Werehorses for White Wolf’s Werewolf: the Apocalypse  By Laura M. Henson © 2005

Chapter Five
Probably no family of animals has had so great a totemistic and economic significance for human civilization as the horse. -David Day, “The Doomsday Book of Animals”

In this chapter I will describe the totems, spirits, and animal kinfolk known to the Ashringa. This is necessary because there is much more to equine spirits than unicorns and pegasi. In addition the wild horses of the world are all near extinction and the history of these animals and their relationship with man is very relevant to Ashringa characters.

The Ashringa worship many of the same totems as the Garou and have both charm totems (equivalent to pack totems) and Dwell totems (equivalent to cairn totems) and the rules are the same for both bete. Ashringa rarely have carnivorous mammals as totems (Lion, the totem of the Arweharis, is an exception) but predatory birds are often chosen. Common totems include Bison, Boar, Bull, Crow, Dana, Dolphin, Duck, Elephant, Herne the Hunter (Avarim only), Fog, Goat, Hare, Heron, Falcon, Grandfather Thunder (Nhurim only), Kanau the Wedge Tailed Eagle (Nabrima only), Lyrebird (Nabrima only), Merlin, Owl, Pegasus, Quetzal, Raven, Rooster, Squirrel, Stag, Twister, Uktena, Unicorn, Wind, and Yongar the Kangaroo. Below are several new totems for werehorse characters. Entries in italics were previously published on the internet and have been updated and clarified for Ashringa characters.


(Totem of Wisdom)

Background Cost 3 When Mary rode into Bethlehem she rode a donkey that was granted long life in return. Later this same donkey served as the steed of Christ and bore his crucified body to its tomb. The faithful beast was rewarded by being taken into Heaven where he became an angel. A true servant of God Alcyoneus (also known as Al Borak the Lightning) took Mahomet to heaven. Today this spirit manifests as a winged donkey (sometimes depicted with a human head) the color of saffron that represents the virtues of patience and faithfulness. Traits: Alcyoneus grants his children 2 willpower points per story, the gift Gaea’s Steed, and one dot of True Faith. Ban: Children of Alcyoneus must always help woman or children find shelter or medical help. Antelope Totem of (varies)

Background cost 5 Like his brother Wind, Antelope has different aspects that Charms can take. The two totems are said to proceed from the same source and the followers of Antelope will find great allies in the Children of the Winds. All aspects will bring their children's Stamina up one dot (max of 5) and impart the Silent Strider Gifts The Great Leap and Speed of Thought. Apataleon (Totem of Wisdom) This bizarre spirit looks almost demonic with his serrated horns, goat like beard, hawk's beak instead of a muzzle and fangs. He is said to be an amalgam of the other four Antelopes. His children lose one dot in Appearance but gain knowledge of the Métis Gift Create Element, and 3 dots in Enigmas (specialty is Visual). The Alchemical Antelope's brother Wind aspect is the Umbral Wind. Chinkara the Gazelle (Totem of Respect) (7 points) Chinkara is the original Antelope and the others are reflections of him. He is the American Pronghorn, the duikers and Impala of Africa, the Blackbuck of India and the Saiga of the arctic as well as the many species of gazelle found throughout Asia and Africa. He fears not death; for he is one of the oldest of the totems, and he is wise enough to know that the relationship between predator and prey is a sacred one. This deerlike creature is famed for its speed and breeds prolifically, females conceiving litters and miscarrying all but one or two: his children have a 4 in 10 chance of breeding true. He imparts the Philodox Gift Wisdom of the Ancient Ways and one dot in Past Lives. He teaches the Minor Rite Prayer for the Prey. Pronghorn's brother Wind aspect is the West Wind. Herola the Horse Antelope (Totem of War) Herola represents the African and Arabian sable, roan, gemsbok, oryx, addax, hartebeests, and gnu. This totem stands for no nonsense. Tough, combative and lusty, Herola only runs a short distance before he turns at bay and starts swinging his sharp, saber-like horns around. He teaches his children Melee with specialties in swords and lances, and the Weapon technique Fencing. Sable's brother Wind Aspect is the South Wind. Isard the Goat Antelope (Totem of Cunning) Dancing ever on the edge, Isard represents the chamois of Europe, The American mountain goat, the Oriental serow, the Indian goral and the African klipspringer. Isard will add one dot to his children's Dexterity (if this takes them over 4, the specialty is "Sure-Footed"), gives them the Merit: Daredevil, and increase their Willpower by 1. Chamois's brother Wind aspect is the North Wind.

Khnemu the Spiral Horned Antelope (Totem of Wisdom) Khnemu represents the African Kudu (and it‘s cousins the nyala, bongo, eland, and bushbuck) and the nilgai of India. Large yet graceful, gentle Khnemu gives his children one dot each in Appearance and Dexterity (Deft), and the Gifts Invent, and Reshape Object. Khnemu sculpts our bodies: if his children conceive a Métis, they will have lighter deformities or, (Storyteller's option) will be deformed but fertile (the deformity will carry over). His children also gain the Flaw Shy. Kudu's brother Wind aspect is the East Wind. Ban: Children of Antelope are not barred from hunting the physical embodiment of their totem, but if they ever forget to be thankful for his sacrifice Antelope will abandon them. Ass (Totem of Respect)

Background Cost 4 Ass is known for his strength, stubbornness and his utter disdain of social niceties. Although reasoning is not his strong point, very few can sway the mind of this totem once he decides on something. Traits: Ass gives his followers the gift Lighten Task, and two additional points of Willpower (maximum 10.) He also gives the Mule Kick attack maneuver. Ban: Followers of Ass are at +2 difficulties on all Intelligence and Social rolls. They also sound damned silly when they laugh: "Hee-haw, hee-haw". Asvins (Totem of Wisdom) Background Cost: 6 The Asvins (or Aswins) are the Indian deities Dasra and Nasatya, patrons of the dawn and healers. The offspring of the Indian sun god Vivavat and a mare, the twins take the form of horse headed men with golden skin. The Asvins help their father the sun by driving their mule drawn chariot across the sky right before dawn and dusk in order to make a path that the sun can travel. Traits: Children of the Asvins gain a dot of Herbalism and Medicine (up to a maximum of five) as well as the gifts Mother’s Touch and Tame Sunbeam. They also give their followers an additional point of Dexterity and will restore up to 2 additional Gnosis points per story. Ban: Worshipers of the Asvins must always heal the sick. Camparech the Narwhal Background Cost: 5 Camparech, the iridescent green and silver Narwhal, roams the arctic seas and fills the air with his song. The sea unicorn, with his dolphin’s body and single spiraling tusk has been depicted in art as a unicorn headed whale or, more fancifully, as a unicorn with webbed hind feet. Symbolically, like his sisters Unicorn and Dolphin, Camparech is associated with peace, joy, and healing. However Narwhals are rarely hunted for just as his horn can pierce the ice of his arctic home so it can also be used to give enemies the point. Traits: Narwhal gives two additional points of wisdom and reduces the difficulty of any craft roll to carve (Totem of Wisdom)

ivory by -2. He also teaches the gifts Gaia’s Lance and Serine Pasture. Ban: Camparech’s children must never hunt whales or dolphins- a high price indeed to a native Inuit who usually follow him. Bayard (Totem of War) Background Cost: 4 Bayard was a Kelpie that legend said could only be tamed when a man threw him to the ground. When the knight Renaud heard this tale he decided to win Bayard as his warhorse. Renaud tricked Bayard into falling down and the kelpie agreed to act as the knight’s horse in order to regain his lost honor. King Charlemagne declared Renaud an outlaw and demanded Bayard in exchange for the knight’s freedom. Renaud agreed and the vengeful king tied a millstone to the horse’s neck and threw him in the river. Luckily Bayard was a faerie horse and simply used magic to slip the weight of the stone and swam away to freedom. Traits: Bayard grants his children the gifts Kelpie’s Nature, Lighten Task, and Impala’s Flight. He also grants the ability to swim at twice normal rate and the combat maneuver Courbette. Ban: Followers of Bayard must combat corruption in political leaders. Dharmapala (Totems of War)

Background Cost: 5 The Dharmapala are the protectors of the Mongolian horse nomads. They are represented as fierce warriors with three eyes and hair of flame. The two most notable members of this group of spirits are the brothers Hayagriva and Beg-Ts’e. Hayagriva is the lord of wrath and the protector of horses. He appears as a 50 foot tall horse headed giant wearing a skull cap and armed with a huge meat cleaver. Beg-Ts’e is the patron of cavalrymen and he appears dressed in the boots of the Mongol horse rider and wielding a sword with a shrimp shaped hilt. Traits: Followers of the Dharmapala horse kings gain an extra dot in melee (specialty in the axe or sword), -2 to all brawl difficulties, the gift Beast Life (horses only) and an extra two points of Rage per story. Ban: Children of the Dharmapala must protect horses and conduct the proper rites if one is slain.

Dragon Horse

(Totem of Respect)

Background Cost: 6 Dragon Horse is known from many cultures, he is CeffylDwr to the Celts, Conopini in Asia, Ri-rin in Japan and Ky-lin in China. He usually appears as a horse with the scales, head, wings and tail of a dragon. He represents the magic modern science calls evaporation, the transformation of water to fire (the “smoke” we call clouds) and the clouds to water again as rain. Traits: Dragon Horse grants his children one extra point of willpower per story and reduces the difficulties of any Occult dice pool by -2. He also teaches the gifts Sky Running, Dragon’s Scales, and Fire Breath. In

addition once per story the entire charm or grace can pray and dance for one hour. The result of this rain dance works exactly like the Mokole’ gift Call the Rain. Ban: Children of Dragon horse must never harm one of Dragon’s children. This demand includes true dragons, crocodilians, monitor lizards, dinosaurs, and Mokole’.

Epona (Totem of Wisdom) Background Cost: 8 Epona (also known as Rhiannon) is the “divine horse of the moon” and “Great Mother Mare” of Celtic mythology. As an aspect of both Gaia and Luna she is a deity of fertility, maternity, prosperity, healing, and crops. She is said to be the Queen of the Faeries and all fae defer to her. In addition to horses Epona is associated with doves and butterflies that are said to serve as her messengers. Traits: Epona grants her children a dot of Animal-ken (to a maximum of 5), two points of willpower per story, one point of wisdom and the gifts Call Spirit (as the Dreamspeaker gift but able to summon birds as well as horses), Pride of the Monarch, and Eyes of Oberon. Epona also teaches the Rite of Birth and the Rite of Fertility. Ban: Epona’s Children must become parents as soon as possible. In addition she demands that her followers never harm horses, birds, or butterflies.

Hippalectryon the Cock Horse Background Cost: 5

(Totem of Cunning)

Hippalectryon is a spirit found in India and the orient (though the American Jersey Devil sounds a lot like this creature) that has the head and hind legs of a horse and the body of a peacock. This combination of the most beautiful of both mammals and birds is a trickster whose bloodcurdling screams and blazing red eyes cause terror in lone travelers and whose beautiful body hides a bellicose temper and flashing hooves. Traits: Hippalectryon grants his Children one point of appearance (maximum of 5), -2 to the difficulties of any subterfuge dice pool and the gifts Howl of the Banshee and Dazzle. He also teaches the Rite of the Fearful Woods. Ban: Charms chosen by Hippalectryon must never gain a battle scar that mars their physical appearance or contain a Métis character with an appearance under 3 in any form.

Hippocampus the Sea Horse Background Cost: 5

(Totem of Wisdom)

Hippocampus with his horse’s head and fish’s tail combines the

hard working honesty of Horse with the playfulness of Dolphin. Hippocampus represents the wisdom of the sea with his slow movements and his devotion to his young as he carries them in his pouch, but when the sea is in danger he is not above serving as the steed of the gods, charging into battle with armored skull and strangling tail. Traits: Hippocampus gives his children a point of wisdom, 2 willpower points per story and the gifts Marsupial pouch, Gift of the Sea Horse and Monkey’s Tail. Ban: Children of Sea Horse must protect the sea from pollution and over fishing.


(Totem of War)

Background Cost: 5 An eagle’s head and wings and a horse’s body makes hippogriff less fearsome than his brother Griffin but his s tearing beak is just as deadly. Hippogriff guards the wilderness but unlike his brother Hippogriff is willing to compromise with man as long as that man shows him and the wild respect. Traits: Hippogriff’s eagle eyes and horse’s ears gives him excellent senses and grant his children +3 on all perception dice pool. In addition he grants a point of Glory and a point of Honor. The gift Bacchante’s Rage is also given to those chosen by Hippogriff. Ban: Hippogriff demands that his followers only associate with humans who respect the wilderness. Horse (Totem of Respect)

Background Cost: 4 Horse has long been of great importance around the globe, and a focal point of many cultures. He was present in nearly all endeavors of civilization and tribal life until the recent rise of technology displaced him. Horse is the tireless worker, friend of Man, and a symbol of freedom as the wild stallion or mustang. Even in the midst of battle, Horse has been there. Although once highly important, he is now held in greatest esteem by the Avarim and Nhurim. Traits: Horse grants his children his tireless endurance (they gain an additional point of Stamina), and they gain his stubborn will (they can call upon an extra 3 Willpower points per story). Horse is a totem of minor Honor and Respect (each pack member gains 1 point of honor). Ban: Children of Horse must be hard-working and honest, advocating the use of the horse above many modern tools. Io the Elder Serpent Background Cost 9 The Elder Serpent resides atop the highest crags in the central mountain ranges of Pangaea. The greatest of all dragons, Io can change his size from that of a mouse to over a mile in length. Although he appears to be a Celestine of the Wyld, he is actually a Wyrm Celestine, a representation of the Wyrm's true calling, that of balance. (Totem of War)

Traits: Io grants his children the power to give and take damage, giving +1 to Strength and +1 to Stamina, as well as enhancing the connection to the instincts of the ancient world, +1 to Primal Urge. Also Wyrm spirits may balk at the character, sensing in them something that they have lost. Ban: Children of the Elder Serpent must seek the balance. They must fight the Weaver as well as the Wyrm, even occasionally the Wyld itself. To mark his children, the Elder Serpent places a small tattoo of a dragon on their skin. When in any form other than Homid and Klatra, this tattoo will change into a multicolored scale of the same size. As Io is a Celestine of the forgotten true Wyrm, it could become disastrous for a charm bearing Io’s mark to be discovered as such. Guard well, for most Garou would not take the time to discover the Elder Serpent's true intentions. Pavo the Peacock (Totem of Respect) Background Cost 5 A large pheasant native to India and Southeast Asia peafowl are best known for the brilliant iridescent tail of the male (the peacock) which is waved like a fan in courtship displays. Only the male has the crested head and a large fan-shaped tail with brilliantly colored blue and green spots the female is a plain brown bird known for her timid nature. Both sexes are famed for their harsh scream but only the male is said to follow unicorns in Indian folklore. Traits: Followers of peafowl gain one point of glory and two dots of appearance. They also gain the gift scream of Gaia and dazzle. Ban: Children of peafowl must behave in a vain fashion and show this especially in the way he or she behaves and dresses. Peacock’s children must always be flamboyant, dress in bright colors, and be the center of attention. Porcupine (Totem of Respect)

Background Cost 5 Porcupines are herbivorous tree climbing rodents from Africa, North America, South America, Europe and Asia. Ranging in size from that of a guinea pig to that of a dog all porcupines are covered in barbed quills that make them nearly immune to predators. Porcupines are also addicted to salt and have been known to eat axe handles and chew up the saddles of horses in order to eat the salts placed on these items by the sweat of their users. In African myth porcupine is the daughter of the All-Devourer. When the Wyrm went mad she fled to the home of Mantis who became her foster father. Later she married the Rainbow-Serpent and gave birth to her son, Ichneumon the mongoose. In Native American myth she is a trickster who is Coyote’s respected friend. Traits: Followers of porcupine gain two points of Intimidation a point of wits and a point of Enigmas (up to a total of 5). They also gain the gifts Gnaw, Tree Climber and (of course) Gift of the Porcupine. Ban: Children of porcupine must seek to heal Wyrm creatures of their madness. Her followers also gain a craving for salt and must make a Willpower roll to keep from eating salty foods of to eat foods that are not

sprinkled with salt (lots of salty marsh grasses for these horses). Ram (Totem of War)

Background Cost 6 The massive curving horns of Ram crash like thunder when they strike an opponent while his nimble hooves can walk the narrowest of ledges without fear. Sure-footed Ram does not go looking for a fight but when challenged he is fearless, charging with battering horns. Stubborn, Ram is a survivor, but he is not renowned for his wisdom for his children include the domestic sheep as well as the great bighorns and argali of the mountains. Ram is associated with the Egyptian sun god Ammon-Ra, Ares with his golden fleece, and with the lamb of the Hebrew God. Traits: Followers of Ram gain access to 3 Willpower per story, the gifts Balance and Hoof of Diamond and can add +2 to all Athletics pools. Ram’s Children can also learn to survive in harsh climates (+2 to Survival dice pools) and gain the head butt special maneuver. Ban: Ram’s Children must never start a fight (though they certainly can finish one) and, because of their totems association with domestic sheep children of Ram lose one point of permanent honor. Rhinoceros (Totem of War)

Background Cost: 5 Unlike his sister Unicorn, Rhinoceros is a fierce and aggressive warrior who tends to attack first and look later. Massive, armored ad armed with one or more horns Rhino is known for his keen sense of smell, poor eyesight, and healing horn. Rhinoceros is also famed for his dislike of fire; many a native has been charged by an angry rhino only to have the animal stop to stamp out his campfire. Traits: Rhinoceros grants his children 2 points of strength, one point of perception when using the sense of smell and the gifts Smell poison and Horn of Life. Ban: Rhino demands that his children combat wild fires and help prevent the poaching of rhinos for their horns. Tziminchac the Thunder Horse (Totem of War) Background Cost: 3 When the Spaniards invaded Mexico Cortez brought his favorite warhorse, the black stallion Morzillo, with him. When Morzillo became lame Cortez left him in the care of the Lake Peten Indians. The Native Americans housed the horse in their royal palace and fed him their finest dishes off of golden platters but despite this treatment the horse died of his injuries. When the Spanish returned they found the Indians worshiping a stone statue of Morzillo who after death had become the spirit Tziminchac Lord of Thunder and Lightning. Traits: Tziminchac grants his children -2 difficulties on all dice pools using special combat maneuvers and the gifts Earthquake Stomp, Call lightning, and Clap of Thunder.

Ban: The children of this spirit must combat animal cruelty and honor their dead by making a stone image of them.

Unicorn comes in many forms as she represents many aspects of nature. For the most part these aspects are formed of the combined essences of Unicorn and some other totem. In all of these aspects the cost and most of the traits remain the same as in Unicorn except that the trait of subtracting two from all difficulties involving healing and empathy and the inability to harm other bete. These traits are replaced with the special characteristic of that aspect. Lost totems of Unicorn can be summoned using the gift Song of the Great Beast.

ACTIVE TOTEMS Al mi’ raj (Totem of Wisdom)

This aspect combines Unicorn with Hare. He is a golden unicorn horned rabbit. A trickster who protects the wilderness from human encroachment Al mi’raj grants the gift Leap of the Kangaroo and his ban is the same as Hare. Aternae (Totem of War)

This aspect, a combination of Wolf with Unicorn, has a greyhound like body and a barbed horn. The sight of this canine creature causes a chilled awe in the viewer instead of the wonder of the true unicorn. This Arabian spirit gives the gift of Aternae’s Horn and has the same ban as Fenris Wolf. Attagen (Totem of Cunning)

Appearing as a beautiful songbird with a single horn this aspect teaches the gift Call of the Wyld. A combination of Unicorn and Uburra the Magpie this totem shares the latter’s ban.


(Totem of Wisdom)

A combination of Unicorn and Chimera, Centacora combines the head of a bear, the ears of an elephant, the front legs and mane of a lion, the rear legs and tail of a horse and the horn of a unicorn. Centacora, being a puzzling combination himself, gives +3 to all Enigma dice pools. Otherwise the ban is as in Unicorn. Elisserian (Totem of Cunning)

Elisserian is the goat unicorn. He grants +2 to all subterfuge dice pools and his ban is the same as Goat. Hai-Chai (Totem of Wisdom)

This is the typical horse unicorn depicted in Werewolf and her stats can be found in the basic rule book.


(Totem of Cunning)

This totem is a combination of Unicorn and the aspect of Antelope known as Isard. Small, green, and goat like this mountain spirit grants the gift Leap of the Unicorn and his ban is as in Antelope. Lu (Totem of Respect)

A combination of Unicorn and Ass, Lu is the one horned donkey that carries upon his back Papa Silenus the King of the Gandharva. Lu grants the gift Lighten Task and has the same ban as Ass. Oniont (Totem of Wisdom) A combination of Unicorn and Uktena, Oniont is a Native American spirit in the form of single horned serpent or dragon. Oniont grants her children protection (+3 to soak rolls) when they are in the Umbra and her ban is the same as in Uktena. Poh (Totem of War)

Poh is a combination of Unicorn and Panther. A leopard the size of a horse with a single horn, Poh is also known as the Tiger Eater because he is at war with the Tiger totem that sees all of Panther’s brood as pale imitations of himself. Poh grants his children the gift Eyes of the Cat and his ban is the same as Panther except that followers of Poh must never help a tiger. Sardula (Totem of Respect)

The aspect of Unicorn associated with justice, Sardula (also known as Kai-Tsi and Tou Jun Sheu) is a combination of Unicorn and Lion. Depicted as a maned lion (sometimes with wings and cloven hooves) Sardula pierces the guilty with her single horn. Sardula grants her children an undying font of rage when fighting the guilty and her ban is the same as Lion. Shadahvar (Totem of Respect)

A combination of Unicorn and Stag, Shadahvar is also known as King for he is the lord of the wilderness. Shadahvar is a great elk with a single antler covered with small holes through which this spirit can play music. Shadahvar needs to wild hunt to claim his victims for his music draws evil spirits close enough to pierce with his horn. Shadahvar grants the gift Shadahvar’s Horn and his ban is as in Stag. Sin-you (Totem of Respect)

The unicorn ram (also known as Si Yang Y Shu) is an aspect of Ram and shares that spirits ban while granting the gift Balance. Sin-you represents the strength of the mountains. Sz (Totem of War)

Sz the sword ox is a combination of Unicorn with Bull. A buffalo with a single horn he represents the temperamental aspects of nature. A Sz grant +1 to all brawl rolls and his ban is the same as in Bull. LOST TOTEMS


(Totem of Respect)

This lost totem was the most recent unicorn to become extinct. An elephant sized member of the rhinoceros family this species had a horse like head with a single six foot long horn on the forehead. Elasmotherium became extinct in the Iron Age where the ancient Chinese called it the Zi and the Hebrews called it the Re-em. If found this Unicorn aspect grants the gift Horn of Life and her only ban is for her children to remind others that real unicorns once walked the Earth. Willpower: 7 Rage: 8 Gnosis: 6 Power: 35 Charms: Healing, Scent of Sight, Tracking Attributes: Strength 13 Dexterity 4 Stamina 3 Abilities: Alertness 3 Brawl 4 Dodge 3 Attacks: 16 dice horn, 13 dice trample Armor: 0 Health Levels: 0 (x2),-1(x3),-2(x2),-5(x2). Keratocephalus (Totem of Respect)

Perception 2

This lost totem was the first of Unicorn’s children on Earth. Living in Permian Africa this species will only be known by Ashringa who have connections with the oldest Mokole’. Keratocephalus was a mammal-like reptile that resembled a one horned reptilian hippo. Like the modern hippo this creature was amphibious and not particularly fast (so her followers would lack Unicorn’s high speed in the Umbra) but gives the gift Surface Attunement. Keratocephalus’ ban is for her children to never eat meat for she is a vegetarian paramammal. Willpower: 5 Charms: Attributes: Abilities: Attacks: Armor: Health Levels: Rage: 6 Gnosis: 3 Power: 30 Armor, Scent of Sight, Surface Attunement Strength 10 Dexterity 2 Stamina 6 Alertness 3 Brawl 3 Dodge 2 12 dice horn, 10 dice trample 1 0(x2),-1(x3),-2(x2),-5(x2).

Perception 2

Kubanocherus (Totem of War) Resembling a monstrous one horned warthog this creature lived in Africa and Europe during the Eocene and Pliocene. This ox sized boar will grant an extra point of stamina and his ban is the same as boar. Willpower: 7 Charms: Attributes: Abilities: Attacks: Armor: Health Levels: Rage: 8 Gnosis: 3 Armor, Scent of Sight, Tracking Strength 8 Dexterity 4 Alertness 3 Brawl 5 10 dice horn, 8 dice trample 1 0(x2),-1(x2),-2(x2),-5(x2), Power: 25 Stamina 3 Dodge 4 Perception 4


(Totem of Cunning)

A takin like relative of the musk ox Tsaidmotherium (or Urmiatherium) is a Eurasian Pliocene animal with one large horn and a tiny second horn which is hidden in his mane. She grants the gift Catfeet and her ban is that her children must try to preserve endangered species. Willpower: 5 Charms: Attributes: Abilities: Attacks: Armor: Health Levels: Rage: 3 Gnosis: 4 Power: 25 Balance, Catfeet, Leap of the Kangaroo Strength 5 Dexterity 4 Stamina 3 Alertness 3 Brawl 3 Dodge 4 7 dice horn, 5 dice trample 0 0,-1,-1,-2,-2,-5,-5,###

Perception 3

Tsintaosaurus Tsintaosaurus was a duck billed dinosaur from Cretaceous China that had a forward facing hollow crest on her forehead resembling a unicorn’s horn. A graceful and gentle herbivorous dinosaur this avatar of Unicorn grants the usual healing bonus and ban of that totem. Unlike modern Unicorns however she was not particularly fast (no speed bonus in the Umbra) but did have a loud call so grants the gift Howl of the Banshee. Willpower: 5 Charms: Attributes: Abilities: Attacks: Armor: Health Levels: Rage: 6 Gnosis: 8 Power: 35 Armor, Healing, Scent of Sight, Tracking, Howl of the Banshee Strength 14 Dexterity 5 Stamina 5 Perception 4 Alertness 4 Brawl 3 Dodge 3 17 dice horn, 14 dice trample, 15 dice tail lash. 2 0(x3),-1, (x3),-2(x2),-5(x2).

“Then does the dragon, who, chained in the caverns to eternity, curses the Champion of Erin, moan and yell loud at the lone hour of midnight, and twine his vast wreaths round the forms of the demons, then in agony roll his dead swimming eyeballs, though ‘wildered by death, yet never to die! Then he shakes from his skeleton folds the nightmares who, shrieking in agony, seek the couch of some fevered wrench who courts sleep in vain” - From “The Spectral Horseman”, by Shelly. This section describes the spirits most encountered by the Ashringa. Unicorn’s children call banes in equine form hobgoblins. The reason for this is that the word hobgoblin, while no longer used as such by most people originally signified a demon horse. As the word hobgoblin is used for kelpies, nightmares, and similar spirits the word bane is reserved only for non horse like Wyrm spirits. The Ashringa believe that all banes are simply corrupted Gaian spirits and hobgoblins are no exception. As described below the queen of the nightmares is no other than Gaia herself. To the Ashringa this is a clear indication that when the world is restored to its proper balanced state then the Nightmare Queen will become the bright mare of the moon once more and the hobgoblins will become the pure Gaian

spirits they were always meant to be. Mountain Divas (Wyld Spirit)

Rage: 4 Will: 5 Pow: 30 Gnosis: 5 Move: 7 Charms: camouflage (as the gift), chant of Morpheus* (as the gift), curse of Aeolus (as the gift), disorient, dragon fear * (as the Mokole’ gift), forest sense, materialize, phantasm (as the gift), shape shift, and song of the siren * (as the gift). Both the ancient Greeks and the people of India said that there were divas that represented the mountain mists. Both cultures claimed that these nature spirits resembled small men with the ears, legs and tails of horses and donkeys. The Greeks called the males Silini and the females Oreads while in India the sexes were called gandharvas (males) or apsarasas (females). Like their forest cousins the satyrs and dryads, mountain divas enjoy dancing, making music, and drinking alcohol and games of chance. The males in particular like to play the pan pipes the music of which can have several effects including sleep, fear, and attraction (the charms marked with an asterisk * above may only be used while playing the pipes) and will often use the pipes to trick mortals into joining their dancing or gambling games. The mountain divas are said to be spirits of the mountain mists who inhabit the cloud cities of Alaka and Vismapana on sacred Mt. Meru. They were created to protect the sacred rice wine (soma) of the gods (much like the Greek fauns were said to do) and to be the protectors of virgins and marriage. This latter function is ironic for many a mountain diva has taken human form to seduce a mortal lover. Hendar (Hobgoblin Bane)

Rage: 16 Will: 7 Pow: 40 Gnosis: 4 Move: 4/ swim 10/ fly 23 Charms: corruption, clenched jaw (as Garou gift), eyes of the cat (as gift), materialize, spew (as the Mokole’ gift), and spirit of the fish (as the gift). Hendar are Wyrm creatures resembling a black earthworm 14-22 feet long covered with purplish slime with bat like wings and the head of a horse. The equine head of a hendar has fiery red eyes and the mane is a whitish grey. These spirits inhabit wet and warm places like swamps, bogs, and deep lakes. In areas with cold winters hendar hibernate but in warm climates they are active all year. These banes are spirits of vanity and can often be found gazing into the water at their own reflection or using their corruption powers to increase the vain tendencies of mortals. In combat and when angry hendar utter deep rumbling roars and snort vapor and slime from their nostrils. they attack by biting and if they get a good grip (using the gift clenched jaw) they will attempt to drag their victim underwater and hold him there until he drowns. Horse Spirits (Wyld Spirits)

Rage: 7/9/12 Will: 4 Pow: 30/35/40 Gnosis: 3 Move: 13 Charms: airt sense, power of the mule (as the gift), speed of thought (as gift), messenger’s fortitude (as the gift), and materialize. There are many kinds of horse spirits and the statistics above are those of the typical domestic and

wild species. The statistics for rage and power are divided into three sections: ponies and wild horses/ typical riding horses/ and draft and war horses. In addition to these typical spirits there are many other equine spirits and the powers associated with them can be found below. Anaskelades: goblin donkeys (also called brags) with cloven hooves and mischievous natures. The most famous of these spirits was the Hedley Kow of England though the same type of creature is found in the myths of Greece, India and Africa. Charms: blissful ignorance, cat feet, disorient, shape shift, phantasm, talk. Grant: this warning spirit appears as a black yearling colt that dances on its hind legs and entices dogs to chase it. The appearance of the grant warns of disaster, especially fires, to the village it wanders through. Charms: blast flame, create fires, disorient, incite frenzy (in canines only). Kelpie: water hobgoblins that entice people to ride them then dive into the water to drown their prey. Kelpies may resemble ponies or horses of a black or grey color or a human. In both forms the creature can be recognized by its weed encrusted hair. Charms: find water, gift of the spriggan, kelpie’s nature (as the gift), shape change, spirit of the fish (as the gift). Pegasus: a winged horse from any culture. Charms: Create Wind, Sense Wyrm, Spirit of the Bird. Sun horses: the horses that pull the chariot of the sun. Charms: cleanse the blight, flame defense, halo of the sun, kiss of Helios, tame sunbeam. Thunder horses: the horses of thunder include the horses that pull the chariot of the storm gods of Mongolia to the rhino like titanotheres of prehistoric America whom the Indians believed caused thunder by galloping across the heavens. Charms: clap pf thunder, lambent flame, lightning bolts. Tien-lin: the celestial horse of China has the body of a dog and the head of a horse. It is often depicted with either bird or bat like wings. Charms: clenched jaw, sense of the prey, spirit of the bird, tracking. Unicorn: this entry can be used for all true unicorns and other horned horses. Charms: cleanse the blight, dark sight, dazzle, healing, leap of the kangaroo, mental speech, mind block, sense Wyrm, spirit ward, reform, resist toxin. Yyllethyn: this spirit equine is even more delicate than an Arabian and has a long, silky mane and tail. Also known as an elf horse, yyllethyn are usually encountered while being ridden by their elven partners. Charms: beauty (an attacker needs to make a successful willpower roll at difficulty 9 to harm the elf horse), gift of the spriggan, magic resistance (+1 dice to resist any spell, charm, or gift), shape change, static electricity (2 power points for 2 dice normal damage). Kaliya (Bane) Rage: 18 Will: 9 Pow: 70 Gnosis: 6 Move: 8 Charms: armor, eyes of the cat, eye of the cobra, joint snake’s mojo, paralyzing stare, perfect poison (as the Rat-kin gift), venom, venom blood. A kaliya is the very spawn of Kaliyat, the five headed demon dragon of stagnant water. These banes are the mortal enemies of the Ashringa and take the form of huge, white, slime covered serpents with crested heads. Their greatest joy is to spray their poisonous spittle into drinking water in order to cause mass sickness and death so they can feed on the resultant despair. Kaliya are nocturnal and like dragons they have acidic blood and captivating eyes. Their bite is poisonous (as in the gift venom) but they are far more likely to spend five power points to spray the poison into drinking water where it acts as the gift perfect poison when ingested. If chopped in half the severed

parts of the serpent will join back together. The easiest way to slay one of these serpents is to crush it, an attack perfect for Ashringa hooves. Lavellan (Bane)

Rage: 1 Will: 2 Pow: 20 Gnosis: 3 Move: 9 Charms: burrow (as gift), cats feet (as gift), gnaw (as gift), plague bite (as Rat-kin gift), materialize. The lavellan is a bane possessed rat with grizzled black fur and a slime covered worm like tail. It is a spirit of disease, especially those diseases that affect ungulates such as anthrax and hoof-and-mouth disease. This ability to spread disease is caused by the lavellan’s bite (treat as the gift plague bite but hoofed animals resist at difficulty 8 and all others at difficulty 6.) and the creature especially enjoys causing illness in captive animals that cannot escape it by fleeing. The diseases caused by a lavellan can be cured in just one way, the skin of the beast must be dipped in water with the appropriate ritual words spoken (intelligence + ritual, difficulty 7) and the water drank by the sick. Nightmare (Hobgoblin Bane)

Rage: 16 Will: 6 Pow: 40 Gnosis: 5 Move: 15/ fly 23 Charms: blast flame (hooves only), fire breath (as gift), flame defense (as gift), grasp the beyond (as the gift), Kick of iron (as the gift but no cost and always active), materialize, mind speak (as the gift), dream speak (as the gift), sky running (as the gift), and smoke cloud (see below) Nightmares, or demon horses, are foul Wyrm spirits that takes the shape of a terrible black horse with hooves that burn like embers and manes and tails composed of sulperous flames. Nightmares inhabit the Umbra where they use their dream speak power on helpless sleepers in order to create horrible dreams. In time such dreams may cause a victim to become vulnerable to corrupting banes or even to go insane. In fact other types of banes will often use a nightmare as a steed since the hobgoblin can carry riders out of the Umbra as in the gift grasp of beyond. In combat these monsters bite with viper like fangs and strike with iron hooves. They can also make their hooves and mane burst into flame and it actually breathes fire. This combination allows a nightmare to burn any combustible material they come in contact with as well as cause devastating wounds. In addition to fire a nightmare may blast out a cloud of smoke and ash which blinds and gags anyone within 3 yards (10 feet) of the beast. Creatures affected by the smoke must roll perception + survival (difficulty 6) or minus 2 from all dice pools for the next three turns as the smoke clears. According to myth the queen of the nightmares appears either as a skull headed white horse with blue eyes or as a grim woman in a robe the color of storm clouds and with the head of a fanged horse. In both cases she wears a gold medallion in the shape of a crescent moon and is accompanied by her retinue of nine black man-eating foals. These foals are typical nightmares as described in this section but the queen herself is no less than a manifestation of Epona as the dark side of Gaia. Skeletal Steed (Hobgoblin Bane)

Rage: 9 Will: 6 Pow: 20 Gnosis: 0 Move: 16 Charms: armor, dragon fear (as the Mokole’ gift), lambent flame (as the gift), materialize, stinking breath (as the Mokole’ gift), and survivor (special, no cost). These undead horses were originally created by a master vampire named Strahd and the secret of creating them is an exclusive discipline to his bloodline. A skeletal steed is usually first encountered as a pile of dusty horse bones that suddenly rise up and reassemble. The mere sight of this action causes fear

even in supernatural beings (treat as the Mokole’ gift dragon fear). Skeletal steeds usually attack with their bony hooves and teeth but every other turn the bane will exhale a breath from the grave. This deathly breath acts as the Mokole’ gift stinking breath as its foulness repels all living creatures. Being undead skeletal steeds are immune to poison, cold, heat, radiation, and take no penalties from pain (as in the gift survivor) but they do take aggravated damage from blunt weapons and unshakable aggravated damage from electricity and sunlight. These skeletal horses are used as guards or as mounts for ghouls or animated human skeletons.

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