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Author Topic: Werewolf: the Apocalypse - Sept of the Shrouded Echo (Galliard needed!)  (Read 5708 times)

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Offline DatawychTopic starter

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Grant County, Oregon. Population: 7,158.

Around 31 miles northwest of John Day (which sits at the intersection of US Routes 26 and 395), nestled against the edge of the Ochoco National Forest's Black Canyon Wilderness, lies the town of Dayville, Oregon. Ask any Dayvillian and they'll be sure to regale you with stories of the insular and mysterious Ghostdancer family that lives on the outskirts of town. A pair of Northern Paiute brothers and their collective offspring, the family claims descent from Jack 'Wovoka' Wilson, the founder of the Ghost Dance Native American religious movement. The family is primarily known for two things - their extreme distrust of outsiders and the near-rabid ferocity with which they defend their land. But the Ghostdancers are more than they seem; a few of the town crazies claim they've seen outlandishly-dressed strangers coming and going at all hours of the night, and a local linguist swears to anyone who will buy him a beer that he has heard them speaking a distinctly non-Shoshonean dialect.

The Ghostdancers protect a secret of dire importance. One that may very well prove pivotal to the continued health of all existence.





Seeking 3 - 5 players for a Werewolf: the Apocalypse game.

Knowledge of the game is appreciated, but not necessary, though a basic familiarity with the Storyteller System would certainly be helpful. Enthusiasm and dedication are appreciated. Please don't make me replace absentee players down the road.




Basic Sept Information
Name: Sept of the Shrouded Echo
Controlling Tribe(s): Uktena, Children of Gaia
Physical Location: Black Canyon Wilderness, Ochoco National Forest, Grant County, Oregon
Caern Type: Unity (Respect)
Caern Totem: Silver-Haired Bat
Caern Level: 2

Houserules
  • Scaredy Wolves: Maximum Willpower is equal to 5 + Rank (max for Cubs is 5) - Yes, you're Garou, but a Cub is still equivalent to a teenager, and iron-willed teenagers are wildly unrealistic. Your Willpower doesn't shoot up 5 points the moment you undergo your First Change.
  • Living Backgrounds: Backgrounds aren't static things. Ignoring your Ally's requests for help may mean you alienate that Ally. You can fall out of touch with your Contacts. Mistreatment of a Fetish will offend the spirit within, causing it to cease functioning. Etc.
  • Living Deed Names: Deed names are important. You may be challenged over your deed name if another Garou finds it inappropriate in some way. A Ragabash or Galliard may even saddle you with a Shame name if they feel it is warranted.
  • Spirits Talk!: I will be using the optional Spirit Affinity/Spirit Notoriety rules that can be found here.
  • Lore Abilities: Tribal Lore (one for each tribe), Weaver Lore, Wyrm Lore, etc. A Cub must achieve Rank 1 in the appropriate Tribal Lore before their petition for a Rite of Passage will be heard.
  • Totem Rework: I'm not the biggest fan of the way Totems are handled, so I'll be creating an alternate system, found below.

Character Creation
We will be using standard rules for character creation (as outlined in the 20th Anniversary Rulebook) with the following exceptions:

Players will begin as either Cubs (who will be rewarded with bonus XP for skillfully roleplaying their First Change and/or Rite of Passage) or Cliath (Rank 1). Players wishing to begin play as Cubs have the following restrictions on Backgrounds: Rites, Fetish, Mentor. Cubs should also forego purchasing any Gifts; they will be acquired during play.

Disallowed Tribes: Stargazers, Hakken. This isn't a Hengeyokai game. Period.

Restricted Breeds: Metis, Lupus. Simply put, the non-Homid breeds are much trickier to roleplay appropriately. I won't stop you from playing one if that's what you really want, but if it looks like you're just in it for the extra Gnosis... That's a no-go.

Restricted Fetishes: You're gonna need an especially appropriate IC reason as to why your Cliath was entrusted with a 3-, 4-, or 5-dot Fetish. Particularly if that Fetish is a klaive and you're anything other than a Silver Fang.

These characters are Cubs/Cliath. If being a prodigy isn't central to their backstory, I'm going to thumb my nose at abilities with 4 or (ugh) 5 dots. 4 dots is "I've been doing this regularly for 15+ years", and there should only ever be a handful of people in the entire world with 5.

Local Tribal Info
Children of Gaia are the overwhelming presence in Portland and Eugene, and there are quite a few different native groups in Oregon (and 7 reservations), so Uktena are relatively plentiful as well. Similarly, Oregon is dotted with quite a few tiny pioneer/logging towns, so a good case can be made for the more rural pockets of Bone Gnawers.

As far as the more ethnically-centered tribes (Fianna, Get of Fenris, Silver Fangs, Wendigo) go, a case can be made for any of them, though Grant County is just a liiiittle bit too far south for a strong Wendigo presence. The Shadow Lords kinda fall into this category as well, but they're less concerned with pedigree and more with whether or not a Cub is competent.

Black Furies are going to pop up anywhere women are, whether it's the aggressively feminist Portlander, the extreme survivalist wilderwoman, or the lupus who's quick to remind everyone that real wolf packs have an alpha male and alpha female.

Regarding Red Talons, eastern Oregon is one of the regions in America where wolves have been federally de-listed, meaning they're plentiful enough to no longer be considered endangered or threatened. Because of this, the Sept of the Shrouded Echo's contact with lupine Kinfolk is much higher than typical. The Talons would be remiss if they didn't have at least one representative looking out for them.

Since Grant County is one of the least-populated counties in Oregon (John Day is the most populous city at about 1700), Glass Walkers might not have the best time... But Glass Walkers are all about adaptation, right? Portland's full of outdoorsy-type yuppies, anyway, so it shouldn't be much of an issue (provided there's an appropriate amount of complaining about lack of WiFi).

And last but not least, Silent Striders can fit in anywhere, due to their tendency toward world-wandering.

Recommended Reading
Werewolf: the Apocalypse 20th Anniversary Edition
Tribebook [Whatever tribe you're considering]
Guardians of the Caerns [Has a great section with lots of information for playing Metis characters]



Character applications should include...
  • Some basic background information.
  • Something that logically connects them to the area/sept.
  • An explanation for your choice of tribe. Why did the character choose the tribe that they did? Is it an ancestry/heritage thing? Ideological? Something else? Or if your character is a Child of Gaia or Bone Gnawer, is there something about them that made their ancestral/first-choice tribe not want to accept them?
  • A description of the character's personality. What's an aspect of their personality that makes them well-suited to their auspice? What about one that makes performing their auspice role more difficult? Has your character taken to Garou society, or are they still hung up thinking of themselves as a human/wolf (if they're a Metis, how has the way they were treated pre-change shaped their views/opinions)?
  • A bit about some of your planned Backgrounds. How did the character gain that Ally? What made their Mentor take an interest in them? Do they have Kinfolk relatives/do the relatives know what they are?
« Last Edit: September 08, 2017, 11:07:01 pm by Datawych »

Offline DatawychTopic starter

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Totem Rework
The rules governing totem spirits seems a little all over the place, if you ask me. Especially so the more supplements are introduced to the mix. This is my attempt to do totems proper justice based on the way they're described in the books, without them ending up as glorified pack mascots.


Life Pack: A life pack is a group of three or more Garou who have taken an oath of eternal brother/sisterhood, though they may not always be together in a physical sense (particularly if they're Elders). Life packs are not bound to a totem.

Example: After a successful but disastrous caern raising, the three remaining survivors of the rite form a life pack, eternally bound by the experience and their desire to protect the caern their brothers and sisters died to create.

Mission Pack: This is the type of pack that is bound to a totem spirit (via Rite of the Totem as per the rulebook). The desire/need for mission packs is usually addressed at a Moot, though this isn't always the case; a particularly dire or urgent mission may necessitate the immediate formation of a mission pack. Once the pack is assembled, they negotiate a pact with a totem spirit with goals and ideals appropriate for the mission in question. The pact between the totem and the pack lasts until the pack either fails or succeeds at its mission (note that 'success' here can be defined in many different ways).

Example: A Shadow Lord sept has recently been plagued by overly-aggressive pain spirits. As (dominated) members of Grandfather Thunder's brood, this is incredibly disrespectful. The sept's Warder begins seeking volunteers for a mission pack to remind the spirits of their proper place. They form a pact with Grandfather Thunder, who sends a Stormcrow to watch over them until they successfully put the pain spirits back in their place.

Acquiring a Totem: Following the rules as written, in order to acquire a specific totem, a pack must have an appropriate number of dots in the Totem Background. The more powerful a totem (or the less restrictive its ban is), the more dots are required. Using the new system, the more dots a totem costs, the more chiminage the totem demands in exchange for its power. Some totems are straightforward in their chiminage demands, some are not (did you remember to bring a Theurge or Uktena with you?).

Example: In exchange for serving as a pack's patron, Black Unicorn may demand that the pack seek justice against those who abuse the helpless, or that the pack spend a number of hours each week caring for children and the underprivileged (until the pack completes its mission).

Empowering a Totem: Why would spirits bother forming such pacts with the Garou? Totems like becoming more powerful, and being associated with Garou packs that successfully complete their missions does just that. When a mission pack successfully completes its mission, the pack's totem becomes more powerful based on the risk, complexity, and duration of the mission which the pack has completed.

A totem that is so-empowered is far more likely to want to continue to deal with the pack in question, and many will be willing to renegotiate with the pack at that time. Should both parties wish to continue the relationship, the totem is empowered as if the pack had increased its total number of Totem Background dots. Should the pack no longer require the totem spirit's services, each member gains Spirit Affinity with that spirit's brood instead, as that spirit now has good things to say about the pack.

Example: The Shadow Lords in the above example, with the help of their Stormcrow ally, manage to put the uppity pain spirits back in their proper place. Should the pack have another goal that aligns with Grandfather Thunder's, they may pursue it with the help of their newly empowered totem. If that is not the case, the Stormcrow is freed from their service, and the pack gains standing in the eyes of Grandfather Thunder.



Upon completing their Rite of Passage, a Garou gains Spirit Affinity 1 with their tribal totem's brood.
« Last Edit: May 22, 2017, 10:21:29 pm by Datawych »

Offline Chulanowa

I'm interested - and OI have to admit, it's the 5 WP restriction that cinched that interest  ;D

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Oooo...I have been missing playing Garou, lately.

Offline Muse

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  I would very much love to play. 

  How would you like us to apply?  :) 

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Datawych, there is an interactive PDF sheet for W20 by Mr. Gone, if you'd like that.
Mr. Gone's interactive W20 sheet



Offline DatawychTopic starter

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Datawych, there is an interactive PDF sheet for W20 by Mr. Gone, if you'd like that.
Mr. Gone's interactive W20 sheet
I know about them, but AFAIK there's no way to actually save filled-in sheets.

Offline Chulanowa

I dunno about other browsers, but you can open an editable PDF in chrome, fill it, and save it. Assuming you don't already have a PDF editor if your own. Pretty sure there's some free ones out there.

Offline DatawychTopic starter

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I dunno about other browsers, but you can open an editable PDF in chrome, fill it, and save it.

I've tried doing that before, and I always end up with an empty PDF. Like it saves the file itself, but not the filled-in parts.

Either way, for the time being all I need from potential players is what Breed, Auspice, and Tribe you're considering.
« Last Edit: May 23, 2017, 02:40:43 pm by Datawych »

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I'm planning a Homid CoG Ragabash.  Or the same thing in a Gnawer flavor.

Offline RubySlippers

I'm thinking a Homid, Bone Gnawer, Ahroun. 

Offline DatawychTopic starter

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Would anyone be interested in a sort of Auspice/Tribe primer, with descriptions of what stereotypes are true and which aren't?

Or maybe a spirit primer on Silver-Haired Bat, considering Bat is (or was... or sort of is) a fallen totem?
« Last Edit: May 23, 2017, 05:42:09 pm by Datawych »

Offline VioletPanda

   Oh gosh, color me interested! I'm thinking of playing a Theurge. And for something different, I was thinking of playing a Metis. Not everyone is homid,right? :)

Offline Chulanowa

I'm leaning Uktena or perhaps Strider. Not 100% on auspice, but O'm feeling either Philodox or Galliard. 100% homid though, i'm too out of practice to do lupus

Offline VioletPanda

Would anyone be interested in a sort of Auspice/Tribe primer, with descriptions of what stereotypes are true and which aren't?

Or maybe a spirit primer on Silver-Haired Bat, considering Bat is (or was... or sort of is) a fallen totem?

It's been a while since I've played- I'd find it helpful.

Offline DatawychTopic starter

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The Trials and Tribulations of Bat

Back when the Tellurian was still in balance, Bat was a dual-aspected totem spirit, much like Uktena. Some of Bat's followers were Wyld-aligned and some were Wyrm-aligned. There were even groups of Destroyer Wyrm-aligned Camazotz who acted like Gaia's T cells - identifying unnatural/abnormal beings that posed a threat to Gaia and marking them for destruction. Ever wondered why there seems to be so little vampiric activity in South America? Camazotz.

But when the Triat fell out of balance and the primary aspect of the Wyrm shifted to the Corruptor Wyrm, things went downhill for Bat. Civil war among the Camazotz (whose role as scouts and spies made them extremely good at ferreting out their corrupted brothers and sisters) combined with high casualties during the Wars of Rage left Bat's favored children in danger of extinction. When Cortez and Pizzaro began their colonization of Central and South America, the Camazotz were pushed deeper and deeper into the jungles until their eventual destruction at the hands of Spanish Shadow Lords. To this day, the extinction of the Camazotz is one of the only things that makes the Shadow Lords feel remorse.

With the elimination of his chosen, Bat went insane and fell to the Wyrm completely. Ever noticed that a lot of Black Spiral Dancers have chiropteran features? Bat ears? Bat noses? This is why. Bat became a Wyrm totem.

Until recently, this was a very accurate summation; the fall of the Camazotz centuries ago destroyed Bat’s sanity, and in his hatred he turned against the Garou who drove his children to extinction. Recent events in Mexico, however, have redeemed Bat, or at least a portion of him. Like the deity revered by the Mayan cultures so long ago, Bat appears to have a dual aspect – in some respects he is still of the Wyrm, but in others he has come back to Gaia. Most Garou don’t know what to make of this, and look on Bat’s followers with great suspicion. None of them seem to be corrupt, but that doesn’t make them innocent.


Offline DatawychTopic starter

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The Many Faces of Luna - an Auspice primer

Ragabash - Questioner of Ways: Prankster. Infiltrator. Rogue. Scout. These are the kind of phrases you hear thrown around in regards to the Ragabash. Some of them make sense more than others. Every army needs scouts. Subtle warriors are just as important - sometimes more so - than overt ones. But trickster? Prankster? Precisely what purpose do those serve in Garou society?

The Garou are an incredibly stubborn and an incredibly angry race. Without the Ragabash, it isn't long before everyone else starts taking themselves waaaaay too seriously. But even more than that, the Ragabash's reputation as the least-serious Garou (though I imagine some waning Ragabash might say different!) allows them to serve a role much like that of medieval court jesters. They're the ones who can point out an Ahroun's or Elder's mistakes/stupidity without getting completely shredded.

A Ragabash's pranks should TEACH A LESSON that can't be taught any other way. A proper Ragabash prank should leave its victim thinking "Wow, okay... I was definitely being an asshole." If the victim doesn't learn a lesson, the Ragabash has failed in their duty. A Ragabash who pranks for no reason is on the fast track to being pranked (or Shamed, Scorned, or perhaps even Satirized) themselves.

Theurge - Umbral Specialist: Theurges are extremely important to Garou society, and are probably the most diverse of the Auspices. You have your Combat Medics/Healers, your Spirit Speakers, your Umbral Guides, your Quartermasters/Artisans, your Ritualists, etc.

Combat Medics are pretty self-explanatory. Garou physiology makes it so that the majority of injuries aren't particularly distressing, but the things that they can't regenerate are incredibly nasty and extremely debilitating. This type of Theurge often branches out to become a Healer or Purifier - specializing in not only healing battle wounds, but purging Wyrm-taint directly. These Theurges make great Keepers of the Land.

Spirit Speakers are the Theurges who specialize in interacting with spirits. They tend to have high Enigmas and Occult stats, but can vary wildly beyond that. You'll have your Uktena and Shadow Lord Spirit Speakers who tend to be more demanding and aggressive toward spirits, your Children of Gaia and Silver Fang Speakers who tend to be more about negotiating and making deals, and then your Get of Fenris and Red Talon speakers who almost behave like Ahroun who specialize in fighting spirits.

Umbral Guides are the ones who know all the best Airt Paths, Spirit Tracks, Moon Paths, etc. This kind of Theurge is especially important if your pack is planning on travelling outside of the Penumbra.

Artisans are your Talen/Fetish-crafters. The end.

Ritualists are the Theurges with laundry lists of Rites. High-ranking ritualists are going to be top contenders for the Master of the Rite position and are often the ones who keep caerns working properly.

As far as Theurges go, find a niche and specialize in it, then expand outward from there.

Philodox - Pillars of the Garou Nation: The judges. The mediators. The law. The life of a Philodox is one of duality. They're halfway between wolf and human, halfway between flesh and spirit, and are halfway between the New Moons and the Full Moons. Philodox are all about balance. Because of this duality, Philodox are the best-equipped to see both sides of any situation. Hell, their entire lives are about walking the razor's edge between two extremes, whatever those two extremes may be. If Plato were a Garou, he would most assuredly be a Philodox.

The majority of good Alphas are Philodox, as well as many of the best leaders (this isn't always the case, as Shadow Lords [Theurge], Fianna [Galliard], and Get of Fenris [Ahroun] will point out). But what exactly constitutes a good Philodox?

The Philodox judge and interpret the Litany. If there's a question of whether or not a Garou's actions violated the Litany, it's going to be a Philodox who makes a ruling. If the Litany is indeed broken, it's going to be a Philodox who determines the appropriate response. It's going to be a Philodox who determines punishment. The Ragabash are going to look to the Philodox to determine who to Scandalize.

Philodox are also mediators. Truthcatchers are near-universally Philodox. When two parties disagree in such a manner that's not going to be handled via Challenge, it's going to be the Philodox they'll sit down with and come up with a solution. They're the ones who are responsible for maintaining peace within a sept, between septs, and with Kinfolk.

Philodox is probably the most social of the auspices, but don't be fooled. Some of the most feared Garou out there are Philodox.

Galliard - Loremasters: People often make the mistake of assuming that all Galliards are the artsy type. This simply isn't true. If anything, the Galliards are the historians of the Garou, rather than the artists. The Garou have a very strong oral tradition, and the Galliard are responsible for ensuring that all the important stories - and the lessons that can be learned from them - continue to be remembered.

Much like a Ragabash prank, a Galliard's story should teach a lesson or otherwise emphasize something of importance. But more than that, a Galliard's job is about telling a good story. If your story teaches a lesson that nobody remembers, did it really teach a lesson at all?

Of the five auspices, Galliards are perhaps the most-influenced by tribal affiliation. Every group has their favorite way of making stories memorable, and each individual Galliard has their specific brand of storytelling. Some of them are able to pull off the very monotone, Ben Stein-ish approach, while others are incredibly flamboyant and dramatic.

Ahroun - Navy SEALS, Army Rangers, Marines: The Garou are a race of warriors. They have to be in order to serve as Gaia's protectors. But not all warriors are created equal. There isn't a lot more to say here... Ahroun is the most straightforward auspice to play, but because of that, many players have a tendency to cheapen it. Ahroun will usually have high ranks in more than one combat stat, and usually one of them will be Brawl.

A note on fetish weapons: A lot fewer Ahroun use fetish weapons than most people think. They have plenty of Rage and combat-focused Gifts already, and their tendency to have shorter lifespans than the other Auspices means fetish weapons are often wasted on them. Klaives/labryses/ironhammers/Jarlhammers are the exception, but only in specific tribes and only for Ahroun of higher ranks. An Ahroun is far more likely to have a fetish that shores up one of their weaknesses than one that improves what they're already good at.
« Last Edit: May 30, 2017, 11:37:14 pm by Datawych »

Offline TheLaughingOne

Im interested as well.. gkt a get of fenris (non-asshole type) theurge id like o give a go.

Offline DatawychTopic starter

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Was this full or could I apply as well?
Go for it.

Im interested as well.. gkt a get of fenris (non-asshole type) theurge id like o give a go.
But isn't being an asshole part of the fun of playing a Get?

Offline Pumpkin Seeds

Still taking applications?

Offline TheLaughingOne

But isn't being an asshole part of the fun of playing a Get?

Nnaahh. Its a perk for playing right:3 asshole is part of it, but waaayyy to many people think thats all there is to.

Minesa smith, forged weapons and worked on talens, fetishes, and so forth. Big thing last game was wanting to make a greater fetish, giant mead horn that had a powerful bear spirit residing in it. Hands of a proper gaian warrior would pour unending mead that worked as mothers touch gift healing wounds...

*cough* and as the game crossed with a fae one her  kinfolk neice being a coyote pooka and assistant for silver working helped get it made... in the hands of a prick, asshole, and someone not worthy... wwweeellllll The Bear spirit sent out a different yellow fluid...

Offline VioletPanda

I'm working on a sheet today. While I want to do something different for the pack composition, unsure whether or not I could pull off a Metis.

Offline FeveredDreams

If your looking for another character,  I have a glass walker/metis/ Ahroun that could use a home.

If your using lodges,  I would happily HAPPILY go with with Iron Dog.

Offline Pumpkin Seeds

Thinking a Homid Fianna Philodox.  Sort of thinking of a detective type.

Offline DatawychTopic starter

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Was this full or could I apply as well?
There's already been more than 5 applications, which means that not every character is going to be accepted, but you can still apply if you want.