Werewolf: The Forsaken - Blank It
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 />
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