The Lodge of Harbingers focus their concern less on the esoteric greater meaning of things and more on the practical and immediate implications of prophecy and omens. It’s all very well, the Harbingers say, to have read the dire foretellings of the ancestors of the tribe, but, without the proper context, the information is useless, and even then it’s no good unless the Uratha know about it. Harbingers are drawn from the rare werewolves who have less territorial instincts (or who can fight against them), preferring to run from place to place like their fleet-footed totem, carrying portents, news and warnings to other werewolves. This, combined with the lodge’s totem (White Hare isn’t regarded as a terribly fearsome spiritual patron), make the lodge a rare choice.
What kind of werewolf, then, would choose life as a Harbinger? Without fail, Harbingers are Uratha who have seen some of the most dangerous and chthonic horrors the World of Darkness has to offer and survived (though never intact). Many Bone Shadows merely grow more curious when they see such obscene things, but some grow resolute. Other werewolves need to know about the monsters lurking in the shadows, because, despite any tribal rivalries, despite any bad blood between the Forsaken, they are all the People. The Harbingers, therefore, bring a great sense of responsibility to their work.
Prerequisites
Cunning or Wisdom ••, Athletics ••, Stealth ••
Benefits
Harbingers may learn Stealth Gifts as though they were tribal Gifts. Also, the player may add three modifier dice to any Persuasion rolls made to deal favorably with other Uratha. The Harbingers are interested in warning others of danger, not in raising volatile werewolves’ hackles.