Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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50<br />
Chapter I: <strong>The</strong> World of the <strong>Forsaken</strong><br />
HUMANS<br />
Humans might not live in a werewolf’s territory at<br />
all. Uratha who are lucky enough to claim land out in the<br />
wilderness far from human development might not have<br />
to put up with more than a handful of humans. That’s not<br />
going to stop those humans from damaging it or disrupting<br />
the local spirit world, though. For example, the US<br />
government has been giving out licenses to companies<br />
that want to pull natural gas out of the ground. One way<br />
companies do that is to pump air into the ground, which<br />
forces natural gas up to where they can get at it affordably.<br />
This pumped air and natural gas interact with the<br />
local water table, and nearby creeks and streams die from<br />
this treatment. <strong>The</strong>y poison land in all directions, and if<br />
a werewolf pack’s territory happens to be affected, then<br />
dealing with this disruption becomes its problem.<br />
Why care? Because a creek’s death makes its spirits<br />
insane. Those spirits need live crawdads, healthy fish,<br />
thriving plants. If they don’t have those things — because<br />
the creek is dead — they must find some other focus. Such<br />
spirits might possess humans and make them destructively<br />
insane, or they might torment werewolves in the spirit<br />
world, attack other local spirits at random and so on.<br />
Most Uratha have to tolerate humans in their territory,<br />
as well, and although werewolves are human-born,<br />
their “human nature” is simply a skin they wear. Many<br />
come to believe the legend that they are the children<br />
not of Man and Woman, but of Father Wolf and Mother<br />
Moon. Werewolves had the ability to wear a human’s form<br />
before the humans had established themselves as the major<br />
player on the planet. <strong>The</strong>y might have that ability even<br />
if the humans bomb themselves back to the Stone Age.<br />
Humans feel most emotions more strongly than<br />
any other species of animal does (barring werewolves, of<br />
course), and strong human emotion is imprinted right<br />
onto the spirit world. Violence, hate and fear create loci<br />
of the worst resonance, which attracts spirits of appropriately<br />
cruel and predatory nature. <strong>The</strong> spirits feed off those<br />
emotions and try to spur more, creating a self-perpetuating<br />
cycle. Many Uratha find it most expedient to kill off<br />
the humans causing those emotions or kill off whatever’s<br />
causing the emotions within the humans. <strong>The</strong>y also have<br />
to destroy the spirits.<br />
Human “progress” can also reshape the spirit world,<br />
and many werewolves choose to limit that in order to<br />
let the spirits opposite the Gauntlet thrive. Knocking<br />
down a beloved concert house in order to put up a<br />
parking garage can leave that concert house still upright<br />
in the Shadow until everyone in the area goes a full<br />
day without thinking about the old place (which could<br />
take years). At the same time, though, the spirits that<br />
used to reside in the concert house go mad with the<br />
loss of their focus — damaging cars, possessing them<br />
and doing harmful things with them, or doing the same<br />
with employees of the garage. To keep those spirits from<br />
harming the physical world or other spirits around them,<br />
it behooves the pack in whose territory the concert hall<br />
stood to find those spirits a new edifice to haunt. Maybe<br />
some of them would be satisfied by a conservatory, others<br />
a bar where a lot of music is played. <strong>The</strong> remainder could<br />
be coaxed into moving to a local library.<br />
Looking at things the other way, humans are the<br />
most frequent victims of the spirit world when spirits or<br />
monsters press their way into reality. <strong>The</strong>y make a good<br />
barometer of spirit activity in that fashion. Werewolves<br />
aren’t instinctively compelled to rescue the humans, per<br />
se, but some are still compassionate toward their human<br />
cousins and see rescuing humans as a happy side effect of<br />
their work. Indeed, most werewolves eventually take human<br />
mates. Those rare wolf-blooded are far more attractive<br />
to a werewolf, but when the urge strikes, Uratha can<br />
make time with just about any willing human who strikes<br />
their fancy. Having a territory full of attractive young<br />
humans makes this both easier and more pleasant.<br />
RIVAL WEREWOLVES<br />
<strong>The</strong> Tribes of the Moon have two factions of potential<br />
enemies among the People — the Pure and each<br />
other. Threats from fellow <strong>Forsaken</strong> arise when one group<br />
wants a piece of the other’s territory. <strong>The</strong>y might start to<br />
frequent a location on the border of said territory — a<br />
bar or a vacant lot where they’d like to gather — and the<br />
resident pack does its best to nip this behavior in the bud.<br />
If the usurper pack is more competent and experienced,<br />
there’s no dishonor in offering to “buy it off.” <strong>The</strong> locals<br />
give the outsiders a bit of land or some other form of<br />
tribute and get them to agree that further transgressions<br />
are off limits. If they disagree, the locals must then decide<br />
whether to fight over that chunk of land or fall back and<br />
hope the outsiders don’t seize more. Fighting isn’t out of<br />
the question, even for packs of raw amateurs. Many-onone<br />
contests between a pack of werewolves and one single<br />
werewolf, no matter how talented, generally go poorly for<br />
the lone wolf. Two packs who share fealty to the Oath can<br />
theoretically work out their differences without resorting<br />
to fang and claw, though it isn’t always smooth sailing.<br />
<strong>The</strong> Pure Tribes are not so complaisant. If they try to<br />
take territory from a <strong>Forsaken</strong> pack, it’s a prelude to trying<br />
to take those werewolves’ heads. When trouble starts,<br />
most <strong>Forsaken</strong> opt to fight the Pure rather than holding<br />
out the vain hope of working it out. Some <strong>Forsaken</strong> can<br />
survive for a time with Pure Tribes for neighbors, but if<br />
they start moving into occupied neighboring territory, everyone<br />
involved is in for an unpleasant few months. Sometimes<br />
the struggle between neighboring Pure and <strong>Forsaken</strong><br />
packs can be resolved with a single decisive strike — the<br />
trick is in knowing how and when to pull it off.<br />
<strong>It</strong> can be vital for a pack to negotiate with other local<br />
werewolves regarding limits on movement through territory,<br />
and what is considered a “non-hostile” action. For instance,<br />
if one pack has staked out and claimed a university<br />
campus, the question arises if another pack can drop by<br />
for lunch at a campus cafeteria? What if another pack has