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A picture of Ragnarok?

Camp Rites

"Our rites are ours and only ours. As our secrets and our bouts of savage destruction are hidden from the rest. Do not turn from our ways or you will pay with your life."
-Sledge-Hammer, Fostern Rotagar, Homid

Rites...they are important to us. We have many rites that sprung up or adapted over the centuries and maybe millennia of our survival. They are the symbol of our stride in success at war and the keeping of our ancient traditions. Standard tradition allows only certain auspices to cast certain types of rites, not in this camp. In a sense we are all ahrouns with different aspects and roles to fill. We cannot limit forseti or godi to possess the rites they traditionally allowed to use. It is almost impossible to find a modi summoning a spirit if you get my meaning. In essence, this camp's only real traditions are concerned with war.

Ein-Vigi (Level 1 Renown)
This is the standard initiation rite for Mjolnir's Thunder. This rite is simple, all Godi are to know this rite sometime before they make the rank of Fostern. The Fenrir that survive initiation are scarred by this rite as the Ritemaster chants his ancestors that were part of the Thunder. A Norse hammer is burned into the left shoulder with a lightning bolt crossing the haft.

Bloth (Level 1 Renown)
The way this rite is enacted is the garou gets slashed across the chest with the garou glyphs of the Mjolnir's Thunder.
Translated, bloth means blood. When any garou in this camp gains rank, they take another challenge. The garou that gains rank literally goes through two rites instead of the one. The camp rite is always a fight against Jormangundr's minions. Whatever the newly ranked garou is, he must bring back that many trophies. The trophies stand for the right to move up the ladder in the camp. This rite bestows 1 temporary point of glory and 1 temporary point of honor. Only then does the warrior become a true member of the Thunder. The renown is gained as each new ranks is achieved.

Return from Valhalla (Level 1 Death)
This rite is truly brutal by even Fenrir standards. The residing skald or even modi performs this rite the day before the garou goes into battle. All garou are in war form so they can heal from the grievous wound. The garou casting the rite impales the sword, which is made for this rite, and kills each garou that is serving to fight. The rite prevents the garou from raging back and even frenzying, but it also keeps them in their war form so they can heal. The garou slain become conscious after an hour and then start to heal at their normal rate of regeneration.
The reason this rite of death is cast before the fight is because sometimes the garou cannot retrieve the fallen bodies of their campmates, if they have to fall back in a battle. The sense behind this is that a garou cannot die again if he has died already. If a garou does not return, then there is no worry that his spirit will be angry for not showing the proper respect for the dead.

Ancestors Vengeance (Level 2 Accord)
This rite is used when a member is initiated into the camp. It will tell if a garou has been part of the camp in a past life. If the garou has been part of the camp before, in that past life, they will be initiated once again and have there ancestors past deeds sung. If not, then the garou must go through trials that the first garou went through to become part of this camp, the new initiates are taken to lethal wyrm activity and must survive and bring their trophies back to prove such deeds. No renown is given for initiation into the camp.

Midgard's Gathering (Level 3 Seasonal)
This rite is extremely important to Mjolnir's Thunder. A every winter solstice, a gathering of the entire camp takes place at the Sept of Urskalas. The rite calls for all garou to shed their own blood in a bowl and every garou is to drink of it. This is the way the warriors keep their primal association with the spirits and their inner rage. Urskalas then blesses each warrior as they give up half their gnosis to Urskalas. All garou reaffirm their link to the constant battle against the wyrm and their fellow campmates are a source of courage for the battles they wage.

Frigid Winds (Level 4 Mystical)
This is a rite cast upon a pack before they enter battle. Only the dominant ritemaster of the Thunder can cast this rite. The rite is nearly always successful in the arctic and the battle against the Wyrm. To this day the rite has been unsuccessful when they have warred against the Wendigo. The power of this rite is beyond normal understanding and is only taught to the next senior godi in line. Only two garou are known to possess this rite and they remain unknown...or smart to not let their knowledge be known. The rite summons the Northern Winds and calls upon their aide and their frigid endurance. It is rumored that the Get stole or adapted this rite from the Wendigo.
The pack gains 1 die to all stamina tests and is impervious to the frigid arctic temperatures. They also get a -1 difficulty to all willpower rolls because of the unstoppable will of the frigid winds. If any Wendigo is attacked, the bonuses automatically go away leaving the garou vulnerable to the cold as normal. The garou must summon the Spirit of the Northern Winds successfully to enable the powers of the rite as per the rules of the Rite of Summoning. Difficulties are below.

Arctic Weather 5
Temperate Weather 7
Desert Weather 9

Crushing Hammer (Level 5 Mystical)
This rite is powerful beyond the imagination. The rite is only a rumor among the Thunder. It supposedly summons every member that had died in service to the camp, aiding the garou in their fight against the Wyrm.
In truth, the caster summons Fenris himself. The summoner must then prove to Fenris that the warriors laden in Valhalla are needed upon Midgard. If he does succeed in convincing Fenris, then the power of a thousand raging spirits are unleashed upon the enemy and all that is left is the stinking remains of their corpses. He also permanently loses an eye for actually begging Fenris for help. If the garou fails...he dies as Fenris eats him and is taken to Valhalla to be a server at his table; never to be recognized as a warrior, but as a coward begging for help.
The difficulty for this summoning is 9.