Werewolf forsaken pdf download


















Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Werewolf: the Forsaken 2nd Edition. From Onyx Path Publishing. Selected Option:. Hardcover, Premium Color Book. Hardcover, Standard Color Book.

Average Rating ratings. To ring in more savings, visit our New Year, New Game sale page. You are a human, a wolf, a killer, a monster. The ultimate predator. What are you going to do? This book contains: The complete guide to playing a werewolf in the World of Darkness. Reimagined tribes, auspices, and spirit magic to create the ultimate predator and her pack.

A brand new look at werewolf hunting grounds around the world, from Basra to Tokyo. This usually means the colors are less vivid, but it also means the price drops a bit per page in the production process.

Examples of pages: Premium Color vs. Standard Color. Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments. Can we have an update about the Wolf Gifts experience cost? Pages 84 and 85 contradict each other.

I have a question: how much does the premium hardcover book weights? I need to take a flight with it so I have a hard weight limit. I own the first edition, in order to play it I also needed the world of darkness book.

Do I need the chronicles of darkness to run this edition? No, unlike 1st edition, you have all the rules you need in the core book. I purchased the Standard Hardcover version of this and, I love it. Its probably one of the prized jewels of my RPG collection. I can't recommend it enough! It's certainly an improvement and a good build on what WoD had established.

What's the difference between the premium and the standard editions? I'm asking because I can't really tell from the example pictures that there are links to. Please help me. Why has the cover changed for this edition? The first edition cover was almost infinitely better, and they didn't change the covers for any of the other second editions. So what gives? Does anyone know if this is going to get a Standard Heavyweight option? Is there anyone that could answer my previous question?

I am new to the site and not sure how this works. Some clarification would certainly be appreciated. The question was if I purchase the pdf now and decide I want the physical copy, will I get the discount on the POD price of this product?

No, the discount only applies when buying both at the same time using that option. Since this book will most likely be updated under the new 'Chronicles of Darkness' brand at some point. I think it wouldn't be too hard to clean up the text over picture from the page layout. Also a premium color softcover option would a nice POD addition. Is this one compatible with god-machine? The eldest and wisest Uratha know that no matter how many times a werewolf has passed through the Gauntlet or how well they believe they know the spirits, there are always surprises and always dangers.

Sometimes, it is their last lesson. Create environs that will make players aware that their characters are immersed in a world where everything is less clear and more intense than in the material world. While the World of Darkness is a sinister and violent place, the Shadow Realm is the distillation of that world with the concentrated Essence of both life and death played out around the Uratha who travel there.

Spirits are naturally hostile toward werewolves, and will act on their antipathy if they feel they can get away with it. Simply treating all spirits as hostiles does not work. To deal effectively with spirits, werewolves must be well armed with as much knowledge as possible of the spirits they are encountering and with the strength to negotiate verbally or physically when the situation demands.

It may never be. Other Incarnae are generally hostile to the Uratha, and might lie out of spite. That is, if they could be reached at all — Luna, the legendary mother of the entire Uratha race, has not granted a werewolf a personal audience at any point within known history.

The legend of Father Wolf remains just that: perhaps true, perhaps allegorical, perhaps just a construct of faith. When greeting a spirit it hopes to negotiate with, a werewolf needs to proffer the proper amount of respect.

Too little deference will anger the spirit, while too much may be taken as an indirect insult. Nor is dealing with spirits in the material world any easier. This puts werewolves and spirits that are manifesting 17 in the material world at uncomfortable cross-purposes, hardly the best environment for positive encounters.

The spirit may well demand that the summoner and his pack perform an even more complicated chiminage to atone for the inconvenience. Fire-, lightning- or electricity-spirits, for example, experience events at a much greater rate than slower beings such as stoneor structure-spirits. They do not tolerate lengthy speeches or long-winded pleas. Spirits of trees, turtles and other slow moving creatures usually expect that any transactions in which they take part mirror the languid nature of their existence.

The best tactic is to come prepared, whether you wish to ask the spirit to teach a Gift, to inhabit a fetish or to provide information or assistance. Again, it is important to know the spirits you deal with in order to know what kind of gift — or chiminage — to offer. Most spirits appreciate gifts of Essence. In the Shadow, Essence is a universal currency. Even if a werewolf neglected to spill his blood as an offering to a war-spirit, he may still be able to save the meeting with a large enough gift of Essence.

This is never an easy task. To say that spirits are not overly fond of the Uratha would be a drastic understatement. Uratha may parley or negotiate with spirits for many different reasons, and each reason has many possible approaches. Sometimes, Uratha can simply trade information with the spirit — knowledge of where a number of weak spirits congregate a handy source of Essence for hungry spirits in return for the location of the nearest Rat Host nest, for example.

When the Uratha can tell the spirit nothing of importance, Essence usually sweetens the pot and may win the cooperation of the spirit. A canny or hostile spirit might require a more complex favor from the werewolf, such as undertaking a mission on its behalf or on the behalf of its material-world counterpart.

Spirits must be paid in some way to teach their Gifts to the Forsaken. While some spirits may accept token gifts of Essence in exchange for sharing the knowledge of a particular Gift, others demand the performance of services before they deign to teach any of the People. If a werewolf must learn from a more hostile spirit, he should be prepared to pay accordingly, not only in Essence, but in services rendered and in a properly contrite attitude.

The negotiations Storytelling Spirits Chapter I: Denizens of the Shadow involved in acquiring a pack totem are generally forceful without being completely abusive, and the methods used in convincing the spirit to accept the offer vary according to the type of spirit. The tales of the bindings of the Firstborn are the archetypal examples of acquiring totems; just as Death Wolf had to be bound with occult rites and Black Wolf had to be stalked to its den, each spirit must be subdued in the appropriate fashion.

In most cases, the werewolves must prove to the spirit that they are capable of abiding by its ban, that their goals and perspectives are in harmony with that of the spirit and, ultimately, that the spirit would rather be allied with their strength than set against it.

When in the role of petitioner for the service of a spirit, werewolves must be aware that if they do not succeed, not only will they not receive the help they need, but their enemy may receive unasked-for assistance from the resentful spirit. Gifts of Essence, promises of future service and other forms of chiminage should be proffered willingly. In order to create a fetish, the Uratha must convince, coerce or wrestle a spirit into the object.

This is rarely easy. Uratha must convince them that powering a fetish is desirable, usually by promises to invest Essence regularly in the fetish, thus feeding the spirit. Some spirits, particularly weaker ones, are fairly easily convinced to enter a fetish, since doing so prevents more powerful spirits from consuming them.

Spirits may resent the presumptuousness of the Uratha in asking for anything when the insolent curs try to shepherd the spirits against their will. They may also be insulted by a poorly prepared werewolf who has inadvertently said or done the wrong thing.

When negotiations between werewolves and the spirits reach meltdown, violence often results. Apologies are always in order even if the offense is fabricated , especially when a spirit 18 claims to be insulted. Unilateral gifts can sometimes placate an angry spirit, allowing both parties to back out with their honor intact. A few of these sub-themes are presented here.

Stories involving the spirit wilds should also contain an element of the hunt. The Forsaken, apex predators by nature, may hunt spirits to replenish their own Essence, or to protect the boundaries of their territory from those who would intrude upon it.

But it is not a one-sided situation. Every spirit in the Shadow preys in some way on other spirits. Some even hunt across the Gauntlet, and the strongest of these are not afraid to turn their attentions on the Uratha as well.

While the land of Shadow loosely mirrors the material world, any Uratha who assume that traveling from one place to another within the spirit domain will be a simple matter should be quickly re-educated as to the mercurial and often malevolent nature of these lands. Any encounter in the spirit wilds will result in contact with the denizens who dwell therein.

And, inherently, the vast majority of those encounters will be hostile. Others may have been set as guardians by mundane or spiritual individuals who claim the territories the werewolves are crossing. The Shadow is not a safe place. It should never be portrayed as the Uratha version of the Happy Hunting Ground, where all spirits are either peaceful prey or benevolent mentors for the powerful and popular Uratha. Those werewolves who choose to journey through the Shadow based on this misconception are never allowed to reach their destination without learning otherwise.

THE QUEST Whether to atone for some wrongdoing within the pack or against the spirits, or to test the mettle of newly discovered cubs, werewolves eventually enter the Shadow Realm with a goal in mind. Other times, a pack may seek to gain strength, challenging themselves against the harsh reality that is existence in the spirit wilds. Rumors of powerful items lost in the Shadow may lure others on a quest, while werewolves who have broken some part of the Oath of the Moon may travel into the Shadow on a mission of atonement.

Spirits are most often antagonists, whose own goals motivate them to prevent the questing characters from achieving their objective. However, spirits can make challenging mentors or impossible taskmasters, depending on their attitudes toward the petitioning werewolf, and the process of locating the proper spirit and persuading it to act as a teacher is part of the lesson, something many werewolves do not realize until after the fact.

As already mentioned, the vast Chapter I: Denizens of the Shadow majority of spirits do not begin encounters positively disposed towards Uratha. Whether the werewolves are seeking the tribal patronage of one of the Firstborn wolf-spirits or the more personal patronage of a spirit to serve as their pack totem, spiritual mentorship is one of the most important reasons for Uratha to interact with spirits.

Due to the nature of the totemic relationship, it is also one of the most challenging as totem-spirits should not and in the case of the Firstborn, perhaps cannot be merely intimidated or bullied into their patronage.

If any beings have the obligation to police the boundaries of the physical and spirit worlds, it must be the werewolves. And, although the Gauntlet helps separate the spirit wilds from the material world, there are still those beings from each side that intrude in the other. This curries the Forsaken no favor in the spirit-courts, where they are often seen as meddling half-breeds dealing in matters they cannot fully understand.

Nor are the spirits the only culprits the Forsaken must concern themselves with. In such cases, spirits may seek out the Uratha, overcoming their hostility to seek aid from the very werewolves they detest. Others use it to its fullest potential, bargaining harshly with the needy spirits for future favors.

As a general rule, the Pure have more willing allies among the spirits than the Forsaken do, and they have compacted with primal, even monstrous spirits that would never agree to the same pacts with one of the Forsaken. This is one of the things that keeps them competitive, even without the blessings of Luna — they simply have more allies.

The totems and spirit allies of the Pure frighten the Forsaken — but it can be safely assumed that they terrify the Pure just as much. Each entry in the Bestiary above represents only a single example of a particular spirit at a particular power level. As well, Storytellers should feel free to embellish the descriptions given here. Regardless of similarities in type, choir or descant, no two spirits should be absolutely identical. Each spirit should come across to players as unique and individual, with its own characteristics, strengths, weaknesses and motivations.

There are myriad ways in which spirits differ, all of which can be utilized by adept Storytellers to ensure that every spirit is not a clone of the one before. Even the most astute Uratha should always be kept guessing when they meet a new spirit — even if they have encountered similar spirits previously. A few of the techniques for customizing spirits are presented here.

BANS While each spirit is held under at least one ban, two similar spirits will not necessarily share an identi- 21 cal ban. For example, one oak-spirit may vulnerable to axes, whether physical or spiritual. Another oakspirit may succumb to an attack from the supernatural powers of a blight-spirit or to a fetish containing such.

Still another may be bound to not harm anyone who carries an acorn on her person. The bans that spirits carry from the beginning of their existence are almost always tied in theme to their spirit type; however they may also encounter circumstances that add additional levels to their restrictions.

In the course of play, spirits may acquire additional bans. A werewolf may bind a spirit and forbid it to do something or compel it to perform some task. For example, a computer-spirit might be compelled to provide information to any werewolf when asked, while another computer-spirit might not be allowed to pass through the Gauntlet unless invited by the Uratha. While the descriptions given in the Bestiary represent some of the most common examples of images that a particular spirit may project, they should not be held to be the only forms a spirit can appear in.

Nor are all of the humanlike forms of spirits completely consistent, even within a single choir or descant. One water-spirit taking a vaguely humanoid form may have matted kelp where it understands humans have hair and lustrous pearls where eyes would be.

Animal- and plant-spirits, as well, show great variety within the same species. Another may take the form of a solid, compact Morgan horse, thundering so heavily that the ground shakes near it at a gallop. Nor are natural spirits limited precisely to the exact forms their physical representations wear. Swift horse-spirits may show their speed with wings or extra legs.

GOALS Spirits, while less multi-dimensional than humans, are never without their own drives and motivations. Indeed, their lack of broad-based concerns makes them even more able to focus on whatever it is that primarily motivates them. A manifested spirit remains in the state of Twilight, and remains invisible unless it chooses to become visible. This process follows in much the same way as the one described for ghosts see World of Darkness, p. The signs of a manifested spirit are often symbolic, and are the sort of things that a skilled Ithaeur learns to recognize.

While werewolves might like the spirits to fall within tidy groupings as they identify themselves by tribe, auspice and pack, in the Shadow nothing is quite that clear.

Nature-spirits, for example, would be easy to divide into logical by human logic branches such as animal, plant, insect and bird. One snake-spirit might belong to the Animal Choir while another seemingly similar one may resonate with the Scaled-Ones Choir. And, to make matters even more confusing, the same spirit may belong to both a choir and a descant, resulting in a spirit torn between its Scaled nature and its role as a Poison Wielder.

At best, choirs and descants are something roughly understood by most Uratha, and each spirit should be taken as an individual without assumptions based on previous interactions with similar-seeming spirits. Other spirits of similar types may have very different identities and resonances, and Storytellers should feel encouraged to create 22 choirs and descants that suit the mood and feel of their game environment. Players should never feel they know everything there is to know about dealing with any individual spirit, let alone be encouraged to create broad assumptions about how any particular choir or descant works.

Or rather, their presumptions should regularly be challenged as they discover that the only really constant truth about spirits is that, around them, nothing is constant. BROODS Whereas choirs and descants are innate resonances that allow a spirit to most comfortably interact with other spirits, broods are more of a political structure or symbiotic grouping.

And, as the saying goes, politics make for strange bedfellows. And while variation among spirits is important, so is consistency when a particular spirit is encountered more than once. This will also facilitate comparison with previously encountered spirits, to ensure that the vast variety of the spirit wilds is being adequately portrayed to players. To describe all of them is impossible.

The following compendium features examples of the more common spirits likely to interact with Uratha. The quotation listed for most spirits is a translation from the First Tongue; the more sophisticated the spirit, the more sophisticated its speech.

In addition, these examples should serve as guidelines for creating spirits of varying degrees of power. Though spirits are less diverse within their own type than humans are within any given culture or profession, they are still very diverse entities and should be treated that way.

Similarly, multiple bans are often given — feel free to pick one that you like and assume all spirits of the type are affected, or swap them around. More often, spirits of higher Rank have differentiated themselves and have more distinct bans, while lower-Rank spirits have bans in common. Spirits of very high levels of power are not included in this Bestiary. Extremely powerful spirits are beyond the capacity of most Uratha to deal with in direct combat.

Wise werewolves must exploit the bans of such entities as well as knowledge of their motivations and goals, if they wish to gain the advantage in dealing with them. There are untold types of nature-spirits, and countless choirs and descants within which they converge. Below are listed some of the largest and most common nature choirs, but they should not be thought to be anything but the smallest and most simple designations thereof.

The Shadow is a vicious place, and if anything, Nature is far redder in tooth and claw there. The lion does not lay down with the lamb; the lion devours both lamb and lioness, and the lamb will consume another lamb if it can. Whatever the actual origin, some nature-spirits have much in common with conceptuals or other spirits outside the nature choirs. However, the tangled mess of spirit politics is somehow simpler when dealing with animal-spirits than with a more alien class such as the conceptuals.

Within the blink of an eye, bear-spirits manifest their true capacity for fury and ferocity. They are extremely strong and determined, if not overly quick-witted. While they are capable of feats of remarkable intelligence, for the most part, they tend to be very goal-oriented. They move with a lumbering gait unless prodded to action, when their true grace and swiftness becomes belatedly apparent.

Like their material counterparts, they tend to walk on all fours unless challenged, when they rear up on their hind legs to intimidate their opposition. Successful bear-spirits often have claws and teeth that are more exaggerated than their physical counterparts. Storytelling Hints: Bear-spirits speak slowly, rumbling out each word carefully.

Others have seasonal bans, losing much of their strength in winter or summer depending on the spirit in question. Sometimes allied with lunar choirs and spirits of the night, they can be found almost anywhere in the Shadow Realm.

Feline-spirits possess a keen sense of curiosity and tend to acquire odd pieces of information, although they are often loath to reveal them. They tend to consider themselves apex predators, and those that gather enough power can back up the claim — but they often share a great fear of the spirits of great cats. Description: Cat-spirits most often appear as slightly larger and exaggerated versions of domesticated cats in the material world. They sometimes favor a luminescent coat color glowing a true gold rather than yellow or orange, for example, or silver instead of gray although many wear a pelt of nightsky black, sometimes complete with subtle constellations.

Their voices have the strained edge of a barely restrained yowl or scream. Storytelling Hints: If mortal domesticated cats are considered borderline insane, cat-spirits are well over the edge. Fickle 25 and inconstant, cat-spirits rarely make long-term allegiances. Strong dog-spirits bear their wounds and scars proudly. They are exceptionally adaptable, and join the broods of very diverse spirits — particularly wolf-like packs can be found serving one of the Firstborn totems, while twisted spirit hellhounds follow at the heels of the Maeljin.

Description: The dog-spirits of the Shadow Realm almost always exemplify a mixed-breed appearance, to the point of being seemingly stitched together from the strongest and most feral aspects of each of the canine-spirits they have consumed.

Storytelling Hints: Most dog-spirits are most comfortable in a pack setting, content to follow strong leaders, whether other dog-spirits or more powerful spirits of other choirs. Because of this, many Incarnae prefer the service of a pack of dog-spirits to hunt down their enemies or any intruders into their realm, utilizing their canine nature to its fullest.

Other dog-spirits are forbidden from dealing with those that have close ties to cat-spirits. Frequently sought out by the Irraka, raccoon-spirits are strongly associated with cunning, and, when properly inspired to do so, they can teach many Gifts of deceit and investigation.

However, they are sly negotiators, and this, combined with their inherent fear of Uratha, ensures these talks are often complicated affairs. Description: Raccoon-spirits resemble their earthly counterparts except that they are capable of growing much larger.

Like material raccoons, they have alert demeanors; unlike material raccoons, their facial masks are often exquisitely detailed in strange ways.

Urban raccoon-spirits sometimes decorate themselves with jewelry made from peculiar pieces of found detritus, always immaculately polished. Storytelling Hints: Raccoon-spirits treat Uratha as superior predators, and commonly try to escape them rather than confront them. Many are under bans that epitomize this insatiable curiosity. They must succeed on a Resistance roll in order to avoid trying to open a closed container that they come across.

They thrive in urban areas, being quick and large enough to prey on motes, yet small enough to hide. The rat-spirit is one of the most commonly encountered animal-spirits in an urban environment. Though the Plague King was not a rat-spirit as such, its shards imbedded in rat bodies for a reason. Rat-spirits often gain power less through spirit predation and more through the Essence gained from surges in disease.

One of their more ghastly habits springs from their role as the ultimate in indiscriminately 27 omnivore scavengers. More than once, Uratha have returned after surviving a combat mission to discover that the fallen remains of their packmates bear the gnawing marks of these rodent-spirits, which are quick to scavenge food wherever the opportunity arises.

Another common ban is the inability to leave the vicinity of a locus of disease. They will not go out of their way to make trouble, but when trespassed upon or attacked, they simply will not back down or retreat. Description: Just like their physical counterparts, spirit-rattlers come in a wide variety of colorations, wearing whatever most closely adapts them to their native terrain.

However, several aspects remain constant regardless of location. Wise Uratha have learned that once a rattlesnake-spirit has given its warning, their best course of action is to retreat and approach again another time, hoping to catch the spirit in a more receptive mood. Their vertically slit eyes gleam with a disturbing intelligence from beneath heavy brow ridges. Rattlesnake-spirits are terrestrial, rarely found off the ground. They are also cantankerously solitary. Storytelling Hints: Snake-spirits appear more sinister than their mortal relatives, and it should not be assumed that they are less than potentially deadly.

Known for their legendary wisdom, rattlesnake-spirits can sometimes hold knowledge desperately needed by the Uratha. However, rattlesnake-spirits must be Chapter I: Denizens of the Shadow carefully approached, as they are unlikely to appreciate werewolves intruding into their presence.

Many wild-bird-spirits disdain domestic-fowl-spirits. In the air, they have few equals in predatory might.

They rarely hunt in darkness, preferring the warm light of Helios to the cold glow of Luna. Like many spirits associated with the sun, golden-eagle-spirits are initially hostile toward lunar or nocturnal creatures, especially to the Forsaken.

Unlike their namesakes, their plumage is truly metallic: they are covered all over with golden feathers that extend all the way down to their hooked talons. Their wing feathers are particularly long and articulated. Initially similar to material eagles in size, these predators often quickly outstrip their seven-to-eight- 28 foot wingspan, growing large enough to prey upon spirits deer-size or greater with ease. Their eyes glint, deep and dark, as beautiful as they are powerful.

Under optimal conditions, a golden-eagle-spirit can discern the movement of a rodent-spirit on the ground from more than a mile in the air. Perhaps due to their association with Helios, an aura of crackling energy surrounds Sun Hunters at all times. Storytelling Hints: Golden-eagle-spirits are proud creatures that live to hunt.

Unlike other eagles, they disdain carrion and, if faced with the fear of starvation, would rather offer themselves up to another of their kind than continue to exist on a prey they did not capture. They offer a challenge to any Uratha who stray into their hunting grounds, and the greatest among these spirits may prove a challenge to the land-bound werewolf.

If convinced to parley, they speak in brief, staccato phrases and use silence as a way to unnerve their opponents. Eagles are quick to take offense and do not forgive slights on this topic. If it is silenced, the eagle bearing this ban will refrain from attacking and retreats instead. Other bans sometimes borne by Sun Hunters forbid them from dealing with those that wear silver or those associated with Luna. There is some truth to the folklore, at least judging by many owl-spirits.

The more potent the owl-spirit, the more likely it has at least some small talent for prophecy. The sight of an owl-spirit watching a pack as they leave their territory is a bad sign in the eyes of many Ithaeur, and now more common than ever; some owl-spirits have managed to adapt to an urban environment, in effect prospering more than their physical counterparts.

Description: An owl-spirit usually resembles an amalgam of the most common owls in the region: horned or barn owls are the ones most frequently associated with Death Wolf and her brood. Their voices are usually low and soft, but they can emit piercing shrieks as need be. Storytelling Hints: From their earthly counterparts, owl-spirits inherit a nocturnal cycle of activity, a penchant for expressive body language and a great gift for silent hunting.

They take a somewhat condescending tone toward spirits or werewolves who do not greatly overpower them. Some are tied to death; others are associated with solar-spirits. Even others take on aspects of trickery and cunning.

As it gains more power and rises in Rank, its size increases and it appears more sleek. A raven-spirit often smells of carrion and blood, and their voices are famously raucous.

Like other corvid-spirits, they manage to prosper in cities as well as in the wild. When ravenspirits gather in the Shadow, a terrible battle is likely about to erupt.

Storytelling Hints: Raven-spirits are intelligent entities, so much so that they often pretend to be more foolish or ignorant than they are in order to mislead prey or rivals. Most, however never reach the point of sentience. The exceptions, when encountered, can be some of the most alien animal-spirits that Uratha will encounter.

Werewolves tend to group the spirits of various arthropods together, whether they be insect, arachnid or something else entirely. They tend to be limited in their ability to communicate with those outside of their colony; they do not lack the vocabulary, they lack the interest in speaking about anything other than their current task, and few outside the colony have any interest in their singleminded goals. Description: Ant-spirits appear as large versions of earthly ants, though they possess decidedly intelligent though still terribly inhuman faces capable of some expressiveness.

Storytelling Hints: Ant-spirits may appear almost anywhere in the Shadow, usually in large groups. Single ant-spirits, while rare, can make tireless messengers for the brood they serve or the canny werewolf who is able to convince them to do so. Others are unable to turn away from a task once it is accepted, a ban frequently played upon by more powerful spirits that know that such insect-spirits will make faithful servants once they have taken on a duty.

Why, then, the fear, loathing, even hatred associated with these eight-legged creatures? In part, it may be longburied memories whispering that Spinner-Hag took a spider-like form, and all her children became even more spider-like in order to hide themselves. And with some spider-spirits, that difference is negligible. Description: Orb-spider-spirits bear distinctive, patterned gold markings that are etched across a dark, egg-shaped carapace.

All in all, they are striking creatures. This, however, does not reassure those who have stumbled into the spiritual version of their web, and found themselves face to face with a spider the size of a small dog. Orb-spider-spirits, like their corporeal counterparts, feed voraciously, often preying on a dozen spirits each day. This, coupled with their ability to take down prey as much as twice as large as they are, results in quick growth and one of the fastest progression in power found in the spirit wilds.

Jaggling orbs can grow much, much larger. Storytelling Hints: Just as the majority of material spiders may not be malevolent, the majority of spirit-spiders do not serve the Maeljin. However, spirit-spiders possess the appetites of any predatory spirit, and have exceptional skills for catching prey to feed those appetites.

The entirety of spirit-spiders are viewed with a great deal of trepidation by those that must deal with them. Orb-spider-spirits, for their part, have very few motivations, although they are cunning and knowledgeable in promoting them.

The Uratha pack that has nothing to offer that will aid in these endeavors is unlikely to interest the spider-spirit. Unless, of course, the spider has grown large enough to develop a taste for half-wolf Essence. As well, many are forbidden from releasing a tangled victim from their webs voluntarily, even when it is in their best interest to do so.

Their tall, sturdy trunks were a symbol of the almost idyllic small-town life, and their verdant treetops grew so thick and lush overhead that the sky was often blocked from view. Then, one by one, the trees began to die. In the Shadow, tall, stately tree-spirits grew weaker and weaker, their silver-brown bark fading to wan ashgray. Green leaves curled and turned sickly yellow in the middle of summer, eventually dropping from sagging branches, leaving nothing but a lifeless, wooden skeleton where a vital spirit once stood.

In many cities the trees were never replanted, and errant spirits scavenged among the ephemeral skeletons. Where new trees were planted, their spiritual sides often grew stunted and twisted themselves, like children raised in a cemetery, unable to fully develop, surrounded by the spiritual carcasses of their once-mighty ancestors.

Description: Young elm-spirits less than 50 years old resemble twisted, skinny versions of elm trees, with drooping branches. Those that manifest human forms often appear as depressed adolescents with little vitality, their dark hair hanging limply into their faces like wilting tree branches. Elm-spirits often exhibit signs of hypochondria. The plague of Dutch Elm Disease, carried by European and native bark beetles, is estimated to have killed almost a million elms in the material world by , and as many spirits on the Shadow side of the Gauntlet.

Elms often live for more than years, and it is possible that remote wild elms, far outside of the mono-species plantings that proliferated within the cities, have escaped the plague. If so, they are lonely and solitary creatures, spiritual representations of the stately, silver-trunked trees at their most solemn and regal. They most value those beings that have the patience to listen to their tales. Elms found within the city are strange and twisted, often bordering on insane.

They both crave the company of their own kind and fear it, knowing that it was through contact with other elm-spirits that their entire species to the best of their knowledge was decimated. Though they lack power, they are potentially more prone to ally with the Forsaken if it would lead to a rejuvenation of their species.

Sadly, the Forsaken can currently make no promises. During some periods of human history, oakspirits were at the center of certain human religions. Description: Oak-spirits resemble tall, oak trees, with a large canopy of leaves and thick branches. They move about very slowly and deliberately, but seldom stray far from the material trees that spawned them.

In human form, they often appear as tall, grizzled men or women with deeply wrinkled, sun-tanned skin. Their hair is often tangled lengths of lichen, interwoven with oak leaves and small branches. Despite their tall, solid frames, oak-spirits speak with voices that are rarely more than hoarse whispers, like the rustle of leaves in the wind.

Many are also forbidden from ranging farther than a few miles from their physical representations. Some possess poisons or irritants that can make life very uncomfortable for the unwary werewolf pack. These spirits, while possessing no overt offensive abilities, extend voraciously wherever they can claim territory in the spirit wilds, consuming and absorbing whatever falls beneath their questing tendrils. While all spirits consume some others to survive, kudzu is one of the few nature-spirits that seems capable of consuming any type of spirit without losing its own nature.

Equally driven to spread through cityscape and wilderness, kudzu remains kudzu regardless of the almost limitless variety of spirits it absorbs. Description: Kudzu-spirits frequently look like crude imitations of natural and manmade entities — vine-covered animals, plants, buildings and objects, roughly mirroring the spirits the kudzu has most recently absorbed.

Storytelling Hints: Uratha who desire to bargain with kudzu-spirits should be prepared to give them 33 the one thing they desire: more territory. Others are unable to resist bargains that would allow them to spread into new territory.

The spirit can still move, but that is a function of its Power and Finesse alone. The spirits of sports cars are a striking example. Many Highway Cats are surprisingly powerful for such young spirits, due in part to the adulation of the humans who care for their material analogues and envy their owners.

Though other vehicle-spirits are often more predatory the spirit of a tractor-trailer is a dangerous thing , Highway Cats draw power both from idolization by humans and the spikes of emotion that high-speed car accidents can generate. Chapter I: Denizens of the Shadow Description: Despite human fascination with make and model, a potent sports-car-spirit is not easily recognizable as any one particular vehicle.

Its chassis is a sleek and streamlined amalgamation of features, not always symmetrical but consistently imposing. Storytelling Hints: The spirits of sports cars are uncannily feline in attitude — vain, predatory and just a bit mad. They exult in their speed, and enjoy chasing down their spirit prey and toying with it before moving in for the kill.

They are dismissive and arrogant toward the painfully slow Uratha, but can be intimidated if a werewolf pack proves that they can bind or injure the spirit, regardless of any difference in speed. Rank: 3 Attributes: Power 5, Finesse 9, Resistance 5 Willpower: 10 Essence: 20 Initiative: 14 Defense: 9 Speed: 40 This represents likely combat speed; over extended chases or out of combat, the spirit defaults to the speed and acceleration rules appropriate for its vehicle type.

See World of Darkness, p. Those that remain are, like their predecessors, among the most single-minded spirits found in any choir. Obsessed with proceeding from Point A to Point B, spirits of the railroad care little for anything that occurs away from the network of railways connecting spirit-city to spirit-city across the Shadow.

Driven by the need to hunt, you must keep the forces that would sway you in harmony rather than giving in to your instincts.

Your werewolves think they can hunt any prey, but they now face the return of the idigam — incomprehensible spirits of things that never existed, imprisoned at the dawn of time. Time to show them that your senses — and your teeth — are as sharp as ever. Reimagined tribes, auspices, and spirit magic to create the ultimate predator and her pack. A brand new look at werewolf hunting grounds around the world, from Basra to Tokyo. Public Pastes.

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