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Werewolf: The Forsaken - Blank It

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lucky to have one. Instead, streets just tend to take on<br />

the qualities of what occurs on them. A road that’s principally<br />

a commuter street is all but featureless, haunted<br />

by car-spirits. A shopping street is likely to be inhabited<br />

by spirits of greed and envy, while a street known for<br />

its hookers and drug dealers is a magnet for spirits that<br />

thrive on negative thoughts and emotions.<br />

<strong>The</strong> way people view a street affects its spiritual<br />

appearance, too. One that people consider dangerous<br />

is darker, narrower and longer in the Hisil, replete with<br />

deep shadows that could hide dangers real and imaginary.<br />

A boulevard that people consider an exciting, desirable<br />

place to be is bigger than life, full of bright lights<br />

and relentless colors.<br />

<strong>It</strong> takes considerable effort to change the overall<br />

tenor of a street by making alterations in its spiritual<br />

reflection, though some changes bleed through quickly to<br />

a limited degree. For instance, if werewolves heap piles of<br />

spirit wreckage in the reflection of an intersection, creating<br />

a massive spirit roadblock, traffic might slow around<br />

that intersection until the shadow blockade is removed.<br />

SPECIAL PLACES<br />

Each city has its special places, the ones<br />

that have a reputation for good or ill, reinforced<br />

by the repetition of the actions that caused its<br />

reputations in either thought or deed. <strong>The</strong>re’s<br />

Speaker’s Corner in London, known for its<br />

oratory, Ramblas in Barcelona, known for its<br />

trading, and Ground Zero in New York City.<br />

<strong>The</strong> special nature of these places is reinforced<br />

by the prevalence of appropriate spirits within<br />

the area in question, helping them maintain<br />

their reputations. Yet, if you delve into the<br />

history of a city, many of these places had<br />

radically different uses or reputations in the<br />

past. London’s Speaker’s Corner can be found<br />

adjacent to Marble Arch, which was known as<br />

Tyburn, a hanging-ground for criminals, only<br />

a few centuries before. <strong>It</strong>s reflection in the<br />

spirit wilds is a mixture of the two. Werewolves<br />

quickly learn that knowing the history of a place<br />

is as important to understanding its spiritual<br />

reflection as knowing what occurs there today.<br />

THE RURAL SCENE<br />

<strong>The</strong> further you move from the cities, the more the<br />

spirit landscape comes to look like the physical landscape<br />

it represents. Humanity’s ability to dream, fantasize,<br />

imagine and otherwise distort its perceptions of the world<br />

has an equally distorting effect on the spirit world. In the<br />

country, where the actions of animals have far more sway<br />

over the Shadow, the spirit landscape is more subtly<br />

affected. Animals view things with a primitive clarity,<br />

making the spirit wilds in such areas cleaner and simpler,<br />

but no less brutally dangerous. <strong>The</strong> chains of predation<br />

rely on strength, unchanged by manipulations and deceit.<br />

Spirits perish because a stronger spirit entered the area<br />

and chose to initiate conflict. As in the city, the strong<br />

thrive, the weak pass away.<br />

<strong>The</strong> distortion of the physical remains, but the<br />

twists in the reflection are subtler in the wild places.<br />

Mountains rise higher to the sky and cast longer shadows.<br />

A river might churn with almost treacherous speed<br />

or sprawl, lazy and stagnant, in its polluted bed. Individual<br />

plants and trees appear only in places where their<br />

spirits have been awakened (see p. 271). Those plants<br />

whose spirits lie dormant might not appear at all, or they<br />

might appear as faint shadows of themselves or even as<br />

nuts or seeds hidden in the ground. <strong>It</strong>’s possible to stand<br />

in the heart of a spiirt forest, with shadows of branches<br />

and leaves choking out the sun without a single solid<br />

tree spirit within sight. But if an awakened spirit of oak<br />

or willow is nearby, it watches. <strong>It</strong> can even speak in the<br />

First Tongue if it chooses, the better to play the careful<br />

dance of spirit politics or catch an unwary spirit or<br />

traveler in its branches and roots.<br />

<strong>The</strong> Shadow also holds the memories of things that<br />

have passed. A mountain might still appear whole in the<br />

Hisil where it has been worn away or quarried into nothing<br />

in the physical world. An island long since sunk into<br />

the depths of the sea might be above water level in the<br />

spirit wilds. An impression of a forest, complete with the<br />

spirits of long-dead trees, lingers in the Shadow where<br />

people and cars live in the physical world. <strong>The</strong> reasons<br />

for these anachronisms are many and varied. Some were<br />

once so beloved in the past that they gained enough<br />

spiritual coherence to survive their physical destruction.<br />

Others linger in myths, legends or stories, granting them<br />

an extended life in the Shadow. Some merely have spirits<br />

that have been successful enough to resist the changes<br />

on the Shadow Realm wrought by the changes in the<br />

material world. For some of these places, none of these<br />

explanations hold true. Perhaps they’re the legacy of a<br />

past age of the Earth, whose importance is unknowable<br />

to the inhabitants of today’s Earth yet was so strong that<br />

it’s survived the changing ages of the world. Perhaps<br />

these places represent strongholds of the Incarnae and<br />

greater spirits in the spirit wilds. Regardless, the existence<br />

of such a place within a pack’s territory, or even<br />

nearby, is a sure sign of strange spirits and an unpredictable<br />

life in the Shadow Realm.<br />

TRAVEL<br />

Travel within the spirit world is much like travel<br />

within the physical world, with a day’s travel taking you<br />

generally as far as a day’s physical travel. Walking a mile<br />

in the spirit wilds will take you to the same place, more or<br />

less, in the physical world — though there might not be a<br />

<strong>The</strong> Other World<br />

257

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