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The Ahrouns:

 

Though all Garou are warriors, there are those among them whose rage burns so fiercely, their strength so great, their stamina so great. They are the Ahroun, born of the full moon and are blessed by Gaia with more rage than any of the other auspices. They are the heroes in the epic tales. The front lines against the enemies of the Wyrm. Their purpose is clear, their job is simple: fight the Wyrm, where it lives, where it breeds.

 

With a purpose so clear, so physical, the Ahroun are often misunderstood as mindless and intellectually deficient. Moreover, their great rage can at times cloud their judgement leading them to acquire a reckless reputation. While certainly true, especially among the younger Ahroun, to color them without philosophy is quite untrue. Ahroun have a very rich blend of warrior traditions amongst their own auspice, most of which seem to indicate a search for meaning and identity, to find a purpose for their existence. Moreover, Ahroun tend to be more practiced than all other Garou in the arts of contacting their ancestors through traditional rituals and/or vision questing. In times of training, Ahroun warriors find among their dead ancestors’ spirits teachers of martial skills. Beyond the might and bravado that most Ahroun display outwardly is a search for meaning and identity – to understand why it is they exist, what they are here to do, and the best way to go about it.

 

As such, the Ahroun are schooled by their elders in the more mortal academic arts – philosophy, history, and mathematics being the primary field of study. Such schooling is meant to not only give perspective on life but to reveal to the student that the search for identity is found in all things. After all, it is a dangerous life that the Garou lead – and to the Ahroun, even moreso. It is therefore important that one experience as much of life as possible, to be well rounded.

 

The younger Garou, of course, often take life recklessly and indulgently at first, feeling little of the danger that awaits them, becoming the source of much scorn amongst the Sept. However, in time, the young Garou grows to learn discipline and understanding of their purpose in life – to give meaning to their eventual sacrifice in Gaia’s name.

 

Traditions

Much of the Ahroun culture draws upon various eclectic warrior cultures as a natural result of their collective experiences and their studies in history. Though different Septs have their own localized versions of rituals and traditions. Most seem to respect certain constant ideas: rites of passage into manhood, martial discipline, healthy competition, and the desire to understand the meaning of sacrifice.

 

rites of passage

 

Rites of Passage are common amongst the Garou, but Ahroun have their own rite of passage beyond the Sept practices. Though the specifics of Ahroun rites of passage vary from Sept to Sept, each rite is constant within the Sept - it is a shared experience that all Ahroun must endure and it serves as a way for them to understand each other on a fundamental level. Though Ahroun may not know another one all that well, they have both gone through "the ordeal" and thus, they have respect for each other. This helps the Ahroun mark his transition from a cub into a fully accepted member of society as a Cliath.

 

 

Some Septs send their cubs into a known Wyrm lair, others simply leave them in hostile territory to fend for themselves for a specified length of time. While the tests are not designed to be fatal, they are never safe or "staged", lest their value is belittled. Rites of Passage are life-changing experiences. In the Sept of the Buried Heart, the Ahroun rite of passage is something not spoken about outside of their auspice, being considered very much a personal and cathartic experience

 

martial discipline

 

To be unprepared for battle is considered to be the greatest of ignorance. As such, each Ahroun, as part of their study is encouraged to study and become adept in at least specialized martial form of combat. Practiced skill with weapons is the more common choice among Ahroun of modern birth – swords, knives, etc., and in very rare accomplished cases, Crinos-specific weapons such as the klaive. However, there are some less common fields of study such as shadow-walking and partial form shifting (having Crinos claws while in human form, etc.). All students learn their crafts from local teachers, though on rare occasions from spirits or ancestral contacts (for properly gifted Garou)

 

healthy competition

 

So that Ahroun do not sit back upon their laurels, healthy competition between them is often indulged. It is common for Ahroun to challenge each other to combat at moots. Although fighting for no reason is discouraged, the Ahroun will often exaggerate minor disagreements to justfy challenging one another in order to test themselves. In times of peace, the rest of the Sept takes it all in the proper perspective, so long as it is not problematic (though well intended, sometimes tempers can flare unexpectedly, causing the fights to get too rough).

 

 

It is also a tradition to hold a party the night before an expected battle and boast about what glory one will achieve in the fight. Each take turns one-upping each other until no one dare make a claim they cannot uphold. Bragging rights (and glory) abound for those who actually make good on their boast the next day. It is considered shameful to boast well beyond one’s capabilities, but the air of competition (and the alcohol) inflates the egos a bit. It is often felt amongst the Ahroun that during such rituals, one’s ancestors come as close as they can to this world to bear witness to the sacrifices of the living.

 

sacrifice

 

To give one’s life for a cause, dying in battle is considered to be the greatest sacrifice one can give. It is thus never given lightly or without ceremony. As such, a Ahroun about to die (or expecting to die shortly) will always seek a witness to their efforts, someone to live on to tell their story, so that if they die they do not do so in vain. Galliards are often recruited for this purpose, though in more tragic situations where a proper scribe is not available, Ahroun may beg the help of the nearest Garou brethren. Such tales inspire the rest of the Sept (especially the surviving Ahroun) in the time to come. The more superstitious Ahroun even consider it to be necessary for their soul to find rest. To die alone, with no witnesses, is uniformly considered a personal failure and an affront to Gaia.

The Galliards:

 

Dancers, singers, keepers of the Silver Record. Among the Garou, none evoke so much passion through their art as those born under the three-quarter moon, the Galliards. In a society driven by social status, it is necessary to have one’s exploits recanted to the Sept. A heroic act against the Wyrm will gain one much notice, but a gripping epic poem will forever burn it into the memory of one's brethren. The greatest compliment one can have is to be sung about for generations to come. The best way to remember from where one came is to hear the Silver Record and remember why the Garou are Gaia's chosen defenders. To immortalize the Garou adventure into the great tapestry that of verbal history is what puts the ink into the Galliard's pen, the notes to the song, the passion in the story.

 

Second only to the Ahroun in their fiery tempers and great rage, the Galliards are the historians of the Garou’s dying culture. But the Galliards play an even deeper role in Garou society – that of its razor sharp eyes and ears. For who better to witness and communicate the events of a nearby battle than the Galliards? Who better to put events into the proper perspective? They provide the Garou Nation with the fighting edge they need against their enemies. And when arguments erupt within the Sept, who better to convince other of the justness of actions, to plea the case to the Sept judges. Galliards are the detectives, investigative journalists, and lawyers, gathering intelligence and ferreting out all there is to be known.

 

The Voice Among Many, The Eyes in Battle, The Passion Within

If a pack or one of its members is to gain notice for actions honorable, wise, or glorious, it is almost always done in tale or song by a Galliard. To go without one’s services is to condemn one’s deeds to anonymity. Also Galliards are very skilled at pleading a case in a Philodox tribunal, stirring the emotions to a more favorable decision. Moreover, it is the ranking Galliard who decides at a moot who will lead the Sept as Master of the Howl and whose voice that recites the Silver Record at moots. This is the way it has been for centuries.

 

Those Galliards more involved in Sept politics often take a back seat in their activities, seeing great value in staying alive long enough to provide their services to the community and simply living to tell the tale – every song needs a singer, every tale needs to be told. To let another’s actions go unnoticed, to neglect to tell the younger generations of their heritage, is to dishonor the entire Nation. But some Galliards are not so passive in their actions. There are those who become very practiced at stealth and perception. These make the very best scouts and infiltrators and as such, they provide the Garou with critical intelligence. One stealthy Galliard can find out more about an enemy’s defenses than many blindly attacking Garou. And in the twilight days, there simply are not enough numbers to justify ignoring more tactical attacks. Those fighting Galliards have a front-line perspective that imbues the tales of the exploits with am unequaled passion (if at times somewhat exaggerated).

 

But perhaps more than any specific benefit Galliards bring to the Sept, they are the keepers of passion. Their stories remind the Garou why they were chosen to do and of their ancestors that fought before them. King Henry V’s St. Crispien’s Day speech masterfully roused his troops into a frenzy of purpose so great that they not only bested France’s outnumbering defenses, but they pledged their undying loyalty. The Garou of today, tired and worn down until their limbs ache with fatigue and weight, can find in a Galliard’s song their spirits renewed, their health restored, and their fiery rage rekindled.

 

Traditions

 

Catharsis

Galliards aim to inspire passion among those of their Sept especially during times of grief. Galliards take it upon themselves to expose their feelings for fallen or missing comrades, often enacting elaborate and emotionally wrenching rituals in order to achieve (or at least display) a kind of catharsis. Crying, singing at extreme volumes for entire evenings, ranting eulogies, sleep deprivation, vision questing, isolation, and even self-mutilation are common cathartic practices. The point of the effort is to expose as much of the emotion as possible and let it out, allowing them to deal with their issues instead than burying them. This can understandably make the Galliards seem to be a moody lot – histrionic at first and then callous as time wears on. But the Galliards care little for what other people think in this regard.

 

Competition

It is quite a common practice for Galliards to be in competition with each other for the attentions of their fellow Septmates, especially at moots. In the best of times, evening festivals are held to allow Galliards to see who can tell the best tale, who can sing the best song, and who can inspire their audience the most. Judged by applause, the Galliards take these competitions very seriously, preparing their material for days ahead of time. After such festivals, the most popular Galliards are often those sought to narrate the higher-ranking Garous’ adventures.

 

The Fugue

Because of their great rage, Galliards will endeavor to psyche themselves up for battle – a state called The Fugue. Some do it by chanting (which inevitably becomes ranting at the height of the passion), some by singing the rallycries of battles past, and some will even try to pick fights with others, all in order to get everyone’s blood boiling. When a Galliard is properly Fugueing, he appears to be channeling … something else entirely, almost becoming alien to his own species. Unsurprisingly, most Galliards after the Fugue will not remember things they have said or done while under the influence of their rage.

 

Bards

Though most all Galliards are talented artists (of various media), the ritualized performance of their art is known to have a rather dramatic effect on their audience. At times, effects are so dramatic that they appear to be somewhat mystical – raging Garou or hostile enemies can be calmed, arguments lose their importance, depression temporarily alleviated. In some legends, mortally wounded Garou are rumored to have even been brought back from certain death by a Galliard’s ministrations.

The Theurges:

 

Among the Garou there are those who seem more attuned to the often-unnoticed supernatural elements of the universe. Opening their inner eyes, they travel from one reality into another, into another, into another, searching for whatever secrets the universe will reveal. Among Garou, they are those born of the quarter moon, the Theurges. Closer to the Umbra than anyone yet touched only slightly more than the Ragabash by Gaia’s rage, the Theurges quest is for knowledge.

 

From early ages, lost cubs who have not yet realized their talents often live as outcasts among humans. Misunderstood, branded as freaks and weirdoes for their distracted personalities, their instinctive sensitivity to the supernatural confuse the untrained. But once brought into a proper regiment of training among the more learned of the Sept, they soon come to understand their special connection to Gaia. And then soon, through careful study, they learn the considerable power of Garou Theurgy. They also hone their skills at dream interpretation, which aids in Umbral navigation. And when they have become adepts in their studies, they take on apprentices to follow in their footsteps, to share with them the secrets the universe has unfolded.

 

Theurgy in Study and Practice

Unsurprisingly, Theurges are often encourgaged to persue an academic approach to their Umbral arts, employing the anachronistic practice of apprenticeship whenever possible. Above all else, Theurges value paths that lead to knowledge. To pursue knowledge is therefore considered the holiest of tasks, revered and deserving of the utmost respect, regardless of who is the student.

Though all Garou have the innate ability to step sideways into and travel within the Umbra, none do it so well or precisely as the Theurges. What most Garou consider to simply be "another dimension", Theurges view as a living mural of the primal metaphor of the immediate surroundings. If indeed the Umbra is earth dreaming about itself, then Theurges are the manipulators and explorers of its driving consciousness. As such, the Umbral Arts break down into two Ritual Arts and Umbral Navigation.

 

The Ritual Arts

Ritual Arts are those that invoke Gaia’s energy to manipulate the environment around them and interact easily with spirits. It has been said that Theurges are mages, working a form of Gaian "magic". But most Theurges agree that they merely channel and focus the energy that lies latent all around. Magery is almost always considered to be a constructive and organizing force, associated too much with the Weaver for Garou sensibilities. Moreover, Garou rituals are slow, careful procedures that are enacted with precision and sustained intensity. To perform rituals in haste is to invite potentially fatal mistakes

 

As ritualists, Theurges practice a wide variety of arts:

  • Rites of Accord

    cleansing Wyrm/Weaver taint

    contrition

  • Rites of the Caern

    Caern bounding

    Caern fueling

    Caern obfuscation, to disguise its location from enemies.

    Creating moon bridges (fast travel between caerns)

  • Rites of Mysticism

    healing

    manipulating magical energy (Gnosis)

    spiritual arts (awakening, communication, binding, imprisonment, summoning, etc.)

    crafting fetishes and talens

  • Rite of Society

    punishment, laud

  •  

Umbral Navigation

There are those Theurges, however, who find their calling not among the Ritual Arts, but rather in the Umbra itself. These are the Navigators - Openers of the Way, Travelers, and Cartographers of the Near Umbral realms

Ever since the Umbra and the waking world were rent apart, the Gauntlet has served as a barrier between the two worlds. Opening a passage between them is a dangerous endeavor, more so especially in recent years. Piercing the Gauntlet is a feat that, when performed by an unskilled Garou, attracts the attention of the servants of the Weaver, who guards the Gauntlet with a cold persistence. Those skilled in art of Opening the Way temporarily weaken the Gauntlet, allowing one or many to look through or pass through it with much less danger.

 

Once in the Umbra, Navigators practice keen abilities of interpretation that much more accurately than normal Garou can discern the correlation of the real world to the Umbra. Quite often their insight comes not from their ability to perceive, but rather to interpret the greater meaning of seemingly happenstance Umbral events - a process that the Theurges liken to dream interpretation. It is no surprise, therefore, that Navigators often make good judges of the psyche.

 

Subject to currents and tidal forces, Umbral travel is disorienting to even the most perceptive Garou. Navigators, however, seem to have a deeper intuition and understanding of the realm beyond. Quite often, Theurges make use of various naturally-growing psychotropic substances such as "magic" mushrooms or the peyote cactus buttons to aid in shifting their perspectives away from the real, becoming more in tune with the otherworldliness and subjectivity of the Umbral.

 

With their unique insight and diligent effort, Navigators can even make detailed maps of Umbral, mapping it out as cartographers might map the geography of the earth. Such Umbral maps are prized among the Sept. Though certainly such maps are indeed useful to other Garou, the Umbra is always changing slowly (though much more quickly in the last century). As such, a Navigator's skills are never retired. Umbral travel with a Navigator’s aid is always guaranteed to be easier, faster, and less susceptible to hostile interruption.

 

Interestingly enough, for all their insight, Theurges have not yet mastered Deep Umbral navigation. Even the most adept Navigators find this chaotic, conceptual, and incarnal realm to be unchartable. Most Theurges speculate that Garou, still grounded by their physical birth, cannot completely let go of their fear and thus are tethering themselves psychologically to the mundane, if only by a critical, minute amount. Certainly, many have tried to gain an understanding of the Deep Umbra, but all those who have tried have either gone insane, catatonic, or died in the attempt. Uniformly unadvised and avoided, travel in the Deep Umbra remains a great mystery.

 

Traditions

The Theurges of the Sept often participate in each others’ rituals in order to insure more favorable results. However, there is a certain social element to participating with others as well. Beyond the practical concerns of sharing knowledge and Umbral experiences with each other (a sort of Umbral ‘news’ if you will), participating in Theurge rituals is a way to form bonds between the sometimes disparate and isolated personalities. In many ways, the Theurges are their own community and those Theurges who do little to be a part of it find themselves apart from the center of the activity.

 

Among the many Theurge traditions are those surrounding the Rite of the Moot. In this rite, all mystics are highly encouraged to participate in fueling the Caern. There are two parts to this ritual. There is of course the public ceremony, which is performed in front of the entire Sept the night of a moot. However, there is also a private part to the proceedings which is performed the night before in sweatlodge among only those who will be participating in the ritual following evening. During this intense shared experience, each Theurge fully visualizes the sacrifice they intend to make the next evening at the moot on behalf of the greater good. The process of preparing one’s self to offer it up is an introspective and emotionally unmasking experience and often leads to openly cathartic experiences. It is understood among the Theurges that anything that transpires while in sweatlodge remains there, not to be discussed again.

 

Also, it is tradition among Navigators to offer hospitality to others who navigate the Umbra and share their maps with each other. Unlike most Garou, Navigators often receive some form of higher training from other Garou outside of their own Sept. The sometimes-dangerous travels (known as ‘walkabouts’) of a Navigator’s internship have been known to take months, even years in extreme cases.

The Ragabash

 

To call them are jesters is foolish. To say that they are mad is at best in accurate. To ignore them only makes it worse. They poke fun at the self-important egos, at most times when doing so will damage credibility them most. What plans are made, they will undo. What secrets you keep, they will try to uncover. The more you encourage them, the more they get in your way. They are annoying, bothersome, and disrespectful. And yet, with all of the posturing and egos so prevalent in a strength-based society, none are so valuable at keeping these things in check than those born of the new moon - the Ragabash. Though Gaia’s rage burns less in them than any other of the auspices, what the Ragabash lack in fire they make up for in wit, skill, and precision.

 

The Ragabash philosophy is simple: to teach.

 

That's it, really. After everything is boiled away, the Ragabash aim is to teach people that which they need to learn. However, sometimes lessons come in very unorthodox forms. And to that end, the Ragabash endeavor to surprise their students, providing them with a more pure form of learning.

 

Among society, the Ragabash plays a number of roles, many in direct response to the elements around them. It is traditionally a Ragabash who at moots plays the part of The Fool, whose defiance and feigned cynicism reminds Garou of the Litany’s importance and purpose. It is the Ragabash who are consulted to design cunning ambushes and clever strategies. And it is the Ragabash who remind the serious that life is to be enjoyed and the indulgent that it is not to be wasted. At first blush, one might think that the Ragabash exploits would not be welcome among Garou, who quite often conduct their affairs against the Wyrm and Weaver with the utmost seriousness. Devils advocate, political activists, and revelers in the face of adversity, the Ragabash provide perspective and balance.

 

Certainly, the younger Ragabash do not seem nearly so directed or aware of the point of their lessons. Rest assured, behind every secret they reveal, for every ego they deflate, for every 'joke' they play there is a reason. As the Ragabash gains rank and experience, the lessons become more clever, their points sharpened, detonating with inescapable consequence. It is a matter of bragging rights among the Garou to have the best buzzkill at a moot and the lauded tend to be the most daring and inventive of the lot.

In combat, the Ragabash are valuable for their stealth and cunning, being the more clever and improvisational fighters. In the right situation, a single Ragabash may be able to foil a potentially dangerous situation by using their wits instead of resorting to direct violence.

 

Esoterics

Perhaps the most unexpected aspect of Ragabash life is that despite their apparent lack of respect, they are collectors and (among the Ragabash) teachers of a wealth of esoteric knowledge. Some of what they know is based in ritual magic, like the ability to open a Moon Bridge without the aid of a Caern spirit. Also, their knowledge comes from local occult legends and connections to unexpected strata of mortal society. And sometimes, their knowledge comes from their snooping around (sometimes even on other Garou). At the achievement of each new rank, a Ragabash is required to spend an evening with the ranking Ragabash wherein he is taught a lesson. Sometimes, the experience is intentionally personal, leading toward inner understanding. Sometimes it is simply a discussion about the various personalities within the Sept. And yet at other times, the Ragabash elder has not shown up at all. In all cases, the younger Ragabash usually leaves the evening feeling as if their mind has been completely blown away – their perspective irrevocably shaken. To compare the Ragabash’s traditions of tiered hierarchy, tests, and revelations to Masonic practices is not entirely unfounded.

 

Tricks of the Trade

Beyond their cleverness, the Ragabash have abilities that aid their often elaborate pranks which break down into Stealth-related abilities and skills at social manipulation.

  • Stealth

    invisibility

    theft

    unlocking

  • Social

    intimidation

    confusion

    force others to reveal a secret

The Philodox:

 

Though the pack structure is more important to Garou on a day to day basis, it is the Litany that binds packs to Septs and Septs to other Septs. It is the common ground that all Garou agree to uphold so that they do not fall victim to the Wyrm urges of greed and jealousy, which will at best promote chaos and dissent and at its worst lead the Garou to be the architects of their own demise. Though it is understood that no Garou is perfect, the need to enforce the Litany is undisputed. However, not even the Garou are immune to disagreement on the finer points of its interpretation. In fact, much of Garou society is centered on disagreement, challenge, and a survival-of-the-fittest philosophy. And among the fiery-tempered Garou, one could argue that no other structure could exist.

 

However, too much internal conflict can quickly become detrimental, allowing the Garou to lose sight of the larger goals and the truer enemies. It is therefore the Philodox, those born of the half-moon, who serve as judges, resolvers of disputes, and enforcers of the Litany. Well respected, quite often higher-ranking Philodox Garou are alphas among their packs and leaders among the Sept. It is a fine line they walk, balancing the society's need for strong leadership and the often-overwhelming instinct for social dominance. Appropriately then, Philodox embody a balance of rage – more than the Theurges and Ragabash, but less than the Galliards and Ahroun.

 

To the outsider, the Philodox may appear to serve in much the same capacity as policeman or court judges in that they seek to arrest infractions against society. While this is certainly true, the need for this form of justice is not entirely applicable to the Garou. It is just as important, then, that disagreements are resolved as completely and efficiently as possible. Much closer Garou justice is, therefore closer to the justice of King Solomon than that of human society, preferring harsh judgements to serve as examples to the rest of society. Philodox also serve society as watchdogs - watching the inside of society for the subtle signs of corruption and weaknesses. The more cynical Garou call them "Internal Affairs", which, though a reasonably accurate term, suggests an air of paranoia that the Philodox rarely wish to promote.

 

However, if the Philodox are in fact paranoid for some reason, it is always assumed that there is a very good reason for it. In fact, in the heat of the moment, if a Philodox makes a judgement on an issue, that judgement is rarely questioned at that point in time. If the need for a reevaluation is afterward overpowering than the issue may be readdressed in informal review among the Philodox assembly. However, questioning a Philodox's judgement without any means of convincing the elders the justness of it is ill advised. Punishment for not upholding a Philodox's judgement incurs very nearly fatal results. Also, a Philodox's judgement is honored without prejudice to rank - a Cliath Philodox's judgement of a disagreement between two Athro Garou carries as much weight as if it had been made by an Elder. Appealing to a higher-ranking Philodox will often earn only the enmity of the entire Philodox assembly. This is because the Philodox have a very top-down structured internal organization amongst themselves wherein they pledge to support each other’s decisions. In a sense, the individual Philodox is irrelevant. Unprejudiced appeals, however are not unknown among the Garou, especially if done in a manner that does not strike out at the authority of the entire Philodox community.

The Philodox prize wisdom, not knowledge, above all else. Wisdom is subtly different from knowledge. If knowledge is a tool, then wisdom in knowing what to do with it. However, unlike the Theurges, the Philodox tend to put the greater portion of one's training in the student's own hands, believing that wisdom in judgement is more often a question of understanding people and the greater good of society. Thus, a Philodox must be allowed room to make mistakes. Philodox Cubs, though not allowed to make judgements on behalf of the Sept, are often involved in the internal affairs of the Philodox policy discussions. It is a common privately enacted Philodox rite of passage from Cub to Cliath to be required to review a recent Elder's judgement. Blind acceptance or rejection of the Elder's ideas is grounds for failure - no ideas should be left unchallenged.

 

A Tribunal is the technical term for the Philodox process for rendering a judgement. These can be very formal or very informal, depending upon the situation. Matters of more gravity are given the due amount of spectacle and formality. In part, this is to promote the air of sobriety that such an important event deserves, but it also serves to impressing upon the Sept the importance of the process itself. In more informal settings, the process can be as simple as a moderated discussion between all sides and rendering a decision. Speaking out of turn without being recognized by the judge is considered to be very disrespectful. Once the judge has heard enough to be satisfied that he is aware of all the important and relevant facts, he delivers his judgement upon the participants.

 

Unlike the United States judicial system, tribunals attempt to settle the matter at hand as completely as possible. A person need not be present in order to be judged upon (though to do so, a Philodox had better make sure he understands enough of the matter to be certain beyond a shadow of a doubt) nor does one need to necessarily have direct evidence of guilt or complicity. Philodox justice is harsh, swift and designed to settle issues before they become a greater problem.

 

Since Philodox support each other, they often act together as executors of tribunal judgement, though in more dangerous matters, they may ask others to assist them. It is considered an honor to do so in support of the Sept.

 

Law and Order

To aid in the process of resolving disputes and seeking justice, the Philodox use keen perceptive and social abilities as well as displaying a great sense of will and endurance under harsh conditions. But the more experienced Philodox seem to display near-mystical extremes of these fields

  • Perception

    discerning truth from falsehoods

    focusing their senses, tracking

  • Social

    summon aid from other animals

    intimidation

    inspiring leadership

    talking raging Garou down from frenzying

    geas

  • Endurance

    the ability to resist pain

    great feats of will

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