Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
250<br />
Appendix I: <strong>The</strong> Spirit World<br />
THE SHADOW REALM<br />
This is not the only world. A thin barrier separates<br />
us from another one, a world of spirit where every action<br />
taken in this world finds its truest expression. For spiritblind<br />
humanity, this shadow is a myth at best, a hazy<br />
netherworld out of legend. For the Uratha, it’s a hunting<br />
ground now all but lost to them.<br />
<strong>The</strong> World of Darkness is a world very much like<br />
ours, at least on the surface. <strong>It</strong>’s somewhat bleaker, even<br />
in mundane ways. A few more cops go bad every year. A<br />
few more people are born into a world that has no room<br />
for them, and a few more die, alone and forgotten. A few<br />
more jobs dry up, a few more children grow up bad, a few<br />
more accidents make the air and water just a little less<br />
safe. <strong>The</strong> differences are slight wherever you look, but they<br />
all add up. And they all taint the shadowy reflection of<br />
the physical world — the Hisil.<br />
Uratha legend holds that the progenitor of all werewolves,<br />
Father Wolf, once trod the paths of the Shadow.<br />
<strong>It</strong> was his self-appointed duty to keep the spirit world in<br />
order and each spirit in its place. His merciless hunts did<br />
much to defend each world against the incursions of the<br />
other. Now those who call themselves his descendants<br />
do their best to fill his role, but it’s not enough. <strong>The</strong> spirit<br />
world has been gathering new strength, humans have been<br />
inadvertently weakening the walls, and the Uratha are too<br />
few and too ignorant to turn back the tide. <strong>The</strong> physical<br />
world’s spirit Shadow is clearly touched by this alien<br />
anarchy, as fugitive spirits from its depths and shallows vie<br />
for supremacy over the places closest to the material world.<br />
A few even make the leap across the Gauntlet, anchoring<br />
themselves in living beings and creating Hithimu. What<br />
hope does a pack of werewolves have against the endless<br />
hordes of these creatures?<br />
<strong>The</strong> Uratha are forsaken, but they aren’t utterly<br />
alone. Five choirs of moon-spirits bring aid in the name<br />
of their distant Mother Luna. Bound by pacts of blood,<br />
those great wolf-spirits called Firstborn guide the Uratha<br />
as tribal totems. <strong>The</strong> denizens of the Shadow have no<br />
choice but to acknowledge the ancient status and power<br />
of the werewolves as those who walk between the worlds.<br />
<strong>The</strong>se spirits can be persuaded or compelled to grant the<br />
children of Wolf and Moon the power they need to bring<br />
a semblance of stability to the spirit world. <strong>The</strong>re is hope<br />
for the <strong>Forsaken</strong>, if only they can uncover all the secrets of<br />
this spirit realm that were lost in the mists of prehistory.<br />
Yet, deep in the spirit wilds are said to lie doors to<br />
strange places that seem to have no relationship to the<br />
world we know. <strong>The</strong>se places hint at dark fates and dangerous<br />
menaces that creep into the physical world, bleed-<br />
ANY LANDSCAPE IS A CONDITION OF THE SPIRIT.<br />
—HENRI-FREDERIC AMIEL, FRAGMENT S D’UN JOURNAL INTIME<br />
ing through the barrier between flesh and shadow. Some<br />
werewolves tell unreal legends of unnatural spirits pursuing<br />
incomprehensible goals over alien landscapes, like distant<br />
echoes of a forgotten world.<br />
THE GAUNTLET<br />
Once, it’s said, werewolves could walk freely between<br />
the worlds. <strong>The</strong>y had only to concentrate for a moment<br />
and bring the spirit part of their natures to the fore, and<br />
they were treading the paths of the spirit wilds. <strong>It</strong> was as if<br />
the physical world were just one more aspect of the spirit<br />
world, a different level within it that the werewolves could<br />
reach easily. Conversely, spirits could slip across the Border<br />
Marches and into the physical world, taking their leisure<br />
and alien pleasures among the creatures of flesh.<br />
Now, though, the spirit world resists that transition.<br />
<strong>The</strong> wall that has risen between the worlds is virtually<br />
impassible in most places, and it takes considerable effort<br />
and energy to move through even in those places where it<br />
is weak. This wall is called the Gauntlet, or Zathu. Some<br />
<strong>It</strong>haeur talk of the Gauntlet as a scar, a barrier formed as<br />
the wound of Father Wolf’s murder healed. Others say it’s<br />
a natural defense, formed by the spirit of the world itself.<br />
<strong>The</strong> spirit world, while still tied to the material world,<br />
seems to shun anything that comes from there. Most<br />
people cannot travel between the worlds or even perceive<br />
that anything apart from the material world exists. <strong>The</strong><br />
resistance runs both ways. Spirits attempting to pass into<br />
the physical world, perhaps to avoid the constant decay<br />
that threatens the Shadow, must find a place where the<br />
Gauntlet is weak before making the crossing.<br />
<strong>The</strong>se loci, areas where the Gauntlet is shallow, have<br />
thus become shadow battlefields. Spirits seek to enter the<br />
physical world to carry out their unearthly imperatives,<br />
the Azlu and Beshilu strive to either seal off these weak<br />
spots or tear them wide open, and the Uratha fight among<br />
themselves for control of the most valuable crossings.<br />
Even other supernatural entities — vampires, warlocks or<br />
stranger things — have been known to vie for control of a<br />
spirit locus in order to tap the power for their own reasons.<br />
RULES: STEPPING SIDEWAYS<br />
For a character to step from one world to the next,<br />
the player rolls Intelligence + Presence + Primal Urge.<br />
<strong>The</strong> werewolf must be in the area influenced by a locus<br />
to even attempt stepping sideways, unless he’s using the<br />
Rending the Gauntlet rite (p. 165). <strong>The</strong> following factors<br />
affect the roll:<br />
• <strong>The</strong> werewolf stares into a reflective surface (+1)<br />
• Near a locus with a rating of •• or ••• (+1)