Caerns and Rites Bluesheet

Embers, a live-action role-playing game, by Embers Productions

Caerns

There are places of power that the Garou recognize as sacred to Gaia all around the world - in secret places in the wilderness, hidden in city alleyways and in national parks, high atop skyscrapers, deep within caves, at the intersection of ley lines.  These spaces are called caerns, for originally shrines at these places were dedicated to the honored dead of the Garou.  By tapping into the power of Gaia at these caerns, Garou can travel between them, even across vast distances using Moon Bridges.  Garou can also use caerns as "lightning rods" to summon powerful spirits or evoke awesome mystical energies.  Each caern is typically occupied by (and dedicated to) a particular spirit, who may be the totem spirit of a tribe in the sept.  The caern spirit is the personification of the power of the caern.

Much to the Garou's chagrin, other beings know of these sites.  Magicians will rape them for their energy, the fey will use them in strange ways, and minions of the Wyrm will corrupt the powers of Gaia to evil use.  Garou guard the caerns closely, as well as the land around the caern, which is known as the bawn.  A well-kept bawn shows respect for Gaia and the spirits, and is a sign of a strong caern.  Garou and their Kin will work long and hard to ensure that they maintain control of the bawn and the caern itself, despite incursions from humans seeking more land to cut wood, mine, put up an apartment complex or tear down an historic building to make it a parking lot.

Caerns are integral to Garou culture, serving as a central gathering point for all Garou in the area.  They serve as sites of worship, meeting areas, and the final resting places of Garou.  Even the Garou's physical and mental health are affected by the proximity of caerns.  Without the mystic energy of the sacred spots to unite their disparate natures, werewolves may well sicken and die, or go insane.

Each Garou-held caern is guarded by a sept, a collection of Garou who take and hold the caern against the Wyrm.  Some caerns may hold more than one sept, while some large septs will control more than one caern.  A sept may be entirely composed of Garou from a single tribe, those in these times it is more common to find a number of tribes in the sept.

Each caern has a traditional set of offices held by Garou in the caern.  These are:

Warder and Guardians
The Warder is the Garou who is in charge of protecting the caern and bawn.  Under her are Guardians, who aid the Warder with caern security.  The Warder has final say in matters concerning the safety of the caern.  The Warder cannot call war parties, but does dictate who must stay and protect the caern.  The Warder has the authority to bar others from the caern, and can "close the caern" in times of danger.
Master of the Rite
The Master of the Rite has authority over all rites at a caern.  All Garou must have permission from the Master of the Rite before a rite is performed at the caern's center, though rites may be performed in the bawn without permission so long as the Rite does not draw attention to or cause potential harm to the caern.  The Master of the Rite is typically a Theurge.
Gatekeeper
The Gatekeeper is the opener and closer of the Moon Bridge, and is in charge of all Moon Bridge travel too and from he caern.  It is the Gatekeeper who decides whether a Moon Bridge is opened to another caern.  While in this office she holds the Pathstone, a fetish that allows the Gatekeeper to control the Moon Bridge.  The Gatekeeper is typically an Umbral Navigator, and is often appointed by the Master of the Rite since the position is more of a duty than a role.

Rites

Through rituals and celebrations, Garou weave the social, emotional and religious fabric connecting Garou to Garou, pack to pack, and tribe to tribe.  When Silver Fang meets Black Fury or Stargazer meets Glass Walker, the rites of their ancestors allow common ground where all know how to tread.  Many a meeting between Garou of differing tribes and packs has been saved from devolving into mere dominance games or worse by the use of a Rite of Contrition to ease communication.

Rites have both religious and magical connotations, and serve both social and mystical purposes.  Most rites can be enacted either in the Umbra or the mundane world.  There are various categories of rites: Caern, Accord, Death, Mystic, Punishment, Renown, Seasonal, Minor and Tribal.  A Garou is free to learn any type of rite so long as she can find someone to teach it to her, though her auspice affects what rites she is expected to learn.  The Theurges are the most active, learning most all of the rites.  The Philodox traditionally learn Rites of Accord and Punishment, while the Galliards will sometimes lead Rites of Death and Renown.  Should a Garou wish to perform a rite in the caern itself, the Garou should gain the permission of the Master of the Rite.

[System - Each character will have a Special Ability Card explaining the details of each Rite she knows.]

Rites of Accord
The Theurges or Philodox typically perform these rites. Rites of the Caern
The Theurges typically perform these rites. Rites of Death
The Galliards and Philodox most commonly perform these rites. Mystic Rites
These rites are most commonly performed by the Theurges, though there are many mystics amongst the Uktena and Stargazers. Punishment Rites
These rites are most commonly performed by the Philodox, though other Garou leaders may know them.  The Garou punished by these Rites almost always lose Renown. Rites of Renown
These rites are most commonly performed by the Galliards and Philodox. Rites of Seasons
At each solstice and equinox a rite is performed to recognize the change of seasons.

Minor Rites
These rites are used by various Garou as part of their daily rituals, reaffirming their connection to Gaia, their totem spirit, and each other.