Rites are the outward forms of the Garou's rituals and celebrations. Rites form and reinforce the spiritual and social ties that bind the Garou to each other and to Gaia herself. The common bond formed by rites resonates in the souls of all Garou. Many werewolves maintain that without the continuous practice of such rites, the Garou would lose their ties to the Earth Mother. In so doing, Theurges warn, the Garou may become something less than their true selves, possibly reverting to simple wolves and humans instead of Gaia's chosen.
The special ties werewolves have with the spirit world allow rites to function. The Garou invoke these bonds with Gaia's spirits when performing rites. In the dawn of time, shapeshifters struck a great pact — the Pact — with the spirits of Gaia. In return for the shapeshifters' fealty and service, the spirits would empower the werebeasts' rites, flooding them with supernatural power. For this reason, nobody but a shapeshifter can perform rites and expect them to work. The spirits will not answer the call if they are not legally bound to do so. This relationship is unique to the Garou and certain other Fera, and it makes the performance of these rites their sacred right and privilege, and theirs alone.
Through rites, Garou weave the social, emotional and religious fabric connecting werewolf to werewolf, pack to pack and tribe to tribe. When Silver Fang meets Black Fury or Silent Stricter meets Glass Walker, the rites of their ancestors give them common ground on which to tread. Even the simple Rite of Contrition has prevented many meetings between werewolves of different tribes and packs from erupting in argument and violence.
Rites also allow tribes and packs the freedom to define themselves and to develop their unique roles in Gaia's defense. Often tribes, and many individual septs, have their own rites and their own versions of common rites. The raucous, howling tumult of the Fianna's Rite of Spirit Awakening has little external similarity to the Shadow Lords' dark and brooding rite of the same name, yet the essence and purpose of the two rites are the same.
Types of Rites
Rites have both religious and magical connotations, and they serve both social and mystical purposes. Most rites can be performed in either the Umbra or the physical world. When teaching rites to young pups, Garou may group them by the purpose each type of rite serves for the Garou and for Gaia. Rites of accord, caern rites, rites of death, mystic rites, rites of punishment, rites of renown, seasonal rites and minor rites are the most common types of rites that Garou practice. The basic requirements for each of these types of rites must be fulfilled to perform any of these rites successfully.
Descriptions and requirements for each type are listed here, along with common rites from each category.
A werewolf has the potential to learn any rite. All she must do is find a teacher. A Garou's auspice usually determines the rites she is expected to learn. Most elder Garou are more than willing to teach rites. In fact, the number of young werewolves who seem to discount rites as antiquated or cumbersome disturbs the elders. Many new packs fail to see the importance of rites, preferring to spend their time doing things that have a more "immediate" impact. However, these same gray furs criticize young wolves that insist on modernizing or individualizing rites to meet the needs of their packs.
Enacting A Rite
Ritemasters generally lead groups of Garou in the performance of rites. These rites are grand ceremonies usually held at caems with much tradition and socializing going along with them. It is the nature of rites to be social affairs. Most rites require the presence of at least three Garou, although a lone werewolf may conduct certain minor rites and mystic rites. Many older septs frown on the practice of performing rites away from the group.
Rites require great concentration and skill on the part of the celebrant. A rite takes a minimum of 10 minutes per level to cast, while minor rites take from two to five minutes to enact. Rites almost always require some form of trinket or special material. The general requirements for particular categories of rites are detailed in the following lists.
It is the responsibility of the ritemaster to ensure that all the requirements are met and that all Garou present participate fully in the rite. The player or Storyteller should roll to determine the success of the rite. The exact nature and difficulty of the roll will vary with each rite. Storytellers may decrease the difficulty of a roll if the ritemaster and participating characters enact the rite particularly well (i.e., if the players roleplay it well).
For every five Garou beyond the base number required (again, usually three) who are present and helping perform the rite to the best of their ability (in addition to the ritemaster), the difficulty level of the rite decreases by one (to a minimum difficulty of 3).
Rites are considered to be a natural way of affecting the natural order. They are part of how things work. Werewolves believe that if a rite is performed properly, the effect will occur naturally, just as a scientist would follow cause and effect. If you drop a rock, it will fall; if you perform a rite as it was handed down to you by your ancestor's ancestors, then the desired effect will occur. However, some rites do require Gnosis. These rites are particularly powerful breaches of the natural order.
Learning A Rite
The tribal elders who teach rites were themselves taught by their elders, who were taught by their elders, and so on back through the ages. In order to gain the knowledge (and tacit permission) to perform a rite, a young werewolf must approach an elder who possesses such knowledge. In the vast majority of cases, the elder will request payment (in the form of talens) from the young whelp in question. The number of talens required varies with the amount of teaching needed (level of the rite) and the elder's opinion of the cub (comparative rank and roleplaying) . Elders will often allow the young Garou to do a favor instead of (or in addition to) donating talens. Such favors may range from providing the elder with fresh rabbit meat and caviar for three full moons to tracking down a minor enemy of the elder's and tearing out his throat. In any event, the favor asked is normally proportionate to the power and importance of the rite the young wolf wishes to master.
Learning a rite is an extended action. A Garou must have a Rituals Knowledge at least equal to the level of the rite she wishes to learn; a character with Rituals 3 cannot master a Level Four rite. She must also spend time — at least one week per level of the rite she wishes to learn (three days for minor rites) — with the elder who knows the rite. The player must roll Intelligence + Rituals (difficulty of 10 minus Intelligence). The number of successes required equals the level of the rite. The student may make one roll per period of teaching ( one week for a Level One rite, three weeks for a Level Three rite, etc.). If the student fails a roll, she must spend a Willpower point to continue her studies. If she botches a roll, she is not yet ready to learn the knowledge she seeks. The character must wait at least three turnings of the moon, or until she has more life experience, to try again.
A character can begin the game with knowledge of rites by purchasing the Rites Background. Subsequently, however, rites can be learned only through roleplaying; they may not be purchased with experience points.
A character can attempt to enact a rite in which he has previously taken part, but which he does not know. Needless to say, he has little chance of success. The difficulty is three higher than normal, and the player must spend double the amount of Gnosis points if any are required. In addition, elder Garou often see such an attempt as impertinent or even sacrilegious. Attempting an unlearned rite in the presence of an elder may decrease the Garou's Honor or Wisdom in the eyes of his sept.
Finally, it's possible - but obscenely difficult - to create new rites. Such a task is no small matter, as it involves convincing a great portion of the spirit world that a new rite is necessary, and that they must empower it whenever called to do so.
Auspice Roles
Not all Garou have a natural affinity for leading the Great Rites. Many are content to know some minor rites and a smattering of rites most significant in their own eyes. In fact, Garou traditionally view werewolves born under certain auspices as the rightful ritemasters of the tribes. In particular, Theurges and Philodox are groomed for such positions from the time that they first enter the sept as adolescent cubs. It is almost unheard of for a Garou of either auspice not to have at least some skill in the enactment of rites. In general, Theurges tend to learn mystic rites, seasonal rites and caern rites, while Philodox traditionally leam rites of accord and rites of punishment.
This is not to say that Garou of all auspices do not learn rites, or even lead rites occasionally. Galliards are likely to lead rites of death and rites of renown. Ragabash and Ahroun may also learn and enact rites, although the sept is unlikely to encourage such behavior unless a particular reason comes up for such a Garou to lead a rite. For example, an Ahroun might lead his war party in a Rite of Wounding after a cub's first battle. It is wise to remember that individual packs are of ten ( but not always ) more flexible when interpreting such traditions, being more concerned with which packmate will best carry out a rite than with following every musty old tradition. Any Garou is allowed to learn a mystic rite, regardless of auspice.
Rites Chart
These rolls are the standard ones required by type to enact any given rite. If no roll is mentioned in a system's description, assume that the roll is standard.
Type |
Roll |
Difficulty |
Accord |
Cha + Rituals |
7 |
Caern |
Varies (max. Gnosis) |
7 |
Death |
Cha + Rituals |
8 - Rank |
Mystic |
Wits + Rituals |
7 |
Punishment |
Cha + Rituals |
7 |
Renown |
Cha + Rituals |
6 |
Seasonal |
Sta + Rituals |
8 - Caern Level |
Minor |
none |
none |
Rites of accord restore a place or particular Garou to harmony and balance with Gaia. These rites purify and renew by bringing the object of the rite through a symbolic rebirth from Gaia's womb.
System: Any Garou attempting to perform a rite of accord must possess a talen, a fetish or some piece of Gaia never touched by minions of the Wyrm or by human hands (for example, a willow branch from a remote forest or a stone from a protected caern). The ritemaster makes a Charisma + Rituals roll (difficulty 7 unless otherwise stated).
Level One
Rite of Cleansing
Level One
This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most common form of this rite involves the ritemaster inscribing a circle on the earth, walking widdershins (counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn, but it can be performed at any time.
System: This rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. The difficulty level depends on the level of taint. For instance, taint caused by a spirit might set a difficulty equal to the spirit's Gnosis. Only one success is required. If the character performs the rite at dawn, the difficulty of the rite decreases by one. Note that this rite cannot heal wounds or damage caused by Wyrm-taint; it removes only any existing contamination. This rite cannot cleanse taint of the most innate sort, either. The rite inflicts agonizing pain when performed on a fomor, vampire, unrepentant Black Spiral Dancer or other similarly accursed creature, but it cannot wash the recipient clean.
Rite of Contrition
Level One
This rite is a form of apology used to prevent the enmity of spirits or Garou whom an individual has annoyed, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact this rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon).
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The more successes, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect lasts until the Garou performs another action that could harm or insult the other.
Rite of the Honorable Oath (Silver Fang)
Level One
The Silver Fangs take their oaths of service very seriously indeed. When anyone wishes to swear service to a Silver Fang Lord who follows the old traditions of the tribe, the Lord may ask them to undergo this rite, but will never press the point. Many Silver Fangs voluntarily undergo it if offering service to another werewolf, but are offended if others demand it of them. To swear the oath, the character swears to undertake a single task, which is outlined by the recipient of the oath and repeated by the character undergoing it. The character offering up service then gives a small object of value to himself to the recipient of the oath.
Should the oath taker stay true to their word, he will receive Renown whether or not the mission is successful. The recipient of the oath should return the gifted item at the conclusion of the service.
System: The player of the oath giver spends one Gnosis to activate the rite. If the character keeps her word and attempts the mission to the best of her abilities, she gains four points of Honor, irrespective of the quest’s outcome - if she does not do so, she loses four points of Honor. The recipient of the oath is under no compulsion to return the object gifted to them, but may lose two points of Honor if she does not do so.
Rite of the Hunting Ground
Level One
Lupus Garou mark their territory by urinating on trees and bushes. After the rite, no wolf or Garou can come into the area without immediately realizing they have entered another's territory. There is no compunction not to enter, however.
System: Typically, the Garou must spend an hour marking her territory. Special messages, such as a greeting to other Garou, can be left with an Intelligence + Primal-Urge roll (difficulty 7).
Rite of the Midwife (Silent Strider)
Level One
This rite is taught as a rite of accord because it is enacted to protect a newborn from harm or taint by hurrying or delaying its birth. The unsullied focus necessary for this rite is an owl’s feather, as Owl intercedes on the mother’s behalf. The mother must ordinarily be a Silent Strider or one of their Kinfolk, though Owl may be convinced with proper chiminage to intercede on the behalf of Garou or Kinfolk of other tribes, or even a normal human woman. The rite may be performed for several days in a row to achieve the necessary result - in fact, it may be necessary to do so. This rite is often considered the province of female Striders, though most are willing to teach it to any male Strider who wishes to learn.
System: The “midwife” and the mother must first decide whether they will try to hurry the delivery of the child or delay it. Then the ritemaster’s player must spend one point of Gnosis and roll Charisma + Rituals (difficulty 7). Simple success delays or hastens the birth by one day. If the rite is begun at the onset of labor, it ceases immediately and will not begin again for a full day - in all other cases it is difficult to be sure if the rite was effective at all. It may require several days of ritual to bring a child into the world early; usually it is considered preferable to delay the birth unless a healer is sure the child is viable, or the mother is headed into great danger.
Rite of Motherhood (Black Fury)
Level One
This simple Rite marks a Fury’s shift from Maiden status to Mother status. The title “Maiden” is not strictly accurate; the spirits begin to treat a Fury as a Mother as soon as she becomes pregnant. In some septs, this spiritual change is sufficient, while in others it might take until the child is born, and in the most conservative septs a Fury is considered a Maiden until she gives birth to a child who lives for one lunar year. Regardless of when the sept declares the Fury to be a Mother, when the time is right, this ritual is performed.
Mother and child are separated, and the young mother is bound - this may be simply a symbolic binding, a rope lightly draped over her, or it may be shackles and chains. The mother breaks free of the bonds and comes to her child’s side while the Mothers and Crones of the sept watch; when she reaches her child again, the older women of the tribe welcome her.
System: There are no game mechanics to this rite, though the Fury may have to make a Strength or Willpower roll to escape from sufficiently strong bonds.
Rite of the Pack’s Blood (Philodox)
Level One
Most Garou form packs that are bound with and dedicated to a totem spirit. In these days of mixed septs and thinning ranks, some werewolves are forced by necessity to run together temporarily. This ritual binds a group of werewolves into a pack dedicated to a particular purpose, such as a quest, a battle or a fortnight’s sting of bawn-guarding. The effects of this expire after the task is done, or after a lunar month, whichever comes first. Elders usually expect more permanent associations to ask for the blessings of a totem spirit.
Though the supernatural benefits of this rite eventually end, mutual respect and friendships are a common byproduct. Rival septs may join their warriors with this rite to improve relations. It is not uncommon for such packs to reform into “true” packs down the road, devoted to a specific and appropriate totem spirit.
System: The members of the prospective pack each swear their united purpose as they slice a palm or pad and dribble a small amount of blood into a cup. The blood is mixed and painted on face, hand and chest (over the heart) of each member. Upon a successful completion or the ritual (Charisma + Rituals, difficulty 7), the pack may take on benefits such as simultaneous initiative and special combat maneuvers. Note that pack members already in a “true” pack may join this temporary pack, but will likely have some explaining to do to a miffed totem.
Rite of the Pizza (Bone Gnawer)
Level One
Rabble-rousers sometimes try to bring Garou together for a quick, temporary enterprise. Buying them food (or beer) is one way to encourage them to work together, but this minor rite formally acknowledges the alliance and calls upon urban spirits for a quick blessing.
This rite requires a public telephone and enough spare change for a call. The goal is to gather enough food to feed everyone for one meal. This may seem like a simple task, but because of a wide variety of urban traditions, it’s actually fraught with peril. Take, for instance, its most common application: ordering pizza. The Garou must decide where to order from, what toppings to get, what the tip should be, and most distressing, who gets which slices. If they can overcome this Herculean task, there is a chance they may work together to achieve greater goals.
At the culmination of the ritual, the highest-ranking Theurge “gives thanks” (or “says grace”). This must be done very, very quickly, since many Bone Gnawers are ravenously hungry for warm pizza. The highest-ranking Philodox then declares the reason why the temporary pack has been formed. (The Storyteller should demand a more specific explanation if the definition is too broad. “Breaking into Warehouse #8 to recover a Croatan fetish” is a specific goal; “killing the Wyrm” or just “killing shit” is not.) While wolfing down hot morsels of food, the group then coordinates its plan.
System: The Theurge rolls Charisma + Rituals (difficulty 8); increase the difficulty by 1 for every ten Garou participating in the ceremony. Each success yields one temporary die; for the sake of convenience, we’ll call this dice pool the “pizza pool.” This temporary dice pool lasts until the temporary pack achieves its temporary goal. On any dice roll that directly relates to the goal at hand, a Garou can burn off one of the temporary dice for the pizza pool. The whole group shares the pizza pool. This rite cannot be performed more than once a day by anyone in the alliance, and the pizza pool can’t last for more than 24 hours. Additionally, Garou who are already in a pack cannot perform this rite.
At the Storyteller’s discretion, if the player’s actually roleplay this further by ordering a pizza during the game session, paying for it, and offering up a slice or two to the Storyteller, he may lower the difficulty to 6.
Rite of the Pregnant Mule (Child of Gaia)
Level One
This rite is known only to metis. No one else would ever want to learn it. It honors Father Mule, patron of the middle breed. It enables metis to adopt other metis as their children. Since most metis are abandoned or worse by their biological parents, older metis see these Crinos pups as a personal responsibility. And who better to raise a troublesome and often differently abled metis pup?
System: The adoptive parent asks the consent of the child’s biological parents, if they can be found; if not, she asks the sept elders. (They may refuse.) She then takes the cub to the sept’s caern and calls Garou, Kin and spirits (especially Mule, whose coming is taken as a blessing on the cub) as witnesses. The cub is put on the earth and allowed to crawl between the adoptive parent’s legs as if being born again. The adoptive parents are then counted as the true parents of the child in every way (including Renown). Metis of rank 5 or greater are very rarely allowed to adopt an orphaned homid or lupus cub; the rite is the same.
Sweat Lodge (Wendigo)
Level One
A version of the Rite of Cleansing, this rite specifically pertains to one’s own self and health. The rite participants all gather in a sealed tent or lodge and pour water on heated rocks to create hot steam. Sage and cedar are sometimes burned to help cleans the atmosphere.
Tricky spirits sometimes interrupt ceremonies, often yanking things from a person’s hand or even disrobing a participant. Ritualists should greet these visitations with patience. If one behaves properly, he may be rewarded with some tidbit of knowledge.
System: In addition to the usual roll made by the ritemaster (Charisma + Rituals, difficulty 7), each participant makes a Willpower roll. If the roll is successful, all Stamina rolls are made at one less difficulty for the next two days. In addition, characters are considered cleansed, as if they had participated in a Rite of Cleansing.
Level Two
Ritual of Acceptance (Black Fury)
Level Two
Although a Garou can give up her tribal affiliation with the Rite of Renunciation (see below), the Black Furies have their own ritual to welcome a female Garou from another tribe into their own. The prospective Black Fury must fast for 24 hours to purify her body; afterward, she enters a ritual circle while her tribemates-to-be quietly invoke Pegasus from outside the same circle.
System: The invocation takes a few hours (the Mistress of the Rite should roll Charisma + Occult with a target of the local Gauntlet; the invocation takes 5 hours, minus one for every success after the first, with a minimum of 1 hour). At the end of this period, an avatar of Pegasus arrives. The prospective Fury must prove her worth to the avatar. This may involve a test, at the Storyteller’s discretion, or it may simply involve a roll of Charisma + Etiquette (difficulty 7). A failure on this roll means that the Fury-to-be must complete a spirit quest to join the tribe; a botch means that she has somehow offended Pegasus and is not welcome to join.
Should the character succeed, however, she is welcomed into the Black Fury tribe, and will be treated as a child of Pegasus from that point forward.
Rite of Comfort (Child of Gaia)
Level Two
This rite is a healing ritual for Harano. It does not cure the condition, although the rite of Asklepios (see below) can indicate possible cures. The ritemaster can, however, prevent the afflicted one from passing any deeper into Harano.
The ritemaster chants, burns mystic incense and engages the sufferer in breathing exercises. The dispirited one may leave before the rite begins, but not after it has started. This ritemaster may perform this rite more than once for each werewolf suffering from Harano.
System: The ritemaster chants, leads the sick one in breathing rituals, and makes a Charisma + Rituals roll. The recipient takes the number of successes as extra Willpower, which she may spend to resist Harano. She may not harm herself (such as through self-mutilation or suicide) until all the bonus points of Willpower are gone.
Rite of the Clouds and Rain (Child of Gaia)
Level Two
This rite is kept a careful secret by Children of Gaia, and all who so much as know of it must swear never to mention it among non-initiates - if revealed, anyone involved would likely be ostracized by the rest of the Garou Nation. It allows the partial control of Rage at the price of violating a basic Garou law: the first precept of the Litany.
The rite involved channeling the force of Rage by having sex in Crinos form. To avoid injury or death to the partners, both must be Garou. Because the fear of producing a metis is so great, metis are often asked to perform the rite, as they are sterile. Some Garou actually enjoy multiple partners while performing this rite, although having more than one sexual partner during the rite can be somewhat confusing. Some say that the more Garou are involved, the more powerful the rite becomes. The truth of this is unknown.
System: The sexual partners involved the spirits of peace and of desire, spending a point of Gnosis. They must demonstrate genuine affection for each other, or the rite will not work. If it works, the Garou can control the tendency to frenzy for the rest of the story. The Storyteller must determine the chance of pregnancy, if it is possible at all. Everyone involved in the rite loses a temporary point of Honor; the spirits who empower the rite, permissive though they may be, are still witnesses to the participants’ transgression.
Rite of Hospitality (Fianna)
Level Two
Hospitality is one of the three great virtues of the ancient Celts, and a similarly honorable virtue to the modern Fianna. Ordinarily, hospitality is a given at a hearth, but occasionally it needs to be formally stated in a binding fashion; perhaps the seeker is a rival, or has bad blood with others at the sept and needs protection. In such circumstances, the rite is performed. The grantor (typically the righ or the owner of the hall or territory) is required to give his guest food, shelter and reasonable comforts for three days, as well as protection from foes (without or within). In return, the supplicant is expected to be the model guest, neither stealing, starting fights nor otherwise bringing trouble to the household. And be sure that even if the offense isn't obvious, the spirits that witnessed the oath will find a way to bring it to everyone's attention.
System: Typically, only the grantor needs to know the ritual. The supplicant formally asks for hospitality, usually reciting lineage and titles in the formal way. The host replies in formal language, granting her protection and a place in her hall. If the rite fails, the delivery seems forced and all present will feel the awkwardness of the moment. If successful, both parties are bound to their bargain. Should either one break the bargain, that party loses Honor Renown (-4 for the host, -2 for guest). Ordinarily, no Renown is gained if both live up to their ends of the bargain, but if there is an element of danger (guest and host are bitter rivals or even enemies, for instance) the righ and guest gain two and one temporary Honor respectively. If the righ is notably miserly, she gains but one point; if outstandingly generous, or required to go to great lengths to defend the guest (sustaining grievous injury, destruction of the hall, loss of honor, or something equally costly), she may gain three. The Storyteller should be careful that this doesn't become a font of "free Renown"; Honor should be awarded only if there's something at stake - for instance, being a polite host to a guest that's insulted you or is a rival, or being a model guest despite constant provocation. After three days (usually measured to sunset, but typically stated during the rite), all bets are off; if the guest is in trouble, he'd better make tracks.
Rite of the Peacock
Level Two
The Rite of the Peacock is performed either once a year, once a season, once a month, once a week or even once a day, and is designed to stroke the ego of the spirit of a fetish and keep it happy.
The rite varies highly depending upon the breed performing it and the human culture (if any) surrounding the ritualist, but always possesses some common themes. The rite begins with a performance of some description, either singing, poetry, dancing or howling. Once this is completed, the ritualist continues with a string of praises for the fetish and the spirit within the fetish. To complete the rite, the fetish is held above the ritualist’s head and its name is chanted three times.
System: The ritual is handled with a Charisma + Rituals roll, difficulty of the fetish’s level + 3. If the roll succeeds, the fetish will not become cursed for at least one month, regardless of anything else. In extreme circumstances, the Storyteller may say the level of abuse the fetish is subjected to overrides the power of this Rite.
Rite of Renunciation
Level Two
In this rare rite, a werewolf rejects the auspice under which he was born and chooses a new auspice. The Garou must perform this rite during the phase of the moon he wishes to embrace. Most commonly, water from a silver basin exposed to Luna's radiance is poured over the naked supplicant, washing him clean of all he once was, including all rank. He is now free to start anew as a member of his adopted auspice. Almost free, that is, for many werewolves view such a "Shifting Moon" with suspicion. The Shadow Lords and Silver Fangs in particular see this rite as a grave insult to Luna, and they are loath to trust those Garou who cannot bear the weight of their assigned burdens.
System: A character who changes auspices must start anew at Rank 1. Although he may keep any Gifts he has already learned, he may never learn new Gifts from his old auspice. However, Gifts of his adopted auspice are now available to him. Sometimes this rite is performed for purposes other than shifting auspice, such as when a Garou wishes to give up his name and start over in Garou society. A variation on this rite also allows a werewolf to renounce his tribe and join a second tribe. Doing so, however, is a severe insult to his formal tribal totem, who will likely view him poorly for the rest of his days. In no case can a werewolf return to an auspice or tribe that he formerly renounced. He's made his bed, so he must lie in it.
Soothe the Scars (Black Fury)
Level Two
Black Furies perform this rite on human woman and children that have suffered at the hands of an abusive spouse or parent. Such abuse can harm the soul in ways still unknown to the Black Furies, but it is certain that sufficient ause can open a hole wide enough for a Wyrmling to crawl into. It is in the Furies’ nature to stop such a fate, and while it is their modus operandi to put a halt to such abuse (violently, if need be), Soothe the Scars is one of the Furies’ best tools for healing abuse once it has been stopped.
The rite itself is designed to put the victims at ease immediately; the smoke of gentle incense and scented candles should fill the air, and inoffensive soft music - not necessarily “spiritual” music; folk songs or children’s music are equally appropriate - should play. In the case of victims not acquainted with Gaian spirituality, prayers are offered to the “spirit of motherhood across the world,” though prayers to Gaia can be said in their place. Memories of abuse are coaxed from the victim, and each one is symbolically cast into a purifying fire. When the rite is over, the victim can begin the long road to real spiritual healing without risking a fall backward into a dangerous cycle of self-degradation. This rite has no game effect; the Storyteller should adjudicate its roleplaying effects.
Level Three
Fertility Rite (Black Fury)
Level Three
Many Garou and human women lack the ability to give birth on their own; perhaps they were born with congenital reproductive difficulties, or have become infertile due to the influence of Wyrm-created technology or chemicals. In the case of Garou, battle scars and similar wounds often lead to infertility. This ritual invokes spirits of fertility, often avatars of Gaia in the Mother aspect, to return fertility to those without. This ritual also improves any ordinarily fertile subject’s chance of conceiving. The Fertility Rite does work on males, but it’s almost never performed on them. It also works on wolves, and is occasionally used in secret by those Garou who have access to zoos and their wolf populations. The Rite does not work on metis, not that Furies would be so arrogant as to try such a thing.
The subject of the ritual removes all clothing save possibly a homespun robe, and sits or lays in an obviously growing area: in the midst of a healthy forest, or in tall grass. The Mistress of the Rite traces a circle around the subject, using the menstrual blood of a fertile woman. The Mistress of the Rite then invokes the spirits of Gaia for their aid in restoring the woman’s birthright to her. In the case of battle scarring or injury, Gifts such as Mother’s Touch may be brought to bear during the Rite, but those Gifts alone will not heal the woman’s injury.
System: At the heart of the ritual, the Mistress of the Rite should roll Charisma + Medicine (difficulty of the local Gauntlet) to heal the subject. Failure or botching has no further adverse affect on the target; otherwise, the woman’s womb will be restored to health in (6 minus successes) weeks. If, rather than healing infertility, the Mistress of the Rite intends to improve an otherwise fertile woman’s chances of conceiving, the number of successes should simply serve as a rough indicator to the Storyteller how much more likely it is that the character conceives. The ritual works similarly for men; simply change references above from “conception” to “impregnation” and the general rules apply.
Rite of Anger’s Purge (Child of Gaia)
Level Three
Rage makes a shapeshifter what they are. But it is a curse as well as a blessing. Some Garou can contain their Rage sufficiently to live with a Kinfolk family or enjoy a quiet dinner at a restaurant. But some are so out of balance that they can barely function without exploding. Others require punishment. For whatever reason, a Garou occasionally needs to have his potential for Rage lowered. In this rite, the subject changes into Crinos and is encircled by the participants who all wield whips, clubs, and other instruments of punishment (the “gauntlet”). They then proceed to beatthe subject into submission, until he lies unconscious on the ground. A Garou can have the Beast beaten out of him in this way if such a punishment is required.
System: Each participant in the rite must expend at least one point of Rage. The subject loses one point of permanent Rage for each point spent in this way. If he frenzies shortly thereafter, the Storyteller may decide that the loss of Rage is not permanent, although few Garou have enough Rage to endure this rite and still be capable of frenzy in any but the most extenuating circumstances.
Rite of Balance (Uktena)
Level Three
The Triat is in everyone, but sometimes one aspect touches a person more strongly than another. This imbalance manifests in many ways, from a Wyld-fed madness to a Wyrm-spawned depression or the joyless routine of the Weaver. Packs delving into Cyber realms for extended periods or conducting raids on Black Spiral Dancer Hives come back changed, Tainted. This rite seeks to bring them back into balance, to restore the Garou’s harmony with Gaia.
System: The ritual varies depending on the relative strength of each of the Triatic influences within the subject. The ritemaster and her assistants paint glyphs and sigils of power on the subject, followed by a bath in a stream to wash away the markings (this cleansing ritual is similar to the rite Washing the Spirit, given in Croatan Song). Then, in a medicine lodge or other neutral place, the ritemaster conducts a series of chants and songs and drumming, using sacred herbs, bones and stones, as well as a sacred fire. At the end of the rite, the player rolls Wits + Rituals (difficulty 7, higher if the Taint is particularly strong). Three successes completely restore the balance within the subject, while fewer successes indicate partial rebalancing. In addition, the untainted subject regains a temporary Willpower point.
The rite lasts half a day and usually begins at sunrise or sunset. For particularly strong Taints, the rite may be repeated up to three more times (but must be held consecutively, with no one leaving the lodge). At the beginning of each repetition, the ritemaster must make a successful Stamina + Rituals roll (See Endurance and Rituals, below. If you use the 1-5 Taint rating system given in the Players Guide to the Garou, the difficulty will be 4 + Taint level; each success decreases the Taint rating by one).
Note that when a Taint runs more deeply, performing this rite alone won’t cure it. Taints bought as Merits or Flaws must be bought off with experience points, and usually require a more rigorous treatment (often a quest to a sacred place of balance). This rite treats symptoms - a Triatic Imbalance - without addressing the cause. Someone recently exposed to Wyrmish spiritual energies could be brought into balance, while a Fomori still possessed by a Bane would regain his Taint immediately.
Rite of the Loyal Pack (Silver Fang)
Level Three
The Silver Fangs do, despite claims to the contrary, understand that leadership is a two-way street. A leader needs respect from those that follow him if he (and they) wish to succeed. Usually, only packs that have been working together for some time and who trust each other enough to further cement those bonds perform this rite.
The rite makes the whole pack’s focus and commitment dependent on the pack alpha. In effect, they submit completely to him, in the hope of gaining an advantage from it if he is committed to working for the benefit of all. Each member of the pack must take a small item of personal significance and a length of his or her own hair and give it to the ritemaster. She then binds together all the objects using the hairs and buries the bundle within the pack’s home caern.
System: The player of the werewolf enacting the Rite rolls Charisma + Rituals (difficulty 9 - the pack Alpha’s Leadership). If the roll succeeds, the entire pack gains two extra points of Willpower per chapter as long as the pack alpha is acting in the best interests of the whole pack. However, if the alpha has not been doing so, the entire pack loses two points of Willpower for the chapter. The gain or loss is entirely at the Storyteller’s discretion. Should the pack alpha change, the rite’s effects immediately end.
Rite of the Omega (Ragabash)
Level Three
It is often the duty of the Ragabash to add levity and defuse a tense situation. When division and anger threatens the unity of the sept, some Ragabash choose the dangerous and often sacrificial Rite of the Omega. Once it is performed successfully, the ritemaster becomes reviled; everything she says or does steps on the last nerve of everyone in the sept (plus any visitors there at the time the rite begins). Elders put her to work and punish her for being slack, and the Ahroun want to practice their Ragabash-throwing skills. Even the lowest metis says, “Sucks to be you.” The ritemaster will be driven from kills, suffer beatings if she isn’t quick and may even have her gear stolen or damaged for spite’s sake. Even her own pack treats her like dirt. All the tension and hate and anger that threatened to tear the sept apart is now directed at one individual, bringing unity and catharsis to the Garou. The effects last a minimum of one day, although for an ongoing situation the Ragabash may continue to play the ultimate omega to ensure harmony.
System: Using her own blood mixed with the soil from the caern site, the ritemaster inscribes the Garou glyph for Shame on her chest and intones a chant. If successful, the Ragabash drops to Rank One for the duration of the rite.
It the tension in the sept is the result of a singular event (a death, a divisive challenge, etc), the rite’s effects last a single day. In the case of an ongoing crisis (intersept negotiations or a heated concolation), the rite may last as long as a week. At the end of the rite, the glyph disappears and the Ragabash’s Rank is restored, plus 3 temporary Honor (up to 5 for an extended rite) and hopefully some decent treatment to make up for the sacrifice. The sept members will be more inclined to compromise and have greater understanding of opposing views, staying unified for a time.
The put-upon ritemaster may end the rite prematurely simply by wiping the glyph away and shouting “I’ve had enough!” but loses 2 Honor and 1 Wisdom, and worse, the sept loses all benefits of the rite.
The is specifically a Ragabash ritual; any other auspice (assuming they can find a teacher) has a +2 difficulty to the roll and gains or loses only 1 Honor.
Rite of the Winter Pack (Red Talons)
Level Three
This rite is only invoked when a new Winter Pack - a pack of five young Red Talons, one of each auspice, specially trained to kill humans and bring chaos and devastation to the scabs - is formed. Currently, only one such pack exists, but no one can say for certain how many Talon septs house Winter Packs only waiting for this rite to sanctify them before they launch their bloody mission.
The ritemaster assembles the prospective pack on the first night of the new moon, away from the heart of the caern. Other members of the sept may watch from the brush, but are forbidden to make a sound. At the ritemaster’s command, each of the cubs in turn states her name and auspice and then howls a variation of the Anthem of War. The ritemaster then howls to the heavens, calling down blessings from Gaia, the pack’s totem and Rorg, the Many-Taloned Hunter upon the Winter Pack. The Pack must then venture to the nearest human settlement and stalk and kill one human each (although they may act in concert to slay a group of humans). Afterward, they howl the Anthem of War in concert, and begin to execute whatever plan they have been given.
System: The ritemaster performs the aforementioned ceremony, and the player rolls Charisma + Rituals (difficulty 7). If the roll succeeds, the Winter Pack has only to complete their first hunt (as described above) to complete the ritual. If they complete this hunt before sunrise, they each gain three temporary Glory and three temporary Honor.
Level Four
Rite of the Great Council (Philodox)
Level Four
In these days when unity is so important, it is often sorely lacking. Too often, a rift pits pack against pack, tribe against tribe, or sept against sept. A popular Garou may be (possibly wrongly) accused and sentenced, or old resentments flare into open warfare. Despite the Half Moons’ best efforts, the fabric of werewolf society is torn asunder. This risky but impressive ritual draws together the most powerful spirits involved in the contention - usually the totems of contending packs, although caern or tribal totems may also be involved. It is a perilous venture, but success will almost certainly bring peace; when the most powerful spirits of a sept speak with one voice, even warring packs will take notice.
System: The target number for the Charisma + Rituals roll is equal to the highest spirit type summoned (as per Rite of Summoning). What follows should make for some intense roleplaying (although the Storyteller may adjust the totems’ initial attitude by the number of successes rolled). Once all the spirits are in attendance, the Philodox must lay out the situation and/or plead the case. The spirits give council to, or perhaps interrogate, the Half Moon. If they agree with his decisions, they will stand behind him as he makes (or reiterates) the judgement. If on the other hand the disagree with the arbiter’s decision, that too will be made abundantly clear (usually resulting in a loss of Honor Renown and credibility).
The Rite of Kingship (Silver Fang)
Level Four
This rite is used to crown the true kings of the tribe. The rite is rarely used for obvious reasons, but the shamans of the Silver Fangs traditionally teach it to multiple promising students, so that it will never be lost through a shaman’s untimely death. To be taught the Rite of Kingship is a distinct honor, and many Theurges vie to be recognized as worthy of the rite.
System: Standard roll. Success indicates that the recipient has been properly marked as a Silver Fang king, and that all spirits that owe allegiance to Gaia, Luna or Helios will automatically recognize him as such (as may some Banes). As noted, certain omens may overturn this result, depending on circumstances.
Snow Walk (Wendigo)
Level Four
Snow Walk, a powerful but dangerous rite, is attempted only by individuals whose taint or spiritual sickness cannot be cleansed with a Sweat Lodge. The supplicant goes off alone, without clothing or tools of any kind, into the frozen tundra of the far north (or into a fierce local snowstorm) and must survive there for at least three days. The first day may be trying, but it is on the third that the real test begins. If the rite is successful, Wind-spirits summon harsh gusts, hard hails and piercing ice to attack the Garou. If she survives, she is cleansed of any Wyrm-taint or spirit toxins and may even be freed of Harano.
System: The supplicant rolls Charisma + Rituals (difficulty 7). If successful, the storm comes. She must then roll Stamina + Survival. Only one success is require to cure Wyrm-taint or spirit toxins, but four are needed to banish Harano. If the roll fails, the Garou is reduced to Crippled and must heal as if she had taken aggravated wounds. In addition, she must roll against the Battle Scar chart.
Caern Rites
These rites are of vital importance to Gaia, for they aid in the opening, protection, and renewal of the sacred spaces dedicated to her. Without such rites, the mystical flow of Gaia's spiritual nourishment might cease, and her children, the Garou, might no longer rest themselves within her protecting bosom. Without such renewal, even the most ferocious of werewolves would grow weary of battle. These rites can be performed only 'within a caern. The strength of the rite is largely dependent on the Gnosis of the ritemaster.
Moot Rite - Level One
A moot cannot open until this rite is completed. The rite recharges the caern with Gnosis. The rite always includes a prolonged howl led by a Garou known as the Master of the Howl. The howl varies by tribe and sept, but it always expresses the unique nature of the sept. All werewolves present must form a circle within the caern itself before they commence howling. Numerous variations on the basic requirements exist. The Red Talons often bite their own paws and scratch their blood into the earth, while the Uktena pass their most powerful fetish from one to another as each in turn adds her voice to the howl. However, the howl must always echo forth and the eternal circle must form. The rite must be performed at least once per month to keep the caern consecrated. During the course of a moot, the participants must empower the caern with a combined total of five Gnosis points per caern level in order to replenish it fully.
Rite of the Opened Caern - Level One
Caerns are highly spiritual places that are sacred to those who create them. Each caern has a specific power associated with it, generally of a beneficial nature. Thus, there are caerns of Rage, caerns of Gnosis, Strength, Enigmas and so on. If a character is knowledgeable enough, she may tap into the caern's power and use it herself. Doing so is commonly called "opening" a caern. Opening a caern should not be attempted lightly. Caerns do not give up their energies easily, and failure to harness such power properly can result in serious damage to the Garou. Each caem has its own requirements of the ritemaster. The ritemaster must prove herself worthy of the caern's energies. In order to open a caern of Enigmas, a Garou might walk a spiral path while calling out the Greek myth of Persephone. To open a caem of Rage, the Garou might transform into Crinos and chant the litany of his ancestors who have fallen to the Wyrm. The key is forging a connection to the particular spirit of the caem. The character must overcome the caern spirit to prove herself worthy. If the ritemaster does so, he may channel the power of the caern in performing any actions appropriate to the caern’s focus. If the character fails, he suffers aggregious, Lethal wounds. In cases of particularly botched tests, the character suffers –aggravated- damage. These physical and spiritual wounds are the results of a backlash of spiritual energy.
Level One
Rite of the Solstice - Used to open a moot on the Solstices. Fianna Tribebook Page 49
Level One
Rite of the Equinox - Used to open a moot on the Equinox. Fianna Tribebook Page 49
Level One
Rite of Abscission- Book of the Wyld page 59
Level Two
Rite of Defiance - Red Talons Tribebook Page 49
Level Three
Guardians - Ananasi Page 97
Level Three
Meandering Path -Tribebook: Black Furies, Revised Ed. Page 74
Level Three
Rites of the Changing Seasons - Fianna Tribebook Page 49
Level Three
Trodden Track, Successful completion of the trodden track is an Intelligence + rituals roll against a Diff. 8; This Diffculty is reduced by one for east Past Life point the ritemaster has. Any participants in the successful rite gain an extra point of Past Life untill the end of the current moon. The Successful rite also "primes" the caern, reducing the difficulty of the next Caern Rite by one. Wild West book Page 170!
Level Four
Rite of Caern Concealment - Frontier Secrets page 25
Level Four
Rite of the Tempest - Werewolf: The Dark Ages page 113
Level Four
Rite of the Opened Sky - Werewolf Players Guide, 2nd Edition Page 44
The Badger’s Burrow - Level Four
The guardians of the caerns become so connected to their bawn that they can sense all that goes on within its boundaries. The ritemaster enacting this rite gazes intently into a bowl of water, pool of ink, mirror, or some such. At the same time, the Garou pours a small amount of witch hazel or other strongly scented astringent (such as urine) on the ground in front of her. Any other Garou watching or participating encircle the ritemaster and growl softly in the backs of their throats. Some of the younger Garou (Glass Walkers and Wendigo in particular) enhance the ritual through the use of mild psychotropic drugs, although many Garou frown upon this practice. The difficulty of the rite increases as the size of the area intended to be used increases.
Rite of the Opened Bridge - Level Four
This rite creates a moon bridge, a shimmering portal serving as a mystical means of transportation between two caerns. Such moon bridges are vital links between the sacred
spaces of Gaia. Once per year, a caern must renew its connection with other caerns to which it wishes to maintain moon bridges. This rite is always held during a moot, and it must be enacted simultaneously by both participating caerns. The primary requirement to open a moon bridge is a moongem, or pathstone as it is most often called. Pathstones are found in the Umbra, and they are often the objects of quests. These extraordinarily rare stones resemble flat pearls with the imprint of a wolfs paw on one side. It is possible to steal a pathstone from a caern, but such a theft is considered blasphemous, and it may well result in war between two Garou septs. The rite establishes (or reestablishes) a spiritual connection between the pathstones of two second caerns by way of the caerns' totem spirits. At the rite's culmination, a moon bridge opens between the two participating caerns. During this time, Garou from both septs can travel between the caerns to join in a wild revel. Moon bridges allow Garou to traverse distances in l/1000th the normal time required. This rite must be renewed once every 13 moons (roughly a year). The difficulty of the rite is influenced by the power level of the target Caern (more powerful caerns are harder to connect to). If the rite succeeds, the moon bridge opens immediately, and the spirit-bond between the two pathstones is established. Moon bridges may now be opened at any time between the two caerns. The bridges may be opened with the Rite of the Opened Caern or the Ragabash Gift: Open Moon Bridge (if performed at the caern). If the rite fails, no moon bridge opens, and the rite must be tried again next year. Moon bridges to the caern may still be opened, but they are not as safe as they might be. … If the rite botches, no moon bridge opens, and the pathstone in the caern is scorched by the badly handled energies. Botching this rite often leads to another rite — the Rite of Ostracism — being performed against the offending Garou.
Rite of the Shrouded Glen - Level Four
This rite causes an area within the Umbra to become invisible, so that it cannot be seen from any other part of the spirit world. At least five people must participate in this ritual,
and they must fast for at least three days to purify themselves. The Uktena, who are particularly adept at this rite, maintain that all participants must come to the rite with their bodies clad only in painted symbols representing earth, air, water, fire, and (for the ritemaster) the spirit world. The difficulty of this rite is increased by stronger areas of the Gauntlet. Any participating Garou can contribute Gnosis to this rite. A great expenditure of temporary gnosis is necessary to make The effect permanent. If the area the Garou attempt to hide is larger than the caern itself, the amount of Gnosis required increases for every extra mile to be hidden.
Rite of Caern Building - Level Five
This powerful rite actually creates a permanent caern by drawing the spirit world and the physical world closer together. Simply reciting the rite draws the attention of the Wyrm's servitors, and actually performing the rite has been known to prove fatal. Only the most powerful and wise mystics dare lead such an undertaking. A powerful Theurge is almost always selected to perform this most sacred of rites. Many Garou must channel their energy through a powerful leader to have even a hope of success. Whole packs have been known to die in agony of failed attempts. Once the physical focus for the heart of the caern is chosen, the area must be cleansed of all taint in preparation for its transformation. All Garou participating in the rite must undergo a Rite of Cleansing. The ritemaster performs a series of minor rituals, meditation and other physical preliminaries to prepare for her awesome task. The sept must post sentries (very often the players' characters), for servants of the Wyrm almost invariably attempt to disrupt such a great rite. Only the mightiest warriors are chosen for such an assignment, and their protection is critical to the success of the rite. The leader of the rite is helpless while he chants a long litany of verses designed to draw a great spirit into the prepared caern. Although it is possible to create a specific type of caern, most leaders leave this choice to Gaia and accept whatever caern she grants the sept. The rite must be performed between the hours of sunset and sunrise during the waxing of the moon. Only the Black Spiral Dancers create caerns during the moon's waning. Because an enormous amount of Gnosis is needed to create a new caern, a minimum of 13 Garou, one for each moon of the year, must participate in this rite. Regardless of the number of Garou aiding her, the ritemaster can channel such a powerful stream of Gnosis through her system only once per hour. The rite must be performed at night. Therefore, the ritemaster has only eight rolls (one per hour) in which to accomplish her task in most places and at most times of the year. This limit makes success fairly unlikely. If indeed, the rite does fail, all involved suffer painful wounds. These wounds are not aggravated, but they are very painful, and they always leave small teardrop-shaped scars scattered across the Garou's body. Such scars are considered marks of bravery, and these "tears of Gaia" are often highlighted by tattoos or paint and worn with pride by the Garou. The Garou say the scars are the result of Gaia crying out for her children's pain. Once the leader scores the required number of successes, all those involved in the rite must contribute Gnosis points — 100 are needed. If the total Gnosis available is not 100, all those participating begin to suffer aggravated wounds. Each wound counts as three more Gnosis points toward the total. Botches during this rite are particularly deadly. All characters involved suffer such grievous damage that means that even a Garou previously at full health becomes Incapacitated. Those Garou reduced to below Incapacitated suffer severe Battle Scars. Immediately upon the rite's successful completion, the ritemaster must sacrifice a number of permanent Gnosis points equal to the level of the caern. If a player's character should somehow assume the role of ritemaster and succeed, she receives three points of Glory Renown, five points of Honor Renown and seven points of Wisdom Renown. Anyone else participating in the rite receives five points of Glory Renown and three points of Honor Renown. This task is a legendary one that deserves a suitable reward.
Level Five
Bearing the Caern - Tribebook: Black Furies, Revised Ed. Page 75