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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 />

203

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