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Werewolf: The Forsaken - Blank It

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or elsewhere. <strong>The</strong> cat-spirits of a city might all bow to the<br />

cunning and cruel Tom Bloodyhooks, who pays homage to<br />

the Pride Mother, a monstrous feline Incarna who hunts<br />

the darker paths of the spirit wilds by night. Some spirits act<br />

as loose allies to the Uratha, for they owe their allegiance<br />

to the Firstborn. Others are independently bound as pack<br />

totems. <strong>The</strong> great majority of spirits have no love for the<br />

fleshy children of Mother Luna and Father Wolf, though.<br />

<strong>The</strong> more powerful the spirit is, the more likely it is<br />

that it owes allegiance to multiple lords, that it plans to<br />

supplant its own master or that it vies with its brethren for<br />

a place of superiority. <strong>The</strong>se rivalries and ambitions are<br />

often the greatest weakness that a powerful spirit can possess<br />

apart from a ban — which the Uratha know well.<br />

THE RIDDEN<br />

When a spirit enters the physical world, it remains<br />

immaterial unless it takes other steps. An immaterial spirit<br />

can still use its Numina (the supernatural powers unique<br />

to its nature) to influence its environment, but to truly<br />

exist as a solid thing, it must acquire a body. Some can use<br />

their Numina to materialize. Those that can’t must resort<br />

to other methods, and the most typical is possession.<br />

When a spirit possesses a living creature — sometimes<br />

an animal, but usually human — the result is<br />

something that werewolves call Hithimu, or the Ridden.<br />

Most spirits prefer to ride human hosts, as humans can use<br />

tools, go almost anywhere, indulge in almost any pleasurable<br />

(or painful) activity, and yet are weak enough spiritually<br />

to be susceptible to possession. Werewolves and other<br />

supernatural beings are too dangerous. A spirit usually<br />

wants to hide from werewolves, not attract their attention<br />

by attempting to take one over.<br />

<strong>The</strong>re are two states of being Ridden — being Urged<br />

and being Claimed. <strong>The</strong> Spirit-Urged (or hithisu) are the<br />

less extreme examples of possession. <strong>The</strong> spirit settles<br />

into possession subtly, only nudging the host’s desires and<br />

impulses like a backseat driver. Conversely, the Spirit-<br />

Claimed (or duguthim) are victims of outright possession<br />

and control. <strong>The</strong> spirit directs every movement of its<br />

vessel, and its more direct control can affect its host’s<br />

very flesh. A duguthim who has been overtaken by a spirit<br />

of glass might suffer from exceptionally brittle nails and<br />

teeth, with shards of glass eventually growing to replace<br />

any broken bits.<br />

<strong>The</strong> urges of spirits have a dangerous effect on human<br />

psyches, often driving the Ridden away from friends, family,<br />

jobs and homes. For those in the majority of humanity<br />

that know neither magic nor anyone with access to magic,<br />

spirit hauntings destroy lives. Strong Hithimu don’t have<br />

to deal with such problems, as they totally dominate their<br />

hosts and do as they please. If the host’s life is destroyed<br />

in the process, it doesn’t matter. <strong>The</strong> spirit finds a new life<br />

and continues in its activities.<br />

Weak spirits unravel lives slowly. Some strong souls<br />

can keep spirit urgings under control with willpower<br />

alone, but those who can’t, turn to medication or illegal<br />

drugs to keep themselves under control and the spirits<br />

at bay. Some packs have even discovered humans who<br />

deliberately opened themselves to spirit possession, either<br />

as part of a religious ceremony or as a desperate pact for<br />

power. Few of these humans are equal partners in the possession.<br />

THE EXILES<br />

At the close of the 1960s, several spirit entities of<br />

great power and almost incomprehensible form manifested<br />

throughout the world. <strong>The</strong>se spirits struck out at<br />

the strongest loci, overwhelming the local spirit guardians<br />

and squatters. Werewolves who opposed these monstrous<br />

entities did not recognize them at first, but soon the name<br />

from the past returned to them — idigam. Spirits that<br />

arose before Pangaea had fully formed, spirits that Father<br />

Wolf had banished to prisons far beyond where any werewolf<br />

could reach.<br />

No werewolf knows exactly how the idigam were<br />

released, or how they found their way back through the<br />

deeps to Earth. None can even be sure how many had<br />

escaped or where all the survivors went. All that mattered<br />

at the time was opposing them. Each idigam was powerful<br />

enough to challenge several packs at once, though, and<br />

over the next decade, the idigam were the greatest menace<br />

the Uratha faced.<br />

<strong>The</strong> exile of the idigam predated the rise of the<br />

Gauntlet, and their primary goal upon return was to weaken<br />

the Gauntlet and enable their own travel back and<br />

forth to the spirit world. Beyond that, their motives were<br />

incomprehensible. Many idigam possessed humans and<br />

drove them to acts of bizarre organic creation, twisting<br />

and mutilating living flesh into impossible shapes. Most of<br />

them kidnapped other humans, broke down their bodies<br />

and used ritual magic to reassemble them into forms that<br />

simply did not function properly in the physical world.<br />

<strong>The</strong> werewolves were able to capture and destroy<br />

many of the idigam, but they could not capture them all.<br />

Idigam still infest parts of the physical world, despite the<br />

fact that no new exiles seem to have appeared on Earth<br />

for more than 30 years. <strong>The</strong>y are potent entities — no two<br />

alike, but each a match for several packs.<br />

THE HOST S<br />

Legend holds that in the time of Pangaea, Father Wolf<br />

hunted down many powerful spirits that violated the physical<br />

without permission. Most of them were caught and either<br />

banished to distant prisons beyond the sky or destroyed<br />

outright. Some, however, discovered a way to escape Father<br />

Wolf in the physical world by scattering their essence into<br />

many hosts. But when the Gauntlet came crashing down,<br />

they became stranded. <strong>The</strong>y forgot much of who and what<br />

they were, but the separate pieces of their essence have<br />

since evolved into something stronger than what they were.<br />

Gradually, these shards draw together, seeking one another<br />

out. <strong>The</strong>se are the shartha — the Hosts.<br />

Threats from the Shadow Realm<br />

37

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