Post by Jolith on May 18, 2009 10:58:00 GMT -5
I'm going to use this thread to post information regarding the game. This will include Setting Information, Character Generation Rules, and any additional information regarding the game. If you have any questions, please feel free to ask.
According to myth, Gaia created the world and all living things in it. When time began, she released three primal forces upon the Earth: the Weaver, the Wyld, and the Wyrm. These elements of creation are known collectively as the Triat. The spirit world is complex, but werewolves can reduce all of its workings to these three primal forces.
The Weaver created all structure in the world, from the highest mountains to the depths of the oceans. She gave birth to a host of spirits to preserve order, and Weaver-spirits have been known for their predictability, ruthlessness and determination since that primal time. Legions of them weave the fabric of reality with long legs and spinnerets, reinforcing the tapestry of creation. In the modern world, wherever law triumphs over anarchy, whenever technology kicks into overdrive, or when anyone rebuilds what has been torn down, werewolves claim that the spirits of the Weaver are scurrying nearby.
The Wyld was the breath of life in the world, allowing the Weavers creations to thrive. Wherever nature is alive, the Wyld is there. The spirits that serve it are capricious and effervescent, unpredictable and indefatigable. Just as the Weaver brought order, the Wyld brought chaos, surging with energy wherever it could not be contained. Rebellion, frustration and raw feral instinct all give it strength. Yet nature can also be gentle. Behind every serene glen and tranquil brook, the Wyld returns its energy.
Werewolf mystics say that Gaia created a third force to maintain the balance between order and chaos, between the Weaver and the Wyld. Like a great serpent wriggling through all creation, the primal Wyrm snipped at the threads of creation that could not otherwise be controlled. Once the Wyrm was the force of balance in the world (as the werewolves say), but no longer. The mad Weaver grew too ambitious, trying to tip the balance by trapping the Wyrm within its lifeless web. Confined and denied, the Wyrm went slowly insane, and creation listed out of balance.
For mystics, this story is not mere myth. Each portion of the Triat has spawned a host of lesser spirits, mystic servitors who are still at work in the world. In the shadow of creation, in the spirit world of the Umbra, werewolves can see these forces at work. Over the last few centuries, the spirits of the Wyrm have become more powerful than ever before. The most fanatic werewolves share a common belief: If there is corruption and misery spreading through the world, the Wyrm is at the heart of it. Beyond all other ideals, the greatest goal of the werewolves is to protect all of creation by destroying the servants of the Wyrm.
The Wyrm's servants have become a cancerous corruption, and its servitors have become the werewolves greatest enemies. For millennia, its rage and hatred has grown to the point of insanity. Its pain ceases only when it can pare back creation, destroying the Weaver's order and polluting the Wyld's purity. The Wyrm can suborn even human beings, especially when they practice sinful and malicious acts. Wherever the Earth is despoiled and befouled, the Wyrm grows stronger. Wherever order is perverted and law is denied, the Wyrm shudders in glory. When humans fall prey to darker emotions, succumbing to vice and sin, the Wyrm exploits more victims. It is beyond reason, and its servants are legion.
The Wyrm's strength is such that it now overpowers the efforts of the werewolves to contain it. In prophecies, in visions and in the world around them, the werewolves see evidence that this treacherous evil is achieving its goal to destroy all creation and free itself forever. Therefore, the world that remains is cold and bleak. As prophecy has foretold, the werewolves must fight to the last to defeat the Wyrm. Now is the time of the final confrontation, the Apocalypse. Confronted by a dying world, they have contained their rage for far too long. This is the final battle, and so shapechangers are returning from the shadows, bringing heroism, valor and horror back into the light of day.
The world of darkness is not our own, although it resembles our world in many ways. The established institutions, personalities, and attitude of our world are still there. Yet, far more sinister events take place behind the scenes. Shadows are darker, corruption is more rampant, and despair is commonplace. This is one of extremes. Vast expanses of untamed wilderness punish intruders with feral brutality. Labyrinthine cities are bleak and gloomy at their core, hiding conspiracies the mundane world does not dare suspect. From the streets of major metropolises to the secret places of the wild, horrific creatures stalk unseen, preying on the innocent and the weak. This is a world where evil breeds: our World of Darkness.
Like I said earlier I will be using the old Werewolf the Apocalypse history. However, I will be using a mixture of rules and setting from Werewolf the Apocalypse and Werewolf the Forsaken. The rule set will mainly be from the WtF, but Ive incorporated some of the old setting into my game. The main changes are purely social and do not affect the actual system in anyway. I merely wanted to integrate the old Uratha society into the new rule system, as I believe that the old social structure allowed for better roleplaying.
I’m going to type some info up regarding the social structure of the Werewolf society.
Every gathering of Uratha, from the smallest pack to the largest sept, has a few remarkable similarities. Part of being a werewolf is knowing the ways of wolves. Instinct plays a big part in how they relate to each other. Like wolves, Uratha establish a pecking order almost immediately. One among them must become the alpha, and all must obey. In most small gatherings, an alpha proves his dominance by brute force. In larger gatherings, however, doing so is impractical. If a ruler has to fight off rivals constantly, he will soon become too weak to govern properly.
Uratha society establishes hierarchy through a system of renown, a measure of a heros deeds and service to her sept. Constant infighting wounds and weakens a sept, but this system channels such energies in a positive direction. ("If you want to show your strength, cub, then show us how well you hunt! I know of a spirit that intrigues me....") This "caste system" may sound disturbing, but a werewolf s instincts and thousands of years of tribal conditioning reinforce it. Pack instincts demand hierarchy. Every werewolf has his place. Elders rarely need to demonstrate power by abusing their lessors, and their vassals are usually content to serve.
Based on their renown, each werewolf also holds a certain rank in Uratha society, and he is often addressed by his proper title. For instance:
Cubs are at the bottom of the pecking order, treated as little more than children. They're eager to learn, and they ask many confusing questions.
Once a cub completes her Rite of Passage, she becomes a cliath, a young Uratha enlisted continually to perform all sorts of tasks for her sept. Because packs of cliath know that they are in demand, some travel all over the world to learn about Uratha society.
As cliath continue to gain renown, they eventually become fostem. These Uratha are educated enough to act asesteemed emissaries between septs. At this stage in life, an entire pack may undergo a period of fosterage in a distant and seemingly alien caern.
Adren outrank fostern, often taking on some of the lesser political positions in a sept. By this time , a pack of adren usually limits its travel to a handful of caerns. Political rivalries develop over time.
Athro outrank all these commoners. They are typically swept up in some of the most perilous and compelling adventures their tribes can offer. Silent Strider messengers have been known to travel around the world to summon the right pack of athro for critical adventures.
Only the most esteemed and highest-ranking Uratha are addressed as elders. Even if an elder does not currently serve as a tribal elder, as a sept leader or in some other esteemed position, a werewolf with enough renown is still treated with the greatest forms of respect.
When two Uratha of vastly different rank interact as in a conversation between young cliath and their elders their relative positions are fairly obvious. When two werewolves have roughly the same rank or renown, social niceties are not so clean cut. When heroes of equal status disagree, matters may come to blows. Fortunately, Uratha society has developed protocols for dealing with such conflict. It has developed ways for Uratha to contest for leadership without killing each other: tests of dominance that are usually based on the type of problem facing the sept.
When danger approaches, the power struggle among werewolves is fluid. When many Uratha gather, their alpha may change from hour to hour. Since werewolves know instinctively that each auspice has its particular strength, they are usually willing to follow the strongest and most qualified leader of the proper auspice. For instance, the highest-ranking warrior will usually lead a tribe or sept in battle. Once the skirmish is over, if the group is confronted by a devious group of spirits, the warrior may then be defeated in a mental challenge by a clever and cunning mystic. If negotiating skills are needed shortly thereafter, a Elodoth known for his social acumen might then challenge the alpha to a different type of contest. When an Uratha is especially renowned for his skills, a wise rival steps down from a challenge once he realizes he's outclassed.
Outright challenges are rarely necessary in a pack. A pack of werewolves works together for so long that its members already know who does what best. When a fight breaks out, it's often the Rahu that becomes alpha. The Cahalith usually steps to the fore when someone must address the pack's sept and speak eloquently. A Elodoth is an excellent choice at mediating a dispute or conversing with creatures the pack doesn't understand fully, or even resolving disputes within the pack. The Ithaeur deals best with spirits and mystical problems, often acting as alpha in the Umbra. And, of course, when trickery and guile is needed, the Irraka leads the pack in matters of mischief and misdirection.
Larger groups of werewolves gather around caerns, largely for the purpose of guarding a sacred site. Septs are the societies that form around caerns. The oldest ones are dominated by one or two tribes, usually not far from their tribal homelands, but septs have become increasingly multi-tribal over the last few centuries. Such cooperation may be the last hope of the Uratha. If they cannot set aside their prejudices and stereotypes, their enemies will divide and conquer them easily.
The primary task of a sept is guarding its caern. Through powerful mystic rites, a sept can help heroes travel great distances to aid them. Drawing upon Luna's power, mystics form powerful moon bridges between the largest caerns. Because of this ability, septs are also gathering places for travelers. After a wandering pack is welcomed, the elders may extend an opportunity for the pack to stay a while and rest. This honor usually demands that the visitors pay some form of chimmage in return. This payment may be a simple as reciting a story of their journey, as esoteric as bringing back something valuable from the nearby spirit world or as onerous as performing a brief task for the sept's benefit.
Older Uratha settle down eventually into one sept that they particularly favor, usually assuming a political position there. An elder may dedicate many years to protecting one caern, and many eventually become loath to leave it... ever. For this reason, elders commonly offer younger Uratha the chance to perform missions on behalf of their sept as an easy path to honor and glory.
Young cliath are wise to remember which elders in a sept are responsible for which tasks. Every sept has a sept leader, the sagacious ruler who organizes the sept and directs the local packs. The highest-ranking Ithaeur becomes the Master of the Rite, performing many of the day-to-day rituals that maintain the sept. She is also responsible for caring for the spiritual center of the caern, where werewolves meditate. The caem Warder protects the area surrounding the caern, known as the bawn, and keeps an eye out for trouble. Septs often have a wealth of other positions, from the den mother or den father who watches over cubs to the Talesinger who chronicles its history. Every werewolf has a place in Uratha society, and most are eager to speak to young heroes in need of advice.
Council of Elders – The Council of Elders is the sept’s main ruling body – usually three to 13 elders, depending on the size and prosperity of the sept. The Grand Elder (usually Elodoth) is the voice of the council, although he can be overruled if the council votes against his decrees.
Warder – The Warder is the equivalent of a sept’s captain of the guard or head of security – her word is law when it comes to defending the caern proper. Only the most battle proven elders can rise to this important post. The Warder’s authority can even override the Council’s in times of danger. The Warder cannot order packs to take missions outside the caern, but she can demand that packs remain behind to guard the caern in times of need.
Guardian – The Guardians are the warriors whose primary duty is to remain behind and guard the caern. Some septs assign this role to as many packs as they can afford to spare from the front lines. Being chosen as a Guardian is a great honor, and those who faithfully are rewarded with Honor renown (as well as Glory when called upon to prove themselves in battle.)
Master of Rite – The Master of the Rite monitors all rites performed at the caern; it is her duty to ensure that nobody call on powers that would be dangerous to unleash within the caern. Her permission is necessary to enact a rite within the bawn, and she usually stays at hand during the rite to make sure nothing goes wrong. Finally, she is responsible for performing most rites that affect the entire caern – caern rites and punishment rites in particular. This office is customarily held by Ithaeurs or Elodoths, but can fall to anyone qualified (preferably with Rituals 5 and knowledge of most of the rites in the Werewolf rulebook).
Gatekeeper – The Gatekeeper is charged with control over any moon bridges opened in or to the caern. In times of siege, the Gatekeeper usually forbids any access to the caern’s moon bridge. His responsibility forbids him from leaving the caern, and his post usually puts him at the heart of any political machinations.
Keeper of the Land – The Keeper of the Land is the caern’s caretaker, who is entrusted with the duty of keeping the caern’s lands well maintained. This post stems from more than vanity – spirits demand respect for themselves and their physical analogues. A tree-spirit whose tree was neglected and fell ill can bear a grudge for centuries afterward.
Master of the Challenge – If one sept member challenges another, the Master of the Challenge oversees the clash. It is his duty to ensure that no duels go too far (although this rule is relaxed in militant septs), and to impartially judge any challenges of gamecraft, riddles or tests of character. This post is quite necessary, as without it many werewolves would surely die in brawls over their honor – preserving their honor, perhaps, but robbing Gaia of more defenders.
Lesser Offices
The Master of the Howl, traditionally a Cahalith, leads other Gibbous Moons in the Opening Howl that begins every moot. The role evolved out of a need for the Opening Howl to set precisely the tone for a given moot’s business.
The Caller of the Wyld, often an Ithaeur, leads the sept in the various rituals of homage to the pack, tribe and caern totems that watch over the sept. She also specializes in summoning the particular spirits that are allied to the sept. In most modern septs, this office’s duties simply fall to the Master of the Rite.
The Truthcatcher, almost always an Elodoth, mediates disputes and ordains punishments for violations of the Oath of the Moon or sept law. Serious offenses are always punished at a moot in full view of the entire sept.
The Talesinger, of any auspice (but commonly a Cahalith), leads the sept in tales of the past during each moot. She may also bring forward other werewolves to play the part of past heroes, reenacting great legens in pantomime to honor the Uratha’s ancestors.
The Wyrm Foe, always a great warrior (and therefore usually a Rahu) leads the sept in the Revel that concludes each moot. His howl incites the already excited sept to charge through the caern’s bawn, savagely killing any intruders they may find there. The Wyrm Foe may also coordinate the activities of packs that strike at the Wyrm’s heart away from the sept, passing on information for them to use on their missions. The Master of the Challenge usually assumes this role in smaller septs.
Werewolves gather regularly in moots, events that serve a variety of social, political and religious functions. These gathering are part of what makes them Uratha. These gathering are part of what makes them Uratha, communal creatures dedicated to common causes and sacred responsibilities. Usually, moots are convened every full moon, although a sept may call smaller gatherings as circumstances warrant. For cliath, these gatherings are vital. When a pack returns from one of its adventures, one among them tell the events that occurred at the next moot. The various werewolves in the pack can then earn renown. By contrast, Uratha who avoid moots regularly are viewed with suspicion, often because of their unwillingness to aid their own kind.
Moots are always held at caerns, and powerful spirits are often summoned as part of the proceedings. Ithaeur perform great rites, Elodoth attend to protocol and the “business” aspects of the gathering, Cahalith organize the social and storytelling events, and Rahu see to the defense of the assembly. Werewolves debate policies, discuss plans, send heroes off to perform great tasks, celebrate heroes who have returned triumphant and revile criminals who violate the Litany. Matters are handled with decorum and weighed by the sept as a whole. When matters become too grim, Irraka satirize foolish decisions, jape at pretentious elders and taunt those who take themselves far too seriously. The most powerful moon bridges are opened during this time. Most importantly, the spiritual energy expeded keeps the caern alive, for as the Uratha prosper, so do the sacred sites they attend.
There are many types of moots, varying in size, purpose, grandeur and attendance.
Hearings may be convened at any time, usually when a pack returns from a great adventure. Elders assemble to listen to what the young heroes have found, pressing plans are discussed immediately, and renown is awarded. The sept leader decides which elders are vital to the discussion. As a pack’s Cahalith relates what has just occurred, his packmates should watch the elders’ reactions carefully. Those reactions often reveal volumes about political struggles within the sept. Not everyone in the sept is required to attend a hearing, although many elders hate to receive information after their rivals have.
Sept Moots are regular monthly meetings of a sept. Any Uratha can attend, although those from outside the sept are often regarded with suspicion. This meeting is more than a simple voicing of complaints; it often resolves with a raucous celebration that no cliath would dare miss.
Grand Moots are convened to discuss the weightiest matters, often those that affect an entire tribe. All werewolves of the specific tribe within a reasonable distance are required to attend; others may be invited as well, but only with special permission.
Concolations are the largest moots, and all werewolves nearby are required to attend, regardless of pack, sept or tribe. They are extremely rare and accordingly critical. The gathering is announced during a normal moot, and it always requires at least five elders of five different tribes to support it. Once the decisions had been made, messengers are sent out from region to region and caern to caern. The event is held exactly three months later at the exact same site. Legends speak of a few grand concolations where messengers are dispatched to retrieve some of the greatest heroes in the world, but such an event has not occurred in decades.
The greatest moots typically end with a revel, in which Uratha transform into Urshul form and run madly about the area to clear away anything that may pose a threat. This rampage is often so strenuous than some elders fall behind the cubs and cliath, or even die trying to keep up the pace. Packs do not always run together during a revel. Instead, most of the sept begins the run as one, then fragments into smaller groups as the night proceeds. Individual werewolves may work themselves into a frenzy, possibly becoming a danger to themselves and others – the revel is not performed without risk. Most run themselves to exhaustion. The staunchest and strongest Uratha continue until dawn, immediately gaining renown for their great stamina and fervor.
The revel is not performed every time the sept gathers, but is instead reserved for special occasions. Urban caerns begin it with great trepidation, fearing that cliath swept up in the moment may destroy portions of the caern others have pledged to protect. An urban sept may find other ways to unleash this chaos and frenzy at the end of their moots. Martial tribes like Blood Talons are shocked to hear about tribal moots ending in (what they consider) sad substitutes for a traditional revel. Examples of modern revels include pub-crawls, feasts, or “fragfests” on networked computers.
The most powerful, evocative and effective way to communicate with other werewolves is by howling. Enormous amounts of information can be condensed into a few wailing sounds. All of them incorporate the Uratha language, although not all of them are “high-falutin” as the High Tongue. Just as every Elodoth studies the Oath of the Moon, any Cahalith should be well versed in all the common howls.
Howls can vary greatly from one sept to another – enough so that an attentive Cahalith may even be able to recognize a performer’s tribe or auspice, or possibly part of his personality. Optionally, a Storyteller may allow a Cahalith skilled in expression or performance to convey further information. Thirteen of the most commonly used howls are listed here. Sane Uratha use 12 of them, while one is reserved for a fallen tribe.
Anthem of War - Rahu muster their septmates to war with this battle cry. Moon Dancers use it to rally them if their morale is waning. The howl can convey where the enemy is, approximately how many are attacking and how soon reinforcements are needed.
Call for Succor – One pack member may use this howl to summon his comrades if he is in great danger. Some find it embarrassing, since it sounds like a puppy’s bark for his mother. An expressive howl may include sensory impressions of what danger is near.
Call to Hunt – A long, low ululation informs the pack of the position of its prey. When done properly, it may also identify what the prey is, describe its wounds or ever coordinate the tactics of the pack that’s hunting it.
Chant of Challenge – This howl begins very much like the Howl of Introduction, but it is quickly contrasted by a horrible mockery of an enemy’s deeds, ancestry and odious personal habits. The Blood Talons not only invented this howl as a method of initiating duels, but also further elevated it to a satirical art form. Everyone hearing the chant can discern exactly why the challenge is taking place.
Cry of Elation – In the heat of battle, young heroes may think themselves almost invincible, and they may attempt ridiculous feats of courage that no sane werewolf would attempt. The cry basically means, “Look at me!” or (as some elders put it), “Watch me do something incredibly stupid!” With enough expression, it may also convey who should get out of the way, what four or five objects are going to be used, where they will be inserted in the civtim and why the pack’s healer should ready her mystic Gifts if the attempt fails.
Curse of Ignominy – This howl is horrible, discordant snarling whine used to insult violators of the Oath of the Moon. As more werewolves lend their voices to the whine, it becomes increasingly painful. The strain on a listener does not subside until he joins in the cry. Uratha who have fallen into disfavor are subjected to this cacophony. The sounds convey a mocking account of a villian’s failures and shortcomings. An entire sept can memorize all of the excruciating details by sharing in the chant.
Dirge of the Fallen – This dirge is a somber, low-pitched howl used as a requiem for the honored dead. Its length depends on the status of the fallen. An attentive listener can learn which participants are hurt the most by this tragedy, and he may even gather brief images of the hero’s deeds, rather like memories after a great eulogy.
Howl of Introduction – The Oath of the Moon commands werewolves to respect the territory of others; this howl is the result. It details an Uratha’s breed, tribe, and auspice. Some werewolves include parts of their lineage. The Howl of Introduction may even include a sensory impression of why a visitor is worthy of attention.
Snarl of Precedence – This short violent outburst is directed against a chosen foe, and it usually means, “You’re mine, punk.” Packs use these snarls to coordinate their tactics establishing who is attacking whom. A higher-ranking Uratha does not have to recognize this howl – and he even has the right to “steal the kill” from a lesser werewolf – but most react to a well-executed snarl.
Song of Mockery – An Irraka can take any other howl and twist it into something perverted and infuriating. Shadow Lords and cocky Rahu are common victims of well-timed mockery. An undeniably insulting gesture, it’s the musical equivalent of “the finger.” If done properly, the recipient can be taunted into attacking or just losing his composure altogether.
Symphony of the Abyss – The Uratha’s greatest enemies, the Black Spiral Dances, unleash an insane reverberating whine as they stalk their prey. Victims who listen too closely can identify the fate that lies in store for them. Even those who don’t are usually terrified.
Wail of Foreboding – Whenever danger approaches, this sound is general cry of distress. The Anthem of War alerts werewolves of an attack, but the Wail of Foreboding is typically used for natural disasters, unusual phenomenon in the Umbra or anything strange that bears further investigation. A practiced Cahalith can give impressions of what the danger may be, but such sensations are usually cryptic or contradictory.
Warning of the Wyrm’s Approach – A sharp-pitched howl, followed by a series of brief staccato bursts, announces the presence of the Wyrm’s minions. If a scout can scent the true form of the creatures, he may be able to describe it. All who hear the howl can see and feel the foulness that surrounds them.
Since the history involves the original WtA history including the Triat and the ensuing corruption of the world, all three of the Pure tribes are in actuality fallen tribes to the Wrym and became the Black Spiral Dancers. This is a huge blow to the Uratha society as three of their tribes fell to the Wyrm. Because of this, the Uratha are very cautious about any sign of corruption within their ranks, fearing that more of their kind will succumb to the taint.
History
According to myth, Gaia created the world and all living things in it. When time began, she released three primal forces upon the Earth: the Weaver, the Wyld, and the Wyrm. These elements of creation are known collectively as the Triat. The spirit world is complex, but werewolves can reduce all of its workings to these three primal forces.
The Weaver created all structure in the world, from the highest mountains to the depths of the oceans. She gave birth to a host of spirits to preserve order, and Weaver-spirits have been known for their predictability, ruthlessness and determination since that primal time. Legions of them weave the fabric of reality with long legs and spinnerets, reinforcing the tapestry of creation. In the modern world, wherever law triumphs over anarchy, whenever technology kicks into overdrive, or when anyone rebuilds what has been torn down, werewolves claim that the spirits of the Weaver are scurrying nearby.
The Wyld was the breath of life in the world, allowing the Weavers creations to thrive. Wherever nature is alive, the Wyld is there. The spirits that serve it are capricious and effervescent, unpredictable and indefatigable. Just as the Weaver brought order, the Wyld brought chaos, surging with energy wherever it could not be contained. Rebellion, frustration and raw feral instinct all give it strength. Yet nature can also be gentle. Behind every serene glen and tranquil brook, the Wyld returns its energy.
Werewolf mystics say that Gaia created a third force to maintain the balance between order and chaos, between the Weaver and the Wyld. Like a great serpent wriggling through all creation, the primal Wyrm snipped at the threads of creation that could not otherwise be controlled. Once the Wyrm was the force of balance in the world (as the werewolves say), but no longer. The mad Weaver grew too ambitious, trying to tip the balance by trapping the Wyrm within its lifeless web. Confined and denied, the Wyrm went slowly insane, and creation listed out of balance.
For mystics, this story is not mere myth. Each portion of the Triat has spawned a host of lesser spirits, mystic servitors who are still at work in the world. In the shadow of creation, in the spirit world of the Umbra, werewolves can see these forces at work. Over the last few centuries, the spirits of the Wyrm have become more powerful than ever before. The most fanatic werewolves share a common belief: If there is corruption and misery spreading through the world, the Wyrm is at the heart of it. Beyond all other ideals, the greatest goal of the werewolves is to protect all of creation by destroying the servants of the Wyrm.
The Wyrm's servants have become a cancerous corruption, and its servitors have become the werewolves greatest enemies. For millennia, its rage and hatred has grown to the point of insanity. Its pain ceases only when it can pare back creation, destroying the Weaver's order and polluting the Wyld's purity. The Wyrm can suborn even human beings, especially when they practice sinful and malicious acts. Wherever the Earth is despoiled and befouled, the Wyrm grows stronger. Wherever order is perverted and law is denied, the Wyrm shudders in glory. When humans fall prey to darker emotions, succumbing to vice and sin, the Wyrm exploits more victims. It is beyond reason, and its servants are legion.
The Wyrm's strength is such that it now overpowers the efforts of the werewolves to contain it. In prophecies, in visions and in the world around them, the werewolves see evidence that this treacherous evil is achieving its goal to destroy all creation and free itself forever. Therefore, the world that remains is cold and bleak. As prophecy has foretold, the werewolves must fight to the last to defeat the Wyrm. Now is the time of the final confrontation, the Apocalypse. Confronted by a dying world, they have contained their rage for far too long. This is the final battle, and so shapechangers are returning from the shadows, bringing heroism, valor and horror back into the light of day.
Setting
The world of darkness is not our own, although it resembles our world in many ways. The established institutions, personalities, and attitude of our world are still there. Yet, far more sinister events take place behind the scenes. Shadows are darker, corruption is more rampant, and despair is commonplace. This is one of extremes. Vast expanses of untamed wilderness punish intruders with feral brutality. Labyrinthine cities are bleak and gloomy at their core, hiding conspiracies the mundane world does not dare suspect. From the streets of major metropolises to the secret places of the wild, horrific creatures stalk unseen, preying on the innocent and the weak. This is a world where evil breeds: our World of Darkness.
Changes
Like I said earlier I will be using the old Werewolf the Apocalypse history. However, I will be using a mixture of rules and setting from Werewolf the Apocalypse and Werewolf the Forsaken. The rule set will mainly be from the WtF, but Ive incorporated some of the old setting into my game. The main changes are purely social and do not affect the actual system in anyway. I merely wanted to integrate the old Uratha society into the new rule system, as I believe that the old social structure allowed for better roleplaying.
I’m going to type some info up regarding the social structure of the Werewolf society.
Hierarchy
Every gathering of Uratha, from the smallest pack to the largest sept, has a few remarkable similarities. Part of being a werewolf is knowing the ways of wolves. Instinct plays a big part in how they relate to each other. Like wolves, Uratha establish a pecking order almost immediately. One among them must become the alpha, and all must obey. In most small gatherings, an alpha proves his dominance by brute force. In larger gatherings, however, doing so is impractical. If a ruler has to fight off rivals constantly, he will soon become too weak to govern properly.
Uratha society establishes hierarchy through a system of renown, a measure of a heros deeds and service to her sept. Constant infighting wounds and weakens a sept, but this system channels such energies in a positive direction. ("If you want to show your strength, cub, then show us how well you hunt! I know of a spirit that intrigues me....") This "caste system" may sound disturbing, but a werewolf s instincts and thousands of years of tribal conditioning reinforce it. Pack instincts demand hierarchy. Every werewolf has his place. Elders rarely need to demonstrate power by abusing their lessors, and their vassals are usually content to serve.
Based on their renown, each werewolf also holds a certain rank in Uratha society, and he is often addressed by his proper title. For instance:
Cubs are at the bottom of the pecking order, treated as little more than children. They're eager to learn, and they ask many confusing questions.
Once a cub completes her Rite of Passage, she becomes a cliath, a young Uratha enlisted continually to perform all sorts of tasks for her sept. Because packs of cliath know that they are in demand, some travel all over the world to learn about Uratha society.
As cliath continue to gain renown, they eventually become fostem. These Uratha are educated enough to act asesteemed emissaries between septs. At this stage in life, an entire pack may undergo a period of fosterage in a distant and seemingly alien caern.
Adren outrank fostern, often taking on some of the lesser political positions in a sept. By this time , a pack of adren usually limits its travel to a handful of caerns. Political rivalries develop over time.
Athro outrank all these commoners. They are typically swept up in some of the most perilous and compelling adventures their tribes can offer. Silent Strider messengers have been known to travel around the world to summon the right pack of athro for critical adventures.
Only the most esteemed and highest-ranking Uratha are addressed as elders. Even if an elder does not currently serve as a tribal elder, as a sept leader or in some other esteemed position, a werewolf with enough renown is still treated with the greatest forms of respect.
When two Uratha of vastly different rank interact as in a conversation between young cliath and their elders their relative positions are fairly obvious. When two werewolves have roughly the same rank or renown, social niceties are not so clean cut. When heroes of equal status disagree, matters may come to blows. Fortunately, Uratha society has developed protocols for dealing with such conflict. It has developed ways for Uratha to contest for leadership without killing each other: tests of dominance that are usually based on the type of problem facing the sept.
When danger approaches, the power struggle among werewolves is fluid. When many Uratha gather, their alpha may change from hour to hour. Since werewolves know instinctively that each auspice has its particular strength, they are usually willing to follow the strongest and most qualified leader of the proper auspice. For instance, the highest-ranking warrior will usually lead a tribe or sept in battle. Once the skirmish is over, if the group is confronted by a devious group of spirits, the warrior may then be defeated in a mental challenge by a clever and cunning mystic. If negotiating skills are needed shortly thereafter, a Elodoth known for his social acumen might then challenge the alpha to a different type of contest. When an Uratha is especially renowned for his skills, a wise rival steps down from a challenge once he realizes he's outclassed.
Outright challenges are rarely necessary in a pack. A pack of werewolves works together for so long that its members already know who does what best. When a fight breaks out, it's often the Rahu that becomes alpha. The Cahalith usually steps to the fore when someone must address the pack's sept and speak eloquently. A Elodoth is an excellent choice at mediating a dispute or conversing with creatures the pack doesn't understand fully, or even resolving disputes within the pack. The Ithaeur deals best with spirits and mystical problems, often acting as alpha in the Umbra. And, of course, when trickery and guile is needed, the Irraka leads the pack in matters of mischief and misdirection.
The Sept
Larger groups of werewolves gather around caerns, largely for the purpose of guarding a sacred site. Septs are the societies that form around caerns. The oldest ones are dominated by one or two tribes, usually not far from their tribal homelands, but septs have become increasingly multi-tribal over the last few centuries. Such cooperation may be the last hope of the Uratha. If they cannot set aside their prejudices and stereotypes, their enemies will divide and conquer them easily.
The primary task of a sept is guarding its caern. Through powerful mystic rites, a sept can help heroes travel great distances to aid them. Drawing upon Luna's power, mystics form powerful moon bridges between the largest caerns. Because of this ability, septs are also gathering places for travelers. After a wandering pack is welcomed, the elders may extend an opportunity for the pack to stay a while and rest. This honor usually demands that the visitors pay some form of chimmage in return. This payment may be a simple as reciting a story of their journey, as esoteric as bringing back something valuable from the nearby spirit world or as onerous as performing a brief task for the sept's benefit.
Older Uratha settle down eventually into one sept that they particularly favor, usually assuming a political position there. An elder may dedicate many years to protecting one caern, and many eventually become loath to leave it... ever. For this reason, elders commonly offer younger Uratha the chance to perform missions on behalf of their sept as an easy path to honor and glory.
Young cliath are wise to remember which elders in a sept are responsible for which tasks. Every sept has a sept leader, the sagacious ruler who organizes the sept and directs the local packs. The highest-ranking Ithaeur becomes the Master of the Rite, performing many of the day-to-day rituals that maintain the sept. She is also responsible for caring for the spiritual center of the caern, where werewolves meditate. The caem Warder protects the area surrounding the caern, known as the bawn, and keeps an eye out for trouble. Septs often have a wealth of other positions, from the den mother or den father who watches over cubs to the Talesinger who chronicles its history. Every werewolf has a place in Uratha society, and most are eager to speak to young heroes in need of advice.
Sept Roles
Council of Elders – The Council of Elders is the sept’s main ruling body – usually three to 13 elders, depending on the size and prosperity of the sept. The Grand Elder (usually Elodoth) is the voice of the council, although he can be overruled if the council votes against his decrees.
Warder – The Warder is the equivalent of a sept’s captain of the guard or head of security – her word is law when it comes to defending the caern proper. Only the most battle proven elders can rise to this important post. The Warder’s authority can even override the Council’s in times of danger. The Warder cannot order packs to take missions outside the caern, but she can demand that packs remain behind to guard the caern in times of need.
Guardian – The Guardians are the warriors whose primary duty is to remain behind and guard the caern. Some septs assign this role to as many packs as they can afford to spare from the front lines. Being chosen as a Guardian is a great honor, and those who faithfully are rewarded with Honor renown (as well as Glory when called upon to prove themselves in battle.)
Master of Rite – The Master of the Rite monitors all rites performed at the caern; it is her duty to ensure that nobody call on powers that would be dangerous to unleash within the caern. Her permission is necessary to enact a rite within the bawn, and she usually stays at hand during the rite to make sure nothing goes wrong. Finally, she is responsible for performing most rites that affect the entire caern – caern rites and punishment rites in particular. This office is customarily held by Ithaeurs or Elodoths, but can fall to anyone qualified (preferably with Rituals 5 and knowledge of most of the rites in the Werewolf rulebook).
Gatekeeper – The Gatekeeper is charged with control over any moon bridges opened in or to the caern. In times of siege, the Gatekeeper usually forbids any access to the caern’s moon bridge. His responsibility forbids him from leaving the caern, and his post usually puts him at the heart of any political machinations.
Keeper of the Land – The Keeper of the Land is the caern’s caretaker, who is entrusted with the duty of keeping the caern’s lands well maintained. This post stems from more than vanity – spirits demand respect for themselves and their physical analogues. A tree-spirit whose tree was neglected and fell ill can bear a grudge for centuries afterward.
Master of the Challenge – If one sept member challenges another, the Master of the Challenge oversees the clash. It is his duty to ensure that no duels go too far (although this rule is relaxed in militant septs), and to impartially judge any challenges of gamecraft, riddles or tests of character. This post is quite necessary, as without it many werewolves would surely die in brawls over their honor – preserving their honor, perhaps, but robbing Gaia of more defenders.
Lesser Offices
The Master of the Howl, traditionally a Cahalith, leads other Gibbous Moons in the Opening Howl that begins every moot. The role evolved out of a need for the Opening Howl to set precisely the tone for a given moot’s business.
The Caller of the Wyld, often an Ithaeur, leads the sept in the various rituals of homage to the pack, tribe and caern totems that watch over the sept. She also specializes in summoning the particular spirits that are allied to the sept. In most modern septs, this office’s duties simply fall to the Master of the Rite.
The Truthcatcher, almost always an Elodoth, mediates disputes and ordains punishments for violations of the Oath of the Moon or sept law. Serious offenses are always punished at a moot in full view of the entire sept.
The Talesinger, of any auspice (but commonly a Cahalith), leads the sept in tales of the past during each moot. She may also bring forward other werewolves to play the part of past heroes, reenacting great legens in pantomime to honor the Uratha’s ancestors.
The Wyrm Foe, always a great warrior (and therefore usually a Rahu) leads the sept in the Revel that concludes each moot. His howl incites the already excited sept to charge through the caern’s bawn, savagely killing any intruders they may find there. The Wyrm Foe may also coordinate the activities of packs that strike at the Wyrm’s heart away from the sept, passing on information for them to use on their missions. The Master of the Challenge usually assumes this role in smaller septs.
Moots
Werewolves gather regularly in moots, events that serve a variety of social, political and religious functions. These gathering are part of what makes them Uratha. These gathering are part of what makes them Uratha, communal creatures dedicated to common causes and sacred responsibilities. Usually, moots are convened every full moon, although a sept may call smaller gatherings as circumstances warrant. For cliath, these gatherings are vital. When a pack returns from one of its adventures, one among them tell the events that occurred at the next moot. The various werewolves in the pack can then earn renown. By contrast, Uratha who avoid moots regularly are viewed with suspicion, often because of their unwillingness to aid their own kind.
Moots are always held at caerns, and powerful spirits are often summoned as part of the proceedings. Ithaeur perform great rites, Elodoth attend to protocol and the “business” aspects of the gathering, Cahalith organize the social and storytelling events, and Rahu see to the defense of the assembly. Werewolves debate policies, discuss plans, send heroes off to perform great tasks, celebrate heroes who have returned triumphant and revile criminals who violate the Litany. Matters are handled with decorum and weighed by the sept as a whole. When matters become too grim, Irraka satirize foolish decisions, jape at pretentious elders and taunt those who take themselves far too seriously. The most powerful moon bridges are opened during this time. Most importantly, the spiritual energy expeded keeps the caern alive, for as the Uratha prosper, so do the sacred sites they attend.
There are many types of moots, varying in size, purpose, grandeur and attendance.
Hearings may be convened at any time, usually when a pack returns from a great adventure. Elders assemble to listen to what the young heroes have found, pressing plans are discussed immediately, and renown is awarded. The sept leader decides which elders are vital to the discussion. As a pack’s Cahalith relates what has just occurred, his packmates should watch the elders’ reactions carefully. Those reactions often reveal volumes about political struggles within the sept. Not everyone in the sept is required to attend a hearing, although many elders hate to receive information after their rivals have.
Sept Moots are regular monthly meetings of a sept. Any Uratha can attend, although those from outside the sept are often regarded with suspicion. This meeting is more than a simple voicing of complaints; it often resolves with a raucous celebration that no cliath would dare miss.
Grand Moots are convened to discuss the weightiest matters, often those that affect an entire tribe. All werewolves of the specific tribe within a reasonable distance are required to attend; others may be invited as well, but only with special permission.
Concolations are the largest moots, and all werewolves nearby are required to attend, regardless of pack, sept or tribe. They are extremely rare and accordingly critical. The gathering is announced during a normal moot, and it always requires at least five elders of five different tribes to support it. Once the decisions had been made, messengers are sent out from region to region and caern to caern. The event is held exactly three months later at the exact same site. Legends speak of a few grand concolations where messengers are dispatched to retrieve some of the greatest heroes in the world, but such an event has not occurred in decades.
Revelry
The greatest moots typically end with a revel, in which Uratha transform into Urshul form and run madly about the area to clear away anything that may pose a threat. This rampage is often so strenuous than some elders fall behind the cubs and cliath, or even die trying to keep up the pace. Packs do not always run together during a revel. Instead, most of the sept begins the run as one, then fragments into smaller groups as the night proceeds. Individual werewolves may work themselves into a frenzy, possibly becoming a danger to themselves and others – the revel is not performed without risk. Most run themselves to exhaustion. The staunchest and strongest Uratha continue until dawn, immediately gaining renown for their great stamina and fervor.
The revel is not performed every time the sept gathers, but is instead reserved for special occasions. Urban caerns begin it with great trepidation, fearing that cliath swept up in the moment may destroy portions of the caern others have pledged to protect. An urban sept may find other ways to unleash this chaos and frenzy at the end of their moots. Martial tribes like Blood Talons are shocked to hear about tribal moots ending in (what they consider) sad substitutes for a traditional revel. Examples of modern revels include pub-crawls, feasts, or “fragfests” on networked computers.
Howls
The most powerful, evocative and effective way to communicate with other werewolves is by howling. Enormous amounts of information can be condensed into a few wailing sounds. All of them incorporate the Uratha language, although not all of them are “high-falutin” as the High Tongue. Just as every Elodoth studies the Oath of the Moon, any Cahalith should be well versed in all the common howls.
Howls can vary greatly from one sept to another – enough so that an attentive Cahalith may even be able to recognize a performer’s tribe or auspice, or possibly part of his personality. Optionally, a Storyteller may allow a Cahalith skilled in expression or performance to convey further information. Thirteen of the most commonly used howls are listed here. Sane Uratha use 12 of them, while one is reserved for a fallen tribe.
Anthem of War - Rahu muster their septmates to war with this battle cry. Moon Dancers use it to rally them if their morale is waning. The howl can convey where the enemy is, approximately how many are attacking and how soon reinforcements are needed.
Call for Succor – One pack member may use this howl to summon his comrades if he is in great danger. Some find it embarrassing, since it sounds like a puppy’s bark for his mother. An expressive howl may include sensory impressions of what danger is near.
Call to Hunt – A long, low ululation informs the pack of the position of its prey. When done properly, it may also identify what the prey is, describe its wounds or ever coordinate the tactics of the pack that’s hunting it.
Chant of Challenge – This howl begins very much like the Howl of Introduction, but it is quickly contrasted by a horrible mockery of an enemy’s deeds, ancestry and odious personal habits. The Blood Talons not only invented this howl as a method of initiating duels, but also further elevated it to a satirical art form. Everyone hearing the chant can discern exactly why the challenge is taking place.
Cry of Elation – In the heat of battle, young heroes may think themselves almost invincible, and they may attempt ridiculous feats of courage that no sane werewolf would attempt. The cry basically means, “Look at me!” or (as some elders put it), “Watch me do something incredibly stupid!” With enough expression, it may also convey who should get out of the way, what four or five objects are going to be used, where they will be inserted in the civtim and why the pack’s healer should ready her mystic Gifts if the attempt fails.
Curse of Ignominy – This howl is horrible, discordant snarling whine used to insult violators of the Oath of the Moon. As more werewolves lend their voices to the whine, it becomes increasingly painful. The strain on a listener does not subside until he joins in the cry. Uratha who have fallen into disfavor are subjected to this cacophony. The sounds convey a mocking account of a villian’s failures and shortcomings. An entire sept can memorize all of the excruciating details by sharing in the chant.
Dirge of the Fallen – This dirge is a somber, low-pitched howl used as a requiem for the honored dead. Its length depends on the status of the fallen. An attentive listener can learn which participants are hurt the most by this tragedy, and he may even gather brief images of the hero’s deeds, rather like memories after a great eulogy.
Howl of Introduction – The Oath of the Moon commands werewolves to respect the territory of others; this howl is the result. It details an Uratha’s breed, tribe, and auspice. Some werewolves include parts of their lineage. The Howl of Introduction may even include a sensory impression of why a visitor is worthy of attention.
Snarl of Precedence – This short violent outburst is directed against a chosen foe, and it usually means, “You’re mine, punk.” Packs use these snarls to coordinate their tactics establishing who is attacking whom. A higher-ranking Uratha does not have to recognize this howl – and he even has the right to “steal the kill” from a lesser werewolf – but most react to a well-executed snarl.
Song of Mockery – An Irraka can take any other howl and twist it into something perverted and infuriating. Shadow Lords and cocky Rahu are common victims of well-timed mockery. An undeniably insulting gesture, it’s the musical equivalent of “the finger.” If done properly, the recipient can be taunted into attacking or just losing his composure altogether.
Symphony of the Abyss – The Uratha’s greatest enemies, the Black Spiral Dances, unleash an insane reverberating whine as they stalk their prey. Victims who listen too closely can identify the fate that lies in store for them. Even those who don’t are usually terrified.
Wail of Foreboding – Whenever danger approaches, this sound is general cry of distress. The Anthem of War alerts werewolves of an attack, but the Wail of Foreboding is typically used for natural disasters, unusual phenomenon in the Umbra or anything strange that bears further investigation. A practiced Cahalith can give impressions of what the danger may be, but such sensations are usually cryptic or contradictory.
Warning of the Wyrm’s Approach – A sharp-pitched howl, followed by a series of brief staccato bursts, announces the presence of the Wyrm’s minions. If a scout can scent the true form of the creatures, he may be able to describe it. All who hear the howl can see and feel the foulness that surrounds them.
The Pure (Black Spiral Dancers)
Since the history involves the original WtA history including the Triat and the ensuing corruption of the world, all three of the Pure tribes are in actuality fallen tribes to the Wrym and became the Black Spiral Dancers. This is a huge blow to the Uratha society as three of their tribes fell to the Wyrm. Because of this, the Uratha are very cautious about any sign of corruption within their ranks, fearing that more of their kind will succumb to the taint.