Garou Society, Rank, and Reknown

The Sacred Ways of the Garou

Over the centuries, spirits have given wisdom and knowledge of special powers to the Garou. These powers and secrets are shared among the other members of a Garou's breed and auspice, and also serve to further define a Garou's purpose and role within a tribe.

The Tribes

The Record speaks of the tribes, fifteen groupings of Garou that originally formed out of pack differences and changes in pack hierarchy. Among the first of these were the Silver Fangs (rulers and warrior-heroes), the Shadow Lords (beta-wolves, the schemers and politicians) and the Black Furies (the alpha females, who followed their own path). Several of the more mystical, philosophical Garou, those who watched the skies for portents and omens, formed their own tribe, one they called the Stargazers.

In the Garou's far travels, the Record tells of the Garou splitting into more tribes: the Fianna of Ireland, the White Howlers of Scotland, the Get of Fenris of the Saxon, Norse and Germanic areas, the Silent Striders, who vanished for a time into the dark continent of Africa, only to re-emerge later, and the Bunyip, who traveled to and dwelled on the continent of Australia. The Record also speaks of the far-travelers: the Uktena, the Wendigo and the Croatan, who journeyed far across what would be-come Russia and traversed the same Bering Land Bridge that the original Native Americans (some of them related to the Garou by blood) crossed. During pre-history, the Silver Fangs ordained that the Garou would watch over the humans in much the same way a shepherd watches over his flock, except that they encouraged the Garou to cull the weakest and oldest from the human herds by ravaging their villages and encampments. As a result of this practice, which the Garou called "The Impergium", two tribes formed: the Red Talons, who were all bred by wolves and favored the policy (they had grown to hate the hunter humans), and the Children of Gaia, who sought peace among the Garou and an end to the Impergium, knowing that somehow the Impergium would haunt them until the end of their days.

When cities rose up, two more tribes of Garou emerged: the Glass Walkers, who learned to use the tools of humanity, and the Bone Gnawers, who had grown tired of eating the leavings from their Silver Fang betters and sought refuge and a new life in the cities. For a time, all Garou prospered, and the Wyrm was held at bay.

But the Wyrm was merely gathering its coils, like a cobra waiting to strike. When it did, it took several tribes down with it. The Garou's own inner rage caused the death of the Bunyip tribe in Australia as the rest of the Garou waged an unholy war against them and killed them all, believing them to be tainted. The Croatan were also completely and totally lost in a supreme self-sacrifice to defeat a powerful minion of the Wyrm. The most heinous betrayal, however, was that of the White Howlers. They joined with the Wyrm, although to this day, no one knows why. They went to the lair of the Wyrm, and there they were introduced to an insane labyrinth known as the Black Spiral. They danced the Black Spiral and went over completely to the Wyrm, whom they now serve. These creatures are called the Black Spiral Dancers, and they are the incarnation of all that is evil in Garou. Their name has been removed from the Silver Record, and they will be reviled forever.

Now only thirteen tribes remain, and the number of Garou is shrinking yearly. A tribe can mean a great deal to a Garou, especially if his heart and mind can accede to tribal policies. The tribe is part heritage and part community. When a Garou is among the members of his tribe, he is not only participating in Garou society, he is connecting himself to the wisdom of the Garou in the same tribe. The tribe shapes a Garou's political outlook, his viewpoints on human society and the way other Garou relate to him.

Those without a tribe are called the Ronin, for they have no tutor or master. These people are usually renunciates, and they do not seek to help or hinder the Garou. Many of them are lost wolves, having lost some vital element that makes them Garou. Many are also of the Wyrm. The Ronin are mysterious, shadowy and distrusted, but some of them are among the greatest of Gaia's heroes.

The War for Gaia

The Garou are at war with the Wyrm in the defense of Gaia. Many also believe that these are the last days of that war, that the prophecies of the Apocalypse are coming true and that the end of all things, even the end of Gaia, is near. This threat of Armageddon influences all of the Garou's actions. Patience is in short supply, and understanding even more so. The Children of Gaia, peacemakers among the Garou, have quite a job on their hands. Garou at this time tend to fluctuate between two extremes: frenzy, in which they are totally consumed with the hatred of the Wyrm and of all corruption, and Harano, in which they are totally overwhelmed by the imbalance of the fight they wage and become utterly depressed. Somewhere between frenzy and Harano is the balance that the Garou strive to attain, caught as they are between them. Many Garou seek to strike this balance by learning from their elders and from ancient lore.

The Legacy of Lore

The signs of the Apocalypse are foretold in prophecies, and many of them have already come true. It is hard to doubt that these are the last times. Because of the immediacy of the War against the Wyrm, the Garou have had to adapt their ways and traditions. Before this time, the Garou had grown quite separatist, uniting along tribal lines. Now all the tribes have been thrown together, and they must find ways to interact without provoking either frenzy or Harano. In addition to the Silver Record, the Litany is an ancient collection of laws given from the very first Garou onward. The Garou have created the Litany to help them combat the Wyrm within, as well as the Wyrm without.

Among the proscriptions in the Litany is the restriction that Garou shall not mate with Garou. When two Garou mate, they produce a sterile, disfigured breed of Garou called a metis, although sometimes such a fetus will not even come to term. Mating with another Garou is a taboo similar to incest. Since the presence of a metis is a direct result of a violation of the Litany, metis Garou aren't well received and usually have to put up with the stigma of being a metis for their entire lives, especially if their disfigurement is obvious.

Another important idea in the Litany is "the Veil", a custom which dictates that the Garou must forever hide their presence from the mass of humanity and keep their existence and sacred knowledge secret. This is aided by the power of the Delirium, an effect caused by the Garou's prehistoric participation in the Impergium.

This effect is useful in keeping the Veil, because humanity has a hard time remembering the presence of a rampaging Garou. When a Garou reveals himself in its half-wolf, half-man shape, it triggers an ancient memory in humanity and results in an all-consuming fear and loathing. The human mind usually responds by rationalizing and blocking out the memory of the Garou.

Finally, many Garou legends and stories are preserved as a means to keep history, illuminate Garou wisdom and serve as object lessons for Garou wanting to become just as famous. Yet the Wyrm continually captures and devours bits and pieces of the vast legacy of lore that has been left for the Garou. This is part of the Wyrm's ultimate plan to destroy them.

The Shadow of the Wyrm

Like Gaia, the Wyrm is a difficult entity to describe. It is a part of the Triat, a powerful spirit that embodies a fundamental force in the universe. Some see it as the power of corruption and oblivion. The Wyrm is both a physically real thing and a spiritually corrupt ideal. It seeks to devour all of Gaia.

The Wyrm's hunger for Gaia is explained by its history. The Wyrm used to be the balancing factor in the Triat, maintaining balance between the Weaver, which governs patterned reality and order, and the Wyld, which governs chaos, magic and pure creative energy. However, at some point in the past, the Weaver went mad, and the Wyrm responded by trying to balance its madness. The Weaver responded by trying to weave the Wyrm into its web. Caught in this web of madness, the Wyrm changed. This corrupted the Wyrm and caused it to embody corruption. The Wyld became disconnected, even as the Weaver grew powerful enough to try weaving it into her web. Now the Wyrm is unbalanced and seeks to consume everything; it is no longer satisfied by merely keeping the Weaver and the Wyld in check.

The Garou believe that humans are children of the mad Weaver, flaunting their technology, cities and societies. They also believe that wolves are of the Wyld, as are all natural and untainted places in the wilderness. Those Garou born to wolves are thought to be more mystical, even if they aren't of a mystical nature. Consequently, many feel that the metis, the breed that results from a breaking of the Litany's rules on mating, are of the Wyrm. This is not necessarily the case, although it is true that all metis bear some disfigurement. Disfigurement is a mark of corruption among many Garou.

The Wyrm manifests itself in many forms; some forms are physical, although the actual Wyrm resides in a metaphorical Pattern Web. The spirit army of the Wyrm consists of corrupted Incarna, Bane soldiers and Wyrm Elementals, evil spirits that represent the Wyrm's corrupting influence and power.

The Wyrm is also a corrupt ideal, a source of hate, defilement and taint in the world. Many humans unknowingly serve it when they do corrupt or destructive things. Through Wyrm-taint, its power can be sensed by the Garou in many mundane things. Soft drinks, book publishing, the movie industry- the list goes on and on. Indeed, the Wyrm lies waiting for anyone seeking escape from the troubles of this world.
The Wyrm is quite powerful in these Last Days. Not only does it have its own evil spirit armies in the spirit world and in Malfeas, but it also commands a number of Wyrm-infested humans called Fomori.
These humans have powers and mutations because of their alliance with the Wyrm. The Wyrm also has a number of followers in the major corporations of the world, especially a powerful corporation called Pentex. The company is almost completely possessed by the Wyrm and is ruled by a board of directors that is thoroughly corrupt.

Among the Garou, the Wyrm is an ever-present threat, and its Black Spiral Dancers are everywhere. The Wyrm has also revealed ancient evil lore to twisted humans, humans who are Kinfolk to the Garou. The Wyrm has taught them a ritual to change themselves into Garou using the prepared skins of werewolves. These Skin Dancers, as they are called, are in many ways worse than Black Spiral Dancers, as they cannot be easily detected for what they are. The Skin Dancers appear as normal Garou to all but the keenest mystical senses, while it is obvious by just looking at most Black Spirals that they are of the Wyrm.

And yet, in The Apocalypse, the chief threat of the Wyrm is not monstrous beings- it is the Garou themselves, for the Wyrm also resides within them. It is said that the power of Rage, that which causes frenzy, comes from the Wyrm. It is the Wyrm that calls out to each Garou and corrupts sacred ways and holy quests with its own agenda. The Garou are always in danger of falling into its jaws. Whenever any Garou seeks selfish power over selfless honor, dark lore over Gaia's wisdom, or terrorized infamy over respected glory, the Wyrm wins a small but important battle in its war, and the Garou in question is one step closer to utter corruption. Intertribal prejudice and fighting between Garou also serve the Wyrm's purposes, although the Garou are loathe to abandon such flaws. Ultimately, each time the Wyrm causes a Garou to step from the Silver Path, Gaia's Way, the Wyrm scores  another decisive victory against the Garou, and hence, all of Gaia. Among of the greatest victories the Garou can achieve over the Wyrm are conquering distrust, hatred and corruption among themselves.

Garou Society

Garou Society is complex, partially because the Garou see themselves as the center of many  connections. Aside from the normal bonds of family, romance and friend-ship, the Garou also have the bonds of pack, tribe and Sept. The Garou are both human and wolf, a synthesis of the two. The wolf-nature is strong, especially in society. Issues of dominance, station, territory and the pack are strongly influenced by this lupine heritage.

The Pack

First among all their relations, the pack is more than a family to a Garou. Anyone who is a member of a pack will gladly risk her life to protect a packmate. A Garou must stand by her pack in all things, even when she does not completely agree with them. In fact, many Garou do not totally get along with their packmates, although they usually fall into accord when they are threatened from outside the pack.

The pack is bound together by a mystical bond. Many Garou instinctively know when a member of their pack is in danger. Over time, the bond strengthens. Packs move as one, and they often perfectly integrate themselves in any action they do. A pack of Garou soon learns to fight as if they were one, not many. In addition, a pack totem is attracted to the pack and simultaneously adopts and is adopted by that pack.

This totem watches over the pack and helps it discover its purpose. In these last days, every pack has a quest that it must eventually solve. This quest dominates the thoughts and actions of the pack.

Many packs are formed out of a group of Garou who undergo the Rite of Passage together. The Rite of Passage is what marks a Garou's passage from childhood to full adult status. Sometimes, however, a pack will lose all its members except for one or two, and Garou can adopt new members into their pack with the Rite of the Pack, a modified version of the Rite of Passage.

Packs adopt a name that is appropriate to their ethics and beliefs and to the quest they believe Gaia has assigned them. For example, a pack called the "Messengers of Unity" might be interested in increasing cooperation between all Garou, or a pack called the "Ghost Runners" may be a group of spirit-warriors.
Tradition once held that packs were to be made up only of other Garou in your Tribe, but that is no longer the case. There are so few Garou that most packs are multitribal. The most successful packs have most, if not all, of their auspices represented. If a pack contains a metis, the pack will usually defend the metis from discrimination and attacks when no other Garou will. As Garou grow more powerful and higher in rank and station, they tend to live apart from the rest of their pack, even though they will be in touch constantly with one another: they are family. For many Garou, a pack is the only family left.

Not all Garou are in packs. Some are never accepted. Sometimes all the packless Garou in a Sept will get together and form their own pack, but this is rare. Usually, a Garou without a pack has some problem associated with him. It is up to the Sept to see that these "lone wolves" either get accepted into a pack or at least have something to bide their time. The Wyrm loves an idle Garou, and many of these "lone wolves" get turned into tools of corruption.

There are many packs in a Sept. Sometimes, a pack will come to hold all the key positions in a Sept, and such Septs can be particularly strong.

The Sept

All around the world, hidden in secret places in the wilderness or hiding in the parks of cities, high atop massive skyscrapers or deep within crumbling buildings, there are places of power that the Garou recognize as sacred to Mother Gaia. These sacred places are called caerns, for they originally were piles of stones dedicated to the honored dead of the Garou. Now they are more than that. A caern serves as a gathering point for all the Garou in an area. If a moot is to be held, it will be held at a caern. If a caern is held by the Garou, most likely it will be held by a Sept. A Sept is a group of Garou who take and hold a caern against the Wyrm. Each Sept has traditional offices that are usually filled by the most capable Garou around- although in these days, it is difficult to find a competent Garou for every position.

In addition to being a sacred place of Gaia, a caern is also a means of transportation. Garou can step into a Moon Bridge, a magical tunnel through the spirit world, and can travel long distances between caerns in the twinkling of an eye. It is possible for a Garou to travel all the way around the world without ever relying on terrestrial transportation.

Most of the powerful, ancient caerns were discovered long ago. However, there is a way to utilize spirit magic and open a brand new caern: through the Rite of Caern Building. This rite is exceedingly difficult to successfully accomplish, but the end result is another sacred strong-hold for Mother Gaia, and so it is often attempted these days- with an almost frantic frequency. Some old Ritualists worry that the Rite of Caern Building is being abused, and they seek to limit the number of new caerns that are opened.

The Sept is the main focus of all Garou society, for it is at the Sept that we see the Garou at their most social. Many Septs are ruled by a council of elders, which includes Sept members who hold positions of authority, as well as councilors from all the represented tribes in the area. Some Septs are ruled by a single tribe; some are governed by Garou from a diverse collection of tribes. Justice tends to be a local affair at a Sept: there is usually not enough time to send messengers to the nearest Silver Fang Sept to ask questions as to whether something is legal or not. The Master of the Challenge and the Sept Leader must make a decision about what is to be done about infractions against the Litany or about intersept conflicts.

The Garou are ruled as a Nation by many  powerful tribal septs. Generally, the Silver Fangs hold the most power, although the Shadow Lords are continually at their heels. In effect, it is the Children of Gaia who are the most instrumental in maintaining Garou peace and keeping the Garou on an even course, going so far as to balance some of the crazy ideas that the Silver Fangs have. Many Ragabash and most of the Silent Striders serve as messengers between caerns and heralds for the great septs, and Philodox judges of respected rank follow complicated Moon Bridge "circuits" to bring Garou justice to even the farthest reaches of the world.

Septs define protectorates, areas that are under the direct protection and care of the Garou. They also define hunting territory and settle disputes between packs and individual Garou. They enforce punishment for judgments against violators of the Litany, especially those who threaten the Veil. They are the ultimate clearing-house for Renown, marking the rise and fall of Glory, Honor and Wisdom among the Garou of their Sept.

In short, without a Sept connection of some kind, a Garou has no way to gain Renown, is in danger of treading on another's territory and has no legal presence in the protectorate that the Sept claims.

Furthermore, important rites like the Rite of Accord, the Rite of the Pack, the Engling Rite and the Moot Rite are not generally available, as these virtually require the  presence of many Garou and the presence of a caern at the site. In addition, many elder Garou are generally available at a Sept; it's a good place to seek a tutor for a Gift or rite that you're interested in learning.

It is traditional to announce one's presence in an area through howls or direct presence. If the Sept is threatened or otherwise in danger, the Warder may ask you to join the guardians of the Sept, if only temporarily. A Sept will often refine its particular rules of etiquette. When a Garou decides to join a Sept, she asks the Warder of the Sept to mention her name at the next Moot Rite. Usually the Galliards will use this opportunity to tell what stories they know about the Garou.

All in all, the Sept is a complicated place, full of action, intrigue, fellowship and danger. The Apocalypse focuses on the Sept as the stage on which many of your of your Mind's Eye Theater stories will be played.

Sept Positions

Not every Sept has all these positions. Indeed, these are the Last Times, and many septs find that they do not have adequate personnel to fill all of the important roles. In this case, roles are either "doubled up" or simply ignored, to the detriment of the Garou as a whole.

Grand Elder, Sept Leader

This is the Garou who is ultimately in charge of the Sept and its day-to-day running. Although the Sept Leader is an elder, it is a position set above all the other elders, indeed, all the Garou in the Sept. It is a position of respect and honor, and the Sept Leader has the right to demand obedience of all who serve the Sept.

Warder and Guardians

This is the Garou who is in charge of protecting the caern and keeping the Sept safe. Under her are the Guardians, "adren" Garou who aid the Warder with Sept security. Conflicts sometimes arise between the Warder and the Leader: the Warder has the authority to "close the caern" in times of danger. This power supersedes even the Leader's authority.

Master of the Rite

The Rite Master (or Mistress) has authority over all rites at a Sept. Depending on the individual Rite Master, this Garou may demand that all Garou ask permission of him before a rite is performed. The Master of the Rite also has the power to demand that anyone learning a new rite must ask his permission first. Generally, it is the Rite Master who decides who will take the various roles in the Moot Rite. Depending upon who takes this position, it can be a position of great power and strength.

Master of the Challenge

The Master (or Mistress) of the Challenge is the elder who decides when and where a Challenge will take place. She also judges the outcome of challenges and makes sure that challenges are conducted honorably. You must apply to the Master or Mistress of the Challenge if you wish to challenge for Rank.

Gatekeeper

This is the elder or adren who is in charge of all the Moon Bridge travel to and from the Sept. It is the Gatekeeper who decides to whether someone may use a Moon Bridge. The Gatekeeper must be in constant contact with the caern totem, who ultimately controls Moon Bridges and can disobey the Gatekeeper.

Keeper of the Land

This is the elder or adren who is in charge of keeping the land around the caern beautiful and clean. While this may seem silly to some people, the Garou believe that spirits need clean and beautiful places to live and that by maintaining a forest glen or rocky crag in its natural state, the Keeper of the Land can attract good spirits to the caern. The Keeper can recruit other Garou to help in the duties of keeping the land, especially if they uproot the Keeper's favorite tree by accident or offend the Keeper in some way.

The Ranks

In general, your method of gaining Rank is based on your auspice, but Rank is also a measure of the respect and loyalty that the Garou feel for you. Rank has its privileges, as well as its duties.

CLIATH (Rank 1)

This is the lowest Rank; it is not the normal starting-point for playing The Apocalypse. However, it can be fun to play someone who's just gone through her First Change. You have to role-play learning all about the Garou and discover the secret lore of your auspice or tribe. There are benefits to being a cub: first of all, no one is allowed to challenge you. Everyone will likely come to your aid if you get into danger. However, cubs are only allowed to learn their breed and tribe Gifts. Cubs learn their auspice Gift after their Rite of Passage. At many septs, there is a Garou with the title "Den Mother" or "Den Father." A Den Mother watches over the cubs and makes sure that they respect their elders and don't get into trouble.
This is an excellent way to become introduced to the game as a whole. If your local Troupe is set up with a Den Mother, you can easily join the story and be tutored in the game as a matter of course. Learning about the Garou this way can be a lot of fun.

Gifts Available: Level One

Renown Requirements:
Ragabash: Any 3 Renown Traits in any combination
Theurge: 3 Wisdom
Philodox: 3 Honor
Galliard: 2 Glory and 1 Wisdom
Ahroun: 2 Glory, 1 Honor

Duties: You are required to learn as much as you can.

FOSTERN (Rank 2)

This is typically the most common Rank at a sept. A fostern has undergone the Rite of Passage and now stands as an adult Garou amongst the Garou. Fostern are expected to attend moots, fulfill their duties as described by their auspice and learn the ways of their breed and tribe.

Gifts Available: Basic (Level One and Level Two)

Renown Requirements Expressed as Permanent Reknown Dots or Traits
Ragabash: Any 7 Renown Traits in any combination
Theurge: 1 Glory, 5 Wisdom
Philodox: 1 Glory, 4 Honor, 1 Wisdom
Galliard: 4 Glory, 2 Wisdom
Ahroun: 4 Glory, 1 Honor

Other Requirements: You must know your three initial Gifts and swear an oath of loyalty to your sept or tribe, usually at a ceremony that takes place after the completion of your Rite of Passage.

Duties: You are required to give service to the sept on a regular basis. This service can entail minor jobs, such as aiding the Keeper of the Land with his duties or patrols, accepting guard duty, or helping an adren or elder with an upcoming Rite. Essentially, your Garou "job description" is "other duties as required," and since you are lesser in Rank than most Garou, you have usually have little choice but to obey.

Privileges: You are allowed to perform Level 1 and Level 2 Rites, can petition for justice, can challenge for a higher Rank (when you have enough Renown Traits) and are usually allowed access to the caern. You can also request that a Moon Bridge be opened to the destination of your choice, but the request will not always be heeded- Moon Bridges are sacred things and are not to be used frivolously.

Note: While you are of this Rank, the Garou expect you to be out making a name for yourself. Fostern are always getting into trouble, but that's just part of being a fostern. The elders watch the fostern specifically to make sure they don't screw up so much that they'll be denied adrenship.

Also note that the word "fostern" is used to refer to your pack brothers and sisters, your family by choice. In the sense that all members of a pack are "family," the members of a Garou's pack can be referred to as his "fostern," regardless of their Rank. Sometimes unity is more important than social standing.

ADREN (Rank 3)

You have gained prestige and renown, and now you are expected to take a larger part in the affairs of the sept.

Gifts Available: Level 1, Level 2, Level 3

Renown Requirements
Ragabash: Any 13 Renown Traits
Theurge: 2 Glory, 1 Honor, 7 Wisdom
Philodox: 2 Glory, 6 Honor, 2 Wisdom
Galliard: 4 Glory, 2 Honor, 4 Wisdom
Ahroun:  6 Glory, 3 Honor, 1 Wisdom

Other Requirements: You must be in training to fill one of the positions at a sept. You must challenge and defeat another adren. Note that defeating this adren does not have any effect on this arden's glory, though being defeated may affect yours. This challenge may take whatever form the adren desires, and may be made appropriately easy or difficult depending upon how worthy the adren feels you are.

Duties: You must give service to the elder who is training you. This takes most of your (out-of-game) time. Adren are considered eligible to become minor sept leaders for positions like Keeper of the Land, Gatekeeper, Guardian and Den Mother, positions that do not require a lot of authority. They are required to train fostern and often must spend more time at the caern than they would like. This is one of the toughest Ranks to obtain, because adren often have the responsibilities of an elder, but don't always have the authority to carry them out.

Privileges: Fostern must address you with a term of respect. If you know the Rite of Binding, you are allowed to create talens for yourself and others. Your name will be known outside your sept soon, probably among members of your tribe. You are able to do Level 1, 2, and 3 Rites on your own. You can demand that the sept must provide a place for you to live, even if it is just communal living quarters. (This is for people with very low Finances.)

Note:  You are seen to be in line for one or more sept positions. Everyone watches what you do, and the Ragabash in particular will try to catch you doing something scandalous. An adren is expected to set a good example. This can be quite a stressful time for a Garou.

ATHRO (Rank 4)

You are nearing your peak in your achievement as a Garou. Others look up to you as a respected adult and warrior for Gaia. The Adren and lower Ranks respect you greatly.

Gifts Available: Level 1, Level 2, Level 3, Level 4

Renown Requirements
Ragabash: Any 19 Renown Traits
Theurge: 4 Glory, 2 Honor, 9 Wisdom
Philodox: 3 Glory, 8 Honor, 4 Wisdom
Galliard: 7 Glory, 2 Honor, 6 Wisdom
Ahroun: 9 Glory, 5 Honor, 2 Wisdom

Other Requirements: You may fill one of the offices at a sept, if there are insufficient elders. The duties can overlap, if the sept is small enough you need to take more that one position. You cannot advance into it if one of these positions is not available to you. Either you must challenge the elder for his position and defeat him or wait until he vacates the position. In the latter case, you may have to contend for the position.

Duties: You are now beginning to watch out for the interests of your auspice, tribe or breed among the sept. As an athro of an auspice, you have the power to vote on whether or not to veto Renown nominations. As an athro of a tribe, you have the ability to have a say in accepting new members into the tribe and to ban certain Garou from the tribe. As an athro of a breed, you are partially responsible for all external liaisons with others of your breed- the metis athro is a position rarely filled, but if it is filled, the metis athro must help watch over and give aid to all metis characters in the sept. Other positions are described in section on "The Sept."

Privileges: Athro can only be judged by a council of other athro and elders. They are free to pretty much do what they will, within reason,  as long as they fulfill their duties. Athro can "push the envelope" somewhat and still receive respect and obedience from all lower in station around them.

Note: If you don't have many players, an athro character is a good idea possibly for an experienced player. Too many higher powers in a game will disrupt it.

ELDER (Rank 5)

You are at a peak in your achievement as a Garou. Others look up to you as a paragon. You command respect and obedience from those around you.

Gifts Available: Level 1, Level 2, Level 3, Level 4, Level 5

Renown Requirements
Ragabash: Any 25 Renown Traits
Theurge: 4 Glory, 9 Honor, 10 Wisdom
Philodox: 4 Glory, 10 Honor, 9 Wisdom
Galliard: 9 Glory, 5 Honor, 9 Wisdom
Ahroun: 10 Glory, 9 Honor, 4 Wisdom

Other Requirements: You must fill one of the elder positions at a sept. These are: elder of an auspice, elder of a tribe, elder of a breed, Sept Leader, Warder, Master of the Rite or Master of the Challenge. One can be both the Sept Leader or Master of the Rite and the elder of a tribe, auspice or breed- the duties can overlap. You cannot advance if one of these positions is not available to you. Either you must challenge the elder for his position and defeat him or wait until he vacates the position. In the latter case, you may have to contend for the position.

Duties: As an elder of an auspice, tribe or breed, you are simply required to watch out for the interests of your auspice, tribe or breed among the sept. As an elder of an auspice, you have the power to veto Renown nominations. As an elder of a tribe, you have the ability to accept new members into the tribe and to ban certain Garou from the tribe. As an elder of a breed, you are responsible for all external liaisons with others of your breed- the metis elder is a position rarely filled, but if it is filled, the metis elder must watch over and give aid to all metis characters in the sept. Other positions are described in section on "The Sept."

Privileges: Elders can only be judged by a council of other elders. They are free to pretty much do what they will as long as they fulfill their duties. Elders can "get away" with quite a bit and still command respect and obedience from everyone around them.

Note: If you don't have many players, it's best if elders are Narrator characters. Too many elders in a game will disrupt it.

FACEDOWN

In Garou society, when a conflict occurs, the combatants lock eyes in a test of wills before a conflict actually comes to blows. This is an honored tradition among the Garou; it is known as the Facedown. A Facedown occurs when two plays meet eye to eye for the purpose of intimidating an opponent and forcing him to back down. This is common among Garou society, and this activity is used to settle minor disputes, scold pups and show leaders discontent. It is a tradition in Garou society that the winner of a facedown is given the respect deserved for being successful in such a contest.

Success in a facedown is determined two ways.  First, if one of the players relents while roleplaying this action, the other player is considered the winner and is allowed to gloat over his victory as he pleases. If one of the players does not relent during a facedown, then a Social Challenge is necessary to determine the victor. The Social Challenge proceeds as normal with the loser breaking eye contact and losing the contest.

This is an excellent opportunity for good role-playing. Even if the contest comes to a challenge, that's no reason to break eye contact until the matter is resolved and a winner is determined. Role-play it to the hilt.

FRENZY

Frenzy is an uncontrollably violent state suffered by all Garou. It is the taint of the Wyrm within them that causes them to go mad, destroying and ravaging everything within their reach. Frenzy can happen at any time and can be provoked by anything. When it happens, it is sudden, bloody and often fatal. Not even the Stargazers are calm enough to forsake this horrible curse of the Changing Breed.

The trigger to a frenzy can be almost anything, depending upon the player in question. For a Fianna Galliard, it could be a member of an audience mocking him as he performs; for a Wendigo Ahroun, it could be an ignorant, prejudiced white man; for a Get of Fenris, it could be a bad moot. What triggers frenzy is entirely up to the personality of the character and the discretion of the Narrator.

A character can also try to instill frenzy in another character by taunting him and calling for a Social Challenge. If the attacker, the taunting character, wins the challenge, then the defender will frenzy. If the defender wins the challenge, nothing happens, and the story continues as usual.

Once in the state of frenzy, the character attacks all those around him violently and without discretion. A frenzied character does not suffer penalties from wound levels. (If the character is wounded, he does not have to spend extra Traits to make attacks.) This simulates the blind, uncontrollable anger of the character. Frenzies usually last only about 10 minutes or until the object or person that triggered the frenzy is removed from the character's vicinity. The frenzy can also end if the character is mortally wounded, at which point she will collapse.

A character may also enter frenzy by spending a Rage Trait to do so. Such an action can prove useful in a combat situation when frenzy would prove to be helpful in achieving victory.

Note:  Be cautious when roleplaying frenzy. Do not jump about screaming at people unless you are on private property where others will not be disturbed. Remember, although frenzy is a violent state of mind, you absolutely cannot physically strike other players, even in jest. Just because your character is in an uncontrollable rage does not mean that the player should forget the rules and become reckless. Use your own discretion, but act it out as much as the environment allows without upsetting your fellow players.

Renown

Among the Garou, Renown governs Ranking. Your Rank determines what level of Gifts you're able to learn, as well as how well you are respected and known among Garou society.

There are three kinds of Renown Traits that you can collect: Honor, Glory and Wisdom. Each auspice has its own requirements for rising in Rank. In general, as a Garou, you try to excel in the areas of Renown that are favored by your auspice.

Honor is adherence to the Litany and how well you uphold your own word of honor. It is also traditional "chivalry," as well as remaining true to yourself and your ideals. The Philodox of a sept are chiefly concerned with matters of Honor, and they are the ones who nominate a Garou to receive Honor Renown.

Glory is willingness to throw yourself headlong into the fight against the Wyrm. It represents bravery, prowess and success in the face of certain doom. A truly glorious Garou has fought well and often and continues to make a name for himself time and time again by defeating the Wyrm in a manner that shows his style. The Ahroun of a sept are chiefly concerned with matters of Glory, and they are the ones who nominate a Garou to receive Glory Renown.

Wisdom is inner strength and inner knowledge. When disputes are solved without bloodshed, when the Wyrm is defeated by simple means rather than violent ones, when a Garou devotes himself full-time to the service of his totem or to spiritual meditation, a Garou is considered Wise. Since the Theurges of a sept are chiefly concerned with matters of Wisdom, they are the ones who nominate a Garou to receive Wisdom Renown.

Nominations

These can be decided on by the auspices making the nominations. This can either been done as a majority-rule vote, or one elder of the auspice can decide who gets the Renown.

Renown Awards

The following list can be used as guidelines for circumstances that could warrant a Renown award from a Theurge, Philodox or Ahroun. These are by no means set in stone, and they are always up to the individual interpretation of the characters involved.  In order to gain one permanent point of a Reknown Trait (unless of course you lose it by being a bone head), you must gain 10 temporary points of the Trait in question, before you can add the permanent point.  The things listed below are examples not the only actions that you can gain Reknown for.

GLORIOUS ACTIONS

Surviving an incapacitating wound
Gaining a Battle Scar
Surviving a toxic waste attack
Attacking a minion of the Wyrm without regard for personal safety
Defeating a minion of the Wyrm
Travelling beyond the Near Umbra to another Realm and surviving
Performing or participating in a Rite of Caern Building
Owning a klaive (this is awarded once, after three moons of use)
Helping to prevent the caern from being overrun by the Wyrm
Dying while defending a caern (posthumous).
Without any assistance, preventing the Wyrm from overtaking the caern (a Garou can receive more than one Glory Trait for this action)
Accepting a sept position
Telling a good story at a moot
Scandalous Inglorious Actions
Cowering from a foe
Begging a minion of the Wyrm for your life
Participating in a failed Great Hunt
Suffering the Rite of Ostracism
Not preventing a caern from being overrun by the Wyrm
Refusing a sept position
Suffering from a fox frenzy (running in fear)

HONORABLE ACTIONS

Showing restraint in the face of certain death
Performing a Moot Rite
Performing a Rite of Passage
Performing a Rite of Caern Building
Performing a Punishment Rite
Owning a klaive (awarded once, only after three moons of use)
Helping to guard a caern, even when you'd rather be somewhere else
Helping to prevent a caern from being overrun by the Wyrm
Teaching another Garou a valuable lesson
Reciting part of the Silver Record at a moot
Gaining the position of Pack Leader (awarded once)
Serving in a sept position faithfully for one year
Upholding the Litany during a controversial issue
Mediating a dispute fairly and impartially
Consistently keeping your promises
Being truthful in the face of adversity
Telling an epic story at a moot
Showing mercy to a wayward Garou
Protecting a helpless human or wolf
Supporting a person being accused of a crime (who is later proven innocent)
Making sacrifices to protect the Veil
Repairing the Veil

SCANDALOUS DISHONORABLE ACTIONS

Falsely accusing anyone of being of the Wyrm
Refusing to perform a Moot Rite
Suffering the Stone of Scorn
Suffering the Rite of Ostracism
Accidentally breaking or losing a klaive
Not staying on watch at a caern when a more tempting activity presents itself
Refusing to help guard a caern
Not preventing a caern from being overrun by the Wyrm
Refusing any sept position
Challenging someone too far above or below your own Rank
Mediating a dispute unfairly
Failing to keep your promises
Being deceptive
Speaking poorly of the Garou as a whole
Speaking poorly of one's tribe, auspice or pack
"Crying Wolf" (i.e., summoning the Ahroun of a sept when there is no real danger present)
Not protecting a helpless Garou
Not protecting a helpless wolf or human
Performing heinous acts while in the Thrall of the Wyrm
Abandoning your pack in a time of need
Harming/rending the Veil

WISE ACTIONS

Besting someone (even a spirit) in a riddle contest
Showing restraint in the face of certain death
Ending a threat without serious harm to any Garou
Revealing with certain proof that a Kinfolk or Garou is "of the Wyrm"
Purifying a Wyrm-tainted object, person or place
Successfully completing a spirit quest in the Umbra
Giving a prophetic warning that later comes true
Discovering ancient Garou Lore
Performing a Rite of Caern Building
Discovering/creating a new rite
Discovering/creating a new Gift
Creating a fetish
Sacrificing a fetish for the good of the sept or tribe
Keeping a caern safe through trickery or imagination
Teaching another Garou a valuable lesson
Upholding the Litany
Consistently giving good advice
Healing a fellow Garou (non-pack member) selflessly

SCANDALOUSLY UNWISE ACTIONS

Attacking a much more powerful force without aid
Falsely accusing another of being "of the Wyrm"
Failing to complete a spirit quest in the Umbra
Giving a prophetic warning that does not come true
Giggling, joking or otherwise being disrespectful during a rite (leeway is given on this one for a Ragabash)
For a homid, ignoring one's wolf nature for too long
For a metis, attempting to hide one's deformity
Living alone or away from your pack
Breaking the Litany
Consistently giving bad advice
Having trickery backfire
Injuring a fellow Garou during a frenzy
Having poor relations with nearby Kinfolk

Confirmation

When all is said and done, and all Renown nominations have been made at a sept, the elders of each auspice present the Galliards with their nominations. At that point, the Galliards must make a decision. Will they confirm the nominations by singing of the new Renown, or will they negate the nomination by refusing to recognize the story which the Renown Trait represents? Ultimately, the elder Galliard has veto powers, and can cancel a nomination at any time.

Scandal

Finally, even after a Renown Trait has been awarded, a Ragabash can attempt to destroy your Renown by speaking scandalously of you. These scandals must have an element of truth and must be agreed upon by the Ragabash elder of the sept, so, in a sense, the Ragabash must prove the scandal. Still, it is the Galliards who also must confirm the scandal, thus solidifying the loss of Renown. Only one Renown Trait per scandal can be affected.

The Wyrm often finds out when a scandal among the Garou has occurred. A Bane might approach a Garou to "help" the Garou through his crisis by offering him revenge or more power to gain back his lost Renown.

Loss of Rank

It is possible for a Garou to gain Rank and then lose it later through scandal. This is the way of the Garou- a werewolf must purify himself before attempting to rise in Rank.

Benefits of Renown

Aside from the fact that you need to accumulate Renown Traits in order to be able to challenge for Rank, Renown Traits will give you a few other benefits.

First of all, Renown Traits can be used in place of Social Traits during any Social Challenge. In order to use the Trait, you must somehow work the Trait appropriately into the role-playing. For example, an Ahroun trying to intimidate someone might say, "You must realize what you are doing. Are you going to deny Alaric the Glorious? I've fought and killed a Nexus Crawler!" Even if the Traits are temporarily lost during a challenge as part of a session, such a loss does not reduce your Rank in any way.

Each Renown Trait that you gain also gives you the opportunity to learn a new Gift, as long as your character has sufficient experience. You must petition the spirits to teach you a Gift, and the spirits do not always listen.

To clarify: you cannot learn a new Gift unless you have a new Renown Trait to show your eligibility. If you wish to learn a Gift that is outside your tribe, auspice or breed, you must have two Renown Traits to gain permission.
 


Copyright White Wolf Publishing

Source Material taken from Werewolf:  The Apocalypse Third Edition; Copyrighted by White Wolf Publishing and Gaming Studios, Incorporated.