Nocturne V.2
A World of Darkness Sim
WEREWOLVES
The Warriors Of Gaia
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LITANY
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The laws of the People are ancient. Their traditions vary from tribe to tribe, but all Garou must remember and hold to the central code of law called the Litany. In its full form, it is as much an epic poem as a legal code. While it takes the greatest scholars to master the entirety of the Litany, most werewolves learn it in the form of 13 basic precepts. Each precept has a practical basis, but not all of them are universally upheld as unquestionably moral. Each tribe has its own views on right and wrong. In fact, many perceive a hypocritical gap between what Garou elders preach and what werewolves actually do. Masters of Garou law can cite dozens of examples of precedent, but as fewer cubs learn to chant the details, more argue ways to bend the rules in their favor.
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Garou Shall Not Produce kids with others of their Tribe
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Combat the Wyrm Wherever it Dwells and Whenever it Breeds
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Respect the Territory of Another
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Accept an Honorable Surrender
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Submission to Those of Higher Station
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Respect Those of Lower Station, for all are of Gaia.
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The First Share of the Kill for Greatest in Station
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Ye Shall Not Eat the Flesh of Humans
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The Veil Shall Not Be Lifted
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Do Not Suffer Thy People to Tend Thy Sickness
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The Leader May Be Challenged At Any Time During Peace
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The Leader May Not Be Challenged During Wartime
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Ye Shall Take No Action That Causes a Caern to Be Violated
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GIFTS
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A Garou's Renown is measured in terms of three specific areas: Glory (which refers to physical prowess, dangerous risk-taking, and combat victories), Honor (a Garou's sense of duty, her ethics and morals, and her personal honor), and Wisdom (erudition, patience, cunning, insight, and spiritual connection).
As soon as you reach required amount of gifts, you may purchase gifts of next rank.
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Ragabash needs 4 Gifts of any kind in their current rank to advance to a next rank.
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Theurge needs 2 Wisdom Gifts and 2 Gifts of any kind of their current rank level to advance to a next rank.
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Philodox needs 2 Honor Gifts and 2 Gifts of any kind of their current rank level to advance to a next rank.
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Galliard needs 1 Glory Gifts, 1 Honor Gift, and 2 Gifts of any kind of their current rank level to advance to a next rank.
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Ahroun needs 2 Glory Gifts and 2 Gifts of any kind of their current rank level to advance to a next rank.
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NOTE: The starter 3 freebie gifts do not count towards the rank progression.
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RANKS OF RENOWN
Renown is a marker of cultural esteem, measuring how well a character lives up to what's expected of her in Garou culture. For this reason, auspice heavily colors and character's Renown; a character's auspice is her expected role in society.
In Nocturne we have renown tied to Gifts. You may not challenge for a rank of renown that is of a higher rank than your current Gift access is.
Cub: Rank Zero
Cubs are young men and women thrown into the deep end of the war for Gaia. They've just recently had their First Change, which may be their first traumatic introduction to the world of the Garou. Other werewolves capture cubs and educate them quickly, both protecting them and indoctrinating them into their new role as Gaia's warriors. Cubs must learn quickly, leaving the trappings of their old lives behind in favor of mastering the basic skills of their Auspice. They must submit to the orders of everyone except their fellow cubs. They cannot fully participate in Garou society -- such as challenging, and being challenged -- until they prove themselves in a ritual called a Rite of Passage. Cubs do not begin play with Gifts; they can learn breed and auspice Gifts under the guidance of others , but access to tribe Gifts comes only after their Rite.
Duties: Learn as much as you can about Garou society and your place in it.
Privileges: None
Cliath: Rank One
Cliath are the youngest members in full standing of the Garou Nation. They have fulfilled a Rite of Passage, which proves them worthy of joining the war for Gaia; they are welcomed into the extended family of a tribe. But now their responsibilities truly begin. Higher-ranked Garou expect Cliath to submit to their orders and to the demands of the Litany; Cliath who fail at these tasks can expect harsh judgment. While they are no longer watched by a Den Parent, Cliath must continue to learn, seeking out instruction from the elders of their Auspice and Tribe. When a cub becomes a Cliath, they gain for free one breed, auspice and tribal gift; for those who start as Cliath, these three gifts are gained for free when you build your werewolf.
Duties: Serve your Sept however your elders require, including boring minor tasks like cleaning up the bawn or patrolling the perimeter. Seek out Garou to train you as the kind of warrior you want to become. Find a pack to join, or gather up some fellow Cliath and start one yourself.
Privileges: You can ask your Sept leadership for justice when you are wronged, or challenge any Cliath, Fostern or Adren who wronged you. When your Renown is sufficient, you can challenge a Fostern or Adren for your next Rank. You might have a little license to fuck up thanks to youth, inexperience and stupidity -- but don't rely on it. It won't stretch far. Spiritually speaking, as long as they have invested in a relationship, Cliath may enjoy the full blessings of a Personal Totem.
Fostern: Rank Two
Fostern Rank is usually considered the minimum to hold true responsibility. Fostern have proved themselves on their own initiative, choosing how to make their mark and earning some Renown to show for it. They have taken risks and overcome challenges that killed some of the cliath they grew up with. Fostern are considered fully responsible adults, requiring no indulgence from their elders.
Duties: Continue serving your Sept. You may be entrusted with greater duties now that you've got experience under your belt. Take responsibility for the safety and success of your fellow Garou. Attend Sept moots. Keep learning, becoming a worthy example of your Auspice, Breed and Tribe.
Privileges: Your freedom to move from Caern to Caern is heightened. You're reliably allowed onto your own, and you can even ask the Gatekeeper to open moon bridges for you to travel to to other Caerns, provided you have a serious reason.
Adren: Rank Three
Adren are the first rank of true leaders among Garou. Few Garou survive this long, but those who do tend to be especially competent, carving out a niche where they are well-known for their service to Gaia. Athro and Elders scrutinize Adren and train them in the duties of Sept positions. Ragabash scrutinize Adren as well, eager to increase their own standing by pointing out the Adren's flaws.
Duties: Spend most of your time training under an older Garou for new duties. If you're tapped for one of the Sept's lesser duties -- Keeper of the Land, Gatekeeper, Guardian, Den Parent or so on -- carry out the role with distinction. Train younger Garou, sharing the wisdom and insights you have earned along the way. You may not have as much authority as you have responsibility, so you'll need ingenuity to excel at your duties.
Privileges: Lesser-Ranked Garou must address you with the respectful suffix "-rhya," or else you can call judgment down on them for insulting your honor. You have a high degree of freedom to create Talens for yourself and for others. You can require that your Sept provide living space for you, though if your demand seems small-minded, you'll probably be given nothing more than a cot and a corner. You may petition the Sept for justice in a decision rendered by the Sept Alpha or Truthcatcher, or by a philodox or council they appoint.
Athro: Rank Four
Known widely in the Garou Nation, Athro have achieved true respect and authority. Other Garou seek them out for leadership and advice. Few Garou live to earn this rank.
Duties: Lead your fellow Garou -- not just your pack, but your auspice, your tribe, even your Sept. Organize other Garou on quests and missions that you deem necessary for the good of Gaia. Gaia may even prompt you to do so with visions; do not hesitate. You set the example by facing danger and taking risks yourself -- you will not ask another Garou to bear a burden you're unwilling to carry.
Privileges: When accused of wrongdoing, you have the option of being judged either by a single Philodox of the Sept, or by the Sept's council of elders (typically including Auspice Alphas and the Sept Alpha). You can reliably get your choice of the best missions available to your Sept. Younger Garou defer to you as a proven teacher (don't prove them wrong).
Elder: Rank Five
Elders are paragons among werewolves, the leaders of septs and tribes. Their long and impressive service to Gaia earns them respect from all the spirits of the Nation.
Duties: As the elder of a tribe or auspice, you take responsibility for the well-being of all fellow tribe and auspice members of your Sept. See to it that they are well-trained, led, and advised. Represent them when they're in trouble and discipline them when they fail. Adopt worthy new members into the tribe, and expel those who act heinously. Take a role managing the local human population if you're a homid, and dealing with the local wolf packs if you're a lupus.
Privileges: When accused of wrongdoing, you may choose whom to be judged by: an Adren or better from the Sept in question, the Sept's council of elders (typically including all major Sept offices), or a council of fellow Elders of the Nation. You may veto a Renown nomination if you feel a story hasn't truly been earned, but you should not employ this privilege lightly. You're largely free to do as you like, as long as you're carrying out the duties above.
Legend: Rank Six
Legends come along only once or twice in a generation. Garou do not challenge for this Rank, but are chosen for it by Gaia herself. They do not serve one Sept or territory, but serve Gaia in unique ways that no other Garou could accomplish. Legend Garou are not player characters, but Storyteller-controlled NPCs of the Garou Nation organization.
Duties: As Gaia wills.
Privileges: Other Garou are foolish indeed to contravene the will of Gaia expressed through her servant.
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