The Wilderness

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This rite prevents humans from settling an area, by calling on the spirits of the land to make sure that everything goes wrong for the would-be settlers. The interlopers find rope and leather gnawed through, food stolen or spoiled, and livestock driven away or scared so badly as to be unmanageable. Wells dry up or become infected by algae, and so on. Often called 'Goblin Curse' by young Garou, it would indeed seem to the victims of this rite that goblins haunt their new home. The ritemaster must possess an object that has never felt the touch of humans. The participants gather in the area for three nights while calling on the spirits of nature to defend themselves. If they are successful, the woods are 'haunted' for a full year. The affected woods take on an eerie, gloomy atmosphere, shadows lengthen and seem to move, and strange sounds can be heard.

System

Magic or True Faith could potentially counter the effects of this rite. If the woods are destroyed, the effect dissipates. If a caern lies within five miles of the area, the difficulty is reduced by one. Bear in mind that the affected area must be limited. Only a portion of a forest, a few acres wide, can be affected. Haunted forests also draw attention. The Inquisition or even infernalists might hear legends and come to investigate.

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