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Level Four

Everyone’s heard of enchanted forests in which the trees themselves seem aware, strange voices whisper, wicked witches roam, and goblins and fae of all manner plague the weary traveler. Though the Garou used to rule the wilds, humanity encroaches more and more on their ranges. Hundreds of years ago, Theurges developed a rite with which to frustrate such expansion. This rite, Enchant the Forest, awakens the spirits of the land and urges them to protect the Wyld. These spirits awaken and move to resist any human settlements in the area. Springs dry out. The winter grows harsher than ever before, yet the trees are remarkably fast-growing and re

silent. Food decays and rots in no time, and vermin and insects infest the area. Attempts to construct power lines fail inexplicably. On the rare occasions when cell phones are able to get any reception at all, their calls are interrupted by threatening screeches of static and disturbing whispers. Humans eventually either leave or die, and the wilderness reclaims its lost property. The area seems haunted for years afterwards. The trees are dark and threatening, and strange sounds emanate from the woods at night. The spirits, once roused, don’t rest again for a very long time. Superstitious tales of haunted lands circulate, and many humans give the area wide berth. Unfortunately, many others may become interested — government agencies, paranormal investigators, and other supernatural beings. The ritemaster must take a twig from a tree never seen by human eyes, make a container from the belly of an animal never hunted by humans, and fill the pouch with water from a pond never touched by mankind. He then stirs the water, pours it close to the borders of the wild woods, and calls on the spirits of nature to awaken and defend themselves. He sends messengers to the north, south, east and west, to call to the spirits there. The ritemaster must sing to the spirits for three days.

System: Standard roll. The immediate effects of this rite last for a full year, if they are not disrupted by some sort of supernatural intervention. The area so charmed cannot exceed the farthest distance the messengers have traveled by foot in the three days. If a caern is located within five miles (8 km) of the ritual location, the difficulty is reduced by one.

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