Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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mit sins of betrayal against family and pack during their<br />
initiation. But most of all, they demand cunning.<br />
Members of the Lodge of Crows are encouraged to<br />
work toward the Storm Lords’ goal of strong leadership,<br />
but Crow asks that they build their power in invisible,<br />
unassuming ways. A Crow might be the beta of the pack,<br />
the power behind a throne, a journalist who writes inflammatory<br />
pieces under a pen name or anyone else who holds<br />
power indirectly. While all Crows report to a superior<br />
within the lodge, those superiors send word in the form of<br />
crow-spirits, rather than meeting directly. “If ever anyone<br />
claims openly to be a Crow,” recruits are taught, “kill him.<br />
He’s either lying or has broken his vow of secrecy, and<br />
either means death.”<br />
<strong>The</strong> biggest problem the Crows have is that their<br />
relationships with spirits are strained even for <strong>Forsaken</strong>.<br />
<strong>The</strong>ir Harmony tends to flag as they follow their ruthless<br />
agendas, so to compensate, they attempt to make a point<br />
of doing all they do in the spirit of Purity Renown. All the<br />
power they accrue is for the good of the People, they say.<br />
<strong>The</strong> instant a Crow begins accumulating power for her<br />
own glory, she breaks with the ideology of the lodge and<br />
can expect a fatal visit… if the lodge discovers her new<br />
agenda, of course.<br />
Prerequisites: Cunning or Purity ••••<br />
Membership: Some knowledgeable werewolves are<br />
aware that the Lodge of Crows exists, but that’s all. <strong>The</strong><br />
lodge is open to Storm Lords only, and its members are<br />
handpicked. When an Iminir does something to gain<br />
Cunning or Purity Renown of great measure, word spreads<br />
quickly through the Lunar choirs, and crow-spirits listen<br />
carefully. <strong>The</strong>y then deliver word to high-ranked members<br />
of the lodge, who watch the Storm Lord carefully for<br />
a period of months, trying to discern if she’s sufficiently<br />
ruthless and loyal to join the lodge. If so, she’s approached<br />
(always by spirits) and told of the lodge. If she refuses<br />
membership, she’s warned to keep her mouth shut or she<br />
will die. Few Storm Lords refuse this chance, however.<br />
New recruits are watched constantly for the first year<br />
and are given assignments designed to test their resourcefulness<br />
and loyalty. If they’re found wanting at the end of<br />
that year, they’re given no further assignments but aren’t<br />
told anything has changed. <strong>The</strong>y live out the rest of their<br />
lives as nominal members of the lodge, never gaining its<br />
benefits, always waiting to hear the lodge’s decision. Those<br />
who acquit themselves well are granted further information<br />
and assignments… but are under random supervision<br />
forever. A Crow is never truly alone.<br />
Benefits: <strong>The</strong> greatest benefit a Crow has is the<br />
knowledge that if anyone takes direct action against her,<br />
that foe can expect unpleasant attention from the lodge.<br />
Most lodges are loyal to their fellows, but the Crows pursue<br />
vengeance as if it were a sacred virtue. This usually takes<br />
the form of incidental misfortune or attackers from other<br />
tribes or packs, but the Crow knows the truth. Also, players<br />
pay one less experience point per dot purchased (new dots<br />
x2 instead of new dots x3) for all purchases of the Larceny,<br />
Stealth, Politics, Persuasion and Subterfuge Skills.<br />
THE LODGE OF THE HUNT<br />
<strong>The</strong> Lodge of the Hunt is a true oddity among the<br />
Uratha in that any werewolf can join — even,if the most<br />
far-flung rumors are true, the Pure. Each pack of the Lodge<br />
of the Hunt comprises werewolves who’ve come together<br />
to hunt down a particular foe or group of foes. Each<br />
member of the pack is so consumed by his need to kill a<br />
quarry that he’ll ally with werewolves of other tribes or<br />
philosophies, break the Oath and even betray the precepts<br />
of Harmony to see that enemy die. Needless to say, this<br />
kind of bloody-minded devotion is rare, and it’s even rarer<br />
to find several Uratha who share the same tenacity regarding<br />
the same enemy. Yet it happens often enough that the<br />
lodge endures.<br />
<strong>The</strong> Brethren, as members of this lodge call themselves,<br />
look to a spirit that claims to be a lesser child of<br />
Father Wolf, not quite Firstborn. This wolf-spirit, Ortuz-Ur<br />
the Blood Wolf, calls his children from the Shadow Realm<br />
with mournful howls and feral snarls. <strong>The</strong>se cries grow<br />
louder as the Brethren approach their prey.<br />
Central to each pack of Brethren is, of course, their<br />
quarry. Most often, this quarry is another werewolf or a<br />
pack of them, but packs of Brethren have also formed to<br />
hunt vampires, mages, spirits and even individual humans.<br />
Members of the Lodge of the Hunt always know their<br />
quarry’s name, and normally know a great deal more. To<br />
hate someone so much as to set aside all other personal<br />
beliefs in pursuit of his heart’s blood, an Uratha must<br />
have a very intimate attachment to that enemy. Whoever<br />
the quarry is, he isn’t simply a rival or a political enemy.<br />
He’s someone who has wounded each of the Brethren<br />
on a deep, personal level. Sometimes, the quarry doesn’t<br />
even realize what he’s done (this is especially common for<br />
beings such as vampires, who don’t know enough about<br />
werewolves to know why the beasts track them down so<br />
viciously). This doesn’t matter to the Brethren. If they’ve<br />
joined the Lodge of the Hunt, they’ve long since passed<br />
the time of forgiveness and explanation.<br />
Once the hunt is complete and the quarry lies dead,<br />
the pack of Brethren separates, agreeing never to speak to<br />
each other again and never to enter each other’s territory.<br />
Blood Wolf enforces this vow. Former Brethren packmates<br />
instinctively know if their paths are about to cross so that<br />
they can avoid each other. Once the hunt is complete,<br />
they have nothing more to say to each other.<br />
Prerequisites: None except the burning hatred<br />
required to move a character to join the lodge.<br />
Membership: Most members of the Lodge of the<br />
Hunt are Brethren, committed to hunting their quarry<br />
and nothing else. Some members, however, are full-time<br />
members and spend their time making offerings to Ortuz<br />
and aiding other would-be Brethren in finding potential<br />
packmates. <strong>The</strong>se werewolves were all Brethren at one<br />
Lodges<br />
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