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--History--

The history of the Manitou is in fact the history of many pantheons. The Manitou is not a true,
united pantheon like the Dodekatheon, Pesedjet or Amatsukami. Rather, the Manitou is a
confederation of multiple native pantheons who chose long ago to work together as one.

Before the first Titan War, the individual native pantheons were scattered and, compared to other
pantheons, small and relatively weak. There were a number of powerful figures, but they did not
operate as one. This division hadn't been a problem before the war. The native peoples had
needed their heroes and their divinities, but the vast number of minor spirits did most of the day to
day spiritual tasks, not the gods.

But then the Titan War began. The native tribes had no Greater Titan that they had to contend
with, but just as the scattered tribes had their own protectors, they also drew the wrath of a
number of different titans. The gods could not stand against so many onsalughts at once while
still scattered and disorganized.

It was Raven who came up with the idea of joining forces. Raven had never belonged to a single
tribe. He had flown free, spreading his legend from the tribes of the Algonquin in the east to the
Lakota Sioux in the west. The Inuits in the north told stories of witty birds and in the south he
competed with Coyote for position as the top trickster. Flying on the winds, Raven saw all the
native people as his own and watched dismayed as the various conflicts raged.

And so it was Raven who first began to organize them. Not through leadership or through wise
guidance, but through Raven's natural method of getting people to work together: Deception. He
went to Glooscap of the Medeoulin first, telling him that his titan brother Malsumis had found new
victims to assault. Sending him south to the lands of the Nunne'hi, Glooscap didn't find
Malsumis, but instead found Wi-Na-Go, the Cherokee mistress of mosquitos.

Next he used a similar tactic, sending the Medoulin and Nunne'hi to the West, supposedly to deal
with Kalona for the Cherokee pantheon. But when they arrived in the West, they they were
forced into conflict with the storm deity Iya, the three pantheons uniting against Iktomi's brother.
Along the way, they'd picked up Kokopelli who also aided, and when he finished, he returned to
the Kachinas to speak of what had occured.

The Unipkaaqs of the Inuit people were the hardest to lure into working together, but Raven
wouldn't be one of the great tricksters of he had let a little ice and snow stop him. Rather than try
to get the Unipkaaqs to leave their snowy home, he tricked the other tribes into heading north.
The gods that had begun uniting, turned their attention and travelled to the frozen lands of the
Inuits. When they arrived in the frozen north, they didn't find their respective enemies, but just
happened to be in time to aid Nanook and Sedna in battling Kigatilik, the Inuit slayer of shamans.

All the while of course, Raven had to keep the titans from gaining the upper hand as he was
moving their enemies from place to place to meet each other. Well crafted illusions (and the help
of a certain shameless coyote to help him out when he couldn't be everywhere) served to slow
down the titans long enough for the various tribes to begin talking.

From this first conclave, a loose confederation of the tribal deities emerged. Calling themselves
the Manitou, a word from the language of the Algonquin people, the pseudo-pantheon
consolidated their resources to fight against the multiple titan threats. By the end of it, they had
helped contain the titans and ultimately helped weaken the Greater Titans so that the pantheons
of the world as a whole could trap them away in Tartarus.

Raven's trick, however, had also ensured that the Manitou would remain united. After the war, the
gods of the various pantheons made their agreement to distance themselves from the human
world so that they could avoid being drawn into conflict with each other. But for the Manitou, this
was too late. Fate had already laid its bonds upon the various pantheons of the Native American
people. They could either fight the bonds of Fate and end up going to war and killing each other
as they tried to decide who was surpeme, or they could make due with the situation and continue
their mutual assistance to continue living in harmony. Needless to say, the Manitou chose to work
together and continue a loose confederation of power. Each pantheon independent and
separate, but the group of them united as a single unit in the Overworld.

Some gods who know the truth behind the formation of the Manitou suspect that Raven should
have been the obvious choice of leader for this mingling of spirits. But the great Raven doesn't
lead. Tragedy usually befalls him when he's in charge since his mouth runs away without his
mind, so to speak. Instead, Glooscap, the great chief of the Medeoulin arose as the official head
of the Manitou.

The fact that the organization of the Manitou was still loose, however, also formed their greatest
weakness. For the longest time, they operated as divided pantheons with their own unique ways
of life and belief. Much like Apollo and Amaterasu may compete over who is the better Sun God,
the Manitou make such competitions across their own internal divisions. Glooscap may be the
great chief and leader, but he's also credited with creating the world. But Raven and even Coyote
are also considered to be creator deities. Differences are common among the three of them
regarding who is more worthy of being the creator.

There's no shortage of great warriors and hunters in the Manitou. Haokah, Tsul 'Kalu, and
Nanook all competed, sometimes in open bloody conflict, to see which of them truly deserved to
be considered the ultimate hunter. Perhaps more frightening than the competitions between the
hunter gods were the competitions between the tricksters. Raven, Coyote, Iktomi and Kokopelli
could spend days at a time, sometimes even months or years at a time, trying to out-trick each
other. And with figures such as the shameless and selfish Coyote, the sometimes wicked Iktomi
and the capricious Kokopelli, their tricks often led to the downfall and suffering of many mortals
and minor spirits in the process.

The turning point (and also greatest failure) of their divided nature, was the loss of many of their
peoples to the arriving Europeans and then to American settlers as they pushed West. Many of
the Manitou wanted to act and to save their people. Many others reminded them of the
ramifications of binding themselves to Fate by acting so directly, and the deals with the other
pantheons made by Glooscap and Raven for the spirits to not meddle directly with the affairs of
mortals. Those Manitou who were determined to aid their worshippers responded to such
reminders by saying that Glooscap and Raven were not their leaders. They were Wakan Tanka.
They were Nunne'hi. They were not Manitou. These conflicts led to more infighting and more
arguments as the Gods turned against themselves.

This conflict between the pantheons was exactly the effects of Fate which all the other pantheons
feared. By staying connected to their people and then seeing their people suffer, the gods were
drawn into war amongst each other. Medeoulin battled Wakan Tanka in the Overworld.
Unipkaaqs fought against Nunne'hi. Raven, and Coyote were caught in the middle of it all. And
as they battled, the Fatebindings between them all grew. It was Rabbit, a minor god who had
walked among both the Cherokee and Algonquin tribes who finally showed them the error of their
ways. He threw up his hands in disgust and left the Manitou, instead joining the fledgeling gods
of the invaders.

From within, Rabbit worked to calm the damage that was being done and contain the worst of the
atrocities. And this realization that someone had to actually leave their pantheon in order to solve
the problem opened the eyes of the Manitou and showed them what they had truly allowed to
happen in their bickering.

Glooscap perhaps took this worse than any of the Manitou. He was the strength and nobility of
his people. And they had been some of the first of the Manitou's worshippers to fall to European
settlers because the fractuous nature of the Manitou themselves had crippled him from taking
action. Some of the Manitou now whisper if perhaps it may not be time for a new chief. They
worry about the wisdom of Glooscap's future actions and know the legendary extent of his anger.

However, from the tragedy there was one good thing that came from it. The protracted conflict
and the uses of Legend and the formation of the Fatebindings had done something that had not
been done to the Manitou in the past: They had become united into a single pantheon. And in
the World, as reservations were built and the Native people were pushed off their land and into
land next to other tribes and other peoples, their legends began to intermingle and get shared.
They were no longer a group of pantheons trying to work together occasionally. They had truly
become a single, unified gathering of gods.

And perhaps, such unity comes just in time. Once again, the Titans have broken free of their
prison and threaten the world. Raven has once again taken steps to ensure the Manitou remain
united under their single banner so that they can stand against the Titan threat once again.
Tensions still run high between the different native pantheons, however. Conflict is still rife within
the Manitou and it takes the best efforts of Raven, Whope and other peaceful gods who have
acknowledged the usefulness of working as one to keep the group together.

And more than ever before, the Manitou need to work together. During their incarceration in
Tartarus, the titans which the Manitou stood against and defeated have compared notes. And
now, the likes of Uktena, Wi-Na-Go, Kigatilik and Iya are not going to be defeated separately.
They've combined their forces as well to ensure that this time they won't be overwhelmed and
surprised.

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--The Great Spirit--

Some may notice a lack of reference to a "Great Spirit" who oversees the world. Many Native
American cultures make reference to a divine over-being who keeps the world turning and
Creation intact.

-The Cherokee people called him Yowa and he was the only true god of the Cherokee myth
cycles. All other beings were simply heroes and legends but Yowa was the god.

-The Inuit people called him Silap Innua and he was the father of the wind and skies.

-To the Lakota people, he was Wakan Tanka, which is also where the Manitou of that area draw
their tribal name.

-For the Hopi and Navajo people of the southwest, he was Tawa, co-creator of he world alongside
Kotyangwuti.

-And Glooscap, great chief of the Medeolin gods, was said to be the son of Tabaldek, Creator of
all and father of everything.

So what does all this mean? If the various great spirits above all the pantheons were so
important, why haven't they appeared here? Mainly because these great beings are best
represented as universal concepts and un-manifested divine beings. Similar to Ometeotl of the
Atzlanti, the three Pure Ones of the Celestial Bureaucracy or Brahman of the Devas, Yowa, Tawa,
Tabaldek and the various other super beings are best left as mysterious, divine beings who never
manifest, never show themselves and never take a personal sake in the happenings of the World.

Perhaps, they're even the same being. A great spirit of North America itself who in turn fathered
the countless minor pantheons and spirits of the Native American people. Or perhaps each one
is an individual god who has in turn, for his own reasons, chosen to withdraw from the World and
leave it in the hands of his children. Such answers are best left up to the individual Storyteller to
determine.
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--Relations with Others--


For the Manitou, it is difficult to make any single summary of their relations with other pantheons.
Just as each different pantheon within the group considers itself a distinct unit, they each have
their own different opinions about the other pantheons as well. However, there are at least some
generalities which can be drawn.

Far and above, the pantheon which the Manitou as a whole gets along with the best would have
to be the Loa. As guiding spirits of their people with ties to shamanistic societies in ancient Africa
and a history which also includes the subjugation and transplantation of their people, the Manitou
find the Loa to be a natural fit to their way of thinking and ideology. Almost without exception, the
differing tribes within the Manitou find a kinship with the Loa and work to better relations with
these young gods. There's even some talk among the more forward-thinking of the Manitou of
inviting the Loa to join them officially and expand the numbers as a new tribe. The Loa who have
overheard such talk simply give that usual quiet smile of theirs and go about their business.

Relations with the other local pantheon, the Atzlanti, however, are a bit more complex. While the
northern tribe of the Unipkaaqs rarely has dealings with the Atzlanti, the Wakan Tanka, Kachinas
and Nunne'hi have had to deal personally with them due to their location near their homeland.
And the Medeoulin, due to Glooscap's role as chief have been forced to endure meetings with the
Atzlanti and discuss matters of importance to both pantheons. Those of the Manitou who do
have to deal with the Atzlanti often find themselves horrified by the bloodthirsty nature of the
Aztec gods. Ironically, only those few northern Unipkaaqs who have had dealings with the
Atzlanti find them tolerable, accustomed as they are to a harsher lifestyle and not so easily
shocked by such acts. And of course gods such as Iktomi find the Aztec sacrifices eerily
appealing. Regardless of their attitudes, the Manitou and the Atzlanti have found themselves
working together more often than some on either side may like due to the proximity of the two
pantheons and the fact that titanspawn don't often respect such things as borders between the
two.

The dieties of the Slavic pantheon, the Rus recieve the opposite reaction. The ones most used to
dealing with the gods of frozen Siberia are the Unipkaaqs of frozen Alaska and Canada. When
the land bridge between Alaska and Russisa was still in existance, their peoples traded and
travelled between each other while the two groups of gods were still in their developmental
stages. The other tribes have distant relations with the Rus at best, though like with the Atzlanti,
the Medeoulin have recieved diplomats and attempted to speak of mutual concerns. Those who
have dealt with the Rus see the internal strife within them and wonder perhaps if the Manitou
could learn by example in watching the Rus pull themselves back together. So far relations
remain distant with all save the Inuit tribe, but the Medeoulin are waiting to see if the potential of
the Rus pays off or not.

Relations with the ancient European pantheons are strained at best... outright violent at worst.
Many of the settlers who came to North America to claim the land as their own were from lands
that were under the domain of the Aesir, Dodekatheon and the Tuatha de Dannan. The Manitou,
even now, consider these pantheons to be the invaders who stood by while their people
slaughtered the Native American tribes. Of course the Aesir, Dodekatheon and Tuatha all point
out the fact that they were not supposed to meddle directly in the affairs of the mortals, but many
Manitou, especially those who acted against such agreements during the conflict, do not accept
such excuses as an answer.
Still, for the time being the Manitou find themselves working with the Europeans, if only to ensure
that the Titans are dealt with. Beyond the obvious hatreds of course, there are other reasons the
pantheons don't get along. The Manitou cannot understand the fatalistic warriors of the Aesir.
Many Manitou understand that all things have a natural time which they must end. Even the
Manitou themselves will eventually be replaced by other deities. And the loss of their people,
tragic though it was to many of the Manitou, has not stopped them from doing their duty and
fullfilling their places in the world. They wonder why it is the Aesir fear their end in the world and
would fight so hard against what seems to be decreed by fate to be a natural process.

The Dodekatheon, by comparison, are haughty and arrogant. Many of the Manitou can tell
stories of how the mighty often fall just when they felt themselves on top. The Manitou wait
simply for the Dodekatheon to become the subject of those stories themselves when the time
comes for the oh-so-perfect Greeks to fall just as others have fallen.

It would perhaps be the Tuatha that the Manitou could get along with the best of those three.
While often warlike like the Aesir, the Tuatha do not share the same fatalistic attitude that their
Norse brethren do. Their lust for life and boistrous attitudes are hard not to love. And their
spirituality and respect for the natural world appeals greatly to the Manitou. Were it not for the
fact that the vast majority of settlers that the Manitou dealt with came from England (touched as it
is with Celtic heritage) and its other colonies, the Manitou might feel a kinship with the Tuatha.
The fact that most of their people's suffering came at the hands of the Tuatha's people and their
descendents perhaps forms the largest barrier between friendly relations and ensures that
meetings between the Manitou and the Tuatha have the most potential for violence when dealing
with the European pantheons.

The remaining pantheons have only been dealt with occasionally by the Manitou. Thus far, the
Pesedjet comes off as being just as haughty as the Dodekatheon, but at least they have the
wisdom and the knowledge to back up their claim rather than the simple arrogance that the
Greeks possess.

The pantheons of the Far East are the biggest mystery of all to them. Relations with the
Amatsukami have been overall pleasant. The similarities between the Purviews of Yuwipi and
Tsukumo-Gami have ensured that the two have at least some common ground to communicate
with each other. However, the rigid social structure of Amaterasu's court, the same rigid structure
they force upon the spirits beneath them, intimidates the Manitou. Especially when the
Amatsukami start expecting the Native American gods to react to them in much the same way
other lesser spirits do. While the other tribes may not take particular issue beyond those, the
Nunne'hi have strained relations with the Japanese gods. During World War II, it was the Navajo
who served as the Wind Talkers and the Navajo language which was used by the American
forces to encode their messages. For this reason many of the Kachinas were personally involved
in the war and relations with the Japanese remain strained.

The Manitou often keep their distance from the Celestial Bureaucracy and the Devas. If the rigid
social structure of the Amatsukami intimidates them, then the bureaucratic process that the
Celestial Bureaucracy indulges outright terrifies and infuriates the Manitou. Especially when they
see how the process has been used through the ages to assimilate indiginous tribes of people
and their gods into the Chinese pantheon in the past.

As for the Devas, some of the Manitou may challenge the Devas to their claim of being the oldest
religion in the world. What they can't challenge them on is being the largest. The Devas serve to
remind the Manitou of the fall of their people and their worship and such painful memories do not
sit well in the minds of the Manitou. Especially when they have other concerns to worry about
now.
--The Pantheon - The Manitou--
Virtues: Endurance, Harmony, Loyalty, Valor

Though the Manitou pantheons originally followed different Virtues and different ways of life, in
the conflict and subsequent unification of the Native American gods during the period of
colonialism and manifest destiny, a few concepts have become uniform among the gods, even if
not among their people. And it's these common elements which have helped to unite the
Manitou.

All of the native peoples have had to be survivors. Whether braving the harsh winters of the
frozen north, or the desolate plains of the southern United States, the gods have had to prove
that they are the strongest and most durable so that their people can aspire to the same thing to
survive in their environments. Thus Endurance is an important part of life.

With that endurance also came a healty respect for nature. Inuits prayed to Nanook and other
gods for their favor before hunting and killing their prey. Without the harmony of the natural
world, their hunts would prove fruitless as the spirits did not respect them. The world must flow
its natural way and humanity (and the Gods) have to respect that or it will only hurt them in the
long run. Thus Harmony is important.

Among the various tribes of North America, community was also important. Without your tribe or
your village or your family, you could not survive. In the frozen north, villages banded together
and kept each other alive. Even in the southeastern swamps and forests, one person could not
live alone and hope to survive. The group stayed together to ensure the survival of everyone.
And this group unity manifests in the form of Loyalty to ensure that not only does the individual
survive, but that those close to the individual survive as well.

Finally, when it came to matters of war, the tribes were more likely to fight with honor than they
were otherwise. Stories of great heroes are those who strode out and faced their foes in direct
combat, showing honor and integrity above that of their enemies. Though the various tribes of
people may have been forced to use deception against their enemies at various times, the ideal
that they aspired to, the stories and heroes that they populated their mythology with, were those
that stood toe to toe with the enemy and came out of it, not only victorious, but without
compromising their Valor either.

These Virtues are not the only ones available to the Manitou, however. Much like the Celestial
Bureaucracy of China, the Manitou accept other Virtues as possible exceptions without penalizing
their children. Generally, this is determined by the individual pantheon which the Scion comes
from. They may approach certain ideas differently still, even after the pantheon merged as one
and may still encourage their children to do the same. The four Virtues listed here are considered
the "default" set. There is certainly no compulsion to take anything other than the default set of
Virtues. Any Scion of any god of the Manitou may manifest the four listed here. But among the
sub-pantheons within the Manitou some variation may manifest.

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--Aren't We Missing Someone?--

The various pantheons of the Native American people are huge and varied. Chances are very
good that there's a God that was missed on this list. This list is far from exhaustive. It's not even
an exhaustive list of Native American mythology. There are a number of options for dealing with
this.

--The other Gods are all of the Legend 9 to 11 variety. Like the Celestial Bureaucracy, there are
so many gods that are minor in comparison to the ones listed here. They serve minor roles as
the deities of smaller tribes of people, or they filled in roles as nature gods and protective spirits.
That doesn't mean they cannot have Scions, but such Scions would be limited in power, only
having access to Epic Attributes, but no Purviews. These Scions may also be prime choices to
be adopted by other Gods who don't have Scions of their own.

--Fill in the blanks. If there's a God which Storytellers really think qualifies for full membership
and a dominant position in the Manitou, then there's still plenty of room for the God to be written
up and added to the list. There's only so many gods that can be written up at one time, but if a
Storyteller feels that a gap left behind is significant, then by all means, fill it in.

--Do both. Maybe there are a God or two that you feel was left off the list that needs to be filled
in. And maybe even after you fill in that one, you think there's still room for other, lesser gods to
fill in the blanks. Nothing says even either of these two need to be the final decision for
Storytellers and players.
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If any god is said to be truly Manitou rather than any specific tribe, it would be Raven. Scions of
Raven do not have access to anything except the default set of Virtues listed above. They do not
have alternatives. Raven has truly embraced what it means to be Manitou and will not tolerate
his children to do otherwise.

-Raven
AKA: Grandfather Raven

The great bird who has never truly possessed a tribe, Raven is the mastermind and true founder
of the Native American pantheon. Often appearing as an anthropomorphic raven in his "natural"
form, he is also a skilled shapeshifter and illusionist, able to appear anyway he wants to at a
whim. One thing that Raven will never appear as however is stupid. No matter the form, Raven
excels at being an example of intellect for his chosen form. Though many of other pantheons
may dispute his claim (and even many in the other tribes) Raven is proud to act the part of the
ultimate trickster.

Regardless of shape, however, Raven's tricks are rarely malicious or intended to harm anyone.
Rather, Raven works to trick the world for the sake of the betterment of mankind and the gods.
Once, he stole the sun and the moon from a greedy chief who would have kept them for himself,
but in the process the sun burnt his beautiful white feathers a dark black. It was also his trickery
and deception that led to the formation of the Manitou in the first place.

Raven does not lead, however. Once, when he chose to lead, he foolishly declared that mankind
should only get one life, rather than two. And in outrage, his people ensured that his son was the
first to die and then held him to his decree so that he could not perform the resurrection. Thus
Raven is both the bringer of death to the world and the first victim of its tragedy. He has tried to
make up for this, by sending his children to pluck the eyes from the dead so that they no longer
have to see the loved ones they leave behind. It's a small courtesy, he believes. For this and
many other instances caused by his habit of speaking without thinking, the great bird refuses to
lead the Manitou.

What he does do, however, is continue to act in the world to ensure that mankind and the gods
are getting the better deal out of all situations. He's the con man who cheats the rich so that he
can donate the money to charity. He's the used car salesman who let's poor people drive off with
fancy cars because he "didn't know what he had." A conniver, a crook and many times a thief, he
does it always with a smile and good intentions in mind.

His Scions are always chosen from the most intelligent of stock. He can't stand to bed down with
a shallow, vapid woman. Usually his children not only inherit Raven's divine intellect, but also
have good mundane genes to work with as well. Whether it manifests as a sharp wit, a keen
mind, a sharp eye, or even a combination of the three, calling Raven's children "bright" is typically
an understatement.

Associated Powers: Epic Dexterity, Epic Intelligence, Epic Manipulation, Epic Perception, Epic
Wits, Animal (Raven), Chaos, Death, Illusion, Sky, Sun, Yuwipi
Common Abilities: Academics, Athletics, Awareness, Occult, Stealth, Survival
Rivals: Coyote, Glooscap, Iktomi, Kokopelli; Horus, Hermes, Loki, Odin, Izanagi, Damballa, Kalfu

The Kachinas - Hopi Pantheon (Southwest)


From the American southwest, the Manitou are composed primarily of the Hopi deities.
Collectively called the Kachinas, there are a great number of these spirits to be found. In fact,
each of these deities is worshipped at the appropriate time during the festivals dedicated to their
names. Many of the Kachinas are minor gods who served their place in the World and do their
duty as prescribed to them. The Kachinas make up the most dominant and diverse pantheon
among the Manitou.

Alternate Virtue: Piety


Among the gods of the Hopi people, balance in nature is not achieved so much through a natural
order, but rather through the efforts of the gods themselves to maintain that balance. The people
worshipped the gods more directly and it was from the gods and spirits that the world was
maintained. As such, this represents as an affinity for the Virtue of Piety. Typically this manifests
in the place of Harmony, though it's certainly not the only option to replace with Piety.

-Iyatiku
AKA: Corn Mother, Mother Earth, Mother Nature, Selu

In many native societies, corn was the staple crop which was grown for survival. None
demonstrated this more than the Hopi and Navajo people, however, and the Corn Mother was the
embodiment of this need. She often appears as a matronly, yet still beautiful woman. She
embodies not only the fertility of the crops and the central role of it in day to day life, but also the
protective and nurturing nature of Mother Earth.

Iyatiku rarely acts directly in the world, preferring to work through intermediaries and go-
betweens. Her presence is felt and her power is known, but her will is always distant. However,
this does not keep her from siring Scions. It would go against her very nature if she denied
herself the joys of mothering children. Her acts in the world may be distant, but Corn Mother is
perfectly willing, and in fact insists on being able, to spend her time as a devoted mother to her
children in mortal guise.

Her Scions are often raised with a daunting respect of the natural order of things. Though they
may come from all walks of life (the Corn Mother is mother to all afterall and does not
discriminate) they all show a devotion and love of their mother the earth. Those that go on like
her to bear children can be the most devoted and loyal parents among the gods. They also have
more of a habit than most to collect followers so that they can act at a distance to solve problems.

Associated Powers: Epic Charisma, Epic Stamina, Earth, Fertility, Guardian, Yuwipi
Common Abilities: Art, Empathy, Fortitude, Presence, Science, Survival
Rivals: Coyote, Kokopelli, Whope; Geb, Dionysus, Persephone, Freya, Freyr, Quetzalcoatl,
Tlaloc, Tlazolteotl, Amaterasu, Izanagi, Damballa

-Kokopelli
AKA: Kokopele, Kokopeltiyo, Kokopilau, Neopkwai'i, Ololowishkya, Minha Pica

Of the many tricksters that populate the Manitou, Kokopelli is both the most feared and the most
likable. Wandering the World with the spirit of children on his back, Kokopelli gives these children
to young women who do not yet have kids of their own. In this way, unwed mothers often find
themselves with chldren they aren't able to take care of. Always appearing with his ever present
flute with his back hunched over and feathers for hair.

In modern days, he often appears with dreadlocks instead of feathers, but the flute is still always
there. Even if it's just kept in the case in his office while he's practicing medicine as an OBGYN.
He still carries a constant sense of humor, constantly keeping a smile on his lips to lighten the
mood with his patients. With his focus on child birth and his good nature that sets young women
at ease, it should come as no surprise that of all the Manitou he probably has more children than
any of them in the World.

His Scions tend to always combine a love of art and music with concern for the well-being of
children and the continuation of the next generation. Whether they're musicians who go home
with another woman each night or doctors who handle their off time at the jazz club. Regardless,
Kokopelli rarely pays much attention to his children after they're born beyond giving them the
basics. His purview is their conception, not their development.

Associated Powers: Epic Charisma, Epic Manipulation, Epic Wits, Animal (Lizard, Ram), Chaos,
Health, War, Yuwipi
Common Abilities: Art, Empathy, Larceny, Medicine, Presence, Thrown
Rivals: Coyote, Iktomi, Raven, Whope; Isis, Artemis, Hera, Freya, Tlazolteotl, Amaterasu,
Erzulie, Kalfu

-Kotyangwuti
AKA: Na'ashjeii asdzaa, Spider Woman, Spider Grandmother

Though her myth and legend has spread beyond the Kachinas and into other pantheons as well,
Kotyangwuti will always consider herself a member of the Kachinas and a mother of the Hopi
people above all others as it was they who remember her legend more than any. It was
Kotyangwuti who once watched over humans during their time in the Third World, before it was
the Underworld, and then with Masauwu's guidance led them up through the hollow reed to the
Fourth World they inhabit now. It was she who spread her webs to link north to south and east to
west.

Though she shares her animal affinity with the insidious trickster, Iktomi of the Wakan Tanka,
Kotyangwuti is by no means a trickster. She has been known to punish transgressions against
the natural order and has on more than one occasion flooded the World to remove the wicked
from it. But she does not trick. Nor does she do anything that she does not believe would aid
humanity in the long run. Although Iktomi rarely leaves his animal form, Kotyangwuti is most
often found in the form of a kind, grandmotherly woman who treats everyone as her children.
There is always thread nearby, whether it be an archaic spinning wheel, a large loom in a factory
or just simple knitting or needlpoint.

In the mortal World, Kotyangwuti is often found in jobs that show her hard-working nature, as well
as her protective streak. She is the elderly woman, working hard at the textile factory though she
should have retired years ago. Watching over the new employees to ensure that they don't get
their hands caught in the machinery or get themselves killed. Or she's the kindly old woman who
sits knitting on the front porch and watches the children play, ready to intervene should any of
them get into trouble.

Kotyangwuti rarely sires Scions of her own these days. Her fertile years have been left long
behind her and she prefers to serve as the protective grandmother than as the actual mother.
However, she is more than willing to adopt the Scions of the other Manitou and serve as their
devoted patron. Her Scions are diverse and come from all walks of life, but Kotyangwuti will
always ensure that they follow the straight and narrow. Those who turn to lives which harm those
around them often find that the sting of betrayal their dear Grandmother feels is nothing
compared to her wrath when she is disappointed in her charges.
Associated Powers: Epic Intelligence, Epic Perception, Animal (Spider), Earth, Health,
Guardian, Magic, Psychopomp, Water, Yuwipi
Common Abilities: Academics, Art, Craft, Medicine, Science, Survival
Rivals: Coyote, Iktomi, Raven, Sedna; Isis, Athena, Hepheastus, Freya, Quetzalcoatl,
Tezcatlipoca, Izanagi, Damballa

-Masauwu
AKA: The Skeleton Man

Masauwu is the Spirit of Death and the Keeper of Fire. He was the Master of the Upper World or
the Fourth World and when humanity left behind the trials of the Third World he was there waiting
for them. It is his task to take those mortals who have proven themselves good and noble
examples of their people and transport their souls to the Overworld to live out their lives in
abundance and happiness. And for the others, Masauwu carries them to Sedna's home of
Adlivun in the Underworld.

In his true form, Masauwu is a pale, skeletally thin man. Over his face he wears a hideously
disturbing wooden mask over his face. Some legends say that beneath the mask he's beautiful
and bejeweled. Others say that beneath the mask he's bloody and fearsomely ugly, even more
so than the mask he wears to conceal himself. When appearing among the mortals, he still
appears pale and eerie, often putting people off with first impressions. Still, he has a certain
mysterious charm about him, and those who spend more time around him often find him more
attractive than they initially thought.

Scions of Masauwu tend to be drawn to roles as mediums and medicine men among their native
people. For those with a more modern calling, they often become coroners and forensics
examiners, trying to bridge the gap between life and death. Their call to right the wrongs with the
dead to ensure sinners are punished and the good get what they deserve, they often ensure they
are in some law enforcement field when studying death and the dead.

Associated Powers: Epic Appearance, Epic Charisma, Death, Fire, Guardian, Health, Justice,
Psychopomp, Yuwipi
Common Abilities: Awareness, Command, Fortitude, Investigation, Occult, Presence
Rivals: Coyote, Raven, Sedna; Osiris, Hades, Persephone, Hel, Odin, Miclantecuhtli, Izanami,
Agwe, Baron Samedi

The Medeoulin - Algonquin Pantheon (Northeast)


From the tribes of the Northeastern area of North America, the Medeoulin tribe of the Manitou
comes predominantly from the myths and legends of the Algonquin tribes. They were also the
ones hit the hardest by the original Titan War and were already scattered and weakened by the
time the Manitou began to form. As such, only one surviving member of the Medeoulin has the
power to claim the position of a dominant god. There a score of minor gods and spirits of the
Medeoulin who belong to the Manitou, but none can compare with the god who has claimed the
title of Manitou chief.

Alternate Virtue: Order


Typically, the lifestyle of the Algonquin people was not known to be particularly violent. Warriors
were less common and fights less likely. Though when they did happen, the preferred method
involved honor. The Medeoulin gods prided themselves on being strong diplomats and being
capable to enforce a rule of law to solve problems. This typically manifests in a preference for
Order. Typically this Virtue replaces Valor as warriors are not so important, but it is not unheard
of for it to replace another and have a strong sense of law and yet honorable warrior.

-Glooscap
AKA: Gluskabe,Glooskap, Gluskabi, Kluscap, Kloskomba, Gluskab

When he was born, Glooscap inherited the power to create a good and pure world around him.
He is the most noble of great leaders among the Native tribes and far excels beyond any other at
leading his people and ensuring them a bright and shining future. He has also worked hard to
ensure the future of humanity, providing them with such things as fire, tobacco, fishing nets and
canoes.

In the modern world, however, Glooscap can more often be seen as a bitter young man. He saw
the devastation done to his people by foreign powers. The anger and hatred born from watching
these acts has clearly begun to fester in the great chief. His leadership has shown signs of his
racial bias and his stubborn pride does not let him allow for such weaknesses of character. Some
say that his hatred of Europeans and modern Americans borders on the genocidal, and that if he
is left unchecked, then the atrocities commited against the Native Americans may occur once
again, only this time in reverse.

His children are always born of native tribes. Though he looks specifically for the tribes from the
American Northeast, he is no longer picky so long as they are at least from the Native American
people. Never will he accept a Scion born of white men, or even other races. He will also ensure
that his children are educated in how to be a proper leader to their people.

Associated Powers: Epic Charisma, Epic Intelligence, Epic Strength, Epic Wits, Earth, Fire,
Guardian, Justice, Yuwipi
Common Abilities: Brawl, Command, Craft, Integrity, Politics, Presence
Rivals: Iktomi, Raven, Whope; Horus, Set, Zeus, Odin, Tyr, Quetzalcoatl, Tezcatlipoca, Susanno-
o, Shango

The Nunne'hi - Cherokee Pantheon (Southeast)


From the southwest, the Nunne'hi panthoen is mainly dominated by the gods of the Cherokee.
Most of the Nunne'hi is made up of minor gods and lesser immortals. There is at least one
notable exception to that, as the god of the hunt, Tsul 'Kalu has proven enough power to act as a
dominant god. Rabbit, also once came from this pantheon of the Cherokee. Before he chose to
join the Yankees and to become Br'er Rabbit.

Alternate Virtue: Intellect


Among the Cherokee people, a sharp mind is typically valued very highly. The creation of ideas
and the development of tools to help the community afforded a person great status. This
manifests as an attachment to the Virtue of Intellect. Typically, if this replaces anything, it takes
the place of Endurance. The environment where the Nunne'hi come from is not quite as harsh
and unforgiving as some others and problems that were faced were solved with sharp minds
rather than strong bodies. Though the Nunne'hi may still be hardy gods, it is not necessary.

-Tsul 'Kalu
AKA: Tuli Cula, The Great Lord of the Game

The great hunter Tsul 'Kalu is known through myths and legends as the lord and protector of the
forests and able to bring down any prey. He's also known for his freakish appearance, harkening
back to legends of Sasquatch and Bigfoot. He is a giant among the gods, standing incredibly tall
and covered in fur from head to toe. He moves with the power of most primates, and can hunt
better than any other.

Though even he has to pass in the human world every now and then. Usually appearing as the
rough and hairy mountain man sort in his human guises, Tsul 'Kalu most often serves as a hermit
or recluse who spends his time hunting and trapping to make his own way in the world. Rarely
does he interact with civilization if he can help it. Though the wild places where he can keep a
cabin are growing smaller and smaller. When he does appear in the cities, he often looks the part
of one of the homeless, living out his days in the urban wilderness with no help from others.

As one can imagine then, it's rare for Tsul 'Kalu to actually woo a woman long enough to bear him
a child. Legends speak of him travelling in secret and visiting women in the dark of night when
they cannot see him. He repays his consorts with more food and supplies than they could ever
hope to gather on their own, however. Visits like this have become more and more rare in the
modern days and so Tsul 'Kalu's Scions have become more and more rare.

Associated Powers: Epic Appearance, Epic Strength, Epic Stamina, Animal (Deer), Fertility,
War, Yuwipi
Common Abilities: Awareness, Brawl, Empathy, Presence, Stealth, Survival
Rivals: Haokah, Nanook; Set, Artemis, Freya, Freyr, Hachiman, Shango

The Unipkaaqs - Inuit Pantheon (Far North)


The Inuit people of the farthest north reaches are the worshippers of the Unipkaaqs pantheon.
Here in this desolate wasteland of snow and ice, the Inuit gods had the most organized of the
native pantheons. However, they were still small in number with only a few notable figures
standing out above the rest of the minor gods and lesser spirits. They have the most distant
relations with the rest of the Manitou, often operating on their own more than any other tribe. Yet
when the call goes out for aid, figures like Nanook are among the first to respond. And the fact
that Sedna rules over the joint Underworld of the Manitou ensures that the Inuit will always have a
place in the pantheon.

Alternate Virtue: Order and/or Vengeance


The Unipkaaqs of the far frozen north are perhaps the most divergent from the "default" Virtues of
the Manitou. Though many a Scion follow the Virtues that are typical to the pantheon as a whole,
the Unipkaaqs also have presented the most variation. For one, the Unipkaaqs and the Inuit
people tend to value a codified system of how the community should run itself. They value the
rule of law, much like the Algonquin people do. Their laws tended to be harsher with more
punishment associated with the results. Typically, when someone commited a wrong, it was
nature itself that righted it, leading to a harsher view of nature and it's results. As such, Unipkaaq
Scions may choose to replace Loyalty with Order, as its the rule of law that holds the community
together rather than individual ties. Additionally, Harmony may be replaced with Vengeance,
representing the results should those laws be broken. A Scion may choose one or both of these
replacements or, like any Scion of the Manitou, may still use the default set. It's also possible for
one of these Virtues to replace Valor instead and leave the original default Virtue. Never do the
Unipkaaqs replace the Virtue of Endurance, however. More than any other, the gods of the Inuit
people must be strong and endure the harsh cold of their home.

-Nanook
AKA: Nanuq

Lord of the hunt across the icy plains of the frozen tundra, Nanook takes the form most often of a
giant polar bear which is his namesake. The polar bear was a sacred animal to the Inuit people.
Both a powerful hunter itself and suitable prey to those who were worthy. It was Nanook who
decided if the Inuit people had properly followed the taboos associated with hunting the noble
beast. Those who did not, faced the wrath of the great bear himself.

Nanook is a great warrior, bearing the strength of fury of the frozen Canadian winters against his
enemies. Often when he manifests in the World, he still retains the appearance of a great bear.
Though capable of appearing in the form of a man, his preferred form is still his natural one, even
among humans. When he does choose to show a human face, however (such as when wooing a
female to sire his young) he typically appears in the guise of a great hunter, wearing the skins of
slain polar bears and carrying a spear even today. Most might pass this off as simply being a
man of the wilderness. Nanook does it because he sees no reason to adapt to the times.
His Scions are similarly stuck in the past and traditional ways. Many of them are born of
traditional Inuit villages. Though such locations are rapidly growing less and less numerous.
When he does go outside his traditional people, it's usually to find women who will give him sons
that are soldiers and warriors. His children often fight for their cause with an almost fanatical
loyalty. But they always remember to follow the rules, rarely breaking the taboos associated with
their field of conflict.

Associated Powers: Epic Strength, Epic Stamina, Epic Perception, Animal (Polar Bear), Frost,
Justice, War, Yuwipi
Common Abilities: Animal Ken, Brawl, Fortitude, Integrity, Survival, Thrown
Rivals: Hoakah, Tsul 'Kalu; Horus, Artemis, Freyr, Huitzilopochtli, Hachiman, Ogoun

-Sedna
AKA: Sanna, Arnakuagsak, Arnarquagssaq, Nerrivik, Nuliajuk

A giant of a woman, Sedna stands head and shoulders above most other gods. Though despite
her size, the goddess is a beautiful sight to behold. The very sight of her almost flawless features
make most lust after her almost instantly. And yet, no man has ever been good enough for her.
She is a haughty, arrogant woman. A true ice queen who many times takes such a moniker to
heart.

When her father tried to marry her off to the men of her village, none were good enough for her,
and so she married a dog. When her father found out, he threw her over the edge of his kayak
and into the freezing waters. When she tried to cling to the side of the boat to keep from being
washed away, her father cut off the fingers of her hand one by one until she let go. With that, she
sank to the bottom of the sea, and her fingers became the great seals, walruses and whales of
the sea. And there, from the frozen bottom of the sea she has taken charge as queen of the dark,
dreary Underworld.

Sedna rarely leaves the Underworld to walk among the living, preferring the company of the dead
that she is there to watch over. She has already been cast out of her place among the living and
has no desire to walk among them. Nor does she have much use for the other gods which may
be found there. Additionally, she never dallies with mortal lovers. Even now, no mortal man can
win her heart and warm her bed. As such, even now the ice queen is a virgin goddess.

What few Scions she does take are adopted from other gods. While she most often accepts
Scions from other Manitou when they aren't wanted, she also has a great interest in taking the
Scions of the gods of death from other pantheons as well. As such, her children may be some of
the most varied and unpredictable of death-related Scions in the World.

Associated Powers: Epic Appearance, Epic Stamina, Animal (Dog, Seal), Darkness, Death,
Frost, Water, Yuwipi
Common Abilities: Awareness, Command, Integrity, Melee, Occult, Presence
Rivals: Masauwu, Raven; Isis, Osiris, Hades, Persephone, Hel, Miclantecuhtli, Izanami, Agwe,
Baron Samedi

The Wakan Tanka - Lakota Pantheon (Far West)


From the tribes of the California and as far north as Washington and southern Canada, the
Wakan Tanka pantheon makes up the spiritual beliefs of the Lakota Sioux tribes. While not the
most numerous members of the Manitou, the Wakan Tanka make up some of the most vibrant
and active members of the Native gods.

Alternate Virtue: Duty


The Wakan Tanka typically take the idea of community and service to their fellow people beyond
the simple idea of Loyalty. It's more than simply devotion to others that guides them. It's a duty
to serve their community above all else. For this reason, members of the Wakan Tanka can
choose to replace one of their Virtues with the Virtue of Duty. Typically this Virtue replaces
Loyalty, but others are possible.

-Haokah
AKA: The Hunter

The god of thunder and lightning in Lakota myth, Haokah is also a skilled hunter and a warrior
among his people. Often found riding great beasts into battle, horns on either side of his head
and a spear clutched in his firm grasp, he uses the wind itself to beat his thunder drums and call
spears of lightning to strike down his prey. He always reacts the opposite to what you would
expect. He laughs when he is sad and cries when he is happy. The cold makes him sweat and
heat makes him shiver.

In the modern world, Haokah can be found riding a Harley as often as he can found riding various
great beasts. He weilds a number of weapons equally well and he can often be found fighting
simply for the sake of fighting. He is the hunter. The warrior. Few things interest him more than
battle and the thunder of war.

His Scions are at least a little more reserved with their violence. Skilled warriors, sams as they're
father, they at least understand at times that discretion can be the greater part of valor. Often
finding some cause to fight for they devote themselves fully to it and defend it to their dying
breath much as their father has sworn to do with his drive to hunt.

Associated Powers: Epic Manipulation, Epic Stamina, Epic Strength, Animal (Bull), Sky, War,
Yuwipi
Common Abilities: Art, Brawl, Marksmanship, Melee, Presence, Thrown
Rivals: Nanook, Tsul 'Kalu; Set, Artemis, Zeus, Freya, Freyr, Thor, Hachiman, Raiden,
Huitzilopochtli, Shango

-Iktomi
AKA: Ikto, Ictinike, Inktomi, Unktome, Unktomi

Iktomi the Spider, a sinister god who ranks among the best of trickster spirits. One of the
supreme deities in the Lakota tribe, Iktomi was a skilled shapeshifter and a master of deception.
However, unlike other trickster gods of the Native people, Iktomi's tricks were often malicious and
cruel. Often his jokes were done to avenge himself against those who had jeered or jested at his
funny appearance. Often looking like a spider, when appearing in human form, he tends to wear
red, yellow and white paint and to have black rings around his eyes. It is said that to meet his
gaze is to bring bad fortune upon yourself.

In the mortal world, Iktomi continues his pranks and his jests, singling out targets for a purpose
only he seems to understand. However, it was also prophesized that Iktomi's webs would one
day entangle the world. Many have taken this legend to mean the rise of telephone wires and
then later the Internet. Iktomi has taken this prophecy and belief to heart, modernizing the
method to his madness and beginning to take a great interest in the advances of the Information
age and digital technology.

As such, a new breed of Iktomi's children has begun to arise more often than any. Many of
Iktomi's modern Scions take the role of hackers and other masters of electronic larceny.
Crouched like spiders within their own webs of digital cables and electronic networks, these
tricksters-in-training hack bank accounts, fabricate corporate secrets to start investigations,
expose elicit affairs that others would have remain hidden. Not for any greater purpose or goal,
but they do so merely to watch the chaos in the results.

Associated Powers: Epic Dexterity, Epic Intelligence, Epic Manipulation, Animal (Spider),
Chaos, Darkness, Illusion, Yuwipi
Common Abilities: Athletics, Control, Investigation, Larceny, Science, Stealth
Rivals: Coyote, Kokopelli, Raven; Set, Hermes, Loki, Odin, Kalfu

-Whope
AKA: Ptehehincalasanwin, Pte San Win, White Buffalo Calf Woman

Goddess of beauty, peace and harmony, Whope is often depicted as a beautiful woman wearing
the palest of white clothes. Her beauty is enough to spark the desires of even the most chaste of
men (and some women) but despite that, Whope is a virginal goddess. No man has yet proven
up to her standards. Always she encounters lust rather than pure passion. She has pretty much
accepted that to be the way it will always be. The last man recorded to have tried ended up a pile
of bones on the desert floor.

In the mortal world, Whope always appears lovely. Dressed in white and moving among
humanity, she seeks ways to bring peace and harmony to people. She's been a marriage
counselor, a motivational speaker, a diplomat and many others. Always she seeks to bring peace
to the world around her and mend broken ties.

Her Scions similarly seek the same harmony in the world. Few are quite as devoted to the cause
as their adopted mother, however, though they all share her good looks. Often she selects
adoptees that can appreciate the peace and harmony she offers. She seeks out orphans who
would love nothing more than to have the connections of family. She finds friendless youths who
long to make friends. Denizens of war torn countries may be taken as her Scions if they seek to
correct the violence they grew up with.

Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Animal (Buffalo),
Guardian, Health, Prophecy, Yuwipi
Common Abilities: Art, Craft, Empathy, Integrity, Medicine, Presence
Rivals: Glooscap, Haokah, Iktomi, Nanook, Sedna, Tsul 'Kalu; Set, Sobek, Ares, Odin, Loki,
Tezcatlipoca, Huitzilopochtli, Tlazolteotl, Susanno-o, Raiden, Baron Samedi, Ogoun

And the Other One...


-Coyote
AKA: Mika, Sk'elep, Wily Coyote

There is one more god who does not stand with any particular tribe and operates beyond tribal
boundaries. However, unlike Raven, this is not because he is worshipped among all pantheons.
Rather, Coyote operates beyond the limitations of tribe and territory because no tribe of gods
really wishes to lay claim to the wily trickster. When Raven plays a trick, it's to accomplish some
goal for the betterment of mankind. When Kokopelli plays a trick, it's usually sexual in nature and
ensures the next generation of people. When Iktomi is being sneaky it's usually to spread
suffering and pain to the world. But what makes Coyote so ostracized while the likes of Iktomi
and Kokopelli are accepted is simple:

Coyote's tricks could be any of the above.

Coyote is unpredictable. He's a wild card. Once he stole fire from its keeper, Masauwu, so that
mankind could be warm at night. A trick that was worthy of Raven's thoughtful nature. Other
times he's shamelessly tricked his way into women's beds so that he could share a night with a
"lucky" woman. (Coyote's also quite proud to claim that the phrase "coyote ugly" comes from the
women who woke up next to him in his true form the next morning. No one knows if this is true or
not, though most see no reason to argue with something that makes so much sense as that.)
Some of Coyote's most memorable tricks are those that have left sorrow and grief behind in their
wake, however.
Raven, Kokopelli and Iktomi all have their place in the natural order of things. They may not all
be pleasant Gods, but they stick to their roles as they have been appointed to them. But Coyote
does not. Coyote's role, if anything, seems to be to usurp the roles of other tricksters and upset
the natural order of things. And that is something that most of the Native American deities simply
can't allow. Therefore, Coyote is very much a member of the Manitou, but he's one that kept at
arm's length and removed from the other pantheons.

It should come as no surprise then, that of all the Gods of the Manitou, it's Coyote who spends
the most time in the World. He wanders where he will, does as he pleases, and most who know
who they're dealing with hope that they encounter him when he's in either his benevolent or at
least sexual moods. Those who catch him when he's in his vindictive and cruel moods always
live to regret ever meeting the creature.

His children are most often the result of one-night-stands. Usually those mornings after are not
times that the mothers of these Scions remember fondly. Often alcohol or other trickery had been
involved beforehand. His Scions tend to only be able to take on one of the aspects of Coyote the
Trickster. They are protectors of mankind. Or they are sexual deviants who manipulate those
around them. Or they are wicked decievers who are out for cruelty. Rare is the Scion of the
Coyote who can actually pull of their father's manic depressive mood swings without wearing
themselves out and falling into real insanity.

Associated Powers: Epic Appearance, Epic Dexterity, Epic Manipulation, Epic Wits, Animal
(Coyote), Chaos, Fire, Illusion, Yuwipi
Common Abilities: Animal Ken, Athletics, Investigation, Larceny, Occult, Presence
Rivals: Glooscap, Haokah, Iktomi, Kokopelli, Masauwu, Nanook, Raven, Tsul 'Kalu; most of the
other tricksters and more serious gods of other pantheons.

Alternate Virtue: Duty, Expression OR Vengeance


Almost as if he's a pantheon of one, Coyote does allow for other Virtues to manifest with his
Scions. What's more, Coyote is incredibly open-minded. His Scions who develop habits of being
benevolent tricksters who do what they do for the benefit of mankind, may develop Duty. Those
who show themselves to be sexual deviants, seducing the opposite sex with well-chosen words
and cheesy smiles, tend to manifest Expression when they deviate from the norm. And those
who gain their father's mean streak often develop Vengeance, as they take it upon themselves to
go after those they feel have wronged them personally, even if it's only an imagined wrong.
These Virtues may replace ANY Virtue among Coyote's children, however Scions of Coyote may
choose ONLY one of these Virtues, no others. One Scion of Coyote may have Duty, Endurance,
Harmony and Valor. A second may have Endurance, Harmony, Loyalty and Vengeance. A third
may have Harmony, Loyalty, Valor and Vengeance.

-------------------------------------------------------------------------------------------------------------------------------
--Scent the Divine--

When a member of the Manitou is sensed using Scent the Divine (Scion Companion, pg. 56) they
smell like wood smoke. All have this smell regardless of sub-pantheon have this smell.

Scions of Raven and Coyote, being true Manitou and not associated with a single sub-pantheon
tribe, are accompanied by the sound of a crackling fire.

The Kachinas of the southwest are accompanied by the sounds of ceremonial chanting and
dance.

The Medeoulin of the northeast have the sounds of water splashing on a rocky shore.

The Nunne'hi of the southeast are accompanied by the sounds of wood being chopped and
carved.

The Unipkaaqs of the far north sound like cracking ice and roaring wind.

Finally, the Wakan Tanka of the far west are accompanied by the sounds of hoofbeats on hard
ground.
-------------------------------------------------------------------------------------------------------------------------------

--Pantheon Specific Purview: Yuwipi--


Yuwipi focuses on the power of the spirit within all things. Similar in some ways to Tsukumo-
Gami, Yuwipi does not concern itself with the spiritual hierarchy or proper codes of etiquette.
Rather, Yuwipi focuses on the power of spirits to manipulate the world around them on their own
and on the Scion's role as intermediary between the spirit and eventual role as a spirit himself.
Scions who practice Yuwipi may learn to communicate and gain favors from spirits at the hero
level. At the demigod level, the Scion becomes capable of working with the spirits directly, seeing
through their eyes, healing the damage to the spirts of others and forming spirits into rudimentary
magical items. Finally, at the god level, the Scion takes his place in the natural role of spirits and
learns to serve as the patron spirit of his children, purify the spirits of others or destroy those that
can't be purified and merge his body with a spirit to channel its power.

It should be noted that the Manitou never intended for this Purview to develop. Much like with
their Virtues, the Manitou initially used different Purviews among the individual sub-pantheons.
The Medeoulin used one set of powers while the Nunne'hi used another. The Wakan Tanka used
yet another power and the Unipkaaqs and Kachinas used differing abilities. However, over time
as the various groups began dealing with other and trading notes, a cohesive set of Boons began
to develop. Older powers were lost as Fate began to tie the pantheon together and soon many of
the Gods found themselves unable to use their old powers, the abilities of Yuwipi replacing them.
This development reached its final stages during the conflict between the Gods during the
subjugation of the Native people. When the Manitou emerged, bound by Fate and circumstance
to once and for all be a single unit, the power of Yuwipi was finalized.

Many of these powers are shaped by the individual pantheons which gave them form. While they
may have originated among other pantheons, they have spread among the Gods of the Manitou
as a whole and have found use among all the Gods of the Native American people. Additionally,
some of these powers have been shaped by the perception of the Native American people from
an outside perspective. Fatebinding has shaped the Manitou in some ways to reflect the
Legends around them. And not all of the Legends surrounding the gods are ancient. In some
ways, Yuwipi is an example of why the gods pulled away from the World when they did. It doesn't
make it any less powerful, however.

-State of the Spirit (Yuwipi O)


Dice Pool: Perception + Medicine
Cost: None

Using this boon, a Manitou Scion may study a target and detect any spiritual ailments or
problems the target may possess. By spending a full Speed 5 Miscellaneous action without
distraction in studying a target, the Scion may then make a Perception + Medicine roll. If
successful, the Scion may see any spiritual ailments on the target. He may determine how much
of a wounded target's damage is aggravated damage. He may also identify the presence of Dark
Virtues if the target possesses them. The Storyteller may also reveal the presence of possessing
entities such as spectres, spirits or Scions and Gods of the Loa pantheon using the Cheval
Purview. Targets such as possessing entities or beings with Dark Virtues may resist this roll with
a contested reflexive Wits + Larceny roll.
-Voices on the Wind (Yuwipi OO)
Dice Pool: Charisma + Survival
Cost: 1 Legend (optional 1 Legend per day of passive action)

By speaking to an inanimate and natural object for a full Speed 5, Miscellaneous action without
distraction and offering the proper respects in the form of Legend, the Scion may roll Charisma +
Survival to catch the attention of the spirit. The item in question must be a naturally occuring item
or phenomenon. A spirit of a rock or a tree is certainly fair game. As is the spirit of a lake or a
river. A spirit of the wind may also be appropriate if there is wind blowing at the time. The item
cannot be anything that is entirely man-made. A chair may be made of wood, but a chair doesn't
occur naturally. Neither does a statue that's been carved out of a rock. Spirits of fire may be
communicated with, but only if the fire is from burning natural sources of fuel such as wood and
sometimes coal. Fires that are fueled with natural gas do not have the spiritual fortitude to
communicate with this Boon.

The object takes on anthropomorphic features - the grains of wood on a tree, for instance, might
flow into the shape of a face - and speaks in a way befitting the nature of the object. The spirit of
a roaring fire may speak in rapid, energetic words, as befitting its short life span before the flames
die out. A spirit of a great boulder or a mighty oak however, may speak in slow, deliberate
sentences, never rushing and taking forever to get to the point of the conversation. The spirits
rarely speak of those that don't interact with them directly, however. The spirit of a tree may
speak of people who sat beneath it for shade, but ignore the car that passed it by on the road
next to it. The spirit of a fire may speak of the man who warmed his hands beside it before
moving on and then speak nothing of him again, even if he were gunned down a moment later.
Getting more information than the spirit deems to have been important is difficult.

Additionally, the Scion may ask the spirit to perform some passive task on his behalf. She can for
example, have the spirit of a tree watch out for a specific person, observe any titanspawn who
approach, or remember and repeat anything another Scion says to it. In this case the spirit may
begin to pay more attention to his surroundings, but is still likely to only adhere to the letter of the
request unless something else the subject in question did is important to the spirit itself. The
Scion must offer in advance, another 1 Legend to the spirit for each day of activity in this manner,
up to a maximum of the Scion's permanent Legend rating. The maximum period the spirits will
ever agree to is proportional to the power of the Scion in question.

-Calling Forth the Spirit (Yuwipi OOO)


Dice Pool: Manipulation + Survival
Cost: 1 Legend per Action

By spending a full Speed 5 Miscellaneous action without distraction during which the Scion calls
upon the spirits' power and pleads his case, the Scion may call a spirit of nature which aids the
Scion and her allies in some manner. In all effects, the Scion may affect a number of additional
targets beyond herself, both friend and foe, equal to her Legend rating. Each target must have
successes divided as evenly as possible with the player of the Scion determining where the extra
successes are distributed.

For instance, if a Scion and two allies are attempting to quickly cross rocky terrain with two armed
gunmen behind them, then the Scion may call upon the Earth application of this Boon to lower
terrain penalties for himself and allies and raise terrain penalties for his enemies. If the Scion has
a Legend of 5 and achieves 7 successes, he may then choose to target all five possible targets
(himself, 2 allies, 2 enemies). Each gets one success spent on the modifier and that leaves 2
successes left over. He then chooses to put one of those successes on himself and the other on
one of the enemies. For a grand total of 2 successes on himself (lowering terrain penalties for
himself by -2), one on each of his allies (lowering their terrain penalties by -1 each), two
successes on one enemy (increasing his terrain penalties by +2) and one success on the other
enemy (increasing his terrain penalties by +1).

Earth: Spirits of stone, dirt, soil, etc., these spirits tend to make the terrain more favorable for the
Scion and less so for the Scion's enemies. Stones just happen to appear at the wrong moment to
cause enemies to stumble. The ground gives way to sink holes beneath. While the Scion and
her allies just happens to step at just the right spot to move easily across rocky terrain. The
Scion may choose to divide successes between decreasing her own terrain penalties or the
terrain penalties of allies, or increasing the terrain penalties of a number of enemies. Terrain
penalties of this nature may exceed -3. This does also influence the difficulty to remain standing
in such terrain. This only applies when terrain penalties are generated from rocky ground, loose
soil or other conditions associated with the natural earth.

Fertility: Fertility spirits are generally the spirits of plants such as trees, vines, flowers, etc.
Summoning a spirit of fertility causes the plant life around the Scion to become more lush and
vibrant. It may also cause the plantlife around others to draw away and become more sporadic.
The effect can make it easier for the Scion and his allies to conceal themselves in brush or low
grass, while making the Scion's enemies stand out. Successes are divided between adding
bonus to Stealth rolls made by the Scion and her allies and working as Stealth penalties for the
Scion's enemies. Penalties and bonuses of this nature may exceed +/-3. This only applies to
modifiers when moving through natural terrain with vegetation.

Fire: Summoning a spirit of fire allows the user to interact with fire, or cause others to interact with
fire in different ways. Flames avoid burning the flesh of allies and the Scion while enemies find
themselves burnt by flames that are suddenly hotter or more sinister. Successes on the roll may
be divided between decreasing the Trauma rating for himself or his allies to resist being burned
by flame environmental effects, or increase the Trauma rating of enemies to be burnt by the same
effects.

Frost: More popular among the Unipkaaqs than the other Manitou, using this Boon to summon
spirits of frost brings the spirits of ice, snow, hail, and other elements of cold. Cold saps the
energy from people. It makes it more difficult to perform actions efficiently and takes away the will
to operate. Alternatively, the cold can withdraw for the Scion and his allies, allowing him to
function smoothly and without complication. Successes on this use of the power may be divided
between decreasing penalties for performing Fatiguing Activity for the Scion and her allies, or
may be spent to increase penalties for the Scion's enemies to perform Fatiguing Activities. In this
case, with the use of this power, these penalties may exceed -3. This only applies when
operating outdoors in weather that is already at least somewhat cold.

Sky: When summoning spirits of the Sky, the Scion often finds spirits of rain, wind, fog and other
such weather conditions. When using this to benefit the Scion, rain thins out, fog fades away, or
other weather conditions dissipate at just the right times. While against the Scion's foes, the
weather intensifies at just the right moments, fog thickens and other weather hinderances impede
the Scion's enemies. Successes with this aspect of the Boon may be used to decrease Visibility
penalties for the Scion and her allies when those visibility issues are caused by weather such as
fog, rain, snow or sleet. Alternatively, successes may also be used to increase Visibility penalties
for the Scion's enemies. Penalties may rise above +2 in this instance. This power has no effect
on Visibility penalties caused by blindness, darkness or other scenarios. This Boon ONLY affects
Visibility penalties caused by effects of the weather.

Water: Water spirits brought forth in this manner are the spirits of lakes, streams, rivers even
oceans. When a Scion summons these spirits it becomes easier to move through water that may
otherwise hinder her and her allies. Or it makes the water even more of a hinderance to the
Scion's enemies. When dealing with movement through Water, Muck or Goo, the Scion may use
these successes to decrease the penalties to herself or her allies. Or the successes may be
used to increase the penalties her enemies suffer. Enemies may suffer more penalties than the
usual -5 cap in this manner. This power only functions on natural water and substances.
Processed oil, tar, grease, etc do not apply.

In order the actually summon the spirit in this manner, the Scion must also possess at least one
Boon of the Purview most closely associated with that spirit. Spirits of fire require the Fire
Purview. While plant and tree spirits require the Fertility Purview. This Boon costs 1 Legend per
action to be maintained. When the Scion stops spending the Legend, the effect ends and all
penalties and bonuses revert to normal.

-Soul Balm (Yuwipi OOOO)


Dice Pool: Charisma + Occult
Cost: 1 Legend per Health Level

Aggravated damage occurs whenever the spirit or soul of the wounded person is burnt or rent in
some fashion. Using this Boon, the Scions of the Manitou may work to mend the spirit and repair
the Aggravated damage. The Scion must touch the target and spend two Speed 5 Miscellaneous
actions in total concentration as she invokes the powerful healing magics of the spirits. When the
two actions have passed, the Scion may then make an Charisma + Occult roll. Each success on
the part of the Scion allows him to spend one Legend per aggravated Health Level to convert it to
Lethal damage instead. This power may heal the spirit but not the flesh and the physical damage
must still be healed normally.

-Natural Order (Yuwipi OOOOO)


Dice Pool: Charisma + Command
Cost: 1 Willpower + 3 Legend

While Yuwipi never enforces the rigid social structure and dictates of proper etiquette that
Tsukumo-Gami does, there is a natural order and system which it acknowledges needs to be
followed. Lesser spirits acknowledge the superiority of greater spirits and those greater spirits
acknowledge the even greater ones. Thus is natural balance and harmony maintained as the
spirits stick to their natural pecking order.

By using this Boon, the Scion places himself within that pecking order and ensures that spirits
acknowledge his superiority, allowing him to make requests and give commands of the spirits that
go beyond simply watching for information. For the duration of the scene during which this Boon
is active, spirits will take physical action with their physical vessels at the behest of the Scion.
Rocks will fly at opponent's heads, tree branches will swing to strike offenders, wind will blow to
close doors in front of pursuing enemies, fire will spread to burn those the Scion wishes. The
Scion is never without allies and any reasonable command which the Scion issues is
automatically followed. The Scion cannot command suicidal action from the spirits, however, and
they will only take actions that do not cause them any immediate harm.

If there is any sort of roll to be made, the Scion rolls Charisma + Command on behalf of the spirits
to determine its effectiveness. However, this does not count as the Scion's action as all the Scion
has to do is give commands. This does, however, interfere with actions which require speech
obviously and they can't be performed simultaneously with this action as the Scion is busy
commanding the spirits. Rolls are made simultaneously with the Scion's own actions. If damage
is done by spirits using these powers, use the Scion's Legend as the base damage pool, plus
threshold successes and other appropriate modifiers at the Storyteller's discretion. Damage is of
the appropriate type (tree limbs and rocks do bashing damage, fire does lethal damage, etc)

Like Voices on the Wind, this power affects the spirits of naturally occuring items and phenomena
and has no effect on spirits of manufactured goods or items.

-Untouched Land (Yuwipi OOOOO O)


Dice Pool: None
Cost: 10 Legend
By focusing for two Speed 5, Miscellaneous actions without distraction, the Manitou Scion may
cause the spirits of the land to reject those which have been tainted by the touch of the Titans.
The Scion must remain Inactive and focused on the effect of the power for it to remain in effect.

When this power is activated, all beings within a number of miles equal to the Scion's Legend
which Dark Virtues much succeed on a Willpower + Integrity + Legend roll, difficulty of the
number of Dark Virtues the being possesses. Failure means the creature must flee the area until
it is beyond the range of this power. Success allows the affected creature to remain, but it faces
a dice pool penalty to all non-reflexive actions taken within the area by a number equal to his total
Dark Virtues.

Beings in possession of Dark Virtues must make the same roll when entering the area for the first
time and failure indicates they cannot proceed forward. Success still imposes the same dice
penalty.

This power remains in effect for as long as the Scion may maintain his focus and remain Inactive.
The Scion may not move or engage in other physical activity. He may speak, but only to engage
in normal conversation. Anything complex such as trying to debate with someone, lie to them or
anything else that requires concious thought (ie: if you have to roll for it) means the character is
no longer focusing on Untouched Land and it will have to be reactivated.

Obviously, Epic Stamina may be helpful when using Untouched Land as it allows the character to
go for longer periods of time without food, water or sleep. Otherwise, such effects come into play
as normal.

-Fetish Charm (Yuwipi OOOOO OO)


Dice Pool: Intelligence + Occult, Dexterity + Craft
Cost: 1 WP + 15 Legend

This Boon allows a Scion to create a rudimentary form of relic by binding a willing spirit into a
fetish. This fetish then allows the spirit to serve as a Guide to the Scion in question and allows
the Scion to channel Boons of the appropriate Purview. In order to use this Boon, the Scion must
first follow the normal process for a God to create a Relic capable of channeling a Purview.
However, instead of using Intelligence + Craft to design the relic, the Scion uses Intelligence +
Occult and achieves 35 successes in an extended roll. The Scion then rolls Dexterity + Craft in
an extended roll to actually craft the relic and must achieve 50 successes. This prepares the
physical body of the fetish.

Only after the physical vessel of the fetish is prepared may the Scion actually deal with the spirit
in question. Using Voices on the Wind, the Scion may communicate with the spirit and bargain
for the spirit to take up residence within the fetish. Only a willing spirit may be used for a fetish
and this is mainly a role playing device. Though, certain Knacks may come into play in
convincing the spirit to go through with it. No amount of direct coercion will ever accomplish this
task. Once the spirit is willing, the Scion spends a Willpower and 15 points of Legend.

In doing this, the Scion is effectively using the spirit as the divine raw material to craft the relic.
However, the relic is limited in what Purviews it may access. Similar to Call Forth the Spirit,
fetishes may only generate Purviews of the appropriate type of spirit from an inantimate, natural
source. This means that the Purviews of Earth, Fertility, Fire, Frost, Sky and Water are generally
the only options.

The true power of the fetish comes from the fact that not only does it provide access to a Purview,
but the spirit within the fetish also serves as a 3-dot Guide for the Scion who created the fetish.
The spirit is knowledgable about certain things, but, as with Voices on the Wind, tends to percieve
things through the lense of the appropriate element's perceptions. Additionally, fetishes may be
later crafted into relics which channel other Purviews. Since the creation process has already
been gone through, these other Purviews may simply be added to the fetish by providing the
proper divine components as per Scion: God, pg. 79. However, only Gods may add these
additional powers as normal.

These fetishes may be passed down to other Scions but only by using the Birthright Bond Magic
Spell to transfer the connection from the Scion that created the fetish to the new Scion. In this
way, Heroes may start with fetishes and Guides, but they must purchase them as normal. In
order to speak with the Guide within the fetish, the Scion must possess either the Yuwipi Boon,
Voices on the Wind, or the Tsukumo-Gami Boon, The Wakeful Spirit. Otherwise, the fetish may
still provide access to the Purview, but the Guide is inaccessible.

-Totem Gift (Yuwipi OOOOO OOO)


Dice Pool: Charisma + Craft
Cost: 1 Willpower + 15 Legend

With this Boon, the God may choose to serve personally as the Guide of another character. The
God must spend a period of time carving an item from clay, wood or some other similar
substance, molding the item into an image representing himself. This may be a kachina doll, a
carving of a totem animal such as deer for Tsul 'Kalu or a buffalo for Whope, or it may simply be a
small totem pole carving of the god in question. Tastes for visual representations of the gods vary
from culture to culture but any may be used for this Boon.

All the while, the God must concentrate on the other character which he wishes to serve as a
Guide for. The God's player rolls Charisma + Craft while making the item, requiring a number of
successes equal to (his own [Legend + the target's Legend] x 2). This may be an extended roll,
but each roll requires one hour of time in between as the image is carved and the energies are
connected around it. When enough successes have been achieved, the God then spends the
requisite Legend and Willpower costs, binding the item to the person and connecting himself to
the item as well.

From then on, so long as the target possesses the granted item, she may use it as if it were a
Relic that granted a Birthright Connection to communicate with her Guide. The character spends
a point of Legend and speaks to the item. The God then responds mentally, while the item
physically speaks and relays the conversation. The God does not need to reply, and can choose
to decline the conversation for the moment. The conversation lasts a long as the God wishes.
The God who created the item counts as a five-dot Guide for the recipient of the item.

It should be noted that the item can be taken from the recipient and stolen as a normal relic. The
thief may use the relic to contact the God. However, the God is under no compulsion to aid the
thief and using the item is a good way for the thief to find himself in trouble.

If, for some reason, the activation roll of the Boon should botch, the intended link is established
but in reverse. The God may spend the Legend and contact the recipient through the item, and
the recipient recieves the mental communication. The God watches the item speak to him and
must possess the item. The recipient can choose how long the conversation lasts and may
choose to decline the mental link. A God can gain a lesser-dot guide from a botched application
of this Boon (one suited to the recipient's power and experience), but only if the recipient has
useful information or advice that the God himself does not have.

-Cleansing Touch (Yuwipi OOOOO OOOO)


Dice Pool: None
Cost: 1 Willpower + 20 Legend

By touching the target and spending the appropriate Willpower and Legend, the god causes the
target's body to flare up in pain, proportional to the amount of Titan corruption the target has
endured. Use of this power causes one aggravated level of damage per total number of Dark
Virtues the target possesses. A being with Ambition 5, Malice 4, Rapacity 3 and Zealotry 3 will
take 15 aggravated damage. This damage is soakable, however the target may NOT use Divine
Damage Conversion or other similar powers to convert the damage to lethal or bashing. The
target MUST deal with it as aggravated damage. Finally, this damage ignores all forms of armor,
whether it be the hide of Nemean beasts or riot gear.

Additionally, for each damage unsoaked, the target loses one point from a Dark Virtue of the
god's choice. If the target example above may soak 10 levels of aggravated damage, he still
takes 5. The god may then choose to lower the target's Ambition to 3 and his Malice to 1 while
leaving his Rapacity 3 and Zealotry 3 alone.

Obviously, this makes further uses of the power on the same target a moot point as whatever was
soaked will be soaked again so there will be no further "unsoaked" damage. However, this
process may also aid in the conversion process to bring titanspawn and Titans to the side of the
gods, as detailed in Scion: Ragnarok, pg. 53.

These Dark Virtues are lost permanently and even if it doesn't help with the conversion, it will
weaken the target's ability to channel those Virtues in the future and at the very least, strip him of
part of the power which the Titans' corruption might provide.

No Virtue may be reduced below 1 in this manner, unless the Virtue in question is only temporary,
such as the case of Fafnir and his ring Andvarinaut which bestows temporary Dark Virtues upon
the user, or the use of Wendigo blood to make a user stronger (see below). Temporary Dark
Virtues may be burnt away entirely with this power, but permanent Dark Virtues take a little more
than simply a touch and some pain.

-Blessings of the Fouth World (Yuwipi OOOOO OOOOO)


Dice Pool: Manipulation + Occult
Cost: 1 Willpower + 30 Legend

The God must first be in his intangible state rather than manifested as even flesh made of pure
ichor will prevent his power from functioning. The God then spends a full, Speed 5 Miscellaneous
action without distraction in concentration and rolls Manipulation + Occult. The Scion may
choose to merge himself with a spirit in the area and thus take that spirit's potential power into
herself. If the spirit is unwilling, the spirit may roll Willpower + Integrity + Legend to resist.

Prior use of Voices on the Wind to negotiate with the spirit may mean the spirit chooses not to
resist. Activating the Natural Order Boon may also make the spirit willing to simply do as the God
wishes. This merger with the spirit lasts for the rest of the scene after which time the spirit leaves
the God, no worse for wear, and is free to go about its business. The God must remain
dematerialized while this power is active, though he may still spend a Legend point to appear to
the world so that he can speak and be visually present, even if he can't physically interact with the
World.

During the time in which the God and spirit are merged, the God may use any Boon of the
appropriate Purview for the spirit up to the God's Legend rating, as if he were working without a
needed relic. That is, his Legend is treated as being one lower when using all Boons and for
purposes of determining what is available. No God may "borrow" the Avatar of a Purview. The
God makes the appropriate rolls for each boon, however, any Legend or Willpower expenditures
to use those boons are doubled.

For example, a God may merge with a spirit of the wind and gain access to all Boons of the Sky
Purview. However, should he choose to use Levin Fury, the God must pay 6 Legend per lightning
bolt attack, rather than 3. Additionally, since the God must remain intangible, he may not use any
Boons that require direct contact with the target of the Boon.
As with Call Forth the Spirit and Fetish Craft, spirits of Earth, Fertility, Fire, Frost, Sky and Water
are the only ones that are applicable to the use of this Boon and those are the Purviews which
the God may gain access to.

At the end of the scene, when this power fades, all lasting effects of using the borrowed Boons
fade with the power. Since this Boon requires being intangible, it's rarely used where it might risk
being absorbed by a Greater Titan or require a more direct hand in dealing with matters. Should
the God actually be absorbed in this manner, the spirit is also lost with the God.

--Birthrights--
In addition to the ability to grant Relics and Guides such as those from fetishes and totems, as
detailed in the description for Yuwipi, the Manitou also employ a number of other Birthrights.
Naturally, Ghosts in the form of Ancestor Spirits may still serve as Guides and normal, mundane
Followers are more than available. Native American mythology is also rife with prophets, seers
and other mystics who can serve as Guides using the rules for Cassandras and Sybils. Many
native tribes have their own legends about helpful spirits of nature who may be created using the
stats for the Hidden Folk in Ragnarok. And of course, any number of famous weapons, items and
such may be found in myths and legends. This list is by no means exhaustive and players and
Storytellers are encouraged to do their own research and expand on the ideas here.

Creatures:
-Thunderbird (Creature OOOOO)
(Information on Thunderbirds can be found in the Scion Companion, pg. 61)

-Tupilaq (Creature OOO, Relic OO - 1 Purview [Death], 1 Birthright Connection)


The tupilaq is not a creature that many of the Gods or Scions are eager to speak about. The
creature's creation is often taboo and the uses for the creature are meant to be kept secret. The
tupilaq is an avenging creature of Inuit legend that is created from using various objects such as
body parts (bone, hair, etc...) and sometimes body parts taken from the corpses of children. The
resultant creature is an abomination to behold. No two ever look the same, but all of them are
monstrous, with bulging flesh, emaciated limbs, open, weeping sores and other disfiguring traits.

The true horror of the tupilaq however, is that despite the fact that it is a skilled hunter and never
gives up its prey once it has it, if it is sent to hunt down a creature of Legend, the target may
redirect the tupilaq back at its master. This becomes easier as the tupilaq continues to kill unless
its owner takes steps to ensure that its wickedness does not grow. The wickedness of the tupilaq
is linked to the actions of the user. Each time the tupilaq is sent to kill a target, it gains a Rapacity
rating. The higher it's Rapacity, the more likely it is to turn on its master. But it's Rapacity may be
kept in check by having the owner make public confessions regarding the actions of the tupilaq to
others. If the act of summoning and dispatching the tupilaq is made a public spectacle, the
creature does not gain the Rapacity.

Regardless, the tupilaq always has at least a Rapacity of 1. It can never be cleansed fully. This
Rapacity replaces the creature's Loyalty in its Virtue rating. The tupilaq hunts for the sake of
indulging in its twisted pleasures, not out of any real loyalty for its master. And that's what causes
it to turn on its master as the desire to slake its hunger on its master overwhelms its desire to
hunt others.

While these creature originate among the Inuit people, and thus the Unipkaaqs pantheon, the
Gods of the Inuit people look disfavorably upon the creation of these monstrosities. They are
untrustworthy, unreliable and ultimately dangerous. Still, it's not unheard of for a Scion of Sedna
to have such a creature in her possession, especially in this time of war when no advantage can
be left unconsidered. They are often given a small figurine of the tupilaq carved from whale bone
or the tusks of narwhals or walruses. In addition to summoning to tupilaq from the nearest body
of cold water (even a cup of ice water will do as the creature claws and scrapes its way from the
glass and expands to its full size in a grotesque display of displaced flesh), the figurine also gives
access to the Death Purview.

The disfavor shown to such a beast often causes Scions who have them to hide the creature's
actions from others to avoid the stigma associated with it. Which often leads to just the reason
that the tupilaqs aren't trusted in the first place...

Virtues: Endurance 4, Harmony 1, Rapacity 1 (at first), Valor 2

Strength 7, Dexterity 4, Stamina 5


Charisma 0, Manipulation 0, Appearance 0
Perception 6, Intelligence 2, Wits 4

Athletics 3, Awareness 5, Brawl 4, Fortitude 3, Investigation 4, Presence 4 (Intimidation only),


Stealth 3, Survival 4

Supernatural Powers:
Epic Attributes - Epic Strength 2 (Crushing Grip, Holy Rampage), Epic Dexerity 1 (Monkey
Climber), Epic Stamina 2 (Holy Fortitude, Damage Conversion), Epic Perception 2 (Predatory
Focus, Supernal Hunter, Telescopic Senses)

Invisibility - The tupilaq must often go places where it must go unseen. By spending two Legend,
the tupilaq may make itself completely invisible for the scene. Beings with supernatural
perceptions may roll Perception + Awareness against the tupilaq's Wits + Stealth to notice it's
arrival.

Rapacious Turncoat - If a being of Legend notices the tupilaq coming for him, he can make a
Legend roll (difficulty of the owner's Legend minus the tupilaq's Rapacity rating, minimum difficulty
of 1). If the target succeeds, the tupilaq hesitates in its attack agains tthe target and then
retreats, changings its focus to hunting its master instead. If the owner makes a public
confession of the tupilaq's actions to someone who didn't already know about them, then the
tupilaq will hold off in its attack and revert to the owner's control again. This also causes it to lose
a point of Rapacity as long as this doesn't reduce it below 1.

Claws and Teeth - The tupilaq typically has sharp claws and teeth which add +2L to unarmed
attacks and allow it to perform a Bite attack.

Join Battle: 9

Attacks:
Clinch - Accuracy 8, Damage 8B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 7, Damage 13L, Parry DV 4, Speed 5
Unarmed, Light - Accuracy 9, Damage 10L, Parry DV 6, Speed 4
Bite - Accuracy 8, Damage 10L, Parry DV --, Speed 4

Soak: 2A/7L/7B
Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-2/-2/Incap

Dodge DV: 6
Willpower: 6
Legend: 3, Legend Points: 9

Notes: Due to being composed of multiple body parts, the tupilaq treats damage as if he were
undead. He takes bashing damage from firearms attacks and may soak lethal damage with his
full Stamina. Note, however, the tupilaq is not truly undead, merely takes damage like it.

Followers:
-Lesser Kachinas (Followers OOO to OOOOO, Relic O - 1 Purview [Varies] OR 1
Birthright Connection)
While the greater members of the Kachina pantheon make up the leaders and mystics of the
group, most of the members of the Kachinas are in fact lesser spirits who serve many of the
same roles that the Hidden Folk from Ragnarok do. They handle day to day problems and serve
as protectors and guardians of the natural elements. And in the fight with the Titans, they may
also be called upon to serve as soldiers and warriors for the Scions of the Manitou. Though they
are more willing to be Followers of Scions of the Kachinas themselves, they have no problem
aiding Scions of other pantheons in the Manitou.

To create the stats for one of the Lesser Kachinas, start with the stats for an experienced soldier
(Scion: Hero, pg. 283). Add to that a Legend rating of 3, and the Virtues of Endurance 3,
Harmony 3, Loyalty 2 and Valor 3. Next, they also have Epic Strength 2 (Holy Rampage, Holy
Bound) Epic Dexterity 2 (Trick Shooter, Untouchable Opponent) and Epic Stamina 2 (Damage
Conversion, Self-Healing). Kachinas have the first two levels of a Boon appropriate to them.
Kachinas of fire may have the first two Boons of the Fire Purview. Those who are true warriors
and spirits of conflict have the first two Boons of the War Purview. The Purview that the Kachinas
are associated with should be determined when they are first taken as Followers and all Kachinas
of the same group have the same Purview.

Kachinas are armed with a number of weapons that they've taken up for the fight with the Titans.
Each carries with them a tomahawk (use stats for a kama but without the P tag), a hunting spear
(use the stats for a hasta) and a hunting bow (use the stats for a hankyu). Lesser Kachinas may
choose to use any of those three weapons. Five Lesser Kachinas are three point followers.
Each point higher than that adds five to the group. If the Scion possesses a birthright to summon
the Kachinas it takes the form of an intricately carved Kachina doll representing a spirit of the
appropriate type. This doll is tossed to the ground as the Legend is spent to summon them,
transforming into the warriors. When in doll form, this item provides access to the Purview of the
appropriate type.

Guides:
-Canotila (Guide OOOO)
These beings go by many names, depending on the region. In the Southeast, they are called
Nunne'hi, the same as their divine cousins. In the West, they're called Canotila, or "those who
dwell in trees." Regardless of the name, these spiritual beings serve the same purpose. They
are the nymphs and spirits of nature for the Manitou and their people. The Canotila serve as the
guardians of the natural world and protect it from outsiders who would destroy it.

To generate their stats, start with the stats of a nymph (Scion: Hero, pg. 298), complete with their
weakness restricting them from leaving their area. However, the Canotila tend to be more
powerful than a typical nymph, gaining a Legend of at least 5 with their Epic Attributes and Boons
set to match. Naturally, they follow the Manitou Virtues and still gain Boons appropriate to their
spiritual nature (that is a spirit of the woods would have Fertility while a spirit of a lake would have
Water). Finally, all Canotila also have the Guardian and Yuwipi Purviews up to a level appropriate
to their Legend. Not only are they forces of their particular element, but they also guard their
particular locations with their lives. And they are bound into the spiritual hierarchy of the Manitou
and can enforce their place.

-Yundwi Tsunsdi' (Guide OOO)


Various legends among the native people also speak of the Little People. Among the Cherokee
they were called the Yundwi Tsunsdi' and they were an overall helpful bunch. Many people
confuse them with Dwarves or Fir Bolg when they first lay eyes upon them. However, while they
stature is about right, the Yundwi Tsunsdi' are not Dwarves or Fir Bolg. Unlike those races, they
are not titanspawn. They are actually closer in relation to the Canotila or the various house spirits
of the Hidden Folk than they are to the craftsmen and guardians of the Dwarves and Fir Bolg.

However, the comparison may not be entirely off. Yundwi Tsunsdi' are known to be remarkable
workers, though they're known more for their efficiency and speed rather than for their skill or
ingenuity. When a Yundwi Tsunsdi' sets her mind to a task at hand, the project is always done
twice as fast as a mortal could accomplish it. And when multiple Little People join together to
accomplish a task, the results can be truly astounding. The Yundwi Tsunsdi' also hold a strange
connection to the Chaos Purview. Using it to navigate busy houses and cornfields without
interference or to always find the best and easiest way to clean up a mess.

A Yundwi Tsunsdi' would make a three-dot Guide if taken as such, providing a number of useful
traits that would just generally make a Scion's life easier, in addition to the helpful advice they
may also impart. The Little People stand at their full height somewhere between a person's knee
to their waist. However, unlike a Dwarf or a Fir Bolg, the Yundwi Tsunsdi' are perfectly formed
and seem to be properly proportioned for their size. Otherwise, they appear perfectly human.

Virtues: Endurance 3, Harmony 4, Loyalty 3, Valor 1

Strength 3, Dexterity 3, Stamina 3


Charisma 4, Manipulation 3, Appearance 3
Perception 3, Intelligence 4, Wits 3

Art 3, Athletics 3, Awareness 2, Brawl 1, Control 2, Craft 4, Empathy 3, Fortitude 2, Integrity 2,


Medicine 3, Occult 2, Politics 2, Presence 3, Science 1, Stealth 4, Survival 2

Supernatural Powers:
Epic Attributes - Epic Strength 1 (Uplifting Might), Epic Stamina 2 (Holy Fortitude, Divine Fortitude
[sleep], Tireless Worker), Epic Charisma 1 (Charmer), Epic Intelligence 1 (Math Genius), Epic
Wits 2 (Jack of All Trades, Don't Read the Manual)

Efficiency - When a Yundwi Tsunsdi' sets himself to a task involving some sort of repetative work,
the time it takes to accomplish that task (ie: the roll interval of the extended action) is cut in half.
For each Yundwi Tsunsdi' working in the same same task, this time is doubled again. So if two
Yundwi Tsunsdi' were working on the same task, it would only require one fourth the time. Three
Yundwi Tsunsdi' could work eight times as fast. Four could be done in one sixteenth the time.

Join Battle: 5

Attacks:
Clinch - Accuracy 4, Damage 4B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 3, Damage 7B, Parry DV 1, Speed 5
Unarmed, Light - Accuracy 5, Damage 4B, Parry DV 3, Speed 4
(Yundwi Tsunsdi' would rather run from a threat than they would fight. However, if forced to, they
will defend themselves. That doesn't mean they're very good at it, though.)

Soak: 2A/4L/5B
Health Levels: -0/-1/-1/-2/-2/-4/Incap

Dodge DV: 5
Willpower: 6
Legend: 3, Legend Points: 9

Relics:
-Hollow Reed (Relic OOOO - 4 Purviews [Death, Earth, Psychopomp, Sky])
Many native cultures include stories of the people of the world today coming from a previous
world which is now the Undeworld. These stories are not unique to one tribe and are similarly not
unique to one pantheon of the Manitou either. Many also remember how it was that the humans
made it from the Underworld to this current world today. The stories change from person to
person and the god who held the item is different for each tribe. Not even the Manitou can really
keep the truth straight from fiction anymore. But one thing that is remembered is that the humans
came to this new world by travelling through a hollow reed that was grown and used by the gods
to chart the way.

This hollow reed that once grew from the Underworld, through the solid ground and up into the
vast skies above, provided egress for the people of the World to travel it easily to their current
home. Obviously, this original hollow reed has been lost. The Manitou can't even really
remember who it was who first used it, let alone where it is now. Some suspect that Raven may
know. But he pleads ignorance. Others suspect that one of the Gods in the Underworld, Sedna
or Masauwu may know where the original reed is. The worst of the rumors suggest that perhaps
Coyote spirited it away and has done something with it.

The original Hollow Reed would be quite powerful indeed. Perhaps one of the most potent relics
in all the Overworld. But in the meantime, Scions can make due with replicas of the original.
Crafted of a special plant from the Overworld that resembles very thin bamboo (the same plant
the original reed was fashioned from, some say), these hollow reeds are rarely more than a foot
in length. They make ineffective weapons and may be prone to break if used so anyway. The
true power of the reeds comes from the assortment of powers that they wield. A Scion who
possesses a hollow reed gains access to the Death, Earth, Psychopomp and Sky Boons so long
as the thin rod is in their possession.

-Maize Powder (Relic OO - 2 Purviews [Guardian, Magic])


Maize or corn has always been the staple crop of many of the tribes of North America. It is easy
to grow, feeds a number of people and is native to the land which the Manitou come from. Many
of the gods of fertility among the Manitou are linked to the production of corn and its abundance.
What some may not know, however, is that among some shamans and medicine men, powdered
corn may be used as a repellent against evil and a source of power. Many stories talk about the
use of powdered maize to drive away evil spirits and to perform protective rituals. As such, many
Scions now carry a special pouch with which to carry powdered corn dust. The pouch itself is the
birthright, providing access to Guardian and Magic. However, the pouch must be kept full of
powdered corn dust, which must also be taken out and sprinkled or spread over the area where
the Guardian Boons or Magic Spells are being used.

-Spear of Nanook (Relic OOOOO - 2 Purviews [Frost, War], 3 Item Enhancements)


Nanook, great bear hunter of the Inuit people, often prefers to fight with his bare hands rather
than any weapon. However, he does still possess a mighty spear which he is known to use on
more than one occassion. It's still not his preferred weapon though, and it's not unheard of for a
Scion of Nanook to be lent the use of the spear for a time. The spear takes the shape of a long
haft, at least six feet in length, with a the spearhead formed form the mandible of a great beast.
The sharp and jagged teeth still line one edge of the jawbone which is sharpened at the end,
allowing for both slashing and stabbing. The weapon uses the stats for a tepoztopilli with an
additional +3 to Damage. It also allows access to the Frost and War Purviews.

-Dreamcatcher (Relic OOOO - 2 Purviews [Mystery, Prophecy], 1-Dot Unique


Power, 1-Dot Unique Power)
Many cultures across the North American continent made a practice of creating dreamcatchers to
ensure a restful night's sleep and keep bad spirits from invading a person's dreams and causing
nightmares. It should come as no surprise then, that the Manitou also make a practice of this,
and have, in fact, perfected it. A dreamcatcher is made from a hoop of wood, bone, or sometimes
even metal in the modern days, woven together with rawhide strips. These same rawhide strips
are then woven into intricate net-like patterns across the inside of the hoop, typically strung with
beads, feathers or other items designed to make the web harder for spirits to navigate.

Relic dreamcatchers typically grant access to the Mystery and Prophecy Purviews. Additionally, if
a point of Legend is spent before falling asleep, the dreamcatcher will ensure that the user will
have a restful night's sleep, free of nightmares and other disturbances. It cannot protect against
supernaturally caused bad dreams, however, only the normal ones. The true power of the
dreamcatcher however, comes from the fact that if it's activated in this way before going to sleep,
it allows the user to use their Mystery or Prophecy Purviews while sleeping, having the visions
come to them as dreams instead. This prolonged dream vision gives the user more time to
process the information, as well as allowing the user to use his subconscious to deal with the
visions. This allows the user to add his Legend rating to the rolls for Mystery or Prophecy, but
only while using them during the dream trance induced by the dreamcatcher. Obviously not an
option if time is a factor and you can't afford to take a nap.

--Cosmology--
Long ago, many of the pantheons within the Manitou had their own, unique Underworlds and
Overworlds. However, the Titan War left many of them broken and scattered. The loss of gods
during that war left the pantheons unable to pick up the pieces of all those realms. Many of them
faded into obscurity, left abandoned and drifting off into the Overworld to never be seen again.
Others continue to exist today as subrealms of the current Underworld or Overworld. They are
home to the gods in question but are considered to be branches, foyers and siderealms of the
primary Overworld and Underworld. Most of the realms however, merged with other realms
which merged with other realms, creating what exists today. The Underworld and Overworld of
the Manitou are not entirely a single realm. Rather, they are combinations of realms which have
merged together into a seamless unity... almost.

Underworld - Shipap:
AKA: Adlivun, The Third World

Many Native American legends tell of how the current Underworld used to be the World which
humans lived in. And when the time came, Masauwu (or other gods in other stories) led the
people out along the hollow reed and to the Fourth World, the world that we live in now. What
was left behind was a land where people were taken to remember the failures of the past. It was
a place to make people realize how great they have it in the new, Fourth World.

Masauwu makes liberal use of the Deny Death Boon to allow those who are about to die and
have lived a greedy or disrespectable life, but may yet still be salvagable, to see death for just a
moment and see what the Underworld has to offer them. How shows them what humanity has
already left behind once and what is in store for them if they do not change their ways and lead a
virtuous life. Many times this works. The Underworld of the Manitou is not meant for all people.
It is a stop over ground for most. A place where they pass through before going on to what else
awaits them. Only those who have led a truly wicked life by Manitou standards take up
permanent residence in the Underworld.

When a person does truly die (and isn't simply on one of the visiting trips that Masauwu arranges)
their soul appears first in a dark, dreary forest, standing on a path with trees to either side of
them. It is dark, but no so dark as to be fearsome. It is as if the land around them has been cast
into perpetual twilight. The forests around them are too dark to see more than the shapes of
trees, but the paths are neatly arrayed and the way is easy. This is the outer land of Shipap, the
Underworld.
The newly arrived dead begin to wander the Underworld, following the path. Some might choose
to step out into the forest, but that is impossible. It's not that it's dangerous or ill advised, it simply
is impossible. The dead walk the paths. Even a living guest will find himself unable to step off
the path and into the dark woods. There is no physical barrier, simply a feeling like it isn't right
that will prompt them and nudge them until they decide to stay on the path. No mind has yet
been able to overcome the feeling and actually enter the woods.

After about an hour of wandering the paths in either direction, the traveller will find that it seems
to be simply a straight line going in either direction. There's curves and twists, but no forks, no
branches. Only a single path that seems without end. And just as the traveller realizes that (it
always takes an hour, no more, no less) they stumble upon their first fork in the road. And here,
between the two paths stands a single, skeletal figure with a horrifying mask. Masauwu, the
Skeleton Man, waits for all the dead to judge them and determine their final destination.

If the soul before him has lived a truly good and virtuous life, adhering to the ways of the Manitou
and the proper code of conduct for their people, then Masauwu reaches up and removes his
mask, a beautiful shining face hidden behind the monstrous image. Handsome and bright as the
sun itself, the Skeleton Man motions to his right and indicates the path for them to follow. Those
who do travel onto the path find themselves in an area where the sun is beginning to shine. The
twilight is that of dawn as the sun rises in the East and they are bathed in its warm glow. Soon,
the travelers emerge into a great clearing and see spread out before them a land of plenty and
abundance. They've arrived in the Manitou Overworld to live out the rest of their lives among the
Gods in their paradise.

For those who have merely lived average lives (as most of the modern Native people have)
Masauwu leaves his mask in place and motions to the right. Those who follow this path find
themselves left in perpetual twilight still. The path winds ever onward through the dark forest.
Until finally, a sprawling settlement is reached. It stretches as far as the eye can see and ghosts
of other sorts roam in and out of the homes and huts that make up its construction. This village
reminds many of homes and towns they've seen in their living days. It seems like typical Native
American on the surface. Longhouses stand beside adobe huts which stand beside temporary
tents and other similar constructs. But within them is an ever-growing number of modern
conveniences which have become part of the Native American way of life now.

Some might call this settlement a reservation for the dead. Those who do quickly find themselves
at the other end of Masauwu's ire. Here, the dead want for nothing, but also have nothing to do.
It is a long, boring existance, where the dead come to resent this dark and dreary place and long
for their lives they've left behind. The dead stay here for exactly one year. No more, no less.
And when this year is up, and the dead are longing for their human lives again, Masauwu comes
to them once more, the same grim mask on his face. And with a brush of his hand, the soul is
whisked away, back to the world of the living to be born again as a baby and live life anew. This
settlement is typically very small, though with the growing number of Native people who have
given up their ancient ways and the Virtues of their Gods, the number of people who still believe
in them, but do not follow them grows, and so grows the number of people who fill this settlement
at a time. It's overcrowded here. And Masauwu is considering shortening the stay from a year to
some other period of time so try and solve the overpopulation problem.

For the dead who truly have given themselves to wickedness, Masauwu has only one response
for them. The Underworld is not meant to be a place where people's souls remain. But
sometimes, some people cannot learn and do indeed take their fortune in the Fourth World for
granted and return to the Third World to stay. For them, Masauwu removes his mask, and shows
them the horrifying, bloody face of a monster behind it. He steps to the side, his arm sweeping
out and revealing a third path which had been hidden behind him the whole time. The other two
paths vanish from sight and the dead have no choice but to walk forward and begin the trek down
the new, treacherous path.
The path slopes down, and twilight becomes the near-dark of dusk, the darkness closing in
around them as night falls. Slowly the trees begin to grow shorter. The air grows colder. In what
seems like no time, the dead can see their breath in front of them as their thin clothes provide
little protection against the weather. The path becomes rocky and slick with frost and the traveler
can begin to hear water sloshing in the distance and the crackling of breaking ice.

Suddenly the path ahead of them stops and the wanderer finds himself standing at the edge of a
jagged, rocky cliff, overlooking a vast, frozen ocean that stretches out seemingly infinitately. The
ocean is only broken by a single shape on the horizon. It looks like a glacier, but it's large enough
to be a mountain. Carved into that glacier is a great throne for the towering woman who sits upon
it. Her countenance is even colder than the ice which she sits upon. And she watches over the
dead who thrash and fight on the surface of the water with a stare which makes the icy water
itself feel like a summer's swim. Sedna is the true ruler of the Underworld and the frozen lake of
Adlivun is where she does her chosen duty of watching the dead suffer in her icy domain for all
eternity.

It's here the traveler might try to turn back. But it's too late. Accompanied by the deep,
reverberating howls of wolves, two great beasts leap from the bushes of the forest behind them,
hitting the ghost and sending him over the cliffs to crash into the water below and join the other
dead in their struggle to stay at the top of the roiling, icy sea.

Visitors to these lands who are not ghosts (Scions for instance) at least have some choice in their
destination. When they reach the crossroads in Shipap, Masauwu will recognize them as living
and ask them to state their business rather than already knowing it. If they are of sufficient
Legend and wish to go on to the Overworld, he will direct them to the left. If they are looking for a
specific spirit who he knows is still in the settlement, then he will direct them to the right. Should
the Scions actualy have business with Sedna, he will ask that they be sure they know what they
are doing. If they continue to ask to see Sedna, Masauwu will reluctantly step to the side and
allow them access to the descending path.

Scions who reach the lake of Adlivun had best be prepared. The wolves who serve Sedna by
ensuring the dead find their way to the waters below do not distinguish between the living and the
dead. These wolves are called the Amarok and cannot be reasoned with. Should a Scion
choose to actually fight them, use the stats for a young fenrir. They are not too physically
imposing, but they can be dangerous if a Scion is caught unaware.

Either way, seeking an audience with Sedna will require making it to her glacier. Should a Scion
try to fly, she will find that the glacier will always seem to pull away and the Scion will make no
progress. Sedna doesn't abide cheaters. Those seeking an audience with her will have to join
the dead in the frozen waters below and swim their way across. The cold is numbing not only to
the body, but to the mind as well. It causes the swimmer to become sluggish. Slow. It attempts
to drag them down to the darkness below.

Regardless, all Scions will eventually make it across. But only at the last minute when they are
about to give up all hope. Sedna is vindictive, but not so cruel that she would kill the children of
her fellow Gods so casually. There, shivering, freezing and soaked, the Scions may plead
whatever case they wish with the frozen Queen of Adlivun. Should negotiations go well and
Sedna be feeling kind when they are done, she'll even summon a great walrus from the frozen
waters to provide transport back to the other side for the Scions to get out. If not... well then it's
back to swimming.

A path does exist which leads back up the sheer cliff face to the path above. The dead don't use
it. They can't. The rocks slice their fingers and send them back into the water below where the
ice can sting their new wounds. The living will find they can grasp the rock however. And those
who actually make it up needn't worry about the Amarok again. Those who can actually climb up
are allowed to leave. It's just the wolves' job to knock them down in the first place.
-Passages to Shipap:
Tombs and Funerary Architecture - Many of the ancient burial grounds of the Native American
people still exist. In Texas and Oklahoma, the burial mounds of the Caddo tribes are preserved
as national monuments and historical sites. In the North, those sites where great chieftans are
buried may be found with biers and rocks stacked upon them to keep away predators. The type
of burial varied from tribe to tribe, but many of the ancient sites might still be found. The way of
using the passage varies from place to place, but typically it involves entering the or digging your
way into the burial site and spending a Legend. Soon, the Scion will find themselves dropping
through the ground to land on the paths of Shipap.

Natural Features - Many of the natural features that involve travel to the Underworld are places
which lead down. It is said that travel through a sipapu, or a whole which leads to the
Underworld, will bring the person back to the world that was left behind. There are many such
natural places in the world, but the most famous and largest sipapu is in fact the Grand Canyon.
Travel into one of the caves at the bottom of the canyon while spending a Legend will see the
traveller emerging on the paths of Shipap with no cave behind them. Additionally, there is one
other way to access the Underworld. In the frozen North, among the Inuit people, someone who
can survive the frozen waters of the ocean may simply dive in and swim beneath the ice. The
swimmer must dive down and down, into ever deeper and ever colder waters, until all light has
disappeared and she is in the darkest of waters. Here, the Scion spends a Legend and begins to
surface. When she reaches the surface, she will be in the frozen lake of Adlivun before Sedna's
throne. Few use this passage, however, as not everyone can survive the extreme temperatures
necessary to get there.

Rituals - The number of rituals that are available for a Scion to use to access the Underworld are
as varied as the tribes of people that practice them. Among the Inuit people, the corpse is
wrapped in carribou skins and buried with his feet pointing in a certain direction depending on
how he lived. Among other tribes, the body is cremated. Still others cast their dead out to the
water to wash away. A Scion may take advantage of any of these rites, spending a Legend
during the ceremony and transferring himself physically to the paths of Shipap. However, the
rites mean nothing if they're not performed by an actual shaman of the appropriate tribe.
Something that is becoming harder and harder to find in the modern day.

Times - Just as there are any number of rites, there are also any number of days which may
allow access. However, the Scion must be at a location that still celebrates these festivals for the
dead and the death gods. At a festival for Masauwu among the Hopi people, the Scion may
participate in the festival and spend a point of Legend to enter the paths of Shipap, but only if he
is among people celebrating with him. He cannot do it on his own just because it happens to be
that day. Without the ceremony, the day doesn't mean anything.

Overworld - The Fifth World:


AKA: The Happy Hunting Ground, Quidlivun, Dinetah, Tsunegun'yi

Officially, the Gods of the Manitou have no name for their Overworld. It is the place creation,
where the souls of the virtuous dead come to live in splendor and abundance for the rest of
eternity. There are a few names which have appeared among the human population, but none
which the Gods have officially adopted. If the Gods were to choose one name to call the realm,
however, they would much prefer to call it "The Fifth World" rather than use the American
"Indianism" of "The Happy Hunting Ground." It's not that the American name is wrong. It comes
from an ancient Native language that simply got a very literal translation from the white speakers.
But just because it's technically correct, doesn't mean the Manitou appreciate the derision it's
recieved from modern pop culture.

The Fifth World is most easily reached by the dead by going through the Underworld first. As
described above, they travel up the sunlit path and emerge in a great clearing overlooking the
vast land of plenty below them. For those who aren't dead, they may still make use of this
Underworld path if they can make it to the Underworld. Or, they can use the Axis Mundi and
transport themselves there freely.

-Axis Mundi: The Vision Quest


Accessing the Axis Mundi of the Fifth World is more complex than simply finding a location or
object and spending a bit of Legend. The Axis Mundi of the Manitou is as much a state of mind
as it is a place. The God who wishes to use the Axis Mundi for the Fifth World must leave all
civilization behind. He must walk with no supplies, letting himself become one with nature.
Mortals who attempt this need to travel for days, sometimes weeks at a time before they even
recieve a vision of the Gods or the Fifth World and even then, they may only recieve messages
from the gods, nothing more. Gods only need to do it for about an hour past the point that they
leave the last bit of civilization behind. After that time, the God will see a vision ahead of him. A
shimmering image of a sprawling village ahead of him. As he continues forward toward that
vision, he spends a point of Legend. The vision becomes clear and the God has found himself in
the Fifth World.

-Lands of the Future


Legend says that one day, humans will leave behind the Fourth World as they did the Third once.
The World today shall become the new Underworld and humans shall move en masse to the Fifth
World to live. And the new Sixth World shall become the new home of the Gods. Some Gods
believe that time may be approaching quickly with the release of the Titans and are searching for
the Hollow Reed to ensure that the survival of humanity will be possible.

In the meantime, however, the home of the Gods of the Manitou is still the Fifth World and they
are proud to claim it. From the vantage point of the new arrival, there are four distinct areas to
the Fifth World which can be seen, either from the position atop the hill where the clearing from
the Underworld opens up, or from the vantage point of the village which the traveller through the
Axis Mundi appears at.

The Village of Pure Souls:


In the Northeast corner of the domain lies the great village where travellers first appear when they
make their way through an Axis Mundi. It is referred to as the Village of Pure Souls and this is
where the dead who have earned their way to the Fifth World make their home. It is also where
Glooscap holds is seat as chief and provides leadership to his fellow Manitou. The village needs
no outer wall, as the Fifth World is a land of peace and prosperity. There are no enemies to
attack here. No threats to fear.

Inside the village, one might initially note similarities to the settlement of the dead in Shipap. The
village is composed of numerous different types of houses and buildings. Adobe pueblos, thatch
huts, great loghouses and deerskin tents all side by side. But on a scale far grander and more
splendid than was seen in the Underworld. Here, the longhouses are truly works of wonder. The
tents are crafted of the finest of deerskin and painted in vibrant pictographs to show splendor and
abundance here. Adobe buildings stretch out high and tall, more grand and impressive than any
in the World. Life is perfect and poverty, hunger and pain are all things of the past.

The ancestors who live here remember little of their living days. They grow to forget the pains of
their living days and find the ease of life here to make it all worth leaving behind. Unlike in the
Underworld, the modern conveniences are almost nowhere to be seen. Most of the Manitou still
prefer the simpler life of the days gone by. And as the souls of the dead come to accept their new
place, they find that they agree with the Gods and live as their ancestors once did.

Most of the Gods call the Village their home as well and can be found here among the mortals, or
among deeper, more hidden places where they can be themselves.

While there are places and landmarks where many of the gods may be found, no goddess is
more remarkable in the Village than Kotyangwuti, the Spider Woman. She has no particular
place in the Village she calls her own. Rather, she considers the entirety of the Village of Pure
Souls to be her domain, save for those places specifically claimed by other gods. She is often
found sitting with the villagers, talking about life and the world as she knits, sews, does needle
point or various other thread-based crafts.

Grand Longhouse of Glooscap:


At the far end of the village, away from the hustle and bustle of the humans going about their
daily routines, can be found the long, sprawling longhouse of the chief of the Manitou. Inside is
the long chamber which serves as the meeting hall and ceremonial chambers of the Manitou
themselves. Paintings and drawings along the inside walls depict the great achievments and
accomplishments of the pantheon. Long benches line the walls and serve as places for the Gods
to sit and discuss their matters with each other. At the back of the chamber sits a raised pedestal
with a single chair crafted of deer antlers and animal hides. Here is where Glooscap sits when he
is serving as chief. From this chair he gives out directions to his people. And from this chair he
oversees the meetings and dealings of the Manitou. Through a door beside the chair can be
found his private chambers. They're only moderately appointed. Some splendor from being
chief, but Glooscap does not allow himself to wallow in excess as some leaders might. He has
only what he needs, though it may be of a finer quality than necessary at times.

Stage of Kokopelli:
Near to the longhouse, but close enough that Glooscap isn't required to pay it any attention, is a
large open area where no houses are built and no crops are grown. Here, the ground shows the
signs of a number of footprints from dancing and celebrating. Here, the great flautist Kokopelli
gathers his followers and others among the ancestors who wish to participate, playing his tunes
and leading revels long into the night and sometimes for days at a time. The dancers twist and
writhe to the music, inevitably leading to the ancestors moving against each other in erotic
displays of sexuality. It is Kokopelli playing afterall. Gods are also welcome to join into the
festivities and more than a few of the more promiscuous deities have spent their fair share of time
at Kokopelli's parties. He's even been known to invite a visiting dignitary or two from time to time.
Dionysus, for one, has attended on a number of occasions and always results in the parties
becoming wilder than ever as the wine of the Greek God mingles with the infectuous music of the
flautist.

The Great Farmland:


One of the greatest resources to keep the abundance of the land going is found on the south side
of the village. Here, a vast stretch of farmland can be seen spreading out as far as the eye can
see. And here, great rows of corn, wheat and numerous other crops can be found growing in
more numbers than the mortals here can count. Here, Iyatiku ensures that the crops grow year
round, and the people can always harvest their stores when they need food. There is no need to
plan for the winter and no need to stockpile food as the Corn Mother ensures that there will
always be plenty.

Center of the Great Web:


It is wrong to assume that modern technology is completely gone from the Fifth World, however.
To the West side of the village, if one looks hard enough, can be found a small, decrepit and
otherwise forgotten about hut which rests in the shadow of other, larger buildings. From the
outside, this single building looks like the one eyesore of an otherwise splendid place. But should
one actually walk inside, the hut is revealed to be vastly larger than it appears from the outside.
Inside, it's still dark. And the flicker of digital screens can be seen flashing over the walls and
reflecting from all angles. The hut is devoid of furniture, but in the great openness of the building
is a network of cables, wires, cords and other electronics suspended from the walls of the building
and all woven into a great web shape that works its way to the center of the room. There, at the
center of the web and suspended from the ground, sits the Spider, Iktomi. He is surrounded by
all times by flickering computer screens and monitors on all sides. Keyboards, mouse pads,
printers and fax machines litter the webs in a seemingly disorganized mess. Iktomi moves
constantly, watching the monitors with his eight eyes as his eight arms move over keyboards and
other equipment, staying in constant contact with the world at large. If the Internet is really the
Web of Iktomi, then this is the Spider's parlor.

Southern Forests of Tsunegun'yi:


South of the village, in the Southeastern quadrant from the center of the realm, lies a vast,
incorruptable stretch of forest. These woods are vibrant, full of life and have never been spoiled
by the touch of men who did not respect their power. Trees may be harvested here to build the
village, but always there are more as it's impossible to take too many. Great lakes full of fish,
otters, beavers and alligators may all be found in abundance, the waters glistening under the
bright sun. Deer and other wildlife roam freely through the forest and may always be hunted
without fear of hunting them to extinction. There are other predators here, but the men and
women of the Village of Pure Souls need not fear their presence as the animals are no threat to
man. They hunt only the same prey that the men do. This is the great forest of Tsunegun'yi,
home of Tsul 'Kalu and his protectorate. The great hunter will never let anything befall his home
and those who seek to defile this vast wilderness will face his wrath.

Western Plains of Dinetah:


To the West of the village and forest both, lies a vast stretch of plains, mesas, grasslands,
scrublands and desert. Herds of great buffalo can still be heard thundering across the plains
here. It's drier. Hotter. But it never becomes uncomfortable here. It never becomes unbearable.
Here, the great plains expand for all the eyes to see and there is more than enough room to
share and to hunt together. Just as Tsul 'Kalu claims domain over the forest of Tsunegun'yi, this
great plain is under the protection of Haokah, great hunter of the buffalo. Here, the plain is called
Dinetah and the it proves the mettle of the toughest warriors among the Manitou. At least, that's
what Haokah says.

Oasis of the White Buffalo:


The plains of Dinetah are not all empty grassland, however. If a God wanders far enough, a
mirage begins to shimmer in the distance. As a God approaches the mirage, it begins to take
shape into a lush oasis of strange plants, with a crystal clear pool of water bubbling up from the
ground. There is a faint mist which covers the entire oasis, making it difficult to see, but not
impossible. It's here, in this place, where the plants used to make the hollow reeds grow, under
the protection of Whope, the White Buffalo Calf Woman. Those who seek her counsel or wish a
respite from the open plains outside often come here. They had best come in peace, however.
Those who come to the oasis of the White Buffalo with thoughts of lust or violence in mind often
find that the mist is more than it seems. The last man who tried to take the Whope against her
will was found stripped down to nothing but a skeleton once the mist cleared.

Northern Iceland of Quidlivun:


The smallest region lies to the north of the Village of Pure Souls and Dinetah. Here the ground
becomes hard and frozen. Snow seems to be falling constantly and the land is white far in the
distance. And yet, even here life flourishes in abundance. Carribou walk among the frozen
lands, digging up grass that peeks from beneath the snow. Snow hares and white foxes dart in
an eternal dance of hunter and hunted. And of course, the ultimate predators of the north stalk
like white shadows in the snow. These polar bears are the prize of Nanook, their keeper. Only
those who prove their bravery and sincerity to Nanook may hunt the polar bears of Quidlivun.
The cold is unforgiving and Nanook even more so. Here, the frozen tundra is his to command.

The Tree at the Center of the World:


There is one last feature which many travellers take note of. Just outside of the Village of Pure
Souls, but not actually within it, rises a great, towering redwood tree with branches that reach up
toward the skies. This tree stands outside the village, but not part of the forest, plains or tundra
either. It stands outside of all of the realms and yet towers above them and looks down upon
them all. Many birds make their nest in this tree, but none nests higher than the great bird
himself. This tree at the center of the world has been claimed by Raven himself, who can be
found perching at the highest of branches where he can look down and watch the other gods and
the Godrealm.

...And Coyote:
Of course, it should come as no surprise that of all the Manitou, Coyote has no real home in the
Fifth World. And that's just the way he likes it. Coyote comes and goes as he pleases, without
asking the permission of anyone or anything else. He wanders through the forests to mock Tsul
'Kalu that the great hunter cannot catch him. He stalks the ice lands to nip the food away from
Nanook's sacred polar bears. He wanders the streets of the village, crashing Kokopelli's parties,
sneaking into Iktomi's hut to cut the lines of his cables, stealing the fish from the ground that
should nurture the Corn Mother's crops, and ultimately making a nuisance of himself in
Glooscap's hall. Most often, the place he can be found when he does grace the Overworld with
his presence, is wandering his native plains of Dinetah. He is at home there and not even
Haokah can catch him when he is at his cleverest. There is only one place that Coyote respects
and that is the Oasis of the White Buffalo. Coyote will never test the patience of Whope and
seems to have an odd respect for her. Considering her beauty and Coyote's penchant for
lecherous behavior, most of the other Gods of the Manitou are baffled by Coyote's actions in
regards to Whope. But most just explain it as Coyote being his usual capricious self.

-------------------------------------------------------------------------------------------------------------------------------
--Since the Siege: Fenced In--

Since the escape of the Titans from Tartarus, the Manitou have found their freedom in the Fifth
World to be shrinking. Once vast stretches of forest no longer seem as vast. Great stretches of
plain no longer seem as great. And the frozen north is no longer so impenetrable. It's not a
physical shrinking, but rather the feeling that the Gods are now sharing their Overworld with so
many others that do not belong. The feeling that others have taken their land.

This of course comes from the fact that so many of their Titans enemies have focused their
attention on the Fifth World at one time or another, and so many of the Greater Titans have
touched it at once since that time. Though there are no direct paths to the Greater Titans, their
presences can be felt in the growing feelings of paranoia and claustrophobia among the Gods
and ancestors that reside there. The way people have responded hasn't helped either.

The men of the Village of Pure Souls have begun to feel worried of running out. They have
started harvesting Iyatiku's crops too soon, cutting too deep into Tsul 'Kalu's forest and partying
too hard at Kokopelli's revels. They hunt the deer, buffalo and caribbou more fiercely than before.
They even hunt Nanook's polar bears without his permission. Some Gods are whispering that
maybe Masauwu brought these souls to the Fifth World too soon and some need to be sent back
to Shipap and be reborn again.

The Gods are feeling it too. As the land seems to shrink, Haokah has struck into Tsul 'Kalu's
forests to hunt his deer, while Nanook has begun stalking the great buffalo under Haokah's
protection. Iktomi rarely leaves his webs to come out of his hut as he tries to stalk lead after lead
on the Internet, shutting himself away from those that may invade his privacy. Kokopelli's parties
are growing less and less frequent, and when they do happen, they push at the boundaries of his
open ground and threaten to consume the entire village. All are looking at Glooscap for answers,
but he seems to be taking the feelings of claustrophobia the worst and is often brooding and
preparing his war parties to unleash his hatred upon those who might become the targets of his
growing paranoia.

And Coyote... well he's nowhere to be found and hasn't been seen in the Fifth World since the
Titans escaped.

Some of the Gods like Raven, Iyatiku and Whope have kept their heads cool. But how long they
can keep the pantheon together is anyone's guess. To make matters worse, the Titan Avatars
doing the actual encroaching make strikes against the Fifth World almost every day and must be
repelled. Uktena has yet to organize a mass force from the Titans, but every day it manages to
get one of the Avatars to set aside other duties long enough to make a strike against the Manitou.
And if none of the other Avatars can be found, then Uktena makes the strikes itself. Which only
serves to make the walls close in faster and add to the rising tension.
-------------------------------------------------------------------------------------------------------------------------------

--Antagonists--
-A-senee-ki-wakw
Unlike other giants, this race was not created as titanspawn. Rather, the a-senee-ki-wakw, or
simply "stone giants", were made by Glooscap as his first attempt at creating people to populate
the World. However, the stone men were too crude to operate in the world without harming those
around them. And too uncaring of the harm they did in their clumsiness to be allowed to remain.
Stories go that Glooscap destroyed them all, ashamed of his first creations.

The stories aren't exactly correct. Most of them were destroyed, true. But Glooscap's brother,
Malsumis, an Avatar of Terra, saw great potential in the first creatures. He gathered a small
group of them together and carried them back with him to Terra. There, he perfected the creation,
refining them. He corrected some of the mistakes his brother had made to take away at least
some of the clumsiness. Then, he bred them as giants and allowed them to prosper among the
other creatures in the vastness of Terra.

With the release of the Titans, more and more of these stone giants have been seen in the World.
To the mundane, they appear to be large, albeit dirty men. People remark about their chiselled
features, but they inevitably overlook them. To beings with Legend, however, the stone giants are
literally that: giant men made purely of solid stone. They are like roughly hewn statues in the
shape of men come to life.

Stone giants possess the typical characteristics of the elder giant template (Scion: Demigod, pg.
268) except as follows. First, all stone giants have extra bonuses to their lethal and bashing soak
equal to their Legend and an extra aggravated soak equal to half that total, round up (this can be
further augmented through Epic Stamina and the use of Knacks such as Body Armor and
Impenetrable). Stone giants are considered to be Bulletproof and negate the Piercing quality on
all weapons, even without the Impenetrable Knack. Additionally, stone giants have an additional
dot of Epic Strength and Epic Stamina in addition to the normal template, making their total equal
to their Legend rather than their (Legend - 1). Since stone giants are not true titanspawn they do
not have eitr flowing in their veins and cannot create thralls. It should be noted, however, that
stone giants still aren't known for their intellect and still face the restriction on giant intellect
common to normal giants despite the fact they are considered elder giants.

Also, since stone giants are not true giants, they do not possess an inherent trophy. Some may
be found weilding weapons more powerful than the usual sort, however, which the Scion may
claim as his own. These would use the normal stats for a giant-sized weapon and face the
normal limitations for human-sized weilders as well. Some may also serve as Relics at the
Storyteller's discretion.

-Wendigo
Not quite as powerful as the stone giants, the giants of the wendigo have gained a much more
fearsome reputation than their stony cohorts. Wendigo do not stand too much taller than normal
humans. Only a foot or so, at best. Furthermore, unlike other giants, the wendigo do not appear
at first sight to be all that intimidating. A wendigo appears as a tall, lanky person with almost rail-
thin limbs and sunken cheeks and eyes. There's a starved look and many of the wendigo who
can be found among human society pass themselves off as homeless or other people on the
streets who haven't had a good meal in a while.

The truth that's revealed to beings with a Legend rating is far more sinister, however. To the
supernatural eye, the wendigo appear as skeletal and emaciated corpses standing above most
men. But still not so tall as to be outstanding. They are technically giants, not undead, but the
distinction is not one that many Scions care to make. The look of starvation is taken to an
extreme as they bear an almost animal countenance. Matted hair is often falling out from their
scalps in clumps from malnutrition. Their skin is dessicated and pulled back tighty to reveal all
their bones clearly. The skin of a wendigo is the ash gray of death, suffering from signs of
frostbite, and their eyes are sunk back deep into their heads. The lips of a wendigo are more
often than not tattered and bloody from chewing on its own lips to stave off its hunger while its
skin is covered with suppurating, unclean sores. The teeth revealed behind the ragged lips are
sharpened to a razored edge to tear through flesh. At the ends of its bony and broken fingers are
jagged points where bones protrude from flesh, giving it wicked claws.

And yet despite all that the wendigo looks like it should have died of starvation and been buried
ages ago, the beast is very much alive. They are giants created by the Titan Avatar of Soku-No-
Kumi, Kigatilik, to roam the frozen north and spread his corruption. Every wendigo that exists
today used to be human. Like the Greek cyclops, wendigo are transformed via a process
involving the drinking of eitr from another wendigo. However, the human need only drink the
blood of a wendigo master once. This develops in the normal Dark Virtues that a giant's thrall
recieves, however, each subsequent drink also increases the thrall's Rapacity Virtue. When
confronted with a chance to consume human flesh, the thrall of the wendigo must fail a Rapacity
roll or succumbs to his desires for "long pork." When the wendigo thrall consumes the heart of
his victim, he then becomes a wendigo himself, his body twisting and changing under the
transformation as the true hunger of Kigatilik's children sets in.

A wendigo has the typical stats for a generic giant (Scion: Hero, pg. 314) with the following
exceptions: A wendigo has the normal Dark Virtues of a giant, however a wendigo's Rapacity is
automatically increased to 5. This Rapacity represents a hunger for human flesh which the
wendigo can never quench. Even after the wendigo has eaten his fill, he will continue to hunger.
Some say the hunger even increases all the more after eating, driving them to more wholesale
slaughter. A wendigo has access to all Boons of the Frost Purview equal to its (Legend - 1).
Wendigo operate using speed more so than their strength. As such, a wendigo's Strength rating
is -1 from the generic template, but his Dexterity is increased by+3 and he gains Legend -1 Epic
Dexterity in addition to the Strength and Stamina typical of normal giants. Finally, wendigo have
natural claws and teeth which make all unarmed attacks do lethal rather than bashing damage
and allow them the use of a Bite attack which is Accuracy +0, Damage +0L, Parry DV --, Speed 4.

A wendigo does not heal naturally. Their bruised and battered flesh won't allow it. The only way
for a wendigo to heal is to consume human flesh. Each time a wendigo manages to take a bite
out of a victim, he may roll his unmodified Legend rating. Each success restores one Health
Level to the wounded wendigo. Double this amount if the wendigo manages to consume the
victim's heart. It also becomes harder for a wendigo to resist losing himself to his hunger the
more wounded he is. The wendigo is considered to have a bonus to his Rapacity rating equal to
his current wound penalty (even if Epic Stamina allows him to ignore it) when rolling to resist
giving in to his Rapacity Virtue and consuming flesh. Needless to say, many wendigo simply stop
resisting their hunger.

The trophy for a wendigo, like all giants, is its heart. Wendigo blood provides the same bonus
that all giant's blood does, however, it does not decrease the intelligence of the drinker. Rather,
the blood of a wendigo spreads the curse through the cannibalistic act involved in gaining its
power. A Scion who consumes the blood of a wendigo replaces his lowest Virtue with Rapacity
until the end of the scene. When presented with the opportunity to consume the flesh of his
enemies, the Scion must make a Virtue roll for Rapacity to resist or spend a Willpower. Scions do
not become wendigo should they consume the flesh. However, they do have a lot of explaining to
do. Especially should they fall into the Reckless Hunger Virtue Extremity.

Theoretically, it's possible for a wendigo to grow powerful enough to become an elder giant. Few
ever manage to survive that long, however, and none have been sighted by the gods in some
time, making them a moot point. Some few wendigo who do prove themselves to their father,
Kigatilik, do get granted the Miasmic Template, however. This makes them all the more fearsome
to encounter as well as allowing them to become immaterial when confronted with danger. This
has led to some stories which refer to the wendigo as evil spirits who could not be fought
physically. Luckily, only a handful of such elite wendigo exist today.

-Deer Woman
The Deer Woman is an ancient creature. Her origins date back to the first Titan War when the
devious Wi-Na-Go was looking for a way to take Tsul 'Kalu out of the fight. She knew that no
normal woman could bear to be with the great hunter in his true form. And she also knew of his
connection to the deer that roamed his kingdom in the wild. And so she outsourced to a different
monster: the corrupted Scion of Ares, Ixion.

Deer Woman was a special order chimera made at the behest of Wi-Na-Go with one single, all-
consuming purpose: To seduce and kill the great hunter, Tsul 'Kalu. She almost succeeded in
this when she first attempted it. A mate made of both deer and woman was appealing to the
great hunter. It was almost what he'd always been looking for. But only almost. They had been
together for one night and when his eyes were closed, the chimera tried to kill him. But Tsul 'Kalu
was too strong and fought her off easily.

The Deer Woman failed in her attempt to kill Tsul 'Kalu, and the titans forgot about her as they
became more concerned with other plots and schemes against the Gods. Deer Woman survived
her encounter with the great hunter, but her purpose for existing has not changed. She was
designed to seduce and to kill. Even today, that's exactly what she does. It's not that she gets
any pleasure from it. It's not that she fullfills some great plan in doing it. It's simply that killing is
what she was designed to do. Though beautiful, she has only an animal's cunning, not true
intellect. And her instincts tell her to seduce and to kill.

Scions will find that they cannot reason with the Deer Woman. She's also remarkably durable,
despite her slight frame and appearance. And her kicks have trampled more than her fair share
of men. Scions are not above her seduction, and if anything, are more likely to become the
targets of her instincts as she's drawn to the ichor. Scions of Tsul 'Kalu seem to be the favorite
targets of the Deer Woman.

Much like a satyr, Deer Woman appears to be perfectly human from the waist up. More than that,
she's a beautiful and seductive woman from the waist up. She is all but flawless with dark,
luxurious hair that hangs down over her shoulders. From the waist down, however, she is made
up of the hind quarters of a white-tailed doe. Normally, she wears loose clothing, using skirts
around her legs to hide her body.

Virtues: Ambition 1, Malice 4, Rapacity 3, Zealotry 1

Strength 5, Dexterity 7, Stamina 7


Charisma 6, Manipulation 6, Appearance 7
Perception 5, Intelligence 2, Wits 6

Animal Ken 3, Athletics 5, Awareness 4, Brawl 4, Empathy 3, Fortitude 4, Integrity 2, Occult 1,


Presence 5, Stealth 2, Survival 3

Supternatural Powers:
Epic Attributes: Epic Strength 3 (Crushing Grip, Divine Wrath, Holy Bound), Epic Dexterity 5
(Lightning Sprinter, Perfect Partner, Cat's Grace, Divine Balance, And the Crowd Goes Wild), Epic
Stamina 6 (Damage Conversion, Divine Damage Conversion, Holy Fortitude, Divine Fortitude
[food, water and sleep], Tireless Worker, Eternal Youth), Epic Charisma 3 (Charmer, Engender
Love, Benefit of the Doubt), Epic Appearance 6 (Come Hither, Meet Me Backstage, Game Face,
Serpent's Gaze, Lasting Impression, Inescapable Vision), Epic Perception 2 (Predatory Focus,
Scent the Divine), Epic Wits 4 (Environmental Awareness, Rabbit Reflexes, Opening Gambit,
Monkey in the Middle)

Boons: Animal Aspect (Deer), Animal Feature (Deer), Animal Form (Deer), Natural Camouflage

Razored Hooves: The razor-edged hooves on the ends of her deer legs add +2 lethal damage to
unarmed attacks made with her feet.

Join Battle: 10

Attacks:
Clinch - Accuracy 11, Damage 6L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 10, Damage 11L, Parry DV 16, Speed 5
Unarmed, Light - Accuracy 12, Damage 8L, Parry DV 17, Speed 4

Soak: 5A/20L/23B
Health Levels: -0x22/Incap

Dodge DV: 26
Willpower: 7
Legend: 7, Legend Points: 49

Notes: Deer Woman uses her Animal Feature Boon to get rid of her deer-like features and appear
human rather than taking on animalistic characteristics. However, she always changes back after
seducing her targets as despite her animalistic urges, she still takes some sick glee in seeing the
shock on her target's faces before she kills them.

-Skin-Walkers
The skin-walkers, are a unique brand of titanspawn which serve as the minions of a number of
titans. Not just among the titans who threaten the Manitou, but some have been identified in
service to titans like Huracan, Huehueteotl and Comaxtli Xocotl. Some suspect that the other
titans copied the idea from the Uktena, Kalona or one of the many other titans which threaten the
Native American gods.

The skin-walkers may at first seem to break the mold of the minion race. They appear to be
cultists in service to the titans which have been granted the power to turn into animals. The truth,
however, is that the skin-walkers are not human at all. Nor are they the cultists they used to be.
The skin-walkers are animals who have been granted the power to become human. Some say
that Wi-Na-Go learned the secret of corrupting sacred animals from watching Cethlenn in action.
Others speculate that it was Nun'Yunu'Wi who watched Ravana and his rakshasas for the
answer. Only the titans themselves know the true origins and each of them claims the idea as
their own.

Each skin-walker comes from a special breed of animal that is tainted and twisted on the ichor of
titans. Wolves, coyotes, ravens, crows and owls are the most common, but others exist. These
animals are no longer true animals, as they have been more than simply corrupted. They have
been selectively bred from corrupted stock. The current skin-walkers are the descendents of the
originals, crafted by the titans long ago. And with the titan's release, the skin-walkers have begun
once more flocking to their banners and taking leadership roles in their cults.

Skin-walkers have the unique ability to change out of their animalistic form and take on a human
form. This process is accomplished by literally peeling away their animal form and unveiling a
human shape beneath. The animal skin left behind must be kept with the skin-walker at all times
afterwards for its loss traps the skin-walker in human form. Usually the skin takes the shape of
some garment which the skin-walker then wears. For many skin-walkers this is all they wear.
This process is accomplished even for animals that are smaller than humans such as ravens and
owls as the human body literally claws its larger shape out of the bird's form.

Skin-walkers are created using the normal stats for their base animal. A wolf or coyote skin-
walker would use the stats for a wolf or coyote. While an owl skin-walker would use the stats for
an owl. Many skin-walkers (or nahaul) associated with the Aztec pantheon assume shapes of
donkeys, goats and dogs. Though some more martial ones make take the forms of jaguars.
These tend to recieve special hatred from the balamob, however, who hunt them down
relentlessly. Unlike the rakshasas, this form does not change. The animal will always be a skin-
walker of that animal type. Skin-walkers then gain the following abilities on top of their animal
stats.

Attributes: Strength +1, Dexterity +2, Stamina +1, Charisma +5, Manipulation +5, Appearance +1,
Intelligence +3, Wits +1

Abilities: Animal Ken +2, Athletics +3, Brawl +1, Fortitude +1, Melee +1, Stealth +3, Thrown +1

Virtues: Ambition 3, Malice 4, Rapacity 2, Zealotry 3

Supernatural Powers:
Epic Attributes - Epic Strength +1 (Holy Bound), Epic Dexterity +2 (Cat's Grace, Untouchable
Opponent), Epic Stamina +1 (Self-Healing), Epic Manipulation +3 (Overt Order, God's Honest,
Takes One to Know One), Epic Appearance +2 (Lasting Impression, Serpent's Gaze), Epic
Intelligence +2 (Language Mastery, Multitasking)

Boons - Magic 3, Eye of the Storm, Hornet's Nest, Paralyzing Confusion, Subtle Knife, Stolen
Face, Fool's Gold

Spells - Unlidded Eye, Ariadne's Thread, Measured Foe, Evil Eye, Deus Ex Machina

Shapeshifting - A skin-walker can choose as a Speed 6 action that costs 2 Legend to change into
its natural animal form and back to its original human form. However, the change to its human
form requires literally peeling off its natural skin and wearing that skin as a garment. If the
garment is ever lost, the skin-walker loses the ability to change back into its animal form.

Join Battle: Varies by creature

Attacks: Varies by creature, but most have some ways of doing lethal damage.

Soak: Varies by creature


Health Levels: -0/-0/-0/-0/-1/-1/-1/-1/-2/-2/-2/-2/-4/-4/-4/-4/Incap

Dodge DV: Varies by creature


Willpower: 7
Legend: 4, Legend Points: 16

Trophy: The trophy of a skin-walker is, naturally, the skin of the animal in question. By wearing
the skin-garment of a skin-walker and spending 2 Legend, a Scion may change into a normal and
natural animal of the appropriate type, as per the Boon, Animal Form. This is a Speed 6 action to
transform.

-Raven Mockers
Many who know of the Raven Mockers suspect that it was Kalona who created the process of the
skin-walkers. While this theory cannot be proven, it is certainly true that the skin-walkers created
by Kalona are among the most unique and powerful of the creatures. Raven Mockers are a
special breed of skin-walkers, bred to what Kalona feels to be perfection. They far outshine the
lesser skin-walkers in both ruthlessness and power.

Raven Mockers start out like all other skin-walkers but then gain even more abilities, on top of the
normal ones bestowed to skin-walkers. For one, an extra +1 Strength, +2 Dexterity and +1
Stamina is added on top of the normal benefits granted to the skin-walkers. Raven Mockers also
gain access to the Fire Purview equal to their Legend -1. Additionally, Raven Mockers gain an
ability similar to a Fenrir. They can consume the hearts of Scions and grow even more powerful
in Legend and magic. For every Scion heart eaten, the Raven Mocker gains an Epic Attribute or
Boon. For every five, the Raven Mocker gains a point of Legend. However, unlike Fenrir, this
comes at a cost. Though their magical prowess increases, each time a Raven Mocker consumes
a heart, it extends his life span, but also ages his body to reflect the years that are stolen and
added to the Raven Mocker. Every five hearts, in addition to granting more Legend also strips
away a Physical Attribute. Epic Attributes are still restricted by the normal cap and if an Attribute
drops too low, then the Epics are lost as well.

Many powerful Raven Mockers look like ancient old shamans and spiritualists. They seem as if
they should crumble at a moment's notice. But their true power comes from their magics and
sharp minds. But eventually, a Raven Mocker either consumes too many hearts and becomes
too feeble to stand up physically to Scions, or he stops consuming hearts and old age eventually
catches up with him. Raven Mockers are still mortal and will eventually die naturally. Still, Raven
Mockers don't typically survive using their physical powers. They tend to survive using guile and
cunning. An experienced Raven Mocker who has consumed fifteen Scion hearts, may look
something like this:

Virtues: Ambition 3, Malice 4, Rapacity 2, Zealotry 3

Strength 2, Dexterity 5, Stamina 2


Charisma 5, Manipulation 5, Appearance 4
Perception 2, Intelligence 5, Wits 4

Animal Ken 2, Athletics 6, Awareness 3, Brawl 2, Fortitude 4, Integrity 2, Investigation 2, Melee 1,


Presence 1, Stealth 6, Survival 4, Thrown 1

Supernatural Powers:
Epic Attributes - Epic Strength 1 (Holy Bound), Epic Dexterity 3 (Cat's Grace, Divine Balance
Untouchable Opponent), Epic Stamina 1 (Self-Healing), Epic Manipulation 5 (Overt Order, God's
Honest, Takes One to Know One, Instant Hypnosis, Mass Hypnosis), Epic Appearance 2 (Lasting
Impression, Serpent's Gaze), Epic Perception 3 (Perfect Pitch, Unfailing Recognition, Fool Me
Once...), Epic Intelligence 5 (Language Mastery, Instant Translator, Multitasking, Telepathy, Fight
With Your Head)

Boons - Magic 6, Eye of the Storm, Hornet's Nest, Paralyzing Confusion, Subtle Knife, Stolen
Face, Fool's Gold, Dreamcraft, Fire Immunity, Bolster, Fire's Eye, Blazing Weapon, Flame Travel,
Inferno

Spells - Unlidded Eye, Ariadne's Thread, Measured Foe, Evil Eye, Bona Fortuna, Deus Ex
Machina, Fateful Connection, Fate Prison, Meddlesome Fates

Shapeshifting - A Raven Mocker can choose as a Speed 6 action that costs 2 Legend to change
into its natural raven form and back to its human form. However, the change to its human form
requires literally peeling off its natural skin and wearing that skin as a garment. If the garment is
ever lost, the skin-walker loses the ability to change back into its animal form.
Join Battle: 7

Attacks:
Peck - Accuracy 7, Damage 2L, Parry DV --, Speed 6

Soak: 1A/2L/3B
Health Levels: -0/-0/-0/-0/-1/-1/-1/-1/-2/-2/-2/-2/-4/-4/-4/-4/Incap

Dodge DV: 13
Willpower: 7
Legend: 7, Legend Points: 49

Trophy: The trophy for a Raven Mocker, like all skin-walkers, is the raven garment that's left
behind upon their death. Using it, a Scion may spend 2 Legend as a Speed 6 action, to assume
a normal raven form as per the Boon, Animal Form. Additionally, the raven skins of a Raven
Mocker serve as a Birthright relic for the Fire Purview. Finally, Raven Mockers are often trusted
with more powerful items and a Scion may find more impressive relics in the possession of a
Raven Mocker at the Storyteller's discretion.

-Apotamkin
From the forest of the American Southeast, the apotamkin can be found stalking children and
stealing them away to feast on their flesh. These undead creatures, brought back to life after
their deaths in service to the titans, take the form of hairy men with a large maw full of teeth.
They seem mostly human, but live in the wilderness, often forsaking all thoughts of civilization.
An apotamkin uses the normal stats for an undead (Scion: Demigod, pg. 256), with the following
additions.

First, the fangs of the apotamkin make the creature's bite far more dangerous, adding +2L
damage on top of the undead's normal bite damage. Next, an apotamkin gains a +2 bonus to
Epic Dexterity (with the Knacks, And the Crowd Goes Wild and Anti-Gravity Climber) and a +1
bonus to Epic Appearance (with the Perfect Actor Knack, used to instill fear in their victims).
Apotamkin Epic Appearance is always negative. Finally, apotamkin gain a +3 bonus to Stealth
rolls when in a natural, environment such as forests and marshes.

Apotamkin regain Legend by feeding on the flesh of children. Like the adze, they gain no
sustenance from anyone over the age of nine, except Scions. However, unlike adze who simply
drink their blood, apotamkin must consume the flesh of their victims. They regain one Legend
point per child slain in this manner, and feasting on the flesh of a slain Scion restores one Legend
point per permanent Legend of the Scion.

-Gaasyendietha (Guide OOOO)


Like the dragons of other cultures (Scion: Demigod, pg. 232), Gaasyendietha is neither
titanspawn, nor truly a god. He is an intellectual creature who does not choose sides in the war
between the Titans and the gods. Rather, Gaasyendietha is content to merely be left alone and
allowed to live out his life in the lakes and rivers of Southern Canada and the Northern United
States so that he does not set the world around him aflame. Gaasyendietha has a fire in his belly
so hot, that it threatens the world if he does not keep it constantly quenched by living in the water.

Gaasyendietha is a long, serpentine dragon. His head is purely reptilian, like that of a snake's.
He has no legs and no arms, purely the long body of a serpent. Mobility is accomplished using
the long fins which stretch along its body like an eel's and its head is surrounded by a number of
other fins which aid in keeping him streamlined. Scions who wish to seek out Gaasyendietha
once travelled to Lake Ontario. However, the rising population around the lake and the fact that
he was becoming too well known caused Gaasyendietha to relocate.

Unfortunately, his popularity didn't wane, only increased, as a number of tourists sighted him at
his new home in Okanagan Lake and gave him the name "Ogopogo." Scions who wish to seek
out Gaasyendietha for advice or perhaps help had better come prepared with both a convicing
story to get the old dragon to bother interfering in a war he has no interest in, and a way to deal
with the intense heat comes from the beast when he's above water. Scions who disturb
Gaasyendietha for no reason quickly find themelves on the recieving end of his wrath.

Virtues: Endurance 3, Harmony 3, Loyalty 1, Valor 2

Strength 12, Dexterity 5, Stamina 12


Charisma 4, Manipulation 4, Appearance 4
Perception 4, Intelligence 4, Wits 4

Academics 4, Animal Ken 4, Athletics 3 (+5 when moving through water), Awareness 4, Brawl 3,
Command 2, Empathy 3, Fortitude 5, Integrity 4, Investigation 2, Occult 3, Politics 2, Presence 4,
Stealth 2, Survival 3

Supernatural Powers:
Boons - Fire Immunity, Water Breathing, Water Control

Epic Attributes - Epic Strength 4 (all Knacks in Scion: Hero), Epic Dexterity 1 (And the Crowd
Goes Wild [does not apply to Fire Breath]), Epic Stamina 4 (all Knacks in Scion: Hero), Epic
Charisma 2 (Charmer, Inspirational Figure), Epic Appearance (Dreadful Mien, Serpent's Gaze),
Epic Perception 2 (Perfect Pitch, Predatory Focus), Epic Intelligence 3 (Know-It-All, Perfect
Memory, Teaching Prodigy)

Fire Breath - Gaasyendietha can unleash a gout of fire from its mouth at a target. The attack roll
is (Perception + Athletics), adding a number of automatic successes equal to the dragon's
Legend. The impact point explodes in a ball of flame 10 yards across, so multiple targets can be
struck by the attack if they are bunched together. The fiery brath inflicts (Legend + 10) dice of
lethal damage. Once Gaasyendietha has deployed its fire breath, it must recharge for 15 ticks
before it can be used again. The range of the attack is (Legend x 25) yards.

Fire Within - Gaasyendietha burns with an unquenchable fire inside of him. When fully
submerged, the water around him absorbs the heat and keeps him from setting his surroundings
on fire. When he is out of the water, however, he deals a dice pool equal to his Legend of lethal
damage to anyone who comes within (Legend x 2) yards of an exposed body part while also out
of the water. This heat can set flammable objects on fire and has caused more than one
mysterious boat fire. It also keeps various wooden weapons from being much of a threat to him
unless attacked from under water.

Flight - Technically, Gaasyendietha can also fly. Technically. If forced to do so, he may move at
speeds up to 200 miles an hour. He moves at 5 times his normal movement rate during combat.
However, when flying and completely out of the water, his Fire Within ability triples in intensity,
doing Legend x 3 dice of lethal damage to everything within Legend x 6 yards of the dragon. This
threatens to burn down forests and catch too many innocent bystanders in the way.
Gaasyendietha wishes to be left in peace so he can avoid things like this and for this reason will
rarely fly unless his life depends on it.

Tough Hide - All dragons are incredibly tough and resilient, doubling the bashing and lethal soak
values obtained from Stamina before Epic Stamina is applied.

Join Battle: 8

Attacks:
Bite - Accuracy 9, Damage 18L, Parry DV --, Speed 5
Clinch - Accuracy 8, Damage 13L, Parry DV --, Speed 6, P
Fire Breath - Accuracy 7, Damage 17L, Range 175, Speed 5

Soak: 4A/19L/31B
Health Levels: -0x18/Incap

Dodge DV: 9 (10 when submerged)


Willpower: 6
Legend: 7, Legend Points: 49

Notes: It would take a LOT of convicing, but if a Scion could convince Gaasyendietha to share his
knowledge and serve as one for a Scion, he would be a four-dot Guide if this were accomplished.
Only a Scion of the Manitou stands a chance of convincing Gaasyendietha to do so, however,
and even they are hard pressed to get him to care and risk unleashing his flames.

-Kushtaka
The kushtaka are a special breed of therianthrope (Scion: Demigod, pg. 288) native to the wilds
of Alaska and parts of Canada. The kushtaka are a breed of were-otter that are very similar in
function to the Celtic selkie. Like the selkies, the kushtaka are loyal to their titan masters, almost
without exception. Some stories depict the kushtaka as helpful and these are attributed to a
small band which may have served the Unipkaaqs for a time. But if they did, then they have long
been exterminated by their titan-loyal compatriots.

Kushtaka roam the waters and shores of Alaskan rivers and oceans, luring their targets to the
water and then tearing them apart. Unlike selkies, the were-otters actually do possess claws and
teeth powerful enough to tear into flesh, though not so dangerous as the teeth of other
therianthropes. What the kushtaka rely on is their speed and agility, as well as their ability to
work as a unit. Even more disturbing, the kushtaka possess a unique power that allows them to
craft illusions, similar to the jotuns, but not nearly so powerful. Favorite illusions include the
sound of a baby crying to lure in caring individuals, or forcing lonely fishermen to see images of
their loved ones in danger. Such loved ones always appear to be vaguely otter-like in
appearance, however as the illusion is imperfect.

Though not physically imposing, they are adept manipulators and their pack mentality ensures
that they are rarely outnumbered. Kushtaka in the first stage of infection find themselves
transforming when in the presence of other kushtaka. It is rare that kushtaka are allowed to
escape their new people and this transformative nature of their presence ensures the community
mindset which develops within them.

Black-Tail, Kushtaka Chieftan


Once, Black-Tail might have had a human name. If so, he doesn't remember it. Or even care.
Now he is Black-Tail, a leader of his family of fellow kushtaka. His unit operates on the southern
coasts of Alaska, hitting up fishing boats to lure the workers on them to their demise. They've
also encountered at least two Scions during his tenure as chief, and their coordinated efforts and
craftily woven illusions allowed them to eliminate them quite efficiently. Of course, both of them
were young Scions, barely into their Hero years. Black-Tail worries that eventually, stronger and
more formidable adversaries will come and cause trouble for his family. When they do, he plans
to be ready. He also preys that their titan masters will provide aid to protect them.

Virtues: Ambition 2, Malice 3, Rapacity 1, Zealotry 3

Strength 4, Dexterity 4, Stamina 3


Charisma 3, Manipulation 3, Appearance 2
Perception 3, Intelligence 3, Wits 3

Animal Ken 2, Athletics 4, Awareness 2, Brawl 4, Fortitude 2, Integrity 3, Melee 2, Occult 1,


Stealth 3, Survival 4
Supernatural Powers:
Kusthaka Form - In his otter-man form, Black-Tail is amphibious but strongly prefers being
underwater. Kushtaka are still subject to the dangers of pressure, however, and tend to stay near
the surface (though Black-Tail's Under Pressure Knack compensates, not all kushtaka have that
ability). Finally, he possesses claws and teeth which add +0L to his Unarmed attacks and allow
him to make a Bite attack at Accuracy +0, Damage +0L, Parry DV --, Speed 4

Epic Attributes - Epic Dexterity 2 (Lightning Swimmer, Untouchable Opponent), Epic Stamina
2(Under Pressure, Inner Furnace), Epic Wits 2 (Rabbit Reflexes, Opening Gambit)

Illusion - With the expenditure of a single Legend point, Black-Tail can create a rudimentary
illusion capable of fooling a single one of an observer's senses. Roll Black-Tail's Manipulation +
Occult, adding a number of automatic successes equal to his Legend. These successes are
resisted by a Perception + Awareness + Legend roll mad on behalf of any observers. Those who
fail absolutely believe in the truth of the illusion, despite any evidence to the contrary.

Join Battle: 5

Attacks:
Bite - Accuracy 8, Damage 5L, Parry DV --, Speed 4
Clinch - Accuracy 8, Damage 5B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 7, Damage 8L, Parry DV 3, Speed 5
Unarmed, Light - Accuracy 9, Damage 5L, Parry DV 5, Speed 4

Soak: 2A/4L/5B
Health Levels: -0/-1/-1/-2/-2/-4/Incap

Dodge DV: 6
Willpower: 6
Legend: 3, Legend Points: 9

--Titans--
The Manitou face perhaps the largest collection of assembled titans that any pantheon has to
stand against. Just as the variety and diversity of the Manitou breeds power, so does it breed
enemies. As many titans threaten the pantheon as there are sub-pantheons within them. The
advantage the Manitou have, however, is that they do not face a true Greater Titan. The most
active titans against them is Uktena. And that is mainly because attacking the Manitou does not
feature into the plans of many of the other dominant Avatars. Kalona assaults the Manitou when
he is able, but when Surtr calls for his aid against the Aesir, he answers. Iya may detest his
brother Iktomi, but he willingly serves as Huracan's general against the Atzlanti. Only Uktena acts
constantly against the Manitou, and that seems to come from an uneasy agreement between
Mami Wata and the Horned Serpent.

-Uktena (Avatar of the Drowned Road)


Perhaps the single most determined threat that faces the Manitou is the Avatar of the Drowned
Road known as Uktena. Known generically as "The Horned Serpent," it has many other names
from the various tribes, but Uktena is the most well known of them. Like Raven and Coyote,
Uktena never limited itself to a single area of North America and was known by a large number of
people.

Uktena, with its golden scales and its sparkling eyes, represents the haunting allure of the deep
and the treasures which lurk beneath. It also represents the dangers inherent in hunting for those
treasures and giving into that greed. Every explorer never to return from the bottom of the ocean
to salvage treasure, every adventurer who dove too deep in search of knowledge and got lost and
every sailor who took to the rivers and seas for profit alone was following the call of Uktena.

As an Avatar, Uktena could probably compete with the individual might of Mami Wata or Ran. But
it has no desire to try and deal with their combined force. Uktena does not wish to be dominant
Avatar. Nor does it wish to bring the full might of the Drowned Road down on its enemies.
Uktena is more content hiding in the shadows of the deep rivers and letting its enemies show
them their desires so that Uktena can bring them to life and lead them to their doom.

Uktena has a secret agenda. Only Uktena itself knows what this plan may be, and the great
hoarder of lost lore and master of secrets is unlikely to share its plans with anyone. For now,
Mami Wata and Ran allows Uktena leeway to act on its own in the hopes that this plan benefits
all. And Uktena graciously accepts their freedom, coordinating actions with the other Titans to
keep the Manitou on the defensive and wear them away little by little.

Uktena favors Mental Attributes and has a dice pool of 22 for all actions.

Virtues: Ambition 4, Malice 3, Rapacity 2, Zealotry 2

Supernatural Powers:
Avatars - The Abyss, The Flood, The Trickster

Boons - Every one- to eight-dot Boon from every Purview except Earth and Fire which are denied
it. Uktena has all Boons from the Darkness, Illusion and Water Purviews.

Epic Attributes - Epic Mental Attributes at the 10-dot level (with all appropriate Knacks). All others
Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 22

Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Bite - Accuracy 27, Damage 22L, Pary DV --, Speed 4

Soak: 8A/35L/40B
Health Levels: -0x39/Incap

Dodge DV: 46
Willpower: 7
Legend: 11, Legend Points: 121

-------------------------------------------------------------------------------------------------------------------------------
--What IS The Horned Serpent's Plan?--

Put simply, nobody knows. And the possibilities are intentionally left vague as Uktena can be
planning any number of things.

There are a few theories, however. One of them has sparked the Manitou's interest more than
anything and given them reason to struggle against the Titans. The leading theory behind
Utkena's plans is simple: It searches for the Hollow Reed which leads between worlds.

As stated above in the Relic section, the Hollow Reed was used to bring humanity up from the
Third World, to the Fourth World they inhabit now. And when the Fourth World ends, the Reed
will be needed again to transport humanity to the Fifth World and allow the gods access to what
(they hope) will be their future Overworld the Sixth World. However, while Scions may wield
replicas of the original, the TRUE Hollow Reed has been lost and none of the gods know where
to find it.

Epically Intelligent gods suspect that Uktena's plans involve the Hollow Reed in some way. If it
can keep the Manitou on the defensive and push their paranoia to the limits, then when the
Hollow Reed does resurface, whether by design, fate or simply luck, it will have them at a
disadvantage and may claim the Reed for itself.

If it could do so, then it could bar humanity from leaving the Fourth World, trapping them there for
their destruction. It could also claim the Overworld of the Sixth World for itself, providing it with an
unknown advantage and perhaps even going so far as to slay the Great Spirit(s). For if he(they)
exist, he(they) has most certainly withdrawn to the Sixth World to await the arrival of the other
gods.

The Manitou who suspect this know they must keep the pantheon united at all costs to prevent
such instability, however as the mounting paranoia grows, this task grows harder and harder.
Additionally, Scions and gods alike watch for the appearance of the Hollow Reed, in the hopes
that when it does resurface, the Manitou (or at least one of the other pantheons) will be the first to
claim the prize before the Horned Serpent does.
-------------------------------------------------------------------------------------------------------------------------------

-Kalona (Avatar of Muspelheim)


Once, Kalona was an Avatar of Akhetaten. As a great anthropomorphic bird, scorched and
blackened in a mockery of the great Raven's greatest accomplishment in returning the sun to the
sky, Kalona represented the burning heat of the sun's rays. Raven may have escaped with just
blackened feathers. But if Kalona had his way he would have ended up a scorched and
blackened creature as he is.

However, Kalona was long a danger to the Manitou, specifically Raven. And so long ago, Raven
tricked Kalona into attacking and attempting to rape a young earth goddess. The earth goddess
was more powerful than Kalona realized, however, and he was ensared by the earth and pulled
beneath the ground, where his heat was trapped for all eternity. There, beneath the earth, his
hatred simmered and boiled and his heat transformed, becoming not the burning heat of the sun,
but rather the burning heat trapped beneath the ground. After centuries spent digging and
burrowing, Kalona finally managed to open a hole so he could peer out once more. And found
himself looking out into Muspelheim.

In this way, Kalona escaped the purge which Aten later commited against the other Avatars of
Akhetaten. Kalona was no longer IN Akhetaten. Nor was he an Avatar of it any longer. Surtr
may represent the raw, destructive force of the fire trapped within the earth, but Kalona
represents its slow, simmering boil and the potential that Surtr taps into. In this way, Kalona also
serves as a threat to Kagutsuchi who currently believes he holds dominion over the great
volcanoes of Muspelheim, the Magma Lords. It would be impossible for Kagutsuchi to keep him
out, afterall. And so they've been forced into an alliance for now. Though neither really care for
the arrangement.

Technically, Kalona is no longer trapped as he once was. Not only is he out of Tartarus, but he is
free once more to move around in the confines of Muspelheim. From this position he has
returned to creating his prized servants, the Raven Mockers. He's shared a few of them with his
would-be ally, Kagutsuchi. And he's taught a few tricks of making the skin-walkers to Camaxtli
Xocotl who shares his love of death and destruction.

Kalona has a dice pool of 20 for all actions and prefers Social Attributes above all others,
preferring to manipulate from deep within the bowels of Muspelheim and do his dirty work from a
distance.
Virtues: Ambition 2, Malice 5, Rapacity 3, Zealotry 3

Supernatural Powers:
Avatars - The Devourer, The Glory, The Reaper

Boons - Every one- to eight-dot Boon from every Purview except Health and Water which are
denied him. He possesses all Boons up to the 10-dot level in the Death, Fire and Sun Purviews.

Epic Attributes - Kalona possesses all Epic Social Attributes at the 10-dot level (with all
appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).

Infernal Nature - Kalona, much like Surtr, possesses the Infernal template on top of his normal
stats. He burns with an inner fire that keeps his scorched and blackened skin ever cracked and
bleeding. And this heat radiates out from him against his foes.

Join Battle: 20

Attacks:
Clinch - Accuracy 20, Damage 21L, Parry DV --, Speed 6, P
Peck - Accuracy 20, Damage 26L, Parry DV --, Speed 4, P
Unarmed, Heavy - Accuracy 19, Damage 27L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 24L, Parry DV 40, Speed 4

Soak: 8A/34L/39B
Health Levels: -0x39/Incap

Dodge DV: 44
Willpower: 8
Legend: 10, Legend Points: 100

Notes: The claws on the end of Kalona's jagged and twisted hands add +3L to all of Kalona's
Unarmed attacks. He also possesses a Peck attack with his charred beak which does Accuracy
+0, Damage +5L, Defense --, Speed 4, P.

-Malsumis (Avatar of Terra)


The other son of Tabaldek and brother to Glooscap, Malsumis is everything that Glooscap is not.
Glooscap was made to serve as a force of good in the world and to create a fair and just world for
man. Malsumis on the other hand was not. Some among humans say that Malsumis was made
to create an evil world. But that's not quite the case. Malsumis represents a good and just world
for the world itself. He is the protector of the natural order and the agent of retribution against
humanity that would subjugate the world. He is responsible for the thorns on plants to protect
themselves from predators. And he put the stings on insects to ensure they could survive against
larger predators.

Like his brother, however, Malsumis has begun to lose himself to his rage. His outrage at
humanity grows by the day, especially now that he is out of Tartarus and can see how much
devastation humanity has wrought. Now Malsumis exists for one purpose only: To destroy
humanity and purify the world that's left behind. He wishes to return nature itself to dominance
and make a pure and just world for everything except humanity.

Malsumis typically appears much like his brother, Glooscap. He is a strong, noble Native
American man, dark of skin and with a noble, regal bearing. He is as much a mediator as his
brother is and as much a force of divine leadership as any. However, Malsumis wears nothing of
the modern world. He can often be found wearing natural trees and vegetation that coil about
him as living things if he is found wearing anything. His eyes carry an obvious hatred within
them, and humans (or those who come from humans such as Scions) will always recieve the
brunt of that hatred.

Malsumis has a dice pool of 20 for all actions and favors Social Attributes over others. As much a
leader as his brother, Malsumis prefers to engage his foes with guile and deception, and then
lead his servants in to finish off his confused foes.

Virtues: Ambition 3, Malice 5, Rapacity 4, Zealotry 4

Supernatural Powers:
Avatars - The Green, The Savior/The Scourge, The Shaper

Boons - Every one- to eight-dot Boon from every Purview except Death and Sky which are denied
him. He possesses all Boons up to the 10-dot level in the Earth, Fertility and Health Purviews.

Epic Attributes - Malsumis possesses all Epic Social Attributes at the 10-dot level (with all
appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 20

Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 40, Speed 4

Soak: 8A/34L/39B
Health Levels: -0x39/Incap

Dodge DV: 44
Willpower: 8
Legend: 10, Legend Points: 100

-Kigatilik (Avatar of Soku-No-Kumi)


Like his children the wendigo, Kigatilik looks like he should have died of exposure centuries ago.
His body is thin, frail and covered with bleeding sores and nests of maggots. His eyes are sunk
back into his head and his teeth are gnarled, twisted imitations of bone. Lips have been
practically chewed off, leaving only a skeletal snarl. His hands are bony, deprived of flesh entirely
and his fingerbones are twisted into jagged claws. He is the pure embodiment of what his
wendigo children represent.

And yet, despite all that, Kigatilik is not consumed by the hunger like his children are. Kigatilik IS
the hunger. He represents the all-consuming power of the darkness. Absorbing light. Hiding lost
items. Separating people from their friends and companions. He is the cold, unforgiving
emptiness of darkness that consumes all that is forgotten about. His children, the wendigo are
consumed by his touch. They are consumed by the desire to possess, to take, to have. They are
consumed by the desire to consume. That desire is their father.

His favorite targets among humanity have always been the shamans of the people. He is the
slayer of the spirit and the destroyer of leadership. Without guidance, humanity becomes lost in
their desires. And without spirituality, there is nothing to keep his hunger from spreading. The
gods themselves are the worst about this. They guide all of humanity. And as such, Kigatilik,
more than any of the other titans which threaten the Manitou, would see the gods of the Native
pantheons destroyed and lost within the emptiness of the Void.

Still, he knows that in time, he will have his chance against the Manitou. For now he follows
Mikaboshi's lead and directs his forces against the Amatsukami. His hunger would consume
Takamagahara at a moment's notice. But eventually, the darkness will consume all the world,
including his hated foes, among the Manitou. Uktena has the easiest time luring Kigatilik away
from Mikaboshi's plans, however, and the Manitou have suffered a number of strikes from the
hungry darkness.

Kigatilik has a dice pool of 22 for all actions and favors Physical Attributes above anything. He
prefers to claw and tear into his opponents, ripping them apart and bathing in their blood as he
consumes their flesh.

Virtues: Ambition 1, Malice 3, Rapacity 5, Zealotry 1

Supernatural Powers:
Avatars - The Abyss, The Cold, The Reaper

Boons - Every one- to eight-dot Boon from every Purview except Fire and Sun which are
forbidden Kigatilik. He also possesses all Boons from the Darkness, Death and Frost Purviews.

Consumption - If Kigatilik manages to kill a victim with his Bite attack, he may roll his Manipulation
+ Occult (or rather, his 22 dice with 29 automatic successes) resisted by the target's Willpower +
Integrity + Legend. The target gets to resist even though technically dead as a last ditch effort. If
Kigatilik succeeds, he gains one piece of information, at the Storyteller's discretion, that the target
knew. The more successes, the more information he can gather from consuming his victims. If
he manages to achieve more unresisted successes equal to the victim's Legend (minimum of 1 if
he eats a mortal) then he may learn everything the target knew (ie: the Storyteller can consider
anything and everything plot related or otherwise important to be fair game).

Epic Attributes - Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). All
other Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 22

Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Bite - Accuracy 22, Damage 22A, Parry DV --, Speed 6
Unarmed, Heavy - Accuracy 21, Damage 15L, Parry DV 56, Speed 5
Unarmed, Light - Accuracy 23, Damage 12L, Parry DV 58, Speed 4

Soak: 10A/51L/57B
Health Levels: -0x52/Incap

Dodge DV: 63
Willpower: 8
Legend: 11, Legend Points: 121

Note: Kigatilik's Bite attack adds +10 damage and makes he damage aggravated. His fangs and
mouth are perhaps one of the most dangerous weapons that Soku-No-Kumi (if not the Titans as a
whole) have at their disposal.

-Iya (Avatar of Ehekatoyaatl)


If Huracan is the raging fury of the hurricane and Shu is the calmness of still air, then Iya is
somewhere between the two. Iya is the eye of the storm, the calm heart at the center of the
whirling vortex. It is better to control his power and direct his storms against his foes from there,
afterall. This does not make him kind, however. Not in the slightest. Iya revels in the destructive
power that surrounds him at all times. Even more so, Iya also represents the plague wind. He is
the airborne virus, the bacteria spread through a cough and the stench of decay that's carried on
the winds. He destroys from both without and within at the same time.
He is brother to Iktomi the spider, but he appears nothing like him. He shows himself to be a
being composed purely of raging stormclouds and whirling winds. He is a humanoid storm with
no face and no features. His weapons are lightning and his voice is thunder. Around his waist he
wears a belt of human heads, the faces rotting and decaying. He collects the heads as trophies
(or has his minions collect them for him) and keeps the collection constantly rotating.

Some say that Huracan is the rival to Iya. But this is a tale that's exaggerated to throw off their
enemies. Often, Iya and Huracan can be found working side by side. Though he's not quite as
powerful as the Lord of Typhoons, the Lord of the North, Iya, is more than capable of serving as a
chief general to Huracan's armies when he has need of him. Otherwise, he may be found in a
fabulously crafted tent which rides the storm winds of the deepests hurricanes of Ehekatoyaatl.

Iya has a dice pool of 22 for all actions and favors Physical Attributes above all others. He
prefers to crush his enemies and blast them apart with bolts of lightning and hail.

Virtues: Ambition 2, Malice 4, Rapacity 4, Zealotry 3

Supernatural Powers:
Aerial Nature - Due to his being composed purely of raging storm clouds, Iya gains the benefits of
the Aerial Template.

Avatars - The Savior/The Scourge, The Storm, The Void

Boons - Every one- to eight-dot Boon from every Purview except Darkness and Earth, which are
denied to him. He also has all Boons from the Chaos, Health and Sky Purviews.

Epic Attributes - Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). All
other Epic Attributes at the eight-dot level (with all appropraite Knacks).

Lightning Rage - Any deity of the storms can attack someone with a lightning bolt. But when Iya
strikes with lightning he is capable of sending a shower of lightning with ease. This is similar to
the Levin Fury Boon except that Iya has the capability to coordinate his lightning strikes so that
they gain an additional bonus. By spending 3 Legend per lightning strike, Iya rolls his Wits +
Marksmanship (22 dice with 29 automatic successes) to strike his opponent. Unlike Levin Fury,
this attack may only be directed against a single opponent at a time and the opponent may still
dodge with his normal DV. However, unlike a normal Levin Fury, each additional bolt of lightning
both creates a Coordinated Attack penalty for the target. If Iya spends 81 Legned points to attack
a Legend 9 God with 27 lightning strikes at once, then the God will face a penalty of 27 from his
Dodge DV (unless the target has the Monkey in the Middle Knack). These lightning bolts also still
count for a lingering Onslaught Penalty until the target's next action. Like Levin Fury, these
lightning bolts still do a base of 15 lethal damage each, in addition to threshold successes on
each attack. If the target possesses Levin Fury himself, he may still use his Parry DV and spend
Legend himself to redirect the lightning bolts, though the Coordinated Attack penalty still affects
his ability to do so.

Plague Winds - Additionally Iya also has the capability to use his Wind Grapple and Create Air
Boons to affect targets at a distance using Health boons that may normally require touch such as
Control Aging or Restore/Wither. The winds carry the disease or decrepitude through the air to
touch the target from a distance. This requires paying the costs for both the Sky and Health Boon
at the same time, but Iya may use the two together without penalty.

Join Battle: 22

Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 21, Damage 15L, Parry DV 56, Speed 5
Unarmed, Light - Accuracy 23, Damage 12L, Parry DV 58, Speed 4

Soak: 10A/52L/58B
Health Levels: -0x52/Incap

Dodge DV: 64
Willpower: 8
Legend: 11, Legend Points: 121

-Wi-Na-Go (Avatar of Crom Cruach)


Wi-Na-Go is dead. Long ago, she was a God who turned against and battled the Manitou. She
lost, falling under their attacks and dying. However, she had also mastered the Yuwipi Purview.
As the Gods struck her down, as a desparate attempt and her dying act, she activated Blessings
of the Fourth World and tried to merge with a nearby spirit of the earth.

And as her body died and was set to become the Reaper... the power of Yuwipi worked. The
immaterial nature of the Avatar was sufficient to suck the spirit into it and served as a catalyst to
create a situation that has never since been replicated (or even attempted for that matter). Wi-
Na-Go is now trapped in a perpetual state of undying immateriality. She cannot touch the world.
She cannot interact physically with her surroundings. The best she can do is manifest enough to
be seen and heard, but nothing more. It was still sufficient, however, for her to reach out to her
dying ichor and transform it into a swarm of mosquitos which spread out to ravage the land
around her death site for decades before the Gods put it down.

Though she was immaterial, the spirit she was merged to also allowed her to avoid being
absorbed into the titans when she ventured in immaterial form into the body of Crom Cruach.
The power of the Avatar of Death granted her immortality in a way. And now that she serves as a
very unique and independent Titan, she plans to keep it that way. Theoretically, she could be
destroyed if the spirit within her could somehow be separated from her. But now that she has
become an Avatar of Crom Cruach, the Gods are hesitant to do so and wonder what effect her
total destruction may have on the World.

When she does use the Legend to appear to the eyes and ears, she appears as a withered old
hag in beaded dresses. Her hair is a tangled mess and her craggy face is the embodiment of the
horrors of old age and decrepitude. Her toothless grin is disturbing to say the least. Oddest of
all, though she seems mostly human from a distance, those unlucky enough to get close to her,
often note a grainy appearance to her skin. As if she were made of the dirt itself.

Wi-Na-Go favors Mental Attributes and has a dice pool of 20 for all actions. She works from a
distance, projecting herself outward and acting through her servants and other spirits.

Virtues: Ambition 4, Malice 3, Rapacity 2, Zealotry 3

Supernatural Powers:
Avatars - The Beast, The Reaper

Boons - Every one- to eight-dot Boon from all Purviews except Sun and Health which are denied
her. She also possesses every Boon from the Animal (mosquito), Death and Yuwipi Purviews up
to the 10-dot level. Though, she is unable to use the Blessings of the Fourth World power again,
due to her unique nature the fact that its perpetual activation thanks to The Reaper is the only
thing keeping her alive.

Epic Attributes - Epic Mental Attributes at the 10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all appropraite Knacks). Due to her immaterial nature,
her ability to use her Physical Attributes are limited.
Immaterial Existance - When Wi-Na-Go was defeated long ago and used her power over the
Yuwipi Purview to merge herself with a spirit just as her Reaper Avatar was activating, it created a
unique and unprecadented situation: Wi-Na-Go has no physical form. The spirit of earth which
Wi-Na-Go combined herself with has become permanently lodged within her by the Avatar of
Death that was threatening to take her over. This gives her access to the level 9 Earth boon,
Property Infusion, though the cost is doubled as usual. More importantly, however, this has left
her in a perpetual state of undying dematerialization. Treat Wi-Na-Go as being a dematerialized
God for purposes of interacting with others. The best she can manage is to appear in an
intangible form at the cost of a Legend, just as Gods can do.

Attacks:
None (she's immaterial)

Join Battle: 20

Soak: 8A/34L/39B
Health Levels: -0x39/Incap

Dodge DV: 44
Willpower: 7
Legend: 10, Legend Points: 100

-Nun'Yunu'Wi (Avatar of Vritra)


Nun'Yunu'Wi takes the form of an eccentric medicine man, wandering from town to town and
village to village, a grin on his dry, cracked lips and a spring in his step as he twirls his cane at his
side. And then, when he sees someone that catches his attention, or is particularly Fated for
some great task, he points his magic cane at them, setting them aflame and chuckling to himself
as he walks on while the unfortunate victim is consumed by the flames. What few realize about
Nun'Yunu'Wi is that he is an Avatar of the Titan Vritra.

Long ago, after the Devas defeated Vritras and drove him under the earth, Vritra began to search
the World at large for a new avenue for its destructive urges. The Devas remained ignorant of
this outreaching of the Enveloper's power. But the being that was secretly formed took the shape
of a medicine man among the Native American people. And with the power of Vritra, this Avatar
has wandered both World and Overworld causing havok and consuming the lives of men and
divine alike.

Nun'Yunu'Wi is the power of unbridled destruction. He serves his master Vritra dilligently,
wandering the World with the sole purpose of causing chaos and spreading death. Eventually, all
the world will be consumed when Nun'Yunu'Wi points his magic cane at it. But that time is not
now. He believes it is his personal duty to see that the Fourth World is made ready for its end so
that the cycle can continue. He revels in the sheer destruction he gets to cause along the way.
Like many of Vritra's creatures, very little exists to him beyond his purpose of annihilation. And
considering how few stop to discuss matters with the destroyer, any greater purpose is not yet
known.

Nun'Yunu'Wi has a dice pool of 20 for all actions and favors Physical Attributes above all others.
He is a traveller and used to having to wander through robust environments that require
excessive durability.

Virtues: Ambition 2, Malice 3, Rapacity 2, Zealotry 5

Supernatural Powers:
Avatars - The Devourer, The Reaper, The Void

Boons - Nun'Yunu'Wi possesses all Boons from all Purviews up to the eight-dot level except
Health and Water which are denied him. Additionally, he possesses all Boons from the Chaos,
Death and Fire Purviews to the 10-dot level.

Epic Attributes - All Epic Physicals to the 10-dot level (with all appropriate Knacks). All other Epic
Attributes to the eight-dot level (with all appropriate Knacks).

Magic Cane - By pointing his magic cane at a fire and spending 10 legend, Nun'Yunu'Wi may add
his Legend to the Trauma rating of the flames. This includes fires started with his Fire Boons.

Sukhese Nature - Nun'Yunu'Wi possesses the Sukhese Template and gains all appropriate
benefits from it.

Join Battle: 20

Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 55, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 57, Speed 4
Cane - Accuracy 21, Damage 12B, Parry DV 57, Speed 4

Soak: 12A/53L/60B
Health Levels: -0x55/Incap

Dodge DV: 61
Willpower: 8
Legend: 10, Legend Points: 100

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