Garou Rank

In the Nations of the Garou worth is measured by a hierarchical rank system. When the litany refers to the highest in station, in most part, it means the highest rank present. Each rank requires a specific amount of Renown earned to achieve, combined with passing a test set by your caern elders to prove your readiness to advance.

The Garou ranks run as follows:

* Cub

The effective zero rank of the Garou. When a Garou first changes they become a cub and hold no standing in their own right in society. Until they have proven a basic level of competence and trust by Passing a Rite of Passage they are considered children and in the main, not held accountable for their actions unless they directly breach the Litany. They are traditionally taught, protected and guided by a Caerns Den Parent who has ultimate say over their treatment in all ways. It doesn't matter how old or life experienced a person is when they become Garou or how long they have been Garou. Until they pass a Rite of passage at a Caern they are a Cub.

* Cliath

The First actual rank of being a Garou where the individual is expected to maintain the laws and traditions of the society. Analogous to a teenager or apprentice rank a Cliath is considered to require constant oversight and strong direction and support from their Cearns and betters. Cliath packs are usually only sent on simple missions and spend a lot of their time doing basic caern duties and guardianship.

* Fostern

The second rank where Garou earn their first responsibilities and are sent on more challenging or open ended missions. Often the proving ground rank where Garou strive to prove their worth to the Nation and strive to be treated as adults. Fostern is the rank with the greatest proportion of fatalities in the nation. Simultaneously often comparatively week while operating without nearby backup for the first time many Garou find their desire for heroism and advancement swiftly fatal. Many Alphas consider Fostern and to a lesser degree Adren to be a trial by fire that weeds out the week, the half-hearted and the plain unlucky.

* Adren

The third rank is the point that a Garou should expect to be treated as a full adult and respected member of the nation. Often taking minor sept positions or shadowing their Elders Adren is when a Garou is expected to learn their responsibilities as future leaders of the nation and demonstrate the ability to balance adult responsibility with complex and long running missions. For many Garou Adren is as good as it gets as they may not advance further. Beyond Adren is expected to require talent, drive and expertise and also cannot be achieved without accepting a sept position or significant Glory and repute as a questing pack. While not as quickly fatal as Fostern, Adren weeds out the Garou that will never lead a caern or hold major office. Adren is a mixed blessing, as the absolute backbone of the nation gives enough respect and authority to settle while being dangerous enough to kill many of those still seeking to advance.

* Athro

Rank four is where many caern officers and long serving stalwarts sit. They are the masters of their craft, individually powerful and with opinions and duties carrying far reaching repercussions to the Caern. The Major Sept officers of each Caern are normally Athro, although with the modern ages lack of Garou many Caerns have one or two roles that are held by people of lesser rank. Reaching Athro is a mark of distinction and for all but the truly exceptional is likely to be where a Garou will end their days. A common piece of lore amongst Traditional Tribes passed down to First changes is that 'If you can't make Elder in 15 years - you never will.' Obviously there are exceptions to this, but those are the things that prove a rule.

* Elder

Elders are the elite of the Nation. They are the most powerful fighters amongst the Tribes and are the Garou that sit on the Elder councils of the Nations, effectively defining policy for the Garou as a whole. Each and every one has tales sung about their names and are one step away from walking myths. To achieve Elder it is commonly held that you must have performed some act that is considered extraordinary enough to be passed into the body of shared lore that inspires the nation. The challenges for Elder are often also the stuff of myth, dangerous or difficult to border on the suicidal or the impossible. For many elders the chance to set an Elder challenge is an opportunity to a resolve long standing threats or problems faced by the nation or entire caerns that has been considered outside the normal capacity to solve. Even among the Elders though, not all are equal, people compare Elders in how fast they achieved their rank, in how much authority they command and the general level of fear associated with having to meet one in challenge. For many lesser Garou there are constant arguments and discussions about who are the greatest Elders. This game of 'Elder Top Trumps' is a common pastime in the meetings of individual packs and tribes in the rare moments of relaxation.

* Legend

Where Elders attempt the almost impossible, the very rare Legend is expected to make that behaviour commonplace and take on the truly impossible with style and grace. Legends are different to other Garou. Every other rank is decided by the Nation with the advice of the spirits. Legends are chosen by Gaia directly and are given unique gifts directly from her that reflect this. No one has ever been raised to Legend without their achievements being etched into the Silver Record. The tales of Legends are of acts that draw awe or wonder from all who hear them. People constantly compare their Elders. No Elder compares to a Legend

There are never more than one legend chosen from a Tribe in a generation and only rarely will there be multiple legends alive at the same time. None truly know why Gaia names a legend but it is believed that to be so, a Garou must embody all that Gaia could want from a Tribe and Auspice.

Legends are answerable only to Gaia and cannot be scandaled as to do so would be to believe that the Nation is wiser than Gaia. Legends also have no one Caern but are shared by the Nation so cannot breach territory. Whilst a Legend has no direct authority over a Sept Alpha or High King in their own territory, ignoring their advice is at best a risky choice for one's renown.