1. Venues

Renown & Standing Among the Forsaken

What Is Renown?

"Your scars tell spirits what you’ve done. Your Renown tells them what you are."

Every werewolf carries marks that glow in the spirit world. These are called Renown brands. They are silver runes burned into your spirit-flesh by the Lunes — Luna’s own messengers. These brands tell every spirit, every werewolf, and every Wolf-Blooded exactly what you have done and who you are.

Renown is not a reward. It is a record. It tracks your deeds, your sacrifices, and the risks you’ve taken for the People, the hunt, and the world between worlds. A werewolf with high Renown isn’t just strong. She is proven.


There are five kinds of Renown. Each one tracks a different kind of excellence. Your auspice favors one. Your tribe favors another. But any Uratha can earn any kind of Renown through deeds worthy of notice.


Why Renown Matters

Renown does more than give you bragging rights. It has real effects on your character:

Gifts: Each dot of Renown unlocks new Gift Facets. Your Moon Gift grows with your auspice Renown. Shadow and Wolf Gifts grow with any Renown.

Spirit Rank: Your total Renown across all five types determines your effective Spirit Rank. Higher rank means spirits take you seriously — or fear you.

Renown Brands: Once per story, you can spend Essence to make your brands glow, even in the physical world. This tells everyone nearby exactly what you’ve accomplished.

Respect: In the world of the Forsaken, Renown is reputation. It shapes who trusts you, who follows you, and who wants to challenge you.


Spirit Rank Quick Reference

0–3 total Renown dots = Rank 1

4–7 total Renown dots = Rank 2

8–12 total Renown dots = Rank 3

13–18 total Renown dots = Rank 4

19+ total Renown dots = Rank 5

How to Earn Renown

"The Lunes don’t care about your plans. They care about what you did, what it cost you, and who saw it."


Renown is purchased with 3 Experiences (XP). But XP alone is not enough. You must also have a story reason — a deed that proves you deserve that new dot. The Lunes do not give their brands to the unworthy.

The Four Paths to Renown

There are four ways to earn the right to spend your XP on a new dot of Renown. You only need one of them:

1. The Bluebook

Write up a Renown-worthy deed as a solo narrative. This is sometimes called a “bluebook” — a short piece of fiction about your character doing something that earns notice. Submit it to your Storyteller for approval. This is a great option for players who prefer writing over live scenes, or who want to explore their character’s solo moments.

2. Pack Witness

Do something worthy in a scene where your packmates are present. They see what you did. They can speak to the Lunes on your behalf. Their testimony matters. This is the most common path — do the deed in play, and let your pack be your proof.

3. Lune Witness

The Storyteller may appear as a Lune to acknowledge your deed directly. This is a formal, spiritual moment. The Lune sees what you’ve done and marks you for it. This path carries extra weight in the spirit world and often happens during important scenes or turning points.

4. Storyteller Declaration

Sometimes, in the middle of a scene, the Storyteller may say: “You may use this scene as justification for the following Renown.” This is the ST recognizing that what you’re doing right now, in this moment, counts. Take note — you can spend the XP later.

Banking Deeds

If you earn the right to a Renown dot but don’t have the XP yet, you can “bank” that deed. Talk to your ST about it. When you have the XP, you can spend it using that banked deed as your justification. Just don’t wait too long — a deed from six months ago may lose its punch.


The Golden Rule of Renown

Without stakes or sacrifice, there is no Renown.

The Lunes favor those who risked something real. A deed that cost you nothing impresses no one.

Every new dot raises the bar. Your next deed must surpass or match what came before.

The Five Renown

Each type of Renown reflects a different kind of strength. No one type is “better” than another. The best packs have a mix of all five.

Cunning

"Fangs win fights. Brains win hunts."

Auspice: Irraka (New Moon)  |  Tribe: Iron Masters

Cunning is the Renown of the trickster, the planner, and the wolf who wins without ever being seen. It rewards creativity, cleverness, and the ability to solve problems without brute force. The Uratha hunt things bigger and meaner than they are. Sometimes the only way to win is to be smarter.

Sample Deeds of Cunning

Sneaking into an enemy’s territory undetected. Luring prey into a trap. Tricking a spirit into a bad deal. Using human laws to secure a territory. Convincing an enemy’s allies to switch sides. Proving a task doesn’t need to be done at all. Baiting spirits away from a locus. Finding a way to win that no one expected.

Glory

"I didn’t survive that fight to be quiet about it."

Auspice: Cahalith (Gibbous Moon)  |  Tribe: Blood Talons

Glory is the Renown of the warrior, the survivor, and the wolf who faces impossible odds and does not flinch. It rewards bravery, strength, and the willingness to stand and fight when retreat would be easier. Glory doesn’t require winning — it requires showing up and giving everything you have.

Sample Deeds of Glory

Defeating a stronger enemy. Standing against overwhelming numbers, win or lose. Holding off a dangerous foe to save others. Facing a werewolf in Death Rage. Joining a suicide mission and surviving to tell the tale. Challenging a leader for the good of the pack.

Honor

"Anyone can kill. It takes an Uratha to know when not to."

Auspice: Elodoth (Half Moon)  |  Tribe: Storm Lords

Honor is the Renown of the judge, the mediator, and the wolf who does what is right even when it hurts. It rewards fairness, honesty, and the courage to hold yourself to a higher standard. Honorable Uratha are the ones who keep the People from tearing themselves apart.

Sample Deeds of Honor

Standing as a neutral party when a packmate is judged. Mediating a dispute between packs. Submitting yourself to judgment. Making things right with someone you wronged. Announcing an attack before striking. Seeking peace with rivals. Fighting fair even when you could cheat. Telling the truth when a lie would help you. Giving up territory to someone who deserves it more.

Purity

"Father Wolf’s duty didn’t die with him. We carry it."

Auspice: Rahu (Full Moon)  |  Tribe: Hunters in Darkness

Purity is the Renown of the devout, the dutiful, and the wolf who puts the Oath of the Moon above all else. It rewards sacrifice, discipline, and commitment to the sacred role of the Forsaken. Pure Uratha are the living example of what Father Wolf intended his children to be.

Sample Deeds of Purity

Sacrificing something important to uphold the Oath of the Moon. Showing respect to a stronger enemy. Showing reverence to worthy prey. Taking a mate. Protecting the secret of the Uratha from mortals. Sparing an enemy who deserves mercy. Fasting outside of the hunt. Losing face to keep your tribal oath.

Wisdom

"The Shadow has answers. Most wolves are too loud to hear them."

Auspice: Ithaeur (Crescent Moon)  |  Tribe: Bone Shadows

Wisdom is the Renown of the scholar, the shaman, and the wolf who understands that not every problem is a nail. It rewards knowledge, insight, and the ability to see the big picture. Wise Uratha are half-spirit themselves, and they never forget it.

Sample Deeds of Wisdom

Making a deal with a dangerous spirit. Healing bad resonance in a territory. Finding a nonviolent answer when violence was expected. Creating a fetish. Learning a spirit’s ban and using it wisely. Helping another werewolf earn a rare Gift. Securing a territory through spiritual means. Creating a new rite. Discovering hidden lore. Strengthening a locus.


Losing Renown

"The Lunes gave you those brands. They can take them back."

Renown is earned through deeds. It can also be lost through failure, cowardice, or betrayal. The Lunes are always watching, and they remember everything.

Losing Renown is rare, but it happens. It is one of the most devastating things that can happen to an Uratha. Your brands dim. Spirits that once feared you now sneer. Packmates who looked up to you start to wonder if you’re still worthy.

How Renown Is Lost

Acts Unworthy of Your Renown

If you act against the very thing your Renown represents, the Lunes may strip a dot. A werewolf with high Honor who betrays an ally. A warrior with high Glory who flees a fight she could have won. A schemer with high Cunning who falls for an obvious trap. These are the kinds of failures that catch a Lune’s attention.

Breaking the Oath of the Moon

The Oath is sacred. Breaking it doesn’t just risk your Harmony — it risks your Renown. Especially Purity. The Lunes do not brand oathbreakers kindly.

Public Failure

Renown is public. Everyone sees your brands. If you fail in a big, visible way — especially in front of spirits or other Uratha — the damage to your reputation can cost you a dot. The key word is “public.” A private failure is embarrassing. A public one changes how the world sees you.

Storyteller Discretion

Renown loss is always a Storyteller call. It should never feel random or punitive. It should feel like a natural consequence of your character’s choices. If you’re about to do something that might cost you Renown, the ST should warn you first.


What Happens When You Lose Renown?

Your spirit brands dim or crack. Spirits and Uratha can see the change.

You lose access to Gift Facets tied to that Renown level.

Your effective Spirit Rank may drop, changing how spirits interact with you.

You keep the XP you originally spent — but you must earn the dot back through new deeds.

Some packs may see Renown loss as a reason to challenge your position.

Tribal Status

"Renown is what the spirits see. Status is what your tribe sees."

Renown tracks your deeds in the eyes of Luna and the spirit world. Tribal Status tracks your place within your own tribe. They are connected but not the same. A werewolf with high Renown but low tribal status is respected by spirits but may not have influence among her own people. A werewolf with high status but modest Renown has earned the trust of her tribe through service and loyalty.

Tribal Status is earned through play, just like Renown. It reflects how much your tribe values your contributions, your commitment to their oath, and your effectiveness in pursuing their sacred prey.

Blood Talons — Suthar Anzuth

"Offer no surrender you would not accept."

Tribal Renown: Glory  |  Sacred Prey: Other Werewolves  |  Firstborn: Fenris-Ur, the Destroyer Wolf

The Blood Talons are warriors. They are the pack’s fangs, the ones who run toward the fight when everyone else runs away. But they are not mindless brutes. They are disciplined soldiers who know that unit cohesion wins battles, not raw rage. Status among the Talons goes to those who prove themselves in combat, support their pack, and show that their strength serves the People.


Rank

Title

What It Means

Blooded

You have proven you can fight and follow orders. You are part of the unit.

••

Proven

You have led a successful hunt or saved a packmate in battle. The tribe trusts your fangs.

•••

Veteran

You command respect on the battlefield. Younger Talons seek your guidance. You have faced death and returned.

••••

War Leader

You plan the tribe’s greatest hunts. Packs follow your lead into battle. You judge which fights are worth dying for.

•••••

Champion

You are Fenris-Ur’s living blade. Your name is sung at moots. When you speak, the tribe goes to war.

Earn Blood Talon Status By:

Winning difficult fights. Leading hunts against dangerous prey. Supporting your packmates in combat. Showing discipline under pressure. Challenging a rival fairly and honorably. Keeping the tribe’s reputation for strength alive.

Lose Blood Talon Status By:

Abandoning a packmate in a fight. Surrendering dishonorably. Starting a fight that gets your pack hurt for nothing. Showing cowardice when courage was needed. Putting personal glory above the pack.

Bone Shadows — Hirfathra Hissu

"Pay each spirit in kind."

Tribal Renown: Wisdom  |  Sacred Prey: Spirits  |  Firstborn: Kamduis-Ur, Death Wolf

The Bone Shadows walk the line between flesh and spirit. They are scholars, shamans, and deal-makers who understand the Shadow better than anyone. Status among the Bone Shadows goes to those who expand the tribe’s knowledge, broker deals with dangerous spirits, and keep the balance between worlds.


Rank

Title

What It Means

Initiate

You have begun to learn the ways of the Shadow. You listen, you study, you pay attention.

••

Seeker

You have made your first meaningful deal with a spirit or uncovered a useful secret. The tribe sees your potential.

•••

Lorekeeper

You hold knowledge that protects your pack and your territory. You broker spirit deals and navigate the Hisil with confidence.

••••

Shadow Speaker

You are trusted to negotiate on behalf of the tribe. You know secrets that could save — or destroy — territories.

•••••

Deathwalker

You walk where others cannot. The spirits know your name. You carry the tribe’s deepest lore and guard its darkest secrets.

Earn Bone Shadow Status By:

Discovering hidden lore or spirit bans. Making profitable deals with spirits. Teaching younger packmates about the Shadow. Protecting holy places. Creating fetishes or new rites. Solving problems through spiritual means.

Lose Bone Shadow Status By:

Making deals that harm the tribe. Ignoring a spirit threat in your territory. Hoarding knowledge instead of sharing it. Disrespecting a spirit without reason. Being careless with the secrets of the dead.

Hunters in Darkness — Meninna

"Let no sacred place in your territory be violated."

Tribal Renown: Purity  |  Sacred Prey: The Hosts (Shartha)  |  Firstborn: Hikaon-Ur, Black Wolf (the Silent Mother)

The Hunters in Darkness are the guardians. Their territory is sacred — mus-rah, the holy killing ground. They know every shadow, every game trail, every hiding place. Status among the Meninna goes to those who defend their territory absolutely, hunt the shartha without mercy, and prove their devotion to Black Wolf’s way.


Rank

Title

What It Means

Watcher

You know your territory. You patrol it. You keep your eyes open and your mouth shut.

••

Stalker

You have hunted shartha or defended your territory from a real threat. The tribe trusts your instincts.

•••

Guardian

You are a pillar of your territory’s defense. You know its spiritual geography as well as its physical one. Others rely on your vigilance.

••••

Warden

You oversee multiple territories or coordinate defense across packs. Your word on territorial matters carries serious weight.

•••••

Black Wolf’s Own

Your territory is your temple and you are its high priest. The Meninna look to you to define what sacred ground means.

Earn Hunter in Darkness Status By:

Defending your territory from intrusion. Hunting and destroying shartha. Discovering and protecting loci. Setting effective traps and wards. Knowing your territory better than anyone. Maintaining the spiritual health of your hunting ground.

Lose Hunter in Darkness Status By:

Letting an intruder violate your territory unchallenged. Allowing shartha to infest your hunting ground. Neglecting your territory’s spiritual wellbeing. Abandoning sacred ground. Being caught unaware in your own territory.

Iron Masters — Farsil Luhal

"Honor your territory in all things."

Tribal Renown: Cunning  |  Sacred Prey: Humans (their structures and systems)  |  Firstborn: Sagrim-Ur, Red Wolf

The Iron Masters are adapters. They flow like water, mastering the ever-changing world of humans and technology. They know that the Uratha must evolve or die. Status among the Iron Masters goes to those who find new solutions, build useful networks, and prove that cunning is just as deadly as claws.


Rank

Title

What It Means

Tinker

You pay attention to the human world. You ask good questions. You try new things.

••

Fixer

You solve problems others can’t. You build networks, find resources, and adapt faster than the prey.

•••

Architect

You design systems that help your pack and your territory thrive. Your innovations spread to other packs.

••••

Innovator

You reshape how the tribe thinks about the human world. Your experiments yield results that change the game.

•••••

Visionary

You see where the world is going and you’ve already built the tools to survive it. The tribe follows your lead into the future.

Earn Iron Master Status By:

Solving problems with creative, modern solutions. Building useful connections in the human world. Adapting old tactics to new situations. Using technology to help the pack. Turning human systems against the prey. Sharing innovations with the tribe.

Lose Iron Master Status By:

Refusing to adapt when the situation changes. Clinging to outdated methods. Ignoring the human world. Wasting resources on plans that go nowhere. Being outsmarted by the prey you’re supposed to understand.

Storm Lords — Iminir

"Allow no one to witness or tend your weakness."

Tribal Renown: Honor  |  Sacred Prey: The Urged and the Claimed  |  Firstborn: Skolis-Ur, Winter Wolf

The Storm Lords lead. They push themselves harder than anyone else because they believe the Uratha must be better than Father Wolf. They hunt the Claimed — humans possessed by spirits — because such abominations are an insult to both worlds. Status among the Storm Lords goes to those who endure, who lead without flinching, and who never, ever show weakness.


Rank

Title

What It Means

Tested

You have endured something that would break a lesser wolf. You showed no weakness. The tribe noticed.

••

Enduring

You lead by example. Others see your composure under pressure and follow you because of it.

•••

Resolute

You shoulder burdens that would crush others. Your pack trusts you with the hard decisions.

••••

Tempest

You command respect across the protectorate. You have proven that your strength comes from will, not just muscle.

•••••

Winter’s Chosen

You embody Skolis-Ur’s legacy. You are the storm that other wolves shelter behind. Your word is law because you’ve earned it.

Earn Storm Lord Status By:

Enduring hardship without complaint. Leading under impossible conditions. Hunting the Claimed and Ridden. Improving yourself constantly. Taking responsibility for others. Never showing weakness to outsiders.

Lose Storm Lord Status By:

Showing weakness publicly. Complaining about your burdens. Failing to lead when leadership was needed. Letting an emotional outburst compromise the pack. Asking others to carry your weight.

Ghost Wolves — Thihirtha Numea

"I didn’t ask for this. But I’m still standing."

Tribal Renown: None  |  Sacred Prey: None (varies by individual)  |  Firstborn: None

Ghost Wolves have no tribe. Some chose to walk alone. Others simply never found a tribe that felt right. Some don’t even fully understand what they are. Ghost Wolves have no tribal Renown and start with one fewer dot than other Forsaken. But that doesn’t mean they can’t earn respect.

Ghost Wolves don’t have a formal status structure. Instead, they earn respect the hard way — by proving themselves useful, reliable, and capable without the support of a tribal network. In protectorates, Ghost Wolves are often the wildcards: unpredictable, flexible, and sometimes surprisingly valuable.


Rank

Title

What It Means

Survivor

You are alive and you haven’t gone mad. For a Ghost Wolf, that’s a start.

••

Known

The local packs know your name and your scent. You have proven you are not a threat — or at least, not one aimed at them.

•••

Valued

Packs invite you to hunts. Your skills fill a gap no one else can. You’ve earned a seat at the table.

••••

Respected

Tribal wolves speak your name without sneering. You have done things that any tribe would be proud of. Some wonder why you haven’t joined one.

•••••

Legend

You have proven that a wolf doesn’t need a tribe to matter. Your deeds speak louder than any oath. Even the Firstborn might notice.

Earn Ghost Wolf Respect By:

Being useful to packs that aren’t your own. Surviving on your own terms. Solving problems no one else wants to touch. Showing up when you’re needed. Being reliable without being asked.

Lose Ghost Wolf Respect By:

Being a liability to the packs around you. Causing problems that spill into other territories. Refusing to help when help is clearly needed. Being unpredictable in a bad way.



Standing Among the People: Wolf-Blooded & Mortals

"You don’t need claws to matter. You just need to show up when the wolves can’t."

Not everyone in a pack is Uratha. Wolf-Blooded and mortals play vital roles in the world of the Forsaken. They maintain covers, tend territories, gather information, and sometimes do things that werewolves simply cannot.

Wolf-Blooded and mortals do not have Renown. The Lunes do not brand them. But that does not mean they go unnoticed. Among the Forsaken, non-Uratha pack members can earn Standing — a measure of respect, trust, and influence within the pack and the wider protectorate.

What Is Standing?

Standing is a parallel track to Renown. It measures how much the Uratha around you value your contributions. It is not purchased with XP. Standing is earned through play and granted by the pack, the protectorate, or the Storyteller based on your actions.

Standing is local. It applies within your pack and, to a lesser degree, the protectorate your pack belongs to. A Wolf-Blooded respected in one city might be unknown in another.

Wolf-Blooded Standing

Wolf-Blooded are the blood of the wolf. They carry Tells — supernatural traits that mark them as something more than human. They can see the brands of Renown, sense the spirit world, and resist Lunacy better than mortals. They are family, and the Forsaken treat them as such.


Rank

Title

What It Means

Acknowledged

The pack knows what you are. You are protected and included in pack life. You know the truth of the Uratha.

••

Trusted

You have proven your loyalty and your usefulness. The pack relies on you for specific tasks. You have a voice in pack discussions.

•••

Valued

You are essential to the pack’s operations. Uratha seek your advice. Other packs know your name and respect it.

••••

Honored

You are treated as a full equal in all but the hunt itself. Your contributions have shaped the pack’s success. You may speak at protectorate gatherings.

•••••

Pillar

You are the backbone of your pack. Without you, things fall apart. Even tribal elders recognize your worth. Some Uratha would fight to keep you safe.

Earn Wolf-Blooded Standing By:

Maintaining the pack’s cover among humans. Tending the territory when the pack hunts in the Shadow. Gathering intelligence the pack can’t get themselves. Supporting the pack through crisis. Using your Tells to help the pack. Being dependable and brave.


Special Note: Pack Bond Merit

Wolf-Blooded with the Pack Bond merit have invested deeply in serving the pack and territory.

This merit comes in two levels, and each affects starting Standing:


Pack Bond • (1 dot): You are treated with the same respect as important Wolf-Blooded NPCs.

You may purchase one dot of the Totem Merit. A Wolf-Blooded with Pack Bond • should

generally begin play at Standing •• (Trusted) — the pack already relies on you.


Pack Bond ••• (3 dots): You are a respected, vital part of the hunting party. You may purchase

up to five dots of the Totem Merit. A Wolf-Blooded with Pack Bond ••• should generally begin

play at Standing ••• (Valued) — you are already essential to the pack’s operations.


Pack Bond does not automatically grant Standing •••• or •••••. Those levels represent

extraordinary influence earned through play. Pack Bond gives you a head start, not a free pass.

Talk to your Storyteller about where your starting Standing should fall.


Mortal Standing

Some mortals learn the truth about the Uratha and choose to stay. They may be lovers, friends, employees, or simply people who stumbled into the wrong alley at the wrong time and proved useful. Mortals are fragile compared to the People, but their perspective and their access to the human world make them valuable.


Rank

Title

What It Means

Aware

You know the truth. The pack has decided not to erase that knowledge. You are watched, but accepted.

••

Useful

You contribute something the pack needs — skills, connections, resources. You are no longer just tolerated; you are wanted.

•••

Respected

The pack treats you as one of their own, within limits. Your word carries weight. You are invited to pack meetings.

••••

Shield-Bearer

You have risked your life for the pack. The Uratha protect you fiercely. You are trusted with secrets that could destroy them.

•••••

Kin

You are pack in every way that matters. The Uratha would burn the world to keep you safe. Among the Forsaken, there is no higher honor for someone without the blood of the wolf.


Earn Mortal Standing By:

Being useful without being a burden. Keeping the secret of the Uratha. Taking risks for the pack. Providing access, skills, or resources the pack cannot get on their own. Staying calm in the face of the terrifying truth.


Note for Storytellers

Standing is a tool for rewarding players who choose Wolf-Blooded or mortal characters.

It should feel meaningful. A mortal with high Standing has earned real respect.

Consider giving Standing-based benefits: invitations to gatherings, access to protectorate resources,

protection during dangerous times, and influence in pack decisions.

Final Notes for Players

"The wolf must hunt. But the wolf who hunts alone doesn’t last."

Renown Is Earned, Not Given
You cannot buy Renown without a deed behind it. The XP is the cost. The story is the reason. Do the deed, get the proof, spend the XP. That’s the cycle.

Actions Must Have Stakes
The Lunes don’t care about easy victories. They care about sacrifice, risk, and commitment. If it didn’t cost you anything, it doesn’t count.

Renown Is Public
Everyone can see your brands in the spirit world. Spirits know what you’ve done. Other Uratha know what you’ve done. There are no secrets when it comes to Renown.

Status Is Political
Tribal Status and Pack Reputation are about relationships. Every gain and every loss affects how others treat you. Play the politics or be played by them.

Standing Matters
Wolf-Blooded and mortals are not second-class citizens. They are pack. Treat them like it, and they’ll prove their worth a hundred times over.

This Is Story Fuel
Climbing, falling, earning, losing, challenging, defending — all of it is part of the Forsaken experience. Don’t avoid conflict. Lean into it. The best stories come from characters who risk everything and see what happens.

The wolf must hunt.
The question is whether you’re hunting alone.