SpiritDraft

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Totem Spirits

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Griffin 4 War WW3801/295 Griffin mourn those species lost to extinction, and his rage against humans - so often the killers of entire species - makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like lightning and kills without hesitation.

Traits: A swift, watchful hunter, Griffin grants three (3) dice to an Alertness dice pool. In token of Griffin's avian aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack member gains two (2) points of Glory Renown. Red Talons respect the followers of Griffin.

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

Rat 5 War WW3801/295 Silent and quick, Rat is adept at hit-and-run warfare. Rat fights to weaken, cripple, and finally overwhelm, but he can be as vicious as any other when cornered.

Traits: Rat's children can call upon five (5) Willpower points per story. Rat teaches how to bite to best advantage, subtracting one (1) from the difficulty of all biting rolls. The pack also subtracts one (1) from the difficulties of all rolls involving stealth or quiet. Bone Gnawers respect Rat's children and will aid them (although not at the risk of their own lives). Ratkin will be more tolerant of the pack than of most Garou.

Ban: Rat's children must never kill vermin.

Wendigo 7 War WW3801/295 Cloaked in ice, roaring like the wind, eating the hearts of foes - that is Wendigo, cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm, harnessing the cold bitterness of their hearts and turning it to a lethal rage.

Traits: Each pack member gains five (5) Rage points per story, regardless of his actual Rage rating. Each pack member also gains two (2) points of Glory Renown. While the Wendigo tribe respects Wendigo's children, they don't trust them easily, for Wendigo is unpredictable.

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

Wisdom
xxxxxThese spirits are the keepers of mystical secrets. Garou who ally with them learn to uncover hidden truths and rare Gifts. More straightforward Garou don't trust them, but those who seek answers in the unknown find friends among the totems of wisdom.
Name Cost Type Source Details
Chimera 7 Wisdom WW3801/296 The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one to find the inner wisdom beneath layers of puzzles and deceptions.

Traits: Chimera's children are granted the ability to disguise themselves or something else when in the Umbra. (Gnosis roll, difficulty 7). Chimera also teaches how to find the truth behind a tangle of deceptions; the pack gains three (3) dice to Enigmas and one (1) to Perception. Each pack member subtracts two (2) from all difficulties involving riddles, dream interpretation, or enigmas. Each pack member also gains two (2) points of Wisdom Renown. While Stargazers will notice the pack's affiliation, that affiliation won't necessarily influence their opinion of the pack.

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

Cockroach 6 Wisdom WW3801/296 Cockroach, say the cockier Glass Walkers, is the totem of the modern age. To be sure, Cockroach is quick, hardy, and persistent. Hardly a nook exists in the city in which its kin can't be found.

Traits: Each pack member subtracts two (2) from difficulties involving computers, electricity, and science. The pack gains three (3) dice on rolls to activate Gifts affecting technology. Also, Cockroach's pack has the ability to enter the Umbra and view data stored on media or streaming through cables with a successful Gnosis roll.

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

Owl 6 Wisdom WW3801/296 Silent watcher, Owl strikes without warning in the darkness. Like the Silent Striders who claim the totem's protection, Owl holds hidden wisdom. The totem is also associated with secrets of death and the shadowy Dark Umbra. Some believe that owls are vengeful spirits of the dead.

Traits: Owl's children are often gifted with premonitions of danger and the location of mystic places long forgotten. Upon entering the Umbra, each of Owl's children gains wings, allowing them to fly from place to place. Owl's children subtract two (2) from all difficulties involving stealth, silence, or quiet. The pack gains three (3) dice when using any Gift involving air, travel, movement, or darkness. Each pack member gains two (2) points of Wisdom Renown. Silent Striders may appear mysteriously to aid the pack when it is in danger. Ratkin and children of Rat do not get along well at all with Owl's children, considering Owl's predatory nature.

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

Raven 5 Wisdom WW3801/297 Raven is perhaps the cleverest bird. He likes to play, baiting wolves and then flying out of range when they lunge for him. Raven is wise, for he feeds without hunting, by following wolves and picking over their kills. If he finds an animal dead in the snow he summons the wolf to tear open the carcass for him. For time out of mind Raven has been companion to the wolf, finding food and feasting with the hunters, teaching him wisdom through his games. After all, who wants to look foolish by trying to catch the uncatchable bird? Raven is also a totem of wealth, making sure the wolves want for nothing, although he himself is always hungry.

Traits: Raven grants his packs three (3) extra dice in Survival, one (1) in Subterfuge, and one (1) in Enigmas. Each pack member gains one (1) point of Wisdom Renown. Wereravens (Corax) are sympathetic to Raven's Garou followers.

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

Uktena 7 Wisdom WW3801/297 Uktena is an ancient water spirit with the features of a serpent, cougar, and deer. He is a spirit of riverbeds and dark places, and he knows many hidden secrets.

Traits: Uktena places a protective ward on each of its children while they are in the Umbra, adding three (3) dice to all soak rolls. Uktena teaches secret lore to its children, so each member gains two (2) extra experience points per story that may be applied only to improving Enigmas, Occult, Rituals, Gifts, or other mystical knowledge. In addition, each member gains two (2) points of Wisdom Renown when accepted by their new totem.
More straightforward Garou distrust Uktena's mysterious ways. Social-roll difficulties increase by one when interacting with werewolves of tribes other than Uktena or Wendigo. Garou of the Uktena tribe treat the pack like brothers.

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

Unicorn 7 Wisdom WW3801/297 The totem of the Children of Gaia, Unicorn is wise totem of peace, purity, healing, and harmony. She is the embodiment of the blissful and encompassing love of Gaia.

Traits: Unicorn's children gain her swiftness in the Umbra, moving at twice the normal speed. They subtract two (2) from all difficulties involving healing and empathy, although they add two (2) to all difficulties to harm other Garou not of the Wyrm. The pack gains three (3) dice when using Gifts of healing, strength, and protection. Each pack member gains three (3) points of Wisdom Renown. Children of Gaia will always aid and usually side with the pack in disputes.

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

Cunning
xxxxxAs a rule, Garou don't look kindly on trickery and stealth, so pack totems of cunning are fairly rare. These days, however, more and more young Garou look to new ways of thinking to combat the threats they face. Should they choose to ally with these clever spirits, however, they will find they are little trusted by more "respectable" traditionalist Garou.
Name Cost Type Source Details
Coyote 7 Cunning WW3801/298 Coyote is the consummate trickster. He's an outlaw, more Ragabash than Ragabash. Utterly unpredictable, remarkably lusty, and sometimes even foolish, Coyote is a clever warrior and a master of deception.

Traits: Coyote gives his packs three (3) extra Stealth dice, three (3) extra dots of Streetwise, one (1) dot of Subterfuge, and one (1) dot of Survival. He always has the ability to find his children wherever they are - this ability doesn't have to be purchased with extra Background points.
Although Coyote is cunning, he isn't considered particularly wise. Each member of the pack subtracts one (1) from any temporary Wisdom Renown received. If something goes wrong, everyone blames the pack regardless of culpability. Coyote's children have more than their share of difficulties, but at least they never get bored.

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

Cuckoo 6 Cunning WW3801/298 The cuckoo lays her egg in the nests of other birds. the chick then pushes the other squabs out of the nest, and the unsuspecting foster parents raise it. Likewise, the children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices, and even Black Spiral Hives without being challenged. Exceptional spies and manipulators, packs aligned with Cuckoo often win prize fetishes and choice of quarters in septs, earning the resentment of more "deserving" Garou.

Traits: Cuckoo grants her packs an (1) additional dot of Manipulation and two (2) dots of Subterfuge. In addition, she grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us" and even a ranking officer won't think twice about the technician or servant in the corner. Should the character draw attention to herself (by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, lest the character lose the effect.

Ban: Cuckoo's children are opportunists who often seek to improve their pack's situation at the expense of others. Garou aware of the pack's affiliation will be very wary. Pack members lose two (2) temporary points from any Honor Renown award.

Fox 7 Cunning WW3801/298 Fox likes to confound both prey and enemy, be it a rabbit who doesn't see danger approaching or a pack of hounds who follow him into a hornets' nest. He loves to trick opponents into trusting him, then ensnare them in a cunning trap. He loves it even better if the trap also teaches the foe a lesson.

Traits: Fox teaches his followers Stealth 2, Subterfuge 3, and Streetwise 2, the better to confuse opponents (who, it should be noted, are not always enemies). He also grants each pack member a (1) dot of Manipulation.

Ban: Fox asks only that his children not participate in fox hunts, and that they always help foxes subjected to such hunts. Most other Garou view Fox's children as untrustworthy; pack members receive one (1) less temporary point from any Honor Renown award.

Cosmic
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Jamak
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Hengeyokai
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Nunnehi
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Wyrm
Corruption
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Cunning
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Strength
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Spirits By Brood

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

Talons of Horus

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

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

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

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

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

Spiritual Correspondences: The Wyld

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

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

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

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

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


Lesser Flocks

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


The Great Flock

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




Children of Karnak

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

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

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

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

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

Servants of Calamity

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

The Technology of Karnak

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

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

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

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

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

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

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

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




Firebirds

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

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

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

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

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

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

Spiritual Correspondences: Knowledge, wisdom, and enigmas.

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

Gift Lore: Knowledge and wisdom Gifts

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

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

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

Spirits by Type

Aetherial
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Weaver
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Wyld
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Wyrm
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