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Post by msshelli0 on Oct 27, 2013 5:34:39 GMT
Gurahl
The Gurahl are werebears, one of the surviving Changing Breeds of Werewolf: The Apocalypse. According to their lore, the Gurahl all agree, are the first Gaia created Her three eldest children – the Yarn Spinner, the Tapestry Maker and the Pattern Breaker, called by others the Wyld, the Weaver, and the Wyrm. Together the three created the Great Tapestry of existence, in which everything had a place and a designated time to occupy that place. The details differed from Breed to Breed, but the story remains the same. The Tapestry Maker trapped the Pattern Breaker in a web of threads, driving the Pattern Breaker to madness and destruction, throwing the Tapestry off kilter, an event from which it has never recovered.
Gaia next created Her Changing children to accomplish certain tasks. The Gurahl, She made to serve as Her protectors, defending Her against the madness of the Pattern Breaker. When its destruction grew too widespread for the Gurahl alone to handle, they petitioned Gaia for help. Thus, She made the Garou. For some time the Gurahl treated the Garou as little brothers and sisters, teaching them many Gifts. The werebears taught humans, as well, showing them how to plant crops to ensure a steady food supply. In return, they asked that humans show respect for bears. The Garou, however, grew jealous of the many Gifts he Gurahl knew that they would not teach the wolves. Unable to understand the Gurahl’s devotion to the human Kinfolk, the Garou included them in their Impergium, much to the distress of the Gurahl. The biggest rift between wolf and bear, however, came when the Garou discovered that the Gurahl knew the secret of bringing life back to the dead. They demanded that the Gurahl teach them this Gift.
This demand lead to the First Great Council. The elders, in their wisdom, decided not to share the secret of restoring life with any other Changing Breed, particularly the warlike and razor-edged Garou. They realized that Wolf’s Children would want to bering back every warrior slain in battle in order to continue the fight against the Pattern Breaker and that this desire went against the cycle of life and death. When the Garou found out that the Gurahl would not teach them our most closely guarded Gift, they spread the word to the other Fera that the werebears were hoarding Gaia’s gifts. Somehow, rumors started that the Gurahl had turned to the Wyrm. When the Time of the Great Ice began, the Garou called it proof that the Gurahl had fallen. Some of the werebears, as well as some of the Garou tribes that did not believe the rumors, crossed the ice bridge into the Pure Lands. There they managed to live amicably with each other and with the human tribes that became their new Kinfolk.
When the War of Rage finally broke out, it affected those living in the massive Eurasian continent more than it did those in the Pure Lands, though even that land felt the scourge of the conflict. During that War, the Gurahl gave way to their Rage and fought long and hard against the Garou and any others who tried to destroy them. But the Garou were used to fighting in packs and could eventually take down even the fiercest Gurahl. Many of us died and whole tribes of Gurahl were obliterated. Those who wee captured were tortured to force them to give up the Gift of rebirth. Not one did so. When the Gurahl saw that the Garou were bent on becoming the only Changing Breed, they withdrew from the world in order to save their Breed. Some ancient ones left their bodies and moved into the Umbra, seeking the Summer Lands. Others went to their Umbral Glades and fell into a deep sleep. The Garou believed they were all gone. Finally, the War of Rage ended.
The centuries went on without the Gurahl. Only the Great Grandfather or Great Grandmother remained awake to monitor the changes in the world. Gurahl Kinfolk diminished greatly in the absence of the werebears. Finally, with the coming of the Europeans to the Pure Lands, the Gurahl awoke in force. They had not yet emerged when the Croatan tribe of the Garou sacrificed itself to rid the continent of the Eater of Souls. When the Storm Eater emerged in the Umbra, the Gurahl appeared and offered their services to the Garou to help fight it, a fact that the Garou are reluctant to admit.
The Gurahl Today
Today, the Gurahl fight a desperate battle to increase their forces before the Final Battles begin. The Children of Bear know that their talents for healing and cleansing will become vital in those last days. Even more, they realize that their often-suppressed skills as warriors and defenders will become more and more important in the days to come. And so the Gurahl hone their martial skills and remember that they, too, were born to Rage. When they consider the destruction that has been done to Gaia’s lands and Her creatures, including the bear population, giving way to Rage does not seem that hard.
Slower to anger, healers and protectors rather than warriors, the Gurahl are rare since the War of Rage. They were targeted for refusing to teach the Garou the secret of bringing the dead back to life.
Character Creation
According to common assumption, only elder Gurahl are still around. However, if a Storyteller wishes to allow players to bring in Gurahl characters, it is recommended that these PCs have recently gone through their First Change and start off as cubs or Cliath, the same as any other character.:
Gurahl characters start with three Traits each of Willpower, Gnosis and Rage. All Gurahl have the Merit: Huge Size. There are no Metis Gurahl.
Gurahl all begin as the Ragabash Auspice.
A Gurhal gains Succor (rather than Glory) from protecting and healing Gaia and her siblings.
Shape Changing
Gurahl have the same forms as Garou (Glabro, Crinos, Hispo, Ursine) and use the same rules for shifting. Common Traits exist in all non-Homid forms. Traits in italics are Negative Traits. :
Common: Tough, Brawny, Enduring, Stalwart (Bestial)
Crinos/Hispo: Rugged x2, Robust x2, Stalwart (Lethargic; Dull)
Hispo: (Witless)
Gurahl treat all strength bonuses from Crinos form as if they were one Rank higher.
Hispo and Ursine forms do not benefit from the Heightened Senses that Garou get, except for the sense of Smell.
Rage
Gurhal do not use Rage to gain extra actions. Instead, each Rage Trait spent after winning a Physical Challenge allows the Gurahl to inflict one additional Health Level of Damage against an opponent.
Traits
Gurahl are blessed by Gaia with strong wills, and many of the traits of their bear cousins. Their sense of smell is far superior to that of humans, though when in non-human forms their eyesight is poorer. They have a level of conscious control over their biorhythms, allowing them to alter the speed of their metabolisms, but are prey to the seasonal urges of bears, becoming sluggish and lazy in Winter.
Breeds
The Gurahl have only two breeds: Homid (born of humans) and Ursine (born of bears). There are no Metis Gurahl - their mates are chosen through a special ritual, and even should two Gurahl mate, no child is ever born of their union.
Auspices
Gurahl have five auspices which, like those of the Garou, correspond to phases of the moon. Gurahl auspices are not fixed, however; each Gurahl progresses through all five in the order below during their lifetime, though individuals may spend more or less time in certain auspices. Gurahl Auspices are based on age and maturity. These Auspices are listed below in chronological order.:
Arcas, the New Moon (Ragabash): The Gurahl born under the New Moon. His role is the Trickster and Questioner of the Old-Ways. This is the time of werebears life just after first change lasting normally for about a year. Named for Arcas, the Bear Cub of the heavens (otherwise known as Ursa Minor), this auspice reflects the sense of wonder and innocence that comes with being a new Gurahl as they face the newly expanded world. These "cubs" go on a quest of learning and exploration under the tutelage of a Buri-Jaan (Gurahl Mentor). Generally playful and curious, some of the pranks pulled can even rival some Garou Ragabash in this "time of wonder". The Gallivant, as it is called, is experienced by most Arcas Gurahl generally lasts until her transition to Uzmati. Most beginning characters start out as Arcas Gurahl.
Uzmati, the Full Moon (Ahroun): The Full Moon represents the war aspect of Luna (the Moon) and these Gurahl are the most fierce Warriors. They usually step into leadership during war-time. After a Arcas leaves their Buri-Jaan and wanders on their own, the transition to Uzmati, the Full Moon, takes place. Though they do not carry within them the raging fire of the Garou, Uzmati Gurahl do hear the song of the warrior and the defender deep within their hearts and conduct themselves in battle with as much fierceness as any Garou Ahroun. Gurahl under this auspice focus their attention on their guardianship of their protected lands and creatures. Gurahl tend to spend several years as Uzmati, especially if their territory lies in an area susceptible to attacks by Wyrmcreatures or other hostile factions. Eventually, something happens to trigger a Gurahl’s shift from Uzmati to Kojubat. Normally this happens once the Gurahl has settled down and starts a family. Other times it can be a livid curiosity about the ways of the bear and Gurahl history.
Kojubat, the Gibbous Moon (Galliard): The Gurahl who are born when the moon is Gibbous are the so-called Bards and Keepers of ancient Lore, who know of all the ancient legends and songs. The auspice of the lore keeper is a quite reserved time in a Gurahls' life, in which the aquasition of knowledge, lore, legends, rites, rituals, customs and traditions of his people take center stage. It is a time of reflection, on both the history of ones people and of the journey that has been made through Arcas and Uzmati. If they have not already begun a Lifework project, Kojubat Gurahl do so at this time. If a Gurahl has made it to the Galliard stage of their life, they garner much respect by their fellow werebears, due to the fact that they are symbolize the embodiment of the knowledge given to the Gurahl by Gaia in the first times.
Kieh, the Crescent Moon (Theurge): When there is only a small portion of the moon visible, the Gurahl is a Theurge. He is the Shaman, more in contact with the spiritual world, the Umbra and the spirits. Once a Gurahl has lived as a Kojubat long enough to absorb an impressive body of knowledge, their auspice changes again. The Kieh or healer is what the Gurahl are best known for. Corresponding roughly to a Garou Theurge , they most mystical of all Gurahl auspices and spend most of their time practicing the rites learned as a Kojubat. By now, a Kieh's repertoire of Gifts will usually increase by leaps and bounds as they seek to learn more about the mystic side of Bear. However, there is a downside to all this wisdom seeking as the Kieh becomes more and more reclusive. Kieh express themselves as acting as healers, counselors (for Gurahl, sometimes garou, and Kinfolk), spirit warriors and tend to become Buri-Jaan in order to help the younger generation along in life.
Rishi, the Half Moon (Philodox): The Half-Moon are Judges and Mediators in Gurahl society. They usually are the leaders in time of peace. The middle auspice for the Garou is the Last Auspice that Gurhal normally experience. The Rishi is a sum total of all the Gurahls' life experiences and knowledge as an explorer, warrior, performer and healer. Looking inward and focusing on the relationship with Gaia. The Gurahl is now a true elder and acts as a potent philodox settling disputes, pass judgments and make the important decisions based on a lifetime of learning and doing. As the Apocalypse has drawn closer, Gurahl have entered the Rishi auspice at an earlier than their ancestors, serving as judges for a time before once again changing their auspice. It is not unknown for a respected Rishi to fore go their position as a mediator to take up arms once more as an Uzmati, using their knowledge and experience to great effect on the battlefield.
Rank Levels:
As they increase Rank, Gurahl change Auspice. The renown requirements for a new rank are based upon the Auspice that the Gurahl would become. Thus a Arcas (Ragabash) must earn enough Renown to qualify as a Uzmati (Ahroun) before advancing to that Rank. The same holds for Rishi (Philodox), Kojubat (Galliard) and Kieh (Theurge). Legendary Gurahl come full circle, and have the same Renown requirements as Legendary Ragabash. Gurahl have five rank levels, like those of the Garou:
Kovi (KO-vee): Literally, “bear-child,” the title for Gurahl of Rank One.
Verden (VURR-din): “Full-Grown,” the title for Gurahl of Rank .
Sorna (SORE-nuh): “Caring one,” the title for Gurahl of Rank Three.
Talchwi (TALL-chwee): “Honorable parent,” the title for Gurahl of Rank Four.
Matae (Mah-TIE): “Wise One, the title for Gurahl of Rank Five.
Legendary: Elder Gurahl who have come full circle, Live a very long time and completed great feats. This is the title for Gurahl of Rank Six.
Forms
Gurahl forms are analogous to those of the Garou:
Homid - human form.
Arthren - near-man form. Considerably stronger and tougher than the glabro form of werewolves, Gurahl in Arthren form are thought to have inspired legends of the Sasquatch and similar creatures.
Crinos - the war form. Extraordinarily strong and tough, not to mention huge: anywhere between 10 and 16 feet in height, and weighing up to 1200 kg.
Bjornen - near-bear form. Resembling an ancient cave bear, with longer claws and fangs, the Bjornen form is almost as large and powerful as Crinos, with even more vicious bite and claw damage.
Ursus - bear form. Homid Gurahl take the form of bears matching their Tribe.
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Post by msshelli0 on Oct 27, 2013 5:54:35 GMT
Tribes
The Major Gurahl tribes, each representing a particular species of bear and geographical region (though exceptions to both do occur within each tribe):
Forest Walkers - The brown bear Gurahl that crossed the land bridge thousands of years ago into the pure lands after the war of rage settled from Canada down into and all around America. After this, these gurahl - mostly river keepers - splintered apart and went their separate ways. Many took to the lowlands, the forests and became the first forest walkers.
The Forest Walkers are the only tribe to have their origin in the pure lands. Gaia blessed these gurahl that chose to dwell among her forests. She gave them smaller bodies to dart in and out of the dense woods and darker coats for camouflage. By this time, the Forest Walkers had settled in what was to become Canada , United States, and northwestern Mexico. By the reckoning of modern Forest Walkers, the origin of their tribe was around several thousand years ago.
Role in First War of Rage
The first War of Rage was over by the time the Forest Walkers came to be. Their legacy and destined downfall, like their other guarhl cousins, came during the second war of rage. The Forest Walkers know the War of Rage as the time when the Garou came from Europe and the Eater of Souls ran rampant in the Umbra.
Ice Stalkers - When Sedna Stalks-the-Glacier lead the first and future Ice Stalkers into the frozen land for safety, little did she know what they were about to become. At this time, it was the ice age - around 10,000 years ago. Back then, the gurahl looked pretty much the same in regards to their ursine forms. They were large brown bears basically. Seeking refuge from the war of rage, these gurahl found homes in the frozen tundras of modern Alaska, Canada, Siberia, and even Greenland (which was connected by land to North America at the time). These Gurahl were the first to cross the land bridge. Gaia did change these hardy gurahl, changed them into ivory haired polar bear kin to camouflage them from their enemies. She also gave them thicker coats and large, powerful feet, to grip the ice and swim with the strength of the bear giants of old. They became the first Ice Stalkers.
The Ice Age came and went. The Ice Stalker's habitat remained pretty much unchanged, albeit a little warmer. Many of the large game that they used to hunt to survive had passed on and, following new game, the Ice Stalkers traveled slightly further south, coming outside of the Artic circle in some places. Here they were overjoyed to find that they were not the only Gurahl left. They met with other breeds and tribes of bears and the first Powwows were celebrated. Soon after, with the war of rage still carrying on - this time to other betes - the Ice Stalkers, like many of their brothers who had already done so, went into hiding for a long long time.
Role in First War of Rage
The future Ice Stalkers were some of the last Gurahl to leave the war of rage. They fought on for their territory and for their right to carry out the duties Gaia had intended for them. However, the onslaught of the Garou proved to great as time waned on. These first descendants almost fought themselves into extinction for their tenacity and their stubbornness.
The Ice age fell upon them, and they too were forced out of their homelands. However, they did not leave alone. These gurahl were accompanied (somewhat) by three tribes of garou who, tired of the war, left their homelands as well and followed them Westward. Many garou today credit the Ice Stalkers for "saving" these three tribes of garou, but these respective tribes strongly protest that they saved themselves.
Mountain Guardians - It is with much speculation that the rest of the Gurahl population find the origin of the Mountain Guardians. The Mountain Guardians claim to be descended from brown bears who had inhabited the Pure Lands since before even the first Swift Runner crossed over the land bridge. Even Scientifically, their origin seems flawed - but with Gaia, very little things can be explained scientifically. Debate aside, they seemed to be some of the first Gurahl to inhabit the pure lands. This "first to inhabit" title is widely disputed by the Forest Walkers, though without any formal challenge of course.
There are numerous accounts that talk about these bears' predicament as the Ice Age set upon them. Little is spoken of their role in the first war of rage. These histories seem to support their claim as first to enter the pure lands. Back in those times, they were not a formal tribe. They were simply Gurahl, for they had not yet contact with their fellows from around the world.The first contact they had was from a tribe called the River Keepers. This is when the future Mountain Guardians realized they needed to assert some kind of identity for themselves. There are many tales of a Gurahl named Slowfoot Groundshaker. Such tales speak of him leading the future Mountain Guardians up into the Rocky Mountains and the Cascades.
Here, they sacrificed parts of their bodies in ancient rituals to the umbra - to their totem, the Bear. Ursa Major, mother bear, smiled upon them. She gave them the strength of the mountains they had come to inhabit and bade them to guard Gaia's lands of high elevation. Their new coming brothers, the River Keepers had been ordained to guard the lowlands and rivers. When the Uktena, Croatan, and Wendigo crossed over the land bridge, they also met these new Gurahl. These groups came to peaceful agreements to set aside the past and work together for the good of the land. However, they did spend much of their time in seclusion, weather from hibernation or caution.
Role in First War of Rage
There are really no accounts of the descendants of the Mountain Guardians participating in the first war of rage. In the second war, when the European Garou came over on ship, they had a great role assisting the Uktena, Croatan, and Wendigo; but around the time of the Ice Age, these Gurahl seemed to be taking care of things in the Pure Lands.
River Keepers - The very first of the Gurahl never had tribes. They were one people that protected Gaia's creations together. However, as the World grew and Gaia's creations went out to live all over it, the Gurahl needed to spread out their efforts. These resulted in the emergence of tribes, one being the Cave Sentinels. The Cave Sentinels did not live and guard the caves exclusively, but they looked after a certain part of the Earth while the other tribes looked after other territories. The Cave Sentinels were simply named as such because of the caves they stayed in during hibernation. As the world shifted and quaked, many tribes began to splinter off, claiming different parts of land. Most of these tribes are lost to time, but the River Keepers have endured. The Cave Sentinels were lost around the onset of the last Ice Age.
The early ancestors of the River Keepers were the caretakers of early civilized men that lived around the banks of rivers. Mesopotamia, with the Tigris and Euphrates rivers, The Nile River, The Thames, The Amazon. Wherever there was water, there was life and human settlements; and the River Keepers were their guardians. By the time the war of rage rolled around, the River Keepers and a few other tribes comprised what was remaining of the Gurahl. The River Keepers were were one of the only tribes to survive. They went into hiding in northern Asia and Europe; and others crossed over the land bridge into the pure lands, settling in Alaska and Canada.
Role in First War of Rage
The River Keepers were the primary force of the War of Rage. They were the most numerous and powerful of all the ancient tribes and the last tribe to be forced into hiding. Some say that without the organization of the River Keepers, the gurahl, as a race, would have been lost long ago. As the war raged on and its toll was taken, the River Keepers began to splinter apart. Factions went over the land bridge or fled into the woods of modern russia. But still the River Keepers fought, they were being pushed back, but there were more of them than any other tribe.
Not that the descendants of the black bear Forest Walkers were the first to run away, rather those River Keepers were the first to be attacked, and were the first to be driven from their homes. As the garou pushed eastward, they found more and more River Keepers. These River Keepers, last to be engaged in battle, were the last to fall back. Eventually, even the River Keepers were forced out. The remaining numbers hid in the woods of northern Asia and many crossed over the land bridge. Here they splintered off even more, becoming Forest Walkers, Ice Stalkers, and then Mountain Guardians. But through it all, the River Keepers have, as a tribe, lived on.
Okumo Red Stars(Create Exclusively for N:A-RPO by Ms. Shelli)- This once fifth lost tribe, were assumed extinct like the Okuma of Japan, who were destroyed during the War of Shame during the days of the Fourth Age. Since the Okuma are dead the Surviving Gurahl of the Native to the East call themselves Okumo: They are the Great Pandas found in the Qinling Mountains in Shaanxi or Sichuan in China.
These Henegyokai hide themselves mainly within Buddist Temples or places most do not dare to wander. Often Mystics, Priest, Priestess, Hermits, Healer, Great Teacher, or Martial Arts, The Regions give them the solitude and peace to be Gurahls and give aide to those who seek them. It is the reason they survive unlike the Okuma to this day.
Okumo Today They are finding they are dwindling greatly in number so have begun taking on making cubs from outside Asian Culture. You may find a few Okumo in China, and North America. Especially with Zoo trying to save the Great have them in Breeding Programs. Give Okumo access to Ursa Mates. One bold Okumo now lives in Atlanta and founder the Okumo Red Star Tribe, She is very old Okumo was chosen because of her strange gift of being Long Lived. (See Ms. Shelli Rojo Sheet) and Ageless. She was the only survivior when they attacked her camp in the Mountians. She was born a natural witch it seems the to have caused her to age very slowly she appears to look only 25 years old when in truth she is over 125 years old. She Ages 1 year ever 100 years. Which means to she has to move around alot, yet she grows weary of such. So now she seeking to find a Life mate and have a few cubs.
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Post by msshelli0 on Oct 27, 2013 6:26:16 GMT
Gifts and Rites
Gurahl gifts and rites are primarily concerned with healing and the purification of the land, and include few outright martial powers. All Gurahl can learn the healing gift called Healing Tongue (equivalent to the Children of Gaia gift Grandmother's Touch), and most do.
As noted above, the Gurahl's most extraordinary and well-guarded secret is returning the spirits of dead people to their bodies. This can only be achieved soon after death, and at great personal and spiritual cost, using the gift Gaia's Breath. In cases of dire need, Gurahl may perform the Rite of Fighting the Death Bear, in which they must challenge Mangi, the aspect of Bear attuned to death. This rite is only ever used to revive fallen Shapeshifters, and even then, almost never on non-Gurahl.
Gurahl Gifts
Gurahl learn Gifts from the Ragabash Auspice after they become Cliath. As they advance, they gain access to the additional Gifts of their new Auspice. However, a Gurahl can continue to learn Gifts from previous Auspices at normal cost.
Level One:
Fiddlefish (Level One) — By scooping their hand into a river or another body of water a Gurahl will catch a single fish. A Gurahl cannot use this gift in the same spot and must move at least half a mile away before he is able to use it again.
Healing Tounge (Level One) — Like the Garou gift Mother's Touch. The Gurahl is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. She may even heal battle scars if she does so soon after they are inflicted. The Gurahl may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
Ignore Wounds (Level One) — Like the Garou gift Resist Pain. Through force of will, the Gurahl is able to ignore the pain of his wounds and continue acting normally for a short period of time (i.e. one topic). A bear-spirit teaches this Gift.
Sense Pattern-Breaker (Level One) — Like the Garou gift Sense Wyrm. The Gurahl can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory tillage, although werebears using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Any-Gaia spirit can teach this gift.
Sentinels Warning (Level One) — With Conscious effort the Gurahl can sense to the presence of Dangers or Threats to her protected lands. A Raven Spirit teaches this gift.
Nature's Plenty (Level One) — The Gurahl can find sources of Food or Medicinal Herbs with this gift. This can be used in any season, marking locations even if the plant is under 10 feet of snow.
Ursa's Cleaning (Level One) — Like the Fiana Gift Resist Toxin.
Level Two: Calm (Level Two) — As the Children of Gaia gift.
Grisly Aspect(Level Two) — Through the use of this gift the Gurahl augments his height, mass and appearance. This gift also releases a pheromone that invokes panic in herbivores and arouses dread in carnivores. This gift is meant to be used a detterent to battle.
Treeshake (Level Two) — The Gurahl can procure food for two or more people by simple shaking the tree and collecting the fallen acorns, and tree growing fruits. The needs not to be in season or fruit-bearing to use this gift.
Level Three: Survival of the Bear (Level Three) — As the Silent Striders gift Adaptation.
Dreams of Buri-Jaan (Level Three) — This gift allows a Gurahl to send visions or dreams to a cub he or she has chosen to mentor. This acts as a summon and provides direction to the Gurahl.
Ease the Fevered Mind (Level Three) — This gift allows a Gurahl to heal trauma to the spirit or mind. This will temporarily remove the effects of a derangement. Through constant use the gift can completely remove the illness after a long period of treatment. Level Four: Mask the Hunted (Level Four) — The user of this gift can hide a creature that is being pursued by predators.Brushed or bushes thicken and there is Olfactory sense that will throw off hunters that track by scent. This gift will hide 12 humans or large sized creatures.
Level Five: Gaia's Breath (Level Five) — The most closely kept secret of the Gurhal. Using this gift will return the spirit of a dead creature to its body, bringing it back from the dead. This takes a large toll on the bear (one permanent Willpower and Gnosis). This gift can only be used on a creature once. Ever.
Level Six {{Alpha Leaders or Elders Only}}: Great Grandfather(mother)'s Summons (Level Six) — This gift allows the powerful Gurahl to summon all Gurahl to its side in times of great need. Gurahl do not need to answer the summons. This gift is what awakened most of the Gurahl when the Storm Eater was loosed.
Arcas Gifts
Level One:
Open Seal (Level One) — As the Garou Ragabash gift.
Walk Like A Man (Level One) — The Gurahl will leave human footprints, no matter what form he is in.
Level Two:
Cajole (Level Two) — The young bare can receive a piece of information or item with just with just a look of wide-eyed innocence. The gurahl can receive food, cloth , mode of transportation, secret information or promises of Sanctuary.
Sense Prey (Level Two) — As the Garou Ragabash gift.
Level Three:
Safe Passage (Level Three) — The Gurahl and anyone with him can move through an area without leaving tracks or disturbing the area.
Trackless Waster (Level Three) — As the Red Talon gift.
Level Four:
Favor of Ursa Minor (Level Four) — As the Garou Ragabash gift Luna's Blessing.
Rejuvenate (Level Four) — This gift instills the joy of being young in even the oldest Gurahl. Often Leads to a change of lifestyle in the recipient.
Level Five:
Humiliate (Level Five) — By delivering a verbal assault, the Gurahl devastates a group of opponents. This will usually cause the targets to fleeing. If the targets do not flee most attacks will fail against the Gurahl.
Natural State (Level Five) — This gift allows the Gurahl to revert a patch of land to its natural state. Cultivated fields will reject their crops and grow wildflowers and tall grass, Clear cut lands will grow large amounts of saplings. This gift is usual used to heal the land but can be used to devastate a poachers camp or a executives cabin in the wilderness.
Uzmati Gifts
Level One:
Slash of the Death Bear (Level One) — As the Ahroun gift, Razor Claws. The Gurahl calls out to Mangi as he sharpens his claws.
Ultimatum (Level One) — The Gurahl uses this gift to give his opponent an Ultimatum with two possible actions, like "Come and get me or flee like a coward!". The victim of the gift must chose one of the actions.
Level Two:
Mangi's Strong Arms (Level Two) — This gift strengthens the Gurahl and gives the "Bear Hug" more of a crushing effect. Effectively letting the Gurahl to squeeze an opponent to death.
Threaten (Level Two) — The Gurahl lets out a roar of challenge and intimidation. This can force an opponent to cower or retreat from battle all together.
Level Three:
Crush (Level Three) — This gives the user the ability of using a "Bear hug" at a distance. At the very least it will force all the air of the victims lungs, rendering them unconscious.
Silver Claws (Level Three) — As the Auroun Gift.
Level Four:
Delay the Death Bear's Coming (Level Four) — This gift keeps the target alive. Though It will not enable the target to engage in combat or strenuous activity but it will give the gurahl enough time to finish the battle and apply the healing to the target afterwards.
Strength of Earth (Level Four) — As the Get of Fenris Gift, Hero's Stand.
Level Five:
Engulf the Prey (Level Five) — This gift allows the user the power to open the earth below an enemy and bury or disable them. This gift can target groups if they are in close proximity to each other.
Rage of the Bear (Level Five) — The Gurahl invokes white-hot anger inside of himself, increasing speed and rapidity. This gift allows the Gurahl to take multiple actions.
Kojubat Gifts
Level One:
Beast Speech (Level One) — As the Garou Galliard Gift.
Stone Sight (Level One) — The Gurahl can look into the stone, determining composition and potential of the stone.This gift will also tell if the stone contains minerals or fossils.
Level Two:
Eyes of the Soul (Level Two) — As the Garou gift, Scent of the True Form.
Song of Terra (Level Two) — The Gurahl touches the earth and "hear" the recent history of a particular place. The Gurahl can go back as far as 24 hours into history.
Level Three:
Mind Sight (Level Three) — The Gurahl can read the surface thoughts of any individual. This gift does not allow, deeper probing of the mind and cannot uncover any information that the target is trying to keep secret.
Mind to Mind (Level Three) — Like the Garou Galliard gift, Mindspeak but it does not require a dreamlike state. The Gurahl makes a call to the people they wish to contact and if the target is willing the Gurahl establishes a connection.
Level Four:
Shadows by the Fire Light (Level Four) — As the Garou Galliard Gift.
Probe Thoughts (Level Four) — Works similar to Mind Sight but it is more intrusive. The Gurahl can probe deeper into the targets mind and uncover hidden information.
Level Five:
Aversion Therapy (Level Five) — This gift allows the Gurahl to rehabilitate wrongdoers or force who cause great harm by performing certain actions. The Gurahl taps into the mind of the target and links one action to one or more emotion. For example the Gurahl can like the act of Arson to the emotion of extreme sadness. So as long as the Pyro burns stuff he also feels extreme sadness in doing it. Last for a year and a day per use.
Prophetic Vision (Level Five) — The Gurahl enters a deep trance, the Gurahl can reach his mind past the limits of time and can receive a vision of the future. Though these visions can must be interpreted and can be misread by the user.
Kieh Gifts
Level One:
Diagnose (Level One) — By Studying a person he Gurahl can identify the general state of health of the person. This gift can also determine any ailments the target is suffering from.
Spirit Speech (Level One) — As the Garou Theurge gift.
Level Two:
Refresh (Level Two) — This gift allows the recipient to ignore the effects of the wounds she has taken during battle, giving them a second wind which can sometimes be the difference between victory and defeat.
Sense the Unnatural (Level Two) — As the Garou Lupus Gift.
Level Three:
Name the Spirit. (Level Three) — As the Garou Lupus Gift.
Exorcism (Level Three) — As the Garou Theurge Gift
Level Four:
Spirit Healing (Level Four) — Gurahl can not only heal things in the physical world but they can also heal umbral spirits. This gift replenishes the power of a "wounded" spirit.
Spirit Shape (Level Four) — The Gurahl can take the form of a native umbral spirit, blending in. This allows the werebear to travel in parts of the umbra that they may not normally have access to.
Level Five:
Restore Sanity (Level Five) — This gift heals the mind of a person who has taken an immense mental catastrophe. Unlike the gift, Ease the Fevered mind, this gift does not heal permanent derangements. It simply restores a traumatized mind.
Favor of Ursa Major (Level Five) — The Gurahl is empowered by the Great-She Bear. She sheds seven points of light on the body of the user to represent the 7 stars of Ursa Major. Through the power the Gurahl can make 7 actions to heal wounds. Though each action blinks out one of the stars on the body of the user.
Rishi Gifts
Level One:
Befriend (Level One) —This gift changed the emotions of a hostile target so the target has a friendlier attitude towards the Gurahl.
Truth of Gaia (Level One) — As the Garou Philidox gift.
Level Two:
Compel Truth (Level Two) — Through force of presence the Gurahl can make the target of this gift give up one truth as the target perceives it.
Presence of the Great Bear (Level Two) — Similar to the Garou Philidox Gift, though it enables influence to other bears.
Level Three:
Ways of the Tapestry (Level Three) — This gift gives the Gurahl insight on a puzzle or a mystery fit together.
Waken (Level Three) — This gift can awaken creatures from unnatural slumber. It can rouse a Vampire from torpor or rouse a Gurahl from a deep hibernation.
Level Four:
Bestow Ursa's Blessing (Level Four) — A Gurahl may call down the favor of the Great Bear granting the target some sort of tangible bonus. This can be bonuses to a attribute or success or insight on an action.
Quell Mob Rage (Level Four) — By speaking calmly and deliberately the Garou can calm the anger of a crowd, Stop a riot or disperse a lynch mob.
Level Five:
Oath of the Great Bear (Level Five) — Similar to the Philidox gift, Geas.The Gurahl makes a person or a group take an oath binding them to it. It cannot make a person do something that is Detrimental to themselves. The bind can demand almost anything within their physical or mental capability.
Words of Doom (Level Five) — The Gurahl,with the use of this gift, curses the target. Punishing them for a gross misdeed. using this gift treads the line of working for the Pattern Breaker.
Homid Gifts
Level One:
Persuasion(Level One) — As the Garou Homid gift.
Ursa's Light (Level One) — The Gurahl can use the stars as a directional beacon or they can illuminate an area with the use of this gift.
Level Two:
Climate Control (Level Two) — The Gurahl can modify the temperature in the are around him, up or down, by up to 25 degrees.
Dolorous Countenance (Level Two) — Like the Garou Homid gift Staredown.
Level Three:
Shape Matter (Level Three) — As the Garou Homid gift Reshape object.
Sense Need. (Level Three) — The User Level Three:can feel the unheard voices of being in despair or suffering.
Level Four:
Ursa's Armour (Level Four) — As the Garou Homid gift Cocoon.
Spirit Shield (Level Four) — This gift distinguishes between friendly and unfriendly spirits. It also creates an aura around the user, ward off the spirits.
Level Five:
Fearless Unveiling (Level Five) — As the Garou Homid gift, Part the veil.
Calming Aura (Level Five) — The Gurahl exudes an aura of strong attraction to humans. This can calm people to not take hostile actions toward the user.
Ursal Gifts
Level One:
Heightened Senses (Level One) — As the Garou Lupis gift.
Voice of Woe (Level One) — The Gurahl lets out a cry that warns all creatures in the area of danger. Any creature that can hear the cry will understand the meaning of the call regardless of what languages they can speak.
Level Two:
Burrow (Level Two) — as the Garou Metis gift.
Weather Watch (Level Two) — With this gift the gurahl can sense changes in weather patterns, sensing storms or significant changes.
Level Three:
Pull of the Chosen Land(Level Three) — This gift allows the Gurahl to know the most direct route to his/her protectorate.
Shelter of the Earth (Level Three) — This gift allows the gurahl to disappear in the local landscape. Only slow travel is allowed without breaking the cover of this gift.
Level Four:
Gnaw (Level Four) — As the Garou Lupus Gift.
Sweet Swarm of Vengeance (Level Four) — Depending on local conditions this gift will allow the user to summon 12 to thousands of angry bees to surround and attack his opponents.
Level Five:
Bear's Bounty (Level Five) — This gift allows the Gurahl to call on the power of it's totem. The user can ask one of the three aspects. Ursa Major, Mangi the Death Bear, or Ursa Minor.
Call of The Cave Bear (Level Five) — Like the Garou Lupus gift, Song of the Great Beast. This gift allows the Gurahl to summon her prehistoric ancestor, The Cave Bear. This gift only works in the wilderness.
Gurahl Rites
Gurahl may learn Rites as if they were double their actual Rank. In addition to all Garou Rites, Gurahl have access to some additional rituals.
Level One:
Rite of Greeting and Leave Taking (Level One) - This simple right involves the formal acknowledgment of the presence of another Gurahl. The Rite uses basic language and basic body movements to render mutual respect. The Rite can be modified to use to greet a group of Gurahl, greeting a Higher or Lower ranked Gurahl or leaving a territory, through altering the words and movements.
Rite of Rending the Gauntlet (Level One) - Because the Gurahl have such close ties to the earth they cannot step sideways and must use this right to enter the Umbra. First the Gurahl changes into Bjornen form and physically rips a whole into the Gauntlet. The tear will heal itself as the Gurahl passes through.The use of this Rite will inflict delerium on nearby humans.
Rite of the Changing Moon (Level One) - These Rites mark the Gurahl changing from on auspice to another. The subject must first partake in a ritual cleansing, fasting for a day and then having a ceremonial bath. After the purification has taken place the Gurahl must burn a symbol of her former auspice (I.E. a small toy for and Arcas or a wooden weapon for an Uzmati.). The Gurahl then adorns herself in the cloths and face paint of her new Auspice and names herself with her new auspice to the other participants. The other then greet her with the subjects new name. A celebration will usually follow.
Level Two:
Rite of The Healing Winds (Level Two) - This Rite is used to cleanse the land of Toxins or Poisons. The Gurahl must first enter the umbra, then summons and binds a Chinook spirit. The spirit is then sent to the place needing to be cleansed. The Chinook's cold will cleanse the area and the Creatures in the area of all toxins. The temperature drops up to ten degrees for the next 24 hours. This decrease will not harm and of the local Foliage.
Rite of River Portent (Level Two) - This Rite is used as a mean of foretelling the future. The Gurahl snags a fish from and stream and reads the omens that are obtained from within. The information gained usually has something to do with the Gurahl and the immediate future. The use of the Fiddlefish gift is not recommended for this Rite.
Rite of True Mating (Level Two) - When performed, a fully adult Gurahl (not of the Arcas Auspice) can be directed to a suitable mate from his/her kinfolk. To enact the Rite, the user must fashion a small bag and place a drop of his/her blood and a strand of hair/fur into it. After wearing the bag for three days around the neck, the back becomes a homing beacon pulling the Gurahl to the Kinfolk. The gurahl must still "woo" the kinfolk themselves.
Level Three:
Rite of Finding the Ancient Code (Level Three) - This Rite guides the Gurahl who uses it to the ancient hidden treasure of their people. To use the Rite the Gurahl must perform an elaborate dance, which mimics a searching party. The more a Gurahl uses the Rite the more precise the directions and information they gain. Most of the treasures of the Gurahl were hidden in the umbra or umbral glades during the War of Rage. Sometimes this Rite with even lead the user to a slumbering elder.
Rite of the Pure Land (Level Three) - Using this Rite will purify a specific area of pollution, sickness, destruction by natural disaster or Wyrm Taint. The Rite repairs the natural ties of the area to Gaia. To perform the Rite the Gurahl makes a paste like mixture of his own fresh blood and the soil of the area to be cleansed. The Gurahl then spreads the past in a line around the area. The area can be as large as the user wishes but it has the price of more blood (about one square mile for each unit of blood). A group of Gurahl can perform this Rite to effect a larger area. Ritual dances and prayers for healing are then performed while the line is drawn to complete the right.
Level Four:
Rite of The Ban (Level Four) - The Gurahl use this Rite to stop the spread of their secrets that could cause harm to them or their kinfolk. It enacts a mental deterrent, blocking them from conveying the information to any other person. The Gurahl used this Rite when a human would see them shift or when they healed a human magically.It does not remove the information from the targets mind though, unless the information is being coerced by force to overcome the Ban. In that case the Rite removes the information completely. The Gurahl performs a soothing, hypnotic chant and them states the information to be the focus of the Ban. The chants will put the target to sleep and when they awaken they are unchanged except for the Ban.
Rite of the Freed Spirit (Level Four) - This dangerous Rite allows a Gurahl to sever the bond between a Bane and a fomor returning the creature to its normal untainted state. The fomor is usually not very cooperative so the Gurahl must take him/her captive. The right is taken place in the umbra where the Bane is visible. Using a dagger consecrated to Gaia the Gurahl traces a pattern of the person in the air above the target, which severs the tie to the Bane.
Level Five:
Rite of the Long Sleep (Level Five) - With the use of this Rite the Gurahl can places a target into a suspended animation, like hibernation. While in this state the body does not age, respiration is at a minimum and body functions cease. The Rite has been used to save other Changing Breeds or Humans who had received massive bodily damage and could not receive care in time. Using this Rite on a vampire will put it into torpor. The Gurahl sets the limits of Duration on this Rite.
Level Six{{Alpha Leaders or Elders (Legendary) Only}}:
Rite of Fighting the Death Bear (Level Six) - Whenever the Gurahl wishes to return the soul of a departed to it's body which has been dead too long for the use of the Gaia's Breath gift, he may employ this dangerous Rite to take back the spirit from the lands of the dead and bring it back to the world of the Living. The Gurahl must first rend the gauntlet where he makes the appropriate acts of chiminage, and summons the Death Bear, Mangi.
The Gurahl engages the Bear in Combat. If Mangi is defeated he can enter the Death Bears realm and retrieve the soul. If the Gurahl is defeated he is cast from the umbra immediately. If the Gurahl dies in battle, the Death Bear may sometimes exchange the souls and return the soul as if the Rite had succeeded. The high price of this Rite makes it rare in use and it has only ever been used on other Gurahl. As with Gaia's Breath only one attempt may be used on any target, Ever.
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Post by msshelli0 on Oct 27, 2013 6:36:45 GMT
Renown
Gurahl recognise three types of renown:
Honor - for devotion and respect.
Succor - for acts of healing, purification or giving aide to others.
Wisdom - for restoring, preserving or uncovering knowledge or gaining a deeper understanding of oneself.
Errata
Gurahl in Crinos form have a perception value modifier of +1 instead of -1.
Health level adjustments are Arthren and Ursus +1, Crinos and Bjornen +2;
Damage adjustment is +1 in Arthren, +2 in Crinos and Ursus, and +3 in Bjornen.
A Gurahl with 3 points in Bio-rhythm can absorb one more point of damage than normal, rising to 2 extra points of damage with 5 points of Bio-rhythm, and every 2 Bio-rhythm points improve resistance to toxins of all kinds by lowering a Gurahl's resistance target number by 1.
As long as a Gurahl fights with Brawl, she uses Strength instead of Dexterity as the characteristic for checking if a hit is made.
The Code Of Ursa
Cherish The Cubs – It is the Gurahls job to protect and nurture and guide them physically and spiritually. Then we step back and watch as they learn to live for themselves
Protect the Land – This is what we were created to do. We were charged my Gaia herself. We failed once and hope our cowardice has been forgotten and we will not back away from our responsibilities again.
Heal The Sick – One of our greatest gifts is the ability to heal others of sickness and pain. Unless the creature is to corrupted by taint we do not hold this gift from anyone.But we will not breathe Gaia's Breath on anyone but Gurahl unless Gaia herself commands it.
Nurture the Neady – Once upon a time a Gurahl would give her own flesh to feed our kinfolk. Though it has not happened as of late, We help those in need, Physically or Spiritually.
Teach the Supplicant – Each Gurahl knows that there is a mentors waiting for them after the change. We as mentors are to teach the cub the ways of the Gurahl and how to protect them.
Breed Wisely – We are solitary, so we must depend on our kinfolk to carry our children. The Mother Bear spares us from the pain of watching the deformed bear die so we are unable to breed together.
Cleanse The Tainted – Our most Arduous task. We are to keep the world and its people clean of taint to our best ability.
Rights of the Elder – We cherish our Elders. They are fonts of knowledge. We treat them with the respect they deserve.
Remember your History – Only through the knowledge or your life can you make the right decisions later.
Punish the Guilty – Be certain of guilt before you act, but rightfully punish those who harm Gaia's Creation.
Avenge Wrongful Slaying – Sometimes nurturing isn't enough. When this fails let your anger make your decisions.
Gurahl Traits
In addition to their gifts and rites, the Gurahl have the following supernatural traits.
– The ability to induce the desire to mate in humans (similar to the Garou’s power)
– Gurahl regenerate very similarly to the Garou.
– Unlike Garou, Gurahl spend rage to enhance their strength and stamina to epic proportions. As well as the ability to make their bodies withstands more damage.
– Gurahl have a great sense of smell, But their eyesight is poor like their bear kin.
– Gurahl also have the ability to control their bio-rhythmic rythem. They can slow down their breathing and heart beats and slow their metabolism, some gurhal can control their body so well they can Hibernate.
– It is extremely hard to influence their minds. Attempts to control them supernaturally are at greater difficulties. On the same note, once a gurhal makes up his mind about something it is very hard for someone to convince him otherwise.
– The Gurahl also have some Seasonal Lethargy. During the winter Gurhal will actually have the urge to nap after long periods of stress or physical activity, and will also sleep in longer during the winter.
– Gurahl exist so much in the this world that it is hard for them to enter the Umbra. All Gurhal learn a Rite so that they can cross the gauntlet. The only other way for a Gurhal to cross would be to be pulled across with someone.
– Gurahl can frenzy just like a Garou, but it is not as easy as it is for a Garou. Gurhal also can "Wyrm Frenzy" much like the Garou.
– Gurahl can learn out of auspice gifts, with higher difficulty.
Relationships with the Other Breeds
Gurahl live solitary lives often in remote wilderness areas, and so seldom encounter other Fera. They have limited familiarity with the Ananasi or Rokea, and almost none at all with the Ajaba, Nagah or Kitsune. While they are happy for the Ratkin to remain in their cities, they maintain friendly relations with the Bastet, Corax, Mokolé and Nuwisha, particularly missing the company of the latter. While they still feel great anger from the War of Rage, they are willing to look past it and work with the Garou, who they once knew as their little brothers, to stave off the Apocalypse.
Gurahl Bears – except polar bears- rarely travel together. A mother may travel with her cubs while teachig them, but once they are grown, she sends them on their way. Mating is often a matter of meeting the right bear at the right time, spending a few, brief hours or days together, then separating again. Mother bears feel affection for their cubs and protect them fiercely, but there is no devotion among bears similar to that between wolf lifemates. The Gurahl tend to follow that same pattern. We walk along in the areas we guard unless they are currently acting as mentors or have just given birth to a cub. They use a ritual that tells them who their optimal mage is, and it isn’t always the same one as last time.
Promiscuous? No, they are not. Another Changing Breed holds that distinction. Like Gaia’s wild creatures, they choose the strongest and healthiest with whom to mate. This is the best way they can ensure having hardy healthy children. That’s not promiscuity; it’s survival. To the everyday man its selective breeding. While the Gurahl prefer solitude, many younger werebears find satisfaction through traveling in groups. Often such excursions (with other young Gurahl or with members of the other Changing Breeds) signal the first real freedom. Yes, you’re able to make your own choices and mistakes without a nosy mentor poking his nose in to correct you. This is considered the time period that a Gurahl ‘finds’ himself and the Gurahl is still in their Arcas stage at this point generally. Despite their penchant for going it alone, many lifelong friendships develop from forming a ‘pack’ or 'tribe'.
Gurahl who have entered their Uzmati phase often have other reasons for banding together in a group. Some become vigilantes, bent on punishing those who defile Gaia’s wild lands and creatures. Others may need a small army to take on tougher foes. While such tasks usually don’t occupy a particular Gurahl for longer than he remains an Uzmati, it never hurts to have allies one can call on in a pinch. As you’ve probably gathered by now, most Gurahl walk alone. They don’t have the luxury of packs and septs full of companions read to shoulder the burdens for them. Most often they have no support at all. When it’s put on the line, the Gurahl believe that they should risk themselves and no one else. That’s part of the reason they are found in healing or nurturing roles. Werebears also do not believe in fighting if they do not have to, they are lovers of peace and resort to violence only when necessary
This doesn’t mean that they don’t meet others of their kind or other Change Children. They aren’t that exclusive. When other Gurahl enters their territory they generally know fairly quickly. They don’t immediately rush out to give battle, but they don’t always hurry out to greet them either. Smells and signs of foraging tell Gurahal fairly accurately where the other one is and what he or she is up to. If either one of them wants to meet with the other, they usually scratch a message on a tree or follow their noses until they get close to the other. Once in the neighborhood, so to speak, it’s considered polite to sit down and ask the permission to approach. The Gurahl are generally hesitant about trusting many of the other Changing Breeds always wary of what they want from them. As the Garou once betrayed them out of purely selfish motives and then the lies the Gurahl have a hard time trusting others. The Gurahl find they get along best with the Nuwisha and the Corax. They have no problem with certain tribes of the Garou as long as they don’t come around thinking they are going to take over.
Many Gurahl some times become so accustomed to being alone that it’s hard for them to return to their social sides. There are tales of Gurahl who upon meeting hikers or campers, turned and fled rather than having to remember how to speak the language. When a Gurahl forgets how to be human its time for them to make a little interaction, all Gurahl will agree on this. Join a group, become a mentor, attend a meeting, just get out and interact. Some Gurahl do take lifemates – not exclusive breeding partners, yes there is a difference. Taking a lifemate does not always mean that the chosen life mate equals a partner good enough to breed with. Gurahl are NOT exclusive when it comes to mating, yet those that do settle down and take a husband or wife in Homid society they do care very deeply about them, they make very devoted parents. Many Gurahls have been kown to settle down in the homid world and pretend to be “human” in order to raise their Homid born children with their chosen Homid Kinfolk mate. This has led to more Homid born Gurahl as the number of Bear born dwindles.
Facts about Great Pandas..Yes they are Bears!
Giant Panda (Ailuropoda melanoleuca, lit. "black and white cat-foot"), to distinguish it from the unrelated red panda, is a bear native to south central China. For many decades, the precise taxonomic classification of the giant panda was under debate because it shares characteristics with both bears and raccoons. However, molecular studies suggest the giant panda is a true bear and part of the Ursidae family, though it differentiated early in history from the main ursine stock. The giant panda's closest extant relative is the spectacled bear of South America. The giant panda has been referred to as a living fossil.
Two subspecies of giant panda have been recognized on the basis of distinct cranial measurements, color patterns, and population genetics (Wan et al., 2005).
The nominate subspecies - Ailuropoda melanoleuca melanoleuca consists of most extant populations of panda. These animals are principally found in Sichuan and display the typical stark black and white contrasting colors.
The Qinling panda - A. m. qinlingensis[46] is restricted to the Qinling Mountains in Shaanxi at elevations of 1300–3000 m. The typical black and white pattern of Sichuan giant pandas is replaced with a dark brown versus light brown pattern. The skull of A. m. qinlingensis is smaller than its relatives, and it has larger molars.
Gurahl Lore : What a Gurahl learns as it advances...
Gurahl Lore 1: What The Bearly Informed New Moon Gurhal (Kovi) Know
*Shapeshifting Bears exist and seek to keep themselves hidden from the world
*Basic understanding of the conflict between Weaver, Wyrm and Wyld
*Understanding on a basic level the responsibility a Gurahl carries
*Knows a Gurahl's basic birthrights (shapechanging, contact with the spirits) and how they are used
*Social standing and reputation is based on a rank system
*Rank system is based on Honor, Succor and Wisdom
*Spirits can gift a Gurahl with individual powers
*The Corax are one of the most common changers after Garou
*Gurahl are incredibly rare and are a dying breed of the Bete
Gurahl Lore 2: Broad Familiarity with the Legends most Novice (Verden) Gurhal Know:
*Has a basic understanding of the major events in Gurahl history
*Understands the War of Rage and how heavily the Gurahl suffered
*Has heard of other Shifters through rumors and legends
*Knows the strong affinity of the Gurahl to the Wyld
*Gurahl change auspice as they mature
*May have heard vague rumors about the Near Umbral realms
*Knows some of the gifts available to them that they don't already have
*Heard horror stories about the Wyrm
*Knows Code of Ursa
*Are aware that Rage causes healing
*Outsiders would perhaps be familiar with one or two Gurahl gifts that they had seen or heard about
Gurahl Lore 3: Understands the simplified history of the Gurahl most Moderates(Sorna) Know as per the Changing Breeds book:
*Knows most of the Gifts available to them, except those of the Eldest
*Have encountered many Formor and Wyrm servants and have a general understanding of what they are, and some of the common powers they might weild
*Has basic knowledge of the most notable Gurahl (Rank 4 and 5) in history
*Aware of the Ice Stalkers, the Polar Gurahl, the fiercest Gurahl
*Knows every aspect of Gurahl life is is controlled at some level by ritual
*Has heard the legend of the more rare Gurahl rituals and Gifts
*Knows that Gurahl are not able to leave the realm without a ritual to break the Guantlet and that they are special amongst the Changing Breeds in this.
*Outsiders would likely be familiar with several Gurahl gifts and perhaps some rituals and would likely have spoken to a Gurahl personally
Gurahl Lore 4: Knows a Few of the Great Secrets most Alpha (Talchwi) Know**
*Detailed knowledge of Gurahl history
*Has been to at least one gathering of the Gurahl or taken part in a Potlach
Gurahl Lore 5: What most Alpha Leader (Matae) Gurhal Know**:
*Probably a major player in Changing Breed and Gurahl Society - you know enough people and know enough information to make an informed decision about Nationwide and Worldwide matters Gurahl Lore 6: What most Elders (Legendary) Gurhal Know**:
*Gurahl can bring back the dead, by causing pain and suffering to themselves, they must feel the pain and shed to purify and spare others.
*You know it all and because of it, bear a heavy burden. You feel the pain of Gaia and are often tempted to go back to sleep in her womb this Winter and never awaken as healing it and avenging her weighs heavily on you conscience. You retain hope in future generations but you are old and weary
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Post by msshelli0 on Oct 27, 2013 6:45:18 GMT
Gurahl/Hengeyokai Lexicon
Age of the Dawning:The First Age; the time when matter and spirit were still whole, when all things were one with Gaia. Age of Legends: The Third Age; a time before history, when the hengeyokai first went to war against the Wyrm's forces.
Age of Shadows: The Fifth Age or modern age; believed to have beeen heralded by the coming of the Westerners.
Age of Sorrow: The Sixth Age, the age yet to come. The hengeyokai's name for the Apocalypse, which they believe may or may not be the end of all things.
Age of the Ten Thousand Things: The Second Age, when matter and spirit split from one another. The hengeyokai claim to have been born in this age.
Age of Testing: The Fourth Age, which began in prehistory and continued until the present millenium. A time of war and strife.
Arcas (ARE-kus): The stage of a Gurahl’s life that corresponds with the New Moon; similar to a Ragabash Garou.
Arthren (ARE-thrun): The near-human form of the Gurahl, corresponding to the Garou’s Glabro shape.
Bakemono: A fomor; fomori.
Beast Courts of the Emerald Mother: A formal term for hengeyokai society; all Eastern shapechangers who follow Gaia are honorary members, while some pledge themselves entirely to the Courts' law. Often shortened to Beast Courts.
Bhernocht (BEAR-noct): A state of overwhelming sadness and despair that resembles the Harano experienced by some Garou.
Bjornen (Bee-YORE-nen): The cave-bear or near-bear from; the Gurhal’s version of Hispo.
Buri-Jaan (BOO-ree-ZHAWN): This is the name given to a Gurahl who serves as mentor to a new werebear; also, the period of mentorship (from the mentor’s point of view).
Centipede, centipedes: Slang for the Wyrm or its servants; probably inspired by battles with the noisome Mukade.
Council of Autumn: The Great Council of all the Gurahl tribes; the most important of the Gurahl gatherings.
Court: A hengeyokai sept; courts are often very formal by compare to Western septs, although nowhere near as formal as the human courts of Asia.
Dragon Line: Court of Ancestors: The collective society of hengeyokai Ancestor-spirits.
Courts, the: Hengeyokai shorthand for the Beast Courts of the Emerald Mother; considered disrespectfully terse by some elders.
Dragon Line: A line of strong Chi connecting dragon nests, either equivalent to a Moon Bridge (a Yang dragon line) or a Byway (a Yin dragon line).
Emerald Mother, the: Gaia.
Fests: Informal meetings among the Gurahl
Fifth Age: The current age, a time of rising evil; reckoned by many to change soon to an even blacker age.
Fist: The auspice of the warrior; Ahroun.
Gai'nan: A hengeyokai word that roughly translates into "magistrate"; a ranking court official. The accent is on the second syllable.
Gaki: A loose term for Japanese Kuei-jin.
Gallivant: The early period of a Gurahl’s post-change life; a time of wandering and wondering.
Geth-Rura (GETH-ROOR-uh): The place of dark combat, a realm on the edge of the Dark Umbra where a Gurahl goes to fight the Death Bear.
Hengeyokai: "Changing Phantom." Any shapeshifter of the East; in particular, those bound to the Beast Courts.
Hibernation: For Gurahl, this is a period of suspended animation, attainable through a Gift of rite, resembling the deep winder slumber of normal bears.
High War: The formal, courtly ways of making war, such as honorable combat.
Hsien: Eastern Changelings.
Kieh (KEE-yuh): A Gurahl auspice that resembles that of a Garou Theruge; the word itself means “doctor”.
Kin-jin: Western vampires. Kojubat (Koy-yu-baht): One who speaks the truth; the Gurahl equivalent to a Galliard Garou.
Kovi (KO-vee): Literally, “bear-child,” the title used for Rank One Gurahl.
Kuei-jin: Eastern vampires; souls from Hell reborn into corpses. Mangi (MAN-GEE): the Death Bear, one of the triple-aspected forms of Bear.
Matae (Mah-TIE): “Wise One, the title assigned to Rank Five Gurahl.
Pattern Breaker: The name by which the Wyrm is known to the Gurahl.
Powwow: Intertribal Gurahl celebrations.
Rar-Azgai (RAHR-azh-GUY): The name given to the Gurahl tongue.
Regalia: Tribal gatherings were Gurahl of the same tribe discuss common concerns.
Rishi (REE-SHEE): The Gurahl auspice that denotes a “wise one” or a peacemaker; the equivalent to a Garou Philodox.
Sorna (SORE-nuh): “Caring one,” the name given to Gurahl who have attained Rank Three.
Talchwi (TALL-chwee): “Honorable parent,” the title for Gurahl of Rank Four.
Tapestry Maker: the Gurahl’s name for the Weaver.
Ursa Major: the Great She-Bar, one of the triple-aspected forms of bear.
Ursa Minor: the Little Bear, one of the triple-aspected forms of Bear; also, First Cub.
Ursas: The normal bear from of the Gurahl; also, Gurahl born form bears.
Verden (VURR-din): “Full-Grown,” the title used to designate Rank Two Gurahl.
Yarn Spinner: The name the Gurahl give to the Wyld.
Uzmati (Ooz-MAH-tee): a Warrior Gurahl, similar to the Ahroun Garou.
Gurhal Legends
Legend of the Cave Sentinels
All Gurahl have tales for Gaia's creation of their race. All Gurahl also have tales for the founding of their tribes. Many of these tales will speak of the first days - of the Mother bear, first Gurahl to walk on Gaia's green Earth. Many of these tales also begin with the summery of their origins, most of them beginning with what is considered to be the first Gurahl - the Cave Sentinels.This is a popular legend of these ancient Gurahl.
Long ago, much longer than you may imagine, there were bears spanning the entire world. These first bears were the most powerful and wise of all Gaia's creatures - unchallenged in might and gifted with a keen mind. These were Gaia's chosen. Mother bear was born, many sages speculate how. Some say she came from the stars, some say she was born to a normal bear - truly the first kinfolk. Still others say that she was born normal and was bestowed the gift of shifting when she matured. In any case, the great mother bear came to be.
Humans would come to call these first bears "cave bears" and these bears were the first kinfolk of Mother Bear. She also chose select humans, ancient ancestors of the humans of today. As the years went by, more and more Gurahl came into the world. Back then, the land was pure - the Pattern Breaker had not yet begun his treachery. All Gurahl were of one race, one people. There were no tribes - there was no need.
However, as the years went on and other changing breeds were born and the Pattern breaker soon began his destined campaign of corruption, the role of our ancestors changed. The children of Mother Bear had to go where they were needed, venturing into terrains they had never been - going to places far away and having to get their as soon as possible. Gaia gave them the means. Many Gurahl volunteered for this opportunity. There were three that were chosen - These three Gurahl adopted new forms; a swift form, a stealthy form, and a well rounded form. These three gurahl led their kinfolk to different parts of the world to fight the Pattern Breaker and populate their lineage.
Now there was a need to identify the individuality of these new Gurahl races. Thus, the tribes were born. Bamboo Dwellers, Swift Runners, and we the River Keepers. There have always been rumors of others as well, off shoots of the three first splinters, but they seemed to be lost in time. However, there were still those gurahl who had been there all along - those gurahl that had not changed, who kept their original duty and their original territories - they took on the tribe name Cave Sentinels.
These first tribes worked together as best they could, spread out as they were. But when the war of rage set upon our ancestors and kin, The worst imaginable happened. Our ancestors were slain into oblivion. The Cave Sentinels were lost forever. Ironically, the oldest Gurahl had the shortest existence as a unified tribe. Again, rumors abound that survivors may have formed a sub-tribe, but this is largely unfounded. We still mourn for them this day.
Tribal Background
The Cave Sentinels were not the Cave Sentinels until other bears fractured off from them and created their own tribes. Then, to identify themselves among all these other splinter groups, they took the name Cave Sentinels and formed a tribe. It is argued that although the Cave Sentinels were the first gurahl, they were not the first tribe because they took their name after the other tribes were formed. Unlike garou, the gurahl tribes are mostly based on species. There is a lot of intermixing in these modern times, but in bygone days - probably around a million years ago - tribes were strictly per species. Cave Sentinels were made up of bears and gurahl known as "cave bears". As other bears evolved from this ancient ancestor, new tribes arose to meet their changes. Other tribes, not focused on species did arise, but these were smaller tribes and comparatively short lived. Many of these tribes, and even their names and history are lost in time. The other tribes that came from the Cave Sentinels were the Bamboo Dwellers, Swift Runners, and River Keepers. As new species of bear arose, the very kinfolk of the Gurahl changed. These new gurahl, born to these new species of bears, looked like their bear parent. These were the first gurahl of the new tribes.
The Cave Sentinels were the first to be attacked in the War of Rage. Some say the River Keepers were, and this is partly true because the two tribes occupied much of the same territory. However, the Cave Sentinels were made up of an old species of bear, a species that prospered in an ancient earth. But at the time of the War of Rage, the earth was much different than it was when the Cave Sentinels prospered at their best. The species was dying, by natural selection, evolution, or changes to the environment - no man or gurahl is quite sure. The numbers of the Cave Sentinels were few and they knew they were a doomed species with no place in a post ice age Earth. So they did what they thought was the only logical thing to do. They sacrificed themselves so that their fellow gurahl of other tribes could escape.The Cave Sentinels met the garou head on. Though they were mightier than any garou one on one, the garou were swifter and of greater number. In a long final battle in some wind swept prehistoric tundra, the Cave Sentinels fought their final battle. This sacrifice cost the lives of the entire tribe but bought other tribes like the River Keepers enough time to retreat to safety.
The Cave Sentinels of North America did not participate in the war of rage and went extinct as nature took its course at the end of the last ice age. However, it is believed that as the cave bear kinfolk went extinct, the Cave Sentinels chose Swift Runner - short faced bear kin to carry their lineage on. The existence and even less so, the history of the Cave Sentinels is mostly unknown or at least thought to be the stuff of faerie tales. Most Gurahl agree that they had ancestors in prehistoric times, and that those ancestors were the kin of cave bears, but the details therein are widely debated.
Legend of the Swift Runners
Gurahl will often tell this tale. Its an ancient tale passed on from hundreds of generations by their Spectacled bear kin. Long, long ago, when all Gurahl were of one tribe, the Bears roamed across Asia and Europe with purpose and duty. As the creatures of the Earth expanded across the globe, Gaia needed to send her children with them to teach them and protect them.
From the first Gurahl, she created the Swift Runners, bears gifted with long legs so they could catch up to the creatures that had already spread across the globe. They would catch up to them and protect them no matter where they may roam, and they would have the swiftness to keep up. And so the Swift Runners crossed into the Pure Land and made a trail for the humans to follow. They taught the humans new ways and new sciences, they taught them of Gaia, and the Totem Spirits. As the humans traveled south, the Swift Runners were already there; paving the way for them, making things right. It was a great era of learning and peace.
On the other side of the world, other changing breeds were being born. They were given duties to spread across the globe and carry out their duties. The Swift Runners were largely ignorant to their new cousins. In the early days, even the Bastet had not yet trod upon the soil of the Pure Land. Soon after, the war of rage swept across the world. As Gaias protectors fought amongst themselves, nobody was left to protect her. So the Pattern Breaker came with his evil general, He-Who-Gives-Pain-And-Brings-Death. This general murdered Gurahl, the swift runners, in the pure land. He pushed southward and killed more and more.
Finally, the Swift Runners joined together to stand against the General, fighting alone as they had been up North, they were not as strong. But together, they were stronger. They pushed the Dark General back. Still, their numbers were few, so the Bastets joined them. Together, they pushed the Dark General into the deep Umbra. For Their Valor in battle, they were rewarded by Gaia. Not requiring their long swift legs in the thick jungles where they now lived, Gaia gave them smaller and more efficient forms with sturdy claws for climbing trees. Thus, the Swift Runners were blessed to become the Spectacled bears that we know today.
Tribal Background
The Gurahl were all once one group. There were no tribes, and there were no different species of bears from which Gurahl came from. This parent, or basal species of the Gurahl is commonly known as the Cave Bear. The Cave Bear existed all over what is now Europe and Northern Asia. As Gaia watched her creations expand all over the world, growing in size and number, she new she had to increase the efficiency of her children, the Gurahl. It wasnt that they were doing a bad job, its jus that their werent enough of them and they only covered so much of the Earth. And so it was that the first Short-Faced Bear was born to a Cave Bear kinfolk. The gurahl asked of Gaia what this meant, was their race changing? No, she replied, You are only growing. Soon, more of these new bears were being born. In time, they became their own species of Gurahl.
There was now a need to designate tribes. The two different types of Gurahl were much alike but also different. They needed to find a way to divide their duties up accordingly. Realizing that they could not, each tribe instead looked after certain parts of the world. The Cave Bears, now called the Cave Sentinels claimed the land they had already been occupying. While the new tribe, the Swift Runners, moved out across the land bridge that once connected modern day Alaska to Russia. They settled in modern day Canada. This was over two hundred and fifty thousand years ago. The Swift Runners, named so by their long legs and slim bodies, making them the fastest of all Gurahl and bears alike, became the chief predator of those ancient tundras. They kept the land free from the Pattern Breaker and waited for man to come.
Humans were destined to cross over that same land bridge as the Swift Runners did. And when they did, the swift runners were their to greet them. They, like their Cave dwelling brothers, also provided food and clothing the humans early ancestors. They also taught them arts, and language, and writing. They taught them of the stars and of Gods and Totems, and most of all they taught them of Gaia. As humans migrated south, so did the Swift Runners. The Swift Runners helped them settle in what is now the United States and Mexico. Many Swift Runners remained in North America with the humans. Others, with humans that wished to push further south, traveled down into South America.
All the while the Swift Runners were the teachers and guardians of humans in the new world, the pure lands. But when the War of Rage rolled around, suddenly things changed. The Pattern Breaker was able to gain a foothold as Gaias children fought amongst themselves. Its minions raged across North America, seeking to defile the pure land. There was a powerful bane, a lord of Darkness named He-Who-Gives-Pain-And-Brings-Death. He had other names, but that is the name he is remembered as. This Bane Lord swept across North America with his minions. The Swift Runners were all that were around to fight him. Even the first three garou tribes had not yet crossed over into the pure lands. The Swift Runners were wiped out in North America, slain to the last one, kinfolk alike. The Bane Lord made his way into South America and ran into not only the remainder of the Swift Runners but the Bastet as well. The two shifters fought off The Bane Lord successfully, dispelling him into the deep umbra once again.
But the toll was high. The Swift Runners were largely defeated, their numbers were two thin. The tribe as a whole had been too spread out. By around 8000 BC, the last Swift Runner died. Their numbers were two small to continue the race. However, the kinfolk persevered, and adapted to the new world. When the ice age hit, they began that change, Gaia had gifted them once again - willed them to survive. She took away their long legs and gave them great claws for climbing instead. She made them smaller, to exist in the jungles of South America. And when the last ice age was over, a new bear was born, the Spectacled Bear.
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