1. Journals

Luna's Mark: A Player's Guide to the Five Auspices

The sky over Anchorage was clear for the first time in a week, and Mara had dragged Pacey out onto the warehouse roof without explanation. The cold hit like a wall — thirty below, the kind of cold that made your teeth ache — but Mara didn't seem to notice. She stood at the edge of the roof, looking up.

Pacey followed her gaze. The moon hung low over the Chugach Mountains, a thin silver crescent against the black. Something stirred in Pacey's chest at the sight of it. A warmth. A recognition.

"What phase was the moon when you Changed?" Mara asked quietly.

"The crescent." Pacey didn't have to think about it. She'd never forget that night.

Mara nodded slowly. "Then Luna made you one of mine. An Ithaeur. A spirit master." She let that sit for a moment. "But that's not the whole story. Luna has five faces, cub, and your packmates will wear the others. You need to understand all of them, because the hunt demands every one."

She sat down on the cold metal of the roof, legs dangling over the edge. Pacey sat beside her.

"Five faces," Mara said. "Five roles. Let's start with the one you'll be most grateful to have at your side."


Your auspice is the role the moon gave you when you went through your First Change. The phase of the moon at that moment determines what kind of hunter you are. You don't choose your auspice — Luna chooses for you.

Each auspice gives you a free dot in one of three Skills, a Renown dot, a special Moon Gift, a hunter's aspect (a fear power you can use on prey), and an auspice ability.

Rahu — The Warrior

Full Moon — Hunter's Aspect: Dominant

"The full moon," Mara said. "The Rahu. The warrior." Her voice carried something Pacey hadn't heard before — not fear, exactly, but a deep, careful respect. Like talking about a loaded weapon.

"Every werewolf can fight. That's not what makes a Rahu special. What makes a Rahu special is that when everything has gone wrong — when the spirit is stronger than you expected, when the Claimed has killed two of your packmates, when the Pure are at the door and the locus is falling — the Rahu is the one who steps forward. Not because she's stupid. Because she knows that if she doesn't, everyone dies."

Mara was quiet for a moment.

"The Rahu ends the hunt. Remember that. When you've done your job — when you've tracked the prey, researched its weaknesses, prepared the killing ground — it's the Rahu who delivers the killing blow. Respect that. Because one day she'll do it for you."


⚙ The Mechanics

Moon Renown Gifts Skills
Full Moon Purity Dominance, Full Moon, Strength Brawl, Intimidation, Survival

The Auspice

All werewolves are hunters, but the Rahu is a Warrior. Where other auspices are experts in the best ways to conduct the hunt, the Rahu is the expert on ending it. She charges into battle, weapons or fangs at the ready, and does not retreat until either she or the quarry is dead.

Rahu do not fight for the sheer glory of battle — they leave that to the Cahalith. A full-moon fights because it is right to do so. She seeks Purity, because Purity is good and proper. The Rahu frames every interaction in terms of conflict. This can make talking with a Rahu a trying experience.

Role in the Pack

The Rahu ends the hunt. When the pack has done its job — tracked the prey, researched its weaknesses, herded it into position — the Rahu delivers the killing blow. In the pack hierarchy, the Rahu is often the one others look to when violence is necessary.

Auspice Benefit

Tenacious: Once per chapter, ignore the effects of all Conditions or Tilts hindering the Rahu in combat for two turns.

🐺 Wolf-Blooded Kin: Full Moon's Birth (••)

Effect: Once per scene during a planned coordinated action, spend WP + instant action. Presence-number of allies gain +3 WP bonus and 8-again.

A Wolf-Blooded born under the full moon may not have a Rahu's killing instinct, but they carry the Warrior's gift for leadership in the moment of crisis. They are the ones who rally the non-Uratha members of the pack when the wolves are elsewhere — coordinating defenses, directing evacuations, holding the line.

❄️ In The Last Frontier

In Alaska, the Rahu's Survival skill is not academic — it is the difference between life and death in the backcountry. A full-moon who cannot navigate a whiteout or build shelter at 40 below is a liability. The Rahu here are forged by the land itself, and the battles they fight in frozen wilderness have a finality that temperate-climate werewolves never experience.

Cahalith - The Visionary

Gibbous Moon — Hunter's Aspect: Monstrous

"The gibbous moon," Mara said, and something shifted in her voice. Warmer. Almost fond. "The Cahalith. The dreamers, the lorekeepers, the ones who remember."

"I knew a Cahalith once — old wolf, ran with a Bone Shadow pack out of Fairbanks before the territory collapsed. She dreamed the earthquake three days before it hit. Not the physical one — the spiritual one. The one that tore the Shadow open and let the things beneath the permafrost start moving. Her pack was the only one that was ready."

Mara tapped the side of her head. "The Cahalith sees what's coming. She records what's happened. And when the pack is bleeding and broken and ready to give up, she's the one who reminds them why they fight. Don't underestimate the dreamers, cub. They carry the stories that keep us alive."


⚙ The Mechanics

Moon Renown Gifts Skills
Gibbous Moon Glory Gibbous Moon, Inspiration, Knowledge Crafts, Expression, Persuasion

The Auspice

When a Cahalith is on the hunt, the world around her knows it. The grass bends under her paw, the shadows lengthen to cover her and then retract to show her in exactly the right, horrifying light. Death is coming for her prey, and the prey, in a small, sad place in his heart, knows and accepts this.

Cahalith are lorekeepers, bards, dreamers, and motivators. They record the deeds of the pack in story and song, and their dreams carry prophetic weight. Every night their sleep is vivid; sometimes it is a warning, sometimes a promise.

Role in the Pack

The Cahalith keeps the pack's history, motivates the pack through dark times, and provides supernatural intelligence through prophetic dreams. They are the ones who know the old stories — the ones that contain the clues to defeating ancient prey.

Auspice Benefit

Prophetic Dreams: The ST may grant prophetic dreams at any time. Once per chapter, the player can declare an action was foretold — granting +3 to an ally's roll or –3 to an enemy's, or choosing to fail for a Beat.

🐺 Wolf-Blooded Kin: Gibbous Moon's Birth (••)

Effect: Choose a Mental Skill. Gain 8-again on all rolls with that Skill, and extended actions take half the normal time.

A Wolf-Blooded born under the gibbous moon inherits the Cahalith's gift for focused, obsessive knowledge. They become the pack's archivists, researchers, and analysts — the ones who can process a mountain of data about a spirit's ecology in half the time it would take anyone else.

❄️ In The Last Frontier

In Anchorage, a Cahalith's prophetic dreams take on a different character during the long dark. Winter dreams in Alaska are vivid, strange, and often terrifying — shaped by the aurora's spiritual resonance and the things stirring beneath the permafrost. A gibbous-moon who can interpret these dreams is an early warning system for the entire protectorate.

Elodoth — The Walker Between

Half Moon — Hunter's Aspect: Isolating

"Half the moon's light," Mara said, holding up her hand, palm split between moonlight and shadow. "Half the moon's darkness. The Elodoth. The judges, the diplomats, the ones who walk the line."

"They see both sides of everything, cub. Flesh and spirit. Pack and prey. Right and wrong. It makes them invaluable — and exhausting." A dry smile. "An Elodoth will argue with you for three hours about why the spirit you want to banish actually deserves a hearing. And then she'll be the one who negotiates the deal that saves your pack."

"They're also the ones who interpret the Oath of the Moon. When there's a dispute between packs, when someone violates the Oath, when a judgment needs to be rendered — that's the Elodoth's domain. Don't cross one. They remember every slight, and they have friends on both sides of the Gauntlet."


⚙ The Mechanics

Moon Renown Gifts Skills
Half Moon Honor Half Moon, Insight, Warding Empathy, Investigation, Politics

The Auspice

The prey is alone. Other creatures shun it. The prey seeks only to find a safe place, hide, and wait until dawn. Around it, people close their windows, turn up the volume on their televisions, and ignore the howls.

Elodoth are diplomats, mediators, negotiators, and community builders. They wield influence where others fight with stealth and weaponry. They are perpetually aware of the line between light and darkness, and with some effort, they can push another werewolf over that line.

Role in the Pack

The Elodoth manages the pack's relationships — with other packs, with spirits, with human contacts. They are the judges who interpret the Oath of the Moon, the negotiators who broker deals with spirit courts, and the investigators who uncover the truth behind mysteries.

Auspice Benefit

Darkness Into Light: Once per chapter, cure a werewolf of Death Rage (Stunned for one turn if in Basu-Im). Alternatively, force a werewolf into Wasu-Im with Presence + Empathy + Primal Urge vs. Resolve + Composure.

🐺 Wolf-Blooded Kin: Half Moon's Birth (••)

Effect: +2 on all breaking point rolls when in territory. Once per chapter, add Safe Place dots and 8-again to one roll.

A Wolf-Blooded born under the half moon sees the territory as a chessboard and the pack as half the pieces. They excel at maintaining the pack's human-side infrastructure — the legal protections, the social networks, the political alliances that keep the territory secure in the mundane world.

❄️ In The Last Frontier

In Anchorage, the Elodoth's role as mediator extends to negotiating with spirits that have no parallel in the lower 48. Ancient ice spirits, earthquake echoes, and aurora entities operate by rules that outsider Uratha do not understand. The half-moon who learns these local protocols becomes indispensable to the protectorate's survival.

Ithaeur — The Spirit Master

Crescent Moon — Hunter's Aspect: Mystical

Mara stopped. The tone of the lesson shifted. She turned to face Pacey directly, and something in her dark eyes was fierce and tender at the same time.

"This is you, cub."

Pacey felt the words land somewhere deep. She'd known, of course — Mara had told her the night they met. But hearing it now, after learning about the others, it felt different. Heavier.

"The crescent moon. The Ithaeur. The spirit master." Mara's voice was quiet, almost reverent. "Luna looked down at you the night you Changed and she saw someone who could see the world the way she sees it. Not just the flesh. Not just the surface. The whole thing — the Shadow underneath, the spirits woven through it, the ecology of ephemera that most Uratha can barely comprehend."

"You will learn rites. You will craft fetishes. You will negotiate with spirits that could swallow this city whole, and you will do it because no one else in your pack can. The Shadow is your domain, Pacey. The spirits are your responsibility — to understand, to manage, to bind when necessary, and to respect always."

She put a hand on Pacey's shoulder. It was the first time Mara had touched her.

"It's the hardest auspice. And the loneliest. The things you see in the Hisil will change you in ways your packmates won't understand. But it's also the most important, because without you, the pack is blind to half the world."


⚙ The Mechanics

Moon Renown Gifts Skills
Crescent Moon Wisdom Crescent Moon, Elemental, Shaping Animal Ken, Medicine, Occult

The Auspice

The prey might not see spirits clearly, but it hears them and senses them. The target shies away from areas with spiritual resonance, falls back on superstition, and finds his own senses betraying him.

Ithaeur are spirit masters, ritualists, fetish crafters, seers, and advisors. They deal with the denizens of the Hisil with an instinctive mastery. Where others see chaos in the spirit world, the Ithaeur sees ecology — dense, labyrinthine, and beautiful.

Role in the Pack

The Ithaeur is the pack's expert on the Shadow. They identify spirits, negotiate with courts, craft fetishes, and perform the rites that keep the pack spiritually healthy. When a spirit needs to be bound, banished, or bargained with, the Ithaeur leads.

Auspice Benefit

Spirit Howl: Once per chapter, spend 1 Essence. Spirits of lower Rank flee, hide, or go dormant. More powerful spirits show deference. Hostile spirits have Defense penalized by Wisdom Renown.

🐺 Wolf-Blooded Kin: Crescent Moon's Birth (••)

Effect: Any fetish you help craft gains +3 Durability and +3 Structure.

The crescent-moon Wolf-Blooded is the Ithaeur's left hand in the workshop. They may not command spirits, but their touch strengthens the spiritual bindings in fetishes, making the pack's tools last longer and endure more punishment. In a world where every fetish could mean survival, this is no small gift.

❄️ In The Last Frontier

Alaska's spirit ecology is ancient and alien. Spirits here predate the present day by millennia, and some predate the Sundering entirely. An Ithaeur in Anchorage must learn spirit-lore that exists nowhere in the traditional Forsaken canon — the aurora spirits, the earthquake echoes, the things sealed in permafrost. The crescent-moon's Wisdom is tested like nowhere else on Earth.

Irraka - The Stalker

New Moon — Hunter's Aspect: Blissful

Mara glanced up at the sky. The crescent had moved, and the darkness around it seemed deeper than before.

"The new moon," she said. "The Irraka. The stalkers."

A pause. Then, very quietly: "The ones you never see coming."

"I've run with three Irraka in my life. Two of them I liked. One of them terrified me. And I didn't even know the third one was in the room until she cleared her throat."

Mara's expression was unreadable. "The Rahu ends the hunt with violence. The Irraka ends it with silence. The prey is simply dead, and no one saw it happen. That's the new moon's gift — the ability to be invisible, even to other Uratha. It's terrifying. It's invaluable. And it makes you very, very glad they're on your side."


⚙ The Mechanics

Moon Renown Gifts Skills
New Moon Cunning Evasion, New Moon, Stealth Larceny, Stealth, Subterfuge

The Auspice

The prey has no idea that anyone is coming for him. He greets the cool night air with a smile, perhaps indulges in pleasures, and never glances at the shadowy form inching its way closer to his exposed throat.

Irraka are stalkers, assassins, spies, and thieves. They move through the shadows, striking quickly and quietly. Where the Rahu wants the prey to know it is dying and why, the Irraka would prefer the prey to simply be dead before it knows what happened.

Role in the Pack

The Irraka is the pack's advance scout, infiltrator, and assassin. They gather intelligence, bypass defenses, and deliver the killing blow from the shadows. In social situations, they are the ones who can get close without raising suspicion.

Auspice Benefit

Closer Than You Think: Once per chapter, the Irraka can move initiative to within 1 of a target's, close to melee range against a non-attacking foe, or subtract 2 Doors from Social maneuvering.

🐺 Wolf-Blooded Kin: No Moon's Birth (••)

Effect: On formal spy missions, all rolls to detect your origin or who sent you automatically fail. You carry no pack scent and cannot be followed home.

The new-moon Wolf-Blooded is the perfect double agent. They can be sent into hostile territory — a Pure-aligned community, a suspicious human organization, a rival pack's claimed neighborhood — and leave absolutely no trace back to their pack. They are ghosts in human skin.

❄️ In The Last Frontier

In Alaska's vast wilderness, the Irraka's stealth takes on new dimensions. Tracking across snow leaves prints. Sound carries for miles in cold air. The new-moon must adapt to an environment that actively works against concealment — but also one where the long dark provides 18 hours of shadow to work in. An Irraka in winter is nearly unstoppable.

Luna's Mark

They sat in silence for a while after that. The cold had deepened, and Pacey could see her breath crystallizing in the moonlight. The crescent hung above the mountains like a blade.

"Five faces," Pacey said quietly. "Five roles."

"Five parts of the same hunt," Mara corrected. "The Rahu can't kill what the Irraka hasn't found. The Irraka can't find what the Ithaeur hasn't identified. The Ithaeur can't identify what the Cahalith hasn't dreamed. And none of them can work together without the Elodoth holding the pack together."

She stood up, brushing ice from her coat.

"You didn't choose to be an Ithaeur, cub. Luna chose for you. But what you do with that mark — that's yours."

Pacey stayed on the roof after Mara went inside. She looked up at the crescent moon and, for the first time since her Change, she didn't feel afraid of it.

She felt like she belonged.


All rules citations from Werewolf: The Forsaken, Second Edition. Prepared for the Last Frontier Chronicle — Anchorage, Alaska.