Difference between revisions of "Get of Fenris Tribe Rites"

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imported>DeniseGodin1521
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'''Level 1'''
 
'''Level 1'''
*  
+
* Rite of Heritage
*  
+
* Rite of Rune Carving
*
 
 
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'''Level 2'''
 
'''Level 2'''
*  
+
* Rite of War
*
 
*
 
 
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'''Level 3'''
 
'''Level 3'''
*  
+
* Rite of Challenge
*  
+
* Rite of Rune Casting
*  
+
* Rite of the Lodge House
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+
* The Coward's Brand
'''Level 4'''
 
*
 
*
 
*
 
 
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'''Level 5'''
 
'''Level 5'''
*  
+
* Rite of Conquest
*
 
*
 
 
|}
 
|}
  
  
=='''Level One'''==
+
='''Level One'''=
 +
 
 +
<font color=darkred>'''Rite of Heritage'''</font> ''Mystic''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 79''
 +
 
 +
'''Description:''' This genealogical rite is a favorite of Skalds and Forseti alike, albeit for slightly different reasons. Some Fenrir use it to verify the identity of a hero’s descendants before passing on an inheritance; others use it to identify the father of a metis cub if none is forthcoming. The ritemaster draws the blood of the subject with a silver knife and sings a long paean to the ancestor-spirits of his tribe and any others that might be watching over the subject. As he completes the song, the ancestor-spirits whisper the subject’s heritage into his ears.
 +
 
 +
'''System:''' The ritemaster rolls Wits + Rituals, difficulty 7, as normal.  Success reveals the subject’s true heritage for one generation back per success (for example, two successes would reveal the subject’s heritage as far back as his grandparents). In addition, the ritemaster receives the answer to one specific question about the subject’s heritage per success; e.g., “What was this cub’s paternal grandfather’s profession?” or “Does the blood of any other tribe run in this cub’s veins?” The answer will be accurate, as long as the answer can be found within the number of generations revealed; if the ritemaster gained four successes, for example, he could not ask “Is this child descended from Frode,” but he could accurately tell if the child’s great-great-grandfather claimed descent from Frode or not.
 +
 
 +
The Rite of Heritage works just as well with humans or wolves (although wolves, lacking names, are harder to accurately identify), even non-Kin or mages. It does not, however, work on the undead or on fae.
 +
 
 +
 
 +
----
 +
 
 +
 
 +
<font color=darkred>'''Rite of Rune Carving'''</font> ''Mystic''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 79''
 +
 
 +
'''Description:''' Get of Fenris Crescent Moons learn early on to respect and appreciate the power of the written rune, whether it takes the form of Garou glyphs or of runes of human origin.  This rite is a prerequisite to the Rite of Rune Casting; it is with this rite that the rune-seer creates her talismans.  The runes must be carved into the bones of enemies slain in battle, but may take whatever form is most may take whatever form is most spiritually relevant to the ritemaster.  Most Fenrir choose Garou glyphs or the Futhark runes of the Norse, but a few Get have been able to make rune-bones carved with the Cherokee alphabet and even I Ching trigrams function.
 +
 
 +
'''System:''' Standard roll; the rite lasts for eight hours of carving and ritual empowerment.  At the rite's completion, the Garou must spend a Gnosis point to "charge" the runes.  The runes are commonly stored in a bag, and drawn forth just one to three at a time.
 +
 
 +
 
 +
 
 +
='''Level Two'''=
 +
 
 +
 
 +
<font color=darkred>'''Rite of War'''</font> ''Renown''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 81''
 +
 
 +
'''Description:''' Although the Get are not, as some werewolves joke, "a tribe of Ahroun," it's true that the Get's Full Moons are held to an exacting standard. This rite is a clear illustration of the Fenrir's lofty expectations. After a Modi has successfully challenged for Fostern, but before she has been formally awarded that rank, she must undergo ritual combat with two fellow Ahroun. She may use no weapons but her natural body, while her attackers are allowed to use weapons if they choose (die-hard traditionalist septs always arm the attackers with silver). If for some reason there aren't two Get Ahroun available to fight with the aspiring Fostern, the ritemaster may substitute Get of aother auspices, or Ahroun of other tribes if no other Get are available. (If no other Ahroun or Get can be found, the rite is waived; combat against non-Ahroun of other tribes is simply not considered sufficiently impressive.) The young Ahroun need not win against her two combatants (if the other two are of higher rank, she's not even expected to stand a chance); she must merely put up a good fight. The ritemaster paints the wounds achieved during the rite with dyes made from various plants, and the scars become permanent reminders of the Ahroun's success.
 +
 
 +
'''System:''' If the challenger wins against the opponents, they successfully gain the rank of fostern, and 1 Glory renown. This Glory renown counts against the monthly limit.
 +
 
 +
 
 +
 
 +
='''Level Three'''=
 +
 
 +
<font color=darkred>'''Rite of Challenge'''</font> ''Renown''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 81''
 +
 
 +
'''Description:''' This rite is the most formal of challenges, most often the challenge for leadership of an entire sept. Although a would-be Jarl need not know this rite to challenge the current sept leader, this rite is accepted as the most formal and proper way to do so. Proper performance of this rite marks the challenger as one well-versed in Fenrir ways and worthy of facing the Jarl in challenge, and therefore adds extra weight to his claim to the position. Get of Fenris may also perform this rite to formally challenge rivals of other tribes or positions; the rite has less binding power in such occasions, but still (if performed properly) carries great weight. The challenger must be the one to perform this rite. He must confront his opponent and formally recite his lineage, deeds and strengths, each on a ritual declaration of his worthiness. He then calls out each of the reasons for his challenge -- which must be carefully done, as the accusations must be strong enough to win the onlookers' support, yet not so bold as to provoke the challenged party to frenzy. With the final accusation, he formalizes the challenge. If the rite is performed properly, the challenged party must accept or lose significant Renown.
 +
 
 +
'''System:''' If the rite is successful, the challenge cannot be refused without the loss of an Honor renown. A failed rite need not be answered. The Rite of Challenge is followed by the usual combat for leadership, overseen by the Master of the Challenge. Using this rite to challenge someone who is clearly an inferior foe causes Renown loss to the challenger, and the challenged party may decline without loss of Renown no matter what the results of the rite. If that inferior foe is a Jarl, however, most see it as a sign that he should be replaced and quickly.
 +
 
 +
 
 +
----
 +
 
 +
 
 +
<font color=darkred>'''Rite of Rune Casting'''</font> ''Mystic''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 80''
 +
 
 +
'''Description:''' This prophetic rite enables the rune-caster to see hints of the future in the patterns the runes form as they fall. At the climax of the rite, the ritemaster casts a few runes from her personal rune-bag onto a hide skin or other sacred cloth, studying the patterns there to see what the spirits mean to tell her.
 +
 
 +
'''System:''' Success reveals an accurate, but vague prophecy. The Storyteller is encouraged to use symbolic language to create the runes' warnings; "You will encounter and obstactle" is rather bland, but "warrior-rune reversed, against ice-rune -- Ymir's prison walls may sap your strength" is considerably more interesting.
 +
 
 +
 
 +
----
 +
 
 +
 
 +
<font color=darkred>'''Rite of the Lodge House'''</font> ''Mystic''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 80''
 +
 
 +
'''Description:''' The Fenrir are well aware of the dangers of letting their tempers get out of hand. Although a visitor or rival might deserve to be ripped limb from limb, it is neither honorable nor prudent to slay other Gaian werewolves in a fit of frenzy. Fenrir often bolster their self-control at formal moots with this rite, which soothes the Rage of participants so that they can avoid "diplomatic events." To enact this rite, the Get must be inside a house pleasing to the spirits in some respect; the lodge-houses, longhalls, or other structures within a Get caern are ideal, but any building that has been marked as open to the spirits of Gaia will suffice. The ritemaster opens each door and window in turn, inviting the spirits of wisdom and granting the spirits of Rage permission to leave if they see fit. If the rite is performed correctly those within the lodge are much less likely to lose control of their Rage until the meeting ends.
 +
 
 +
'''System:''' On a successful casting, the rite's effects last until the first person leaves the lodge. any shapeshifters in the lodge gain three traits to resist frenzy, although they may spend Rage (such as for Gifts or to shift forms).
 +
 
 +
 
 +
----
 +
 
 +
 
 +
<font color=darkred>'''The Coward's Brand'''</font> ''Punishment''
 +
 
 +
'''Source:''' ''WW3855 - Get of Fenris Revised p. 81''
 +
 
 +
'''Description:'''  The Get of Fenris have very little use for cowards. Where other tribes are content to use punishment rites to punish cowards socially, the Get often do so physically. This rite is used to punish those whose cowardice endangered their packmates or Kin without actually causing their deaths (those cravens whose cowardice killed a packmate are more often subject to the Hunt, or worse). Although the Get primarily use this rite to punish other Fenrir -- werewolves of other trives are not expected to live up to Fenrir's high standards -- they have been known to give the Cowards' Brand to Garou of other tribes whose cowardice endangered several Get of Fenris. As the rite begins, the ritemaster repeats a litany of names, names of Garou who lost their lives from being abandoned by cowardly packmates. She then ritually names each packmate or Kinfolk that the accused werewolf abandoned, and anoints the accused with blood drawn from each. At the conclusion of the rite, the ritemaster brands the sole of the offender's foot with a heated silver brand. The brand is permanent, an encouragement for the offender to never show his heels to his loved ones again.
 +
 
 +
'''System:''' When branded, the offender suffers two levels of aggravated damage, and the loss of one Glory and one Honor renown. The brand cannot be removed by supernatural healing abilities.
 +
 
  
  
=='''Level Two'''==
 
  
 +
='''Level Five'''=
  
=='''Level Three'''==
 
  
 +
<font color=darkred>'''Rite of Conquest'''</font> ''Renown''
  
=='''Level Four'''==
+
'''Source:''' ''WW3855 - Get of Fenris Revised p. 82''
  
 +
'''Description:''' This is one of the rarest of Fenrir rites, performed whenever a Jarl has gained his rank by slaying his predecessor in fair combat. The rite was more popular in olden times, but in these days the Get of Fenris don't have the numbers to permit many lethal challenges for the post of Jarl. The rite acknowledges the history of both the fallen sept leader and the new Jarl. The ritemaster guides the new Jarl through the steps of establishing his new rank. The new Jarl must devour the heart of his predecessor, thus symbolically gaining the wisdom to rule his sept properly. The fallen leader's possessions are turned over to the new Jarl in accordance with the Litany, but relatives with a claim on weapons or fetishes are allowed to challenge the new Jarl for their possession.
  
=='''Level Five'''==
+
'''System:''' If the rite is successful the new Jarl gains knowledge of one of the old Jarl's Gifts (Storyteller's choice; higher level Gifts will "wait in trust" if the new Jarl is not yet of the Rank to use them.)

Revision as of 20:17, 2 August 2019


Getofenris.png

Woooooooooords glorious wooooooooods, made with letters and lettuce!

Rites.jpg

Get of Fenris Rites

Level 1

  • Rite of Heritage
  • Rite of Rune Carving

Level 2

  • Rite of War

Level 3

  • Rite of Challenge
  • Rite of Rune Casting
  • Rite of the Lodge House
  • The Coward's Brand

Level 5

  • Rite of Conquest


Level One

Rite of Heritage Mystic

Source: WW3855 - Get of Fenris Revised p. 79

Description: This genealogical rite is a favorite of Skalds and Forseti alike, albeit for slightly different reasons. Some Fenrir use it to verify the identity of a hero’s descendants before passing on an inheritance; others use it to identify the father of a metis cub if none is forthcoming. The ritemaster draws the blood of the subject with a silver knife and sings a long paean to the ancestor-spirits of his tribe and any others that might be watching over the subject. As he completes the song, the ancestor-spirits whisper the subject’s heritage into his ears.

System: The ritemaster rolls Wits + Rituals, difficulty 7, as normal. Success reveals the subject’s true heritage for one generation back per success (for example, two successes would reveal the subject’s heritage as far back as his grandparents). In addition, the ritemaster receives the answer to one specific question about the subject’s heritage per success; e.g., “What was this cub’s paternal grandfather’s profession?” or “Does the blood of any other tribe run in this cub’s veins?” The answer will be accurate, as long as the answer can be found within the number of generations revealed; if the ritemaster gained four successes, for example, he could not ask “Is this child descended from Frode,” but he could accurately tell if the child’s great-great-grandfather claimed descent from Frode or not.

The Rite of Heritage works just as well with humans or wolves (although wolves, lacking names, are harder to accurately identify), even non-Kin or mages. It does not, however, work on the undead or on fae.




Rite of Rune Carving Mystic

Source: WW3855 - Get of Fenris Revised p. 79

Description: Get of Fenris Crescent Moons learn early on to respect and appreciate the power of the written rune, whether it takes the form of Garou glyphs or of runes of human origin. This rite is a prerequisite to the Rite of Rune Casting; it is with this rite that the rune-seer creates her talismans. The runes must be carved into the bones of enemies slain in battle, but may take whatever form is most may take whatever form is most spiritually relevant to the ritemaster. Most Fenrir choose Garou glyphs or the Futhark runes of the Norse, but a few Get have been able to make rune-bones carved with the Cherokee alphabet and even I Ching trigrams function.

System: Standard roll; the rite lasts for eight hours of carving and ritual empowerment. At the rite's completion, the Garou must spend a Gnosis point to "charge" the runes. The runes are commonly stored in a bag, and drawn forth just one to three at a time.


Level Two

Rite of War Renown

Source: WW3855 - Get of Fenris Revised p. 81

Description: Although the Get are not, as some werewolves joke, "a tribe of Ahroun," it's true that the Get's Full Moons are held to an exacting standard. This rite is a clear illustration of the Fenrir's lofty expectations. After a Modi has successfully challenged for Fostern, but before she has been formally awarded that rank, she must undergo ritual combat with two fellow Ahroun. She may use no weapons but her natural body, while her attackers are allowed to use weapons if they choose (die-hard traditionalist septs always arm the attackers with silver). If for some reason there aren't two Get Ahroun available to fight with the aspiring Fostern, the ritemaster may substitute Get of aother auspices, or Ahroun of other tribes if no other Get are available. (If no other Ahroun or Get can be found, the rite is waived; combat against non-Ahroun of other tribes is simply not considered sufficiently impressive.) The young Ahroun need not win against her two combatants (if the other two are of higher rank, she's not even expected to stand a chance); she must merely put up a good fight. The ritemaster paints the wounds achieved during the rite with dyes made from various plants, and the scars become permanent reminders of the Ahroun's success.

System: If the challenger wins against the opponents, they successfully gain the rank of fostern, and 1 Glory renown. This Glory renown counts against the monthly limit.


Level Three

Rite of Challenge Renown

Source: WW3855 - Get of Fenris Revised p. 81

Description: This rite is the most formal of challenges, most often the challenge for leadership of an entire sept. Although a would-be Jarl need not know this rite to challenge the current sept leader, this rite is accepted as the most formal and proper way to do so. Proper performance of this rite marks the challenger as one well-versed in Fenrir ways and worthy of facing the Jarl in challenge, and therefore adds extra weight to his claim to the position. Get of Fenris may also perform this rite to formally challenge rivals of other tribes or positions; the rite has less binding power in such occasions, but still (if performed properly) carries great weight. The challenger must be the one to perform this rite. He must confront his opponent and formally recite his lineage, deeds and strengths, each on a ritual declaration of his worthiness. He then calls out each of the reasons for his challenge -- which must be carefully done, as the accusations must be strong enough to win the onlookers' support, yet not so bold as to provoke the challenged party to frenzy. With the final accusation, he formalizes the challenge. If the rite is performed properly, the challenged party must accept or lose significant Renown.

System: If the rite is successful, the challenge cannot be refused without the loss of an Honor renown. A failed rite need not be answered. The Rite of Challenge is followed by the usual combat for leadership, overseen by the Master of the Challenge. Using this rite to challenge someone who is clearly an inferior foe causes Renown loss to the challenger, and the challenged party may decline without loss of Renown no matter what the results of the rite. If that inferior foe is a Jarl, however, most see it as a sign that he should be replaced and quickly.




Rite of Rune Casting Mystic

Source: WW3855 - Get of Fenris Revised p. 80

Description: This prophetic rite enables the rune-caster to see hints of the future in the patterns the runes form as they fall. At the climax of the rite, the ritemaster casts a few runes from her personal rune-bag onto a hide skin or other sacred cloth, studying the patterns there to see what the spirits mean to tell her.

System: Success reveals an accurate, but vague prophecy. The Storyteller is encouraged to use symbolic language to create the runes' warnings; "You will encounter and obstactle" is rather bland, but "warrior-rune reversed, against ice-rune -- Ymir's prison walls may sap your strength" is considerably more interesting.




Rite of the Lodge House Mystic

Source: WW3855 - Get of Fenris Revised p. 80

Description: The Fenrir are well aware of the dangers of letting their tempers get out of hand. Although a visitor or rival might deserve to be ripped limb from limb, it is neither honorable nor prudent to slay other Gaian werewolves in a fit of frenzy. Fenrir often bolster their self-control at formal moots with this rite, which soothes the Rage of participants so that they can avoid "diplomatic events." To enact this rite, the Get must be inside a house pleasing to the spirits in some respect; the lodge-houses, longhalls, or other structures within a Get caern are ideal, but any building that has been marked as open to the spirits of Gaia will suffice. The ritemaster opens each door and window in turn, inviting the spirits of wisdom and granting the spirits of Rage permission to leave if they see fit. If the rite is performed correctly those within the lodge are much less likely to lose control of their Rage until the meeting ends.

System: On a successful casting, the rite's effects last until the first person leaves the lodge. any shapeshifters in the lodge gain three traits to resist frenzy, although they may spend Rage (such as for Gifts or to shift forms).




The Coward's Brand Punishment

Source: WW3855 - Get of Fenris Revised p. 81

Description: The Get of Fenris have very little use for cowards. Where other tribes are content to use punishment rites to punish cowards socially, the Get often do so physically. This rite is used to punish those whose cowardice endangered their packmates or Kin without actually causing their deaths (those cravens whose cowardice killed a packmate are more often subject to the Hunt, or worse). Although the Get primarily use this rite to punish other Fenrir -- werewolves of other trives are not expected to live up to Fenrir's high standards -- they have been known to give the Cowards' Brand to Garou of other tribes whose cowardice endangered several Get of Fenris. As the rite begins, the ritemaster repeats a litany of names, names of Garou who lost their lives from being abandoned by cowardly packmates. She then ritually names each packmate or Kinfolk that the accused werewolf abandoned, and anoints the accused with blood drawn from each. At the conclusion of the rite, the ritemaster brands the sole of the offender's foot with a heated silver brand. The brand is permanent, an encouragement for the offender to never show his heels to his loved ones again.

System: When branded, the offender suffers two levels of aggravated damage, and the loss of one Glory and one Honor renown. The brand cannot be removed by supernatural healing abilities.



Level Five

Rite of Conquest Renown

Source: WW3855 - Get of Fenris Revised p. 82

Description: This is one of the rarest of Fenrir rites, performed whenever a Jarl has gained his rank by slaying his predecessor in fair combat. The rite was more popular in olden times, but in these days the Get of Fenris don't have the numbers to permit many lethal challenges for the post of Jarl. The rite acknowledges the history of both the fallen sept leader and the new Jarl. The ritemaster guides the new Jarl through the steps of establishing his new rank. The new Jarl must devour the heart of his predecessor, thus symbolically gaining the wisdom to rule his sept properly. The fallen leader's possessions are turned over to the new Jarl in accordance with the Litany, but relatives with a claim on weapons or fetishes are allowed to challenge the new Jarl for their possession.

System: If the rite is successful the new Jarl gains knowledge of one of the old Jarl's Gifts (Storyteller's choice; higher level Gifts will "wait in trust" if the new Jarl is not yet of the Rank to use them.)