From: jtice@nero.FineArts.UVic.CA (J. Tice) Seganku (Were-Skunks) "You've got the power, little one. Don't be afraid to use it, but don't use it too much. You've gained quite a reputation, and keeping that reputation may save your life. We don't need to kill, when we can make our enemies life miserable. We are worthy of respect and we know it." -- Alice Munroe, Homid, Philodox, Tribe Conepatus Second of the Strange Attractors History ======= The Seganku believe that they are created with a purpose. They are not the fighters, nor even the protectors of anything. They are the teachers of respect. All creatures are of Gaia. All Bete were created with a purpose. Sadly, many of the changing breeds have forgotten their purpose in the last few centuries. It is the Seganku who is to remind them. It also the Seganku to remind them that respect for each other, and respect for themselves helps everyone do their job. The Seganku were teachers of respect, self-respect and the healthiness of a good reputation. They sought, for the most part, to co-exist with humans, but only if there was a bond of mutual respect. If ever that respect was trampled, the human was marked in such a way that all who lacked respect were quickly recognized by all--Bete and humans alike. Most of the Seganku are very sociable creatures--attracting a wide range of allies and contacts. There are some however, who repel others, choosing instead to walk within themselves. A number of Seganku who followed this solitary path met with the Wyrm. They were defeated, and in a malicious twist, were marked themselves. These are the few lines of Seganku who carry the rabies virus. Centered in the Americas, the Seganku had good relations with the Bunyip, Wendigo and Uktena. However, when the europeans came to the new world, they were quickly hounded. The Garou saw the rabies virus as a touch of Wyrm. This coupled with the fact that the Seganku are night creatures, allowed the Garou to give themselves permission to remove the blight, seeing them as Seganku black spiral dancers. But the Seganku survived, due primarily to those who walked within in solitude. And they have returned. They were angry for years, but recently, that anger has turned to sadness and resolve. They pity their Garou cousins who have forgotten what their job was. In trying to be the Bete's keeper, they forgot their own role. Seganku live both in cities and the wilderness, though they prefer the wilderness. The Seganku have established themselves across the Americas, their native homeland. There are few left, but their numbers are growing, due to the increased mating among skunk kinfolk. (As a rough estimate, expect 5-10 Seganku in a city area for every 50 Garou.) All Seganku, even the Mustildae, must spend one experience point in Allies. Ways of the Seganku =================== The Seganku do have claws like the Garou, but they are smaller, lighter, and not quite as ferocious. The main difference, is that the Seganku have a distance weapon. Spraying their musk up to 60 feet (in Crinos), the Seganku does not seek to kill his opponent with the spray, only to blind, humiliate, frustrate, or mark his foe. The Seganku musk glands are located underneath his tail, above his anus. He has enough in storage for up to 6 sprays, after which he must regenerate the musk stores. One day will adequately refuel his stores. The Seganku can, alternately, spend a rage point to squeeze out another spray from his empty glands, though he will have one less spray in his stores the following day. The victims of the Seganku spray will suffer the temporary loss of two charisma ranks, and two manipulation ranks. This lasts until they bathe in Tomato juice, or until the scent wears out regularly (in about 4 or 5 days). If blinded, they may take damage as well. "All of Gaia's creatures were created with a purpose. Only somewhere along the way, a lot have lost sight of that purpose. We're the ones who bring it back to them. When we mark one of the Bete, it's usually cause they forgot why they're here. Now they get pissed because we made 'em stink. Now they try to kill us, because to understand their plight, we sacrificed some of our own to the Wyrm. It was a willing sacrifice. And now we understand them. So we can teach em what they need to know. If they still won't learn after we've marked them. Well, if their own tribes don't kill them to get rid of the stench of stupidity, guess we got to do it." -- Crispin, Mustilidae, Ahroun, Tribe Mephitis Third of the Strange Attractors Organization ============ There are two distinct castes in the Seganku: the teachers and walkers within. The teachers tend to hold regular meetings of all Seganku in the area, to decide who should be targeted for teachings, both positive and negative. The Walkers within tend towards extreme solitude. It is not unusual for Seganku from either caste to change their caste. There are a couple groups that work together: The Inheritors ============== This is a small group of teachers, who function as a last-resort offensive gesture to those people who have not learnt the lessons of the Skunk. Those who grow too powerful, with no sense of balance often find themselves suddenly defaced in public, so that their reputation is ruined. Those that need to learn self-confidence and self-respect are also taken under the Inheritors tutelage, and taught the rites of Self-respect. Strange Attractors ================== This is a group of three Seganku--one from each tribe. They facilitate connections between people, that wouldn't normally come about. The group is composed of a mustelid theurge, a homid philodox, and an ahroun. Skunk herself often directs the Strange Attractors actions, for purposes well beyond their ken. The Umbra ============ Many Seganku spend more time in the umbra than in the "real" world. the umbra offers many walkers within the chance to explore realms within themselves. To most of the Seganku, the umbra represents a reflection of their internal selves. The Weaver in the umbra represents areas of both stability and stagnancy. The Wyld represents areas of instability and change. All things have their place, and balance is something to always be strived for. stepping sideways ================= Seganku can step sideways fairly easily. They find they can also concentrate on a specific odor to bring them across to the other side. However, they must spend rage to cross intothe umbra no matter how they do so. Habitat ======= Most Seganku live near cities, but not usually in them. They are not fond of cities, but have found that those that need to be taught often reside within. The general locations of each tribe is listed below, under character creation. Many Seganku will have a small sanctuary, if not a whole network of tunnels underground, where it stores supplies for a future crisis. Breeding ======== Were-skunks breed much like werewolves. However, the Seganku go into heat only once a year. The children are raised by surrogate families an d taught the ways of the folk. If they show signs of the change, the surrogate families will contact the Seganku parent to tutor her in the ways of the Seganku. It is important to note that Seganku kinfolk and Seganku are taught equally from birth. This is because the Seganku tend to have the ability to attract and repel (though not through scents) from a very young age. The shapeshifter strain runs strong in the Seganku. Though, for some reason, the likelihood of bearing a shape-shifter is higher among mustelid/Seganku pairings, than any other combination. Many Seganku (particularly among the Conepatus Tribe) have such ties with the Uktena and Wendigo tribes, that they often leave their young to be raised by these tribes kinfolk. Only a few families of each Garou kinfolk now this--and it's usually a heavily guarded secret. Frenzy ====== Seganku tend to be somewhat level-headed. To a point. They can become quite easily frustrated. The difficulties to frenzy is higher by one for all Seganku. However, the Seganku rarely ever fox frenzy. The Seganku fear such things as fire, being cornered or facing overwhelming odds (this last *is* a subjective response). Character Creation ================== Seganku, in their human guise range all across the spectrum of appearances. They are noted for their self-assured, confidant manner, and their sensuality. Many Seganku in homid form have stripes of grey, white or silver in their hair. Almost all Seganku go grey early in their life. Limitations: ============ All Seganku need at least 1 level in the background, Allies. Seganku are forbidden to take the merits or flaws: low self confidence, low self-image, over-confidant, pack mentality, pitiable, lack of scent, wolf years. Most Seganku characters, with the exception of the ahroun/enforcers, are social dominant, and skill or talent dominant. Breeds ======= Seganku breeds correspond in most ways to Garou breeds. Homid ===== Nicknames: Finders Initial Gnosis: 3 A were-skunk born of a human parent, similar to Garou homids. Gifts: As per werewolf Homid gifts Metis ===== Nicknames: Directors Initial Gnosis: 4 Unlike Garou, the Seganku metis are not outcasts. In fact, despite their sterility, the metis children are welcomed. Metis Seganku tend to live shorter life-spans than the average Seganku, but tend to have a higher ability to balance both the Skunk instincts and the humans social structures. Seganku/Seganku pairings are not frowned upon, but since the metis are sterile, the Seganku do not encourage these pairings. These metis will also have a metis deformity. As per Werewolf Metis Gifts Mustelidae ========== Nicknames: Watchers Initial Gnosis: 6 A large lustrous skunk. The race of which depends upon which tribe the skunk is born into. Gifts: Mark Foe, Scent of Running Water (As the Ragabash Gift) Forms ====== The Seganku have five forms, from homid to mustelid. Unlike the Garou, the Crinos form is not a raging monster, but a balanced, graceful combination of the skunk and the human. Mephitis & Conepatus tribes Homid: Diff: 6, Musk Glands not active in Homid Form. Diffs: Range: Glabro: Str +1, Dex +2, Sta +1, Cha +1, Man -1, App -1 7, 25' Crinos: Str +2, Dex +3, Sta +3, Cha +2, Man -1, App -2, Per +1 6, 60' Hispo: Str +2, Dex +3, Sta +2, Cha +2, Man -1, App -1, Per +1 7, 30' Mustelid: Str +1, Dex +2, Sta +2, Cha +1, Per +2 6, 15' Spilogale Tribe Homid: Diff: 6, Musk Glands not active in Homid Form. Diffs: Range: Glabro: Str +1, Dex +2, Sta +1, Cha +1, Man -1, App -1 7, 25' Crinos: Str +2, Dex +4, Sta +3, Cha +1, Man -1, App -2, Per +1 6, 60' Hispo: Str +2, Dex +3, Sta +3, Cha +1, Man -1, App -1, Per +1 7, 30' Mustelid: Str +1, Dex +2, Sta +2, Cha +1, Per +2 6, 15' The Three Tribes of the Seganku =============================== Each of the three tribes is related to the type of skunk with which they breed. As a rule, most Seganku prefer to set-up house near their breeding grounds, or at the very least, return regularly to that area. Mephitis: Initial Willpower: 5 Backgrounds: 5 points any background except Totem and Pure Breed 1 background point must be spent on Allies Habitat: US, Canada, N. Mexico Mustelid Appearance: Striped, one or two stripes from head to tail, bushy white The Mephitis intermix with numerous strains of homid and skunks. They find it easier to gain gifts from others. The Mephitis tend to be strong and adaptable. Their self-assurance in their own survival tend to swing things in their favor many times. This tribe, more than any other bears the weight of the touch of the Wyrm. The rabies virus plagues both the homid and the mustelid. Though, curious;y, the metis Mephitis seem to be born most often without the rabies. Mephitis metis may not take "Rabies" as a metis deformity. Tribal Gifts: Unseen Target, Persuasion (as the Glasswalker gift) Conepatus: Initial Willpower: 4 Background: 5 points, any background except Totem 1 background point must be spent on Allies Habitat: S. America, Central America, SW US Mustelid Appearance: Hog-nosed skunk, similar to Striped, but the fur stops short of the snout. The entire head and/or tail may be all white. The Conepatus have for centuries intermixed with primarily native kinfolk (sometimes even those among the kinfolk of the Wendigo and Uktena Garou tribes--though this is usually unknown.) They consider the Wendigo and the Uktena as allies. This alliance is unknown to all the other Garou tribes, with the possible exception of the silent striders. Tribal Gifts: Spirit Speech (As the Stargazers Gift), Inspiration (as the Ahroun Gift) Spilogale: Initial Willpower: 3 Background: 5 points, any backgrounds except Resources and Contacts 1 background point must be spent on Allies Habitat: US, C. America, can climb (hollow trees dens) Mustelid Appearance: Spotted with white on black fur. The Spilogale are born of almost strictly skunk kinfolk. Though, once every blue moon, the Spilogale elders will bless a union with a homid. There is a rite among the Spilogale for breeding with a homid--while maintaining their special gifts. Gaia looked upon the Spilogale, and gifted them with the ability to climb. Their dexterity is higher than other Seganku. Though rarely seen, the Spilogale tends to be the wise men of the Seganku--as much as there can be one. Tribal Gift: Sense Ally, Balance (As the Stargazers Gift) Auspices/Aspects ================ Ragabash: The Pusher The ragabash Seganku tend to be almost vicious in their retractions of those who need negative reinforcements. They enjoy turning peoples lives upside down. 'cause after all, who knows which way you'll land? Gifts: As the Werewolf Ragabash Gifts Theurge: The Priest The Theurge Seganku has a strong sense of duty, not only to his tribe and his people, but to the Bete in general. it is his lot in life to direct the growth and education of the other Bete. Too many changing breeds have lost respect for themselves and for the others. The Theurge Seganku can lead them back to the right path. Gifts: Mind Speak (as the Werewolf Galliard Gift), Others as the Werewolf Theurge Gifts Philodox: The Law-Giver The Philodox Seganku has a hard load to bear. Not only does he need to know the litany as it pertains to his people and his tribe, but also he needs to know as much as he can about the litany as it pertains to their Bete, and other tribes within them. The better the understanding, the better the aid. Gifts: Sense Inbalance, As the Werewolf Philodox Gifts Galliard: The illustrator For the Seganku, the stories of the past, the legends are all truths that illustrate a point. Knowing the stories allows you to know the truths, and knowing the truths allows you to guide others to those same truths. The Seganku Galliard often learns the stories of another Bete or tribe, and then uses those same stories to point out unseen lessons to his chosen people. The Seganku Galliard often comes across as a kind of missionary--though what he's pointing at may not be clear at all. Gifts:Sense Bete (instead of Call of the Wyld), the rest as the Werewolf Galliard Gifts Ahroun: The enforcer The Ahroun Seganku is the only auspice that differs substantially from the aims of their Seganku. The ahroun is the auspice for disposals. The others will try to teach you the lessons you need to learn. The others will guide and direct you to your proper place. If you fail, the ahroun will destroy as much of your life as possible, forcing you to change, to grow, to adapt. Usually, the ahroun will not kill Bete, but if you are stupid enough not to learn the lessons you really really need to learn, your own tribe may do it for you. Gifts: Spray Acid (instead of Falling Touch), the rest as the Werewolf ahroun gifts. Special combat maneuvers ============ Taunt Enemy Seganku usually warn their opponents before they fire off a spray of musk. By rolling a manipulation+Intimidation roll against the targets Willpower, they jump up and down, hurl curses and stamp their feet. If successful, the target will lose one dice for each success from his next action. If the opponent is familiar with the Seganku, they will probably recognize this as a precursor to being sprayed. Blind Spray Seganku have the ability to spray their opponents with a non-lethal, but noxious smelling musk. If the opponent gets the musk in their eyes, they will be blinded for the next turn. The difficulty for them is seven for a called shot (rather than eight) to the eyes, and the maneuver does only STR damage, but blinds the opponent for at least one round, if at least one dice get past a soak roll. For every two successes that get through the soak roll, it will take an extra round for the opponent to regain his sight. If blinded, the opponent will be in intense pain, and unable to act during the following round. Wide Spray Seganku have the ability to spray a wide area. This can be done without lining up the shot beforehand. The Seganku must spend a rage point for an extra action, and then spray. The spray can hit multiple targets. roleplaying notes ================= merits & flaws ============== Rabies (Flaw -3) You, and your family line are the carriers of rabies. Someone in your distant past confronted the Wyrm directly, and was marked by the Wyrm ,in much the same way you mark your foes. Other Bete may avoid you, or feel uneasy around you. When others sense you, they sense your humanity to be two less than it truly is. Merits: Strange Attractor (Merit +5) You are one of the Strange Attractors (There are only three). You gain two dice on any roll dealing with contacts or allies. If you don't have contacts or allies as a background, you may use these dice to create the dice pool. As well, you will occasionally be given quests or missions from the theurges of any tribe, including other Bete. You will be recognized throughout the world by all other Seganku. You immediately gain two extra permanent ranks of either honor (if the philodox), glory (if the ahroun), or wisdom (if the theurge). Seganku with this merit may not take the flaw "Rabies". Inheritors (Merit +2) You are a part of the group known as the Inheritors. This means that you've seen a fair bit of combat, and know how the other bet fight. You gain two dice to any roll involving figuring out other Bete. Also, you may recharge your musk stores with the expenditure of three Gnosis points (this takes five rounds). Ineffective Spray (Flaw -2) Your spray is ineffective or weak, and as a result, you only do STR-2 damage when spraying as a weapon. When trying to blind your opponent, you need 3 successes to get through the soak roll to blind him. Pleasant smelling spray (Flaw -2) Your spray is effective for blinding, and for tracking, but rather than a noxious odor (to them, of course) it's a pleasant cologne (if a little heavy). Homid Musk (Merit +4) Even in Homid form, your musk glands are active. You can spray up to twice homid form. Burning Mark of Wyrm (Flaw -5) There are times when the rabies streak within you burns hotly. It is not like some of the rabies your brethren carry. you will be unable to swallow, and will find yourself overwhelmed with black rage at everyone and everything. You may spend a Willpower point to avoid hurting someone dear to you, but this only lasts per scene. There is nothing you can do to avoid these brief periods. You can sometimes feel when they will come on--and your family may try to help you as best they can, but they are at risk too. You know that somehow, someday, this will be the death of you. Banned Transformation - Skunk Cabbage (Flaw -1) As Banned Transformation for Garou & Wolfsbane Sizing Up (Merit +2) You are better at reading other people, and other Betethan most would guess. You get two extra dice to any rolls where you are trying to figure people out. Others get a +2 to their difficulties to figure you out. Gifts ============ Mark Foe (Level One Mustiledae) This gift is taught by a skunk spirit. If within range. the Seganku may mark their foe with their musk spray, in such a way that their scent is forever changed. Even if the opponent bathes in Tomatoe juice every day for a decade, other Seganku will recognize the scent of Seganku-foes. It will be unnoticeable to other Bete completely, as it is a Seganku spiritual marking. Cost: The Seganku must spend a rage point, and spray as per normal. Unseen Target (Level One Mephitis) This gift is taught by a skunk spirit. If within range, the Seganku with this gift does not need to look over his shoulder to line up his sights for the spray. He can target individuals while his back is turned. Cost: N/A Sense Inbalance (Level One Philodox) This gift is taught by a skunk spirit. This gift allows the Seganku to tell how balanced the target is. The more successes, the more detailed his knowledge will be--he may know that his opponenet is well balanced, or that he has equal amouint of stability due to a long-term job financing reforestry products in south america, but also has a lot of change given his rather promiscuous lifestyle--in fact just last week... you get the point. Cost: Roll Perception+Occult against a targetof 6. Each success strengthens the knowledge of the opponents balance. Sense Ally (Level One Spilogale) This one is taught by a porcupine spirit. This gift allows the Seganku to sense wether a given target could be considerd an ally or a foe, and all the degrees between. Cost: No cost for activation. Sense Bete (Level One Galliard) This is taught by an eagle spirit. This gift allows a Seganku to sense any nearby bete--whether it's garou or Gurahl, or even mokole or Rokea. With greater success, the Seganku may even be able to tell what kind of Bete it is. This generally works over a 1 kilometre radius. If multiple Beteare in the same area, the most numerous presences will dominate the sensing. Cost: Roll Perception+Primal Urge target 6. 1 Success You know the general direction of other bete 2 Successes You can tell the location of other bete 3 Successes + You can tell the location and type of Betearound you 5 Successes + You can tell location & numbers of differnt bete Spray Acid (Level One Ahroun) This is taught by a Skunk-spirit. This gift allows the Seganku to spray a corrosive enzyme (similar to stomach acid, but a fair bit more powerful), instead of the standard musk. The Seganku must spend a rage point, and roll rage against a target of 8. The number of successes indicate how many sprays are transformed into corrosive acid. The Seganku may choose which sprays are corrosive when he fires them off. The Corrosive acid does aggravated damage. The Seganku must spray all of the corrosive sprays before sleeping. Otherwise, the acid will start to eat at them from within. Mark Friend (Level Two Mustilidae) This gift is taught by a skunk spirit. If within range. the Seganku may mark a friend with their musk spray, in such a way that their scent is forever changed. The spray will be scent-less, but can be seeen spiritually. Other Seganku will recognize the scent of Seganku-friends, and may aid the bearer of the scent. It will be unnoticeable to other Bete completely, as it is a Seganku spiritual marking. Cost: The Seganku must spend a Gnosis point, and spray as per normal. Learn Personal History (Level Three Homid) This gift allows the Seganku to learn the personal history of one subject. THis can then be used to relate tales of honor for the purpose of teaching, straight from the subjects life. The Seganku channels a skunk spirit who interprets the subjects history in context. the Seganku rolls a Manipulation+Primal Urge, against the gauntlet rating, and if successful, will be able to pull events from the subjects past. One success will sound vaguely like the subject, two successes sounds like the subject, three and you're definately talking about him. Four or more, and you know things tha others never knew--like what he had eaten before the grest battle, and even what words he used to pray to his ancestors for strength. This can be used only with the purpose of teaching the subject. rites ===== All rites are as those in Werewolf, plus the following: Rite of Peace (level 2) This rite is the first step on the path to rehabilitating another bete. It requires the Seganku to walk, unarmed, into the light, of plain sight, of the people he wishes to work with. His hands must be open, and his eyes closed. Duringthis time, the Seganku must recite the litany of the people he is approaching. One Gnosis point is spent per day at the end of this rite, allowing the Seganku to stay among these people without being harmed, as long as the Seganku remains unarmed. Rite of Gaia's Eyes (level 2) This rite allows the Seganku to examine a person, bete, mage, or kindred, and learn what role they are playing in gaias eyes, and what role they should be playing. If the two are different, the Seganku is likely to try to help the target fulfill the role he should be playing. Rite of Bartering Tutelage (level 3) This rite allows the seganku to barter with any spirit of anothers totems. The rite of summoning may need ot be performed. Then, the seganku talks with the spirit, learning of the litany as the other views it. The seganku will work on the other person, if the spirit views this as a beneficial change. The Seganku must spend a Gnosis point, and roll a Charisma+Enigmas against a target of the spirits Gnosis rating. the number of successes indicate how much information the spirirt imparts to the seganku. Rite of Purpose (Level 4) This rite may only be performed with three or more Seganku present. This rite instills a driving goal (add the flaw to hte character) into a specific individual. The subject must lie still, while the seganku hold hands above him. They will chant, and through their chanting, they will contact the subjects totem. The totems, or spirirt servant, and the seganku will, together, imbue the sense of purpose into the subject. The seganku rolls a Manipulation+Primal Urge to get past the blocks in the subject. They need at least 2 successes. They must each spend a Gnosis point to imbue the driving goal. If the subject is there willingly, a Gnosis roll is performed gainst the subjects willpower. Each success takes away one from the subjects willpower (for the duration of the ritual). If the subject is there against her will, a Gnosis roll is performed against the subjects willpower, in a resisted roll (her Willpower is rolled against your groups average Gnosis rating). Your group needs to overcome her willpower before you may continue. Each Gnosis roll counts for one hour of game time. When the subjects willpower is overcome, the number of continued successes indicate the intensity of the driving goal. (i.e. Three Stranger Attractors are trying to imbue Samantha Red-Talon with a driving goal to seek out and destroy all wildlife poachers. They are doing this against her will. Samantha has a Willpower of 5, the combined Gnosis of the group is 16. Samamtha rolls 2 successes against an average Gnosis rating of 5. The Strange attractors rolled 4 successes. Samantha loses 2 Willpower point (for the ritual). she rolls again (three dice this time) getting 1 success. The S.A. roll a phenomenal 4 successes. This allows them to imbue a driving goal (flaw level -2) into her, after two hours of ritual.) If the totem spirirt does not approve of the driving goal, the totems gnosis is added to the subjects Willpower dice pool. Sample Character ================ Alieran Trist Breed: Mustelidae Auspice/Aspect: Galliard: The Illustrator Tribe: Mephitis: Striped Skunk Homid: Str 3, Dex 3, Sta 2, Cha 3 Man 3, App 4, Per 2, Int 2, Wit 2 Glabro: Str 4, Dex 5, Sta 3, Cha 4 Man 2, App 3, Per 2, Int 2, Wit 2 Crinos: Str 5, Dex 6, Sta 5, Cha 5 Man 2, App 2, Per 3, Int 2, Wit 2 Hispo: Str 5, Dex 6, Sta 4, Cha 5 Man 2, App 3, Per 3, Int 2, Wit 2 Mustelid: Str 4, Dex 5, Sta 4, Cha 4 Man 3, App 4, Per 4, Int 2, Wit 2 Abilities: Alertness 3, Brawl 3, Dodge 1, Empathy 2, Expression 3, Primal-Urge 2, Animal Ken 3, Etiquette 1, Firearms 1, Leadership 2, Performance 3, Enigmas 1, Occult 1, Rituals 2, Herbalism 2 Backgrounds: Allies 1, Resources 2, Kinfolk 2, Rites 5 Rage: 6 Gnosis: 7 Willpower: 5 Gifts: Mark Foe (Mustelidae), Sense Bete (Galliard), Persuasion (Mephitis) Rites: Rite of Talisman Dedication (level one), Rite of Peace (level two) Rite of Gaia's Eyes (level two) Reknown: 2 Glory, 1 Wisdom Rank: 1 Merits & Flaws: Homid Musk (Seganku +4), Soft-hearted (-1), Color-Blind (-1) Dedicated Items:A pair of biking shorts, sunglasses, a set of nose-plugs. Image: Alieran is five and a half feet tall. He has close cropped hair that is already greying, despite his youthful looks. He is slow and precise when he walks. He does not move out of anyone's way. He carries himself with a sense of power and respect. He treats other in a like manner. Role-Playing: You have a mission, yeah, but when it comes down to it--you like hearing the stories. A lot of stuff has gone on, and it's like playing family counsellor. You trust most people instinctively, ecxept the Bastet. Everyone is worthy of respect, until they prove otherwise. Then, they are worthy of rehabilitation. Background: Alieron is a young Galliard. He was raised among Seganku kinfolk in Banff, Alberta. He always knew what he was, and was unsurprised when his first change took him. If he hadn't changed, well he would have gone into the entertainment business, and tried for healing the world. As it was, when his cange happened, he went with the flow, confidant that he would master his new abilities. The idea of a spray weapon wasn't that bad, once you got over the jokes about bad gas, and brown beans. But he was also given a purpose. After his requisite two years of tutelage in the litany and diplomacy, Alieran moved to Whistler, another resort Town in Canada. He settled in, and got a job working the hotels. He had no idea that the Garou were so nearby. XXXXXXXXXXXXX He had a run in with a Get of Fenris on his rite of passage, and learned that the Garou in inland British Columbia have some twisted views about who and what should be allowed on the earth. Isn't that Gaia's choice? Gaia created them to destroy the minions of the wyrm. Not all the other Bete. Luckily, Alieran also met up with an aged Wendigo who recognized him for what he is. The spent many days talking about the Garou, and how they see things. The Wendigo has told him that the Get of Fenris is becomingstronger in the Whistle/Blackombe area, and that the Wendigo influence is weakening. There had been blood spilled between the two tribes. Alieran promised to attempt to rehabilitate the Get of Fenris in the WHistler/Blackombe area. But he truly had no idea of the uncontrolled rage and ignorance within the tribe. He spent many nights following and watching the Get, until they captured him. He walked unarmed into their camp, and thankfully, the Rite of Peace worked. He has been with the Get of Fenris ever since. Recently, he has become an acquaintance of Reads-In-Sky, an elder Galliard, and he has learned much about why the Get is so uncontrolled and ignorant of their true role. But ther eis still so much to do, so much to teach. His journey has only just begun...