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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

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