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	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=281576</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=281576"/>
		<updated>2015-04-24T04:45:28Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Elders And Other Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder/War Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-A wolf of few words but terrifyingly decisive action, the Sept Warder is a strong proponent of using the minimal force necessary as often as possible when dealing with threats of any sort. There have been some fears in the sept that this policy is excessively safe and conservative, ceding too much initiative to the enemy. These fears are not voiced in the Warder&#039;s presence - whether in lupus or homid, he has ugly scars scattered over his body, and he once personally thrashed an impudent Get of Fenris for questioning his authority. He trusts Klaus and appreciates his Wyrm Foe&#039;s attitude when it comes to getting off of the bawn and destroying things. While he is not singly responsible for the survival of the lupus bloodline in the area, his mate&#039;s litter from last year has been blessed with two pups who will become Garou. Their presence on the bawn, a safety measure commonly used by the sept when a lupus Kin is pregnant, is likely contributing to Coldbringer&#039;s sense of caution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-The only Fianna in a position of authority at the sept, Favored by Luna got her Ritename for a good reason: her mother&#039;s mother was a Lune. Consequently, she has an unparalleled rapport with Lunes and related spirits. Unlike other Gatekeepers, Sophie is generally happy to be on the bawn long-term and traveling over Moon Bridges whenever necessary. She tends to be a little more forward than most Gatekeepers when it comes to taking part in representing the sept, mostly because of her confidence in handling everything to do with Moon Bridges. Possibly a result of her position, possibly her heritage, and possibly her status as the only Fianna with authority, she is generally friendly and inoffensive, willing to listen to just about anyone about anything, provided it does not interfere with her job. She is known to be a very good friend of the Keeper of the Rite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Athro Get of Fenris Philodox, Truthcatcher/Peace Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-The &amp;quot;Peace Alpha/War Alpha&amp;quot; split is a tradition inherited from the Wendigo - Regina holds final judgment on Litany issues, interactions with other septs, the higher Garou Nation insofar as they care about what goes on in this part of the Badlands. When it comes to war, violence and death, she cedes authority to Coldbringer. Common belief, especially among Sept Fenrir, is that she cannot be completely happy with surrendering that sort of clout. However, the Sept has had a Peace Alpha and a War Alpha since European-descended werewolves arrived and forced themselves into the area. The irony of a Fenrir holding a slot described as &amp;quot;Peace&amp;quot; anything has been remarked upon by more than one circumspect Ragabash. Being in the same pack with Coldbringer, however, has reduced the aggravation of this somewhat - at least authority remains within her pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrm Foe.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Big, intimidating, and a disciplinarian by the standards of tribes other than the Get of Fenris. Has been the Wyrm Foe for several years, promoted after Coldbringer was elevated to Warder. Is the lone Sept leadership figure who is not in a pack with other sept leadership, instead maintaining ties with his existing pack, &#039;&#039;Blizzard of Claws&#039;&#039;. He is one of the few werewolves in the sept who was not born here - he is originally from the Sept of Sapphire Waters in Idaho. However, the Sept of Sapphire Waters does not exist any more. It is said that Wyrmish infiltrators utilized hijacked frack fluid and bloody human corpses to spread contamination and weaken the caern&#039;s water-aligned totem, then attacked cleanup crews and Garou packs delegated to protect them and hunt down the instigators. It is doubtful that the caern survived - there has been no official communication from Sapphire Waters in years, and no emissaries have come from anywhere to ask for help assisting survivors or besieged holdouts. Klaus and his family were some of the few surviving refugees, and as a consequence of all this he is ferocious about off-bawn aggressiveness and ending threats before they start to menace his sept.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marshall Vanderhaven, &amp;quot;Spinning Wheel At Night&amp;quot;, Adren Uktena Theurge, Keeper of the Rite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Undoubtedly the least approachable of the Sept Elders, although this is not because of his personality so much as his constant changing chiminage requirements. Usually he is polite enough to warn other werewolves and Kin when one of his requirements is impolite, disturbing, or otherwise very unusual, but occasionally he does not and cannot. Or just has a sense of humor and is not above telling a lie - only Flinteye knows for sure, generally, and she has better things to worry about. Known to have connections with shadowy groups within the Uktena tribe, more than one sept member has been mistrustful about who Marshall really is and what he is really doing, but so far he is tolerated by the other elders, who will hear no serious accusations made against him by younger werewolves. He has been the Ritekeeper for several years now and is routinely credited by the elders, including the Warder and Wyrmfoe, with being a critical asset to the sept. A card-carrying member of the Hidatsa tribe, Marshall is a local and always has been, though it&#039;s known that his family migrated to this area from further west several hundred years ago. Although he wears modern American clothes like almost everyone else at the sept, there is always at least one thing that&#039;s slightly off or different.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunder In The Distance&#039;&#039; - NPC Pack&lt;br /&gt;
&lt;br /&gt;
-Composed of six werewolves from different tribes, Thunder In The Distance is the pack most commonly holding Guardian duties. A rotating schedule typically keeps four werewolves on various forms of guard duty, while two have time off to do random tasks, sleep or other things. This pack is older than Hummingbird&#039;s Wings, and it counts three Fostern and three Cliath in its ranks.&lt;br /&gt;
&lt;br /&gt;
Totem: Bison&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: [[New_Ways_Old_Grudges_Werewolf_Maka_Red_Eagle|Maka Red Eagle False-Moon]], Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: [[New_Ways_Old_Grudges_Werewolf_Ryan_Muscoy|Ryan Muscoy Bone-Taker]], Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=275106</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=275106"/>
		<updated>2015-01-04T18:01:37Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Elders And Other Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder/War Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-The only Fianna in a position of authority at the sept, Favored by Luna got her Ritename for a good reason: her mother&#039;s mother was a Lune. Consequently, she has an unparalleled rapport with Lunes and related spirits. Unlike other Gatekeepers, Sophie is generally happy to be on the bawn long-term and traveling over Moon Bridges whenever necessary. She tends to be a little more forward than most Gatekeepers when it comes to taking part in representing the sept, mostly because of her confidence in handling everything to do with Moon Bridges. Possibly a result of her position, possibly her heritage, and possibly her status as the only Fianna with authority, she is generally friendly and inoffensive, willing to listen to just about anyone about anything, provided it does not interfere with her job. She is known to be a very good friend of the Keeper of the Rite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Athro Get of Fenris Philodox, Truthcatcher/Peace Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-The &amp;quot;Peace Alpha/War Alpha&amp;quot; split is a tradition inherited from the Wendigo - Regina holds final judgment on Litany issues, interactions with other septs, the higher Garou Nation insofar as they care about what goes on in this part of the Badlands. When it comes to war, violence and death, she cedes authority to Coldbringer. Common belief, especially among Sept Fenrir, is that she cannot be completely happy with surrendering that sort of clout. However, the Sept has had a Peace Alpha and a War Alpha since European-descended werewolves arrived and forced themselves into the area. The irony of a Fenrir holding a slot described as &amp;quot;Peace&amp;quot; anything has been remarked upon by more than one circumspect Ragabash. Being in the same pack with Coldbringer, however, has reduced the aggravation of this somewhat - at least authority remains within her pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrm Foe.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Big, intimidating, and a disciplinarian by the standards of tribes other than the Get of Fenris. Has been the Wyrm Foe for several years, promoted after Coldbringer was elevated to Warder. Is the lone Sept leadership figure who is not in a pack with other sept leadership, instead maintaining ties with his existing pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunder In The Distance&#039;&#039; - NPC Pack&lt;br /&gt;
&lt;br /&gt;
-Composed of six werewolves from different tribes, Thunder In The Distance is the pack most commonly holding Guardian duties. A rotating schedule typically keeps four werewolves on various forms of guard duty, while two have time off to do random tasks, sleep or other things. This pack is older than Hummingbird&#039;s Wings, and it counts three Fostern and three Cliath in its ranks.&lt;br /&gt;
&lt;br /&gt;
Totem: Bison&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274985</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274985"/>
		<updated>2015-01-03T04:39:41Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Elders And Other Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder/War Alpha.&lt;br /&gt;
&lt;br /&gt;
Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
-The only Fianna in a position of authority at the sept, Favored by Luna got her Ritename for a good reason: her mother&#039;s mother was a Lune. Consequently, she has an unparalleled rapport with Lunes and related spirits. Unlike other Gatekeepers, Sophie is generally happy to be on the bawn long-term and traveling over Moon Bridges whenever necessary. She tends to be a little more forward than most Gatekeepers when it comes to taking part in representing the sept, mostly because of her confidence in handling everything to do with Moon Bridges. Possibly a result of her position, possibly her heritage, and possibly her status as the only Fianna with authority, she is generally friendly and inoffensive, willing to listen to just about anyone about anything, provided it does not interfere with her job. She is known to be a very good friend of the Keeper of the Rite.&lt;br /&gt;
&lt;br /&gt;
Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Athro Get of Fenris Philodox, Truthcatcher/Peace Alpha.&lt;br /&gt;
&lt;br /&gt;
-The &amp;quot;Peace Alpha/War Alpha&amp;quot; split is a tradition inherited from the Wendigo - Regina holds final judgment on Litany issues, interactions with other septs, the higher Garou Nation insofar as they care about what goes on in this part of the Badlands. When it comes to war, violence and death, she cedes authority to Coldbringer. Common belief, especially among Sept Fenrir, is that she cannot be completely happy with surrendering that sort of clout. However, the Sept has had a Peace Alpha and a War Alpha since European-descended werewolves arrived and forced themselves into the area. The irony of a Fenrir holding a slot described as &amp;quot;Peace&amp;quot; anything has been remarked upon by more than one circumspect Ragabash. Being in the same pack with Coldbringer, however, has reduced the aggravation of this somewhat - at least authority remains within her pack.&lt;br /&gt;
&lt;br /&gt;
Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrm Foe.&lt;br /&gt;
&lt;br /&gt;
-Big, intimidating, and a disciplinarian by the standards of tribes other than the Get of Fenris. Has been the Wyrm Foe for several years, promoted after Coldbringer was elevated to Warder. Is the lone Sept leadership figure who is not in a pack with other sept leadership, instead maintaining ties with his existing pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunder In The Distance&#039;&#039; - NPC Pack&lt;br /&gt;
&lt;br /&gt;
-Composed of six werewolves from different tribes, Thunder In The Distance is the pack most commonly holding Guardian duties. A rotating schedule typically keeps four werewolves on various forms of guard duty, while two have time off to do random tasks, sleep or other things. This pack is older than Hummingbird&#039;s Wings, and it counts three Fostern and three Cliath in its ranks.&lt;br /&gt;
&lt;br /&gt;
Totem: Bison&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274982</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274982"/>
		<updated>2015-01-03T04:06:09Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sept of the Biting Mist==&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold. The southern and eastern sides of the bawn consist mainly of low, rolling hills, little creeks and brush patches, as well as a couple of old dirt service roads still used by the sept. A ten-foot wire fence surrounds the property that doesn&#039;t back up onto the river - old and rusting, but deceptively sturdy and reinforced by hidden spirit wards, as well as large &amp;quot;Property of the State of Montana - No Trespassing&amp;quot; signs hung every hundred feet or so.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. One of the few stands of tall trees in this part of the prairie surrounds the caern&#039;s heart - descendants of trees that have been in the area for centuries, well before the whites came. The pond at the caern&#039;s heart actually sits above the river, but somehow has managed to remain full and vibrant. Other ponds in similar circumstances drain away or go stagnant - this one has not.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth=&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport reverted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable or unwilling to do anything with it either, and it has largely been decaying in place ever since. With Kinfolk support and money obtained from dubious sources, the sept has managed to buy up the old airport and make it part of the bawn - the most valuable commodities are undoubtedly the old terminal and hangar buildings.&lt;br /&gt;
&lt;br /&gt;
Despite their age and outward decrepitude, Kinfolk contractors and innovative werewolves have converted the Eisenhower-era buildings into passable living space over the last 60 years - the frequent cold and damp are gladly accepted by the sept&#039;s Bone Gnawers as big improvements over scratching out sleeping space in eight-foot snowdrifts, while the Wendigo and Fenrir are satisfied that their accommodations are not too plush and soft. Everybody else thinks the members of these tribes are weird, to some degree or another, and are usually looking to bring in space heaters, more blankets and the newfangled concept of &amp;quot;insulation&amp;quot;. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, the exterior is slowly fading and crumbling, although its commanding height has warranted it being reinforced and shored up over the years.&lt;br /&gt;
&lt;br /&gt;
For material defenses, the bawn sports wide open sprawling country as a first line of defense - it is very difficult to sneak up on the residents of the Biting Mist Sept. Predictably, the old air traffic control tower serves as a sniper&#039;s nest. So far it has yet to serve as a physically commanding surveillance or command post during a set-piece or guerrilla-type battle, but some believe that is only a matter of time. Unexpectedly, it is generally accepted that there is at least one sniper team on duty at all times, typically Kinfolk war veterans. When there are no enemies to shoot, they poach deer for marksmanship practice, to stave off boredom, and to get free meat. It is generally known that there are minefields and other unconventional warfare plans in place, to say nothing of spirit-based defenses, but the Sept&#039;s Warder is stingy with details about most of those.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 24, counting sept leadership and PCs.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Tribes: Wendigo, Fenrir, Bone Gnawers&amp;lt;BR&amp;gt;&lt;br /&gt;
Lesser Tribes: Uktena, Fianna, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274941</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274941"/>
		<updated>2015-01-02T06:48:05Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder/War Alpha.&lt;br /&gt;
&lt;br /&gt;
Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Athro Get of Fenris Philodox, Truthcatcher/Peace Alpha.&lt;br /&gt;
&lt;br /&gt;
-The &amp;quot;Peace Alpha/War Alpha&amp;quot; split is a tradition inherited from the Wendigo - Regina holds final judgment on Litany issues, interactions with other septs, the higher Garou Nation insofar as they care about what goes on in this part of the Badlands. When it comes to war, violence and death, she cedes authority to Coldbringer. Common belief, especially among Sept Fenrir, is that she cannot be completely happy with surrendering that sort of clout. However, the Sept has had a Peace Alpha and a War Alpha since European-descended werewolves arrived and forced themselves into the area. The irony of a Fenrir holding a slot described as &amp;quot;Peace&amp;quot; anything has been remarked upon by more than one circumspect Ragabash. Being in the same pack with Coldbringer, however, has reduced the aggravation of this somewhat - at least authority remains within her pack.&lt;br /&gt;
&lt;br /&gt;
Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrm Foe.&lt;br /&gt;
&lt;br /&gt;
-Big, intimidating, and a disciplinarian by the standards of tribes other than the Get of Fenris. Has been the Wyrm Foe for several years, promoted after Coldbringer was elevated to Warder. Is the lone Sept leadership figure who is not in a pack with other sept leadership, instead maintaining ties with his existing pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunder In The Distance&#039;&#039; - NPC Pack&lt;br /&gt;
&lt;br /&gt;
-Composed of six werewolves from different tribes, Thunder In The Distance is the pack most commonly holding Guardian duties. A rotating schedule typically keeps four werewolves on various forms of guard duty, while two have time off to do random tasks, sleep or other things. This pack is older than Hummingbird&#039;s Wings, and it counts three Fostern and three Cliath in its ranks.&lt;br /&gt;
&lt;br /&gt;
Totem: Bison&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274940</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274940"/>
		<updated>2015-01-02T06:47:34Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Elders And Other Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder/War Alpha.&lt;br /&gt;
&lt;br /&gt;
Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Athro Get of Fenris Philodox, Truthcatcher/Peace Alpha.&lt;br /&gt;
&lt;br /&gt;
 - The &amp;quot;Peace Alpha/War Alpha&amp;quot; split is a tradition inherited from the Wendigo - Regina holds final judgment on Litany issues, interactions with other septs, the higher Garou Nation insofar as they care about what goes on in this part of the Badlands. When it comes to war, violence and death, she cedes authority to Coldbringer. Common belief, especially among Sept Fenrir, is that she cannot be completely happy with surrendering that sort of clout. However, the Sept has had a Peace Alpha and a War Alpha since European-descended werewolves arrived and forced themselves into the area. The irony of a Fenrir holding a slot described as &amp;quot;Peace&amp;quot; anything has been remarked upon by more than one circumspect Ragabash. Being in the same pack with Coldbringer, however, has reduced the aggravation of this somewhat - at least authority remains within her pack.&lt;br /&gt;
&lt;br /&gt;
Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrm Foe.&lt;br /&gt;
&lt;br /&gt;
 - Big, intimidating, and a disciplinarian by the standards of tribes other than the Get of Fenris. Has been the Wyrm Foe for several years, promoted after Coldbringer was elevated to Warder. Is the lone Sept leadership figure who is not in a pack with other sept leadership, instead maintaining ties with his existing pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunder In The Distance&#039;&#039; - NPC Pack&lt;br /&gt;
&lt;br /&gt;
 - Composed of six werewolves from different tribes, Thunder In The Distance is the pack most commonly holding Guardian duties. A rotating schedule typically keeps four werewolves on various forms of guard duty, while two have time off to do random tasks, sleep or other things. This pack is older than Hummingbird&#039;s Wings, and it counts three Fostern and three Cliath in its ranks.&lt;br /&gt;
&lt;br /&gt;
Totem: Bison&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274725</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274725"/>
		<updated>2014-12-28T06:05:32Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sept of the Biting Mist==&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth=&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport reverted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable or unwilling to do anything with it either, and it has largely been decaying in place ever since. With Kinfolk support and money obtained from dubious sources, the sept has managed to buy up the old airport and make it part of the bawn - the most valuable commodities are undoubtedly the old terminal and hangar buildings.&lt;br /&gt;
&lt;br /&gt;
Despite their age and outward decrepitude, Kinfolk contractors and innovative werewolves have converted the Eisenhower-era buildings into passable living space over the last 60 years - the frequent cold and damp are gladly accepted by the sept&#039;s Bone Gnawers as big improvements over scratching out sleeping space in eight-foot snowdrifts, while the Wendigo and Fenrir are satisfied that their accommodations are not too plush and soft. Everybody else thinks the members of these tribes are weird, to some degree or another, and are usually looking to bring in space heaters, more blankets and the newfangled concept of &amp;quot;insulation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For material defenses, the bawn sports wide open sprawling country as a first line of defense - it is very difficult to sneak up on the residents of the Biting Mist Sept. Predictably, the old air traffic control tower serves as a sniper&#039;s nest. So far it has yet to serve as a physically commanding surveillance or command post during a set-piece or guerrilla-type battle, but some believe that is only a matter of time. Unexpectedly, it is generally accepted that there is at least one sniper team on duty at all times, typically Kinfolk war veterans. When there are no enemies to shoot, they poach deer for marksmanship practice, to stave off boredom, and to get free meat. It is generally believed that there are minefields and other such dirty tricks and unconventional warfare tricks, but the Warder typically plays these close to the vest and only reveals their locations to werewolves holding the status of pack alpha or higher.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 24, counting sept leadership and PCs.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Tribes: Wendigo, Fenrir, Bone Gnawers&amp;lt;BR&amp;gt;&lt;br /&gt;
Lesser Tribes: Uktena, Fianna, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274724</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274724"/>
		<updated>2014-12-28T06:05:16Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sept of the Biting Mist==&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth=&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport reverted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable or unwilling to do anything with it either, and it has largely been decaying in place ever since. With Kinfolk support and money obtained from dubious sources, the sept has managed to buy up the old airport and make it part of the bawn - the most valuable commodities are undoubtedly the old terminal and hangar buildings.&lt;br /&gt;
&lt;br /&gt;
Despite their age and outward decrepitude, Kinfolk contractors and innovative werewolves have converted the Eisenhower-era buildings into passable living space over the last 60 years - the frequent cold and damp are gladly accepted by the sept&#039;s Bone Gnawers as big improvements over scratching out sleeping space in eight-foot snowdrifts, while the Wendigo and Fenrir are satisfied that their accommodations are not too plush and soft. Everybody else thinks the members of these tribes are weird, to some degree or another, and are usually looking to bring in space heaters, more blankets and the newfangled concept of &amp;quot;insulation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For material defenses, the bawn sports wide open sprawling country as a first line of defense - it is very difficult to sneak up on the residents of the Biting Mist Sept. Predictably, the old air traffic control tower serves as a sniper&#039;s nest. So far it has yet to serve as a physically commanding surveillance or command post during a set-piece or guerrilla-type battle, but some believe that is only a matter of time. Unexpectedly, it is generally accepted that there is at least one sniper team on duty at all times, typically Kinfolk war veterans. When there are no enemies to shoot, they poach deer for marksmanship practice, to stave off boredom, and to get free meat. It is generally believed that there are minefields and other such dirty tricks and unconventional warfare tricks, but the Warder typically plays these close to the vest and only reveals their locations to werewolves holding the status of pack alpha or higher.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 24, counting sept leadership and PCs.&lt;br /&gt;
Significant Tribes: Wendigo, Fenrir, Bone Gnawers&lt;br /&gt;
Lesser Tribes: Uktena, Fianna, Children of Gaia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274723</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274723"/>
		<updated>2014-12-28T05:53:25Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder.&lt;br /&gt;
&lt;br /&gt;
Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrmfoe.&lt;br /&gt;
&lt;br /&gt;
Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Adren Get of Fenris Philodox, Truthcatcher.&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Grass|Sept of the Green Grass]], Caern of Healing&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274722</id>
		<title>New Ways Old Grudges Werewolf Grass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274722"/>
		<updated>2014-12-28T05:52:27Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bear&#039;s Haven==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also represents something of an anomaly. Opened sometime in the late 1890s, after the Wounded Knee Massacre, it is one of the few places anywhere with a proportionately large Wendigo and Red Talon population that is not always soaked in blood. Few elder werewolves really know what to think about it, especially Wendigo and Red Talon werewolves - certain members of both tribes think far more should be happening than appears to be, but for the moment the situation stands at Green Grass.&lt;br /&gt;
&lt;br /&gt;
There is some controversy among tribes that are not Wendigo or Uktena about the existence of this caern, because the site is known to be in close proximity to a former Gurahl haunt, and Bear oversees the Caern of the Green Grass. Nobody outside the sept knows for sure whether or not the sept leadership is in contact with werebears, but similarly, nobody would be surprised if they were. There have been some mutterings about investigations by larger and more important septs, and allegations of dishonorable behavior, but, almost down to a single individual, Wendigo and Red Talon werewolves who are aware of the sept&#039;s existence and its purpose defend both, generally with rabid intensity.&lt;br /&gt;
&lt;br /&gt;
The small, carefully controlled, but so far very successful program to breed and reintroduce native wolves to the area probably has something to do with that.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
Rufus, &amp;quot;Windhowler&amp;quot;, Lupus Red Talon Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Gordon Smith, &amp;quot;Melting Frost Heralds The Spring&amp;quot;, Lupus Wendigo Theurge, Keeper Of The Land.&amp;lt;BR&amp;gt;&lt;br /&gt;
Janet Kingston, &amp;quot;Soothing Song&amp;quot;, Homid Child of Gaia Galliard, Master of the Rite.&amp;lt;BR&amp;gt;&lt;br /&gt;
Lucia, &amp;quot;Bearpaw&amp;quot;, Lupus Red Talon Philodox, Truthcatcher/Sept Alpha.&amp;lt;BR&amp;gt;&lt;br /&gt;
Edwin Rathburn, &amp;quot;Laughs At Death&amp;quot;, Homid Wendigo Ragabash, Wyrmfoe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Healing&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: Bear&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 12, counting Leadership.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Red Talons, Wendigo, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Bone Gnawers.&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274721</id>
		<title>New Ways Old Grudges Werewolf Grass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274721"/>
		<updated>2014-12-28T05:51:33Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bear&#039;s Haven==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also represents something of an anomaly. Opened sometime in the late 1890s, after the Wounded Knee Massacre, it is one of the few places anywhere with a proportionately large Wendigo and Red Talon population that is not always soaked in blood. Few elder werewolves really know what to think about it, especially Wendigo and Red Talon werewolves - certain members of both tribes think far more should be happening than appears to be, but for the moment the situation stands at Green Grass.&lt;br /&gt;
&lt;br /&gt;
There is some controversy among tribes that are not Wendigo or Uktena about the existence of this caern, because the site is known to be in close proximity to a former Gurahl haunt, and Bear oversees the Caern of the Green Grass. Nobody outside the sept knows for sure whether or not the sept leadership is in contact with werebears, but similarly, nobody would be surprised if they were. There have been some mutterings about investigations by larger and more important septs, and allegations of dishonorable behavior, but, almost down to a single individual, Wendigo and Red Talon werewolves who are aware of the sept&#039;s existence and its purpose defend both, generally with rabid intensity.&lt;br /&gt;
&lt;br /&gt;
The small, carefully controlled, but so far very successful program to breed and reintroduce native wolves to the area probably has something to do with that.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
Rufus, &amp;quot;Windhowler&amp;quot;, Adren Lupus Red Talon Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Gordon Smith, &amp;quot;Melting Frost Heralds The Spring&amp;quot;, Adren Lupus Wendigo Theurge, Keeper Of The Land.&amp;lt;BR&amp;gt;&lt;br /&gt;
Janet Kingston, &amp;quot;Soothing Song&amp;quot;, Adren Homid Child of Gaia Galliard, Master of the Rite.&amp;lt;BR&amp;gt;&lt;br /&gt;
Lucia, &amp;quot;Bearpaw&amp;quot;, Athro Lupus Red Talon Philodox, Truthcatcher/Sept Alpha.&amp;lt;BR&amp;gt;&lt;br /&gt;
Edwin Rathburn, &amp;quot;Laughs At Death&amp;quot;, Adren Homid Wendigo Ragabash, Wyrmfoe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Healing&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: Bear&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 12, counting Leadership.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Red Talons, Wendigo, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Bone Gnawers.&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274720</id>
		<title>New Ways Old Grudges Werewolf Grass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274720"/>
		<updated>2014-12-28T05:50:40Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bear&#039;s Haven==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also represents something of an anomaly. Opened sometime in the late 1890s, after the Wounded Knee Massacre, it is one of the few places anywhere with a proportionately large Wendigo and Red Talon population that is not always soaked in blood. Few elder werewolves really know what to think about it, especially Wendigo and Red Talon werewolves - certain members of both tribes think far more should be happening than appears to be, but for the moment the situation stands at Green Grass.&lt;br /&gt;
&lt;br /&gt;
There is some controversy among tribes that are not Wendigo or Uktena about the existence of this caern, because the site is known to be in close proximity to a former Gurahl haunt, and Bear oversees the Caern of the Green Grass. Nobody outside the sept knows for sure whether or not the sept leadership is in contact with werebears, but similarly, nobody would be surprised if they were. There have been some mutterings about investigations by larger and more important septs, and allegations of dishonorable behavior, but, almost down to a single individual, Wendigo and Red Talon werewolves who are aware of the sept&#039;s existence and its purpose defend both with almost rabid intensity.&lt;br /&gt;
&lt;br /&gt;
The small, carefully controlled, but so far very successful program to breed and reintroduce native wolves to the area probably has something to do with that.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
Rufus, &amp;quot;Windhowler&amp;quot;, Adren Lupus Red Talon Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Gordon Smith, &amp;quot;Melting Frost Heralds The Spring&amp;quot;, Adren Lupus Wendigo Theurge, Keeper Of The Land.&amp;lt;BR&amp;gt;&lt;br /&gt;
Janet Kingston, &amp;quot;Soothing Song&amp;quot;, Adren Homid Child of Gaia Galliard, Master of the Rite.&amp;lt;BR&amp;gt;&lt;br /&gt;
Lucia, &amp;quot;Bearpaw&amp;quot;, Athro Lupus Red Talon Philodox, Truthcatcher/Sept Alpha.&amp;lt;BR&amp;gt;&lt;br /&gt;
Edwin Rathburn, &amp;quot;Laughs At Death&amp;quot;, Adren Homid Wendigo Ragabash, Wyrmfoe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Healing&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: Bear&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 12, counting Leadership.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Red Talons, Wendigo, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Bone Gnawers.&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274719</id>
		<title>New Ways Old Grudges Werewolf Grass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274719"/>
		<updated>2014-12-28T05:50:25Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bear&#039;s Haven==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also represents something of an anomaly. Opened sometime in the late 1890s, after the Wounded Knee Massacre, it is one of the few places anywhere with a proportionately large Wendigo and Red Talon population that is not always soaked in blood. Few elder werewolves really know what to think about it, especially Wendigo and Red Talon werewolves - certain members of both tribes think far more should be happening than appears to be, but for the moment the situation stands at Green Grass.&lt;br /&gt;
&lt;br /&gt;
There is some controversy among tribes that are not Wendigo or Uktena about the existence of this caern, because the site is known to be in close proximity to a former Gurahl haunt, and Bear oversees the Caern of the Green Grass. Nobody outside the sept knows for sure whether or not the sept leadership is in contact with werebears, but similarly, nobody would be surprised if they were. There have been some mutterings about investigations by larger and more important septs, and allegations of dishonorable behavior, but, almost down to a single individual, Wendigo and Red Talon werewolves who are aware of the sept&#039;s existence and its purpose defend both with almost rabid intensity.&lt;br /&gt;
&lt;br /&gt;
The small, carefully controlled, but so far very successful program to breed and reintroduce native wolves to the area probably has something to do with that.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
Rufus, &amp;quot;Windhowler&amp;quot;, Adren Lupus Red Talon Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Gordon Smith, &amp;quot;Melting Frost Heralds The Spring&amp;quot;, Adren Lupus Wendigo Theurge, Keeper Of The Land.&amp;lt;BR&amp;gt;&lt;br /&gt;
Janet Kingston, &amp;quot;Soothing Song&amp;quot;, Adren Homid Child of Gaia Galliard, Master of the Rite.&amp;lt;BR&amp;gt;&lt;br /&gt;
Lucia, &amp;quot;Bearpaw&amp;quot;, Athro Lupus Red Talon Philodox, Truthcatcher/Sept Alpha.&amp;lt;BR&amp;gt;&lt;br /&gt;
Edwin Rathburn, &amp;quot;Laughs At Death&amp;quot;, Adren Homid Wendigo Ragabash, Wyrmfoe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Healing&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: Bear&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 12, counting Leadership.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Red Talons, Wendigo, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Bone Gnawers.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274718</id>
		<title>New Ways Old Grudges Werewolf Grass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Grass&amp;diff=274718"/>
		<updated>2014-12-28T05:50:09Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;==Sept of the Green Grass== =Bear&amp;#039;s Haven=  =Common Knowledge=  One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also repre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sept of the Green Grass==&lt;br /&gt;
=Bear&#039;s Haven=&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
One of the newer and younger caerns in the Upper Midwest, if not North America in general, this sept also represents something of an anomaly. Opened sometime in the late 1890s, after the Wounded Knee Massacre, it is one of the few places anywhere with a proportionately large Wendigo and Red Talon population that is not always soaked in blood. Few elder werewolves really know what to think about it, especially Wendigo and Red Talon werewolves - certain members of both tribes think far more should be happening than appears to be, but for the moment the situation stands at Green Grass.&lt;br /&gt;
&lt;br /&gt;
There is some controversy among tribes that are not Wendigo or Uktena about the existence of this caern, because the site is known to be in close proximity to a former Gurahl haunt, and Bear oversees the Caern of the Green Grass. Nobody outside the sept knows for sure whether or not the sept leadership is in contact with werebears, but similarly, nobody would be surprised if they were. There have been some mutterings about investigations by larger and more important septs, and allegations of dishonorable behavior, but, almost down to a single individual, Wendigo and Red Talon werewolves who are aware of the sept&#039;s existence and its purpose defend both with almost rabid intensity.&lt;br /&gt;
&lt;br /&gt;
The small, carefully controlled, but so far very successful program to breed and reintroduce native wolves to the area probably has something to do with that.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
Rufus, &amp;quot;Windhowler&amp;quot;, Adren Lupus Red Talon Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Gordon Smith, &amp;quot;Melting Frost Heralds The Spring&amp;quot;, Adren Lupus Wendigo Theurge, Keeper Of The Land.&amp;lt;BR&amp;gt;&lt;br /&gt;
Janet Kingston, &amp;quot;Soothing Song&amp;quot;, Adren Homid Child of Gaia Galliard, Master of the Rite.&amp;lt;BR&amp;gt;&lt;br /&gt;
Lucia, &amp;quot;Bearpaw&amp;quot;, Athro Lupus Red Talon Philodox, Truthcatcher/Sept Alpha.&amp;lt;BR&amp;gt;&lt;br /&gt;
Edwin Rathburn, &amp;quot;Laughs At Death&amp;quot;, Adren Homid Wendigo Ragabash, Wyrmfoe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Healing&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: Bear&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 12, counting Leadership.&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Red Talons, Wendigo, Children of Gaia.&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Bone Gnawers.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274717</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274717"/>
		<updated>2014-12-28T05:45:54Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&amp;lt;BR&amp;gt;&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&amp;lt;BR&amp;gt;&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: The North Wind&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 19, counting Council of Elders&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274712</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274712"/>
		<updated>2014-12-28T04:54:15Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Elders And Other Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
Charles Adams, &amp;quot;Coldbringer&amp;quot;, Athro Lupus Wendigo Ahroun, Sept Warder.&lt;br /&gt;
&lt;br /&gt;
Sophie Buck, &amp;quot;Favored By Luna&amp;quot;, Adren Homid Fianna Theurge, Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
Klaus Soreide, &amp;quot;Strong Voice Howling Vengeance&amp;quot;, Adren Get of Fenris Galliard, Wyrmfoe.&lt;br /&gt;
&lt;br /&gt;
Regina Armstrong, &amp;quot;Flinteye&amp;quot;, Adren Get of Fenris Philodox, Truthcatcher.&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Cliath Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274710</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274710"/>
		<updated>2014-12-28T04:22:21Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&amp;lt;BR&amp;gt;&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&amp;lt;BR&amp;gt;&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: The North Wind&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 19, not counting Council of Elders&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274709</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274709"/>
		<updated>2014-12-28T04:21:41Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&amp;lt;BR&amp;gt;&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&amp;lt;BR&amp;gt;&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: The North Wind&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 19, not counting Council of Elders&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges|Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274708</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274708"/>
		<updated>2014-12-28T04:20:55Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Council of Elders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&amp;lt;BR&amp;gt;&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&amp;lt;BR&amp;gt;&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&amp;lt;BR&amp;gt;&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: The North Wind&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 19, not counting Council of Elders&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274707</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274707"/>
		<updated>2014-12-28T04:20:44Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem Spirit: The North Wind&amp;lt;BR&amp;gt;&lt;br /&gt;
Werewolf Population: 19, not counting Council of Elders&amp;lt;BR&amp;gt;&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&amp;lt;BR&amp;gt;&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274706</id>
		<title>New Ways Old Grudges Werewolf CalmSky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_CalmSky&amp;diff=274706"/>
		<updated>2014-12-28T04:19:45Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;==The Calm Sky Sept==  =Common Knowledge=  Located in the general vicinity of Minot, North Dakota, Calm Sky&amp;#039;s name does not appear to fit the tribal makeup of its members. The...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Calm Sky Sept==&lt;br /&gt;
&lt;br /&gt;
=Common Knowledge=&lt;br /&gt;
&lt;br /&gt;
Located in the general vicinity of Minot, North Dakota, Calm Sky&#039;s name does not appear to fit the tribal makeup of its members. The council of elders, which is well known to be split down the middle between Wendigo and Fenrir, has also been known to settle a lot of disputes with bloodshed. However, as far as anyone outside Calm Sky is aware, it has never elevated to fratricide among werewolves. Some believe that outwardly shedding blood and snarling at each other is what allows the sept to function otherwise, since there is little anger left inside to seethe and rot.&lt;br /&gt;
&lt;br /&gt;
Everyone agrees that this is a good thing because of the nature of Calm Sky&#039;s purpose: a vastly powerful Nexus Crawler, per legend one of the strongest to ever blot the landscape of North America, is imprisoned in a sealed aquifer far underground. The only thing more disturbing than this is the relative proximity of Minot Air Force Base, widely known to be an active US Air Force nuclear weapons site. Nobody really wants to contemplate what might happen if the Nexus Crawler somehow escaped and attacked the powerful Weaver spirits overseeing the nuclear weapons and the Air Force personnel delegated to handle them. There are rumors that the Wyrm has been attempting to free the Nexus Crawler and access the site, allegedly the cause of incidents around the missile crews over the last few years.&lt;br /&gt;
&lt;br /&gt;
=Council of Elders=&lt;br /&gt;
&lt;br /&gt;
John Runningdeer, &amp;quot;Frozen Wind Cracks The Stone&amp;quot;, Homid Wendigo Ahroun, Sept Warder.&lt;br /&gt;
Hannah Torvaldsdottir, &amp;quot;Fangs Running Blood&amp;quot;, Lupus Get of Fenris Galliard.&lt;br /&gt;
Pamela Williams, &amp;quot;Winter&#039;s Mind&amp;quot;, Homid Wendigo Philodox.&lt;br /&gt;
Jeremiah Schleswiger, &amp;quot;Tonguebreaker&amp;quot;, Homid Get of Fenris Theurge, Council Speaker/Sept Alpha.&lt;br /&gt;
&lt;br /&gt;
=Specifics=&lt;br /&gt;
&lt;br /&gt;
Caern Type: Enigmas&lt;br /&gt;
Totem Spirit: The North Wind&lt;br /&gt;
Werewolf Population: 19, not counting Council of Elders&lt;br /&gt;
Significant Known Tribes: Wendigo, Fenrir&lt;br /&gt;
Minor Known Tribes: Glass Walkers, Shadow Lords.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274705</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274705"/>
		<updated>2014-12-28T03:37:36Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Neighbors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]], Caern of Enigmas&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274704</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274704"/>
		<updated>2014-12-28T03:36:22Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Neighbors=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_CalmSky|Sept of the Calm Sky]] The Calm Sky Sept&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274703</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274703"/>
		<updated>2014-12-28T03:35:52Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Sept Elders and Other Sept NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders And Other Members=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* 4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners Watching-the-Razor-Edge]], Metis Bone Gnawer Theurge&lt;br /&gt;
* Baeraad: [[New_Ways_Old_Grudges_Werewolf_Hank_Jordan|Henry Jordan Howl-of-Sorrow]], Homid Child of Gaia Galliard&lt;br /&gt;
* Dawgstar: Maka Red Eagle False-Moon, Homid Wendigo Ahroun&lt;br /&gt;
* [[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos Sharper-Than-a-Serpent&#039;s-Tooth]], Homid Black Fury Philodox&lt;br /&gt;
* Sabermane: Ryan Muscoy Bone-Taker, Homid Silver Fang Ahroun&lt;br /&gt;
* Understandor: [[New_Ways_Old_Grudges_Werewolf_Robert_Muscal|Robert Muscal Ash-Fang]], Homid Get of Fenris Ragabash&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274515</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274515"/>
		<updated>2014-12-23T08:57:18Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sept of the Biting Mist&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth=&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport reverted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable or unwilling to do anything with it either, and it has largely been decaying in place ever since. With Kinfolk support and money obtained from dubious sources, the sept has managed to buy up the old airport and make it part of the bawn - the most valuable commodities are undoubtedly the old terminal and hangar buildings.&lt;br /&gt;
&lt;br /&gt;
Despite their age and outward decrepitude, Kinfolk contractors and innovative werewolves have converted the Eisenhower-era buildings into passable living space over the last 60 years - the frequent cold and damp are gladly accepted by the sept&#039;s Bone Gnawers as big improvements over scratching out sleeping space in eight-foot snowdrifts, while the Wendigo and Fenrir are satisfied that their accommodations are not too plush and soft. Everybody else thinks the members of these tribes are weird, to some degree or another, and are usually looking to bring in space heaters, more blankets and the newfangled concept of &amp;quot;insulation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For material defenses, the bawn sports wide open sprawling country as a first line of defense - it is very difficult to sneak up on the residents of the Biting Mist Sept. Predictably, the old air traffic control tower serves as a sniper&#039;s nest. So far it has yet to serve as a physically commanding surveillance or command post during a set-piece or guerrilla-type battle, but some believe that is only a matter of time. Unexpectedly, it is generally accepted that there is at least one sniper team on duty at all times, typically Kinfolk war veterans. When there are no enemies to shoot, they poach deer for marksmanship practice, to stave off boredom, and to get free meat. It is generally believed that there are minefields and other such dirty tricks and unconventional warfare tricks, but the Warder typically plays these close to the vest and only reveals their locations to werewolves holding the status of pack alpha or higher.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274514</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274514"/>
		<updated>2014-12-23T08:39:14Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sept of the Biting Mist&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth=&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport converted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable to do anything with it either, and it has been decaying in place ever since. A Kinfolk policy wonk in Helena keeps the sept apprised of official government activity towards the airport and its immediate environs - so far, it seems the state has been content to let it fall apart slowly rather than use it for anything.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274513</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274513"/>
		<updated>2014-12-23T08:37:27Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sept of the Biting Mist&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport converted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable to do anything with it either, and it has been decaying in place ever since. A Kinfolk policy wonk in Helena keeps the sept apprised of official government activity towards the airport and its immediate environs - so far, it seems the state has been content to let it fall apart slowly rather than use it for anything.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274512</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274512"/>
		<updated>2014-12-23T08:35:33Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sept of the Biting Mist&lt;br /&gt;
&lt;br /&gt;
Type: Survival&amp;lt;BR&amp;gt;&lt;br /&gt;
Level: 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport converted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable to do anything with it either, and it has been decaying in place ever since. A Kinfolk policy wonk in Helena keeps the sept apprised of official government activity towards the airport and its immediate environs - so far, it seems the state has been content to let it fall apart slowly rather than use it for anything.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274511</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274511"/>
		<updated>2014-12-23T08:35:20Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sept of the Biting Mist&lt;br /&gt;
&lt;br /&gt;
Type: Survival&lt;br /&gt;
Level: 3&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport converted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable to do anything with it either, and it has been decaying in place ever since. A Kinfolk policy wonk in Helena keeps the sept apprised of official government activity towards the airport and its immediate environs - so far, it seems the state has been content to let it fall apart slowly rather than use it for anything.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274510</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274510"/>
		<updated>2014-12-23T08:34:28Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Bawn Features and Geography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Caern_Specifics Caern Specifics And Details]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glass Walker Galliard&lt;br /&gt;
*4LetterWord: [[New_Ways_Old_Grudges_Werewolf_Skelly_Manners|Skelly Manners]], Metis Bone Gnawer Theurge&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274509</id>
		<title>New Ways Old Grudges Werewolf Caern Specifics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Caern_Specifics&amp;diff=274509"/>
		<updated>2014-12-23T08:34:08Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;=Bawn Landscape=  Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bawn Landscape=&lt;br /&gt;
&lt;br /&gt;
Thriving green grass fills the rolling prairie from horizon to horizon, at least in warmer months. In colder months, which are many up here in the Badlands, the land and its plants of all sizes are hunkering down and saving their strength, growing tough and hard in the face of withering blizzards and snowdrifts deep enough to bury a tall man standing up. In some places there are cracked expanses of crumbling grey concrete - the legacy of a failed project from several decades ago, slowly being reclaimed by the Earth and fading from common memory.&lt;br /&gt;
&lt;br /&gt;
Deceptively high bluffs line the northern and western edges of the bawn, overlooking a long and meandering stream that feeds the distant Yellowstone. Stark and bare apart from a few scrub bushes and thin weeds, the boulders and rocky face of the winding cliff face extend for some distance, chewed out of the landscape by uncountable millennia of harsh winds and bitter cold.&lt;br /&gt;
&lt;br /&gt;
=Caern Heart, Caern of the Biting Mist=&lt;br /&gt;
&lt;br /&gt;
Type: Survival&lt;br /&gt;
Level: 3&lt;br /&gt;
Totem: Fog&lt;br /&gt;
&lt;br /&gt;
At some ancient point in the distant past, a glacier carved a deep hollow in the ground. Years went by and harsh winters cracked the stones at the hollow&#039;s edge, while melting snows filled it with icy water that turned warm in the spring. The mist is constant - at all times there is a faint film in the air and obscuring the finer details of people, animals and things at the heart of the caern. The old air traffic control tower looms above the mist, but is typically dark - out of service for decades, it is slowly fading and crumbling.&lt;br /&gt;
&lt;br /&gt;
Fog is not a materialistic totem, but here it is not solely a being of ephemeral mist and concealment. Here, Fog is strong, cold, and hungry. The colder months bring out an especially bitter and deadly streak in Fog - every year a careless hiker or two and a number of lost, drunk roughnecks are found face-down in the dirt, frozen to death after losing their way or having an accident. Fog appreciates discretion and secrecy, true, but the sept totem here is different than similar sept totems in other places - the canny Theurge or warrior has been known to use the severed heads or warm and bleeding hearts of enemies as a means by which to gain Fog&#039;s favor here.&lt;br /&gt;
&lt;br /&gt;
=Shrines, Dwelling Spaces, And So Forth&lt;br /&gt;
&lt;br /&gt;
North Wind Rock occupies a specific and well-known promontory on the northern bluffs overlooking the river. There have been rumors for decades of a long-lost shrine to Eagle that disappeared more than a hundred years ago when the knowledge of its location was lost in the blood and fire of the Indian Wars. Unfortunately, the last known line of werewolves directly connected with it died out in the 1970s, and ancestor spirits have been unusually tight-lipped about it, even Silver Fang and Get ancestors. The reason for this is unknown.&lt;br /&gt;
&lt;br /&gt;
The sept&#039;s burial ground consists of a patch of open prairie with several very old and sturdy wooden platforms next to rows and clusters of mounds and markers. Which section is which depends on which tribe owns the section in question. The Fenrir section is rigidly organized and regular, while the Wendigo part of the graveyard is older, larger, and more divided - in the graves dating to the 19th century or earlier, human tribal origin comes more commonly than on recent burial markers.&lt;br /&gt;
&lt;br /&gt;
The caern narrowly escaped annihilation in 1955, back when the American government started tearing up big chunks of the Badlands to put in nuclear missile silos and other doomsday weapons. Sept elders at the time somehow managed to have a small military base and airport put in at the fringe of the bawn instead - the base was closed soon after in a realignment plan, and the airport converted to civilian control. It was discovered, however, that fog and high winds had become unavoidable problems. After a number of plane crashes and well over a hundred dead in a two-year span, the airport was permanently shut down in the early 1960s and turned over to the State of Montana. They were unable to do anything with it either, and it has been decaying in place ever since. A Kinfolk policy wonk in Helena keeps the sept apprised of official government activity towards the airport and its immediate environs - so far, it seems the state has been content to let it fall apart slowly rather than use it for anything.&lt;br /&gt;
&lt;br /&gt;
=Spirits In Residence=&lt;br /&gt;
&lt;br /&gt;
For the most part, the bawn and caern heart strongly resemble the landscape around them. There are common animal spirits aplenty - deer and squirrels, birds of all kinds including eagles and ravens. But there are also some slightly rarer animal spirits, like wolves, big cats and badgers, among others. There are even what some Theurges call the ephemerals or the no-see-ums - wind spirits in particular. Twister is a frequent visitor in stormy months, and certain older and more crotchety sept members are rumored to have established living space underground to avoid having their possessions thrown all the way to Bismarck. Apart from him, however, the Aurora Borealis is accompanied by a storm of Epiphlings, chimera gafflings, and a small galaxy of cosmic spirits and spirits representing mysteries and secrets. It is no accident that certain members of the sept prescribe borealis season as the ideal time for vision quests, spiritual inquiries, and seeking the answers to ancient riddles.&lt;br /&gt;
&lt;br /&gt;
Fog, it is said, was not the original holder of the caern - but he stepped in when the original owner was forced to leave. It is believed that one of the Native tribes knows the answer to this mystery - as far as the non-Native tribes can remember, Fog has always owned the Caern of the Biting Mist. Rumors have circled for decades and possibly centuries, however, particularly because of Fog&#039;s tendency to accept the warm hearts and entrails of Wyrm-beasts and the Fallen in return for answering questions or granting knowledge and wisdom. Wise Theurges and werewolves who have traveled know that this is unusual for Fog, but longtime sept member shrug their shoulders - Fog has always been this way here, and there have not been problems with it yet.&lt;br /&gt;
&lt;br /&gt;
At the same time, however, the ghosts have been gathering. Wendigo, long absent from this part of the prairie, has been heard howling in the winter winds, while Bison has slowly and methodically regained a foothold in the Badlands as his Earthly kin have been reintroduced to Big Sky Country. There is even a rumor that the Wind Incarnae have been gathering somewhere to hold a council, to see if they can remember which of them used to own the Biting Mist Caern. Or if, whether they remember or not, they will back another Incarna who seeks to claim it. For his part, Fog is not telling. At least, not everyone.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=274480</id>
		<title>New Ways Old Grudges Werewolf Thomas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=274480"/>
		<updated>2014-12-22T06:48:19Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;&#039;Name:&#039;&#039;&#039; Thomas Means&lt;br /&gt;
*&#039;&#039;&#039;Ritename:&#039;&#039;&#039; Uktena&#039;s Gentle Touch (Alternately, Plays-With-Fire when messing with his stolen chemistry equipment)&amp;lt;BR&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breed:&#039;&#039;&#039; Lupus&lt;br /&gt;
*&#039;&#039;&#039;Auspice:&#039;&#039;&#039; Ragabash&lt;br /&gt;
*&#039;&#039;&#039;Tribe:&#039;&#039;&#039; Uktena&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Sneaky Wolf&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; [[New_Ways_Old_Grudges_Werewolf| New Ways, Old Grudges ]]&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;Werewolf: The Apocalypse&#039;&#039;, 3rd Edition&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Thomas &amp;quot;Tom&amp;quot; Means is so dark in his human skin most people think he&#039;s completely full-blood Indian - and in lupus or other fur-bearing forms, Shadow Lords wonder if he somehow got away from them. His long, straight black hair and dark eyes only add to the impression. In his birth form and shapes related to it, every individual hair is pitch-black and rarely makes even the rustling sounds associated with so much fur. The one behavioral commonality between the two is the constantly flicking eyes - his human ears would if they could, but Gaia saw fit to make wolves that way, not people. In man-skin he usually sports worn blue jeans or Carhartts and old T-shirts with soft, well-worn sneakers. From time to time he is seen with a small skull on a buckskin cord around his neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[New_Ways_Old_Grudges_Werewolf_Thomas_Background|Background]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical:&#039;&#039;&#039;&lt;br /&gt;
Strength: ••&lt;br /&gt;
Dexterity: •••&lt;br /&gt;
Stamina: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039;&#039;&lt;br /&gt;
Charisma: ••&lt;br /&gt;
Manipulation: ••&lt;br /&gt;
Appearance: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental:&#039;&#039;&#039;&lt;br /&gt;
Perception: •••&lt;br /&gt;
Intelligence: •••&lt;br /&gt;
Wits: •••• (Fast)&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents:&#039;&#039;&#039;&lt;br /&gt;
Alertness: •••&lt;br /&gt;
Athletics: ••&lt;br /&gt;
Brawl: ••&lt;br /&gt;
Dodge: •&lt;br /&gt;
Expression: •&lt;br /&gt;
Intimidation: •&lt;br /&gt;
Primal Urge: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
Animal Ken: ••&lt;br /&gt;
Stealth: •••&lt;br /&gt;
Survival: •••&lt;br /&gt;
Performance: •&lt;br /&gt;
Meditation ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledges:&#039;&#039;&#039;&lt;br /&gt;
Enigmas: ••&lt;br /&gt;
Linguistics: • (English)&lt;br /&gt;
Rituals: •&lt;br /&gt;
Science: • (Chemistry)&lt;br /&gt;
Occult: ••&lt;br /&gt;
Herbalism: ••&lt;br /&gt;
Wyrm Lore: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Numen: • (Raven Gaffling - Wisdom)&amp;lt;BR&amp;gt;&lt;br /&gt;
Spirit Heritage: •• (Night spirits)&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: •&amp;lt;BR&amp;gt;&lt;br /&gt;
Contacts: • (Clear Sky Over Still Waters)&amp;lt;BR&amp;gt;&lt;br /&gt;
Ally: • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
Kinfolk: • (Sibling)&amp;lt;BR&amp;gt;&lt;br /&gt;
Resources: • &amp;lt;BR&amp;gt;&lt;br /&gt;
Fetish: • (Bell of Ice)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
- Blur of the Milky Eye&amp;lt;BR&amp;gt;&lt;br /&gt;
- Heightened Senses&amp;lt;BR&amp;gt;&lt;br /&gt;
- Shroud&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
Gnosis ••••••&lt;br /&gt;
Rage ••&lt;br /&gt;
Willpower •••••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Wisdom ••&amp;lt;BR&amp;gt;&lt;br /&gt;
Glory •&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank: Cliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Slip Sideways&lt;br /&gt;
&lt;br /&gt;
==Freebies==&lt;br /&gt;
- Linguistics • (English) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Meditation •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Wyrm Lore •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Science • (Chemistry) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Fetish • (Bell of Ice/Skull Rattle) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Resources • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Willpower •• - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Rage • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Gnosis • - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Kinfolk • (Sibling) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Ally • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
- Herbalism •• - 1 (From Slip Sideways)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
&lt;br /&gt;
Thomas&#039; Rite of Passage wasn&#039;t all that long ago, but working alone is not an option and his friend Jay has been incorporated into a different pack that valiantly swore it couldn&#039;t in good conscience deprive a future pack of both Jay and Tom. He also knows you don&#039;t get to choose your pack until you&#039;re older, stronger, and wiser than he is now. Consequently, especially as a local, he&#039;s been eyeballing new arrivals to see if they would fit, given the sept&#039;s scant few other packless cliath. In terms of what that pack would do, Thomas knows that getting anyone to follow him is unlikely, especially with the usual homid prejudice against lupus ideas unless they involve wolves or the humanless outdoors. In addition to those basic things, which are a given anyway in a rural sept with lupus members, Thomas knows that dogfighters bring all kinds of evil - some bigger than others - and he knows that there were survivors from the barn incident. They are unlikely to have all died, disappeared, or given up.&lt;br /&gt;
&lt;br /&gt;
He also knows that there are witches scattered among the humans - they are few and they are hard to find, but they are there and they should be found. They must be found, because he also knows that there are Wyrmish mystics out there - he killed one himself in a distant South Dakota farmhouse not too long ago. Sometimes they are new arrivals, sometimes they are longtime locals fallen into evil habits. There were no electronics to steal at that man&#039;s house, and most of his possessions were unfit for anything but burning. However, there was a cryptic notebook written in a foul-smelling ink, and the strange pictographic writing may well reveal the hiding places of other mystics or their secrets...&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=274479</id>
		<title>New Ways Old Grudges Werewolf Thomas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=274479"/>
		<updated>2014-12-22T06:48:02Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;&#039;Name:&#039;&#039;&#039; Thomas Means&lt;br /&gt;
*&#039;&#039;&#039;Ritename:&#039;&#039;&#039; Uktena&#039;s Gentle Touch (Alternately, Plays-With-Fire when messing with his stolen chemistry equipment)&amp;lt;BR&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breed:&#039;&#039;&#039; Lupus&lt;br /&gt;
*&#039;&#039;&#039;Auspice:&#039;&#039;&#039; Ragabash&lt;br /&gt;
*&#039;&#039;&#039;Tribe:&#039;&#039;&#039; Uktena&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Sneaky Wolf&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; [[New_Ways_Old_Grudges_Werewolf| New Ways, Old Grudges ]]&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;Werewolf: The Apocalypse&#039;&#039;, 2nd Edition&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Thomas &amp;quot;Tom&amp;quot; Means is so dark in his human skin most people think he&#039;s completely full-blood Indian - and in lupus or other fur-bearing forms, Shadow Lords wonder if he somehow got away from them. His long, straight black hair and dark eyes only add to the impression. In his birth form and shapes related to it, every individual hair is pitch-black and rarely makes even the rustling sounds associated with so much fur. The one behavioral commonality between the two is the constantly flicking eyes - his human ears would if they could, but Gaia saw fit to make wolves that way, not people. In man-skin he usually sports worn blue jeans or Carhartts and old T-shirts with soft, well-worn sneakers. From time to time he is seen with a small skull on a buckskin cord around his neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[New_Ways_Old_Grudges_Werewolf_Thomas_Background|Background]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical:&#039;&#039;&#039;&lt;br /&gt;
Strength: ••&lt;br /&gt;
Dexterity: •••&lt;br /&gt;
Stamina: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039;&#039;&lt;br /&gt;
Charisma: ••&lt;br /&gt;
Manipulation: ••&lt;br /&gt;
Appearance: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental:&#039;&#039;&#039;&lt;br /&gt;
Perception: •••&lt;br /&gt;
Intelligence: •••&lt;br /&gt;
Wits: •••• (Fast)&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents:&#039;&#039;&#039;&lt;br /&gt;
Alertness: •••&lt;br /&gt;
Athletics: ••&lt;br /&gt;
Brawl: ••&lt;br /&gt;
Dodge: •&lt;br /&gt;
Expression: •&lt;br /&gt;
Intimidation: •&lt;br /&gt;
Primal Urge: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
Animal Ken: ••&lt;br /&gt;
Stealth: •••&lt;br /&gt;
Survival: •••&lt;br /&gt;
Performance: •&lt;br /&gt;
Meditation ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledges:&#039;&#039;&#039;&lt;br /&gt;
Enigmas: ••&lt;br /&gt;
Linguistics: • (English)&lt;br /&gt;
Rituals: •&lt;br /&gt;
Science: • (Chemistry)&lt;br /&gt;
Occult: ••&lt;br /&gt;
Herbalism: ••&lt;br /&gt;
Wyrm Lore: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Numen: • (Raven Gaffling - Wisdom)&amp;lt;BR&amp;gt;&lt;br /&gt;
Spirit Heritage: •• (Night spirits)&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: •&amp;lt;BR&amp;gt;&lt;br /&gt;
Contacts: • (Clear Sky Over Still Waters)&amp;lt;BR&amp;gt;&lt;br /&gt;
Ally: • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
Kinfolk: • (Sibling)&amp;lt;BR&amp;gt;&lt;br /&gt;
Resources: • &amp;lt;BR&amp;gt;&lt;br /&gt;
Fetish: • (Bell of Ice)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
- Blur of the Milky Eye&amp;lt;BR&amp;gt;&lt;br /&gt;
- Heightened Senses&amp;lt;BR&amp;gt;&lt;br /&gt;
- Shroud&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
Gnosis ••••••&lt;br /&gt;
Rage ••&lt;br /&gt;
Willpower •••••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Wisdom ••&amp;lt;BR&amp;gt;&lt;br /&gt;
Glory •&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank: Cliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Slip Sideways&lt;br /&gt;
&lt;br /&gt;
==Freebies==&lt;br /&gt;
- Linguistics • (English) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Meditation •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Wyrm Lore •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Science • (Chemistry) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Fetish • (Bell of Ice/Skull Rattle) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Resources • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Willpower •• - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Rage • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Gnosis • - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Kinfolk • (Sibling) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Ally • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
- Herbalism •• - 1 (From Slip Sideways)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
&lt;br /&gt;
Thomas&#039; Rite of Passage wasn&#039;t all that long ago, but working alone is not an option and his friend Jay has been incorporated into a different pack that valiantly swore it couldn&#039;t in good conscience deprive a future pack of both Jay and Tom. He also knows you don&#039;t get to choose your pack until you&#039;re older, stronger, and wiser than he is now. Consequently, especially as a local, he&#039;s been eyeballing new arrivals to see if they would fit, given the sept&#039;s scant few other packless cliath. In terms of what that pack would do, Thomas knows that getting anyone to follow him is unlikely, especially with the usual homid prejudice against lupus ideas unless they involve wolves or the humanless outdoors. In addition to those basic things, which are a given anyway in a rural sept with lupus members, Thomas knows that dogfighters bring all kinds of evil - some bigger than others - and he knows that there were survivors from the barn incident. They are unlikely to have all died, disappeared, or given up.&lt;br /&gt;
&lt;br /&gt;
He also knows that there are witches scattered among the humans - they are few and they are hard to find, but they are there and they should be found. They must be found, because he also knows that there are Wyrmish mystics out there - he killed one himself in a distant South Dakota farmhouse not too long ago. Sometimes they are new arrivals, sometimes they are longtime locals fallen into evil habits. There were no electronics to steal at that man&#039;s house, and most of his possessions were unfit for anything but burning. However, there was a cryptic notebook written in a foul-smelling ink, and the strange pictographic writing may well reveal the hiding places of other mystics or their secrets...&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274478</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=274478"/>
		<updated>2014-12-22T06:45:06Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
[[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glass Walker Galliard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 3rd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=267206</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=267206"/>
		<updated>2014-07-21T19:24:47Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*Captain Astounding: [[New_Ways_Old_Grudges_Werewolf_David|David Kováč]], Homid Shadow Lord Theurge&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Loki Dodges-Their-Claws: [[New_Ways_Old_Grudges_Werewolf_Sharky|Sharky]], Metis Child of Gaia Ahroun&lt;br /&gt;
*Oddsod: [[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glass Walker Galliard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Sharky&amp;diff=266367</id>
		<title>New Ways Old Grudges Werewolf Sharky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Sharky&amp;diff=266367"/>
		<updated>2014-06-30T15:42:47Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;==Sharky==  Metis Ahroun Children of Gaia (formerly Get of Fenris) Concept: Conflicted Warrior  Str 3 Dex 4 Sta 3  Cha 2 Man 2 App 2  Per 3 Int 2 Wits 3  Alertness 2 Athletics...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sharky==&lt;br /&gt;
&lt;br /&gt;
Metis&lt;br /&gt;
Ahroun&lt;br /&gt;
Children of Gaia (formerly Get of Fenris)&lt;br /&gt;
Concept: Conflicted Warrior&lt;br /&gt;
&lt;br /&gt;
Str 3&lt;br /&gt;
Dex 4&lt;br /&gt;
Sta 3&lt;br /&gt;
&lt;br /&gt;
Cha 2&lt;br /&gt;
Man 2&lt;br /&gt;
App 2&lt;br /&gt;
&lt;br /&gt;
Per 3&lt;br /&gt;
Int 2&lt;br /&gt;
Wits 3&lt;br /&gt;
&lt;br /&gt;
Alertness 2&lt;br /&gt;
Athletics 3&lt;br /&gt;
Brawl 4&lt;br /&gt;
Dodge 3&lt;br /&gt;
Intimidation 2&lt;br /&gt;
Primal Urge 2&lt;br /&gt;
&lt;br /&gt;
Etiquette 1&lt;br /&gt;
Melee 3&lt;br /&gt;
Performance 1 (song only)&lt;br /&gt;
Stealth 2&lt;br /&gt;
Survival 2&lt;br /&gt;
&lt;br /&gt;
Computer 1&lt;br /&gt;
Medicine 1&lt;br /&gt;
Occult 2&lt;br /&gt;
Rituals 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fetish 2 (Torc of the Hart: as Elk Tooth Necklace, just under another form - taken from Fianna challenger who lost duel with Sharky.)&lt;br /&gt;
Rites 2 (Questing Stone, Talisman Dedication [aka Rite of Pants])&lt;br /&gt;
Totem 1&lt;br /&gt;
&lt;br /&gt;
Create Element&lt;br /&gt;
Falling Touch&lt;br /&gt;
Resist Pain&lt;br /&gt;
Mercy&lt;br /&gt;
&lt;br /&gt;
Rage 5&lt;br /&gt;
Gnosis 4&lt;br /&gt;
Willpower 6&lt;br /&gt;
&lt;br /&gt;
Calm Heart&lt;br /&gt;
Notoriety (changed tribes)&lt;br /&gt;
Enemy (Get pack from former sept, Fianna challenger above)&lt;br /&gt;
Burned-Out&lt;br /&gt;
&lt;br /&gt;
Metis Deformity - Shark Teeth (no difference to damage; +1 difficulty to Social rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Superficial appearance: Caucasian, average height, blond hair, blue eyes, lean muscle like swimmer rather than bulky. Scarring from fights on torso and arms (superficial Battle Scars). Clothing varies. Wolf form - Large; pale gray with scattering of black hairs along back and in tail; tail tipped with black. Eyes are amber.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=266338</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=266338"/>
		<updated>2014-06-29T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Sept Lore and Legends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_KarstnerLtd Karstner Chemicals, Limited]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*Captain Astounding: [[New_Ways_Old_Grudges_Werewolf_David|David Kováč]], Homid Shadow Lord Theurge&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Oddsod: [[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glasswalker Galliard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_KarstnerLtd&amp;diff=266337</id>
		<title>New Ways Old Grudges Werewolf KarstnerLtd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_KarstnerLtd&amp;diff=266337"/>
		<updated>2014-06-29T19:09:25Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Karstner Chemicals, Ltd.==&lt;br /&gt;
&lt;br /&gt;
=Whispers=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed early vaccine experiments.&amp;quot;&lt;br /&gt;
&amp;quot;Nazi blood science.&amp;quot;&lt;br /&gt;
&amp;quot;Trials of chemical pesticides and herbicides on unknowing subjects.&amp;quot;&lt;br /&gt;
&amp;quot;Lysenkoism on the high prairie.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                    - Some Commonly Held Beliefs About Karstner, Ltd.&lt;br /&gt;
&lt;br /&gt;
=Rustles=&lt;br /&gt;
&lt;br /&gt;
Back in 1932, a man named Gerhard Karstner got off the train in Williston, North Dakota with a lot of luggage and a thick stack of papers. Born in Germany around 1906, he had emigrated in 1927 with an eye to applying chemicals to farm life. The concept was new then - back before DDT and the bald eagle - and Karstner had some novel ideas. Even at the time they were poorly understood by the public and are moreso now, but they all involved the application of chemicals at different stages of farm life.&lt;br /&gt;
&lt;br /&gt;
With loans from a bank in Bismarck and, it was rumored, a shady grant by a federal government trying to fund industry and job creation during the Depression, Karstner acquired large tracts of cheap former farmland. The Dust Bowl had just begun - and farmland became a lot cheaper when it ceased being farmland and became wasteland. His company, Karstner Chemicals, Limited, was never a huge employer - at its peak it had fewer than 15 permanent employees on the payroll. But in order to ensure the chemicals &amp;quot;took&amp;quot;, Karstner used relatively large numbers of manual laborers with picks and shovels. Their jobs were to ensure that the chemicals sprayed, misted, dribbled or thrown by the bucketload over the ground were thoroughly worked into the dirt. The company paid good money, especially with the Depression on. Whenever the handbills went up and word spread of the company doing another test and needing workers, there were always at least ten times as many that they needed.&lt;br /&gt;
&lt;br /&gt;
Contrary to what people told each other later, there were no widespread stories about weird deformities or crippling diseases among the workers. Sure, one or two of them a year died of something painful and horrible - but there was no shortage of causes for that, and the vast majority of them originated somewhere other than the numbered, neatly sectioned experiment grounds (Karstner did not like to call them &amp;quot;fields&amp;quot; unless something was growing in them) where they worked. Karstner raised a few eyebrows and more than a few tempers by employing Native workers alongside white men - then as now, race relations were tense and occasionally ended in violence. But a few judicious firings and refused rehirings ensured that after a while everyone put their hatred of each other aside to earn some money.&lt;br /&gt;
&lt;br /&gt;
=Rumbles=&lt;br /&gt;
&lt;br /&gt;
What was less surprising was Karstner&#039;s focus on trying to solve the Dust Bowl problem - it ravaged farms and farmers all the way from South Dakota to Texas and blew Oklahoma topsoil through the streets of Washington D.C. Sun or cloud or blizzard-like dust storm, Karstner and his employees could be seen out trying to make their products work and get them to &amp;quot;take&amp;quot;. It was no use - no matter what they did or how many chemicals they added, everything rose up and blew away with the next strong wind, and there were a lot of those. None of the winds have ever taken any responsibility for it - they do what they have always done, they say, it&#039;s everyone else&#039;s fault for putting themselves at risk. Were it not for the huge risks to Kinfolk, both human and wolf, some of the werewolves would have agreed - especially the ones who did not understand what some of the chemicals did.&lt;br /&gt;
&lt;br /&gt;
Karstner himself was always friendly, but never lit up rooms or inspired crowds. Everyone who met him agreed that regardless of how things were going, he really did mean well. His company, however, was less popular. Mainly due to it not solving the seemingly impossible Dust Bowl problem, Karstner Chemicals was seen as worse and worse for the local area. Had Karstner worked magic he and his company might have been better remembered. Instead, because he could not, his company throve for five years, then shrank for three and staggered for ten before expiring in a forgotten heap in 1950. The company never lost its focus on agricultural chemical products, but took up sidelines wherever it could to boost its revenue stream - Karstner and his two administrative staff dealt with both Dakotas and Montana in the late &#039;30s, and when World War II broke out they supplied food preservatives to the Army. Karstner was, after all, very intelligent and very sharp - he just had the bad luck of picking a totally impossible problem to solve.&lt;br /&gt;
&lt;br /&gt;
When the contracts stopped coming and bigger companies started emerging both in the US and Canada, Karstner Ltd shed its few jobs and more and more of its nearly worthless land in an attempt to stay afloat. By 1949 the company knew this was unsustainable, and Karstner, by now a broken man, worked on putting the corporate affairs in order for the inevitable death, autopsy and estate sale. The doors closed and the lights went out on May 3rd, 1950. On May 4th Gerhard Karstner was found in his car with half his head missing and a shotgun between his legs.&lt;br /&gt;
&lt;br /&gt;
=Rumors=&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until 1955, long after Karstner had been buried in an unremarkable grave in South Dakota, that the stories started coming out. Men who had worked for him as teenagers in the early &#039;40s were losing their hair and teeth. Ranchers downwind of the company property reported that animals had been giving birth to twisted wrecks for a decade, but nobody ever listened to their complaints. Wives of Karstner employees, both permanent office workers and temporary soil-turners, said, and local records backed up, that they almost always gave birth to girls. What&#039;s more, their children were more likely to have mental and physical problems than other people&#039;s children. Known locally as &amp;quot;Karstner Kids&amp;quot;, few of them achieved much in life, and tended to bankrupt their families with medical bills. One man is known to have killed his own Karstner kid daughter, then gone looking for Karstner&#039;s own grave, but was caught by sheriff&#039;s deputies before he could carry out whatever he was planning.&lt;br /&gt;
&lt;br /&gt;
Then there was the old Karstner production facility, which nobody wanted. The state wouldn&#039;t come by and knock it down because, they claimed, it was an environmental hazard - whether or not that was true, and it probably was, locals said the state was just being cheap, which was also probably true. The building is still there and more than one parent is known to have bruised a child&#039;s backside for trying to go exploring in it - back in the &#039;80s a lot of barbed-wire fences and intimidating signs were posted around the perimeter, warning of all the different cancers you could get as a result of going in. Consequently, some children and teenagers like to convince other, more gullible children that there&#039;s a monster living in the old chemical plant, or a horde of zombified Karstner field workers, and that all they&#039;re waiting for is the rusty chains on the doors to finally fall apart before It or They burst out.&lt;br /&gt;
&lt;br /&gt;
=Riddles=&lt;br /&gt;
&lt;br /&gt;
Was Karstner totally on the up-and-up? It&#039;s never been clear, especially in light of the company&#039;s contracting with the state and federal governments during a time when unethical experimentation was hardly unknown in the United States. He strongly disavowed Nazism and his only son earned a Silver Star fighting in Europe as a paratrooper, but his pronounced German accent always made some people skeptical, even in a part of the country known for its Germanic population. It&#039;s mostly a question for old men and women, as few people born after the late &#039;40s have any direct exposure to Karstner or his company.&lt;br /&gt;
&lt;br /&gt;
Are there any chemicals left? The EPA, possibly because of local lack of interest in federal interference in anything, never got around to listing it as a Superfund site, and the only survey ever done occurred in 1983, which is when the barbed wire went up. Local farmers and ranchers get on with plowing and raising herds because they have no choice and most by now are far enough removed from the 1930s that they don&#039;t think or talk about the aftermath of chemically enhanced Dust Bowl storms on their properties. There&#039;s never been a survey of that, so nobody really knows how far any contamination went. The groundwater is still drinkable, except for those times when fracking gone wrong makes it flammable, but that&#039;s a recent phenomenon.&lt;br /&gt;
&lt;br /&gt;
What&#039;s up with the ghosts? Locals who live near the old company building claim that they&#039;ve seen spectral hitchhikers in old clothes on the roadsides at dusk and dawn. In 1998 a town drunk put his truck in the ditch after, he said, swerving to avoid a baby that was inexplicably lying in the road in the middle of the night, but when he staggered out to look for it with a flashlight, there was nothing there. Nobody ever bought Karstner&#039;s old house after he committed suicide, and it&#039;s still there, abandoned and slowly falling apart - like his corporate building, his house is too inconvenient and expensive for anyone to want to renovate or demolish.&lt;br /&gt;
&lt;br /&gt;
Were there any other Karstner holdings anywhere else? Most people of all ages say there weren&#039;t, but there are still two or three old-timers, men who turned his dirt back in the &#039;30s and &#039;40s, who say he wasn&#039;t alone. Their stories have changed a bit with the years and cheap booze, but they all hold a few points in common: Karstner quietly signed a contract with the South Dakota School of Mines and Technology as the academic year ended in 1946, bringing in a long-lost Americanized rich cousin in a last-ditch effort to keep some aspect of the company viable. He allegedly spent a soaking wet summer there doing nobody-knows-what, but in August the contract was terminated, there was a bitter public disagreement and an undignified brawl, and he was back at his old plant in September. One of the old timers swears he met the cousin in Rapid City in late 1946 and saw him there again at high noon in July in early 2005, and the man hadn&#039;t aged a day. Most people don&#039;t put a lot of stock in the old men&#039;s stories and mark them down as being inspired by Thunderbird, Ripple and Night Train.&lt;br /&gt;
&lt;br /&gt;
=Reputation=&lt;br /&gt;
&lt;br /&gt;
Among werewolves today, the old company grounds is something of an oddity - there haven&#039;t been any major sightings of anything untoward at the old building in years. An occasional chemical Bane attacking local water or earth elementals, sometimes a hideously mutated fish or frog found or pulled out of the river. Sept elders and a few old Kinfolk can recount stories of their parents or siblings going to secluded ranches to kill deformed monstrosities that tore their ways out of pregnant cows, sheep or horses, but none of those have been seen in decades.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_KarstnerLtd&amp;diff=266336</id>
		<title>New Ways Old Grudges Werewolf KarstnerLtd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_KarstnerLtd&amp;diff=266336"/>
		<updated>2014-06-29T19:07:53Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;==Karstner Chemicals, Ltd.==  =Whispers=  &amp;quot;Failed early vaccine experiments.&amp;quot; &amp;quot;Nazi blood science.&amp;quot; &amp;quot;Trials of chemical pesticides and herbicides on unknowing subjects.&amp;quot; &amp;quot;Lyse...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Karstner Chemicals, Ltd.==&lt;br /&gt;
&lt;br /&gt;
=Whispers=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed early vaccine experiments.&amp;quot;&lt;br /&gt;
&amp;quot;Nazi blood science.&amp;quot;&lt;br /&gt;
&amp;quot;Trials of chemical pesticides and herbicides on unknowing subjects.&amp;quot;&lt;br /&gt;
&amp;quot;Lysenkoism on the high prairie.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                    - Some Commonly Held Beliefs About Karstner, Ltd.&lt;br /&gt;
&lt;br /&gt;
=Rustles=&lt;br /&gt;
&lt;br /&gt;
Back in 1932, a man named Gerhard Karstner got off the train in Williston, North Dakota with a lot of luggage and a thick stack of papers. Born in Germany around 1906, he had emigrated in 1927 with an eye to applying chemicals to farm life. The concept was new then - back before DDT and the bald eagle - and Karstner had some novel ideas. Even at the time they were poorly understood by the public and are moreso now, but they all involved the application of chemicals at different stages of farm life.&lt;br /&gt;
&lt;br /&gt;
With loans from a bank in Bismarck and, it was rumored, a shady grant by a federal government trying to fund industry and job creation during the Depression, Karstner acquired large tracts of cheap former farmland. The Dust Bowl had just begun - and farmland became a lot cheaper when it ceased being farmland and became wasteland. His company, Karstner Chemicals, Limited, was never a huge employer - at its peak it had fewer than 15 permanent employees on the payroll. But in order to ensure the chemicals &amp;quot;took&amp;quot;, Karstner used relatively large numbers of manual laborers with picks and shovels. Their jobs were to ensure that the chemicals sprayed, misted, dribbled or thrown by the bucketload over the ground were thoroughly worked into the dirt. The company paid good money, especially with the Depression on. Whenever the handbills went up and word spread of the company doing another test and needing workers, there were always at least ten times as many that they needed.&lt;br /&gt;
&lt;br /&gt;
Contrary to what people told each other later, there were no widespread stories about weird deformities or crippling diseases among the workers. Sure, one or two of them a year died of something painful and horrible - but there was no shortage of causes for that, and the vast majority of them originated somewhere other than the numbered, neatly sectioned experiment grounds (Karstner did not like to call them &amp;quot;fields&amp;quot; unless something was growing in them) where they worked. Karstner raised a few eyebrows and more than a few tempers by employing Native workers alongside white men - then as now, race relations were tense and occasionally ended in violence. But a few judicious firings and refused rehirings ensured that after a while everyone put their hatred of each other aside to earn some money.&lt;br /&gt;
&lt;br /&gt;
=Rumbles=&lt;br /&gt;
&lt;br /&gt;
What was less surprising was Karstner&#039;s focus on trying to solve the Dust Bowl problem - it ravaged farms and farmers all the way from South Dakota to Texas and blew Oklahoma topsoil through the streets of Washington D.C. Sun or cloud or blizzard-like dust storm, Karstner and his employees could be seen out trying to make their products work and get them to &amp;quot;take&amp;quot;. It was no use - no matter what they did or how many chemicals they added, everything rose up and blew away with the next strong wind, and there were a lot of those. None of the winds have ever taken any responsibility for it - they do what they have always done, they say, it&#039;s everyone else&#039;s fault for putting themselves at risk. Were it not for the huge risks to Kinfolk, both human and wolf, some of the werewolves would have agreed - especially the ones who did not understand what some of the chemicals did.&lt;br /&gt;
&lt;br /&gt;
Karstner himself was always friendly, but never lit up rooms or inspired crowds. Everyone who met him agreed that regardless of how things were going, he really did mean well. His company, however, was less popular. Mainly due to it not solving the seemingly impossible Dust Bowl problem, Karstner Chemicals was seen as worse and worse for the local area. Had Karstner worked magic he and his company might have been better remembered. Instead, because he could not, his company throve for five years, then shrank for three and staggered for ten before expiring in a forgotten heap in 1950. The company never lost its focus on agricultural chemical products, but took up sidelines wherever it could to boost its revenue stream - Karstner and his two administrative staff dealt with both Dakotas and Montana in the late &#039;30s, and when World War II broke out they supplied food preservatives to the Army. Karstner was, after all, very intelligent and very sharp - he just had the bad luck of picking a totally impossible problem to solve.&lt;br /&gt;
&lt;br /&gt;
When the contracts stopped coming and bigger companies started emerging both in the US and Canada, Karstner Ltd shed its few jobs and more and more of its nearly worthless land in an attempt to stay afloat. By 1949 the company knew this was unsustainable, and Karstner, by now a broken man, worked on putting the corporate affairs in order for the inevitable death, autopsy and estate sale. The doors closed and the lights went out on May 3rd, 1950. On May 4th Gerhard Karstner was found in his car with half his head missing and a shotgun between his legs.&lt;br /&gt;
&lt;br /&gt;
=Rumors=&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until 1955, long after Karstner had been buried in an unremarkable grave in South Dakota, that the stories started coming out. Men who had worked for him as teenagers in the early &#039;40s were losing their hair and teeth. Ranchers downwind of the company property reported that animals had been giving birth to twisted wrecks for a decade, but nobody ever listened to their complaints. Wives of Karstner employees, both permanent office workers and temporary soil-turners, said, and local records backed up, that they almost always gave birth to girls. What&#039;s more, their children were more likely to have mental and physical problems than other people&#039;s children. Known locally as &amp;quot;Karstner Kids&amp;quot;, few of them achieved much in life, and tended to bankrupt their families with medical bills. One man is known to have killed his own Karstner kid daughter, then gone looking for Karstner&#039;s own grave, but was caught by sheriff&#039;s deputies before he could carry out whatever he was planning.&lt;br /&gt;
&lt;br /&gt;
Then there was the old Karstner production facility, which nobody wanted. The state wouldn&#039;t come by and knock it down because, they claimed, it was an environmental hazard - whether or not that was true, and it probably was, locals said the state was just being cheap, which was also probably true. The building is still there and more than one parent is known to have bruised a child&#039;s backside for trying to go exploring in it - back in the &#039;80s a lot of barbed-wire fences and intimidating signs were posted around the perimeter, warning of all the different cancers you could get as a result of going in. Consequently, some children and teenagers like to convince other, more gullible children that there&#039;s a monster living in the old chemical plant, or a horde of zombified Karstner field workers, and that all they&#039;re waiting for is the rusty chains on the doors to finally fall apart before It or They burst out.&lt;br /&gt;
&lt;br /&gt;
=Riddles=&lt;br /&gt;
&lt;br /&gt;
Was Karstner totally on the up-and-up? It&#039;s never been clear, especially in light of the company&#039;s contracting with the state and federal governments during a time when unethical experimentation was hardly unknown in the United States. He strongly disavowed Nazism and his only son earned a Silver Star fighting in Europe as a paratrooper, but his pronounced German accent always made some people skeptical, even in a part of the country known for its Germanic population. It&#039;s mostly a question for old men and women, as few people born after the late &#039;40s have any direct exposure to Karstner or his company.&lt;br /&gt;
&lt;br /&gt;
Are there any chemicals left? The EPA, possibly because of local lack of interest in federal interference in anything, never got around to listing it as a Superfund site, and the only survey ever done occurred in 1983, which is when the barbed wire went up. Local farmers and ranchers get on with plowing and raising herds because they have no choice and most by now are far enough removed from the 1930s that they don&#039;t think or talk about the aftermath of chemically enhanced Dust Bowl storms on their properties. There&#039;s never been a survey of that, so nobody really knows how far any contamination went. The groundwater is still drinkable, except for those times when fracking gone wrong makes it flammable, but that&#039;s a recent phenomenon.&lt;br /&gt;
&lt;br /&gt;
What&#039;s up with the ghosts? Locals who live near the old company building claim that they&#039;ve seen spectral hitchhikers in old clothes on the roadsides at dusk and dawn. In 1998 a town drunk put his truck in the ditch after, he said, swerving to avoid a baby that was inexplicably lying in the road in the middle of the night, but when he staggered out to look for it with a flashlight, there was nothing there. Nobody ever bought Karstner&#039;s old house after he committed suicide, and it&#039;s still there, abandoned and slowly falling apart - like his corporate building, his house is too inconvenient and expensive for anyone to want to renovate or demolish.&lt;br /&gt;
&lt;br /&gt;
Were there any other Karstner holdings anywhere else? Most people of all ages say there weren&#039;t, but there are still two or three old-timers, men who turned his dirt back in the &#039;30s and &#039;40s, who say he wasn&#039;t alone. Their stories have changed a bit with the years and cheap booze, but they all hold a few points in common: Karstner quietly signed a contract with the South Dakota School of Mines and Technology as the academic year ended in 1946, bringing in a long-lost Americanized rich cousin in a last-ditch effort to keep some aspect of the company viable. He allegedly spent a soaking wet summer there doing nobody-knows-what, but in August the contract was terminated, there was a bitter public disagreement and an undignified brawl, and he was back at his old plant in September. One of the old timers swears he met the cousin in Rapid City in late 1946 and saw him there again at high noon in July in early 2005, and the man hadn&#039;t aged a day. Most people don&#039;t put a lot of stock in the old men&#039;s stories and mark them down as being inspired by Thunderbird, Ripple and Night Train.&lt;br /&gt;
&lt;br /&gt;
=Reputation=&lt;br /&gt;
&lt;br /&gt;
Among werewolves today, the old company grounds is something of an oddity - there haven&#039;t been any major sightings of anything untoward at the old building in years. An occasional chemical Bane attacking local water or earth elementals, sometimes a hideously mutated fish or frog found or pulled out of the river. Sept elders and a few old Kinfolk can recount stories of their parents or siblings going to secluded ranches to kill deformed monstrosities that tore their ways out of pregnant cows, sheep or horses, but none of those have been seen in decades.&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265874</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265874"/>
		<updated>2014-06-22T17:03:48Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*Captain Astounding: [[New_Ways_Old_Grudges_Werewolf_David|David Kováč]], Homid Shadow Lord Theurge&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Oddsod: [[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glasswalker Galliard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265873</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265873"/>
		<updated>2014-06-22T17:03:31Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*Captain Astounding: [[New_Ways_Old_Grudges_Werewolf_David|David Kováč]], Homid Shadow Lord Theurge&lt;br /&gt;
*[[User:MarianLH|Marian]]: [[New_Ways_Old_Grudges_Werewolf_Kate|Kate Roussos]], Homid Black Fury Philodox&lt;br /&gt;
*Aurvandil: [[New_Ways_Old_Grudges_Werewolf_Smoking|Smoking Mirror]], Homid Uktena Ahroun&lt;br /&gt;
*Oddsod: [[New_Ways_Old_Grudges_Werewolf_Thomas|Thomas Means]], Lupus Uktena Ragabash&lt;br /&gt;
*Sabermane: [[New_Ways_Old_Grudges_Werewolf_Jason|Jason Foster]], Metis Glasswalker Galliard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265686</id>
		<title>New Ways Old Grudges Werewolf BufordBane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265686"/>
		<updated>2014-06-17T19:10:50Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Fort Buford Bane==&lt;br /&gt;
&lt;br /&gt;
A long time ago, long before the horse came to the plains and man went everywhere on foot, there was a certain set of cliffs overlooking a section of slowly moving river that had always been bad. It was bad for men, anyway - animals loved it. Buffalo avoided it, but they were the only creatures that did, it seemed - you could always kill a rabbit or a bird, or if you went at the right time of day even an elk or moose. But you could only ever go by yourself, because whenever two people went to that part of the river, one didn&#039;t come back. If three or more went, then at least one man always died, and the rest were so consumed with arguing, fighting and jealousy that not only did they not kill animals, they were more inclined to turn their weapons on each other. As far as anyone could remember, even the oldest of the white-haired men and most wrinkled of the old women, these cliffs had been like this. But people went to them because there was always food to be had if you were good enough to get it, and winters were hard on the prairie. Plus, sometimes a man just wanted to have killed a bigger moose or elk than other men, whether out of deep rivalry or friendly competition. Werewolves never disappeared - even if a pack went to investigate the stories or the murders, nothing came of it, no foul odors other than spilled blood and viscera.&lt;br /&gt;
&lt;br /&gt;
This all changed when the horse came.&lt;br /&gt;
&lt;br /&gt;
Suddenly, man no longer had to be so desperate for food, and men who were no good at hunting buffalo on foot could become expert killers on horseback with work and practice, if they could get a good horse. This was great for men, who went from trying to chase buffalo over cliffs without being crushed in a stampede to being able to cut individual animals from a numberless horde and take them down. It was not so good for the bad cliffs. Unbeknownst to everyone, even the vast majority of werewolves, an ancient and dessicated evil had inhabited that patch of land thousands of years. When the sedentary tribe with horses became a mobile horse tribe, the evil was deprived of its sustenance - it had lived on the unthinking, murderous competitiveness it inspired in sedentary farming tribes. But it was unable to move because of an ancient spiritual wound inflicted on it by a powerful shaman, and in order to survive it had to lure men to it, playing on their basic need for food. The animals were easy for such a primal spirit and required little effort. But when man made a servant of horse and food of buffalo and no longer had to rely on the evil cliffs, he unknowingly sentenced the spirit to starvation. It would not go quietly.&lt;br /&gt;
&lt;br /&gt;
One night, when the moon was missing from the sky, the rock face stirred, and boulders big as houses cracked and went tumbling down the slopes. The old farming village had been abandoned, and the last sentient being was long out of earshot when the monster rose from its rocky grave and bellowed its anger to the sky. The last sentient human, anyway. As the ancient evil unfolded wings that had been still and encased in rock for untold centuries, a distant werewolf pricked up his ears. The long grey wolf called War-Ender, a torn-eared veteran of many fights on the plains and a great warrior for his people, instinctively knew that something gravely dangerous had just stirred.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for War-Ender and the Uktena, they were unable to put at end to the nameless beast with lance and claw. They tracked it and they tried to fight it, but every time a pack found it, it did something to tear the pack apart and set it to fighting one another - and if two packs were sent, even their totems started quarreling and arguing. It was a puzzle that no werewolf was able to solve for many years, especially after the white werewolves came. When it was not getting werewolf packs to tear themselves apart, it was egging on fights between tribes and friends, and spared no white man when they came to the prairie either. Where once it was Lakota against Mandan, nomad versus farmer, it became churchman versus hunter, Norwegians and Germans against Anglo-Americans, and newly arrived Eastern would-be homesteaders set to clashing with people whose families had fought the Indians and crept across the plains in fits and starts. The best the werewolves could ever do was to try to banish it, though this consumed a lot of power and some said was only a bribe, rewarding the evil spirit more than anything else.&lt;br /&gt;
&lt;br /&gt;
It was not until the final days of the Indian Wars in the northern plains that an Uktena loremaster called Travels the Distant Paths had a vision in a dream. War-Ender, the long-gone old wolf, appeared and told the loremaster the secrets it had taken him centuries to acquire, both on the material plane and as an ancestor-spirit, ceaseless in his fight to contain the monster War-Ender had taken to calling the Fire Stoker. It would require great sacrifice, but not in battle - in fact, if a drop of new blood was shed, the whole thing would come crashing down. Travels the Distant Paths knew that the Lakota war going on may be the Uktena&#039;s last good chance to corral the Fire Stoker and trap it back in the Earth.&lt;br /&gt;
&lt;br /&gt;
The whites had built a fort out on the prairie like they always did, someplace to harass the Indians and protect their own. The white werewolves were here too, protecting their own as best they could from both the locals and Wyrmish entities they had either brought with them or turned loose in their ignorance. But the white werewolves had no memory of what it was like to face the Fire Stoker - these werewolves were Get of Fenris, proud and boasting and with no memory of the packs of white werewolves who had gone hunting the monster and never returned. They knew the Indian Wars were ending and with them the dominance of the Uktena and Wendigo over the land that had been won by the Fenrir and the other European tribes. Surely they could send a pack of moderate skill to chase down and kill the creature that had haunted Uktena nightmares for decades. When the first pack disappeared, they sent another to find it, then a third. By the time they had spent a large portion of their strength with absolutely nothing to show for it, the Fire Stoker came to them - sort of. It inflamed the anger among Natives and whites, and blood was spilled stupidly and pointlessly. Homid Kin died and were buried in the Dakota soil along with ordinary people, white and Indian.&lt;br /&gt;
&lt;br /&gt;
This was when Travels the Distant Paths appeared, having come a long way to reach Fort Buford with his pack. Although he was tempted to find and bring the body of one of the missing Fenrir as proof of what he said, that the enemy did not itself fight but turned thinking creatures against each other, he knew that such a gesture would be interpreted as murder by the angry white werewolves and therefore did not. Instead, he brought the families of werewolves and humans who had disappeared or been murdered by the creature&#039;s twisting magic. After an extremely long and somewhat heated discussion the Fenrir chief, Gunter Bare-Fist-Breaks-The-Stone, who had lost a son and a niece to Fire Stoker, finally agreed that the Uktena was right. They could not fight the creature and they had to somehow bring about a major peacemaking in the presence of the Bane. Seeing as how the Lakota were fugitives in Canada and many whites would have been perfectly happy to murder them all, the werewolves decided to see what they could do to resolve that struggle without killing everyone.&lt;br /&gt;
&lt;br /&gt;
In consultation with spirits and wise wolves, it was discovered that there had to be a peaceful memorial to those killed violently for the ritual to succeed. The Fenrir suggested the military graveyard on the grounds of Fort Buford - the Indians in those days had no memorials or gravesites worth mentioning, they were too busy trying to find food to build or maintain them. The Uktena agreed and, heartbreaking though it was, did what they could to bring the Lakota back to the United States. They swore pacts with Lakota leaders to protect their people as best they could and preserve as much of what made them Lakota as they could - in memories and songs, if nothing else. Dances On The Edge Of A Sword and Rainsinger, Fenrir and Uktena Theurges respectively, brought Fire Stoker with a simple incantation - and when it appeared, ready to raise chaos and cause the whites and the Indians to slaughter each other, the werewolves met it with a stone wall of silent confrontation. War-Ender had told Travels the Distant Paths that no one, man or werewolf, could show anger or excessive competitiveness in the spirit&#039;s presence, or it would be the end of him. Although the Fenrir had initially asked their two most violent warriors to be absent, they both steadfastly refused - even after Gunter Bare-Fist-Breaks-the-Stone promised to personally decapitate them with his bare hands if they somehow survived the spirit&#039;s magic. Alice Brings-Death-While-Laughing and Aelfric Banegutter folded their arms and stared down Fire Stoker while Travels the Distant Paths joined in with Rainsinger and Dances On The Edge Of A Sword to seal the ancient Bane in the ground. As Sitting Bull&#039;s son handed over his father&#039;s rifle, a silent psychic whip lashed every mind present, followed by a breath of fresh air and calm - Fire Stoker, which had killed an untold number of werewolves and men in its rampage over the plains, was quiet again.&lt;br /&gt;
&lt;br /&gt;
In the years afterwards, there were occasional clashes between whites and Indians - whether Lakota, Hidatsa or anyone else. But there was never another recurrence of what had happened when Fire Stoker followed the people. The Get and the Uktena get along well enough these days - although tensions are high elsewhere, here at least they&#039;re civil to one another. As a part of the effort to ensure that Fire Stoker remains sealed in the Earth, both Fenrir and Uktena werewolves and Kin take care of the little cemetery at Fort Buford, which counts the bones of some Fenrir Kin among the interred. They usually had died in fights with Indians and other whites, some thousands of miles from their homes and hearths.&lt;br /&gt;
&lt;br /&gt;
A short time before he died, Travels The Distant Paths went far to the north, looking for tales of Fire Stoker and how it came to be. Far away in the Yukon, he met an old Wendigo woman, Singer of Many Ancient Songs, who told him that it had come to the land now called North America thousands of years ago, and it had roamed the skies even then. Her ancestor Grinning Fox, also called Hits The Weak Places, had dealt Fire Stoker the crippling blow that had restricted its movement so much, but it had managed to sneak away before her ancestor could finish it off. Unfortunately, Travels The Distant Paths never got to hear what might have been able to destroy the Bane, because the old werewolf died of a stroke before finishing the story. He himself died shortly afterwards in a fight with Wyrmridden miners who had found the wrong cave during the Yukon Gold Rush. These days, if those secrets can still be found, someone will have to find the old Wendigo woman&#039;s spirit - but who knows her name or where she was found or died, other than the spirit of Travels The Distant Paths?&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265685</id>
		<title>New Ways Old Grudges Werewolf BufordBane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265685"/>
		<updated>2014-06-17T19:07:07Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Fort Buford Bane==&lt;br /&gt;
&lt;br /&gt;
A long time ago, long before the horse came to the plains and man went everywhere on foot, there was a certain set of cliffs overlooking a section of slowly moving river that had always been bad. It was bad for men, anyway - animals loved it. Buffalo avoided it, but they were the only creatures that did, it seemed - you could always kill a rabbit or a bird, or if you went at the right time of day even an elk or moose. But you could only ever go by yourself, because whenever two people went to that part of the river, one didn&#039;t come back. If three or more went, then at least one man always died, and the rest were so consumed with arguing, fighting and jealousy that not only did they not kill animals, they were more inclined to turn their weapons on each other. As far as anyone could remember, even the oldest of the white-haired men and most wrinkled of the old women, these cliffs had been like this. But people went to them because there was always food to be had if you were good enough to get it, and winters were hard on the prairie. Plus, sometimes a man just wanted to have killed a bigger moose or elk than other men, whether out of deep rivalry or friendly competition. Werewolves never disappeared - even if a pack went to investigate the stories or the murders, nothing came of it, no foul odors other than spilled blood and viscera.&lt;br /&gt;
&lt;br /&gt;
This all changed when the horse came.&lt;br /&gt;
&lt;br /&gt;
Suddenly, man no longer had to be so desperate for food, and men who were no good at hunting buffalo on foot could become expert killers on horseback with work and practice, if they could get a good horse. This was great for men, who went from trying to chase buffalo over cliffs without being crushed in a stampede to being able to cut individual animals from a numberless horde and take them down. It was not so good for the bad cliffs. Unbeknownst to everyone, even the vast majority of werewolves, an ancient and dessicated evil had inhabited that patch of land thousands of years. When the sedentary tribe with horses became a mobile horse tribe, the evil was deprived of its sustenance - it had lived on the unthinking, murderous competitiveness it inspired in sedentary farming tribes. But it was unable to move because of an ancient spiritual wound inflicted on it by a powerful shaman, and in order to survive it had to lure men to it, playing on their basic need for food. The animals were easy for such a primal spirit and required little effort. But when man made a servant of horse and food of buffalo and no longer had to rely on the evil cliffs, he unknowingly sentenced the spirit to starvation. It would not go quietly.&lt;br /&gt;
&lt;br /&gt;
One night, when the moon was missing from the sky, the rock face stirred, and boulders big as houses cracked and went tumbling down the slopes. The old farming village had been abandoned, and the last sentient being was long out of earshot when the monster rose from its rocky grave and bellowed its anger to the sky. The last sentient human, anyway. As the ancient evil unfolded wings that had been still and encased in rock for untold centuries, a distant werewolf pricked up his ears. The long grey wolf called War-Ender, a torn-eared veteran of many fights on the plains and a great warrior for his people, instinctively knew that something gravely dangerous had just stirred.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for War-Ender and the Uktena, they were unable to put at end to the nameless beast with lance and claw. They tracked it and they tried to fight it, but every time a pack found it, it did something to tear the pack apart and set it to fighting one another - and if two packs were sent, even their totems started quarreling and arguing. It was a puzzle that no werewolf was able to solve for many years, especially after the white werewolves came. When it was not getting werewolf packs to tear themselves apart, it was egging on fights between tribes and friends, and spared no white man when they came to the prairie either. Where once it was Lakota against Mandan, nomad versus farmer, it became churchman versus hunter, Norwegians and Germans against Anglo-Americans, and newly arrived Eastern would-be homesteaders set to clashing with people whose families had fought the Indians and crept across the plains in fits and starts. The best the werewolves could ever do was to try to banish it, though this consumed a lot of power and some said was only a bribe, rewarding the evil spirit more than anything else.&lt;br /&gt;
&lt;br /&gt;
It was not until the final days of the Indian Wars in the northern plains that an Uktena loremaster called Travels the Distant Paths had a vision in a dream. War-Ender, the long-gone old wolf, appeared and told the loremaster the secrets it had taken him centuries to acquire, both on the material plane and as an ancestor-spirit, ceaseless in his fight to contain the monster War-Ender had taken to calling the Fire Stoker. It would require great sacrifice, but not in battle - in fact, if a drop of new blood was shed, the whole thing would come crashing down. Travels the Distant Paths knew that the Lakota war going on may be the Uktena&#039;s last good chance to corral the Fire Stoker and trap it back in the Earth.&lt;br /&gt;
&lt;br /&gt;
The whites had built a fort out on the prairie like they always did, someplace to harass the Indians and protect their own. The white werewolves were here too, protecting their own as best they could from both the locals and Wyrmish entities they had either brought with them or turned loose in their ignorance. But the white werewolves had no memory of what it was like to face the Fire Stoker - these werewolves were Get of Fenris, proud and boasting and with no memory of the packs of white werewolves who had gone hunting the monster and never returned. They knew the Indian Wars were ending and with them the dominance of the Uktena and Wendigo over the land that had been won by the Fenrir and the other European tribes. Surely they could send a pack of moderate skill to chase down and kill the creature that had haunted Uktena nightmares for decades. When the first pack disappeared, they sent another to find it, then a third. By the time they had spent a large portion of their strength with absolutely nothing to show for it, the Fire Stoker came to them - sort of. It inflamed the anger among Natives and whites, and blood was spilled stupidly and pointlessly. Homid Kin died and were buried in the Dakota soil along with ordinary people, white and Indian.&lt;br /&gt;
&lt;br /&gt;
This was when Travels the Distant Paths appeared, having come a long way to reach Fort Buford with his pack. Although he was tempted to find and bring the body of one of the missing Fenrir as proof of what he said, that the enemy did not itself fight but turned thinking creatures against each other, he knew that such a gesture would be interpreted as murder by the angry white werewolves and therefore did not. Instead, he brought the families of werewolves and humans who had disappeared or been murdered by the creature&#039;s twisting magic. After an extremely long and somewhat heated discussion the Fenrir chief, Gunter Bare-Fist-Breaks-The-Stone, who had lost a son and a niece to Fire Stoker, finally agreed that the Uktena was right. They could not fight the creature and they had to somehow bring about a major peacemaking in the presence of the Bane. Seeing as how the Lakota were fugitives in Canada and many whites would have been perfectly happy to murder them all, the werewolves decided to see what they could do to resolve that struggle without killing everyone.&lt;br /&gt;
&lt;br /&gt;
In consultation with spirits and wise wolves, it was discovered that there had to be a peaceful memorial to those killed violently for the ritual to succeed. The Fenrir suggested the military graveyard on the grounds of Fort Buford - the Indians in those days had no memorials or gravesites worth mentioning, they were too busy trying to find food to build or maintain them. The Uktena agreed and, heartbreaking though it was, did what they could to bring the Lakota back to the United States. They swore pacts with Lakota leaders to protect their people as best they could and preserve as much of what made them Lakota as they could - in memories and songs, if nothing else. Dances On The Edge Of A Sword and Rainsinger, Fenrir and Uktena Theurges respectively, brought Fire Stoker with a simple incantation - and when it appeared, ready to raise chaos and cause the whites and the Indians to slaughter each other, the werewolves met it with a stone wall of silent confrontation. War-Ender had told Travels the Distant Paths that no one, man or werewolf, could show anger or excessive competitiveness in the spirit&#039;s presence, or it would be the end of him. Although the Fenrir had initially asked their two most violent warriors to be absent, they both steadfastly refused - even after Gunter Bare-Fist-Breaks-the-Stone promised to personally decapitate them with his bare hands if they somehow survived the spirit&#039;s magic. Alice Brings-Death-While-Laughing and Aelfric Banegutter folded their arms and stared down Fire Stoker while Travels the Distant Paths joined in with Rainsinger and Dances On The Edge Of A Sword to seal the ancient Bane in the ground. As Sitting Bull&#039;s son handed over his father&#039;s rifle, a silent psychic whip lashed every mind present, followed by a breath of fresh air and calm - Fire Stoker, which had killed an untold number of werewolves and men in its rampage over the plains, was quiet again.&lt;br /&gt;
&lt;br /&gt;
In the years afterwards, there were occasional clashes between whites and Indians - whether Lakota, Hidatsa or anyone else. But there was never another recurrence of what had happened when Fire Stoker followed the people. The Get and the Uktena get along well enough these days - although tensions are high elsewhere, here at least they&#039;re civil to one another. As a part of the effort to ensure that Fire Stoker remains sealed in the Earth, both Fenrir and Uktena werewolves and Kin take care of the little cemetery at Fort Buford, which counts the bones of some Fenrir Kin among the interred. They usually had died in fights with Indians and other whites, some thousands of miles from their homes and hearths.&lt;br /&gt;
&lt;br /&gt;
A short time before he died, Travels The Distant Paths went far to the north, looking for tales of Fire Stoker and how it came to be. Far away in the Yukon, he met an old Wendigo woman, Singer of Many Ancient Songs, who told him that it had come to the land now called North America thousands of years ago, and it had roamed the skies even then. Her ancestor Grinning Fox, also called Hits The Weak Places, had dealt Fire Stoker the crippling blow that had restricted its movement so much, but it had managed to sneak away before her ancestor could finish it off. Unfortunately, Travels The Distant Paths never got to hear what might have been able to destroy the Bane, because the old werewolf died of a stroke before finishing the story. He himself died shortly afterwards in a fight with Wyrmridden miners who had found the wrong cave during the Yukon Gold Rush. These days, if those secrets can still be found, someone will have to find the old Wendigo woman&#039;s spirit - but who knows her name or where she was found or died, other than the spirit of Travels The Distant Paths?&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265654</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265654"/>
		<updated>2014-06-16T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: /* Sept Lore and Legends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_BufordBane Fire Stoker]]&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_David David Kováč]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Kate Kate Roussos]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Maka Maka Red Eagle]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Smoking Smoking Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Thomas Thomas Means]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265653</id>
		<title>New Ways Old Grudges Werewolf BufordBane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265653"/>
		<updated>2014-06-16T21:51:56Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Fort Buford Bane==&lt;br /&gt;
&lt;br /&gt;
A long time ago, long before the horse came to the plains and man went everywhere on foot, there was a certain set of cliffs overlooking a section of slowly moving river that had always been bad. It was bad for men, anyway - animals loved it. Buffalo avoided it, but they were the only creatures that did, it seemed - you could always kill a rabbit or a bird, or if you went at the right time of day even an elk or moose. But you could only ever go by yourself, because whenever two people went to that part of the river, one didn&#039;t come back. If three or more went, then at least one man always died, and the rest were so consumed with arguing, fighting and jealousy that not only did they not kill animals, they were more inclined to turn their weapons on each other. As far as anyone could remember, even the oldest of the white-haired men and most wrinkled of the old women, these cliffs had been like this. But people went to them because there was always food to be had if you were good enough to get it, and winters were hard on the prairie. Plus, sometimes a man just wanted to have killed a bigger moose or elk than other men, whether out of deep rivalry or friendly competition. Werewolves never disappeared - even if a pack went to investigate the stories or the murders, nothing came of it, no foul odors other than spilled blood and viscera.&lt;br /&gt;
&lt;br /&gt;
This all changed when the horse came.&lt;br /&gt;
&lt;br /&gt;
Suddenly, man no longer had to be so desperate for food, and men who were no good at hunting buffalo on foot could become expert killers on horseback with work and practice, if they could get a good horse. This was great for men, who went from trying to chase buffalo over cliffs without being crushed in a stampede to being able to cut individual animals from a numberless horde and take them down. It was not so good for the bad cliffs. Unbeknownst to everyone, even the vast majority of werewolves, an ancient and dessicated evil had inhabited that patch of land thousands of years. When the sedentary tribe with horses became a mobile horse tribe, the evil was deprived of its sustenance - it had lived on the unthinking, murderous competitiveness it inspired in sedentary farming tribes. But it was unable to move because of an ancient spiritual wound inflicted on it by a powerful shaman, and in order to survive it had to lure men to it, playing on their basic need for food. The animals were easy for such a primal spirit and required little effort. But when man made a servant of horse and food of buffalo and no longer had to rely on the evil cliffs, he unknowingly sentenced the spirit to starvation. It would not go quietly.&lt;br /&gt;
&lt;br /&gt;
One night, when the moon was missing from the sky, the rock face stirred, and boulders big as houses cracked and went tumbling down the slopes. The old farming village had been abandoned, and the last sentient being was long out of earshot when the monster rose from its rocky grave and bellowed its anger to the sky. The last sentient human, anyway. As the ancient evil unfolded wings that had been still and encased in rock for untold centuries, a distant werewolf pricked up his ears. The long grey wolf called War-Ender, a torn-eared veteran of many fights on the plains and a great warrior for his people, instinctively knew that something gravely dangerous had just stirred.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for War-Ender and the Uktena, they were unable to put at end to the nameless beast with lance and claw. They tracked it and they tried to fight it, but every time a pack found it, it did something to tear the pack apart and set it to fighting one another - and if two packs were sent, even their totems started quarreling and arguing. It was a puzzle that no werewolf was able to solve for many years, especially after the white werewolves came. When it was not getting werewolf packs to tear themselves apart, it was egging on fights between tribes and friends, and spared no white man when they came to the prairie either. Where once it was Lakota against Mandan, nomad versus farmer, it became churchman versus hunter, Norwegians and Germans against Anglo-Americans, and newly arrived Eastern would-be homesteaders set to clashing with people whose families had fought the Indians and crept across the plains in fits and starts. The best the werewolves could ever do was to try to banish it, though this consumed a lot of power and some said was only a bribe, rewarding the evil spirit more than anything else.&lt;br /&gt;
&lt;br /&gt;
It was not until the final days of the Indian Wars in the northern plains that an Uktena loremaster called Travels the Distant Paths had a vision in a dream. War-Ender, the long-gone old wolf, appeared and told the loremaster the secrets it had taken him centuries to acquire, both on the material plane and as an ancestor-spirit, ceaseless in his fight to contain the monster War-Ender had taken to calling the Fire Stoker. It would require great sacrifice, but not in battle - in fact, if a drop of new blood was shed, the whole thing would come crashing down. Travels the Distant Paths knew that the Lakota war going on may be the Uktena&#039;s last good chance to corral the Fire Stoker and trap it back in the Earth.&lt;br /&gt;
&lt;br /&gt;
The whites had built a fort out on the prairie like they always did, someplace to harass the Indians and protect their own. The white werewolves were here too, protecting their own as best they could from both the locals and Wyrmish entities they had either brought with them or turned loose in their ignorance. But the white werewolves had no memory of what it was like to face the Fire Stoker - these werewolves were Get of Fenris, proud and boasting and with no memory of the packs of white werewolves who had gone hunting the monster and never returned. They knew the Indian Wars were ending and with them the dominance of the Uktena and Wendigo over the land that had been won by the Fenrir and the other European tribes. Surely they could send a pack of moderate skill to chase down and kill the creature that had haunted Uktena nightmares for decades. When the first pack disappeared, they sent another to find it, then a third. By the time they had spent a large portion of their strength with absolutely nothing to show for it, the Fire Stoker came to them - sort of. It inflamed the anger among Natives and whites, and blood was spilled stupidly and pointlessly. Homid Kin died and were buried in the Dakota soil along with ordinary people, white and Indian.&lt;br /&gt;
&lt;br /&gt;
This was when Travels the Distant Paths appeared, having come a long way to reach Fort Buford with his pack. Although he was tempted to find and bring the body of one of the missing Fenrir as proof of what he said, that the enemy did not itself fight but turned thinking creatures against each other, he knew that such a gesture would be interpreted as murder by the angry white werewolves and therefore did not. Instead, he brought the families of werewolves and humans who had disappeared or been murdered by the creature&#039;s twisting magic. After an extremely long and somewhat heated discussion the Fenrir chief, Gunter Bare-Fist-Breaks-The-Stone, who had lost a son and a niece to Fire Stoker, finally agreed that the Uktena was right. They could not fight the creature and they had to somehow bring about a major peacemaking in the presence of the Bane. Seeing as how the Lakota were fugitives in Canada and many whites would have been perfectly happy to murder them all, the werewolves decided to see what they could do to resolve that struggle without killing everyone.&lt;br /&gt;
&lt;br /&gt;
In consultation with spirits and wise wolves, it was discovered that there had to be a peaceful memorial to those killed violently for the ritual to succeed. The Fenrir suggested the military graveyard on the grounds of Fort Buford - the Indians in those days had no memorials or gravesites worth mentioning, they were too busy trying to find food to build or maintain them. The Uktena agreed and, heartbreaking though it was, did what they could to bring the Lakota back to the United States. They swore pacts with Lakota leaders to protect their people as best they could and preserve as much of what made them Lakota as they could - in memories and songs, if nothing else. Dances On The Edge Of A Sword and Rainsinger, Fenrir and Uktena Theurges respectively, brought Fire Stoker with a simple incantation - and when it appeared, ready to raise chaos and cause the whites and the Indians to slaughter each other, the werewolves met it with a stone wall of silent confrontation. War-Ender had told Travels the Distant Paths that no one, man or werewolf, could show anger or excessive competitiveness in the spirit&#039;s presence, or it would be the end of him. Although the Fenrir had initially asked their two most violent warriors to be absent, they both steadfastly refused - even after Gunter Bare-Fist-Breaks-the-Stone promised to personally decapitate them with his bare hands if they somehow survived the spirit&#039;s magic. Alice Brings-Death-While-Laughing and Aelfric Banegutter folded their arms and stared down Fire Stoker while Travels the Distant Paths joined in with Rainsinger and Dances On The Edge Of A Sword to seal the ancient Bane in the ground. As Sitting Bull&#039;s son handed over his father&#039;s rifle, a silent psychic whip lashed every mind present, followed by a breath of fresh air and calm - Fire Stoker, which had killed an untold number of werewolves and men in its rampage over the plains, was quiet again.&lt;br /&gt;
&lt;br /&gt;
In the years afterwards, there were occasional clashes between whites and Indians - whether Lakota, Hidatsa or anyone else. But there was never another recurrence of what had happened when Fire Stoker followed the people. The Get and the Uktena get along well enough these days - although tensions are high elsewhere, here at least they&#039;re civil to one another. As a part of the effort to ensure that Fire Stoker remains sealed in the Earth, both Fenrir and Uktena werewolves and Kin take care of the little cemetery at Fort Buford, which holds the bones of Fenrir Kin who died around the fort, usually killed in fights with Indians or murdered by other whites.&lt;br /&gt;
&lt;br /&gt;
A short time before he died, Travels The Distant Paths went far to the north, looking for tales of Fire Stoker and how it came to be. Far away in the Yukon, he met an old Wendigo woman, Singer of Many Ancient Songs, who told him that it had come to the land now called North America thousands of years ago, and it had roamed the skies even then. Her ancestor Grinning Fox, also called Hits The Weak Places, had dealt Fire Stoker the crippling blow that had restricted its movement so much, but it had managed to sneak away before her ancestor could finish it off. Unfortunately, Travels The Distant Paths never got to hear what might have been able to destroy the Bane, because the old werewolf died of a stroke before finishing the story. He himself died shortly afterwards in a fight with Wyrmridden miners who had found the wrong cave during the Yukon Gold Rush. These days, if those secrets can still be found, someone will have to find the old Wendigo woman&#039;s spirit - but who knows her name or where she was found or died, other than the spirit of Travels The Distant Paths?&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265652</id>
		<title>New Ways Old Grudges Werewolf BufordBane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_BufordBane&amp;diff=265652"/>
		<updated>2014-06-16T21:47:09Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: Created page with &amp;quot;==The Fort Buford Bane==  A long time ago, long before the horse came to the plains and man went everywhere on foot, there was a certain set of cliffs overlooking a section of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Fort Buford Bane==&lt;br /&gt;
&lt;br /&gt;
A long time ago, long before the horse came to the plains and man went everywhere on foot, there was a certain set of cliffs overlooking a section of slowly moving river that had always been bad. It was bad for men, anyway - animals loved it. Buffalo avoided it, but they were the only creatures that did, it seemed - you could always kill a rabbit or a bird, or if you went at the right time of day even an elk or moose. But you could only ever go by yourself, because whenever two people went to that part of the river, one didn&#039;t come back. If three or more went, then at least one man always died, and the rest were so consumed with arguing, fighting and jealousy that not only did they not kill animals, they were more inclined to turn their weapons on each other. As far as anyone could remember, even the oldest of the white-haired men and most wrinkled of the old women, these cliffs had been like this. But people went to them because there was always food to be had if you were good enough to get it, and winters were hard on the prairie. Plus, sometimes a man just wanted to have killed a bigger moose or elk than other men, whether out of deep rivalry or friendly competition. Werewolves never disappeared - even if a pack went to investigate the stories or the murders, nothing came of it, no foul odors other than spilled blood and viscera.&lt;br /&gt;
&lt;br /&gt;
This all changed when the horse came.&lt;br /&gt;
&lt;br /&gt;
Suddenly, man no longer had to be so desperate for food, and men who were no good at hunting buffalo on foot could become expert killers on horseback with work and practice, if they could get a good horse. This was great for men, who went from trying to chase buffalo over cliffs without being crushed in a stampede to being able to cut individual animals from a numberless horde and take them down. It was not so good for the bad cliffs. Unbeknownst to everyone, even the vast majority of werewolves, an ancient and dessicated evil had inhabited that patch of land thousands of years. When the sedentary tribe with horses became a mobile horse tribe, the evil was deprived of its sustenance - it had lived on the unthinking, murderous competitiveness it inspired in sedentary farming tribes. But it was unable to move because of an ancient spiritual wound inflicted on it by a powerful shaman, and in order to survive it had to lure men to it, playing on their basic need for food. The animals were easy for such a primal spirit and required little effort. But when man made a servant of horse and food of buffalo and no longer had to rely on the evil cliffs, he unknowingly sentenced the spirit to starvation. It would not go quietly.&lt;br /&gt;
&lt;br /&gt;
One night, when the moon was missing from the sky, the rock face stirred, and boulders big as houses cracked and went tumbling down the slopes. The old farming village had been abandoned, and the last sentient being was long out of earshot when the monster rose from its rocky grave and bellowed its anger to the sky. The last sentient human, anyway. As the ancient evil unfolded wings that had been still and encased in rock for untold centuries, a distant werewolf pricked up his ears. The long grey wolf called War-Ender, a torn-eared veteran of many fights on the plains and a great warrior for his people, instinctively knew that something gravely dangerous had just stirred.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for War-Ender and the Uktena, they were unable to put at end to the nameless beast with lance and claw. They tracked it and they tried to fight it, but every time a pack found it, it did something to tear the pack apart and set it to fighting one another - and if two packs were sent, even their totems started quarreling and arguing. It was a puzzle that no werewolf was able to solve for many years, especially after the white werewolves came. When it was not getting werewolf packs to tear themselves apart, it was egging on fights between tribes and friends, and spared no white man when they came to the prairie either. Where once it was Lakota against Mandan, nomad versus farmer, it became churchman versus hunter, Norwegians and Germans against Anglo-Americans, and newly arrived Eastern would-be homesteaders set to clashing with people whose families had fought the Indians and crept across the plains in fits and starts. The best the werewolves could ever do was to try to banish it, though this consumed a lot of power and some said was only a bribe, rewarding the evil spirit more than anything else.&lt;br /&gt;
&lt;br /&gt;
It was not until the final days of the Indian Wars in the northern plains that an Uktena loremaster called Travels the Distant Paths had a vision in a dream. War-Ender, the long-gone old wolf, appeared and told the loremaster the secrets it had taken him centuries to acquire, both on the material plane and as an ancestor-spirit, ceaseless in his fight to contain the monster War-Ender had taken to calling the Fire Stoker. It would require great sacrifice, but not in battle - in fact, if a drop of new blood was shed, the whole thing would come crashing down. Travels the Distant Paths knew that the Lakota war going on may be the Uktena&#039;s last good chance to corral the Fire Stoker and trap it back in the Earth.&lt;br /&gt;
&lt;br /&gt;
The whites had built a fort out on the prairie like they always did, someplace to harass the Indians and protect their own. The white werewolves were here too, protecting their own as best they could from both the locals and Wyrmish entities they had either brought with them or turned loose in their ignorance. But the white werewolves had no memory of what it was like to face the Fire Stoker - these werewolves were Get of Fenris, proud and boasting and with no memory of the packs of white werewolves who had gone hunting the monster and never returned. They knew the Indian Wars were ending and with them the dominance of the Uktena and Wendigo over the land that had been won by the Fenrir and the other European tribes. Surely they could send a pack of moderate skill to chase down and kill the creature that had haunted Uktena nightmares for decades. When the first pack disappeared, they sent another to find it, then a third. By the time they had spent a large portion of their strength with absolutely nothing to show for it, the Fire Stoker came to them - sort of. It inflamed the anger among Natives and whites, and blood was spilled stupidly and pointlessly. Homid Kin died and were buried in the Dakota soil along with ordinary people, white and Indian.&lt;br /&gt;
&lt;br /&gt;
This was when Travels the Distant Paths appeared, having come a long way to reach Fort Buford with his pack. Although he was tempted to find and bring the body of one of the missing Fenrir as proof of what he said, that the enemy did not itself fight but turned thinking creatures against each other, he knew that such a gesture would be interpreted as murder by the angry white werewolves and therefore did not. Instead, he brought the families of werewolves and humans who had disappeared or been murdered by the creature&#039;s twisting magic. After an extremely long and somewhat heated discussion the Fenrir chief, Gunter Bare-Fist-Breaks-The-Stone, who had lost a son and a niece to Fire Stoker, finally agreed that the Uktena was right. They could not fight the creature and they had to somehow bring about a major peacemaking in the presence of the Bane. Seeing as how the Lakota were fugitives in Canada and many whites would have been perfectly happy to murder them all, the werewolves decided to see what they could do to resolve that struggle without killing everyone.&lt;br /&gt;
&lt;br /&gt;
In consultation with spirits and wise wolves, it was discovered that there had to be a peaceful memorial to those killed violently for the ritual to succeed. The Fenrir suggested the military graveyard on the grounds of Fort Buford - the Indians in those days had no memorials or gravesites worth mentioning, they were too busy trying to find food to build or maintain them. The Uktena agreed and, heartbreaking though it was, did what they could to bring the Lakota back to the United States. They swore pacts with Lakota leaders to protect their people as best they could and preserve as much of what made them Lakota as they could - in memories and songs, if nothing else. Dances On The Edge Of A Sword and Rainsinger, Fenrir and Uktena Theurges respectively, brought Fire Stoker with a simple incantation - and when it appeared, ready to raise chaos and cause the whites and the Indians to slaughter each other, the werewolves met it with a stone wall of silent confrontation. War-Ender had told Travels the Distant Paths that no one, man or werewolf, could show anger or excessive competitiveness in the spirit&#039;s presence, or it would be the end of him. Although the Fenrir had initially asked their two most violent warriors to be absent, they both steadfastly refused - even after Gunter Bare-Fist-Breaks-the-Stone promised to personally decapitate them with his bare hands if they somehow survived the spirit&#039;s magic. Alice Brings-Death-While-Laughing and Aelfric Banegutter folded their arms and stared down Fire Stoker while Travels the Distant Paths joined in with Rainsinger and Dances On The Edge Of A Sword to seal the ancient Bane in the ground. As Sitting Bull&#039;s son handed over his rifle, a silent psychic whip lashed every mind present, followed by a breath of fresh air and calm - Fire Stoker, which had killed an untold number of werewolves and men in its rampage over the plains, was quiet again.&lt;br /&gt;
&lt;br /&gt;
In the years afterwards, there were occasional clashes between whites and Indians - whether Lakota, Hidatsa or anyone else. But there was never another recurrence of what had happened when Fire Stoker followed the people. The Get and the Uktena get along well enough these days - although tensions are high elsewhere, here at least they&#039;re civil to one another. As a part of the effort to ensure that Fire Stoker remains sealed in the Earth, both Fenrir and Uktena werewolves and Kin take care of the little cemetery at Fort Buford, which holds the bones of Fenrir Kin who died around the fort, usually killed in fights with Indians or murdered by other whites.&lt;br /&gt;
&lt;br /&gt;
A short time before he died, Travels The Distant Paths went far to the north, looking for tales of Fire Stoker and how it came to be. Far away in the Yukon, he met an old Wendigo woman, Singer of Many Ancient Songs, who told him that it had come to the land now called North America thousands of years ago, and it had roamed the skies even then. Her ancestor Grinning Fox, also called Hits The Weak Places, had dealt Fire Stoker the crippling blow that had restricted its movement so much, but it had managed to sneak away before her ancestor could finish it off. Unfortunately, Travels The Distant Paths never got to hear what might have been able to destroy the Bane, because the old werewolf died of a stroke before finishing the story. He himself died shortly afterwards in a fight with Wyrmridden miners who had found the wrong cave during the Yukon Gold Rush. These days, if those secrets can still be found, someone will have to find the old Wendigo woman&#039;s spirit - but who knows her name or where she was found or died, other than the spirit of Travels The Distant Paths?&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265526</id>
		<title>New Ways Old Grudges Werewolf Thomas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265526"/>
		<updated>2014-06-15T19:38:46Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;&#039;Name:&#039;&#039;&#039; Thomas Means&lt;br /&gt;
*&#039;&#039;&#039;Ritename:&#039;&#039;&#039; Uktena&#039;s Gentle Touch (Alternately, Plays-With-Fire when messing with his stolen chemistry equipment)&amp;lt;BR&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breed:&#039;&#039;&#039; Lupus&lt;br /&gt;
*&#039;&#039;&#039;Auspice:&#039;&#039;&#039; Ragabash&lt;br /&gt;
*&#039;&#039;&#039;Tribe:&#039;&#039;&#039; Uktena&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Sneaky Wolf&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; [[New_Ways_Old_Grudges_Werewolf| New Ways, Old Grudges ]]&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;Werewolf: The Apocalypse&#039;&#039;, 2nd Edition&lt;br /&gt;
* &#039;&#039;&#039;Player:&#039;&#039;&#039; [[User:Oddsod Blok&#039;ed|Oddsod]]&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Thomas &amp;quot;Tom&amp;quot; Means is so dark in his human skin most people think he&#039;s completely full-blood Indian - and in lupus or other fur-bearing forms, Shadow Lords wonder if he somehow got away from them. His long, straight black hair and dark eyes only add to the impression. In his birth form and shapes related to it, every individual hair is pitch-black and rarely makes even the rustling sounds associated with so much fur. The one behavioral commonality between the two is the constantly flicking eyes - his human ears would if they could, but Gaia saw fit to make wolves that way, not people. In man-skin he usually sports worn blue jeans or Carhartts and old T-shirts with soft, well-worn sneakers. From time to time he is seen with a small skull on a buckskin cord around his neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[New_Ways_Old_Grudges_Werewolf_Thomas_Background|Background]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical:&#039;&#039;&#039;&lt;br /&gt;
Strength: ••&lt;br /&gt;
Dexterity: •••&lt;br /&gt;
Stamina: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039;&#039;&lt;br /&gt;
Charisma: ••&lt;br /&gt;
Manipulation: ••&lt;br /&gt;
Appearance: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental:&#039;&#039;&#039;&lt;br /&gt;
Perception: •••&lt;br /&gt;
Intelligence: •••&lt;br /&gt;
Wits: •••• (Fast)&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents:&#039;&#039;&#039;&lt;br /&gt;
Alertness: •••&lt;br /&gt;
Athletics: ••&lt;br /&gt;
Brawl: ••&lt;br /&gt;
Dodge: •&lt;br /&gt;
Expression: •&lt;br /&gt;
Intimidation: •&lt;br /&gt;
Primal Urge: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
Animal Ken: ••&lt;br /&gt;
Stealth: •••&lt;br /&gt;
Survival: •••&lt;br /&gt;
Performance: •&lt;br /&gt;
Meditation ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledges:&#039;&#039;&#039;&lt;br /&gt;
Enigmas: ••&lt;br /&gt;
Linguistics: • (English)&lt;br /&gt;
Rituals: •&lt;br /&gt;
Science: • (Chemistry)&lt;br /&gt;
Occult: ••&lt;br /&gt;
Herbalism: ••&lt;br /&gt;
Wyrm Lore: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Numen: • (Raven Gaffling - Wisdom)&amp;lt;BR&amp;gt;&lt;br /&gt;
Spirit Heritage: •• (Night spirits)&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: •&amp;lt;BR&amp;gt;&lt;br /&gt;
Contacts: • (Clear Sky Over Still Waters)&amp;lt;BR&amp;gt;&lt;br /&gt;
Ally: • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
Kinfolk: • (Sibling)&amp;lt;BR&amp;gt;&lt;br /&gt;
Resources: • &amp;lt;BR&amp;gt;&lt;br /&gt;
Fetish: • (Bell of Ice)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
- Blur of the Milky Eye&amp;lt;BR&amp;gt;&lt;br /&gt;
- Heightened Senses&amp;lt;BR&amp;gt;&lt;br /&gt;
- Shroud&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
Gnosis ••••••&lt;br /&gt;
Rage ••&lt;br /&gt;
Willpower •••••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Wisdom ••&amp;lt;BR&amp;gt;&lt;br /&gt;
Glory •&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank: Cliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Slip Sideways&lt;br /&gt;
&lt;br /&gt;
==Freebies==&lt;br /&gt;
- Linguistics • (English) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Meditation •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Wyrm Lore •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Science • (Chemistry) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Fetish • (Bell of Ice/Skull Rattle) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Resources • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Willpower •• - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Rage • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Gnosis • - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Kinfolk • (Sibling) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Ally • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
- Herbalism •• - 1 (From Slip Sideways)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
&lt;br /&gt;
Thomas&#039; Rite of Passage wasn&#039;t all that long ago, but working alone is not an option and his friend Jay has been incorporated into a different pack that valiantly swore it couldn&#039;t in good conscience deprive a future pack of both Jay and Tom. He also knows you don&#039;t get to choose your pack until you&#039;re older, stronger, and wiser than he is now. Consequently, especially as a local, he&#039;s been eyeballing new arrivals to see if they would fit, given the sept&#039;s scant few other packless cliath. In terms of what that pack would do, Thomas knows that getting anyone to follow him is unlikely, especially with the usual homid prejudice against lupus ideas unless they involve wolves or the humanless outdoors. In addition to those basic things, which are a given anyway in a rural sept with lupus members, Thomas knows that dogfighters bring all kinds of evil - some bigger than others - and he knows that there were survivors from the barn incident. They are unlikely to have all died, disappeared, or given up.&lt;br /&gt;
&lt;br /&gt;
He also knows that there are witches scattered among the humans - they are few and they are hard to find, but they are there and they should be found. They must be found, because he also knows that there are Wyrmish mystics out there - he killed one himself in a distant South Dakota farmhouse not too long ago. Sometimes they are new arrivals, sometimes they are longtime locals fallen into evil habits. There were no electronics to steal at that man&#039;s house, and most of his possessions were unfit for anything but burning. However, there was a cryptic notebook written in a foul-smelling ink, and the strange pictographic writing may well reveal the hiding places of other mystics or their secrets...&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265525</id>
		<title>New Ways Old Grudges Werewolf Thomas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265525"/>
		<updated>2014-06-15T19:37:50Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;&#039;Name:&#039;&#039;&#039; Thomas Means&lt;br /&gt;
*&#039;&#039;&#039;Ritename:&#039;&#039;&#039; Uktena&#039;s Gentle Touch (Alternately, Plays-With-Fire when messing with his stolen chemistry equipment)&amp;lt;BR&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breed:&#039;&#039;&#039; Lupus&lt;br /&gt;
*&#039;&#039;&#039;Auspice:&#039;&#039;&#039; Ragabash&lt;br /&gt;
*&#039;&#039;&#039;Tribe:&#039;&#039;&#039; Uktena&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Sneaky Wolf&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; [[New_Ways_Old_Grudges_Werewolf| New Ways, Old Grudges ]]&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;Werewolf: The Apocalypse&#039;&#039;, 2nd Edition&lt;br /&gt;
* &#039;&#039;&#039;Player:&#039;&#039;&#039; [[User:Oddsod Blok&#039;ed|Oddsod]]&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Thomas &amp;quot;Tom&amp;quot; Means is so dark in his human skin most people think he&#039;s completely full-blood Indian - and in lupus or other fur-bearing forms, Shadow Lords wonder if he somehow got away from them. His long, straight black hair and dark eyes only add to the impression. In his birth form and shapes related to it, every individual hair is pitch-black and rarely makes even the rustling sounds associated with so much fur. The one behavioral commonality between the two is the constantly flicking eyes - his human ears would if they could, but Gaia saw fit to make wolves that way, not people. In man-skin he usually sports worn blue jeans or Carhartts and old T-shirts with soft, well-worn sneakers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[New_Ways_Old_Grudges_Werewolf_Thomas_Background|Background]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical:&#039;&#039;&#039;&lt;br /&gt;
Strength: ••&lt;br /&gt;
Dexterity: •••&lt;br /&gt;
Stamina: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039;&#039;&lt;br /&gt;
Charisma: ••&lt;br /&gt;
Manipulation: ••&lt;br /&gt;
Appearance: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental:&#039;&#039;&#039;&lt;br /&gt;
Perception: •••&lt;br /&gt;
Intelligence: •••&lt;br /&gt;
Wits: •••• (Fast)&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents:&#039;&#039;&#039;&lt;br /&gt;
Alertness: •••&lt;br /&gt;
Athletics: ••&lt;br /&gt;
Brawl: ••&lt;br /&gt;
Dodge: •&lt;br /&gt;
Expression: •&lt;br /&gt;
Intimidation: •&lt;br /&gt;
Primal Urge: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
Animal Ken: ••&lt;br /&gt;
Stealth: •••&lt;br /&gt;
Survival: •••&lt;br /&gt;
Performance: •&lt;br /&gt;
Meditation ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledges:&#039;&#039;&#039;&lt;br /&gt;
Enigmas: ••&lt;br /&gt;
Linguistics: • (English)&lt;br /&gt;
Rituals: •&lt;br /&gt;
Science: • (Chemistry)&lt;br /&gt;
Occult: ••&lt;br /&gt;
Herbalism: ••&lt;br /&gt;
Wyrm Lore: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Numen: • (Raven Gaffling - Wisdom)&amp;lt;BR&amp;gt;&lt;br /&gt;
Spirit Heritage: •• (Night spirits)&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: •&amp;lt;BR&amp;gt;&lt;br /&gt;
Contacts: • (Clear Sky Over Still Waters)&amp;lt;BR&amp;gt;&lt;br /&gt;
Ally: • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
Kinfolk: • (Sibling)&amp;lt;BR&amp;gt;&lt;br /&gt;
Resources: • &amp;lt;BR&amp;gt;&lt;br /&gt;
Fetish: • (Bell of Ice)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
- Blur of the Milky Eye&amp;lt;BR&amp;gt;&lt;br /&gt;
- Heightened Senses&amp;lt;BR&amp;gt;&lt;br /&gt;
- Shroud&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
Gnosis ••••••&lt;br /&gt;
Rage ••&lt;br /&gt;
Willpower •••••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Wisdom ••&amp;lt;BR&amp;gt;&lt;br /&gt;
Glory •&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank: Cliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Slip Sideways&lt;br /&gt;
&lt;br /&gt;
==Freebies==&lt;br /&gt;
- Linguistics • (English) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Meditation •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Wyrm Lore •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Science • (Chemistry) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Fetish • (Bell of Ice/Skull Rattle) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Resources • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Willpower •• - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Rage • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Gnosis • - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Kinfolk • (Sibling) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Ally • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
- Herbalism •• - 1 (From Slip Sideways)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
&lt;br /&gt;
Thomas&#039; Rite of Passage wasn&#039;t all that long ago, but working alone is not an option and his friend Jay has been incorporated into a different pack that valiantly swore it couldn&#039;t in good conscience deprive a future pack of both Jay and Tom. He also knows you don&#039;t get to choose your pack until you&#039;re older, stronger, and wiser than he is now. Consequently, especially as a local, he&#039;s been eyeballing new arrivals to see if they would fit, given the sept&#039;s scant few other packless cliath. In terms of what that pack would do, Thomas knows that getting anyone to follow him is unlikely, especially with the usual homid prejudice against lupus ideas unless they involve wolves or the humanless outdoors. In addition to those basic things, which are a given anyway in a rural sept with lupus members, Thomas knows that dogfighters bring all kinds of evil - some bigger than others - and he knows that there were survivors from the barn incident. They are unlikely to have all died, disappeared, or given up.&lt;br /&gt;
&lt;br /&gt;
He also knows that there are witches scattered among the humans - they are few and they are hard to find, but they are there and they should be found. They must be found, because he also knows that there are Wyrmish mystics out there - he killed one himself in a distant South Dakota farmhouse not too long ago. Sometimes they are new arrivals, sometimes they are longtime locals fallen into evil habits. There were no electronics to steal at that man&#039;s house, and most of his possessions were unfit for anything but burning. However, there was a cryptic notebook written in a foul-smelling ink, and the strange pictographic writing may well reveal the hiding places of other mystics or their secrets...&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265524</id>
		<title>New Ways Old Grudges Werewolf Thomas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf_Thomas&amp;diff=265524"/>
		<updated>2014-06-15T19:37:32Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;&#039;Name:&#039;&#039;&#039; Thomas Means&lt;br /&gt;
*&#039;&#039;&#039;Ritename:&#039;&#039;&#039; Uktena&#039;s Gentle Touch (Alternately, Plays-With-Fire when messing with his stolen chemistry equipment)&amp;lt;BR&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breed:&#039;&#039;&#039; Lupus&lt;br /&gt;
*&#039;&#039;&#039;Auspice:&#039;&#039;&#039; Ragabash&lt;br /&gt;
*&#039;&#039;&#039;Tribe:&#039;&#039;&#039; Uktena&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039;Sneaky Wolf&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Campaign:&#039;&#039;&#039; [[New_Ways_Old_Grudges_Werewolf| New Ways, Old Grudges ]]&lt;br /&gt;
* &#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;Werewolf: The Apocalypse&#039;&#039;, 2nd Edition&lt;br /&gt;
* &#039;&#039;&#039;Player:&#039;&#039;&#039; [[User:Oddsod Blok&#039;ed|Oddsod]]&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Thomas &amp;quot;Tom&amp;quot; Means is so dark in his human skin most people think he&#039;s completely full-blood Indian - and in lupus or other fur-bearing forms, Shadow Lords wonder if he somehow got away from them. His long, straight black hair and dark eyes only add to the impression. In his birth form and shapes related to it, every individual hair is pitch-black and rarely makes even the rustling sounds associated with so much fur. The one behavioral commonality between the two is the constantly flicking eyes - his human ears would if they could, but Gaia saw fit to make wolves that way, not people. In man-skin he usually sports worn blue jeans or Carhartts and old T-shirts with soft, well-worn sneakers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[New_Ways_Old_Grudges_Werewolf_Thomas_Background|Background]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical:&#039;&#039;&#039;&lt;br /&gt;
Strength: ••&lt;br /&gt;
Dexterity: •••&lt;br /&gt;
Stamina: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039;&#039;&lt;br /&gt;
Charisma: ••&lt;br /&gt;
Manipulation: ••&lt;br /&gt;
Appearance: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental:&#039;&#039;&#039;&lt;br /&gt;
Perception: •••&lt;br /&gt;
Intelligence: •••&lt;br /&gt;
Wits: •••• (Fast)&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents:&#039;&#039;&#039;&lt;br /&gt;
Alertness: •••&lt;br /&gt;
Athletics: ••&lt;br /&gt;
Brawl: ••&lt;br /&gt;
Dodge: •&lt;br /&gt;
Expression: •&lt;br /&gt;
Intimidation: •&lt;br /&gt;
Primal Urge: •••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
Animal Ken: ••&lt;br /&gt;
Stealth: •••&lt;br /&gt;
Survival: •••&lt;br /&gt;
Performance: •&lt;br /&gt;
Meditation ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledges:&#039;&#039;&#039;&lt;br /&gt;
Enigmas: ••&lt;br /&gt;
Linguistics: • (English)&lt;br /&gt;
Rituals: •&lt;br /&gt;
Science: • (Chemistry)&lt;br /&gt;
Occult: ••&lt;br /&gt;
Herbalism: ••&lt;br /&gt;
Wyrm Lore: ••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backgrounds:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Numen: • (Raven Gaffling - Wisdom)&amp;lt;BR&amp;gt;&lt;br /&gt;
Spirit Heritage: •• (Night spirits)&amp;lt;BR&amp;gt;&lt;br /&gt;
Totem: •&amp;lt;BR&amp;gt;&lt;br /&gt;
Contacts: • (Clear Sky Over Still Waters)&amp;lt;BR&amp;gt;&lt;br /&gt;
Ally: • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
Kinfolk: • (Sibling)&amp;lt;BR&amp;gt;&lt;br /&gt;
Resources: • &amp;lt;BR&amp;gt;&lt;br /&gt;
Fetish: • (Bell of Ice)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifts:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
- Blur of the Milky Eye&amp;lt;BR&amp;gt;&lt;br /&gt;
- Heightened Senses&amp;lt;BR&amp;gt;&lt;br /&gt;
- Shroud&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
Gnosis ••••••&lt;br /&gt;
Rage ••&lt;br /&gt;
Willpower •••••&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
Wisdom ••&amp;lt;BR&amp;gt;&lt;br /&gt;
Glory •&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank: Cliath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Slip Sideways&lt;br /&gt;
&lt;br /&gt;
==Freebies==&lt;br /&gt;
- Linguistics • (English) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Meditation •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Wyrm Lore •• - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Science • (Chemistry) - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Fetish • (Bell of Ice/Skull Rattle) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Resources • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Willpower •• - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Rage • - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Gnosis • - 2&amp;lt;BR&amp;gt;&lt;br /&gt;
- Kinfolk • (Sibling) - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
- Ally • (John &amp;quot;Jay&amp;quot; Crowfeather, Magpie&#039;s Envy)&amp;lt;BR&amp;gt;&lt;br /&gt;
- Herbalism •• - 1 (From Slip Sideways)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
&lt;br /&gt;
Thomas&#039; Rite of Passage wasn&#039;t all that long ago, but working alone is not an option and his friend Jay has been incorporated into a different pack that valiantly swore it couldn&#039;t in good conscience deprive a future pack of both Jay and Tom. He also knows you don&#039;t get to choose your pack until you&#039;re older, stronger, and wiser than he is now. Consequently, especially as a local, he&#039;s been eyeballing new arrivals to see if they would fit, given the sept&#039;s scant few other packless cliath. In terms of what that pack would do, Thomas knows that getting anyone to follow him is unlikely, especially with the usual homid prejudice against lupus ideas unless they involve wolves or the humanless outdoors. In addition to those basic things, which are a given anyway in a rural sept with lupus members, Thomas knows that dogfighters bring all kinds of evil - some bigger than others - and he knows that there were survivors from the barn incident. They are unlikely to have all died, disappeared, or given up.&lt;br /&gt;
&lt;br /&gt;
He also knows that there are witches scattered among the humans - they are few and they are hard to find, but they are there and they should be found. They must be found, because he also knows that there are Wyrmish mystics out there - he killed one himself in a distant South Dakota farmhouse not too long ago. Sometimes they are new arrivals, sometimes they are longtime locals fallen into evil habits. There were no electronics to steal at that man&#039;s house, and most of his possessions were unfit for anything but burning. However, there was a cryptic notebook written in a foul-smelling ink, and the strange pictographic writing may well reveal the hiding places of other mystics or their secrets...&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265523</id>
		<title>New Ways Old Grudges Werewolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Ways_Old_Grudges_Werewolf&amp;diff=265523"/>
		<updated>2014-06-15T18:57:27Z</updated>

		<summary type="html">&lt;p&gt;Oddsod Blok&amp;#039;ed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for our Werewolf PbP game set on the Bakken Oil Shale.&lt;br /&gt;
&lt;br /&gt;
=Bawn Features and Geography=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_WindShrine North Wind Rock]]&lt;br /&gt;
&lt;br /&gt;
=Sept Lore and Legends=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Sept Elders and Other Sept NPCs=&lt;br /&gt;
&lt;br /&gt;
(Placeholder)&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_David David Kováč]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Kate Kate Roussos]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Maka Maka Red Eagle]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Smoking Smoking Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/New_Ways_Old_Grudges_Werewolf_Thomas Thomas Means]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Werewolf: the Apocalypse 2nd Edition]]&lt;/div&gt;</summary>
		<author><name>Oddsod Blok&#039;ed</name></author>
	</entry>
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