When the Garou feel that human expansion threatens an area of the wilds, they may perform the Rite of the Wilderness. If this rite is successful, the spirits of the land will resist any attempts by humans to settle the area. Small animals steal food, gnaw through rope and leather, and do their best to annoy travelers or home-builders. Larger animals, such as bears and wolves, attack horses or even people in order to drive off the humans. Springs and wells become fouled with algae if humans use them as water supply for more than a day. The wood itself radiates an aura of gloom, with the trees casting strange shadows and rustling in frightening ways. Most superstitious inhabitants of the Dark Ages will avoid a place where the Rite of the Wilderness has been performed. Unfortunately, stories of a haunted wood may well draw the attention of the Church or Infernalists seeking a base of operations.
System: The ritemaster must possess an item of nature untouched by humanity. The participants in the rite gather for three nights in the area calling on the spirits of nature to defend themselves. Once this rite is completed, the effects last for a full year if they are not countered by magicks or True Faith. Obviously, if the forest is destroyed, the spirits may not protect it. The area protected and the degree to which the wilderness comes awake depend on the GM's discretion. This ritual may not be cast over the entirety of the Black Forest, for example. If a caern lies within five miles of the location, the difficulty of the rite is reduced by 1. Tribal totems may play a role in this rite, leaving a protected area with the 'signature' of a certain tribe, such as ravenous wolf packs unafraid of fire in the case of Red Talons.