Rites of Accord
Posted: Thu Dec 09, 2021 3:20 pm
Rites of Accord
Rites of accord restore a particular place or Garou to harmony and balance with Gaia. These rites purify and renew through a symbolic rebirth from Gaia’s womb.
System: Any Garou attempting to perform a rite of accord must possess a talen, fetish, or some piece of Gaia never touched by minions of the Wyrm or by human hands. The ritemaster makes Test of their Charisma + Rituals (difficulty 7 unless otherwise noted).
Level One
Rite of Cleansing
Level One
This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most common form of this rite involves the ritemaster inscribing a circle on the earth, walking counterclockwise around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an attempt to frighten away the corrupting influence. Ideally, this rite is performed at dawn, but may function at any time.
System: This rite can be cast upon more than one person or object, but the ritemaster must spend one Gnosis point in order to affect an area or multiple targets (rather than just a singular focus). The difficulty level depends on the level of taint. For instance, taint caused by a spirit might carry a difficulty of the spirit’s Gnosis. This rite cannot heal wounds or damage caused by Wyrm-taint — it only removes the spiritual contamination itself. This rite cannot cleanse taint of the most innate sort, either, instead inflicting agony when performed upon a fomor, vampire, unrepentant Black Spiral Dancer or other similarly corrupt being.
Rite of Contrition
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. Success suffices for a gracious apology in the eyes of the spirits, but may not be enough to mend friendships or undo grievous errors without some act of atonement. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders and may result in renown loss. Most spirits will always accept a well-performed rite.
Rite of the Hunting Ground
Level One
Lupus Garou mark their territory by urinating on trees and bushes. After the rite, no wolf or Garou can come into the area without immediately realizing they have entered another's territory. There is no compunction not to enter, however.
System: Typically, the Garou must spend at least ten minutes marking her territory. Special messages, such as a greeting to other Garou, can be left with an Intelligence + Primal-Urge test (difficulty 7).
Rite of the Pack's Blood
Level One
Most Garou form packs that are bound with and dedicated to a totem spirit. In these days of mixed septs and thinning ranks, some werewolves are forced by necessity to run together temporarily. This ritual binds a group of werewolves into a patrol (or temporary pack) dedicated to a particular purpose, such as a quest, a battle or a fortnight's stint of bawn-guarding. The effects of this expire after the task is done, or after a lunar month, whichever comes first. Elders usually expect more permanent associations to ask for the blessings of a totem spirit.
Though the supernatural benefits of this rite eventually end, mutual respect and friendships are a common byproduct. Rival septs may join their warriors with this rite to improve relations. It is not uncommon for such patrols to reform into "true" packs down the road, devoted to a specific and appropriate totem spirit.
System: The members of the prospective patrol each swear their united purpose as they slice a palm or pad and dribble a small amount of blood into a cup. The blood is mixed and painted on face, hand and chest (over the heart) of each member. Upon a successful completion of this ritual (standard test), the pack may take on benefits such as pack tactics and receiving benefits from Gifts that bless a pack, but this does not grant them a totem, nor any totem perks. Note that garou already in a "true" pack may join this patrol, but will likely have some explaining to do to a miffed totem - though they often will accept a decent explanation. Standard protocol is to gain the totem's blessing before entering into this rite.
Level Two
Rite of the Peacock
Level Two
If the Rite of Contrition is a cure employed when a fetish becomes cursed, then the Rite of the Peacock is preventative medicine. The Rite of the Peacock is performed either once a year, once a season, once a month, once a week or even once a day, and is designed to stroke the ego of the spirit and keep it happy.
The rite varies highly depending upon the breed performing it and the human culture (if any) surrounding the ritualist, but always possesses some common themes. The rite begins with a performance of some description, either singing, poetry, dancing or howling. Once this is completed, the ritualist continues with a string of praises for the fetish and the spirit within the fetish. To complete the rite, the fetish is held above the ritualist's head and its name is chanted three times.
System: The ritual is handled with a Charisma + Rituals test, difficulty of the fetish's level + 5. If the test succeeds, the fetish will not become cursed for at least one month, regardless of anything else. In extreme circumstances, the Storyteller may say the level of abuse the fetish is subjected to overrides the power of this Rite.
Rite of Renunciation
Level Two
In this rare rite, a werewolf rejects the circumstances of their birth and starts over where they feel they are better suited. Many werewolves view such a “Shifting Moon” with suspicion, especially Shadow Lords and Silver Fangs — who is the Garou, after all, to decide he knows better than Luna? In no case can this rite be used to return a Garou to a renounced auspice or tribe, and in no case may this rite be forced upon a garou: one must undertake it willingly. This rite is performed in three aspects: The Renunciation of Auspice, the Renunciation of Tribe, or the Renunciation of Self.
In the Renunciation of Auspice, the garou renounces the auspice under which he was born and chooses a new one. The Garou must perform this rite during the phase of the moon he wishes to adopt. Most commonly, water from a silver basin exposed to Luna’s radiance is poured over the naked supplicant, washing him clean of all he once was, including all rank. He is now free to start anew as a member of his adopted auspice.
In the Renunciation of Tribe, the garou turns his back on the tribe and totem that took him in and offers himself anew to the spirits. The Garou undergoes a ceremonial undressing, casting off any defining features tied to their old tribe (often going as far as to drastically change hair or carve off tribal markings). What is removed is burned in offering to the totem in the hopes of a peaceful parting, but this forgiveness is rarely guaranteed. Once the rite is cast, the garou typically steps into the umbra to seek the shelter and blessing of a new totem. Until another tribe has taken them in, they are functionally a cub.
In the Renunciation of Self, a garou casts off the entirety of who they once were and becomes someone new. This is often undertaken as a form of severe atonement, and births a 'new garou': none may acknowledge you as who you once were, and you may choose to cast off your tribe and/or auspice as denoted above.
System: A character who undergoes the Rite of Renunciation must start anew at Rank 1. Although he keeps any Gifts he has already learned, he may never learn new Gifts from his old (auspice/tribe) no matter the instructor. However, Gifts of his adopted (auspice/tribe) now cost in-Affinity experience. The Renunciated Garou still access the gifts of the (auspice/tribe) lost that they already possessed, but will not receive their Affinity. Truly egregious partings of the Renunciation of Tribe may result in barred access to tribal-exclusive gifts, subject to ST discretion.
Level Three
Pledge of the Battle Mate
Level Three
Galliard epics from around the world tell of the mighty deeds accomplished by pairs of Garou that fought side by side always, to the bitter or glorious end, known to the Garou Nation as battle mates. This rite allows two warriors who have fought together for some time to dedicate themselves to each other as sisters or brothers in arms, forging a bond in blood and strife that can only be broken by death or betrayal. Ritemasters are careful to assess the relationship between the two petitioners before consenting to perform this rite, ever mindful of the Litany. While most tales involving battle mates are inspirational, a few are tragedies that teach would-be mates not to grow too close to each other.
The ritemaster performs a chant that details the battles the two werewolves have fought together, both victories they achieved and defeats they survived. The participants cut themselves, and mix their blood with a hallucinogenic brew. When the drugs take effect, the ritemaster appears as a monster that the two petitioners must fight, trying to restrain their Rage enough not to kill her. At the culmination of the rite, recite a blood oath: never shall one leave the other behind on the battlefield; never shall one fail to come to the other's aid in a time of need; never shall one betray the other to the enemy.
System: If the rite succeeds, the ancestor-spirits recognize the two warriors as true battle mates and give their blessing. As long as neither mate goes back on her word, the characters each gain one Willpower point and one Rage point per scene in which they fight together against a common foe. If at any time the blood oath is violated, both Garou instantly know it, and lose one dot of Willpower each. The mate who was betrayed, left behind, or abandoned must make a Rage roll to see if she frenzies. The betrayer automatically loses an Honor.
Rite of the Loyal Pack
Level Three
A leader needs respect from those that follow him if he (and they) wish to succeed. Usually, only packs that have been working together for some time and who trust each other enough to further cement those bonds perform this rite.
The rite makes the whole pack’s focus and commitment dependent on the pack alpha. In effect, they submit completely to him, in the hope of gaining an advantage from his commitment to working for the benefit of all. Each member of the pack must take a small item of personal significance and a length of his or her own hair and give it to the ritemaster. She then binds together all the objects using the hairs and buries the bundle within the pack’s home caern.
System: The ritemaster’s player makes a Test of Charisma + Rituals (difficulty 10 minus the pack alpha’s Leadership). If the rite succeeds, each member of the pack gains the ability (once per Game Session) to refresh one point of Willpower as long as the pack alpha is acting in the best interests of the whole pack. All members of the pack regain the Willpower at the same time. (Note that this cannot put a character over their maximum Willpower.) However, if the alpha has not been acting in the pack’s interests, the entire pack loses two points of Willpower at the beginning of each session. The gain or loss is entirely at the Storyteller’s discretion. Should the pack alpha change, the rite’s effects immediately end.
Level Four
Rite of the Great Council
In these days when unity is so important, it is often sorely lacking. Too often, a rift pits pack against pack, tribe against tribe, or sept against sept. A popular Garou may be (possibly wrongly) accused and sentenced, or old resentments flare into open warfare. Despite the Half Moons' best efforts, the fabric of werewolf society is torn asunder. This risky but impressive ritual draws together the most powerful spirits involved in the contention — usually the totems of contending packs, although caern or tribal totems may also be involved. It is a perilous venture, but success will almost certainly bring peace; when the most powerful spirits of a sept speak with one voice, even warring packs will take notice.
System: Mechanically, this is identical to the Rite of Summoning. What follows should make for some intense roleplaying. Once all the spirits are in attendance, the ritemaster must lay out the situation and/or plead the case. The spirits give council to, or perhaps interrogate, the ritemaster. If they agree with his decisions, they will stand behind him as he makes (or reiterates) the judgment. If on the other hand they disagree with the arbiter's decision, that too will be made abundantly clear (usually resulting in a loss of Honor Renown and credibility).
Enchant the Forest
Level Four
Everyone’s heard of enchanted forests in which the trees themselves seem aware, strange voices whisper, wicked witches roam, and goblins and fae of all manner plague the weary traveler. Though the Garou used to rule the wilds, humanity encroaches more and more on their ranges. Hundreds of years ago, Theurges developed a rite with which to frustrate such expansion. This rite, Enchant the Forest, awakens the spirits of the land and urges them to protect the Wyld. These spirits awaken and move to resist any human settlements in the area.
Springs dry out. The winter grows harsher than ever before, yet the trees are remarkably fast-growing and resilient. Food decays and rots in no time, and vermin and insects infest the area. Humans eventually either leave or die, and the wilderness reclaims its lost property.
The area seems haunted for years afterwards. The trees are dark and threatening, and strange sounds emanate from the woods at night. The spirits, once roused, don’t rest again for a very long time. Superstitious tales of haunted lands circulate, and many humans give the area wide berth. Unfortunately, many others may become interested — paranormal hunters and other supernatural beings.
The ritemaster must take a twig from a tree never seen by human eyes, make a container from the belly of an animal never hunted by humans, and fill the pouch with water from a pond never touched by mankind. He then stirs the water, pours it close to the borders of the wild woods, and calls on the spirits of nature to awaken and defend themselves. He sends messengers to the north, south, east and west, to call to the spirits there. The ritemaster must sing to the spirits for three days.
System: Standard test. The immediate effects of this rite last for a full year, if they are not disrupted by some sort of supernatural intervention. The area so charmed cannot exceed the farthest distance the messengers have traveled by foot in the three days. If a caern is located within five miles (8 km) of the ritual location, the difficulty is reduced by one.
Rite of the Opened Sky
Level Four
By sacrificing something of personal value and dancing a complex rain dance, the ritemaster can beckon great, purifying showers of rain to fall from the skies. This rain cleanses all Wyrm impurities, and can even heal wounds.
System: This rite works in much the same way as the Rite of Cleansing, but can encompass an entire caern and those within it. The ritemaster expends only one point of Gnosis to cleanse an area, but for every two additional points he spends, every character within the caern heals one level of damage — even aggravated damage. The difficulty of this rite depends on the level of taint, such as a tainted spirit’s Gnosis rating. Like the Rite of Cleansing, the difficulty of this rite can also be lowered by one if performed at dawn. Beings of the Wyrm and vampires suffer excruciating pain if exposed to this rite, though they are not cleansed or genuinely damaged. To use this rite outside a caern, the ritemaster must spend ten points of Gnosis — a feat only the most potent ritemasters of the Garou are capable of.
Rites of accord restore a particular place or Garou to harmony and balance with Gaia. These rites purify and renew through a symbolic rebirth from Gaia’s womb.
System: Any Garou attempting to perform a rite of accord must possess a talen, fetish, or some piece of Gaia never touched by minions of the Wyrm or by human hands. The ritemaster makes Test of their Charisma + Rituals (difficulty 7 unless otherwise noted).
Level One
Rite of Cleansing
Level One
This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most common form of this rite involves the ritemaster inscribing a circle on the earth, walking counterclockwise around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an attempt to frighten away the corrupting influence. Ideally, this rite is performed at dawn, but may function at any time.
System: This rite can be cast upon more than one person or object, but the ritemaster must spend one Gnosis point in order to affect an area or multiple targets (rather than just a singular focus). The difficulty level depends on the level of taint. For instance, taint caused by a spirit might carry a difficulty of the spirit’s Gnosis. This rite cannot heal wounds or damage caused by Wyrm-taint — it only removes the spiritual contamination itself. This rite cannot cleanse taint of the most innate sort, either, instead inflicting agony when performed upon a fomor, vampire, unrepentant Black Spiral Dancer or other similarly corrupt being.
Rite of Contrition
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. Success suffices for a gracious apology in the eyes of the spirits, but may not be enough to mend friendships or undo grievous errors without some act of atonement. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders and may result in renown loss. Most spirits will always accept a well-performed rite.
Rite of the Hunting Ground
Level One
Lupus Garou mark their territory by urinating on trees and bushes. After the rite, no wolf or Garou can come into the area without immediately realizing they have entered another's territory. There is no compunction not to enter, however.
System: Typically, the Garou must spend at least ten minutes marking her territory. Special messages, such as a greeting to other Garou, can be left with an Intelligence + Primal-Urge test (difficulty 7).
Rite of the Pack's Blood
Level One
Most Garou form packs that are bound with and dedicated to a totem spirit. In these days of mixed septs and thinning ranks, some werewolves are forced by necessity to run together temporarily. This ritual binds a group of werewolves into a patrol (or temporary pack) dedicated to a particular purpose, such as a quest, a battle or a fortnight's stint of bawn-guarding. The effects of this expire after the task is done, or after a lunar month, whichever comes first. Elders usually expect more permanent associations to ask for the blessings of a totem spirit.
Though the supernatural benefits of this rite eventually end, mutual respect and friendships are a common byproduct. Rival septs may join their warriors with this rite to improve relations. It is not uncommon for such patrols to reform into "true" packs down the road, devoted to a specific and appropriate totem spirit.
System: The members of the prospective patrol each swear their united purpose as they slice a palm or pad and dribble a small amount of blood into a cup. The blood is mixed and painted on face, hand and chest (over the heart) of each member. Upon a successful completion of this ritual (standard test), the pack may take on benefits such as pack tactics and receiving benefits from Gifts that bless a pack, but this does not grant them a totem, nor any totem perks. Note that garou already in a "true" pack may join this patrol, but will likely have some explaining to do to a miffed totem - though they often will accept a decent explanation. Standard protocol is to gain the totem's blessing before entering into this rite.
Level Two
Rite of the Peacock
Level Two
If the Rite of Contrition is a cure employed when a fetish becomes cursed, then the Rite of the Peacock is preventative medicine. The Rite of the Peacock is performed either once a year, once a season, once a month, once a week or even once a day, and is designed to stroke the ego of the spirit and keep it happy.
The rite varies highly depending upon the breed performing it and the human culture (if any) surrounding the ritualist, but always possesses some common themes. The rite begins with a performance of some description, either singing, poetry, dancing or howling. Once this is completed, the ritualist continues with a string of praises for the fetish and the spirit within the fetish. To complete the rite, the fetish is held above the ritualist's head and its name is chanted three times.
System: The ritual is handled with a Charisma + Rituals test, difficulty of the fetish's level + 5. If the test succeeds, the fetish will not become cursed for at least one month, regardless of anything else. In extreme circumstances, the Storyteller may say the level of abuse the fetish is subjected to overrides the power of this Rite.
Rite of Renunciation
Level Two
In this rare rite, a werewolf rejects the circumstances of their birth and starts over where they feel they are better suited. Many werewolves view such a “Shifting Moon” with suspicion, especially Shadow Lords and Silver Fangs — who is the Garou, after all, to decide he knows better than Luna? In no case can this rite be used to return a Garou to a renounced auspice or tribe, and in no case may this rite be forced upon a garou: one must undertake it willingly. This rite is performed in three aspects: The Renunciation of Auspice, the Renunciation of Tribe, or the Renunciation of Self.
In the Renunciation of Auspice, the garou renounces the auspice under which he was born and chooses a new one. The Garou must perform this rite during the phase of the moon he wishes to adopt. Most commonly, water from a silver basin exposed to Luna’s radiance is poured over the naked supplicant, washing him clean of all he once was, including all rank. He is now free to start anew as a member of his adopted auspice.
In the Renunciation of Tribe, the garou turns his back on the tribe and totem that took him in and offers himself anew to the spirits. The Garou undergoes a ceremonial undressing, casting off any defining features tied to their old tribe (often going as far as to drastically change hair or carve off tribal markings). What is removed is burned in offering to the totem in the hopes of a peaceful parting, but this forgiveness is rarely guaranteed. Once the rite is cast, the garou typically steps into the umbra to seek the shelter and blessing of a new totem. Until another tribe has taken them in, they are functionally a cub.
In the Renunciation of Self, a garou casts off the entirety of who they once were and becomes someone new. This is often undertaken as a form of severe atonement, and births a 'new garou': none may acknowledge you as who you once were, and you may choose to cast off your tribe and/or auspice as denoted above.
System: A character who undergoes the Rite of Renunciation must start anew at Rank 1. Although he keeps any Gifts he has already learned, he may never learn new Gifts from his old (auspice/tribe) no matter the instructor. However, Gifts of his adopted (auspice/tribe) now cost in-Affinity experience. The Renunciated Garou still access the gifts of the (auspice/tribe) lost that they already possessed, but will not receive their Affinity. Truly egregious partings of the Renunciation of Tribe may result in barred access to tribal-exclusive gifts, subject to ST discretion.
Level Three
Pledge of the Battle Mate
Level Three
Galliard epics from around the world tell of the mighty deeds accomplished by pairs of Garou that fought side by side always, to the bitter or glorious end, known to the Garou Nation as battle mates. This rite allows two warriors who have fought together for some time to dedicate themselves to each other as sisters or brothers in arms, forging a bond in blood and strife that can only be broken by death or betrayal. Ritemasters are careful to assess the relationship between the two petitioners before consenting to perform this rite, ever mindful of the Litany. While most tales involving battle mates are inspirational, a few are tragedies that teach would-be mates not to grow too close to each other.
The ritemaster performs a chant that details the battles the two werewolves have fought together, both victories they achieved and defeats they survived. The participants cut themselves, and mix their blood with a hallucinogenic brew. When the drugs take effect, the ritemaster appears as a monster that the two petitioners must fight, trying to restrain their Rage enough not to kill her. At the culmination of the rite, recite a blood oath: never shall one leave the other behind on the battlefield; never shall one fail to come to the other's aid in a time of need; never shall one betray the other to the enemy.
System: If the rite succeeds, the ancestor-spirits recognize the two warriors as true battle mates and give their blessing. As long as neither mate goes back on her word, the characters each gain one Willpower point and one Rage point per scene in which they fight together against a common foe. If at any time the blood oath is violated, both Garou instantly know it, and lose one dot of Willpower each. The mate who was betrayed, left behind, or abandoned must make a Rage roll to see if she frenzies. The betrayer automatically loses an Honor.
Rite of the Loyal Pack
Level Three
A leader needs respect from those that follow him if he (and they) wish to succeed. Usually, only packs that have been working together for some time and who trust each other enough to further cement those bonds perform this rite.
The rite makes the whole pack’s focus and commitment dependent on the pack alpha. In effect, they submit completely to him, in the hope of gaining an advantage from his commitment to working for the benefit of all. Each member of the pack must take a small item of personal significance and a length of his or her own hair and give it to the ritemaster. She then binds together all the objects using the hairs and buries the bundle within the pack’s home caern.
System: The ritemaster’s player makes a Test of Charisma + Rituals (difficulty 10 minus the pack alpha’s Leadership). If the rite succeeds, each member of the pack gains the ability (once per Game Session) to refresh one point of Willpower as long as the pack alpha is acting in the best interests of the whole pack. All members of the pack regain the Willpower at the same time. (Note that this cannot put a character over their maximum Willpower.) However, if the alpha has not been acting in the pack’s interests, the entire pack loses two points of Willpower at the beginning of each session. The gain or loss is entirely at the Storyteller’s discretion. Should the pack alpha change, the rite’s effects immediately end.
Level Four
Rite of the Great Council
In these days when unity is so important, it is often sorely lacking. Too often, a rift pits pack against pack, tribe against tribe, or sept against sept. A popular Garou may be (possibly wrongly) accused and sentenced, or old resentments flare into open warfare. Despite the Half Moons' best efforts, the fabric of werewolf society is torn asunder. This risky but impressive ritual draws together the most powerful spirits involved in the contention — usually the totems of contending packs, although caern or tribal totems may also be involved. It is a perilous venture, but success will almost certainly bring peace; when the most powerful spirits of a sept speak with one voice, even warring packs will take notice.
System: Mechanically, this is identical to the Rite of Summoning. What follows should make for some intense roleplaying. Once all the spirits are in attendance, the ritemaster must lay out the situation and/or plead the case. The spirits give council to, or perhaps interrogate, the ritemaster. If they agree with his decisions, they will stand behind him as he makes (or reiterates) the judgment. If on the other hand they disagree with the arbiter's decision, that too will be made abundantly clear (usually resulting in a loss of Honor Renown and credibility).
Enchant the Forest
Level Four
Everyone’s heard of enchanted forests in which the trees themselves seem aware, strange voices whisper, wicked witches roam, and goblins and fae of all manner plague the weary traveler. Though the Garou used to rule the wilds, humanity encroaches more and more on their ranges. Hundreds of years ago, Theurges developed a rite with which to frustrate such expansion. This rite, Enchant the Forest, awakens the spirits of the land and urges them to protect the Wyld. These spirits awaken and move to resist any human settlements in the area.
Springs dry out. The winter grows harsher than ever before, yet the trees are remarkably fast-growing and resilient. Food decays and rots in no time, and vermin and insects infest the area. Humans eventually either leave or die, and the wilderness reclaims its lost property.
The area seems haunted for years afterwards. The trees are dark and threatening, and strange sounds emanate from the woods at night. The spirits, once roused, don’t rest again for a very long time. Superstitious tales of haunted lands circulate, and many humans give the area wide berth. Unfortunately, many others may become interested — paranormal hunters and other supernatural beings.
The ritemaster must take a twig from a tree never seen by human eyes, make a container from the belly of an animal never hunted by humans, and fill the pouch with water from a pond never touched by mankind. He then stirs the water, pours it close to the borders of the wild woods, and calls on the spirits of nature to awaken and defend themselves. He sends messengers to the north, south, east and west, to call to the spirits there. The ritemaster must sing to the spirits for three days.
System: Standard test. The immediate effects of this rite last for a full year, if they are not disrupted by some sort of supernatural intervention. The area so charmed cannot exceed the farthest distance the messengers have traveled by foot in the three days. If a caern is located within five miles (8 km) of the ritual location, the difficulty is reduced by one.
Rite of the Opened Sky
Level Four
By sacrificing something of personal value and dancing a complex rain dance, the ritemaster can beckon great, purifying showers of rain to fall from the skies. This rain cleanses all Wyrm impurities, and can even heal wounds.
System: This rite works in much the same way as the Rite of Cleansing, but can encompass an entire caern and those within it. The ritemaster expends only one point of Gnosis to cleanse an area, but for every two additional points he spends, every character within the caern heals one level of damage — even aggravated damage. The difficulty of this rite depends on the level of taint, such as a tainted spirit’s Gnosis rating. Like the Rite of Cleansing, the difficulty of this rite can also be lowered by one if performed at dawn. Beings of the Wyrm and vampires suffer excruciating pain if exposed to this rite, though they are not cleansed or genuinely damaged. To use this rite outside a caern, the ritemaster must spend ten points of Gnosis — a feat only the most potent ritemasters of the Garou are capable of.