FAQ: Werewolf

Klaive Dueling

“Make your klaive as an argent claw, so that it responds instantly and precisely to your every thought, striking where you will.

Duels and challenges between werewolves are an accepted part of the social interplay of the Garou. Serious disputes, usually ones that have significant implications beyond just the two participants, call for an early serious form of duel. It impresses on both the participants and the rest of the sept (possibly even the tribe or entire Garou Nation) that the matter being fought over is serious and its resolution is important. Over the centuries the klaive duel has become the method of choice for these disputes.

The Klaive in Garou Culture

The significance of the klaive duel derives from the rather unusual status that the weapon has in Garou society. The silver they are forged with brings both pain to the werewolf that carries the klaive and a degree of isolation from the spirit world that is so intrinsic to Garou nature. They are bound with mighty war spirits and the Garou place great importance on their heritage and history, featuring in many legends.

The Silver Fang’s legends are littered with tales of great and noble werewolves of the past who took up a klaive and with it a burden of responsibility. As the werewolf grasps his weapon, the burning of the silver tells his followers that he is willing to undergo even greater pains than they suffer for the sake of them all. Some tales suggest that their willingness to assume this burden is what earned the tribe the honorific “silver” in its name, something the Garou Nation does not bestow easily, as the names and roles of the Silver Record and Silver Pack show.

Such legends make it clear that the klaive is a symbolic object, reflecting the suffering and burden of leadership and the sacrifices it brings. The Garou instinctively recognize and respect what a werewolf is taking upon herself when she takes up a klaive and calls it her own. If she can bear it with honor, courage and wisdom, and lead others with an equal show of these attributes, she will find many flocking to her banner.

The knowledge of klaive-forging is jealously guarded and passed only from master craftsman to trusted apprentice over a period of decades. Almost without exception, these craftsmen are Kinfolk, as the risk of silver-smithing to a full-blooded werewolf is just too great. And yet, the Garou are understandably nervous about too many of their Kin knowing the secret of creating a weapon so deadly to the werewolves themselves.

When a smith starts work on a new blade, he summons one of the caern’s Theurges to his side. Remarkably, the Theurge usually obeys; such is the respect that klaive smiths demand for their skill. As the smith works, the Theurge gently coaxes the spirit of the metal into awareness, a process that hardens the blade to a strength superior to that of steel. Only a small percentage of blades emerge from the fires with both the ability to house multiple spirits and a fully aware and powerful silver-spirit. The few that do are passed to the caern’s Theurges who labor for days and nights to bind war-spirits into the blade. This is an immensely demanding and draining process; war-spirits are aggressive, argumentative and difficult to persuade, and it may take days before one agrees to enter the blade. Some klaives might carry several such spirits!

Once the klaive is finished, the spirits within Slumber until they recharge all of the fetish’s Gnosis. Only then is the weapon ready for the battlefield.

A formal, fully-fledged klaive duel in the ancient ritual fashion between two worthy Garou is a source of intense interest and speculation; few such duels occur without curious observers from other caerns showing up. This helps the participants to recognize the seriousness of what they are about to do and helps many of them keep the discipline and control to stop themselves from frenzying to their lasting disgrace. However, the combat rules given below are just as applicable to two warriors crossing klaives on a chaotic battlefield while roaring unfathomable hatred at each other.

Ritual Klaive Duel Rules & Etiquette

The terms of the duel are agreed upon by the two participants and the Master of the Challenge prior to the duel itself. One rule that is common to every duel is that a werewolf who frenzies is automatically declared the loser. Ceremonial Klaive duels are tests of the Garou’s skill, control, and cunning, not contests of mindless, brutal strength. There is no common standard on use of Gifts in a duel. Some werewolves hold that duels should be purely tests of martial skill, while others argue that duels are tests of a Garou’s whole prowess and as such all their talents should be brought to bear in the struggle.

Duels are normally fought to first strike, first blood, incapacity or death: First strike duels are rare, simply because few Garou consider it a sufficiently telling defeat, especially in matters serious enough to demand a klaive duel. Most Masters of the Challenge prefer a first blood duel, as it allows the winning werewolf an obvious victory yet keeps the loser fit enough (ideally) to fight and continue her duties to sept, tribe and Gaia. A werewolf who loses a fight to incapacity is likely to be out of action for much longer. Of course, some Garou are willing to settle for nothing less than the complete defeat of their enemy – or even death.

Most formal duels are fought in a circular arena about 15 meters in diameter. Half a dozen Ahroun, if available, are stationed equidistantly around the edge of the field, called a klaivaskeriste, ready to subdue one of the participants should he frenzy, thus costing himself the duel. They are also charged with preventing any interference in the duel from other parties. The caern’s Master of the Challenge usually stays within the circle adjudging the fairness of the duel, and watching for the first blood or strike, if that is the condition of the duel.

When the combatants arrive, they stand facing one another within the circle, about six or seven yards apart. Each states their full name and any honorifics they have earned as well as their version of the events that lead to the duel. The challenger always speaks first. Once both have stated their cases, the duel begins when the Master of the Challenge speaks the Garou word for “begin”: agrarek. Once the duel has started, nothing less than a full-scale invasion of the caern will stop it.

Klaive dueling or klaivaskar is a specialty of Fencing, and the search for a knowledgeable and honorable instructor willing to spend the traditional year in teaching its principles and techniques is often an arduous process of proving one’s self worthy all over again. There are many heroes of the Garou Nation who have inherited klaives or claimed them by some other right, who don’t entirely trust themselves to carry such an intimidating weapon into battle. Many resides for decades – even centuries – in sept armories, periodically attended to by the caern’s Theurges to appease the spirits within.

Werewolves who choose to carry klaives (and survive doing so) generally learn a few things in battle that they then incorporate into their dueling techniques. However, those who are borrowing a klaive purely for a ceremonial duel (hopefully to only first blood…) are usually forced to rely on a kind Master of Challenges to give them a set of quick lessons lessons, allowing them to actually use the weapon without disgracing themselves. Some Garou have studied the application of human swordfighting arts, such as fencing and Kenjutsu, to klaive-fighting. Garou are free to study those styles if they wish, though many other werewolves will scorn them for “taking lessons from the apes.”

Klaivaskar Basics

  • No character can raise Fencing higher than their Melee ability. Fencing cannot be learned on its own – it requires an instructor to even acquire the first dot. Then, you will need to pay 10 XP (and possibly seek out another instructor) to acquire the Klaivaskar specialization.
  • A Garou typically rolls Dexterity + Fencing to perform most attacks, parries and maneuvers with klaives. It does not benefit from the specialization bonus (i.e., getting two successes for every 10 rolled). The specialization simply allows you to wield it without being a menace to yourself. As your Fencing/Klaivaskar improves, you gain access to more sophisticated maneuvers.
  • Any Garou with a high enough Fencing/Klaivaskar Ability can attempt any of these maneuvers at +1 difficulty. Those who spend an additional 5 XP on perfecting a particular technique or maneuver, may attempt them at no added difficulty.

Level One Fencing/Klaivaskar Maneuvers: