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  1. #1
    DrDog's Avatar

    Werewolf Lawyer
    Tiny

    This Story is True

    Pack Hierarchy can be broken down as follows. This is how many werewolf packs work, but certainly not all of them.
    The Alpha

    The alpha is the head of the pack.
    He is the face, he is the wolf in charge. He eats first at meals. He
    gets first choice of mates. His word is law. When it comes to essence,
    he is entitled to all of it. Any he does not desire is his to
    distribute as he sees fit.
    The Beta
    The alpha gives the commandments, the beta moves the mountains to make it work. Betas are often the fighters, and are usually the physically strongest members of the pack. However, others use the Beta as the face to the other packs,
    and as the backup singer to the alpha.
    The Chorus
    Those wolves who don't have one of the three major roles are sometimes refered to as the chorus. They work as a unit, following the alpha's plans, the beta's directives, and the Omega's jokes. They have thier own internal pecking order, and that determines who eats first, after the Alpha and Beta.
    The Omega
    The Omega is often the smallest wolf. He eats last, after all the others. He is also in charge of morale. It is his role to keep the werewolves hale and happy. It is his job to be the butt of jokes, to be the one whom everything is blamed, and the one whom the pack relies on to diffuse tense situations. Part Fool and part Bard this wolf's first duty is to the packs' overall well being.


    Signature Lines:

    All werewolf players must include their character's Auspice, Tribe and dots of renown in their signature line. If your character is newly changed and has yet to be spirit-branded, make mention of that instead.

    Minisheets

    Please fill out the form for your minisheet in totality, yes it is very useful for me to know your perception pool, your defence, and your speed.


    Posting Rules:

    Here are the rules for posting. This should be your go to reference guide if you are unsure. If I ever tell you to do
    something specific in a thread, that takes precedence over this.

    Combat Threads:
    If you are in physical combat, all rolls must be posted. Preferably in a spoiler tag. This includes shapeshifting rolls, and remember, there is no roll to shift to hishu (or uhan if you took the special merit)

    Non-Combat threads:
    Please post your rolls. use the [spoiler] tag to occlude them from general perusal. If you have a stamina+survival+Primal Urge dice pool of 5 or better, you do not need to roll for shapeshifting in non-time sensitive situations.
    Please mention what you are shifting into and describe it IC.

    Finally: Please start your post by putting what form you are in OR have it in your signature line.

    Social Scenes

    From now on, you can do social threads in any particular place. However they can genreally be divided into two categories. Tur threads are open social threads that occur in your territory. Because your territory is so small though, all such threads are open. The other option is a private thread somewhere else. All such threads have the risk of being dragged out of social discussion with the arrival of pure scouting parties, malevolent spirits, or Hunters.
    As you expand territory, you will be able to add enough space to enable non-open safe threads. Or if you discover a safe house during your scouting, you can discuss things there in privacy as well.

    Totem creation:


    There are two ways to create a totem.
    Method 1:
    Have your alpha tell me you have all decided to find a specific totem. Lets say you want a darkness spirit, or a joy spirit, or a maternity spirit; basically, some spirit that you haven't seen in the game. You ask me to make a spirit for you to use as a totem. We will use the pack thread to make a totem for you guys, and then you go hunt it down and turn it to your side.

    Method 2 Hunt down a spirit already discovered in your territory (you could also poach from someone else's territory, but that comes with its own easily noticed risks). For example, the werewolves of the Sworn could hunt down the disease spirit that they defeated a while ago. The shadow seekers could go after the pain spirit that guards their locus. Since some spirits are more powerful than others, this functions as bonus dots of totem that are spent on improving the spirit. This means that you could get a very powerful spirit with only a half-dozen totem dots, but who has a
    totem ban of a 20-25 dot totem.

    When you want a totem, you will need to have a locus or some other way of entering the spirit world. Once you do, you spend a scene hunting one down and beating it up until it agrees to work with you. Then we go to the pack's personal thread and do a creation of the totem together. (thats where your totem points come in).

    Totem points, as a reminder, are a flat 3 xp per dot, maximum of 5 dots per character. So at most, each character can spend 15 xp for 5 dots of totem.

    A pack is a minimum of 3 werewolves is the size of group of werewolves neccessary to get a totem. Totems must be earned in play.


    Renown and Gifts

    Renown can be a struggle in werewolf, so here's the guide.

    At character creation, you get three dots of renown usually (ghost wolves get 2), and three gifts. The first gift comes from your auspice list, the second from your tribal list, and the third from any list so so please. Using your third gift to give yourself a 2 dot gift is fine, you just have to have a renown of 2, and the second dot gift must be in a gift list you have a 1 dot gift in already.

    Now, the tricky part.
    When you spend xp to raise a renown, you gain a gift of that level from you affinity list.

    Translation.
    When you buy a new dot of a rewnown, you look through your affinity lists. (we will use Bob the Devourer, a Rahu Bone Shadow) Bob has affinity with Dominance, Full Moon, Strength, from his auspice; Death, Insight, and Warding from his tribe, and Father Wolf and Mother Luna are allways affinity. So bob buys purity 2. He looks through the 2 dot gift in each of those lists, and settles on father wolf's speed. He then buys Wisdom 3. He loosk through the 3 dot gifts in each of those lists, and buys Ward Vs. Technology. He then buys glory 1, and goes through the 1 dot gifts of all of these, and settles on Crushing Blow. No matter what renown you buy up, you always consider your affinity lists.

    Also remember to check the xp reductions in the character creation page on the wiki.

    Customizing the Element Gift list

    For those of you blessed with the elemental gifts, there are special rules:

    You can create your own elemental adaptation of any gift in the elemental gift list.

    Call water is standard.
    Call Fire (lasts for 1 turn before your hand actually catches on fire, so put the fire to good use quickly) Call snow (snowball), Call earth, call Air, etc.

    Manipulate earth is standard
    This allows for cosmetic or non-damaging alterations. Can move water in a pond to create a drier section, can part the flames as you walk through them, etc.

    Command does damage with the element; watch Avatar Last Airbender if you need inspiration.

    The 4 and 5 dots do even more damage. And are really rather scary.
    Everything that's not standard has to be approved by me. However, I generally like adaptations.
    To purchase another element of the same level (have call earth, want call snow) is 3 xp per dot level. (4 if non-favored)

    Sleeping in forms other than human:

    You may sleep in either Urhan or Hishu form without issue, and can sleep in Dalu or Urshul with the concern that you are violating the oath of the moon if anyone comes across yo.
    Additionally, there is the alternate Form merit:
    http://nwod.org/wiki/index.php/Alternate_Form
    which allows you to go into urhan form when you are knocked unconcious, or to choose which form you fall unconscious into.

    Totems and Glimpses

    The Totem is an essential part of a pack's strength. Each month that the totem works with the pack, one of the pack members must post a totem glimpse, wherein they show how they are helping fulfill the pack ban of the totem. Once each member has posted 6 such posts, the pack no longer needs to post such glimpses.
    If the pack fails to post for the month before having reached the 6 per packmember, then the totem rescinds its benefits, and the pack must do a group glimpse of contrition to restore the totem's benefit (This does count towards everyone's 6 glimpses).
    Additionally, should the pack violate the totem's ban, even if they have the requisite number of posts, they must still perform a group contrition glimpse in order to restore their totem's benefit.
    Example:
    Caleb, Christian and Chantay have Mother Duck as their totem. She demands they protect the waters of their territory as her ban. First month Caleb posts about stopping a guy dumping waste into the sewer, second month Caleb posts about cleaning up a dirty beach, third month Christian posts about hunting down a polluter, fourth month no one posts. Mothering Duck retracts her benefit. All three characters together do a group glimpse of cleaning the beach. She returns the benefit. Currently Caleb has 3, Christian 2, and Chantay 1. After many months, each has 6 glimpses, and they no longer need to post. A new packmember, Charity, joins the pack, and so she posts once a month until she has garnered the 6, and now she needs post no longer.
    The pack then is forced to dump poison in the water, and so they loose the benefit of mothering duck. They all make a group Glimpse demonstrating their reintroduction of fish and cleanup of the toxin, and regain the benefit.


    Disclaimer:

    When an NPC of mine says "this sounds like a good idea, lets do it" it certainly DOES NOT mean that I, as the ST think its a good idea. In fact, it might be a horrible idea. It might very well get you all killed. Just consider the source of the information.


    Suggested Viewing:

    http://www.pbs.org/wnet/nature/episo...-episode/4678/

    A great documentary about how wolves in the wild work. And also how territory battles usually go. (though werewolves are a little more merciful than wolves)
    The Dog Draped in Resplendent Finery of Shrieking Spirits.

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  3. #2
    DrDog's Avatar

    Werewolf Lawyer
    Tiny

    If you don't understand, ask, and it will be answered.
    Werewolf: The Forsaken
    The Lycanthropic Condition

    Auspices

    Rahu (Full Moon, Warrior)
    Renown: Purity
    Specialties: Brawl, Intimidation, Survival
    Gift Lists: Dominance, Full Moon, Strength
    Ability: Warrior’s Eye. “Read” a foe once per session, Wits + Primal Urge to determine if foe is more/less powerful. DF: Misjudgement, ES: Sense of gap between power levels.

    Cahalith (Gibous Moon, Visionary)
    Renown: Glory
    Specialties: Crafts, Expression, Persuasion
    Gift Lists: Gibbous Moon, Inspiration, Knowledge
    Ability: Prophetic Dreams. Gives clue about challenges faced once per story., must sleep at least 4 hours. +1 bonus to Occult rolls to interpret omens or occult riddles.

    Elodoth (Half Moon, Walker Between)
    Renown: Honor
    Specialties: Empathy, Investigation, Politics
    Gift Lists: Half Moon, Insight, Warding
    Ability: Spirit Envoy. +2 bonus to Empathy, Expression, Persuasion, or Politics rolls made to negotiate with spirits. Does not apply to threats.

    Ithaeur (Crescent Moon, Spirit Master)
    Renown: Wisdom
    Specialties: Animal Ken, Medicine, Occult
    Gift Lists: Crescent Moon, Elemental, Shaping
    Ability: Ritual Master. Rituals dots cost new x4. New rites bought with experience cost dots x1.

    Irraka (New Moon, Stalker)
    Renown: Cunning
    Specialties: Larceny, Stealth, Subterfuge
    Gift Lists: Evasion, New Moon, Stealth
    Ability: Pathfinder’s Sense. +2 bonus to ‘peek’ into Shadow (Wits + Occult + PU, Instant) or perceive ephemeral spirits (Wits + Occult + PU, Instant). Also applies to rolls to sense loci (Wits + Investigation + PU).

    Death Rage (Kuruth)

    Resolve + Composure to resist (Reflexive)
    Failure: Shift reflexively into Gauru

    Automatic Provocation
    • Wounded by aggravated damage
    • Struck by an exceptional success attack roll
    • Striking an exceptional attack success
    • Wound is marked on one of character’s last 3 health boxes

    Harmony Minimum Stimulus (outide of combat)
    9-10 Loved one/packmate slain or badly injured; betrayed by loved one/packmate
    7-8 Betrayed by ally
    5-6 Injured outside combat by aggravated damage; loved one/packmate in danger
    3-4 Humiliated or injured
    1-2 Insulted; authority challenged

    Effects
    • Time in Gauru form lasts for entire scene
    • Attempts to destroy nearest target, friend or foe
    • Self-preservation takes over when wounded within last 3 health boxes – Flees, attacking anyone intervening
    • Attempts to mentally/socially coerce at -3
    • Cannot use fetishes/Gifts
    • Cannot spend Willpower
    • Resolve + Composure may be rolled if talked down, etc.
    • Induces fear in spirits
    • Reflexive Kuruth roll may save from being disabled by giving extra health

    Harmony

    Harmony Threshold Sin Dice Rolled
    10 Not shapeshifting for more than 3 days 5
    9 Not obtaining own food; carrying a silver weapon 5
    8 Disrepect to spirit/elder Uratha 4
    7 Spending too much time alone; violating tribal vow (minor) 4
    6 Mating with Uratha; slaying human/wolf needlessly 3
    5 Slaying werewolf in heat of battle 3
    4 Violating tribal vow (major); using silver weapon against werewolf 3
    3 Torturing enemies/prey; murdering a werewolf 2
    2 Hunting humans/wolves for food 2
    1 Betrayal of pack; hunting werewolves for food 2
    0 Zi’ir -

    ES on degeneration check: 1 WP gained
    If degeneration occurs, roll Harmony to check for derangement.

    Lunacy

    • WP 1-2: No control over actions. Catatonic, cardiac arrest, suicidal or regressive behavior. -5 penalty to all actions. No memory of event, refuse to believe evidence.
    • WP 3-4: Little control, likely to flee. -4 penalty to all actions. Vague and rationalized memories of event.
    • WP 5-7: Overcome with fear, likely to flee. -3 penalty to all actions. Has presence of mind to lock doors, etc. May attempt to fight if cornered. Attempts to remember require Int + Composure at -4.
    • WP 8-9: Exceptional self-control. May spend 1 WP to avoid fleeing for one turn. All actions at -1 penalty. Conscious effort to remember events require Int + Composure at -2 penalty. Succ allows memory that excludes the Uratha, ES allows full recall. Roll made for each attempt to remember.
    • WP 10: Complete control over Lunacy. Acts rationally and remembers clearly.

    Modifiers:
    • Dalu: +4 WP
    • Urshul: +2 WP
    • Wolf-Blooded: +2 WP, max 10
    • Supernatural creature (Including mortal servants): Immune
    • Storyteller fiat: Res + Composure roll adds successes to WP


    Primal Urge

    Primal Urge Attribute / Skill Maxi Max Essence / Essence per Turn Social Penalty Essence Bleed
    1 5 10/1 -1 -
    2 5 11/1 -1 -
    3 5 12/1 -2 -
    4 5 13/2 -2 -
    5 5 14/2 -3 -
    6 6 15/3 -3 1 / day
    7 7 20/5 -3 1 / 12 hours
    8 8 30/7 -4 1 / 10 hours
    9 9 50/10 -4 1 / 8 hours
    10 10 100/15 -5 1 / 4 hours

    Regeneration

    • Regenerate 1 bashing at the beginning of action for the turn (reflexive).
    • May spend 1 essence to regenerate 1 lethal INSTEAD of 1 bashing (reflexive). This may be done even when unconscious.
    • Without spending Essence, 1 lethal is regenerated every 15 minutes.
    • Aggravated is healed at 1 point per week.
    • Dead/unconscious Uratha imemdiately revert to Hishu.
    • Immune to mundane infection and disease.

    Renown

    Dots in tribally afilliated renown earn you brownie points among others of your tribe.

    Total Renown Dots Honorary Rank Among Spirits
    0-7 2
    8-15 3
    16-23 4
    24+ 5

    Shapeshifting

    Stamina (Hishu) + Survival + PU, Instant (ES: Reflexive action), OR Spend 1 Essence for automatic, Reflexive, OR automatic Reflexive under Auspice moon.
    • Returning to Hishu is always a Reflexive action without a roll
    • Automatic reversion to Hishu when knocked out or killed
    • Fighting Style Merits usable only in Hishu and Dalu
    • Manipulation never reduced less than 1, except in Gauru

    Hishu (Human): No modifiers.
    • -2 penalty to detect as supernatural creature

    Dalu (Near-Human): Str +1, Sta +1, Manip -1, Size +1, Health +2, Speed +1, Perception +2. +25-50 lbs mass, +4-6” height.
    • Lunacy at +4

    Gauru (War Form): Str +3, Dex +1, Sta +2, Size +2, Health +4, Initiative +1, Speed +4, +3 Perception.+200-250 lbs mass, +2-3’ height.
    • Full Lunacy
    • Armor 1/1
    • Claws +1L
    • Bite +2L (No grapple required)
    • Ignore wound penalties
    • No unconsciousness rolls
    • -2 penalty to resist Kuruth
    • Manipulation = 0, most Social and Mental tasks fail
    • Must attack an enemy, travel toward one, or take out frustration.Resolve + Composure (Reflexive) required to do anything else, failure means Kuruth. Gifts and fetishes (Reflexive) excepted
    • Maximum time in Gauru: Stamina (Hishu) + PU (+Auspice renown if under Auspice moon). Afterward must revert to Hishu, or make Sta + Survival + PU / spend Essence for alternate form
    • May shift out of Gauru voluntarily if not subject to Kuruth
    • May not voluntarily assume Gauru again for remainder of scene

    Urshul (Near-Wolf): Str +2, Dex +2, Stamina +2, Manip -3, Size +1, Health +3, Initiative +2, Speed +7, Perception +3. 3-5’ at shoulder, 6-8’ in length. +150-200 lbs in weight
    • Lunacy at +2
    • Claws +1L
    • Bite +2L (No grapple required)
    • Human speech impossible
    • Body language and scent can convey ideas to pack members
    • Limited use of First Tongue
    • Track by scent

    Urhan (The Wolf): Dex +2, Sta +1, Size -1, Initiative +2, Speed +5, Perception +4
    • Claw +1L
    • Bite +2L
    • -2 penalty to detect as supernatural creature
    • Human speech impossible
    • Can communicate with wolves (-1 to -3 penalty until familiar)
    • Limited use of First Tongue (Complex ideas: Man + Expression)
    • Track by scent

    Silver

    Silver weapons inflict aggravated damage. Werewolves must be wounded by these weapons, contact is not sufficient. The silver must be sufficiently pure. Silver is a poor choice of materials and imposes a -1 penalty for use of the weapon.

    Spiritual Perception

    Detect ephemeral spirits: Wits + Occult + PU, Instant.
    Detect Loci: Wits + Investigation + PU, Instant.
    ‘Peek’ across Gauntlet: Wits + Empathy + PU - Gauntlet Mod, Instant.

    Stepping Sideways

    Intelligence + Presence + Primal Urge OR Spend 1 Essence to cross as a Standard action.

    Must be done within the influence of a Locus unless the Rending the Gauntlet rite is used. Modifiers:
    • Werewolf stares into a reflective surface: +1
    • Near a locus rated 2 or 3: +1
    • Near a locus rated 4 or higher: +2
    • Crossing during the day: -2

    DF: Cannot attempt to cross Gauntlet again until following night.
    Failure: Cannot make another attempt for an hour.
    1 Success: 30 seconds (10 turns)
    2 Successes: 21 seconds (7 turns)
    3 Successes: 12 seconds (4 turns)
    4 Successes: 3 seconds (1 turn)
    5 Successes: Instantaneous (Reflexive).

    Tribes

    Blood Talons (Suthar Anzuth)
    Totem: Fenris, the Destroyer Wolf
    Ban: Offer no surrender that you would not accept
    Renown: Glory
    Gift Lists: Inspiration, Rage, Strength

    Bone Shadows (Hirfathra Hissu)
    Totem: Kamduis-Ur, the Death Wolf
    Ban: Pay each spirit in kind
    Renown: Wisdom
    Gift Lists: Death, Insight, Warding

    Hunters in Darkness (Meninna)
    Totem: Hikaon, the Black Wolf
    Ban: Let no sacred place in your territory be violated
    Renown: Purity
    Gift Lists: Elemental, Nature, Stealth

    Iron Masters (Farsil Luhal)
    Totem: Sagrim, the Red Wolf
    Ban: Honor your territory in all things
    Renown: Cunning
    Gift Lists: Knowledge, Shaping, technology

    Storm Lords (Iminir)
    Totem: Skolis, the Winter Wolf
    Ban: Allow no one to witness or to tend your weakness
    Renown: Honor
    Gift Lists: Dominance, Evasion, Weather

    Ghost Wolves (Thihirtha Numea)
    Totem: None
    Ban: None
    Renown: None
    Gift Lists: Father Wolf, Mother Luna

    Tracking

    Tracking by sight (As human): Int + Surv, 10-20+ succ, 10 min per roll.
    Tracking by scent (As wolf): Wits + Surv, 10-20+ succ, 10 min per roll.
    (Uratha can choose either the above if in appropriate form).
    Countertracking: Tracking roll vs. Wits + Survival each stage.
    • Tracker has more succ: Progress made
    • Countertracker has more succ: Trail lost
    • Tie: Tracker needs # of succ equal to # of succ in countertracker’s tying roll in order to resume the trail.

    Modifiers:
    • Moving at ˝ speed: None
    • Moving at ľ speed: -1
    • Moving at full speed: -2
    • Every hour trail ages: -1
    • Each subject in group tracked after the first: +1
    • Uratha has tasted subject’s blood: +4 (For 1 year)
    The Dog Draped in Resplendent Finery of Shrieking Spirits.

  4. #3
    DrDog's Avatar

    Werewolf Lawyer
    Tiny

    (currently link-less, will be fixing that soon)
    This is an index to get you started, from reading the rules to understanding pack territory. Enjoy!

    Start here for general rules and regs.

    Werewolf specific rules stuff:

    i. Ultimate cheat sheet
    ii. Useful Information (required reading)
    iii. Elemental Gifts Modification (required for those who have elemental gifts)

    Learning the History
    i Werewolf History
    ii. Active characters
    iii. Map

    Odds,Ends and Other technical Things
    The Dog Draped in Resplendent Finery of Shrieking Spirits.

  5. #4
    roadnottaken's Avatar

    Vigil
    Moros, Adamantine Arrow

    Gauntlet modifier:

    The rolls for dual senses and to cross the Gauntlet at a locus are subject to the Gauntlet modifer. Within the city, this modifier is -3 everywhere except in parks, where it is -2, and loci, where it is +1

    Stepping sideways at a locus is penalized by the Gauntlet modifier of the area surrounding the locus, rather than that of the locus itself.

    Rites:

    The dice pool for all Rites is equal to the werewolf's Harmony, subject to the following modifiers:
    +2 Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51)
    +2 In the vicinity of a powerful locus (rated ••••+)
    +1 In the vicinity of a locus (rated • to •••)
    +1 Ritualist has gained goodwill of local spirits
    +1 Ritemaster is in Dalu form
    +1 Ritemaster’s auspice moon is in the sky
    –1 to –3 Performer suffers wound penalties
    –1 Local spirits are hostile to ritualist
    –1 City suburb or town (only if rite is performed in physical world) (this includes any park within Sacramento)
    –1 Distracting environment (powerful odors, noisy)
    –2 Packmates are involved in battle
    –2 Dense urban area (only if rite is performed in physical world) (this includes all of Sacramento except parks)
    –2 Ritemaster is struck during rite but takes no damage
    –3 Rite is performed in a Barren

  6. #5
    Kelreth's Avatar

    Chris Laurent
    Langdom
    Chris Laurent

    Irraka Blood Talon
    Langdon

    "The Totem is an essential part of a pack's strength. Each member of a pack must write a total of 6 glimpses. These glimpses will tell the story of how they please their totem. Should one member of the pack fail to do so in a month then, the Totem could very well get upset and remove it's blessing until the pack has appeased it. "

    http://nwod.org:8080/wiki/index.php/...Totem_Glimpses

    I read this as IC bitch slapping is now totally ok if someone doesn't appease the totem. And yes I know I'm lazy at Glimpses...

  7. #6
    Matamune's Avatar

    Ermon
    Alfred Coldwell

    Pre 2 (Timid), SL 2 (Honest)
    Mastigos, Apostate

    Just a note on something that I see quite often (I'm not an ST, but I am a nag).

    I ask everyone to remember that in Urhan and Urshul you are not terribly articulate in the First Tongue. Extract from Core:

    1. Urshul: The shape of the body and
    scents emitted allow for the communication of quick,
    simple ideas within a group of werewolves the character
    knows well (i.e., her pack).
    2. Urhan: Werewolves
    in Urhan form are incapable of human speech
    but can use the First Tongue somewhat. (Anything more
    complex than “Follow me” or “Danger ahead” requires
    a successful Manipulation + Expression roll.)

    I understand that it's quite restricting, and brief communication in simple phrases doesn't bother me, but whenever someone in Urhan starts to quote Shakespeare, I just facepalm.

  8. #7
    DrDog's Avatar

    Werewolf Lawyer
    Tiny

    There have been some questions about Renown, and what does each mean. I encourage everyone to reread pages 194-196 of the werewolf book. Below are some exerpts for fast reflection.
    Quote Originally posted by Werewolf the Forsaken:
    Cunning is a measure of lateral thinking. The spirits don’t advocate amorality — the Oath still applies. They favor those werewolves who think beyond the Oath, who guard its principles in indirect fashion. Keeping humanity from learning of the People’s existence isn’t just trying to avoid giving them proof, it can also be proactively discrediting those people who believe.

    Glory is more than simply taking territory or winning a battle or contest. The spirits ask if those deeds are memorable. Can a lesson be learned from the retelling of the story? Indeed, is it even worth retelling? Glory incorporates elements of Honor. After all, if a werewolf wishes to claim Glory for his actions, he must proudly claim credit for them. Glory also includes valor and bravery. The spirits expect a glorious werewolf to be unafraid of danger. If he acquits himself well, the Cahalunim remember him and spread his stories to the Cahalith of the tribes, even if he dies in battle — which may be small consolation to some.

    Honorable werewolves should be truthful and fair. The Lunes expect them to keep their word once it is given and to avoid lying. Even the spirits, however, know that one of the touchstones of werewolf existence — keeping that existence hidden from humanity — requires lying and trickery. The Elunim are willing to accept that, but they bestow their favor on werewolves who are able to keep themselves from falling into in situations in which they have to make that sort of choice. In some measure, honorable behavior is also a matter of perception and comprehension. An honorable werewolf must come to understand dishonor. She must learn that not everything presented is true, and what’s more, she must learn why dishonor is wrong.

    The Fury Choir judges Purity, probably the simplest of the five types of Renown — and the most difficult to maintain. The spirits simply demand adherence to the precepts of Harmony. Gaining Purity Renown is a challenge, because Ralunim expect the Forsaken to stand by the Oath they’ve sworn. Werewolves gain Purity by enforcing the Oath of the Moon and the rules of Harmony, by leading by example, and by embodying what being a werewolf truly is (from lunar spirits’ perspective; Bale Hounds might well disagree).


    Wisdom is more than simple knowledge. As any werewolf can point out, humans are fonts of knowledge, capable of remembering mountains of useless information by rote. The things that humans know don’t help them survive, however. Wisdom, as measured by the Ithalunim, involves not only factual knowledge, but its application and even the process of learning. A werewolf who blunders due to ignorance isn’t ridiculed or shamed for her mistake (at least not by the Crescent Moon Choir). She is expected to learn from the mistake, come away from the experience wiser for it and hopefully be able to teach others her newfound knowledge. Instinct can be fooled; knowledge can be a lie. When the werewolf learns to view a question as Luna does in her sickle form, then the werewolf knows the truth as well as the facts. Then the Uratha is wise
    The Dog Draped in Resplendent Finery of Shrieking Spirits.

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