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Moot Structure

 

 

 

Moots are meetings, gatherings of Garou and much more. They combine social, religious and political functions. They honor heroes, address law and justice, resolve grievances and challenges and provide a chance for the sept to decide matters of import. Beyond even that, moots recharge the very spiritual energy of a caern. They help to keep the caern close to the Umbra and strengthen Garou ties with the spirits of the caern.

 

Garou are social creatures, and the moot reinforces that. It reminds them of what they're fighting for. It provides a necessary link to the waning Garou culture and gives them a little bit of fun in a gloomy world. Even soldiers need a break now and then. They must speak to one another, honor their pasts and decide on future actions. Garou who avoid moots are viewed with a great deal of suspicion. They deny the social nature of the Garou, refuse to help determine the path that the sept will follow and deny Mother Earth and the spirits their due.

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Most often, specific Garou hold specific moot -related offices (some of which are described under the caerns section, above) over and over again. However, a Garou who performs a notable deed may find herself holding an office at the next moot in recognition for her achievement.

Garou attendance at moots has declined in recent years, unfortunately. Some Garou have forgotten just how important moots are and see them as nothing more than monthly meetings that waste valuable time. They become caught up in war and forget that without history, traditions and the spiritual energy that is renewed during moots, war loses its point. Because of this, some offices of the moot go vacant and fall into disuse or require a single Garou to perform multiple roles. Some claim that entire sections of the moot and their corresponding offices have been forgotten.

 

 

Sept Moot Structure

The most common type of moot is the sept moot, usually held once a month at the full moon. Any Garou may attend, although outsiders are viewed with suspicion.

Below you will find a general moot structure. Each tribe and sept has its own way of doing things however, so alter the guidelines as you see fit.

Organize the people in charge of each part of the moot ahead of time. If this is the first moot this group of players has performed together, you may wish to rehearse before the actual moot. Most important is that you keep the moot moving, keep the energy going. If you skip something or does something incorrectly, just keep going – it won't be a disaster. The more you stop to redo sections, the more you break the mood. Ultimately, of course, do whatever results in your having more fun.

 

 

The Fool

Most septs appoint a Fool for any moot. His job is to make fun of the Litany and Garou traditions, and to dispute the word of Garou who speak. What he does and says is (in theory) never held against him afterward. The idea is that someone should be able to say all the things that pecking order, custom and respect normally disallow. It can help greatly to have someone who can fearlessly point out when the Garou are being stupid. After all, rank and position sometimes mean that necessary things go unsaid – this is when they get said. The Fool's assertions also give the sept a chance to refute his words, to prove their worthiness. It gives them a chance to show their understanding of their heritage, to argue for the Litany and their own actions. It encourages each member of the sept to question and reaffirm his loyalty to sept, tribe, tradition and duty.

After the moot, the Fool's words are meant to be forgotten and forgiven. Of course not all Garou forget and forgive so easily, so the Fool usually employs some restraint in his words, speaking when his words may do some good. Some Garou fear the office of Fool and the resentment of their peers that often comes with it. Most Garou simply learn not to take the Fool seriously, which unfortunately means that his words don't do as much good as they should.

The Master of the Rite appoints the Fool for a moot. The Fool is usually, but not always, a Ragabash. Sometimes Theurges hold the position as well, as their insight is valued. Some septs find that a Theurge's words cut a little too deep, however, and so choose someone who will speak more lightly. Some septs have conveniently allowed the post of the Fool to fall into disuse while at others (particularly Bone Gnawer septs) his words may be echoed by other sept members, rather than strongly refuted.

 

 

The Opening Howl

All moots start with the howl, led by the Master of the Howl and the rest of the Galliards, and the air fills with unearthly cries. The howl reflects the makeup of each sept, as well as its recent activities and attitudes. Elements of activities, status and attitude come in during the final moments of the howl. If the sept had a recent victory in combat, the final strains might have a martial theme to them, usually still reflective of the tribal heritage of the sept. If the sept has met to determine the fate of a Garou who has turned to the Wyrm, the howl would take on a much more menacing air.

Recently, at septs that include more than one or two lupus Garou, there has been included a second howl, a mournful song sung by one throat. It is meant to remind everyone of the dwindling number of wolf kin and echoes the fact that these are the Last Times. A lupus may take offense if the Mournful Howl is not sung.

During the Opening Howl the Fool is expected to question each assertion made by the howl while the rest of the sept refutes his claims.

Obviously at urban caerns howling may present a problem. Perhaps the caern is located in a part of town where people would rather shut their windows and their minds than do anything. Perhaps the area of the caern has such a reputation for being haunted that no one would go near no matter what they heard. If they're lucky, the caern may be inside thick walls, and they can get away with all sorts of noise. On the other hand, maybe a moot's howling would result in someone calling Animal Control or even the police; wolf howls can be heard for miles. Most septs know what they can get away with in their areas.

 

 

The Inner sky

This part of the moot starts in silence. The Theurge who holds the post of Caller of the Wyld steps forward and, sometimes with four other helpers, addresses the five directions (North, South, East, West and Within), asking for their aid in the moot. The Caller also calls up the totem or totems of the caern and the tribe, asking for their presence as well. If there are other spirits strongly associated with the caern, then those may be called on as well. Umbral spirits are the source of the caern's power and strength; thus, the Inner Sky must be performed in order to keep the caern healthy.

At some caerns Garou take the part of the totems of the sept, dressing in masks and costumes to reflect the nature of the totem. These performers are usually referred to as the Shining Ones. For the duration of the moot they represent the totem and must be treated with deference and respect. At some caerns, the Shining Ones are given gifts to represent their status for the night as the caern's totems.

The Inner Sky is the method by which the Garou renew their ties of respect with their totem and the other spirits around them. If they neglect this for nine months, the power of the caern drops by one. After another nine months of being neglected, it drops by another one, and so on, until the caern goes dormant when it reaches zero power. A Rite of Spirit Awakening must be performed by the Rite Master in order to reawaken the caern or to recharge lost points. If the caern has simply been weakened, then one temporary Gnosis Trait must be spent per point lost. If the caern has gone dormant, then one permanent Gnosis must be spent for each power level of the caern.

 

 

 

Calling the Winds

 

The Inner Sky renews the connection between the Garou and the spirits they work with. Below is a sample “script.” Change it or replace it as you choose:

 

                Caller of the Wyld: We have gathered in this sacred place of Gaia, having called our brothers and sisters of Gaia, and we now call our brothers and sisters of Luna.

                (She faces east, or her first assistant faces east if she is using four helpers)

                East: East Wind! Bringer of the dawn of clear air! You who showed us the mirror side, the other side of the Velvet Curtain, come to us! We thank you for your clear thought and bright light!

                (She turns to her right, to the south, or her second assistant faces south)

                South: South Wind! Bringer of the eternal fire! You, who gave us the fire of rage within, that we strike swiftly against our enemies, come to us! We thank you for your fiery anger and your protection!

                (She turns to her right, to the west, or her third assistant faces west)

                West: West wind! Bringer of the rain! You, who gave us the Changing Ways, come to us! We thank you for the many shapes you've shared with us!

                (She turns to her right, to the north, or her fourth assistant faces north)

                North: North Wind! Bringer of cold from the mountains! You, who brought us the Gifts and the Sacred Ways, come to us! We thank you for your wisdom and your strength!

                (She stands with her hands above her, her eyes to the sky in the spring or summer, or with her hands pointing palms down, her eyes to the ground in fall or winter)

                Caller of the Wyld: Inner wind! Bringer of blessings from Gaia from within us! You, who hold our Mother's power, come to us all! We thank you for your spirit and your peace!

 

 

Cracking the Bone

As the moon rises toward its zenith in the sky, the Master of the Howl lets out a high keening howl that ends in a jagged, shattering note, thus signaling Cracking the Bone. This is the business portion of the moot, presided over by the Philodox who fills the position of Truthcatcher.

This is the time when the Garou make their grievances known or call for challenges. They may petition for judgment on some matter, propose or question sept policy and address personal conduct. It is the duty of the Truthcatcher to ferret out the truth of each matter and render a judgment. He also recognizes those who would speak and gives them permission to do so. Among more structured septs, speaking out of turn can result in a loss of Honor. Some septs pass around a talking stick to remind the Garou of who currently has the right to speak. Usually order is roughly determined by rank: Higher-ranking Garou speaks first, and lower-ranking Garou speak later. Some more tolerant tribes (such as the Bone Gnawers or Children of Gaia) may allow younger or lower-ranked members to speak out of turn without loss of Honor. In theory, everyone is allowed to speak. In practice, since the Garou are more likely to be impatient to move on to stories and songs in the later stages, elder and higher ranked Garou are likely to get the better hearing.

Requests for arbitration in disputes may be made at this time. Accusations of Litany violations may be made; requests for approval or advice are also welcomed. All parts of Cracking the Bone are public, and anyone in the sept is allowed to listen.

The Truthcatcher may interrupt anyone at any time, demanding clarification or asking questions. While he may solicit the opinions or knowledge of the other Garou present, his word on any issue is final. Judgment and punishment (if any) may not be appealed. For this reason, many Garou go out of their way not to alienate or annoy the sept's Truthcatcher.

 

 

Stories and Songs

The Master of the Howl next declares the beginning of the Time of Tales, and the Tale singer rises, leading the Garou in a howl that runs the entire range of the wolfs scale. Then the she leads the sept in stories of past and present Garou adventures. In tales of past adventures, the sept is reminded of what it means to be Garou. In tales of present adventures, they are honored for their own deeds.

Few Garou will skip out on this part of the moot, as it is the major way to gain Renown by being included in the Talesinger's songs. In some septs any Garou may petition to tell a tale – some Garou believe that only one who was involved can properly tell a tale. In others this is considered boastful and uncouth, and Garou must petition other Garou (preferably Galliards) to tell their tale for them.

Next the Talesinger calls out for any who would oppose the seeker of Renown.

To object at this point is a grave insult as it implies outright that the Garou who seeks Renown is a liar. It is an insult that must be borne, however, and the challenger may tell his own version of the tale. Then the Talesinger asks for a judgment from the assembled Garou. First, those who support the claimant raise their voices. Next, those who support the challenger raise their voices. From this the Talesinger decides whether to award Renown or not.

As many appeals as the Tale singer is willing to grant are heard; if there are many, some may be put off to the next moot. Note: This is the roleplaying part of the Renown system; characters must receive the approval of sept elders and others in order to gain Renown. However, the Storyteller may of course use his discretion, particularly if the entire sept feels that a character deserves a little extra Renown.

This portion of the moot varies widely from sept to sept, and in particular from tribe to tribe. Shadow Lords and Silver Fangs are more likely to tell heavy-handed ballads and parables that hold the Garou as superior to all humans. They then go on to portray the tribe as guide and mentor to other tribes. These tribes usually only allow the Talesinger herself to tell the tales.

Uktena and Wendigo tell their tales more in a Native American tradition. The greatest warriors take on the roles of both victor and vanquished and dance the tale as well as sing it. A chorus of other Garou supports the story with howls and natural percussion. This part of the moot may become so charged with energy that the entire sept dances and howls around the Talesinger at the tale's climax.

 

 

The Revel

Some septs choose the Wyrm Foe (see section on caerns) ahead of time. Others choose her at the beginning of the revel. The Master of the Howl allows his gaze to pass over the Garou until he locks eyes with the Wyrm Foe. This Garou rises and closes with the Master of the Howl and attempts to stare him down as they circle. When the Wyrm Foe has been chosen in advance, this is merely for show. Otherwise, the Garou must win the staredown in order to become the Wyrm Foe. If she fails, another is chosen.

The Garou then erupt in howls and yelps; the Wyrm Foe must quiet them with a howl that rises above the noise and demands submission. The rest of the sept joins in the howl, and the Wyrm Foe changes to Lupus, followed by the rest of the sept.

Then the Revel truly begins. The energy and passions of the Garou speed toward their zenith. Mock battles erupt throughout the sept, as well as displays of strength and prowess, wild dances and ritual hunts. Some Garou shift to Crinos as the excitement grows. Once the level of excitement has grown too high, the Wyrm Foe leads the sept on a run near the caern to clear the area of all enemies.

The passion released in the Revel manifests as raw Gnosis that is released into the caern itself. All Garou present must spend at least one temporary Gnosis Trait, and a total of two for each level of the caern must be reached. There are no mechanics-based repercussions for not holding the revel, but it does help to keep the local spirits happy, in particular the caern's totem.

Not all Garou retain control of themselves during a Revel; it is not unknown for Garou to frenzy during this time. The Get of Fenris are renowned for acts of savagery during the run. Urban Bone Gnawer and Glass Walker revels have spawned rumors of gang warfare or serial killers. Revels are so strenuous that weaker elders have been known to fall dead. The most staunch Garou continue until dawn (most collapse long before this), and gain Renown for their fervor and stamina.

Urban caerns have developed a practice of reserving the Revel for special occasions rather than performing it every month. They also try to find other ways to release the energies of the Garou at the end of the night. Fianna have been known to go on pub crawls, and Glass Walkers play long and furious rounds of shoot-'em-up computer games. Uktena may hold hours-long drumming circles. Tribes such as the Get of Fenris and Red Talons are shocked by this sort of behavior and have been known to blame it for the sad state of many urban caerns.

 

 

 

 

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