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Werewolf: The Forsaken - Blank It

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wise to be tentative in their reception of a newcomer. Just<br />

because a werewolf isn’t recognized doesn’t mean he isn’t a<br />

well-respected warrior of the People. Attacking him could<br />

mean an offense against Harmony, unless he arrives and<br />

clearly provokes a hostile reaction.<br />

A dramatic failure on a recognition roll means that a<br />

character could go completely unknown. Perhaps word of<br />

his deeds hasn’t arrived to remote corners of the world, or<br />

something about him sets off warnings among receiving<br />

Uratha. All Social rolls made for the unknown intruder<br />

suffer a –1 penalty for the remainder of the scene.<br />

In addition, when a werewolf interacts socially with<br />

a fellow tribe member, he may add his your dots in tribal<br />

Renown to your Social dice pools. Such dice bonuses<br />

based on Renown do not apply to social rolls made toward<br />

members of other tribes. For more information, see pg. 78.<br />

LODGES<br />

<strong>Werewolf</strong> tribes are powerful forces by themselves,<br />

guided by some of the strongest totem spirits in existence.<br />

Within each tribe, however, are several lodges, guided by<br />

one overarching principle or code of ethics. Lodges are<br />

collections of tribe members who have similar ideologies,<br />

similar goals for the tribe or the People as a whole, or similar<br />

hopes in their <strong>Forsaken</strong> existence. Not simply social<br />

gatherings, some are fringe religious cults while others are<br />

camps dedicated to disseminating rare lore and obscure<br />

knowledge among members.<br />

A member of a lodge is still a member of her tribe.<br />

Simply because an Iron Master joins the Lodge of Lightning<br />

doesn’t make her any less the child of Red Wolf.<br />

Some lodge members even keep their membership secret,<br />

rather than set themselves apart from their tribemates.<br />

Others wear it openly, proclaiming their affiliation loudly<br />

and using it as a badge of honor (which, of course, it is).<br />

<strong>The</strong> benefits to joining a lodge are many. First, of<br />

course, a werewolf gains the prestige of being admitted<br />

to a small, elite circle of individuals. Both wolves and<br />

humans understand this notion. Wolves have their alphas<br />

and humans have their leaders, and both species can feel<br />

ambition. More importantly, however, since each lodge<br />

has a specific ideology or agenda, joining a lodge is a validation<br />

of a werewolf’s feelings and beliefs. A Bone Shadow<br />

who has felt all her life that the dead have much to teach<br />

the living might join the Lodge of Death and feel that<br />

she’s finally been proven right — here at last she has new<br />

allies who tear back the shroud of death to ask the same<br />

questions she’s asked all her life.<br />

A werewolf also gains a greater and closer circle of<br />

friends. While her lodge should never replace her pack,<br />

other werewolves think twice about challenging lodge<br />

members. Lodge members have been accepted not only by<br />

their tribal totem, but by the patron spirit(s) of their lodge<br />

as well, and all lodges have stringent entry requirements.<br />

A Blood Talon is a fierce warrior by dint of his tribe, but<br />

beware a member of the Lodge of Garm, who is blessed by<br />

Fenris and Garm alike.<br />

Finally, joining a lodge brings power and benefits that<br />

a werewolf wouldn’t be able to gain on her own. All lodges<br />

teach secret Gifts or other capabilities that their members<br />

wouldn’t easily be able to learn. Many also bestow other<br />

benefits upon their members. This reward translates in<br />

game terms to a “price break” on experience costs to raising<br />

certain kinds of traits.<br />

A character cannot begin play as a member of a lodge<br />

unless the chronicle is meant to begin with veteran packs<br />

(see p. 65). <strong>The</strong> stringent requirements for membership<br />

should be earned fairly in play. Lodge membership doesn’t<br />

mean much if it’s too easily attained.<br />

Chapter Two names three lodges per tribe. Of those 15<br />

lodges, five are given more focus and detail here. As lodges<br />

are much tighter organizations than tribes, they are frequently<br />

regional in scale; the Lodge of Garm exists mostly<br />

in North America and Europe, for instance, and there are<br />

apparently lodges in Africa and Asia that Western <strong>Forsaken</strong><br />

know little about. <strong>The</strong> Storyteller should use these writeups<br />

as guidelines to flesh out or create any other lodges<br />

that take her fancy. Remember that the listed lodges aren’t<br />

the only ones. A lodge doesn’t have to be very large. Some<br />

comprise only single packs. Likewise, while most lodges are<br />

exclusive to one tribe, not all are. <strong>The</strong> Lodge of the Hunt, a<br />

cross-tribal group, is included as an example.<br />

A lodge expects loyalty from its members. A character<br />

can belong to only one lodge at a time, and quitting<br />

one lodge to join another is considered very dishonorable.<br />

A character who leaves a lodge loses all benefits of<br />

membership, as well as a dot of Renown appropriate to<br />

the tribe associated with the lodge. Leaving a cross-tribal<br />

lodge such as the Lodge of the Hunt causes a loss of one<br />

Honor Renown. If the lodge was particularly jealous of its<br />

secrets, the members might mark the character as a potential<br />

security risk, even — in the extreme cases — choosing<br />

to silence her permanently.<br />

BLOOD TALONS —<br />

THE LODGE OF GARM<br />

In human mythology, Garm is the great wolf destined<br />

to kill Tyr, a god of war, in the battle of Ragnarok. <strong>The</strong><br />

Blood Talons recognize Garm as a child of Fenris Wolf,<br />

the spiritual embodiment of perfection in battle. Members<br />

of the Lodge of Garm aspire to the ideals of body, spirit<br />

and mind, but only as that perfection applies to war. <strong>The</strong>y<br />

train their bodies to be strong and lithe, so as to better<br />

fell their opponents. <strong>The</strong>y hone their minds to outthink<br />

clever foes by developing new and effective combat tactics.<br />

<strong>The</strong>y push themselves spiritually to maintain Harmony,<br />

so as to keep total control of their mystical powers. To the<br />

Garmir, any advantage that could ever conceivably apply<br />

to battle is too precious to waste.<br />

As a result of all this effort, the Garmir make excellent<br />

pack leaders, but even those who don’t choose to lead<br />

Lodges<br />

199

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