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FERA (in Englisch)

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Raven as a Totem

Totems are a difficult concept to explain, but you need an understanding of what a totem is before you can understand what it means to follow Raven.
A totem is a spiritual creature, but it is not a god. You do not worship a totem, you follow it. A totem embodies a certain way of life - a representation of a set of ideals. The ideals are usually personified in the form of an animal, but can also be as abstract as the chinook wind, or grandfather thunder.
"You do not choose your totem. Your totem chooses you"
That is one of the most common phrases I've heard or read about totems. It reflects one of the basic principles of totems - You don't control them, and you can't explain them... but something deep inside you responds to the totem's call. When you follow the way of a totem, it just "feels right".
That isn't to say a totem's way is that of least resistance. Following a totem often puts certain demands or restrictions on you, and it isn't always easy. The Way of a totem is something you aspire to - rather like someone who aspires to live according to a code of honor.
The ideal which a totem calls you to pursue is reflected in the totem's nature. A hawk totem teaches watchfulness, patience, and alertness. A rat totem shows resourcefulness, ingenuity, and survival. Followers of Wolf learn honor, courage, and self-sufficency, as well as the importance of working within a pack. Rabbit shows its followers to listen to everything, watch carefully, and to never underestimate the little things. Raven... well, Raven teaches his children many things.
Raven is a very special totem. They're all special, of course, but Raven holds a unique place in many native myths. Raven is a creator - he is mankind's protector and sometimes saviour. He brought light and fire to the early people so they would not die. He gave them salmon so they wouldn't starve. In some stories, he even brough water to break a terrible drought. He is a cultural hero.
He is also a Trickster. Raven steals from man, and from other spirits. He plays jokes on us, and he laughs at mankind's expense. Sometimes his tricks go awry and he ends up the butt of his own joke, but even then, there is humor.
Raven is a juxtaposition of opposites: A provider and a thief. A hero and a fool. He brought light out of darkness, but he is himself cloaked in midnight black. He is a symbol of dark brooding sadness, and of death, yet he brings life, and unrivalled joy. He is credited with creating the earth and all its mysteries, but even the smallest secret attracts his attention. He is a silent spy, and an unstoppable chatterbox. He is many things.... And sometimes he is nothing.
That is Raven.



Raven's children must understand the value of humor. They need to see the joy which pervades all living things, and bring that joy to others. They also need to develop their sense of curiosity. So many fascinating things happen around us all the time - and raven's children want to know about all of them. They also want to bring things into the light. Some people might not want to see what Raven's brood expose to the bright light of day, though... since many people have secrets which they'd prefer to keep hidden. Those who follow Raven aren't always appreciated for what they do, but they still share a certain satisfaction at a job well done when they make someone stop and reevaluate themselves or the world around them.
Does Raven call to you?



RolePlaying hints for Corax

Corax are fun to roleplay, especially if you've already got a sense of curiosity, and a hint of trickster in you. Here's a few hints, however, which you can use to round out your corax character:
• Watch everything. Actively stare at things, if it helps. Everything has a little mystery behind it, and its amazing what secrets unfold to the watchful eye. Alternatively, pick up absolutely everything and give it a closer examination. Shiney things are the most fun to pick up - go for coins, jewelry, bullet casings, broken glass, mirrors, etc.
• Question everything. You never get to hear the good stories unless you ask the right questions. Of course, getting around to the right question might take some time, but its great fun seeing how long people will keep answering you before they realize they're in a game of 20 questions. Anyways, the most fun questions are rarely the ones which people expect you to ask.
• Explore. This can be dangerous, but it's arguably one of the most exciting things a person can do. Get into absolutely every place that people don't want you to be... whether that is a notebook, a locked room, a closet, or a safety deposit box. Being caught doing this can lead to a sudden cessation of the exploration, though, so you do have to be careful. Then again, what's life without a little risk?
• Make obscure statements and references. This enhances your mystique. Okay, some people might not appreciate the odd comments you make, or the fact that you won't explain yourself - but after a while they'll get used to it. You can credit yourself with having made their day a little more surreal, if nothing else.
• Collect something. Ravens and Crows are avid collectors. You could have a collection or rare coins, or bottle caps, or stamps, or empty bullet casings, or odd novels, or computer viruses, or any number of exciting things. Not only does collecting give you something to do with your free time (and all time is "free" if you think about it) but if you ever get caught in an awkward situation, you can always claim "I only climbed the fence because I saw this great bottlecap on the other side" or "I'm sorry - but provoking him was the only way I could see what kind of ammo he had. And I didn't have any flechette rounds in my collection yet!"
Be sure to develop some of your own quirks & obsessions, too. Corax are a unique breed, and they pride themselves on that fact. Go out of your way to make sure everyone knows you march to the beat of a different drum.
Corax make excellent LARP characters - they have so many opportunities to be so obviously different from everybody else. Take advantage of this, and play up your corvid nature:
• Move differently. Have you ever watched the way birds move? Take tentative steps, cock your head from side to side while listening to people, startle whenever someone approaches you too quickly, and never stop looking around you.
• Sit differently. Actually, don't sit at all: Perch! Keep your feet under you at all times. Sit on the backs of chairs. Crouch on the ground instead of sitting on it. Turn chairs around so you can 'perch' on the seat and lean your arms on the backrest.
• Talk differently. Talk in spurts, and then suddenly be quiet. Or drop your voice to a whisper when talking about things which aren't secret. If you know how to caw, do so at appropriate moments (like when people aren't expecting it). Use convoluted sentances... or really simple ones (especially if you're corvid). Make obscure references and then refuse to explain them.
Corax love to use quotes. Before a game, make a list of 5 quotes (from movies or books or a list of quotable sayings) and see if you can use them in casual conversation before the night is out. Make a game of it.
Wear black (like that's tough, eh?). Or wear strange things... attatch bits of colored string to your clothes, or shiny wrappers and pretty stones. Collect gaudy jewelry at garage sales and second hand stores (the kind with really big fake gems) and wear lots of them, all over. Ask people for things (like the silver foil from their cigarette pack, or a loose thread from a bright shirt) and then incorporate it into your costume.
Always want what someone else has. Make a big deal of getting it. Once you have it, leave it lying around where anyone else can take it.
Pick things up and put them down. A lot.
Hint that you know things no one else does. Practice that 'knowing' smile.
Start to say something, and then stop yourself. "Of course, that's not nearly as interesting as the other day when the Prince found out that his - Oh! Nevermind." or "I don't suppose you heard.. um.. oh, I shouldn't - Uh.. Just forget it." or "Say - you're looking pretty good. I didn't expect to see you again after the... Ooops. Forget I said that."
Be flighty. Startle easily and then pretend nothing happened.
Balance on the balls of your feet, and try not to let your heels touch the ground - not even when you're walking. You'd be surprised how much differently you begin to behave... you tend to act more suspicious, you move a little quicker, you shift your weight more, and people around you approach you more cautiously - even if they don't realize what's different.
Go after one item, or bit of information, or person, and when everyone is convinced that that is what you want, shrug it off, and ask for something else (which you really wanted all along).
Whisper things in people's ears. Very obviously. Even simple, non-secret things, like asking where the bathroom is. Its a great cover... that way, when you do need to communicate a secret, no one will suspect. Also, when other people ask your victim what you whispered to them, no one will believe it when they say "She wanted directions to the ladies room".
Wink at people for no reason. It makes them think you know something they don't.
The corax tongue is difficult to understand. Not so much because it is made up of strange noises, caws, and squalks, but because it relies heavily on quotes. Have you ever shared in-jokes with your friends, and needed merely to repeat a small part of a phrase in order to have everyone know what you meant, and start laughing? Well, the corax tongue is a lot like that, but with a wide range of quotes, and an instinctive understanding of the 'in-jokes' behind them (and really, everything is a joke if you think about it).



Here's a few quotes which you might want to work into your corax vocabulary:
• "If men had wings and bore black feathers, few of them would be clever enough to be crows" - Henry Ward Beecher (mid 1800's)
• "Quoth the Raven, 'Nevermore!'" - Edgar Allen Poe, "The Raven"
• "Quoth the Raven - Eat my Shorts!" - Bart Simpson
• "Birds of a feather flock together." (and other fowl cliches)
• "One for sorrow, two for joy, three for a girl, for for a boy, five for silver, six for gold, seven for a secret, never to be told." - old children's rhyme for counting crows.
• "I say we take off, and nuke the site from orbit. Its the only way to be sure." (sorry - gratuitous 'Aliens' quote. Don't know how it got in here.)
• "It can't rain all the time." - from 'The Crow'
• "Hate is like Nitro when you are stark raving mad." - lyric from ShockerDance by Dudes of Wrath (submitted by Jaden1)
• "As you wish. . ." - from The Princess Bride
• "I will hug him, and squeeze him, and call him George." - from a Bugs Bunny cartoon. You'd have to see it...
• "Eagles may soar, but weasels aren't sucked into jet engines." - unknown
• "Will you walk into my parlor?"
Said the Spider to the Fly;
"Tis the prettiest little parlor
That ever you did spy;
The way into my parlor
Is up a wnding stair,
And I have many curious things
To show when you are there."
"Oh, no, no" said the little Fly;
"To ask me is in vain;
For who goes up your winding stair
Can ne'er come down again."
by Mary Howitt     (submitted by joel_cyr)
• "The problem with people who have no vices is that generally you can be pretty sure they're going to have some pretty annoying virtues." - Elizabeth Taylor
• "Stare. It's the way to educate your eyes. Stare, pry, listen, eavesdrop. Die knowing something. You are not here long." - Walker Evans
• "Well, when the wolves fall out, don't they say that the ravens come into their own?" - said by Merlin in The Crystal Cave (submitted by McNamara)
• "Always forgive your enemies -- nothing annoys them so much" -- Oscar Wilde (submitted by Karl Wilding)
• "Information is the currency of democracy." -Thomas Jefferson (submitted by Jane Doe)
• "Those who live by the sword get shot by those who don't." - unknown
• "I don't care what the world knows about me, but I hope my mother never finds out." - Ashleigh Brilliant
• "The opportunity to do mischief is found a hundred times a day" - Voltaire
• "Skeleton (n): A bunch of bones with the person pecked off." - submitted by RavenBlack
• "Oh, come on. If you can't laugh at the walking dead, who can you laugh at?" - Dan Fielding (submitted by The Grey Zealot)
• "Millions long for immortality who do not know what to do with themselves on a rainy Sunday afternoon." - Susan Ertz (submitted by The Grey Zealot)
• "The ability to quote is a serviceable substitute for wit." - Somerset Maugham (submitted by The Grey Zealot)



Karoush: The Litany
This is the Code our Ancestors Made.
This is the Law of the Moon and the Sun.
This is the Law of the Shaping of Secrets.
This is the Law of the Change.
Honor Yourself
   We hold Magic within ourselves, within our hearts and minds and spirits. To dishonor ourselves is to disperse that magic and scatter our souls.
       We are to remain clean -- to cleanse ourselves of filth, divest ourselves of our former lives, care for our own health and avoid the inbreeding sickness. Possession is unclean, and we must shake other spirits from our skins, lest they taint our own.
     When we fail -- we must purify ourselves with washing, seek cures for our sickness, raise the deformed ones we bear and cleanse our souls with ceremony. If the Unmaker's spawn ride us to destruction, we are obligated to take our own lives. If we do not, others will do it for us.
Honor Your Word
      We are the wisest of the Changing Breeds, and come from places that respect the meaning of honor. Let the dogs and monkeys piss on trust; we are honest Folk -- with each other, at least. It's acceptable to lie to other creatures; they're not of our blood and not bound by our laws.
        We are to remain truthful -- to break no oaths before the Folk, and make no false witness against one of our kind. A promise made is a bond sworn to Seline; we will act on it as if the goddess Herself would punish us for failure. We will flee to survive a fight, but will not run when others depend on our strength.
    When we fail -- we must make restitution to those we deceive, in deeds, trade or money. We may be challenged to Hanshii or punished by rite. We may be exiled or branded. At the very least, we will be disgraced, and remembered as liars to all of the Folk.
Honor Your Kind and Kind
         We remember the Kinfolk who keep our lind alive, and we respect our cousins in the other tribes. The great cats are more precious than our human lovers, but both of them are blood relations. All Bastet are sacred in the light of the moon, and our sternest oaths protect us in these twilight times. All our laws pertain to Kin and Kind, and we respect each other as siblings under the moon.
   We are to remain just -- to quarrel not with each other without cause, to seek open restitution and honorable combat, to respect a challenge and the challenger, and to obey the lorespeaker and host of the taghairm. When our Kin and Kind are in danger, we will aid them; when they cry, we will succor them.
       When we fail -- we will take the judgment of our fellows, distance ourselves from our Kind, forsake the taghairm and accept the brand of the oathbreaker. If we allow our Kin to come to harm, we will accept that their spirits will carry news of our cowardice, and we accept that label as just.
Honor Your Earth
          We are the children of the moon and the earth together, shaped by the fathers, sired by the mother and suckled by the teats of Seline and Gaia as one. When corruption eats at the heart of our world, when the Asura devour the spirit of the land, we will not stand by. Our weapons are many -- secrets, claws, teeth and allies -- awnd we will not hesitate to employ them for our world's survival. Our people have walked too close to extinction for us to take such matters lightly.
        We are to remain fierce -- to poison not the earth nor allow it to be ruined. We will inform others of plans to pollute the wild and hunt down poachers of game. We will stand beside the other Killi, even the hated dogs, if that means stopping the demons. We will not ally ourselves with shadow powers or drink corrupted wisdom. We will stand brave in the face of the Unmaker's wrath and we will triumph.
We do not fail our Earth and mother. That path leads to death.
Honor Your Silence
       We are the keepers of secrets, and our fates depend on silence. Each of us bears the hidden doom of our own people, and we know the cost of betraying that trust. We also know that we have what others want -- or what they think they want -- and it amuses us to make the m squirm. Our knowledge is our concern. We will not share it unless we wish to.
   We are to remain quiet -- never to let our Yava leave our lips, not allow them to fall into other hands. Our mysteries are our own to dispense, and we will value them by Rank and title. We will hide ourselves from outsiders; they will think they know us, but we will delude them. We will wrap our lore in riddles and tales; let the clever ones puzzle out their meaning. We will act as if we know even more than we do, for it keeps outsiders guessing. Let them wonder at our insight; they value us more highly when they do.
     When we fail -- we will cover our tracks with misdirection, pretend to be other than what we are, fill the air with idle rumors and hide messages in code. She who fails to keep the Yava will be killed -- there is no better mercy -- an he who acts upon it will be ripped apart by hunting cats. There is no forgiveness for this crime.



ТТХ Гару и Фера на английском (на основании поздних редакций бридбуков, есть расхождения с первыми редакциями, в частности - у Нувиша)
This reference sheet isn't meant to be the end-all reference to the shapeshifters. You can't play based on this information alone; this is just to summarize at a glance the information that's difficult to find, scattered throughout the various entries in the PG2 and other places. You still need to buy the books in order to make heads or tails of my reference sheet.

The lines on the tables are as follows:
• Rage: how Rage is determined, and the source where this information can be found.
• Gnosis: how Gnosis is determined, and the source.
• Willpower: how Willpower is determined, and the source.
• Renown: the three Renown traits, and the source.
• Forms: all the forms of the race, without stats, and the source.
• Delirium: how and in what form the Delirium is incited, and the source.
• Umbra: if and how the members of the race cross the Gauntlet, and the source.
• Regeneration: if and how the members of the race regenerate, and the source.
• Vulnerabilities: vulnerability to a metal, silver and/or gold, with the same effects as silver on Garou.
Garou (werewolves)
Werewolf: the Apocalypse
• Rage: by auspice (W:tA 88-91)
• Gnosis: by breed (W:tA 85-87)
• Willpower: by tribe (W:tA 92-102)
• Renown: Glory, Honor, Wisdom (W:tA 153-54)
• Forms: Homid, Glabro, Crinos, Hispo, Lupus (W:tA 216-18)
• Delirium: standard in Crinos (W:tA 202-203)
• Umbra: standard (W:tA 175-76)
• Regeneration: standard (W:tA 196)
• Vulnerabilities: silver (W:tA 198)
Ananasi (werespiders)
Changing Breed Book 7: Ananasi; Player's Guide 2nd ed. (132-37); Player's Guide 1st ed. (174-179)
• Rage: none; instead, Ananasi have a 10-pt. Blood Pool (PG2 134)
• Gnosis: by breed (PG2 134)
• Willpower: by breed (PG2 134)
• Renown: Cunning, Obedience, Wisdom (PG2 134)
• Forms: Homid, Lilian, Pithus, Crawlerling (PG2 134-35)
• Delirium: standard in Lilian and Pithus (PG2 135)
• Umbra: standard (PG2 131)
• Regeneration: with Blood Pool (PG2 134)
• Vulnerabilities: none (PG2 134)
Bastet (werecats)
Changing Breed Book 1: Bastet; Player's Guide 2nd ed. (138-45); Player's Guide 1st ed. (153-160)
• Rage: by tribe (Bastet 45-71; PG2 140-41)
• Gnosis: by breed (Bastet 90; PG2 139)
• Willpower: by tribe (Bastet 45-71; PG2 139)
• Renown: Cleverness, Ferocity, Honor (Bastet 88-89; PG2 139)
• Forms: Homid, Sokto, Crinos, Chatro, Feline (Bastet 77-78; PG2 140-41)
• Delirium: lessened by 1 on Delirium Chart in Crinos; standard in Chatro (PG2 140)
• Umbra: none (PG2 139), except with a Den-Realm (Bastet 83-84) or a certain Gift
• Regeneration: standard (PG2 131)
• Vulnerabilities: silver (Bastet 76; PG2 131)
Corax (wereravens)
Changing Breed Book 3: Corax; Player's Guide 2nd ed. (146-51); Player's Guide 1st ed. (148-153); Frontier Secrets [W:WW] (17-21)
• Rage: 1 (PG2 148)
• Gnosis: 6 (PG2 148)
• Willpower: 3 (PG2 148)
• Renown: Glory, Honor, and especially Wisdom (PG1 149; FS 19; Ethan Skemp)
• Forms: Homid, Crinos, Corvid (PG2 148)
• Delirium: lessened by 2 on Delirium Chart in Crinos (PG2 131)
• Umbra: standard (PG2 131)
• Regeneration: standard (PG2 131)
• Vulnerabilities: gold (PG2 146)



Gurahl (werebears)
Changing Breed Book 4: Gurahl; Player's Guide 2nd ed. (152-57); Player's Guide 1st ed. (144-148)
• Rage: by breed (PG2 154)
• Gnosis: by breed (PG2 154)
• Willpower: 6 (PG2 154)
• Renown: Honor, Succor, Wisdom (PG2 154)
• Forms: Homid, Athren, Crinos, Bjornen, Ursus (PG2 154-55)
• Delirium: lessened by 2 on Delirium Chart in Crinos (PG2 131)
• Umbra: standard (PG2 131)
• Regeneration: standard (PG2 131)
• Vulnerabilities: silver (PG2 131)
Kitsune (werefoxes)
Hengeyokai: Shapeshifters of the East; Caerns: Places of Power (155-160)
• Rage: by path (C:PP 157)
• Gnosis: by breed (C:PP 156)
• Willpower: 6 (C:PP 156)
• Renown: none (C:PP 157)
• Forms: Hitogata, Sambuhenge, Kotô, Jûko, Kyûbi (C:PP 156-157)
• Delirium: none (C:PP 156)
• *Umbra: standard (PG2 131)
• Regeneration: heal one point of damage per day of rest (C:PP 157)
• Vulnerabilities: none (C:PP 157)
Mokolé (werereptiles)
Changing Breed Book 6: Mokolé; Player's Guide 2nd ed. (158-63); Player's Guide 1st ed. (165-171)
• Rage: by Suchid form (PG2 161)
• Gnosis: by breed (PG2 161)
• Willpower: by auspice (PG2 159-60)
• Renown: Glory, Honor, Wisdom (PG2 160)
• Forms: Homid, Archid, Suchid (PG2 161)
• Delirium: standard in Archid (PG2 161)
• Umbra: none, except with a certain Gift (PG2 160)
• Regeneration: standard (PG2 131)
• Vulnerabilities: gold and silver (PG2 160)
Nagah (weresnakes)
Player's Guide 2nd ed. (164-69)
• Rage: by auspice (PG2 165)
• Gnosis: by breed (PG2 166)
• Willpower: 4 (Ethan Skemp)
• Renown: none (PG2 166)
• Forms: Balaram, Silkaram, Azhi Dahaka, Kali Dahaka, Vasuki (PG2 166-67)
• Delirium: standard in Azhi Dahaka (PG2 167; Ethan Skemp)
• Umbra: none (PG2 166), except through an Ananta (PG2 165-66)
• Regeneration: standard (PG2 131)
• Vulnerabilities: silver (PG2 131)
Nuwisha (werecoyotes)
Changing Breed Book 2: Nuwisha; Player's Guide 2nd ed. (170-75); Player's Guide 1st ed. (139-144); Frontier Secrets [W:WW] (22-25)
• Rage: none (PG2 171)
• Gnosis: by breed (PG2 172)
• Willpower: 4 (PG2 172)
• Renown: Glory, Humor, Wisdom (Nuwisha 47-48; PG2 171)
• Forms: Homid, Tsitsu, Manabozho, Sendeh, Latrani (PG2 154-55)
• Delirium: lessened by 2 on Delirium Chart in Manabozho (PG2 131)
• Umbra: standard (PG2 131)
• Regeneration: standard (PG2 131)
• Vulnerabilities: none (PG2 171)



Ratkin (wererats)
Changing Breed Book 5: Ratkin; Player's Guide 2nd ed. (176-81); Player's Guide 1st ed. (160-165)
• Rage: by aspect (PG2 177-78)
• Gnosis: by breed (PG2 178)
• Willpower: 3 (PG2 177)
• Renown: Cunning, Ferocity, Honor (PG2 178)
• Forms: Homid, Crinos, Rodens (PG2 178)
• Delirium: lessened by 2 on Delirium Chart in Crinos (PG2 131)
• Umbra: standard (PG2 131)
• Regeneration: standard (PG2 131)
• Vulnerabilities: silver (PG2 131)
Rokea (weresharks)
Player's Guide 2nd ed. (182-87); Player's Guide 1st ed. (171-173)
• Rage: by auspice (PG2 184-85)
• Gnosis: 3 (PG2 185)
• Willpower: 4 (PG2 185)
• Renown: none (PG2 185)
• Forms: Homid, Glabrus, Gladius, Chasmus, Squamus (PG2 185-86)
• Delirium: lessened by 2 on Delirium Chart in Gladius (PG2 131)
• Umbra: none, except with a deep oceanic trench (PG2 184)
• Regeneration: standard (PG2 131)
• Vulnerabilities: silver (PG2 131)



From World Of Darkness Wiki

The Apis (“moon-bulls”) were peaceful matchmakers and sages of Gaia, who grazed and meditated on Sun and Moon and the best ways to bring plans to fruition.

Organization, History and ect
The Apis's wild kin were related to the wild cattle called aurochs and had three forms: human, aurochs and a minotaur-like battle-shape, which had sharp teeth and a fondness for eating foolish humans who hunted them. While their Gifts might work slowly, their results came with the fullness of the time. Perhaps the great wisdom they held came from having nothing to do but chew on grass and meditate on things, thinking slowly and carefully about tasks.
Now they are only recalled in slight Garou rumors and Mokolé Mnesis. The Apis’ wise insights and sayings live only there. When they weren’t meditating, they advised in mating and marriages. The Mokolé-mbembe revere them, claiming that their sacrifice against the Garou prevented the ravaging of Entoban. The last memory of the Apis that any have found claims that a Kin gave birth to one in Crete. The last known wereauruch was the Minotaur of Greece, the "mythical" Minotaur of the Maze. In his final days he was so lost that he did not even struggle in his death.



From World Of Darkness Wiki

Very little is known about the werebats, being one of the Changing Breeds that have been wiped out throughout the history of Gaia's shapeshifters. Called the "Voice of Gaia," serving a similar function as the Corax. Only whiles the Corax were the northern hemisphere, the Camazotz were the southern. From their home in South America they were known to practice variations of South American native blood-rituals. It has been confirmed that they reproduced via a ritual not unlike one used by the Corax, but almost nothing is known about them besides that.

The Shadow Lords accompanying Spanish Conquistadors into South America in the 1600's were greatly alarmed by the werebats, as their chiropteran (bat-like) shapes and blood rituals reminded them of the Tzimisce, that they historically struggle against. Believing the werebats to be servants of the Wyrm, the Shadow Lords systematically wiped them out. The last was killed by a Garou named Dark Claw of Vengeance. None outside the Shadow Lords know or suspect this, but it's believed that the spiritual/psychic death scream of the last werebat triggered a chain of events in the Umbra that led to the creation of the Storm Eater. After their destruction, the werebat totem, Bat, fell to the wyrm. In recent years, though, a young Shadow Lord descended from Dark Claw of Vengeance has begun to make amends for the slaughter of the werebats, and have even managed to redeem an aspect of the Bat totem.

Little is known of the Camazotz organization.



From World Of Darkness Wiki

The wereboars were located in Northern Europe. Also called boar-skins, were the cleaners and groomers of Gaia. They used their Gifts and rites to keep Mother Cow’s body cleansed and beautiful, rooting in the woods and swamps, seeking out taint and parasites.

History, Breeds, And Organization
What little is known of this Changing Breed, is usually only found in Mokolé Mnesis. But what is known is that their Sounders (packs) were led by Kings or Queens who sought their titles by sparring matches.
They knew three breeds: Homid, Suid (wild boar) and Metis. Grondr metis were warriors and questers; since they could not breed, they had nothing to lose if they died.
There were five forms known to them human, anear-human with huge tusks (like Glabro), a battle-form that stood seven or eight feet tall with slashing hoof-hands (Crinos), a near-boar shape with inch-thick armored hide (hispo-like) and a wild pig.
When the Gurahl were attacked during the War of Rage, the Grondr went to help them and slaughtered many Garou in return. But when the Gurahl departed in death or to sleep, the Grondr fell to the Garou. Humans of the First City enslaved the Grondr’s human Kin and broke their beast Kin, breeding them into domestic pigs. The last Grondr Kin fell to the Dissolver and were changed into the loathsome Skull Pigs.


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