Tribes of the Garou Nation

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QuicksilverFox85
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Tribes of the Garou Nation

Post by QuicksilverFox85 » Sun Feb 04, 2018 2:00 am

Black Furies
A tribe of female werewolves—the only males in the tribe are metis—the Black Furies have strong ties to Greece, and are said to have inspired legends of warrior women throughout history. Members of the tribe see themselves as protectors of wild places and believe that they have a particularly strong connection to the Wyld. Many Furies see themselves as avatars of Gaia, the Goddess of the Earth, and Luna, Goddess of the Moon—though other werewolves often paint the tribe as hardcore “man-hating feminists,” the truth is that both Gaia and Luna are female, as are her greatest champions.

Initial Willpower: 3
Restricted Backgrounds: None


Bone Gnawers
Egalitarian werewolves who live among the underclass of humanity, Bone Gnawers make up the dregs of the Garou Nation. Though most werewolves look down on them, the tribe still manages to have the best information-gathering networks available. Septs dominated by Bone Gnawers tend towards strongly communitarian and democratic organizations, a sharp contrast to the strict hierarchies of other septs, though this does mean that individual members never seem to have more than the price of a cheap coffee to hand. While their totems and rituals seem bizarre, the Bone Gnawers have an affinity for spirits formed from the mass unconsciousness of urban humanity.

Initial Willpower: 4
Restricted Backgrounds: Bone Gnawers cannot have any dots in the Backgrounds Ancestors or Pure Breed; Resources can be purchased up to 1 dot, but requires the Scrounging merit to do so.


Children of Gaia
The Children of Gaia rose to prominence when the Garou hunted humanity during the Impergium. The tribe plead for peace with a martyr’s zeal—something that they still do in modern times, trying to unify the Garou nation against the threat of the Wyrm. While they’re not immune to the Rage that lurks in a werewolf’s heart, the Children of Gaia work to hold it in until absolutely necessary. They believe that violence is a means to the end of defeating the Wyrm and lashing out without good reason is a mark of weakness. Other werewolves often view the tribe as weak pacifists, but they embody self-control through the idea that a werewolf must be a master of his own Rage.

Initial Willpower: 4
Restricted Backgrounds: None


Fianna
The Fianna hail from Western Europe, though to other Garou they’re always “the Irish tribe” or “the Scottish tribe.” The tribe as a whole has a reputation for creativity and artfulness; a Fianna of any auspice can carry a song or spin a tale, and every one works a bit of art into his role as a werewolf. An Ithaeur may work for longer than others on a fetish to make sure it’s got just the right look, while a Cahalith may relate the deeds of his pack through rousing songs. Some suggest that this creative spark is the result of faerie blood, something that the Fianna never quite get around to denying. This creativity also works to build and hone the Fianna’s Rage until they have a chance to unleash it.

Initial Willpower: 3
Restricted Backgrounds: None


Get of Fenris
Warriors who follow the path of the great Fenris wolf, the Get of Fenris have strong echoes in Forsaken’s Blood Talons, especially in the Lodge of Garm. In Apocalypse, they’re proud and brash werewolves of Nordic, Teutonic, or Saxon descent who have a reputation as some of the finest fighters the Garou Nation have created. While individual members of other tribes may be the best in a given field, every member of the Get is raised to fight for Gaia. The downside to that focus is a sense of elitism above and beyond that of other werewolves. A member of another tribe has to prove herself before one of the Get will respect her absolutely.

Initial Willpower: 3
Restricted Backgrounds: None, although Contacts are not normally purchased; they want true friends, not associates.


Glass Walkers
The ultimate urban predators, the Glass Walkers are werewolves who have adapted to life in the heart of the city. Progressing from being the Warders of Man and the Iron Riders, the Glass Walkers walk among humans as staunch modernists. Unique among the tribes of the Garou Nation is their belief that the Weaver isn’t mad, just misguided. Several Glass Walkers try to turn the Weaver’s minions against the Wyrm, using agents of stasis to halt the flow of corruption. If other tribes knew how far the Glass Walkers were willing to go, the tribe would find other werewolves arrayed against them.


Initial Willpower: 3
Restricted Backgrounds: Glass Walkers cannot have any dots in the Ancestors or Pure Breed Backgrounds; Mentor can be purchased but it is discouraged, being seen as a reliance on the old rather than a focus on the new.


Red Talons
Fierce defenders of the wild places untouched by humans, the Red Talons believe that the forces of corruption loose in the world are a natural conclusion of humankind’s dominance. It’s humans who spread the taint of the Weaver with their roads and power lines and cellphone towers. It’s humans who spread the taint of the Wyrm, inventing new depravities every day. And it’s humans who hunt wolves: the only kin that the Red Talons have. The Red Talons of Apocalypse do not admit human-born werewolves to their ranks, and many actively avoid interacting with any humans if at all possible.

Initial Willpower: 3
Restricted Backgrounds: Red Talons can’t have dots in any backgrounds that tie them to human society; Contacts among spirits or Allies of werewolves are acceptable, however.


Shadow Lords
The Shadow Lords extend the human concept of politics to werewolves. No tribe has such a strict hierarchy, or such a reputation for being self-centered backstabbers. But while other werewolves malign their manipulations, a Shadow Lord is incredibly effective when she sets her mind to something. Stereotyped as the scheming beta to the Silver Fangs’ proud alpha, the downfall of the Silver Fangs—especially in their mutual homelands of Eastern Europe and Russia—has left the Shadow Lords to unite the region’s Garou against the Wyrm’s depredations.

Initial Willpower: 3
Restricted Backgrounds: Shadow Lords are discouraged from taking the Allies or Mentor Backgrounds; Shadow Lords
generally prefer to hold associates at arm’s length.


Silent Striders
The Silent Striders’ roots may be in North Africa and the Middle East, but they spread throughout the world a long time ago. Travelers and messengers, members of the tribe have a hard time settling down. While one Silent Strider may stay in a city for several years, it’s just a protracted rest before he moves on again. The tribe’s fondness for the open roads means they’re often the first to find a Blight or a Wyrm-pit—though they’ll know where to find other werewolves who can help them. Some Silent Striders have walked the roads of the dead, searching out hidden knowledge and mystic secrets, hoping to find a way to regain their homelands from whence the dark god Sutekh exiled them long ago.

Initial Willpower: 3
Restricted Backgrounds: May not possess the Ancestors background (barring specific merits) and cannot have Resources above 2.


Silver Fangs
Ask one werewolf, and the Silver Fangs are the noble examples of everything that Garou should be. Ask another, they’re hubristic inbreds who value bloodline far more than ability. Originally hailing from Russia, the Silver Fangs rose to prominence many years ago, setting up courts and kingdoms made up of many septs. As of the Revised edition of Werewolf: The Apocalypse, the main group of Silver Fangs in America has a new king, who has proved a practical and shrewd leader, especially in the destruction of the Seventh Generation cult. Other Garou are slowly coming around to the older image of the Silver Fangs as those born to lead.

Initial Willpower: 3
Restricted Backgrounds: Must purchase at least three dots in Pure Breed.


Stargazers
Outsiders to the rest of the Garou Nation, the solitary Stargazers believe that the best way to avoid the strands of the Weaver is to forgo attachments to material things. Originating in the Himalayas and the Indian Subcontinent, this philosophy ensured that the Stargazers were the least populous tribe—something that hurt them when the caern at the Shilgalu monastery was destroyed. As of the Revised edition of Werewolf: The Apocalypse, the Stargazers have officially withdrawn from the Garou Nation, instead forging an alliance with the Beast Courts of the Hengeyokai. Several Stargazers refused the tribe’s command to leave their homes and friends, and so remain with their septs.

Initial Willpower: 4
Restricted Backgrounds: Having done away with possessions both mundane and mystical, Stargazers are discouraged from having the Fetish or Resources Background.


Uktena
The Uktena are made up of Garou from dispossessed animistic peoples and cultures across the world. The tribe was originally one of three who flourished in North and Central America, though the people who make up the Uktena have long since lost any claims to a native homeland. Among all the Garou, the Uktena have had more contact with Umbral denizens than any other. The tribe has bound ancient and indestructible Banes, and negotiated spirit pacts with all manner of powerful beings to create new and powerful rites. Their time spent dealing with spirits who think in alien ways has left the tribe with a reputation for unstable behavior, and rumors that many have fallen to the Wyrm.

Initial Willpower: 3
Restricted Backgrounds: None


Wendigo
Hailing from North America, the Wendigo are as proud as any Silver Fang and as bitter as any Red Talon. The tribe still believes that the coming of Europeans to the New World spread the Wyrm’s influence to their lands; an oversimplified view of history but one that nonetheless sticks with its members. This leads Wendigo to mistrust members of other tribes—especially the Fianna, Get of Fenris, and the Shadow Lords—and it takes a lot of work for such a werewolf to get a Wendigo to listen to him, let alone to trust him. Backing up their tales of being pure of the Wyrm’s taint before the Europeans landed, the tribe polices themselves for signs of taint with a fervor unseen in other tribes.

Initial Willpower: 4
Restricted Backgrounds: An insular and self-reliant group, a member of the Wendigo are discouraged from taking the Contacts or Resources Backgrounds.

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