By Geoff Shelburne (gshelburne@yahoo.com)
The Lords of the Mound are named so because of both their noble air and their heavily pride-filled homeland. Coming from the highlands of Scotland they much prefer kilts and claymores above the tunics and battle axes of their brother Trolls, and a simple wooden shield to the brilliant armor of their Sidhe lords. They are fiercely loyal to their own kith and their own brethren, but since the betrayal of Falchion they refuse any task that would allow gain to the Sidhe. Much like what happened to humanity between the Scots and the English has happened between the Lords of the Mound and the Sidhe, and they aren't willing to forgive or forget what was done to their kith.
Born into dreams by the peoples who sought to have just and strong commoners lead the people, they became nobles of the common fae, following the Sidhe out of knowledge that being nobles under their vision would allow more freedom for the commoners. They practice honor and mercy during battle and life, but also happily partake in the juices of pleasure like their homeland ancestors. Trow hold only contempt for liars and schemers who would sacrifice their homes and family for self-gain. Like their Scottish kinfolk the Lords of the Mound practice guardianship and justice above all else, but give no mercy to any oppressors. When rallied for a cause they believe in, the Lords of the Mound can be quick, dangerous and savage against any cause. Trow are examples of treachery to others: once they were a fierce proud folk, but now they are mere shadows of that former glory.
The Trow have existed and endured under harder circumstances than any other kith and have endured, and created a lasting feat with their Prodigal brethren. In ancient times the Garou tribe the White Howlers existed side by side with them. The White Howler's strange ritual practices and outlooks influenced them only somewhat and after the Lords of the Mound began to emerge in few numbers again, they sought to find the scattered and dangerously hunted emerging White Howlers, and eventually formed a pact with them to create the clan MacUien, later forming and changing it to clan MacGregor after the Scottish clan forced to dismember under English rule.
Like their clan namesake however, after the betrayal of Falchion the few survivors or loners who weren't included slowly began traveling the world in search for their kinsmen. The Lords of the Mound have contacts all over the globe, but particularly in east Asia with the Stargazers (see Werewolf: the Apocolypse), the Akashic Brotherhood (see Mage: the Ascension), the Eastern Gallain (see the upcoming Land of Eight Million Dreams), and the Gangrel clan (see Vampire: the Masquerade).
Wilders are fiercely pride-filled towards home, friends and family. Strong and resolute, they normally hone their warrior skills at this age and tend to travel, learning of ways and views of others, trying to help commoners and the average person. Wilder Trow indulge in the pleasures of life, but never let it affect their honor.
Grump Trow are tired and protective. Slow, but still strong and wiser then most others, they normally watch over the younger members of any group.
Just Sight: Born from dreams of mortals wishing a better and more just rule, all Trow have the ability to detect if someone will betray or is lying by making a successful Perception + Kenning roll (difficulty is target's Willpower). All Sidhe give a -1 modifier to this role.
Eshu: Travelers and vagabonds, but do they truly understand honor and pride?
Nockers: These smiths arm and build for us; their personalities however are best meant for machines than others.
Pooka: Their pranks hurt no one, but can hinder others. They must learn responsibility.
Redcaps: Locked away by the nobles long ago, we can understand why they act as they do, but we do not condone it, and we do not accept it.
Satyrs: Lusty and fun loving, we see how they like such things, but they will never truly appreciate the rewards of honor and the freedom others have died to earn.
Sidhe: Betrayers and plotters, their schemes have caused pain and death, and it is time for new leaders.
Sluagh: Plotters and schemers, their secrets are used to manipulate others, worse than Sidhe.
Trolls: Our brothers and sisters, they share our views but need to learn to find life's pleasures with its honor.