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The Vaigrit

The Artic Gods


Kevin tied the last knot and looked around the shambles of the woman’s living room. Stealth was
not one of Kevin’s stronger skills, and he had been unable to catch her by surprise as he’d 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 case the neighbors heard and called the cops…”
Inspecting the ritual items placed carefully around the room, Tulu nodded. “Don’t be afraid to use
the knife. I don’t 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 distinctly unwomanly voice, she
said, “You know perfectly well that she’s 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 to us, 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 I’ll 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 woman’s 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 he’d been holding moments later when Ms. Jackson’s 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 could see) as he slowly raised his hands over his head, he asked, “You
couldn’t have warned me?”

History
Among the tribes of the Arctic regions, supernatural beings are known by various names. They are
called Vairgit among the Chukchee, Kamuy among the Ainu, Inue and Unipkaaqs among the Inuit,
and Ichchi among the Yakut. Regardless of what they were called, the Arctic Gods traveled from
tribe to tribe, some remaining local to a single group, others going by many names and wearing
many faces. Though their legends and traditions bear countless variations, the core of their beliefs
shares a similar essence.

Historically distrustful of outsiders, the various bands of Gods that now compose the Vairgit only
formed a loose association in order to imprison the Titans during the first War, then went their
separate ways and minded their own business. The Kamuy of the Ainu were the first to begin the
unification of the pantheon. When the Japanese settled Hokkaido and drove the Ainu northward, the
Amatsukami perpetuated a similar invasion of the Kamuy Overworld. Those who escaped turned to
their neighbors to the North, the Chukchee Vairgit of the Kamchatkan peninsula, for sanctuary.
Later, as Europeans pressed North and West from the Americas and Canada, Russians similarly
pressed North and East. The Arctic people found themselves either conquered or pushed towards
the Pacific from both sides. Experiencing conflicts with strange foreign Gods, the Vairgit bound
themselves together in the Inuit Overworld of Quidlivun and cemented their loose confederacy into
something more permanent.

Relationships with Others


In spite of their proud, somewhat isolationist nature, the Vairgit have come into conflict with many
other Pantheons over the course of their history. Their people have been hunted and persecuted by
followers of the Amatsukami, Rodovica, and Celestial Bureaucracy for ages on their Asian lands;
they came into similar contact with descendants of the Aesir, Dodekatheon, Tuatha de Danaan, and
Nemetondevos more recently on their North American shores. The Vairgit maintain de facto alliance
with the North American Manittowock as their various peoples share similar histories in recent
times.

Pantheon Virtues
Virtues: Duty, Endurance, Harmony, Vengeance

Duty: The communities of the Arctic are close-knit and survive only through intense cooperation.
The Virtue of Duty reflects these values.

Endurance: Life at the Arctic Circle is rough - Endurance is fairly self-explanatory as a Virtue in the
tundra and taiga environments populated by the Vairgit’s people.

Harmony: the Arctic tribes expressed a belief in soul duality - that is, souls having both light and
dark aspects. This idea of a balance of forces is right in line with the Harmony Virtue.

Vengeance: While laws in many communities do not particularly emphasize punishment, the Arctic
people expect harsh retribution for violation of spiritual taboos and rules, hence they uphold the
Vengeance Virtue.

The Pantheon

About Narnook and Sedna

The 2 gods chose to join the Manittowock.

Anapel

AKA: Akna, Nalygyr-Aissyt-Khotun, Ajysyt, Khotun, Ichita

Anapel is known by many names among the Arctic tribes. She is a goddess of birth and
reincarnation, bringing a child’s soul from the heavens and helping to write his fate. She is
responsible for naming things. In the Overworld her home is in the center of a lake of milk,
representative of her role as a nourisher of people. The spirits of 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 of her own she almost prefers to adopt and sponsor
others, befitting her role as a shepherd of the unborn. Anapel is a dedicated and attentive mother,
though she frequently adopts more children for herself than she has the resources to properly
manage. Anapel’s children typically retain her protective and nurturing aspects, and are often
already mothers when Visited.

Powers: Epic Stamina, Angakoonek, Animal (Cattle), Death, Fertility, Health


Abilities: Animal Ken, Empathy, Integrity, Medicine, Presence, Survival
Rivals: Isis, Demeter, Frigg, Danu, Sarasvati

Aninga

AKA: Aningan, Anningan, Kilaq, Qaumat, Tarqeq, Tatqim

Aningat is the god of the moon, a renowned hunter with impressive feats and indefatigable
determination running through the sky every night in pursuit of his sister, the sun. As lord of
hunters, he grants or removes talent and luck on the hunt, ensuring that the deserving ones have
enough food to survive and that the lazy ones encounter misfortune on the ice, and as the god of the
human body he controls healing and illness, physical fitness and strength of arms.

The moon god is perhaps one of the most respected and honored of his pantheon, but he has a keen
temperament and a tendency to believe that he can not hurt, two sources of trouble for the gods, but
who serve him well in mortals. He loves the world of humanity, where he is generally admired and
respected, and makes it a point of honor to visit him (especially women) whenever possible. He
appears most often in roles such as a brave martial artist, a miracle gynecologist, or the intrepid
member of a wildlife TV program.

The children of Aningat generally inherit both good and bad qualities from their father; they are
skillful and rarely fail when they decide to master something, but they also have more than their
share of bad decisions or angry outbursts. They make excellent warriors for the Inue when they turn
all this energy towards the eradication of their enemies, but it is rare indeed that a son of Aningat
avoids the explosion of anger and does something that he regrets at least a few times in his career.

Powers: Epic Perception, Epic Wits, Angakoonek, Health, Moon, Psychopomp


Abilities: Athletics, Control Investigation, Markmanship, Survival, Thrown
Rivals: Nanook, Artemis, Seqineq, Pinga

Fuchi Kamuy

Fuchi Kamuy is the Ainu goddess of the hearth, and one of the most important deities among their
people. She serves as a gateway between Gods and mortals, dwelling in the hearth of each home as
its guardian and the judge of domestic affairs. Some tales 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 of her own, she tends to
prefer the adoptive route. When she does appear in the World, she manifests in the role of an
entrenched household servant. Fuchi Kamuy’s Scions are diplomats, negotiators, and mediators as
often as they are domestic servants and guardians.

Powers: Epic Charisma, Epic Stamina, Angakoonek, Fire, Guardian


Abilities: Art, Craft, Empathy, Integrity, Medicine, Survival
Rivals: Hestia, Frigg

Kutkhu

AKA: Tenan-Tomgin, Tulugaak, Big-Raven, Moshirikara Kamuy

Similar in many ways to Raven of the North American tales, Kutkhu occupies a very different role
in his pantheon. While he is credited with being the creator (or at least, reorganizer) of the lands
known to the Siberians, he is featured in stories as a foolish character of 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 of the Siberian and Canadian environments, his
role in the creation story is not an exalted one; observers would credit him with making mountains
and chide him for making too many, credit him with making snow and blame him for making it too
cold, and so on. Many of his indecent tales (most of which have embarrassing and/or fatal endings
for him) seem to serve no other purpose than the amusement of the people. In spite of the frivolity
assigned to his character, Kutkhu is said to have been the first to teach people how to catch land and
sea animals, use the fire-drill, and protect themselves against evil spirits.

When he appears in the World, Kutkhu’s guises tend to continue his tendency to find misfortune. He
appears as an unfaithful husband who loses everything in the divorce, the gambler on a losing
streak, and the victim of medical malpractice. He is equally comfortable in his raven and human
skins, and frequently blows his cover by forgetting which one he was supposed to be wearing.
Kutkhu’s ill fate is almost always passed on to his progeny. His Scions come from all walks of life,
but eventually make their way to the gutter (where Kutkhu frequently finds them).

Powers: Epic Stamina, Angakoonek, Animal (Raven), Forge, Guardian, Illusion, Magic
Abilities: Craft, Larceny, Occult, Science, Stealth, Survival
Rivals: Odin, Apollo, The Morrigan, Raven

Nakturiak

AKA: Naturalik

The old and wise Nakturiak is better known for her people as simply Mother Eagle, hovering over
the frozen desert in the form of a large eagle, with wide wings, who sees everything happening
below her. Like the old mother of eagles and shamans, she can not bear to see one of the two injured
and unleashes the wrath of her many children on anyone who dares to offend her favorite offspring.
She taught humanity how to hold festivals and organize ceremonies for prosperity and good fortune,
and every time the old festivals are organized, a few years disappear from her face and make her
young again, at least for a while.

Nakturiak spends a lot of time in the world, but it's almost always like a massive eagle, as big as a
human being, haunting the desert and keeping an eye on any unauthorized hunting that could
threaten the birds of prey around she. When it takes human form, it always appears wild and with an
indefinable inhumanity, with a look too piercing and movements too powerful and controlled. She
usually chooses roles that allow her to protect and watch over those who can not, administering
orphanages, volunteering in shelters or working to rehabilitate injured birds of prey to release them
into the wild.

The scions of Mother Eagle have the desert in their skin, and they are often uncomfortable in the
heart of civilization, longing for open spaces and empty skies even if they have never seen them in
their short lives . They tend to be attentive and quick, and make themselves useful in professions
that require attention to detail, appealing to an ability to focus on threats and defend their charges
that borders on the obsession.

Powers: Epic Charisma, Epic Dexterity, Epic Perception, Angakoonek, Animal (Eagle), Guardian
Abilities: Animal Ken, Awareness, Fortitude, Investigation, Occult, Survival
Rivals: Great Manitou, Zeus, Odin

Nu’Tenut

AKA: Anguta, Ginon-Kanon, Numi-Toruni, Kandakoro Kamuy

Nu’Tenut is the chief God of the Arctic. Most creation myths credit Kutkhu with the creation of the
world, but note that his work was done only by Nu’Tenut’s authority and command. Nu’Tenut
dwells in a house of iron in the heavens, attended by both celestial and terrestrial spirits. Nu’Tenut
is the most distant of the Vairgit deities, becoming the least directly involved with the affairs of
mortals and other Gods alike. He once played a more active role in managing his pantheon, but he
has withdrawn since his falling-out with his daughter, Sedna.

Introspective and aloof, Nu’Tenut rarely leaves his celestial house of iron. When he does, he
appears as an authority figure - a quiet but efficient CEO, a judge, or a nobleman. Nu’Tenut’s
Scions often hold similar positions of 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 of his pantheon Nu’Tenut often micro-manages his Scions, showing them attention to a degree
that is overwhelming and somewhat uncomfortable. Some of his fellow Gods have speculated that
he is overcompensating for his estrangement from Sedna, but none have been able to get the two to
reconcile.

Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Angakoonek, Earth, Moon, Sky, Star,
Sun
Abilities: Command, Empathy, Fortitude, Integrity, Politics, Presence
Rivals: Zeus, Horus, Izanagi, Huitzilopochtli, Huang Di, Perun, Mithra, Glooscap

Nunam

AKA: Nuna

The great mother of the land of the Artic gods is the living incarnation of the landscape in which
they live, clad in a long mantle of earthen soil from which tiny models of all the terrestrial animals
that owe their existence hang from. The Inuit knew it to inhabit the trees and the few precious plants
of the summer, to support life and to create children from the earth itself, and to be the original
mistress of all the arts of survival of which they depend. She is as capricious as any of the Inu,
especially when her gifts are abused or the sanctity of her land is violated, but it is a fact of life that
her people simply accept as part of the natural order of things. Nunam is a severe mother, but like
all mothers she always provides for her children when needed.

Nunam rarely feels the need to walk among mortals, whom she hardly recognizes as different from
other forms of life that remain through her generosity, but when she does, she is usually like a tall,
well-behaved woman. of surprising strength. She loves to feed others, but will not walk on her feet
by anyone, and often appears as a kindergarten teacher, authoritarian chef or ecologist dedicated to
preserving the Arctic.
Nunam regards all scions as her children at least by proxy, because she created humanity and is the
mother or grandmother of many of the other Inue, but the few who are her direct descendants have
an affinity particular for their environments that is rarely rivaled. They usually believe in hard love
and self-sufficiency, but often have a foundation of kindness that motivates them to help those in
difficulty, even if they would never have asked for help if the situation was reversed.

Powers: Epic Stamina, Angakoonek, Earth, Fertility, Health,


Abilities: Academics, Craft, Empathy, Fortitude, Medicine, Survival
Rivals: Quetzacoalt

Pinga

AKA: Hila, Pakitsumanga, Pana, Piwzuma, Pukimna

Pinga is the great Mother of the Caribou, the hunting goddess who has the ultimate power over life
and death during the heat and excitement of stalking. As the creator and owner of the caribou, she
chooses to offer them to deserving hunters or to protect them from unworthy trackers who do not
deserve them, and every time a caribou is killed for food, she reincarnates her soul so that he lives
again, galloping beside her in the midst of the flock. Hunters who manage to please him can even be
welcomed to ride with the big beasts forever, in the wake of their wild mistress.

Pinga has always had a keen interest in humanity, and she likes to walk among them, studying those
creatures who think they are so often superior to her animals. She has little tolerance for arrogance
and none for stupidity, and she usually finds roles that allow her to punish both, as a hockey referee,
ruthless jury member or protester who launches paint on fur coats rich people.

Pinga's scions often do not feel at home in human society, as if they are closer to the creatures of the
desert than their peers. This may make them reserved and taciturn, but some of them also use their
animal instincts to help others, finding ways to protect and encourage them as if they were guiding a
flock. Of all the Inue scions, Pinga's children tend to be the most open and willing to cooperate with
strangers, even if a false maneuver or threat against something they protect can turn them into
enemies in the blink of an eye.

Powers: Epic Perception, Epic Wits, Angakoonek, Animal (Caribou), Death, Earth, Guardian
Abilities: Animal Ken, Athletics, Command, Fortitude, Markmanship, Survival
Rivals: Aninga, Artemis

Pugu

AKA: Ignirtoq, Issitoq, Kun, Kun-Toyon, Akycha

Most prominently worshipped among the Yukaghir, Pugu is a God of justice. He is well-known to
be a defender of the oppressed and a patron of law and good manners. He slays demons and kelet
with his sun-flail.

Pugu is very active in the World, risking Fatebonding whenever possible in order to answer the call
of the oppressed in need of a rescuer or a titanspawn in need of killing. His Scions inherit a similar
crusader-style mentality, and continue their divine father’s work in the World as beat cops, pro-bono
defense attorneys, and even exorcists.

Powers: Epic Charisma, Epic Strength, Angakoonek, Guardian, Justice, Sun


Abilities: Command, Integrity, Investigation, Melee, Politics, Presence
Rivals: Horus, Apollo, Tyr, Shango, Nuada, Guan Yu

Seqineq

AKA: Akycha, Malina, Seqinek

Few goddesses live a tale as tragic as Seqineq, who flees across the sky at incredible speeds to
escape the lustful attentions of her brother Aningat. Constantly moving, carrying her torch high to
illuminate the world, she is beautiful, but in distress, bearing scars and marks of permanent wounds
in her distraught flight across the heavens. It rarely interacts with slow humanity, but woe to the one
who makes fun of it or its situation, it brings light to the World and to all its inhabitants, but it does
so at a terrible price that it will not allow to take lightly.

Seqineq's travels around the world are rare and fast, passing through a blink of an eye, but despite
her need for speed, she still finds brief moments that she can spend in humans relaxing. She usually
appears as a benevolent character who suffers because of her efforts, echoing her role in the sky
above, and appears to the world as a protester who harms herself to assert her ideals, a scientist who
performs her experiences about herself, or an undercover cop who is injured in the line of duty.

Scions of Seqineq are not always affected by their mother's tragedy; indeed, many of them are
beautiful and carefree, enjoying life as normally as possible. They are good at attracting attention,
but often modest enough not to notice, turning their attention to the affairs of others only when they
begin to cause problems or threaten peace.

Powers: Epic Appearance, Epic Dexterity, Epic Stamina, Angakoonek, Fire, Psychopomp, Sun
Abilities: Athletics, Empathy, Fortitude, Investigation, Presence, Survival
Rivals: Baldur, Aninga

Toko’Yoto

AKA: Anky-Kele, Keretkun, Repun Kamuy

Toko’yoto is the crab god of the sea and creator of the Pacific ocean. He shares mastery of this
domain with Sedna, holding power over life and death in the form of the food supply.

Toko’yoto is a fickle 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 of
food, and often with the sea. They are whalers or environmental activists opposed to their hunting;
fishers and farmers or warlords who steal resources for themselves.

Powers: Epic Perception, Angakoonek, Animal (Crab, Orca), Fertility, Water


Abilities: Animal Ken, Athletics, Awareness, Brawl, Control, Survival
Rivals: Susano-o, Poseidon, Mananaan Mac Lir, Njord

Xargi

AKA: Mangi, Tornarsuk, Torngarsuk, Ulu-Toyon, Nusakoro Kamuy

Xargi is a guardian of the dead and the bear-brother of Nu’Tenut - some say that he is the chief
God’s Tornak ascended to the status of a God himself. Shamans hold him as a common ancestor. In
addition to carrying prayers of remembrance from the living to the dead, he searches the
Underworld for the shadow-soul of the dead in order to deliver them to Anapel for reincarnation.
Xargi has many animal associations, notably bears, seals, snakes, and spiders. He manifests either
as a bear or a tall, one-armed man.

Xargi is an Underworld deity who is perfectly content to move among the living. As a seeker of
souls, he travels freely where he chooses. As a bearer of 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.

Powers: Epic Perception, Angakoonek, Animal (Bear), Death, Guardian, Health, Psychopomp
Abilities: Awareness, Fortitude, Investigation, Medicine, Occult, Survival
Rivals: Yanluo, Izanami, Masauwu, Hades, Sedna

Scent the Divine

The Ilah smell like frozen earth, and are accompanied by the sound of ... when sensed with the
Scent the Divine Knack (Scion Companion, pg. 56).

Pantheon Specific Purview: Angakoonek


Angakoonek is the legendary power possessed by the angakok - the shamans - of the North and
passed on to the Scions of the Vairgit. Angakoonek is a state of higher being and awareness that
allows influence over the souls of other beings, things, and concepts.

Nalussaerunek (Angakoonek •)

Dice Pool: None


Cost: (1/2 Angakoonek rating) Legend per scene

Nalussaerunek is a state of not being unconscious of anything, a state that must be achieved before
you can affect and interact with the spirit world. Starting with this Boon and for each subsequent
dot of Angakoonek, you may add one of the following effects 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, Unfailing Recognition, and Telescopic Senses (you do not
actually learn the Boons and Knacks represented here, Nalussaerunek only duplicates their effects
for the scene). An action of concentration is required for you to focus your perception for the scene.

Atiq (Angakoonek ••)

Dice Pool: None


Cost: None

Atiq is the “name soul”, part of the soul that lingers after a living thing dies. The Inuit tribes
believed that a spirit, if not properly placated, would take revenge on its killer after death. After
killing something, you may perform a brief ritual, a Charisma + Occult roll with a difficulty equal
to the slain thing’s Legend. If the ritual is performed within the same scene, you thereafter gain your
Legend as bonus successes to DV, Soak, or any contested and resisted rolls when defending against
whatever powers that spirit may bring to bear against you at any later time. If you perform the ritual
on your action immediately following the killing instead of a time later in the scene, you
additionally regain a point of Legend. Note that any killing performed in association with this Boon
must have some purpose, be it for food, survival, self-defense, or even revenge. Cold-blooded
murder for the sake of this Boon acting as a Legend battery is not a suitable justification for its use.

Ekungassok (Angakoonek •••)

Dice Pool: Charisma + Occult


Cost: 1 Legend + 1 Willpower

Ekungassok are spirits that could be called upon to be advisors or informers, assist ones in danger,
or aid in revenge. Every two successes on the activation roll summons a local spirit that is the
equivalent of one ghost (based on a generic mortal) that will aid you in whatever way it can for the
rest of the scene. By spending five successes, you can increase the value of the base template (for
five extra successes, you can get spirits with equivalent traits to a thug instead of a generic mortal,
for another five successes they would have equivalent traits to a grunt soldier, and so on). While
standard ghosts may not be of much help in directly affecting the physical world, they are very
useful spies and scouts, and can help to directly combat hostile spirits.

Tetkeyun (Angakoonek ••••)

Dice Pool: Charisma + Occult vs. Stamina + Fortitude


Cost: 1 Willpower

Tetkeyun is the vital force of a living being. In addition to a living thing having its own soul, parts
of a living thing have little souls of their own - damage to these souls can inhibit functions to those
parts of the body (for instance, one whose nose is easily frostbitten is said to be “short of soul”).
With the Tetkeyun Boon, you can cause this spiritual damage to others, affecting a single limb or
part of the body with a die penalty equal to your threshold successes. Ten or more threshold
successes results in total impairment of the affected limb or organ. The ill effects last for the rest of
the scene.

Urif (Angakoonek •••••)

Dice Pool: None


Cost: None

Shamans, chiefs, and the wealthy are said to possess more souls, or urif, than an average mortal.
Upon purchasing this Boon, you acquire an extra soul. Any time you suffer Aggravated damage,
you can choose instead for your urif to suffer the damage. Your urif has your base Health Levels
(not including those provided by Epic Stamina), plus one extra for each level of Angakoonek that
you posses. If your urif runs entirely out of Health Levels, it is destroyed.

Tarnerutok (Angakoonek ••••• •)

Dice Pool: Stamina + Occult


Cost: 2 Legend + 1 Willpower

Tarnerutok is the act of severing the soul from 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 fly at (normal movement x
Endurance Virtue) speeds. The spirit can remain separate from the body for hours equal to your
activation successes before it must return (suffering a level of Aggravated damage each minute that
it does not, dying if it does not return to the body in time). While performing a spirit flight you
cannot access any supernatural abilities that interact with the physical world, however you may
bring your full capabilities to bear against spiritually-formed opponents, ghosts, and specters, as
well as any mortals to whom you are Fatebound.

Anirniq (Angakoonek ••••• ••)

Dice Pool: Charisma + Occult


Cost: 10 Legend + 1 Willpower

Even though each individual soul is unique, souls belonging to the same kind of thing have
metaphysical aspects in common. The power of Anirniq allows you to take on the properties of a
class of spirits by taking on their name. By invoking the name of one of the elements, you can
assume the properties of its corresponding Titanic Template for one action per success on your
activation roll.

Arnuat (Angakoonek ••••• •••)

Dice Pool: Charisma + Craft


Cost: 5 Legend

You can leave a residue of your power in any object that you touch. For one day per success, you
can designate an object to be a sacred amulet, functioning 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 ••••• ••••)

Dice Pool: Charisma + Occult


Cost: 1 Willpower

Niqipiaq is an Inuit word for “food,” 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 perform
a brief ritual on the following action to swallow its spirit and use its power before sending it on its
way. Your Legend Pool is increased by the swallowed spirit’s Legend until the new points have
been used up and whatever is left of that soul may continue on its way.

Etinvit (Angakoonek ••••• •••••)

Dice Pool: Charisma + Occult


Cost: 20 Legend + 1 Willpower

The soul of a thing - be it a person, animal, natural feature, or concept - is said to be its owner or
master. You can impose you mastery of a concept on those around you, aiding your allies and
hindering your enemies that make use of your power. Etinvit can be invoked for any Purview in
which you have 8th-level or higher Boons. For the rest of the scene, you can affect up to one target
other than yourself for each dot of your Legend. Your successes become bonus dice for your allies
to use Boons or supernatural effects related to the Purview that you are imposing mastery over; half
your successes become a difficulty penalty for your enemies to use those same Boons. Titans and
Titan Avatars, already being the ultimate expressions of a Purview, are immune to this effect.

Birthrights
Relics
Pugu’s Sun-Flail (Relic ••••• - 2 Purviews, 1 Unique Power, 2 Item
Enhancements)

Pugu’s favorite weapon rarely leaves his side, but he has been known to lend its use to particularly
valorous Scions. Pugu’s flail appears as a simple farming tool composed of two sticks joined with
hemp, bearing a bronze weight on one end. When wielded in battle, the bronze striking weight
burns with the light of the sun and its bearer’s Legend. Pugu’s Flail channels the Sun and Justice
Purviews, deals +2 damage over the nunchaku template, and is capable of striking intangible ghosts
and spirits like the Celestial Bureaucracy’s exorcist’s sword.

Arnuat (Relic •• to ••••• - 1 to 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 of the Gods retained the touch of their power. Arnuat were
typically crafted from animal materials; the spirit of the animal would have an effect on the type of
powers that it would supply to its bearer. Arnuat would also protect their bearers from kusuinek -
the Siberian concept of witchcraft - providing a difficulty penalty equal to the bearer’s Legend to
any harmful Magic spells used on him.

Nusa (Relic • - Birthright Link)

Nusa are sacred carved wands used by the Ainu in rituals to represent gods and spirits. Nusa can
channel Purviews, but are most typically used as a link to Guides, Creatures, or Followers.

Pok (Relic ••••• - 1 Unique Power)

A pok is a bag made of the skin of a particular kind of animal. A Scion that bears one of these can
acquire the shape of that animal for the rest of the scene by spending a point of Legend.

Mammoth Ivory (Relic ••• to ••••• - 1-3 Purviews, 1 Birthright Connection


(Creature), 1 Unique Power)

Siberian oral tradition remembers the wooly mammoth. Preserved remains of the great beast are
sometimes still found frozen in glacial ice. In some stories, sighting a mammoth is an ill omen, in
others it can be of great benefit. In one tale, some hunters found across a frozen mammoth,
performed the proper rituals of respect, and brought its meat back to the village. When they returned
to the site the next morning, they found the carcass’ bones mended and meat renewed. Powerful
taboos surround carving mammoth ivory, so a Relic made from 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. If a Scion is gifted 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; by spending a point of Legend, you can renew the meat from the bones of a consumed
meal as long as it is left alone overnight.

Soul Cutter (Relic •••• - 2 Unique Powers, 1 Item Enhancement)

Soul Cutter appears to be an amulet or charm about five inches long carved from walrus ivory in the
shape of a bladeless knife handle. Only those who observe the knife with Death Senses or similar
powers can see the ghostly, insubstantial blade. While a bladeless knife is not a useful weapon
against most corporeal opponents, Soul Cutter is able to directly harm insubstantial spirits - even if
they possess a physical being and without harming the possessed body. Soul Cutter is also effective
against those who practice kusuinek, or magic for selfish ends - the weapon’s intangible blade cuts
beings that can use the Magic Purview and adds +1 bonus dice to its damage for every level of
Magic the target has. Because its blade is invisible as well as insubstantial it is more difficult to
avoid, granting it a +1 Accuracy bonus.

Guides
Tunek (Guide ••• to •••••)

A tunek (plural: tornit) is an eminent inue of the inland areas of the North. Their dwellings are
partly situated in areas visited by men, but the entrances are hidden by foliage and soil. Tornit are
twice the size of men, but lead the same lifestyle. They travel to the sea to hunt in foggy weather,
but do so without kayaks, sitting on the water’s surface. They are wise men, and know the thoughts
of men before they are spoken. Tornit use the traits of a Legend 6 Elder Giant with (Legend -2) Epic
Manipulation, Epic Intelligence, and Epic Wits. They typically have (Legend -1) Magic and
Mystery as well.

Aunralit (Guide • to ••••)

Forests, lakes, rivers, and types of animals are animated by spirit ‘masters’, called aunralit. Aunralit
function much like Nymphs or Kunitsukami (see Scion: Hero).

Followers
Imainak Ingitsut (Followers ••• to •••••)

Imainak ingitsut are “not of common kind,” not like other people. They are otherwise normal
humans gifted with special endowments in the service of the people and the Gods. Imainak ingitsut
are otherwise as any kind of appropriate mortal template with the following additions: Legend 2,
Occult 3, Medicine 3, Epic Perception at (Legend -1), The Unlidded Eye, Death Senses, and Assess
Health (the effects of these Boons are innate powers and do not require Birthrights to channel).
Imainak ingitsut are inherently resistant to the machinations of what the Siberian and Inuit people
perceived as witchcraft; all uses of Magic, Mystery, and Prophecy against them gain a difficulty
equal to their Legend. Imainak ingitsut have a Follower rating two dots higher than the mortal
template (anywhere from generic mortals to experienced soldiers) that they are based on. Their base
Legend can be increased by 1 for each extra dot added to their Birthright cost.

Yara (Followers •••)

Yara are spirits of tents and houses (much like Hidden Folk - see Scion: Ragnarok) that will
maintain and protect their dwelling. If their house is abandoned, they turn into kelet.

Creatures
Tornak (Creature ••••)

A tornak is a spirit assistant. Since Kutkhu was the first to teach the Northern people shamanism,
a tornak is most often represented as a raven (however, if you identify strongly with another type of
animal spirit, the tornak will take that form). In its role as an assistant and familiar, a tornak can
assist with rituals and Occult rolls (offering a bonus die to teamwork rolls).

A tornak takes the form of an animal with both the Nemean and ghost templates with a Legend
rating that remains two lower than yours. It gains five 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 of 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, but it can only use them on you.

Nemean Mammoth (Creature •••••)

Apply the Nemean template to an elephant (see Scion: Hero), then add +2 to Strength and Stamina
and the Frost Immunity Boon. Mammoths were often a sign of ill fortune due to the powerful
taboos and rules concerning their remains - living mammoths are servants of the kelet as often as
they are servants of the Vairgit. Though a Nemean mammoth is a very powerful ally, its tremendous
size (24 feet at the shoulder!) makes it impractical in any situation that requires finesse or subtlety.

Tupliaq (Creature •••, Relic •• - 1 Purview, 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 its summoner. 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. Its 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 Duty 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.

While these creatures originate among the Inuit people, 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.

Virtues: Endurance 4, Rapacity 1 (at first), 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 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.

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 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.

Cosmology
Underworld: Adlivun
The earth and sea rest upon pillars - it is between those pillars that the dead find Adlivun, the
Underworld of the Vairgit. Unlike Quidlivun and the parts of the World with which the Arctic
people are familiar, Adlivun is warm and abundant in food. It is the home of the arsissut, the happy
dead. Arsissut are sent here for a year to be purified before either being sent to Quidlivun as
punishment for their misdeeds in life or sent by Anapel back to the World to be reincarnated.

Passages

Adlivun can be reached by entering any glacial cavern deep enough to be shielded from the sun, be
it on land or sea. By traveling downward and spending a point of Legend, a Scion can enter the
upper reaches of Adlivun.
Overworld: Quidlivun
Quidlivun is the Land of the Moon, the Overworld home of 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 firmament, like a clear dome overlooking the World
- its waters are perfectly clear, allowing a resident or visitor to directly perceive through the
foundation and view the World itself. Quidlivun rotates above a point corresponding with the North
Pole, allowing the Vairgit to view much of the Northern hemisphere.

The Arctic dead who have not earned themselves the right to reincarnation are collected by Xargi
and sent to Quidlivun. They become servants in the iron house of Nu’Tenut, playing sports with a
walrus head for the amusement of the Gods.

Axis Mundi: World’s End

It is said that the sky and sea meet one another beyond the reach of human sight. By sailing to the
end of the sea, one reaches the beginning of the sky. In order to reach Quidlivun, one must travel to
a featureless point - be it ocean or tundra. When there is nothing and no one else in sight, the
traveler can spend a point of Legend to transport himself to the borders of Quidlivun.

Since the Siege: Ice Calving

Calving is the process by which icebergs break off of a glacier and drift into the ocean. Since its
escape from Tarterus, the Titan Sila has surrounded Quidlivun and initiated a similar process there.
Parts of the Vairgit Overworld will break off and drift in the insubstantial sea of souls that
surrounds it, eventually consumed by hostile kelet. The edges of Quidlivun have a broken
appearance, like little islands of reality floating in the void.

Titan of Souls - Sila


Among the Arctic tribes, Sila was the name for the concept of the soul, the fundamental component
of all that exists. Sila was ever-present, but rarely personified in their stories and never depicted,
believed to be formless. Sila is the Titan of Souls, the primordial essence of life and intelligence
itself. While the various matronly Avatars of Terra produce life and birth it into the physical world,
it is Sila’s essence that gives life sentience, personality, and individuality. As their originator, Sila’s
power holds sway over spirits in all forms: the spirits of the inanimate, the living, the dead, and the
yet-to-be-born.

The entire realm of Sila is like the soul - completely insubstantial. It appears as a ghostly grey
version of whatever realm it was accessed from, with the material world visible as if through fog.
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 from their body (a task more easily
undertaken by some than others) and spend a point of Legend to transport their soul there. Sila is
unique among Titans in that a God can enter it in an insubstantial form without
being consumed by the Titan’s energies. Despite being insubstantial, the God is still vulnerable to
the touch of Aetheric creatures, and the ravenous kelet pose a constant danger.

Favored Purviews: Death, Health, Magic, Psychopomp, Sky


Banned Purviews: Darkness, Earth

Aetheric Template

Any 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 form - as if they were
physical beings using their normal traits and attributes. By spending a point of Legend, Aetheric
creatures may directly attack the soul of a physical being, even if it is protected by its physical form.
When doing so, the attacking Aetheric creature removes its appropriate Epic Attribute from its
damage roll, but the defender uses its Aggravated Soak instead of the appropriate Bashing or
Lethal Soak. Such attacks ignore all forms of armor completely.

Aetheric creatures are immune to Boons from the Psychopomp and Health Purviews unless the user
is two Legend higher. Aetheric creatures are considered two Legend lower against Boons from the
Darkness and Earth Purviews.

Avatars of Sila
Arsan Duolai (Dominant Avatar of Sila)

AKA: Allara-Ogonür, Khul, Todote, Nitne, Ulu-Toyon, Pakoro Kamuy

Arsan Duolai was a ruler of the ancient Underworld, a despot and a leader among the kelet. He was
known as devourer of souls and bestower of diseases, one who was assuaged by blood sacrifices
(cattle, horses, and humans being his favorite). A monstrous figure clothed in blood-matted furs,
Arsan Duolai’s twisted face has a mouth on his forehead and his eyes on his temples.

Joining with Sila and influencing its power to the side of the other Titans, Arsan Duolai was
naturally imprisoned with them when the Gods were victorious. Over the intervening centuries, he
wrested control of the once-benevolent kelet from the insubstantial Aether and the indifferent
Paramatman, becoming the dominant Avatar of the Titan. Since then, he has subverted the Titan’s
forces to his desire to consume the spirit of everything that lives - the Soul of the Universe is under
his influence, and he sees a grave injustice in the remainder of creation not following suit.

Arsan Duolai has a dice pool of 22 for all actions and favors 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 from every Purview except Darkness and Earth which are
forbidden. He also possesses all Boons from the Health, Death, and Angakoonek Purviews.

Willpower: 9;
Legend: 11, Legend Points: 121
Aether (Avatar of Sila)

Aether is the personification of the soul’s insubstantiality, the manifestation each breath taken by a
living thing.

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

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

Supernatural Powers:

-Avatars: The Way

-Boons: Every one- to eight-dot Boon from every Purview except Darkness and Earth which are
forbidden. He also possesses all Boons from the Psychopomp and Arete (Integrity) Purviews.

Willpower: 7;
Legend: 11, Legend Points: 121

Paramatman (Avatar of Sila)

Paramatman is the Supreme Self of the Universe, the collective soul of everything that exists.
Paramatman exists in a near-constant state of disembodied contemplation.

Paramatman has a dice pool of 24 for all actions and favors Mental Attributes.

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

Supernatural Powers:

-Moksha: Paramatman exists in a permanent state of Moksha, as per the Samsara 10 Boon.

-Avatars: The Wyrd, The Way

-Boons: Every one- to eight-dot Boon from every Purview except Darkness and Earth which are
forbidden. He also possesses all Boons from the Psychopomp, Magic, and Samsara Purviews.

Willpower: 8;
Legend: 12, Legend Points: 144

Lesser Creature of Sila


Kelet

The kelet (singular: kele) are the evil spirits of the earth. Many of them start their existences as
ordinary inue, tornak, and aunralit - until a failure on the part of 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 of Specters (see Scion: Hero), but have access to Health and Death Boons equal to
their (Legend -1) and the aetheric template.

Other Avatars
Kini’je (Avatar of Zrvan)

Kini’je is the Avatar of Zrvan that is responsible for the forward movement of time.

Kini’je has a dice pool of 20 for all actions and favors Mental Attributes. He prefers to outwit,
outthink, and outwait obstacles rather than engage in direct confrontations.

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 from every Purview except Fire and Magic which are
forbidden. He also possesses all Boons from 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 of insanity, born in the Overworld but incessantly
descending to the World to inflict suffering and madness on mortals. During the original
Titanomachy, Pauchi Kamuy sided with the Titans and was locked into Tarterus with them when
they were defeated. Since their escape, he quickly latched onto Hundun as a source of additional
power and has added revenge to his repertoire of shenanigans.

Pauchi Kamuy has a dice pool of 20 for all actions and favors Social Attributes.

Virtues: Ambition 3, Malice 5, Rapacity 2, Zealotry 1

Supernatural Powers:

-Avatars: The Void

-Boons: Every one- to eight-dot Boon from every Purview except Justice and Guardian, which are
forbidden. He also possesses all Boons from 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 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.

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, Frost, and Angakoonek 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).

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.

Other Antagonists
Kenash Unarabe

Kenash Unarabe is an Ainu kamuy, a blood-drinking monster who preys upon hunters. She is said to
have emerged from the decomposing tools that Kutkhu used in his making of the earth, a sister to
poisons and diseases. She often takes on the appearance of Hash-Inau-uk Kamuy, a lesser goddess
of 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 feigned likeness to Hash-Inau-uk
Kamuy (a female archer, often carrying a child on her back and accompanied by a small bird) is not
perfect, and she is forced to conceal her face with her long hair (a way that canny hunters can
recognize her and avoid a horrible fate).

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

Strength 7, Dexterity 7, Stamina


5, Charisma 2, Manipulation 2, Appearance 5,
Perception 7, Intelligence 4, Wits 7

Animal Ken 2, Athletics 4, Awareness 5, Brawl 2, Craft (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

Supernatural Powers:

-Epic Attributes: Epic Strength 1 (Crushing Grip), Epic Dexterity 6 (Trick Shooter, Shot to the
Heart, Cat’s Grace, Divine Balance, Roll With It, Omnidexterity), Epic Stamina 3 (Holy Fortitude,
Divine Fortitude (Sleep), Damage Conversion), Epic Appearance 5 (Dreadful Mien, Visage Great
and Terrible, My Eyes Are Up Here, Detail Variation, Undeniable Resemblance), Epic Perception 6
(Telescopic Senses, Predatory Focus, Supernal Hunter, Perfect Pitch, Subliminal Warning, Real
McCoy), Epic Wits 2 (Cobra Reflexes, Opening Gambit)

-Boons (No Relics required to access)Afraid of the Dark, Animal Communication (All), Antidote,
Assess Health, Atiq, Blessing of Health/Curse of Frailty, Bolster, Ekungassok, Heal/Infect,
Nalussaerunek, Night Eyes, Tetkeyun, Urif, Virility/Muliebrity, Water Breathing

Willpower: 8
Legend: 7

Kayarissat

The kayarissat (plural of kajariak) are kayakmen of extraordinary size who dwell in hidden lands
across the sea. They were skilled in different arts of sorcery, particularly in the way of raising
storms and bringing bad weather.

Kayarissat use the traits of generic giants, but have (Legend -1) ratings in the Angakoonek, Magic,
and Sky purviews. If a group of them are working together and the total of their Legend ratings
exceeds 50 they can collectively invoke the Weather Husbandry Boon, ignoring the usual Legend
requirements.

Kugdlughiak

The kudlughiak is a worm of enormous size with many feet and extraordinary speed. Use the traits
of a lindworm/tatzelworm, but add +3 to its Dexterity.

Amarok

Amarok is the name of a gigantic wolf from Inuit mythology. It is said to hunt down and devour
anyone foolish enough to hunt alone at night. Unlike real wolves who hunt in packs, Amarok hunts
alone. Amarok uses the traits of a Legend 6 fenrir.
Adlet

Allegedly born from the union of a beautiful Inuit woman and a gigantic red dog with supernatural
powers, the Adlet are a wolflike form of undead that plagues the lands of the North. Adlet feed on
the blood and flesh of the living, regaining a point of Legend if their first action after slaying a
mortal is to drink their victim’s warm blood. Bearing a resemblance to therianthropes, they can
assume the form of a mortal, a large red dog, or a bestial hybrid with the hindquarters of a dog and
the upper limbs of a human. Adlet are very fast and adept hunters, gaining +2 Epic Dexterity and +2
Epic Perception above the undead template. They are cunning hunters, but feral and suffer -2
Intelligence. Fire and silver deal Aggravated damage to Adlet. Adlet are capable of reproducing
with mortals; their offspring retain all of their traits.

Wendigo

Wendigo appear as tall, lanky humans with rail-thin limbs and sunken cheeks and eyes. There’s a
starved look about them, and many wendigo who can be found among human society pass
themselves off as homeless. Other Legendary beings perceive them as skeletal, emaciated corpses
standing a head above other men. Their look of 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 falling 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
confronted with the chance to consume human flesh, a wendigo’s thrall must fail a Rapacity roll or
succumb to his desire. When he consumes the heart of his victim, he becomes a wendigo himself.
Wendigo use the traits for a generic giant (Scion: Hero) with the following 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 inflict unarmed attacks at +2 Lethal damage. Wendigo do not heal
naturally, they may only heal injuries by consuming human flesh (each Health Level of damage
inflicted by a wendigo’s 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 wendigo’s trophy is its heart. The blood provides the same bonus that all giant’s
blood does, but instead of reducing the drinker’s Intelligence it replaces his lowest Virtue with
Rapacity for the rest of the scene.

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 Vairgit for a time. 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. 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 craft illusions. 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. (Kushtaka gain +1 to Epic Dexterity with the Perfect Partner Knack and
can use Illusion Boons up to their Legend rating instead of Legend -1).

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.

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