Sept of the 8th Sign
The Sept of the Eighth Sign is located deep within the Hiawatha National Forest in Michigan’s Upper Peninsula, right on the shores of Lake Superior. It was the first caern to be reclaimed in the state, sheltering a small number of Garou from every tribe across the States who held their ground and pushed back against the Wyrm closing in on every side.
In 2008 the financial crash hit. At first it looked like it was going to be a good thing for the Garou. There was talk of green energy taking over as the state’s new major industry, and the emissions-blasting auto-industry was certainly dismantling itself quickly enough to suit any die-hard Get of Fenris. But what the Garou did not anticipate was the way that the economic despair, the greed of big bankers and the total bankruptcy of many of Michigan’s cities and states would ultimately feed the Wyrm’s designs. Caern after caern started to fall, and by 2013 the Garou were scattered and demoralized, with not one Sept in state lines left to call home.
The last of the state’s Garou gathered in a Great Concolation. Though most came, some did not. There were enough, however. In a show of tribal unity that has not been seen in many years they came together to fight for the Sept that had most recently fallen. They won back the Wyrmhole, cleansed it, and began the Rite of Caern building.
The response from the Wyrm was overwhelming, and body piled upon body that day. But when the fog cleared Gaia’s lifeblood now flowed.
It was something of a miracle. The Sept that they’d set out to retake had been a reasonably low level sept, and the heroes certainly hadn’t had enough gnosis between them to form the high level caern that emerged. But one spirit heard the Garou’s call, observed their bravery, and perhaps lent itself to the effort in a way that spirits rarely will anymore.
That spirit was Bear, who now serves as the patron for the Sept. Why Bear chose to do this when his own children, the Gurahl, are still suffering from the Garou’s actions in the past is anyone’s guess. The presence of a powerful caern of Healing in a state that looks ready to fall completely is taken as a great sign of hope by some, and as a great mystery by others. It’s also important to note that Bear himself chose the name of the caern, referencing a prophecy that has mostly been whispered about throughout the Garou Nation thus far.
In any case, the caern needed defenders. Bear himself brought members of his brood to guard the caern for 1 month while King Albrecht mobilized. He hand picked heroes from other, less strategically important caerns, shuffling personnel as needed to get there. A few of the Garou who hadn’t managed to make it to the Concolation for whatever reason shuffled in from around the state. Some ambitious Garou from surrounding states came next.
All came knowing that this is not just a powerful Caern of Healing, but a Sept about to make a vital stand against the Wyrm. The mission is simple: push back the Wyrm’s influence, retake caerns throughout the state, carry forth the hope of Gaia, defend this Sept to the death.
Bear (Totem of War)
Bear is wise in peace and fierce in war. He is a master of healing and mysticism, but the Garou mistrust him, for Bear’s true children are the Gurahl—werebears with no fondness for the Garou. Bear asks no specific behavior of his Garou. Petitioning for his favor has already cost them a great deal of standing among their own people.
When called upon, Bear can give each pack under his protection 3 extra Medicine dice.
Packs that come from the Sept of the Eighth Sign suffer no Honor hit for taking Bear as a totem, though the rest of the Garou nation may see them (and, indeed, all members of this Sept) as suspect in spite of this Sept’s great commission and Albrecht’s personal interest.
Caern Type: Healing
Power: Restore Health Levels
Spirits Most Often Encountered: Bears, Peace, Calm, Water elementals
Caern Rating: 4
Gauntlet Rating: 3
This caern is in possession of a pathstone and it’s moon bridges can stretch up to 6000 miles.
Relationships with other caerns:
The Sept of the Red Stick, Baton Rouge, Louisiana (Child of Gaia and Bone Gnawer Caern, Rank 3)
The Sept of Fox Point, Wisconsin (Wendigo Caern, Rank 2)
The Sept of the Bayou Moon, Attakapas Island WMA, Franklin, Louisiana (Wendigo Caern, Rank 2)
High Towers Sept in Houston, TX (Glass Walker and Shadow Lord Caern, Rank 4).
Sept of the Silver Path in Ontario, Canada (Silver Fang ruled mixed sept, Rank 1)
Chrysallis Corporation, Lansing, MI (Rank 5)
The Rite of Caern Opening “taps” the caern and totem to share its strength. When the Rite of Caern Opening is successfully performed at the Sept of the Eighth Sign, either the ritemaster or a Sept member(s) of his choosing (1 person per succ on the Rite) will benefit from Bear as per the following writeup in the Revised Players Guide to Garou:
“Opening the caern allows the ritemaster to use each success gained on a Perception+Medicine roll* (difficulty 8) to heal one health level (including aggravated wounds and battle scars, if a Garou wishes to part with her emblem of battle). Metis disfigurements are not subject to the healing effects. Also, the ritemaster may make a contested Wits + Empathy roll (difficulty of the subject’s Willpower) to help remove a Derangement. The number of successes gained on the caern opening roll may be used to increase the dice pool for this attempt at mental healing. A similar roll by the ritemaster may provide additional Willpower to a Garou attempting to recover from Harano.”
‘*’ Because Werewolf: 20th Anniversary rewrote Mother’s Touch to use Empathy, this roll can be either a Medicine OR Empathy check. The system is otherwise the same.
What does this mean? It means that either the ritemaster or the recipients can be emergency medics with a single-shot “bootleg” form of Mother’s Touch, the successes of which are already predetermined by the ritemaster’s Perception + Medicine or Empathy roll. It does not cost Gnosis to activate and there is no roll on the medic’s part, but it does require physical contact. (If in combat, an action must be taken to perform this touch.)
The caern may be Opened with the rite safely up to three times a day.
Council of Elders
The Elders are the leaders of the Sept, though what that means varies from one Sept to another. In some Septs there is an Alpha and his second, in some just an Alpha, and in some large Septs a council of seven, nine, or even 13 Elders makes decisions. In some Septs, the Elders are representatives of tribes or major political factions. In some septs, the Elders must be respected as warriors and are mostly Ahroun, in others they may be mediators and are overwhelmingly Philodox, and in others they are the Sept’s boldest and wisest shamans and magicians.
Sept Alpha: Stephan Ironheart, Athro Ahroun of the Wendigo
In every Sept one person always holds the position of Sept Leader, whose word is absolute and where the “buck stops.” The Alpha can overturn any decision made by other Sept officers (though a wise Alpha is careful about how he uses his Power). He may also order the entire Sept to action at any time.
At the Sept of the Eighth Sign, the Alpha has taken over most of the practical duties of most Septs’ Wyrm Foes. He works closely with the Caern Warder, balancing the caern’s defensive needs with the very real need to continue offensive strikes against the Wyrm. It is the Alpha who usually puts out a call to packs for war parties, and it is the Alpha who has the final decision on what resources the Sept will bring to bear for these missions.
Benefits: The Alpha is the leader of the Sept. His power is only limited by the Litany itself and the power of the Sept to unseat him if he proves himself corrupt or incompetent. This translates as a +5 bonus to all Social dice pools when dealing with the Garou, Kinfolk, and spirits of his Sept. Even outsiders will accord an Alpha great respect, granting a smaller +3 bonus to social dice pools. The Alpha also has the ability to marshal every resource the Sept has at its disposal. The Alpha can theoretically call upon every spirit ally, financial resource, and fetish the Sept has to offer. The Storyteller should judge what is appropriate, since different sized Septs have such radically different resources to offer.
Sept Beta: Constantin Soul-as-Patient-as-Stone, Athro Theurge of the Children of Gaia
The Sept Beta is the one who takes on all of the Alpha’s responsibilities should the Alpha be away or injured. Should the Alpha die, the Beta immediately assumes the role of Alpha until formal challenge can determine the new Alpha. The Alpha may also delegate his role to the Beta when he needs to be away for any reason.
Benefits: When acting as the Alpha, the Beta receives all the benefits that the Alpha receives until the Alpha takes up his duties once more. When acting as the Beta, he receives a +4 bonus to all Social dice pools when dealing with the Garou, Kinfolk, and Spirits of his Sept. Outsiders will grant him a +2 die bones to social pools. The Beta can generally also marshal Sept resources, but will ultimately have to answer to a pissed off Alpha if he misuses this power.
Caern Warder: James the Unchained, Adren Ahroun of the Wendigo
The Warder is the highest military position in the Sept. Martially inclined packs who follow his authority and the Guardians all bow to his authority.
When the sept is under attack, the entire community defers to the Warder to defend the safety of the sept’s resources, including Kinfolk and other non-combatants. The Elders have final say, but the Warder is usually the first to declare martial law, suspending the laws of challenge in favor of uniting against a common foe. When the sept is not under immediate attack, the Warder coordinates the efforts of the Guardians and decides about how much of the sept’s military resources can be put at the Wyrm Foe’s disposal, and acts as the Elders’ second in command.. The Warder can only rarely afford to leave the sept – no Garou community can ever be completely sure that they are not about to be attacked – and when he does he usually deputizes his responsibilities to his most veteran Guardian.
Benefits: The Warder can bring a great deal of social might to bear. In times of relative peace, the Warder is still a highly respected member of the community and enjoys a three-die bonus to all Social dice pools when dealing with members of the sept. The Warder has nearly unlimited discretion to draw resources from the sept when need be. This translates to a pool of three dots of the Fetish or Resources backgrounds for personal use, provided he spends most of his time in the sept. He can also draw on an additional three dots to equip his Guardians or other packs under his command. The Storyteller should keep an eye on the resources the sept has on hand – no amount of authority can cause a klaive or a cache of landmines to materialize where none existed before.
Gatekeeper: Constantin Soul-as-Patient-as-Stone, Athro Theurge of the Children of Gaia
The Gatekeeper maintains the caern’s moon bridges, opening and closing them for certain rituals or at the request of Garou who wish to travel through the Umbra to another sept. The Gatekeeper also keeps and defends the caern’s Pathstone. Not all Gatekeepers are Theurges, but all must know the Rite of the Opened Bridge and the Rite of the Opened Caern, at least. The Gatekeeper is usually tied to the caern, especially when the moon bridge is in demand, making this an unattractive position for most young and ambitious Garou. Like the Caller of the Wyld, the Gatekeeper’s responsibilities are primarily spiritual. As a result, Gatekeepers are never Kin.
Benefit: The position of Gatekeeper conveys three bonus dice to Social dice pools when dealing with the sept’s totem spirit. Although the Gatekeeper doesn’t enjoy a bonus when dealing with the Garou of his sept, many Garou seek his favor, since he can either expedite or delay their requests to use the moon bridges.
Master of Challenge: Miriam Two-Blades, Adren Philodox of the Black Furies
Given how prone the Garou are to internal fighting and disputes of honor, the Master of Challenges is possibly most important member of the sept. Her responsibility is to oversee challenges of all kinds. She protects the elders against distraction by meaningless challenges, and is the first line of defense for young Garou against being humiliated by their betters. The Master of Challenges must be a powerful and respected Garou, with the strength of arm and personality to enforce order on impassioned werewolves. Unlike other members of a sept’s judiciary, like the Truthseeker or the Council of Elders, the Master of Challenges must remain at or near the sept at any time. When passions run hot, sometimes only the rituals of Garou society stand between a relatively normal conflict and a sudden frenzy that ends in tragedy.
Benefits: The Master of Challenges is widely respected and gains a three extra dice to all Social dice pools when dealing with septmates. In fact, the position of Master of Challenges is regarded so highly that even outsiders will bow to her will, granting her a +2 bonus to Social dice pools when dealing with outsiders in sept territory. Finally, long practice dealing with the dangerous passions of the Garou grants the Master of the Challenge a special benefit. As long as she is acting in her capacity as Master of the Challenge, she does not need to make Rage rolls due to frustrating or infuriating trigger situations.
Ritemaster: Constantin Soul-as-Patient-as-Stone, Athro Theurge of the Children of Gaia
Responsibilities: The Master of the Rite is the septs chief shaman. Almost always a Theurge, the Master of the Rite is responsible for overseeing all the rites and rituals performed in the sept. The Caller of the Wyld, the Gatekeeper, and to a lesser extent, the Talesinger and the Keeper of the Land are subordinate to the Master of the Rite. In addition to performing many important rites himself, the Master of the Rite must act as the septs repository of spirit lore, whether this means memorizing extensive lists of local spirits and their preferences or maintaining a written library. When other Theurges and Umbral questers need advice, they come to the Master of the Rite.
Although he needs to be available to the septs members and leadership and must attend all moots, the Master of the Rite does not need to stay at the sept at all times. However, his knowledge and expertise is an important resource. The rest of the sept would see it as a sin against the principles of Wisdom for the Master of the Rite to risk himself unnecessarily.
Benefits: The aid and advice of the septs various spirits counts as three dots of the Allies and Mentor backgrounds, which the Master of the Rite can call on at will. These Background dots are only available from the sept itself, and the spirits arent as willing to aid a Ritemaster who spends too much time away from the sept. The Master of the Rite is known and greatly respected by the spirits of the sept, which grants him three extra dice to Social dice pools when dealing with the septs totems and local spirits.
Keeper of the Land: Snake Thunderstrike, Fostern Galliard of the Shadow Lords
The Keeper of the Land maintains the sept’s physical appearance. However, she is more than just a glorified janitor – not only do the Garou deeply respect someone who takes responsibility for protecting and beautifying the natural environment, Gaian spirits find a well-kept sept more attractive.
Thus, the Keeper of the Land is a combination gardener, park ranger, and shaman. In an urban caern, the Keeper of the Land makes sure that the caern reflects the wishes of the local spirits. She spends a lot of her time rearranging piles of trash, moving dumpsters, and planting small gardens. Instead of shrines in secluded caves and hollow tree trunks, urban spirits prefer things that resemble community memorials to the victims of car accidents and gang violence, except with strange sigils replacing photographs and the addition of an offering bowl. The result looks like a strange combination of urban renewal and modernist feng shui.
The Keepers, described below, assist the Keeper of the Land in her duties, giving her plenty of free time to leave the sept and pursue her own goals with her pack. The Keeper of the Land has limited interaction with spirits. It’s possible, though difficult, for a Kinfolk to fulfill the Keeper of the Land’s responsibilities, though she might have to rely on Garou to let her know if the spirits needs are neglected.
Benefit: The Keeper of the Land is beloved by all the sept’s spirits and can count on their advice and help. A Garou who fulfills this position well enjoys a +4 bonus to all social dice pools when dealing with spirits associated with the sept, including the sept’s totem.
Den Father: Owen Dead Man’s Last Laugh, Fostern Ragabash of the Fianna
The Den Parent looks after newly-changed Garou, teaching them to respect their elders and instructing them in the ways of the Garou. While some Septs view the Den-Parent as a glorified babysitter for werewolves who need coddling before experiencing the real world, the post has its benefits. The Garou under a Den Parent’s care learn more about Garou society, and often have an easier time integrating with the sept. The Den Parent is also responsible for allowing cubs to undertake a Rite of Passage. The Den Parent has a more thankless task – looking after the metis offspring of sept members. Some take to the task, while others bridle at being nursemaids to Garou who do not know their strength. Because of this, Kinfolk are never Den Parents.
Benefits: The Den-Parent gains a +2 bonus to Social dice pools involving cubs in the sept who have not yet gone through their Rite of Passage.
Truthcatcher: Miriam Two-Blades, Adren Black Fury Philodox
The Truthcatcher is a combination judge and jury, charged with settling disputes between members. In some septs, the Truthcatcher may also serve as a lawyer, advising and representing Garou when they stand before the sept’s elders. The Truthcatcher needs to be intelligent, persuasive, and possess an exhaustive knowledge of the Litany.
The Truthcatcher needs to hold court at every moot, and should make herself available at regular intervals between moots, but need not be available at all times. Any dispute that can’t wait a day or two is probably the domain of the Master of Challenges, rather than the Truthcatcher.
Benefits: Everyone wants to court the Truthcatcher’s favor, because no one knows when they might be called upon to defend themselves or stand in accusation of a Garou who has wronged them. The Truthcatcher has a three-die bonus to Social dice pools when dealing with the Garou of his sept. He also gains three extra dice to all Enigmas and Law dice pools when investigating a crime.
Master of the Howl: Katrina Thousand Howls, Adren Galliard of the Uktena
The Master of the Howl is a largely ceremonial position, often given to a young Garou as a gateway to greater responsibilities. The Master of the Howl is responsible for leading the sept in howls and songs, including the howl that formally begins and ends every meeting.
Young Garou also covet this position because its public nature gives them an opportunity to showcase their skills and earn the respect of the community, but it is still a position that leaves them plenty of free time to pursue their own agendas. Only Crinos, Hispo, and Lupus forms have the anatomy to make the sounds necessary to fulfill the Master of the Howl’s responsibilities. Human kin have the wrong bodies, and wolf kin lack the intellectual complexity. As a result, the Master of the Howl is always Garou.
Benefit: A character fulfilling this role reduces all difficulties to express himself through howls by 2, thanks to the constant practice. He also gains +1 die to Social rolls with anyone who attended a moot for three days afterwards, provided his performance was adequate, thanks to feelings of fellowship towards the Garou who led the community in howl and song. Because the Master of the Howl has procedural duties, he also wields great power over the way the sept meets. A Master of the Howl can, in theory, convene a meeting at any time – or refuse to convene a meeting when called upon by the leaders. Abusing this power or using it politically will probably result in the Master of the Howl being replaced, but sometimes the sacrifice is worth it.
The following are rotating positions. They are primarily ceremonial positions held at each moot. If you want to hold one of these positions during the next moot please contact the Sept Alpha so you may be placed on the Roster. The benefits of this position are awarded at the moot and continue until the next moot.
Caller of the Wyld: It is the Caller of the Wyld’s responsibility to summon the sept’s totem spirits – including the spirit of the caern itself – to most moots. This requires knowledge of Garou rites, to perform that actual summoning, and Umbral politics, to ensure that a spirit is not summoned out of turn or accidentally snubbed. The Caller of the Wyld is only needed during moots, so this is a good position for a young Garou whose quest for glory and honor could take her far from the sept. Young werewolves, especially ambitious Theurges, also enjoy this position because it helps them build a relationship with the sept’s local spirits. Most Kinfolk cannot interact with the spirit world, which makes it impossible for them to serve as Caller of the Wyld, even in the most embattled sept. However, the rare Kin who have developed the skill to summon spirits occasionally fill this position.
Benefits: The Caller of the Wyld gains a +3 to Social dice pools involving interaction with the sept’s totem spirits, and a +1 to Social dice pools involving other Gaian spirits in the region.
The Fool: Always a Ragabash. This character is the voice of dissent at the monthly Moot Rite. While the Fool speaks as the Fool, he or she is exempt from the laws of behavior that govern the Garou. Anything said or done by the Fool during the Moot must be forgiven and forgotten by the rest of the Sept, once the Moot is over.
Benefit: Some of the leeway given to the fool at the moot carries over to other activities throughout the month. The Fool gains +2 social dice when trying to talk himself out of being punished or attacked in response to a prank, irreverent comment or other Fool-like behavior. This does not translate should the Fool commit a truly serious crime, such as mating with Garou, but could be useful if the Garou in question runs the Caern Warder’s undies up the flag pole.
Talesinger: Technically a minor position, the Talesinger is honored far above her station. The Talesinger takes the stage during moots and tells stories that serve a variety of purposes, from entertaining and educating with stories of the past, conferring news of the wider Garou nation, and keeping the wider sept aware of the great deeds – and embarrassing failures – of its packs. Like the other positions related to the moot, the Talesinger is a good position for a young Garou who wants the freedom to come and go from the sept as she pleases.
Because the Talesinger’s responsibilities are mostly social, Kinfolk can theoretically fill this position. However, most septs have found that this usually ends badly. One of the Talesinger’s jobs is to mock Garou who make mistakes. That’s hard enough for some prideful Garou to bear, and almost impossible if the Talesinger were Kin. Worse, a Kin Talesinger would have a hard time defending himself if a Garou flies into a frenzy at his words. As a result, most Talesingers are Garou, even in septs with low Garou populations.
Benefit: The greatest benefit of this position is its political capital. Many Garou want to court the Talesinger’s favor, since the Talesinger decides how to interpret their packs achievements and relate them to the rest of the sept. The Talesinger gains a +3 bonus to Social dice pools when dealing with all Garou of her Rank and lower.
Wyrm Foe: The Wyrm Foe’s responsibilities at the Sept of the Eighth Sign are purely ritual. At the end of each moot, the Wyrm Foe leads the sept in declaring its solidarity with the Garou Nation and readiness to do battle with the Wyrm. He then leads the Garou in the Revel, the part of the moot where the Garou release their spiritual energy, their Gnosis, and replenish the caern’s power. This may be a hunt, a wild race around the bawn, friendly brawling or some other joyous, energetic display of passion.
Benefits: The Wyrm Foe is the focus of the sept’s martial fury and discipline. He urges the Garou to make use of their inner beasts, but to do so constructively. All Garou who hear the Wyrm Foe speak before a battle require an extra success on Rage rolls to give in to frenzy for the duration of the fight.
All of a sept’s Garou are ready to lay down their lives to defend it on a moment’s notice, but the sept’s Guardians have made it their personal responsibility. Guardians act as a sept’s sentries, patrolling its borders and responding to threats. They do not take the offensive or investigate potential danger, at least not in their capacity as Guardians. Most septs have between five and ten Guardians – the equivalent of one or two packs – and it isn’t at all unheard of for an entire pack to collectively take on this duty. In times of war, the Guardians are on duty at all times and cannot leave the sept. In times of relative peace, a Guardian might be able to work out an arrangement that lets her leave the sept to pursue her own agenda. Most septs view it as an unforgiveable shame for their Kinfolk to take up arms. Even though almost every sept has armed its Kinfolk at one point or another, only a sept on the edge of extinction would actually name its Kinfolk as Guardians. Some progressive septs dodge this issue by giving their Kinfolk warriors some other title, like “commandos” or “support squads.”
Benefit: A Guardian’s constant training and familiarity with the terrain allow her to reduce all difficulties by 1 when fighting within the sept grounds.
Skaia’s Path currently serves this role.
The Keepers do the maintenance work and heavy lifting around the sept. Most Keepers are young Garou trying on serious responsibility, or those convicted of minor crimes trying to avoid a worse punishment. Keepers must spend some part of each day in the sept, looking for ways to contribute, but they have plenty of time to pursue their own business. Keepers work under the Keeper of the Land (described below) and assist her with her duties. Kinfolk frequently become Keepers. Even the most conservative Garou agree that Kin can perform petty, but necessary, work for the sept. In conservative septs, Kin gain much more respect for taking on this job than they do for ambitiously claiming a responsibility that some Garou believe should be for werewolves alone.
Benefits: The spirits of the sept understand that the Keepers are the minions of the Keeper of the Land, and grant them some respect. Keepers enjoy a +2 bonus to Social dice pools involving spirits that live in the sept’s Umbral reflection.
Felipe Maguey’s Sting, Cliath Theurge of the Uktena – Sept Gardener
Here are a few noteworthy policies.
Kin: Kin may come and go freely, though are asked to stay out of the caern’s heart. They are welcome to participate in Moots, and in some Rites.
Breeding: All breeding must be a result of mutual agreement by the parties involved. However, if tribes have objection to the match the decision is usually left up to tribal elders.
Pregnancy: Pregnant Garou must report their pregnancy to the Alpha or the Sept Warden the moment they know that they are pregnant. They are to be placed on light duty and are asked to refrain from war parties or offensive strikes.
Challenges: Anyone wishing to challenge for a position at the Sept of the Eighth Sign which would grant one Elder status should be a member of the Sept and have been in good standing for at least one lunar month before doing so.
Corax: The Corax are allowed at the Sept. They may enter and leave freely, and are given leave to participate at moots.
The Sept currently has the following resources, which may grow as the players take on additional challenges and plots.
- Storyglass: The Sept possesses a Storyglass fetish. A mirror. The user activates it and speaks a specific question to the glass, such as, “Show me who stole my klaive.” A brief, silent image will appear. Such flashes can be misleading, as they don’t often give a complete picture of what occurred and why. The images also reflect “visible” reality; if someone is wearing a disguise, that’s what the viewer sees, not the person under the glass. Images in the storyglass aren’t hard and fast evidence, but they can point you in a useful direction. To activate, one rolls Gnosis at a difficulty of 7. Gnosis can be spent to lower the difficulty.
- Brood Spear: The Sept also possesses a Brood Spear, which Victor retrieved upon his triumphant return from Erebus. This is a Level 5, Gnosis 6 fetish. It is a silver tipped spear that does Strength +3 damage, plus an additional +1 aggravated damage that comes from the silver flames which engulf the head of the spear upon activation. It adds +1 to the wielder’s Melee dice as well. If the wielder scores 5 or more successes, she impales her opponent, and her opponent loses his action next turn.
- Heart of Tranquility: The Heart of Tranquility is a gris gris bag with a Dove spirit inside of it. It is a Level 4 fetish (as the power nearly mimics the level 4 Child of Gaia gift: Serenity), with a Gnosis rating of 9. Once the fetish is activated the wearer may not frenzy for a full 24-hour period. Generally it would be activated as a preventative measure…by the time you’re making frenzy rolls it is too late. Once activated the wearer may not spend Rage, either—if the wearer wishes to spend Rage then the effect automatically ends. This fetish is primarily for use around the bawn and around Kin, when flying into a frenzy could become tragic and disastrous. However, a wise Ahroun might well use it in situations where banes are flying around, knowing full well that he might be pushed into a frenzy against his will. The fetish was created for the Sept’s stores by Constantin.
Moonbeams: There are six of these talens. Gnosis 7. These silver-tipped, falcon-fletched arrows are strangely ‘gentle’ for a weapon: they deal only lethal damage to most targets, as relatively few denizens of the World of Darkness are vulnerable to silver. Their true utility comes from the spirit within. Empowered by either a Lune or one of Falcon’s brood, the spirit’s own power mitigates the typical Gnosis drain from carrying silver; the bearer will suffer no penalty. After activation and a successful shot, the arrows ‘paint’ the target with silvery light, causing her to glow softly as though in minor reflection of the Gift: Lambent Flame. All subsequent ranged attacks against the target benefit from +1 die, making this talen a useful support item especially among pack- or sept-mates. If the target manages to survive and retreat, the lingering lunar glow will impose -1 die to all pools related to Stealth and hiding.
Sacred Tobacco: There is one of this talen. Gnosis 7. Tobacco is, perhaps, the most holy of plants, for spirits regain Power points when it is offered in their name. If tobacco is activated and burned, it subtracts one from the difficulty of summoning spirits or calling on their aid. The number of successes on the activation roll is the amount of Power a particular named spirit regains, and each such point adds one success to the chart for determining its demeanor. Only one such offering can be made to any spirit by the same Garou per day.
Shooting Stars: There are six of these talens. Gnosis 6. These arrows are crafted from wood that is harvested during a starlit night and fletched with the feathers of nocturnal raptors such as owls or nighthawks. Star-spirits are bound to empower them, and although these ‘light’-hearted beings are among the most pacifistic of celestial spirits, they do enjoy the tales of Garou adventurers and will gladly lend their aid to warriors who employ tactics other than brute force. Successful activation of these talens confers a +1 bonus on the attack roll as the star-spirits within execute their ancient duty to guide and aid in navigation. If (activated) arrows are employed beneath a night sky while stars are fully visible (no fog or clouds, no conflicting light sources as from a sprawling metropolis, etc.) they also provide a -1 difficulty modifier to the archery roll.
Sparks of Helios: There are four of these talens. Gnosis 3. They are crafted from various-sized, glass paperweights and they hold Gaffling servants of Helios. Once activated, these talens illumine a 10’ by 10’ cube with pure, bright sunlight. Any vampires caught in the cube of light will suffer normal damage from sunlight. Otherwise, it has no use but as a glorified flashlight. The sunlight will last for one scene, then the light goes out.
Sun Arrows: There are six of these talens. Gnosis 6. This arrow has sun designs along the shaft and sometimes the fletching as well. When loosed, this arrow flares with the light of the sun, blinding enemies and searing vampires within 20 feet of its path. Even at greater distances, Leeches fear its light, which is why some werewolves use the arrows as signal flares. After it strikes home, the arrow continues to burn for a number of rounds equal to the successes on the archer’s Gnosis roll, doing two levels of aggravated damage (those who can soak fire damage do so at a difficulty of 9). After the final round the arrow is consumed to ash. One of the brood of Helios must be bound into this talen.
The Sept has a good compliment of spirits serving it, including:
25 Falcon Jagglings. Currently these are serving perimeter guard, enacting Truth of Gaia and Scent of the True Form on anyone who crosses the line of the outer bawn.
15 Air Elemental Jagglings. Currently these are serving as sept security, swirling over the entire bawn area to prevent planes from flying over.
10 Chimera Jagglings. Currently these are serving as sept security, swirling over the entire bawn area to make sure that satellite photos show only undeveloped trees and land where the sept stands.
Bear Totem: This is the Sept’s Totem, and he is always around and ever-watchful. He can be called upon to help the Sept, but doing so is dangerous as he currently powers the caern and gives it all of its power.
5 Water Elemental Gafflings: Currently these spirits serve no specific purpose, but they are always around.
5 Dove Gafflings: Currently these spirits of peace and calm serve no specific purpose, but are always around.
The Sept does have a (very small) bank account that was set up in advance by the previous owners and transferred to the current Sept by Albrecht prior to the opening. The Sept itself has 2 Resource dots.
There are roughly 50 Kinfolk who live in Hannahville who are associated with the Sept, even if somewhat loosely. They are all Wendigo Kinfolk and mainly from the Potawatomi tribe, known mostly to the Alpha, Stephan Ironheart, and his wife Mary Arsenault.
Rite of the Shrouded Glen: This rite causes an area within the Umbra to become invisible, so that it cannot be seen from any part of the spirit world.