User:Zenoseiya/World of Darkness/Werewolf: The Forsaken/Tribes

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World of Darkness series

Settings
Vampire: The Requiem
Werewolf: The Forsaken
Mage: The Awakening
Promethean: The Created
Changeling: The Lost
Hunter: The Vigil

Vampire: The Requiem
Bloodlines · Clans · Covenants

Werewolf: The Forsaken
Auspices · Lodges · Tribes

Mage: The Awakening
Legacies · Orders · Paths

Promethean: The Created
Lineages · Pandorans · Refinements

Changeling: The Lost

Hunter: The Vigil

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Five tribes of werewolves heed the call of Luna. Unlike tribal communities of humans, werewolf tribes have nothing to do with birth. They reflect a bond a between werewolves and one of the Firstborn, the powerful wolf spirits who were the most potent children of Father Wolf. In the time after Father Wolf's death, five packs of werewolves tracked these spirits and convinced them to become their totems, founding the tribes. They continue to this day.

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[edit] Blood Talons (Suthar Anzuth)

Matching warrior ethos with a religious kinship to their ferocious totem, the Blood Talons are creatures as much of the battlefield as of the hunt. Father Wolf, they point out, was first and foremost a warrior — it was from the progenitor of their race that werewolves gained their great strength and terrible claws. To the Blood Talon way of thinking, the most serious problems must be solved permanently, and the greatest tools they have to do so are their fangs. The soft, privileged human world into which they were born is a lie. One must fight and kill to survive and flourish, and only a fool would not strive to be the finest warrior he could be.

  • Totem: When Father Wolf hunted with the Firstborn, Fenris Wolf was always the first to leap into battle and the last to unlock his jaws from his prey's throat. Only by besting him in battle were the first Blood Talons able to compel him to agree to serve as their totem. Called the Destroyer, the Devourer of Mountains, he visits great and terrible anger upon those who are not his, and teaches his own to do the same.
  • Tribal Ban: Offer No Surrender That You Would Not Accept
  • Primary Renown: Glory
  • Tribal Gift Lists: Inspiration, Rage, Strength

[edit] Bone Shadows (Hirfathra Hissu)

Shamans and ritualists, medicine men and wise women, these werewolves — the Bone Shadows — now devote themselves to the study of the unknown and the reestablishment of the ancient relationships that Father Wolf maintained with the spirit courts. Uncovering and understanding the knowledge that perished with Father Wolf requires venturing into the most pristine wilderness, the darkest corners of the city and the deepest reaches of the spirit world. It is to these hidden places that Bone Shadows go with fearless curiosity.

  • Totem: Death Wolf was the quietest of Father Wolf's pups, and her hunt encircled the Earth. Seeking to learn from all beasts as prey, she ascended the mountains and witnessed wild goats give birth. She chased the sky and witnessed the wisdom of the eagle in flight. She traveled to strange places in search of the unique perspectives they offered on ordinary situations, and it was often given to her to liaise between Father Wolf and the lesser spirit courts. The first Bone Shadows labored for years to create rituals capable of summoning her and binding her so that they could strike a pact with her.
  • Tribal Ban: Pay Each Spirit in Kind
  • Primary Renown: Wisdom
  • Tribal Gift Lists: Death, Insight, Warding

[edit] Hunters in Darkness (Meninna)

The Hunters in Darkness concern themselves primarily with the sacred places of the world. Many mark out large tracts of territory in the pristine wilderness, tending these wild areas and minding the spirits endemic to those environs. Others recognize that the sacred places in the urban Shadow Realm are no less important than those beyond humanity's reach. They devote themselves to taking care of important urban locales without upsetting the strange ecosystems of city life. Hunters in Darkness are no less the consummate hidden predators in urban territories than they are in the wilderness.

  • Totem: The Firstborn hunted both night and day, but as the Hunters in Darkness tell the tale, Black Wolf was the one who was most at home in the night. When Father Wolf's pack hunted at night, she was first to find the trail. When the pack rested after a tiring day hunt, Black Wolf guarded her brothers' and sisters' dens as they slept. When the sun set and the moon rose, there was no hunter more swift and silent than she. The first Hunters in Darkness stalked her for years before finally cornering her in her den and extracting her oath of patronage.
  • Tribal Ban: Let No Sacred Place in Your Territory be Violated
  • Primary Renown: Purity
  • Tribal Gift Lists: Elemental, Nature, Stealth

[edit] Iron Masters (Farsil Luhal)

There are werewolves of all tribes in the cities, but the Iron Masters would argue that the others are never truly in the cities. In the same geographical location, certainly, but never a part of the city itself. The city isn't somewhere you live, it's something you plug into. It's spiritual, mental, physical, sexual and visceral, all at once — and it's their territory. Iron Masters keep up with the rapid pace at which humanity changes, marking how well it goes. And as humans change the face of the world and the Spirit Wilds, the Iron Masters apply the best products of human ingenuity toward bettering and honoring their territories.

  • Totem: Red Wolf spent his every waking hour asking Father why the rain fell, why the mountain stood, why the wind blew? For every question, Father Wolf's answer was the same. "They do, and it is good. Nothing more need be known." But Red Wolf was never satisfied with this answer, and to him was awarded the responsibility of watching over humankind and tracking for Father Wolf the effects those creatures unknowingly had on the Shadow Realm. The first Iron Masters won his patronage by arguing their cause and unraveling his riddles, proving their worthiness.
  • Tribal Ban: Honor Your Territory in All Things
  • Primary Renown: Cunning
  • Tribal Gift Lists: Knowledge, Shaping, Technology

[edit] Storm Lords (Iminir)

The Storm Lords are the alphas among alphas. They try to lead their cousins in the other tribes to do the work that Father Wolf's death left undone. They know that they must be strong and unyielding in order to live up to their responsibilities, never holding themselves back out of fear, weakness or the worry that their cousins might not approve of their methods. All that matters is doing what's required without fail and without complaint.

  • Totem: Winter Wolf, the second oldest spirit child of Father Wolf, minded and protected his brothers and sisters when Father Wolf was otherwise engaged. When Father wolf died he howled in grief but then took up the mantle of leadership as his Father had taught him. The Storm Lords demanded that he show that same responsibility to his half-flesh cousins, and by force of will and strength of sinew they compelled him to agree.
  • Tribal Ban: Allow No One to Witness or to Tend Your Weakness
  • Primary Renown: Honor
  • Tribal Gift Lists: Dominance, Evasion, Weather