W20 - Icons of Rage (Digital)

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A Sourcebook for

Werewolf: The Apocalypse 20th Anniversary Edition


Credits Dedication
Developer: Leath Sheales This is my thanks to you, Leath, for being such a fantastic
World of Darkness Line Developer: Matthew Dawkins colleague and mate in the time we knew each other. It was my
Writers: Lilith Bloodmoon, Sean Creef, Travis Legge, Erica privilege to step in for the closing steps on Icons of Rage, as you
Mahoney, Nik May, J.F. Sambrano, Leath Sheales weren’t here to take those steps yourself.
Editor: Sándor Gebei Rest easy, brother wolf.
Art: Sam Denmark, Farri Lensen, Ken Meyer Jr., Brian Leblanc — Matthew
Art Direction and Design: Mike Chaney
Creative Director: Richard Thomas

© 2023 PARADOX INTERACTIVE AB.


All rights reserved. Reproduction without the written consent of the publisher is expressly forbidden,
except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use
only. Werewolf: The Apocalypse, and the World of Darkness are registered trademarks of Paradox Interactive
AB (publ). All rights reserved.
Visit World of Darkness online at www.worldofdarkness.com

2 ICONS OF RAGE
Introduction 5 The Seers 26
Mari Cabrah 26
Icons of Rage 5 Inoue “Sword-of-the-Storm” Nari 28
Charlotte “Keeper-of-the-Key” Lee 30
The Icons of Rage 7
Sabrina “Walks-the-Worlds”Jameson 32
The Warriors 7 The Pathfinders 34
Jonas Albrecht 7 Dalaja Aashray Tahanee,
Lena Bloodclaw Baneslayer 10 They-Shelter-the-Shoots 34
Nina Freeman 12 Glen Seize-Trouble 36
She-Who-Walks-Alone 13 White-Eye “Walks-Among-Man” 38
Liam “Hunts-in-Blood” Mitchell 15 Sayo Chen 40
The Lorekeepers 17 Dina “Traces-the-Circle” Mokhtar 42
Song-of-Victory 17 The Judges 43
Hoach’i Dabe’gha, James Fromm 44
He-Carries-the-Wind-With-Him, Full-of-Wind 18 Celine Kelsoe 45
Water-That-Is-Born 20 Hestia “Arm-of-the-Erinyes” Black-Eyes 47
Naomi-Eight-Devils (formerly Never-Ate-Dogs) 22 Tuteesh Dei Yik 49
Amber-Dreaming 24 Viola the Knife 51

TABLE OF CONTENTS 3
Introduction
“Phoenix took me.
Carried me in his claws.
High above the world.
So that I could see beyond tomorrow.”
— Prophecy of the Phoenix
The Apocalypse is here. Some say there’s still time to decide being a fighter. In this time of war the Garou Nation looks to the
its outcome, to defeat the Wyrm and its minions, to prevent Gaia’s Ahroun for leadership to take them into battle.
death, and achieve the purpose Gaia set out for the Garou so long The Lorekeepers: The Gibbous Moons keep the stories and
ago. Others say it’s far too late, that the Apocalypse has already lore of the People, but they’re also keepers of the stories not yet
been lost, the breakdown of the environment and ravages of the told. The Galliards mourn the loss of so many Garou alongside
natural world prove that Gaia already took her deathblow and their peers, but they also give hope to the Nation, hope that the
all that remains are to avenge her as she takes her last breaths. enemy may be defeated and the Apocalypse may yet be averted,
Whichever truth individual Garou choose to believe, they do or at least won.
so with passion and Rage. Few Garou are content to be unremark- The Seers: Those chosen by the Crescent Moon still search
able faces in the crowd when they could instead be iconic, when for secrets that may give advantage to the Garou over their foes.
there is Glory and Honor and Wisdom to earn and demonstrate The Theurges understand that even after millennia of fighting and
their worth. stories and experimentations the Garou are still blind to many of
Gaia’s secrets. Even as the world possibly comes to an end, the seers
Icons of Rage continue to quest, for knowledge is power, and even facing the
Wyrm, much less defeating it, requires more than fang and talon.
The Icons of Rage presents a host of Garou from around The Pathfinders: The New Moons are more than just trick-
the world ready to use as allies, mentors, contacts — or even sters and fools. These Garou are those who search for new ways
antagonists — for your chronicles. Within these pages you’ll find in the darkness, who question the meaning of what came before
notable Garou who have fought the Wyrm throughout Werewolf: and what can be done to avoid the same mistakes and tragedies
the Apocalypse’s history, like Jonas Albrecht and Mari Cabrah. of the past. Others frequently overlook the Ragabash, or take
You’ll also find the formative stories and traits of werewolves from them for granted, but only the most foolish Garou dismiss them
the pages of The Apocalyptic Record, such as Full-of-Wind and entirely. If paths still exist for the Garou to avoid the Apocalypse
Pattern Recognition’s collection of tales for the Geomid Network, and bring Gaia back from the brink without first needing to wade
Water-That-Is-Born’s quest to establish as many caerns as possible through death and destruction, the Ragabash will be the ones to
before the end comes, Amber-Dreaming and her goal of bringing find the way.
back the Bunyip, or Viola the Knife dishing out fatal judgment The Judges: The chosen of the Half Moon are empowered to
on behalf of the Shadow Lords. These aren’t all, as the Icons of make decisions on behalf of the People. The other auspices have
Rage introduces us to over a dozen new characters, each icons in battles to fight, stories to sing, secrets to use, and new paths to
their own way, each facing the Apocalypse and bringing others to consider. Each of these is valuable to the Apocalyptic war effort,
their banner, for good or ill. but each is only part of the whole. The Philodox are the Garou
The Warriors: Those Changed under the light of the Full who bring the pieces together, who decide which aspects have the
Moon carry the legacy of a nation of warriors, and a burden to most merit, and how the Nation delivers its most effective final
be tougher, faster, and stronger than any who came before. To be push against the forces of the Wyrm, in Gaia’s name.
an Ahroun in the time of the Apocalypse means more than just
INTRODUCTION 5
The Icons
of Rage
“Was the Seventh Sign not the end but the call to battle?”
— Blackpaw, Galliard

The Garou Nation has many heroes, but some stand out more was the young scion’s instructor in matters martial and spiritual.
than others. Through skill, circumstance, dedication, or just willingness Albrecht grew his legend in the late 1980s, becoming a well-re-
to go beyond the limitations of others, these Garou grow their legends. spected hero to his tribe, renowned for his skill in battle as well as
They become iconic in their quests; their goals become emblems of his keen tactical mind. Albrecht’s success and pride was the root
Gaia’s struggle and facets of the war against the Apocalypse. of his undoing. Upon slaying the Wyrm beast Vsshkrang, which
had terrorized the North Country Protectorate, Jonas refused to

The Warriors
Gaia’s chosen killers, fighters among a nation of warriors, the
bow to his grandfather and was banished for his arrogance.
Albrecht spent years drowning his Rage and his sorrow in
blood and booze. While living on the streets of New York City
Ahroun willingly shed their own blood in Gaia’s name as readily he came to empathize with the other tribes in the Garou Nation;
as that of their enemies. Even other Garou tread carefully around learning and accepting that even the Bone Gnawers were in many
the Ahroun for their Rage is legendary — especially in these End ways more noble than his Silver Fang kin.
Times. However, Ahroun are also leaders in war and now is the An unlikely series of events brought Jonas back from the
time of the greatest war. The other auspices gladly follow where brink of self-destruction. First, he and the Black Fury Theurge
the Ahroun lead, but some wonder whether strategies other than Mari Cabrah crossed paths and fought a vicious, on–the–spot duel
violence would serve better in winning this war. in Manhattan which Jonas barely won. This created a rivalry that
lasted for over a year, until, by chance or the will of Gaia, the two
Jonas Albrecht were able to save a young Wendigo cub from Black Spiral Dancers
and the three formed an unlikely pack.
Howl: Threefold King of House Wyrmfoe, the Silver Fangs, On his deathbed, Jacob Morningkill rescinded Albrecht’s
and the Garou Nation exile and called for him to come home and assume the throne.
Quote: “I am sorry for how you have been treated. It was wrong. To prove his worth over his challengers, Albrecht and his pack
I’m not here to order you to battle as a King, but to offer to lead you to quested deep throughout the Umbra searching for a fabled fetish,
victory as a Garou. I cannot change what has happened, but with blood the Silver Crown. While on this quest, the would-be king faced
and silver I can make amends.” off against the Nightmaster of the Abyss, survived being flayed
Breed: Homid alive with a silver blade, and managed to prove himself worthy to
Auspice: Ahroun Falcon itself to bear the crown.
Tribe: Silver Fangs Upon assuming leadership of house Wyrmfoe, Albrecht began
to implement reforms and improve relations with the other 12 tribes.
The Last Gaian King
The young king also continued to fight the Wyrm head on, leading
Jonas Albrecht is the heir and grandson of Jacob Morningkill, a defense of the Bison Rock Caern in Wyoming, and even going so
King of House Wyrmfoe. With pure blood from the lineage of far as to appear before Luna herself and be granted a powerful Gift.
kinds, he was groomed for greatness from birth. Where many Eventually, despite protestations from other mighty Garou lead-
young Garou come to their change in a moment of random chance ers such as the Shadow Lord Yuri Konietzko and Tamara Tvarivich
or violence, legend is that a young Jonas came to master his rage from within his own tribe, Albrecht was recognized as the rightful
under the tutelage of his grandfather’s seneschal, Greyfist, who king of not just his house, but his tribe and the entire Garou Nation.

THE ICONS OF RAGE 7


Plots and Ambitions
• Lead, not Rule: Though King of the Gaian werewolves,
Albrecht is not content to rule from his caern and issue procla-
mations and judgments. He is a leader, politically, strategically,
and in direct battle. He faces the forces of the Wyrm with ferocity
whenever he can escape political obligations.
• Rebuilding Trust: Silver Fang monarchs have ruled the
Garou Nation through numerous tragedies. It was under their watch
that the White Howlers fell, the Croatan sacrificed themselves,
and ignorant kin slayers purged the Bunyip. They allowed the
Wyrm to grow unchecked and the world to fall to near Apocalypse.
Burdened to the past, Jonas devotes as much energy to repairing
alliances and healing old wounds as he does to battle.
• Victory or Death: Few doubt these are the End Times. King
Albrecht’s reaction to the imminent Apocalypse can seem strange
at times. He is unusually lenient with many matters, far more so
than one would expect of a Silver Fang king. Jonas understands
that if Garou shed blood for wounded pride and political slight,
the war is already lost. In matters he believes to be of extreme
importance in defeating the Wyrm, Jonas will use the full weight
of his position to get his way.
Territory king ensure the tales continue to circulate across the Garou Nation
and wonder whether he still consoles himself with drink.
• North Country Protectorate: Where he was raised, North
Country Protectorate in Southern Vermont is the modern seat • Heavy is the Head: To be the King of the Garou Nation
of House Wyrmfoe’s power, though the weight of memory gives is a measure of responsibility far beyond what most could ever
Albrecht complicated emotions around his home. comprehend. Since Albrecht found the Silver Crown, he has hardly
been resting on his laurels. Those outside of his pack and close
Kinfolk, Packmates, and Enemies advisors sometimes believe he grows weary of leading in a losing
• Mari Cabrah: Mari is one of Albrecht’s packmates and war against the Apocalypse. Whether they think he will abdicate or
a longtime friend. Originally brutal rivals, the two have come simply shirk responsibility depends on the one telling the rumor.
to respect and care for one another as packmates. (See p. XX for Image
Mari’s details.)
• Older than he looks, Jonas appears to be no more than in
• Evan-Heals-the-Past: Evan is the third member of Jonas
his mid-thirties. A well-built man with pure white hair which falls
and Mari’s pack. A well-intentioned Philodox who has grown
to his mid back, he is covered with scars. He conceals his ruined
wiser and stronger with the pack’s support. Although Evan may
left eye behind an eyepatch though the series of deep claw marks
be heading for confrontation within his own tribe (p. XX), his
down that side of his face speak to what occurred. When engaged
presence has had a positive effect on Jonas, who has become less
in his official duties, Albrecht wears the required red cloak, belt
callous for knowing him.
with the glyph of his tribe, and glyph-covered fur lined bracers.
• Yuri Konietzko: The Margrave, one of the mightiest Garou When away from court he prefers jeans, boots, a t-shirt, and an
in Europe, is one of Albrecht’s fiercest political rivals. The Euro- old, faded trench coat. Despite his education by the finest of
pean Shadow Lord has command of a potent multitribal coalition House Wyrmfoe tutors, Albrecht speaks plainly and rarely cares for
seeking to usurp Silver Fang rule. flowery speech. His sense of humor is dry and sardonic, but when
• Tamara Tvarivich: Queen of the Russian-based Silver there are serious matters, he can be both inspiring and focused.
Fangs of House Crescent Moon, Tamara is a member of the Ivory Tales of his victories are known to all Silver Fangs, and most cubs
Priesthood and has only reluctantly come to accept the claim Jonas from other tribes would know him on site. In his Lupus form his
has on the rule of the tribe. fur remains pure white, as well as his lengthy mane. Without the
• Zhyzhak: This one-woman wrecking crew has been prophe- eyepatch, his left eye is a milky pearl in the socket. In all forms, the
sized by her packmates to crush the “Last Gaian King” beneath her Silver Crown adorns Albrecht’s head unless he wishes otherwise.
heel. Though Albrecht doesn’t know it, the Black Spiral Dancer Attributes: Strength 5 (Steely Grip) (7/9/8/6), Dexterity 4
Ahroun intends to force the prophecy into existence. (Lightning Reflexes) (4/5/6/6), Stamina 4 (Unbreakable)
Whispers (6/7/7/6); Charisma 4 (Air of Confidence), Manipulation
• Comfort in the Bottle: Though decades past by now, there 2 (0/0/0/0), Appearance 4 (Noble Bearing) (3/0/4/4); Per-
are those Garou who vividly recall when Jonas Albrecht was less king ception 3, Intelligence 3, Wits 4 (Ambushes)
and more of a drunken vagrant. His detractors enjoy telling stories Abilities: Alertness 2, Athletics 3, Brawl 5 (Claws), Empathy 2,
of his drunken misadventures, including how he nearly killed his Expression 3, Intimidation 4 (Looking Badass), Leadership
own packmate the first time they met. Those who wish to anger the 5 (From the Front), Primal Urge 4 (Shifting), Streetwise 3,

8 ICONS OF RAGE
THE SILVER CROWN (LEVEL N/A, GNOSIS 10)
A legendary relic of the Silver Fangs, the Silver Crown is a simple circlet of pure silver imbued with a portion of the
essence of Falcon itself. Only those Falcon judges worthy can wear the crown; others will die within moments as the Crown
burns through their skull. For the worthy the Crown inflicts no harm and doesn’t impact the wearer’s Gnosis. The Fal-
con-blessed wearer may spend a point of Gnosis when issuing a command to one or more Garou — this command cannot
be disobeyed so long as it is possible for the character to perform the action and doesn’t involve direct self-harm. The wearer
could order someone into battle, but not to plunge a silver dagger in their own heart.
Solemn Lord (Level Five, Gnosis 7)
Albrecht’s Grand Klaive allows the wielder to spend 2 Gnosis to increase all soak rolls by 3 dice for the remainder of
the scene. This additional protection doesn’t apply to damage caused by silver.

Subterfuge 1; Animal Ken 1, Crafts 1, Drive 2, Etiquette 2, Luna’s Avenger, Stoking Fury’s Furnace; (6) One on One
Firearms 2, Larceny 2, Melee 5 (Klaives), Stealth 4 (Urban), Rank: 6
Survival 3; Academics 3, Computer 1, Enigmas 2, Investigation
Rage: 10
2, Law 3, Medicine 2, Occult 3, Rituals 3
Gnosis: 7 (5 with Grand Klaive)
Backgrounds: Ancestors 1, Fate 5, Fetish 5, Kinfolk 2, Pure Breed
4, Resources 4 Willpower: 10
Gifts: (1) City Running, Eye of the Falcon, Falcon’s Grasp, Inspira- Glory: 10
tion, Lambent Flame, Master of Fire, Pack Tactics, Persuasion, Honor: 9
Razor Claws; (2) Empathy, Jam Technology, Luna’s Armor, Wisdom: 5
Shield of Rage, Speech of the World, Staredown, Spirit of the
Rites: (1) Gathering for the Departed, Moot Rite, Rite of Bind-
Fray, True Fear; (3) Burning Blade, Calm the Savage Beast,
ing, Rite of Contrition, Rite of the Opened Caern, Rite of
Combat Healing, Cowing the Bullet, Wrath of Gaia; (4) Full
Talisman Dedication, Rite of Wounding
Moon’s Light, Mindblock, Sidestep Death; (5)Beyond Human,
Fetishes: The Silver Crown, Solemn Lord (Grand Klaive)

UNIQUE GIFT: ONE ON ONE (LEVEL 6)


As Luna’s brilliance cuts through darkness, so does the Ahroun with this rare blessing. By declaring to Luna herself
the foe that must be slain regardless of cost, the Garou begs for the direct intervention of a Celestine. Only Luna herself
may teach this Gift.
System: The Garou spends a permanent dot of Gnosis to activate this Gift, upon which they are immediately taken
to the presence of a single foe they named to Luna regardless of distance or plane of existence. Upon arrival, both parties
are instinctually aware that at least one of them will die. Neither party may use any supernatural power to avoid this battle
or to anything besides directly enhancing their martial prowess — illusions, mental manipulations, and avoiding the fight
are not options. Further, no other being can influence the outcome of this battle. For the duration of this Gift, the two
combatants only exist to one another and to Luna. As the ultimate adjudicator of the duel, Luna will fall upon the spirit
of direct combat, not the letter of any law but her own, and none shall convince her to allow anything she finds inappro-
priate. No effect, mundane or supernatural, can prevent this Gift, which ends when one of the combatants is dead. Upon
conclusion of the duel, the winner remains where the fight began; any protections brought about by the Gift are no more.

THE ICONS OF RAGE 9


Lena Bloodclaw Baneslayer
Howl: Striking at the Wyrm’s heart
Quote: “When I was a cub, I tried compassion. I tried reasoning
with those entangled in the Wyrm’s tendrils. I stayed my hand and listened
to the healers and the merciful among my pack. I kept my rage chained
like a common dog, until the peacemakers had their say. Then, I buried
every voice that preached mercy. I buried friends, lovers, even those enemies
who earned my respect. I’m done staying my hand. Let the Wyrm and its
minions burn in cleansing flame.”
Breed: Lupus
Auspice: Ahroun
Tribe: Black Furies
At What Price Comes Glory?
The wolf cub who would come to be called Lena was wander-
ing the woodlands of southern Wisconsin after losing her pack to
careless trappers when she experienced the First Change. As the
full moon hung overhead and her body shifted into something
bizarre, a pack of Black Spiral Dancers fell upon her. She fought
hard but armed only with her Rage and fear she was no match for
one experienced warrior, let alone a whole pack. When all hope Each battle took a little more from the pack. The homid
seemed lost, a pack of Garou swooped in, rescuing the young lupus Lawkeeper died destroying a Wyrmhole. Silvermane, the other
from certain doom. Though the Black Spiral Dancers escaped, homid and the one Lena had grown closest with, perished fighting
Lena was saved and taken to the pack’s caern to heal. a nexus crawler as the pack pursued their quarry in the Umbra.
The elders of the Sept of the Rock Cut taught her the tongues A battle with flesh warping vampires ended with Alia, the metis,
of Garou and humans, who she was, and her responsibility as an dead and Lena blinded in one eye.
Ahroun. An elder Black Fury named Rebekah prepared her for the Her packmates were gone and the leads Lena had on Rotclaw
Rite of Passage. The sept had four other rescued cubs, two homids, said he’d begun an exodus to Malfeas itself. Though Lena ran with
one a lupus like her, and the last a metis. The homids intimidated several packs in the area, she was a member of none. She wanted
Lena. She didn’t understand their ways and asked many questions Rotclaw’s blood but knew she couldn’t win alone in the Wyrm’s
which the other cubs mocked. When she told the other cubs the name maw. If she continued her pursuit, she would die, and the sacrifices
she’d chosen — Luna’s Child in the Garou tongue — the homid cub of her pack would be for nothing. When that realization struck,
called Silvermane mocked her, insisting on calling her Lena instead. she left Chicago in sorrow and returned to the Sept of Rock Cut.
Though the cubs came from different backgrounds and chose Now an elder of the sept, Lena hasn’t forgotten nor forgiven
different tribes, they formed a pack bound by common experience her enemy. She maintains contact with allies in Chicago and
and a shared enemy in the Black Spiral Dancers who had targeted other septs — and enemies whose begrudging respect she earned
the new cubs. Lena nearly died during the pack’s rite of passage, in battle — always listening for clues that Rotclaw has returned.
almost drowning with her jaws clamped around the throat of a Lena secretly hopes he hasn’t, as while she waits, she trains the
H’ruggling with its claws buried deep in her back as they both next generation of her sept’s cubs. She watches for those with the
sank into the darkness. Silvermane managed to pull her free from spark she needs, singling them out for additional training, and
the Wyrm elemental’s grasp. When the pack returned to the Sept slowly builds a pack of elite warriors spread among other packs.
of the Rock Cut, the orphaned lupus declared her name would Each of these killers waits for Lena’s signal to come together and
be Lena. Silvermane added Baneslayer, telling the tale of Lena’s strike deep into the heart of Malfeas to destroy Rotclaw.
Glory against the H’ruggling. Deep in Lena’s heart, she hopes her actions allow others to
Together as a pack and filled with confidence, the cubs hunted usher in a new era of peace and healing for Gaia. It’s the journey
down the Black Spiral pack who’d brought them together. Their hunt she’d hoped for herself and her pack before the darkness fell and
was successful, though not without cost. Executing a devastating and believes her fallen friends would like that.
cunning ambush, the young Garou slaughtered all but one of their
foes — a Theurge called Rotclaw who fled to Chicago. The victory
Plots and Ambitions
wasn’t without cost. Furyfang — the other lupus in the pack — died • Destroy the Wyrm: Lena is fanatical in cleansing any
under a Dancer’s claws, and Lena suffered the first of her battle scars. Wyrm-taint from the sept’s territory. Pentex has had its fingers —
The sept elders were saddened and angered at Furyfang’s and other appendages — in businesses throughout the Winnebago
death, but reluctantly agreed to the young pack’s impassioned plea County region since the mid-1900s. Lena wants to see them driven
for permission to pursue Rotclaw into the city. The hunt lasted out and their claims in the region burnt to the ground.
several years, with Rotclaw always a step ahead, leading the young • Teach the Cubs: Lena believes today’s cubs need to understand
warriors into traps and nests of other Wyrm-things. the Apocalypse is here and what that means. She still holds an idealistic

10 ICONS OF RAGE
BURNING FURY (LEVEL FIVE, GNOSIS 7)
This Grand Klaive holds a fire spirit alongside its war spirit, allowing the blade to burst into flames when activated,
dealing 2 dice of aggravated damage on a successful hit. Burning Fury’s flames count as natural fire for Lena’s Kiss of Helios
Gift, and she frequently combines both to ignite her Crinos-form before entering combat.

respect for those who preach peace, tolerance, and understanding, to raise a claw against a small band of vampires who wear roses sculpted
but even they must take up arms now and hold their tongues until of bone out of respect for their past deeds. The youth of the sept have a
the Apocalypse has passed. Lena’s views grate on some in the sept, hard time believing this rumor, given Lena’s stance on the Wyrm-tainted.
but few have the station or the audacity to confront her about it. Image
Territory Lena is a muscular woman standing just over six feet tall in
• Sept of Rock Cut: Lena is based out of Rock Cut State Homid form. She prefers tank tops and tight pants with combat
Park in Northern Illinois. She is a revered elder in the sept and boots, all in black. Lena’s flesh is covered in battle-scars from her
maintains close working relationships with the packs who fall countless fights with Wyrm-filth. Her torso is covered in interlock-
under the sept’s territory. She also keeps friendly relations with the ing scars; the left side of her face bears massive claw marks; and
park rangers who oversee the area, several of whom are Kinfolk to she has a slight limp thanks to a phosphorous grenade during a
various Garou in the sept. Given the swelling presence of Pentex fight with a Pentex First Team. In her Lupus form — which Lena
activity in the Rockford, Illinois area, she has sworn to protect prefers to use most times — her scars show through in pronounced
the Rock Cut caern at all costs. bald areas on her otherwise shiny, jet-black coat. The fur around
• Chicago: Her activities in the Chicago area earned Lena the her eyes and under her jaw is starting to go gray.
respect and fear of both Glass Walkers and vampires in the Second Attributes: Strength (Brutal) 5 (7/9/8/6), Dexterity (Lightning Re-
City. Though she’s not set foot in Chicago in over a decade, she flexes) 4 (4/5/6/6), Stamina 5 (Unbreakable) (7/8/8/7); Cha-
still has several connections in the area, and her reputation as a risma 3, Manipulation 2 (0/0/0/0), Appearance 2 (1/0/2/2);
warrior is legendary throughout the region. Perception (Uncanny Instincts) 4, Intelligence 2, Wits 3
Kinfolk, Packmates, and Enemies Abilities: Alertness (Scents) 4, Athletics (Tumbling) 4, Brawl (Dirty
• Donovan Jericho: Donovan was among the Garou who Fighting) 5, Intimidation (Physical Threats) 4, Leadership 3,
rescued Lena and her packmates as cubs. He was Lawkeeper’s Primal Urge (Shifting Forms) 5, Streetwise 1, Subterfuge 1;
mentor in the ways of the Silver Fangs, and the two were distant Animal Ken 3, Etiquette 1, Melee (Klaives) 5, Stealth (Taking
kin. Donovan holds Lena in high regard, both for her prowess as Point) 5, Survival (Tracking) 5; Enigmas 3, Investigation 1, Law
a warrior and for her resistance to Harano despite all she has lost. 2, Medicine 1, Occult (Garou Lore) 5, Rituals (Mystic Rites) 4
• Rotclaw: A deceitful and slippery monster, even for a Black Backgrounds: Allies 3, Contacts 2, Fetish 5, Pure Breed 2, Rites
Spiral Dancer. The Theurge learned of Lena’s pack’s impending ambush 3, Totem 2
and left his own pack to die because he’d grown tired of their insults. Gifts: (1) Heightened Senses, Razor Claws, Sense Prey, Sense
He bargained and schemed his way into power in the Chicago Pentex Wyrm, The Falling Touch; (2) Curse of Aeolus, Name the
offices, eliminating several threats to his position through conveniently Spirit, Scent of Sight, Spirit of the Fray; (3) Coup de Grace,
ensuring timely information found its way to Lena’s pack. Years of sur- Sense the Unnatural, Silver Claws; (4) Clenched Jaw, Gnaw,
vival against the machinations of Malfeas has made Rotclaw a wizened Stoking Fury’s Furnace, Wasp Talons; (5) Kiss of Helios,
elder of the Black Spiral, helping prepare the Wyrm’s armies for the Luna’s Avenger (Learned from Donovan)
final battles of the Apocalypse. In his arrogance he believes the threat Rank: 5
of Lena is long in his past and doesn’t understand how wrong he is.
Rage: 7
Whispers Gnosis: 7 (5 with Grand Klaive)
• Cursed by Sorcery: Every loved one from Lena’s youth is
Willpower: 7
dead. Rumors persist some type of sorcerer cursed Lena in her
youth as retribution for destroying the sorcerer’s plans. Since songs Glory: 10
of Lena’s deeds include several altercations with magicians both Honor: 9
mortal and vampiric, it’s hard to pin down who might have been Wisdom: 4
responsible, if such a curse truly hexes her. Rites: (1) Moot Rite, Rite of Cleansing, Rite of Contrition, Rite
• Youth Gone Wild: In her youth, Lena suffered several losses of of the Opened Caern, Rite of Talisman Dedication
Renown, to the point of losing rank, due to her association with leeches
Fetishes: Burning Fury (Grand Klaive)
when she frequented the Chicago club scene. It’s said she still refuses

THE ICONS OF RAGE 11


Nina Freeman • Repair Relations with the Fera: Nina knows how little
the Fera of the Amazon want the Garou poking around in their
Howl: Healing the wound of the past territory. She believes cleaning up after her grandmother’s pack
Quote: “Our people left a mess down here. It’s on us to fix it.” is a first step in repairing that relationship. She’d ultimately like
to forge an alliance with the Fera and reclaim as much of the
Breed: Homid
Amazon as they can, though she admittedly has little plan beyond
Auspice: Ahroun
the cleansing she’s committed to performing. She hopes that
Tribe: Get of Fenris making her intentions clear and asking the Fera for leadership
Seeking a Way Forward by Looking to the Past in their lands — she’d expect no different if they showed up in
Nina comes from a long and proud line of Get of Fenris. Her Norway — can lead to the next steps.
grandmother, Astrid Broken Claw, was a warrior operating in the Territory
Amazon Basin in the 1990s. Astrid’s tragic outing in the Amazon • The Ruins of Ranch Apocalypse: The region of the Amazon
ended with her pack dead or scattered, and she returned home where Astrid and the Death Dealers operated is a relatively small
to Norway, hardened by her experience. She had Astrid’s father area riddled with the spiritual scars of several battles. These have
shortly after and raised him with full knowledge of his legacy in impeded physical healing and growth, and despite the long years
the hopes he might one day take his place among the Get. Though since Garou last walked these lands, the rainforest has not regrown
the change skipped him, Nina changed early, on the eve of her from the deforestation efforts by Developers Forestry Group. It’s
fifteenth birthday. Despite her young age, she was a vicious warrior, only due to Fera vigilance that the area hasn’t spawned a Wyrm
but she was also an amazing listener. As her grandmother spun caern. Nina’s combined pack has their work cut out for them.
yarns of the glory of the Fenrir, Nina was captivated. She hoped
to one day taste that glory for herself. Kinfolk, Packmates, and Enemies
As she began to understand the ways of the Get, Nina • Garth Larsen: Garth is the first Garou who joined Nina’s
asked Astrid for more details of her travels. She’d always seen call to action when she sought packmates to join her in the Am-
her grandmother as a legendary hero, and her hunger for details azon. As a Get of Fenris Philodox, he frequently wrestles with
about Astrid’s exploits was insatiable. Astrid was happy to share the egregious excesses of his tribe and the consequences of those
stories of most of her years, but never spoke of the time she spent actions. Nina’s mission speaks to that struggle, and Garth feels
in South America. When Nina would ask her directly about those the Amazon is the best place for him to make a difference and
years, Astrid grew quiet and distant, merely promising to reveal earn Renown so his words carry more weight upon his return.
all one day. • Horns-of-Pain: Horns has been a close friend of Nina’s since
A lifetime of glorious battle against the Wyrm did Astrid no Nina’s First Change. A year older than Nina, she was born in Nina’s
favors. As she aged, her battle scars evolved into chronic wounds sept. While the sept was relatively progressive regarding her birth,
and ongoing suffering. When she gained the sense of her time Horns still suffered the stigma of growing up metis. Nina was one of
ending, she sat Nina down and relayed the truth of the Amazon War. the few Garou in the sept who never treated Horns differently, which
Astrid and her pack, the Death Dealers, may have beaten she values deeply. Although she doesn’t want to leave her home, she
their foes in the Amazon, but they left a terrible mess in their would follow Nina into the deepest pits of Malfeas without question.
wake. The shredded bodies of fallen Garou abandoned in the
haste of a tactical retreat. Spiritual stains from the suffering the
Garou endured, lingering and aggravated resentments with the
Fera. Nina could feel her grandmother’s regret as she recounted
the tale. Furthermore, she knew that despite their victory, the
warriors of that era were poor stewards of the battleground in
which they fought. Nina resolved to make it right.
Nina listened with rapt attention, committing every syllable
to memory. Inspired by this story of battle, tragedy, and costly
half-victory, Nina concluded that she needed to go to the Amazon
herself. Nina gathered a group of her peers, all young Garou with
grand ideas on how they would do better than the generation
before. Two packs of warriors, working side by side, traveled to the
Amazon, visiting the lands where Ranch Apocalypse once stood,
intending to heal the wounds left behind. Spirits cried out for rest,
the land cried out for cleansing, and Nina knew in her heart that
task fell to her. She would right the wrongs of the Amazon War.
Plots and Ambitions
• Clean Up Ranch Apocalypse: Nina learned of much damage
the Death Dealers left behind when they abandoned the Amazon.
She aims to repair that damage both spiritually and physically.

12 ICONS OF RAGE
Whispers ended in a blur of fangs, fur, and fury. In the ashes of her old
life stood Claw-of-Gaia, one of the most ferocious warriors of her
• Harano: Astrid greatly disapproves of Nina’s journey. The
sept. Glory in battle and the praise of her packmates did little to
pair fought about this for weeks before Nina’s departure, but the
ease Claw-of-Gaia’s pain. Outside the field of battle, her Rage was
younger Freeman is as firm in her convictions as her grandmother
too much to deal with, and she turned to drugs to numb herself.
ever was. This sent Astrid into Harano so severe her body is failing.
When her obsession with partying, drugs, and drink proved too
• Messenger Mission: Some believe Nina carries messages
strong an enemy for Claw-of-Gaia to defeat, the sept cast her out.
to deliver to Fera and spirits in the Amazon on Astrid’s behalf.
They took her name and declared her Ronin.
The elder Garou is in no condition to travel, let alone endure the
It was a wakeup call heard too late. Though she did defeat her
dangers of the region. She sent Nina to act in her stead.
addiction, she knew she couldn’t return to her pack. She feared
• Vengeful Secret: Some among Nina’s sept believe her quest
their judgment. The thought of rejection nearly drove her to re-
to the Amazon is secretly motivated by revenge. Astrid endured
lapse, so she took to the wilderness to live out her days alone. Less
terrible woes during her years there, and many Get think Nina
than a month into her exile, she met a man named Jack who was
plans to visit payback to those responsible. What her septmates
also alone. Like her, Jack was an exile from his people. Like her,
don’t understand is why she feels the need to hide this.
he was alone and scared and fighting against his inner demons.
Image However, there was one major difference — Jack was a vampire.
• Nina is a deceptively slight and wiry blond woman who The star-crossed lovers spent half a year wandering the
prefers to keep her hair short. While in the Amazon, she dresses countryside together. They were free from the judgment of their
in sleeveless shirts and shorts to cope with the heat and humidity. peoples, but life wasn’t perfect. Jack struggled with his hunger.
In Lupus form Nina’s fur is white as snow across her head, back, Nancy suffered with the loneliness that plagues most Ronin. She
and shoulders, darkening into a golden brown near her paws. had found love, but without a pack there was an emptiness that
Attributes: Strength 3 (5/7/6/4), Dexterity 3 (3/4/5/5), Stamina no romantic love could fill. Jack saw Nancy’s pain and frequently
(Tireless) 4 (6/7/7/6); Charisma 2, Manipulation 2 (0/0/0/0), told her she should leave and be with her people. So, one night,
Appearance 2 (1/0/2/2); Perception 3, Intelligence 2, Wits 3 she did that very thing.
Abilities: Alertness 1, Athletics 1, Brawl 2, Empathy 1, Expression The sept offered her a chance to return, on one condition. She
2, Intimidation 2, Leadership 2, Primal Urge 2, Streetwise would need to prove her victory over the Wyrm — by defeating the
1, Subterfuge 1; Animal Ken 1, Drive 1, Larceny 1, Melee 2, Wyrm-thing who shared her bed. She never learned how the sept
Performance (Oration) 1, Stealth 1, Survival 2; Computer 1, elders knew about Jack, but she figured he was dead either way.
Medicine 1, Occult 3 With any luck she could make it quick for him. Nancy the Ronin
led her old pack on a new hunt. They found where Jack had gone
Backgrounds: Allies 2, Fetish 2, Pure Breed 2, Resources 2, Totem 2
to ground, dug him up, and left him for the sun. Nancy collected
Gifts: (1) Inspiration, Master of Fire, Persuasion, Resist Pain, (2) his ashes, keeping a small portion for herself, and presented the
Speech of the World remainder to her sept leaders. The sept welcomed her back as a
Rank: 2 cub, yet to earn her name.
Rage: 5 When the time came for her to enter battle with minions of
Gnosis: 3 the Wyrm, her brutality in combat dwarfed her previous penchant
for violence. Embracing the Rage that swelled in her chest when she
Willpower: 5 thought of her lost love, she shredded her opponents with merciless
Glory: 4 malice. Despite the praise of her packmates, she remained aloof
Honor: 2 during the post-battle celebrations, earning her new name. Though
Wisdom: 2 she participated dutifully in all rites and caern duties, She-Who-
Walks-Alone kept a cool distance from her fellow Garou. Better
Rites: None that they didn’t know how much of her ferocity was an unspoken
Fetishes: Spider’s Satchel death wish. She kept to herself how much her valiance in battle was
driven by a burning desire to be with her lost love again.
She-Who-Walks-Alone Despite chasing a glorious death at the hands of the Wyrm, She-
Who-Walks-Alone remained victorious in battle. As the months grew
Howl: Driven by vengeance to years and her deeds were counted by the sept and the spirits, she
Quote: “Hunt with me or don’t. The Wyrm will pay its debts in rose in rank, despite herself. She earned several battle scars, and there
blood, dripping from my claws and fangs.” were a few close calls, but she persisted. She carved herself a path to sept
Breed: Homid elder through the flesh and sinew of Wyrm-things and on the backs of
Auspice: Ahroun fallen packmates who could match neither her Rage nor her abandon.
Tribe: Uktena As She-Who-Walks-Alone approaches her fifties, she still desires
to find her end in the throes of battle and be reunited with Jack.
Heartache and Revenge
However, she understands that her pride and prowess as an Ahroun
She-Who-Walks-Alone wasn’t always known by that name. make this increasingly unlikely with the foes she faces in her sept’s
Until her First Change she was Nancy Madison, but that life territory. She-Who-Walks-Alone has spread word far and wide among

THE ICONS OF RAGE 13


Kinfolk, Packmates, and Enemies
• Rico Contreras: Rico is the only other survivor of her
original pack. Though the years have given much Glory to She-
Who-Walks-Alone and Rico, they have extracted a steep price in
blood. Rico is now the alpha of another pack operating out of Big
Sky. While he still considers She-Who-Walks-Alone a packmate,
they were never especially close. Of everyone who knows She-Who-
Walks-Alone, only Rico suspects the true motivation behind her
grudge against the Wyrm.
• Randal “Webstalker” Vanderleest: Randal is a Glass Walker
elder in his early sixties. He is beginning to feel the creeping years
settling into his joints and is coming to terms with being past his
prime. Though his deeds are great and numerous, he fears the
indignity of death in a soft bed. He has heard She-Who-Walks-
Alone’s call for a worthy opponent and trawls the internet looking
for clues to pass, and each day he becomes more enamored with
the idea of joining her when she finds that worthy foe.
Whispers
• A Bit of a City Wolf: In her youth, She-Who-Walks-Alone
spent lots of time in the city. She maintains alliances with the
Glass Walkers and Bone Gnawers in Bozeman.
her contacts in other territories to alert her should they find a foe • Secret Hunts: She-Who-Walks-Alone frequently travels the
worthy of her talents — and of shedding her blood. She still wants region, meeting with the other packs of the sept. She’s a loner
revenge. She wants to hurt the Wyrm as much as she was hurt. She most of the time, so her traveling alone is no surprise. However,
wants the Wyrm to suffer; she wants to be the vector of that suffering; she uses these times alone to also go on hunts. Some say she hunts
and she doesn’t care who or what it costs to achieve that end. more than Banes or spirits of the Wyrm and that she is particularly
Plots and Ambitions fond of terrifying climbers and campers who disrespect the land.
• Wound the Wyrm: By her own hands, She-Who-Walks- • Vampiric Horrors: Younger Garou whisper that She-Who-Walks-
Alone lost the only person she’d ever loved. She blames the Wyrm Alone was once kind and outgoing. All that ended when vampires
for what happened to Jack, that the insidious force even assaults captured her in the nineties. During her incarceration, she suffered
the hearts of Garou who insisted on violent destruction of a man grave torture which turned her into the cold warrior she is today.
they’d never known rather than accept love as a greater force of Image
redemption. This understanding partially drives her aloofness
• She-Who-Walks-Alone is a tall, muscular woman with long,
from other Garou. She-Who-Walks-Alone knows that the Wyrm
wavy, black hair accentuated with gray streaks. She usually wears
cares nothing for its lesser minions, therefore slaughtering them
black jeans, t-shirts, and dark-colored flannel in colder weather.
is no true vengeance. Rather than taking potshots at peons for the
In her Lupus form, she is a black wolf, though the tips of her
rest of her days, She-Who-Walks-Alone wants to hurt the Wyrm
fur are graying. Her Lupus form is muscular as well, giving her a
directly and watch it suffer.
squat frame for a wolf.
• The Bigger They Are: She-Who-Walks-Alone has spread
Attributes: Strength (Upper Body) 5 (7/9/8/6), Dexterity (Preter-
word far and wide of her desire to face a Wyrm creature worthy
natural Grace) 5 (5/6/7/7), Stamina (Resilient) 4 (6/7/7/6);
of her attention. Her sept believes this to be the Glory-seeking of
Charisma 2, Manipulation 3 (1/0/0/0), Appearance 3
an elder Ahroun. Her tribe thinks her challenges are concerning
(2/0/3/3); Perception 3, Intelligence 3, Wits 3
and she could do more to hurt the Wyrm in other ways, but most
keep silent — as an elder, She-Who-Walks-Alone has earned her Abilities: Alertness 3, Athletics 3, Brawl (Wrestling) 5, Empa-
choices. She-Who-Walks-Alone hopes that her words and her thy 1, Expression 2, Intimidation (Revenge) 4, Leadership
braggadocio reach the ears of worthy foes who come looking for (Combat Readiness) 4, Primal Urge (Reacting) 4, Streetwise
her. Privately, she hopes to face one of the Maeljin Incarna and 3, Subterfuge 1; Animal Ken 3, Drive 2, Etiquette 2, Larceny
keeps watch for signs of their presence in the world. 1, Melee (Klaives) 4, Stealth (Shadowing) 4, Survival (Track-
ing) 4; Computer 1, Enigmas 3, Law 3, Medicine 1, Occult
Territory 3, Rituals (Mystic) 1, Technology 1
• Hollowtop Mountain: She-Who-Walks-Alone and her
Backgrounds: Contacts 5, Fetish 5, Rites 5
pack make their home in the forests near Hollowtop Moun-
tain, Montana. She tends to wander to meet with other packs Gifts: (1) Inspiration, Master of Fire, Razor Claws, Sense Wyrm,
in the area to scout potential allies for her eventual raid on Shroud; (2) Coils of the Serpent, Fetish Fetch, Staredown,
Malfeas. While she travels, she slaughters any Wyrm creatures Spirit of the Fray, True Fear; (3) Combat Healing, Invisibility,
she encounters. Wind Claws; (4) Body Shift, Hand of the Earth Lords, Stoking
Fury’s Furnace; (5) Strength of Will

14 ICONS OF RAGE
Rank: 5 As the Apocalypse grows closer, Liam and his pack have noticed
Rage: 9 an increase in vampire numbers across the country, with a recent
redeployment of leeches to Birmingham. Hunts-in-Blood’s first
Gnosis: 5
assumption was that the undead are gathering their forces to try
Willpower: 6 and eliminate him, his pack, and any Garou they find. However,
Glory: 10 so far, the vampires appear content to wait, bolster their numbers,
Honor: 9 and gather in ceremonies dedicated to some purpose he doesn’t
understand. The gatherings aren’t even that hard to discover —
Wisdom: 5
Liam’s pack has already eliminated three groups conducting the
Rites: (1) Rite of Binding, Rite of Talisman Dedication; (2) Rite rituals — and he’s growing increasingly concerned that the Garou
of Summoning; (3) Rite of the Fetish may be playing into some larger trap being coordinated by the Wyrm.
Fetishes: Baneskin, Klaive, Mirrorshades Liam has recently learned the location of the vampire Prince’s
haven and is preparing a new type of plan to deal with the changes
Liam “Hunts-in-Blood” in the vampires’ behavior. His pack will infiltrate the fortress and
drag the leech out with a stake in his heart and question it about
Mitchell what’s coming. If that doesn’t work, then Hunts-in-Blood will
lean into his strengths and go back to doing what he does best.
Howl: Scourge of vampires
Plots and Ambitions
Quote: “You’re already dead; the Wyrm just keeps you moving about.”
• Driven Out: Birmingham’s vampire population is increas-
Breed: Homid
ing faster than the human population can sustain. Liam doesn’t
Auspice: Ahroun know the vampires’ plans or immediate goals for this. He assumes
Tribe: Glass Walker their long-term goal is his death and helping bring about the
The Urban Jungle Apocalypse. Liam is readying his pack for their next strike at the
When Liam was just a child, he attended a wedding at a church heart of the nest, aiming to eradicate every last leech they can find
set up in the woods near his home. He and his younger sister wan- and maybe excise the entire population. He figures this will send
dered off during the ceremony and stumbled upon something he a powerful message to any other vampires who may be thinking
wouldn’t be able to explain for years to come: Garou hunting in about heading to Birmingham.
the woods near the ceremony. He had nightmares for years, always • In My Footsteps: Liam wants to raise his daughter, Lucy, around
of some great shadow that was waiting to lunge at him and tear Garou, teaching her their ways so that, should she go through a change
his throat out. As he grew older, he began weight training in the of her own, she’s more prepared for what happens than Liam was
hopes that if this thing ever really did attack him, he’d be able to when he went through his First Change. He knows this is risky; the
put up a good fight long enough to run away from the creature. Garou life is never safe, and his ongoing feud with vampires places
It wasn’t until his First Change that he knew what he’d his family at risk. Liam knows the bloodsuckers wouldn’t hesitate to
seen. He, his girlfriend Alex, and his unborn child were attacked use his child to get to him. Liam and Alex ensure their daughter is
one night by two vampires. Before the vampires could lay a
hand on Alex, Liam changed for the first time, fighting off the
vampires that would have claimed their lives. When he came to
his senses, he found out that he had torn the heads from the
body of every leech.
This started a small war of sorts between Liam and the
vampires in the city. The vampires would attack, sometimes
in swarms, yet Liam would kill them all. He earned his deed
name, “Hunts-in-Blood”, due to the sheer number of vampires
that he managed to kill on his own before joining with a pack.
It’s something he became proud of, and he adopted the name
with great pride.
These days, Hunts-in-Blood resides in Birmingham, but his
reputation is such that Liam is considered the vampire hunter
throughout Britain. When Liam joined a pack, his problems be-
came their problems, and they help him fight the vampires when
they can. Liam has a knack for his craft, chasing the leeches out
of their dark shadows before he attacks, leaving very few places
safe to hide. Whenever he hears a news report about an exsan-
guinated body, Liam goes on the hunt. Sometimes he’s able to
find the vampire who actually committed the murder, but mostly
it’s about sending a message — leave the people of the city alone.

THE ICONS OF RAGE 15


THE DAYBLADE (LEVEL FOUR, GNOSIS 6)
The Dayblade is a specialized klaive, forged from steel instead of silver, as its intended targets are vampires, not were-
wolves. As such, it doesn’t cause a loss of Gnosis like other klaives. The fetish holds a fire elemental gifted from Helios bound
within. Through the elemental’s presence the Dayblade inflicts aggravated damage on vampires and anything vulnerable
to fire. The wielder can activate the blade to have it flare with blindingly bright sunlight, illuminating an area several yards
around the blade and inflicting appropriate damage and panic to vampires.

raised not only by them, but by the pack as a whole, with the sept of Durham. He doesn’t believe for a second that there will be no
surrounding them and protecting them from vampiric reprisals. vampires there, but he hopes that the small population will mean
Territory that there are fewer vampires there. He worries about his wife and
his daughter and wants to move somewhere he doesn’t have to be
• Birmingham, England: Located in the West Midlands on constant guard for the next attack.
county in England, approximately 100 miles from Central London,
• Hand in Marriage: Some say that Liam isn’t eradicating all
Birmingham is the social, cultural, financial, and commercial
vampires but is making deals with several. No one knows the exact
center of the region. Its five universities make it the largest cen-
terms of these deals, but those who spread such rumors believe his
ter of higher education in the country outside of London. Liam
daughter may be part of the deal — either for her protection or as a price.
feels at home among the students, passing through them as if he
were a part of their flock and not a monster in his own. Their • Blood Price: It’s hardly secret that Liam’s fascination with
presence helps him stay sane and human, something he feels he vampires comes from the circumstances of his First Change. How-
would have let go of long ago if it weren’t for the constant flux ever, some believe their blood mingled with his at the moment of
of humanity around him. his Change, tying his abilities to theirs and giving him a measure
of vampirism himself. Some go further and speculate that Liam’s
Kinfolk, Packmates, and Enemies abilities may not work against non-vampires, and no one wants to
• Alex Mitchell: Alex has been a part of Liam’s journey as discover this is true when facing a pack of Black Spiral Dancers
a Garou since day one. When she isn’t helping him raise their or hostile spirits alongside the Ahroun.
child, she gathers information from the city — always during the Image
day — and reports it back to Liam. She’s training herself how to
fight vampires, though Liam has given her a firm “no” every time • Liam has a mix of English and southern European heritage,
she asks him about helping. She believes that she’ll one day get giving him a warm, tanned complexion in Homid form. He has a
her chance to show him what she can do. severe, almost hostile look when dealing with most people, which
softens instantly when speaking with Alex or Lucy. Liam’s Crinos
• Antique Scavenging: Liam’s pack scours local antique
and Hispo forms are a dark brown with black markings around his
shops, looking for pieces that might hold more value than what
paws. In Lupus form, his fur darkens entirely into an inky black color.
the shop is selling them for. They clean up the pieces and then
turn around to sell them for a profit. The work has made the pack Attributes: Strength 4 (6/8/7/5), Dexterity 5 (5/6/7/7), Stamina
well-known to antique dealers and has led to several leads pointing 4 (6/7/7/6); Charisma 2, Manipulation 2 (0/0/0/0), Ap-
to collectors who feel unnervingly nostalgic about items of the past. pearance 3 (2/0/3/3); Perception 4, Intelligence 2, Wits 4
• Jeremiah Casaubon: The bored vampire Prince of Birming- Abilities: Athletics 3, Brawl (Tooth and Claw) 5, Empathy 1,
ham wants distractions and entertainments to make the endless Intimidation 3, Leadership 2; Crafts 1, Drive 1, Etiquette
nights more bearable. He also has some vague ambition to improve 2, Firearms 2, Melee (Vampires) 5, Stealth 4, Survival 3;
the city and make it even greater than when it was a manufacturing Academics 2, Computer 2, Investigation 2, Medicine 1,
powerhouse, but this takes more effort than he could be bothered Occult 1, Science 2
investing. The rise of the lupine threat could serve both goals. Backgrounds: Contacts 2, Fate 3, Fetish 4, Kinfolk 3, Resources 2
Many clans have sent powerful representatives and disposable Gifts: (1) Apecraft’s Blessing, City Running, Control Simple Ma-
inconveniences to the city to eliminate the werewolves. The inrush chine, Diagnostics, Falling Touch, Pack Tactics, Razor Claws,
of vampires focused on killing raises Casaubon’s importance in Smell of Man; (2) Cybersenses, Jam Technology, Steel Fur,
flexing his power without having to navigate the usual tiresome True Fear; (3) Combat Healing, Control Complex Machine
social webs, and tales of the battles are delightfully entertaining,
Rank: 4
as long as they don’t personally threaten the Prince.
Rage: 6
Whispers
Gnosis: 7
• A New Home: Liam is tired of fighting vampires and is
thinking of taking the pack from Birmingham to the smaller city Willpower: 8

16 ICONS OF RAGE
Glory: 9 hardware, arms, and vehicles in exchange for support in the form of
Honor: 4 fetishes, and intelligence on human activity in the surrounding area.
Besides spiritual and strategic gains, Song-of-Victory had amassed a
Wisdom: 3
significant amount of material wealth.
Rites: None Song-of-Victory studies humanity with an almost obsession.
Fetishes: The Dayblade Military history, politics, and religion have all helped him to
understand the conflicts around him. Surprisingly, knowledge

The Lorekeepers
Masters of history, the Galliards sing songs of victory and
brought compassion and wisdom rather than increased violence.
Where other Red Talons would be content to just drive off the
humans, Song-of-Victory takes a different approach. He invests
defeat, of triumph and sorrow, of death and survival. The Galliard in human communities, fighting the forces of the Wyrm through
ensures survival of the stories and inspires Garou to battle, to peace and stability as readily as fang and claw. By securing peace
relive the glories of their ancestors. With the signs of the Apoc- and posterity among the local humans, he creates a safer environ-
alypse clearer than ever, Galliards everywhere stoke the fires of ment for the local wolves and Garou to thrive. Song-of-Victory
Rage in the other auspices, preparing them for the final battles. understands that more than just fang and talon is needed to secure
While the Galliards remember history, not all of them reflect on the Wyrm’s ultimate defeat.
what lessons can be learned beneath the surface, instead relying Plots and Ambitions
on the other auspices to keep them from sending the People to
• Fortify the Sept of the Unbroken Stone: Song-of-Victory’s
repeat past mistakes.
underlying motivation is the defense of the wolves at the Sept of
the Unbroken Stone. The Warleader is committed to the fight
Song-of-Victory against the Wyrm, but in his heart, he knows other Garou don’t
see the bigger struggle and is uncertain that the war can be won
Howl: Lupus mastering human warfare
globally. If there is to be an Apocalypse, Song-of-Victory will build
Quote: “The other tribes think we are simple. Stuck in our ways, a fortress-caern from which the Garou Nation can keep fighting.
savage and primitive just because we don’t wage war like apes. We fight
• Howl of Duty, Modern Warfare: Wolves do not wage
for food; we fight for our lives. And the tools of human wars are our spoils.”
war. They hunt and fight for dominance or defense, but orga-
Breed: Lupus nized warfare is not a natural lupine inclination. Upon his First
Auspice: Galliard Change, Song-of-Victory gained a deeper awareness of the world
Tribe: Red Talons and the evils within. As he watched artillery tear into fortified
Warleader of the Unbroken Stone positions and armored vehicles provide support for organized
infantry, Song-of-Victory realized that the true master of war is
In the Nafusa Mountains of Libya, wild wolves still survive.
humanity. Thus, he would be their most apt pupil, combining
Many of these wolves are Kinfolk to the Red Talons, who operate
their knowledge and weaponry with the savage might and spiritual
an ancient sept hidden in a network of caves and burrows beneath
prowess of the Garou.
the ground. It is from these wolves that Song-of-Victory was born
under Luna’s waning gibbous eye. Warring between humans in Territory
the mountains created an abundance of Banes and dark spirits • Sept of the Unbroken Stone: Located in the roughest por-
which took to preying on the wildlife of the mountain. When the tions of the Nafusa Mountains is an old sept founded by several
spirits came for Song-of-Victory’s pack, the Rage burned through packs of Red Talons as well as a singular pack of Black Furies in a
him, and he destroyed the spirits alongside his pack. When the time when the land was ruled by the Romans nearly two millennia
young Garou woke, his heart was heavy with sorrow and pain — ago. While the heart of the caern is open to the sky above, the
with the change came the capacity for much deeper thought. It dens and warrens of the Garou and Kinfolk who reside there exist
was not difficult for the Garou of the Sept of the Unbroken Stone in a network of natural caves within the mountains. The caern
to find the cub and bring him into his true life. is devoted to stamina, with a bawn that historically has extended
Quickly rising to prominence, Song-of-Victory led his pack for a day’s run for a wolf. Much reduced in the 20th century, it
in lightning raids against the source of the spiritual unrest in has been restored by repeated victories.
the region. Over the course of several months, Song-of-Victory Kinfolk, Packmates, and Enemies
dominated the humans, overcoming advantages in numbers and
• Song-of-Vengeance’s Packmates: A Red Talon choosing to
weaponry with ferocity and spiritual might. Each victory led to
run alone is unthinkable. Though he holds the title of Warleader
an influx of Glory, trophies, and knowledge about how and why
for the sept, Song-of-Victory is not always the alpha of his pack;
the humans fought.
though he directs their larger operations, when dealing with
To cement his place and achieve the rank of adren, Song-of-Victory the Umbra the forces of the Wyrm, he steps back and allows
organized a multi-pack campaign to push the remaining humans — the specialists to lead. The Garou in the pack are all lupus Red
civilian and soldier alike —from near the Bawn of the Unbroken Stone. Talons. Laughing Fang, a young Ragabash, is the newest member,
With room to roam and privacy from human eyes, Song-of-Victory having changed less than a year ago. She is a natural stalker and
reached out to other local packs, including the Glass Walkers in Tripoli. has provided a well-deserved check to Song-of-Victory’s ambition.
The Warleader would sell them the fruits of his conquest: military The brothers Shadow Cry and Blood-Flows-Hot are a Theurge
THE ICONS OF RAGE 17
fur and severe golden eyes. The only alterations in the fur come
from a red strip of fur along the lower jaw, and a handful of scars
across the chest and stomach. When taking to human shape, he
is a surprisingly well-groomed man with a barrel chest, black hair,
and a thick beard with red highlights. Song-of-Victory often dresses
in plain modern Berber fashion with a focus on utility above style.
Attributes: Strength 3 (5/7/6/4), Dexterity 2 (2/3/4/4), Stami-
na 3 (5/6/6/5); Charisma 4 (Captivating), Manipulation 2
(0/0/0/0), Appearance 2 (1/0/2/2); Perception 2, Intelligence
4 (Creative Logic), Wits 4 (Ambushes)
Abilities: Alertness 1, Athletics 2, Brawl 2, Expression 2, Intimi-
dation 2, Leadership 4 (Battlefield), Primal Urge 4 (Hunting);
Animal Ken 1, Firearms 4 (Automatic Weapons), Larceny 2,
Performance 4 (Howls), Stealth 2, Survival 3; Academics 3,
Enigmas 1, Investigation 1, Rituals 2
Backgrounds: Ancestors 2, Fetish 1, Kinfolk 2, Pure Breed 1,
Resources 5, Rites 1, Totem 3
Gifts: (1) Heightened Senses, Hidden Killer, Perfect Recall, Pred-
ator’s Arsenal, Prey Mind, Mindspeak; (2) Eye of the Eagle,
Shadows of the Impergium; (3) Silence the Weaver, Song of
Heroes, Trackless Wastes
and Ahroun, respectively. The eldest, Shadow Cry, have spent Rank: 3
many years dealing with spirits. Blood-Flows-Hot, despite their Rage: 4
blood relation, barely knew his brother until he himself changed Gnosis: 5
years after. The oldest packmate, Death-That-Growls, is another Willpower: 4
Ahroun. Born decades ago, she is a scarred veteran who refuses
to die — or become unable to fight — until the Apocalypse comes. Glory: 4
The pack follows Grandfather Thunder. Honor: 2
• Tahir Pedram, Glass Walker: A young Half-Moon of the Wisdom: 5
urban tribe, Tahir Pedram is Song-of-Victory’s primary contact Rites: Rite of Cleansing
among the homid tribes. While they spar verbally, Song-of-Victo-
Fetishes: Apeskin
ry respects the young man’s opinions, considering him the only
homid he would run alongside. Despite living in nearby Tripoli,
Tahir may as well be in another world. Hoach’i Dabe’gha,
Whispers
• Weaver-Corrupt: While it is rarely mentioned in the Sept
He-Carries-the-Wind-
of the Unbroken Stone, there are other Red Talons in the region
who speak to Song-of-Victory’s having fallen, not to the Wyrm,
With-Him, Full-of-Wind
but to the Weaver. The Galliard’s ties to homid Garou — Glass Howl: Collector and safeguard of stories
Walkers at that — is no mere coincidence they say. Quote: “Look, I understand that you don’t like the means, but
• Secession: With his near single-minded obsession of for- remember we’re part spirit, and that doesn’t mean we’re not cousins with
tifying and protecting the Sept of the Unbroken Stone, there are the spiders too, and right now I don’t care about your technophobia, be-
those in neighboring septs which fear that the Warleader will seal cause when you go off and die in that jungle, no one is going to remember
off the caern’s moon bridge and dig in to fight off all possible you if I don’t record it.”
invaders, even fellow Garou. Breed: Homid
• Deviant: There have been rumors for years now — initially Auspice: Galliard
spread by a rival Galliard — that when he is away on business in Tribe: Uktena
Homid form, Song-of-Victory actively seeks to mate with humans.
The Story Keeper
Most don’t place much faith in these rumors, treating them as mere
insults, but others claim that not only does he lay with humans Hõãch’i Dábé’gha was raised on a sept led predominantly by
but has born children with them. Older Brother and specifically of the Earth Guides in the Mojave
Desert. He was raised in a highly traditional setting that focused
Image on honoring the traditions of both the Garou Nation and his
• Song-of-Victory is most often seen in their Lupus birth human Kinfolk. He acted in good faith and followed the teachings
form, where they are a large, broad-shouldered wolf with brown of his elders, but he was also deeply curious about computers and

18 ICONS OF RAGE
technology and was renowned for his skill in taking them apart
and putting them back together again.
There was some contention about his decision to join the
Web Walkers, as he was being groomed for the Earth Guides, but
he kept his relationship with his teachers and pleaded about the
benefits of using technology to help preserve culture. When he
was younger, this argument did not gain much traction, but as
Kinfolk embraced social media platforms to give voice to Native
people, his position became more respectable among his tribe.
He met Braided Threads among the Glass Walkers of Los
Angeles, and the two hit off an immediate and deeply loyal friend-
ship and began together to plan the early stages of the Geomid
Network — a collection of spirit and ether nodes that store and
collate information — and what its constructive uses for the Ga-
rou Nation would be. They were in over their heads immediately
when one of their first leads was a Black Spiral Dancer Kinfolk
who was interested in telling everything she knew about the tribe.
This turned out poorly for them as a powerful Black Spiral Dancer
took offense to their actions. While they did not walk away with
any valuable information, they did earn the protection of their
third packmate, Teeth-at-the-Heels-of-Trouble, who saved them
from the Dancer’s wrath.
Now the three of them traverse the world, seeking out import- to spiritually record and display the stories collected by her pack.
ant stories of specific septs, tribes, or even Houses of the Silver Territory
Fangs, adding the spiritual recordings to the Geomid Network and
making them available to as many Garou who want to access them. • The Cyber Realm: Hõãch’i Dábé’gha and his pack, Pattern
Recognition, consider the digital pathways linking the world to
Plots & Ambitions be their territory. While they are nominally story collectors, they
• An Apocalyptic Record: Hõãch’i Dábé’gha’s primary focus on using the spreading webs of Grandfather Spider to bring
concern above all else is recording the stories of the Garou Nation the Garou Nation closer together, rather than focusing on its role
in a way where they might not disappear should a huge portion as antagonist and enemy.
of the Garou meet their end. He comes from a community that Kinfolk, Packmates, and Enemies
has suffered apocalyptic circumstances in the past and knows
personally the impact of the loss of oral histories. His belief is that • Braided Threads: The Glass Walker Theurge and brilliant
recording those histories with technology and spiritually will do spiritual scientist behind the Geomid Network, a powerful amal-
more than any battle to save the Garou Nation in the face of their gamation of awakened spiritual programs which enables Pattern
doom. He was raised among the Earth Guides and still retains Recognition’s entire purpose. Often in the background of the pack’s
many connections with them despite being an unrepentant Web operations while Full-of-Wind and Teeth-at-the-Heels-of-Trouble
Walker, and their philosophies are reflected in his concerns. act as face and fist, respectively, the pack would nevertheless be
unable to engage in its primary mission and duty without her.
• Moon Path Messengers: Pattern Recognition is concerned
The nature of the Pack’s Totem spirit enables Braided Threads to
with Full-of-Wind’s personal ambitions, but together they also
always be with her pack in some manner, whether she is physically
serve as messengers between septs, traveling by foot or across the
present or not.
Moon Paths. Depending on the expectations of the septs they meet,
sometimes Teeth-at-the-Heels-of-Trouble acts as ambassador, and • Teeth-at-the-Heels-of-Trouble: This Ahroun is both mus-
less often Full-of-Wind will step into this role. They have earned a cle and conscience of Pattern Recognition. Born to the Silent
significant amount of goodwill across the world by bringing vital Striders, the early days of her life as Garou were burdened with
information to septs when they’re needed, but there are some that unspeakable tragedies and losses. She sought to embrace these
find their means of using Weaver spirits to record sacred stories experiences by seeking out the stories of other septs and keeping
of the Garou Nation offensive. to the road to collect and share them, knowing that her own role
in Garou Society was to die for her allies, but that her heritage
• Empowering the Machine: The pack also supports the
meant that none would remember her. This brought her in line
spiritual experimentations of Braided Threads, who works liberally
with the goals of Pattern Recognition, and when she met the
with the Rite of Spirit Awakening to awaken spirits of objects as
pack, they had recently attempted (and failed) to get an interview
much as programs which are collections of directed electricity,
with an outspoken Kinfolk of the Black Spiral Dancers. Pattern
and even concepts such as memory. Braided Threads is at the
Recognition’s important mission would have come to a quick and
forefront of Glass Walker innovation when it comes to the use
bloody end before it even got started if not for the intervention of
of powerful and unlikely fetishes such as PUDAs and other awak-
Teeth-at-the-Heels-of-Trouble, whose deed name has proven again
ened programs, including the Geomid Network, which she uses

THE ICONS OF RAGE 19


and again her necessity in a pack constantly on the frontlines of Gifts: (1) Apecraft’s Blessing, Perfect Recall, Persuasion, Sense
dangerous events. Wyrm; (2) Dreamspeak, Fetish Fetch, Jam Technology,
• The Heel of Trouble: The Herald of the Serpent is a Shadows at Dawn; (3) Rending the Craft, Reshape Object,
Galliard of the Black Spiral Dancers who encountered Pattern Song of Heroes
Recognition when they attempted to arrange an interview with Rank: 3
one of his wives. At first, the Herald was shocked and amused at Rage: 4
the gall of the strange pack, but once it appeared that they were
mining his Kinfolk for information that could be used against the Gnosis: 7
tribe, he not only killed the Kin (and her entire family), but he and Willpower: 6
his pack also nearly massacred Pattern Recognition. Full-of-Wind Glory: 4
still walks with a limp after their initial encounter. Ever since, The Honor: 2
Herald has kept an eye on this pack, and often follows them, both
Wisdom: 4
physically and with the aid of scryer Banes — twisted versions of
Pattern Recognition’s Geomid allies — as they globetrot in order Rites: Rite of Boasting, Rite of Talisman Dedication
to keep tabs on the sorts of stories they are collecting. He hasn’t Fetishes: Uktena Scale
chosen to kill them yet, but it is only a matter of time before he
grows bored with collecting information and decides to end them.
Whispers
Water-That-Is-Born
Howl: Revitalizing the sacred spaces
• Urrah: Some feel that this young pack, although devoted
to a cause that appears beneficial to the Nation, is going about Quote: “We have the Gifts we need to save our Mother; we only
it in a deeply dangerous way. By using Geomids and Net Spiders need to be brave enough to use them.”
and other alien servants of the Weaver, the pack is threatening Breed: Homid
the ancient ways of the Garou. Tribes such as the Red Talons and Auspice: Galliard
Black Furies are currently absent from the Geomid Network, and Tribe: Uktena
some Galliards among both actively oppose this pack and worry The Devotee of Consecration
about the implications of the project.
Water-That-Is-Born comes from the Valley of Oaxaca and was
• Grandfather Spider: Others share concerns about the
raised in Mixteco Bajo. However, because prophecy said they would
mass of spiritually awakened Weaver spirits that surround this
lead a pack that would play a vital role in the coming Apocalypse,
pack and are allied with them. Full-of-Wind insists that the
a group of Older Brother elders descended upon Water’s small
spiritual knowledge of his tribe and the knowledge of the Web
community and took them back to the Sept of the Stone Bridge
Walkers combined with Braided Threads’ expertise is more than
years before their First Change occurred. Water was raised by
enough to manage their spirit network, but that does not do a lot
the whole community rather than by parents and adopted much
to assuage the concerns of those who do not trust the collective
wisdom and teachings from a wide variety of people, including
power of the Weaver.
members of other tribes, particularly Younger Brother, Black
Image Furies, and even the Shadow Lords.
• Hõãch’i Dábé’gha is a tall, thick-trunked Chiricahua Apache Before their First Change, Water-That-Is-Born knew explic-
man who regularly dresses in dark casual clothing, favoring denim itly that their gender did not fall into a binary concept. They
and band t-shirts. His hair is always done up in a pair of braids, announced they were someone who was between genders — all
and he wears a red headband. He often carries recording equip- of them, not just two — and spent their little spare time exploring
ment with him, but it is just as likely to be hidden on his person the concepts of gender and spirituality and what it meant to them.
as obviously held in his hands. In his wolf form, He-Carries-the- This exploration was directly linked to their budding relationship
Wind-With-Him is a thick-bodied, muscular Mexican wolf that is with Mexican Black Furies, and they spent a lot of time at the feet
more black than red and walks with an obvious limp. of Mothers and Crones to learn their views on gendered spaces.
Attributes: Strength 3 (5/7/6/4), Dexterity 3 (3/4/5/5), Stamina Although Water-That-Is-Born is not capable of becoming a
3 (5/6/6/5); Charisma 3, Manipulation (Subtle) 4 (2/1/1/1), physical mother, they were drawn to the concept of motherhood and
Appearance 3 (2/0/3/3); Perception (Detail-Oriented) 4, what it meant, and they explored many rites and other techniques
Intelligence (Scholarly) 4, Wits 3 to engage in spiritual motherhood. Water is, in fact, named for
Abilities: Alertness 3, Athletics 2, Brawl 2, Empathy (Hidden spirits that they mothered and nourished, rather than being named
Motives) 4, Expression (Social Media) 4, Leadership 1, In- specifically for themselves. It was this exploration that brought
timidation 2, Streetwise 2, Subterfuge 3; Crafts 2, Drive 1, them to eventually pursue one of the rarest rites known among
Etiquette 3, Performance 2, Stealth 3, Survival 1; Academics the Garou Nation. Despite any accusations of malicious goals and
(Indigenous History) 4, Computer (Video Editing) 4, Enigmas subversive intent, Water-That-Is-Born treats every single caern they
3, Investigation (Internet Research) 4, Occult 3, Rituals 3, come to as if the sept, the spirits, and the caern itself were their
Technology (Communications) 4 literal children, with whom they are engaging in a sacred ritual of
birth. Water-That-Is-Born’s pack, Pollen-on-the-Breeze, has never
Backgrounds: Contacts 4, Fetish 1, Rites 5
once returned to a caern they partook in building and then left,

20 ICONS OF RAGE
local spirits in specific ways, which is also a difficult task on top
of the other impossibilities this pack is undertaking.
Territory
• The Breeze Leads Them: Pollen-on-the-Breeze does not
claim any specific territory, though they have been part of opening
multiple caerns, they rarely stay longer than necessary to defend
them in their infancy, quickly moving on to find another place
that carries the spiritual qualifications and enough Garou to
open another caern. That said, while they have traveled across
North and South America alike, the pack has yet to travel to any
other continents on this mission, although Bright Yellow Flower
increasingly recommends locations in Asia and Australia.
Kinfolk, Packmates, and Enemies
• Dog-Salmon-Eats-Soapberry: The Theurge of Pollen-on-
the-Breeze, a Lummi Indian, and Younger Brother. While Water-
That-Is-Born is recognized for their mystic wisdom and power, the
true spiritual strength of their pack is Dog-Salmon-Eats-Soapberry,
who regularly makes new relationships and friendships with the
spirits of the new lands the pack visits. She is traditionally minded
and never publicly questions the decisions or directions of the
leader of her pack. However, more than any other member, she
but they still consider each and all of them as their own children.
regularly takes Water-That-Is-Born to task when she believes that
The entire pack is fated in dream and prophecy alike that is they are pushing the limits of the spirits instead of focusing on
mostly only known among Older Brother. Due to this, members honoring relationships with them.
of that tribe as well as some elders of Younger Brother treat them
• Bright Yellow Flower: A less forceful adviser than Dog-Salm-
with respect when they come to an area to build a caern. Although
on-Eats-Soapberry, this Stargazer Philodox often makes the case
the prophecies are interpreted differently by various Galliards and
for caution and care, counterbalancing Water-That-Is-Born’s
Theurges across the Nation, most of them agree that the pack will
constant push to extend the pack’s capabilities and resources.
meet a horrific end by one of the greatest servants of the Wyrm, with
Bright Yellow Flower is the most recent addition to the pack and
most believing one of the Maeljin will consume them. Before that
carries the least amount of sway, but upon personally witnessing
happens, Pollen-on-the-Breeze will have empowered so many septs
Pollen-on-the-Breeze’s work to rebuild a long-lost caern in Belize,
of Garou with spiritual foundations that some may even survive the
he became devoted to the cause.
Apocalypse, making room for a new world to grow after the Great End.
• Thunder-Fights-the-Wind: An unlikely member of the pack
Plots & Ambitions whose membership many conservative Garou wouldn’t recognize.
• Consecration of the Sacred: Water-That-Is-Born’s primary A feline-born Pumonca, Thunder-Fights-the-Wind claims that the
concern and focus is investing the monumental effort to build as stars and spirits of the storms brought him to Pollen-on-the-Breeze
many new caerns as possible before the end of the world. Older and demanded that he act as their caretaker and protector to pay
Brother has spent eons collecting and hoarding magical items back a favor which he has never revealed. Without question, this
and knowledge, and Water-That-Is-Born insists now is the time to powerful Daylight Bastet is a whirlwind of destruction who outclass-
use that power. They are not the only member of their tribe with es every member of the pack in a physical fight. His acumen and
this view, nor is it controversial, but they are one of the few who ferocity have proven invaluable for the pack’s mission, as opening
believes that empowering and rebuilding the places most sacred new caerns always draws the ire of the Wyrm’s most foul minions.
to the Garou Nation across the world is the right way to do this. Whispers
• Defying Tradition: Though Water-That-Is-Born should be
• Death Follows Them: Although the efforts of Pollen-on-
an elder through their deeds, they have consistently refused the
the-Breeze have been unquestionably effective, during the opening
Rite of Recognition because they believe they will only be worthy
of each caern many Garou have died defending them from the
of this recognition when they have built their final caern. Several
minions of the Wyrm who rush to assault these efforts. Further,
prominent Garou still regard them as if they were an elder, but
so far Pollen-on-the-Breeze has not suffered any casualties. Some
others question this choice to buck tradition.
who have lost loved ones and friends carry resentment and whisper
• Spirit Networks: Critical in the building of caerns is the about the dangerous methods and disrespect toward the dead
establishment and empowerment of powerful spirits to act as their when the pack departs not long afterwards.
spiritual centers. Due to this, Water-That-Is-Born and their pack
• Sacred and Profane: Many believe that the Rite of Caern
work to recognizing the needs of the spirits that might serve in
Building is meant for specific, sacred circumstances and should not
this role, and many of those costs are high and must be met by an
be used with lack of spiritual and physical connection to the locations
entire sept. This often puts Water-That-Is-Born and their pack in
that they choose, nor with the frequency Water-That-Is-Born uses
the role of trying to convince local Garou to interact with their

THE ICONS OF RAGE 21


it. While Water-That-Is-Born insists the “magic” was given to be
used, several detractors question using the rite like a caern factory. Naomi-Eight-Devils
• Rite of the Spirit Cage: Water-That-Is-Born comes from
a tribe with a contentious reputation, and the deeds they per- (formerly Never-Ate-Dogs)
formed in their youth to earn mysterious fetishes and rare rites Howl: Herald of Unity
that are questionable at best. There is no known story or record Quote: “Y’see, we need to work together, right? Otherwise...”
of Water-That-Is-Born learning the Rite of Caern Building, and Breed: Lupus
no one has ever come forth to say that they were Water’s teach-
Auspice: Galliard (formerly Theurge)
er. Some believe the knowledge was stolen from a caged spirit,
Tribe: Glass Walkers (formerly Red Talon)
whom Water keeps imprisoned somewhere.
Image Burying the Past
Humanity and city life often confuse the enigmatic, though
• Water-That-Is-Born is a tall, thin, long-haired Mexican per-
friendly and curious, Glass Walker Naomi-Eight-Devils. She
son who stares with a heavy, knowing gaze into the distance while
grows hyper-vigilant when stressed or fatigued and is constantly
communicating with others, but never in their eyes. Outside of
wary of the Umbra. Gossips suggest she’s undertaken the Rite of
being forced or specifically engaging in a staredown, Water never
Renunciation, but few realize how much she’s discarded, or why.
meets the eyes of those they respect. They usually wear colorful,
Once, she was Never-Ate-Dogs, Theurge of the Red Talons. Now
flowing alpaca-fur cloaks, and when the weather is cold enough,
she warns the Garou of the Dreamtime terrors breaking free of
hoods as well. In Lupus form, Water-That-Is-Born is a rangy Mex-
their Dreamtime prisons and urges unity to survive the Apocalypse.
ican wolf with more red in their fur than black, but they often
cling to shadows and dark spaces while in this form. Never-Ate-Dogs enjoyed hunting in central Australia’s Kata
Tjuta Protectorate as a pup. Humans tore that simple life away when
Attributes: Strength 2 (4/6/5/3), Dexterity (Lightning Reflexes)
they poisoned her family pack. In rage she rose on two legs to howl
5 (5/6/7/7), Stamina (Resilient) 4 (6/7/7/6); Charisma 3,
at the desert moon. She tracked the murderers to their stinking
Manipulation (Subtle) 5 (3/2/2/2), Appearance 2 (2/0/3/3);
encampment where they laughed while gutting one of their own
Perception (Multiple Sensory Input) 5, Intelligence (Innova-
whimpering dogs for bait meat. Searing purpose overwhelmed her
tive) 5, Wits (Unflappable) 5
fear of their thunderous weapons and metal machines and for one
Abilities: Alertness 1, Brawl 3, Empathy 3, Expression 4, Lead- bright night of Rage she reveled in bloodshed. When the men were
ership (Motivation) 5, Intimidation (Good Cop/Bad Cop) dead, she kept fighting; only now her victims were vile ephemeral
5, Subterfuge (The Long Con) 5; Etiquette 2, Larceny 2, parasites spewing poison as they evaporated beneath her claws.
Performance (Dancing) 5, Stealth 3; Academics 3, Enigmas Nose-to-the-Wind found her there, howling her grief and pain
(Things Werewolves Were Not Meant To Know) 4, Medicine at the rising sun. He called her many things — Garou, Theurge,
3, Occult (Witchcraft) 5, Rituals (Mystic) 5, Science 1 Red Talon, child of Mamu — and giggled at her confused incom-
Backgrounds: Ancestors 3, Contacts 4, Fate 5, Fetish 5, Pure prehension. He offered her a new pack who would welcome her
Breed 2, Rites 5, Totem 5 as a sister. Curious, and lonely, Never-Ate-Dogs accepted.
Gifts: (1) Apecraft’s Blessing, Heightened Senses, Master of Fire, She was her pack’s seer for years, cleverly leading through
Mindspeak, Sense Magic, Spirit Speech; (2) Command the the Dreamtime to track human prey by the telltale Banes that
Gathering, Coils of the Serpent, Howls in the Night, Spirit invariably accompanied them. Though the Dreamtime was often
of the Bird, Staredown; (3) Banish Totem, Cowing the Bullet, deadly dangerous, filled with hostile spirits, Never-Ate-Dogs felt
Eyes of the Cobra, Scrying, Song of the Siren; (4) Bridge truly alive leading her pack through it. She even exulted in kill-
Walker, Durance, Shadows by Firelight, Spirit Ward ing the humans who dared enter their territory, though she felt
Rank: 4 uneasy when Nose-to-the-Wind advocated for taking the hunt to
the human Weaver-nests called towns.
Rage: 6
Then Nose-to-the-Wind led the pack south to meet their
Gnosis: 10 mutual ancestor, Mamu. As the Dreamtime spirits became sickly
Willpower: 10 and misshapen, the pack mocked her misgivings and Never-Ate-
Glory: 8 Dogs began to question why they wouldn’t listen to their seer.
Honor: 6 Frustrated, she interrogated one of the burning Dreamtime shades
and learned the horrid truth: the powerful Bane Murriyanyadhaa
Wisdom: 10
needed Mamu to kill his entire Garou bloodline. As their blood
Rites: (1) Moot Rite, Rite of Binding, Rite of Cleansing, Rite soaked into the desert, Murriyanyadhaa would be freed from its
of the Opened Caern; (2) The Great Hunt, Rite of Spirit timeless prison, and mighty Mamu’s mind would break when he
Awakening, Rite of Summoning; (4) Rite of the Opened realized his folly.
Sky, Rite of the Shrouded Glen; (5) Rite of Caern Building Her pack refused to believe their Theurge’s dire warnings,
Fetishes: Harmony Flute, Spirit Whistle calling her as sick as the spirits she consorted with. Horrified and
betrayed, Never-Ate-Dogs fled into the desert. Her pack pursued
her for days, pleading, cajoling, or screaming for her return, and
threatening dire tortures for her — and them — if she didn’t. In

22 ICONS OF RAGE
she chose to hide among the Weaver-nests humans called cities.
She emerged from her Umbral quest a different person in an
unfamiliar world of humans, metal, and pollution.
She wandered lost for weeks before stumbling across another
Garou. Though she was initially nervous, Amber-Dreaming soothed
her fears and gently mentored the anxious lupus. Never-Ate-Dogs
was a quick study, learning many things about the world she’d
never even imagined. After many months, Amber-Dreaming left
her with a Sydney pack of Bone Gnawers and Glass Walkers and
a new name with which to hide her identity from her former tribe.
As Naomi-Eight-Devils, humanity confuses her immensely.
Yet she has a trustworthy pack to guide her through Weaver-life
and help her against Murriyanyadhaa’s servants who seem to sense
her location yet are unable to recognize her as their target. She’s
learned to ignore their Umbral presence to some extent, telling
others only that she’s cursed and using them to demonstrate the
necessity of uniting against the Dreamtime’s waking demons.
Plots and Ambitions
• Desert Slumber: To prevent Mamu from releasing Murri-
yanyadhaa, Naomi-Eight-Devils needs allies able to end his efforts
without bloodshed. To rebind the Wyrm-spirit into slumber,
the Dreaming, Murriyanyadhaa’s broken children hunted her. she seeks allies to help recover the Bunyip’s old Rites from the
She was almost relieved because these spirits were honest about Dreamtime or create new ones. She fears only a united Garou
their intentions. Nation could accomplish such feats and worries her own ex–Red
Nevertheless, Murriyanyadhaa’s children were dangerous. Talon status would prevent unity if it became known.
Their twisted, blackened forms burned her when they approached,
Territory
and without her pack she felt so alone. Exhausted and despairing,
she cried to Luna for help. At first, she heard nothing. Then as • Hunter Valley Protectorate: Though she misses the desert
she hid unmoving in her Umbral hole, she noticed a spirit un- scrub, Naomi-Eight-Devils rarely leaves Sydney. The protectorate’s
fazed and unharmed by Murriyanyadhaa’s children — a cockroach Garou enjoy her fierce loyalty and avid interest in everything,
spirit. She felt overwhelming relief when, after a little coaxing, it and many among them find the non-judgmental Galliard easy
agreed to help her. to confide in.
The spirit led her far from the desert, far from her hunters, • Emu Fields: In the 1950s, Operation Totem annihilated a
deep into the Dreamtime, to an avatar of Luna herself. The Incarna powerful Bunyip caern with a series of nuclear blasts in the heart
showed Never-Ate-Dogs wonders and terrors — Never-Ate-Dogs saw of the Kata Tjuta Protectorate, weakening the rituals binding
the Wyrm’s spawn emerging from ancient prisons, deceiving the Murriyanyadhaa beneath the Dreamtime sands. Strangely, the
Garou, stealing the air, and poisoning multitudes. The Incarna Protectorate’s Uktena have serenely dismissed Naomi-Eight-Devils’
told her to unite her discordant shapeshifting children for Gaia’s warnings as alarmist, much to her frustrated despair.
life depended on it. Kinfolk, Packmates, and Enemies
Never-Ate-Dogs hesitated. Despite her awe, she knew Murri- • Manda Fake-Knee: Manda is a dry-talking Bone Gnawer
yanyadhaa’s children would never cease hunting her. How could Galliard who mostly keeps Naomi out of trouble around the big
she unite the Garou while hunted? Why would they listen to smoke. Though Manda habitually calls her ‘Numpty’ because the
someone who spent their life speaking only to spirits? lupus is terrible at city-living, she keeps Naomi’s stuff running
No. Never-Ate-Dogs stood proudly before the Incarna and and laughs when the lupus unconsciously mimics her own speech
demanded her right to choose her own life. She rejected her past, patterns.
her tribe, and her auspice — they had brought her only pain and • Murriyanyadhaa: This fearsome Bane is waking after time-
bloodshed. She was no longer that Garou. less eons of tormented slumber, and as its influence erratically
The Changing Goddess solemnly nodded at the defiant expands, it twists the Dreamtime into knots of timelessness. Cau-
Garou. She warned Never-Ate-Dogs of the cost of such decisions. tiously probing for signs of its Bunyip captors, Murriyanyadhaa’s
Griffin’s enmity would be merciless; even Luna’s own Waning discovered only hatred, fury, and discord accumulating across the
Moon children would forever deny her aid for this perceived insult. continent. Years ago, the Bane easily enthralled Mamu by inflaming
Never-Ate-Dogs paused in surprise at this, then accepted. his ego, rage, and bigotry until the Red Talon agreed to slaughter
She wanted to please the Changing Goddess, and what better way his own bloodline. Murriyanyadhaa needs this bloody familial
than to change herself? To be Luna’s voice, she chose to become a sacrifice to shatter its Dreamtime prison and believes Mamu’s
Galliard. To survive Murriyanyadhaa’s attentions, she chose Cock- mind will break when he realizes his mistake. The Bane believes
roach as her new Totem. To escape her former pack’s retribution, Mamu may be the first of a new tribe to fall to the Wyrm. Though

THE ICONS OF RAGE 23


seven other powerful devils slumber below Australia’s Dreaming, Mundi, Command the Gathering, Name the Spirit, Shadows
Naomi-Eight-Devils knows Murriyanyadhaa is closest to freedom. of the Impergium, Sight from Beyond; (3) Sense the Unnatural
• Murriyanyadhaa’s Children: These corrupted Gaian spirits Rank: 2
of the desert — stone, spinifex, beetles, and more — are dangerously Rage: 4
radioactive with warped bodies and surrounded by black mist.
Simple-minded yet persistent hunters, they’re easily confused. Their Gnosis: 5
charms lead them to their prey, but because they seek a Crescent Willpower: 5
Moon of Griffin’s brood called Never-Ate-Dogs, they haven’t realized Glory: 4
Naomi-Eight-Devils is the same person. Such change is inconceivable Honor: 3
to them, and nor can they easily harm any favored by Cockroach.
Wisdom: 3
• Summer Blood-Eye: Blood-Eye is the Hive of Corrupted
Flesh’s sept leader. She works as private security for Angus Chris- Rites: (1) Baptism of Fire, Moot Rite, Rite of the Questing Stone;
tian, the arrogant CEO of Consolidex-Australasia and one of (2) Rite of Renunciation, Rite of Spirit Awakening
Murriyanyadhaa’s pawns. The voices in his head promise him great Fetishes: None
rewards if he locates Never-Ate-Dogs for them. To this end he’s
outfitted Corporal Summer’s pack with the best Garou-hunting
equipment money can buy and a rock-hard First Team for when
Amber-Dreaming
the hunt through Sydney’s streets begins. Howl: Feral Anthropologist
Whispers Quote: “Ah, before I go on, just pass me another beer, will you, love?”
• Secret Trades: As a remarkably good listener, Naomi is Breed: Homid
popular among people who need a friendly ear to vent their Auspice: Galliard
frustrations or unload their thoughts and worries. She’ll sit in Tribe: Children of Gaia
rapt attention until the speakers exhaust themselves and she has Endless Dreams
a juicy stockpile of material for trade or blackmail.
Few Australian Garou are as divisive as Amber-Dreaming.
• Already Fallen: Naomi-Eight-Devils is a Black Spiral Her discoveries and arguments still shame powerful figures who
Dancer. She’s nervous because her whole life is a lie crafted to refuse to hear or acknowledge them. Amber’s fearlessness and
gain sympathy from the Gaian Garou, steal their secrets, and savor willingness to defend her evidence angers many Garou who are
their eventual betrayal. used to silencing critics through intimidation. Yet many love Am-
• Bane Shadow: Naomi has an entourage of radioactive ber dearly, and her arrival in a sept is always an excuse for joyous
Banes. Individually weak, they gradually accumulate until the revels as she shares her yarns and wisdom to new and old alike.
Umbra is a swarming black mist of Gafflings. For most Garou As an active, outgoing teenager, Amber regularly went
they’re easily slaughtered pests, showing aggression towards Red camping with her friends. On the last of these trips, the gibbous
Talons and Theurges only. Naomi herself rarely steps sideways, moon rising above the mountains triggered a primal rage within
though the Banes seem to ignore her presence when she does. her heart. Blood and howls filled the night as she tore her friends
Image
• Naomi-Eight-Devils has a brindled coat of light and dark
stripes in Lupus form, leading many to call her ‘Tigger’ behind
her back. Her golden-brown eyes sparkle with curiosity. In Homid
form, she’s a slight Indigenous woman with frizzy, dark hair and
dark-brown complexion. She typically hides her dazzling smile
behind a somber gravitas. Only when she’s relaxed, telling a
story, and surrounded by packmates and friends does her jovial
side reveal itself.
Attributes: Strength 2 (4/6/5/3), Dexterity 2 (2/3/4/4), Stamina
3 (5/6/6/5); Charisma 3, Manipulation (Spirits) 4 (2/1/1/1),
Appearance 3 (2/0/3/3); Perception 3, Intelligence 3, Wits 2
Abilities: Alertness 4, Athletics (Running) 4, Brawl 2, Empathy
2, Expression 2, Intimidation 1, Leadership 2, Primal Urge
(Tracking) 4, Subterfuge 1; Animal Ken (Deserts) 4, Crafts 2,
Etiquette 1, Performance (Spirit Speech) 3, Stealth 3, Survival
(Desert) 4; Academics 1, Computer 1, Enigmas 2, Occult 3,
Rituals 2, Technology 1
Backgrounds: Allies 2, Fate 3, Totem 1
Gifts: (1) Beast Speech, Control Simple Machines, Heightened Senses,
Scent of Running Water, Sense Wyrm, Spirit Speech; (2) Axis

24 ICONS OF RAGE
apart and ran into the bush. Whole families of campers fell beneath notice and capable of diplomatic finesse to initiate discussions
her frenzied fangs before the Jindabyne Sept found her naked, with a people still fleeing Garou hunting packs.
sobbing, and amnesiac in the morning light. • Feral Peace: Amber recognizes the Garou can’t do everything
The sept coached her through the horror as her memories Gaia requires to survive the Apocalypse. The Garou must accept
returned. The horned Child of Gaia Theurge Cernonous welcomed that, put aside their pride, and reconcile with the Fera to stand
her into his pack, wryly accepting her choice to join his tribe. together before the end. She hopes that the generations of cubs
Though he remained the pack’s nominal leader, Amber regularly she’s taught and fostered will understand their shared history with
swayed his decisions, and soon Grek, Darius, and Jumps-the-Fence the Changing Breeds and atone for past misdeeds to overcome
recognized her as their de facto leader. millennia of rage, distrust, fear, and slaughter.
With the sept’s support she completed high school, studied Territory
anthropology at university, and fell in love with Jumps-the-Fence.
• Friends Everywhere: Some joke that Amber-Dreaming trav-
After graduation, she convinced her pack they should seek the
els so much she should have joined the Silent Striders. Wherever
truth about the Indigenous shapeshifters. Their journey began in
she goes she finds — or makes — friends who’ll let her stay for a
a beat-up campervan packed with surfboards, beer, and marijuana
while — whether human, Garou, Fera, spirits, or stranger beings.
and filled with hopes and dreams.
She follows the Rainbow Serpent’s Songlines in her beat-up four-
Amber-Dreaming’s Bunyip discoveries are well known, though wheel drive for practicality reasons. Guests, technology, books,
some Garou dispute her conclusions. After a decade fighting claw and journals too useful or niche to give away all require shelter.
and fang for the truth, her pack had all but dissolved. Amber’s
battle scars are silent testament to her tenacity in the face of the Kinfolk, Packmates, and Enemies
monstrous Red Talon Mamu and hard-headed Black Fury Wun- • Jindabyne Sept: Three of Amber-Dreaming’s packmates,
gala Rose. With her pack scattered by begrudging but mutual Cernonous, Darius, and Grek, sit on the Jindabyne Council —
agreement, Amber took the opportunity to travel the world to Australia’s nominally ruling body of Garou. Additionally, Amber
continue her historical research. Among the Fera, spirits, and mentored and fostered councilors Inanna and Monash. She has
stranger beings she found like-minded scholars, lore keepers, and enormous sway when they all agree with her.
historians willing to share their knowledge. Her open, friendly, • Jindabyne Council: Amber infuriates powerful people who
and humble attitude, combined with undeniable courage, made dislike having their comfortable beliefs and privileges challenged.
her allies from Japan to Mali. They claim she’s insufferable, mistake her kindness for weakness,
Upon returning to Australia, Amber-Dreaming removed or simply dismiss her gentle words as naive nonsense. Some, like
herself from politics. She preferred her semi-nomadic lifestyle, the Uktena councilor, Tjinderi Knowing-Smile, are simply jealous
educating and entertaining anyone willing to listen. On one journey of Amber’s achievements and oppose her out of spite.
past Uluru, her totem Ngalyod led her along a hidden Songline to • Mamu: The Council’s former Red Talon representative
a secret caern dedicated to Altjira. That mighty Incarna initiated hates Amber-Dreaming and anyone else who dares suggest the
Amber-Dreaming into the Everywhen — Gaia’s eternal now where thylacine-Fera were Garou. He’s convinced Red Talon packs
past, present, and future are one. Among the Everywhen’s wonders throughout Australia to hate her as well, though most simply
and horrors, Amber-Dreaming discovered some surviving Bunyip ignore her rather than fight — unless Mamu is nearby.
were lost within shattered Songlines. The revelation gave her hope • Wungala Rose: Wungala considers Amber-Dreaming a
she hadn’t felt for twenty years. vacuous white new-age cultural appropriator who should stop
Amber’s most pressing goal now is finding the lost Bunyip, pretending she’s anything more than another colonial with no
and since the broken Songlines could emerge anywhere at any understanding of Indigenous culture. The Black Furies of Kangaroo
time, she needs help. She’s already received the Jindabyne Sept’s Island have banned Amber from their territory.
support to request help from every protectorate and has sent out • Fera: Amber has befriended many Fera around the world.
friends and allies to recruit volunteers. She believes if the Bunyip Most Garou already know of the Gumagan Ced; however, few
can be returned, then other miracles are possible — perhaps the realize her alliances with Rokea, Ratkin, and even an Australian
lost Breeds she’s met in the Everywhen could be revived too, in Ceilican, among others. These diverse friends provide her with
time for the end days. She’s heard whispers of Camazotz trapped surprisingly versatile assistance when called upon.
in abandoned Top End sylies, and rumors of Apis bloodlines
Whispers
lingering among Kinfolk. Amber believes the Apocalypse could
be won with these unexpected reinforcements. In her quiet mo- • Pawn: Amber is a kind-hearted, easily led dreamer. The
ments, though, she worries it’s too late, too little, and too much Mokolé, or perhaps Ananasi, are filling her head with fanciful,
has already been lost. But why would Altjira let her enter the imaginative, and frankly impossible stories to sow discord among
Everywhen if not to use it? the Garou. The Fera would love to see Australia’s Garou, or the
entire Nation, crumble.
Plots and Ambitions
• Puppeteer: King Darius only supports this Bunyip business
• Lost Hope: Amber-Dreaming is certain the Bunyip lost because he harbors feelings for Amber-Dreaming. Other Silver
within the timeless Dreaming can be found and convinced to rejoin Fangs observe them carefully for evidence of Amber’s undue
the world in time to fight the Apocalypse. She needs packs across influence and seek ways to remove her — or him.
Australia ready to respond to thylacine sightings at a moment’s

THE ICONS OF RAGE 25


SOMEONE ELSE’S FEET (RANK TWO, GNOSIS 7)
Though this fetish is often shoes, toe rings, or anklets, Amber-Dreaming has hers tattooed around her ankles. Success-
ful activation replaces the wearer’s footprints with those of a chosen animal for a scene. Moreover, the wearer may add the
rolled successes to any movement dice pools the chosen animal’s feet would help with — climbing for goats, jumping for
kangaroos, even swimming for fish (a fish’s tracks on land look like furious flopping).

• Obsession: Amber’s entire pack became obsessed with the Glory: 9


Bunyip during their quest. Whether some innate Dreamtime effect Honor: 7
or lingering Bunyip curse provoked this passion, each packmate
Wisdom: 10
developed a burning drive to restore the lost tribe, though their
individual methods and objectives vary. Rites: (1) Gathering for the Departed, Rite of Cleansing, Rite of
Contrition, Rite of Heritage, Rite of the Questing Stone, Rite
Image of Talisman Dedication; (2) Rite of Spirit Awakening, Rite
• Amber-Dreaming is a short Australian Aboriginal woman of Summoning; (3) Rite of the Glorious Past; (4) Rite of the
in her early 60s and feeling her battle-scars compound the travails Opened Bridge; (Minor) Breath of Gaia, Prayer for the Prey
of a driven, active life. Her warm, friendly expression, pink pixie Fetishes: Magpie’s Swag, Someone Else’s Feet
haircut, and brightly rimmed glasses distract from her missing left
eye and heavily scarred cheek. Her brightly colored clothes are
functional, if dusty, and she’s never far from her hip-slung satchel
and a walking stick to ease her right leg’s limp. For all this color
The Seers
Theurges see beyond the visible, peering into the spirit world
she has a knack — and Gifts — for blending in and making her
audience comfortable. In Lupus form she’s a dark tan dingo with and the shadows where secrets hide. The Theurges seek out secrets
a pointy muzzle and large triangular ears. Her belly and paws are that lay hidden from the Garou Nation, to look beyond the lyrics
white and coated with red dust. of the songs and look for meaning in the music. They listen to
the spaces between the notes and move into shrouded places in
Attributes: Strength 2 (4/6/5/3), Dexterity 2 (2/3/4/4), Stamina
the Umbra to discover advantages the other auspices can use in
(Assisting Others) 4 (6/7/7/6); Charisma (Making Friends)
the battles of the Apocalypse.
4, Manipulation (Sharing Lore) 4 (2/1/1/1), Appearance
2 (1/0/2/2); Perception 3, Intelligence (History) 5, Wits
(Secrets) 4 Mari Cabrah
Abilities: Alertness 3, Athletics 3, Brawl 3, Empathy (Calming) Howl: The Urban Amazonian
5, Expression (Oral) 4, Intimidation 2, Leadership 2, Primal Quote: “You will not touch me or mine.”
Urge 2, Streetwise 1, Subterfuge (Confidence) 4; Animal Ken
Breed: Homid
3, Crafts (Face Painting) 4, Drive 1, Etiquette (Sharing) 5,
Larceny 1, Melee 1, Performance (Storytelling) 5, Stealth 3, Auspice: Theurge
Survival 3; Academics (Anthropology) 5, Enigmas (Ancient Tribe: Black Furies
Mysteries) 4, Investigation (Historical Evidence) 4, Law 2, Neon-Drenched New York
Medicine 1, Occult (Garou Lore) 5, Rituals 3, Science (Ar- An urban Amazon, Mari stalks the neon-drenched maze of
chaeology) 4, Technology 1 New York, hunting Bane and corrupt human alike. Abused as a
Backgrounds: Allies 5, Contacts 5, Fetish 3, Resources 3, Rites teenager, she swore to protect other girls from the pain she suffered.
4, Totem 5 (Ngalyod the Rainbow Serpent) She runs a self-defense dojo, teaching martial arts to any women
Gifts: (1) Apecraft’s Blessing, Beast Speech, Brother’s Scent, Jam who want to learn. Though she prefers to live alone, she has taken
Weapon, Mercy, Perfect Recall, Persuasion; (2) Calm, Global more than a few young runaways under her wing, teaching them
Citizen, Grandmother’s Touch, Para Bellum, Unicorn’s to stand on their own before sending them back into the world.
Arsenal; (3) Social Butterfly, Song of Heroes, Speech of All Mari has a soft spot for kids and a special hatred for urban
Things, Spirit Friend; (4) Bridge Walker, Bury the Wolf, Spirit predators. Among the Garou, she is known for her sharp tongue,
Ward, Strike the Air; (5) Assimilation, Fabric of the Mind. fighting prowess, and keen familiarity with the Weaver’s jungle.
Rank: 5 For a while, she ran an inter-tribal pack called the Guardian Rage.
The pack eventually fell apart, leaving Mari further embittered
Rage: 5
and returning to her solo operations. It was during this time that
Gnosis: 10 she met and challenged Jonas Albrecht, then a lone wolf like
Willpower: 10 herself. Mari lost.

26 ICONS OF RAGE
Mari and Jonas were initially enemies and fought viciously they’re strong enough to make it on their own. This has led to
over several engagements. However, very much against their will, some of her tribemates, especially Kula Wiseblood, calling her soft
they formed a temporary alliance to protect a young lost cub called and not worthy of becoming the next leader of the tribe.
Evan Heals-the-Past from Black Spiral Dancers who, according • Woman-At-Arms: Mari runs a dojo in New York City where
to the omens, was of great significance. The events surrounding she teaches women martial arts. She mostly does it for free, only
Evan’s First Change and his wisdom as an arbitrator led Mari charging enough to pay rent and buy groceries. It is one of Mari’s
and Albrecht to form a pack with him, though the three never greatest prides, being able to take women off the street and teach
chose an official name. them the skills they need to keep themselves safe.
Being surprisingly young for her lofty rank, Mari Cabrah is Territory
one of the most dynamic up-and-comers in the Black Furies. In
her thirty years, she has traveled across four continents, torn apart • New York, New York: The main caern in New York City is
Black Spiral Dancers, communed with the avatar of her totem, at Central Park, known as the Sept of the Green. Bone Gnawers
quested through almost every Umbral realm, and helped in the and Glass Walkers make up a large portion of the local septs, with
retrieval of one of the greatest Silver Fang artifacts known to the some Get of Fenris ties to local neo-Nazi gangs living in neighbor-
Garou Nation — the fabled Silver Crown that elevated Albrecht hoods around New York City. The Wyrm has always been strong
to the throne of House Wyrmfoe. here, thanks to the cult called The Seventh Generation. This
cult was eradicated by Jonas Albrecht, but the problems are far
Mari took great pleasure in their war on the Seventh Genera-
from over. Within the city, the Police Department acts as Mari’s
tion, and perhaps killed more of the Defiler-cultists than any other
contacts, keeping her abreast of any girls who have been abused
Garou that followed their crusade. These days, she continues to
and abandoned. Mari also runs her dojo out of New York City,
assist her packmates when the need arises but refrains from being
which is where she generates most of her income.
“joined at the hip” with them. She has something of a rivalry
with Kula Wiseblood, who is her equal in rank and prowess, as Kinfolk, Packmates, and Enemies
Kula accuses her of being “too soft” thanks to the moderating • Jonas Albrecht: Jonas is now king of the Silver Fangs, the
influence of Evan Heals-the-Past. Mari suspects this rivalry has Garou Nation, and bearer of the Silver Crown. Mari helped the
its roots in tribe politics rather than vigilante philosophy and so prince-in-exile find in himself an understanding of the value of
far, she doesn’t give it much attention. different views and the strength of character and leadership that
Even though her deeds have easily earned her the prestige culminated in Falcon granting Jonas the Silver Crown. Before they
to lead a sept of her own, she prefers to remain out of the lead- became friends and packmates, the two fought many times, always
ership role. Mari still defers to Alani Astarte, leader of the New ending in Mari’s narrow defeat. The battles left her physically
York Furies, in tribal matters. Most of her time not spent with scarred, and while she truly has the bonds of loyalty and trust of
her pack is devoted to her human charges and her territory back a true pack, she has never forgotten their beginnings. (See p. XX
in New York City. for more information on Jonas.)
Plots and Ambitions • Evan Heals-the-Past: Evan knew nothing about the Garou
until his parents were slaughtered by Black Spiral Dancers. Jonas
• Mother Hen: Mari usually prefers living alone but will
and Mari saved him from the same fate, giving him the time to
occasionally take lost and/or abused girls under her wing until
learn about himself and his bloodline. The Philodox is an unlikely
hero, being accepted into the Younger Brother tribe despite his
mixed lineage, and not without significant opposition by several
members of the tribe. Nonetheless, he gained the blessing (and
attention) of Great Wendigo himself. Surrounded by a strong
pack and engaging with Garou of every breed, auspice, and tribe
in his role as adviser and confidant to King Albrecht, Evan has
quickly grown strong in diplomacy and wisdom. With his spirit
patron’s blessing and the Gifts of his distant ancestors, he has
gained mastery over winds and storms. Mari worries that Evan is
strangely silent on the controversy he engenders in his own tribe
(p. XX). She can see the storm of confrontation swirling around
her packmate and wonders how Evan plans on dealing with it.
• Kula Wiseblood: Kula, an Ahroun Black Fury, is one of
the most successful Wyrm-fighters on the East Coast and is a leg-
end among all other tribes. Her ability to sense even the faintest
manifestations of the Wyrm has made her effective at sniffing
out and killing vampires, Garou who are influenced by or have
gone over to the Wyrm, and homids who are unwittingly bringing
the Wyrm into the world. She feels she is next in line to succeed
Alani as the governess of the remnants of the Black Fury tribe,
even though Alani doesn’t favor her.

THE ICONS OF RAGE 27


Whispers Willpower: 9
• Stepping Up: Rumor has it that Mari is finally stepping Glory: 5
into a leadership role of her own, ready to create a sept of her own. Honor: 9
No one knows where this rumor originated, and if it’s reached Wisdom: 10
Mari’s ears, she’s done little to shut it down. Many already know
Rites: As an elder Theurge, if Mari doesn’t already know a given
that Mari’s deeds have earned her the prestige needed to start
rite, she knows how to find someone who can perform it or
her own sept, but they do have to stop and wonder — why now?
teach it to her.
• The Black Crown: Like the Silver Crown that Albrecht
carries, there is said to be a Black Crown which would place Mari Fetishes: None
at the head of the Black Furies. She is said to be scouting a team
to help her secure it, and many consider themselves lucky if Mari
even spares a word or a glance in their direction. There are those
Inoue “Sword-of-the-Storm”
who wonder, though, why no one has ever heard of or gone after
the Black Crown before. Some say Mari is foolish, leading those
Nari
younger and not as wise to their deaths. Howl: Seeking those worthy to wield my blades
• Rematch: Even though they’re now in the same pack, Mari Quote: “A good sword is an extension of the body. A great sword
has never forgotten about the times she challenged and lost to is an extension of the soul. A perfect sword is a pairing of two souls.”
Albrecht. It’s said that she’s planning to challenge him again and Breed: Homid
spends every waking hour trying to better herself in preparation Auspice: Theurge
for the rematch. Others who know their history assume that she’s Tribe: Shadow Lords (Hakken)
going to lose once again, but there are others who quietly wish
Kyoto Thunder
for Mari to finally take the victory, if only to show the strength
necessary to one day lead the tribe when Alani passes it on to Inoue Nari was one of the twin prodigies of the Inoue Clan,
her successor. an ancient and well-respected family of Garou and kin from Kyoto.
Alongside her fraternal twin, Akihiko, Nari was raised knowing
Image the heritage of her family and many of the secrets of the world,
• Mari is of mixed Hispanic and Italian descent, with dark including the threat posed by the Wyrm. From childhood, they
hair and eyes. Although she’s attractive, it’s not at all in a soft were prepared to contribute to the war for the Emerald Mother —
or conventionally pretty way. Her body is corded with muscle even if they never changed, they would be valued members of the
without a trace of fat, her scars are evident whenever she wears Emerald Palace, their Dragon Nest in the mountains west of Kyoto.
short sleeves, and her face almost never softens into a smile. She Before adulthood, the twins were training at the Inoue manor
often wears clothes that she can fight in, such as tank tops and when it was attacked by Black Spiral Dancers. Later revealed to
military fatigue pants. Mari’s Crinos and Hispo forms are black be a distraction for a larger assault, this attack nonetheless cost
with large white markings on her face and midsection, and she the Inoue Clan many lives, including Inoue Akihiko. Seeing her
becomes mostly black in Lupus form. twin crushed between the jaws of a slavering werewolf caused a
Attributes: Strength 3 (5/7/6/4), Dexterity 4 (4/5/6/6), Stamina bolt of rage to strike Nari’s heart, and she underwent her First
5 (7/8/8/7); Charisma 3, Manipulation 3 (1/0/0/0), Ap- Change, avenging his death but not before suffering great injuries.
pearance 3 (2/0/3/3); Perception 4, Intelligence 3, Wits 3 In the decades to follow, Nari grew to be wise and strong,
Abilities: Alertness 4, Athletics 3, Brawl 5, Dodge 4, Empathy her abilities as a shaman and spiritual guru exceeded only by her
1, Intimidation 3, Primal Urge 3, Streetwise 3, Subterfuge skill with the forge. Always a talented smith, Nari crafted swords
1; Animal Ken 2, Crafts 2, Drive 3, Etiquette 1, Firearms for the members of the Emerald Palace and taught the younger
3, Melee 3, Stealth 4, Survival 3; Computer 1, Enigmas 4, members the ways of the Umbra and the forge.
Investigation 2, Law 2, Linguistics 2, Medicine (First Aid) 3, Shortly after her ascent to Master of the Rite, Nari forged
Occult (Umbra) 4, Rituals 5, Science 1 a blade named after her lost brother, Akihiko, meaning shining
Backgrounds: Contacts 4, Pure Breed 2, Resources 2 prince. When the blade was complete, Nari ascended Mount
Atago and awaited a storm. There, she threatened the sky itself
Gifts: (1) Heightened Senses, Mother’s Touch, Persuasion, Razor
until Grandfather Thunder, both impressed and angered, sent
Claws, Sense Wyrm, Smell of Man, Spirit Speech, Watchful
a greater Jaggling of Lightning to test Nari. She would either
Eyes; (2) Command Spirit, Curse of Aeolus, Jam Technology,
survive the trial or she would die. Nari survived. She caught the
Kali’s Tongue, Name the Spirit, Sense of the Prey, Sight from
lightning within Akihiko, and though she forever bears the scars
Beyond, Spirit of the Fray, Staredown; (3) Coup de Grace,
of its anger, she had a sword to carry both her brother’s memory
Exorcism, Pulse of the Invisible, Visceral Agony; (4) Body
as well as the fury of the storm.
Wrack, Grasp the Beyond, Spirit Ward, Wasp Talons; (5)
Feral Lobotomy, Wyld Warp Nari’s quest of the seven swords began when her pack learned
the location of a Nexus Crawler. Far too powerful for them to
Rank: 5
defeat as they were, Nari ritually prepared seven blades over seven
Rage: 7 weeks, upon which her pack hunted and faced the horror, slicing
Gnosis: 8 into its ephemeral flesh and binding the spirit’s essence across

28 ICONS OF RAGE
She travels by road and by moon bridge from Dragon Nest to sept,
from continent to continent.
Kinfolk, Packmates, and Enemies
• The Inoue Clan: Though her family considers Inoue Nari’s
forsaking her duties and home a dishonorable act, she is still kin.
Her relationships are strained, but she can call upon a few dozen
Kinfolk and Garou when necessary, and the family has ancient
ties to the city of Kyoto and has long been in good standing with
the Emerald Palace.
• Nexus Crawler: The Nexus Crawler destroyed by Nari’s
pack wasn’t alone in the ways of mortal creatures. The creature
was somehow bound to another of its kind in something resem-
bling a pack bond. The reasonings of Nexus Crawlers are beyond
Garou understanding, but occasionally this remaining Bane feels
compelled to seek the remnants of its lost partner. This Nexus
Crawler has a general sense drawing it in the direction of the
closest sword, though it has no way of knowing the distance. The
creature can’t just recognize a sword and its wielder, except if the
wielder uses the blade’s Baneskin ability (see below), which has
the opposite effect to this Nexus Crawler, instead shining the
Garou like a beacon.
the seven swords. Sensing the taint of the Wyrm lingering on the Whispers
swords, and with her pack’s blessing, Nari took them into the
Deep Umbra to ritually purify them. • Harano: Those whom she served beside at the Emerald
Palace believe that Nari must have become afflicted by Harano,
When Nari returned, she learned that her pack had been
for nothing else could explain her poor decisions. Feeling she has
ambushed and slaughtered by Wyrm minions kept in thrall by the
succumbed to the gloom replaces some of her kin’s anger with a
Nexus Crawler and released to warn the Garou after its destruction.
sense of pity for the once great Theurge.
Driven by rage and shame, she swore she would avenge them and
arm seven worthy heroes with the blades they helped empower. • Corrupted by the Beast-of-War: Those who have witnessed
As the End Times and the final battles approach, she carries the the grief and Rage behind Inoue Nari’s quest believe her bizarre
swords across the worlds searching for these heroes. Her travels behavior shows she must have fallen to the Wyrm. Those who
and actions draw heavy criticism from many Hakken who insist espouse this theory claim that she is using strength granted by
their greatest warriors should wield the swords. However, as a wise the destroyer Wyrm to gain her vengeance, after which she will
Theurge, Nari knows that her swords aren’t just destined for the fully embrace the Wyrm.
hands of Ahrouns or a single tribe, and she tests each Garou she • Ghostbinder: Though it is widely accepted that the sword
meets — through both subtle and direct challenges — regardless named for her brother Akihiko is bound with a greater servant of
of tribe, rank, or auspice. Grandfather Thunder, rivals and opponents over the years have
often claimed that Nari has the soul of her dead brother bound
Plots and Ambitions to a secret fetish she keeps concealed and that she takes counsel
• Measured Vengeance: Inoue Nari wants nothing more from him to this day.
than justice for her fallen pack. However, she is not a headstrong
Image
Ahroun or a boastful Galliard. As a Theurge, she seeks out and
learns the names, natures, and weaknesses of the spirits who • In Homid form, Inoue Nari is an athletic-looking woman
murdered her friends. When she has the opportunity, she hunts with straight, black hair, just beginning to show signs of aging.
and eliminates each one. It’s slower than simply destroying every Her features are stern, and she pays careful attention to appearing
Wyrm creature she can find, but Nari is certain that contained, presentable but has no care for others’ expectations of beauty.
surgical violence doesn’t resonate with the Wyrm and doesn’t fuel She bears scars from dozens of battles, the most prominent a
its power as frenzied slaughter does. permanent Lichtenberg scar on her chest and back from Grand-
• Arming Heroes: There is more than a simple quest for father Thunder’s test. In Lupus form, Nari’s fur is the black of
revenge causing the Sword of the Storm to travel the globe; Nari a moonless night, disturbed by the same lightning-imbued scars
seeks to deliver the seven blades which chain the essence of the that appear to glow faintly when the viewer catches them at the
Nexus Crawler her pack had bested. She believes that by aiding corner of their eye.
heroes in great deeds the evil in the blades can be cleansed. Attributes: Strength 3 (5/7/6/4), Dexterity 3 (3/4/5/5), Stamina
4 (Tireless) (6/7/7/6); Charisma 2, Manipulation 4 (Unswerv-
Territory ing Logic) (2/1/1/1), Appearance 2 (1/0/2/2); Perception 3,
• Nomad: Nari has abandoned her title and position at the Intelligence 4 (Lightning Calculator), Wits 4 (Cool Headed)
Emerald Palace and taken to the life of a wandering swordswoman.

THE ICONS OF RAGE 29


AKIHIKO, BLADE OF THUNDER (LEVEL FIVE, GNOSIS 7)
Akihiko is a large odachi great sword (Difficulty 7, Strength + 6 damage), nearly seven feet in length, crafted with care
and precision. Within the blade lives a mighty servant of Grandfather Thunder that deals aggravated damage with each
strike. Additionally, as the sword is powered by lightning, successfully parrying it with any conductive metal (most weapons)
delivers three dice of aggravated damage to the defender.

THE SEVEN SWORDS (LEVEL THREE, GNOSIS 8)


Each of the Seven Swords is a katana that adjusts to be the perfect size and balance for its attuned wielder in any suitable
form. Each has the traits of a sword, but the purified fragment of the Nexus Crawler bound within functions as a Baneskin
fetish, as well as inflicting aggravated damage to Wyrm creatures.

Abilities: Alertness 1, Athletics 1, Brawl 2, Leadership 3, Primal was simple fact. Her father, Dances-on-Silver, was an explorer who
Urge 2; Crafts 5 (Swordsmith), Etiquette 3, Melee 4 (Sword), traveled to the Umbral reflection of the moon where he made his
Survival 1; Academics 1, Computer 1, Enigmas 3, Investiga- way to the pool of wisdom in the center of the maze-like gardens.
tion 2, Occult 5 (Umbral Lore), Rituals 5 (Caern), Science The legends of his journey say he came away with a pathstone so
4 (Metallurgy) powerful that, on his return to Earth, Dances-on-Silver locked it
Backgrounds: Ancestors 2, Fate 4, Fetish 5, Kinfolk 3, Pure Breed away in a jewelry box that he warded against destruction or intru-
2, Resources 2, Rites 5 sion with powerful rites. He bound the key to this box to himself
with equally powerful enchantments and always kept it with him.
Gifts: (1) Apecraft’s Blessing, City Running, Mother’s Touch,
Seizing the Edge, Sense Wyrm, Spirit Snare, Spirit Speech; For her part, although Charlotte was the eldest sibling, she
(2) Command Spirit, Name Spirit, Song of the Mother Earth, was the most prone to disobedience and rebellion. As a teenager,
Speech of the World, Storm Winds Slash; (3) Cowing the she ran away from home, trying to outrun the curse that would
Bullet, Exorcism, Pulse of the Invisible, Web Walker; (4) eventually take control of her life. She made her way to Vancou-
Open Wounds, Spirit Ward; (5) Assimilation, Divine Wind, ver, where no one knew her or her father. For a time, she lived a
Malleable Spirit normal enough life, trying to carve out a place for herself among
the humans there. She worked hard, paid rent for a single room
Rank: 5 in a house owned by a kind woman, and fed herself with what
Rage: 4 money she had left over.
Gnosis: 5 When her First Change came, this woman and her other
Willpower: 6 tenants took the brunt of Charlotte’s uncontrolled Rage. Char-
lotte came to her senses three blocks away, having left a train of
Glory: 6
bloodshed and death in her wake. By the time she made it back
Honor: 9 to the house, police were everywhere within it. Covered in blood
Wisdom: 10 but unwounded, she was treated for shock by paramedics and
Rites: As a dutiful elder Theurge, Nari knows any rites needed taken for questioning by police. However, the victims’ wounds
that aren’t restricted by tribe. came from some great animal and not a teenaged girl. The police
Fetishes: Akihiko, Blade of Thunder, The Seven Swords recorded Charlotte as a lucky survivor of whatever murdered
everyone nearby and released her, though one officer suggested
she head back to her family until she learned control as she left.
Charlotte Charlotte ran back to her home in Montreal, hoping that her
father and her tribe would still accept her after what she’d done.
“Keeper-of-the-Key” Lee Dances-on-Silver taught Charlotte how to control and direct
Howl: Protector of the Moon’s Paths her Rage, taking her to the Umbra so that she could see for herself
what corrupted spirits looked like. For years, she studied under
Quote: “I was entrusted with this task — I will not fail in it.”
him so that she could learn which spirits could be bargained with
Breed: Homid and which spirits had to be put down. At first, she felt strongly
Auspice: Theurge about having to kill the spirits that wouldn’t work with the tribe
Tribe: Silver Fangs — to her, they were living things just like people, and having to
To the Moon and Back kill them weighed heavy on her heart.
Charlotte grew up in a world where the existence of Garou This changed one night when Dances-on-Silver left Charlotte

30 ICONS OF RAGE
of the Moon Paths is the reason why Sokhta gifted the Garou
with the pathstone and heralds the final arrival of the Apocalypse.
Plots and Ambitions
• Rising to the Challenge: Dances-in-Silver’s death removed
a level of protection from Charlotte’s past mistakes and exposed
her to criticism and challenges. Few Silver Fangs believe Charlotte
is suitable for, or deserves, the responsibility of safeguarding her
father’s key. Though none know the truth of the pathstone’s
power, the tribe’s elders believe they should hold it. Charlotte
disagrees and has refused all instructions to pass the key to others.
• Safeguard the Paths: The Moon’s pathways are meant to
be guarded by Lunes, and journeys always have an element of
uncertainty. They’ve been increasingly untended in recent months,
leaving other spirits free to harass travelers, demanding payment
for passage or outright refusing to let Garou pass. Charlotte’s
hunts for these tollkeepers, seeing it as her duty to negotiate an
acceptable price and bind the spirits to help rather than hinder,
or to destroy those who refuse.
Territory
• Moon Paths: Charlotte rarely stays long in any part of
to end a corrupted spirit on her own while he attended to others the physical world. Instead, she travels between caerns, checking
elsewhere. Charlotte didn’t kill the spirit like she ought to have, and tending their moon bridges and ensuring the septs remain
and that night, that spirit came back for vengeance. It murdered connected and Garou communications remain open. She has a
its way through dozens of Kinfolk and younger Garou before knack for finding moonlit airts with trouble on their passageways
Charlotte’s father could wrangle it back into the Umbra. He in- and sometimes arrives in time to help packs in trouble.
sisted Charlotte kill it herself while he spoke the names of those Kinfolk, Packmates, and Enemies
who the spirit had killed. This shameful lesson struck home, and • Melissa Lee: Melissa is Charlotte’s sister by blood and
Charlotte never again questioned the importance of keeping the by pack. As a Philodox and one of Dances-on-Silver’s heirs, she
spirits in check, and only Dances-on-Silver’s assurances stopped has respect among her sept’s elders and the Silver Fangs. She’s
the tribe from punishing her further. been able to protect Charlotte from most tribal pushes for her to
When Dances-on-Silver passed, he left Charlotte the key to surrender the key. She doesn’t know the full truth behind it but
his rite-warded jewelry box. Charlotte was surprised that her father trusts her father’s judgment and has faith that Charlotte is doing
chose her, but as per her father’s last wishes, she fiercely guards the right thing, and that the tribe will continue to listen to reason.
this key from those who know of the pathstone and feel entitled • Sokhta: Charlotte isn’t aware that the Incarna watched
to claim it for themselves. over Dances-on-Silver and now turns her gaze onto his daughter.
Now, Charlotte tries to follow in her father’s footsteps and The nature of Charlotte’s duties brings her across the path of
build on his legacy. As a Theurge, she speaks with the spirits and many Lunes, each of which passes reports back to their mistress.
passes their messages on to her pack and tribe, holding council These Lunes rarely intercede, but their frequent presence gives
with both sides of the Umbra to keep as much peace as possible. them opportunity should Sokhta desire otherwise.
Her experiences made her implacable in the face of incalcitrant • Ryan Mitchell: The lone survivor of a family of Kinfolk
or hostile spirits, and she ensures each one keeps to its word and and Garou wiped out by the corrupted spirit Charlotte failed to
its place. When peace isn’t an option, Charlotte unleashes her constrain, Ryan doesn’t accept the sept’s forgiveness of her neg-
Rage and loses herself in the chaos of battle. ligence, nor the obviously political motivations of her defenders.
Charlotte travels moon bridges between caerns, and Moon Raised with awareness of his family legacy, Ryan knows Garou
Paths deeper into the Umbra, negotiating with spirits and working abilities and weaknesses. He’s only human, but he knows how to
to keep Garou movement and supply lines free and clear. She has network and has drawn together a likeminded group of survivors
to fight battles against spirits who refuse to bargain and prefer to of Garou arrogance, all hungry for payback.
risk death with depressingly increasing regularity. As with her father Whispers
before her, Charlotte mostly performs this work alone, but she’s
finding the aggression and persistence of the spirit world is more • Folly of Youth: Many Silver Fang elders still believe Charlotte
than one Garou can handle. As such, she watches for those with is too inexperienced to hold something so important to the Garou
similar diligence towards spirits that she can trust to ask them to nation. They don’t know the truth of the pathstone’s power or the
join her pack — or give temporary assistance — against the stirring extent of its abilities, but they listened to Dances-on-Silver’s tales
that she’s sure are a sign of the Apocalypse. From her father’s final of his journey to Sokhta’s realm and believe in its importance.
words, Charlotte knows the spiritual onslaught and uncertainty A powerful cabal conspires to remove the key from Charlotte’s
control, preferably with her consent, but through other means if

THE ICONS OF RAGE 31


THE KEY (LEVEL N/A, GNOSIS 7)
Those who know of the Key believe it opens a heavily warded jewelry box which holds a pathstone taken from Sokhta’s
realm. Charlotte knows the truth, as handed down from her father as his last bequest. The jewelry box is a myth and the
Key itself is the pathstone, perhaps the greatest, gifted from Sokhta herself to the Garou Nation. The Key has many powers,
the least of which is to conceal its true nature to any but those who already know it, and to open a moon bridge from where
the wielder stands in any realm, to any caern with a pathstone, without prior linking and regardless of distance. Charlotte
also believes the Key is the foundation beneath all Moon Paths, and will reveal its true power during the Apocalypse, when
the Wyrm’s forces attempt to separate the Garou from one another and cut off their access to the moon bridges.

necessary. Some even contemplate the many fatal tragedies that


could befall Charlotte in the Umbra; what is one life compared Sabrina
to the fate of the world and defeating the Apocalypse?
Image
“Walks-the-Worlds”Jameson
• Charlotte is an attractive woman of Canadian and Korean Howl: Cartographer of the Umbra
descent. Her skin is tanned and free of blemishes, her hair is long Quote: “Some will tell you the Umbra is unmappable; that any
and dark, and her almond-shaped eyes are the color of warm attempt to travel it is based on luck. I’ve found luck is no substitute for
molasses. She’s a lithe woman, covered with lean muscle that patience and observation.”
often draws attention. Without her warm smile, Charlotte might Breed: Homid
come off as slightly intimidating. With it, however, she appears Auspice: Theurge
approachable and welcoming. Charlotte’s Crinos and Hispo forms Tribe: Black Furies
are a dark brown, with black markings over her muzzle and her Obsession Fulfilled
paws. In Lupus form, her fur becomes so dark that it’s nearly
black, with no distinguishable markings. Born to Kinfolk of Portsmouth, New Hampshire, Sabrina was
raised looking up to Garou and how they were able to commune
Attributes: Strength 3 (5/7/6/4), Dexterity 3 (3/4/5/5), Stamina
with spirits and travel the Umbra. It was something she dreamed
2 (4/5/5/4); Charisma 3, Manipulation 3 (1/0/0/0), Ap-
of and hoped to one day do herself. Convinced she would be a
pearance 4 (3/0/4/4); Perception 2, Intelligence 3, Wits 3
Theurge if she was granted the First Change only helped this dream,
Abilities: Athletics 2, Brawl 2, Empathy 3, Leadership 2; Animal and that she would not only be allowed but expected to interact
Ken 1, Performance 2; Academics 2, Enigmas (Puzzles) 4, with them and their world. Sadly, despite all her idolization and
Investigation (Dreams) 4, Rituals 3 hopes for it, her First Change would not be a happy one, as she
Backgrounds: Allies 2, Contacts 2, Kinfolk 2, Rites 3 would learn when she changed during a heated argument with
Gifts: (1) Eye of the Falcon, Falcon’s Grasp, Lambent Flame, her own sister.
Inspiration, Mother’s Touch, Spirit Snare, Spirit Speech, Coming back to her senses, restrained by several Garou and
Umbral Tether; (2) Command Spirit, Sight from Beyond, covered in her sister’s blood, she was given little time to mourn
Speech of the World, Unity of the Pack; (3) Burning Blade, before being thrust into training. Her Mentor taught her about
Calm the Savage Beast, Umbral Camouflage; (4) Blurring the spirits and being a Garou, and nearly killed her several times
the Mirror, Bury the Wolf through his training — locked in basements with fomori, kept
Rank: 4 awake for days for regular drills, and exercised to the point of
vomiting blood. Eventually, she completed her Rite of Passage,
Rage: 5 being accepted by Pegasus into their tribe despite having been
Gnosis: 7 wrongly believed to not meet the normal requirements at birth
Willpower: 8 due to her assigned gender and was finally able to study spirits as
Glory: 4 she had always wanted.
As Sabrina learned more on properly communicating and
Honor: 4
dealing with spirits, she came to better understand them. Through
Wisdom: 9 peaceful interactions and understanding their restrictions and
Rites: (1) Moot Rite, Rite of Cleansing, Rite of Contrition, Rite compulsion, she even managed to successfully exorcise several
of the Opened Caern; (2) Rite of Renunciation; (3) Rite of fomori terrorizing the city, earning her first deed name, “Breaks-
the Glorious Past, Rite of the Loyal Pack the-Serpent”.
Fetishes: The Key Sabrina’s increasingly deeper explorations of the spirit worlds
grew into an obsession to discover the secrets of the Umbra. She

32 ICONS OF RAGE
to other parts of the world. Several have hired her in the past to
find safe passage, with her knowledge meaning she has a relatively
high success rate in getting packs somewhere quickly and intact.
Territory
• The Hidden Cabin: The Hidden Cabin is a location in
the Penumbra, seemingly a relic from some past era. Appearing
as an old log cabin in the woods, Sabrina has taken to using it as
a safe base to live away from the rest of her troubles.
• The Silent Bay: The Silent Bay is a Wyld caern located
several miles outside Portsmouth, where Sabrina has a room and
workshop for studying her findings and easy departure into the
Penumbra.
Kinfolk, Packmates, and Enemies
• Misha: Misha is a Shadow Lord Theurge Elder who taught
Sabrina through her First Change and in the ways of dealing with
spirits. Still living at the Silent Bay, Misha works as its leader and
provides Sabrina with the occasional resources in her studies,
alongside any leads he might have.
• The Jamesons: Sabrina’s non-Garou family, the Jamesons
provide her with occasional small term aid and keep a small bank
spent more time there, away from everyone, including her pack. account together for the rare time that she stays out of the Umbra
When her sept encouraged the obsession as just another part of long enough to use it.
her learning experience, she traveled deeper into exploring its • The Harvest Moon Pack: Sabrina’s pack, though she’s
realms and discovering rites and secret scraps of lore to aid nav- fallen out of regular contact with her increasingly lengthy forays
igation and travel hidden paths. Her journeys took her through into the Umbra. Henry, a Get of Fenris Ragabash, and Maria, a
places where time moved differently, with each return leaving her Silent Strider Ahroun, still consider Sabrina part of the pack and
looking more aged than she should be. work with her when possible.
After disappearing for nearly a year, Sabrina revealed she had • The Spirit of Untamed Roads: A powerful entity from the
found the beginnings of a system to map the Umbra and take harder to reach regions of the Umbra, it was this spirit Sabrina
advantage of paths where time and space shifted within its bound- tricked for information on crafting the Umbral Compass. Realizing
aries. She claimed her system would revolutionize the way Garou the deception, and how it goes against its purpose, the spirit has
interacted and traveled with the Umbra, removing much of the become an enemy of Sabrina. Seemingly locked onto their scent,
guesswork and uncertainty from diverting from established paths. it has begun attacking Sabrina as she travels through the Umbra.
Sabrina hasn’t yet perfected the system and it’s not yet intu- Whispers
itive, appearing as pages of complex calculations with variables • Against Chronos’s Will: Sabrina looks older than she
including lunar year and cycle, auspice and tribe of the travelers, should for someone of her age, especially a Garou. Some say this
and more. Sabrina works diligently to find ways to simplify her is because she has found a way to, somehow, travel time in the
method and make it more widely available to the Garou Nation. Umbra and managed to begin exploring either the past or future
Until she achieves this, she’s happy to help guide others to where for answers.
they need to be, if they can find her in the first place.
• Not Sabrina: Sabrina went into the Umbra years ago, and
Plots and Ambitions whatever came back out is something else, possibly some Wyld spirit
• Map the Umbra: Sabrina near constantly travels the Um- possessing her body or a mimicking entity. It may not be harmful
bra to learn the secrets of how the different worlds fit together to Garou now, but who knows what its plans are for the future?
and discover the hidden paths between them. She has amassed • The Thing in the Umbra: Some believe that Sabrina found
a treasure trove of fetishes and ancient lore to help this goal and something ancient and powerful all those years ago in the Umbra
discarded almost as much when it proves less useful. and has been searching for it again ever since. That her desire to
• Discover the Flow: Early in her experience with moon map and understand it inside and out isn’t just a curiosity, but
bridges and the Umbra, Sabrina noticed the way time moved an obsession to find that which she once knew.
differently and how it shifted and changed. One could enter a Image
moon bridge, travel for an hour, and walk out minutes before
• Sabrina is a tall, sickly-pale woman, standing well over six
they left; or walk through the Umbra for a day and arrive back in
feet, who hasn’t aged well. She’s still in her mid-twenties but ap-
the Penumbra a month later. She hopes to find out why this is, if
pears closer to fifty. She wears her waist-length gray hair unevenly,
there’s a rhyme or reason, and control it if possible.
cut from a formerly asymmetrical undercut which has never been
• Guide for Hire: Sabrina is willing to help those in need fixed. She carries herself in an open and joking manner. Sabrina’s
find their way through the Umbra or find the quickest way to travel

THE ICONS OF RAGE 33


UMBRAL COMPASS (LEVEL FOUR, GNOSIS 7)
This silver orb contains an arrow that can point in any direction. When activated within the Umbra, the Theurge
speaks the location they wish to travel to, and the arrow leads them in the direction of their goal. Does not always give the
safest or fastest route, though will eventually lead them to the location. Effect lasts for one week once activated, as perceived
by the Theurge. Each Umbral Compass is a rarity, requiring the binding of the spirit of a Theurge who died in the Umbra.

clothes have not been updated since she first started exploring the gles. They bring the contrast of their new moon’s darkness to the
Umbra, and she still wears a black leather jacket, ripped and torn light of other auspices. Their fellow Garou may not like or even
from years of use, an old blood-and-mud-stained band shirt, and appreciate the Ragabash’s questions, but wise werewolves pause
black jeans that have become shreds of mud-stained fabric below and listen, and understand the value their challenges can deliver.
the knee. Sabrina’s Lupus form is a reddish-gray wolf of large size,
with longer hair matted from the years, and several scars marking
the patches of fur. In the Umbra, Sabrina often prefers this form Dalaja Aashray Tahanee,
as its natural advantages are of better use there than any human
form, and not as threatening as Crinos to the spirits. They-Shelter-the-Shoots
Attributes: Strength 2 (4/6/5/3), Dexterity 2 (2/3/4/4), Stamina Howl: Without change, only extinction remains
3 (5/6/6/5); Charisma 2, Manipulation 3 (1/0/0/0), Ap- Quote: “This is not the time for tears, but for celebration. Change
pearance 3 (2/0/3/3); Perception 4, Intelligence 3, Wits 5 is coming, whether you want it or not. Now is the time to change into
Abilities: Alertness 2, Athletics 1, Intimidation 1, Primal Urge 3, something of your own volition, else be changed into nothing.”
Subterfuge 2; Animal Ken 1, Crafts (Camouflage) 1, Etiquette Breed: Metis
2, Melee 2, Stealth 3, Survival 5; Academics (Mathematics) 3, Auspice: Ragabash
Enigmas 4, Investigation 2, Medicine 2, Occult 5, Rituals 3 Tribe: Silver Fangs
Backgrounds: Contacts 3, Fetish 4, Kinfolk 2, Mentor 4, Resources Champion of the Stigmatized
1, Spirit Heritage (plant) 3 Totem 4 (Pegasus)
Dalaja Aashray Tahanee was born to two noble members of
Gifts: (1) Mother’s Touch, Persuasion, Sense Wyrm, Spirit’s Speech, King Palmarstan Nayar’s court. Their mother’s pregnancy was
Wyld Resurgence; (2) Curse of Aeolus, Command Spirit, hidden away in shame and after she gave birth, both of their par-
Name the Spirit; (3) Exorcism, Wings of Pegasus ents went on one last mission to throw themselves into final battle
Rank: 3 with a nest of Thunderwyrms. Although they died with Glory and
Rage: 3 Honor, their names have been stricken from the records of House
Blood Red Crest, and Dalaja only refers to them as maata and pita.
Gnosis: 7
Like almost every Mule born to the Silver Fangs, Dalaja was
Willpower: 5 sequestered away in a camp with others of similarly shameful births
Glory: 2 and raised with the teachings that although their birth was an
Honor: 2 embarrassment, they could still serve Mother Gaia by joining their
Wisdom: 9 tribe in times of war. As a Ragabash, Dalaja constantly questioned
this thinking and made themselves a general nuisance to the Garou
Rites: (1) Last Blessing, Rite of Cleansing, Rite of Heritage; (2) tasked to raise them. They were responsible for multiple rebellions
Rite of Becoming , Rite of Summoning; (3) Descent into the and also punished harshly for this, all before their First Change.
Underworld, Rite of the Glorious Past
The Change brought new opportunities to them, however,
Fetishes: Umbral Compass and without hesitation, as soon as they could take on a human
shape — they had always worn a human face — they escaped the

The Pathfinders
The Ragabash look and ask ‘why’? The nature of the auspice
Mule enclave and into the general population. Their relatively
gentle Rage in their youth allowed them an easier time to slip in
and out of humanity, and they lived for several years on the streets
is to question. Ragabash question what came before, what is hap- of Shillong until they were adopted by a group of hijra who raised
pening now, and what plans the Garou have for the future. Not them as one of their own.
content to accept what Galliards say is the meaning of ritual and When They-Shelter-the-Shoots returned to the court of King
song, what Ahroun declare to be the best strategy, what Philodox Nayar, they demanded to be recognized as a full member of the
argue is fair judgment, or what Theurges reveal as wisdom of the tribe, and although many ranking Silver Fangs were scandalized
Umbra, the tricksters look to examine everything from new an- and opposed the idea, King Nayar agreed that should They-Shelter-

34 ICONS OF RAGE
Plots & Ambitions
• The Silver Fangs Must Change or Perish: Despite all ap-
pearances, Dalaja does not see themselves as a major player within
the intricate politics of the Silver Fangs. Nevertheless, because
they wish to turn over so many ancient traditions, and more so,
traditions which have been used to present a pristine image of their
tribe, they are nonetheless a major agent of change within a tribe
that has resisted such things for centuries. Their advocacy for the
rights of Mule Silver Fangs to be recognized as full members of the
tribe positions them as one of the most radical and revolutionary
Silver Fangs during the last days of the Apocalypse. With the end
of the world on the horizon, They-Shelter-the-Shoots only deems
it more necessary than ever to advocate for the status of warriors
that will be necessary to survive the end of times.
Territory
• The Khasi Hills: They-Shelter-the-Shoots is the ranking
Ragabash of King Palmarstan Nayar’s court located in the Khasi
Hills in the state of Meghalaya, India. The Khasi Hills are a sacred
location to House Blood Red Crest, and They-Shelter-the-Shoots
takes their role in its maintenance and defense seriously, rarely
leaving the bawn. Within the sept, They-Shelter-the-Shoots holds
the-Shoots successfully defeat the Master of Challenge in a trial by the Blood Red Crest–specific title of Cakṣas, comparable to the
combat, he would recognize them. They-Shelter-the-Shoots, a cliath position of Fool with elements of Den Parent and Truthcatcher.
at the time, shocked the court by doing so. Lord Blue Moon owed
his life to Dalaja’s parents, who saved him during the Thunderwyrm Kinfolk, Packmates, and Enemies
assault, and had previously arranged to repay his debt in this way. • The Failing King: King Palmarstan Nayar has represented
However, King Nayar then decided that there must be another House Blood Red Crest for decades, but he presides over a dying
step and challenged the cliath himself. Because of the nature of the House. Although the Silver Fangs, and They-Shelter-the-Shoots,
challenge, They-Shelter-the-Shoots was allowed to choose gameplay, take prestige seriously, as the House grows increasingly concerned
and the two sat down to a game of Ashtapada, which Dalaja had with its lack of healthy births and true-born Garou, various members
learned from an elderly hijra. King Nayar did not know the rules, of King Nayar’s court have been positioning themselves to usurp
but instead of destroying him handily, They-Shelter-the-Shoots him. Although Dalaja is not among them, their willingness to be
chose to teach him the rules. They still bested him and became a out as born of two Garou parents and their insistence that the Silver
full member of the court. Fangs eschew old traditions in refusing to recognize their Mules
Since then, as They-Shelter-the-Shoots grew in rank and rec- has earned them something of a following. Dalaja’s prominence
ognition of the court, they have earned an honorable reputation, in the court is undeniable, and King Nayar is necessarily wary of
even if their many naysayers never gave them much quarter. They them as his health begins to fail.
personally witnessed much of the modern history of the House, • Kin Seeker: Ripple Sangma is responsible for maintaining
including the point when the last recognized Garou was born the extensive Kinfolk networks of India’s Silver Fangs. An old man
to Kinfolk of Blood Red Crest — but this moment is what set now, Ripple has devoted his entire life to following the bloodlines
They-Shelter-the-Shoots on a path of opposition to their fellow and was the first to share the horrifying news of the lack of Garou
House members, because in truth, Mules were still being born. births with the House. In the past decade, Ripple and Dalaja have
Although they were considerably rarer, as truthfully the Silver become close allies as the latter has assisted the former in adding
Fangs are much more careful to never violate the first tenet of the those Garou born in a violation of the Litany to his networks, thus
Litany than any other tribe, Mule births still occurred. But because extending the membership of the House officially. Together, they
they were not recognized as full members of the tribe, as Dalaja have both worked to elevate the role of Blood Red Crest’s Kinfolk
was, the House still believed their future to be doomed. This was on the frontlines of the war against the Wyrm in Southeast Asia.
absolute foolishness to Dalaja, and they set out on a campaign to • The Power Behind Them: No-Shadows-Cast-at-Noon is
end the sequestering of these children to be raised differently than a Blood Red Crest Ahroun and born of two Garou parents. Like
homid- or lupus-born Garou, and when that earned little success, They-Shelter-the-Shoots, she was hidden away after her birth to
they instead involved themselves heavily in how they were raised hide the shame of Silver Fang Litany violators. Unlike Dalaja,
and began to teach them that they were not the shame of House she lived most of her life in seclusion — sometimes brought out
Blood Red Crest, but the future of it. of hiding for monumental battles with the minions of the Wyrm
Now They-Shelter-the-Shoots is ready for the rebirth of the where her might was necessary, but always sequestered away once
House with dozens of Garou-born cliath in the wings, ready to the need for her brute strength had passed. She is an ardent and
bear the true honor of the Silver Fangs. fanatical supporter of They-Shelter-the-Shoots’ push to include the
Mules and other castoffs into Blood Red Crest’s court and has
THE ICONS OF RAGE 35
taken to displaying her scale-covered, serpentine arms bare and Withered Limb; (5) Paws of the Newborn Cub, Thousand
painted with the brilliant House red when she joins the court, Forms, Totem Gift
demanding her due. Rank: 5
Whispers Rage: 5
• Shady Deals: More so than many members of House Gnosis: 8 (7 with Klaive)
Blood Red Crest, They-Shelter-the-Shoots embraces relationships Willpower: 8
and friendships with those outside the tribe, believing it is their
duty to set a shining example to the Low Tribes. Due to this, they Glory: 6 Honor: 10
have more ties and alliances with the Shadow Lords, including Wisdom: 9
the Margrave, than any other member of the House, and no small Rites: (1) Last Blessing, Rite of Heritage; (3) The Long Vigil
contingent of political observers believe that their willingness to Fetish: The Purifier (Klaive)
display the perceived weaknesses and sins of the House to the
world are a Shadow Lord plot to discredit the House.
• A Birth Unbecoming: It is no secret that Dalaja is both No- Glen Seize-Trouble
Moon and Mule, but even though they do not hide either of those Howl: Falling Guru
facts, the combination of the two leads others to often speculate Quote: “Everything in moderation, my friend — including mod-
about their duplicitousness. While They-Shelter-the-Shoots has eration.”
never made any outward motion to seize the leadership of House
Breed: Homid
Blood Red Crest from King Nayar, essentially any member of said
court, as well as any Silver Fang familiar with the machinations Auspice: Ragabash
of the court, believes this to be true. Tribe: Stargazers
• What Litany? They-Shelter-the-Shoots seems so willing to Fighting Harano
openly embrace the shame of Litany violators that many believe Glen Seize-Trouble bounces between emotional highs and lows
that they engage in other violations of the Litany, accusing them with distressing regularity. For all his keen intelligence, adventur-
of depraved approaches towards mating, hoarding wealth that ous soul, and mindful meditation techniques, he’s spiraling into
belongs to the King for those less deserving, and even trucking despair. It’s testament to his emotional strength he’s fought it for
with spirits of the Wyrm in order to get their own way. so long, yet every day brings Harano closer. Sadly, few recognize
Image the struggle hidden behind his humor and compassion.
• While in Homid form, They-Shelter-the-Shoots strikes an Always inquisitive, Glen knows a little about a lot and lots
imposing, beautiful figure. Although they are always garbed in about little. He synthesizes knowledge effectively and is always
highly detailed, expensive saris, keeping their head covered, their exploring how new fads and technology could be harnessed against
long, thick mane of black, curly hair nevertheless bursts forth from the Wyrm. When he’s not playing with some new gadget, he’s
its covering and is always a sign of their presence. They-Shelter-the- thumbing through alternative lifestyle magazines, pop-psychology
Shoots always takes the time to apply tasteful make-up and bindi, books, science magazines, and self-help guides.
and wears jewelry in her ears, nose, on her fingers, and wrists. In Glen’s First Change struck him during one boozy, mind-al-
Crinos, the mark of their birth is obvious, because even as they tering-drug-fueled party. In the heady psychedelic bliss, his change
portray the heroic figure of a white-furred Silver Fang, instead of the washed over him like a flood. He remembered only screams and
massive maw of a wolf, they wear their human face, still beautiful, laughter and thumping industrial rock while running naked
but disarming and disturbing upon their monstrous form. The through streets. Waking in a strange bed surrounded by naked
same is true of their Lupus form, otherwise a grand and majestic friends, he’d never felt more alive.
wolf with Dalaja’s human face instead of a wolf’s face. He laughed about the wild night with his mates and put
Attributes: Strength 3 (5/7/6/4), Dexterity (Preternatural Grace) everything down to particularly excellent party favors, thinking
4 (4/5/6/6), Stamina 3 (5/6/6/5); Charisma 4, Manipula- nothing more about it until the Riverina Sept found him shortly
tion 4 (2/1/1/1), Appearance 4 (3/0/4/4); Perception 3, before his final exams. With a whole new — and exciting — world
Intelligence 4, Wits 5 unfurling before his nose, Glen embraced his Garou nature.
Abilities: Alertness 2, Athletics 3, Brawl 2, Empathy 3, Leadership Since then, Glen has scored impressive victories against
(Compelling) 4, Primal Urge (Shifting Forms) 4, Streetwise Wyrm-tainted businesses — successfully turning workers and
3, Subterfuge (Seduction) 4, Etiquette (Tribal) 4, Larceny 2, management against each other and generating bad press until
Melee (Klaive Dueling) 5, Stealth 2, Survival 1, Academics the company collapses. He always hopes they might change for
1, Enigmas 2, Investigation 3, Law (The Litany) 4, Medicine the better, but it hasn’t happened yet.
3, Rituals 3 After a few years bouncing between the sept’s other packs,
Backgrounds: Allies 5, Contacts 4, Fetish 4, Pure Breed 5, Rites 5 Glen pulled a handful of cubs and cliath into a new pack of his
own. Under his leadership, the Crow-Biting-Ferals (or Team CBF,
Gifts: (1) Infectious Laughter, Inspiration, Shed; (2) Blissful as they call themselves) became adept at sabotaging logging compa-
Ignorance, Empathy, Form Mastery; (3) Burning Blade, nies, mining ventures, research laboratories, and agri-businesses.
Chameleon, Liar’s Craft; (4) Mindblock, Whelp Body, The pack enjoyed his jovial command and open-minded wisdom.

36 ICONS OF RAGE
agri-business — just maybe his pack will forgive his failures and
accept his return. He doesn’t even care if he remains their alpha;
perhaps it’s best if he doesn’t.
Plots and Ambitions
• Payback: Glen harbors a special hatred for the Free-X
fomori and their handler, Adrian Carver. He wants to end them
thoroughly and spectacularly. He secretly hopes his hatred will
motivate him despite his depression and that success will burn his
despair away. He can’t do it alone, though, and doesn’t believe
the Crow-Biting-Ferals would follow him into battle if he asked.
• Idealism: The Wyrm is a universal force, yet individuals
have free will. Glen reasons that if Garou can fall, Mockeries
can rise. Therefore, he searches for Mockery Breed individuals
willing to discuss his ideas and perhaps join his meditation class.
By turning them towards Gaia, he turns the Wyrm’s work against
itself. Even if the seeds he plants won’t sprout until after the
Apocalypse, he must try.
Territory
• Riverina Protectorate: The Crow-Biting-Ferals share the
Riverina Protectorate in southern New South Wales, Australia,
Things soured when Neuro-Dynamic Laboratories kidnapped with two other packs. Duke Phillip Battenburg is an aging Silver
his cousin Karlos. The Crow-Biting-Ferals rescued the young man Fang who rules with a tolerant, if doddering, paw which affords
easily enough, but discovered the facility held other children and the pack great leeway in finding innovative solutions to fighting
animals — abused and screaming in naked fury at the pack. Team the Wyrm.
CBF burned the place down, but the harrowing vision lodged within • Blue Retreat: Glen’s austere wooden monastery in the Blue
Glen’s mind and his usual meditation techniques couldn’t shift them. Mountains from where he runs occasional expensive month-long
Stolen lab data indicated the lab was part of a larger effort boutique retreats and monthly free weekend meditation workshops.
to create new kinds of shapeshifters. This idea fascinated him — Nestled among the mountain eucalypts, it’s almost entirely isolat-
surely only Gaia could create new Breeds? So, what were these? ed from modern telecommunications. Here at the Protectorate’s
Glen’s curiosity led to months of research, interviews, travel, and eastern border, Glen now lives in silent introspection.
Umbral quests. He became Australia’s foremost expert on these Kinfolk, Packmates, and Enemies
so-called Mockery Breeds. • Crow-Biting-Ferals: Glen’s packmates are diverse and
Unfortunately, Glen’s relationship with his pack deteriorated technologically savvy cliaths and fosterns. Despite the current
after a disastrous trip to Mozambique. Instead of meeting their falling out between Glen and Spears-the-Web, the pack haven’t
Kerasi target, Glen watched in horror as the Mockery butchered formally replaced him, yet. Matt Low-Bar and Lisa Twigg-Snapper
a local Glass Walker pack. Worse, he restrained Ben Spears-the- think the anger will pass soon enough. Only Kat Among-the-Sick
Web from joining the fray, too. The Ragabash still questions his is concerned for Glen’s mental health — if he doesn’t respond to
decision to hide. Team CBF were horrified when they discovered her text messages and emails within a day, she frets.
his inaction, and Ben remains furious. • Adrian Carver and the Free-X: The Ferectoi Adrian Carver
Miserable, Glen withdrew to allow his pack space to heal. created Project Theogony to ride the tsunami of superhero power
Visiting his Kinfolk, he discovered his niece, Jasmine, had joined fantasy media popularity, teaching young and impressionable
a cult-like fomori “superhero” team called the “Free-X”. His rescue recruits (“X-Ceptionals”) their Bane-given abilities are superpow-
backfired when Jasmine released a terrified, frenzy-inducing scream. ers. Mr. Carver seduces the innocent and idealistic to join his
Within minutes the entire family was dead. In the aftermath Glen team, the Free-X, alongside the bitter, vengeful, and angry, taking
was inconsolable. He rejected his pack’s support and left them to special delight in corrupting young Kinfolk when identified.
mourn in solitude. He desperately needs to re-center himself — his He indoctrinates recruits with revelations of real and imagined
grief is overwhelming, and he no longer smiles. conspiracies and secrets, focusing their hate and paranoia upon
Glen’s priority is to avoid Harano. Mindful meditation is the shapeshifters permeating society and monsters lurking in
failing him, and he feels too ostracized to ask his pack or sept for the wilderness. Plentiful drug cocktails control the undesirable
help. In his lonely depression he’s incrementally self-medicating to side-effects of Bane possession and boost the X-Ceptionals’ combat
“kickstart emptiness”. He’s seriously considering undertaking the performance. The Free-X operates out of See-Dream World Studios
long journey north chasing a rumor that the Daintree Gumagan on the tourist-swarming Queensland Gold Coast. Satellite studios
will cure Harano for a price. exist around Australia, providing ready access to candidates sla-
Secondly, he desperately wants redemption. With a victory vering over Wyrm-tainted merch, and permits occasional publicly
over the Wyrm’s forces — whether Free-X or some polluting visible incidents the cover of “movie magic SFX”. Carver knows

THE ICONS OF RAGE 37


Glen’s looking for him and is gleefully selecting a Free-X squad
to attack Blue Retreat. White-Eye
Whispers
• Wrong Crowd: Glen’s unhealthy fascination with the
“Walks-Among-Man”
Mockery Breeds has caused him to betray Gaia. He orchestrated Howl: A Red Talon among Pentex
the Mozambique pack’s destruction to arrange a meeting but Quote: “Do not think I am tamed. Wonder instead how long until
chickened out of the deal. I tear out the throat that commands.”
• Cast Out: Duke Battenburg believes the Crow-Biting-Ferals Breed: Lupus
are leaderless because Glen’s been missing for months — possibly Auspice: Ragabash
even dead. If the pack doesn’t choose a new alpha soon, the Duke Tribe: Red Talons
plans to appoint a Silver Fang ally to lead them instead. The Overconfident Garou
• Spreading Despair: The Daintree Gumagan messed with
White-Eye was born to the lupus Kinfolk of the Amazon,
Glen’s head years ago. They’re why a Stargazer acts more like a con-
most of his life being spent running from loggers and trying to
fused Glass Walker, and why the guru’s faux-Buddhist meditation
find sanctuary away from humans. Each time they thought they
mantras stress surrendering and accepting the end of the world.
were safe, the humans expanded farther and farther, and they
Image ran deeper and deeper into the woods. It was only one day, being
• Glen is a lanky man with pointed goatee and shaggy blond chased off by loggers who took a shot at him with their guns, that
hair framing his long face. He typically dyes his beard garish colors White-Eye got his revenge.
and paints his nails to match. He enjoys the looks of surprise, delight, When he came to, blood was on his lips and paws, and he
or disdain from others when they notice. He carries himself with a knew he was Garou. Soon after a pack of lupus came for him,
quietly confident facade only his packmates see through regularly — and he began his training at a nearby sept. His anger for humans
inside he’s tormented about the Apocalypse and his own doubts. In never abated, though he demonstrated a knack for learning their
his Lupus form he’s a long-legged, golden-haired dingo with a dazzling languages and aping their ways. After completing his training,
white belly and eyebrows, which give his face a distinctly expressive cast. White-Eye joined the Red Talons and returned to his home to
Attributes: Strength 3 (5/7/6/4), Dexterity (Flexible) 4 (4/5/6/6), work in a nearby caern with a pack of lupus he’d bonded with.
Stamina 3 (5/6/6/5); Charisma 3, Manipulation (Self-Help) 4 For years he and his pack lived alongside a large group of
(2/1/1/1), Appearance 2 (1/0/2/2); Perception (Mindfulness) lupus Kinfolk, protecting them from those who would intrude
4, Intelligence 2, Wits (Technology) 4 upon their territory and killing several mortals who thought
Abilities: Alertness 3, Athletics 3, Brawl 3, Empathy 2, Expression they could log in their territory. White-Eye became well known
2, Intimidation 2, Leadership 1, Primal Urge 2, Streetwise 3, among his pack for being the one among them willing to take on
Subterfuge (Corporate) 4; Animal Ken 1, Crafts 1, Drive 1, the flesh of man and work among these groups for a few days to
Etiquette 3, Firearms 1, Larceny (Scams) 4, Melee 2, Perfor- gather what information he could before they attacked. Under an
mance (Guided Meditation) 2, Stealth (Offices) 4, Survival 3; assumed name he could often effortlessly blend in among mortals
Academics 2, Computer 3, Enigmas (Koans) 4, Investigation 3, as a traveling laborer and get some menial job.
Law 1, Medicine 1, Occult 1, Rituals 2, Science 2, Technology 3 With whatever information they needed gathered, White-Eye
would sneak back out to his pack, and let them know that the hunt
Backgrounds: Allies 2, Ancestors 2, Contacts 2, Fetish 3, Kinfolk
had begun. Several companies found that a shift of workers or
1, Resources 3, Rites 5, Spirit Heritage 2, Totem 3
anyone left behind at night would be found the next day seemingly
Gifts: (1) Balance, Blur of the Milky Eye, City Running, Open torn apart by wild animals, and logging largely stopped for a time.
Seal, Sense Wyrm; (2) Blissful Ignorance, Inner Light, Jam It was only when Dasos Logging, a Pentex subsidiary, entered
Technology, Pulse of the Prey, Resist Temptation; (3) Disquiet, the area that the Garou found their efforts foiled. As usual,
Gremlins, Liar’s Craft, Open Moon Bridge; (4) Preternatural White-Eye donned human form and talked his way into work at
Awareness, Whelp Body the company. One day, as White-Eye marked trees supposedly for
Rank: 4 felling — where he knew his pack would violently intercede — his
Rage: 4 foreman ordered him to a meeting. Not suspecting anything, White-
Gnosis: 5 Eye walked into the trailer and was shot by several tranquilizers. He
Raged and resisted as long as he could, but eventually White-Eye
Willpower: 6
passed out from the heavy drugs.
Glory: 6 When White-Eye awoke, he was bound and given a choice.
Honor: 7 He could die with the knowledge that Dasos would keep logging
Wisdom: 7 and send in specialists to eradicate his pack, or he could fully work
Rites: (1) Gathering for the Departed, Moot Rite, Rite of Growth, for them. In exchange for doing what they ordered, the company
Rite of Spirit Awakening, Rite of Talisman Dedication, Rite would leave his territory alone. They’d mark two hundred square
of Wounding; (Minor) Bone Rhythms, Breath of Gaia miles of his choice to never be touched if White-Eye cooperated.
White-Eye sold his soul that day, saving his pack and sept.
Fetishes: Harmony Flute, Mirror Shades, Nyx’s Bangle
Though the sept was safe, White-Eye was no longer part of

38 ICONS OF RAGE
until the great Apocalyptic battles. If he can save more caerns than
he hurts, save more woods than he destroys, keep Kinfolk from
dying, he can sleep at night.
Territory
• The Caern of the Hallowed Tree: White-Eye’s home, and
the place he fights for. He has not seen it in years, though Dasos
keeps a live satellite feed, so he knows their side of the deal is held
up. He still wishes to return once he is free and believes it would
be only right and proper to bare his throat and confess his betrayal
and sins to his sept and let them judge or kill him as they decide.
• The Habitat: Pentex keeps a habitat for White-Eye to spend
his time between missions in one of their many bases of operations.
No bigger or more natural than a zoo exhibit, it is nevertheless
the most nature White-Eye gets to spend for any amount of time.
It is his home for now.
Kinfolk, Packmates, and Enemies
• Dasos Logging: A minor Pentex subsidiary claiming to be
dedicated to sustainable logging practices, while being anything
but. Dasos has grown considerably in Pentex’s esteem since co-
ercing White-Eye into its service. Dasos has also grown slightly
lax, starting to treat the Garou more as an employee and less as
them. Dasos couldn’t let him return to their embrace. He was a slave. White-Eye is disgusted by this but is smart enough to
shipped out to other locations and subcontracted to other arms take advantage of the situation and learn more that he can use
of Pentex to do what human-hating Garou do best. White-Eye against the Wyrm.
massacred rival logging companies so Dasos could destroy them • The Hallowed Tree Pack: White-Eye’s old pack only knows
and take their business. He put down environmentalist protests that White-Eye disappeared and assume him dead. The Red Talons
at sites, and even fought the occasional Garou who caused too of this pack don’t have much contact with other packs, but if they
much trouble for the company. caught word from other Garou about the actions of a werewolf
Some within other Pentex subsidiaries wonder how Dasos matching White-Eye’s appearance, they’d start to question. From
managed to obtain such perfect control over one of Gaia’s warriors. here, it would only be a matter of time before the pack hunted
Rumors and speculations circulate about bomb collars, implanted their former packmate. Whether they’d free him or simply kill him
control microchips, addiction to some substance that only Dasos would depend entirely on what he is doing when they find him.
can provide, and even darker, mystical bindings. In truth, White-
Whispers
Eye could leave any time. The only thing keeping him back is a live
satellite feed he can access any time showing his sept and readouts • Bane Immune: Some wonder at how after so long doing
of the environmentally devastating overkill weaponry targeted at Pentex’s bidding that White-Eye doesn’t carry Wyrm-scent.
the site, and no idea who has their finger on the button. Whispered rumors say that White-Eye possesses some immunity
White-Eye isn’t idle in his servitude. He listens; he learns. to corruption. Those who believe such things are concerned
His knack for understanding human concepts, languages, and about the long-term implications of allowing a beacon of purity
structures hasn’t diminished. Dasos — and Pentex — think they to continue within their midst.
have him under control, but they don’t realize how much of their • More than Blackmail: Many believe that White-Eye’s
secrets their “tame dog” has put together. White-Eye hasn’t figured stories of blackmail and deals with Pentex are fiction, or greatly
out how to most effectively use what he knows yet, but he’s certain exaggerated. That, as much as he would have you believe otherwise,
that when he acts, it will be devastating for Dasos, and he may he happily serves Pentex and has become truly domesticated by
even be able to strike a fatal blow against Pentex itself. them as a willing servant. These people often believe the only
reason he does not become a Black Spiral Dancer is some twisted
Plots and Ambitions pride in serving the Wyrm while fully outside its forced control.
• Escape Human Control: White-Eye hates how he’s stuck,
Image
unable to act as a Red Talon should. He cannot escape until his
home is safe, but he can learn and plan. Discover Pentex’s weak- • In his natural Lupus form White-Eye is a lithe wolf, with
nesses, gain their trust, make them think he’s domesticated. When light brown fur that’s marked by a white patch of fur on the face,
they least suspect it, proud and haughty, bite and run. over the left muzzle and eye. In Homid form, White-Eye appears
• Minimize Damage: White-Eye justifies his actions to himself as a relatively short man of average build, with dark black messy
as slowing the human destruction of Garou land, and that he is hair, with a spot of hypopigmentation over his left cheek and eye.
facilitating more damage between humans and Wyrm-minions In this form he often wears a black-and-white suit carrying the
than to werewolves. He is saving lives and keeping fighters safe Dasos logo. In all forms he’s required to wear a non-dedicated
elastic GPS wristband, so the company can track his location.

THE ICONS OF RAGE 39


Attributes: Strength 4 (6/8/7/5), Dexterity 5 (5/6/7/7), Stamina
3 (5/6/6/5); Charisma 1, Manipulation 3 (1/0/0/0), Ap-
pearance 2 (1/0/2/2); Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 2, Athletics 3, Brawl 5, Empathy 1, Primal
Urge 4, Streetwise 1, Subterfuge 4; Animal Ken 1, Etiquette
2, Larceny 3, Stealth 3, Survival 3; Academics 1, Computer
1, Enigmas 2, Investigation 4, Medicine 1, Occult 3, Science
1, Technology 1
Backgrounds: Allies 3, Pure Breed 3, Resources 2, Rites 2
Gifts: (1) Eye of the Hunter, Open Seal, Prey Mind, Wolf at the
Door; (2) Spider’s Song, Taking the Forgotten
Rank: 2
Rage: 3
Gnosis: 6
Willpower: 5
Glory: 3
Honor: 3
Wisdom: 1
Rites: (1) Rite of Questing Stone, Rite of Talisman Dedication
Fetishes: None. Gaia had other plans for them. The Mother wanted them to res-
cue as many cubs as they could before they were lost to the great
Sayo Chen madness of denial suffered by other Garou. They needed to stop
fighting the Apocalypse and move onto healing what remained
Howl: Mother Wolf of Gaia in the post-Apocalyptic world.
Quote: “Come with me if you want to live.” Jin Singh was the first other Garou Sayo found. Much as
Breed: Homid Hermit had done with her, she followed the spirits and found
Auspice: Ragabash him just after his First Change. Sayo discovered Jin surrounded
Tribe: Children of Gaia by the broken bodies of dozens of gang members. She took him
to her island home, and she and Hermit told him the truths they
Searching the World
knew. Jin joined their growing pack and soon became Sayo’s lover.
For the first seventeen years of her life, Sayo lived on a farm He didn’t talk about what had occurred leading up to his First
in Singapore with her parents. Her closest neighbor was a man Change, and Sayo didn’t ask.
she affectionately came to know as “Hermit”, who lived in a house Sayo enlisted Jin’s help in finding werewolves that had just
roughly a mile from the Chens’ farm. Her life was rather boring on changed or were lost to the ways of the Garou. The pair searched
the farm, tending to chores and helping her father with the animals beyond the mainland, following Hermit’s guiding visions or the
and crops. As far as she knew at that point, that was all her life counsel of spirits, heading as directly to new cubs as she could.
would ever be — farmland and animals. She had resigned herself Sometimes they returned too late to rescue the cubs, other times
to a quiet life on the farm until the day of her First Change came. they came back with two or three newly Changed Garou at once.
Fortunately, her parents were away selling their produce. Most stayed and joined the informal sept, but some returned to
Unfortunately, the animal Sayo slaughtered the animals left the world to find their own way and survive among the dying
behind. It was in this gore that Hermit found her and explained wastelands.
to her what had happened. He told her that she was now Garou, Each new cub gains the same basic education. Hermit teaches
something more than human and more animal than those things of the lost Apocalypse, and how to seek council with spirits to
she had slaughtered. Hermit convinced her that she would harm unlock knowledge lost to the Garou. Sayo teaches cubs to speak
her family if she remained and convinced her to leave with him. softly and carry a big stick, and how to convince others to join
They fled to one of the islands off the shore of Jurong, where their cause. Jin teaches the cubs how to harness the Rage inside
Hermit controlled another property. their hearts to fight for repairing the world and hopefully bringing
There he taught Sayo the basics of being Garou. He told her Gaia back from the brink of death.
of the Apocalypse, and of the werewolves’ near worshipfulness These days, Sayo, Jin, and various other members of the pack
of the event. He spoke of warming Earth, rising waters, growing are constantly moving across the world in search of more cubs to
deserts, and plagues unleashed upon the world. Hermit said that rescue. Though she avoids encounters with other Garou where
he believed the Apocalypse had already come to pass and all the possible, her explorations have brought her to their attention.
survivors could do was survive until Gaia breathed her last. Sayo’s Some from other territories have visited Sayo’s island. Sayo’s cubs
First Change had also changed his mind. Hermit now knew that have stayed true to her teachings that violence only propagates the

40 ICONS OF RAGE
Nation’s loss; the sept has welcomed these visitors if they mind strong and fast and finds it hard to say no to a fight, though Sayo
their manners. Sayo tolerates no false tales of fighting the Wyrm or often helps him to set a better example for the cubs. He frequently
winning the Apocalypse and firmly but politely asks such impolite travels with Sayo when she leaves the island, as despite her dedi-
guests to leave. So far, all have done so without further incident. cation to peace, he’s seen the look in the eyes of visiting outsiders
Plots and Ambitions and knows something violent is coming.
• Fostering the Future: Sayo’s driving goal is rescuing as many Whispers
cubs as possible before they’re wrapped up by delusional septs and • A Metis in The Making: The relationship between Jin and
indoctrinated into continuing to fight a lost war. According to Sayo is no secret in the sept, and despite Hermit’s gentle warnings
Hermit’s teachings — now Sayo’s as well — the Apocalypse is long he’s afraid they’re not taking proper precautions. Despite Sayo’s
since lost and the cubs are the first generation in the post-Apoc- mothering of the cubs brought to the island, they’ve mostly been
alyptic world. Fighting didn’t work, and new ways are needed to homids with a few lupus among them. She’s never had to deal
resuscitate Gaia, assuming it’s not already too late. with the tragedy and difficulty of the Crinos-born, and Hermit
• Resurrect the World: The Apocalypse came and went, the worries that the reality of that may severely damage Sayo and Jin’s
Wyrm won, the Garou lost. These are simple truths, and falling relationship and the security of their island home.
into Harano over them isn’t going to help anyone. The post-Apoc- • Lost Potential: Many packs across the world have arrived to
alyptic world has global warming, loss of livable land, devastation collect a newly Changed cub only to find them gone. As word of
of plant and animal species, and pandemics infecting everyone. Sayo’s strange island sept spreads, these packs are figuring out what
These are the challenges to combat, and they’re not going to be occurred. The envoys to the sept see so many young Garou who
defeated through tooth and claw. Sayo’s not satisfied with mere could be fighting rather than surrendering, and although they’re
survival; the Garou of the post-Apocalypse need to heal the world aware that assaulting the island poses considerable challenges,
rather than fight over it. the time is inevitably coming when someone will try and extract
Territory cubs from Sayo’s care. Winning the Apocalypse is too important
to not take the risk.
• Jurong, Singapore: Jurong is located at the south-west-
ernmost point of the West Region of Singapore, covering several Image
offshore islands as well. Sayo and her growing sept make their • Sayo has long, straight, jet-black hair that almost seems blue
home on one of these islands. Though much of Singapore’s land in the right light. She’s a deceptively petite woman of Singaporean
is consumed by development and construction, Sayo’s island is descent, and her features tend to favor her mother’s side of the
mostly wilderness with a few homes and some cleared land for family. She carries herself as if she’s constantly on a mission, and
simple farming. The island holds heavy spiritual wards and has for those that know her, she usually is. Sayo’s dark hair translates
several powerful defensive spirits standing guard over its protection to her fur in Crinos and Hispo form, with little other color to mark
and discovery. Through these, the island is largely lost to normal her fur. When she’s in Lupus, her fur shines almost blue in color.
human detection despite being situated near such heavily populated Attributes: Strength 1 (3/5/4/2), Dexterity 3 (3/4/5/5), Stamina
human cities. The island is even somewhat obscured from other 2 (4/5/5/4); Charisma 4, Manipulation 3 (1/0/0/0), Ap-
Garou, with the constant heavy feeling of the wards helping to pearance 3 (2/0/3/3); Perception 2, Intelligence 3, Wits 3
keep them from becoming impolite.
Abilities: Alertness 1, Athletics 2, Brawl 2, Empathy 2, Primal
Kinfolk, Packmates, and Enemies Urge 2; Animal Ken 2, Crafts (Jewelry) 4, Etiquette 2, Survival
• Hermit: His real name is Cameron Ward, but he’s happy (Tracking) 3; Enigmas 2, Investigation 3
as “Hermit”. Hermit avoids the rare outsider Garou who visit Backgrounds: Allies 5, Ancestors 2, Fate 2, Mentor 5, Resources 2
and is content for Sayo to lead the sept. In truth, Hermit is a Gifts: (1) Brother’s Scent, Mother’s Touch, Persuasion, Scent of
Legendary Child of Gaia Theurge who brokered peace deals and Running Water, (2) Blissful Ignorance, Calm, Jam Technology,
truces amongst tribes and septs who had feuded for centuries. (3) Lover’s Touch, Pathfinder
Hermit thought he had earned his rest from Gaia’s needs until
Rank: 3
the day a young cub underwent her First Change just down the
road from his house. His view that the Apocalypse has come and Rage: 3
gone and the Wyrm won isn’t simply deluded rhetoric; it’s derived Gnosis: 2
from long, hard experience. He firmly believes that teaching cubs Willpower: 5
a better way and avoiding everything that came before with the
Glory: 4
Garou Nation is now the only path of rescuing Gaia from her
death spiral. Hermit’s the source of the island’s wards and spiritual Honor: 6
defenses, and while he’s loathe to turn to violence, he’s more than Wisdom: 5
a match for what other tribe’s may send against his sept. Rites: None
• Jin Singh: Sayo’s first find and now lover, Jin helps Sayo Fetishes: None
train the new Garou they find in the ways of the Ahroun. He’s

THE ICONS OF RAGE 41


Dina “Traces-the-Circle”
Mokhtar
Howl: Change through Choice
Quote: “So much is chosen for us. This, I choose for myself.”
Breed: Metis
Auspice: Ragabash (formerly Ahroun and Philodox)
Tribe: Stargazers
An Unfitting Selection
Originally from a sept beneath Alexandria, Egypt, Dina was a
curious child who always wanted to travel but was never allowed due
to the circumstances of her birth. Perpetually in Crinos form, she
never ventured far from the safety of their home in the catacombs,
and even then, only after others had made sure no witnesses were
around. When Dina eventually had her First Change as the full
moon shone down on the aboveground world, Dina became an
Ahroun in a relatively bloodless event surrounded by the sept’s
other Garou.
The role of the warrior felt strange to Dina. She knew the
Litany, her part in society, and the expectations of the sept, but watched the ordeal and pursued the grieving cub. Dina and the
the Rage felt dimmed compared with what she had lived with Stargazer, a Philodox called Hadem Twice-Changed, talked for
all their life. She felt drawn to learning the songs of the Nation, days, walking and discussing Dina’s views of herself and the world.
exploring the Umbra, working her way through complex problems, Hadem told Dina he understood, that he had started his journey
and questioning the nature of everything around her. From what as a Theurge but couldn’t continue because he couldn’t help but
Dina understood, she felt more a part of every other auspice apart judge the spirits by Garou standards. He offered Dina a place in
from the one she had. the Stargazers tribe, where she could explore meaning and grow
The ill-fit manifested during her pack’s Rite of Passage to hunt to better understand herself. Dina agreed.
and eradicate a fomori cult festering in Alexandria. Dina’s pack In the years since that time, Dina has explored more than
set up a stakeout of the Wyrm-corrupted cult’s leader. Over several one path, following a journey somewhat concerning to other
days of watching who came and went, Dina itched to do more Stargazers and even Hadem. On joining the tribe, she shed her
than the routine and monotony that reminded her so much of Ahroun auspice and took on the responsibilities of Philodox like
childhood. She wanted to scout the location or consult the spirits, Twice-Changed. She pursued the path of balance and mediation
but those were the duties of her packmates who were there to prove until attaining the rank of adren before announcing to her tribe
themselves worthy of their roles in Garou society. Dina found that she would continue until she understood all the roles chosen
fault in many aspects of the pack’s planning; she initially voiced by Luna for the Garou. Dina once more underwent the Rite of
her thoughts, but the pack ignored her in favor of those whose Renunciation and reinvented herself as a Ragabash.
auspice made them the “experts”. When the pack finally decided
The tribe is divided in its opinion of Dina’s calling. While
on how to strike, Dina stilled her tongue. Her role was simple as
many endorse her method of self-discovery, more believe Dina
the Ahroun, direct muscle for the assault. Unfortunately, Dina’s
runs from responsibility and her quest is deferment rather than
observations and fears were well founded, and the inexperienced
understanding and atonement. Chimera itself has made it known
cubs fell afoul of an ambush by the cunning cultists.
that it is personally interested and invested in following Dina’s
Overwhelmed by the Wyrm-corrupted assault, the cubs went journey and seeing what she learns, leading to few in the tribe
down hard. Dina hesitated at the unexpected resistance and didn’t opposing Dina regardless of their thoughts.
know what to do. Cult members swarmed Dina, and she lost
Dina still has another auspice to explore after Ragabash
herself to fear and Rage, ripping and tearing to survive without
and knows that the Rite of Renunciation can’t return her to any
thought or tactic. When the red haze cleared from her mind, she
auspice she already abandoned. However, Dina hopes that when
was far from the cult’s location and covered in blood.
she completed her journey Luna will hear her petition and grant
Garou from the sept found her and escorted Dina home. The her the gift of the auspice with which she most closely resonates —
rest of her pack of cubs was dead, most of the cult had scattered but possibly even her original Ahroun. The outcome is far from certain,
survived, and somehow in Dina’s frenzy she had managed to kill but Dina hopes Chimera’s patronage in the quest demonstrates
the fomor cult leader. The sept had work to do but begrudgingly its value and helps gain Luna’s support.
accepted that Dina had performed her role.
Plots and Ambitions
Dina, filled with grief and anger at her internal conflict and
perceived failure, fled rather than complete the rite. This could • Understand Oneself: Dina’s quest is more than just self-dis-
have been her end, but an elder Stargazer visiting the sept had covery and finding the best fit; she seeks to understand if Luna’s

42 ICONS OF RAGE
choices are as infallible as many Garou believe, or if the goddess refuse to speak with packs until long after Dina has moved on.
is capable of mistakes. In any other tribe Dina’s questions would • The Corrupted: The sept didn’t find the bodies of all
be blasphemous and possibly lead to punishment or ostracism. Dina’s fallen pack after the disastrous Rite of Passage. Many
• Enlighten Others: Dina doesn’t stick to her caern and believe some were taken alive and whisked from the city, subject
sept and meditate on the nature of existence. Her quest is active; to horrific tortures or degradations. A Black Spiral Dancer who
she moves across the world, exploring what her present auspice occasionally terrorizes Alexandria bears a resemblance to one
means to other tribes and philosophies. Her experience in multi- of the fallen cubs. Worse, captured vampires have spoken of a
ple auspices gives her unique insight which is often viewed with werewolf-vampire hybrid — an Abomination — taken from the city
suspicion from more traditionally minded Garou, but attracts after her Embrace to be trained to return and destroy all traces
many questions and thoughtfulness from younger werewolves. of her former allies.
Territory Image
• Sept of the Bloodied Stair: The sept where Dina was born • Dina is a short Garou, standing just shy of five feet tall in
and raised, located in the catacombs beneath the city of Alexandria. Homid form, with broad shoulders and a muscular frame. She
This sept is primarily composed of Black Furies and isn’t overly wears functional, comfortable clothes, often muddied and stained
welcoming to outsiders. Dina spends little time here — most sept from her travels. She keeps her hair cropped close to her scalp and
members regard her with barely concealed displeasure — but she appears perpetually interested in other people’s ideas and views.
feels a connection to her birthplace and hopes when her journey Dina’s Lupus form is a contrast with that of her Homid shape.
is complete, she will again be accepted. She is a long and slender wolf with short black hair and white
• Open Sky Sept: Stargazers almost exclusively make up mem- freckling throughout. She lacks a tail — the mark of her birth.
bership of this sept, although it is technically open to all. Hidden Attributes: Strength 4 (6/8/7/5), Dexterity 4 (4/5/6/6), Stamina
among dense jungle high in Indonesia’s Barisan Mountains, the 2 (4/5/5/4); Charisma 3, Manipulation 3 (1/0/0/0), Ap-
easiest and most commonly used way to enter or leave the sept’s pearance 2 (1/0/2/2); Perception 4, Intelligence 3, Wits 3
caern is via moon bridge. The werewolves who make the Open Abilities: Alertness 3, Athletics 4, Brawl 3, Empathy 4, Intimi-
Sky caern their home spend much of their time in contemplation dation 1, Primal Urge 2, Streetwise 4, Subterfuge 2; Drive
about Gaia and Garou nature but don’t remove themselves entirely 1, Etiquette 3, Firearms 1, Larceny 2, Melee 3, Stealth 3,
from the world; they maintain radio and satellite phone commu- Survival 3; Enigmas 4, Investigation 4, Medicine 2, Occult 3
nication with Kinfolk scattered throughout Asia and respond to
Backgrounds: Allies 3, Contacts 3, Rites 3, Totem 5
request for aid whenever they can.
Gifts: (1) Blur of the Milky Eye, Channeling, Iron Resolve, Fall-
Kinfolk, Packmates, and Enemies ing Touch, Open Seal, Persuasion, Sense Wyrm, Truth of
• Hadem Twice-Changed: Hadem supports but worries for Gaia, (2) Burrow, Inner Light, Strength of Purpose, Surface
Dina. He understands the feeling of needing to correct Luna’s Attunement; (3) Clarity, Shell
selection but worries that Traces-the-Circle is going too far and
Rank: 1
angers the moon goddess. Despite this, Twice-Changed trusts
in Chimera’s wisdom over his own and does whatever he can to Rage: 5
assist Dina on her self-discovery. Gnosis: 5
• Aya “Marks-the-Prey” Saeed: The sept Leader of the Willpower: 7
Bloodied Stair, Aya is a Black Fury Elder and Dina’s mother. Glory: 1
Despite the dishonor she feels at her child’s birth and actions,
Honor: 1
Aya can’t bring herself to abandon her motherly concern and has
kept the gates of the sept open despite widespread disapproval Wisdom: 1
from other members. Rites: (1) Rite of Renunciation, Rite of Talisman Dedication
• Chimera: She of Many Faces understands self-discovery Fetishes: None
through change. Dina’s journey is a difficult one that may never be
completed — the Apocalypse draws closer, the Wyrm’s forces grow
ever stronger, and the Garou Nation itself regards those who defy
Luna’s choices poorly. Nonetheless, Chimera has made it known
The Judges
Standing between the light and the darkness, the Philodox
among Stargazers that they brook no hostility or impediment to sees both sides and chooses which is preferred in the situation.
Dina and ensures a constant entourage of Chimerlings follows When the situation calls for it, the Half Moon tells the Ahroun
closely enough to observe, report, and intervene if necessary. to stay their claws, the Galliard to be quiet, the Theurge to ignore
Whispers spirits, and the Ragabash to cease their questions and follow
• Luna’s Wrath: Some believe Dina’s path goes too far. Luna the pack. Garou who truly seek to win or avert the Apocalypse
can accept an ignorant cub changing the gift she has bestowed on know that when the Philodox acts, it’s rarely without considering
them once, but doing so over and over is an affront to having an alternatives, and even their unorthodox approaches may prove
auspice at all. They say Lunes already shun Dina’s presence and the path to victory.

THE ICONS OF RAGE 43


James Fromm particularly several Balam who had angered them. Volunteering
to act as a mediator to avoid bloodshed, James stood firm when
Howl: Judgment without Mercy the alpha of the Get pack attacked him, refusing to yield and
Quote: “Gaia’s love is without limits. She will always be our mother. casting judgment on the irritable Ahroun as his pack defended
I know she will forgive you.” him. Earning himself the deed name Unyielding Righteousness,
James and his pack began to travel to numerous caerns across
Breed: Homid
South America, battling the Wyrm and becoming well regarded
Auspice: Philodox
as competent heroes.
Tribe: Children of Gaia
Shortly after his rise to fostern, James discovered his pack
Gaia loves, Garou kill alpha, Grisel Thunderjaw, had been engaging in repeated acts of
For nearly a century, a transplanted colony of American cannibalism. James confronted her alone so as not to shame her
Mennonites has existed near the city of Florida in Paraguay. before the entire pack When Grisel was unrepentant, the two
Only a dozen or so families strong, this religious enclave has came to blows, and James took the drastic step of stabbing her
quietly tended their farms and lived quiet, humble lives of toil through with a klaive the pack had brought back to the family
and devotion. While devout Christians, the elders of each gen- of a dead hero.
eration knew that the families had a dark secret — many of the Something broke within James that night, and he began to
original settlers were Kinfolk to the Children of Gaia. It was of watch his fellow Garou closely for signs of Wyrm taint and bring-
this colony that James Fromm was born in 1992. When he was ing judgment to them quietly and without reservation or mercy.
coming of age, James’s cousin Morgan was accused of bringing Eventually, the hypocrisy of his deeds began to wear on him, but
drugs into the community, and there was a fervor of outrage that Unyielding Righteousness believed in two things — that his cause
culminated in James’s First Change, in which several members was just, and that Gaia would always love him.
of the community died, and an entire homestead was burned For several years, James and his packmates have traveled much
to the ground. of South and Central America, battling the Wyrm and aiding
Using old ties, the elders of the community reached out to the Garou Nation publicly, and in many of the septs they visited,
the only werewolves they knew in Paraguay, members of the Sept James would find one, sometimes two, Garou who he knew must
of Unquiet Dreams, a multitribal sept that had formed during the be stopped before they corrupted an entire pack or sept.
heyday of the war in the Amazon. Here, James was brought into Plots and Ambitions
Garou society and joined a pack of other young cubs.
• Pruning Bad Branches: James takes no pleasure in what
Having a devout religious upbringing as well as the honorable
he does, seeing it as a necessary act that costs him his soul even
judgment of a Philodox, James was a kind, fair, and honorable
as he carries it out. He believes in the War against the Wyrm, or
young Garou. His pack participated in several actions that led
as he sees it, the war for Gaia, and when certain members of the
them to accruing major Renown; James himself was badly injured
Garou Nation stray too far, they must be removed. The victims
when a horde of fomori with a taste for Garou flesh descended on
chosen are never random, but always those who he believes will
the caern. His most notable act was when his pack stood against
strengthen the whole. Though he would never admit it, many of
a pack of Get of Fenris who had taken to attacking local Fera —
his victims are also chosen as the ones he can get away with killing.
• Friends in Low Places: The Vagabonds of Glory, James’s
pack, have traveled and fought together for several years, even
after Grisel’s mysterious death years back. Though he trusts them
with his life, Unyielding Righteousness has yet to bring them into
his scheme. He is planting seeds, slowly, turning their opinion
towards one that would support his work. He feels that he can
convince at least half of them to join him.
• The Work Must Continue: His first kill was hasty and
unplanned. Since then, James has gone to great lengths to cover
his tracks. Whenever possible, he will use physical distance to sow
doubt — he has used silver bullets in rifles and even a car bomb
with silver shrapnel to dispatch victims. Sometimes he creates false
evidence or coerces local Gafflings to do so for him.
Territory
• Sept of Unquiet Dreams: Founded shortly before James
was born, this sept based around a small caern in southeastern
Paraguay is a multitribal coalition which had been founded as a
support station for the war in the Amazon further north. The
Sept of Unquiet Dreams is notable for being one of the few stable
moon bridges the Garou have in the region.

44 ICONS OF RAGE
Kinfolk, Packmates, and Enemies Abilities: Alertness 2, Athletics (Running) 4, Brawl 2, Empathy
1, Leadership 1, Primal Urge 1, Streetwise 3, Subterfuge
• Outer Florida Colony: Though his travels rarely allow him
(Feigned Innocence) 5; Drive 1, Firearms (Rifles) 4, Larceny
the opportunity to return home, the Mennonite Colony where
3, Stealth (Shadowing) 5, Survival 3; Investigation 3, Medicine
James was born is filled with at least two dozen Kinfolk, most of
1, Occult 1, Rituals 1
whom James has known his entire life. To the community at large,
James is a missionary serving Jesus far from home. Backgrounds: Contacts 4, Fetish 3, Kinfolk 3, Rites 1
• Vagabonds of Glory: Brought together by Elders of the Sept Gifts: (1) Apecraft’s Blessing, Brother’s Scent, Fangs of Judgment,
of Unquiet Dreams several years ago, the Vagabonds have grown Scent of the True Form; (2) Luna’s Armor, Speech of the
close and grown strong. The other members of the pack are Manu World, Strength of Purpose
Baez, a homid Ragabash Bone Gnawer; Cecilia Gomez, a homid Rank: 2
Children of Gaia Theurge; and Two-Throats, a metis Galliard
Rage: 3
of the Children of Gaia born to a Black Fury and a Fianna. All
members of the Vagabonds are fostern. Gnosis: 2
• Victims: Notable victims of James include Pedro “Pusher” Willpower: 6
Franco, a Glass Walker in Asunción who was keeping vampires as Glory: 1
livestock to sell their blood; Noemi Cabrera, a Shadow Lord from Honor: 4
Brazil who was conspiring with Pentex; and Rage-of-the-Lost, an
Wisdom: 2
Uktena lupus who had begun slaking his anger on humans. Many
have friends and family still searching for answers. Rites: (1) Rite of the Questing Stone, Rite of Talisman Dedication
Whispers Fetishes: Chameleon Skin, Nyx’s Bangle
• Dead Man’s Hand: As several of James’s victims were
assassinated with gunfire at a distance, sometimes with silver,
and others with just a torrent of bullets, these murders are often
Celine Kelsoe
Howl: Embracing new ways
attributed to human werewolf hunters. Attacks-at-Midnight, a
Glass Walker Ahroun and former mercenary thinks the most Quote: “The Impergium failed. The Garou Nation has squandered
likely group to carry this out is the Dead Man’s Hand. eons battling humanity when we should have been teaching them. There’s
no more time for petty violence. Now’s the time to teach them our ways,
• Murder Hobos: A few cunning Garou have noticed that,
teach them to respect Gaia. It’s her only hope.”
when the Vagabonds of Glory travel to a sept, it has often coincided
with a death of a Garou. Now, Garou dying violently is the rule Breed: Homid
and not the exception, but eventually even the least wise among Auspice: Philodox
the Nation can recognize patterns. A Get Ahroun and veteran of Tribe: Ronin (formerly Fianna)
the Amazon War who excels in tracking Black Spiral Packs thinks Ronin by Choice, Outcast in Protest
he may have found one that got far closer than anyone can realize
Celine was a Fianna, raised by Kinfolk. The trauma of her
and is now tracking the young pack.
First Change was blunted with comfort and wisdom of a close-knit
• Skin in the Game: Perhaps the most depraved step James family who had been living with the possibility of a Garou birth
has taken to hide his tracks is to take the skins of the occasional for generations. She knew the Litany back to front and could sing
victim. As a Child of Gaia, he is aware of the notorious Samuel several songs of Fianna deeds before the Change came. While
“Skinner” Haight, a former Kinfolk of his tribe. Though long her family assumed she would embrace the Gibbous Moon, she
thought dead, his technique of taking the skins of Garou survives. changed under the Philodox auspice, which shocked everyone —
Why should anyone suspect a Garou of stealing skins to become most of all Celine.
Garou?
Prior to the First Change, Celine thought that the stories and
Image songs of the Fianna were fables steeped in metaphor. Fairytales
• In Homid form, James is a tall and sturdily built Caucasian meant to illustrate responsibilities that the people had to protect
man with short cut brown hair and a cleanly shaven face. His skin the land and combat evil and corruption. It didn’t take long living
is a deep tan from spending years outside, both as a child and a among the Garou for her to realize just how literal — if occasion-
Garou. He tends to dress in durable, plain clothes. When on the ally embellished — those tales truly were. The violence of Garou
hunt, however, he often adopts different guises to deceive anyone society bothered Celine deeply, and though she survived her Rite
looking into his kills. Sometimes this means blending in with an- of Passage and went on to a modest increase in Rank, she was
other subculture, others it could be actual camouflage. His Lupus disconcerted by the beliefs of her Garou brethren.
form is lean, with a light-brown coat and the same green eyes. Shortly after she attained the rank of foster, Celine first ran afoul
Attributes: Strength 2 (4/6/5/3), Dexterity 3 (3/4/5/5), Stamina of her elders. An avid social media creator and climate activist even
(Tireless) 4 (6/7/7/6); Charisma 2, Manipulation (Forked before her change, Celine refused to cast aside her various profiles
Tongue) 4 (2/1/1/1), Appearance 2 (1/0/2/2); Perception despite her pack’s insistence. She reasoned that the information she
3, Intelligence 3, Wits 3 was sharing was crucial to reach out to humans and educate them
about the ongoing climate crisis. When she refused to relent, even

THE ICONS OF RAGE 45


works to increase her presence on social media and build an au-
dience. In addition to purely educational content, she frequently
engages in or creates various trends and memes to ensure her
content is always reaching new people.
• Survive and Thrive: Celine knows the consequences
of becoming Ronin. She has intimate, first-hand knowledge of
Garou impatience, and she knows she’s living on borrowed time.
She knows Gaia is likewise living on borrowed time and hopes to
have meaningful impact on the climate crisis before she’s struck
down. To her mind, this is the true meaning of the Litany and
the true purpose of her people. She harbors no delusions about
how the Garou feel about Ronin and takes great care to limit her
risk of exposure to retribution by remaining in the company of
humans with ubiquitous social media presences. This has proven
a deterrent to attacks from Garou so far, but she understands
that this situation can’t continue forever. Eventually her antics
will piss off the wrong sept leader, and it won’t matter a damn
what human shields she’s surrounding herself with. While she’s
always seeking a more tenable solution to this problem, she’s got
no long-term survival plan.
• Teach Everyone Reached: Celine believes if she can teach
humans to respect their environment, the climate crisis might still
in the face of escalating punishment, the sept threatened to levy be averted or mitigated. She slips in bits and pieces of Garou beliefs
stricter punishment for violations of the Litany, claiming that her and spirituality into her content with the intention of distributing
posts threatened the Veil. Insulted by the accusation, Celine went respect for nature through those beliefs. Since declaring herself
into a tirade about the actions of her pack and sept, criticizing the Ronin, she’s grown far bolder with this approach. Her content
brutal and violent approach the Garou have always taken toward stretches the Veil. How long the Garou will tolerate this remains
humanity. This culminated in Celine storming out of the moot. to be seen.
The next day, her packmates came to bring her back to the Territory
elders for punishment. The sept leaders told her pack to collect
• Mobile Operations: Celine stays on the move. When she
her so they could reprimand her for her blasphemous outburst.
quit the Garou Nation in protest, she abandoned her childhood
This was the final straw for Celine. She renounced her tribe and
home in rural Ireland and has no intention of returning. Though
fled. With an impassioned speech, she talked her pack into letting
she misses her family dearly, she’s resolved not to contact them
her go in peace. When the pack returned to the elders and shared
for fear of putting them at risk of retribution for associating with
what had transpired, the elders were livid. They demanded she
a Ronin. Celine is currently traveling throughout the European
submit to their judgment or else they would hunt her.
Union, making her way from protest to rally to spread her message,
Reaching out to her on social media, Celine’s pack warned her
meet with her followers, and fight the climate crisis.
of the elders’ decree. Celine sent back a video message in which
• Web Presence: Celine maintains a prolific social media
she declared that she had several videos that she would reveal to
presence and generates content daily. Her main demographics
her followers exposing secrets of the Garou if they didn’t back off
are teens and those in their twenties, with a healthy number of
and leave her alone. She was gambling the possibility of her 2.2
activists and science educators from various backgrounds among
million followers seeing direct breaches in the Veil would dissuade
her mutuals. She is reliant on her celebrity to keep her safe from
the sept from pursuit. The gamble paid off.
the Garou, who would like to see her struck down for her arro-
Although it cost Celine her packmates, her station in Garou
gance and for turning her back on the Litany. Celine knows she
society, and any contact with her family, she’s now free to use her
is walking a tightrope and her follower count won’t shield her
platform to educate humans. She leverages her significant social
forever, but she also believes that the only hope Gaia has is for
media footprint creating viral videos, memes, and educational
her to do what she’s doing and bring the wisdom of the Garou
content aimed at increasing awareness, inciting activism, and pro-
to humanity.
viding insight into the urgency of climate change. She frequently
pairs scientific content with spiritualist belief in her presentation Kinfolk, Packmates, and Enemies
and focuses significant effort on displaying the harmony between • Kira Rebel: Kira is a fellow content creator focused on
the two. She hopes that she can reach enough people to make a cosplay content. Between her platforms she has nearly five million
difference in this critical phase of the climate crisis. followers. She’s one of the few humans whom Celine has told the
Plots and Ambitions truth about her nature as a Garou. Kira knows quite a bit about
internet security and personal safety thanks to a few terrible run-ins
• Reach as Many Humans as Possible: Celine is a successful
with stalkers early in her career. This knowledge helps Kira and
content creator operating across multiple platforms. She constantly
Celine avoid potential problems from tech savvy Garou, though

46 ICONS OF RAGE
Celine frequently reminds Kira that the Garou have spirits and Abilities: Alertness 2, Brawl 1, Empathy 2, Expression (Social
magic and millennia of cultural history as hunters. Despite the Media) 4, Leadership 3, Primal Urge 2, Subterfuge 1; Animal
danger, Kira refuses to abandon Celine. Ken 2, Drive 1, Melee 2, Performance (Oration) 3, Stealth 2,
• Fan Community: Celine’s fan community is massive. Like Survival 2; Academics (Ethics) 2, Computer 2, Enigmas 3,
any community of its size, there are exceptionally kind and helpful Law 2, Medicine 3, Occult (Garou Lore) 4, Rituals (Mystic)
members rubbing shoulders with toxic individuals who bring 4, Science (Climate Science) 4, Technology 2
nothing but trouble everywhere they pop up. A small but growing Backgrounds: Allies 1, Contacts 1, Resources 2, Rites 3, Totem
number of her fellow Ronin are putting together exactly who she 5 (Bear, Personal Totem)
is and what she stands for. As her influence on social media grows, Gifts: (1) Master of Fire, Mother’s Touch, Persuasion, Truth of
she reaches more Ronin. This could lead to the largest network of Gaia, Two Tongues; (2) Glib Tongue, Staredown, Strength
Ronin working together for common cause — if Celine survives of Purpose
that long. In addition to the Ronin, some spirits of the Weaver and
denizens of the Digital Web have taken note of Celine’s activities. Rank: 0
A few have even gone so far as to interfere with the efforts of Garou Rage: 4
to track her location or otherwise intervene on her behalf. Gnosis: 4
• Bear: After parting ways with the Garou Nation, Celine Willpower: 8
sought out the spirit of Bear to serve as her totem. When she ex-
Glory: 0
plained her reason for leaving the Garou and her mission to heal
Gaia, Bear gladly accepted her. The increase in healing knowledge Honor: 0
Celine gained from her pact with Bear inspired her to become more Wisdom: 0
involved as an action medic when she attends protests. Though Rites: (1) Rite of Binding, Rite of Cleansing, Rite of Talisman
she has yet to use the hibernation ability her patron grants, she Dedication
thinks the ability to lie extremely low for months at a time may Fetishes: None
come in handy should she gather too much heat from the Garou.
Whispers
• Corrupted by the Wyrm: Celine’s former septmates and
Hestia “Arm-of-the-Erinyes”
family believe she is corrupted by the Wyrm. That much like the
Wyrm, an outside influence has driven her to madness. Some
Black-Eyes
whisper that the emphasis she’s given the Weaver in her life has Howl: Storyteller of Dionysus
caused this fracture in her mind. Quote: “Rage. Sing to me O Muse of the Rage of Gaia. Mother
• Litany Breaker: Perhaps one of the more insidious rumors of all, massacred, defiled, tainted, and through her rage let us plunder
about Celine among the Garou is a rumor of omission. Those who the hallowed fortress of man.”
speak of her often say that she’s been known to habitually break Breed: Homid
the Litany, yet the specific violations aren’t spoken of. As is often Auspice: Philodox
the case with rumors, this one is frequently shared in the most Tribe: Black Furies
scandalous and accusatory tone, inviting the listener to invent all
manner of foul behavior while filling in the gaps for themselves.
The Legacy of the Garou
Hestia did not have a normal childhood, even by the stan-
Image
dards of the Garou. Her parents, old-fashioned even by the views
• In her Homid form, Celine is muscular and tall with green of Kinfolk, raised her isolated from most, with the same views of
eyes. Her Garou physiology combined with intense and frequent the world as the angriest of lupus. She learned that humans are
workout routines have given her a statuesque frame. Though she naturally destructive, that cities and towns are abominations in
often wears multicolored wigs on camera, her hair is auburn and the eyes of Gaia, that it is man who is the root of all evil.
kept in a textured, shaggy bob. She leans into current E-Girl fash- So it was, growing to become a misanthrope and cruel woman,
ion trends when creating scripted content, though opts for more that Hestia underwent her First Change upon seeing a male Garou
functional clothing when in the field at protests. Her mixture of at the local sept threatening a Kinfolk woman. When Hestia awoke,
relatability, curated screen presence, and her gift for conveying blood was on her tongue, and she had been led to a cabin far off
complex topics in simple language ensure her followers are well in the woods to run out her transformation. Knowing that she was
informed about the climate crisis and constantly exposed to new not even Kinfolk only helped to make her feel more disconnected
actionable plans for turning the tide. In Lupus form, Celine is a from her humanity; she craved further disconnection and to find
shaggy wolf with a brown and gray coat, giving her an appearance somewhere without humans.
like a Labrador wolf. Her eyes retain their green color in Lupus
Hestia felt her connection to humanity wane, spending more
form, offering the hint of something supernatural.
time in her Lupus form. She even took on a new name separate
Attributes: Strength (Steely Grip) 4 (6/8/7/5), Dexterity 3 from her human one, and even tried joining the Red Talons but
(3/4/5/5), Stamina 3 (5/6/6/5); Charisma (Captivating) 5, was rejected as her nature was indelibly stained by her homid
Manipulation (Unswerving Logic) 4 (2/1/1/1), Appearance 3 origins. Eventually, after a long Rite of Passage, she joined the
(2/0/3/3); Perception 2, Intelligence 2, Wits (Cool-Headed) 4

THE ICONS OF RAGE 47


Black Furies and moved to a remote part of Greece to become Plots and Ambitions
closer to the tribe’s ancestral roots. With time, though, she came
• Lachesis’s Doom: It is not the Wyrm Hestia hates, but the
to feel that disconnect continue to grow, even as she worked to
Weaver who she believes serves no purpose but to calcify and still
try and help Gaia as Garou did.
the world. For that reason, Hestia fights to destroy its influence,
Not even this felt right, and she fell in with a Camp of Bac- seeking to strike the Weaver wherever they appear and tear down
chantes Furies that created a reign of terror across the region. their influence in the world. Even by the standards of Garou,
After falling out with them and pushing her friend Samantha Hestia’s methods are often considered extreme, and she will be
away by claiming them to be an abomination of Gaia; Hestia happy with nothing less than the complete and utter destruction
eventually retreated from all contact with humans and lived in of Lachesis’s influence.
the woods of Thebes.
• Purge the Wyld: Even with her complete devotion to the
For fifty years Hestia lived as a lupus, traveling Greece and taking Wyld, Hestia is not happy with its place in the world either. The
revenge upon those who she deemed corrupters of Gaia’s influence. Wyld should not be owned, not be held or controlled, and even
At first she killed those who deserved it: Banes, fomori, rapists, the Garou are guilty of trying to. Any who try and claim the Wyld
murderers, any who served the Wyrm. Eventually, though, these should be dealt with as those who try and give it over to the Weaver.
killings came to be for seeming slights, and anyone who she thought
• Fear the Night: Hestia believes humans should rightfully
deserving of such a fate was judged guilty of some crime or another.
fear nature, and that the disconnect from the Wyld they have
This was not enough for her, and she came to wonder why not given themselves has removed this fear. As much as her actions
all Garou should be involved in the divine quest she saw herself are to destroy the Weaver and remove their influence, it is also
on. Dionysus, in her own mind, called for the destruction of all to make humans once again fear nature and pay it tribute rather
the Weaver’s servants. And, when undertaking such a crusade, than think they can control it.
why not gather up support for your cause?
Territory
In October 2017, Hestia gathered several lupus and similar
misanthropes from the area and gave a speech declaring the ills • Sept of Antigone’s Wrath: The Sept of Antigone’s Wrath
of the Weaver. Her first target was the Dionysion Hotel, which is a Garou sept located several miles outside Thebes, and the place
she claimed not only corrupted humanity, and was a symbol of where Hestia makes most of her contact with those Garou not
many wrongs the world knew, but also gave insult to her own god. already following her. A relatively minor sept, it boasts many Black
Dozens were massacred, and many were left chomping at the bits Furies and lupus who live in the area. Since the attack on the
looking for more. Dionysion Hotel, the sept has undergone a change of leadership,
Since then, Hestia’s newfound pack has carved a reign of heavily under Hestia’s influence.
terror through Central and Eastern Europe, striking out against Kinfolk, Packmates, and Enemies
any sign of the Weaver’s corruption they find. Construction sites, • Samantha Saves-the-Soul: A childhood friend of Hestia,
political offices, nothing has been safe so far from her influence the two have long ago separated and left on poor terms. The two
and her attempts to take down the Weaver’s influence. Anything are not enemies as, while Hestia will call Samantha an abomina-
that is of Lachesis must be crushed, broken, unspun, and brought tion and spit all the bile they can, neither can bring themselves
back to the Wyld. to hurt the other. Samantha has slowly become aware of just how
far Hestia has gone in the name of her crusade on humans, and
become increasingly disgusted with it, though has not yet made
an active effort against them.
• The Erinyes: The Erinyes is the name Hestia’s followers
have taken up as their banner for their crusade. Using the old
name of the Black Furies, she hopes it to represent how they are
the movement that represents the old ways of the Garou, and how
they should strive to be again.
• Jamie Heart-Eater: A Silent Strider Ahroun and one of
the more loyal members of the Erinyes, Jamie has served as the
second in command of Hestia’s movement and led several strikes
against various servants of the Weaver. Legend has it was him
who created the landslide that took down the Dionysion Hotel.
Whispers
• Wyrm Servant: Some whisper that Hestia’s actions are in
fact in service of the Wyrm, and her focus on pitying the Wyrm
and striking out against the Weaver is but an excuse to allow cor-
ruption in the Garou. What better way to make Garou fall to the
Wyrm than to channel their anger and wrath into a place where
it can grow and boil unstopped?

48 ICONS OF RAGE
• Self-Destructive Garou: Hestia is perhaps the most tragic
extension of what can happen when a human is raised in the Tuteesh Dei Yik
mindset of a Garou, and some believe her behavior to be every Howl: Fierce protector of the people
bit self-destructive as it is meant to be a crusade for Gaia. Those Quote: “You sing of the Apocalypse as if it started yesterday,
who believe this think Hestia’s crusade is about the fact she was Wyrmbringer, but the Three Brothers have survived the Apocalypse you
never allowed to love her own people, even as a human raised brought with you for generations, and we have thrived. Now, while you
among humans, and she wishes to make up for some sin she sob for your losses, we sharpen our knives, and our brethren, both of blood
perceives her birth to be. and spirit, rise to war with us.”
• Gaia’s Rebirth: Rumors among the Erinyes say that Hestia Breed: Homid
has either been given or is looking for the mythic Red Talon rite
Auspice: Philodox
known as Gaia’s Rebirth. Legend holds the rite can reclaim even
Tribe: Wendigo
the most Weaver tainted of cities for the Wyld within minutes
of casting. Those who believe this often whisper Hestia plans to Disciple of the Apocalypse
use it in one city or another and use it as the start of a long-term Born in Wéinaa, British Columbia, Tuteesh Dei Yik was
plan to tear down the Weaver across the world. raised in a family of Kinfolk who were aware of their bloodline
Image and prepared her for the potential for First Change. She first
learned the importance of her tribe and tribal histories while
• In Homid form, Hestia appears as an older woman ap-
learning craft skills like cedar weaving and woodcarving; she also
pearing to be in her early 50s, despite being in her late 70s. Tall
learned about atrocities and injustices, both historical and present,
and strong, age has not yet taken its toll on Hestia, and she often
suffered by her family.
still carries herself as any warrior of the Garou should. Hestia
has cast off much of her humanity and often wears clothes she When her First Change occurred, her family sent Tuteesh
has fashioned herself out of leathers and furs, when needing to Dei Yik to the Sept of the Drowned Wolf at Koma Kulshan in
travel as a Homid among fellow Garou. If forced to travel among Washington State, where she learned at the foot of her uncle
human territories she often steals some clothes, rather than keep Ch’éenx’ée’l’, legendary Theurge of Younger Brother. Despite his
her own on hand. Hestia generally keeps her thinning and gray reputation for being cruel with every Garou who came to him,
hair cut at chin length, and usually cuts it herself while isolating relative or not, she cherished the wisdom her elder was willing to
among lupus. In Lupus form, Hestia appears as a large black and share and took even harsh criticisms with serious consideration.
gray timber wolf, whose fur is heavily patched and scarred from Tuteesh Dei Yik was heavily involved in much of the revital-
years in the form. This is generally Hestia’s more natural form ization of the Sept of the Drowned Wolf. She originally earned
the last several years, and so long as she can choose her form, she Honor from performing simple duties such as Guardianship, and
will use this one. a brief foray as Keeper of the Land, and eventually Truthcatcher.
Attributes: Strength 3 (5/7/6/4), Dexterity 5 (5/6/7/7), Stamina She grew lax in her duties as Truthcatcher as her pack roamed
4 (6/7/6/6); Charisma 2, Manipulation 5 (3/2/2/2), Ap- in search of the enemy targeting Indigenous peoples and lands.
pearance 2 (1/0/2/2); Perception 3, Intelligence 1, Wits 2 After a serious falling out with her uncle, Tuteesh Dei Yik resigned
from her official position.
Abilities: Alertness 1, Athletics 2, Brawl 5, Expression 3, Intimi-
Years went by before they reconciled, but when both experi-
dation 2, Leadership 4, Primal Urge 3, Subterfuge 2; Animal
enced visions of Turtle — he through his relationship with Crane,
Ken 3, Etiquette 1, Larceny 1, Melee 2, Stealth 2, Survival 4;
a spirit of Visions, and she through the songs and memories of her
Academics 1, Investigation 1, Medicine 2, Occult 3, Rituals 4
Ancestors — they came together to discuss the message. Together
Backgrounds: Ancestors 1, Pure Breed 3 they concluded that spreading the message of Turtle’s presence
Gifts: (1) Fangs of Judgment, Heightened Senses, Master of Fire, was necessary in the final days of the Apocalypse, because the
Persuasion, Resist Pain, Sense Wyrm,; (2) Call to Duty, Kali’s only way the Garou could survive — even Wyrmcomers — was
Tongue, King of the Beasts, Pulse of the Prey; (3) Coup De under Turtle’s spiritual protection. Ch’éenx’ée’l’ could spread
Grace, Cowing the Bullet, Disquiet; (4) Body Wrack, Roll Over the message within the protectorate of the Sept of the Drowned
Rank: 4 Wolf, but to bring more Garou in the service of Sacred Turtle,
Tuteesh Dei Yik would need to continue her ranging to share
Rage: 5
the visions and memories while still taking teeth and claws to the
Gnosis: 1 servants of the Wyrm.
Willpower: 5 Today, many have heard Tuteesh Dei Yik’s message, and some
Glory: 5 have claimed to have had visions of Sacred Turtle themselves. Tu-
Honor: 8 teesh Dei Yik dreams the dreams of her forebears and, putting them
together, believes that Turtle is awake. Tuteesh Dei Yik chooses to
Wisdom: 4
walk to war knowing that her pack — and others who have devoted
Rites: (1) Moot Rite, Ride of the Jackdaw, Rite of the Opened themselves to Turtle’s awakening — enjoys her protection at their
Caern; (2) Voice of the Jackdaw; (3) Rite of the Glorious Past, backs. Her Turtle stories and visions are spreading throughout the
The Hunt; (4) Enchant the Forest Pure Tribes, and the believers are becoming more outspoken and
Fetishes: None undaunted in their efforts. Several packs have formed devoted to

THE ICONS OF RAGE 49


her uncle’s sept in northwestern Washington State. Although she
considers the Sept of the Drowned Wolf her home, along with
her war pack, Frozen-Breath-Along-the-Surface, Tuteesh Dei Yik
travels across the continent, visiting reservations and other sacred
Indigenous territories to fight the forces of corruption which always
seem to target the Kinfolk of her tribe first.
Kinfolk, Packmates, and Enemies
• Frozen-Breath-Along-the-Surface: Tuteesh Dei Yik’s pack
is a war pack. Although only Blue-Elk-Drinks-Rain was born under
the full moon, each one is a deadly and capable combatant dedi-
cated to the ways of Crane-of-War and fiercely protective of their
territory and Kinfolk. As their tales of glory and protecting the
land grow, they mount increasingly daring attacks on oil pipelines,
uranium mines, tar sands plants, and recently, an Alaskan police
precinct complicit with the disappearance of Younger Brother’s
Kinfolk. Tuteesh Dei Yik never goes far without her pack, and
where her pack walks, blood follows.
• Ch’éenx’ée’l’: Ghost-on-One-Side is the living Legend of
Younger Brother, renowned for countless deeds including revital-
izing the Sept of the Drowned Wolf. This had fallen into disrepair
and disrepute at the hands of successive Wyrmbringer sept leaders
this spirit, but many Garou, primarily Wyrmcomers, don’t believe who failed to understand its significant to Younger Brother and
this is true and dismiss this as more Younger Brother quibbling, living in harmony with its spirits. Ch’éenx’ée’l’ is Tuteesh Dei
unworthy of consideration. Yik’s uncle but is more of a father figure to her. When Tuteesh
Plots & Ambitions Dei Yik needs to lick her wounds or requires advice that her pack
or her visions cannot provide, she returns to this spirit-seer, and
• Family First: First and foremost, Tuteesh Dei Yik is a cham-
together they ponder the portents.
pion of her tribe, and she sees her stewardship of both land and
• Evan Heals-the-Past: Many in the Garou Nation consider
kin as the most important mission granted her by Grandmother.
Evan Heals-the-Past as a paragon of what Younger Brother should
Raised in a sept that had been all but destroyed by the misman-
be. They see Evan at the side of King Albrecht, serving as peace
agement of the Wyrmbringers until her uncle came along and put
advisor and conscience, but he never interferes when the King
it back in order, she has witnessed the inability to trust the others
makes decisions on behalf of the nation that might adversely
to tend to their sacred duties. She leads a solely Younger Brother
affect his relations. Among his own tribe, Evan is considered a
pack across North America, rescuing Kinfolk from corruption
pretender and a significantly more controversial figure. “Steals-the-
and destroying the manifestations of the Wyrm that would harm
Past”, as Tuteesh Dei Yik (and many of Younger Brother) refers
traditional reservation land, or even land that belongs to the First
to Evan, has turned his back on the tribe’s needs and serves a
Nations but has been stolen by governments over time.
Wyrmbringer king who just uses Evan as a symbol of unity when
• The Dream of Her Ancestors: Tuteesh Dei Yik performs
necessary. Although Evan isn’t looking for it, a confrontation
her duty as a service and honor to her Ancestors, with whom she
is coming, as Tuteesh Dei Yik is increasingly recognized within
communicates through both sleep and waking dream. Each Kin
Younger Brother as a leader for all.
she rescues is a descendent of an Ancestor whose life she has lived,
and each portion of sacred land purified was once stewarded by Whispers
someone who dreams inside her own head. • Desperate Times: Some believe Tuteesh Dei Yik’s all-Young-
• Great Turtle’s Voice: Tuteesh Dei Yik has connected and er Brother pack is becoming desperate to prove themselves and spill
amalgamated the many stories and memories of Great Turtle, and as much blood as possible in these last nights of the Apocalypse.
this vision of Turtle has further compelled her in sacred duty. She The pack itself believes they are only emboldened to their righteous
believes Turtle is awake and never disappeared with the loss of end by the gleaming spirits of Grandmother, Crane-of-War, and
Middle Brother. Instead, Turtle and Grandmother have become Sacred Turtle, awake and ready for war.
one and the same spirit, or possibly they were always the same, or • Turtle’s Slumber: Common wisdom holds that Middle
Turtle is a specific manifestation of the portion of Grandmother Brother is gone and is never coming back. Both Younger and
that is North America. Now, Turtle is ready to show her head and Older Brother tell different stories of the return of Turtle at the
the claws held within her shell and war alongside any Garou who end of days and her lost children rising to strike at the heart of the
will take up her cause in the End Times. Wyrm. As Tuteesh Dei Yik spreads word of Turtle’s awakening,
Territory other tribes can’t help but hear of this herald who gathers packs
to war. Some Garou wonder if silencing Turtle’s herald would
• Indian Country: Tuteesh Dei Yik was born and raised in
return the Incarna to sleep and delay the Apocalypse for a time.
British Columbia, until her First Change, when she was sent to

50 ICONS OF RAGE
Image and children, so she wasn’t alone in her experience. Yet rather
than bond over the shared abuse, his families competed for his
• Tuteesh Dei Yik is a Tlingit woman in her early thirties with
cold acknowledgement — not love, never love.
her hair cropped into a short military cut. She tends toward outdoor
casual, often wearing worn-out jeans, hiking boots, sweat-wicking Her yearned-for First Change arrived unexpectedly during a
t-shirts, and flannels (or appropriate weather gear). She also wears high school exam. While an afternoon thunderstorm raged, furred
a woven cedar headband hand-crafted by her uncle, the only fury trashed the class between flickering thunderclap booms. The
known living Legend of her tribe. The headband is not a fetish; media reported it as a terrorist attack, but Viola knew the truth. She
it is merely a symbol which communicates her heritage to other awoke in a ditch covered in the blood of her teachers and peers.
members of Younger Brother. Her Lupus form resembles the gray A werewolf stood over her, growling in the flashing storm. This
wolf Kinfolk of her tribe, with more white than usual and most was the first time she saw her father smile. It wasn’t comforting.
of the gray running a stripe along her back. Long, vicious-looking As the first Garou among his many children, Vlad doted on
scars cover her forelegs, not usually visible while in Homid form. Viola — though he remained cruel and demanding. Viola enjoyed
Attributes: Strength 3 (5/7/6/4), Dexterity 3 (3/4/5/5), Stamina more freedom than ever before. Only a few months later another
(Relentless) 5 (7/8/8/7); Charisma (Forceful) 5, Manipulation of Vlad’s children changed — suddenly he had a new favorite. To
3 (1/0/0/0), Appearance 3 (2/0/3/3); Perception (Farsighted) Viola, Nada was weak, clumsy, and cruel. To Vlad, Nada was his
5, Intelligence 3, Wits 3 boy. Her freedom was over — Viola once again had to compete for
every scrap of recognition.
Abilities: Athletics 3, Brawl 3, Empathy 2, Expression 2, Leader-
Vlad took them to Europe for their Rites of Passage — delaying
ship (Inspiring Speeches) 4, Intimidation (Implied Threats)
his daughter’s rite so Nada could undergo his at the same time.
4, Primal Urge 3; Animal Ken 3, Crafts (Woodworking) 4,
He proudly displayed his children to their Kinfolk from Istanbul
Melee (Knives) 4, Performance 2, Stealth 3, Survival (Boreal)
to Budapest. Then, once they’d passed their initiations, he left
4; Enigmas (Ancient Mysteries) 4, Investigation 3, Law 3,
them in Margrave Konietzko’s care. In truth the Margrave had no
Occult 2, Rituals (Punishment) 4, Technology 1
time for coddling the Volaschky children and swiftly passed them
Backgrounds: Ancestors 5, Fate 2, Fetish 3, Kinfolk 4, Mentor to Ekatarina Sun-Hider to train and temper. Viola despised her
5, Pure Breed 4, Rites 5, Totem 2 father for leaving her but soon respected the European Shadow
Gifts: (1) Beat of the Heart-Drum, Fangs of Judgment, Master of Lords she now lived among.
Fire, Smell of Man; (2) Call to Duty, Claws of Frozen Death, Sun-Hider found a use for each of them. Viola was Konietz-
Command the Gathering, Mark of the Wolf, Speak with the ko’s envoy, traveling from sept to sept across Europe, delivering
Wind Spirits; (3) Blood of the North, Calm the Savage Beast, messages, arbitrating disputes on the tribe’s behalf, and spying.
Wisdom of the Ancient Ways; (4) Bury the Wolf, Chill of She learned much from this experience — apart from the finer
Early Frost, Hero’s Stand, Scent of Beyond points of Litany law and diplomacy, she discovered a knack for
Rank: 4 getting strangers to talk and developed keen observation skills.
Rage: 8 She investigated rumors, unraveled plots, and uncovered secrets
within every sept and tribe.
Gnosis: 5
Ekatarina and the Margrave were pleased with her achieve-
Willpower: 9 ments. The tribes and septs she investigated less so, after Nada
Glory: 7 leaked Viola’s exploits to them. When Viola complained, Sun-Hider
Honor: 8 laughed — Viola should’ve known he was a liability, so the failure
Wisdom: 6 was hers. She should’ve disposed of Nada, allied with him, or used
him as a tool in her arsenal. Furious, humiliated, and unable to
Rites: (1) Gathering for the Departed, Rite of Cleansing; (2) Rite remain in Europe with septs howling for revenge, Viola returned
of the Omega Wolf, Rite of Ostracism, Rite of the Winter to Australia.
Winds; (3) Rite of the Loyal Pack
Vlad was displeased at his daughter’s unexpected return —
Fetishes: Pain Dagger but what else could be expected of a girl? For her part, Viola kept
discussion of Europe to a minimum. Her father employed her
Viola the Knife as his emissary to familiarize herself with — as he put it — their
enemies on the Jindabyne Council. Viola readily remembered
Howl: Emissary of Discord the Council’s names, faces, habits, and flaws, and she noted her
Quote: “Remember: a knife may kill, cut, or heal.” father’s interest when she returned to Tasmania with her insights.
Breed: Homid Yet Viola had learned Ekatarina’s lessons. With every report
Auspice: Philodox to her father, she stroked his ego. With every business trip to the
Tribe: Shadow Lords Council, she hinted at lurking dangers drawing near, stoking select
Councilors’ worries into fears, then into political unrest. When
Sparking Animosity she had enough support, she sprung her trap.
Viola Volaschky grew up fearing her distantly cruel father, Viola encouraged her father to attend the Jindabyne Sept’s
Vlad. His stern-faced discipline extended to all his wives, mistresses, Grand Moot. Upon arrival the Council laid forth dozens of

THE ICONS OF RAGE 51


• Twist the Knife: Viola plans to dethrone the Silver Fangs.
King Darius is pathetic — he’s already lost the support of several
tribemates, and Viola subtly encourages the disgruntled to action.
When Darius has lost enough support, she’ll either make her bid
for the throne if she has enough support from other tribes or let
the Council dissolve into chaos and form a smaller ruling body
of her own.
Territory
• Many Crows: The sizable Volaschky family property,
“Many Crows”, nestles upon Cradle Mountain in the Tasma-
nian Protectorate’s heart. Vlad established a large wolf pack here
exclusively for Shadow Lord purposes, taking pride in his tribe’s
dingo-free lineage.
Kinfolk, Packmates, and Enemies
• Nada: Little love is lost between Viola and her half-brother.
Vlad regarded Nada his natural heir — and rewarded him generously
as such. Now the siblings can hardly bear each other’s presence,
and both carry scars from fighting. Together they’d be powerful,
combining political and spiritual prowess, yet Nada remains furious
over his father’s murder — if only because he wishes he’d achieved
it first and made his father proud.
charges upon her shocked father. As his daughter, and a Philodox,
Viola received Vlad’s weapon for safe-keeping during the trial and • Ekatarina Sun-Hider: Viola’s primary contact with the
argued valiantly in his defense, but to no avail. After the Council Margrave is a cunning Shadow Lord Philodox who rules the Var-
enumerated his crimes against Garou, humanity, wolves, spirits, na Sept on the shore of the Black Sea with a silver fist. Her spy
and the Litany, Vlad was speechless. When he erupted in Rage, network spans both the world and the Umbra. Ekaterina records
Viola was prepared and swiftly cut her father down with his own every request for assistance, however. After all, her operatives need
Grand Klaive — out of dutiful regret, of course. She sorrowfully to know who to thank, and who they owe. Viola’s Protectorate
announced her reluctant acceptance of the Council seat he left is a useful safe-house for Ekatarina — comfortably distant from
vacant, and the Tasmanian Protectorate he ruled. When Nada Europe, it’s an excellent refuge for certain agents, and dear Viola
returned for their father’s funeral, he had no choice but to can’t possibly refuse.
grudgingly concede to her authority. Viola’s smile mirrored her Whispers
father’s that day. • Blades in the Grass: Viola has half the Council wrapped
Viola’s primary goal for now is to solidify her power. The around her little claw and politically neutered the rest. The divided
Jindabyne Council has mixed feelings towards her father’s death. Silver Fangs haven’t even noticed her power grab, nor realized
Though none called him friend, neither do any of them enjoy their time is ending.
feeling deceived. Several suspect foul play already yet keep silent • Guilty as Charged: Vlad “Volasshole’’ was framed and served
for lack of proof and the opportunities Viola represents. on a plate to advance Viola’s schemes. Worse, the Elders knew,
Viola has begun smoothing over grievances with a political and each is complicit in their silence. However, the guilt-ridden
finesse Vlad never possessed. To make suitable amends, Viola has are susceptible to blackmail, and Nada has been quietly collecting
offered to share her father’s private wolf pack with the aggrieved favors of his own.
Council members and their tribes. The offer tempts many who • Lying Spirals: Everyone knows Viola’s wolves are available
desire such access — the Get of Fenris, Glass Walkers, Fianna, and to all in return for political clout and other favors. The Get and
(to Viola’s immense satisfaction) the Silver Fangs have already Fangs thirst for “legitimate” breeding stock, yet whispers she
accepted. Her secondary, burning goal is Nada’s destruction — accepts the offers of even Black Spiral Dances calls into question
politically, socially, and spiritually. Until then, she’s happy to use who has power over whom.
his abilities as Theurge to her advantage.
Image
Plots and Ambitions • Viola is an attractive woman of Eastern European descent
• The Cruelest Cut: Though her interests lie in the mate- with a velvet voice and lustrous black curls framing her severe face.
rial world, Viola’s not ignoring the Umbral realms. She directs She dresses expensively, equally at home in a business suit or a
Nada to explore the Dreaming with the aim of finally cracking cocktail dress. In Lupus form she’s a black wolf with gray highlights
its secrets — something the other Garou have failed to do. With around her muzzle and paws. Her eyes remain dark thunderclouds
the Dreaming spirits tamed, her power will be unquestionable. glittering with cool disdain in every form.
So far, however, Nada has failed every attempt, and Viola relishes Attributes: Strength 2 (4/6/5/3), Dexterity 3 (3/4/5/5), Stamina
his punishments just as much. 2 (4/5/5/4); Charisma 3, Manipulation (Law) 4 (2/1/1/1),

52 ICONS OF RAGE
KIN FOE (LEVEL FIVE, GNOSIS 7)
Kin Foe is a Grand Klaive unlike others. Instead of binding a second spirit alongside the war spirit within its blade, the
dark metal of this sword contains a void that traps the spirit or soul of its victims. When the blade contains a spirit or soul,
it inflicts an additional 3 dice of aggravated damage to spirits of the same type or, for living creatures, blood relations of the
victim. Kin Foe also allows the wielder to question the imprisoned spirit. The spirit must truthfully answer one question
per dot of its Gnosis when trapped. Once the questions are expended, the spirit is freed and discorporates. The wielder can
also release a trapped spirit to whatever comes next as desired.
Viola learned of Kin Foe’s feature before laying her trap for Vlad and captured her father’s soul within. She has used
his counsel and knowledge to cement her position and has dwindled her control down to a final question. Vlad’s spirit
mocks her each time she wields the blade, tempting her to ask the final question and destroy his soul. She fights the urge
for now, as having Kin Foe at her command is useful should Nada ever decide to physically challenge her.

Appearance (Seduction) 4 (3/0/4/4); Perception (Guilt) 4, Rank: 3


Intelligence 3, Wits 3 Rage: 5
Abilities: Alertness (Betrayal) 4, Athletics 3, Brawl 3, Empathy 2, Gnosis: 5 (3 with Grand Klaive)
Expression 2, Intimidation (Status) 4, Leadership 3, Primal
Willpower: 7
Urge 2, Streetwise 3, Subterfuge (Legal) 4; Crafts 1, Drive
1, Etiquette (Sept) 4, Firearms 3, Larceny 2, Melee (Blades) Glory: 4
4, Stealth (Umbra) 4, Survival 2; Academics 2, Computer Honor: 7
1, Enigmas 2, Investigation 3, Law 3, Occult 3, Rituals 3, Wisdom: 5
Science 1, Technology 1
Rites: (1) Rite of Cleansing, Rite of the Jackdaw, Rite of the
Backgrounds: Contacts 4, Fetish 5, Kinfolk 3, Resources 4, Rites Questing Stone; (2) Rite of Ostracism, Rite of Praise, Voice
3, Totem 3 of the Jackal; (3) The Hunt; (Minor) Breath of Gaia, Greet
Gifts: (1) Aura of Confidence, Fangs of Judgment, Persuasion, the Moon
Seizing the Edge, Whisper Catching; (2) Jam Technology, Fetishes: Kin Foe (Grand Klaive)
Global Citizen, Luna’s Armor, Staredown; (3) Disquiet,
Mental Speech, Scent of the Oathbreaker, Weak Arm

THE ICONS OF RAGE 53


Every Garou has a story.
Some stories are brief. They unfortunately end with an inexperienced werewolf rushing in to face more
than they can handle. As the Apocalypse approaches, these stories are depressingly common.
Most stories are longer. They tell of werewolves who grow into their roles, who perform their duties,
who live and die in honorable service to their packs, septs, and the Nation.
Yet other stories also exist. These tales may be long or short, but they tell of Garou who overcame their
challenges, who became pinnacles of their auspices and whatever goals they pursued. They tell of those
Garou who we should hold up as examples to what can be accomplished even in the face of the onrush-
ing Apocalypse.
These Garou are the Icons of Rage.

Icons of Rage includes:


• Twenty-four fully detailed characters complete with their backgrounds, traits, and story
hooks to use in your chronicles, as allies, contacts, mentors, or even antagonists.

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