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Corax are one of the changing breeds of the Classic World of Darkness. They are wereravens.

Corax forms

Corax Forms from Changing Breeds. Art by John Bridges.

Overview[]

FeraCorax

Symbol used by the Corax to describe themselves

The Corax animal form is that of a raven (corvus corax), and they take to their role as scouts, spies, and gossips with zeal. They are one of the few, if not the only, groups of shifters still on good terms with the Garou after the War of Rage.

Corax are well known for flying, talking (and talking, and talking...), performing practical jokes on deserving Garou, and swooping down from the sky to nab dimes and tin foil. Most of all, they have a reputation for knowing things. A fomor can't fart in Jersey without every Corax in California knowing about it. Wanderlust, wings, and the breed's well-known inability to shut up enable to Corax to report their finding to one another as well as the local Garou and other authorities. Some Corax have even bragged about being faster than the internet; while this is an obvious exaggeration, the breed survived the War of Rage by being the fastest means of communication available to Garou war parties.

Corax do have Rage, but they rarely develop it and are not known for the kind of violent outbursts that plague the Garou. They begin life with more Gnosis than most Garou, though they are usually forced to barter favors and information for access to Caerns. While Corax are able to breed with humans or ravens, new Corax are only created by the Rite of the Fetish Egg. This ritual is very taxing to the parent and will automatically fail if attempted on the child of two Corax.

All Corax have Raven as a totem, and their bond with Helios is similar to the one shared between the Garou and Luna. They adore shiny and sparkly things, and are actually required to make a Willpower roll upon encountering one to avoid snatching it. Corax receive one free dot of Athletics, Enigmas, and Subterfuge at character generation (the book does cite Dodge, not Athletics, but Dodge doesn't exist in 20th Anniversary Edition; this is a typo on their part).

The Corax of the Beast Courts of the Emerald Mother are known as the Tengu and are similar in almost every respect to the Western Corax. The Ahadi have their own counterpart that breeds with the native white-necked raven, the Makunguru.

Breeds[]

Corax are either homid or corvid, and have no metis breed. Socially, the differences between the two are negligible.

  • Homid - Human-born Corax are similar in many respects to their Garou counterparts, though they have Corax traits rather than some of the anger-management issues typical of werewolves. They are unable to take points in the Flight skill except with Freebie Points or Experience.
  • Corvid - Raven-born Corax usually undergo their First Change after 8–10 months. The begin with two dots in Flight, but are unable to purchase several skills and knowledges except with freebies at character creation.

Forms[]

Corax forms 01

Corax forms from Players Guide to the Changing Breeds. Art by Melissa Uran.

  • Homid - Corax in their homid form have been described as "underfed punk rockers" with black hair, eyes, and clothing. They tend to be small and thin, slightly pale and usually have sharp noses. Most Corax have ring fingers longer than their middle ones.
  • Crinos -the Crinos form is a very awkward half-avian creature. The Corax generally only use this form to fight off enemies long enough to escape, and then only in times when they are left without an alternative. Most of the breed's combat-related Gifts function only in Crinos form.
  • Corvid - the Corvid form is essentially that of a common raven, though Corax are particularly large birds that are closer in size to eagles.

Gifts and Rituals[]

Corax have access to almost all Gifts in common use among the Garou, though they favor those specific to Ragabash and the Shadow Lords. As creatures of Helios, they receive some exclusive fire- and light-related gifts, as well as some specific to creatures with wings and feathers. Corax have only a few Rites not practiced by a Garou. The Rite of the Fetish Egg and Rite of Memory Theft are two of the most important of these.

For a full list of Gifts, see Corax Gifts.

Culture[]

Corax gain renown as Ragabash Garou, though they tend to favor their particular brand of Wisdom. Glory is often neglected by the fragile Corax.

Relationships with Others[]

The Corax are perhaps the most tolerated and well-traveled of the breeds, due in equal parts to their nature and their desire to not be chased by bloodthirsty Fera.

  • The Garou: The Corax have maintained a working relationship with the Garou ever since they traded their services as spies and messengers for survival during the War of Rage. Despite that service, they provided the other breeds the same courtesy and have escaped the hatred most other Fera have for the Garou. The Corax neither entirely trust nor entirely like the werewolves, but continue to support them as the best shot at defeating the Wyrm.
  • The Nuwisha: The Corax, especially those native to the American Southwest and umbral explorers, think of the Nuwisha as kindred spirits. Much of this sense of camaraderie comes from the shared feeling of the only race able to tolerate the other's sense of humor.

Known Corax[]

Kinfolk[]

Gallery[]

Statistics[]

Crusade Lore: The Storytellers Screen and Book
Few people know that some werecreatures wear feathers instead of fur. Fewer still realize that the carrion birds wheeling above battlefields may be carrying word of intruders to the werebeasts of the wild. Even the human legends of the Morrigan, Hugin, Munin and their ilk are but shadows of the truth. The Corax have always been careful to make sure that they know more about others than others know about them.

Although far less infamous than their savage brethren, the raven-folk are fairly widespread throughout Europe. Their presence is rarely noted, even by Awakened witnesses; one expects to see ravens at a battlefield or following a caravan. the Corax seem content to simply watch the events of the time, storing away the outcomes of wars or the passage of armies for their own benefit. Certainly they don't share their counsel with humankind or even mysticks. However, ravens occasionally descend into the dark reaches of the Black Forest, into the remote highlands of Scotland or into other places where werewolves rule. Whatever words pass between the creatures, no human can say. But sometimes Daedalean troops are annihilated in surprise attacks by berserk werewolves, or by traps that must have been set for them - and the only ones left to note the victims' end are the ravens, who descend to eat their fill.

Corax Spy
Child of the Sun and companion of Odin One-Eye, this witty fellow excels at intrigue. Shedding his cloak of feathers, he moves throughout polite society, watching from the shadows or hidden places. His curiosity sated, he beds his nest with tasty gossip - or claims the reward of a wet, glistening eye with which to feed his hunger.
Character Creation: Attributes 9/7/5, Abilities 20/15/5, Backgrounds 5, Willpower 6
Suggested Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma 3, Manipulation 4, Appearance 2, Perception 5, Intelligence 3, Wits 4
Suggested Abilities: Academics 2, Alertness 5, Animal Ken 2, Archery 1, Athletics (Flight) 4, Awareness 2, Brawl 1, Cosmology 2, Crafts 1, Culture 3, Dodge 4, Enigmas 4, Etiquette 3, Expression 3, Hearth Wisdom 3, Instruction 2, Intrigue 4, Investigation 5, Larceny 3, Law 2, Linguistics 3, Lore 2, Medicine 2, Meditation 1, Melee 2, Occult 4, Research 3, Science 2, Stealth 4, Subterfuge 4, Survival (Woodlands) 3
Suggested Powers: Strength +2 Claw; however, wereravens prefer flight to fighting. Their supernatural abilities lean toward spying and communication, although they can also manifest several solar magics granted to them by their patron, the Sun.
Gear: Low- to moderate-quality clothes, intercepted messages, shiny objects, love letters (others')

Werewolf Storytellers Companion
Freelance Courier
Attributes: Strength 2 (5), Dexterity 4 (6), Stamina 3 (5), Charisma 3, Manipulation 3 (1), Appearance 2 (1), Intelligence 3, Perception 4, Wits 4
Abilities: Alertness 3, Athletics 1, Dodge 4, Empathy 3, Expression 1, Primal-Urge 1, Streetwise 4, Subterfuge 2, Etiquette 1, Firearms 2, Stealth 4, Computer 4, Investigation 4, Law 1, Linguistics 2, Medicine 1, Occult 3, Politics 1, Rituals 1, Science 2
Gifts: (1) Open Seal, Persuasion, Scent of the True Form, Truth of Gaia; (2) Sense the Unnatural, Sight from Beyond, Taking the Forgotten
Rage: 1; Gnosis: 4; Willpower: 6
Attacks: Claw (6 dice)
Roleplaying Hints: The Freelance Courier has contacts among the local sept of Garou, but they don't know that he's anything other than a simple well-intentioned Kinfolk to a non-local tribe. He cultivates a skittish demeanor, threatening that if the werewolves try to press-gang him into anything other than messenger duty, he'll be gone in a flash. He may have a contact among the sept that knows his true nature, but having heard plenty of tales about what paranoid Garou do to other shapechangers, that contact is sworn to ultimate secrecy. The Freelance Courier is as sassy as his raven relatives, although he knows better than to tease werewolves too much - that's a job best left for someone better suited to surviving an angry werewolf's claws.

Hunter: The Reckoning
The Moonstruck
Raven-Shifters
While other shapechangers hunt, wereravens spy. Of all the shifters, they are the most likely to talk to other shifters - and perhaps hunters - to gather information. Their sacred duty is to spot the unnatural and corrupt in the world and to report it to the other werecreatures to be dealt with. On occasion, a wereraven notices people behaving strangely and turns to these hunters to do their work for them as an entertaining alternative to getting short-tempered cousins involved. Just as werewolves use their families to infiltrate and deal with human organizations, wereravens may find that hunters are capable of dealing with problems involving other humans or single supernatural creatures better than werewolves can. Imbued who seek communication with the supernatural might find raven-shifters willing to become regular contacts - but may also find them frustratingly secretive in turn.
Wereravens do not form families. New wereravens are created from normal humans or ravens by a mysterious ritual. the imbued cannot be turned into wereravens.
Forms: 3 - human, raven-man, raven. Wereravens almost never assume raven-man shape unless in extreme danger.
Weaknesses: Gold: is as lethal to wereravens as silver is to werewolves.
Smell: Wereravens cannot smell anything but the strongest of odors.
Special Abilities: Sight: Wereravens have perfect vision, far better than humans, allowing them to see events on the ground clearly from the air.
Wing Slice: In raven-man form, these creatures can attack using razor-tipped wings, doing Strength +3 lethal damage. The attack is made by rolling Dexterity + Brawl (difficulty 7)
Eye Eating: A wereraven gains a person's last memories by eating the eyes of his corpse. The last five minutes of the deceased's life are experienced in clear detail. This power does not work on the corpses of hunters. The imbuing seems to prevent their very bodies from giving up information to the supernatural. The eyes of bystanders are "informative," however.

Version Differences[]

First Edition[]

The Corax are depicted in a full-page art piece in Dark Alliance: Vancouver (1993), but they are not described in the book.

The Corax are fully introduced in the Werewolf Players Guide book (1993), it is said that they first originated in Asia and spread from there, that they have a long history in the Old World, traveled with the Vikings, forged a relationship with the Fianna and Get of Fenris, traveled to the New World to settle in the Pacific Northwest. They call meetings a Gather or sometimes a Parliament, and from them they will sometimes build temporary groups for a certain goal. Some young urban Corax form gangs called murders. They value Wisdom, while Honor and Glory are rarely sought, but consider worthy when gained. Two camps are listed: The Morrigan and The Hermetic Society of Swift Light. Raven is listed as their Totem and readers are referred to Ways of the Wolf (1993) for a full description of the Totem, Corax need not purchase the Totems Background to follow him. Their Language, Habitat, Breeding, Character Creation (Beginning Willpower: 3, Gnosis: 6, Rage: 1), Forms, Special Combat Maneuver: Eye Pluck, Merit, Gift List, Rite List and a Corax character in Vancouver are listed.

Form Statistics

Strength Stamina Dexterity Appearance Manipulation Perception Difficulty
Homid: - Homid: - Homid: - Homid: - Homid: - Homid: - Homid: 6
Crinos: +1 Crinos: +1 Crinos: +1 Crinos: -2 Crinos: -2 Crinos: +3 Crinos: 6
Corvid: -1 Corvid: - Corvid: +1 Corvid: - Corvid: -3 Corvid: +4 Corvid: 6

The GURPS Werewolf: The Apocalypse Companion book was canceled, since the Vampire version is the Players Guide, this book would have featured the Corax in it if it was published.

In Rage Across Russia (1993), the Corax are briefly mentioned on the opening page of Chapter Three.

Second Edition[]

Who’s Who Among Werewolves: Garou Saga (1994) describes a couple of Corax and at least one Corax Kinfolk, whereas Mage's The Book of Madness (1994) details the Corax, Johnny Gore, who consorts with Marauders. While the Werewolf Storytellers Handbook (1994), briefly mentions the Corax in the War of Rage section.

The Corax are mentioned in various Tribebooks, usually under the "Views" sections: Fianna Tribebook (1995), Red Talons Tribebook (1995; in the War of Rage section), Shadow Lords Tribebook (1996), Stargazers Tribebook (1997; Sheba Sootstained), Silver Fangs Tribebook (1997; in the War of Rage section), Uktena Tribebook (1998), and Wendigo Tribebook (1998).

At least one Corax is featured in Rage’s Umbra Set (1995) and the book, Rage: Warriors of the Apocalypse (1996). They would also be in Rage Across Las Vegas (1997-1999) by Five Rings Publishing Group. However, they were only represented as character cards one could add as support to a Garou deck, they never received enough material in either game to run an all Corax themed deck.

World of Darkness: Midnight Circus (1996) featured the first fallen Corax, Mr. Flint.

The various Breed books would also mention the Corax under the "Views" sections: Bastet (1997, in The Changing Breeds – First Twilight Section), Nuwisha (1997), Gurahl (1998), Ratkin (1999), Mokolé (1999), Ananasi (2000), Nagah (2001) and Rokea (2001). The Mokolé state that the Corax gave up the Mnesis or Memory, the Nagah comment on how Manyskins pulled one on the Tower of London Corax and the Rokea believe that the Corax act like Remora in Oversea.

Kinfolk: Unsung Heroes (1997), has a section on their Kinfolk by Eric Kroll, a Corax Kinfolk. Laws of the Wild (1997) has a section on the Corax. It lists both Helios and Raven as totems, but doesn't go into full detail why Helios is now listed.

The Corax book (1998) discusses; the Corax's association with Helios is established, History, Tower of London, eye drinking, Roll Call, Ministers, Camps (Sun-Lost, Morrigan, Murder's Daughters, Hermetic Order of Swift Light, Chasers), Raven's Laws, Geography, Mention of the Tengu, Corax Markings, Thoughts on Others, Rara Avis naming for their Crinos form (an in-joke among Corax), what happens to Vampires if they try to embrace Corax, Traits, Abilities, Backgrounds, Merits, Flaws, Gift List, Wing Swipe Combat Move, Rites, Ranks (Oviculum, Neocornix, Ales, Volucris, Corvus and a sixth nameless rank), Toys, Templates and Notable Corax. While Silver does not affect Corax, Gold does. The Corax have no auspices, and their Crinos form causes a lesser Delirium effect on humans.

Werewolf Players Guide Second Edition (1998) lists a Gift List, Breeds, Forms, Description, Organization, Traits, Wing Swipe and Eye Pluck Combat Maneuvers, Rites and Stereotypes.

Hengeyokai: Shapeshifters of the East (1998), is the first detailed introduction of the Tengu, while Book of the Wyrm Second Edition (1998), is the first introduction of the Buzzards. The Tengu have a small camp known as the Gray Clouds Temple, that abducts and trains humans in the arts of hunting shen. The Tengu also have their own fighting Arts, "Crane Plucks the Frog from the River" (Eye Pluck) and "Sun Swings Low" or "Hopping Death" (Slicing Feathers Gift). Buzzards on the other hand, do not receive the benefits from Raven's patronage and are also cut off from Helios, thus not being capable of using Corax unique Rites and many Gifts.

Form Statistics

Strength Stamina Dexterity Appearance Manipulation Performance Difficulty
Rara Avis: +1 Rara Avis: +1 Rara Avis: +1 Rara Avis: -1 Rara Avis: -2 Rara Avis: +3 Rara Avis: 6
Corvid: -1 Corvid: +0 Corvid: +1 Corvid: +0 Corvid: -3 Corvid: +4 Corvid: 6

Rage Across the Heavens (1999), on the Astrology and the Changing Breeds, the Corax observe Helios, but some watch the skies for the constellation Corvus. At best, the Corax acknowledge a minor tie to Mitanu, and through him Gemini.

The Book of the Weaver (1999) mentions two Corax characters and the possibility of Corax Drones; World of Darkness: Blood-Dimmed Tides (1999) discusses how the Corax are useless under water and do not want to give up the possibility of flight for even a few minutes; The Silver Record (1999) lists the Corax Markings; Subsidiaries: A Guide to Pentex (2000) has Julia Lindelle, who is the King Import Company President and a Corrupted Corax, as well as Hamura Ujimitsu: a fallen Tengu Kin who works for Tellus of Japan; Guardians of the Caerns (2000) mentions a Corax (Iosef Backtracker), discusses that Corax are welcome at all Caerns, that they don’t keep carens themselves, and most prefer to rechange their Gnosis in the Umbra directly; Croatan Song (2000) lists the Corax in the Shapeshifters section;

A World of Rage (2000), discusses the Corax in Canada working with the Qualmi, being in the United States, the stronghold that the Corax have at the Tower of London, their numbers in Europe, how a few Corax travel through part of the Middle east and the Tengu trying to recruit Western outcasts to the Beast Courts. Werewolf: The Wild West (1997) mentions the Children of Raven in the Changing Breeds section; Frontier Secrets (1997) has a section on the Corax that lists their history, organization, traits, breeds, forms (the Corvid form has Performance at -4), Gifts, rites and stereotypes; Laws of the Wyld West (1999) has a section on the Corax with a history, special quirks, forms, a Gift list and rites; Tales from the Trails: Mexico (1999) states that the Corax ignored and walked away from the presence of the invading Spaniards in the past but currently they do not like the Sabbat in Mexico; Werewolf: The Dark Ages (1999) mentions the Corax in the Other Shifters section. In the 12th century, the Corax are scattered primarily across the British Isles and Scandinavia, but range across almost every portion of Europe. They are allied with the Shadow Lords, Bone Gnawers and Fenrir.

Masters of the Art (1999) discusses the interaction between archmages and the Corax. And The Spirit Ways (1999) features a Corax, Razor Wire, who warns the mages traveling the Umbra of an incoming werewolf pack.

Revised Edition[]

Werewolf Storytellers Companion (2001) has a section on the Corax and lists a Corax Freelance Courier for use in games; Umbra Revised (2001) mentions that alternate versions of Erebus exist and that Corax have the sub-realm "Modgudur's Tree" which only they can access to. In which fallen Corax undergo purification in a great tree hung with white-hot golden cages.

The Corax are usually mentioned in the viewpoints in the Revised Tribebooks, these include: Tribebook: Black Furies (2001), Tribebook: Bone Gnawers (2001), Tribebook: Children of Gaia (2002), Tribebook: Fianna (2002), where the Fianna protected them during the War of Rage; Tribebook: Get of Fenris (2002), Tribebook: Glass Walkers (2002), Tribebook: Red Talons (2002), Tribebook: Shadow Lords (2002), Tribebook: Silent Striders (2003), Tribebook: Silver Fangs (2003), Tribebook: Stargazers (2003), Tribebook: Uktena (2003) and Tribebook: Wendigo (2003).

Players Guide to the Changing Breeds (2003) presents the Corax history, organization, traits, breeds, forms, Gift list, Rites, Stereotypes, Renown and Combat Maneuvers and the Tengu of the Beast Courts. Newly introduced in the book are Tribes (Leshy, The Gulls of Battle and the Tulugaq) and the Makunguru.

Form Statistics

Strength Stamina Dexterity Appearance Manipulation Performance
Crinos: +1 Crinos: +1 Crinos: +1 Crinos: -1 Crinos: -2 Crinos: +3
Corvid: -1 Corvid: - Corvid: +1 Corvid: - Corvid: -3 Corvid: +3

Rage Across Egypt (2001), the Corax are listed under the Ahadi section and discusses if Buries-the-Dead ever discovers that they have a rite that creates sunlight she will seek aid of them to bring vampires down; Werewolf Storytellers Handbook Revised (2002) discusses the Tengu of the Beast Courts and how to use the Corax in Storyteller games, Possessed (2002) discusses Corax Drones; Book of the City (2002) discusses the Corax being excellent spies for the Garou to use in the city; Hammer & Klaive (2003) lists Corax Fetishes and discusses the culture around fetish-making with the Corax; Dark Ages: Werewolf (2003), the Corax are listed in the Fera section, the Silver Fangs are not too comfortable with the wereravens' inquiries into Songs of Shadows' prophecies. Apocalypse (2004), discusses that the Corax have "Project: Speedy Delivery" that sends fake packages and documents to select caerns, the Corax still serve as scouts and messengers while crippled in the Ragnarok scenario when the Great Black occurs and a major Corax character for the Weaver Ascendant scenario is in the Appendix.

Mind Eye Theatre books include: Laws of the Wild Revised Edition (2001) has the Corax in the Changing Breeds section; Laws of the Wild: Changing Breeds 1 (2000), Book of the Wyrm (2001) discusses the Buzzards and Hengeyokai: Way of the Beast Courts (2002) discusses the Tengu.

Hunter's The Moonstruck (2002) features Raven-Shifters as an antagonistic or helpful shapeshifters in the chapter about rules and storytelling. They display many of the features of the Corax, such as, being weak to gold, having three forms, and their combat maneuvers.

20th Anniversary Edition[]

Werewolf: The Apocalypse 20th Anniversary Edition (2013), Changing Breeds (2013), presents their history, organization, traits, breeds, Camps are now re-named to Tribes (Chasers, Leshy, Hermetic Order of Swift Light, The Gulls of Battle, Murder's Daughters, The Sun-Lost and Tulugaq), Forms (No mention of the Rara Avis), general Gift list, rites, fetish, stereotypes, combat maneuvers, Renown, reduced Delirium in Crinos Form, aggravated damage from gold, Frenzy at difficulty 6, Ranks, the Makunguru in the Ahadi Appendix and the Tengu in the Hengeyokai Appendix.

Form Statistics

Strength Stamina Dexterity Appearance Manipulation Performance
Crinos: +1 Crinos: +1 Crinos: +1 Crinos: 0 Crinos: -2 Crinos: +3
Corvid: -1 Corvid: - Corvid: +1 Corvid: - Corvid: -3 Corvid: +4

Rites of Renown: When Will You Rage II (2013), features a story with a Corax; Songs of the Sun and Moon: Tales of the Changing Breeds (2014), also features a story with a Corax; Book of the Wyrm 20th Anniversary Edition (2014) discusses the Buzzards; Wyld West Expansion Pack (2014) discusses the Corax in the Western Fera section; W20 Umbra: The Velvet Shadow (2014), does not mention Modgudur's Tree from Revised Edition, but now discusses the Corax Homeland; Kinfolk: A Breed Apart (2016), discusses Corax and Tengu Kin; and the non-canonical Shattered Dreams (2016) features the Corax.

Mind's Eye Theatre: Werewolf: The Apocalypse (2016) features the Corax.

5th Edition[]

The Corax are referred to as Raven-Shifters in the Werewolf: The Apocalypse 5th Edition Rulebook (2023), though that term is used by Garou, who know very little about other shifting races in 5th edition, and presumably they still refer to themselves as Corax. They are currently only given a brief description and stats. While they can shapeshift into Raven form, no mention is made of a Crinos form. They are still associated with secrets and information. They also have an ability to pronounce a target's doom, giving them a penalty to their next attempt to avoid physical harm.

  • General Difficulty: 4/3

A Raven Shifter miniature is featured in one of the Werewolf: The Apocalypse — Retaliation expansions.

Trivia[]

  • The Corax first appeared in the Werewolf Players Guide in 1993. They are also depicted in artwork by Ron Spencer in Dark Alliance: Vancouver in 1993, but there is no chapter on them. Its possible it is now lost errata to time that never made it to the printers.
  • The Corax are named after the scientific name for the Raven, Corvus corax.
  • The Corax are inspired by the wereravens from Dungeons and Dragons' Monstrous Manual and Van Richten's Guide to Werebeasts in 1993 and the wereravens from the Curse of Strahd (Ravenloft).
  • Raven species include: White-necked raven, Corvus corax, Corvus coronoides, Corvus crassirostris, Corvus cryptoleucus, Corvus mellori, Corvus rhipidurus, Corvus ruficollis and Corvus tasmanicus.
  • Extinct species include: Corvus moriorum, Corvus antipodum, and Corvus corax varius morpha leucophaeus.
  • As Ravens are part of the Corvidae family, they are related to others in the family. Which include: Crows, jays, magpies, rooks, jackjaws, etc.
  • The earliest corvid fossils date from the mid-Miocene.
  • The Mokolé consider the Corax to be related to them. As birds are avian dinosaurs. And birds, dinosaurs and crocodiles are descended from archosaurs.
  • Werewolf: The Forsaken has a Hollow Men version of the Corax known as the Halaku, first presented in the book: Predators. One can also create their own Raven Changing Breed from The War Against the Pure or use The Black Flock from Skin Changers for Forsaken.

References[]

Werewolf: The Apocalypse Fera
Gaian Breeds Ajaba · Ananasi · Apis · Bastet · Camazotz · Corax · Garou · Grondr · Gurahl · Kitsune · Mokolé · Nagah · Nuwisha · Ratkin · Rokea
Wyrmish Breeds Anurana · Kerasi · Samsa · Yeren