Title: Li'l People & Co
To: Nytaki Gladwulf
Dest: D:\GW\COMM\TRIBES.TXT
Author: Zinfandel
Time: 3:22:03 AM
Date: 03/12/94
Re: Fairy Tales and so forth
Silly Nytaki. Fairies don't exist -- and I don't care what the MacDrunkenbuggers
say. Take a look at the streets. With all the blood in the gutters, why'd
the Fae hang around? They're all safe in the Arcadian Gates. But I'm a professional.
I hounded old Shakespeare for a month before he passed the attached tidbits
on to me.
Zinfandel the Red
Gaia, the Weaver and the Wyrm worked to create a world of magic. Gaia and her father, the Wyld, channeled life and energy into a hungry void. The Weaver brought order to the flood of power, for only in order and pattern could Gaia's children find homes. The Wyrm performed his one task, unravelling order and stagnating creation, that neither order nor creation could overwhelm the other. With the world a Balance was formed.
Over millennia the Balance held and the lands of Gaia were filled with wonders. Beings of purest energy, elementals spun from crystalline fire and molten earth, shown with the light of the sun. The silvery stars lit the night sky as brightly as when Luna herself, whole and perfect, watched from her impossibly high perch. Joy was so bred into every soul that even an infant snatched from life by an unseen hand was celebrated. If the child had spent but a day in Gaia's perfect world, it would have felt more of the wild love of Life than could be held in a century of unceasing gaiety. And through the light of Gaia's creation the fairies danced.
Even as the Weaver's delicate sanity evaporated, even as she trapped Gaia and the Wyrm in her patternless web, the fairies stayed with their mother, dancing, singing, and giving Gaia what little joy and comfort they could. When the Wyrm's talons gouged into the world and into Gaia, her little children looked down the paths before them, and fled to the Umbra, fearing their own deaths.
Though the "little people" left the Realm, they did not vanish completely. In the years of Balance, the fairies found a kindred spirit in the people of the Garou -- warriors, yes, but warriors who could dance with the Fey in the Umbra and on Gaia's Realm. Long after their disappearance, fairy blood could be found in creatures born of both Fey and Garou. From these roots, the tribe of the Ban Saide trace their history. Generations of Garou were born into this tribe, a tribe of mystics that rivalled the Uktena in their understanding of the worlds beyond the Umbra's silver veil. But as the tribe began to grow, its powers faded. The Fey blood became dilute. More than two hundred years after the fairies' departure to Arcadia, their legacy left with them.
Now, no trace of the Saide remain. Though the Fianna occasionally sport a cub born of fairy stock, such a cub will never find a mentor to help him develop the gifts of the Ban Saide. In the years of the approaching Apocalypse, when allies with the Saide's legendary strength would be invaluable, they may be found only in stories and children's fables.
As a tribe, the word that would have best summed up the Saide would have been "enthusiastic." Saide theurges were intent on probing the Umbra, neglecting all else -- even their own bodies -- in their pursuit of the secrets held by the Spirit Realm. Saide ragabash were feared for their elaborate schemes, and the Get of Fenris would seek out Saide ahroun for a relaxing brawl. While the Saide were counted amongst the tribes of the Garou, they lived each moment to its fullest.
Never a big tribe, the largest Saide moots held no more than fifteen or twenty adult Garou. While a moot progressed these numbers dwindled further as the attendents, one by one, stepped into the Umbra. Ban Saide moots often held an element of "survival of the fittest," as those Garou who couldn't join the Umbral gathering were left out of the important decisions and the Revel. Beyond that, the Saide were very democratic; each Garou being roughly equal to her sister. In a crisis situation, command was thrust upon the Saide with the highest Gnosis. Otherwise, the Saide recognized no leaders.
Tribal Totem:
The Saide adknowledge no single totem -- rather, each individual
or pack would choose a Fey guardian who performed much the same role as a totem
spirit.
Initial Willpower: 4
Backgrounds: 3 background points must be spent on Familiar,
Fetish or Purebreed. Saide could not have the Resources background.
Beginning Gifts: Lapse, Lightfoot
Physical : Most Garou in Lupus form radiate a cold, cruel aura,
a halo of harsh reality befitting Gaia's most efficient predator. A Saide in
Lupus would shine with barely perceived light, an almost invisible glow which
only lessened the darkness around them. Many Saide ahroun used their radiance
to good effect as a lure for "intelligent" prey. In human form, the Saide were
a beautiful people, tall and slender with the hint of a point on their ears.
Territory: Legends of the Saide can be found in Great Britain
and Ireland. A very few Saide myths are told in the New World, where the tribe
played at calling itself the Manitau.
ProtectorateL While the Saide watched over the people of their
homeland, England, they were also fierce guardians of dreamers, people who could
find it in their hearts to believe in fairy tales.
-- Laike Sees-the-light-Dimly, Ban Saide Philodox
"The better to see you with, my dear."
Greymoth, Ban Saide Ahroun
In the unlikely event that a Garou can find a spirit teacher, she could conceivably
learn the Gifts of the Ban Saide. Some Nature-spirits exist that remember
their dead tricks, though they are often intoxicated by the Wyld and difficult
to reason with. Fairies are unpredictable and have been known to trade dead
Gifts for quests, tasks, and strange alms such as a Garou's tail...but they,
too, treasure their secrets.
Lapse (level 1) The Garou calls on the forces of the Wyld to tangle
and muddle the thought patterns of her target. The Gift's victim loses her
train of thought, momentarily forgetting tasks at hand and losing information
in her short-term memory. A helmet of Cold Iron is proof against this Saide
trick. This Gift is taught by a Wyldling.
System: The Garou must make a Gnosis check against her target's Willpower.
If successful, the target suffers as above. Proper use of this Gift is subtle.
If used in combat, Lapse serves only to raise the difficulty of an attack
or defense by one ("Why am I swinging this klaive? Oh, well, I must have had
a reason.").
Haunt (Level 2) This gift infests a large area with minor
magicks: floating lights, barely audible music, children's laughter, ghostly
touches, "cold spots," mysterious creatures at the edge of one's eye, the
scent of perfume, and so forth. A fair number of "haunted woods" are enchanted
by the lingering remains of this Gift. This gift is taught by an Ancestor-Spirit
or a Sluagh (a member of a dark and gloomy clan of Changelings).
System: The Saide must spend a point of Gnosis and make three separate
rolls, each with a difficulty equal to the local Gauntlet. The first roll
is a Wits + Enigmas roll to establish the borders of the spell (At most, a
circle with a radius of 20'/success, though artificial or natural borders
-- the edge of a clearing, a picket fence or a cottage's walls, for example
-- will restrict the Gift's area.). The second check, Charisma + Intimidation,
populates the infested area with ghostly little effects, one specific effect/success.
The Garou can define these effects, with the Storyteller's approval. The results
of this gift can never cause harm, but can only scare or distract. The third
roll, Manipulation + Enigmas, establishes the Gift's duration (One success
= a single scene, 3 successes = a day. Five successes establishes the Gift
permenantly.) If any of these rolls are failed or botched the gift does not
take effect.
Lare Call (Level 2) The Saide may call on the smallest of
the elemental spirits to aid her. These spirits are collectively called Lares.
They do not take well to unkindness, and Garou who abuse this Gift will lose
the Lares' favor, and may gain the displeasure of their larger cousins.
System: The Garou must spend a point of Willpower and roll Charisma
+ Occult (Cosmology or Spirit Lore may be substituted), with a difficulty
equal to the local Gauntlet. For every success a single Lare is summoned;
it will arrive within seconds if some sort of source material for the Elemental
requested is availible. Otherwise, the caster will have to wait for a few
turns. When the Gift fades (after about fifteen minutes or one scene) the
Lares will no longer obey orders, but will instead stick around and try to
be helpful. It is a good idea to dismiss them quickly before they become independent
in this manner.
Looking Glass Curse (Level 2) The victim
of the Looking Glass Curse reveals his or her "true nature" in any man-made
mirror or electronic medium. Garou reveal their Breed Forms in such surfaces,
while Vampires have no reflections. Cursed wraiths always reflect in these
surfaces, and Changelings reveal their Fairy Seemings. Mages reflect normal
images, though some powerful magi may display their Avatar-forms. Merely
reflective surfaces such as a highly-polished car or a store window will
not reveal the victim's "true nature"; only items designed to carry a clear
image activate the curse. This gift is taught by a jaggling of the Chimera.
System: The Garou must spend a point of Gnosis and make a Manipulation
+ Enigmas roll while touching his target. The victim's reflection is altered
for one scene/success. While normal humans will still suffer the Delirium
from seeing the reflection of a metis's Breed Form, they receive a +4 on
the Delirium Chart (the worst reaction possible is "Terror"). Most humans
will react with confusion, curiosity or disbelief if they see other reflections
that differ from the of the "real world."
Fey Circle (Level 3) The Garou can enchant a small patch
of earth to create a fairy ring. Such an area captures and weakens those
who attempt to cross it, eventually bringing them into a magickally induced
slumber. Some powerful Saide invested a bit of their own souls into their
Fey Circles to make their magick permanent. Such permanent fairy rings often
grew strange flowers and toadstools as their energy interacted with the
local plant life. This gift must be learned from that rarest of creatures,
a pooka sorcerer.
System: The Garou must trace a circle on the earth and spend two
points of Gnosis (no roll is necessary). Any creature crossing the enchanted
ground must immediately make a Willpower roll (difficulty 8). If she fails
she is captured in the circle and immediately loses a point of temporary
Willpower. It is possible to escape by collecting 6 successes in an extended
Willpower contest (difficulty 7), but each turn spent in the circle drains
another point of temporary Willpower. At 0 Willpower the victim falls asleep
until the circle is broken with Cold Iron, its duration expires or someone
drags her out of the ring. It is difficult to drag an ally from the circle
without entering it as well. A Perception + Occult (or Fairy Lore) roll
(difficulty 7) is necessary to locate the edges of a new circle. The circle
remains enchanted until either sunrise or sunset, though it may last indefinitely
if two points of permanent Gnosis are spent when the circle is made. Strange
plant life tends to sprout around old fairy rings. Observant characters
might avoid the circle altogether.
Titania
Totem of Respect
Background Cost: 5
Affiliations: Beauty, Art, Dance, Social Intricacies
Description: Titania's origins are unknown. She may be
a powerful Sidhe noble, a spirit, or a manifestation of humanity's belief
in the Fae -- or all three! She is a symbol of beauty, and as such swings
wildly between grace and frivolity.
Traits: Children of Titania gain three additional dice
in Appearance and Etiquette dice pools, and two extra dice in Intimidation
pools. Further, changelings of the Seelie court will react favorably with
a known follower of Titania. Unseelie fae will not be impressed, and depending
on the individual may reguard a child of Titania as stupid, duped or frivolous.
Ban: Titania asks that her children protect works of art,
preventing its destruction at every turn. "Art" is defined by the individual:
garou tied to the fae courts would not regard street graffiti as art, while
a fae-struck Bone Gnawer with ties to the local gangs wouldn't lay down
his life for something as valueless and esoteric as Picasso's "Les Demosielles
de'Avignon." While both would find the destruction of either wasteful, Titania
would not hold them in contempt if they failed to protect something they
felt was tasteless.