Werewolf

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History

Septs

Packs

Gifts

Rites

Totems

Mistress of the Rite - Crone's Vision

Name: Elena "Crone's Vision" Vasilakis
Tribe: Black Furies
Auspice: Theurge
Breed: Homid
Rank: Adren
Role: Mistress of the Rite

Early Life

Elena Vasilakis was born into a close-knit Greek-American family in San Diego. Raised with strong connections to her cultural heritage, she grew up hearing the stories of ancient goddesses and warriors from her grandmother, who was herself a fierce and independent woman. Elena was always drawn to these tales, particularly those of the Furies—vengeful spirits of justice. From a young age, she felt an inexplicable connection to something ancient and powerful, something that her mundane life could not explain.

As a teenager, Elena experienced intense dreams, visions of powerful women and mystical rites. These visions were unsettling but also filled her with a sense of purpose. The connection between her and the world of the supernatural grew stronger with each passing day until, at the age of 16, her First Change occurred. It happened during a visit to the cliffs of La Jolla, where she had gone to clear her mind. The transformation was triggered by a sudden surge of emotion—a mix of anger, fear, and an overwhelming need to protect the land beneath her feet from the unseen corruption she felt creeping in from the ocean.

Joining the Black Furies

After her First Change, Elena was found by members of the Black Furies. She was brought initially to the Sept of Maija Awi, where she learned the truth about her heritage. Elena took to her training as a Theurge with a fervent devotion, guided by her mentor, a powerful elder named Oracle’s Flame. Under her mentor’s guidance, Elena became deeply attuned to the spiritual world, her visions growing sharper and more frequent.

She earned the deed name "Crone's Vision" after a harrowing rite in which she invoked the spirit of an ancient Fury Crone to protect her Sept from a powerful Bane. The spirit granted her a vision that led her to the Bane’s lair, where she and her pack were able to destroy it, saving the Sept from certain doom.

Role as Mistress of the Rite

As she rose in rank, Crone's Vision proved herself to be a skilled and wise Theurge, with an unyielding connection to the spirits and a deep understanding of the ancient rites of the Black Furies. When the previous Mistress of the Rite stepped down, Crone's Vision was the natural successor. As Mistress of the Rite, she is responsible for overseeing all spiritual ceremonies within the Sept, from the most sacred rites to the everyday rituals that keep the spirits appeased and the Garou strong.

Her leadership style is firm but nurturing, much like the Crone spirits she so often communes with. She is respected and sometimes feared by those under her care, for she does not tolerate weakness or disrespect toward the ancient traditions. However, she is also a fierce protector of the young and the vulnerable, seeing herself as a mother to all within the Sept, especially to the kinfolk and cubs who need guidance.

RP Notes

Crone's Vision is a woman of deep wisdom and quiet intensity. She carries an air of authority that commands respect, yet she is also known for her compassion and her willingness to listen to those who seek her counsel. She is a master of patience, able to wait for the right moment to act, but when she does, her actions are decisive and powerful.

Her connection to the spiritual world makes her seem distant at times, as if part of her is always walking in the spirit realm. However, those who know her understand that she is constantly vigilant, ever watchful for signs and omens that might affect her Sept. She speaks with the voice of the ancients, her words often cryptic but always profound.

Notable Achievements

  • Successfully performed the Rite of the Great Hunt, leading her Sept to a victory against a powerful group of Fomori threatening San Diego.
  • Uncovered a Wyrm-tainted corporation masquerading as an environmental NGO, leading to its destruction.
  • Maintains a delicate alliance with local water spirits, ensuring the Sept's protection from the dangers of the Pacific Ocean.

Challenges and Conflicts

Despite her many successes, Crone's Vision struggles with the burden of her visions, which sometimes show her potential futures filled with loss and sorrow. She wrestles with the responsibility of these visions, knowing that her actions—or inactions—could determine the fate of her Sept. Additionally, as the Mistress of the Rite, she must constantly mediate between the old ways of the Furies and the changing world of the Garou, a balance that is not always easy to maintain.

Goals

Crone's Vision seeks to strengthen the spiritual defenses of the Sept of the Rising Tide, forging deeper connections with the spirits of the land and sea. She also aims to mentor the next generation of Black Fury Theurges, ensuring that they carry on the traditions of their tribe with the same devotion and power that she embodies.

Her ultimate vision is of a world where the Black Furies reclaim their place as the ultimate protectors of the Earth, leading the Garou Nation in the final battle against the Wyrm. To this end, she tirelessly prepares her Sept for the challenges that lie ahead, knowing that the time of the Apocalypse is near.

Concepts

Category Types
Common Shadow Lords, Glass Walkers, Uktena, Bone Gnawers, Children of Gaia, Homid Breed
Uncommon Black Furies, Silver Fangs, Get of Fenris, Silent Strider, Lupus Breed, Metis Breed
Rare Fianna, Wendigo, Stargazers, Hakken
Unlikely/ Very Rare Red Talon

Any concept marked rare will need to fill out a restricted concept pitch application and await approval prior to moving forward through chargen.

A universal XP Incentive guide showcases the bonus XP able to be applied.

Concepts

Category Types
Common Shadow Lords, Glass Walkers, Uktena, Bone Gnawers, Children of Gaia, Homid Breed
Uncommon Black Furies, Silver Fangs, Get of Fenris, Silent Strider
Rare Fianna, Wendigo, Stargazers, Hakken
Unlikely/ Very Rare Red Talon, Lupus Breed, Black Spiral Dancer Kinfolk

Any concept marked rare will need to fill out a restricted concept pitch application and await approval prior to moving forward through chargen.

A universal XP Incentive guide showcases the bonus XP able to be applied.

Cautionary Tale

Some may consider that to get to know a sphere it's best to come in as the minor splat of the sphere. In many cases, this is quite true. Unfortunately, this is not the case for Werewolf. We advise that if you are beginning to learn about the sphere, then consider a cub or freshly-Rited Cliath application instead. Kinfolk have a very specific place in the Garou hierarchy, and often have more expectations placed upon them than young Garou. Kinfolk also are typically given less room to screw up by comparison to a Cliath. Most older Garou will expect that Kinfolk will be trained from a young age to cater for and care for Garou if they are raised among the People. Some older Garou will even assume that this is a natural state for Kinfolk, and even those callow kinfolk who don't know about the Garou should "automatically" know how to cater to their Werewolf relatives.

In addition, this Sept is a traditional setting. Kinfolk are not on equal ground as Garou. Spirits do not pay much attention to most kinfolk; kinfolk are never considered part of a pack (protected by their mate, perhaps, but not acknowledged by the Totem). Kinfolk who disrespect Garou will expect to face consequences. NPC Kinfolk attempt to guide PC Kinfolk who are seen as overly ambitious or irreverent towards the Warriors of Gaia will be led to look at how their perspectives are actively harming Gaia. Garou that are found to be acting on behalf of Kinfolk against other Garou will be met with appropriate responses by leadership. Kinfolk families handle disputes in-house unless it's a grievance enough to draw Garou's attention (e.g., one of the Garou kills a Kin in a frenzy and must perform Contrition or be otherwise punished by the Sept, etc.), but the majority of the time the Garou have far more important matters to attend to.

The crux of the nature of Kinfolk in a Garou Sept is that you are merely human. You may have the blood of the wolf, and your family may even be well-bred. You may have picked up some Renown for killing a Bane, but at the end of the day, you're a human. You have no understanding of what it means to have a three-part soul split among human, wolf, and spirit. You have no understanding of the actual responsibilities and threats faced by the Garou on a daily basis from the perspective of the soldiers in the field. Kinfolk are not able to travel into the Umbra on their own and also often will not understand just how dire things have gotten on a spiritual level.

A kinfolk's purpose is to aid the Garou in the outside world. They can not do certain things themselves due to the curse of Rage. Kinfolk are that crucial link to humanity which, if lost, the Garou will find themselves unable to relate to an increasingly human world. This is also a promise that you won't be forgotten as a kinfolk PC; we will ensure you have things to contribute to the story.

As a final word of caution: On other games — probably every game — there are usually disputes related to mating and, to be blunt, who's fucking whom. This is not the type of story that we intend to tell here. If this becomes an issue or a dispute in some way requiring staff to step in, you'll have the ability to rectify it once, meaning one conversation, but if this continues to be disruptive, you will be asked to leave the sphere.

House Rules

Please see to house rules.

Restrictions

  • Kinfolk can not start out with any garou rites. They need to learn these on game.

Concepts

Category Types
Common n/a
Uncommon n/a
Rare n/a
Unlikely/ Very Rare n/a

The site for Kami will have more in depth information to quick-reference particular items.

Concepts

Category Types
Common n/a
Uncommon n/a
Rare n/a
Unlikely/ Very Rare n/a

The site for Gorgon will have more in depth information to quick-reference particular items.