Wind-Walker
Children of Ithaqua, / Wendigo
Folklore concerning those who become possessed by wilderness demons is common in some of the harshest and cold climates of the world. The tales often carry similarities, with possessed people turning into animalistic creatures and feeding on human flesh. Far from the werewolves of European origin, the wind-walkers are those touched by the Great Old One Ithaqua.
Humans directly touched by the Great Wind-Walker, Ithaqua, may become transformed into wind-walkers; however, lore exists suggesting that those who follow certain dark rites can offer themselves to the “dark spirit of the land” (presumably meaning Ithaqua) and willingly open themselves to the change. In addition, some folklore states that the act of cannibalism, if taking place within Ithaqua’s domain, can trigger a person’s receptivity to the Great Wind- Walker’s call, potentially driving them to further bloody acts while their body and mind metamorphize into something other. While such lore accounts for solitary encounters, other tales speak of the wind-walkers or furies roaming the wilds in packs. Perhaps, all such accounts carry the seeds of truth, for the will and power of Ithaqua are beyond our comprehension.
Wind-walkers tend to be found only in the region of the North Pole; thus, North America, Canada, Russia, Norway, and Greenland, although areas on the periphery may include the potential for encounters. In terms of motivations, these creatures appear simple in their desires. Firstly, they crave human flesh, and secondly, they desire to make more of their kind. They are savage, usually solitary, and highly territorial. Perhaps, it is only while under the sway of sorcery or the influence of Ithaqua that they cooperate and coexist. While the outcome is always the same, as previously noted, wind-walkers come into being through differing ways, as follows.
Humans in the process of change grow bestial and feed upon human blood and flesh. Initially, such traits may be disguised or hidden as the urges are momentary and shortlived. Where human flesh cannot be accessed, the cursed human may consume moss, fungi, and animals to slake their hunger. As the transformation takes hold (anywhere between 24 to 48 hours or more), the urges are less controllable, grow stronger, and last longer. Eventually, nothing of the person they once were remains and they disappear from society deep into the cold wilderness. It is said that certain shamans, who follow the Old Ways, may know the secret sorceries to change a wind-walker back into a man.
In some instances, a human suffers irregular transformations into a wind-walker. While their personality is inevitably and irrevocably changed into something more malign, they outwardly manifest (changing their human appearance for that of a wind-walker) only at irregular intervals, normally for around 4D6 hours duration. During such times, they are for all intents and purposes a fully developed wind-walker. This werewolf-like curse may last years before the person undergoes a final transformation, permanently becoming a wind-walker. Each person so cursed varies, with some having no knowledge, at least at first, of the change upon them, while others remember all the details (perhaps delighting in the experience and desirous for the change to come upon them again).
Sky Dance: some wind-walkers possess the ability to “run” through the air, a means of travel akin to flying. It is said when Ithaqua appears, racing across the northern skies, the deity is accompanied by many of its children.
Ice Heart: folklore suggests that the only way to kill a windwalker is to plunge a burning stake or knife into its cold heart, cut it out and burn it to ashes (targeting the heart imposes a penalty die to attack rolls). If not destroyed in this manner, the wind-walker does not die and rises again at the next sunset. A truly slain wind-walker rapidly decomposes into a skeletal mummified husk that shortly crumbles to dust and blows away on the wind.
“Human” Wind-Walkers: for characters undergoing transformation into a wind-walker, adjust their profiles as follows: add 2D10+10 points to STR, CON, SIZ, and DEX, while reducing their Sanity points by 1D6 per day (until zero). While their mind grows more bestial, call for an INT roll when necessary to determine whether their human or beast mind is control (this roll may become Hard and then Extreme as the condition takes hold). Knowledge of any spells known is retained.
Humans directly touched by the Great Wind-Walker, Ithaqua, may become transformed into wind-walkers; however, lore exists suggesting that those who follow certain dark rites can offer themselves to the “dark spirit of the land” (presumably meaning Ithaqua) and willingly open themselves to the change. In addition, some folklore states that the act of cannibalism, if taking place within Ithaqua’s domain, can trigger a person’s receptivity to the Great Wind- Walker’s call, potentially driving them to further bloody acts while their body and mind metamorphize into something other. While such lore accounts for solitary encounters, other tales speak of the wind-walkers or furies roaming the wilds in packs. Perhaps, all such accounts carry the seeds of truth, for the will and power of Ithaqua are beyond our comprehension.
Wind-walkers tend to be found only in the region of the North Pole; thus, North America, Canada, Russia, Norway, and Greenland, although areas on the periphery may include the potential for encounters. In terms of motivations, these creatures appear simple in their desires. Firstly, they crave human flesh, and secondly, they desire to make more of their kind. They are savage, usually solitary, and highly territorial. Perhaps, it is only while under the sway of sorcery or the influence of Ithaqua that they cooperate and coexist. While the outcome is always the same, as previously noted, wind-walkers come into being through differing ways, as follows.
- Touched by Ithaqua: a person hears the Great Wind- Walker’s call or has direct exposure to the deity may become a wind-walker.
- Bitten: those bitten by a wind-walker may themselves become wind-walkers.
- Magical Rites: dark sorcery and ritual in which a person consumes human flesh while embracing their devotion to Ithaqua may be favored by the deity and transformed.
- Cannibalism: having unwittingly eaten human flesh within Ithaqua’s domain, a person might open themselves to the cry of the Great Wind-Walker. Note that eating the flesh of a person partially consumed or killed by wind-walker is guaranteed to turn the diner into a wind-walker (a procedure used by wind-walkers to create more of their kind).
- Artifacts: certain, rare, talismans directly linked to the Great Wind-Walker seem to possess a portion of that deity’s will. If worn or carried, the artifact may open some form of channel to Ithaqua, allowing its influence to corrupt and then change the talisman’s possessor.
Humans in the process of change grow bestial and feed upon human blood and flesh. Initially, such traits may be disguised or hidden as the urges are momentary and shortlived. Where human flesh cannot be accessed, the cursed human may consume moss, fungi, and animals to slake their hunger. As the transformation takes hold (anywhere between 24 to 48 hours or more), the urges are less controllable, grow stronger, and last longer. Eventually, nothing of the person they once were remains and they disappear from society deep into the cold wilderness. It is said that certain shamans, who follow the Old Ways, may know the secret sorceries to change a wind-walker back into a man.
In some instances, a human suffers irregular transformations into a wind-walker. While their personality is inevitably and irrevocably changed into something more malign, they outwardly manifest (changing their human appearance for that of a wind-walker) only at irregular intervals, normally for around 4D6 hours duration. During such times, they are for all intents and purposes a fully developed wind-walker. This werewolf-like curse may last years before the person undergoes a final transformation, permanently becoming a wind-walker. Each person so cursed varies, with some having no knowledge, at least at first, of the change upon them, while others remember all the details (perhaps delighting in the experience and desirous for the change to come upon them again).
Sky Dance: some wind-walkers possess the ability to “run” through the air, a means of travel akin to flying. It is said when Ithaqua appears, racing across the northern skies, the deity is accompanied by many of its children.
Ice Heart: folklore suggests that the only way to kill a windwalker is to plunge a burning stake or knife into its cold heart, cut it out and burn it to ashes (targeting the heart imposes a penalty die to attack rolls). If not destroyed in this manner, the wind-walker does not die and rises again at the next sunset. A truly slain wind-walker rapidly decomposes into a skeletal mummified husk that shortly crumbles to dust and blows away on the wind.
“Human” Wind-Walkers: for characters undergoing transformation into a wind-walker, adjust their profiles as follows: add 2D10+10 points to STR, CON, SIZ, and DEX, while reducing their Sanity points by 1D6 per day (until zero). While their mind grows more bestial, call for an INT roll when necessary to determine whether their human or beast mind is control (this roll may become Hard and then Extreme as the condition takes hold). Knowledge of any spells known is retained.
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