Savage Worlds of Darkness
Rahu: Full Moon, Warrior
The Rahu auspice is technically a blessing, but few werewolves look on it as wholly benign, for the gift of the full moon is mad fury. When Luna’s face is full, the spirit world becomes more dangerous. The moon’s wrath saturates the spirit landscape, making spirits more aggressive and volatile. Werewolves have greater difficulty resisting their aggressive impulses, and Forsaken who undergo their First Change under the full moon are marked as vicious and unrelenting warriors.
Despite the power of the fury that fills him, a true Rahu is not always a berserker, and shouldn’t be dismissed as “mindless.” Many are insightful leaders on the field of battle, the linchpins of their packs’ combat abilities. Some are capable tacticians, excelling in the mental aspects of the warrior’s path. All immerse themselves in their role, attempting to master their violent impulses by paring the impurities from their souls.
The Rahu’s role in a pack is obvious. He is to be the foremost warrior, first to take the fight to the enemy and last to retreat. A pack with a strong Rahu is much better prepared to survive the dangers of the physical and spirit worlds alike, for he not only lends his strength in battle, but also his insights into a foe’s weaknesses. A pack that lacks a Full Moon must be careful about picking fights, for it lacks a warrior who can be reliably strong in all situations.
The Change: When a Rahu changes for the first time, it ends in blood, as the full moon burns with fury, the face of Luna the Destroyer. Many Rahu go through their lives with the stains of loved ones’ blood on their claws, the horrible reminder of their first night as a werewolf.
Primary Renown: Purity
Auspice Ability-Shredding Claws: The Rahu excel at combat, taking damage and dealing it out in equal measure. Once per session a Rahu may spend a point of Essence to reroll any damage roll. The Rahu takes the higher of this reroll or the original.
Cahalith: Gibbous Moon, Visionary
Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. To be a Cahalith is to be ridden by one’s dreams, to sense things in sharp context, to have one’s soul constantly churning with thoughts and impulses that demand expression. Luna plays the muse to those who change under the gibbous moon, though she’s a demanding patron. Cahalith are frequently artists or musicians of a sort after their change, but not particularly by choice. They must find an outlet for the visions Luna sends them, lest they go mad.
In the greater context of Forsaken society, Cahalith keep the scattered fragments of werewolf culture. They are the ones who remember the old legends and ballads. They also look toward the future, able to find answers to tomorrow’s problems of the future in yesterday’s tales. Even those Cahalith without any real talent for crafting songs, telling stories or creating art find ways to express themselves in their howls. It’s said that nothing is more poignant than the howl of a Cahalith. It’s said even the werewolves of the Pure Tribes pause and regret just for a moment when hearing a Forsaken Cahalith’s howl echo across the sky.
Within the pack, the Cahalith is usually the reservoir of knowledge that the others lack. While the Ithaeur understands the spirit world, the Elodoth learns to judge hearts and the Rahu masters the art of war, the Cahalith can provide information on almost anything. The Cahalith is also frequently the heart of the pack, inspiring his mates to fight more ferociously or to stay their talons. Conversely, a pack that lacks a Cahalith must work hard to uncover pertinent information, particularly about old legends. Without a Cahalith, a pack may fight with less strength and zeal; there is nobody to remind them with words and howls just what they’re fighting for.
The Change: Luna’s gift to the Cahalith is vision, but in the First Change, this vision can be overwhelming. The onslaught of scents, sounds, textures, tastes, colors and other stimuli is often enough to make one lose control. In other cases, the werewolf experiences visions of the immaterial — part hallucinations, part omens of the spirit world. Frequently, the Cahalith is driven to howl loud and long in an attempt to express her fear, confusion and wonder — which can lead other werewolves right to her.
Primary Renown: Glory
Auspice Ability-Flash of Insight: The Cahalith are sometimes gifted with flashes of insight by Luna. Once per game session a Cahalith may spend an Essence to have the GM give her a clue or idea about some mystery or puzzle that is confronting her. This clue must be substantial or reasonably useful, but it is up to the GM to judge exactly what it should be. Also a Cahalith discards any 2 or 3 drawn during initiative and redraws.
Elodoth: Half Moon, Walker Between
The half-moon hangs in balance, and balance is Luna’s gift to the Elodoth. Those who Change under the half-moon are touched with duality, drawing strength from that dichotomy. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as voice of the law. They are also envoys to the spirit world, able to meet spirits halfway and negotiate with them.
All werewolves live on the edge between wolf and human, matter and spirit, but an Elodoth is keenly aware of it. This precarious existence influences an Elodoth to do what he can to keep himself even more in balance. A Half Moon might strive to live as much of his life in wolf form as he does in human form. He might feel compelled to visit the spirit world for a time after a prolonged period spent in the physical world.
The Elodoth plays a central role in a pack. He can understand the wild passion and Rage of the Rahu and Cahalith, as well as the detached mysticism of the Ithaeur, and the aloof mindset of the Irraka. He often plays devil’s advocate to the pack, questioning the alpha’s decisions (when not the alpha himself) if his perspective on both sides of an issue reveals another potential solution. However, the wise Elodoth takes this role seriously, and doesn’t abuse his privilege as contrarian; the middle of a bloodbath is no time to be challenging authority. The Half Moon’s perspective on both sides of a situation is meant to help him choose the right course of behavior, not to promote the contrary course of action, right or wrong.
The Change: During the Change, the werewolf might find himself aware of something wrong around him, and attempt to fix it as best he can. In his confused state, though, the Elodoth cannot tell exactly what he’s trying fix or why. He might claw up asphalt and expose bare earth in an unconscious attempt to balance the energies of nature and humanity. He might shift between human and wolf form repeatedly, until finally settling into Gauru. Few Elodoth actually manage to “fix” anything during the delirium of the First Change, but that doesn’t stop them from trying — sometimes at the expense of people unlucky enough to be nearby at the time.
Primary Renown: Honor
Auspice Ability-Soothing Presence: Once per session the Elodoth can sooth the Death Rage of another pack member. If a pack member is forced to make a Spirit roll to avoid the Death Rage, an Elodoth within 5 squares of that pack member can spend a point of Essence to give the pack member a +2 bonus on their roll.
Ithaeur: Crescent Moon, Spirit Master
The crescent moon is the auspice of the shaman, the speaker with spirits or the spirit hunter. When Luna is barely visible, she is the oracle moon, the patron goddess of mysticism. The crescent moon marks those Forsaken who change under it with mystical insight and a connection to the spirit world. Yet, as the crescent moon is just enough light to count as moonlight, the Ithaeur is possessed of just enough knowledge to get into trouble.
Dealing with spirits is a dangerous business by any standard. The Ithaeur is equipped to face the challenge, but is also burdened with the duty to do so. The Ithaeur must continue farther down the shaman’s path than any other werewolf. She cannot walk away from the frightening aspects of spirit interaction or ignore places where the spirit world is bleeding and diseased. Any of the People can interact with relatively friendly spirits, but the Ithaeur is the one who must wrestle the most malicious and poisonous spirits into submission.
The Ithaeur is the final authority on all things dealing with the spirit world. She guides any trips into the Shadow and uses her powers to dominate spirits when Elodoth’s negotiations fail. She is also a crafter of fetishes, and probably knows more Rites than her packmates. A pack without an Ithaeur is at an immediate disadvantage when dealing with spirits, particularly aggressive ones. Although all werewolves can deal with spirits to some degree, the world they inhabit is sufficiently hostile that a pack needs any edge it can get.
The Change: For an Ithaeur, the First Change is a revelation, as she becomes vividly aware of the spirit world around her. Spirits trapped in the physical world might be drawn to her, or she might see across the Gauntlet to witness the Shadow Realm firsthand. It can be a terrifying and sometimes lethal experience. A powerful spirit might take notice and choose not to let this potential Ithaeur grow up to eventually threaten it. The things a new Ithaeur sees during her First Change might haunt her, but they also give her motivation to follow her auspice.
Primary Renown: Wisdom
Auspice Ability-Spirit Lore: An Ithaeur learns much about the Shadow during her Change and also from the tutelage of other Uratha. As she grows in knowledge, Luna reveals things to her that are hidden from the other auspices. Once per session an Ithauer may spend a point of Essence to gain insight into the motivation, thoughts, and actions of a specific spirit. The Ithauer can also use this to figure out a spirit’s ban. When trying to determine a spirit’s ban the Ithauer may spend an Essence to gain a +2 bonus to her Knowledge (Spirits) roll.
Irraka: New Moon, Stalker
Those who change under the new moon are strange and unpredictable — moonless Forsaken with no guiding star. Luna’s blessing to the Irraka is the ability to walk unseen, the gift of deception. Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of the prey. The blessings of stealth and subterfuge enable the moonless Forsaken to tail a person or investigate an area much more easily than his packmates might. They are the werewolves who hunt without howling, who kill with a silent bite to the throat.
For all that, though, the Irraka are not lone wolves. They may operate on the fringes of the pack during a hunt, but they feel the pack mentality as strongly as other werewolves. The moonless auspice seems to have less of Luna’s touch upon them, and a greater number of Irraka still think of themselves as “human” at heart than do the werewolves of any other auspice. However, even if they sometimes choose to walk alone through the human herds, their place is with their pack.
Irraka also frequently master the art of trickery, though not for the sake of humor. Their arts of deceit are plied to achieve some other end — deceiving an enemy or enhancing the reputation of their pack. They are most frequently often the ones charged with upholding the secret of the People’s existence by leaving false trails and duping local humans.
The Change: An Irraka might be flooded with a killing fury, tearing apart anything in his path, or he might be overcome with fear, attempting to avoid contact with anyone. The only notable commonality is that the Irraka’s First Change frequently brings on an instinct to hide, to move softly and quietly. The gift of Luna the Hidden is the gift of stealth, and many Irraka use it instinctively to protect themselves on the night of Change.
Primary Renown: Cunning
Auspice Ability-Mist Shadow: Once per session the Irraka who successfully gets “the drop” on her opponent in combat can, after her attack, immediately spend an Essence point to either make a second attack with no +4 bonus or move up to her full Pace, regardless of whether she has moved this turn or not.