burning wheel the monster burner c the way of the great wolf way of the great wolf ... the raven...

19
Monster Burner C HAPTER 1: The Way of the Great Wolf by Luke Crane the Burning Wheel BETA 3.26.03

Upload: trannga

Post on 22-Apr-2018

217 views

Category:

Documents


3 download

TRANSCRIPT

Monster BurnerCHAPTER 1: The Way ofthe Great Wolf

by Luke Crane

theBurning Wheel

BETA 3.26.03

ContentsBlood-of-Fire’s Story ...................................................................4Great Wolf Lifepaths ..................................................................6

Wild Pack Setting ..............................................................................6Slave to the Legion Setting ................................................................6Outcast Wolf Sub-Setting ...................................................................8Captive Sub-Setting ...........................................................................8Spirit Hunter Sub-Setting ..................................................................8Ghost of the Deeping Wood Sub-Setting ............................................8Starting Stat Points for Wolves by Age ..............................................8

The Way of the Great Wolf ....................................................10Wolf Life .........................................................................................10

Wolf Packs ....................................................................................10Pups .............................................................................................11

Choosing Lifepaths ..........................................................................11Choosing Skills ................................................................................11Common Traits ................................................................................12Special Wolf Traits ...........................................................................13Lifepath Traits .................................................................................14The Great Divide .............................................................................18Spirit-Hunters .................................................................................19

Ancestral Taint .............................................................................20Earning Spirit Ears and Spirit Nose Traits ....................................21

Spirit-Hunter Songs .........................................................................21Ghosts of the Deeping Wood ............................................................23

Dire Haunts .................................................................................23New Dire Haunt Spells ....................................................................24

Fell Ancients .................................................................................25Wolf Skills .......................................................................................25Resources: Wolf Pups and Packs ......................................................32

Pack Mates ...................................................................................32Wolf Friends .................................................................................33Territory .......................................................................................33Reputation ....................................................................................33Wolf Contacts ...............................................................................34

Wolf Tactics .....................................................................................34Locking Bite .................................................................................35Charging on Four Legs .................................................................35

Designer’s Notes ........................................................................35Wolf Paces Moved per Volley (ppv) .................................................36Wolf Paces Moved per Exchange (ppe) ............................................37

Credit DueWolves Concept and Design

Luke Crane

Tough Love, Hard Feedback and EditingPete Tierney and Chris Allingham

Barking, Biting and PlaytestingDrozdal, Chris and Bob

Folios, Section Headers and GraphicsThe Inimitable Dan Licht

IllustrationsDan Licht [ ], Kev Sather [ ]

Visit Us and Join in the Fun:www.burningwheel.org

Contact:[email protected]

03.03N Y C

© 2003 Luke Crane. Burning Wheel is a Registered Trademark (®) of Luke Crane.

[ ] Illustrations © 2002 Dan Licht; [ ] Illustrations © 2002 Kev Sather

DEDICATED TO ED THORP

My Great Ancient and Grandfather Wolf

Th e Way o f t h e G r e a t Wo l f

54

Blood-of-Fire’s StoryWhat good was she if she could not birth a pup who would strengthen the pack? Blood-of-Fire’s mother, the Dominant of the Rock-Otter pack, was challenged as soon as it wasdiscovered that the young yearling was missing. It was Breather-of-Clouds who rose upagainst her and cast from her position. With her pup gone, Splay-tooth’s will was broken.She submitted to Breather’s dominance with a head bowed, but she never forgot her son’sbetrayal.

Blood-of-Fire stole back into the Rock-Otter territory nearly two years later. He cameto tell his mother of the secrets he had learned from the Spirit-Hunters—came to tellher of the Way of the First Hunter. She would be proud, he thought. But when heapproached she shunned him and growled. In a hissing voice she told him how she wascast down when he left. He was the only pup she bore that season and his departure wasa great blow to the pack. Breather-of-Clouds was Dominant now, the bitch had evendriven off Blood’s father, Otter-Hunter. At first Breather meant to take him as a mate,but he could not tolerate her constant harping and taunting about his last son. One nighthe left the pack, taking to the hills and trails—a lonely wanderer.

Splay-tooth related the whole story to her wayward son, whining and berating himfor leaving her in such a state. She called him a young fool, “Selfish and forgetful—adventuring and cavorting about the forest while his family is cast down and troddenupon!”

There was nothing he could say. His mother was the last wolf of the pack now. Andnothing he could do would change that. Even if he challenged Breather of Clouds and hermate the pack would never accept him as one of their own. Crestfallen and shamed heleft his debased mother and retreated to the deep glens that Frostbane and the rest ofhis new pack haunted.

As he walked the long miles he recalled the beginning of his solitary journey. One summernight he woke suddenly from sleep—roused by the call of a distant wolf. It was a savageand brutal call—a stark warning. Compelled, he quietly slipped out of the pack and triedto find the source. Weeks passed and he was lost; months passed and it was winter.Shivering he stumbled and fell into a snow bank, certain that he would die there, but aninsistent pain in burrowed through the warm shell of death and brought him back tothe cold light. A pitch-black raven sat on his shoulder and pecked at his skull. The ravencroaked, “This way” and took flight. The mercurial bird lead him down a winding pathinto a deep shadowed vale.

Blood-of-Fire scented blood on the wind. Cresting a ridge and parting a dry thicket helooked down into the bowl of the valley and saw two massive silver wolves gravely perchedover the bodies of two other great wolves. Gore and entrails adorned the valley floor,but the wolves refrained from eating.

The raven alighted in the clearing and began to peck at the eyes of one of the carcasses.The silver wolves paid him no mind, instead the elder turned to Blood-of-Fire, “Comeyoung one, present yourself to us.” Beckoned by the deep growls, the lost wolf descendedinto the clearing, head held low and tail dragging. As he approached, he caught scent ofone of the bodies and realized that this dead wolf at his feet was of the same pack asthe two survivors. What’s more, the dead silver wolf was not killed by the jaws of ananimal, rather he was struck in the skull by an unlikely falling branch—his brains laydashed in the snow.

The elder wolf came forward and drank deeply of Blood’s scent. “If you can follow, Ishall tell you a story such as you won’t believe.” The feeding raven looked up from theragged corpse and seemed to nod at Blood. His heart raced, uncertainty tugged at hislimbs. Who were these wolves? Were they the fabled Dire Haunts his mother had warnedhim about? Should he flee? They certainly were not of a pack—the Dominant did noteven ask for Blood’s submission. Were these the wolves whose bark he heard on thatbewitched night so many months ago? The elder did not wait for an answer, he and hiscompanion abruptly turned and fled into the rocks and snow. Without another thoughtor regret, Blood-of-Fire dashed after them, eager to hear their tale.

Blood-of-Fire

Wild Wolf Spirit Chaser

Age: 4 yrs

Perception: B4 (B6), Will: B4, Agility: B4, Speed: B6, Power: B4, Forte: B5

Reflexes: B5, Health: B5, Mortal Wound: B10, Steel: B5

Skills: Wolf-Speak B2, Pack Etiquette B2, Territory-wise B2, Brawling B5, StealthyB5, Tracking B5, Primal Bark B3, The Way of the First Hunter B3

Traits: Wanderlust, Chosen One, Raven Friend, Rash

Resources: Raven, “Pitch”

Contacts: Frostbane (Spirit-Chaser), Splay-tooth (Mother, Antipathic Last Wolf)

Instincts: Always Stealth. Assess for the Odor of Spirits and Stink of Ancient.Avoid hooves.

Beliefs: Chosen to serve; destined to join the first hunter, Great Grandfather.Fell Ancients corrupt the Wood with their presence. Badgers are tastier than you think.

6

Great Wolf LifepathsWild Pack SettingName Time Trait Res Stat Leads Skill Born to the Pack 1 yr 2 — — Captive 2 pts: General; 1pt: Wolf-Speak

Yearling1 1 yr 1 3 +1 P Captive 8 pts: Pack Etiquette, Stealthy, Hunting, Tracking, Foraging,Brawling, Howling

Hunter 1 yr 1 3 +1 P Captive, Outcast 7 pts: Hunting, Hoof-wise, Intimidation, Brawling, Begging,Scent-wise, Submissive*

Dominant2 1 yr 1 6 +1 M, P Captive, Outcast 5 pts: Intimidation, Command, (Nursing), Brawling, Dominant*

Aunt 1/2 yr 1 3 +1 M/P Captive, Outcast 4 pts: Nursing, Pup-wise, Scavenging, Begging, Submissive*

Uncle 1/2 yr 1 3 +1 M/P Captive, Outcast 4 pts: Rearing, Pup-wise, Scavenging, Begging, Submissive*

Elder3 2 yr 1 3 +1 M Outcast 7 pts: Begging, Man-wise, Orc-wise, Elf-wise, Forest-wise,Man-speak, Orc-speak, Elf-speak, Submissive*

Last Wolf4 1/2 yr 2 2 +1 M Captive, Outcast 2 pts: Begging, Pack-Etiquette, Submissive*, Stained*

Slave to the Legion SettingName Time Trait Res Stat Leads Skill Born to the Legion 1 yr 1 — —— Captive 2 pts: General; 2pts: Wolf-Speak, Howling, Vile Language*,

Demented*

Caged and Beaten 1/2 yr 2 1 —— Captive 3 pts: Pack Etiquette, Begging, Cage-wise, Submissive*,Tasting the Lash*, Deranged*

Shadow-Chaser 1 yr 1 2 +1 P —— 8 pts: Stealthy, Tracking, Trail-wise, Orc-wise, Scavenging,Intimidation, Rider Training†, Begging, Submissive*,Tasting the Lash*

Wayward1 1/2 yr 1 2 +1 M Outcast 6 pts: Hunting, Foraging, Brawling, Stealthy, Howling, Escape Artist

Bitch2 1 yr 1 4 —— —— 5 pts: Nursing, Rearing, Pup-wise, Scavenging, Begging, Submissive*

Howling Beast3 1 yr – 1 +1 P —— 7 pts: Rider Training†, Mounted Combat†, Savage Attack,Intimidation, Howl of Doom*

Black Destroyer4 2 yrs – 2 +1 M, P —— 4 pts: Intense Hatred*, Great Cunning*, Fearless*, Cold-Blooded,*Brutal*, Dominant*, Submissive*, Rider Training†, MountedCombat†, Savage Attack

Ebon Tyrant5 2 yrs 1 6 +1 M, P —— 5 pts: Conspicuous, Command, Skirmish Tactics†, Dominant*

Dark Friend6 3 yrs 1 4 +1 M Outcast 5 pts: Obedient*, Loyal*, Fearless*, Stealthy, Tracking, Brawling,Rituals-wise, Poisons-wise

Wild Pack Notes1: Wolves taking thislifepath must be1 yr old.2: Dominant requiresYearling, Aunt, Uncleor Last Wolf.Dominant Wolves arethe pack leaders.They may be male orfemale. FemaleDominants of 3 yearsor older may take theNursing skill, malesmay not take thisskill at all.3: Wolves taking thislifepath must be 7 yrsor older.4: Any wolf from anyother setting must takeLast Wolf to enter theWild Pack setting.

Legion Notes:1: Wayward requiresShadow-Chaser2: Bitches must be atleast 3 yrs old tobear pups3: Howling Beastrequires Shadow-Chaser4: Black Destroyerrequires Howling Beastor Ebon Tyrant5: Tyrant requiresShadow Chaser orBlack Destroyer6: Dark Friendrequires Cagedand Beaten

7

L i f e p a t h s o f Th e G r e a t Wo l f

9

L i f e p a t h s

8

Outcast Wolf Sub-SettingName Time Trait Res Stat Leads Skill Lone Wolf 1 1 yr 1 3 +1 M Captive, Wild Pack, Spirit Hunter, Ghost 4 pts: Wanderlust*, Territory-wise, Pack-wise, Scavenging

Scavenger 2 1 yr 1 3 —— Legion, Wild Pack, Captive 5 pts: Scavenger*, Scent-wise, Village-wise, Dog-wise, Scavenging

Captive Sub-SettingName Time Trait Res Stat Leads Skill Captured and Broken 1/2 yr 1 3 —— Legion, Outcast 3 pts: Submissive*, Broken*, Begging, Cage-wise, Man-wise, Man-speak

Spirit Hunter Sub-SettingName Time Trait Res Stat Leads Skill Spirit-Chaser 1 1 yr 1 3 +1 P Outcast, Captive 5 pts: Primal Bark§, Hunting, The Way of the First Hunter

Spirit-Howler 2 1 yr 1 4 +1 M/P —— 3 pts: Ancestral Taint*, Spirit Ears*, Ancestral Jaw§

Spirit-Hunter 3 2 yrs 1 6 +1 M, P Ghost of the Deeping Wood 3 pts: Spirit Nose*, Grandfather’s Song§

Ghost of the Deeping Wood Sub-SettingName Time Trait Res Stat Leads Skill Wandering Lost1 1/2 yr 1 — +1 M Spirit Hunter, Outcast 2 pts: Nature of All Things

Dire Haunt2 1 yr 2 20 +1 M, P —— 3 pts: Tongue of the Ancient One

Ancient Journeyer3 1/2 yr 1 — +1 M Spirit Hunter, Outcast 2 pts: Old World-wise

Fell Ancient4 2 yrs 2 15 +1 M, P —— 3 pts: Ancient Ways, Reclusive*, Calmly Paranoid*, Odor of Spirits*

Ghost of the Wood5 2 yrs 1 10 +2 M —— 6 pts: Wolf-wise, Spirit-Hunter-wise, Legion-wise, Path-wise, River-wise,Pack-wise, Preternaturally Calm*, Watchful*, Piercing Gaze*,Stink of the Ancient*; 1 pt General.

Starting Stat Points for Wolves by Age

Starting Age Mental Pool Physical Pool1 year 6 pts 12 pts2-3 years 7 pts 16 pts4-5 years 7 pts 17 pts6-7 years 7 pts 16 pts8-9 years 6 pts 14 pts10-11 years 6 pts 12 pts12-15 years 5 pts 10 pts

Outcast Notes1: Lone Wolf requiresYearling, Last Wolf,Captured, WanderingLost, AncientJourneyer, Waywardor Dark Friend.2: Scavenger requiresLone Wolf, Capturedand Broken orCaptured or Beaten.

Spirit Hunter Notes1: Spirit-Chaserrequires Lone Wolfand the Chosen Trait.2: Spirit-Howlerrequires Spirit-Chaser3: Spirit-Hunterrequires Spirit-Howler

Ghost Notes:1: Wandering Lostrequires Last Wolfand Lone Wolf2: Dire Haunt requiresWandering Lost3: Ancient Journeyerrequires Last Wolfand Lone Wolf4: Fell Ancient requiresAncient Journeyer5: Ghost of the Woodrequires Dire Hauntand Fell Ancient

§ Indicates that this is aWolf-Song and costs2 skill points toopen up.

Th e Way o f t h e G r e a t Wo l f

1110

Submitting to the will of the Dominants is a trait that other wolves learn throughexperience. To attribute human pride to this behavior is to misunderstand.

This is never seen as debasement in the pack’s eyes, but a necessary and naturalthing. Submission is necessary to survive.

Below the Dominants, the pack consists of second-tier wolves who help withthe hunt for prey and raise the pups. Larger packs will also have a “last wolf,”an unfortunate beast who is singled out as the scapegoat for the pack’s frustrationand anger. Also, any “foreign” wolf entering a pack must prove himself as a lastwolf before even having the opportunity to aid in other roles in the pack.

PupsSince survival is so precarious in the deep wilds, the raising of pups is one of

the paramount activities in the pack’s life—second only to hunting. Dominantsconsummate in the late winter and the pups are born in the early spring. Usuallythe litter of Great Wolves is very small, only one or two pups. Once born, thewhole pack then participates in rearing the pups, not just the parents. Allcontribute to bringing food, minding and playing with the young wolves.Occasionally, a member of the pack will step forward as an ‘Aunt’ or ‘Uncle’,taking special interest in the pup’s upbringing and doing what they can to helpthe mother so that she may recover from the arduous birth process.

Choosing LifepathsWolves do not suffer from lead penalties when journeying from setting to setting.

The lifepaths requirements for wolves are so strict, and their choices so limited,that lead penalties have essentially been built into the system for these creatures.

Choosing SkillsWolves abide by the standard rules for choosing skills—they may only acquire

skills found on their lifepaths. General points may be spent on any skills withinthis chapter. In addition wolves may spend general points on the following skills:Animal Husbandry, Brawling, Climbing, Command, Conspicuous, Falsehood,Foraging, Hunting, Inconspicuous, Intimidation, Interrogation, Orienteering,Persuasion, Philosophy, Running/Sprinting Training, Seduction, SoothingPlatitudes, Stealthy, Survival Training, Tracking, Ugly Truth, and other appropriatewises not listed in these rules.

Wolves may not purchase craftsman skills, sorcerous skills, weapon skills, andso on. (Anything that requires a thumb to use.)

The Way of theGreat Wolf

Wolf LifeThough being a wolf [is] the grandest miracle of all, it [is] not necessarilyenough. You [must] be a skilled wolf to survive…

—Roger Caras, The Custer Wolf

In the deep wilderness, far beyond where the lesser wolf packs roam, hunt theGreat Wolves. These massive creatures are the descendants of the first wolf, thegreat Ancient Ancestor.

The Great Wolves’ voracious appetite drives them to the fringes of the world—a single wolf must eat nearly 100 lbs of meat in a week. Thus, they require vasthunting ranges spanning hundreds of miles to feed their appetite. This drivesthem to be highly territorial creatures. Such territoriality precludes being closeneighbors with other large predators, namely men.

Great Wolves are not naturally hostile to men or other creatures, but they arefierce competitors in the race for survival. In the wilds of the deep tundra anddark forests, life is always a struggle. The wolves do what is necessary to overcome.

Wolf PacksJust like lesser wolves, Great Wolves have a complex social structure built

around family. A wolf pack is a single family lead by a Dominant male and femalepair and consists of their offspring from the past few years. Very rarely do theyallow outsiders into the pack.

Lesser wolf packs usually contain seven to fifteen members, but Great Wolfpacks are much smaller, perhaps only three to six wolves. The Dominant wolvesare generally the strongest and largest in the pack, but this is not always the case.Smaller, wiser wolves have been known to lead very successfully. Dominantsgenerally rule by intimidation, fear and corporal punishment. Though very rarelywill they kill a member of their own pack, often they will simply wrestle their kinto the ground and force them to submit to their will.

Th e Way o f t h e G r e a t Wo l f

13

N e w B u r n i n g W h e e l L i f e p a t h s

12

Wolf’s SnoutWolves have an exceptional sense of smell. They have Keen Smell (detectemotion via scent), Nose of the Bloodhound (determine identity via scent) andWolf’s Snout (+1D to Perception for assesses, and +1D to Tracking and Huntingskill tests. This bonus is also added to Perception for determining Reflexes).

Woodland EarWolves have extraordinary hearing. They are considered to have the Hunter’sEar (counts as Observation training), the Woodland Ear (allows wolves todiscern different animal calls), and Wolf Ear (+1D to Perception tests forassesses, Tracking and Hunting. This bonus is also added to Perception fordetermining Reflexes).

Special Wolf TraitsGreat Wolves may choose any of the traits listed in the General Trait List ofthe Character Burner except Aura of Holiness, Ambidextrous, Aura of Martyrdom,Bodhisattva, Dexterity of the Cat, Divine Wind, Dog-Faced Boy, Faithful,Louis Wu, Reverent, Skin of an Apple, and Street Smart.

They may also choose from these special, wolf-only traits:

Changeling Coat Type: Call-On Trait Cost: 4 ptsThis wolf’s coat shifts subtly from dark to light, from mottled to clear,depending on what land he stalks and haunts. Use this for a call-on for Stealthyin any terrain.

Chosen One Type: Die Trait Cost: 3 ptsOnly certain wolves are chosen to become Spirit-Hunters. On certain nights inthe dead of winter the Spirit-Hunters will come to the territories and seek outlone wolves. Those who are chosen receive a special scent and are marked tobecome Spirit-Hunters. This trait is required to be able to take the Spirit-Chaserlifepath.

Fearsome Beast Type: Call-On Trait Cost: 2 ptsThere is something odd and unsettling about this wolf—something very old andfrightening. Use this trait as a call-on for Intimidation

Frost Coat Type: Call-On Trait Cost: 2 ptsThe pelt of this wolf is like glittering ice. Use this trait as a call-on for Stealthywhen stalking the tundra and arctic wastes.

Mangy Coat Type: Character Trait Cost: 1 ptThis wolf’s fur is rough, tangled, unkempt and even balding in some places.

Common TraitsCrushing Jaws

Great Wolves have powerful jaws honed into deadly hunting weapons. CrushingJaws count as: Pow +3, Add 2, VA 2, Fast Weapon.

Deep FurHeavy and thick fur protects Great Wolves against the cold of their harshenvironment. They can tolerate extremely cold temperatures, whereas extendedtimes of hot weather tend to agitate them.

The color of the pelt of a wolf can range from pure white, to pure black, tomottled gray, to brown, to sandy, and even to reddish and ochre.

Great Lupine FormGreat Wolves possess the basic form common to canids. They have a rangy,muscular body set on high, powerful legs with large, well-padded feet. Theyhave long snouts and massive, protruding jaws. Their fur is a crown of coarseguard hairs supported by a nigh-impermeable layer of soft under-fur. Theirmost prominent feature is, of course, their massive size. Great wolves standthree to five feet at the shoulder and can weigh 150-300 lbs.

Great Wolves have a maximum exponent of 6 for Agility, and a Maximumexponent of 9 for Speed and Power. Other stat maximums are 8.

Lupine IntellectWithout a doubt, Great Wolves are intelligent creatures. They possess apersonality and intellect equivalent to that of Men and Orcs. Never assume thatjust because she doesn’t live in cities, write with a pen or eat with a knife, thewolf is a dumb brute. Far from it. In fact many would attest to the fact thatwolves possess a superior culture to that of Men!

Even so, Great Wolves are not tool-using creatures. Though they understand agreat many things, they generally don’t use (or even need) tools to accomplishthe tasks in their daily lives. Any wolf attempting to use tools like hammers,swords or scissors should have severe obstacle penalties.

Long-LeggedGreat Wolves have a Speed multiplier of: Walk x1, Trot x3, Sprint x4.5.

Wolf’s EyesThough vision is not their strongest sense, wolves do possess the advantage ofbeing able to see well in low light. Wolves reduce obstacle penalties for dim light,darkness and haze by one step.

Th e Way o f t h e G r e a t Wo l f

15

N e w B u r n i n g W h e e l L i f e p a t h s

14

Brutal Type: Call-onBlack Destroyers react to challenges with a ferocity and brutality far above whatis necessary or even appropriate. This brutality has garnered them quite areputation both in the Legion and without. Use this trait as a call-on forIntimidation.

Demented Type: Character TraitWolves born to the Legion are different from their wild brethren. They aretwisted and unbalanced—quick to anger and too quick to kill. Wild Wolves findthem disturbing and uncouth.

Dominant Type: Character TraitThere are only ever two Dominants in a pack, a male and female pair. Thesetwo serve as the mother and father of the group by guiding them to new huntinggrounds and by producing more offspring to strengthen and expand the pack.

Dominants force the rest of the pack to submit to them. This is done via bothpsychological and physical intimidation. Any wolf that will not submit to thewill of the Dominants is relegated to Last Wolf, driven away or even killed.

This behavior is learned, not born: A Submissive wolf who was driven out ofher pack may find another lone wolf to join with to form a new pack andthereby become the Dominant wolf.

Great Cunning Type: Character TraitEbon Tyrants are the Dominants of the vast Black Destroyer packs. More thanjust savagery and brutality are required to attain this rank. Great Cunning isa necessity.

Howl of Doom Type: Die TraitTogether the Beast and Beast-rider howl, stabbing their victims with cold fearas they charge. The Wolf can howl and force his enemies to make a Steel test—no Intimidation roll is necessary. This Howl requires 2 actions to perform andcannot be done on the charge—it must be done before hand. The Beast-rideris the one who cries out during the charge.

Obedient Type: Character TraitWolves who are chosen to become Dark Friends tend to be particularly obedient.The reasons are manifold. Their masters are extremely kind—feeding them verywell on much fresh meat. They are extremely violent and punishing—the brutalServants of the Dark Blood rarely hesitate to kill a disobedient wolf. Lastly, theDark Friend has an intuitive understanding of the powers the Blood Summonerswield—they know the might of success and the calamity of failure. It is farbetter to aid the former and prevent the latter.

Mark of the Ancient Type: Die Trait Cost: 5 ptsSome pups are born with a certain mark. While their mothers may try to hideit, these rare wolves are descendants from the Ancient, the first wolf who createdthe world. This trait is required for using the skills Tongue of the Ancient andAncient Ways.

Formidable Bark Type: Call-On Trait Cost: 2 ptsThe voice of this wolf is strong and clear, easily piercing the dense woods andcutting through dampening fog. Use this trait a call-on for Howling andCommand.

Raven-Friend Type: Character Trait Cost: 1 ptWolves and ravens have a special relationship. Not only do they aid one anotheron the hunt—ravens will circle a herd to mark if for wolves, and wolves willallow ravens to feed at their kills—they are also great friends. Wolves and ravensenjoy taunting each other and playing endless and dangerous games of tag.

This trait signifies a wolf who is especially fond of ravens and who is wellthought of by the birds. While the whole pack may play, he is the only packmember who can understand the quacks and squawks of the raven’s speech.

Shadow Coat Type: Call-On Trait Cost: 2 ptsThe fur of this wolf is perfectly suited to stalking in the shadows of the woods.Use this trait as a call-on for Stealthy when stalking the forests and valleys.

Lifepath TraitsAncestral Taint Type: Die Trait

Spirit Hunters are said to be the Chosen Ones of the Great Grandfather—chosento take up his eternal struggle against the spirits, speech-twisters, and demonsthat seek to overcome wolf-kind. Once a wolf begins to sing the howls of theSpirit Hunters he grows closer to the Great Grandfather; in fact he begins totake on a bit of his essence. The more the Spirit-Howler sings the ancient songs,the more the Taint grows within him. See the Ancestral Taint Mechanics inthe Spirit-Hunter section for more on this.

Broken Type: Character TraitWolves who are captured by Men or Orcs are broken into the ways of theirnew masters. More than just being submissive, wolves with the Broken traitobey the strange laws and requirements of their new Dominants.

Th e Way o f t h e G r e a t Wo l f

17

N e w B u r n i n g W h e e l L i f e p a t h s

16

Stink of the Ancient Type: Character TraitGreat Wolves can smell the Ghost when he is near. His scent is distinct, a mixof Ancient Ways and twisted Speech that covers his coat like the blood of thehunted. This stink causes fear, trepidation and even hatred in Great Wolves.They do not look kindly upon one who so tampers with the will of the Ancient.

Submissive Type: Character TraitWolves learn to submit to a Dominant wolf at a very young age. Any wolf inthe pack who is not the Dominant pair is Submissive. These wolves follow theleads of their superiors and often beg for certain permissions, especiallypermission to eat from a kill. Being Submissive in the pack connotes noweakness. It merely shows that the wolf understands the natural order of things.

Prominent Submissive behaviors include: looking away from the Dominant’sgaze, crouching with head to the ground before the Dominant, rolling over andexposing the belly to the Dominant, and nibbling or linking the Dominant’s chin.

Lastly, a wolf may absolutely possess both the Dominant and Submissive traits.These wolves will rule their pack as they rightly should, but might also submitto stronger Dominants—be they wolf, Man or Orc.

Tasting the Lash Type: Die TraitWolves of the Legion are taught to fear the lash just as Goblins are. These beastsare considered slaves of the Great Ones and are treated no better. This traitallows Great Wolves to benefit from Orc commanders with the Where There’sa Whip, There’s a Way trait described on page 125 of the Character Burner.

Vile Language Type: Character TraitPups born to the Legion are taught the foul language of darkness. They mayspeak without difficulty to Orcs, Bats, Trolls and Spiders.

Wanderlust Type: Character TraitLone Wolves tend to be overtaken by a wanderlust when they leave their packs.They roam the deep and dark woods, high mountains, lonely tundra and longpaths in search of a mate, a territory or even darker secrets.

Watchful Type: Character TraitGhosts of the Deeping Wood always prefer to watch from afar and learn thenature who comes before revealing their presence.

Odor of the Spirits Type: Character TraitThis wolf stinks of spirits. The packs shun him and the Spirit-Hunters harryhim.

Piercing Gaze Type: Call-On/Die TraitThe eyes of Ghost of the Deeping Wood burn like glittering coals. This trait isa call-on for Intimidation. Also anyone attempting to deceive the wolf (usingFalsehood, Persuasion, Soothing Platitudes) is at a +1 Ob to do so due to theburning flames which flash implacably and speak of the terrible fate of liars.

Preternaturally Calm Type: Die TraitGhosts of the Deeping Wood possess a calmness that rivals the most serene gladeon a starry summer night. Reduce Hesitation by 2.

Scavenger Type: Call-OnGreat Wolves who live near settlements quickly learn the ways of the denizens.They develop a knack for finding just what they need in the detritus, cast-offand backyards of the villages and farms. As Scavenger on page 189 of theCharacter Burner.

Spirit Ears Type: Die TraitSpirit-Howlers become attuned to the spirit world as their Taint grows. A wolfwith this trait has the ability to hear those of the spirit-nature. Make aPerception test when such entities are nearby. The more successes the charactergets, the more accurately he can determine the position/nature of the demon.Wolves may use their Woodland Ear in combination with this Trait, but nottheir Wolf’s Snout.

Sample Obstacles–– 2: There's a spirit within your Presence, 3: It is to your leftand close, 4: It is a Greater Imp.

Spirit Nose Type: Die TraitThe Taint suffuses the Spirit-Hunter. Using his “Spirit Nose” he may add hisWolf’s Snout to detect spirits (as Spirit Ears above). Also, Spirit Nose allowsSpirit-Hunters to Track spirits, even those who leave no marks or do not touchthe ground.

Stained Type: Character TraitThe Last Wolf is the scapegoat of the pack. All of the anger and frustration istaken out on his pelt, and no matter how he elevates himself throughout his life,the Last Wolf always bears this stain on his very heart.

Th e Way o f t h e G r e a t Wo l f

19

N e w B u r n i n g W h e e l L i f e p a t h s

18

the wolf and the world at large to speak in so foul a language and disregard thenatural law of things.

Ghosts of the Deeping Wood were taught the true language of creation by thefirst wolf, whom they call Great Ancient. The Ghosts believe Great Ancient wasnot merely the first hunter, but the creator of the world-forest. Before hedisappeared into the mists, Great Ancient took his last son, the most despised ofthe pack, on a winding journey across all the earth. On the walk, Great Ancientinstructed his son on the name of every rock, tree, cloud, river, and lightning-sparked fire. Once he had imparted his secrets, Great Ancient told his son to ruleand keep the world well, for he would return one day to judge him and all hisoffspring.

Ghosts, Dire Haunts and Fell Ancients consider the Spirit-Hunters blind intheir devotion to a misappropriated ancestry. However, they rightly fear the wrathof the Spirit-Hunters and avoid them at all cost, but truly they hold them indisdain.

Spirit-HuntersLone-wolves who wander certain paths—lonely winding paths through

impenetrable brambles and across cutting shale—might find themselves one nightconfronted by a wolf of eerie, shining fur. The wolf will nod and lock eyes oncewith the lone one—he neither submits nor dominates. After his assessment theglittering wolf turns and runs full bore, hurtling along the hidden paths of theforest. If the lone one gives chase, and if he can keep his pace—perhaps evencatch him before the gray dawn sweeps the night from the sky—then he is deemedChosen and inducted into the Spirit-Hunter pack.

First, he is brought before the great Spirit-Hunters and taught to sing the Songof the Great Grandfather, which is the history of the wolf, the world and thespirits. Once he has mastered the Song, he becomes a Spirit-Chaser and huntsfor the spirit-pack. He and the other chasers patrol the woods seeking out waywardspirits or those wolves who would torment them. On the hunt, his fellow chasersteach the new wolf Grandfather’s first bark—a bark so powerful that even spirit’sfear it. If he can master this simple Bark then he is further embraced by the packand taught more complex howls-songs so that he might directly combat spiritshimself.

The Great DivideStanding swaying in the clearing, the Fell Ancient communed with his profaneart, disturbing the order of nature. Blood-of-Fire sensed the whorls of theviolation. Even the pelt of the ragged creature stank with his treachery. GreatGrandfather whispered to him, “Crush his throat and spill his blood. Hethreatens our way with this mad howlings.” Without ceremony or warning,Spirit-Hunter Blood-of-Fire descended upon his quarry.

With a final bound Blood-of-Fire leapt from behind and lunged for the FellAncient’s neck. But the snow underneath his splayed paws slipped impossiblyand he stumbled, skidding into the clearing. The Fell Ancient merely turned hisneck so his head hung down over Blood-of-Fire, like a ghoulish moon on a stormynight. Now the spirit-hunter caught another scent, a rich and earthy musk,masked by the corruption and stink of the speech-twister. Swirls of it eddiedout of the traitor’s eyes and dripped from his jaws—the beast had conjured aspirit to save him! With a snarl and shout Blood-of-Fire took to his legs andlet fly the most primal of howls. He burst forth with a staccato flurry of gutturalnoise—like the cracking and falling of great trees, like the rushing of ice-ladenrivers, like the wind moaning through a deep gorge. The Fell Ancient’s spirit-slaves quavered and fled before the threats of the Great Grandfather.

More confident now but still wary, Blood-of-Fire circled him slowly, sucking airpast his teeth testing for more foul treachery. The summoner panted andwhined, narrowing his gaze on the spirit-hunter. Faintly Blood-of-Fire couldhear evanescent ghosts of the wood and stone crawl forth drawn by the traitor’squiet call. He mustn’t let him conjure again! Like a shadow cast from thefluttering of wings, the spirit-hunter leapt on his quarry. He hit like the firststone of an avalanche….

Among the wolves who walk the ancient and forbidden paths there are twodifferent packs, those of the Spirit-Hunters and those of the Ghosts of the DeepingWood. As their name implies, Spirit-Hunters guard the forests from waywardand malignant spirits, both Named and Nameless. In fact they believe it is theirsacred duty to do so. This duty, and the formidable magic that accompanies it,was taught to them by the first wolf, Great Grandfather, who hunted and guardedthe first forest of the world.

Spirit-Hunters despise the Ghosts of the Deeping Wood. They call them traitorsand polluters. They believe the Ghost’s art can bring no good, for it tormentsspirits and drives them to acts of madness. It is plainly against the nature of both

Th e Way o f t h e G r e a t Wo l f

21

N e w B u r n i n g W h e e l L i f e p a t h s

20

Obstacle 4Howling for Jaws of Lightning. Confronting a Greater Named spirit. Receiving

a Midi-Traumatic wound from a Nameless spirit.

Obstacle 5Howling for Power of the Avalanche. Receiving a Superficial or Light wound

from a Greater Named spirit.

Obstacle 6Howling for Spirit Unseen. Consuming the corpse of a creature with the

Ancestral Taint trait. Slaying a Lesser Named using Ancestral Jaw.

Obstacle 7Slaying a Greater Named spirit with the Ancestral Jaw. Receiving a Midi-

Traumatic wound from a Greater Named Spirit. Consuming a Lesser Named.

Obstacle 8Howling for Celestial Sight.

Obstacle 9Consuming the corpse of a Greater Named.

Obstacle 10Howling for Spirit Nature.

Earning Spirit Ears and Spirit Nose TraitsIf a character doesn’t start the game with Spirit Ears or Spirit Nose these traits

may be “learned” in play. When a wolf-character learns the Ancestral Jaw songshe may add Spirit Ears to her trait list. When a wolf-character learns Grandfathers’Song she may add Spirit Nose to her trait list.

Remember, learning these skills and gaining these traits can add to the Spirit-Hunter’s Ancestral Taint. See above for the mechanics of this.

Spirit-Hunter SongsPrimal Bark Root: Will Syllables: 4

This ferocious and formidable bark comes from deep within the bowels of thewolf. Channeling the essence of his snarls and barks, the wolf speaks as GreatGrandfather once did. This skill can act as the summoner’s Abjure spell. Rollthe wolf’s skill vs the Spirit’s Strength. If the wolf wins the test, the spirit isAbjured (as in the Summoning rules). If used against Named, the obstacle is thespirit’s Will and a successful Bark causes the Named to make a Steel test.

Ancestral TaintSpirit-Hunters gain their power from the knowledge passed down from GreatGrandfather through the generations. The duty to serve Great Grandfather isan honor and the power granted is mighty, but its end is tragic. No wolf whoaccepts the power will have a natural death—he shall either be killed by violenceor he shall pass on into the spirit realms.

The greater the Spirit-Hunter, the closer he comes to succumbing to the spirits.Once the Ancestral Taint reaches exponent 10, then the wolf passes on.

Starting Ancestral TaintThe shade of the Taint is as the Wolf’s Will. Add to the exponent counting

up from zero:If a wolf has the Ancestral Taint trait add 1.If a wolf knows the Primal Bark add 1.If a wolf has Spirit Nose add 1.If a wolf has learned Ancestral Jaw add 1.If a wolf has learned Grandfather’s Song add 1.If a wolf has the Stink of the Ancients trait add 1 (or open the Taint trait).

Advancing Ancestral TaintAncestral Taint is exactly like Elven Grief in regards to advancement.

Whenever the wolf in question meets one of the criteria listed below, he earnsa test toward advancement. Ancestral Taint is never rolled. When a Spirit-Hunter finally gives in to the Spirit Nature then he is no longer playable as acharacter—he has gone on to join Grandfather.

Note that the actual in-game obstacles of Grandfather’s Song are irrelevantfor Ancestral Taint tests. Using these abilities has a fixed obstacle on this scale.

Obstacle 1 Howling for Spirit Jaws. Confronting a Lesser (Strength 1-5) Nameless spirit.

Obstacle 2 Howling for Preternatural Jaws. Confronting a Dire Haunt or Lesser Named

spirit. Receiving a Superficial or Light wound from a Nameless spirit.

Obstacle 3Howling for Fox-Luck. Howling for Silent Voice. Confronting a Greater

(Strength 6-10) Nameless spirit. Confronting a Fell Ancient. Receiving aSuperficial or Light wound from a Lesser Named spirit.

Th e Way o f t h e G r e a t Wo l f

23

N e w B u r n i n g W h e e l L i f e p a t h s

22

Spirit Nature Ob: 10 minus Ancestral Taint. The wolf may walk as the spiritsdo. Time does not effect him so greatly, nor does gravity or other earthly bonds—shade shift the wolf’s Speed one step to the right. Also, the wolf cannot beburned by mortal fire or cold, and mortal weapons do no harm. WhenGrandfather’s Song is called upon for Spirit Nature, Celestial Sight and SilentVoice are granted as well.

When these song obstacles become zero the ability becomes automatic—essentially the wolf has earned the trait.

Duration: Hours equal to Will exponent.

Ghosts of the Deeping WoodSpirit-Hunters loathe the Ghosts. They call them “speech-twisters” and traitors.

They think that the Ghosts betray Great Grandfather, the first hunter and teacher.Ghosts know the truth. What the Spirit-Hunters fail to acknowledge is thesuperiority of their great heritage over all others—Men and Elves included. GreatGrandfather was not merely the first hunter to prowl the first forest, it was hewho created the world and all its forests, rivers and valleys. He is much older thanthe benighted Spirit-Hunters can conceive, not merely Grandfather, but the onetrue Ancient.

The Great Ancient took his most wayward son and gave to him these mostprecious gifts, which have been passed down from last wolf to last wolf since thedawn of time. Not only is a privilege to speak this magic, it is a wolf’s right.

In order to become a Ghost of the Deeping Woods a wolf must forsake the packand all that it entails. He must go alone into the world and seek not a mate, butlook for the dark and forlorn places. He must wander lost and hopeless, listeningto the speech of the brook and the song of the wind—the nature of the worldand it’s great history whispered across the backs of snowy pines.

And once he has given himself over to the truth of the world a shadeling voicewill come to him and bring full light to his gloaming eyes. No wolf ever sees hisinstructor. Some say it is the Great Ancient himself who comes and teaches hispups, others say it is the forest and ravens commanded thusly by the Ancient, stillothers believe in the power of the unseen Dire Haunt choosing his pupil andimparting him with feverish knowledge.

Dire Haunts Among wolves Dire Haunts are seen as tricksters and troublemakers; among

men they are considered terrible and frightening creatures who lurk in the deepwoods and lure the lost to their graves.

If used against a creature of non-Spirit Nature then the Primal Bark causes aSteel test to be taken. The wolf tests his Bark skill and each success after thefirst is added to the victim’s Hesitation. Any animal forced to hesitate from thisbark will break and “Run Screaming.” Men, Elves and Orcs may choose theirown fate.

The Primal Bark is impossibly loud and penetrating. It can be heard over a greatdistance—for miles on a clear night. The sound of it will summon forth anyspirit-hunters in the vicinity who will come to the aid of their brethren.

Duration: Instantaneous

Ancestral Jaw Root: Will Syllables: x2It is a matter of debate among the Spirit-Hunters and the Elven Wanderers asto who taught whom to sing. The wolves attest that the Elves learned to singfrom listening to Great Grandfather howl. The Wanderers say otherwise, it wastheir creator who taught Grandfather how to howl in chord and vary his pitch.

Regardless of who is correct, this song is very similar to the Elven Sword Song.Itallows the Spirit-Howler to summon ancient power into his jaws, transformingthem into a spirit weapon, or worse.

Ob 1: Spirit Jaws, jaws become a spirit weapon. (This is the most basic form ofthis howl, all subsequent forms count as Spirit Jaws in addition to the howled-for power.) Ob 2: Preternatural Jaws, extra successes add dice to the wolf’sBrawling or Savage Attack skills. Ob 3: Fox-Luck, All Brawling, Savage Attackand Natural Defenses dice become open-ended. Ob 4: Jaws of Lightning, oneaction per exchange may be freely bid for initiative. Ob 5: Power of theAvalanche, the wolf may double his dice on the Charge.

Duration: Exchanges equal to Will exponent.

Grandfather’s Song Root: Ancestral Taint Syllables: x10This powerful and dangerous song can bestow upon the wolf traits of the veryspirits he hunts. The danger in this howl is that it brings the wolf closer tojoining Great Grandfather in the spirit realms—the Grandfather’s Song causesthe Ancestral Taint to greatly spread.

Silent Voice Ob: 5 minus Ancestral Taint. This part of Grandfather’s song onlyrequires a short (2 syllable) bark. Thenceforth while under the spell’s power thewolf may speak directly to the minds of those within his presence.

Spirit Unseen Ob: 7 minus Ancestral Taint. The Spirit-Hunter may go unseento mortal eyes. This ability is as Angelic Querub trait—a 7-success Chameleonspell folds around the hunter.

Celestial Sight Ob: 8 minus Ancestral Taint. The Spirit-Hunter may see as thespirits do. Combined with his Spirit Ears and Spirit Nose traits, this puts thespirit-hunter’s sense entirely within the realm of the spirits.

Th e Way o f t h e G r e a t Wo l f

25

N e w B u r n i n g W h e e l L i f e p a t h s

24

Fell AncientsFell Ancients know the Ancient One’s deepest secrets. They speak directly to

the land and sky and command it to their will. Fell Ancients are taught theAncient Ways. This is the equivalent of the Summoning skill in every respectexcept that the Fell Ancient may not conjure Named spirits. They only choosefrom Aether’s Riddle, Dowser’s Chant, Hail to Fire, Mother’s Call, Abjure andBinding summoning spells. Each spell costs 5 rps except for The Binding whichcosts 6.

Fell Ancients consider themselves the guardians of the packs. Though viewedquite superstitiously by their benighted brethren, they see as it their duty to aidthe packs as the Great Ancient would have. Thus, in this capacity, they calmstorms, abate the snow and wind, clear paths and even curb the wildfires thaterupt in dry summers. All so that the packs might flourish and another one whobears the Mark might journey forth into the Deeping Woods and take up hisancestral role.

Wolf SkillsAncient Ways ROOT: Perception

It is said that the Great Ancient taught the true names of the water, loam,wind and prairie fire. Closely guarded, these powerful names have been passedfrom generation to generation of Great Wolves. Only those descended fromthe last wolf of the ancestral pack—Fell Ancients who bear the Mark—mayspeak these names.

This skill is the equivalent of the Summoning skill. Great Wolf Fell Ancientsmay only Call, Bind, and Abjure Nameless spirits. They do not truck with theNamed. Wolves must have the Mark of the Ancient trait to use this skill.

Sample Obstacles: See the Magic Burner Chapter 1, Summoning.Skill Type: Sorcerous Tools: No.

Begging ROOT: WillWhen a submissive wolf wants something, whether it be food or permission, heor she must beg the Dominant for it. Sometimes the female Dominant will evenneed to beg when she is nursing her pups—she begs the pack to bring themfood. Begging is not humiliating to a wolf, it is part of their nature. (Beggingis the Wolf’s version of the Persuasion skill.)

Sample Obstacles: Most tests are based on the Will of the Dominant. Beggingfood for pups, Ob 1. Begging food from a kill, Ob 2. “Food for wolf?”Begging into a pack, Ob 4.

Suggested FoRKs: Pack-EtiquetteSkill Type: Social Tools: No.

A Dire Haunt learns the speech known as the Tongue of the Ancient One.This is the equivalent of the Sorcery of men and is governed by exactly the samerules.

Wolves who starts with the Tongue of the Ancient One skill may choose fromthe following spells: Ancient Grip (9 rps), Chameleon (12 rps), Trackless Path(8 rps), Fear (4 rps), Blue-Blooded Heart (8 rps), Waterwalker (8 rps), WitchFlight (16 rps), Howl-caster (as Voice-caster, 4 rps), High Speech (as Low Speech,replace “Dogs” with Men, Orcs and Elves. 8 rps), Grey Cloak (6 rps), Dark ofNight (8 rps).

New Dire Haunt SpellsAncient Grip Ob 3-6 Syllable x4The wizard calls upon the deep mind of roots, branches, blades and vines toreach forth and pull down the unwary and weak. Ensorcelling grass and brushis Ob 3; vines and hangers are Ob 4; small branches and saplings are Ob 5; largethick branches are Ob 6.

This spell causes available plants and such to Get Inside and Lock the wolf’starget. Ancient Grip’s Speed is equal to the caster’s Will: +1D for grass and vines,+/- 0D for small branches and -1D for large branches. The Power of the Grip iscaster’s Will: -2D for grass, -1D for vines, +/- 0D for saplings, +1D for largebranches.Grass and vines act with a Reflexes of B6, branches act with a Reflexesof B4 and large branches with a Reflexes B3. They will attempt to Get Inside andLock and subdue their victim so long as the wolf sustains the spell.

The spell targets any and all characters within the wolf’s Presence, so long asthey are within reach of appropriate flora.Origin: CasterArea of Effect: PresenceElement: Earth Impetus: Control Duration: Sustained

The Trackless Path Ob 2^ Syllable 20When ensorcelled with this spell, the traveller leaves no trace of his passage. Foreach extra success, add +1 Ob to anyone attempting to Track or similarly followthe witch.Origin: PresenceArea of Effect: Caster or Single TargetElement: Earth Impetus: Influence Duration: Sustained

Th e Way o f t h e G r e a t Wo l f

27

N e w B u r n i n g W h e e l L i f e p a t h s

26

Howling ROOT: WillWolves love to howl and they do so for many reasons. It is the combination ofthe Singing, Oratory, and Conspicuous skills.

Sample Obstacles: Sing dischordant, Ob 1. Sing for joy, Ob 2. Howl for thelost, Ob 3. Howl for warning, Ob 4.

Skill Type: Social Tools: No.

Hunting ROOT: PerceptionWolves hunt for their prey in a different manner than Men, Elves, and Orcs. Usethis rule as a mechanic to see how much prey a pack can bring down over thecourse of a week. When pack-hunting be sure to use the Helping rules on page46 of The Burning Wheel. The Dominant is always the primary for this test.Pups, Elders, and nursing Dominants may not help in this test.

A Great Wolf can withstand long periods without bringing down an adequatekill. A period of a week without a kill is a common occurrence. Even when akill is brought in the Dominants and Pups get first take of the meat, so food canget very scarce. Often wolves will supplement their diet with mice, forage andscavenging.

Sample Obstacles: Adequate kills to feed a pack of up to three is Ob 4.Adequate kills to feed of pack of three to five great wolves is Ob 5. Adequatekills for a pack of six to seven is Ob 7. Plentiful hunting grounds reduceobstacle by 1. Wild lands given neither a bonus nor penalty. Barren lands is+1 or +2 obstacle depending on just how barren it is.

Suggested FoRKs: Tracking, Scent-wise, Territory-wise, Forest-wiseSkill Type: Forester. Tools: No.

Legion-wise ROOT: PerceptionGhosts are wise and knowledgeable. Even the ways of the Black Legions are notunknown to them.

Sample Obstacles: Location of worgs in a Legion march, Ob 2. Frequency ofLegion patrols, Ob 3. Command structure of Ebon Tyrants, Ob 4.

Suggested FoRKs: Skill Type: Wise Tools: No.

Man-speak ROOT: PerceptionThough they cannot replicate it very well with their Wolf’s Snout and CrushingJaws, wise Great Wolves can learn the speech of Men, though it is rare forthem ever to do so.

Skill Type: Language Tools: No.

Man-wise ROOT: PerceptionCertain wolves learn the ways of Men.

Skill Type: Wise Tools: No.

Cage-wise ROOT: PerceptionA wolf learns quickly the nature of his confinement—knowledge best used forthe escape!

Suggested FoRKs: Escape ArtistSkill Type: Wise Tools: No.

Dog-wise ROOT: PerceptionWolves who live close to men inevitably come to know the ways of their dogs aswell.

Skill Type: Wise Tools: No.

Elf-speak ROOT: PerceptionSome say it was the Great Ancestor who taught the Elves to sing.

Skill Type: Language Tools: No.

Elf-wise ROOT: PerceptionSome Great Wolves journey to the Elves and speak with them awhile aboutthe passing of the seasons.

Sample Obstacles: Proper etiquette for entering Elf-lands, Ob 4.Skill Type: Wise Tools: No.

Escape Artist ROOT: Perception/AgilityWolves can learn nearly anything. When trapped or caged they quickly learnthe mechanics of their captivity and devise a method of escape.

Sample Obstacles: Traps, Ob 3. Cages, Ob 4 and up. Collars, Ob 1.Leashes, Ob 2.

Suggested FoRKs: Cage-wise, Trap-wiseSkill Type: Special Tools: No.

Forest-wise ROOT: PerceptionThe knowledge of the forests of the region—their paths, their pools, their glensand dens.

Sample Obstacles: Knowing a good den, Ob 2. Good hunting grounds, Ob 3.Suggested FoRKs: Territory-wiseSkill Type: Wise Tools: No.

Hoof-wise ROOT: PerceptionWolves learn the habits and nature of their prey very well.

Sample Obstacles: Species, Ob 1. Judging the health of intended prey, Ob 2.Age and gender of prey, Ob 3. Prediction of herd location, Ob 4.

Skill Type: Wise Tools: No.

Th e Way o f t h e G r e a t Wo l f

29

N e w B u r n i n g W h e e l L i f e p a t h s

28

Pack Etiquette ROOT: PerceptionThis is knowledge of the laws of the pack, of what behavior is appropriate atwhat juncture

Sample Obstacles: Feed order at a kill, Ob 2. Approaching the pack as aforeigner, Ob 4.

Suggested FoRKs: BeggingSkill Type: Social Tools: No.

Pack-wise ROOT: PerceptionTo know a pack by their habits and their trails; to know where they would huntand den.

Suggested FoRKs: Wolf-wiseSkill Type: Wise Tools: No.

Path-wise ROOT: PerceptionThis skill reflects a wolf’s knowledge of the many paths through the forest,prairies and swamps. Path-wise wolves often know the quickest way to get fromhere to there.

Suggested FoRKs: River-wise, Forest-wise, Hoof-wiseSkill Type: Wise Tools: No.

Poisons-wise ROOT: PerceptionDark Friends learn to know poisons by its scent.

Skill Type: Wise Tools: No.

Pup-wise ROOT: PerceptionA wise uncle can always tell the difference between troublesome pups and well-behaved ones.

Skill Type: Wise Tools: No.

Rearing ROOT: Perception/WillThis is the wolf’s instructional skill. Good uncles and aunts pass on theknowledge of the hunt and the traditions of the pack to the young pups.

Suggested FoRKs: Way of the First HunterSkill Type: Social Tools: No.

Rider Training ROOT: Power/SpeedThis training teaches a wolf how to subordinate itself and accept commandsfrom a rider.

Skill Type: Physical Train. Tools: No.

Mounted Combat ROOT: Perception/SpeedBearing a rider on a journey and bearing him in combat are two very differentskills. A wolf must be trained to modify his fighting style in order that he cancoordinate with his rider and not roll him or throw him.

Skill Type: Martial Training Tools: No.

Nature of All Things ROOT: Perception/WillThis wolf knows the history of the trees, the streams, the rocks, and brush. Heknows why the snow falls, and why the sun rises. He understands the sharptooth of the wolf lengthens the stride of the hoofed-ones. He comprehends,vaguely, the interconnectedness of all things. This skill can be used as a FoRKfor nearly any other skill (except Martial skills) just like the Astrology skill.See p. 138 of the Character Burner for rules on Astrology.

Suggested FoRKs: Appropriate Wises. May FoRK into any other wolf-skillSkill Type: Academic Tools: No.

Nursing ROOT: Perception/WillThis is the delicate process of weaning pups off the teat and slowly introducingthem to meat and forage.

Suggested FoRKs: RearingSkill Type: Special Tools: No.

Old World-wise ROOT: PerceptionThis wolf knows the Old Ways from before time. He knows of a world beforeMen, before Orcs, Dwarves, and even Elves! A time when only one wolf stalkeda single great vaulting forest.

Sample Obstacles: Location of ancient dens, Ob 2. Age of tree, Ob 3. Predictingthe severity of a regional season, Ob 4.

Suggested FoRKs: Way of the First Hunter, Nature of All ThingsSkill Type: Wise Tools: No.

Orc-wise ROOT: PerceptionWolves who live with Orcs learn their tormentor’s culture and lifestyle.

Sample Obstacles: 21 ways to kill an Orc, Ob 2. 11 ways to kill an Elf, Ob 3.Suggested FoRKs: Legion-wiseSkill Type: Wise Tools: No.

Orc-speak ROOT: PerceptionWolves who are not raised in the Legion can still learn the Vile Language ofthe Orcs, but it does not come as easily to them as it does those born slaves.

Skill Type: Language Tools: No.

Th e Way o f t h e G r e a t Wo l f

31

N e w B u r n i n g W h e e l L i f e p a t h s

30

Village-wise ROOT: PerceptionWolves can learn the ways of the villagers and peasants—where they keep theircattle and trash are of paramount importance.

Suggested FoRKs: Man-wiseSkill Type: Wise Tools: No.

Tracking ROOT: PerceptionWolves track in a slightly different manner than Men, Elves and Orcs—they relyon scent and sound more than sight.

Sample Obstacles: Do Scent-based tracking obstacles. Tracking fresh scent ondry earth, Ob 1. Recognizing a known creature by scent trail, Ob 2. Pickingup day old scent: Ob 3. Following fresh scent from nearby prey on the wind,Ob 4. Tracking fresh scent in new, light rain, Ob 5. Tracking quarry that hascrossed through a stream, Ob 6. Tracking after rain, Ob 7.

Suggested FoRKs: Scent-wiseSkill Type: Forester Tools: No.

Tongue of the Ancient One ROOT: PerceptionIt is said that the Great Ancient whispered his secrets to his last pup before hepassed on from this world. He taught his outcast and hated child how to speakthe true speech, how to make his words have power beyond understanding.

This skill is the equivalent of Sorcery for Men or the Rituals of Orcs. GreatWolves with the Mark of the Ancient trait may use this skill to cast spells.

Sample Obstacles: See Incantations on p. 119 of the Burning Wheel.Skill Type: Sorcerous Tools: No.

The Way of the First Hunter ROOT: Will/PerceptionThis is the Spirit-Hunter’s history of the world.

Suggested FoRKs: Old World-wise, Nature of All ThingsSkill Type: Academic Tools: No.

Wolf-Speak ROOT: PerceptionWolves have a language unto themselves. It is a combination of barks, growls,yelps, whines and squeaks in addition to a very formal body language. And justas some men are more fluent than others, so too can a wolf be more adeptwith his tongue and posture than others.

Skill Type: Language Tools: No.

Wolf-wise ROOT: PerceptionThe venerable Ghost of the Deeping Wood comes to know all that can be knownabout the ways of the Wolf.

Suggested FoRKs: Pack-wise, Territory-wiseSkill Type: Wise Tools: No.

Rituals-wise ROOT: PerceptionThe Dark Friends learn to know the Rituals of their bloody masters. They cantell the coming effect by the intonation of the Summoner’s voice and the amountof blood he spills.

Sample Obstacles: Knowing a Ritual of Blood vs a Ritual of Darkness, Ob 1.Knowing the precise Ritual by the sound of the first few syllables, Ob 3.

Skill Type: Wise Tools: No.

River-wise ROOT: PerceptionThe depth, breadth and length of the rivers, streams and creeks that run throughthe pack’s territory.

Suggested FoRKs: Forest-wise, Path-wiseSkill Type: Wise Tools: No.

Savage Attack ROOT: Agility/SpeedOrcs train wolves to fight savagely and wildly with all their formidable strengthat their disposal. Wolves with Savage Attack have access to all of the MartialManeuvers. (Unlike most Great Wolves who only have access to the Brawlingmaneuvers.)

Suggested FoRKs: BrawlingSkill Type: Martial Tools: No.

Scavenging ROOT: PerceptionThis the dedicated and delicate art of sniffing goodies and edibles out ofsettlements. Use this in place of Foraging when roaming near civilized areas.

Sample Obstacles:Suggested FoRKs: Village-wiseSkill Type: Forester Tools: No.

Scent-wise ROOT: PerceptionWolves catalog scent and identity, they can easily recognize another characteror creature by scent alone.

Sample Obstacles: Recalling a scent from years past, Ob 2. Detecting familialrelations via scent alone, Ob 4.

Skill Type: Wise Tools: No.

Spirit-Hunter-wise ROOT: PerceptionGhosts of the Deeping Wood eventually come to know their enemies andpursuers, the Spirit-Hunters. This is especially true when the great Ghost wasonce a Spirit Hunter himself!

Sample Obstacles: Discerning the nature of a howl-song, Ob 2. Telling thedifference between a Chaser, Howler or Hunter, Ob 3. Knowing where theSpirit-Hunters roam, Ob 4.

Skill Type: Wise Tools: No.

Th e Way o f t h e G r e a t Wo l f

33

N e w B u r n i n g W h e e l L i f e p a t h s

32

Hunter/YearlingHunters have three lifepaths, the last one must be Hunter. Yearlings have

two lifepaths: Born Wild and Yearling.

Last WolfA wolf may purchase a Last Wolf as his packmate. Last Wolves are the scape

goats of the pack’s frustration and aggression.

Wolf FriendsRaven

Wolves with the Raven-Friend trait may purchase a raven as a travelingcompanion. Rather than a flock, this is a single dedicated raven who travelswith the wolf on his journeys.

Dog/Lesser WolfOccasionally a dog or lesser wolf will be inducted into a pack and allowed

to hunt with them awhile. Even more rarely, sometimes a lone Great Wolf willadopt a lesser wolf or dog to accompany him on his long trek.

TerritoryWolves may purchase their home territory as part of their resources. This territoryis occupied, marked and patrolled by the wolf and his pack. Great Wolf territoriestend to range for hundred, if not thousands, of square miles. The three gradesindicate how plentiful game is in the wolf’s home territory.

Wild grounds indicate forests, tundra and prairie with a natural abundance ofboth predator and prey—enough for the pack to survive, but enough competitionand scarcity to keep them in check.

ReputationCertain wolves are known amongst the packs, ravens and herds as prodigious

hunters and masters of their realm. Some wolves are so well known that theirfame spills even from the lips of Men and Orcs. And of course certain wolves areutterly infamous among their own kind—Ghosts and Spirit-Hunters are especiallyreviled.

Resources: Wolf Pups and PacksWolves have limited resources. They may purchase pups, packmates and friends.These wolves hunt and travel with the player-character wolf. They may alsopurchase their hunting territory and a reputation. Lastly, they may purchase“contacts,” wolves they know or know of and who know them. Someone theymight ask a favor from in a time of need. Wolf contacts may be loyal, neutral orantipathic just as in the Character Burner.

Pack MatesPups

The most precious resource of anypack is the pup. Without pups thepack cannot survive. When the pupsare born in the spring, the entirepack devotes its energies to huntingfor them and nursing them intohealth. A Great Wolf pup does notreach full maturity until he is 2 yearsold, but by the end of the first yearhe is usually strong enough to fendfor himself.

Making it to the year mark is anarduous and dangerous process.

There are many dangers in the wild (and especially in the Legion) that cantake young pup’s life.

Purchasing a pup gives the PC wolf a 2-8 month old wolf. This young wolfcannot travel far or hunt for itself. It must be taken care of, but if it reachesadulthood it can become a new pack member, a possible mate, or a deadlyenemy.

Aunt/UncleThe player may purchase a 3 Lp wolf whose last lifepath is Aunt or Uncle.

DominantA player may purchase the pack’s Dominant as his companion. It can be the

player’s superior or even the player’s mate. Dominant Pack Mates have 4 Lps.

Wolf Resources Rp CostPACKMATES AND PUPS

Pups . . . . . . . . . . . . . . . . . . . . . . . . . . .6Aunt/Uncle . . . . . . . . . . . . . . . . . . . . . .2Dominant . . . . . . . . . . . . . . . . . . . . . . .5Hunter/Yearling . . . . . . . . . . . . . . . . . .3Last Wolf . . . . . . . . . . . . . . . . . . . . . . .2WOLF-FRIENDS

Raven . . . . . . . . . . . . (see description) 2Dog/Lesser Wolf . . . . . . . . . . . . . . . . . .3TERRITORY

Plentiful Range . . . . . . . . . . . . . . . . . .10Wild Grounds . . . . . . . . . . . . . . . . . . . .7Barren Lands . . . . . . . . . . . . . . . . . . . .4REPUTATION

Local Territories . . . . . . . . . . . . . . . . . .5Regional Territories . . . . . . . . . . . . . . .10Continental Territories . . . . . . . . . . . .15

Th e Way o f t h e G r e a t Wo l f

35

N e w B u r n i n g W h e e l L i f e p a t h s

34

importantly, taught to obey the commands of their riders. Where a wild wolfwould be patient and cunning, a legion-wolf must charge into the fray andglistening steel. Still, the Black Legions have been shaped by the presence of theGreat Wolves. Many a Howling Beast has been taught the benefit of lurking quietlyin wait and attacking from ambush.

Locking BiteA wolf really only has one weapon to speak of, its powerful jaws. Used for

eating, foraging and hunting, these are rather an all purpose tool rather than asimple weapon. Even so, they are quite deadly when used with the intent to kill.

The nature of jaws is something different than a mere slashing sword. Jaws aremeant to grab and crush. Therefore, whenever a wolf Strikes with his jaws, hemay declare it a Locking Bite. To hit and damage are done as per the standardmelee rules, but successes of the Strike are also counted as a Lock. The victimmay roll Natural Defenses to attempt to shrug off the lock. (The wolf does nothave to Get Inside to perform a Lock.)

Blood-of-Fire Strikes the Fell Ancient. He rolls three successes. That’s a Markresult for damage plus it’s a 3-success Lock. The Fell Ancient takes the damageand notes it on his PTGS. Now he must roll his Natural Defenses/Speed in orderto fend off the Lock. (This roll is unmodified by the damage of the Strike—it’s simultaneous.) He rolls one success and thus the Fell Ancient is now in a2D Lock, in addition to a whole lot of pain.

Charging on Four LegsWolves may perform Charge moves in Aggressive stance. They may not

otherwise maintain Aggressive or Defensive stance while sprinting.

Designer’s NotesPlaying a wild animal in a game and as a member of a party may seem a bit

odd at first glance, but it can be successfully and enjoyably done. These wolvesare designed to be much more than feral brutes. They have their own language,their own culture and are quite capable of learning the culture and language ofother races. Think Jungle Book or Animal Farm.

These rules and lifepaths attempt to create a broad sketch of wolf culture thatplayers can bring into their own campaigns. However, some interplay of culturewithin these rules was intended, primarily that between the Spirit-Hunters andthe Ghosts of the Deeping Wood.

Wolf ContactsWolves may be friends with,

acquainted with, related to, or evenenemies with a number of otherwolves. The prices are listed for eachtype of wolf that a player charactermight know.

As with contacts in general, aGreat Wolf may choose to have hiscontacts Loyal for double the cost,or Hateful for half cost. Minimumcost for contacts is, of course, oneresource point. Wolves may not takethe “family” discount.

Wolf TacticsWhether they are bringing down

hoofed prey, subduing a waywardpackmember or killing a stray wolf

of an opposing pack, fighting is commonplace in any wolf’s life. Great Wolveshave a particular way they engage in combat.

They prefer to fight in packs, but do not have to do so. If at all possible thewolf will attempt to gain on his opponent with stealth and attack from surprise.Or if spotted, the wolf will lock eyes with his enemy and attempt to intimidatehim into running. If the quarry does break, the prowling wolf will instantly leapto the pursuit, taking his opponent down with a savage bite to the mid-riff orhead if possible. Wolves avoid the legs of their quarry. They know well that akick to the face may kill them!

If quarry does not break from intimidation, a pack of wolves will attempt toencircle it and harry its flanks. If it doesn’t run, they are usually at a stand-off.Great Wolves hunt massive prey—huge caribou and moose that could easily smashthem with their sharp hooves and deadly horns. Thus it is imperative that theycatch them on the run.

Obviously, Legion-Born wolves are taught to fight somewhat differently. TheShadow-chasers hunt in slithering packs, sometimes led by an Ebon Tyrant, andthey tend to fight like wild wolves. But Howling Beasts and Black Destroyersare taught to fight in armed formation, taught to lance charge, and most

Wolf Contacts Rp CostPACKS

Aunt/Uncle . . . . . . . . . . . . . . . . . . . . . .1Dominant . . . . . . . . . . . . . . . . . . . . . . .4Hunter . . . . . . . . . . . . . . . . . . . . . . . . .2Yearling . . . . . . . . . . . . . . . . . . . . . . . . .3Elder . . . . . . . . . . . . . . . . . . . . . . . . . . .3Last Wolf . . . . . . . . . . . . . . . . . . . . . . .2OUTCASTS, TAINTED AND TRAITORS

Scavenger . . . . . . . . . . . . . . . . . . . . . . .3Lone wolf . . . . . . . . . . . . . . . . . . . . . . .3Dire Haunt . . . . . . . . . . . . . . . . . . . . . .8Fell Ancient . . . . . . . . . . . . . . . . . . . . . .9Ghost of the Woods . . . . . . . . . . . . . . .12Spirit-Chaser . . . . . . . . . . . . . . . . . . . . .7Spirit-Howler . . . . . . . . . . . . . . . . . . . .8Spirit-Hunter . . . . . . . . . . . . . . . . . . .10LEGION-BORN

Whipmaster . . . . . . . . . . . . . . . . . . . . .2Shadow-chaser . . . . . . . . . . . . . . . . . . .3Wayward . . . . . . . . . . . . . . . . . . . . . . . .4Howling Beast . . . . . . . . . . . . . . . . . . . .3Black Destroyer . . . . . . . . . . . . . . . . . . .4Ebon Tyrant . . . . . . . . . . . . . . . . . . . . .7

Th e Way o f t h e G r e a t Wo l f

37

N e w B u r n i n g W h e e l L i f e p a t h s

36

What divides these two arcane packs is a stark—yet minute—difference inphilosophy. The Way of the First Hunter teaches Spirit-Chasers that a divinewolf, Great Grandfather, was part of the grand scheme of creation. He was thefirst wolf of the forest in the formative days of the world. Great Grandfatherprotected his pups and passed his knowledge of the powers of the world downto them.

Whereas Ghosts of the Deeping Woods, Dire Haunts and Fell Ancients believethat Great Grandfather was more than that. He was the Great Ancient beast whocreated the world. Not merely some part of a grand scheme, but the designer ofthat scheme. The two sects differ on their philosophy to a fanatical degree, muchlike the way religious sects of men quibble over minor details.

Aside from that, the playing of wolves is left fairly open. Though, the Slave tothe Legion setting is obviously meant to accompany the Orc lifepaths from theCharacter Burner. If playing in an Orc-less campaign simply omit this lifepathset.

Wolf Paces Moved per Volley (ppv)Speed Walking Jogging Sprinting

B1 1p* 1p 1pB2 1p* 2p 3pB3 1p 3p 4pB4 1p 4p 6pB5 1p 4p 7pB6 2p 6p 9pB7 2p 7p 10pB8 2p 8p 12pB9 3p 9p 13p

*Slowpokes with a B1 Speed only walk-move in one volley out of theexchange (player’s choice). Pokeys with a B2 Speed walk-move 1 pacein two volleys out of the exchange.

Wolf Paces Moved per Exchange (ppe)Speed Walking Jogging Sprinting

B1 1p 3p 4.5pB2 2p 6p 9pB3 3p 9p 13.5pB4 4p 12p 18pB5 5p 15p 22.5pB6 6p 18p 27pB7 7p 21p 31.5pB8 8p 24p 36pB9 9p 27p 40.5p