1. Journals

Deed Names: A Player's Guide

Many Forsaken carry two names — the name they were born with and the name they earned as a werewolf. The concept of an "earned name" (sometimes called a "deed name") is easy enough to grasp. Folklore and history offer plenty of examples: Johnny Appleseed, Jack the Giant-Killer, Crazy Horse, Catherine the Great, Vlad the Impaler, and so on.

An earned name can be particularly important to a werewolf, because Uratha culture is based on action. It doesn't matter who your human family was. What matters after the First Change is what your character makes of herself. It's a sign of the new life she's been born into, whether she wanted it or not. Some Uratha honor this tradition. Others ignore it.

This guide covers:

  • What deed names are and why they matter
  • How deed names are earned
  • Cultural variations across tribes and regions
  • Examples from Anchorage

What are Deed Names?

Elder Mara's Lesson: Names and Identity

"You want to know about names, cub?"
Mara leaned back against the warehouse wall, her eyes distant as if looking at something Pacey couldn't see.
"When I Changed, my name was Sarah Mitchell. Nice, normal human name. My parents gave it to me when I was born. After the First Change, after the Bone Shadows found me and taught me what I was, I kept using it. For a while."
"Then I hunted a death-spirit that had been claiming children in the Hisil. Three nights tracking it through the deep Shadow. Two packmates dead. But I caught it. I bound it. I made it tell me its secrets before I sent it screaming back to wherever death-spirits go when they die."
"After that, the other Bone Shadows started calling me Mara. It's from an old story — Mara the Destroyer, a Buddhist demon of death. They thought it was funny. Or maybe fitting. I'm not sure which. But the name stuck."
She looked at Pacey directly.
"That's what a deed name is, cub. It's proof that you're not human anymore. It's a marker of what you've become."

Cultural Context (IC/OOC)

When Deed Names Matter

Deed names are NOT universal among the Forsaken. Different packs, different tribes, and different regions have different traditions. In Anchorage, the practice varies significantly:

The Indigenous Tradition Among the Tunraq-ka (the Lodge of First Peoples) and indigenous Forsaken, naming practices follow tribal customs that predate the Sundering. Many Alaska Native cultures already have traditions around earned names, spirit names, and clan names. For these werewolves, a deed name isn't a Forsaken invention — it's a continuation of existing practices.

The Immigrant Tradition Non-indigenous Forsaken in Anchorage often adopt deed names to mark their spiritual rebirth or to honor the hunt. Some do it to fit in with tribal culture. Others do it because they want a clean break from their human past.

The Modern Resistance Some younger werewolves, especially Ghost Wolves and Iron Masters, reject the practice entirely. "I'm still me," they say. "I don't need a spirit-name to prove I'm a werewolf." To them, keeping their birth name is an act of defiance — proof they haven't lost themselves to the wolf.


Tribal Variations

Blood Talons Blood Talons love deed names. The more violent and dramatic, the better. "Throat-Render," "Last-Stand," "Blood-Soaked," "Never-Yields" — these are marks of glory earned in combat. A Blood Talon without a deed name is either very young or hasn't proven themselves yet.

Bone Shadows Bone Shadows often take names that reference death, spirits, or the mysteries they've uncovered. "Shadow-Walker," "Death's-Hand," "Spirit-Binder," "Forgotten-Path." Their names tend to be cryptic, sometimes uncomfortably so.

Hunters in Darkness Hunters in Darkness favor names tied to territory, nature, and guardianship. "Ridge-Watcher," "Silent-Pines," "Border-Keeper," "Stone-Tooth." Their names are often shorter and more practical than other tribes.

Iron Masters Iron Masters are the least consistent. Some take tech-themed names ("Wire-Ghost," "Server-Breaker"), others take practical nicknames ("Mac," "Keys," "Diesel"), and many just keep their birth names with no ceremony at all.

Storm Lords Storm Lords use deed names to mark endurance and leadership. "Stands-Alone," "Storm-Born," "Iron-Will," "Unbroken." They rarely use flowery or poetic names — directness is a virtue.

Ghost Wolves Ghost Wolves are all over the map. Some desperately want a deed name as proof they belong. Others cling to their birth name as the last anchor to who they were. There's no tradition to follow, which means it's entirely personal.

How Are Deed Names Earned? (IC/OOC Hybrid)]

Elder Mara's Lesson: The Three Paths

"There's no one right way to get a deed name, cub. It depends on who you are and what you've done. But there are patterns."

1. The Deed Itself

"Most often, a deed name comes from doing something worth naming. You don't get to pick it. The pack sees what you did, and they start calling you something. Maybe it's respectful. Maybe it's mocking. Either way, if it sticks, it sticks."

Examples:

  • "Ghost-Step" — an Irraka who infiltrated a Pure stronghold without being detected
  • "Car-Eater" — a Rahu who tore apart an armored SUV with her bare claws to get to the prey inside (she hates this name, but it stuck)
  • "Talks-To-Ravens" — an Ithaeur who made a pact with a powerful corvid-spirit

The deed name usually reflects:

  • A dramatic hunt or moment of Renown
  • A signature tactic or style
  • A notable failure (sometimes used as an insult)
  • A relationship with a specific spirit or entity

2. Tribal Initiation

"When you join a tribe — really join, not just show up — sometimes the tribe gives you a name. It's part of the ritual. The elders look at you, they see what you've done, and they name you according to what they think you'll become."

This is more common among traditionalist packs. The tribal elders (or sometimes a respected elder werewolf) bestows the name as part of the initiation ceremony. The name is often symbolic rather than literal.

Example from Anchorage: Elias Winterborn was a Ghost Wolf for two years after his First Change. When he finally swore to the Storm Lords, the tribal elder looked at his deeds and his auspice (Ithaeur, Wisdom) and named him "Winter's-Lesson" — because he had survived alone in the Alaskan wilderness and learned to endure what would have killed lesser wolves.


3. Self-Naming (Rare and Risky)

Mara's expression turned cold.
"Some werewolves name themselves. They decide what they want to be called and they announce it. This... usually doesn't work. Unless you've done something so impressive that nobody questions it, self-naming makes you look arrogant. Or desperate."

When self-naming works:

  • You've accomplished something undeniable (killed an idigam, bound a powerful totem, survived impossible odds)
  • You're a Ghost Wolf with no pack or tribe to name you
  • The name is humble or self-deprecating rather than boastful

When self-naming fails:

  • You haven't earned the respect to claim a name
  • The name is pretentious ("World-Breaker" when you've only killed spirits)
  • Other werewolves mock you for it, and a mocking counter-name sticks instead

OOC: Mechanical Considerations

Deed names have no mechanical benefit in 2nd Edition. They are purely narrative and cultural. However, they can:

  • Reflect character development and growth
  • Mark major story moments
  • Serve as a character's "true name" in First Tongue
  • Become part of how the character is known in the spirit world

Guest Storyteller Note: If a player wants their character to earn a deed name, tie it to a significant moment in play. Don't let them just declare one at character creation. Make them do something worth naming.

How Spirits Perceive Deed Names (IC/OOC)

Elder Mara's Lesson: Names in the Shadow

"Here's something most cubs don't understand until they try to introduce themselves to a spirit, cub. Spirits don't think like we do. They don't get jokes. They don't understand slang. They're literal."
Mara tapped the table for emphasis.
"A spirit hears your name in First Tongue — Uremehir — and it interprets that name as a statement of fact about your nature. If you call yourself 'Raven-Tongue,' a spirit understands that as: 'This being speaks through or with corvid-spirits.' If you call yourself 'Ghost-Step,' they understand: 'This being moves unseen like the dead.'"
"But if you try something clever? If you use a pun, or slang, or a pop culture reference? The spirit just... doesn't get it."

The Problem with Modern Names

Spirits exist in a world of symbolic resonance. They understand concepts, actions, and archetypal meanings. What they don't understand:

Puns and Wordplay

  • "Jack Flash" (reference to "Jumpin' Jack Flash") — spirits don't know the song
  • "Wire-less" (meant to be ironic for a tech-savvy Iron Master) — spirits think you lack wires, which is confusing
  • "Dead-Line" (playing on deadlines and killing) — spirits parse this as "line of the dead" and expect you to be a psychopomp

Cultural References

  • "Neo" (from The Matrix) — spirits have no idea what The Matrix is
  • "Scarface" (from the movie) — spirits understand this literally: "face covered in scars"
  • "T-1000" (Terminator reference) — completely meaningless to spirits

Modern Slang

  • "Lit" (meaning cool/intense) — spirits think you're on fire or produce light
  • "Ghost" (meaning to disappear/leave) — spirits think you ARE a ghost
  • "Sick" (meaning impressive) — spirits think you're diseased

Abstract Concepts Spirits Don't Have

  • "Overtime" (work culture reference) — spirits don't understand human labor schedules
  • "Karma" (unless you're specifically dealing with spirits of fate/justice) — most spirits don't have this framework
  • "Algorithm" (modern tech term) — only technology-spirits might parse this correctly

What Works in the Hisil

Literal Descriptions Spirits understand names that directly describe what you do:

  • "Stone-Breaker" — you break stones (or stone-spirits)
  • "Shadow-Walker" — you walk in shadow (the Shadow, specifically)
  • "Blood-Drinker" — you drink blood
  • "Fast-Claw" — your claws are fast

Natural Phenomena Spirits grasp references to nature, weather, and the physical world:

  • "Winter-Wind" — cold, harsh, cutting
  • "River-Current" — constant, flowing, adaptable
  • "Red-Dawn" — bloody beginnings, violent birth
  • "Silent-Snow" — quiet, cold, inevitable

Predator/Prey Dynamics Hunting language is universal in the Shadow:

  • "Throat-Render" — kills by tearing throats
  • "Pack-Mother" — protects and leads the pack
  • "Stalker-in-Grass" — hunts from concealment
  • "Last-to-Fall" — survives when others die

Emotional/Spiritual States (If Archetypal) Broad emotional concepts work if they're primal:

  • "Rage-Born" — born from/embodying rage
  • "Fear-Eater" — consumes or feeds on fear
  • "Sorrow-Song" — expresses grief through howling
  • "Joy-Bringer" — brings happiness (though spirits find this deeply suspicious)

When Spirits Misunderstand Your Name

"I once met a Ghost Wolf," Mara said, "who called himself 'The Defenestrator.' Thought it was hilarious. He'd throw people out of windows."
"Problem was, spirits heard that name and had no idea what a window was. They thought he was claiming to be some kind of spirit-breaker, something that threw entities out of their natural state. A powerful claim. Too powerful."
"Three different spirits challenged him to prove it. One tried to bind him. Another tried to kill him for lying about his nature. The third just... watched him constantly, waiting to see if he'd demonstrate this power."
"He changed his name to 'Throws-From-Heights' after that. Less funny. But the spirits understood it."

OOC: Spirit Cognition and Language

How First Tongue Works:

  • Symbolic and literal — spirits parse language as statements of truth about reality
  • No idioms — "it's raining cats and dogs" would confuse most spirits terribly
  • No sarcasm — spirits take everything at face value
  • Context-dependent — fire-spirits understand fire metaphors; they don't understand computer metaphors

What This Means for Deed Names:

  • Your deed name is how spirits identify you in the Shadow
  • If your name is confusing, spirits may:
    • Ignore you (you're incomprehensible, therefore unimportant)
    • Challenge you (you're claiming something you can't prove)
    • Misinterpret your nature entirely (and treat you accordingly)
  • Some spirits may give you their OWN name for you, which may not match what you call yourself

The Irony: Modern, clever, culturally-aware names work great for other werewolves. They show you're smart, funny, or connected to contemporary culture. But in the Hisil, they make you look either ignorant or arrogant.

Some werewolves solve this by having two names:

  • A pack name used among other Uratha (can be modern, punny, whatever)
  • A shadow name used when dealing with spirits (literal, archetypal, traditional)

Examples: Good vs. Problematic Names

"Diesel" (Iron Master)

  • Among werewolves: Everyone knows it's because he drives a truck and smells like fuel. It fits.
  • Among spirits: Technology-spirits might understand. Nature-spirits think he's claiming to BE diesel fuel. Most spirits are just confused.
  • Solution: When introducing himself to spirits, he uses "Iron-Road-Traveler" (literal description of truck driving)

"Ghost-Step" (Irraka)

  • Among werewolves: Cool, evocative, suggests stealth
  • Among spirits: Clear meaning — moves like a ghost, unseen and silent
  • Works in both contexts

"404-Not-Found" (Iron Master, very modern)

  • Among werewolves: Hilarious if you know HTTP error codes
  • Among spirits: Completely meaningless. Spirits think you're claiming to not exist, which is paradoxical and confusing.
  • What actually happens: Spirits ignore her or assume she's lying. She eventually adopts "Cannot-Be-Found" for spirit dealings.

"Raven-Calls-Twice" (Bone Shadow)

  • Among werewolves: Suggests duplicity, double-dealing, or two-faced nature
  • Among spirits: Literal — this werewolf has a relationship with a raven-spirit who calls twice (as a warning, perhaps)
  • Works perfectly

Guest Storyteller/Player Run plot Guidance: Using This in Play

When a PC introduces themselves to a spirit with a modern/punny name:

  1. Have the spirit pause — "What is... 'Dee-Zel'? This word has no meaning in the First Tongue."
  2. Let the PC clarify — They can explain it, translate it, or try a different name
  3. Show the consequence — The spirit may:
    • Be confused (treat the PC as if they're speaking nonsense)
    • Be insulted (you're wasting the spirit's time with gibberish)
    • Be amused (rare — only very human-adjacent spirits)
    • Request a "true name" before continuing

When an NPC spirit is involved:

  • Spirits will give werewolves their own names if the werewolf's name doesn't work
  • A nature-spirit might call "Diesel" → "Stinking-Metal-Beast"
  • A death-spirit might call "404-Not-Found" → "The-Invisible-One"
  • These spirit-given names might be insulting, accurate, or both

Anchorage Example Deed Names

Deed Names That could be in Anchorage

"Raven-Tongue" (Bone Shadow Elodoth) Earned after successfully negotiating a truce between three hostile packs by speaking in riddles and metaphors that only the spirits could properly interpret. The name references both her connection to Raven (the Lodge of First Peoples totem) and her skill with words.

"Cold-Killer" (Blood Talon Rahu) Earned during a winter hunt where he pursued a Bale Hound across 40 miles of frozen tundra, refusing to stop even when his packmates turned back. He killed it alone, in a blizzard, and walked back three days later with its head. The name stuck.

"Broken-Chain" (Ghost Wolf Irraka) A freed Wolf-Blooded who underwent the First Change while still wearing symbolic restraints from a human trafficking ring. She killed her captors, broke the chains, and has refused to join any tribe since. The name is both literal and metaphorical.

"Diesel" (Iron Master, no deed name) Refuses to use a deed name. "I'm still just Mike," he insists, despite completing multiple Sacred Hunts. His packmates call him Diesel because he drives a semi-truck and smells like motor oil. He hates it, but it's become his de facto name anyway.

"Winter-Bear" (Hunter in Darkness, Tunraq-ka member) An Inupiaq Uratha whose deed name follows traditional naming practices from his culture. The name references both his physical build (massive, even in Hishu) and a vision-quest encounter with a spirit of endurance during his tribal initiation.

Using Deed Names in Play (OOC)

For Players

If you want a deed name:

  • Wait for a significant moment in play
  • Let it emerge naturally from what your character does
  • Don't force it — the best deed names are the ones that surprise you

If you don't want one:

  • That's fine! Many werewolves never take deed names
  • Your character's resistance to the tradition can be part of their identity
  • Just be prepared for other characters to potentially give you a nickname anyway

If you're creating a character who already has one:

  • Talk to your Storyteller about it
  • Make sure the deed behind the name is plausible for the character's experience level
  • Be prepared to tell the story of how it was earned if asked

For Guest Storytellers and PrP

Making deed names meaningful:

  • Tie them to moments of high stakes or emotional weight
  • Let NPCs react to the name (with respect, mockery, fear, etc.)
  • Use them as hooks for future stories
  • Remember that spirits may use deed names instead of birth names when addressing characters

Red flags to avoid:

  • Letting players pick "cool sounding" names at character creation without earning them
  • Names that don't fit the character's actual deeds or personality
  • Overly long or complicated names (keep it to 2-3 words max)
  • Names that are jokes at the table but don't make sense in-world

Good practice:

  • Offer the deed name as a gift after a significant scene
  • Let the pack vote on it or suggest it collectively
  • If a player wants to refuse a deed name their pack offers, that's a great character moment — let them

First Tongue and Deed Names (OOC)

The Language Angle

In 1st Edition, deed names were often rendered in First Tongue (Uremehir) as a single, complex concept-word. In 2nd Edition, First Tongue works slightly differently, but the principle remains:

A deed name in First Tongue is often more accurate than the English translation.

For example:

  • "Raven-Tongue" in English
  • "Tugaliya-Menesh" in First Tongue (literally: "speaks-through-the-black-bird-spirit")

Using First Tongue for deed names:

  • Makes them feel more spiritual and otherworldly
  • Reinforces that these names are part of Uratha culture, not human culture
  • Can be shortened or simplified when speaking to humans
Storyteller Tip: You don't need to create full First Tongue translations unless you enjoy that level of detail. "He introduces himself as Raven-Tongue, speaking the name in the harsh, guttural syllables of First Tongue" is enough to convey the flavor.

Frequently Asked Questions

Do I have to have a deed name?

No. It's cultural, not mandatory. Many werewolves — especially younger ones, Ghost Wolves, and Iron Masters — never take one.


Can I change my deed name?

Yes, but it's uncommon. Usually a deed name changes when:

  • You accomplish something even more significant that overshadows the old name
  • The old name becomes inaccurate or inappropriate
  • You join a new tribe and they rename you

Voluntarily discarding a deed name is rare and can be seen as rejecting your own history.


What if my pack gives me a deed name I hate?

Tough. If it sticks, it sticks. You can refuse to use it, but if everyone else calls you that, eventually it becomes your name whether you like it or not. (See: "Car-Eater" and "Diesel" in the examples above.)


Can Wolf-Blooded have deed names?

Yes! Wolf-Blooded who are deeply integrated into pack culture may earn deed names just like Uratha. However, it's less common, and some packs see it as inappropriate (the argument being that deed names are for those who hunt, and Wolf-Blooded don't have the same spiritual weight).


Do Pure werewolves use deed names?

Yes, though their traditions differ. The Pure often use deed names that reference their service to the Firstborn or their hatred of the Forsaken. Names like "Luna's-Scorn," "Moon-Breaker," or "Forsaken-Hunter" are common among the Pure.


Are deed names known in the spirit world?

Often, yes. Spirits may recognize a werewolf's deed name more readily than their birth name, especially if the deed involved spirits or the Shadow. Some spirits only know werewolves by their deed names.

Elder Mara's Final Wisdom (IC)

Pacey sat quietly for a long moment after Mara finished speaking. Finally, she asked:
"Do you think I'll earn one?"
Mara smiled, that rare expression that didn't quite reach her eyes.
"You already have, cub. You just don't know it yet."
"What do you mean?"
"The pack's been calling you something behind your back for a week now. You haven't noticed?"
Pacey's eyes widened. "What are they calling me?"
"Asks-Too-Many-Questions."
Mara stood, brushing dust off her jeans.
"Don't worry. If you keep proving yourself, they'll come up with something better. Or maybe that one will stick. Either way, it's not up to you."
She paused at the door.
"That's the thing about names, cub. You don't get to choose how others see you. You only get to choose what you do. The name follows from that."
And she was gone, leaving Pacey alone with her thoughts and the faint, mocking laughter of her packmates echoing from the other room.

Summary (OOC)

Key Takeaways:

  1. Deed names are cultural, not mechanical — they have no game stats, only narrative weight
  2. They are earned through deeds, tribal initiation, or (rarely) self-naming — the pack or tribe recognizes what you've done
  3. Not all werewolves use them — it's a tradition, not a rule
  4. They reflect identity and transformation — the death of the human, the birth of the Uratha
  5. They can be serious, mocking, or practical — depends on the pack and the deed
  6. They stick when they stick — you don't always get to choose
  7. Spirits may know you by your deed name — especially if it relates to the Shadow or spiritual deeds

For Your Character:

  • Consider whether your character would embrace or reject this tradition
  • If they have a deed name, know the story behind it
  • If they don't, consider what would need to happen for them to earn one
  • Use it as a tool for character development and pack dynamics

For the Storyteller:

  • Offer deed names as rewards for significant moments
  • Let the pack decide collectively what someone's name should be
  • Use NPCs' reactions to names to reinforce their meaning
  • Don't force it if it doesn't fit the tone of your game

Guide Version: 1.0 for Anchorage Chronicle
System: Werewolf: The Forsaken 2nd Edition (adapted from 1E traditions)
Last Updated: [Date]

Sources:

  • Werewolf: The Forsaken 1st Edition (naming conventions sidebar ONLY)
  • Werewolf: The Forsaken 2nd Edition Core Rulebook
  • Anchorage Campaign setting materials
Note: The deed name tradition described here is based on 1st Edition lore and has been adapted for 2nd Edition play. Individual Storytellers may interpret this tradition differently. Always defer to your ST's rulings on cultural practices in your specific game.