White Wolf α

• Prereq: requires Aysle ; Elf; Warden

Elven wardens often take white wolves as companions (not pets), and the two live, fight, and die together from the moment of bonding on.

This Perk grants an elven warden a loyal white wolf who follows basic commands and fights to the death to defend his master. The animal is as smart as the most well-trained dog of Core Earth, meaning it can select targets intelligently, defend a particular person or location, or retrieve an object if it’s seen it before. The owner can also designate rally spots the wolf can go to or wait, though this must be done ahead of time with a hand signal or command at the particular location. This is useful for those times a warden must go into a city or place the wolf might be unwelcome or endangered.

In game terms, the player should control the wolf most of the time, choosing his targets, rolling his attacks, and so forth.

White wolves do not have Possibilities, but the warden can spend his Possibilities (and Destiny cards) for the creature—even if they are separated.

When a white wolf is slain, its spirit goes into a shadowy nether realm, gathering power and form until it can return to the land of the living at the beginning of the next act.

If the wolf’s master falls, it permanently loses a point of Shock every 24 hours until it fades away to the spirit world, never to return.

White Wolf

Cosm: Aysle

Attributes: Charisma 7, Dexterity 8, Mind 5, Spirit 9, Strength 8

Skills: Dodge 10, Intimidation 10, Stealth 10, Tracking 8, Unarmed Combat 10

Move: 12; Tough: 8; Shock: 9; Wounds: 2

Possibilities: Never

Special Abilities:

  • Bite/Claws: Strength +2 (10)

Elf

Elves are an increasingly common sight in Core Earth, in part because so many marched with Pella Ardinay, and in part due to the pull of Elfhame (page 72). Guilt brought the elves to Earth, but once here most forgot the dire situation of Aysle and lost themselves in the bright trees and strange songs of the new world. There is infighting among the elves, and those who remain true to the Army of Light fear that as more elves lose their way and Go Fae they’ll bring about yet another cataclysm.

This perk leads to Spirit Wolf.

From Core Rules