Thieving Talons of the Magpie
Gift · Werewolf · Level 5
As
the Ragabash Gift, which the Corax originally taught to the Garou.
Eyes of the Flock
Level Two, Mystic The Corax using this rite can use the eyes of other corvids to see everything.
System: When the rite is successfully performed, the rite-master and any other participants can see through the eyes of every raven, crow, rook, and other corvid within (Gnosis) miles. The sensory load is enormous but can be shared among the participants. The Corax leading the rite rolls Perception + Enigmas (difficulty 9, -1 for every two additional participants) to sift through the overwhelming visual input to find what she is looking for.
Rite of the Sun’s Bright Ray
Level Two, Mystic After twenty minutes of somber dancing and chant ing prayers to Helios, the Corax brings the light of the sun into the world. Helios’s warm radiance blooms into life around the Corax — even in the dead of night, deep underground, or in the middle of a vampire-owned nightclub.
System: This rite has no cost. The player makes a standard Wits + Rituals roll (difficulty 7). The borrowed sunlight shines out from the point where the Corax stands at the conclusion of the rite, illuminating everything within a 20 yard (20 meter) radius. It lasts for one hour per success on the activation roll, and persists even if the Corax leaves the area.
Level Two, Mystic The most important of all Corax rites, the Rite of the Fetish Egg births a new wereraven into the world. The binding requires a feather or hair from the “parent”
STEREOTYPES
Raina Fader goes on at length:
• Garou: You’re big, you’re violent, and Raven’s beak it’s fun to point you in the right direction and watch the blood fly. We look out for you, and you look out for us. Capische?
“They talk too much, but if you know what to listen for and what to ignore, you can learn a lot. Assuming you don’t kill them first.” — William Furhie
• Kitsune: Gotta love a whole Breed named after a Hendrix riff. But I got a feeling that you’re up to something, and even the Tengu I speak to don’t know the whole of it.
“Nobody hates the Tengu or their kind, not even the Garou. They irritate without mak ing enemies. Perhaps that is the ravens’ true strength.” — Moonlight-Over-River
• Rokea: And I thought the Garou were dumb and violent, you guys take the biscuit. But I can’t help imagining everything you know about the world under the waves. If you’d only tell us.
“Shut up! Shut up! Shut up!” — Bleeds-Night
with which to bind the spirit egg to the Corax-to-be. If anything happens to the egg or the binding before the First Change, the results are spiritually and psychologi cally devastating.
System: This rite can only be performed in the Umbra, and requires a witness of the breed opposite that of the Corax “parent.” The Corax spends three hours and three permanent Gnosis creating the spirit egg, then another hour binding it to the soul for which it is intended. If the rite is interrupted at any point, the Gnosis is lost and the rite fails.
Rite of Memory Theft
Level Four, Punishment This rite is reserved for only the greatest of all Corax screw-ups. It requires a small, empty wooden box, preferably painted with scenes from the target’s life. At least three Corax, including the one performing the rite, must surround the target (who is generally bound or subdued). The box is then opened and a litany of the victim’s deeds is sung. As each event is named, the memories of that moment fly from the victim into the box, along with all associated memories, until the victim’s mind is emptied of everything beyond his First Change. The rite is all-or-nothing — it cannot be used to excise only specific memories.
The ritemaster must then seal and crush the box, at which point all of the memories contained within become his.
System: This rite costs a point each of Gnosis, Will power, and Rage, and lasts for as long as it takes to sing away the deeds of the victim. It also requires a contested Willpower roll (difficulty 8) between the ritemaster and the victim, though each additional Corax present lowers the ritemaster’s difficulty by 1, to a minimum of 3. This rite may only be used on other Corax.
Of all Gaia’s children, none are more attuned to the cycle of life, death, and rebirth than her ursine brood, and they alone were trusted with Her greatest gift — the power over life and death itself.
uPhone
Level Three, Gnosis 8 The Corax claim to have invented this fetish — in truth, they stole a prototype from a Glass Walker and they quickly improved upon the design. The fetish is made from a normal smartphone with a Chimerling bound within. The uPhone works as a normal smartphone anywhere on earth, without charging the wereraven for calls or data use. When activated it can call other uPhones regardless of distance, even between Umbral realms or across the Gauntlet.
In the earliest of days, there was nothing — only the potential for everything that would ever come to be. Gaia dug deep into that potential and brought forth Her three eldest children — the Yarn Spinner, the Tapestry Maker, and the Pattern Breaker, called by others the Wyld, the Weaver, and the Wyrm. She tasked these three with creating the rest of reality, and together they fashioned the Great Tapestry of existence, in which everything had a purpose, and a place, and a time in which it was right for them exist. Had the balance between these first three of Gaia’s offspring been maintained as it was meant to, the pattern would still exist to this day, and there would have been no need for any of the Changing Breeds to come into being. But alas, that was not to be.
Somewhere, sometime in the darkness of the past, Gaia’s first children stopped cooperating at their sacred tasks. Tapestry Maker trapped Pattern Breaker in a web of threads and drove it to madness and destruction. Rather than following the great design to create a work of beauty and balance, Yarn Spinner, Tapestry Maker, and Pattern Breaker went to war, each struggling to force its desire on the Great Tapestry.
To try to restore the lost balance, Gaia once again dug deep into the potential of the universe and created Her Changing children. Each of them she built specifically to serve the duty she put before them — the wolves to war, the ravens to uncover secrets, the lizards to remember.
And, to ensure that the rest of her children would have someone to look to for guidance, Gaia made the Gurahl. She gave them an innate understanding of Her design: not only the creating of new life and the weaving of that which exists, but also that most difficult knowing for mortal beings — the import of endings, each in its well and true time.
She gave them the ability to alter not only their bodies, but also their natures, as their duty would require — not mercurially, but slowly and with great deliberation. She made them curious and playful, to fill them with the joy of potential. She made them protective and nurtur ing, parental figures to those who would have need of
their strength. And, knowing that Winter would come to all in time, she made them stoic and strong of both heart and body, that they might do what needed to be done to protect the Tapestry and all who were a part of it, when the time came.
Knowing she had made them worthy of the respon sibility, she also granted them her most sacred of gifts: the ability to wrest one of the slain back from the lands of the dead.
For a time, it appeared that Gaia’s newest children would accomplish the task put before them. Their strengths and weaknesses complemented one another, just as the cold of winter and the heat of summer are both vital to the turning of the seasons, and they worked closely together to serve Her purpose.
In time, as had happened before, things began to fall out of synch. The Garou grew jealous of the trust Gaia had placed in her other children, and coveted the secrets and Gifts of the rest of the Changing Breeds. When the Garou discovered that the Gurahl knew the secret of bringing life back to the dead, they demanded that the Gurahl teach them this magic.
The Gurahl, in their wisdom, decided not to share the secret of restoring life with any other Changing Breed, particularly to the warlike and razor-edged Garou. They realized that Wolf’s Children would want to bring back every warrior slain in battle in order to continue the fight against the Pattern Breaker and that this desire went against the cycle of life and death.
When the Garou found that the Gurahl would not teach them our most closely guarded Gift, they spread the word to the other Fera that the werebears were hoarding Gaia’s gifts. And, as rumors do, the tales grew ever darker with the retelling…
The Gurahl refused to teach the Garou their most secret Gift so that they might raise their warriors from the dead.
The Gurahl refused to raise Garou who had been killed in battles with the Wyrm.
The Gurahl turned their back on injured Garou so as to make the wolf-warriors weaker.
The Gurahl sympathized with the Wyrm, and refused to aid Garou in fighting it.
The Gurahl had turned to the Wyrm. When the War of Rage finally broke out, the Gurahl gave way to their Rage and fought long and hard against the Garou and any others who tried to de
stroy them. But the Garou fought in packs and could take down even the fiercest bear-shifter. The wolven-warriors obliterated entire tribes of Gurahl, torturing those who were captured in attempts to force them to give up the Gift of rebirth.
Not one Gurahl did so.
The Gurahl saw that the Garou were bent on destroy ing all other Shifters. In order to save their Breed and
protect the secrets Gaia had entrusted to them, the
werebears withdrew from the world. Some ancient
ones left their bodies and moved into the Umbra,
seeking the Summer Lands. Others went to their
Umbral Glades and fell into a deep sleep. The
Garou believed they
were all gone.
The cen t u r i e s w e n t on without the Gurahl. Only the Great Grandfather
or Great Grand mother remained present and awake to monitor the changes in the world and wait
for the time was right for their return. When the Storm Eater — a massive Bane that seemed capable of destroying all of North America — emerged and threatened the Gurahl’s remaining Kin, the Gurahl awoke en masse and offered their services to the Garou to help fight it. The Garou reluctantly agreed, and Gaia’s Healers returned to their sacred duties.
Today, the Gurahl fight a desper ate battle to increase their numbers before the Final Battles begin. The Children of Bear know that their talents — both for battle as well as for healing
and cleansing — will be vital in those
last days.
For the most part, Gurahl do not travel in packs.
Their healing and protec
tion is needed almost
everywhere in the
world, and they exist in such small numbers that they usually live and travel alone in order to cover as much of Gaia’s land as possible. This dispersal of the Breed across a vast range of territories also minimizes the chances of a concerted attack destroying most or all of the Gurahl.
This is not to say that Gurahl never travel in groups. One tribe of werebear, the Ice Stalkers, habitually gathers in small units similar to packs. Their native territory — the frozen north — is vast and harsh enough to make pack-life preferable to a solitary existence. Group hunts allow them to travel further and take down larger prey than any one Gurahl could on their own. And for those
Arctic nights that last for months at a time, companion ship is preferable to sullen silence.
In areas where the Pattern Breaker’s forces are nu merous, several Uzmati may band together to accomplish what a single Gurahl cannot. A group of werebears ral lied together for a mass rite of cleansing — or a battle, if there are no other options — is enough to tackle almost anything the Wyrm can throw at it. While such temporary packs are exceedingly effective, they usually disband when their mission is accomplished, so that the individuals can spread out and share their healing and protection with a larger range than if they’d stayed together.
GURAHL LEXICON
Arcas (ARE-kus): The stage of a Gurahl’s life governed by the New Moon.
Arthren (ARE-thrun): The near-human form of the Gurahl.
Bhernocht (BEAR-noct): A state of near-despair and sorrow experienced by some Gurahl.
Bjornen (Bee-YORE-nen): The cave-bear or near-bear form of the Gurahl.
Buri-Jaan (BOO-ree-ZHAWN): A Gurahl mentor; the period of a Gurahl’s time as a student.
Gallivant: The first part of a Gurahl’s life; a period of wandering and discovery.
Hibernation: The deep sleep of some Gurahl, attained by a Gift or rite, which resembles the winter slumber
of normal bears.
Kieh (KEE-yuh): The stage of a Gurahl’s life governed by the Crescent Moon.
Kojubat (KOY-yu-baht): The stage of a Gurahl’s life governed by the Gibbous Moon.
Kovi (KO-vee): “Child”; a Rank One Gurahl.
Mangi (MAN-GEE): The aspect of Bear corresponding to the Death Bear.
Matae (MUH-tay): “Grandmother/Grandfather”; a Rank Five Gurahl
Pattern Breaker: The Wyrm.
Rishi (REE-SHEE): The stage of a Gurahl’s life governed by the Half-Moon.
Sorna (SOR-na): “Aunt/Uncle”; a Rank Three Gurahl
Talchwi (TALLCH-we): “Mother/Father”; a Rank Four Gurahl
Tapestry Maker: The Weaver.
Ursa Major: The aspect of Bear corresponding to the Great She-Bear.
Ursa Minor: The aspect of Bear corresponding to the Little Bear or First Cub.
Ursus: A Gurahl born from to a bear parent; the bear-form of the Gurahl.
Uzmati: The stage of a Gurahl’s life governed by the Full Moon.
Verden: “Brother/Sister”; a Rank Two Gurahl
Yarn Spinner: The Wyld.
Gallivant and Buri-Jaan
An exception to the Gurahl’s solitary ways comes soon after their First Change, when a new werebear re ceives a mystical “call” in the form of dreams and visions. This mystic summoning leads her to a more experienced Gurahl, who becomes the fledgling’s “Buri-Jaan,” or teacher. Together, teacher and pupil embark on a journey of travel and experience, called a Gallivant. During this time, the young Gurahl is encouraged to explore her nature, ask questions, and enjoy the natural beauty she must later protect.
The Gallivant is traditionally a year-long excursion, but occasionally, it takes an additional year, particularly if the cub is destined to perform some important task for Gaia or the Gurahl.
After spending years in the pursuit of their duties, many Gurahl feel inspired to become teachers themselves. Through the use of the ritual, Dreams of the Buri-Jaan, a Gurahl sends forth dreams and visions that will call a newly-Changed werebear cub to her side. The two then set off on another Gallivant, where the experienced Gurahl can pass along the same kind of attention and teaching that she received during her formative period as a werebear. This period of mentoring not only ensures that the knowledge and history of the Breed are passed
THE CODE OF URSA
Cherish the Cubs
Protect the Land
Heal the Sick
Nurture the Needy
Teach the Supplicant
Breed Wisely
Cleanse the Tainted
Guard the Secrets
Rights of the Elder
Remember Your History
Punish the Guilty
Avenge Wrongful Slaying
along to the new generation, it also allows the Buri-Jaan to recover some of the wonder of youth they left behind after their own Gallivant. This is vital, particularly if the Buri-Jaan has spent time fighting the Pattern-Breaker’s forces — a soul-destroying task at best.
The would-be Buri-Jaan most often performs this ritual when she is made aware of a newly changed cub, either by the spirits or through first-hand knowledge. Sometimes, however, the aspiring teacher performs it without knowing whether there is a prospective student in the area, just on the chance that it will call an undis covered cub who might otherwise have gone without training. When necessary, a Buri-Jaan can accept two students in areas where Gurahl are so few in number that teachers are hard to find.
Gatherings
Despite the lonely path they walk, Gurahl are still very social creatures. Their solitary wanderings are usu ally more a symptom of their duty — and their scarcity — than of a desire to be alone, and most look forward to the times when they do gather together.
Werebears have several levels of gatherings ranging from chance meetings to formalized events.
• Fest: When two of more Gurahl meet one another in their wanderings, if circumstances allow, they will take advantage of the situation to hold a fest. Such sponta neous meetings may simply involve exchanging news and sharing artwork around a fire, or they may involve commemorating a mutually celebrated occasion, such as the salmon run or the peak of the berry harvest. When several Gurahl hold a fest together, the occasion can be quite jubilant, with feasting, song, and stories.
• Regalia: At the beginning of spring each year, each of the Gurahl tribes hosts a regalia to bring together as many members of the tribe as possible and to discuss matters of tribal import. To protect the tribe, such meet ings are held in isolated places as far from intrusions by outsiders — and hopefully attack from enemies — as possible. Regalias combine formal ceremonies, debates about tribal policies, and the exchange of information about local concerns, with more personal matters. Often this is the only time of the year when extended families gather to share news, celebrate new births, mourn fallen relatives, and match-make with Kin from distant areas to ensure the tribal lineage continues strong and healthy.
Often the highlight of these gatherings is a perfor mance of the Dance of Creation featuring elaborate costumes, face- and bodypaint, and primal drumming to tell the oldest stories known to the Breed, and remind every tribe member of their sacred duty. Despite the serious overtones, regalias celebrate tribal unity and the creative and nurturing spirit central to the Gurahl.
• Powwow: During the summer, the Gurahl partici pate in intertribal gatherings, called powwows, which last for several days. Gurahl from different tribes gather together to share information, display their artwork or crafts, and strengthen the ties among the tribes. While no werebear can afford to take too much time off from the work of guarding her protected lands, these powwows are a vital part of the information system of the Breed, and all Gurahl try to participate in at least one per year.
Powwows are a vital learning experience for cubs still on their Gallivant. They give new Gurahl a chance to introduce themselves to others of their Breed and learn more about what it means to be Gurahl.
Unlike at the tribally-focused regalia, no dancing occurs during the powwows. Only at the Council of Autumn do the Gurahl dance before members of tribes other than their own.
• Council of Autumn (The Great Council): The
Council of Autumn, held during the fall of each year, is by far the most elaborate and serious gathering of Gurahl. Not all Gurahl attend, but many feel this council is the most important meeting of the year. While the less formal powwows, regalia, and fests may involve minor acts of ceremony, formal rites dominate the Council of Autumn.
All attendees undergo a ritual cleansing before they attend the Council. Each tribe approaches the Council site from the direction associated with it: Ice Stalkers from the north, Forest Keepers from the east, River Keepers from the south, and Mountain Guardians from the west. The Great Council, composed of Matae from all four tribes, uses this meeting to rule on matters that affect the Gurahl as a whole, to hear any grievances that span tribal boundaries, and to welcome new cubs. The new cubs from all the tribes perform the ancient Dance of the Centuries, an event that marks the only time in which all the tribes dance together.
During the days of this gathering, the Great Coun cil meets, making decisions by consensus. As Gurahl are not known for making snap decisions, the Council traditionally gives dissenters one year to come up with an alternative to their decisions. Attendees who are not a part of the Council either listen to the Mataes’ discussions or else occupy themselves during the day by working on their particular arts or crafts, sharing stories and engaging in their own discussions, or by cooking for the feast, which is hosted each night by a different tribe.
The Council of Autumn is also a traditional time for ranking ceremonies, as it is sometimes the only time in the year that Gurahl will meet with elders capable of conferring a new rank upon them.
• Meeting the Great One: The rarest Gurahl meet ing occurs in times of dire need, when one of the four current Ancient Ones decides some disaster looms over
GREAT GRANDMOTHER, GREAT GRANDFATHER
Gurahl use a Renown system for rank, simi lar to other Changing Breeds. However, for the werebears, it is possible to exceed the relative rank of elder or Matae. Only one individual of each Gurahl tribe holds this title — Great Grandmother, Great Grandfather, or just An cient One — at a time.
There is no particular Renown Cost for achieving this rank — it is not something achieved by acquiring a certain number of tales, but by earning the respect and veneration of the entire tribe (though always after having achieved Rank Five).
Any Gurahl who meets one of the Ancient Ones knows immediately that they are in the presence of a greatly honored individual, and will be expected to behave accordingly. To do other wise is to face the Breed’s harshest disapproval.
the Gurahl. This venerable werebear sends out a mysti cal summons that draws all Gurahl, including those in hibernation, to a site where they can unite to defend their Breed or some part of Gaia’s creation. These meetings have only been held a few times throughout the tribe’s history, and are never called lightly.
Gurahl share many Traits in common with the Ga rou, including their reactions to silver and their ability to invoke the Delirium in Crinos form. Differences are explained below.
Gurahl use Gnosis in the same fashion as Garou do. They refresh their Gnosis through meditation or by using the Rite of Replenishment (see below). Umbral Glades provide a regular source of fresh Gnosis for those werebears who have access to one.
All Gurahl begin play with Willpower 6.
Rage and Frenzy
Although Gurahl are generally slow to anger, when they do so, they exhibit a nearly-unequalled intensity. Gurahl can use Rage to enhance their Strength, Stamina, or to gain additional health levels.
A Gurahl may also increase her Strength or Stamina by spending Rage on a one-for-one basis. She can raise her Strength to a maximum of twice her current form’s Strength, and her Stamina to up to twice her current form’s Stamina. Gurahl may combine increases in both Strength and Stamina by dividing up her expended Rage points between the two Attributes. Such increases in Strength and Stamina last for one turn per dot of Rage.
Gurahl may use Rage to gain additional health levels, though any levels gained do not heal prior damage. For example, a Hurt Gurahl may spend two points of Rage to gain an additional two “Hurt” levels. An attacker must fill in these additional “Hurt” levels before the werebear becomes “Wounded”. If a Gurahl does this before engaging in battle, the levels gained count as additional “Bruised” levels. This effect lasts for a scene or until they are lost through taking damage.
Because they can channel their Rage in combat in several ways, Gurahl retain a more deliberate attitude in the midst of Rage (though they are still deadly). Werebears regain spent Rage more slowly than Garou, since they must work harder to get uncontrollably angry. Direct threats to lands or protected creatures restore a Gurahl’s Rage; angry words or insults do not.
Gurahl must score five or more successes on a Rage roll (difficulty 8) in order to succumb to frenzy. A frenzied Gurahl never flees, but instead stands and fights, refusing to retreat no matter what the circumstances, sometimes even charging their enemies. A Gurahl may spend a point of Willpower to offset the frenzy, though she may only move or speak during the same turn in which she does so, not take other actions.
To fall prey to “the Thrall of the Wyrm,” a Gurahl must roll eight successes on a Rage roll. In this unhappy event, no Willpower expenditure can stave off the effects of the Beast-of-War or the Eater-of-Souls.
Renown
Werebears value Honor, Succor, and Wisdom Renown. Honor comes from showing respect, acting selflessly, and adhering to the Code of Ursa. Succor — which many Gurahl consider the most important kind of Renown results from acts that heal the world, including cleansing taint and saving lives. Wisdom is awarded when the werebear discovers or preserves ancient knowledge.
Advantages and Vulnerabilities
The Gurahl receive several advantages from Bear that help them fulfill their purpose. To balance these enhance ments, however, they have an equal number of relevant disadvantages that also stem from being Bear’s children.
• Adamant Will: Gurahl gain one automatic suc cess in any opposed Willpower roll involving their need
to protect and defend. Attempts by vampires or other supernatural creatures to affect the mind or will, or to possess the body, of a Gurahl are made at +2 difficulty. In most other cases where Gurahl engage in a contest of wills over their duty to Gaia, they receive a boost to their roll (or their opponent suffers a penalty, at the Storyteller’s discretion). There is a drawback to having will this strong, however. Getting a werebear to change her mind is nigh impossible once she has decided on a course of action.
• Keen Smell: A Gurahl’s sense of smell is highly developed. Perception rolls involving odors are made at a –2 difficulty, except when the Gurahl is in Homid form. This sensory acuteness includes enabling the Gurahl to identify individuals by their perfume or natural body scent, sniffing out taint or toxins in food or water, and performing other tasks involving smell.
• Poor Eyesight: While in Homid form, Gurahl have normal eyesight (subject to individual variations) but in every other form, werebears have relatively poor vision. They are not blind, but they do not rely primarily on their sight and tend not to notice visual cues as rapidly as other Breeds. Perception rolls based on sight alone are made at a +2 difficulty unless the Gurahl is in Homid form.
• Seasonal Lethargy: A Gurahl’s body is attuned to seasonal changes. In wintertime, most werebears grow sluggish and experience a psychological need to tuck themselves in for the winter. Though Gurahl do not have to hibernate, they do become more lethargic during the winter months. This manifests in small ways, such as habitual lateness. Gurahl subtract two from their initiative score during the winter months.
Backgrounds and Abilities
Gurahl have the same Backgrounds and Abilities as Garou with the following differences. All Gurahl must begin with at least one purchased dot in Mentor. Ursine Gurahl have the same starting Background and Ability restrictions as lupus Garou.
As well, the Kinfolk Background represents fewer individuals for Gurahl:
• 2 Kinfolk •• 4 Kinfolk ••• 6 Kinfolk •••• 10 Kinfolk ••••• 15 Kinfolk
Although their population was culled to a terrible degree during the War of Rage, four major tribes of Gurahl still exist. Their Kin, scattered across the globe, encompass the majority of true bear breeds in the world. A few smaller
BHERNOCHT
A Gurahl who willingly (i.e., not under duress) fails in his duties or abandons his respon sibilities suffers a one-point loss of Willpower and loses the advantages gained from Adamant Will. His Willpower decreases by one point per day (not including deliberate expenditures of Willpower) until he resumes his responsibilities. Whether the responsibility is protecting a person, guarding an area, or accomplishing an appointed task, the loss continues until the Gurahl either resumes his duty or finds an appropriate replacement. If the Gurahl’s Willpower reaches zero before he has stopped the process, he enters Bhernocht.
Similar to a Garou who has fallen into Harano, a Gurahl in Bhernocht experiences a profound depression, becoming fixated on his own worthlessness and feeling unwilling (or un able) to do anything about it. Unless the Gurahl finds some way to overcome this state, either by himself or through the assistance of others, he eventually enters a state of deep hibernation and can only be awakened through sustained force or by the Gift: Waken. If awakened, he must still find a way out of Bhernocht. This process should involve role-playing rather than dice rolls.
groups exist in limited numbers, although the Okuma — the werebears of Japan and lower Asia — were entirely annihilated during the Eastern lands’ War of Shame.
Because they are so few, Gurahl recognize that limit ing their breeding based on racial backgrounds or Kinfolk species is an impractical impediment to one of the Breeds most pressing goals: increasing their numbers. While some werebears still carry a great deal of pride related to their ancestral ties, nowadays a Gurahl is likely to take a mate wherever he or she finds an appropriate partner, rather than limiting themselves to an also-dwindling population with historic ties. Thus, a modern Gurahl’s tribe is as likely to relate to the geographic region to which they feel the strongest affinity and dedication as it is to the particular breed of bear their family line is connected with. Still, each tribe has peoples and spe cies it traditionally calls its own. These are generally considered to be its native Kinfolk, regardless of how diverse populations may become.
Some of the earliest Gurahl to inhabit the Pure Lands, the Forest Walkers migrated across the North American continent, settling mainly in the eastern and southern woodlands of what is now the United States. Many withdrew from the world as Europeans ravaged the continent’s wilderness, although some remained hidden and slumbering in what habitat was left to their ursine
BEARS OF MANY NAMES
The bear family tree has many diverse (and sometimes convoluted) branches. Modern sci entists have identified many sub-families, genus, species, and sub-species in attempts to specifically label exactly where each individual and group belongs in the viney forest that is bear taxonomy. These attempts are only further muddled by the common vernacular for each species, often based on visual cues that can overlap broadly — or vary widely — between species.
Gaia, on the other hand, has no such confu sion. Supernaturally speaking, each Gurahl is the embodiment of Bear and is equally blessed by their Mother, regardless of whether that mani fests as a massive Arctic white or a diminutive Asian sunbear.
While certain tribal associations have evolved in the Breed over time, these separa tions are more a product of regional species associating predominantly with their own kind than of any supernatural differentiation. This can be evidenced by the presence of the River Guardians, whose members traditionally span a vast variety of bear species, due to the global focus of their sacred duties.
Thus, while it is tempting to label the For est Walkers simply as “black bears”, or the Ice Stalkers as solely “ursus maritimus”, these are generalizations at best.
Those who would truly understand the Gu rahl would do well to avoid following too closely in human taxonomer’s footsteps, and focus on what is important to the werebears — their roles and responsibilities within the spirit and mortal worlds — rather than their genetic makeup and scientific designations.
Kin. When those who left for the Umbra returned in the late 20th century, they found that the vast majority of the great forests destroyed, and their Kinfolk had fol lowed their shapeshifting relatives’ example, retreating into what wildernesses remained. Although the most populous of any Gurahl tribe, the Forest Walkers still work hard to increase their numbers, and to preserve the lore of their Kinfolk as well as their own sacred history.
Home Territories
Though they range across the breadth of the North American continent and even into Mexico, Forest Walk ers are most plentiful in the woodlands of the eastern United States. Many stay in protected habitats such as national parks and wilderness preserves. They have also made inroads into the South American rainforests and African jungle in search of new Kinfolk — both human and ursine. Now and then, they attempt to cross into Asia, but so far have met with little acceptance among the native bear populations — and strange shifters — they have found there.
Kinfolk
Bear Kinfolk among the Forest Walkers consist mainly of black bears with a smattering of other bear species, including the spectacled bears of South America. Ho mid Kinfolk used to come solely from Native American stock, predominantly of the southern and eastern tribes. As with all of the Gurahl, Forest Walkers have begun to take their human mates where they can, often choosing those who are actively working in forest conservation, animal preservation, or other outdoor career paths.
Tribal Culture
Forest Walkers tend to form small groups for mutual support. They regularly attend powwows and gatherings, eager to learn and share new tales. Although independent, they treat their elders with great respect, and cooperate with one another, regardless of rank.
Ursine Forest Walkers usually resemble black bears, the smallest of North American bear species. Black bears tend towards broad skulls, narrow muzzles, and coats that are smooth and dense. Despite the name, fur color varies widely, ranging from a true blue-black to warm browns and almost blonde cinnamon tones. One sub-species is known for giving birth fairly often to non-albino white-coated young. These “spirit bears” are prized by the Forest Walkers as ursine Kinfolk mates, as they give birth to a higher-than-normal ratio of Gurahl offspring.
Human-born members of the tribe resemble the ethnic type of their human parent. Traditionally this
has included Native American tribes throughout most of the continent, as well as the tribal peoples of Asia, where there was some overlap with the now-extinct Okuma Gurahl.
The Ice Stalkers were once accused by the Garou of bringing about the Ice Age to serve the Wyrm’s pur poses. Most modern Garou have never heard — or have chosen to forget — the accusations their ancestors slung against the Gurahl. But these rumors and lies came near to bringing about the destruction of an entire Changing Breed, so the point is still a sore one.
Ice Stalkers maintain a keen interest in polar bears as well as the native peoples of Alaska and Northern Canada, watching the Wendigo Garou carefully (while staying out of their way). Human exploitation of the northern icelands for fossil fuels and other natural re sources has hurt both the human and bear populations tied to this tribe, as have the climate changes which are slowly but surely melting away their territories. The Ice Stalkers now labor furiously to protect what remains of their lands and Kin, before both are lost forever.
Home Territories
Ice Stalkers inhabit Alaska, northern Canada, Rus sia, and the circumpolar regions of the globe. Some have moved further south in Canada and into Scandinavia in search of potential Kinfolk, although they are wary of coming into closer proximity to the Garou populations that call those lands home.
Kinfolk
Most bear Kinfolk are polar bears (with the occa sional grizzly bear). Human-born Kinfolk traditionally come from the native Aleut and Inuit peoples, as well as other northern peoples like the Saami.
Tribal Culture
Although many see only the fierce and intimidat ing aspects of their nature, Ice Stalkers are also highly inquisitive, impulsive, and curious, with a keen sense of humor and playfulness.
Gregarious by nature, Ice Stalkers congregate in semi-permanent “family groups.” Buri-Jaan and cub often remain together for several years. They attend and hold more powwows and fests than any other tribe.
Subjected to extensive periods of seclusion due to adverse climate conditions, the Stalkers zealously culti vate a wide variety of art forms. They excel at crafting jewelry and other items from the bones and hide of animals they kill for food, as well as sculpting ice — where it still remains to be crafted — into intricate shapes.
Most Stalkers come from polar bear stock and resemble their bear-parent in human form. Homid Ice Stalkers resemble their human parentage, whether Aleut, Inuit, Scandinavian, or other ethnic type.
The Mountain Guardians are the youngest of the Gurahl tribes, coming into being after the werebears crossed into the Pure Lands. They learned to coexist with the Wendigo, Uktena, and even the local Bastet. They served as shamans for the native northern tribes, and sometimes lived openly with the American Indians of the southwest. Risking annihilation to cooperate with those who had hunted them in the past, they worked with the Garou to cleanse the Pure Lands of the taint of the Pattern Breaker. They withdrew en masse when the European Garou arrived, leaving nothing but legends to tell of their presence there.
Their return to fight the Soul Eater signaled their re-entry into the world. Upon their return, however, they discovered that during their absence, their grizzly bear Kin became almost extinct. Unwilling to leave their Kinfolk’s fate in the hands of those who had harmed them already, the Mountain Guardians vowed to remain, and today they fight to preserve their existing grizzly bear Kinfolk, while preparing themselves to stand with the Garou on the front lines of the Last Battles.
Home Territories
Once, Mountain Guardians occupied the majority of central and western North America, including Canada and Mexico. Now, most Guardians dwell in national parks and preserves, particularly in the Northern Rockies of North America. Some travel to the rest of the continent to make contact with other Gurahl, but they are loathe to be parted from their ursine Kin for long, and many make their permanent homes in Western Canada or Alaska.
Kinfolk
After the decimation of their traditional Kinfolk — the Native American tribes of western North America — the Guardians have begun to expand their human Kinfolk to include any who are strong enough of body and mind to brave the few-remaining wildernesses of the continent. Their new Kin are often chosen from among those who are still capable of living a hardy, outdoors life, despite the encroachment of civilization: remote northern villagers, homestead ranchers or farmers far from urban crawl, survivalists, and those who choose to live “off the grid” for one reason or another.
The endangered grizzly bears form their primary ursine breeding stock, although interbreeding with the
Ice Stalker tribe’s Kin is not unheard of — sometimes with and sometimes without the permission of that tribe’s Changers. Those who are attempting to reclaim former grizzly territory sometimes seek Kinfolk among the brown or black bears that are found there now.
Tribal Culture
The Guardians tend toward solitary travel, com ing together mostly at powwows and gatherings. They value independence, self-sufficiency, and privacy. The most competitive of the Gurahl, the Guardians’ culture revolves around challenges and competitions, emphasiz ing ritual combat more than any other tribe.
Human-born Guardians exhibit the appearance of their human ethnic heritage, though they tend toward the high end in both height and musculature. Most ursine Guardians resemble grizzly bears (or their bear-parent, in the case of cross-tribal breeding). Whether due to genetic predisposition or selective breeding, Guardian Kinfolk are rarely petite individuals; big bones and bigger attitudes tend to run strongly within the tribe.
River Keepers once dwelt along all the major rivers of the world, including (but certainly not limited to) the Nile, Amazon, and Mississippi. During the War of Rage, their roles as shamans and weather-workers to the native populations in these areas made them easy targets for the rampaging Garou, and the River Keepers died in disproportionately high numbers.
Those who survived went into hiding or hibernation, coming out only when the need was great enough to risk the Garou completing their attempt at ursine genocide. Along the Nile and the Amazon, the River Keepers were utterly annihilated, and their duties — and lands — were taken over by the Bastet of the area. In North America, the River Keepers remained active longer, assisting the Garou of the Pure Lands in their fight against the Wyrm, though they kept a low profile lest they draw the atten tion of their European counterparts.
The coming of the Storm Eater brought the River Keepers out in force. When they returned from the deep wilderness and Umbral dens that had hidden them, the tribe saw that their Kin — ursine and human alike — had been abused, slaughtered, and driven from their native territories. Today, they work to bolster the existing bear population wherever they can. As a tribe, they are dedicated to renewing their ancient ties with the world’s waterways in order to give the armies of Gaia some unexpected resources against in the Final Battles against the Pattern Breaker.
Home Territories
Once common to all riverlands of the world, the Keepers were largely driven out of Europe, Asia, Africa, and South America, leaving the majority of the tribe along the more remote rivers of Alaska, Russia, and the Pacific Northwest. A brave few, however, have sought out the rivers of other parts of the world to make their homes, taking up their guardianship of those long-abandoned waterways in hopes of healing the damage done through centuries of neglect and misuse.
Kinfolk
Human Kinfolk of the Keepers are perhaps the most diverse of all of the Gurahl, crossing many ethnic and cultural backgrounds. From Egypt and Africa to the Americas and beyond, human civilizations have always thrived along strong, clean sources of water, and the Keepers were there to make certain the resource was not being abused.
Human-born Keepers resemble their human parent, which could mean heritage from virtually any ethnic group. Many Ursine Keepers come primarily from black or brown bear stock but also the sloth bear of India, the Himalayan or moon bear, the Malayan sun bear, and South America’s spectacled bear. In northern climes, there is also significant crossover between Keeper Kinfolk and those of the Ice Stalker tribe.
Tribal Culture
Keepers have no formal organization, though they do manage to meet informally to exchange information and gifts. They have at least one large gathering a year. Though they usually travel alone, they sometimes work in small groups.
Much of the Keepers’ culture revolves around the giving and receiving of gifts, whether material items, such as food or artwork, or less tangible things, like sto ries, poetry, and songs. They also share Gifts and rites as part of the gifting. River Keepers also consider hosting gatherings a sacred duty.
Homid River Keepers have the same phenotype as their human parent and exhibit the most variations among the Gurahl. Ursine Keepers resemble their bear parent, resulting in just as great diversity within the tribe’s bear-born members.
Gurahl have only two breeds — homid and ursine. Because werebears choose their mates carefully through the use of a special ritual, metis Gurahl are unheard of.
Gurahl consider this a special boon from Gaia as a result of their generally solitary lifestyle. A deformed or other wise flawed Gurahl would seldom survive the rigors of wilderness life on her own. Should two Gurahl mate, the union results in no pregnancy, or else a stillbirth. As the Gurahl are under great pressure to repopulate their Breed after the decimation of the War of Rage, Gurahl who choose to involve themselves in such a fruitless pairing are viewed with great sadness by the rest of their kind.
• Homid: For hundreds of years after the War of Rage, the Gurahl removed themselves from the world — including human society — to protect themselves from the Garou’s predation. This meant that there were extensive periods — entire generations — where there were no homid werebears born at all.
Gurahl born from humans are beginning to make a comeback, though they are still sparse in number. Traditionally, human-born Gurahl were born into tribal societies that were somewhat apart from mainstream urban civilization, or among cultures with strong traditions and connections to the natural world. However, many of these families have integrated with urban culture, bringing forth a generation of homid Gurahl who are comfortable with high-tech gadgets, cars, computers, and the like.
To make up for past losses in Kinfolk, Gurahl have tried to select new groups of humans as breeding stock. While these may be from any culture, werebears are very careful in choosing their mates, and many have taken partners from among those involved in medical careers, peace-keeping duties, environmental activism, or wilderness protection.
Beginning Rage: 3 Beginning Gnosis: 4
Starting Gifts: Persuasion, Ursa’s Light • Ursine: For centuries after the War of Rage, the Gurahl were an almost exclusively ursine Breed. Mating with, and raising young among, their bear-Kin was seen as safer than among homids with whom the Garou might also be interacting. Even today, many Gurahl active in the modern world come from bear-parents, although hunting and territory devastation have taken a toll on the were-bear’s ursine Kin.
Where bears are endangered, ursine Gurahl are rare. Most modern bear-born Gurahl grow up within protected places such as restricted wilderness areas and national parks, retaining bear form until some crisis forces the First Change — and hopefully alerts a teacher to their presence.
Once they have taken on human form, ursine Gurahl often remain in that form out of curiosity about human affairs, learning as much as their human born cousins (though usually later in life). Gurahl born in captivity
usually escape (or are “liberated” by other Gurahl) soon after their First Change.
Beginning Rage: 4 Beginning Gnosis: 5
Starting Gifts: Heightened Senses, Voice of Woe
Instead of having one “birth” auspice that governs an individual throughout his lifetime, Gurahl migrate through five different auspices in the course of their lives. There is a natural progression of auspices, and the vast majority of Gurahl transition through them in that order. In more peaceful times, a Gurahl would take an entire lifetime to experience all five auspices. In mod ern times, however, many Gurahl rush through all the auspices in a few years, finally settling on the one most suitable to their temperament — or most necessary to the responsibilities they’ve taken on — as a long-term auspice. This sometimes means going back to a previ ous auspice, or remaining in one for an extended time period, if duty requires it.
Each Gurahl auspice has Gifts specifically related to it. When a Gurahl enters a particular auspice, he may learn Gifts peculiar to that auspice, although he does not lose the ability to learn Gifts from auspices he has traveled through in the past. A Kieh may pick up a heretofore unlearned Arcas, Uzmati, or Kojubat Gift to round out her knowledge (assuming she has already experienced those auspices). However, learning too many Gifts outside one’s current auspice is sometimes seen as evidence of poor judgment — and a possible cause for loss of Wisdom Renown for dependence on hindsight.
The starting Gifts available to a Rank One Arcas Gurahl are Open Seal or Walk Like a Man, and all Gurahl should begin play with one or the other.
However, as Gurahl transition through both their auspices and ranks at a variety of paces, some werebears may be eligible to learn Level Two (or higher) Gifts by the time they transition into the Uzmati auspice. Others may transition quickly through auspices without significant jumps in rank, and thus may be restricted to learning Level One Gifts from each auspice Gift list, regardless of having changed auspices several times.
Storytellers are welcome to allow their players to purchase whatever combination of Gifts their characters’ rank and auspice history justify. This can be a motivation for players to create compelling back-stories to explain their characters’ pre-game experiences, and thus their particular selection of auspice Gifts.
• Arcas — the New Moon: This auspice governs a Gurahl from her First Change through her Gallivant and the time with her Buri-Jaan, ending when she experiences her first full battle after leaving her mentor. It is a time period of exploration, of learning, and of questioning.
• Uzmati — the Full Moon: This auspice governs a Gurahl’s solitary travels and introduces him to his place as a warrior of Gaia. Uzmati Gurahl feel the music of battle in their spirit, preparing them to fight off any threats to their protected lands or creatures. Gurahl who dwell in areas where they must continually fight the Wyrm’s minions sometimes remain in this auspice for years, while others visit it only briefly. At some point, usually after taking a mate or feeling the need for a more settled life, they progress to the next auspice.
• Kojubat — the Gibbous Moon: This auspice guides
Gurahl through a period of remembering and learning. In this phase, Gurahl study the lore of the werebear, includ ing history, songs, and stories. Most Gurahl begin their Lifework during this phase of their lives, if they have not already done so. Kojubat Gurahl receive great respect from other Gurahl because they embody the knowledge imparted to the Breed by Gaia Herself.
• Kieh — the Crescent Moon: After learning
comes reflection and a turning inward, hallmarks of the Kieh auspice. This is a time of peaking mysticism and Gurahl in this auspice spend the majority of their time learning and performing rites, and expanding their knowledge of Gifts. Many Kieh become Buri-Jaan to fledgling werebears.
• Rishi — the Half Moon: This phase of the moon is the last in the Gurahl’s natural progression. Rishi Gurahl have usually built up a font of knowledge and experience, and other werebears look to them for guidance. Rishi judge disputes, keep the peace, and mediate between quarreling factions. Those who are called to the Council of Autumn are often members of the Rishi auspice.
Gurahl possess five forms ranging from those that would pass for normal humans and animals to those which are likely to have sparked wilderness legends of monstrous beasts of the forest.
• Homid: Gurahl in human form are indistinguish able from normal humans, though many tend to be above average in height and musculature. Werebears with human parents resemble the ethnic heritage of their family, while Gurahl with a bear parent tend to retain the general pigmentation of their bear-form. A Gurahl’s human voice has a rich timbre; they tend to speak slowly and thoughtfully, although this is as much a manifestation of their nature as of their form.
FOLLOWING THE GREAT BEAR
All Gurahl have Bear as their personal totem, but each Gurahl acknowledges one of Bear’s three faces according to their auspice or temperament. All aspects of Bear give +1 Survival, as well as the additional benefits associated with that particular face of the totem. (Unlike Garou who follow Bear, Gurahl face no Honor loss from their association with their patron spirit.)
The First Cub, Ursa Minor, is the discoverer and questioner, and is most often the patron of Arcas Gurahl. Those who follow Ursa Minor are the most playful and curious of the werebears, with outgoing and engaging personalities. Gurahl who follow Ursa Minor receive +1 Expression and +1 Larceny, in addition to the Survival granted to all.
The Great She-Bear, Ursa Major, is the healing and nurturing aspect of the totem, and most often appeals to Kojubat and Rishi Gurahl. Those who follow Ursa Major are fiercely protec tive of those they consider their own, rivaling Mangi’s followers in lethality when their wards are threatened. Gurahl who follow Ursa Major receive +1 Empathy and +1 Medicine, in addi tion to their Survival bonus.
Mangi, the Death Bear, is both warrior and mystic, drawing Uzmati and Kieh to him. Those who are entrusted with the Gifts to bring the dead back to life often follow Mangi, as he is the aspect with whom they must wrestle in order to retrieve the slain from his realm. Those who follow Mangi receive +1 Brawl and +1 Enigmas, along with their additional Survival.
Just as their auspices change throughout their lives, Gurahl often shift which aspect of Bear they follow as age, rank, and life experiences alter their outlook on the world. As they do so, they lose the benefits given by their former patron, and gain the ones associated with their new totem aspect.
• Arthren: The “near-man” form of the Gurahl resembles the stereotypical wild man of the mountains: humanoid, but hairy and unkempt, with brutish features. Arthren Gurahl are tall and burly, often approaching
(or exceeding) the human extreme for both height and weight. This form does not invoke the Delirium but does tend to intimidate most humans. Their voices are often guttural and harsh, but they are capable of human language in this form.
• Crinos: The Gurahl’s fighting form inspires night mares in humans even when they are awake (invoking the Delirium). Standing upright at between 14 and 16 feet in height, the Crinos Gurahl may weigh well more than a ton. The Crinos face becomes bearlike with huge canines capable of biting small trees (or other limbs) in two. Non-retractable claws extend to nine inches on both front and hind paws, perfect for burrowing through stone — or flesh. The Gurahl’s fur is thick and shaggy in Crinos form, providing natural armor for battle. Gurahl can speak only in harsh monosyllables in this form.
• Bjornen: The cave-bear form. Gurahl in Bjornen are most comfortable on four feet, although they are capable of walking upright for short distances. Much taller and more massive than contemporary bears, Gurahl in Bjornen have elongated claws on all four paws, and sharp teeth. In this form, a Gurahl reverts to instinctual “thinking” and loses the ability to converse in human languages altogether, although it may still communicate roughly in the Gurahl tongue.
• Ursus: Gurahl in Ursus form look like normal bears of whatever species they are most closely related to by birth or tribe. They can speak the language of bears and a limited version of the Gurahl tongue. When in this form, Gurahl tend to think like the bears they resemble.
Form Statistics
Arthren Crinos Bjornen Ursus
Str: +3 Str: +5 Str: +4 Str: +3 Dex: +0 Dex: –1 Dex: –2 Sta: +3 Sta: +5 Sta: +4 Sta: +3 Man: –2 Man: –3 Man: –3 Man: –3 App: –2 App: 0
Gurahl begin play with three Gifts, one each from breed, auspice (Arcas, usually) and the general Gurahl Gift list.
General Gurahl Gifts
See also 35
Abilities & Attributes
- Appearance shared/trait/attribute/appearance
- Brawl shared/trait/ability/brawl
- Empathy shared/trait/ability/empathy
- Enigmas shared/trait/ability/enigmas
- Expression shared/trait/ability/expression
- Larceny shared/trait/ability/larceny
- Medicine shared/trait/ability/medicine
- Perception shared/trait/attribute/perception
- Rituals shared/trait/ability/rituals
- Stamina shared/trait/attribute/stamina
- Strength shared/trait/attribute/strength
- Survival shared/trait/ability/survival
- Wits shared/trait/attribute/wits
Backgrounds
- Kinfolk shared/trait/background/kinfolk
Discipline Powers
- Heightened Senses vampire/power/discipline_power/heightened-senses
Gifts
- Auspice Gifts werewolf/power/gift/auspice-gifts
- Dreams of the Buri-Jaan werewolf/power/gift/dreams-of-the-buri-jaan
- Open Seal werewolf/power/gift/open-seal
- Persuasion werewolf/power/gift/persuasion
- Voice of Woe werewolf/power/gift/voice-of-woe
- Waken werewolf/power/gift/waken
- Walk Like a Man werewolf/power/gift/walk-like-a-man
Places
- The Tapestry mage/location/umbral_realm/the-tapestry
- The Wyld werewolf/location/umbral_realm/the-wyld
- Umbral Realms mage/location/umbral_realm/umbral-realms
Rites & Rituals
- Rite of the Fetish werewolf/power/rite/rite-of-the-fetish
Referenced by 1
Gifts
- Thieving Touch of Spiders werewolf/power/gift/thieving-touch-of-spiders