Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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270<br />
Appendix I: <strong>The</strong> Spirit World<br />
THE ESSENCE GAME<br />
Spirits actively recruit for their courts. <strong>It</strong>’s possible to<br />
bring over a spirit from an entirely different choir or even<br />
category of spirit, by gifting it with Essence with a resonance<br />
appropriate to the recruiting choir. A court of the<br />
Artificial might temporarily recruit a fox-spirit by feeding<br />
it machine-tainted Essence.<br />
If the fox-spirit continues to receive such Essence it<br />
will become a permanent member of that court in a number<br />
of weeks equal to its Resistance, giving its allegiance<br />
to the artificial spirits rather than the natural spirits. Once<br />
the conversion is complete, the spirit will seek out urbanresonance<br />
Essence rather than Essence with the flavor of<br />
the rural landscape. <strong>The</strong> growing number of urban foxes<br />
hints at just how good some artificial spirits are at this<br />
game, just as the rusting cars and other bits of machinery<br />
found deep in a forest hint at a successful seduction of an<br />
artificial by a natural.<br />
LUNES, HELIONS AND OTHER CELESTIALS<br />
Lunes, Helions and other spirits of the other planets<br />
in the solar system are the wildcards in the games of the<br />
spirits. <strong>The</strong>ir concerns aren’t just of this world, but of their<br />
home celestial bodies. <strong>The</strong> differences <strong>Forsaken</strong> can see<br />
between different Lunes and Helions almost certainly<br />
mark the different spiritual choirs of their respective native<br />
areas of the Shadow, but these divisions are all but<br />
incomprehensible from an earthly perspective. Perhaps<br />
the wisest of the <strong>It</strong>haeur know the secrets of the Lunar<br />
and Helion choirs, but they don’t share such wisdom with<br />
lesser werewolves easily.<br />
<strong>The</strong> same reasoning suggests that the other bodies in<br />
the solar system have their own choirs of spirits. Perhaps<br />
the stranger spirits found wandering the Shadow are<br />
spirits from those choirs, exploring other areas, or even<br />
exiled for some incomprehensible crime. <strong>It</strong> could just be<br />
that some of Father Wolf’s secrets lie with these strange<br />
spirits, too.<br />
SPIRIT WARFARE<br />
Sometimes the spirits go to war. <strong>The</strong> legends of the<br />
Uratha tell of great wars between spirits that coincided with<br />
the deaths of entire species in the physical world whose<br />
spiritual descant was wiped out in the spirit world. <strong>The</strong><br />
Shadow Realm was a Darwinian place long before Darwin<br />
entered the world. Battles between descants and choirs<br />
can be terrible events, laying waste to whole swathes of<br />
the Shadow and causing wholesale damage in the physical<br />
world too (including earthquakes, extinction, explosions<br />
and fires). Sometimes these wars are no more than local<br />
struggles between spirit courts, as the natural choirs struggle<br />
with the artificial ones or two descants of animal spirits<br />
compete to dominate the spiritual landscape. Regardless,<br />
spirits go to war with one another with surprising ease.<br />
Many spirits don’t fear death as humans and animals do.<br />
As long as their earthly counterpart endures, the spirit<br />
will eventually re-form from the shreds of its ephemera<br />
that survive its dissolution. Spiritual battles don’t end with<br />
corpses littering the battlefield. Instead, the slain combatants<br />
dissolve in manners appropriate to their choir. Spirits<br />
of murder and pain dissolve into showers of blood or bone<br />
that litter the landscape, before slowly fading into ephemera.<br />
Elements explode into points of light, while spirits from<br />
the animal choirs disappear in clouds of fur or feathers.<br />
<strong>The</strong> artificial choirs scatter the landscape with cogs, gears,<br />
wheels and chips on their dissolution. Only ghosts leave<br />
bodies, and then only briefly as they sink six feet under the<br />
perceptual ground level in the Shadow.<br />
Slowly, the ephemera that made up the spirit’s corpus<br />
finds its way back to the spirit’s physical counterpart, or<br />
to the domain within the Shadow it calls home if it no<br />
longer has a physical counterpart. Once the spirit re-forms<br />
and starts to associate with other members of its choir or<br />
descant, the old rivalries soon resurface, and war breaks<br />
out once more. As a result, spiritual battles rarely solve<br />
anything.<br />
Spirits can, however, make a conscious decision to<br />
destroy an enemy spirit once and for all, not just discorporate<br />
it. This act taints the murderer with a powerful stain<br />
of negative resonance. Such a spirit might have set foot,<br />
talon or wheel on the path to becoming a bane.<br />
BROODS<br />
A brood is a gathering of spirits from different choirs<br />
or descants based on politics. For example, Fenris Wolf,<br />
the great destroyer wolf-spirit totem of the Blood Talons,<br />
calls on certain spirits to assist him and his children.<br />
Spirits of war and metal, wolf-spirits and raven-spirits,<br />
spirits of blood and anger and strength are all part of<br />
Fenris’ brood. All of these spirits share a certain common<br />
ground, although their natures vary. <strong>The</strong> wolf-spirits<br />
follow out of blood loyalty, while his raven-spirits follow<br />
from desire to feast on the corpses left in his wake. Even<br />
then, only a fraction of all wolf-spirits associate themselves<br />
with Destroyer Wolf. Others might associate themselves<br />
with the broods of other totems, while still others eschew<br />
broods entirely.<br />
Obviously, a spirit brood is rarely well organized, as<br />
there are so few rules governing which spirits may be part<br />
of it. In this, it appears, the spirit world reflects the shifting<br />
politics that humans and werewolves know so well.<br />
SLEEPING SPIRIT S<br />
While the spirits of most birds, animals and fish are<br />
awake from the moment of their birth, most spirits of objects<br />
and plants sleep. <strong>The</strong>y exist, and they have the potential<br />
to become intelligent, but they lie dormant until<br />
something happens to bring them to life. <strong>The</strong>se sleeping<br />
or dormant spirits are visible in the spirit world as faint<br />
shadows of the object they represent, which move around<br />
along with their material world analogue. A number of<br />
things can bring them to life, however, with some serious<br />
consequences for the object that spawned the spirit.<br />
Just as the object affects the spirit, so too does the spirit