Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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54<br />
Chapter I: <strong>The</strong> World of the <strong>Forsaken</strong><br />
• Games, tests or taunts at the newly Changed’s<br />
expense, usually instigated by Cahalith who recognize the<br />
importance of forging the new pack into a single entity.<br />
Elder Uratha push the freshly Changed into relying on<br />
one another by driving them through difficult tasks that<br />
they cannot perform alone, though not necessarily hardcore<br />
crisis activity every time. An established pack might,<br />
for instance, challenge the newcomers to a brutal game of<br />
rugby.<br />
Beyond the addition of new werewolves to the local<br />
territory, a pack might call a meeting to declare its ownership<br />
of a particular piece of territory. If that chunk of territory<br />
is still under dispute, there might be open challenges<br />
at the gathering. Otherwise, that contested area is now<br />
considered uncontested and treated as being out-of-bounds<br />
for other packs. Packs also use meets to introduce new<br />
members and issue pro forma challenges against anyone<br />
who dares trifle with their new packmates.<br />
POLITICS<br />
Even though most gatherings take place under a<br />
covenant of peace, and no serious violence is permitted<br />
beyond ritual challenge combat, they are far from serene<br />
occasions. Tempers still explode, of course, and things<br />
can get dangerous — and that’s the way it goes. Incidental<br />
injuries are inevitable when several packs come together.<br />
Werewolves largely ignore the minor wounds, as wounds<br />
left by teeth and claw heal easily enough. Serious, tothe-throat<br />
combat is what starts blood feuds. Werewolves<br />
who engage in that kind of activity must be thrown out<br />
at once, and usually their packs with them, or else the<br />
in-fighting could seriously weaken the <strong>Forsaken</strong> and place<br />
them at their rivals’ mercy.<br />
This ban on real violence makes these gatherings<br />
places of very tense politicking. Everyone has a competing<br />
agenda or a territorial dispute simmering in the<br />
background but cannot let a disagreement come to blows.<br />
Particularly dangerous conversation might take place<br />
via intermediaries with less emotional investment in the<br />
subject being discussed.<br />
THE OATH OF THE MOON<br />
<strong>The</strong> Uratha are not beholden to the laws of humanity,<br />
nor does the spirit world have any code of laws that<br />
binds them. Yet creatures of such overpowering fury cannot<br />
simply do as they please without repercussion. Every<br />
sin against their own nature weakens them, drives them<br />
farther down a deepening spiral. Denying their nature