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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

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