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Litany

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The Litany

History

As known by all Garou and even Kinfolk, the Litany is a set of ancient laws that were decided upon thousands upon thousands of years ago during the Concord. This marked the end of the Impergium - the genocidal treatment of humans marked thousands upon thousand of years ago, far before man ever learned to smith with metals. With the end of the Impergium and the gathering of the Concord, they would leave humanity be, allowing it to grow rather than squashing it beneath their heel. The Litany was born of this Concord, as an agreement between all tribes that would be held as sacred and above all else.

Many Galliards or Philodoxes spend their lives trying to master the entire Litany, to be capable of reciting every precept and the nuance held within every word. However, all Garou are familiar with a basic thirteen precepts within the Litany that all are sworn to uphold. Failure to uphold these laws is a grave violation within Garou culture and may be harshly punished. However, things are not quite so simple.

In modern times, the nature of these thirteen precepts has shifted, adapting to modern times and the ever-changing reality around them. Intent behind words has shifted or memory of exact passages has faded as histories begin to warp. Some even have a talent for bending the rules in their favor, citing simple laws in ways that justify the actions they take, rather than condemning them.

The Thirteen Precepts

The following are the thirteen basic precepts. Further elaboration and interpretation will be given per precept, but ultimately, it is worth considering how the modern world has changed since the millennia ago these laws were written. An Elder will preach one thing, but what does each precept mean to you?

Garou Shall Not Mate With Garou

This is arguably one of the more straight-forward precepts. Do not mate with other Garou. The child of two Garou is born in Crinos form, always sterile, and always bearing a defect. Such births are extremely dangerous and the Crinos-born requires special care to raise. For years, they will be incapable of changing, thus being a Veil risk at all times as they must be hidden away from the public; not to mention the danger in a Crinos that knows not yet reason. Both parents will be punished gravely for violating the Litany and the child's fate depends heavily upon the mercy of the tribe (though, often death or exile.)

This rule has little exception. If you conceive a Crinos-born, you've violated this tenet, plain and simple. Contraceptives are well known to have little effect for Garou, so don't take the risk. Tribes even within vary on the question of acts that have no risk of producing Garou.

Combat the Wyrm Wherever It Dwells and Whenever It Breeds

Also fairly straight-forward! The Wyrm is the ultimate enemy. The source of corruption, destruction, everything. Battling the Wyrm is the greatest way a Garou can find glory and there is no greater purpose than fighting the Wyrm in defense of Gaia. To stay your hand is to let the Apocalypse dwell closer and closer.
But of course, how could it be so simple? These are the final nights, as told by the pessimistic and jaded among the eldest of the Garou. Some have abandoned the fight altogether just to squabble over petty politics and return to lesser, unimportant ambitions. Some younger Garou have also thrown in the towel: thrust into a war against their will, it's so much easier to simply shake their head and run away to try to live a normal life again. As well, what is of the Wyrm? If a Garou is possessed but not fully corrupted, should they be saved or killed? Should all Wyrm-spirits be slain or are only Banes worth slaying? Is it worth slaying them at all if they'll simply reform in the Umbra in time? After quite literally thousands of years of fighting the Wyrm, is this truly the path forward?

Respect the Territory of Another

When approaching the territory of another Garou, announce yourself to them. Traditionally, this is done with the Howl of Introduction! There are some variations on this howl, but typically, you should recite your name, your deed-name (if any), your sept, your tribe, your patron, and your auspice. Some Tribes have different standards and may ask more (such as the Silver Fangs or Shadow Lords), but a Garou should have a strong idea of who you are.
This has more or less been maintained as a precept, but there's some nuance in a more modern world. In urban Septs, you won't be howling in the middle of downtown or pissing on the side of an alleyway. In-person meetings, texts or calls with delicately worded code phrases, and other compromises are preferred to avoid suspicion from agents of the Wyrm (or the local police department).

Accept an Honorable Surrender

Garou are a warrior culture. Duels or other trials are common and Garou have lost their lives in the past through these violent clashes. Any wolf being attacked can expose their throat to signal a surrender. The loser is not judged for doing so, and the victor may even be praised for granting mercy. In the heat of battle, however, anything can happen. It can be easy for such a gesture to be overlooked and have your throat torn out instead.

Submission to Those of Higher Station

There is a strict hierarchy in Garou culture. Rank and Renown are core to their society and how it functions. You must always follow reasonable orders from those of a higher Rank than yourself. In theory. In practice, this varies in many ways; Bone Gnawers tend to view questions of Rank with less priority than most. Children of Gaia, Silent Striders, and the Get often expect you prove yourself rather than rely on Rank. The Red Talons expect you to know your place without Rank coming into it. Shadow Lords and Silver Fangs tend to enforce this to a greater extreme than others; though, Shadow Lords perhaps selectively. Not to mention the Ragabash's impulse to question.

The First Share of the Kill for the Greatest in Station

This originally applied for hunting, but can still be utilized for the spoils of war. Those of the highest renown have a right to whatever valuables they claim necessary to their goals. The strains of the previous precept still apply here, however. While renown will get you a certain ways to claiming the resources you need from your pack, you will have to back up those demands by providing in turn. Do not simply mooch.

Ye Shall Not Eat the Flesh of Humans

Do not eat humans. This risks the corruption of the Wyrm - especially in modern times. Even barring the vile drives behind cannibalism and how it empowers the Wyrm, the advent of microplastics and other human ails makes their flesh detestable. Some tribes do so in secret - in blatant violation of this precept. The consequences to this being uncovered would be innumerable; it is unlikely a perpetrator would survive the revelation.

Respect Those Beneath Ye - All Are of Gaia

Likewise to respecting those above you, you should respect those below you. You are all Garou and should thus respect each other. To quote the concept directly, it is "an animistic and warrior version of noblesse oblige," the obligations of nobility. Just as its sister precept, however, the following of this can be shaky. The Shadow Lords and Silver Fangs can "quantify respect", rather than a blanket observation of respect to their lower peers. And the Bone Gnawers can hardly fathom those lower in station than themselves; what use could this precept be to them?

The Veil Shall Not Be Lifted

"The existence of the Garou must remain secret." This, all Garou agree upon (with extremely seldom exception). This law is the most practical, as well. When humans once wielded blades of copper they now wield assault rifles, drive tanks. Those specialized at hunting Garou tip their bullets with silver and even discover ways to overcome Delirium with the aid of Pentex's machinations. And even with the Delirium casting a mist over the minds of humanity, this does not have uniform outcomes; it is not rare for the Delirium to simply make one pursue vengeance against the Garou. The panic caused by a rampaging Crinos can easily cause as much devastation as the Wyrm if you are careless.

Do Not Suffer Thy People to Tend Thy Sickness

If you cannot fight, if you cannot hunt, then you cannot provide for your pack and you should pass. Do not drag them down with you and find a peaceful means to die - or seek it out quickly with the aid of your siblings. Some tribes despise this law and some welcome it. Ultimately, the meaning stays the same no matter which tribe you hail from. If you are no longer of use, then you should not burden the nation with yourself. Die, leave, or if amongst tolerant company find some new use to make of yourself.

The Leader May Be Challenged at Any Time During Peace

Leadership is never guaranteed nor set in stone. These challenges are guaranteed by the Litany to ensure a fresh mind is rotated through as necessary. Challenges do not necessarily have to be duels, as an important note. They can be a test of wits, a quick display of intimidation, or various games or tests to prove that one is more capable than the other. The significance also scales depending on if it is the pack or if it is the entire Sept. Obviously, this is not a foolproof tenet, as some leaders are even known to declare constant war to ensure their position can never be challenged -

The Leader May Not Be Challenged During Wartime

- as inversely, leadership may not be challenged during war. There is no time for doubt, no time for challenge. Follow the leader and follow their orders. Hesitation is defeat, death, or worse. Disobedience is punished harshly as conflict is no time to be challenging the authority of those that lead. Violation of this tenet can cause severe consequences with some rare exceptions. Being under thrall or corruption can excuse disobedience from a true lack of control. In some instances, the alpha's decisions can be called into question to the extent insubordination is tolerated. Even still, such an action carries a deep risk.

Ye Shall Take No Action That Causes a Caern to Be Violated

Likewise to upholding the Veil, no Garou questions this law; this may be the one of fewest loopholes. Do not ever do anything that threatens the sanctity or safety of any Caern. Tribes challenge and seize control of rival Caerns but they never seek to destroy. Even unintentional violations of this law are punished harshly. The only difference in interpretation of this law will be the appropriate punishment for the violator. Mind every action you perform, mind anything you ever do, and ensure you never threaten the Caern with anything you do. Caerns represent most what a Garou is meant to protect. To fail the Caern is to fail your purpose.