Difference between revisions of "SpiritDraft"

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'''Cuckoo'''
 
'''Cuckoo'''
 
* [[Totems#Cuckoo|Cuckoo as a totem]]
 
  
 
'''Charms:''' Airt Sense, Cleanse the Blight, Healing, Shapeshift
 
'''Charms:''' Airt Sense, Cleanse the Blight, Healing, Shapeshift

Revision as of 00:07, 4 October 2022

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

Summary

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

Name

Charms:

Image:

History:

Habitat:

Spiritual Correspondences:

Material Correspondences:

Gift Lore:

Taboos:

Attitude:

Chiminage:



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

Rat

Wendigo

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

Cockroach

Owl

Raven

Uktena

Unicorn

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

Cuckoo

Fox