The Vairgit: History
The Vairgit: History
PDF by Telgar
----------------------------------------------------Kevin tied the last knot and looked around the shambles of the womans living room. Stealth was not one of Kevins stronger skills, and he had been unable to catch her by surprise as hed intended. He sighed and winced at the shooting pain coming from his bruised ribs, evoking a chuckle from Tulu, the ghostly raven perched on the mantel. Glaring at his spirit guide, Kevin asked, Is everything ready? We should get this done in case the neighbors heard and called the cops Inspecting the ritual items placed carefully around the room, Tulu nodded. Dont be afraid to use the knife. I dont think this one will go quietly. Kevin turned to the unconscious woman that he had trussed to her own couch and waved some smelling salts under her nose. Ms. Jackson? Are you there? Her eyes fluttered, then snapped open, coming into wrathfully sharp focus on Kevin. Growling in a distinctly unwomanly voice, she said, You know perfectly well that shes not, Godling. Release me! She began struggling, but the nylon cords that Kevin had bound her body with were quite tight. Kevin sat down next to the couch. Please, depart from this place. You are far from home, and these people have done nothing to offend you. We can do this the easy way or the hard way. Why are you doing this? She laughed, a slow, drawn-out cackle, We have been liberated. The rules of your people no longer apply to us, and we have been given dominion of the Earth by the Devourer! This is our home to do with as we please! Now release this body so Ill have the pleasure of eating your heart! Kevin drew a bladeless ivory knife handle from his coat pocket. Right then. The hard way it is. He pressed its tip against the womans chest and she writhed and screamed as though an actual knife had been plunged into her. Kevin withdrew the ivory, and she coughed twice and fell still.
The Vairgit
Kevin released the breath that hed been holding moments later when Ms. Jacksons eyes fluttered open once more, though her expression this time was full of confusion instead of hatred. What happened? Who are you? she asked in a weak voice. Kevin smiled as he leaned down to untie the ropes that bound her, but before he had a chance to explain the police kicked in the door. Looking at Tulu (who, of course, only he could see) as he slowly raised his hands over his head, he asked, You couldnt have warned me?
HISTORY
Among the tribes of the Arctic regions, supernatural beings are known by various names. They are called Vairgit among the Chukchee, Kamuy among the Ainu, Inue and Unipkaaqs among the Inuit, and Ichchi among the Yakut. Regardless of what they were called, the Arctic Gods traveled from tribe to tribe, some remaining local to a single group, others going by many names and wearing many faces. Though their legends and traditions bear countless variations, the core of their beliefs shares a similar essence. Historically distrustful of outsiders, the various bands of Gods that now compose the Vairgit only formed a loose association in order to imprison the Titans during the first War, then went their separate ways and minded their own business. The Kamuy of the Ainu were the first to begin the unification of the pantheon. When the Japanese settled Hokkaido and drove the Ainu northward, the Amatsukami perpetuated a similar invasion of the Kamuy Overworld. Those who escaped turned to their neighbors to the North, the Chukchee Vairgit of the Kamchatkan peninsula, for sanctuary. Later, as Europeans pressed North and West from the Americas and Canada, Russians similarly pressed North and East. The Arctic people found themselves either conquered or pushed towards the Pacific from both sides. Experiencing conflicts with strange foreign Gods, the Vairgit bound themselves together in the Inuit Overworld of Quidlivun and cemented their loose confederacy into something more permanent.
PANTHEON VIRTUES
DUTY The communities of the Arctic are close-knit and survive only through intense cooperation. The Virtue of Duty reflects these values. ENDURANCE Life at the Arctic Circle is rough Endurance is fairly self-explanatory as a Virtue in the tundra and taiga environments populated by the Vairgits people. HARMONY the Arctic tribes expressed a belief in soul duality that is, souls having both light and dark aspects. This idea of a balance of forces is right in line with the Harmony Virtue. VENGEANCE While laws in many communities do not particularly emphasize punishment, the Arctic people expect harsh retribution for violation of spiritual taboos and rules, hence they uphold the Vengeance Virtue.
tribes, the Expression Virtue does not hold the same importance as in many other cultures. INTELLECT the people of the Arctic accepted their environment and role in life; philosophical and analytical introspection does not play a large part in their mythologies. LOYALTY while the Arctic people were not treacherous or disloyal, bonds of loyalty between individuals did not hold the same high place as bonds among the community as a whole. ORDER In addition to the tight-knit sense of community common among Arctic tribes, they also follow strict sets of laws and taboos governing hunting and day-to-day behavior. PIETY many tribes believed in soul reincarnation; the idea that the ancestors would return to live among them was a very important idea. Arctic tribes were almost as intensely concerned with family and tradition as they were with community and order. VALOR hunters had strict rules governing their hunting practices and rituals. The values of protecting the innocent and fighting nobly espoused by the Valor Virtue are not much of a stretch for the Arctic tribes.
OTHER VIRTUES
CONVICTION the Inuit did not worship or revere spirits of nature so much as they feared them. Driving religious fervor espoused by the Conviction Virtue is not a common trait among them. COURAGE rites of passage include many dangerous (to say the least) hunts, such as whales and polar bears. Despite these self-imposed challenges, Arctic people were probably more concerned with survival in the face of adversity than pride. EXPRESSION while oral histories and storytelling are the main source of record-keeping among Arctic
THE GODS
Anapel
Anapel is known by many names among the Arctic tribes. She is a goddess of birth and reincarnation, bringing a childs soul from the heavens and helping to write his fate. She is responsible for naming things. In the Overworld her home is in the center of a lake of milk, representative of her role as a nourisher of people. The spirits of trees, grass, and plants are her servants in the World. When Anapel appears in the World, she takes on motherly, nurturing roles, almost always dealing with children in some way. She has been a maternity ward nurse, an orphanage nanny, and a tree nursery owner. While she happily raises Scions of her own she almost prefers to adopt and sponsor others, befitting her role as a shepherd of the unborn. Anapel is a dedicated and attentive mother, though she frequently adopts more children for herself than she has the resources to properly manage. Anapels children typically retain her protective and nurturing aspects, and are often already mothers when Visited. Aka: Akna, Nalygyr-Aissyt-Khotun, Ajysyt, Khotun, Ichita Associated Powers: Epic Stamina, Animal (Cattle), Death, Fertility, Health Associated Abilities: Animal Ken, Empathy, Integrity, Medicine, Presence, Survival Rivals: Isis, Demeter, Frigg, Danu, Sarasvati
Associated Powers: Epic Stamina, Epic Charisma, Fire, Guardian Associated Abilities: Art, Craft, Empathy, Integrity, Medicine, Survival Rivals: Hestia, Frigg
Kutkhu
Similar in many ways to Raven of the North American tales, Kutkhu occupies a very different role in his pantheon. While he is credited with being the creator (or at least, reorganizer) of the lands known to the Siberians, he is featured in stories as a foolish character of low intelligence, outmatched in cunning by nearly everyone who crosses his path; more akin to Coyote than the master manipulator Raven. Due to the harsh nature of the Siberian and Canadian environments, his role in the creation story is not an exalted one; observers would credit him with making mountains and chide him for making too many, credit him with making snow and blame him for making it too cold, and so on. Many of his indecent tales (most of which have embarrassing and/or fatal endings for him) seem to serve no other purpose than the amusement of the people. In spite of the frivolity assigned to his character, Kutkhu is said to have been the first to teach people how to catch land and sea animals, use the fire-drill, and protect themselves against evil spirits. When he appears in the World, Kutkhus guises tend to continue his tendency to find misfortune. He appears as an unfaithful husband who loses everything in the divorce, the gambler on a losing streak, and the victim of medical malpractice. He is equally comfortable in his raven and human skins, and frequently blows his cover by forgetting which one he was supposed to be wearing. Kutkhus ill fate is almost always passed on to his progeny. His Scions come from all walks of life, but eventually make their way to the gutter (where Kutkhu frequently finds them). Aka: Tenan-Tomgin, Tulugaak, Big-Raven, Moshirikara Kamuy Associated Powers: Epic Stamina, Animal (Raven), Forge, Guardian, Illusion, Magic Associated Abilities: Craft, Larceny, Occult, Science, Stealth, Survival Rivals: Odin, Apollo, The Morrigan, Raven
Fuchi Kamuy
Fuchi Kamuy is the Ainu goddess of the hearth, and one of the most important deities among their people. She serves as a gateway between Gods and mortals, dwelling in the hearth of each home as its guardian and the judge of domestic affairs. Some tales ascribe her position as being so important that she never leaves her home. Fuchi Kamuy rarely leaves her assigned duties long enough to sire a Scion of her own, she tends to prefer the adoptive route. When she does appear in the World, she manifests in the role of an entrenched household servant. Fuchi Kamuys Scions are diplomats, negotiators, and mediators as often as they are domestic servants and guardians.
Nanook
Lord of the hunt across the icy plains of the frozen tundra, Nanook takes the form most often of a giant polar bear which is his namesake. The bear was a sacred animal to the Inuit people, both as a powerful hunter itself and suitable prey to those who were worthy. It was Nanook who decided if the people had properly followed the taboos associated with hunting the noble beast. Those who did not faced the wrath of the great bear himself. Often when he manifests in the World, he still retains the appearance of a great bear. Though capable of appearing in the form of a man, his preferred form is still his natural one, even among humans. When he does choose to show a human face, however (such as when wooing a female to sire his young) he typically appears in the guise of a great hunter, wearing the skins of slain polar bears and carrying a spear even today. Most might pass this off as simply being a man of the wilderness. Nanook does it because he sees no reason to adapt to the times. His Scions are similarly stuck in the past and traditional ways. Many of them are born of traditional Inuit villages, though such locations are rapidly growing less and less numerous. When he does go outside his traditional people, its usually to find women who will give him sons that are soldiers and warriors. His children often fight for their cause with an almost fanatical loyalty. But they always remember to follow the rules, rarely breaking the taboos associated with their field of conflict. Aka: Nanuq, Kim-un Kamuy Associated Powers: Epic Strength, Epic Stamina, Epic Perception, Animal (Bear), Justice Associated Abilities: Animal Ken, Brawl, Fortitude, Integrity, Survival, Thrown Rivals: Haokah, TsulKalu, Artemis, Freyr
directly involved with the affairs of mortals and other Gods alike. He once played a more active role in managing his pantheon, but he has withdrawn since his falling-out with his daughter, Sedna. Introspective and aloof, NuTenut rarely leaves his celestial house of iron. When he does, he appears as an authority figure a quiet but efficient CEO, a judge, or a nobleman. NuTenuts Scions often hold similar positions of judicial or executive power over others, and tend to be quiet, behindthe-scenes leaders and manipulators. Converse to his interactions with the World and the rest of his pantheon NuTenut often micro-manages his Scions, showing them attention to a degree that is overwhelming and somewhat uncomfortable. Some of his fellow Gods have speculated that he is overcompensating for his estrangement from Sedna, but none have been able to get the two to reconcile. Aka: Anguta, Ginon-Kanon, Numi-Toruni, Kandakoro Kamuy Associated Powers: Epic Charisma, Epic Manipulation, Epic Intelligence, Earth, Moon, Sky, Star, Sun Associated Abilities: Command, Empathy, Fortitude, Integrity, Politics, Presence Rivals: Zeus, Horus, Izanagi, Huitzilopochtli, Huang Di, Perun, Mithra, Glooscap
Pugu
Most prominently worshipped among the Yukaghir, Pugu is a God of justice and the sun. He is wellknown to be a defender of the oppressed and a patron of law and good manners. He slays demons and kelet with his sun-flail. Pugu is very active in the World, risking Fatebonding whenever possible in order to answer the call of the oppressed in need of a rescuer or a titanspawn in need of killing. His Scions inherit a similar crusaderstyle mentality, and continue their divine fathers work in the World as beat cops, pro-bono defense attorneys, and even exorcists. Aka: Ignirtoq, Issitoq, Kun, Kun-Toyon, Akycha Associated Powers: Epic Strength, Epic Charisma, Guardian, Justice, Sun Associated Abilities: Command, Integrity, Investigation, Melee, Politics, Presence
NuTenut
NuTenut is the chief God of the Arctic. Most creation myths credit Kutkhu with the creation of the world, but note that his work was done only by NuTenuts authority and command. NuTenut dwells in a house of iron in the heavens, attended by both celestial and terrestrial spirits. NuTenut is the most distant of the Vairgit deities, becoming the least
Sedna
Sedna is unattainably beautiful, the true ice queen of the Northern waters. She is haughty and arrogant, desired by many but had by no one. She holds others to impossibly high standards when her father NuTenut tried to marry her off to the men of her village, none were good enough for her so she married a dog to spite them all. When her father found out, he threw her over the edge of his kayak and into the freezing waters. When she tried to cling to the side of the boat, NuTenut cut off the fingers of her hand one by one until she let go. With that, she sank to the bottom of the sea and her fingers became the first seals, walruses, and whales. While not a god associated with Death, Sedna dwells in the Underworld as its guardian. Already cast out of the world of the living she rarely leaves to walk among them, preferring the company of the dead. She has about as much use for the other gods who may be found there. Sedna never dallies with mortal lovers, what few Scions she does take are adopted from other gods. While she most often accepts Scions from other Vairgit when they arent wanted, she also has a great interest in taking the Scions of the gods of death or water from other pantheons as well. Aka: Arnarkuagsak, Sanna, Arnarquagssaq, Nerrivik, Nuliajuk Associated Powers: Epic Appearance, Epic Stamina, Animal (Dog, Seal), Frost, Water Associated Abilities: Awareness, Command, Integrity, Melee, Occult, Presence Rivals: Masauwu, Raven, Hel, Hades, Mictlantecuhtli, Izanami, Agwe, Xargi
food, and often with the sea. They are whalers or environmental activists opposed to their hunting; fishers and farmers or warlords who steal resources for themselves. Aka: Anky-Kele, Keretkun, Repun Kamuy Associated Powers: Epic Perception, Animal (Crab, Orca), Fertility, Water Associated Abilities: Animal Ken, Athletics, Awareness, Brawl, Control, Survival Rivals: Susano-o, Poseidon, Mananaan Mac Lir, Njord
Xargi
Xargi is a guardian of the dead and the bear-brother of NuTenut some say that he is the chief Gods Tornak ascended to the status of a God himself. Shamans hold him as a common ancestor. In addition to carrying prayers of remembrance from the living to the dead, he searches the Underworld for the shadow-soul of the dead in order to deliver them to Anapel for reincarnation. Xargi has many animal associations, notably bears, seals, snakes, and spiders. He manifests either as a bear or a tall, onearmed man. Xargi is an Underworld deity who is perfectly content to move among the living. As a seeker of souls, he travels freely where he chooses. As a bearer of prayers and memories, he takes his duties seriously, but with good spirits and good humor. Xargi appears in the World as an estate lawyer, a missing person or homicide detective, and a medium. Aka: Mangi, Tornarsuk, Torngarsuk, Ulu-Toyon, Nusakoro Kamuy Associated Powers: Epic Perception, Animal (Bear), Death, Guardian, Health, Psychopomp Associated Abilities: Awareness, Fortitude, Investigation, Medicine, Occult, Survival Rivals: Yanluo, Izanami, Masauwu, Hades, Sedna
TokoYoto
Tokoyoto is the crab god of the sea and creator of the Pacific ocean. He shares mastery of this domain with Sedna, holding power over life and death in the form of the food supply. Tokoyoto is a fickle deity he appears as an old man when his mood is cruel and as a young man when his mood is mischievous. His Scions share his connection with the production or denial of
blooded murder for the sake of this Boon acting as a Legend battery is not a suitable justification for its use.
Ekungassok (Angakoonek 3)
Nalussaerunek (Angakoonek 1)
Cost: (1/2 Angakoonek rating) Legend per scene Nalussaerunek is a state of not being unconscious of anything, a state that must be achieved before you can affect and interact with the spirit world. Starting with this Boon and for each subsequent dot of Angakoonek, you may add one of the following effects to your perceptions while this power is active: Death Senses, Weather Witch, Assess Health, The Unlidded Eye, Measured Foe, Fool Me Once, Real McCoy, Scent the Divine, Unfailing Recognition, and Telescopic Senses (you do not actually learn the Boons and Knacks represented here, Nalussaerunek only duplicates their effects for the scene). An action of concentration is required for you to focus your perception for the scene.
Dice Pool: Charisma + Occult Cost: 1 Legend + 1 Willpower Ekungassok are spirits that could be called upon to be advisors or informers, assist ones in danger, or aid in revenge. Every two successes on the activation roll summons a local spirit that is the equivalent of one ghost (based on a generic mortal) that will aid you in whatever way it can for the rest of the scene. By spending five successes, you can increase the value of the base template (for five extra successes, you can get spirits with equivalent traits to a thug instead of a generic mortal, for another five successes they would have equivalent traits to a grunt soldier, and so on). While standard ghosts may not be of much help in directly affecting the physical world, they are very useful spies and scouts, and can help to directly combat hostile spirits.
Dice Pool: Charisma + Occult vs. Stamina + Fortitude Cost: 1 Willpower Tetkeyun is the vital force of a living being. In addition to a living thing having its own soul, parts of a living thing have little souls of their own damage to these souls can inhibit functions to those parts of the body (for instance, one whose nose is easily frostbitten is said to be short of soul). With Atiq (Angakoonek 2) the Tetkeyun Boon, you can cause this spiritual Atiq is the name soul, part of the soul that lingers damage to others, affecting a single limb or part of after a living thing dies. The Inuit tribes believed that the body with a die penalty equal to your threshold a spirit, if not properly placated, would take revenge successes. Ten or more threshold successes results in on its killer after death. After killing something, you total impairment of the affected limb or organ. The may perform a brief ritual, a Charisma + Occult roll ill effects last for the rest of the scene. with a difficulty equal to the slain things Legend. If the ritual is performed within the same scene, you Urif (Angakoonek 5) thereafter gain your Legend as bonus successes to Shamans, chiefs, and the wealthy are said to possess DV, Soak, or any contested and resisted rolls when more souls, or urif, than an average mortal. Upon defending against whatever powers that spirit purchasing this Boon, you acquire an extra soul. Any may bring to bear against you at any later time. If time you suffer Aggravated damage, you can choose you perform the ritual on your action immediately instead for your urif to suffer the damage. Your urif following the killing instead of a time later in the has your base Health Levels (not including those scene, you additionally regain a point of Legend. provided by Epic Stamina), plus one extra for each Note that any killing performed in association level of Angakoonek that you posses. If your urif with this Boon must have some purpose, be it for runs entirely out of Health Levels, it is destroyed. food, survival, self-defense, or even revenge. Cold-
Tetkeyun (Angakoonek 4)
Tarnerutok (Angakoonek 6)
Dice Pool: Stamina + Occult Cost: 2 Legend + 1 Willpower Tarnerutok is the act of severing the soul from the body. Normally, this is only done when the living are ill or dead, but angakok and Scions can do it on purpose. Your spirit is invisible and intangible to those without the appropriate Death Boons or Birthrights and can fly at (normal movement x Endurance Virtue) speeds. The spirit can remain separate from the body for hours equal to your activation successes before it must return (suffering a level of Aggravated damage each minute that it does not, dying if it does not return to the body in time). While performing a spirit flight you cannot access any supernatural abilities that interact with the physical world, however you may bring your full capabilities to bear against spiritually-formed opponents, ghosts, and specters, as well as any mortals to whom you are Fatebound.
coincided with souls given their meat-heavy diet. Any time you kill a living thing, you may perform a brief ritual on the following action to swallow its spirit and use its power before sending it on its way. Your Legend Pool is increased by the swallowed spirits Legend until the new points have been used up and whatever is left of that soul may continue on its way.
Anirniq (Angakoonek 7)
Dice Pool: Charisma + Occult Cost: 10 Legend + 1 Willpower Even though each individual soul is unique, souls belonging to the same kind of thing have metaphysical aspects in common. The power of Anirniq allows you to take on the properties of a class of spirits by taking on their name. By invoking the name of one of the elements, you can assume the properties of its corresponding Titanic Template for one action per success on your activation roll.
Dice Pool: Charisma + Occult Cost: 20 Legend + 1 Willpower The soul of a thing be it a person, animal, natural feature, or concept is said to be its owner or master. You can impose you mastery of a concept on those around you, aiding your allies and hindering your enemies that make use of your power. Etinvit can be invoked for any Purview in which you have 8th-level or higher Boons. For the rest of the scene, you can affect up to one target other than yourself for each dot of your Legend. Your successes become bonus dice for your allies to use Boons or supernatural effects related to the Purview that you are imposing mastery over; half your successes become a difficulty penalty for your enemies to use those same Boons. Titans and Titan Avatars, already being the ultimate expressions of a Purview, are immune to this effect.
Arnuat (Angakoonek 8)
Dice Pool: Charisma + Craft Cost: 5 Legend You can leave a residue of your power in any object that you touch. For one day per success, you can designate an object to be a sacred amulet, functioning as an Arnuat (see Birthright Relics below) and providing access to all Purviews in which you have an 8th-level or higher Boon.
Niqipiaq (Angakoonek 9)
Dice Pool: Charisma + Occult Cost: 1 Willpower Niqipiaq is an Inuit word for food, a concept that the Siberian and Inuit tribes were acutely aware
BIRTHRIGHTS
RELICS
Siberian concept of witchcraft providing a difficulty penalty equal to the bearers Legend to any harmful Magic spells used on him.
The Spear of Nanook Nusa are sacred carved wands used by the Ainu (Relic 5 1 Purview, 4 Item Enhancements) in rituals to represent gods and spirits. Nusa can
Nanook, great bear hunter of the Inuit people, often prefers to fight with his bare hands rather than any weapon. However, he does still possess a mighty spear which he is known to use on more than one occasion. Its still not his preferred weapon though, and its not unheard of for a Scion of Nanook to be leant the use of the spear for a time. The spear takes the shape of a long haft, at least six feet in length, with a the spearhead formed form the mandible of a great beast. The sharp and jagged teeth still line one edge of the jawbone which is sharpened at the end, allowing for both slashing and stabbing. The weapon uses the stats for a tepoztopilli with an additional +4 to Damage. It also allows access to the War Purview.
channel Purviews, but are most typically used as a link to Guides, Creatures, or Followers.
A pok is a bag made of the skin of a particular kind of animal. A Scion that bears one of these can acquire the shape of that animal for the rest of the scene by spending a point of Legend.
Mammoth Ivory (Relic 3-5 1-3 Purviews, 1 Birthright Connection (Creature), 1 Unique Power)
Pugus favorite weapon rarely leaves his side, but he has been known to lend its use to particularly valorous Scions. Pugus flail appears as a simple farming tool composed of two sticks joined with hemp, bearing a bronze weight on one end. When wielded in battle, the bronze striking weight burns with the light of the sun and its bearers Legend. Pugus Flail channels the Sun and Justice Purviews, deals +2 damage over the nunchaku template, and is capable of striking intangible ghosts and spirits like the Celestial Bureaucracys exorcists sword.
Arnuat are amulets, small articles carried on a person or inserted into his weapons. Any item that was believed to be once held by one of the Gods retained the touch of their power. Arnuat were typically crafted from animal materials; the spirit of the animal would have an effect on the type of powers that it would supply to its bearer. Arnuat would also protect their bearers from kusuinek the
Siberian oral tradition remembers the wooly mammoth. Preserved remains of the great beast are sometimes still found frozen in glacial ice. In some stories, sighting a mammoth is an ill omen, in others it can be of great benefit. In one tale, some hunters found across a frozen mammoth, performed the proper rituals of respect, and brought its meat back to the village. When they returned to the site the next morning, they found the carcass bones mended and meat renewed. Powerful taboos surround carving mammoth ivory, so a Relic made from it is valuable in more ways than one. A mammoth ivory carving can be made into a suitable Birthright to channel the Magic, Frost, or Animal (Mammoth) Purviews. If a Scion is gifted with a Nemean Mammoth as a Creature Birthright, the ivory can serve as a Birthright Link. Lastly, the ivory may have a power like the one in the story; by spending a point of Legend, you can renew the meat from the bones of a consumed meal as long as it is left alone overnight.
Soul Cutter appears to be an amulet or charm about five inches long carved from walrus ivory in
the shape of a bladeless knife handle. Only those who observe the knife with Death Senses or similar powers can see the ghostly, insubstantial blade. While a bladeless knife is not a useful weapon against most corporeal opponents, Soul Cutter is able to directly harm insubstantial spirits even if they possess a physical being and without harming the possessed body. Soul Cutter is also effective against those who practice kusuinek, or magic for selfish ends the weapons intangible blade cuts beings that can use the Magic Purview and adds +1 bonus dice to its damage for every level of Magic the target has. Because its blade is invisible as well as insubstantial it is more difficult to avoid, granting it a +1 Accuracy bonus.
as any kind of appropriate mortal template with the following additions: Legend 2, Occult 3, Medicine 3, Epic Perception at (Legend -1), The Unlidded Eye, Death Senses, and Assess Health (the effects of these Boons are innate powers and do not require Birthrights to channel). Imainak ingitsut are inherently resistant to the machinations of what the Siberian and Inuit people perceived as witchcraft; all uses of Magic, Mystery, and Prophecy against them gain a difficulty equal to their Legend. Imainak ingitsut have a Follower rating two dots higher than the mortal template (anywhere from generic mortals to experienced soldiers) that they are based on. Their base Legend can be increased by 1 for each extra dot added to their Birthright cost.
GUIDES
Tunek (Guide 3-5)
Yara (Followers 3)
A tunek (plural: tornit) is an eminent inue of the inland areas of the North. Their dwellings are partly situated in areas visited by men, but the entrances are hidden by foliage and soil. Tornit are twice the size of men, but lead the same lifestyle. They travel to the sea to hunt in foggy weather, but do so without kayaks, sitting on the waters surface. They are wise men, and know the thoughts of men before they are spoken. Tornit use the traits of a Legend 6 Elder Giant with (Legend -2) Epic Manipulation, Epic Intelligence, and Epic Wits. They typically have (Legend -1) Magic and Mystery as well.
Yara are spirits of tents and houses (much like Hidden Folk see Scion: Ragnarok) that will maintain and protect their dwelling. If their house is abandoned, they turn into kelet (see below).
CREATURES
Tornak (Creature 4)
Forests, lakes, rivers, and types of animals are animated by spirit masters, called aunralit. Aunralit function much like Nymphs or Kunitsukami (see Scion: Hero).
A tornak is a spirit assistant. Since Kutkhu was the first to teach the Northern people shamanism, a tornak is most often represented as a raven (however, if you identify strongly with another type of animal spirit, the tornak will take that form). In its role as an assistant and familiar, a tornak can assist with rituals and Occult rolls (offering a bonus die to teamwork rolls). A tornak takes the form of an animal with both the Nemean and ghost templates with a Legend rating that remains two lower than yours. It gains five Virtue dots to divide between the Vairgit Virtues when this Birthright is purchased. Its Epic Attributes do not have to be Physical in nature, they can be divided however you choose. Due to its insubstantial and invisible (without the proper Knacks or Boons to perceive spirits) nature, a tornak may be of little direct aid in combat unless one is battling evil spirits. In its role as a guardian spirit, a tornak can use any and all Guardian Boons that you know without needing a Birthright to channel them,
FOLLOWERS
Imainak Ingitsut (Followers 3-5)
Imainak ingitsut are not of common kind, not like other people. They are otherwise normal humans gifted with special endowments in the service of the people and the Gods. Imainak ingitsut are otherwise
creatures Duty in its Virtue rating. The tupilaq hunts for the sake of indulging in its twisted pleasures, not out of any real loyalty for its master. While these creatures originate among the Inuit people, the Gods of the Inuit people look disfavorably upon the creation of these monstrosities. They are untrustworthy, unreliable and ultimately dangerous. Still, its not unheard of for a Scion of Sedna to have such a creature in her possession, especially in this time of war when no advantage can be left unconsidered. They are often given a small figurine of the tupilaq carved from whale bone or the tusks of narwhals or walruses. In addition to summoning to tupilaq from the nearest body of cold water (even a cup of ice water will do as the creature claws and scrapes its way from the glass and expands to its full size in a grotesque display of displaced flesh), the figurine also gives access to the Death Purview. Virtues: Endurance 4, Rapacity 1 (at first), Order 1, Vengeance 2 Strength 7, Dexterity 4, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 6, Intelligence 2, Wits 4 Athletics 3, Awareness 5, Brawl 4, Fortitude 3, Investigation 4, Presence 4 (Intimidation only), Stealth 3, Survival 4 Supernatural Powers: Epic Attributes - Epic Strength 2 (Crushing Grip, Holy Rampage), Epic Dexerity 1 (Monkey Climber), Epic Stamina 2 (Holy Fortitude, Damage Conversion), Epic Perception 2 (Predatory Focus, Supernal Hunter, Telescopic Senses) Invisibility - The tupilaq must often go places where it must go unseen. By spending two Legend, the tupilaq may make itself completely invisible for the scene. Beings with supernatural perceptions may roll Perception + Awareness against the tupilaqs Wits + Stealth to notice its arrival. Rapacious Turncoat - If a being of Legend notices the tupilaq coming for him, he can make a Legend roll (difficulty of the owners Legend minus the tupilaqs Rapacity rating, minimum difficulty of 1). If the target succeeds, the tupilaq hesitates in its attack agains tthe target and then retreats, changings its focus to hunting its master instead. If the owner
Apply the Nemean template to an elephant (see Scion: Hero), then add +2 to Strength and Stamina and the Frost Immunity Boon. Mammoths were often a sign of ill fortune due to the powerful taboos and rules concerning their remains living mammoths are servants of the kelet as often as they are servants of the Vairgit. Though a Nemean mammoth is a very powerful ally, its tremendous size (24 feet at the shoulder!) makes it impractical in any situation that requires finesse or subtlety.
The tupilaq is not a creature that many of the Gods or Scions are eager to speak about. The creatures creation is often taboo and the uses for the creature are meant to be kept secret. The tupilaq is an avenging creature of Inuit legend that is created from using various objects such as body parts (bone, hair, etc...) and sometimes body parts taken from the corpses of children. The resultant creature is an abomination to behold. No two ever look the same, but all of them are monstrous, with bulging flesh, emaciated limbs, open, weeping sores and other disfiguring traits. The true horror of the tupilaq however, is that despite the fact that it is a skilled hunter and never gives up its prey once it has it, if it is sent to hunt down a creature of Legend, the target may redirect the tupilaq back at its master. This becomes easier as the tupilaq continues to kill unless its owner takes steps to ensure that its wickedness does not grow. The wickedness of the tupilaq is linked to the actions of its summoner. Each time the tupilaq is sent to kill a target, it gains a Rapacity rating. The higher its Rapacity, the more likely it is to turn on its master. Its Rapacity may be kept in check by having the owner make public confessions regarding the actions of the tupilaq to others. If the act of summoning and dispatching the tupilaq is made a public spectacle, the creature does not gain the Rapacity. Regardless, the tupilaq always has at least a Rapacity of 1. It can never be cleansed fully. This Rapacity replaces the
makes a public confession of the tupilaqs actions to someone who didnt already know about them, then the tupilaq will hold off in its attack and revert to the owners control again. This also causes it to lose a point of Rapacity as long as this doesnt reduce it below 1. Claws and Teeth - The tupilaq typically has sharp claws and teeth which add +2L to unarmed attacks and allow it to perform a Bite attack. Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-2/-2/ Incap Willpower: 6 Legend: 3, Legend Points: 9 Notes: Due to being composed of multiple body parts, the tupilaq treats damage as if he were undead. He takes bashing damage from firearms attacks and may soak lethal damage with his full Stamina. Note, however, the tupilaq is not truly undead, merely takes damage like it.
SCION
Kevin Quinn, Scion of Kutkhu
Kevin Quinn grew up in the foster home system in and around Seattle. Every home that he stayed in suffered some sort of tragedy during his stay there the dog got hit by a car, the breadwinner was laid off, the house burned down while they were away, and so on. While Kevin was never directly connected or even suspected of being the source of these troubles, he was a bright enough youth to start seeing the common denominator in each of these domestic disasters. Kevin received his Visitation from Kutkhu and was told at the age of 16 that he was the reincarnation of the Inuit hero Kiviuq. He took it upon himself to carry on that heroic legacy and help people suffering from the depredations of the kelet, though his fathers ill fortune continued to follow him. Every situation, no matter how carefully executed, where he found himself able to help someone would invariably result in some sort of negative consequence to himself.
Attributes: Strength 2, Dexterity 2, Stamina 4, Charisma 4, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 4 Abilities: Animal Ken 1, Athletics 1, Awareness 3, Brawl 1, Command 2, Empathy 2, Fortitude 3, Integrity 3, Melee 2, Medicine 3, Occult 3, Presence 3, Survival 3 Virtues: Duty 4, Endurance 5, Order 1, Vengeance 1 Willpower: 9 Legend: 2 Epic Attributes: Epic Stamina 1 (Solipsistic WellBeing), Epic Charisma 1 (Boys Will Be Boys), Epic Wits 1 (Psychic Profiler) Boons: The Unlidded Eye (Magic 1), Peaceful Meeting (Magic 1), Ariadnes Thread (Magic 1), Measured
Foe (Magic 1), Vigil Brand (Guardian 1), Animal Communication Raven (Animal 1), Nalussaerunek (Angakoonek 1) Birthrights: (4) Relic: Raven-Feather Pok: Channels Animal (Raven) Purview, allows shapechanging into raven form for 1 Legend (3) Relic: Arnuat: Channels Magic and Guardian Purviews, adds Legend as difficulty to harmful Magic used on wearer (4) Relic: Soul Cutter (see above) (4) Creature: Tulu (Raven Tornak)
COSMOLOGY
UNDERWORLD: ADLIVUN
The earth and sea rest upon pillars it is between those pillars that the dead find Adlivun, the Underworld of the Vairgit. Unlike Quidlivun and the parts of the World with which the Arctic people are familiar, Adlivun is warm and abundant in food. It is the home of the arsissut, the happy dead. Arsissut are sent here for a year to be purified before either being sent to Quidlivun as punishment for their misdeeds in life or sent by Anapel back to the World to be reincarnated.
sky. In order to reach Quidlivun, one must travel to a featureless point be it ocean or tundra. When there is nothing and no one else in sight, the traveler can spend a point of Legend to transport himself to the borders of Quidlivun. -----------------------------------------------------------------------
Passages
Adlivun can be reached by entering any glacial cavern deep enough to be shielded from the sun, be it on land or sea. By traveling downward and spending a point of Legend, a Scion can enter the upper reaches of Adlivun.
Calving is the process by which icebergs break off of a glacier and drift into the ocean. Since its escape from Tarterus, the Titan Sila has surrounded Quidlivun and initiated a similar process there. Parts of the Vairgit Overworld will break off and drift in the insubstantial sea of souls that surrounds it, eventually consumed by hostile kelet. The edges of Quidlivun have a broken appearance, like little islands of reality floating in the void. -----------------------------------------------------------------------
OVERWORLD: QUIDLIVUN
Quidlivun is the Land of the Moon, the Overworld home of the Vairgit tribes. Its terrain is similar to that known by the Arctic tribes, bearing mountains, valleys, lakes, and seas, all typically covered in ice and snow. Quidlivun is set on a transparent firmament, like a clear dome overlooking the World its waters are perfectly clear, allowing a resident or visitor to directly perceive through the foundation and view the World itself. Quidlivun rotates above a point corresponding with the North Pole, allowing the Vairgit to view much of the Northern hemisphere. The Arctic dead who have not earned themselves the right to reincarnation are collected by Xargi and sent to Quidlivun. They become servants in the iron house of NuTenut, playing sports with a walrus head for the amusement of the Gods.
It is said that the sky and sea meet one another beyond the reach of human sight. By sailing to the end of the sea, one reaches the beginning of the
a God can enter it in an insubstantial form without being consumed by the Titans energies. Despite being insubstantial, the God is still vulnerable to the touch of Aetheric creatures, and the ravenous kelet pose a constant danger.
Favored Purviews: Death, Health, Magic, Psychopomp, Sky Banned Purviews: Darkness, Earth
----------------------------------------------------------------------Any creature can obtain the Aetheric Template, becoming insubstantial and invisible as though they were specters. Aetheric creatures may directly combat other Aetheric creatures, ghosts, specters, and other insubstantial spirits even Gods in their intangible form as if they were physical beings using their normal traits and attributes. By spending a point of Legend, Aetheric creatures may directly attack the soul of a physical being, even if it is protected by its physical form. When doing so, the attacking Aetheric creature removes its appropriate Epic Attribute from its damage roll, but the defender uses its Aggravated Soak instead of the appropriate Bashing or Lethal Soak. Such attacks ignore all forms of armor completely. Aetheric creatures are immune to Boons from the Psychopomp and Health Purviews unless the user is two Legend higher. Aetheric creatures are considered two Legend lower against Boons from the Darkness and Earth Purviews. -----------------------------------------------------------------------
the side of the other Titans, Arsan Duolai was naturally imprisoned with them when the Gods were victorious. Over the intervening centuries, he wrested control of the once-benevolent kelet from the insubstantial Aether and the indifferent Paramatman, becoming the dominant Avatar of the Titan. Since then, he has subverted the Titans forces to his desire to consume the spirit of everything that lives the Soul of the Universe is under his influence, and he sees a grave injustice in the remainder of creation not following suit. Arsan Duolai has a dice pool of 22 for all actions and favors Social Attributes. Virtues: Ambition 4, Malice 2, Rapacity 5, Zealotry 3 Supernatural Powers: Avatars: The Scourge, The Reaper Boons: Every one- to eight-dot Boon from every Purview except Darkness and Earth which are forbidden. He also possesses all Boons from the Health, Death, and Angakoonek Purviews. Willpower: 9; Legend: 11, Legend Points: 121
Aetheric Template
Aether is the personification of the souls insubstantiality, the manifestation each breath taken by a living thing. Aether has a dice pool of 22 for all actions and favors Mental Attributes. Virtues: Ambition 4, Malice 2, Rapacity 3, Zealotry 3 Supernatural Powers: Avatars: The Way Boons: Every one- to eight-dot Boon from every Purview except Darkness and Earth which are forbidden. He also possesses all Boons from the Psychopomp and Arete (Integrity) Purviews. Willpower: 7; Legend: 11, Legend Points: 121
AVATARS OF SILA
Arsan Duolai (Dominant Avatar of Sila)
Aka: Allara-Ogonr, Khul, Todote, Nitne, Ulu-Toyon, Pakoro Kamuy
Arsan Duolai was a ruler of the ancient Underworld, a despot and a leader among the kelet. He was known as devourer of souls and bestower of diseases, one who was assuaged by blood sacrifices (cattle, horses, and humans being his favorite). A monstrous figure clothed in blood-matted furs, Arsan Duolais twisted face has a mouth on his forehead and his eyes on his temples. Joining with Sila and influencing its power to
Paramatman is the Supreme Self of the Universe, the collective soul of everything that exists. Paramatman exists in a near-constant state of disembodied contemplation. Paramatman has a dice pool of 24 for all actions and favors Mental Attributes. Virtues: Ambition 3, Malice 1, Rapacity 1, Zealotry 5 Supernatural Powers: Moksha Paramatman exists in a permanent state of
Moksha, as per the Samsara 10 Boon. Avatars: The Wyrd, The Way Boons: Every one- to eight-dot Boon from every Purview except Darkness and Earth which are forbidden. He also possesses all Boons from the Psychopomp, Magic, and Samsara Purviews. Willpower: 8; Legend: 12, Legend Points: 144
source of additional power and has added revenge to his repertoire of shenanigans. Pauchi Kamuy has a dice pool of 20 for all actions and favors Social Attributes. Virtues: Ambition 3, Malice 5, Rapacity 2, Zealotry 1 Supernatural Powers: Avatars: The Void Boons: Every one- to eight-dot Boon from every Purview except Justice and Guardian, which are forbidden. He also possesses all Boons from the Chaos and Angakoonek Purviews. Willpower: 8; Legend: 10, Legend Points: 100
OTHER AVATARS
Kinije (Avatar of Zrvan)
Kinije is the Avatar of Zrvan that is responsible for the forward movement of time. Kinije has a dice pool of 20 for all actions and favors Mental Attributes. He prefers to outwit, outthink, and outwait obstacles rather than engage in direct confrontations. Virtues: Ambition 3, Malice 3, Rapacity 4, Zealotry 2 Supernatural Powers: Avatars: The Crown, The Way, The Wyrd Boons: Every one- to eight-dot Boon from every Purview except Fire and Magic which are forbidden. He also possesses all Boons from the Stars, Prophecy, Psychopomp, and Angakoonek Purviews. Willpower: 7; Legend: 10, Legend Points: 100
Like his children the wendigo, Kigatilik looks like he should have died of exposure centuries ago. His body is thin, frail and covered with bleeding sores and nests of maggots. His eyes are sunk back into his head and his teeth are gnarled, twisted imitations of bone. Lips have been practically chewed off, leaving only a skeletal snarl. His hands are bony, deprived of flesh entirely and his fingerbones are twisted into jagged claws. He is the pure embodiment of what his wendigo children represent. And yet, despite all that, Kigatilik is not consumed by the hunger like his children are. Kigatilik IS the hunger. He represents the all-consuming power of the darkness. Absorbing light. Hiding lost items. Separating people from their friends and companions. He is the cold, unforgiving emptiness of darkness that consumes all that is forgotten about. His children, the wendigo are consumed by his touch. They are consumed by the desire to possess, to take, to have. They are consumed by the desire to consume. That desire is their father. His favorite targets among humanity have always been the shamans of the people. He is the slayer of the spirit and the destroyer of leadership. Without guidance, humanity becomes lost in their desires. And without spirituality, there is nothing to keep his hunger from spreading. The gods themselves are the worst about this. They guide all of humanity. Kigatilik has a dice pool of 22 for all actions and favors Physical Attributes above anything. He prefers to claw and tear into his opponents, ripping them
Pauchi Kamuy was once the Ainu God of insanity, born in the Overworld but incessantly descending to the World to inflict suffering and madness on mortals. During the original Titanomachy, Pauchi Kamuy sided with the Titans and was locked into Tarterus with them when they were defeated. Since their escape, he quickly latched onto Hundun as a
apart and bathing in their blood as he consumes their flesh. Virtues: Ambition 1, Malice 3, Rapacity 5, Zealotry 1 Supernatural Powers: Avatars - The Abyss, The Cold, The Reaper Boons - Every one- to eight-dot Boon from every Purview except Fire and Sun which are forbidden Kigatilik. He also possesses all Boons from the Darkness, Death, Frost, and Angakoonek Purviews. Consumption - If Kigatilik manages to kill a victim with his Bite attack, he may roll his Manipulation + Occult (or rather, his 22 dice with 29 automatic successes) resisted by the targets Willpower + Integrity + Legend. The target gets to resist even though technically dead as a last ditch effort. If Kigatilik succeeds, he gains one piece of information, at the Storytellers discretion, that the target knew. The more successes, the more information he can gather from consuming his victims. If he manages to achieve more unresisted successes equal to the victims Legend (minimum of 1 if he eats a mortal) then he may learn everything the target knew (ie: the Storyteller can consider anything and everything plot related or otherwise important to be fair game). Epic Attributes - Epic Physical Attributes at the 10dot level (with all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Willpower: 8; Legend: 11, Legend Points: 121 Note: Kigatiliks Bite attack adds +10 damage and makes he damage aggravated. His fangs and mouth are perhaps one of the most dangerous weapons that Soku-No-Kumi (if not the Titans as a whole) have at their disposal.
She will lead a hunter deep into a swamp; when he tires, she will turn on him, kill him, and drink his blood. Her feigned likeness to Hash-Inau-uk Kamuy (a female archer, often carrying a child on her back and accompanied by a small bird) is not perfect, and she is forced to conceal her face with her long hair (a way that canny hunters can recognize her and avoid a horrible fate). Virtues: Ambition 1, Rapacity 4, Malice 4, Zealotry 1 Attributes: Strength 7, Dexterity 7, Stamina 5, Charisma 2, Manipulation 2, Appearance 5, Perception 7, Intelligence 4, Wits 7 Abilities: Animal Ken 2, Athletics 4, Awareness 5, Brawl 2, Craft (Tools) 3, Empathy 2, Fortitude 3, Integrity 3, Investigation 2, Marksmanship 5, Medicine 3, Melee 2, Occult 3, Presence 3, Stealth 5, Survival 5, Thrown 2 Epic Attributes Epic Strength 1 (Crushing Grip), Epic Dexterity 6 (Trick Shooter, Shot to the Heart, Cats Grace, Divine Balance, Roll With It, Omnidexterity), Epic Stamina 3 (Holy Fortitude, Divine Fortitude (Sleep), Damage Conversion), Epic Appearance 5 (Dreadful Mien, Visage Great and Terrible, My Eyes Are Up Here, Detail Variation, Undeniable Resemblance), Epic Perception 6 (Telescopic Senses, Predatory Focus, Supernal Hunter, Perfect Pitch, Subliminal Warning, Real McCoy), Epic Wits 2 (Cobra Reflexes, Opening Gambit) Boons (No Relics required to access) Afraid of the Dark, Animal Communication (All), Antidote, Assess Health, Atiq, Blessing of Health/ Curse of Frailty, Bolster, Ekungassok, Heal/Infect, Nalussaerunek, Night Eyes, Tetkeyun, Urif, Virility/ Muliebrity, Water Breathing Willpower: 8 Legend: 7
OTHER ANTAGONISTS
Kenash Unarabe
Kenash Unarabe is an Ainu kamuy, a blood-drinking monster who preys upon hunters. She is said to have emerged from the decomposing tools that Kutkhu used in his making of the earth, a sister to poisons and diseases. She often takes on the appearance of Hash-Inau-uk Kamuy, a lesser goddess of the hunt, in order to deceive and trap hunters.
Kayarissat
The kayarissat (plural of kajariak) are kayakmen of extraordinary size who dwell in hidden lands across the sea. They were skilled in different arts of sorcery, particularly in the way of raising storms and bringing bad weather. Kayarissat use the traits of
generic giants, but have (Legend -1) ratings in the Angakoonek, Magic, and Sky purviews. If a group of them are working together and the total of their Legend ratings exceeds 50 they can collectively invoke the Weather Husbandry Boon, ignoring the usual Legend requirements.
in clumps, ash-grey skin, tattered, bloody lips, and razor-sharp teeth. Wendigo thralls are created in a similar manner as other giants, by drinking their eitr. When confronted with the chance to consume human flesh, a wendigos thrall must fail a Rapacity roll or succumb to his desire. When he consumes the heart of his victim, he becomes a wendigo himself. Wendigo use the traits for a generic giant (Scion: Hero) with the following exceptions: Rapacity 5, Frost Boons up to (Legend -1), -1 Strength, +3 Dexterity, and (Legend -2) Epic Dexterity. Their claws and teeth allow them to inflict unarmed attacks at +2 Lethal damage. Wendigo do not heal naturally, they may only heal injuries by consuming human flesh (each Health Level of damage inflicted by a wendigos bite restores a damaged Health Level to the wendigo). Wendigo gain a bonus to their Rapacity rating equal to their wound penalties. Like other giants, a wendigos trophy is its heart. The blood provides the same bonus that all giants blood does, but instead of reducing the drinkers Intelligence it replaces his lowest Virtue with Rapacity for the rest of the scene.
Kugdlughiak
The kudlughiak is a worm of enormous size with many feet and extraordinary speed. Use the traits of a lindworm/tatzelworm, but add +3 to its Dexterity.
Amarok
Amarok is the name of a gigantic wolf from Inuit mythology. It is said to hunt down and devour anyone foolish enough to hunt alone at night. Unlike real wolves who hunt in packs, Amarok hunts alone. Amarok uses the traits of a Legend 6 fenrir.
Adlet
Allegedly born from the union of a beautiful Inuit woman and a gigantic red dog with supernatural powers, the Adlet are a wolflike form of undead that plagues the lands of the North. Adlet feed on the blood and flesh of the living, regaining a point of Legend if their first action after slaying a mortal is to drink their victims warm blood. Bearing a resemblance to therianthropes, they can assume the form of a mortal, a large red dog, or a bestial hybrid with the hindquarters of a dog and the upper limbs of a human. Adlet are very fast and adept hunters, gaining +2 Epic Dexterity and +2 Epic Perception above the undead template. They are cunning hunters, but feral and suffer -2 Intelligence. Fire and silver deal Aggravated damage to Adlet. Adlet are capable of reproducing with mortals; their offspring retain all of their traits.
Kushtaka
The kushtaka are a special breed of therianthrope (Scion: Demigod, pg. 288) native to the wilds of Alaska and parts of Canada. The kushtaka are a breed of were-otter that are very similar in function to the Celtic selkie. Like the selkies, the kushtaka are loyal to their titan masters, almost without exception. Some stories depict the kushtaka as helpful and these are attributed to a small band which may have served the Vairgit for a time. Kushtaka roam the waters and shores of Alaskan rivers and oceans, luring their targets to the water and then tearing them apart. Unlike selkies, the were-otters actually do possess claws and teeth powerful enough to tear into flesh. Kushtaka rely on their speed and agility, as well as their ability to work as a unit. Even more disturbing, the kushtaka possess a unique power that allows them to craft illusions. Favorite illusions include the sound of a baby crying to lure in caring individuals, or forcing lonely fishermen to see images of their loved ones in
Wendigo
Wendigo appear as tall, lanky humans with rail-thin limbs and sunken cheeks and eyes. Theres a starved look about them, and many wendigo who can be found among human society pass themselves off as homeless. Other Legendary beings perceive them as skeletal, emaciated corpses standing a head above other men. Their look of starvation is taken to such an extreme that they bear an animalistic countenance desiccated skin pulled so tight as to reveal their bones clearly, matted hair falling out
danger. (Kushtaka gain +1 to Epic Dexterity with the Perfect Partner Knack and can use Illusion Boons up to their Legend rating instead of Legend -1). Though not physically imposing, they are adept manipulators and their pack mentality ensures that they are rarely outnumbered. Kushtaka in the first stage of infection find themselves transforming when in the presence of other kushtaka. It is rare that kushtaka are allowed to escape their new people and this transformative nature of their presence ensures the community mindset which develops within them.