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Werewolf: The Forsaken - Blank It

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fight, but with a –2 penalty on all rolls made to attack or<br />

harm another. This penalty also affects any shapeshifting<br />

rolls made to enter the warlike Gauru form. Conversely,<br />

those defending themselves gain a +2 bonus on all rolls<br />

made to prevent harm to themselves or others.<br />

WOUNDS<br />

Dangerous as a shoal is, the Shadow contains much<br />

worse. Where the spirit world has been even more grievously<br />

damaged by atrocity, it bleeds out resonance of<br />

particularly negative aspect and gives birth to spirits of<br />

the worst sort. <strong>The</strong>se places are called Wounds, where the<br />

spirit wilds are not simply injured, but infected. Wounds<br />

are reflections of every act of violence, natural or otherwise,<br />

that has torn through the world. <strong>The</strong>y are the<br />

memories of wars, plagues, atrocities, natural disasters,<br />

mass extinctions or acts of genocide. A Wound might<br />

form anywhere that cruelty, suffering or hatred are at their<br />

worst — a vivisection lab, a concentration camp, a prison<br />

overseen by a particularly cruel and hateful staff, a brutal<br />

mental hospital. <strong>The</strong> cruel spirits of negative concepts<br />

such as pain, hatred, suffering and despair are the maggots<br />

that write within these infected gashes in the Shadow. But<br />

as malevolent as these spirits that thrive on suffering may<br />

seem, the grim truth is that they are not the cause of the<br />

misery that feeds them — merely the symptom.<br />

<strong>The</strong> only positive thing to be said for a Wound is<br />

that it’s easy to recognize for what it is. Not only is the<br />

tainted resonance of a Wound like a subtle but prolonged<br />

assault on one’s emotions, but the spirit landscape clearly<br />

reflects the area’s suffering. Walls may bleed or shudder<br />

in emulation of diseased flesh, or the air may reek of<br />

carrion. Unwholesome symbols can appear like graffiti,<br />

dimly burning with a strange greenish flame or sometimes<br />

appearing as infected, bloody gashes carved into<br />

the very rocks or concrete of the area. Most werewolves<br />

who recognize the signs of a Wound will give it a wide<br />

berth — if they can. However, sometimes a pack must<br />

penetrate into the heart of a Wound to destroy a powerful<br />

spirit that lives there. Worse off are the packs who<br />

step sideways at a locus and find themselves at the heart<br />

of a Wound, with no safe way out.<br />

System: <strong>The</strong> tainted resonance of a Wound presses<br />

on the soul like a cancer, and prolonged exposure can<br />

even drive one mad. All Harmony rolls and all rolls made<br />

to resist the Death Rage are at –2 while within a Wound;<br />

this includes rolls made to perform rites or to resist degeneration.<br />

In addition, any injuries suffered within a Wound<br />

are increased by one Health point (or Corpus point, in the<br />

case of spirits).<br />

LORDS OF THE WOUNDS<br />

<strong>It</strong>’s the nature of the spirit world that great<br />

spirits can rise to the top of the food chain. Just<br />

as Father Wolf was said to be the greatest and<br />

most powerful of wolf-spirits, and perhaps even<br />

of predator-spirits as a whole, there are mighty<br />

Incarnae that reflect other aspects of the world.<br />

All of these strange spiritual demigods are worthy<br />

of fear and respect, but perhaps none are<br />

more feared than the Incarnae of the Wounds.<br />

<strong>The</strong> <strong>Forsaken</strong> know them as the Maeljin, and<br />

even the name causes them no small amount of<br />

concern — for the word “Maeljin” is not derived<br />

from the First Tongue. No Cahalith has been able<br />

to pinpoint just what language the phrase comes<br />

from, or what it properly means. No truly reliable<br />

accounts exist of a pack coming face to face with<br />

one of these terrors and surviving to tell the tale.<br />

Still, some werewolves have gone deep enough<br />

into the Shadow to bring back some lore, enough<br />

at least to tell that the Maeljin are dangerous,<br />

dangerous entities.<br />

<strong>The</strong> lords of the Wounds reflect the world’s<br />

seeming desire to turn on itself, the mad impulses<br />

that turn brother against brother or mother<br />

against child. <strong>It</strong> is in their best interests to prolong<br />

the world’s agony, that they can remain fat<br />

and strong until time itself ends. <strong>It</strong> is very fortunate<br />

that there are no signs that the Maeljin work<br />

well with one another, and rumor has it that they<br />

often feud over tainted Essence rather than pooling<br />

their resources. <strong>The</strong>ir cause is common, but<br />

they are as fractious as any other spirits.<br />

<strong>The</strong> names and number of the Maeljin are<br />

uncertain; sometimes there seem to be many<br />

names that refer to one entity, or a given Incarna<br />

is attributed with different areas of influence.<br />

<strong>The</strong> most recent accountings that the <strong>It</strong>haeur<br />

share with one another charge these monstrous<br />

beings with embodying specific sins recognized<br />

by most human cultures, of which the traditional<br />

Christian seven deadly sins are but a portion.<br />

Most assume that this most current list is by its<br />

nature incomplete, merely detailing the names<br />

most commonly spoken.<br />

Carnala, Lady of Lust<br />

Mammon, Feeder of Greed<br />

Maastraac, Master of Envy<br />

Baalphegor, King of Gluttony<br />

Lamashtu, Calipha of Pride<br />

Beliar, Slave to Sloth<br />

Asmodai, Queen of Wrath<br />

Pseulak, Minister of Deception<br />

Thurifuge, Architect of Violence<br />

BARRENS<br />

Some areas of the spirit world have been blasted and<br />

drained, leached of all the Essence that would ordinarily<br />

sustain a spirit ecology. <strong>The</strong>se are the Barrens, areas<br />

of spiritual drought. Sometimes Barrens arise when the<br />

Gauntlet grows too thick, and the symbiotic relationship<br />

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

259

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