recursal/Fanatic-Fandom huggingface dataset:
Dragonfly

Dragonfly is ever watchful for prey or threats, but her stillness explodes into swift actions as she pounces. Though not a common pack totem, she is respected by many Garou as a fearsome pond predator.

## Pack Traits

Dragonfly’s packs increase their Alertness and and skill in Brawl.

## Ban

Dragonfly asks her children to show patience and deliberation, but to act swiftly and decisively when a decision is reached. She also asks that the pack do whatever it can to protect dragonflies (frequently, this means halting insecticide use in a given locality, whether a farmer’s crop-dusting or a city’s mosquito-spraying regime).
Eagle-of-War

Eagle

Eagle is an awesome sight: powerful yet loyal, regal yet vicious. Eagle has chosen the youngest of the Silver Fang houses, Wyrmfoe, as his own. He and Falcon watch over this dynamic house and its unpredictable king carefully. Eagle was not highly regarded until recently, but the recent successes of his children are rapidly making him amongst the most well known, if not trusted, of Falcon’s Brood.

## Individual Traits

Eagle gives each of his children two extra dice in Brawl and an extra dot of Strength. The children of eagle are fearsome foes in hand-to-claw combat.

## Ban

Eagle asks two things of his children. He asks that fallen foes are decapitated and their heads are displayed in his name, and that his followers stay absolutely faithful to their mates.
Five Dates

**Date One**

> “Sorry, Mr Sten, but she’s far too young,”
>
>
>
> I’m sixteen years old, but tall for my age
>
> Awkward in my skin, fiddling with my hair
>
> As he ushers me in the kitchen door.
>
>
>
> “Eva? Too young?” my father is saying
>
> (because he needs access to this man’s land)
>
> “She’s just shy,” he says, and he isn’t wrong.
>
>
>
>
> I’ve never been out on my own before.
>
>

**Date Two**

> “Sorry, Mr Sten, but she’s far too old,”
>
>
>
> I’m sixteen years old, still, and he’s twenty.
>
> But he’s Texan and they do things different
>
> Amongst the Fenrir there. More traditional.
>
>
>
> “Eva? Too old?” my father is saying
>
> (because he needs this warrior’s war band).
>
> “She’s just tall,” he says and he isn’t wrong.
>
>
>
>
> Five foot ten in my feet. Which makes it worse.
>
>

**Date Three**

> “Sorry, Mr Sten, but she’s far too quiet,”
>
>
>
> I still don’t know what I was meant to say
>
> Except ‘tell me more about your glory?’
>
> Which wasn’t very glorious at all.
>
>
>
> “Eva? Too quiet?” my father is saying
>
> (because he owes this man and can’t repay)
>
> And he glares at me this time, with cold blue eyes.
>
>
>
>
> He is beginning to lose his patience.
>
>

**Date Four**

> “Sorry, Mr Sten, but I don’t like bruises.”
>
>
>
> I’ve got a black eye for my last failure.
>
> My father never wanted a daughter.
>
> And he wants to trade this one away now.
>
>
>
> “We are a traditional family,”
>
> My father is explaining to this man.
>
> “I do not tolerate bad behaviour,”
>
>
>
>
> For the first time, a rogue thought. Fuck you, dad.
>
>

**Date Five**

>
> “Your daughter is a fucking werewolf, Sten,”
>
> The latest macho American barks.
>
> “What bullshit is this?” I squirm, snarl and snap.
>
> No flaxen haired beauty any more, eh?
>
>
>
> Instead I am blood drenched – rain storm fury
>
> And the spirits are all singing for me.
>
> We are a traditional family.
>
>
>
>
> But I’m starting a new tradition.
>
>
Frog-of-Respect

Frog-of-Wisdom

Though small, Frog carries a respect among the Garou that belies her meagre size, especially among the Uktena and Wendigo. Like Gaia’s chosen, Frog is a shapeshifter spirit and a predator. As a spirit of change, bound by the changing water levels brought by tides and temperature, Frog is associated with the seasonal changes, as well as with both Luna and Helios. If asked properly, Frog will guard her children’s lands well and make them prosper, and her many years of guarding caerns have made her a highly honoured totem.

## Individual Traits

Frog is adept at understanding the four forces of the world: the Seasons, the Elements, the Triat and Gaia. As such, she teaches her children the Gift: Elemental Favor, focusing on the classical elements. With this Gift, Frog’s children can summon rain with water elementals, so long as there are already clouds. As the children of a strongly respected totem, those associated with her each receive additional Honour.

## Pack Traits

Frog also keenly maps the land of the heart, and her packs have additional skill with Empathy.

## Ban

Though a ruler of the seasons, Frog is also bound by them. Frog’s children suffer difficulties taking actions during the winter.
Buzzard

Buzzard is the most beloved of Falcon's Brood and has been the Totem of House Crescent Moon for its entire history. Slow moving, yet graceful, Buzzard is a powerful bird that few can stop when he grows angry. He values control and precision in his followers and encourages them to learn skillful combat. The success of House Crescent Moon in bringing down the Shadow Curtain has boosted Buzzard’s reputation and many young packs are seeking his patronage.

## Pack Traits

Buzzard improves the Melee skills and Dexterity in packs he chooses.

## Ban

Buzzard detests the sight of Gaia’s warriors fighting amongst themselves when there are so many other enemies to be fighting. He asks that his children never initiate a fight with another werewolf. This excludes Black Spiral Dancers.
Doctor Fink

He claims he's a dentist. No one quite knows what this means. Fink is pretty strange it seems.

There is a kind of person that you can see should have been a chess master. They have that strange combination of tactical intelligence and obsessive nature that chess masters need. They are also obviously terrible at life, because they only live for one thing. Constantly running scenario after scenario, of move and counter move in the hunt for some kind of perfection, some kind of purity.

That's Fink. And what he wants is the perfect plan. The perfect scheme to bring his next opponent down. Only thing is, he doesn't wait to see an opponent tip their king in defeat. He waits to watch them have their throat torn out at his feet. Then he waits to feel their soul get consumed as he and his pack share out his opponents soul. He only plays for the highest stakes and the biggest goals.

But like chess its the game that's an obsession, not the prize. He doesn't bother with easy targets. He wants the next opponent to be better, because its a better high. He doesn't even mind when he loses, when his friends die. Because that's the game, if there were no great opponents out there. Well, he wouldn't try.
Black Unicorn

Black Unicorn is sometimes called by some “Unicorn’s Shadow”; his coat is as dark as Unicorn’s is white, though his eyes shine with the same reverent love for Gaia. He is a noble spirit of war, created by Unicorn to help defend her children in times of need and to teach the Children how to fight with nobility and chivalry. As Unicorn's war avatar, Black Unicorn can sometimes be elevated to an Incarna.

## Individual Traits

Each member of Black Unicorn’s pack gains skill in Brawl and a little temporary Glory.

## Pack Traits

Any one pack member at a time may grow more hardened against blows; Black Unicorn prefers that these go to the pack member currently defending an innocent, if any. His pack may call upon additional Willpower every so often.

## Ban

Black Unicorn demands that his children defend those who are unable to defend themselves, a duty that is often more demanding than it would seem.
Griffin's Glory

Griffin's Glory is genuinely psychotic. She's tried to purge the Homid out of herself, and has succeeded enough for Griffin to accept her in a pack when part of Griffin's Ban is that he won't accept homids. She is almost always in lupus; and, when she's in a two-legged form, there's a scar on her chest where she cut away her breast in honour of the Amazons.
Harrier

Compared to many of Falcon's Brood, Harrier is small, plain and unremarkable. However, her wisdom is unsurpassed and she always seeks to encourage cooperation in those who follow her. Her chosen house, Unbreakable Hearth, has learnt this lesson well.

## Individual Traits

Harrier gives her children better Empathy and makes negotiation, truces and alliances easier for them to make. She also gives her children speed, to arrive on time where they are needed.

## Ban

Harrier cautions her children to listen before they speak, and insists that they listen to all debates for five minutes before speaking themselves.
Deborah McDonnell

### Humans

Deborah McDonnell is 46, a school administrator, and does not deserve a daughter like Madison. But regardless of how much hassle it's been to raise her, and how much quieter her life has been since Maddie left for uni, she still keeps in touch obsessively and overwhelmingly. She calls every day, and Maddie not getting in touch for 48 hours is cause for her to start calling nearby hospitals.

Deborah and David divorced when Maddie was eleven - partly because of their daughter's behaviour, but more because of their wildly divergent expectations of life as a couple. She's deeply into paganism and hippy culture, and turned a blind eye to a lot of Maddie's youthful rebellion as long as she went to the counselling sessions and kept in touch.
Brigid

Sulis

Brigid is a spirit of inspiration and creativity. The ancient patron of smiths, poets and healers, she stokes the fire in the head and heart like a forge.

## Individual Traits

When attempting to create fetishes, ritemasters find it easier to bind spirits into items crafted by Brigid’s children.

## Pack Traits

Packs of Brigid find Crafts or creative inspiration (e.g., composing a poem or designing an artful device) comes to them more easily.

## Ban

Brigid’s children must never fail to celebrate Imbolc, displaying a new work of art, song or craft.
Fir

Fir has many names, among them Balsam, Fraser and Spruce, but in all her forms, she is a survivor, able to withstand cold climates that are inhospitable to other species of trees. Fir does not lose her leaves each year, and the cones she produces not only give birth to others of her kind but also provide nourishment for many creatures of the forest. Her sap is the blood that warms her body year round.

## Individual Traits

Garou accepted by Fir gain Survival skills in alpine climates and additional Stamina.

## Pack Traits

Fir teaches her Garou children the Gift: Whisper.

## Ban

Fir requires her children to protect her diminishing forests. Children of the Fir must never cut down a fir tree and may only use dead wood for building fires of making items.
Goat

Many of the best defenders of the Cunning Totems follow Goat. Like Bull, Goat is stubborn to the point of obsession, but is versatile and clever. Not averse to lies, politics, or straight violence, Goat is the pragmatist among the totems. He is also, however, their glutton.

## Individual Traits

Each of Goat’s children grows better at Subterfuge and Survival, and finds asserting their Willpower easier.

## Ban

Like Goat, those who follow him must eat any seemingly edible and nontoxic food offered to them.
Anaconda

Anaconda is the lurking hunter of the jungle, slithering from the trees above or through the water below to suddenly leap at her prey. She does not use poison to take down her enemies, but instead relies on her constriction and her terrible bite. She squeezes her enemies near to death and then sinks her fangs in.

Anaconda is not popular with most Garou as they believe her tactics are of the Wyrm. The Uktena native to the Amazon know better, of course.

## Individual Traits

Characters with this totem are better in in Brawl when grappling or performing overbearing manoeuvres. They also bite harder when attacking. She also gives them Stealth for sneaking up on enemies or hiding from them (so that they can set up the kill, of course).

## Ban

Anaconda’s followers may never harm snakes.
Herne

Herne is the relentless master of the hunt, who often appears as a huge man with a headdress of stag antlers, bearing a boar spear and surrounded by fierce hounds. Stalking through field and forest, he quests for minions of the Wyrm, unleashing his packs to bring them down.

## Pack Traits

Herne grants his packs Stealth and Survival and the Gift: Sense Wyrm.

## Ban

Herne’s packs must always pursue and do battle with minions of the Wyrm, regardless of the odds.
Anruth

on the White Wolf Wikia for more information on this topic

Anruth is an old form Garou term meaning a Garou who travels constantly from one caern to another but is bound to none of them. These are the known Anruth packs with at least some presence in the UK.

### The Union

* Skye
* Marcus
* Calum
* Melissa
* Stone

Totem
The Once and Future King

A Ronin pack recently put together with the help of the Sept of Tolerance to investigate some shenanigans.

### The Idiot Moon

* Greyfur Earthborn
* Jude Manyskins

Totem
Sphinx-of-War

The pack made their name killing vampires and corrupted undying. They continue to hunt them across the world and pick up lost cubs where they can.

### The Penalty Box

* Bors
* Bedivere
* Gaheris
* Galahad

Totem
Arthur

A British travelling pack who claim to follow the ideal of Arthur's knights. A lot of Garou think them insane and no external Theurge has ever managed to speak or see their totem.

### The Cost of Doing Business

* Matrix Greenclaws
* Flow
* Das Kapitan
* Essence of Politeness
* Il Pace
* Little Ioannis
* Prima Nocta
* Second Chair
* South Watch
* When Needs Must

Totem
Invisible Hand

A pan-European pack with strong political involvement and a far right agenda. Has ties to some of the leading political far right groups across Europe and into Russia. Incredibly influential but rarely gathered together.

### Lowlanders

* East Side Story
* Auchinlecky
* Sunshine on Leith

Totem
Butterfly

Claiming to be the last remnants of those with kin to the Edinburgh caern, they raid the Lowlands from Heart of Albion, but refuse to take any other caern's name.

### Webbed Feet

* Ganesha Promises Much
* Leaping Spear
* Peter Shaw

Totem
Fox

From the Broads - these guys are happy where they are and occasionally travel across to Brighton to trade and gain gnosis. Unity stops them being assimilated.
Cerryn

Born and raised in a small Welsh town in the middle of nowhere, Cerryn was brought up a Quaker, a strict pacifist and staunchly conservative. All these things combined to cause him severe difficulty when a sexual awakening was closely followed by a first change arriving in a typically bloody fashion.

After some time at Ocean's Lament, Cerryn was still struggling to adjust to both his newfound conditions, so Bryn suggested that Thanwy might be able to help him come to terms with one if not the other. Perhaps inevitably, Thanwy and Cerryn fell in love and Cerryn is now slightly more at ease with both parts of his nature, whilst Thanwy is fiercely protective of his partner.
Cuckoo

The cuckoo is nature’s master infiltrator, laying her eggs in the nests of other birds, then having those birds raise her young. Likewise, Garou who dedicate themselves to Cuckoo are master spies and manipulators, able to bluff their way into any situation without being challenged — from the best quarters in the sept to the centre of a Black Spiral Dancer Hive.

## Individual Traits

Cuckoo’s children gain less temporary Honour Renown.

## Pack Traits

Cuckoo’s packs gain her assistance in Manipulation and Subterfuge. One pack member at a time can use the ability to be overlooked. Guards assume that the werewolf has clearance, and ranking officers don’t think twice about the tech in the corner. If the character does anything to draw attention to themselves, it becomes harder for the Garou to maintain.

## Ban

Cuckoo’s children must never pass up an opportunity to improve their pack’s situation at the expense of others.
Alena Nikita Lyona

Ex-whore, ex-nun, ex-revolutionary, ex-spy, ex-human and current vampire, Alena Nikita Lyona (known as "Niki" to her friends) is a pure blood Oprichnina. Born amidst the death and ash of civil war, raised in hell, she is said to have only seen the sun for the first time in her teens.

Since her appearance in St Petersburg in the 1900s, Nikita has moved through the shadows of Camarilla society, leaving a trail of dirt, blood and unsavoury rumours in her wake. Notables within her own clan have publicly banned neonates from speaking to her, and yet are then rumoured to go to her in private.

She has no reflection (she says she lost it a long time ago, after a bad night in Arkangel) and does not tolerate the sign of the cross.

She has only ever denied one rumour. She says she never walked away from the Via Humanitatis. Whatever others said, she has never done that.
Einherjar

Karl is one of the few Get of Fenris without any ties to the Orkneys. He hails from the black forest and has spent a fair amount of his adult life fighting for Gaia in the Amazon. He returned to Britain looking for a mate but was diverted into London when the call went out for aid in the Caern building where he fought with distinction.

Since then he has remained in London as he feels that the Caern needs a Conservative voice to balance some of the more liberal temperaments he has found there. Surprisingly though, he is a friend and supporter of MSR, even though it is often his voice that stands in opposition on matters of the caerns priorities. He has let it be known that MSR has earned his respect as an alpha, but that he would be failing in his duty to Gaia if he did not challenge the Alpha to maintain his strength.

His pack are built around a similar philosophy and are probably the most most mainstream conservative pack in the Caern and have little time for liberal interpretations of the litany, low Tribes or Metis as a whole. Individuals may impress them by defying expectations, but , as they are quick to point out, those expectations exist for a reason.
Alfred Solomans

An American out of NYC, Left Field has come to Britain at the express invitation of the High King to get the Children of Gaia of the UK in line. He considers himself a Child of Gaia traditionalist and middle of the road Orthodox follower of the Litany. Jewish by birth, Gaian by calling, warrior by default.
The Wolf's Jaw Tavern

A bar located in Arden. Was previously owned by Enga before he met his untimely demise in the attack on the capital. The ownership then passed to his daughter, Jenna, who did not wish to run it but promised her father to keep it in business. Under new management after Brumpo Tungus decided to pay for it's property and upkeep - partly out of self-interest, but also out of guilt for feeling indirectly responsible for her father's death.
Ibis

The ibis has since ancient times been the symbol of Thoth, the healer, scribe and keeper of mystic lore. The ibis is also a moon spirit, one of Luna’s brood – for the Egyptians, Thoth ruled the moon’s path through the night, and even today the curved beak of the ibis is seen as symbolic of the crescent moon. Ibis’s greatest gift to the Garou is memory: The Garou seldom record their thoughts, plans or teachings, but Ibis does, and his writings are incorruptible and enduring. The Ibis guards many secrets that would otherwise be lost to the Silent Striders – and some that have been lost, as the Striders have forgotten even to ask.

## Individual Traits

Packs that follow Ibis may call on their totem to aid their memory, as the spirit records their experiences. Any sight, sound, message or even scent may be recalled. Note that normally, if the pack splits up, only members that remain with the totem will have their experiences recorded. Even more importantly for the Striders, a child of Ibis can ask after any specific memory recorded from any child of Ibis, living or dead. The difficulty of all magic worked against children of Ibis (whether “true magick,” hedge wizardry or vampiric Thaumaturgy, but not including wraith Arcanoi, werewolf Gifts or changeling Glamour) is raised.

## Pack Traits

Packs pledged to Ibis can allocate between their members additional knowledge of Medicine.

## Ban

Followers of Ibis may not harm marsh birds, nor may they use throwing sticks as weapons (like the Wadjet Fang talen). Since Thoth was the advocate for the dead, children of Ibis must also intercede on behalf of ghosts in need of help to continue their journey to the afterlife.
Alexander Corwin

### Ancient

More than anything else Alexander is a scholar. He started life as an Obertus scribe in Constantinople during the city's heyday. Years were spent studying and copying esoteric works of lore that passed through the city that might be of interest to the Library of the Forgotten's patron; the infamous Dracon. With a lively mind and inquisitive nature he eventually developed a measure of learning and knowledge in his own right and was noticed by the archivist vampires who served the library.

They made use of him, sending him far and wide around the region as courier and scribe to gather copies of works of interest to the library; into the mountains of the Clan's heartland to ask the old Kuldun for their learning, among the Bulgars in search of their spirit talkers and throughout the Byzantine Empire chasing rumours of one lost book after another.

Years later, after the fall of the Great Library, having become a worthy authority on many paths of magic and sorcery he finally met with the Dracon. The interview was short but Alexander claims never to have forgotten it or the question that was posed to him, the question that remains the central focus of his existence. 'What if vampirism is a process, not an end state. If it is a metamorphosis, what then can we become?'

Following the interview he was informed that it had been agreed that he would become the student of Triglav, an accomplished Kuldun and would go to serve it in the Carpathians.

Alexander only returned once more and briefly to Constantinople, having become a vampire, though never claiming any particular sire. He left shortly before the city fell as part of a group requested to raise a new keep through the Carpathians. To be their 'local' guide. They say that castle now houses what remains of the Library.

Down through the long years since he has fallen in and out of history, always pursuing the next secret. Never joining the Camarilla, he also avoided the furore of the Anarch revolt and the Sabbat by becoming one of the founder lords of the Oradea League and has maintained his part in that alliance ever since.

In modern nights Alexander splits his time between his home domain and an area of lands he has claimed centring around Durham in Britain, where he comes to debate his Childe Michael on the merits and potentials of unlife. He also stops by to visit his old retainer Charles and keep up to date on any new tomes he might find interesting.

Those that have met him and survive say he is much as one would expect of an old world gentleman; polite, noble and charming to a fault, if somewhat dated. One has to wonder though, what it is those that did not survive would have said.
Bridgend

Bridgend has a number of weird things happening. Like, all of them...

## Bridgend Suicides

> (1996 - 2012 before the media went silent about it)
>
>

The suicides were over 80% by hanging; usually kneeling down and relaxing into it. When Josh liberated one of the ropes, he started getting black depressed - even when he left the corner of the filing area (already pretty depressing) he found himself considering more and more his options... More on this later, no doubt.

## Police Station

   Delwyn arranged for the pack to go to this station and view the body of Rhys Llewellyn. Sergeant Westgate of Bridgend Police showed us the body, while one of the other officers there was paid off by someone (Or possibly blackmailed? He had old needle marks on his arm...) to distract us from details.

### The nooses

As the deceased man's effects had also been passed on to Delwyn (who passed them to the cubs for their Challenge), the Pack was already taking an interest in the Bridgend suicides. As such, Joshua took the opportunity of their visit to sneak down to the evidence room and get a look at the evidence from the different suicides... Only to find the place swimming in Wyrm taint and making anyone near the nooses seriously consider killing themselves. Josh mostly made it through by virtue of calling the pack to take the noose he'd liberated away once he'd made it back to the van.

### The cleansing

Before claiming their Rite of Passage complete, the Pack wanted to resolve the enormous amount of Wyrm taint on the station. Between burning the implements, a Rite of Cleansing, and, oh, did I mention fighting a hard-as-nails Psychomachi? Progress was definitely made.
Butterfly

Butterfly is a strange totem and only those who look past the pretty exterior see the cunning trickster below. When he begins his life, Butterfly is but an easily damaged, harmless caterpillar. To ward off enemies, he releases a sticky, sugary secretion that small predators, such as ants, carry off as food. So that they may protect their food source, these recruited soldiers fight other ants, defending the caterpillar, even after the caterpillar has retreated into its cocoon and no longer provides food. Once he becomes Butterfly, he flees quickly, deserting his willing dupes. Many a Shadow Lord has smiled at Butterfly, seeing much to admire in him. And besides, isn’t a desperate and ugly time followed by great beauty exactly how the Garou hope the tales of the Apocalypse will be told?

## Individual Traits

Butterfly grants his children the Gift: Tagalong, although instead of ingratiating themselves before their target, they must present them with a gift. In addition, he is seen as a pretty, weakling totem, so his children receive less temporary Glory from any Glory awards.

## Pack Traits

Butterfly teaches his packs Subterfuge so that they may hide their deceptions, and Athletics to aid them when such deceptions are uncovered. As a shapeshifter spirit, Butterfly greatly admires those hiding their true identity under another one.

## Ban

Those who follow Butterfly may never aid someone weaker than they are without some sort of quid pro quo; that’s for the ants to do.
Earthquake

As the Messenger of the Wyld's Glory, Earthquake has little of Volcano’s codes and ethics, or Twister’s mysteries. He is bent on one goal only – the destruction of anything and anyone that displeases him. Earthquake has little metaphysical knowledge to offer his children; instead he teaches them exactly how to hit something so that it will hurt as much as possible, and that is all. And in the presence of Earthquake, who would dare argue his decisions?

## Individual Traits

Earthquake teaches each of his children Brawl, so that they may act as his fists. As the chosen of the Wyld's Messenger of Glory, each of his children gains additional temporary Glory Renown.

## Ban

Children of Earthquake may never travel by air. (Whether this applies to Moon Bridges is unknown...)
Elephant

Majestic and powerful, Elephant makes his enemies flee in terror, sometimes without even striking a blow. As one of the sacred animals of Africa and Asia, Elephant’s presence among the Uktena symbolises the tribe’s expanded cultural underpinnings.

## Individual Traits

Elephant gives his children additional Strength and Charisma. Because of his affinity for magic, Elephant’s children find Occult matters easier.

## Pack Traits

Elephant’s packs also gain Leadership and Intimidation.

## Ban

Elephant requires his children to prevent the destruction of his species and to hunt down traffickers in the illegal ivory trade. Elephant forbids his children from wearing or carrying items made from elephants’ tusks.
Hymir Cleftfoot

Leather skinned and windblown, with white hair and ice blue eyes. Persistently calm in the face of any strangeness; looks like the kind of man who could face down Moby Dick without a blink.

## Skadi's Death

Triple K called scandal on Hymir after Skadi Longtooth's death, accusing him of incompetence leading to her death. Notably included the line "*Why she trusted a metis with our lives is unknown...*".

It led to him being stripped of the Caern Warder role and losing a rank (down to Adren).
Dolphin-of-Wisdom

Dolphin

Graceful and playful in the ocean, Dolphin watches the seas and acts as their guardian and watchdog. Marine disasters frighten and sadden her. They include the depletion by fisheries and various oil spills. Most of Dolphin’s children are impressively active in environmentalism, even for Garou. Such werewolves often protest or interfere with whaling and illegal oceanic dumping.

## Pack Traits

Dolphin grants her packs Wisdom, Empathy and Charisma.

## Ban

Dolphin’s children must prevent the hunting of marine mammals and work to stop water pollution.
Firedrake

Firedrake is an aspect of the fiery nature of Dragon; he is a potent, if not over-mighty, spirit of flame and battle. He is largely a European totem, and is allied to Great Fenris thanks to their common zeal for devouring their enemies. He is a guardian of hidden treasures, a manifestation of the fire that destroys and renews, and a patron of destructive battle. He gladly serves as patron to packs who swear to leave their foes’ houses in ruins, and is particularly sought after by Fenrir who make a habit of fighting Leeches.

## Individual Traits

Firedrake teaches each of his children the Gift: Master of Fire, and each pack member gains skill in Crafts that involve shaping metal.

## Pack Traits

Firedrake’s packs can call on additional Rage every so often and better skill in Brawls.

## Ban

Firedrake, like many draconic spirits, is avaricious; his children must sacrifice gold to him each month by hurling it into a potent fire such as a furnace.
Gull

The seagull might not be a particularly attractive or friendly bird, but it is a tough and canny survivor, found the world over. For those willing to look beyond the bird droppings and trash eating, Gull is willing to share what her quick, darting eyes have seen in her travels.

## Individual Traits

Gull’s children all gain Area Knowledge of coastal areas around the world (including large lakes). In addition, Gull’s children float as easily as she does. In the physical world, it's no challenge for them to float on top the water for any length of time, and it's easier to swim back to the surface. In the Umbra, children of Gull can run across the surface of water. Due to the totem’s unsavoury habits, children of Gull lose some temporary Honour Renown upon adopting this totem.

## Ban

Gull cannot bear to spend any long period of time away from open water. The pack’s totem will not insist that they remain near the shore, but if the pack remains inland for too long, she will return to the sea, taking all pack benefits with her. This includes such benefits as crossing the Gauntlet as a pack and any telepathic bonding the totem may provide. Gull happily rejoins the pack as soon as they return to the environs she enjoys.
Danu

Danu (also known as Dana and Eshtarra) was the mother of the Tuatha de Danaan and worshipped by the Fianna as an aspect of Gaia as tribe-mother. For worthy packs, she holds ancient wisdom and the power to use it. Just as true wisdom is never easy to find, Danu must be sought, for she reveals herself rarely.

## Individual Traits

Danu grants her children the power to sense fae or other supernatural shenanigans: each pack member gains the Gift: Sense the Unnatural.

## Pack Traits

Danu’s packs gain the ability to entrance listeners through taletelling, singing or howling. In addition, the pack gains the ability to learn ancient knowledge and lore by accessing primal memories. All Fianna and most faeries (including many changelings) will recognise and honour children of Danu.

## Ban

Danu asks that her children hold a moot in her honour during each of the four seasons, telling tales, old and new.
Box Cutter

A local boy, born in a squat in Brighton and brought up in the traveller community.

For the last couple of years, Chris was the caern warder. He's always had really strong ties to Rat and a huge extended family scattered amongst the travellers in the UK. He's blood brother to Frankie Day and, through him is connected to the extended Day clan, seemingly ubiquitous in all major UK cities. For the last few years Chis had acted as mentor and friend to Frankie's young cousin; he's now amused and very proud that she outranks him. Ever since Sarah had the kid, it's been obvious that both extended families would do anything to protect their newest member. The christening was terrifying and the police were called three times. Eventually they stayed drinking.

Unfortunately, Chris feels like he's to blame for a lot of the recent problems with Witch Road as it was him and Frankie that agreed to help Colours in Steel break the High King's law and, incidentally blow up a significant number of gas mains an road junctions between Birmingham and Scotland. Privately, Unity has explained her displeasure at the violence involved, but, as ever, publicly took responsibility for the decision.
Epona

The White Horse Goddess is a master of all equines. None can match her for speed or distance. She even crosses into the Otherworld as easily as one fords a shallow stream. Those who wish to follow her must often endure a hard pursuit to win her favor.

## Individual Traits

Horses are at ease around followers of Epona; each of her children may also cross the Gauntlet more easily.

## Pack Traits

Epona’s packs excel at long distance running.

## Ban

The children of Epona must not eat horseflesh, nor allow cruelty to any equine.
Cockroach

Cockroach is quick, hardy, and persistent. He’s also everywhere in the modern world, watching and waiting. If one listens to his chosen tribe, he’s one of the totem spirits of the modern age.

## Individual Traits

Chosen of Cockroach find anything to do with computers, electricity, and applied science easier than before. They can also perceive the contents of data streams in the Umbra, watching along with a YouTube video or listening in on a cellphone call.

## Pack Traits

Cockroach’s packs find it easier to activate a Gift that affects technology.

## Ban

The pack members must never kill a cockroach.
Badger

A strong hunter and powerful digger, Badger isn’t a common totem, but is very pleased when a pack chooses him. His sharp teeth and strong jaws can shear bone, and he revels in being underestimated. He prefers packs that don’t charge directly into the fray but search for their opponents’ weaknesses and exploit them. If cornered, Badger is capable of terrifying rage – to his mind, it is better to be injured in battle than killed in captivity.

## Pack Traits

Packs that follow Badger may call upon additional Stealth and the Metis Gift: Burrow. The pack may draw upon additional Rage every so often.

## Ban

Followers of Badger may not make their homes in pre-constructed dwellings, but must either sleep in the wild or build their own homes.
Cold Truths

Sonny wishes the world were a simpler place. That people could get along. That people could just do the right thing without the politics. That's why he likes Morty. With Morty, what you see is what you get and he treats people the same if they're Lord Muckety Muck or some guy at the end of the bar.

Sonny grew up in backwoods County Wicklow and spent pretty much his first 15 years on a farm. He grew up with 4 brothers and 3 sisters and about 300 acres. Don't get the wrong idea though, most times he wears a suit 'cause that's proper. He's not dumb, just direct. If he has a problem with something he'll walk up and tell you, all reasonable like. And if you give him a decent answer, even if he doesn't agree, he'll politely disagree and move on. Most of the time.

Every now and again his rage gets the better of him and the endless frustrations of the modern world drive him to explode. You ever seen that scene from Falling Down, when the guy tries to order breakfast at a burger place and its a minute too late? Some days that's Sonny.
Anthony Oakenfists

Anthony Oakenfists is fair, trustworthy and reliable; a good man and a good friend.

Unfortunately for him, he is also the obvious successor to the ageing Keston. He is under some pressure from his tribe to make that succession happen rather sooner than Keston might like; particularly from his brother Ollathair.

He was a member of The Substitutes until Keston's death, when the pack dissolved and he joined Trial by Fire.

 **Ollathair**
Georgia

Her deed name comes from an unfortunate tale that required her to seduce a Black Spiral Dancer to set up the ambush to kill their entire pack. She has been known to frenzy when members of her caern start to play the song. She also does *not* play fiddle.
Her position in the pack speaks to the strong alliance between Bone Gnawer and Get of Fenris in the Appalachian mountains.
Hyperion

Just as Luna’s face of Sokhta/Phoebe will sometimes act as a pack totem, so does Helios’ Incarna of Katanka-Sonnak. He does so very rarely, and only when thoroughly impressed with a pack’s mettle and foresight. Mokolé and Corax, the other children of Helios, respect Hyperion’s children and will cooperate with them as necessary.

## Individual Traits

Each one of Hyperion’s children receive the Level Five Gift: Kiss of Helios regardless of rank.

## Pack Traits

The pack may also call on a lot of additional Willpower every so often.

## Ban

Children of Hyperion/Katanka-Sonnak must protect the other shapeshifters left on earth, particularly the Mokolé and Corax.
Diesel

Military bearing and a slight American accent, he's been in the UK since just before Christmas with his pack having settled in Oxford "due to its international ties". They seem to be very interested in the prophecy that Merlin's Song gave recently.

After the incident that's being nicknamed Road Rage, Diesel publicly challenged Merlin's Song for alpha of the caern. He's currently waiting for her to return from the North to answer his challenge.
Big Joe Magarac

‘Big Joe Magarac’ is a figure of Pittsburgh folklore, a literal man of steel born to help the immigrant steelworkers of the city. His only joy was in working as long and hard as he could and helping his ‘brothers’ in the factories. The ‘character’ has popped up in the stories of workers all along the Rust Belt, but the City Father knows his true home is in Pittsburgh. He usually appears as a muscular 9-foot tall man made of living steel with an accent suggestive of non-specific Slavic extraction. He’s good-natured, honest and generous and respects few things more than a hard worker.

## Individual Traits

Big Joe’s ‘co-workers’ can call upon a version of the Homid Gift: Reshape Object, with the limitation that they can only affect steel, iron, or some related alloy and using their Strength instead of Manipulation. Glass Walkers and Bone Gnawers gain a little temporary Wisdom Renown when accepted by Big Joe, but members of other tribes lose a little temporary Honour Renown. Also, he may on occasion offer warnings of impending danger, either directly or through a messenger.

## Pack Traits

Joe’s packs each become more Streetwise about Pittsburgh.

## Ban

Joe Magarac insists that his packs remain busy. Garou following him are expected to volunteer for whatever work needs to be done and cannot take time away from their assigned duties unless ordered by a superior.
Bacchus

Though much older than the Ancient Romans, this ancient Incarna of intoxication, sex and fertility has been dubbed with the name Bacchus ever since, and does not object. Always known as a mad wanderer, he has traded favours with the Black Furies as a fertility god, been pleaded with to bless the brews of the Fianna, and these days seems most at home among the raves and innumerable narcotics of the Glass Walkers. Those who see Bacchus only as a reveller miss the darker mysteries into which he inducts his children and the terrible rage he can bring upon those who would deny him. What’s more, those Silent Striders interested in the Dark Umbra often see the once-dead Bacchus as a guide.

## Individual Traits

The trials Bacchus sends his packs on are far from trivial and he prepares them for the shocks they will face by giving each of his children Stamina (which also enables them to withstand greater intoxication before passing out).

## Pack Traits

Bacchus immerses his children in the mysteries of life and death, giving them knowledge of Occult and Enigmas. Finally, Bacchus is wise but furious in his anger: his packs may draw upon additional Rage every so often.

## Ban

Those who follow Bacchus tend to be strongly connected to their baser natures. If one of them has a chance to indulge a strongly felt desire, it's harder for them not to indulge.
Coatimundi

Coatimundi is the most curious totem in the jungle. Related to Raccoon, he has his nose in everything and is always breaking things. But he knows his way around like few others and gives his lore and secrets to his children.

## Individual Traits

As a Totem of Cunning, Coatimundi is without honour.

## Pack Traits

Children of Coatimundi gain Subterfuge, Stealth and Area Knowledge of the Amazon.

## Ban

Coatimundi’s children must not harm or scold pests, such as coatimundis, mice and curious monkeys. They must also always give a beggar something for his troubles (his children are popular with Bone Gnawers).
Erin Fae-Born

Born to a litter on this caern, Erin has led its warriors for nearly a decade. While the post of Wyrmfoe is traditionally held by an Ahroun Erin has held off repeated 'traditionalist' challengers to keep the position. Combining speed and ferocity with fae illusion and trickery Erin is a literal nightmare to face.

She has close ties to the local Sidhe and along with the ritesmaster is most likely to be called on to resolve issues that affect the fae or the longstanding oaths of alliance that tie the Garou to the Folk of the Twin Mounds, or *Aes Sidhe*. Of all the Garou of the caern, she has probably the most contacts and trust amongst the *Daoine maithe,* the 'Good' or 'Kindly People' amongst the *Aes Sidhe*, in most part the *Slúagh Sídhe,* The 'Fey Host' or 'Wild Hunt' deal more with Cliste.
Ice Queen

Ashley is Rick's daughter from a "youthful indiscretion" with a Silver Fang Kinfolk. These days, she is apprenticed to her aunt, Meisandre. She seems to have a lot of potential, but is barely 17.

(Rick admits it wasn't that *youthful* an indiscretion.)

Six months ago, prior to Rick and his friends' arrival, she was the third member of Speed Trap while the pack was part of the New York caern.
Geir Sten

### Get of Fenris

Geir Stein is the oldest of the Sten boys. He isn't currently living on caern lands, but instead runs a 'challenge retreat' in the Highlands of Scotland. He occasionally bumps into the Red Talons who live in the area, but, as they are lupus, they haven't really registered just how dubious some of his political views are, and at least he is definitely in tune with the Wyld.

His 'challenge retreat' is actually going quite well. He caters mostly to large corporations running team building operations. They send up their people to 'get back to nature' and learn to 'find their inner wolf'. He also runs the occasional quiet rally for the white power survivalist movement in the UK up there, skimming cash off the big companies to pay for it. He can provide shelter for fugitives on the run (on behalf of the Garou Nation and the Get of Fenris mostly and stores assorted illegal weapons. He has high hopes of creating a Scottish survivalist movement in the Highlands, but has made little headway as yet.

Geir is also married to one of his fellow Fenrir kin. She likes to let people assume she was born in the area, maybe even Griffin's Glen, and proudly tells visitors she has never had truck with 'weaver tools' like reading and writing. This isn't true. She's actually from Croydon and was originally called 'Angie' (and has read all of the Sweet Valley High series) but she changed her name to 'Astrid' when she discovered her Fenrir heritage.

A collection of blonde moppet children make up the rest of the family.
Grandfather Thunder

The Grandfather

Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder is patient and subtle, and he seldom sends his own avatars to packs. Instead, he commands one of his Stormcrows to tend them.

## Individual Traits

All pack members can do better at Intimidation when they invoke Thunder’s name. Many Shadow Lords see little difference between respect and fear. Each pack member gains additional Honour Renown.

## Pack Traits

Thunder’s packs can call upon a lot of extra Willpower every so often, and are more skilled at Etiquette. Shadow Lords will follow the pack’s activities with keen interest.

## Ban

Grandfather Thunder commands his children to give their peers and their rivals no more respect than they deserve. Sycophancy goes against Thunder’s nature.
Ahmed ibn Fahdlan

Ahmed has a reputation as a wanderer and only comparatively recently has settled down in the South of England. Prior to that he lived in York for most of the last century after wandering for over a millennium, There he served as close friend and advisor to the Prince where he was often fondly referred to as Torvik from Yorvik, a name coined in passing by Benedict Maroc. Both wildly inappropriate to his ethnicity whilst comedically appropriate to his overwhelmingly Norse lineage and lifestyle.

He does answer to the nickname with good grace most of the time.

Ahmed's history is quite well known as there are still copies of the memoirs, his Risala, that depict his experiences as a diplomat for Abbasid Caliph al-Muqtadir of Baghdad to the King of The Volga from 921. Within these Ahmed speaks eloquently about his mortal time with the "Rus", Viking tribesmen, and the battles he fought at their side. The modern tellings of some of these tales; fictional accounts such as Michael Chrichton's 'Eaters of the Dead' and the movie based on it 'the 13th Warrior' are still quite available. Even if, as Ahmed is quick to remind people, these versions are only based very loosely on truth, he does allow that Buliwyf would have thoroughly enjoyed how his band was depicted.

Around the campfire in York he once spoke of why he did not survive to return to his homeland. That when he and his caravan were attacked in the night by raiders and captured, he challenged their leader for their freedom. Their leader initially refused but was interested by Ahmed's knowledge of Norse and asked to hear the tale of how he learned it.

Upon hearing the tale of Buliwyf's band and his travels fighting with the Rus he changed his mind and accepted Ahmed's challenge.

It was not a long fight as Ahmed, who tells us he was a fair warrior by this time with many kills to his credit, admits he was outclassed in every way. He told us that as the light was fading from his eyes he beheld a wondrous thing, his dead friend Buliwyf walking toward him out of the mist. He said that he he must have said this aloud to the warrior, who was placing his blade back in his hand after killing him, and asked if our dead do truly wait for us in Valhalla.

The Warrior laughed, Ahmed said, and told him that he was both wrong and right. That the prayer for the dead was indeed true, but that Buliwyf was also indeed there. The warrior asked Buliwyf something and considered his answer, before asking the fading Ahmed a final question. Following the response the warrior slaughtered all that remained of Ahmed's caravan but came back to him and allowed Buliwyf to share his blood with him.

After all, as Ahmed stated, it was only fair. He had lost the challenge and his freedom.
Ezekiel Grist

Mr Ezekiel Grist has been in London since at least the Victorian era and is a figure of some respect amongst the supernatural demi monde,

A trader in magical artefacts by preference he owns a small touristy shop in Camden high street and is part owner of the Rising Sun on Fleet street looking up at St Pauls Cathedral.

If you need something odd or perhaps, are just seeking advice, Zeke is one of the safest choices in London. Scrupulously fair to the terms of a deal and with a renowned soft spot for hard luck cases he has worked with generations of Londons weirdest and has the contacts and favours to match.