Post by Ikon on Nov 11, 2009 19:13:21 GMT -8
Dominance and Submission
Even if you think the choice for an alpha is obvious, other werewolves may not agree. As the Litany says, as long as a group isn't in the middle of immediate danger, its leader may be challenged at any time. Thousands of years of conflict have resulted in the three most common methods of testing dominance:the facedown , gamecraft and duel .
If the pack or Sept faces a particular crisis, the type of problem influences the type of challenge, such as a duel fought to see who leads a midnight raid. Otherwise, the challenged werewolf is allowed to choose.
The facedown is a contest of wills. The challenger initiates it by growling at his opponent and staring him in the eye with an unblinking gaze. The first werewolf to back down loses. While this may seem to be a simple contest, it is not without risk. Once a werewolf s hackles are up, he may work himself into a frenzy and attack. Should such happen, the frenzied werewolf loses not only the confrontation, but renown as well.
Gamecraft is a test of skill, cunning or wits. It may be a riddle contest, a game of chess, a competition to name various hierarchies of spirits or some similar mental exercise. Sometimes Ragabash win these contests with a clever bit of cheating. The leader must demonstrate his superior intellect if he is to continue as alpha.
The duel is exactly what onlookers expect: single combat. The challenged Garou may choose the type of weapons used;
such contests are rarely to the death. Unfortunately, as with facedowns, duels may lead to frenzies of violence. Some Septs,
such as those dominated by Get of Fenris, rely on such challenges almost exclusively.
The loser of a test of dominance must show some sign of submission immediately — an "honorable surrender," as the Litany puts it. Doing so might involve falling to the ground, exposing his throat, lowering his head and whimpering or what have you. Gamecraft has its own signs of submission, from the chess master who knocks over his own king to the storyteller who bows with a flourish and buys his rival a drink. In a physical contest, if the loser does not show some sign of relenting, the winner may follow through with a quick attack, cuffing or clawing his lesser until recognition is given.
Even if you think the choice for an alpha is obvious, other werewolves may not agree. As the Litany says, as long as a group isn't in the middle of immediate danger, its leader may be challenged at any time. Thousands of years of conflict have resulted in the three most common methods of testing dominance:the facedown , gamecraft and duel .
If the pack or Sept faces a particular crisis, the type of problem influences the type of challenge, such as a duel fought to see who leads a midnight raid. Otherwise, the challenged werewolf is allowed to choose.
The facedown is a contest of wills. The challenger initiates it by growling at his opponent and staring him in the eye with an unblinking gaze. The first werewolf to back down loses. While this may seem to be a simple contest, it is not without risk. Once a werewolf s hackles are up, he may work himself into a frenzy and attack. Should such happen, the frenzied werewolf loses not only the confrontation, but renown as well.
Gamecraft is a test of skill, cunning or wits. It may be a riddle contest, a game of chess, a competition to name various hierarchies of spirits or some similar mental exercise. Sometimes Ragabash win these contests with a clever bit of cheating. The leader must demonstrate his superior intellect if he is to continue as alpha.
The duel is exactly what onlookers expect: single combat. The challenged Garou may choose the type of weapons used;
such contests are rarely to the death. Unfortunately, as with facedowns, duels may lead to frenzies of violence. Some Septs,
such as those dominated by Get of Fenris, rely on such challenges almost exclusively.
The loser of a test of dominance must show some sign of submission immediately — an "honorable surrender," as the Litany puts it. Doing so might involve falling to the ground, exposing his throat, lowering his head and whimpering or what have you. Gamecraft has its own signs of submission, from the chess master who knocks over his own king to the storyteller who bows with a flourish and buys his rival a drink. In a physical contest, if the loser does not show some sign of relenting, the winner may follow through with a quick attack, cuffing or clawing his lesser until recognition is given.