Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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200<br />
Chapter III: Special Rules and Systems<br />
packs almost always belong to a pack. After all, the bond<br />
that a pack shares enables it to be an unparalleled fighting<br />
force. Garm doesn’t require that his children belong to all-<br />
Garmir or even exclusively Blood Talon packs. He knows<br />
that all the tribes have their own refinements on battle<br />
that could prove useful.<br />
<strong>The</strong> Garmir wear their allegiance openly, usually by<br />
branding or scarification of ancient runes. <strong>The</strong>se marks<br />
bear a passing resemblance to Norse runes, but even the<br />
most skilled human occultist is hard-pressed to recognize<br />
the exact derivation. <strong>The</strong>y also make no secret of their<br />
beliefs, and while the Lodge of Garm doesn’t admit werewolves<br />
of other tribes, its members are happy to explain<br />
the lodge philosophies to any werewolf who will listen.<br />
Members believe that the Blood Talons need to unite<br />
even more strongly, each pack swearing oaths of loyalty<br />
to defend other Talon packs as if they were one, and thus<br />
to act as an army for the People. Once this organization<br />
is achieved, the <strong>Forsaken</strong> could go about the business<br />
of cleansing the spirit wilds once and for all. <strong>The</strong> highest-ranking<br />
Garmir postulate that when such a goal is<br />
fulfilled, Fenris Wolf can ascend and take on the duties<br />
that Father Wolf once had.<br />
Prerequisites: All applicants must maintain a Harmony<br />
rating of 7 or greater and Glory •• or higher, and<br />
must have a Brawl, Weaponry or Firearms skill of •••• or<br />
better.<br />
Membership: <strong>The</strong> Lodge of Garm is open to all<br />
Blood Talons. Anyone who wants to join must first petition<br />
a member for sponsorship. Typically, doing so involves<br />
facing the would-be patron in battle, but victory isn’t<br />
necessary (or likely). <strong>The</strong> sponsor simply needs to know<br />
that the applicant can fight well and with honor.<br />
<strong>The</strong> period of sponsorship lasts for three cycles of the<br />
moon (three months). During this time, the applicant<br />
isn’t permitted to retreat from any battle unless he’s the<br />
last member of his pack to do so. Breaking this prohibition<br />
disqualifies the applicant from joining the lodge. If the<br />
would-be Garmir gains either Glory or Purity Renown, his<br />
chances of being allowed in improve greatly. <strong>The</strong> Garmir<br />
sponsor usually arranges for a Ralunim or Elunim spirit to<br />
watch the applicant at all times during this trial period.<br />
After the period of testing is over, the sponsor meets<br />
with other, more renowned members and discusses his<br />
applicant. One of these Garmir must be of the same<br />
auspice as the petitioner. If they agree that he’s the right<br />
sort of Uratha for the lodge (obviously, it behooves the<br />
applicant to distinguish himself in some way before this<br />
meeting takes place), they set a final challenge for him. <strong>It</strong><br />
varies based on auspice and the whims of the testers, but<br />
it always involves a measure of the applicant’s ability to<br />
control his Rage, uphold the Oath and, of course, fight. If<br />
the applicant passes, he’s granted membership. If he fails,<br />
he’s congratulated for having come that far, and is allowed<br />
to begin the process again in one lunar year.<br />
Benefits: Garmir are given a minor fetish upon joining.<br />
This fetish is sometimes a weapon of some kind, but<br />
is more often a Mercy Gem (see p. 206). Lodge members<br />
are trained in several different foci. <strong>The</strong> experience costs<br />
of raising or purchasing these Skills — Brawl, Weaponry,<br />
Athletics and Persuasion — becomes new dots x2 instead<br />
of new dots x3.<br />
BONE SHADOWS —<br />
THE LODGE OF HARBINGERS<br />
<strong>The</strong> Lodge of Harbingers isn’t dependent on ritual<br />
and secrecy, as lodges go. Members don’t hide their affiliation<br />
if asked, yet they don’t go out of their way to affirm<br />
their allegiance to other <strong>Forsaken</strong>. After all, any information<br />
they give out changes the world in ways they’ll never<br />
perceive. Better to give what information they must and<br />
keep moving.<br />
<strong>The</strong> Harbingers revere Death Wolf as their tribal<br />
totem, but as a lodge, they look to White Hare as a second<br />
source of wisdom. White Hare is strong, swift and clever<br />
— everything a good messenger should be. He helps the<br />
Harbingers get in and out of other packs’ territories without<br />
starting up dominance disputes. Because he’s a small,<br />
unassuming totem, the Harbingers don’t emit a threatening<br />
vibe when they come to grace a pack with news. <strong>The</strong>ir<br />
presence is often ominous — but not in the sense of a<br />
threat to territory.<br />
Harbingers are interested in prophecies and mystical<br />
clues that have immediate repercussions for the physical<br />
world. <strong>The</strong>y jump from one dangerous locale to another,<br />
stirring up the local Uratha to investigate and staying only<br />
long enough to see the matter resolved (which sometimes<br />
takes months or years — one of the few reasons a Harbinger<br />
might be found in a mixed-tribe pack). Harbingers<br />
don’t communicate much with each other. If two cross<br />
paths, they exchange as much information as possible<br />
and then go their separate ways. <strong>The</strong> lodge is easily the<br />
smallest of the major Bone Shadow factions, and one of<br />
the smallest lodges of all of the tribes. This is due in part<br />
to the fact that few Harbingers belong to packs. Few other<br />
werewolves are willing to join them in claiming no territory.<br />
Lodge members are also rare simply for the nature of<br />
their work — a dangerous business at the best of times.<br />
Prerequisites: Cunning or Wisdom •, Athletics ••,<br />
Stealth ••<br />
Membership: <strong>The</strong> Lodge of Harbingers is open to<br />
Bone Shadows only, although members of other tribes can<br />
join with special intervention from both Death Wolf and<br />
White Hare. Since those two spirits are uneasy allies at<br />
best, however, such special members have come along only<br />
a handful of times in history.<br />
Joining the Lodge of Harbingers is a much quicker<br />
process than joining most other societies. <strong>The</strong> Bone Shadow<br />
simply performs a ritual of supplication to Death Wolf,<br />
asking for permission to honor White Hare in addition to<br />
the tribal totem. If Kamduis grants this request (and she