From: Mitchell Kelly Subject: Lutran 1 By Mitch Kelly (MK00NF@CSL.GOV.UK) and Al Stuart (ian@ialas.demon.co.uk) With special thanks to Buckner Creel for ideas and inspirations. Thanks, man! Disclaimer: The World of Darkness is copyright to, and property of, White Wolf Game Studio. No infringement is intended. LUTRAN: WEREOTTERS FOR THE WORLD OF DARKNESS Prologue The Great Mother sat down at the edge of the river. All of her Children were gathered before her, in a great half-circle. The Mother spoke to them of the Balance, and of the tasks that each of them would have. In turn, She told each one what their protectorate would be. She pointed to the edge of the great river, that ran as far as could be seen in both directions. "Thus far, and no farther." So spoke the Great Mother to her Wolf Children. "You shall guard the land: the forests, the mountains and the plains. You shall guard the Balance between the two-legged and the four-legged on the land." She pointed again, this time out, far away to where all her children knew the Great Ocean to be. "The guardianship of the ocean shall belong to others: where the seas are warm, there shall the Rokea guard the Balance, and where the seas are cold, there the Selkies will guard the Balance." One among the Wolf Children spoke. He was the greatest of them, with silver fur, a regal bearing - and insufferable conceit. "Who then shall guard the balance on the rivers, and in the lakes? If we are denied the task, who among your Children is fit for this duty? Not the Rokea, not the Selkies, for you have already spoken of them. Who shall it be? The Bastet, who hate the water? The Guhrahl, who think too long before they act? The Corax, perhaps? None of these seem fit." The Mother was silent a moment, and then she spoke: "Where the water is warm, there shall dwell the eldest of my Children, the great Mokole. They have dwelt there since before the Garou were even imagined. They have guarded the Balance for as long as there has been a Balance." The haughty Garou was displeased. To his eye, the Mokole were the embodiment of the Wyrm. Worse than this, the Mother spoke of them as her 'eldest Children', and her words burnt like acid in the heart of the Garou. "But Mother," said the Garou "Still you do not speak of the cool waters. If we, the most faithful of your Children, cannot bear this burden for you, who shall?" Then the Mother spoke again. "The youngest of my Children shall guard the cool rivers and lakes. To them is given the Balance in the fresh water. They will aid you, and be your allies. And since you will not stay always on the land, it is given to them to not stay for ever in the water. Yet they shall not challenge your rule of the land, and neither shall you challenge them for the rule of the water. You shall live as allies, you Garou and Lutran." Now the Garou saw the Lutran for the first time. And where the Garou was tall, the Lutran was short. Where the Garou was swift and graceful, the Lutran seemed ungainly on land. Worst, where the Garou was proud, the Lutran was humble. "Who is this Child?" cried the Garou, his voice full of scorn. "Surely my Mother does not think to leave her waters in the defence of one so weak?" The Mother waited again before speaking. "As I have spoken so shall it be. Yet I see even now the pride in your heart. I see there will be strife between you. So shall it be. Yet in a time to come, I foresee that you shall call in your despair to the Lutran. Then shall you remember your harsh words." The Mother looked at all her Children, gathered at her feet, and she was proud. Then She rose up and left them. Each of her Children now went about their task, proud of their Mother's faith in them. All except the Garou. The Garou went to their work grudgingly, feeling that the Mother had demeaned them. They looked long at their Brothers and Sisters before they went about their task. The Lutran watched the rivers, lakes and sea margins in the North of the world, seeing that man took no more fish than he needed, and did not foul the waters in his deeds. The Lutran did not hunt men. They would kill occasionally, if a man fell to evil deeds, and they guarded against and hunted the monsters that came up at times from the great caverns beneath the deep lakes. They had a compact with the folk who lived by the rivers and lakes. These people took little, left the Lutran and their Kinfolk to themselves, and respected the world that the Mother had made. The Garou saw this, and when a great gathering of the Changing Breeds was held, they said that the Lutran did nothing useful in the war against the Wyrm. The Lutran replied that the Wyrm stayed away from the clean rivers and lakes. The people who lived there were pure and vigilant, and the Wyrm did not threaten them. The Garou claimed that in the hearts of the Lutran was only cowardice. The Lutran left the gathering, angry and hurt. Soon the War of Rage began. Although brave and resolute, the rare Lutran were no match for the numbers and ferocity of the Garou. Nearly all were killed, except a few who hid themselves away. Then the Garou looked up, and saw that their rule was unchallenged, and they thought it was good. Then the people of the lakes and rivers forgot their compact, and took as many fish as they could, uncaring of the future. The Garou could not stop them. Then the people of the lakes and rivers dammed the flows, or drained the lakes. The Garou could not stop them. At last the people of the lakes and rivers, with none to guide them, fouled the waters with the poisons of the Wyrm, unknowing of their crimes. Gaia cried out, the rivers that are her veins afire with pain. And the Garou could not stop them, nor do anything to heal their Mother's hurt. Then the word was heard: "Would that we had not killed the Lutran, that our Mother's veins might be free of pain!" And the Wyrm laughed. "The Story of the Lutran and the Garou", as told by Thorfinn Stormrider, Lutran Lorekeeper. History Stories of shapechanging otters are by no means uncommon in the myths and legends of Northern Europe. The reason for this half-buried memory is the Lutran. The Lutran are one of the smallest families among the Changing Breeds. They watched the rivers and lakes, taught the people how to fish and trap, and how to use the waters of the earth without abusing them. The Lutran had no part in the Impergium. They only killed of necessity, and that rarely. The Garou believed them weak, and killed nearly all of them in the War of Rage. A few Lutran and a few of their Kinfolk survived, in the British Isles, Scandinavia, Northern Russia, and it is rumored, in parts of the North America. Here, they hid themselves away from the Garou, but they never stopped trying to continue the work their Mother had given them. The Lutran are a gleeful people: they like nothing more than to sing and play. Those in Northern Europe were close to the Ceilican tribe of the Bastet, both geographically and in their attitudes. The near-destruction of the Ceilican by the Garou is a crime that the Lutran cannot forgive, even more than their own woes. Those in North America were long-time friends of the Nuwisha Werecoyotes, and never forgot how to laugh, as well as fight and teach. Current Status The great stronghold of the Lutran is the British Isles. Their greatest numbers, their most powerful caerns and their deep abiding roots are in Ireland, Scotland, Wales, Cornwall and the Isle of Man. Indeed, the Isle of Man alone supports nearly two dozen Lutran. It is here that they are having their rebirth, and it is this area that this document primarily deals with. On the Isle of Man the Lutran control a great deal of the political and business power, guiding and direct it to serve theirs, and Gaia's ends. Their population, and their kinfolk, are expanding, for the first time in hundreds of years. In the rest of the world, things are less bright. In Scandinavia, the Lutran are still harassed by the local Garou, and are a shy, secretive people. They have their stongest presence in Finland, among the thousands of lakes and rivers of that country. In Norther Russia, the Lutran are in contact with the Guhrahl and the Corax. They are worried by the recent events of the fall of the (albeit hated) government, and the sudden appearance of a barrier around Russia, through which they cannot penetrate. It is a measure of the fear in the hearts of Russia's Lutran that they are considering going to the Garou to pool their knowledge and strength. Thus far, they have held back, but they feel that they must act soon. Whilst this is a noble sentiment, it may be too late. Both sides are also aware that something very odd is going on in Russia. Rumours of the destruction of Garou Caerns have reached both groups, and the Guhrahl feel it may be time to investigate. In North America, there are two Lutran populations. One around the Great Lakes is fighting a losing battle to stem pollution in this area. They have infiltrated their kinfolk into the local environmental, government and Coast Guard operations, and although they are wary of the Garou, these actions have brought them into contact with the Werewolves. So far the Lutran have not revealed themselves, but many feel it is time to reconsider. There is a growing minority that feel that groups like the Stargazers and Children of Gaia should have the benefit of their help. This group has ahd the only real contact between the isolated Lutran populations for centuries, when a group of Lutran who had left Scotland and settled in Canada came across a group of local Wereotters, who had been living quietly by the lakes all the time. The other North American group are based on the Pacific Coast, and have the Sea Otters as their kinfolk. They are aloof even of their freshwater cousins, perhaps as a result of the near-extermination of their kinfolk by hunters. They are rather more aggressive than the general run of Lutran, and maintain close alliances only with the corax and the Selkies. Organisation and Character Generation The Lutran are, above all, fun loving. They enjoy their lives to the fullest, wringing every drop of life from both the sad times and the happy times that they have. They love to talk, to play, to sit and socialise. At their moots, there are both hilarious ballads sung, and long stories of grim battles and defeats. The Lutran listen to them all, knowing that life is both good and bad, and one must get the most out of whatever comes along. This attitude is also reflected in their industrious natures. The Lutran never, ever forget their duty to Gaia, and are unswerving in their efforts to defend the aquatic environment, not merely with tooth and claw, but with words and wit too. The Lutran are not, and never have been, killing machines like the Garou. They were more like the Guhrahl in their outlook and actions: they taught the humans they found how to live in harmony with nature: how to use the waters, but not abuse them. Most of the battles fought by the Lutran were against the great water-monsters that the Wyrm breeds in the dark caverns at the bottom of lakes. When necessary, the Lutran can be deadly foes. Anyone who has seen a wolverine, or knows how a badger's jaws can crush a dog's skull would be in no doubt that the Lutran can defend themselves and Gaia if necessary. They have found that it is necessary to do so more often than they would like, but they do not shirk from combat if necessary. It is just that they prefer to consider other options berore they resort to violence. There are no Tribes as such within the Lutran: they tend to live as small family groups, who often have their own traditions, but all consider themselves to be part of one great family. The structure of Lutran society is far and away less stratified than that of the Garou. Leaders must be able to show that not only are they capable warriors, but are also wise, noble, clever and above all, just. In the event that a large number of Lutran meet, the leaders of the individual groups will elect one of their number "first among equals" - in effect a kind of High King of the Lutran, who will act as the arbiter in disputes, and as the speaker for the group when any decisions have been made. In times of war or great trouble, a Lutran can be elected to a position of "Champion" or "Warchief". This is usually the most experienced fighter, who is best suited to lead the Lutran forces in battle. In this time, the war leader is not questioned or threatened. After the danger has passed, the war leader will simply melt back into the rest of Lutran society, but will have garnered a great deal of respect from her fellows. There are three Breeds: Homid (Landchild, Gnosis 2), Metis (Homechild, Gnosis 4) and Mustai (Waterchild, Gnosis 5). Since the Lutran have carefully guarded their kinfolk, and nurtured them, their proportion of true Lutran to kinfolk is around one to eight, higher than the Garou. Lutran are slightly longer lived than Garou as a general rule, although how much of this is down to their species, and how much a reflection on the lifestyles of the two groups is open to debate. The Lutran have managed to keep their breed balance fairly even: about 40% are Mustai, and just over 55% are Homid. The remaining few are Metis. The Lutran do not hold their Metis brethren in any kind of contempt, and nor do they especially feel sorry for them. The Lutran try to avoid one another when they are in heat, but inevitably accidents happen. The Metis are called Homechildren since their home is among Lutran culture, and they understand it best. Indeed, many of the greatest Waterdruids among the Lutran have been Metis. The Landchild and Waterchild each regard the other as being amusingly limited: the Mustai think Homids clumsy and inept in the wild, whilst the Homid consider the Mustai to be little more than yokels. There are few "lost pups" among the Lutran. They maintain close links with their human and otter kinfolk, and those who have bred true are closely watched from an early age. This watching often grows to include some rather vague "teaching" about the Lutran. This is chiefly of use to the Homids, who find it easier to integrate themselves into Lutran society than do many Changers. This is reflected in their higher Gnosis. There are only four Auspices in the Lutran: Ragabash (Darkswimmer, Rage 1) Theurge (Spiritdiver, Rage 2), Philodox / Galliard combination sometimes referred to as a "Waterdruid" (Riverspeaker, Rage 3) and Ahroun (Waterfang, Rage 4). The Bards among the Lutran have always been not only the preservers of the Traditions, but also the interpreters of them. The Lutran has four forms: Homid: No change in stats. All Lutrans have glossy dark hair, and tend to have large, luminous eyes. Lutran as a whole tend to look happy. Even the most irrascible Waterfang always tends to look on the edge of smiling. These smiles can be desceptive, though. Crinos: Protected by the Veil, this form is upright, with a thick double coat of glossy brown hair and a short stubby tail. the head is small and flattened, with whiskers and a flat nose. The Crinos adds a foot of height and 40% to the weight of the Homid form. The Crinos has webbed fingers and toes, which carry long sharp claws, and can swim at twice the homid speed. Its claws and fangs do aggravated damage. The hands can still carry and manipulate items, but delicate work is impossible. Stat alterations: STR +2, STA+3, DEX+3, PER+1, MAN-3 APP-2. Difficulty 7. Claw damage STR+2, Bite STR+1, Both aggravated Hispo: Even more than the Crinos, a combat form. The Hispo is a quadruped like a huge wolverine, with thick bandy limbs, draped with a dense coat of shaggy hair, and a long, hairy tail. It is massively strong and immune to all but the heaviest of blows. The head resembles that of the Crinos, but has a fully developed snout, with watertight nostrils. The neck and shoulders are thick with huge belts of muscles. It is less aquatic than the Mustai, but can swim at human jogging pace, and dive for several minutes. Its claws are smaller than the Crinos' but its bite is more powerful. Driven by the huge jaw and neck muscles, the teeth of the Hispo can shatter bones easily. A favourite combat manoeuvre is to grab and hold on, gradually grinding through an opponent's limb. Similar to a Jaw Lock, (the rules for escaping it are the same) this manouvre is not simply to hold and subdue. The Lutran employing this is out to destroy an opponent, and continues to bite down harder and harder, not letting go until the opponent, or the Lutran, is dead. Stat alterations: STR +3, STA+3, DEX+2, PER+1, MAN-3. Difficulty 6. Claw damage STR+1, Bite STR+2, Both aggravated Mustai: In this form, the Lutran is in its element. The Lutran is a large (six foot long) otter. It has a thick outer coat of coarse guard hairs, and a softer shorter layer of fur beneath. The fur is brown, ranging from near-black to pale tawny, and underwater, the air trapped in it makes it look like silver. The Mustai has short, powerful legs equipped with webbed feet and claws, and a long tail that is used to steer underwater. It can swim quickly (at the same speed it can run, which is roughly human running speed), dive for extended periods (up to ten minutes) and has fabulous underwater co-ordination and manoeuvrability (reduce the difficulty for any underwater manoeuvre by two). The Mustai loses some visual perceptive capability in this form, but its senses of smell, hearing and touch, and its ability to sense vibration are much greater. Stat alterations: STR -1, STA+3, DEX+2, PER+2, MAN-3. Difficulty 6. Bite damage STR+1, aggravated. Claws do not do aggravated damage in this form. Willpower: Starting Willpower is 4. Backgrounds: Lutran get three Background points. They cannot buy Resources or Contacts. Due to their good relationship with their Kinfolk, both Kinfolk and Pure Breed are common backgrounds. Rage: The Lutran are less full of Rage than the Garou, and are less easy to arouse. They need an extra success on a Rage roll to Frenzy. The Lutran can spend Rage up to its Wits score per round. However, it can only gain a single extra action. Any remaining Rage points spent appear in the form of automatic successes on any Strength or Stamina roll. Rank: the Lutran are less preoccupied with rank than the Garou. Wisdom is the most prized quality among the Lutran, followed by Honour. Glory comes a poor third. As the Lutran say, any fool can kill something. What takes real strength is to teach one who errs the error of his ways, and what gives real pride is to watch the one whom you guided grow in the light of Gaia. Leaders are elected by their peers. There is no strict pecking order among Lutran, and the minutiae of Garou reknown holds no interest for the Lutran. Progresion through rank by Lutran is simply down to doing the right thing, and being accepted by one's fellows, and one's Totem. Of course, having a good deal of reknown helps one's peers and totem to accept one. At this point, a Lutran knows when he or she is ready to advance, and so do her peers. When the Lutran engage in contests, it is usually over either personal disagreement (which is rare) or for the fun and thrill of competition (which is not). Lutran and The Umbra: The Lutran do not use reflective surfaces to Step Sideways: they enter the Umbra through a body of water. It needs to be large enough to immerse the whole of the Lutran's body: a large bucket in Lutran form, a barrel or bathful in Homid. The Lutran see the Umbra as a body of water. They do not speak of "stepping through" into it, but rather of "diving in", seeing the mundane world almost as the dry air above, and the Umbra as the water below. Once in the Umbra, Lutran tend to move by "swimming" rather than walking. They avoid the Garou, naturally when in the Umbra, but roam where they please, and seldom feel threatened or out of their depths. Indeed, there is a small Umbral realm, which they call the Grand Holt, which seems the embodiment of all otterish dreams and aspirtions. Kinfolk: All over the world there are many breeds of otter, from the northernmost points of the Eurasian landmass to the jungles of South American and Southeast Asia. The Lutran are found among the otters of the Northern hemisphere only at present, although that may not always have been the case. At present, the Lutran's otter kinfolk are confined to these freshwater species, plus the Sea Otter of the Northwestern Pacific. In the British Isles, the otter population, although once much reduced by the actions of gamekeepers and pollution, has rallied, and shows signs of increasing. The Lutran's human kinfolk have been vociferous in their lobbying, and the action of one of them, Philip Ware, in creating the Otter Trust, has ensured their survival. Generally, the Lutran's Human kinfolk are simple, down to earth and determined people, who know and love nature. The are usually associated with agriculture or fishing although many now are environmentalists, tourist guides and sailors. One trait that seems common among Lutran kinfolk is a strong streak of obstinacy. The Lutran have never treated their kinfolk as an "asset" or a chattel. They have regarded them as a vital part of their people, almost as a fourth "breed". The Lutran do not dominate their kinfolk, but treat them with respect, and almost reverence. As a result, the Lutran can ask a favour from one ofd their kinfolk, and it will usually be done out of love, not a sense of duty or obligation. Gifts The Homid, Metis and Mustai Breeds use the Homid, Metis and Lupus Gifts respectively. Auspice Gifts are as per the Garou, except for the Riverspeaker, which uses the following Gifts. Rank 1: Truth of Gaia, Scent of the True Form, Beastspeech, Mindspeak. Rank 2: Call to Duty, King of the Beasts, Distractions, Dreamspeak. Rank 3: Weak Arm, Wisdom of the Ancient Ways, Song of Rage. Rank 4: Scent of Beyond, Bridgewalker, Shadows by the Firelight. Rank 5 Geas, Fabric of the Mind. The Lutran's own Gifts are as follows. Rank 1: Heightened Senses, (as Homid 1) Shroud (as Uktena 1). Rank 2 Howl of the Banshee (as Fianna 2), Spirit of the Fish (as Uktena 2). Rank 3 Faerie Kin (as Fianna 3), Watertracks (new Gift). Rank 4 Phantasm (as Fianna 4) Flashflood (new Gift) Rank 5: Gaia's Vengeance (as Red Talon 5) Call Manannan (new Gift) Relations with other beings Kindred: The Kindred do not know of the Lutran. A few unusual Gangrel or Ravnos may have heard of or even met one, but they remain quiet about what they know. Garou: As a general rule, the Lutran avoid Garou. They still remember the War of Rage, and have no desire to get involved with the people who nearly exterminated them. The only time when there is any contact is when a single Garou makes a nuisance of itself. At this point several Lutran will band together, and tear it to pieces, hiding the body so that it is never found. Mages: The Mages of Scotland and Ireland, especially the Verbena, once had good relations with the Lutran. Most of the Mages have forgotten that the Lutran even exist, but the Sept of Manannan's Caern on the Isle of Man have a Pact with the Mannin Chantry, to come to each other's aid and to work together to defend the Island's mystical places from any threats. This combination is powerful and dangerous, as marauding Mages and Garou have learned to their cost. Wraithes: The Lutran have little contact with the Restless, and few among the Restless have heard of them. Those few that have speak of the Lutran as kind and decent, for the Lutran do not like to see pain in another, and always try to lessen it. Faeries: The Fae are among the closest allies the Lutran have. In the old Celtic realms, the Rulers of the Fae visit Lutran caerns and find a merry welcome. Woe betide one harms a Lutran when the Fae find out. Corax: All of the Lutran maintain good relations with the Corax. Many of these Changers make their homes in Scotland, Ireland and on the Isle of Man, and both watch over these places, protecting them as well as they can. The other great strongholds of the Corax, the Pacific Northwest and Northern Russia are also territories shared with the Lutran, and Guhrahl: The Lutran of Northern Russia are friendly with the Guhrahl of that area: both sides seek out the other to keep abreast of matters in the area. Both groups are considering a more active role in fighting the polluters of the area, and in teaching the humans to respect their land. Bastet: Since the extinction of the Ceillican, there has been little contact between the two groups, but their shared sense of loss provides common ground between two diverse groups. Nuwisha: Long the friends of the Lutran of North America, they still welcome each other, but since the numbers on both sides are so distressingly few, such meetings are sadly rare. Of the other Changing Breeds, few except the Selkies are now even aware that the Lutran still exist. Most would be relatively well-disposed toward the Lutran if they did meet them. Immortals: Few Immortals have ever met a Lutran, but the Lutran have always been sympathetic to those that they have. Others: The Inquisition never bothered the Lutran. They were too few and too well hidden. Thus, few if any Hunters have ever heard of them, and even the Arcanuum have no records. Of the other groups in the World of Darkness: they have much to learn.