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Werewolf: The Forsaken - Blank It

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A “rural” area really can be one of two things:<br />

cultivated farmland or true wilderness. Most rural packs’<br />

territories comprise both. Humans have been farming for<br />

the better part of 5,000 years, so Uratha don’t find farming<br />

itself to be unnatural. Some spirits (particularly spirits<br />

of livestock and the land itself) do find it to be criminal.<br />

Rural werewolves are more likely to face open challenges<br />

from neighboring packs or Pure than urban Uratha are,<br />

even though urban Uratha have more werewolves for<br />

neighbors than rural ones do. Urban werewolves settle<br />

into a truce with their neighbors, knowing that human<br />

police and observers (as well as more alien enemies) are<br />

everywhere. Rural Uratha know that they can get away<br />

with sneaking a few acres of a neighbor’s territory without<br />

any repercussions.<br />

Rural packs can claim whole counties (or county-sized<br />

areas) as their territory. A space 20 to 40 miles on a side<br />

is not unreasonable for werewolves with modern vehicles<br />

and communications equipment, though things can still<br />

slip through. Werewolves in cities claim much smaller territories.<br />

<strong>The</strong> average large coastal city in the United States<br />

is just 50 or 60 square miles, but it might have several<br />

packs of Uratha who claim their entire territories within<br />

its boundaries. Cities in the center of the country sprawl<br />

considerably more, but they still have more werewolf packs<br />

than a rural area of the same size.<br />

A pack chooses a territory that suits its members, its<br />

goals and its totem — if such a perfect territory is available.<br />

Most of the time, though, the werewolves in the pack<br />

must decide whether they’d rather live in a location they<br />

dislike in order to appease their totem or a location they<br />

like but which makes their totem uncomfortable.<br />

A pack’s territory grows with its advancement in<br />

renown, power and influence. A pack of fledglings might<br />

be able to patrol only a few small, relatively safe towns,<br />

but as they grow in strength and experience, they become<br />

able to manage a territory 50 miles across. Technology and<br />

spirits can both play a part. Cooperative spirits make a<br />

territory easier to manage, while cell phones can have the<br />

same effect.<br />

LOCI<br />

Few things are more valuable to werewolves than loci<br />

— places where the Gauntlet isn’t as powerful and Essence<br />

flows more freely. <strong>It</strong>’s only in the presence of a locus that a<br />

werewolf can overcome the great burden of being <strong>Forsaken</strong><br />

and enter the spirit world once more.<br />

Loci are focal points of spiritual energy in the physical<br />

world with particular flavors, or resonances. <strong>The</strong>y’re like<br />

fountains or wellsprings, arising as Essence of a particular<br />

resonance flows strongly enough to erode the Gauntlet, or<br />

created by a sudden and powerful spike of resonance. A locus<br />

always has some physical form. <strong>The</strong> cornerstone of an<br />

old sturdy building might become a locus of urban energy,<br />

while a mass grave might become a locus of death energy.<br />

Loci attract spirits of allied types. <strong>The</strong>y exist both<br />

in the spirit world and the physical world, and thus allow<br />

spirits comfortable with their resonance to manifest in the<br />

physical world much more easily than otherwise — they<br />

represent a kind of window through the Gauntlet through<br />

which only allied spirits can peer. A locus can be destroyed;<br />

the easiest place to do that is usually the physical<br />

world rather than the spirit world.<br />

A pack can use loci within its territory to “tune” the<br />

local spirit world in harmonious ways. A locus isn’t an independent<br />

entity like a spirit is. <strong>It</strong>’s just a patch of ground,<br />

a creature, a person or an object that has an affinity for a<br />

particular kind of spiritual energy. A broken window in<br />

the town’s asylum might be a locus for chaos or madness<br />

energy, while a patch of deep old stream might serve as a<br />

locus for elemental water energy. An enterprising pack can<br />

refine loci, weaken them or even use them to reshape the<br />

local Shadow.<br />

Most packs try to claim at least one locus for their<br />

own, in order to have a steady source of Essence. Vicious<br />

fights can break out over the larger loci in an area, particularly<br />

between <strong>Forsaken</strong> and Pure. Once a strong locus<br />

has been taken, a werewolf pack can transfer a portion of<br />

its Essence into touchstones. By such means werewolves<br />

have access to very small canteens of Essence. If they find<br />

themselves in a dire situation, they can drink in the power<br />

of the touchstone and use it just as they would use the<br />

Essence gathered by other means. By use of particularly<br />

powerful rites, a werewolf pack can even strengthen the<br />

power of a locus, increasing the amount of Essence they’re<br />

able to harvest.<br />

Of course, a pack probably doesn’t want to leave<br />

their font unguarded. Many packs leave their pack totem<br />

spirit behind when they plan to range afield, setting the<br />

spirit to guard the locus so they don’t have to worry about<br />

it. Others summon and bind spirits to act as temporary<br />

guardians, granting these shadow watchdogs a tithe of the<br />

locus’ Essence to ensure their loyalty. While most spirits<br />

still hate the <strong>Forsaken</strong> and are loath to do them favors, the<br />

combination of werewolf binding and a guaranteed source<br />

of Essence is a hard combination to resist. Still other<br />

packs manage to strike bargains with other supernatural<br />

beings so that they are free to make raids against their enemies.<br />

A coterie of vampires would probably be more than<br />

willing to guard a locus for a night (particularly as they’re<br />

seldom tempted to steal the Essence for themselves) in<br />

exchange for having the brute force of a werewolf pack on<br />

their side later on.<br />

OTHER TERRITORY ASSET S<br />

A territory can have dozens of different bits that the<br />

pack can use to perform its duties or make its collective<br />

life easier.<br />

• Wolf-Blooded: Wolf-blooded kin are assets for<br />

a few reasons. <strong>The</strong>y are safer to spend time with than<br />

humans with no measure of wolf blood. As mates, they<br />

Pack Territory<br />

47

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