"The New York that O. Henry described forty years ago was an American city, but today’s glittering cosmopolis belongs to the world, if the world does not belong to it." — J.B. Priestly
While it's true that human conflicts affect the Uratha little, that's not to suggest they don't have a care. New York is a city of infinite potential butterfly effects, and the People don't live their lives in silos. What affects their friends, their family, their territory -- also affects them. The City boils and turns, and allegiances, influences, favors, resonances can all change in an instant. Gaining territory is one thing. Maintaining it is another.
On the other side of the Gauntlet, the Hisil roars with activity, even and especially in places where the division between worlds is at its thickest, in the urban heart of the city, and out somewhere in the grimdarque and glittering lights, the Forsaken's enemies lurk, too numerous to count, the city too vast to take a full accounting of, and the Herd is everywhere. Among those enemies, the Anshega are eager to take back what was theirs in the 80s and 90s, and whispers of still-worse infringe from the north.
And on the razor's edge in between those two worlds, the People must walk, hounded by the burdens and anchors of each; half-human and half-spirit and yet not quite either, not ever fully part of either world. Werewolves are called Luna's children, but it might be more appropriate to call them orphans.
However you choose navigate the balance between those two worlds, it won't be easy; a Forsaken's path never is. There will be blood. There will be loss. There will be defeat. Will you get up from the dirt? Will you stake your claim and root yourself against the tide of an unforgiving city and a sea of enemies, hidden amongst ignorant Herd?
All of that remains to be seen. And this story is true.
"A muzzle on a werewolf will never tame its bite / Whose jaws retract / With fangs intact / Enraged, to prowl the night." - Kurt Philip Behm
Werewolf heavily engages the following themes:
- Moral Ambiguity
- Dominance and Violence
- Obligation and Desire
- Isolation and Integration
- Predator and Prey
- One Foot in Each World
Werewolf is a sphere of dualities, which will feature prominently in the stories we tell here. The birthright of the People is to be renowned for their deeds in the Great Hunt, and to balance the tension of their ephemeral duties against their material lives, dreams, desires, and wants. It won't be clean. It won't be easy. But it can be glorious.
- History: A brief history of the People in New York.
- Timeline: A timeline of recent events.
- Shadow Locations and Material Locations in New York that are relevant to the People.
- Spirit Courts and Spirits: A partial and ambitious codex of spirits that populate the Hisil.
- Bestiary: Horrors, monsters, and rumors that populate New York.
- Other Cities: Information on werewolves in notable cities near New York.
- Wolfen (Movie, 1981)
- An American Werewolf in London (Movie, 1981)
- Ginger Snaps (Movie, 2000, Watch on YouTube for free)
- Dog Soldiers (Movie, 2002, Watch on YouTube for free)
- The Wolfman (Movie, 2010)
- Wer (Movie, 2013)
- Love, Death & Robots episode 10: Shape-Shifters (TV, 2019)
- The Wolf of Snow Hollow (Movie, 2020)
The Oath of the Moon
- Urum Da Takus -- The Wolf Must Hunt
- Imru Nu Fir Imru -- The People Do Not Murder the People
- Sih Sehe Mak; Mak Ne Sih -- The Low Honor The High; The High Respect The Low
- Ni Daha -- Respect Your Prey
- Nu Hu Uzuz Eren -- Do Not Eat The Flesh Of Man Or Wolf
- Nu Bath Githul -- The Herd Must Not Know
- Uratha Safal Thil Lu’u -- The Uratha Shall Cleave To The Human
The Tribal Oaths
- Blood Talons: Nu Sum Ghumur Nu Su Ghid -- Offer No Surrender You Would Not Accept
- Bone Shadows: Su A Sar-hith Sa -- Pay Each Spirit in Kind
- Hunters in Darkness: Nu Mus Halhala -- Let No Sacred Place in Your Territory Be Violated
- Iron Masters: Kul Kisura Udmeda -- Honor Your Territory in All Things
- Storm Lords: Ni Si Gid Mantar -- Allow No One to Witness or Tend Your Weakness
To the last. The most martial and militaristic of the Tribes of the Moon, the Blood Talons' patron is Fenris-Ur, the Destroyer. They crave battle, although every battle might not be a physical test, and their steadfast viciousness rarely abates no matter what the challenge, but it would be a mistake to dismiss them as violent thugs or mindless killing machines. Their approach to the Hunt is often tactical to a militaristic degree.
Suggested Concepts: Cahalith Rock Star, Elodoth Strategist, Irraka Assassin, Ithaeur Activist, Rahu Bouncer.
Knowledge is power. Curiosity drives Bone Shadows to depths others would never dare, and in many ways, the banner-bearers of Kamduis-Ur, the Death Wolf, are the shaped to be the perfect hunters. It is they who cleave most tightly to the penance-obligation, they who excel in hunting the creatures of the Shadow and purging them from the Material, ever-questing for greater knowledge.
Suggested Concepts: Cahalith Academic, Elodoth Exorcist, Irraka Explorer, Ithauer Pawn Shop Owner, Rahu Spirit Slayer.
What are you hunting? The Meninna are ever on the Hunt, if not for the Shartha and other threats, then for something. The Hunters in Darkness take Hikaon-Ur, the Black Wolf, as their patron, who was well regarded as the finest and most silent hunter among the Firstborn.
This region is dotted with handy shadows, and it's often said that if a Hunter in Darkness doesn't want you to find them in New York City, you very well never may.
Suggested Concepts: Cahalith Ghost Writer, Elodoth Deputy, Irraka Thief, Ithaeur Fortune Teller, Rahu Vagabond
Evolve or perish. The Farsil Luhal move easily in urban New York, adaptable and quick to innovate, and are intimately familiar with and reverent towards their territory. Their Hunts are often long-term, well-planned, and turn the artifices and infrastructure of mundane society against their prey.
Among the region, Iron Masters are the ultimate wolves in sheep's clothing, seamlessly blending into the trappings of the mortal coil.
Suggested Concepts: Cahalith Teacher, Elodoth Diplomat, Irraka Con Man, Ithauer Life Coach, Rahu Personal Trainer
Just us. The unrelenting Iminir are dutybound and self-reliant, and place significant personal emphasis on proving worthy of the inherited mantle of their patron Totem, the Winter Wolf Skolis-Ur. While they are often alphas or leaders in some capacity, that capacity is not always or necessarily as alpha of their pack or as a senior in the Storm Lord tribe.
Suggested Concepts: Cahalith Musician, Elodoth Lawyer, Irraka CEO, Ithaeur Religious Leader, Rahu Military Veteran or Servicemember
Instinct over everything. Ghost Wolves are the proverbial lone wolves, and while many of them are newly Changed, an equal if not greater number have no intention of joining a Tribe, though some do anyway.
Suggested Concepts: Cahalith Blogger, Elodoth Shaman, Irraka Investigator, Ithauer Occultist, Rahu Mercenary.
Cahalith lorekeepers, visionaries, artists, and dreamers have flourished in New York City. Often the keepers of knowledge within their respect packs, Tribes, or Lodges, those who Changed under the Gibbous Moon are rich in local history and inspiration, and it serves them well.
With one eye on the past in the form of their lore, and one on the future as glimpsed through their prophetic dreams, the local Cahalith hope to unravel and make sense of what lies in store for the region.
The Half Moon represents balance, and balance is the the boon, the quest, and the obligation of the Elodoth, and their Tribe has had centuries of practice in striving to maintain that tenuous accord in New York City.
Many serve as judges, litigators, arbiters, negotiators, investigative specialists, and mediators in some fashion or another, though those responsibilities and inclinations don't always manifest vocationally.
NYC is riddled with boltholes, draped in long stretches of darkness, and smothered in crowds; each, in their own way, ideal for one of the New Moon's favored children to slip and slink unseen. Subtly and quietly, the Irraka of New York have influenced and struck from the shadows, and the Forsaken of this Auspice are kin to stealth, to deception, and to secrets.
Assassins, lawyers, thieves, charity organizers, security specialists: the adaptable, subtle stalkers of the Irraka take all manner of shapes, but primarily those best suited to enable their relentless, silent hunts.
The mystics and shamans that prowl New York in both the Material and the Hisil have been among the most prominent forces in recalled memory, and the size and scope of the Spirit Courts are both awe-inspiring and terrifying, both titillating and unnerving to those who Changed under the Crescent Moon. The legacy of Ithaeur in the region is one of spirit masters for whom the stakes could rarely be higher.
The city teems with the Shadow and its denizens, and Ithaeur are possessed of a special sensitivity and relationship with those ephemeral locals.
The furious and strength-obsessed Rahu have met challenges, threats, and prey head-on time and time again in New York, often if not always leading the charge themselves. Their zest for conflict and their first to enter, last to leave the battlefield mentality are the shears that keep the Auspice ever-pruned, and every member of the People knows that an elder Rahu is quite a formidable thing; it's the grey-haired warriors you should be the most afraid of.
When a Rahu in NYC reaches old age, they are not a survivor. They are a victor.
- Lodge of Garm (The Pack p. 82)
- The Thousand Steel Teeth (The Pack p. 84)
- Lodge of the Screaming Moon (The Pack p. 86)
- The Eaters of the Dead (The Pack p. 90)
- Lodge of the Endless Horizon
- Lodge of Frozen Crown
- Lodge of Suffering
- Lodge of the Iron Vigil
Take your place among the howling choir of the People.
- Pack: This is for existing packs who are currently recruiting (ie, you already have a pack sheet). What are you looking for?
Looking For a Pack
Unpacked Uratha and Wolf-Blooded are encouraged to leave their names here if they're in search of a pack of their own.
Rules and System
Please closely review our Werewolf Sphere House Rules.
- Check out our Werewolf Cheat Sheet.
- This is still in the works. More coming soon!
Joining the Sphere
Werewolf is now accepting applications.
You can find the full Approval Guidelines here.
- In Werewolf the Forsaken 2e, consequences are of particular emphasis. Handling a situation violently produces ripples across the Hisil, and the spiritual landscape becomes a reflection of material choices.
- Werewolf rewards proactive protagonists; if you have a territory, you should be expected to know what's going on it, and to go digging after loose ends, strange rumors, weird occurrences and other cleverly disguised plot hooks.
How To Get the Most out of Gameplay
- Discuss NPC ties with your ST, and request NPC scenes when they are relevant. For instance, requesting to meet with an NPC to ask them to Mentor you, or teach you a Rite that they know, or convince them to switch sides on a critical issue are all great reasons for an NPC scene. If you'd like to establish that you know an NPC, that might be better handled as a hand-wave or downtime action.
- Let your ST know what your objective is when you put in a request. They probably know something you don't about how to connect you from Point A to Point B, so give them all the information so they can make it easier for you.
- Let your ST know what you've been up to. While we don't require justifications, it's a great idea to include a brief reason for why your PC is adding another dot in Athletics, for example, or from where they learned a new power. It helps the ST know what you've been up to. While we'd love to read all the scene logs, there's simply not enough time! So help keep us informed.
- RSVP for plots and plot scenes by adding yourself to the Count Me In section. This signifies that you and your PC are taking an active interest and role in the plot, and will make it easier for others to find you, and helps the ST manage scene time by knowing approximately how many people to expect.
- Take initiative and proactively follow-up on plots and clues in ticket requests. Once they're out there, they're yours to make a move with. Don't expect plot answers or resolutions to come to you and land in your lap, or for the only available movement to be during ST'd scenes.
Details about plots past, present, and future, as available.