Okay, I know they're cool. I love bards, and obviously they'd have respected positions in a society mostly built on oral history and tradition. But when they're not telling stories, or watching them unfold, what do Galliards do? Even the Book of Auspices didn't completely answer this question for me.
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What's up with Galliards? What do they do, exactly?
#1
Posted 22 August 2005 - 05:13 PM
Okay, I know they're cool. I love bards, and obviously they'd have respected positions in a society mostly built on oral history and tradition. But when they're not telling stories, or watching them unfold, what do Galliards do? Even the Book of Auspices didn't completely answer this question for me.
#2
Posted 22 August 2005 - 06:19 PM
#3
Posted 22 August 2005 - 09:21 PM
#4
Posted 22 August 2005 - 09:29 PM
They are vibrant, above all else, and inspiring.
#5
Posted 23 August 2005 - 12:36 AM
At other times, they serve as a sort of Beta leader, keeping a more calm and relaxed perspective than the typical Ahroun alpha (or even as an alpha if the resident Ahroun doesn't prove to fit the role). In this aspect, they provide the morale by leading in example, using their knowledge of historical tales and tradition to inspire the others to great deeds in the name of the pack. In this aspect, the warrior-philosopher duality reaches a peak, as they serve a twin function that requires both aspects to reach their full potential.
Beyond even this, the Galliard can serve as a diplomat. Naturally social creatures by virtue of their place in society as tale-tellers and song-leaders, they can turn these aspects to dealing with non-Kinfolk amidst the human world. By relating (a sufficiently altered) Garou history as myth, they can spin a tale that humans could relate to, influence them through their words, and gain insight and friendship. The Galliard can likely make contacts outside of the Sept more easily than other Auspices, and, with their natural interest in history and knowledge, can likely find quite knowledgeable contacts in the process. In this manner, they are most like the travelling poets of the old times, moving about and exchanging stories, gaining favor with the local environment, and garnering respect from those that may prove helpful in the future.
In all of these cases, the stories of the past can be left behind, and rather than reciting the history, they can provide the lesson behind the story in summary rather than in full. Bits of wisdom based on that knowledge, well-timed advice gleaned from years of delving into the lore of the past and knowing what works and what doesn't, or even something as simple as a phrase based on personal knowledge of who they're addressing intended to inspire them to greater and greater deeds. All of these serve the same purpose as stories and songs; to inspire and further the progress of those around the Galliard for the good of the pack and the Sept.
#6
Posted 27 August 2005 - 09:36 PM
I agree with many of the things said above, but in some of those explanations it seemed like a couple of you were referring more to a Philidox than a Galliard. A Galliard may have a gift with words but so does the Philidox, it seems believable that a Galliard would have the ability to comfort another Garou (or any other creature for that matter) but moreso than just that, I always thought (or believed) that the Galliards place was to represent a pack within a Caern or moot. (As well as many of their other talents) When a pack get's into trouble or finds themselves in a position to provide an explanation, who is it that would be best equipped for such a job? With their knowledge of Garou etiquette (as well as history) Galliards can be quite persuasive when defending and/or persecuting within such an event.
But even so, they are mountains of inspiration for everybeast they fight beside. When it comes to battle they have a warriors spirit and soul, but unlike the Ahroun, they carry a bit more control. In this case I agree with many of you who have posted before me, they are gifted in the ways to inspire as well as calm. But is it not also the Philidox's place to calm a Rage filled Garou?
All in all, it really depends on the twist of the character. A Galliard could be anything really, but so could any of the other Auspices. It all depends on how you play, and what kind of personality your character has. The only reason they have Auspices and Breeds and Tribes is so that they can add to your characters personality quirks. I mean, most people don't picture a pewny little kid as an Ahroun, but there are always the links in the chain that seem to be in the wrong place. Just like, I'm sure, there is a stuttering Galliard walking around there somewhere.
#7
Posted 28 August 2005 - 04:46 AM
Those are the three main aspects of the Galliard that I notice - Knowledge, Social ability, and Art. I find it rather ironic that the most charismatic and socially skilled of the Garou are only so skilled among the Garou - their high Rage will dash their ability to work with most humans. Yay, Curse!
And Akela - super bonus points for the name. Although it kinda' demands an appropriate avatar. Y'know.
Just sayin'.
#8
Posted 30 August 2005 - 10:38 AM
#9
Posted 01 September 2005 - 06:45 PM
The galliards are how a pack earns renown, simple as that. I use that to give a troupe a reason to have someone play a galliard. The Galliards regale the sept with tales of the deeds of the werewolves and reknown is rewarded for the deeds, as well as how the galliard portrays them.
I guess most storytellers just hand out reknown like experience, I tend to make it a momentous affair that gives the pack a reason to attend moots besides making trouble. (Which I've had to stamp right out immediately, noone harbors any respect for a pack of level 1's that think they can disrupt a moot.)
In addition, the galliard works with the Ragabash to keep morale up within the pack during times of stress. While the ragabash may tell jokes and play tricks, the galliard is set to inspire the pack with tales of heroes from the past and present.
Also, Galliards are responsible for keeping the Silver Record, one of the most precious things in all werewolf society. The bible of the werewolves if you will. I remember one of the legends of the garou tales talking about a lodge house that was being attacked by blackspirals because it had a large portion of, if not the whole, silver record inscribed on it's walls in garou glyphs. A place of near amazing power. I actually used that lodgehouse in a story to help the characters connect better with their ancestors. (Because let's face it, werewolves these days need all the advice they can get)
The galliards are by far my favorite, being a hot blooded passionate storyteller that maintains the histories of the garou as a way of guidance and inspiration for the packs.
VITAL to EVERY Pack I would say.
Just like the other four auspices.
"The less a man makes declaritive statements, the less apt one is to look foolish in retrospect." -- Four Rooms
#10
Posted 01 September 2005 - 06:50 PM
One of the true gems in roleplaying, the tales a player weaves out of nothing for the sake of reknown.
Some of the greatest stories ever told came about this way.
My system is...if they have earned a reward in MY opinion as a storyteller, I will tell the galliard through whatever fits within the chronicle that they have discovered a lost story of something similar. They get to make it up to be whatever they want it to be, With storyteller approval that is...and then they get to regale their pack as well as the Moot NPC's with the tale they wrote.
Granted this only works for players that actually enjoy creative writing.
Otherwise, just hand them one of the legends of the garou stories at the beginning of the sourcebooks, and tell them that's the lost story they discovered.
Also, I give them the copy of the Silver Record I have to use as an inspiration.
"The less a man makes declaritive statements, the less apt one is to look foolish in retrospect." -- Four Rooms
#11
Posted 05 September 2005 - 10:31 PM
#13
Posted 06 September 2005 - 02:08 AM
#14
Posted 21 October 2005 - 01:56 PM
I am what I consider "well read" on Garou - it has always been my favorite WoD game. The metaphysics, the Cosmology as it were...
And the Galliards... them my boys!
*ahem* - After reading Croatan Song, I reached a conclusion. The Theurges, Philodox, and Ahrouns are the only auspices that have defined values in Garou society. Ragabashes, as the Questioners, have all rights to delve into whatever foray they see fit. Many can be able fighters that can put an Ahroun to shame. Some might be better at dealing with spirits due to their unique perspective on life and so on...
The Galliards are a whole 'nother ball of wax, at it were.
One thing, one motif always comes to the fore everytime I think of them: Galliards are the Teachers of the society. Think about it - jack of all trades, masters of none and whatnot. Think about the traditional rites the perform... oh wait. The only rite usually left solely to Galliards is the Gathering for the Departed. A Galliard is often expected to step up in the absence of any one "expert" because it is assumed that they have at least heard a tale or met someone who might have known something about "whatever".
Galliards have it all, when you look at the big picture. They have great memories, rivaled only by the Mokole. They have great passions that would rival any Fianna. They are often skilled warriors and tend to make great alphas, just like an Ahroun. Their wordplay makes them great as arbiters, and so on....
If I say more, I am bound to start rambling, so I think I'll cut myself off right about.... here.
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