The 5 Lunar Auspices


Forsaken who undergo their First Change under the full moon are marked as vicious and unrelenting warriors. Despite the power of the fury that fills him, a true Rahu is not always a berserker, and shouldn’t be dismissed as “mindless.” A pack that lacks a Full Moon must be careful about picking fights, for it lacks a warrior who can be reliably strong in all situations.

Primary Renown: Purity
Specialty Skills: Brawl, Intimidation, and Survival
Gift Lists: Dominance, Full Moon, and Strength

Auspice Ability: Warrior’s Eye. Once per session, a Rahu can attempt to “read” a foe, determining who is the superior warrior. The player rolls Wits + Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success grants more understanding of the gap between the two (“He’s much more powerful than me.”). A dramatic failure indicates that the character greatly misjudges his target. The warrior’s eye takes into account only those abilities that might affect a direct fight. A werewolf might read a skilled vampire assassin as “weaker,” even though the vampire is much more deadly when it can choose the time of engagement.

The Change: When a Rahu changes for the first time, it ends in blood. Many Rahu go through their lives with the stains of loved ones’ blood on their claws, the horrible reminder of their first night as a werewolf.


Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. They are the ones who remember the old legends and ballads. They also look toward the future, able to find answers to tomorrow’s problems of the future in yesterday’s tales. Within the pack, the Cahalith is usually the reservoir of knowledge and the heart of the pack. A pack that lacks a Cahalith must work hard to uncover pertinent information, particularly about old legends. Without a Cahalith, a pack may fight with less strength and zeal; there is nobody to remind them with words and howls just what they’re fighting for.

Primary Renown: Glory
Specialty Skills: Crafts, Expression, and Persuasion
Gift Lists: Gibbous Moon, Inspiration, and Knowledge

Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is always veiled in symbolism that the character must interpret. Advice on Storytelling prophetic dreams is given on p. 217. In addition, the Cahalith automatically gains one
die to any Occult rolls made to interpret omens or to solve occult riddles.

The Change: Luna’s gift to the Cahalith is an onslaught of scents, sounds, textures, tastes, colors and other stimuli is often enough to make one lose control. In other cases, the werewolf experiences hallucinations & omens of the spirit world ending in one long and loud howl.


The half moon hangs in balance, and balance is Luna’s gift to the Elodoth. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as voice of the law. They are also envoys to the spirit world, able to meet spirits halfway and negotiate with them. He often plays devil’s advocate to the pack, questioning decisions to reveal another potential solution. However, the wise Elodoth takes this role seriously, and doesn’t abuse his privilege as contrarian

Primary Renown: Honor
Specialty Skills: Empathy, Investigation, and Politics
Gift Lists: Half Moon, Insight, and Warding

Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to offer the proper words and appeasement, demonstrating his ability to perceive the issue from the spirit’s side as well.

The Change: During the Change, the werewolf might find himself aware of something wrong around him, and attempt to fix it as best he can. He might claw up asphalt and expose bare earth in an unconscious attempt to balance the energies of nature and humanity. Few Elodoth actually manage to “fix” anything during the delirium of the First Change, but that doesn’t stop them from trying — sometimes at the expense of people unlucky enough to be nearby at the time.


Ithaeur is the shaman, the speaker with spirits or the spirit hunter. Dealing with spirits is a dangerous business by any standard. The Ithaeur is burdened with the duty to do so. The Ithaeur is the final authority on all things dealing with the spirit world. She guides any trips into the Shadow and uses her powers to dominate spirits when Elodoth’s negotiations fail. She is also a crafter of fetishes, and probably knows more rites than her packmates. A pack without an Ithaeur is at an immediate disadvantage when dealing with spirits, particularly aggressive ones.

Primary Renown: Wisdom
Specialty Skills: Animal Ken, Medicine, Occult
Gift Lists: Crescent Moon, Elemental, Shaping

Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost. When buying Rituals, an Ithaeur pays the new dots x 4 in experience (instead of new dots x 5). An Ithaeur who buys rites with experience points need only spend a number of experience equal to the rite dots (instead of rite dots x 2).

The Change: For an Ithaeur, the First Change is a revelation, as she becomes vividly aware of the spirit world around her. Spirits trapped in the physical world might be drawn to her, or she might see across the Gauntlet to witness the Shadow Realm firsthand. It can be a terrifying and sometimes lethal experience.


Those who change under the new moon are strange and unpredictable — moonless Forsaken with no guiding star. Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of the prey. The blessings of stealth and subterfuge enable the moonless Forsaken to tail a person or investigate an area much more easily than his packmates might. For all that, though, the Irraka are not lone wolves. They may operate on the fringes of the pack during a hunt, but they feel the pack mentality as strongly as other werewolves.

Primary Renown: Cunning
Specialty Skills: Larceny, Stealth, and Subterfuge
Gift Lists: Evasion, New Moon, and Stealth

Auspice Ability: Pathfinder’s Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit influence. Irraka receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits (see “Dual Senses” in Appendix One, p. 252), or on the roll to determine in which direction a locus lies while within its area of influence (p. 262).

The Change: An Irraka might be flooded with a killing fury, tearing apart anything in his path, or he might be overcome with fear, attempting to avoid contact with anyone. The only notable commonality is that the Irraka’s First Change frequently brings on an instinct to hide, to move softly and quietly.

The 5 Lunar Auspices

The Forsaken of Emigrant Gap FelixPolanski