Neutral Ground for the City's Forsaken
Paradise City is an enormous sprawl. While werewolves can hunt anywhere they need to, the din of cars and machinery and humanity can make cities feel claustrophobic. It was shortly after re-emerging that the Bone Shadows discovered the future tur.
The Graveyard isn't easy to get to if you don't have four legs. It's tucked in a long-abandoned part of the city, closer to the core, deep in Middle Paradi. There are old service tunnels and access hatches that can lead one to it, once shown the way or with a fair amount of luck. Other werewolves exit the train where they know old, unused platforms lurke further down the tracks... and know the timing of the next train so as not to be turned into pulp. In many places, it's a tight fit even for the Urhan form, and thus far no non-werewolf has managed to breach its perimeter. Eventually a werewolf will find a hole, carved out with claw and marked with sigils, that leads into the Train Graveyard.
One emerges into a lit clearing, sunlight able to filter down through numerous gaps in the plate above. There's greenery here, where left undisturbed, nature was able to grow a small foothold once more. The air is cleaner, fresher than anywhere else a uratha it likely to experience in the city. Rusting hulks of machinery lay everywhere, from old engines to box cars. The scent of the decaying metal spikes the air like blood but an aura of calm pervades the entire place. The scent of uratha is strong here. Fires burn everywhere in trash cans, at all times of day or night, sweet-smelling herbs filling the air from their smoke.
The area stretches out ahead of a visitor. A circle of rusted train cars holds a proving circle. It's a place for honor duels, where a werewolf can challenge another to combat if need be. It's the one place in the tur where violence is allowed, provided those using it agree to have at least two Elodoth present. Those Elodoth are expected to use their auspice-granted power to stop anyone who falls into kuruth as part of a duel. Fighters are prohibited from killing one another in the tur. An older, renowned Elodoth who goes by the deed name of Prowls-Without-Fear enforces this ruthlessly.
The tur is also a common place for new changes to meet prospective packmates and for first hunts to take place. A group of new uratha will be put together and assigned a prey deep within the area. A hulking pile of wrecked train cars serves as a locus, allowing access to the Shadow.
The Shadow of the Train Graveyard isn't as peaceful as the material. The core of it remains much like its material reflection. The further one ranges from the center, the darker it becomes, color washed out of it. Subject to stories for generations told by people who can see the outskirts from afar, and children's rumors, a resonance of fear pervades the outer areas. Some of the train cars are barely solid reflections whereas others remember the circumstances that brought them there. A few show signs of tearing from the derailments that destroyed them, others still shimmer with heat from the fires that consumed them. Eyes watch from the dark places and skittering is heard, always just behind one or out of the corner of the eye. This is allowed to persist as the resonance helps discourage the curious.
It's not unknown to see Wolf-Brothers in the Shadow near the core of it. They'll hunt with werewolves too, if asked, down spirit tunnels and corridors that lead to not-quite Places-That-Aren't. There are plenty of mysteries around the tur still and many uratha don't see that as a bad thing.
Drawing guard duty for the tur is considered an honor and privilege for the pack doing it. Packs who acquit themselves well may receive a boon from the spirits or Prowls-Without-Fear. Those who bungle it or make fools of themselves are invited to leave for a lunar month.