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.......