WYLD RUNNER

By Alejandro Melchor

When the american continent was still being populated, along with the Uktena and the Wendigo came a small pack of Silent Striders who kept traveling when the other Garou had settled. This pack suddenly disappeared, breaking contact with their fellow Garou, and also with their Totem.

Centuries later, the mexica people left from the fabled Aztlan, and began traveling south; with them, came the Wyld Runners, the descendants of those vanished Silent Striders that had found a Gate to another world and returned.

The Wyld Runners are now very different from the Silent Striders, they love the roads, but not for the sake of travel alone; they consider that every journey must have a destination, and toward that destination all effort must lean.

Once a Wyld Runner takes the road, there's little in the world that can keep him from reaching his goal; for this, they became the perfect messengers and guides; they cannot get lost, and rather die than fail in their tasks. For this, they are allies of the Templar Knights.

As the journey south continued, many packs claimed several territories along the way, until they reached the Texcoco Lake, where the Aztec founded their capital city.

Once their Kinfolk reached their destination, some Wyld Runners dispersed, looking for more goals, but many stayed, serving later as couriers for the Aztec emperors. Their uncanny speed and relentless march served well.

Today, most Wyld Runners live in the wilderness among their Kinfolk and, even as dispersed as they are, can summon and reach each other with astounding swiftness. Once settled, the Wyld Runners like to be undisturbed, and are very zealous of their Kinfolk, as they are their responsbility. As they believe that they have achieved a Goal by settling, they are extremely territorial; if found as a sept, their Goal will be the protection of the caern and they will protect it fiercely.

They favor the Wyld, but see the Weaver as just part of the scenery; the Wyrm, though, is attacked fiercely, as It seeks to destroy all goals and journeys. They believe that everyone has a Goal, and the right to pursue it. For example; the Wyrm has the right to pursue the goal of destruction; but the Garou have the right to set their Goal as to stop it. They are broad minded, and judge the individual by his own merits.

Their Totem is Teonanacatl, the Divine Flesh, as they call the peyote mushroom. They also call it Mezcalito with fondness, and it allows them to travel spiritually as well as physically.

Initial Willpower: 4

Backgrounds: 4, but they can't spend them on Resources and Allies.

Wolf form: Brownish or grey, as they have mated with the mexican wolf.

Organization: Loose, they respect very much their elders and those human shamans that show a great understanding of the spirit.

Habitat: The Sierra Madre Occidental, mostly; though many can be found in the deserts of northern Mexico as well as the Valley of Mexico.

Protectorate: The Tarahumara and Huichol indians; all travelers on pilgrimage, regardless of race; the lost and disoriented.

Quote: "There may be just One Goal, but many Paths lead to it. You can't stop the message by stoping the messenger for we have arrived already".

Stereotypes:

Black Furies: All that rage wasted! They can't see their destination as their anger cloud their eyes.

-"Hmph. Vagabonds". Hippolita-Black Fury Ahroun

Bone Gnawers: They are lost to themselves, they think they are where they want to be, yet they suffer.

-"Why travel so much, all I could wish for is in this nice, damp alley". Pedro-Bone Gnawer Ragabash

Children of Gaia: They seek to lead the Garou toward peace with the Homids, that is a worthy and difficult Goal and we must respect them for trying.

-"If only they could stay...". Eva-Children of Gaia Galliard.

Fianna: They may be fine bards and warriors, but are too full of self to truly embrace their goals.

-"Dinna we fought them at El Alamo?" Ciaran-Fianna Galliard

Glass Walkers: The roads they travel are unknown to us, as they are artificial. However, they are too attached to their homes.

-"They certainly know how to move, but they can't beat a plane, a fax or my trusty Net-Spider" Miguel-Glass Walker Philodox.

Get of Fenris: Savage, bloodthirsty, their travels mean death to those they encounter; they have corrupted the meaning of Journey.

-"Cowardly runners, we could shred them apart anytime". Jurgan- Get of Fenris Ahroun.

Red Talons: Too centered to be free, theirs is a goal we cannot approve.

-"Masters of the Wolf Run, we respect them, but they protect the Apes too much for my taste". TornEar-Red Talon Philodox

Shadow Lords: They stagnate the journeys and want to keep everyone from traveling free. They are against us; be wary of them.

-"Rebellious pups; they are anarchistic and unreliable". Gonzalo-Shadow Lord Ragabash.

Silent Striders: They run, but they never reach.

-"They constrain themselves with an objective; by their destination they limit their freedom". Kahleb-Silent Strider Theurge

Silver Fangs: Poor leadership is like a blind guide.

-"Hmmm". Corin-Silver Fang Philodox

Stargazers: They take the inner paths; we wish them to find what they seek.

-"Too much time traveling can be hard for the spirit, they are strong"- SingingStar-Stargazer Galliard

Uktena: No one knows what their Goal is, the Wyrm stalks them. -"Perfect explorers of the Umbra; they could gather us much knowledge"- Claw-that-Runs-Uktena Theurge

Wendigo: Their Goal is to drive out the white men, but now the white men are also part of the land.

-"It's a surprise that they tolerate the white Homids violating their lands, they should fight!" Cutterwind-Wendigo Ahroun

Ehectal: Wise men; their goal is knowing and teaching.

-"Good fighters, good guides. Their only fault is that they don't teach all they know". Xilacatzin-Ehecatl Philodox

Tlaloque: Noble men; tending the suffering, they never hesitate to help us, nor our enemies.

-"They move too much to make an impression on anyone's life; once settled, that's a whole new story". Maria-Tlaloque Theurge

Nahual: They are dark and foreboding. It's better to avoid them.

-"Just another bunch of ignorant wolf-get". Patricio-Nahual

Kindred: They are individuals with individual goals, should they endanger ours, they die.

-"The only difference is that these furries speak spanish"- Michelle, 9th.Gen. Ventrue

-"We could learn much from their secrets". Julian, 7th.Gen. Tremere.

-"They are closer to us than the other Garou". Sergio. 13th.Gen. Gangrel.

-"My Sire tells me they served us once; they will again". "Navajas". 7th Gen. Huitzilopochtli.

Mages: Same as the leeches, but much more dangerous.

-"The what...?". Martin, Virtual Adept

-"Noble creatures, wise in the ways of the spirit", Don Luis, Dreamspeaker.

-"Strange heretics, but at least they respect us", padre Manuel, Celestial Chorist.

Gifts

Sense of Place (Level One)

Balance (Level One): As the Stargazer gift.

No Obstacle (Level Two)

The Shortest Way (Level Two)

Power Walk (Level Three)

Open Moonbridge (Level Three): As the Ragabash Gift

Pass the Cargo (Level Four)

Fist of the Spirit (Level Four)

Grab the Wylding Lines (Level Five)

Reach the Umbra (Level Five): As the Silent Strider Gift

Totem

View Teonanacatl totem

Talen

Spirit Whistle.

Rites

Rite of Calling (Level 1)