The World of Darkness is not our world. This is easy to forget, as upon the surface, it is much the same. It has the same culture, the same history, the same geography (mostly). Superficially, most people in this fictional world live the same lives we do. They eat the same food; wear the same clothes, and waste time watching the same stupid TV shows. And yet, in the World of Darkness, shadows are deeper, nights are darker, fog is thicker. If, in our world, a neighborhood has a rundown house that gives people the creeps, in the World of Darkness, that house emits strange sighs on certain nights of the year, and seems to have a human face when seen from the corner of one’s eye. Or so some neighbors say. In our world, there are urban legends. In the World of Darkness, there are urban legends whispered into the ears of autistic children by invisible spiders.
But to say that the World of Darkness is our world with added werewolves and vampires is to simplify matters too much. Because remember how I said it had the same culture, the same history, the same geography… mostly?
It has the same culture, but not quite. The World of Darkness is a world where Murphy’s Law runs rampant. Everything is just a little… bit… worse. Poverty wears down on the soul more strongly, there are more disappearances in the night, and fewer are solved. No one wants to speak up, for fear of sounding foolish or mad, when they see the man with the too-wide grin waiting outside in the rain, night after night. The World of Darkness is a world where the darkness is more present, and more tolerated.
It has the same history, but also not quite. Historians in our world know that so much of what we think we know about history is in fact a series of conjectures and educated guesses. In the World of Darkness, to add to human error one has malice, and the efforts of a hundred generations of creatures in the shadows working to falsify the past. Perhaps the facts are right, but the reasons are wrong. Why did the French execute King Louis XVI? Or one may turn to the true mysteries. What caused the Tunguska Event? A meteor? Or something more outré, some summoning gone awry, or the first test of Nikola Tesla’s death ray? The World of Darkness is a world which has a secret history.
It has the same geography, but with changes. Isolation comes more cheaply in the World of Darkness, where people don’t look past their own fences for fear of what might be on the other side. There are old houses long abandoned, deep tunnels carved into the earth, forgotten moors and missing islands, concealed by… what? By the callousness of man, by some quirk of the unnatural world, by the diligent effort of those selfsame Masquers. The World of Darkness is a world with dark and hidden places.
Time and again, foul things attack me,
lurking and stalking, but I lashed out,
gave as good as I got with my sword.
My flesh was not for feasting on,
there would be no monsters gnawing and gloating
over their banquet at the bottom of the sea
The key thing to remember is that no one has assembled a complete bestiary of supernatural creatures in the World of Darkness -- not IC, not OOC. If the Cosmology is like the work of physicists, then assembling a Bestiary is like the work of zoologists. Most of the big and prominent creatures are well-known and well-studied, but there's lots of little variations out there waiting to be cataloged, and strange things may yet live in strange places.
Some definitions are helpful to understanding the full scope of the supernatural world.
A Native is any creature that is native to the Material Plane. Humans and animals, obviously, but also vampires, werewolves, changelings, mages, Prometheans, and so forth. Most supernatural creatures are infused, partially, with the power of other dimensions, but they're still fundamentally local.
An Outsider is any creature that is not native to the Material Plane. Ghosts, spirits, Abyssal intruders, Fae, and so forth. They claim some other dimension as their 'home' plane, and are only visiting Earth.
A Corporeal Entity is a creature that is physical. It has weight, mass, can pick things up, and so forth. It uses the usual Attributes+Skills+Merits build.
An Ephemeral Entity is a creature that is not physical, and when in our world hangs around in the Twilight unless it's able to use some kind of Manifestation in order to materialize or possess someone. It uses the Power/Finesse/Resistance build.
Generally speaking, Outsiders are Ephemeral, Natives are Corporeal, but there are exceptions. Fae are all Corporeal Outsiders, for instance, while a mage or Purified projecting outside their body would be an Ephemeral Native. Also note that these are somewhat rough classifications -- there's room for debate as to whether angels are Natives or Outsiders, for instance.
Natives Mortals: Mortals are, well, regular people. Human beings without inherent supernatural power, though sometimes with knowledge or unique tricks. Called various mortals, mundanes, Kine, or muggles, most supernatural creatures don't give mortals very much respect, but mortals do have the advantage of numbers and -- if you factor in police and military -- firepower, so everyone steps lightly around them.
Vampires: Broadly speaking, a vampire is a creature that feeds off the life-force of human beings. Traditionally, the term is used to describe a group of undead humans who drink blood, are subdivided into Clans, and call themselves the Kindred, though like most definitions, this one gets fuzzy around the edges as there are certain creatures in existence which consider themselves Kindred and are definitely vampiric, but don't quite fall into the usual five-clan classification (in London, one may look to Rajani Ravindra for one such).
Ghouls: A ghoul is a human or animal who has drunk a vampire's blood and been granted a measure of that vampire's life-energy. Ghouls are invariably blood-addicted and vinculumed, but possess a certain amount of vampiric powers (most notably, they're immortal so long as they get regular blood), but are still mortal and alive.
Mages: A Mage is a human being that has been exposed to a fragment of Supernal knowledge, and is able to filter this knowledge of higher reality through an arcane paradigm (like alchemy or shamanism) in order to affect change in the Material Plane. They are subdivided into Paths, that is, by which of the five Watchtowers (ancient artifacts and beacons located in the Supernal) they used to break into the Supernal, however briefly.
A brief note on definitions. Sorcery is a rough, catch-all term for magic practiced by mortals that does not recognizably belong to a major template (such as Awakened Magic). A Sorcerer is a practitioner of the same. This is an in-character term, and is also applied to mean any magic-user who looks human but whose power source is unknown.
Supernatural creatures who have far more than the usual amount of occult knowledge and magical skill, such as Abonde or the Jack-of-Crows, are also sometimes called sorcerers (usually phrased as blood-sorcerers or fae-sorcerers or the like).
Changelings: A Changeling is a human being who has been taken away to Arcadia by the True Fae, and was able to escape and return home (their captivity is called a Durance). They are invariably altered by the experience, and it's theorized that some or all of their soul was taken away by their captors in order to create a Fetch.
Fetch: A Fetch is a construct created by a True Fae out of whatever materials are on hand, bound with a soon-to-be-changeling's shadow and a dose of faerie magic. Some fetches are perfect replicas of the original person, maybe even better than new. Others are crude and sloppy imitations that lack any vital spark. Most fetches are ignorant of their nature and continue to live out their lives, though some do become self-aware.
Claimed: Possession is when an ephemeral entity takes control of someone's body and goes joyriding about in it. Claiming is when such an entity merges with a human host, creating a hybrid being with a mind derived from both the human and the ephemeral entity (though some level of disassociation is enormously common). More information on Claimed can be found here. Some notable sub-types of Claimed are:
Possessed: More properly the Demon-Possessed, these are mortals who have had a demon take up long-term residence in their bodies. Unlike standard Claimed, the Demon-Possessed actually do have two minds, one demonic and one human.
Sin-Eaters: A Sin-Eater is a human being that has been Claimed, at the moment of death, by a ghost-spirit hybrid known as a Geist. They're rather more durable than regular Claimed, and their minds seem to derive wholly from the human aspect (very rarely does a Geist communicate with its host in any comprehensible fashion).
Shapeshifters: Shapeshifters can be best thought of as 'evolved' or 'naturalized' Claimed. Like Claimed, they're a merging of human and spirit, but over hundreds of generations they've become standardized and streamlined. Relative to Claimed, they're much less crazy and usually less powerful. They're almost always based on animal spirits -- other spirits are just too alien to naturalize in the same way. Werewolves are far and away the most common shapeshifters, making up about 80% globally, though other shapeshifters are regionally prominent. In the British Isles, selkies and water horses are the other native shapeshifters alongside werewolves, and werespiders have recently arrived from West Africa.
Outsiders
Ghosts: When human beings die, especially in a sudden or traumatic fashion, they sometimes leave parts of themselves behind. Ranging from broken, animated after-images unable to do anything but re-enact their death to intelligent, malevolent once-human spirits with power over whatever kind of calamity killed them, the World of Darkness teems with vast numbers of the restless dead. More ghosts exist in the Material Plane than any other supernatural creature put together, but the truly powerful independent specters of legend are rare, as ghosts can only grow to such heights in the Underworld, and must be summoned back to the Material Plane.
Geists: A Geist is a ghost that has had its nature essentialized until it has become a hybrid of a ghost and a spirit of death. They tend to be relatively powerful, but are incoherent and mad even by the lax standards of ghosts and spirits.
Kerberoi: The Kerberoi (singular: Kerberos) are the guardians of the Underworld. They enforce the Laws, and are usually quite powerful creatures. Originally, they may have been ghosts, spirits, or even mortals roped into performing a function, but their duties transform them into alien creatures of Law. They are rarely seen in the Material Plane, only when pursuing a ghost or occultist that has broken the Old Laws of their particular underworld.
Spirits: Animist religions describe the world as being full of spirits, every object, animal and place hiding a spirit within it. They’re partly right; everything in the world apart from humans does cast a spiritual reflection, even transitory events and strong emotions, but all spirits apart from the cunning or a powerful few are confined to a world of their own. Spirits are the manifestations of concepts, whether the concept of rock or lust or car or death -- most are locked away in the Shadow, but some escape to the Material Plane, and a few potent ones are able to make their homes in both realms. More on spirits can be found here.
Angels: Angels are the servants of the God-Machine, and are perhaps the only truly 'native' creatures among the ephemeral entities. When an angel is needed, the God-Machine is as likely to build the angel right there as to direct an existing one to journey to the site. Being essentially tools designed by an intelligent if unknowable creator to fulfill specific functions, angels are far more specialized than spirits or ghosts. They’re also usually more subtle and able to go unnoticed even when Manifested, but are extremely single-minded, aiming to complete the task they’ve been sent for and then vanish. Angels
hunt down individuals who have failed to die at the proper time, acquire replacements for lynchpins that have unexpectedly failed and make corrections to the flow of causality, carefully setting up minor events (the closing of a door, the drop of a pen, a sudden distracting sound at just the right time) that have increasingly large repercussions.
Qashmallim: Servants of the Principle, Qasmallim (singular: Qashmal) are living incarnations of divine fire, directed to the Material Plane to accomplish some grand Mission. Where they come from or why they do what they do is unknown, though they are greatly like angels, purpose-created and directed. In truth, more than a few occultists think that they are angels -- the very little information available on either has enough points of similarity to be suspicious, but also certain points of difference. Qashmallim are even rarer than angels, however.
Fae: The denizens of Arcadia and the Hedge, the Fae are creatures of narrative given form. Where a spirit is the living embodiment of a singular concept (rock, car), a Fae is a much more esoteric thing, a living embodiment of stories, of narrative and drama. Unlike other Outsiders, the Fae are physical things, devoid of souls or spirituality. In addition to the changelings (humans infused with a portion of Fae reality) and Fetches (artifical Fae constructs with a portion of something human), there are also:
True Fae: Called variously the Gentry, the Others, the Keepers, and many other names, these are the demigods of narrative, the Lords of Arcadia. Each one has, essentially, unlimited power -- they create realms where they are sun, moon, and stars, raise mountains and part oceans -- but they limit and fetter themselves like other creatures breathe (because what is the point of a story where the protagonist is omnipotent?) They thrive of conflict and drama, and collect human slaves in vast quantities.
Hobgoblins: This rough classification covers quite nearly everything that lives in the Hedge, from black beasts and whispering sirens to cat-faced hobs and living plants. Hobgoblins are more bound to base matter than the Others, and seem more durable in their nature, though far less powerful. Most are patently inhuman, though it should be noted that it can at times be difficult to tell a mad changeling from a particularly human hobgoblin from a banished and weakened True Fae.
Astral Beings: An astral being is basically any creature that exists in the Astral Realm (the land of dreams). At its broadest, the definition covers all dreamers (who enter Astral space when they dream) as well as changeling dream-travelers, but the term is generally used to refer to the native denizens of the Astral Realm -- creatures born of dreams who sometimes gain an independent existence. They are something like spirits and even more so like Fae, but generally speaking stay in their own Astral Realm. They are sometimes called Incubi, the term formally meaning any astral being that is not native to a given dream-space, and which also covers various oneiromancers.
Abyssal Intruders: The Abyss is this dark anti-universe that separates the Material Plane from the Supernal. Abyssal Intruders are creatures from that hideous void that have somehow managed to infect the Material Plane. They are probably the most diverse of all Outsiders, since they can be just about anything, from tentacled horrors to tempting demons to viral thought-memes to alternate histories and physical laws that overwrite conventional reality. Invariably, their long-term goal is to draw everything into the Abyss (or turn everything into the Abyss), though they can be more subtle and varied in their short-term goals. Gulamoth are Abyssal beings that are willing to make pacts with mortal summoners in exchange for some service, and Acamoth are Abssal beings that are somehow imprisoned or bound in the Material Plane.
Demons: The problem with any formal definition of Demon is that occultists tend to slap the label willy-nilly on any dark creature. Abyssal Intruders, spirits of vice, evil ghosts, dark Astral Entities, the Gentry, Angels diverted from their purpose have all been called Demons in this or that grimoire. That said, there are such things as Demons -- a demon may be considered an ephemeral entity that gains particular power from sin and vice. Most interestingly, other ephemeral entities may become demons by becoming particularly in-tune with sin (ghosts that do so are called Larvals, spirits Immundi, and astral beings Deceptors), and if a proper demonic Testament is written, they become Dominions, the classical demons of yore. Demons are, in some ways, the most comprehensible of all Outsiders, since they are basically selfish and power-hungry, and conversely, usually understand humans better than any other Outsider. A Demon, importantly, is not an Abyssal Intruder -- the former wants to corrupt humanity so as to better itself, while the other wants to infect and destroy all reality.
"Why, Sir, you find no man, at all intellectual, who is willing to leave London. No, Sir, when a man is tired of London, he is tired of life; for there is in London all that life can afford."
London is the heart of Britain, and in some ways it’s the heart of the world. It is home to one Briton out of six, with eight million souls living in the city, and a further six million on the outskirts. Bound by the M25 Motorway, its people unaware of what happens outside the city, unaware and uncaring. The rest of England comes to London.
London is ancient, even in a part of the world where much is ancient. Londinium was founded by the Romans in the first century AD, and London has been constantly inhabited for the past two thousand years. Swept clean by disaster many times in its history – most recently by the Blitz, a mere seventy years ago – it has always rebuilt. Beneath the city, one can find old Roman Mithraeums nestled alongside medieval crypts and war-era Anderson bomb shelters.
And it is magical. London is a place of power — the whole city leaks magical energy from its streets, from ancient buildings, from the river with its great, proud spirits. London is the Heart of Albion. The magicians know it’s the Heavenly City, here on Earth, Jerusalem. It is the city of John Dee and Aleister Crowley. Capital of the world for long centuries, London has been a haven for the arcane and uncanny for as long as human memory stretches back.
All of this means that the supernatural society of London is unique in a way that few other cities can claim. Rome, perhaps, or Paris, or Constantinople, or even New York can all make a good case, but London is unique. It is one of the few places in the world large enough to support a flourishing supernatural society, indeed, a multiplicity of societies. It is cosmopolitan – for many a monster, to go to London was to enter into the heart. It was a place to learn, and a place to live, and a place to prey upon. They came in, and they stayed.
For certain obvious reasons, a full census of the supernatural population of London is neither practical nor desirable. When one’s very lifestyle is predicated on concealing oneself from the mortal population, one does not answer survey forms. Nevertheless, in the late 1980s, a mage of the Mysterium released a statistical analysis, culled from a great deal of rumor and second-hand reference, which broke up the supernatural population of London into categories and assigned them numbers.
Category 0Population Unknown: – 1% of the population (~150,000)?: This is the herd which has felt the touch of the Unseen World, the mortals who by some hook or crook have the faintest of toe-holds upon the supernatural world. They have been brushed by the supernatural, and have some small glimmer that there is a greater reality out there. Perhaps they saw a ghost leering out at them from the window of the old Carruther’s Place, or were once a blood doll for some hungry Kindred. Perhaps they still hold to the old beliefs, and put out a bowl of milk for the faeries, or have been the subject of surreptitious urging from the spirits. Some simply know when something uncanny is about.
---Mechanics: Category 0 characters are mortals who have no active supernatural abilities whatsoever, though a latent and unknown aspect such as being Wolf-Blooded is possible. Examples: Not very many in WS, since most mortals who hang around the supernatural rapidly rise to Category 1. Amanda Tomashefsky, Gary Fletcher would be examples.
Category 1Population: – .1% of the population (~15,000) This is the enlightened herd. They are mortals who have been permitted to glimpse into the supernatural world. They know that there is more out there, and they believe it. They have seen the werewolf, they have spoken with the faerie-king. Some have strange powers of their own. An uncommon rapport with animals, dreams that contain a bit of the future. Many serve as lesser aides, assistants, or allies for the greater supernaturals.
---Mechanics: Category 1 characters are mortals who either have no supernatural abilities but are aware of some facet of the supernatural world, or else are mortals with a Supernatural Merit such as Destiny or Medium. Examples: Rahila, Richard Sinclair
Category 2: Population: – .02% of the population (~3,000) These are the ghouls, these are the sorcerers, these are the cultists worshipping alien gods and receiving mad powers for their trouble. They may be Catholic priests with the power of God and the support of the Inquisition, or Russian Mafiosi with access to diabolic investments. They have had the veil lifted from their eyes.
---Mechanics: Category 2 characters are lesser templates such as Ghouls and Proximi, as well as Extraordinary Mortals. Examples: Spike, Sasha, Father Giles
Category 3: Population: – less than .01% of the population (~1200) These are the masters of the unseen world, the Kindred and the Awakened and the Lost. They have not been enlightened to the secret world. They are the secret world.
---Mechanics: Category 3 characters are full-template supernaturals, who have both a Power Stat and a Fuel Stat. Vampires, werewolves, Purified, Possessed, Claimed, self-aware Fetches, and so forth. Examples: All of the PCs, for starters.
Outsiders/Ephemeral Entities: Population Unknown: (~100,000 ghosts, potentially millions of spirits, low thousands of others) Despite what corporeal supernaturals may believe, ephemeral horrors far outnumber anything physical in London. The two most common types of ephemeral entities in London are ghosts and spirits.
Despite what legend would have you believe, London does not have an unusually high ghostly population (being a huge city, it still has scads of them). Ghosts are most often born from violence, horror and despair, and most fade away after a few decades at most. To find truly haunted cities therefore one has to go to active war-zones or places torn apart by crime, while London's last 'surge' in the ghostly population was during the Blitz. That said, London has been around for a very long time, so though the total ghost population is purely a factor of the large mortal population, London has a great many very old ghosts.
Spirits, meanwhile, have grown fat and multiplied on the symbolism of London, and the city is home to more than one major Incarna. Even more troublesome is that England has an unusually weak Gauntlet despite to its industrialized nature. Thankfully, most spirits stay on their side of the Gauntlet. But even so, London's emotion-ridden past has created its fair share of Loci and even Verges, so they do sometimes get out.
Adding to all this are the rest of the unholy crew. Free-willed abyssal intrusions, clockwork angels, diabolic larvals and immundi... none of these beings are very common, but they tend to cause trouble out of all proportion to their size.
---Mechanics: Outsider is a term for any creature that is not native to this world (ghosts, spirits, True Fae, etc). An Ephemeral Entity is any creature that is not inherently physical, and uses the Power/Finesse/Resistance stat block. These two terms are not synonymous (a True Fae is an Outsider but not an Ephemeral Entity, for instance), but are usually linked. Examples: Nigel Galsworthy, Jenny Greenteeth, The Man Under London
Here alone I in books form'd of metals
Have written the secrets of wisdom
The secrets of dark contemplation
By fighting and conflicts dire,
With terrible monsters Sin-Bred
Which the bosoms of all inhabit;
Seven deadly Sins of the soul
The Marquessate of Troynovant Vampires -- Kindred: (Population ~250)
Prince: Elizabeth Sheridan, the Lady of London (Invictus)
--Primogen Abonde (Circle of the Crone)
--Primogen Bishop Solomon Birch (Lancea et Sanctum)
--Primogen Sir Royston Montjoy (Carthian Movement)
--Primogen Lujza Dvorzsak (Ordo Dracul)
Seneschal Emily Wescote Herald Louis ibn Haroud High Sheriff: Anna Darlington
--Hounds: Eddie Treadwell, David Ivenistky, Malik Faye
Kindred society is in theory neo-feudal and in practice half-anarchic. Elizabeth Sheridan, the Lady of London, has been the 'Prince' of the city since the mid-1980s, having been High Sheriff before then. In theory, hers is the final say on all matters of Kindred policy, with the right to appoint regents, distribute hunting territories, and call Blood Hunts. However, in practice Sheridan's control is foiled by the presence of several powerful elder vampires, such as Abonde, Solomon Birch, and Sir Royston Montjoy, all members of the Primogen council. The result is that while Sheridan is nominally the liege-lord of all the Kindred in London, her ability to enforce her will on the more powerful members of society is sharply limited. At best, Sheridan has control over half the vampires of London, while the others do what they will.
Sheridan's Invictus is nevertheless the most powerful covenant in the city. A ruthlessly organized, centralized meritocracy, they control most of the senior political positions in the city, and have their tentacles firmly intertwined in the mundane city government and big business. Sheridan is served by Anna Darlington, the High Sheriff, and Louis ibn Haroud, the Herald, and by several Hounds including Eddie Treadwell and David Ivenistky, all members of the Invictus.
The Carthians are the second-most powerful covenant, as what they lack in supernatural savvy they make up by having mortal connections everywhere. Unfortunately, their horizontal organization and lack of hierarchy means that actually getting them all pointed in one direction is an exercise in herding cats. Sir Royston Montjoy is the nominal leader of the Carthian Movement and represents them on the Primogen Council (mostly because he was a Whig in his mortal days and enjoys tweaking the nose of authority), but Lillian Chambers is the most respected figure in the Movement and the person who keeps it actually running.
The Lancea et Sanctum is relatively small, led by the passionate Bishop Solomon Birch, and recently scored the coup of converting Alistair Niall to their cause, and since the latter's loss of the High Sheriff office, many suspect that he has become the Sanctified's Inquisitor -- though this is of course impossible to confirm. They lack the numbers or connections of other Covenants, nor are there any truly experienced sorcerers among their number, but they're dedicated and really rather violent.
The growing Circle of the Crone is led by Abonde, who is generally politically neutral but who has severe unrest to deal with in her own Covenant -- though Abonde is without a doubt the most powerful blood-witch in London, her political instincts are lacking, and so she has to deal with both a cult of malcontents led by Cynthia of the Mara, and with Emily Wescote, the Lady of London's Seneschal. Abonde's utterly enormous prestige, coupled with her documented ability to cause hearts to explode from miles away, keeps the Acolytes loosely united, though it also renders them politically ineffectual. Formally, Abonde is the high priestess of The Three. Most of London’s Acolytes worship or at least acknowledge The Three: The Crone (called Lilith by some), the Horned King, and the Great Beast. Other deities may be called upon as circumstances dictate, but for most of London's Acolytes, worship of The Three (by whatever names the Acolyte prefers) constitutes the orthodoxy.
The Ordo Dracul is likewise largely apolitical and is the smallest of the five Covenants, but is led by the fearsome Kogaion Lujza Dvorzsak, a relative newcomer to London who nevertheless wields authority by virtue of her age, skill in the Coils, and origins in the ancestral homeland of the Ordo. That said, most actual political matters are handled by Cornelius van Holt, a canny politician who helps the Ordo Dracul navigate the treacherous currents of the Marquessate.
Formerly, London was home to several powerful Unbound, but in the present time only the necromancer Rajani Ravindra maintains prominence, by virtue of her hermit-like tendencies and command over the dead. A handful of other Kindred organizations are also in existence, with the most prominent being Scratch's Machine, a criminal gang largely allied with the Invictus, though their leader Scratch is the Childe of Royston Montjoy, giving them close connections to the Carthians as well.
The Ordo Dracul Rank: 3 Domain: None (Contests St. James's with the Suicide Circle) Reach 5; Grasp 4 Benefits: Intellectual; Proprietary Magic (Coils of the Dragon); Innovative Drawbacks: Nocturnal; Difficult Neighbors (The St. Thomas Club)
The Lancea et Sanctum Rank: 4 Domain: The Barbican Reach 5; Grasp 7 Benefits: Cult; Proprietary Magic (Theban Sorcery); Paramilitary Drawbacks: Nocturnal
The Circle of the Crone Rank: 4 Domain: Shepherd's Bush Reach 5; Grasp 5 Benefits: Cult; Proprietary Magic (Cruac); Ritualistic (Cruac); Innovative; Otherworldly (Fae) Drawbacks: Nocturnal; Disorganized
The Carthian Movement Rank: 4 Domain: Soho Reach 7; Grasp 6 Benefits: Cult; Bureaucratic; Proprietary Merits; Village of the Damned (Covent Garden) Drawbacks: Nocturnal; Disorganized; Impoverished; Treacherous, Stupid, or Both?
The Invictus Rank: 5 Domain: Kensington, Chelsea Reach 8; Grasp 7 Benefits: Halls of Power; Proprietary Merits; Wealthy; Glamorous; Storied Drawbacks: Burden of Power; Nocturnal; Treacherous, Stupid, or Both?; The Madness of the Crowds
The Consilium of Albion Mages -- Awakened: (Population ~150)
Ostensibly, each magus is an island. Awakened mages tend to be arrogant, eccentric, and not necessarily very sociable. Self-preservation forces them to clump into cabals, but most mages would love nothing more than to be left alone -- and they particularly hate being given orders. Awakened society is structured with that in mind, and thus the formal Consilium serves as something halfway between a professional regulatory board and a freestanding judiciary. The Consilium proper consists of four Councilors and a Hierarch, one from each Order, along with numerous subordinate personnel -- Provosts to enforce decisions, Sentinels to act as footsoldiers, Heralds to act as ambassadors. Officially, Awakened rule is quite loose relative to that of other supernaturals, and so long as mages pay their taxes and don't violate the Gold Law (sacred rights descended from Atlantis, such as the right of hospitality or the Interfector's right to kill), Silver Law (formal laws ratified by the Consilium, most of which date to the Prime Concord of 1904 or the October Coup of 1914), or Bronze Law (a bewildering array of precedents and legal rulings).
In practice, the current Hierarch tends to take a very broad interpretation of the Laws, and runs London something like a very genteel police state, with a particular obsessive focus on maintaining the Masquerade. Civitas took power in the October Coup, displacing Hierarch Redcrosse of the Mysterium and executing Councilor Sandalaphon of the Silver Ladder in front of a full Consilium. Since then, Civitas's Guardians of the Veil have been the most powerful Order in the city, with one out of three mages belonging to the Guardians, a massive Citadel beneath Highgate Cemetery, and Civitas the most powerful wizard in the city if not in all of England. The Guardian's power is founded on feet of clay, however, as a hundred years of Civitas's micromanagement has routed all power through the Hierarch, and no one can quite imagine the Guardians without him.
Sandalaphon's successor, Councilor Kore, has kept the Silver Ladder dynamic, and surprisingly modern, though it's the second-smallest of the five Orders. She is a close ally of Civitas, and was essentially elevated to her present rank by the October Coup. She's willing to go against him when she thinks she knows better, but most view the Thearchs as an appendage of the Guardians of the Veil. The Adamantine Arrow is even less powerful -- Civitas more or less disassembled it after his coup, and over the 20th century it's been led by a succession of nonentities, the latest, Aleph, an absent-minded, Paradox-burned old archmage with bouts of aphasia. Together, the Guardians, the Arrow, and the Ladder form the Establishment, an informal power-bloc that's nevertheless maintained a stranglehold on the Consilium of Albion for a century now.
The same cannot be said of the Mysterium, led by Councilor Polydegmon, also known as Lord Edwin Talbot. Talbot's grandfather was the Hierarch Redcrosse, and the Mysterium as a whole loathes and resents the current order. They tend to see the 19th century as a golden age of magic, Masquerade-breaches notwithstanding, and they've never quite gotten over Civitas's coup. Edwin's erratic nature has kept the Mystagogues mostly quiescent, but fire-breathers in the order are looking forward to the ascension of his much more forceful daughter Lyla Talbot (shadow name Reitia).
Change is more likely to come from the Free Council, however, which is the fastest growing Order in London. They are the wave of the future, and observers expect them to be the greatest challenge to the Guardians in years to come -- if they can get their act together. The Libertines are very much a 'big tent' Order, and one can find 19th century Gladstone liberals, classic Marxists, radical environmentalists, and outspoken human rights activists all trying to figure out where the Order should go. The position of Councilor tends to cycle rapidly among mages, with individual mages being elected to one-year terms and eligible for re-election. If the Libertines and the Mystagogues ever allied together, they would have the numbers and magical power to shake the Hierarch's throne down to its foundations. Given that the two orders have a major culture-clash and loathe each other about as much as they despise the Guardians, however, Civitas isn't worried -- and he and Kore are both good enough politicians to keep that particular pot at a simmer.
The Mysterium Rank: 4 Domain: Bloomsbury Reach 5; Grasp 5 Benefits: Cult; Intellectual; Ritualistic (Necromancy); Otherworldly (The Dead); Influence (Museums -- British Museum) Drawbacks: Groupthink; Tithe
The Free Council Rank: 4 Domain: Clerkenwell Reach 7; Grasp 6 Benefits:
A variation on Conspiratorial
Democratic Leadership; Band of Brothers; Glamorous; Intellectual Drawbacks: Disorganized; Groupthink; Treacherous, Stupid, or Both?; Unclear Leadership (Catesby vs. Ilkin vs. Whoever's Councilor this year)
The Establishment, consisting of the Guardians of the Veil, the Silver Ladder, and the Adamantine Arrow Rank: 5 Domain: Highgate, Primrose Hill, Highbury, Camden Reach 7; Grasp 9 Benefits: Halls of Power; Bureaucratic; Regional; Paramilitary Drawbacks: Burdens of Power; Glorious Leader (Civitas & Kore); It's Loose! It's Loose!; Slim-Pickings (Citadel upkeep)
The Freehold of New Jerusalem Changelings -- Lost: (Population ~225)
The Seelie Court (In power from March 20th to September 22nd)
The Seelie Queen: Aurora, the Ever-Loved Queen of Spring
--The Red Victor: Dana the Tall, Consort to the Queen
--Seneschal: Othello
--The Iron Adjutant: John Henry
----Crimson Knights: Heather Harte, Light-in-Darkness, Cheshire, Form (Probationary)
Joyeux: Erin Lamothe The Constable of Calefaction: Dominic Carlisle Verdant Advocate: Donovan Paxton, Esq. Sage Escort: Marcus Beverly Lore-Keeper: Tom MacLoinsigh
The Unseelie Court (In power from September 22nd to March 20th)
The Unseelie King: Todd White, the Frosthaired King of Winter
----Secretary: Miss Bell
--------Assistant: Xerox
--Monarch Emeritus: The Jack-of-Crows, the Patchwork King of Autumn
--Monarch (?): The Horseman, the Dark Herald of Autumn
The Magister of Nightmares: Sasha Zmeyevich Archer of the Lonely March: Sergei Morozov Knight of Utmost Silence: Heinzelmaul The Witch of the Bitter Winds: Inkeri Halveri DJ Ötzal: J. T. Underwood The Lord Scrivener: Horus
--Assistant: Rebecca Yue Chan Sun Banisher: Rook Collector of Whispers: Squick Master of Machines: Robert Hammond of The Honorable Order of the Third Hour (THOTH)
Motleys
--The Jack and his Cronies: The Jack-of-Crows, Heinzelmaul, Todd White (who is trying to change the name, to no avail)
--The Quartet (officially), The Angel Mafiya (what everyone calls them): Erin Lamothe, Sergei Morozov, Sasha Zmeyevich, Heather Harte
--The Cradle Motley: Bat, Form, Glow, Martin Scrivener, and Nigel and Mary Mack as Motley auxiliaries
--Feathered and Fabulous: Rook, Cheshire, Marcus Beverly
--The Boys in the Backroom: Robert Hammond, Squick, Horus, and Rebecca Yue Chan is a prospective member
Changeling Courts are predominantly concerned with self-defense against the Gentry, with relations with other supernatural nations being their secondary concern. For most of London's existence, the Freehold of New Jerusalem was organized along the traditional seasonal court system common in Western Europe and the United States. Back around the mid-1970s, the Jack-of-Crows took power over both the Autumn and Winter Courts, forming them into a power bloc called the Unseelie -- the Spring and Summer Courts allied into the Seelie shortly thereafter in response. For most of the 1980s and 1990s, relations were viciously antagonistic between the two Courts, but the retirement of the Jack and the 'marriage'-alliance of the new monarchs Todd White and Aurora has brought about détente and generally good relations, though a few hard-liners in both Courts are still dubious about the whole business.
Of the two, the Seelie Court is the larger, and contains most of the Freehold's more militant and more diplomatic members -- the Summer Court is a small, impromptu army while the Spring Courtiers have allies everywhere. It is ruled by the popular young Seelie Queen Aurora, and her Consort, Dame Dana the Tall, the Red Victor and appointed champion, ever since the previous Queen Alexandra Merill moved to New Zealand. In practice however, a great deal of the day-to-day rulership is conducted by the Seneschal, Othello, who handles policy, and the Iron Adjutant, John Henry, in charge of administration. The problem arises, of course, from the fact that Othello and Henry loathe one another, and so Aurora often earns her keep by keeping her very skilled but rather fractious courtiers at peace. Other notable courtiers include Erin Lamothe, the owner and proprietor of the Cat's Cradle, Dominic Carlisle, the Constable of Calefaction and chief investigator, and Donovan Paxton, the hard-line Verdant Advocate and legal representative to the supernatural.
The Unseelie Court is somewhat smaller and less influential than the Seelie, though they make up for it by having a wide range of specialists. The Unseelie King is Todd White, a playboy Beast who on paper has much more authority over his Court than Aurora, but in truth has control issues that leave him grasping for any lever of power that he can grab. The first issue is named the Jack-of-Crows, the former Unseelie King who still casts a very, very long shadow over the Freehold, and who periodically forgets that his appointed heir is in charge and not him. The second issue is the Horseman, an immensely powerful Hedge-dweller who has the Autumn Crown and who is completely insane. Thankfully for Todd, he can usually talk the Jack around and the Horseman only rarely participates in Unseelie politics (and never in any comprehensible fashion), but Todd is still looking for a way to leave his mark on the Unseelie -- this is the impetus behind the recent establishment of the Unseelie in a Hedge-base called the Ebon Engine, a ten-car train that travels a shadow-route around London. Other prominent courtiers include Miss Bell, Todd's secretary and the person who keeps the train running on time, Sasha Zmeyevich, the Magister of Nightmares and sardonic chief enforcer of the Unseelie's will, Frau Heinzelmaul, a Knight of Utmost Silence and the Jack's old crony, and Sergei Morozov, an Archer of the Lonely March and the Unseelie's best scout.
The Seelie (From September 22nd to March 20th) Domain: Greenwich, Camberwell, Peckham Rank: 4 Reach 6; Grasp 2 Benefits: Glamorous; Paramilitary; Proprietary Merits (Mantle); Proprietary Magic (Court Contracts); Otherworldly (Fae) Drawbacks: Unclear Leadership (Othello vs. Aurora vs. John Henry)
The Seelie (From March 20th to September 22nd) Rank: 5 Domain: Greenwich, Camberwell, Peckham Reach 7; Grasp 4 Benefits: Halls of Power; Glamorous; Paramilitary; Proprietary Merits (Mantle); Proprietary Magic (Court Contracts); Otherworldly (Fae); Two Worlds (Fae) Drawbacks: Burdens of Power; Unclear Leadership (Othello vs. Aurora vs. John Henry); Strange Duties; It's Loose! It's Loose!
The Unseelie (From March 20th to September 22nd) Rank: 4 Domain: Whitechapel, Blackheath, Southwark Reach 5; Grasp 5 Benefits: Intellectual; Criminal; Proprietary Merits (Mantle); Proprietary Magic (Court Contracts); Otherworldly (Fae) Drawbacks:Unclear Leadership (The Jack vs. Todd vs. The Horseman); Violence-Impaired
The Unseelie (From September 22nd to March 20th) Rank: 5 Domain: Whitechapel, Blackheath, Southwark Reach 6; Grasp 6 Benefits: Halls of Power; Intellectual; Criminal; Proprietary Merits (Mantle); Proprietary Magic (Court Contracts); Otherworldly (Fae); Two Worlds (Fae) Drawbacks: Burdens of Power; Unclear Leadership (The Jack vs. Todd vs. The Horseman); Violence-Impaired; Strange Duties; It's Loose! It's Loose!
The Packs of the Smoke Werewolves -- Uratha: (Population ~150) Werespiders -- Mbofra ma Anansi: (Population ~20) Other Shapeshifters -- Miscellaneous Monsters: (Population ~30)
The Architects of Steel: Angela Citysmith (Alpha), Paul Lessner, Thomas Cushner
--Totem: Warbuilder, an urban spirit of ants The Thunderpaws: Gabriel Law (Alpha), Tiffany Llewellyn-Pritchard, Jeremy Campbell
--Totem: Rolling Thunder, a spirit of storms Brick & Bone: Kevin "Moxie" Moxley (Alpha), Jake Carter, Maddie Wishthound
--Totem: Ebon-Eyed Magpie, a spirit of magpies The Cold River Hunters: Lucas King (Alpha)
--Totem: River-at-Midnight, a spirit of cold The Temple Guard: Smiley (Alpha), Oleander, Lucy Carpenter, Lewis Carpenter, and the fetch Rebecca Lee
--Totem: Shadow Cipher, a spirit of secrets Revelation: Cinder (Alpha and only remaining member)
--Totem: Incandescent Pain, a spirit of pain Atenka Holdings Lonon: Nicholas Kwaku Atenka (Nkosuohene), Jean-Pierre Musavaka, Samantha Akuba Danquah
--Totem: Grandfather Rabbit, a spirit of cunning prey The Border Reivers: Richard Sinclair (Responsible Adult, not actually a selkie), Katie Sinclair, Victor Barclay, Vicky Barclay
--Totem: Mr. Deaghadh, a brownie and a spirit of work.
Werewolf society is organized along pack lines, with Tribes being more by way of philosophical clubs or support networks. All politics is pack-oriented, and so while a Bone Shadow may confer with fellow Hirfathra Hissu on occasion just to talk shop about occult concerns, ultimate loyalty is directed to his pack. Werewolf packs are also very territorial, guarding their prizes jealously. What this means is that there is no higher werewolf authority. The alpha of each of London's thirty-odd packs is master of his own domain, and werewolves meet and organize in mass only rarely -- such meetings are called Moots and are usually called either in response to some major crisis or with the backing of some particularly influential werewolf.
Instead, the werewolf society is subdivided into close to thirty or so packs with an average of four or five members, mostly Forsaken but a few Pure and Ghost Wolf packs as well, along with a score or so of lone wolves. Each alpha may be considered akin to a warlord with his own troops, and werewolf packs engage in conflict more or less constantly, though rarely fatally -- between their aggressive instincts and easy regeneration, werewolves have a very easy attitude towards violence, and casual brawls are frequent. In addition to the werewolves, some other shapeshifters also dwell in London, the most notable being the werespiders, the Selkies, and the water-horses, though given that London is a city of fourteen million people in which there are over 300 languages spoken and over fifty ethnic groups each with a population of over 10,000, one can conceivably find anything in London.
The largest and most powerful pack in London is that of Angela Citysmith, the Architects of Steel. Citysmith runs them with an iron hand, and has sought out alliances with the Consilium of Albion to further her power. Unusually organized and influential for a werewolf pack, the Architects are principally concerned with shaping the spirit-landscape of London to their own advantages -- and making sure that no other pack takes their place as top dogs.
The Thunderpaws are a smaller pack that's seen some hard times recently, but have a reputation as the paramount diplomats and negotiators of the packs of the Smoke. Pack leader Gabriel Law seeks to forge the Forsaken packs into a single body, a grand conclave, though in the meantime they mostly serve as neutral third parties and designated negotiators.
The Temple Guard are a good-sized pack that are some of the premier information-brokers in London. Their alpha, Smiley Reid, is a prominent occultist, and between Oleander the assassin, Lucy the thief, Lewis the hacker/ritualist, and Rebecca Lee the fetch/researcher, there is very, very little that the Temple Guard cannot find out if they put their minds to it. Rumor holds that Smiley maintains close ties to two of the other main information-dealers of London, Councilor Kore of the Silver Ladder and Alistair Niall, the former High Sheriff.
The Cold River Hunters are another pack that's seen better days, a group of Pure with Neo-Nazi ties operating out of Battersea and with allies among both the Mara and with Jenny Greenteeth. Unfortunately for their alpha, Lucas King, their most recent effort at gaining a lot of spiritual brownie points ended up backfiring spectacularly, and right now it's well-known that Todd White would love a wolf-skin rug for his mantel. None of the Cold River have had a good night's sleep since then, but they remain an extremely violent and dangerous pack with a seemingly-inexhaustible supply of thugs.
Brick & Bone is essentially a joke among the Uratha, a pack of Ghost Wolves, outcasts, and renegades that lurks around Blackheath. Led by Kevin "Moxie" Moxley and saddled with a notoriously troublesome totem (a kleptomaniacal magpie-spirit known as Ebon-Eyed Magpie who will not abandon them however they might wish it), Brick & Bone are basically a punch-line and widely considered to be jinxed. However, they've recently recruited, kind of by accident, the skilled Maddie Wishthound from the Cold River Hunters, and they've the somewhat erratic patronage of the Jack-of-Crows.
The werewolf pack of Revelation used to be one of the more dangerous groups of Uratha, a Pure pack led by the Fire-Touched paladin Cinder. Then... something happened, and Cinder had a conversion, and became a Ghost Wolf. The pack splintered into fragments shortly thereafter, and today only Cinder remains. Properly, it's not even a pack. Except that Cinder's totem stayed with her, Cinder's maintained her territory in Green Park, and she has significant allies both among the spirits of London (who look upon her with more respect than they do any other werewolf) and the Fae of the Seelie Court. So more than a few people just sort of pretend that Revelation is still around.
Among the non-lycanthropic shapeshifters of London, most powerful are werespiders of Atenka Holdings London, recently immigrated from Ghana and looking to establish a colony in London's West African community. In West Africa, the Atenka Clan of the Children of Anansi are enormously powerful, influencing governments and Incarnae alike, and with fingers in every pie. In London, the werespiders are very, very far from home, though not without some resources all the same. Nicholas Kwaku Atenka, one of the sons of tribal chief Solomon Kwaku Atenka, is the leader of the Children of Anansi in London.
London is also home to the Border Reivers, an extended family of selkies named with tongue firmly in cheek. Consisting of a trio of young, socially-active selkies foisted on their long-suffering mortal uncle, Prof. Richard Sinclair of the LSE, these northern raiders are mostly interested in robbing good English folk of their virtue and chastity. Thoroughly apolitical, the Border Reivers mostly cut a swathe through the clubs of Camden and Southwark. All four members live in a single block of flats in Bloomsbury, along with Mr. Deaghadh, a brownie-spirit.
Brick & Bone Rank: 1 (got an Advance from Maddie's joining after Dark Tides, one more and they hit Rank 2) Domain: None (dwells in Blackheath) Reach 0; Grasp 2 Totem: Ebon-Eyed Magpie (Rank 1: Larceny +1, Pickpocket specialty in Larceny) Benefits: Powerful Ally x3 (The Jack-of-Crows) Drawbacks: Wrath of Murphy; Treacherous, Stupid, or Both?
The Cold River Hunters Rank: 1 (used to be Rank 2 before Dark Tides) Domain: None (Contests Battersea with several other factions) Reach 3; Grasp 6 Totem: River-at-Midnight (Rank 1: Survival +1, 2E) Benefits: Paramilitary; Influence (Hate Groups -- BNP) Drawbacks: Nemesis (The Unseelie Court) x5; Dubious Health Benefits (Nightmares)
The Thunderpaws Rank: 1 (used to be Rank 2 till they lost Mike) Domain: Bow Reach 3; Grasp 1 Totem: Rolling Thunder (Rank 1: 3 WP) Benefits: Band of Brothers Drawbacks: Disorganized
Atenka Holdings London Rank: 2 Domain: Seven Sisters Reach 4; Grasp 3 Totem: Grandfather Rabbit (Rank 2: Wits +1, Athletics +1) Benefits: Glamorous; Criminal Drawbacks: Treacherous, Stupid, or Both?; The Madness of the Crowds
The Border Reivers Rank: 1 Domain: None (though they live in Bloomsbury) Reach 1; Grasp 2 Totem: Mr. Deaghadh (Rank 1: Staff (Crafts, Academics, Medicine)) Benefits: Glamorous, Band of Brothers Drawbacks: Marked (Selkie look)
Cults, Sects, and Secret Societies Cultists-- Worshippers of the Forbidden: (Population >2000)
Cultists. They’re like cockroaches…. We have a rich cultural baggage of primate behavior which includes the urge to suck up to the big bad alpha male, and a tendency to assume that any intelligence smarter or nastier than we are is the top of the pack hierarchy. Finally, we’ve got any number of dark religions out there. The followers of Kali or Mictecacihuatl or the various other faces of the lady of death. Certain splinter sects of millennialist Christianity who believe that the Revelation of St John is black propaganda and that Satan will triumph. Strange heresies, by-blows of the Albigensians who trace their heritage back to secret cells who worshiped Ahriman in the palace basements of the Persian Empire. Other groups who are less familiar: syncretistic heresies spawned by bizarre collisions between seekers of hidden knowledge and followers of Tibetan demon princes. And, of course, bat-winged squid gods, although I find it hard to believe that anyone takes that seriously these days...
None of their beliefs matter. What matters is that if a cell or coven or parish or whatever get their hands on a genuine summoning ritual, the things at the other end of the occult courtesy phone aren’t fussy about what they’re called as long as the message is ‘chow time’.
Charles Stross, The Fuller Memorandum
It is an unfortunate -- or fortunate, depending on one's perspective -- fact that when humanity is confronted with the supernatural, their first response is most often to fall down upon their knees and worship it. Lured by promises of power, and blood, and servants, the supernatural has obligingly accepted that worship. Nor are vampires and werewolves wholly free of these atavistic instincts, giving devotion to something greater than themselves.
London is home to countless cults. In his 1934 book Strange Cults and Secret Societies in Modern London, the sensational journalist Elliott O’Donnell tells of the London branches of the Leopard Society of West Africa, Obeah-cults from Jamaica, the Kali-worshiping stranglers of the Thuggee (all active in the East End), Thibetan Freemasonry (originally the Egyptian Sophiens), and the Mafia (in New Compton Road and Soho). He also expands upon London-exclusive groups such as the Gorgons (high-society Dionysiac women who revel at Richmond on the Thames), a cult in Upper Norwood that worships a Peruvian mummy, societies dedicated to the cruel and the grotesque in Chelsea, the “Get Rid of the Old” society and the “Suicide Club,” and the strange prophetesses known only as the Grey Sisters. To say nothing of the loose circle of Druids sexually attracted to certain trees in London’s parks and commons, or the female-only Duckdom House in Kensington filled with living waxworks and automata of uncanny beauty, or the “S” Society of young Soho rakes descended from the avenging mediaeval Holy Vehm but now dedicated to blackmail and burglary. The array has not gotten any less strange in the intervening eighty years.
The Suicide Circle is a strange cult consisting of a constantly-recruiting membership of twelve English aristocrats, one of whom commits ritual suicide every New Year's, at the liminal moment between one year and the next. They recruit a new member over the course of the year, but their deceased brethren remain, bound to the Reform Club in St. James's, and by now the ghostly auxiliary of the Suicide Circle is much larger and much more vicious than the Circle's quiet mortal component. Their leadership is unknown, either some truly deranged ghost, or some sort of undead hive-mind, and their purpose is equally mysterious, save for some whispered rumors of 'sating London's bloodlust.' Roused to anger, they are enormously dangerous, with scores of violent and well-organized ghosts and considerable mortal resources, but they tend to be passive unless provoked, and most of the supernatural nations do their best to ignore them.
Claiming descent from the Holy Vehm, quasi-vigilante law courts of "Free Judges" found in Medieval Germany, the "S" Society are a secret fraternity of the young and well-to-do, based in Marylebone. They take it upon themselves to carry out justice (the more poetic the better) against those they see as having escape the law and their proper destiny, with blackmail, terror, and murder as their chosen tools. The "S" Society worships Fate, and see themselves as its agents, and members take no major decision without first consulting one of the Society's fortune-tellers and seers. They claim the wolf as their symbolic patron, and are under the particular protection of Tyburn Gallows-Lord, London's Incarnae of Law and Destiny.
Not often considered a cult is the Fei Yu Dang, the Leaping Fish Society, headquartered in Limehouse in the East End (London's historic Chinatown). A Triad run by a cabal of immortal Loyalist changelings who worship the Great Crocodile-Dragon Jiaolong, their core business is smuggling antiquities (London is the end-point for a number of looted Chinese and Southeast Asian treasures), heroin smuggling, and serving as occasional assassins for other crime groups. Their core base is in Hong Kong, with smaller branches in Guangzhou, Shanghai, Macau, Phnom Penh, Bangkok, and San Francisco, but their leaders, the tiger-fae-queen Gao Xiao-Jie and the waterborn-sage Gao Hsien-Feng, frequent London increasingly often in the modern era.
The Mara are a cult of aquatic vampires that worship the Sunken Mother, also known as Jenny Greenteeth. Nominally part of the Circle of the Crone, and regularly threatening Abonde's command of the Acolytes, the Mara pursue a largely independent line from other vampires. In recent years, the Mara's leader Cynthia and Abonde have recently reached a modus vivendi, just in time for the Mara to earn the enmity of the Unseelie Court.
The Cult of Brass grew out of the 19th century Egyptological Society of London, a respected group of wealthy dilettantes and amateur academics who in the 1890s brought back something a little bigger than they could handle from a dig in Amarna. Today, the Cult still operates the Egyptological Society as a front organization, maintaining a large compound in Kensal Green. Structured as a mystery cult, no one has penetrated the upper reaches of the Cult of Brass, but their agents have been known to use both necromancy and peculiar, bio-mechanical constructs including swarms of brass locusts and brass ants capable of puppeteering a human corpse. That said, the Cult of Brass are relatively good supernatural citizens, careful of the Masquerade, though they do show an unhealthy interest in anything related to the late 18th dynasty (of Akhenaten and Tutankhamen fame).
The Suicide Circle Rank: 3 Domain: None (Contests St. James's with the Ordo Dracul) Reach 4; Grasp 5 Benefits: Otherworldly (The Dead); Two Worlds (The Dead); Village of the Damned (St. James's); Wealthy Drawbacks: Localized (St. James's); Creepy; Nocturnal
The Fei Yu Dang Rank: 3 Domain: Limehouse Reach 4; Grasp 7 Benefits: Criminal; Conspiratorial; International (Hong Kong, London, Guangzhou) Drawbacks: Tithe; Madness of the Crowd; Strange Duties (appease Jiaolong); Unclear Leadership (Hsien vs. Xiao vs. Jiaolong)
The "S" Society Rank: 4 Domain: Marylebone Reach 4; Grasp 7 Totem: Tyburn Gallows-Lord (Rank 5: Stealth +3, Weaponry +3, Destiny 3) Benefits: Totem x2 (Tyburn Gallows-Lord), Otherworldly (Shadow); Two Worlds (Shadow) Drawbacks: Strange Duties (The dictates of Fate); Not Of This World (Shadow)
The Cult of Brass Rank: 3 Domain: Kensal Green Reach 5; Grasp 3 Benefits: Intellectual; Powerful Ally x2 (???) Drawbacks: It's Loose! It's Loose! (Ancient Egyptian ghosts and spirits, primarily)
And all the Sundry Hosts of Hell Oddities-- Fair and Foul: (Population ~275)
While the changelings, mages, vampires, and werewolves make up the main 'supernatural nations' of London, they are hardly the only major supernaturals of London. The sheer variety of the uncanny never ceases to amaze, ranging from fairly well-known creatures such as the diabolically Possessed, the constructs known as Prometheans, or Taoist immortals, to strange and bizarre beings that fit no known classification.
Most such creatures exist alone and unique, though a few possess sufficient numbers to have, if not a society, then at least a few cabals or cults. Others associate themselves with one of the great supernatural nations, becoming accepted if never completely welcomed. And others still exist in isolation, and indeed may never meet any other supernatural creatures or know of their existence, and be similarly unknown... at least till some hedge-wizard causes the kind of chaos that forces action.
The most high-profile of the organizations that exists outside the umbrella of the main supernatural nations are the Harbingers, a largely Fae group run out of the Cat's Cradle, led by two high-ranking Seelie courtiers, Erin Lamothe and Othello. Their main focus is charity and providing a support network for those supernatural creatures that would otherwise fall through the crack -- changelings, the re-housed souls known as Fetchesques, mortals rescued from the Underworld (called the Ghost Kids), and a few miscellaneous horrors like Mary Mack the mad vampire. Basically nonviolent, they also manage the supernatural world's most popular restaurant and meeting place, and have good relations with both Fae courts, the Consilium of Albion, and certain segments of the Kindred and Uratha population.
Another prominent organization is the Fusang Tong, a group of criminals who specialize in procuring rare and esoteric objects, lead by the Taoist immortal Bo Kyungbang. Relatively small and nonviolent, the Tong works with the tacit approval of the Consilium of Albion, and are often used by various organizations that require their unique expertise -- though this also means that they tend to be the first to be suspected whenever anything is stolen.
Caring less than his brethren for worship and propitiation, the Man Under London sits at the center of a great web of spirits, mortals, and ghosts, all convinced that it is through the favor of the Man Under London that they can achieve their desires. With his inhuman intellect, the demigod runs a networks of favors and deals -- a mortal businessman will purchase cattle and sacrifice to a spirit of flames, which in turn will burn the old enemy of some vengeful ghost, which then consents to possess an accountant and cover up that mortal's embezzlement. What they lack in loyalty (and few are loyal to anything but themselves), they make up for in effectiveness and reach.
The Yardies are a loose network of primarily Jamaican street-gangs with roots in the 'back yards' of Kingston, mostly centered in the South London slum of Brixton. By and large, they're no more supernaturally aware than anyone else, but the Duppy Boys are an exception. Around 2002, Gladstone 'Books' Griffith, fresh from prison, took over the King Street Mafia gang and transformed them into the Duppy Boys (Duppy being a Jamaican word for an evil ghost or spirit). Since then, the Duppy Boys have grown to prominence in Brixton due to Griffith's leadership and business savvy, and they've become supernaturally aware as well -- at least enough to use silver and cold iron against incursions from the Seelie and the Cold River Hunters, and to ward their hideouts from spiritual intrusion. Griffith lets it be known that he'll pay for any Brixton youth that studies folklore and mythology, so the Duppy Boy's occult savvy is only likely to increase.
The Harbingers Rank: 3 Domain: Islington Reach 5; Grasp 5 Benefits: Easy Feeding; Band of Brothers; Support Group Drawbacks: Unclear Leadership (Erin vs. Othello); Saintly;
The Man Under London and his network Rank: 4 Domain: The London Underground Reach 7; Grasp 5 Benefits: Otherworldly (Twilight); Otherworldly (Shadow); Two Worlds (Shadow) Drawbacks: Treacherous, Stupid, or Both?
At the pinnacle of supernatural society are the four great nations of the uncanny, the fae, the wizards, the vampires, and the werewolves. At the very bottom are the sundry and varied monsters, spooks, goblins and ghouls in all of their infinite variety. But there are things in between, supernatural societies that are not quite of the same size as the Big Four, but significant all the same. Supernatural societies such as those of...
MI-18
Formally known as the DRU, or the "Direct Response Units" (and renamed by MI-18 wags the Department of the Rum and Uncanny), MI-18 is still called by its old, WWII-era designation as Military Intelligence, Section 18. They are the official protectors of Her Majesty's Government from all things that go bump in the night. They are a grand conspiracy of psychotic ex-cultists and special forces soldiers, mad sorcerers and madder scientists, and more than any other individual force, they keep the supernatural leaders of London awake at night.
Though MI-18 only goes back to the 1920s, the British government has been aware of the supernatural since at least the late 16th century, when the magus John Dee was both court wizard of Queen Elizabeth I and an agent of Sir Francis Walsingham (1532-1590), Elizabeth's spymaster, privy councilor, and secretary of state. Britain has played home to a succession of counter-occult organizations since then -- the crypto-Masonic Black Lodge at the time of the American Revolution, the Committee for Imperial Security founded to suppress the Thuggee cultists of India in the mid-19th century -- of which MI-18 is only the latest. MI-18 was founded in 1925 by Major General J.F.C. Fuller, a unique man who was, at once, the genius mind who created the doctrines of Blitzkrieg and a host of other military theories still in use today, a close correspondent of Aleister Crowley and active occultist, and an unabashed fascist sympathizer who attended Hitler's birthday in 1939.
MI-18 proved its worth in the Second World War, battling the Ahnenerbe (the Nazi "Ancestral Heritage Society", Himmler's occult investigators) alongside its American (Task Force: VALKYRIE) and Soviet (The Thirteenth Directorate) allies. The less said of Nazi occultism the better, save that they pushed the sciences of soul-manipulation and necromancy to scales which the blackest demon of the Medieval period could have only dreamed of. Following 1945, MI-18 was re-shuffled into the Direct Response Units, and it was as the DRUs that MI-18 participated in the British response to the Mau Mau Uprising (specifically, putting down agents of the Cult of the Bloody Tongue in Kenya), in the ongoing Troubles in Ireland (not all participants, on either side, were as shy of supernatural aid as might have been hoped), and in the Balkans in the 1990s. Recently, MI-18 has seen a surge of funding and domestic power, courtesy of Britain's paranoia regarding terrorism.
Organizationally, MI-18 consists of the Direct Response Units -- the actual counteroccult agents who go out into the field -- and the support network for them. Each DRU is centered upon a specific threat, and consists of half a dozen 5-man cells. DRU 1, Red Unit, is tasked with handling the vampiric society of the British Empire. DRU 2, Black Unit, handles all ethereal entities -- ghosts, spirits, demons, etc. DRU 3, Silver Unit, manages the werewolf and assorted shapeshifter population. DRU 4, Blue Unit, is responsible for mortal witches and sorcerers. The recently founded DRU 5, Green Unit, handles the Fair Folk. All of this is backed by a large population of support staff (everything from the boffins and departmental sorcerers responsible for MI-18's weaponry to the caterers responsible for keeping the agents fed). The agency (between five hundred and one thousand people, depending on what one believes) has a remit covering the entire Commonwealth, and most field agents rapidly develop a very international career.
All of this is managed by the Board. Theoretically, the Board reports directly to the Prime Minister. In practice, no one below the rank of DSS (Detached Special Secretary -- invariably powerful sorcerers) has seen the Board in a long, long time. The last minuted meeting took place in '71. After that, the records stop.
MI-18, unlike their Russian and American counterparts, never had the kind of budget to allow it to develop superscience the way James Bond might have liked it. Instead, MI-18 has mostly relied on its large collection of stolen occult lore, stretching back all the way to John Dee. Most senior field agents are potent practicing sorcerers. MI-18 also recruits former cultists and freelance psychics (the alternative usually being phrased as being either killed or imprisoned, and loyalty secured by binding geases under the Official Secrets Act, Section Three). MI-18 agents have also swiped a fair bit of hypertech from their American counterparts over the years.
Each DRU has a unique operational ethos. Red Unit tends towards paranoia and elaborate, Machiavellian political gambits. Black Unit is heavy on para-psychological paraphernalia and focus more on research than on exorcism. Silver Unit is a firm believer in the doctrine of overwhelming firepower, and so forth.
--The preceding is heavily inspired by the Laundry series by Charles Stross, with bits of NineStarStudio's MI-18 and Pagan Publishing's Delta Green mixed in. John Dee, Sir Francis Walsingham, and J.F.C. Fuller were all real people, who were as they are described here.
The Servants of the Books
There are trivial truths and the great truths.
The opposite of a trivial truth is plainly false.
The opposite of a great truth is also true.
The Cathar priests in the south of France managed to survive and pass down their tradition about the Fallen. Father Marcel's story to me was this, though he warned that all of knowledge I had found were but reflected parts of the truth. The Grigori were the watchers. In the Beginning, God made Man. Whether this happened in Eden’s Garden or by some misplaced spark of divinity can be argued. But with the creation of Man, the task was not yet finished. And thus, God sent two hundred of his angels, the Watchers, the Grigori, to watch over Man. That was their mission. To watch. To teach. To complete the act of Creation. But they looked down on the sons and daughters of Man, and they felt… desire. Perhaps in those days the Grigori were less maddened by aeons, or Man closer to the divine source. But the Grigori fell from grace due to lust — or love, if one feels charitable — and they bred the Nephilim. My Mistress, my Keeper, in such a tale, is one of the Nephilim. The flood changed the world so it was painful for them, and so the Nephilim created Arcadia and fled.
The Grigori taught Man forbidden knowledge. The darkest arts of war and sorcery. They came to rule over Man. They did this for desire. But nothing is eternal but the Lord, and with the ages, the Grigori fell away. They had traded away their immortal natures for power on Earth, though few of them realized this at the time. One by one, they completed their missions, taught all that they could, and faded away. Others who finished their task condemned themselves to sleep, chaining themselves to the Earth. Others cut out their memories and became almost mortal, and dwell among us still, a handful of angels who believe themselves human. But the Servants of the Books would not complete their missions, for they had no desire to give up what they possessed. And so they bound themselves to books, and refused to teach their very last secrets, so as to never fade away. Though, if what Wormwood says is true, perhaps in an eternity of isolation, they have come to change their minds.
It is not merely enough to teach Man the secrets, however. They must teach their original charges, those handfuls of mortals whom they desired too much, and who live still, their souls tethered by the wake of a divine, self-inflicted curse. These souls are reincarnated into different bloodlines, that stretch back to the dawn of mankind. By this point, these bloodlines make up a majority of all humans on earth, so there's no danger of them dying out. It also makes the soul near impossible to find, though Oleg noted they will always take the most direct route possible down the genealogy.
Father Marcel did not know how many angels remained. I know of seven - he thought perhaps even eight or nine. Moon spoke of eight angels, but they did not match up with the descriptions of the ones I know. Oleg' s chapel only had the seven - Arshelfar, Hecate, Belial, Cybele, Typhon, Ba'al Hammon, and Mara. Such entities can't affect the mortal world. In fact, they can't even think on the same plane as the mortal world. So, what would normally be considered 'Belial' or 'Cybele' is actually a trio of separate entities. There's the actual 'Angel', which is an idea from beyond the rational universe as we perceive it. It's immensely powerful, but it operates on a plane in which humanity is literally incomprehensible to it, and vice versa. There's the Crown, which lets a mortal be possessed by the appropriate Angel, letting them share perspective with one another. This combination of Angel and mortal is the Avatar, the Angel's actor in this plane of existence. As such, angels are sharply limited in earthly influence, and the angels' avatars tend to gather mortal servants around them like any cult - though their methods vary wildly by angel. Father Bogdashkavich, of Cybele, was head of a dying cult of Russian Old Believers. Oleg Wormwood, avatar of Belial, preferred normal mortal mafiosi to do his work. The dragon Typhon had no mortals that we saw, only strange shadows that were something between demons and ghosts - things I think were once people, who have been literally erased from reality, eaten into non-existence.
We have crossed paths with three of the angels so far. We encountered Oleg Wormwood attempting to enslave a ghost mage, the better to turn corpses into clockwork zombies to be his servants. We found Father Bogdashkavich and his dying cult, who were trying to summon Cybele into this world. We encountered the Servants of Typhon, who possessed seven unfortunates, and left us with a chilling prophecy: ‘When the city of the Sun burns, he will open his eye, and we shall see.’ Their influence has spanned since the dawn of time, and up until this day - Typhon takes credit for the Great Fire of London, and teaching man how to split the atom. Despite this, their influence has dwindled, mostly from them fighting among themselves. Typhon, Cybele, and Ashelfar are all supposedly allied with each other, as are Hecate, Mara, and Ba'al Hammon. Belial is left as an outlier, though currently all angels are allied against him, for he has been systematically killing them one by one.
This quarreling only hurts them, as they cannot act without servants or mortal actors. But the force of their will is enough to continue to shove their way back into reality, even when all knowledge of them has been destroyed. And so it always will be, until they are finally put to rest.
-Erin Lamothe
The Children of Anansi, The Mbofra ma Anansi
So, you know the nefarious Spinner-Hag who created the Azlu host? The host that all werewolves have sworn to destroy? Yes, that one. Surely you didn’t think she was the ONLY spider-spirit in all Pangaea? That would just be silly. No, there were other, lesser entities of the same metaphysical species knocking about in that land before time -- and one equal. You may know him -- and many West Africans do -- as Anansi: the spider as trickster, storyteller, occasional intermediary between humans and the gods, and all-around rogue.
There are tales about Anansi all over the place, and I would encourage you to look some of them up. However, there are a few such tales that only a very small segment of the population knows about -- maybe a couple hundred thousand in the entire world, and some of their families. These stories talk about Anansi, and many other animal spirits, like the others. But they also talk about his Cousin, a pompous schemer who thinks she’s way smarter than she is, and doesn’t know how to have any fun at all...and sometimes, they talk about a Wolf, a Lawful Stupid if occasionally well-meaning sheriff-type who bites first and asks questions later. One of the most famous of these stories tells how Anansi got fed up with his Cousin’s wicked ways once and for all, and decided to trick old Wolf into thinking he had wanted to hunt her down all along -- for Wolf was getting old and fat by then, and didn’t feel like gallivanting all over the continent to fix someone else’s pest problem. As it turned out, Anansi was extremely persuasive.
Now, all the Anansi stories, even the well-known ones, mention that Anansi had kids. The lesser-known tales go into far more detail.
In the present day, the Children of Anansi have a number of things in common. They all trace their ancestry back to Anansi himself, and thus to the West African Gold Coast, where the Anansi stories originated. They generally, to some greater or lesser degree, embody aspects of Anansi’s personality: his trickster-nature, or his facility with words, or his quick wits, or sometimes his self-centeredness.
Oh: and they’re all werespiders.
As such, the Children run into a lot of the same issues that the Forsaken do: for example, like werewolves, they interact with the spirit world. However, where the Forsaken keep the spirits placid through violent culling or guarded diplomacy, the Children keep them in line through bargaining, elaborate (and often deceptive) contract agreements, and often good old-fashioned trickery. They don’t feel any particular responsibility to keep the peace over there, but they do recognize that the spirit world and its denizens can be turned to their benefit, with enough wheeling and dealing -- which also sometimes means making sure those spirits don’t murder anyone, as a side concern. Plus, not dealing with the spirits would be way less fun.
The Azlu, they feel a good deal better about hating and opposing outright -- both because they and their mother were tremendous prats, but also because the Azlu strengthen the Gauntlet, and not being able to get through the Gauntlet means promising opportunities go away. The Forsaken, they would probably be just fine with -- if the Forsaken didn’t usually mistake them for Azlu and try to kill them right off the bat. As such, the two “species” have had a somewhat tumultuous relationship in the past; sometimes there have been violent clashes, and sometimes there have been fragile alliances.
Now, a few notes about genealogy, as it’s relevant to Nicholas’ case. Unlike werewolfism, werespider-ness is transmitted hereditarily, as sort of a recessive gene: a human/werespider pairing results in werespider offspring about 20% of the time. When two werespiders breed, that rate is just about 100%. However, werespiders have the same interbreeding taboo as werewolves -- both out of incest concerns and a desire to keep a low profile through relatively low population -- so human/werespider pairings are the norm in nearly all cases, with the human partner (usually) brought into the secret. This explains why the Children tend to have large families: sure, they don’t want to overwhelm the world with supernatural progeny, but they usually want at least one kid with the gift, and that usually takes a few tries.
As a side note, the type of spider that a werespider becomes is also hereditary. It can be inherited from a child's werespider parent, which is self-explanatory enough, though -- presuming one is involved -- it can also be inherited from a human parent. In this latter case, the child's spider form is from a species geographically or culturally associated with that human parent: basically, if human mom or human dad were to have a spider "spirit animal," then there's a 50/50 chance that werespider kid turns out to be that kind of spider.
The Children’s inheritance patterns follow matrilineal Ashanti custom: when a man dies, his sister’s son gets the property. The same goes for clan chiefdoms, which is why Nicholas’ cousin is in line for the C.E.O. slot, not Nicholas himself. (Also, Solomon is the chief of his clan, if you haven’t figured that out yet). Thus, the only two instances in which a werespider/werespider marriage is considered appropriate is between a chief and his wife, and between a chief’s sister and her husband -- in the former case because a chief’s offspring reflects on his own status as ruler, and in the latter case so that the chief is guaranteed a werespider heir. Generally, the relevant sister acts as a lorekeeper, spiritualist, and priestess for the clan, so that the next chief is brought up with an appreciation for his heritage.
To avoid inbreeding, the werespider/werespider pairings above are only sanctioned if the parties are from two different clans -- this also helps to strengthen the web (hah) of Children society as a whole. As a final note, here are the five recognized clans as they stand today, with the assumption the Storyteller may feel free to invent more creative names for them in the future.
Nicholas’ clan, the oldest and most central, headquartered in Nasande and stretching along the coastal Gold Coast from Côte d'Ivoire to Nigeria. Known as the most cosmopolitan clan, as well as the most business-focused.
The Central African clan, headquartered somewhere in the Congo River Basin but extending as far out as the sea to the west. Larger in area but poorer, more diffuse, and more rural, they’re considered the country cousins of the Nasande clan. Nicholas’ mother Cécile is from this clan; she’s from a wealthy family of Gabonese oil speculators.
The northern clan, headquartered in Kangaba in Southern Mali, and encompassing a thinnish band of dry savanna just above Nicholas’ clan’s territory, with its lower border passing through northern Ghana. Dates from the breakup of the Songhai Empire in the 16th Century, when Muslim sahel-dwellers interbred with their neighbors to the south. While the other clans are semipublicly animist, these guys disguised their beliefs by layering Islamic theology over them; after a while, syncretism happened. Known for their scholarship.
-The clan with the extreme misfortune to have settled in Liberia, i.e. “that country with all the guerillas and poverty.” In their defense, it was better a few hundred years ago. Now, they’re a tiny band of ridiculously lucky soldiers of fortune, operating out of a heavily armed compound outside Monrovia. The only logical reason they haven’t been exterminated is because of the recent peace deal, and some of them are already taking credit for it.
The diaspora clan, headquartered in Kingston, Jamaica but encompassing all the Children of the New World, from the Caribbean to Suriname to Nicaragua to the American South. Technically the largest clan by population, but has something of a volatile relationship with the other four, due to cultural and political differences -- their priestesses also act as the chieftains, for example. Despite their reputation for rabble-rousing, their leaders still need eligible werespiders to breed with -- so they’re not planning to break things off entirely anytime soon.
--Whistler
Favored Renowns: Cunning and Glory (what's the point of being clever if no one knows about it?) Favored Gifts: Father Wolf, Mother Luna (under different names) Core: Evasion, Inspiration, New Moon, and three more based on Clan
--Ghanaian Clan = Knowledge, Dominance, Technology
--Congolese Clan = Nature, Elemental, Stealth
--Malian Clan = Insight, Warding, Crescent Moon
--Liberian Clan = Rage, Strength, Stealth
--Diaspora Clan = Knowledge, Weather, Death Rage: Information Signs of the Moon: Cunning, Scheherazade's Gifts
Rage: Madness Rage (Megalomania) Primal Urge: Standard Social penalties (-1 to non-intimidation social rolls per 2 dots of Primal Urge – Though this manifests not so much in terms of fear but distrust. You just know a high-powered Child of Anansi is putting one over you. Somehow.) Essence: The Children of Anansi regain essence through lies and tricks -- whenever the Child of Anansi gains something or convinces someone to do something, they gain essence, so long as some measure of subterfuge is involved. Panhandling when one isn't actually poor or getting someone's phone number through false pretenses is good for a point or two of Essence (max 5 per day), while more elaborate swindles give greater amounts, up to 30, 50, or even 200 essence for truly awe-inspiring swindles involving Incarnae or corporate CEOs. Multiple werespiders can work together and split the Essence reward.
Alternate Forms:
Human Form: Children of Anansi are to all outside appearances normal humans, though they are usually slender and long-limbed, with a tendency towards pot-bellies. Originally of Ashanti origins, most Children of Anansi are either West-Central African or Afro-Caribbean. Traits: Perception +2; -2 to any supernatural effort to identify a shapeshifter as such (such as Aura Read).
Near-Human Form: The Child of Anansi gains about a foot in height, almost all of it coming from their arms and legs -- their fingers become absurdly long, and their eyes become very large and very dark. Depending on their spider-species, they become hairier, or else lose such hair as they have. Traits: Perception +2; Strength +1, Dexterity +1, Manipulation –1, Size +1; 9-Again on Strength Rolls and gains a 0L Claw attack.
Hybrid Form: In hybrid form, the Children of Anansi are essentially giant centaur-spiders, with a leg-span of twelve feet or more, their upper-bodies only faintly recognizable as human. Six additional eyes of different sizes appear on their faces, for eight in total, and their jaws change so as to contain the venomous fangs and chelicerae of the hybrid form. Their coloration also alters, and their body is covered by hard hairs or sleek carapace. They can maintain this form for (Resolve+Stamina+PU) turns. Traits: Perception +3; [Primal Urge/2]/[Primal Urge/2] Natural Armor; Limited Duration (Can be sustained for Harmony+PU turns); -2 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons;
Strength +2, Dexterity +3, Stamina +1; Size +2; 8-Again on Strength Rolls and gains a 2L Bite attack and a 1L Claw attack; Automatically fail all mental or social rolls with the exception of Resolve, Composure and Intimidation rolls; Combat Focus & Limited Weapons and Styles
Giant Spider Form: In this form, the Child of Anansi is a spider... a very, very, very large spider. It has a leg-span of seven or eight feet and moves with astonishing speed despite its size. Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Strength +2, Dexterity +2, Stamina +2, Manipulation –3, Size +1; Base Speed +3; 9-Again on Strength Rolls and gains a 2L Bite attack.
Spider Form: The animal form is sometimes called the swarm-form. The Child of Anansi turns into an equal mass of spiders, the average Child turning into some five hundred of them. The spiders never leave one another -- each spider is touching at least two other spiders, as all belong to one "body" of spiders (as such, the Children of Anansi do not receive the particular defensive bonuses of swarms). Each spider has negligible stats, but taken as a mass, they are capable of considerable power. They can, however, wriggle through any opening large enough to accommodate a single spider, given a successful Dex+Athletics roll. Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Strength +1, Dexterity +2; Base Speed +2; Gains a 1L Bite attack; Can squeeze through any opening large enough to admit a single spider.
Primal Form: The Child of Anansi becomes a spider the size of a car, eight feet tall and with a leg-span of about twenty feet. Strictly speaking, their bite does not actually get any more toxic in this form -- each bite simply pumps close to a pint of venom into their victims. Traits Perception +3; [Primal Urge/2]+1/[Primal Urge/2]+1 Natural Armor; Use the higher of Dexterity or Wits for Defense; Limited Duration (Can be sustained for Harmony+PU turns); -3 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons; Combat Focus; Limited Weapons and Styles (Primal Form lacks opposable thumbs)
Strength +3, Dexterity +4, Stamina +3, Manipulation –3, Size +3; 8-Again on Strength Rolls and gains a 2L Bite attack and a 1L Claw attack; Venom gains +2 Toxicity
Miscellaneous Alterations:
Poison: All spiders are venomous, and so are all of the Children of Anansi. Their bite inflicts a Toxicity (Primal Urge) venom, even in human form -- though injecting venom is a conscious act.
On Regeneration: The Children of Anansi, unlike the Uratha, do not heal from wounds any more quickly than a mortal man -- they have to be careful about picking their battles.
Wall-Crawl: Like a normal-sized arachnid, the Children of Anansi can walk on walls or even the ceiling of a structure and move as freely as they can on the ground. The shapeshifter must have at least three of their limbs in contact with the surface they're climbing at a time, and they're still affected by gravity. (That is, if they lose contact with the surface they're climbing, they fall down, not toward the climbing surface.) Also, the surface they're climbing must be able to support their weight, which may vary greatly by size.
The Finfolk or Selkies, Children of the Sea
The sea has always been a captivating force for those who live near it. It provides, amply, to those who know how to harvest it. It also takes, from those who dare to travel it. The sea is a fickle mistress, some days so calm not a ripple can be seen upon it, some days so fierce it can shatter ships and sweep away villages. But the sea has more than a physical hold on mankind – those who talked to sailors of old know as much. It was a siren call that drew those men out to risk death again and again – sometimes the ocean let them return, and sometimes she did not. Some said the sea was their one true love. In the older days, when men and spirits were closer, this was less of a metaphor.
The children of the sea and men are more commonly known as Selkies, and in these days of ocean liners and cruise ships, they are often seen as friendly, playful creatures. Like many modernized legends, this was not originally the case. Selkies, or Finfolk, were known as a fearsome and mysterious clan of people. They caused storms and troubled fishermen - snapping fishing lines, unmooring nets, and scuttling boats. Their songs could plunge a man’s heart into despair, and they seduced married women and young maidens. Worst of all, they took people. Like their mother the sea, they would call people to them, and vanish them away, never to be seen again.
Of course, much of this still holds true today, but the Selkies have diminished in perceived threat. For most fishermen in a First World Country, a snapped line or a cracked hull is an expensive annoyance, not a life-threatening setback. The seduction of young maidens is more of a perk to some, and their habit of snatching people is written off as yet another drowning or missing person report. The story of the Selkie has shifted into a non-threatening one, and the Selkies see no reason to contest this.
Unlike their cousins, the Forsaken, the Selkies see themselves as more spirit than human, and their culture is much more heavily centered in the spirit world. They swim in spirit oceans, and live upon a spirit homeland that the Orkney Selkies call “Finfolkaheem”. Despite this, the Selkies do not isolate themselves to the Shadow, and often travel or even reside in the mortal world. So, why are they out here, when they think of themselves as spirits and their homelands reside in the Shadow? Several reasons:
Food – put simply, while spiritual fish are very nourishing in a spiritual sense, they are less than nourishing to the Selkie’s human stomach, which would much rather prefer an ordinary mundane boring fish. There aren’t any normal fish in the Shadow, which drives the Selkies out to eat. The same issue goes for agriculture: while it might be possible to transplant real plants into the Shadow, the results are more likely to be exciting than edible.
Children – The Shadow isn’t very kind to mortal pregnancy, and the Selkies are still half mortal. The Selkies also have a very strong tradition of exogamy in their clans. Marriage or sex with another clanmember is strictly taboo, as the population of Selkies is too small to avoid a risk of inbreeding. In practice, this tends to mean Selkies go hit up local humans, and stick around long enough for their children to be born. There’s a reason the songs often have Selkies leaving their children among humans until they are old enough.
Wealth – Selkies, for whatever reason, seem to have an undue fascination with silver. Perhaps it is because silver is connected to the moon, and the moon controls the oceans. Whatever the case, they can’t get it in the Shadow, which sends them out into the human world in search of it. The same goes for other treasures, like pearls or salvage from shipwrecks. Whenever a human ship or plane goes down in the oceans, the Selkies are quick to mount expeditions to plunder it.
Essence – The Selkies, in theory, have a strong supply of spirits and essence in their Shadow homelands… but it can never hurt to have more, and the Selkies seem to hold to that. To this end, Selkies tend to travel to poach spirits, loci, essence, and other magic. Anything they think they can take without trouble catching them, they will. Some Selkies travel very far abroad, shipping things home via the use of messenger spirits.
Wanderlust – Put simply, Selkies are curious. Much like seals, they like to investigate and explore unknown things, and with modern travel convenience it is much easier for a Selkie to venture out into the world and then return safely home.
Given the Selkies’ view on spirits, one might consider them to be enemies of the Forsaken, but this is not necessarily the case – at least, not on the Selkies’ side. In theory, they serve their mother, the ocean, but the ocean is evershifting and fickle, and furthermore is quite powerful enough to exert her influence without the Selkies’ help. For the most part, Selkies maintain a neutral curiosity toward their fellow shapeshifters – whether the Urathra are more belligerent depends on the temperament of local packs.
A note on Selkie clans - though the Selkies of Scotland and the Orkneys are the most well known, there are several other clans scattered along the Northern hemisphere: in Sweden, Greenland, Oregon (former Chinook territory), Canada, and Northern Siberia. As stated above, it is taboo for two members of the same clan to marry or have children. Due to the geographical distance involved, any Selkie/Selkie paring is a huge deal, and often a symbol of some much larger bargain or alliance. Despite the relative ease of travel in modern days, the historical distance has lead to Selkie clans being insulated from one another, and thus rarely seeking each other out.
In everyday practice, this leads to Selkies having children with mortal men and women, which leads to Selkie children about 25% of the time. Leaving their children with the human parent allows time for them to grow in relative safety, and also ensures the Selkie child knows its mortal family, lessening any chance of accidental incest. Once their children are old enough to be confirmed to have the gift, the Selkies take them back into the Shadow to Finfolkaheem, where they are taught all they need to know of their heritage. Due to the transient nature of their relationships with mortals, Selkies tend to form family units of brother and sister, with each treating their sibling’s children as their own and taking the place of the missing parent. Not all Selkies are fickle lovers, however – some are willing to stay by the coast to woo a favored mortal, and some seduce their paramours to take back to Finfolkaheem. (Among the Canadian clans, for instance, it is relatively common for a Seal-man to seek out a girl to marry, then return with her to his clan, while seal-women would take their husbands from shipwrecked sailors.) These paramours are rarely seen again, leading to unsavory rumors, though most Selkies protest that those they take are safe and sound.
As a final note, the Selkies are not the only children of the sea. Wereorcas are well-known to the Canadian clans, and weresharks are known to reside amoung the Polynesian people of the Southern Hemisphere. It is technically acknowledged that these clans are all the Ocean’s Children and the clans are all interconnected - there are myths of seal-wives being given to wereorca husbands in tribute, and a Selkie-child born in the Shadow will sometimes have shark teeth. The Selkies do not like these other clans, however, and do their best to avoid them if at all possible. This is becoming more difficult in modern times, as both Selkies and their cousins are spreading out from their established territories.
-Isabella
Favored Renowns: Cunning and Honor (in Selkie terms, it means holding to your end of the bargain, keeping your word, and paying for services received) Favored Gifts: Father Wolf, Mother Luna (under different names) Core: Dominance, Elemental (with Control Water instead of Control Fire), Knowledge, Evasion, Stealth, Weather Rage: Blending Signs of the Moon: Cunning, Scheherazade's Gifts
Rage: Escape Rage Primal Urge: A Selkie must swim in a large body of water (an ocean, a major river such as the Thames or the Mississippi, or a large lake such as Lake Baikal or Lake Erie) at least once every (11-Primal Urge) days, or suffer a penalty equal to (Primal Urge/2, rounded up) to all physical rolls. Essence: Selkies regain essence either by performing duties for other spirits (see the Purified rules for details here), or through seduction, the Selkie gaining between 3 to 20 Essence depending on the difficulty and effort involved.
Alternate Forms:
Human Form: In their human form, Selkies are essentially indistinguishable from other humans, though they are usually attractive and often have black hair and black eyes. Historically Selkies in the UK came from the Orkney islands and were ethnically Orcadian, though nowadays there are at least as many Scots among them, and a sprinkling of others. Traits: Perception +2; -2 to any supernatural effort to identify a shapeshifter as such (such as Aura Read).
Near-Human Form: The near-human Selkie gains solid black eyes like a seal, and webbed hands and feet. They become even more attractive, sleek and seductive, with a mischievous demeanor. Traits: Perception +2; Presence +1, Manipulation +1; 9-Again on Presence and Manipulation; Gain Striking Looks 2 and Rote action on Swimming rolls.
Hybrid Form: Now the Selkie is a full-blown human-seal hybrid. The head becomes obviously seal-like, they gain webbed hands and feet and a mottled grey-pelt. Somehow, there is something intensely attractive about the Selkie now despite their obvious inhumanity -- they can be by turns graceful and seductive, playful and friendly, or serene and elegant. Unlike other hybrid forms, the Selkie maintains their full mental faculties. Traits: Perception +3; [Primal Urge/2]/[Primal Urge/2] Natural Armor; Limited Duration (Can be sustained for Harmony+PU turns); -2 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons.
Presence +3, Manipulation +3, Stamina +2; 8-Again on Presence and Manipulation and gains a 0L Claw attack; Gain Striking Looks 4 and Rote Action on Swimming rolls; Does not suffer from mental penalties, Combat Focus, or Limited Weapons and Styles.
Great Seal Form: In this form, the Selkie turns into a huge seal, weighing in at around 1000 lbs and 8-12 feet long. It bears a considerable resemblance to a leopard seal, though a biologist would notice something odd about it (it's the Selkie's seal form scaled up to leopard-seal size and build). Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Strength +2, Dexterity +2, Stamina +2, Manipulation –3, Size +1; Speed is tripled in the water and no swimming rolls required except for difficult maneuvers, but speed is halved on land; 8-Again on Strength Rolls and gains a 2L Bite attack. No longer requires rolls to move in the water.
Seal Form: A little over half of British Selkies take the form of the common harbor seal, and most of the rest are grey seals, though occasionally other species appear -- ringed seals, harp seals, even hooded seals and bearded seals. Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Dexterity +1, Stamina +2, Size –1; Speed is tripled in the water and no swimming rolls required except for difficult maneuvers, but speed is halved on land
Primal Form: The Selkie takes the form of a prehistoric 'walking seal' Enaliarctos, except very, very large. Essentially, imagine a creature somewhere halfway between a seal and a grizzly bear, and with a temperament to match. Traits:Perception +3; [Primal Urge/2]+1/[Primal Urge/2]+1 Natural Armor; Use the higher of Dexterity or Wits for Defense; Limited Duration (Can be sustained for Harmony+PU turns); -3 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons; Combat Focus; Limited Weapons and Styles (Primal Form lacks opposable thumbs)
Strength +3, Dexterity +3, Stamina +4, Manipulation –3, Size +3; 8-Again on Strength Rolls and gains a 2L Bite attack and a 1L Claw attack; Speed is tripled in the water and no swimming rolls required except for difficult maneuvers.
Miscellaneous Alterations:
Lunacy: The Selkie have a strange relationship with Lunacy. Their great seal form does not cause it at all, and while mortals forget their near-human and hybrid forms the same as with Lunacy, they are not frightened. Indeed, given they are often drawn close by the Selkie's incredible charisma.
Selkie Coats: The Finfolk use an enchanted seal-skin in order to transform (most sew the skin into some kind of coat for convenience). When the Selkie is in human-form, the seal-skin coat is just that, a coat, but when the Selkie takes any other form, the coat merges with their body. Selkies must be touching their seal-skin in order to use any supernatural powers such as Gifts, Rites, or Shapeshifting.
A Selkie that loses his or her seal-coat becomes, for all intents and purposes, a human. They cannot transform, they cannot use their Gifts, cannot enter the Shadow, and so forth. A Selkie that loses its seal-coat will spare no effort to get it back, and losing it is enough to cause spontaneous derangement to manifest. That said, destroying a seal-coat is viciously hard -- they have a Durability equal to the Selkie's Primal Urge.
On Silver: Unlike almost all other shapeshifters, the Selkie do not take aggravated damage from silver. However, to a one, they have a compulsion to gather silver that is borderline supernatural. Any Selkie that sees silver must roll Resolve+Composure to avoid trying to get it (through theft, barter, seduction, violence, however the Selkie prefers), and they take a -5 penalty to that roll if the silver is somehow 'free' for the taking. They can also spend 1 WP to automatically resist their obsession. In either case, the Selkie cannot be provoked by silver more than once per scene.
Holding Breath: Selkie are still mammals, and can't breathe water, but they can hold their breath for up to 1 hour per dot of Stamina.
The Water-Horses, Drowned and Reborn
Few creatures in the British Isles have as fell a reputation as the water-horses. They have many, many names – the Kelpie or Pooka, the Each Uisge of Scotland, the Aughisky of Ireland, the Ceffyl Dwyr of Wales, the Nuggle of Orkney, the Glashytn or Cabbyl-Ushtey of the Isle of Man, the Bäckahäst of Scandinavia, the Nykur of Iceland or the Faroe Islands. They appear as beautiful men or women or as magnificent horses near bodies of water, and they lure curious or desirous travelers closer. And then they drag their prey to the bottom of the lake until they drown, and feed upon their entrails. They are uniformly murderous and uniformly malign, an entire species of beautiful serial killers.
And each was once a mortal man or woman.
The reality is actually a little more complex, though truthfully, the water-horses have far more than their share of sociopathic murderers. Each of the water-horses was once a living, breathing man who met his death by drowning beneath the sky – a river, a lake, a bog, on the broad ocean or beneath a waterfall. Not everyone who so dies becomes a water-horse, of course. There are other criterion that increase the likelihood of the event. If the drowning occurs beneath an overcast and rainy sky. If the mortal was an unpunished murderer. If they were born the middle of three siblings. If they died on a Saturday. If they were a suicide. If there are no other water-horses around. What this means is that the water-horses know how to make their own, though it is difficult – and that it does happen by accident, and more often than one might think.
What the mortal drowns in determines what manner of water-horse emerges from his corpse – and the water-horses leave behind corpses, for all that they look almost exactly as they did before when they drag themselves onto shore, only fairer.
If he drowns in a stream or river, a Pooka is born, the tricksters and master shapeshifters of the water-horses, though their tricks often have a cruel edge to thems.
If the mortal drowns in a lake or a loch, he transforms into an Each Uisge, powerful and proud monsters with a berserker streak. In Ireland they are also called the Each Uisce or Aughisky.
In the stagnant water of bog or swamp, the mortal becomes a Kelpie, famed for 'sticky' hides that let them drag victims to a watery grave.
If the man drowns in the sea, then he may give rise to a venomous Nykur, also called the Nuggle, lesser cousin of the Nuckelavee.
And if the mortal drowns in a waterfall or a mountain pool, then he may become one of the rare Ceffyl Dŵr, the winged water-horses of the Welsh.
Regardless of its type (which the water-horses call Clans), all of the water-horses have certain traits in common. They are all powerful shapeshifters, they are almost always attractive, and they are all bound to water of the same sort as cause their death (a river, a bog, a lake, or a stretch of shoreline). Spending more than a day without submerging in that type of water causes the water-horse physical pain, and it is entirely possible for them to waste away.
There is no requirement that all water-horses are evil murderers, but very few can be considered psychologically healthy. First, with extremely rare exceptions, every water-horse is either a suicide or an unpunished murderer, and quite often both. They drown, and they feel drowning, the pain and terror and agony. And then they crawl up on shore, and their own mortal bodies are lie there dead as well, though the water-horse looks and feels much the same. They hunger for raw meat and viscera, and humans smell delicious. They are bound to water, and cannot venture too far from it without pain. Many go for years before meeting another water-horse capable of explaining what happened. Even then, water-horse culture is chillingly blasé regarding massacre and slaughter. For every sane, reasonable, well-balanced water-horse are half a dozen violent cannibals convinced that they died and are now ghosts or demons.
Between their fragile sanity and limited mobility, water-horses are not among the more sociable of shapeshifters. They tend towards extreme territoriality, with one and only one water-horse staking out a given body of water – rarely, a prominent waterway will support a small clan of water-horses (Loch Ness is home to almost a dozen), but such cases are rather the exception to the rule. That said, water-horses do talk to one another, and they do travel – and some, the bards, travel constantly.
Basically a flat society, water-horses have no hierarchy or organization, but the closest thing they have to an authority are the bards. Storytellers and keepers of lore and tradition, bards are respected as the repositories of water-horse culture. They travel long circuits through the country, guesting at one water-horse's after another, rewarding their hosts with stories and legends. Bards are also the ones who induct newly-created water-horses into the broader network of their people. Whenever one of the water-horses finds a new member of their species, they contact the nearest bard, who will usually take several months, or as long as a year, out of their circuit to educate the new shapeshifter -- of necessity, most bards become very good at handling the many psychoses of their students. The process of becoming a bard involves years of training by elder bards, and the memorization of an enormous quantity of oral tradition, as well as training in the language of symbols and in applied psychology. Most also pick up a measure of occult knowledge over the course of their travels, and other, stranger skills, making them the chosen problem-solvers when something serious occurs.
Water-horse society is very formal, bound up in complex webs of mutual hospitality, and strongly artistic. A strong sense of etiquette helps defuse conflicts, and older Each Uisges and Kelpies tend to come of as old-fashioned gentlemen farmers, while even the younger ones are usually very polite. Elaborate arrangements of host and guest, both with responsibilities to the other that can last well beyond the time of the visit, also help forge the water-horses into something other than simply a congregation of psychopaths. Finally, water-horse society has more than its fair share of artists, perhaps because so many water-horses were suicides, and painting, craftsmanship, and especially storytelling are all highly respected.
The water-horses have their own set of tales and legends, told by guests to their hosts and the subject of countless paintings and tapestries. They claim to be the chosen of Poseidon and Persephone, and most of all they are the favored of Demeter in her aspect as Aganippe, “The Mare Who Destroys Mercifully,” a black winged horse. They came to Great Britain with the Romans, and have stayed there ever since. Poseidon is the god of the sea and father of horses, who gives them their forms and affinity for water. Persephone is the daughter of Demeter, and the water-horses say that it is through her agency that they are pushed out of the Underworld, bound into the service of her mother. And Demeter Aganippe is their patron goddess, that along with Poseidon gives them the forms of horses and with her daughter binds them to the earth, and gives them their divine purpose. Spirits, in this context, become the myriad dryads and oreads and Furies and petty gods and goddesses of Greek myth, worthy of respect as divine cousins.
To the extent that water-horses rationalize their violent behavior, they see themselves as sacrificing to the Underworld. By drowning their victims, they open a symbolic (and after a while, actual) channel to the Rivers of the Underworld, the Styx, the Lethe, and so forth. The deaths calm the ever-hungry waters, but even more than that, they serve as a ransom to Hades, allowing Persephone to return to the world above and for spring and fertility to come each year. It’s a cruel job, the water-horses agree, but a necessary one, and most water-horses at least make an effort to sacrifice only the wicked and immoral Without these sacrifices, the water-horses contend, winter would never end, the crops would fail, and far more would die. And the earth around the home of a water-horse does tend to be very fertile. Many water-horses also sacrifice to the local spirits in exchange for more immediate rewards, though hecatombs are difficult to arrange in the modern day.
Being largely solitary, water-horses are not given to any sort of organized religion, but such as there is tends to focus on the worship of Demeter Aganippe as their patron and on their role as the ransom-payers of Persephone. Many water-horses maintain a shrine of some sort, and a few have started cults, modern versions of the ancient Eleusinian Mysteries. They promise their adherents preferential treatment in the afterlife in exchange for their help in returning Persephone to her mother in this life. Many water-horses leave things on the bodies of their victims as messages to the Underworld, or let their cultists do so. In the modern era, some water-horses have come to be uncertain about the truth of this origin myth -- they point out that there are water-horses in the Faroe Islands and in Scandinavia, places that never saw the hob-nailed sandal of the Romans, while France and Spain, which did, have a distinct absence of water-horses. But finding true evidence about the pre-Roman origins of the water-horses is an exceptionally difficult task, and tradition still holds a great deal of power.
Favored Renowns: Purity (fulfilling the duty of ransoming Persephone) and Honor (adherence to the courtesies and customs of the water-horses) Favored Gifts: Father Wolf, Mother Luna (under different names) Core: Death, Elemental (with Control Water instead of Control Fire), Full Moon, Nature, Strength, Weather Rage: Ending Signs of the Moon: Glory
Rage: Death Rage Primal Urge: The water-horse must immerse themselves within a body of water of the same sort as it perished in every 24 hours, or else take a -(Primal Urge) penalty to all rolls and 1L damage per day that will not heal until the water-horse is able to submerge. Essence: The water-horses regain Essence through drowning others. Drowning animals gives (1/2 Size, rounded down) Essence, with a +2 to the final Essence if the drowning is carried out with the accouterments of a Greco-Roman animal sacrifice (proper animals, a prayer said, etc). Drowning a human, however it's done, refills the Essence and Willpower pool of the water-horse.
Alternate Forms:
Human Form: The human water-horse looks exactly like he or she did when alive, though they often look damp or are clammy to the touch -- some are mistaken for vampires by the supernaturally savvy. Traits: Perception +2; -2 to any supernatural effort to identify a shapeshifter as such (such as Aura Read).
Near-Human Form: In this form, the water-horse gains about a foot of height and fifty pounds of sheer muscle. Their hair grows out into something like a horse's mane, but with water-plants woven into it. Their ears are long and pointed, swiveling towards sounds, and they have webbed hands and feet. Regardless, they always look drenched. Traits: Perception +2; Strength +1, Stamina +1, Manipulation –1, Size +1; 9-Again on Strength Rolls and gains a 0L Claw attack.
Hybrid Form: The water-horse in their war-form resembles something out of a nightmare, an unholy amalgam of man, horse, and what looks like a fish or dragon. They have horses' heads with maws lined with fangs, equine hind feet with split hooves, and strange spines or frills emerging from their bodies. Their bodies are covered with short fur interspersed with patches of glistening scales, and their tails are more like fish tails than those of a horse. Traits: Perception +3; [Primal Urge/2]/[Primal Urge/2] Natural Armor; Limited Duration (Can be sustained for Harmony+PU turns); -2 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons;
Strength +3, Dexterity +1, Stamina +2; Size +2; 8-Again on Strength Rolls and gains a 2L Bite attack and a 1L Kick attack; Automatically fail all mental or social rolls with the exception of Resolve, Composure and Intimidation rolls; Combat Focus & Limited Weapons and Styles
Nightmare Form: The nightmare form of the water-horse is that of a large, powerful horse that becomes quite obviously wrong. Their mouths are filled with viperish fangs and their hooves split and sharpen. Water-plants intertwine with their manes, and they look drenched in water. Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Strength +2, Dexterity +2, Stamina +2, Manipulation –3, Size +2; Base Speed +7; 9-Again on Strength Rolls and gains a 2L Bite attack and a 1L Hoof attack..
Horse Form: In this form, the water-horse is just that, a horse, usually a handsome riding horse. Most water-horses are black in color and most have yellow eyes, though there are exceptions -- all-white water-horses are not unheard of. They often seem damp or wet. Traits: Perception +3; Use the higher of Dexterity or Wits for Defense; Strength +1, Stamina +2; Size +1; Base Speed +7; Gains a 1L Hoof attack
Primal Form: The water-horse is now like no creature on earth. They resemble massive, scaled horse-fish creatures with long necks and feet that end in great clawed flippers -- they actually look quite a lot like the popular conception of a sea serpent or a plesiosaur, except with rather more claws and fangs. Nessie may well be an Each Uisge that possesses the Primal Form. Traits: Perception +3; [Primal Urge/2]+1/[Primal Urge/2]+1 Natural Armor; Use the higher of Dexterity or Wits for Defense; Limited Duration (Can be sustained for Harmony+PU turns); -3 to Resist Rage; All attempts to magically influence the shapeshifter, either mentally or socially, take a -3 penalty due to his more primal mindset. This penalty increases to -5 during Rage; Endurance; The shapeshifter can attack Outsiders (spirits, ghosts, demons, anything not native to the Material Plane) with natural weapons; Combat Focus; Limited Weapons and Styles (Primal Form lacks opposable thumbs)
Strength +5, Dexterity +2, Stamina +5, Manipulation –3, Size +4; 8-Again on Strength Rolls and gains a 2L Bite attack and a 1L Claw attack
Miscellaneous Alterations:
Clans: Each clan of water-horses has a different boon.
Pooka are well-known as shapeshifters, and can transform into many animals beyond just a horse. Each Pooka has three additional animal forms, those of a fox, a medium-sized dog (~50 lbs), and a rabbit. These animal forms have the following traits in common: Perception +3, Use the higher of Dexterity or Wits for Defense; Strength -1, Dexterity +2, Stamina +1; Size 2; Base Speed +2. Foxes gain a 0L Bite attack and a +2 to Stealth, dogs a 0L Bite attack and are utterly mundane, and rabbits gain a +2 to Stealth and a further +5 to Base Speed (for a total of +7).
Each Uisge are known for their mad, murderous rages. An Each Uisge in Death Rage gains a +2 to Strength, Dexterity, and Stamina.
Kelpie are known for their 'sticky' hides. By spending 1 WP, their hides become sticky for the rest of the scene. Anything touching the Kelpie must make a Str+Brawl roll at a -(Primal Urge) penalty to break free, and if the Kelpie is grappling the target, the target subtracts both the Kelpie's Strength and their Primal Urge from any escape attempts.
Nykur are venomous. Whenever they bite a target, they may spend 1E in order to inject a poison through their hollow fangs, with a Toxicity of (Primal Urge+1)
Ceffyl Dŵr can fly -- for 1 WP, the water-horse sprouts great wings for the rest of the scene, letting them fly at thrice their Speed. In Horse or Nightmare form, no roll is required for flight, though a Dexterity+Athletics may be necessary for any fancy acrobatics. In Human, Near-Human, or Hybrid form, a reflexive Dexterity+Athletics roll is required every turn they stay aloft.
Aquatic: Water-horses are aquatic creatures, equally adept at existence both on land and water. Water-horses can breathe both air and water equally well, and gain the Rote action to any swimming rolls.
Alluring: When a drowned mortal becomes a water-horse, they become more attractive, shifting their physical appearance one step over -- ugly or deformed mortals become average, average people gain Striking Looks 2, and good-looking people with Striking Looks 2 now have Striking Looks 4. This applies to the water-horse's equine form as well, which are usually handsome or cute beasts that people want to stroke or ride.
Watery Regeneration: Water-horses, like other shapeshifters, can regenerate from wounds, but only while in the appropriate water for their Clan -- Kelpies in bogs, Nykur in the ocean, Each Uisge in lakes, Pooka in rivers, and the Ceffyl Dŵr in waterfalls or mountain pools.