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The Vairgit Kevin released the breath that hed been holding

moments later when Ms. Jacksons eyes fluttered open


Gods of the Arctic 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
by TerriblyUncreative he leaned down to untie the ropes that bound her, but
before he had a chance to explain the police kicked in
PDF by Telgar 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?
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 HISTORY
her by surprise as hed intended. He sighed and winced
at the shooting pain coming from his bruised ribs, Among the tribes of the Arctic regions,
evoking a chuckle from Tulu, the ghostly raven perched supernatural beings are known by various names.
on the mantel. Glaring at his spirit guide, Kevin asked, They are called Vairgit among the Chukchee,
Is everything ready? We should get this done in case Kamuy among the Ainu, Inue and Unipkaaqs
the neighbors heard and called the cops Inspecting among the Inuit, and Ichchi among the Yakut.
the ritual items placed carefully around the room, Tulu Regardless of what they were called, the Arctic
nodded. Dont be afraid to use the knife. I dont think Gods traveled from tribe to tribe, some remaining
this one will go quietly. local to a single group, others going by many
names and wearing many faces. Though their
Kevin turned to the unconscious woman that he had legends and traditions bear countless variations,
trussed to her own couch and waved some smelling the core of their beliefs shares a similar essence.
salts under her nose. Ms. Jackson? Are you there?
Her eyes fluttered, then snapped open, coming into Historically distrustful of outsiders, the various
wrathfully sharp focus on Kevin. Growling in a distinctly bands of Gods that now compose the Vairgit only
unwomanly voice, she said, You know perfectly well that formed a loose association in order to imprison
shes not, Godling. Release me! She began struggling, the Titans during the first War, then went their
but the nylon cords that Kevin had bound her body separate ways and minded their own business.
with were quite tight. Kevin sat down next to the couch. The Kamuy of the Ainu were the first to begin the
Please, depart from this place. You are far from home, unification of the pantheon. When the Japanese
and these people have done nothing to offend you. We settled Hokkaido and drove the Ainu northward,
can do this the easy way or the hard way. Why are you the Amatsukami perpetuated a similar invasion
doing this? of the Kamuy Overworld. Those who escaped
turned to their neighbors to the North, the
She laughed, a slow, drawn-out cackle, We have been Chukchee Vairgit of the Kamchatkan peninsula,
liberated. The rules of your people no longer apply to for sanctuary. Later, as Europeans pressed
us, and we have been given dominion of the Earth by North and West from the Americas and Canada,
the Devourer! This is our home to do with as we please! Russians similarly pressed North and East. The
Now release this body so Ill have the pleasure of eating Arctic people found themselves either conquered
your heart! Kevin drew a bladeless ivory knife handle or pushed towards the Pacific from both sides.
from his coat pocket. Right then. The hard way it is. Experiencing conflicts with strange foreign
He pressed its tip against the womans chest and she Gods, the Vairgit bound themselves together in
writhed and screamed as though an actual knife had the Inuit Overworld of Quidlivun and cemented
been plunged into her. Kevin withdrew the ivory, and she their loose confederacy into something more
coughed twice and fell still. permanent.
tribes, the Expression Virtue does not hold the same
importance as in many other cultures.
RELATIONSHIPS WITH OTHERS INTELLECT the people of the Arctic accepted their
environment and role in life; philosophical and
In spite of their proud, somewhat isolationist nature,
analytical introspection does not play a large part in
the Vairgit have come into conflict with many
their mythologies.
other Pantheons over the course of their history.
LOYALTY while the Arctic people were not
Their people have been hunted and persecuted
treacherous or disloyal, bonds of loyalty between
by followers of the Amatsukami, Rodovica, and
individuals did not hold the same high place as
Celestial Bureaucracy for ages on their Asian lands;
bonds among the community as a whole.
they came into similar contact with descendants
ORDER In addition to the tight-knit sense of
of the Aesir, Dodekatheon, Tuatha de Danaan,
community common among Arctic tribes, they
and Nemetondevos more recently on their North
also follow strict sets of laws and taboos governing
American shores. The Vairgit maintain de facto
hunting and day-to-day behavior.
alliance with the North American Manitou as their
PIETY many tribes believed in soul reincarnation;
various peoples share similar histories in recent
the idea that the ancestors would return to live
times.
among them was a very important idea. Arctic tribes
were almost as intensely concerned with family and
PANTHEON VIRTUES tradition as they were with community and order.
VALOR hunters had strict rules governing
DUTY The communities of the Arctic are close-knit their hunting practices and rituals. The values
and survive only through intense cooperation. The of protecting the innocent and fighting nobly
Virtue of Duty reflects these values. espoused by the Valor Virtue are not much of a
ENDURANCE Life at the Arctic Circle is rough stretch for the Arctic tribes.
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.

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 Associated Powers: Epic Stamina, Epic Charisma, Fire,
Guardian
Anapel Associated Abilities: Art, Craft, Empathy, Integrity,
Anapel is known by many names among the Arctic Medicine, Survival
tribes. She is a goddess of birth and reincarnation, Rivals: Hestia, Frigg
bringing a childs soul from the heavens and helping
to write his fate. She is responsible for naming Kutkhu
things. In the Overworld her home is in the center Similar in many ways to Raven of the North
of a lake of milk, representative of her role as a American tales, Kutkhu occupies a very different
nourisher of people. The spirits of trees, grass, and role in his pantheon. While he is credited with being
plants are her servants in the World. the creator (or at least, reorganizer) of the lands
known to the Siberians, he is featured in stories as a
When Anapel appears in the World, she takes on foolish character of low intelligence, outmatched in
motherly, nurturing roles, almost always dealing cunning by nearly everyone who crosses his path;
with children in some way. She has been a maternity more akin to Coyote than the master manipulator
ward nurse, an orphanage nanny, and a tree nursery Raven. Due to the harsh nature of the Siberian and
owner. While she happily raises Scions of her own Canadian environments, his role in the creation story
she almost prefers to adopt and sponsor others, is not an exalted one; observers would credit him
befitting her role as a shepherd of the unborn. with making mountains and chide him for making
Anapel is a dedicated and attentive mother, though too many, credit him with making snow and blame
she frequently adopts more children for herself than him for making it too cold, and so on. Many of his
she has the resources to properly manage. Anapels indecent tales (most of which have embarrassing
children typically retain her protective and nurturing and/or fatal endings for him) seem to serve no other
aspects, and are often already mothers when Visited. purpose than the amusement of the people. In spite
of the frivolity assigned to his character, Kutkhu is
Aka: Akna, Nalygyr-Aissyt-Khotun, Ajysyt, Khotun, said to have been the first to teach people how to
Ichita catch land and sea animals, use the fire-drill, and
Associated Powers: Epic Stamina, Animal (Cattle), protect themselves against evil spirits.
Death, Fertility, Health
Associated Abilities: Animal Ken, Empathy, Integrity, When he appears in the World, Kutkhus guises
Medicine, Presence, Survival tend to continue his tendency to find misfortune.
Rivals: Isis, Demeter, Frigg, Danu, Sarasvati He appears as an unfaithful husband who loses
everything in the divorce, the gambler on a losing
Fuchi Kamuy streak, and the victim of medical malpractice. He is
Fuchi Kamuy is the Ainu goddess of the hearth, equally comfortable in his raven and human skins,
and one of the most important deities among their and frequently blows his cover by forgetting which
people. She serves as a gateway between Gods and one he was supposed to be wearing. Kutkhus ill
mortals, dwelling in the hearth of each home as its fate is almost always passed on to his progeny. His
guardian and the judge of domestic affairs. Some Scions come from all walks of life, but eventually
tales ascribe her position as being so important that make their way to the gutter (where Kutkhu
she never leaves her home. frequently finds them).

Fuchi Kamuy rarely leaves her assigned duties long Aka: Tenan-Tomgin, Tulugaak, Big-Raven, Moshirikara
enough to sire a Scion of her own, she tends to Kamuy
prefer the adoptive route. When she does appear in Associated Powers: Epic Stamina, Animal (Raven),
the World, she manifests in the role of an entrenched Forge, Guardian, Illusion, Magic
household servant. Fuchi Kamuys Scions are Associated Abilities: Craft, Larceny, Occult, Science,
diplomats, negotiators, and mediators as often as Stealth, Survival
they are domestic servants and guardians. Rivals: Odin, Apollo, The Morrigan, Raven
directly involved with the affairs of mortals and other
Nanook Gods alike. He once played a more active role in
Lord of the hunt across the icy plains of the frozen managing his pantheon, but he has withdrawn since
tundra, Nanook takes the form most often of a giant his falling-out with his daughter, Sedna.
polar bear which is his namesake. The bear was a
sacred animal to the Inuit people, both as a powerful Introspective and aloof, NuTenut rarely leaves his
hunter itself and suitable prey to those who were celestial house of iron. When he does, he appears
worthy. It was Nanook who decided if the people as an authority figure a quiet but efficient CEO,
had properly followed the taboos associated with a judge, or a nobleman. NuTenuts Scions often
hunting the noble beast. Those who did not faced hold similar positions of judicial or executive
the wrath of the great bear himself. power over others, and tend to be quiet, behind-
the-scenes leaders and manipulators. Converse
Often when he manifests in the World, he still retains to his interactions with the World and the rest of
the appearance of a great bear. Though capable of his pantheon NuTenut often micro-manages his
appearing in the form of a man, his preferred form Scions, showing them attention to a degree that
is still his natural one, even among humans. When is overwhelming and somewhat uncomfortable.
he does choose to show a human face, however Some of his fellow Gods have speculated that he is
(such as when wooing a female to sire his young) overcompensating for his estrangement from Sedna,
he typically appears in the guise of a great hunter, but none have been able to get the two to reconcile.
wearing the skins of slain polar bears and carrying a
spear even today. Most might pass this off as simply Aka: Anguta, Ginon-Kanon, Numi-Toruni, Kandakoro
being a man of the wilderness. Nanook does it Kamuy
because he sees no reason to adapt to the times. Associated Powers: Epic Charisma, Epic
Manipulation, Epic Intelligence, Earth, Moon, Sky,
His Scions are similarly stuck in the past and Star, Sun
traditional ways. Many of them are born of Associated Abilities: Command, Empathy, Fortitude,
traditional Inuit villages, though such locations are Integrity, Politics, Presence
rapidly growing less and less numerous. When he Rivals: Zeus, Horus, Izanagi, Huitzilopochtli, Huang
does go outside his traditional people, its usually to Di, Perun, Mithra, Glooscap
find women who will give him sons that are soldiers
and warriors. His children often fight for their cause Pugu
with an almost fanatical loyalty. But they always Most prominently worshipped among the Yukaghir,
remember to follow the rules, rarely breaking the Pugu is a God of justice and the sun. He is well-
taboos associated with their field of conflict. known to be a defender of the oppressed and a
patron of law and good manners. He slays demons
Aka: Nanuq, Kim-un Kamuy and kelet with his sun-flail.
Associated Powers: Epic Strength, Epic Stamina, Epic
Perception, Animal (Bear), Justice Pugu is very active in the World, risking Fatebonding
Associated Abilities: Animal Ken, Brawl, Fortitude, whenever possible in order to answer the call of the
Integrity, Survival, Thrown oppressed in need of a rescuer or a titanspawn in
Rivals: Haokah, TsulKalu, Artemis, Freyr need of killing. His Scions inherit a similar crusader-
style mentality, and continue their divine fathers
NuTenut work in the World as beat cops, pro-bono defense
NuTenut is the chief God of the Arctic. Most attorneys, and even exorcists.
creation myths credit Kutkhu with the creation of
the world, but note that his work was done only by Aka: Ignirtoq, Issitoq, Kun, Kun-Toyon, Akycha
NuTenuts authority and command. NuTenut dwells Associated Powers: Epic Strength, Epic Charisma,
in a house of iron in the heavens, attended by both Guardian, Justice, Sun
celestial and terrestrial spirits. NuTenut is the most Associated Abilities: Command, Integrity,
distant of the Vairgit deities, becoming the least Investigation, Melee, Politics, Presence
Rivals: Horus, Apollo, Tyr, Shango, Nuada, Guan Yu food, and often with the sea. They are whalers or
environmental activists opposed to their hunting;
Sedna fishers and farmers or warlords who steal resources
Sedna is unattainably beautiful, the true ice queen of for themselves.
the Northern waters. She is haughty and arrogant,
desired by many but had by no one. She holds Aka: Anky-Kele, Keretkun, Repun Kamuy
others to impossibly high standards when her Associated Powers: Epic Perception, Animal (Crab,
father NuTenut tried to marry her off to the men of Orca), Fertility, Water
her village, none were good enough for her so she Associated Abilities: Animal Ken, Athletics,
married a dog to spite them all. When her father Awareness, Brawl, Control, Survival
found out, he threw her over the edge of his kayak Rivals: Susano-o, Poseidon, Mananaan Mac Lir, Njord
and into the freezing waters. When she tried to cling
to the side of the boat, NuTenut cut off the fingers Xargi
of her hand one by one until she let go. With that, Xargi is a guardian of the dead and the bear-brother
she sank to the bottom of the sea and her fingers of NuTenut some say that he is the chief Gods
became the first seals, walruses, and whales. Tornak ascended to the status of a God himself.
Shamans hold him as a common ancestor. In
While not a god associated with Death, Sedna dwells addition to carrying prayers of remembrance from
in the Underworld as its guardian. Already cast out the living to the dead, he searches the Underworld
of the world of the living she rarely leaves to walk for the shadow-soul of the dead in order to deliver
among them, preferring the company of the dead. them to Anapel for reincarnation. Xargi has many
She has about as much use for the other gods who animal associations, notably bears, seals, snakes, and
may be found there. spiders. He manifests either as a bear or a tall, one-
armed man.
Sedna never dallies with mortal lovers, what few
Scions she does take are adopted from other gods. Xargi is an Underworld deity who is perfectly
While she most often accepts Scions from other content to move among the living. As a seeker
Vairgit when they arent wanted, she also has a great of souls, he travels freely where he chooses. As a
interest in taking the Scions of the gods of death or bearer of prayers and memories, he takes his duties
water from other pantheons as well. seriously, but with good spirits and good humor.
Xargi appears in the World as an estate lawyer,
Aka: Arnarkuagsak, Sanna, Arnarquagssaq, Nerrivik, a missing person or homicide detective, and a
Nuliajuk medium.
Associated Powers: Epic Appearance, Epic Stamina,
Animal (Dog, Seal), Frost, Water Aka: Mangi, Tornarsuk, Torngarsuk, Ulu-Toyon,
Associated Abilities: Awareness, Command, Integrity, Nusakoro Kamuy
Melee, Occult, Presence Associated Powers: Epic Perception, Animal (Bear),
Rivals: Masauwu, Raven, Hel, Hades, Mictlantecuhtli, Death, Guardian, Health, Psychopomp
Izanami, Agwe, Xargi Associated Abilities: Awareness, Fortitude,
Investigation, Medicine, Occult, Survival
TokoYoto Rivals: Yanluo, Izanami, Masauwu, Hades, Sedna
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
PANTHEON blooded murder for the sake of this Boon acting as
a Legend battery is not a suitable justification for its
use.
PURVIEW Ekungassok (Angakoonek 3)
ANGAKOONEK Dice Pool: Charisma + Occult
Cost: 1 Legend + 1 Willpower
Ekungassok are spirits that could be called upon
Angakoonek is the legendary power possessed to be advisors or informers, assist ones in danger,
by the angakok the shamans of the North and or aid in revenge. Every two successes on the
passed on to the Scions of the Vairgit. Angakoonek activation roll summons a local spirit that is the
is a state of higher being and awareness that allows equivalent of one ghost (based on a generic mortal)
influence over the souls of other beings, things, and that will aid you in whatever way it can for the rest
concepts. of the scene. By spending five successes, you can
increase the value of the base template (for five extra
Nalussaerunek (Angakoonek 1) successes, you can get spirits with equivalent traits
Cost: (1/2 Angakoonek rating) Legend per scene to a thug instead of a generic mortal, for another
Nalussaerunek is a state of not being unconscious five successes they would have equivalent traits to a
of anything, a state that must be achieved before grunt soldier, and so on). While standard ghosts may
you can affect and interact with the spirit world. not be of much help in directly affecting the physical
Starting with this Boon and for each subsequent dot world, they are very useful spies and scouts, and can
of Angakoonek, you may add one of the following help to directly combat hostile spirits.
effects to your perceptions while this power is active:
Death Senses, Weather Witch, Assess Health, The Tetkeyun (Angakoonek 4)
Unlidded Eye, Measured Foe, Fool Me Once, Real Dice Pool: Charisma + Occult vs. Stamina + Fortitude
McCoy, Scent the Divine, Unfailing Recognition, and Cost: 1 Willpower
Telescopic Senses (you do not actually learn the Tetkeyun is the vital force of a living being. In
Boons and Knacks represented here, Nalussaerunek addition to a living thing having its own soul, parts
only duplicates their effects for the scene). An action of a living thing have little souls of their own
of concentration is required for you to focus your damage to these souls can inhibit functions to those
perception for the scene. 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-
coincided with souls given their meat-heavy diet.
Tarnerutok (Angakoonek 6) Any time you kill a living thing, you may perform
Dice Pool: Stamina + Occult a brief ritual on the following action to swallow its
Cost: 2 Legend + 1 Willpower spirit and use its power before sending it on its way.
Tarnerutok is the act of severing the soul from the Your Legend Pool is increased by the swallowed
body. Normally, this is only done when the living spirits Legend until the new points have been used
are ill or dead, but angakok and Scions can do it up and whatever is left of that soul may continue on
on purpose. Your spirit is invisible and intangible its way.
to those without the appropriate Death Boons
or Birthrights and can fly at (normal movement x Etinvit (Angakoonek 10)
Endurance Virtue) speeds. The spirit can remain Dice Pool: Charisma + Occult
separate from the body for hours equal to your Cost: 20 Legend + 1 Willpower
activation successes before it must return (suffering The soul of a thing be it a person, animal, natural
a level of Aggravated damage each minute that it feature, or concept is said to be its owner or master.
does not, dying if it does not return to the body in You can impose you mastery of a concept on those
time). While performing a spirit flight you cannot around you, aiding your allies and hindering your
access any supernatural abilities that interact with enemies that make use of your power. Etinvit can be
the physical world, however you may bring your invoked for any Purview in which you have 8th-level
full capabilities to bear against spiritually-formed or higher Boons. For the rest of the scene, you can
opponents, ghosts, and specters, as well as any affect up to one target other than yourself for each
mortals to whom you are Fatebound. dot of your Legend. Your successes become bonus
dice for your allies to use Boons or supernatural
Anirniq (Angakoonek 7) effects related to the Purview that you are imposing
Dice Pool: Charisma + Occult mastery over; half your successes become a difficulty
Cost: 10 Legend + 1 Willpower penalty for your enemies to use those same Boons.
Even though each individual soul is unique, Titans and Titan Avatars, already being the ultimate
souls belonging to the same kind of thing have expressions of a Purview, are immune to this effect.
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.

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 Siberian concept of witchcraft providing a difficulty
penalty equal to the bearers Legend to any harmful
Magic spells used on him.

RELICS Nusa
(Relic 1 Birthright Link)
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 channel Purviews, but are most typically used as a
prefers to fight with his bare hands rather than any link to Guides, Creatures, or Followers.
weapon. However, he does still possess a mighty
spear which he is known to use on more than one Pok
occasion. Its still not his preferred weapon though, (Relic 3 1 Unique Power)
and its not unheard of for a Scion of Nanook to be A pok is a bag made of the skin of a particular kind of
leant the use of the spear for a time. The spear takes animal. A Scion that bears one of these can acquire
the shape of a long haft, at least six feet in length, the shape of that animal for the rest of the scene by
with a the spearhead formed form the mandible of spending a point of Legend.
a great beast. The sharp and jagged teeth still line
one edge of the jawbone which is sharpened at the Mammoth Ivory
end, allowing for both slashing and stabbing. The
weapon uses the stats for a tepoztopilli with an
(Relic 3-5 1-3 Purviews, 1 Birthright Con-
additional +4 to Damage. It also allows access to the nection (Creature), 1 Unique Power)
War Purview. Siberian oral tradition remembers the wooly
mammoth. Preserved remains of the great beast
are sometimes still found frozen in glacial ice. In
Pugus Sun-Flail
some stories, sighting a mammoth is an ill omen,
(Relic 5 2 Purviews, 1 Unique Power, 2 in others it can be of great benefit. In one tale,
Item Enhancements) some hunters found across a frozen mammoth,
Pugus favorite weapon rarely leaves his side, but performed the proper rituals of respect, and brought
he has been known to lend its use to particularly its meat back to the village. When they returned to
valorous Scions. Pugus flail appears as a simple the site the next morning, they found the carcass
farming tool composed of two sticks joined with bones mended and meat renewed. Powerful
hemp, bearing a bronze weight on one end. When taboos surround carving mammoth ivory, so a
wielded in battle, the bronze striking weight burns Relic made from it is valuable in more ways than
with the light of the sun and its bearers Legend. one. A mammoth ivory carving can be made into
Pugus Flail channels the Sun and Justice Purviews, a suitable Birthright to channel the Magic, Frost, or
deals +2 damage over the nunchaku template, and is Animal (Mammoth) Purviews. If a Scion is gifted
capable of striking intangible ghosts and spirits like with a Nemean Mammoth as a Creature Birthright,
the Celestial Bureaucracys exorcists sword. the ivory can serve as a Birthright Link. Lastly, the
ivory may have a power like the one in the story; by
Arnuat spending a point of Legend, you can renew the meat
(Relic 2-5 1-4 Purviews, 1 Unique Power) from the bones of a consumed meal as long as it is
Arnuat are amulets, small articles carried on a left alone overnight.
person or inserted into his weapons. Any item that
was believed to be once held by one of the Gods Soul Cutter
retained the touch of their power. Arnuat were (Relic 4 2 Unique Powers, 1 Item En-
typically crafted from animal materials; the spirit hancement)
of the animal would have an effect on the type of Soul Cutter appears to be an amulet or charm
powers that it would supply to its bearer. Arnuat about five inches long carved from walrus ivory in
would also protect their bearers from kusuinek the
the shape of a bladeless knife handle. Only those as any kind of appropriate mortal template with the
who observe the knife with Death Senses or similar following additions: Legend 2, Occult 3, Medicine
powers can see the ghostly, insubstantial blade. 3, Epic Perception at (Legend -1), The Unlidded
While a bladeless knife is not a useful weapon Eye, Death Senses, and Assess Health (the effects
against most corporeal opponents, Soul Cutter is of these Boons are innate powers and do not
able to directly harm insubstantial spirits even if require Birthrights to channel). Imainak ingitsut are
they possess a physical being and without harming inherently resistant to the machinations of what the
the possessed body. Soul Cutter is also effective Siberian and Inuit people perceived as witchcraft;
against those who practice kusuinek, or magic for all uses of Magic, Mystery, and Prophecy against
selfish ends the weapons intangible blade cuts them gain a difficulty equal to their Legend. Imainak
beings that can use the Magic Purview and adds +1 ingitsut have a Follower rating two dots higher than
bonus dice to its damage for every level of Magic the the mortal template (anywhere from generic mortals
target has. Because its blade is invisible as well as to experienced soldiers) that they are based on.
insubstantial it is more difficult to avoid, granting it a Their base Legend can be increased by 1 for each
+1 Accuracy bonus. extra dot added to their Birthright cost.

GUIDES Yara
(Followers 3)
Tunek Yara are spirits of tents and houses (much like
Hidden Folk see Scion: Ragnarok) that will
(Guide 3-5)
maintain and protect their dwelling. If their house is
A tunek (plural: tornit) is an eminent inue of the
abandoned, they turn into kelet (see below).
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 CREATURES
the size of men, but lead the same lifestyle. They
travel to the sea to hunt in foggy weather, but do so Tornak
without kayaks, sitting on the waters surface. They (Creature 4)
are wise men, and know the thoughts of men before A tornak is a spirit assistant. Since Kutkhu was the
they are spoken. Tornit use the traits of a Legend first to teach the Northern people shamanism,
6 Elder Giant with (Legend -2) Epic Manipulation, a tornak is most often represented as a raven
Epic Intelligence, and Epic Wits. They typically have (however, if you identify strongly with another type
(Legend -1) Magic and Mystery as well. of animal spirit, the tornak will take that form). In its
role as an assistant and familiar, a tornak can assist
Aunralit with rituals and Occult rolls (offering a bonus die to
(Guide 1-4) teamwork rolls).
Forests, lakes, rivers, and types of animals are
animated by spirit masters, called aunralit. Aunralit A tornak takes the form of an animal with both
function much like Nymphs or Kunitsukami (see the Nemean and ghost templates with a Legend
Scion: Hero). 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
FOLLOWERS Attributes do not have to be Physical in nature,
they can be divided however you choose. Due to
Imainak Ingitsut its insubstantial and invisible (without the proper
(Followers 3-5) Knacks or Boons to perceive spirits) nature, a tornak
Imainak ingitsut are not of common kind, not like may be of little direct aid in combat unless one is
other people. They are otherwise normal humans battling evil spirits. In its role as a guardian spirit, a
gifted with special endowments in the service of the tornak can use any and all Guardian Boons that you
people and the Gods. Imainak ingitsut are otherwise know without needing a Birthright to channel them,
but it can only use them on you. creatures Duty in its Virtue rating. The tupilaq hunts
for the sake of indulging in its twisted pleasures, not
Nemean Mammoth out of any real loyalty for its master.
(Creature 5)
Apply the Nemean template to an elephant (see While these creatures originate among the
Scion: Hero), then add +2 to Strength and Stamina Inuit people, the Gods of the Inuit people
and the Frost Immunity Boon. Mammoths were look disfavorably upon the creation of these
often a sign of ill fortune due to the powerful monstrosities. They are untrustworthy, unreliable
taboos and rules concerning their remains living and ultimately dangerous. Still, its not unheard of
mammoths are servants of the kelet as often as for a Scion of Sedna to have such a creature in her
they are servants of the Vairgit. Though a Nemean possession, especially in this time of war when no
mammoth is a very powerful ally, its tremendous size advantage can be left unconsidered. They are often
(24 feet at the shoulder!) makes it impractical in any given a small figurine of the tupilaq carved from
situation that requires finesse or subtlety. 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
Tupliaq
the creature claws and scrapes its way from the glass
(Creature 3, Relic 2 1 Purview, 1 Birth- and expands to its full size in a grotesque display of
right Connection) displaced flesh), the figurine also gives access to the
The tupilaq is not a creature that many of the Gods Death Purview.
or Scions are eager to speak about. The creatures
creation is often taboo and the uses for the creature Virtues: Endurance 4, Rapacity 1 (at first), Order 1,
are meant to be kept secret. The tupilaq is an Vengeance 2
avenging creature of Inuit legend that is created Strength 7, Dexterity 4, Stamina 5, Charisma 0,
from using various objects such as body parts (bone, Manipulation 0, Appearance 0, Perception 6,
hair, etc...) and sometimes body parts taken from Intelligence 2, Wits 4
the corpses of children. The resultant creature is an Athletics 3, Awareness 5, Brawl 4, Fortitude 3,
abomination to behold. No two ever look the same, Investigation 4, Presence 4 (Intimidation only),
but all of them are monstrous, with bulging flesh, Stealth 3, Survival 4
emaciated limbs, open, weeping sores and other Supernatural Powers:
disfiguring traits. Epic Attributes - Epic Strength 2 (Crushing Grip, Holy
Rampage), Epic Dexerity 1 (Monkey Climber), Epic
The true horror of the tupilaq however, is that Stamina 2 (Holy Fortitude, Damage Conversion),
despite the fact that it is a skilled hunter and never Epic Perception 2 (Predatory Focus, Supernal Hunter,
gives up its prey once it has it, if it is sent to hunt Telescopic Senses)
down a creature of Legend, the target may redirect
the tupilaq back at its master. This becomes easier Invisibility - The tupilaq must often go places where
as the tupilaq continues to kill unless its owner takes it must go unseen. By spending two Legend, the
steps to ensure that its wickedness does not grow. tupilaq may make itself completely invisible for the
The wickedness of the tupilaq is linked to the actions scene. Beings with supernatural perceptions may
of its summoner. Each time the tupilaq is sent to kill roll Perception + Awareness against the tupilaqs
a target, it gains a Rapacity rating. The higher its Wits + Stealth to notice its arrival.
Rapacity, the more likely it is to turn on its master. Its
Rapacity may be kept in check by having the owner Rapacious Turncoat - If a being of Legend notices the
make public confessions regarding the actions of tupilaq coming for him, he can make a Legend roll
the tupilaq to others. If the act of summoning and (difficulty of the owners Legend minus the tupilaqs
dispatching the tupilaq is made a public spectacle, Rapacity rating, minimum difficulty of 1). If the
the creature does not gain the Rapacity. Regardless, target succeeds, the tupilaq hesitates in its attack
the tupilaq always has at least a Rapacity of 1. It can agains tthe target and then retreats, changings its
never be cleansed fully. This Rapacity replaces the focus to hunting its master instead. If the owner
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 Foe (Magic 1), Vigil Brand (Guardian 1), Animal
Communication Raven (Animal 1), Nalussaerunek
(Angakoonek 1)
Kevin Quinn, Scion of Kutkhu
Birthrights:
Kevin Quinn grew up in the foster home system (4) Relic: Raven-Feather Pok: Channels Animal
in and around Seattle. Every home that he (Raven) Purview, allows shapechanging into raven
stayed in suffered some sort of tragedy during form for 1 Legend
his stay there the dog got hit by a car, the (3) Relic: Arnuat: Channels Magic and Guardian
breadwinner was laid off, the house burned Purviews, adds Legend as difficulty to harmful Magic
down while they were away, and so on. While used on wearer
Kevin was never directly connected or even (4) Relic: Soul Cutter (see above)
suspected of being the source of these troubles, (4) Creature: Tulu (Raven Tornak)
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 Well-


Being), 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
COSMOLOGY 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
UNDERWORLD: ADLIVUN borders of Quidlivun.

The earth and sea rest upon pillars it is between -----------------------------------------------------------------------


those pillars that the dead find Adlivun, the SINCE THE SIEGE: ICE CALVING
Underworld of the Vairgit. Unlike Quidlivun and the
parts of the World with which the Arctic people are Calving is the process by which icebergs break
familiar, Adlivun is warm and abundant in food. It is off of a glacier and drift into the ocean. Since its
the home of the arsissut, the happy dead. Arsissut escape from Tarterus, the Titan Sila has surrounded
are sent here for a year to be purified before either Quidlivun and initiated a similar process there. Parts
being sent to Quidlivun as punishment for their of the Vairgit Overworld will break off and drift
misdeeds in life or sent by Anapel back to the World in the insubstantial sea of souls that surrounds it,
to be reincarnated. eventually consumed by hostile kelet. The edges
of Quidlivun have a broken appearance, like little
Passages islands of reality floating in the void.
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.
SILA
OVERWORLD: QUIDLIVUN TITAN OF SOULS
Among the Arctic tribes, Sila was the name for the
Quidlivun is the Land of the Moon, the Overworld
concept of the soul, the fundamental component
home of the Vairgit tribes. Its terrain is similar to
of all that exists. Sila was ever-present, but rarely
that known by the Arctic tribes, bearing mountains,
personified in their stories and never depicted,
valleys, lakes, and seas, all typically covered in
believed to be formless. Sila is the Titan of Souls,
ice and snow. Quidlivun is set on a transparent
the primordial essence of life and intelligence
firmament, like a clear dome overlooking the World
itself. While the various matronly Avatars of Terra
its waters are perfectly clear, allowing a resident or
produce life and birth it into the physical world, it is
visitor to directly perceive through the foundation
Silas essence that gives life sentience, personality,
and view the World itself. Quidlivun rotates
and individuality. As their originator, Silas power
above a point corresponding with the North Pole,
holds sway over spirits in all forms: the spirits of the
allowing the Vairgit to view much of the Northern
inanimate, the living, the dead, and the yet-to-be-
hemisphere.
born.
The Arctic dead who have not earned themselves
The entire realm of Sila is like the soul completely
the right to reincarnation are collected by Xargi and
insubstantial. It appears as a ghostly grey version
sent to Quidlivun. They become servants in the iron
of whatever realm it was accessed from, with the
house of NuTenut, playing sports with a walrus head
material world visible as if through fog. Sila can be
for the amusement of the Gods.
accessed through any Worldly, Overworld, or Titan
realm (but not the Underworld). Anyone wishing to
Axis Mundi: Worlds End travel to Sila must simply sever their soul from their
It is said that the sky and sea meet one another body (a task more easily undertaken by some than
beyond the reach of human sight. By sailing to the others) and spend a point of Legend to transport
end of the sea, one reaches the beginning of the their soul there. Sila is unique among Titans in that
a God can enter it in an insubstantial form without the side of the other Titans, Arsan Duolai was
being consumed by the Titans energies. Despite naturally imprisoned with them when the Gods
being insubstantial, the God is still vulnerable to the were victorious. Over the intervening centuries,
touch of Aetheric creatures, and the ravenous kelet he wrested control of the once-benevolent kelet
pose a constant danger. from the insubstantial Aether and the indifferent
Paramatman, becoming the dominant Avatar of the
Favored Purviews: Death, Health, Magic, Titan. Since then, he has subverted the Titans forces
Psychopomp, Sky to his desire to consume the spirit of everything that
lives the Soul of the Universe is under his influence,
Banned Purviews: Darkness, Earth
and he sees a grave injustice in the remainder of
creation not following suit.
-----------------------------------------------------------------------
Aetheric Template Arsan Duolai has a dice pool of 22 for all actions and
Any creature can obtain the Aetheric Template, favors Social Attributes.
becoming insubstantial and invisible as though Virtues: Ambition 4, Malice 2, Rapacity 5, Zealotry 3
they were specters. Aetheric creatures may directly Supernatural Powers:
combat other Aetheric creatures, ghosts, specters, Avatars: The Scourge, The Reaper
and other insubstantial spirits even Gods in their Boons: Every one- to eight-dot Boon from every
intangible form as if they were physical beings Purview except Darkness and Earth which are
using their normal traits and attributes. By spending forbidden. He also possesses all Boons from the
a point of Legend, Aetheric creatures may directly Health, Death, and Angakoonek Purviews.
attack the soul of a physical being, even if it is Willpower: 9; Legend: 11, Legend Points: 121
protected by its physical form. When doing so, the
attacking Aetheric creature removes its appropriate Aether (Avatar of Sila)
Epic Attribute from its damage roll, but the defender Aether is the personification of the souls
uses its Aggravated Soak instead of the appropriate insubstantiality, the manifestation each breath taken
Bashing or Lethal Soak. Such attacks ignore all forms by a living thing.
of armor completely.
Aether has a dice pool of 22 for all actions and favors
Aetheric creatures are immune to Boons from Mental Attributes.
the Psychopomp and Health Purviews unless the Virtues: Ambition 4, Malice 2, Rapacity 3, Zealotry 3
user is two Legend higher. Aetheric creatures are Supernatural Powers:
considered two Legend lower against Boons from Avatars: The Way
the Darkness and Earth Purviews. Boons: Every one- to eight-dot Boon from every
----------------------------------------------------------------------- Purview except Darkness and Earth which are
forbidden. He also possesses all Boons from the
AVATARS OF SILA Psychopomp and Arete (Integrity) Purviews.
Willpower: 7; Legend: 11, Legend Points: 121
Arsan Duolai (Dominant Avatar of Sila)
Aka: Allara-Ogonr, Khul, Todote, Nitne, Ulu-Toyon, Pakoro Kamuy Paramatman (Avatar of Sila)
Arsan Duolai was a ruler of the ancient Underworld, Paramatman is the Supreme Self of the Universe,
a despot and a leader among the kelet. He was the collective soul of everything that exists.
known as devourer of souls and bestower of Paramatman exists in a near-constant state of
diseases, one who was assuaged by blood sacrifices disembodied contemplation.
(cattle, horses, and humans being his favorite). A
monstrous figure clothed in blood-matted furs, Paramatman has a dice pool of 24 for all actions and
Arsan Duolais twisted face has a mouth on his favors Mental Attributes.
forehead and his eyes on his temples. Virtues: Ambition 3, Malice 1, Rapacity 1, Zealotry 5
Joining with Sila and influencing its power to Supernatural Powers:
Moksha Paramatman exists in a permanent state of
Moksha, as per the Samsara 10 Boon. source of additional power and has added revenge
Avatars: The Wyrd, The Way to his repertoire of shenanigans.
Boons: Every one- to eight-dot Boon from every
Purview except Darkness and Earth which are Pauchi Kamuy has a dice pool of 20 for all actions
forbidden. He also possesses all Boons from the and favors Social Attributes.
Psychopomp, Magic, and Samsara Purviews. Virtues: Ambition 3, Malice 5, Rapacity 2, Zealotry 1
Willpower: 8; Legend: 12, Legend Points: 144 Supernatural Powers:
Avatars: The Void
Boons: Every one- to eight-dot Boon from every
LESSER CREATURES OF SILA Purview except Justice and Guardian, which are
forbidden. He also possesses all Boons from the
Kelet Chaos and Angakoonek Purviews.
The kelet (singular: kele) are the evil spirits of Willpower: 8; Legend: 10, Legend Points: 100
the earth. Many of them start their existences as
ordinary inue, tornak, and aunralit until a failure on
Kigatilik (Avatar of Soku-No-Kumi)
the part of a mortal to show proper respect drives
Like his children the wendigo, Kigatilik looks like
them to revenge. Kelet are cannibalistic and bring
he should have died of exposure centuries ago.
disease and death wherever they go. Kelet use the
His body is thin, frail and covered with bleeding
traits of Specters (see Scion: Hero), but have access
sores and nests of maggots. His eyes are sunk back
to Health and Death Boons equal to their (Legend -1)
into his head and his teeth are gnarled, twisted
and the aetheric template.
imitations of bone. Lips have been practically
chewed off, leaving only a skeletal snarl. His
OTHER AVATARS hands are bony, deprived of flesh entirely and his
fingerbones are twisted into jagged claws. He is
Kinije (Avatar of Zrvan) the pure embodiment of what his wendigo children
Kinije is the Avatar of Zrvan that is responsible for represent.
the forward movement of time.
And yet, despite all that, Kigatilik is not consumed
Kinije has a dice pool of 20 for all actions and favors by the hunger like his children are. Kigatilik IS the
Mental Attributes. He prefers to outwit, outthink, hunger. He represents the all-consuming power
and outwait obstacles rather than engage in direct of the darkness. Absorbing light. Hiding lost
confrontations. items. Separating people from their friends and
Virtues: Ambition 3, Malice 3, Rapacity 4, Zealotry 2 companions. He is the cold, unforgiving emptiness
Supernatural Powers: of darkness that consumes all that is forgotten
Avatars: The Crown, The Way, The Wyrd about. His children, the wendigo are consumed
Boons: Every one- to eight-dot Boon from every by his touch. They are consumed by the desire to
Purview except Fire and Magic which are forbidden. possess, to take, to have. They are consumed by the
He also possesses all Boons from the Stars, Prophecy, desire to consume. That desire is their father.
Psychopomp, and Angakoonek Purviews.
Willpower: 7; Legend: 10, Legend Points: 100 His favorite targets among humanity have always
been the shamans of the people. He is the slayer of
Pauchi Kamuy (Servant of Hundun) the spirit and the destroyer of leadership. Without
Pauchi Kamuy was once the Ainu God of insanity, guidance, humanity becomes lost in their desires.
born in the Overworld but incessantly descending And without spirituality, there is nothing to keep his
to the World to inflict suffering and madness on hunger from spreading. The gods themselves are
mortals. During the original Titanomachy, Pauchi the worst about this. They guide all of humanity.
Kamuy sided with the Titans and was locked into
Tarterus with them when they were defeated. Since Kigatilik has a dice pool of 22 for all actions and
their escape, he quickly latched onto Hundun as a favors Physical Attributes above anything. He prefers
to claw and tear into his opponents, ripping them
apart and bathing in their blood as he consumes She will lead a hunter deep into a swamp; when
their flesh. he tires, she will turn on him, kill him, and drink his
Virtues: Ambition 1, Malice 3, Rapacity 5, Zealotry 1 blood. Her feigned likeness to Hash-Inau-uk Kamuy
Supernatural Powers: Avatars - The Abyss, The Cold, (a female archer, often carrying a child on her back
The Reaper and accompanied by a small bird) is not perfect, and
Boons - Every one- to eight-dot Boon from every she is forced to conceal her face with her long hair (a
Purview except Fire and Sun which are forbidden way that canny hunters can recognize her and avoid
Kigatilik. He also possesses all Boons from the a horrible fate).
Darkness, Death, Frost, and Angakoonek Purviews.
Virtues: Ambition 1, Rapacity 4, Malice 4, Zealotry 1
Consumption - If Kigatilik manages to kill a victim
with his Bite attack, he may roll his Manipulation Attributes: Strength 7, Dexterity 7, Stamina
+ Occult (or rather, his 22 dice with 29 automatic 5, Charisma 2, Manipulation 2, Appearance 5,
successes) resisted by the targets Willpower + Perception 7, Intelligence 4, Wits 7
Integrity + Legend. The target gets to resist even
though technically dead as a last ditch effort. If Abilities: Animal Ken 2, Athletics 4, Awareness
Kigatilik succeeds, he gains one piece of information, 5, Brawl 2, Craft (Tools) 3, Empathy 2, Fortitude
at the Storytellers discretion, that the target knew. 3, Integrity 3, Investigation 2, Marksmanship 5,
The more successes, the more information he can Medicine 3, Melee 2, Occult 3, Presence 3, Stealth 5,
gather from consuming his victims. If he manages Survival 5, Thrown 2
to achieve more unresisted successes equal to the
victims Legend (minimum of 1 if he eats a mortal) Epic Attributes
then he may learn everything the target knew (ie: Epic Strength 1 (Crushing Grip), Epic Dexterity 6
the Storyteller can consider anything and everything (Trick Shooter, Shot to the Heart, Cats Grace, Divine
plot related or otherwise important to be fair game). Balance, Roll With It, Omnidexterity), Epic Stamina
3 (Holy Fortitude, Divine Fortitude (Sleep), Damage
Epic Attributes - Epic Physical Attributes at the 10- Conversion), Epic Appearance 5 (Dreadful Mien,
dot level (with all appropriate Knacks). All other Epic Visage Great and Terrible, My Eyes Are Up Here,
Attributes at the eight-dot level (with all appropriate Detail Variation, Undeniable Resemblance), Epic
Knacks). Perception 6 (Telescopic Senses, Predatory Focus,
Supernal Hunter, Perfect Pitch, Subliminal Warning,
Willpower: 8; Legend: 11, Legend Points: 121 Real McCoy), Epic Wits 2 (Cobra Reflexes, Opening
Gambit)
Note: Kigatiliks Bite attack adds +10 damage and
makes he damage aggravated. His fangs and mouth Boons (No Relics required to access)
are perhaps one of the most dangerous weapons Afraid of the Dark, Animal Communication (All),
that Soku-No-Kumi (if not the Titans as a whole) have Antidote, Assess Health, Atiq, Blessing of Health/
at their disposal. Curse of Frailty, Bolster, Ekungassok, Heal/Infect,
Nalussaerunek, Night Eyes, Tetkeyun, Urif, Virility/
Muliebrity, Water Breathing
OTHER ANTAGONISTS
Willpower: 8
Kenash Unarabe Legend: 7
Kenash Unarabe is an Ainu kamuy, a blood-drinking
monster who preys upon hunters. She is said to Kayarissat
have emerged from the decomposing tools that The kayarissat (plural of kajariak) are kayakmen
Kutkhu used in his making of the earth, a sister of extraordinary size who dwell in hidden lands
to poisons and diseases. She often takes on the across the sea. They were skilled in different arts of
appearance of Hash-Inau-uk Kamuy, a lesser goddess sorcery, particularly in the way of raising storms and
of the hunt, in order to deceive and trap hunters. bringing bad weather. Kayarissat use the traits of
generic giants, but have (Legend -1) ratings in the in clumps, ash-grey skin, tattered, bloody lips, and
Angakoonek, Magic, and Sky purviews. If a group razor-sharp teeth.
of them are working together and the total of their
Legend ratings exceeds 50 they can collectively Wendigo thralls are created in a similar manner as
invoke the Weather Husbandry Boon, ignoring the other giants, by drinking their eitr. When confronted
usual Legend requirements. with the chance to consume human flesh, a
wendigos thrall must fail a Rapacity roll or succumb
Kugdlughiak to his desire. When he consumes the heart of his
The kudlughiak is a worm of enormous size with victim, he becomes a wendigo himself.
many feet and extraordinary speed. Use the traits of
a lindworm/tatzelworm, but add +3 to its Dexterity. Wendigo use the traits for a generic giant (Scion:
Hero) with the following exceptions: Rapacity 5, Frost
Amarok Boons up to (Legend -1), -1 Strength, +3 Dexterity,
Amarok is the name of a gigantic wolf from Inuit and (Legend -2) Epic Dexterity. Their claws and teeth
mythology. It is said to hunt down and devour allow them to inflict unarmed attacks at +2 Lethal
anyone foolish enough to hunt alone at night. damage. Wendigo do not heal naturally, they may
Unlike real wolves who hunt in packs, Amarok hunts only heal injuries by consuming human flesh (each
alone. Amarok uses the traits of a Legend 6 fenrir. 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
Adlet
to their wound penalties.
Allegedly born from the union of a beautiful Inuit
woman and a gigantic red dog with supernatural
Like other giants, a wendigos trophy is its heart.
powers, the Adlet are a wolflike form of undead
The blood provides the same bonus that all giants
that plagues the lands of the North. Adlet feed on
blood does, but instead of reducing the drinkers
the blood and flesh of the living, regaining a point
Intelligence it replaces his lowest Virtue with
of Legend if their first action after slaying a mortal
Rapacity for the rest of the scene.
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 Kushtaka
with the hindquarters of a dog and the upper limbs The kushtaka are a special breed of therianthrope
of a human. Adlet are very fast and adept hunters, (Scion: Demigod, pg. 288) native to the wilds of
gaining +2 Epic Dexterity and +2 Epic Perception Alaska and parts of Canada. The kushtaka are a
above the undead template. They are cunning breed of were-otter that are very similar in function
hunters, but feral and suffer -2 Intelligence. Fire and to the Celtic selkie. Like the selkies, the kushtaka
silver deal Aggravated damage to Adlet. Adlet are are loyal to their titan masters, almost without
capable of reproducing with mortals; their offspring exception. Some stories depict the kushtaka as
retain all of their traits. helpful and these are attributed to a small band
which may have served the Vairgit for a time.
Wendigo
Kushtaka roam the waters and shores of Alaskan
Wendigo appear as tall, lanky humans with rail-thin
rivers and oceans, luring their targets to the water
limbs and sunken cheeks and eyes. Theres a starved
and then tearing them apart. Unlike selkies, the
look about them, and many wendigo who can be
were-otters actually do possess claws and teeth
found among human society pass themselves off as
powerful enough to tear into flesh. Kushtaka rely
homeless. Other Legendary beings perceive them
on their speed and agility, as well as their ability to
as skeletal, emaciated corpses standing a head
work as a unit. Even more disturbing, the kushtaka
above other men. Their look of starvation is taken
possess a unique power that allows them to craft
to such an extreme that they bear an animalistic
illusions. Favorite illusions include the sound of a
countenance desiccated skin pulled so tight as
baby crying to lure in caring individuals, or forcing
to reveal their bones clearly, matted hair falling out
lonely fishermen to see images of their loved ones in
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.

Credit Where Credit Is Due


Entries for Nanook, Sedna, The Spear of Nanook,
Kigatilik, Tupilaq, Wendigo, and Kushtaka were
lifted with some modifications from Demonchildes
Manitou fan-pantheon. This is not to say that the
Inuit stuff cant work within a North American Indian
pantheon (especially considering the way it was
skillfully presented by Demonchilde) and I intend
no disrespect; I just feel that it has more in common
with a Siberian pantheon.

Other sources were links from various Wikipedia


entries (yeah, yeah, I know) and www.sacred-texts.
com, using stories and literature about the Chukchi,
Koryak, Yukaghir, Yakut, Ainu, and Inuit people as
inspiration. There is a LOT of source material on the
Sacred Texts site that Im still going through.

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