Werewolf: The Forsaken is a tabletop role-playing game set in the Chronicles of Darkness created by White Wolf Game Studio. It is the successor to Werewolf: The Apocalypse, the "game of savage horror" from the old World of Darkness line of games, but has moved to a more personal sort of horror, reflecting the "dark mystery" theme of the Chronicles of Darkness.

Characters

Players portray the Forsaken, werewolves, known as Uratha, who hold a sworn duty to maintain a balance and prevent ingress between the spirit worlds and the material world. Any human who may unknowingly possess a werewolf heritage could undergo a First Change at some time in their life, though what triggers the metamorphosis is unknown. It is known that it almost never happens before puberty or after the age of 60. Following this Change, each character develops an Auspice, defined by what phase the moon was at during their First Change, and most join a Tribe or become a tribe-less werewolf known as a Ghost Wolf. Unlike traditional fictional werewolves, Uratha may change at any time into various forms between man and wolf, though they do find this easier when the phase of the moon matches their Auspice.

Uratha are fierce territorial predators who feel the compulsion to hunt. Many have trouble containing their aggression, hindering their ability to live normal human lives. Additionally, humans feel this aggression and are repelled by this feeling. Also, every werewolf is in danger of entering a violent Death Rage (Kuruth in the First Tongue). In this frenzied state the werewolf is a threat to everything, no matter whether friend or foe.

Uratha also possess an instinctive understanding of the First Tongue, the language spoken by their ancestors and spirits. Although initially rudimentary, many Uratha can eventually learn to speak the First Tongue fluently.

Society

Uratha can, theoretically, come from any part of human society, however following the werewolf's First Change some may choose to abandon human society completely. Instead, most Uratha form packs of at least three other Uratha in order to hunt more efficiently and better protect their territory. Every pack is adopted by a totem (a spirit who bonds with the pack).

Each Forsaken werewolf who belongs to a Tribe must swear the Oath of the Moon, which acts as a moral guide for the Uratha (represented in a game system called Harmony). The tenets of the Oath are:

  • The Wolf Must Hunt (the Uratha have to fulfill the roles of Father Wolf)
  • The People do not murder the People (Uratha don't murder other Uratha)
  • The Low honor the High, the High respect the Low
  • Respect your Prey
  • The Uratha shall cleave to Human (Uratha must not forget their human sides)
  • Do not eat the flesh of Human or wolf
  • The herd must not know (the Uratha must be hidden from the humans)

Auspices

Each Uratha has an Auspice, a traditional role in Uratha society, tied to one of five phases of the moon. Luna decides each Uratha's Auspice, based on their personality and abilities; accordingly, a Uratha will go through the First Change during the corresponding moon phase. The five Auspices have the following names in the First Tongue.

  • Rahu (The Full Moon, The Warrior) – warriors of all kinds from brawlers to seasoned commanders.
  • Cahalith (The Gibbous Moon, The Visionary) – seers, storytellers and lorekeepers.
  • Elodoth (The Half Moon, The Walker Between) – diplomats to the spirit courts, judges and arbiters.
  • Ithaeur (The Crescent Moon, The Spirit Master) – occultists and keepers of spirit lore and rituals.
  • Irraka (The New Moon, The Stalker) – scouts, spies and trackers.

Each Auspice is broken down into further subdivisions called Aspects. These aspects emphasize strengths (in the form of bonuses or free purchases) of the Auspice but also introduce weaknesses to the character (in the form of flaws or penalties).

Tribes

The Forsaken have five Tribes. These Tribes consist of Uratha who choose to follow one of five ancient and powerful wolf-spirits, called the Firstborn. These Firstborn are the first born children of Father Wolf (but not of Mother Luna) and have allied with the Forsaken. Every one of the Firstborn demands that the Uratha who belong to his Tribe act in accordance to a certain ban. In second edition, each Tribe also has one sort of prey it is specialized toward hunting. These Five Tribes are:

  • Blood Talons  – the Tribe of Fenris Wolf, who promotes the warrior and wolf aspects of the Uratha. Their tribal ban is "Offer no surrender that you would not accept". Their favoured prey is other Werewolves.
  • Bone Shadows  – occultists who seek to restore relations with the Spirit Courts with the guidance of their patron, Death Wolf. Their tribal ban is "Pay each spirit in kind". Their favoured prey is Spirits.
  • Hunters in Darkness  – protectors of loci, the spiritual centres of the world. Black Wolf is their totem. Their tribal ban is "Let no sacred space in your territory be violated". Their favoured prey is the Hosts.
  • Iron Masters  – this Tribe, following the teachings of Red Wolf, embrace change and new ideas. They are closer to humanity, keeping up with technology and taking cities for their territory. Their tribal ban is "Honor your territory in all things". Their favoured prey is humans, along with the creatures that hide among them.
  • Storm Lords  – the Tribe of Winter Wolf seeks to lead all Uratha through strength and noble example. Their tribal ban is "Allow no one to witness or to tend your weakness". Their favoured prey is the Spirit-Ridden and Spirit-Claimed, material objects and creatures that have become possessed by spirits.

Next to these five Tribes, there are the Ghost Wolves among the Forsaken who either never joined a tribe or left them behind. Therefore, they neither have a tribal ban nor a tribal patron. Some follow the Oath of the Moon and others do not; the only thing that all Ghost Wolves have in common is that they don't belong to the Uratha society in the traditional sense.

Biology

The Uratha are physical and spiritual creatures, who can use the energy of the spirits (called Essence) to activate certain supernatural powers (called gifts), supernatural tools (called fetishes), change form or accelerate their healing.

Unlike humans, Uratha heal very fast (sometimes in a matter of seconds) and can theoretically regrow limbs and organs (which is accompanied with a great deal of effort). An exception to this rule are wounds caused by silver. These wounds have a resemblance to burns and only heal very slowly and with difficulty. The Uratha are immune against normal diseases and most foreign particles are expelled from their bodies very quickly.

The metabolism of a Uratha is faster than that of a human and so they have to eat more. What they can eat depends on their personal taste and the form they assume at the moment. Most prefer meat, but a vegetarian diet is also possible (but very difficult).

Uratha can reproduce with humans, but the chance that the child will be a Uratha is very small. Reproduction with wolves is not possible and, in first edition, a mating between two Uratha could result in the birth of a Spirit monster called Unihar (mating with other Uratha was considered as a serious sin). In second edition, the taboo of Uratha mating and the Unihar were removed.

Forms

Every Uratha may metamorphose at will into five distinct forms, each with its own benefits and drawbacks (physical abilities, digestive traits, reaction to certain drugs, instincts). The three hybrid forms between human and wolf (just like the usage of clearly supernatural powers) create a certain defense mechanism in normal humans called the Lunacy. Due to the effects of Lunacy, humans will forget or bury their memories in their minds and mechanical means of observation (e.g. cameras) will malfunction. Only humans who are supernatural themselves or have an extremely strong will are immune to this effect. The forms, named in the First Tongue, are:

  • Hishu – human form. A Uratha appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form. This is the form most Uratha are most comfortable with.
  • Dalu – near-human form. The Uratha is significantly bigger, hairier and stronger. Ears, teeth and nails are slightly pointed and the face is more angular. Facial hair is noticeable even on females. This form reacts in a similar manner as that of the human form.
  • Gauru – wolf-man or war form. Half-human, half-wolf, the Gauru form of Uratha are generally 8 to tall and much heavier and stronger than any human. In this form a werewolf's bloodthirst rises to the surface and is much harder to control. Uratha can only channel the power of the Gauru form for a limited time, and generally only take this form to kill. This forms' reaction towards chemicals is nearly impossible to predict and a Uratha takes this form automatically when he enters Death Rage.
  • Urshul – near-wolf form. A Uratha in this form is a huge wolf 3 to high at the shoulder, resembling the extinct dire wolf. This form reacts in a similar manner as the wolf form.
  • Urhan – wolf form. The Uratha is indistinguishable from a normal grey wolf. Depending on the area where the Uratha comes from, respectively which area shaped the majority of his ancestors, this form differs. If there are grey wolves in the area, this form looks similar to these wolves respectively similar to other canines like the African wild dog, dhole, or red wolf (but never like domestic dogs). Some Uratha of Africa and the Near East even developed forms similar in coloration and to a certain extent build of hyenas.

Supernatural abilities

Besides the physical abilities, which all Uratha possess, they can also have access to a wide range of individual powers called Gifts. These Gifts aren't inherited and cannot be learned from other Uratha, but are bestowed by spirits as part of a deal. Some Gifts are easier to learn than others, depending on Tribe, Lodge, or Auspice. Others are only open to specific Uratha. The effects of these Gifts are variable, some enhance physical abilities, while others change the form, bestow powers of divination, control the elements etc. The more powerful the Gift, the higher the rank of the Uratha in question among the spirits must be to learn the Gift.

Furthermore, the Uratha can, with the help of certain rituals, bind spirits into objects and even tattoos and bestow these objects with supernatural power. These objects are called fetishes and can be used once or multiple times. The power of the fetish depends on the power of the bound spirit.

Backstory

According to the legend of the Forsaken, the world was once a perfect place called Pangaea—although it is not apparent whether the term refers to a certain place or time. In this world, the barrier between the spirit world and the material world was thin and it was easy to travel from one world into the other.

The spirit who watched over the balance between both was Father Wolf, the mightiest warrior of his time. Father Wolf patrolled the barrier between the two worlds and allowed spirits to remain in the spirit world and even form cults around them. But only so long as they did not become as humans are and flesh and spirit remained separated. Many of the powerful spirit lords saw the wisdom in that and followed the rules.

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References