Krieger Wyrmfoe and the Death Bear
Ame Kleppens — or Wind-Never-Siows to his
its huddled under a threadbere blanker. His
shuts out the cold, buconly barely. Soon he
tribe
wolf’
will howl to his packmaresand they will change places
with the other Guardians, and then enjoy a mu
zwarm, Arne smiles to himself
Kinfolk brought in chocolate from Italy
wart him quite well
He stands and shakes himself, throwing the
lanket into thesnow. Hep
uly. From the valley in thy
one of the
That would
hears howls of approval — Brings-Life-to-the-Old-
Tales has finished his story. Arne wonders what it
was this time, Perhaps a retelling of the fall of the
Thousand Oak Sept! No, too bleak. The winter has:
already been long and unpleasant ofthe
tales of Micah Mule-Slayer, the famed
Ragabash womanizer? Probably not: the Gaia’
mer Sept has visitors tonight, and they mi
appreciate s0 risque a story
Ame marvels at the skill of the Moon Dancer
Brings-Life is a master storyteller, and younger C
from septsall over Europe come 19 tell him stories and
ling them. But h
hear his advice on shares the
Linaelighe, grciouilyy;e
Werewalf Storytellers Handbook
sorrowful howls of the woll-bom Galliard Last Snow-
fall, or with the frenzied violin of Dunya Monarch's-
Grace, Ame himself isahialt-moon,andhas noskill for
such things. He merelysitsand marvels, weightlifted
from his mind, for while a Galliand tellsastory, he does,
orry about truth or falsehood,
nat have to
He steps forward and howls to the ice and moon:
light. He hears four answering howls —hispack, the
Ice Runners, coming to join him. From behind him
he hea lip
three bri howl ending
hark. On nights as cold as this one, the
change places every hour or so in order to keep from
freezing. Ame has heard stories of dayspast when the
sepr boasted no fewer than four packs of Guantians.
Now his pack and a scattering of Fostern and A
are the only Garou who take up the Wari
and wait in the snow
Four wolvesappear from the ice, and the pack trots
towards the fice. Ame liftshis head andsmells the hot
chocolate waiting for them, The thick syrup of that
scent contrasts with the clean bite of the ice and che
chalky atoma of the fire. As they neas the crude table
Amesees thar thestories havenot ended for thenight,
and that one of the visiting
her handat tale-spinning. She doesnot
decided to try
mtobewell
rou hireceived, however, and her audience appears reste
and annoyed. Ame reaches the table andl changes to
bisnarural Homid form, pullinghisrecently-dedicated
nat tightly aroured him, Lena, she Kéafalle woman
‘sho brought the chocolate, is already pouring four
mugs of it for the loe Runners (the pack’s Ahroundoes
not indulge in sweets). Ame nudges Lena gently,
Wun ovay istic vellng, nea”
She shakes her head. “I don’t know. Something
ahouca war and bears, about how the Garou commit:
ted some hind of great wrong against Gaia.”
Ame nods. While his own knowledge of the War
of Rage issketchy, he hasheard hata growing number
‘of cubs feel thar it was a mistake, especially with
regards to the bear-changers — what were they called?
Grizies! Gurzals! An angry grow from one of the
septs Abroun answers the question,
“The Gurahl were eainted! That is why the war
teyan!" The moot-fire is far enough away that Arne
ean'ttell whosys itor even what the reply is, He only
Fears more growls and sees a burly figure stand in
alan thespeaer Such aes ave will
seriuy weris punistuneia lau, pest eveit 9
sure by Faleon, though Ame admits that the caern’s
totemdoesn'tseemasquickwo enforce suclaruleyasthe
stories portray. The beoming, yer still calm voice of
Dringy-Life-to-theOld-Tales ends the argument
“You are both wrong,”he says, and the wind dies
down to hear him, Ame sips his chocolate quietly,
straining ro hear. "Yes, the Gurahl deserved their
fate, but no, they were not tainted. Their story is one
Tam often called upon to tell to cubs who come
seeking the uth behind the War of Rage.” He
pauses, Ame savors a mouthful of the thick drink
«jes closed, willing the old Galliard to tell the story.
He expects thac every Garou in the sept is thinking
the some thing. “Shall | rell—"
The clamor drowns out the rest of the question.
The Garcu do not applauu, instead they how! ard
shout their approval. When Brings-Life-to-the-Old-
Talestellsonestory in a moor, the sept conse itself
foxtuste, [flac tells evo, vey feel blessed
Ame stands and wanders closes to the mootfire,
andsees the oll storyteller ake up his favorite seat —
atock that sits near the fire and is therefore nively
vvarmed. He takes on the Crinosform sos towiekl the
Garou tongue more precisely — some stories, he in-
sats, can only be told properly in this language. He
points to the visiting storyteller, nearly in tears of
frustration at having her story eu short,
“Just listen, young Moon Dancer, and perhaps you
vall earn to tell your tale so-as not to offend, For now,
BIVoF you he. quiet and actond. Iam: nor the: Fung
Garou once was, and my voice may not bob! out in
this hill.” Arne smiles. The man's voice would carry
through a blizard. The Galliard arranges himself on
ao tod pulle-a chunk
seratches a.glyph into it, Ame squints through the
smoke and recognizes the “bear” glyph. He cocks his
head in confusion, and then hears.a nearby G
AO ugibii? Lc hk tse sansa wonal above lls head
for the sept to see, and his voice harmonizes with the
wind and crackle ofthe fre: "Let me rell you a story.”
‘of wood from dhe firey and
The fireblazed skyward, and Krieger Wyrmfoesaw
the moon hathed in its light. Luma s awash in blood
tonight, he thought, as am 1. Then he lifted his heal
towards her and let cur ahow] of victory. He raised his
‘arms towards the buming glade in triumph. In his right
hand, he clutched » handful of teeth. Lo his left, he
hefted the severed hea of his foc. Tonight, and from
nowon, Kriegerwas immortal. Tomght, he had heaten,
the Death-Bear.
Hestrode away from the glade, His weary, blood
‘ed body slowly slipped into its human skin. Krieger
Foxted fe wo Lisspiny liglaly, dye beans eects iad
nearlysevered his leftlegacthe knee, buthe wasilmost
completely healed. The minor cuts
the rest of his body were already closing, but the sear
thar would form on his leg would win Tum glory. He
would wear it with pride
He opened his palmand stared down at the sill
hoody teeth that hy there. He would string those
teeth ona cord and wearthem around hisneck. Then
he would always have the power of the Death-Bear
close to him.
Somewhereahove him, an owl shricked. Iestartled
him, and then he chuckled quietly. The battle the true
hatte, had alserbegun with the screech of an oil
{chad happened when Krieger was but a Cliath,
a cuh just starting oat on the warrivn’s pathy that
uncleand mentor died in hartle. The great Ahroun's
wounds appeared slight, but the beast’s claves fes
tered with a strange poison that caused the Garou's
muscles to seize and his blood to grow cold even as
hhe tore the beast in two. The poison also preserved
the Garou’s body in mockery of Gaia's cycle; he lay
on the battlefield, unchanging, as though he might
sit up at any moment.
How young Krieger had howled when he heard
the news! Ir took four othe: Garou to restrain him,
‘80 great was his rage. As anger turned to grief. he
stood by his meator’s bocly before the Gather
wl bruises over
all, that the mighty warrior be taken by such
unworthy for As the sept lefe the grave, Kriegor
Krieger Wyrimfoe and the Death Bearheard a Ragabash mention in passing that it was a
shame that no hear-changers lived acarby, as they
knew the secret of death.
Krieger followed els Ragal wheal him
what heknew ofthe bear-changers,"Nothing,” replied
the no-moon, "except what Isaid. But ven tharisonly
a story. Ihave never met a Gurabl, and itis suid they
ae solicary creatures
So who would know of them?” pressed Krieger.
The Ragabash only shrugged and padded off
Krieger sat down against a tree and thought, trying to
remember the storiesof the Moon Dancers. He wished
now thar he had listened during thestories,atherthan
always looking ahead to the revel. He knew he had
hheara tales of the Fera, hut couldn't remember them
clearly. He could aska Galliard, he reasoned, but that
would mean explaining what he meant todo.
At chat moment, in the tree ahove him, an ow
save its lonely call, and Kricger thought of the bizarre
wolves from the East, who spoke of a land barren and
covered in white heat, who followed the night-hunt-
ing owl as their potron. These Garou must know
something of death, Krieger realized, for their very
totem was its harbinger. Though Krieger knew only
slightly more of these Garou than he did oftheGurabl,
they seemed his hest chanee for success.
“Very well,” growled the young warrior. He stood
and peered up into the darknessattheowlL" Hear this,”
he called to it, “my mentor died honorably in battle,
but hefore his time, and this should not be! [fit takes,
ime my entire life, I will find these bear-changers, these
Gurahl, and will have the seeret of death from them!”
So swearing, he slashed his chest with his clases and
flung several drops af load at the owl. The owl took
flight, startied, bur now wore a red-brown splatter
around its neck. It flew off inte the night, and some-
‘where, great Owl noted Krieger's words and turned his
Krioyer retumed to the sept much changed. No
Jonger was the young Abroun bresh and quick fight.
After the night of his menter’s funeral, he was aten-
tiveand thorough. He listened to theelders ofthe sept
when they spoke of ancient lore and traditional wis
dom. Hesatatthe Galliards'feet when they told stories
by the moot-fite, and when the time came to join a
pack, he declared himself alpha and none thought to
challenge the canny waerior
{ could tell you, gathered friends, of Krieger's
pack and their exploits. Surely. you have heard the
story of their fight with the heast called Hgagogg, the
slime-covered monster that lowed without form and
caused all who saw it to go mad — all hut Krieger's
ack, hound together hy their toremand their love of
Gaia. Perhaps, at another moat, I shall sing the song
that the pack’sGalliard —called Wine- Cacties Her
Voice —composed on the eve of the pack’s victory
over thie laogon Masatub. And euraly
toclaystillrecall the nightwhen Stone-Softens earned
his name, when the Ragabash talked the very rocks:
into moving for the pack.
But not tonight, Tonighe’s sry is Krieger's al
L mention these other tales only ro show you what
this pack was capable of. [e was a pack composed of
Silver Fangs, and it embodied their wibe perfectly
noble, honest, brave, and skillful. In fact, many:
Garou of the time — and many lore-keepers since,
havetound itstrange that the pack chose not Falcon
@ their totem, but Owl,
But it isn't strange at all, truly, is it?
Afreryeats of slorious deeds, che pack had stopped
aalventuring, Instead, they chose to become lenders
and teacher at waticus spre, and young Garou —
uch mote populous in those days — challenged each
ether for the right to study under one o these re-
owned wattiors. Kticger, himself, took on the role of
effGleineat lie Gejn of Morning’ Kill the very opt
ia which he bad undergone his rite cf passage, that
same sept that held his mentor’s remains. He saw to his
cuties as leader with the same life and skill wich which
hed led his pack, but the other Garou af the sept
noticed him take long walks in the forest surrounding
thesept. When asked, he said only thathe was search+
ing, but would never say what he searched for.
Then cimethe night ofafull moon, and the sept
held its moot, told its stories, and danced its revel, as
every month, Bue Krieger was distracted. The night
before, he'd seen an owlvand eventhough many yeats
had passed since his vow, the owl hacl a splatter of
brown around itsneck. Heallowed a young Abrounto_
perform the moot rite—as practice, he said —but all
through the moat; Krieger was watching the trees,
looking for the owl, During the revel, he saw it again.
The owl perched! on a low-hanging branch and
seared at Krieger, silently almest sally. Krieger reached
out and touched the owl's feathers, and found, to his:
amazement, that the blood around its neck was stil
net. "How is this?" he whispered but the ow did not
answer, It simply took to the air, flying lke « dying
whisper into the forest. And Kreger followed, the
blood hot in his veins, his old vow fresh in his soul
The sounds ofthe other Garou geew distant. The
shacowsgrew deep and cold as/um's light struggled to
push its way past the leaves. And still the owl flew on.
Krieger glanced around and realized that,although
hhe had gown uphere as «cub, he had never heen this
far into the forest hefare Th
nish here showed no
Werewolf Storytellers Handbooksignsofbeing trampled, nothy wolf, man, orany other
beast, He heard no rustling fron the forest, and could
1 longer hear his fellow Garou on their revel at all
And til the ovel lew or
Krieger paused to take the wolt'sskin, and with the
wolf'searslistened for his fellows. With the wolf'snose,
he sniffed and! found that no predetor claimed these
wranl a icity. Aan iets Le aaurey catela ap oo ie
cowl again, for it had not stepped and it flew so silently
that ihe had not kept his eye on the bird, he surely
woul’ have los it
He scrambled up a tree toa scandy branch and
watched as his cloud-quiet guide perched on a neigh-
boring limb. The owl regarded him blankly, its honey
yes watching him as though keeping him in place.
And then Krieger heard rustlings abowe hin, Aslan,
dark fur crept down the trunk of che tree and sat
next to him.
Krieger sised up the intruder. His skin wasimud-
brown, his fearures strange and exaggerated: Even his
fh, ligand braided, wasnight-black: Krieger spoke
tothe foreigner, aking him bis business, but the man
oly lnvehed nnd said somthing quiet an got
tongue that Krieger had never before hear. To his
shock, he heard laughter from surrounding trees, and.
found binself ouc-nurnbered and cut off from aid, the
ape ofan atnbusl after so many years asa warttor.
Krieger prepared hinself todieand reached for his
weapon, but the man stopped hin, speaking in the
Gatou tongue. "Noneed, friend. Forgive us aot intro-
ducing ourselves vo your sept, bat Ov! told us that the
fond we share should be kept to the quiet night And
‘s here we are.”
Ienever occurred to Krieger to ask by what name
these strange Garou were called. He learned only one
name — Warning, Spans-Rivers — that of the Garou
bespoke with. Now, of course, we know these Garou
BE SE Silent Stridere, the noble wanderers who grace
As ith news offaroffhinds. When Krieger met them,
they would noc yethave suffered their exile—but that
is nor tonights story. Krieger eagerly entieated the
Garou to continue, to tell him what these foreign
wolves knew of the Gurabl
“The Gutaht? asked the man. “Why, the beat
changers and my tibe know very little of each other.
Intact, the only time we meet is when one ot us dies,
and — asuckden shriek from the ov interrupted the
‘man speech.
"Yes," said Krieger, so eayer to hear that he near
fell fom the tie, “that is what wish to know. These
Gurahl have power over death, I'm told, and —”
“Oh, no.” Wamning-Spans-Rivers shook his head
Wigarsixly. “No, ne, brother. Nod! snodhing
holds such power. Death comes to all, call it by whae
name you choose. The Gurahl simply know hei to
fight the Death-Bear.” Again, the ow! called, Warn-
ing-Sipane-Rivors looked up cherply; ond thea tumed
to Krieger. “would rather thirst forever than that you
hhadasked me this, friend Silver Fang, or Lhave already
said nore than is proper. Lack you— seek nox to find
the Cura so. ak for reauirestions, That is vat wleat
Gaia intended.” And with that, he and his compan:
ions dropped ro the ground and ran off
Kriegerwasnot one ro take defeat easily. He knew
hhe could norforce the Garouto give up theirsecrets—
not when he faced theit entire pack — but he also
knew that Waming-Spans-River knew more than
he'd said. He did nor fatlow the Garou that night, but
the next morning summoned his pack. He told them.
very litle, only thathe had discovered a great force for
Gaia that had previously been left untapped. If they
couk! hamess this force, he said, no Garou need ever
fear death again.
The others were skeptical, bur followed him. The
trail of the strange Garou was cold, but
srusheeehamevortEIted tho
pack's Theurge. She questioned Krieger about what
they were tracking, but he answered (somewhat truth.
fally) that he did nor know. The pack pressed on,
onde lee darkest pats of tae foress,atul cheat or
across the plains,
Jeould tell you, iy friends, of what befell chem on
their journey, but those are stories in themselves, and
already the fite burns law. One important thing, how-
ever — throughour the journey, during which they
traveled ever East, Krieger searched for the owl He
never saw nor heard the strange messenger. Krieger
worried, bur put it cut of his mind. He would find his
answer: soon.
The airgtew dry andthe ground slowly changeal to
sane beneath the pack's paws. White-Fire used her
fetish drum to call up water, and the pack feasted on
serpents and lizards and whatever else they could find,
and still they pressed on, The trail was even harder t
follow here than in the forest, anud the Garou were
unused to the terrain, but Krieger urged them on,
obsessed with finding the answers he had promised
himself he woukl
Finally, Stone
did, called out w his pack. Some distance across the
sand, they saw one of the strange, black Garou. Krieger
recognized him as Waming-SpansRivers, and the
pack charged,
‘Warning-Spans Rivers waited until they arrived,
and then greeted chem respectiully, each by name.
“And to what do we owe this honor. rhyas!™ he asked.
» better
sththan White Fire, the
Softens, lagging behind ashe often,
Krieger Wyrinfoe and the Death Bear“Before” growled Krieger, ignoring che Garo
ood mannars, “You would not tall me ofthe Gara
though you clearly knew more than you said. | could
not demand ruth from you then, burnow my pack ie
with me.”
With a sigh, the desert wolf replied, “You wish to:
see Gurahl? There is one nearby. Follow the smell
OF humans, bur bide yourself well. And,” he sat
trotting away “remember what | told youahout med.
dling with death.”
Brshingolthisp
cxyptie war
k’squestionsahourtheGarou's
weger led them cowards a human
settlement. It was a longer run than he'd guesed, and
by the ume they saw the humar’s tents and smelled
their beasts, the sun had set and the moon tose high
above the dane.
White-Fire did not know how to track a Gurahl,
since she had never seen or smelled one befere, The
pack: spread ouearound thevillage, and waited. Krieger
himself lurked near a tent, decorated and obviously
meant for someone of importance.
As he watched, a man emerged from the tent and
ooked around, as though just awakening. He walked
towards the edge of the camp, looking over the brush,
as though waiting. Krieger sniffed; something about
theman was wrong, He was old his hair —what litle
remained — was gray, but he walled upright and
proud, Krieger was still puziling over this when the
rman stumbled forvard. The harsh birdeallsoi children's
taunts echoed from the terts, and Krieger realized that
cone of them had hit the man with a stone.
The ia
carried such awful power thar even Krieger shrank
ack. The taunts quieted, then began anew, lou
angry, even desperate. Krieger could see the children
row, hut could nor count chem. They stood among the
tents, throwing jeers and stones. The man, forhis part,
didn’t seem fazed or afraid, simply annoyed.
Krieger wonderedifheshould sep inandstep this
but before he could decide, the man threw'his handsto
the sky asf inprayer- Instantly, theground shifted, and
hideous, pained coarshook the night, What stood uy
fromthe ground, sand spilling off it bike cobe of lass
vvas undoubtedly a Gurabl
The heast stood higher than many of the teesin
Krieger's home sept. The children stood, transfixed
in fear, the bes
tiene, win opoke wide vile Uae
oar flooding their own insults and
taunts back at them. The Gurahl’s master — for
hadn't hesummoned up the bear from the sand where
ic slept? — stood on, smugly, as the beasts paw
slaslied Gowan
By the time Krieger had recovered enough 1 give
the anthem of war, the Gurah’s claws had done their
work. Blind with rage, Krieger tore into the bear's
flank, jus-as his packmaces appeared! from the nightto
join him. Krieger smelled children's blood! from theand, Garou blood from the creature's claws as it
slashed Stone-Softens’ gut open, but something was,
missing, He released his grip on the hear and jumpedl
backs barking for hie pack to do likewivs
He had scarcely begun to give the orlerwhen one
‘of the bear's paws swarred him, casually, as one might
flick snow offone’s shoulder. The mighty Silver Fang,
Ahroun found bunselt flung nearly a quater mite,
nding headfirst in a sand dune. Shaking himself, he
raced hack,
The fighthad not gone well. Stone-Softens lay at
the bearsieer, lifeless and disemboweled. White-Fire
struggled co free herself from a tent, bur her strugeles
vere weak, and Krieger saw thar het leftarm had been
torn from its socket. In sick hortor, Krieger looked for
hhis ocher packmares, desperately hoping they were
aliveand able fight =arilee!—but then the lifeless
comps: of Bryce the Just, the pack’sPhilodoxand beta,
Jinded at his feet. Bryee’s hady was cold, his skin
white... and bloodless,
Recoiling, Krieger realized whar had made hin
uneasy shout the man and the Gurahl. Whea the
fo bud Inca ici Lal be
smellof blood andlikewise, only the taste ofdead flesh
had greeted Krieger when he bit inte the bear.
Tis maw stained with Bryce’s blood, the Guralt
turned itsattention to Krieger. He hacked away, look-
ing fora place to nin or hide, and tripped aver a body
in the sarc.
As the Gurahl bore down on himy he locked eyes
with Wind-Carries-Her-Voice. The Galliard was
hadly wounded, perhaps dying, but reached out her
hand to her alpha and leader and called upon a
mighry Gift. Fueling it with the last ofher life's blood,
she whispered co him to speak of her well at the
Gathering forthe Departed. The hear charged, mov-
ing much too quickly for something so huge, It sank
itsteeth intorKeioger’sleg,just above the neo, nenely
separing it from his body, but by then they were
fothengulfedin Luna's ight. Krieger and the Gurahl
oth vanished from the desert.
anlappeared back artheSep:of Mornings Kill,
both confused and angry. The beast looked about for
her master, but saw only strange trees and the full
moon high above. Krieger, though, did not waste time
looking. He drew his klaive and howled the Warning
of Wyrm’s Approach, and leaped at the beast
Fosesoumk di
The Gurahl was assuredly much stronger than
Krieger, Evenas the other Garou of the sept arrived. ir
flunghin into a tree so hand that the trunk splintered
And still Krieger fought on, He dzove his klaive into
the beas’s stomach, howling the name of Stone-
Softens, and laid the creature open. Ta hie horror, nat
Krieger Wyrmfoe and the Death Bear
5
blood orvisceracame pouringout, but only foulairand
black, vicious-looking worms. The beast hatred his
loive awayand picked him up ina erushing embrace,
but Eeiagertoined ie hood isk
ing until the
dropped him and ean,
a and tlle! spon
war's skull cracked. It
and Krieger guve chav
‘The other Garou ofthe sep watched, but could
dono more. Just as humans stand immobile oF fal
into fits when they see us, the noble Garou of the
sept were terrified of the Gurabl so thac they could
not aid their leader, only try and keep up as he
chased it into the forest
Finally, the beast stopped, ar bay in athick glade,
andtumed to fight. But Krieger was no longer wounded
and in mindless rage. He strode into the glade evenly.
and the two opponents circled each other. But the
bear was weakening. The wound in its stomach had
not healed, and it stumbled as though confused.
Krieger, however, never faltered once
shone down on hism, and just as the beat charged,
Luna granted him a great Git.
“The bear hit him with enouigh force to csush this
boulder on whieh Tit, but Krieger dic! noe bualge, for
he had become Luna’s very avenger, a warrior whose
skin, clawsy and fangs were make of pure silver. The
Gurahirealized its mistake —too late! —andhouled,
Perhaps for its master, perhaps merely in pain. No
matter. Kriegertore through its lesh and burstthrough
the monster's back, holding its festering heat.
‘The Gurahl gave one final lunge, and died.
Krieger lookedat his sept, standingawed around
him, and spoke. “Hear me, brothers, Tonight [have
slain this beast, this Child-Slayer, who has killed my
pack " The orhers growled and gasped at this news,
“T must purify this crearure’s remains with fire, and
T would mourn my pack alone. Leave me, but dig in
a circle around this glen so that the fire does not
spread to the exetn.” And the Garou ran off to e4
out hisorders, the Galliardsalready composing theit
songs shou Krieger Wyrmfoe and his barile with
the Child-Slayer
Krieger dic burn the creature's body. He kept the
beast’sceeth, as sax hefore, asa trophy, He cook the
hheast’s bead andl bumed it at the Gathering for his
fallen packmates. But there wassomethingelse he kept
from that horror, of which he told no one
After the Gathering, hestole to the Graves of the
Hallowed Heroes. He found a grave marking that few
af the your Cannas ar the sept would recoumnice
hogan to dig,
In moments, the body of his mentor lay before
him. The poison that killed him still kept him
undecayed, and Krieger cold Lively siell death,
Falcon, squeupon him, He pulled his unele’s corpse from the
sacred earth, opened its mouth, and squeezed the
Gurahl’s heart over it.
The last bit of blood from the heart of the Child
Slayer dripped into his mentor’s mouth, Somewhere
nearby, the owl screeched, But there was nothing Owl
cor his servants could de.
Brings-Life-to-the-Old-Tales paused. The night
had become utterly silent. The wind hada’e gusted
since he began. The listeners huddled togeth
with lipsquivering in rage, The Child of Gaia’
whohad begun the tale of the Gurah! had tearson her
cheeks. Arnestared atthefite,withoura thought only
the picture in his mind of Krieger trying to raise his
mentor from the grave
Sadly, Krieger's blasphemy was successfuly, His
mentor did indeed walk again, but net for very lange
returned asa mockery of life, much.
like the Child-Slayer itself, and this time, Krieger had
ro sacrifice his lie ro destroy it.
Youseeyhe—it
“Krioger was buried alongside his pack, and the
estof the sept never knew the full story. Only Civl
— and pethaps the Silent Striders — knew the
truth, How Leame toknow isa story fm afraid E must
never tell
1 Wyrmfoe thought thae he fought the
wear itself that night, He didn’t, He fought a
dead creature, raised from its grave by powers beyond
itself and enslaved by the man in the desert. Ie was a
powerlul foe, to be sure, but not really a Gurabl. Only
what a Gurahl can become, for such is the fate of
anyone, skin-changer er not, who attempts to reverse
Gaia's cycle. The Gurahl were not tainted, but the
sept of Morning's Kill did not know the full story.
They atecmpted to find anowers, but o1 Krieger had
not told them of hispaack’s journey, they did not know
where to look. They found Gurahl, and demanded
answers, but the bear-changers had none 10 give
thei, The Garou though they were lyin
sides, they knew what horrors the Gurch] could
wreak. Thus bean the War of Rage.”
‘The old Galliard stirred the fire with his staff,
sending sparks into the air. The Garou shifted.
revel was coming, and they knew it Brin;
‘stared atethe fire, and spoke so soitly th;
assemblage leaned forward to hear him. *Some-
times,” he whispered, “a story doesn’t really end.”
He stepped off of the rack by the fire, and tock his
place with the other elders.
The clence wal broken not hy cries of approwal
but by Blody-Srow, the young Ahroun acting as
Wyem Foe, ae he darted among the Garou, howling,
snarling, and biting, The revel had hegun. Ame looked
audhcelle: Mouii Dancer, aftaid be might be offended
by the lack of adulation, but he wasnot. It wasn't that
kind of story, Ame decided.
Werewolf Storytellers Handbook
sis
ae(far.
STORYTELLERS HANDBOOK
a
me
WEREWOLF CREATED BY MARK REIN = HAGEN
ne ee NGeran eevee eater eremenen caress arreenmerne en reamonemearee
Celt
Authors: Bruce Baugh, Jackie Cassada, Lisa Clark-
Fleishman, Geofirey C. Grabowski, Kylie Greenham,
farry Heckel, Heather Heckel, Shannon Hennessey,
Forrest B, Marchinton, Matthew McFarland, Deena
Mckinney, Nicky Rea, Sean Riley and Adam T inworth.
Werewolf and che World of Darkness ereated by Mark
Rein# Hager
Storytelh
game system designed by Mark Rein Hagen
Skemp
har
don Foss, Leif Jones, Steve Prescott, Jeff
Rebaer, Alex Shetkman & Issac Mangold, Ron Spen
cer, Drew Tucker
Cover Art Dan Brereton
Layout, Typesetting and Cover Design: Aileen E. Miles
Pye) 735 Punk NORTH BLD.
bee sires
ClanisTon, CA 30021
USA
Game STuplo
© 200? White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permision
of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character shects,
which may be reproduced for personal use only. White Wolf, Vampire, Vampire the Masquerade, Vampire
the Dark Ages, Mage the Ascension, Hunterthe Reckoning and World of Darknessare registered trademarks
cof White Wolf Publishing, Inc. All rights reserved. Werewolf the Apocalypse, Wraith the Oblivion,
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by White Wolf Publishing, Inc
The mention of orrefezence to any companyor prodluet in these pagesis neta challenge to the trademark
‘oc copyright concerned,
This book uses the supernatural for settings, characters and themes. All mystical and supernacural
elements are fiction and intended for entertainment purpeses only. This book contains mature content,
Reader discretion is advised
Fora free White Wolf catalog call 1800-834. F
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PRINTED CANADA,
10 Werewolf Storytellers Handbook
[POE ANDI SETA, BOOTS LY,a
RN Nn ee eee
\AJEREWOLP
STORYTELLERS HANDBOOK’
SES
K
b
Ciapter One: Tbe World of fhe Garon
Cipher Tivo: (Bo Extifil
&
apher TTree: The Chrovide 110
Chapter Fos: The Agltersartes 130
Capper Phe: Breaking the Moff, 162
Dapher Sis Oho aurd Ends 204
~~
Cote
Aegenat of the Garo: Kpheger Miypmfee and the Death Boar
Sofeoduction |
Contents
Qe rene scm mm fm{The an-of the novelfhappens because the storyteller’
‘own experience of men and
— not any what he has pa
events which he has only w
‘moved him to an emotion
Innger keefvit in his hecert
Murasaki Shikibu,
Let’s face ir: You wouldn't he reading this book
unless you had an interest in being
Storyteller and
improving your game. Well, you've come to the right
phice, and plyers can benefit from reading it too
‘Though the book points out many of the things Story:
teller
Jhould or could be doing to enhance play fora
troupe, playerscan learn a few ways they can ensure the
Storytellers fan and help her do herjabmore easily as
well. Ultimately, however, it's the Storyteller who
auukes ur Lrcak a gue, oe we adress ourselves t you
The Storyteller has the hardest, yet often most
sewanling, job in any troupe, I's similar to being th.
director and the entire technical crew as well as the
supporting actors and extras ona movie set. Players, as
the featured actors, can go wild in character creation
and development and experience the pleasure of seein,
those characters triumph despite oves
godown wo anobledeath ina good c
helming odds or
se. Bur Storytell
esscreateancl portray cverythingthatallows thephyen’
charactersto do thet. Whether coming upwith a night's
enterninment or deviing an entire chronicle, the
Introduetion,
RSM eae aera. Gr ST oem aT
| thines. shether for sod oil
sed through his
limessed or been cold of — ha
so passiomate that he can n
but even
|, The Tale uf Genji
Storytellerhasto embrace theroleof writer,
and director to make her tale
that experience it, Manybecome propmasters,l
technicians and sound engineers
designer
me alive for the people
They briny special
touches to the game with everything from pictures of
noubleitenstoanalarmelock settoringrworhoursince
1 tense myst pat time’s up far those who
must solve the p
or creating a mood with lighting
and appropriate music or sound effects
Asifthisweren'tenough, the Storytellermustalsoact
outthe parsofsinificantallesandantagonists,iasgni
canrlackgrouncl charactersand even entire cows (sich
astheothermembersofthepack’ssep1). Andin Werewolf,
this may require the flexibility to portray everything from.
a ravenous wolf to a monstrous corporate CEQ, fom a
sniveling informer toa godlike spirit
Ack tathisthe inh of acting as the interpeeter fr
therules and the arbitrator for disputes. Even the best
writen rules leave room for interpretation and players
creative people who like alotoflicense, There will
borimocwhon player dimgrae (sometimes adamantly)
13Neca earn incnianeniai iat aiaetanariariaeciisil
with rulings the Storyteller makes, and such rulings.
tend to cover things that dice rolls really should nor
determine. A reputation for being both fairand a good
preter ofch
iin init ofthy
sain king Bat
even that falls by the wayside if players feel their
favoritecharacter gor theshait. Solet’sadd adiplomae’
credentials to the personas Storyteller has tocake on.
Even alter che Storyteller uses meticulous plan:
ning and crafts a game to time things to suit the action
toa night’s play or several intense sessions, the players
:may miss obvious clues, jump to the wrong conelusion
or just plain decide to po the other way. Such is the
frustration; such is the challenge. Good Storytellers
learn to incorporate the idea of ad-libbing, which can
be as intimidating as acting in a live television broad-
cast when you don'tknow the lines or even what show
you're on. They can adapt to the whims of the troupe
and present them with something interesting to do.
even ifit's so faroff the planned encounter it takes the
troupe intoa completely new storyline. No one prow
ised this game came with dictions!
Some of the best, most
when: players tale an
wuring sessions occur
sme wrong ture in mid
plotline. Fiction writers often speak of their characters
rebelling from the writer's plans for them and going off
on rangents. Why should Storytellers expect different
bbeli ivr fron live people who are helping co write the
story asthey go along? Youbave to beprepared to serap
what doesn't fitand grab onte ideas your players want
to experience. If you can change things enough to fit
sn their pet theories of what's really gomg on, they'll
not only feel smug. that they figured it out, buc think
you're a genius for setting things up so well.
Still, with this incredibly demanding work laid on
your doorstep, you might wonder what you get outof all
this, Afterall, Storytellers don’t get to be che hetoes of
theirovn stories, dohave to play the villain (who often
sets sliced and died), don’t get paid for all thar hare
work and don'tevenget experience points. What could
possibly induce an etherwise sane person to-do this?
Well, because i's
warding to see other people
respond to the stories you create. I's empowering to he
the person orhers turn co shen questions about the
game arise. And satisfying to know yc
fantastic job bringing a whole castof characters tlfe.
Dus mostly, t's just plain (unt For the penon who
wants to be the creative force behind the ongoing
game, Storytelling is worth every effort expended.
This book is designed with you in mind, We're
here tohelp Storytellershone their chops, We present
aplethora of ideas and advice, a few tips fornovicesand
some thoughts for vereran Storytellers scekin
dliwetionorrouchingback on the roors ofthe gat
've done a
As
14 Werewolf Storytellers Handbook
[POO TT I RO AT
ome AAA Foamy mare ca
an art form, Scorytelling is ever evolving, so this book
doesn’t include lots ofheary-handed rules. We wantto:
hhelp you improve your skills as a Storyteller, not
dierare dhe one: and-only way itshouldbe done, Troupes
and Storytellers sre individuals, each with their own
style and preferences. So don't feel you have w take
everything said ay gospel. If something from the book
swotks foryou, great! Use tr with our blessings. [ic isn't
tight for you, don't feel like you have to incorporate it
just hecause we said so, You'rethecnlyone who can say
what you really need. You're the director. Ye
onlyoneenutled to. hen you capture the
scene the way you a game. Enjoy it!
Tie Matt Inportans Apc.
So, your troupe has gathered to play a session of
Werewolf, You've all set aside a certain amount of
time to play and everyone anticipates having a good.
time. Burwhy are youplaying Werewolf and net some
other game? Your coupe could be playing badass
harbarians or mystical mages instead. They could por-
ray space marines or alien wonder-workers. If the
players just wanted tokick eur the jams wirt rethoe
top combat, you coukl run a game of mega-kill rohot
mechs. Bur they'te investing their time and energy in
acting the roles of beast-men instead.
re the
Terely, your woupe eames ty play yur gas be
cause chey know they can expect certain things from
you (or they hope they count on you, inthe ease of
irsecimers), Your stories reflect your own personality
or your siengthsas a Storyteller tosome
Stontellerspreferstzaight-ahead blitzkriegaction while
others specialize in convoluted mysteries the charac-
rers mustunwind, Many Storytellers rely on astable of
tried-and-true supporting personalities and excel at
such portrayals, Others prefer to focus on the toupe
and keep outside personnel to a minimum. In most
ood chronicles, whenever you run game, your story
unfolds around the characters, with them as the cen-
ral focus. Still, there are exceptions, games that en-
mesh the characters in situations that scem far too
large for them to have any effect on, yet eventually
prove to be vulnerable to their efforts
Regardless of your style andl the scope of your
une, however, the single mest important factor in it
ia chat the charoce
lerstoodl, dedicated ¢0 preserving thie which daily
ateophies or falls prey to the mounting toxins of mod
life, a dying breed.
ifthe playersare pst portmaying characters that are
basically human with the occasional foray into berserk
battle mode, they're missing the point, While Garou
have both human and woltsides, they're more than thesum ofthow parts. I's part of your jobas the Storyteller
tohelp them find the place where wolf mectsmman. At
‘one and the same rime, you need ro help them unleash
the walf while mai
them apart from normal wolves. Mest players have ne
trouble gleefully grabbing a handful ofdice, snarling our
achallengeor tvo and whalingon the opposition while
Talioving they
inactuality, unless the
acting out chewolPcheatinl nerure. But
e very sick or injured beyond
endurance, wolves don’t nonmally give into rage. They
fight for their food and to preserve themselves and! the
pick but it’s sare wolf tat is vuled by lated. Rug i
notion. The thing char distinguishes human
Tutred and fury from that of Garou is that dhe Garou
poses the supernatural ability to hecome the embod
nent of thetr rage by taking Crnos form and lesing
their anger overrule their siner selves for a time. tn
directing our chronicle, youshould try tofocus onboth
aspeets ofthe characters, somerimes calling the wolf to
the fore, and other times seeking to bring forth the
human. Never forget, however, that che characters are
fist and feremost Garou and the blending together of
the two aspects is what drives your stories
The Naot Sport
wt Rube
Every book in the Storyteller System invites the
Storyteller ro change, ignore, improwe upon or throw
cot any'sule that doesn’t werk for her. Most Storytel:
cersfind at leasta few rules they don’t are for and some
they feel need cweaking. Thar’s fine with us, We
‘encourage youto think things through and make your
game what youwant it t be. Use our rules asastarting
place, not the final word on the subject. Experiment.
Play a game or two without any rules at all, allowing
‘everyone to describe what they're doingand the opti
num outcome they'd like ۩ see arising from those
aktions. You may decide co discard some rules while
alheong to others. We've generally found that some
rulesatenceded simply cond dynamic tension. With
ucany rulesatall, here often a lack of eoniet. But,
hey, fit works for you, 20 for it
The only nile we absolutely want you to Fallow is
‘ne that isironical'y absent at times, Picture this: The
‘ume bogs down into paging through the book ro find
tat the exact worling for each ru, A helea
player insits on knowing precisely how many pounds a
verevolf in Crines form can life. You find yourself
daguing about correct namesfor Get cf Fenris. Someone
brings up the idea that wolves need rwenty mils of
Feet tbe able c hunt sod yo
fifteen-mile-wide wilderness area, so it's unrealistic.
Unrealstic? Like nine-foot wolfmen populate the real
vworld? When this happens, it’s time to lock the book
Bee eorhils: Go vo 0 msvic. Read « books Talks:
Tatroduetion 15
LRAT EE TL TER FET
Sh
walk. Dowhatever it isyoudo forfun and remember
a
thisisa game. [’ssupposed toe an amusement! While
some people might find rules lawyering stimulating
most people find ie a distiner turn off. Thats why we
\want you to remember the most important rule and the
only one we really insist you follow
Have fun!
If you aren*r having fan, something necds fixing,
Feel fice to tinker with thingsuntil it feelsright. After
all, we haven't heen ordained ro hand down gospel
We've found
can pass along
stain things that work for us that we
hut in the end it’s your game, Du wit
it what you will. So long as you're having fun, we
promise we won't come by your house lo
Wyrm taint, Enjoy!
Fhow to Ute This Book
This isa book primarily for Storyteller, who have
ing for
the job of creating worlds, engineering stores ancl
reconciling the rules and the characters with what he's
created. Here we offer ouradyice gleaned from our own,
experiences and clarify a few things that may provide
‘There may ho
a few secrets or surprises lurking within these pages;
hettor insight intathewnrld ofthe
there are certainly ideas for crafting a better story. Use
what you like. The intention isto provide you vith rhe
Chapter One: The World of the Garou takes a
Jook at the structusal bones of dhe Garon atid their
aulture: the becoming, Garou senses, Renown, spit
tuility, the Litany, tes and several other important
aspects of Gaia's defenders. It contains information
designed to help you convey the experience oflife asa
werewolf to your players, from the Garon’s intemal
passions to the nuances of their sciety
Chapter Two: The Battlefield deals with more
setting-telated issues, the things to consider when
bringing the world ctound the Garou to preater life
Topics include detailing the city and the willerness,
using human cultures and myths to greater effect, and
roleplaying animals and spirits,
Chapter Three: TheChhronicle,naturilly enough,
contains advice on building a chronicle
from the
moment you sit around the table to generate charac
tersto the final dramatic climax that leaves everyone
talking for ye:
Chapter Four: The Adversaries dissects the en.
emy, explaininghowco use antagonistic forcesincluc:
ing che Triat, Pentex, Black Spiral Dancers and other
dangerous opponents to best effect
Chapter Five: Breaking the Mold isa guideline co
deviating from the usual Werewolf game in various
ways. whether exploring historical settings, post
re to TTApocalypticchionicles altematetakeson werewolves,
alternate timelines and crossovers,
Finally, Chapter
Han
game, from
“fomon” of C
ix: Odds and Ends contains a
lt
a look at the Kami — the incarnate
—toan expanded listing of potential
sources of inspiration for the game.
Flow the Carne kt Fayed
Now that we've reiterated the idea that the game
is what you make of it, we do need to say a few words:
coneciningtTera themes che foun in Werewall
and how youcan leam tohandlean ongoing chronicle,
We've identified certain themes that occur again and
again and these may help you by pinpointing things
youu need to consider in Your own gates.
fo mis ements to highlight a Wor
Beyond findingcommonthemes, however, the mest
important thing you can learn about running any game is
to find out whae your players want. Even if you fallow
every suggestion we make, use every posible enhiance-
ment presented here ang plan your game meticulcusly,
unless che players are having fun, the game will fal
Naturally. trying to devise a game thar doesn't
interest youis fuse. fyourhear’snotin it,youcan': un
a gooxl game, especially overthe longhaul. Sohow de you
please yourself and keep the rest ofthe troupe interested
Ake your players wha the
run. What do they enjoy? Whae frustrates them and
makes the game less enjoyable? What would they like for
their charactersto accomplish? If you're thinking “toving
troubleshooters” andhey're picturing “becoming lenders
ofthe ept,"someone's not going to behappy. These two
aren’t necessarily exclusive, but you'd have to make it
clear that their work. tzoubleshoorer will pay of with
unin chestacus chac will kad robecoming movers and
shakers in the sept. You might abo talk to them about
what you want todo asa Storyteller. Let them know what
its you expect from them and the kind of stories you'd
like tell. Knowing what each side wants willbelp you
structure your stories to please everyone. Letting them
hhelp yeucreate the stories youall wantwwill make yout job
that much easier. OF course, themes aren't che only
measurement of what players want. Ifyou have a couple
of helhorhigh water combat commandes, some who
prefer deep persmal discussions or the sneaky approach
anda couple who lke toexplore their Gifts analrites, you
need to provide opportunities for all of them to expert
cence the kind of game they prefer. If you open your game
toembraceall these elements, youcanalways lectheones
who
something else while you run things for the others. OF
course, players who actively participate inva of it would
naturally get more experience... Then again, if you can
iinke ioll appealing chinugh caeative derctiions nnd
16 Werewolf Storytellers Handbook
LOTR DE I ST TR ET
ame aS oat aa
interactions and throw in afew twits 10 the usual way
such things go, ou just might train the reluctant partici
pants to lke the parts they thought chey woulda’
As longgaryougivethom what choy want chey/llewon
forgive you forsetbacksand disappointmentsand wse itt
hecame stronger characters rather than complaining
wvhen everything doesn’ initilly go their way. In fat,
thisn
sy be one ofthc few games you'll ever run in which
che charactets already know they ae, it all hikeldhood,
doomed fromthe start. Afterall, noone can rallyexpect
the game of savage horror co serve up lightweight luff
Theeneiesarerrcat the gute; theyre already inside and
cavagingas they go. The defenders are toofew anclexpect
togodown fighting. Will theirsactitice beenough tosave_
che world? Thar's part ofthe horror —and the agpeal—
they won't ever know for sure
Meyjor Thamar
Certain themes come with the territory when you
decide torn Werewolf game. Noved below aretwout
che most obvious and ewo that may not be so apparent
initially. All of them do interweave with various ele-
‘ments in defining what the game is all about. [f you've
been playing Werewelt fora while, youve undoubtedly
couched on one or more ef these, hut they hear repeat-
ing, only to remind you ofthe roots you can return to
for inspiration again and again, OF couse, you don’t
have to use ahammer to drive the point home. Subuly
inserting justa hint ofthese is usually most effective and
ties your chronicle together even when stories seem
independent of one another. You will find many other
themes within your storiesaswell, so don't take these as
the finalsay of what to ineludeorexclude ina chronicle
* Warriors Doomed to Eternal Struggle
‘Themost obvious theme surroandswhat the Garo
ate and! what they consider themselves to he. Whether
they call themselves warriors or defenders, he Garou
embody Gaia's need to fight for survival. Ferever at war
with the foress tearing Gaia's creation apart, dhe Garou
can ever win their fight. And they know it. Eminently
suited for hattle, even the Garou's supernatural Rage
cannot filly defeat theirenemies. Forthose
so numerousit’s most pointless to oppose chem. Time
and again, the Garou throw themselves into the fray
expending their best and brightest in stopgap measures
that cannot coalesce into a resounding victory. The
‘Wi slichers oawarl, gaining ever more allies and
followers, causing such corruption and destruction that
ten Garou lifetimes vould not be enough to repair the
damage. Like the hyra of legend. wherever one of the
‘Wyrm’ tentacles is severed, two more spring forth to
continue the fight. The Garou, however, posesslimited,
rnumbers and few resources. Every Garou Lost in hartle
sounde the death lenell for thete Kind, for each ie ier.placeable, All Garou know that they are adying breed
All know that their enemies axe legion. They feel the
jaws of the trap clesing around them and know that
shely, inevitably, the Wyrmis winning Little wonder
they fall into Haran!
‘The sense of futility and defeat underlies every story
to some extent, no matter how glorious it may be short
seri. Dow vast bisa that wvete Ln
ws figtaucepeile
fact that their battle is over before it hegins? This is
wher
tnuch of the horror comes in, Created tobe great
warriors, the Garou cannot simply give up. They must
stuve for victory,expending theirlast ounce ofstrength
tostrike a blow for Gaia, fighting until theie last breath
‘emerges inva death rattle curse against the foe
This doesn't mean that the strugele should be
presented as completely hopeless; after all, you want to.
give your players ample reason to return to your
chronicle ona regular basis, Somewhere within them
selves, the characters need to come to an understand
ingthar despiteeverything, despite the pain and loss of
death, somehow it may all makea diference. Ifnoth-
ing ele, they may be worthy of a song.
* Savagee Within the Civilised
No Garou can escape either the savage or the
aspect of hier being: Just ei hoe Gacou bara
human mast embrace their wolf heritage, eventhe most
fanatic lupus Garou havea human side, whether they
admit it or not. The metis may be the most aware of the
drawbacks and blessings of their dual nature, as they
experience the earliest years of their lives tapped in
Gainos form, which blerd the two sides most fully. In
onder toactas Gaia's defenders, the Garoucall forth the
most savage portions of thenuselves, loesing their Rage
ro wreak vengeance on those who harm their Mother.
Yer to remain dedicated to theit goals, Garou lock to
community, ceremony and alliance with spints — all
requiring a high degree of civilization — to keep them
focused and spiritually renewed.
Asa Storyteller, you need to give the players the
chance for thetr characters to explore both sides. Lead
city-focused characters into the countayside and en-
courage them to explore the wolt within, Let them feel
thelr, savage joy of the hunt. Find reasons for country
‘Garou co enter the city and discover their human sides.
Let them see that there are chings worth savi
tuhasservvuionunere Play with cae hea of tng tee
bring cut both sides ar once. Graphic deseriptions of
what happens during combar go a long way toward
sputlighting the savagery of the Garou. On the ether
hand, vher helpingthe playersvisualize rites and moots
yeu don't have ro focus on boring elements, butshould
thing cue che passion that underlies the Garou’s exist
ence. Have fun devising harbaroxs or animal-ike por-
IN
tions tharmustbeenacted o correctly perfomn ites. Dig
for ways to brings more civ
savage of the pack’s dois.
* Thy Uondividsal Versus dae Pach
Oneof the main features of Werewolf isthe comecpt
thar charactersbond together ina pa
J elements into the more
koraremembersat
thesamesept.A fewchroniclesmaybe exceptionsto this
rule, but for the most part, Garou normally function best
in groups Pack mentality demands certain behavior
acceptingtharonepenonisthe overal eaderandé nding
yourplace within the socialstructute ofthe pack and sept
‘Those of higher rank expect those of lesser rank torespect
and obey them while iower-ranked Garou demand that
those of higher rank be just and truc leaders
While this unity makes the Garou strong. i alo.
causessome friction as individuslsstrive for recognition ot
their efforrs. [rotten seems that individual players resent
not being the most imporane, the songest of the most
aeloired within th
up. Such players go for Renown at
all costs, sometimes ignoring allotheraspectsof the game
r gain power— higher rank, more Gifts, cooler rites and
above all, some sort of title within the sept. While there’s
chang uabocenaly wag wd alan Wo gus ge
tion and increase the ch:
done
than confronting sucha player directly, however, you as
the Stontelier can use the aes of the andividual
conflict withhissroup asathemevoplay up inyourstorks.
(f approached in this way, you can stress the idea that
characters shoul strive for individual success within the
structureot thepack. To true Garou, the sept and the pack
are far more important than the individuals within thern.
Survivalof the group takesprecedence over that of asingle
werewolf, A quick look at avanding Renown makes this
very clear. Nonetheless, its an underlying theme of the
game that singularcharactershave the desire 10 excel an
prove thei prowess, which is sometimes in eonflit with
their ass within the proup. Bringing the two
nto accord car hethe basisforeitherstoriesorchoncks.
xcter
abilities, it shoukln’t he
the cost of meanin,
ul group interaction, Racher
Tosome degre, this dichotomy caries over into and
spotlights the idea of tribal conflict. Despite their best
sntentions, Car
scribes dos
kwayeundertinn appre
ate ot get along with other tribes. In this case, the idea of
che individual is expanded to include individual tribes in
conticewithorhertribes keepingthe whole ofGarfrom
nating to cerry cts enemies Highlighting thedistras
‘orantagonism between tribes can reinforce the individual
versus pack theme and vice versa, In an ag
Garou ts desperately needed to fight Gaia's enemies, this
becomesa powerful theme to weave into any chronicle
Corruption and Cleansing
Thisis sich an orgoirg theme it might seem almost
sillyroborhermentioninet. Many Werewolf eamestorns.
Tatroduetion 17
RET A SE A RE RRa) Lear Ee SN
Joversmaycorupt the Garoueither directly orindirectly
What f a character's lover demands time he would
usually spend with his pack? The pack bond isstrong, bur
vith alovercan lead a Garouto neglect his duties. What
if the lover has been carefully groomed to seduce the
Garou? By the rime he learns that hisapparersly loving
Farinas trop lod for iim by Penton it may be wn late
forthe Garou toextricate himself. Any of these cam prove
fader fora story or two while emph:
tion ist something limited to the Wyrm.
‘And what about cleansing! Garou who have let
themselves be seduced or comupted nay not be salvage
sible through a simple rite or two. First, the Garou muse
recognize that she has become corrupt and take steps to
rid heselfof it This may involve journeys or trials she
must endure, but the main focus is on her internal
strugdle. Does she really want to cleanse herself or does
shesecretly revel inher comaption? And whatifi’sonly
alle taint! Can she teach beyonel her intemal dark
nessand stl remain decicated toGiaiaand thestrugle?
Who pudges whar conseirates taint and what is simply a
faule! These themes romght aut alangsicle yy
more mundane “clean up the Wyrm spawn” sessions
Playingone offagainstthe otherwill actuallystrengthen
and deepen both stories.
Cihavitng the Came
Storytellers are laced with oificule tasks making
the story come alive for their players in. an age of
television and video games. Pe
e that corrup-
le are used ws Intviag
the vbual aspects handed to them en a platter, but in
‘game, you must help your troupe create theis own
picture of what is happening theoush description and
whatever other enhancement you can find to dose.
Below area few of the ways youcan enhance the game
for your troupe so they come out of a session feeling 25
though they've helped ereate a great story.
Appropriate Setting bv anol Out of Game
To reilly make your scenes come alive, you need
anappropriatesetting. Outside of the game world, this
ears you need a comformable place t play where
posible distractions remain in the hackeround. Hav-
ingaspace where there is seating that allowseveryone
toseeoneanother and places for paper, hooks, pencils
anxddiee (if you use them) makes it far casieron you to
Feepthe players’ attention directed toward the troupe
Lighting plays an interesting role as well
Keenine the lichts low or plaving by canleliche
creates a wholly different mood than sting beneath
Hazing overhead lights. Dimmer switches, while no
Jonger in the vogue they once enjoyed, can be very
Thlpfilin getting the
Tntro.
a
(such asdimlight in acaveorheavy forest, brigheer light
foradaylightscene inthe city). Thsispartcfenhivening
the scene by disguising what you lick
Pew cxoupea have the hanuny of playing ite forest
setting, burplayingasoundrrack of trees swayinginthe
wind or birdeallsor rain can evoke an outdoorsteeling
Don't forget the sense of smell either. Spraying lightly
suitha pine scent cancall forth visionsof the forest 0.
Pictures of the setting or special items help others
visualize what itis they're seeing or experiencing, and
music can help set the mood,
Thoughit may never actually happen, it'sagood idea
to bon food during the gime unless you're recreating a
feast of some kind. Rattling p
for the crunchy eandy during a poignant scene or some
oneelse'sbigspecch killsthe moodand wrecks the game
‘Setasiclea few minutes break time fur consumables orfind
some way to work them into the story
Gus overlockedas
ato chip bags orhuntine
ct of preparing for the game
is to gather any items needed for the characters t
perform rites they know. Even having painted stick
that symbolizes fetish can help players establish such,
outan area in which the rite is to take place and have
the players gather within it. Don’t be afvaid to experi
ment with aids like these. We really aren't enacting
any real rituals just ustng props to enhance your tun
Ly Vinewt Lithle Pleture
Obviously, you want to focus on the characters asthe
main movers and shakers of the game, hut occasionally
you can expand che game by looking at the bie picture
rather than the personal one, Whetherat amo
battletield or even during a challeng
game wo deserbe chings happening gniside the charac
ters immediate range of influence. Consider the follow
ing: Fangs of Venom thrashes ina ife-and-ceathstrugee
against a Nexus Crawler. Naturally, youll wanttaget into
the lowslown and dity depiction of thisepic battle. But
it means more if she can see the rest of her pack cut off
from her,
it can help your
nder segeand dying unless she can get byher
immediate foe and eome to their rseue
Likewise, f the rack is part ofa sept-wide rid on a
Black Spiral Dancer hive, youll take up mest of the time
describing and running their indivicual battles. Still. by
ivan biefly seri
ingchings happeningelsewhere, you not ony make their
hartle mean more, hue give them a sense of heing part of
pallingthack: frmtheireeneral x
something larger and more importunt. e's in such scenes
Thac
presenting theirpersonal ations within the contextofthe
that brave ond nshle ancrifiess: moot often occur
larger picture aso encourages players to go beyond ind
vidual gals and work fortheseprorpuck sal tote good
sotion 19
ee a en en|
Playing 4 the Max
Since you have to use supporting cast (the player’)
exst in a vacuum), you may as well
nin ffeuiveine, Moki lic
sidekicks for the players’ characters or allowing them to
just take care of things the playerscan't be bothered with
ros you of roleplaying opportunities andl shortchanges
che tue, Use your Storyteller character to point the
characzers can’
sueieotbe iekc
way, when necessary or to force the characters into
making hard choices. Give asupporting cast member the
same traits as a difficult player character and highlight
how much of a painshe i to give the playet a hint about,
hischaracter. It’s been said often that youneed to make
cach one unique in someway. Even more importantehan
being absoitely unigue, however isto make them come
alive. If the characters don't hate your villains and want
them to die a slow, painful death, they aren’t being
utilized as wells they might. And ifa Storyteller charac
ick. they should feel somerhine for
that person, They aten’tcardboanl cutouts or pushovers,
“They aren’: in ch
sgame to provide the characters with
ceayy solutions. Sometimes, they should even seem like
more ranhle than they're worth. Still i
depress the players (and theircharacters) whena favorite
ceast member cies, you're doing it right
Branch Ouf
Even playing Gaia's chosen can pall given time.
Go beyond Gaia, the environment, Pentex and other
mainstays ofthe game. Throw your troupe into astory
thar ostensibly has nothing to do with Garou, Take
them on a spisitual journey. Find ways to make the
lupus embrace the homid and vice versa. Take the
Bone Gnawersout ofthe city and lure rural Garou into
the sinful city. Provide the characters with moral
quandaries. Use your imagination and challenge your
players. Just remember, the best way to enhance your
game isto have fun and provide fun for everyone else
FAQ
On Thingt Vou Abuays Wanted fo
Aion Aiteut (erewoftes
WN orewolf Physiology
# Is there such a thing as a “Garou gene?” Can
tebe detected with DNA analysis: Can werewolves
be cloned?
Not really, no. The factor of being Garou is largely
spiritual; ies something thar some Gifts und sori can
pick up on, but notscientific blood texts oranything like
that. A Garoublooxlinereads much ike any other;Pure
Breed isnothing mete thanastrongerpenchant tocatty
the genetic traits of your ancestors. scientifically speak.
20
ram.
eee af ce sar cares roe moa
ing. Thas, werewolves can’t realy be cloned through
science; youd geta clone of the breed form person, but
no werewolf tats. Metis can’t be cloned at all,nor can,
a matis embryo he successfully transphnced to.a sur.
gate mothersittakesa womb with pititpower and Rage
to successfully bring a metis to term.
+ Can werewolves regenerate severed limbs?
leche uyury thar severed limb or digitdudn't cause
Bartle Scar then yes. However, asevered heatldoesn't
row back; decapitation kills a werewolf pretty readily
* Tfyou sever a werewolf’s arm or head, does it
revert to breed form or remain in the form it was
previously in?
Icrevertsto breed form, jus like theold egendl about
avhunter chenpine the paw offa wolf thar attac kes! bir,
wrapping it up and taking it home only to find he was
carrying a human hand. Werewolves don't make good
trophies unless they're mets, and the Garou goto get
lengths to: make sure that all metis bodies and severed
parts are rechimed. Its that Veil thing, you know.
* Are werewolves considered Kinfolk beforethe
First Change?
No, they are not. They're werewolves from the
moment of hitch For instance, ifthey have kids with
anocher Garou before undergoing the Fitst Change,
the progeny will he metis
+ Can werewolves breed and produce off-
spring with dogs?
Short answer No Longanswer Not ifthe pregnancy
could result in human or homid babies (ie., 2 female
Garou mating with amale dog), and in no case will any
cf the puppies beshapeshifters. For a viable mating that
right produce a Garou, the animal partner must he a
wwolfdog hybrid at lene 75% seo, and even then the
chances of a werewolf offspring are low, Even though
wolves (and Garou) can preduce visble offspring by
breeding with dogs, the difference between wolf-spirits
andl anydlomes-
ticated animal — cannot produce shapeshifier offspring.
* Do matings between Garou and Fera pro-
duce metis?
Nope. Metis are the result of two shapeshifiers
swith to0-compatible spirit halves mating; its kind of
likeincest,only onaspirivual ratherthan genetic level.
Ifa Garon mates with a member of another Changing:
Breed, their spint halves are incompatible — hence,
nometis. Thechildisthebreed ofthe mother; thismay
mean that the child can’tbe of thefather’sshapeshifter
race at all (for example, olupue mother’s pap
Bastet even if their father is Bastet). The chances for
“breeding true” are crastically reduced in such a mat
ing, anyway; there’sonly a 5% chance har a child will
brood chue 6s lnc snalies’ sme ennl oily « 396 chu
its Isso vast that dogs — in fa
nn'tbe
Werewolf Storytellers Handbook
Ty,
hof breeding true to the father’s race, If heing of the
fathers race is impossible, there's still only a 5%
chance of breeding tructo the mother's ace —hence
such pairing ace far from honorable in the sense of
Meaking a good mate and trying to breed true.”
harvcter Cheation and Traits
* Other core rulebooks have Merits & Flaws!
Natures & Demeanors; but not Wezewolf. Why not!
Merits and Flaws aze optional rules. There wasn't
pam for anything but the not-so-optional, “you need
these ro phy” rulesin the main rulebook (like rules for
the Umbra), so Meritsand Flaws were left our. Until
vedoarevisedversion of the lst, fee
the ones Isved in the Werewolf Players Guid
generally work just fine with Revised rules. The same
holds tue for Natures and Demeanors;shese are par
ticularly opricnal because werewolves regain Wille
power according to their auspice, not their nature
+h a werewoll
what auspice is he?
Despite what you may think, the lunar eclipse isnt
the mysterious “Sixth auspice.” Lunar eclipses occur
‘only during the full moon; hence, werewolves born
under an eclipse are going to be Abroun,
* Older supplements talk about a Background
called Past Life. What is that?
The Background: Ancestors which was more accu
rielynamed, The name waschanged to “Ancestors” to
reflect what the Backgroundotually ids it wasn’tabout
Peters past lives, it woe about concocting ancor
Totsplsits, hence the change for cary
* Lhave a supple
born under a lunar eclipse,
t that gives ficst-edition
Renown awards. How do convert these to second
or Revised edition Renown?
There's no bard and fast rule, mach as some would
like, An old-form Glory Renown of 500 doesn't neatly
‘convert ta one temporary dot of second-edition Glory.
Youhaveto compare the relative seal of the Renown
awanl and adjust accordingly. The Werewolf Story-
tellers Companion has a set of guidelines for this.
4 The Uktens tribal description says that theie
totem grants a talent for disguise te its followers, but
the totem description desn’t match up. Was there
an omission?
Noth unbal descxipetonshivutd rea chat Ukvers
encourages his followers to learn the skill of disguise
(read: Performance, Subterfuve& Stealth), not grants
them the power, Sorry.
* The core rulebook says the Stargazers’ initial
Willpower is 5, but the Storytellers Companion says
4, Which is right?
It chould be 4
mre ree
* Ifa werewolf joins a pack, but doesn't pay any
points nto the Totem Background, does he getthe full,
benefits — traits and ban, pack tactics, the “opener of
the wav” rule — of being a member of the pack?
Said character can learn to use pack tactics as
usnal, and heean beled” into the Umbra hy an opener
of the way. He cannot be nominat
che wor, li
as the opener of
wt and hed. hare in the totem
traits or han until he’s made a commirment to the
totem (via spending experience)
*# Does dot of Totem cost two or three experi-
ence points?
Two
‘© When rolling Rage, Gnosis or Willpower, do
‘you roll temporary or permanent ratings?
Uscally permanent, although some Storytellers
or temporary. Either way is fine, The exception is
you always roll temporary or permanent, which:
ower is higher
Giff avd Riter
# What happened to the Gifts of previous edi-
tions that didn’t make it into Revised. such as Scent
of Sweet Honey?
The nice thing abour Gifts i that they're hought
vidually; nor all Rank Two or higher Bone Graw
rt grould awe’
have Secat of Swest Honey, for
instance. Simply ass
pop
can still use them, of course, and the Storyteller ean,
stil allow players to purchase chem, they're just not as
‘common any more.
+ Do Garou that renounce their auspice lose
theie Gifts, or keep them? The book’s inconsistent.
They keep them. A Gifts atrick you learn, kind
of lke tying your shoe, and the power to perform that
trick resides within the Garou. You can't
Gift, although you can lose the ability co use it if you
lose all your Gnosis or Rage
# If the Rite of the Opened Bridge or Rite of
Cacen Building fail, the ritemaster (and possibly
others) take damage, but what sort of damage?
ge
+ When the Rite of Accomplishment is per
formed, is it only to convert temporary Renown
‘one category, or ean it convert in two or three all at
once! For instance, if a werewolf has 10 temporary
Glory and 10 temporary Wisdom, can he heve both
converted to permanent at the same moot?
“The youngster has to challe
type separately, but generally speaking,
extended tocovereach Ret
ne that sail Gifts aren't quite as
lar these days; characters who had them belore
Lethal dams
for each Renown
he Rite can be
own typeasneeded. Insuch
1trallforeach Renown
Introduction 21type separately; hence, a Rite of Accomplishment con
vertingboth W sdom and Honor would requite a sepa-
rate toll for each. It either rol fils, the entire tte fails
hence, some prefer to undergo each nte separately
* Also under the Rite of Accomplishment, it
says “three moons,” which is translated into “the
next month and a half.” Shouldn't this be more like
“three months!
Ab, why, yes, yes it should,
Onbrr
* Spirit combat seems pretty rough. A Scrag
with a Rage of 10 is difficulty 10 to injure and still
rolls 6 dice to soak damage! How are you supposed
to kill one of these guys?
Yeuly, thar isharsh. We recommend that
ranking spirits you adap therule hata spirit has asoak
pool of Willpower -2
Willpower 2 hal berterhave Armor fit wants to soak
Gamage), and thae rhe difficulty to injure one ts Rage
2 (minimum of 3). Andgo ahead and dp the Serag’s
Rage to 6. The footsoldiers of the Wyrm shouldn't be
that cough.
(no minimum; a spirit with
* Does the soak pool granted by Armor replace
the Willpower soak pool (if any) or add to it?
Acklsto it. Earth elementals are still pretty hard to
take down if they nse their Charen
* In the previous edition, werewolves rolled
Gnosis to soak damage in the Umbra. Is this no.
longer the case?
Ici ne longer the case; they use Stamina as usual.
orytellers who prefer giving high-Gnosis characters
more ofanalge in the Umbriofien contin
old rule, though; we don’t mind.
Combet
* Do khives and grand klaives really do the same
damage?
‘Whoops! No, they don’t. The weapeas chart (pg.
210) has the correct rules for a grand klaive
* The rules for soaking damage, regeneration
and silver by form are confusing, How exactly does
it work by breed?
All werewolvessoak bashingdamages normal in
all forms. Homids can soak lethal and aggravated
damage in ahy farmexcept Homi:
can soak bashing damage as normal, but not lethal or
vated! damage. Lupus cannot soak lethal or agra
vated damage in Lupus form, but they can soak them
invall orke Metis woak ll forms of demas
normal in all forms.
Regeneration follows the same rules. A homicl
cannot regenerate in Homidand a lupus cannot regen-
+ Homidya homid
Werewolf Storytellers Handbook
ray jenna near ar LT,
a 2s
crate in Lupus; in these forms they simply heal as
mortals do, However, they can handle silver without
Gnosis loss in. their breed forins, and silver does not
cause ageravated damage to a homid or lupus in breed
orm. A metis regenerates in all forms, but also loses
Gnonisfrom carryingsiverandtakesa
from silver in all forms.
eravaredl wounds
These who feel that this is « bit complicated ean
simply allow werewolves to soak all damage equally
xellin all forms, but we don’t recommend letting them
regenerate incall forms unless they're metis (who caa't
hiatlle silver in theirbreed form to make dais alvan-
rage a litle more even).
+ Some questions on frenzy: If « Garou whose
Gnosis cerns hes permanent Rage pends a Wil
a berserk frenzy, can she
distnguanh betwoen alley other han het aekinaes
and enemies?
Yes
* Ifa Garou whese Rage exceeds her permanent
Gnosis spends a Willpower point during a berserk
frenzy, can she distinguish between her packmates
sed atlanes?
Yes,althoughshecannorsecurately idenciy thet
the Storyteller will cell them they are attacking an
enemy, but not which enemy. She will only beable to
distinguish between “packmate” and “not packmnate.
* Ifa Garou’s Rage is equal to her permanent
Gnosis, can she distinguish herween her packmates
and enemies?
Yes. The frenzy section should res
whose permanent Gnosisequdls orexceeds her perma
nent Rage will not attack her packm
m the Thrall of the Wyrm).”
* You can only spend half your permanent Rage
ina turn for the purpose of ga
the fraction rounded up or down?
Up.
* Inthe description of the Fur Gnarl maneuver,
it’s stated that someone attacking the exposed area
has their difficulty raised by two. But the example
states it asa +1 difficulty penalty. Which is cight?
Th
Sitting
*Can’t L play a White Howler/male homid or
lupus Black Fury/homid Red Talon by
accident of birth or genetic quirk?
a Garou
es (unlessshe is
sctra actions. Is
ineuver is right, not the example
having an
No. because that's not the way tribes work Tribe
is a matter of adoption more than genetics; a male
homid Garou who's born to a Black Fury mother
doesn't count as a Black Fury from hirth. He's simplyGarou, in c#fecttribeless, until he undergoes his Rite of
Passage and is accepted into a tribe. Thing is, Pegasus
won'taccept him, 0 any Rite of Passage meant tobring
him into the Furies sutomatically fails. Same with
homid Red Talons;Grifin won'tallow it. Asfor White
Howlers, they justaren't a tribe any moze; ther
more tribel orem, so'a White Howler Rite of Passage
would automatically farl. You have te he imitiated into
attibe to be amember, birth alone isn't enioush,
4+ How many werewolves are there in the World
of Darkness?
The answer, ahs, fs up 0 you. The stock answer is
“not enough, "but generally speaking i's assumed thot
eachcribenumbers between about 500 members at the
low endl (such as the Stargazers) up to maybe 2000 at
the high ond (Bone Gnawers, for instance) — and
notably more in the case of Black Spiral Dancers
Although Vampire has a neat ratio of vampires to
humans that lets you see how many vampires are in a
given city, Werewolf doesa't work like thar; the big-
sesteconcentrations of Garou pepulationare often well
amvayfrons cites, in the middle of wolf country. When
determining the population ofa local sent, a good rule
ofthumb sto workourthe ideal numberof werewolves
tocoverall the sere roles, rotate guard shifts, and have
couple of packs who are more or less full-time in the
field—then halve that number [t'sthe he
actos the very bad situation the Garou are in
# Ono of my players has an old Stargazer charac-
ter, Should [stillet her play that character, now that
the Stargazers have left the Garou Nat
Of course! Not all Stargazers have packed up and
headed for Tiber. Lec her roleplay ourthe dificule choice
she ces hetvreen tribe and sept,and let her experiences
sheconsequencesct whatevershecheases, Will theather
Garou mae her, orassume thar she's just going to leave
sooner or later I they dante trust her to stay, will that
affect herdecision if she gets treated like a second-class
citizen? This can make fora fantastic story.
In the Setting chapter, i says that werewolves
undergo theie First Change at around 10-16 years
‘ld (if homid) or 1-2 years old (if lupus). However,
‘on page 104 it says you begin play at 14-18 years old
(if homid) o 2-3 years old (if lupus). Is this a
contradiction?
Nut aecoouily, Chssaccersusay well have utd
gone their Rite of Passage and some training between
theis First Changeand the timethey bein play, fthey
‘vere too young to be risked in the field at the time of
thenChange. Thisdepencson the ehrontcle,of course
a ANAT
Introduction
* On page 32 of the main rules, it says metis can
undergo First Change early in life, around the same
time a human child begins to walk; but on page 96,
it says metis don’t shapeshift until eight years of aze.
Which is right?
Page 96 should tead “it epically eannot shapeshift
until eight yearsof age.” Some metis prodigieslear ro
shoposhife while toddlers; bue most mane wate anil
they're eight oro.
Miucsbeny
© Here's an art question: ‘Why don’t female
werewolves have breasts in Crino
The Crinos is not a form designed for giving bieth
‘or nursing. Breasts would get in the way. The Crinas
dogs have bre:
cand nipple wt they don't
become evident unless the werewolf is lactating in
Crinos, which happens only if the mother is pursing a
metis cub. If there isn't a direct need for milk, the
Lucasts aren't noticeable chirvugh the
Ani bythe way,a Crinoshasonly twobreists. The
number of mammary glands depencs on how many
offspring a mother is likely to have; since metis are
typically bom in ones or (rarely) twos, as with humans,
a Ceinoshasonly two mammary glancl as with humans.
* Where can [ find official stats for the White
Howlers?
Therearen'tany. Thisisthe tribe thae'sbeendealfor
the longest time; there’s reallyno chance ofranninginto
‘one of these folks, even in the time frame of Werewol
“The Darke Ages, Ifyou really need one for a Roman era
game, fake i with a mix of Fiann and Abroun Gifs,
* What about the Bunyip?
Some general Gifts and totems of the Bunyip are
presented in Rage Across Australia (reprinted in
Rage Across the World, Volume 2)
* And the Croatan?
See Croatan Song for derailson wharthe tribe was,
like in the time they were still around. Modern-day
stars tor them don’t exist, for all the abvious reasons.
# Wasn't theresupposed tobea Werewolf video
game?
Twice. Both were devoured and vanished into the
yoidoftime,nevertobeheatd fomayain, Askusso more
* Is Gaia really Lilith?
Noteverythinghas io beshackled w the Vampire
mythology, you know.
a
TS FER SPRATT WSL EAT UN TUT BATS,A tremorram through the boa of the teri
sawther amd enother,
hat's Lena from Tamb
“she's really ulented.
VictorPelevia, “A Werewolf Problem in Central Russia
Zxcormng Carey
‘The First Change iaseen by many asthe defining,
‘moment ina werewolf’ life
ses thathe
itis the moment when
her ’tahuman or wolf, butsomething
other. Certainly, itformsamurkerpe
Iifeas the moment he discovers his
the werewolt’s
nature. How
ou takes longer than the
condsthatafermshiftrequites.I’saslow process
«daptingto dramatic physical changesas well and a
cataclysmic shift in the character’ lifestyle
ever, actually becoming
joung Garou needs toadape wo hodies that can do
expected. eneeds roleamto walk,
and rest in bodies that are entitely unlike the one in
‘which he bas spent his life to dave, He bis to adapt to
leavinghis old fe behind. Then the young cubis taught
to fight. He
indoctrinated into a whole new society,
yh ond legends. Jhout awhole
new aspectof realy that he can enter and explore. His
teachers are far from kind and understanding; instead,
theyre often frutal and ruthless. Then, just as the
nie wes hued
soung female wolf vas stardng amor
the pe
the clearing.
someone sai in Sasha's ear
strange, and none-too-friendly people, he's pushedaway
irom the safety of his new home on a unission tha is
dangerous at best, and deadly at worst, with a group of
just as mexperiencedl
The introduction to Garou life is never easy. Le a
ale,sworth telingthor ally f you ae running a
chronicle for players that are new 19 Werewolf and its
concepts They ge: thechancetoleamastheircharacters
do, which is usually far more effective than abs ng
knowledge from assigned rea
know Werewolf pretry well, ir give
«reinforce some of the key ide
Even if your players
of the game mv their
minds right at the outset. So, bow do you go abut it
sitdown to work out
e wll hers
i wu should bear in mind. A new
werewolf doesn't so much become Garou as become
aware of his trae nature. The Fast Change is noc NX
Well, as yous the Starytele
sewly-ch
Chapter One: The World of the Garou 25ns, anid to a le
vecome alien and hard to unde
A New BooyProbably the best way to convey this sense of
adjusiment co your players is by increasing the dif
culty of rolls for physical orsensory actions made in 2
form otherthan their birrh form (ar least while: yon rin
through the portion of the story thar deals with them
becomtingusedto cheirnew abilities). A modifierof +1
forCrnos and +2 for the nwo fomns that aren't related
faite beth form (H
and Hispo for homid) is likely reasonable. Metis,
course, would suffer nopenalty ia Crinos, + for Hispo
and Glabro and +2 for the two ather forms.
You cen also help sismulace it by actually omleeing
certain pieces of information in your descriptions of
what characters sense when they're in forms other than
their own. However, thissortof manipulationshould be
agreed with the players before the game gets underway.
A Nw Mid
The lupus Garou undergoes the most profound
imental changes when she becomes aware of her nature,
The crange marks her tranwiticn from instinct-hased
thought patterns to full, reasoning intelligence. It's a
dhamatic change in hee whole perception of realty
Fuman beings ake yeas to develop reasoning abilities
asther grow from babies to chileren. A lupus werewol!
fas to go through this process in a matter of days, ot
weeks ar the most Even though it’s more an
accessing previously unused capabilities than g
‘new ones, it's still a challenging shift in consciousness.
However, ever a homid werewelf has some major
adjustments to her way of thinking to deal with. A
‘werewolf isn’tsimplya massofhumanthoughtprocesses
‘wrapped ina pewerful and
new way of thinking. [’s a mindset that accepts the
reality of the spirit workd implicitly (inore on this later}
analwhichcommitsthe werewolftoalifeot battle Make
‘no mistake: all werewolves are warriors, even the
Ragatash, Thearges and Gallinds, and their mindset is
dksigned to help them pay their part in Gaia’s defense
Thereare few cultures lefton the planet whe
trartior ethos is central to the society in question —
an the ods ave that the charactersin your chronicle
don'tcome from them, Even wolvesthemselves aren
inberencly warriors — hunters, es bucactual commit:
ted warriors! No. Coupled with this i the suuden
ool
id and Glabro for lupus
mutable frame — its awhole
Helge of a now language, the-lahorent 100
the Garou, which they have to develop and d
their understanding of in those initial weeks
Perhays che mest fundamental element of the Firs
Chung wih witcha churacier must learn coca isthe
firth ofher Rage. A werewol?’s Rage is one of the most
fandanenval and defining parts of the game, anal it is
Chapter One: The Warld of the Garou
SoSresmeras
INN
something thar nquires some close storytelling atten
tionin the eatly sessions, until such atime w6 you te site
that your players have a handle on it. This ean be
problemaric, though. as Rage:
intense, controlling emetion the werewolf feels and
tellingaplayer wharher characterfeelsis tricky business
at the best of times. However in the early stages of the
ome it may he worth risking i, #2 help the player
translate those Rage dors on her character sheet inte
swhar her character actually feels, Keep track of the
levelsofRage each character has, and quietly emphasize
0 the player che gaowinng anger und Lack of control
It’s amportant to establish Rage as a feeling, not
justas asource of supernatural power, and the souner
youcan do so ina chronicle the better.
am he looked upon asan
Kin Rearing
Many years ago, the transition fom human ot
wolf to werewolf would have been somewhat easter.
Kin families, relatively knowledgeable about the
ways of their Garcu family members would tain
those children that seemed likely tochange in the
\waysot the tribetoprepatethemn forthe experisnices
they undergo. This practice is stil in use here and
there, although some tibes forbid such “coddling”
of young cubs, and many Kin bloodlines have lost
all knowledge of what they once were
‘Thus,many ofthe difficultiesouthined in this
chapter will he eased by a life spent preparing to
be Garou. The culture shock won't be so great
the characters already prepared for some of the
changes to his thought processes and way of life
and he has been exposed to the idea, if not the
reality, of the Umbra.
However, no amount of €oaching can prepare
the cub for thephysicalandsensory learning curve
he goes through once he starts changing forms
esther ean talk of the Umbra and spirits really
prepare him for actual travel into the Penumbra
and those first encounters with spits
Such chamacters are increasingly tite a the
Apocalypseapproachesandunlessyouhavea player
‘who isalready well-versed inthe game'ssettingwho
chooses a character from such a hackgroun
of the chamerers in your game are likely to fir the
broadoutlne piven here. Since the change ismore
ddiamatic (and thereforcoften more sitstying) fora
cub that's ignorant of his true nature, most players
cull Wa happy vo oo
edge" for a moce gripping personal story
1e potential thon lenovel
PFora homid, theperied before the change is tecnage
wst writ large. Most teenagers go through a stage of
ieviny themselves to be different — spectal, even
They feel alienated fiom theirpeers. For most thisisjust
aphase they go through. This s not the case fora young.
werewolf. Both before and after the change, peaple
sense that there is scmething different about the child
‘Some shy away ftom her, instinctively shunning the
predator in their midst. Others become more confion-
tational, secking to cow the perceivedchreat. Of erse,
these reactions are not reasoned ones; they occur onan
instinctual level, much asexposure to a werewolf none
ofthe obviously supernatural jorms eauses the Delirium,
These soctal handi don't disappear the moment the:
cub changes, either. As the werewolf starts to come to.
terms with what she has become, the predator will
probably be closer to the surface and less under control
than itwill be later in her life, As the Storyteller, iefalls
to you t mike the reactionsof the human Storyteller
characters in your game fi this mould
Fora lupuscharocter, thereactionofherpackmates
ts much more clear-cut. Wolves uperate under soctal
hierarchy systera that is more rigidly defined thanthat
ofhumaniry. As the cubappioaches her FirstChange,
the other wolves usually start to perceive her as a
tHhreat,even if they are Kin. In the end, the werewolf
to-be is likely to end up in a position where she must
challenge for domiance and the alpha position, or be
driven ourasa lone wolf. The former option ilikely to
trigger the change ina of iselfthefierce combat for
prime position may well drive the Rage ofthe cub high
enough thae the change overtakes her, and she recov-
ers surrounded! by che entrails of er packmates.
The lore wolf hasa curieus double position within
wolf society: she is either pitiable, or the hope for the
future. The young and strong that arent capable of
challersing che alpha, but dhae desire a pack of thei
ownoften leave the foldhand hopeto pair up with amare
who has also left a pack. However, the “alien” nature of
the werewolf-to-be usually prevents the young Garow
findinga mate, leaving her towander unril some danger
presents itself that triggers the change
In either case, the character feel like an outcast
already by the time she changes. Others ateable ro sense
theinherent difference ofthe character from their appar-
cent peer group before sbe ean, and both humans and
wolves, being social creatures, shun the threat. The
apyarent advantagecfall thispre-changesufferingisthat.
‘once the character kas aecepsed what she has become,
sheshould find iteasicr toleave her ollife behind. After
alli her old lifehad become a misery, why stay with it?
a 2 7
Thisiscetainly anangle copay upin yourstory,ositwill
sivethecharectergreater motivation toseceptand spend
time with the experienced werewolves that find her —
however bizarre they initially seem.
Garey Society
Even after the cubs have accepted their new na
ture, dealing with werewolf society is going to be a
significant cultureshock for them, unless they are barn
metis. One ofthe fewadvantagesthe males have isthat
they are aware of the workings of Garou society theit
shoe lives, Those werewolves born amongst the hu
mans and the wolves have no such advantage
To a lupus, same of the
work are goingtoseem
like “domins
fays that Garou society
yore Familiar, You can use words
omission” when describing
the actions of other werewolves to players o lupus
chamcters: These are social intessetions that lupus
charters understand explicitly. After al, it has been
part of their day-w-duy existence for their whole life,
Thesamecan'thesaidof thehomid. Insteado‘seeing
fone werewolf submieting to another, he is going to see
bizare social interactions that are not going to make
much sense w him until he becomes adept at reading
body language. Youcan even omit che deserigtions of key
physteal signals if you don't think the character has the
knowledge to understand or even recognize them vet.
Only once they've come ro understand some of the
aspects of society, or bad ir explained to them, ean you
start to introduce these cves into your narcarive, Even
‘once they come te understand it, hey might final it ad
toacxept Modem society in particular Western culture,
teaches equality as one of its guiding principals. The
werewolves have litle tuck with this idea, existing as
they do ina hierarchieal society with defined roles. Many
character, almost always homids, wll have a hard time
adaptingto this, The other Garow inthe caem willalvvays
be willing vo “educate” them when they step oucaf line.
Lupus charaerers, used to a simpler statute isa pack,
mayhavemore probleinsaccepting thisthanhomidswao
have the school and work experiences to tezch them to
survive in hierarchies,
For the metis, of course, all this comes naturally
He's always been Garou, so he understands how the
relationships work. What is harder for him, though, is
that face that people from outside the community he
was raised inare suddenly accorded more respect than
themetishimselt: The poor creature might know more
about the werewolf culture and the set-up of the
particular caern than all the orher new euhs pur te-
other. In mest eaems that won’tmattera jot, and the
metis remains stign and his ignorant cousins
inal theattention. Play chisup in the reaction ofthe
Srorytellercharactensto the diffarenteube.Wepocetble
28 Werewolf Storytellers Handbook
LL LES TS TS TT ITthat the other characters might start turning to the
inetsfor advice. Byall meansletchem, but be prepared
toleta Storyteller character uphraid them for paying
exmuch attention te an affront to Gaia
SitpudA
For all but metis and homid Garou raised in Kin
Flier, one of the mone profound mental chifte they
have to make is accepting the spirituality of the
verewolves, in two senses of the word, Not only do
they havea belief system that is both fundamental
theireultace ad ofiersdivectly epprmed ta naty of the
religions of che mundane world, they also meet the
spirits that form a core part of that systema im person,
Hearing elder werewolves talkingabout the spiits is
probably the fist way the characters encounter the idea
Most Garcu use a mixture of reverence and acceptance
that will come across as little different from the way truly
‘elgicus humans talk. The eal shockeomes when ven:
tufingintorhe Umbra fo thefirst time, Here the charac:
tarsface direct evidence of the reality of the spirit world
andthe Garou belid system. Youshould ke the rime to
descrixe those first voyaes into the Umbra in vivid
‘etal taking care to emphasize the ferences becween
the velvershaiow andl the physical world.
Homids, at least, may Be intellectually prepared
Fe Os idan i dlersesverthl Tet eee veo
actually goingehere has anyessimpacton thern. This
is a profound spiritual experience, one that should
promote both a feelingof awe and cf homecoming —
or a great crisis of faith, if the homid was previously
sory seligious. Lupus face aslightly greater challenge.
Theyre cnly just coming to grips with whole new
thoughtprocesses, andnow they have togome to terms
with a reality thet 1s markedly different from the
physical world thar their previous
teredin. That said, they have a greater affinity for the
Umbra, and when they have come to terms with the
ile theyshould adapt more quickly. Afterall, forall
werewolves regardless of reed, the Unibra is as much
their home as mundane reality. While it may have
been dormant all their lives, they possess a spiritual
side thar is more at home in the earth's shadow that it
isin the reality oftheir bist,
The characters can't avoid i, either: Meetings
cnrpics co learning theie fre fow Gif
{and indeed most Gifts thereafter). While there will
‘no doubt be elder werewolves on hand to help chem,
deal with the spivss, itis still the character that must
Be oth, Wik: ew fans sah Ousont wie goiug
meet a sprit directly representing any of the great
yowiers their first meeting with aspiit,evenif itisone
they will ater come to regard as low-powered and
istence was cen-
Chapter One: The World of the Garou 29
LEAL, ATE SY
Se . —
somewhat inconsequential, should be a profound ex-
perience. As the Storyteller, you have two mjor
things to bear in mind during this sort of scene. Firs,
plant-shaped humans, they are creatures with their
own identitydistince from humanity. (For more details
oon portraying spirits effectively, see Chapter Two.)
exon ln ea
seis are much ike clumsy, brash
tourists in a land whose customs they have litle clue
about, certainly no more that they would glean from a
basic guidebook, and whose language they have only a
loose grip on. And here they are, trying to bes favors from
youwith no weal senseof the vast structure you are part of
andrepresent. With this mindset in pace, youshould be
well set to deal with the characters asa spint might.
Jetting Io
As the first months of life
the penalties, oth roleplayingand mechanical should
pass. Certainly by the time the pack isdeemed worthy
ofa Rite of Passage, each member should be comfort:
able with their forms and senses, have 2 working
understanding of Garou society and he able to ap.
proach spirits with offending them utterly.
The tane of your storytelling should shift from the
strangenessof Garousociety tothe weirdness and horror
of de cremics thar the werewolves sw five. As sey
return fiom the Rite of Passage, the pack shoul feel in
some way that they are coming home. Mentors who
\were once terrifjingand alien now seem more familiar.
Areturn to human orwolflife would seem scrange,
for they are seeing those workds through different eyes
and riinds than they werescanemonths before. You job
isnowtoemphasize thettaintef hoth Weaverand Wyrm
in human society as the young, cubs grow to 2 greater
understanding of the world around thera, For more
details on that, read on.
Senses
Garou are not wolves ot huma
chiklren of both, creatures of savagery and civilization.
“They ive inthe materialand the spirit weeld, at home
in cither, yet strangely disconnected from each one.
Most spend their lives searching for meaning chrough:
theendless battles that their very nature diivesthem t©
fight, In many respects, perception is reality, soin order
1 understand werewolves, we must know their senses
By focusing on the different ways werewolves remain
aware ofthe world around them, the Storytellercanadd
depth to the descripeion of a scene and give # greater
sense of reality to her chronicle and stories,
Everythingthatweperceive
Most people focus on sight and
asone oftheGarou piss,
s, but rather the
mes from our senses.
vial form of
eet|
thinking. Duringroleplaying, they can “see” the events
unfolding in their mind's eye. More rarely, an indi
vidual may rely on hearing, remembering the words
und listening to the experience. able to anote parts of
the session, while the visually oriented person may
describe things that weren't ever described by the
Storyteller. A very small percentage of people focus on
‘ane af the other senses for their primary perception.
For this reason, many Storytellers forget to use other
senses in their settings. The sense of smell has a
stronger memory trigger than any of ourother senses,
Touch ean change our body chemistry immediately,
Pere
tion does hecome reality
aves rely not on sight, but on smell as their
primary sense, Wolves are not wiki dogs; they have
bilities thar their domesticated cousins lost millennia
ago. A wolf has a sense of smell many times more
powerful than that of a bloodhound. If a wolf catches
a scent, he knows nor only that he smells a human
being, but also what that person last ate. He can also
remember it and track the scent for hours. In some
ways, a woll’s sense of smell almost works like
pestcognition, With a whifl, hewolfleamsenouh to
Know events that have taken place many hours before
Werewolveshave powerfulsenses, They constantly
check their environment, aware of possible trouble
help them
notice dangers. In an urban setting, the constant blare
of noises and sensations can cause some, especially
lupus, to go mad from the noise, the sights, and the
smells. The opposite is sometimes tie. Many
Walker finds the quiet and strange smells of the
disturbing. Some Garou deaden theiesenses, choosing
to ignore the world around them. Often, these are lost
children, many of whom have difficulty stepping side:
ways into the spirit workd,
Even when werewolves are in Homi fort their
senses ate stronger than those of normal humans.
Garou pay more attention to theit sensations chan
humans do, A werewolf doesn't hear any better, but
she listens more attentively. Her predatory instincts
guide hereves to norice things out nfthe ordinary. She
tasces her food carefully, savoringand giving attention
tw the flavors, instead of inhaling che meal uncon-
sciously. The smellsof the warldhold meaning forher
sly interpeec them instead of
ignoring the aromas of the modern world. A Garou
craves couch, feeling
the breeze an her flesh, decoeting
subtle changes in temperature, and remainingaware of
tho clothes on her back.
Senseschangeasformschan
-. Glabro form height.
cen smell to some degree, Instincts come to the fore far
mone readily, usuallyas pricklingson the neck ot uneasy
3
0
mmm
eam aA ism sora cares sr oa
Werewolf Storytellers Handbook
Bit There Ape No Refet for Thi!
Some Storytellers may rankle at our blatant
tendency to deseribe Garou senses as ottotig in all
forms when really, there's no rules assisting Per-
ception checks forany forms bur Lupus. Irs okay,
really. Even if your players are reading this book
(and we kniow cenain cheatericious people ase
eveballing this very sidebar for “secret informa
tion” even as ve speak), you don't have to cave in
toanydemands to lower difficultiesor grantextm
dlice oa Perception checks. The idea here is 10 use
description to show the playershow even as their
churactersshift shape, the texture of sights, sounds
and smells seems to rearrange itself, not €o grant
thecharacters|imiced cmniseieace thaniesrotheit
uncanny senses, Use the material here fardescrip-
tive flavor, to eateh their attention; don't feel
forced to make it easier to find crucial clues. Ifthe
player really want to take better advantage of
their werewolf senses, encourag
their Perception, Alertnessor Prime
Trsasiond
werewolf le
them to raise
Litge Traits
onvalize hows
as any to rat
ns to perceive her environment
That said, ifyou want to give players circum.
stantial 1 difficulty mosifierfor Perception checks
it in Homid or smell in Crinos), you're
welcome to. Ie might make yout playets mote
interested in experimentingwith allrhetr forms,as
sactual werewolves likely would be.
feelings in the gut. Sometimesthese instinczive feelings
are positive, conveying trust, Some werewelves believe
that they cas tell Kinfolleapar from the rest of human-
itybyaglance orwithascent. ny Glabro form, thesense
of taste improves. Meat becomes itamediately fresh or
stale. Liquids may do the same. Night vision also im-
proves, although some werewolves believe that they
have trouble seeing certain colors in C
The Crinos may have the most acute mix ef senses
found inany form, but a werewolfs ability to interpret
those senseshecomesa big problem, Rage always burns
in the heart of a Garou in Crinos form. The instinets
that he
ings, suddenly all demand the hunt, craving the taste
of hor blood, and the sound of snapping bones. Mad:
dening violent