Gurahl Rites
Gurahl possess the Rite of the Opened Caem, Rite of Passage, Rite of Cleansing, and the Rite of Caern Building; all Garou rites the bears originated. Many Gurahl create new Rites from time to time, and some have mastered the ability to improvise rites through their understanding of Gaia.
Rite of Rending the Gauntlet (Level One) -- Gurahl are so tied to the earth that they find it difficult to enter the Umbra. In order to walk through the spirit-world, they must enact this special rite. The Gurahl spends a point of Gnosis and rolls Charisma + Rituals versus a difficulty of the Gauntlet in the area. Utilize the "Stepping Sideways" chart in Werewolf to determine how long this takes. Shifting into half-bear form, the Gurahl rends the Gauntlet, and opens a physical hole into the spirit world, through which he can then step. The hole closes immediately.
Rite of the Healing Winds (Level Two) -- This rite requires the attendance of a Chinook, a spirit of the frosty North Wind. The Gurahl are able to take the Chinook and channel its chill power to purify the land. This purification detoxifies poisons in water, air, plants, and animals. The Chinook spirit also decreases the local temperature about 10 degrees, but only for a day, so lasting damage is rare. Polar Gurahl regularly summon and bind Chinook spirits, then send them to their brothers and sisters to aid purification throughout the world. A roll of Manipulation + Rituals is required for the rite to be successful. A badly polluted area will require a difficulty number of eight or nine. Sometimes the Chinook is defeated by a Bane floating in the Umbra, and the rite is unsuccessful.
Rite of the River-Portent (Level Two) -- In this rite, the Gurahl catches a fish out of a creek with its claw, rends it open, and reads the omens within. Through this rite, the Gurahl may gain information about herself, the present, and the future. A Intelligence + Enigmas roll (difficulty 8) is required to deter mine the depth and clarity of the portent.
Finding the Ancient Cache (Level Three) -- Many of the greatest secrets and treasures of the Gurahl are locked in hidden caches deep in the earth, protected by powerful spirits or hibernating Gurahl elders sworn to protect the secrets buried within. This rite allows a Gurahl in the vicinity of an ancient cache to discover the gateway to it. A Wits + Enigmas roll, difficulty eight, is required to get a general sense of where the opening is, and seven successes must be accumulated in order to locate it exactly. This rite can be cast several times as the Gurahl gradually gets closer and closer to the opening (make sure you record the number of successes you have already collected). The gateways to the caches are often fastened with complicated locks that can only be opened by solving an enigma.
Rite of the Pure Earth (Level Three) -- This rite purifies the earth in the local area, completely destroys any presence of the Wyrm, and reconnects the land to the healing life-force of Gaia. It is a much more potent rite than the Rite of Cleansing. The ritualist utilizing this rite must bleed into a bowl of pure water and salt. The resulting concoction is sprinkled over the area to be purified (either through the use of an air spirit or by hand) and the rite concludes with a mighty growl given by the ritualist. The ritualist takes three aggravated wound levels of damage during the course of this ritual. Additionally, he must spend three points of Gnosis. The purified earth is not prevented from being further infected with the Wyrm, and will again become corrupt if not protected.
Rite of the Ban (Level Four) -- The Gurahl possess many secrets, which they protect with this rite. The Rite of the Ban prevents the subject of the rite from speaking of a named secret (the secret is named at the start of the rite). Indeed, though the subject may remember the secret, there is no way an outside force (a mind-probing mage or psychic) can compel that person to give up the information. The Rite of the Ban is so powerful that, even if a person was somehow forced to tell the secret, the Ban itself would erase the information from the mind of the subject. The Rite of the Ban is usually enacted on those Gurahl who are about to go among outsiders, so the vast knowledge they hold cannot be spread. This rite is painful for the ritualist, for it is the nature of the Gurahl to learn and teach. Still, this rite is necessary, especially in a world where some Garou hunt the secrets of the Gurahl. This rite can be used on humans, Garou, and even Kindred.
Rite of the Long Sleep (Level Five) -- This enables the Gurahl to place a person in a state of suspended animation, during which she does not age, eat, drink, or require much oxygen. People who are Incapacitated will remain alive while under the effect of this rite, their spirits trapped within the ward. This rite has been used successfully on Garou and humans as well as Gurahl. The Gurahl rolls a Manipulation + Rituals roll against the target's Stamina + Survival. The target may agree to the rite: this lowers the difficulty by a factor of three. A Gurahl may perform this rite upon himself. Vampires can be placed in Torpor with this rite. The rite must be set with a condition relating to the passage of the moon or the sun, such as "Wake when the Moon grows full 13 times" or "Do not wake until 20 years has passed." The number of successes should be used by the Storyteller to determine how long the rite actually lasts: a rite with only one success may not last the desired 20 years. This rite requires the sacrifice of one permanent point of Gnosis.
Fighting the Death-Bear (Level Five) -- With this rite, a Gurahl may revive a recently slain person. The Gurahl must fight the Death-Bear, a powerful Incarna who jealously guards the spirit of the fallen. If the Gurahl can defeat the Death-Bear, then he is allowed to retrieve the spirit and return it to his or her body. The ferocity of the Death-Bear should depend on the strength of the ritualist. If the Gurahl dies while fighting the Death-Bear, there is a strong possibility the Death-Bear will take the spirit of the ritualist, leaving the spirit of the fallen to return to her body or wander into the Umbra. In the past, Gurahl made compacts with the Death-Bear which enabled them to rebirth fallen comrades simply by placing the bodies in Gaia's soil. Many of those compacts have broken or lapsed and now the Gurahl can only rebirth the fallen through battle.