Gurahl: Changing Breed Sourcebook Sourcebook for Werewolf: The Apocalypse | ||||||||||||||
Jackie Cassada and Nicky Rea | ||||||||||||||
White Wolf, 136 pages | ||||||||||||||
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A review by Don Bassingthwaite
The Gurahl are the werebears of the World of Darkness. In the mythology of the Changing
Breeds, they are Gaia's Healers, just as the Garou are Gaia's Warriors and the Mokolé Gaia's
Memory. I remember when they and the other Breeds were introduced (so long ago) in the
first edition of the Player's Guide for Werewolf: the Apocalypse
(and possibly earlier -- I recall a Gurahl appearing as a supporting character in an early
Werewolf supplement, though the name of the book eludes me).
They struck me as an intriguing idea, though that initial short description felt a little
bare (no pun intended) on the bones. Gurahl certainly takes care of that! It gives
the werebears the full Changing Breed treatment: history, place in the world, and full game stats.
So what's this about the difference in women writing the book? Like I said, the Gurahl
are healers. Yes, they have vicious combat abilities -- their half-bear, half-human Crinos
form is 10-16 feet tall with a proportional gain in mass, translating into game stats
as +5 Strength and +5 Stamina, possibly bumped up further by the ability to spend Rage
into those stats -- and the potential to be total brawl monsters. But that's not
what they were meant to be.
I have a sneaking suspicion that if men had written this book, it might have steered
into an exploration of combat and healing by radical amputation.
Instead, Jackie and Nicky have focussed on the many other aspects of the Gurahl. Their
history is punctuated by war and violence rather than being consumed by it. Normally
solitary creatures, great significance is given to gatherings and meetings of all
sizes, from only two werebears to great intertribal councils. More mention is made in
Gurahl of favoured pastimes -- storytelling, the creation of works of art, and
dancing -- than I have seen in a lot of similar books (and that's extending beyond
White Wolf's clan/tribe/breed books to class and race sourcebooks by other companies). The
snippets of first person narration that are introduced are wonderful for this and tie
in to the traditional mentoring of young Gurahl by old, itself an interesting twist on
the traditions of other World of Darkness species where elders are more often puppeteers
or rivals. Perhaps the piece from the book that best sums up the whole approach is the
information that of all the Changing Breeds, the Gurahl are one of the few that genuinely like humans.
This isn't to say that Gurahl presents a rosy picture of werebears with
tea-cosies. There is darkness and there is violence. Gurahl have a combat-powerful form
for a reason and they aren't afraid to use it when necessary (although they tend to
think twice and explore other options before they do). The Gurahl were decimated by
other Changing Breeds in the War of Rage and one of their greatest traditions,
dancing, made shameful by the dancing bear acts created by humans. Violence, however,
is clearly a secondary attribute to both the Gurahl and this work. Hats off to Jackie
and Nicky for penning a gamebook that goes beyond the combat turn!
My only beef with the book is that it is very heavy on the aboriginal North American
flavour in Gurahl culture (don't be fooled by the presence of the Gurahl in Soviet
gear on the back cover). Jackie and Nicky have a good explanation for this: the
"Pure Lands" were the place where Gurahl were most accepted in the wake of the War
of Rage, where their human Kinfolk were most numerous, and where wild bears are most
commonly found today. Granted the myths of the Gurahl say that the prototypical
King Arthur was a Gurahl, but that's not a lot of depth. Personally I would have
liked to see a bit more of a nod to the bear culture of northern Europe -- I think
it would have added a little extra to the stew of the book. This book is already
so complete, though, that it's not a tremendous loss.
On the other hand, I really appreciated the way that Gurahl tied in to a
number of other Werewolf products. The other Changing Breeds make
appearances here and there throughout the book, from jokes cracked about the werebears
by Nuwisha tricksters to a nifty fairy tale called "Silverhair and the Three Bears"
about the jealousy of the Silver Fangs and the origins of the War of Rage. The
extinction of the eastern Gurahl tribe called the Okuma, mentioned in
Hengeyokai, is covered again, though with little detail about what the
lost tribe was like.
My favourite crossover, though, is the linking of the Gurahl's
waking from their centuries of hibernation into the American frontier setting of
Werewolf: The Wild West to deal with the Storm Eater, an interesting
bit of detail that makes me want to pick up Wild West more than ever.
Unfortunately, the somewhat non-traditional (as game products go) focus of
Gurahl may mean that a lot of gamers will have a little
trouble fitting the information from the book into their games. New forms of
mayhem can be dropped in easily, but a sense of healing and peaceful tradition
are more difficult. It's a different feel that will take effort getting into. More
mature gamers, though, won't have a problem and I think they'll be the ones to
really get a lot out of Gurahl.
See? Black Dog label books aren't the only products that can take a mature audience label!
Bonus Fun Fact of the Day: The Latin for 'bear', ursus, is probably the
closest to the Indo-European root word for the animal. In northern Europe, where
bears were more common and respected, naming them directly was probably taboo --
most words for 'bear' in northern European are actually descriptive. 'Bear' and
'bruin' both refer to the animal's colour -- brown -- while the Russian word
literally means 'honey-eater'!
Don Bassingthwaite is the author of Such Pain (HarperPrism), Breathe Deeply (White Wolf), and Pomegranates Full and Fine (White Wolf), tie-in novels to White Wolf's World of Darkness role-playing games. He can't remember when he started reading science fiction, but has been gaming since high school (and, boy, is his dice arm tired!). |
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