Post by Ikon on Nov 11, 2009 19:16:33 GMT -8
The Pack
One of the greatest strengths a wolf has is his pack mentality. One wolf can be strong, but he can help bring down a creature 10 times his own weight by working with a pack. Werewolves are no
different. Packs make up the foundation of Garou society. Septs may be conquered and tribes may argue, but a pack works together despite all adversity. In fact, much of the mistrust and prejudice that exists between different tribes is set aside when a pack runs together long enough.
Packs include from two to 10 Wolves. Usually, each of the five auspices is recognized, but this representation is not mandatory. It is possible, for example, to form a pack of several Ahroun or have a Ragabash team up with more than one Theurge. All of the werewolves may be of the same tribe or
several different tribes. A cub may tag along with Cliath, a few Fostern may attend to a pack of elders, or the entire pack may decide to go Ronin.
Each pack also shares a common purpose. Cubs always gather together in a pack for a reason, even if it is no more than a simple declaration. This declaration may begin as something quite simple ("Aid and defend the Sept that brought us together."), something ambitious and long-lasting ("Seek out the breeding places of the Wyrm and destroy them all,") or ("Help our Silver Fang become Sept leader.") or even a mystical or cryptic agenda ("Travel to the East and share knowledge with other supernatural creatures."). The pack may, of course, decide to take on many other types of tasks along the way, but
its unity often comes from dedication to one purpose.
Some packs are built around a particular strength, bringing together werewolves with similar or complementary talents. A pack can take on a wide range of adventures, but it excels at its specialty. One may be dedicated to monkeywrenching, sabotaging businesses that work with the servants of the Wyrm. Another may be obsessed with the spirit world, traveling continually deeper and deeper into mystic realms. A third may be intensely political, traveling between a handful of Septs and becoming
embroiled in intrigue and espionage. A pack can take on almost any adversity, but elders learn quickly what they do best.
One of the greatest strengths a wolf has is his pack mentality. One wolf can be strong, but he can help bring down a creature 10 times his own weight by working with a pack. Werewolves are no
different. Packs make up the foundation of Garou society. Septs may be conquered and tribes may argue, but a pack works together despite all adversity. In fact, much of the mistrust and prejudice that exists between different tribes is set aside when a pack runs together long enough.
Packs include from two to 10 Wolves. Usually, each of the five auspices is recognized, but this representation is not mandatory. It is possible, for example, to form a pack of several Ahroun or have a Ragabash team up with more than one Theurge. All of the werewolves may be of the same tribe or
several different tribes. A cub may tag along with Cliath, a few Fostern may attend to a pack of elders, or the entire pack may decide to go Ronin.
Each pack also shares a common purpose. Cubs always gather together in a pack for a reason, even if it is no more than a simple declaration. This declaration may begin as something quite simple ("Aid and defend the Sept that brought us together."), something ambitious and long-lasting ("Seek out the breeding places of the Wyrm and destroy them all,") or ("Help our Silver Fang become Sept leader.") or even a mystical or cryptic agenda ("Travel to the East and share knowledge with other supernatural creatures."). The pack may, of course, decide to take on many other types of tasks along the way, but
its unity often comes from dedication to one purpose.
Some packs are built around a particular strength, bringing together werewolves with similar or complementary talents. A pack can take on a wide range of adventures, but it excels at its specialty. One may be dedicated to monkeywrenching, sabotaging businesses that work with the servants of the Wyrm. Another may be obsessed with the spirit world, traveling continually deeper and deeper into mystic realms. A third may be intensely political, traveling between a handful of Septs and becoming
embroiled in intrigue and espionage. A pack can take on almost any adversity, but elders learn quickly what they do best.