Anchorage, Alaska. Two hundred ninety thousand people clinging to the coast between mountains and sea, the last real city before the wilderness swallows everything. In the mortal world, it is defined by extremes—nineteen hours of summer daylight, five hours of winter sun, temperatures that swing from shirtsleeves to sixty below. People come here to disappear, to start over, to prove something, or because they have nowhere else to go.
In the Hedge, it is the front line of a centuries-old defensive war against a place called the Scour—a massive wasteland where the Thorns have been stripped of their dream-logic, leaving raw, unshaped potential and the predatory things that thrive in the absence of meaning.
The Freehold of the Last Hearth exists to hold the line. Every Lost who lives in Anchorage serves. The seasonal Courts rotate as a watch rotation, each bringing its strengths against the dark. The vibe is less courtly intrigue and more forward operating base: grim camaraderie, mandatory service, and the question of what happens when duty and healing are in direct conflict.
See You On the Wall
“We shelter each other from Those Who Took Us. We hold the line against That Which Remains.”
The Calamity, the one incident we can track so much of our troubles back to. The Earthquake of 1959 was the first time it was spotted. The only records we have of it at that time were the red eyes and the destruction it wrought in its wake. The 90’s brought with it other problems, the Acheron Shipping and Trading Co. moved into the area around this time, violent crime has been steadily increasing, the SWORN noticed that creatures from myth and legend stopped following their natural patterns. More people went missing in the early 2000’s. The weather grew harsher. The Ascending Ones attention was pulled away from research into The Calamity by strange things showing up in the black market, body parts and odd reagents, the worst part is some of the items? Belonged to old friends and Allies. The Culprit was discovered to be Acheron Shipping and Trading, the various groups pulled together to force them out of the city.
In more modern times, the Anchorage Earthquake hit, and in the same year, 2018, The Calamity was sighted again. It is assumed that it was dealt with at that time, or at the very least put back to sleep. Sadly no one involved can explain what they saw or what happened. Relations sour and the various groups splinter. As of last year, 2025 Typhoon Halong tore through Alaska disrupting communities and daily life. Nothing has been seen yet, but Hunters are still on the Vigil, hoping The Calamity doesn’t wake again so soon.
I had a dream, which was not all a dream.
The bright sun was extinguish’d, and the stars
Did wander darkling in the eternal space,
Rayless, and pathless, and the icy earth
Swung blind and blackening in the moonless air;
Morn came and went—and came, and brought no day
The Danse Macabre Goes Ever Onwards...
The City of Anchorage is a gift and a curse. It has long nights and longer days. The Kindred who fight over this city do so for blood and resources, it's has been home to many religious wars between the Lancea et Sanctum and the Circle of the Crone. Until recently the Spear has managed to hold the domain but something about the most recent push from the Circle has driven the Second Estate from the city and secured the domain for the Chorus. Now...can they hold it?
The Reigns of Power
One of this chronicles main focus' is power, attaining and holding it. The parts of your soul you have to sell away so you can play the game, and how much of you skin are you willing to risk. As the song goes "if you've got skin the game, you stay in the game." This city will exact a toll on you. From the Kindred to the other creatures that prowl it's streets and forests everyone is looking to get one up on someone. Everyone wants a piece of the pie. Seize the Reigns, Youngblood.
The Dread in the Dark
It's out there, everyone feels it. They might not admit it mind you but deep in their bones they can feel -something- calling to them. Something is in those forests and those mountains. Something born of hunger and violence. The Kindred try to ignore it, but when the night gets quiet enough they hear the whispers. They're soft and gentle begging them to abandon their humanity, the sweet honey like words promise a rebirth of sorts, a new life. If you only submit to the Beast.
Strange Bedfellows
We don't talk about them a whole hell of a lot. They're out there though, other things that go bump in the night. Fairies, Furries, and Fucking Hunters. They all have dreams, they all have desires, and shit young blood they all bleed red. We fight with'em, we feed from the, and hell fam sometimes we fuck'em. Point is we gotta co-exist so we can worry about our own shit. If we don't play nice we might as well just pack up and go to Juno or heaven forbid some shitty city in Canada.
The Forsaken have won their war against the Pure in the Last Frontier, but their victory is a catastrophe wearing a crown of ice. The Pure were not merely territorial rivals—they were wardens performing a 147-year ritual cycle to keep the Carrion King sealed beneath the Chugach Mountains. With the Pure dead and the rites broken, the permafrost seals are failing, the aurora burns wrong, and something ancient stirs in frozen Carcosa beneath the glaciers.
This chronicle blends the stark isolation of New American Gothic with
Arctic horror rooted in Alaska’s extreme environment. Seasons are not
backdrop—they are antagonists. Twenty hours of darkness, temperatures that
kill in minutes, and a wilderness vast enough to swallow civilizations
whole. Players will confront truths about colonialism, indigenous
sovereignty, and the arrogance of conquerors—all while the permafrost
melts and the clock ticks toward the longest night.
Can outsiders who destroyed the guardians learn enough humility to take their place? Can the Forsaken become wardens of a land they conquered—or will Alaska bury them like it buries everything that does not belong?
Detail | |
|---|---|
Venue | Werewolf: The Forsaken 2nd Edition |
Genre | New American Gothic / Cosmic Horror/ Arctic Horror |
Inspirations | True Detective S1 & Night Country, Robert Chamber's The King in Yellow, John Carpenter's The Thing, Indigenous Horror |
Schedule
text base game on a discord server, UTC +00:00Number of Players
Current players: 25
Max players: infinite
Register to apply
Creation rules for our available venues will be found here.