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Werewolf: The Forsaken - Blank It

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224<br />

Chapter IV: Storytelling and Antagonists<br />

his family. Too much exposure to the truth of a werewolf’s<br />

life risks driving the loved one into Lunacy or, worse, into<br />

harm’s way at a crucial time, falling under the deadly claws<br />

of a Raging werewolf. <strong>The</strong> players should both keenly look<br />

forward to having their characters wear the Gauru form<br />

and dread it a little. Will this be the time that the dice<br />

fall against them? Will this be the time that one of their<br />

characters loses control and hurts those around them? <strong>The</strong><br />

characters should never be entirely comfortable with their<br />

new existence as werewolves. Wiser, older tribemates may<br />

mentor them for a short time, before forsaking them. After<br />

that, they’re left to fend for themselves with only their<br />

packmates, the occasional wandering tribal representative<br />

and their hostile neighbors for guidance through word or<br />

example. For inherently social creatures, it’s a curiously<br />

isolated existence: never able to fully expose themselves to<br />

the local people, and never able to fully trust any werewolves<br />

except their packmates.<br />

Part of the horror of the game is that, for all their<br />

power, being a werewolf is a horrific thing to be. <strong>It</strong>’s horror<br />

at its most personal.<br />

OTHER WEREWOLVES<br />

Like mundane wolves, werewolves are territorial<br />

creatures. Nearby werewolf packs aren’t friends and neighbors<br />

— they’re potential rivals, always eyeing the pack’s<br />

territory as a potential annex to their own. Werewolves<br />

can’t afford to kick back and take a break. If they do, their<br />

rivals will take it as a sign of weakness and start probing<br />

the pack’s strength.<br />

<strong>The</strong> deeper horror of this is that eventually the pack<br />

will fall. No matter how strong the characters become,<br />

age and illness will take their toll and the other Uratha<br />

will sense their weakness. A werewolf might survive all<br />

manner of battles with spirits, Ridden and other creatures,<br />

only to finally meet her end under the teeth and claws of<br />

one of her own kind. <strong>Werewolf</strong> stories don’t often have a<br />

“happily ever after” at the end. <strong>The</strong>y end with a final, desperate<br />

doomed struggle for life. You can easily drive this<br />

home to even the youngest and most cocky of packs by<br />

having that fate befall another local pack, ones that ruled<br />

the whole area only a few years before.<br />

Other werewolves of the Tribes of Luna are frequently<br />

best used as constant rivals, rather than major antagonists<br />

in a chronicle. <strong>The</strong> constant tension between packs might<br />

boil over into actual warfare occasionally, but packs of<br />

werewolves usually exist as part of an extended political<br />

web based on power and status. Any disruption to the<br />

status quo should come about through the pack’s actions<br />

or failure. If the werewolves have been soundly trounced<br />

in combat more than once, word will spread through gossip-loving<br />

spirits or rival packs’ spies and that failure soon<br />

assessed as possible weakness and grounds for an attempt<br />

to claim territory. Should the pack decide to invade another<br />

pack’s territory, even for “good” reasons, like chasing<br />

down a Ridden, they should pay the price for their actions.<br />

Crossing into another pack’s territory is a sure way to<br />

start a bloody fight, even if ordinarily the two packs might<br />

consider themselves allies.<br />

<strong>The</strong> Pure Tribes<br />

<strong>The</strong> Pure are no less werewolves than the <strong>Forsaken</strong>.<br />

In their own eyes, they are the paragon of the Uratha,<br />

and the <strong>Forsaken</strong> are tainted heretics who must be torn<br />

from the face of the world. <strong>The</strong>y are untouched by the<br />

blessing of auspice, but draw on the power of great totems<br />

who may, if the rumors are true, keep them in thrall.<br />

<strong>The</strong>y outnumber the <strong>Forsaken</strong> in most areas of the world.<br />

Most werewolves know a little about the Pure — only<br />

the most negligent mentor would fail to warn her charge<br />

about them — but few know much about them. What are<br />

their gatherings like? What sacrifices do they make to the<br />

great beasts they worship? <strong>The</strong> <strong>Forsaken</strong> don’t know. <strong>The</strong><br />

Pure never come into a pack’s territory to talk theology or<br />

philosophy. <strong>The</strong>y come to hunt, and to kill.<br />

Many horror stories, particularly those based on<br />

psychopaths, play on the alien thought process and cultural<br />

values that can lurk behind the eyes of someone who looks<br />

perfectly normal. <strong>The</strong> Pure Tribes play that role in <strong>Werewolf</strong>.<br />

<strong>The</strong>y look like other werewolves and even act like<br />

them, but their values and outlook on the world are utterly<br />

different. <strong>The</strong> characters suddenly find that all the techniques<br />

they’ve developed for dealing with other werewolves<br />

have no use here. <strong>The</strong>y should be faced with the horror of<br />

finding themselves ignorant and endangered in the midst<br />

of apparent familiarity. <strong>The</strong> Pure are to the <strong>Forsaken</strong> what<br />

werewolves are to other humans; they are a frightening<br />

predator with the power of a beast, the intelligence of a<br />

human, and the combined cruelty of both. <strong>The</strong> Pure also<br />

represent the fear of a superior force — they outnumber the<br />

<strong>Forsaken</strong>, and it takes great cunning and skill to survive a<br />

full-bore assault by a pack or two of the Pure Tribes.<br />

SPIRIT S<br />

At the heart of <strong>Forsaken</strong> myth lies a sense of responsibility<br />

for the dangerous threat of the Shadow. Most<br />

spirits that are native residents of the characters’ territory<br />

can gradually become somewhat familiar, at least in the<br />

sense of becoming easier to predict. <strong>The</strong>y may not be easy<br />

to empathize with — and the spirits won’t empathize with<br />

the werewolves at all — but as the characters deal with<br />

those spirits that they permit to stay in their territory, they<br />

come to understand how the spirits react. <strong>The</strong>y can begin<br />

to see what it is that a spirit might want that drives it to<br />

reach its fingers across the Gauntlet. Lesser spirits might<br />

even be frightened of the werewolves. Actions in the<br />

physical world can breed powerful spirits that are serious<br />

threats to the pack, however. <strong>The</strong>se entities typically don’t<br />

draw attention to themselves at first, preferring instead to<br />

lie low in their own corner of the Hisil, drawing strength<br />

from the actions that feed them. By the time the Uratha<br />

find one of these things, it might have grown strong<br />

enough to be a serious challenge to the pack. And in such<br />

cases, the natural resentment many spirits harbor toward

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