Following are the Families (Auspices) and Organizations (Tribes)
for Lost players.
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| Auspices |
RAHU: FULL MOON, WARRIOR
The Rahu auspice is technically a blessing, but few
Werewolves look on it as
wholly benign, for the gift of the full moon is mad fury. When Luna’s face is
full, the spirit world becomes more dangerous. The moon’s wrath saturates the
spirit landscape, making spirits more aggressive and volatile. Werewolves have
greater difficulty resisting their aggressive impulses, and Forsaken who undergo
their First Change under the full moon are marked as vicious and unrelenting
warriors.
Despite the power of the fury that fills him, a true Rahu is not always a
berserker, and shouldn’t be dismissed as "mindless". Many are insightful leaders
on the field of battle, the linchpins of their packs’ combat abilities. Some are
capable tacticians, excelling in the mental aspects of the warrior’s path. All
immerse themselves in their role, attempting to master their violent impulses by
paring the impurities from their souls.
The Rahu’s role in a pack is obvious. He is to be the foremost warrior, first to
take the fight to the enemy and last to retreat. A pack with a strong Rahu is
much better prepared to survive the dangers of the physical and spirit worlds
alike, for he not only lends his strength in battle, but also his insights into a
foe’s weaknesses. A pack that lacks a Full Moon must be careful about picking
fights, for it lacks a warrior who can be reliably strong in all situations.
Quote:
"It’s too late. If
there was still hope for you, one of my friends would be here, trying to help
you salvage what’s left of your wretched soul. But you don’t get my friends —
you get me. You might want to close your eyes now. It’ll be easier."
CAHALITH: GIBBOUS MOON, VISIONARY

Equal parts priest and historian, oracle and war-howler, the Cahalith is the
voice of Luna. To be a Cahalith is to be ridden by one’s dreams, to sense things
in sharp context, to have one’s soul constantly churning with thoughts and
impulses that demand expression. Luna plays the muse to those who change under
the gibbous moon, though she’s a demanding patron. Cahalith are frequently artists
or musicians of a sort after their change, but not particularly by choice. They
must find an outlet for the visions Luna sends them, lest they go mad.
In the greater context of Forsaken society, Cahalith keep the scattered fragments
of werewolf culture. They are the ones who remember the old legends and
ballads. They also look toward the future, able to find answers to tomorrow’s
problems of the future in yesterday’s tales. Even those Cahalith without any real
talent for crafting songs, telling stories or creating art find ways to
express themselves in their howls. It’s said that nothing is more poignant than
the howl of a Cahalith. It’s said even the werewolves of the Pure Tribes pause
and regret just for a moment when hearing a Forsaken Cahalith’s howl echo across
the sky.
Within the pack, the Cahalith is usually the reservoir of knowledge that the
others lack. While the Ithaeur understands the spirit world, the Elodoth learns
to judge hearts and the Rahu masters the art of war, the Cahalith can provide
information on almost anything. The Cahalith is also frequently the heart of the
pack, inspiring his mates to fight more ferociously or to stay their
talons. Conversely, a pack that lacks a Cahalith must work hard to uncover
pertinent information, particularly about old legends. Without a Cahalith, a pack
may fight with less strength and zeal; there is nobody to remind them with words
and howls just what they’re fighting for.
Quote:
"Lift your voices!
Pierce the sky! Howl out your anger, your sorrow, your despair, your hope! Cry
out to Great Luna, and let her hear that her children remain strong!"
ELODOTH:
HALF MOON, WALKER BETWEEN

The half moon hangs in balance, and balance is Luna’s gift to the Elodoth. Those
who Change under the half moon are touched with duality, drawing strength from
that dichotomy. The Elodoth are judges and executioners, able to weigh both sides
of any argument and ideally suited to act as voice of the law. They are
also envoys to the spirit world, able to meet spirits halfway and negotiate with
them.
All werewolves live on the edge between wolf and human, matter and spirit, but an
Elodoth is keenly aware of it. This precarious existence influences an Elodoth
to do what he can to keep himself even more in balance. A Half Moon might strive
to live as much of his life in wolf form as he does in human form. He might feel
compelled to visit the spirit world for a time after a prolonged period spent in
the physical world.
The Elodoth plays a central role in a pack. He can understand the wild passion
and Rage of the Rahu and Cahalith, as well as the detached mysticism of
the Ithaeur, and the aloof mindset of the Irraka. He often plays devil’s advocate
to the pack, questioning the alpha’s decisions (when not the alpha himself) if
his perspective on both sides of an issue reveals another potential solution.
However, the wise Elodoth takes this role seriously, and doesn’t abuse his
privilege as contrarian; the middle of a bloodbath is no time to be
challenging authority. The Half Moon’s perspective on both sides of a situation is
meant to help him choose the right course of behavior, not to promote the
contrary course of action, right or wrong.
Quote:
"Respect your prey". It’s
not just a random string of words. It’s a law written in our animal hearts, given
form by our human mouths. We are better than wolves, because we can overcome our
instincts. We are better than humans, because we don’t have to kill when there’s
no need. So let the girl go, or you answer to me."
ITHAEUR:
CRESCENT MOON, SPIRIT WALKER

The crescent moon is the auspice of the shaman, the speaker with spirits or the
spirit hunter. When Luna is barely visible, she is the oracle moon, the patron
goddess of mysticism. The crescent moon marks those Forsaken who change under it
with mystical insight and a connection to the spirit world. Yet, as the crescent
moon is just enough light to count as moonlight, the Ithaeur is possessed of just
enough knowledge to get into trouble.
Dealing with spirits is a dangerous business by any standard. The Ithaeur is
equipped to face the challenge, but is also burdened with the duty to do so. The
Ithaeur must continue farther down the shaman’s path than any other werewolf. She
cannot walk away from the frightening aspects of spirit interaction or ignore
places where the spirit world is bleeding and diseased. Any of the People can
interact with relatively friendly spirits, but the Ithaeur is the one who must
wrestle the most malicious and poisonous spirits into submission.
The Ithaeur is the final authority on all things dealing with the spirit world.
She guides any trips into the Shadow and uses her powers to dominate spirits
when Elodoth’s negotiations fail. She is also a crafter of fetishes, and probably
knows more rites than her pack mates. A pack without an Ithaeur is at an immediate
disadvantage when dealing with spirits, particularly aggressive ones. Although all
werewolves can deal with spirits to some degree, the world they inhabit is
sufficiently hostile that a pack needs any edge it can get.
Quote: "You can’t smell
it, can you? The street bleeds here, and its wound is diseased. We must move
quickly. Break the glass of those street lamps. We must blind the thing before I
begin."
IRRAKA:
NEW MOON, STALKER
Those who change under the new moon are strange and unpredictable - moonless
Forsaken with no guiding star. Luna’s blessing to the Irraka is the ability to
walk unseen, the gift of deception.
Within the pack, the Irraka is the scout, the first to follow a trail and the
first to catch sight of the prey. The blessings of stealth and subterfuge enable
the moonless Forsaken to tail a person or investigate an area much more easily
than his packmates might. They are the werewolves who hunt without howling, who
kill with a silent bite to the throat.
For all that, though, the Irraka are not lone wolves. They may operate on the
fringes of the pack during a hunt, but they feel the pack mentality as strongly
as other werewolves. The moonless auspice seems to have less of Luna’s touch upon
them, and a greater number of Irraka still think of themselves as "human" at
heart than do the werewolves of any other auspice. However, even if they sometimes
choose to walk alone through the human herds, their place is with their pack.
Irraka also frequently master the art of trickery, though not for the sake of
humor. Their arts of deceit are plied to achieve some other end - deceiving an
enemy or enhancing the reputation of their pack. They are most frequently often
the ones charged with upholding the secret of the People’s existence by leaving
false trails and duping local humans.
Quote:
"You didn’t think
there was only one of us in town, did you? Guess you don’t know much about
werewolves, and you don’t have much time to learn. Listen. My friends are at the
door".
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| Tribes |
Blood Talons (Suthar Anzuth)
Matching warrior ethos with a religious kinship to their ferocious totem, the
Blood Talons are creatures as much of the battlefield as of the hunt. Father
Wolf, they point out, was first and foremost a warrior — it was from the
progenitor of their race that werewolves gained their great strength and
terrible claws. To the Blood Talon way of thinking, the most serious problems
must be solved permanently, and the greatest tools they have to do so are their
fangs. The soft, privileged human world into which they were born is a lie. One
must fight and kill to survive and flourish, and only a fool would not strive to
be the finest warrior he could be.
Totem
When Father Wolf hunted with the Firstborn, Fenris Wolf was always the first to
leap into battle and the last to unlock his jaws from his prey's throat. Only by
besting him in battle were the first Blood Talons able to compel him to agree to
serve as their totem. Called the Destroyer, the Devourer of Mountains, he visits
great and terrible anger upon those who are not his, and teaches his own to do
the same.
How the
Blood Talons view:
Bone Shadows: Clever and
wise, but their first instinct is always to compromise. We only resort to that
if there’s no chance of victory and no glory to be had in dying.
Hunters in Darkness: For
them, three quarters of every battle is played out before the first blow falls.
Still, they tend to lose sight of the value of simply being stronger, faster and
better armed.
Iron Masters: Not
everyone can be warriors for all occasions, but these ones have proven their
value as warriors in their limited environments.
Storm Lords: The ones we drive out are the ones who
spend all their time telling us how strong and in control they are. The ones we
honor are the ones who shut up and prove it.
Ghost Wolves: They play at being men and wolves,
finding no solace in either. When they come to terms with the fire in their
hearts, then perhaps they’ll come to us to learn.
Pure Tribes: Our
worthiest and most fearsome foes. They desire no truce and no compromise.
Vampires: They have long
fangs, but that’s the least of what makes them dangerous. Never fight them where
they’re in control.
Mages: They look human,
but aren’t nearly so soft and vulnerable. If you know exactly what one’s capable
of, and if he poses a direct threat to what’s yours, hunt him down — but if not,
think twice.
Humans: If you have
family you give a shit about, honor them and keep them safe. Nobody else is
worth your time.
Bone Shadows (Hirfathra Hissu)
Shamans and ritualists, medicine men and wise women, these werewolves — the Bone
Shadows — now devote themselves to the study of the unknown and the
reestablishment of the ancient relationships that Father Wolf maintained with
the spirit courts. Uncovering and understanding the knowledge that perished with
Father Wolf requires venturing into the most pristine wilderness, the darkest
corners of the city and the deepest reaches of the spirit world. It is to these
hidden places that Bone Shadows go with fearless curiosity.
Totem:
Death Wolf was the quietest of Father Wolf's pups, and her hunt encircled the
Earth. Seeking to learn from all beasts as prey, she ascended the mountains and
witnessed wild goats give birth. She chased the sky and witnessed the wisdom of
the eagle in flight. She traveled to strange places in search of the unique
perspectives they offered on ordinary situations, and it was often given to her
to liaise between Father Wolf and the lesser spirit courts. The first Bone
Shadows labored for years to create rituals capable of summoning her and binding
her so that they could strike a pact with her.
How the bone Shadows view:
Blood Talons: They can
be hard to speak with as equals, but our mutual respect for our relative
strengths transcends the need for words. Presumably...
Hunters in Darkness:
Interlopers are wise to heed the quiet lessons the Hunters teach, but the
Hunters must also listen carefully to other voices.
Iron Masters: They are
wise in the ways of the patterns that surround human existence, but they do not
always tread as carefully as they should.
Storm Lords: They have
the strength and will to traverse the paths we show them, but they rely on us to
unravel the mysteries they find there.
Ghost Wolves: If we can
find in the far reaches of the Hisil what their souls lack, they will have no
more excuses for not recognizing the Tribes of Luna as their brothers.
Pure Tribes: Their creed
of hate has its ancient ties of obligation to their Firstborn lords, but that
doesn’t mean we’ll just roll over for them.
Vampires: Strange
things. They clearly have power beyond the flesh, but they are utterly lacking
in spirit. Do they have a place?
Mages: Much wisdom, much
insanity. They are either the brightest creation of humanity or the new tyrants
of the flesh.
Humans: They’re
alienated from and unaware of so much of what goes on around them, but their
ignorance doesn’t protect them, nor does it prevent them from giving strength to
the Shadow’s darkness. And so we must hunt
Hunter in Darkness (Meninna)

The Hunters in Darkness concern themselves primarily with the sacred places of
the world. Many mark out large tracts of territory in the pristine wilderness,
tending these wild areas and minding the spirits endemic to those environs.
Others recognize that the sacred places in the urban Shadow Realm are no less
important than those beyond humanity's reach. They devote themselves to taking
care of important urban locales without upsetting the strange ecosystems of city
life. Hunters in Darkness are no less the consummate hidden predators in urban
territories than they are in the wilderness.
Totem:
The Firstborn hunted both night and day, but as the Hunters in Darkness tell the
tale, Black Wolf was the one who was most at home in the night. When Father
Wolf's pack hunted at night, she was first to find the trail. When the pack
rested after a tiring day hunt, Black Wolf guarded her brothers' and sisters'
dens as they slept. When the sun set and the moon rose, there was no hunter more
swift and silent than she. The first Hunters in Darkness stalked her for years
before finally cornering her in her den and extracting her oath of patronage.
How the Hunter in Darkness view:
Blood Talons: We can
always count on the Talons’ support if we need it, whether we ask for it or not.
Bone Shadows: Is there
something inherent to the physical world that drives them to the deepest reaches
of the Shadow Realm, or are the mysteries they find there more compelling than
our responsibilities here?
Iron Masters: They say
that they must change as the world changes, but they overlook the ways in which
the world hasn’t changed. Is that a sign of ignorance or a symbol of their trust
in us?
Storm Lords: They often
howl and bare their fangs when a low growl from the shadows will suffice, but
that makes them no less successful in their efforts than we are in ours.
Ghost Wolves: The plague
that dwells in human hearts affects even our kind. Scared, scattered, they don’t
even know what they are.
Pure Tribes: Their rage
and their loyalty to one another is pure — all else is tainted and rotten.
Vampires: Humans are
short-sighted and cruel. Vampires have a longer perspective — and are still
cruel. Be wary.
Mages: Do they look
backward to a time when humanity was more respectful, or do they look forward to
a dream of domination?
Humans: Those who
are willing to see and hear, even if what they see and hear frightens them, are
the hope of their kind. The rest are nothing.
Iron Masters (Farsil Luhal)

There are werewolves of all tribes in the cities, but the Iron Masters would
argue that the others are never truly in the cities. In the same geographical
location, certainly, but never a part of the city itself. The city isn't
somewhere you live, it's something you plug into. It's spiritual, mental,
physical, sexual and visceral, all at once — and it's their territory. Iron
Masters keep up with the rapid pace at which humanity changes, marking how well
it goes. And as humans change the face of the world and the Spirit Wilds, the
Iron Masters apply the best products of human ingenuity toward bettering and
honoring their territories.
Totem:
Red Wolf spent his every waking hour asking Father why the rain fell, why the
mountain stood, why the wind blew? For every question, Father Wolf's answer was
the same. "They do, and it is good. Nothing more need be known." But Red Wolf
was never satisfied with this answer, and to him was awarded the responsibility
of watching over humankind and tracking for Father Wolf the effects those
creatures unknowingly had on the Shadow Realm. The first Iron Masters won his
patronage by arguing their cause and unraveling his riddles, proving their
worthiness.
How the Iron Masters view:
Blood Talons:
They’ve got more to learn from us than the latest review of human military
tactics. They just haven’t realized it yet.
Bone Shadows: They’ve
helped us identify and comprehend some of the newer spirit types that urban
landscapes give rise to, but we’re better at figuring out how those spirits fit
together in the big picture.
Hunters in Darkness:
They don’t quite have the knack for blending in and disappearing into the urban
environment that we have, but they’re fast learners. Maybe faster than we would
be out there in the wilderness.
Storm Lords: We don’t
mind deferring to the competent ones, as long as they’re willing to admit when
they’re out of their league.
Ghost Wolves: There but
for the grace of Luna go we. Literally.
Pure Tribes:
Times have changed, and we aren’t the bastards we used to be. If Luna can accept
that, why can’t the so-called Pure?
Vampires: Stagnation,
careless predation and an undying sense of entitlement that they dress up as
noblesse oblige... In some ways, they’re a mirror of where we can go wrong.
Mages: If these… people
are the next step in human evolution, what changes must be coming that make them
necessary?
Humans: Bless these
nasty, brutish and short-lived geniuses for keeping us busy. What would life be
like without them?
Storm Lords (Iminir)

The Storm Lords are the alphas among alphas. They try to lead their cousins in
the other tribes to do the work that Father Wolf's death left undone. They know
that they must be strong and unyielding in order to live up to their
responsibilities, never holding themselves back out of fear, weakness or the
worry that their cousins might not approve of their methods. All that matters is
doing what's required without fail and without complaint.
Totem:
Winter Wolf, the second oldest spirit child of Father Wolf, minded and protected
his brothers and sisters when Father Wolf was otherwise engaged. When Father
wolf died he howled in grief but then took up the mantle of leadership as his
Father had taught him. The Storm Lords demanded that he show that same
responsibility to his half-flesh cousins, and by force of will and strength of
sinew they compelled him to agree.
How the Storm Lords
view:
Blood Talons:
They’re as honorable, brave and uncompromising as we are, but they’re not always
willing to do what’s ultimately necessary to truly secure their territories.
Bone Shadows:
They unflinchingly go to extraordinary lengths to confront what others
misunderstand and fear. We would do the same as often were it as necessary as
they believe.
Hunters in Darkness:
They represent the opposite end of the spectrum from us, defending their
territories subtly by sowing paranoia among their enemies. It’s a bizarre
strategy, but it seems to work.
Iron Masters:
Adaptability and compromise have earned them significant, unassailable power in
their urban territories, but what does such specialization cost them?
Ghost Wolves:
The ones who survive the longest on their own are worthy of our respect and make
decent allies. The rest are no better than scared, ignorant children.
Pure Tribes:
Luna’s mercy overrules the bitter, vengeful dogma of their petulant fanaticism.
We’ll see who’s standing last.
Vampires:
If they really are unseen lords of the night, why is their every move motivated
by an undying fear of their prey?
Mages:
They hide their strength well — there’s no way of telling one from an ordinary
human until it’s too late. One wonders if they’re simply worried about the human
herd, or if they’re hiding from things that they can see and we can’t.
Humans:
The worst of them meekly simper or fawn over one another, making it impossible
to respect them. The strongest of them risk alienating themselves even from
their peers, thus forgetting what makes them strong to begin with.
Ghost Wolves (Thihirtha Numea)

Ghost Wolves are not a tribe, they are those few lone wolves who have spurned
the tribes. Some have abandoned their old tribe and are still searching for who
they really are before joining another. Some cling to their human natures, and
avoid the tribes entirely. And some just want a little plot of land to call
their own, and let the world burn around them, they want their own peace.
Totem:
Ghost wolves have no totem, and instead appeal directly to Luna for guidance.
They often take Mother Luna gifts, when they take gifts at all.
How Ghost Wolves View:
Blood Talons: I know some things are worth fighting for and even dying for, but
to these guys, fighting itself is worth living for. I get that kind of
Conviction, but I don't have it.
Bone Shadows: I can talk to spirits and even cut a deal sometimes, but I've
never understood 'em like these guys do.
Hunters in Darkness: Just knowing these guys are out there, unseen and doing
their thing, makes me feel a little better... except when I know I've screwed up
or I've got something to hide.
Iron Masters: These guys can take anything in stride, no matter how bizarre or
unexpected. Maybe if I could have done that when it counted...
Storm Lords: Being respectfully wary of them without ever treating them as
anything other than equals usually keeps us seeing eye to eye. Usually.
Pure Tribes: At least the Tribes of Luna respect me about as much as I respect
them. These bastards don't even try.
Vampires: I don't like being nervous, and finding out these things are real and
that they're out there in numbers--that makes me real nervous.
Mages: Each one's got some weird, unique awesome power that answers to no one
but him. Trust me, there's no way that's a good thing.
Humans: I trusted my last human friend with the truth about what I am, and
damned if she didn't act like she almost pitied me. I still look in on her once
in a while, but I haven't spoken to her since.
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