Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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to heel, and Red Wolf was made to swear an oath even he<br />
could not wriggle free of.<br />
With the patronage of our half-brothers and half-sisters,<br />
we were now more than ever before. We were tribes.<br />
Tribes among the Uratha are not like tribes among<br />
primitive humans. <strong>The</strong>y aren’t tied together by blood,<br />
although blood ties within tribes are common. A particular<br />
tribe doesn’t claim a particular patch of land as a<br />
tribal home, nor do its members roam as a group across<br />
the steppe in search of fertile resources. Uratha tribes<br />
have neither acknowledged chieftains nor strong political<br />
structures — they don’t seem to need them. For example,<br />
although the Blood Talons were scattered across the world<br />
and separated by oceans, their tribal totem watched over<br />
each new generation of his children. All the children of<br />
Fenris were aware they had cousins even unto the ends of<br />
the earth. <strong>The</strong>y didn’t know exactly who or where those<br />
cousins were, but they knew they weren’t alone. American<br />
werewolves did have lodges unseen in Europe, and vice<br />
versa, but otherwise the tribes remained remarkably unified<br />
despite their separation.<br />
Two characteristics define werewolf tribes. First, all<br />
members of a <strong>Forsaken</strong> tribe follow the same one of five<br />
powerful Incarnae, said to be the spirit children of Father<br />
Wolf. <strong>The</strong>se totems, called the Firstborn, look over modern<br />
Uratha tribes as elder siblings.<br />
Secondly each tribal totem has a unique ban just as<br />
all spirits do. <strong>The</strong> totem’s ban informs its outlook and way<br />
of life, and it’s frequently reflected in the vow that binds it<br />
to its tribe, and its tribe members to one another.<br />
<strong>The</strong> tribal totems are all at least half-siblings with one<br />
another. <strong>The</strong>y cooperate in the largest things but scuffle<br />
with one another over lesser issues. <strong>The</strong>y are frequently<br />
rivals for status or particular treasures, but they also form<br />
factions. <strong>The</strong> various points of cooperation and rivalry<br />
among the totems are reflected within the Tribes of the<br />
Moon, even causing strains within individual packs. <strong>It</strong> is<br />
fair to say, however, that no rivalry among the totems of<br />
the Uratha is strong enough to do permanent damage to a<br />
pack’s internal loyalties.<br />
Those strong bonds don’t exist between the Tribes of<br />
the Moon and the Pure Tribes. Cooperation occasionally<br />
occurs, but no packs exist that include both <strong>Forsaken</strong> and<br />
Pure. If two totem spirits on opposite sides of that divide<br />
happen to have a strong interest in common, they might<br />
encourage their tribes to cooperate. Any such cooperation<br />
is in the short term only, though, and likely to end<br />
in betrayal, as the mutual antagonism between the two<br />
groups is too great to be overcome even by great affection<br />
between totem wolves. <strong>The</strong> Pure Tribes’ culture of hate is<br />
simply too poisonous.<br />
<strong>The</strong> proper choice of tribe resonates in a werewolf’s<br />
heart — sympathy for a particular totem, agreement with<br />
its goal, willingness to adhere to its vow and even a certain<br />
affinity for the other members of a tribe. <strong>The</strong> choice<br />
of tribe is the choice of how best to live up to the legacy of<br />
Father Wolf, and the bond of a tribal totem connects the<br />
souls of all those who share that choice.<br />
Tribes teach specific philosophies and specific pacts<br />
with specific spirits, and they generally try to follow<br />
specific paths to knowledge, wisdom, renown and power.<br />
<strong>The</strong>y also exhort their members to follow tribal agendas<br />
and their totems’ bans in order to make the world a better<br />
place — at least, a better place for the People.<br />
LODGES<br />
Most members of a tribe devote themselves<br />
to their tribe’s broad ideals while managing their<br />
territory, interacting with their packmates and<br />
neighboring werewolves and so on. Some Uratha,<br />
however, devote themselves to certain aspects<br />
of their tribe’s totem spirit. Every tribe has a<br />
number of “lodges,” which are societies within<br />
the tribe that are dedicated to a particular facet<br />
of the tribe’s totem and activities.<br />
Lodges have associated spirits, but not true<br />
totems, which represent special areas of interest<br />
or expertise within a given tribe. Members<br />
of lodges generally teach unique rites and Gifts<br />
that other werewolves do not have access to, and<br />
membership in a lodge comes with additional<br />
responsibilities that membership in a tribe doesn’t<br />
include. At the very least, lodgemates owe one<br />
another more loyalty and assistance than tribemates<br />
do.<br />
Lodges are not open to the very young or<br />
inexperienced. Every lodge has specific requirements<br />
for entry, and no werewolf can join a lodge<br />
simply by asking to join. An invitation must be<br />
extended from Uratha who are already members.<br />
Some lodges are geographical in nature,<br />
focusing on a particular aspect of local culture.<br />
<strong>The</strong>re are said to be many strange lodges among<br />
the werewolves of Africa, for instance, which<br />
teach secrets of survival in those wolf-less lands.<br />
Rumors also persist that some lodges cross tribal<br />
lines, but any such societies are truly secret.<br />
BLOOD TALONS (SUTHAR ANZUTH)<br />
<strong>The</strong> Blood Talons are the most aggressive warriors<br />
among the <strong>Forsaken</strong>. <strong>The</strong>y follow Destroyer Wolf, the warrior<br />
and devourer. Also called Fenris, he is the fiercest of<br />
the spirit children of Father Wolf, though not the wisest,<br />
and he can be led into a trap by the cunning.<br />
<strong>The</strong> Talons live by a warrior’s code. <strong>The</strong>y believe that<br />
they must emulate Fenris’ ferocity in combat. According<br />
to their credo, any foe that can be bested in combat is an<br />
inferior one. This belief occasionally backfires, particularly<br />
when Blood Talons face an enemy who shows less aptitude<br />
for direct forms of combat yet can still outthink and<br />
Bonds of the People<br />
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