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Werewolf Introduction

Introduction to the various auspices and tribes in werewolf
by

Andrea McVeigh

on 10 December 2014

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Transcript of Werewolf Introduction

Auspices Rahu: the Full Moon, the Warrior Cahalith: The Gibbous Moon,
The Visionary Elodoth : The Half Moon, The Walker Between Ithaeur: The Crescent Moon,
The Spirit Master Irraka: The New Moon, The Stalker Each werewolf has an Auspice, a traditional role in society, tied to one of five phases of the moon. Luna decides each Uratha's Auspice, based on their personality and abilities; accordingly, a Uratha will go through the First Change during the corresponding moon phase. The five Auspices have the following names in the First Tongue. Blood Talons (Suthar Anzuth) If something is bound, the binding can be broken. If something is driven away, it might return. If your territory is warded for protection, the wards will eventually fail. As a Blood Talon, you are the one to face these cold, hard facts and bring your own solution, because when something is dead, it can never trouble you again.

You will bleed every night and ache every day because you’ve chosen to be the one who faces the worst in this life. You will fight first and run last. You will battle the hardest and the longest, and you will bleed the most. You’ll carry scars from your duties: duty to your tribe, your totem and — most importantly — to your pack. You bleed so the others don’t have to. That’s called sacrifice. You kill so the others can survive. That’s called responsibility.

Whether bloodshed makes you smile or cry, you are the warrior among the hunters because you have chosen to be. If someone must do this, then the burden and the honor will be yours. This is the nobility of the Blood Talons — an honor that the other Uratha might never really understand when they look at you. But your brothers and sisters, each sworn to Fenris-Ur and joined by blood, they will always understand it. You’ve felt it before — a quickened heartbeat and a flicker of familiarity when you meet the eyes of another Blood Talon, that sense of a higher purpose. The Tribe of Fenris Wolf promotes the warrior and wolf aspects of the Uratha. Their tribal ban is "Offer no surrender that you would not accept". Through savage and ugly violence, they becomes better at protecting their hunting ground, their packmates and their loved ones. The werewolves who simply deride the Blood Talons as the “warrior tribe” are missing the depths in each warrior’s heart. His violence is fuelled by deeper thoughts, and his skill is born from an understanding that there is nobility and wisdom in Fenris-Ur’s ferocious abilities. The Blood Talon, in killing his enemies, gives life to his pack, and in such a light, it is not so hard to see why newly Changed werewolves turn to the Suthar Anzuth. The Rahu auspice is technically a blessing, but few werewolves look on it as wholly benign, for the gift of the full moon is mad fury. When Luna’s face is full, the spirit world becomes more dangerous. The moon’s wrath saturates the spirit landscape, making spirits more aggressive and volatile. Werewolves have greater difficulty resisting their aggressive impulses, and Forsaken who undergo their First Change under the full moon are marked as vicious and unrelenting warriors.

Despite the power of the fury that fills him, a true Rahu is not always a berserker, and shouldn’t be dismissed as “mindless.” Many are insightful leaders on the field of battle, the linchpins of their packs’ combat abilities. Some are capable tacticians, excelling in the mental aspects of the warrior’s path. All immerse themselves in their role, attempting to master their violent impulses by paring the impurities from their souls. Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. To be a Cahalith is to be ridden by one’s dreams, to sense things in sharp context, to have one’s soul constantly churning with thoughts and impulses that demand expression. Luna plays the muse to those who change under the gibbous moon, though she’s a demanding patron. Cahalith are frequently artists or musicians of a sort after their change, but not particularly by choice. They must find an outlet for the visions Luna sends them, lest they go mad.

In the greater context of Forsaken society, Cahalith keep the scattered fragments of werewolf culture. They are the ones who remember the old legends and ballads. They also look toward the future, able to find answers to tomorrow’s problems of the future in yesterday’s tales. Even those Cahalith without any real talent for crafting songs, telling stories or creating art find ways to express themselves in their howls. It’s said that nothing is more poignant than the howl of a Cahalith. It’s said even the werewolves of the Pure Tribes pause and regret just for a moment when hearing a Forsaken Cahalith’s howl echo across the sky. The half moon hangs in balance, and balance is Luna’s gift to the Elodoth. Those who Change under the half moon are touched with duality, drawing strength from that dichotomy. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as voice of the law. They are also envoys to the spirit world, able to meet spirits halfway and negotiate with them.

All werewolves live on the edge between wolf and human, matter and spirit, but an Elodoth is keenly aware of it. This precarious existence influences an Elodoth to do what he can to keep himself even more in balance. A Half Moon might strive to live as much of his life in wolf form as he does in human form. He might feel compelled to visit the spirit world for a time after a prolonged period spent in the physical world. The crescent moon is the auspice of the shaman, the speaker with spirits or the spirit hunter. When Luna is barely visible, she is the oracle moon, the patron goddess of mysticism. The crescent moon marks those Forsaken who change under it with mystical insight and a connection to the spirit world. Yet, as the crescent moon is just enough light to count as moonlight, the Ithaeur is possessed of just enough knowledge to get into trouble.

Dealing with spirits is a dangerous business by any standard. The Ithaeur is equipped to face the challenge, but is also burdened with the duty to do so. The Ithaeur must continue farther down the shaman’s path than any other werewolf. She cannot walk away from the frightening aspects of spirit interaction or ignore places where the spirit world is bleeding and diseased. Any of the People can interact with relatively friendly spirits, but the Ithaeur is the one who must wrestle the most malicious and poisonous spirits into submission. Those who change under the new moon are strange and unpredictable — moonless Forsaken with no guiding star. Luna’s blessing to the Irraka is the ability to walk unseen, the gift of deception.

Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of the prey. The blessings of stealth and subterfuge enable the moonless Forsaken to tail a person or investigate an area much more easily than his packmates might. They are the werewolves who hunt without howling, who kill with a silent bite to the throat. History of the
Forsaken According to the legend of the Forsaken, the world was once a perfect place called Pangaea—although it is not apparent whether the term refers to a certain place or time. In this world, the barrier between the spirit world and the material world was thin and it was easy to travel from one world into the other. Pangaea The spirit who watched over
the balance between both... was Father Wolf.
the mightiest
warrior of his time Father Wolf patrolled the barrier between the two worlds and allowed spirits to remain in the spirit world and even form cults around them. FENRIS WOLF DEATH WOLF BLACK WOLF RED WOLF WINTER WOLF RABID WOLF SILVER WOLF DIRE WOLF The pain over the death of her lover caused Mother Luna to curse all children she had ever borne, so that silver (her sacred metal) is able to kill them. Those Uratha who killed Father Wolf, later swore the Oath of the Moon and promised to fulfill the duties of their father. The Oath Of The Moon 1) The Wolf Must Hunt

2) The People Do Not Murder The People

3) The Low Honour The High and The High Respect the Low

4) Respect Your Prey

5) The Urathra Shall Not Cleave To The Human

6) Do Not Eat The Flesh Of A Man Or Wolf

7) The Herd Must Not Know To those Uratha, Luna gave her Auspices and lifted the curse... partly. These gifts are what make werewolves 'Forsaken'--they renounced their crime of passion. But only so long as they did not become as humans are and flesh and spirit remained separated. Many of the powerful spirit lords saw the wisdom in that and followed the rules. However, those who threatened the balance between the worlds were either chased back to their world or were killed outright. As Father Wolf died, the barrier between the worlds became so strong that traveling from one to another was only possible in special places for most beings. Over time Luna, the spirit of the moon, began to travel the world in a body of flesh. She had many suitors but choose only Father Wolf as a mate, due to his strength and power. With him she sired the First Pack (children part Human, part Wolf, and part Spirit), who were the ancestors of all Uratha and assisted their father in his duties. But father wolf's first children were part Wolf and part Spirit. When his children saw his weakness, they began to rebel against their father and succeeded in killing him and taking his place. Over time Father Wolf grew weak and was no longer able to fulfill his duties. The Forsaken sought out the Firstborn and later founded the five Tribes of the Forsaken. We know we are
Forsaken. Thus the forsaken were created. Some say the legends are incomplete That Pangea was no paradise, but a hunters world. That Father Wolf was not aging and weakened but instead poisoned by an enemy. The First Change is terrifying. You hear voices of things which aren't there. Animals flee at the sight of you. Even time and space change. AND THEN IT GETS WORSE You begin to see 'others'
watching you. Hooded strangers Giant black dogs So what is real? WHEN IT BITES YOU Something bites you. Something big. Usually a wolf. Sometimes it's a person But we were not
born werewolves... Some do not get bit, some just change on their own. Which is worse. If you are found by the forsaken Which you will be if you're playing in this game You will join a pack. Who will explain this
history You may choose to swear to one of the totems.
The totem asks that you swear an additional oath beyond the oath of the moon. In exchange it grants you access to the unique gifts of that spirit. If something is bound, the binding can be broken. If something is driven away, it might return. If your territory is warded for protection, the wards will eventually fail. As a Blood Talon, you are the one to face these cold, hard facts and bring your own solution, because when something is dead, it can never trouble you again.

You will bleed every night and ache every day because you’ve chosen to be the one who faces the worst in this life. You will fight first and run last. You will battle the hardest and the longest, and you will bleed the most. You’ll carry scars from your duties: duty to your tribe, your totem and — most importantly — to your pack. You bleed so the others don’t have to. That’s called sacrifice. You kill so the others can survive. That’s called responsibility.

Whether bloodshed makes you smile or cry, you are the warrior among the hunters because you have chosen to be. If someone must do this, then the burden and the honor will be yours. This is the nobility of the Blood Talons — an honor that the other Uratha might never really understand when they look at you. But your brothers and sisters, each sworn to Fenris-Ur and joined by blood, they will always understand it. You’ve felt it before — a quickened heartbeat and a flicker of familiarity when you meet the eyes of another Blood Talon, that sense of a higher purpose. The Tribe of Fenris Wolf promotes the warrior and wolf aspects of the Uratha. Their tribal ban is "Offer no surrender that you would not accept". Through savage and ugly violence, they becomes better at protecting their hunting ground, their packmates and their loved ones. The werewolves who simply deride the Blood Talons as the “warrior tribe” are missing the depths in each warrior’s heart. His violence is fuelled by deeper thoughts, and his skill is born from an understanding that there is nobility and wisdom in Fenris-Ur’s ferocious abilities. The Blood Talon, in killing his enemies, gives life to his pack, and in such a light, it is not so hard to see why newly Changed werewolves turn to the Suthar Anzuth. "Forget the obvious.’ Ignore it. Disregard it.The truth often hides beyond the apparent, past the easily observable. It waits in the darkness and fog. When you hear the thicket rustle, do you believe that the briar moves of its own accord? No. Something waits hidden behind the tangle of thorns. You must pry apart the twined briars — and yes, you will bloody your hands in the doing — and there you will find what stirs the thicket. The answers aren’t ever easy" The Tribe of Death Wolf are occultists who seek to restore relations with the Spirit Courts and peer into the shadows that frighten their peers. Their tribal ban is "Pay each spirit in kind".

Being a Bone Shadow is more then being a mystic. Every tribe has its mystics, but only the Bone Shadows offer comfort in such peculiarity. Members of Hirfathra Hissu come in all varieties, but all possess certain qualities sought out by the tribe: intense curiosity, willingness, and perception. Still, every Bone Shadow is different. Where one might be a mad warrior, dancing around his beleaguered foes in a spiral of knives, another may sit quietly atop a porous crag, taunting spirits with lunatic dares and bitter invective.

Those who see fit to join the Bone Shadows rarely enter into this life as shamans, witch doctors or sherpas. Moreover, rarely are they well regarded by their respective communities. Those meant for the Bone Shadow tribe enter into werewolf life as outcasts and oddities. Their human peers think them strange, perhaps unsettling. As a Hunter, you have a sacred duty coupled with an understanding the others lack. Your duty is to watch over the sacred places in the world, to defend them from defilement and destruction. Your understanding is born from the knowledge that such sacred places are ever poised in delicate balance, a balance that must be maintained as well as defended. Your commitment and skill are evident, bound together in the way you hunt: hidden, unseen, undetected by your prey until the moment of the first and final strike. It falls to you to stalk prey into the darkest places of substance and Shadow, emerging with knowledge and scars your pack will marvel at. You are the one who fights for the soul of places untouched and unseen by humanity, not for thought of reward, but because you know it’s the right thing to do. Protectors of loci, the spiritual centers of the world. Black Wolf is their totem. Their tribal ban is "Let no sacred space in your territory be violated" The Hunters in Darkness are consummate predators in both urban and wilderness environments, watching over the sacred places humans never see.Such locations exist in the dark places of cities as well as in the deep wild, with the greatest and most vital being nothing less than the Shadow itself. The simple truth of the tribe is that the Hunters in Darkness run their Wild Hunts wherever the eyes of humans are blind, from the edges of civilization to the spiritual reflection of human cities. The Meninna are the werewolves who are never seen until it’s too late to turn back. In cities and forests, on two legs or four, you are the one who watches the ebb and flow of every situation, of every night in your hunting grounds, of the landscape itself, watching for signs of change. Chaos is dangerous, but it also beings new challenges and new advances. As an Iron Master, you are the wolf among the herd. To those you would protect, you are as much a monster as the beings you fight. To the prey that you hunt, you are a living legacy of the Father — a legacy that his ancient duty is carried out by modern hunters. Humans are the new lords of the Earth. They rose through war and discovery to get where
they are and nothing short of Armageddon will put them back in their original place. The world has learned to deal with that, and so have the Iron Masters. It’s our place to learn how to recognize how it happened, what strengths and developments made it possible, and emulate them now to improve your own hunting ground. Traditions that do not strengthen us should be broken. Advancements that empower us must be mastered for their benefits.

The one truth in life is that change will always come. It will take the shape of wars and deaths and wear the face of cures and technological developments, but the force of change cannot be stopped, only ignored by the stubborn and harnessed by the cunning and the ambitious. The Tribe of Red Wolf embrace change and new ideas. They are closer to humanity, keeping up with technology and taking cities for their territory. Their tribal ban is "Honor your territory in all things." The tribe honors their territories under the pressure of remaining unseen by humans, much like their brethren the Hunters in Darkness. But while the Meninna watch and kill from the shadows, the Farsil Luhal are among the herds and the crowds, hunting prey before the eyes of witnesses and killing in plain sight. Only the tribal affinity for adapting to the urban hunting ground allows the werewolves to keep up their duty without compromising their secrecy. The urban landscape and its spiritual reflection are places of both endless threat and unlimited opportunity. To the Iron Masters, everything new, every new situation or encounter, represents the possibility for an advantage somewhere down the line. New spirits can share previously unknown lore, or offer new Gifts. Creatures that enter a physical world hunting ground can be treated as allies as long as their actions do not clash with the Forsaken’s duty. In every night’s hunt, something new and different will offer the chance to work with the changes for a later benefit. When your pack is lost, you must lead them to safety. When your pack must fight, you must lead them into battle. When your pack’s spirits are low, you must hold them up. You shoulder the responsibility to keep your pack working. If you do your job right, you won’t get any thanks. If you fuck up, you’ll be the one they blame. Maybe you didn’t ask for this role outright, but it was plain in your heart. You wanted it, needed it. That is how we all feel. In our hearts,we do not sleep. We do not rest. We do everything we can, and then we do even more just to be sure. Anything else is weakness. For us, failure is not an option. You chose the hardest, most thankless job in existence. Every night, you’ll finally drift to sleep wondering why you ever joined the Storm Lords. But you have seen weakness in yourself and others, and you’ve had enough.

Your weakness is something that will not trouble you again. If you can beat it, so can anyone. And if they can’t, they can damn well learn. Until they do, you are better than they are. You have the right — the duty — to lead them, whether they like it or not. You will lead, and they will follow, because duty, responsibility, and honor command it. Because you are a Storm Lord, and we have a nobler purpose. The Tribe of Winter Wolf seeks to lead all Uratha through strength and noble example. Their tribal ban is "Allow no one to witness or to tend your weakness". To say that the Storm Lords hate weakness is accurate, but only to a point. The tribe as a whole despises anything that shows tribe members as weak, and tribe members live their lives knowing that whenever their totem pays any attention to them, they have failed. This attitude informs everything a Storm Lord does on some level, and it’s the one burning thing that matters when a prospective werewolf petitions to join the tribe. The Storm Lords walk a hard path, constantly testing themselves and checking their every decision for weakness. Blood Talons (Suthar Anzuth) Bone Shadows (Hirfathra Hissu) Hunters in Darkness (Meninna) Storm Lords (Iminir) Iron Masters (Farsil Luhal) The first change isn't pretty.... Eventually all
Werewolves learn to
shift through the five
forms Hishu - human form Dalu - near-human form Gauru - wolf-man or war form. Urshul - near-wolf form. Urhan - wolf form. Things don't always look right. Once you have changed. Once you have joined a pack. Once you have sworn to a tribe Then your story begins. The pure believe they did no wrong and the forsaken are pussies for apologizing... but that's another story. Forsaken werewolfs own the pure with these powers: Mother Luna doesn't think the Forsaken are pussies though, so she gave them these Auspices. Later you can purchase 'Gifts' based on the auspice you choose. But the forsaken couldn't get by on mother Luna's forgiveness alone, they needed powerful allies (Totem Spirits) in order to survive in the world without father wolf.
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