![]() Werewolf: The Forsaken cover |
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| Designer | Carl Bowen, Conrad Hubbard, Rick Jones, James Kiley, Matthew McFarland, Adam Tinworth |
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| Publisher | White Wolf |
| Publication date | March 14th, 2005 |
| Genre(s) | Personal Horror |
| System | Storytelling System |
Werewolf: The Forsaken is a role-playing game set in the new World 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 new World of Darkness.
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Players portray Uratha, werewolves whose duty is to maintain the balance between the spirit realms and the physical world -- most often this will be an action against the spirit world, but it can go the other direction. Any human with Uratha heritage may undergo the First Change at some time in their life, becoming a werewolf, though what triggers the change is unknown. Each character has an auspice or role, and most join a tribe, or become a tribeless 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.
Technically, the Uratha are a specialized form of werewolves in the World of Darkness and belong to the so-called Changing Breeds (beings part human, part animal and part spirit). Among these beings, the Uratha are not the only werewolves but the breed with the deepest spiritual connection, aside from the Ursara (werebears). However in the World of Darkness, the Uratha don't have much contact with the other Changing Breeds.
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. Like wolves, the Uratha form packs in order to hunt more efficiently and better guard their territory.
Uratha are also spiritual creatures, able to channel spirit energy, which they call Essence, to make use of supernatural powers called Gifts to aid them in their hunts. They also possess an instinctive (if rudimentary) understanding of the First Tongue, the language spoken by their ancestors and spirits (possibly also the original language of all humans). Many Uratha learn to speak the First Tongue fluently.
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, an Uratha will go through the First Change during the corresponding moon phase. The five auspices have the following names in the First Tongue.
Tribes are groups of Uratha who have chosen to follow the teachings of one of the Firstborn totems, five powerful wolf spirits who were among the original children of Father Wolf. These Firstborn spirit children are not descended from Mother Luna. Each promotes a certain attitude to or agenda behind the hunt. The five tribes or Forsaken, with First Tongue names in parentheses, are:
Every Uratha may change at will into five distinct forms, each with its own benefits and drawbacks. The forms, named in the First Tongue, are:
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 spirit of great power who patrolled the borders between the worlds, called the Border Marches. 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 nine children were born: part spirit and part flesh, part man and part wolf. These first werewolves, along with their father, became the First Pack, and they patrolled the Border Marches with their father helping him to keep dangerous spirits from terrorizing the material plane and physical creatures from wandering into parts of the spirit world they did not belong.
As the years went by, some of Father Wolf's children saw that he had become weak, and that both worlds were suffering due to his failure in his duties. So they rose against him and killed him, intending to take his place. The death of Father Wolf devastated the Border Marches and divorced the material world from the spiritual, largely making it impossible for any being to cross. 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.
This is the only origin presented in Werewolf: the Forsaken, and it is the most widely held belief of most Uratha. The exact truth is not known mostly because the ancient, powerful spirits that "know" aren't speaking (e.g., there are no stories of Luna granting any audience with an Uratha). Due to the spirits' silence and the rampant Uratha speculation, many other stories exist (all with the common element of a paradise destroyed by the ancestors of the Forsaken). White Wolf has released a supplement, Blasphemies, that contains possible alternate origin stories, werewolf factions that hold them, and tips on writing one's own origin mythos.
Werewolf: The Forsaken, while thematically similar to the prior game, Werewolf: The Apocalypse, is different in both mechanics and setting details. As with the other old World of Darkness settings, Werewolf: The Apocalypse continues to have many fans. There are, naturally, strong similarities between the two games and their settings beyond the thematic ones. Werewolves in both games struggle to interact with humanity while maintaining their spiritual and animalistic sides and defending their turf. Conflict with other Werewolves of different ideologies was present in Apocalypse. The Pure in Forsaken are far more prevalent, numerous and morally ambiguous than the diabolical Black Spiral Dancers of the prior game, and more roughly parallel the cultural divide between the Native American Tribes (Wendigo, Uktena and the extinct Croatan) and the "European" Tribes (all the others).
Other design changes have been made with regard to the spirit world; Werewolves now have a much more hostile relationship with spirits than they did in the prior game.
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