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Posted: Sun Jun 19, 2005 5:14 pm
Changing Breeds When Gaia created the Garou, She never intended for them to be Her only protectors. What good is a Warrior without perspective, one who cannot tell where his enemy is or remember how his enemy fought when they last met? How quickly the Gaoru would have fallen if they didn't know how to heal themselves or how to laugh in hard times? To that end, Gaia created several broods of two-skinned children, ones who could walk between human and beast, between spirit and flesh. They were the changing breeds, or the Bete. Unfortunately, few of the Bete remain alive today. Many fell to Harano; others died out as their animal kin were slaughtered. But worst of all, thousands of the shape shifters died long ago-at the talons of their cousins the Garou. Not many know the real reason behind the War of Rage and the mass killing of the changing breeds, but many agree that it started with the Garou's arrogance. They wanted to command the shape shifters but in the end annihilated them. The Garou have found themselves a Day late and a dollar short ever since. Such is the legacy of the Garou and their rage. With the Gurahl gone, there are none to heal Gaia. With Corax cone, there are none to warn Her. With the Bastet cone, there are none ot watch over Her. And with the departure of the Nuwisha, there are none to help Her children laugh. The Garou may feel remorse for what they did in the past now, but that isn't enough to save them from the fate they have created. Without the help of the other changing breeds the Garou will fall.
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Posted: Wed Jun 22, 2005 8:26 am
In regards to the changing breeds in this role playing guild only a few are unable to be used. These are the Ananasi (werespiders), Nagah (weresnakes), and Rokea(weresharks). This leaves the Bastet (werecats), Corax(wereravens), Gurahl(werebears), Mokole(werelizards), Nuwisha(werecoyotes), and Ratkin(wererats). You may use any of these, but unless we have already posted information on the breed you want to be, you must meet certain requirments. You must know a lot about the breed you are choosing (You should have a copy of the book, or you need to know enough about that breed to be able to make do without the book), and you need to post details about the breed you have chosen in your profile, such as the gifts you are starting out with, what the various forms look like, etc. If you do not know enough about a certain breed, but are positive you want to be it, and we have not posted information about it yet, you can request that breed (see below).
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Posted: Wed Jun 22, 2005 8:51 am
Requested Breeds That's right "Requested" which means you can ask for a breed to be put up. All you have to do is PM one of us and ask for a changing breed to be put up. This does not mean that the breed will magically appear within 24 hours, this only means that we will start to work on it before the non-requested, but after the breeds already requested. This comes with a very high price because if you request a breed you must pick that breed (the only reason why you would request a certain breed is because you want to have a charecter of that breed). Also don't PM us requesting the changing breeds we left out, we left them out for a reason, and have no intention of putting them in. However, if you want to be a hengeyoukai, you can PM us. We honestly don't know anything about the hengeyoukai, so we don't actualy know how well they would fit in. If you know a lot about them and want to be one, we can try to look into putting them in. There is no garuntee that we will, but we can look into it.
((Naakkyuu Edit: Well, I now have the Hengeyoukai book, and I relize that Hengeyoukai would actually work, as long as there aren't too many of them. So if you want to be a Hengeyoukai, you can, except for Kumo and Same-Bito and Nagah, we still don't allow those. But Hakken, Khan, Nezumi, Tengu, Zhong-Lung, and Kitsune are all ok, as long as you are familiar with the Hengeyoukai varient of the breed you wish to play.))
Requested Breeds: Kitsune
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Posted: Wed Jun 22, 2005 11:06 am
Corax Insatiably curious and startilingly omnipresent, the Corax are Gaias spies and informants. The wereravens are driven by an unstoppable urge to know, to unearth secrets and share them. So, from the mean streets of the city to the darkest reaches of the Umbra, you can find Corax poking around at anything that catches their fancy - and an awful lot does. Corax don't like fighting - they're not very good at it, for one thing - and they recognize that their role is that of scouts, not infantry. A Corax is just as happy to get the scoop, get out, and then send the local a**-kicking werewolf population after the real baddies. Corax are also incurable gossips and take every opertunity to share what they know with others of their kind. This behavior is as much a survival tactic as it is a social necessity: passing on information multiple times ensures that the messenger always gets through, even if one messenger gets waylaid. Moreover, information transfer is the primary motive of all Corax. Corax are creatures of Raven and of the Sun, and not nesessarily in that order. Back in their legendary past, the raven-folk did Helios a great favour (or at least he thinks so). As such, Luna and Raven handed the Corax over to Helios with minimum fuss to keep him happy. What that means is complicated - Corax have no auspices, and they don't have the normal changing breed alergy to silver. Rather, it is gold that deadly to Corax, with the usual breed form limitations. BreedsCorax are created, not born. As such, there are no metis Corax. Should two Corax have a child, that child will simply be either a raven or human kinfolk, unless her parents preform the rite of the fetish egg (see below), in which case she becomes either a Homid or Corvid Corax. HomidsJust like Homid Garou, they where born and raised as humans until adolecense, when they had their first change. Most Corax are from either the Pacific Northwest, or Europe. Naitive American Corax usually form stronger bonds with their communities then the Europeans, and occasionally are from communities with high populations of Human Kinfolk. On this situation, they are often identified as Corax at youth and are raised as such until their first change. European Corax are more likely to fight then the Naitive Americans, but only to protect themselves and their homes. They are also more solitary. CorvidJust like Lupis Garou, born as a raven. They have their first change after about 8-10 months of life. They are most easily distracted by shiny objects, and have little sense of the "personal property" concept. This means that Corvid Corax have a tendency to become kleptomaniacs. However, they are better at flying then the Homids. FormsThe Corax have three forms, Homid (full human), Corvid (full raven), and Chrinos, also known as Rara Avis, the warform. Homid Form There is no such thing as a fat Corax. All COrax are very thin, assisting them in flight. All Corax also have black eyes. Most Corax have black hair as well, and many european Corax are very pale, sometimes even albino. Chrinos Form An unweildy combination of Bird and Man, the Corax warform is nothing to write home about, unless you have a very deppressing home. The Coraxs face bristles with feathers and its nose and jaws elongate to form a powerful beak. Arms sprout wings covered with oily black feathers, and fingers, which are nearly absorbed into the wings, become gnareld and claw-like. Corax in chrinos form are capable of flight, even though they retain their homid body mass. However, this form of flight is so akward that most Corax distain it entirely. This form is very embarrising, and Corax only change to it for defense and intimidation. Corvid Form A raven with a wingspan of about 4 1/2 feet. This is the form preferd for flight, for obvious reasons. Drinking EyesCorax drink the eyes of the dead as an extention of their mission to seek out secrets. By consuming the eye of a corpse, the Corax can see the last thing the formorly living saw. They consider this a sacred duty, after all, if nobody preserves this memory, then the memory is lost forever. Drinking Eyes For Dummys.First, the Corax has to ask the corpse for permission. There is no known reason why, it just has to be done. After the corpse gives consent (and the Corax knows. They always just instictively know), the Corax ust shift to Corvid form and then begins to eat one of the eyes. It is not possible to drink both eyes, only one eye can be drinken. The Right eye shows the good in the last sight, while the left shows the bad. Drinking too many of one type of eye is a bad idea, as it can cause irriverible mental damage, either in the form of too much joy or severe deppression. (In the RP, the storyteller, not you, will determin what a Corax player sees from drinking an eye.) Backgrounds and Gifts Corax cannot purchase the backgrounds Pure Breed or Mentor. Additionally, all Corax start out with Raven as their personal totem, so while you CAN purchase Totem, it wouldn't be very smart, as it would essentially do nothing. Other Peoples SecretsThis Background represents the Coraxs posession of a secret they are not supposed to know. This secret is dangerous, and if a certain person where to find out about it, it could cost the Coraxs life. (1) a small secret (2) a gift, rite, or moderatly important matter (3) a matter of life and death for someone (4) not earth shattering, but important on a city wide scale (5) something no corax should know such as a yava or the sleeping place of an antidiluvian Umbral MapsThe Corax hold a deep knowlege of the umbra and its various secrets. This Background mesures the Coraxs knowledge of the Umbra. (1) one or two safe places and a hidey-hole or two (2) multiple routes to frequent destinations (3) knowledge of safe zones, routes to preacticly anywhere, and where not to go (4) multiple safe routes, an encycloppediac knowledge of umbral pathways, and an awareness of what lives where (5) a near perfect knowledge of the near umbra, where to go, and what to avoid Starting GiftsCorax may choose any three of the below gifts to start with. voice of the mimic allows the corax to mimic any sound or accent, from gunfire to richard nixon impersionations enemy ways provides the corax with information on any immediate peril they face mores sends messages using mores code to the nearest other corax ravens gleaning allows the corax to look at any shiny onject and descern its value word beyond allows the corax to create umbral navigation signs out of anything avilible Fetishes(These are special Corax fetishes. A Corax can also posess other Fetishes from the big fetish list. Also, creating your own fetishes is again encouraged.) Sliver of Helios: Level 1 A dagger shaped peice of sunlight. Lights up a 10 foot by 10 foot by 10 foot cube around the Corax holding it. The sunlight hurts vampires and anything else harmed by sunlight, but in all other respects it is just a glorified flashlight. Cannot be used as a dagger, if it is used this way, it shatters. Sliver Claws: Lavel 1 Steel claws that fit over a Coraxs chrinos form talons, when a drop of the users blood is spilled on them, they transmute into silver. Only used if combat with another bete is expected. There are variations that tranmute into gold, however, they would only be used against Mokole or other Corax, thus the owner would have to be a sick, sick, freak. Counterfit: Level 2 A small clay tablet with Ravens sigil carved into it. When charged with Gnosis and touched to something, it takes on the appearnce of that object, but not the actual function. Changes back when someone trys to use it like what it looks like. Usefull in stealing things Helios's Mirror: Level 5 A shard of the legendary mirror the Corax used to trick Helios. The smallest shards are a foot long, as such, this is never carried around. The posessor can look into the mirror and speak the name of a person or place, and, if that person or place is on a side of the planet where the sun is shining, the Corax can watch them as long as she desires. The person never knows they are being watched. This can only be used once per day, and cannot look into the Umbra. RankWisdom The most important renown for Corax is wisdom. However, the Corax version of wisdom is different from the Garous. For the Corax, wisdom is the same as what you know. There are three rules for wisdom: Get the information fast, accuratly, and safely. Honour This renown is deeds done to help Corax or their Kinfolk. It is also bestowed for acts of selflessness. The three rules are: If you're going to do it, do it all the way (don't back out halfway through), Get witnesses, and Don't do it unless you're sure (Doing something selfless and expecting a reward isn't selfless, it's stupid. Don't even try unless you're sure it's for the right reasons) Glory Glory for Corax is rewarded for surviving fights they absolutly have to fight. Other changing breeds will also give out Glory renwon for providing information to them. The three rules are: Only fight when you have to, fight to win, and give no second chances (if you have a chance to kill an opponent, kill them.) The Ranks for Corax mirror those of the Garou. They are: Rank 1, Oviculum (2 wisdom, and one point in whatever you want) Rank 2, Neocornix (6 wisdom) Rank 3, Ales ( 1 glory, 2 honour, 8 wisdom) Rank 4, Volucris (2 glory, 3 honour, 10 wisdom) Rank 5, Corvus (3 glory, 5 honour, 10 wisdom)
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Posted: Wed Jun 22, 2005 1:10 pm
Nuwisha DescriptionA very long time ago, the Nuwisha taught the Garou how to step sideways into the Umbra. Many among them still haven't decided whether it was the wisest thing they ever did or the worst mistake they ever made. In the long run, it makes no difference. The Nuwisha always look to the future and the present. They have little time for the past. The Nuwisha were, perhaps, the very first of the Changing Breeds to travel to other lands. Long before humans discovered there were places beyond the oceans edge, the werecoyotes were exploring the world and finding new ways to amuse themselves. The werecoyotes are insatiably curious about everything and normally find humor in even the grimmest situations. Most Changing Breeds are universally of the opinion that the Nuwisha were a mistake on Gaia's part That's how the Nuwisha like them to think. In truth, the Nuwisha consider themselves teachers. They believe their sacred duty is to show the other Changing Breeds the errors of their ways. Realizing that they are among the weaker shapeshifters, they also tend to believe it's best to teach the others through a sort of hit-and-run method. When the War of Rage began, the Nuwisha were unknown to most of the Garou save for the Uktena, the Wendigo, and the long-gone Croatan. The werecoyotes remained unaffected by the bloody combat. When the second War of Rage came to the Pure Lands, the Nuwisha made themselves scarce. They packed what they needed and disappeared into the Umbra, where most remain even today. The werecoyotes hid their most powerful caerns and gladly left the lesser ones for the invading Garou. Their reasoning was simple enough: Why not let the Garou handle the task of maintaining the caerns and simply make use of them as the need arose? These days, the Nuwisha return to their own abandoned caerns when they have need of them. The Nuwisha are adept at subterfuge, and few of the Garou when a werecoyote has been in the sept and taken advantage of the werewolves' "hospitality" Only a small number of werecoyotes exist in the Gaia Realm at any given time. They have they have rules about when and where they may appear in the physical realm, but only the Nuwisha themselves understand these rules. First and foremost, the Nuwisha are instructors. Their methods of teaching range from practical jokes ot violent, and sometimes fatal, pranks, but they are instructors nonetheless. In Lloyd Alexander's The Black Cauldron, one of the main characters says that there are three principles of learning: "See much, study much, and suffer much." To the Nuwisha' sway of thinking, the last method is the best way to teach as well. Most important of all to the Nuwisha is that they never let the people they educate know they're being taught a thing. It's part of the Nuwisha mindset that they not take credit for their actions...at least not in mixed company. Unlike the Garou, the Nuwisha have followed only one totem always: the Trickster. Whether the Trickster is calling itself Coyote, the Shape Changer, Ti Malice, Ratatosk or any oh a hundred other names, all are the same to the Nuwisha. The difference comes from how they choose to follow their Totem. Some Nuwisha are very subtle in their tricks, whereas others are slightly less subtle than a tornado. TraitsThe Nuwisha admit that there was once a falling out between themselves and Luna and this is why all Nuwisha follow the sign of the New Moon. This makes all Nuwisha Ragabash and is the reason that they have no rage and take no extra damage from silver. They still do heal wounds at a rapid rate but they cannot frenzy which in their minds prevents them from making asses of themselves as regularly as their cousins the Garou. Renown for the Nuwisha is similar to Renown for the Garou. The difference is that the Nuwisha Humor is more important than Honor. So their traits are Glory, Humor, and Wisdom. Humor is the measure of originality in tricking a foe or a friend. In teaching and combat alike, humor must always be present. BreedsThere are only two breeds for the Nuwisha: homid (born of humans) and latrani (born of coyotes). There is no known metis breed for the Nuwisha and they surmise that this is so because no two Nuwisha could stand to be around each other long enough to have a child. The Nuwisha don't really have Kinfolk. They consider all humans and coyotes to be their kin and are consistent with that. In accord with the legends of coyote himself, the Nuwisha are amorous. If there's a new and interesting variation on the old theme, they'll give it a try at least once. Despite this fact, and the numerous other shapechangers they've shared romantic encounters with, there's no evidence of half-breed shapechangers running around either - none at least, who are part Nuwisha Both Homid and latrani Nuwisha start with three gifts: one Ragabash gift, one Nuwisha gift, and one breed gift (homid for homid and lupis for latrani) Forms~ Homid: Like Human aspects of most other shapeshifters, the Nuwisha's Homid form can't be distinguished from an average human. ~ Tsitsu:This form is similar to Glabro form, but more human. The Nuwisha doubles his bulk in this form, but is still human in the eyes of most observers. Speech is never a problem in this shape, and some Nuwisha prefer to enter strange territories as Tsitsu simply for the intimidation factor. ~ Manabozho: As with the Garou's Crinos form, the Manabozho is a brute. The average increas in mass is a full 250% of the Homid norm, while the height of a Nuwisha in Manabozho is between seven-and-a-half feet and eight feet. A few get even larger. A Nuwisha can speak without trouble in this form, but the voice is very deep. ~ Sendeh: The Sendeh form strongly resembles a wolf. They are often mistaken for red wolves by individuals who don't know any better, and many even hide among packs of regular wolves while in this form. While human speech is impossible in Sendeh, the Nuwisha are still capable of mimicking the sounds of human laughter, crying and screams. They are loads of fun on camping trips. ~ Latrani:The Latrani form is indistinguishable from a regular coyote. Starting Gifts(1) Rabbit Run: same as the silent Strider Gift Speed of Thought (1) Spirit Speech: Same as the Theurge gift (1) Snake's Skin: The Nuwisha can shed a layer of skin and regenerate the lost flesh. This helps them to escape tight bonds and the like. (1) Song of Kokopelli: Everyone within the range of the song remains calm and sedate. This can cancel frenzy. (1) Swollen Tongue: causes the touched target's tongue to swell until they can't talk. (1) Xochpilli's Touch: the Nuwisha can bring luck to anyone he/she decides to. This luck can be good or bad which is decided by the Nuwisha, but the exact effect of this luck is determined by the storyteller. Fetishes(These are special Nuwisha fetishes. A Nuwisha can also possess other Fetishes from the other fetish list. Also, creating your own fetishes is again encouraged.) ~Coyote's Fang (level 3) Coyote has died many times, normally as a result of trying to prove himself better at something than anyone else. In the process, he lost several teeth, which he grew back when he rose from the dead. Some of those canines were used to create daggers called Coyote's Fangs. These daggers allow the wielder to attack both in and out of the Umbra at the same time. The fangs only work in the hands of a Nuwisha. ~Powder of Kishijoten (level 3) This fine green powder, when mixed with blood and consumed, automatically heals any wound that is not fatal. It can slow the effects of a fatal wound. ~Mirror of Ti Malice (level 4) The Mirror of Ti Malice is a small flat disk of silver. When used by a Nuwisha it causes all enemies of the werecoyote, even the supernatural and other skin changers, to suffer from the effects if the Delirium as if they were human. There is only one of these mirrors in existence. ~Pipes of Kokopelli (level 4) Only a Nuwisha can use these pipes. The user can lead Banes and spirits into or out of the Umbra. The Banes can resist being lead. ~Eye of Ptah (level5) A black crystal, roughly five inches in diameter. A Nuwisha can hold this to their eye and look through it to know the truth about anything in the surrounding area. While the Eye of Path is capable of revealing the truth, it doesn't always explain all the secrets behind that truth. For example: If a bomb is planted in a building, the Nuwisha viewing the building with the Eye will immediately understand that the building will explode and what will cause it, but not necessarily where the Bomb is located. RankAs mentioned above a Nuwisha's rank is determined by Glory, Humor, and Wisdom. The level requirements are the same as those of a Ragabash except you replace Honor with Humor. TotemsThese totems are different from the totems of a Garou pack. This totem determines what from of the Trickster a Nuwisha follows. This is very important because it determines how they act. It is possible to switch totems, but your set of gifts will change. Also the totem that a Nuwisha follows is added to the front of their name when with other Nuwisha. For example Laughs-To-Much is a follower of Loki, so to other Nuwisha he would be Loki Laughs-To-Much, but to anyone else he would be Laughs-To-Much. Ti MalaceTi Malace is the spider face of coyote. Ti Malace is a delicate builder of manipulation. Machiavellian intrigue her specially. Many of the Nuwisha follow her from time to time, especially when plotting revenge. Traits: Those who follow Ti Malace are more manipulative than most Nuwisha. Ban: Ti Malace demands that her followers show no mercy to the weak, especially in business. LokiLoki is a totem of war, but he is also the Trickster. He believes that the best humiliations are those with body counts. Loki is favored among many of the young Nuwisha. Traits: Loki gives those that follow him great strength. Ban: Loki demands that his followers always accept a formal challenge, even from the Wyrm. A loki must offer her kills to her totem as a sacrifice. KishjotenKishjoten is the nurturing aspect of the Trickster. While tricks and pranks are still important, caring for the wounded is a top priority. Traits: Those who follow Kishjoten gain knowledge of medicine. Ban: Kishjoten asks that her followers always stop to help the injured, excluding the Wyrm's minions. Ptah (cannot be chosen) Ptah is the Opener of the Ways and the Creator of the Universe. He is father to all that he surveys and parent to even the most hideous of creations. Traits: Those who follow Ptah may enter the Umbra anywhere with minimal difficulty. Ban: Ptah asks that his followers defend the stars from all that would cause them harm. Kokopelli and PanKokopelli is the Dancer and the Jester. Pan is the Dancer and the Lover. The two are often considered one and the same by the Nuwisha. Both are fond of sensual pleasure, and the thrill of seduction. Traits: Those who follow Kokopelli and Pan are talented musicians. They also have great stamina. Ban: Kokopelli and Pan insist that the Nuwisha that follow them never strike out in anger. Chung KuelChung Kuel is the Breaker of Odds and the Giver of Luck. Both good and bad fortune ride on the trails of Chung Keul's children. Traits: The followers of Chung Kuel have the amazing ability to give their allies excellent luck and their enemies the worst day of their lives! Ban: Chung Kuel asks that the abilities he grants be used only against those who knowingly follow the Wyrm. XochipilliXochipilli believes that the best way to live is to experience life in extremes. His followers are always taking insane chances; most even survive to tell the tale. Traits: Followers of Xochipilli have the amazing ability to take insane risks and survive to tell about them! Ban: Xochipilli requests that his followers never turn away from a dare, no matter what the odds of surviving. Oghma (cannot be chosen) Oghma is the Bard and the Judge. He chooses his followers from the wisest of the Nuwisha. His followers mete out the punishments they feel necessary in order to keep their fellow Nuwisha humble. Traits: Oghma grants his followers any means necessary to teach the lesson that must be learnt. Ban: Oghma asks that his followers never strike out in anger. RavenRaven sees all and understands more than any other aspect of the Trickster. He solves riddles that other could no hope to comprehend. Traits: Raven grants his followers the ability to solve puzzles with greater ease than most. Ban: Raven asks that his children never carry wealth; they must trust in Raven to provide for them. Changes to the Profile Post~The form names change to fit the Nuwisha form names ~Under "Name" add a spot titled "Alias" this is where you add what you are known as in non-skinchanger groups. ~in Rank change Honor to Humor ~Replace Tribe with Totem ~And repalce auspice with "Garou Pack" this is the name of the Garou pack you hide in. (you do not need this, but then you cannot be part of a Garou pack)
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Posted: Sun Sep 18, 2005 4:34 pm
((I will leave this linked for now until I can get to transferring it into text in the guild))
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Posted: Mon Apr 03, 2006 3:00 pm
[ Message temporarily off-line ]
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Posted: Mon Aug 21, 2006 2:16 pm
(This is a work in progress, which I will try to finish as soon as I unpack my texts) The Gurahl The Gurahl are "were-bears," and are tied to Gaia to an extent experienced by none of the other Changing Breeds. Gurahl cannot easily pass into the Umbra, and must learn a special rite to do so. Also, while Gurahl possess auspices, theirs is based on age and maturity. As a Gurahl ages, its auspice advances in the following order: Ragabash, Ahroun, Galliard, Philodox, and finally Theurge. The four Gurahl tribes roughly conform to the ecosystem they have chosen to protect, and are the Forest Walkers, Ice Stalkers, Mountain Guardians, and River Keepers. BreedsUnlike some of the other Changing breeds, Gurahl only have two forms. Homid, and Ursine. Gurahl chose their mates through a special rite. Because of this, metis simply do not exist. If two Gurahl do happen to mate, the result is either no pregnancy, or a stillbirth. Homid: Many human born Gurahl are born into tribal societies. Others grow up in urban surroundings. Beginning Rage: 3 Beginning Gnosis: 4 Starting Gifts: Persuasion, Ursa'a Light Ursine: Most Gurahl are born from bear parents, unless the bears are endangers in an area. Once they take homid form, they tend to stay that way, from a curiosity of the human world. Should a Gurahl be born in a zoo, other Gurahl will set it free shortly after first Change. Beginning Rage: 4 Beginning Gnosis: 5 Starting Gifts: Heightened Senses, Voice of Woe FormsLike Garou and Bastet, Gurahl have five forms. * Homid: Human form Gurahl are just like normal humans. They might be abver average height and very muscular. Homid born Gurahl resemble their parents ethnic physiotype. Ursine born Gurahl retain the general pigmentation of their bear form, which is as varied as human skin. Their voice is rich in timbre. They tend to speak slowly and thoughtfully. * Arthren: The 'near man' form. Similar to Sokoto (Bastet) and Glabro (Garou). Resembles the 'wild man of the mountains'. Taller and broader than Homid form. Voices are gutteral and harsh, but can still speak normally. * Crinos: The war form. Induces Delirium. Somewhere between 10 and 16 feet in height, and can weigh up to a ton. Face is bear-like, claws are non-retractable, and up to nine inches on all four paws. Fur is denser, armor like in thickness. Can only speak in harsh monosyllables. * Bjornen: the 'near bear' form. Prehistoric Cave Bear. Taller and longer than modern bears, elongated claws, sharp fangs. Instinctual thinking, cannot speak human languages. * Ursus: Bear form. Look like modern, normal bears of their tribe. Can speak language of bears and limited Gurahl language. Tend to think like the bears. AuspicesThe five auspices of the Gurahl are roughly similar to those of the Garou. However, the gurahl do not have one birth auspice, but instead migrate through the auspices during their lives. The speed at which this happens varies, and some Gurahl may take their whole lives to traverse the auspices, while others may rush through them all in a few years, eventually settling into that which is best suited to their needs. Also, Gurahl who pass from one auspice into the next retain access to the previous auspice's gifts, allowing them to learn not only the new ones, but the old ones as well. * Arcas: New Moon. Like the Garou Ragabash. Governs the Gurahl from first change through the Gallivant and time spent with the Buri-Jaan. It ends with her first battle after parting with the Buri-Jaan. * Uzmati: Full Moon. Like the Garou Ahroun. Solitary travels and warrior place. Some will remain in this stage for years, fighting battles for their land and against the Wyrm. Others will pass through only briefly. After taking a mate, or feeling the need to settle down, the Gurahl will pass to the next stage. * Kojubat: Gibbous Moon. Like Garou Galliard. Period of rememberance and learning. Gurahl will study the lore of their people, the history, songs and stories. If they have not already begun their Lifework, this is when they do so. Highly respected time of life. * Kieh: Cresent Moon. Like the Garou Theurge. Time of reflexing and inward sight. Time of mysticism, learning and performing rites, and expanding gifts. Many in this auspice become Buri-Jaan. * Rishi: Half Moon. Like the Garou Philodox. The last phase of the moon in the Gurahl's progression. Have a large base of knowledge and experience for other to come to for guidance. They Judge disputes, keep the peace, mediate... Tribes * Forest Walkers- Home territories in Northa American woodlands, extending into Mexico and the South American rainforests, even into the African jungles. Their kinfolk consist mostly of black bears in ursine, and largely Native American stock in Homid. Recently they have extended homid kinfolk to include Hispanics, African Americans, and some Europeans. They tend to gather in small groups for support, and regularly attend powwows and gatherings.They are eager to learn, indepentantly minded, and revere their elders and cooperate with each other. Appearance wise, the Ursine resemble their bear stock, and homids tend to be smaller and stockier that others, but resemble their homid parent ethnic type. * Ice Stalkers- Home territories in Alaska, Northern Canada, Russia. Some in southern Canada and Scandinavia. Most ursine kinfolk are polar pears, with a few brown or grizzly. Human kin come from teh Aleut and Inuit, as well as some northern folk. More Ice Stalkers come from Ursine than Homid. They are highly inquisitive, impulsince, curious, humourous, and playful. Gather in semi-permanat family groups and attend and hold more gatherings than any other tribe. * Mountain Guardians-Home territories are national parks and preserves, in Northa American and Canadian Rockies. Some will travel to other areas to make contact with other tribes of Gurahl. Ursine Kin are mostly grizzly, with a touch of polar or speckled bears. Human kin mostly Native Americans, but have started including Hispanic, Asian, Afrian American and some European. Mostly solitary, group for gatherings. Human Gurahl look like their parental ethnic group, but tend to be very tall and muscular. Most Ursine look like their bear parent, mostly grizzly. * River Keepers- GiftsLexicon * 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 a Gurahl. * Buri-Jann (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 os a Gurahl's life governed by the Gibbious moon. * Kovi (KO-vee): A Rank One Gurahl. * Mangi (MAN-GEE): The aspect of Bear corresponding to the Death Bear. * Pattern Breaker: The Wyrm. * Rishi (REE-SHEE): The stage os a Gurahl's life governed by the Half Moon. * 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 a Bear parent; the bear form of a Gurahl. * Uzmati: The stage os a Gurahl's life governed by the Full Moom. * Yarn Spinner: The Wyld.
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