One speaks for the Earth and Sky; they say you are very small.
Grey & White-Striped
There are 12 Tribes of Wolfen.
Each has a presence in the city-state of Vesper.
They are almost always at war.
Howahkan was born into the tribe of Moon Fall, a group of seers, stargazers, and mystics -- and oft responsible for training the 'Wise-Wolves' of the other eleven tribes. Howahkan's mother gave birth to him out in the wilderness, seeking guidance from the Spirits she worshipped. When the young pup came into the world, he was without sight, which immediately caused his mother to fear -- weakness was not tolerated among Wolfen.
She returned with her mate and newborn son to the tribe, to receive the judgement of the Wise'. Fortunately for the pup, he quickly displayed other talents -- such as a rare and paradoxical kinship with two opposing elements: Earth and Air. This was met with mixed emotions; true, the pup would grow into a potent elemental fusionist (or so the humans called them -- to the Wolfen, Howahkan was an Earthsky-Speaker), but his peculiar talents require solitude to train and develop.
Thus, it had to be.
Howahkan has spent more time in the company of the elements and elementals than other Sentients. Still, after years of training to become one of the younger Wise-Wolves, he must return from the deep wilds to his tribe's seat of power... in Vesper, and face whatever his people, or the elements of Earth and Sky, put before him...
Blind Wolfen Elemental Fusionist of Earthsky
The Wolfen of Moon Fall are stargazers -- seers -- including Howahkan, despite being blind. He is an Earth and Air Elemental Fusionist -- or 'Earthsky Speaker', and has devoted his life to the safeguarding of the Earth -- using magic and his other senses to overcome his weakness.
Invoke: Using his status as an Earthsky Speaker of Moon Fall to intervene in matters affecting the Earth or troubling the elements, matters involving Wolfen Tribes, or to urge himself on to greater feats of courage and skill. He may also rely more on his other senses to notice things that others do not.
Compel: Howahkan may be persecuted for being blind -- crippled, in the eyes of his own people. He would be at a disadvantage in any situation that requires sight by which to excel.
Many Wolfen embrace the 'killer instinct' within them (hence the warring nature of the 12 Tribes), but Howahkan works to control his 'inner beast' in order to also control the elements at his command. Furthermore, the loss of control may endanger his friends.
Invoke: When around others of his kind (not just Wolfen but animalistic D-Bees), and his bestial nature is an advantage to gain their favour, or when situations actually call for one hell of a storm...
Compel: He may be compelled by suffering (his own, but especially the Earth's, or even another person's), the smell of blood, or great hunger or even injury, to 'let go', and become violent. There may be collateral damage.
Heart of the Wild
Like all Fusionists, Howahkan is more at home in the wild -- where elemental magic is at its strongest. He may even receive guidance from changes in the earth or wind, and he heals faster away from 'civilisation'.
Invoke: Using his bond with Earth and Air to receive directions, swifter healing or simply emotional and spiritual calm. Elementals make more sense to him than most other beings.
Compel: Howie struggles in cities, but still has to visit them often. He also struggles around technology, and any place or people that seek to 'tame the wild'.
Young Wise-Wolf of Moon Fall
The seers and stargazers of the Moon Fall tribe of Wolfen are generally regarded with respect among the other eleven tribes, and D-Bees of similar nature. As a young Wise-Wolf, Howahkan shares that same calling and responsibility.
Invoke: Using his status as a Wise-Wolf to obtain food and lodging, or settle disputes between Wolfen tribes, and/or negotiate with non-Wolfen.
Compel: Howahkan may be delayed by matters affecting Wolfen, or expected to respond a certain way (i.e. representing his own tribe) when it is inconvenient. Politics, no matter how unpleasant, may keep him 'tied up'.
MAJOR GATEWAY: Elemental Fusionist of Earth/Air
Wild casters from the deep wilderness of Rifts Earth, Elemental Fusionists embody both the primal fury of the elements and the duality of perfectly balanced opposites.
Purview: Earth/Air Fusionist
Elemental fusionists learn not only the principles of elemental magic but how to combine two seemingly opposite elements into a harmonious whole. Earth/Air fusionists learn to combine the quickness and speed of air with the power and stability of earth, infusing the one into the other or both into themselves.
Purview: Air Elementalism
The wind whispers to the mage and says ‘you cannot withstand this storm’. The elementalist whispers back ‘I am the storm.’
Purview: Earth Elementalism
Earth is the element of stability, metal, growing things and patience. It’s a solid element and the magic in it can either strengthen things or shake foundations to their core.
Purview: Summon and Control Elementals
Calling forth the denizens of the elemental planes is a chancy thing. These beings are among the most alien that many casters will interact with.
Stunt: It's How You Use It - Earth/Air Fusionist
Once per session Howie may gain a free boost after successfully creating an advantage with Arcana. This means the effect of the created Advantage can be used for a total of 2 +rolls, before expiring.
Purview: Sympathetic Magic
Howahkan primarily uses this purview to carry sounds over great distances, and/or to sense goings-on in places where the elements of earth and air are especially strong. He feels what the earth and the wind feel.
Stunt: I Have the Power (Earth/Air Fusionist)
Howie gains +2 when attempting to overcome an obstacle that requires raw arcane might to deal with.
Stunt: World Walker
Howahkan may use Arcana instead of Survive in very high magic environments (which, for Howie, would be the wilds).
MINOR GATEWAY: Lesser D-Bee (Wolfen)
Wolfen are a race of therianthropes; they are not shape-shifters, but hulking, wolf-like bipeds.
Racial Quirk: Woods-Runner
Wolfen are known to be swift and sure footed. They’re quicker on average yes but the frightening thing about them is how long they can move at speed. Tireless is a word that gets often used. In any Contest of speed or running endurance, Howie gains +2 to athletics or physique as appropriate. Narratively, one can run for hours.
Racial Quirk: Strength of the Wolfen
Wolfen are immensely strong, and the energies on Rifts Earth put them on the levels of cyborgs when they push themselves. Howie may spend a fate point to gain +2 to any physique roll where strength is in play.
Inhuman Senses (Sound and Smell)
Howie has +2 to Notice and Investigate rolls involving sound or smell, and may use this ability as justification to make rolls where humans might not, as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you (+1 difficulty to overcome).
Three 'seekers' investigate a strange happenstance near one of the abandoned mining outposts in the Appalachian Mountains...
What starts as a bit of wining and dining turns into crystal-eating, earth-choking and head-achenology curing... This is Vesper!
A larger bounty is offered on Demons hunted in the Appalachians and a chance meeting in the Market
The song of Earthsky (and a crystalline entity -- Kthzyx), draws a number of people to the same place -- people who then discover that talking to crystals is not as easy as it sounds (actually it sounds more 'mad' than easy).
Something upsets the elements in the wilds of Vesper
A caravan is attacked on its way out of the mountains. A call for help goes out to any nearby settlements, bringing some assistance... but the danger is far from over...
Nighttime in Vesper and there are plenty of festivities, including some very talented raptors! and some talented thieves...
A message makes it out of Dinosaur Swamp, requesting a rescue, offering a reward. Fortunately, there are a few willing to enter the mists of the swamp and see what needs doing.
A young runner enters Gran's Bed & Breakfast, heedless of the Wind, feeling alone on the Earth -- where she meets a Speaker for the Earth and Sky, who shows her otherwise.
Some very different characters bump into each other (quite literally) right outside Gran's Bed & Breakfast in Vesper.
A number of very different characters walk into the same 'bed and breakfast' in Vesper, at a time when the atmosphere in the city of magic is... charged with energy. Still, these outsiders find they have something in common, even if it is that they don't quite 'fit in'...