Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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