Wolfin
the
BrotherHood
Islands Family
On the Island there are currently three of this wolfin . Nyte,
the oldest male click here to learn about him. Next is his Mate, Chessaraisa
she is a bit younger and does a great deal at balancing out Nyte. They
recently adopted a daughter her name is Foxfire.
Nyte and Chessa gave birth to a strong young Wolfin they named him Conner
he resides on the beach with the rest of the Family. Solstice is their
adopted daughter as well, although she is not wolfin, she is Dragon. .
Documented Notes
Where the Nightwolves truly come from, even they not know.
Their legend about their creation stems from their "brotherhood" with the
night and moon. They say that the goddess Artemis was out hunting one night.
She as she so loved to do, was hunting only the strongest of the predators.
That night she was tracking a particular wolf, who was said to be able to
tackle a bear all on his own. Now, Artemis respected this, knowing how
difficult a bear could be when riled up. Knowing all too well, that in her
mortal form, she was just as helpless as any other mortal to physical
dangers. However her being a goddess prevented her from being truly killed,
only her mortal form was susceptible to that. Which was why she always wore
the strongest armor available. Even the gods felt pain, and they feared it,
as much as any mortal.
Artemis tracked the wolf through the forest, through field, and over
mountain. The wolf had a large range. At one point, it passed through a
small town, the tracks indicating that it stopped once only to drink from a
rain barrel. Artemis once caught sight of it, just as she entered a field
the wolf was leaving it. It was huge, even for a wolf. It stood nearly half
again as tall at the shoulder as the average wolf. Even from the great
distance between them, Artemis knew that the beast was nearly all muscle,
and would require every bit of her knowledge and skill to defeat. She nocked
an arrow, and proceeded at a quicker pace, hoping to catch up to the wolf.
The wolf had other ideas, knowing that it had been followed at least
through the town. He was a crafty one, this wolf. He had outsmarted hunters
for many years. Among other wolves, he was known as "grandfather shadow" for
he was the eldest, and most skilled hunter. He led Artemis down into a box
canyon. There he leaped onto a boulder, and made his way towards the
entrance of the canyon, high atop massive boulders, then settled down on his
perch, and waited for the lone hunter to follow.
Artemis knew nothing of the wolf's craftiness, she only knew that he was
the strongest. For this reason, she paid little attention to the signs that
she was being led into a box canyon. So intent was she on the tracks that
she didn't hear the soft sound of the wolf landing behind her. As the wolf
growled, she spun and stared him in the eyes. At that moment, the two
stopped all movement and sounds, and simply stared. The two realized that
here was an equal match. One a goddess in mortal guise, the other the
grandfather of wolves. Artemis immediately realized that she could not kill
this magnificent creature, and the wolf realized that this hunter was in
reality a divine being. The two approached one another, and as they
touched, a warm glow suffused them. As the glow faded, neither goddess nor
wolf remained in the canyon. Instead there was a small gathering of wolves.
All 10 had eyes as white as the moon, and fur as dark as night. As one, they
looked up at the moon, and howled a symphony dedicated to their parents.
Then, they looked amongst themselves, and all shifted to their mortal guise,
a gift from their mother. Two, were unable to shift fully to the human form.
they appeared to be half wolf half human. The male was greatly larger than
the female, infact he was larger than all of the other wolves, including the
other males. The female was smaller than any of the other wolves, but she
had a mystical aura, that could almost be felt. The wolves, now humans,
decided that these two would be their alphas. They would be the Den mother,
and the pack father. They would share their power, with her voicing the
needs of the pack, and him backing up her words with force, if needed. This
having been decided, they returned to their wolf guise and left the box
canyon, and sought out a suitable den, where they would be safe, and where
they could learn in private.
Add-ins & History
The Nightwolves do not have large numbers. While they readily adapt to their
surroundings, their birthrate is low, and infant mortality is high. They
easily avoided the German Holocaust without a single fatality, courtesy of
their Den Mothers' anticipation. Several Packs of Nightwolves migrated from
Europe to America during that time. One pack, including the den mother and
pack father, are known to have perished aboard the Titanic. While
Nightwolves are more at home in the forest, several packs have adapted well
to big city life. They have had a few run ins with vampires, and have found
little in them to respect, save for their shared love of the night.
Throughout the years, the Nightwolves have built up a sound power base for
themselves, seeing the humans not as blight (as some of their cousins might)
but as an industrious race, easily controlled, and highly suggestible. The
company NightFyre Inc. was built up by a small non-influential pack. They
now have some highly influential contacts, and allies that assist them in
their economic and some political endeavors
How they act
Night wolves are predators by nature, tempered by the hand of their goddess
ancestor. They find the pleasure of the hunt in both the natural world, and
the boardroom. They see the laughter and gloating of the successful
businessmen as the howl of a pack that has brought down a large elk (or
something similar) Nightwolves greatly fear sunlight, as their eyes are
acclimated to relative darkness. Many nightwolves were slain during the day
when cornered outside of the darkness and safety of their den. Therefor,
they will avoid bright lights. Of course, there are ways around this, the
modern sunglasses have made it possible for nightwolves to be creatures of
the day, as well as of the night. Being with the beast, gives them the power to not be controlled
or under the spell of any creature. You can not serve two masters and our master is Artemis.
Within the pack, all Nightwolves follow the dictates of the Den Mother to
the letter. They never seek to usurp her power, as she alone has the
blessing of the goddess among them. Likewise, The pack father is equally
honored. Though his place is as the protector of the pack, and leader in
times of battle.
Despite these limitations, Nightwolves are not totally subservient to their
alphas. They have minds of their own, and thus have their own personal
goals. They take great pains so that these goals do not cross the goals of
their pack, however the goals of another separate pack are sometimes
crossed, to occasionally violent ends.
Weaknesses:
As is obvious, Nightwolves have a weakness concerning lights brighter than
a torch, or campfire. While they have ways around this, even sunglasses
don't protect them totally from sunlight.
Nightwolves also have a very low birthrate, and high infant mortality. this
causes them to value their collective lives to a very high extent; much more
than the typical human or vampire. Their long life spans assist them in
partially overcoming the low birthrate, but due to having a longer lifespan,
their gestation period is much longer than a wolf's or a humans (averaging
11-12 months), and they reach adolescence at around age 30. Old age sets in
at around the age of 1500, and it hits them twice as hard as the typical
human, growing feeble at least twice the rate as a human of comparable age.
And, since they partially share the wolf's views on breeding, only the alpha
pair in a pack breeds, at least with any amount of regularity or success
beyond 1 in 1000 of actual conception.
The mythology of Silver killing Nightwolves is just that, a myth. While
silver weapons will kill them, a single sliver of silver in their foot would
only harm them as much as the average human. Their true allergy stems from
their weakness to bright lights. Thus, mirrors, and the like when reflecting
any form of light brighter than a candle has the same effect on them as a
strobe light can to a person with epilepsy. Including the possibility of
death. This also has the effect of severely lessening their reflexes, as
their attention is virtually completely stuck on the lights.
Supernatural Weapons/Abilities
1
Sight of the Goddess- A minor healing ability Nightwolves learn early on.
Little skill is required to heal oneself or another, however knowledge of
anatomy is required. As is knowing how to clean a wound. (Can not heal
broken bones, nerve damage, or severe burns.) Dice roll of 4
Shadow of Grandfather- Most Nightwolves favor their sire in more than just
appearance. They have inherited his cunning. This ability allows Nightwolves
to blend in with the darkest of shadows. It in effect makes them invisible
to sight; however their scent, and any sounds they make will alert those
they are hiding from, provided the seeker can detect such. Dice roll 5
2
Touch of the Goddess- This skill is strait forward; it allows Nightwolves to
increase their strength. How much stronger they get depends on their
original strength, and upon how old they are.
Grandfather Shadow's Cunning- Grandfather Shadow left more than simply his
legacy to his children. He left knowledge of the hunt to them. In a very
spiritual sense all Nightwolves who follow the Grandfather's way, know how
to call upon his aid in times of need. The aid he provides does not appear
to be much, as all he does is increase a sense of the Nightwolf in question.
This makes the senses far more acute than they normally would be. must roll over
half the total points and then receive an extra dice for 3 turns.
3.
Voice of the Goddess- The ability to raise the volume of one's voice is
simple. The ability to make a whisper sound like the rapport of a 12 gauge
shotgun blast 3 feet away is a gift from the goddess. This ability also
allows one to tune their voices to a single target, in effect making their
whispers inaudible to any except their target, who -may- only hear it as a
whisper, as determined by the Nightwolf. (two one person 5 score/ to a large
area 10 score/ to cause pain 15 / to push down in pain 18 / to cause temp
deafnesss 23, to burst ear drums 26.
Grandfather's Rage- This ability allows the Nightwolf using it to grow to
double its normal size, doubling physical traits, and increasing the
nightwolf's speed. (must roll at least 50 percent of total dice allowed, if has
3 must roll at least a 9 last three turns.
4.
Scent of the Goddess- The knowledge of how to escape capture has long been
a tradition of the Nightwolves favorite quarry. Tricking the Nightwolves
senses was one of the simplest ways to escape them. Thus, the Goddess smiled
upon her children and granted them enhanced senses. While this does not
quite have the same effect as 'Grandfather Shadow's Cunning', it does
overlap it a bit. This ability enhances all of the Nightwolves' senses
(sight, touch, smell etc etc) it also allows a Nightwolf to surpass
illusions, and thus ignore them. (simply out role the other and you can see
through the image they place)
Grandfather's Fury- This ability acts as a direct channel to the sun's
warmth, but not light. The old Adage 'hell hath no fury like a woman
scorned' is but a light slap compared to this wrecking ball of an ability. A
Nightwolf who follows Grandfather's path may conjure forth-intense heat in
exact parallel to its hatred and anger in a radius of up to 10 ft around the
Nightwolf. While this heat does not affect the Nightwolf all others in the
radius can and often are burned severely as if they had walked through a
burning building. This ability tends to cause papers, hair, clothing, and
other easily ignited objects to catch flame.( a roll of 3 per foot rolls 9
equals a 3 foot radius )
Umbra
Travel
1. Step into the umbra - the werewolf is able to
step into the umbra and move about there at normal speed.(auto)
2. Peer threw the umbra - the werewolf is able to
see threw the barrier between the umbra and the normal world but can take
no actions to affect the normal world. (roll 9)
3. Pull other to the umbra - the werewolf can take
one person with him into the umbra though this person is unable to affect
anything in the umbra unless they have the appropriate powers to do so.
(roll of 14 unless partner is unwilling then must out roll them by 3)
4. Umbra flight - the werewolf is able to travel at
great speeds threw the umbra as if he had wings able to move at 10 times
his normal speed he can use this to travel great distances. (roll of 16)
"The beast swells within my heart with every waking breath. The cage I have
forged within my breast is fashioned from love and rage, the chains of Blood
and bone with which I have bound it are stretching to their limit, and the
defiler's claws of hate tear at my very soul. I must fight it, for the beast
will eat me from within as well as without. I love the beast as I love a
brother, but when one brother takes up the blade against the other; lines
must be drawn, Swords taken up and battles fought. The field of combat is
the spirit, and I refuse to give up the field to one such as my demon."
(Spoken to the pack of Antaris "Dual-eyes" Tori, Son of Sevarus and Aziza,
Master of the Bladestaff, Anthro Ahroun Philodox of the Black Furies, Kin to
the Children of Gaia, and Eyes of Ice-Shards-in-the-Wind, elder philodox of
the Wendigo of the Castle Crags Sept)
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