By Mitchell Kelly (mitch.kelly@tesco.net) (18 July 1995)
"Thus far, and no farther." So spoke the Great Mother to her Wolf Children.
"You shall guard the land: the forests, the mountains and the plains. You shall guard the Balance between the two-legged and the four-legged on the land."
She pointed again, this time out, far away to where all her children knew the Great Ocean to be.
"The guardianship of the ocean shall belong to others: where the seas are warm, there shall the Rokea guard the Balance, and where the seas are cold, there the Selkies will guard the Balance."
One among the Wolf Children spoke. He was the greatest of them, with silver fur, a regal bearing -- and insufferable conceit.
"Who then shall guard the balance on the rivers, and in the lakes? If we are denied the task, who among your Children is fit for this duty? Not the Rokea, not the Selkies, for you have already spoken of them. Who shall it be? The Bastet, who hate the water? The Guhrahl, who think too long before they act? The Corax, perhaps? None of these seem fit."
The Mother was silent a moment, and then she spoke: "Where the water is warm, there shall dwell the eldest of my Children, the great Mokole. They have dwelt there since before the Garou were even imagined. They have guarded the Balance for as long as there has been a Balance."
The haughty Garou was displeased. To his eye, the Mokole were the embodiment of the Wyrm. Worse than this, the Mother spoke of them as her 'eldest Children', and her words burnt like acid in the heart of the Garou.
"But Mother," said the Garou "Still you do not speak of the cool waters. If we, the most faithful of your Children, cannot bear this burden for you, who shall?"
Then the Mother spoke again. "The youngest of my Children shall guard the cool rivers and lakes. To them is given the Balance in the fresh water. They will aid you, and be your allies. And since you will not stay always on the land, it is given to them to not stay for ever in the water. Yet they shall not challenge your rule of the land, and neither shall you challenge them for the rule of the water. You shall live as allies, you Garou and Lutran."
Now the Garou saw the Lutran for the first time. And where the Garou was tall, the Lutran was short. Where the Garou was swift and graceful, the Lutran seemed ungainly on land. Worst, where the Garou was proud, the Lutran was humble. "Who is this Child?" cried the Garou, his voice full of scorn. "Surely my Mother does not think to leave her waters in the defence of one so weak?"
The Mother waited again before speaking. "As I have spoken so shall it be. Yet I see even now the pride in your heart. I see there will be strife between you. So shall it be. Yet in a time to come, I foresee that you shall call in your despair to the Lutran. Then shall you remember your harsh words."
The Mother looked at all her Children, gathered at her feet, and she was proud. Then She rose up and left them. Each of her Children now went about their task, proud of their Mother's faith in them. All except the Garou. The Garou went to their work grudgingly, feeling that the Mother had demeaned them. They looked long at their Brothers and Sisters before they went about their task. The Lutran watched the rivers, lakes and sea margins in the North of the world, seeing that man took no more fish than he needed, and did not foul the waters in his deeds. The Lutran did not hunt men. They would kill occasionally, if a man fell to evil deeds, and they guarded against and hunted the monsters that came up at times from the great caverns beneath the deep lakes. They had a compact with the folk who lived by the rivers and lakes. These people took little, left the Lutran and their Kinfolk to themselves, and respected the world that the Mother had made. The Garou saw this, and when a great gathering of the Changing Breeds was held, they said that the Lutran did nothing useful in the war against the Wyrm. The Lutran replied that the Wyrm stayed away from the clean rivers and lakes. The people who lived there were pure and vigilant, and the Wyrm did not threaten them. The Garou claimed that in the hearts of the Lutran was only cowardice. The Lutran left the gathering, angry and hurt.
Soon the War of Rage began. Although brave and resolute, the rare Lutran were no match for the numbers and ferocity of the Garou. Nearly all were killed, except a few who hid themselves away. Then the Garou looked up, and saw that their rule was unchallenged, and they thought it was good. Then the people of the lakes and rivers forgot their compact, and took as many fish as they could, uncaring of the future. The Garou could not stop them. Then the people of the lakes and rivers dammed the flows, or drained the lakes. The Garou could not stop them. At last the people of the lakes and rivers, with none to guide them, fouled the waters with the poisons of the Wyrm, unknowing of their crimes. Gaia cried out, the rivers that are her veins afire with pain. And the Garou could not stop them, nor do anything to heal their Mother's hurt. Then the word was heard: "Would that we had not killed the Lutran, that our Mother's veins might be free of pain!" And the Wyrm laughed.
"The Story of the Lutran and the Garou", as told by Thorfinn Stormrider, Lutran Lorekeeper.
The Lutran are a gleeful people: they like nothing more than to sing and play. They were close to the Ceilican tribe of the Bastet, both geographically and in their attitudes. The near-destruction of the Ceilican by the Garou is a crime that the Lutran cannot forgive, even more than their own woes.
The otter population, although much reduced by the actions of gamekeepers and pollution, is rallying. The Lutran's human kinfolk have been vociferous in their lobbying, and the action of one of them, Philip Ware, in creating the Otter Trust, has ensured their survival.
The Lutran are not, and never have been, killing machines like the Garou. They were more like the Guhrahl in their outlook and actions: they taught the humans they found how to live in harmony with nature: how to use the waters, but not abuse them. Most of the battles fought by the Lutran were against the great water-monsters that the Wyrm breeds in the dark caverns at the bottom of lakes. When necessary, the Lutran can be deadly foes. Anyone who has seen a wolverine, or knows how a badger's jaws can crush a dog's skull would be in no doubt that the Lutran can defend themselves and Gaia if necessary.
There are few "lost pups" among the Lutran. They maintain close links with their human and otter kinfolk, and those who have bred true are closely watched from an early age. This watching often grows to include some rather vague "teaching" about the Lutran. This is chiefly of use to the Homids, who find it easier to integrate themselves into Lutran society than do many Changers. This is reflected in their higher Gnosis.
There are only four Auspices in the Lutran: Ragabash (Darkswimmer, Rage 1) Theurge (Spiritdiver, Rage 2), Philodox / Galliard combination sometimes referred to as a "Waterdruid" (Riverspeaker, Rage 3) and Ahroun (Waterfang, Rage 4). The Bards among the Lutran have always been not only the preservers of the Traditions, but also the interpreters of them.
There are no Tribes as such within the Lutran: they tend to live as small family groups, who often have their own traditions, but all consider themselves to be part of one great family.
The Lutran has four forms:
Homid: No change in stats. All Lutrans have glossy dark hair, and tend to have large, luminous eyes.
Crinos: Protected by the Veil, this form is upright, with a thick coat of glossy brown hair and a tail. The Crinos adds a foot of height and 40% to the weight of the Homid form. The Crinos has webbed fingers and toes, and can swim at twice the homid speed. Its claws and fangs do aggravated damage.
Stat alterations: STR +2, STA+3, DEX+3, PER+1, MAN-3 APP-2. Difficulty 7.
Claw damage STR+2, Bite STR+1, Both aggravated
Hispo: Even more than the Crinos, a combat form. The Hispo is a quadraped like a huge wolverine, massively strong and immune to all but the heaviest of blows. It is less aquatic than the Lutran, but can swim at human jogging pace. Its claws are smaller than the Crinos' but its bite is more powerful. Driven by the huge jaw and neck muscles, the teeth of the Hispo can shatter bones easily. A favourite combat manoeuvre is to grab and hold on, gradually grinding through an opponent's limb. This is not a Jaw Lock, although the rules for escaping it are the same. The Lutran employing this is out to destroy an opponent, and usually does not let go until the opponent, or the Lutran, is dead.
Stat alterations: STR +3, STA+3, DEX+2, PER+1, MAN-3. Difficulty 6.
Claw damage STR+1, Bite STR+2, Both aggravated.
Mustai: In this form, the Lutran is in its element. The Lutran is a large (six foot long) otter. It can swim quickly (at the same speed it can run), dive for extended periods (up to ten minutes) and has fabulous underwater co-ordination and manoeuvrability (reduce the difficulty for any underwater manoeuvre by one).
Stat alterations: STR -1, STA+3, DEX+2, PER+2, MAN-3. Difficulty 6.
Bite damage STR+1, aggravated. Claws do not do aggravated damage in this form.
Willpower: Starting Willpower is 4.
Backgrounds: Lutran get three Background points. They cannot buy Resources or Contacts.
Rage: The Lutran are less full of Rage than the Garou, and are less easy to arouse. They need an extra success on a Rage roll to Frenzy. The Lutran can spend Rage up to its Wits score per round. However, it can only gain a single extra action. Any remaining Rage points spent appear in the form of automatic successes on any Strength or Stamina roll.
Rank: the Lutran are less preoccupied with rank than the Garou. Wisdom is the most prized quality among the Lutran, followed by Honour. Glory comes a poor third. As the Lutran say, any fool can kill something. What takes real strength is to teach one who errs the error of his ways, and what gives real pride is to watch the one whom you guided grow in the light of Gaia.
Lutran and The Umbra: The Lutran do not use reflective surfaces to Step Sideways; they enter the Umbra through a body of water. It needs to be large enough to immerse the whole of the Lutran's body: a large bucket in Lutran form, a barrel or bathful in Homid.
Gifts: The Homid, Metis and Mustai Breeds use the Homid, Metis and Lupus Gifts respectively. Auspice Gifts are as per the Garou, except for the Riverspeaker, which uses the following Gifts.
Rank 1: Truth of Gaia, Scent of the True Form, Beastspeech, Mindspeak.
Rank 2: Call to Duty, King of the Beasts, Distractions, Dreamspeak.
Rank 3: Weak Arm, Wisdom of the Ancient Ways, Song of Rage.
Rank 4: Scent of Beyond, Bridgewalker, Shadows by the Firelight.
Rank 5: Geas, Fabric of the Mind.
The Lutran's own Gifts are as follows.
Rank 1: Heightened Senses, (as Homid 1) Shroud (as Uktena 1).
Rank 2: Howl of the Banshee (as Fianna 2), Spirit of the Fish (as Uktena 2), Otter's Eye (new gift).
Rank 3: Faerie Kin (as Fianna 3), Voice of the Answerer (new gift), Watertracks (new Gift).
Rank 4: Phantasm (as Fianna 4), Flashflood (new Gift).
Rank 5: Gaia's Vengeance (as Red Talon 5) Call Manannan (new Gift).
Rites: The Lutran use most common Rites. They are however somewhat selective in those they use. They have no Rite of Renunciation, or Winter Wolf. They use no punishment Rites except Rite of Ostracism and Stone of Scorn. When they use the Rite of Binding, they will not coerce a Spirit into being bound. They will only bind a willing spirit, and usually reward it well for its help. The Lutran have no Rite of Wounding, considering it crass and ignorant, but have a similar Rite for when a young Lutran first shows great Wisdom, calling this the Rite of the Awakened Mind.
Two unique Rites are the Rite of Favour, and the Holy Holt.
Totems: The Lutran generally ally themselves with one of two Totems: Otter (naturally) and Manannan Mac Lir.
The Lutran maintain good relations with the Corax. Many of these Changers make their homes in Scotland, Ireland and on the Isle of Man, and both watch over these places, protecting them as well as they can. The Lutran of northern Russia are friendly with the Guhrahl of that area: both sides seek out the other to keep abreast of matters in the area. Both groups are considering a more active role in fighting the polluters of the area, and in teaching the humans to respect their land. While this is a noble sentiment, it may be too late. Both sides are also aware that something very odd is going on in Russia. Rumours of the destruction of Garou Caerns have reached both groups, and the Guhrahl feel it may be time to investigate. The Lutran are wary of approaching the Garou, but some are beginning to feel the risks justify such action.
As a general rule, the Lutran avoid Garou. They still remember the War of Rage, and have no desire to get involved with the people who nearly exterminated them. The only time when there is any contact is when a single Garou makes a nuisance of itself. At this point several Lutran will band together, and tear it to pieces, hiding the body so that it is never found. Of the other Changing Breeds, few are now even aware that the Lutran still exist. Most would be relatively well-disposed toward the Lutran if they did meet them. The Kindred do not know of the Lutran. A few unusual Gangrel or Ravnos may have heard of or even met one, but they remain quiet about what they know. The Mages of Scotland and Ireland, especially the Verbena, once had good relations with the Lutran. Most of the Mages have forgotten that the Lutran even exist, but the Sept of Manannan's Caern on the Isle of Man have a kind of Pact with the Mannin Chantry, to come to each other's aid and to work together to defend the Island's mystical places from any threats. This combination is powerful and dangerous, as marauding Mages and Garou have learned to their cost. As far as any other inhabitants of the World of Darkness go, on being asked about the Lutran, they answer: "the What?"
Lutran Fetishes: The Lutran keep few Fetishes, preferring to create Talens or use Rites of Spirit Awakening. Two notable exceptions are The Answerer and the Daghda Harp.