You are on page 1of 138

A Sourcebook for Werewolf: The Apocalypse

Changing Breed Book 11


Moldwarps
Laying the Fallen Low

By Ben Allsop and Sam Myatt

2 Moldwarps
Credits Special Thanks to:
Author: Ben Allsop and Sam Myatt Steve Prescott and Aileen E. Miles, for cover design
inspiration.
Developer and Editor: Sam Myatt
Art Director: Ben Allsop Henrik Kraft, for friendly support.

Art: Naomi Cornock, Luis Miguez, Ben Allsop, Storytellers


Vault Art Packs.

© 2020 White Wolf Entertainment AB. All rights reserved. Werewolf: The
Apocalypse®, World of Darkness®, Storytelling System™, and Storytellers Vault™
are trademarks and/or registered trademarks of White Wolf Entertainment AB. All
rights reserved.
For additional information on White Wolf and the World of Darkness, please,
visit: www.white-wolf.com, www.worldofdarkness.com and www.storytellersvault.com.

CREDITS 3
Moldwarps Contents

Tunnels 34 Galemy and the Pure-Breed


Introduction: Fresh Tunnels 40 Background 73
Duty and Kin 7
Chambers 43 Merits and Flaws 73
Children of Mole 11
Lost Tunnels 46 Chapter Four:
Themes and Moods 12
Lexicon 12
The Lord of the Run 49 Means of Mending 75
The Three Orders 50 Gifts 75
How to Use this Book 13
Setts 52 Rites 101
Selected Bibliography 13
Labours 52 Tools 106
Chapter One: Hills 52
Appendix One:
Confessions 15 Things 53
The Wyrm’s Turning 15
Mole's Grandchildren 111
Underand, Overland 54
Sample Moldwarp Characters 111
The Time of Anarchy 16 The Triat 56
Labour of Note 117
The Time of Exile 17
Chapter Three: Moldwarps of Note 118
The Time of Emergence 19
Of Moles and Men 57 Burrows of Note 119
The First Time of Pestilence 21
The Second Time of Pestilence 22
Character Creation 57
Appendix Two:
Forms 61
The Time of War 25
Traits 63
Going Underground 123

Chapter Two: On Renown 65


Plot Hooks 123
Guardians of Otherland 125
the Nature of Moles 29 Rank 66
Denizens of Overland 130
Breeds 30 Totems 68
Spirits of Underland 133
Warrens 31 New Background - Burrow 72

4 MOLDWARPS
There was a whispering in my hearth,
A sigh of the coal.
Grown whistful of a former earth
It might recall.
I listened for a tale of leaves
And smothered ferns,
Frond-forests; and the low sly lives
Before the fauns.
My fire might show steam-phantoms simmer
From Time’s old cauldron,
Before the birds made nests in summer,
Or men had children.
But the coals were murmuring of their mine,
And moans down there
Of boys that slept wry sleep, and men
Writhing for air.
And I saw white bones in the cinder-shard,
Bones without number.
Many the muscled bodies charred,
And few remember.
I thought of all that worked dark pits
Of war, and died
Digging the rock where Death reputes
Peace lies indeed.
Comforted years will sit soft-chaired,
In rooms of amber;
The years will stretch their hands, well-cheered
By our life’s ember;

— Wilfred Owen, ‘Miners:


How the future will forget the dead in war.’
Introduction:
Duty and Kin

“Berthold Ibsen Beholder-of-Ratatosk’s-Wisdom, pack to be ambushed, while hunting but a single fomor?
First to Call Wights, and Skald of the Sept of Sleipnir’s You, who made a boast to perform the deed in a single
Thunderous Approach, your trial shall now begin. I, day before this hall? You, who had been given rule over
Jakob Falk Tames-the-Sea-Storm, Shield of the Coast, his pack at the behest of all this Sept’s Elders?”
and Jarl of the Sept of Sleipnir’s Thunderous Approach, Berthold dared to glance over at his Elders at the
demand that you retell the tale of why you are in these mention of them, only to see their cold eyes pointed
shackles before this hall of Fenrir.” back at him. Jakob continued with a subtle growl in
The young Garou glanced up to his Jarl from his voice; unconscious as it was, it showed Berthold his
beneath the weight of the silver-inlaid granite stocks distinct lack of amusement. “Explain yourself, boy.”
keeping him from shifting either form or position. His With a deep breath, the defendant heaved his body
eyes were red and raw, for he had been left in a heap upwards to gaze his Jarl in the eye, mustering all the
under these stone restraints for three days and nights, resolve he could. “Fine. Myself, Paw-Maiden-of-Sif,
awaiting the full face of Luna to bear witness to his Rider-of-Yggdrasil...” Berthold swallowed and braced
disgrace. He rasped a response, inaudible to the kinfolk himself for any number of reactions. “...Bow-of-the-Fjord-
present at the perimeter of the hall. Cutter and Jottun’s-Bane...” Again, bestial mockery rang
“We were ambushed, Jarl.” through Seaham Town Park, buffered by the treeline
standing metres away. “...had stalked the beast,” he
The gathered wolf-men, who surrounded Berthold persisted, “along the Glass Beach and watched as it ate
in a near-complete circle, voiced an echoing roar of its breakfast at Tonia’s. From there, it continued along
mocking howl-laughter. Jakob remained silent but Byron’s Walk. We had planned on letting it lead us to a
allowed the outburst to quieten itself before putting the shop on Neasham Road, where we expected more of its
question. kind to be; once they showed themselves, we were going
“A mighty Einherjar such as yourself allowed your to strike.”
Introduction: Duty and Kin 7
The Jarl hadn’t moved a muscle. He had heard long enough to be pulled under by those that had taken
this tale half a dozen times before, not only from the fomor from us.”
Berthold but also from his surviving pack-mates, Hilde “You were restrained by these bjergtrolden, as you
and Anthony. The great wolf said nothing but stared name them, rather than meeting Gaia’s expectations
implacably at Berthold, awaiting the rest of a tale Jakob and sending them to Hel?”
could recount himself, though he was no Skald. “It
walked down Byron’s, playing with its phone, oblivious “I had swung at it, but though it couldn’t see it
to its surroundings and completely ignorant of our evaded my claws as though it knew what I was doing
before I moved. Tom was already waist-deep in the hole
pursuit. Then...” He left another pause in his speech,
they had made while Hilde and Anthony ripped at the
not for fear of what those listening might do, but for the
arm of the bjergtrol holding me, though I told them
memory itself playing out in his mind.
to help Bow-of-the-Fjord-Cutter over me. It threw me
“The fomor stopped outside Byron’s Walk Cemetery at Anthony and simply melted back into the ground,
as if it had heard something, but we hadn’t heard digging quicker than anything I’ve seen before. By
anything. We thought little of this at the time; we all the time we had gotten to our feet, the bjergtrolden
know how demented Wyrmspawn can be. It moved onto vanished, taking the fomor, Jottun’s-Bane, and Bow-of-
the cemetery grounds, clearly engaged because it had the-Fjord-Cutter. The earth didn’t even look trodden
pocketed its phone and taken one of its headphones on, let alone churned up as it had been. We tried to dig
out.” He sighed raggedly, knowing full well what would but we got nowhere. That is when we had to turn back
happen as he spoke the next few words aloud to his and return to the Caern since our battle had attracted
audience. “As the creature stepped off of the path human attention.”
leading through the cemetery, it began screaming. On “Is that all you have?” The Jarl looked away after this
the ground beneath it, claws - almost as long as its own final question, to regard the crowd.
body - burst out of the earth and began to drag the
fomor down.” “Yes, Jarl. I did all I could.”
The Jarl momentarily put his head in his hand, “You have disgraced yourself. You have allowed
exhausted by the tale, before lifting it to unveil furious the enemy to be free, you have caused the deaths of
eyes. “These claws, what did they belong to? Where did two Einherjar with your shortsighted leadership, and
it come from? Why have we scoured that corpse-fjord you have lied to us to receive an easier judgement. You
and not found any hint of Jormungandr or even any shamelessly call your lost packmates by their human
disturbance to the grounds? Answer me, pup.” names alone before your Jarl and Elders, dishonouring
them in word as well as deed. In the heart of this Caern,
“We ran over and grabbed the fomor’s arms, but you insult your Fylja’s wisdom in watching over you by
they were torn off in moments. Nattalie and Tom claiming that this was all that you could have done?”
chose to try and pull one of these things up from the
Jakob turned his back on the disgraced pup and laid
ground; we believed they were more fomori rescuing
his judgement. “You have no Rank, no title, no place
the one we were hunting. They had pulled it up to the
in this Sept other than serving the kin and tending the
shoulder when it seemed to choose to exhume itself and
ground to make sure these bjergtrolden don’t reappear.
dug itself up to the surface. It was Gaian, I swear it by
But if I hear your claims that Gaian trolls are living
Great Fenris, but it was a hideous thing. It resembled
beneath Dalton-le-Dale again, the winds of mighty Thor
a bjergtrol, as large as Jottun’s-Bane in her wolf-shirt.
will not amount to my rage. We shall leave you, but you
The creature effortlessly pushed her to the ground and
shall remain here another day and night.”
sniffed at her face with its pointed snout, showing the
blank space where eyes should have been, and grasped The gathered Einherjar left the assembly,
her with a single claw.” abandoning the shackled one in his state of disgrace.
Berthold gazed at a small pile of earth, standing in the
“You let this happen to your packmate - your middle of the park’s turf to the side of him, as a shiver
shieldmaiden, no less - and chose to save Wyrmspawn?” climbed along his spine.
“We let go of it, my Jarl, to try and save Jottun’s-
Bane, but two more of the creatures clawed themselves ***
up and stood between us and her. They didn’t seem A grubby weremole strode into his Earl’s candlelit
shocked by us; they knew what we were. One of them chamber, a mask of prideful confidence hiding his
managed to restrain me while the other turned its sheepish anxiety, and placed a small stone disk on the
attention to Bow-of-the-Fjord-Cutter, distracting him desk at which the Earl sat. Without speaking, the two of
8 Moldwarps
them shared one another’s company in the silent near- in the back of his head telling him that he’d lost, that it
dark for a few moments. The Earl ran a finger over the was all over, had been mercifully silenced. Unable to put
disk before clearing his throat and asking with his usual his gratitude into words, he bowed deeply and began to
politeness, “Pardon my asking, Foreman, but why are back out of the chamber, but his Earl was not finished
there two wolves in my Burrow?” with him as he had hoped.
Taken aback by the Earl’s perceptiveness, By-a-Heavy- “But, By-a-Heavy-Hand, you do have to deal with the
Hand stood awkwardly unmoving while assembling wolves. They can’t stay here, and we don’t want anyone
an answer to the one question he had most dreaded from their kennel finding out how to get here, do we?”
facing. The young Moldwarp had been hard at work As he spoke, Digs-Through-Dirt-and-Diamond fitted
in the cleansing chambers for three days, during which the stone disc into a small slot in the wall, one of the
time he hadn’t let anyone see the two heavily-sedated hundreds reaching up to the chamber’s ceiling from the
werewolves, had passed no one on the way here, and floor. “Fix your mistake, and only then will I give you
had said nothing about them to a single soul. “It was your next assignment.”
an oversight, Earl. The plan to reclaim the Sceatha was Heavy-Hand as good as skipped out of the dirt
successful, aside from some damage to his arms which chamber, but it quickly sunk in that he had Garou to
is being treated as we speak, He should be cleansed not deal with. “Now you’ve lost. It’s really over this time,
long after Luna’s full majesty.” kid,” came that niggling voice. Taking a moment to get
“Splendid - but I find you’ve rather avoided the his bearings, he reminded himself he knew the right
question. So, why are there two wolves in my Burrow, Gifts, and that his half-brother had just come back from
and why, By-a-Heavy-Hand, is their presence not noted the Malfean Breach. Uncovers-Our-Wyrm’s-Salvation
on this tablet?” The seated weremole did not display wouldn’t let a couple of scared, mad dogs harm him.
anger or disappointment as he leant back and folded The metis busied himself around the Burrow, retrieving
his arms; the facts as he knew them were unchangeable various cleansing Tools from the vault. He then tracked
now, and it was not his way to berate and bluster. His down his step-brother, who really didn’t want to have
Foreman’s inability to admit failure, however, hung in to deal with temperamental Garou during his leave of
the stale air. duty but promised to help just this once, before finally
heading back to the cleansing chambers.
By-a-Heavy-Hand remained motionless. Few enough
metis such as he had been given the title of Foreman The werewolves could be heard from the opening of
before their fourth Rank and the thought alone of the passage, even with nearly fifty metres’ worth of other
losing that recognition was enough to strike fear into chambers containing incarcerated Sceatha standing
his heart. “The Garou were also hunting the Sceatha we between them. Quite clearly, the powerful sedative herbs
had tracked. Unfortunately, they made their advance Heavy-Hand had been feeding them had worn off again,
at the same time as we. You could say we were shrewd and their constant howls, screams, and threats unnerved
him. At the sight of his brother’s fear, Uncovers-Our-
in striking first before the wolves could just kill him.”
Wyrm’s-Salvation stepped forwards and took one of the
Even he hadn’t expected to make a bold outburst like
Tools from the metis’ paws. “Don’t worry, they all bark
that - during a grilling by his superior, no less - and he
like that. Just watch how I do it, and you might learn a
lost his stomach for it partway through. His palpable
thing or two.” The weremole was in homid form, but
embarrassment only grew as every word became quieter,
even then he was still an intimidating figure, with his
though he managed to finish saying his piece.
treasured war-mattock Seax in a sheath at his waist and
Digs-Through-Dirt-and-Diamond, his Underland his long, braided hair resting across his broad shoulders.
Earl and elder in both Rank and years, leant forward As the two reached the chamber gate, the two enraged
ominously, punctuating the gradual movement with a werewolves immediately threw themselves against it,
short, sharp sniff. He let things linger for a few more talons outstretched, slashing at the air less than a metre
uncomfortable moments before breaking into a gentle from Wyrm’s-Salvation’s throat.
chuckle. “The Sceatha is alive, your Labourmates are
“Garou of Overland, I am Uncovers-Our-Wyrm’s-
safe, and you are well. Learn to take in Overland’s Salvation,” he intoned with rehearsed flatness and
surroundings just as much as those of Underland. This clarity of speech. “You have been mistaken for Sceatha
time it has been a simple mistake, but next time it may because of your violent and destructive natures, and
escalate to something direr.” treated according to that assumption. When you
The Foreman almost fell to his knees, the wave of return to your pack, consider how you should conduct
relief surging through him was so powerful. The voice yourselves towards other servants of Gaia in the future,
Introduction: Duty and Kin 9
especially those who would freely release you from Berthold lay in his bed of disgrace under a heavy
captivity as we shall shortly do.. Remember, Our-” he downpour, shackled and defenceless like Fenris
broke off, wincing in irritation, “rather, the Wyrm before Tyr. He thought of nothing but the sight of
destroys, but Gaia heals all things.” The Garou were those monstrous claws reaching up and ripping at his
uncharacteristically calmed by his halting speech. packmates. Was it a sign that Ragnarok was upon the
Turning back to his brother, he said: “Hand, you take it world at last? He shook his head and chastened himself
from here.” for such a thought, for seeking such a grand explanation
The Metis stepped forward, his appearance clearly of his failure which only lessened his own responsibility.
stifling the Gift his brother had just performed and The Jarl had made it all too clear that it was his
spoke up trying to match his brother’s authority. “Forget negligence alone which had killed Bow-of-the-Fjord-
that we are here. I will lead you to your pack and you Cutter and Jottun’s-Bane.
will tell them that you became lost, or maybe that you While starvation addled his thoughts and sorrow
wanted a holiday. Is that acceptable?” The werewolves weighed heavy on him, he dimly felt that the dreaded
were silent, but nodded as though trained to do so. state of Harano was surely soon upon him, that his
Wyrm’s-Salvation made his way along the passage, service to Gaia was coming to a premature and shameful
clearing away the Moldwarps and kinfolk attending their end. As these poisonous thoughts circulated his mind,
own duties. “Make way, everyone, we’re taking these ill- he was alerted to a deep scratching noise that only grew
mannered dogs for a walk!” louder and louder, then two more similar sounds joined
The two led the Garou along almost three miles it, eventually turning into the only thing he could hear.
of passageways, with Heavy-Hand leading and Wyrm’s- Shaking uncontrollably, he couldn’t know whether
Salvation taking up the rear just in case their prisoners madness was taking root or if it was truly happening
slipped the leash, finally reaching a small hole in the again. Suddenly, the small hill of dirt he had noticed
roof. Once the two of them shifted into their talpid during his trial grew larger as drenched soil splattered
forms, Wyrm’s-Salvation placed his paws either side of from its peak, but it wasn’t being excavated by some
the small tributary and pulled it aside like a curtain, burrower; it was opening of its own accord. Perhaps this
widening the dirt passage to be able to encompass the was Gaia’s righteous punishment for his weakness, and
werewolves in lupus. Heavy-Hand looked back as the the earth would swallow him up. The turf surrounding
pair of Garou assumed the shape of wolves and began this small furrow swelled like a balloon until it expelled
the slow, difficult ascent. two large wolves - his lost packmates, he recognised with
astonishment - and two much smaller animals, barely
*** visible in the low light.

10 Moldwarps
Nattalie and Thomas paced towards him as if the Wyrm, they hold, the Wyld and Weaver would be
situation were the most natural in the world, curled up no less broken and fill the vacuum left behind, not
beside him, and soon fell asleep. The others, which he only upending cosmic order but creating two foes far
could just about tell were moles, remained briefly where stronger than any of the Triat previously were. The
they were before one clambered back into the hill, which Breed treats things corrupted by the Triat similarly to
had somehow been restored to its previous size, leaving the way a doctor would a highly contagious patient, or a
no evidence of their passing. The second mole, slightly responsible warden a particularly disturbed inmate. They
smaller than the other, paused at the hill’s base and do not kill or destroy it, dismissing neither the threat it
turned back to the reunited Garou. poses nor its potential to be saved.
Berthold never gave his Jarl the full story of the A Moldwarp’s duty is to find such tainted things,
night of his trial, he knew if he did the great Garou which they term Sceatha, and inter them within a
would slay him where he stood without a second Burrow to undergo rehabilitative cleansing rituals, which
thought, but he thought about it each night from then alter the Triatic energies of the Sceatha in order to bring
on. Whether it was the hunger twisting his perception it back into balance (or as close to it possible). In the
or the impending Harano corrupting his mind didn’t case of a fomor, for instance, Moldwarps would not revel
matter, but he knew with absolute certainty that he saw in executing it as Garou generally do, but expose it to
the final mole wave at him before it returned to the controlled essences of the Wyld and Weaver in equal
earth. parts, within a consecrated Gaian environment, in order

Children of Mole
to balance out the Wyrmish aspect of the possessed
being. To break is Wyrmish, but to mend is Gaia’s work.

In the world of Werewolf: The Apocalypse, Many supernatural creatures of the World of
werewolves are by far not the only species of shapeshifter Darkness are classified as Sceatha by Moldwarps.
defending Gaia against the tyrannical forces of the Vampires, changelings, and Kuei-jin are all Sceatha.
Wyrm. Werebears, wereravens, and weresnakes all Hunters, mages, and even wraiths are all balanced
perform their own select duties to Gaia, to name but enough to be overlooked, though the obvious exceptions
a few. Moldwarps aims to introduce another group within these groups - Technocrats, Marauders,
of Gaia’s children to the game. Weremoles, at first Nephandi, Spectres, and the rare demonically-Imbued
glance an unassuming, even comical Breed, are easily - are themselves all specifically influenced by the Triat,
overlooked due to their living environment and their and as such, are deemed to be Sceatha.
specific spiritual calling. These Moldwarps work as
Gaia’s Jailers, tasked with tracking down agents and Our Wyrm
artefacts of the fallen Triat, containing them in their Before the Wyrm was driven into its throes of
vast Burrows, and ultimately cleansing and rehabilitating insanity by the Weaver, Mole served as an undertaker
them, all in order to return the entity or object to its to both it and Gaia, but turned from the Wyrm’s face
rightful position in Gaia’s tapestry. when it was corrupted. The Moldwarps followed in their
Due to their limited and shortsighted response totem’s role, but this duty changed following the War of
during the War of Rage, and their subsequent absence Rage. No longer could they keep their heads down and
from the Skinlands, Garou and the Fera at large have all bury the bodies of those the Garou chose to slay without
but forgotten that Moldwarps even exist. In the last days, reason. The Breed was shown through trials of their own
they have stepped up their efforts and believe that their that an alternative to the Garou’s fire and fury must be
way of dealing with Wyld, Weaver, and Wyrm can still upheld.
yield a victory for Gaia and the restoration of universal The Breed colloquially refers to the Wyrm as ‘Our
purity. Wyrm’, partially in honour to their past and their fallen
patron, but also to remind their young that the Wyrm
Sceatha is not an enemy to defeat, but a sick being in need
of mending. Obviously, referring to the Wyrm with
Unlike many shapeshifters, Moldwarps do not see such regard makes any Moldwarp stand out to other
the Wyrm as the overarching threat to existence. Fat shapeshifters as questionable at best, or fallen to the
as it may have grown on its evil work, they regard all Destroyer at worst.
things specifically aligned to one of the Triat, rather
than to balance between the three, as equally offensive
to Gaia. Were the Garou to succeed in destroying the
Introduction: Duty and Kin 11
Themes and Moods
Labour’s needs.
High Sanctus: The Breed’s highest authority in
the Sanctii Order, typically a high-Rank Cleanser or
• Duty: Weremoles have been shown the error of
Architect.
their ways in the past, and have suffered for their actions
time and again. Now, in the time of the Apocalypse, they High Scrivein: The Breed’s highest authority in
know their duty with keen certainty. A Moldwarp’s life the Scrivein Order, typically a high-Rank Tracker or
is strictly regimented, their Burrows by the book, and Cleanser.
they are rarely allowed to step out of line. To witness the High Thegn: The Breed’s highest authority in the
irresponsible actions of many other Fera in the face of Thegn Order, typically a high-Rank Warden or Digger.
Sceatha activity brings Moldwarps deep disgust.
Hill: A broad political grouping of Moldwarps
• Insufficiency: The reach of a Moldwarp is only which transcends other divisions, similar to camps.
so long, and with the resistance shown to them by other
Labour: A small group of Moldwarps sharing a
Fera, weremoles are only held back even further. No
Totem and who perform a particular task.
matter how great an achievement it is to cleanse one
fomor of its Wyrm-taint, and to then return him safely Lord of the Run: The highest authority in
to his wife and children, the Garou will have slaughtered Moldwarp society, as nominated by Earls and tested by
ten times that number that very night, to say nothing the High Sanctus, Scrivein, and Thegn.
of his entire course of cleansing. Some other solution Mole: 1) The subterranean mammal from which
is needed, but none has presented itself thus far. The Moldwarps share Kinship. 2) The Totem to which all
Moldwarps push on undaunted by their mammoth task, Moldwarps are devoted. 3) The common informal term
opting to try and potentially fail than to relent and invite used to refer to Moldwarps.
the Apocalypse for certain. Order of Sanctii: Martyrs of the Breed who embody
• Isolation: Burrows are physically cut off from what they once were, living immaterial lives and dealing
the world above, with only a few passages in and out, solely with the task of undertaking for the Wyrm,
but the isolation of Moldwarps goes deeper than they act as reminders of what Moldwarps must aim to
architecture. Weremoles are incapable of aligning with become once the Triat has been cleansed. Singular,
many supernaturals due to their status as Sceatha, they Sanctus.
largely refuse partnership with the murderous Garou, Order of Scriveins: The Breed’s administrative
and are ignored by Fera who would have once called authority, governing the progression of new Rites and
them cousins. As a result, Moldwarps are stuck with only the cleansing performance of each Burrow.
themselves for company, and one wrong move outside or
underneath a Burrow and most weremoles are left with Order of Thegns: The warrior forces of the Breed,
no one to turn to. those tasked with stemming Sceatha uprisings in a
Burrow, Defending Burrows from Overland attack, and

Lexicon resisting breaches from Malfeas into Run’s End. Thegns


are the only weremoles granted the right to slay enemies
outright.
Body of Death: A huge temple-complex built of
obsidian and located in Run’s End, which serves as the Otherland: The Umbra.
spiritual home of all Moldwarps.
‘Our Wyrm’: An honorific referring to both the
Burrow: The physical surroundings of a Den, concept of the Balance Wyrm and the Wyrm in general.
controlled by the associated Sett; equivalent to Bawn. If Moldwarps want to highlight the Wyrm’s fallen state
Chamber: Lesser Tunnels exclusively reared from specifically, they speak of the ‘fallen’ or ‘mad’ Wyrm.
subspecies of the Tunnel the Chamber is connected to. Overland: The parts of Earth above the surface,
Den: A subterranean place of Gaian energies similar including the sea and sky.
to a surface Caern, surrounded by a Burrow and held by Passage: An Umbral tunnel leading from one Den
a Sett. to another; equivalent to a Moon Bridge.
Earl: A senior Moldwarp who leads a Sett and Run: An Umbral Passage similar to a Moon-
oversees and protects its Burrow. Bridge leading specifically to otherwise inaccessible the
Foreman: The leading member of a Labour, which Moldwarp Homeland, Run’s End.
may change depending on circumstances and the Run’s End: The weremole’s spiritual Homeland,
12 Moldwarps
claimed to be one half of the Wyrm’s heart. sample player characters, plus notable Labours,
Sceatha: A being or object (or sometimes a place individual Moldwarps, and Burrows.
or organisation) corrupted by or in service to the fallen Appendix Two: Going Underground encompasses
Triat. The cleansing of Sceatha is the Moldwarps’ the Breed’s interactions and relationships with the
primary charge. World of Darkness’ other inhabitants, and provides a
Sett: The organisation of the Moldwarps living in a plot hook themed for each Tunnel.
Burrow and keeping a Den; equivalent to Sept.
Tool: Any object used by Moldwarps that has been Selected Bibliography
infused with an unbalanced spirit, both for its utility Putting yourself in the mindset of a part-mole
and to cleanse the spirit itself; equivalent to a Talen or character (or many, in a Storytellers’ case) may be
Fetish. difficult at first, more so than members of other
Tunnel: A group of Moldwarps across a large Changing Breeds. Not only are they creatures who
geographic region; equivalent to Tribe. live entirely different lives to us, but they are generally
unobserved in their behaviour - unlike the more
Underland: The parts of Earth beneath its surface, charismatic wolves, bears, or great cats, who have been
where Burrows and Dens are located. studied extensively and feature regularly in popular
Unland: Any space above the earth or in the sea. culture. There are, however, several sources regarding
Vision-Crawl: The journey underground taken by burrowing things, duty as jailers, and subterranean life
weremoles immediately before their first change. that can be mined for inspiration for your Moldwarp
characters and chronicles.
Warren: The role a Moldwarp plays in the Breed’s
affairs; equivalent to Auspice. Books
How to Use this Book The Burrow by Franz Kafka. This short story
from the master of claustrophobia is narrated from the
Chapter One: Confessions recounts the oral history perspective of a mole or something much like one, and
of the Breed: their creation, the War of Rage, the illustrates well several of the harder aspects of Moldwarp
Umbral exile suffered by the Breed due to their inaction existence: isolation from the wider world above,
- or unworthy actions - during the War, and the centuries paranoia, and the constant need to collect, organise,
following their release when the Breed expanded to maintain, and protect what is yours.
reclaim their lost lands and to discover their new, Gaia- The Wombles by Elisabeth Beresford. Though very
given destiny. much a children’s series, its environmentalist ethos fits
Chapter Two: On the Nature of Moles is a well with Werewolf, and more specifically the Wombles’
complete surface-down look at Moldwarp culture, motto - Make Good Use of Bad Rubbish - encapsulates
describing their intertwining system of Tunnels, the Moldwarps’ preference to convert corrupted things
Chambers, Hills, Warrens, and Setts. It follows the into pure ones than to destructively waste them. These
entire existence of a weremole, from the Vision-Crawl, themes added to their living conditions, their ability to
earning Renown, and advancing in Rank, and how they sense pure natural environments, their reclusiveness,
deal with the various other denizens of the World of and their anthropomorphic burrowing mammal forms
Darkness. combine to make the books and television series a
grounding for the Breed.
Chapter Three: Of Moles and Men provides the
means to create weremole characters, discussing the
mechanical representation of the phenomena in the
Film and Television
previous chapter as well as their non-Gift Advantages, The Descent. Though the main protagonist of The
Forms, and Merits and Flaws. Descent is trapped underground, alongside post-human
creatures hunting her, her vulnerability and fear are
Chapter Four: Means of Mending covers the highly representative of the worst ordeals of the most
supernatural armaments the Moldwarps use in dealing subterranean Warrens, the Diggers and Architects.
with Sceatha: their Gifts, both unique and borrowed, Many of their weremoles must delve deep underground
Breed-specific Fetishes and Talons named Tools, and and into the Umbra to hunt and build new cleansing
their range of Rites. chambers. Occasionally they are cut off from their Sett
Appendix One: Grandchildren of Mole includes and suffer much the same fate as Sarah and her friends,
Introduction: Duty and Kin 13
forced to find a way back without guidance. Conversely,
the creatures might themselves serve as inspiration, such
as for the degenerate Buried Moldwarps who have fallen
to the Wyrm’s service.
Prison Break. By their very nature, any seriously
approached prison drama can be used for inspiration for
a Moldwarp chronicle. The way a prison’s staff behave
both around its prisoners and during downtime, and
the layout and structure of the prison itself, align with
a Burrow, and its occupying Sett. Furthermore, not
all Sceatha who manage to break free of their bonds
would necessarily run amok and cause a full breakdown
of a Burrow’s security. Many would plan their escape
carefully long after they notice their opportunity, study
the weaknesses of younger weremoles, and when the
time comes, make no moves to free others since a large
number would be their enemies also. The most insidious
might try to bring corruption into the Burrow itself,
ideally causing the entire Sett fall to whichever Triatic
master the Sceatha serves.
The Exorcist. Though Moldwarps does not use
the language of Christian exorcism - the birth of that
religion having passed by the weremoles during their
Umbral exile - the Breed’s practice of cleansing is a form
of exorcism, dispelling the Triatic imbalance within
Sceatha and allowing Gaian balance to flourish in its
absence. Cleansers and Trackers particularly would
experience scenarios thematically similar to many
scenes found in The Exorcist and similar works, from
confronting evil in others to contending with the seed of
corruption within oneself.

14 Moldwarps
Chapter One:
Confessions

They are beings within the depths of the earth; not even legend can describe them, even
those who become their legends have scarcely seen them; they come; you can hear their claws
scratching just below you in the earth, which is their element, and already you are lost.
— Franz Kafka, The Burrow

The Wyrm’s Turning


Good day, my Earl of Overland, and congratulations
on your election. My name is Paints-the-Ages, and I
serve the Order of Scriveins as a keeper of our history.
I recognise that you are far younger than I, and current I suppose you want me to start before all things.
We know that, long ago before the Eruption, before the
circumstances have robbed you of the chance to
Collapse, and before the children of Mole dug their way
receive historical education befitting your new office.
through the earth in service of Our Wyrm, there was the
The Underland Earl has brought me in to give you
Time of Order. Back then, all things obeyed Gaia’s law
an overview and provide materials for more detailed without question or contention. Like Bat and Uktena,
research in your own time. Mole was a totem sworn to the Wyrm, the sustainer of
As you shall learn well, we have known dark times Balance between Wyld and Weaver. The harmony could
before indeed; now is not our first crisis. We inherit not last, of course, and the Weaver’s jealousy led it to
a legacy of failures and sorrows, but also endurance, constrain Our Wyrm, in turn driving its corruption
recovery from adversity, and excellence. I counsel you and upsetting Balance. While Mole had no wish to turn
to take heart from this as I do and use it to bolster your from her great patron spirit, neither could she abide
resolve for the trials ahead. what it had twisted into, and she joined other totems in
rejecting it for Gaia’s embrace alone.
Grandmother Mole, always a diligent and clever
spirit, saw that she could salvage something of Our
Wyrm. Burrowing a small, unnoticeable tunnel through
the Weaver’s web, she entered the Wyrm’s prison and
began recovering parts of its body which had been shed
in its pained and terrified thrashing. She could only
Chapter One: Confessions 15
stay for a short time since the Weaver’s pattern spiders never unneeded. Our heads would rear in the wake of
moved quickly to repair the damage she had done once destruction left behind by wolves, snakes, bears, and
the tunnel was found. Carrying portions of Our Wyrm cats, but for the most part, our task was simple: we
in her burden basket, she escaped at the last moment buried the dead, the pestilent, and the toxic, allowing it
and made for Gaia’s court, presenting what she had to return to the cycle without causing disruption to any
recovered as a tribute. She was given a place in the other part of Gaia’s rich tapestry.
distant Umbra and commanded to fashion the Wyrm’s Our closest allies, the Grondr and Gurahl,
parts, purified by Gaia’s own tears, into the Body of nonetheless lived on Overland, limiting our command
Death - the great temple where we rule to this day. With of events and our contact with important conclaves.
the help of her brood, she built Run’s End around it, Likely due to our dissociation from Her other children,
ensuring she and her kind had a safe home. we failed to appreciate the radical shift taking place

The First Moldwarps above us. Moldwarps the world over became trapped in
a vicious cycle all our own, working ever harder to bury
Back in the First Times, mankind was just another the remains of those claimed by the Wyrm. With the
animal in the wilds, wolves killed only to feed and growth of death occurring on Overland, so much more
maintain herd sizes, sharks stayed in the water, ravens of our time was taken up dutifully digging beneath that
stuck to the skies, and we ruled Underland. Mole was we failed to truly recognise the brutality being played
one of the last totems to be gifted children by Gaia. out, let alone spare the effort to investigate its cause.
She had seen that in order to mitigate the catastrophic
unbalancing of the natural order, the cycle of death and
rebirth needed to be overseen by a loyal and unassuming
The Time of Anarchy
creature such as Mole. At Gaia’s urging, Mole chose the In my humble opinion, m’lord, the ancestors
most dutiful and hard-working among her own kind overlooked the increased number of deaths because
and with them produced four strong pups of the same they were primarily human casualties. Humanity had
character, each more than capable of performing their flourished from, as far as we knew them to be, a small
duty as Gaia’s Undertakers and each destined to sire one subspecies of great apes to become the dominative force
of the four Tunnels. in several continents. Using Weaver’s control of the
natural world to break free of Gaia’s will and determine
As with the other Fera, Mole’s four pups were
their own fate, as they did, broke Gaia’s law. Naturally,
granted the power to take human form, though they
then, the ancestors expected humanity to suffer at the
rarely did at this time. They coupled the greatest traits
claws of the Garou and be brought back into line; a
of both species to satisfy their sombre but necessary duty
regretful necessity, but a temporary one.
of interring the dead in the earth which was their true
home, maintaining what could be recovered of Balance. It was only when they noticed other Fera falling to
It is said that this troubled but burgeoning Time of the same fate as humanity, condemned by the Garou
Order should have always been and that Gaia’s laws Nation, that the ancients’ attention was aroused. The
determining what would be made, what could continue, great ones met in the Body of Death to decide how
and what needed to end, were absolute. In time, even, they should respond to the maddened werewolves’
the unruly Triat could be brought back to their pure rapacity. They were accompanied, it is said, by legendary
state forevermore, and creation would be stronger for representatives of other Breeds given the honour of
this harsh test - but it was not to be. In their fallibility, entering not only Run’s End but the Body of Death
Fera who had been completely content with following itself, which had never happened before (and nor has it
Gaia’s commands began taking matters into their own since). The powerful rituals of obeisance to the spirits
hands. of that place - necessary just to allow the other Fera to
Hunting was no longer a sacred duty to attend to survive the meeting - make for tales of their own, but are
out of necessity, but a frivolous exhibition of power at not relevant to our greater history.
the expense of other life. No more were the Fera satisfied Many proposals were thrown back and forth.
with their kind’s traditions, so awash were they with Join the war, some proclaimed, and die fighting if
the heady thrills of newfound innovation and progress. need be; beseech the spirits to abandon the Garou as
Never again would new life burst forth to fill a need felt punishment, said others. Surely slaying Weaver-tainted
by Gaia; those needs would simply go ignored. The Time mankind once and for all would satiate the wolves’ fury,
of Anarchy was drawing near, and all the while our kind other voices spoke. Finally came a quiet suggestion,
remained virtually unnoticed, our work overlooked but made at first only by a small number, but which grew in
16 Moldwarps
popularity by the minute and was finally approved. Setts off from one another as their great Passages, connecting
across the world were ordered to excavate silver en masse, them to both the Run and to other Burrows, collapsed
creating weapons, armour, and jewellery to hand over to without warning and without time to act.
leaders of the largest human settlements, and to teach Many Moldwarps died attempting to excavate new
them of its hidden power over the Garou who ruled over Passages between the Burrows in Garou assaults, and
them. Humanity would be used as overwhelming pawns even greater numbers died while attempting to re-dig the
in the War of Rage, to push the werewolves back to Run. It was by running back to the Body of Death and
their dens and teach them not to claim a greater insight calling another great meeting that Burier-of-Brothers,
than Gaia’s own teachings. It was further hoped that by then Lord of the Run, failed us entirely. As many
aiding humanity, new bridges could be erected between Sett-leaders - we would not call them Earls for many
Fera and Man, to unify all under Gaia’s glory. For a hundreds of years - as could make the journey gathered
third time, and not the last, hope was a bright but false to try and discern what was happening to the fabric of
promise. reality, why Gaia had forsaken them and the Garou, and
Dozens of small Labours were chosen to carry how so many Breeds could be allowed to die so callously.
out the decisions made by the Lord of the Run. They It is said that their debate went so far as to affront the
crafted weapons to be wielded by humanity, inscribed mourning Grandmother Mole, and Her wrath was plain
with enchanted glyphs to foster the idea of further for all to see.
cooperation. Gradually, hundreds of human settlements At the culmination of Burier-of-Brother’s meeting,
were broached with the idea of taking back control over the Run collapsed entirely, the spirit routes through
where they roamed, and in a few generations humanity Underland caved in, and innumerable Burrows were
turned their fury against their foes. Unfortunately for reduced to naught more than sinkholes. Almost all
our ancestors, not to mention the other Changing evidence of our earthly existence was dragged beneath
Breeds, humans came to see any creatures who shifted in one violent shift; even the great Umbral highways
form and burned at the kiss of silver as their enemy. constructed by our numbers in Asia to aid Fera during
Moldwarp intervention during the heat of the War the War, a work of generations, were devastated in an
of Rage did nothing to mitigate the dire loss of life instant. Some say that the Celestines were so offended
being suffered by all parties; in fact, the death toll was by the debate that they saw Moldwarps as just another
exacerbated and now included far more Fera than Breed in need of extinction. Some blamed the Garou
ever before, not only Garou. What’s more, we had not for creating pacts with Banes or torturing earth Spirits
foreseen the unwillingness of the Garou to admit defeat in order to cause the collapse; though they went too far,
at the hands of lesser enemies. They fought on only it is a testament to how catastrophic these events proved
harder, responding to the use of baneful metal in kind.
for us.
Swathes of shapeshifters and entire human cultures fell
to wolfen claws and teeth. It is unknown what caused
the following cataclysm, but many Tunnels’ legends lay
the blame at the feet of those who gave humanity the key
The Time of Exile
Time became meaningless in Run’s End, for death
to the Garou’s destruction. is timeless and so too is its heart. The Moldwarps there

The First Collapse were trapped inside a realm of decay only for a few
generations, though the Time of Exile spanned across
In giving mankind a weapon to turn against Gaia’s over two millennia on Gaia, long enough to see three
children, we had betrayed our own kind, but not only Lords of the Run serve their terms. The procession of
that, the ancestors had driven the Garou further into these Lords is the only reliable means to track the time
their blood-frenzy, and the deaths of entire species - not spent in Umbral imprisonment. The first weremole
to mention countless Setts - were our dire rewards. The to be elected Lord of the Run was desperately chosen
emergence of a weakening of the Umbra came about during a time of fire and suffering, and it was he who
at the same time as this shortsighted act, but with the was burdened with saving our kind.

Claws-of-the-Abyss
ruination of so many Dens, it went wholly overlooked.
Today, we Scriveins link the two events indisputably.
The Run, the only route in and out of the pure Immediately after the Collapse, Run’s End was
heart of the Wyrm, the place we call Run’s End, began thrown into utter turmoil and our entire Breed was
failing us at an alarming rate just when it was most trapped inside the Body of Death itself. The lives of
needed. Burrows across the world were suddenly shut kinfolk were maintained only through the continued
Chapter One: Confessions 17
use of potent Gifts and adornment in the last few Death to create small settlements on the outskirts of the
Tools retained from before the Collapse, meaning their Fungal Forest. At this time, the breach separating the
population had to be kept small. In this time, vast Wyrm’s two worlds were guarded permanently, prone
changes occurred in Moldwarp culture as Elders were as they were to Malfean incursions breaking through to
belittled by their resentful young and Hills grasped for run amok in Run’s End. Defending the breach was the
power in the atmosphere of total uncertainty. Burier-of- main priority aside from settling small-scale camps about
Brothers was lost in circumstances not well understood, the region for long-term habitation. During a routine
for his name has been all but struck from our history. cleansing visitation to one such camp, the presence of a
Some tales hold that he was taken in by the Mad Wyrm fomor living amongst the kinfolk was discovered.
as one of its pawns; the most popular story tells us he Rather than slaying the abomination as her peers
lay down in the fungal forests to become one with the would have done, and before reporting the creature to
goddess he had besmirched. the Order of Thegns, Wyrm-Tender attempted the Rite
The Umbral landscape surrounding the Body of of Cleansing on the Wyrm-Tainted being. Her toils
Death was immediately plagued by hellspawn flooding lasted hours, during which numerous other compiled
in from nearby Malfeas to claw and batter at its obsidian Rites were used in conjunction with one another. Even
walls, forcing the greatest Moldwarp warriors to form terrified kinfolk received orders to aid with chanting,
the first Battle Labours. These fighters ventured into drum work, lighting incense, and anointing the
the darkness wielding great weapons of silver, bone, possessed man until at last he was freed and the Bane
and obsidian, often never to be seen again. One young controlling his body removed. After great scrutiny of
Warden named Claws-of-the-Abyss served in one such her work and her subject, vicious interrogation, and a
Battle Labour and returned home a legend, for he lengthy debate between the Claws-of-the-Abyss and the
managed to fight his way into Malfeas itself, where Order heads, Wyrm-Tender’s new Rite was approved
he sealed the wound linking the two realms. He was and her Rank increased. She went on to teach her
honoured and given the name we know him by upon subordinates the ritual she had now perfected and
returning. He single-handedly led our forces to clear the instituted a body of Scriveins to be present as the breach
remaining Wyrmspawn from Run’s End, and on his between worlds alongside the Battle Labours, their
appointment to Lord many years later he declared that duty to cleanse those who could be captured and saved.
the time for Moldwarps to hide had ended. Eventually, she was elevated to the position of Lady of
Claws-of-the-Abyss helped raise the Orders from the Run for her service to Gaia. She gave us our long-
their status as obscure Hills to unique stations in sought hope, and her practices form the basis for our
Moldwarp culture. They were to henceforth watch over entire purpose today.
our society itself, ensuring that no more self-serving
decisions like those that led to our Umbral incarceration Paws-to-Shake-the-Earth
would be made in the future. The Foreman of Claws’ Working off the back of Wyrm-Tender’s scarcely
Battle Labour, Stalks-the-Endless-Worm, was appointed fathomable advances, the next Lord would truly change
as the first of what we would now call the High Thegns, our way of life forever. He was politically-minded from a
and made sentry of the furthest reaches of Run’s End. pup’s age, learned our history inside and out, and strove
Following this, the precursors to the Orders of Sanctii to better our people during their exile. Perhaps in these
and Scriveins were founded - the first to remind us what efforts, he believed, Gaia would embrace us once more.
we once were, and the second to determine what we Following his First Change, Paws-to-Shake-the-Earth
must become. battled tirelessly to change the ways in which Moldwarp
society was run. He was one of the few Adren weremoles
Wyrm-Tender to be allowed to debate alongside Wyrm-Tender and
From the Scriveins came the next Lord of the Run, the Orders’ heads. His ascent wasn’t gained through an
a young woman who didn’t seek greatness in war as ordeal or achievement of great notoriety, but the gradual
her predecessor did, but rather found it through an act establishment of Cleansing Labours to work alongside
of compassion. Wyrm-Tender had seen to the spiritual Battle Labours turned enough heads while he cemented
wellbeing of her fellow Moldwarps and the physical his position as an influential figure in Run’s End.
health of the unfortunate kinfolk trapped in the Umbra Eventually, when Wyrm-Tender died in successfully
alongside them. The young mole mastered the Rite of cleansing a Maeljin she had dragged from its Duchy
Cleansing barely moments after her Vision Crawl and deep in the heart of Malfeas, Paws-to-Shake-the-Earth
worked tirelessly to push kinfolk out of the Body of was the first to put his name forward as a candidate
18 Moldwarps
for her successor. Various stories account this event and he continued upwards. Having been born in the
differently, but the one thing which unifies them is Umbra and not ever being given a chance to feel the
his quiet confidence. While there were rivals who had lifting of its pressure on his spirit, he did not know what
excelled in certain things far more than he, they each was happening, but it felt ordained and auspicious.
had personal failings that gave the Elders pause. At Finally, he tore through the charred earth above the
the same time, Paws-to-Shake-the-Earth’s influence mass grave and into what we call Wimbledon Common,
was indisputable, and he had no true enemies, but his near the end of the fifth century.
practical abilities were deemed unexceptional. As the After exploring a short distance beyond his
voting Moldwarps were about to make their decision, he emergence point, he made his way back and found it
was personally given a gift by Grandmother Mole as she quite effortless. What was more, the Passage was stable,
arose from her long doldrums. quick, and capable of allowing many of us to travel it at

The Time of
once. Naturally, Paws-to-Shake-the-Earth was hailed as
one of the greatest weremoles to have existed. Though

Emergence he was tested in turn by the High Scrivein, it was largely


a formality since all other candidates had withdrawn.
He was immediately given the title of Lord of the Run
Ahead of them, weremoles faced an unexpected
period of flux, everything was about to change and the and presided over our return to Gaia - an event which
lives they had learned to cope with would fade while came to be known as the Eruption - for several decades
whole new challenges. The prison they now called home to come.
was destined to crack wide open to thrust Moldwarps It took some years for us to completely establish
into a world they were not prepared for. ourselves at the Common. At first, local Garou moved
against what they thought were Fallen Wyrmish
The Eruption creatures rising up from below; we soon learned
firsthand of the Black Spiral Dancers, their corrupt kin
Paws-to-Shake-the-Earth was undertaking the various
who in those days lurked beneath Britain. After a great
trials set by the High Orders to test his competency for
debate was called following initial exchanged blows, our
the role of Lord. He had already surpassed the Sanctus’
numbers were so great that they begrudgingly gave in
challenge - single-handedly cultivating a new region
and allowed us to make a Burrow under the Common.
of the Fungal Forest, which at the time was under a
We unquestioningly resumed our undertakers’ role from
constant torrent of the essence of death falling from
that moment on, at first only clearing eastern England
above, the force of which had never been seen. Next
came the Thegn’s challenge. The breach between worlds We found mates among the burgeoning Saxon
had been well-maintained for some time now, while the people, from whom so many of our titles are drawn,
efforts to retrieve spirits from within Malfeas and cleanse and of course among the native moles. As a generation
them had met great success, lending more allies to our passed, our flourishing kin travelled the length of the
efforts. From this position of strength, it was decided British Isles and into Europe, following trends of death
that Passages into other tainted realms, noticed during as they arose to fulfil our duty to Gaia, whilst also
hunts through Malfeas, should be excavated. Paws-to- hoping to reclaim our lost position in the world. For the
Shake-the-Earth was challenged to breach such a place time, however, we largely kept our noses to the ground,
in order to spread the purifying touch of Gaia further thinking that all this was the only upheaval we would
across the Umbra. know.
Paws entered the Forest and set out on his journey
to find the perfect space to dig, equipped with a
The Buried
dousing-Tool inhabited by a toxin Bane. Paws-to-Shake- We had a good few decades of security to establish
the-Earth later claimed that Mole herself appeared to ourselves and rebuild what we had lost thousands of
him personally from beneath Run’s End’s soil to guide years before. This could never last, of course, for the
him to his destiny. He twisted Gaia’s tapestry to carve a Mad Wyrm never rests. Our conflicts with the Black
tunnel from one death-realm to another, but instead of Spiral Dancers were largely victorious, but there were
arriving at his intended destination, he dug through the casualties here and there. Many were fatal, revealing
layers of the Umbra itself and passed into Underland. something we had previously been ignorant of: our
He appeared directly into a mass grave in what is now weakness to obsidian and similar minerals.
Putney, southwest of London, but the pestilence and Living underground and having no advanced crafts,
viscera of the plague pit did not phase the great mole the Dancers would occasionally fashion weapons from
Chapter One: Confessions 19
it and soon discovered its effectiveness. Some of our called upon ancient legends surrounding the marriage
numbers survived obsidian wounds, but we remained of the Mound Digger and Coyote to form a pact with
ignorant to more sinister threats - the mark left upon the local Nuwisha. The werecoyotes were already passing
soul by such wounds, and the lure of Tommyknocker. themselves off as Garou to avoid further conflicts with
Where this terrible spirit came from, none know; some the native Croatan, Uktena, and Wendigo, so it was
maintain that he was a part of Mole somehow left only a small addition to lie that the Burrows being built
behind in the Wyrm’s prison, or even what remained around abandoned Caerns belonged to them, in order
of Burier-of-Brothers, and the Eruption allowed him to hide the actions of Moldwarps from aggressors for as
to escape. The source of our susceptibility has itself long as was possible.
drawn much debate, but no solid answers. Perhaps the This deception went without any problems, and
influence of the Mad Wyrm has always been present in the charade was finally lifted when the New Worlders
the Body of Death through its parts, and took root deep revealed Mole Hill in what was named Rockingham
in us, opening our spirits to darkness when our bodies County, Virginia, by mankind. The colossal monument
are harmed with the material. of finest Architect construction served as a signal to Fera
What became clear, all too slowly, was that across the east coast that Moldwarps were there to stay.
Tommyknocker exerted influence over the obsidian- Moldwarps from Mole Hill set out into the American
wounded, calling them into Wyrmish Pits deep below wilds to begin the continent’s repopulation and the
ground and there changing them into what we call the resummation of their duty in the New World. In doing
Buried, the fallen amongst our kind. Before it could be so, they inadvertently brought about the Gazers of the
stopped, a small group of these Buried had gathered Deep by breeding with star-nosed moles. The Chamber
together and joined the Black Spiral Dancers, turning quickly spread along the east coast and up into Canada,
our own knowledge and twisted forms of our Gifts finally becoming almost half as plentiful as its parent
against us and our sometimes Garou allies. Over the Tunnel was in those lands, and quickly gained a strong
course of a decade, we noticed the numbers of both presence in Setts there.
enemies slowly shrinking as they appeared to retreat east, On the opposite side of the world, another branch
not far north of our new homeland. Unbeknownst to of the Run was under construction at the behest of the
us, they began to leave the most wretched and broken Eastern Tunnel to reclaim their own lost territories,
of their number as bait, making them appear weak and though this task was far more delicate an undertaking.
on an inexorably rapid decline. Their ultimate defeat The vast Passage network created by the Tunnel to aid
seemed a foregone conclusion, and so we did not spare countless Caerns - most lost during the Beast Courts’
enough Moldwarps to make it a quick finish. War of Shame - existed still, deep beneath the earth and
By the time we realised their plan, it was once again far from mankind and the other Breeds. These made
too late. The strongest and most capable had been kept for prime territory and could have proved to be a way
away from the frontlines, their jobs being to dig a vast for the Eastern Tunnel to claim its position in the Beat
tunnel beneath the sea itself, all the way to what is now Courts, or at least provide a little leverage. The Run was
Denmark. So it was that the Black Spiral Dancers spread dug into one of the Tunnel’s larger Burrows, Er Wang
into Europe and the wider world, and the Buried with Dong, located in central China, with the hopes of it
them. There, where their threat was little-known and less being vacant and ready for Moldwarp occupation. When
understood, their small numbers could grow and fester the Lady of the Run emerged there, she was immediately
like scabs in Underland, until they became the dire set upon by Banes in an onslaught reminiscent of
threats they are today. legends of early attacks during the Time of Exile. Inside
lived a powerful Bane of isolation, bent on corrupting
The Chambers anything that happened to stumble into the colossal cave
As years passed, new Lords of the Run managed to system. From that point on the Tunnel was solely tasked
dig further branches of the Run, through hard personal with clearing the tainted Burrow, hundreds of miles
effort and at great cost. They reclaimed the greatest of of Underland territory colonised by the Mad Wyrm’s
the lost Burrows or at least the territories they once held, servants.
by creating new Passages and forcing local Fera to make As it happened, several families of Hengeyokai
sacrifices for Gaia. The first of these Passages was a link were fully aware of Er Wang Dong, and some had even
between Run’s End and North America and the former had to clear sections themselves to secure their own
home of the New Worlders. The Tunnel wished to take Caerns. When the Eastern Tunnel moved in, these
back their place there but couldn’t do it alone, and so families were quick to exact vengeance upon those who
20 Moldwarps
had so harmed their land, seeing the intruders as little doubtless had more than a small hand in it, we did our
different from the Wyrmspawn infesting the place. part to safely inter the dead and limit the affliction of
Some members of the Eastern Tunnel came to take a the healthy.
minor group of native mole species - which humans
call shrew moles - as their mates, requiring to breed The Galemy Appear
more of their kind for what appeared to be a protracted One Tunnel had been lucky enough to avoid the
struggle for dominance. It is from these Moldwarps that Time of Exile entirely and remained in Underland
the curious Investigator Chamber descends, though I for that entire period. The leaders of the Desmana,
Moldwarps inhabiting Europe and Asia, neglected to
confess to knowing little about them. I do know that,
attend Claws-of-the-Abyss’ gathering - so dedicated were
perhaps according to one of their idiosyncratic codes
they to continuing their role as Gaia’s Undertakers
of etiquette, this small act caused all aggression on the - and so were never stranded in the Body of Death.
Beast Courts’ part to melt away. They met with the While you might imagine they would make the best
Eastern Tunnels’ leaders and pointed to the successful of the other Moldwarps’ absence, spreading out to
breeding as evidence that Gaia had consecrated their reclaim and repopulate Underland, this was not the
presence there. The Hengeyokai’s intimate knowledge of case. Denied access to Run’s End and communion with
their operations was alarming, but the cessation of war Grandmother Mole, they simply lapsed into doggedly
was such a relief that an alliance was readily agreed, and performing the same tasks they always had, shutting
their eyes to the change of circumstances even as they
great progress was made against the Mad Wyrm in short
were viciously hunted by marauding Garou, embittered
order.
Fera, and fearful human tribes.
The Desmana’s overall passivity would seem to have
spurred a small number of them to radical action. A
MOLES ON THE INSIDE Hill arose in far western Europe with the aim of creating
Our narrator’s confessed ignorance regarding the new Rites - similar to those Wyrm-Tender devised,
Investigators Chamber and the Beast Courts runs but different in crucial ways - to cure death entirely,
deeper than she could guess. The truth of the matter somehow preventing the Wyrm’s destructive influence
is not so pretty and harmonious; the Investigators very from acting upon an individual in any way. After much
existence is the result of deception and inducement, practice away from the prying eyes of their Tunnel-
and they truly serve the Beast Courts while appearing mates, they perfected these profane Rites with the help
as loyal followers of Mole and the Lord of the Run. See of tainted Wyldlings. They were successful in their
page 44 for more details. goal but had failed themselves and Gaia in the process,
for the Rites were no less an affront to Her cycle than
anything the Mad Wyrm could spawn. In pursuing this
dangerous and irresponsible path, the Hill had instead

The First Time of willingly fallen to the Wyld.

Pestilence
Gradually, the Galemy indoctrinated more and
more of their desperate fellow Desmana, in madness or
duplicity passing their new purpose off as ordained by
We had grown used to our new role as purifiers, but Gaia. While the Tunnel suffered under the predations
our time as undertakers was not to be simply over. Our of its enemies and the incompetence of its leadership,
arrival in large numbers to southern Europe coincided few were able or even willing to resist. The Hill
with the outbreak of an awful sickness. This was the transformed its entire Tunnel into what we now know
First Time of Pestilence, the first of three epidemics as the Galemy, little better than the Buried and a dire
of bubonic plague in Europe, known to history as the enemy to many Setts. They first made their enduring
Plague of Justinian for the human emperor of the time. existence known to other Moldwarps during the First
Death stalked the streets of the great cities and marched Time of Pestilence, where they initially approached us
through the countryside, putting us in our element. as friends and proposed they aid our efforts against
Techniques scarcely known since before the War of the plague. Our rejoicing ended when we found their
Rage came back into use, revealed to us by Mole in this solutions to be unnatural and Wyld-tainted, denying
time of need. While we were too few to stop the plague death without renewing true life and creating warped
entirely ourselves, and while the Wyld-mad Ratkin monstrosities from their victims.
Chapter One: Confessions 21
Creation of the Baoganes The Second Time of
Sadly, we were not the only things vying for a place
in the dredges of human cities, waiting for corpses to Pestilence
appear. We shared these places with far more corrupted Our strength and numbers quickly began to rise
beings than the average weak-willed fomori or maddened following the Eruption and the need for purifiers and
Ratkin we usually encountered and quickly despatched. undertakers on Overland were there for all to see, so we
Vampires had managed to worm their way into every spread out further and further across Gaia, taking up
facet of humanity, even nesting amidst refuse and residence beneath most of mankind’s major settlements.
gravesites, which naturally brought them into frequent It was not for several decades following the First Time of
contact with us. The cleansing had no effect upon these Pestilence that we managed to make headway in opening
undead creatures and some of these leeches, shameful to channels of communication with the other Breeds.
admit, valued Moldwarp occupation in their territories. Sadly, our re-established contact brought into question
Some strove to maintain normal human lives in spite of the loyalty of the Ratkin in their service to Gaia.
their affliction, so having our kind ready and willing to As the fourteenth century progressed, the Black
clear away evidence of their hunting, alongside the rest Death arose in the east and travelled along human trade
of the filth produced by human violence, was nothing if routes to affect the majority of Europe, encouraged by
not a boon to them. A strange, dissatisfied peace existed the wererats and their hateful obsession with disease.
between us; while we were on opposite sides, neither Coming on the back of widespread famine, the plague
gained much by battling the other. far outstripped our ability to combat it, killing tens of
Conflict inevitably arose, though, when one of their millions. Human rulers attempted, largely ineffectually,
to stem the spread of the plague, which would reoccur
more degenerate kind made attempts to infect us with
across the world for centuries further attacks on life
their Wyrm-taint. Much like our obsidian vulnerability,
arose on further reaching areas of humanity, and we
perhaps because of our former allegiance to Our
were overstretched in attempting to see to the dead.
Wyrm, the vampires found beneath the growing cities
Cremation and mass burial of the disease,
discovered that feeding from us in Underland facilitated
the transformation, whereas attacks on Overland Adding to this grim tally were the many wars
resulted in our return to Gaia’s embrace. Our ancestors which tore across towns and villages: the conflicts of
soon took up the defence against these murderous the Ottoman Empire, the Hundred Years’ War, the
creatures when half-living Moldwarps began appearing conquests of Timur, to name just three. The number of
on the coasts of the Irish Sea, drained of lifeblood yet active human settlements around Europe were reduced
by half and its population reduced in kind, and similar
still active. These wretches, which came to be known as
devastation was known in Asia and Africa. The Wyrm
Baoganes, crawled through our newly-crafted Passages
was officially running rampant across Overland and
connecting Britain and Ireland, which used the Isle of
needed to be put to rest more keenly than ever before.
Mann as an anchoring point. It was later found that
the island was the source of the outbreak, though the
The Reign of Brings-Out-
vampire responsible was never found; the Order of
Thegns hunts it still. It is said that the Baoganes took a the-Dead
perverse pleasure in being in the company of corpses, Amongst this turmoil, a new Lord of the Run was
rather than simply wishing to bury them with dignity, elected who would take on a Breed workload the likes
and made a mockery of the traditions we and humanity of which had never been seen before. Brings-Out-the-
held dear. Some Setts hold beloved ancestors who have Dead was raised in filth and destruction, cleansing and
succumbed to the Baogane curse in cleansing chambers, burying tirelessly and without stopping to engage in
maintaining their existence while yearning to bring politics or extend pleasantries to the Earls of Setts she
them back to Gaia, and it is certain that many more was assigned to. Her task was clear, and nothing would
have in turn become Buried along the way. I have never hinder her. When the position of Lord opened up, she
witnessed a thing of such tragic corruption, and we knew that all Moldwarps needed to be brought together
should all pray never to. to face the growing crisis, so she stepped forwards to
be that uniting figure. In accomplishing her final test,
issued by the High Sanctus - single-handedly cleansing
an immense H’ruggling living beneath a mass grave of
22 Moldwarps
Harbingers of Destruction
plague dead - she discovered the treachery of wererats
actively spreading the plague she had fought so hard
to keep under control. After this find, her election was In response to our opposition, one of the accursed
assured. Ratkin committed an act of utter violation, conducting a
Though we had long suspected it, Ratkin now bizarre Rite which allowed her to couple with one of our
had a clear paw in how quickly the Wyrm had gained mole kinfolk. The product of this blasphemous union
ground, their mad crusade having caused unprecedented was a creature not bound by either Breed’s rules, dubbed
levels of devastation, and they had to answer for what by some a ‘weremolerat’.
they had done. Emissaries of Brings-Out-the-Dead The abomination’s birth was apparently ordained
were dispatched to beseech Fera leaders to enforce by the Rat Mother, so very few Fera outside of our two
sanctions upon the Breed, limiting their freedom Breeds actually felt the right to intervene, but we could
to travel, evicting them from areas with particularly not let the disgrace against Grandmother Mole stand.
high human populations, and calling on the spirits A Battle Labour was formed at Brings-Out-the-Dead’s
to curtail their access to Gnosis. These requests met behest comprised of the most hardened Thegns the
mixed responses; some noble servants of Gaia saw that Order had to offer, its- charge to find and eliminate the
Ratkin depopulation efforts were getting out of hand creature. This was the first time in centuries that a Lord
and enacted the sanctions suggested by Brings-Out-the- of the Run had ordered such a thing.
Dead to a greater or lesser extent, while others simply The hunt was swift and vengeance was quickly
turned their faces away and objected to our attempts to realised, with the Ratkin culprit and her child slain.
‘manipulate’ them. None of our number took pleasure in the knowledge
Generally speaking, ruling members of most Breeds that their kin had taken such measures, but to our
placed sanctions upon the wererats; Garou in particular disgust, this act of violence earned us more respect
acted with their swift, if rough, sense of Gaian justice. with the Fera (and especially the Garou) than they had
Brings-Out-the-Dead’s initiative was hailed as a success, given us during long centuries of steadfast duty. This
but this victory would be overshadowed by impending revelation caused many Earls to reflect on their views
catastrophe. of the Changing Breeds’ purity, and consider whether
it was worth even seeking their respect if it meant
The Second Collapse inflicting needless death, and in so doing betraying Our
Wyrm even further.
While it is our part only to put the dead to rest,
and up to Gaia what becomes of their spirits, our duties March of the Plague
inevitably brought us into contact with the Restless.
Their realm became so glutted at this time that its death- Doctors
energies overflowed, wreaking havoc across Otherland Recognising the need for treatment of the plague
as had happened, we learned from them, during the where it could be administered, a new Hill arose to
Eruption. Once again, Run’s End was separated from face it head-on, naming themselves simply the Plague
Gaia, though most of our number remained outside it, Doctors. At the time, the prevailing theory of infection
including Brings-Out-the-Dead; she spent as little time as was that it was passed through foul smells, called
possible in the Body of Death and rarely called Althings, miasma. The Plague Doctors decided to play on this idea
preferring her work among humanity. to more easily remain amongst mankind whilst fighting
the infection. They guided the design of the distinctive
This Second Collapse was not the existential threat
mask and robe of the profession they emulated,
that the First represented, for we no longer had to
encouraging physicians to fill the mask with sweet herbs
house kinfolk in Otherland, the defences between Run’s
in order to keep miasma away. In truth, the costume was
End and Malfeas held firm, and Grandmother Mole
perfectly designed to hide the pointed snout and hairy
remained active. Work immediately began reconnecting
bulk of the Moleman form, in which they would be
Burrows in anticipation of the Collapse correcting itself,
fortified against sickness.
but it nonetheless strained our ability to coordinate
amongst ourselves. It was this limitation, perhaps, that Hidden in plain sight, Plague Doctors could
allowed another shame to fall upon us. respond to each major outbreak instantly and maintain
a presence amongst the local populace without arousing
suspicion. Certain werebears, their active numbers very
few at that time, joined the Hill’s efforts and made equal
Chapter One: Confessions 23
use of the disguise to offer their Breed’s unique healing the Gift to aid in the process, America was plagued
Gifts. Though some warned that they were mere steps again by one such imprisoned Bane. The Storm-Eater
away from Galemy’s twisted ideology, Plague Doctors ripped free and tore up the umbral landscape, shattering
became renowned, with most recognising that their acts moon-bridges and Passages alike, and glutting itself on
were proportional to the Collapse’s severity, and might the Wyldish energies that plagued the American Umbra
have offered defence against future ones. at the time. The New Worlders’ cleansing rites were
In cooperation with the Plague Doctors, physical offered freely to help stem the destruction caused by
passages were built through the Underland regions the Storm-Eater, but yet still they were declined at every
beneath London and similarly large cities across turn. The great Bane added the Weaver’s power to its
Europe, in order to create quick response networks essence, requiring the Garou to initiate some form of
similar to those of the Eastern Tunnel, but on a much suicide pact amongst their most senior heroes to put
smaller scale. They were primarily intended for safely it to sleep once more, three centuries after an entire
transporting large quantities of plague-ridden corpses Tribe had done much the same. Do they believe that
at once, without fear of infecting healthy humans in simply overfeeding the Wyrm is enough to pacify it? My
the process. These passages were a resounding success apologies, but the wolves’ ways often leave me searching
and went a long way to mitigating casualties across the for a reason. Ultimately, they subdued the Storm Eater
seventeenth and eighteenth centuries. Much later, they and we continued to clear away the corpses left behind
were adapted to improve human living conditions in by indigenous and settler humans alike.
the creation of London’s sewage and underground rail
systems. The Fresh Tunnels
The Third Collapse Without any forewarning from the spirits, new
Tunnels were discovered far from the hub of Moldwarp
The Run collapsed for a third time during western life and away from the ongoing pestilence and war. The
expansion into the New World, as the Tunnel worked few weremoles who decided to fraternise with European
tirelessly to stem the sudden influx of Sceatha from each colonists in Africa and Australia soon discovered new
member of the Triat, leaving them momentarily cut off groups of Fera we had rarely encountered beforehand.
from Run’s End. Just when times in the west were at Mokolé and Ananasi inhabited great regions of both
their toughest, the Mad Wyrm itself managed to break continents, joined by Ajaba and Bastet in Africa and by
through from Otherland to bring destruction upon strange Garou and our estranged brothers and sisters of
Overland, appearing as Eater-of-Souls. This may well the Camazotz in Australia. Amongst these unfamiliar
have been the moment that the Apocalypse was realised, Breeds, we also found animal species very similar to us
if not for the sacrifice of the Garou Tribe named in spirit, though not tied by blood; indeed, humans call
Croatan. The New Worlders were given a glimpse at them golden and marsupial moles, since their Weaverish
what the Wyrm had truly become and knew that had science classifies us differently.
they attempted to cleanse that great beast then their To our joyous surprise, Grandmother Mole
Tunnel would surely have been taken, and our entire manifested in both these places - at precisely the same
Breed with them if it had reached Mole through their time, some tales say - and put her mark upon them,
Rites. rendering the worthiest of them similar to kinfolk. It
Focus turned to America for several decades took several generations for either to breed true in large
following the brief but traumatic Third Collapse, numbers, but their blood remained strong and in time
initially to rebuild the Run, then to aid the efforts of they had a large enough number of full Moldwarps to be
the New Worlders, and finally because of the Bane counted as small but distinct Tunnels. We Old Worlders
called the Storm-Eater. American Moldwarps had long were their caretakers for a time, but once each were
been aware that the Uktena Garou bound particularly suitably self-sufficient, we were told by Mole to leave
troublesome Banes to areas of the earth, which would them be.
have made for perfect places to cleanse them. The New The Kruipmolle thrived in desert regions of
Worlders, though, were incapable of cleansing these Africa and were created to embody the classic ideal
Sceatha because the native Garou restricted access to of our Breed. They immediately took to the duty of
them, fearing that their cleansing works would risk undertaking, but with a grander design in mind. To
unleashing the captive spirits. them, revitalizing the barren land they called home by
Once the Run had been rebuilt for the third time, burying nutrient-rich decay beneath the sand was the
a job which took less time because more Earls knew only way to enact Gaia’s will, spreading lush rainforests
24 Moldwarps
The Time of War
across Africa in abundance by burying its dead. Sadly
they fell victim to the vicious talons of Simba as time
passed, just as the Ajaba have in more recent times.
Being seen as Wyrmspawn, the Kruipmolle were Until just over a century ago, we had rarely been
restricted in where they could go and who they could wronged by humanity directly. Of course, as a species
aid. With other Tunnels all but absent, there was little they had done much to pollute Gaia and champion the
to be done which would not expose us to real danger Mad Wyrm and Weaver, but rarely had they offended
and defy Mole’s command. us personally. As their societies ‘advanced’, especially in
the west, this all changed. Having long regarded them
The Australian Itjaritjari, too, were forced to hide
as cowardly pests - in older times even associating them
from other local Fera, but not through persecution from
with sinfulness - they began to use vile poisons to cripple
outside. For some reason, they clashed with the local
and slaughter our mole kin for the sin of disturbing
weresaurians far more than might normally be expected;
precious lawns and gardens. One of their vaunted rulers
after all, the Gumagan had given sanctuary to the
clad herself in their pelts, inspiring the elite to have
Camazotz and Bunyip before them. It must be admitted
hundreds of them killed for decoration and comfort.
that the Mokolé did not spark these conflicts. The
We protected those we could, but we have never been
Itjarjari still attended their service to Gaia, but seemed
ones to risk tearing the Veil, and so we were largely able
to cultivate hatred and even revel in it. Our ancestors
only to look on. Most mourned briefly before returning
quickly saw a warrior spirit in the Tunnel, but as they
to work, but more and more of us grew hateful of
had only just been ordained by Grandmother Mole
mankind.
personally, they saw no cause for action.
All at once, war arrived in the world, the likes of
Both the Kruipmolle and Itjaritjari were given new
branches of the Run and were allowed to represent their which Gaia had never seen. The twentieth century
kind in Althings thereafter, but neither have wholly saw men fighting men, and Fera fighting Fera, on an
immersed in our culture as both Tunnels seem to prefer unprecedented scale, and the Wyrm was plunged even
to keep to themselves, for their own reasons. Perhaps deeper into its throes of madness. When the world
those not truly born of Mole shall always be apart, and I went to war for the first time, we followed naturally. If
trust in Gaia that they should remain so. ever there was a need to tend to the dead and cleanse
the corrupt amongst humanity, it was then. Even our
The Architect worst expectations fell short of the reality, and when the
Third Time of Pestilence began and the Fourth Collapse
Over in London, a homid Architect named William
was brought on by the piling dead, it was commonly
Haywood had, unusually, embedded himself into
assumed that the Apocalypse was truly nigh.
human society, so well in fact that he could set into
motion the construction of an automatic waste removal Many were forced into isolated operations and
system in the capital’s sewers. A civil engineer named nomadic lifestyles; with no Run to and new forms of
Joseph Bazalgette was aided by Haywood in converting warfare churning up the earth, they had to go wherever
the underlying passages beneath London’s streets, used death chose. Some lost all hope, even our robust
previously for depositing plague dead and ultimately dedication crumbling in the face of insurmountable
created by our Plague Doctors centuries before, into defeat. Those who already resented humanity began to
modern sewage systems. Haywood had a promising rail openly against them, advocating that they should
early career, guiding the sewers’ construction while be abandoned to whatever doom they would inevitably
encouraging kinfolk to enact similar changes in cities create for themselves. The Elders said to look to history.
around the world, founding the Geologist’s Association We had known other Collapses and recovered from
to coordinate and cover their activities. He went on them, with long centuries to rebuild between them.
to contribute to the formation of the underground They urged that we would only avert the Apocalypse -
rail system, also developed using old Passages, and which had not yet come, by Gaia’s grace - if we did as
eventually reformed the city’s cemetery land to be more before and carried on through whatever befell us.
accommodating and pleasing to Gaia. Soon, the greater Tragically, the Elders’ sound-seeming reasoning
London area was honeycombed with transportation and proved horribly wrong, and messages of fury and
disposal systems for people, corpses, and waste, cleaning defeatism were only vindicated. We did not have time to
the city and improving the standard of living for all its even rebuild the Run before the next war came, scoured
residents. the world and all its inhabitants, and there followed
another Collapse, undoing what we had recovered
Chapter One: Confessions 25
and rendering Run’s End the most distant from Gaia was secretly Buried or even a Baogane are ludicrous,
since the First. Voices of hope and restraint were few, though he may have dealt deeper hurt to us than either
quiet, and unheeded, and the growing numbers of the of them. The abuse of humans was an offence against
resentful worsened, completely turning their faces from Gaia in itself, but so much time was dedicated to it that
the human suffering around them. precious little progress was made in repairing the Run.
It would surprise me not at all if Cleaves never wished
Cleaves-the-Weaver’s- to reconnect with Run’s End, contenting himself to
Pawns rule over the petty empire he had claimed rather than
confront the high-placed Moldwarps trapped in the
To make matters all the worse, we had lost the Lord Body of Death.
of the Run, named Hands-Weathered-by-Duty, to the
As we have always found, though, even the darkest
claws of the Black Spiral Dancers who cravenly served
times pass, and Cleaves-the-Weaver’s-Pawns was not to
the maniac leaders of Europe, killing and despoiling
endure forever. For the first time in history, the Lord of
in the name of their Wyrmish creeds. His predecessor,
the Run was deposed through trial.
too, had died in war, choking on the gas with which
humanity winnowed its own number as they fought
above the Burrow she was visiting. The way was thus Holds-the-Wyrm-Close
clear for a new Lord of the Run, one who would risk A young, unknown New Worlder Warden - a metis,
losing everything for vengeance. His acceptance as Lord no less - surprised all in attendance when she stepped
stands as a testament to the depth of Grandmother up at an Althing held by Cleaves during the early
Mole’s anger, for none with full command of themselves seventies, which she attended as her Earl’s understudy.
would have allowed him power. The Lord revealed his plan to eradicate the incursion
Cleaves-the-Weaver’s-Pawns was the name by of Wyld Sceatha which had emerged across the world
which this madman was known. An able but little- a few years earlier, making much of their apparent but
known Tracker born to a pairing of mole kinfolk, he false resemblance to humans. The measures he proposed
won the position on the back of personal charisma, contravened the Rules of the Run directly, laying out a
desperation for a way forward, and a lack of credible fully-fledged hunt more suitable to Garou than children
opponents. No sooner had he been elected in a grim of Mole. So demoralised was our Breed, only this one
and undignified Althing - the first not to be performed young soul dared speak up.
within the Body of Death, instead being conducted The dissenter, named Holds-the-Wyrm-Close,
under Wimbledon Common - than he unveiled the protested strongly and steadfastly, even as Cleaves’ own
existence of a burgeoning Hill, the Ape’s Redeemers, Labour advanced upon her. Before she was removed
which he had formed and taken leadership of. With from the Common, she declared that he had never been
the so-called Redeemers at his back - powerful Earls and formally tested for his position, and laid a challenge
mighty Thegns amongst them - he declared that in light before the Lord based on the long precedent of that
of the atrocities done to Gaia and Mole’s children by tradition. By the terms of Holds’ challenge, they would
humanity, they were all to be counted as Sceatha from both enter self-imposed exile in Malfeas, cleansing what
that moment on. Some Setts agreed without question, they could, battling what they could not, and rebuilding
some didn’t give judgement, and only a small few had the damaged Run from the Wyrm’s heart outwards. The
both the will and the power to object. All at once, mole who emerged alive would sit as the unquestioned
particularly tainted-seeming members of human society Lord of the Run. She spoke with disarming conviction,
were being taken in for what the Redeemers referred and none present were willing to side either party for
to as cleansing, though the practice was more akin to fear of their position should the other win out. Though
mental and physical torture with no clear aim. Through Cleaves-the-Weaver’s-Pawns made a show of scowling
the Redeemers’ vile arts, these humans were reduced and scoffing at his insolent challenger, it was plain to
to what could only be described as Neanderthals; the all that he was forced to accept; declining, or having her
changes to their minds and bodies were irreparable. punished for making her bold declaration, would be a
For twenty years, Cleaves-the-Weaver’s-Pawns’ regime sign that he feared being defeated.
brought shame upon our Breed, making allies with the Holds-the-Wyrm-Close emerged barely an hour
worst of Fera: the extremist Garou of the Dying Cubs after digging into the blighted realm, coated in ash
and Swords of Heimdall, and above all Black Tooth and blood and rotting viscera, her body shaking and
of the Simba. It is not true to say he served the Wyrm heaving and her gaze distant. She offered nothing about
in name or intent, though. Recent suggestions that he what had occurred in Otherland and she was never
26 Moldwarps
questioned, nor was Cleaves-the-Weaver’s-Pawns again against the Gumagan, having pushed the werelizards to
mentioned amongst our highest-Ranked kin. Those who the edge by moving into their territories and consuming
had followed him renounced their beliefs by omission, their animal kinfolk.
remaining silent for fear of retribution, and those who Many deaths were suffered on all sides in these
reviled him didn’t care to speak his name further. The conflicts, but Holds managed to bring an end to them.
most dedicated Redeemers slunk away, unwilling to She first lent her voice to the Kruipmolle so that they
comply with the sudden upheaval but unable to change
could make common cause with the Ahadi, and go on
what had happened. To ask another where they fell
to help bring down Black Tooth. Her response to the
with regard to him became an awful insult, as it remains
crisis in Australia showed she did not play favourites.
today.
She placed heavy sanctions on the overstepping
The past brushed away in barely more than an Tunnel, rescinding their place at Run’s End and
instant, Holds-the-Wyrm-Close began to rebuild our turning spirits against them until they relented, and
Breed, starting with the Run and then turning to our personally presented humble apologies to Gumagan
shattered global community. leaders. Tensions remained after the Itjarijari ended

Lady of the Run their warring, but lives were no longer thrown away. To
hear them speak today, the Mokolé hold no resentment
Holds-the-Wyrm-Close proved - and continues to towards us, but no Clutch has forgotten what was done
prove - to be a paragon of Moldwarp ideals and those of to their kin. Setts in Oceania and South Asia brace
her New World Tunnel in particular. She spent the next themselves for a resurgence in the conflicts, but we can
thirty years reconstructing what was a shattered Breed, be thankful that peace holds for now.
which proved no easy task. Some Moldwarps were still
trapped in Run’s End following the Collapse, a few Discord Beneath
continued to target influential humans for ‘redemption’, In Underland, the efforts of our greatest Diggers
and others still battled on alone. The struggle was a and Architects are proving not to be enough to keep
long, quiet, and patient one. We were regrettably forced Malfeas and Run’s End separated. Since the Fifth
to hole up in Underland and cut back on cleansing to Collapse, the Breach has gradually grown larger than
ensure our Breed’s continued health, but the alternative ever since the First despite every effort to repair it,
was decline and death. flooding the borders of Run’s End with Banes in far
Holds refused to rest on her laurels in the Body of greater numbers than we can control. Compounding
Death following the Run’s painstaking reconstruction, the problem, the Obsidian Reach has recently begun
though she had won Renown enough that only her to spread into the nearby Fungal Forests, turning its
harshest critics would hold it against her. She made a bountiful growths into blackened perversions of their
point of progressing from Sett to Sett to show her people former glory. On top of it all, large skeletal entities
her vision of the way forward, granted by Grandmother have been sighted in the depths of the corrupted areas,
Mole herself. At the head of a growing loyal coalition, turning Consumer Worms into twisted, lamprey-like
she dug new Burrows by hand, buried the dead Banes. The Thegns are stretched to capacity holding
made during human conflicts around the world, and Run’s End together, and the Order always needs new
cleansed countless powerful Sceatha growing fat on the recruits.
corruption of the modern world.
Victory in the East
Bloodshed in the South On a more promising note, a major milestone was
Unfortunately, Holds-the-Wyrm-Close was not achieved by the Eastern Tunnel during the previous
afforded a smooth path even then. The two youngest decade. They have all but reclaimed their passages from
members of the Breed, the Itjaritjari and Kruipmolle, the droves of subterranean Sceatha infesting them.
went to war simultaneously for different reasons. The Connections to Burrows across Asia have been reopened
minions of Black Tooth, the Endless Storm, targeted and their ability to provide assistance and safe travel
our Kruipmolle cousins for harbouring Ajaba refugees has been reinstated. Now, only a few Pits fester in the
in their formerly-secret desert Burrows. The attacks were furthest and deepest reaches of this network, clinging
disorganised and ill-suited to Underland fighting, but on to existence with what little strength they have left.
were enough to thin the Tunnel’s numbers and threaten By all accounts, some Easterners are sceptical that the
an end to their great and elusive work. At the same time, Beast Courts will grant the respect they have fought
the Itjarijari were caught up in a much deadlier conflict for, or forgive past failures. Instead, they conject that
Chapter One: Confessions 27
there exist Moldwarps working to give the Hengeyokai That all brings us to now, my Earl. While we cannot
everything, forsaking the Breed for some small offering change the past - and any who would seek to do so
of power. Holds-the-Wyrm-Close denounces these claims surely defy Gaia - it is our responsibility to affect our
as not only baseless but against our interests by harming present and alter the future. From the Lord of the Run,
relations with the Beast Courts. to Earls such as yourself, to newly-changed pups, we
Persecution in the West must all take up the mantle of our past heroes and learn
not to repeat our ancestors’ mistakes. I leave you now to
Five years ago, a reactionary Camp of Garou formed meditate on this.
in response to mistaken actions on the part of one of
our own. Members of the Fianna and Get of Fenris
gained undeniable proof of our existence and presence
in their territories, specifically in Seaham, England.
An encounter between a local Labour - in the process
of retrieving a fomor - and a Garou pack resulted in
a pair of Garou being rashly captured themselves.
Despite their return and the Earls’ efforts to maintain
peace, the pack leader - named Beholder-of-Ratatosk’s-
Wisdom - issued a call to arms against us. His followers
called themselves the Tunnel Hunters and began their
campaign by spreading lies and misconceptions about us
being worshippers of the Mad Wyrm.
They pointed to the existence of Baoganes and
the Buried - one of which they captured and paraded
between British Caerns as a display of our ‘true nature’
- and violently lashed out against those werewolves
Grandmother Mole had patronised through her face as
one of the Earth Burrowers. Further battles ensued as
Burrows were systematically cut off from one another
and attacked one by one. The Camp employed a
method of releasing the Sceatha from their cleansing
chambers to cause a mass breakout within the Burrow,
before heading in to kill anyone and anything that
remained alive.
We have been forced out of the northern areas of
the British Isles as the Camp’s success and popularity
has only grown. At the dawn of a new war, Holds-the-
Wyrm-Close chose to take unprecedented action to end
the fighting before it could spread further. She bridged
the gulf between our Breeds, contacting packs in service
to Jonas Albrecht, High King of the Garou Nation, to
set up a delegation on neutral territory. A Den offered
by a werebear known to be of the highest honour,
Bellows-River-Songs, was opened up to Holds-the-Wyrm-
Close, Jonas, and the two leaders’ confidants.
To this day, no Moldwarp has learned what
happened during that meeting and spoken of it. The
two met and the two parted, and the Camp has since
held back, though it has not disbanded and remains
a vocal opponent. Some reports from those close to
Hold’s Labour claim that she and the High King have
met multiple times since that date, but discussions
between them remain secret.
28 Moldwarps
Chapter Two:
On the Nature
of Moles
The generality of men are hard-handed, hard-headed miners, dogged,
loutish, ugly... coarse, ungainly, strong, ‘unfatiguable’, unlovely…
Saxons to the bone.
—Wilfred Owen
Before the War of Rage, Moldwarps held an Wyrm-things behind them, are then followed up by
esteemed position in Fera society. Alongside the Grondr Cleansers for collection and guards for rehabilitation.
and Gurahl, they were unafraid to take a personal The importance of Breed and Auspice are far more
approach to the Wyrm, guiding fallen spirits and tainted crucial amongst Moldwarps than Garou, with each
creatures back to Gaia’s embrace. This unique duty individual’s place very specifically delineated in
gave them a special place in Her court, but this was not accordance with these two factors. Monstrous Metis
to last. As the War began, Moldwarps took themselves Diggers, for example, would never be called upon to
deep below, regrouping far within the Umbra rather stalk city-dwelling fomori, and likewise, Homid Hunters
than facing the mad, corrupt Garou in battle. Some are near unheard of in the freezing darkness of a
regarded them as cowards, but they were never among Burrow’s depths.
the Mother’s foremost warriors and did not see that Out of desire to fulfil their appointed tasks for
remaining to be killed would serve the cause of Gaia. Gaia, many Fera believe Moldwarps to be utterly Wyrm
They took the long view, vowing to resume their role tainted, failing to see past the grim nature of their duty
once it was safe enough to return. and appreciate the pure purpose behind it. Certainly,
In modern times, Moldwarps do not enjoy the Burrows are foreboding, unwholesome places at first
luxuries of indulging in a wild rage, conspiring at the sight - far from the light of Helios and Luna, thoroughly
centre of webs of misdirection, or foregoing duty in corrupted beings are held in captivity, with abominable,
favour of Umbral misadventure. Moldwarp society sightless mole-human hybrids as their guardians.
is now one of hidden but no less earnest obligation, Moldwarps themselves remain largely unconcerned
in which a mole’s actions are always felt but rarely with correcting these misconceptions, for they simply
seen. Surface hunters work from the shadows to track perform the tasks they were given aeons ago, and see no
potential signs of Wyrmish corruption, often using need to justify themselves.
the efforts of other Fera as leads. These leads, and the
Chapter Two: On the Nature of Moles 29
Wyrmish matters, fighters of Banes, fomori, Buried, and
Breeds Baoganes, and Umbral explorers are often metis. Being
of this Breed carries with it relatively little stigma; the
Unlike most other Fera, with the exception of Moldwarps look the Wyrm’s minions in the face and do
Rokea, the Breed of a Moldwarp can greatly limit their not recognise the same taint in their children.
exposure to certain aspects of their society. Homids Moldwarps moderately discourage the conception
born in the great wide world find a subterranean life of Metis on quite practical grounds that they cannot
of claustrophobic tunnels and chambers difficult to contribute to the Breed’s continued population, but
adapt to, while those born Talpid are disoriented by the they don’t uphold any laws prohibiting their creation
dizzying expanse that is the surface world. A weremole’s or chastise the parents or child after the fact. Due to
connections with the earth and with Gaia are truly one, this fairly lax nature of Moldwarp breeding, and the
and this truth is reflected in the nature of the Gnosis close-quarters work weremoles are forced to undertake
and Gifts commanded by the three Breeds. for Gaia, children sired Metis are not uncommon, and

Homid you are the fruit of one such affair. As a Metis, you have
been raised communally by your Sett; some weremoles
Born to at least one human parent, you were took to you while others did not, but generally speaking
raised human, likely with an education and a social you have been gifted with a large extended family. In
upbringing, though you always longed for the earth. As a stark contrast to Garou society, you are more likely to
child, you would always be found digging in the sandbox have been given small but important duties to tend and
or pulling up worms from the dirt, and as you grew, care for the Sett’s kinfolk, raising new pups and aiding
this fascination led you to explore cave entrances and human kin with their chores. Afflicted with much the
abandoned sewer tunnels. Because of this upbringing, same divergence that besets Metis of many other Breeds,
you are naturally more adept at the work of Trackers you are a creature of Gaia’s true depths.
than Diggers. To you, Overland is not a vast and Sobriquets:: Grubs, Lifeless.
Sobriquets
intimidating expanse, but rather a welcome reminder of
Beginning Gnosis:
Gnosis: 3.
your past and a crucial part of the world you are sworn
to protect. Beginning Gifts:
Gifts: Create Element, Mineralist, Rat
Head, Soil Supper, What Lies Beneath.
Possessed of a surprisingly creative streak, Homid
Moldwarps find themselves constantly expanding Deformities
their knowledge in order to take up new roles, careers,
Those born of neither man or mole demonstrate
and hobbies. These individuals find employment as
mutations of mind and body. As well as the Deformities
city planners, prison guards and wardens, subway
listed on page 74 of W20
W20,, a weremole Metis might also
and sewer maintenance operatives, and similar jobs
suffer from:
focused around organisation, rehabilitation, and the
conservation of resources both material and human. • Agoraphobia: Whenever you find yourself in
It’s a rare occurrence that an up-and-coming track Overland, you are struck by an overwhelming sense
athlete or singer enters the Vision Crawl. Many Homid of dread. Because of this phobia, you suffer a -1 dice
Moldwarps demonstrate traits such as short-sightedness, pool penalty to all rolls whenever you are above
agoraphobia, and upwardly stocky frames due to their ground and without some form of covering close
bestial kinship. above you.
Sobriquets:: Shovellers, Apes.
Sobriquets
• Hyperfixation: You are easily preoccupied with
Beginning Gnosis:
Gnosis: 1. small and interesting things, particularly while you
Beginning Gifts:
Gifts: Apecraft’s Blessing, Escape Route, dig. Because of this, you must occasionally make
Making Do, Mole Paws, Worker’s Musk. a Willpower roll (difficulty 7) in order to ignore
interesting features while you travel underground.
Metis Failure results in fascination and an inability to
move until you pass another Willpower roll (1 made
They marry the human spirit of pioneering and each turn) or someone nudges you out of it.
exploration with Talpid adaptation to the subterranean
world, while concerning themselves largely with • Long Snout: In all forms except Homid, and most
carrying out and supporting the Breed’s efforts far pronouncedly in Crinos, your snout is far longer
from mortal eyes. The greatest Moldwarp experts on than it should be, such that it hangs off your face
30 Moldwarps
like a fur-lined trunk. It is thick and cartilaginous, Beginning Gnosis:
Gnosis: 5.
its airways blocked, and its sensory direction Beginning Gifts:
Gifts: Mountain Out of a Molehill,
unpredictable. You receive a -1 to the dice pool of all Shovelling Paws, Shroud, Substituted Senses, Taste of
scent-based perception rolls. Rotten Meat.
• Oblivion’s Eyes: The small pits that once housed a Restricted Abilities: Naturally, after the Vision
mole’s eyes are usually too small to see. Your eyes, crawl, a Talpid weremole is capable of picking up any
however, are swollen and bulbous, creating what abilities their Homid cousins may have, but prior to
resemble two large black marbles poking from your that point they entirely lack them. Beginning Talpid
face. These eyes swirl with blackened intraocular characters may not purchase the following Skills and
fluid which, though it does nothing to improve or Knowledges using their initial dots. You could, however,
worsen your eyesight, it does provide a +1 to the spend freebie points on them, perhaps as a result of your
difficulty of all Social rolls. character’s Vision Crawl or experiences since. Similarly,
you can use experience points to gain dots in these
• Soft Flesh: Your skin and underlying muscle have Abilities after being taught them or through life lessons
little to no resistance when pressed upon, like that over the course of the chronicle.
of a partially-rotted corpse. Any roll you make to
escape a grapple receives a +2 difficulty penalty as Skills:: Crafts, Drive, Etiquette, Firearms, Larceny.
Skills
your flesh moulds to the grasp of your attacker. Knowledges:: Academics, Computer, Law, Science,
Knowledges
Technology.
• Worm Tail: Most weremoles have tails, short as
they may be, but yours is all too clearly different,
resembling more that of a rat and stretching to Warrens
several meters long in Crinos form. The tail slows The Moldwarp’s Warren is derived from the degree
the speed of any digging by half. of Umbral pressure experienced at whichever depth

Talpid
of the Run she reached during her Vision Crawl, as
decided by Grandmother Mole. The spiritual impression
You were born to at least one natural mole (‘true’ created in this way brings about several physical, mental,
or otherwise), and have spent your entire life digging and spiritual changes in order for her to better fit her
through Underland. Moles are solitary and territorial, new purpose, and continues to shape her personality
so your upbringing was fairly distanced from others and behaviour for the rest of her life. All Moldwarps
once you left your mother’s side. You learned everything develop their innate Rage immediately after joining their
you needed to know about how to dig, hunt, and build Warren, and their worth is evident to any spirits from
below the surface in your early days, and since then whom they would learn fitting Gifts.
only honed these talents, though you were always dimly
conscious of something more to existence than mere The Vision Crawl
survival. Following the Vision Crawl, which to you was A Moldwarp reaches a moment in her life - around
little different from another day of digging, you struggled puberty or young adulthood - where her senses heighten
to connect with your fellow weremoles until you shed (including gaining 20-20 vision), she begins witnessing
the mindset of a mole and took on the higher thoughts future visions, and she feels a primal urge towards
of humanity. exploring dark and isolated places, which grows to the
Moldwarps who are born of moles are almost always point of interrupting her daily life. Elder Moldwarps
the hardest-working and most committed members of a know this as a sign that the child will soon transform,
Burrow. They possess the natural instinct of gathering likely when she next enters the Run. The young mole
and storing worms for later use, and carry it over to is sent - or takes the initiative to set out - on the Vision
their higher Gaian duty. The humble but necessary Crawl at this time.
jobs of patrolling, physical upkeep of the Burrows, A Homid Moldwarp finds herself exploring local
and administration are where they excel. Despite their sewer and cave systems almost unwittingly. These
generally greater performance within the Burrow, these physical tunnels - be they natural or manmade - are
individuals come across as detached and lonerish, temporarily connected to the Run by Mole so that she
preferring to stick doggedly to the task at hand over can direct the burrowing child towards her new family.
seeking diversion. Metis spend their youths deep within the Burrow,
Sobriquets:: Scurriers, Keepers.
Sobriquets occasionally surfacing to add muscle to hunting parties.
Chapter Two: On the Nature of Moles 31
When one experiences her First Change, she is usually Running Water, Sense Primal Nature, Triatic Kinship,
already on the Run at one depth or another, and Wyrm Spit.
instinctively crawls deeper down - or occasionally higher Stereotype: Trackers often exhibit a range of
Stereotype:
up - just before she transforms. personalities: the inflated egos of those particularly
Talpid Moldwarps almost always simply dig their accomplished in their perilous duty; the paranoia and
own way into the Run at the right time; whether their limited attention spans of those who see signs of Sceatha
sense of direction is innate or a Gift from Gaia is hard everywhere and want to investigate further; and timidity
to determine. They find the Vision Crawl the easiest of and anxiety around Underland brethren, isolated as they
all Breeds, adapting smoothly to their destiny. are from life there.
However she arrived there, a prospective Moldwarp
is directed by Mole to a pre-ordained depth of the Run. Cleanser
Here she undergoes the First Change and joins her The Upper Underlander, The Triatic Redeemer
Warren, receiving instruction from Mole regarding her
“How are you holding up? Our Wyrm’s angry with you,
particular duties to Gaia.
is it? Well, I’ll just put this necklace over you and it will clear
Tracker that up nicely.”
Cleansers experience their change near the surface,
The Overlander, The Finder of Sceatha
beyond the sun’s rays but close enough to feel its
“I was digging through some files and I found records warmth. Their role is to keep Sceatha safely in the
linking him to Endron - something about ‘extraordinary Burrow and prosecute their purification. The Cleansers
services’. Gather the Wardens at sunset. I have his home behave like a medical priesthood, attentively cleansing
address, phone number, and the name of the restaurant where Sceatha as is their sacred Gaian duty, but also carry
he’s spending the evening.” this devotion on to performing treatment on other
The Trackers are those Moles who transform at the Moldwarps. They act as their communities’ confidants
Run’s highest extent, just below the surface. Owing to and carers, conduits for the worries, stresses, and strains
their task of ferreting out cleansable things of the Wyrm, which would otherwise hinder important work.
they have more developed senses - even sight - and thus Place in the Sett:
Sett: Passionate and creative both in
find amalgamation with humanity far easier. By the conflict and at peace, Cleansers tend to the Burrows’
nature of their work, the Finders of Sceatha are usually feeding, nursing, and childrearing tasks outside of their
the first and only aspect of a Sett’s presence that an main duties. They do sometimes leave the Burrow,
outsider sees. usually to attend meetings with other Fera and provide
Trackers seek out places for themselves on or just a more mild-mannered face for the Sett, but they prefer
beneath Overland, always away from the Burrow, and never to leave their Sceatha wards.
lie in wait for Sceatha to show themselves. When this Beginning Rage:
Rage: 1.
happens, a Tracker investigates the quarry until its
Beginning Gifts:
Gifts: Cleansing Balm, Mother’s Touch,
nature is ascertained; in the case of living (or near-living)
Spirit Speech, Summon Consumer Worm, The Straight
Sceatha, this includes the creature’s home, contacts,
and Narrow.
and activities. Once all this information is acquired, the
Tracker rallies a Labour of Wardens - and occasionally Stereotype:: Most Cleansers adopt a calm and
Stereotype
Diggers, for larger hauls - and brings the Sceatha in for measured persona following their Vision Crawl, and are
cleansing. incredibly difficult to infuriate. The Triatic Redeemers
pleasantly pass through a Burrow greeting each and
Place in the Sett:
Sett: Trackers make perfect hunters,
every Moldwarp who passes them, maintaining close
passing information to and from the Sett regarding
personal relationships.
prospective Sceatha. They are the most flexible of
Moldwarps, with little of the single-mindedness that
marks the rest of the Breed. It is rare to see a Tracker Warden
making a permanent life within a Burrow; many simply The Middle Underlander, The Den Guardian
pass by to supply information and leave again to resume “Congratulations, you cleansed one Gorgon and released it
the hunt. back to the wild. We have three more Sceatha coming in today
Beginning Rage:
Rage: 3. alone. There is no time to celebrate.”
Beginning Gifts:
Gifts: Pliny’s Observation, Scent of Changing just beyond any hint of the surface world,
32 Moldwarps
these Moles are tough, courageous, and stoic. These Members of this Warren change deep within the
qualities are much called upon, for it is their burden to Run, and exhibit an instinctively organised nature,
contain, monitor, and protect Sceatha held in captivity. capable of building and leading with little effort. They
A Warden represents the scrutiny of Moldwarps over are the most gentle and humble of all Moldwarps and
the Triat, and maintains a balanced and pure state those with the least direct contact with Sceatha. It is also
in himself, in the burrow and within Gaia with their a very common practice for Architects to add unique
duties. traps and tricks to the layout of their Burrow, aiding in
preventing breakouts and raids.
Place in the Sett:
Sett: Den Guardians must endure long
periods spent looking foulness in the face, though at Place in the Sett:
Sett: Architects’ place is in the
a distance save when necessary. Wardens can be seen background, for they maintain and fortify Dens,
all throughout a Burrow acting in defence and support assemble and repair Tools, and mediate amongst the
capacities, though they are most often found in the halls Sett and between spirits and other Moldwarps.
surrounding cleansing chambers, guarding the inmates. Beginning Rage:
Rage: 2.
Beginning Rage:
Rage: 2. Beginning Gifts:
Gifts: Conserve Resources, Integrity,
Beginning Gifts:
Gifts: Burrow Guard, Enemy Ways, Give Intercom, Site Scouting, Stonesight.
them an Inch, Mercy, Stand Strong. Stereotype: The Burrow Builders are committed
Stereotype:
Stereotype:: Wardens embody intimidation,
Stereotype to and near-obsessed with crafting and creation, due to
which they are often missing from Things and other Sett
conviction, and authority in every action they take.
gatherings due to their love of crafting. Many Architects
This can sometimes be expressed with the exciting
take pride in the structure of their Burrows, from
encouragement of an elder sibling, the sternness of a
cleansing chambers to pantries. The nuances set into
loving parent, or the detached professional attitudes of
their personalised work are discussed by Architects of
their human namesakes.
Burrows across the world, if sufficiently remarkable.
Architect Digger
The Lower Underlander, The Burrow Builder
The Otherlander, The Umbral Excavator
“If you want, Earl, I could build a Passageway connecting
the one end of the cleansing hall straight to the other, in an “Passage secure. Going further to find signs of Sceatha.
Escher Relativity kinda rig. Give me a week and I’ll get back For Gaia and the Grandmother!”
to you.” These Moldwarps tear up earth and Umbra in equal

Chapter Two: On the Nature of Moles 33


measure, expanding the Den while slaying the Wyrm- Once the Run was re-dug by Paws-to-Shake-the-
tainted beasts - too corrupt for even the Run’s End to Earth, the other three Tunnels - Old World, New World,
cure - that dwell in the lowest depths of both. Sometimes and Eastern - reunited at length and remain united to
Diggers even rip through the membrane between this day. The Tunnels were never truly formed equal,
Umbral realms and emerge in Malfeas itself, where they though no one could honestly claim to be superior
continue to wrestle with blighted creatures that most to another; where one falters, another stands strong,
Fera have never even dreamt of. Many Metis become following Gaia’s great plan of the Breed’s strength being
Diggers; being already housed within the Burrow, they found in unity. Each Tunnel is watched over by a patron
seem more likely to be called deeper into the Run than Totem and suffers from one or more Faults in their
up towards Overland. spiritual, physical, or social makeup which reflect their
collective shortcomings and affect their day-to-day lives.
Place in the Sett:
Sett: Diggers command the least
influence within a Sett and have the least to do with its
operation, though their Warren is no less needed. They
Old World Tunnel
spend great amounts of time in Otherland, or at least Old Worlders see themselves as Mole’s first and
further underground than most humans can reach, and closest grandchildren. The Tunnel has operated out of
as such grow to value silence above social fraternization. Europe since before the War of Rage, and have struggled
to keep their hold over the Breed since then. During the
Beginning Rage:
Rage: 4.
Time of Exile, they directed the Breed and maintained
Beginning Gifts:
Gifts: Balance, Cave Dweller, Helping the Rules of the Run. It was one of their number,
Hands, Root, Stony Ground. Paws-to-Shake-the-Earth, who dug his way out of Run’s
Stereotype: Operating on different senses of time
Stereotype: End and initiated the Eruption, and as such many still
than most, the Umbral Excavators often appear slow see themselves as blessed above their fellow Tunnels.
and lumbering, with little to say to anyone they don’t The highest number of Lords of the Run, High Sanctii,
expressly wish to talk to. At the same time, they are and High Scriveins have been Old Worlders - though,
temperamental, quick to anger and just as quick to lose naturally, the Eastern Tunnel can boast the highest
interest in situations and leave the area. Despite this, number of Thegns. All Runs of the Old World pass
they have a strong sense of priority, and although they through Wimbledon Common, reaching through the
entirety of Europe before heading into Run’s End, all to
may not see eye-to-eye with their Settmates on minor
be better secured by the Grandparents’ watchful eyes.
issues, they are the first into the fray to protect them.
With the coming of the Second and Third Times
Tunnels of Pestilence, Old Worlders found that they could not
maintain their vaunted superiority for long before the
Before human migration set in motion the other Tunnels sought power and influence, citing the
unprecedented exchange of species across the globe, Creed of Innovation as just cause to break with their
Moldwarps had already settled themselves into four dogmatic implementation of the Rules of the Run. Old
large collectives named Tunnels. Each hailed from one Worlders are convinced that restoring the Run to its
of Mole’s children - the desman, the shrew-mole, the former majestic efficiency and order is paramount to
Old World mole, and New World mole - and worked to cleansing the Triat and will make the purposes of all
clear away the carnage left behind by the other Breeds righteous Fera infinitely more achievable.
in their goal of defeating the corrupt aspects of the Triat Counterintuitively, their elders believe that they
and restoring them to purity. Throughout prehistory, should be the figureheads of this momentous shift
all four of these mighty Tunnels worked as one unified rather than their juniors, growing more stubborn in
force, using the still young and malleable Run to aid one their old age. While the Tunnel’s senior Earls uniformly
another’s Setts in their collective Gaian duty. reflect this attitude, the Hill of the Young Worlders do
When the War of Rage came, this great machine of what they can to undermine it, yearning for a future that
labour was cast asunder, with most Moldwarps fleeing embraces cooperation and rejects supremacism in any
to Run’s End to hold it fast as the Run itself crumbled. form.
Stranded on Overland to fend for themselves, the Perplexingly, Old Worlders were never given
Desmana Tunnel sought their own way in the world, but a Chamber by Grandmother Mole to bolster their
were overthrown by the Galemy, formerly a Chamber numbers, while the other Tunnels were so graciously
(see page 43)
43) who found a new benefactor in the Wyld aided by her. The Tunnel themselves profess that they
and became warped by its sickness. did not need aid, that their ways are truly pure and
34 Moldwarps
cannot be diluted, and that their youths’ emerging the desired Rank, but also for every previous Rank he
dynamism shows that the Tunnel is destined for has earned, before he can advance.
greatness once again. Some among the Breed who were Beginning Gifts:
Gifts: Call to Duty, Detectorist’s
granted a Chamber see this discrepancy as evidence that Intuition, Fissure, The Secret Ingredient, Still of the
the Old Worlders are a thing of the past, marked for Grave.
retirement by Gaia Herself and unworthy of serving Her
in the Final Battle to come. While this view is extreme, Stereotypes
the recently-dwindling number of Old World Earls and
New Worlders:
Worlders: “They have the right attitude, but they
kinfolk may show some truth to it.
fall down dallying with strange beliefs, even when the old ways
Sobriquets:: Grandparents, Curmudgeons.
Sobriquets have served us perfectly at every turn.”
Appearance:: Weremoles of the Old Tunnel are
Appearance Eastern Tunnel:
Tunnel: “Once their trials are over and they
always overweight by virtue of genetics, and most can earn us sway in the Beast Courts, they will be our equals
bear short-sightedness in Homid form. Their Crinos, once again.”
Eulipotyphla, and Talpid forms have dark black fur
Gazers of the Deep:
Deep: “Heads-in-the-clouds, starry-eyed
and long, thick claws. The whiskers of a Grandparent
dreamers. Their wandering provides little to our Breed, and
weremole are often long and sagging and transfer they need to grow up and get to work.”
between forms, giving their Homid forms naturally long
facial hair, lengthening beards, moustaches, eyebrows, Investigators:: “They show loyalty and diligence, and
Investigators
and nose and ear hair. clearly yearn to achieve our greatness. We shall watch over
them while their own Tunnel clears up its past mistakes.”
Kinfolk & Territory:
Territory: Curmudgeons claim all
Burrows as their property, but maintain their own Kruipmolle:: “They think that they are as good as any
Kruipmolle
Setts in the British Isles, mainland Europe, and the other Tunnel, that their work is of paramount importance, and
Mediterranean coast. Old Worlders have recently seen that they are perfectly pure. We will see, given time...”
a decline in their rate of true breedings and thus in the Itjaritjari:: “They showed perseverance in surviving when
Itjaritjari
numbers of their kinfolk, though they haven’t yet shared Garou drove us from Australia. If they have been told to do
these facts with others of the Breed. An Old Worlder what they do, if Grandmother Mole has accepted them and
now faces the very real possibility that he may not sire the spirits work with them, we shall not presume to intervene
further Moldwarps at all without making the task one of further.”
his major life goals.
Galemy: “Those of us who have fallen to the Wyrm can
Galemy:
Tunnel Totem:
Totem: Grandmother Mole. All other at least be considered stupid and gullible. Galemy took the
Tunnel Totems are seen as faces of Grandmother Mole, Wyld into their Burrows with open arms at the time of our
embodying as she does the rigorous commitment to greatest need. Why our Grandmother allows them to ‘cleanse’
duty that the Moldwarps cling to. All Old Worlders false Sceatha is beyond me.”
speak of Mole as both a loving maternal figure and a Buried and Baoganes:
Baoganes: “Failures and wasted efforts to
stern overseer; despite the fact that they are her chosen the worst degree. One has fallen in spirit and one in body and
Tunnel, they are given no leniency. neither represent our Breed any longer. We, of course, must
Character Creation:
Creation: Grandparents adopt Mental attempt to cleanse them, but it is not our task to accept them
Attributes far more commonly than Physical or afterwards.”
Social. They pride themselves on Knowledges such as
Academics, Law, and Science. An Old World Moldwarp
may never take the Kinfolk Background above two dots.
New World Tunnel
Though only slightly junior to its Old World
Faults counterpart, this Tunnel has always had a contrasting
character of radicalism. From the Breed’s earliest days,
Infallibility:: No Old Worlder accepts defeat lightly.
Infallibility the New and Old world Tunnels have begrudgingly
The player must make a Willpower roll (difficulty 7) in relied on one another, the Old Worlders providing
order to admit failure, wrongdoing, or weakness. restraint and wisdom where the New Worlders bring
Traditionalism:: Rewards of new Rank are harder
Traditionalism passion and ingenuity. Most of the New World Tunnel
to earn for Old Worlders than they are for the other were trapped in Run’s End alongside the Old and
Tunnels; Mole demands more from her prime children, Eastern Tunnels; those who weren’t are presumed to
or else insists on grounds for their arrogant boasts. The have perished or disembodied whilst seeking their lost
weremole must complete a Rite of Passage not only for kin in Otherland.
Chapter Two: On the Nature of Moles 35
Following the Eruption, the Arbiters pledged surprisingly lean for Moldwarps, while their fur grows
themselves to bring peace to the Breeds, starting with far longer and they allow it to become scruffier than
Nuwisha. Coyote and the Tunnel’s Totem, Pul’-Laqu- their fellow Tunnels.
Whu the Mound Digger, were once mates, a fact that Kinfolk & Territory:
Territory: Initially, the Arbiters only
neither Breed had forgotten. The werecoyotes sided held the east coast of North America tightly in their
with the New Worlders, hiding them in false Caerns to claws, but their territory has spread west and south
avoid Garou condemnation, and lent their various lines since then. Some have even attempted to occupy the
of contact with native Bastet, Corax, Gurahl, Mokolé, Grand Canyon and claim its mighty Gnosis, but strange,
and Ratkin to re-open dialogue. Distanced cooperation winged Sceatha of uncertain alignment have managed to
was the fruit of these meetings, and the New Worlders keep it in their tainted grasp (see Clanbook: Gargoyles
commemorated their advancement by digging a new and The Final Revolt). The kinfolk of the New Worlders
capital Burrow, boldly dubbing the monument Mole range across the social spectrum, though they are rarely
Hill, which retains that name to this day in Rockingham found among the wealthy, more often emerging from
County, Virginia. modest-living rural folk.
New Worlders remained open to new ways, whether Tunnel Totem:
Totem: Pul’-Laqu-Whu, the Mound Digger.
developed by Moldwarps or cribbed from other Breeds. A nurturer of all, she instructs her children to house
As such, the Tunnel’s nature has been allowed and and feed any mole who enters their Burrow. They have
encouraged to change over time, from the mysticism of taken this loving nature to heart, and strive to treat all
the pre-colonial ‘Pure Lands’ (a term most find to be a Fera with the same attitude.
laughable symptom of werewolf hubris) to the forward- Character Creation:
Creation: Much like their Galemy
looking modernism of today’s American Moldwarps. siblings, the New Worlders value Social Attributes, but
Old Worlder scrutiny and dogma have long chafed the their Abilities focus more on genuine care rather than
New Worlders, prompting dissent and resistance. While emotional manipulation, with high levels of Animal
much would have to happen for this tension to escalate Ken, Empathy, and Etiquette.
to outright conflict, let alone war, it remains a barrier to
the Breed’s smooth functioning that is likely to worsen Faults
before it is alleviated. Trusting by Nature:
Nature: New Worlders cannot detect
The largest number of Homids of any one Tunnel lies nearly as easily as other Fera, receiving a -2 dice pool
hail from the New World, and while their Burrows may penalty on all rolls relating to misdirection, falsehoods,
be relatively shallow, they have both a consistently high and lies - even through omission.
intake of Sceatha and successful output of cleansed Wyrmish Despair:
Despair: Physical contact with Wyrm-taint
subjects. The Tunnel’s current approach to cleansing runs the risk of causing New Worlders great sorrow. The
begins before someone or something fully becomes weremole counts as having the Harano-Prone Flaw (see
Sceatha. Its members seek to address the conditions W20 page 484) during any turn in which he touches
which create them rather than only administering the Wyrm-tainted material or scene spent in contact with
difficult, uncertain aid required once they manifest. Wyrm-touched sources.
They therefore engage in efforts to improve human
Beginning Gifts:
Gifts: Accurate Accounting, Brother’s
welfare and the conditions in which people live all across
Scent, Micro-Movements, Mound Digger’s Protection,
the Americas.
Wanderer’s Boon.
Most recently, the Tunnel has raged its own
battle against Endron’s fracking division SETT, often Stereotypes
preventing the company from creating Hoglings, Old Worlders:
Worlders: “Until you become less stubborn and
H’rugglings, and Wakshaani in their exploitation of set in your ways, we can work together but not live together.
dirty energy. Not many weremoles agree with this pre- Let’s keep the Atlantic between us, and meet again at the next
emptive action against corruption, seeing it as falling Althing, shall we?”
into the realms of the Garou or the Gurahl, but very
Eastern Tunnel:
Tunnel: “They always wanted to be the best,
few are willing to confront those who combat Pentex so thinking they had a guaranteed place with their Underland
directly for fear of being seen as siding with the Wyrm. transport. Now they’re trapped clearing up the mess of their
Sobriquets:: Arbiters, Innocents.
Sobriquets own hubris. Pity, that.”
Appearance:: New Worlders are a varied lot,
Appearance Gazers of the Deep:
Deep: “Our enigmatic but dedicated little
but often have dark hair and eyes. Their bodies are Chamber have the future in mind, and if they’re convinced
36 Moldwarps
they can heal the Wyrm, who are we to tell them differently?” and did not resemble the complex maps still held by
Eastern Elders. Some opened onto the Battlefield or
Investigators:: “They try to attend many of our Things,
Investigators
the Atrocity Realm; others somehow turned back on
many that they don’t have business at. Maybe they do simply
themselves to emerge through the entrance they had
have inquisitive natures, but surely they have stuff to be doing
headed; even more had swelled to become blighted
at home.”
Calumns of their own, leading to realms near Malfeas or
Kruipmolle:: “They are always invited to our gatherings
Kruipmolle even directly into it.
and we are sometimes honoured enough to guest at their lush
From the sixth century onwards, the Reclaimers
Burrows. Grandmother Mole clearly has a good judge of
were continually engaged in intense subterranean
character.”
warfare with the Wyrm’s legions. Occasionally mighty
Itjaritjari:: “Maybe Gaia has seen it fit to do away
Itjaritjari Nexus Crawlers would be repelled, or a Pit or Blight
with the Mokolé entirely, but I doubt it. At least they’ve been entirely cleansed, but these small victories were met with
reigned in for now, but how long until they threaten peace harrowing losses more often than not. The Tunnel’s
again?” primary Burrow, the Er Wang Dong cave system, capable
Galemy: “We cleanse the Wyld as much as the rest of the
Galemy: of supporting entire tribes of healthy Kinfolk (see page
Triat, but they have turned their backs on Our Wyrm. Until 127),
127 ), may well have been the only reason the Tunnel
they change their ways, we must do the same to them.” survived long enough to see modern times. Their task
is at long last nearing completion with the generous
Buried:: “The Mad Wyrm will say and do anything to get
Buried assistance of the Beast Courts.
its way, like an addict who can’t stop. The Buried have become
enablers rather than rehabilitators.” Sobriquets:: Brawlers, Reclaimers.
Sobriquets
Baoganes: “To become the very thing we wish to save - I
Baoganes: Appearance: In appropriate forms, members of the
Appearance:
can’t imagine much worse. No self-respecting Burrow would Eastern Tunnel possess black fur dotted with ashen-grey
turn such a poor weremole away.” flecks, longer snouts and tails than most other Tunnels,
pointed external ears, and small arms and forelegs
Eastern Tunnel particularly unspecialised for digging, owing to their
Fault.
In ancient Asia, Moldwarps spread as far and wide
as they could, creating strong and lasting connections Kinfolk & Territory:
Territory: While the Tunnel isn’t elitist
with local Fera and humans alike. They used these when it comes to choosing mates, they are limited both
close ties to root out any growing source of death and socially and geographically. Their Talpid kinfolk live
used their Gaian cousins’ various Gifts to prevent exclusively around the areas of their Passages which,
its escalation. This approach proved to be a winning because of their lifelong endeavour, means that human
strategy for the early Eastern Tunnel, and in time, it kinfolk are also only usually taken from the region
managed to develop a tight-knit network of Underland housing southern China, Myanmar, Laos, and Vietnam.
and Otherland Passages for the sole use of Fera or Tunnel Totem:
Totem: Shrew Mole. The face of
kinfolk in service to Gaia, particularly their then-allies Grandmother Mole given to the Eastern Tunnel is
among the Ratkin. one of vicious, determined independence, born of the
When the First Collapse came, these Passages fell necessity for generations of Moldwarps to live locked in
silent and unguarded, freeing them up for Wyrmish bloody conflict.
infestation. Unbeknownst to the Moldwarps trapped in Character Creation:
Creation: The Eastern Tunnel prioritises
Run’s End, Wyrmish beasts and their accursed spawn Physical Attributes and combative Abilities, such as
quickly spread through the passageways like aggressive Brawl, Melee, and Athletics. There are no restrictions on
cancers, laying siege to countless Burrows and connected which Backgrounds a weremole from the Eastern Tunnel
Dragon Nests. The attacks, which only grew in may take.
magnitude, were ultimately blamed on the Moldwarps’
reluctance to fight and eventual withdrawal during the Faults
War of Rage - rank cowardice, as the other Breeds saw it. Diminutive Paws:
Paws: Forward digging is difficult for
When the Breed emerged once more, the inheritors the Eastern Tunnel. The difficulty reduction for digging
of the Eastern Tunnel were faced with what seemed to given to the Eulipotyphla and Talpid forms is not
be a straightforward task: to cleanse the ancient Passages, provided to members of this Tunnel.
mile by mile, but this proved to be an incalculably Nocturnal:: Bright light disorientates weremoles of
Nocturnal
difficult operation. The Passages’ geography was chaotic the Eastern Tunnel. As such, the presence of sunlight,
Chapter Two: On the Nature of Moles 37
strong floodlights, or point-blank torchlight inflicts a -1 The Tunnel fell into disarray, with Labour fighting
dice pool penalty on all Dexterity, Perception, and Wits Labour and Sett rejecting Sett, until finally a Hill
rolls. stepped forward to promise an answer to not only the
Beginning Gifts:
Gifts: Claustrophobic Clawing, Danger Tunnel’s problems, but those of all Moldwarps and
Echoes, Martial Law, Non-Lethal, Spur Claws. Fera as a whole. Calling themselves Galemy, these
Moldwarps proposed the complete elimination of death,
Stereotypes thus starving the Wyrm until it was weak enough to be
brought to heel. Most rejected this idea as Wyldish and
Old Worlders:
Worlders: “Their steadfast resistance to change
grossly irresponsible. Unperturbed, Galemy devised new
has seen them endure, but without fighting for a place in the
and profane Rites with the aid of demented spirits, away
modern age, they will be left behind.”
from the attentions of the wider Tunnel, which they
New Worlders:
Worlders: “They have taken on much of what enacted without approval or assistance to a harrowing
we were before the First Collapse. They do not hesitate when result: they cured death.
making allies, but must learn to be equally as brave when
The Desmana turned against this subversive Hill
making enemies.”
far too late, distracted as they were with Triatic spirits,
Galemy:: “One short step away from the monsters we
Galemy Garou, and vampires striking their Setts at every
battle daily. They may be keeping up with Gaia’s expectations opportunity. However, the Galemy seemingly could not
for the moment, but a reckoning shall come soon.” die, even their kinfolk were near-indestructible, and they
Kruipmolle:: “Some of our purest kin, they do not flaunt
Kruipmolle were determined to bring their former Tunnelmates
a pleasing creation myth or the fruits of their labours, but into the fold. One by one, Burrows submitted to the
simply undertake their duties with diligence and pride.” Galemy’s way, the Gaian residents converted to the
Wyld’s cause until nothing of the Desmana remained.
Itjaritjari:: “We fight not for pleasure but for our future,
Itjaritjari
against Sceatha but not Fera, and to restore Gaian justice. Once Moldwarp society had reformed following
What are they fighting for?” the Second Time of Pestilence, it was faced with the
question of what to do with Galemy. While the Tunnel
Gazers of the Deep:
Deep: “Bile rises in the throat to think of continued to perform the Gaia-given tasks their siblings
their folly, chasing delusions across Otherland while our world did, they had also taken up their own goals which
is torn apart, leaving us to hold back the tide.” sided squarely with one of the Triat, no less warped
Investigators: “A reflection of what we once were. The
Investigators: than Weaver or Wyrm. An Althing followed which
union they form between Breeds, and their ability to pass resulted in the conclusion that the Tunnel could not be
from place to place effortlessly, makes them paragons in the rejected wholesale, as the face of Mole named Desman
making.” still patronised it. They were nonetheless still kept at a
distance, granted only limited rights within Burrows,
Buried:: “Tommyknocker’s
Buried “Tommyknocker’s beating is heard throughout
and were permitted token involvement in Althings, so
our domain louder than anywhere else. He knows we are
long as they upheld their Gaian activities.
pushing the Wyrm back, yet he fails to pull us in.”
Today, the Galemy range from being some of the
Baoganes: “We have rarely seen such things, but they do
Baoganes:
Breeds most diligent cleansers to as present a threat as
well to avoid our Passages; we would not dither in sending them
any Sceatha. Learning to cleanse them of Wyld taint is
to the next world.”
a high priority, but In truth, they have only abandoned
Galemy Gaia for the Wyld to the same extent as Ratkin, so they
remain in Her service to this day.
Never before had a single Tunnel of Moldwarps Sobriquets:: Mutants, Swimmers.
Sobriquets
excelled so much as those formerly known as Desmana
in removing death, so much so that before the War of Appearance:: The fur of Crinos, Eulipotyphla, and
Appearance
Rage, single moles were known to keep vast regions Talpid Galemy is short, light brown, and perpetually
free of unnecessary decay or pestilence. Their Desmana slick, and these forms have long tails and wide snouts.
forebears were pure of spirit and committed to Mole In all forms, the Tunnel sport webbed feet and
to a fault. Their duty came before their own lives, and hands, giving away their aquatic natures, occasionally
sometimes even the safety of the Run. When the First accompanied by the bizarre growths and mutations
Collapse struck, the Tunnel was utterly abandoned on endemic to their practice of resurrection.
Overland, and with nowhere to run and no kin to rely Kinfolk & Territory:
Territory: The Galemy stick to riverways
on, the Desmana were forced to work alone. across central and eastern Europe, as well as western
38 Moldwarps
Eurasia. They care very little whom they take as mates; touched, which is detectable through supernatural
they wish to spread the essence of unending life to as senses (particularly the Gift: Sense Wyld). Any otherwise
many as they can. Because of their limited freedom successful attempt to cleanse them of this results in
amongst Moldwarps, they have not spread as far as they automatic failure.
would have liked, but their influence has surfaced in far Beginning Gifts:
Gifts: Death Flowers, Desman’s
more places than the Breed would believe possible. Endurance, Etheric Transplant, Visions of Run’s End,
Tunnel Totem:
Totem: Desman. The persona of the only Weightless Flesh.
male face of Grandmother Mole, Desman remains solely
concerned with burying corpses with great respect and Stereotypes
dignity, and has not turned his attention towards curing Old Worlders:
Worlders: “How is it that we can be so similar, but
death with his children. They look to his steadfast still have such differences? When a death occurs, we both bury
diligence and attempt to emulate it as they follow their what remains; when corruption arises, we both cleanse it. We
new duty. just try to avoid it getting to that point in the first place.”
Character Creation:
Creation: Mutants invest heavily in their New Worlders:
Worlders: “Their embracing of new ideas is a
Social Attributes and Abilities such as Intimidation, positive sign. If they come by our rivers, we will show them a
Leadership, and Performance to disseminate their thing or two about change.”
message. Galemy characters are not required to take Eastern Tunnel:
Tunnel: “So many of their kin have died in
any dots in Pure Breed, but neglecting to do so changes vain. How do they not see our wisdom yet?”
them from Wyld-Touched to fully Wyld-Tainted (see
Gazers of the Deep:
Deep: “If they find their Wyrm, they can
Galemy and the Pure Breed Background on page 73). 73).
keep it to themselves, we have no need of it.”
Faults Investigators:: “Their naive belief that they can become
Investigators
Waterborne:: Galemy infants born anywhere
Waterborne what our Breed once was is a lost cause. If they ignore Gaia’s
other than within a free-flowing river are incapable decline, they will die, and we will remain.”
of receiving the Vision Crawl and in turn their First Kruipmolle:: “They are bringing new life to a dead land.
Kruipmolle
Change. This inherent dependence means Galemy may It is a beautiful thing and we must honour them even if they
only regain lost Gnosis while meditating in such a river. do not respect our ways.”
Wyld Bearing:
Bearing: All Galemy are considered Wyld- Itjaritjari:: “Their lands still have the touch of the Wyld
Itjaritjari

Chapter Two: On the Nature of Moles 39


about them, but they waste this gift in their bloodlust.” kinfolk who bred true, and soon the Itjaritjari were
born. The duty given to them by Mole is unclear and
Buried:: “These advocates of death are the only ones truly
Buried
heavily distorted by the perceptions of other Tunnels.
deserving of it. I fear that this is where all of Mole’s children
In truth, there are disputes that they were even created
are heading if we fail.”
with Gaia’s blessing at all. During the War of Tears - the
Baoganes:: “They failed to avoid destruction and have
Baoganes conflict which saw the Bunyip tribe die under the claws
been thrown back to tell their sorry tale. Perhaps we can learn of their estranged Garou cousins - the remaining Old
from them before eliminating the problem they pose.” World Moldwarps were either slain or fled Australia as

Fresh Tunnels
the ravaging werewolves threw them together with the
Itjarijari, who battled on to bury the dead left behind.
During this struggle, the Tunnel began receiving unique
Decades after their reappearance, members of quests during their Vision Crawls, which they neglected
the Old World Tunnel spread across the world. In to share with the fleeing Moldwarps, including one dark
distant lands, they found uncannily similar creatures to directive above all that the rest of the Breed would never
their own animal kin: the golden moles of Africa and understand.
marsupial moles of Australia. Though neither of these
species shared a direct genetic relation to true moles, Soon after the War of Tears had ended, the
Grandmother Mole made it so that they could breed as Gumagan were forced to declare the Tunnel
Moldwarps. The emergent kinfolk and Fera belonged to abominations as the Itjaritjari continued to push deeper
entirely new Tunnels, with abilities, Gifts, and patron and deeper into the lands of their former weresaurian
Totems all their own. allies. As Mokolé gradually went missing and whole
Wallows fell silent, all signs pointed to the aggressive
None know precisely how or why these ‘Fresh landgrabs of the Itjaritjari, leading to accusations that
Tunnels’ were created, and they remain shrouded in they had been appointed by the Dissolver to eliminate
misunderstanding and controversy to this day, but Mole the Mokolé.
herself indisputably saw fit to elevate both to stand by
her side. Already fraught with their own dilemmas, the The first proof of this was that the Warmongers, as
Kruipmolle suffer the same plight as the depleted Ajaba, they came to be called, inherited a diet of reptiles which
while the Itjaritjari find constant confrontation with the forced them to prey upon - wittingly or otherwise - an
Gumagan, the Mokolé of Australia, for their unusual unsustainable number of Gumagan kinfolk. Secondly,
feeding habits. the Tunnel’s ability to reproduce with marsupials was
said to have been stolen from the Mokolé, similar to
Itjaritjari the Bunyip’s fertility in thylacines. Finally and most
damningly of all, the fur of Itjaritjari possesses trace
Itjaritjari claim the marsupial moles of Australia amounts of both silver and gold, giving them a subtle,
as their animal kin. As British colonists penetrated eerie iridescence and making their touch painful to
the shores and headed into the mainland of Australia, weresaurians.
Old Worlder explorers joined them. Initially, they were
met by the Gumagan Mokolé who called the continent Even today, the Jindabyne Council and Gumagan
home long before Europeans arrived. These meetings Elders debate whether raising additional conflicts against
were amicable and little conflict arose, but soon the the Itjaritjari would be a suitable measure. The Tunnel,
Moldwarps began forming Setts, and found that the however, holds no express disdain for Mokolé or any
native ‘moles’ were neither biologically nor spiritually other Breed. Their actual purposes are obscured beneath
capable of serving as mates. Grandmother Mole their elusive natures and scant contact with other
manifested there and ventured into the Dreamtime. The Tunnels; no senior Moldwarp would truly say they trust
stories from that time claim that she held court with the the Itjaritjari, but would not discount their effectiveness
Totem which reigned over these burrowing marsupials when the need is dire.
and won her loyalty. Emerging from that strange Umbral Sobriquets:: Dreamers, Warmongers.
Sobriquets
phenomenon, she enacted a Rite which made the moles Appearance: The hair and fur of any Dreamer’s
Appearance:
part of her wider brood, but did not place them under form is either silvery or extremely pale gold; even in
her personal rule. Thus, the settling Moldwarps could human and Talpid forms their body hair is anathema
not breed with them, but they would produce new to other Fera, and they generally dye it to blend in
weremoles of their own volition. with humans and moles. Their noses in Crinos,
Vision Crawls were awarded to those marsupial Eulipotyphla, and Talpid forms are large and bulbous,
40 Moldwarps
and their claws are far wider than those of other their attachment to the remembrance of the
Tunnels. past has proved ineffective.
Kinfolk & Territory:
Territory: Moldwarps of Australia Saurovore: Warmongers may only consume reptiles
Saurovore:
behave far more like a clandestine mystery cult than for nourishment and lizard-spirits in order to gain
according to the industrial or quasi-military organisation Gnosis; even Consumer Worms do not provide Gnosis
of other Tunnels. For an Itjaritjari, advancing in Rank during a Rite of Deliverance. Additionally, consuming
involves passing through barriers of secrecy to unveil the flesh of a freshly-killed, full-blooded Mokolé
the Tunnel’s true nature. Where other Moldwarps have provides the Moldwarp with an amount of Gnosis equal
an overarching goal to aim for, young Dreamers simply to the victim’s Rank, but doing so sends a wave of pain
act out of aspiration and an ingrained sense of honour. through the Mnesis which alerts all other Mokolé of
The way Elders command their underlings to perform the victim’s Wallow to this atrocity (but not its precise
the duty given to them by Gaia - which they cannot truly location or perpetrator).
understand until they have proven their value, due to Beginning Gifts:
Gifts: Aura of Confidence, Crawling
their Fault - is to emphasise the revelations that await as Order.
they send their Fosterns and Cliath on obscure missions
which ultimately contribute to the greater goal. Stereotypes
Tunnel Totem:
Totem: Marsupial Mole. Itjaritjari confide Old Worlders:
Worlders: “Haughty and opinionated. Do they even
in their Totem more than they rely on one another dig anymore, do they bury, do they defend Burrows?”
and far more than they rely on other Moldwarps. Due
New Worlders:
Worlders: “Their work is good for Gaia, but they
to their duty requiring them to target their Mokolé
couldn’t survive in our lands. We will respect them so long as
neighbours, the Tunnel seeks the secure company of
they respect us.”
spirits more than their Breedmates.
Eastern Tunnel:
Tunnel: “We both live for conflict, but we were
Character Creation:
Creation: Warmongers possess high
made for it where they seek it out.”
Physical Attributes but utilize them for stealth and
discretion over raw power. Their Abilities equally value Gazers of the Deep:
Deep: “Like us, they have received true
covert duty with Stealth, Survival, and Streetwise. There guidance from the spirit world; if only they could understand
are no restrictions on Itjaritjari Backgrounds. our dreams.”

Faults Investigators:: “They keep to themselves, and we keep


Investigators
to ourselves. We know nothing about them, and they know
Amnesis:: Itjaritjari do not personally suffer memory
Amnesis nothing about us. I see no reason to change these things.”
loss themselves, but do fall victim to a Tunnel-wide
Kruipmolle:: “They look like us, but we do not tend to
Kruipmolle
mental block on learning information about their kind’s
gardens or hide from our enemies behind others.”
origins or purpose, even that transmitted through the
oral tradition. Only by rising in Rank are their minds Galemy: “There are few things more disgusting than
Galemy:
freed to learn their true purpose from the scarce sources unnatural life.”
retained from the early days. Buried:: “Our siblings may think we are chaotic and a
Buried
• Pup.
Pup. You are not human; you have the blood of risk to progress, but at least we are in service to Gaia’s edicts.”
monsters running through your veins. Baoganes:: “They are lost to us; cleanse them, let them
Baoganes
• Cliath.
Cliath. You are a weremole, a creature of death die, mourn who they were, move on.”

Kruipmolle
who must purify the world.
• Fostern.
Fostern. Moldwarps are a superior reflection of
Fera from before the War of Rage. Kruipmolle claim the golden moles of Africa as
• Athro.
Athro. Fera as a collective cannot save the their animal kin. Sadly, their emergence resulted from
Wyrm in their current state; the Moldwarps the exploration, exploitation, and colonisation of the
must pick up the slack. continent as Old World Moldwarps followed to clear
away corpses resulting from various conflicts there,
• Elder. Itjarijari are at once bound to the duty in which they took no knowing part. In southern
of all Moldwarps and also to the purification of Africa, near the Namibian Desert, the Old Worlders
Gaia’s own children. trailing a party of Portuguese merchant-explorers
• Paragon. Grandmother Mole told Marsupial discovered the golden mole species and remarked on
Mole that she was to eliminate the Mokolé; their familiar nature. To their even greater surprise,
Chapter Two: On the Nature of Moles 41
they also discovered Grandmother Mole at an oasis, Appearance:: Kruipmolle are surprisingly tall for the
Appearance
surrounded by an enthralled throng of the animals. At Breed, equal to many Garou in height. Despite this, they
their head was a large but insubstantial spirit resembling are also unusually lithe, with fur that remains slick and
the humble, blind creatures, which Mole was providing smooth in all but the harshest conditions.
water from the oasis. As she drank it grew more solid Kinfolk & Territory:
Territory: Gardeners have Passages that
and vivid, until she fully awoke as the Golden Mole run all across southern and central Africa, but their
Incarna, and brought the animals under her power, Burrows are only found in the Namibian Desert. Their
making them kinfolk - the first breeding population of human kinfolk, by contrast, live across the length and
the Tunnel which would come to be called Kruipmolle. breadth of sub-Saharan Africa, where they report major
Much like the Itjaritjari, the children of Golden instances of death and destruction, enabling the Tunnel
Mole were given a far more specific duty to follow to maintain their tasks without having to scout vast
than other Tunnels. Rather than simply transporting tracts of land.
the dead below the ground to decay naturally and fuel Tunnel Totem:
Totem: Golden Mole. It is rare for the
the life above, they were to deliver bodies from far Kruipmolle to contact or rely on Golden Mole at all
and wide specifically beneath the Namibian Desert, throughout their lifetimes, not because they do not
surrounding the oasis where their kind began. This task, respect her, but because they know that she is always
Grandmother Mole told them, would create a ‘water busy and that they should be too. The Tunnel only
table’ of nutrients for a lush forest to one day reclaim brings Golden Mole to Overland in times of great need
the desert land and bring new life to the world. or celebration, primarily when new oases are made.
The Kruipmolle took immediately to an isolationist Character Creation:
Creation: Kruipmolle use high levels of
lifestyle; seeing what was happening to their African Strength and Stamina to take on their demanding tasks.
kin set in an aversion to humanity entirely, and cast the They use Knowledges and Crafts in equal measure to
Tunnel into a life spent almost solely underground. maintain their hidden gardens. There are no limits to
For several generations, the Kruipmolle stuck to Kruipmolle Backgrounds, but they rarely have many dots
their duty and quickly saw results. The heart of their in Status.
desert sprung to life - huge trees, thick underbrush,
and even new species of animals sprung up about the
Faults
Kruipmolle’s oasis. Through their Gifts, the Gardeners Necrotic Senses:
Senses: To Kruipmolle, the scent of death
kept the place hidden from humans and free of their is an overbearing presence that cannot be ignored. If
presence, and soon sprouted further oases like it. unpreserved dead flesh - which has not been salted,
pickled, embalmed, frozen, or refrigerated - is within one
In the late twentieth century, these growing
mile per Rank of the Moldwarp, he suffers a -2 dice pool
reservoirs of death-into-life drew the attention of penalty until it has been thoroughly investigated.
the rampaging Simba of the Endless Storm, who
quickly surmised that the odd-looking, long-forgotten Servant of the Wyrm:
Wyrm: Moldwarps are expected
Moldwarps were Wyrm-tainted and declared their race to keep Sceatha alive at all costs, but Kruipmolle must
a threat to Gaia. In response to this clear insult against do so lest they suffer Gaia’s personal censure. If one or
Grandmother Mole, the Tunnel opened its oases to the more Wyrm-fallen Sceatha dies due to the actions or
Simba’s other target, the Ajaba, following the Massacre inaction of a Kruipmolle, he is cut off from his Gnosis
which saw their king murdered and their numbers as though in contact with obsidian for a number of days
scattered. equal to the number of dead Sceatha.

For decades, Clans of werehyenas were put to work Beginning Gifts:


Gifts: Scent of the True Form, Spirit
tending the gardens sprouting from the Kruipmolle’s Snare.
efforts, and to enact subversion tactics to keep their
sanctuaries secret. The grateful Ajaba forever swore
Stereotypes
allegiance to the Sandmoles for this act, a promise they Old Worlders:
Worlders: “Close to being a great Tunnel, but they
made ready use of whenever Black Tooth’s minions fall short of perfection with their inflated egos.”
would pass their way. Following the Dark Lord’s defeat New Worlders:
Worlders: “An admirable goal it may be, but we
they joined the Ahadi, but have otherwise resumed their are not Gaia’s diplomats. We are her undertakers, we build
reclusive lifestyles, free from distraction beneath their Burrows, not bridges.”
hidden gardens in the desert. Eastern Tunnel:
Tunnel: “So absorbed by their own prestige
Sobriquets:: Gardeners, Sandmoles.
Sobriquets and power. They must forget the past or they will not be
42 Moldwarps
remembered in the future.” amongst the Chamber claim that the Weaver bound
the Wyrm so tightly in its strands that, even after
Gazers of the Deep:
Deep: “Ours is not to know if their task
Grandmother Mole retrieved the severed portions of its
is worthy. So long as they cleanse and bury, they are still Mole’s
body before it could be corrupted, it was further sliced
grandchildren.”
in two, with one half still caught in the Weaver’s web
Investigators:: “They try all too hard to find our Dens.
Investigators and the other living on separately. It is the Gazers’ duty
When the Great Mother decides we need their aid, they will be to find that dormant, pure half and give it the power to
welcome.” destroy the Mad Wyrm.
Itjaritjari:: “Rabblerousers at best and warmongers at
Itjaritjari Gazers of the Deep are born with senses far beyond
worst. They would have served the tyrant Black Tooth well.” anything possessed by other Moldwarps or even most
Galemy: “In seeking an easy way out of what’s required
Galemy: other Fera; high-ranking individuals can personally sense
of them, they have betrayed Gaia’s plan. They are not the Wyrm throughout Gaia and across the length and
Moldwarp.” breadth of Otherland. Every Gazer engages in annual
Vision Crawls through Passages and even into virgin
Buried:: “Working with the dead, it is easy to fall to the
Buried
areas of Otherland to find the spiritual holy grail of the
Wyrm’s call as they have, but nothing worth doing is easy or
Wyrm’s soul. Though this unorthodox ideology - which
without risk.” has little founding in conventional Fera cosmology - is
Baoganes:: “We bring the dead deserts to life, where they
Baoganes baffling to most Earls, it leads the Gazers to earn no
spread everlasting death. We judge each one on merit, but most shortage of Renown. After all, constantly braving such
are too far gone to be tolerated.” benighted places as the Atrocity Realm, Abyss, Scar, and

Chambers
Erebus creates some of the hardiest weremoles a Labour
could ask for.
Because of their desire to seek out the Wyrm’s soul,
Still smaller groups have formed, tied to the
the Chamber has adopted a uniquely nomadic take
older Tunnels yet functionally independent from
on Moldwarp life. Their Setts travel across Otherland
their ancestors. Members of these ‘Chambers’ can
with caravans of mobile cleansing chambers, taking
only produce kinfolk when paired outside the group;
their Gaian duty into corrupt realms to purify on the
breeding true exclusively requires their closest kind. For
move. Trackers take advanced positions plotting courses
example, Gazers of the Deep can only create further
through Otherland, following the sound of the Wyrm’s
Chambermates with star-nosed moles and humans born
soul alongside Diggers who clear their Setts path,
where those animals naturally appear. How the first of
Wardens and Cleansers who trap local spirits to cleanse
these Chambers came to be is little understood, but they
them as they travel, and Architects who maintain their
are seen as a gift from Mole given to help keep the Breed
various transports. The Gazers will not rest until they
afloat, which Moldwarps generally regard with a mix of
discover what is calling to them across reality.
gratitude and shame.
Sobriquets:: Listeners, Stars.
Sobriquets
Gazers of the Deep Appearance: In all forms, the Gazers appear almost
Appearance:
The New World Tunnel is built around social unity identical to members of the New World Tunnel, save
and proactive development, clinging to ideals of coming for a lack of any eyes at all in Crinos form (though they
together and making as many allies as they can. The do have small, pointed ears) and a large star-shaped
same can’t be said for their wandering Chamber. Once rhinarium formed from several tentacles writhing across
Mole Hill was revealed to the world, the New Worlders the nose, visible in Crinos, Eulipotyphla, and Talpid.
spread across the east coast and began breeding at an Kinfolk & Territory:
Territory: Star mole kinfolk are
advanced rate, including with the strange star-nosed primarily found along the East Coast of North America
moles. The first Moldwarps born to these pairings were and Canada, as are their human equivalents, though
blind and confused, but in time received Vision Crawls they may be found in small communities all across
that would shape a new Chamber and form an almost North America. The Listeners hold no true territories as
cultish commitment to restoring the Wyrm to its once- their own and defend no Dens. Their mobile cleansing
mighty power. chambers do require Gnosis to remain powered, which
Each Gazer digs deep into the earth prior to her they extract from the environment wherever they go.
First Change, whereupon she is exposed to what is Tunnel Totem:
Totem: Star-Nosed Mole. The Mound
claimed to be a call from the Wyrm’s soul. The wisest Digger’s eldest child, this Incarna was forced to develop
Chapter Two: On the Nature of Moles 43
extraordinary senses to hunt for worms to feed her different points of view.”
siblings. Her children believe that their senses too are
Buried:: “We listen out for the Wyrm, but we still heed
Buried
meant to uniquely hunt the Wyrm, so to provide a new
Gaia. What has led them so astray?”
spiritual patron for all Moldwarps to serve. The Totem
plays an incredibly active role in Listener activities, Baoganes: “It is possible to delve too deep into the dark.
Baoganes:
frequently accompanying them on their journeys. You must watch out for yourself while you’re out there.”
Character Creation:
Creation: Stars make use of all Attributes
- Physical for their unceasing treks, Social to interact Investigators
with Setts across the globe, and Mental to maintain This Chamber is all but unknown to Moldwarps as
a sure heading and comprehend Otherland dangers a whole; even older members of the Eastern Tunnel to
and mysteries. With Enigmas and Occult as the most which it is tied are often left in the dark. Investigators
important, their Abilities are quite varied, though hail from the Yunnan province of China and take
Computers, Larceny, and Leadership rarely see much great pains to bridge the gap between the Beast
use. Gazers never settle in a single Burrow, instead, Courts and their Breed. The Chamber works towards
keeping ties with many across the world. Because of this bettering cleansing rites, but shares the results solely
nomadic lifestyle, they may not take Resources above with members of the Courts, rather than their fellow
level 2 or have any dots in the Burrow Background. Moldwarps. In fact, Investigators study Sceatha both in
their own custody and those residing in other Burrows,
Faults to surreptitiously practice altered rites upon them - often
Our Wyrm Calls:
Calls: Members of the Chamber all hear at the behest of Hengeyokai handlers - while never
the call of the Wyrm’s soul during times of inactivity, divulging this allegiance.
similar to the drone of tinnitus, albeit inviting as well as This Chamber-come-secret-police do not allow their
distracting. The call requires a Willpower roll (difficulty young to make personal ties with other Moldwarps
7) to resist, rolled once during each story at a time when before their Vision Crawl, while their handlers restrict
the Gazer is unoccupied. Failure forces the Gazer to their ownership of Tools to better keep them in line.
Dig Downwards at the nearest opportunity, heading Investigators carry out their activities at the whim of
erratically into an unknown Umbral realm. representatives of the Beast Courts and commit many
Sightless Gaze:
Gaze: All Gazers are blind and may never acts which their Breed-Mates would sharply question.
physically see, even with the use of Gifts; they may not Young Labours are loaned to ruling members of the
learn any Gift that would grant them mundane vision, Courts for use as bastardised versions of their Warren.
though supernatural ‘sight’ is unaffected. Cleansers minister to disruptive spirits found in places
Beginning Gifts:
Gifts: Echoed Message, Umbral Tether. so corrupt that most Fera wouldn’t deign to enter - most
recently the site of the Fukushima nuclear disaster.
Stereotypes Wardens act as bodyguards, courtly enforcers, and
Old Worlders:
Worlders: “They clearly need to look upon Gaia’s lookouts. Architects toil away to maintain the Dragon
wonders outside their usual bounds; that will loosen them up a Nests of other Fera, and Trackers act as advanced scouts
bit.” sent to ferret out potential Wyrm-lairs with little outside
support or intelligence. Diggers are forced into combat
New Worlders:
Worlders: “Our parents do their best; we don’t situations their Breed was never intended to take part
expect much more from them.” in, serving as shock troops against the darkest enemies
Eastern Tunnel:
Tunnel: “Such blind fury and commitment to of the Hengeyokai.
their mistakes make for a terrible waste.” Once an Investigator has scraped together enough
Investigators: “They make good company, and we are
Investigators: Renown to advance in Rank to a position of authority,
blessed that many choose to travel with us.” she delves into further contrary ways of life. Elder
Kruipmolle:: “We respect what they are hoping to
Kruipmolle Investigators personally initiate their young into
achieve, but we could never hide away in this world.” subservience to the Beast Courts, whilst covertly stealing
knowledge and secrets from other Tunnels. They are
Itjaritjari:: “They seem to admire our ‘walkabouts’ and
Itjaritjari even willing to use the lost Eastern Passages for travel by
give us a helping hand negotiating with spirits, but curiously, harming themselves with obsidian, courting corruption
they have never travelled with us long.” to pass through the throngs of Wyrmspawn undetected,
Galemy:: “We do not seek to avoid them, warped as they
Galemy just to evade the notice of their Breed. Investigator
are. Some realms can only be explored alongside those with hierarchy predicts itself to be the next phase of
44 Moldwarps
Moldwarp society, shedding the Rules of the Run, and • Bai, Clients of the Same-Bito.
Same-Bito. The Bai family
with them the reservations and inhibitions of the wider are the only Moldwarps unfortunate enough
Breed, and once more gain a place as equals amongst the to have encountered Rokea in anything besides
Emerald Mother’s children. freak circumstances, and thus are forced to
Sobriquets:: Skulkers, Spies.
Sobriquets comprehend the ocean as a separate realm;
even the semi-aquatic Galemy do not stray far
Appearance:: Investigators appear taller than
Appearance downstream of their shallow birthing rivers.
other Moldwarps due to the length of their smooth, The weresharks have Investigators to dig and
short-haired tails and hairless, pointed noses which maintain vast underground lakes, forming
continually twitch as they survey their surroundings. chambers below the ocean and ultimately
In Homid form, they are largely indistinguishable from flooding them for the Same-Bito to thrive in.
members of the Eastern Tunnel, though they are almost These projects risk the lives of the weremoles
entirely of southeast Asian descent.
who work to complete them on a regular basis.
Kinfolk & Territory:
Territory: The Chamber’s kinfolk come Sadly, these flooded chambers often turn Dens
from five distinct Client Families and the moles in their into Grottos, cutting the Moldwarps off from
care, each yoked to another Changing Breed: the Same- one of Gaia’s hearts rightfully meant for their
Bito, Khan, Tengu, Nezumi, and Zhong Lung. These kind.
families are watched over vigilantly, forced to act as spies
• Dan’ha, Clients of the Zhong Lung:
Lung: The
amongst other Tunnels, and rigorously governed by their
weredragons are often more respectful, if
Elders. Every Investigator possesses a brand of the glyph
disinterested, towards their indentured
of their Client Family somewhere on their person in all
Moldwarps. The Zhong Lung recollect the
forms from birth.
pacts made between the ancestors of their two
Tunnel Totem:
Totem: Worm. Though very few would people, and do what they can to honour it. The
even bother speaking to Worm, it is a humble and extent of duties for the Zhong Lung consists of
circumspect spirit which offers sound, reliable wisdom. messenger service and courier work via Passages.
Spies find solace in Worm, reassured that their lowly
• Hanying, Clients of the Khan:
Khan: The
duty is the right path to take and that they can see it
Bright Lords have taken on somewhat of
through to the end.
a responsibility for their Client Family.
Character Creation:
Creation: The Attributes and Abilities Outside of using them for combat practice
mastered by the Skulkers are indicative of the tasks given and reinforcements both against the Wyrm
to them by their masters. Diggers are trained in Strength and within the weretigers’ personal Dens,
and combat Abilities, where Cleansers conversely learn Investigators are encouraged to take on the
Stealth and Survival. Wardens are expected to possess mantle of Thegn, which is otherwise unknown
high Social Attributes and high standards of Etiquette, within the Chamber. By training their Clients
Trackers learn Law and Subterfuge to manipulate other as Thegns the Kahn cultivate respect for the
Hengeyokai groups, and Architects require great levels Hanying amongst Moldwarp Setts and also gain
of Stamina and Athletics to survive the toil expected ears inside their secretive, insular Order.
of them. Investigators may not start with Moldwarp
Mentors or Allies outside of their Chamber, or possess • Motachoo, Clients of the Nezumi:
Nezumi: Motachoo
the Fetish Background above level two. treat the Investigators as a far lower class
than themselves, expecting them to perform
Faults degrading duties such as sewer cleaning, petty
theft, and humiliating entertainment for their
Client Families:
Families: From birth, an Investigator is
bound spiritually to a specific Hengeyokai Breed many young. If any uprising of Investigators is
which has been granted his family for its own. Younger to take place - a slim possibility at best - it will
weremoles are indoctrinated into believing that this is almost certainly begin among the Motachoo.
their Chamber’s true task, eventually becoming Elders • Xieren, Clients of the Tengu:
Tengu: The Asian
of their own right with, at once, a comfortable place in wereravens regard the idea of Moldwarp service
the Beast Courts and a conviction to see an end to this with glee, and have the Xieren perform acts of
durance. To act against their master Breed’s interests espionage amongst Sceatha prisoners, other
(see below), including defying any but the most obscene Court Breeds, and above all the Eastern Tunnel
orders, requires a Willpower roll (difficulty 8). itself.
Chapter Two: On the Nature of Moles 45
Ridges:: Like their Tunnel-brethren, Investigators
Ridges
suffer with difficulties digging, though not specifically in
the actual task. For this Chamber, the earth left behind
Lost Tunnels
in their wake is so frantically churned up and spiritually The ‘Lost Tunnels’ are not truly Tunnels at all; they
disjointed from the added effort that a mound always are not linked to particular species of mole and do not
remains for the world to see. Any attempt at digging occupy specific regions of the world. Instead, they are
naturally or Digging Downwards leaves behind an members of the Breed who have fallen to Wyrmish
earthen or spirit-stuff mound twice the height of the influences. Just as the White Howlers became the
form used to create it. These mounds remain for 1 Black Spiral Dancers, Moldwarps who fall to the Wyrm
day when made in Talpid form, 1 week in Homid or become Buried (though this requires a process distinct
Moleman form, and 1 month in Crinos or Eulipotyphla from walking the Shattered Labyrinth). Meanwhile,
form. To remove the mound, a further digging roll Moldwarps are one of the unfortunate Fera Breeds
must be made, with 2 successes needed to clear the who may be Embraced by vampires and converted into
mound left from Talpid form, 4 successes from Homid viable members of their unliving number, becoming the
or Moleman form, and 8 successes from Crinos or Abominations known as Baoganes.
Eulipotyphla form.
Beginning Gifts:
Gifts: Common Tools, Fatal Flaw.
The Buried
Moldwarps believe themselves to be avatars of the
Stereotypes true Wyrm, helping the natural processing of the body
and soul at the end of one life to fuel a new one. This
Old Worlders:
Worlders: “They have failed to move with the times,
self-image is contrary to other Fera, who have felt the
and the wisdom of the past is failing them. There is little left of
hardship of brothers and sisters falling into the Wyrm’s
value to be found inside their Burrows.” madness as something not only undeserved but utterly
New Worlders:
Worlders: “Perhaps the greatest promise for baseless. Moldwarps are quite difficult to corrupt,
our Breed. We will watch them closely, and mould them as it is true, but only due to their rigorous social order
necessary.” and close knit communities, rather than an inherent
Eastern Tunnel:
Tunnel: “We must acknowledge that we came supernatural resistance.
from them, and that they have made great sacrifices, but if they In actuality, weremoles may be corrupted far easier
do not fall in behind the cause of harmony, they must be made than other Fera in one particular circumstance: being
to submit.” afflicted with the weakening effects of obsidian and
similar stones. If a Moldwarp remains in continuous
Gazers of the Deep:
Deep: “We share curiosity and versatility,
close proximity to such minerals, maintaining her
and they show some promise, but in time they must be directed
weakened state for weeks at a time - or has been injured
away from the strange cause that drives them.”
with them enough to leave scarring - a bridge between
Kruipmolle:: “Someday we will extract the secrets from
Kruipmolle the essence of the Wyrm and her own spirit is inevitably
their hideaways; maybe that will show our worth?” formed. From there it is a simple matter for the Wyrm
Itjaritjari:: “Their deeds are meaningless to us. The
Itjaritjari to send Tommyknocker to claim the victim as a true
Dan’ha intervene when necessary, but otherwise the Itjaritjari servant, luring the Moldwarp deep underground and
are irrelevant.” forcing her spirit to be utterly corrupted, making her
into one of the Buried.
Galemy:: “Other Tunnels may despise and distrust them,
Galemy
but we see the use they may serve in restoring the Wyld’s Unless Buried Moldwarps are quickly reclaimed
power.” and cleansed, they are often repatriated into Black
Spiral Hives to perform twisted forms of their Warrens’
Buried:: “Hollow creatures, lacking honour or inner
Buried duties for their once-and-future master. Most Fera
strength. Let the Wyrm have them!” of other Breeds often miss the distinction between a
Baoganes:: “Used sparingly, they make for great shock
Baoganes Buried Moldwarp and a Black Spiral Dancer due to
forces, and they’re easy to replace. Unseemly things must be the extensive malformations and living habits of both.
done in the Emerald Mother’s name.” This is much to the relief of the Moldwarp hierarchy,
as otherwise it would multiply many times over the
ammunition for the claims made against the Breed.
Buried Moldwarps are spiritual ‘contractors’ for
the Wyrm and its various heads, being redirected as
46 Moldwarps
and where they are most needed, willingly or otherwise. of the grand cosmic tragedy.
Trackers seek out those with weak wills whose spirits Character Creation:
Creation: Buried can be taken from
may be easily infiltrated, scout potential sites for new any Tunnel, and as such possess the full spectrum of
Pits, and establish the scope of Gaian forces in Dens and Attributes and Abilities. Obviously, once a Moldwarp
Caerns alike. Cleansers (who, in their delusion, retain has been Buried, she likely loses many Backgrounds such
their old name despite their fallen state) work to debase as Allies, Mentors, Contacts, and Status, but she is not
and infect victims with Wyrm-taint and even Banes, restricted in gaining new versions of these Backgrounds
to convert pawns and create fomori, and to encourage under the Wyrm’s service.
full-scale Wyrm corruption in locations already on
the brink of it. Diggers connect Pits for Black Spiral Faults
Dancers and other Fallen to take root and grow like
All buried Moldwarps retain their Tunnels’ original
cancers, linking them all with vile, stinking Passages to
Faults while also gaining the following one.
one another, to various Umbral realms of depravity, and
ultimately to Malfeas itself. Wardens change perhaps Buried Tunnels:
Tunnels: If a Buried Moldwarp successfully
the least, keeping converts to the Wyrm within Pits Digs Downwards, the Storyteller must roll one D10,
and enemies without from a stern and unyielding reduce the result by the Moldwarp’s permanent Gnosis
tyranny that they must fight to maintain. Architects rating, and consult the list below to determine where the
fall perhaps the furthest of the Warrens, for they thrive Moldwarp turns up. In all cases, her personal Passage
within Pits, Malfeas, and the Shattered Labyrinth itself, immediately closes behind her, leaving her unable to
reconstructing and building new branches of these travel back without repeating the attempt.
places the world over, slowly forming a tainted caricature • 0 or lower:
lower: Exactly where the weremole had
of the Run. intended to go.
Sobriquets:: Pests; Wounded.
Sobriquets • 1: The epicentre of the closest place of Wyrmish
Appearance:: Buried possess large, swollen eyes,
Appearance power to her desired location, such as a Blight
protruding slightly outside of their sockets. In their or Hellhole.
animal forms they have pallid skin visible between • 2: The Balefire of a minor Pit.
patches of short, wiry hair. In all forms, they resemble
• 3: The Balefire of a powerful Pit.
emancipated versions of their former Tunnelmates.
• 4: One of the many Pits of the Er Wang Dong
Kinfolk & Territory:
Territory: Generally speaking, Buried
Passageways (see page 127),
127), surrounded by
Moldwarps forcefully breed with the kinfolk of their
horrific breeds of Bane and fomori clawing their
former Tunnel, with the resultant offspring being
way towards the surface.
offered to the Wyrm at birth or even conception.
Due to their nomadic existence dragging them from • 5: One of the Duchies of Malfeas.
one Pit to another at a moment’s notice, very few • 6: The Shattered Labyrinth.
long-lasting stocks of Buried kinfolk have ever been
• 7: The Dark Umbra, where the Restless Dead of
established. Those which have tend to devolve into grim
humanity reside.
subterranean abominations of their former selves. Talpid
kinfolk grow to a full Eulipotyphla state, albeit without • 8: The Atrocity Realm.
the enhanced capabilities to support their huge frame, • 9: The walls of the Chasm in the realm of
and the tortured few humans raised in this state mutate Abyss, within the caverns leading from Malfeas.
into a scarcely-functional Moleman form as they age.
Beginning Gifts:
Gifts: Acid Talons, Bane Protector.
Tunnel Totem:
Totem: Tommyknocker. This obscure
Incarna - a face of Kirijama, the Hidden Foe (see W20 Stereotypes
Book of the Wyrm)
Wyrm) - appears to any prospective Buried, Old Worlders:
Worlders: “So unwilling to take on new truths, they
staging a reenactment of the Vision Crawl. She is led abandon the Wyrm which created us - but we have returned to
away from the Run along Passages revealed to her by it.”
Tommyknocker’s inviting but ever-distant gold eyes and
rhythmic wall-tapping, eventually emerging near Malfeas New Worlders:
Worlders: “We build bridges as well as any of
itself. At this juncture, she finally catches up with him, them. Without us, the Black Spirals would have gone extinct
and he becomes her Totem while ‘enlightening’ the centuries ago.”
Moldwarp that the Wyrm truly didn’t change, but Gaia Eastern Tunnel:
Tunnel: “If they think they’re making progress
and the rest of the Triat did, and that it is the real victim against the Wyrm, then all goes as intended.”
Chapter Two: On the Nature of Moles 47
Gazers of the Deep:
Deep: “Keep looking for the Wyrm, little decisions on what to do with their fallen kin. Thegns
ones, and when you hear a knocking against the cavern walls offer their services to perform a Thing of Salvation, but
beneath his cry, you will have found him.” some Setts have openly allowed their Abominations to
try and serve out their time in duty to Gaia, to great
Investigators: “Not many of their kind join our Tunnel,
Investigators:
protest from Earls outside them.
their masters see to that sure enough. Not much lost, if you ask
me.” Sobriquets:: Bugbears, Wyrstan-Sceatha.
Sobriquets
Kruipmolle: “Their diligence is admirable, but that
Kruipmolle: Appearance:: Baoganes look similar to how they
Appearance
much decay hidden in their land will be easy to exploit; we just did in life, save for their fangs being unnaturally long
need to find them.” even for vampires. In Crinos form, these fangs splay out
either side of their face to resemble the curved tusks of
Itjaritjari:: “You think what you do is in service of Gaia
Itjaritjari Gaia?”
?” a boar, and sometimes punch through the flesh of their
Galemy:: “The Wyld is a broken shadow of its former self.
Galemy gums and lips. The fur of all forms - even Homid hair -
To take on its ways is to betray the world to endless suffering.” becomes permanently sharp, coarse, and patchy, again
Baoganes: “Why do they not all join us? Those pitiful few
Baoganes: similar to that of a boar.
who try to cling to their former lives are doomed without the Kinfolk & Territory:
Territory: Baoganes do not return to
Wyrm’s embrace.” their Burrows and Setts following the Embrace for two
reasons, the first being that bringing a Burrow and all its
Baoganes Sceatha to the attention of certain vampires can easily
lead to its complete and utter destruction. Secondly, the
Possibly the most horrific thing for a Moldwarp to
corruption of the human aspect of the weremole’s mind
come across is a Baogane, a weremole who has suffered
creates an uncontrollable instinct for self-preservation,
the wretched fate of succumbing to the ‘Embrace’ of a
which holds the creature back from her Labour,
vampire. Only compounding the horror and shame is
inevitable cleansing, and certain death.
the knowledge that many Breeds are ordinarily resistant
to transformation into the undead, whereas Moldwarps Because of this, the majority of Baoganes - which
seem vulnerable. It is purely due to the presence of number a handful at any time - fall to Tommyknocker’s
their Wyrm still within their spirits that allows for these lure, often knowingly, finding some form of kinship
Abominations to exist with such relative ease. Baoganes amongst the Buried and Black Spirals. Others either
often spend their unlives trapped within cleansing quickly find destruction or live lonely, feral unlives
chambers, awaiting rehabilitation that may never come beneath the earth, never again seeing the light of the
without their much-sought-after destruction. Many are moon, let alone the sun.
granted the Thing of Salvation, though some willing Tunnel Totem:
Totem: Bugbears are not a Tunnel even
penitents are denied even that. in the loose sense that the Buried are, and lose their
Their kind first appeared to Moldwarps from the Tunnel Totems during the Embrace. Because of this
Passages between England and Ireland which cross abandonment, it is far easier for Tommyknocker to
through the Isle of Mann. They crawled out onto the manipulate a Baogane’s mind than that of a Gaian
coasts and were quickly accosted by Moldwarps and Moldwarp.
Fianna alike. Naturally, those taken by Moldwarps Character Creation:
Creation: There is little rhyme or reason
were placed in cleansing chambers, whereas the Fianna for the creation of a Baogane; to Moldwarp eyes, at least,
immediately slew any they found. Records from these the vampire bites without purpose. The Moldwarp’s
cleansing attempts say that, as living Moldwarps, the Breed, Warren, and former Tunnel all dictate her past.
original Bugbears were murdered by ‘the Pard’ - believed
to be a mythical creature featured in medieval bestiaries Faults
- and subsequently became what they were, and Like the Buried, Baoganes retain their former Faults
furthermore could not be cleansed without fully dying. and gain two additional Faults. If a Baogane is adopted
The existence of a Baogane poses burning questions by Tommyknocker, she also gains the Buried Tunnels
to her Sett. Should she receive an honourable Final Fault as normal.
Death and be given over to Gaia? Should she be put Clan Curse:
Curse: As a vampire, Baoganes are subject to
through arduous cleansing in the small hope it works? the various weaknesses of their tainted blood. These
Or, more dubiously, should she be allowed to serve the fall outside the scope of Faults and this book, and may
Burrow eternally? Setts who are unfortunate enough be drawn from Vampire: The Masquerade or invented
to lose one of their own to a Leech make their own by the Storyteller if rules from that game are not in use.
48 Moldwarps
The Endless Death: Volume One also expands and Galemy: “How are we so different? If these Wyld-taken
Galemy:
further details these Curses. are given representation by Moldwarps, why aren’t we?”
Creatures of the Dark:
Dark: Soil does not merely cling Buried:: “Is that what we are all destined to become? I
Buried
to the fur and skin of a Bugbear as it would to any other pray to Gaia it is not so.”
subterranean creature, but latches on with supernatural
power, reflecting the earth’s desire to see such a monster
dead and buried. Over the space of but a few nights, the
Ronin Moldwarps
Unlike werewolves, who may have any number
Moldwarp may become so covered in filth and earthen
of reasons for being cast out from their Tribe and
debris that her size and shape cannot be discerned.
wander alone, Moldwarps are staunchly duty-bound
System:: Each night spent underground for any
System once a Tunnel’s Totem accepts them. Occasionally a
significant time, the Baogane loses one point of weremole seeks to forge his own path through life, to
Appearance due to the gathering detritus. When the find unorthodox methods of cleansing, or to work on
Attribute drops below 0 it rises again to its previous level the burial of those who die far from any Burrow. Even
but as Abhorrence, a replacement Attribute used only in these circumstances, they are not rejected as Garou
for intimidation purposes. Each level of which subtracts so easily are, and if their elders see their adventures as
dice from any non-intimidating Social rolls on a one-for- judicious, they are happily repatriated with the Rite of
one basis. If the Storyteller owns Clanbook: Gargoyles Reunion.
or The Endless Death: Volume One, One, expanded rules for
The exception to this rule are Ronin Moldwarps
Abhorrence can be found in those books.
who have broken the Rules of the Run far too often
As the Baogane becomes caked in dirt, she to learn from their actions. Such profligate souls are
can spend an hour performing intense cleaning to shamed, forced to denounce their old life entirely
remove one level of Abhorrence or regain one level (name and all), and be cast from Moldwarp society
of Appearance, up to the original maximum of forever. Most simply head out into Otherland to cleanse
Appearance. and bury in the most dire conditions they can find,
Beginning Gifts and Disciplines:
Disciplines: The undead eventually dying with some scrap of honour remaining
weremole holds on to any Gifts she had in life. If using to them in death.
Vampire: The Masquerade,
Masquerade, she also has access to the Mechanically, Ronin Moldwarps possess no Renown
Disciplines of her Sire’s Clan or Bloodline; otherwise and may not learn any Tunnel Gifts unless barters and
she has access to Gifts appropriate to vampires. bargains are made with willing teachers, though they do
not suffer any Faults. Naturally, if they are repatriated,
Stereotypes this state of being ends.

The Lord of the Run


Old Worlders:
Worlders: “They hate us, pure and simple. We see
no kinship here, but at least we know where we stand.”
New Worlders:
Worlders: “Some of their kind see past the divide
The Lord of the Run is the supreme title granted
between us, but only enough to lock us away rather than calling
to the only Moldwarp physically and spiritually capable
the Thegns.”
of reaching the sixth Rank. For any to ascend this high
Eastern Tunnel:
Tunnel: “Officially they oppose us, but they is for her to be granted the highest honour imaginable,
surely look away if we are willing to side-by-side with them.” as it is the paramount position in Moldwarp society,
Gazers of the Deep:
Deep: “The greatest chances for gained only through Mole’s direct blessing. The Lord
acceptance are amongst the Gazers. Some even allow us to is given undying respect by children of Mole the world
travel with them.” over as the Totem’s representative, whether they be
Moldwarp, Kinfolk, or simply natural moles; even other
Investigators: “Fear them, for they care little for
Investigators: Fera of amenable stances naturally defer to the Lord of
Moldwarps of Fera, and they certainly care even less for us.” the Run.
Kruipmolle: “Black Tooth has dragged our kind through
Kruipmolle: Becoming Lord of the Run comes with several
the mud by associating with corrupt Laibon. The Gardeners important responsibilities: defending Run’s End against
will never trust us now.” any incursions with her life; overseeing each and every
Itjaritjari: “They treat us all as worse than Sceatha, even
Itjaritjari: Renown Ritual undertaken within Run’s End, making
when we seek redemption. Who are they to judge us for a fate her personally known to almost all higher ranking
we never chose?” Moldwarps on Earth; maintaining a constant check
Chapter Two: On the Nature of Moles 49
on the duties of her subordinate Sanctii, Scriveins,
and Thegns, to ensure the safety and wellbeing of the
Moldwarp Breed as a whole; and keeping account of
important Setts’ effectiveness and needs, coordinating
with the Orders and other local Setts if certain ones
require additional support.

The Three Orders


Aside from the central hierarchy of Lord of the
Run, Earl, and Foreman, Moldwarp society includes
three Orders with highly specialised roles which
exempt their members from ordinary authority and
responsibilities. These are the Orders of Sanctii,
Scriveins, and Thegns. Each major Sett has one of
each Order in residence, though they do not answer
solely to the Earls. A large minority of Order-belonging
Moldwarps remain stationed at Run’s End, awaiting an
assignment whether temporary or permanent. Many
say that the Orders arose as Hills prior to the Eruption.
Though this does hold some weight, the direction of
a weremole towards one of the Orders is commonly
ordained by Mole herself, whereas Hills are purely a
personal choice of political association.
At the head of the Orders, working in direct service
of the Lord of the Run, are the High Sanctus, Scrivein,
and Thegn. They are appointed by their predecessors
from among those holding the offices beneath them,
on commendation for consistently high achievement
and great dedication. If they should prove as talented
in all areas as they are in just one, they would likely
be headed for the Lord’s position, but as it is they are
solely masters of their particular fields. In addition to
overseeing and coordinating their subordinates, it is
perhaps the chief duty of the heads of each Order to test
would-be new Lords of the Run for eligibility during the
Althing, though they may cast no votes once the worthy
candidates are found.

Sanctii
The High Sanctus is usually a very old weremole of
the Tracker or Architect Warren, who contrarily forsakes
the relatively new path set out by her Breed in favour of
their original duty to Gaia - or even the Balance Wyrm
- of maintaining the world’s cycle of life and death
through the processing and proper burial of the dead.
She acts as a direct emissary to Mole, a questioner to the
Lord, and a figurehead to all Moldwarps.
As repositories of the living history of their Breed,
the Sanctii of Run’s End serve to remind those in
attendance of what Moldwarps once were and should
strive to someday be again, once the current mess that
50 Moldwarps
the world finds itself in is sorted out. Even then, this solemn duty must be performed with a
Outside Run’s End, Sanctii live similarly to Bone War Mattock; using claws or non-sanctified weapons is
Gnawer Garou, surviving on the streets in the mess and frowned upon among the Order, though not proscribed.
filth while processing human waste and worldly death
with joyous songs in their hearts. They take regular
pilgrimages into the Fungal Forest of Run’s End, for the
representation of the eternal cycle found in them is a
pure and holy sight to behold and contemplate.
RULES OF THE RUN
Scriveins
All Moldwarps, irrespective of which Tunnel or
Chamber they belong to, are expected to follow the
The High Scrivein is the master of spiritual matters, Rules of the Run laid down by Mole herself after she
often drawn from the Breed’s greatest Trackers and led the Breed away from the Wyrm’s service. Any that
Cleansers, and has free reign to pursue any means of continuously choose to flout the Rules may never be
purifying Sceatha available to them. This frequently allowed to return to their Burrow as they will be marked
leads the High Scrivein to study and practice the magics as a traitor.
of other Fera, and even the sorcery of humans and • Keep the Run Secure.
Secure. A Moldwarp must never
other beings on occasion. Whenever she makes a new bring those outside of the Warp onto the Run.
discovery in the field of purification, she must share it A Sett Leader can allow any being from non-
with the Lord and issue waiting Scriveins to downline Moldwarp or Warpkin societies to enter their Dens
what has been found to as many Setts as possible. or Burrows, but only Moldwarps and Warpkin are
Sett-based Scrivens, meanwhile, watch over the physically allowed onto the Run. Those who do
spiritual sanctity of the Sett and particularly the Earls deliberately or negligently bring an outsider in are
themselves. If instances of Triatic corruption occur banished from the Burrow, while the outsider might
within, the Scrivein must report it to both the High be sent with them, imprisoned, or occasionally
Scrivein and the Sett’s Thegn. Given a large enough destroyed depending on their nature.
body of evidence, contingents of both Orders descend
• Protect Sceatha from Harm.
Harm. Never harm a
on the Burrow and cleanse it.
Triatically-tainted individual or item inside a
Thegns Burrow, above ground or below, and keep those
who would wish to harm it away. Sceatha are not
The High Thegn is sadly necessary in Run’s End of sound mind and so do not deserve unnecessary
due to the frequent breaches in the furthest points of harm, irrespective of their most vile actions;
the realm on the part of Malfean entities. She must be a only once they are cured are they to be judged as
master of combat with the ability to seal Umbral access independent beings by the rest of the world. If that
points accidentally or maliciously excavated between judgment is death, then they must be returned
Run’s End and Malfeas or other corrupted realms. to Gaia without delay. Destroying befouled
All Thegns train to skilfully wield War Mattocks, artefacts out of hand, meanwhile, is wasteful and
Tools designed to cleanse a struck target in death. The disrespectful of their already-violated spirits. Any
Thegns stationed in Run’s End are in constant contact mole who destroys a Sceatha without her life or that
with Earls in an ‘on-call’ arrangement. Any Burrow of another being directly threatened is likely to be
that has been overwhelmed by fomori, Garou, or any found wanting.
other enemies receives a relief force of Thegns, usually • Aid the Cousins.
Cousins. Never forget the duties of other
including a Labour of Diggers. Once inside the Burrow, Fera and aid them whenever possible and to every
they destroy each and every non-Moldwarp being found extent which does not break the other Rules. Killing
there until the Burrow is either lost or saved. Sceatha with the Garou, allowing Ratkin to travel
As a precaution against such extreme measures to Run’s End, or showing the Moldwarp Burrows to
being necessary, many Setts have a resident Thegn, other Breeds’ Kinfolk all fall outside of the realms
who bears the distinction of being the only weremole of acceptable aid.
allowed to kill Sceatha without acting in defiance of the
Earls, regardless of their wishes or her precise Rank;
of course, she is still accountable to the High Thegn,
though strictly speaking not to the Lord of the Run.
Chapter Two: On the Nature of Moles 51
Setts Labours
As the duty of Gaia’s jailers suggests, Moldwarp Labours, small groups of Moldwarps dedicated to
Setts operate with prison-like routine, security, and a particular occupation, are usually solely dedicated
efficiency. Each Moldwarp knows her duty and more to one or two Warrens, unlike the Garou who ideally
often than not is quietly fulfilled by it. The Earls who prefer their Packs to encompass an example of all of
stand at the head of each Sett are usually very stern with their Auspices. For example, there might be a Digging
individual Moldwarps, though rarely unfair, since their Labour of Architects and Diggers which dedicates its
Breed’s belief in correction and reform over draconian working time to expanding the Burrow; a Hunting
punishment applies just as much to their own. They Labour of Trackers and Cleansers that spends more time
also keep a firm eye on the Sceatha in their custody above ground rooting out Sceatha; a Battle Labour of
while making sure those weremoles and Kinfolk under Wardens and Diggers charged to engage and invaders of
their supervision are safe, content, and productive. The a Burrow, or more rarely to prosecute aggression against
average Sett has around thirty members and accepts enemies; or a Purification Labour of Cleansers and
members of any Tunnel with open arms, though it is Wardens which never leaves its blighted captives’ sides,
up to the individual to bring members of her Tunnel’s continually ensuring their containment, survival, and
kinfolk species into the Burrow if needed. cleansing.

Earls Foremen
These powerful Moldwarps have risen to co-lead These are the Moldwarps in charge of an entire
their respective Burrows by showing high levels of skill Labour, which they oversee and keep in check. The
in all relevant areas. While they both maintain morale Underland or Overland Earl, as appropriate, regularly
within a Sett, settle disputes between weremoles, and receives updates regarding the progress of each Labour
issue and supervise the work undertaken by their through its Foreman, be it solely in charge of extending
subjects, the two Earls of each Sett are distinguished by the Burrow below ground, cleansing specific Sceatha, or
ruling over either Underland or Overland. political engagement with the surface world. Progressing
from her first Foreman post, a Moldwarp may attempt
Underland Earls, naturally, have remit over a Sett’s
to take command of other, more influential Labours of
Burrow and all that occurs there. They have as much
the Sett, eventually aiming for the position of Earl or
responsibility to the wellbeing of Sceatha as they do the
joining one of the Orders.
Moldwarps within their Sett, and if one is destroyed
without due cause within the Burrow, the Underland
Earl must investigate. Overland Earls, who in almost all
cases are Trackers or Wardens, have the responsibilities
Hills
As the Garou seek companionship with one another
of keeping surface-operating Moldwarps safe and not only by Sept and Auspice, but under the unifying
accounted for, watching over human Kinfolk, keeping organisation of their tribal Camps, so too do Moldwarps
the Burrow from being detected, and reintroducing often seek camaraderie in global collectives they refer
cleansed Sceatha back to Gaia. to as Hills. Due to the nature of Moldwarp society,
Aside from the heads of the three Orders, the Earls and the precise place for each weremole within a Sett,
are second only to the Lord of the Run. When the office involvement within a Hill is rare on an individual level.
of Lord falls vacant for whatever reason, all available It is far more common to find an entire Sett who largely
Earls meet at a grand gathering at Run’s End called the belong to the same Hill, rather than an eclectic mix of
Althing. There, they elect an individual amongst their contrasting points of view. Hills commonly focus on
number who stands down as Earl and becomes the new one primary aspect of the Breed’s duty to Gaia above
Lord of the Run. If any two Earls fall into a dispute - the others. This can produce tension when a Moldwarp
more often than not the Overland and Underland Earls follows a Hill foreign to her Settmates, making her
of a particular Sett - the Lord of the Run has the final somewhat of a pariah at best or harshly disciplined at
say on the issue. worst, depending on how well she balances her loyalties.

52 Moldwarps
momentous event for Fera the world over, and likely
Apes’ Redeemers redeem the Moldwarps in the eyes of many.
Believing that most Garou are Wyrm-tainted and
somehow hiding this fact from even the greatest of
Moldwarp senses may be an extreme viewpoint, but
Things
In Moldwarp society, times of great ceremony
far from a rare one; believing that humanity itself is and celebration are called Things. A Thing is called to
so Weaver-tainted that all of mankind is in need of mark significant occasions and usually all Moldwarps
cleansing is a whole further level. Apes’ Redeemers hold and Kinfolk are gathered to celebrate as one, usually
both of these as gospel truths, amongst other radical followed by contests, merry making, feasting, and most
views, and act upon them with every breath. Redeemers importantly the granting of Renown. Tales tell that
take humans in direct service to the Weaver, or with before the War of Rage, Things used to be held in
strong behavioural traits in its favour, and attempt to honour of the achievements of other Breeds’ members
cleanse them through a mixture of psychological abuse, too, with all Fera being welcomed to a Burrow, but those
isolation, and repurposed rites. Freethinking Moldwarps days are past. Even if an Earl were confident enough in
shun this Hill’s ideals as quite beyond the pale, but the integrity of her guests, most Fera wouldn’t pay such
Redeemers hold up examples of humans who have been an invitation any heed.
forced into bestial states of primitive regression, the
Weaver’s hold utterly stripped away, as evidence that
their methods are in fact effective.
The Althing
At the time when a new Lord is to be elected, an
Plague Doctors Althing is called at Run’s End. Though grander and
longer, the Althing is a more solemn affair than a typical
Moldwarps who learn their Breed’s history well Thing. During this time the prospective new Lord is
are reviled by the actions of Ratkin, at the sheer weight set a task by each Order head while being studied by an
of death caused by their plagues across the world. assembly of Earls from around the world and numerous
Only a few, however, are galvanised to rid the world other guest attendees. If these tests are passed, the Lord
of such catastrophic swathes of death forever. The is crowned and given his place in the Body of Death to
Hill naming themselves the Plague Doctors have long serve his term. This is followed by a feast of Consumer
braved pestilent areas, treating rampant disease before it Worms and a journey through the Fungal Forest, at the
claims too many victims. Some elder weremoles worry end of which the new Lord delivers her first decrees.
that these actions reflect the Galemy, but the Doctors
highlight the cooperation between themselves and
certain open-minded Gurahl as proof that they are in
Thing of Deliverance
More akin to the Garou’s Sacred Hunt than the
fact only there to help.
orderly Things ordinarily performed by weremoles. All
Young Worlders Moldwarps present tap their claws quickly against the
earth to symbolise the patter of rain while the ritemaster
The Hill of Young Worlders has always been one sprinkles fresh stream water at the centre of the circle. A
of idealists and visionaries, emerging in the late 17th Consumer Worm spirit bursts up from the earth, its size
century England as a response to the second great is directly related to the collection of Moldwarps, and
plague. A single, small Labour learned of the existence it starts writing through the earth, lashing at dirt and
of not only fallen Fera such as Black Spiral Dancers, seeking corrupt Essence to consume. This is where the
but of the remnants of extinct Breeds still hanging Moldwarps consume the creature whole, gaining Gaia’s
onto life as Wyrmish pawns, notably the Skull Pigs. power in the sacrifice of its spirit.
From these discoveries they set about resurrecting fallen
Breeds by cleansing examples of their Fera and Kinfolk, Thing of the Hill
subsequently setting up endangered breeding programs. Meetings of Hills are undertaken in clandestine
Down the centuries, numerous close failures and settings - unique areas of Otherland, caverns deep in
false successes have rocked the Hill, but the Young the earth, and subway and sewer networks. This isn’t
Worlders have never lost faith. Most recently, their focus primarily for privacy, but because Things of the Hill
has shifted to capturing Skull Pigs and their Kinfolk are usually highly involved, complex, and susceptible to
and attempting to cleanse them in multiple separate interruption. In many ways like the meetings of human
Burrows. If this should prove successful it will be a secret societies, members of a Hill from across vast
Chapter Two: On the Nature of Moles 53
distances gather at these events to discuss matters of refers to any region of the Umbra, from the Penumbra to
import for their particular goals. Malfeas (though it is typically used in the former sense).

Thing of Release Run’s End


Once a Sceatha is successfully cleansed, it becomes None alive today truly know what Run’s End is.
the focal figure of a Thing of Release. The Foreman Prevailing theories claim that it was the original heart
responsible for its rehabilitation performs the Rite of the Wyrm before the Destroyer fell; some hold that it
of Release, while her Labour each lay hands on the is a section of Malfeas itself, separated and cleansed in
subject in turn, chanting amongst one another. The the name of Gaia; and others still state that it is the site
Thing honours the figure or object and prepares it for of a fourth member of the so-called Triat, gestating in
the world, while also celebrating the achievement of preparation to usurp the Wyrm, Weaver, and Wyld, and
cleansing. create balance in one final act of cosmic assumption.

Thing of Salvation Regardless of the realm’s ancient origins or


true purpose, it is evidently a place of the Balance
The final hope for Sceatha who wish to return to Wyrm where death and decay occur, but peacefully
Gaia’s cycle is the Thing of Salvation, which necessitates and purely. This peace, however, is maintained only
what humans would call ritualistic suicide. Usually, only by the avid cleansing of its space by high-ranking
Thegns perform Things of Salvation, though some Earls Moldwarps, making it a nigh-impenetrable refuge
prefer to conduct them personally. The Sceatha must be of solemn deathliness suspended between zones of
willing to succumb to Gaia’s influence, at which point total corruption. Only by travelling along the Run, or
they are taken into a Den and guided into meditation. traversing the turbulent dimensions held up by Run’s
At the peak of this meditation the Sceatha becomes End to eventually find a border between worlds, may
surrounded by a manifestation of Gaian power - a mist, a being enter this place of pure, tranquil death. All is
a glow, or the gentle resounding heartbeat of the world. not quite as it should be, of course, for vicious battles
When this essence appears, the ritemaster executes the constantly rage at the borders of Run’s End - borders
Sceatha and returns it to Gaia’s final embrace. that lead directly to such benighted places as Malfeas,

Thing of Station the Atrocity Realm, and the Low Umbra.


The geography of Run’s End is reminiscent of an
When a Moldwarp has developed her skills well ancient Mayan jungle, at the heart of which stands a
enough to be taken into an Order and has interest colossal obsidian temple to the Balance Wyrm, the
in joining it, the Order descends upon the Burrow structure in which the Lord of the Run resides beside
to arrange the Thing of Station. The Thing involves his High Scrivein, Sanctus, and Thegn. This temple,
differing actions depending on the Order: decoration in the Body of Death, plays host to any great debate waged
ancient ceremonial garments for a Sanctus, the creation by high-Ranking Moldwarps, including each and every
of a fresh War Mattock for a Thegn, or recitation of the Althing. Around the Body of Death stretches the Fungal
Moldwarps’ living history for a Scrivein. All of these Forest, with mycelial growths a hundred metres tall
ceremonies are performed before a shrine of Mole in stretching as far as the eye can see, generating natural
whatever face suits the inductee’s Tunnel. luminescences of deep purple, dark red, and ochre

Underland, Overland
green.
From the unseen roof of the realm slowly descend
Moldwarps see and feel the Umbral pressure of all manner of remains - of humans, animals, plants, and
reality in a way no other Fera do, to which end they even concepts, hopes, and dreams long forgotten - like
have a clear distinction between the surface world of the snowflakes, landing gently atop the fungal canopy to
Skinlands, the subterranean Skinlands, and the various be slowly digested. A fine film of red, brown, and green
realms hidden within the Umbra. The surface is referred covers the undergrowth, having seeped down from the
to as Overland, the domain of other Fera and mankind, mushroom caps high above. Amongst these fungi are
an area generally avoided by weremoles outside of found equally decomposed but animate carrion beasts
hunting for Sceatha. Underland refers to any area below of all varieties lapping up the rotting fluids: insects,
ground though still within the Skinlands, primarily corvids, and Consumer Worms as long and thick as oak
Burrows and the many miles of mundane passages trunks winding amongst the mushroom stumps, soaking
created to ease travel through it. Finally, Otherland in the decay.
54 Moldwarps
Despite its dire aspect, the fear of death for any At the highest levels of a Burrow are the natural
being present in the Fungal Forest is simply absent; subterranean routes leading to locations of interest in
the fact that death comes for all is readily apparent, both Overland and Underland. Kinfolk and Fera invited
but comes as a comfort. Though not part of the into the Burrow are free to use the various subterranean
Underworld proper, the Forest is a manifestation of routes and even the less important Passages. Especially
final rest. From the gentle dripping of corpse-fluid to the innovative Moldwarps have been known to lay spirit-
slow undulation of the Consumer Worms, there is no stuff tracks for specially-built carts to travel, transporting
violation or undue destruction in this Forest, only the Moldwarps to where they are needed at even greater
equalising end of all things. speed. Experiments in Umbral trains and monorails
Indeed, all beings who enter Run’s End begin have so far failed due to the prohibitively high quantities
decaying almost immediately; only those with some of Gnosis needed to run them and the suspicious nature
form of supernatural regeneration, or whose protection of many spirits towards such unconventional modes of
has been specifically petitioned for, may withstand it. travel.

The Run
Equally, the Body of Death allows only full-blooded
Moldwarps to enter, with instant death and rapid
decomposition coming to all others. At their core, the branches of the Run are no
The furthest edge of the Fungal Forest presents a different from Passages and in turn Moon Bridges. This
visitor with one of two sights - either a border onto a said, the sheer Gnosis reserves needed to create a branch
tainted realm, meticulously maintained by a regiment of of the Run means that generally only fifth- or sixth-Rank
hardened Wardens and Diggers, or the Obsidian Reach. Moldwarps may even attempt it. Due to its very nature,
At the Obsidian Reach, young and old Moldwarps it is impossible to simply enter Run’s End by accident or
alike dig to find something that they believe will bring through little effort, and thus any Passages which do lead
them renown and acclaim, with no actual promise there are both highly prized and vehemently defended
that anything lies beneath. The Obsidian Reach was and maintained. Generally speaking, all powerful Dens
actually discovered by the Gazers of the Deep during have a branch of the Run connecting to them, while
their very first visit. The Reach is infinitely high and minor Setts must prove their worth and responsibility
wide and consists of solid obsidian, which naturally is before their Burrow and its Den may be linked to the
almost unbreakable by Moldwarp standards. The stone Run. Other Fera are almost never given a chance to
itself bears the scratch marks and gouges of generations enter the Run, with exclusions such as the fabled Great-
of claws trying to breach its shell. Beyond the stone’s Grandfather of the Gurahl, who has been given leave
infinite blackness, it has been told, are beings swept to hibernate within the Moldwarps’ vast but enclosed
up in a storm mocking those who try to reach them, Umbral domain.
lands of shining cyclopean architecture, and even the
resting bodies of mighty but unborn giants. Such claims Otherland is as important to Moldwarps as the
are overlooked by all but the Gazers, but this does not Umbra is to any other shapeshifters save the Nuwisha.
prevent adventurers from ceaselessly trying to breach Weremoles see the barriers between worlds in quite
this inky vault. a literal sense, such that all travel between here and
there must be facilitated by clawing through the earth
Burrows and Dens itself whilst also ripping Otherland asunder, creating
Passages as they do. To Moldwarps, the idea of ‘stepping
For the most part, Moldwarps dwell in Underland
sideways’ with the simple touch of a glistening pool
constructions called Burrows, the equivalent to a
makes little sense; it is to cheat reality itself at best and
Caern’s Bawn in the sense of a sacred and secure
to wound the earth at worst. Many Setts have their own
physical space. The core of any Burrow is its Den, the
world maps which clearly define the Passages which need
heart of Gnosis by which its Totem is sustained and
to be travelled in order to pass from Overland to the
cleansing facilitated, which more closely matches the
Spirit Wilds, or straight onto the Run itself. As such,
true definition of a Caern. From this central hub lead
Moldwarps do not use Moon Bridges to travel between
the Burrow’s range of Passages, lined with shrines to the
Caerns. Though still respecting her as the Mother’s
ancestors and totems, and a plethora of Tools to ensure
safe travel. The most sacred of these is the Passage which Sister, Luna has little role in their existence. Instead,
opens onto the Run, the only method of entering Run’s they use permanent Passages which provide access
End or returning from there, though not all Burrows are through Otherland just as Moon Bridges do.
blessed with one.
Chapter Two: On the Nature of Moles 55
it belongs, since each of the three may corrupt with
The Triat its influence. Changelings, creatures of dream made
manifest, are truly fallen to the Wyld and are easily
Moldwarps know the Triat in much the same way identified as Sceatha even by inexperienced Trackers,
other Fera do, though their perspective deviates sharply even though many Fera would regard them favourably
from most. They know that the Weaver corrupted the as remnants (however twisted and reduced) of a better
Wyrm and forced it into a maddened state like her time. Conversely, Ananasi are typically seen as subject
own, and that only by rehabilitating the Wyrm from to the Weaver, the Wyrm, of a terrible marriage of
this madness can the desired nature of the world be both, but the only ones who have known time in a
restored. Despite this, Moldwarps still hold dearly to the cleansing chamber are the truly fallen Antara and
notion that they are yet in service to ‘their Wyrm’ - the those who have succumbed to Dronedom.
true Balance Wyrm. They strive to aid corrupted beings Moldwarps who sense anything other than a
and to bring any instance of Triatic madness back into moderately Gaian essence in something may declare
line with Gaia’s will, rather than destroy it out of hand, it Sceatha. From there, if the target is being reported
wasting Her sacred work and losing out on potential to a Sett, the specific Triat member responsible for
allies. Such a bold aim, however, makes them mistrusted the target’s fall must be determined. Finally, the
or hated by many. target’s description and the severity of its fall must

Totems be defined. For example, a changeling would be


identified as a Wyld-touched human Sceatha, whereas
Moldwarps acknowledge a hierarchy of great spirits a fomor is Wyrm-fallen but still human (or possibly
to which they give service. First and foremost is Gaia, animal). Moldwarps always attempt to cleanse Sceatha
followed shortly by the Balance Wyrm, whom they still regardless of which member of the Triat has tainted
praise as their greatest guide, and finally there is Mole, them. Even if a Sceatha is destroyed as a result of
the Totem Incarna one who bore the first Moldwarp being cleansed, it is still returned to the natural cycle,
litter and risked herself to redeem what she could of the which it would not be if given destruction alone; an
Wyrm before it was totally lost. Mole does not give her exception to this is the Thing of Salvation, which
patronage to other Fera in any of her many faces; she achieves purification through the willing acceptance of
simply sends for the Earth Burrowers, a collection of death (see page 54).
54).
personae which act in her stead. To Mole, Moldwarps
are the one true Breed who can redeem the Wyrm, and
no other will do.
Other subterranean Totems such as Groundhog,
Meerkat, and even Worm provide support to Labours in
their efforts. Some Totems, however, will never be taken
by Moldwarps due to their particular appetites, such as
Owl, Snake, and Weasel. Mother Bear and Ursa Minor
still show weremoles favour from time to time, but their
Bans are often far more demanding than those placed
on the shoulders of their own.

Sceatha
The term ‘Sceatha’ is unique to Moldwarps
among the Fera, one derived from the Anglo-Saxon
with as broad meanings as ‘criminal’ and ‘wound’. It
stands as a catch-all term for tangible things subject to
the unbalanced Triat’s touch. A Sceatha may be any
individual or object corrupted by any of the Wyld,
Weaver, or Wyrm. Many beings which other Breeds
would not expect to fall into such a classification are
counted, and yet others that would be presumed to
be firmly within it are discounted entirely. Classifying
Sceatha begins with the specific Triatic force to which
56 Moldwarps
Chapter Three:
Of Moles
and Men
I’m always beneath you, but nothing is beneath me!
—The Underminer, The Incredibles

The creation of a Moldwarp, as with any


shapeshifter, begins long before conception. The Tunnel
where a weremole hails from dictates greatly how his
Character Creation
life is shaped. He may live a life of bloody struggle more Below are the points that each Rank of Moldwarp
akin to Garou than most, among the Eastern Tunnel; is given to use during initial character creation, as
discussed in W20 from page 112. Note that Talpids
or he may be destined for the gentler but less settled life
above the Rank of Cliath must spend base Ability points
of a New Worlder, frequently rubbing shoulders with
on only permitted Abilities (see page 31)
31) equal to 13 in
humans and other Fera. From there, Breed - ultimately their Primary category, 9 in their Secondary category,
decided, naturally, by the weremole’s parents - goes on to and 5 in their Tertiary category. Pup and Cliath Talpids
decide fundamental aspects of his spirit and behaviour. may not use these points to purchase non-permitted
Finally, the Moldwarp is given his Warren by Mole Abilities at all. Freebie Point spending is unaffected.
to determine how best the young Pup might serve his
Sett. A weremole’s Warren may be as varied as their Rank
Tunnel; he might be taken in deep below ground, where
competition, exploration, and brutal strength are key, Pup
or barely step onto the Run at all before undergoing the Attributes:: 6/4/3
Attributes
First Change, binding him to the surface world. Abilities: 9/5/3 (may not raise any above 3 with
Abilities:
these points)
Backgrounds:: 3
Backgrounds
Gifts:: 0
Gifts
Willpower:: 4
Willpower
Chapter Three: Of Moles and Men 57
Rage:: 0
Rage Rage:: According to Warren +3
Rage
Gnosis:: According to Breed
Gnosis Gnosis:: According to Breed +3
Gnosis
Freebie Points:
Points: 10 (may not spend on Gifts or Rage) Freebie Points:
Points: 30

Cliath Paragon
Attributes:: 7/5/3
Attributes Attributes:: 12/9/6
Attributes
Abilities: 13/9/5 (may not raise any above 3 with
Abilities: Abilities:: 25/17/13
Abilities
these points) Backgrounds:: 20
Backgrounds
Backgrounds:: 5
Backgrounds Gifts:: 12 (including starting Gift choices)
Gifts
Gifts:: 3 (from starting Gift choices)
Gifts Willpower:: 9
Willpower
Willpower:: 5
Willpower Rage:: According to Warren +4
Rage
Rage:: According to Warren
Rage Gnosis:: According to Breed +4
Gnosis
Gnosis:: According to Breed
Gnosis Freebie Points:
Points: 35

Breed
Freebie Points:
Points: 15

Fostern
Attributes:: 8/6/4
Attributes Homid
Abilities: 15/11/7 (may not raise any above 4 with
Abilities: Human-born Moldwarps have a subtle and delicate
these points) connection to the world’s natural cycles and greatly
lack Gnosis. Nonetheless, they are the most capable of
Backgrounds:: 8
Backgrounds representing Moldwarp interests in human society and
Gifts:: 5 (including starting Gift choices)
Gifts on the surface generally They also have particular Gifts
which do not come easily to the other Breeds, Gifts
Willpower:: 6
Willpower
which aid greatly in construction, tactical planning, and
Rage:: According to Warren +1
Rage social espionage.
Gnosis:: According to Breed +1
Gnosis Beginning Gnosis:
Gnosis: 1
Freebie Points:
Points: 20 Beginning Gifts:
Gifts: Apecraft’s Blessing, Escape Route,
Athro Making Do, Mole Paws, Worker’s Musk.

Attributes:: 9/7/5
Attributes Metis
Abilities: 18/13/9 (may not raise any above 4 with
Abilities: Suspended precariously between man and mole,
these points) Metis may draw on more Gnosis than their Homid
siblings, and often enjoy strange Gifts. Their roles are
Backgrounds:: 12
Backgrounds
usually best served in the main body of a Den, where
Gifts:: 7 (including starting Gift choices)
Gifts surface and subterranean concerns mingle. Metis wield
Willpower:: 7
Willpower Gifts designed to alter the world around them on a
physical level, spending their formative years raised in
Rage:: According to Warren +2
Rage
a Burrow leads them to helping out with maintenance
Gnosis:: According to Breed +2
Gnosis and domestic chores.
Freebie Points:
Points: 25 Beginning Gnosis:
Gnosis: 3

Elder Beginning Gifts:


Gifts: Create Element, Mineralist, Rat
Head, Soil Supper, What Lies Beneath.
Attributes:: 10/8/6
Attributes
Abilities:: 21/15/11
Abilities Talpid
Backgrounds:: 16
Backgrounds Those born of moles spend their lives burrowing
through Gaia, thus gaining an innately deep link to the
Gifts:: 9 (including starting Gift choices)
Gifts Great Mother. As suits their origins, the underground
Willpower:: 8
Willpower world is their natural and most familiar arena. Even
58 Moldwarps
before their Vision Crawl, mole-born Moldwarps find Where Cleansers are the good cops, the Wardens are
themselves digging into Passages laid down by their Fera their counterparts, expected to keep Sceatha in line
siblings seemingly by accident. by any means necessary for them to be successfully
Beginning Gnosis:
Gnosis: 5 rehabilitated. They embody force, conviction, and
authority, and are granted Gifts which reflect such
Beginning Gifts:
Gifts: Mountain Out of a Molehill, qualities in order to contain and recover the corrupted.
Shovelling Paws, Shroud, Substituted Senses, Taste of
Rotten Meat. Advantages:: +1 to Leadership, Etiquette, and
Advantages
Rituals.
Warren Beginning Rage: 2

Tracker Beginning Renown: Ferocity 1, Innovation 1, and


Obligation 1.
The most pleasing face of Moldwarp culture is the
Tracker Warren. Unparalleled hunters by any other Beginning Gifts:
Gifts: Burrow Guard, Enemy Ways, Give
name, the Trackers scour Overland in search of people, them an Inch, Mercy, Stand Strong.
objects, and beasts, touched by the Triat. A Burrow’s
Trackers are expected to be as skilled in social matters as
Architect
they are at stalking through thick underbrush or dimly- The further down through Otherland a weremole
lit car parks, and know subtle Gifts to aid them in these digs during their Vision Crawl, the less familiar with
duties. the surface he becomes, and so the Architects are born.
The Burrow itself is an Architects’ sole focus, such that
Advantages:: +1 to Streetwise, Stealth, and Enigmas.
Advantages
they care little for Sceatha or burying the dead. Instead,
Beginning Rage:
Rage: 3 devising and constructing unique cleansing chambers
Beginning Renown:
Renown: 3 points in any arrangement. and Passages makes members of this Warren tick. They
have analytical minds overlaid with boundless creativity,
Beginning Gifts:
Gifts: Pliny’s Observation, Scent of
all channelled through Gifts used to reshape Underland
Running Water, Sense Primal Nature, Triatic Kinship,
and Otherland around them.
Wyrm Spit.
Advantages: +1 to Alertness, Crafts, and
Advantages:
Cleanser Technology.
Those of the Cleanser Warren strive to emulate the Beginning Rage:
Rage: 2
motherly aspect of Gaia in all that they do. Calm and
Beginning Renown:
Renown: Obligation 3.
considerate, their lot is to cure the fallen, correcting
their spiritual bearing and keeping them healthy during Beginning Gifts:
Gifts: Conserve Resources, Integrity,
their stay in the Den. Sadly, despite their caring natures, Intercom, Site Scouting, Stonesight.
Cleansers make for arguably the worst weremoles to act
as the face of a Sett while interacting with other Fera. Digger
Speaking of tainted beings as patients needing treatment Only a handful of Overland-dwellers are
wins few friends in the wider shapeshifter community, unfortunate enough to witness a Moldwarp Digger
and Cleansers find it difficult to adjust to the more in the flesh. Powerful, fearless, and unrestrained by
punitive mindset broadly shared by most Fera. concerns of subtlety, a Digger’s role is to expand the
Advantages: +1 to Primal-Urge, Animal-Ken, and
Advantages: Burrow as needed, discover new Dens to expand into,
Medicine. and hunt the strange beings that dwell throughout the
lowest places of Underland and Otherland. Diggers
Beginning Rage:
Rage: 1 have a wide range of Gifts, granting them greater
Beginning Renown:
Renown: Innovation 3. sensory capacities, indomitable strength, and innate
Beginning Gifts:
Gifts: Cleansing Balm, Mother’s Touch, orienteering.
Spirit Speech, Summon Consumer Worm, The Straight Advantages:: +1 to Athletics, Survival, and Occult.
Advantages
and Narrow. Beginning Rage:
Rage: 4
Warden Beginning Renown:
Renown: Ferocity 3.
The closest thing a Burrow has to a standing force of Beginning Gifts:
Gifts: Balance, Cave Dweller, Helping
warriors, Wardens are the least empathic of all Warrens. Hands, Root, Stony Ground.
Chapter Three: Of Moles and Men 59
progenitor Tunnel: an aquatic nature which binds its
Tunnel members to the fast-flowing, everchanging rivers which
reflect their protean inner selves perfectly.
Old World Tunnel Beginning Gifts:
Gifts: Death Flowers, Desman’s
Old Worlders still hold it to be true that theirs is Endurance, Etheric Transplant, Visions of Run’s End,
the dominant and superior Tunnel, the true scions of Weightless Flesh.
Mole whom all others should strive to emulate. This
is far from an unquestioned truth, and only remains Kruipmolle
propagated by the Tunnel’s refusal to change, which As a fresh Tunnel, Kruipmolle have a battle on
holds many Moldwarps back from their true potential. their hands to prove their worth amongst the more
The Old Worlds’ ways are tried and tested, however, a established ones. They have been conceived as the
number of their Gifts dating back to the first days,
new undertakers of Gaia, and their task is abundantly
Beginning Gifts:
Gifts: Call to Duty, Detectorist’s clear: to inter the mass of the dead, so that new life may
Intuition, Fissure, The Secret Ingredient, Still of the flourish. Death shines out to the Kruipmolle as a flame
Grave. to a moth, ever-alluring to them, and yet it is a force
New World Tunnel none may wield.
Beginning Gifts:
Gifts: Scent of the True Form, Spirit
The Tunnel of American weremoles are often
Snare.
considered immature and naive by most, including
the Fera they have regular contact with, not only their Itjaritjari
fellow Moldwarps. This common point of view is
made all the more evident by their Faults but despite The Itjarijari would appear to be an experiment on
these limitations, their kind flourish where the old Mole’s part - a fresh Tunnel given a glimpse of power
often fall short. Their Gifts serve to ease and dispel with no strict guidelines or direction to follow, but an
the social barriers and misunderstanding that obstruct apparently destructive purpose against other Fera. This
cooperation between both individuals and groups. makes life inside the Tunnel more like being part of a
clandestine organisation, being fed cryptic information
Beginning Gifts:
Gifts: Accurate Accounting, Brother’s
at arm’s length. Without being taught what is right or
Scent, Micro-Movements, Mound Digger’s Protection,
wrong by higher spiritual authorities, they are entrusted
Wanderer’s Boon.
to find the right path using their own judgement. They
Eastern Tunnel are vicious fighters and seekers of personal truth, with
Gifts to match.
The Eastern Tunnel is comprised of committed
soldiers, who seem to come from a bygone age when Beginning Gifts:
Gifts: Aura of Confidence, Crawling
the Triat could be best opposed through direct conflict. Order.
Elders and more pacifistic members of the Tunnel
seek to reclaim their lost Passages, in order to someday The Buried
regain the Tunnel’s lost seat of power within Moldwarp The Buried are Moldwarps who have followed the
culture and remove it from the shadow of the Old and Wyrm into madness rather than trying to draw it away
New Worlders. Younger weremoles of the East take on from that state, and it uses them as support troops in its
a brutal aspect similar to Garou, seeking out violence in battle against reality. By manipulating the ebb and flow
the hubris of youth. Naturally, their Gifts are centred of Umbral Pressure, it redirects the fallen weremoles to
around combat and purification through force. locations of its choosing, possibly to act in concert with
Beginning Gifts:
Gifts: Claustrophobic Clawing, Danger other Wyrm servants, or merely out of its own caprice.
Echoes, Martial Law, Non-Lethal, Spur Claws. With the Tunnel’s fate being utterly in the Wyrm’s
hands, its duties are inverted. They take things of Gaia
Galemy and twist them into creatures of the Wyrm by use of a
To the untrained eye, a Galemy can easily pass for a Defilement Chamber, their specific targets usually being
natural Moldwarp, but soon the truth worms its way to other Fera, with the addition of the occasional Kami.
the surface. Through supernatural senses, the Galemy Beginning Gifts:
Gifts: Acid Talons, Bane Protector.
show themselves to be utterly fallen to the Wyld, though
they hide it well. Death has lost its natural grasp upon
the former Chamber, but it retains an aspect of its lost
60 Moldwarps
Chamber Homid
Gazers of the Deep The human form of a Moldwarp is usually naturally
heavy, with excessive body hair and poor eyesight.
This Chamber’s Totem - Star-Nosed Mole - instils Their hands and feet are often disproportionately large
its members with a starry-eyed longing to seek out all compared to their small stature and otherwise short
that Gaia has to offer, regardless of their innate lack limbs, but for these physical shortfalls they make up
of vision. The Gazers rarely settle in one place or keep with greater levels of strength, health, smell, hearing,
static Burrows, instead taking a nomadic approach to and directional coordination. Moldwarps are known
their duty as they follow the song of the Wyrm’s soul in everywhere that moles naturally live - Asia, Europe,
and out of Otherland at will. They bring Sceatha into and North America - so they remain an ethnically
custody as and when they are found, either keeping diverse Breed, though there remains a large minority of
them sedated and shackled until they can be handed Caucasians, owing to their spiritual heartland being in
over to another Sett, or constructing mobile cleansing Western Europe.
chambers that perform the job within their chosen
Features:: None.
Features
mode of transport. Because of this behaviour, the
Gazers have been incorporated as the bounty hunters of
the Breed, with no sense of restraint or borders holding
Moleman
them back in their quest to find their Wyrm. Their The human body becomes much wider than
unparalleled perceptive Gifts serve them well in this normal, and gains a pointed muzzle, whisker-like facial
regard, though their ultimate purpose is to uncover the hair, pointed fingertips ending in sharp claws, and
hidden location of the Wyrm’s pure soul. shrunken eyes. In this form, Moldwarps may terrify
most people who see them up close and are also
Beginning Gifts:
Gifts: Echoed Message, Umbral Tether.
generally more wary, even resentful, of other beings’
Investigators presence. Moldwarps often fall back on this form
when they need to retrieve tainted beings from cities,
The Investigators are a Tunnel bound by the since it provides them increased physical and sensory
concessions of their Ancestors, yoked to the servitude capabilities (ignoring sight, which worsens further)
of ruling members of the Beast Courts in the hope of than in homid, while not being as easily identified as
eventually superseding their Breed and becoming an supernatural as other forms would be. In this form, they
equal force within the Courts. In exchange, they receive might be overlooked from a distance or in darkness, but
protection and patronage in their efforts to discover approaching humans sorely risks damaging the Veil.
whatever means exist to return Moldwarps to their
lost place of importance in the world. Though rejected Features: The Moldwarp gains the Short-Sighted
Features:
as heretics by Mole, they receive Gifts of disguise and Flaw but enjoys a -2 difficulty modifier to Stealth rolls in
discovery from other, more amenable spirits. crowded environments.

Beginning Gifts:
Gifts: Common Tools, Fatal Flaw. Crinos
Forms This form raises the already stocky Moldwarp into
a large amalgamation of mole and human standing at 7
feet tall and over 80 stone in weight, a hunched monster
Like all shapeshifters, Moldwarps can shift between
forms at will, though it is harder when they are too far which could never exist in the natural order of the
from natural soil. Because their Crinos forms do not surface world. Moldwarps in this form have long, lumpy,
inflict the Delirium at its full strength - as they did not and roughly conical heads, ending in twisted faces and
take part in the Impergium or other offences against sightless eyes (though their enhanced mundane senses
humankind - weremoles have to use stealth tactics and and array of supernatural ones make near-blindness
the environment around them while taking it. For irrelevant). Knife-like teeth protrude along the length
example, the Moleman form is usually only assumed of their muzzles and shovelling claws grow from each
amongst disfigured or highly dishevelled people, such clubbed hand. Their thick fur - the colour of which
as medical patients and homeless populations, while varies by Tunnel and region - provides warmth in Gaia’s
Eulipotyphla form is only taken in deep forest areas frozen reaches and added defence in battle.
so that they have the chance of being passed off as a Delirium:: Affects humans as though they have +2
Delirium
cryptids or other species. higher Willpower, to a maximum of 10.
Chapter Three: Of Moles and Men 61
Features:: The Moldwarp gains the Short-Sighted
Features
Flaw but his bite and claw attacks deal aggravated
damage and he gains a +1 bonus to the damage of his
Talpid
In Talpid form, the Moldwarp appears to be a
claw attacks.
slightly larger version of her Tunnel’s related species.
Eulipotyphla Humans quickly notice a lack of wariness from
Moldwarps in this form, but easily pass them off as
This form is a colossal, primaeval mole around the
normal animals. Deceptively quick and perceptive,
size of a large boar. Its incredible stamina makes it the
perfect form to hunt for Wyrm-taint deep below the Talpid forms allow a Moldwarp to scout far more
ground and building work alike. It is the chosen form efficiently.
of the bulk of construction Labours, which create the Features:: The Moldwarp gains the Blind Flaw but
Features
cleansing, birthing, and social chambers by troughing enjoys a -2 difficulty modifier on Athletics rolls made
the earth with the Eulipotyphla’s immense, brutal claws. in tight spaces (such as when using the Rat Head Gift),
While this form is clearly an unusual beast, humans who
plus a -1 difficulty modifier to rolls made when using
witness it do not automatically assume a supernatural
his claws to dig.
explanation but rather seek out the strange ‘Monster
Mole’ for a few months before the story passes.
In a bold but currently successful tactic, Surface
Earls sometimes use this form as a diversion to spread
the impression that the area around the Burrow is the
habitat of a rare and elusive species of mole, and thus
cannot be developed upon or even intruded upon by Moleman Crinos Eulipotyphla Talpid
humans and then rely on well-placed Kinfolk to ensure Str +2 Str +3 Str +2 -
that these stipulations are kept current. Dex +3 Dex +1 Dex +1 Dex +2
Delirium:: Affects humans as though they have +3
Delirium Per +2 Per +1 Per +2 Per +2
Willpower higher, to a maximum of 10. Stam +1 Stam +3 Stam +2 -
Features:: The Moldwarp gains the Blind Flaw but
Features Man -2 Man -3 Man -3 Man -3
enjoys a -2 difficulty modifier on rolls made when using App -2 App 0 App 0 App 0
his claws to dig.

62 Moldwarps
• Otherland [Digger] (3-4 miles beneath the
Traits surface, beneath Dens) - 5.
• The Body of Death (Run’s End) - 4.
Despite their origin as Wyrm-servants, the
stigma Moldwarps bear amongst other Fera for their
abandonment of the War of Rage, and the even greater
Weakness
derision reserved for them by Garou out of their narrow- One less obvious reason why many Fera believe that
minded view of the Wyrm, Moldwarps are Gaian to Moldwarps are actually a Fallen Breed is their aversion
the core. They possess the same inherent physical and not to silver or even gold, but to obsidian. Shut away
supernatural dimensions to them as other Fera do, from the twin lights of Overland at most times, they do
though some differ slightly due to their various dubious not serve Helios or Luna in any way besides granting
allegiances and behavioural traits. customary respect to Gaia’s siblings. On the other hand,
they do still serve the Balance Wyrm in all regards, and
Frenzy this becomes clear in their weakness. Obsidian, as well
as other stones of total darkness such as jet and onyx,
Moldwarps have the capacity to suffer both a violent
weaken and harm Moldwarps just as silver would Garou
Frenzy and a Fox Frenzy in equal measure, though for
or gold Corax. Even pitch-black examples of other
weremoles the risk of falling to Frenzy is far less likely
minerals such as diamond and opal have been shown, in
than that of their lupine cousins.
pure quantities, to produce the exact same effect.
The Thrall of the Wyrm, however, takes on a greater
Additionally, when a Moldwarp wears such a
significance for the children of the Balance Wyrm,
mineral and is thus cut off from Gnosis (in much
motivating them to orchestrate debased mockeries of
the same manner as a Garou wearing silver), she
their true purposes. Homids feel an insatiable urge to do
also loses any essence of being Gaian. To those with
what humans do best - invent - but this involves making
the appropriate senses, he possesses the bearing of a
rudimentary tools, clothes, and trinkets from the
Wyrmish thing, similar to that of an average Leech or
remains of the unfortunates who get in their way. Metis
mortal particularly exposed to Wyrm taint (but certainly
carefully dissect their victims, starting with a delicate
not to the extent of a Bane or Black Spiral Dancer).
flaying, followed by the removal of soft organs, muscle
When a Moldwarp is harmed by these minerals, his aura
tissue, and finally the separation of the skeletal structure,
falls to that of a fully-tainted being until such damage is
all laid before them in a mad but orderly design. Talpid
healed.
weremoles revolt against the inborn commandment to
bury the dead by digging through the bodies of the slain, System:: While a weremole is in contact with a
System
usually in breed form, launching viscera in all directions purely black mineral such as obsidian, his aura appears
and leaving nothing but molehills of piled gore in their to be Wyrm-touched, causing him to appear to Gifts
wake. such as Sense Wyrm. While he is suffering damage
from such a mineral, or has worn something made of
System:: Moldwarps require six successes on a Rage
System
it for longer than a lunar cycle, he is considered Wyrm
roll to frenzy, and seven to succumb to the Thrall of
tainted until he takes measures to heal the damage
the Wyrm. The difficulty of a Moldwarp’s frenzy roll
suffered or refrain from contact with the material. While
is tied to the Umbral pressure he is currently under,
a Moldwarp is considered Wyrm tainted, he suffers the
rather than the phase of the moon as with Garou, and
Thrall of the Wyrm when he would normally succumb
is likewise reduced by -1 if the Moldwarp’s Warren
to natural Frenzy and is prone to contact with the totem
corresponds with the current Umbral Pressure.
Tommyknocker (see page 72).72).
• Unland (over 1 mile above Earth’s surface or
below it underwater) - 10. Healing
• Overland [Tracker] (Earth’s surface) - 9. Moldwarps heal the exact same way as Garou.
• Upper Underland [Cleanser] (up to 1 mile The only exception to this is that while a Moldwarp
beneath the surface) - 8. resides within the Fungal Forest of Run’s End, they heal
• Middle Underland [Warden] (1-2 miles beneath aggravated damage as if it were Lethal Damage, whereas
the surface, above Dens) - 7. other Fera do not.

• Lower Underland [Architect] (2-3 miles beneath


the surface, at Den Level) - 6.
Chapter Three: Of Moles and Men 63
• Difficulty 7:
7: Ornate gardens, farmlands, canal
Gnosis beds.
Moldwarps have a range of methods of regaining • Difficulty 9:
9: The bed of a potted plant in an
Gnosis, differing from the ways of other shapeshifters. office building, the turf of a football stadium,
the cobbled stone of a subway system.
Meditation
Moldwarps may meditate in places of peaceful, Extended Digging Rules
natural death, such as graveyards or Dens. Meditation in Naturally, the most important activity in a
places unconnected to their Wyrm’s legacy, such as car weremole’s life is digging. For humans, digging by hand
parks or a Homid’s urban home, yields no Gnosis. To is difficult, and impossible with many types of material,
align themselves with the Balance Wyrm, they follow the whereas moles have evolved for that exact purpose but
same rules for meditation as given in W20
W20,, page 146. have far less strength and endurance. For weremoles,
Deliverance however, these contrasting limitations are eliminated
by the twinning of powerful claws with overwhelming
The Breed’s solemn equivalent of the Garou’s stamina.
Sacred Hunt, performed by summoning and devouring
a Consumer Worm; this follows the same fundamental System: To dig, the player must simply make an
process, again discussed on the same page as above. extended Strength + Athletics roll with a variable
difficulty (see below). The successes of this roll are
Digging Downwards then spent to achieve desired results, as per the chart
below. For each success spent in a category - distance,
Digging Downwards, a technique which even Pups width, stability, or the time taken - that category’s value
soon learn, is the process of tearing up Underland and improves by one step, going down the chart.
Otherland in one action so as to enter the Penumbra.
As Garou require a reflective surface to Step Sideways Difficulties
and Ratkin must be totally alone, Moldwarps must • Difficulty 6:
6: Soil or sand
physically dig into natural Gain earth. Attempts to dig
through completely man-made environments - such • Difficulty 7:
7: Clay or gravel
as ornate gardens, well-kept public parks, or sports • Difficulty 8:
8: Sedimentary Rock
stadiums - thickens the skin between worlds, presenting
• Difficulty 9:
9: Metamorphic Rock
even greater challenges. By contrast, some describe
the feeling of Digging Downwards through an ancient • Difficulty 10:
10: Igneous Rock
woodland as like slipping on an old, familiar glove.
Modifiers
System: The player rolls Primal-Urge while her
System:
character physically claws into the earth. If successful, he • Shovel (-1 to soil, sand, clay, or gravel
quickly sinks beneath and into Otherland. difficulties)

• Difficulty 3:
3: Ancient woodlands, vast deserts, • Sledgehammer or pickaxe (-1 to all types of rock
deep cavern systems difficulties)

• Difficulty 5:
5: Public parks, dilapidated sewer • Jackhammer (-2 to all types of rock difficulties)
systems, abandoned buildings.

Cost Distance Width Stability Time


Free 1 Foot ½ Feet Collapses after one Scene 1 hour
1 3 Feet 1 Foot Collapses after one day. 50 Minutes
2 9 Feet 3 Feet Permanent, Resists Strength 1 40 Minutes
3 18 Feet 5 Feet Permanent, Resists Strength 3 30 Minutes
4 30 fee 7 Feet Permanent, Resists Strength 6 20 Minutes
5 45 feet 9 Feet Permanent, Resists Strength 10 10 Minutes

64 Moldwarps
Renown
Returning from one of the Umbra’s most 7
dreaded places victorious.
Moldwarps (not to mention Grandmother Mole Fleeing from an opponent in a Fox Frenzy. -1
herself) hold scant regard for the Garou’s ideals of Neglecting to handle a Sceatha out of fear -3
Glory, Honour, and Wisdom, which they see as only for one’s own safety or purity.
ever leading to personal aggrandisement and not the Willingly fleeing from a weaker opponent. -5
true goal of all Fera - healing the Wyrm and saving
Gaia. Instead, they adhere to Ferocity, Innovation, and
Obligation. Ferocity is earned through fearless, decisive
Innovation
Despite their dedication to duty, Moldwarps are as a
action against minions of the corrupt Wyrm. Innovation
rule pragmatic over traditionalist, and value Innovation
represents making effective steps towards objectives and
as a means for finding whatever means work to their
unconventional solutions to problems, both preferably
end. Creative and effective methods of hunting and
with a sense of subtlety. Obligation centres around
capture often supply Innovation Renown. Trackers
determined, diligent effort in service to one’s Sett and
satisfy this, for example, by knitting themselves into
Tunnel, to Mole, and to Gaia.
human society, making strong connections with as
Ferocity many mundane and supernatural parties as possible
in order to locate Sceatha. Diggers are more direct in
Ferocity demands that Moldwarps be strong, their hunting methods, scratching through the earth
resilient, and courageous. For all their preference for until a breach into subterranean Pits can be found -
reform over destruction, there are times when direct occasionally breaking into such places as the Atrocity
conflict is necessary, and at those times there can be Realm, Abyss, or Malfeas by sheer accident - at which
no pause or commiseration. It is better than a dozen point they dive in, using the element of surprise to drag
Sceatha be lost than one of Mole’s own. Even outside of anything they can from the hellscape before it closes. Of
these extremes, Ferocity is needed to lend Trackers and course, there must be somewhere to safely keep these
Cleansers the drive to carry out their dangerous work. things, and construction efforts equally grant Innovation
Delving the deepest, most dangerous parts of the earth Renown. Architects follow Diggers as they tear chasms
in order to expand Dens and hunt the Wyrmspawn through the earth, from the chaos of which they carve
found there is one way of gaining Ferocity, as is brazenly out, all manner of habitats, communal rooms, storage
infiltrating a Pentex facility to kidnap a yet-human areas, cleansing chambers are formed for other moles to
executive so that he might be brought back from the make use of.
brink.
Creed of Innovation
Creed of Ferocity • I shall be judicious in my actions.
• I shall be unflinching before corruption.
• I shall follow the most effective method, not the
• I shall not hesitate to destroy when it is the only highest.
choice.
• I shall not be misguided by convention.
• I shall continue until the task is done, or I am.
• I shall keep the tradition alive, and encourage it
• I shall surrender nothing without a fight. to grow.
• I shall aid the Sett to the full, whenever it is • I shall serve the Grandmother as she requires,
needed of me. not as elders demand.
Ferocity Renown Awards Innovation Renown Awards
Sample Behaviour Award Sample Behaviour Award
Winning in combat, either formally or by 1 Showing personal initiative in successfully 1
utter dominance. completing a significant task.
Resisting frenzy when it is not called for. 2 Seeing fault in or a favourable alternative 2
Creating a powerful Bane Fetish or 3 to a given instruction.
bringing formidable Sceatha to heel. Proposing or putting in place new rules, 3
Removing a great blight from Gaia. 5 methods or traditions within a Burrow.

Chapter Three: Of Moles and Men 65


Creating a new Rite or powerful Fetish in 5 Shouldering a significant burden and even 3
the service of Mole. suffering harm to ensure something is
Helping cleanse a Sceatha through a new 7 done.
method after many other ways have failed. Interpreting the Sett’s needs before they 5
Sticking doggedly to rules and procedure -1 arise.
to the detriment of a plan or mission. Performing a great duty at Mole’s direct 7
Imposing your opinions, preferences, or -3 command.
standards upon others, regardless of their Shirking one’s given responsibilities. -1
circumstances. Abandoning one’s Labour or Sett. -3
Causing harm to a Den or the Run by -5 Defying the Rules of the Run or another -5
keeping to or reviving old ideals. commandment from Mole.

Obligation Rank
While some - traditionalist Garou among them -
While Moldwarps do not decorate themselves
might argue that Obligation and Innovation cannot be
with a profundity of titles as do some Breeds, they
held as equally important, the Moldwarps unreservedly do have practical use for hierarchy and thus, Rank.
disagree. To abandon duty for one’s own ideas is as Advancement up the Ranks is rewarded more for
abhorrent as allowing tradition to stifle them, and they long-term diligence than occasions of great heroism
see no contradiction in this; indeed, this paradigm has or cleverness, though tangible proofs of skill and
allowed the Breed to survive where others have fallen. dedication are nonetheless required to mark the Rites of
Obligation forms the solid base from which Ferocity Passage. For instance, a Cleanser who achieves little for
and Innovation can spring. It is granted for seeing to a year besides the impressive feat of restoring an entire
the regular, necessary tasks even if they win no personal Pit to purity is certainly recognised and celebrated,
glory. Cleansing duties, wherein Moldwarps gradually but stands less chance of advancement than one who
remove any influence of or connection to the corrupt demonstrates the capacity to cleanse several lesser
Wyrm - or any of the Triat - from Sceatha, often supply Sceatha each month, then makes her mark with the
Obligation Renown. Removing corpses from the surface completion of a greater goal.
(which would otherwise decompose, rot, and spread The structure of Ranks within a homid-dominated
corruption) and giving them back to Gaia through Sett is no different to the management structure of a
burial in soil is another, more commonplace means of large business, so much so that even Rites of Passage
accruing it. are often referred to as ‘promotions’. Some Burrows go
so far as to have leaderboards, similar in principle to
Creed of Obligation Garou displaying fomori skulls on pikes to boast of their
prowess, though Moldwarps invest far more time and
• I shall show dedication in my deeds.
effort creating displays of their performance. Superiors
• I shall maintain a pure world. set brisk challenges for potential promotees, occasionally
• I shall protect the Run’s End and the true without their knowledge, to test not only their worth
Wyrm, of a higher Rank, but their ability to adapt and cope in
uncertain situations.
• I shall always see the wisdom in the words of my
ancestors. Pup
• I shall bury the dead, and never burn them. It is a rare eventuality that a fresh Moldwarp enters
the Run without anyone witnessing their Vision Crawl,
Obligation Renown Awards and as such Foremen and Earls alike are expected to
Sample Behaviour Award remain everready to provide a Pup with her Rite of
Passage. Challenges for Pups are often intensely stressful
Regularly seeing to minor but necessary 1
in body and mind by human standards, yet no actual
tasks.
risk or danger is ever truly present. Because of the
Going above the call of duty to achieve 2 sheer contrast between life in Underland to that of the
something meaningful. Overland, Homid Pups must be made ready for the
66 Moldwarps
shift in lifestyle far faster than Gurahl Cubs or Bastet • Cleanser Challenges:
Challenges: Prepare a cleansing
Kits, while Metis and Talpids are held to the exact same chamber which surpasses its purpose.
standard. • Digger Challenges:
Challenges: Defend the Den from deep-
• Architect Challenges:
Challenges: Singlehandedly find and dwelling Wyrm creatures.
repair a deliberately-placed fault in a cleansing • Tracker Challenges:
Challenges: Lure a significant Sceatha
chamber. from its territory to somewhere it may be
• Cleanser Challenges:
Challenges: Safely dispose of a body contained.
with no prior warning. • Warden Challenges:
Challenges: Be able to account for
• Digger Challenges:
Challenges: Traverse utterly dark parts every Sceatha held in the Burrow.

Adren
of Underland alone and unaided, eventually
returning to the Den.
• Tracker Challenges:
Challenges: Locate a particular Most Adren are either currently Foremen, or
individual or item in a large Overland space previously have been but now serve in a more prestigious
such as a city district or area of woodland. Labour, or else are included among one Order or
• Warden Challenges:
Challenges: Break up a staged fight another. Very minor Setts might have an Adren as an
between a pair of Moldwarps. Earl, but the challenges and pressures of this position
soon lead either to failure or ascension to Athro.
Cliath • Architect Challenges:
Challenges: Remodel a large section
of a Burrow, greatly improving its efficiency and
Once a Pup is officially acknowledged as a full
security.
Moldwarp, following her Vision Crawl and first Rite
of Passage, she can be considered Cliath. The primary • Cleanser Challenges:
Challenges: Fully but efficiently
occupation of Cliath is aiding high-ranking weremoles cleanse a Sceatha, allowing it to be released or
in a variety of affairs relevant to her Warren, such repurposed in the shortest possible time.
as maintaining the integrity of cleansing chambers, • Digger Challenges:
Challenges: Lead the effort to clear
learning signs of Sceatha in human society, or simply subterranean foes from a potential area of
performing hard labour hundreds of metres down expansion.
Underland.
• Tracker Challenges:
Challenges: Identify the Sceatha
• Architect Challenges:
Challenges: Aid in a reconstruction responsible for a range of seemingly
of the Burrow. disconnected large scale acts.
• Cleanser Challenges:
Challenges: Create a batch of • Warden Challenges:
Challenges: Safely escort a Sceatha to
purifying Tools. the Burrow alone through perilous ground.
• Digger Challenges:
Challenges: Dig a significant ‘distance’
through the Umbra. Athro
• Tracker Challenges:
Challenges: Locate and study a Sceatha Only accomplished Moldwarps ever reach this
alone. Rank, and invariably hold positions of seniority:
Earls, Foremen of premier Labours, renowned Sanctii,
• Warden Challenges:
Challenges: Restrain an escaping
Scriveins, and Thegns - even at times the leaders of
Sceatha or recover a stolen one.
those Orders. By virtue of Rank alone, an Athro also
Fostern commands significant informal power outside her
specific remit, and may be entrusted with some of the
It is here that Moldwarps take on major duties in Breed’s most difficult work.
a Burrow, when they are already being groomed for • Architect Challenges:
Challenges: Oversee constructing the
titles such as Foreman, Sanctus, Scrivein, or Thegn. A Burrow of a new Den.
Moldwarp of Fostern Rank still has a while to go before
she may reach such positions of authority, but has • Cleanser Challenges:
Challenges: Cleanse a fallen Fera.
nonetheless shown her quality in the eyes of the Sett • Digger Challenges:
Challenges: Discover a new area of
and Mole herself. Otherland.
• Architect Challenges:
Challenges: Innovatively expand a • Tracker Challenges:
Challenges: Uncover a wider network
Burrow or create a new variety of chamber. of multiple Sceatha, so that they might be
Chapter Three: Of Moles and Men 67
individually targeted for cleansing. order, to the young pup who wishes to see the world.
• Warden Challenges:
Challenges: Quickly return a Burrow She does not show her true faces to other Fera, save for
of escaped Sceatha to their cleansing cells. a few right-minded Gurahl and, in times long past, some
Grondr; instead, she simply sends the Burrowers - a
Elder collection of her brood-spirits - in her place.

The truly honoured weremoles of Elder status are Grandmother Mole


almost always Earls of their respective Setts or in line Background Cost:
Cost: 6
for that position, and often go on to become candidates
for Lord of the Run if they continue along the path of Grandmother Mole is the crone-like reflection of
leadership. The heads of the three Orders are almost Mole which portrays her hardened ideals, her stubborn
always Elders, except in the most difficult times, and will, and her self-determinism. She is the least likely face
the Lord of the Run invariably so; if nothing else, the of Mole to be turned on other Fera, and even unlikely
challenges set to a prospective Lord would more than to patronise other Tunnels aside from the Old Worlders,
fully entitle any Moldwarp to this Rank. seeing all others as simply unworthy of her wisdom.
Grandmother Mole still holds that cleaning the world
• Architect Challenges:
Challenges: Repair or improve a of death is the true course for Moldwarps, and only
Den’s connection to Run’s End. inventive developments towards that end satisfy her.
• Cleanser Challenges:
Challenges: Purify a highly powerful She appears before her children as a child-sized bipedal
Bane. mole, adorned with spectacles, a darkened shall, and a
hand-carved walking stick.
• Digger Challenges:
Challenges: Seal a breach between Run’s
End and Malfeas. Individual Trait:
Trait: Followers of Grandmother Mole
gain +2 Etiquette and +1 Leadership.
• Tracker Challenges:
Challenges: Locate a Hive of Black
Spiral Dancers, a changeling Trod, or Weaverish Labour Trait:
Trait: Other Labours must make a
Web. Willpower roll (difficulty 8) in order to refuse requests or
commands issued by Grandmother Mole’s Labours.
• Warden Challenges:
Challenges: Take charge in preventing
a major breakout of Sceatha. Ban:: Disrespect of elders, authority, and orders
Ban
given in service to her and in turn Mole herself. Even
Paragon flagrant disrespect of Mole’s other faces runs the risk of
insulting Grandmother Mole.
Only a pawful of Moldwarps have ever reached
the title of Paragon, weremoles whose names and Pul’-Laqu-Whu, the Mound Digger
achievements are retold in legend. Paragons transcend
Background Cost:
Cost: 5
even the title of Lord of the Run, often holding the
position for a brief time only to move into yet grander Pul’-Laqu-Whu displays the nurturing motherly side
duties to Gaia in the worst and strangest corners of of Mole, loving her children as just that. Legends of the
reality, the likes of which common Moldwarps could Salish people - Moldwarp Kinfolk from the New World
scarcely even dream of. - account how the Mound Digger was once married to
Coyote, her balanced compassion offsetting his wild
• Architect Challenges:
Challenges: Reconstruct the Run. mischief. The marriage ended as Coyote’s laziness
• Cleanser Challenges:
Challenges: Purify the uncleansable. and vanity led him to strike out at the Mound Digger,
• Digger Challenges:
Challenges: Reclaim a Wyrmish realm of ending their partnership and causing her to flee, while
Otherland. staying close enough to watch over their children. She
makes sure her larder is stocked full, that her children
• Tracker Challenges:
Challenges: Take a Maeljin Incarna into might never starve, and that her Burrows are eternally
custody. warm and inviting for all to feel welcome.
• Warden Challenges:
Challenges: Bring peace to Fera kind. Individual Trait - Children of the Mound Digger feel

Totems
her compassion in all things, gaining +2 Empathy.
Labour Trait:
Trait: Labours of Pul’-Laqu-Whu may roll
Faces of Mole Intelligence + Empathy (difficulty 8) before collectively
playing host to any individual, in order to determine the
Mole spans a spectrum of personalities, from the exact comforts needed to make that individual feel safe
curmudgeonly old woman who expects respect and and at home.
68 Moldwarps
Ban:: The mistreatment of any of a lower Rank - or
Ban rooting out the fattest worms for their supper and thus
any weaker individual who seeks the weremole’s aid - learned to survive alone. Following the Eruption, Gaia
upsets Pul’-Laqu-Whu. Only by teaching the offended approached this face of Mother Mole and gave her a
party a Gift, Rite, or knowledge of great value to the Chamber of her own, with the commandment to “teach
recipient may she be satisfied once again. your children to find the Wyrm”. Star-Nosed Mole’s
naivety got the best of her, however; rather than hunting
Desman Wyrm taint she thought the Wyrm was in fact physically
Background Cost:
Cost: 6 lost somewhere.
The children of Desman are not extinct, but have Star-Nosed Mole appears as a megalithic mole whose
fallen utterly to an unexpected foe in the Wyld, and in nasal tendrils look more like a conflagration of writhing
turn, so has the totem. Before this, she was diligent tentacles than a natural sensory organ. She leads her
beyond compare, a face of Mole committed to the single children on a wild hunt through every corner of the
task of redeeming the Wyrm. That was an age ago, and world, hunting for something that may not even truly
the forces of the Wyld have crept into Desman’s spirit, exist - the lost Balance Wyrm.
changing her entirely beyond recognition. Her children Individual Trait:
Trait: Star-Nosed Mole’s children gain +1
are expected never to stop short of any means in this to all Perception rolls.
cause, including performing profane magics - both of Labour Trait:
Trait: By rolling Gnosis (difficulty 8) a child
Fera making and otherwise - and suppressing the very of Star-Nosed Mole may share a single sensation with
concept of death. She appears to those unfortunate a number of members of her Labour for each success
enough to bear witness to her as an amorphous entity rolled, regardless of the physical distance between them.
comprised of endless mammalian features, ever-
growing from within one another. Only those devoted Ban: The weremole may never ignore evidence of
Ban:
to Desman can perceive her words; to devotees of the Wyrm near him. If he detects Wyrmish presence or
Mole’s healthier faces, her words are merely screeched activity in any form, it must be investigated to its fullest.
incoherences. Shrew Mole
Individual Trait:
Trait: Desman’s brood are given a Background Cost:
Cost: 7
profane power; by spending 1 point of Gnosis and
having their target roll Stamina (difficulty 7), the child Shrew Mole was once the industrious face of
may replace lost health levels with a Physical Flaw with Mother Mole, the one to seek out new methods of
an equivalent cost to the amount of damage removed. cleansing, the one to create allegiances to last, the one
These Flaws may be healed as though they were amounts to drive the Breed forward in their duty. This was
of aggravated damage equal to their costs. before the War of Rage when her children were proud
members of the Fera in a time where every Breed was
Labour Trait:
Trait: Weremoles in a Labour dedicated to indebted to her brood. The War changed all of that;
Desman may perform their profane rite on one another the Totem and her children were disgraced, through
collectively, in which case the recipient adds a number their actions the children of many Totems were left
of additional dice to their Stamina rating equal to the undefended, and many Totem’s Caerns fell to Garou
number of Labourmates (to a maximum of +5). The predation or the assaults of the Wyrm.
Foreman of the Labour always pays this Gnosis cost, or
the Moldwarp of the next highest Rank if the Foreman The Shrew Mole of the modern-day is a warrior
figure, the only such Totem known to the Breed, for she
is the recipient.
is determined to redeem her children in the eyes of all
Ban:: Killing any individual or overlooking the
Ban Fera-kind and of Gaia Herself. Even though she more
welfare of someone close to death. commonly patronises her blood-children of the Eastern
Star-Nosed Mole Tunnel, it is not uncommon for Labours of Thegns
across the world to adopt her for spiritual support in
Background Cost:
Cost: 5 their many vicious battles. She appears as an oversized
Once Coyote had struck out against his wife, Pul’- Moldwarp in Crinos form, slicing her foes with long,
Laqu-Whu, he left in search of food with their children, slender talons and a slim but lengthy fur-lined tail.
the eldest of which was Star-Nosed Mole. The young Individual Trait:
Trait: Shrew Mole’s children are fearless,
pup searched for worms for she and her siblings to eat in for they must brave anything the Wyrm can muster to
the desolate winter months, while Coyote sat back and redeem her and the Breed’s honour. They gain a +2
sang Valiant war songs. She kept her siblings alive by difficulty modifier while rolling for Fox Frenzy.
Chapter Three: Of Moles and Men 69
Labour Trait:
Trait: While together, Labours of Shrew presence of ‘energy’ in this location for years to come.
Mole use the highest Rage and Gnosis ratings between 1,000 Corpses - Plants grow and mature quickly,
them all for Frenzy-related rolls. taking half of their regular time to grow, while the soil
Ban:: Shrew Mole retains the level head from her
Ban beneath fills with many fattened worms and maggots.
former state of being, and her children are above all The scent of the Balance Wyrm may be scented for
else still Moldwarps. Any weremole who harms a non- nearly a thousand metres, though other Fera feel the
Sceatha, except in self-defence or the defence of another, Gaian purity when inside the Bawn.
is cut off from Shrew Mole’s gifts. 10,000 Corpses - Verdant growth comes quickly in
Golden Mole these Caerns and carrion creatures thrive, worms and
beetles grow fat while fungi sprouts across the floor like
Background Cost:
Cost: 4 cobble paving. Things of Deliverance may be performed
Gaia elevated Golden Mole to her family along on Overland in these Caerns. The scent of the true
with Marsupial Mole following the Second Collapse, Wyrm can be smelt for up to a mile by supernatural
a spiritual promotion of great significance. In truth, senses.
Golden Mole has been made a stand-in for Desman, Ban: Golden Mole’s children must respectfully bury
Ban:
the great undertaker who has since fallen along with a sapient corpse every month, or an animal corpse every
her children. Golden Mole keeps herself busy and apart week, lest she loses interest in them.
from other spirits; she has been given a rare chance and
doesn’t deviate from making good on her end. She drags Marsupial Mole
the spiritual remains of creatures fallen in great hunts Background Cost:
Cost: 6
to Runs End, to fall upon the fungal forests and back
into the cycle. She has no eyes (nor any sockets), a large Marsupial Mole had lived separated from any
and extremely keen nose of darkest black, and a smooth Moldwarps for many ages before the Second Eruption
coat of fur shining with inner golden light. She can be and his subsequent ascension to Grandmother Mole’s
joyously diligent in her duty, or quietly introspective in brood. He is a dedicated digger and hunter who, having
her communications with Moldwarps. lived in sandy climates where passages collapse in
moments, has learned to never look back. Likewise, his
Individual Trait:
Trait: Dead bodies are half their natural children are led to take on such convictions in their own
weight to children of Golden Mole, the average human lives, keeping the mission ahead squarely in their vision
body weighing only 30 kilograms. - no matter how small it may be - and putting their all
Labour Trait:
Trait: Golden Mole has been given great into it.
responsibility, and she passes it on to Labours devoted Individual Trait:
Trait: Children of Marsupial Mole can
to her. Shared burial grounds of Golden Mole Labours lower their body temperature, allowing them to survive
gradually become surface-level Caerns of the Balance the glaring heat of a desert or rainforest without any
Wyrm. difficulty or dice pool penalties applied.
The sense of the Balanced Wyrm is akin to the Labour Trait:
Trait: All Labours of Marsupial Mole gain
soil of a damp forest, the cooling fur of a freshly-killed +2 to their Stamina, for they need all the help they
rabbit, or the close silence following a violent storm. It is can get to survive the extremes of Australia and the
palpable but unrecognisable to the supernatural senses inevitable confrontations with the Mokolé.
of all but Moldwarps and the most learned scholars of
the Wyrm’s pure state. Such Caerns gain additional Ban: Marsupial Mole expects his children to
Ban:
qualities based on how many corpses of sapient beings proceed like sure-aimed arrows towards their next
have been ritually interred at the site. target. Double guessing or physically turning tail from
their chosen course, save in the face of certain death or
1 Corpse - Moldwarps may meditate here to connect mortal injury, deeply disappoints Marsupial Mole.
with Mole and Gaia, though no noticeable effects come
about. Companions of Mole
10 Corpses - Regardless of the location, plant life There are many Totems who, while not actually
begins to grow in the Caern’s Bawn. being an aspect of Mole, have seen her cause as just
100 Corpses - The burial ground becomes a true and taken it upon themselves to serve her children as
Caern, the sense of the Balance Wyrm is plain for all part of her Brood. Such totems were once avatars of the
to experience. Even mortal spiritualists will feel the Balance Wyrm and have since assumed loyalty to Gaia,
70 Moldwarps
these include the living embodiment of death from the shape of lumpen shards, processed ingots, and
human culture and the spirit protecting the worms who masterfully worked items seemingly at random.
consume all dead. Individual Trait:
Trait: All followers of The Precious Ones
The Dead Man gain one free dot of Rage.
Labour Trait:
Trait: The Labour must choose either to
Background Cost:
Cost: 6
follow gold or silver. Gold means the Labour never
Humanity has always proliferated its faiths with falls into complete darkness, for the glow of sunlight
death deities, from Baron Cimitière to Maasaw, from illuminates their immediate surroundings when there
Yama to Veles. The Dead Man is hard but lively; he is no other Illumination to see well by. Silver means the
jokes and drinks, but his sense of humour bears a Labour may work for a week straight without requiring
distinctly morbid tone. To the Dead Man, death is but sleep at any point.
another stage in life to be enjoyed just as a birth or
Ban:: The Precious Ones demand loyalty and
Ban
wedding is celebrated. He encourages his children to
devotion, not flippant disrespect, neglect; misuse. Their
explore the concept of death fearlessly, and seek solace
children may never forge or own anything besides ornate
and even joy in its inevitability. The Dead Man chooses
pieces of craftsmanship decorated with silver or gold;
who is deserving of his patronage carefully, but when
sub-par work offends the avatars of Gaia’s siblings.
he does appear - dressed to impress in perfectly-tailored,
dark attire - he brings with him an icy chill and a dulling
of his surroundings, as all liveliness is drawn into him.
Earth
Background Cost:
Cost: 4
Individual Trait:
Trait: All children of The Dead Man
gain Deathsight, the ability to see when individuals are Gaia includes the physical planet itself and the many
close to death (equivalent to the Silent Strider Gift: biological cycles enacted upon it. Earth is but an aspect
Visions of Duat; see W20 pages 191-192). of Her - the soil, sand, and clay which makes up terra
firma. Loving and gentle, she revels in nursing gentle
Labour Trait:
Trait: Any Rage roll made to defy death of seeds to reach their true potential and gives safe haven
members of the Dead Man’s Labours gain a - 2 difficulty to the many creatures of the world.
modifier if the fellow Labour members provide the
promise of a sufficient sacrifice to the Totem (in his Individual Trait - All rolls made to dig into or
opinion; he favours fine food, drink, and drugs). Failing through soil or similar substances gain a -1 difficulty
to make this sacrifice within the next lunar month modifier as Earth makes way for her children’s passing.
counts as breaking the Ban. Labour Trait:
Trait: Sodden, rocky, or loose earth is
Ban:: Showing any fear of death loses the Dead
Ban never difficult going for Earth’s Labours, who never
Man’s respect instantly. To regain his favour, something suffer increased difficulty for rolls of Athletics or similar
far more death-defying than the cause of the original Abilities while in these environments.
slight must be undertaken. Ban:: To Earth, the idea of sleeping on an artificial
Ban
bed seems preposterous. She expects her children to lay
The Precious Ones on or within a safe earthen bed each and every night.
Background Cost:
Cost: 6 The Moldwarp must either sleep in a Burrow, out in a
natural environment or even on a dirt pile in his human
Luna and Helios are not limited to blessing Gaia’s
dwelling.
children from on high, for as all Fera know their power
is channelled through the precious metals of silver and
gold, respectively. These metals play host to the avatars
Worm
of these two Celestines; when found buried deep Background Cost:
Cost: 5
underground, they burn with the passion and rage felt Ever steadfast and devoted to its simple lot in the
by their heavenly patrons. world, Worm serves Gaia as one of the representatives
The Precious Ones, the embodiments of these of the Balance Wyrm in her care. Worm consumes
metals as a gestalt Totem, are intense in their emotions, the dead and converts them into nourishment for the
quick to anger and quicker to rush to their children’s next generation to thrive on. He is pure, honest, and
protection when they need and deserve it. When The performs his tasks with no expectation of reward or
Precious Ones manifest, they flow and swell like living honour.
rivers of either silver or gold. Frequent crystalline It is Worm who allows the Thing of Deliverance
growths form and dissipate within the flow, taking to take place; with his approval alone, Gnosis may be
Chapter Three: Of Moles and Men 71
gained from his Otherland servants. When he graces knocks from the other side, cries like a babe, or bays like
his children with his presence, he is often mistaken for a dying animal to lure the Moldwarp in. If the weremole
a mere Consumer Worm, giving the would-be hunter a travels too far, he is taken by Tommyknocker and enters
nasty surprise as he wriggles unharmed from his spirit - the Labyrinth, shedding his old Totem and taking him
but leaving the sought-for Gnosis behind, for he is not a anew and falling to the mad Wyrm in kind.
jealous spirit. Tommyknocker creeps through caverns and tunnels
Individual Trait:
Trait: If a child of Worm loses alike, lacking any true form, appearing as half-glimpsed
an appendage, that limb or digit still functions shadowy figures with no clear source, which draw
independently as it would normally. Additionally, the victims deeper beneath the ground and ever closer to
limb will reattach if it is secured in place within the death. These creep along the walls of mine shafts as they
same scene, and become entirely functional again by the follow their victims, enjoying their pain until the very
end of the scene. end. This Totem has no true form, His Buried children
Labour Trait:
Trait: No one recognises Worm’s efforts likewise lure careless innocents into travelling deep
in maintaining Gaia’s great work. He is all too often underground quite unwittingly, eventually leading them
overlooked and taken for granted, as are his children. to their ultimate demise or, far worse, a mouth to the
Labours of Worm gain -2 difficulty modifier to any Shattered Labyrinth.
roll to pass unnoticed be it using Stealth, Subterfuge, Individual Trait: All followers of Tommyknocker
Etiquette, or any other appropriate Ability. have the ability to inherently sense fractures in
Ban:: Worm despises the cooking of food; a
Ban cavernous structures that would lead to cave-ins with
seared steak or stewed apple is utterly repulsive to incautious movement - or the right encouragement.
him. Any food eaten by a child of Worm must be raw, Labour Trait:
Trait: Branded with obsidian or one of
unprocessed, and untreated in any way. Tommyknocker’s other favoured minerals, his bastards

Other Totems
bear an indelible mark of allegiance to the Wyrm. Other
Wyrm followers recognise this inherently, and must
At the Storyteller’s discretion, other Totems may make a Willpower roll (difficulty 8) in order to initiate
deign to provide patronage to Moldwarps, knowing that violence or aggression.
they are still Gaian regardless of their ancestors’ past Ban: While beneath the ground, Tommy’s Buried
failings. Generally, these would not be Totems of War, must never help any other individual - not Labourmates,
as Moldwarps have a certain reticence towards combat, not Black Spiral Dancers, and certainly not humans,
and any trials involved in adopting the Totem should be unless Tommy ordains it.
made far more gruelling than they would be for other
Breeds.
New Background -
Tommyknocker
Background Cost:
Cost: 5
Burrow
Few hold as much reverence and personal
There is one Totem feared by Moldwarps as much connection to their Caerns as Moldwarps; the majority
as it has been by the few mortals unfortunate enough of a Moldwarp’s time may well be spent in a Burrow,
to have known its menace. Gaian weremoles know very with little exposure to Overland. A Burrow is a place
little about this Totem, some see it as a face of Mole dedicated to the Balance Wyrm, Gaian tranquillity, and
that has followed the Wyrm into madness, while others Grandmother Mole herself. Each Burrow is occupied
believe it is an entity which simply takes advantage of by a group of Moldwarps known as a Sett, and if the
the weakness at the heart of all Moldwarps. It is not Burrow falls, so too does the Sett. Those kinfolk soon
even known if Tommyknocker was originally Gaian, to become Moldwarps more than likely spend time
though many weremoles believe that rehabilitating inside a Burrow before their transformation; only a
this great Wyrm Totem would cleanse the Breed of its small number of homids begin their Vision Crawls in
vulnerability to obsidian. While a Moldwarp is tainted Overland.
by contact with obsidian, Tommyknocker does his best
to lure him towards the Wyrm; at this point, it is often The Burrow Background dictates how large, secure,
already too late. The totem opens spiralling Passages and well-connected the Burrow the character lives in can
from wherever the weremole is through Otherworld, potentially be.
ultimately ending at an entrance to the Labyrinth. He * Ditch.
Ditch. This Burrow is small and unassuming,
72 Moldwarps
possibly freshly dug or under reconstruction following Moldwarps the world over find you to be an insult to the
a breakout. There is no connection to the Run, no Breed.
more than a single Labour managing it, and only one *** Marked.
Marked. Other Burrows may put up with your
functioning cleansing chamber at most. corruption, but you and your Sett are utterly rejected by
** Trench.
Trench. Though rarely recognised, the Burrow is Run’s End.
a respectable size, with two or three Labours and up to **** Brushed.
Brushed. You have luckily avoided most of
five cleansing chambers. Trenches are looked down upon the Wyld’s influence, bearing a minimal level of taint.
by some Moldwarps, and do not possess a branch of the Therefore, you are allowed to enter any other Burrows
Run, but are no less useful sites to Grandmother Mole’s and even Run’s End under supervision.
children.
***** Desman.
Desman. A throwback to the lost Desmana,
*** Mound.
Mound. The majority of the world’s Burrows are you are entirely pure and stable, with no Wyldish touch
Mounds like this one. Around ten cleansing chambers at all beyond the natural. You do not suffer from the
are found here, tended by three or four Labours, and Wyld Bearing Fault (see page 39),
39), but equally cannot
the Burrow can maintain a steady turnover of cleansed take any Gifts associated solely with the Galemy.
Sceatha. Mounds are connected to the Run, but not by
as great a branch as more founded Burrows. Earls of
Mound-based Setts are often invited to Althings but are Merits and Flaws
equally as likely to be overlooked. Moldwarps may take any Merits or Flaws used by
**** Ridge.
Ridge. Some Burrows outgrow the basic other Fera - including Garou - so long as they make
structure and expand their capacity for cleansing. With thematic sense for the Breed to do so. They also possess
expert digging and architecture, this Burrow has grown a small range all of their own which cover nuances of
to accommodate at least five Labours working with their own, for better or worse.
between fifteen and twenty cleansing chambers at a Rejected by Fetishes
time.
***** Peak.
Peak. You are part of one of the few major
(3-pt Supernatural Flaw)
Burrows, one with a strong and stable connection to the For some reason, you struggle to use Fetishes
Run. The Burrow may have more than twenty cleansing without the worst outcome arising: the release of the
chambers, and a contingent of as many as ten Labours at spirit powering it. Whenever you attempt to use a
any given time. Fetish, the spirit rears up within its material prison and
attempts an all-out break for freedom.

Galemy and the Pure- System:: The difficulty of all rolls made by spirits
System

Breed Background
within Fetishes used by yourself are lowered by -2 to a
minimum of 4.
Galemy do not have to take dots in the Pure Flouted Durance (4-pt Investigator
Breed Background, but the level at which they take the Social Flaw)
Background determines how other Moldwarps view
Investigators are forced to submit to servitude to
them.
one Breed within the Beast Courts following their
X - Gorgon.
Gorgon. You are utterly Wyld-tainted, as fallen Vision Crawl. You, however, have so flagrantly shirked
to it as any Gorgon, though you are not truly possessed this duty that they have rejected you and any who
by a Wyldling. Weremoles and other Fera do not interact with you.
acknowledge you as their own kind; only other Galemy,
System:: You may not take Allies, Contacts, or
System
the most far-gone Ratkin, and other Wyldish fanatics
Mentors who are fellow Investigators. Additionally,
may even associate with you.
you suffer a -2 dice pool penalty to Social rolls when
* Tainted.
Tainted. You are scarcely a step away from being interacting with members of your Tunnel.
totally corrupted by the Wyld. Though other Moldwarps
won’t try to cleanse you on sight, you are still not Buried Kinfolk (3-pt Buried or 6-pt
allowed to enter other Burrows and especially not the General Physical Flaw)
Run or Run’s End. By some strange defiance of Gaia’s will, you are one
** Infected.
Infected. Some Burrows may allow you to enter of the wretched creatures spawned by members of the
and interact with their Sett, but generally speaking, Buried Tunnel. Because of this degraded existence and
Chapter Three: Of Moles and Men 73
constant exposure to ambient Wyrmish influence, your System:: For both point costs, your Breed Form
System
Breed Form has been corrupted, making it impossible is naturally either Moleman (if you are Homid) or
for you to seek safety with mankind or natural moles. Eulipotyphla (if you are Talpid), and you may not
assume your ordinary Breed form.
For 3 points, you are already part of a Buried
community prior to your Vision Crawl, making the
mutation less damaging to your social life and your
inclusion in that Tunnel unavoidable.
For 6 points, your Vision Crawl led you straight to
a Gaian Burrow. Because of your form defect, you are
doomed to a life of neglect and suspicion as a member
of a still Gain Tunnel and you cannot hide the fact that
your ancestors are Buried; only diligence and duty can
offer you a chance at equality.

74 Moldwarps
Chapter Four:
Tools
of Mending
Moles have very keen hearing; even buried in the earth they can overhear
people talking, and will run away if they hear people talking about them.
— Pliny the Elder, Natural History

Gifts Breed Gifts


In Moldwarp society, Breed holds little sway in
As with all Moldwarp conventions, the learning
terms of the rights and responsibilities of an individual,
of Gifts is often undertaken with great efficiency by contrast with many Garou tribes who see the power
and following strict guidelines. More often than not of the wolf as superior to the Weaverishness of man
a weremole or entire Labour is required to know (or vice versa). Naturally, Talpid Gifts display their
certain Gifts, and must request permission to learn inherent industriousness, Homid Gifts cultivate a sense
additional Gifts from their superiors, typically an of belonging and strength below ground which would
Earl. The appropriate spirits or Moldwarp teachers are otherwise be lacking, and Metis embodies the core of
then brought in to provide formal education inside what it is to be Moldwarp.
a ‘teaching cavern’. The majority of Moldwarp Gifts
revolve around the earth, determining the nature and Homid Gifts
severity of Triatic taint, travel through the various lands, Despite being Moldwarp, Homids are at a handicap
and fulfilling the purpose of one’s Warren and Tunnel. beneath the ground; Talpids may be small and puny in
their Breed Forms, but their bodies are streamlined and
Note: Any Gift which specifically targets corpses or their senses honed for burrowing. With that in mind, it
dead bodies also affects the undead - vampires, Kuei-jin, is no surprise that Homid Gifts toughen the Moldwarp,
Embodied wraiths, and Risen - in the same way. If such change themselves and their surroundings to better suit
a living dead creature is targeted, it may negate the Gift’s their sheltered sensibilities, and bring to Underland
effects with a successful Stamina roll (difficulty equal to the innovation they have grown accustomed to above
5 + the Moldwarp’s Rank). ground.

Chapter Four: Means of Mending 75


• Apecraft’s Blessing (Level One) - As the Garou piece from the rock forming the Moldwarp Caerns.
Homid Gift (see W20 page 152). By plunging their paws into any stream headed away
• Escape Route (Level One) - It is one from the location of a mountainside or cave mouth,
thing taking the shape of a small and flexible mole the weremole may scoop up Gnosis in physical form.
underground, being able to fit through tight cracks and This substance, called Molestone, resembles smoky
low places, but Homids often find themselves with only quartz bathed in an effervescent haze. Despite its solid
one entrance and one exit in their Passages. By focusing appearance it is soft and malleable like clay, and is used
his intuition, the Moldwarp feels a push towards a viable by Fera in many ways. Spirits in service to the Precious
Ones (see page 72) teach this Gift.
exit he otherwise wouldn't have known. Cockroach or
rat spirits teach this Gift. System: The Moldwarp places his claws in the
stream and rolls Gnosis (difficulty 8), retrieving one
System: The Moldwarp spends one point of Rage
Molestone for every two successes rolled. If the roll is
while underground. He suddenly feels a pull in a specific
Botched, the stream's spirit rejects the weremole and will
direction which, after following it for a short time, will
never supply him with Molestones again. The same spot
lead him to a direct exit from his surroundings. The
can not be panned again until after the following full
route cannot be followed or even found again by the
cycle of the moon.
Moldwarp, unless another instance of this Gift is used.
Molestones may be kept on a Fera's person to
• Making Do (Level One) - Without this Gift,
draw temporary Gnosis from on a one-for-one basis.
Setts would struggle to supply their kinfolk with
Additionally, other Fera may craft Fetishes from
protective equipment - work boots, high-visibility jackets,
Molestones to permanently fuel them without using
or hard hats - in sufficient numbers for everyone to do spirits, requiring a number of Molestones equal to the
their part. Making Do allows a Moldwarp to provide Fetish’s Gnosis rating; Moldwarps, however, may never
equipment of whatever specifications only to have it use them to construct Tools.
resize and reshape to suit its recipient. Spirits of industry
teach this efficient Gift. Dens, Caerns, Glades, Wallows, and similar earthly
manifestations of Gaia may be created using collections
System: The Moldwarp must pass a piece of of Molestones, combining and consecrating ten stones
equipment to another - usually Kinfolk, but potentially per level of Caern's rating (see Caerns creation on W20
weremole - and roll Wits + Crafts. The base difficulty is pages 310-311) and piling the stones into a menhir in
6, used when adjusting equipment for small differences the centre of the area and performing the Rite of Caern
in shape and size which would merely cause discomfort. Creation.
For each significant difference in size - from a short
height to a tall one, and/or from a slight frame to an • Tunnel-Talk (Level Two) - As the Homid Gift:
ample one - increase the difficulty by 1. When adjusting Speech of the World (see W20 page 154).
equipment for different Moldwarp Forms, the difficulty • Whack-a-Mole (Level Two) - Weremoles do not
increases by 1 for each ‘step’ away the desired Form fight to kill, but fighting is often unavoidable regardless,
is. For example, altering from Homid to Moleman and Gifts must be made to ease the process. Whack-
is difficulty 7, to Crinos is 8, and so on; adjusting a-Mole lets a Moldwarp keep not only his stability in
from a Crinos base is difficulty 7 for Moleman and combat but that of his Labourmates too. Each time a
Eulipotyphla, and difficulty 8 for Homid and Talpid. weremole affected by this Gift would be knocked to the
With a successful roll, the equipment fits perfectly until ground, he simply rebounds back to his feet. Groundhog
it is taken off for any longer than an hour, at which or mole spirits teach this Gift.
point it reverts to its original state. System: The Moldwarp rolls Charisma + Brawl
• Mole Paws (Level One) - As the Bastet Homid (difficulty 7) before combat while spending a point
Gift: Cat Claws (see W20 Changing Breeds page 86). of Rage. A number of fellow weremoles equal to the
successes rolled may get back to their feet automatically,
• Worker's Musk (Level One) - As the Garou without using an action, if they are knocked prone. The
Homid Gift: Smell of Man (see W20 page 153). Gift lasts for the remainder of the scene.
• Breach (Level Two) - As the Decorated Sun • Stifle the Creator (Level Three) - Though the
Gift: Dragon Drill (see W20 Changing Breeds page Wyld is a far weaker threat to Gaia than the Wyrm or
150). Weaver currently are, it is still out of balance and cannot
• Panning for Gnosis (Level Two) - Subterranean help but create dangerously tainted things. With this
streams running through Dens erode Gnosis piece by Gift, a Moldwarp may stem the Wyld’s creative force by
76 Moldwarps
permanently opening a small space within his spirit for An earth elemental teaches this Gift.
it to flow and absorb into himself, rather than continue System: The Metis spends a point of Gnosis. With
to flow out again. Gaian spider spirits teach this Gift a successful roll he can guess at the composition of any
using their unique perspectives on the Weaver’s ways. mineral he lays his hands or paws on with a Perception
System: This Gift is permanent once Learned. It + Science roll (difficulty 6). The weremole does not need
is equivalent to the Metis Gift: Still the Consumer (see to have experienced the substance beforehand, and may,
page 78), but causes the Moldwarp to appear Wyldish for instance, determine the difference between diamond
and affects Wyld-based powers. and cubic zirconium as easily as between dirt and stone.
• Ears of the Mole (Level Three) - As the Lupus • Rat Head (Level One) - As the Metis Gift (see
Gift: Eyes of the Cat (see W20 page 157). W20 page 156).
• Made Like Clay (Level Three) - As the Garou • Soil Supper (Level One) - Though Moldwarps
Homid Gift: Reshape Object (see W20 page 154). usually accept Metis with open arms, this can't be taken
• All Things Great and Small (Level Four) - As for granted. Some Burrows and Setts see the infertility
the Garou Homid Gift: Body Shift (see W20 page 154). of Metis as a sign of the Wyrm’s influence, or at least a
weakness in terms of contributing to the Breed’s long-
• Spirit Ward (Level Four) - As the Garou Homid term future. With this, Mole Metis have managed to
Gift (see W20 page 155). derive sustenance from the soil of their homes when
• The Sternness of Grandmother Mole (Level overlooked by their fellow kin or otherwise isolated from
Five) - Mole is a stern protector of her grandchildren; food for short periods. A beetle or worm spirit teaches
she loves them, yes, but she cares for them more like this Gift.
a headmistress than a doting grandmother. She finds System: In times of starvation, the weremole can
Homids the most appropriate Breed to exercise such spend a point of Rage to force down enough rocks and
vigilant authority over Moles and encourage the more earth to fill his stomach. This is then digested as though
respectable aspects of the Breed to shine through. An it were a nutritional meal and sustains him. The Gift
avatar of Grandmother Mole herself, or one of her faces, may not be used repeatedly without actual food between
teaches this Gift. uses.
System: The Moldwarp's voice becomes permanently • What Lies Beneath (Level One) - The
irresistible to other weremoles. Human and mole weremole is bestowed with the ability to defend the
Kinfolk must obey what he says unless it goes strongly many entrances to his Burrow, from sewage tunnels to
against the Rules of the Run, the ethos of their Tunnel, forgotten church catacombs, by instilling a deep fear of
Burrow, Labour, Hill, or other group. Other Moldwarps Underland in human targets. A rattlesnake spirit teaches
must roll dice equal to their Rank at difficulty 6, plus this Gift.
1 for each Rank below the user they are, to ignore the
System: The weremole must release a low growl
Moldwarp’s instructions.
audible to the target, but can be in any form when
Metis Gifts he does so. The player then makes an opposed roll of
The propensity for Metis Gifts to manipulate form Charisma + Primal-Urge against the highest Willpower
and environment is not lost in Moldwarps by any means, out of a number of humans who hear him up to his
but even more present. Their Gifts adapt them to life permanent Rage (both at difficulty 6). This Gift can
alongside both Talpids and Homids while also giving be used on Kinfolk and other ‘supernatural’ humans,
them an upper paw over both Breeds through greater but the difficulty increases by two. What Lies Beneath
control of the earth around them. lasts for one day per success, during which time affected
humans must roll Willpower to enter any Underland
• Create Element (Level One) - As the Metis Gift environment. If the human does go underground, she
(see W20 page 155). loses three dice from all Mental and Social dice pools.
• Mineralist (Level One) - Metis of various • Burrow (Level Two) - As the Metis Gift (see
Warrens who are otherwise unoccupied are often put W20 page 156).
to work by Architects to help clear Digger debris and
prepare areas of Underland for construction, and this • Gas Leak (Level Two) - As the Bone Gnawers
Gift is the reason why. With it, the weremole makes Gift: Odious Aroma (see W20 page 175).
himself more useful by sending exactly the minerals • Sense Obsidian (Level Two) - As the Metis
required without having to examine them too intently. Gift: Sense Silver (see W20 page 156), except that the
Chapter Four: Means of Mending 77
weremole can sense the presence of Obsidian and other multiple Labours of Moldwarps to aid her child, but
blackened minerals in place of silver. what type of mole she sends varies. If the Metis needs
• Mantle (Level Two) - As the Get of Fenris Gift: martial support, she may send Itjarijari or Eastern
Troll Skin (see W20 page 181). Moldwarps to fight his enemies; if he is trapped or lost
she may send New or Old Worlders; and if he needs
• Reverberation (Level Three) - As the Metis assistance in his duty she may send Kruipmolle or, most
Gift: Mental Speech (see W20 page 157). rarely, the remnants of the Desmana. When they arrive,
• Strength of Gaia (Level Three) - As the Lupus the swarm of moles industriously complete the task for
Gift (see W20 page 160). their ward with no delay. An avatar of any of Mole’s
• Still the Consumer (Level Three) - By sacrificing faces can teach this Gift.
a portion of the weremole's mind and spirit, this Gift System: The player spends two points of Gnosis
imparts upon the Wyrm a modicum of clarity in its and rolls Charisma + Rituals (difficulty 7). The greater
death throes. Moldwarps who take on this responsibility, the number of successes, the more Labours appear.
usually only the High Sanctus or those looking to claim Each summoned Moldwarp receives a vision from
the position, are considered to be the highest inspiration Mole detailing what is required of them, and are
for all to bear witness to and protect with their lives. inherently motivated to meet that requirement. This
Spirits of seeds, grains, and shoots impart this Gift. Gift automatically fails if used frivolously, but still costs
System: This Gift is permanent once learned. The Gnosis, and even attempting to do so counts as breaking
Moldwarp takes on one incurable Derangement and the Ban of the Moldwarp’s Totem.
the essence of Wyrm taint, causing him to show up to
Sense Wyrm and similar Gifts and powers (though this
Talpid Gifts
does not attract Tommyknocker). In exchange for this Talpids, above the other Breeds, are one with the
martyrdom, the difficulty of performing any Wyrmish earth. They are born in it, hunt through it, rest safely
powers or abilities by any Sceatha (such as Black Spiral in its heart, and ultimately become one with it when
Dancer Gifts, Fomori powers, and Bane Charms) is their time comes. Digging, along with general activities
increased by +2 while in the Moldwarp's presence. beneath the ground, are inherently easier for Talpids,
but through the use of their Gifts such activities become
• Heart of the Mountain (Level Four) - As the trivial.
Get of Fenris Gift (see W20 page 181).
Note: Many of these Gifts involve the digging rules
• Turn Away the Masses (Level Four) - After given on page 64.
finding Sceatha territory out in the open, Moldwarps are
faced with the difficult task of keeping the area isolated • Mountain Out of a Molehill (Level One) - Mole
and preventing others from accessing it, lest the taint spirits possess a Charm of their own whereby they may
spread further and grow out of control. By placing a instantly create small molehills to unbalance or even to
field of Delirium over a tainted area, this Gift forces trap aggressors in their place. Talpid Moldwarps learned
humans not to enter it at all costs while the cleansing this Charm without even giving it much thought, and
commences. Skunk spirits teach this Gift. brought it to their efforts against Sceatha. Mole spirits
teach this Gift.
System: The Moldwarp must sacrifice one
permanent point of Rage to impart his own Delirium System: The weremole places his paws on the
effects upon the land in question. Once this is done, earth and rolls his Rage (difficulty 7). A molehill bursts
his Crinos form does not cause Delirium, but the up around a specific target within his reach, quickly
affected area does. Anything susceptible to Delirium enveloping her in the freshly exhumed ground one
who perceived the land directly suffers the effects that metre/three feet high and wide per success. To leave the
the weremole would otherwise cause in Crinos form. mound, the Sceatha must dig her way out.
The effect lasts for a number of weeks equal to his • Shovelling Paws (Level One) - Some Moldwarps
permanent Rage rating, or until he allows it to end. become jealous of their cousins' digging capabilities, and
• Sisterhood of Mole (Level Five) - Grandmother rather than spending precious time practising the art of
Mole, her many daughters, and her erstwhile son feel digging, they seek out this easy way to excel. With this
that Metis are their purest descendants, the ones who Gift, the weremole's paws become shovel-shaped, greatly
carry most of their divine essence. Because of this, the increasing his digging capabilities. A mole spirit teaches
Incarna gives those who learn this Gift her personal this gift.
protection when it is most needed. She always sends
78 Moldwarps
System: The weremole rolls Dexterity + Primal-
Urge (difficulty 7) while near a diggable substance. If Cost Discretion
successful, he may add a number of dice equal to the Free Sound only travels for four metres dis-
successes rolled to the dice pools of his digging rolls for tance before fading unless the digging is
the remainder of the scene. observed.
• Shroud (Level One) - As the Uktena Gift (see 1 Sound only travels for three metres dis-
W20 page 197). tance before fading unless the digging is
• Substituted Senses (Level One) - As the Lupus observed.
Gift: Heightened Senses (see W20 page 158). 2 Sound only travels for two metres dis-
• Taste of Rotten Meat (Level One) - Being tied tance before fading unless the digging is
with death, the weremole may force a target whom he observed.
has touched in the last hour to emulate the vile stench 3 Silent to all but a square metre/three foot
of rot. Carrion flies from miles around flock to her to radius unless the digging is observed.
lay maggots on her skin and bathe in the sweet stench. 4 Silent to all but those who know the dig-
Carnivorous plant spirits teach this Gift.
ging is happening.
System: The weremole rolls Gnosis (difficulty 6 5 Silent to even those who view the act.
for nearby targets, 7 for targets in other districts of a
city, 8 for targets in other cities, 9 for targets in nearby • Name the Spirit (Level Two) - As the Lupus
countries, and 10 for targets anywhere on Overland). If Gift (see W20 page 159).
successful, the target begins to stink of rot like a mobile • Scamper (Level Two) - As the Rodens Gift (see
carrion flower. This draws flies to the victim in great W20 Changing Breeds pages 187-188).
numbers, and effectively reduces all social attributes to • Blind (Level Three) - As the Roko Gift (see
0. The effect lasts for one hour for each success rolled. W20 Changing Breeds page 131).
• Agoraphobia (Level Two) - Many Talpids suffer • Constrict the Controller (Level Three) -
from agoraphobia due to their natural lot in life, making Scholars of the Weaver's efforts within Moldwarp society
exposure to the wide-open world a nerve-wracking have learned to confuse the great spirit, albeit at a severe
ordeal. With a bite, the Moldwarp may instil that fear - cost. By becoming a knot in the Weaver's great Web, the
whether he truly suffers from it or not - to a victim. It is weremole draws the power of stasis into his soul and
often used on Sceatha to better escort them down below. thus starves her servants of it. The spirit of magnets
A snail or hermit crab spirit teaches this Gift. teach this Gift.
System: The Moldwarp must cause at least one System: This Gift is permanent once learned. It
point of damage to his target with a bite and roll is equivalent to Still the Consumer (see page 78), but
Rage (difficulty equal to 5 + the victim's Stamina causes the Moldwarp to appear Weaverish and affects
rating) to impart the phobia. If successful, the victim Weaver-based powers.
gains a Phobia Derangement of the open surface and • Silence the Weaver (Level Three) - As the
strives to seek enclosed safety, taking the quickest Lupus Gift (see W20 page 160).
route underground if convenient. This differs from • Collapse the Barrow (Level Four) - As the
conventional agoraphobia in that a large underground White Howlers Gift (see Tribebook: White Howlers
space, such as a grand chamber within a Burrow, does page 66).
not affect its sufferers.
• Lawn Care Menace (Level Four) - The ornately
• Delicate Furrows (Level Two) - Entering the kept and rigidly organised presence of a suburban lawn
earth is easy for any weremole, but not discrete by any is often befallen by molehills, but not by accident, say
means. With this Gift the Mole can cut through the the Moldwarps; the humble builders of these mounds
earth’s flesh and enter Underland completely silently, are hitting back, in their small way, at the Weavers' work.
vanishing from an area as quietly as a mouse. A mouse Emulating their little cousins' efforts, Moldwarps with
spirit teaches this Gift. this Gift tear the Weaver's webs asunder whenever they
System: This Gift is permanent once learnt. The dig through lands dominated by her. Grasshopper and
digging rules (given on page 64) gain the following locust spirits teach this Gift.
additional category to spend successes on: System: By digging up the earth in a Weaver-tainted
Chapter Four: Means of Mending 79
area, spending a point of Gnosis, and rolling Gnosis speaker (depending on its volume).
(difficulty 6), a Moldwarp can reduce the difficulty of • Scent of Running Water (Level One) - As the
rolls made to Dig Downwards in that area by -1 for one Ragabash Gift (see W20 page 161).
day per success rolled. The action must leave behind
debris, destruction, and earthly depressions to work. • Sense Primal Nature (Level One) - As the
Garou Metis Gift: Sense Wyrm (see W20 page 156), save
• Tunnels Beneath the Tides (Level Five) - that its difficulty is one higher and it can simultaneously
Learned Moldwarps develop keen claws for digging their sense and discern emanations of the Weaver, Wyrm,
way to destinations in a fraction of the time it would and Wyld.
take to travel across Overland. The Moldwarp may pass
between great expanses through a well-dug Passage which • Triatic Kinship (Level One) - As the Hatar Gift:
Wyrmling Kinship (see W20 Changing Breeds page 66),
drifts effortlessly in and out of Otherland, leading him
except that the Tracker may ingratiate himself to spirits
to his destination, regardless of land or water barriers, in
in service to any one of the Triat for each use of the
days rather than months. Lugworm or sandworm spirits
Gift.
teach this Gift.
• Wyrm Spit (Level One) - As moles travel
System: By spending two points each of temporary
underground hunting earthworms, they bite their prey
Gnosis and Rage, the weremole may dig a hundred
in order to stun them with a unique paralytic in their
miles in as much time as it would take to dig through
saliva, dragging them back to a unique larder built into
a single one, and automatically enters the Near Umbra
the small beast’s burrow. Moldwarps have emulated this
when obstacles in the Skinlands would impede his
ability perfectly with a Gift that paralyses tainted beings,
progress, changing back again seamlessly. He may appear
allowing them to drag the Sceatha back to a Cleansing
anywhere on Earth which he is reasonably certain about
Chamber. Worm spirits teach this Gift.
the location of relative to his starting point.
System: This Gift is permanent once learned.
Warren Gifts Each time a weremole bites a creature tainted by one of
the Triat - discounting the undead - it must succeed a
Umbral Pressure moulds the very core of a Stamina roll (difficulty 5 + the Moldwarp’s Rank) or be
Moldwarp, inculcating talents and behavioural traits paralyzed until they successfully pass the roll, making
appropriate to their Warren. Aligning with this another roll every turn.
modulation of spirit, Gaia sees it fit to give her children
unique Gifts, not only to ease them into their new lives • Blissful Ignorance (Level Two) - As the
but to push them towards true greatness. Ragabash Gift (see W20 page 161).
• Grating Maggots (Level Two) - As the Corax
Tracker Gifts Gift: Carrion's Call (see W20 Changing Breeds page
The only surface-bound Warren, and one 100).
unsurprisingly weighted in favour of Homids, Trackers • Pulse of the Prey (Level Two) - As the Ragabash
require Gifts of wider spatial awareness, near-predatory Gift (see W20 page 161).
stalking, and higher thought to navigate the human-
• Sceatha’s Trail (Level Two) - As the Roko Gift:
dominated Overland in search of Sceatha.
Sense Imbalance (see W20 Changing Breeds page 131).
• Pliny's Observation (Level One) - While in
• Scent of Sight (Level Three) - As the Lupus Gift
Underland, a weremole with this Gift employs hyper-
(see W20 page 159).
focused hearing to eavesdrop on a single specific
conversation occurring on Overland with perfect clarity. • Burial Bed (Level Three) - As the Ursine Gift:
However, this stifles all other senses, reducing his senses Shelter of the Earth (see W20 Changing Breeds page
to one area. Ostrich spirits teach this Gift. 116).
System: The Moldwarp rolls Perception + Stealth • Moles Sweet Serenade (Level Three) - As the
(difficulty 7) while beneath his targets. If successful, Shadow Lords Gift: Song of the Earth Mother (see W20
he may hear a single conversation occurring within a page 190).
number of metres/yards cubed upwards equal to his • Barrowlands (Level Four) - Moldwarps are
permanent Gnosis rating, as though he were standing ultimately Wyrmish beings; it is only by Gaia's grace that
next to the conversants. This Gift could allow a the Breed managed to remain pure while their patron
weremole to hear a target speaking on the phone, but fell into its pit of madness. As such, Trackers can still tap
not necessarily the response was given by the other this well of destruction to transform the appearance of
80 Moldwarps
an area of land into a desolate deathscape, if only to lull
Wyrm-fallen creatures into a false sense of security. A Cleanser Gifts
mist, fog, or cloud spirit teaches this Gift. Though Cleansers’ true dominion is over Rites,
System: The Moldwarp must spend a point of particularly Cleansing Rites, they do know a great many
Gnosis per hundred cubic metres/three hundred cubic pacifistic and supportive Gifts to make sure their Sett
feet of affected space and roll Manipulation + Primal- and their Sceatha are as well looked after as possible.
Urge (difficulty 8). If successful, the environment • Cleansing Balm (Level One) - The Cleanser
is blanketed in a guise of ruination, hiding the true may keep his subjects alive even in the most trying
landscape from view. Rainforests appear to be empty, circumstances by gathering worms, grubs, beetles, and
barren deserts; vibrant cities transform into post-nuclear other Wyrmish insects, and applying them to an open
warzones; and lush countryside resembles nothing more wound. The cleaning is painful, and doesn't completely
than stinking, deathly marshes. This appearance lasts close the wound, but ensures the Sceatha will live long
for a number of nights equal to the number of successes enough for cleansing to begin. Spirits of the grubs,
rolled, though it is only illusory; engaging with the worms, and beetles who aid with this Gift also teach it.
environment in any significant way lifts the disguise for System: The Cleanser rolls Wits + Medicine
an individual, as does being informed of the illusion. (difficulty 6), healing one health level of lethal or
• Remember Our Wyrm (Level Four) - bashing damage suffered by the target, but without
Occasionally, the foolishness ruins efforts made to fulfil removing wound penalties. At the end of the scene,
the Moldwarps’ duty of hunting Sceatha. With this each penalty that was not also removed (such as with
powerful Gift, the weremole can impart the emotions Mother’s Touch) returns one level of lethal or bashing
felt by Grandmother Mole herself into the Fera’s heart, damage, as appropriate to the original damage removed.
overwhelming any feelings of hate with pity and love. • Mother’s Touch (Level One) - As the Theurge
Moldwarps may learn this Gift from Ancestor spirits. Gift (see W20 page 164).
System: The weremole rolls Charisma + Empathy • Spirit Speech (Level One) - As the Theurge Gift
(difficulty 7) while addressing another Fera. He (see W20 page 164).
must gain successes equal to her Rank to succeed. If
• Summon Consumer Worm (Level One) - As
successful, the target must succeed a Willpower roll
the Grondr Gift: Taint Eating (see W20 Changing
(difficulty 8) to act aggressively towards, use offensive
Breeds page 246), except that only a single snake-sized
Gifts against, or perform Rites upon a Wyrmish target;
Consumer Worm manifests and continues to devour the
should such a target initiate violence, these restrictions
source of corruption. The Worm undertakes no other
are waived. The effects last for the remainder of the
action than consuming the target of the Gift, at which
scene but may be extended to the remainder of the day
point it burrows back through Underland and into
at the cost of one point of Rage.
Otherland. Rain spirits teach this Gift.
• Vision of Gaia (Level Five) - Eventually, the
• The Straight and Narrow (Level One) -
greatest Trackers learn to see the world in black, white,
Occasionally all a fallen being needs is a taste of true
green, and grey, the presence of tainted Triatic energy
Gaian purity to set them on the right path This Gift
so clear to them that they may see it for miles around
provides this, granting temporary relief from their
without effort. An avatar of Helios teaches this Gift.
Triatic urges. Plant spirits with deep constricting roots
System: This Gift is permanent once learned. The teach this Gift, such as knotweed and ivy.
presence of any Triatic taint on an individual, place, or
System: The player rolls Charisma + Empathy
object appears to the Tracker as though reaching down (difficulty equal to the target's Willpower rating).
from the sky as an appendage of the force itself. Wyldish If successful, the Sceatha feels Gaia’s grace for the
taint appears as green vines, ever-changing and writhing remainder of the scene. This temporarily relieves any
with new growth; Weaverish taint attaches itself with Triat-related Derangements or physical ailments suffered
plaits of silk thread like marionette strings; Wyrmish by the victim, and encourages a positive and open-
taint snakes its way down as a black and red tentacles minded outlook which makes any rolls made to cleanse
constricting its bearers. them easier by 1.
• Command Spirit (Level Two) - As the Theurge
Gift (see W20 page 164).
• Rehab (Level Two) - By severing a Sceatha’s
Chapter Four: Means of Mending 81
ability to take in sources of non-Gaian essences, the
Cleanser comes once crucial step closer to purifying her Warden Gifts
spirit. River and stream spirits teach this Gift. Since they are often called in to claim surface
System: The Moldwarp rolls Wits + Occult Sceatha, Wardens have the same need for greater
(difficulty 7) while focusing on her target. For the forethought and self-preservation as Trackers do, though
Sceatha to take on sources of tainted magical energy their sociability and surreptitiousness are very much
(Triatic Gnosis, Blood Points, Glamour, etc.) they must absent. Wardens’ Gifts help them to be thorough and
make a Willpower roll with more successes than the convicted in their duty to protect both Sceatha and the
Burrow which houses them.
Cleanser’s roll. If they fail, the power source is lost as
they take it into themselves; if they succeed, they may • Burrow Guard (Level One) - Talpid kinfolk
gain it as normal. This power lasts for a number of days loyalty is usually absolute, for they see weremoles as
equal to the Cleanser’s Rank. their superiors, protectors, and surest allies; many live in
Moldwarp Burrows for their entire lives. Wardens make
• Resist Temptation (Level Two) - As the
the most of this close relationship through this Gift,
Stargazers Gift (see W20 page 195).
allowing them to keep watch over Sceatha and any Tools
• Scavenge (Level Two) - As the Midnight Gift (see of value by seeing through their primal siblings’ eyes.
W20 Changing Breeds page 53). Dog spirits teach this Gift.
• Cleansing Claws (Level Three) - As the Grondr System: The Moldwarp rolls Perception + Empathy
Gift: Cleansing Tusks (see W20 Changing Breeds page or Animal Ken (difficulty 7, for human and mole
246). kinfolk, respectively) For each success, he may use the
• Merciful Blow (Level Three) - As the Stargazers senses of one of his Tunnel’s kinfolk within the same
Gift (see W20 page 196). Burrow; only one may be seen through (and heard, and
so on) at once, though the Moldwarp may cycle through
• Sense the Unnatural (Level Three) - As the them at will. This power is active until he returns his
Lupus Gift (see W20 page 159). senses to his own body or receives damage, before which
• Detox (Level Four) - As the Grondr Gift: Taint he does not sense anything personally.
Evaporation (see W20 Changing Breeds page 247), • Enemy Ways (Level One) - As the Corax Gift
except that the spirit is not evaporated in of itself but (see W20 Changing Breeds page 99).
replaced by a highly weakened Gaian spirit comparative
• Give them an Inch (Level One) - Weremole
to the cleansed spirit.
Wardens must be on an ever-vigilant guard against
• Retreat (Level Four) - With this Gift, a Cleanser Sceatha attempting to escape a Burrow. With great
may send a subject’s consciousness to the place they focus, the Moldwarp can utilize his Rage to the best of
most wish to be, interacting with the people they value his abilities to speed reactions and heighten his power,
most. This hallucinatory world exists as a filter over overcoming any prisoner outbreak. Viper and tarantula
reality, so that they may be given instructions they would spirits teach this Gift.
otherwise refuse or have Rites performed on them, all System: Rather than spending one point of Rage
while believing that they are engaging in their idealised per point of a Physical attribute, the Moldwarp may
fantasy. In this way, uncooperative Sceatha are made roll Rage to determine how much of an increase he
into willing (if deceived) participants in their own gains while still only spending one point. The number
redemption. Sand spirits teach this Gift. of successes rolled at difficulty 8 may be added to the
System: The weremole spends one point of Gnosis attribute of his choice. This roll may only be made once
and rolls Manipulation + Empathy (difficulty 6). The per scene, after which he boosts as normal, and as with
target is then plunged into a world of her greatest any Rage roll can cause the Moldwarp to enter frenzy or
desires. Anything others say or do is perceived as a Thrall of the Wyrm if he gets enough successes.
reasonable event within the fantasy. For the Sceatha • Mercy (Level One) - As the Children of Gaia
to realise what is happening to her, she must roll Gift (see W20 page 177).
Perception + Enigmas (difficulty 8) and beat the number
• Stand Strong (Level One) - To resist the pleas
of successes rolled by the Moldwarp. Once the illusion is of incarcerated Sceatha can be hard for young Wardens,
seen through, the Gift automatically ends. and there is always the chance of one being seduced by
• Aversion Therapy (Level Five) - As the Kojubat their pleas for clemency. One way of overcoming such
Gift (see W20 Changing Breeds page 118). emotional weakness is this temporarily heart-hardening
82 Moldwarps
Gift. Spirits of rock and stone teach this Gift.
System: When called upon to roll to resist another’s
Social Attribute roll, the Moldwarp may choose to
spend one point of temporary Rage and suspend his roll
for the remainder of the scene. In the next scene the
roll must be made as normal, with the usual results for
failure (though it is likely that, circumstantially, it no
longer has the intended effect).
• Compel Truth (Level Two) - As the Rishi Gift
(see W20 Changing Breeds page 118).
• Non-disclosure (Level Two) - Words and ideas
make up the bulk of the corruptive ammunition of
many Sceatha. This Gift exists to remove their ability to
infect the minds of others with their manipulations. Bat
and dolphin spirits teach this Gift.
System: The Moldwarp meets the gaze of his victim
and makes an opposed Willpower roll (difficulty 7).
If the Moldwarp is successful, his victim is rendered
speechless (including telepathic speech) for a number of
nights equal to the greater number of successes rolled by
the weremole. If his target botches the roll, this becomes
weeks rather than nights. If the Moldwarp botches, he is
the one left unable to speak for the same duration.
• Kneel (Level Two) - As the Black Furies Gift
(see W20 page 173).
• Loyal Defender (Level Two) - As the Ahroun
Gift (see Changing Ways page 155).
• Rally the Troops (Level Three) - As the Garou
Homid Gift (see Changing Ways page 150).
• The Best Policy (Level Three) - Inmates must
learn quickly that resistance is futile before Cleansing
can be efficiently applied. This Gift causes the target
to lose her strength of will with each outright lie, and
regain it with each truth told whilst under no other
duress. Sheep spirits teach this Gift.
System: The Moldwarp must inform his target
that she is hereby sworn on the authority of Gaia to
speak only truth, and roll Charisma + Expression. For a
number of days equal to the successes rolled, the target
may not tell a lie. Each time the Sceatha lies, she loses
one Willpower point whereas each time she tells a direct
truth - though not if under duress or coercion - she
gains one (up to her maximum permanent rating).
• House Arrest (Level Three) - Sometimes
Sceatha do not respond well to restraint or the
ministrations of Cleansers, and must be broken before
they can be fixed again. This Gift psychologically traps
another within a specific room or similar confine,
making it difficult for her to resist. The spirits of large
caves and caverns may teach this Gift.
Chapter Four: Means of Mending 83
System: The Moldwarp spends a point of Gnosis including other Moldwarps. The power ends when the
while throwing his victim into a single holding chamber, killing stops; the body of anything slain by users of this
warning the Sceatha that it cannot leave and rolling Gift appears instantly in the fungal forests of Run’s End
Manipulation + Intimidation (difficulty equal to the to further rot and rejoin Gaia.
Sceatha's permanent Willpower, minimum 3). Any
attempt to leave the room by the victim requires a Architect Gifts
successful Willpower roll (difficulty 5, plus the number Analytical and industrious, occasionally to the point
of successes rolled by the Moldwarp, to a maximum of Weaverish creations, Architects pledge themselves to
of 10) until the Sceatha manages to leave the place or developing their Dens. They employ Gifts of technical
is taken from it. Failure results in a fox frenzy, with design, effective construction, and structural control.
the victim fleeing from the exit back into its place of • Conserve Resources (Level One) - When aiding
confinement, and no roll can be made again for 24 in the construction of a new chamber, an Architect’s
hours. speed and efficiency are key. He may enlist this Gift to
• Spirit Drain (Level Four) - As the Theurge Gift better make use of the materials he has at his disposal.
(see W20 page 165). The spirit of fossil fuels teach this Gift.
• Tunnel Vision (Level Four) - As the Silver Fangs System: The Moldwarp spends one point
Gift: Mindblock (see W20 page 194). of Willpower while either aiding in or leading a
• Manifestation of Kalma (Level Five) - Crinos is construction effort underground. All materials needed
not the highest form a Warden can hope to adopt, for for its construction are halved.
he may seek to emulate a long-forgotten face of mother • Integrity (Level One) - This Gift allows the
Mole: Kalma. This lost Totem drifts back and forth from Moldwarp to shore up the structural integrity of a
the underworld on clouds of rotten vapour, claiming structure at a touch, preventing it from collapsing
the lost lives of humanity. Taking on Kalma’s essence, without mundane maintenance. Earth, sand, and soil
the weremole’s claws lengthen and sharpen to resemble spirits teach this Gift.
reaping scythes, while he grows to nearly ten feet tall and System: The Moldwarp rolls Dexterity + Technology
loses all his body hair. The avatar incarnate is capable (difficulty 7) while adjusting the structure’s weak points.
of sending the soul of any being straight to Run’s End. For each success, the structure gains one soak dice and
This act is a dire one with solemn consequences. does not require any maintenance against wear and tear
A weremole typically enacts this Gift before entering for an equal number of months.
a Black Spiral Hive or vampire group, where the nuclear • Intercom (Level One) - As the Corax Gift:
option is the only way; it stands to reason that it is Morse (see W20 Changing Breeds page 99), except
better to slaughter Sceatha in a balanced manner than that the Moldwarp may tap out his message inside the
under the wild mindset of Garou. The embodiment Burrow and have the nearest Moldwarp in his Burrow
of Kalma travels surrounded by a thick green cloud (or an adjoining Passage) hears the message. By spending
of death, choking those around it. Hazy images of the one point of Gnosis, all Moldwarps in his Burrow and
Body of Death appear to all those who gaze upon it. its Passages hear his message. Squirrel spirits teach this
Kalma teaches this Gift, she exists deep in humanity's Gift.
underworld fighting corruption most moles will never
have the misfortune to see. • Site Scouting (Level One) - Planning is the most
crucial stage of architecture. By analysing the raw earth
System: The Moldwarp spends two points each of and stone left behind by a Digger, the Architect may
Gnosis and Rage while in a Den or Run’s End to stir determine the best structure to place in that location.
the deceased aspect of Mole, then rolls Rage (difficulty The spirits of many nest building birds teach this Gift.
7) to bring her into his spirit. He immediately enters
a hulking, ten-foot-tall version of his Crinos form. He System: When presented with an area of fresh
becomes completely hairless, with long, thin arms, and excavation, the weremole rolls Intelligence + Science
scythe-like claws as long as the average human is tall. (difficulty 6). If successful, he can intuitively determine
The weremole loses the ability to enter fox frenzy and what sort of chamber would be most suitable and
does not suffer damage dice pool penalties, while his effective there. When building the appropriate chamber,
attacks deal +2 aggravated damage and his body releases build time is halved. See Craft Chamber for information
a continuous toxic haze. The haze deals one level of on types of chambers.
soakable lethal damage to everything breathing it in, • Stonesight (Level One) - As the Kojubat Gift
84 Moldwarps
(see W20 Changing Breeds page 117). their ‘standard’ forms; for larger or smaller chambers,
• Climate Control (Level Two) - As the Gurahl the Storyteller may reduce or increase these figures as
homid Gift (see W20 Changing Breeds page 116). desired.

• Gnostic Engine (Level Two) - Particularly Corridor (2 Successes): A simple tunnel of earth
industrious Architects have learned how to blend the between two chambers or which provides access to
purified works of the Weaver with Gaian forces to bring Overland. A corridor takes one day and half a tonne of
such mechanisms into Otherland, unaffected by its earth to form.
sometimes hostile response to earthly technology. The Burial Chamber (3 Successes): A large
Moldwarp connects with the post-organic substance honeycombed room with holes covering the floor, in
fuelling the machine - coal, oil, or gas - and infuses it which bodies are buried for roots hanging from the
with Gnosis to stimulate its former lively nature. The ceiling to consume for nutrients. These chambers are
spirit of fossil fuels teach this Gift. very frequent but temporary constructions which fill
System: The weremole spends one point of Gnosis quickly and are closed up soon afterwards. This cycling
of rooms leads a Burrow to constantly move and expand,
while touching the desired machine, which must be
the same spots reserved for reuse as burial chambers
stocked with appropriate fuel. The machine may then
every few years. A burial chamber takes two days and
be transported into the Umbra unaffected and work as
one tonne of earth to create.
efficiently as it ever would do in the Skinlands, so long
as it works off of the Gnostic fuel. Living Chamber (4 Successes): A swollen, spherical
chamber with outcropped bunks, workstations, and
• Down the Mole Hole (Level Two) - An entrance
platforms for sleeping and recreational activities. A
or Passage into a Burrow grows or shrinks to safely and
living chamber takes three days and one tonne of earth
(somewhat) comfortably accommodate an individual to
to create.
enter it, from a tiny infant mole to a hulking Crinos-
form Gurahl. Rabbit spirits teach this Gift. Teaching Chamber (5 successes): An expansive,
hallowed room for the teaching of Gifts and Rites.
System: At the entrance of the Burrow, the
The chamber is adorned with countless shrines and
Moldwarp rolls Gnosis (difficulty 6 for changes up to
devotional frescoes to channel any number of spirits.
ten centimetres/one inch, 7 for up to one metre/three
A teaching chamber takes one week and two tonnes of
feet, 8 for changes up to five metres/fifteen feet, and 9
earth to create.
for changes up to ten metres/thirty feet. If successful the
Passage into the central Burrow alters to allow the target Ceremonial Chamber (6 successes): Most Rites and
to effortlessly pass into it, without risk of slipping or Things take place in a sanctified ceremonial chamber,
getting stuck. The change remains until the scene ends created to reflect the Body of Death itself, with shafts
or the Architect chooses to reverse it. leading straight into the Burrow’s Den. A ceremonial
chamber takes one week and three tonnes of earth to
• Furrow (Level Two) - As the Grondr Gift (see
create.
W20 Changing Breeds page 246).
Cleansing Chamber (7 successes): The cleansing
• Call Earth Spirit (Level Three) - As the Croatan
chamber is a place wherein Sceatha are brought back to
Gift (see W20 page 395).
Gaia's grace. Cleansing chambers take four days, one
• Create Chamber (Level Three) - The core focus tonne of earth, and one mole spirit to create, though
of the Architect Warren is to continually expand and they remain powerless without the required Rite; see
upgrade Burrows. This Gift is crucial to this purpose, page 106.
for it reduces what would otherwise take many weeks or • Burrow Shuffle (Level Three) - Jailbreaks are
more of labour into a matter of days. Termite, mole, and a truly terrifying concept for Moldwarps living in a
bee spirits teach this Gift. Sett. Sceatha running amok through a Burrow can
System: By spending a point of Gnosis and rolling spell the end to that Sett's mission and the deaths
Dexterity + Crafts (difficulty 8), the Moldwarp may of many unsuspecting weremoles and kinfolk alike.
make any of the following chambers. Multiple Architects Architects take it upon themselves to defend the
who know this Gift may use it in concert as per the structure of a Burrow, and never more so than with
normal rules for teamwork on page 239 of W20, with this Gift. Following a moment of deep contemplation,
different types of chamber requiring different numbers the Moldwarp may seemingly rearrange the layout of
of successes, times to build, and required resources. Burrow’s chambers and Passages for specific individuals,
The most commonly created types are given below in cutting off escape routes and redirecting opponents into
Chapter Four: Means of Mending 85
waiting Wardens and Thegns. Beaver and termite spirits not for this Gift. For a brief moment, the Digger may
teach this Gift. shift this handicap and turn the strength of stone to
System: The Moldwarp must spend one point of that of soil and vice versa. Rock and stone spirits teach
Rage while remaining inactive and making a Wits + this Gift, including those of man-made stone such as
Primal-Urge roll (difficulty 8). For each success, he may cement and tarmac.
lead one individual astray through the Burrow, forcing System: The Moldwarp rolls Strength + Science
her to back track, enter rooms she does not intend, and (difficulty 7). For a number of rounds equal to his
take lengthy routes which lead only to dead ends. This successes, all soil, clay, and sand he touches (with any
Gift remains active for one scene, and cannot be used part of his body, not only hands or paws) becomes as
again until the next one. structurally strong as stone for the remainder of the
• Dark of the Tunnel (Level Four) - As the scene. The reverse is also true for hard minerals of all
Hakken Gift: Dark of Night (see W20 page 189), except varieties, which becomes as weak and breakable as soil.
that the Moldwarp may blind his victim for the full • Ambush (Level Two) - As the Dusk Gift (see
duration of her visit to his Burrow; she regains her sight W20 Changing Breeds page 54)
when she leaves. Each success after the first allows the • Night's Passage (Level Two) - As the Bastet Gift
Architect to blind another target. (see W20 Changing Breeds page 86).
• Quicksand (Level Four) - As the Red Talon Gift • Seal Tunnel (Level Two) - Weremoles, and
(see W20 page 187). more importantly the signs of their digging, are far from
• Wall of Granite (Level Five) - As the Philodox inconspicuous. The sheer volume of soil exhumed while
Gift (see W20 page 168). a Crinos Moldwarp tears into the Underland does little
to disguise their operation from human eyes, frequently
Digger Gifts causing disturbance above ground. By simply reversing
In the deepest depths of Underland and the the digging process, reflecting the Gaia’s cycle of creation
hitherto-unknown outskirts of Otherland, the Diggers and destruction, a Digger’s tracks are unmade behind
balance practical Gifts with their sheer physical might. him. Limestone spirits teach this Gift.
No Digger is without Gifts to shift great earth and battle System: While using the digging rules on page
unknowable entities, but no Digger solely relies on 64, the Moldwarp rolls his permanent Gnosis rating
them, either. (difficulty 6). For each success, he may completely reverse
• Balance (Level One) - As the Stargazer Gift (see the effects of one success on the digging roll once he has
W20 page 195). moved beyond its area of effect. This is usually enough
• Cave Dweller (Level One) - As the Uktena Gift: to seal the entrance of any tunnel, potentially collapsing
Spirit of the Lizard (see W20 page 197). the entire thing.

• Helping Hands (Level One) - Young Diggers • Soil Swimmer (Level Two) - The solidity of the
are far from masters at their craft, so with this Gift they earth is rarely a problem to the children of Mole, but at
learn to enlist the help of nearby burrowing creatures to times an emergency entrance into the earth is necessary,
cut through the earth at their side. Any Earth Burrower whether for a quick escape from potential predators or
spirit teaches this Gift. as a saving grace from a potentially deadly fall. With
Soil Swimmer, the Digger momentarily transforms any
System: This Gift is instantly activated if a Digger natural material beneath her - man-made surfaces such
botches his digging roll. All small creatures with any as turf and asphalt do not count for the purposes of
form of digging capabilities (predominantly mammals) this Gift - into an almost liquid state. He may dive into
come to his aid to provide a number of instant successes and through it as it seals back to its original state behind
for a digging roll equal to his temporary Gnosis rating, him. Earth, sand, and soil spirits teach this Gift.
potentially turning the roll into a non-botch failure or
even a success. Note that ordinary failures do not trigger System: The Moldwarp rolls Gnosis (the difficulty
this Gift. for soil or sand is 6; clay or gravel is 7; and for rock is 8).
If successful, he passes into the substance as if it were
• Root (Level One) - As the Grondr Gift (see a pool of water, finding himself in a personally sized
W20 Changing Breeds page 246). space within it, from which he must re-emerge or dig out
• Stony Ground (Level One) - The strength and of if he wishes to continue in the same direction. The
resistance of stone would be no different for Moldwarp substance remains as solid as it naturally should be for
miners than it is for their human counterparts, were it all but the user of this Gift.
86 Moldwarps
• True Fear (Level Two) - As the Ahroun Gift (see of Sceatha. Above all, the Moldwarps’ main duty is
W20 page 171). transforming the corrupt and the toxic into Gaian
• Open Passage (Level Three) - As the Ragabash essence, whether it be burying decaying and petulant
Gift: Open Moon-Bridge (see W20 page 162). matter or cleansing the spiritual makeup of supernatural
beings.
• Pathfinder (Level Three) - As the Ragabash Gift
(see W20 page 162). Old World Tunnel Gifts
• Supporting Role (Level Three) - When cave-ins The Tunnel of the Old World holds themselves
strike, as they all-too-often do, it is vital for a Digger to as archetypes of what Moldwarps are supposed to be
have a way out of the situation, or at least to hold it at - above wanton violence, above distraction from duty,
bay for a while until an Architect can come to repair the above weakness. Their Gifts, they say, only accentuate
damage. Redwood spirits teach this Gift. their innate ability, but others claim they merely use
System: The Moldwarp rolls Willpower (difficulty 8) Gifts which create grandeur, to hide their own declining
at the moment of structural collapse. If he is successful, relevance.
he may hold up one hundred tonnes of falling earth for • Call to Duty (Level One) - As the Philodox Gift
each point of Strength he possesses. For a house collapse (see W20 page 166).
he would need a minimum of two Strength; for shallow • Detectorist’s Intuition (Level One) - By
Underland collapses or the fall of a tower block he listening to the earth beneath him, a weremole can
would need five; and for deep Underland collapses he detect artificial objects and structures lying below the
would need eight. He may hold this weight indefinitely, surface with surprising clarity. These may be anything
but when he moves the power rapidly fades and his from undetonated bombs, to abandoned sewer lines, to
Strength returns to its normal capacity. thriving Black Spiral Pits. Bat spirits teach this Gift.
• Mole over Mountain (Level Four) - For Diggers, System: While in contact with soft earth, the
ripping through the earth soon becomes muscle Moldwarp rolls Perception + Technology (difficulty 7)
memory, allowing them to dig with reliably perfect to determine what lies beneath him within a range of
precision and results. Many Diggers take on this Gift 100 feet/35 metres cubed. Successes beyond the first
to simply save themselves time, as it allows them to dig grant the Moldwarp a clearer conception of what he has
once to determine how effective their digging will be detected, to the Storyteller’s discretion.
for the next week. Many mountain spirits will teach this
• Fissure (Level One) - Clever Moldwarps learn to
Gift.
take advantage of their surroundings when digging, such
System: The weremole spends three points of Rage as with this Gift which rapidly opens existing cracks in
and makes a digging roll (see page 64), multiplying both natural rock faces and artificial structures. The
the number of successes rolled by his Rank. This final spirits of underground rivers and streams teach this
result can be used each time he attempts to dig, rather Gift.
than making frequent digging rolls, for a number
System: If the Moldwarp finds a crack in a wall, be
of subsequent digging rolls equal to his permanent
it in a cave system, sewer line, or building’s wall, he rolls
Willpower.
Strength + Crafts (difficulty 7) while wiggling a claw into
• Passage Crawler (Level Four) - As the Galliard it. If successful, the crack splinters wide open, turning
Gift: Bridge Walker (see W20 page 170). a crack barely a few millimetres wide into one a mole or
• Strength Without Limit (Level Five) - As the Talpid-form Moldwarp can scurry through.
Black Spiral Dancers Ahroun Gift (see Book of the • The Secret Ingredient (Level One) -
Wyrm page 121). Grandmother Mole cares for all those under her, and

Tunnel Gifts
so too must her grandchildren. When the Moldwarp
gives their Burrow’s guests (Sceatha or otherwise) food,
The geographic divisions between Grandmother he may instil it with spiritual sustenance in addition to
Mole’s children have greatly altered the Gifts they need physical nutrition. Raccoon spirits teach this Gift.
to fulfil their duty, not to mention the differences in System: The Moldwarp makes a Wits + Crafts
human cultures in those regions. Some, like the Old roll (difficulty 6) while making food within a Burrow
World Tunnel, have firmly set themselves as Gaia’s possessing a Den. If successful, the food not only
Jailers, while others, such as the New World Tunnel, nourishes the target but restores one point of either
have taken a more personal route to the rehabilitation Gnosis, Rage, or Willpower, whichever is lowest and
Chapter Four: Means of Mending 87
applicable; this may only happen once per day per her dominion. Old Worlders may command any earth
consumer. - stone, soil, and everything in between - to adhere to
• Still of the Grave (Level One) - Graveyards are their will and no others’. Old world mole spirits teach
places of utter peace to a Moldwarp, but in the World of this Gift.
Darkness as a whole they often foster sinister purposes: System: When another supernatural being uses
corrupt creatures make their havens in mausoleums, a power which manipulates the earth, the Moldwarp
fallen beasts terrify and hunt innocents between the may make a Charisma + Leadership roll (difficulty
stones, and necromancers exhume corpses for their foul 6) to command the earth not to obey. His opponent
practices. Old Worlders have learned to channel their must roll more successes in performing her power than
serenity in order to disrupt activities which so disrespect the Moldwarp in order for it to actually be activated
the rest of the dead. Mist and fog spirits teach this Gift. properly; in the case of powers that do not require a
System: This Gift is permanent once learned. If roll, the opponent must make a Willpower roll for the
the Moldwarp successfully meditates in a graveyard in purposes of this Gift.
order to gain Gnosis, individuals attempting to assault • Census of Fatality (Level Three) - A ripple of
the innocent, remain hidden from the righteous, Wyrmish energy spreads through Otherland when a
or interfere with the interred dead suffer dice pool living being approaches death, fading at the moment of
penalties equal to the amount of Gnosis gained. This expiry. Usually, this ripple is so minute that only wraiths
remains in place until the next sunset. and the most Wyrm-attuned entities can perceive it,
• Behind Bars (Level Two) - With a wave of but when a significant quantity of death looms all at
his paw, the Moldwarp can summon a set of strong once, it can be detected by less predatory parties. This
earthen bars to jut up from the floor and surround a Gift provides the senses to apprehend these influxes of
target. Some Sceatha may be utterly incapacitated by death-energy. A Banshee, a mournful spirit of the dead,
this barrier while others may simply be infuriated by it, teaches this Gift.
but regardless of the opposition, the Gift gives a young System: The Moldwarp may roll Perception +
weremole a little time to think. Hermit crab spirits teach Primal-Urge (difficulty 7) to detect impending instances
this Gift. of death within a number of miles and days equal to
System: The weremole rolls Strength + Law whilst his permanent Gnosis. The successes achieved allow
his target is standing on solid, natural ground (difficulty the Moldwarp to know differing levels of information
6 on soil and 7 on stone or stone like surfaces). The bars regarding the scale of death he has detected.
rise to completely surround the target who has a chance 1-2 Successes: The Moldwarp knows whether or not
to dodge with a Wits + Athletics roll (difficulty 6 for death approaches, but to what extent is unknown.
soil and 7 for stone). Soil bars have 7 wound levels and
3-4 Successes: The Moldwarp receives a sense of
a soak pool of 3, whilst stone ones have 10 health levels
whether the scale of death is relatively small (involving
and a soak pool of 5.
a handful of individuals) or large (involving dozens or
• Black Skies (Level Two) - As the Black Furies more).
Gift: Curse of Aeolus (see W20 page 173).
5 Successes: The Moldwarp knows the most likely
• Old World Rhinarium (Level Two) - The Old approximate death toll.
World Rhinarium reflects the ethos of the Tunnel,
• Dead Talk (Level Three) - As the Corax Gift
stretching the already conical snout to an upturned
point which forces them, quite literally, to look down (see W20 Changing Breeds page 100).
their noses at others. Old world mole spirits teach this • Gift of the Termite (Level Three) - As the Bone
Gift. Gnawers Gift (see W20 page 175).
System: The Gift is always active and physically • Black Mark (Level Four) - As the Silent Striders
present once learned, adding one automatic success to Gift (see W20 page 193).
all digging rolls. • Nourishing Necrosis (Level Four) - Particularly
• You’re in My World Now (Level Two) - traditionalist Moldwarps love death in the manner a
Grandmother Mole commands the earth's respect more sow loves her pups. With this Gift, thriving upon death
than any other Totem. She tears it up, shapes it, and becomes a fundamental part of a weremole’s existence,
makes it her home; burrowing is her supreme right. Her removing the need for other sources of nourishment
grandchildren have since discovered a Gift to emulate entirely. Carrion fly spirits teach this Gift.
88 Moldwarps
System: The Moldwarp must consume at least is done, he rolls Gnosis at a difficulty of 10 minus one
one pound of dead organic material no older than for each Rank Five or Six Moldwarp in his presence, to a
seventy-two hours since expiry. He then spends a point minimum of 6.
of Gnosis and rolls Stamina + Primal-Urge (difficulty A successful roll immediately transports the
10 for plant and fungal matter; 9 for fish, insect, and Moldwarp from Run’s End to the chosen place (not
amphibian matter; 8 for avian and reptilian matter; 7 for requiring him to attempt to pierce the Gauntlet). This
mammalian matter; and 6 for human or Fera matter). If also causes a gigantic eruption to shoot into the air
successful, the Moldwarp does not need to eat anything and settle on the ground, leaves a permanent Passage
else for a day and still feels as fit and active as he had
leading there behind him (which serves as a branch
before the Gift’s use.
of the Run), and creates a Level One Den beneath his
• The Great Worm Cometh (Level Five) - For emergence point. Each success beyond the first allows
true servants of the Balance Wyrm, a divine Gift exists one Moldwarp to join him in appearing there; others
to bring forth its former children into Overland in may follow the Passage, which is protected from all
the flesh. The resulting semi-spiritual being - closest incursions from spirits such as Tunnelweb Spiders (see
to a Kami in terms of classification - is created from a page 143) until the next full cycle of the moon.
natural worm, which grows rapidly when the spirit of
If the roll is failed, nothing happens, though the
a Consumer Worm is bound to it from Run’s End’s
Moldwarp still loses permanent Gnosis. If it is botched,
fungal forest. It then consumes anything unbalanced
he is instead transported to a location in one of the
in its vicinity, returning them to Gaia’s balance in a
Triat’s home Realms as determined by the Storyteller
baptism of consumption. Particularly ancient Consumer
- CyberRealm for the Weaver, Flux for the Wyld, or
Worms teach this Gift, and provide themselves for its
Malfeas for the Wyrm - and a breach is opened between
use.
there and Run’s End.
System: The Moldwarp spends one point of Gnosis
and Rage while reverently holding a natural earthworm, New World Tunnel Gifts
rolling Charisma + Survival (difficulty 8) to mutate the Despite preferring to keep their heads in the soil
creature into a physical Consumer Worm. This creature when it comes to other Fera, Moldwarps do keep a
derives all its Attributes from the spirit’s equivalent social side to their Breed in the form of the New World
levels of Rage, Gnosis, and Willpower (see W20 page Tunnel. Their Gifts encourage cooperation, empathy,
365), retains its Charms (again replacing Rage, Gnosis, and companionship amongst the Breeds, both to help
and Willpower for their purposes), and has a number of negotiate for Sceatha salvation and to redeem the
Health Levels equal to its Willpower.
Moldwarp name.
• Eruption (Level Six) - Striving towards the
• Accurate Accounting (Level One) - Moldwarp’s
example of Paws-to-Shake-the-Earth, the Moldwarp
role as Gaia’s Jailers involves receiving information from
stands at the boundary of Run’s End and calls forth
her other children regarding Sceatha activity. However,
a shockwave through Otherland, creating in its wake
most Fera refuse to interact with Moldwarps, and if they
an ironclad Passage to a chosen location on Overland.
do, the exchange is tentative at best. This Gift allows the
The instantaneous infusion of huge quantities of
weremole to instantly receive all information a particular
Gnosis cultivates a Den beneath the destination, but
shapeshifter has about the target while in conversation
comes partly from the Moldwarp himself, requiring a
with her on the subject, regardless of whether she
permanent sacrifice of some of his connection to Gaia.
wishes to share it or not. The information comes not
Grandmother Mole teaches this Gift herself.
as words or distinct images, but is given away in small
System: This Gift can only be performed within unconscious tells. Bee spirits teach this Gift.
Run’s End, and only at a point along its Pericarp (the
System: This Gift may only be used on other
very edge of the Realm in the arcane terminology of the
shapeshifters, not including Kinfolk, while discussing a
Umbra). The Moldwarp spends a point of permanent
Gnosis, meaning that his maximum potential Gnosis specific Sceatha; the target must provide at least one fact
is reduced by one and cannot be raised again. He then or opinion. The Moldwarp rolls Perception + Expression
selects a precise location on Overland; the means (difficulty equal to the target’s Rage, to a minimum 3). If
for knowing it can be in the form of geographical successful, he instantly learns every detail regarding the
coordinates, its accurate relationship to multiple subject which his target knows.
landmarks, strong memories of personally travelling • Brother’s Scent (Level One) - As the Children
there, or others at the Storyteller’s discretion. Once this of Gaia Gift (see W20 page 177).
Chapter Four: Means of Mending 89
• Micro-Movements (Level One) - The Moldwarp which grow in both number and size with Rank; there
may have them alter his mannerisms and vocabulary to are three tentacles per Rank level, each of a length equal
better suit one target, making them more likely to be to half a foot also per Rank level. Each tentacle adds one
receptive to what he has to say. Parrot and lyrebird spirits dice to the same rolls as the base Gift.
teach this Gift. • Song of Terra (Level Two) - As the Kojubat Gift
System: The Moldwarp rolls Wits + Primal-Urge (see W20 Changing Breeds page 118).
(difficulty 5 plus the target's Subterfuge, to a maximum • Call of the Chasm (Level Three) - As the
of 10). He may add points to his Social Attributes, in Galliard Gift: Song of the Siren (see W20 page 170).
any arrangement, equal to the number of successes
rolled. These additional levels only apply to rolls made • Community Burrow (Level Three) - Long ago,
against the target, reverting to their original levels whilst New Worlders were the Breed’s coordinators amongst
interacting with anyone else. The Gift remains active for Gaia's other children, to which purpose they would
a full scene. make fresh Dens beneath Caerns, Wallows, Nests, and
other nodes of power held by Fera in order to foster
• Mound Digger’s Protection (Level One) - After
cooperation as best as possible. While this has become
becoming victim to a hunt at the claws of Coyote, the
less tenable in the years since, the Gift remains and
New Worlders’ totem knows what it is to be abused.
continues to see use. Beaver spirits teach this Gift.
With this Gift, her children may lend their bodies to
those in need to save them from Triatic harm, if only System: The weremole must beseech the Caern’s
temporarily. New world mole spirits teach this Gift. Totem and ask for permission to create a Den there.
If he feels that it has been approved, he rolls Gnosis
System: While in contact with another being who
(difficulty 5 plus the Caern’s rating). The area beneath
is at risk of Triat-related harm, the Moldwarp rolls
the Caern becomes a site suitable for making into a Den
Stamina + Empathy (difficulty 7); this roll may be made
using the appropriate Rite (see page 110). If at any point
reflexively. From that point on, if she is harmed by
the Totem believes that the Moldwarps are no longer
anything entirely fallen to one of the Triat, the damage is
worthy, the Den fades and any Burrow built around it
automatically passed over to the Moldwarp instead; the
soon collapses as Mole concedes to her fellow Incarna’s
victim receives no damage or other deleterious effects,
wishes.
while the Moldwarp takes it all on. The Gift lasts for
a number of days equal to the weremole’s permanent • Exorcism (Level Three) - As the Theurge Gift
Rage, until he uses it on another target, or until he (see W20 page 165).
chooses to end it. • Take the True Form (Level Four) - As the
• Wanderer's Boon (Level One) - As the Philodox Gift (see W20 page 168).
Pumonca Gift (see W20 Changing Breeds page 89). • Divine Shaming (Level Four) - With this Gift
• Command the Gathering (Level Two) - As the a Sceatha’s body may be forced to put on the most
Philodox Gift (see W20 page 167). obvious demonstration of its Triatic alignment, while
its consciousness, freed of anti-Gaian bias and Triatic
• Empathy (Level Two) - As the Silver Fangs Gift
mental influence or control, views its own actions in an
(see W20 page 193).
out-of-body experience. With this perspective irrevocably
• New World Rhinarium (Level Two) - With gained, at least a small part of it cannot deny its own
this Gift, a weremole’s nose divides at the base into five wrongness, and a new opportunity for cleansing is
thick tentacles, each around half a foot in length. With opened up. Epiphs of judgement teach this Gift.
this star-like protrusion, the Moldwarp's sense of smell
is heightened so much that he may detect the subtlest of System: The Moldwarp lambastes the Sceatha for
smells, highlighting where individuals have previously its wrongdoing against Gaia whilst spending one point
been and who they have been in contact with. New of Rage and making an opposed roll of Charisma +
World mole spirits teach this Gift. Expression (difficulty 8) against the victim’s Willpower
(difficulty 7). If the Moldwarp is successful, the time
System: The Gift is always active and physically required to pass for another Cleansing Rite to be used
present in all forms besides Homid once learned. The on the victim is reduced by a number of sunsets equal
Rhinarium adds five dice to all smell-based Alertness to successes, to a minimum of one; if the victim also
tests. botches, the time is removed entirely, generally resulting
Chamber Adaption: The Rhinariums possessed by in urgent calls for a Cleanser if one is not already
Gazers of the Deep with this Gift consist of tentacles present. If the Moldwarp fails, nothing happens, but if
90 Moldwarps
he botches the time is doubled. unwanted casualties on either side, this Gift allows a
• Shaken to the Core (Level Five) - From the Moldwarp to inflict crippling claustrophobia through
Body of Death, the Lord of the Run and her most the slightest nick of a claw. Gaian spider spirits teach
trusted advisors must keep a constant ear out for this Gift.
disasters that could befall the Dens above. Using the System: This Gift only works in enclosed spaces.
Run to channel the entropic essence of death, high- The Moldwarp spends one point of Rage, and for the
Ranking New Worlders (such as the current Lord, remainder of the scene, anything which takes damage
Holds-the-Wyrm-Close) may feel disasters as they arise. from his claws suffers from a additional -2 dice pool
Earthquake spirits teach this Gift. penalty to all rolls as they feel the walls closing in
System: This Gift is permanently active but only around them and a fear of the cramped conditions
in the Body of Death. If a Den is attacked anywhere overtakes them. If the enemies manage to reach an open
in Underland, the weremole makes a Perception + environment, the penalty is lifted.
Primal-Urge roll (difficulty 10 minus the Den's rating). • Danger Echoes (Level One) - Traipsing through
If successful, he knows instinctively that trouble is a cave in the dark is far less dangerous for Moldwarps
occurring in that Den. than for humans, but it can still pose a range of
terrifying pitfalls, especially to Homids who let their
• Pacification (Level Six) - The greatest New
newfound talents go to their heads. Eastern Moldwarps
Worlders may balm the Rage inherent to many
must quickly learn to notice signs of danger ahead while
supernatural souls. They may sanctify an area of Gaia to
hunting through deep Passages, lest they fall prey to such
utterly suppress aggression of all kinds, from the deepest
pitfalls themselves. Cave-dwelling earth elementals teach
and most tainted killing frenzies to harsh words spoken
this Gift.
to a rival, neutralising the volatility which all too often
threatens efforts at harmony amongst Fera. Pul'-Laqu- System: The Moldwarp rolls Perception + Primal-
Whu herself teaches this Gift. Urge (difficulty 7) while in Underland. If successful,
he can hear upcoming dangers for 150 feet/50 metres
System: While smoking a redrock pipe, the
ahead of him per success. Such dangers include
Moldwarp must repeatedly walk across the area he
conferring Sceatha, the creaking of weakened wall
wishes to sanctify; though not necessary for it to
supports, or the death-silence of long-buried cyclopean
work, the ritualistic nature of this Gift lends to its
structures.
combination with various appropriate Rites. At the
end of his ramble, he makes a Strength + Empathy roll • Martial Law (Level One) - To teach Sceatha a
(difficulty 8). Each success grows the area of effect by 150 lesson away from the Burrow, or to punish particularly
feet/50 metres cubed. While inside this zone, frenzies invasive Sceatha, Moldwarps apply a harsh form of
of any type become impossible, regardless of the nature discipline to guide the target away from the tainted path.
of the individual at risk of frenzy or the stimulus which Epiphs of justice teach this Gift.
prompts it. At the Storyteller’s discretion, aggressive System: The Gift may only be used while the
actions of any kind are virtually impossible in this place Sceatha is actively acting in alignment with their
- except, of course, against Gaia’s enemies on the part of particular Triatic master: Wyldish Sceatha manipulating
Gaia’s children. time, creativity, or physical forces; Weaverish Sceatha
controlling and ordering things; and Wyrmish Sceatha
Eastern Tunnel Gifts spreading corruption and destruction. The weremole
Formerly known as the greatest excavators and rolls Manipulation + Primal-Urge (difficulty 7) while
architects of the Breed, the Eastern Tunnel have now witnessing the act, and if he succeeds, each time the
been plunged into eternal conflict with the spawn of Sceatha performs further acts of alignment, she receives
their toil. They use Gifts of combat and defence to one level of unsoakable lethal damage immediately.
constantly work at clearing their ancient Passages of The Gift remains for a number of days equal to the
Wyrmish ruination. Moldwarp’s successes.
• Claustrophobic Clawing (Level One) - • Non-Lethal (Level One) - Even Eastern Tunnel
Combating Sceatha in a Burrow is the one of the Moldwarps try their hardest not to kill their Sceatha, for
most precarious fights a Moldwarp can be involved in, to cleanse one corrupted being is worth the potential
requiring them to leave the Sceatha unharmed while cost - or so most Elders say. This Gift floods the minds
also protecting the sanctity of the Den from its taint at of those the Moldwarp strikes with stupor, allowing him
all costs. To ease the strain of combat and to circumvent to knock his target unconscious with safe knowledge
Chapter Four: Means of Mending 91
that she will not be killed. Bear spirits teach this Gift. • Territory (Level Three) - As the Red Talons
System: The weremole selects a target, spends a Gift (see W20 page 187).
point of Rage, and rolls Rage (difficulty 8). If successful, • Tunnel Shift (Level Three) - As the Ragabash
then for the remainder of the scene, once he has dealt Gift: Terrain Shift (see Changing Ways page 152).
that target 7 points of damage minus his successes, to a • Clenched Jaw (Level Four) - As the Ahroun Gift
minimum of 3, she is rendered unconscious unless she (see W20 page 172).
succeeds a Stamina roll (difficulty 5 plus the amount of
damage the Moldwarp has inflicted). • Stronger on Stone (Level Four) - As the
Croatan Gift (see W20 page 396).
• Spur Claws (Level One) - As the Ahroun Gift
(see W20 page 171). • Kami of the Cave (Level Five) - The earth
itself does not want to suffer under the agony of Triatic
• Axis Mundi (Level Two) - As the Lupus Gift corruption, and with a little Moldwarp encouragement,
(see W20 page 159). the spirit of the land itself may possess an entire cave
• Dig in (Level Two) - Many Moldwarps pride and slowly consume any corruption therein, converting
themselves on their stamina and stoicism, traits which it to topsoil above to nourish new life. Shrew Mole
are physically exemplified with this Gift, which makes herself teaches this Gift.
the weremole immovable where he stands. Glade System: The weremole must meditate on the spot
Children of oak trees teach this Gift. in the cave he occupies for a number of turns equal to
System: The Moldwarp rolls Stamina + Primal Urge eleven minus his permanent Gnosis. Once the time
(difficulty 7). For the rest of the scene, each time he is has completed, the cave bursts into life, its entrances
forced to make an opposed Strength roll or is threatened and exits undulate like intestinal valves, stomach acids
with being pushed back, he may add any success rolled pour from the ceiling and walls, and the floor becomes
to the results of all necessary rolls. perforated by suction pores.
• Shield of Rage (Level Two) - As the Ahroun Only Gaian weremoles may leave the cave
Gift (see W20 page 171). (discounting Galemy with no Pure Breed Background,
Baoganes, and Buried) without having to roll Strength
• Shrew Mole’s Rhinarium (Level Two) - The
+ Brawl (difficulty 8). Anything inside the cave runs the
Eastern Tunnel’s Rhinarium comes with hard, slender,
risk of being caught in one of the Kami’s suction pores,
bristly whiskers which point in all directions for one
movement of any kind requiring a Dexterity + Athletics
and a half feet/half a metre from the nose. So sensitive
(difficulty 6) to avoid them, and a further roll to escape
are these whiskers that they pick up environmental
once more. If anything remains stationary inside the
vibrations that only the most advanced human
cave, it receives one level of aggravated damage per turn.
technology could detect. Shrew mole spirits teach this
The spirit leaves the cave and all surfaces return to
Gift.
normal once there is nothing left inside.
System: The Gift is always active and physically
• Light Through the Darkness (Level Six) - This
present in all forms besides Homid once learned. By
Gift is a modern discovery of the Eastern Tunnel, and
making a Perception + Alertness roll (difficulty 6) the
one that may yet turn the tide of their war to their
weremole gains an innate feeling for all sources of
favour. By clasping onto the mouth of a Passage or
movement within three feet/one metre per success
corridor reaching through the earth, the Moldwarp
rolled. These include enemies ahead, structural fissures,
may cause it to emit a burst of pure Gaian illumination
water or lava flows, sources of incoming wind, and so accompanied by a deafening scream, cutting through
on. the mind of anything creeping therein to clear the way
Chamber Adaption: Investigators who take on this permanently. An avatar of Helios himself teaches this
Gift develop far more orderly and presentable whiskers, Gift.
stretching straight forward from their nose in two long, System: The Moldwarp gazes into the darkness of
thin strands. They instead use it to detect changes in a tunnel and screams, sacrificing a dot of permanent
heartbeats and other functions, highlighting fear, lies, or Rage as he does so, reducing his potential maximum
excitement, by rolling Perception + Empathy rather than Rage by one. Passages and corridors in all directions for
Alertness. a number of miles equal to his Willpower rating become
• Combat Healing (Level Three) - As the Ahroun permanently illuminated with Helios’ light. Anything
Gift (see W20 page 171). non-Gaian occupying or subsequently entering the
92 Moldwarps
affected area feels compelled to immediately leave; if not, he may spend a point of Rage in order to roll Stamina +
they lose one Willpower point per hour they remain Medicine to soak that damage.
until they reach zero and collapse into a catatonic state - • Visions of Run’s End (Level One Desmana/
ready for cleansing. Galemy Gift) - As the Silent Striders Gift: Visions of
Galemy Gifts Duat (see W20 page 191).

Since detaching from their true calling, the Galemy • Weightless Flesh (Level One Desmana/Galemy
have become ever more concerned with the revival of Gift) - One of the Desmana’s primary methods in
the dead than their subsumation. Their Gifts pertain to corpse burial was to transport them via their waterway
burial, aquatic life, longevity, and reanimation. Because habitats/ In ancient times they cultivated a Gift which
of their tainted alignment with the Wyld, they have causes a corpse to lighten to a fraction of its normal
become some of the more adaptive and well-equipped of weight, freeing them to carry multiple bodies at once
Mole’s grandchildren. or to leave them to flow easily downstream to waiting
Moldwarps. Otter spirits teach this Gift.
Note: Due to the rare resistance of some Galemy
to the Wyld, the occasional pure Desmana may arise System: The Moldwarp rolls Dexterity + Science
from a Galemy pairing (see Galemy and the Pure Breed (difficulty 7). A number of corpses equal to his successes
Background on page 75). In these instances, they lighten to only ten percent of their natural weight. This
may only use the Gifts labelled as Desmana only or effect lasts for the remainder of the day.
Desmana/Galemy Gifts, rather than Galemy only. • Crocodile’s Cunning (Level Two Desmana/
• Death Flowers (Level One Desmana/Galemy Galemy Gift) - As the Bunyip Gift (see W20 page 394).
Gift) - If a Galemy manages to find ample sources of • Desman's Rhinarium (Level Two Desmana/
death, decay, and corruption at the end of a Passage, he Galemy Gift) - Knowledge of what Desman's Rhinarium
may use this Gift to leave beautiful red ‘death flowers’ looked like before his children’s fall to the Wyld has
growing around the Passage’s mouth to both warn those been lost to time. Today, the Galemy’s manifestation of
who may travel it. Poppy spirits teach this Gift. this Gift is long, flat, and chitinous, which they use to
System: Upon leaving a specific Passage which leads detect forms of life beneath the earth and waters alike.
to a site of death, the Moldwarp may roll Appearance Desman spirits teach this Gift.
+ Primal-Urge (difficulty 6) to coax the surrounding System: This Gift is always active and physically
environment to show what lies ahead. The earth present in all forms besides Homid once learned. The
(regardless of if the Passage mouth lies underground) Galemy can sense the micro-electrical currents inside
sprouts a ring of faintly bioluminescent red flowers, organic living beings, detecting them even through
which remain living for as long as the Passage’s exit is obstructions, by making a Perception + Alertness roll
tainted. (difficulty 6 through air, 7 through water, 8 through
• Desman’s Endurance (Level One Desmana/ the soil, and 9 through solid rock). Unliving creatures
Galemy Gift) - Like their Desmana predecessors, Galemy cannot be detected with this Gift.
are naturally aquatic. This simple and ubiquitous Gift • Streamlined (Level Two Desmana/Galemy
allows them to hold one's breath far above the natural Gift) - Desmans are aquatic by nature, but unlike their
length of time. Beaver spirits teach this Gift. mole kinfolk the Galemy can use this Gift to force
System: This gift is permanent once learned and themselves through the water while barely moving a
always active. The Moldwarp doubles the given times for muscle. Fish spirits teach this Gift.
holding breath given on W20 page 259. System: This Gift is permanent once learned. The
• Etheric Transplant (Level One Galemy Gift) Galemy moves twice as fast in still water and swims at
- Galemy physiology is warped by the Wyld to such a his regular speed swimming upstream with no added
degree that any form of destruction caused against it penalties.
triggers a surge of Gnosis thought to come from Flux • Wyld Side (Level Two Galemy Gift) - Galemy
itself, to which it quickly returns. By channelling this hunt fast and hard for anything corrupted by the
force through this Gift before it dissipates, the user can Weaver or Wyrm, ‘rejuvenating’ them in their unique
transfer the damage dealt to one part of his body to chambers. To achieve such fast-paced conversion, the
other, less vital ones as it is dealt. Axolotl and starfish Galemy have learned to channel the Wyld to mould
spirits teach this Gift. their personalities to match those of their prey, making
System: Whenever the Moldwarp receives damage, it easier to win their trust and lure them in. Chimerlings
Chapter Four: Means of Mending 93
teach this Gift. clearing up a battlefield in short order. With this Gift,
System: The Moldwarp rolls Manipulation + corpses gain a modicum of animacy and aid in burying
Etiquette (difficulty 7) while interacting with his others, to the point that the Moldwarp barely has to lift
prey. With a successful roll, the Moldwarp adopts a a claw. Ordinarily, banshee spirits teach this Gift; it may
Demeanour befitting the target’s sensibilities, reducing also be learned within a Threshold by simply listening to
the difficulty of appropriate Social rolls against her by -1, the Wyld at work.
and may revert back at any time he wishes. If the roll is System: The Moldwarp must push his paw into
botched, he adopts an identical Nature also and forgets the earth and drag up a pawful of dirt while spending a
his past, knowing only that he must draw the target away point of Gnosis. Bodies lying beneath the earth in his
to a private area; this change remains until he spends vicinity begin to reach up and drag down other corpses
a number of days equal to 11 minus his Gnosis rating lain on the ground, push them deeper, then continue
meditating in a Den. to reach for more. The Gift remains active for the
• Lover’s Touch (Level Three Galemy Gift) - As remainder of the scene.
the Children of Gaia Gift (see W20 page 178). • Sideswim Death (Level Four Desmana/Galemy
• Mamma Mole Rat (Level Three Galemy Gift) Gift) - As the Silver Fangs Gift: Sidestep Death (see W20
- No one knows where this Gift originated from, or why page 194), except that this gift only requires a Willpower
either Breed it concerns - Moldwarps or Ratkin - would roll (difficulty 7) rather than any point cost, but can only
wish to employ it, but it nonetheless exists and has been be performed in water.
used to sire what most regard as utter abominations. In • Rebirth (Level Four Galemy Gift) - As the
times of hardship, a Moldwarp who knows this Gift may Philodox Gift (see Changing Ways page 154).
mate with Ratkin kinfolk and vice versa, creating darkly
• Mine Grave (Level Five Galemy Gift) - This
Gaian monstrosities more akin to Kami than Fera.
Gift used to be taught by Desman to his pure children
As neither moles nor rats, these misbegotten children
to give them a second wind in digging and burying.
resemble the naked mole-rat in manner and appearance.
In the hardest times following the First Collapse they
Lesser avatars of both Desman and Mother Rat teach
would otherwise degrade as they toiled on, losing parts
this Gift.
of themselves in the process, before finally falling to
Note: Though it appears on no Ratkin Gift lists, become one with the earth. Now that he has fallen to
this Gift may be learned as an in-Breed Gift by a Ratkin the Wyld, the Gift instead forces one chosen by the user
with a Moldwarp teacher. to continue on even after she has passed beyond life.
System: This Gift is permanent once learned. The Wyld fallen anscestor spirits teach this Gift.
Fera may breed with Kinfolk of the opposing Breed as System: If the Galemy witnesses any Fera become
though they were of his Breed, though even if both have Incapacitated, he may pool his permanent Rage with
the Gift, a Moldwarp and a Ratkin may not conceive hers when she rolls to Remain Active (as detailed on
with each other. The resulting creature is always a metis- page 145 of W20). Though their results contribute to
like blend of both Breeds, with two mutations, one of the roll equal, the dice derived from each Fera’s Rage
which is always complete hairlessness. These creatures must be rolled separately. For each of the Galemy’s
are incapable of shifting into Homid, Talpid, or Rodent successes, the Fera gains one Battle Scar in addition to
forms, but may assume the Crinos forms of both. They the usual one. She also becomes permanently Wyld-
do not belong to any Tunnel or Plague, but do possess tainted, gaining one Derangement and an instinctive
a Warren (if a Moldwarp used this Gift) or Aspect (if a desire to serve the Wyld in whatever way she can. This
Ratkin did), and may pick from both Breeds' Metis Gift typically results in a change of Nature and Demeanour,
lists as well as the Warren or Aspect they are part of. according to the Storyteller’s discretion.
These 'weremolerats' live far longer and more • Upswell (Level Six Desmana Gift) - Floods
energetic lives than even most Fera, tripling the lifespan are endemic to the mythology of humanity the world
of an average member of their Breed and barely showing over, sweeping away the old, corrupt, and fallen to
their age until well into triple figures. They are subject to make way for the new. The Desmana knew well that the
obsidian and silver weaknesses simultaneously, though Great Flood was in fact caused by the little-understood
they may not become Buried due to obsidian exposure. Rokea to eradicate a landbound Bane. Perhaps the only
• Claws of the Dead (Level Three Desmana/ significant contact between Moldwarp and wereshark
Galemy Gift) - Mass graves are an effective means of occurred with the development of this Gift, which
disposing of an entire plagues’ worth of dead, or for allows the user to, instead of simply eradicating Sceatha,
94 Moldwarps
drag them from the land and strand them in the realm sinks below the ground to an appropriate depth (4
of the water-moles. Only the spirits of the most ancient feet for small animals, 6 for humans, and 12 for large
and mighty rivers teach this Gift, and it has not been animals). If the roll is botched, the corpse implodes,
used in millennia but remains waiting to be unlocked. raining viscera across the surrounding area.
System: With haste, the weremole swims up onto • Restore True Death (Level Three) - Though
land from beneath the water of a large river while it isn't a foremost duty of their Breed, Kruipmolle
spending three points of Rage. In doing so, a great take it upon themselves as a Tunnel to counteract
tsunami rises behind him, far larger than the river the unnatural maintenance of bodies once they have
could have held. The water stretches for miles and slams expired, for all dead things must decay to allow new
through nearby wilderness and settlements, then quickly life. This Gift is indispensable in this aim, for it reverses
retracts back to the bank. The water drags anything processes of any kind which would preserve organic
with the taint of the Triat back to the river, be it animal, matter beyond its point of death, even extending to
vegetable, or mineral. Anything with the ability to resist those greatest of abhorrences: the undead who sustain
may make an opposed Strength roll (difficulty 9) against themselves on the living. Cicada spirits teach this Gift.
the Moldwarp’s permanent Rage (difficulty 6) to fight System: The Moldwarp touches his subject, spends a
against the tide or end up back at the riverbank, stunned point of Gnosis, and rolls Gnosis (difficulty 7 for frozen,
into unconsciousness for the remainder of the scene. taxidermied, or otherwise preserved organisms, 8 for
Kruipmolle Gifts embalmed humans, and 9 for supernaturally-preserved
entities). If successful, the target is converted to the
The Golden Moles have been compared to as a state it would be in if no preservative measures had
renewed form of the Old World Tunnel, and the powers been employed. Corporeal undead creatures - vampires,
bestowed on them by the spirits reflect this. They Risen, Kuei-jin, mummies, and similar - may oppose this
bury the dead, avidly and ceaselessly, just as the first roll with their Stamina at difficulty 8; if the Moldwarp
Moldwarps did many ages ago. Amongst other things, wins, they are rendered immobile for a number of nights
their Gifts allow them to reduce dead matter to a base equal to the weremole’s final successes, during which
state, to kickstart Gaia’s cycle as fast as possible. time they experience nothing, which vampires treat as
• Scent of the True Form (Level One) - As the torpor.
Philodox Gift (see W20 page 166). • Uproot (Level Three) - As the Grondr Gift (see
• Spirit Snare (Level One) - As the Theurge Gift W20 Changing Breeds page 247).
(see W20 page 164). • Sense Balance (Level Four) - As the Philodox
• Golden Rhinarium (Level Two) - A Kruipmolle Gift (see W20 page 167).
with this Gift possesses a thick leathery Rhinarium • Touch of Restoration (Level Four) - As the
growing between where the eyes would be located on Grondr Gift (see W20 Changing Breeds page 247).
similar animals and across the ridge of its brow. This
organ bears gill-like skin which filters the air he breathes, • Phoenix Seed (Level Five) - In more and more
blocking out debris and noxious gases alike. Golden places, Gaia's cycle is simply too slow to repair the
mole spirits teach this Gift. horrors wrought by the Wyrm’s madness. This Gift
hastens the natural ways of death and life in a controlled
System: This Gift is always active and physically manner. Rather than simply burying a body and
present in all forms besides Homid once learned, allowing the seeds nesting within the surrounding soil to
granting the weremole a dice pool bonus to Stamina make use of its nutrients, the Moldwarp transmutes the
rolls made to resist the effects of toxic gases and similar body itself into a healthy and fast-growing microcosm
airborne hazards equal to his Perception rating. of new life. Within minutes a barren landscape may
• Proper Burial (Level Two) - The efficient be turned into one coated in lush foliage, abuzz with
disposal of corpses in large numbers is a difficult task for pollinating insects, and peppered with swelling fungi
all but the strongest of Moldwarps. With this Gift, the and lichens. Mighty phoenix spirits teach this Gift.
Kruipmolle may bury a body with a single touch. Worm System: The weremole touches a fresh corpse,
spirits teach this Gift. spends two points of Gnosis, and rolls Stamina +
System: The Moldwarp rolls Gnosis (difficulty 4 for Primal Urge (difficulty 7). The body then bursts into a
small animals such as dogs, 6 for human-sized creatures, haze of pollen, seeds, and spores. These reproductive
and 8 for large animals such as horses) while placing his elements settle on every surface for thirty square feet/
hand on a chosen body. If successful, the body quickly ten square metres per success and quickly germinate into
Chapter Four: Means of Mending 95
new life. In these areas, the Otherlandscape becomes teach this Gift.
one of perfect Gaian tranquillity, shredding any Triatic System: This Gift is permanently active once
influence. learned. All damage received from non-mammalian
Itjaritjari Gifts aggressors (including Ananasi, Corax, Mokolé, Nagah,
and Rokea) is reduced by -1. Additionally, Stamina
The Itjarijari are secretive, not only in wider rolls made to resist toxins or poisons imparted by such
Moldwarp society but amongst their kin also. Their creatures receive a -1 difficulty modifier.
Gifts provide ease of social manipulation blended
• Wither Limb (Level Four) - As the Metis Gift
with impressive martial capabilities. With these they
(see W20 page 157).
violate the safety of other Breeds for their unguessable
purposes. • Prison Break (Level Five) - As the Bone
Gnawers Gift: Riot (see W20 page 176).
• Aura of Confidence (Level One) - As the
Shadow Lords Gift (see W20 page 188).
• Crawling Order (Level One) - Foremen and
Chamber Gifts
Earls alike need to know who has come and gone As well as choosing from the Breed, Warren, and
between Burrows, and others’ reports may not always be Tunnel Gifts, Moldwarps belonging to Chambers or
reliable. This Gift reveals where their subordinates have those who have been Buried may also choose from
been through their footprints. Any earth burrowing their parental Tunnel as well as the given lists for their
spirit teaches this Gift. respective group.

System: With a successful Perception + Survival Gazers of the Deep Gifts


roll (difficulty 7), the Moldwarp may determine where Dynamic and creative, the Gazers predominantly
another weremole has been over a number of previous focus on Gifts that aid them in their nomadic lifestyles,
days equal to his successes, though he discerns no secure safe passage, ease communion with spirits, and
information as to who he may have been with or what perfect the navigation of Otherland.
he may have done there.
Note: As well as using the Gifts listed here, Gazers
• Talkabout (Level Two) - As the Fianna Gift: may also choose from the New World Tunnel’s Gift list.
Glib Tongue (see W20 page 179).
• Echoed Message (Level One) - Conversing with
• Marsupial Rhinarium (Level Two) - The weremoles from other Burrows whilst also attending to
Rhinariums of Itjarijari have far greater physical Gaia’s duties often proves difficult in the Underland.
application than most, stretching up between the Verbal messages left with others are easily forgotten, or
weremoles eyes with a thick bulge of black leathery skin. distorted before they can be imparted. By leaving his
Marsupial mole spirits teach this Gift. message in the hands of spirits of popularly-traversed
System: The Gift is always active and physically passages, the weremole may be certain that it will be
present in all forms besides Homid once learned. The passed on exactly as he wishes it to be. The spirit of deep
weremole gains +4 soak dice against attacks made to his caves teach this Gift.
face which deal bashing and lethal damage, and +2 soak System: The weremole rolls Wits + Expression
dice against ones dealing aggravated damage. (difficulty 7) while spending one point of Gnosis. If
• Claws of Gold (Level Three) - As the Ahroun successful, he can leave a message as long as three
Gift: Silver Claws (see W20 page 171), except that the words per success dormant inside a Passage or natural
claws obviously transform into gold rather than silver. underground space. Each time creatures make noise
• Battle Mandala (Level Three) - As the Theurge inside the cave, instead of the sound they create echoing
Gift (see W20 page 164). back to them, the Moldwarp's message rings out. The
Gift remains for as long as the user wishes though no
• Clash of Kingdoms (Level Four) - Itjaritjari longer than one month.
thrive on a continent filled with a spectrum of
dangerous life from all of the animal kingdoms - • Umbral Tether (Level One) - As the Theurge
venomous insects, toxic amphibians, gigantic birds, Gift (see W20 page 164).
and armoured reptiles. To survive in this land they • Hear the Wyrm's Song (Level Two) - With this
convinced spirits of the animal world of their devotion Gift, the Moldwarp establishes a limited connection
to Gaia, reflected in this Gift which mitigates the to the Wyrm, enabling him to hear its emanations in
dangers presented by these beasts. Mongoose spirits the poisoned words spoken by its servants, infallibly
96 Moldwarps
identifying its presence and influence. Crow spirits teach Note: As well as using the Gifts listed here,
this Gift. Investigators may also choose from the Eastern Tunnel’s
System: This Gift is permanent and always active Gift list.
once learned. Whenever Wyrmishly-influenced speech, • Common Tools (Level One) - As the Ragabash
media, or references are heard by the weremole he Gift: Disguise Fetish (see Changing Ways page 152).
rolls Perception + Primal-Urge (difficulty 6). If the roll • Fatal Flaw (Level One) - As the Shadow Lords
is successful, alongside the words spoken he hears the Gift (see W20 page 188).
chittering, squirming, and tearing sounds of corruption
and destruction resonating all around him. • Hidden Agenda (Level Two) - With merely
a quick scratch on a wall or other hard surface, an
This Gift is used to detect broadcasts from tainted
Investigator may leave behind a drove of information for
media stations, retellings of Wyrmish activity, or the
his handlers to pick up at a later date, which none other
words coming directly from a Wyrm-touched individual.
could hope to decipher. Any mollusc spirit may teach
• Call of the Wyrm (Level Two) - As the Galliard this Gift.
Gift (see W20 page 169).
System: The Investigator makes a Dexterity +
• Pulse of the Invisible (Level Three) - As the Expression roll (difficulty 7) while scratching an
Theurge Gift (see W20 page 165). otherwise meaningless glyph into any surface. He may
• Sense of the Deep (Level Three) - As the White express any new information he has learned that day in
Howlers Gift (see W20 page 397). the glyph ready for one specific target to come and read
by running their claws back through it. If anyone other
• Grasp the Beyond (Level Four) - As the
than the target designated by the Investigator attempts to
Theurge Gift (see W20 page 165).
read the Glyph, they fail automatically. Additionally, the
• Blind Leading the Blind (Level Four) - Gazers Moldwarp may not impart information learned more
are blind, but their senses - both their innate ones and than a day beforehand.
those gifted to them by the spirits they meet in their
• Play Dead (Level Two) - As the Ragabash Gift
journeys - are superior to those felt by almost every other
(see Changing Ways page 152).
Fera Breed. This Gift grants the Gazer a permanent
sense of how to return to the nearest friendly Burrow, • Read Between the Lines (Level Three) - When
whether it's a mile away, a continent away, or through the Investigator suspects he is being lied to, he may focus
the endless tracks of Otherland. Any migratory bird on the words being said and hear the truth behind them
spirit may teach this Gift. rather than the falsehoods presented to him. A lesser
System: This Gift is permanent when learned. spirit of Coyote teaches this Gift.
The Gazer knows immediately and instinctively how System: He must make an opposed roll with his
to return safely to a friendly Burrow, no matter where target of Perception + Subterfuge and his opponent must
he is or whatever his circumstances. This could be as roll Manipulation + Subterfuge (both difficulty 7). If the
innocuous as a trail through a forest to avoid a local Red Investigator wins, his opponent speaks the truth behind
Talon Sept, to the fastest and clearest track leading them what he is truly saying out loud without ever realising or
straight from the Atrocity Realm to a branch of the Run. remembering that he had said it.
• Mimic the Wyrm’s Call (Level Five) - As the • Stony Exterior (Level Three) - Sometimes
Kojin Gift: Call to Allies (see W20 Changing Breeds Moldwarps are not the unshakable children of Gaia
page 132). needed to combat the horrific entities spawned by
the Triat, especially when compared to their Cousins
Investigators Gifts the Gurahl and Garou. Sometimes cowardice allows
Investigators' intentions are ever twofold: they wish a weremole to serve Gaia another day, and this Gift
both to appease their handlers in Beast Courts and provides the means for an Investigator to camouflage
wish to place themselves as successors to Moldwarp himself from those who would do him harm. Granite
leadership, ultimately once again becoming equal to spirits teach Moldwarps this Gift.
every other Fera Breed. They have a wide range of Gifts System: The weremole must remain still for a whole
to provide utility in service and hidden power for when turn out of sight of his enemy and roll Appearance
the time comes that they must show themselves to be + Stealth (difficulty 6). If successful the Moldwarp’s
truly powerful. fur twists and calcifies to resemble the earth around
it, effectively causing him to resemble a large boulder.
Chapter Four: Means of Mending 97
The power remains active for as long as he stays still, it hybrid of the two in the case of Metis.
may not, however, be used to emulate man-made stone • Perfect Passage (Level Five) - As the General
substances such as tarmac, concrete, or stone. Bastet Gift (see W20 Changing Breeds page 86).
• Leying Lines (Level Four) - This Gift represents
the Investigator’s manipulative perversion of their Buried Gifts
parent Tunnel’s ambition to create a network of passages Moldwarps lost to the fallen Wyrm are sick
between all Fera Dens to strengthen the power of Gaia’s individuals held in slavery to not only the Wyrm and
children. Investigators may link one Den to another its spiritual minions, but often in a place beneath Black
(including any other Gaian place, such as a Caern, Spiral Dancers, who use them as grunts and workers.
Wallow, Dragon Nest, and so on), tethering the two Note: A Buried may take Gifts of his former Tunnel
and making one victim to the other. Spirits of ancient at character creation if he has one. Buried cannot learn
human structures teach this Gift such as Stonehenge or Gifts from any Tunnel other than their own once they
Edzná. have been taken by Tommyknocker.
System: The weremole must know the two Dens • Acid Talons (Level One) - As the Black Spiral
fairly intimately, one usually being that of his own Sett Dancers Philodox Gift (see Book of the Wyrm page
and the other a frequently visited one. He rolls Strength 120).
+ Primal-Urge (difficulty 7) while spending two points of
Gnosis and meditating on the Den he is not occupying. • Bane Protector (Level One) - As the Black
Once he commences digging, he progresses to the other Spiral Dancers Gift (see W20 page 426).
Den regardless of the distance, only stopping for food, • Allies Below (Level Two) - As the Black Spiral
water, or sleep. Once he reaches his destination the link Dancers Galliard Gift (see W20 page 426).
has been made. At any moment, the Moldwarp may • Grave Claws (Level Two) - As the Black Spiral
facilitate the first Den in draining the second of Gnosis. Dancers Gift (see Book of the Wyrm page 121).
The opposing Den reduces its rating by one level per
• Banish Totem (Level Three) - As the Uktena
month until it is eventually rendered powerless. The
Gift (see W20 page 198).
recipient Den may increase in Den Rating by one level
from this process, so long as it targets a Den above its • Claws of Corrosion (Level Three) - As the Black
own level. Spiral Dancers Gift (see Book of the Wyrm page 121).
If the Den is ever to fall to a member of the Triat, its • Obsidian Reprisal (Level Four) - As the Black
conjoined Den instantly falls too, and if the link is ever Spiral Dancers Ragabash Gift: Silver Reprisal (see Book
abruptly broken, both Dens are reduced to the lowest of of the Wyrm page 120), except that the Gift obviously
the two levels originally. deals with obsidian rather than silver.
• We Have a Mole (Level Four) - Yet another • Magmatic Excavation (Level Four) - A Buried
way for other Fera to besmirch the Moldwarp name can forcefully ‘melt’ a Passage, causing earthquakes
comes with this useful Gift, which grants the ability above and turning the Passage walls into obsidian
to temporarily shed Gaia’s love. While in his Breed (meaning it's incredibly resistant but Wyrmishly affects
Form, the Investigator renounces all Fera capabilities Moldwarp). Volcano spirits teach this Gift, though only
and Gaian spiritual bearing to become a fully mundane once they have been awakened by the Buried.
version of that form for a short time. Snake spirits teach System: The Moldwarp spends two points of Rage
this Gift. to gain 10 automatic successes on a single digging roll
System: The Moldwarp spends one point of Gnosis (see page 64) and can spend further points for further
and rolls Stamina + Primal-Urge (difficulty 7) to shed lots of 10 successes. In doing this, the integrity category
any trace of supernatural Gaian essence from himself. may be ignored as the Passage made is permanent
This state lasts for one night per success rolled, or until and formed from pure, hard obsidian. If the power is
the weremole cancels the power himself. While non- directed at an individual, it deals 10 levels of Aggravated
supernatural he cannot use or roll Gnosis, Primal-Urge, damage and leaves any resulting wounds (or the entire
or Rage, cannot transform, and cannot use Gifts, Rites, corpse) converted into obsidian; such a target may
or Tools. By the same token, no senses on earth can pick attempt to dodge the attack at difficulty of 6, reducing
up a trace of supernatural spirit or Gaian energy; for the damage dealt by one per success.
all intents and purposes, he is either a natural human, • Sinking Cities (Level Five) - The Moldwarp
natural mole, or an inexplicable but non-empowered summons a mouth of the great Wyrm to swallow up
98 Moldwarps
a patch of the Overland itself. In an explosive bite of System: The Moldwarp rolls Manipulation +
negative energy, an infinite sinkhole appears in a chosen Etiquette (difficulty 6) while engaged in conversation
location and destroys anything and everything occupying with his victim, enquiring as to her worst character
the area. Limestone spirits teach this Gift. traits in a manner which is at first acceptable if a
System: The Moldwarp spends any number of little prurient, then increasingly explicit. If the roll
points of Gnosis and focuses on the same location for a is successful, she very begins openly and intensely
number of turns equal to eleven minus his permanent expressing her most selfish and destructive habits and
tendencies - though she is not compelled to confess any
Rage rating. Once this period is over, the area explodes
particular deeds - and subsequent rolls made to urge her
as the visible mouth of a colossal Wyrmish avatar tears
to act on them receive a -2 difficulty bonus.
up into an area of Overland a number of cubic metres
in size equal to ten times the Gnosis points spent. • Beastmind (Level Two) - As the Red Talons Gift
Anything standing in the way of this consuming Wyrm (see W20 page 186).
must roll Wits + Athletics (difficulty 5 + the amount of • True Colours (Level Three) - To truly uncover
Gnosis being spent) to dive out of the way or be utterly the unbridled corruption in the heart of man, a
consumed by it. Any objects or structures in the area are Redeemer can force the ape's mouth to confess every
destroyed. Following the bite, the Wyrm sinks back into single Triatically-influenced act she has ever performed.
Otherland. Chameleon spirits teach Moldwarps this Gift.

Hill Gifts System: The Moldwarp spends one point of Gnosis


and rolls Manipulation + Intimidation (difficulty 6). The
By contrast with the numerous Camps of the Garou number of successes generally indicates how extensive
Nation, there are only a small handful of Moldwarp and personal the admissions go, and all relate to at least
Hills; in their busy lives, weremoles have little room for one of the Triat. The confessions may range anywhere
or inclination towards involvement with social groups from habitual littering (indicating the Wyld and possibly
than Labour and Sett. The few that have arisen, due also the Wyrm), to manipulating workplace rules to get
either to peculiar situations in human settlements or disfavoured fellow employees fired (in alignment with
radical strains of thought, operate purely as a secondary the Weaver), to a series of premeditated rapes - a sin of
objective to the Moldwarp following their core duty and deeply Wyrmish nature.
transcend Tunnel boundaries. These Hills have each • Spider's True Visage (Level Four) - Humans
managed to develop a suite of Gifts to help them in rely on technology more than the natural world; worse,
their various causes, some of which are pure and go to many in the developed world spurn Gaia’s beauty in
aiding Moldwarp duty as a whole, while others are far favour of the glaring little lights they carry. This harsh,
more malicious or deviate from orthodoxy. ugly Gift brings out the Weaver inherent to them by
Note: Moldwarps who belong to a Hill may select transforming tech-dependent humans into delicate
Gifts from Breed, Warren, Tunnel, Hill, and potentially reflections of the Weaver’s form. Any spider spirit may
also the Chamber lists. tech this Gift.

Ape’s Redeemers System: The Moldwarp makes an opposed roll


of his Gnosis against the victim’s Willpower (both
The Redeemers do their duty just as any other difficulty 7). If the Moldwarp wins, his victim gains
Moldwarp does; in truth, they go above and beyond arachnoid features in direct relation to how dependent
what Grandmother Mole asks of them, albeit to ends on technology she is for a number of hours equal to
at odds with most of their Breedmates. Above all else, his number of successes over hers, all of which are
they yearn to show the Fera world that humanity is unpleasant and potentially debilitating.
and always has been the cause of virtually all Gaia's For example, the country shepherd who ventures
problems. Their Gifts simply bring this truth to the fore into her village once a week for groceries and still uses
and aims to begin fixing the issue once and for all. a phone from the nineties may simply suffer from a
• Undermine (Level One) - The many frailties thin, easily-removed web coating on her fingers. At the
of human beings are quite disgusting to any right- other end of the spectrum, the tech mogul with an
minded Redeemer, and how they hide these frailties interactive smart home, activity trackers, and augmented
can be even worse. This simple Gift came about to shed reality glasses would sprout four vestigial arms and six
these falsehoods and show the ape's thinly-veiled true more eyes, become coated in a thick hairy exoskeleton,
behaviour in full. Snake spirits teach this Gift. or develop great chittering mandibles; with this extra
Chapter Four: Means of Mending 99
demand on his body’s stores and stability, such a human "dig a grave". The corpse fulfils the task before collapsing
would degrade physically and die long before the Gift back to its original position; if interfered with it will
wears off. simply collapse again. By spending another point of
• Feral Lobotomy (Level Five) - As the Theurge Gnosis and rolling Charisma + Medicine (difficulty 6),
Gift (see W20 page 165). the Moldwarp may pass the effects to one other corpse
within sight who died of a similar cause per success.
Plague Doctors Gifts • Doctor’s Orders (Level Five) - As the Red
The Plague Doctors marched forth in the Second Talons Gift: Scabwalker Curse (see W20 page 187),
Time of Pestilence, becoming one of humanity’s except that this Gift suffuses the victim with both
foremost defences against the diseases wrought upon Wyldish and Weaverish energies, forcing her to avoid
them by the Ratkin. Similar in some ways to the Galemy, Wyrmish contact in the same way as those marked
Plague Doctors set their minds to cutting off death at as Scabwalkers avoid Weaverish contact. The Gift is
its source, but rather than countermanding the natural normally performed to keep victims away from pestilent,
order of Gaia, they see themselves as warriors against dying, and rotting hosts of contagion, the reasoning
pestilence and fight it at every opportunity. being that a little hurt now is better than a true need for
• Banish Sickness (Level One) - As the Bastet Gift healing later. Gaian spirits of health and medicine teach
(see W20 Changing Breeds page 85). this Gift.
• Refresh (Level Two) - As the Kieh Gift (see
W20 Changing Breeds page 118).
Young Worlders Gifts
The Young World Hill is as close to the Weaver as
• Viral Purity (Level Three) - Plague Doctors Moldwarps have ever come, save perhaps for freak cases
have learned to change the spirit of a virus to a Gaian of those who have wholly served her. Having taken to
ailment. The virus attacks only those afflicted by Triatic heart the frequent waves of death that have emerged
taint, highlighting them as individuals in need of
from within human society through plague, famine,
treatment and cleansing. Frog and leech spirits teach
and war, their common aim has become to dispose of
this Gift.
elements of human society that cause these catastrophes,
System: The Moldwarp simply gifts a point thus limiting the Triat's madness and coming one
of Gnosis to an individual infected by a non-life- step closer to curing them. They use Gifts to help free
threatening virus. That individual is relieved from human society of Triatic influence, rather than blindly
the condition but becomes a carrier for a benign, cleansing the world at large.
symptomless virus which bears Gaian influence. This
• Corruption Analysis (Level One) - Young
lasts for a number of days equal to the Moldwarp’s Rank
before it changes back to its previous state. The virus is Worlders learn to see the Triat in human society
transmitted by contact with infected material, much like far deeper than in people's simple surface actions.
the common cold, but is only viable in other humans While travelling Overland, a Moldwarp may recognise
who have become or are tainted by one or more of the human structures and devices on a course to falling
Triat, lasting one fewer day for each other person in the to imbalance long before it happens. The spirit of
chain of transmission. All carriers of this virus grant +1 telephones teach this rare Gift.
dice to rolls made to cleanse them. System: In a city, the Moldwarp must roll
• Send out your Dead (Level Four) - Heaving Intelligence + Occult (difficulty 7) to determine whether
corpses for burial by hand is time-consuming and specific technology, architecture, or even more abstract
laborious, not to mention conspicuous. As a solution, social structures may fall victim to the Triat. The
the Plague Doctors discovered a method of flooding a successes rolled determine how deep and insightful the
body with Gnosis to temporarily reanimate it, sending observation is, from a binge drinking trend pointing
it autonomously towards a set target without disturbing towards industry corruption to the installation of
the spirit of the deceased. Flatworm spirits teach this coordinated wireless transmitters by a mysterious almost
Gift to the truly worthy, as do representatives of the certainly intent on transforming the populace into
Dead Man. Drones.
System: The weremole simply places his hand on the 1-2 Successes: Lots of independent galleries opening
head of a corpse and spends one point of Gnosis. The recently; A park is planned to be cleared for yet another
body stands and follows directions relating to interring office building; How are kids in this town getting so
itself, such as "get on the cart", "head to the cemetery", or much King’s beer?
100 Moldwarps
3-4 Successes: Has that street art changed positions them to take up Gaian lives afterwards. They quietly
since I last saw it?; That new high-tech compound sure note the fact that they have devised far more complex
has a lot of power cables running to it; A nightclub and effective forms of the Rite of Cleansing known to
called Fangtasia - seriously? the Garou, all to the disdain of most werewolves in the
5 Successes: This live-action roleplaying league will know.
likely be taken over by Wyld creatures to harvest its Note: Moldwarps may learn almost any Fera Rite as
patrons’ boundless passion; That new signal technology well as those listed here. Some, such as the Winter Wolf,
will probably destroy humanity’s critical thinking; are far more common since Moldwarps are not expected
That ‘neighbourhood improvement’ action group will to die in battle but rather live on to very old age. Others,
probably start sacrificing the homeless to the Wyrm like the Long Run, are not exactly befitting of a mole.

Cleansing Rites
soon.
• Ear to the Ground (Level Two) - Humans have
used subterranean cables for information transfer for a Rites of Cleansing are not entirely unique to
century in ever-growing abundance. With an ear pressed Moldwarps, but their innovation and dedication to
to the ground, a Moldwarp may hear the transition of performing them, and their separation of such Rites
signals bearing Triatic influence passing through any as a category of their own, are characteristic of the
nearby cables or wiring. Rabbit and hare spirits teach Breed. Naturally, Cleansing Rites are usually the sole
this Gift. purview of the Cleanser Warren, though occasionally
System: The weremole must place his ear against other Warrens learn them. Aside from those listed
the earth and roll Perception + Primal-Urge (difficulty below, Moldwarps occasionally learn the Garou Rite of
7). He may hear anything being discussed which might Cleansing, more as a training tool for young pups or as
have been directly touched by the Triat help. Promotions a means of understanding werewolves, than a practical
for highly experimental avant-garde art projects travel means of curing taint.
with the frantic reverberations of the Wyld; orders System: The standard roll for a Cleansing Rite is
from Meditech research facilities may be peppered with Stamina + Rituals (difficulty 7).
the crackling, Weaverish static; and intoxicated threats
between lovers may be drowned out by the Wyrm’s Rite of the Sanctified Spirit
low, distorted drone. With enough successes (according Level One
to the Storyteller's discretion but generally requiring The cleansing of spirits is the first and foremost
more for weaker influences), the Moldwarp may follow Ritual any Cleanser learns. This Rite is reminiscent of
these broadcasts to their destination to gather further the Rite of Cleansing known to Garou; this is, as all
information on their fallen topic. Elder Moldwarps will hold true, because the werewolves
• Ghost of the Machine (Level Three) - As the were taught it by - or stole it from - Moldwarp Cleansers.
Bone Gnawers Gift: Call the Rust (see W20 page 175). Inside a Cleansing Chamber, the ritemaster must
• Attunement (Level Four) - As the Bone walk around the Sceatha in a clockwise direction, with
Gnawers Gift (see W20 page 176). one of each other Triant’s Rehabilitation Trinkets
• Malleable Spirit (Level Five) - As the Theurge (Weaverish and Wyrmish for Wyld Sceatha, and so
Gift (see W20 page 166). on). As he begins his circle, he activates one Trinket
by making the usual roll, then upon beginning his

Rites second lap does so with the other corresponding


Trinket. Once both Trinkets have been activated in the
Sceatha's presence, the Moldwarp makes one final lap
Moldwarps are easily seen as a traditionalist Breed.
While it is true that they have entered a state of flux while scratching marks in the ground pointed towards
in the twentieth century, as a whole they have stuck the Sceatha (typically with his own claws, though a
closely to particular behaviours throughout their history. sharp implement may also be used)., each symbolising
Because of this, Rites play a significant part in their a cutting of the bonds tying the Sceatha and its master
culture, and not a single pup rises in Rank without Triant; Once the full circle is made, the Sceatha is
learning at least one. The central focus of observing cleansed to one degree or another, and after multiple
time-honoured Rites is the Breeds’ range of cleansing performances or a particularly well-executed one against
rituals. Weremoles have prided themselves on their a weak spirit, the subject becomes fully Gaian.
ability to cleanse individuals of Triatic taint and to allow This Rite is performed exclusively on spirits, though
Chapter Four: Means of Mending 101
this includes both those explicitly in service to one of - and to 9 for soul-deep followers such as Black Spiral
the Triat and those who do not fit so neatly beneath any, Dancers, Drones, and Galemy without any Pure Breed
such as Plasmic creatures of the Underworld (usually (see page 73). The victim loses a number of temporary
Wyrmish in nature) and Chimera of the Dreaming Willpower points equal to the successes rolled. The
(typically Wyldish); wraiths and changelings are Restitution Rite can only be performed once every 24
unaffected by this Rite. hours.
System: The Moldwarp makes the two necessary If the subject loses all her temporary Willpower
Tool activation rolls for Rehabilitation Trinkets (see page points due to this Rite (or has it performed on her
114), totalling two rolls representing the two opposing while she has none), she falls unconscious. Upon
forces of the Triat to the spirit’s allegiance. Following awakening, she remembers very little of the Rite
this, he makes the final standard roll while he scratches or any former interest in or loyalty to the Triant in
the earth. Each success permanently cleanses one question. If she encounters its manifestations once
point of Essence from the spirit being cleansed; these again she instinctively responds negatively, requiring
cleansed points are ignored, making the spirit weak and the expenditure of a temporary Willpower point and
vulnerable. If the spirit still possesses any non-cleansed a successful Willpower roll (difficulty 8) to engage
Essence, the ritual must be re-performed on the same with it on positive terms; if this roll is successful, the
Sceatha after one week has passed. Restitution Rite’s effects are lost.
For Plasmics and Chimera, multiply the Sceatha's Rite of the Cleansed Mind
Corpus or Glamour by 10 to gain an approximate
Level Three
Essence. Once all of the Sceatha's Essence has been
cleansed, it becomes an Umbral spirit closely mirroring When a living creature has been overtaken by
its previous self, only now in service to Gaia. spiritual Sceatha, and become Sceatha themselves,
the cleansing is a far more involved process than for
Restitution removing mere contact with Triatic forces. The purpose
Level Two of this Rite is to force the spirit from its host, separating
the two to ultimately perform the Rite of the Cleansed
In the case of individuals who have been touched Spirit on the possessor. The host more often than not
by one of the Triat, and may consider taking their requires extensive healing Gifts following this Rite, as
involvement further, Moldwarps can use a Restitution the changes wrought by possession can cause large-scale
Rite in order to extort a spiritual toll from them. damage to her body which, with the influence of the
Correctly performed, it weakens the potential Sceatha, spirit which caused them removed, threaten to kill her.
making them associate tainted activity with suffering.
The Rite was originally used against Fera who became The Sceatha is restrained at the centre of a
too involved with the Wyld, Weaver, or Wyrm to Cleansing Chamber, around whom stand the
participants in a semi-circle, each clutching a single
unseemly degrees, but now it has been employed against
Rehabilitation Trinket. Each one activates their Trinket
many different types of Triatically-touched individuals.
while the ritemaster physically pushes the Sceatha
Any number of Moldwarps stand before an towards them. The force of the push does not need to
individual who carries the mark of taint on her, have much of a physical effect, but once it is applied at
arranged in an arrowhead formation with the ritemaster the correct time, the spirit within is caught between the
at its point. All attendees then begin rhythmically ritemaster’s will and the repulsing Trinkets, and forcibly
beating on the ground while the ritemaster stares into propelled from its host.
the subject’s eyes. Though multiple applications of the
System: This Rite is used on any Sceatha that comes
Rite may be necessary, the tainted one eventually feels
about from possession, including Fomori, Gorgons,
her will fade and a feeling of weakness wash over her as
Drones, changelings, demons, and those inhabited
her ‘fine’ is exacted.
by the consciousness of a vampire; though classed as
System: The ritemaster adds one to the dice pool of ‘possessed’, Kami are Gaian and thus not considered
a standard Cleansing Rite roll for each other Moldwarp Sceatha, making them immune to the Rite. Fomori,
participating in the Rite, to a maximum of five. The Gorgons, and Drones require a number of Trinkets
base difficulty is 7, increased to 8 for those who have from each other Triant equal to the possessing spirit’s
sworn themselves to a Triant - such as knowing Pentex Gnosis (for example, a Scrag-made Fomor would need a
executives, Black Furies who venerate the Wyld, or collection of four Gnosis’s worth of both Wyldish and
Technocrats who have a grasp on the Weaver’s existence Weaverish Trinkets).
102 Moldwarps
Changelings (if using C20) need specifically- At the Storyteller’s discretion it is also very possible
measured collections of Trinkets: Weaverish ones with to perform this Rite on Fallen demons, by using
Gnosis equal to the Sceatha’s Glamour plus corrupted Trinkets with Gnosis equal to the target’s Faith rating
Willpower points (if any), and Wyrmish Trinkets with from each Triant, though if the Rite is botched the
Gnosis equal to her Banality. demon becomes an Earthbound occupying the former
Those affected by vampiric Discipline powers Cleansing Chamber (see Demon: The Fallen and
such as Subsume the Spirit, Possession, or Daemonic Earthbound).
Possession (see V20 pages 131, 155, and 165), including
others with similar effects, require both Weaver and
Rite of Release
Wyldish Trinkets with Gnosis both equal to the Level Four
vampire’s permanent Willpower rating. If a human Sceatha is brought back into Gaia’s
Once the required Trinkets are acquired and grace, they are very prone to simply fall back into their
present, the ritemaster makes the standard roll and old Triatic habits. With this Rite, the cleansed human
reduces the subject’s temporary Willpower by his is let out back into their world with a touch of Gaia
successes; in the case of a possessing vampire, this remaining, so as to better fend off agents or influences of
happens to the vampire rather than the victim of his the Triat.
power. The Rite cannot be reattempted until a full week After being successfully cleansed with another Rite,
has passed. The Rite is complete once the Sceatha’s the human subject is dressed in robes tailored for her,
Willpower reaches 0, at which point the host and spirit made exclusively from natural fibres and embroidered
are detached. with glyphs countervailing her former alignment. She is
Changelings who are subject to this Rite are then given a slice of Consumer Worm flesh, which she
Undone (see C20) and a Chimera is created reflecting must eat. After this, she is released into Overland and
their fae mien. A possessing vampires removed from a gradually forgets the existence of Moldwarps, the Triat,
victim with this Rite has her consciousness return to her and related supernatural matters; she typically appears to
body, whereupon she suffers a -1 dice pool penalty to all have been abducted and quickly released by a mysterious
rolls for the remainder of the night as she struggles to cult to any who question her.
regain her awareness.

Chapter Four: Means of Mending 103


System: The Moldwarp and the ex-Sceatha subject For ghouls - humans, animals, and potentially
both make a standard roll difficulty 8. If both rolls are other forms of life which have imbibed vampiric blood
successful, the subject takes on one permanent point - the Moldwarp makes the standard Cleansing Rite
of Gnosis from the Consumer Worm’s flesh. This lasts roll against the permanent Willpower of the primary
until she is next in contact with taint that could lead controlling vampire (that is, the one the ghoul currently
to corruption and Sceathahood, during which time she holds the most blood points from), both at difficulty 7.
appears distinctly Gaian to those able to perceive such If the Moldwarp wins, the subject loses all the benefits
things. The Gnosis is then automatically spent, and the of drawbacks of ghouldom, no longer has an attachment
subject is repulsed by the taint rather than invited to to its domitor, and resumes ageing normally (though age
it. If she happens to ever perform Gaian meditation or does not ‘catch up’ to them, which would cause very old
spends a long rest in a Den or other Caern, the Gnosis ghouls to instantly die).
is refilled, but more often than not it remains spent. Ultimately, the player and the Storyteller should
Rite of the Cleansed Body come together and devise a Rite which is befitting the
chronicle and the character, one that is both taxing on
Level Five the Moldwarp and engaging for all involved.

Den Rites
For those creatures who have been created with the
taint of the Triat in every fibre of their being, cleansing
is more intense, more unpredictable, and rarely leaves Dens are as important to Moldwarps as Caerns are
a healthy specimen behind. Creatures such as fallen to a Garou - if not more so, since they spend far more
Fera, ghouls, Inanimae, Chulorviah infectees, and other time within them. The Rites created for the Den are
physical manifestations of the Triat must be invasively primarily learned by the Architects of a Sett, blending
cleansed with this Rite. them with Gifts to keep a Burrow functioning in orderly
System: This level of cleansing doesn’t have fashion.
a specific rule set for a Moldwarp to learn, as the System: Den Rites require a Charisma + Rituals roll
techniques involved vary so much that it would be (difficulty 7).
impossible to account for every variation. Not only does
each Cleanser work in his own way, but each Sceatha’s Rite of Passage-Making
Triatic humours must be assessed and counteracted in Level Two
ever-evolving ways. Certainly, they are too unique to be
Digging a Passage is unlike digging through
represented with the standard roll for Cleansing Rite.
terrestrial soil; in some ways it is easier, but in many
Three examples are given below.
others far harder. The first step is to carve the Glyph
Fallen Fera and physical manifestations of the Triat of Safe Passage at the intended entrance. From there,
should have what it means to be what they are taken small labours of mole spirits dig the Passage in service to
away from them, only to be restored with Gaia’s grace. Grandmother Mole and the ritemaster, clearing away the
This can come about with a series of opposed Gnosis barrier between Underland and Otherland in intervals,
and Rage rolls to reduce the Sceatha’s own respective waiting for the Glyph to be reinscribed. Eventually, the
permanent ratings. They then must replenish those Moldwarp is led through to his destination and a new
ratings, first Rage through degrading and infuriating Passage is made.
treatment under moonlight, then Gnosis through
System: The ritemaster must make a number of rolls
willing redemption and difficult meditation in Gaia’s
equal roughly to one every ten miles, representing times
name. Only if all of this is successful will the Sceatha be
when the Glyph must be inscribed. If any of these rolls
returned to Her way. are botched, the Passage collapses and all involved must
For Inanimae (see Changeling: The Dreaming roll Wits + Athletics to escape in time or be buried in
20th Anniversary Edition), the Moldwarp may have the earth and suffer six levels of bashing damage.
to craft a Cleansing Chamber around the its Anchor, Each Glyph remains for a number of lunar months
then assault its Glamour with Weaverish Gnosis. A equal to the number of successes rolled, at which time
number of successful opposed Willpower rolls equal to they must either be maintained or the Passage will
the Inanimae’s permanent Glamour rating while using collapse.
Weaverish Trinkets would transform her Anchor into
a mundane natural substance and leave the Inanimae
Undone.
104 Moldwarps
Underland. Each of these tests require the Moldwarp to
Labour Day make reasonably challenging rolls in response to them.
Level Three If he is successful through Mole’s tests, he digs through
to the desired Den and a new branch of the Run is
The creation of a new Labour is a critical moment permanently laid.
in any Sett’s proceedings. Every Labour possesses a
unique section of the Burrow, maintaining its various
chambers and ensuring the wellbeing of all Moldwarps,
Death Rites
kinfolk, and Sceatha therein, so the camaraderie of a Moldwarps toil in death all day and night, and see
Labour must be absolute. The prospective members ‘their Wyrm’ as their true spiritual guardian. To that
come together and each scoop a pawful of earth into end, weremoles undertake almost every Death Rite
one mound, on which the ritemaster inscribes their commonly known to Fera kind devoutly, as well as a few
names. This mound becomes the power of their Labour unique to them.
and even shines with a Gnostic glow through Otherland.
System: Once the scooping is complete, the
Rite of the Great Return
ritemaster makes his roll as he inscribes his fellow’s Level Three
names into the mound. If successful, the Labour gains a No Moldwarp is mourned or cried over when their
+1 dice pool bonus to any Gnosis rolls made while they death comes, for they have simply been chosen by Gaia
work together. Additionally, members of a Labour which to become something new. His body is given to the soil
has performed this Rite may deposit points of Gnosis in once more, and under the Rite of the Great Return it
the mound which members of the Labour may extract is quickly reduced to its base components, while those
and make use of for themselves. If a new member joins who handed him over receive his essence. The body
the Labour, this Rite must be repeated for him to gain is laid down in the centre of a Burial Chamber and
its benefits. the deceased’s handlers, usually those of his former
Rite of the Run Labour, scoop nearby earth up to his sides so that only
his face and chest remain exposed. His body then slowly
Level Five transmutes into the soil, releasing a light blue vapour as
To most weremoles, the Run is nothing more or it does.
less than the foremost Passage, but to those who have System: As an exception to the normal roll for a
reached greatness it is far more. It facilitates travel
between Underland and Run’s End, an otherwise Death Rite, each participant rolls a number of dice
impossible feat as Moldwarps cannot simply Dig equal to their Rank. As they bury their fallen comrade,
Downwards to reach their death-realm. The Run also his temporary Gnosis, Rage, and Willpower are
forms spiritual supports for the Tellurian - when the distributed amongst the surrounding Moldwarps. Each
Run first fell the world saw utter chaos, and since then receives a number of points equal to the successes they
each instance of a branch being destroyed has seen rolled collectively between the three ratings, so long as
catastrophic Overland consequences. Any weremole no individual gains more points than the Moldwarp had
who performs this legendary Rite digs a new branch of at the time of his death.
the Run and immediately meets with more acclaim than
ever before. Rite of Salvation
Starting in Run’s End, the weremole digs from Level Five
inside the colossal obsidian structure of the Body of
Death. He is quickly joined by Grandmother Mole and Occasionally, Sceatha see the error of their ways and
must compete with her to dig through Otherland to his wish to rejoin Gaia permanently, through death. The
destination. If she is suitably impressed, the two of them Sceatha is taken to the Body of Death and surrounded
burst through into Underland and the Run branch will by Moldwarps as they regale her with tales and songs
be formed forever. regarding Gaia, the Three Lands, and the future
System: The Moldwarp must first make a digging salvation of the Triat. As the Sceatha naturally perishes
roll, requiring ten successes while spending one point from the Body of Death’s aura, her body and soul
of Gnosis. He enters the fabric of Otherland and is met return to a state of purity with no blemish of the Triat’s
by the Totem Grandmother Mole. She then tests him corruption.
as the two of them dig on, perhaps pulling a corpse
from the walls, summoning a horrific Sceatha (rather System: The lead Moldwarp guiding the Sceatha
alarmingly plucked from an in-use Cleansing Chamber), towards Gaia’s grace makes his roll while speaking of
or lead him towards particularly hazardous regions of Her nature. If he succeeds, the Sceatha dies and returns
Chapter Four: Means of Mending 105
to a natural state. If he fails, the Sceatha dies horribly Gnosis roll against the Tool’s Gnosis, both at difficulty
in a fit of bleeding, vomiting, and seizures. If the roll is 6. If the Moldwarp succeeds, the power is activated
botched, the Sceatha enters a frenzied and tries at all as intended and the Tool’s Gnosis rating (and thus
costs to reach a place suited to her Triatic alignment. the number of uses left in it) is reduced by 1. If the
Tool botches, it is not only activated as above, but the
Tools difficulty of the following activation roll is increased
to 7 for the Tool but remains at 6 for the Moldwarp
To weremoles, there are no clear distinctions (though the Gnosis rating may still only be reduced by
between a Talen and a Fetish, primarily due to their 1). If the Tool succeeds, its power is not activated at all
unique method of and purpose for creating such and its Gnosis rating remains the same. If the Moldwarp
spiritually-charged objects. Moldwarps create ‘Tools’ - botches, the Tool’s Gnosis rating is increased by 1 and,
their prosaic nomenclature for anything considered to at the Storyteller’s discretion, the Tool may create some
be a Fetish, Talen, or similar items by other Breeds - the effect contrary to its purpose, related to the Charms and
exact same way as most others, by binding spirits into behaviours of the spirit within it.
the desired object. However, they only ever use Sceatha Once a Tool has had all its uses expended, the spirit
spirits of the Triat, never Gaian ones. While inside such is released again in a Gaian form, losing any Charms
material prisons, these spirits are gradually cleansed in a unique to Banes, Wyldlings, or Weaver spirits, and
similar manner to being held within cleansing chambers, possibly gaining new ones to represent their conversion.
which in fact represent the Breed’s sole use of Gaian Note that despite the reduction of the Tool’s Gnosis
spirits in this way. What other Breeds would call a rating to 0, the spirit’s own Gnosis remains at its
Talen is made using only a weak Sceatha, the essence of original level.
which is not strong enough to require invasive cleansing,
and thus the Tool itself cleanses the spirit after one or Note: For a Moldwarp player to create a Tool
two uses. Hardier Tools act more like holding cells for mimicking the Fetishes or Talens of other Breeds, he
the Sceatha, preserving a potent spirit battled into a must simply agree with the Storyteller what Sceatha
weakened state in a position of inactivity, siphoning spirit is most relevant to the Tool and then continue
its Essence as and when it recovers for the activation in the usual creation method. For example, to make a
of the Tool. Thus, each Tool has a set number of uses, Spirit Tracer, the Moldwarp could use a Scryer Bane,
and when these uses are through the spirit is released a Spark Wyldling, or a Hunter Spider Weaver spirit,
without harm, rehabilitated into a balanced member of to achieve the same effect as a Garou would by using a
the spirit world. predatory animal spirit.
System: To create a Tool, Moldwarps undertake the For the purposes of using the Fetish Background for
exact same process used by most other Breeds in creating Moldwarps, the level rating of each Tool has been given
their Fetishes, differing only in that they use tainted and should be used in conjunction with the Background
and fallen spirits in place of pure Gaian ones (for these in the same way Fetishes are.
rules, see the Rite of the Fetish in W20, page 213). The
obvious exceptions to this rule are that the Buried don’t
Golden Lantern
use Wyrmish spirits, but rather corrupt Gaian, Wyldish, Very few Diggers are found without a Golden
and Weaverish ones into Banes, and that Galemy do Lantern hanging from a belt loop or affixed to a hard
not use Wyldlings, instead infecting all others with the hat as they spelunk their way through the deepest depths
Wyld. of Underland, treated as they are as both useful tools
and status symbols in equal measure. The Lantern, at its
All Tools have a number of uses equal to the Gnosis core is nothing more than simply that: a lantern of one
rating of the spirit used to make them. As the Moldwarp design from a vast an array - many Architects devise their
activates a particular Tool, she attempts to impose own designs of lantern and supply their Sett with them
Gaian Gnosis upon the spirit and reduce the potency as a kind of trademark for their work - with a round
of its corruption, thus reducing the number of uses plate of gold attached to the object's foremost face,
she can extort from it. Once the spirit has been utterly covered by a glyph-inscribed seal. Young Moldwarps are
oppressed by Gaian Gnosis, it is permanently cleansed quick to point out that, with the advancement of electric
and released from the Tool, which becomes no more lighting, Golden Lanterns aren't really the most efficient
than a mundane object, though it can be reused and method of lighting your way as you head through
once again be made a true Tool. darkened passageways. In return, Elders scoff and crawl
To activate a Tool, the Moldwarp makes an opposed onwards when the pup is left stranded in the darkness
106 Moldwarps
once his batteries have died.
System: To activate a Golden Lantern, the
Moleskine
Moldwarp must simply lift the seal and expose the Named this more recently after modern Moldwarps
spirit within to the world. The Lantern illuminates got their paws on a human writing set, the Moleskine
an area of space equal to half a cubic metre/one foot is a self-writing map used in an array of different ways.
per level of the captured spirit’s Rage in all directions Architects use them to map out the different rooms,
from the Lantern, piercing even supernatural darkness passages, and traps placed by their Labours within a
which ordinary light cannot. Illumination using this Burrow; Diggers simply use them to map out the vast
Tool lasts for one scene per use, after which time the sprawl of Underland passages deep beneath the ground,
seal automatically slides back to its original position, heading both in and out of Otherland at random;
enclosing the golden plate behind it. Wardens and Cleansers keep an intimate track of the
cleansing chambers within their Burrow, adding the
Level: 1
various procedures needed to keep them secure; and
Suggested Sceatha: Furmlings (Rage 10, Gnosis 5, Trackers use them on Overland to keep track of its
Willpower 5, Essence 20-40) or Vectors (Rage 3, Gnosis disorienting geography.
6, Willpower 9, Essence 17-30).
System: The Moldwarp needs only activate this
Poison Pipe Tool at the start of the day, following which it keeps an
ongoing map of his travels, reducing or increasing in
The Poison Pipe is a roughly-carved pipe formed
scale as needed. Only the user may understand the map;
from the ribbed and undulated column of a stalagmite,
to anyone other than him, it reads as a maddened sprawl
hollowed out with a rounded dish-like mouth at its
of lines and shapes. The Tool deactivates at sunset of the
furthest end. When a Moldwarp lights the pipe to
same day.
smoke tobacco or teaching herbs - only in their natural,
unadulterated form - and expresses a large cloud Level: 2
with his exhalations, he is shown the presence of any Suggested Sceatha: Scryers (Rage 2, Gnosis 7,
contaminants, mundane or supernatural, in his local Willpower 4, Essence 13-30), Pattern Spiders (Rage 4,
vicinity. The cloud then gradually drifts along as the Gnosis 6, Willpower 6, Essence 16), Net Spiders (Rage
weremole makes his way, gradually dissipating as it does 4, Gnosis 8, Willpower 7, Essence 19), or Vectors (Rage
so before fading completely. 2, Gnosis 6, Willpower 9, Essence 17-30).
System: To activate the Fetish, a Moldwarp need
only take a deep drag of his pipe and blow the dense Claw Pick
smoke out into the space around him. Assuming it was The Claw Pick is a thing of minor sacrifice to the
successfully activated, he must make a Perception + Moldwarp crafter, in exchange for major personal gain.
Alertness roll (difficulty 6 for well-lit environments, 7 It is formed from one of the future wielder's Crinos
for gloomy areas, and 8 for almost total darkness) to see claws, pulled from the paw and bored through the core
the presence of toxic contaminants in the air (including of the Pick with a shaft of fresh green wood, and sealed
Wyrm taint and some Wyldish substances) as bright with pitch. The claw - which naturally makes up the
auroras when in contact with the smoke. The smoke Claw Pick's head - does not return to a talon or nail
remains for around one minute per level of permanent of any other form when the user shifts, or due to any
Gnosis possessed by the Moldwarp. changes in Umbral pressure, though it will transform
Note: Gazers of the Deep cannot make effective back if the creator dies. A Claw Pick is conventionally
use of this Tool due to their Chamber’s Sightless Gaze used to excavate large masses of stone and dirt in short
Fault; though it reveals things supernaturally, it relies on order, and is often employed by the Eastern Tunnel to
mundane sight. brutishly overcome their Tunnel’s Fault.
Level: 2 System: The Claw Pick is a short-lived Tool in the
hands of a foolhardy Moldwarp, for each swing is a use
Suggested Sceatha: Hoglings (Rage 8, Gnosis 7,
of its ability. The swing adds an automatic ten successes
Willpower 3, Essence 18-40), Mites and Tites (Rage 2,
to a single digging roll made by the wielder. The Pick
Gnosis 3, Willpower 9, Essence 10-20; see page 143), or
also deals Strength +5 Lethal damage if used in a
Twisters (Rage 8, Gnosis 9, Willpower 8, Essence 27-50).
combative manner, though each attack counts as a full
use.
Level: 3
Chapter Four: Means of Mending 107
Suggested Sceatha: Ooralath (Rage 5, Gnosis 3,
Willpower 7, Essence 15-50), H’rugglings (Rage 3, Rehabilitation Trinkets
Gnosis 5, Willpower 9, Essence 17-40), or Structural The Rehabilitation Trinkets required to cleanse
Geomids (Rage 5, Gnosis 10, Willpower 8, Essence 30). tainted beings are numerous, multifaceted, and often
contradictory in nature. As with Tools, Moldwarps
Shackles of the Fallen never use Gaian spirits in Rehabilitation Trinkets,
The core duty of Trackers is to seek out agents of instead rebalancing Sceatha’s spirits using spirits of
the fallen Triat and lure them closer to the Burrow, or the tainted Triat which have not yet themselves been
preferably restrain them and drag them back themselves. cleansed within a Tool.
To aid in this the perfect tool was created: a set of Most Burrows aim to create Trinkets far in advance
manacles which stem the use of non-Gaian magic while and in surplus to requirement, and keep a stock of them
also acting as a sturdy set of restraints in their own right. on reserve for almost any eventuality. These assortments
The Shackles of the Fallen are a noticeably unwieldy set of Trinkets are curated and requisitioned by an Elder
of stocks cut from a single sheet of slate, with at least Cleanser - or, lacking a true Elder, the most experienced
two holes for arms - or other appendages - to fit through. Cleanser - and crafted by those Architects beneath him
When a non-Gaian entity is restrained by the Shackles, in Rank. Because of their many applications, the specific
the sheer slate edges tighten to fasten the being's limbs Sceatha used in each Trinket covers the whole menagerie
in a vice-like grip, cutting off their connection to of Otherland, with all manner of Gnosis levels to boot.
whichever member of the fallen Triat they derive their
power in the process. Generally speaking, Wyld Sceatha are bound into
Wyld reflections of Overland such as dried seeds and
System: After activating the Tool and successfully shoots, greenwood carvings of clouds and waterfall
securing the victim's appendages in the boreholes, the
mist, or complexly and yet randomly cobbled-together
Shackles can restrain creatures with up to 6 dots in
mixture of fresh materials. Weaver-bound Trinkets come
Strength (including powers or other bonuses which
as woven silk lace, circuit board sections, and precisely-
increase Strength). Once restrained, all powers the
dimensioned strips of metal. Finally, Wyrmish Trinkets
subject derives from any source other than Gaia suffer a
are created from rotten bones, effigies of monstrous
+2 difficulty penalty to activate.
beings, and arrangements of weapons which have been
Level: 4 used to kill.
Suggested Sceatha: Psychomachiae (Rage 10, Gnosis System: Trinkets are made just the same as any
4, Willpower 6, Essence 20), Pattern Spiders (Rage 4, other Tool, though they conventionally serve no purpose
Gnosis 6, Willpower 6, Essence 16), or Stasis Vectors outside their use in a cleansing chamber. The Spirit’s
(Rage 6, Gnosis 10, Willpower 10, Essence 26). Attributes should be noted for each and every Trinket a
Moldwarp creates, for use in cleansing Rites. For more
on these Rites, see page 107.

War-Mattock
The Order of Thegns are the only class of Moldwarp
allowed to actually kill Sceatha, and only unleashed
when a situation in the field, or more worryingly
within a Burrow, reaches the point of no return and
risks the spread of Triatic taint by the Breed's own
mishandling. For this purpose, Architects devised a
Tool that performs the Rite of Release with every use.
The War-Mattock, a two-pronged battle pick with vines
of ivy and bindweed growing from a hollow in the
shaft, despatches Sceatha too troublesome to cleanse
whilst simultaneously performing the far easier task of
cleansing the creature's dying essence. Using a War-
Mattock ensures that, even in death, the opponent
is incapable of polluting the ever-flowing cycle of life
around it. Despite the far easier method of killing
enemies with the Moldwarps' gargantuan claws, the use
108 Moldwarps
of a War-Mattock is highly sought-after, and is seen as
Portable Cleansing Chamber
one of the greatest honours a martial-minded weremole
could hope to receive. Despite the fact that portable Cleansing Chambers
System: The War-Mattock deals Strength +3 are not situated above a Den, they work nonetheless due
aggravated damage; one use constitutes unsheathing to the Molestones used to power them. They are usually
the Mattock and lasts for the remainder of the scene. formed from light materials and rigged up on basic
Any entity slain by the use of a War-Mattock is instantly transport such as a wooden cart. Due to their mobility,
purified, the body and any remaining spiritual essence cleansing in a portable chamber becomes a much more
is rendered Gaian. Vampire, Kuei-jin and fomori bodies involved situation for the whole Labour, with Wardens
return to their natural human states and gradually maintaining the Sceatha, Architects maintaining the
decay. Wraiths may not be created with the use of this
chamber itself, and Cleansers performing the Rites,
Tool, and any organic remains of an enemy are entirely
while Trackers and Diggers keep the whole group
Gaian to spiritual senses.
coordinated and secure.
Level: 5
Suggested Sceatha: Scrags (Rage 10, Gnosis 4, Defilement Chamber
Willpower 6, Essence 20), Hunter Spider (Rage 10, The Buried make use of a Cleansing Chamber
Gnosis 6, Willpower 8, Essence 24), or Sands of Time to corrupt rather than purify. The cage-like structure
(Rage 8, Gnosis 9, Willpower 8, Essence 27-50).
necessary for this is constructed from Wyrmish materials
Cleansing Chambers such as dismembered flesh, rotten wood, and toxic
waste. These chambers are solely designed to taint a
The Cleansing Chamber is perhaps the most
important creation of the Moldwarp Breed following the being in favour of the Wyrm in a similar manner to
Eruption, and remains in as much use today as it was the Labyrinth though over a far longer course of time,
initially. These structures come in two parts: the main and without the same risk of it being destroyed or
room, used to house the Sceatha; and the ensemble of psychologically devastated. To this end, they are adorned
Rehabilitation Trinkets adorning the floor, walls, and with Wyrmish Trinkets and behave in the exact same
ceiling, all focusing their Gnosis towards the inmate. way as a normal Chamber.
The room is often a simple dug out hollow along a hall
of the Burrow, located directly above the Den itself, Rejuvenation Chamber
but never too close to it. Some Burrows make far more
Much like the Buried, Galemy focus their death-
elaborate cleansing chambers, with depictions of former
relieving Rituals inside a specialised chamber which
inmates and Totems often called upon for aid.
aligns its interments to the Wyld. These Rejuvenation
The Cleansing Chamber is the only tangible
Chambers are always situated in one of their sacred
thing Moldwarps create using Gaian spirits; in fact,
rivers, crafted from maddened weaves of reeds and other
they use pure mole spirits in their construction. Mole
allowed the use of her spirit-brood in this one instance river flora, tethered to the river bank, and spiritually
as a show of fealty to Gaia. The mole spirit is bound house the to-be-Wyldish subject like a fish in a net,
for the cleansing of one Sceatha, after which point it is awaiting the aquatic weremoles' attention.
released. If any Sett breaks this arrangement and entraps
the mole spirit permanently, all faces of Mole reject the
Sett until the spirit is freed and restitutory chiminage is
made. It is for this reason that the Investigator Tunnel
has been abandoned by Shrew Mole and repatriated by
Worm, eager as they are to devise more efficient and less
traditional methods of cleansing for their masters.
Note: For cleansing by use of a cleansing chamber,
see the range of cleansing Rites known to Moldwarps
from page 107 onwards.

Chapter Four: Means of Mending 109


Appendix One:
Mole’s
Grandchildren

Sample Moldwarp
.

Characters
Despite common assumptions, weremoles are not
merely two-dimensional homely curmudgeons, collecting
the dead and corrupted and keeping to themselves, as
many outsiders have been led to believe. Moldwarps
span a full spectrum of personalities and perspectives;
even within a single Burrow of a single Tunnel, it's rare
to find two weremoles who share identical opinions.

Appendix One: Mole’s Grandchildren 111


Spelunker
“You can run, but you definitely can’t hide.”

Prelude
As a child growing up in California, you became enamoured with the outskirts of the Mojave desert, where your
mother would take you every weekend. Soon enough, your interests turned from gentle walks along tourist routes
- with occasional deviations into rougher terrain of course - to an exploration of the canyons and crags endemic to
the region. As you neared maturity, these sojourns into cave systems and gorges - some of which were known only to
you - went from childhood play, to a beloved hobby, and finally to a full-blown obsession in your late teens.
On one such trip, the kind that you would stretch out to a full weekend of cave camping and solo orienteering,
something made you decide to go deeper than you ever had before. It was an extremely dangerous choice, but
somehow you knew everything would be alright. The crawling took hours, through tight spaces, across cave rivers,
and over sheer drops. You didn't even notice your body swell and your nails turn into claws, but soon enough you
were in Otherland, being curiously stared at by four of your new kin - the Labour which would adopt you.

Concept
From the moment you emerged onto the deepest part of the Run you realised that you just couldn't stop. As
a New World Digger, you know an unending compulsion to expand your Burrow deeper and deeper, to journey
into Otherland just to see what - or who - you find there, and above all to dig through Gaia’s hidden ways to prove
yourself to Grandmother Mole. No Passage is too narrow, no drop too steep, and no rockface too sheer to stop you
traversing Underland.

Roleplaying Hints
While you have time for all of your Settmates, especially the Diggers who accompany you on your treks, your
attention span is quite limited where it concerns anything besides digging and exploring. Whenever you are forced
to attend surface Things or other superterranean activities, you struggle to show any genuine interest at all.

Equipment
You carry with you some rope, a small knife, a pencil, and a series of hand-drawn maps of the local shallow
Otherland. Nothing else helps you much in your journeys, so it isn’t needed.

112 Moldwarps
City Planner
"Medical waste, eh? I have the perfect place to bury that!"

Prelude
Never one for heights, despite being raised amongst the high-reaching towers of London, you made sure to
remain in small suburbs and the older boroughs of the city. As you aged, you found a suitable place for yourself in
the local small councils, taking positions of transport liaising, community service organisation, and ultimately local
city planning. For you, the minutiae of council administration and design strategy came effortlessly, so when you
were given the opportunity to direct the construction of a new Underground route, you jumped at the chance.
You approached this opportunity eagerly and took a frontline position, personally seeing to the land transfers
and contracts, duties that were quite a bit above your pay grade. During a structural survey in a drilled tunnel route
- which you demanded to be part of - you felt the urge to explore your own areas of the dig, only to initiate your First
Change the moment you broke away from the survey crew.
Following the sudden disorientation of your Vision Crawl, and your urgent shift back to Homid form to avoid
crewmates seeing what you had become, you tried to keep your place in human society. The Surface Earl of the
Burrow you had briefly intruded upon has since approached you and eased you into Moldwarp life and your new
duty, which you have come to know like the back of your paw.

Concept
You are, above all else, organised and efficient. You see the minions of the Triat as simultaneously blights on
Gaia and creatures in dire need of help, and have therefore committed yourself to foster community projects and
societies which highlight and prevent Triatic corruption. Most of your day is spent organising members of your Sett
and the citizens running your community projects. All of your efforts go towards finding Sceatha and getting them
the help they need.

Roleplaying Hints
You come off on face-value as a workaholic yuppie capable of finding quick solutions to emerging problems,
but this isn't all there is to you. Away from the public light, you put your all into finding Sceatha, working at soup
kitchens, aiding abuse support groups, and litter picking near waste dumps.

Equipment
As a successful rising star in your field, you have access to a decent car and house, regular high income, and
fairly high-end technology.

Appendix One: Mole’s Grandchildren 113


Handyman
"Nothing’s so broke that it can't get fixed."

Prelude
You grew up as an only child in Coventry, England - no siblings, few friends, and only your father and
grandfather for household company. Your grandmother had died in the German bombings which ravaged your
hometown; you never knew your mother, and she wasn’t spoken of. Even then, your dad was always out working
construction on local sites to keep you warm and fed, so it fell to your grandpa to raise you mostly on his own.
Growing up wasn't so bad despite these humble beginnings. You spent much of your time out of school on your
grandpa's allotment, learning about gardening and engineering, which you took to from an early age.
It was in grandpa's Anderson shelter, during your early teens, that Grandmother Mole finally called to you.
Late one afternoon, while you were helping to dig out rotten foundations underneath the shelter, your shovel
went straight through into a foxhole, which crumbled into a sinkhole, and ended up with you digging half a mile
down in a fresh Passage. As though in a fever dream, you dug through the soft soil with your hands at first, which
then grew to colossal mole paws, finally pulling you into a small chamber set up like something from Wind in the
Willows. Small chairs were set about a table laden with drinks, occupied by a group of moles sat about making light
conversation with one another - until they were interrupted as you fell into their living chamber.
Though you were initially terrified, the creatures took you in and explained your true nature over tea, and in
short order what had happened to your mother: she was like you and they, and had tragically died defending you
from ‘monsters’ as a baby.

Concept
You turned to all the life lessons grandpa taught you to find your place in the Sett. You shore up the defences,
fix the fixtures, and when possible design unique cleansing chambers for each and every Sceatha you are shown. Just
like grandpa did for you, you love taking in young pups and teaching them every aspect of design and construction.

Roleplaying Hints
You are competitive yet modest, relishing challenges in the knowledge they might benefit the Burrow. You are
a teacher as much as a builder, making things to last with both design and inspiration, and hold others to the same
standards, brooking no laziness.

Equipment
You equip yourself with a range of Tools, mallets, picks, and trowels in order to someday produce architectural
miracles.

114 Moldwarps
Mother Superior
“How are we today, dear? Still got those worms behind our eyes, have we? Let's go back down to the chamber and see what we
can do about those, shall we?”

Prelude
From your earliest days, the nunnery was all you knew, the sisters providing for you and giving you a place of
safety and security - but you were no orphan child abandoned at the gate, nor even a human one. The sisters of the
Convent of the Three Angels found you, a young mole rummaging through their cabbage patch and ruining their
flower beds, but luckily they worshipped Gaia as the Virgin Mary and supported the efforts of the local Burrow, and
recognised you as talpid kinfolk. Sure enough, your Vision Crawl came and you dug your way onto the Run without
difficulty, ultimately being redirected by your new Burrow back to the convent for protection.
The small community raised you as their own, teaching you to venerate the ‘Holy Mother’ in all that you do.
The convent taught you to respect God's creation by working the land for the sisterhood's food, to maintain the
nunnery’s grounds, and to minister and provide healing to locals in need of care and grace. Soon you blended the
medical care provided by the convent with your cleansing duties, tempered with a stern and convicted manner, to
become the weremole you are today.

Concept
You have continued to carry the faith you were taught during your upbringing, though it is shared by none of
your Settmates. You see Sceatha as in need of the same salvation you give to the stricken and sinful. It is all that you
can do to care for them like a firm parent, a clinical doctor, and a pious nun in equal measure.

Roleplaying Hints
Unlike many more soft-hearted Cleansers, you take a hard and unwavering approach to your calling. Sceatha
will say anything to avoid the Holy Mother's salvation, but you will stop at nothing to deliver it - and actions speak
louder than words.

Equipment
At all times you carry with you a crucifix of an unusual floral design, a Bible annotated with coded references to
Gaian cosmology, and your cat-o-nine-tails Tool that excoriates the taint from your wards for a time.

Appendix One: Mole’s Grandchildren 115


Prison Guard
“If you're in my Burrow you're under my protection. I'll defend you from everything while you're down here - including yourself!”

Prelude
Bullying was a big problem in your Burrow; with their parents and minders busy with important projects, the
kinfolk kids ran rampant and took their various petty disputes out on one another. Given an ungainly hybrid shape
and afflicted with hairlessness by your metis birth but yet lacking the power of Crinos form, you were by far the
most unusual child in your group, but not the most physically capable, making you easy pickings for the bigger kids.
Despite this harrying from an early age, or possibly because of it, you developed a deep desire to defend those
who were going through the same ordeals. If you couldn’t defend yourself, you would certainly strive to be there
for others in greater need. As the years wore on, you got somewhat of a reputation for being in fights, but everyone
knew that you did it for a reason. You became something of an enforcer of order amongst your peers, though your
prowess only marginally improved.
During one intervention, a child was being beaten when you passed by, and you couldn’t stop yourself from
intervening. You managed to give the victim enough time to get away, but the bullies turned their attention
towards you and wrestled you to the ground. They dragged you off to the local well and pushed you down it, before
immediately raising an alarm and claiming that you had fallen in, but you were sure it was too late for you. As you
sank, however, you felt your body contorting into a smaller and smaller form, and eventually you managed to haul
yourself into a tiny hole leading out of the well into your Burrow, during which time you underwent the Vision
Crawl.
You were found by a surprised Architect in the shivering, soaking-wet form of a natural mole. After a while you
fit into your Warren with ease, carrying over the sense of bloody-minded obligation you showed those in need to the
Sceatha you became Warden over.

Concept
You show true devotion to the Sceatha in your care; you would even give your life to save one, if the need arose.
With this grim acceptance of duty that very few around you seem to possess, you are set to quickly pass through the
Ranks, and already have your eye set on becoming Foreman of your own Labour.

Roleplaying Hints
You are circumspect, open, and non-judgemental, always having time to listen to people and cater to their
needs. Even when Sceatha say the most heart-wrenching or violently malicious things, it is difficult for them to get
a rise out of you. At times where your Rage is aroused, however, you seek to end things with a directness at once
brutal and merciful.

Equipment
You have a handcrafted nightstick Seax, a hard hat, and sturdy boots. You only need the bare necessities, plus a
warming drink, to see you through the long hours of guard duty and the occasional battle.

116 Moldwarps
criticisms didn’t go away, but they also didn’t prevent the
Labour of Note Clean-Up Crew from raking in profits of various kinds.
The original Labour was made up of five up-and-
The Clean-Up Crew coming young weremoles of the Sett of the Soothing
Touch, the brave few who really wanted to make a
“There’s no Bane too blighted, no Gorgon too gross, and
difference. Opting not to follow the call of the Wyrm's
no Drone too dangerous. We’re the moles for you!”
soul with their Chambermates, the Labour travelled
Prelude across Overland, quickly making names for themselves.
While most Labours efficiently tend to several Sceatha
At the height of the Summer of Love, immediately at once, each process takes time, The Clean-Up Crew
following the Moon Landing, there came an inexplicable
have eked out a niche by focusing their efforts solely on
overflow of Wyldish Sceatha across the world - those
individual, powerful, difficult Sceatha, and by no means
now known to be the returned fae, or changelings. In
all of the Wyldish kind.
direct response, the Sett of the Soothing Touch - an
Umbra-roaming group made up primarily of Gazers of Decades have passed since the Clean-Up Crew
the Deep and a few curious fellow-travellers - investigated formed, and while the membership has changed
and quickly discovered the means to enter the strange completely - no longer are all or even most of them
Otherland shallows from which these creatures Gazers - the brand holds strong. There are very few Dens
came. They learned much while there, but were soon across North America who haven't at least heard of the
forced out by bands of unicorn-mounted knights Clean-Up Crew, for they have become the go-to Labour
wielding blades and bows of starlight to continue their to call in when particularly resistant Sceatha rear their
wanderings. heads. Rumour has it that the Crew are even practicing
One Labour, however, took an even keener interest and mastering vampire-cleansing, so as to add another
than most in that strange place and its marvellous but speciality to their repertoire and possibly solve the
perilous inhabitants. They knew that the fae threat to fraught question of what to do with Baoganes - though,
Gaia's purity would not be solved by one conflict and as ever, at a fair price.
a round of cleansings. Instead, they needed to pass
from place to place, confronting each Wyld Sceatha as
Concept
and when it arose in the body of a human. Few Fera Efficient, businesslike, and almost coldly clinical in
had any understanding of these emergent Sceatha, how they operate, once the Clean-Up Crew are called,
and were alarmed to discover that some had long been they will not rest or fraternize until their ‘project’ is
present on Gaia and now seemed reinvigorated by the cleansed. Despite their high status as contract cleansers,
arrival of their kin from beyond - and yet, it was found, they have very few actual allies. A deep sense of
they fought amongst themselves. There was therefore pride and even vanity follows them wherever they go,
incentive for Moldwarp Earls and other leaders to take though their Labour has nonetheless become a highly
on the services of a group who did understand (or at prestigious group to be inducted into.
least better understood) the fae.
Full of entrepreneurial spirit, the Labour therefore
Chronicle Uses
split from their Sett and rebranded themselves as The Clean-up-Crew could make a good chronicle
the Clean-Up Crew. Under this name, they began catalyst, with them being called to the player characters’
exchanging the removal and cleansing of these elusive Burrow. The players may wish to join, compete with, or
Sceatha for secrets, Tools, and indeed large sums of even expel them. Additionally, their being in the player’s
cash from the occasional Glass Walker or other well-to- Burrow could also bring with it fans, hangers-on, and
do shapeshifter. To many Moldwarps, this behaviour wannabe members of the Labour, vengeful Sceatha
seemed degrading, a trade of duty for profit. However, attention, or higher standards of performance for the
the Clean-Up Crew were seen as a preferable alternative Sett during their stay.
to the brutality of the Apes’ Redeemers, who at that Equipment: The Clean-Up Crew bring with them
time controlled the Breed across the world for the their own custom, mobile cleansing chamber, complete
most part. At the same time they were a small enough with a full range of high-tech Tools.
nuisance not to fall much afoul of Cleaves-the-Weaver’s-
Pawns‘ regime, and smoothly reintegrated with the
Moldwarp community after his overthrow. The old
Appendix One: Mole’s Grandchildren 117
him back into the loop, but his whereabouts still remain
Moldwarps of Note unknown to her.

Garou would argue that gaining prestige in a Frank Williamsen,


Moldwarp community is far easier than in one of their
‘Uncovers-Our-Wyrm’s-
own, and almost without honour to boot. It is true
that a weremole could theoretically manage to go its Salvation’
entire life without seeing significant conflict or strife, Reared in Dalton-le-Dale - a small town in the south
but these are rare instances, and not measures by which of Sunderland, England - Frank was a born-and-bred
Moldwarps aspire to prove themselves. A Digger could Digger. His kinfolk mother raised him alone, with the
easily keep its head down and excavate tirelessly, a occasional input of the local Surface Earl and other
Tracker could employ networks of spies to track Sceatha, homid kinfolk she had ties to. With his childhood
and for Architects building a Burrow is often quite safe home facing nearby Chemical Beach, it was natural for
work, but most renowned weremoles achieve their status his Vision Crawl to lead him into one of the deeper sea
though earnest, quiet diligence in the face of adversity. coves and down onto the Run. Frank crawled and dug

Lifts-the-Falling-Passage, his way to Otherland, highlighting his place as a Digger,


and soon proved to be an exemplary one.
‘the Grey Earl’ Time passed and Frank made his way into the
Also known as the ‘Pillar of the Run’, Lifts-the- Order of Thegns as a young recruit, just around the
Falling-Passage is something of a legend amongst same time as his half-brother - a metis who would go by
modern weremoles, and none even know if he still lives. the name of By-a-Heavy-Hand due to his motor control
He was said to have been born talpid not long after impairment, which made his manual dexterity stiff and
the First World War, and received his Vision Crawl jilted - was born. Frank took Hand under his wing and
during the one that followed. He grew to fame during defended his brother whenever he was in their Seaham
the Collapse of that time for physically holding the Run Burrow. He pursued what he considered a noble way
aloft to allow his Labour to escape Run’s End before it of life, but one that led him to his current, less-than-
was too late. Though he wasn’t physically digging a new desirable circumstances.
branch of the Run - something that would take power Following a Garou altercation involving Frank’s
far beyond his understanding - he still managed to stall brother (see Duty and Kin on page number 7), a small
the branch he was on from falling in long enough to Camp - the Conquerors of Svartalfheim - formed in
save himself, his allies, and many kinfolk. The sheer the nearby Sept of Sleipnir’s Thunderous Approach,
force of the Gnosis present during the act affected the its aim solely to hunt Moldwarps (or bjergtrolden, as
young weremole’s mind, and not long after the war the Get of Fenris have come to call them). Frank has
was over, he vanished from his Sett for good. Perhaps begrudgingly shouldered the duty of coming to a mutual
strangest of all, even his lifelong Labourmates could understanding with the Sept, which has proved no easy
not recall his previous name or describe him with any task.
great clarity, only (and independently) finding Lifts-the- The powerful weremole has been involved in several
Falling-Passage a fitting moniker. violent encounters with the Conquerors over the last
From that day on, reports of the ‘Grey Earl’ sprang year or two, but still strives to broker peace with the
up in Passages all across the three Lands, which have Sept’s Jarl - only to have all such pleas ignored. Now, he
been linked to the erstwhile weremole. These reports hopes that the negotiations between Holds-the-Wyrm-
describe how a large, grey-furred visitor accosts travelling Close and the Garou High King will reduce tensions in
Labours, posing them riddles that they must pass in the area. He has been forced to bury too many members
order to proceed. Others tell of being followed by a of his Burrow felled by the extremist Camp and their
small, grey Talpid-form Moldwarp who fled whenever leader, Berthold Ibsen, Beholder-of-Ratatosk’s-Wisdom;
they approached, while others still swear to Gaia that he cannot countenance further unnecessary loss of
he opened entirely new Passages for them, leading them Moldwarp life.

‘Des’
from - or occasionally into - great danger.
In the last few decades, the Grey Earl hasn't emerged
to impose himself onto other Labours, or at least none Des's story is a lonely one from start to finish.
have reported his activities. The Lord of the Run herself His Moldwarp mother sired him with a mole father
has attempted to find the powerful weremole to bring and raised him quickly, brooking no contact with her
118 Moldwarps
Galemy kin. Her Wyld taint was negligible despite presaged by a Sixth Collapse of the Run which would
her Tunnel - she could barely perform the simplest of block Moldwarps from Otherland for what little
resurrection Gifts and Rites - so she managed to pass remained of all time. With this vision in mind, she
amongst less discerning Setts without question by convinced her Labour to break away from the Sett of the
posing herself as just another Old Worlder. She knew Blood-Stained Land Redeemed and make preparations.
that the Galemy would stop at nothing to recover them, Her fears were only exacerbated by tales she picked
but also that without her nearby they would never find up from Sceatha of dark times to come, and the
him. She finally chose to abandon Des at the entrance to millennialism which was rife among humans.
a Burrow in central Germany, leaving him with tears in Bearing down on her fifth Rank as she and
her eyes just as he began his Vision Crawl. her Labourmates were, she aimed above designing
The budding Moldwarp reached the shallow reaches Passages and chambers in local Burrows to examine
of Underland, becoming a Cleanser, and was adopted the structures of the Run and Run’s End themselves.
into the local Sett under the protection of its eldest Over the course of 1998, Cassandra’s Labour frantically
member of his Warren, Inters-Sceatha-Beneath. As the constructed new branches of the Run leading to obscure
years passed, Inters realised what his ward truly was: regions of Otherland rather than to Underland. Her
an untainted Galemy - in fact, a genetic and spiritual thinking was that if the Collapse did occur, it may only
throwback to the Desmana, the lost Tunnel which the take with it those Passages which lead to Underland
Galemy had overtaken long ago. Unlike most of his rare and leave the Otherlandscape intact. With these new
kind, he chose to take pride in his true heritage, even branches of the Run, Moldwarps could quickly access
giving himself the nickname Des and refusing to take a less damaged regions of Otherland and continue their
traditional deed-name even at the cost of formally losing duties away from the disasters taking place in the Gaian
Renown. Such unusual births weren't unheard of, but realm.
most simply lived lives away from prying eyes, as they Unfortunately for Cassandra’s status, but fortunately
soon became prime targets for their tainted kin’s Rites.
for the rest of the world, the Apocalypse did not strike
Des did not choose isolation, however. Once he had and Gaia’s Cycle kept on turning. As her visions faded
developed a comprehension of human culture and his away, Cassandra knew she should be overjoyed, but
place in the world, he travelled along the Baltic coast she could not tolerate the notion that she had been
hunting for Galemy Burrows. Boldly residing at their misguided by Gaia. The once-famed Run-Shaper stepped
borders, he hunted for more of his fellow Desmana, down as Foreman of her Labour and took herself into
those whom the Wyld had overlooked, to join him in self-exile where she remains, keeping herself to Run’s
reclaiming a Gaian path. End, crafting supports at the breach between there and
Now, Des stands as the young Underland Earl of Malfeas, and trying to forget the apparent misdirection.
his own Burrow, founded beneath the Curonian Spit Her branches of the Run did not go to waste, however,
in Lithuania. There, the Sett of the Restored Tunnel allowing Cleansers to operate further into Otherland
- made up of pure-bred Desmana with Old Worlder more safely than ever before; indeed, many have noted
supporters - work with local spirits to bring their Tunnel that they glow with a golden luminescence unknown
back from the dead, redeem Desman and recover his lost in any other Passages, and somehow resound with the
Gifts, and create a new future for their kind. recognition of a great deed performed.

Cassandra Guiterrez, ‘Run-


Shaper’
Burrows of Note
Wimbledon Common
(London, England)
Cassandra Guiterrez was born in Cusco, Peru, not
long after Holds-the-Wyrm-Close rose to power, and
adapted to her role as an Architect with no hesitation When the great Moldwarp Paws-to-Shake-the-Earth
whatsoever, serving her Burrow well and without initiated the eruption, he first burst forth near the
incident. It was only in the late nineties that Cassandra heart of London, from an area of ground now known
became noteworthy, first only to Moldwarps of South as Wimbledon Common. It was here which served
America, then across the world. as the starting point for the Moldwarps who entered
During the routine digging of a new cleansing Gaia from Run’s End. Despite the Garou’s immediate
chamber, Cassandra received visions of destruction urge to slay the subterranean monstrosities crawling
untold and of an end to all things: an Apocalypse from beneath the earth, no true Wyrm-scent could be
Appendix One: Mole’s Grandchildren 119
found on them and no corruptive behaviour could be
accounted for. With enough to deal with otherwise, and Mole Hill (Virginia, United
at the command of a level-headed Philodox following
a dialogue, the local werewolves begrudgingly let the
States)
Moldwarps be, and they soon got to work excavating Unlike Wimbledon Common, the Sett of Mole
their first new Burrow in West London. Hill - initially created in secret with the aid of Nuwisha
Though held by the Old Worlders in continuation, - was not content with keeping itself ‘underground’.
the Burrow has acted as a hub for Moldwarps of all Weremoles from this Burrow set about making contacts
Tunnels from that night on, maintaining the Breed’s across the continent and beyond it. Mole Hill serves
public and private safety in the face of multiple opposing as a meeting ground between Moldwarps and other
fronts. Due to the influence of the Young World Hill, trustworthy Fera, encouraging shapeshifters to come to
Wimbledon Common has long been a centre for change the aid of one another in performing their Gaian duties.
around London, with representatives of the Burrow Many outsiders, however, have come to disapprove
(some true Moldwarps, but most Kinfolk) aiding in the of such a high-profile Burrow - after all, it has retained
construction of both the vast London sewer system and the name even among humans. This pressure is
its Underground rail networks. These massive leaps worsened by the overall decline of Moldwarp-Fera
in infrastructure have not only aided in making the relations as the Apocalypse nears and tempers become
local human society less prone to Wyrmish corruption, frayed. Fewer and fewer shapeshifters petition Mole Hill
but has also made the Gaian tasks performed by all for aid, or likewise aid its members in times of hardship.
Moldwarps far easier, with expedient Passages to local
The future command of the Burrow has since fallen
and distant Dens made available for all weremoles.
into question and its future is unlikely to reflect its
bright past unless something can be done to reinvigorate
it soon.

120 Moldwarps
Er Wang Dong and San
Wang Dong (Chongqing,
China)
As two of the world’s largest cave systems, Er
Wang Dong and San Wang Dong may appear to the
human eye to be nothing more or less than sightseeing
destinations or areas of scientific interest. In truth, these
beautiful caves - and the many passages and adjoining
caverns which connect them, unbeknownst to mankind
- are to Moldwarps what the Amazon Rainforest is to
the Garou Nation. This cyclopean Burrow has become
the central hub of the Eastern Tunnel. Leading on from
the human-known sections are hundreds more miles of
Moldwarp-dug routes which snake deep into Underland.
Traversing these reaches would soon expose a
spelunker to the horrors of bloody battles fought
between Fera and Wyrm creatures the likes of which
no human could bear witness to and remain sane. So
desperate is the continuous war that its residents have,
by Gaia’s grace, developed unique weather and river
systems throughout the caverns to support live-in tribes
of human Kinfolk, all of whom are bred for damage
control. Budding Thegns often cut their teeth here, and
it is deep within that the High Thegn is most often seen
outside Run’s End.

Appendix One: Mole’s Grandchildren 121


122 Moldwarps
Appendix Two:
Going
Underground

Plot Hooks Old World Tunnel


A new pesticide, produced and marketed by
In a world predominantly concerned with surface
Magadon Pharmaceuticals, proves to uniquely target
life, little is known about what happens below ground. Moldwarps, and not merely due to harmful effects on
What conflicts arise, what challenges present themselves, their kinfolk. The chemical being trialled across farms
and what day-to-day struggles Moldwarp characters near a Burrow housed in an ancient woodland contains
must undertake are harder to conceive of than those obsidian crystals in trace amounts, but pure enough
concerning surface-dwelling Fera. Below is a list of plot to temporarily cut off local Moldwarps’ connection to
hooks to use to start a Moldwarps chronicle, divided Gaia. Even worse, it has the added effect of summoning
into Tunnels since certain events trouble some Tunnels Tommyknocker to plague the ground underneath. The
more than others. We suggest using these to ease a Labour must disrupt the supply of this chemical and
Labour into play, before unveiling the greater plot which ultimately destroy it to protect the Burrow.
may then use other elements of this chapter, such as
Endron planning a drill site near the Labour’s Den or a New World Tunnel
swarm of Tunnelweb Spiders infesting local Passages. An infestation of Tunnelweb Spiders (see page 143)
cuts off access to nearby Dens. The Labour is expected
to repel and cleanse as many of the spirits as possible,
while the Sett’s Underland Earl tries to contact a
neighbouring Burrow under attack by indoctrinated
human agents of the Weaver (or even the Technocratic
Union, if the Storyteller is happy to incorporate Mage:
The Ascension).
Appendix Two: Going Underground 123
be placed on look out or distraction duties while aiding
Eastern Tunnel a more experienced Moldwarp in their ritual work.
The Labour is part of a delegation sent to a Khan
sultan’s court, offering safe Umbral travel between Itjaritjari
India and south-east Asia through a series of Passages, The Labour is tasked with gathering intelligence
direct routes to hundreds of vital locations for the high- regarding a local Wallow of Mokolé, primarily its
Ranking weretiger to use. All that remains to be done weaknesses and vulnerabilities, whilst avoiding detection
is to remove the strange Wyrm-creatures that languish by the weresaurians. Unbeknownst to them, the Wallow
there, for which they’ll need the werecat ruler’s help. currently plays host to a gang of Dreamtime fae, with
The sultan is interested but reserved, not wishing little-understood powers and an uncanny sense for the
to commit too soon to a plan which may open his bush (see the Spirit Beings in the C20 Player’s Guide).
realm to unknown threats. It is up to them to convince Death is far from certain unless major mistakes are
him to accept their aid, while those around him raise made, but detection is likely and could threaten the
questions about weremole integrity and honour. Further security of the Labour's Burrow.
complicating matters is the Hanying Investigator (see
page 44) who suddenly appears and takes great interest
in the Labour’s actions.
Kruipmolle
Following the destruction of numerous Passages
Galemy spanning the Namibian Desert, the Labour has to
transport a number of corpses while digging new
A party of Thegns and Sanctii arrive at the Burrow, Passages into their great, hidden Burrow. Along the way,
demanding to inspect the work being undertaken. they discover the antithesis of their work - a blight in the
Naturally, Moldwarps from outside the Burrow will see
sand, home to Banes of dehydration and balefire. The
overtly Wyld activity as just cause to take action against
Labour must work to get past the site with their lives
the Sett. Because of this, the Labour are asked to secretly
intact, with their haul in hand, and with proof of the
cure a minor Sceatha of death while avoiding the prying
eyes of the inspectors, balancing their righteous task threat to give to their Overland Earl.
with their Breed’s expectations. The players may simply

124 Moldwarps
concerns. Other werewolves make for even fiercer foes
Gazers of the Deep than normal, singling out Moldwarps as targets or
simply acting towards totally opposing ends.
The Gazers all receive an especially plaintive call
of the Wyrm, summoning all who are able to make the Black Furies: “Hiding away from Artemis’ light,
journey to a unique area of Otherland. In this obscure they are fine ones to question our allegiance. They
realm, bizarre Glade Children, apparently the spirits of are no threat, but there is little to be gained by their
alien fungi, are caught in the middle of a cosmic battle companionship.”
between mighty Wyld and Weaver spirits that need Moldwarps have a conflicted relationship with
subduing and cleansing to restore balance. The Labour the tribe of Pegasus. On the one hand, both venerate
is specifically assigned to rescue as many of the Glade mother-figures aside from the ubiquitous Gaia - all of
Children as possible, and if possible learn their nature. Mole’s faces save one are female, after all - and both

Investigators are more accepting of metis than many Fera. On the


other hand, Moldwarps cannot overlook the Furies’
As an allied effort between the Chamber's ruling unquestioning dedication to the Wyld, while the fierce,
families to take advantage of the crippled state of a amazonian Garou look down on weremoles as furtive
Burrow recently attacked by Garou, the Labour are sent and craven.
in to carry out covert reconnaissance. The Burrow may
be holding a particularly powerful fomor that drew the Black Spiral Dancers
attention of the attacking werewolf Pack, soon to be “The Wyrm has blessed us with our own little workers. All
cleansed, that the Investigators must examine and report we must do is introduce them to the Hidden Foe."
back on - possibly even kidnapping it.
To the Spirals, Moldwarps are considered to be

Guardians of Otherland little more than a slave race, sent to them by their
Dark Father to carry out their more degrading and
demanding tasks. The distinction between the Buried -
Occasionally, Moldwarp activities draw the
attention of other beings, most often other Changing who do frequently serve Spiral Hives - and the Breed as a
Breeds and primarily the Garou. Each Breed has its whole is nonexistent; any weremole not in service to the
own stance towards the weremoles, with some seeing Wyrm simply needs a hard push in the right direction,
promise in their efforts to redeem themselves through usually with a shard of black stone in the gut.
service; others are utterly unwilling to forgive their Though the matter is seldom discussed even among
apparent cowardice. In truth, very few are entirely their own kind, attentive and persistent Moldwarps have
certain that Moldwarps even exist, so the opinions gleaned from loose-tongued Garou a picture of what the
given below are primarily what they would think if they White Howlers Tribe was like. This lore has met with
were to learn of the weremoles. Other Fera Breeds, like a combination of admiration, criticism, and sorrow.
other supernaturals, should be used sparingly in purely While their belligerence was typical of Garou failings,
Moldwarp chronicles and take background or secondary the underlying philosophy of Lion’s children was in
roles in the game. many ways not so different; they even shared a penchant

Garou
for underground spaces and Gaia’s darker, more deathly
elements.
The Garou know little of Moldwarps as a whole, That the Tribe’s inevitable fall preceded the
but what stories they do tell lead most to scorn and Eruption by scarcely a century by most accounts makes
hate them with a passion. The very idea of collecting it all the more lamentable; had things been but slightly
Wyrmspawn or other dangerous spirits and 'curing' different, Paws-to-Shake-the-Earth and his followers
them within a Caern stokes the Rage of warrior- might have answered their call for aid and led them not
minded werewolves. This antipathy is mutual, for many only to a more reasonable end than slaying the Wyrm,
Moldwarps believe that the Garou were the true cause of but down a surer root to Malfeas.
the Wyrm's rise to power, even if most do not serve it in
name. Curiously, this feeling is intensified since all save Bone Gnawers
one tribe are not Sceatha at all, but simply misguided “They crop up in far more places than the other tribes
and bloody-minded. realise. They don't question how we live, and they can set you
This said, a select handful of tribal camps do have up with high-quality Stuff. Some of them even join us in the
cordial relations with Moldwarps formed through shared muck, and we try to make nice on occasion."
Appendix Two: Going Underground 125
Generally speaking, Gnawers and Moldwarp that makes Garou unreliable allies at best, and deadly
Trackers work very well together, rooting out tainted enemies at worst.
beings across cityscapes with a mutual desire for Gaian Several camps serve as roadblocks to any
restitution. The Hillfolk camp make natural allies in improvement in Moldwarp-Get relations, chiefly
the rural environments Burrows are often located, as do the Conquerors of Svartalfheim, formed recently in
the Deserters in the Breed's excavations of the Umbra's England and specifically dedicated to the eradication of
lower, stranger parts. Moldwarps across the British Isles (see Duty and Kin on
Children of Gaia page 7). On a grander scale, the Glorious Fist of Wotan
thrive on wanton conflict rooted in bloody-minded
“Where we tend the world above, they work where we ‘tradition’, a worldview which runs entirely against the
cannot reach. The restoration of Gaia cannot be only surface- Moldwarp grain.
deep.”
If the Lord of the Run had her way, the Children Glass Walkers
of Gaia would run the Garou Nation; that way, at least, “Hey, it’s nothing personal, but you stay down there and
something productive might get done. Striving for peace we’ll stay up here. I doubt you even get signal underground.”
over war and favouring none of the Triat are core tenets Where some other tribes are, to one extent or
of Unicorn’s followers, winning them warm regards another, virtually vassals to the Wyld, the Glass Walkers
from those of Grandmother Mole, and the feeling is are alarmingly close to the Weaver. Though few, if any,
mutual. The Anointed Ones and Seekers of the Lost might be classed as Sceatha, their incorporation into her
Tribes in particular see common cause with Mole's Web is clear in their spirits, words, and actions. More
children in using less violent methods against the Wyrm than one Walker development project has thoughtlessly
and in reforming Black Spiral Dancers, respectively. intruded upon a Burrow they did not even bother
Fianna to check for, though in all cases so far the tribe has
retracted and made amends. More promisingly, Glass
“They can stay underground for all I care. Better that Walkers and Moldwarps have combined forces to shut
than them coming to the surface to look over our shoulders, down S.E.T.T. operations, but some weremoles express
tutting and sighing every time we let our hair down. They’ll concern that, in these instances, they have abetted the
work themselves to death long before the Apocalypse, mark my Weaver in weakening the Wyrm.
words.”
There are many reasons why Moldwarps do not
Red Talons
see eye-to-eye with Fianna werewolves: their unseemly “I speak enough apetongue to know the difference between
fraternisation with Wyldish things; their often violent saying ‘the Wyrm’ and ‘our Wyrm’. I do not need to listen any
discrimination against metis; and most of all their longer than that."
wayward, flighty natures. Ultimately, Moldwarps rarely Unsurprisingly, the Red Talons have no love for
even bother trying to interact with Fianna, let alone Moldwarp kind. They are far too close to humanity - in
allying with them in a cooperative effort. Experience that they do not wish for a new Impergium, for the most
has taught them that they lack the wherewithal to see part - and entirely too tolerant of the Weaver and Wyrm
things through to the end if they do not involve fighting, not to destroy things of them on sight. For their part,
feasting, or fornicating. Moldwarps regard Griffon’s children as sad evidence
Get of Fenris of how fallen the world has become, not so much
subject to the Wyld but more to their own hatred and
“The bjergtrolden lie when they tell you they wish to bitterness.
cleanse our enemies. They are amassing vile armies in their Perhaps worst of all are the Dying Cubs, the anti-
squalid holds, and when Ragnarok comes they shall pour up in human extremists whom weremoles frequently mistake
a great tide.” for Wyrmish Sceatha - and don't lose any sleep when
Perhaps above all tribes, the Get despise the they must execute them as failed cleansing projects.
Moldwarps wholesale, failing to even recognise them The only point of unity between the two groups are the
as true Fera or refer to them by their chosen name. To Ape’s Redeemers Hill (see page 53) and the ‘moderate’
the typical Fenrir, their differing view of Gaia and the segment of the Red Talons dismissed by their tribemates
Triat and their deviant practices are merely evidence of as the Whelp’s Compromise. In great secrecy, members
madness, deception, or both. Moldwarps return this of both gather to share in their detestation of mankind,
strong disregard, seeing in the Get of Fenris everything and make plans to redress the wrongs done to them.
126 Moldwarps
with a fringe few championing it as an approach the
Breed should embrace. Naturally, their Elders and
traditionalist opponents recoil in horror at the very
New Breeding Stock idea, and harshly admonish any who would advocate it.
The most radical result of collaboration between
Ape’s Redeemers and Red Talon moderates, if the Silent Striders
Storyteller wishes, could be that the Redeemers offer “Next time you see one of their star-nosed kin, give them
their Weaver-cleansed pre-human subjects as kinfolk this. Oh, it's just a map, they’ll know what it’s for.”
to a scant number of sympathetic Red Talons. Thus, There is no particular friction between Silent
the tribe of Griffin may breed an entirely unknown, Striders and Moldwarps, for while the two live fairly
otherwise inconceivable population of Homid Red
distinct lives, they share common concerns in the
Talons, a darker secret even than the isolated Winter
matters of death and the dead. Indeed, it has been
Packs. Able to operate in human society but set entirely
known for Moldwarps to quiz Owl’s children on the
against it, these Garou infiltrators would secrete
finer points of vampire hunting, the better to find and
themselves in crucial places, ready to commit large-scale
recover Baoganes; they rarely let on that their interest is
sabotage and bring ruin to civilisation on the day of
anything other than academic, however, for fear of what
Gaia’s vengeful reckoning.
may happen to their erstwhile kin. The strongest points
of connection to build upon are those between the
Seekers camp and the Gazers of the Deep. In fact, it is as
Shadow Lords common to find a Gazer Sett accompanied by a Seeker
on its Otherland rambles as it is to find one without.
“My advice? If nothing else works, pass on to them any
associates or treasures you don’t want the rest of the Nation to Silver Fangs: “We both have fangs, claws, and fur
connect you to. You’ll never see them again as they were, if at don't we? Do not second-guess Gaia in choosing them,
all, but neither will the others.” my son, and maybe you won’t end up in one of their
chambers.”
The Shadow Lords have proved themselves far
too manipulative and untrustworthy for long-term Due to their most recent parley with High King
allegiances to be formed between them and Moldwarps, Jonas, the Silver Fangs have learned a great deal more
who strongly value honesty and straightforwardness. about Moldwarps and the sacred duty which they take
Their tendency to choose, put mildly, questionable allies so admirably seriously. The consensus is that Gaia’s
also presents a major barrier, though they can make for undertakers-turned-jailers should be left alone, not
confronted or questioned, for their duty is simply not
good Sceatha.
that of the Garou. Naturally, some do not see this
Grandfather Thunder’s tribe regard the Moldwarps stance as reasonable and lash out against the weremoles
as they do everything else: with an eye to what expedient whenever the two find themselves at cross purposes,
purposes they might serve. These are few, but their but the Tribe as a whole have honoured this cryptic
eagerness to take ‘corrupt’ things off one’s hands, no command, trusting in the wisdom of their righteous
questions asked, is one the Shadow Lords make use of king.
from time to time.
The Ivory Priesthood is particularly favourable,
The Children of Bat are a notable exception to the and occasionally lends Moldwarps quiet assistance in
norm, their goal to redeem Bat - who, as an Incarna putting the dead to their deserved rest, but those of
originally tied to the Balance Wyrm, is a brother to House Crescent Moon take a dimmer view, since they
Mole - being deemed a noble one. Such camps as the are primarily familiar with the strange, Wyld-touched
Society of Nidhogg, though, are no better than most Galemy of their native Russia, and occasionally have
Sceatha. need to put an end to their meddling.
Between these extremes, the Bringers of Light
are the most divisively controversial group of Garou
Stargazers
in Moldwarp eyes. These unorthodox, monklike “Humility is a heavenly virtue, there is no doubt about
Shadow Lords follow a creed of subjecting themselves that, but so often they mistake it for blind dedication to earthly
to Wyrmish temptation and living among the Wyrm's tasks.”
servants and strongholds. Younger, more radical Even the stolid, thought-before-action Moldwarps
Moldwarps regard this with apprehensive curiosity, find Stargazers exasperatingly restrained and ponderous.
Appendix Two: Going Underground 127
They recognise the virtue in controlling Rage, but the While they do not regard weremoles as fallen like the
time when contemplation must give way to deeds seems Get do - as children of a predatory cannibal-spirit, they
to come rather sooner to weremoles than it does these know better than most that Gaia’s face is not always a
meditative Garou. The Eastern Tunnel often complains pleasing one - but also do not count them as worthwhile
that their vaunted martial arts would have been keenly allies. Conversely, Moldwarps deem Wendigo perfectly
useful centuries ago, let alone now. suitable for the task Garou are intended to perform, if
The Stargazers themselves look upon Moldwarps rather unsavoury in their practices, but regret that they
as yet another lesson to be learned, and hold their have seen fit to try and exceed this purpose in a manner
attachment to material things - above all, their great typical of their Breed.
reliance on Tools - to be a failing, but not an inexcusable Dark legends, known separately to the Wendigo and
one. For reasons unknown to most, the Investigators New World Tunnel but never discussed between them,
Chamber (see page 44) seems somehow subtly tied to tell of a territorial dispute that set the two at each other’s
Chimera’s tribe; in truth, a pack of Stargazers aligned throats. The Wendigo and their kinfolk used knives and
to the Beast Courts were ultimately responsible for their arrowheads of black flint as secondary armaments to
spiritual brands, lesser adaptations of the tribe’s own Gifts, teeth, and claws, but soon found them incredibly
tattoo-Fetishes. effective. They took some of the injured as hostages,
hoping to sue for their demands, but the camp holding
Uktena these prisoners was later found a ruin, the ground rent
“It’s no wonder this one’s proving difficult to cleanse - with great fissures and deeply tainted by the Wyrm, with
it’s no mere Bane, but carries the Weaver in it also, hidden no sign of the captives. The Garou took this as an omen
beneath the stink. Let me show you how to see.” they had done wrong and relented, never knowing that
their kin had unleashed Buried upon the Pure Lands for
In times past, the Uktena worked closely with the
New World Tunnel following their unveiling to the Pure the first time.
Lands, uncovering secrets of the Triat and devising new
methods of purification. Together they perfected the Ajaba
creation of Fetishes safely imbued with Sceatha spirits. “Whatever the rest of them may be, those of golden fur
Since the Wyrmcomers arrived, however, much kept us alive during our most trying time. We shall never turn
of this closeness has been lost, since both groups have our backs on them.”
changed from what they once were. Overeager to learn Ajaba and Moldwarps mostly stay clear of each other
unwholesome lore in most Moldwarps’ minds, the out of respectful distance, only banding together when
Uktena have shown themselves to be compromised by a threat is levelled equally at them both. Weremoles
curiosity for its own sake; weremoles would remind sympathise with their current plight and see them as
them that there are things that Fera have no business good 'choosers of the slain', but in many cases would
knowing rather prefer that the choice be made after rehabilitation
Uktena typically dismiss such concerns as weakness is attempted. The Kruipmolle of Africa buck this trend
of conviction, opining that Moldwarps would much to a certain extent, for they are fellow members of the
rather work away in the cleansing chambers than Ahadi and sheltered Ajaba refugees in their times of
uncover the universe’s truths (and, indeed, that they are need.
more suitable to that task). The Bane Tenders of the
Uktena are the closest thing the Garou Nation has to Ananasi
the Moldwarps' current role, though the weremoles see “So quick to raise questions about our allegiances, just as
these Garou's methods as pale imitations of their own. quick as we are to question them. Put a paw out of line, and
we will soon see once and for all how deep your Burrows run.”
Wendigo
The werespiders keep many watchful eyes over
“The Mound Digger does not travel through our territories Moldwarp Burrows, watching for signs of taint or
without paying respect to our totem; her children would do well potentially valuable inmates. Some of the few successful
to learn her example.” Sceatha breakouts have been at the hands of Ananasi,
In general, the Wendigo dismiss Moldwarps as relics inculcating Moldwarps with a healthy scepticism at best,
of a better era irrelevant to this dark time. As the Final and foaming Rage at worst. Sometimes a Foreman or
War comes to a head, they reason that it is warriors’ even an Earl receives an anonymous tipoff or unlooked-
courage that is needed, not the kindness of healers. for aid which is both suspect and helpful - accompanied
128 Moldwarps
by a subconscious itching across her skin. were closer to the Moldwarps than Bear's children.
The Gurahl aided Moldwarps without needing to be
Bastet asked, for they saw great honour in their earthy, dutiful
“Vermin who consort with tainted monstrosities and spout natures, even if they were not the finest things to look
blasphemies to Nala, Rajah, and Cahlash. Nothing they say upon. In turn, werebears were granted great privilege
could inspire trust in any right-minded Folk.” in standing permission to hibernate in the safety and
hospitality of any Burrow. The faces of Grandmother
Moldwarp relationships with Bastet vary widely by Mole and Bear were close allies and consecrated their
tribe. Bubasti see something close to kindred spirits servants' bonds, sharing Gifts and Caerns alike.
in the weremoles and Bagheera actively support their
efforts as another front against the Unmaker; both are Today, though, the legacy of the War of Rage is
sometimes granted a chance to study the most unusual the one major sticking point in what would otherwise
Sceatha, the process of cleansing, and the weremoles' be a rekindling of bosom companionship. Where the
simple but effective magic. Ceilican and Qualmi find Gurahl fought bitterly hard, nearly losing everything, the
their ways fascinatingly unorthodox and observe Moldwarps fled the Garou’s wrath almost immediately.
whenever possible, but only lend a hand when the need This decision deeply aggrieved the werebears, and with
is dire or the fancy takes them. many returning to Earth with this relatively fresh in their
minds, it ensures they cannot trust again. Individuals of
Balam and Pumonca scarcely comprehend taking
both Breeds yearn to bridge the divide, but the Gurahl
the enemy alive, less trying to heal them of the spirit-
Council of Elders and especially the Great-Grandfather
sickness which should condemn them. Swara regard
are set against it, a reality which the Lords of the Run
Moldwarps with a quizzical eye before moving on their
have shouldered along with so much else.
own concerns, considering for the space of a shudder
how unpleasant life in the claustrophobic Burrows
must be. More out of contempt than trepidation, the Kitsune
righteous Khan do not wish to sully themselves by “At last - a creature I cannot trick! Something so blind and
descending to work alongside them in lightless pits. dull cannot even glean the illusions weaved over truth. Perhaps
Finally, Simba fear the moles ever reaching a level of there is wisdom in that.”
organisation and power to match their prides, and so Kitsune and Moldwarp relations are highly
every cub is taught to despise and distrust the 'Wyrm- inconsistent due to the two Breeds’ opposing natures.
loving vermin' from birth.
Where werefoxes are fluid and full of levity, weremoles
Corax are solid and forthright in their ways. Sometimes
opposites do attract, and the Eastern Tunnel counts
“We’ve helped them, they’ve helped us, but at the end of a handful of Kitsune fighters on its roster of valued
the day we live in different worlds. What is it they say, they're companions, but for the most part the two prefer to
from Underland and we’re from Unland? Funny way of looking remain distant.
at things, but we’ve nothing much against them; can you give
me a reason we should? Genuine question.” Mokolé
The Corax do not limit their messaging to specific “There should be no reason for us to object to their ways,
Breeds of Fera, and provide much intelligence to the but they put up so many barriers against true kinship. If the
weremoles. A wise Surface Earl keeps close contact Itjarijari do not end their mad crusade for good and all, we will
with any local Corax while searching for Sceatha, and remind the world how they armed mankind against us and fled
Moldwarps greatly respect their helpfulness, as many the resulting butchery like cowards.”
of their kind hate leaving the Burrow. Moreover, they
are awed (and a tad unsettled) by the ‘magic’ that the The Mokolé remember better than any the humble
wereravens must use to travel from the surface into grandchildren of Mole, and though both have changed
Unland. greatly over the aeons, still look upon them with
sympathy and mild interest, though the majority of
Gurahl weresaurians deem the Moldwarps’ cause to be doomed.
Weremoles consider the Mokolé overly absorbed - by
“Such noble and hard-working creatures, it pains my heart both themselves and their dubious inherited 'memories'
to think of them as foolish and misguided. If their work is true, - and unwilling to get themselves dirty with the work
they have our support, no matter what their ancestors decided.” that really needs doing, where they themselves change
Before the War of Rage, only the lost Grondr with the times and think practically in the here and
Appendix Two: Going Underground 129
now. Sceatha with the potential of being cleansed. Ultimately
This is no better reflected in any other Tunnel than the weremoles recognise Ratkin as highly imbalanced
the Itjaritjari, who engaged in systematic attacks against towards the Wyld, but in spite of the bitter history
the Gumagan, the Australian Stream of Mokolé. For between the two Breeds, hardly see this as the most
now, the fighting has ceased, but the Tunnel still hunts pressing concern when there is so much else to be
their Varna for food with little in the way of compassion corrected.
or remorse.
Rokea
Nagah “They swim through Unsea? Take this madness from my
“It is a simple thing to drag a mole from its Burrow, and ears!”
one bite is all it takes to end its life. Best that they stay in the The Rokea do not know of the Moldwarps' existence
dark, ignorant of us - for their sakes.” except through the scattered tales of other shapeshifters,
The Nagah distrust Moldwarps as much as the and vice versa. They regard one another's way of life
Garou. A handful of Nests are kept on constant alert, with neither understanding nor curiosity. As with so
ready to destroy entire Setts if they should be seen to much else, the Same-Bito are a marked exception to
be amassing captured forces of the Triat for their own this rule, secretly calling an entire family of Investigator
use, rather than cleansing them. So far this has not Moldwarps (see Chapter Two) their servants.

Denizens of Overland
happened, but the weresnakes remain as patient and
vigilant as ever. Amongst the Beast Courts, the Nagah
take a more active - but scarcely less clandestine - role
as monitors of the Investigator Chamber, ensuring that
their fealty holds strong and that the truth of their
Moldwarp Kinfolk
loyalty remains secret. Homid Kinfolk are generally reclusive but hard-
working and forward-thinking individuals, with curiosity
Nuwisha about and love for both nature and industry. Humans
carrying the Moldwarp lineage are relatively few and
“Coyote courted one of the faces of their Grandmother,
they have proved accommodating and not as humourless as far between, due to their late emergence into the world
they would have you think. The wanderers may even make and the divide between the environments they prefer to
good companions.” dwell in; human Kinfolk have never been as much of a
staple for the Breed as mole Kinfolk. Despite this, small
The Nuwisha do not care for the rigidity and self- conclaves have formed, each solely bred for a major
seriousness of a Moldwarp Sett. They typically avoid Burrow and their offshoots, which surreptitiously watch
the tiresome Labours, only taking interest when a over and guard these groups.
humorous (and often deadly) scenario may arise - or be
created. Due to the aforementioned spiritual kinship the Talpid Kinfolk, on the other hand, are so plentiful
Nuwisha share with Pul'-Laqu-Whu, Totem of the New that it is believed that perhaps half of the world’s
World Tunnel, werecoyotes have always looked kindly population of true moles are Kinfolk (though the Old
upon them, sparing them their more malicious pranks. World Tunnel does not carry such a high population)
They also marvel at the Gazers of the Deep, and take to some degree; whether this is due to circumstantially
great joy how much frustration the Chamber causes perfect breeding or to the aid of Mole during the
older, more closed-minded Moldwarps. Eruption, none can say. Regardless, moles flock to

Ratkin Burrows in an almost unconscious manner, visiting the


nearest ones out of instinct; depending on the strength
“Claiming to be so much better than us while they of a Burrow’s Den, these visits may be once during a
accompany us in the mud and filth - they shall be counted lifetime or near-nightly.
when the Apocalypse comes! Burying their heads in the dirt
makes them overlook what Gaia really needs.” Humans
Ratkin and Moldwarps can sometimes form strong Moldwarps as a Breed do not disapprove of human-
social bonds, formed through cooperative digging, Fera relations, with some Setts choosing to remain
hunting, and Den-building. Inevitably, though, the reclusive yet amicable, while others throw their arms
Ratkin always break this trust by attempting to enter the wide and aid humanity any way they can. The Apes’
Run, causing disease amongst humanity, or assaulting Redeemers have recently made relations with humanity
130 Moldwarps
harder to bear, with forced cleansing being enacted their number; all but the last of these prove tragically
on seemingly untainted sections of human society. impossible to cleanse, their spirits too fundamentally
Despite the rarity of these acts, they have raised human warped to even get a hold on.
suspicions on multiple occasions and made Mole’s Sympathetic druids and shamans, with whom the
children more enemies than friends. grandchildren of Mole have made pacts since time
Hunters immemorial, sometimes serve as invaluable assets on
Overland for well-connected Trackers. In Underland,
Generally speaking, hunters seek the destruction, Moldwarps occasionally face off against humans wielding
suppression, or explication of supernatural entities, with sleek, impossibly advanced technology, apparently
Moldwarps being no exception. They generally have no set on infiltrating, mapping, colonising, and even
inherent corruption themselves and are easily avoided conquering their subterranean empire. Strangest of all
by weremoles as a matter of course, though tales of these are those occasions when Diggers have breached into the
individuals leaving Sceatha in places for Moldwarp ‘Hollow Earth’ - an Otherland realm resembling a vast
collection are told in almost every Burrow but rarely underground world with its own sun - and encountered
given serious attention. Stranger still are the rare eccentric human explorers equipped with all manner of
stories of humans with abilities which appear somehow antiquated and yet highly effective inventions.
neither Triatic or Gaian in origin; these are dismissed
as nonsense, and of minor concern even if they are
true. Some hunters regard the cleansing practices of
Wraiths
Moldwarps as some form of unspoken cooperation Moldwarps hold an attitude of sorrowful curiosity
between they and their Sceatha, while most conceive of towards the Restless Dead. In an ideal existence, where
it as the corrupt and inhuman simply turning on one the Breed would perform its original task of interring
another. the dead unimpeded, wraiths would not exist since all
souls would pass into Gaia's care, and thereafter receive
Vampires and Kuei-jin the mysterious fate She has set aside for all that dies.
As things stand, they are regarded as close to Sceatha
To Moldwarps, leeches are no more than yet but not quite, more victims of the world's sickness than
another form of Sceatha to be cleansed, little distinct symptoms of it.
from fomori in all but one way: the monumental effort
needed to achieve this. To this day, none understand The curing of these trapped spirits is a complex task
why the curing of vampires is such an undertaking, undertaken by only the most adept Cleansers, involving
though it is almost unheard of for a Sett not to try; the resolution of each individual’s standing emotional
even when successful at great pains, cleansing causes ties rather than internment in a cleansing chamber. Out
the former bloodsucker to experience a brief euphoria of this reticent pity, wraiths receive guidance and even
before passing peacefully on. The existence of Baoganes safe haven from weremoles at any opportunity. Spectres
(see Chapter Two) stands as a shameful testament to the are very occasionally captured, but they are only rarely
crossing of blood-drinker and weremole. happened upon, and never sought out over Sceatha
more directly tied to the Triat.
The Eastern Tunnel has never managed to cleanse
the perverse undead native to its lands, with death
coming long before purity, while no other Tunnel has
Changelings
been presented with the opportunity to capture one. Moldwarps scarcely understand the very concept
The Scriveins tell legends of a race of prideful, immortal of the fae. The two places exist so far from one another
humans who so offended Gaia that she tore down their that digging a breach between Otherland and the
sacred mountain and cursed them with a state very Dreaming is next to unheard of. Still, weremoles see the
similar to that of the ‘Thousand Demons’. corruption of an unbalanced Triat in the hearts of these
creatures, a manifestation of the out-of-control Wyld
Mages unusual both in its relative subtlety and the humanlike
Despite the shock and awe created in young forms it takes. They sometimes produce balanced mortal
weremoles by the existence of mages, Earls know humans from attempts to cleanse them, but just as often
that most are rarely a threat on any Triatic level. send changelings' minds and souls hurtling further into
Personally, a mage can be as vile as any human but Flux.
spiritual intervention is not required for any but the Some of their kind show signs of additional Taint
very worst, most chaotic, and most Weaver-touched of from both the Wyld and Wyrm, these creatures stand
Appendix Two: Going Underground 131
out far more to Moldwarps than their more ‘balanced’ of the suspension liquid used in their fracking goes
kin. Cleansing Overland of Thallain is at the forefront undisclosed to all except S.E.T.T.’s leading engineers.
of many Sett’s agendas, for they often cultivate lairs of Similarly, the reasons why the EEPS choose the sites
vileness below the earth’s surface; whether these are of they do - in spite of other, seemingly more lucrative ones
the Wyrm or the Wyld’s darkest side matters little. Most in more receptive countries being readily available - is
elusive and hardest to understand are those fae who are known only to its senior operational managers. The
nonetheless of the Weaver, and seem to delight in the primary reason for this is that S.E.T.T. is a vehicle for
degradation of all things magical. the corruption of Dens and other underground places

Demons
of power, through the use of specially-produced Bloating
Water Banes (see page 143).
Rarely encountered but greatly feared, demons are Historically, S.E.T.T. hasn’t earned much prestige
given as wide a berth as possible. Their darkness is too within Pentex, standing as it does in the vast shadow
deep for Moldwarps to approach without succumbing of their most important subsidiary. The only tactical
to hysterical dread and rage, and their spirits reach so use it has so far served, other than its contributions
far into Otherland, even beyond it, that Mole herself to violating Gaia's purity, has been in defence of the
shudders at the thought. Pretanic Order under the remains of Phelegma Abbey,
While it is the Breed's duty to cleanse first and New York. The company was employed to create a
despatch only as needed, an unprecedented and rueful Hellhole upon the abbey’s remains with their fracking
decree was given at Holds-the-Wyrm-Close’s most recent activity to protect the Order, its spiritual leader the
Althing that such creatures were not deemed Sceatha in Laird of Demborough, and the Wyrmish rituals
the normal sense. Instead, they are to be left to Gaia's they performed, from local Garou Septs. S.E.T.T.
Warriors and others better armed to fight them, until corporate agents followed this directive unfailingly and
such a time that the world is harmonious enough for still prevail to this day. Day-to-day, S.E.T.T. bases its
them to be restored in turn. successes on remaining largely unknown to the general
public. It keeps its operations as discreet as possible
S.E.T.T. to avoid confrontation with environmental welfare
groups, government agencies, or its most dire foes - the
In the years following World War II, an inventor mysterious ‘mole-men’ whom most executives believe to
named Floyd Farris devised a method for removing be escaped, aberrant test subjects of Project Lycaon.
shale gas and petroleum by drilling into bedrock
formations and injecting solutions of water, sand, and Policy and Structure
chemical components to open fissures and free up
To anyone who happens to go looking, S.E.T.T. is
the flow of fuel. Naturally, Pentex quickly invested in
a transparent company with an open employee roster,
this technology for use by their subsidiary, Endron
publicly available financial reports, and operation
International, and Farris was made comfortable from
plans - though their precise sites of operation are
their funding. Endron in turn formed a subsidiary
never broadcast. Employees are elevated through the
company of its own, dubbed S.E.T.T. (Shale Extraction
remarkably simple company structure - one not overly
and Transportation Technologies) to research, develop,
bogged down with regulations and red tape - based on
and implement the method known as hydraulic
their ability to formulate diversionary tactics, survey
fracturing - or fracking, as it is more commonly known -
land for sites which are both rich in resources and
to the full extent of its possibilities.
ecologically fragile, and blend engineering know-how
S.E.T.T. has since formed ties with major oil with a callous scrupulousness towards how they source
corporations across and beyond North America, in their fuels.
particular fellow Pentex holding Harold and Harold
Mining, and provides for a modest but significant Practices
percentage of the energy demands of several prosperous S.E.T.T. undertakes relatively clean and efficient
countries. 'frack jobs' to reach predetermined quotas of various
Beneath the surface of this already environmentally- gases and liquid fuels, fully in accordance with
questionable company lies the quintessentially toxic international and local law. Indeed, if their wells were
touch of Endron. S.E.T.T. erects fracking stations on actually deconstructed once their fuel retrieval quotas
sites specifically highlighted by Endron Exploratory were met, S.E.T.T. would stand tall as an ecological
Personnel Squads. The exact chemical composition paragon compared to its competitors.
132 Moldwarps
Once a well site’s quota is satisfied, however, systems under the sheer pressure.
mundane employees are relocated to other branches or
to Endron research facilities for training or bolstering Phase Three
staff numbers following the ‘industrial accidents’ and Finally, the air toxification phase begins. The fatted
‘ecoterrorist attacks’ that seem to dog them. Those who Banes use all their essence - as the increased capacity
remain behind at the site are all ensured to be Bane- burns them from within, causing excruciating pain - on
possessed individuals committed to the next three the generation of methane. This gas further poisons
phases of the operation; this often constitutes a ‘special the stagnant water filling the drill tunnels, the land
promotion’ for those who have performed especially well surrounding the well, and the local surface air for miles
during the conventional fracking operation. around.
Away from uninitiated eyes, these company diehards On rare occasions, usually when directly targeting
begin a rapid and far-reaching expansion of the project Moldwarps or other high-value targets, the methane
into surrounding land, which becomes more polluting is also ignited using another, highly specialised drill
and geologically destructive as it grows. Eventually, head - a ‘Kernite Detonator’, infused with a single,
the well is abandoned under a range of diversionary highly potent Furmling - which causes a massive
measures, such as sandstone subsidence, industrial and spiritual explosion. The inferno spreads a fallout of
political espionage, extreme weather conditions, or Wyrmish taint for miles around, whilst also conveniently
simply fake news. destroying on-site evidence under the masquerade of a
Where other Changing Breeds face off against freak accident or criminal sabotage.
many of Pentex's other subsidiaries, Moldwarps are This phase is the most critical for Moldwarps
uniquely positioned to be affected by S.E.T.T. and to attempting to stop the process, for if a fully-activated
combat their operations. Since the fifties, the number Bloating Water Bane can be cleansed in time, the
of Dens to fall prey to S.E.T.T.’s tainted chemical injector fluids are converted into pure fresh water, which
injections and bedrock destabilisation has increased then merges with Gaia seamlessly and harmlessly. The
exponentially, seeing a handful of Setts - still all too rate of consumption, however, and the subsequent
many - exterminated almost overnight.
release of methane, are so rapid that many Burrows lack
Phase One the resources to react in time and are consumed as the
Bane gorges itself on their Den's Gnosis. Any Burrows
First comes the expanded drilling protocol that
caught up in this consumption are instantly turned
extends the well’s reach for thousands of metres in
into Hellholes, and any Moldwarps unfortunate to
random directions. Conventional drill heads are
survive become easy pickings for Tommyknocker and his
replaced with slimline ‘Magic-Seekers’, which are infused
with spiritual matter from minor H’rugglings. These servants.
drill channels unnaturally hunt for sources of Gnosis,
though they are easily baffled by elementary occlusion
of the earth, such as through the Gifts of Moldwarps.
Spirits of Underland
Garou Theurges believe that they know everything
Once the drill teams have discovered an acceptable
there is to know about the spirit world, save the deepest
number of trapped Banes, Dens, lost Fetishes, or stray
mysteries kept by the Celestines. They have met with
veins of Gnosis, they move on to the second phase.
a dizzying breadth of Overland spirits and Otherland
Phase Two denizens, yet know little of what Underland has to offer.
Through freshly-drilled channels, the team funnels The only Breed besides Moldwarps who even come
many gallons of fracking fluids, containing Bloating close to experiencing the spirits who dwell deep beneath
Waters, in one final injection. These Banes are Gaia’s surface are the Ratkin, but their claws are too
infinitesimally small but populate the fluids in large small and attention spans too fleeting to ever reach the
quantities. Once the Bloating Waters reach a source of depths that even Moldwarp pups regularly dig down to.
Gnosis they are violently activated, driving them into
feeding frenzies towards the Gnosis stored in whatever Naturae
recess they have found. They consume any trapped
spirits nearby like swarming locusts, and eventually turn Consumer Worms
on one another in a similar fashion. This feast expands Even the greatest Scriveins have struggled to
the body of water, breaking earthen supports, explosively understand how the Consumer Worms have not yet
ripping gorges in the land, and collapsing nearby cave fallen to tainted Wyrmish influence, embodiments
Appendix Two: Going Underground 133
of the long-lost Balance Wyrm as they are. Consumer forests encircled by skeletal vultures and ravens, rotting
Worms go about their business wherever they manifest, viscera draping from their frames. This grisly appearance
consuming all non-Gaian essence and energy from leads many to assume them to be Wyrmish in allegiance,
the bodies of the dead and the ground around them, though those sensitive to the Wyrm’s presence cannot
purifying Gaia as they go. Though they live primarily in find it upon them.
Run’s End, they occasionally manifest in sites of large- Rage: 5
scale death - warzones, plague outbreaks, and sites of
famine - to absorb and nullify the ample supplies of fear, Willpower: 3
pain, anger, sickness, and suffering. Once the Consumer Gnosis: 7
Worms have wiggled their way through a landscape, only Essence: 15 - 20
pure and natural material is left behind for the Wyld
side of Gaia to make use of once again. Charms: Nourish*, Swift Flight.
Rage: 4 *Nourish: A Corpse Bird may end its own spiritual
existence, infusing its own Gnosis into a six foot Square
Willpower: 7 area of Otherland. This Gnosis remains and encourages
Gnosis: 4 - 6 new life to emerge in its Overland counterpart by
Essence: 15 - 25 creating a place of Gaian balance.

Charms: Cleanse the Blight. Image: Corpse Birds are constructs shaped after
the carcasses of carrion birds which can grow as tall as
Image: There are very few thrills and frills to the five feet, with a wingspan of up to ten. The organs of
appearance of a Consumer Worm. They simply resemble a Corpse Bird swell to excess and can carry a banquet
earthworms of varying but always exaggerated size, of Essence. Flocks of Corpse Birds roost in Run’s End
some as small as pythons, others as large as double- waiting for Consumer Worms to fatten, only to descend
decker buses and twice as long. A Consumer Worm upon them and eat them whole. From there they fly
keeps growing as it consumes until it is finally caught into the shallow Otherland of a barren area of Gaia to
by a flock of Corpse Birds in Run’s End or a Labour of fertilize it with the Worms’ flesh.
Moldwarps, at which point its work has reached its end,
yet it continues to further Gaia’s work. Mole Spirits
Corpse Birds Mole spirits are simple Gafflings who virtually swim
through Otherland soil, churning the land to prevent
Whenever life focuses too much in one area of Gaia, worms from becoming too fat and to give seeds fresh
living and dying in place and leaving nearby areas to beds to sprout from.
become starved, Corpse Birds form. Spirits who appear
to be deceased avians sprout from prospering areas of Rage: 2
land which border far harsher climates, such as great Willpower: 3
forests situated on the edges of deserts. The spirits Gnosis: 5
lift their skeletal remains into the air to wait on the
penumbral edges of their former habitat. Essence: 10-25

The Corpse Birds then opportunistically steal the Charms: Eruption - The mole spirit can call
spirits of the freshest corpses they can find and eat upon Overland itself to create a sudden undulation,
them, swelling their exposed stomachs and intestines knocking enemies over with the force or trapping their
to bursting point. Once their grisly feast is through, the feet in the resultant molehill. The Storyteller rolls the
Corpse Birds fly over the neighbouring desolate terrain, spirit's Gnosis (difficulty 6). Success pushes the enemy
hunting for a prime nesting place. They burrow into off-balance forcing her to make a Wits + Athletics roll
the burning sand or barren earth to dig their own grave (difficulty 5 + the spirit’s successes) to retain their
nests, wherein they settle down to rest and allow their stance. With 5 successes, the enemy is incapacitated for
swollen innards to explode, delivering Gain essence to a turn as her foot gets strategically caught in the mole
bring the deadlands back to life. hole. A botch buries the mole spirit itself head first,
incapacitating it for a turn as its stumpy legs waggle in
Currently, the Dens of the Kruipmolle are swarming distress.
with Corpse Birds, sent by Gaia to help distribute the
Tunnel’s deposit of remains across their desert home.
To see these oases in the Penumbra is to see blackened
134 Moldwarps
Wyldlings Mites and Tites
Stalactites and stalagmites seem like strange, alien
Flow growths to the uninitiated tunneller, but in truth, some
Few weremoles are well-travelled enough to have really are mutated versions of their former selves. As
witnessed a Flow-spirit, but those who have tell tales of with many Wyldlings, Mites and Tites form almost at
wonder and worry. Flows run along one surface, only to random. At the birth of such a formation, the Wyld
suddenly shift direction and crash down like waterfalls chooses to make it home to pure creative energy. Once
onto an opposite surface, from ceiling to floor, then wall a Mite or Tite is born, it grows at an accelerated rate
to wall, as they journey endlessly underground. When - Mites growing up from cave floors and Tites down
from ceilings - in all directions, filling Passages and
a Flow meets a dead end, it forms a funnel-like sphere
even entire cave systems if left to their own devices.
against one of the walls, constantly crashing against it
Generally, a Mite or Tite can grow at a rate of three feet/
and receding in order to ultimately bore its way into a
one metre per day, though by splitting into branches
new tunnel.
and contorting themselves into knots, this expansion
Gaffling Flows are nothing more than brief becomes exponential and can result in great distances
curiosities, thin streams of water defying gravity through being filled by the swelling stones in no time at all.
the Passage, scarcely noticed by experienced Diggers. Rage: 2
Some even exploit them as brief opportunities for
expedient travel, hitching rides by holding tightly to Willpower: 9
their barely-substantial forms, though this wears the Gnosis: 3
spirits to nothing in quick time. Greater Flows, however, Essence: 10-20
act as the birthing spirits of new streams, sometimes
only creating a simple brook no deeper than a single Charms: Armour, Swell*.
inch, but occasionally bringing forth great underground * Swell: As the Tires and Mites grow, they may
rivers. In these instances, the Flow travels as it normally expand their counterpart subterranean stalagmites or
would, bounding from wall to wall, but spreading stalactites. The Storyteller rolls their Gnosis rating, if she
behind it is a large body of water, stretching from an rolls successes equal to the local Gauntlet the spirit may
unknown source, destined to settle and become a permanently enlarge such a geological growth by one
mighty river that would appear to untrained eyes to have foot or half a metre.
always been there. Image: All Tites and Mites look like unnatural
Though in no way malicious, and largely mindless, blendings between trees and rock formations. They
Flows present a great potential risk to the stability and grow, twist, and divide just as a sapling would as it
security of Burrows they are drawn towards. A single reaches maturity, but bear the sulphuric green colour
Jaggling, or even a large number of Gafflings, can of their mineral namesakes along with the ribbed
penetrate into a cleansing chamber or other important undulation resulting from years of gradual formation.
area if not discovered and dealt with.
Rage: 5-9
Pattern Spiders
Willpower: 2-3 Tunnelweb Spider
Gnosis: 3-5 Tunnelweb Spiders find their way into tunnel
systems - sewers, underground rail networks, and mine
Essence: 15-30 shafts, or even the Passages of weremoles - and begin
Charms: Break Reality, Flood. making their nests. They then construct tightly-bound
Otherland webs along the floor, walls, and ceiling,
Image: A Flow takes the form of a constant fall
which send signals when something disturbs them
of multicoloured water, from deep blue to vibrant sea
in either world. Using these, the spirits monitor the
green, then to muddy brown. They crash from surface
flow and direction of movement through the tunnels.
to surface as they move, creating a great deal of noise
For mortals, the effects of this activity can be fairly
for such relatively small spirits. Greater Flows are large
mundane, from disruption to train schedules, blockages
enough to fill entire Passages at their greatest extent, and in sewer networks, and even becoming lost due to routes
constantly shift in colour and shape. being rearranged by particularly powerful spirits, all
determined by the Weaver’s great plan and constant
Appendix Two: Going Underground 135
need to adjust. Gnosis: 2
Moldwarps are far more at risk from Tunnelweb Essence: 8
Spiders, and as many as ten may occupy a single Charms: Control Electrical Systems, Solidify
Passage, binding the route with their constricting silk. Reality.
The Spiders’ nests siphon Gnosis from the Dens at
either end of a Passage, feeding the spirits and giving Image: The body of a Spinneret is a car-sized fleshy
them room to grow. The webs they create also slow gland, with countless wires knitting in and out of its
travel between Burrows dramatically, and if the spirits flesh like exposed veins. Inside the puckered orifice
have grown too large on the Gnosis of Dens, Fera may on the front of a Spinneret can be seen a mechanical
become trapped within the Passages and be slowly spool constantly unwinding cable, causing the body
consumed by the swarm. rhythmically undulate. The cable itself is thick, steel, and
shot through with fleshy blue cords.
Rage: 3
Willpower: 6 Banes
Gnosis: 8
Bloating Water
Essence: 15-25
The sole innovation of S.E.T.T., a subsidiary of
Charms: Calcify, Control Electrical Systems. Endron, Bloating Waters are used to violate the earth
Image: Tunnelweb Spiders are small and fairly following successful fracking operations. They begin
inoffensive. When discovered inside mortal tunnel existence as ‘ordinary’ Wakshaani Banes, captured and
systems they are generally as small as house cats and isolated by S.E.T.T. operatives for the express purpose of
flee any particularly aggressive Fera or rival spirits. In conversion. They are collected in huge techno-sorcerous
Passages, they can grow to the size of wolves if their vats by the dozens, starved and inert in otherwise
habitat leads to and from powerful Dens; when working mundane fracking fluids. So contained, their already
together, a group of these bloated spirits can trap even flimsy individual identities are rapidly subsumed into a
the strongest Moldwarp in their silk. They possess twelve single Bloating Water, which at first is far less than the
limbs, each coated in a white chitinous shell, the tips of sum of its parts, but has the potential to grow into a
which each hold a spinneret constantly laying webbing highly dangerous spirit.
wherever they crawl. When the fluids containing them are used in the
process of fracking, the Banes naturally gravitate towards
Steel Spinnerets pre-drilled sources of Gnosis - trapped spirits, Dens, or
These spirits have been birthed from mankind's the energy of leylines. If a Bloating Water then comes
desire to connect the world with wires and cables for the in contact with Gnosis of any form, it feasts upon the
sake of easy communication and stronger security. They energy, finally turning on any nearby spirits, including
emerge in areas of the world where telecommunications other nearby Bloating Water, until only one spirit exists.
abound, such as industrial sites, mobile relay masts, and Overwhelmed by Gnosis for which it hungers
strong wifi hotspots. but lacks the capacity to hold, this lone Bane suffers
Steel Spinnerets have no purpose of their own, excruciating pain, forcing it to violently expel the
but they make the existences of other Weaver spirits Gnosis. This release destroys the Bloating Water and
far easier. Totally immobile, they remain in place, manifests in the physical world as a large pocket of
unspooling endless lengths of steel cabling which head high-pressure methane, causing atmospheric poisoning,
off in every direction, burrowing into stone and soil ground bleaching, bedrock erosion, and even powerful
alike and connecting with any man-made cable, wire, explosions.
or emitter, be it fibre-optic, electrical, or telephonic. Rage: 1
Any Weaver spirit may use the cables to relay messages
to one another or receive communication from greater Willpower: 1
Weaver Incarnae, while additionally absorbing any Gnosis: 1
mundane information passed along them. Bot-Nets, Net Essence: 1-30
Spiders, and Chaos Monitors make particular use of the
Spinnerets’ cables. Note: The spirit begins small and meek, with only
one dot in Rage, Willpower, and Gnosis. As it consumes
Rage: 2 Gnosis, it grows to reach a maximum of seven in each
Willpower: 5 attribute and thirty Essence, before it is finally forced to
136 Moldwarps
destroy itself (see below). Willpower: 3
Charms: Gas Release - By spending one point of Gnosis: 6
Essence, the spirit may manifest three cubic feet/one Essence: 15
cubic metre of pure methane gas in the Skinlands.
Large scale uses of this Charm acidulates nearby terrain, Charms: Armour, Blighted Touch, Dark Materials*,
poisons air and water ways, and may be ignited. Peek.

Image: A Bloating Water Bane is identical in *Dark Materials: By spending two points of Essence,
the Coblynau may manipulate a palm sized patch of
appearance and texture to clear syrup, gently growing
Skinland stone and transform it into thin needle-like
and contracting in any container, though always
obsidian spines which remain in place for one lunar
seeming to try and reach beyond its bounds. In its
month before disappearing.
active state, the fluid of Bloating Water bubbles and
swells as if it were boiling. Once it has gorged and Image: Coblynau are hunched, child-sized, goblinoid
begins destroying itself, it turns to a sickly green colour creatures. They coat their green skin in obsidian dust
and creates a tumultuous tempest in its own fluids and coal soot to darken themselves and thus more
before dissipating. closely resemble their master, Tommyknocker. Their
eyes are large and golden, with long, cat-like pupils, and
Coblynau bloodshot veins throughout. They wear rags made from
To weremole eyes, the Coblynau are a facet of the the hides of unfortunate burrowing spirits, and possess a
Wyrm’s madness clearly cultivated to target their kind. long talon on each thumb which they use to carve stone;
As such they are singled out for cleansing whenever the rest of their fingers are similar to the frail digits of an
sighted, lest other Moldwarps fall prey to their insidious elderly miner.
ways. Coblynau are the source of mortal legends
pertaining to Tommyknocker, birthed as they are by
Kirijama through poorly-understood means. Coblynau
are relatively infantile in their behaviour, infesting caves
and Passages and diligently scraping away at the floor,
hardening earth and carving the stone into small, sharp
spikes. Once this has been achieved, they decorate the
points with tiny shards of obsidian, jutting out of the
ground in wait for Moldwarps to stroll through and get
splinters on the hidden black needles.
With their constructions completed, Coblynau
return to their nests in the darkness, reporting back
to Tommyknocker and receiving his gift of Gnosis.
Besides this primary purpose, Coblynau simply dig away
at the earth to create small caverns in which to extend
their stone-and-mud shantytowns. The more obsidian
needles they plant, the more Gnosis Tommyknocker
shares amongst them, and the more populated their
tribes become.
While discovering Coblynau nests is difficult and
time-consuming, the act of cleansing them is remarkably
easy. Cleansers who work with Coblynau - largely those
of low Rank, since they make ideal training subjects
- note that they generally only require a redirecting of
purpose, and hold little of the deep ill-will towards
things of Gaia that most other Banes do. It is theorised
that they were once a benign brood of spirits aligned to
the Balance Wyrm, rather than mere symptoms of the
Wyrm’s sickness.
Rage: 5
Appendix Two: Going Underground 137
The centuries will burn rich loads
With which we groaned,
Whose warmth shall lull their dreaming lids,
While songs are crooned;
But they will not dream of us poor lads,
Left in the ground.

Moldwarps Includes:
• The industrious history of a deep dwelling Changing Breed.
• Moldwarp culture and hierarchy, including details on their nine
Tribes (named Tunnels).
• Complete rules for running Moldwarps: Gifts, Rites, Tools, Forms,
Totems, sample characters, and more.

You might also like