The spirits tell me the People of Thunder shall rise again and it shall be a blessing for a sick world; a world filled with broken promises, selfishness and separations; a world longing for light again.
I see a time of Seven Generations when all of mankind will gather under the Wheel of Life and the whole Earth will become one circle again."
— John White Crow’s speech to the Elders of the Iron Nation,
January 1874
- Practitioner: Wheel Walker
- Ritual: Ceremony
- Resource: Favor
- Effect: Gifts
- Focus: Physical Augmentation, Healing, Damage
- Source Tagline: Primal
The Way of the Wheel is the mysticism practiced by the Three Nations. The Way of the Wheel involves the performance of rituals, known as Ceremonies. These Ceremonies are performed to appeal to the Manitou, spirits of nature, in order to gain power in the form of Favor. Favor is stored in the Wheel Walker’s focus and can be used to call forth Gifts from the Manitou.
For each level of the Way of the Wheel purchased, the character will gain an increasing amount of Favor. A larger pool of Favor means the Wheel Walker can use more Gifts. The Wheel Walker will also gain access to the deeper mysteries of the Wheel of Life, increasing the power of Gifts they can use.
Each Wheel Walker character will begin the game knowing the Ceremony Connection to the Manitou and three additional Ceremonies of their choice. Wheel Walkers have access to all of the Gifts from each of the Four Directions for which they meet the Favor and Wheel requirements. For each additional level of the Way of the Wheel purchased, the Wheel Walker gains two additional Ceremonies and and an increased amount of Favor. Additional Ceremonies and Gifts may be discovered in-game.