Difference between revisions of "Garou Rank"
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Latest revision as of 00:53, 11 March 2014
Werewolves earn ranks through their deeds and renown. A shifter’s basic standing and responsibilities within their pack and sept comes down to their Rank. The knowledge and responsibilities of each rank include all the ranks below them. This is a wolf pack.
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Cub (Rank 0)[edit]
A cub is considered by the Garou to be a child within their society. They have not gone through their Rite of Passage and are not often recognized as Garou by the spirits. The Cub's primary concern is to learn the basics of their life and prepare for their Rite of Passage. Cubs are children, they are not considered responsible for their actions.
Cliath (Rank 1)[edit]
A Cliath is considered by the Garou to be a full fledged but young members of the Garou Nation. They have completed their Rite of Passage and are recognized by the spirits. Cliath are expected to explore their new abilities as individuals and in relation to their allies. Cliath are subject to Garou Justice as members of the Nation but are given a great deal of leniency because of their inexperience. This does not prevent them being harshly disciplined if they overstep their bounds. Cliath are constantly watched by the older Garou to keep them on the right track.
A large number of Garou never aspire to get past this rank so there are some Cliath who are actually quite powerful. There is no dishonor in spending one's life being the best Cliath a Garou can be.
Fostern (Rank 2)[edit]
A Fostern is considered by the Garou to be a mature member of the Garou Nation. Once a Fostern, a Garou is subject to the full weight of Garou justice. There is no leniency for a Fostern in the eyes of the Nation, they are considered to know better. Many Garou as individuals will still show leniency to a wayward Fostern but this is not the rule. Serving the Sept is the greatest responsibility of a Fostern.
Playing a Fostern You'll need to be able to answer some basic questions about your tribe, the positions within the Sept and your auspice. You must have a firm grasp of your litany. A fostern should be able to take responsibility for their actions and the actions of anyone with you who is of lower rank.
If you are able to train a Cub of your Auspice through their Rite of Passage - and they come out the other end as a widely regarded 'good example of a Cliath.’ – then you’re ready to challenge for Fostern.
Adren (Rank 3)[edit]
The Adren are the leaders of Garou society on routine matters. Most Adren hold positions within Septs and carry the full responsibility of serving the Sept. They know that the Caern is Gaia's last holdout against the Wyrm and defend them viciously, often laying down their lives defending the holy places. Adren also know how and when to fight. Suicide may be glorious given the right circumstance, but otherwise it is stupid and wasteful.
Playing An Adren At this rank, your character is expected to be a leader. A leader can be a pack alpha, holding a sept position, or leading the Sept.
A leader knows the laws: You need to be able to recite your litany, from memory, and explain each point.
A leader knows their people: You should know a little about all of the tribes, breeds, auspices, and totems. You should know about some of the brood-spirits of your patron.
A leader knows their history: You'll also want have a solid understanding of notable events of the Nation, including: The War of Rage, The Impergium, and at least one notable one from your tribe’s past. Know when they happened, why they happened, and have an opinion on them. You'll want to know some notable history and culture for your tribe, perhaps know a mundane (or modified non-mundane version of a mundane tale) folktale tale or two from your homeland.
A leader knows their purpose: You will want to be an authority when it comes to your own auspice, and understand the Waxing and Waning aspects of that auspice.
Responsibilities: Adren as a rule are not saying or doing stupid things (we don't always succeed!), and communicating effectively with spirits (even if you aren’t a Theruge).
If something goes wrong in your pack, you are expected to stand up and take responsibility - even if you weren't there when it happened ('I should have taught my pack better'). Punishments start getting harsher, because the world is watching you.
Athro (Rank 4)[edit]
Athro are the teachers of the Garou Nation. Few survive the trials of life to reach this rank and those that do have earned it, watching others fall along the wayside. They may lead Septs, take up Elder positions within Septs, lead packs, and are at the front lines whenever there is trouble. Many seek their counsel. Their greatest responsibility is to teach what they have learned to those of lower rank so that those hard lessons are not lost to the Nation.
Playing an Athro Athro is a rank that many Galliards would have heard of them and your deeds around the world. An Athro's stories of wisdom, honor, or glory are the ones that the spirits like to keep telling. An Athro ranked Garou needs to be able to live up to that example.
This is the rank that people start sending their children to in order to receive training from 'one of the best' of whatever Auspice/Tribe they happen to be. This means your character should be able to talk competently about obscure topics, recognize many spirits and know appropriate chiminage off the top of their head, and, generally shouldn't be making mistakes of any kind by this rank.
Athros are celebrities – mistakes are noticed, and there’s always someone out there that will use any opening to dishonor the tribe. An Athro's actions are wide-spread enough to shame a tribe at a large and literal level. Anything that shames an Athro will probably also shame their tribe. Expect that your tribe might not like you (or come for your head) if you start making mistakes. If the Caern gets tainted, expect to be punished harshly as a minimum (permanent loss of a limb, Loss of a rank and the knowledge that you'll never regain it), but you’ll probably be simply outright killed for your failure.
We recommend reading Axis Mundi and every other supplement book you can get your hands on, should you want to consider playing an Athro.
Elder (Rank 5)[edit]
Elder is the fifth and final rank of Garou. Elders are expected to lead and offer wisdom and usually compose the “First Fire” within a Sept. At the Sept of the Setting Suns, the Sept positions are not always held by an Elder. However, Elders are allowed to do as they please, provided they fulfill their duties and uphold the Litany and any ideals or expectations their tribe, breed or auspice place upon them. To be Elder is an honor, and one that must be respected.
Playing an Elder First things first. If you are seriously considering playing an Elder and you're reading this for any other reason than curious completionism, you probably shouldn't. There should be nothing in this Wiki section that you don't already know.
- Elders don't expect their word to be taken as the final word on a matter because of their rank. Their word is so intrinsically respected and it naturally holds wisdom, reason and poise enough that it goes unquestioned of it's own accord.
- Elders can walk into a group of Garou unannounced and leave them dumbstruck with wonder and eating dirt with reverence, without even as much as an implication of what their rank is. If you can hold yourself and speak correctly, people will know your wisdom just to look at you.
- Give advice, be a teacher, don’t make decisions, and avoid fighting. Just because you can go and hold a line of defense by yourself… doesn’t mean you should. If you want to kick ass, play an Athro.
- An Elder player at Shadow Accord needs to understand the gameplay implications of their rank in the game world. Shadow Accord canon cannot always mirror WoD canon. When an Elder and an NPC collide, it can make for a bad game for a lot of people. Take careful not not to step on the toes of various Silent Striders bringing messages or anyone representing the Garou Nation at large, or important spirits. Just the same, an Elder CAN effect these things. It is the responsibility of the player to use this power VERY CAREFULLY. We promise: Storyteller has their reasons.
Responsibilities for Elders include: If something goes wrong in your tribe on the other side of the world - you may be held responsible by the entire Nation, because you were not setting a good enough example. If spirits get offended, they’ll come to you, and you’ll pay the price for the insult. This can lead to entire tribes wanting your head, if it was a tribal totem.
If the Caern gets tainted, expect to be killed, your grave spat upon, and your name removed from the Silver Record. (It's clearly your fault - the younglings were following your words, and, you didn't have the decency to Winter Wolf yourself when you could no longer give advice which would lead to a properly trained and coordinated defense force).