A Cheat Sheet of Terminology

Pangaea: mythological “Eden” and original Hunting Grounds of Father Wolf and the First Pack
Mother Luna (Amahan Iduth_)
Father Wolf (_Urfarah
)

  • First Pack and the Border Marches
  • From Mother Luna, Father Wolf sired nine children (werewolves)
  • From female wolf-spirits, Father Wolf sired Firstborn (Tribal Totems)

The Plague King: originator of the Beshilu
The Spinner-Hag: originator of the Azlu

The Fall: Father Wolf ages and is slain by those who would become the Forsaken. They believed it necessary for the health of the Pack. Mother Luna, in her anguish, levied her curse of silver upon the Uratha, but eased that curse for those who would take her blessing (Auspice). In their hatred, the Pure refused Mother Luna’s blessing and vowed to destroy the Forsaken.

Pure Tribal Totems: Dire Wolf, Rabid Wolf, Silver Wolf
Forsaken Tribal Totems: Fenris Wolf, Black Wolf, Death Wolf, Winter Wolf, Red Wolf

Heart of the Wolf: the mixture of emotions and primal urge Uratha feel all the time
Blood Feud: the eternal war between the Pure and the Forsaken. Often spills over into human and wolf-blooded kin

Two Worlds: The Hisil (the Shadow) where spirits reside and the mortal realm. The Gauntlet separates the two. The Uratha are children of both worlds, flesh and spirit together.

The Hunt: Uratha feel the constant need to hunt be it spirits, rogue creatures, the Hosts, some humans that pose threats or others. They are hunted in turn by spirits of power who resent half-flesh wolves’ power over the spirit world and by the Pure Tribes, the Hosts, humans, other supernatural creatures.

The First Change: during this time the new wolf experiences a strange world and perceives the Shadow Realm. Sometimes they slip in and out of that realm, losing time, sensing strange spirits. Animals react unusually, following or fleeing. At some point, it is likely a wolf will bite them (Shared Scent). On their phase of the moon (auspice) they begin to change. Before the Change, spirits surround the nascent werewolf with benevolent or malevolent purpose. It is the duty of the local packs to find the Newly Changed and bring them into the fold before beings such as powerful spirits or the Pure take them.

Tribes of the Moon

  • Blood Talons, Suthar Anzuth (Fenris) – Offer no surrender you would not accept
  • Bone Shadows, Hirfathra Hissu (Death) – Pay each spirit in kind
  • Hunters in Darkness, Meninna (Black) – Let no sacred place in your territory be violated
  • Iron Masters, Farsil Luhal (Red) – Honor your territory in all things
  • Storm Lords, Iminir (Winter) – Allow no one to witness or to tend your weakness
  • Ghost Wolves, Thihirtha Numea

Lodges: Highly specified aspects within a tribe and sometimes formed without relation to tribe (auspice or purpose related)

Pack Bonds:
Uratha experience the following when it comes to familiar bond. The Tribe is the Ideal. The Pack is the family. Packs typically number 3-9 in size. Any larger and they split to become two packs. A pack will defend its packmates against even members of their own tribe.

“Blessed packs:” are in the minority but believed to be destined for great things. They consist of five members, one of each auspice.

Totems: spirits do not like werewolves and consider them to be “half-breeds” because of their half-physical nature. They resent the Uratha drive to “police” the Shadow Realm. However, they are often bound through force or coercion into fetishes, loci, and as pack totems.

Alpha: leadership priorities can shift based on the needs of the pack at the time, especially in a blessed pack

Howls: similar to half-improvised singsong recitation of epic poem

The First Tongue: The language of the Uratha; all are assumed to be able to speak basic vocabulary, but true scholars require the 1 pt Language Merit

Love and Breeding: werewolves feel passion like a fury. They are not good at dealing with betrayal of a human lover. The Oath prevents them from interbreeding with their own kind. More specifically, no offspring; some take a liberal view and form homosexual relationships, or have sex without the purpose of mating (or do other things).

Unihar: the product of two Uratha mating. Called a Ghost Child. Once conceived, they are notoriously difficult to stop from maturing to term. When they are born, the physical embodiment is a terrifying mass, but in the spirit realm the ghost child flees to escape. They appear to be immune to most werewolf gifts and rites and are one of the most terrifying foes an Uratha could face.

Nuzusul: Pre-Change Uratha

Lunacy: abject terror of the monsters that once ruled; supernatural madness induced by the forms

Enemies
The Pure Tribes

  • Seek to wipe the Tribes of the Moon off the face of the planet
  • Establish the Spirit Kings in their old positions with humanity under their sway
  • Fire-Touched, Izidakh (Rabid Wolf) – religious zealots who wish to use disease and fire to purify the Forsaken and wipe them clean; accepts converts
  • Ivory Claws, Tzuumfin (Silver Wolf) – purity obsession; wil not accept anyone who has “served Luna’s weaklinegs;” only the purest of the pure; cold in fury; power passes hereditarily; geneaology research
  • Predator Kings, Ninna Farakh (Dire Wolf) – savage and primitive monsters; oldest of the Firstborn; hate the Forsaken for the loss of their hunter’s paradise; prefer to hunt in Urshul (near-wolf); hate the trappings of Man

The Bale Hounds, Asar Gadar

  • The First Wound (death of Father Wolf)
  • Other Wounds; festering swollen, thick with spirits of pain and hatred, greed and fury, violence and sin
  • Only the darkest emotions rule

Spirits

Spirit Choirs

  • Most spirits follow a feudal structure who owe their vassals defense and service in return for chiminage (essence)
  • Nearly every spirit pays homage to a local lord who owes their allegieance to a higher lord and so on and so forth until it gets back to one of the Incarnae in the spirit wilds
  • Rivalries and ambitions to take over

Celestine (Mother Luna) highest
Incarnae (Firstborn)

  • All spirits have a ban – a prohibition that they will absolutely not violate
  • Ithaeur try to gain as much knowledge of these bans and weaknesses as possible
  • Many spirits are bound to their physical-world form

The Ridden, Hithimu
Immaterial in the physical world unless it takes steps to influence environment and acquire a body

  • Try to stay hidden from werewolves
  • Two stages:
  • - Urged (hithisu) nudge host desires and impulses like backseat driver
  • - Claimed (duguthim) full control, pieces of the host body begin to reflect their spirit rider (glass spirit might make their nails turn to glass over time)

The Exiles, Idigam

  • Tremendouly powerful spirits rose up in the 1960s; these spirits were locked away on the physical moon and returned with the Apollo missions
    They were dark creatures that arose before Pangaea fully formed; Father Wolf banished them to prisons far beyond where a werewolf could reach (the moon)
  • Primary goal is to weaken the Gauntlet
  • Gurdilag (who took over Denver) was one

The Hosts, Shartha

  • One creature and many
  • Shards devour each other and become larger, smarter, and more powerful until they grow to human size and intelligence
  • Disguise as human; devours the human except its skin and hides
  • When slain they break apart into tiny pieces and if even one escapes the Host will eventually return and remember who harmed it

Azlu (Spider Hosts), Weavers

  • Spinner-Hag
  • Driven to weave; cut off loci from the physical world; strengthen the Gauntlet
  • Doing this makes people docile, easier to manipulate and control and feed from
  • Typically strengthen the Gauntlet in areas outside their Hunting Grounds to weaken enemies

Beshilu (Rat Hosts), Gnawers

  • Plague King
  • Work to weaken the Gauntlet and tear it down so that spirits may infest both sides
  • Believe that if they tear it down completely they will reunite as the Plague King once more
  • Their work opens Wounds

Ghosts
Not in the Shadow Realm, but haunting the Physical

Humans
Duh

Other shit
Vampires, Mages, et al

Territory

  • Pack bleeds for the land it claims
  • Control your territory lest it be controlled for you (or taken)
  • Claiming: 3 reasons: instinct, tactical advantage, access (Loci)
  • Mark boundaries
  • Use of spirits in warfare
    T* ypically, if you can hold a region for a month without losing some of your own territory, it is considered yours

Assets

  • Wolf-Blooded
  • Wealth
  • Utilities
  • Spirits
  • Police/Military
  • Secret Movement
  • Gauntlet

Tur: Gatherings (p53)

The Oaths of the Moon (p55)

Game History

1990s:

  • Saw coordinated attacks of Pure against Tribes of the Moon across the face of North America
  • Denver fell to Gurdilag, a terrifying idigam of remarkable power
  • Gurdilag defeated (Max Roman as key)
  • PCs interactions with powerful spirits and Bale Hounds; city eventually weakness, to the point that Pure and their allies are able to retake it and scatter the Tribes of the Moon in their weakness

From Predators book

  • Spirits think of the Uratha kind of like hardcore nutjob right wing teabaggers think of the government; at best, meddlesome and unnecessary; at worst, trying to steal what is rightfully theirs or harm them in some way

Dealing with Spirits

  • Introductions (based on the type of spirit)
  • Gifts of chiminage (or Essence)
  • Some spirits may request more specific quests or offerings on its behalf or on behalf of its real-world counterpart

What they you get?

  • Information
  • Gifts (powers)
  • Totems
  • Spiritual assistance in some matter
  • Fetish-binding

A Cheat Sheet of Terminology

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