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A Look at Forsaken Tribes

Written by Harry

October 3, 2008

Welcome back to our series on supernatural characters. We’ve touched on some basics for transforming your character into something special:

The fundamental decision of whether you should upgrade your character
Choosing an auspice for your Forsaken character
The workings of Kindred clans

Today, we introduce you to another option for your werewolf character: Tribes of the Forsaken

What Is A Tribe?

The Tribe represents a larger pack of individuals on a global scale who have a like purpose in mind. Each pack has its own agenda steeped in its own politics and religious beliefs. Tribes are part canine behavior (the pack mentality) and human nature (the need to be a part of a community with a greater purpose).

Since the Forsaken no longer fit into the confines of human society and they weren’t really pure wolves, they needed something else. This is how Tribes evolved.

Why Join a Tribe?

Why join any kind of organization, party or club? Sometimes the reasons for joining a Tribe are as simple as socializing and other times as complex as a legacy in a long family line similar to the concept of a fraternity or the Free Masons.

Maybe your character’s ideals resonate with the beliefs of a specific Tribe. Maybe none of the Tribes appeals at all. Only you and your character can decide if joining a Tribe is the right thing to do.

Do I Have to Choose a Tribe?

No. Tribes, unlike auspices, are optional. The characters who have no Tribe are called Ghost Wolves.

Keep in mind, though, that these Ghost Wolves are often looked upon as outcasts by many of the other Tribes because of the strong pack mentality of the Forsaken

What Are the Advantages of Joining a Tribe?

When your character joins a Tribe, you get some pretty cool Gifts (special abilities granted by spirits and patron Totems of each Tribe) that aren’t available to other Forsaken. Each Tribe has their own set of specialties.

Just because they’re called Gifts doesn’t mean they come free. Your character still has to convince the spirit to teach the ability.

Tribes also offer a pack beyond immediate pack, like a worldwide brotherhood. Remember the shades of gray that make this game so much fun. Meeting up with another Blood Talon won’t automatically make him or her like your character. Friendship is never a given.

However if a pack of Storm Lords was heckling your Talon brethren, your character would do best to represent the Tribe and set the Storm Lords straight.

How Do I Join a Tribe?

Joining a Tribe comes about in many ways. Of course, it all starts with the player discussing the options with the Storytellers. Then the Storytellers create a prelude to induct you into that Tribe.

Most of the time, your character might know a few Tribe members from when the player went through the First Change. For example, in Escaping Reality, Lizzy Quinn already knows Johnny Cooper (a Hunter in Darkness). If the Hunter ideals fit hers, it would be reasonable for her to ask Johnny if she could join that Tribe.

Or, if Johnny sees that Lizzy has what it takes to be a Hunter, he might extend a personal invitation to join his Tribe.

Other times, some Tribes keep a close eye on their kinfolk. They watch for the signs of Change and wait. The character may be approached and asked to join, and in some cases, the request is one that cannot be refused.

Can I Change Tribes Later On?

You can change your character’s Tribe later on, but it’s not always easy and it’s not always accepted. Other members of the Tribe may look at your character as a traitor. The patron Totem of each Tribe may just take it as a personal insult.

The choice to renounce a Tribe shouldn’t be taken lightly. If a Tribe isn’t a good fit, change once and with good reason. You may live through it, but you may not be so lucky the next time.

The Tribes

There are five main Forsaken Tribes:

Blood Talons: These are the warriors of the Forsaken. They are the first into the fray and the last to leave the battlefield. They are also the ones closest to the primal wolf inside all Forsaken.

Make no mistake, Blood Talons may sound like the Rahu auspice, but there is a very big difference. Blood Talons might be likened to samurai. Their main goal is to be the ideal warrior in body, mind and spirit. Talons are all about self control and honor.

Bone Shadows: Bone Shadows are the spiritualists of the Forsaken. They know there is much more to both sides of the world than others see. Bone Shadows walk that fine line between life and death. Many times other Tribes don’t understand a Bone Shadow’s behavior, since many Bone Shadows don’t adhere to the rules of the physical world. Their world is ruled by the spirits and what the spirits do doesn’t always make sense.

Hunters In Darkness: Hunters are the protectors of the land. Their territories are first and foremost and must be defended at all costs. At the extreme end of the spectrum, they are the eco-warriors of the Forsaken.

This mindset goes much deeper than thinking green. At the foundation of it all is protecting sacred space, whether it’s the wild outback of Australia or in the heart of a sprawling metropolis like New York City or Los Angeles.

Iron Masters: If the Forsaken had an IT department, the Iron Masters would be it. It’s more than an affinity for gadgets and modern technology, though. Iron Masters are visionaries in their own right. They think towards the future, take risks to achieve their vision, and never stop looking for new and innovative ways to do things.

Iron Masters adapt quickly and often get frustrated with other Tribes for being bogged down in ancient dogma and outdated practices. The Iron Masters are always the ones asking “Why? Isn’t there a better way?”

Storm Lords: No other Tribe is more frustrating to deal with than the Storm Lords. This Tribe considers themselves the true Alphas over all the Tribes, much to the resentment of the rest of the Forsaken. They are natural leaders and their main objectives are acquiring power and status.

There is only one right way to do things, and that’s the Storm Lord’s way.

This attitude is easily mistaken for arrogance and greed. The truth of the matter is, Storm Lords want power, but they want power with a purpose. True, a Storm Lord can be overbearing, but their conviction is very strong and it’s this drive that often pushes others away.

Note: In last week’s post “What’s Your Moon” I mistakenly said the book “Tribes of the Moon” was about the auspices. It’s not. I goofed. This book goes into detail about each Tribe. If you’re considering a Tribe for your Forsaken character, I suggest you have a look at this excellent source book.

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Comments

3 Responses to “A Look at Forsaken Tribes”

  1. Nicole on October 3rd, 2008 9:32 pm

    Well doggonit, Harry. After your nudge I made a mental note to read this new post, but if I’d known Lizzy was mentioned I’d have dropped everything! Lizzy’s cool. ;)

    Actually, Lizzy’s more confused than ever as to where she might end up in this whole tribes thing. (Mostly because I have this problem where I can see parts of every single tribe in her.) I think I’m trying too hard, and I need to go more with the flow for a bit.

    Nicoles last blog post..Gary: 2002

  2. Harry on October 7th, 2008 12:43 am

    Hehe, I didn’t want to ruin the surprise.

    Lizzy has plenty of time to decide on a Tribe. It took me a little while to decide on one too, for those same reasons. I think the old system’s tribes were a little easier, many of them evolved from cultures rather than ideals, so depending on your character’s heritage you could find one that fit well right off.

  3. Vampire Covenants: Status and Politics Among the Kindred | Capturing Fantasy Role Playing Creative Writing Blog based on New World of Darkness on October 7th, 2008 5:04 am

    [...] of the Kindred, status is everything. While the Forsaken have their politics and hierarchy, the Forsaken Tribes aren’t as politically charged as the Kindred’s’ [...]

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