Vairgit
Transcript of Vairgit
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The VairgitGods of the Arctic
by TerriblyUncreative
PDF by Telgar-----------------------------------------------------
Kevin tied the last knot and looked around the shambles
of the womans living room. Stealth was not one of
Kevins stronger skills, and he had been unable to catch
her by surprise as hed intended. He sighed and winced
at the shooting pain coming from his bruised ribs,
evoking a chuckle from Tulu, the ghostly raven perched
on the mantel. Glaring at his spirit guide, Kevin asked,
Is everything ready? We should get this done in casethe neighbors heard and called the cops Inspecting
the ritual items placed carefully around the room, Tulu
nodded. Dont be afraid to use the knife. I dont think
this one will go quietly.
Kevin turned to the unconscious woman that he had
trussed to her own couch and waved some smelling
salts under her nose. Ms. Jackson? Are you there?
Her eyes fluttered, then snapped open, coming into
wrathfully sharp focus on Kevin. Growling in a distinctlyunwomanly voice, she said, You know perfectly well that
shes not, Godling. Release me! She began struggling,
but the nylon cords that Kevin had bound her body
with were quite tight. Kevin sat down next to the couch.
Please, depart from this place. You are far from home,
and these people have done nothing to offend you. We
can do this the easy way or the hard way. Why are you
doing this?
She laughed, a slow, drawn-out cackle, We have been
liberated. The rules of your people no longer apply tous, and we have been given dominion of the Earth by
the Devourer! This is our home to do with as we please!
Now release this body so Ill have the pleasure of eating
your heart! Kevin drew a bladeless ivory knife handle
from his coat pocket. Right then. The hard way it is.
He pressed its tip against the womans chest and she
writhed and screamed as though an actual knife had
been plunged into her. Kevin withdrew the ivory, and she
coughed twice and fell still.
Kevin released the breath that hed been holding
moments later when Ms. Jacksons eyes fluttered open
once more, though her expression this time was full of
confusion instead of hatred. What happened? Who
are you? she asked in a weak voice. Kevin smiled as
he leaned down to untie the ropes that bound her, but
before he had a chance to explain the police kicked in
the door. Looking at Tulu (who, of course, only he couldsee) as he slowly raised his hands over his head, he asked,
You couldnt have warned me?
HISTORYAmong the tribes o the Arctic regions,
supernatural beings are known by various names
They are called Vairgit among the Chukchee,
Kamuy among the Ainu, Inue and Unipkaaqsamong the Inuit, and Ichchi among the Yakut.
Regardless o what they were called, the Arctic
Gods traveled rom tribe to tribe, some remaining
local to a single group, others going by many
names and wearing many aces. Though their
legends and traditions bear countless variations,
the core o their belies shares a similar essence.
Historically distrustul o outsiders, the various
bands o Gods that now compose the Vairgit only
ormed a loose association in order to imprison
the Titans during the irst War, then went their
separate ways and minded their own business.
The Kamuy o the Ainu were the irst to begin the
uniication o the pantheon. When the Japanese
settled Hokkaido and drove the Ainu northward,
the Amatsukami perpetuated a similar invasion
o the Kamuy Overworld. Those who escaped
turned to their neighbors to the North, the
Chukchee Vairgit o the Kamchatkan peninsula,
or sanctuary. Later, as Europeans pressedNorth and West rom the Americas and Canada,
Russians similarly pressed North and East. The
Arctic people ound themselves either conquered
or pushed towards the Paciic rom both sides.
Experiencing conlicts with strange oreign
Gods, the Vairgit bound themselves together in
the Inuit Overworld o Quidlivun and cemented
their loose conederacy into something more
permanent.
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RELATIONSHIPS WITH OTHERS
In spite o their proud, somewhat isolationist nature,
the Vairgit have come into conict with many
other Pantheons over the course o their history.
Their people have been hunted and persecuted
by ollowers o the Amatsukami, Rodovica, andCelestial Bureaucracy or ages on their Asian lands;
they came into similar contact with descendants
o the Aesir, Dodekatheon, Tuatha de Danaan,
and Nemetondevos more recently on their North
American shores. The Vairgit maintain de acto
alliance with the North American Manitou as their
various peoples share similar histories in recent
times.
PANTHEON VIRTUES
DUTY The communities o the Arctic are close-knit
and survive only through intense cooperation. The
Virtue o Duty reects these values.
ENDURANCE Lie at the Arctic Circle is rough
Endurance is airly sel-explanatory as a Virtue in the
tundra and taiga environments populated by the
Vairgits people.
HARMONY the Arctic tribes expressed a belie in
soul duality that is, souls having both light and
dark aspects. This idea o a balance o orces is rightin line with the Harmony Virtue.
VENGEANCE While laws in many communities do
not particularly emphasize punishment, the Arctic
people expect harsh retribution or violation o
spiritual taboos and rules, hence they uphold the
Vengeance Virtue.
OTHER VIRTUES
CONVICTION the Inuit did not worship or reverespirits o nature so much as they eared them.
Driving religious ervor espoused by the Conviction
Virtue is not a common trait among them.
COURAGE rites o passage include many dangerous
(to say the least) hunts, such as whales and polar
bears. Despite these sel-imposed challenges, Arctic
people were probably more concerned with survival
in the ace o adversity than pride.
EXPRESSION while oral histories and storytelling
are the main source o record-keeping among Arctic
tribes, the Expression Virtue does not hold the same
importance as in many other cultures.
INTELLECT the people o the Arctic accepted their
environment and role in lie; philosophical and
analytical introspection does not play a large part in
their mythologies.
LOYALTY while the Arctic people were not
treacherous or disloyal, bonds o loyalty between
individuals did not hold the same high place asbonds among the community as a whole.
ORDER In addition to the tight-knit sense o
community common among Arctic tribes, they
also ollow strict sets o laws and taboos governing
hunting and day-to-day behavior.
PIETY many tribes believed in soul reincarnation;
the idea that the ancestors would return to live
among them was a very important idea. Arctic tribes
were almost as intensely concerned with amily and
tradition as they were with community and order.VALOR hunters had strict rules governing
their hunting practices and rituals. The values
o protecting the innocent and ghting nobly
espoused by the Valor Virtue are not much o a
stretch or the Arctic tribes.
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THE GODSAnapelAnapel is known by many names among the Arctic
tribes. She is a goddess o birth and reincarnation,
bringing a childs soul rom the heavens and helping
to write his ate. She is responsible or naming
things. In the Overworld her home is in the center
o a lake o milk, representative o her role as a
nourisher o people. The spirits o trees, grass, and
plants are her servants in the World.
When Anapel appears in the World, she takes on
motherly, nurturing roles, almost always dealing
with children in some way. She has been a maternity
ward nurse, an orphanage nanny, and a tree nursery
owner. While she happily raises Scions o her own
she almost preers to adopt and sponsor others,betting her role as a shepherd o the unborn.
Anapel is a dedicated and attentive mother, though
she requently adopts more children or hersel than
she has the resources to properly manage. Anapels
children typically retain her protective and nurturing
aspects, and are oten already mothers when Visited.
Aka: Akna, Nalygyr-Aissyt-Khotun, Ajysyt, Khotun,
Ichita
Associated Powers: Epic Stamina, Animal (Cattle),
Death, Fertility, HealthAssociated Abilities: Animal Ken, Empathy, Integrity,
Medicine, Presence, Survival
Rivals: Isis, Demeter, Frigg, Danu, Sarasvati
Fuchi KamuyFuchi Kamuy is the Ainu goddess o the hearth,
and one o the most important deities among their
people. She serves as a gateway between Gods and
mortals, dwelling in the hearth o each home as its
guardian and the judge o domestic aairs. Sometales ascribe her position as being so important that
she never leaves her home.
Fuchi Kamuy rarely leaves her assigned duties long
enough to sire a Scion o her own, she tends to
preer the adoptive route. When she does appear in
the World, she maniests in the role o an entrenched
household servant. Fuchi Kamuys Scions are
diplomats, negotiators, and mediators as oten as
they are domestic servants and guardians.
Associated Powers: Epic Stamina, Epic Charisma, Fire,
Guardian
Associated Abilities: Art, Crat, Empathy, Integrity,
Medicine, Survival
Rivals: Hestia, Frigg
KutkhuSimilar in many ways to Raven o the North
American tales, Kutkhu occupies a very dierent
role in his pantheon. While he is credited with being
the creator (or at least, reorganizer) o the lands
known to the Siberians, he is eatured in stories as a
oolish character o low intelligence, outmatched in
cunning by nearly everyone who crosses his path;
more akin to Coyote than the master manipulator
Raven. Due to the harsh nature o the Siberian and
Canadian environments, his role in the creation story
is not an exalted one; observers would credit himwith making mountains and chide him or making
too many, credit him with making snow and blame
him or making it too cold, and so on. Many o his
indecent tales (most o which have embarrassing
and/or atal endings or him) seem to serve no other
purpose than the amusement o the people. In spite
o the rivolity assigned to his character, Kutkhu is
said to have been the rst to teach people how to
catch land and sea animals, use the re-drill, and
protect themselves against evil spirits.
When he appears in the World, Kutkhus guises
tend to continue his tendency to nd misortune.
He appears as an unaithul husband who loses
everything in the divorce, the gambler on a losing
streak, and the victim o medical malpractice. He is
equally comortable in his raven and human skins,
and requently blows his cover by orgetting which
one he was supposed to be wearing. Kutkhus ill
ate is almost always passed on to his progeny. His
Scions come rom all walks o lie, but eventuallymake their way to the gutter (where Kutkhu
requently nds them).
Aka: Tenan-Tomgin, Tulugaak, Big-Raven, Moshirikara
Kamuy
Associated Powers: Epic Stamina, Animal (Raven),
Forge, Guardian, Illusion, Magic
Associated Abilities: Crat, Larceny, Occult, Science,
Stealth, Survival
Rivals: Odin, Apollo, The Morrigan, Raven
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NanookLord o the hunt across the icy plains o the rozen
tundra, Nanook takes the orm most oten o a giant
polar bear which is his namesake. The bear was a
sacred animal to the Inuit people, both as a powerul
hunter itsel and suitable prey to those who were
worthy. It was Nanook who decided i the people
had properly ollowed the taboos associated with
hunting the noble beast. Those who did not aced
the wrath o the great bear himsel.
Oten when he maniests in the World, he still retains
the appearance o a great bear. Though capable o
appearing in the orm o a man, his preerred orm
is still his natural one, even among humans. When
he does choose to show a human ace, however
(such as when wooing a emale to sire his young)
he typically appears in the guise o a great hunter,wearing the skins o slain polar bears and carrying a
spear even today. Most might pass this o as simply
being a man o 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 o them are born o
traditional Inuit villages, though such locations are
rapidly growing less and less numerous. When he
does go outside his traditional people, its usually to
nd women who will give him sons that are soldiersand warriors. His children oten ght or their cause
with an almost anatical loyalty. But they always
remember to ollow the rules, rarely breaking the
taboos associated with their eld o conict.
Aka: Nanuq, Kim-un Kamuy
Associated Powers: Epic Strength, Epic Stamina, Epic
Perception, Animal (Bear), Justice
Associated Abilities: Animal Ken, Brawl, Fortitude,
Integrity, Survival, ThrownRivals: Haokah, TsulKalu, Artemis, Freyr
NuTenutNuTenut is the chie God o the Arctic. Most
creation myths credit Kutkhu with the creation o
the world, but note that his work was done only by
NuTenuts authority and command. NuTenut dwells
in a house o iron in the heavens, attended by both
celestial and terrestrial spirits. NuTenut is the most
distant o the Vairgit deities, becoming the least
directly involved with the aairs o mortals and othe
Gods alike. He once played a more active role in
managing his pantheon, but he has withdrawn since
his alling-out with his daughter, Sedna.
Introspective and aloo, NuTenut rarely leaves his
celestial house o iron. When he does, he appears
as an authority gure a quiet but efcient CEO,
a judge, or a nobleman. NuTenuts Scions otenhold similar positions o judicial or executive
power over others, and tend to be quiet, behind-
the-scenes leaders and manipulators. Converse
to his interactions with the World and the rest o
his pantheon NuTenut oten micro-manages his
Scions, showing them attention to a degree that
is overwhelming and somewhat uncomortable.
Some o his ellow Gods have speculated that he is
overcompensating or his estrangement rom Sedna,
but none have been able to get the two to reconcile.
Aka: Anguta, Ginon-Kanon, Numi-Toruni, Kandakoro
Kamuy
Associated Powers: Epic Charisma, Epic
Manipulation, Epic Intelligence, Earth, Moon, Sky,
Star, Sun
Associated Abilities: Command, Empathy, Fortitude,
Integrity, Politics, Presence
Rivals: Zeus, Horus, Izanagi, Huitzilopochtli, Huang
Di, Perun, Mithra, Glooscap
PuguMost prominently worshipped among the Yukaghir,
Pugu is a God o justice and the sun. He is well-
known to be a deender o the oppressed and a
patron o law and good manners. He slays demons
and kelet with his sun-ail.
Pugu is very active in the World, risking Fatebonding
whenever possible in order to answer the call o the
oppressed in need o a rescuer or a titanspawn inneed o killing. His Scions inherit a similar crusader-
style mentality, and continue their divine athers
work in the World as beat cops, pro-bono deense
attorneys, and even exorcists.
Aka: Ignirtoq, Issitoq, Kun, Kun-Toyon, Akycha
Associated Powers: Epic Strength, Epic Charisma,
Guardian, Justice, Sun
Associated Abilities: Command, Integrity,
Investigation, Melee, Politics, Presence
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Rivals: Horus, Apollo, Tyr, Shango, Nuada, Guan Yu
SednaSedna is unattainably beautiul, the true ice queen o
the Northern waters. She is haughty and arrogant,
desired by many but had by no one. She holds
others to impossibly high standards when her
ather NuTenut tried to marry her o to the men o
her village, none were good enough or her so she
married a dog to spite them all. When her ather
ound out, he threw her over the edge o his kayak
and into the reezing waters. When she tried to cling
to the side o the boat, NuTenut cut o the ngers
o her hand one by one until she let go. With that,
she sank to the bottom o the sea and her ngers
became the rst seals, walruses, and whales.
While not a god associated with Death, Sedna dwells
in the Underworld as its guardian. Already cast outo the world o the living she rarely leaves to walk
among them, preerring the company o the dead.
She has about as much use or the other gods who
may be ound there.
Sedna never dallies with mortal lovers, what ew
Scions she does take are adopted rom other gods.
While she most oten accepts Scions rom other
Vairgit when they arent wanted, she also has a great
interest in taking the Scions o the gods o death or
water rom other pantheons as well.
Aka: Arnarkuagsak, Sanna, Arnarquagssaq, Nerrivik,
Nuliajuk
Associated Powers: Epic Appearance, Epic Stamina,
Animal (Dog, Seal), Frost, Water
Associated Abilities: Awareness, Command, Integrity,
Melee, Occult, Presence
Rivals: Masauwu, Raven, Hel, Hades, Mictlantecuhtli,
Izanami, Agwe, Xargi
TokoYotoTokoyoto is the crab god o the sea and creator o
the Pacic ocean. He shares mastery o this domain
with Sedna, holding power over lie and death in the
orm o the ood supply.
Tokoyoto is a ckle deity he appears as an old
man when his mood is cruel and as a young man
when his mood is mischievous. His Scions share
his connection with the production or denial o
ood, and oten with the sea. They are whalers or
environmental activists opposed to their hunting;
shers and armers or warlords who steal resources
or themselves.
Aka: Anky-Kele, Keretkun, Repun Kamuy
Associated Powers: Epic Perception, Animal (Crab,
Orca), Fertility, Water
Associated Abilities: Animal Ken, Athletics,Awareness, Brawl, Control, Survival
Rivals: Susano-o, Poseidon, Mananaan Mac Lir, Njord
XargiXargi is a guardian o the dead and the bear-brother
o NuTenut some say that he is the chie Gods
Tornak ascended to the status o a God himsel.
Shamans hold him as a common ancestor. In
addition to carrying prayers o remembrance rom
the living to the dead, he searches the Underworldor the shadow-soul o the dead in order to deliver
them to Anapel or reincarnation. Xargi has many
animal associations, notably bears, seals, snakes, and
spiders. He maniests either as a bear or a tall, one-
armed man.
Xargi is an Underworld deity who is perectly
content to move among the living. As a seeker
o souls, he travels reely where he chooses. As a
bearer o prayers and memories, he takes his duties
seriously, but with good spirits and good humor.Xargi appears in the World as an estate lawyer,
a missing person or homicide detective, and a
medium.
Aka: Mangi, Tornarsuk, Torngarsuk, Ulu-Toyon,
Nusakoro Kamuy
Associated Powers: Epic Perception, Animal (Bear),
Death, Guardian, Health, Psychopomp
Associated Abilities: Awareness, Fortitude,
Investigation, Medicine, Occult, SurvivalRivals: Yanluo, Izanami, Masauwu, Hades, Sedna
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PANTHEON
PURVIEW
ANGAKOONEKAngakoonek is the legendary power possessedby the angakok the shamans o the North and
passed on to the Scions o the Vairgit. Angakoonek
is a state o higher being and awareness that allows
inuence over the souls o other beings, things, and
concepts.
Nalussaerunek (Angakoonek 1)Cost: (1/2 Angakoonek rating) Legend per scene
Nalussaerunek is a state o not being unconscious
o anything, a state that must be achieved beoreyou can aect and interact with the spirit world.
Starting with this Boon and or each subsequent dot
o Angakoonek, you may add one o the ollowing
eects to your perceptions while this power is active:
Death Senses, Weather Witch, Assess Health, The
Unlidded Eye, Measured Foe, Fool Me Once, Real
McCoy, Scent the Divine, Unailing Recognition, and
Telescopic Senses (you do not actually learn the
Boons and Knacks represented here, Nalussaerunek
only duplicates their eects or the scene). An action
o concentration is required or you to ocus yourperception or the scene.
Atiq (Angakoonek 2)Atiq is the name soul, part o the soul that lingers
ater a living thing dies. The Inuit tribes believed that
a spirit, i not properly placated, would take revenge
on its killer ater death. Ater killing something, you
may perorm a brie ritual, a Charisma + Occult roll
with a difculty equal to the slain things Legend. I
the ritual is perormed within the same scene, youthereater gain your Legend as bonus successes to
DV, Soak, or any contested and resisted rolls when
deending against whatever powers that spirit
may bring to bear against you at any later time. I
you perorm the ritual on your action immediately
ollowing the killing instead o a time later in the
scene, you additionally regain a point o Legend.
Note that any killing perormed in association
with this Boon must have some purpose, be it or
ood, survival, sel-deense, or even revenge. Cold-
blooded murder or the sake o this Boon acting as
a Legend battery is not a suitable justication or its
use.
Ekungassok (Angakoonek 3)Dice Pool: Charisma + Occult
Cost: 1 Legend + 1 Willpower
Ekungassok are spirits that could be called upon
to be advisors or inormers, assist ones in danger,
or aid in revenge. Every two successes on the
activation roll summons a local spirit that is the
equivalent o one ghost (based on a generic mortal)
that will aid you in whatever way it can or the rest
o the scene. By spending ve successes, you can
increase the value o the base template (or ve extra
successes, you can get spirits with equivalent traits
to a thug instead o a generic mortal, or another
ve successes they would have equivalent traits to a
grunt soldier, and so on). While standard ghosts maynot be o much help in directly aecting the physical
world, they are very useul spies and scouts, and can
help to directly combat hostile spirits.
Tetkeyun (Angakoonek 4)Dice Pool: Charisma + Occult vs. Stamina + Fortitude
Cost: 1 Willpower
Tetkeyun is the vital orce o a living being. In
addition to a living thing having its own soul, parts
o a living thing have little souls o their own
damage to these souls can inhibit unctions to those
parts o the body (or instance, one whose nose is
easily rostbitten is said to be short o soul). With
the Tetkeyun Boon, you can cause this spiritual
damage to others, aecting a single limb or part o
the body with a die penalty equal to your threshold
successes. Ten or more threshold successes results in
total impairment o the aected limb or organ. The
ill eects last or the rest o the scene.
Urif (Angakoonek 5)Shamans, chies, and the wealthy are said to possess
more souls, or uri, than an average mortal. Upon
purchasing this Boon, you acquire an extra soul. Any
time you suer Aggravated damage, you can choose
instead or your uri to suer the damage. Your uri
has your base Health Levels (not including those
provided by Epic Stamina), plus one extra or each
level o Angakoonek that you posses. I your uri
runs entirely out o Health Levels, it is destroyed.
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Tarnerutok (Angakoonek 6)Dice Pool: Stamina + Occult
Cost: 2 Legend + 1 Willpower
Tarnerutok is the act o severing the soul rom the
body. Normally, this is only done when the living
are ill or dead, but angakok and Scions can do it
on purpose. Your spirit is invisible and intangible
to those without the appropriate Death Boons
or Birthrights and can y at (normal movement x
Endurance Virtue) speeds. The spirit can remain
separate rom the body or hours equal to your
activation successes beore it must return (suering
a level o Aggravated damage each minute that it
does not, dying i it does not return to the body in
time). While perorming a spirit ight you cannot
access any supernatural abilities that interact with
the physical world, however you may bring your
ull capabilities to bear against spiritually-ormedopponents, ghosts, and specters, as well as any
mortals to whom you are Fatebound.
Anirniq (Angakoonek 7)Dice Pool: Charisma + Occult
Cost: 10 Legend + 1 Willpower
Even though each individual soul is unique,
souls belonging to the same kind o thing have
metaphysical aspects in common. The power o
Anirniq allows you to take on the properties o a
class o spirits by taking on their name. By invoking
the name o one o the elements, you can assume
the properties o its corresponding Titanic Template
or one action per success on your activation roll.
Arnuat (Angakoonek 8)Dice Pool: Charisma + Crat
Cost: 5 Legend
You can leave a residue o your power in any
object that you touch. For one day per success,
you can designate an object to be a sacred amulet,unctioning as an Arnuat (see Birthright Relics
below) and providing access to all Purviews in which
you have an 8th-level or higher Boon.
Niqipiaq (Angakoonek 9)Dice Pool: Charisma + Occult
Cost: 1 Willpower
Niqipiaq is an Inuit word or ood, a concept that
the Siberian and Inuit tribes were acutely aware
coincided with souls given their meat-heavy diet.
Any time you kill a living thing, you may perorm
a brie ritual on the ollowing action to swallow its
spirit and use its power beore sending it on its way.
Your Legend Pool is increased by the swallowed
spirits Legend until the new points have been used
up and whatever is let o that soul may continue on
its way.
Etinvit (Angakoonek 10)Dice Pool: Charisma + Occult
Cost: 20 Legend + 1 Willpower
The soul o a thing be it a person, animal, natural
eature, or concept is said to be its owner or master
You can impose you mastery o a concept on those
around you, aiding your allies and hindering your
enemies that make use o your power. Etinvit can be
invoked or any Purview in which you have 8th-level
or higher Boons. For the rest o the scene, you canaect up to one target other than yoursel or each
dot o your Legend. Your successes become bonus
dice or your allies to use Boons or supernatural
eects related to the Purview that you are imposing
mastery over; hal your successes become a difculty
penalty or your enemies to use those same Boons.
Titans and Titan Avatars, already being the ultimate
expressions o a Purview, are immune to this eect.
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BIRTHRIGHTS
RELICS
The Spear of Nanook
(Relic 5 1 Purview, 4 Item Enhancements)Nanook, great bear hunter o the Inuit people, otenpreers to ght 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
occasion. Its still not his preerred weapon though,
and its not unheard o or a Scion o Nanook to be
leant the use o the spear or a time. The spear takes
the shape o a long hat, at least six eet in length,
with a the spearhead ormed orm the mandible o
a great beast. The sharp and jagged teeth still line
one edge o the jawbone which is sharpened at theend, allowing or both slashing and stabbing. The
weapon uses the stats or a tepoztopilli with an
additional +4 to Damage. It also allows access to the
War Purview.
Pugus Sun-Flail
(Relic 5 2 Purviews, 1 Unique Power, 2
Item Enhancements)Pugus avorite weapon rarely leaves his side, but
he has been known to lend its use to particularlyvalorous Scions. Pugus ail appears as a simple
arming tool composed o two sticks joined with
hemp, bearing a bronze weight on one end. When
wielded in battle, the bronze striking weight burns
with the light o the sun and its bearers Legend.
Pugus Flail channels the Sun and Justice Purviews,
deals +2 damage over the nunchaku template, and is
capable o striking intangible ghosts and spirits like
the Celestial Bureaucracys exorcists sword.
Arnuat
(Relic 2-5 1-4 Purviews, 1 Unique Power)Arnuat are amulets, small articles carried on a
person or inserted into his weapons. Any item that
was believed to be once held by one o the Gods
retained the touch o their power. Arnuat were
typically crated rom animal materials; the spirit
o the animal would have an eect on the type o
powers that it would supply to its bearer. Arnuat
would also protect their bearers rom kusuinek the
Siberian concept o witchcrat providing a difculty
penalty equal to the bearers Legend to any harmul
Magic spells used on him.
Nusa
(Relic 1 Birthright Link)Nusa are sacred carved wands used by the Ainu
in rituals to represent gods and spirits. Nusa canchannel Purviews, but are most typically used as a
link to Guides, Creatures, or Followers.
Pok
(Relic 3 1 Unique Power)A pok is a bag made o the skin o a particular kind o
animal. A Scion that bears one o these can acquire
the shape o that animal or the rest o the scene by
spending a point o Legend.
Mammoth Ivory
(Relic 3-5 1-3 Purviews, 1 Birthright Con-
nection (Creature), 1 Unique Power)Siberian oral tradition remembers the wooly
mammoth. Preserved remains o the great beast
are sometimes still ound rozen in glacial ice. In
some stories, sighting a mammoth is an ill omen,
in others it can be o great benet. In one tale,
some hunters ound across a rozen mammoth,
perormed the proper rituals o respect, and brought
its meat back to the village. When they returned tothe site the next morning, they ound the carcass
bones mended and meat renewed. Powerul
taboos surround carving mammoth ivory, so a
Relic made rom it is valuable in more ways than
one. A mammoth ivory carving can be made into
a suitable Birthright to channel the Magic, Frost, or
Animal (Mammoth) Purviews. I a Scion is gited
with a Nemean Mammoth as a Creature Birthright,
the ivory can serve as a Birthright Link. Lastly, the
ivory may have a power like the one in the story; byspending a point o Legend, you can renew the meat
rom the bones o a consumed meal as long as it is
let alone overnight.
Soul Cutter
(Relic 4 2 Unique Powers, 1 Item En-
hancement)Soul Cutter appears to be an amulet or charm
about ve inches long carved rom walrus ivory in
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the shape o a bladeless knie handle. Only those
who observe the knie with Death Senses or similar
powers can see the ghostly, insubstantial blade.
While a bladeless knie is not a useul weapon
against most corporeal opponents, Soul Cutter is
able to directly harm insubstantial spirits even i
they possess a physical being and without harming
the possessed body. Soul Cutter is also eective
against those who practice kusuinek, or magic orselsh ends the weapons intangible blade cuts
beings that can use the Magic Purview and adds +1
bonus dice to its damage or every level o Magic the
target has. Because its blade is invisible as well as
insubstantial it is more difcult to avoid, granting it a
+1 Accuracy bonus.
GUIDES
Tunek(Guide 3-5)A tunek (plural: tornit) is an eminent inue o the
inland areas o the North. Their dwellings are partly
situated in areas visited by men, but the entrances
are hidden by oliage and soil. Tornit are twice
the size o men, but lead the same liestyle. They
travel to the sea to hunt in oggy weather, but do so
without kayaks, sitting on the waters surace. They
are wise men, and know the thoughts o men beore
they are spoken. Tornit use the traits o a Legend6 Elder Giant with (Legend -2) Epic Manipulation,
Epic Intelligence, and Epic Wits. They typically have
(Legend -1) Magic and Mystery as well.
Aunralit
(Guide 1-4)Forests, lakes, rivers, and types o animals are
animated by spirit masters, called aunralit. Aunralit
unction much like Nymphs or Kunitsukami (see
Scion: Hero).
FOLLOWERS
Imainak Ingitsut
(Followers 3-5)Imainak ingitsut are not o common kind, not like
other people. They are otherwise normal humans
gited with special endowments in the service o the
people and the Gods. Imainak ingitsut are otherwise
as any kind o appropriate mortal template with the
ollowing additions: Legend 2, Occult 3, Medicine
3, Epic Perception at (Legend -1), The Unlidded
Eye, Death Senses, and Assess Health (the eects
o these Boons are innate powers and do not
require Birthrights to channel). Imainak ingitsut are
inherently resistant to the machinations o what the
Siberian and Inuit people perceived as witchcrat;
all uses o Magic, Mystery, and Prophecy againstthem gain a difculty equal to their Legend. Imainak
ingitsut have a Follower rating two dots higher than
the mortal template (anywhere rom generic mortals
to experienced soldiers) that they are based on.
Their base Legend can be increased by 1 or each
extra dot added to their Birthright cost.
Yara
(Followers 3)
Yara are spirits o tents and houses (much likeHidden Folk see Scion: Ragnarok) that will
maintain and protect their dwelling. I their house is
abandoned, they turn into kelet (see below).
CREATURES
Tornak
(Creature 4)A tornak is a spirit assistant. Since Kutkhu was the
rst to teach the Northern people shamanism,a tornak is most oten represented as a raven
(however, i you identiy strongly with another type
o animal spirit, the tornak will take that orm). In its
role as an assistant and amiliar, a tornak can assist
with rituals and Occult rolls (oering a bonus die to
teamwork rolls).
A tornak takes the orm o an animal with both
the Nemean and ghost templates with a Legend
rating that remains two lower than yours. It gainsve Virtue dots to divide between the Vairgit
Virtues when this Birthright is purchased. Its Epic
Attributes do not have to be Physical in nature,
they can be divided however you choose. Due to
its insubstantial and invisible (without the proper
Knacks or Boons to perceive spirits) nature, a tornak
may be o little direct aid in combat unless one is
battling evil spirits. In its role as a guardian spirit, a
tornak can use any and all Guardian Boons that you
know without needing a Birthright to channel them,
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but it can only use them on you.
Nemean Mammoth
(Creature 5)Apply the Nemean template to an elephant (see
Scion: Hero), then add +2 to Strength and Stamina
and the Frost Immunity Boon. Mammoths were
oten a sign o ill ortune due to the powerultaboos and rules concerning their remains living
mammoths are servants o the kelet as oten as
they are servants o the Vairgit. Though a Nemean
mammoth is a very powerul ally, its tremendous size
(24 eet at the shoulder!) makes it impractical in any
situation that requires nesse or subtlety.
Tupliaq
(Creature 3, Relic 2 1 Purview, 1 Birth-
right Connection)The tupilaq is not a creature that many o the Gods
or Scions are eager to speak about. The creatures
creation is oten taboo and the uses or the creature
are meant to be kept secret. The tupilaq is an
avenging creature o Inuit legend that is created
rom using various objects such as body parts (bone,
hair, etc...) and sometimes body parts taken rom
the corpses o children. The resultant creature is an
abomination to behold. No two ever look the same,
but all o them are monstrous, with bulging esh,
emaciated limbs, open, weeping sores and otherdisguring traits.
The true horror o the tupilaq however, is that
despite the act that it is a skilled hunter and never
gives up its prey once it has it, i it is sent to hunt
down a creature o 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 o the tupilaq is linked to the actions
o its summoner. Each time the tupilaq is sent to killa target, it gains a Rapacity rating. The higher its
Rapacity, the more likely it is to turn on its master. Its
Rapacity may be kept in check by having the owner
make public conessions regarding the actions o
the tupilaq to others. I the act o 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 o 1. It can
never be cleansed ully. This Rapacity replaces the
creatures Duty in its Virtue rating. The tupilaq hunts
or the sake o indulging in its twisted pleasures, not
out o any real loyalty or its master.
While these creatures originate among the
Inuit people, the Gods o the Inuit people
look disavorably upon the creation o these
monstrosities. They are untrustworthy, unreliable
and ultimately dangerous. Still, its not unheard oor a Scion o Sedna to have such a creature in her
possession, especially in this time o war when no
advantage can be let unconsidered. They are oten
given a small gurine o the tupilaq carved rom
whale bone or the tusks o narwhals or walruses. In
addition to summoning to tupilaq rom the nearest
body o cold water (even a cup o ice water will do as
the creature claws and scrapes its way rom the glass
and expands to its ull size in a grotesque display o
displaced esh), the gurine also gives access to theDeath Purview.
Virtues: Endurance 4, Rapacity 1 (at rst), Order 1,
Vengeance 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 oten go places where
it must go unseen. By spending two Legend, the
tupilaq may make itsel completely invisible or the
scene. Beings with supernatural perceptions may
roll Perception + Awareness against the tupilaqs
Wits + Stealth to notice its arrival.
Rapacious Turncoat - I a being o Legend notices the
tupilaq coming or him, he can make a Legend roll
(difculty o the owners Legend minus the tupilaqs
Rapacity rating, minimum difculty o 1). I the
target succeeds, the tupilaq hesitates in its attack
agains tthe target and then retreats, changings its
ocus to hunting its master instead. I the owner
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makes a public conession o the tupilaqs actions to
someone who didnt already know about them, then
the tupilaq will hold o in its attack and revert to
the owners control again. This also causes it to lose
a point o Rapacity as long as this doesnt reduce it
below 1.
Claws and Teeth - The tupilaq typically has sharp
claws and teeth which add +2L to unarmed attacksand allow it to perorm a Bite attack.
Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-2/-2/
Incap
Willpower: 6
Legend: 3, Legend Points: 9
Notes: Due to being composed o multiple body
parts, the tupilaq treats damage as i he wereundead. He takes bashing damage rom rearms
attacks and may soak lethal damage with his ull
Stamina. Note, however, the tupilaq is not truly
undead, merely takes damage like it.
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SCION
Kevin Quinn, Scion of Kutkhu
Kevin Quinn grew up in the oster home system
in and around Seattle. Every home that he
stayed in suered some sort o tragedy during
his stay there the dog got hit by a car, thebreadwinner was laid o, the house burned
down while they were away, and so on. While
Kevin was never directly connected or even
suspected o being the source o these troubles,
he was a bright enough youth to start seeing the
common denominator in each o these domestic
disasters.
Kevin received his Visitation rom Kutkhu
and was told at the age o 16 that he was the
reincarnation o the Inuit hero Kiviuq. He took it
upon himsel to carry on that heroic legacy and
help people suering rom the depredations
o the kelet, though his athers ill ortune
continued to ollow him. Every situation, no
matter how careully executed, where he ound
himsel able to help someone would invariably
result in some sort o negative consequence to
himsel.
Attributes: Strength 2, Dexterity 2, Stamina
4, Charisma 4, Manipulation 3, Appearance 2,
Perception 3, Intelligence 3, Wits 4
Abilities: Animal Ken 1, Athletics 1, Awareness
3, Brawl 1, Command 2, Empathy 2, Fortitude 3,
Integrity 3, Melee 2, Medicine 3, Occult 3, Presence 3,
Survival 3
Virtues: Duty 4, Endurance 5, Order 1, Vengeance 1Willpower: 9
Legend: 2
Epic Attributes: Epic Stamina 1 (Solipsistic Well-
Being), Epic Charisma 1 (Boys Will Be Boys), Epic Wits
1 (Psychic Proler)
Boons: The Unlidded Eye (Magic 1), Peaceul Meeting
(Magic 1), Ariadnes Thread (Magic 1), Measured
Foe (Magic 1), Vigil Brand (Guardian 1), Animal
Communication Raven (Animal 1), Nalussaerunek
(Angakoonek 1)
Birthrights:
(4) Relic: Raven-Feather Pok: Channels Animal
(Raven) Purview, allows shapechanging into raven
orm or 1 Legend
(3) Relic: Arnuat: Channels Magic and GuardianPurviews, adds Legend as difculty to harmul Magic
used on wearer
(4) Relic: Soul Cutter (see above)
(4) Creature: Tulu (Raven Tornak)
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COSMOLOGY
UNDERWORLD: ADLIVUN
The earth and sea rest upon pillars it is between
those pillars that the dead nd Adlivun, the
Underworld o the Vairgit. Unlike Quidlivun and theparts o the World with which the Arctic people are
amiliar, Adlivun is warm and abundant in ood. It is
the home o the arsissut, the happy dead. Arsissut
are sent here or a year to be puried beore either
being sent to Quidlivun as punishment or their
misdeeds in lie or sent by Anapel back to the World
to be reincarnated.
Passages
Adlivun can be reached by entering any glacialcavern deep enough to be shielded rom the sun,
be it on land or sea. By traveling downward and
spending a point o Legend, a Scion can enter the
upper reaches o Adlivun.
OVERWORLD: QUIDLIVUN
Quidlivun is the Land o the Moon, the Overworld
home o the Vairgit tribes. Its terrain is similar to
that known by the Arctic tribes, bearing mountains,valleys, lakes, and seas, all typically covered in
ice and snow. Quidlivun is set on a transparent
rmament, like a clear dome overlooking the World
its waters are perectly clear, allowing a resident or
visitor to directly perceive through the oundation
and view the World itsel. Quidlivun rotates
above a point corresponding with the North Pole,
allowing the Vairgit to view much o the Northern
hemisphere.
The Arctic dead who have not earned themselvesthe right to reincarnation are collected by Xargi and
sent to Quidlivun. They become servants in the iron
house o NuTenut, playing sports with a walrus head
or the amusement o the Gods.
Axis Mundi: Worlds EndIt is said that the sky and sea meet one another
beyond the reach o human sight. By sailing to the
end o the sea, one reaches the beginning o the
sky. In order to reach Quidlivun, one must travel to a
eatureless point be it ocean or tundra. When there
is nothing and no one else in sight, the traveler can
spend a point o Legend to transport himsel to the
borders o Quidlivun.
-----------------------------------------------------------------------
SINCE THE SIEGE: ICE CALVING
Calving is the process by which icebergs break
o o a glacier and drit into the ocean. Since its
escape rom Tarterus, the Titan Sila has surrounded
Quidlivun and initiated a similar process there. Parts
o the Vairgit Overworld will break o and drit
in the insubstantial sea o souls that surrounds it,
eventually consumed by hostile kelet. The edges
o Quidlivun have a broken appearance, like little
islands o reality oating in the void.
-----------------------------------------------------------------------
SILA
TITAN OF SOULSAmong the Arctic tribes, Sila was the name or the
concept o the soul, the undamental component
o all that exists. Sila was ever-present, but rarely
personied in their stories and never depicted,believed to be ormless. Sila is the Titan o Souls,
the primordial essence o lie and intelligence
itsel. While the various matronly Avatars o Terra
produce lie and birth it into the physical world, it is
Silas essence that gives lie sentience, personality,
and individuality. As their originator, Silas power
holds sway over spirits in all orms: the spirits o the
inanimate, the living, the dead, and the yet-to-be-
born.
The entire realm o Sila is like the soul completely
insubstantial. It appears as a ghostly grey version
o whatever realm it was accessed rom, with the
material world visible as i through og. Sila can be
accessed through any Worldly, Overworld, or Titan
realm (but not the Underworld). Anyone wishing to
travel to Sila must simply sever their soul rom their
body (a task more easily undertaken by some than
others) and spend a point o Legend to transport
their soul there. Sila is unique among Titans in that
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a God can enter it in an insubstantial orm without
being consumed by the Titans energies. Despite
being insubstantial, the God is still vulnerable to the
touch o Aetheric creatures, and the ravenous kelet
pose a constant danger.
Favored Purviews: Death, Health, Magic,
Psychopomp, SkyBanned Purviews: Darkness, Earth
-----------------------------------------------------------------------
Aetheric TemplateAny creature can obtain the Aetheric Template,
becoming insubstantial and invisible as though
they were specters. Aetheric creatures may directly
combat other Aetheric creatures, ghosts, specters,
and other insubstantial spirits even Gods in their
intangible orm as i they were physical beingsusing their normal traits and attributes. By spending
a point o Legend, Aetheric creatures may directly
attack the soul o a physical being, even i it is
protected by its physical orm. When doing so, the
attacking Aetheric creature removes its appropriate
Epic Attribute rom its damage roll, but the deender
uses its Aggravated Soak instead o the appropriate
Bashing or Lethal Soak. Such attacks ignore all orms
o armor completely.
Aetheric creatures are immune to Boons romthe Psychopomp and Health Purviews unless the
user is two Legend higher. Aetheric creatures are
considered two Legend lower against Boons rom
the Darkness and Earth Purviews.
-----------------------------------------------------------------------
AVATARS OF SILA
Arsan Duolai (Dominant Avatar of Sila)
Aka: Allara-Ogonr, Khul, Todote, Nitne, Ulu-Toyon, Pakoro KamuyArsan Duolai was a ruler o the ancient Underworld,
a despot and a leader among the kelet. He was
known as devourer o souls and bestower o
diseases, one who was assuaged by blood sacrices
(cattle, horses, and humans being his avorite). A
monstrous gure clothed in blood-matted urs,
Arsan Duolais twisted ace has a mouth on his
orehead and his eyes on his temples.
Joining with Sila and inuencing its power to
the side o the other Titans, Arsan Duolai was
naturally imprisoned with them when the Gods
were victorious. Over the intervening centuries,
he wrested control o the once-benevolent kelet
rom the insubstantial Aether and the indierent
Paramatman, becoming the dominant Avatar o the
Titan. Since then, he has subverted the Titans orces
to his desire to consume the spirit o everything that
lives the Soul o the Universe is under his inuence,and he sees a grave injustice in the remainder o
creation not ollowing suit.
Arsan Duolai has a dice pool o 22 or all actions and
avors Social Attributes.
Virtues: Ambition 4, Malice 2, Rapacity 5, Zealotry 3
Supernatural Powers:
Avatars: The Scourge, The Reaper
Boons: Every one- to eight-dot Boon rom every
Purview except Darkness and Earth which areorbidden. He also possesses all Boons rom the
Health, Death, and Angakoonek Purviews.
Willpower: 9; Legend: 11, Legend Points: 121
Aether (Avatar of Sila)Aether is the personication o the souls
insubstantiality, the maniestation each breath taken
by a living thing.
Aether has a dice pool o 22 or all actions and avors
Mental Attributes.Virtues: Ambition 4, Malice 2, Rapacity 3, Zealotry 3
Supernatural Powers:
Avatars: The Way
Boons: Every one- to eight-dot Boon rom every
Purview except Darkness and Earth which are
orbidden. He also possesses all Boons rom the
Psychopomp and Arete (Integrity) Purviews.
Willpower: 7; Legend: 11, Legend Points: 121
Paramatman (Avatar of Sila)Paramatman is the Supreme Sel o the Universe,the collective soul o everything that exists.
Paramatman exists in a near-constant state o
disembodied contemplation.
Paramatman has a dice pool o 24 or all actions and
avors Mental Attributes.
Virtues: Ambition 3, Malice 1, Rapacity 1, Zealotry 5
Supernatural Powers:
Moksha Paramatman exists in a permanent state o
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Moksha, as per the Samsara 10 Boon.
Avatars: The Wyrd, The Way
Boons: Every one- to eight-dot Boon rom every
Purview except Darkness and Earth which are
orbidden. He also possesses all Boons rom the
Psychopomp, Magic, and Samsara Purviews.
Willpower: 8; Legend: 12, Legend Points: 144
LESSER CREATURES OF SILA
KeletThe kelet (singular: kele) are the evil spirits o
the earth. Many o them start their existences as
ordinary inue, tornak, and aunralit until a ailure on
the part o a mortal to show proper respect drives
them to revenge. Kelet are cannibalistic and bring
disease and death wherever they go. Kelet use the
traits o Specters (see Scion: Hero), but have access
to Health and Death Boons equal to their (Legend -1)and the aetheric template.
OTHER AVATARS
Kinije (Avatar of Zrvan)Kinije is the Avatar o Zrvan that is responsible or
the orward movement o time.
Kinije has a dice pool o 20 or all actions and avors
Mental Attributes. He preers to outwit, outthink,
and outwait obstacles rather than engage in direct
conrontations.
Virtues: Ambition 3, Malice 3, Rapacity 4, Zealotry 2
Supernatural Powers:
Avatars: The Crown, The Way, The Wyrd
Boons: Every one- to eight-dot Boon rom every
Purview except Fire and Magic which are orbidden.
He also possesses all Boons rom the Stars, Prophecy,
Psychopomp, and Angakoonek Purviews.
Willpower: 7; Legend: 10, Legend Points: 100
Pauchi Kamuy (Servant of Hundun)Pauchi Kamuy was once the Ainu God o insanity,
born in the Overworld but incessantly descending
to the World to inict suering and madness on
mortals. During the original Titanomachy, Pauchi
Kamuy sided with the Titans and was locked into
Tarterus with them when they were deeated. Since
their escape, he quickly latched onto Hundun as a
source o additional power and has added revenge
to his repertoire o shenanigans.
Pauchi Kamuy has a dice pool o 20 or all actions
and avors Social Attributes.
Virtues: Ambition 3, Malice 5, Rapacity 2, Zealotry 1
Supernatural Powers:
Avatars: The Void
Boons: Every one- to eight-dot Boon rom everyPurview except Justice and Guardian, which are
orbidden. He also possesses all Boons rom the
Chaos and Angakoonek Purviews.
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 o exposure centuries ago.
His body is thin, rail and covered with bleeding
sores and nests o maggots. His eyes are sunk backinto his head and his teeth are gnarled, twisted
imitations o bone. Lips have been practically
chewed o, leaving only a skeletal snarl. His
hands are bony, deprived o esh entirely and his
ngerbones are twisted into jagged claws. He is
the pure embodiment o 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 powero the darkness. Absorbing light. Hiding lost
items. Separating people rom their riends and
companions. He is the cold, unorgiving emptiness
o darkness that consumes all that is orgotten
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 ather.
His avorite targets among humanity have alwaysbeen the shamans o the people. He is the slayer o
the spirit and the destroyer o leadership. Without
guidance, humanity becomes lost in their desires.
And without spirituality, there is nothing to keep his
hunger rom spreading. The gods themselves are
the worst about this. They guide all o humanity.
Kigatilik has a dice pool o 22 or all actions and
avors Physical Attributes above anything. He preers
to claw and tear into his opponents, ripping them
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apart and bathing in their blood as he consumes
their esh.
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 rom every
Purview except Fire and Sun which are orbidden
Kigatilik. He also possesses all Boons rom the
Darkness, Death, Frost, and Angakoonek Purviews.
Consumption - I 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 targets Willpower +
Integrity + Legend. The target gets to resist even
though technically dead as a last ditch eort. I
Kigatilik succeeds, he gains one piece o inormation,
at the Storytellers discretion, that the target knew.
The more successes, the more inormation he cangather rom consuming his victims. I he manages
to achieve more unresisted successes equal to the
victims Legend (minimum o 1 i 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 air 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).
Willpower: 8; Legend: 11, Legend Points: 121
Note: Kigatiliks Bite attack adds +10 damage and
makes he damage aggravated. His angs and mouth
are perhaps one o the most dangerous weapons
that Soku-No-Kumi (i not the Titans as a whole) have
at their disposal.
OTHER ANTAGONISTS
Kenash UnarabeKenash Unarabe is an Ainu kamuy, a blood-drinking
monster who preys upon hunters. She is said to
have emerged rom the decomposing tools that
Kutkhu used in his making o the earth, a sister
to poisons and diseases. She oten takes on the
appearance o Hash-Inau-uk Kamuy, a lesser goddess
o the hunt, in order to deceive and trap hunters.
She will lead a hunter deep into a swamp; when
he tires, she will turn on him, kill him, and drink his
blood. Her eigned likeness to Hash-Inau-uk Kamuy
(a emale archer, oten carrying a child on her back
and accompanied by a small bird) is not perect, and
she is orced to conceal her ace with her long hair (a
way that canny hunters can recognize her and avoid
a horrible ate).
Virtues: Ambition 1, Rapacity 4, Malice 4, Zealotry 1
Attributes: Strength 7, Dexterity 7, Stamina
5, Charisma 2, Manipulation 2, Appearance 5,
Perception 7, Intelligence 4, Wits 7
Abilities: Animal Ken 2, Athletics 4, Awareness
5, Brawl 2, Crat (Tools) 3, Empathy 2, Fortitude
3, Integrity 3, Investigation 2, Marksmanship 5,
Medicine 3, Melee 2, Occult 3, Presence 3, Stealth 5,Survival 5, Thrown 2
Epic Attributes
Epic Strength 1 (Crushing Grip), Epic Dexterity 6
(Trick Shooter, Shot to the Heart, Cats Grace, Divine
Balance, Roll With It, Omnidexterity), Epic Stamina
3 (Holy Fortitude, Divine Fortitude (Sleep), Damage
Conversion), Epic Appearance 5 (Dreadul Mien,
Visage Great and Terrible, My Eyes Are Up Here,
Detail Variation, Undeniable Resemblance), Epic
Perception 6 (Telescopic Senses, Predatory Focus,Supernal Hunter, Perect Pitch, Subliminal Warning,
Real McCoy), Epic Wits 2 (Cobra Reexes, Opening
Gambit)
Boons (No Relics required to access)
Araid o the Dark, Animal Communication (All),
Antidote, Assess Health, Atiq, Blessing o Health/
Curse o Frailty, Bolster, Ekungassok, Heal/Inect,
Nalussaerunek, Night Eyes, Tetkeyun, Uri, Virility/
Muliebrity, Water Breathing
Willpower: 8
Legend: 7
KayarissatThe kayarissat (plural o kajariak) are kayakmen
o extraordinary size who dwell in hidden lands
across the sea. They were skilled in dierent arts o
sorcery, particularly in the way o raising storms and
bringing bad weather. Kayarissat use the traits o
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generic giants, but have (Legend -1) ratings in the
Angakoonek, Magic, and Sky purviews. I a group
o them are working together and the total o their
Legend ratings exceeds 50 they can collectively
invoke the Weather Husbandry Boon, ignoring the
usual Legend requirements.
KugdlughiakThe kudlughiak is a worm o enormous size with
many eet and extraordinary speed. Use the traits o
a lindworm/tatzelworm, but add +3 to its Dexterity.
AmarokAmarok is the name o a gigantic wol rom Inuit
mythology. It is said to hunt down and devour
anyone oolish enough to hunt alone at night.
Unlike real wolves who hunt in packs, Amarok hunts
alone. Amarok uses the traits o a Legend 6 enrir.
AdletAllegedly born rom the union o a beautiul Inuit
woman and a gigantic red dog with supernatural
powers, the Adlet are a wolike orm o undead
that plagues the lands o the North. Adlet eed on
the blood and esh o the living, regaining a point
o Legend i their rst action ater slaying a mortal
is to drink their victims warm blood. Bearing a
resemblance to therianthropes, they can assume the
orm o a mortal, a large red dog, or a bestial hybrid
with the hindquarters o a dog and the upper limbs
o a human. Adlet are very ast and adept hunters,
gaining +2 Epic Dexterity and +2 Epic Perception
above the undead template. They are cunning
hunters, but eral and suer -2 Intelligence. Fire and
silver deal Aggravated damage to Adlet. Adlet are
capable o reproducing with mortals; their ospring
retain all o their traits.
Wendigo
Wendigo appear as tall, lanky humans with rail-thinlimbs and sunken cheeks and eyes. Theres a starved
look about them, and many wendigo who can be
ound among human society pass themselves o as
homeless. Other Legendary beings perceive them
as skeletal, emaciated corpses standing a head
above other men. Their look o starvation is taken
to such an extreme that they bear an animalistic
countenance desiccated skin pulled so tight as
to reveal their bones clearly, matted hair alling out
in clumps, ash-grey skin, tattered, bloody lips, and
razor-sharp teeth.
Wendigo thralls are created in a similar manner as
other giants, by drinking their eitr. When conronted
with the chance to consume human esh, a
wendigos thrall must ail a Rapacity roll or succumb
to his desire. When he consumes the heart o his
victim, he becomes a wendigo himsel.
Wendigo use the traits or a generic giant (Scion:
Hero) with the ollowing exceptions: Rapacity 5, Frost
Boons up to (Legend -1), -1 Strength, +3 Dexterity,
and (Legend -2) Epic Dexterity. Their claws and teeth
allow them to inict unarmed attacks at +2 Lethal
damage. Wendigo do not heal naturally, they may
only heal injuries by consuming human esh (each
Health Level o damage inicted by a wendigos bite
restores a damaged Health Level to the wendigo).Wendigo gain a bonus to their Rapacity rating equal
to their wound penalties.
Like other giants, a wendigos trophy is its heart.
The blood provides the same bonus that all giants
blood does, but instead o reducing the drinkers
Intelligence it replaces his lowest Virtue with
Rapacity or the rest o the scene.
KushtakaThe kushtaka are a special breed o therianthrope(Scion: Demigod, pg. 288) native to the wilds o
Alaska and parts o Canada. The kushtaka are a
breed o were-otter that are very similar in unction
to the Celtic selkie. Like the selkies, the kushtaka
are loyal to their titan masters, almost without
exception. Some stories depict the kushtaka as
helpul and these are attributed to a small band
which may have served the Vairgit or a time.
Kushtaka roam the waters and shores o Alaskanrivers and oceans, luring their targets to the water
and then tearing them apart. Unlike selkies, the
were-otters actually do possess claws and teeth
powerul enough to tear into esh. Kushtaka rely
on 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 crat
illusions. Favorite illusions include the sound o a
baby crying to lure in caring individuals, or orcing
lonely shermen to see images o their loved ones in
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danger. (Kushtaka gain +1 to Epic Dexterity with the
Perect Partner Knack and can use Illusion Boons up
to their Legend rating instead o Legend -1).
Though not physically imposing, they are adept
manipulators and their pack mentality ensures that
they are rarely outnumbered. Kushtaka in the rst
stage o inection nd themselves transorming
when in the presence o other kushtaka. It is rarethat kushtaka are allowed to escape their new
people and this transormative nature o their
presence ensures the community mindset which
develops within them.
Credit Where Credit Is Due
Entries or Nanook, Sedna, The Spear o Nanook,
Kigatilik, Tupilaq, Wendigo, and Kushtaka were
lited with some modications rom DemonchildesManitou an-pantheon. This is not to say that the
Inuit stu cant work within a North American Indian
pantheon (especially considering the way it was
skillully presented by Demonchilde) and I intend
no disrespect; I just eel that it has more in common
with a Siberian pantheon.
Other sources were links rom various Wikipedia
entries (yeah, yeah, I know) and www.sacred-texts.
com, using stories and literature about the Chukchi,
Koryak, Yukaghir, Yakut, Ainu, and Inuit people as
inspiration. There is a LOT o source material on the
Sacred Texts site that Im still going through.