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  Stuart's footfalls crunched overloud in the stillness of evening. They sounded anxious and out-of-place, as if uncertain of exactly where they stood after so long an absence. Stuart roughly shoved such concerns back down. Crossing the road, he put one hand atop the gate and vaulted it effortlessly, as he had done since he was a boy.
  Colum met him halfway up the drive. His pace was unhurried, his shotgun dangled at ease from one arm. Neither his face nor voice betrayed any excitement over the boy's return. "Stuart," he acknowledged.
  "Dad, I'm glad you're here. I didn't see the truck, and I was afraid you'd gone down into town. I..."
  "Ellen's got the truck. Gone to the movies. She'll be sorry she missed you." It was clear from his tone that he did not share this sentiment.
  Stuart tried to wrap his mind around the idea of Ellen driving. When he'd left she'd been no older than... He searched his memory but couldn't quite pin down the exact number. That bothered him. He hurried on to cover his embarrassment, "Dad, listen, I need your help. There's this..."
  "Your mother's fine, thanks for asking." Colum's tone was hard, unforgiving. "She misses you something terrible. She's always going on about her son, the Journalist."
  "Great," Stuart muttered uncomfortably, "But listen. I wish this were just a social call, but this is really important. I..."
  "When a boy comes round here, he asks after his mother. Go on, now. Clear off." Colum gestured with the flat of the shotgun.
  "But dad, I... forget it. Just forget it." Stuart turned away and waved him off angrily. "I don't know why I even came back here. Damn it, I knew it was going to be like this. It's always like this. Every time I try to..."
  "Colum? Who's that you're talking to out there? Keeping them standing in the drive! Why is that...?"
  "He's just leaving, Margaret. Go on back inside, I'll handle this." There was a gleam of moonlight off gunmetal.
  "Stuart!" Margaret erupted through the screen door and down the front steps in a flurry of long trailing skirts. "But why didn't you call and tell us you were coming. I would have had something ready for you, dear. Colum, why didn't you tell me Stuart was here? Well never mind, the important thing is that you're here now and this is where you belong. You just come right inside and I'll whip you up something. You're as thin as a rail. What do they feed you at that newspaper office of yours? But, Lord, it's good to have you home! Come now, I'll just... Why, whatever's wrong, child?" She had taken him by the arm and started back toward the house, pulling him along in her wake. He instinctively fell into step and was three or four paces along before he recalled himself and managed to dig his feet in.
  "Mom, Dad. There's business — you know, family business..."
  Colum's voice brooked no objections. "Go inside, boy. Visit with your mother. There's a CocaCola cake on the table. She made it special, so you're going to sit down and eat it. Damn if I can figure how she always knows when you're coming, but she does."
  "Colum, dear, why don't you wander down to the Jennings' and see if, between you, you can't round up a few cousins to go look for this lost sheep? There's a dear."
  Grumbling, he bent to kiss her cheek and, reluctantly, nodded to Stuart. "You take care of your mother. Old Man Jennings was out shooting at something night before last. Said it looked something like a bear, but it hissed and moaned like his old tractor — crazy old SOB. Back by morning."
  Colum shouldered his shotgun and confidently, unhurriedly, set off across the yard. Stuart settled onto the front stoop, tracing each of the familiar knots and cracks in the wooden steps. Routes on a map leading unvaryingly home.


Appendix: Allies and Ammunition


The Stargazers

  For the longest time, the Stargazers counted themselves as one of the tribes of the Garou Nation. They remained largely on the fringes of Garou society, often pursuing their own quests, although they remained accessible and willing to assist their fellows as needed. Their introspective ways were not free of drawbacks, however. Their numbers were terribly few. The tribe didn't have nearly as many Kin as did more earthy tribes like the Fianna or Bone Gnawers, and converts to the relatively esoteric Stargazer ideals were rare. At the end of the second millennium CE, the Stargazers numbered less than 500 in all, with no sign of recovery in sight.
  The worst blow, by most accounts, had to be the fall of the Shilgalu Monastery in Tibet. The Stargazers had only a few caerns to their name, and Shilgalu was one of the strongest. And thanks to the concerted efforts of a corrupted Chinese military division and powerful Wyrmish reinforcements, the strongest stronghold of the tribe was wiped away in less than a week. The heart of the tribe was under attack, its members scattered too widely to act in true unison. Obviously, something needed to be done for the Stargazers to recover their center.
  After searching their consciences and speaking with their pupils, the elders of the tribe came to the decision that the needs of the Garou Nation were not their own. At a great concolation, the most esteemed Stargazer elders informed the other tribes politely that they would be withdrawing from the Nation and gathering together to heal themselves. This announcement drew reactions from shock to sympathy to outrage, but the Stargazer elders would not be swayed.
  "While we are broken and scattered," they said, "we are of no use to you, nor to ourselves. Though we know you would assist us if we asked, our healing must come from within. Forgive us."
  Since the Stargazers' secession from the Garou Nation, all newly Changed Stargazer cubs have been given their Rites of Passage away from the other tribes. Most of the tribe's members are returning to the tribe's original homelands of India and the Himalayas, hoping to find some measure of solace in as-yet uncorrupted territory that might remain there. The tribe is very serious about its need to rebuild itself to prove up to the challenge of the Final Battle. The Garou can only pray that they'll find what they're looking for in time.
  Tribal Totem: Chimera, a powerful dream-spirit of variegated form.
  Initial Willpower: 5
  Background Restrictions: Stargazers cannot take Fetish or Resources. Their allies almost always lie outside the Garou Nation.
  More information on the Stargazers can be found in the Werewolf Storytellers Companion.

  If the Storyteller desires, he can allow players to create Stargazer characters just as the other players would create characters of other tribes. It would usually be presumed that these Stargazers have decided to remain with the Garou Nation. Existing Stargazer characters are also, of course, allowed to choose for themselves to devote their attention to their tribe or to their current septs and packmates. However, these characters are exceptions. They receive some level of distrust from many other Garou who fear that they might vanish at a critical point, as well as from their tribemates who disapprove of their attachment to external influences.

Stargazer Gifts

  The Stargazers' search for insight and wisdom has naturally led them deep into the spiritual realm. Their Gifts are a byproduct of their penchant for visions and riddles, as well as outgrowths of their pursuit of non-lethal combat methods.

  • Balance (Level One) — The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift.
Systems: No point expenditure or roll is required. Difficulties for climbing decrease by three.

  • Falling Touch (Level One) — As the Ahroun Gift.

  • Sense Wyrm (Level One) — As the metis Gift.

  • Inner Strength (Level Two) — After brief meditation, the Garou may convert her inner anger into iron resolve. Stargazer ancestor-spirits teach this Gift.
  System: The Garou concentrates for five minutes; the player rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into a point of Willpower.

  • Surface Attunement (Level Two) — The Stargazer may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. The spirits of small animals that are often overlooked by other tribes (such as rabbits, sparrows and mice) teach this Gift.
  System: The Garou concentrates for one turn; the player rolls Dexterity + Athletics. The effects last for a scene.

  • Clarity (Level Three) — This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift.
  System: The player rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else's illusion, the number of successes rolled by the creator must be matched or beaten by the Garou.

  • Merciful Blow (Level Three) — The Garou can subdue a foe in combat without harming him. A mongoose-spirit teaches this Gift.
  System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand or weapon) strikes and does damage before soak is rolled, the player may then roll Perception + Medicine (difficulty of the opponent's Wits + Dodge). One or two successes on this roll cause the opponent to keel over helpless for the next turn. Three or more successes paralyze the foe for the entire scene. This Gift inflicts no actual health levels of damage.

  • Preternatural Awareness (Level Four) — The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.
  System: The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents' dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene.

  • Strike the Air (Level Four) — As the Child of Gaia Gift.

  • Circular Attack (Level Five) — The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes' attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe's attacks upon himself. A wind-spirit teaches this Gift.
  System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner).
  For example, a Stargazer with Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer's foes, at the Stargazer's choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions..).

  • Wisdom of the Seer (Level Five) — By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift.
  System: The Garou's player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.

Spirits

  Garou may encounter an infinite variety of spirits (be they minor or mighty, hostile or friendly) and the Storyteller is encouraged to create any other spirits that suit her chronicle.

Pack Totems

  One of the first and strongest ties that binds a group of werewolves into a pack is the association with a totem spirit. Although the pack members may choose the totem that they feel best represents them, it's really more a case of the totem adopting the pack. Totems often refer to those Garou it chooses as its "children."
  Totem spirits are generally Incarnae. They are typically animal spirits, but many packs have mythological beings, elemental forces, or other spirits as totems. When a totem chooses the pack, it sends a Jaggling representative known as a totem avatar to attend the pack. The devotion of the Garou gives the totem and its avatar power, and their actions further the totem's goals. In return, the totem bestows some of its powers upon the pack.
  Most totems fall into one of the four following categories; respect, war, wisdom and cunning. The first three are roughly associated with Garou renown; the last is rather less popular among Garou, as the cunning warrior is not always quite so honorable or wise.

Background Costs and Traits

  The Totem Background allows characters to "buy" a totem spirit to be affiliated with their pack. Obviously, only one totem can be affiliated with a pack. Unless stated otherwise, all bonuses and penalties apply immediately upon being accepted by the totem.
  Traits are given on a per-turn basis, and they are available to one pack member at a time. The pack member with the power designates who can use it the following turn, in effect, handing it off to another packmate. Attribute and Ability bonuses add to the pack member's dice pool for that Trait, even if the member has no dots in the Trait. Ordinarily, renown awards are temporary Renown, and they are given once when the pack is accepted by the totem (unless stated otherwise).
  For example, everyone in Falcon's pack gains a point of temporary Renown upon being accepted by Falcon. Every scene, one member of the pack receives three additional dots in her Leadership dice pool for as long as she wishes, until she "gives" it to another packmate. Four Willpower points are available during the story as well, and anyone in the pack can use them until they've been expended.
  By spending more experience points, the totem can become more powerful and give the pack greater access to its powers. In addition, pack totems may teach Gifts relating to their affiliation and powers. Unicorn may teach healing Gifts, for instance. The totem may also allow its children to use a particular Gift without teaching it to them properly. An example is Bear, who allows his packs to use the Gift: Mother's Touch without requiring them to learn it themselves.
  In addition to the benefits, a totem also has some restrictions that its children must follow to stay in the totem's favor. These restrictions are called Bans. Garou who don't follow the Ban will be cut off from their pack totem, and they must undertake a Rite of Contrition to get back in its good graces. As such, they lose all benefits of the totem, including extra Traits and access to unlearned Gifts. Packs that violate the totem's wishes repeatedly may find themselves abandoned completely.
  Some of the most common totems and their affiliations follow. Several totems are also affiliated with tribes, but members of the tribe don't gain the Traits listed with each totem. Only packs allied with avatars of these totems (who are the ones responsible for channeling the granted powers) gain the bonus.
  Tribes benefit from the patronage and wisdom of the tribal totem. It is often the spirit that cubs meet during their Rite of Passage and teaches them their tribal Gifts.

Totem Spirit Broods

  Incarna spirits frequently have a number of lesser spirits allied with them. These spirits, known collectively as a brood, are respectful of and to some degree subservient to the brood master. Most spirits of a brood will be related in some way to the themes of the totem. Falcon's brood usually consists of bird spirits, while Rat's brood will include spirits related to urban and suburban environments such as raccoon-spirits, trash heap-spirits or even mutt-spirits.
  A pack in good standing with its totem may expect easier dealings with spirits of their totem's brood. Conversely, offending a spirit will probably raise the ire of the Incarna to whose brood the spirit belongs.

Totems of Respect

  These grand spirits represent virtue and honor, and werewolves look to them when in need of advice in leadership and diplomacy. Some of the greatest Garou leaders have been followers of totems of respect.

Falcon

  Background Cost: 5
  Like the Silver Fangs he serves, Falcon is a most noble spirit. His keen eyes look deep into the Garou heart, rewarding and inspiring the valorous and honorable. A respected totem, Falcon brings unity to the Fangs and thus to the Garou. Rumors of the Silver Fang's less-than-sterling performance of late has tarnished Falcon's reputation only slightly.
  Traits: Packs chosen by Falcon gain three dice to Leadership as well as an extra four Willpower points per story. Each pack member also gains two points of Honor Renown.
  Ban: To Falcon's children, dishonor is worse than death; they cart never allow themselves to lose permanent Honor. If they do, they must either put right the wrong or perform a Rite of Contrition and further atone for their offense by hurling themselves at a powerful minion of the Wyrm. While essentially a suicide run, their blood will wash away the stain on their names.

Grandfather Thunder

  Background Cost: 7
  Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder is patient and subtle, and he seldom sends his own avatar to packs. Instead, he commands one of his Stormcrows to tend them.
  Traits: Thunder's packs can call upon five extra Willpower points per story, and they gain three dice to Etiquette. All pack members can also gain two extra Intimidation dice when they invoke Thunder. Many Shadow Lords see little difference between respect and fear. Each pack member also gains one point of Honor Renown. Shadow Lords will follow the pack's activities with keen interest.
  Ban: Grandfather Thunder commands his children to give their peers and their rivals no more respect than they deserve.

Pegasus

  Background Cost: 4
  Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with protecting sacred places. It comes to its packs as a winged horse with fire in its eyes, and it teaches them Gifts associated with travel and air. Because of the rivalry between the Black Furies and the Get of Fenris, Pegasus will never accept a pack with even one Get member.
  Traits: The Children of Pegasus can call upon an extra three Willpower points per story, and gain three dice in an Animal Ken dice pool. Each pack member gains two points of Honor Renown. Black Furies are well disposed toward the pack.
  Ban: Garou chosen by Pegasus must always aid females of all species, young females in particular.

Stag

  Background Cost: 6
  Great Stag is an ancient spirit, older than the Fianna who claim him as totem. He is associated with masculinity, virility and the wild raw power of nature. Light and dark are both in Stag. He gave the Garou their affinity with nature, and he teaches responsibility toward humans, but he is also the master of the Wild Hunt. An avatar of Stag occasionally appears to lost Garou, leading them to safety or otherwise aiding them.
  Traits: Stag's packs can call upon an extra three Willpower points per story, gain three dice to a Survival dice pool, and one die to Stamina dice pools for long-distance running. Each member gains three points of Honor Renown. Fianna will always be well disposed toward them; and faeries spirits and changelings honor them as well.
  Ban: Children of Stag must always show respect toward prey, including performing a Prayer for the Prey after a successful hunt. Children of Stag must always aid the fae.

Totems of War

  These totems are spirits of battle, tactics and Rage. Ancestral warriors or predator spirits are the most common war totems. Naturally, warriors are the chief followers of these totems, although scouts and even healers (in the case of Bear) ally themselves with these bloodthirsty spirits. While they don't garner the same sort of respect among Garou as other totems, their assistance is invaluable on the battlefield.

Bear

  Background Cost: 5
  Great Bear is wise in peace and fierce in war. He is renowned as a master of healing and mystical rites. Garou don't favor this totem because of a mistrust for his true children, the Gurahl werebears.
  Traits: Bear's children gain three dots of Medicine. Each pack member's Strength increases by one permanently, and each pack member may use the Gift: Mother's Touch once per day. The pack also gains the ability to hibernate for up to three months at a time without food or water.
  Garou with this totem are well regarded by werebears as well as certain animistic peoples. Such is not the case with other Garou, however. All pack members lose five points of temporary Honor Renown if they have that many. Furthermore, they must subtract one from any temporary Honor Renown awards they receive. The pack members must work harder to prove that they are honorable.
  Ban: Bear asks nothing of his Garou children. Asking for his favor has already cost them much standing among their own people.

Boar

  Background Cost: 5
  Boar is feared by hunters, and with good reason. He is too angry to pass up a challenge, too fierce to concede a fight and too ornery to die with good grace. Many combative young packs, particularly of the Get of Fenris and Fianna, choose Boar as their totem.
  Traits: A hearty scrapper, Boar grants his packs two dots of Brawl; each pack member also receives an additional dot of Stamina.
  Ban: Children of Boar must never hunt or eat boars.

Fenris

  Background Cost: 5
  Over a thousand years ago, the Norse spoke of the ravening Wolf-God Fenris, a beast even the other gods feared. He is powerful, bloodthirsty, and he neither gives nor expects quarter. The patron of the Get of Fenris is a warrior's totem who disdains weakness and chooses only packs that soak their blades and claws in the blood of foes frequently.
  Traits: Fenris' packs gets an additional point in a Physical Attribute (Dexterity, Strength or Stamina, at the individual's choice), even if it increases the rating over 5. Each pack member gains two points of Glory Renown. Get of Fenris respect the followers of their tribal totem a little more than other "outsiders," and they test them often by inviting them on Wild Hunts and battles against powerful enemies.
  Ban: Fenris requires that his followers never pass up an opportunity for a worthy fight.

Griffin

  Background Cost: 4
  Griffin mourns those species lost to extinction, and his rage against humans — so often the killers of entire species — makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like lightning and kills without hesitation.
  Traits: A swift, watchful hunter, Griffin grants three dice to an Alertness dice pool. In token of Griffin's avian aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack member gains two points of Glory. Red Talons respect the followers of Griffin.
  Ban: Griffin's children may not associate with humans. Griffin almost never accepts a homid Garou as his child.

Rat

  Background Cost: 5
  Silent and quick, Rat is adept at hit-and-run warfare. Rat fights to weaken, cripple and finally overwhelm, but he can be as vicious as any other when cornered.
  Traits: Rat's children can call upon five Willpower points per story. Rat teaches how to bite to best advantage, subtracting one from the difficulty of all biting rolls. The pack also subtracts one from the difficulties of all rolls involving stealth or quiet. Bone Gnawers respect Rat's children and will aid them (although not at the risk of their own lives). Ratkin will be more tolerant of the pack than of most Garou.
  Ban: Rat's children must never kill vermin.

Wendigo

  Background Cost: 7
  Cloaked in ice, roaring like the wind, eating the hearts of foes — that is Wendigo, cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm, harnessing the cold bitterness of their hearts and converting it to a lethal rage.
  Traits: Each pack member gains five Rage points per story, regardless of his actual Rage rating. Each pack member also gains two points of Glory Renown. While the Wendigo tribe respects Wendigo's children, they don't trust them easily, for Wendigo is unpredictaclte.
  Ban: Wendigo's children must always aid animistic peoples in need.

Totems of Wisdom

  These spirits are the keepers of mystical secrets. Garou who ally with them learn to uncover hidden truths and rare Gifts. More straightforward Garou don't trusted them, but those who seek answers in the unknown find friends among the totems of wisdom.

Chimera

  Background Cost: 7
  The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one to find the inner wisdom beneath layers of puzzles and deceptions.
  Traits: Chimera's children are granted the ability to disguise themselves or something else when in the Umbra (Gnosis roll, difficulty 7). Chimera also teaches how to find the truth behind a tangle of deceptions; the pack gains three dice to Enigmas and one to Perception. Each pack member subtracts two from all difficulties involving riddles, dream interpretation or enigmas. Each pack member also gains two points of Wisdom Renown. While Stargazers will notice the pack's affiliation, that affiliation won't necessarily influence their opinion of the pack.
  Ban: The pack must seek enlightenment, but otherwise Chimera places no restrictions.

Cockroach

  Background Cost: 6 Cockroach, say the cockier Glass Walkers, is the totem of the modern age. To be sure, Cockroach is guick, hardy and persistent. Hardly a nook exists in the city in which its kin can't be found.
  Traits: Each pack member subtracts two to difficulties involving computers, electricity and science. The pack gains three dice on rolls to activate Gifts affecting technology. Also, Cockroach's pack has the ability to enter the Umbra and view data stored on media or streaming through data cables (with a successful Gnosis roll).
  Ban: Pack members must take pains not to kill cockroaches.

Owl

  Background Cost: 6
  Silent watcher, Owl strikes without warning in the darkness. Like the Silent Striders who claim the totem's protection, Owl holds hidden wisdom. The totem is also associated with secrets of death and the shadowy Dark Umbra. Some believe that owls are vengeful spirits of the dead.
  Traits: Owl's children are often gifted with premonitions of danger and of the location of mystic places long forgotten. Upon entering the Umbra, each of Owl's children gains wings, allowing them to fly from place to place. Owl's children subtract two from all difficulties involving stealth, silence or quiet. The pack gains three dice when using any Gift involving air, travel, movement or darkness. Each pack member gains two points of Wisdom. Silent Striders may appear mysteriously to aid the pack when it is in danger. Ratkin and children of Rat do not get along well at all with Owl's children, considering Owl's predatory nature.
  Ban: Owl asks that the pack leave small tied or helpless rodents in the woods for him and his kind.

Raven

  Background Cost: 5
  Raven is perhaps the cleverest bird. He likes to play, baiting wolves and then flying out of range when they lunge for him. Raven is wise, for he feeds without hunting, by following wolves and picking over their kills. If he finds an animal dead in the snow he summons the wolf to tear open the carcass for him. For time out of mind Raven has been companion to the wolf, finding food and feasting with the hunters, teaching him wisdom through his games. (After all, who wants to look foolish by trying to catch the uncatchable bird?) Raven is also a totem of wealth, making sure the wolves want for nothing, although he himself is always hungry.
  Traits: Raven grants his packs thrree extra dice in Survival, one in Subterfuge and one in Enigmas. Each pack member gains one Wisdom point. Wereravens are sympathetic to Raven's Garou followers.
  Ban: Raven expects his Children to carry no wealth, instead trusting to him to provide.

Uktena

  Background Cost: 7
  Uktena is an ancient water spirit with the features of a serpent, cougar and deer. He is a spirit of riverbeds and dark places, and he knows many hidden secrets.
  Traits: Uktena places a protective ward on each of its children while they are in the Umbra, adding three dice to all soak rolls. Uktena teaches secret lore to its children, so each member gains two extra experience points pet story that may be applied only to improving Enigmas, Occult, Rituals, Gifts or other mystical knowledge. In addition, each member gains two points of Wisdom when accepted by their new totem.
  More straightforward Garou distrust Uktena's mysterious ways. Social-roll difficulties increase by one when interacting with werewolves of tribes other than Uktena or Wendigo. Garou of the Uktena tribe treat the pack like brothers.
  Ban: Uktena asks that its Children recover mystical lore, objects, places and animals from the minions of the Wyrm.

Unicorn

  Background Cost: 7
  The totem of the Children of Gaia, Unicorn is a wise totem of peace, purity, healing and harmony. She is the embodiment of the blissful and encompassing love of Gaia.    Traits: Unicorn's children gain her swiftness in the Umbra, moving at twice the normal speed. They subtract two from all difficulties involving healing and empathy, although they add two to all difficulties to harm other Garou not of the Wyrm. The pack gains three dice when using Gifts of healing, strength and protection. Each pack member gains three points of Wisdom Renown. Children of Gaia will always aid and usually side with the pack'in disputes.
  Ban: Unicorn's children must aid and protect the weak and exploited (as long as doing so doesn't aid the Wyrm).

Totems of Cunning

  As a rule, Garou don't look kindly on trickery and stealth, so pack totems of cunning are fairly rare. These days, however, more and more young Garou look to new ways of thinking to combat the threats they face. Should they choose to ally with these clever spirits, however, they will find they are little trusted by more "respectable" traditionalist Garou.

Coyote

  Background Cost: 7
  Coyote is the consummate trickster. He's an outlaw, more Ragabash than Ragabash. Utterly unpredictable, remarkably lusty and sometimes even foolish, Coyote is a clever warrior and a master of deception.
  Traits: Coyote gives his packs three extra Stealth dice, three extra dots of Streetwise, one dot of Subterfuge and one dot of Survival. He always has the ability to find his children wherever they are (i.e., this ability doesn't have to be purchased with extra Background points).
  Although Coyote is cunning, he isn't considered particularly wise. Each member of the pack subtracts one from any temporary Wisdom received. If something goes wrong, everyone blames the pack regardless of culpability. Coyote's children have more than their share of difficulties, but at least they never get bored.
  Ban: Coyote wouldn't think of limiting his children.

Cuckoo

  Background Cost: 6
  The cuckoo lays her egg in the nests of other birds. The chick then pushes the other squabs out of the nest, and the unsuspecting foster parents raise it. Likewise, the children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices and even Black Spiral Hives without being challenged. Exceptional spies and manipulators, packs aligned with Cuckoo often win prize fetishes and choice quarters in septs, earning the resentment of more "deserving" Garou.
  Traits: Cuckoo grants her packs an additional dot of Manipulation and two dots of Subterfuge. In addition, it grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us," and even a ranking officer won't think twice about the "tech" or servant in the corner. Should the character draw attention to herself (by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, lest the character lose the effect.
  Ban: Cuckoo's children are opportunists who often seek to improve their pack's situation at the expense of others. Garou aware of the pack's affiliation will be very wary. Pack members lose two temporary points from any Honor Renown award.

Fox

  Background Cost: 7
  Fox likes to confound both prey and enemy, be it a rabbit who doesn't see danger approaching or a pack of hounds who follow him into a hornet's nest. He loves to trick opponents into trusting him, then ensnare them in a cunning trap. He loves it even better if the trap also teaches the foe a lesson.
  Traits: Fox teaches his followers Stealth 2, Subterfuge 3 and Streetwise 2, the better to confuse opponents (who, it should be noted, are not always enemies). He also grants each pack member a dot of Manipulation.
  Ban: Fox asks only that his children not participate in fox hunts, and that they always help foxes subjected to such hunts. Most other Garou view Fox's children as untrustworthy; pack members receive one less temporary point from any Honor Renown award.

Naturae

  The spirits a Garou is mostly likely to encounter are nature spirits. Some are the spirits of dead animals that haven't yet cycled to life; others are generated from the significance (or belief in such significance) of a place or thing.
  Long ago, the Umbra was filled with active spirits, and every stream, every tree, every stone, every thing had a living spirit connected to it. Now, the Umbra is largely barren and featureless. Only a few nature spirits still exist, and most of them are in Slumber.
  The Storyteller may assume that all spirits listed here possess the Charms of Airt Sense and Re-form in addition to those listed.

Animal Spirits

  Garou maintain close ties with animal spirits. Animal spirits look like an ideal of the species they represent. There are far too many varieties of animal spirits to list here; many others have disappeared as species have become extinct.
  Besides the fact that these spirits can teach many Gifts to Garou, it is always wise to appease them after hunting their kind for food. Garou believe that animal spirits have a totem Incarna, which the Wendigo and lupus refer to as the Animal Fathers. The Animal Fathers are said to watch their children from lodges in the Near Umbra. Not showing proper respect to animal spirits may draw the ire of the respective Animal Father, who may prevent births of that animal in the physical world. A population decrease of deer, for example, would bring starvation to the wolves.
  The following are some sample animal Gafflings:

  • Deer
  Willpower 4, Rage 4, Gnosis 6, Essence 14
  Charms: No special Charms

  • Falcon
  Willpower 10, Rage 6, Gnosis 5, Essence 21
  Charms: Swift Flight

  • Snake
  Willpower 5, Rage 6, Gnosis 8, Essence 19
  Charms: Paralyzing Stare (as the Level Three Shadow Lord Gift)

Glade Child

  Glade Children are the spirits of trees. In the Umbra, they appear as robed, kindly luminescent figures within the tree. How a Glade Child appears depends on its tree's location in the physical realm. In the wilderness the spirit appears majestic and powerful; near a busy intersection, the spirit will seem grimy and waiflike. During the spring and summer (for Children of deciduous trees), Glade Children are bright-eyed and watchful of all that goes on around them, while they become sluggish and harder to rouse in late fall and winter. Glade Children are usually Gafflings or Jagglings, although some of the eldest may be Incarnae.
  If approached by a friendly Garou, Glade Children may impart some of their considerable knowledge of what has transpired within their sight. However, the more a tree has been tainted by a Blight or the more tightly it has been woven into a Pattern Web, the more twisted and less reliable its information becomes.
  Willpower 7, Rage 3, Gnosis 8, Essence variable (20 for a sapling, 35 for a mature oak, 50+ for an ancient redwood)
  Charms: Cleanse the Blight, Realm Sense

Lune

  These spirits, the most common of Luna's Jagglings, appear as shimmering ribbons of light outlined in gold or blue. They communicate to Garou empathically, spiraling or undulating more rapidly as they become excited. Their power waxes and wanes with the moon. During the full moon, they can be powerful but quite unpredictable.
  Lunes have the power to open any moon bridge at will, and they may create moon bridges for Garou who petition them. In general they are positively disposed toward Garou, assuming that the werewolves don't get too bossy. During the full moon, however, there's no guarantee where the moon-mad spirit will send them.
  Willpower 8, Rage 4 (8 during the full moon), Gnosis 7, Essence 19-23
  Charms: Open Moon Bridge

Stormcrows

  The best-known of the spirit servants of Grandfather Thunder, Stormcrows act as the eyes and ears of the totem. They are connected to him at all times, and they often serve as pack totem avatars for Thunder.
  Willpower 9, Rage 7, Gnosis 6, Essence 22
  Charms: Create Wind, Tracking

The Wendigo

  Wendigo in his avatar form appears as a blue humanoid with great claws and fangs, fiery eyes and black hooflike stumps for feet. When summoned on a mission of vengeance, Wendigo can run through the sky at up to 50 miles per hour, tracking its prey. If it succeeds, it will kill the target and eat its heart; if somehow thwarted, it finds the one who summoned it and has his heart instead. It may be summoned with the Wendigo Gift: Call the Cannibal Spirit.
  Willpower 7, Rage 10, Gnosis 5, Essence 32
  Charms: Blast (Ice), Create Wind, Freeze, Materialize, Tracking

The Wild Hunt

  The Wild Hunt is the personification of fury and an instrument of Stag's vengeance. It is considered by some to be the Fianna's "tactical nuke," for they can call upon it when in dire straits from a Wyrm menace. It is not called lightly, for the Garou can get caught up in the Hunt and consumed by it.
  The Huntsman and his pack aren't specific entities so much as wild spiritual energy. If it is "killed," the Hunt will disappear into the Umbra, to reappear if called later.

  • The Huntsman: A powerful Jaggling servant of Stag, the Huntsman appears as a tall, stag-antlered man following his hounds.
  Willpower 10, Rage 10, Gnosis 5, Essence 40
  Charms: Armor, Materialize, Tracking

  • The Hounds: Gaffling servants of the Huntsman, there are usually nine Hounds (although there may be as many as three times that number) with black coats and eyes of cold green fire. They can easily pace a Garou in Lupus form, and are tireless.
  Willpower 6, Rage 7, Gnosis 2, Essence 18
  Charms: Materialize, Tracking

Ancestor-Spirits

  Garou are faithful to tribe and Gaia unto death... and beyond. The spirits of the long-dead wait in the Umbra, watching the exploits of their descendants and ready to aid the living with knowledge, wisdom or perhaps by lending their expertise in combat.
  Most ancestor-spirits reside in their tribe's Umbral homeland. Some may also be found near their sept's caern, or even bound to powerful fetishes. Garou who find a spirit may bargain for aid or Gifts as with other spirits (although often an ancestor may be more favorably disposed to her descendants). A Garou with the Ancestors Background can actually call upon his ancestors to possess his body temporarily, endowing him with the ancestor's skill and knowledge.
  Are the ancestor-spirits really the spirits of dead Garou? Some think so, although many believe that they are the memories and personalities of the departed werewolves wrapped around ephemera spirits. They believe that the true spirits have returned to Gaia to be reborn.
  Departed Garou aren't the only ancestor-spirits that werewolves can encounter; human spirits appear rarely, particularly if they were Kinfolk. They are almost never as powerful as werewolf spirits, however, since Garou have much stronger spirits to begin with.
  Ancestor-spirits vary greatly in ability, depending both on their power before death and their strength of will. The following is a sample Garou spirit:
  Willpower 6, Rage 8, Gnosis 7, Essence 21
  Charms: Charms relate to their tribal, auspice or breed Gifts. For example, an Ahroun may possess the Armor Charm, a lupus might have the Tracking Charm, and a Glass Walker may have powers similar to an electricity elemental or a Net-Spider.

Elementals

  As the name suggests, these spirits are the manifestation of the raw elements that make up all things.
  For centuries, elementals could be categorized classically: earth, fire, air and water. In recent times, others have been discovered such as electricity and metal. Glass Walkers truck regularly with glass and plastic elementals. (Elementals in the periodic-table sense of the word are rare if they occur at all — no sodium elementals or the like have been found.) Elementals differ greatly in power, with some being no more than minor Gainings and others wielding Incarna-like powers. The following are examples of minor elementals:

Earth Elemental

  These spirits often appear as collections of rocks connected in a vaguely humanoid form, or simply as a moving bulge in the ground.
  Willpower 10, Rage 4, Gnosis 5, Essence 20
  Charms: Armor, Materialize, Umbraquake

Air Elemental

  When materialized, these spirits are seldom visible except through contaminants such as dust or smoke.
  Willpower 3, Rage 8, Gnosis 7, Essence 18
  Charms: Create Wind, Updraft

Fire Elemental

  These mercurial spirits typically manifest as a swirling column of flame.
  Willpower 5, Rage 10, Gnosis 5, Essence 20
  Charms: Blast (Flame), Create Fires

Water Elemental

  These elementals often appear as little more than a "thickening" in a body of water, but they take on humanlike form occasionally.
  Willpower 6, Rage 4, Gnosis 10, Essence 20
  Charms: Cleanse the Blight, Flood, Healing

Glass Elemental

  These spirits usually appear as numerous glass shards collected into a humanoid form.
  Willpower 4, Rage 7, Gnosis 7, Essence 18
  Charms: Blast (Glass shards), Materialize, Shatter Glass

Electricity Elemental

  These spirits usually manifest as electric arcs, St. Elmo's Fire or ball lightning.
  Willpower 6, Rage 7, Gnosis 5, Essence 18
  Charms: Blast (Lightning), Control Electrical Systems, Short Out

Enigmatic Spirits

  Most of the spirits that Garou deal with are tied to something concrete and understandable, such as a type of animal or plant. Some have no such connection, though. Lacking a frame of reference, they are often difficult to comprehend. Regardless, some wise Garou have had encounters with these spiritual enigmas and come away the better for the meeting.

Chimerlings

  Chimerlings are Jagglings of the totem Chimera. They are Enigma given form, changing shape as they choose. They appear to Garou at the end of dreamquests, or they haunt dreams to grant Gifts or impart messages that the receiver seldom understands.
  Willpower 3, Rage 5, Gnosis 10, Essence 18
  Charms: Shapeshift

Englings

  Englings, Jagglings of Gaia, are spirits of Gnosis that Garou hunt during moots. Once caught, the Engling is thanked for giving itself to strengthen the Garou. If the ceremony is performed properly, the participants regain all their Gnosis, and the Engling re-forms elsewhere in the Umbra. See Sacred Hunt for more information about hunting Englings.
  Willpower 5, Rage 1, Gnosis 10, Essence 16
  Charms: No special Charms

Curiosi

  These Gafflings appear as a small nested series of filigreed spheres hovering just above the ground. Theurges and many Stargazers spend hours studying these spirits to puzzle out the true pattern they hold within their spinning colored spheres. It usually requires a Gnosis point to troll in a Curiosus, but solving the puzzle successfully (Perception + Enigmas, difficulty 9) earns the Garou a Gnosis point and a temporary Willpower point per success.
  Those who meditate on such spirits come to the realization that the Curiosus is fascinated by non-spirit beings, and that it will watch them as long as they watch it.
  Willpower 5, Rage 3, Gnosis 9, Essence 17
  Charms: Illuminate (lights a 50-foot area or changes the color of light)

Epiphlings

  These spirits embody an idea or concept, such as peace, envy, death or speed. Although they find Epiphlings more understandable than Chimerlings, Garou aren't sure exactly how these spirits fit into the spiritual hierarchy. Having studied these spirits more closely than any other tribe, Stargazers suggest that Epiphlings are the essence of pure thought and Platonic ideals made manifest. Whether they are spawned from the thoughts and emotions generated in the physical realm or they come from some place in the Umbra is open to debate. Besides learning Gifts, Garou often bind them into fetishes. The Storyteller may create appropriate traits for Epiphlings, which are usually encountered as Gafflings.

Sample Fetishes

  Fetishes are ranked by level, corresponding to the Fetish Background Trait. Characters with this Background may choose one or more of these items (up to their level in the Background). Again, remember that fetishes that require activation rolls (such as fang daggers and sanctuary chimes) cannot be used in the same turn that their wielder spends Rage.
  Storytellers should use the following list as a basis for creating their own fetishes, keeping in mind the information in Chapter Seven (Fetishes) and the Rites section of Chapter Four (Rite of the Fetish). Fetishes should be rare and cherished items that are uncommon among werewolves. Having too many fetishes present in a chronicle can give players a feeling that they need "magic items" to have powerful characters. A werewolf must rely first on her own claws and fangs to rend her prey.

Apeskin

  Level One, Gnosis 6
  This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who want to have an easier time hiding their true nature. When activated, the fetish — which takes the form of a scrap of ape (or human) skin tattooed with a glyph — makes a metis or lupus' Homid form identical to that of a homid Garou. While in Homid, the werewolf takes no special damage from silver (although it will still reduce her Gnosis), but he is not able to regenerate as usual. A homid ancestor-spirit must be bound into this fetish.

Harmony Flute

  Level One, Gnosis 5
  Carved from hickory, this small flute has many small feathers from songbirds decorating it. When activated and played (which requires a Performance roll), the flute emits an enchanting harmonious melody, reawakening ancient memories of peace from the time before the Severing. When an aggressive creature hears the song, the Storyteller must make a successful Rage roll, or the creature ceases its struggles. Creatures without Rage may not resist the effects of the flute. Any being listening to the sound may still defend himself if he is attacked. The power of the flute affects only those listening to the music. Once the music stops, anything goes.
  To create a harmony flute, a Garou must bind a spirit of peace, calm or water, or he must bind a bird spirit.

Spirit Tracer

  Level Two, Gnosis 5
  This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction. This fetish works only for tracking spirits.
  To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot.

Baneskin

  Level Three, Gnosis 7
  This tiny piece of a Bane spirit is wrapped carefully in cloth and worn as an amulet. When activated, it causes all malevolent spirits, especially Banes, to react to the wearer as if she were a kindred soul — a "wolf in Bane's clothing," as it were. If the wearer takes any action against her "fellow" Banes, the guise is broken immediately. These fetishes cannot fool Incarnae or mightier spirits.

Fang Dagger

  Level Three, Gnosis 6
  These daggers are always carved carefully from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate her weapon. If successful, the spirit trapped within the fang dagger "bites" deeper into the wound, doubling the number of successes on the damage roll. The damage is aggravated.
  To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain or death into the blade.

Phoebe's Veil

  Level Three, Gnosis 7
  This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per success. Neither mundane creatures nor spirits may sense her in any way except touch. The veil remains drawn until the time expires or the wearer removes it.
  To create this fetish, one must bind a Lune, a chameleon-spirit, a spirit of illusion or a spirit of shadow into the pendant.

Sanctuary Chimes

  Level Three, Gnosis 6
  When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless it is invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk.
  To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.

Klaive

  Level Four, Gnosis 6
  The signature weapon of the werewolf race, klaives are fetish daggers of a singular design, made to be used in Homid and Crinos form alike. Klaives are rare weapons that are made from the purest silver. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing the weapon to inflict aggravated damage upon non-Garou foes. Without the spirit, a klaive does not inflict aggravated damage (at least, not to creatures that aren't vulnerable to silver). However, a Garou does not need to attune a klaive that has no spirit in it.
  Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always a duel to the death. Nonetheless, klaive duels among Garou are dangerously common as the tension of the Final Days grows. Elders complain that too many of these sacred artifacts are in the hands of reckless youths who see nothing wrong with using them for everyday tasks. Young werewolves argue that too many klaives are kept hidden away for rituals and great quests instead of being used to slice the hearts out of their enemies.
  The difficulty to attack with a klaive is 6, and it inflicts Strength +2 damage. Because it is a silver weapon, werewolves may not soak this damage unless they are in their breed form.

Other Fetish Weapons

  Most of the tribes have their own traditional weapons besides the klaive. The Black Furies wield double-headed axes, called labrys, some of which howl when used against male opponents. Wendigo from the far North possess fetish spears that hold terrible and fearsome arctic or storm-spirits. The Fianna have many great axes, ancient weapons nearly too large and heavy for a human to lift. Glass Walkers stay on the cutting edge of modern combat. They make fetishes from guns and high-tech weaponry, which they guard with the fervor that other tribes hold for their ancient blades. Bone Gnawers often have easily concealed blades, which won't gleam with silver, but will cut deep and sometimes deliver a powerful infection as well. Storytellers should adapt all fetishes to fit their chronicles, but in the case of klaives and sacred weapons, doing so is especially important. These weapons have great cultural significance among the Garou, and non-klaive weapons can be equally important if not more so to a particular tribe.

Monkey Puzzle

  Level Four, Gnosis 6
  This talisman of amber contains a single human hair. When activated, it causes all humans viewing the werewolf to believe that he is a normal human, regardless of his current form. However, this fetish doesn't mask his actions; if he tears out an enemy's throat, humans will see him as cannibalistic psychotic. To create a monkey puzzle, one must bind a ghost, a spirit of illusion or a trickster spirit into the amber talisman.

Spirit Whistle

  Level Four, Gnosis 8
  When activated and blown, this ivory whistle emits a wailing scream that causes immense pain to all spirits within the wielder's line of sight. Any spirits present must roll Gnosis and score a number of successes equal to or greater than the wielder's successes, lest they flee from the scream. The power of this fetish is directional; a spirit behind the user does not have to check Gnosis.
  To create a spirit whistle, one must bind a screech-owl-spirit, a spirit of madness or a spirit of discord into the ivory whistle.

Grand Klaive

  Level Five, Gnosis 7
  These mighty blades are the klaives of the most legendary heroes. As large as swords, these silver weapons cause immense damage. A werewolf who carries a grand klaive loses two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage upon non-Garou foes. Grand klaives without the spirit aren't fetishes, only silver weapons.
  Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Fianna and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add extra soak dice against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is sometimes bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another since these weapons are the pinnacle of honor.
  The difficulty to attack with a grand klaive is 6, and it inflicts Strength +2 damage. Because it is a silver weapon, Garou may not soak this damage except in their breed form.
  Werewolves, especially young ones, who possess a grand klaive attract the attention of powerful spirits and other Garou. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.

Talens

  While fetishes are rare items requiring great effort to create, talens are far more common. Even a fairly inexperienced Garou may create a talen. The following is a list of sample talens. The Storyteller should feel free to create more, bearing in mind that they are always one-shot items that should never be as powerful as an equivalent fetish.

Bane Arrows

  Gnosis 4
  These obsidian-headed arrows seek out and home in on Banes, whether or not they are visible. They hit Banes automatically and inflict three dice of aggravated damage. Furthermore, the bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and they may not wait for the archer to fire before acting. To create a Bane arrow, one must bind a spirit of war, air or pain into the arrow.

Death Dust

  Gnosis 6
  When broken open, activated and sprinkled over the body of a recently (within a day) dead creature, this small jar of dust allows the wielder to communicate with the spirit of the corpse. The Silent Striders sometimes give these talens to their pups to help them discover knowledge.
  To create death dust, one must bind a spirit of death, communication or divination into the jar.

Moon Glow

  Gnosis 8
  This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this talen from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger. If a powerful and hostile spirit hunts the werewolf actively, she has more problems than this talen can solve.
  Only a Lune can empower a moon glow talen.

Moon Sign

  Gnosis 5
  This small waxen seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf's player must succeed on a Willpower roll (difficulty 7), or the character changes immediately to Lupus form. This talen works on Black Spiral Dancers and other shapechangers as well, making them shift to their animal form.
  To create a moon sign, one must be bind a Lune into the seal. One may also use a spirit of the Wyld, a spirit of change or a wolf-spirit.

Nightshade

  Gnosis 5
  This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber's body into shadow, rendering her virtually invisible in darkness. Only a watcher searching actively for the user can make a roll to spot her. This effect lasts only an hour. Weaker versions of this talen exist that last only until the change of the next hour.
  To create nightshade, a spirit of night or darkness must be bound into a vial.

Wyrm Scale

  Gnosis 8
  This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and it is incinerated completely.
  To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.


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