Werewolf The Forsaken

THE TIES THAT BIND

''Introduction

But ask now the beast s, and they shall teach thee;

and the fowls of the air, and they shall tell thee:

Or speak to the earth, and it shall teach thee;

and the fishes of the sea shall declare unto thee.

The wolf must be fed, and this book is food.

As the title states, this book is a player's guide — a

compilation of information and rules to help refine and

expand a character concept. While some of these tidbits

might be most helpful when creating a brand-new charac-

ter, most of what can be found here should easily find its

way into an existing character, helping elaborate on her

motifs or perhaps giving her new ideas to grow into.

The Evolution of Character

New options are, by and large, a good thing. The

ideal is to find a new option that organically grows a

previously existing character concept, helping refine

the idea that's been there since inception. For instance,

take Whitesplinter, a Bone Shadow Elodoth whose

base concept is "death-obsessed Half-Moon who lives as

though one foot is already in the grave." Whitesplinter

has already spent time working on accumulating the Gifts

of the Death list, and all the rites pertaining to death

he can muster. A new Gift (say, from the Ending list) or

death-aspected fetish (particularly the ghost-touched items

in Chapter Two) offers a new toy to play with that suits

Whitesplinter's motif. But the real benefit is the possibil-

ity of growing and expanding the character's personality

as well. Take, for instance, the option of learning the

one-dot Ending Gift: Fear of Death. There's a story hook

implicit in earning this Gift, of course, but it doesn't end

there. Given Whitesplinter's strong Elodoth mindset,

what does this Gift say about him? How would he react to

someone who is afraid of death, given that he himself acts

as though he's already halfway there? If he were to have

the Gift used against him as part of the learning process,

what would he see? Every new toy or background fact you

add to your character can ask potential questions such as

these. Similar to the prelude, each new toy or background

fact gives you an opportunity to learn more about your

character and find more hooks with which to entertain

your fellow players. Not bad for a "power-up."

And then there's adding something completely new

to a character. Say that Whitesplinter's player takes a real

liking to the pack tactics section. Whitesplinter's base

concept doesn't have much to do with pack cohesion, but

that's why it's a base concept and not a detailed summa-

tion. The player has some fun kicking around ideas for

how to have Whitesplinter see a need for these tactics and

encourage his packmates to learn them. In particular, he

spends some time thinking about Whitesplinter's rela-

tionships with his packmates, and whom he'd go to first.

Again, the addition to the character offers new questions

that help get a handle on aspects of the character you

might not have thought about before.

So don't let anyone tell you that new character op-

tions, particularly rules options such as new Gifts or rites,

are more the province of the "roll-player" or some similar

half-baked jibe. Every new addition to your character has

the potential to grow and realize her personality. All you

have to do is ask the right questions.

Raw Creation

The creation of a brand-new character is a pleasure

all its own. Some players are practically addicted to it,

creating folders full of characters in their spare time and

switching out their old characters for new whenever the

Storyteller will let them get away with it. Constant cycling

through characters can be hell on a pack, however, and

can even be a drain on players. So when should it be done?

The most obvious answer is "when a character dies."

It's a dangerous world, and as strong and resilient as

werewolves are, even they can meet a brutal end all too

quickly. Presuming that the chronicle still has plenty of

life in it, the pack can gain a replacement soon enough.

A bit more troublesome (from the perspective of play-

ers, not characters) is simply tiring of a character. The old

character must somehow be gracefully written out of the

equation to make way for the new. This may involve delib-

erately dying, although it's usually better to talk with the

Storyteller about setting up a good scenario first. Simply

deciding to get your character killed off at the first op-

portunity may mean you take some of the other characters

with you, and that's not likely to keep your friends happy.

Whether you choose to have your character leave peace-

fully, die horribly or even vanish mysteriously, talk with

your Storyteller about potentially turning the changeover

into a story hook that can entertain your fellow players.

Drama is good, and the loss of a packmate is sure to be a

dramatic change for the pack.

In either case, there are two demands placed on a new

character entering an existing pack: plausibility and ease

of integration. As a player, you should be looking to create

a character who could plausibly join the pack, and who

doesn't cause a lot of undue disruption to the pace of the

chronicle while doing so. These demands aren't terribly

stringent, but paying some attention to them will help ease

the transition and get the action rolling all the quicker, and

perhaps increase the other players' investment in your new

character. For instance, consider the "plausibility" angle.

Say that to make it more plausible that your new character

would join the players' pack rather than another established

pack of Storyteller characters, you create a tie between your

new character and the packmembers and their territory.

He may have been a bouncer at their favorite bar, or maybe

he was dating the alpha's sister. The previously existing tie

should make it easier for the rest of the pack to accept him

(unless he was a jerk to the alpha's sister), and also adds

A Finite Chronicle

Some groups like to run their chronicles with no set

end in mind — the game runs until it stops running, per-

haps with some eventual climax that's impossible to beat,

perhaps by simply losing momentum. However, consider the

possibilities of a chronicle that's expected to have a begin-

ning, middle and end from the moment you start character

creation. These shorter chronicles add a degree of intensity,

and, of course, opportunity to try more chronicle concepts.

The best part is that you can revisit the characters of the

chronicle after it ends, as a sequel of sorts, or you can move

on. Or both, even. It's not the most obvious way to play the

game, but it's certainly worth a try.

Chewing the Gristle

So, the contents.

Chapter One 1

Blood expands the information on

the five Tribes of the Moon, as well as the tribeless Ghost

Wolves. Each tribe's customs are brought into focus, from

their recruitment policies to the strange traditions that

vary from place to place. Note that this chapter focuses

on the social and setting information having to do with a

tribe; rules mechanics such as new Gift lists are generally

found in the next chapter. The tribeless Ghost Wolves

aren't left out, either, as they receive an equal share of at-

tention — who they might be, why they might not be part

of a tribe and what they might be doing about it. Even

the possibility of forging an entirely new tribe is discussed

here. It's a task that is all but impossible, but clearly it's

been done eight times previously....

Chapter Two 2

Meat focuses more tightly on options

for the individual character (and some options for the

whole pack. A series of new Merits and Flaws designed

specifically for werewolves can be found here. The chapter

then continues with 11 new Gift lists (five of which count

as tribal Affinity lists for the five Tribes of the Moon), and

two new kinds of rites: hunt rites and seasonal rites. The

arsenal of the Forsaken is then augmented with fetishes,

talens and artifacts of a less . . . savory stripe: objects em-

powered by the energies of ghosts, or cursed with malevo-

lent resonance. The chapter finishes off with a deeper look

into the various roleplaying ramifications of the Harmony

Trait, and an extended treatment of the pack dynamic,

including some new pack tactic ideas for fighting as one.

Chapter Three: Bones looks at the bigger picture, at

the world of Werewolf as a whole. The first section of the

chapter introduces a seldom-seen social dynamic, that of

the "clutch" or alliance of packs. This attempt to achieve

greater cooperation often fails — here we look at why,

and outline the challenges such that your characters can

attempt to forge a clutch of their own if so inclined. Then

comes a look at werewolves around the world, and their

cultural, spiritual and physiological diversity. This section

can assist the Storyteller in creating a Werewolf chronicle

that takes place a bit farther afield, but the primary

function of this section is to make it easier to visualize

characters from around the world for player use. Finally,

the chapter closes with a look at the concerns facing the

Forsaken around the world. These potential hotspots

and story hooks may inform a character's background or

provide the pack with a new ambition.

We hope the book makes for a good meal — tasty,

filling and nutritious. May your werewolves grow sleek and

mighty on this fare.

Chapter Blood

Tommy was the first one to see them coming over the line.

They kept low to the ground and moved in pairs, each one cov-

ering his partner, as smart wolves should. But if they were trying

to keep completely silent and unseen, they weren't trying very

hard, or they just weren't very good. They all passed right by

Tommy, not one of them looking deep enough into the darkness

to see him, and then he came to collect us.

Grigori already knew, of course. He'd been rocking there soft-

ly, almost asleep, before his eyes snapped open and he picked

up that bone ritual knife that's not really white any more. "Tom-

my's coming. So are they," he said, and we didn't have any time

to get anything else out of him before Tommy was back. Not

that we tried real hard. We've learned to trust Grigori's hunches,

if "hunch" is the right word for something that isn't so much pure

guesswork.

Scipio was ready — hell, he was downright hungry. That spear

he's been working on hasn't been far from him for weeks, and

he was sighting down its length and hefting its balance almost

before the words were out of Grigori's mouth. Scipio finally set it

back and chose the axe; I guess the spear wasn't ready yet. All

the while, he had that smile on his face. The one that says, I smell

blood.

Devi kept asking Tommy questions, as she always does. Not

just the basics like number and location; she was asking things

such as "How old?" and "How were they paired?" and "Did she

look like she had any fetishes?" She was already sorting through

all the possibilities to split them apart and pull them down, you

could tell. I never got the phrase "mind like an iron trap" until I met

sister Devi. Never forgets, friend or foe. Never.

Meg — well, Meg was quiet. I like her a lot better when she's

laughing or furious or even in tears. If she's cutting loose emo-

tionally, maybe she'll storm out of the room or call us some really

foul names or tear up someone's arm, nothing permanent. When

she's completely calm — I half-expect someone to die, Oath or

no Oath. And if they're looking to kill her packmates — to kill us

— well, Meg's ready to give them as good as we get, and more.

Me? All I can do to keep up with these guys, my brothers and

sisters. I might not have their gifts, but I'm loyal. Stray dog, that's

me, ready to lay down my life for the people I've found, even for

my ghost to shred its way back out of Hell to keep on fighting

with them.

We few, we happy few. We band of brothers.

BLOOD TALONS

If something is bound, the binding can be broken.

If something is driven away, it might return. If your

territory is warded for protection, the wards will eventu-

ally fail. As a Blood Talon, you are the one to face these

cold, hard facts and bring your own solution, because

when something is dead, it can never trouble you again.

You will bleed every night and ache every

day because you've chosen to be the one who

faces the worst in this life. You will fight first

and run last. You will battle the

hardest and the longest, and you

The Blood Talons offer the understanding that

warrior skill can be honed and focused, and used to

reach a higher purpose. It's less about kicking ass and

taking names than about responsibility and self-sac-

rifice. A heavy sense of responsibility grips a Suthar

Anzuth, and he channels that into fighting skills

to be rightfully proud of. Through savage and ugly

violence, he becomes better at protecting his hunting

ground, his packmates and his loved ones.

For some Blood Talons, it's a passion to

be the best. For others, it's simple sense

that in a world that wants them dead, it

pays to be the best warrior they can be.

But there is always something

deeper, rarely seen or felt by

those outside the tribe.

Perhaps there's always

that shred of doubt in the

eyes of other Uratha when

they see an average office

worker or otherwise apparently

non-violent person seeking out

the Suthar Anzuth: "Why is someone

like him dedicating his life to a creature like

Destroyer Wolf?" The werewolves who

simply deride the Blood Talons as the

"warrior tribe" are missing the depths in

each warrior's heart. His violence is fuelled

by deeper thoughts, and his skill is born from

an understanding that there is nobility and

wisdom in Fenris-Ur's ferocious abili-

ties. The Blood Talon, in killing his

enemies, gives life to his pack, and in

such a light, it is not so hard to see

why newly Changed werewolves

turn to the Suthar Anzuth.

The majority of Suthar Anzuth

become warriors only after their First

Change. After all, how many people

were occultists and shamans before

becoming Bone Shadows? How many

normal humans were hunters and trackers

before they became Hunters in Darkness? This is

not to say the Blood Talons don't have their fair share

of members who were police officers or soldiers or had

a knack for martial arts before joining the tribe, but

the focus on becoming a warrior is as often the result

of joining the Suthar Anzuth as it is the cause for it.

Anyone who feels the weight of genuine responsibil-

ity in their lives can find a place among the Talons.

What a man spent his human life doing usually

means nothing to the tribal elders.

But there are other aspects to the call of the

Suthar Anzuth beyond respectable devotion to others.

On the surface, their ideology of responsibility seems

noble enough, but once involved with the tribe, this

responsibility can take deeper root. To the Blood Tal-

ons, the human world of comfort and safety that each

werewolf was born into is a lie. The Uratha are the

inheritors of a powerful warrior legacy: in their veins

runs the mystical blood of Father Wolf, the greatest

warrior of Pangaea. Many Suthar Anzuth feel a close

kinship with Urfarah that develops over the years of

their lives, manifested in their bond with Fenris-Ur,

the Firstborn that most Talons feel best represents

the slain progenitor as an unrivalled warrior and

slayer of foes.

There is also the matter of practicality. Beset by

enemies and fighting to survive night after night,

week after week, year after year, training as a warrior

above all else makes sense. In that light, it's simple

logic, and the tribe draws its fair share of members

from that cold and hollow truth. This aspect of the

tribe's appeal tends to be found most in the youngest

members of the tribe, and has the tendency to fade

away as the werewolves grow older and get more in

touch with the spiritual aspects of their existences.

Of course, the exhilaration of physical prowess,

of victory over enemies and the sensation of living in

a body that is honed to excel should never be under-

estimated. This exhilaration underlies almost all the

Blood Talons do, breeding a confident grace and an

aura of self-assurance that can seem smug and irritat-

ing — and probably intimidating — even to other

werewolves. The fact of the matter is, no matter how

shallow it might seem, Blood Talon physiques usu-

ally look good. They look like what they are: people

who train their bodies to hunt, fight and kill. That

makes them healthy and strong, usually with defined

physiques that anyone might envy, concealed under

their street or work clothes.

But no matter how fit and strong a Blood Talon

character is, there is almost certainly a fierce as-

pect to his physical presence that can make others

uncomfortable. This is because there's a reason, a

purpose, behind the dangerous-looking bodies of any

Blood Talon. It's more than bodybuilding or physical

training; it is development and improvement in order

to kill your enemies and keep your friends alive. A

slender Talon who is diligent about his health and

training might be all iron-hard muscle and cable-

like sinew to the point where he borders on looking

obsessed. So while it's easy to talk about how good

the Talons look because of exercise and combat prow-

ess, if it were that simple they'd all simply be more

attractive than other werewolves, and as far as the

game system goes, Talons aren't. Responsibility burns

within them, and it shows clearly on the surface — in

tired eyes that stare for threats, in bones that ache

from hours of fighting the night before and in the

dozens of scars that mark their bodies.

Sacrifice marks a wolf, and the wounds are rarely

pretty.

Ward Against Harm

The Blood Talons talk a lot about how

they're the best equipped to protect their loved

ones and hunting grounds, but what about the

other tribes? The fact is, while the Blood Talon

approach to dealing with a problem is admittedly

less cerebral than what other werewolves might

at times suggest, the Blood Talon solution is

quick, decisive and permanent. Wards fail, bind-

ings can be broken and negotiations with inhu-

man beings from the Shadow can turn sour in the

space of a heartbeat or suffer treachery at a later

date. But destroying your threats outright means

they never bother you again.

Yes, there are ethical issues, and it's foolish

to suggest that a Blood Talon and his pack are

powerful enough to beat every antagonist

they come up against in combat. But, similar to

Urfarah and Destroyer Wolf, the Blood Talon's

instinct to try. If the fight is obviously going

to be a tough one, then that's where the other

packmates come in. They use their skills to

learn what they can about the spirit or creature,

locate its weaknesses and the Blood Talon leads

the charge to put it down for good. The Blood

Talons might be unsubtle and could be accused

of being "hammers that see every problem as a

nail," but the fact of the matter is that a problem

dead is a problem solved. What better deterrent

to future antagonists than the fear of merciless

destruction? In embracing the violent aspects of

their heritage and nature, the Suthar Anzuth do

not pretend to be anything but what they are

— werewolves.

The Tribal Oath

Offer No Surrender that You Would Not Accept.

The oath of Fenris-Ur is a notion of responsibil-

ity that binds the werewolves of the tribe together.

The oath could be phrased any one of 100 ways,

Chapter I: Blood (Tribes)

but it would always mean the same thing: don't give

up where others could succeed. Prove that you can

endure. Don't behave in ways you find unworthy in

others. Hold yourself to the highest standard.

The Blood Talon oath matches the Bone Shadow oath in terms of

diligence and equals the Hunters' promise in terms of responsibility.

The Blood Talon oath even rivals the Storm Lords' oath in regards

to tenacity and a fear of failure, though does so for very different

reasons. The Iminir fear failure because of their status in the eyes of

others. The Suthar Anzuth share some of that, but also fear failure

because of the high personal standards they feel they must live up to. In emulating and understanding the warrior spirits of Father Wolf and Fenris-Ur, the Blood Tal-

ons are setting themselves difficult targets to reach.

Echoes of Fenris-Ur's ferocity show clearly in the

oath, balanced with a more human sense of honor.

Destroyer Wolf's killing power is mirrored by the

Blood Talons and reflected in their promise never

to give up in a fight unless they would find such a

surrender acceptable from an enemy. But this is also

a human reasoning, a counterpoint logic that means

the Blood Talons always seek to preserve some tem-

perance in their struggles, with the key notion that

an honorable surrender does exist in some battles. While the children of Fenris respect their

totem's murderous fury, they temper it with mortal codes of honor.

The endurance and judgment demanded by the oath is something almost all Blood Talons will have felt in their human lives before they ever became Suthar Anzuth, and before they

even knew that werewolves were real. In mortal life, it's a decision not to back down when others would keep going, or to give up when there's still hope of success. It could have

been a ruthless attitude to an important career, or an unwillingness

to let personal relationships deteriorate when they

could be saved. Perhaps it was resilience through an

abusive youth or overcoming some trauma or adver-

sity in life.

Whatever form it takes in the pre-Change years,

it speaks of enduring through challenges when it

would have been easier to give up and surrender. The

schoolboy who stands up to bullies or endures day

after day, and who feels sympathetic pity for those

who capitulate to the bigger kids, or the overlooked

office worker who grinds on to get his work done

over the whining protests of co-workers who cut out

early: these are the kind of souls who understand

what it means to hold yourself to a higher standard

than you see in others. In human life, they might be

considered stubborn, driven and, in some cases, even

selfless. As Uratha, they have the hearts of Blood

Talons, and within such souls the warrior instinct of

sacrifice and responsibility will grow.

It would be a lie to ignore the fact that the Blood

Talons also have their fair share of people who were

simply aggressive during their human lives: bullies

at school, criminals with savage tempers and so on.

These souls are by no means the majority in the

tribe, but they aren't rare. What it comes down to

is that no matter a werewolf's human reasoning and

experiences, when a Blood Talon runs in the Wild

Hunt, his hunter's instincts are touched by the pas-

sionate fury of Destroyer Wolf, bleeding down the to-

tem bond. That creates a unique bond and a powerful

sense of understanding between tribe members, even

if they hate each other in every other way.

Tribal Identit y

To be a Blood Talon is to feel a personal weight

of responsibility shared by others within the tribe.

That much is obvious. But tribal members are con-

nected in other ways that cross national, racial and

any other human boundaries. The most obvious

aspect, and something likely noted by any werewolf

with a Suthar Anzuth in his pack, is that blood itself

holds great significance to the tribe.

This significance works on more than one level.

Blood is the fluid of life, and any warrior understands

how precious his own blood is, while reveling in the

shedding of his enemy's. But this is merely an in-

stinctive and practical thought. The true reverence

for blood comes from what it represents, and to the

Blood Talons blood represents sacrifice, survival and

victory. A werewolf feels the blood pound in his veins

every time he changes form, and is infinitely familiar

with the smell and taste of his own blood. Across

the world, the Suthar Anzuth use their own blood as

a sacrificial component in their mystic rites. When

a spirit demands devotion and respect, what greater

sign of sincerity is there than to shed your own blood

at the creature's feet? When providing an offering to

a respected totem, what could ever show diligence

and strength more truthfully than the blood of a

fallen foe?

And in the quiet moments, blood is perhaps

more important than ever, as a focus for the thoughts

of a warrior. What else could represent triumph and

duty done so clearly as blood on your hands, as your

fingerprints show through the blood of a creature

that threatened your life? When a werewolf returns

home at dawn and stands in the shower, his cuts and

bruises stinging as he watches pink water running

down the plughole, what could be a more meaningful

sign of what he has endured to guard his loved ones?

Blood makes the Suthar Anzuth think, to reflect

on all they have done, all they are and all they will

do in the future. Uratha outside the tribe would

likely be surprised at the cerebral nature of the Tal-

ons' reverence for blood. Indeed, some all-Talon packs

might seem cultish to other werewolves, made up of

Uratha who pay an eerie reverence to blood itself,

seeming to adopt their passionate respect as a religion

of sorts. These packs are noteworthy because they are

extreme cases (some believe this is a hidden Blood

Talon lodge forbidden to outsiders), but they do exist.

Another tradition among the Blood Talons is

the act of creating one's own weapons. This custom

has been known to bleed down into individual lodges

where it sees greater emphasis, but it remains a tribal

tradition that many Blood Talons adhere to at least

once in their lives. The weapons are often simple and

durable rather than ornate, built to be used, not ad-

mired. Skilled craftsmen are not above making their

prized creations both beautiful and efficient, however,

featuring expensive materials and runic First Tongue

engravings that detail the weapon's name, history

and the wielder's deeds to date. In the case of a Blood

Talon creating a masterpiece of a weapon — one to

last decades and to shed the blood of hundreds of foes

— the tribe's werewolves rarely settle for anything but

the finest job they can do. To this end, many Blood

Talons learn the Fetish Rite as they grow in experi-

ence, in order to create the most powerful and worthy

weapon they are able.

Blood Talons with exceptional skill have been

known to create weapons for their packmates as well,

and depending on where their talents lie, a Suthar

Anzuth can toil to create firearms and other more

complicated weapons for himself and his packmates,

perhaps toward the aim of creating something

worthwhile to hand down to his descendants or earn

renown for his generosity and skill.

It is said that the Blood Talons use crafted

weapons more than any other tribe, and many packs

will see this borne out with the evidence of their

eyes. The Suthar Anzuth respect for a reliable and

efficient weapon can seem to border on the tribe's

reverence for blood. Truly valued weapons, such as

fetish relics or spirit-awakened tools, are sometimes

treated as trusted siblings and cared for with a respect

rarely seen outside of precious antique collectors — at

least when the Blood Talon isn't using the weapon

to slaughter his enemies. To werewolves outside

the tribe, caring for a blade can seem an unhealthy

obsession. To a Blood Talon, it's just good sense to

take care of the blade or gun that has saved his life

so many times. Treasured weapons are often marked

when they make another kill; axe-hafts or revolver

barrels are notched with a little scratch, and sword

blades are given another rune, etc.

Body decoration is a tradition among the Blood

Talons that varies greatly from region to region and

pack to pack. Most Suthar Anzuth bear their battle

scars proudly, but no shame is earned by those who

need to cover up such injuries for the benefit of their

day-to-day lives and jobs. Other Blood Talons take

the opposite approach, highlighting their scars by

getting tattoos that curl around the marked flesh and

draw additional attention. For some werewolves, a

scar is a mark on the flesh. The scar speaks of deeds

done and fights won. For others, a scar is another

form of expression closer to art, especially among

Cahalith. It is not unknown for particularly proud

Blood Talons to tattoo themselves with markings

resembling their spirit-brands, making up an inked

litany of their achievements displayed on their skin,

to complement the silver markings they bear in the

Shadow. Some Suthar Anzuth do this to record deeds

that they believe worthy of note, even if such acts

didn't earn them renown in the eyes of the spirits.

Remains of enemies can make fearsome additions

to Blood Talon couture. In some cultures, more than

others, skulls or bones are bound to the werewolf's

Gauru form, and some of the tribe have been known

to dye swathes of their fur dark red with the blood

of fallen foes, coating themselves with it over many

years. Some regions adopt more human-like methods

of body decoration, such as the Blood Talons living

among the tribal peoples of North America with

bones and feathers tied into their hair, each with its

own significance.

Perhaps the most well-known Blood Talon cus-

tom is that each member of the tribe proudly bears

an initiation scar. This scar is a deliberate wound, a

marking of the flesh to indicate that the werewolf has

been adopted as a child of Destroyer Wolf. The scar

itself can be gouged into any part of the body, with

the most common places for males being the bicep,

forearm, pectoral muscle or between the shoulder

blades, and for females being the bicep, forearm, nape

of the neck or small of the back.

The scar itself is part badge of honor, part

personal sigil. New Blood Talons receive the mark at

the culmination of their Rite of Initiation, when the

ritemaster gouges the symbol into the applicant's skin

with his claws. Like a fingerprint, each scar is unique

— a twisting symbol of curved lines and gashes that

marks the werewolf as a member of Fenris-Ur's brood.

Renowned Blood Talons often have their scar sym-

bols remembered through the ages and modified by

later generations seeking to emulate the deeds of past

heroes. Cahalith of the tribe frequently make a point

of noting and recalling name-scars for the purpose of

maintaining and passing tribal lore down to the next

generation. Blood Talons also often etch this unique

mark upon their possessions (especially weapons) to

declare ownership. This practice gives rise to some

members of the other tribes referring to initiation

scars as name-glyphs.

Upon leaving the tribe, those who turn from

the oath to Fenris-Ur are usually asked to burn away

their initiation scar, eradicating evidence of their

broken bond.

Packs

All-Blood Talon packs tend to exist in extremes,

depending on the clash of personalities involved.

While many Suthar Anzuth packs across the world ex-

ist free of the stereotypes, enough packs follow one of

the two extremes that they are well-known examples

of what happens when Blood Talons work together

for any length of time. Such packs commonly either

display rigid military-style hierarchies with orders

smoothly obeyed and no member in doubt as to

his place, or they resemble close-knit families with

members constantly arguing and jostling amongst

themselves for attention and position. Whichever

trend a Talon pack follows, the packmembers (and

even those packs that don't) are all united in aspect:

they are all vicious.

Given the tradition of werewolves following

ancestors and more recent family members into the

Blood Talons, it should come as no surprise that this

tribe features a great number of packs filled com-

pletely, or with a majority, of Suthar Anzuth. Such

packs are aggressive on the Wild Hunt, especially

when confronting inhuman enemies such as spirits

and Ridden, usually killing first and asking questions

later. Just as any Blood Talons, these packs can be

accused of being crude and unsubtle, but they are

ruthlessly efficient through their violence, frequently

having great success in keeping their Shadow hunt-

ing grounds clean of infestation and spiritual discord.

Spirits and shartha alike soon learn to fear going near

the territory, and those that enter or are born within

the territory are often destroyed before ever getting

a chance to negotiate. More diplomatic and intel-

lectual approaches do exist, but there's no argument

against the results. When negotiations do occur, they

are usually conducted by a patient Elodoth or Ithaeur,

and are based on what the pack desires, not what the

spirit finds acceptable. There is little give in a Blood

Talon territory, which can leave many territories

eerily silent over time as spirits fear to confront the

local pack.

It's no secret that the Suthar Anzuth pay great

respect to their totems, with the spirit member of

a pack being viewed as a sibling of the werewolves.

However, most Blood Talon packs don't generally

favor brash, aggressive or powerful totems. The pack

is usually strong enough by virtue of tribe and train-

ing, and though the Suthar Anzuth view their pack

totems as brothers of spirit (while packmates are

brothers of flesh), the Blood Talons' respect and af-

fection rarely translates in the need for yet another

skilled combatant.

Instead, most Suthar Anzuth seek totems that will

strengthen areas in which the pack shows weak-

ness, often binding a spirit that grants them access

to knowledge, skills or powers that they would rarely

have an opportunity to attain on their own because

of the rigors of the Wild Hunt. When a pack does

choose to bind itself to a spirit that shares in the

Blood Talon predilection for battle, such a being can

seem dangerously unstable or blood-hungry by the

standards of other Forsaken packs, and even the Pure.

History

The world has seen several instances in history

in which some event is named as the moment when

the age of the warrior drew to a close and the age of

the soldier rose to eclipse it. Famous examples would

be the final abolition of the samurai under Emperor

Meiji and the gradual transition of samurai clans to

the Imperial Japanese Army, or the Roman Empire's

conquests over the tribal peoples of Europe. No one

date exists that isn't conflicted by the histories of

other nations and cultures.

The Blood Talons have always understood war.

Humans kill for land, money, religion and freedom,

but it all comes down to a battle for power: the power

to live without oppression or the power to prosper

through the oppression of others. The Blood Talons

and their fearsome totem have known this for thou-

sands of years; if the legends are to be believed, the

Suthar Anzuth have lived in war from a time before

mankind first conceived the notion of warfare. It will

come as no surprise to learn that the tribe has been

drawn to human conflict throughout history, either

to stand as observers or to fight in the shadows for

their chosen side.

In battle, in war itself, there are always lessons to

be learned. History might never acknowledge great

Blood Talon warrior-captains among such cultures as

the Khanate of the Golden Horde, the Roman Em-

pire, the Third Reich, the Union and Confederacy

or the Native Americans, but that doesn't mean the

werewolves weren't present. The Suthar Anzuth have

their own wars to fight, and once the Change takes

hold of them, few throw themselves into the human

conflicts that might have captivated them or swept

them up in their mortal lives. In addition to the

drastic shift in perspective, the Oath of the Moon

and Uratha tradition both have clear mandates on

revealing the presence of the People to humans.

But the Blood Talons watch, fight when they see a

purpose and learn.

While human wars are just another lesson and

their own battles draw their real focus, tribal legends

tell tales of Blood Talons who rode with Temujin-

called-Genghis, Khan of the Mongols, or shape-

shifted in the hellish chaos of the D-Day landings in

order to kill enemy soldiers. In truth, little in the way

of evidence exists to suggest that a Blood Talon has

ever attained a famous position in history's battles,

but stories pass from generation to generation, down

through wolf-blooded family lines. And while Uratha

may not have memorably marched with human

armies or held recorded positions in history's wars,

wolf-blooded mortals have. The Suthar Anzuth never

ignore this resource. Cahalith are especially wont

to delve deep into their family bloodline to seek any

wolf-blooded ties to historical conflict, learning from

the stories passed down through the centuries.

Aspects of human conflict have filtered into

Blood Talon culture over the years, though. The

Suthar Anzuth are half-human themselves, and they

spend much of their lives in the human world they

were born into. Few tribe members remain com-

pletely untouched by human strife. The most notable

impact various human cultures have had on the

Blood Talons is through the notion of honor. From

medieval jousting to the gunslingers of the Old West

and the bushido-bound samurai of the Far East, the

Blood Talons have shaped their own honor around

cultural influences that the tribe found worthy.

Rather than simply appropriating the notions of

honorable (and successful) combat found in human

warrior cultures, the Blood Talons feel a natural bond

with those cultures that already match the heart of

Fenris-Ur's Oath. The American West notion of a

fair duel with the more skilled man walking away af-

terwards, or the Japanese code of bushido, both have

immediate parallels to the promise of responsibility,

judgment and sacrifice every Blood Talon must take.

In such a light, it is easy to see how the tenets of

these warrior-dominant cultures can affect the local

Suthar Anzuth.

Perceptions and

Reflections

The faces of the moon shine down and inspire

each tribe in slightly different ways. Elodoth from

the Suthar Anzuth are rarely the same from pack to

pack, let alone from tribe to tribe. Unsurprisingly, the

Blood Talons often focus their Luna-given blessings

and talents toward violent purposes. The following

section presents the general Blood Talon perception

of auspices, and the tribe's considerations of each of

the five types of Renown attached to the moon signs.

Rahu

"The full moon's light turns the night-time world

colorless, into black-and-white. That's how I see things,

too. You don't have to agree with me, but you might want

to think about how you'll argue the point, because by my

own choice and the mandate of a goddess, I am twice the

warrior you will ever be."

The image of the blood-drenched shapeshifter

howling up at the full moon is tied closely to the

Rahu of the Blood Talons. They are the warriors of

the warriors, living their lives by protecting their

pack and shedding the blood of their foes.

In a tribe of werewolves focusing on their war-

rior prowess, those born under the full moon might

appear on the surface to be the best of the best and

therefore deserve the highest respect from other

Suthar Anzuth. This is not necessarily so. It is undis-

puted that the Rahu are Luna's chosen warriors, but

the fury that comes with the auspice and the primal

rage within a Rahu's heart is intimidating even to

other Blood Talons. Luna's full moon children are

blessed with advantages in terms of battle prowess,

and all among the tribe acknowledge this. However,

Rahu sworn to Fenris-Ur are no more deserving of

respect than Uratha of any other moon sign, and

even the most pious or spiritual werewolves among

Destroyer Wolf's tribe rarely consider the Rahu "more

blessed" by Luna.

To the Blood Talons, the Rahu sign is often

called the Killing Moon. Some believe that killing

is what these werewolves were born to do, and while

it is easy to admire their talents for it, most Talons

have to admit that death can seem to cling to these

Uratha more than any other. When the Blood Talons

use the term Killing Moon, they do so with great re-

spect, sincere admiration, but also a touch of unease.

No Suthar Anzuth werewolf needs Luna's blessing to

become a warrior, and those that have it can seem

intimidating, intense, even frightening if they are

unstable or have difficulty restraining their rage.

With the light of the full moon comes great

skill in battle and many abilities that complement a

warrior's struggles, but the full moon also comes with

a certain focusing of a werewolf's abilities that can

seem limiting to other Blood Talons. These were-

wolves are doubly warriors: by their own choice and

Luna's mandate, which makes them master of their

chosen path, but occasionally skilled in few other ar-

eas because of their primary focus. While the major-

ity of Rahu are seen by their tribemates as balanced,

competent individuals who deserve respect for their

skills, there is occasionally doubt about some of the

tribe's Full Moon members. Children of the Killing

Moon carry a double-edged blessing among the Blood

Talons, and most are acutely aware of the clashing

respect and unease they inspire in their tribemates.

If the Rahu exemplify the tribe's warrior soul, they

also threaten the nobility of it, for the Talons have

no shortage of tales regarding Killing Moons who

were driven over the edge into degeneration by their

bloodlust.

Aside from the tribal outlook, most Blood Talon

Rahu are intense people at heart. Whether they

are inexperienced Uratha seeking to come to terms

with their new violent lives or elders with decades

of death behind them, these werewolves often have

an eerie intensity in their dealings with others, born

from their inner focus. A common sensation among

the Rahu of the tribe is one of confidence: an inner

sense of assurance that may or not bleed out into

the werewolf's personality in various occasional

ways, such as bragging or stubbornness or a set to

the werewolf's jaw that his pack soon comes to know

means "I disagree." The Full Moon werewolves who

harbor self-esteem issues in their hearts tend not to

be forthcoming about their personal doubts in public,

though obviously they might confide in their loved

ones outside the pack.

Purit y Purity is deceptively simple. On the surface, it seems to reward a werewolf simply for living up to the expectations naturally placed upon him by Luna, the denizens of Shadow and the balance of his own soul. And yet each tribe has its own struggles with Harmony; each werewolf lives through his own difficulties with acquiring Purity Renown. It can be hard to get respect for something you should be doing anyway.

The Blood Talons put a militant, sacrificial slant on the acquisition of Purity. Where any of the People can expect to gain this renown by acts of morality, righteous zeal and self-restraint, the Suthar Anzuth focus heavily on the potential for self-sacrifice in the name of Purity. If werewolf can uphold his Harmony

and suffer in the service of others, then he is follow-

ing the Blood Talon ideal of Purity and is likely to

increase his Renown in the eyes of the spirits. Other

tribes have been known to regard this perception as

akin to martyrdom. Few Blood Talons see a problem

with that.

Cahalith

"I had a dream of Destroyer Wolf meeting a spirit

in ancient Pangaea that he spared out of disgusted pity.

Now you come here yelling at me, and all of a sudden

my vision makes sense. Listen, kid, I can recall the name

of every Blood Talon who walked this area within the

last three hundred years. If you want to leave an impres-

sion on this world before you die, you should start by

impressing me."

The Gibbous Moons among the Blood Talons

are the ones who don't just fight to win; they fight

to express themselves through victory. Whether it's a personal victory, the triumph of a great Blood Talon hero or the glory of the tribe itself, the Cahalith are the ones who howl the loud-

est in remembrance. Those Cahalith who are drawn to the Blood Talons often dream of violence and blood, and seek out the children of Fenris-Ur in the hopes of mastering

the murderous visions that come to them.As fighters, many battle with a unique flair or style, seeking to outwit and impress fear into their foes just as the Cahalith seek to defeat their enemies. To this end, many Cahalith learn martial arts, and those who bear weapons often

decorate them with intricate runic engravings that draw the eye

or Chinese-style tassels that distract and annoy their

enemies. A Cahalith wants to look fearsome, and

most display themselves to that effect by displaying

trophies bound to their various forms. Some fight in

Gauru form, bearing the skulls of fallen enemies on a

chain collar, each carved in tiny script detailing the

tale of how the trophy was taken, while others wear

crafted bracers of metal in the war form, etched with

lists of past deeds and the names of honored ances-

tors.

As loremasters, the Cahalith take great pains to

recall the names and deeds of Blood Talon heroes,

both to emulate them and tell tales of their great-

ness to others in the tribe. Of all Suthar Anzuth, the

Gibbous Moons delve deepest into the past to learn

of ancient legends and tell the stories afresh. The

Pangaean era fascinates most Blood Talon Cahalith,

as do tales of human wars and empires that bear hints

of the supernatural concealed somewhere in the tale.

Anything that makes an inspiring or enlightening

story is something that a Blood Talon Cahalith can

take and twist for his own use.

Perhaps unusually for any member of a society as

fractured as the Uratha, the Gibbous Moons of the

Suthar Anzuth are often greatly concerned with their

tribe: its history, its present and its future place in the

world. Over the course of their lives, many will seek

out stories and learn for themselves what customs

other Blood Talons hold to across the world, and

are likely to incorporate these traditions into their

own packs. In such ways is the tribe bound together

through the diligence of the Cahalith. These were-

wolves often roam packless around the world and

its Shadow for a few years of their lives, seeking out

other members of their tribe and staying long enough

to learn the local customs, before moving on again.

As seers, the Gibbous Moons are awash in

their tribal reverence for blood and bloodshed. The

prophetic dreams that come to these werewolves

frequently pertain to a battle in the future or death

in the past that somehow applies to the werewolf

and his pack now. Curiously, many Cahalith have

admitted to dreaming of their Firstborn totem and

his deeds in Pangaea on many occasions through the

years. These visions of Fenris-Ur's ancient hunts and

battles always have some correlation to something

in the Cahalith's future struggles, though, as with all

prophecy, the link isn't always immediately clear.

Glory

Glory is often called the meat and drink of the

Blood Talons. It's true that the tribe as a whole pays

great attention to Glory, with bragging about victori-

ous battles taking principal place alongside telling

tales of ancestors' deeds as the most well-known

Blood Talon fireside discussions. Bravado is nothing

to be ashamed of among the Suthar Anzuth — as long

as it can be backed up. But while Glory can seem al-

most immediately obvious and easy to obtain among

the tribe, it's often not so clear-cut. In a tribe where

victory in battle is a core principle the culture, the

Blood Talons frequently expect a little more than the

other tribes do.

Glory to the Talons isn't simply a matter of kill-

ing enemies. Courage and the way a battle is fought,

as well as the purposes it is fought for, are vital to the

Blood Talon ideal of Glory. Killing enemies for the

good of the pack isn't usually considered particularly

glorious — after all, it's what most Suthar Anzuth are

expected to do each night anyway. What the Blood

Talons do pay attention to are the victories and

battles that inspire others. The werewolf who kills a

spirit that wronged his ancestors, the courageous last

stand that allowed the rest of the pack to escape, the

fight against overwhelming odds that sees the Blood

Talon walking away scarred and victorious at the

end: these are the type of events that resonate among

the tribe.

The lessons of the past have a place among the

actions of Talons today, and most of the tribe put

great stock in not only learning of ancestral deeds

but in emulating them. Blood Talons seem to inter-

act with their ancestor-spirits more often than most

other werewolves do, and take great pains to record

family histories and historical victories, whether they

are Cahalith or not.

To the Suthar Anzuth, their higher standards

for what constitutes Glory justifies the Blood Talon

penchant for bragging. Whether other werewolves

agree with this outlook is a matter that varies from

pack to pack.

Elodoth

"Battle needs a purpose, or it becomes futile. War

needs a cause, or it becomes slaughter. We have to find

the focus in each and every fight that we want to win.

You can still kill without that focus, but it lacks some-

thing important, the same way you can kill with a lump

of metal instead of a sword. I temper my bloodshed with

the knowledge that I'm doing the right thing, the right

way. If you're doing the right thing the wrong way, then

you're probably not going to walk out alive afterwards.

If you're just doing the wrong thing... well, I won't howl

over a fool's grave."

Blood Talon Elodoth walk a difficult path. The

mantle of responsibility that falls upon them de-

mands that they walk the line between warlord and

peacebringer. The Elodoth within the pack has the

deepest insight into the coming battle, the implica-

tions of victory and loss and any future repercussions

that will arise from the conflict. While a quick mind

and the ability to plan isn't solely a Half-Moon trait,

a specialty of the Elodoth among the Blood Talons

is to think these matters through to their conclu-

sions. In doing so, with a full comprehension of the

possibilities surrounding every battle, the Half-Moon

brings great insight to bear.

All Blood Talons train for conflict, but the

Elodoth train more than their tribemates to deduce

how to win in any given situation, no matter the foe.

More importantly, the Elodoth train to recognize

which battles should be avoided if necessary. Their

position is not to imply stupidity or ignorance on the

part of other Suthar Anzuth, but just as the Rahu is

gifted for killing, the Elodoth is gifted for analysis

and intuition, blending human reason with wolf in-

stinct to find the best approach to conflict. Struggle is

part of a werewolf's life, and Blood Talon Half-Moons

excel at discovering which struggles are productive,

and which are doomed. Elodoth learn of the enemy

from the Cahalith and Ithaeur, scout and study the

enemy with the Irraka and plan the conflict with the

Rahu. In and out of battle, Blood Talon Elodoth are

frequently born alphas, even if they are shy and ner-

vous in mortal life. This stems from the Half-Moon

penchant for intuitive thought and decision-making,

as well as any natural charisma the Elodoth may or

may not have.

Many Elodoth become veritable loremasters of

information pertaining to the weaknesses and habits

of all who set foot in their territories, in case the

future brings a battle against the spirit, werewolf or

human in question. Most Half-Moons are also bru-

tally direct in their dealings with spirits. Very little

cajoling and negotiation goes on by the standards

of the other tribes, but Talon Elodoth are often the

most "conversational" of their own tribe in this re-

gard. Even so, the choices offered to spirits and other

beings in the hunting ground are usually limited at

best, and are entirely based on the werewolf pack's

terms. If the creature can be swayed to assist or give

strength to the werewolf pack, the creature will be

given the chance to do so. If the spirit poses even a

remote threat now or could reasonably do so in the

future, the spirit is better off dead and forgotten.

It often falls to Blood Talon Half-Moons to act

as judges among their own kind and tribe, punish-

ing severe violations of the Oath of the Moon if they

deem it necessary. While the Irraka deal with any

human witnesses who result from violating the Oath,

the Elodoth traditionally deal with the violators, and

they do so quickly and with little mercy.

Elodoth also have a noted tendency to pay

respect and attention to the pack totem. Tradition-

ally, in many packs, the Half-Moon actually scouts

the Shadow and tracks down potential spirits that

would serve as appropriate totems for the pack. The

Blood Talons have a longstanding custom of offer-

ing great rewards and a sense of brotherhood to their

totems — usually after savagely hunting the totem,

beating it into submission and binding it. Frequently,

the Half-Moons of the tribe, with their deep-rooted

connection to both substance and Shadow spend

the most time with the pack's totem, sometimes even

rivaling the time spent with the other packmembers.

Some Elodoth in this position will take the totem as

a mentor of sorts, studying the inhuman knowledge

and behavior of the spirit and drawing upon its per-

ceptions to help develop the werewolf's own unique

outlook.

When the pack does battle, the Elodoth often

feel a sudden instinct to defend their totem just as

they would any sibling or loved one. Even those who

have no special affection for the pack totem sense the

connection in battle and will likely make sure they

are aware of any danger the totem is in, in case it

needs protection.

Honor

The notion of a code of honor, while something

of a secondary concern to others, is important to

many Blood Talons. The tribe is divided along a

rough line: for while all can see that Honor is im-

portant to Luna and the spirits, some Suthar Anzuth

see Honor as the measure of a balanced and noble

warrior soul, and others see it as an impediment to

victory by any means, at any cost.

Many Blood Talons seeking to acquire Honor

behave nobly, judging their brethren fairly and fight-

ing by both human and werewolf standards of honor.

This works for much of the tribe, but aspects of this

approach are rejected by other Blood Talons. The Ir-

raka who works with poison before a battle is unlikely

to earn Honor for his deeds, and must compensate

in other areas if he wants this Renown. The Ithaeur

who unleashes hordes of spirits at an enemy pack

to drive them out without warning is also unlikely

to gain Honor for the act, when it would have been

nobler to confront the intruders and warn them first.

Most Blood Talons seek to acquire Honor from

the spirits by unswerving dedication to duty or by

learning the laws of various challenges between

werewolf and spirit, and upholding them diligently.

A key aspect in earning Honor among the tribe to

remember that a sworn oath is sacred, and to break

it is profane. Considering a spirit's ban and leaving it

alive rather than destroying it out of convenience or

anger is another way to earn Renown, but one taken

up by fewer Blood Talons than, say, Bone Shadows.

Ithaeur

"If you're dead set about taking on these shartha,

we'll need to tip the balance against them first. I can bind

the spirit of the burned-down school into silence so that

it doesn't shriek like a child when we enter this time, and

I'll call in an old debt with the death-spirits I dealt with

during my Rite of Initiation. After that, it's up to our

claws and klaives. Let me check your weapons before we

go, and we can start this thing tonight."

In a tribe that always stands prepared for war,

the Crescent Moons are the specialists who oppose

beings from the Shadow. With mystic arts and gath-

ered wisdom, the Ithaeur leads his brethren in battle

against a thousand types of spirit, for it's both his

Luna-given calling and his chosen area of expertise.

Crescent Moons in other tribes seek to understand

the Shadow for any number of reasons. Blood Talon

Ithaeur seek such understanding primarily in the

name of ending any threats that manifest from the

world's twisted reflection. Knowing your enemy is the

first step in beating him. Those who Change under

the crescent moon often find their way to the Blood

Talons when they first confront the hostility from the

Shadow, and realize that the spirit world offers them

an unending cold war. Those who choose to fight

back often find their path as one with Fenris-Ur.

Being experts on the denizens of the Shadow

and the landscape of the spirit wilds can make many

Ithaeur grim and stoic souls. Seeking to understand

the mind and powers of a multitude of inhuman

creatures is no easy feat, or a responsibility that any

Blood Talon takes lightly. Crescent Moons may occa-

sionally sacrifice some gains in Glory because of their

more cerebral nature, but they are highly respected

among their tribe and rarely suffer significantly in the

acquisition of Renown.

If the Crescent Moon knows how to put down

the spirits tearing through her pack, then she'll do it

with rituals or claws. Results are all that matter, and

Glory lies in even quiet triumph. In addition to the

role of an advisor on matters of the Shadow, most

Blood Talon Ithaeur also build up great reputations

among their packs as indispensable support warriors.

While the Crescent Moon lacks the physical pow-

ers of the Rahu and the Cahalith that would earn

him great kills and easy Glory, or the stealth-born

predatory ability of the Irraka, many Ithaeur come to

possess an incredible hoard of rites and Gifts that can

lend advantages in a multitude of situations. Many

of an Ithaeur's rituals and powers will serve as post-

battle recovery or pre-conflict support, while others

bolster the skills of packmates or summon spirit-allies

to the fray.

Of course, after the chanting is complete and the

mystical powers have slipped their leash, an Ithaeur

is still a werewolf and still a Blood Talon, and he's

hardly helpless in a fight. Part of the auspice's man-

date translates well into the warrior tribe's outlook;

knowing the Shadow means knowing the spirit wilds,

not just its denizens, and Crescent Moons are often

the best of the best when it comes to choosing the

place where a battle in the Hisil should be fought. A

Blood Talon Ithaeur knows every inch of his hunting

grounds beyond the Gauntlet, and knows where any

trespass can best be countered.

With the tribe's focus on weaponry, it often falls

to the mystics among the Suthar Anzuth to create

fetishes for their brethren — or at least bind spirits

into already created tools. Ithaeur who dedicate the

time and effort to this activity are deeply respected by

their tribemates, sincerely appreciated by their pack-

mates and often garner significant reputations among

the spirits as well. Such reputations are not always

favorable, of course, and the Crescent Moons are usu-

ally seen either as honorable souls seeking spirits as

battle-brothers or merciless slavers who capture and

bind whatever spirits are useful to their cause. Ithaeur

are also never shy on advice regarding how to honor

the fetish weapons they create, often detailing a list

of respectful ways to treat the weapon and its spirit as

it is handed over after creation.

Wisdom

Knowledge is power, and the Blood Talons re-

spect any among their number who use their knowl-

edge to achieve an advantage over the enemies of the

People. As such, Wisdom is gained fastest by those

who use what they know (or acquire more knowl-

edge) in order to tip the odds against a pack's foes.

In some packs, this often takes the form of mas-

tering new rituals that complement the werewolves'

battle prowess or defeating an enemy spirit through

discovering and exploiting its ban. Any Blood Talon

getting involved in ways that make the final fight

easier and lessens the risk of losing packmates in

battle is ripe for significant Wisdom gain.

"We don't need to risk a fight with the Pure when

we're outnumbered three-to-one. Give me a few days,

and their alpha will be dead — or he'll be so insane he'll

wish he were. Everything I've seen about them makes me

think that'll unnerve them enough to move on. The other

packs in the city won't know we did it, so don't go brag-

ging. But the job'll get done."

The hunters among the destroyers, Blood Talon

Irraka walk a difficult path. Many are stalkers and

scouts without peer, balancing their warrior prow-

ess with guile, cunning and lateral thinking. They

fight their battles by choosing where to stage them,

whether the Irraka roam ahead of their packs to track

enemy movement or hang back with their packmates

in order to deliver lethal strikes when opponents are

distracted. Most Irraka are self-sufficient and capable

in the wilds (both rural and urban) to the point that

they might even seem distant to their packmembers.

The difference between a hunter and a warrior is

most clear among the Irraka of the Blood Talons, for

the Irraka are more the former than the latter. Pre-

cise strikes and unconventional kills are the hallmark

of a New Moon's Wild Hunt, where enemies are poi-

soned before a fight, maimed immediately to weaken

them or throated quickly at great personal risk in

order for a fast kill, rather than letting a battle play

out. The longer an Irraka is engaged with his foes,

the more he risks the odds building up against him

from unknown factors. What matters is the kill, not

how it's made, and not the victory howl afterwards.

The New Moons of other tribes sometimes wonder

why any Irraka would choose the Blood Talons in the

first place, but the answer is usually simple enough.

Blood and responsibility — even the moonless can

feel the compulsion to walk among the fiercest wolves

in order to protect what's theirs, or the call of forging

themselves into the deadliest of predators.

Blood Talon Irraka rarely think of Renown when

they do battle — they focus on survival first and fore-

most. Glory might matter as much to them as any of

their tribe, but the Irraka don't mind earning it quiet-

ly and over time. This can generate tension between

the Irraka and other Blood Talons, for while the New

Moons get the job done, they can sometimes appear

to lack a fiery "warrior spirit" or display the tradi-

tional battle lust inherent in Fenris-Ur's bond. Some

are even accused of lacking honor. To an Irraka, a foe

dead by a sniper shot to the head is just as worthy of

glory as if he'd fought the enemy fang and claw for

an hour under the light of Luna. Other Blood Talons

see the results of their Irraka brethren's actions and

admire their unique approaches, but wonder at how

strong their wolf-hearts beat. It is said that the New

Moons of all tribes often see themselves as "more

human and less wolf" than Uratha of other auspices,

and this pragmatism and unconventional logic can

seem eerie and cold among traditionally hot-blooded

Suthar Anzuth packs.

This conflict plays out within many Blood Talon

Irraka as well. Some might find it difficult to earn

Glory Renown along traditional means because of

their tactics, while others feel troubled by the call

of their wolf blood to the point where their hunter's

instincts bleed into their human lives, and they find

themselves making decisions based on a hunter's

simple logic. Many New Moons walk an uneasy bal-

ance they are never entirely comfortable with.

Lastly, it often falls to the tribe's Irraka to act

as cold-hearted and secret enforcers of the Oath of

the Moon. The Herd Must Not Know, and the Suthar

Anzuth are known to cover such mistakes by simply

killing untrustworthy witnesses. More often than

not, the Irraka shoulder the burden of covering their

packs' tracks. This is a haunting mirror of other nota-

ble New Moon behavior, such as when a Talon Irraka

will lead enemies away from his packmates, buying

time for the pack to regroup and counter-attack.

Cunning

The Blood Talons take especial pride in acts of

deception and stealth that actively harm their en-

emies. Innovative plans for upcoming engagements,

information from the enemy camp acquired at great

personal risk, targeted killings and assassinations:

these are the deeds that win a Blood Talon Renown

in the eyes of the spirits and admiration from his

tribemates. Among the Suthar Anzuth, Cunning

means thinking outside the box to get results, and

getting results usually means beating the enemy.

An indirect but no less effective way of doing

battle is to defeat your enemy without even facing

him. Blood Talons that earn Cunning play to their

strengths, whether they arrange an "accident" to be-

fall a chosen target, or weaken foes before a battle by

assaults meant to sap the enemy's resolve and energy.

Such assaults could take the form of poisonings, for

example, or the attack of the Talon's bribed spirit-al-

lies to soften the foe before the pack strikes together.

Concerns of the Soul

The Blood Talons are marked by their tribe and

their Firstborn totem. Just as they receive the bless-

ings and gifts their oaths and sponsorship provide,

they must also deal with the effects the tribal bond

has on their souls. Usually this is benevolent and re-

assuring, such as the sense of kinship among warriors

that permeates throughout the tribe. But in cases of

some werewolves, such as those with extreme Har-

mony or Primal Urge ratings, the Blood Talons betray

subtle differences because of their allegiance. All

the tribes have such quirks and behaviors, and they

manifest among the Suthar Anzuth most often related

in some way to the tribe's proclivity for violence.

Harmony

Although the Blood Talons do not necessarily

advocate killing their human and werewolf enemies

more than any other tribe, because of their warlike

ethos, the Suthar Anzuth are no strangers to death.

Such familiarity can easily lead to Harmony degen-

eration, and like all wise Forsaken, this is something

the Blood Talons sincerely wish to avoid. Most of the

tribe pay attention to the state of their souls, spend-

ing time in meditation and veneration of Luna from

time to time, and trying to behave according to the

natural laws of Purity Renown. These werewolves

are keenly aware of the spiritual chasm they stand

astride, for the tribe has more than its fair share of

tales regarding Uratha who have fallen into degen-

eration and hateful bloodlust.

The Blood Talons with extremely high Har-

mony are wellsprings of incredible self-restraint and

often possess chivalrous or noble qualities above and

beyond what one usually finds in the tribe. These

balanced souls spend a great deal of time with their

packs, often seeking to alleviate pressures or solve

problems by taking additional responsibilities them-

selves, such as guarding the wolf-blooded families of

packmates, or maintaining extended patrol duties

when the others have gone to rest. Unchecked, this is

a recipe for burnout, but many Blood Talons possess

the self-discipline necessary to remain balanced.

On the darker side of the coin, Blood Talons

with low Harmony are the shameful burden the tribe

must bear. As a Suthar Anzuth werewolf degenerates,

his bloodlust is amplified and his self-restraint erodes.

At the deepest levels of degeneration, as the Blood

Talon approaches becoming a Broken Soul, humans

and other werewolves will become prey for food, or

worth killing over the most minor of aggravations.

The fall of a Blood Talon is woven with a sense of

tragic majesty, for most degenerates lose their battle

skills and replace those skills with a sickening and

desperate feral fury that often increases the were-

wolf's killing power as his soul breaks.

If the Suthar Anzuth gets out of control (a term

that varies in meaning from region to region), then

the degenerate is likely to be hunted and put down

by his tribe. Rehabilitation isn't unknown, but killing

the wretch who has endangered himself and others

through his lack of self-control and weak spiritual

fortitude is still considered honorable. As with most

Blood Talon problems, a dead problem is one that

never needs solving again.

Primal Urge

The Blood Talons generally seek to heighten

their Primal Urge after their First Change, fusing

their flesh and spirit halves closely together, offering

more power and allowing longer use of the war form

in times of need.

The social penalties of high Primal Urge do not

concern some among the tribe, who either react

with amused resignation or a superior swagger when

humans reveal their discomfort. Others actively relish

the effect high Primal Urge has on people, especially

with regard to the advantages in intimidation. Over-

all, Blood Talons tend to regard this negative aspect

of Primal Urge as an accepted part of their nature,

and learn to live with the discomfort they cause

nearby mortals. To Suthar Anzuth, reducing their

physical and spiritual power purely to make humans

feel comfortable just makes no sense.

Concern only arises when a werewolf's spirit

half begins to eclipse the mortal half, when the soul

becomes stronger than the body at Primal Urge 6 and

higher. Many Blood Talons regard this (and the ac-

companying Essence bleed) as an uncomfortable lack

of control over a warrior's own body. The additional

power gained is often a powerful lure, however, and

one that some Talons find difficult to resist over the

course of their lives. At particularly high levels of

Primal Urge, the blood that binds the tribe begins to

manifest in the werewolf's very form — his eyes may

become red, he may sweat blood rather than pure

perspiration and his coat may turn a rich scarlet.

Story Hooks

The following section details a few hooks that

players and Storytellers might find interesting to

incorporate into their chronicles' Blood Talon char-

acters.

• A Matter of Tradition: Family matters to the

Suthar Anzuth, with some elders putting significant

pressure on their younger relatives to follow in their

footsteps and become Blood Talons. Although Fenris-

Ur is notorious for never accepting a werewolf with

no real desire to join the tribe, established Blood Tal-

ons don't always shake off the expectations of family

members once they've joined the tribe. Relatives can

ask for favors at the most inconvenient of times....

• The Final Fight: Calling on the unity of the

tribal bond works in some regions and doesn't work

in others. The Blood Talons tend to respond more

often than not when one of their number pleads for

the assistance of his tribemates, though not enthu-

siastically if the assistance places their own packs at

risk. Tribemates who have fallen on hard times can

be especially draining, as some of them get it into

their minds that a great battle against the enemies

that plague them is a grand idea and will earn them

honorable death or glorious redemption through vic-

tory. A Blood Talon who hears this call to arms will

face a tough choice between ignoring the call from a

tribemate and dragging his pack into something that

might very well seem one or more of the dead by the

end of it.

• Bittersweet Inheritance: Weapons getting

passed down through the Blood Talons can be a

matter of great ceremony and importance. But not

all weapons (in fact, very few) simply get handed

over neatly upon an elder's death. The usual turn of

events involves the potential inheritor having to find

the place where his relative was slain in battle, which

is rarely as easy it sounds, and winning the fetish

through his own strength. Other inheritances can

become clouded when the slain Blood Talon's weapon

is claimed by his own packmates, and the werewolves

who knew the dead warrior best refuse to give up

such a useful memento of their fallen packmate.

• Blood's Vengeance: Ancestor-spirits and elder

relatives are well-known among the tribe for asking

their younger Blood Talon brethren to avenge wrongs

done to the family in the past. Some werewolves have

found themselves plunged into bitter conflicts with

immortal creatures or another bloodline of were-

wolves that has lasted hundreds of years. Characters

might earn great Renown and respect for defeating

the family foe, or risk alienation and potential greater

reward for forging an alliance with the enemy.

''HUNTERS IN DARKNESS''

As a Hunter, you have a sacred duty coupled with

an understanding the others lack. Your duty is to watch

over the sacred places in the world, to defend them from

defilement and destruction. Your understanding is born

from the knowledge that such sacred places are ever

poised in delicate balance, a balance that must be main-

tained as well as defended.

Your commitment and skill are evident, bound together in the way you

hunt: hidden, unseen, undetected by your prey until the moment of the first and final strike. As Meninna, you are one of the most primal hearted werewolves howling and hunting

under Luna's sky. It falls to you to stalk prey into the darkest places of substance and Shadow, emerging with knowledge and scars your pack will marvel at. You are the

one who fights for the soul of places untouched and unseen by humanity, not for thought of reward, but because you know it's the right thing to do. Your enemies are creatures that humankind has never seen and never imagined. These beings were spawned from cruelty in the shadows of cities or born millennia ago in the wilderness,

and have never seen a human in the centuries since.

Yet these creatures hate you for the sins of your ances-

tors. You hunt them now because you were born to hunt

them, because someone must do it and you possess the

skill to survive.

You are a scion of Black Wolf, a child of Hikaon-

Ur, and you guard the soul of the world — respecting

those who defend it and slaughtering those who would

desecrate it.

Blood of Hunters

The Hunters in Darkness are consummate preda-

tors in both urban and wilderness environments,

watching over the sacred places humans never see.

Such locations exist in the dark places of cities as

well as in the deep wild, with the greatest and most

vital being nothing less than the Shadow itself.

The simple truth of the tribe is that the Hunters in

Darkness run their Wild Hunts wherever the eyes of

humans are blind, from the edges of civilization to

the spiritual reflection of human cities. The Meninna

are the werewolves who are never seen until it's too

late to turn back. The

duty of all Urdaga is to hunt as the slain Father hunted, protecting flesh

from Shadow and main- taining the balance of the spirit wilds. The Hunters

in Darkness embody that duty. Ideally, the Me- ninna seek to prevent any harm from coming to the sacred places of the world in the first place, which often involves guarding pristine wilderness where the spirits of the Hisil are untainted and unaltered

by human influence. This vigil frequently means the Hunters prevent humans from walking the land or encroaching upon it with their machines and cities. This vigil

also means the werewolves maintain a respectful relationship with the spirits within the

region's Shadow, allowing them to perform their natural roles as long as they do not fall into deviancy or corruption.

Just as the most sacred grounds

are those where only the Hunters in Darkness walk,

the greatest triumphs are those where only the Hunt-

ers in Darkness remember.

Perceptions and Reflections

Luna's most primal children take her blessing

to heart in different ways from the other tribes. The

Rahu is a warrior born, and must reconcile this with

his hunter's mindset. The Ithaeur sees the spirit world

from the perspectives of both wolf and human. The

Cahalith sings songs of ancient glories and recent

battles in a wolf's howl as often as in a human's voice.

Nowhere else is the balance of wolf heart and human

soul more evident than in the moon signs of the

Meninna.

Rahu "Death from the shadows. Death at the end of a punish-

ing chase. Death in silence, death in howling pain, death in a surge of anger or after hours of laying in wait. It's all the same to me, because I can do it all when the time comes. Hikaon-Ur and Luna have blessed me with the confidence and the power that I need to keep my hunting grounds free of corruption. If I seem content

despite my struggles, it's not

because I'm ignorant to danger it's because I know I can'treally ask for anything

more than what I have been given."

Hunter in Darkness Rahu walk the balance

between hunter and warrior like no other. In a world

of deep shadows and silent stalking, the Full Moons

are always ready for the hunt to turn into a war, and

for their bloodshed to make the difference between

the pack's life and death. Many Rahu seek out the

Hunters in Darkness because the full moon demands

Purity, and no tribe understands Purity more than

the Hunters in Darkness.

A Hunter Rahu will keep pace in the shadows

with Irraka of any tribe, matching them in stealth

and providing invaluable assistance should things go

sour and turn violent. The Warrior's Eye and instinc-

tive tendency to size up opponents before a battle

begins can actually make a Hunter Rahu teamed

with an Irraka in his pack one of the most effective

scouting duos imaginable when it comes to infiltrat-

ing enemy hunting grounds. They can get in and

get out usually without being seen, and if they are

discovered, they at least have a fighting chance of

getting out alive.

Because of the Oath of the Moon and the Rahu

regard for Purity, many Hunters in Darkness are

moral people, bound by ethics and iron-hard codes

of honor, justice and fair play. This doesn't mean

they play nice or avoid battle, but it does mean that

a Hunter Rahu often thinks twice about every action

that might cause bloodshed. Behind his Rage-bright

eyes is a predator's instinct tempered by respect for

the natural order. When a Meninna Rahu kills, it's

almost always for a good reason, and one few other

werewolves could ever disagree with. His wolf-mind

rejects needless killing, and that's an instinct even a

born warrior learns to trust.

High standards of both skill and purity spread

throughout the tribe's Full Moons, and while most

Rahu find their position to be an inspiring and valu-

able one, there are always those who chafe under

the responsibilities. Not necessarily weaker than

their brethren, some Hunters in Darkness struggle

to maintain the occasionally holier-than-thou stan-

dards of Meninna Rahu, and spiral into depression

and degeneration. The eldest and most respected

Rahu among the tribe can actually appear as war-

rior-priests of a sort, akin to monks who practice

martial arts, renowned for their fierce battle spirit

as well as their religious reverence for the world.

Among the Full Moons who simply seek to get by

with their packs, surviving night after night as best

they are able, such near-holiness is unattainable at

best and annoying to the point of hatred at worst.

However, it is no surprise to find that many Rahu

become alphas in their packs, or at least respected

betas, because even the Storm Lords have to admire

just how the Hunter in Darkness Full Moons adhere

to Luna's Oath.

A Hunter in Darkness Rahu is at his best when

on the chase. The part of the Hunt where caution

is finally thrown to the wind, when the stalking is

finished and the prey is aware it is being hunted. It

is here that the Rahu comes into his own, chasing

down the enemy with silent strength, pursuing with

the skilful tenacity born of his tribe and the Rage

born of his auspice. Still soft-footed even when his

blood is up, a Hunter Rahu on the chase will lead

his pack through the hunting ground, bringing

the prey down first and holding his own until his

packmates catch up. It's not rashness or egoism, but

rather a concerted surge of everything the Hunter

Rahu excels at. In this, he is living the Hunt and

shedding blood, the two things he was born to do.

In battle, the Meninna Full Moons combine

a wolf's pack awareness with their personal feroc-

ity. Staying aware of the ebb-and-flow of every fight

is not easy, but the Hunters will turn on a dime if

necessary, killing the enemy in droves one moment

and leaping to the aid of an embattled packmate the

next. A Rahu's skills here most often win him true

friends, because he can be relied upon to do the most

damage to the pack's enemies, bearing the brunt of

the assault in every fight, as well as being there for

his packmates if they are in danger. Of course, this

is additional responsibility for many Hunters, and

it can create a sense of bitterness among those who

already have trouble maintaining the generally high

Harmony expected of them, but no one said anything

about Uratha life being easy.

Purit y

Purity is dear to the hearts of the Hunters. The

Meninna don't necessarily raise their Renown any

faster than most other werewolves, because the

Lunes always expect the Uratha to adhere to the

Oath of the Moon and keep their Purity rising, but

the tribe's werewolves usually lose Harmony less

often than others might. A sincere devotion to see-

ing the natural order through the eyes of a wolf as

well as a human means the Hunters' greater under-

standing helps in their drive to attain Purity.

........THE END.......