Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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