Bastet

Taghairm Rites

Bastet aren’t social animals as a rule, so when they gather, certain rituals must be observed. These rites create an aura of fellowship and trust - essential ingredients for a gathering of territorial Folk - and keep things proceeding smoothly.

During each taghairm, one Bastet is chosen as the ritespeaker, either by the group or by the host of the gathering. From then on, that person carries the respect and responsibility of her office. Most regular taghairms have permanent ritespeakers; these cats gain additional status with the post (see “Renown” in Chapter Three). Although the ritespeaker performs most Taghairm Rites in that location, she’ll often appoint assistants in case she leaves between gatherings, or to help her perform elaborate rites.

Level One

Caliah

Like the Garou Moot Rite, this ritual opens all taghairms, charging the participants with mystic energy. Unlike the Garou, werecats rarely keep sacred sites. Instead, the Caliah refreshes the Gnosis of all participants and generates a sense of wonder and togetherness. As the ritespeaker chants the histories, rivalries are put aside and quarrels silenced. For a few minutes, at least, everyone present a hamaal, one family.

System: Standard roll. For each two successes (rounded up), each Bastet present receives a temporary point of Gnosis. If these points exceed a cat’s usual rating, they fade in the morning. This rite can only be done once per month for the same group or by the same ritespeaker.

Level Two

Grooming the Newcomer

When a new Bastet enters an existing group, she must be welcomed with this ritual; until then, she’s considered naa, an untrustworthy stranger. First, the ritespeaker questions the newcomer, often using Gifts like Sense the Truth and Righteous Gaze; she then asks others whether or not they’ve heard of the newcomer. Some taghairm groups test new visitors with questions, quests or ordeals to see how worthy they might be. If the examination satisfies the ritespeaker and the host of the gathering, they both welcome the newcomer into the group. All attendees rise and greet their new cousin with gestures of affection and offer her gifts of food and drink. From then on, that Bastet is always welcome.

System: Standard roll, often performed after a variety of Gifts.

Hanshii

Some grudges can only be settled by force. To keep the peace, a host might demand that quarreling Bastet enter a ritual combat to decide the issue. All attendees and their allies agree to abide by the decision.

The formalities depend on the host’s tribe, the grudge and the location of the gathering. The combatants are obliged to follow the host’s rules regardless of their tribe. The Balam, Khan and Simba favor death-matches more than the other tribes do; Celican and Qualmi prefer tests of wits, while Bagheera and Bubasti respect test of judgment. The Swara often send both parties questing in the Penumbra, opening a “window” to watch their progress. Pumonca let the elements decide, and sponsor tests by fire or exposure. No use of Gifts or outside assistance is allowed. The rite ensures that both sides play fair; those who cheat are magically marked.

As the duel begins, the ritespeaker chants a litany extolling challenge, fairness and honor. From there, she watches what transpires, watching especially for fair play. If someone does chat, the ritespeaker feels a sharp tingling and calls the contest to a halt. The cheater’s skin or fur blazes with a sickly yellow or green light. His punishment depends on the host. If a winner is declared, the dispute is considered over. While this often ends the problem, a few Bastet take their grudge home with them and handle it without witnesses next time...

System: Standard roll, plus a Gnosis point, from the ritespeaker. The cheater’s glow lasts for one day and costs him five to 10 point of Honor (see “Renown”) until he redeems himself.

Level Three

Exile

Taghairms are gatherings of trust; if someone breaks that trust, the others throw him out. The rite marks such betrayals, and carries the stigma of shame to other gatherings. A werecat’s future companions may judge him by this sign. When the host has declared an Exile, the other cats must vote. If the majority agrees, the ritespeaker begins the ritual. In some cases, the gathering must decide unanimously; in others, the host may simply demand a majority vote.

The rite itself involves a revocation of the Grooming ritual, a recitation of the exile’s crimes and usually a few choice words. As the ritespeaker spins a cloak of words, the exile’s forehead begins to glow; by the end of the rite, the sigil of an oathbreaker appears. As the glow fades, the sigil remains and the other cats chase the offender from their gathering. If they catch him, they’ll beat him to a pulp, but leave him alive to remember his shame. The mark fades from view by morning, but remains a part of the exile’s soul. Any subsequent Grooming rite reveals the mark; only the forgiveness of the host (a separate rite of the same Rank) or some powerful quest will was ha way the mark.

System: The ritespeaker makes her standard roll and spends a point of Rage to apply the brand. Some Gifts, like Sense the Truth and Righteous Gaze, expose the mark to the viewer. An Exile loses all Honor and Wisdom Renown. Sometimes, falsely convicted (or powerful) Bastet can get help from supporters or sympathetic parties; more often, the effects of this rite linger for a lifetime.

Level Four

Festival of Dreams

By inhaling smoke from burning wood and herbs, steam, psychoactive drugs or all three, the collected group enters a vision trance. Depending on the circumstances, they may experience memories of the past, future sight, soul-seeing or simple hallucinations. These complex insights are often consulted for future plans, battles or other tasks which involve the whole taghairm.

As the other cats gather in an enclosed circle, the ritespeaker and her assistants begin the fires. Tossing in herbs, wood and stone, they chant, sign and play music as the vision smoke rises. The other Bastet breathe deeply, sharing their essence with each exhalation. As the visions begin, a feeling of peace descends to keep the taghairm from scattering. One by one, the Bastet hit their personal limits and stagger out into fresh air. The last werecat to remain receives a special vision that only she remembers. As the ritual ends, the smoke clears; the remaining Bastet receives gifts of water and affection from her companions, and is celebrated for the rest of the night.

System: The exact effects of the Festival depend on the Storyteller and the issues confronting the taghairm (see the Balam Gift: Vision Cloud). If the cats are looking for a vampire lord’s haven, the dream might offer clues; if they want to uncover the solution to a problem, an answer may present itself. Visions of past glory or defeat might spur the group out of a rut, while warnings of upcoming disaster might galvanize them into action. Whatever occurs, the visions should be highly symbolic rather than literal.

The Festival lasts several hours and takes a toll on its participants. Each half-hour or so, everyone in the room must make a Stamina roll against difficulty 5 or flee, coughing. After the second roll, the difficulty rises to 6; after the third, to 7, and so forth. By the end of the third hour, the difficulty will be 9. The last character in the room receives a special vision, which the Storyteller creates based on the needs of his chronicle. Because of her resolve and fortune, the other werecats award her an extra three points of Cunning Renown.