Pack Structures
In earlier times, the structure of a wolf pack was a matter of pure instinct. As with everything else over the course of time, packs grew infinitely more complex. Nowadays, there are a multitude of ways a pack can handle it's hierarchy, so long as it ascribes to one core tenet:
There must be an appointed contact for the pack. Whether or not they are in a position of authority over their anamae, this will be the person that interfaces with the sept leadership for matters involving the pack, and the person people know to talk to in order to contact the pack. Provided a contact is named, you may choose any structure you like.
Sample Pack Structures are listed below. If you're interested in a structure not listed here, contact staff and we'll see about adding it.
Common Pack Structures
Alphabet
Standard Alpha/Beta/Omega you're probably used to.
Alphabet packs were human's attempted analysis of the manner of wolves. It has a very clear and concise structure to it, and is the form most packs fall into out of habit from when it was initially popularized before wolves corrected them. In an Alphabet pack, you have a leader, a second in command, additional membership, and usually the lowest in the pecking order. The joke is you can choose as many positions as there are letters in the Alphabet to mix and match your pack into whatever you want, but there's usually at least an Alpha and a Beta, and often times an Omega.
This is most commonly seen in predominantly homid packs, where every member wants their own special title.
Pack Role |
Role Duties |
Alpha |
Overall leader and decision maker. Has full authority. |
Beta |
Second-in-command. Supervises on Alpha's behalf, and acts as balance to alpha with counsel or protection. |
Gamma |
Protector; keeps pack members safe (often with physical force) |
Delta |
Triat specialist; focused in different kinds of Taint, as well as cleansing. |
Epsilon |
Questioner; intended to double-check all plans for holes. |
Zeta |
Smithy; finds (makes?) weapons and armor for pack members. |
Eta |
Quartermaster; finds mundane supplies and tools for pack members. (Can combine Zeta & Theta into Eta) |
Theta |
Groundskeeper; finds living quarters and territory for all pack members. |
Iota |
Intelligence gatherer; expected to report on threats and investigations. |
Kappa |
Appraiser; given stuff to figure out what to do with it. |
Lambda |
Mediator; tasked with finding and resolving conflicts in and out of the pack. |
Mu |
Lorekeeper; your one-stop reference for anything in gaian or mortal history. |
Nu |
Secretary; makes notes of the pack's deeds and findings and disseminates info. |
Xi |
Seer; responsible for looking for and interpreting mystical signs and visions. |
Omicron |
Trainer; focused on ensuring all packmates know how to defend themselves. |
Pi |
Mentor; usually an established higher-ranking garou serving as a reference for common knowledge. |
Rho |
Herald; responsible for contact with other packs, septs, and social entities. |
Sigma |
Mortal liaison; handles influences and mortal affairs. |
Tau |
Enforcer of order; expected to keep members in line. |
Upsilon |
Entertainer; tasked with keeping packmates in high spirits. |
Phi |
Detective; the person who focuses on making sense of chaos. |
Chi |
Tracker; trusted with finding things/people/locations as needed. |
Psi |
Caretaker; your own emotional support packmate. |
Omega |
The one everyone in the pack teases, but would fight to the death to protect. |
Assembly Pack
Structure based on democratic ideology.
With the success of the Athenian Democracy, Greece saw Assembly Packs spring up across the Aegean. In this pack structure, all members gain an equal vote and an equal say in pack affairs. The figure that drives the whole system,
Ho boulomenos ('he who wishes', or 'anyone who wishes'), encapsulates the right of any packmate to stand up and offer something before the pack. Rather than claiming authority over the matter, they are seen as merely presenting it as someone to act on, and deferring it to the will of the pack.
As one might expect, there are many struggles with Assembly Packs. With the intensity of their rage, many garou struggle to yield to the will of others. It is easy to preach about the will of the people when the people agree with you, but it can be difficult for an Alpha to cede her authority to the opinions of those who she might regard as her lessers. Occasionally, disputes can get out of hand, and when the mob turns, things can get ugly quickly. Issues are often decided with a simple majority vote. Eligible voters discover that having a voice in government requires a certain amount of discipline, lest they allow their emotions to turn them into a mob.
This is most commonly seen in homid packs, particularly scratch packs.
Pack Roles |
Role Duties |
Magistrate |
An elected leader who possesses all of the authority of a Pack Leader and who handles the day-to-day business of the pack. Serves only at the will of the assembly, and must hear out any proposal set forth by other pack members. |
Epistates |
Acts as Magistrate when they're unavailable. Responsible for calling and counting votes. |
Master-At-Arms |
Military leader of the pack and enforcer of the majority's will. |
Citizens |
A term of respect for other packmates. |
Bone Pack
Structure based on shifting authority.
The Bone Pack is generally used as a 'catch-all' term for packs who favor simplicity. There are two roles in a Bone Pack: the one with the bone, and those without it. The one with the bone is the leader. The ones without are not. Whoever holds The Bone is the final authority and decision maker on all pack matters.
While this seems like an easily abused form of structure, Bone Packs are often the most fluid and dynamic packs out there. Bone Packs follow a mentality similar to Lunar Packs (covered below) in that shifting leadership is necessary for a pack, but removes the criteria and instead defers to the trust and knowledge of the pack mates. In a Bone Pack, most view each other as equally qualified, and handing off the bone is the way to give authority to the person best suited for the situation.
In the event someone will not let go of the bone after they should, challenges certainly come up, and a fair number of packs have fallen to squabbling messes of might-makes-right challenges for every little thing. Some packs thrive with that tension. Some do not. Most of the time, if a Bone Pack is getting out of hand, a philodox will generally step in to suggest shifting pack structure or working out whatever it is stopping the pack from functioning as a cohesive unit.
This is most commonly seen in Purpose Packs, Scratch Packs, and Tutelary Packs (where, guess what, only the teacher gets the bone).
Lunar Pack
Structure based on auspicial focus.
Lunar packs believe one’s auspice is more than just the phase of the moon under which a Garou was born; it is a blessing directly from Luna that grants special insight and knowledge into all matters that fall under its bailiwick. In such a pack, leadership changes hands often, and the highest-ranked auspice most appropriate to the situation, referred to by the moon phase of that situation ("Phases), takes the reins of the pack until the problem is resolved.
Devotion to the lunar ideal requires a great amount of determination and dedication. Garou are expected to defer to more-experienced auspices and to trust in the insight of their packmates. As such, tensions arise within Lunar packs when the Phases disagree regarding which auspice should reign over an encounter. When there is a difference of opinion on which auspice has authority in a situation, the Phases vote, and a simple majority decides the matter. This resolution works well, until one or more of the unrelated auspices abstains from a vote and forces a stalemate.
This is most commonly seen in Blessed Packs, but are often used in larger packs as well, provided they have all auspices covered. Several packs have been caught using this Structure as a guideline and have made the Phases eligible to any member, not just the eldest of that auspice, but most Lunar packs take exception to that and have challenged over it in the past.
Pack Roles |
Role Duties |
New Moon |
Rules over matters concerning stealth, cunning, and the questioning of traditional wisdom. She often challenges the wisdom of the other Phases within the pack, and she argues about who should claim dominion over matters that fall into the grey areas between jurisdictions. |
Crescent Moon |
Rules over matters concerning spirits, the mysteries of the Umbra, and rites. She often conflicts with the Gibbous Moon regarding matters of prophecy and lore. |
Half Moon |
Rules over matters concerning law and mediation. She also rules the pack during a time of peace, but often clashes with the Full Moon about the nature of peace and war, and which auspice should be ascendant at any given moment. |
Gibbous Moon |
Rules over matters concerning lore, the history of the Garou, and prophets and communicators. She often conflicts with the Crescent Moon regarding matters of prophecy and lore. |
Full Moon |
Rules over matters concerning conflict, war, and violence. It is expected a Full Moon shall lead during war. Tension arises when the Half Moon believes peace is still possible, but the Full Moon believes the pack must take up arms. |
Uncommon Pack Structures
Priest Pack
Structure based on worship and mysteries.
Priests Packs dedicate themselves to learning the will of the spirits and gods and being their agents in the material world. Often times these packs are more formed around the totem or a place of power than any specific matter. They travel to umbral realms and undertake great quests for the gods.
Theurges are especially attracted to Priest Packs, finding solace in serving the spirits and acting on their behalf in the physical realm. However, other auspices are also attracted to this style of organization. Any Garou who feels a kinship with the spirits or gods and a yearning for a deeper purpose for their existence might feel drawn to a Theocratic pack.
This is most commonly seen in Purpose Packs, Auspicial Packs, Destiny Packs, and Dynasty Packs.
Pack Roles |
Role Duties |
Voice of the Spirits |
Default Pack Leader, but she really is more akin to its most-respected teacher. The official duty of the Voice of the Spirits is to serve as the mouthpiece for messages from spirits; as such, she is usually chosen by them. The voice of the present. |
Voice of the Gods |
Either a substitute for, or equal to, the Voice of the Spirits if the pack is focused on Divinity instead of spirit worship. The voice of the present. |
Chief Augur |
The second in command to the pack leader, charged with noting/recording all prophecies. The voice of the future. |
Keeper of the Mysteries |
A historian and caretaker of the younger and inexperienced. The voice of the past. |
Wolf Pack
Structure based on Lupus instinct.
Homids got it wrong. Alpha? Beta? Omega? Those are all Weaver terms. No, the homids tried, but they missed their mark. A pack is a unit. A family. The alpha provides for h
is pack; he doesn't order them around. The lupus dynamic is instinctive and doesn't
need to be asserted as desperately as the homids have tried to do. A wolf pack is an instinctive demonstration of social dynamics that functions more like a family than anything else.
This is most commonly seen in Tribal packs or other packs with a majority of lupus members.
Pack Roles |
Role Duties |
Zedakh |
Pack Leader, focused on leading fights as well as protecting and providing for pack members. |
Uldakh |
The second in command, focused on morale and handling grievances before they become issues. |
Taldakh |
The member of the pack who needs the most help/attention. |
Rare Pack Structures
Cult Pack
Structure based on exaltation of one individual.
Cult packs believe that if the world is to have any hope of surviving, a few must surrender false freedom to seize victory. War is eternal; only those with the discipline to endure the battle will survive to its end. Cultists believe that the ends always justify the means. Packmates pledge their utter loyalty and devotion to their leader and enforce her will to complete their pack’s mission.
Totems who accept Cult packs, especially more conservative tribal totems, feed on their loyal fervor and encourage this style of organization. Cult packs led by a Philodox tend to be more political in nature, leading to a dictator-style leadership, seeking to impose its will upon others. Ahroun leaders tend to encourage a military hierarchy, preparing for a never-ending battle for glory and honor.
Pack Roles |
Role Duties |
The Leader |
All powerful and unquestioned leader of the pack. Gives commands and expects they are obeyed. |
Minister of Harmony |
Sees to happiness and contentment of packmates, focusing on logistics, morale, counsel, etc. |
Minister of Peace |
Enforcer of the leader's will, and protector of his followers. |
Mystery Pack
Structure based on fate, chaos, and trust.
A favorite of the superstitious or the particularly wyld, the Mystery Pack is a structure based on pure luck and chance. They choose their leader at random, and lean on fate to demonstrate the path the pack should take. At the founding of the pack, the members must choose "interval" and "means".
- Interval indicates how frequently the leadership in the pack will shift. This is generally a recurring cycle (annually, seasonally, daily), but can be tied to a catalyst of some sort (any time war is declared, every eclipse).
- Means is the method of selection. This can be drawn straws, randomly chosen numbers, or any other means based on pure chance. Challenges are not applicable here. No one has anything to prove.
Based on these criteria, the leader of the pack is chosen and can therein redefine the pack's means of addressing any given situation. This requires extensive trust and even more demanding faith. These packs frequently struggle, as fate very rarely works consistently in someone's favor, and a number of members may not like the outcome of random chance.
Pack Roles |
Role Duties |
The Chosen |
Whoever was chosen by the means agreed upon. They make all calls and decision for the pack, though they may handle that leadership however they choose. |
Sortitiate |
Arranges and oversees the choosing detailed above. If the Sortitiate becomes Chosen, another Sortitiate must be named. |
Anarchy Pack
Absence of structure.
A more extreme variation of Assembly and Bone packs, Anarchy packs do away with the notion of a pack leader in entirety. They lean on the notion that everyone's voice is equal, and hope that will be enough to make things work. Most packs do not start as Anarchy Packs, but often become so with the loss of a leader and the mournful thought that no one else could ever take their place. Since packs still require a contact for purposes of communicating with the sept, it usually isn't long until an Anarchy Pack transitions into another structure, but there are certainly some anti-establishment garou who have committed to making an Anarchy Pack their way of life.