Note: Sept Position
The Sept
“The septs are where the hearths burn the brightest. They are not merely the front lines in the battle against the Wyrm. They are our homes where we raise our children. They are the future. They are life itself.”
—Valka One-Eye, Jarl of the Embers of the Last Light
A sept is a community of Garou, their children, and determined kinfolk who have settled into a shared area of territory guarded by two or packs. Septs are founded near Peripheries, places where the Gauntlet that separates the Material Realm and the Umbra is thin, and spiritual energy known as Gnosis swells like an underground spring, just waiting to be tapped. The recent destruction of the Great Caerns resulted in a new diaspora of the septs of the Garou Nation, as werewolves and their families were scattered and separated. The discovery of the shard seeds and Gaia’s need for new caerns has inspired a renaissance of founding of new septs. The sept must always be on guard, ready to protect their holy sites from exploitation and desecration.
Once, the tribes and their internal structures were the political backbone of the Garou Nation. Septs were considered to be the responsibility of their tribes, and it was rare for members of different tribes to work and live together. Necessity brought disparate tribes together; now, greater power and authority has come to rest in the local septs and the leaders that claim sovereignty over them. Although the Tribal Council has vast authority and, in theory, may call upon the septs to support their decisions and policies, the reality is that local leaders with potent cults of personality occasionally ignore their edicts in favor of local needs and demands, risking punishment. Advocates for sept-strong policies argue that their people and their communities must come first, as they are not simply pieces on a chessboard to be maneuvered by faceless leaders they have never met.
Septs serve many vital purposes besides the paramount protection of caerns. The sept acts as a vessel for Garou culture, preserving legends and traditions as elders pass on and packs leave, never to return. Werewolves rarely grow old gracefully; those who have lived long enough to achieve the honor of elder status rarely have the stamina or inclination to travel or quest. These elders settle in septs, lending their formidable but fading strength to their protection and making their experience and wisdom available to those who would learn from them. Packs of young Garou act as the eyes, ears, and fists of the elders, roving among caerns on simple errands or missions of vital importance. Septs are also important waypoints for traveling packs where these travelers can meet with both fellow wanders and with locals to share news of their travels.
Over countless millennia, the Garou Nation established a dogmatic culture of common protocols, laws, and revered offices required to honor their ancient pact with the spirits and the governance of a sept. The young rage against the unforgiving nature of life at the septs, arguing that it is only by changing tactics that the can Garou ever hope to defeat the Wyrm. The Elders caution that only by staying the course has the Garou Nation been able to maintain the seemingly eternal battle. The majority of the werewolf society have simply come to accept the harsh reality of this rigid culture as a fait accompli to maintain the support of the spirits and even survive in the Age of Apocalypse.
The recent division over accepting Weaver spirits as equals to the Wyld in the battle to return or resurrect Gaia has sparked new political factions—Sanctum of Gaia and the Concordat of Stars. Hope and faith burns brightly, but divisively, and the natural response of werewolf society has been a return to the old ways as a shield to protect the Garou Nation from splitting. This vigorous reverence for the old ways has, so far, kept the political battles to a bloodless field, granting power to those who can best promote the security of the septs and the Garou
Sept Leadership
Sept Leader
“A leader inspires through strength, confidence, and occasionally terror.”
—Long Fang, Shadow Lord, Master of the Sept of the Restored Fallen Skies
Werewolves that claim sovereignty over septs and responsibility for the welfare of their members and the protectorates they claim are known as Sept Leaders. They are more than the rulers of the sept; they are the heads of a civic government, spiritual leaders to their people, matriarchs and patriarchs of vast families with domestic disputes and quarrels, and commanders in chief during times of war.
The Sept Leader carries a sacred obligation to be a living embodiment of the best ideals of the Garou and inspire a new generation. The old tales draw a connection between the spiritual worthiness of the Sept Leader, the health of the land, and the prosperity of the sept. Sadly, the reality doesn’t always match the ideal, but a wise Sept Leader can elevate her flock and lead the sept to greatness.
While she is advised by the Council of Auspices, the Sept Leader is the final authority when it comes to anything that involves her sept. As the leader, it is her responsibility to declare when the sept is at war, to govern it in peace, and to ensure that it is protected from the machinations of the Wyrm. The role of Sept Leader comes with material benefits as per the Litany: the First Share of the Kill for Greatest in Station. A Sept Leader often claims the best territory and receives tribute from those under her protection, but she pays a steep price for such glory and honor.
Sept Leaders must be able to withstand the challenges of those that would seek to displace them while still retaining the loyalty of those who serve the sept. They must protect their fellows with their lives and secure the sept from any threat. As rulers, they are forever apart from those they must safeguard. They stand over their friends and families in judgement for crimes against the Litany as well as against their own laws. Above all else, Sept Leaders monitor the health and cohesiveness of the sept to ensure that its members remain vigilant in their collective duty to combat the Wyrm and defend Gaia.
A Garou becomes the Sept Leader by defeating her predecessor in a ritualized challenge vetted and approved by the Master of Challenges. If she falls in battle, then her duties fall to the Warder until the sept’s Council of Auspices names a new Sept Leader, or until another defeats all potential challengers.
The Sept Leader’s authority includes:
• Interpreting and enforcing the Litany within the protectorate of the sept
• Approving new members into the community
• Exiling the undesirable or dangerous
• Dividing the spoils of war and territory of the protectorate
• Sanctioning breaches of sept law
• Performing the Rite of the Hunt
• Awarding and punishing those under her jurisdiction by assigning greater and lesser monikers
• Issuing orders and mandates related to the security and protection of the sept to anyone within the protectorate
A Sept Leader gains the following Abiding Renown:
• 1 Glory and 1 Honor
A Sept Leader may spend Renown in the following manner:
She may expend a single trait of Fleeting Renown (of any type) to assign any greater or lesser moniker to a member of her sept or a shapeshifter caught within the sept’s protectorate. This action may be overturned by a majority vote of the Council of Auspices.
Glory
Sept Leaders may spend 1 trait of Glory to do one of the following:
• Declare a Time of War: Sept Leaders have the right and authority to declare a Time of War for the sept for a period of 24 hours, after which it must be confirmed by the Council of Auspices. It is considered a sign of weakness to abuse this ability for minor threats.
• Law of Solomon: Sept Leaders may temporarily delay any challenge between members of their sept for up to 24 hours or until those members complete a specific task assigned by the Sept Leader. This action may not be used to delay a challenge for the Sept Leader’s position.
• Word of the Alpha: Sept Leader may give an order to any member of the sept. If this order is refused, the Sept Leader may elect to grant the moniker Dishonorable or Cowardly. If her target succeeds at the assigned order, she gains the moniker Worthy. This ability is suspended if the Sept Leader is challenged for her position. (See Social Systems: Monikers, page 189.)
Honor
Sept Leaders may spend 1 trait of Honor to do one of the following:
• Glowering Eye: A Sept Leader may declare any single action a violation of the Litany within the protectorate of her sept. When this happens, the Truthcatcher is obligated to begin proceedings to judge the accused (see Crime and Punishment, page 264). If she does not, she loses 1 point of Willpower for the next 30 days.
• Restoration: Sept Leaders may restore the Honor of a single Garou who has previously been scandalized by removing lesser monikers, such as Dishonorable or Cowardly.
• Weight of the Crown: Sept Leaders may veto a single decision made by a member of the Council of Auspices. That councilor may attempt to overrule her Sept Leader’s veto by calling for the council to vote. If the Council’s decision against the Sept Leader is unanimous, then the councilor’s decision stands.
Wisdom
Sept Leaders may spend 1 trait of Wisdom to do one of the following:
• Council of the Wise: A Sept Leader may summon forth the Council of Auspices and mandate that they give her advice or render judgement on any matter she presents to them. Those who fail to appear in a timely manner lose 1 point of Willpower for the next 30 days.
• Mercy of the King: A Sept Leader may grant clemency to any member of her sept for any crime. This act overturns any judgement issued upon them, save for those issued by the High King or the Council of Tribes. However, the Council of Auspices may then overturn their Sept Leader’s mercy via a unanimous vote to reinstate the criminal’s original punishment.
• Law of the Land: A Sept Leader may issue an edict that interprets the Litany for her sept. Her interpretation may be overturned by the Council of Auspices via a unanimous vote.
Warder
“Glory is for the young without responsibilities. The war is here, protecting this fragile shard seed from the world.”
—Thaddeus “Wired Heart” Fitzgerald, Child of Gaia
Warder is a word synonymous with trust and duty within the Garou Nation. A werewolf who claims such a position is entrusted with the sacred obligation to ensure the protection and maintenance of a caern. She may never leave the boundaries of the bawn so long as she holds this vigil. Instead of wandering, she spends her time establishing and organizing the defenses of the caern, preparing contingency plans to deal with any attack. A wise Warder develops methods of summoning reinforcements, plans safe escape routes for non-combatants, and ensures that an ultimate fallback is available if the sept is ever overrun. Even the Sept Leader will fall back and retreat before a Warder will give up her post.
The wave of attacks upon the world’s caerns that marked the beginning of the Age of Apocalypse slaughtered the previous generation of Warders. Tales of those nights say that Warders banded together to serve as a valiant rearguard, ensuring that the population of the old septs were able to escape the destruction and eventually rebuild the nation. The Galliards solemnly sing dirges of the heroes that surrendered their bodies so that the spirit of the Nation could endure. Heavily influenced by the example of those who came before them, the new generation of Warders consider themselves ephemeral guardians prepared to give their own lives to ensure that this flame continues to burn.
The Warder’s devotion to her duties must take precedence over all other political or personal loyalties. Her paramount concern must always be the protection of the caern. The holder of this office must be above reproach and beyond any hint of corruption. For these reasons, many Warders choose to live as lone wolves, refusing to force a pack to limit its travels to the caern and the bawn. The pack members of those Warders who choose to live among other Garou often comprise the inner circle of the Warder’s Guardians, supporting the Warder in her duties.
In smaller septs, where there are not enough worthy Garou to take the responsibilities of the lesser sept offices, the Warder also assumes the duties of the Den Parent and the Master of the Challenge. In such cases, the Warder frequently seeks to train young Garou to fulfil these roles as soon as possible, allowing herself the time she needs to devote to the caern.
The Warder often works closely with the Sept Leader, since they share a territorial claim over the protectorate. If the protectorate is home to a shard caern, this becomes doubly important, as it is the responsibility of the Warder to safeguard the shard seed. However, the Warder is limited in her powers. She may not declare war parties or set missions against the Wyrm, though she may decide who must stay to defend the protectorate when others go to fight.
As the chief guardian of the caern, the Warder is otherwise separate from the authority of the Council of Auspices. In matters of the security and safety of the caern and its bawn, the Warder has complete command, even over the Council of Auspices, so long as she holds office. However, should the Warder fail in her duties or be unable to perform the required tasks, she may be voted out of office by the Council of Auspices. Any member of the sept that demonstrates her worthiness to the Master of the Challenge may challenge the Warder whenever the caern is not in immediate danger. If the Warder falls in battle, the Sept Leader may appoint a temporary replacement who holds the post until the Council of Auspices confirms a new office holder.
(Information on the maintenance and needs of a caern, Caerns, is not included in this Delta Slice.)
The Warder’s authority and duties include:
• Organizing the security and protection of the caern and the bawn
• Empowering Guardians to protect the caern
• Vetoing any decision that threatens the security of the caern or the bawn
• Enlisting any Garou within the protectorate in active defense of the caern or bawn, no matter their position or Rank
• Protecting the shard seed at any personal cost, even death
• Using any force necessary to defend the caern
• Exiling undesirables from the caern
• Holding immunity from prosecution for actions taken in defense of the caern
• Determining who is allowed to commune in the caern to regain Gnosis
A Warder gains the following Abiding Renown:
• 1 Honor and 1 Wisdom
A Warder may spend Renown in the following manner:
Glory
Warders may spend 1 trait of Glory to do the following:
• Call to Arms: A Warder may call forth the defenses of the caern to fight the enemies of the sept and protect it from harm (information on Caerns is not included in this Delta Slice). She may reward those that come to the caern’s defense with 1 trait of Fleeting Honor.
Honor
Warders may spend 1 trait of Honor to do the following:
• Sacred Responsibility: The safety of the caern is the Warder’s responsibility. She may overturn any decision made by any sept position, including the Sept Leader, if she believes that it endangers the caern. If the Warder’s target fails to comply, her gains the moniker Dishonorable. (See Social Systems: Monikers, page 189.)
Wisdom
Warders may spend 1 trait of Wisdom to do the following:
• A Word to the Unwise: Warders may ban someone from the caern who they believe is a danger to it. When a Warder’s target fails to comply with this ban, the target gains the moniker Reckless. (See Social Systems: Monikers, page 189.)
Guardians
Anointed by the Warder, Guardians protect the caern and its bawn from any threat. They are tasked with assisting the Warder in patrolling the bawn, guarding the shard seed, and any other duties required to safeguard the caern. It will take many generations for the current crop of shard caerns to properly mature into proper caerns. Until then, the Guardians serve as living shields, keeping vigil over the shard seeds and preventing minions of the Wyrm or even other Garou from stealing it.
Guardians hold a place of honor in any sept they serve. Their duties sometimes restrict their freedom to roam, seeking glory and renown, but a steadfast Guardian knows that she is contributing to the future by maintaining her watch and defending the bawn against possible incursion. A wise Warder will organize a sizeable pool of Guardians to keep them patrolling in shifts, allowing them to seek glory outside of their vigils.
And when the Wyrm becomes so bold as to attempt a direct assault upon the caern, the Guardians have the chance to prove why they hold such a sacred trust.
A Guardian’s authority and duties include:
• Free use of the Caern Heart or shard seed
• Immunity to prosecution when acting under the Warder’s orders
• Cannot be drafted for other duties while protecting the caern
A Guardian gains the following Abiding Renown:
• 1 Honor
Den Parent
“I knew your mother, Cub. She died a Legend. Kept the rest of us alive when the sky was nothing but fire and ash. Refused to fall, even when her body was nothing but broken bones and pain, until she knew you were safe. She asked me to help you become the sort of man she could be proud to carry her name. We’re gonna do that together, no matter how much it hurts.”
—End of Sorrow, Den Mother, Child of Gaia
Few duties in the Garou Nation are as paradoxically touched by both sorrow and hope than that of the Den Parent. The Garou fight an endless battle where victory comes at the cost of blood and, eventually, their very lives. The only comfort for a parent heading into danger is the knowledge that the Den Parent of the sept will ensure that any orphaned Cubs and kinfolk are raised properly, with love and in the security of the arms of the sept. The Den Parent must watch over the children of their fallen friends and allies, to ensure that the next generation is prepared to fight the Wyrm.
Werewolves commonly accept the wisdom that it is the responsibility of the entire sept to work together to raise and prepare Cubs for their lives as werewolves. A Den Parent coordinates family members, teachers, Elders, and specialists into an educational regiment that prepares the young in her care for their difficult lives as Garou and for the war that awaits them. Den Parents must learn to teach Lupus, Metis, and Homid youths of vastly different tribes and auspices about their upcoming roles in Garou society. Their goal is to educate them on what it means to be Garou, the differences and responsibilities of the auspices to which they were born, and the laws of the Litany. Whenever a Den Parent cannot teach something herself, or if she knows a better teacher for a Cub, it is her responsibility to direct those Cubs to other teachers who can best continue their specific education.
Den Parents serve as the shepherds of the young, protecting the Cubs and kinfolk of the sept. Nothing will bring the Garou of a sept boiling forth ready to battle swifter than the beleaguered cry of a Den Parent for aid. Since the start of the Age of Apocalypse, Den Parents have also been saddled with the responsibility of ensuring that kinfolk are not Bitten without explicit permission, as there are werewolves too shortsighted to understand that such actions risk the future. Den Parents guard the local kinfolk from harm and mistreatment. They have the power to punish anyone that harms or kills a kinfolk, and can only be overruled by a vote of the Council of Auspices in such matters.
The Den Parent’s authority and duties include:
• Ensuring the training and protection of the local Cubs
• Policing and guarding the sept’s kinfolk
• Judging the Rite of Passage for all Cubs
• Keeping the sept’s linage records
• Drafting any member of the sept once per 30 days to instruct Cubs
• Assigning Cubs to assist a higher-Rank Garou of the sept in exchange for instruction
A Den Parent gains the following Abiding Renown:
• 1 Wisdom
A Den Parent may spend Renown in the following manner:
Glory
Den Parents may spend 1 trait of Glory to do the following:
• Protect the Cubs: Den Parents may call forth the forces of the sept to defend the Cubs and kinfolk. Those who ignore this summons may be punished later, losing access to 1 point of Willpower for the next 30 days. After the threat is over, the Den Parent may choose to reward those who served well by granting them each 1 trait of Fleeting Wisdom.
Honor
Den Parents may spend 1 trait of Honor to do the following:
• Sacred Responsibility: Teaching the young is the duty of all members of the sept. Den Parents may assign any member of the sept to instruct a Cub or Cliath on a single gift, rite, or lore. In exchange, the student must perform tasks to make her teacher’s life easier, loaning her a downtime action. (For more information, see Dramatic Systems: Downtime Actions, page 130.) The Den Parent may then reward both the teacher and the student 1 Fleeting Renown of her choice, if she feels that they have earned it.
Wisdom
Den Parents may spend 1 trait of Wisdom to do the following:
• Guardianship: Den Parents may assume personal responsibility for any Cub or kinfolk, directly transferring the vulnerable into their custody. Further, they may assign the moniker Dishonorable to anyone that they believe has harmed a Cub or kinfolk. (See Social Systems: Monikers, page 189.)
Master of the Challenge
“Only strength properly tested can be concerned reliable during a battle.
—Jitendra “Walks the Storm” Mosau’u, Uktena
The legends surrounding purity of a challenge lie close to the heart of the Garou Nation. Perhaps this is why the Master of the Challenge is among the most honorable and important positions within a sept. Her sole duty is to oversee and sanction all challenges that occur within the boundaries of the sept’s protectorate. If the Garou of the sept lose faith in this system, it will lead to bloodshed and violence that will weaken the community to outside threats.
Often, Philodox naturally gravitate into this position, but the reality is that any Garou of significant reputation can take up this duty. Often those werewolves reaching old age serve in this role in order to still contribute to the health of the sept without burden it. The Master of the Challenge is expected to stay out of the sept’s politics and be a neutral observer.
The Master of the Challenge has the authority to deny the legitimacy of any challenge, to determine the legality of any challenge’s terms, and to verify and authenticate the outcome of any challenge within her dominion. No formal challenge may take place without the sanction of the Master of the Challenge. As such, her word is final on the resolution of any challenge she oversees; only when she makes her decision is a challenge considered truly over.
It is considered a sign of respect to notify the Master of the Challenge before confronting your rival. Those wishing to advance in Rank must first contact the Master of the Challenge and request a proper challenge that fits her schedule in order to do so. This process allows for the Master of the Challenge to identify a Garou of the appropriate auspice and Rank to assist her, even if she must find such a worthy Garou in another sept. Often, the Master of the Challenge for a sept will aid other septs in this capacity as her schedule allows.
If there has been a breach in terms or a violation of the Litany during a challenge, the Master of the Challenge determines a suitable punishment. If a loser refuses to acknowledge the winner’s victory, the Master of the Challenge may also elect to administer a punishment. If a winner refuses to Accept an Honorable Surrender, the Master of the Challenge may reverse the outcome and punish the winner.
The Council of Auspices may override a decision made by the Master of the Challenge with a unanimous vote. If this is done more than twice, the Master of the Challenge typically resigns in disgrace, lest the Fool call her scandalous. If forced, the Master of the Challenge may be removed by vote of the Council of Auspices, during which time the councilors may also elect to demote the Master of the Challenge in Rank.
Some less-honorable Sept Leaders have attempted to hide behind the Litany and escape challenges to their position through the use of such a declaration. In these instances, the Master of the Challenge has the unique ability to overrule the Sept Leader’s declaration and allow challenges to her leadership to take place.
For more information on challenges, see Social Systems: Challenges, page 189.
The Master of the Challenge’s authority includes:
• Overseeing all challenges by either personally witnessing them or appointing trusted judges to witness them on her behalf
• Determining the terms of physical fights
• Monitoring contests and declaring winners and losers
• Setting when and where a challenge will take place
• Determining if a Rank challenge is valid and connecting with other septs to procure appropriate judges for challenges
A Master of the Challenge gains the following Abiding Renown:
• 1 Honor
A Master of the Challenge may spend Renown in the following manner:
Glory
A Master of the Challenge may spend 1 trait of Glory to do the following:
• Halting the Challenge: A Master of the Challenge may delay any challenge for up to 30 days, until she has time to judge the matter. This ability cannot be used to delay challenges issued to the Master of the Challenge herself.
Honor
A Master of the Challenge may spend 1 trait of Honor to do the following:
• Punish Cheaters: A Master of the Challenge has the authority to punish cheaters for violations of the rules of engagement and the Litany by assigning them the moniker Dishonorable. Furthermore, she may make recommendations to the Truthcatcher that her target face formal judgement.
Wisdom
A Master of the Challenge may spend 1 trait of Wisdom to do the following:
• Invalidating the Challenge: A Master of the Challenge may invalidate the outcome of any challenge that occurs within her sept’s protectorate, so long as she states a plausible reason for doing so.
The Council of Auspices
The Council of Auspices is the governing legislative body of the sept, whose members serve as advisers to the Sept Leader. It is their responsibility to help handle the day-to-day work involved in the smooth management of sept life. They also offer counsel and advice on decisions the Sept Leader may need to make, and handle the tasks that she delegates.
The five preeminent members of each auspice comprise the Council of Auspices in every sept. Each particular auspice holds a specific title and set of responsibilities. Anyone who holds a position is expected to put the benefit of the sept before her own concerns, or else find herself swiftly replaced. In theory, any member of a particular auspice can challenge for the seat on the Council of Auspices, if the Master of the Challenge deems her worthy.
The Council of Auspices is responsible for the creation of lesser laws known as Sept Laws, which determine proper behavior within the sept’s protectorate. They help the Sept Leader determine how the Litany is interpreted locally and define exact methods of judgement and punishment.
The authority of each member of the Council of Auspices includes:
• Creating lesser laws, known as Sept Laws, for behavior within sept territory
• Removing a Garou from any sept position except Sept Leader by majority vote of the council
• Overturning a decision by the Sept Leader by unanimous vote of the council
• Possessing immunity from being appointed as Guardians by the Warder, or as teachers by the Den Parent while they hold their position. This does not prevent them from electing to do so, merely from being forced by the Den Parent or Warder to do so.
• Training and counseling the members of their particular auspice
A member of the Council of Auspices gains the following Abiding Renown:
• 1 Honor
A member of the Council of Auspices may spend Renown in the following manner:
She may expend a single trait of Fleeting Renown (of any type) to assign any lesser moniker to a member of her auspice within the jurisdiction of the protectorate of the sept. This action may be overturned by a majority vote of the Tribal Council.
Glory
A member of the Council of Auspices may spend 1 trait of Glory to do the following:
• Remove the Unworthy: By majority vote of the Council of Auspices, the councilors may remove any sept officer from her position, with the exception of the Sept Leader. Before the vote is held, the councilors participating in the vote must each spend 1 trait of Glory, regardless of its outcome.
Honor
A member of the Council of Auspices may spend 1 trait of Honor to do the following:
• Legislation: By majority vote of the Council of Auspices, the councilors may issue a new interpretation of the Litany or local Sept Laws. Before the vote is held, the councilors participating in the vote must each spend 1 trait of Honor, regardless of its outcome.
Wisdom
A member of the Council of Auspices may spend 1 trait of Wisdom to do the following:
• Judgement of the Auspice Council: By majority vote of the Council of Auspices, the councilors may overrule any sept position or authority on a single matter.
Before the vote is held, the councilors participating in the vote must each spend 1 trait of Wisdom, regardless of its outcome.
Fool (Ragabash)
“It is a fool’s prerogative to utter truths that no one else will speak.”
—Neil Gaiman
Fool might be the title of the Ragabash seat on the Council of Auspices, but only the naïve take the meaning of the name literally rather than metaphorically. Many see the Fool as the voice of political dissent within the sept. She serves as the pressure value by which competing dominant werewolves are moderated into making wise decisions about the future of the sept.
The Fool teaches the Litany by challenging it and giving voice to the unspoken concerns of the sept. While engaged with the duties of her office, the Fool becomes exempt from the normal protocols that govern Garou behavior. She is immune to punishment from any sept office, but that does not mean that she has carte blanche to do whatever she wishes. A Fool that pushes the boundaries too often finds herself challenged by her would-be students or the victim of their less-official expressions of displeasure.
The Fool serves as the devil’s advocate for the sept. She may accuse anyone, no matter their position, of a crime against the Litany, and the Truthcatcher must judge the matter. Such privilege does not come without risk. Should the accused be found innocent, the Fool must endure the punishment that her target would have suffered. Additionally, the Fool is tasked with ensuring that an accused receives a fair trial when judged by the Truthcatcher. She may appoint any Ragabash to serve as a councilor, helping prove the defendant’s innocence or pleading for mercy in the form of a lesser sentence on her behalf.
Arguably, the Fool’s most important duty is to oversee the others of her auspice, ensuring that the Ragabash of the sept act in a manner that benefits the werewolves and the sept, not just themselves. The Fool directs her fellow Ragabash to learn information about the sept’s enemies, scout for new missions or opportunities for the sept, and test the defenses of the sept to ensure they are sound.
The Fool authority includes:
• Accusing any member of the sept of a crime
• Appointing a Ragabash to defend any Garou accused of a crime before the Truthcatcher
•Holding immunity from prosecution for breaking any Sept Law or committing any lesser crime while she holds the office of Fool
• Assigning Ragabash to investigate members of the sept for scandal
• Assigning packs and individuals to locate and identify threats to the sept and its members
• Assigning packs and individuals to gather intelligence on known threats to the sept and its members
The Fool may spend Renown in the following manner:
Glory
The Fool may spend 1 trait of Glory to do the following:
• Dare the Unknown: The Fool may assign any Ragabash or pack with a Ragabash to carry out a scouting mission into dangerous territory on behalf of the sept. If the Ragabash or the entire pack succeeds in their mission, the Fool may award all successful participants 1 Fleeting Renown of any category.
Honor
The Fool may spend 1 trait of Honor to do the following:
• Fool’s Right: The Fool may escape social punishment for any lesser crime or offense for her words or pranks. She may reject an attempt to assign her a moniker. This ability may be vetoed by a majority vote of the remainder of the Council of Auspices.
Wisdom
The Fool may spend 1 trait of Wisdom to do the following:
• Speak Truth to Power: The Fool may accuse any member of the sept, including the Sept Leader, of a violation of the Litany. The Truthcatcher is obligated to try the accused or face the punishment for the crime. If the accused is found innocent, the Fool suffers the punishment.
Master of the Rite (Theurge)
Garou are flesh and spirit bound together by Gaia to protect both the Material Realm as well as the Umbra. Their need for gnostic nourishment is great, and sometimes this drive leads to errors of judgement that offends the spirits. The Theurge seat on the Council of Auspices, known as the Master of the Rite, ensures that the sept remains in harmony with the spirits.
The Master of the Rite’s sacred duty is to monitor the spiritual health of the members of her sept, from the battle-weary warriors and guardians to the Cubs learning how to handle life after their First Change. She must even help replenish the totem that maintains the mystical energy of the caern. In pursuit of these responsibilities, she manages the spiritual debts of the sept by assigning Theurges tasks such as ensuring proper chiminage is paid, performing rites, and maintaining spiritual pacts. With this also comes the responsibility to attend to the welfare of the spirits themselves, ensuring that they are strong and ready to help in case the sept has need of them. This involves everything from offering proactive chiminage, to building up the stock of favors the spirits owe to the sept and its members, to creating and maintaining environments on the sept protectorate that are inviting to the spirits, encouraging their presence.
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The Master of the Rite oversees all rites performed within the protectorate of the sept to ensure that that the spiritual pacts are maintained. Anyone seeking to cast a rite within the boundaries of the sept must first acquire permission from the Master of the Rite, who must determine the worthiness of the petitioner. It is completely within her discretion to allow anyone to cast rituals freely, or prohibit someone from casting them as a to punishment or due lack of training.
Practical concerns with the Material Realm also weigh heavy upon the Master of the Rite. She coordinates with the Warder concerning the defenses of the caern and maintains an armory of talens for the Wyrmfoe to utilize. Such duties would overwhelm a single werewolf; therefore, in order to attend to so many obligations, the Master of the Rite can marshal other Theurges and assign them tasks.
The Master of the Rite may grant special recognition to those who have served well by giving them the honor of casting a major rite for the sept or serving as one of her assistants. It is the responsibility of the Master of the Rite to authorize others as trainers, instructing those wishing to learn rituals and to ensure that all Seasonal Rites are cast correctly and successfully.
The Master of the Rite’s authority includes:
• Assigning Theurges to monitor the performance of rites for the sept
• Monitoring and reporting on the concerns of the spirits within the sept’s territory
• Overseeing and maintaining any unclaimed fetishes or talens within the sept’s armory
• Ensuring that all fetishes created in the sept territory are done so in accordance with the spirits
• Informing the Truthcatcher of any violations of spiritual bans or failure to pay chiminage by members of the sept
The Master of the Rite may spend Renown in the following manner:
Glory
The Master of the Rite may spend 1 trait of Glory to do the following:
• Call to Arms: You call forth the spiritual defenses of the caern to fight the enemies of the sept and protect itself from harm. (Information on Caerns is not included in this Delta Slice.)
Honor
The Master of the Rite may spend 1 trait of Honor to do the following:
• Word of the Spirits: The Master of the Rite may learn the current state of any spiritual pacts between members of her sept and any patron totems. If there is a breach of contract, she immediately learns what happened and why. If she feels that a member of her sept has violated a pact with the spirits, she may award the moniker Reckless.
Wisdom
The Master of the Rite may spend 1 trait of Wisdom to do the following:
• Chiminage: The Master of the Rite may assign any Garou or pack a task that fulfils the chiminage requirements of the sept or honors a deal with the spirits. The Master of the Rite may award 1 Fleeting Wisdom to those that complete this assignment.
Truthcatcher (Philodox)
Many Garou consider justice to be a matter of pragmatic action rather than theoretical philosophy. It is the role of the Truthcatcher, the Philodox seat on the Council of Auspices, to ensure judgement comes from equal parts mercy, wisdom, and retribution. She enforces the application of justice as it applies to the Litany and Sept Laws within the protectorate of the sept.
The Truthcatcher oversees the entire legal and justice system of the sept. It is her responsibility to determine whether those accused of breaking those laws are guilty or innocent, and to provide punishment or chance of atonement to those who are guilty. Clearly, in larger septs, this is too much for a single werewolf, so she may empower other Philodox to act as her deputy judges in specific cases.
Mediation between the packs of the sept falls under the jurisdiction of the Truthcatcher’s office. She performs all ceremonial binding promises, such as oaths, alliances, and geasa. Her office keeps records of punishment and scandal, working with the Talesinger to ensure that punishment is public, so that it can discourage others. Likewise, the Truthcatcher assigns redemption quests to those seeking to be forgiven for past sins and crimes against the Litany.
Atonement quests and tasks fall within the purview of the Truthcatcher and her assistant Philodox. Those Garou who show true remorse for their misdeeds, even while serving a punishment, may petition for or be offered the opportunity to atone for their actions. If the Truthcatcher accepts their request, they are assigned a task or quest, even possibly a geas, that they must complete in order to receive absolution for their offenses. Immediately after the Truthcatcher certifies the task’s completion, any ongoing punishments the werewolf suffers for the crime for which she sought atonement end.
For more information on matters of judgement and crimes, see Crime and Punishment, page 264.
The Truthcatcher’s authority includes:
• Adjudicating and holding trial over violations of Sept Laws or the Litany
• Appointing a Philodox to judge a Garou accused of a crime
• Assigning redemption Quests for restoring Honor
• Witnessing oaths, promises and other ceremonial bindings
The Truthcatcher may spend Renown in the following manner:
Glory
The Truthcatcher may spend 1 trait of Glory to do the following:
• Death Before Dishonor: The Truthcatcher may assign a redemptive quest, of an appropriate level, to a Garou who has been assigned a punitive moniker. Should the petitioner succeed, and the spirits believe she is worthy, her crime is redeemed and her moniker is removed. (See Social Systems: Monikers, page 189.)
Honor
The Truthcatcher may spend 1 trait of Honor to do the following:
• Law of the Land: The Truthcatcher may issue an edict that interprets the Litany for her sept. This clarification may be overturned by the Council of Auspices via a unanimous vote held between its other four members.
Wisdom
The Truthcatcher may spend 1 trait of Wisdom to do the following:
• Mercy of the King: The Truthcatcher may grant clemency to any member of her sept for any crime. This act overturns the judgement issued against them. However, the Council of Auspices may overturn this mercy via a unanimous vote held between its other four members, levying the original sanction back onto the criminal. This process cannot be used to overturn justice issued by the High King or the Council of Tribes.
Talesinger (Galliard)
Pivotal to Garou society, the myths and tales enforce a single conceit: so long as you are remembered, you cannot die. If this is true, then the Galliards who serve on the Council of Auspices, the Talesingers, hold the keys to immortality. To be mentioned in song, to have deeds told near the hearth, is the closest that a werewolf can conceive of paradise.
The Talesinger organizes the other Galliards, and together, they ensure that the sept’s records are correctly kept, that the laws of the sept are known to all, and that the histories and stories of the sept’s members are told and remembered. She tends to the Hall of Heroes, and she records the important deeds of the sept. Within the monument to those who have gone before, the Talesinger is lord and master, ensuring the vital links to history are never in danger. When the sept faces threats, here the Talesinger stands as a bulwark against those who would defame history.
She spreads the tales of those under her charge to other septs and likewise collects information about the world. Often the Talesinger will put together an overheard comment or phrase, passing it along to the Fool, unleashing her Ragabash to learn the truth from these scraps and rumors. A worthy Talesinger keeps the Elders well-informed of threats and victories that might be important tactically to the defense of the sept, and she encourages the Cubs to seek out adventure when they formally join the Nation. She is responsible for assisting the Den Parent with the historical education of the sept, helping ensure that young Garou are taught all that they need to know to be successful when they join the Nation’s ranks.
Moots fall under the bailiwick of the Talesinger. She assigns a Galliard to organize and perform moots at sept functions and is responsible for ensuring that they are all are run properly according to tradition and for the good of the sept. With the incredible importance surrounding the proper execution of a moot and its attendant events, the Talesinger is like a conductor overseeing her symphony, assigning positions to those best suited to them and ensuring the harmony of these important affairs.
The Talesinger also guards against the insidious spirit-sorrow known as Harano. She assigns herself and her assistants to perform moot events to brighten spirits and learn the newest achievements of the sept’s members. She monitors packs for their emotional and mental health, taking steps to correct things if they begin to fall out of balance.
The Talesinger’s authority includes:
• Keeping the sept’s records, including all Sept Laws, crimes, punishments, and celebrations
• Battling Harano by inspiring morale in the sept
• Recording the sept’s achievements in its Silver Record
• Assigning Galliards to oversee moots
• Overseeing and maintaining the Hall of Heroes
The Talesinger may spend Renown in the following manner:
Glory
The Talesinger may spend 1 trait of Glory to do the following:
• Mark of Punishment: Once the Truthcatcher has passed judgement over a guilty party (see Crime and Punishment, page 264), the Talesinger calls upon the spirits and the Garou Nation to assign any sept-level moniker to the target, revealing her crime. Any Garou who comes upon the target for the duration of the moniker immediately knows of her crime and punishment.
Honor
The Talesinger may spend 1 trait of Honor to do the following:
• Deeds and Words: The Talesinger may perform a song or tell a tale about the deeds of a Garou or an entire pack. So long as the sept approves of the performance, the werewolf or pack gains 1 Fleeting Renown of any category.
Wisdom
The Talesinger may spend 1 trait of Wisdom to do the following:
• Measure of Sorrow: The Talesinger may ask the spirits of the sept to take a measurement of Harano from the Garou within it. She doesn’t learn who might be infected with spirit-sorrow, but she learns the sept’s general state of emotion.
Wyrmfoe (Ahroun)
If the Sept Leader is the monarch who rules the sept, the Wyrmfoe, who holds the Ahroun seat on the Council of Auspices, is the general of the army that defends the protectorate. She serves as the primary tactician and general for the sept.
The Wyrmfoe is the living embodiment of the rage of the sept, hunting the creatures of the Wyrm and securing the protectorate. It is her responsibility to assign individuals and packs to war parties, supplementing the work of the Warder’s Guardians by assigning patrols for Ahrouns around the protectorate. When the Sept Leader calls for a Time of War, the Wyrmfoe leads the Garou into battle.
One of the less-obvious duties of the office of the Wyrmfoe is to ensure that the defenses of the sept are well-stocked. She keeps the sept’s mundane armory stockpiled and ensures that supplies are secured and food and water are plentiful. The Way Station is her dominion. It must always be ready to take on extra troops, house messengers moving between the septs, and shelter the wounded after a battle.
The Wyrmfoe’s authority includes:
• Assigning packs or individual sept members to war parties to combat specific threats
• Assigning Ahroun and their packs to patrol the sept’s protectorate beyond the bawn
• Clearing the sept territory of any Wyrm influences discovered
• Assigning Ahroun to lead a hunt when called upon to do so by the Sept Leader
• Handling the logistics of the sept, ensuring food, water, and other resources are available
• Overseeing the sept’s armory and maintaining the mundane supplies within it
• Leading the packs to war when the Sept Leader declares a Time of War
The Wyrmfoe may spend Renown in the following manner:
Glory
The Wyrmfoe may spend 1 trait of Glory to do the following:
• Glory is for Heroes: The Wyrmfoe may assign a Garou or a pack a mission to fight the Wyrm. If they succeed in their mission, they gain 1 Fleeting Glory.
Honor
The Wyrmfoe may spend 1 trait of Honor to do the following:
• Call to Arms: The Wyrmfoe calls forth the defenses of the caern to fight the enemies of the sept and protect it from harm (information on Caerns is not included in this Delta Slice). Afterwards, she may reward all of those who come to the caern’s defense with 1 trait of Fleeting Honor.
Wisdom
The Wyrmfoe may spend 1 trait of Wisdom to do the following:
• Heat of Battle: The Wyrmfoe may halt any challenge until after an ongoing battle finishes, and she and her war party return to the sept. Those who refuse to heed her wisdom lose half of their remaining Willpower, rounded up, for the rest of the game session.