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Forsaken Chronicler's Guide is a sourcebook for Werewolf: The Forsaken. The book contains idea for new chronicles to run, as well as the needed to run them.

Summary[]

From the White Wolf Catalog:

A Chronicle Companion for Werewolf the Forsaken
You come with me, you're on a journey. You leave this safe and boring world and strap into a wild ride. You won't know where you're going. That's okay-because I don't know where I'm taking you. All I know is that life is short, but my teeth and my claws are long. The night awaits us, and I am hungry. Aren't you hungry, too?
- Anna Koren, Wild Child
The full book includes:
  • Thirteen chronicle kits, which modify, emphasize and defy your expectations of what Werewolf the Forsaken can be.
  • Ideas for chronicles set in ancient Sumer, in the trenches of eternal war, and with urban fantasy romance.
  • Every kit contains tools for players and Storytellers alike, with ideas to integrate them into existing chronicles as well as new ones.

Contents[]

Introduction[]

Volume I: To Isolate[]

We strip Werewolf: The Forsaken down of its fundamental components. Each kit herein takes something we're used to and throws it by the wayside. The leave werewolves alone in an unknown world to face whatever comes their way.

Coming of Age by Chuck Wendig[]

When Uratha first change, their lives are awash with alienation and pain. There's no structure. There's no security blanket. When we remove structure, we aim to tell wonderful Coming of Age stories.

The Moon's Curse by Matthew McFarland[]

The game, as written, assumes a great deal of control on part of the Uratha. They choose when they shift, when they conduct epic hunts, and when to bargain with spirits. Without that control, The Moon's Curse has werewolves as immortals that shift only during the fill moon, and when wounded to the point of death. They leave bodies in their wake, but don't remember their vile hunts.

Lone Wolves by Filamena Young[]

Packs are the most common organization amongst Uratha. But what if you're playing a game with only one werewolf? What if the werewolves ae not pack creatures, but instead solitary predators? Lone Wolves shows us stories where werewolves keep to themselves and trust only as far as their claws can grasp.

Spirit Supremacy ( to •••••)

  • Independent Spirits:
    • Sleepless
    • Frozen June
    • Footlights
  • Lonesome Loci:
    • Kingston Memorial Field
    • Cell 34, B Block
    • Santa Clara Scenic View

Volume II: To Rebuild[]

With Volume One, we took away from the Forsaken and left them alone against the world. With Volume Two, we give to them new structures to experiment with. Every kit in this section adds a layer of depth to the game as written.

Spirit Predation by Matthew McFarland[]

Werewolves are the world's greatest hunters. They often hunt spirits. Spirit Predation stories add to that concept, giving Forsaken the chance to hunt spirits not just for essence, but also for blessing dependent on their prey.

  • Sample Damuth (Predator-Spirits):

The Circuit by Filamena Young[]

Packs are the highest form of actual organization Forsaken acknowledge. The Circuit has werewolf packs competing for supremacy, and using duels and challenges to resolve disputes.

  • Merits:
    • Natural Face/Heel (••)
    • Home Town Hero ( to •••••)
    • Lives on the Edge ( to •••••)
    • Unflappable (••)
    • Known Killer (•••)

Freedom Fighters by Will Rotenberry[]

Forsaken are underdogs. They're hated by the world. Freedom Fighters adds a layer of nobility, where the Uratha are truly fighting for a cause. They become more like guerillas, fighting a timeless war they know they're going to lose.

  • New Power Stat: Exposure
  • New Trait: Impact
  • New Merit: Sheep's Clothing ( to •••)
  • New Merit: Uphold the Cause (•• or ••••)

Volume III: To Transform[]

We've taken, we've given. Now, with Volume Three, we seek to spin Werewolf: The Forsaken on its heels, to make it something completely new and change your perceptions of what the game can be.

Hunting Grounds: Ancient Sumer by Chuck Wendig[]

Hunting Grounds: Ancient Summer has the Uratha of modern nights in a parallel chronicle with the mighty Ur-Sag, dog-headed heroes of the ancient Sumerian city of Bau. No longer Forsaken, the Uratha take places as god-kings.

  • Fetish: Brick of the Ziggurat (•)
  • In addition to communicating with the pack through whispers and dreams, the brick offers a bonus to the pack in policing its entire territory: it grants each member of the pack (as bound under a single totem) +1 dice on any rolls made against a spirit within the boundaries of the werewolves' territory. That includes all Social, Mental and Physical rolls. It is just a taste of what the brick purports to offer when it is used (with the other bricks) to build a new Ziggurat. Like most fetishes, this must be activated. Its effects last for one day on success (and it may be reactivated the next day) A magath spirit empowers this fetish.
  • Action: Instant (pg. 56)

Everything You Ever Wanted by Filamena Young[]

The Oath of the Moon explicitly forbids mating between the Uratha. Such deviance has terrible results. What if we remove that, and instead focus on interpersonal, romantic and otherwise sexual relationships with werewolves? We have Everything You Ever Wanted, focusing on a more urban fantasy take on the game.

Packs United by John Kennedy[]

Packs United assumes a higher structure amongst the Forsaken. There's a hierarchy beyond a local pack, and grand Conclaves of Forsaken rule over the race. Experience a new level of blood and politics.

  • New Merits:
    • Rank ( to •••••)
    • Uratha-sha (•••••)

Volume IV: To Rip Asunder[]

Now that we've taken, given and created something new, we're going to make like Uratha and tear it all to hell. In this final volume, we demolish the game mechanics, and offer something new to replace them.

Wild Children by Chuck Wendig[]

What are werewolves, ultimately, but uncontrolled humans? Wild Children are just that: Humans that live only to cause mayhem and gratify themselves. Not Forsaken by any stretch of the imagination, these characters filter down the core pathos that makes playing werewolves fun, without the complexities of the full game.

All Good Gifts by Matthew McFarland[]

All Good Gifts takes a long look at the spiritual powers of the Forsaken, and approaches them in a simpler, more holistic way. Werewolf abilities become personal and unique, often subtler, but altogether new and much more primal.

SAS Scene - The Dead Lake[]

Lake-Spirit - Stats

The Emergent Beast by Stew Wilson[]

Do you want to play werewolves, but don't want to bother with the complex systems and character creation? The Emergent Beast strips the Storytelling System down to a smidgen of its previous self. Characters exist as a small series of traits, centered mostly on Renown. The game is simplified, to allow more energy spent to emphasize its strengths.

The Family by Stew Wilson[]

The Family removes tribe, Auspice, Gifts, Rites, and most everything else from Forsaken existence, along with the Shadow and most aspects of the condition. In the wake of all that removal, we leave the pack as the sole organization and interest of the Forsaken. This allows for complex systems of trust and betrayal to drive the game.

  • Tribes:
    • Alphas
    • Sages
    • Shepherds
    • Stalkers
    • Warriors

Background Information[]

  • This book was originally released in four separate parts.

Memorable Quotes[]

Characters[]

  • Anna Koren - Wild Child (Back Cover)
  • Chip Strosser - Human, died
  • Mikey DePagliano - Human, died
  • Katey Kelly - Werewolf
  • Mussanaha - "Ravenous Hunger", Spirit, Totem
  • Will Nicholson - Wolf-Blooded, turned into one of the Cursed by Mussanaha
  • Riley Ogilvy - Cursed
  • Laura Pfieffer - Cursed
  • Dave Naughton - Cursed
  • Tom McDermott - Cursed
  • Albert Lawrence - Cursed
  • Bloodletter - Personal Totem
  • Queen River - Personal Totem
  • Sir Lance - Personal Totem
  • Battery Burn - Personal Totem
  • Minx - Personal Totem
  • Lady of Judgment - Personal Totem
  • Master of Stone - Personal Totem
  • Mila - Werewolf
  • Nardo - Werewolf
  • Ilse - Werewolf
  • Twinkle-Twinkle - Storm Lord Rahu Su'ur
  • Martin - Storm Lord
  • Laughing Boy - Iron Master
  • Glint - Forsaken
  • Harvey Capplin - Forsaken
  • Michael "Mikey" Ruben - Storm Lords Rahu, Stats
  • Alice Colburn - Predator Kings, Stats
  • Tenpenny - Forsaken
  • Rat Trap - Forsaken
  • Ukkumu the Seizer - Ur-Sag Rahu
  • Akkulu the Eater - Ur-Sag Ithaeur
  • Ikssuda the Grasper - Ur-Sag Irraka
  • Illtebu the Holder - Ur-Sag Elodoth
  • Hegir-Nuna the Singer - Ur-Sag Cahalith
  • Dreams-of-Dust-Tongue - Forsaken
  • Mimush - Spirit-Claimed
  • King Gudea of Lagash - Spirit-possessed by Magath
  • Nora - Forsaken
  • Nick - Forsaken
  • Fred - Forsaken
  • Ethel - Forsaken
  • Betty - Forsaken
  • Helga the Thunder - Forsaken
  • Darion Silver Tongue - Forsaken
  • Dragan Valentin - Storm Lord, Elodoth, Stats
  • Danny - Forsaken
  • Red Jenny - Iron Master Cahalith
  • Cassie Half-Blind - Iron Master Elodoth
  • Black River - Spirit
  • Bluetone - Werewolf
  • Boris the Blade - Werewolf
  • Angus - Werewolf
  • Rolling Thunder - Werewolf
  • Halo - Werewolf
  • Jacks - Werewolf

Terminology[]

First Tongue: Ur-Sag (Dog-Kings), Nuzusul (Pre-First Change Werewolves), Mussanaha (Ravenous Hunger, Spirit), Zi'ir (Broken Souls), Damuth (Predator Spirits), Iti’Hu (Moon Eater, Damuth), Hu'Ala (The spirit that paralyzes its prey, Damuth), Magath (Many Spirits), Su'ur (Empty Wolves), Im Kul'Za (Sound of Evil Wind), Im-Za (Sound of Wind), Teppe Magath (Mound of Many Spirits), Uratha Safal Thil Lu'u (The Uratha must cleave to the human), Measde (Lust), Mefu'kas (Run around with your penis extended), Mezal (?), Meul (?), Metham (?), Mezil (?), Runkterra (Warmaster), Belleshi (Songkeeper), Clothor (Warden), Nar'Uratha-Sha (First Speaker of the Uratha), Uratha-sha (Speaker of the Uratha), Kelabim (Sacred dogs), Ferratha (Rank 2 Conclave Member), Iduth (Rank 5 Conclave Member), Judatha (Rank 1 Conclave Member), Rukleth (Rank 3 Conclave Member), Shireth (Rank 4 Conclave Member); Bau, Personal Totems, Cursed, Lone Wolves, The Circuit, Conclaves, The Lunar Consulate, Pure Dominions: The Ragnarokr, The Lightbringers and Kings in Shadow, Wild Children

References[]

Previous release Game Books Next release
SAS: Coyote Falls Buy it from DriveThruRPG! Werewolf: The Forsaken books WTA/WTF: Werewolf Translation Guide Buy it from DriveThruRPG! Now in Print!
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