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  • 7/28/2019 Vairgit

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    The VairgitGods of the Arctic

    by TerriblyUncreative

    PDF by Telgar-----------------------------------------------------

    Kevin tied the last knot and looked around the shambles

    of the womans living room. Stealth was not one of

    Kevins stronger skills, and he had been unable to catch

    her by surprise as hed intended. He sighed and winced

    at the shooting pain coming from his bruised ribs,

    evoking a chuckle from Tulu, the ghostly raven perched

    on the mantel. Glaring at his spirit guide, Kevin asked,

    Is everything ready? We should get this done in casethe neighbors heard and called the cops Inspecting

    the ritual items placed carefully around the room, Tulu

    nodded. Dont be afraid to use the knife. I dont think

    this one will go quietly.

    Kevin turned to the unconscious woman that he had

    trussed to her own couch and waved some smelling

    salts under her nose. Ms. Jackson? Are you there?

    Her eyes fluttered, then snapped open, coming into

    wrathfully sharp focus on Kevin. Growling in a distinctlyunwomanly voice, she said, You know perfectly well that

    shes not, Godling. Release me! She began struggling,

    but the nylon cords that Kevin had bound her body

    with were quite tight. Kevin sat down next to the couch.

    Please, depart from this place. You are far from home,

    and these people have done nothing to offend you. We

    can do this the easy way or the hard way. Why are you

    doing this?

    She laughed, a slow, drawn-out cackle, We have been

    liberated. The rules of your people no longer apply tous, and we have been given dominion of the Earth by

    the Devourer! This is our home to do with as we please!

    Now release this body so Ill have the pleasure of eating

    your heart! Kevin drew a bladeless ivory knife handle

    from his coat pocket. Right then. The hard way it is.

    He pressed its tip against the womans chest and she

    writhed and screamed as though an actual knife had

    been plunged into her. Kevin withdrew the ivory, and she

    coughed twice and fell still.

    Kevin released the breath that hed been holding

    moments later when Ms. Jacksons eyes fluttered open

    once more, though her expression this time was full of

    confusion instead of hatred. What happened? Who

    are you? she asked in a weak voice. Kevin smiled as

    he leaned down to untie the ropes that bound her, but

    before he had a chance to explain the police kicked in

    the door. Looking at Tulu (who, of course, only he couldsee) as he slowly raised his hands over his head, he asked,

    You couldnt have warned me?

    HISTORYAmong the tribes o the Arctic regions,

    supernatural beings are known by various names

    They are called Vairgit among the Chukchee,

    Kamuy among the Ainu, Inue and Unipkaaqsamong the Inuit, and Ichchi among the Yakut.

    Regardless o what they were called, the Arctic

    Gods traveled rom tribe to tribe, some remaining

    local to a single group, others going by many

    names and wearing many aces. Though their

    legends and traditions bear countless variations,

    the core o their belies shares a similar essence.

    Historically distrustul o outsiders, the various

    bands o Gods that now compose the Vairgit only

    ormed a loose association in order to imprison

    the Titans during the irst War, then went their

    separate ways and minded their own business.

    The Kamuy o the Ainu were the irst to begin the

    uniication o the pantheon. When the Japanese

    settled Hokkaido and drove the Ainu northward,

    the Amatsukami perpetuated a similar invasion

    o the Kamuy Overworld. Those who escaped

    turned to their neighbors to the North, the

    Chukchee Vairgit o the Kamchatkan peninsula,

    or sanctuary. Later, as Europeans pressedNorth and West rom the Americas and Canada,

    Russians similarly pressed North and East. The

    Arctic people ound themselves either conquered

    or pushed towards the Paciic rom both sides.

    Experiencing conlicts with strange oreign

    Gods, the Vairgit bound themselves together in

    the Inuit Overworld o Quidlivun and cemented

    their loose conederacy into something more

    permanent.

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    RELATIONSHIPS WITH OTHERS

    In spite o their proud, somewhat isolationist nature,

    the Vairgit have come into conict with many

    other Pantheons over the course o their history.

    Their people have been hunted and persecuted

    by ollowers o the Amatsukami, Rodovica, andCelestial Bureaucracy or ages on their Asian lands;

    they came into similar contact with descendants

    o the Aesir, Dodekatheon, Tuatha de Danaan,

    and Nemetondevos more recently on their North

    American shores. The Vairgit maintain de acto

    alliance with the North American Manitou as their

    various peoples share similar histories in recent

    times.

    PANTHEON VIRTUES

    DUTY The communities o the Arctic are close-knit

    and survive only through intense cooperation. The

    Virtue o Duty reects these values.

    ENDURANCE Lie at the Arctic Circle is rough

    Endurance is airly sel-explanatory as a Virtue in the

    tundra and taiga environments populated by the

    Vairgits people.

    HARMONY the Arctic tribes expressed a belie in

    soul duality that is, souls having both light and

    dark aspects. This idea o a balance o orces is rightin line with the Harmony Virtue.

    VENGEANCE While laws in many communities do

    not particularly emphasize punishment, the Arctic

    people expect harsh retribution or violation o

    spiritual taboos and rules, hence they uphold the

    Vengeance Virtue.

    OTHER VIRTUES

    CONVICTION the Inuit did not worship or reverespirits o nature so much as they eared them.

    Driving religious ervor espoused by the Conviction

    Virtue is not a common trait among them.

    COURAGE rites o passage include many dangerous

    (to say the least) hunts, such as whales and polar

    bears. Despite these sel-imposed challenges, Arctic

    people were probably more concerned with survival

    in the ace o adversity than pride.

    EXPRESSION while oral histories and storytelling

    are the main source o record-keeping among Arctic

    tribes, the Expression Virtue does not hold the same

    importance as in many other cultures.

    INTELLECT the people o the Arctic accepted their

    environment and role in lie; philosophical and

    analytical introspection does not play a large part in

    their mythologies.

    LOYALTY while the Arctic people were not

    treacherous or disloyal, bonds o loyalty between

    individuals did not hold the same high place asbonds among the community as a whole.

    ORDER In addition to the tight-knit sense o

    community common among Arctic tribes, they

    also ollow strict sets o laws and taboos governing

    hunting and day-to-day behavior.

    PIETY many tribes believed in soul reincarnation;

    the idea that the ancestors would return to live

    among them was a very important idea. Arctic tribes

    were almost as intensely concerned with amily and

    tradition as they were with community and order.VALOR hunters had strict rules governing

    their hunting practices and rituals. The values

    o protecting the innocent and ghting nobly

    espoused by the Valor Virtue are not much o a

    stretch or the Arctic tribes.

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    THE GODSAnapelAnapel is known by many names among the Arctic

    tribes. She is a goddess o birth and reincarnation,

    bringing a childs soul rom the heavens and helping

    to write his ate. She is responsible or naming

    things. In the Overworld her home is in the center

    o a lake o milk, representative o her role as a

    nourisher o people. The spirits o trees, grass, and

    plants are her servants in the World.

    When Anapel appears in the World, she takes on

    motherly, nurturing roles, almost always dealing

    with children in some way. She has been a maternity

    ward nurse, an orphanage nanny, and a tree nursery

    owner. While she happily raises Scions o her own

    she almost preers to adopt and sponsor others,betting her role as a shepherd o the unborn.

    Anapel is a dedicated and attentive mother, though

    she requently adopts more children or hersel than

    she has the resources to properly manage. Anapels

    children typically retain her protective and nurturing

    aspects, and are oten already mothers when Visited.

    Aka: Akna, Nalygyr-Aissyt-Khotun, Ajysyt, Khotun,

    Ichita

    Associated Powers: Epic Stamina, Animal (Cattle),

    Death, Fertility, HealthAssociated Abilities: Animal Ken, Empathy, Integrity,

    Medicine, Presence, Survival

    Rivals: Isis, Demeter, Frigg, Danu, Sarasvati

    Fuchi KamuyFuchi Kamuy is the Ainu goddess o the hearth,

    and one o the most important deities among their

    people. She serves as a gateway between Gods and

    mortals, dwelling in the hearth o each home as its

    guardian and the judge o domestic aairs. Sometales ascribe her position as being so important that

    she never leaves her home.

    Fuchi Kamuy rarely leaves her assigned duties long

    enough to sire a Scion o her own, she tends to

    preer the adoptive route. When she does appear in

    the World, she maniests in the role o an entrenched

    household servant. Fuchi Kamuys Scions are

    diplomats, negotiators, and mediators as oten as

    they are domestic servants and guardians.

    Associated Powers: Epic Stamina, Epic Charisma, Fire,

    Guardian

    Associated Abilities: Art, Crat, Empathy, Integrity,

    Medicine, Survival

    Rivals: Hestia, Frigg

    KutkhuSimilar in many ways to Raven o the North

    American tales, Kutkhu occupies a very dierent

    role in his pantheon. While he is credited with being

    the creator (or at least, reorganizer) o the lands

    known to the Siberians, he is eatured in stories as a

    oolish character o low intelligence, outmatched in

    cunning by nearly everyone who crosses his path;

    more akin to Coyote than the master manipulator

    Raven. Due to the harsh nature o the Siberian and

    Canadian environments, his role in the creation story

    is not an exalted one; observers would credit himwith making mountains and chide him or making

    too many, credit him with making snow and blame

    him or making it too cold, and so on. Many o his

    indecent tales (most o which have embarrassing

    and/or atal endings or him) seem to serve no other

    purpose than the amusement o the people. In spite

    o the rivolity assigned to his character, Kutkhu is

    said to have been the rst to teach people how to

    catch land and sea animals, use the re-drill, and

    protect themselves against evil spirits.

    When he appears in the World, Kutkhus guises

    tend to continue his tendency to nd misortune.

    He appears as an unaithul husband who loses

    everything in the divorce, the gambler on a losing

    streak, and the victim o medical malpractice. He is

    equally comortable in his raven and human skins,

    and requently blows his cover by orgetting which

    one he was supposed to be wearing. Kutkhus ill

    ate is almost always passed on to his progeny. His

    Scions come rom all walks o lie, but eventuallymake their way to the gutter (where Kutkhu

    requently nds them).

    Aka: Tenan-Tomgin, Tulugaak, Big-Raven, Moshirikara

    Kamuy

    Associated Powers: Epic Stamina, Animal (Raven),

    Forge, Guardian, Illusion, Magic

    Associated Abilities: Crat, Larceny, Occult, Science,

    Stealth, Survival

    Rivals: Odin, Apollo, The Morrigan, Raven

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    NanookLord o the hunt across the icy plains o the rozen

    tundra, Nanook takes the orm most oten o a giant

    polar bear which is his namesake. The bear was a

    sacred animal to the Inuit people, both as a powerul

    hunter itsel and suitable prey to those who were

    worthy. It was Nanook who decided i the people

    had properly ollowed the taboos associated with

    hunting the noble beast. Those who did not aced

    the wrath o the great bear himsel.

    Oten when he maniests in the World, he still retains

    the appearance o a great bear. Though capable o

    appearing in the orm o a man, his preerred orm

    is still his natural one, even among humans. When

    he does choose to show a human ace, however

    (such as when wooing a emale to sire his young)

    he typically appears in the guise o a great hunter,wearing the skins o slain polar bears and carrying a

    spear even today. Most might pass this o as simply

    being a man o the wilderness. Nanook does it

    because he sees no reason to adapt to the times.

    His Scions are similarly stuck in the past and

    traditional ways. Many o them are born o

    traditional Inuit villages, though such locations are

    rapidly growing less and less numerous. When he

    does go outside his traditional people, its usually to

    nd women who will give him sons that are soldiersand warriors. His children oten ght or their cause

    with an almost anatical loyalty. But they always

    remember to ollow the rules, rarely breaking the

    taboos associated with their eld o conict.

    Aka: Nanuq, Kim-un Kamuy

    Associated Powers: Epic Strength, Epic Stamina, Epic

    Perception, Animal (Bear), Justice

    Associated Abilities: Animal Ken, Brawl, Fortitude,

    Integrity, Survival, ThrownRivals: Haokah, TsulKalu, Artemis, Freyr

    NuTenutNuTenut is the chie God o the Arctic. Most

    creation myths credit Kutkhu with the creation o

    the world, but note that his work was done only by

    NuTenuts authority and command. NuTenut dwells

    in a house o iron in the heavens, attended by both

    celestial and terrestrial spirits. NuTenut is the most

    distant o the Vairgit deities, becoming the least

    directly involved with the aairs o mortals and othe

    Gods alike. He once played a more active role in

    managing his pantheon, but he has withdrawn since

    his alling-out with his daughter, Sedna.

    Introspective and aloo, NuTenut rarely leaves his

    celestial house o iron. When he does, he appears

    as an authority gure a quiet but efcient CEO,

    a judge, or a nobleman. NuTenuts Scions otenhold similar positions o judicial or executive

    power over others, and tend to be quiet, behind-

    the-scenes leaders and manipulators. Converse

    to his interactions with the World and the rest o

    his pantheon NuTenut oten micro-manages his

    Scions, showing them attention to a degree that

    is overwhelming and somewhat uncomortable.

    Some o his ellow Gods have speculated that he is

    overcompensating or his estrangement rom Sedna,

    but none have been able to get the two to reconcile.

    Aka: Anguta, Ginon-Kanon, Numi-Toruni, Kandakoro

    Kamuy

    Associated Powers: Epic Charisma, Epic

    Manipulation, Epic Intelligence, Earth, Moon, Sky,

    Star, Sun

    Associated Abilities: Command, Empathy, Fortitude,

    Integrity, Politics, Presence

    Rivals: Zeus, Horus, Izanagi, Huitzilopochtli, Huang

    Di, Perun, Mithra, Glooscap

    PuguMost prominently worshipped among the Yukaghir,

    Pugu is a God o justice and the sun. He is well-

    known to be a deender o the oppressed and a

    patron o law and good manners. He slays demons

    and kelet with his sun-ail.

    Pugu is very active in the World, risking Fatebonding

    whenever possible in order to answer the call o the

    oppressed in need o a rescuer or a titanspawn inneed o killing. His Scions inherit a similar crusader-

    style mentality, and continue their divine athers

    work in the World as beat cops, pro-bono deense

    attorneys, and even exorcists.

    Aka: Ignirtoq, Issitoq, Kun, Kun-Toyon, Akycha

    Associated Powers: Epic Strength, Epic Charisma,

    Guardian, Justice, Sun

    Associated Abilities: Command, Integrity,

    Investigation, Melee, Politics, Presence

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    Rivals: Horus, Apollo, Tyr, Shango, Nuada, Guan Yu

    SednaSedna is unattainably beautiul, the true ice queen o

    the Northern waters. She is haughty and arrogant,

    desired by many but had by no one. She holds

    others to impossibly high standards when her

    ather NuTenut tried to marry her o to the men o

    her village, none were good enough or her so she

    married a dog to spite them all. When her ather

    ound out, he threw her over the edge o his kayak

    and into the reezing waters. When she tried to cling

    to the side o the boat, NuTenut cut o the ngers

    o her hand one by one until she let go. With that,

    she sank to the bottom o the sea and her ngers

    became the rst seals, walruses, and whales.

    While not a god associated with Death, Sedna dwells

    in the Underworld as its guardian. Already cast outo the world o the living she rarely leaves to walk

    among them, preerring the company o the dead.

    She has about as much use or the other gods who

    may be ound there.

    Sedna never dallies with mortal lovers, what ew

    Scions she does take are adopted rom other gods.

    While she most oten accepts Scions rom other

    Vairgit when they arent wanted, she also has a great

    interest in taking the Scions o the gods o death or

    water rom other pantheons as well.

    Aka: Arnarkuagsak, Sanna, Arnarquagssaq, Nerrivik,

    Nuliajuk

    Associated Powers: Epic Appearance, Epic Stamina,

    Animal (Dog, Seal), Frost, Water

    Associated Abilities: Awareness, Command, Integrity,

    Melee, Occult, Presence

    Rivals: Masauwu, Raven, Hel, Hades, Mictlantecuhtli,

    Izanami, Agwe, Xargi

    TokoYotoTokoyoto is the crab god o the sea and creator o

    the Pacic ocean. He shares mastery o this domain

    with Sedna, holding power over lie and death in the

    orm o the ood supply.

    Tokoyoto is a ckle deity he appears as an old

    man when his mood is cruel and as a young man

    when his mood is mischievous. His Scions share

    his connection with the production or denial o

    ood, and oten with the sea. They are whalers or

    environmental activists opposed to their hunting;

    shers and armers or warlords who steal resources

    or themselves.

    Aka: Anky-Kele, Keretkun, Repun Kamuy

    Associated Powers: Epic Perception, Animal (Crab,

    Orca), Fertility, Water

    Associated Abilities: Animal Ken, Athletics,Awareness, Brawl, Control, Survival

    Rivals: Susano-o, Poseidon, Mananaan Mac Lir, Njord

    XargiXargi is a guardian o the dead and the bear-brother

    o NuTenut some say that he is the chie Gods

    Tornak ascended to the status o a God himsel.

    Shamans hold him as a common ancestor. In

    addition to carrying prayers o remembrance rom

    the living to the dead, he searches the Underworldor the shadow-soul o the dead in order to deliver

    them to Anapel or reincarnation. Xargi has many

    animal associations, notably bears, seals, snakes, and

    spiders. He maniests either as a bear or a tall, one-

    armed man.

    Xargi is an Underworld deity who is perectly

    content to move among the living. As a seeker

    o souls, he travels reely where he chooses. As a

    bearer o prayers and memories, he takes his duties

    seriously, but with good spirits and good humor.Xargi appears in the World as an estate lawyer,

    a missing person or homicide detective, and a

    medium.

    Aka: Mangi, Tornarsuk, Torngarsuk, Ulu-Toyon,

    Nusakoro Kamuy

    Associated Powers: Epic Perception, Animal (Bear),

    Death, Guardian, Health, Psychopomp

    Associated Abilities: Awareness, Fortitude,

    Investigation, Medicine, Occult, SurvivalRivals: Yanluo, Izanami, Masauwu, Hades, Sedna

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    PANTHEON

    PURVIEW

    ANGAKOONEKAngakoonek is the legendary power possessedby the angakok the shamans o the North and

    passed on to the Scions o the Vairgit. Angakoonek

    is a state o higher being and awareness that allows

    inuence over the souls o other beings, things, and

    concepts.

    Nalussaerunek (Angakoonek 1)Cost: (1/2 Angakoonek rating) Legend per scene

    Nalussaerunek is a state o not being unconscious

    o anything, a state that must be achieved beoreyou can aect and interact with the spirit world.

    Starting with this Boon and or each subsequent dot

    o Angakoonek, you may add one o the ollowing

    eects to your perceptions while this power is active:

    Death Senses, Weather Witch, Assess Health, The

    Unlidded Eye, Measured Foe, Fool Me Once, Real

    McCoy, Scent the Divine, Unailing Recognition, and

    Telescopic Senses (you do not actually learn the

    Boons and Knacks represented here, Nalussaerunek

    only duplicates their eects or the scene). An action

    o concentration is required or you to ocus yourperception or the scene.

    Atiq (Angakoonek 2)Atiq is the name soul, part o the soul that lingers

    ater a living thing dies. The Inuit tribes believed that

    a spirit, i not properly placated, would take revenge

    on its killer ater death. Ater killing something, you

    may perorm a brie ritual, a Charisma + Occult roll

    with a difculty equal to the slain things Legend. I

    the ritual is perormed within the same scene, youthereater gain your Legend as bonus successes to

    DV, Soak, or any contested and resisted rolls when

    deending against whatever powers that spirit

    may bring to bear against you at any later time. I

    you perorm the ritual on your action immediately

    ollowing the killing instead o a time later in the

    scene, you additionally regain a point o Legend.

    Note that any killing perormed in association

    with this Boon must have some purpose, be it or

    ood, survival, sel-deense, or even revenge. Cold-

    blooded murder or the sake o this Boon acting as

    a Legend battery is not a suitable justication or its

    use.

    Ekungassok (Angakoonek 3)Dice Pool: Charisma + Occult

    Cost: 1 Legend + 1 Willpower

    Ekungassok are spirits that could be called upon

    to be advisors or inormers, assist ones in danger,

    or aid in revenge. Every two successes on the

    activation roll summons a local spirit that is the

    equivalent o one ghost (based on a generic mortal)

    that will aid you in whatever way it can or the rest

    o the scene. By spending ve successes, you can

    increase the value o the base template (or ve extra

    successes, you can get spirits with equivalent traits

    to a thug instead o a generic mortal, or another

    ve successes they would have equivalent traits to a

    grunt soldier, and so on). While standard ghosts maynot be o much help in directly aecting the physical

    world, they are very useul spies and scouts, and can

    help to directly combat hostile spirits.

    Tetkeyun (Angakoonek 4)Dice Pool: Charisma + Occult vs. Stamina + Fortitude

    Cost: 1 Willpower

    Tetkeyun is the vital orce o a living being. In

    addition to a living thing having its own soul, parts

    o a living thing have little souls o their own

    damage to these souls can inhibit unctions to those

    parts o the body (or instance, one whose nose is

    easily rostbitten is said to be short o soul). With

    the Tetkeyun Boon, you can cause this spiritual

    damage to others, aecting a single limb or part o

    the body with a die penalty equal to your threshold

    successes. Ten or more threshold successes results in

    total impairment o the aected limb or organ. The

    ill eects last or the rest o the scene.

    Urif (Angakoonek 5)Shamans, chies, and the wealthy are said to possess

    more souls, or uri, than an average mortal. Upon

    purchasing this Boon, you acquire an extra soul. Any

    time you suer Aggravated damage, you can choose

    instead or your uri to suer the damage. Your uri

    has your base Health Levels (not including those

    provided by Epic Stamina), plus one extra or each

    level o Angakoonek that you posses. I your uri

    runs entirely out o Health Levels, it is destroyed.

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    Tarnerutok (Angakoonek 6)Dice Pool: Stamina + Occult

    Cost: 2 Legend + 1 Willpower

    Tarnerutok is the act o severing the soul rom the

    body. Normally, this is only done when the living

    are ill or dead, but angakok and Scions can do it

    on purpose. Your spirit is invisible and intangible

    to those without the appropriate Death Boons

    or Birthrights and can y at (normal movement x

    Endurance Virtue) speeds. The spirit can remain

    separate rom the body or hours equal to your

    activation successes beore it must return (suering

    a level o Aggravated damage each minute that it

    does not, dying i it does not return to the body in

    time). While perorming a spirit ight you cannot

    access any supernatural abilities that interact with

    the physical world, however you may bring your

    ull capabilities to bear against spiritually-ormedopponents, ghosts, and specters, as well as any

    mortals to whom you are Fatebound.

    Anirniq (Angakoonek 7)Dice Pool: Charisma + Occult

    Cost: 10 Legend + 1 Willpower

    Even though each individual soul is unique,

    souls belonging to the same kind o thing have

    metaphysical aspects in common. The power o

    Anirniq allows you to take on the properties o a

    class o spirits by taking on their name. By invoking

    the name o one o the elements, you can assume

    the properties o its corresponding Titanic Template

    or one action per success on your activation roll.

    Arnuat (Angakoonek 8)Dice Pool: Charisma + Crat

    Cost: 5 Legend

    You can leave a residue o your power in any

    object that you touch. For one day per success,

    you can designate an object to be a sacred amulet,unctioning as an Arnuat (see Birthright Relics

    below) and providing access to all Purviews in which

    you have an 8th-level or higher Boon.

    Niqipiaq (Angakoonek 9)Dice Pool: Charisma + Occult

    Cost: 1 Willpower

    Niqipiaq is an Inuit word or ood, a concept that

    the Siberian and Inuit tribes were acutely aware

    coincided with souls given their meat-heavy diet.

    Any time you kill a living thing, you may perorm

    a brie ritual on the ollowing action to swallow its

    spirit and use its power beore sending it on its way.

    Your Legend Pool is increased by the swallowed

    spirits Legend until the new points have been used

    up and whatever is let o that soul may continue on

    its way.

    Etinvit (Angakoonek 10)Dice Pool: Charisma + Occult

    Cost: 20 Legend + 1 Willpower

    The soul o a thing be it a person, animal, natural

    eature, or concept is said to be its owner or master

    You can impose you mastery o a concept on those

    around you, aiding your allies and hindering your

    enemies that make use o your power. Etinvit can be

    invoked or any Purview in which you have 8th-level

    or higher Boons. For the rest o the scene, you canaect up to one target other than yoursel or each

    dot o your Legend. Your successes become bonus

    dice or your allies to use Boons or supernatural

    eects related to the Purview that you are imposing

    mastery over; hal your successes become a difculty

    penalty or your enemies to use those same Boons.

    Titans and Titan Avatars, already being the ultimate

    expressions o a Purview, are immune to this eect.

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    BIRTHRIGHTS

    RELICS

    The Spear of Nanook

    (Relic 5 1 Purview, 4 Item Enhancements)Nanook, great bear hunter o the Inuit people, otenpreers to ght with his bare hands rather than any

    weapon. However, he does still possess a mighty

    spear which he is known to use on more than one

    occasion. Its still not his preerred weapon though,

    and its not unheard o or a Scion o Nanook to be

    leant the use o the spear or a time. The spear takes

    the shape o a long hat, at least six eet in length,

    with a the spearhead ormed orm the mandible o

    a great beast. The sharp and jagged teeth still line

    one edge o the jawbone which is sharpened at theend, allowing or both slashing and stabbing. The

    weapon uses the stats or a tepoztopilli with an

    additional +4 to Damage. It also allows access to the

    War Purview.

    Pugus Sun-Flail

    (Relic 5 2 Purviews, 1 Unique Power, 2

    Item Enhancements)Pugus avorite weapon rarely leaves his side, but

    he has been known to lend its use to particularlyvalorous Scions. Pugus ail appears as a simple

    arming tool composed o two sticks joined with

    hemp, bearing a bronze weight on one end. When

    wielded in battle, the bronze striking weight burns

    with the light o the sun and its bearers Legend.

    Pugus Flail channels the Sun and Justice Purviews,

    deals +2 damage over the nunchaku template, and is

    capable o striking intangible ghosts and spirits like

    the Celestial Bureaucracys exorcists sword.

    Arnuat

    (Relic 2-5 1-4 Purviews, 1 Unique Power)Arnuat are amulets, small articles carried on a

    person or inserted into his weapons. Any item that

    was believed to be once held by one o the Gods

    retained the touch o their power. Arnuat were

    typically crated rom animal materials; the spirit

    o the animal would have an eect on the type o

    powers that it would supply to its bearer. Arnuat

    would also protect their bearers rom kusuinek the

    Siberian concept o witchcrat providing a difculty

    penalty equal to the bearers Legend to any harmul

    Magic spells used on him.

    Nusa

    (Relic 1 Birthright Link)Nusa are sacred carved wands used by the Ainu

    in rituals to represent gods and spirits. Nusa canchannel Purviews, but are most typically used as a

    link to Guides, Creatures, or Followers.

    Pok

    (Relic 3 1 Unique Power)A pok is a bag made o the skin o a particular kind o

    animal. A Scion that bears one o these can acquire

    the shape o that animal or the rest o the scene by

    spending a point o Legend.

    Mammoth Ivory

    (Relic 3-5 1-3 Purviews, 1 Birthright Con-

    nection (Creature), 1 Unique Power)Siberian oral tradition remembers the wooly

    mammoth. Preserved remains o the great beast

    are sometimes still ound rozen in glacial ice. In

    some stories, sighting a mammoth is an ill omen,

    in others it can be o great benet. In one tale,

    some hunters ound across a rozen mammoth,

    perormed the proper rituals o respect, and brought

    its meat back to the village. When they returned tothe site the next morning, they ound the carcass

    bones mended and meat renewed. Powerul

    taboos surround carving mammoth ivory, so a

    Relic made rom it is valuable in more ways than

    one. A mammoth ivory carving can be made into

    a suitable Birthright to channel the Magic, Frost, or

    Animal (Mammoth) Purviews. I a Scion is gited

    with a Nemean Mammoth as a Creature Birthright,

    the ivory can serve as a Birthright Link. Lastly, the

    ivory may have a power like the one in the story; byspending a point o Legend, you can renew the meat

    rom the bones o a consumed meal as long as it is

    let alone overnight.

    Soul Cutter

    (Relic 4 2 Unique Powers, 1 Item En-

    hancement)Soul Cutter appears to be an amulet or charm

    about ve inches long carved rom walrus ivory in

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    the shape o a bladeless knie handle. Only those

    who observe the knie with Death Senses or similar

    powers can see the ghostly, insubstantial blade.

    While a bladeless knie is not a useul weapon

    against most corporeal opponents, Soul Cutter is

    able to directly harm insubstantial spirits even i

    they possess a physical being and without harming

    the possessed body. Soul Cutter is also eective

    against those who practice kusuinek, or magic orselsh ends the weapons intangible blade cuts

    beings that can use the Magic Purview and adds +1

    bonus dice to its damage or every level o Magic the

    target has. Because its blade is invisible as well as

    insubstantial it is more difcult to avoid, granting it a

    +1 Accuracy bonus.

    GUIDES

    Tunek(Guide 3-5)A tunek (plural: tornit) is an eminent inue o the

    inland areas o the North. Their dwellings are partly

    situated in areas visited by men, but the entrances

    are hidden by oliage and soil. Tornit are twice

    the size o men, but lead the same liestyle. They

    travel to the sea to hunt in oggy weather, but do so

    without kayaks, sitting on the waters surace. They

    are wise men, and know the thoughts o men beore

    they are spoken. Tornit use the traits o a Legend6 Elder Giant with (Legend -2) Epic Manipulation,

    Epic Intelligence, and Epic Wits. They typically have

    (Legend -1) Magic and Mystery as well.

    Aunralit

    (Guide 1-4)Forests, lakes, rivers, and types o animals are

    animated by spirit masters, called aunralit. Aunralit

    unction much like Nymphs or Kunitsukami (see

    Scion: Hero).

    FOLLOWERS

    Imainak Ingitsut

    (Followers 3-5)Imainak ingitsut are not o common kind, not like

    other people. They are otherwise normal humans

    gited with special endowments in the service o the

    people and the Gods. Imainak ingitsut are otherwise

    as any kind o appropriate mortal template with the

    ollowing additions: Legend 2, Occult 3, Medicine

    3, Epic Perception at (Legend -1), The Unlidded

    Eye, Death Senses, and Assess Health (the eects

    o these Boons are innate powers and do not

    require Birthrights to channel). Imainak ingitsut are

    inherently resistant to the machinations o what the

    Siberian and Inuit people perceived as witchcrat;

    all uses o Magic, Mystery, and Prophecy againstthem gain a difculty equal to their Legend. Imainak

    ingitsut have a Follower rating two dots higher than

    the mortal template (anywhere rom generic mortals

    to experienced soldiers) that they are based on.

    Their base Legend can be increased by 1 or each

    extra dot added to their Birthright cost.

    Yara

    (Followers 3)

    Yara are spirits o tents and houses (much likeHidden Folk see Scion: Ragnarok) that will

    maintain and protect their dwelling. I their house is

    abandoned, they turn into kelet (see below).

    CREATURES

    Tornak

    (Creature 4)A tornak is a spirit assistant. Since Kutkhu was the

    rst to teach the Northern people shamanism,a tornak is most oten represented as a raven

    (however, i you identiy strongly with another type

    o animal spirit, the tornak will take that orm). In its

    role as an assistant and amiliar, a tornak can assist

    with rituals and Occult rolls (oering a bonus die to

    teamwork rolls).

    A tornak takes the orm o an animal with both

    the Nemean and ghost templates with a Legend

    rating that remains two lower than yours. It gainsve Virtue dots to divide between the Vairgit

    Virtues when this Birthright is purchased. Its Epic

    Attributes do not have to be Physical in nature,

    they can be divided however you choose. Due to

    its insubstantial and invisible (without the proper

    Knacks or Boons to perceive spirits) nature, a tornak

    may be o little direct aid in combat unless one is

    battling evil spirits. In its role as a guardian spirit, a

    tornak can use any and all Guardian Boons that you

    know without needing a Birthright to channel them,

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    but it can only use them on you.

    Nemean Mammoth

    (Creature 5)Apply the Nemean template to an elephant (see

    Scion: Hero), then add +2 to Strength and Stamina

    and the Frost Immunity Boon. Mammoths were

    oten a sign o ill ortune due to the powerultaboos and rules concerning their remains living

    mammoths are servants o the kelet as oten as

    they are servants o the Vairgit. Though a Nemean

    mammoth is a very powerul ally, its tremendous size

    (24 eet at the shoulder!) makes it impractical in any

    situation that requires nesse or subtlety.

    Tupliaq

    (Creature 3, Relic 2 1 Purview, 1 Birth-

    right Connection)The tupilaq is not a creature that many o the Gods

    or Scions are eager to speak about. The creatures

    creation is oten taboo and the uses or the creature

    are meant to be kept secret. The tupilaq is an

    avenging creature o Inuit legend that is created

    rom using various objects such as body parts (bone,

    hair, etc...) and sometimes body parts taken rom

    the corpses o children. The resultant creature is an

    abomination to behold. No two ever look the same,

    but all o them are monstrous, with bulging esh,

    emaciated limbs, open, weeping sores and otherdisguring traits.

    The true horror o the tupilaq however, is that

    despite the act that it is a skilled hunter and never

    gives up its prey once it has it, i it is sent to hunt

    down a creature o Legend, the target may redirect

    the tupilaq back at its master. This becomes easier

    as the tupilaq continues to kill unless its owner takes

    steps to ensure that its wickedness does not grow.

    The wickedness o the tupilaq is linked to the actions

    o its summoner. Each time the tupilaq is sent to killa target, it gains a Rapacity rating. The higher its

    Rapacity, the more likely it is to turn on its master. Its

    Rapacity may be kept in check by having the owner

    make public conessions regarding the actions o

    the tupilaq to others. I the act o summoning and

    dispatching the tupilaq is made a public spectacle,

    the creature does not gain the Rapacity. Regardless,

    the tupilaq always has at least a Rapacity o 1. It can

    never be cleansed ully. This Rapacity replaces the

    creatures Duty in its Virtue rating. The tupilaq hunts

    or the sake o indulging in its twisted pleasures, not

    out o any real loyalty or its master.

    While these creatures originate among the

    Inuit people, the Gods o the Inuit people

    look disavorably upon the creation o these

    monstrosities. They are untrustworthy, unreliable

    and ultimately dangerous. Still, its not unheard oor a Scion o Sedna to have such a creature in her

    possession, especially in this time o war when no

    advantage can be let unconsidered. They are oten

    given a small gurine o the tupilaq carved rom

    whale bone or the tusks o narwhals or walruses. In

    addition to summoning to tupilaq rom the nearest

    body o cold water (even a cup o ice water will do as

    the creature claws and scrapes its way rom the glass

    and expands to its ull size in a grotesque display o

    displaced esh), the gurine also gives access to theDeath Purview.

    Virtues: Endurance 4, Rapacity 1 (at rst), Order 1,

    Vengeance 2

    Strength 7, Dexterity 4, Stamina 5, Charisma 0,

    Manipulation 0, Appearance 0, Perception 6,

    Intelligence 2, Wits 4

    Athletics 3, Awareness 5, Brawl 4, Fortitude 3,

    Investigation 4, Presence 4 (Intimidation only),

    Stealth 3, Survival 4

    Supernatural Powers:Epic Attributes - Epic Strength 2 (Crushing Grip, Holy

    Rampage), Epic Dexerity 1 (Monkey Climber), Epic

    Stamina 2 (Holy Fortitude, Damage Conversion),

    Epic Perception 2 (Predatory Focus, Supernal Hunter,

    Telescopic Senses)

    Invisibility - The tupilaq must oten go places where

    it must go unseen. By spending two Legend, the

    tupilaq may make itsel completely invisible or the

    scene. Beings with supernatural perceptions may

    roll Perception + Awareness against the tupilaqs

    Wits + Stealth to notice its arrival.

    Rapacious Turncoat - I a being o Legend notices the

    tupilaq coming or him, he can make a Legend roll

    (difculty o the owners Legend minus the tupilaqs

    Rapacity rating, minimum difculty o 1). I the

    target succeeds, the tupilaq hesitates in its attack

    agains tthe target and then retreats, changings its

    ocus to hunting its master instead. I the owner

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    makes a public conession o the tupilaqs actions to

    someone who didnt already know about them, then

    the tupilaq will hold o in its attack and revert to

    the owners control again. This also causes it to lose

    a point o Rapacity as long as this doesnt reduce it

    below 1.

    Claws and Teeth - The tupilaq typically has sharp

    claws and teeth which add +2L to unarmed attacksand allow it to perorm a Bite attack.

    Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-2/-2/

    Incap

    Willpower: 6

    Legend: 3, Legend Points: 9

    Notes: Due to being composed o multiple body

    parts, the tupilaq treats damage as i he wereundead. He takes bashing damage rom rearms

    attacks and may soak lethal damage with his ull

    Stamina. Note, however, the tupilaq is not truly

    undead, merely takes damage like it.

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    SCION

    Kevin Quinn, Scion of Kutkhu

    Kevin Quinn grew up in the oster home system

    in and around Seattle. Every home that he

    stayed in suered some sort o tragedy during

    his stay there the dog got hit by a car, thebreadwinner was laid o, the house burned

    down while they were away, and so on. While

    Kevin was never directly connected or even

    suspected o being the source o these troubles,

    he was a bright enough youth to start seeing the

    common denominator in each o these domestic

    disasters.

    Kevin received his Visitation rom Kutkhu

    and was told at the age o 16 that he was the

    reincarnation o the Inuit hero Kiviuq. He took it

    upon himsel to carry on that heroic legacy and

    help people suering rom the depredations

    o the kelet, though his athers ill ortune

    continued to ollow him. Every situation, no

    matter how careully executed, where he ound

    himsel able to help someone would invariably

    result in some sort o negative consequence to

    himsel.

    Attributes: Strength 2, Dexterity 2, Stamina

    4, Charisma 4, Manipulation 3, Appearance 2,

    Perception 3, Intelligence 3, Wits 4

    Abilities: Animal Ken 1, Athletics 1, Awareness

    3, Brawl 1, Command 2, Empathy 2, Fortitude 3,

    Integrity 3, Melee 2, Medicine 3, Occult 3, Presence 3,

    Survival 3

    Virtues: Duty 4, Endurance 5, Order 1, Vengeance 1Willpower: 9

    Legend: 2

    Epic Attributes: Epic Stamina 1 (Solipsistic Well-

    Being), Epic Charisma 1 (Boys Will Be Boys), Epic Wits

    1 (Psychic Proler)

    Boons: The Unlidded Eye (Magic 1), Peaceul Meeting

    (Magic 1), Ariadnes Thread (Magic 1), Measured

    Foe (Magic 1), Vigil Brand (Guardian 1), Animal

    Communication Raven (Animal 1), Nalussaerunek

    (Angakoonek 1)

    Birthrights:

    (4) Relic: Raven-Feather Pok: Channels Animal

    (Raven) Purview, allows shapechanging into raven

    orm or 1 Legend

    (3) Relic: Arnuat: Channels Magic and GuardianPurviews, adds Legend as difculty to harmul Magic

    used on wearer

    (4) Relic: Soul Cutter (see above)

    (4) Creature: Tulu (Raven Tornak)

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    COSMOLOGY

    UNDERWORLD: ADLIVUN

    The earth and sea rest upon pillars it is between

    those pillars that the dead nd Adlivun, the

    Underworld o the Vairgit. Unlike Quidlivun and theparts o the World with which the Arctic people are

    amiliar, Adlivun is warm and abundant in ood. It is

    the home o the arsissut, the happy dead. Arsissut

    are sent here or a year to be puried beore either

    being sent to Quidlivun as punishment or their

    misdeeds in lie or sent by Anapel back to the World

    to be reincarnated.

    Passages

    Adlivun can be reached by entering any glacialcavern deep enough to be shielded rom the sun,

    be it on land or sea. By traveling downward and

    spending a point o Legend, a Scion can enter the

    upper reaches o Adlivun.

    OVERWORLD: QUIDLIVUN

    Quidlivun is the Land o the Moon, the Overworld

    home o the Vairgit tribes. Its terrain is similar to

    that known by the Arctic tribes, bearing mountains,valleys, lakes, and seas, all typically covered in

    ice and snow. Quidlivun is set on a transparent

    rmament, like a clear dome overlooking the World

    its waters are perectly clear, allowing a resident or

    visitor to directly perceive through the oundation

    and view the World itsel. Quidlivun rotates

    above a point corresponding with the North Pole,

    allowing the Vairgit to view much o the Northern

    hemisphere.

    The Arctic dead who have not earned themselvesthe right to reincarnation are collected by Xargi and

    sent to Quidlivun. They become servants in the iron

    house o NuTenut, playing sports with a walrus head

    or the amusement o the Gods.

    Axis Mundi: Worlds EndIt is said that the sky and sea meet one another

    beyond the reach o human sight. By sailing to the

    end o the sea, one reaches the beginning o the

    sky. In order to reach Quidlivun, one must travel to a

    eatureless point be it ocean or tundra. When there

    is nothing and no one else in sight, the traveler can

    spend a point o Legend to transport himsel to the

    borders o Quidlivun.

    -----------------------------------------------------------------------

    SINCE THE SIEGE: ICE CALVING

    Calving is the process by which icebergs break

    o o a glacier and drit into the ocean. Since its

    escape rom Tarterus, the Titan Sila has surrounded

    Quidlivun and initiated a similar process there. Parts

    o the Vairgit Overworld will break o and drit

    in the insubstantial sea o souls that surrounds it,

    eventually consumed by hostile kelet. The edges

    o Quidlivun have a broken appearance, like little

    islands o reality oating in the void.

    -----------------------------------------------------------------------

    SILA

    TITAN OF SOULSAmong the Arctic tribes, Sila was the name or the

    concept o the soul, the undamental component

    o all that exists. Sila was ever-present, but rarely

    personied in their stories and never depicted,believed to be ormless. Sila is the Titan o Souls,

    the primordial essence o lie and intelligence

    itsel. While the various matronly Avatars o Terra

    produce lie and birth it into the physical world, it is

    Silas essence that gives lie sentience, personality,

    and individuality. As their originator, Silas power

    holds sway over spirits in all orms: the spirits o the

    inanimate, the living, the dead, and the yet-to-be-

    born.

    The entire realm o Sila is like the soul completely

    insubstantial. It appears as a ghostly grey version

    o whatever realm it was accessed rom, with the

    material world visible as i through og. Sila can be

    accessed through any Worldly, Overworld, or Titan

    realm (but not the Underworld). Anyone wishing to

    travel to Sila must simply sever their soul rom their

    body (a task more easily undertaken by some than

    others) and spend a point o Legend to transport

    their soul there. Sila is unique among Titans in that

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    a God can enter it in an insubstantial orm without

    being consumed by the Titans energies. Despite

    being insubstantial, the God is still vulnerable to the

    touch o Aetheric creatures, and the ravenous kelet

    pose a constant danger.

    Favored Purviews: Death, Health, Magic,

    Psychopomp, SkyBanned Purviews: Darkness, Earth

    -----------------------------------------------------------------------

    Aetheric TemplateAny creature can obtain the Aetheric Template,

    becoming insubstantial and invisible as though

    they were specters. Aetheric creatures may directly

    combat other Aetheric creatures, ghosts, specters,

    and other insubstantial spirits even Gods in their

    intangible orm as i they were physical beingsusing their normal traits and attributes. By spending

    a point o Legend, Aetheric creatures may directly

    attack the soul o a physical being, even i it is

    protected by its physical orm. When doing so, the

    attacking Aetheric creature removes its appropriate

    Epic Attribute rom its damage roll, but the deender

    uses its Aggravated Soak instead o the appropriate

    Bashing or Lethal Soak. Such attacks ignore all orms

    o armor completely.

    Aetheric creatures are immune to Boons romthe Psychopomp and Health Purviews unless the

    user is two Legend higher. Aetheric creatures are

    considered two Legend lower against Boons rom

    the Darkness and Earth Purviews.

    -----------------------------------------------------------------------

    AVATARS OF SILA

    Arsan Duolai (Dominant Avatar of Sila)

    Aka: Allara-Ogonr, Khul, Todote, Nitne, Ulu-Toyon, Pakoro KamuyArsan Duolai was a ruler o the ancient Underworld,

    a despot and a leader among the kelet. He was

    known as devourer o souls and bestower o

    diseases, one who was assuaged by blood sacrices

    (cattle, horses, and humans being his avorite). A

    monstrous gure clothed in blood-matted urs,

    Arsan Duolais twisted ace has a mouth on his

    orehead and his eyes on his temples.

    Joining with Sila and inuencing its power to

    the side o the other Titans, Arsan Duolai was

    naturally imprisoned with them when the Gods

    were victorious. Over the intervening centuries,

    he wrested control o the once-benevolent kelet

    rom the insubstantial Aether and the indierent

    Paramatman, becoming the dominant Avatar o the

    Titan. Since then, he has subverted the Titans orces

    to his desire to consume the spirit o everything that

    lives the Soul o the Universe is under his inuence,and he sees a grave injustice in the remainder o

    creation not ollowing suit.

    Arsan Duolai has a dice pool o 22 or all actions and

    avors Social Attributes.

    Virtues: Ambition 4, Malice 2, Rapacity 5, Zealotry 3

    Supernatural Powers:

    Avatars: The Scourge, The Reaper

    Boons: Every one- to eight-dot Boon rom every

    Purview except Darkness and Earth which areorbidden. He also possesses all Boons rom the

    Health, Death, and Angakoonek Purviews.

    Willpower: 9; Legend: 11, Legend Points: 121

    Aether (Avatar of Sila)Aether is the personication o the souls

    insubstantiality, the maniestation each breath taken

    by a living thing.

    Aether has a dice pool o 22 or all actions and avors

    Mental Attributes.Virtues: Ambition 4, Malice 2, Rapacity 3, Zealotry 3

    Supernatural Powers:

    Avatars: The Way

    Boons: Every one- to eight-dot Boon rom every

    Purview except Darkness and Earth which are

    orbidden. He also possesses all Boons rom the

    Psychopomp and Arete (Integrity) Purviews.

    Willpower: 7; Legend: 11, Legend Points: 121

    Paramatman (Avatar of Sila)Paramatman is the Supreme Sel o the Universe,the collective soul o everything that exists.

    Paramatman exists in a near-constant state o

    disembodied contemplation.

    Paramatman has a dice pool o 24 or all actions and

    avors Mental Attributes.

    Virtues: Ambition 3, Malice 1, Rapacity 1, Zealotry 5

    Supernatural Powers:

    Moksha Paramatman exists in a permanent state o

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    Moksha, as per the Samsara 10 Boon.

    Avatars: The Wyrd, The Way

    Boons: Every one- to eight-dot Boon rom every

    Purview except Darkness and Earth which are

    orbidden. He also possesses all Boons rom the

    Psychopomp, Magic, and Samsara Purviews.

    Willpower: 8; Legend: 12, Legend Points: 144

    LESSER CREATURES OF SILA

    KeletThe kelet (singular: kele) are the evil spirits o

    the earth. Many o them start their existences as

    ordinary inue, tornak, and aunralit until a ailure on

    the part o a mortal to show proper respect drives

    them to revenge. Kelet are cannibalistic and bring

    disease and death wherever they go. Kelet use the

    traits o Specters (see Scion: Hero), but have access

    to Health and Death Boons equal to their (Legend -1)and the aetheric template.

    OTHER AVATARS

    Kinije (Avatar of Zrvan)Kinije is the Avatar o Zrvan that is responsible or

    the orward movement o time.

    Kinije has a dice pool o 20 or all actions and avors

    Mental Attributes. He preers to outwit, outthink,

    and outwait obstacles rather than engage in direct

    conrontations.

    Virtues: Ambition 3, Malice 3, Rapacity 4, Zealotry 2

    Supernatural Powers:

    Avatars: The Crown, The Way, The Wyrd

    Boons: Every one- to eight-dot Boon rom every

    Purview except Fire and Magic which are orbidden.

    He also possesses all Boons rom the Stars, Prophecy,

    Psychopomp, and Angakoonek Purviews.

    Willpower: 7; Legend: 10, Legend Points: 100

    Pauchi Kamuy (Servant of Hundun)Pauchi Kamuy was once the Ainu God o insanity,

    born in the Overworld but incessantly descending

    to the World to inict suering and madness on

    mortals. During the original Titanomachy, Pauchi

    Kamuy sided with the Titans and was locked into

    Tarterus with them when they were deeated. Since

    their escape, he quickly latched onto Hundun as a

    source o additional power and has added revenge

    to his repertoire o shenanigans.

    Pauchi Kamuy has a dice pool o 20 or all actions

    and avors Social Attributes.

    Virtues: Ambition 3, Malice 5, Rapacity 2, Zealotry 1

    Supernatural Powers:

    Avatars: The Void

    Boons: Every one- to eight-dot Boon rom everyPurview except Justice and Guardian, which are

    orbidden. He also possesses all Boons rom the

    Chaos and Angakoonek Purviews.

    Willpower: 8; Legend: 10, Legend Points: 100

    Kigatilik (Avatar of Soku-No-Kumi)Like his children the wendigo, Kigatilik looks like

    he should have died o exposure centuries ago.

    His body is thin, rail and covered with bleeding

    sores and nests o maggots. His eyes are sunk backinto his head and his teeth are gnarled, twisted

    imitations o bone. Lips have been practically

    chewed o, leaving only a skeletal snarl. His

    hands are bony, deprived o esh entirely and his

    ngerbones are twisted into jagged claws. He is

    the pure embodiment o what his wendigo children

    represent.

    And yet, despite all that, Kigatilik is not consumed

    by the hunger like his children are. Kigatilik IS the

    hunger. He represents the all-consuming powero the darkness. Absorbing light. Hiding lost

    items. Separating people rom their riends and

    companions. He is the cold, unorgiving emptiness

    o darkness that consumes all that is orgotten

    about. His children, the wendigo are consumed

    by his touch. They are consumed by the desire to

    possess, to take, to have. They are consumed by the

    desire to consume. That desire is their ather.

    His avorite targets among humanity have alwaysbeen the shamans o the people. He is the slayer o

    the spirit and the destroyer o leadership. Without

    guidance, humanity becomes lost in their desires.

    And without spirituality, there is nothing to keep his

    hunger rom spreading. The gods themselves are

    the worst about this. They guide all o humanity.

    Kigatilik has a dice pool o 22 or all actions and

    avors Physical Attributes above anything. He preers

    to claw and tear into his opponents, ripping them

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    apart and bathing in their blood as he consumes

    their esh.

    Virtues: Ambition 1, Malice 3, Rapacity 5, Zealotry 1

    Supernatural Powers: Avatars - The Abyss, The Cold,

    The Reaper

    Boons - Every one- to eight-dot Boon rom every

    Purview except Fire and Sun which are orbidden

    Kigatilik. He also possesses all Boons rom the

    Darkness, Death, Frost, and Angakoonek Purviews.

    Consumption - I Kigatilik manages to kill a victim

    with his Bite attack, he may roll his Manipulation

    + Occult (or rather, his 22 dice with 29 automatic

    successes) resisted by the targets Willpower +

    Integrity + Legend. The target gets to resist even

    though technically dead as a last ditch eort. I

    Kigatilik succeeds, he gains one piece o inormation,

    at the Storytellers discretion, that the target knew.

    The more successes, the more inormation he cangather rom consuming his victims. I he manages

    to achieve more unresisted successes equal to the

    victims Legend (minimum o 1 i he eats a mortal)

    then he may learn everything the target knew (ie:

    the Storyteller can consider anything and everything

    plot related or otherwise important to be air game).

    Epic Attributes - Epic Physical Attributes at the 10-

    dot level (with all appropriate Knacks). All other Epic

    Attributes at the eight-dot level (with all appropriate

    Knacks).

    Willpower: 8; Legend: 11, Legend Points: 121

    Note: Kigatiliks Bite attack adds +10 damage and

    makes he damage aggravated. His angs and mouth

    are perhaps one o the most dangerous weapons

    that Soku-No-Kumi (i not the Titans as a whole) have

    at their disposal.

    OTHER ANTAGONISTS

    Kenash UnarabeKenash Unarabe is an Ainu kamuy, a blood-drinking

    monster who preys upon hunters. She is said to

    have emerged rom the decomposing tools that

    Kutkhu used in his making o the earth, a sister

    to poisons and diseases. She oten takes on the

    appearance o Hash-Inau-uk Kamuy, a lesser goddess

    o the hunt, in order to deceive and trap hunters.

    She will lead a hunter deep into a swamp; when

    he tires, she will turn on him, kill him, and drink his

    blood. Her eigned likeness to Hash-Inau-uk Kamuy

    (a emale archer, oten carrying a child on her back

    and accompanied by a small bird) is not perect, and

    she is orced to conceal her ace with her long hair (a

    way that canny hunters can recognize her and avoid

    a horrible ate).

    Virtues: Ambition 1, Rapacity 4, Malice 4, Zealotry 1

    Attributes: Strength 7, Dexterity 7, Stamina

    5, Charisma 2, Manipulation 2, Appearance 5,

    Perception 7, Intelligence 4, Wits 7

    Abilities: Animal Ken 2, Athletics 4, Awareness

    5, Brawl 2, Crat (Tools) 3, Empathy 2, Fortitude

    3, Integrity 3, Investigation 2, Marksmanship 5,

    Medicine 3, Melee 2, Occult 3, Presence 3, Stealth 5,Survival 5, Thrown 2

    Epic Attributes

    Epic Strength 1 (Crushing Grip), Epic Dexterity 6

    (Trick Shooter, Shot to the Heart, Cats Grace, Divine

    Balance, Roll With It, Omnidexterity), Epic Stamina

    3 (Holy Fortitude, Divine Fortitude (Sleep), Damage

    Conversion), Epic Appearance 5 (Dreadul Mien,

    Visage Great and Terrible, My Eyes Are Up Here,

    Detail Variation, Undeniable Resemblance), Epic

    Perception 6 (Telescopic Senses, Predatory Focus,Supernal Hunter, Perect Pitch, Subliminal Warning,

    Real McCoy), Epic Wits 2 (Cobra Reexes, Opening

    Gambit)

    Boons (No Relics required to access)

    Araid o the Dark, Animal Communication (All),

    Antidote, Assess Health, Atiq, Blessing o Health/

    Curse o Frailty, Bolster, Ekungassok, Heal/Inect,

    Nalussaerunek, Night Eyes, Tetkeyun, Uri, Virility/

    Muliebrity, Water Breathing

    Willpower: 8

    Legend: 7

    KayarissatThe kayarissat (plural o kajariak) are kayakmen

    o extraordinary size who dwell in hidden lands

    across the sea. They were skilled in dierent arts o

    sorcery, particularly in the way o raising storms and

    bringing bad weather. Kayarissat use the traits o

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    generic giants, but have (Legend -1) ratings in the

    Angakoonek, Magic, and Sky purviews. I a group

    o them are working together and the total o their

    Legend ratings exceeds 50 they can collectively

    invoke the Weather Husbandry Boon, ignoring the

    usual Legend requirements.

    KugdlughiakThe kudlughiak is a worm o enormous size with

    many eet and extraordinary speed. Use the traits o

    a lindworm/tatzelworm, but add +3 to its Dexterity.

    AmarokAmarok is the name o a gigantic wol rom Inuit

    mythology. It is said to hunt down and devour

    anyone oolish enough to hunt alone at night.

    Unlike real wolves who hunt in packs, Amarok hunts

    alone. Amarok uses the traits o a Legend 6 enrir.

    AdletAllegedly born rom the union o a beautiul Inuit

    woman and a gigantic red dog with supernatural

    powers, the Adlet are a wolike orm o undead

    that plagues the lands o the North. Adlet eed on

    the blood and esh o the living, regaining a point

    o Legend i their rst action ater slaying a mortal

    is to drink their victims warm blood. Bearing a

    resemblance to therianthropes, they can assume the

    orm o a mortal, a large red dog, or a bestial hybrid

    with the hindquarters o a dog and the upper limbs

    o a human. Adlet are very ast and adept hunters,

    gaining +2 Epic Dexterity and +2 Epic Perception

    above the undead template. They are cunning

    hunters, but eral and suer -2 Intelligence. Fire and

    silver deal Aggravated damage to Adlet. Adlet are

    capable o reproducing with mortals; their ospring

    retain all o their traits.

    Wendigo

    Wendigo appear as tall, lanky humans with rail-thinlimbs and sunken cheeks and eyes. Theres a starved

    look about them, and many wendigo who can be

    ound among human society pass themselves o as

    homeless. Other Legendary beings perceive them

    as skeletal, emaciated corpses standing a head

    above other men. Their look o starvation is taken

    to such an extreme that they bear an animalistic

    countenance desiccated skin pulled so tight as

    to reveal their bones clearly, matted hair alling out

    in clumps, ash-grey skin, tattered, bloody lips, and

    razor-sharp teeth.

    Wendigo thralls are created in a similar manner as

    other giants, by drinking their eitr. When conronted

    with the chance to consume human esh, a

    wendigos thrall must ail a Rapacity roll or succumb

    to his desire. When he consumes the heart o his

    victim, he becomes a wendigo himsel.

    Wendigo use the traits or a generic giant (Scion:

    Hero) with the ollowing exceptions: Rapacity 5, Frost

    Boons up to (Legend -1), -1 Strength, +3 Dexterity,

    and (Legend -2) Epic Dexterity. Their claws and teeth

    allow them to inict unarmed attacks at +2 Lethal

    damage. Wendigo do not heal naturally, they may

    only heal injuries by consuming human esh (each

    Health Level o damage inicted by a wendigos bite

    restores a damaged Health Level to the wendigo).Wendigo gain a bonus to their Rapacity rating equal

    to their wound penalties.

    Like other giants, a wendigos trophy is its heart.

    The blood provides the same bonus that all giants

    blood does, but instead o reducing the drinkers

    Intelligence it replaces his lowest Virtue with

    Rapacity or the rest o the scene.

    KushtakaThe kushtaka are a special breed o therianthrope(Scion: Demigod, pg. 288) native to the wilds o

    Alaska and parts o Canada. The kushtaka are a

    breed o were-otter that are very similar in unction

    to the Celtic selkie. Like the selkies, the kushtaka

    are loyal to their titan masters, almost without

    exception. Some stories depict the kushtaka as

    helpul and these are attributed to a small band

    which may have served the Vairgit or a time.

    Kushtaka roam the waters and shores o Alaskanrivers and oceans, luring their targets to the water

    and then tearing them apart. Unlike selkies, the

    were-otters actually do possess claws and teeth

    powerul enough to tear into esh. Kushtaka rely

    on their speed and agility, as well as their ability to

    work as a unit. Even more disturbing, the kushtaka

    possess a unique power that allows them to crat

    illusions. Favorite illusions include the sound o a

    baby crying to lure in caring individuals, or orcing

    lonely shermen to see images o their loved ones in

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    danger. (Kushtaka gain +1 to Epic Dexterity with the

    Perect Partner Knack and can use Illusion Boons up

    to their Legend rating instead o Legend -1).

    Though not physically imposing, they are adept

    manipulators and their pack mentality ensures that

    they are rarely outnumbered. Kushtaka in the rst

    stage o inection nd themselves transorming

    when in the presence o other kushtaka. It is rarethat kushtaka are allowed to escape their new

    people and this transormative nature o their

    presence ensures the community mindset which

    develops within them.

    Credit Where Credit Is Due

    Entries or Nanook, Sedna, The Spear o Nanook,

    Kigatilik, Tupilaq, Wendigo, and Kushtaka were

    lited with some modications rom DemonchildesManitou an-pantheon. This is not to say that the

    Inuit stu cant work within a North American Indian

    pantheon (especially considering the way it was

    skillully presented by Demonchilde) and I intend

    no disrespect; I just eel that it has more in common

    with a Siberian pantheon.

    Other sources were links rom various Wikipedia

    entries (yeah, yeah, I know) and www.sacred-texts.

    com, using stories and literature about the Chukchi,

    Koryak, Yukaghir, Yakut, Ainu, and Inuit people as

    inspiration. There is a LOT o source material on the

    Sacred Texts site that Im still going through.