The smell of the butchers is still in her nose as she races across the
grass of the spirit world. She snorts, trying to clear her airways so she
can track her prey better, slowly the odour of blood and offal clears and
the smells of the woodlands begin to filter through. Grass... deer... dog...
sunshine... fire... laughter... she ignores them, they are not the smell of
the prey. She worries that she has lost the trail in the time it took to
enter the spirit world through the locus of spiritual energies that pooled
in the butcher's just like the blood from the carcasses pooled on the floor.
Oak... rat... sex... cat... there it is. She leaps forward, the smell of the
cat spirit now obvious to her, racing into to the wood, her claws digging
into the soft, loamy soil leaving the hustle of the town behind her.
She does not know the pathways through the woods well, she played here as a child, but now they are outside her pack's territory and not her concern, they have enough troubles in the town as it is. The thought of her pack slows her pace briefly; they should be coursing at her side but stayed behind to clear up the mess the cat spirit had left. It just liked to play with the funny, twitchy things... unfortunately humans can be funny and twitchy. The cat had only chewed on them a bit, but it had a taste for human prey now, and had to be stopped before it came back to the mudworld, this time crafty about the Uratha, the werewolf protectors of the world. She picks up the pace, her tail streaming behind her, ear laid flat, her muscular legs carrying her inexorably forward, her heavy fur damp from the early morning dew spirits, already being consumed by the dozing forest spirits around them.
She catches sight of the cat's tail ahead of her, flicking around a tree. She surges forward, sprinting like a greyhound. The cat's tabby body is in sight. The dance is locked now. One is prey, one is predator, both have a role to play and neither of them can break free. The cat comes to a fork in the paths through the undergrowth and pauses, just for a moment but long enough for the werewolf to close on it. She leaps, her body twists in the air, stretching and growing... muscles ripple under her fur, her bones lengthen and her jaw expands whilst the teeth thicken and grow sharper. The changes also ripple through her mind, the world of scents and tracks fade away, only she and the enemy remain.
She lands on the back of the cat spirit, it's legs splay out under her weight. It rolls out from under her and spins, puffing itself up and hissing. At first it seems like it is just lifting its hackles, but the growth is more than that, the playful façade of house cat falls away and the ancient truth behind it is shown, sabretoothed and powerful. For a moment the wolf-beast and the cat beast face off against each other, growling. Then they clash.
She is lost in the battle. Claws strike. Teeth savage. She wears the war form and the war form wears her. Nine feet of muscle teeth and claws work together with terrible efficiency. Then it is gone.
She is stained in the ichor of the spirit, blood wells up from claw marks on her back and bite marks on her shoulders. The pain of them startles her as she drops back into her human form, her black t-shirt begins to soak up the blood. She relaxes now that her hunt has ended and wills whispers of her spirit self into the wounds, binding them closed until they are just white traces on her skin... the blood on the shirt will have to wait for later.
She turns to go back to her pack when she becomes aware of the presences around her. Four pairs of eyes reflect the moonlight back at her, some low to the ground, others at head height.
"Nicely done" one of them sneers at her as he steps forward.
His face is lightly dusted with hair and his jaw protrudes, giving him a primitive and bestial look despite the quality suit he wears. The suit strains over his muscles, his Dalu form not well suited to modern tailoring. She turns to face him as he continues.
"But that's not how we do things around here. We have deals, pacts some might say, that say how we do things. These include only tearing up those spirits who break our rules in our territory. You just broke that rule."
She narrows her eyes. A growl starts deep in her throat.
"Urum da takus," She spits back at him. "The wolf must hunt, this was my pack's hunt."
He smiles, showing his white, pointed teeth.
"Really? Only pack I see around here is mine."
The pack comes from the shadows as one, teeth bared, lips pulled back in snarls. She draws herself up into a defensive posture, but she is all alone here.
"You broke our rules, and the penalty for that is blood."
Werewolf: The Forsaken is the story of an ancient race, part wolf, part human. They were once lords among man and beast in a hunter's paradise at the dawn of the world - but they destroyed that paradise with their own claws. Since then, they have culled their prey in the strange shadows of the world, cut off from the source of their power. The Uratha are hunted by their own kind, unable to find solace among the humans they pretend to be. They are the Tribes of the Moon - the Forsaken.
It's a dangerous place where the Shadow meets the Realm, where spirits and werewolves and things stalk the dark places, or walk the boardrooms. Sometimes all that can be hoped for is a piece of helpful advice before an unseen claw from the murky gloom.
Werewolf; the Forsaken ~ the Bleak Past
Long ago the world was a paradise known as Pangaea, where the spirit and material worlds mingled freely. Balance was kept by Father Wolf, a being of great power who patrolled the borders between the worlds. Luna, spirit of the moon, was impressed by his strength and wisdom and, in her human form, took him as her lover. From their union the Uratha were born: part spirit and part flesh, part man and part wolf.
As the years went by, some of Father Wolf's children saw that he had become weak, and to prevent him failing in his duties rose against him and killed him, intending to take his place. The death of Father Wolf also raised a barrier between the worlds, making it impossible for any being to cross except at certain places. Luna, stricken with grief, cursed all Uratha, though those who participated in Father Wolf's death later swore an oath to her to carry on Father Wolf's tasks, regaining some of her favor - but costing them the enmity of the spirit world. These Uratha became known as the Forsaken.
New Players
If you're a new player wanting to get into the Werewolf: the Forsaken game why not take a look at the Getting Started section? There is lots of good stuff there to help you get your teeth into things!
Useful Sections
These areas of the wiki should provide a lot of useful information about Forsaken, the UK background and game, and give you lots to get your teeth into!
- ANST Desktop ~ Keep abreast of whats going on with the UK ANST Forsaken, and see if there is anything you can do to help
- Enemies ~ Both the Flesh and the Other are dangerous places, why not find out more about threats and enemies to the People
- Events ~ Find out more about past events ran by the Camarilla UK, and ones which are coming up
- Places ~ Forsaken Britain; places of mystery and legend (and mundane) across the country in the flesh and in the Other.
- Resources ~ Read some thoughts and ideas from the STs and players of Forsaken by looking at the Resources section
- the Spirit Courts ~ Learn more of the strange spirits which inhabit the often confusing and hostile Shadow of Great Britain by reading of the Spirit Courts of Britain
- Tales ~ Learn more of the history and culture of the People of Great Britain by reading some of their stories and legends
- Venue Style Sheets ~ There are Forsaken games across the country, why not find out more by reading about them
- Who's Who ~ From the lowest to the highest find out about werewolves living and dead (and add some details of your own PC and pack)
Disclaimer
The UK ANST Forsaken can be contacted on storyteller@forsaken.camarilla.org.uk, if you have any issues you'd like to bring to his attention please do.
ANST Desktop ~ Enemies ~ Events ~ Places ~ Resources ~ the Spirit Courts ~ Tales ~ Venue Style Sheets ~ Who's Who
Disclaimer: This site, its contents and all associated materials concern a role-playing game and associated club. Events described are not real, but are acted out as a form of improvisational theatre.
Camarilla UK and all its associated activities are not part of "The Camarilla" as owned by CCP North America and are in no way attempting to pass our selves off as such.