An example:
Pilgrimage of the Muzzle
Long ago, a huge, vicious worg led a large pack of wolves and dire wolves on a rampage in this hilly region. People and livestock alike were attacked, and those who took shelter behind sturdy walls were assieged by the vile lupines.
A young ranger lured the alpha worg to a small hill upon which grew an old oak tree, climbed up to safety barely in time; but, soon after, fell right on the worg's head. He was feinting, though, as in the same movement, he slipped a robust muzzle on the dreadsome beast's head, a muzzle he had bound to the tree by a hefty chain.
The rest of the pack ripped the brave ranger to shred, but their leader, for all its struggle, could not free itself from the muzzle.
Without their alpha, the wolf pack behaved as normal wolves do, and scattered into smaller packs who avoided the fields and towns of man.
Pilgrimage: Pilgrims must travel to the ranger's hometown. There, they spend one day and a night fasting behind locked doors and closed shutters, symbolizing the siege villagers had to suffer. On the morrow after, they must run the three hundred and fifty yards between the village and the old oak (now dead), where they meditate on the rusted muzzle kept in a little shrine.
Benefit: Characters making the pilgrimage gains a +2 luck bonus to their AC when attacked by wolves or other lupine creatures, as well as to Handle Animal checks to tame or intimidate these creatures.
This benefit lasts until the next Spring solstice.
Other Benefits: Some pilgrims carry restive domestic animals, or captured dangerous animals, to the old oak tree. Keeping it bound to the dead tree for three days and three nights gives the pilgrim a +10 circumstance bonus on Handle Animal checks against that animal, for a whole year.
Making the pilgrimage also cures rabies, if the pilgrim was infected.