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Werehorses for White Wolf’s Werewolf: the Apocalypse By Laura M. Henson © 2005
HORSES OF THE AMERICAS: SELECT NPCs
Under the cities is a heart made of ground But the humans will give no love - America, “Horse with No Name”. This chapter gives an overview of the main characters in Death Valley and the Tomesha Council. All werebeasts in this chapter have their statistics in the following format for ease of play: Homid /Glabro or Klatra/ Crinos or Chalico/ Hispo or Monoceros/Lupus or Equine).
Statistics for Typical Ashringa NPCs
The average NPC Ashringa from California will have the following statistics: Attributes: Strength 3 (5/7/6/6), Dexterity 4(5/6/7/6), Stamina 3(5/6/6/6), Charisma 2, Manipulation 2 (1/0/1/0), Appearance 2 (1/0/4/1), Perception 2, Intelligence 3, Wits 3. Abilities: Animal Ken 2, Athletics 3, Brawl 2, Crafts 1, Computers 2, Dodge 5, Enigmas 2, Empathy 2, Firearms 1 Melee 1, Occult 1, Performance 1, Pilot (Car) 2, Primal Urge 3, Rituals 1, Survival 1. Breed Stats: Homid (Gnosis: 1, Gift: Smell of Man), Métis (Gnosis: 3, Gift: Sense Wyrm), Equine (Gnosis: 5, Gift: Heightened Senses). Suhn Stats:
Hrunnhe (Caretaker) Rage: 1, Gift: Blissful Ignorance. Hrunnhi (Protector) Rage 5, Gift: Razor Horn. Hrunnsai (Storyteller) Rage: 4, Gift: Beast Speech. Hrunnsaiya (Dreamspeaker) Rage 2, Gift: Spirit Speech. Hrunnya (Judge) Rage: 3, Gift: Truth of Gaia. Hrunnsaf (Trickster) Rage 1, Gift: Mimic.
Arweharas (Will: 3, Gift: Camouflage, Totem: Lion, Animal Form: Zebra.) Avarim (Will: 3, Gift: Impala‘s Flight, Totem: Pegasus, Animal Form: Pony). Karkadamm (Will: 3, Gift: Speed of Thought, Totem: Bull, Animal Form: Onager). Killina (Will: 4, Gift: Mother‘s Touch, Totem: Unicorn, Animal Form: Prezwalski‘s Horse). Nabrima (Will: 3, Gift: Balance, Totem: Dolphin, Animal Form: Brumby). Nhurim (Will: 5, Gift: Lambent Flame, Totem: Bison, Animal Form: Mustang). Nimbi (Will: 4, Gift: Eyes of Oberon, Totem: Stag, Animal Form: Burro).
Higher Ranks: Ashringa gain an extra two dots per Rank to apply to Attributes, Abilities Rage, and Willpower, they also gain one gift of the appropriate level and one level one gift per every two ranks.
The Grace of the Ancient Waters
I’ve been to the desert on a horse with no name It felt good to be out of the rain In the desert you can remember your name ‘Cause there ain’t no one for to give you no pain. Location: Devil’s Hole, Ash Meadows, Death Valley, California Level: 3 Gauntlet: 3 Type: Fellowship & Healing Bão Structure: Open, dominated by Nimbi and Nhurim but all bãos are represented. Totems: Nyrallar and the Great Spotted Roadrunner History: The Grace of the Ancient Waters is one of the oldest dwells in North America. The dwell was opened by the Nhurim during the last ice age when Death Valley was filled with the crystalline waters of Lake Manley. The Grace was once one of the most powerful dwells in the world but time has reduced its power. The drying up of the lake, the activities of the white settlers, the shunting of the Native Americans into reservations and the attempted extermination of the mustang all contributed to its loss of power and to the Nhurim’s abandonment of the dwell. The coming of the prospectors however introduced the Nimbi tribe and during the Great Depression the Nimbi not only reawakened the dwells original Totem but also brought a second totem into the area. Now the dwell is dedicated to both healing and fellowship and it acts as a magnet to all Ashringa no matter their bão. The dwell is the headquarters of the Tomesha Council is used as a meeting place for the head Ashringa of each bãos in America. The Kossiacky: The Dwell of the Ancient Waters is located in Ash Meadows National Wildlife Refuge on the border between California and Nevada. This area is a part of Death Valley National Park and a full description of the area may be found in Chapter seven. The Kossiacky covers all of Ash meadows as well as most of north and central Death Valley National Monument, the Piper and Sylvania Mountains, and Resting Spring Park. The dwells center is entered by walking through the cave opening of Devil‘s Hole and then diving into the water. Those of a spiritual nature will enter the hot water only to emerge in a moonlit glade bordered by willow trees and with the moss covered shore of a sparkling lake to one side. Tourists and Campers are not allowed in Devil’s Hole and the tarn is both absent from hiking maps and surrounded by a rusty chain link fence to keep them out. This is no real barrier as humans can still climb over it and horses America, “Horse with No Name”
can simply jump over the obstruction. The hole’s unique species of pupfish are monitored electronically by rusting equipment used to monitor the water levels and the fish themselves are only counted once every decade or so which limits even the presence of park officials. In addition even if strangers do make it into the center most would not survive diving into the near boiling water as most creatures lack the healing abilities of were-creatures. All in all, the Grace of the Ancient Waters is a private place of neutral territory perfect for the council’s meetings. Umbrascape: Within the Kossiacky the land resembles the Death Valley of the Ice Age with most of the land taken up by a large but shallow lake. At the Dwell’s center, where Devil’s Hole should be, is a rocky wall covered with petroglyphs of horses, birds, and horned serpents. A clear stream emerges from that wall and flows into the lake which is filled with pupfish spirits as well as the occasional salamander (which is both an aquatic animal and a fire spirit) and water elementals. There are two totem spirits associated with this Dwell. The oldest is Nyrallar who was first summoned by the Nhurim during the ice age. The other totem is the Great Spotted Roadrunner who came to the aid of the Nimbi during the 1930’s. Nyrallar is an ancient and powerful water spirit who belongs to Oniont’s brood. She manifests as a dragon the color of moonlight with eyes as green as leaves and a single horn. Water acts as a focus for her powers and her moon bridges join with all bodies of water inside the Death Valley area. When the Dwell was first opened Nyrallar was a very powerful spirit of healing but as the waters of Lake Manley dried up and her followers moved away she diminished in power. Even so she is still greatly respected by the Ashringa, Mokole’ and Fairy tribes of the desert. Nyrallar is a spirit of healing, not just of the body but of the soul. She believes that the Ashringa must stand together, not only with each other but also with the other Bete’, the Faerie, and all other creatures who wish to restore the universe to its original state. Just as all the widely separated rivers and lakes in Death Valley are really one so the Ashringa need unity if they are to survive. Nyrallar is a shy spirit who rarely manifests without first sending some minor spirit to check on the motives of visitors. When she does appear it is with the following statistics: Rage 7, Willpower 9, Gnosis 10, and Power 70. She has the following charms and gifts: Armor, Healing, Materialize (cost 55, Strength 9, Dexterity 6, Stamina 8, Mental 5, Social 4, Alertness 6, Athletics 5, Brawl 5, Dodge 4, Empathy 2, Enigmas 3, Occult 5, Claw for 10 dice and Bite for 11 dice, Armor 2, Health levels are ok (x5),-1 (x3),-3 (x3),5(x3),Immaterialized), Disorient, Open Moon Bridge, Cleanse the Blight, Shape shift, Breath of the Dragon Lords (as the Nagah gift), and Dreamspeak (as the gift). Nyrallar’s nature is that of a caregiver and her demeanor is that of confident. The Great Spotted Roadrunner is more often encountered than Nyrallar and is much more in touch with the modern world. As Roadrunner is a spirit of Cunning who relies on both his quick wits and fast feet to avoid harm he gains power by the cunning deeds enacted by the grace. In addition he is much more likely to come to the assistance of charms that are in battle with Wyrm beasts for as expects his wards to overcome the Wyrm just as physical roadrunners subdue snakes. The Great Spotted Roadrunner manifest with the following statistics: Rage 2, Willpower 7, Gnosis 4, and Power 20. He has the following charms and gifts: Airt sense, Materialize (cost 13, Strength 2, Dexterity 3, Stamina 2, Mental 3, Social 3, Alertness 3, Athletics 3, Brawl 2, Dodge 2, Peck for 2 dice, claw for 2 dice, Normal Health levels), Survivor, Impala’s Flight, Messenger’s Fortitude, Speed Beyond Thought, and Avoid fate. Roadrunner’s Nature is that of a Gallant but his demeanor is definitely that of a Show off.
Cage-Leaper (Oromo Cage)
Position: Liaison between the Grace and the various zoos in North America Breed: Equine Suhn: Hrunnsai (Storyteller) Bão: Arweharas
Nature/Demeanor: Confidant/Caregiver Attributes: Strength 5 (7/9/8/8) Dexterity 4 (5/6/7/6) Stamina 4 (6/7/7/7) Charisma 2 Manipulation 1 (0/0/0/0) Appearance 2 (1/0/4/1) Perception 4 Intelligence 3 Wits 3 Abilities: Alertness 3, Animal Ken 3, Athletics 2, Brawl 3, Contacts 5, Dodge 2, Enigmas 3, Expression 2, Intimidation 3, Leadership 2, Melee 2, Primal-Urge 5, Performance 2, Rituals 3, Stealth 2, Survival 5. Backgrounds: Kinfolk 3 (Grevy‘s Zebras at the San Diego Zoo), Pure Breed 2 Rank: 3 Rage/Gnosis/Willpower: 7/5/9 Gifts (1) Aura of Confidence, Beast Speech, Leap of Pegasus. (2) Moon Dancer, Serene Pasture. (3) Equus Speech, Fetish Doll, Form of the Wild. Rites: Rite of Cleansing, Rite of the Opened Cairn, Moot Rite, Rite of the Lion, Rite of Passage, Rite of Ostracism, Rite of the Fearful Woods. Fetishes: Lightning Shoes. Born at the San Diego zoo Cage-Leaper (in monoceros form) jumped over the fence enclosing his zebra kinfolk during his first change and ran wild until he was found by the zookeeper the next day. The keeper (Benson King) was not only an Arweharas but Cage’s sire and he introduced the young equine to Ashringa society. Eventually he was taken to the Grace of the Burning Sands where he quickly grew in Rank. When King retired from his job he persuaded the zoo to hire his son to replace him. Cage now acts as the person to contact in order to find an equine mate of the proper species as he has extensive contacts with every zoo in the country and a few outside America as well. In equine form Cage-Leaper is a Grevy’s Zebra and in Homid he is a tall black man with a light birthmark on his forehead. His Klatra form is an asbar and in equine he is a common zebra.
Crusher-of-Evil (Faris Hashim)
Position: Stallion at the karkadamm Charm found in the Sand Dunes. Breed: Homid Suhn: Hrunnhai (Protector) Bão: Karkadamm Nature/Demeanor: Competitor/Alpha Attributes: Strength 4 (6/8/7/7) Dexterity 3 (4/5/6/5) Stamina 5 (7/8/8/8) Charisma 2 Manipulation 3 (2/0/2/0) Appearance 3 (2/0/5/2) Perception 4 Intelligence 4 Wits 3 Abilities: Alertness 3, Animal Ken 2, Brawl 4, Demolitions 3, Dodge 3, Firearms 4, Intimidation 4, Leadership 4, Melee 3, Primal-Urge 3, Politics 4, Rituals 2, Survival 2. Rank: 4 Rage/Gnosis/Willpower: 6/5/7 Gifts (1) Hoof’s Might, Sense Wyrm, Speed of Thought, Razor Horn. (2) Defy Fatigue (3) Rage of the Predator (4) Steal the Wolf’s Jaws Rites: Moot Rite, Rite of Passage, Baptism of Fire, Stone of Scorn, Rite of Ostracism Fetishes: Klaive, Bane Arrows. Crusher-of-Evil was born in Saudi Arabia and came to the United States in 1999 as an exchange student. He quickly rose to be the leader of a local gang but at the age of 19 this came to an end when 9/11 took place. The attack on the World Trade Center and his criminal record caused Crusher to fear being deported so he fled to the desert where he joined the Sand Dune
Charm under the leadership of Kris. He fantasizes about becoming the leader of all the Karkadamm in America. He plans to take over the charm when Kris retires and then to challenge that pip-squeak of a donkey, Thunder Jack, for leadership of the Grace of the Ancient Waters. Once he leads the Grace he will then challenge the Karkadamm council member for that post. Once he is leader of all the Karkadamm, Hashim plans to destroy every human being who enters a national park. Crusher is a sandy colored onager in equine form and a asbar in Klatra.
Kris (Rishi Krishan)
Position: Leader of the karkadamm charm in the Sand Dunes Breed: Equine Suhn: Hrunnsaiya (Dreamspeaker) Bão: Karkadamm Nature/Demeanor: Judge/Confident Attributes: Strength 2 (4/6/5/5) Dexterity 2 (3/4/5/4) Stamina 3 (5/6/6/6) Charisma 2 Manipulation 2 (1/0/1/0) Appearance 3 (2/0/5/2) Perception 3 Intelligence 3 Wits 2 Abilities: Alertness 1, Animal-ken 4, Brawl 4, Dodge 2, Enigmas 4, Intimidation 2, Leadership 4, Occult 2, Performance 5, Primal-Urge 5, Rituals 4, Stealth 3, Survival 5. Backgrounds: Past Life 4, Mentor 2 Rank: 4 Rage/Gnosis/Willpower: 2/10/8 Gifts (1) Call Spirit, Find Water, Heightened Senses, Spirit Speech. (2) Command Spirit, Force of Nature, Impala’s Flight, Name the Spirit. (3) Form of the Wild. (4) Speak with Wind Spirits, Spirit Drain. Rites: Rite of Talisman Dedication, Rite of the Opened Cairn, Rite of Binding, Rite of Spirit Awakening, Ritual of Summoning, Rite of Passage, Rite of the Fetish, Rite of the Opened Bridge. Fetishes: Spirit Whistle. Kris was conceived in the deserts of Pakistan and came to the United States when his pregnant mother was rounded up and shipped to the San Diego Zoo. He was coached through his first change by Benson King the Arweharas zookeeper who and introduced to the Charm of the Burning Sand where he eventually became leader. Today Kris is in his late 50’s and while he knows he must choose a successor soon he waits because he believes that Crusher-ofEvil is too power hungry to lead. Kris received his name because in Monoceros form his horn has a wavy shape like the Malaysian sword called a Kris. In equine form he is a khur with dark fur and in Homid he is a small dark skinned Indian man. His Klatra form is a centaur.
Long Ears (Nestor Cornelio)
Position: Gatekeeper at the Grace of the Ancient Waters Breed: Métis Suhn: Hrunnsai (Storyteller) Bão: Nimbi Nature/Demeanor: Conformer/Confident Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 3 (5/6/6/6) Charisma 2 Manipulation 3 (2/0/2/0) Appearance 2 (1/0/4/1) Perception 3 Intelligence 3 Wits 4 Abilities: Athletics 3, Dodge 3, Empathy 3, Enigmas 3, Linguistics 5, Melee 3, Occult 3, Performance 3, Primal Urge 1, Subterfuge 2, Stealth 2, Rituals 4. Backgrounds: Fetish 3, Mentor 3 Rank: 3 Rage/Gnosis/Willpower: 5/4/4 Gifts (1) Eyes of Oberon, Shadhavar’s Horn, Unicorn’s Favor
(2) Open the Gate, Moon Dancer (3) Power of the Mule, Walk between Worlds Rites: Rite of the Opened Bridge, The Badger’s Burrow Fetishes: Staff of the Mule Merits/Flaws: Long ears (Métis deformity), Natural Channel, Natural Linguist. Long Ears is a mule born accidentally when the old Gatekeeper, the Nimbi Eloy Cornelio, mated with a mustang mare. To his surprise the mare subsequently underwent her first change and was now a Nhurim pregnant with a Métis foal. When Long Ears was born the mare gave her son to his father and left the Grace. To this day Long Ears wonders what happened to her. Eloy trained his son in the arts of being Gatekeeper and after his death in a Black Spiral Dancer attack Long Ears took over his sire’s position in the Grace. Long Ears natural form is a mule with a unicorn’s horn and huge, drooping donkey’s ears that actually drag on the ground. These ears also appear in Asbar and Chalico form and make him somewhat clumsy (+2 Difficulty on all Dexterity rolls when in Monoceros, Klatra, or Chalico form, on a botch he trips over his own ears). In human form he resembles a middle aged Mesoamerican Indian, in klatra form he I an asbar, and in equine form he is a small slate mule with lop ears.
Mustang Meg (Megan Tsunke)
Position: Lead mare of the Grace of the Ancient Waters. Breed: Homid. Suhn: Hrunya (Judge) Bão: Nhurim Nature/Demeanor: Maker/Caregiver Attributes: Strength 2 (4/6/5/5) Dexterity 3 (4/5/6/5) Stamina 4 (6/7/7/7) Charisma 4 Manipulation 3 (2/0/1/0) Appearance 2 (1/0/4/1) Perception 4 Intelligence 4 Wits 3 Abilities: Alertness 3, Empathy 5, Expression 4, Primal Urge 3, Leadership 4, Linguistics 3, Medicine 3, Rituals 4, Survival 3. Backgrounds: Kinfolk (Shoshone Indians) 5 Rank: 5 Rage/Gnosis/Willpower: 3/5/10 Gifts (1) Nature’s Plenty, Sense Guilt, Truth of Gaia, and Walk behind the Mirror (2) Talk, Sense Wyrm (3) Wisdom of the Ancient Ways (4) Adaptation (5) Summon Storm Crow Rites: Rite of Cleansing, Rite of the Opened Cairn, Moot Rite, Rite of Binding, Rite of Summoning, Rite of Passage, Rite of Birth. Fetishes: Horn of the Evil Eye, Medicine Bag of the Asvins, Spirit Drum. Mustang Meg is an older (in her 50’s) Shoshone Indian woman who grew up in the nearby reservation. Meg changed form early in life and was introduced to Ashringa culture by her Ashringa father. She is a tough, no nonsense woman who has led the grace since she was twenty. In equine form she is a swaybacked brown mare and in Klatra she is a centaur.
Mei Yin (Silver Rose)
Position: Healer and Advisor at the Dwell of the Ancient Waters Breed: Homid
Suhn: Hrunnhe (Caretaker) Bão: Killina Nature/Demeanor: Judge/Caregiver Attributes: Strength 3 (5/7/6/6) Dexterity 4 (5/6/8/7) Stamina 3 (5/6/6/6) Charisma 4 Manipulation 2 (1/0/1/0) Appearance 4 (3/0/6/3) Perception 4 Intelligence 4 Wits 3 Abilities: Alertness 4, Athletics 2, Brawl 1, Dodge 1, Empathy 4, Linguistics 3, Primal Urge 2, Subterfuge 2, Animal ken 2, Leadership 4, Enigmas 3, Rituals 4, Politics 3. Backgrounds: Contacts 5, Pure Breed 5 Rank: 4 Rage/Gnosis/Willpower: 2/5/8 Gifts (1) Blissful Ignorance, Mother’s Touch, Nature’s Plenty. (2) Calm, Mountain’s Peace, Stare down (3) Inspiration, Dragon’s Scales (4) Serenity, Tame Sunbeam Rites: Rite of Cleansing, Rite of the Opened Cairn, Moot Rite, Rite of Passage, Rite of Birth. Fetishes: Friendship Ring, Fang Dagger Growing up in San Francisco’s Chinatown Mei’s human parents was part of the radical peace movement of the 60’s. When she was 16 she was contacted by her uncle from China who showed her true heritage and gave her a family heirloom, a dagger said to be made from the tooth of an oriental dragon. She once worked for Social Services and has a great amount of pull through various contacts in the government. She worked long and hard to get National Park status for the Death Valley area. She is a pale yellow takhi in equine form fading to in Monocerus. In Klatra form she is an asbar.
Position: Keeper of the Land at the Dwell of the Ancient Waters Breed: Homid Suhn: Hrunnhe (Caretaker) Bão: Avarim Nature/Demeanor: Conformist/Autist Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 2 (4/5/5/5) Charisma 3 Manipulation 4 (3/1/3/1) Appearance 3(2/0/5/2) Perception 3 Intelligence 3 Wits 2 Abilities: Alertness 2, Athletics 2, Brawl 1, Dodge 2, Empathy 3, Expression 2, Animal Ken 4, Performance (Drawing) 2, Primal-Urge 3, Enigmas 2, Science (Botany) 3. Backgrounds: Mentor 3 Rank: 3 Rage/Gnosis/Willpower: 3/7/5 Gifts (1) Blissful Ignorance, Sense Wyrm, Smell of Man. (2) Lambent Flame, Neigh of Glory, Talk. (3) Awe Rites: Garlands of Bright Flowers, Gathering for the Departed, Rite of Remembrance. Fetishes: None Merits/Flaws: Common Sense, Soft Hearted, Reputation Rowena was born in the Maryland city of Annapolis to a family of ex-hippies. She grew up surrounded by her parent’s creed of universal peace and love and was also aware of her family’s Celtic heritage thanks to her Welsh grandparents. Thus it was no surprise that Rowena was attracted to the New Age movement in her early teens. However it did surprise her when on her 18th birthday she became not a witch but a werehorse. Adopted by a local charm of Avarim, Rowena was taught the ins and outs of werehorse culture and at the age of 21 moved to California where she joined the dwell. Rowena’s equine form is that of a white welsh pony and her Monoceros form
is that of a classic unicorn. She is a asbar in Klatra form.
Runs-Beside Horses (Agna-iyanke)
Position: Master of the Rite at the Grace of the Ancient Waters Breed: Equus Suhn: Hrunnsaiya (Dreamspeaker) Bão: Nhurim Nature/Demeanor: Autist/Judge Attributes: Strength 2 (4/6/5/5) Dexterity 4 (5/6/7/6) Stamina 3 (5/6/6/6) Charisma 3 Manipulation 3 (2/0/2/0) Appearance 4 (3/0/6/3) Perception 4 Intelligence 3 Wits 4 Abilities: Alertness 4, Athletics 1, Brawl 2, Dodge 3, Empathy 3, Expression 4, Primal Urge 2, AnimalKen 2, Etiquette 3, Melee 3, Leadership 2, Performance 2, Enigmas 4, Occult 3, Rituals 5. Backgrounds: Past Life 3, Totem 4 Rank: 4 Rage/Gnosis/Willpower: 2/7/4 Gifts (1) Heightened Senses, Leap of the Unicorn, Spirit Speech, Walk behind the Mirror. (2) Dream Speak, Impala’s Flight, Sense the Unnatural. (3) Detect Spirit, Sense Magic. (4) Speak with Wind Spirits, Scrying Rites: Assume that Agna-iyanke knows any rite appropriate to his station. Fetishes: Gnostic bag, Spirit Bell and Candles, Harp of the Heavens (works as a Spirit Drum), plus many healing Talens. Agna-iyanke chose his human moniker from a Dakota Indian name meaning “Runs beside Horses”, an appropriate title since he grew up among a tribe of wild mustangs in Wyoming. He received a vision from Nyrallar soon after his first change which told him to come to California and he has been Master of the Rite there for the past twenty years. In human shape he is a tall Native American man in his early thirties with very long black hair, in equine he is a bay stallion. His Klatra form is a centaur.
Owl Chief (Kibbe Lesharo)
Position: Master of the Challenge at the Grace of the Ancient Waters Breed: Homid Suhn: Hrunnhai (Protector) Bão: Nhurim Nature/Demeanor: Traditionalist/Bravo Attributes: Strength 5 (7/9/8/8) Dexterity 4 (5/7/8/7) Stamina 4 (6/7/7/7) Charisma 3 Manipulation 2 (1/0/1/0) Appearance 3 (2/0/5/2) Perception 3 Intelligence 2 Wits 3 Abilities: Alertness 4, Athletics 4, Brawl 5, Dodge 5, Enigmas 2, Firearms 3, Medicine 2, Melee 5, PrimalUrge 3, Stealth 5. Backgrounds: Kinfolk 2, Familiar Spirit 3 Rank: 3 Rage/Gnosis/Willpower: 5/3/4 Gifts (1) Lambent Flame, Hoof‘s Might, Razor Horn, (2) Sentinel’s Warning (3) Gaia’s Lance Rites: none Fetishes: none
Born in the Shoshone Indian Reservation in 1980s Kibbe had always wanted to be a great warrior like the Indians of old and not the pathetic “white-man wanabees” his tribe had become. In response his parents enrolled him in a martial arts class (where he soon received a black belt in karate) in an attempt to curb his warrior spirit. Still he seemed obsessed with the Plains Indians and their horses. As a result he was overjoyed when he underwent his first change at the age of sixteen. While young to have such an important position, Kibbe has proven his abilities again and again. Kibbe received his name from the owl familiar that constantly follows him about, an omen echoed in his Indian name which means “chief of the night bird”. Kibbe Lesharo is a pinto stallion in equine form and an asbar in Klatra.
Thunder Jack (Adriano Gomez)
Position: Dwell Warder and lead stallion at the Grace of the Ancient Waters Breed: Equus Suhn: Hrunnsaf (Trickster) Bão: Nimbi Nature/Demeanor: Caregiver/ Jester Attributes: Strength 5 (7/9/8/8) Dexterity 4 (5/6/7/6) Stamina 4 (6/7/7/7) Charisma 2 Manipulation 2 (1/0/1/0) Appearance 2 (1/0/4/1) Perception 4 Intelligence 3 Wits 3 Abilities: Alertness 4, Animal Kin 2, Athletics 3, Brawl 3, Dodge 3, Leadership 3, Melee 4, Primal Urge 5, Rituals 3, Survival 4. Rank: 3 Rage/Gnosis/Willpower: 1/5/4 Gifts (1) Heightened Senses, Colt’s Foot, Eyes of Oberon (2) Serene Pasture (3) Glamour of the Faeries, Unicorn’s Blessing Rites: Rite of the Fearful Woods Fetishes: None Merits/Flaws: Horse Park department ties, Short. Born in Titanathere canyon, Thunder jack, like all Nimbi, is a lover of practical jokes. A happy-go-lucky sort of man Adriano likes to use glamour to make himself look taller and to make Meg seem younger during council meetings. After all appearance is everything when dealing with outsiders. In human form he calls himself Adriano Gomez and passes himself off as a park ranger. Thunder Jack is a smoky black burro in equine form and an asbar in Klatra.
Grace of the Desert Intaglios
Like the Nazca lines of Peru, the intaglios are visible from the ground but their clear and full impact becomes evident only when looking down from the sky. Location: Southern California Level: 3 Gauntlet: 4 Type: Strength Bão Structure: Open, dominated by Arweharas and Nimbi Totems: Puma History
Peterson, Natasha, Sacred Sites
Sometime in the past an unknown group of Native Americans scraped away the dark gravel to expose the lighter topsoil beneath the desert sands on the border between California and Arizona. Much like the Nazca lines of Peru these figures can only be seen from the air but unlike the famous lines in South America the intaglios have more in common with the “giants” and “white horses” of Europe. This is because one figure is that of a 94 foot tall man while the other is a horse. The presence of the horse caused most historians to date the intaglios to less than 500 years old, claiming that they must have been made by a wandering tribe (because none of the local tribes would admit to making them) fleeing the Spanish. When it was revealed that the covering of desert varnish over the figures proves that they were several thousand years old the academics still had to account for the horse so either still insisted on a young age for the intaglios or claimed that the animal was a badly drawn mountain lion. Because the figures are only scraped into the ground they were in danger of being destroyed by visitors using off road vehicles until the local boy scouts built a fence around them. Today the figures are under the care of the Bureau of land Management in Riverside California but no tower or other ability for people to see the intaglios have been built and they are still practically unknown to the public. The intaglios are actually an old Nhurim dwell that was taken over by the Arweharas in the early 19th century. The Arweharas took over the dwell when the native mustangs were driven away and today the only wild equines near the intaglios are a few feral donkeys. The Arweharas members visit the nearby San Diego Zoo and Wild Animal Park to breed. The Kossiacky The Grace of the Desert Intaglios is located 15 miles north of the city of Blythe near Route 95. The Kossiacky includes most of the border between California and Arizona including a portion of the Colorado River. The dwells center is reached by walking the spiral path. When one reaches the center they will find themselves in the dwells heart. Umbrascape Within the Kossiacky the land appears to be a glorified version of its physical appearance. The intaglios are unmarred by tracks and trails and gleam a snowy white against the black soil that surrounds them. A dance ring marked with piles of gravel surrounds the human figure and anyone who sleeps on the giant may gain a horse’s strength even in human form for one turn after performing the proper ritual dance. Horse spirits of all kinds abound in this and a huge spiritual mountain lion, the totem of the dwell, lies at the heart of the horse figure.
Position: Grace leader and Tomesha Council member Breed: Métis Suhn: Hrunnhi (Protector) Bão: Arweharas Nature/Demeanor: Competitor/Alpha Attributes: Strength 4 (6/8/7/7) Dexterity 3 (4/5/6/5) Stamina 5 (7/8/8/8) Charisma 2 Manipulation 2 (1/0/1/0) Appearance 2 (1/0/4/1) Perception 4 Intelligence 5 Wits 4 Abilities: Alertness 3, Animal-ken 5, Brawl 4, Firearms 2, Intimidation 4, Leadership 4, Linguistics 1, Melee 3, Politics 3, Primal-urge 3, Rituals 2, Survival 4. Backgrounds: Contacts 3, Pure Breed 4 Rank: 4 Rage/Gnosis/Willpower: 6/8/7 Gifts (1) Camouflage, Sense Wyrm, Sight out the Predator, Razor Horn (2) Staredown (3) Form of the Wild (4) Safety in Numbers Rites: Moot Rite, Rite of Passage, Baptism of Fire, Rite of the Lion, Rite of Ostracism Fetishes: Carbuncle, Purification Cup Merits and flaws: Common sense, Deformed Horn (Métis deformity), Fangs.
Fangs-in –the-dark was born to punish the hubris of two equine Arweharas who were too proud to breed with zoo animals. Born with three horns and lupine fangs, the parents were horrified and dumped their offspring in the desert. The abandoned foal then lived with a herd of wild burros until he was found by a charm of Nimbi. As time went on Fangs grew strong enough to defeat the puma spirit that was guarding the Grace of the Desert Intaglios. This act reopened the dwell and gave Fangs much renown. His act attracted many young Arweharas tired of the posing of their elders and his grace is now the largest zebra dominated grace in the west. In human form Fangs is a stern looking black man, in klatra form he is an asbar and his equine form is a common zebra. He has fierce-looking canine teeth in all his forms.
Grace of the Great Hero
“By carving Crazy Horse if I can give back to the Indian some of his pride and create the means to keep alive his culture and heritage, my life will have been worthwhile”. - Korzcak Ziolkowski Location: Crazy Horse Monument, The Black Hills, South Dakota Level: 4 Gauntlet: 3 Type: Kingship Bão Structure: Closed, Nhurim Only Totems: Horse History The location of this dwell is not an ancient sacred site but rather one made in recent years. In 1939, Chief Henry Standing Bear of the Sioux had a vision of a monument to Native Americans that would rival the nearby Mt. Rushmore. Standing Bear contacted the sculptor Korzcak Ziolkowski, who dedicated his entire life and that of his descendants into finishing the monument. Korzcak was over forty when he began carving a monument that would be larger than the Great Pyramid of Egypt. After his death, Korzak’s grandchildren finished and dedicated the statue in 1998. The Nhurim are, of course, responsible for this monument the dedication of the statue allowed for the opening of the first new major dwell in historical times. The monument serves as monument to all Native Americans and the horses that were defeated with them. The Kossiacky Located just 17 miles from Mount Rushmore, Crazy Horse Monument is the largest sculpture in the world. Carved out of an entire granite mountain it is a staggeringly beautiful sight, a handsome, grim-faced native warrior pointing towards the east from the back of a leaping horse that seems to be rushing forward into the sky. He rises up a full 600 feet high and carved at his horse’s feet are the words “My lands are where my dead lie buried”. Near the statue stands the Indian Museum of North America, representing some 80 tribes. Eventually the area will also include The North American Indian University and Medical Training Center. To enter the dwell one must go down a trail leading from behind the statue to a circle of trees. Entering the glade brings one into the dwell. Umbrascape Within the Kossiacky the land appears to be a glorified version of its physical appearance. The hills are pristine and unmarred and Ancestor spirits ride spirits of mustangs, hunting spirit buffalo, much as they once did in the physical world.
Sun Eagle (Etu Dyami)
Position: Grace leader and Tomesha Council member Breed: Homid Suhn: Hrunnhai (Protector) Bão: Nhurim Nature/Demeanor: Idealist/Maker Attributes: Strength 4 (6/8/7/7) Dexterity 4 (5/6/7/6) Stamina 4 (6/7/7/7) Charisma 3 Manipulation 3 (2/0/2/0) Appearance 3 (2/0/5/2) Perception 2 Intelligence 4 Wits 3 Abilities: Alertness 3, Brawl 2, Empathy 4, Enigmas 3, Intimidation 3, Leadership 4, Linguistics 1, Melee 3, Occult 3, Politics 2, Primal-urge 3, Rituals 3. Backgrounds: Contacts 4, Kinfolk 4 (Sioux Tribe), Past Life 3 Rank: 5 Rage/Gnosis/Willpower: 5/5/6 Gifts (1) Inspiration, Lambent Flame, Persuasion, Walk Behind the Mirror. (2) Awe, Winds of the North. (3) Silver Horn. (4) Mastery (5) Summon Storm Crow, Warrior’s Pride. Rites: Rite of Contrition, Moot Rite, Rite of Talisman Dedication, Rite of Passage. Fetishes: Sword of Mech-Gladinez (War and Light) Sun Eagle is the direct descendant of Crazy Horse himself, and many believe that he is the Nhurim destined to not only unite the Ashringa, but to unite the Indian Tribes and bring them back to prominence in North America. Sun Eagle was born to a Sioux family in 1980 and soon showed promise to the elders of the tribe, as he seemed to have visions of the spirits. Many took this to mean that the child was destined to become a shaman but others thought the child was too warlike for this, as the boy loved nothing more than hunting from horseback. When he was 16 Sun eagle was approached by his Grandfather who revealed his Ashringa heritage. Sun Eagle is a chestnut pinto with curly fur in equine form and a centaur in klatra.
Grace of the House of the Sun
Aloha -Ancient Hawaiian Greeting Location: Haleakala Crater, Hawaii Level: 4 Gauntlet: 3 Type: Wyld Bão Structure: Open, dominated by Nabrima Totems: Madame Pele History Hawaii is said to be paradise on Earth but it is really a land filled with the spirits of fire and water. Many overeager land developers have laughed at the “native superstitions” only to have their million dollar homes collapse into the sea or smothered by burning lava, Mother Pele will not be laughed at. Legend says that the Haleakala volcano is the place where the trickster spirit Maui captured the sun in order to give his people more daylight to fish. It was also said to be the home of Madame Pele, goddess of fire and volcanoes. The area was so sacred that it was made a national park almost as soon as Hawaii became part of the United States. As part of Polynesia, Hawaii, was settled by and has a language very close to that of Australian natives. That, along with its access to water, means that the Nabrima quickly made it their home. There are no wild equines in Hawaii, however, so most Ashringa of equine stock must mate with captive horses or leave the islands to breed.
The Kossiacky Haleakala National park is on the island of Maui, the second largest of Hawaii’s 124 islands. The center of the park is dominated by a monstrous volcano surrounded by lush orchid trees. This volcano, one of the largest on the planet , its crater alone is larger than Manhattan island in New York City. The single road leading to the summit starts in tropical jungle and ends 40 miles later at a arctic cold lava rock plain.. As the volcano rises 30 degrees straight up, one cannot see the land from the summit but instead are surrounded by clouds and the sea. Interesting features are the Leleiwi Overlook (located six miles from the visitor center) which projects a mirage of clouds surrounded by rainbows called the Specter of Brocken, Pele’s Pig Pen (a rock formation that looks like a corral) and the Bottomless Pit. The Bottomless Pit is an old volcanic vent where it is said that Pele’s sister, Keanawilinau, entered Pele’s domain in an unsuccessful attempt to put out the volcanoes fires. There are two visitor centers, the main one at Park Headquarters at the mountains base and the other located near the summit. The Main Visitor Center stands out because of the piles of lave rocks thrown outside its rear entrance. Legend stats that any foreigner who takes one of Pele’s rocks of the island will suffer bad luck until the rock is returned, and every year the visitor center is mailed hundreds of rocks from people who dared scoff at this belief and suffered the consequences. Thirty miles from the summit road is the Pug Ululate Visitor center. A mile from this Center is Science City, an astronomical research station where astronauts once practiced traveling to the moon. The only way down to these areas is by horseback (stables are provided at a scenic spot the end of the road) or hiking. The dwell is entered from the Bottomless Pit, the Ashringa enter the vent and exit an umbra opening to the surface to enter the volcano’s spirit world. Umbrascape Within the Kossiacky the land is one with the elements. The rock of the mountain gleams with obsidian and streams of lava flow from the crater. Clouds surround the top and the sea below sparkles with rainbows. One rarely sees Madame Pele unless she is angered, and then the volcano erupts in the physical world. More common are various fire spirits, the were-sharks of the nearby ocean, and the Ku, green furred faerie hounds identical the cu-sidhe of Irish myth.
Keahi Ekewaka (Guardian-of-the –Flame)
Position: Grace leader and Tomesha Council member Breed: Homid Suhn: Hrunnsai (Storyteller) Bão: Nabrima Nature/Demeanor: Confidant/Reveler Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 3 (5/6/6/6) Charisma 4 Manipulation 4 (3/1/3/1) Appearance 3 (2/0/5/2) Perception 2 Intelligence 4 Wits 5 Abilities: Alertness 3, Athletics 4 (surfing) Brawl 3, Drive 3, Enigmas 2, Empathy 3, Law 3, Leadership 4, Linguistics 1, Medicine 1, Melee 3, Occult 3, Pilot 3 (aircraft), Primal-Urge 3, Repair 3, Rituals 3, Stealth 3, Survival 4. Backgrounds: Allies 5, Mentor 3, Resources 2. Rank: 3 Rage/Gnosis/Willpower: 4/6/8 Gifts (1) Smell of Man, Snorkel horn, Balance, Find Water (2) Spirit of the Fish. (3) Clarity Rites: Rite of Cleansing, Rite of the Opened Cairn, Moot Rite, Rite of the Fetish Fetishes: Lightning Shoes. Keahi was born the son of a native Hawaiian man and an Australian aborigine woman. He thus had an early education in the spirits of the Polynesian islands of fire and water. With his head filled with tales from
both countries, Keahi soon became a master storyteller, writing short stories in school based on his people’s legends. His plans to become a fiction writer were put on hold when his parents took him to the dwell for his first change at the age of 18. Today Keahi is both the leader of the House of the Sun and also a famous writer who uses his job as an excuse to travel to the mainland “on business”. In the continental United States he had a small beach house near Long Beach California where he practices surfing and flying his private jet. In equine form Keahi is a black and white pinto brumby and in klatra he is an asbar.
Grace of the Isle of Grass
As July afternoon temperatures pushed into the 90s, I decided to join in refuge bodysurfing and beachblanket lounging. The scene came complete with lifeguards, changing rooms, and “Parking Lot Full” signs. I thoroughly enjoyed the plunge. But exactly what all this had to do with wildlife was hard to tell. - Douglas H. Chadwick, National Geographic Location: Chincoteague National Wildlife Refuge, Virginia Level: 3 Gauntlet: 3 Type: Calm Bão Structure: Closed, Avarim only Totems: Fog History 14,400-acre Chincoteague National Wildlife Refuge is found on Assateague Island off the east coast of the United States. Assateague Island is a long narrow barrier beach that lies partly in Maryland and partly in Virginia. The island’s coastline is characterized by sandy beaches, behind which are extensive salt marshes and shallow lagoons. In the days of the conquistadors a ship carrying Moorish ponies sank off Assateague island and its load of horses swam to the islands where they lived in the wild for nearly a hundred years. When Europeans discovered the islands they quickly settled Assateague’s sister island, Chincoteague, and once a year the wild ponies were rounded up and driven across the small channel between the islands where a few of the foals were kept by the islanders while the rest were swum back to Assateague. Pony Penning Day became a local holiday, well loved by the islands inhabitants who left Assateague to the ponies and made homes only in Chincoteague. The Island became famous in the 1950’s due to the novel Misty of Chincoteague by Marguerite Henry. Released as a film in 1961, this movie made Pony Penning Day famous and turned Chincoteague into a tourist trap. The increases interest in the horses caused the Government to step in and declare that the ponies a menace to the local wetlands, despite nearly 200 years of the ponies presence. As a result the natives were forced to sell their land to the government who promptly fences off most of the ponies grazing land resulting in an increase in diseases and death by drowning because the horses can no longer escape inland from hurricanes. Today a bridge actually reaches from Maryland all the way to Assateague Island and the 14,400-acre Chincoteague National Wildlife Refuge , once pristine wetlands is the island is now filled with fast-food outlets and curio shops. Once inside the reserve one finds oneself in a summer tourist throng of 1.3 million visitors who pour through little Chincoteague each year. The Kossiacky The territory of the Isle of Grass is the entire island of Assateague. The Ashringa dislike the thousands of tourists who flock to her shores all looking to for wild ponies that are nearly extinct instead of buying perfectly tame members of the same breed that have been preserved on nearby Chincoteague. Even worse is the effect such traffic is having on the wetlands that the government was supposed to be saving by eliminating the horses. The heart of the dwell is located within a ring of stones and trees found on the islands far side.
Umbrascape Within the Kossiacky the land is still unspoiled wetlands, sandy beaches surrounded by blue seas and with the land covered in pristine forest. The only exception is the NWR entrance where the trees are thick with the cobwebs of the Weaver. Bird, Horse and water spirits abound in this dwell.
Position: Grace leader and Tomesha Council member Breed: Equine Suhn: Hrunnsayai (Dreamspeaker) Bão: Avarim Nature/Demeanor: Visionary/Traditionalist Attributes: Strength 2 (4/6/5/5) Dexterity 3 (4/5/6/5) Stamina 2 (4/5/5/5) Charisma 4 Manipulation 3 (2/0/2/0) Appearance 3 (2/0/5/2) Perception 2 Intelligence 4 Wits 2 Abilities: Alertness 2, Athletics 2, Brawl 1, Dodge 2, Empathy 3, Expression 3, Primal Urge 4, Leadership 1, Enigmas 3, Medicine 3, Rituals 4. Backgrounds: Kinfolk 2, Past Life 2 Rank: 4 Rage/Gnosis/Willpower: 2/10/4 Gifts (1) Impala’s flight, Heightened senses, Leap of the kangaroo, Spirit speech. (2) Name the spirit. (3) Pulse of the Invisible. (4) Grasp of the beyond Rites: Rite of Cleansing, Rite of the Opened Cairn, Moot Rite, Gathering for the Departed, Rite of Spirit Awakening, Rite of Becoming, Rite of the Opened Bridge, Rite of the Shrouded Glen. Fetishes: Blanket of peaceful Dreams, Key to the Umbra Autumn Mane was born a pony on on Assateague Island in the 1970’s. Her Ashringa mother easily kept her from the pony penners simply by entering the Umbra with her on the day of the Holiday. She underwent her first change on at a year old when, apart from her parent, she found herself being herded to auction. Frightened by the screaming cowboy she changed to Monoceros form and leaped full over horse and rider. The cowboy calmly tied his horse, took monoceros form himself, and catching up with the startled mare explained to her what she was. Thus Autumn mane was introduced to Avarim society and eventually became Dreamspeaker and lead mare of the dwell. She was horrified by the changes the government wrought to the islands in the 1980’s and now relies on her homid tribe members to deal with the and hopes to eventually return the island to its native people and horses. In equine form Autumn Mane is a dark chestnut pony with a bit of Shetland blood. In klatra form she is an asbar.
The Grace of the Lost Temple
“The greatest good of the greatest number applies to the number within the womb of time compared to which those now alive form but an insignificant fraction.” - Theodore Roosevelt Location: The Grand Canyon, Arizona Level: 3 Gauntlet: 3 Type: Primal Urge Bão Structure: Open, dominated by Nimbi and Karkadamm Totems: Bright Angel, an aspect of Ass
History The Grand Canyon is one of the greatest natural wonders in the world. It is an exceptionally deep, steepwalled canyon in northwestern Arizona, excavated by the Colorado River and a full 277 miles long, and 18 miles wide. The walls of the canyon plunge a full 5000 feet deep and expose rocks from every era in Earth’s history. The entire canyon is extremely beautiful, containing towering buttes, mesas, and valleys within its main gorge. Beloved by president Theodore “Teddy” Roosevelt it was one of the first national parks in America. Today Grand Canyon National Park receives about four million visitors a year. The Kossiacky Perhaps the greatest secret in America is the Egyptian Temple discovered in the Grand Canyon during the 1920’s. Newspapers at the time plastered the story all across America but today when anyone asks about the temple they are told that the story was a hoax. However it is an interesting fact that geographic maps of the canyon have areas marked with such enigmatic names as The Osiris Temple, the Isis Temple and The Buddha temple. In addition the part of the canyon where these names appear is the only area in the canyon where both visitors and government workers are not allowed to go. The official reason is that the cartographers just “liked Egyptian and Indian names” and that the area is filled with dangerous holes and cliffs. The real reason is that this area is the land of the Grace of the Hidden Temple, home to those Ashringa and faeries that make Arizona their home. The dwell is that of the Hidden Temple and its people insist that it remain hidden, visitors have their eyes covered until they enter the heart of the dwell, only then are they allowed to see where they are. Anyone who refuses to cover their eyes has their memories wiped by the faeries of the canyon. Umbrascape Within the Kossiacky the land appears to be covered in golden sand surrounded by towering sun-colored canyon walls to steep to climb. To the east there are temples to Osiris, Isis, and Buddha surrounding an Egyptian pyramid at the top of which is a shrine to Amon Ra, Egyptian god of the sun. To the west is a waterfall pouring down the canyon wall into the umbral Colorado river. The river is bordered with bizarre rock formations and trees filled with faerie and animal spirits. Often the spirit of Bright Angel himself, the wild donkey that once lived in the canyon and who was declared its spirit by Roosevelt himself can be seen splashing in the water.
Position: Grace leader and Tomesha Council member Breed: Homid Suhn: Hrunnsaf (Trickster) Bão: Nimbi Nature/Demeanor: Rebel/Gallant Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 4 (6/7/7/7) Charisma 5 Manipulation 5 (4/2/4/2) Appearance 2 (1/0/4/1) Perception 3 Intelligence 3 Wits 5 Abilities: Alertness 2, Athletics 4, Brawl 2, Dodge 2, Drive 2, Empathy 3, Expression 5, Primal-Urge 4, Leadership 2, Politics 3. Backgrounds: Allies 3, Pure Breed 3 Rank: 3 Rage/Gnosis/Willpower: 1/5/8 Gifts (1) Eyes of Oberon, Mimic, Persuasion, Resist Toxin. (2) Glib Tongue. (3) Faerie kin. Rites: none. Fetishes: none. In the 1970’s many immigrants from Egypt came to America and Bishr Habesha parents were among them. Born in the 1980’s Bishr became a true class clown during childhood. One day during detention, he was looking at a magazine on the
Grand Canyon, a place his father, Shadi often went on business. He pestered his father about it and to his delight dad took him with him on his next trip to the canyon. There the two hiked deep into the forbidden part of the park where Shadi announced that he and his son were Ashringa and introduced him to his new family. In equine form he looks like a pure blooded Somali wild Ass except that he lacks stripes on his legs. In klatra shape he is a centaur.
Grace/Sept of the Lothinian Brotherhood
“Icy Shasta…when I first caught sight of it over the braided folds of the Sacramento Valley I was fifty miles away, afoot, alone and weary. Yet all my blood turned to wine, and I have not been weary since.” - John Muir, 1886 Location: Mount Shasta, California Level: 3 Gauntlet: 3 Type: Enigmas Bão Structure: Closed, Karkadamm, Nhurim, Nimbi and Stargazer werewolves only Totems: Stag History Mount Shasta is located in northern California’s cascade range. It is a dormant volcano 14,162 feet high with a scarred cone with lava flows and a snowcapped summit. Five glaciers encircle the mountain, the longest of which reaches 9,500 feet. From its western slope rises a secondary peak, about 12,000 ft high, called Shastina. Although Mount Shasta has not erupted in modern times, steam vents are still to be seen on its cindered slopes. While officially “discovered” in 1827 by the Canadian fur trader Peter Skene Ogden, Shasta had been a sacred site to the American Indians since the Ice Age. The metaphysical mysteries surrounding Mount Shasta are varied and many. It is reputably the home of a great many spirits. Some say that when Atlantis (or Lemuria or Mu) vanished beneath the waves the last of their mystics traveled to Mount Shasta where using magic crystals they can fade away into the world of the spirits. Another myth tells of the Yaktayvians, a race belonging to the Secret Commonwealth (Faeries) that use magical bells to manipulate the elements. Others claim that a secret brotherhood of Tibetans have tunnels dug into the mountain filled with their sacred libraries. Another myth tells of a giant deer, larger than an elk, with huge antlers that vanishes when hunters get to close. In addition the odd, disc-shaped clouds that surround the mountain have spawned rumors of UFOs and alien abductions. The New Age also ushered in the I AM cult established by Guy Ballard, who claimed to have climbed Mount Shasta where he met the Ascended Master St. Germain (claimed by many to have been a vampire), who gave Ballard the tenets of his new religion. The Kossiacky Mount Shasta is part of the Trinity National Forest, which contains some 38,000 acres. The town of Shasta at the base of the mountain, lies in a basin and is bordered by both the Klamath and Cascade mountain ranges. Temperatures are extreme and change suddenly without warning from roasting hot to freezing cold, indeed the biggest cause of fatalities in the mountain is hypothermia, altitude sickness and sunburn. The paranormal activities of the mountain are the result of a truly unique sacred spot within the mountain. Mount Shasta is both an Ashringa dwell and a Garou caern. The land was awakened by a pack of Tibetan Stargazers and a charm of kulan Karkadamm in the 1940s in order to have a sacred spot dedicated to preserving the ancient knowledge of the ancient Orient. The totem of the dwell /caern is Stag whose presence confounds many a hunter, and the faeries are indeed found on Mt. Shasta. Umbrascape The heart of the caern is near the mountain’s peak where a cave leads to a hidden valley in which the Stargazers have built dwellings similar to those in their homeland. The largest of these buildings is the great library, a cavern dug into the very walls of the mountain, filled with scrolls saved from the book
burnings of China, sacred text from Tibet and India, and rare and potent fetishes. This librarian is protected by the Counte St. Germain, a vampire who joined the brotherhood to gain enlightenment and purge the wyrm from his soul. St. Germain spread the I AM religion to discourage people from climbing the mountain and disturbing the dwell, an act sure to lead to their deaths by freezing to death if not by werebeast.
(Swift as the Moon)
Position: Grace leader and Tomesha Council member Breed: Homid Suhn: Hrunnya (Judge) Bão: Karkadamm Nature/Demeanor: Fanatic/Martyr Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 4 (6/7/7/7) Charisma 3 Manipulation 4 (3/1/3/1) Appearance 4 (3/0/6/3) Perception 2 Intelligence 5 Wits 3 Abilities: Alertness 3, Brawl 4, Dodge 3, Enigmas 3, Etiquette 2, Empathy 3, Expression 4, Intimidation 4, Linguistics 1, Leadership 3, Science 3, Streetwise 3. Backgrounds: Pure Breed 3, Resources 3 Rank: 4 Rage/Gnosis/Willpower: 6/3/9 Gifts (1) Resist pain, Scent of the True Form, Smell of man, Speed of Thought, Truth of Gaea. (2) Staredown. (3) Disquiet, Tongues. (4) Roll Over Rites: Rite of Wounding, Rite of the Winter Wolf, Rite of Ostracism. Fetishes: Pine Dagger (permanent not a talen, disrupts the form of a materialized bane) Swift as the Moon is the descendant of one of the founders of the dwell and the leader of the equine population of the mountain. Like all the Ashringa of Mt. Shasta he is a scholar who hopes to enlighten the world to Gaia’s pain and believes that purifying oneself must be done before you can purify others. However, he is a Karkadamm, and like all his kind believes that the best way to keep Gaia pure id to keep people out of it. To this point he travels the mountain pretending to be a Park Ranger, Space Brother, Policeman, or whatever will get the job done to discourage climbers. Those who get violent are treated to a whirlwind of martial arts and if that doesn’t work the chalico form will. While tolerant for a Karkadamm Javas will kill if he sees no other way. Javas is an stunning sight in monoceros form, a silvery white unicorn with a flowing mane, beard and tail and elegantly elongated ears. In equine form he is an albino kulan and in klatra he is a centaur.
Grace of the Rainbow Dragon
Rain, however, does not go anywhere without clouds - Natasha Peterson, Sacred Sites Location: Rainbow Bridge, Utah Level: 2 Gauntlet: 4 Type: Fertility Bão Structure: Open, dominated by Killina and Nhurim Totems: Rainbow
History Rainbow Bridge National Monument was formed proclaimed in 1910 to protect Rainbow Bridge. This bridge, a natural formation of salmon-pink sandstone that resembles the arc of a rainbow the largest natural bridge in the world, a full 309 feet high and spanning 278 feet over Bridge Canyon. The bridge is also 42 feet thick and 33 feet wide. The bridge can be reached in only two ways, by boat or by trail. Most tourists take one of the boats and go on all day cruises that visit the bridge only briefly. The trails can be hiked or traveled by horseback and are 13 to 14 miles long. Hiking and horseback riding permits must be obtained from the Navaho Tribe. A former branch of the Colorado River created Rainbow Bridge through erosion.. The Native American Navaho people considered the bridge one of their most sacred spots but it became famous only after 1909, when Native American guides led a group of white explorers there. In the early days of western expansion Chinamen were brought in to work on the railroads. A few of these Chinese were Killina who soon joined up with the native Navaho Nhurim. These Nhurim had worshiped at the rainbow bridge for as long as their ancestors had been in the land and, as the Chinese beliefs were not much different the two bao soon joined together. The Kossiacky According to Navaho legend Rainbow Bridge is an actual bridge between the physical and spiritual realms. A doorway into the Umbra and home to the Rainbow god and his spirits. As Rainbow’s magical sky serpents were believed to bring rain to the Indian’s crops just like the dragons of China. It is no surprise that the Killina soon soon joined their Nhurim brothers in worshiping at this site. The dwell is located under the bridge. The Ashringa travel to the bridge along one of the many trails and then plunge into the water and swim under it, coming out the other side into the Umbra. Umbrascape The Kossiacky is like a sight out of a book on fairy tales, the stone bridge is replaced by a huge rainbow spanning the lake and sprays of water cause smaller rainbows to form near the base. Faerie and dragon spirits of all colors and sized sprawl about on the surrounding canyon walls and the occasional thunderbird or stormcrow is also seen.
Position: Grace leader and Tomesha Council member Breed: Homid Suhn: Hrunnhe (Caretaker) Bão: Killina Nature/Demeanor: Traditionalists/Nurturer Attributes: Strength 3 (5/7/6/6) Dexterity 3 (4/5/6/5) Stamina 3 (5/6/6/6) Charisma 4 Manipulation 5 (4/2/4/2) Appearance 3 (2/0/5/2) Perception 2 Intelligence 3 Wits 4 Abilities: Alertness 3, Brawl 3, Dodge 2, Enigmas 2, Intimidation 3,Investigation 2, Leadership 4, Linguistics 1, Melee 3, Politics 3, Rituals 3, Science 4, Streetwise 4, Subterfuge 3. Backgrounds: Allies 4, Contacts 4, Resources 3 Merits/Flaws: Horse of a different color Rank: 4 Rage/Gnosis/Willpower: 3/4/8 Gifts (1) Blissful Ignorance, Mother’s Touch, Persuasion, Smell of Man. (2) Calm. (3) Dazzle. (4) Unicorn’s grace. Rites: Rite of Talisman dedication, Rite of the Opened Caern, Gathering for the Departed, Fertility Rite, Rite of the Winter Wolf. Fetishes: Clear Water, Dream trap, Tears of Gaea. Born to an old Killina family, Hu-lin grew up knowing that she might one day join the horse people who
protected the land. She showed all the signs of being Ashringa and when Hu-lin had her first change many in the dwell thought that it was an omen of blessing from the dwell spirit for her fur in monoceros form was all the colors of the rainbow. Her equine and klatra forms are less flashy, a plain yellow dun takahi or asbar. Today Hu-lin is the lead mare of the grace and makes sure that the traditions of both Navaho and China are maintained – no radios and fast food in her dwell, its sacred drums and maize all the way.
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