely secretive and shy, but can be quite vicious if cornered. Roof Rat Gafflings are elitist and the most successful ones regard their lessors with disdain. Tenement Rat Gafflings prefer the lower floors of buildings and are often led by the largest Rat Gaffling in the area. Al three species are wary of Garou who are not Bone Gnawers, although they have respect for werewolves who follow their totem.

Chiminage: If a Garou wants to ask a major favor of a Rat Gaffling, such as teaching the art of a particular gift, the spirit will scam for everything she can get. This is usually much more than the Gaffling can use at the time, and she will most likely snatch the offering away and hoard it for later. If a Theurge wishes to bind the spirit into a fetish, he will have to repeatedly entertain its whims by providing a variety of treats to any rats or rodents encountered thereafter. As a rule of thumb, bribe early and bribe often.
xxxxxWhen a pack requires the services of these spirits, they demand solidarity. Bone Gnawers have been known to petition the spirits with a rite of temporary pack binding known as Rite of the Pizza. Most Theurges will only charge a quarter of the first part of the ritual and the ceremony, which begins with the use of a pay telephone, and usually takes 30 minutes or less to enact. The Rat spirit will test the solidarity of the pack by seeing how well they negotiate the intricacies of the rite, such as agreeing upon toppings, deciding who gets which slices, and so on. The rite ends with Hone Gnawers dancing in a circle around the pie when it arrives, devouring most of it, and offering the ceremonial last slice to the Rat Gaffling present - after picking off any "offensive" toppings, of course.




Raccoon Spirits

Charms: Acquisition*, Airt Sense

Image: These animal spirits are urban bandits. Finding actual raccoons in a city can be difficult, but the opportunities to scam valuable trash attract their attention. Their chubby appearance reminds some homid Garou of stuffed toys, but Raccoon spirits can be exceptionally crafty and resourceful.

History: Raccoon spirits follow their Animal Father in the wild, but those who live in the city are among the orphaned spirits that are cared for by Rat. Cities offer far more opportunities than the wilderness, and so wasteful men have invited them into their demesnes.

Habitat: Raccoon spirits seek out trees to climb and soil to dig in, but the presence of a stalking ground for leftover food is far more important in the Urban Wylderness. Trash piles and the demesnes of Heaps (see below) are treasured. In the Umbra, they have been known to assist in guerrilla raids against Weaver Realms.

Spiritual Correspondences:Raccoon spirits understand that theft is also a survival skill, so they really cant fault the werewolves who use it to survive. When the rich have more than they need, skimming a little off the top never hurt anybody. Their scrounging ways torment those who demonstrate wastefulness or gluttony. Raccoon Gafflings also represent resourcefulness and ingenuity.

Material Correspondences: You want to know what they want? What do you have? The easiest way to negotiate with a Raccoon Gaffling is to present him with the stuff you have - your backpack, your friend's suitcase, the trunk of your car - and let him rummage through it until he finds something good. Of course, this is risky, but even worse is the fact that it's messy. Once the offer has been made, the Raccoon will scatter everything about until it gets what it wants.
xxxxxAn easier option is to make a straightforward offering of food, trash, or cool stuff. Any trash can be a veritable temple, and a really good dumpster can radiate the holiness of a church. Scrounging is a form of worship, so remember that it's the thought that counts.

Gift Lore: Typically, these spirits teach Ragabash and Bone Gnawer gifts involving "aquisition", such as Blur of the Milky Eye and Open Seal.

Taboos: As part of a truce dating back to the end of the Impergium, Rat and Raccoon spirits spare vermin, but their mortal allies must help Rat's children find what they need. Killing the vermin in an area or cleaning up the habitat of a raccoon Gaffling will encourage it to seek opportunity elsewhere.

Attitude: Friendly, especially since you might have something to offer them.

Chiminage: Raccoon spirits are excellent thieves, but Garou who really wish to gain their favor must impress them by stealing something that is carefully guarded. If a Garou wants to employ one to acquire an item, it will be content to trade for something of equal value. Like many thieves, they value items that are hard to acquire, even the item is valued more for its rarity than its actual monetary value.




Heap Gafflings

Charms: Healing, Materialize, Noxious Gas*

Image: The appearance of a Heap can range from a pile of compost in the garden in the backyard of a house to a giant garbacious monstrosity shambling in a suburban landfill. Once roused from their Slumber, Jaggling leviathans appear as animate shoggoths of cardboard and aluminum. Heap Gafflings aspire to such grandeur, but will never attain it. In the last century, the Great Trash Heap has become an Incarna of its own (a god of garbage, if you will). The immense Heap Jagglings have become part of its collective consciousness, but many of the smaller Heap Gafflings still have an affinity to Rat.

History: Heaps were once the guardians of the wealth scavengers envied. In early Africa, for instance, Ivory Heap Jagglings watched over the fabled elephant graveyards, and Bone Gnaawers would undergo epic journeys to find their treasure and vast wisdom. As the Urban Wylderness became more polluted, smaller Heap Gafflings became far more common. they still value their treasures, but the impressive nature of the Heap Jagglings declined as their numbers decreased, and their standards of quality were lowered.
xxxxxThe number of Heap Gafflings has steadily increased over the last century, and their once impressive sagacity has deteriorated into the type of advice one would expect on a Saturday morning cartoon show. It is these lesser spirits that humbly serve as the brood of Rat instead of finding the wisdom to commune with the glory of the Great Trash Heap.

Habitat: The bigger the pile of trash, the more attractive a suitable nesting ground becomes to a Heap Gaffling. Garden compost piles, dumpsters or even messy rooms are all favored by these spirits.
xxxxxOnce settled in, they refuse to move unless they can be promised a more attractive demesne. A homeless shambler who lacks a material trash pile will slowly reduce in size until it can find a good home. If the spot it chooses is free of trash, it will slowly build a hoard, as humans nearby will feel a subconscious urge to litter and give it their junk.

Spiritual Correspondences: While Heap Gafflings are slothful and egotistical, they are also connected with advice, generosity, and material possessions.

Material Correspondences: Heap Gafflings are easy to please. They are quite willing to take any Junk a petitioner has to offer, and they are eager to advise Garou on items that can still be of use to mortal creatures. Bone Gnawers who develop a friendship with these spirits are more likely to find useful Stuff.

Gift Lore: These spirits can teach Gifts involving temporary wealth or prosperity, as well as rites for gathering Stuff, such as the Rite of the Shopping Cart.

Taboos: Anything taken from a Heap must be put to good use. Unlike Heal Jagglings, who like to hoard their wealth, Heap Gafflings are willing to give up their trash. They should, however, be assured that they will receive more later. They are saddened to see perfectly good Stuff wasted and will try to recycle truly good Stuff by offering it to anyone who will treasure it. ("Look at this perfectly good milk carton! How can you not appreciate such a fine specimen of wax and cardboard?") Carrying the Stuff a Heap Gaffling offers you will put you in favor with it. Refusing such a kind gift will earn the spirit's enmity. (This explains why some Bone Gnawers carry vast amounts of garbage for no discernible reason.)

Attitude: Friendly, and somewhat lonely. Smaller Heaps tend to enjoy the company of Garou. The largest Heap Jagglings are known for their epic loneliness and tend to amass a number of Gafflings to entertain them. these attendants will endlessly posture and pose to amuse their benefactor, who in turn watches them like her children. (For more ideas, watch an episode or two of Fraggle Rock.) Smaller Heaps are envious of their massive brethren, but lack the ambition required to attain such epic bulk.

Chiminage: It is rather difficult to bind this type of spirit into a fetish, although there are legendary tales of a few being bound into garbage trucks and such. There are also stories of enchanted trashcans, such as the Moldy Grail guarded by the Sept of the Green in New York. Extremely wise Heap Gafflings are even capable of creating chimares around their territories, offering adventurous travelers a place to stay.
xxxxxIf a Garou can sufficiently entertain a Heap or bring her an especially wondrous item, she may in turn ask one of her children to accompany the petitioner. A prolonged friendship may garner greater favors. Bone Gnawers have told tales of being saved by animated trash in the demesne of a favorite Heap.
xxxxxThe demesnes of these entities are sometimes frequented by Urban Englings (see below). Finding them in this environment can be quite difficult, but rewarding. After a prolonged search (and an impressive Scrounging roll), the Bone Gnawer may find a "lost treasure" and gain Gnosis in the process.




Urban Englings

Charms: Airt Sense, Shapeshift

Image: Though technically these are Enigmatic spirits, many of them have come to join Rat's brood. Most Englings are glowing balls of light and energy who occasionally assume human or animal faces for the purpose of expression. While Englings in the Wyld have been known to assume animal forms, Urban Englings often prefer more anthropomorphic shapes. As an Engling is wounded, his chosen form will dissipate, but his light and energy will not diminish until it is consumed by a Garou.

History: The Garou have always known about the presence of Englings. These spiritual creatures are composed of pure Gnosis and are typically hunted for their eminent energy. If the proper ritual is performed over one, the Engling will give up her life so that their petitioner can harness the spirit's Gnosis. In the Urban Wylderness, the rituals for hunting an Urban Engling can become somewhat Bizarre.Rat has been known to give some of her eminence to her children by recruiting Urban Englings as intermediaries.

Habitat: Urban Englings fall into two categories: playful and cerebral. Scrounging is the easiest way to find the more cerebral variety, as it will hide in the basement or attic of a house, piles of trash in an alleyway, or even in a garbage dump. Heaps (see above) have been known to gather Urban Englings around them to provide faithful and respectful urban Garou with the gnosis they need.
xxxxxPlayful Urban Englings will reside wherever the Wyld is present within a city, showing a preference for city parks, fountains, and other such places. If a rite is used to summon the Engling, it will then taunt its pursuer. Clever Garou outwith them; the foolish will quickly get lost.

Spiritual Correspondences: These urban entities are still enigmatic spirits and obey the call of the Wyld more easily than the needs of Rat. Nonetheless, they enjoy Rat's protection, as they both serve a common cause. They represent creativity and nourishment.

Material Correspondences: As these creatures have an affinity for the Wyld, they are especially fond of wiks of art or other creative applications of trash and other urban detritus. Any fetish used to store such spirits should reflect the ingenuity of the owner.

Gift Lore: Non, but Englings will give gnosis to Garou who capture them.

Taboos: Neglecting the call of the Wyld, or increasing the force of the Weaver, insults an Urban Engling. The killing of creativity or destruction of art - whether eradicating graffiti, dismantling urban sculpture or discouraging street musicians - forces them into Slumber.

Attitude: Friendly, and usually playful. Amuse them and eminent energy is yours.

Chiminage: Playful Englings consider the amusement they gain to be worth their sacrifice. More powerful Urban Englings will require a more epic chase. Cerebral Urban Englings gain pleasure from the resonance of nostalgia or sentimentalism they generate at the end of a Scavenger Hunt.
xxxxxThe more light-hearted spirits are content to simply amuse themselves by making chases entertaining. Some have been known to ride on the backs of bicycles, automobiles and other vehicles so that wolves and dogs can chase them through traffic. To them, wisdom is found through play.
xxxxxThe more cerebral Englings will prefer to lead their pursuers on a quest of sorts. They may take the form of various discarded objects, such as soda pop cans, newspapers or old clothing. Some have a predilection for taking the forms of forgotten childhood toys or mementos. The Scavenger Hunts they lead not only uncover scads of cool stuff, they are a form of reverent worship to some Garou. Remembrance and nostalgia are very important to these wistful spirits.




Feral Psychagonea

Charms: Airt Sense, Posession, Suggestion* (if Wyld) or Corruption (if Wyrm tainted)

Image: Feral Psychagonea appear as vicious, frustrated animals. Their states of frenzy continually invite the corruption of the Wyrm. In fact, the corruption of the Defiler Wyrm can transform them into hideous spirits known as Feral Psychomachiae. the most horrific appear as abused or wild animals, often with distended jaws or twisted, bloodstained claws. Those who serve Rat appear disheveled and dejected, but are still more civilized than their Wyrm tainted cousins. (The singular form of the name is "Psychagonia.")

History: Humans dangerously close to mental breakdowns or insanity invite the taint of self destructive spirits known as Psychomachiae, which delight in awakening baser, more bestial impulses. they reawaken primitive urges within humans that were once essential to survival. Similar spirits call to tame beasts within a city, who sublimate their instincts of survival to coexist in human company. Rat understands the call of the Wyld that still exists hidden in the city. the "purer" varieties of this spirit serve her, but the defiled versions of these spirits can become as dangerous as Psycomachiae.
xxxxxWyrm tainted Feral Psychomachiae revel in unrestrained bestial impulses. They encourage neglected animals to lash out at their masters and wallow both in the uncertainty of the tame animals who consider savagery and the suffering of the mortals whom they savage. Wise animals and clever, Garou can spot these spirits for what they are and drive them away. Others are not so lucky. Note that, as with many Wyrm tainted spirits, they are not always present when mortal creatures exhibit these emotions, but they can definitely intensify such feelings in creatures who already exhibit the beginnings of such madness.
xxxxxAlthough vampires generally do not know of the existence of Psychagonea, the Animalism Discipline can be used to attract or repel them. Under the sway of these occult powers, they can aid in charming, calming, or enraging mortal creatures.

Habitat: Feral Psychagonea are drawn to places where animals are neglected or abused. Mortal animals find them extremely unnerving and will react to these spirits, who will reveal themselves to them whispering promises of freedom and joy. Unfortunately, not all animals can distinguish them from their Wyrm tainted cousins. Poorly tended zoos, kennels, parks or even homes where pets are neglected are all suitable stalking grounds.

Spiritual Correspondences: Those who serve Rat glorify freedom. While a tame life of submissiveness may seem suitable, Psychagonea enervate mortal creatures to a point where the thought of breaking free becomes quite exciting. Of course, as spirits, they don't understand the drawbacks of such an existence, such as starvation, cold or fear. As such, Feral Psychagonea are typically reckless.

Material Correspondences: Sabotaging places that contain or restrain animals lessens the affinity of Psychagonea to those locals. They are rarely, if ever, bound into fetishes, as the confinement would actively harm them.

Gift Lore: Gifts taught by Psychagonea typically relate to understanding and working with animals rather than controlling them. They understand the basics of the Spirit Speech gift, but can only teach how to converse with animal spirits. Gifts taught by Feral Psychomachiae have been known to induce frenzies.

Taboos: Psychagonea detest anything that constrains an animal or denies its freedom. Treating an animal as anything less than an equal insults them. If an animal is to aid a human of its own free will, it must have the freedom to choose. An eloquent Garou can negotiate a compromise with the spirit, but as reckless entities, they feel no obligation to hold to a bargain.
xxxxxFeral Psychomachiae, on the other hand, abhor kindness, seeing it as a lie. They fear humans and mistrust them implicitly. Overcoming the mistrust of an animal will force its hose Feral Psychomachiae into Slumber.

Attitude: Feral Psychaconea are friendly if treated with respect, while Feral Psychomachiae are hostile in the extreme.

Chiminage: These spirits will consent to working with Garou if they can help improve the situation of domestic animals. Acts of kindness to pets impress them. Feral Psychomachiae who corrupt creatures delight in watching retribution against those who harm or abuse them or even the men who would usually master them.




Lost Dogs

Charms: Reform

Image: This animal spirit is usually a shaggy or forlorn dog with a needy expression. Abandoned or feral dogs, slaughtered puppies or other forgotten canines eke out a living not unlike that of an urban Bone Gnawer. When some of these creatures pass on, they become lost spirits in the Umbra.

History: Wild dogs have no trouble adjusting to the transition between life and death. It is a natural adjustment. As the species was domesticated, however, their understanding of the spiritual world was obscured. Rat commiserates with the creatures of the city who fight to survive, and although she is disdainful of dogs who hut her children, the souls of animals who die in the cities and cross the Gauntlet after death can find communion with her.
xxxxxThey like to keep their freedom, but if a chance to run with a good pack for a little while comes up, they'll take it. If they remain solitary or find companionship with kind mortals, they'll find solace.
xxxxxIf these spirits gather in numbers, however, they become dangerous. A pack of Lost Dogs, especially one under the influence of a Feral Psychomachiae (see above), will slowly begin to raise the rage of the pack members. (Increase the spirit's Rage by up to three points as the pack grows.) Over time, the pack will become a marauding band of wild beasts that inflicts its loneliness and despair on others by spiritual, or even material, assaults. Once the path of rage is chosen, the only escape is oblivion.

Habitat: Wherever the spirit can rest from the madness of the Penumbra, catch some sleep, and watch the life they once knew. Those that succumb to their own rage eventually roam the most dangerous areas of a city in packs.

Spiritual Correspondences: Lost Dogs stand for loneliness and abandonment, but are extremely receptive to companionship.

Material Correspondences: Binding a Lost Dog into a fetish is difficult, as the level of trust required is quite high. They work better as companions than tools.

Gift Lore: Gifts of companionship and fellowship are known to these spirits.

Taboos: Lost Dogs have forgotten their former lives. If they witness the people or places they knew in mortal life, the pain of remembering what they've lost will force them into Slumber. Once the life once known is completely gone, they cease to become Lost Dogs and either pass into oblivion or become animal spirits.
xxxxxKindness rescues them from their fate, but isolation drives them to seek out others of their own kind, Herding them or forcing them to act together is a taboo.

Attitude: Friendly when alone; hostile in numbers.

Chiminage: Kindness is remembered; disdain is returned. Respect the freedom of a Lost Dog, and if he finds you suitable, he'll develop a gradual affinity to you. Shun him and he may exact revenge later.




Wanderlust Spirits

Charms: Airt Sense, Suggestion*

Image: This is a spirit carried on the wind, an elusive bright mixture of light and energy that beckons a Garou or a spirit on to better things. The spirit may suggest aromas and visions from distant lands, whether that's the flashing lights of Las Vegas or the smell of a bowl of borscht from a family restaurant in Minsk. Bone Gnawers who follow these clues get further glimpses of the spirit as they follow it further, with increased luck.

History: The Bone Gnawer tribe has wandered across the face of the Earth, putting their homeland farther and farther behind them. Rat, and the City Fathers she knows, can usually judge when the Bone Gnawer population of a city should be moving on, but judging exactly where they should go can be difficult. As a result, Rat has gained an alliance with these enigmatic spirits, who can reveal wisdom to the Garou who follow them. Questing after a Wanderlust spirit can be a lengthy and hazardous journey

Habitat: No permanent habitat whatsoever. Just as rats will abandon a residence that is about to be destroyed or a ship that's about to sink, Wanderlust spirits will try to lead Garou away from danger and discourage them from "putting down roots" in any one place.

Spiritual Correspondences: Travel broadens the mind, and spirits of Wanderlust teach tolerance, understanding and acceptance.

Material Correspondences: Sacrificing the material possessions one has accumulated may summon this type of spirit. There are legends of a few being bound into fetishes such as compasses and shifting road maps that repeatedly lead Garou on bizarre adventures. There are also stories of Umbral entities that lead spiritually questing Garou to the Realms that would be best to heal their hearts.

Gift Lore: Survivor

Taboos: Once a Bone Gnawer has set down a semi-permanent residence, the Wanderlust will stop calling to him.

Attitude: Friendly and inviting, yet taunting and mysterious.

Chiminage: Confessing feelings of loneliness to one of these spirits will attract its attention. A simple request to "take me away" may be all it takes to start a quest after a wanderlust spirit. The spirit will try to figure out why the petitioner is unhappy and present him with clues about where he should be. The Garou then follows a series of clues to figure out the next place the spirit will be. As a side effect, he may find a dedicated item getting warmer or colder as he gets closer to figuring out the mystery. Once the Garou discovers the locale, he will feel a rush of Gnosis. The Wanderlust spirit, however, may amuse itself by presenting another image later on...
xxxxxThe travels that result will give the Garou wisdom. In game terms, figuring out the next place where the spirit has gone will restore the character's Willpower and grant him three temporary points of Gnosis. Experience gained from these quests are quite suitable for increasing permanent Gnosis as well.

Wendigo

xxxxxWendigo is one of the most feared of totems. His bitter rage is so great that it has devoured his own heart, turning it to ice. No emotional appeals can sway him when he hunts for vengeance - and he hunts often.
xxxxxMany believe that the Wendigo is cold because he lives in the north, but that is not so. He lives in the north because he is cold, because his heart died long ago, to mournful from the loss of his children. He was once Sasquatch, guardian of the forests, but at the bidding of Gaia, he helped lead his tribe of werewolves to the Pure Lands. It was a hard journey, for the Wyrm's forces pursued them all the way. Wise Sasquatch played many tricks on the evil ones, but could not stop them all the time. He and Uktena were harried on all sides trying to protect their chosen children. With every wound, with every Garou to fall on the way, Sasquatch's tears flowed greater until they threatened to drown those around him. The Garou cried to him, "Still your tears, Sasquatch! We have lost many, but we will go on, as we must. Gaia will look after the fallen. Hide your sorrow, for it scares the others." Sasquatch listened and took their counsel. He hid the tears deep inside himself, close to his heart, for he could not stop them entirely.
xxxxxBut death after death sorely wore at him. Finally, the tribes reached the land bridge, a great erection of ice raised by Gaia to carry them to the Pure lands. Here the Wyrm made its final assault, and here Sasquatch's heart died, mourning for the many who fell before the great evil. Victory was the tribe's however, and they howled into the new land with great joy, singing and dancing for the end of their exodus. But Sasquatch didn't sing or dance. Feeling was dead in him. The tears about his heart had frozen to ice, and this ice great, reaching chill tendrils throughout him, until Sasquatch was no more. Wendigo stood in his place, and he raged across the Pure Land seeking revenge for his losses, something he still does to this day.
xxxxxUktena Garou whisper that Wendigo was wounded in the final battle, that the Eater of Souls placed its taint in him, and that is why Wendigo is a cannibal spirit, always hungry for others' hearts since he no longer has one of his own. But the Wendigo Garou scoff at this, claiming that Wendigo only eats the hearts of his enemies. Yet they know that, in the heat of rage, few can tell enemy from friend, and that the furnace of Wendigo's anger, so hot it is, cannot melt the ice around his heart.
xxxxxWhenever Wendigo or his avatar is abroad in the land (summoned by the Wendigo Garou gift), an ice storm follows him. Within this storm come many of his followers, such as the Ice Elementals or the acten cannibals. Sometimes, a wolverine or two follows far behind, looking for easy prey in the path of the beast. After the monster has gone, the land he has trod usually melts, becoming marshy for a time before freezing again.Here there breed mosquito spirits. All of Wendigo's Brood can be communicated with using the gifts Spirit Speech or Speak with the Wind Spirits.

Wendigo as a Totem
Background Cost: 7
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.
Source: WW3801/295

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
Details

Kwakwadjec (Wolverine)

Charms: Airt Sense, Break Wind*, Create Object, Incite Frenzy, Materialize (cost: 18; Str 4, Dex 5, Sta 4, Subterfuge 4, Claws: Str +2, Bite: Str +1)

Image: The Wolverine Gafflings and Jagglings who follow Wendigo are more often tricksters rather than raging beasts. They have short tempers, true, but their antics create many new things. They appear as normal wolverines, except that they may walk on two legs and have loin cloths or bows and arrows.

History: Kwakwadjec is a perverse, baudy trickster totem whose uncouth attitude towards bodily functions often repulses those around him. He's always trying to stick his, ahem, "member" into people or things, and something new always results when he's successful. He is truly uncivilized. Yet, as a trickster, his pranks helped to create the world, molding the lands of the north. He named many of the things that are (and once were, but are no longer) and set some of the rules by which others must live (although he can ignore them).
xxxxxHe is a cunning and wily totem whose spirit Gafflings and Jagglings are often encountered in the frozen tundra. He Can be vicious if angered, for he knows Rage like the Wendigo, so it is best to be wary around him or his followers. Although he is a totem, none can ally with him, for he accepts no long term friendships. The world is his playground, and if he wants something, he'll take it (or trick it out of someone). He has no need for alliances, especially with the younger children of the world (as he sees it, all mortals are babies next to spirits of his antiquity).
xxxxx(There is a Wolverine totem given in The Werewolf Player's Guide; this is an Animal Father, as the Red Talons see it, and a more primal, though less amusing, spirit)

Habitat: Any habitat where real wolverines live, such as Canada.

Spiritual Correspondences: Invention, foolishness, Rage.

Material Correspondences: Wolverine spirits are attracted to food, like all animal spirits. A heaping helping of hot, freshly killed meat is sure to get one's attention. If that doesn't work, try farting very loud.
xxxxxWhen binding a Wolverine spirit into a fetish, the spirit must be convinced that it is a very rich habitat indeed. However, they aren't too clever, and can be tricked into thinking even a pile of dung is a comfy place to reside. They best prefer knives, arrows or hunting gear.

Gift Lore: Wolverine spirits teach all manner of Gifts involving trickery or ferocity. They make excellent (if obnoxious) teachers for Ragabash.

Taboos: Nothing is taboo to Kwakwadjec's brood, although they may easily offend the summoner by any number of rude or lewd displays.

Attitude: Depending on how one is approached and the mood he or she is in, a Wolverine spirit can be friendly, neutral, or hostile. It may be very hard to tell until it is too late.

Chiminage: Kwakwadjec's brood prefer honest dealing, even though they are likely to practice backstabbing themselves (they see trickery as their province alone). They'll usually ask for food or juicy gossip that they can later use to trick someone else. A Garou should always be wary in dealing with these guys; they are fickle and infinitely resourceful (one harsh wither, Kwakwadjec ate his own ass to survive).




Atcen

Charms: Airt Sense, Create Wind, Freeze, Frozen Breath, Materialize (cost: 21; Str 5, Dex 3, Sta 5, Intimidation 4, Claws: Str +2, Bite: Str +2, 9 Health Levels)

Image: Atcen usually appear as tall, thin humans with white hair and extremely pale complexions, along with owl-like eyes. They stink, too. Sometimes their ribs stick out of their torsos like tree branches, and they can hang strips of flesh from them for curing. They are made of ice, not flesh.

History: Atcen are fearsome ice cannibals, Gafflings who serve Wendigo. It would be nice to say that they only seek out the flesh of those who are evil and have done bad to Gaia, but that's just not the case. They'll eat anyone. They see humans as edible and other animals as inedible.
xxxxxAtcen are said to be created when a human eats the flesh of his relatives. If this is so, it certainly isn't the only method of creation, for there are surely more Atcen about than would be warranted.
xxxxxAtcen wander the frozen wilds, seeking humans to eat. They also like to eat homid Garou, but shun lupus or metis as meals. There aren't as many of them as there used to be, since food supplies are a lot better in the frozen north and very few people are forced into cannibalism. However, one Atcen can create more, such as the time one ate a boy's father. The boy finally caught the Atcen and forced him to vomit his father back up. The Atcen said he wouldn't like the results, but did as he was told. He vomited the father back up, but the father was no an Atcen himself, and ate his son.
xxxxxWendigo Garou can usually talk Atcen out of eating them by playing on their fear that the Great Wendigo may not like it. The Atcen don't want to be eaten themselves, and so do not usually eat Wendigo's children. But when they are hungry and nothing else is available, they'll go for it.
xxxxxNon-Wendigo Garou claim that these ice cannibals are servants of the Eater of Souls, but the Wendigo say they are just trying to survive by eating the only thing they are allowed: humans. (They gain no nourishment from other foods.) They remind the Garou that there was once a need for them, to cull the overly populated human flock. Red Talons heartily cheer the Atcen on, knowing that they are safe from their hunger (being lupus, and thus inedible).

Habitat: Lands of ice and snow. They melt if they leave their frozen regions.

Spiritual Correspondences: Ice, snow, winter, hunger, cannibalism.

Material Correspondences: Two materials are required to summon an Atcen: enough ice for it to manifest (see Image, above) and human flesh so it can eat once it arrives. When encountered in the spirit world, an offering of human flesh will be enough to stay their hunger for a while (but just a little while).

Gift Lore: All Wendigo gifts.

Taboos: The Atcen honor no taboos. They have no society and thus no sacred cows to violate.

Attitude: Neutral or Hostile, depending on whether you are food or not.

Chiminage: As mentioned above, you'd better be prepared to feed an Atcen if you want to ask its aid. The only way around this is to call upon their duty to Wendigo (only a child of Wendigo can do this). This can only be done to send them against a foe, in which case they will hunt him and devour his heart.




Ice Elementals

Charms: Airt Sense, Freeze, Ice Shards

Image: Ice Elementals appear in various shapes of ice: icicles, ice shards, sheets of ice, etc. They can sometimes be mistaken for glass elementals when they are still and motionless.

History: Some say that ice was the first element born in the primordial darkness, before even water. When the Dawn came, the light and heat of the new sun melted the ice and spread it across the world, covering everything. Eventually, Earth rose up from the watery mantle. From there, the rest of the world was created as we know it today.
xxxxxIn the far regions of the world, those farthest from the sun, yearning for the dark places where the heat of the new light never touched, where the primal ice never melted. These shards of primordial, ancient ice are extremely rare and almost nonexistent in the material world, but they can still be found in parts of the spirit world. And where there is primal ice, there are ice elementals, believed by some to be the oldest of spirits.
xxxxxThese beings are slow, in both motion and thought, sometimes taking years to finish simple actions. But they can explode into moments of incredible speed, shattering outward in action before melting forever.
xxxxxThe Wendigo has ice elementals hanging from his hair, from his eyelashes to his beard and right down to his pubic regions. He snaps these spirits off and hurls them at foes. Few things are as sharp as an ice elemental: even the refined and forged children of earth, the metal knives, cannot match their infinite, piercing sharpness.
xxxxxWhen an ice elemental melts, it becomes a water elemental. At this moment of creation, it is the purest water imaginable. It is said that drinking this water will cure all ills, even melancholia.

Habitat: The spirits inhabit the oldest and most barren regions of the spirit world, where primal ice still lies untouched by the sun. This regions are guarded by Luna and her brood from defilement, so sojourners must be wary when gathering ice from there.

Spiritual Correspondences: Ice, cold, sharpness.

Material Correspondences: An ice elemental can only manifest through primal ice. Otherwise, it becomes a water elemental (although a water elemental can exist in ice). Primal ice cannot be touched with bare skin, lest the skin stick to the ice; it must then be cut off or the ice melted.
xxxxxIce elementals do not care where they are bound for fetishes, for they are distant and non-communicative beings. However, they make incredible knives or klaives. Any klaive with an ice elemental bound into it will add three dice to its damage and subtract one from its damage difficulty. However, it will become extremely chill to the touch; the owner must wear gloves or risk his skin sticking to the handle. They are taboos concerning these fetishes (see below).

Gift Lore: Gift of cold and ice.

Taboos: Sunlight, fire or warmth are the main taboos to be aware of when dealing with ice elementals. The very hint of those things may cause the elemental to explode, sending millions of tiny, extremely sharm shards and whomever brings these things (don't even roll for damage; no mortal being can survive this kind of attack). After exploding, the ice elemental's shards melt and it becomes a water elementa, flowing away from the frozen lands to find a river or stream to take it to the ocean.
xxxxxAnyone who is trying to destroy primal ice is an enemy; one elemental will sacrifice itself (as above) to defend the dwindling supply of this nonrenewable substance.
xxxxxAn ice elemental fetish must be treated in certain ways, lest the spirit melt. While the fetish may be exposed to sunlight or heat for long periods of time, it must also be exposed to cold for at least one day a month (a refrigerator freezer is usually good enough). In addition, it must be allowed to soak in the rays of the new moon (rays invisible to the eye but not to the ice elemental); in other words, it must be left out in the open air for one night during the new moon. If two months pass without this moon bath, the elemental will melt, leaving the fetish.

Attitude: Neutral.

Chiminage: To gain an ice elemental's favor, the Garou must promise the spirit a safe haven from melting. These spirits are extremely conservative, being the last of their kind, and their primary concern is survival. Bonding one into a fetish will preserve it, although the taboos concerning the fetish (listed above) must be honored.




Windtooth

Charms: Airt Sense, Create Wind, Cut, Freeze

Image: Windtooth cannot be seen, only felt. When he bites, the force of his jaws can knock people over, and his breath can freeze limbs to ice. He is the wind itself, but he is an angry wind.

History: Windtooth was born when Wendigo sneezed, blowing three of his teeth out and away across the tundra. These teeth gathered together and became Windtooth, a spirit of frostbite who wanders before Wendigo, tasting all he finds. If the prey is sweet, it runs back to Wendigo and tells him where the delicious food is to be found. Woe be it to those whose are tasty to Windtooth. Luckily, Windtooth does not like wolves, which includes Garou.
xxxxxWhenever someone gets frostbite, the Wendigo Garou say that she has been tasted by Windtooth. For this reason, the Wendigo protect their favorite Kinfolk with certain rituals before they go out into the blowing wind. these rituals are designed to make the Kinfolk taste bad to Windtooth, so that the spirit will not summon the Wendigo. This can include such extreme measures as rubbing garlic all over the Kinfolk, along with other foul smelling herbs. If the Kinfolk is going out hunting, she cannot accept such protections, for the smell will drive away game. A protected Kinfolk may still get frostbite, but the Garou rest assured that, while Windtooth may have bitten them, it did not like the taste.

Habitat: Windtooth lives in winter storms. Where there is no wind, there is no Windtooth.

Spiritual Correspondences: Frostbite, wind.

Material Correspondences: Windtooth can only be summoned in a winter storm, and it will always taste those who summon it (giving them frostbite). The summoner should thus prepare by rubbing himself with bitter or smelly herbs. Once summoned, it is easy to turn Windtooth against a desired foe simply by suggesting the foe would be a tasty morsel for the Great Cannibal. Off Windtooth will rush to taste the chosen target; if he is indeed tasty (see Taboos, below), Windtooth will summon Great Wendigo to devour the chosen one. This does not always bring Wendigo, however; if he is busy with another meal, he will ignore the pesty wind spirit. Withtooth will forget the target and rush off seeking another choice.

Gift Lore: Cutting Wind and Invoke the Spirits of the Storm

Taboos: Windtooth only likes meals which Great Wendigo would feat upon, which includes Wyrm creatures, cannibals, murderers and people consumed with hate or anger. Those who live alone are also tasty.

Attitude: Neutral.

Chiminage: Windtooth demands nothing in return for aid except that he will taste anything he sees. His bite causes frostbite (one Health Level of aggravated damage).




Mosquito Spirits

Charms: Airt Sense, Blood Sucking*, Sap Will

Image: Mosquito Gafflings and Jagglings appear as normal mosquitos, except that they may have a wonderful array of colors.

History: There are many mosquitoes were created, usually involving some foolery or idiocy on humanity's part. These blood suckers are universally despised, but those who live near them know it is best to remain on good terms with them, to give them a little blood lest they take a lot. Wendigo Theurges know that giving a small sacrifice of blood to a spirit mosquito will usually prevent realm mosquitos from overly bothering the generous Garou (a sort of spirit version of bug repellent). This works on both arctic and jungle versions of the spirit pests.
xxxxxWhen Wendigo walks upon the land, his footprints sometimes melt the ice and snow. In these places, days later, mosquito eggs hatch, giving birth to annoying swarms. If Wendigo's anger was particularly high, the heat of it will still infect the mosquitoes, and the traditional blood sacrifice may not be enough to assuage to their bloodlust. Sometimes, these Wendigo-born mosquitoes can grow to be quite huge and are capable of drinking a prodigious amount of blood.
xxxxxWhile they are not picky eaters, they will not eat tainted blood (blood with too many industrial toxins or chemicals, radiated blood, etc.) they prefer vampire blood or that sucked from human cannibals, always choosing it over other victims. They have a duty to devour Wendigo's enemies, although they are not good at discerning who is friend or foe. They must be talked into choosing a Wyrm creature meal over any other meal, but once they realize a Wyrm creature is near, they will search for its blood first.
xxxxxOne thing which will distract them is good gossip. They tend to gather this from whomever they drink, but when particular juicy secrets are offered, they can be persuaded to take them instead of blood. They love to talk, and getting one of them started on a tale can distract it for hours.

Habitat: Mainly in marshy regions or jungles, although they can exist anywhere. Those mosquitoes of Wendigo's brood (described here) only appearin the north, usually after a thaw or following behind Wendigo's train.

Spiritual Correspondences: Blood, disease, gossip.

Material Correspondences: Anyone summoning a mosquito spirit must have a source of blood near them to drink from once they arrive. It must be a living source. If none is available, the mosquitoes will drink from the summoner (causing one Health Level of aggravated damage). It helps to be in a marshy or stagnant location.
xxxxxMosquitoes prefer to be bound into fetishes involving communication or travel, such as books, tape players, airplanes, etc. They find it hard to shut up even when bound, and any mosquito fetish will emit a faint buzzing sound when activated.

Gift Lore: Mosquitoes can teach gifts involving insect control, such as Infest (Bone Gnawer, level four). Due to their familiarity with the diseases they carry, they can teach gifts of inoculation (Resist Toxin, Fianna level one). Likewise, they can teach Venom Blood (Get of Fenris, level three). Their affinity and desire for blood allows them to teach Open Wounds (Shadow Lords, level four).

Taboos: As mentioned above, mosquitoes avoid tainted blood (except Wyrm creatures, whom it is their duty to eat). Being shut mouthed with them about gossip is a bad idea; they may swarm the offender.

Attitude: Depending on how they're approached, they can be friendly, neutral or hostile.

Chiminage: The supplicant must offer some gossip. The juicier and more current the gossip, the better. One Garou trying to get a message to her friends, told it in the form of gossip to a mosquito spirit. Within hours, the story had traveled across the spirit world, and the Garou's friends, listening in on mosquito spirits shooting the breeze, heard the message. (One must understand Spirit Speech to make sense of the buzzing.)
xxxxxSome mosquitoes will demand an offering of blood. If given, they will take enough to assuage their hunger but not enough to harm the Garou. If the Garou is uncooperative, they may take some anyway and leave a disease behind.

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.

Chimera

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 as a Totem
Background Cost: 7
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.
Source: WW3801/296

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

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 as a Totem
Background Cost: 6
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.
Source: WW3801/296

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

xxxxxUnlike many of the less discriminate totems that offer their leadership to any number of brood, Owl is a secretive being. Owl shelters few brood under his great wings, since he finds few spirits worthy of his watch. However, in the depths of Owl's great eyes and in the silence of his wings lies the promise of other brood whose existence is hidden from any except for Owl. Still, those spirits whom Owl does claim inevitably possess wisdom and knowledge beyond that normally available to even spirit beings. Owl finds merit in the quiet possession of secret knowledge, the awareness of the meaningful meaninglessness of time, and even more so in the possession of quiet passion so powerful it can heal. In such beings, as in Owl's eyes, reflect the most primal hopes and dreams of Gaia.

Owl as a Totem
Background Cost: 6
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.
Source: WW3801/296

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
Details

The Twice-Born

Charms: Airt sense, Healing, Scent of Safety

Image: The Twice Born usually manifest as small, skeletal mice with piercingly bright yellow eyes. Those who examine the Twice Born closely can often make out delicate carvings upon the bones of the Mice spirits. Although no Twice Born has ever explained the significance of these carvings, the Silent Striders believe the designs tell the story of each spirit mouse's journey through the realms of death and back up into the realms of spirit.

History: In the long ago time of glory when the spirits were just beginning to grow bored with the timeless Daawn of their existence, Mouse felt lonely and left out by the larger beings around her. So, Mouse decided that she would find some way to decrease her loneliness. Thus it was that Mouse thought to provide herself with others of her kind, and in so doing gain companions less quarrelsome than Rat, and less arrogant than Pegasus or Stag.
xxxxxMouse tried everything she could think of to make more of herself. She cut off a piece of her tail and planted it in the most fertile Umbral soil, she sang to Fertility beneath the full moon, she even ate the dirt from freshly tilled fields. Nothing worked. Then, one night, Coyote approached Mouse while she sat miserably combing her fur. "I have witnessed your Quest, oh tiny one, and I believe I can tell you how to find what you seek." At this news, Mouse's nose twitched and her voice squeaked out in delight. "All you must do," continued Coyote, "is steal a feather from Owl. Owl is wise and kind, the most benevolent of birds. Do this and the wisdom you seek will be yours."
xxxxx"If Owl is so kind, why must I steal the feather?" Mouse asked.
xxxxx"Oh, you must steal the feather to prove that you are clever enough to receive Owl's great gift of wisdom." Coyote responded slyly.
xxxxxMouse, who never did think too hard about anything, squeaked her thanks to Coyote, quickly scurrying off on her mission.
xxxxxIn no time, Mouse found the small tree where Owl slept. Swiftly climbing the trunk, Mouse grasped one of Owl's loosest feathers and pulled gently. Unfortunately, just as the feather came free, Owl's strange yellow eyes opened and stared into Mouse's startled black ones. Without preamble, Owl ate Mouse, swallowing her whole.
xxxxxWhile inside Owl, Mouse dreamed a thousand dreams, some of terror and death, others of glorious truths and glimpses of the wonder that lies beyond all beyonds. During the journey, Mouse learned much of healing and pain, of wisdom and fear. Then, after a timeless time, Owl regurgitated Mouse back out onto the branch. But Mouse was changed. Howl had kept her flesh and organs as punishment for her foolish presumption. Yet Owl had learned all of Mouse's fears and joys, desires and despairs when he consumed her body and spirit. With such knowledge of Mouse in his heart, Owl could not help but forgive some of the lesser spirit's transgression. So, in his wisdom, Owl released Mouse, gifting her with knowledge and skills beyond any she had ever dreamed. He also granted her the power to propagate her children in vast numbers. Lastly, Owl returned Mouse to her flesh so her shame would not be revealed to the other spirits.
xxxxxBut, Owl's largess did not come without a price. To this day, owls consume mice as a favored food, and mice fear the moment when their transformation much be at hand. Yet, those mice chosen by owls learn that they merely feared the unknown, as they join the ranks of the Twice Born.
xxxxxThe Twice Born proliferated greatly during the glory years of the united world, until the time when the Weaver went mad and spun her greatest creation. The rise of the Gauntlet made it more difficult for the Twice Born, as such owl-eaten Mouse spirits soon came to be known, to make the transition through owl-death to rebirth. Consequently, there are less such spirits today then there once were. Still, enough of the spirits complete the journey to keep the Twice Born relatively common. All Twice Born feel a kinship with their once-born counterparts on Gaia.

Habitat: Twice Born are often found in Glens, but they can be found most anywhere as the creatures are highly adaptable.

Spiritual Correspondences: Rebirth, secret knowledge.

Material Correspondences: Summoning the Twice Born requires an owl feather and the bones of a mouse. Such spirits are best bound into fetishes of bone.

Gift Lore: The Twice Born can teach gifts involving death knowledge and the revealing of secrets.

Taboos: No Twice Born may attack, steal from or cause harm to any owl, for the terror of the first Mouse spirit still waxes strong in all of her children. Should a Twice Born somehow hurt or cause harm to an owl, the spirits bones will crack one by one until the spirit is destroyed. This process takes many days (as many days as the spirit currently has Power). If the spirit can atone for its transgression by aiding an owl, doing as much or more help than the original hurt, then the spirit may save itself. Any bones cracked will slowly heal over the course of as many nights as they took to break, one healing per night (the Twice Born's magical healing does not speed this process).

Attitude: Twice Born most often maintain a neutral attitude toward the Garou. However, the Twice Born usually have a more friendly attitude toward Silent Striders and those Garou who follow Owl.

Chiminage: The Twice Born are seekers of secrets and safety. In order to receive their teaching, a Garou must either grant shelter to the Twice Born, as well as their mortal cousin-mice, or reveal a true secret to the spirit. The length of time and/or importance of the secret required to win over the spirit depends upon the boon requested. For teaching a minor gift, a Twice Born might only ask the receiver to shelter mice (spiritual or otherwise) for one lunar month or to reveal one personal secret. To learn a major gift or bond one of the Twice Born into a fetish, the Garou might have to agree to shelter mice for one lunar year or reveal a great pack or sept secret. Alternatively, the Twice Born might request that the Garou never harm mice in return for receiving the spirit's aid.
xxxxxWhen approaching a Twice Born, the summoner should always remember that these spirits are often nervous and easily excitable. Although possessing strange knowledge and profound crumbs of wisdom, the Twice Born are still timid, vulnerable creatures by nature. Their awe and respect for Owl is equally matched by their fear of the totem and all its mortal representations. thus, Garou with ties to Owl must be especially careful not to move to aggressively around the twice Born lest their fear become something so great the spirits cannot remember the knowledge or skills the summoner seeks.
xxxxxFreely offering shelter to one of the twice Born and her earthly kin is undoubtedly the best way to win over one of these spirits. Often a Twice Born will watch a Garou for days, observing the way she treats the mice the spirit has placed in her charge before the Twice Born will speak to the Garou in more than stammering squeaks.
xxxxxUndoubtedly, the greatest difficulty in dealing with the Twice Born comes in keeping the creatures calm enough to allow the easily distracted beings to convey what knowledge the Garou seeks. Too often, the spirit becomes incoherent out of fear, or goes "scurrying within Owl's gullet." The latter saying refers to the Twice Born's habit of suddenly conveying a rapid, ranting stream of images, feelings and nibbles of knowledge in rapturously squeaking tones. There are true jewels of information available in such rantings, hut it is often very difficult to sort through the spirit's babblings.
xxxxxAlthough most Garou meet the Twice Born only through summoning them, or perhaps stumbling into one of the spirits in some Glen, the Twice Born sometimes search out the Garou. To do so, the Twice Born will appear to an individual Garou in her dreams three nights running. When this happens, the shamans believe Owl acts through his brood. The next time the Garou sees a mouse, she should follow it no matter where it leads. The Mouse spirit will eventually lead the Garou to a place where it will request of her a boon. The boon is always complex and often involves journeying to one of the darker Umbral lands to learn some secret kept hidden from Owl and her brood. Should the Garou (and her companions) succeed in such a quest, the Twice Born will freely bind itself into a powerful fetish in gratitude for the werewolf's service. Depending upon the nature of the quest, Owl himself might also reward the Garou for her service.



Death's Breath

Charms: Frozen Breath, Insight, Reform, Updraft

Image: Death's Breath spirits appear as semi-opaque ovoid clouds approximately two to three feet in length and a foot or two wide.The cloudy beings are darker toward the center of their shifting form and, unlike most fog or clouds, they tend to remain remarkably still. Although Garou cannot scent Death's Breath spirits from even as close as an arm's length away, anyone actually touched by such a spirit is immediately assailed by an intensely fetid odor that is beyond decay, beyond death and beyond description.

History: The first Death's Breath spirit came into being when the Gauntlet arose to separate the spiritual from the material, Weaver from Wyld. Before this time, when beings died their essences simply merged seamlessly back into the churning maelstrom-womb of Gaia. However, the rigid imposition of the Gauntlet soon began to interfere with the return of All to Gaia. Instead, many material beings returned only to the Dark Umbra of the dead. While most spirits still returned to their Mother, many lost themselves forever - crushed beneath the terrible intransigence of the Gauntlet.
xxxxxIt was in the dying breath of the first spirit destroyed by the Weaver's choking net that the first Death's Breath spirit formed. Although the identity of the spirit, a fragile, fey thing utterly unsuited to adapt to the Weaver's latest spinning, is long forgotten, he lives on in his progeny. Even as the dying spirit lost himself to the Gauntlet's rigid grasp, some small ovum of essence met with the spark of annihilation, and in that meeting were the Death's Breath created.
xxxxxSince that time, the number of Death's Breath spirits has increased. However, they are still rare since they are only formed in the utter destruction (not mere death) of a spirit. In recent years, the Weaver's Gauntlet has grown even stronger, and there may come a day when only the Death's Breath remain to mourn the loss of their brethren. Although these Jagglings hope the day of their isolation will never come, they believe their ultimate reason for being may be as manifest memories of a time and existence forever lost to the universe.
xxxxxAlready , the Death's Breath feel their isolation from their fellow spirits most keenly. Their very existence is a constant reminder of loss, and most other spirits actively shun the Death's Breath. Of course, few mortal-meat creatures appreciate the Death's Breath either. Death is a fearsome concept to almost all beings, and few appreciate meeting death made manifest - even if only in a spirit. Even most Garou shudder at the thought of communing with the Death's Breath. Only Theurges and some Silent Striders truly understand the value of such interaction, and that shunning the Death's Breath is a gesture of childish fear, and one the spirits do not usually deserve.

Habitat: Death's Breath spirits are most comfortable existing on the Umbral cusp between the Lower Umbra of the Dead and the Middle Umbra of the Tellurian.

Spiritual Correspondences: Death and the dead, wisdom and all that is lost.

Material Correspondences: To bind or summon a Death's Breath spirit, four elements are required: The first is water, the second wood, the third ashes and the fourth the ritual worker's own breath. Most Garou fill a wooden bowl with water, sprinkle ashes across the surface and then breathe gently across the water when summoning or binding one of these spirits.
xxxxxAlthough Death's Breath spirits are not especially averse to being bound into fetish objects, there are few material things well capable of holding their unique essences. In fact, a Garou can only bind these spirits into fetishes upon which the binder sprinkles at least three drops of her own blood. Even with this most visceral connection, it's easiest to bind Death's Breath spirits into fetishes created from objects touched by death (cloth from the sheet of a deathbed, for example). Binding a Death's Breath spirit into any other object increases the difficulty of the rite by three.

Gift Lore: Death's Breath spirits may teach gifts involving stealth and seeing beyond death's veil.

Taboos: A Death's Breath spirit may not remain in any one realm for more than one lunar month, even if bound within a fetish. No matter how much such a spirit desires to remain in any one place, it is a being of change, existing on the cusp between death and life, imminence and transcendence. Should such a spirit remain too long in one reality (Lower Umbra, Tellurian, Middle Umbra, etc), it finds itself unable to leave that reality. If the spirit remains trapped for another lunar month it is forced into Slumber. Once trapped, the only sure way for the Death's Breath spirit to restore itself is to infuse a living being with its essence. To do this, the living creature must agree to actually breathe in the spirit, accepting the spirit into her lungs. Although Death's Breath spirits have been known to trick Garou into accepting them in this manner, they normally prefer to bargain with their intended carriers.

Attitude: Although melancholy, Death's Breath spirits tend to maintain a friendly attitude toward Garou. In fact, some Death's Breath spirits nurture a deep longing to remain near Gaia's warriors, whose living passions give the spirits hope that their ultimate isolation may never come to pass.

Chiminage: What the Death's Breath spirits most often request of those who summon them is a story of bravery, hope and honor. They are especially fond of stories in which spirits triumph over the odds. For such stories, Death's Breath spirits will usually agree to teach certain lesser gifts. For the teaching of greater gifts, Death's Breath spirits often request that the Garou accept the spirit into their lungs and actually let the spirit experience the Garou's existence with her for up to one lunar month. Such visceral experiences are alien to the spirits, but they crave better understanding of the material world, and experiencing life vicariously is the closest they can come to true, flesh and blood living.
xxxxxDeath's breath spirits are particularly fond of demanding quests from those Garou who wish to bind the creatures into fetishes. Such quests almost invariably involve journeying to some Umbral realm, quite often the Umbra of the dead. Death's Breath spirits usually ask the Garou to find a specific dead individual whom the spirit believes has special knowledge that is lost to the living world. Once located, the Garou must get the dead one to give her the knowledge.
xxxxxVery occasionally, if a Death's Breath spirit discovers that some spirit is in danger of obliteration, the spirit will request that a Garou (or even a whole pack) rescue the endangered being. In such cases, the Death's Breath spirit will sometimes appear voluntarily to a Garou and request such service from her and/or her pack. Such requests are usually fraught with peril, and the requesting Death's Breath spirit will often offer to teach the Garou a lost gift should they succeed in their quest. Quests of this kind often gain the Garou much Honor and Glory (Honor 3, Wisdom 1, Glory 4).
xxxxxWhen dealing with Death's Breath, Garou should never step away, turn away, or otherwise show fear or revulsion for the creature. Death's Breath spirits are highly sensitive to such immature, fearful gestures and seldom respond positively to requests from any Garou who exhibits such behaviors. Death's Breath appreciate anyone who exhibits appreciation for Mother Gaia's many losses.




Darklings

Charms: Airt Sense, Forest Sense, Healing, Kindle*, Reform, Updraft

Image: The Darklings usually appear as frail, long limbed children on the verge of adolescence. Their skin is paper thin and covered in the least vestige of downy feathers. The eyes of Darklings are almost always pale yellow, shining preternaturally out of the gloomy beauty of their wan faces. When not appearing in human form, Darklings manifest as small, ghostly owls.

History: In the first ecstatic days of the universe, Owl often flew for entire nights at a time, surveying the glory of the universe with preternaturally keen eyes that already saw the sadness and pain about to wake from the world's innocence - shattering the primeval first bliss. Meditating upon the future sadness, Owl, in his wisdom, decided to create children who could help accustom the naive spirits to the anguish and pain to come. In this small way, Owl might prevent the shattering of a number of fragile spirits who might otherwise be over come by the sudden influx of pain.
xxxxxTaking wing the next day, Owl flew all the day long across the deepest forests of Mother Gaia. Wherever Owl's wings cast shadows upon the forest loam, his children-of-grief-to-be were born. The Darkling spirits so created rose up from the forest and gazed out upon an innocent world, their yellow eyes reflecting their father's terrible wisdom, their lithe bodies homage to their young mother Gaia's innocence.
xxxxxOnce Owl finished his flight, he returned to speak to his new brood, sheltering them in his all-encompassing wings. As Owl's feathers touched his children, each gained the gift of flight so that they might journey wherever their father had need of them. Their great solemn eyes turned upward, the Darkling spirits listened to their father's instructions, and learned.
xxxxxScattering to the four winds, the new spirits began slowly introducing sadness, pain, anguish, fear and other such emotions to the other spirits they encountered. Although other spirits soon came to abhor these messengers of grief, those touched by the Darklings each gained at least a glimmer of wisdom. And, in time, when the Weaver's madness threw the Gauntlet over Gaia, those spirits ministered to by the Darklings found they were better able to survive the terrible new reality.
xxxxxAlthough the Darklings could not, and cannot, aid all Gaia's children, to this day the somber creatures work to heal and help by spreading wisdom about future sadness or danger. Although Owl did not realize it when he and Gaia first created their brood, the Darklings also hold dear the idea of birth and rebirth - the reflection of Gaia's overwhelming thoughts in the age of Dawn. Thus, Darkling spirits have a strong affinity for all life on or near the cusp of creation - particularly pregnant females and small children - and they often try to aid such folk when possible.

Habitat: Darklings almost always reside in Glens or in heavily forested regions of the Tellurian.

Spiritual Correspondences: Dark premonitions, rebirth and grief (especially the grief of children or pregnant women).

Material Correspondences: Those who wish to summon or bind Darkling spirits must usually possess germinating seeds and the downy feathers from newborn birds (particularly owls). However, if the summoner cries true tiers of grief or anguish, or if the summoner is pregnant, only one of the above materials may be necessary.

Gift Lore: These spirits may teach gifts involving flight, emotions and healing.

Taboos: No Darkling may do physical harm to any being. However, this does not mean that such a spirit cannot do emotional or psychological damage to others. It is not unheard of for Darkling spirits to overwhelm a target with powerful emotions, causing the target to go insane and/or end his own life rather than confront the powerful emotions that the spirits force them to feel.
xxxxxShould a Darkling spirit physically harm another being, the spirit immediately becomes anchored to the place where the harm occured - falling into deep Slumber. The only means of awakening such a spirit is for a Garou to either heal the harm done to the being or to heal some other injury of equivalent pain. Any Garou who sleep where a Darkling spirit Slumbers dreams of the harm done by the spirit and of the quest required to awaken the slumberer. Should a Garou awaken a Darkling spirit from its Slumber, the spirit will usually reward the Garou by teaching her a gift or allowing her to bind the spirit into a fetish for a year and a day.

Attitude: Darkling spirits are always somber, never laughing or smiling. Often, although not always, such spirits appear profoundly sad. However, their attitude towards the Garou, and indeed toward all of Gaia's children, is usually friendly.

Chiminage: Darklings require those who wish to learn gifts from them to receive a dark premonition and to act in some way to help prepare the world for its coming pain. Such an act might be as simple as hugging a woman whose family is about to experience a death and crying for her, or journeying to a far country (about to be attacked by a rival power) to speak on the horrors of war and the trauma those caught up in such devastation experience.
xxxxxIf a Garou wishes to bind a Darkling to a fetish, the spirit will often request that the Garou either agrees to devote herself to the healing arts for the same length of time as she binds the spirit to the fetish, or to become a sibyl for the same length of time. In so doing, the Garou agrees to receive the often terrifying and vague premonitions of the Darkling spirit and to act upon their urgings whenever possible.
xxxxxThose dealing with Darkling spirits are most likely to receive favorable results if they do not laugh or otherwise display a frivolous mien. It is all too easy to offend or lose the respect of these spirits by displaying an overly light heart. Darklings are also most likely to send overpowering anguish to those too foolish to accept a certain amount of the world's sadness on their own.

Raven

Background Cost: 5
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.
Source: WW3801/297

Uktena

xxxxxUktena's spirit brood consists of creatures who share its affinity with water and the search for hidden knowledge. Besides the Native American spirits who acknowledge Uktena as their patron, the spirits of dragons, snakes and snake-like creatures from many cultures have formed alliances with Uktena, drawn to that totem by their desire to maintain their connection to the material world. Uktena's willingness to adopt orphaned or abandoned spirits has served as a model for Garou born into the tribe of the great water serpent.

Uktena as a Totem
Background Cost: 7
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
Source: WW3801/297

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
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Unicorn

xxxxxsummary

Unicorn as a Totem
Background Cost: 7
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.
Source: WW3801/297

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

Details

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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.

Coyote

xxxxxsummary

Coyote as a Totem
Background Cost: 7
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.
Source: WW3801/298

Cuckoo

xxxxxsummary

Background Cost: 6

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, les 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.
Source: WW3801/298

Fox

Background Cost: 7
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.
Source: WW3801/298