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 Tribes of the Garou

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yanamari

yanamari


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PostSubject: Tribes of the Garou   Tribes of the Garou EmptySun Apr 17, 2011 5:16 pm

Tribes of the Garou 200px-LogoTribeBlackFuries

The Black Furies

Totem: Pegasus

The Black Furies represent the game's version of an amazon-like society as they are a tribe of avenging and warrior-like (usually) female werewolves. In modern days Furies appear all over the world. Their tribal totem is Pegasus. While childbirth is considered a sacred act among the tribe, only females and male Metis descendants of Furies are accepted. Fertile sons and most Metis are sent off to be adopted by other tribes (usually the Children of Gaia).

Furies are strongly connected to the Wyld and shun the Wyrm and the Weaver's work, including pharmaceutical care and test-tube babies, or, in other words, creations of Man that mess with Mother Nature. In their defense of Gaia, most Furies seek out violators of the land and females, in general. Contrary to stereotypes, very few Furies are adamant man-haters. The tribe is a fierce rival of the Get of Fenris, whom they view as nothing but a bunch of male chauvinists.

The older 1st Edition tribe book stated that the Furies originally held much power among early matriarchal human societies. When patriarchal societies emerged in the middle eastern region, their influence was reduced and they were driven back to Greece, what today is considered their land of origin. Furies regard patriarchal societies as being influenced by the Wyrm or Weaver to strip human leadership from female intuition.

The older 1st Edition tribe book stated that the Furies originally held much power among early matriarchal human societies. When patriarchal societies emerged in the middle eastern region, their influence was reduced and they were driven back to Greece, what today is considered their land of origin. Furies regard patriarchal societies as being influenced by the Wyrm or Weaver to strip human leadership from female intuition.

Tribal Camps:

* The Amazons of Diana - A camp which skews young in comparison to the others. Members of this camp live to battle fiercely, and have a reputation of choosing a warrior lifestyle over that of an avenger.
* The Bacchantes - Also called Maenads. This camp is the fiercest defender of the Mother, hunting down and destroying the most severe violator of Gaia's laws in overwhelmingly violent acts which are often depicted as natural disasters. Violators include physical abusers, rapists, vast polluters, etc...
* The Freebooters - Maintains a vigilant search for new Wyld places, and/or previously holy places which can be reconsecrated to serve as caerns. Members of this camp also manage to "obtain" misused fetishes to cleanse for holy use or destroy outright.
* The Moon-Daughters - Seeking to preserve Gaia through the changing times, this camp keeps closely to the modern world, embracing a New Age mentality.
* The Order of Our Merciful Mother - Oft derided by other groups, this camp centers on a balance between worshiping Gaia and loyalty to the Catholic Church. Originally created to subvert the patriarchal religion, the camp now seeks to work within humanity using the tools that are available to them.
* The Sisterhood - The network of the tribe, this camp maintains a wide range of contacts and information similar to Glass Walkers or Bone Gnawers. The camp served as a pre-Underground Railroad for Garou (and Kinfolk) during the Inquisition.
* The Temple of Artemis - A camp which skews older in comparison to the others. Made up of the most elderly and respectful Furies, this camp is also the most conservative in its doctrinal view. They are staunch allies of the Bacchantes camp, providing wisdom to the existing rage.


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PostSubject: Bone Gnawers   Tribes of the Garou EmptySun Apr 17, 2011 5:17 pm

Tribes of the Garou 200px-LogoTribeBoneGnawers

Bone Gnawers

Totem: Rat

The Bone Gnawers, the Children of the Totem Rat, are the lowest of the Werewolf along the World of Darkness and the History. Their origins are uncertain, perhaps they descend from a "scavenger sept" of the prehistoric North Africa or perhaps they have been a collection of the desperate throughout the history of the Garou Nation. Bone Gnawers are often despised as honorless cowards; while this is true of some of the tribe some of the time, Bone Gnawers in general are devoted to the protection of the weak (the homeless, the mad, the exploited) from the corruption of the Wyrm, fighting in the core of the city with all the vicious strength of a cornered rat.

Freedom and practicality rule above all else when it comes to the Bone Gnawers. They care little for the supposed superiority of Garou and are content to remain in the alleys, gutters, and sewers of man as long as it means they can live on their own terms.

Most Bone Gnawers are extremely savvy when it comes to surviving in the streets of man. No other tribe is as accomplished at urban fighting as the Bone Gnawers, and surprise is considered their primary tactic. Many Bone Gnawers encourage the ideas of their lesser status, as it can be turned into an advantage when their enemies underestimate them.

Although rare, there are septs of rural Bone Gnawers. They tend to lead simple lives, but still hold strongly to the ideals of freedom that their urban cousins share.

Bone Gnawers tend to be the most democratic of the tribes, often giving everyone an equal voice at a moot. Though renown and rank can be important to Bone Gnawer septs and packs, respect is usually given to the oldest and/or most experienced member of the tribe present. Many Bone Gnawers share their resources with their tribemates freely, but this is not always consistent, particularly with the Rabble.

The rites and traditions of the Bone Gnawers are seen by other tribes as extremely strange and bizarre. Even though their rituals are unusual and rely strongly on human practices and pop culture, the Bone Gnawers take them as seriously as any of the more naturalistic rites of the other tribes, particualarly as many of them grant advantages for survival as much as they do spiritual comfort.


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PostSubject: Children of Gaia   Tribes of the Garou EmptySun Apr 17, 2011 5:17 pm

Tribes of the Garou 200px-LogoTribeChildrenofGaia

Children of Gaia

Totem: Unicorn

As described above the game setting sictetes, that there are dislikes and even grudges, some centuries old, among the tribes. So, in the game, the Children of Gaia represent a smoothing factor as their primal interest is joining together all of Gaia's creation to save the world and to accomplish that they need to unite all of the tribes as one. Of course the other Garou do not share this interest, some regarding friction with other tribes as their tribal tradition. Many Garou therefore consider the Children of Gaia as well-meaning but naïve tree-huggers who talk too much and do too little, but that's not how they perceive themselves and their duty. One of their practices is to teach humans better behavior to shield them against the Wyrm's corruption. Their reputation as being 'soft' is a result of this. The image of the tribe is the one thing that hinders the tribe the most. But besides their reputation, the Children are just as potent fighters as all the other Garou. Their access to a unique self-healing power especially makes them dangerous opponents. While they fight hard battles against the Wyrm's minions they also use subtle ways of combat, shielding body, mind and soul to wyrmish energies. In addition, most Children of Gaia don't see fighting duels as a suitable way to solve disputes with other Garou, so their hesitation might be perceived as cowardly, if a Child of Gaia is challenged to a duel.

All this leads to the other tribes' mixed feelings towards the Children of Gaia. Their achievements as mediators are overshadowed by their willingness to include the cast-offs from other tribes into their ranks. They indeed are the only tribe to actively seek out Metis and reformed Black Spiral Dancers to join them.

The Children of Gaia's totem is the unicorn, which represents innocence and purity, but also stands for healing, unity and chivalry.


Pack and septs of the Children are often loosely organized, and although they have a distinct hierarchy of members, they tend not to hold to ranks as strictly as other tribes.

The Children of Gaia sept is believed to be lead by two leaders. The female 'Voice of Gaia' and the male 'Arm of Gaia'. Besides that their septs have the usual offices. There are no regular global moots or over-regional leaders known.

As part of their peace-loving nature, the Children of Gaia frequently work with and through human environmental organizations. They are the Garou that tend to work with the govenments of humans, pushing through pro-environment laws and regulations as often as they can.


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PostSubject: Fianna   Tribes of the Garou EmptySun Apr 17, 2011 10:01 pm

Tribes of the Garou 200px-LogoTribeFianna

Fianna

Totem: Stag

The game authors designed the Fianna as a passionate tribe of Garou, descended from Celtic cultures. Widely known for their storytellers, bards, musicians, poets and other artistic types, the Fianna are a tribe whose love for parties, music and company is coupled with a strong sense of honor, potent ferocity, and strength in combat. The Fianna claim that the first Galliard was a Fianna and they're known for their ties to the fairy-folk (see Changeling: The Dreaming).

Every Fianna has a story to tell, their bold tales are only matched by the Silent Striders. Fianna lust for a good fight is matched by the Black Furies, whom they tend to hit on at grand moots, and Get of Fenris. Even though they share a common ancestry with the Gets, they are on bitter grounds with each other due to several conflicts the two tribes have had. The Fianna have warm relationships with the Children Of Gaia and Bone Gnawers and (mostly) obey the reign of the Silver Fangs.

While the tribe didn't originate on the British Isles, they now consider it their homeland (especially Ireland). They forced the White Howlers, who lived there before, to move into Scotland; while they overtook England, Wales and Ireland. With the first kings and queens, the Silver Fangs came to the isles to claim them their kin. Later the Get of Fenris invaded along with their Viking kinfolk (source of their bitter relationship). The isles were a relatively calm place otherwise, since they were well protected. But when the Wyrm managed to corrupt kinfolk among the local Garou and turned the White Howlers into the Black Spiral Dancers, the relative peace suddenly ended. Today Fianna still fight anyone with passion who bears wyrmish taint. Like their kinfolk, the Fianna of England and Ireland developed a grudge against each other. With the rise of the British empire, Fianna settled in America and in lesser numbers in Australia. They never settled in the British colonies in Asia, where the shapeshifter population is governed by the Beast Courts of the Emerald Mother.

The Fianna were once a fractured group of the smaller tribes or bands, following Stag but associated primarily with their own type of Celts (their Kinfolk). In Gaul, now known as France, were the Hounds of the Horned One, in the mountainous areas of Europe were the Skysingers, in the Balkans were the Night Claws, and the most predominant of all the Fierce Ones known also as the Fianna, who called the western isles of England, Scotland, Wales, and Ireland home. It was during the rise of Rome that the Celtic Garou were finally unified; Ard Righ Elim ‘of the Red Claws,’ a warrior of the Fierce One’s brought all of Stag’s Children together under one banner. It was this, combined with the fact that the Fierce Ones of Erie have never lost their land (Ireland is still undisputedly Fianna), that made the Tribe known to the other Garou as the Fianna.

The Fae
The Fianna have had a few good allies in their history; and yet it would seem they were destined to lose them all. First the Fae, the true Fae; as humanity encroached more and more on the world the magic that kept them alive lessened, and the Fey fled through the gateway to Arcadia in order to keep their immortal lives.

War with the Get of Fenris
As the Fianna mourned the loss of their brothers and sisters the White Howlers, one of their other tenuous allies turned against them. The Get of Fenris, seeing the weakness in the other Tribe, set their sights on the isles and began a war which would last for over 500 years, ending with the battle of Colntarf in 1014 when Brian led the Celtic armies in defeating the hordes of Vikings (Fenrir Kinfolk) and Irish Mercenaries. Brian Boroimhe united all the Celtic Tribes of Ireland under one ruler and became what human history knows as the first (and last) true Ard Righ of Ireland; he took the name Brian Boru (meaning Brian of the Tributes) when he became High King after his brother Mahon was murdered by Viking assassins; but he lived up to his elders brothers prowess and went on to produce one of the largest Clans still known today, the Clan O’Brian. To this day, the Fenrir have yet to succeed in claiming any of the Caerns in Ireland.

And Today
In the early 20th Century Ireland split in two; the country of Ireland won it’s independence from the British, and Northern Ireland remains property of the Crown even now. The Kin of the Fianna in the northern most counties of Erin now lead the vicious campaign between the Irish Republican Army and British Forces, as well as Protestant paramilitary groups still loyal to the Crown; and of course, the Garou of that area have also been dragged into the fight. Edit: This was of course pre-September the 11th of 2001. After this the Tribes said enough is enough mostly because the leader of the Brotherhood of Herne's death. When Malcom " Wyrm-mocker" Sutton died the Brotherhood stopped playing in kinfolk politics. The Troubles have died down as far as the Garou are concerned. Any involvement now is on a case by case basis.

Fianna tend to be among the more extroverted Garou, rarely turning down an invitation to let their hair down and indulge in their favorite pleasures. Creativity through music or craft is encouraged and prized among the Fianna, and they have created some of the most beautiful and fantastic treasures of the Garou. The Fianna are also hopeless romantics, falling for humans and Garou alike. The latter creates metis like any other forbidden werewolf encounter, but even though they were concieved through expressions of love, the Fianna are particularly hard on metis as they view their deformed bodies to be a direct reflection of their minds.

Political Camps

Brotherhood of Herne

Known by the Tribe as “the rapid reaction force,” this is Camp made up of predominantly Ahrouns with a few other Auspices mixed in. They started out as a means of sharing resources when the battle against the newly formed Black Spiral Dancers was at its worst. A few Ahrouns from each Sept would Moonbridge into a Caern in trouble and come to the rescue so to speak. Although the numbers aren’t the same in the 21st Century, the Brotherhood still serves the same purpose… to come to the rescue of Caerns in need.

Children of Dire

The Children of Dire are the primary Fianna protectors and defenders of the wild places of the world. Made up entirely of Lupus Garou and Kinfolk they are sparse these days, when the influence of the Weaver has spread unhindered throughout Gaia; but in the farthest reaches of the world, where the Wyld still reigns supreme, there you will find the Children. They look after places where two legs could not traverse, and they seek out and protect the Lupus Kinfolk that are growing rarer in the world. They are much like the Whispering Rover Camp though, in that they never really have a place to call their own; and for Lupus, who feel the pull of territory more so than the other Breeds, it’s a hard life. But as many would say, someone’s gotta do it.

The Grandchildren of Fionn

If there has to be one Camp that is the most famous of the Fianna, it is the Grandchildren of Fionn. Named for Fionn MacCumhail, Kinfolk and Warleader of the human Fianna; this Camp is the most popular to the younger members of the Tribe. They go out seeking adventure and battling the Wyrm wherever they can find it; they travel all around the world seeking glorious, honorable, and wise tales to tell about their exploits. Though in the end, even the mightiest warriors often leave the Camp in favor of a warm fire and a good Kinfolk at their side. Still, with the fame that this Camp often brings to any Garou who truly follows its tenants, it is easy to see why so many youngsters chose to gain their fame within the Ranks of the Grandchildren. These Garou seem to care more about fighting that the reasons why they’re doing it.

Mother's Fundamentalists

The Fundies are the most unpopular Camp within the Fianna, not just to other Garou, but to the rest of the Tribe at large. They wish to bring back the Impergium, and it would seem as though no matter how many times they are put down by the world, the just keep coming back. They had their hand in the terrorism and wars in Northern Ireland, and dragged the Grandchildren and the Brotherhood in with them to boot; and now, with the makings of peace in Northern Ireland, it seems to be Scotland that they’ve set their claws into. New name, new face, old policies.

Songkeepers

Of all the Camps of the Fianna, the Songkeepers have the right to claim legacy as the oldest with only the Grandchildren of Fionn who could possibly dispute that claim. They are what everyone thinks of when one speaks of the Fianna; they are the lore masters, the storytellers, and the ones who dedicate themselves to keeping the oral history alive, and not just their own Tribe, but the whole of the Garou Nation. But contrary to the way it sounds; this Camp is not just Galliards. The Theurges seek out and learn Rites, making sure that none are lost as the Apocalypse approaches; and the Philodox preserve the ancient wisdom of past Judgments. There are even Ragabash amongst the numbers of this Camp. The important thing is, the ability to learn and share that knowledge with all Garou, not just the Fianna, it is why the Camp is so well known to the other Tribes.

The Tuatha De Fionn

The Tuatha De Fionn- or Children of Finn are the Camp of the Fianna that has made it their trade to bolster good relations with the fae that are left in the world. They are the diplomats between the two groups of beings that otherwise probably would not get along. If the fae have a problem with Garou, these are the Fianna that they are like to go to; and if the Garou have a problem with the fae, well, more often then not they try to handle it themselves and these are the Fianna that have to pick up the pieces. It’s a hard job, Changelings are a tricky lot; they do not think like humans most of the time and they seem to exist in a world that is very different from the one the Garou know. But if anyone can bridge that gap, it’s the Tuatha De Fionn.

Whispering Rovers

The Whispering Rovers are a Camp made up primarily of Homid Garou, and some Metis, you’ll find very few Lupus in this group for the Lupus Garou tend towards the Children of Dire, who are very similar to the Rovers. These Garou give up house and Kin to travel the world. Much like the Silent Striders of Egypt, the Fianna of this Camp are not always well received by other Garou, primarily because they tend to show up unannounced within spitting distance of Bawns; though they seem to do better in the United States than they do in Europe. They are spies, scouts, and messengers; they are the eyes and ears of the Tribe. These Garou report back to Tara every so often to report to the Ard Righ himself and keep him filled in on the details of what everyone is doing… not just the Fianna, everyone .



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PostSubject: Get Of Fenris   Tribes of the Garou EmptySun Apr 17, 2011 10:04 pm

Tribes of the Garou 200px-LogoTribeGetofFenris

Get Of Fenris

Totem: Fenrir

The Get of Fenris (originally and sometimes still known as the Fenrir, or "Those of Fenris") trace their roots to Germanic tribes and wolf packs of Germania and Scandinavia. They are known as fierce and unforgiving warriors. The Get of Fenris prize strength in all forms, not only of body but also of mind. They constantly train in battle, duel, engage in survival activities to hone their warrior skills. Cult of strength and endurance is so prevailing that they prize every battle-scar and sometimes engage in ritual (self)mutilation to prove themselves. Once seen as elitist or even Nazi in temperament, the Fenrir are, in truth, one of the most meritocratic; any Garou who can prove themselves strong is considered worthy by the Get, regardless of their breeding. Those who are weak are worse than chaff, best lost in failed attempts to prove their strength.

The Fenrir are infamous for the constant "testing" to which they subject the other tribes of Garou. The Fenrir use these tests to determine the fitness of the other tribes in the task of defending Gaia and her Caerns. In practice, the Fenrir are known to challenge members of other tribes to duels and to take control of caerns, by force if necessary, if the rightful claimants are unable to defend them. It is for this reason (or pretext) that they have engaged in a series of battles with the Fianna tribe and were a primary force in the war with the Uktena and Wendigo tribes and their Native-American kinfolk.

They are also notorious for being unable to compromise and prone to rage - the reason they are derided by other tribes. Also, more manipulative tribes (like the Shadow Lords) tend to think of Fenrir as of cannon fodder.

The prime focus of the Get of Fenris is heroism; all members must act against their enemies, particularly the Wyrm. There is no room for cowardace or indecisiveness among the Fenrir, and retreat is not in their vocabulary.

The Get of Fenris is one of the most selective tribes when it comes to chosing members. A potential Fenrir must prove themselves to the rest of the tribe, even if they are born into it. The Rite of Passage for Fenrir cubs is one of the bloodiest and most brutal of rites, and even after they have passed, they are continously tested to improve their battle skills and ability to survive. Weak Fenrir cubs are usually abandoned or, in more recent times, turned over to other tribes to be raised. Some Get also practice a belief in the purity of blood as a sign of worthiness.

In past times, the Get have been extremely harsh towards female members, but in the last century female Get have had a chance to prove themselves to be as heroic and fierce in battle as the tribe's male members.


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PostSubject: Glass Walkers   Tribes of the Garou EmptySun Apr 17, 2011 10:04 pm

Tribes of the Garou 200px-LogoTribeGlassWalkers

Glass Walker

Totem: Cockroach

The Glass Walkers are the wolves of the cities, sharing that realm with the Bone Gnawers. Whereas the latter tribe holds the streets and slums as its domain, the Glass Walkers are in the thick of the financial and technological flow, fighting their battles as often with guns, computers, and bank accounts as with fang and claw. Taking the unusual totem Cockroach as their spiritual patron, the Glass Walkers find themselves semi-pariahs among their brethren for their love for the city (and, to a lesser extent, for their affinity for humanity and its technology, which some other tribes proclaim as evidence of their corruption by the Weaver), but continue marching to the sound of their synthesized drums, confident that their chosen lifestyle holds the key to preserving Gaia.

All duties that the tribe holds are divided among the four houses of the tribe. Normally each house should be represented in each city, but if there are not enough Glass Walkers around, some duties are taken over by the houses present.

* Central House - Responsible for Leadership and dealings with other septs.
* House of Rightful Justice - Responsible for the fight against the Wyrm. Often secret assassination of Wyrm minions among human population.
* House of Urban Defense - Responsible for the spiritual environment of the city and removal of Wyrm energies and influences within the city.
* House of Technological Advancement - Responsible for the search for new inventions and first contact with spirits that might emerge from new inventions.

The Glass Walkers history and their culture are inextricably intertwined, since as a progressing tribe, their notions of political organization, their goals and their social roles have all changed. However, the Glass Walker camps drive the political change of the tribe. One camp at any time is considered to hold "dominance" in the tribe by weight of sheer power and success. This is not a formally awarded title and is often applied only after the fact, but it nonetheless represents the way the Glass Walkers work. The dominant camp creates a model for younger werewolves within the tribe to imitate, and thus you see a lot of shifts in the culture of the tribe.

When the first tribebook was published in 1998, the Wise Guys were considered the dominant camp in the tribe. They created a highly formalised, rigid tribal culture that organized politically organized into four "Houses". They were:

* Central House: The Central House were the major leadership house within the tribe. Their duties included selecting the new sept leader (or "Don",) upholding and enforcing the will of the Don, and keeping track of growing Wyrm-taint within a city.
* House of Technological Advancement: Focused on monitoring and creating relationships with new technology spirits within a city.
* House of Urban Defense: Composed of Theurges and Galliards and devoted to the exchange and teaching of rituals down through the tribe, as well as the ritual cleansing of the city from Wyrm-taint.
* House of Rightful Justice: The warfare house of the Glass Walkers, the House of Rightful Justice are responsible for major military operations against Wyrm targets in the city and beyond.

By the time of Glass Walkers Revised in 2002, the Random Interrupts were considered the dominant camp, bringing with them a more fluid tribal structure whose political culture shifted from sept to sept, with most septs being able to be classified as "traditional" (Similar to the Wise Guys based structure above,) "contemporary" (Corporate Wolf influenced septs based around board meetings and other corporate America influenced practices,) or "radical." (Random Interrupt influenced, highly flexible structures with little formal leadership.)

Other camps that have been dominant throughout history include: Warders of Men, Tetrasomians and Iron Riders. The current state of the tribe is a bit strange, as from 1895 it is not called with the name of a previous camp but with a generic name, indicating its current tumultuous situation, since no camp is really prevailing on the others.


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PostSubject: Red Talons   Tribes of the Garou EmptySun Apr 17, 2011 10:05 pm

Tribes of the Garou 200px-TribeRedTalons

Red Talons

Totem: Gryphon

Red Talons are the most separatist of the Garou tribes, camping in the far wilderness far from humanity, whom they despise. Red Talon beliefs hold that man, including all human kinfolk, is a "cancer" upon the earth completely corrupted by the Wyrm, For that reason along with the belief that humans have no instincts, the tribe typically only allows lupus members, products of Garou/wolf breeding; in recent years, the tribe has begun to accept metis offspring of lupus Garou.

Red Talons were instrumental in the Impergium, the forceful control of human populations through violence, some elders known as the Winter Council are trying to reestablish the Impergium, though no one outside the Red Talons know about the Winter Council.

As stated in the Red Talon Tribe book there are three main camps within talon society.

* The Lodge of the Predator Kings: Wish to go even further today, wiping out humanity altogether.
* The Warders of the Land: Believe they cannot kill all humans and seek to maintain the status quo - i.e. keeping humans out of the wild places and killing those that enter and befoul it.
* Whelp's Compromise: See some redeeming value in humans, they see that some people are trying to help the world, but Gaia help those who despoil the land near a Whelps Compromise Talon, for they will lash out with fury that would match any Predator King.

Movement between camps can happen. As described in the tribe book, one notable elder and a member of Whelp's Compromise was quite the impassioned predator king in his youth yet giving his reason for changing camps as to be he believed it was not the humans fault, it was the fault of the Banes (Wyrm spirits) influencing humanity.

The Red Talons claim to have invented the Garou runes when their leader clawed the Silver Fang leader during the inception of the tribes, saying that the mark would be their clan name.

To the Red Talons the life of one wolf is worth more than any number of human lives. The Talons do everything they can to protect all wolves. However, because they reject their human halves, they cannot do much except kill interlopers.


Walk through a city some night, and look up at the sky. Try and find a star, any star. You´re lucky if you can even see Luna herself up there. Imagine you had the power to punish the people concealing the pure sky from you. Here is the source of the Red Talons´ rage. They can see the pure sky; they live in pure, clean, wild lands, but every day some idiot ape bulldozes another hundred acres to put up another 200 cookie-cutter suburban homes. The answer is obvious to the Red Talons: kill some homids. Yet this is precisely what the other tribes refuse to do.

The Red Talons are the claws of Gaia; they are her rage at the human race given form, or so they believe. The Talons come almost entirely from lupus stock; only in the last few decades have they even accepted Metis that come from Talon-Talon matings. Many Talon Metis are still culled at birth or given to the Children of Gaia to rear. Given their backgrounds, few Talons are comfortable with Weaver-things of any kind. Most see value in klaives, and a few even appreciate the usefulness of a gun or telephone. But, for the most part they communicate via howls and fight with claws and feel that should be enough. Still, the other tribes admit the Talons have long memories, and no doubt recall rites and secrets long forgotten by the rest of the Garou.

Talon hatred of humans is legendary, and yet that hatred has grown by leaps and bounds these nights of Alaskan wolf kills and bulldozed forests; some believe that the humans should be wiped from Gaia´s face entirely. Others are more restrained, thinking that returning to the practice of culling would be enough. A few humans even live peacefully near Talon territories, providing they respect the land. Many Talons enact a private Impergium against humans who move into protected lands. The deaths are often swift, but some younger Red Talons take more pleasure in the killings then their elders think prudent. Cruelties and ritual torture that rival the Black Spiral Dancers are surely the touch of the Wyrm. Some, it is whispered, even violate the Litany – “Ye Shall Not Eat the Flesh of Humans.” The malice of such unnecessary activity surely tempts the Wyrm and the tribe’s elders watch their youthful students more and more carefully in the modern nights.


Perhaps no other tribe is as close to nature as the Red Talons. They shun cities completely, exclusively living in their ancestral homelands as they have for centuries. As humans encroach on the wilderness, the Red Talons find their lands and hunting grounds disappearing and destroyed.

Although not all Red Talons believe humanity should be wiped out entirely, it is agreed among all tribe members that humans are to be shunned. Those that dare cross the path of a Red Talon, guilty or innocent, will be killed to stop the spread of the Wyrm's taint. Many secretly devour the flesh of their victims, however, which goes directly against the Litany set forth by the Garou Nation. In addition, some younger Red Talons have taken to torturing their prey, akin to the way humans have drawn out the suffering of the Red Talons.


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PostSubject: Shadow Lords   Tribes of the Garou EmptySun Apr 17, 2011 10:05 pm

Tribes of the Garou 200px-LogoTribeShadowLords

Shadow Lords

Totem: Grandfather Thunder

The Shadow Lords are a tribe of manipulative Garou, originally of Slavic origins, but the tribe's main focus is on ability rather than race.

These black-pelted followers of Grandfather Thunder are masters of diplomacy and Machiavellian intrigue. Waiting for the right moment to strike is essential to the members of this tribe. The power-structure within the Shadow Lords is a strict hierarchy where you climb higher through means of cunning, physical prowess, and mental mastery of those around you. The Shadow Lords’ lives are a constant competition for power. Despite the appearance of "inner turmoil" they are one of the most unified tribes in the nation. They have great insights into psychology of their enemies and scrupulously exploit anyone’s weak spots if needs be. Shadow Lords respect power and patience, they condemn weakness and impetuousness. Any cub that’s not strong enough in their eyes is banished from the tribe.

To the other tribes, the Shadow Lords’ goal is simple: to push the Silver Fangs off the throne and obtain power over the Garou Nation; the Shadow Lords and the Silver Fangs have been bitter rivals ever since the ending of the Impergium. Because of this rivalry, and of the apparent descent of Gaia's favor to the Silver Fangs (each new cub has either a physical or mental deformity from inbreeding), the Shadow Lords tout the Silver Fangs as unworthy and suggest a tribe as strong as their own should rule the nation.

The other tribes are wary of them at best, but even the ones who hate them most don't question their ability to get things done.

The leaders of the Shadow Lords are known as Alphas, referring to the "alpha" wolf that rules over wolf packs in the wild. Most, if not all Alphas, are extremely controlling, lording over their underlings with unquestioned authority. However, many Alphas take the time to engender their followers with feelings of pride and affection, for their leader, realizing that willing followers are easier to control than slaves. Alphas, however, are also not opposed to ruthlessly dispensing with a follower who asks one too many questions.

Political Camps

* Lords of the Summit - perhaps the largest camp, the Lords of the Summit tend to be the stereotypical Shadow Lords - power-hungry, manipulative, ambitious, and arrogant. This by no means makes them less dangerous foes.
* Bringers of Light - if there is one group of Shadow Lords that receives something close to general respect, it is the Bringers of Light. These Shadow Lords are the ones who interact with evil powers, such as Black Spiral Dancers or vampires, and attempt to bring them down from within.
* Children of Crow - taking Crow as their totem, these Garou act as advisors and "fixers" to leaders within the Garou Nation, supporting the strong and the wise while plotting the downfall of the unworthy.
* Judges of Doom - Philodoxes all, the Judges of Doom seek out and punish those who break the Litany.
* Children of Bat - one of the newest camps, these Shadow Lords follow the recently-redeemed totem of Bat and use his powers on Gaia's behalf.
* Lazarite Movement - a pan-tribal movement dedicated to equal rights (or any rights, in some cases) for metis.

In a group that emphazises brains over brawn, the Shadow Lords are one of the less physical tribes, placing high emphasis on cunning and manipulation. That is not to say that they do not have their fair share of adept warriors. Power is most important of all of these, and there is no room in the Shadow Lords for showing weakness or mercy to an opponent, be it a battle of wits or of blades.

In considering their standings among the other tribes, the Lords have a particular hatred for the Silver Fangs, seeing the Garou nobility as an outdated dinosaur holding the rest back from acheiving their full potential. The Shadow Lords would love to supplant the Fangs as the unquestioned leaders of the Garou, and will rarely pass up an opportunity to take their plans one step further.

No other tribe knows the nature of politics like the Shadow Lords. Both within the clan and among the Garou as a whole, the Shadow Lords are constantly behind the scenes of any group or faction they have been able to get their claws into, manipulating others like puppets and pawns to get what the tribe wants and needs. While most Shadow Lords believe their works are for the greater good, particularly regarding their interpretations of the Litany, many other Garou see them as decietful dogs who need to be kept in clear view.


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PostSubject: Silent Striders   Tribes of the Garou EmptySun Apr 17, 2011 10:06 pm

Tribes of the Garou 200px-LogoTribeSilentStriders

Silent Striders

Totem: Owl

The Silent Striders were exiled from their homeland of Egypt by the Followers of Set, and have been roaming the world ever since. They are involved in the world of Wraith: The Oblivion and Vampire: The Masquerade more than any other werewolf tribe.

Since their exile, they have traveled the world, and their kin are now the Gypsies, better known as the Roma. They are cursed to always travel, yet yearn for a home to call their own. Many serve as messengers and couriers, traveling from caern to caern as a global information network.

Striders are rarely found in the company of other Striders, perhaps occasionally pairing up with another for a difficult journey. More often than not, a Strider in a group is found in a pack composed of many tribes. Otherwise, they tend to remain loners, never settling down.

One of the reasons for their frequent wandering is to find and destroy the influence of the Wyrm. To meet these ends, the Striders have pierced into the Umbra and into the realms of the dead. They are the only tribe to have mastered this art, and for this reason they have an unsettling air about them that tends to disturb other Garou. The Silent Striders, because of their history with the Followers of Set, are also particularly violent towards vampires of any clan.

Perhaps no other tribe is as adept at gathering and spreading information than the Striders. As much as many of them talk, telling stories and bearing messages, they are also, on the whole, excellent listeners, and will pick up subtle details in a conversation others might miss.

Because they are wanderers, the Silent Striders have the fewest caerns of any tribe, and the few that exist tend to be along roads or popular points of travel. It is often the guardians of these caerns that prove to be the rare example of a Silent Strider who actually stays put.


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PostSubject: Silver Fangs   Tribes of the Garou EmptySun Apr 17, 2011 10:07 pm

Tribes of the Garou 200px-LogoTribeSilverFangs

Silver Fangs

The Silver Fangs are the traditional rulers of the Garou Nation, with literally millennia of selective breeding and heroic tradition behind them. While many of the Garou Nation's finest leaders and warriors have come from the ranks of the Silver Fangs, in recent centuries the tribe's stock has fallen dramatically among its ostensible citizenry. Centuries and centuries of inbreeding has caught up with the tribe, with madness and stubborn clinging to tradition becoming more and more common among its senior members. Also, the rise of democratic thought across the world has weakened the tribe's ability to use its royal heritage as an asset, and prompted disaffected tribes to be vocal about their disagreements and disapprovals. Still, the Silver Fangs are far from defunct, and the rise of dynamic young leaders like King Albrecht in North America and Queen Tamara Tvarivich in Russia, along with the continued patronage of its noble totem Falcon, may give the tribe a much-needed infusion of strength and purpose.

History

As with many tribal histories, it is difficult to separate fact from myth. Silver Fang myths give many different reasons for their ascendancy over the other tribes, some saying that Wolf himself rescued Gaia from death and was rewarded by their signature ivory coat, and others saying that Gaia, after creating the first Garou, designated the leaders with the white coat. It is known that Russia's Sept of the Crescent Moon, ostensibly the oldest caern in existence, was raised by Silver Fang Theurges and that it has been in existence for millennia. It is also known that the Silver Fangs tend to consider Russia their traditional homeland, and that they were involved with their royal and noble families since the days of Novgorod and Kiev Rus.

The Silver Fangs were active in human politics many centuries before that, though, having learned of kingship and heredity from them millennia before. They were present in the royal families of Rome and proto-Europe, often battling vampires for control of nations and the Glass Walkers for dominance of the cities. As the centuries passed, they and their Kinfolk married into Europe's royal and noble houses, guaranteeing their tribe a ready position to work at turning kingdoms and empires to their desires. Through the Dark and Middle Ages, they managed to maintain their power and influence, and were the unquestioned leaders of all Garou (that is, all known Garou in Europe, as the Uktena, Wendigo, and Croatan were quiescent in the Americas, and the Stargazers and Bunyip were in Asia).

That situation began changing after the Renaissance, when new philosophies and ways of thought began making headway. But what really put the nail in the coffin of unquestioned Silver Fang leadership was the opening of the New World to colonization. Tribes seeking breathing room relocated by the hundreds across the Atlantic, and the Silver Fangs who went with them acted every bit as boorishly to the native tribes as did the rest of the European settlers, making them no friends among the native Garou factions. The Silver Fangs were divided over the American Revolution, and began polarizing into American and European camps. The European camp would polarize itself in the 19th century; it is rumored that the Crimean War was instigated by rival Silver Fang houses. And while the Silver Fangs squabbled amongst themselves, their "subject" tribes began stretching their wings, and expanding beyond their niches. To be sure, there were notable Silver Fangs during this time period, such as American Theurge Isaiah Morningkill, who were more concerned with getting the job done than standing on tradition, but the tribe as a whole was slowly ossifying, and the only ones who didn't know it were them.

The 20th century seemed to be the final chapter for the Silver Fangs' traditional leadership of the Garou Nation. The English Silver Fang house of Austere Howl was plagued by Wyrm cultists among its Kinfolk, the Russian house of Crescent Moon took multiple hard hits from the overthrow of the royal family and the Communist rule, the Asian house of Blood Red Crest became plagued by low birth rates, and the American house of Wyrmfoe was, for decades, ruled by a king who grew more paranoid and insane each day. The other tribes were perfectly willing to go their own way, and the Shadow Lords were eager and poised to leap into the leadership vacuum.

Then, during the 1990s, things changed a little. Two young and stubborn leaders came to the fore, and have thus far proven to be exactly what the tribe needs to keep from slipping into stagnation.

Baba Yaga, the powerful vampire that once plagued Russia, made a comeback, and brought powerful Wyrm-dragons with her. The Russian Silver Fangs were at the forefront of that war, rallying the other tribes and fighting as if heroes of old, despite taking horrid losses and the treason of one of their most respected war leaders. The war ended with the Russian Garou victorious, a young and strong-minded queen on the Crescent Moon throne, and a newly-reinvigorated group of Russian Silver Fangs. That queen is Tamara Tvarivich, descendant of the greatest Russian Silver Fang heroes and a master Theurge who fought on the war's front lines even after her uncle, the house leader, was slain.

In America, the paranoid and insane King Jacob Morningkill of House Wyrmfoe was killed by Lord Arkady Iceclaw, a famed Russian Silver Fang and secret Wyrm agent, who plotted to assume the throne himself. His plot was thwarted by Jonas Albrecht, exiled grandson of Morningkill, whose years of exile among the "common" tribes had taught him humilty and toughness. With the aid of his packmates, Albrecht recovered the lost Silver Crown, the tribe's greatest fetish, and used it to oust Arkady from the Oak Throne. Since his ascension, he has been a hands-on leader, and more interested in getting things done and restoring his tribe's respect among the other tribes than standing on ceremony.

With the leadership of these two rulers, even should Apocalypse be around the corner, the Silver Fangs will fight till their last, shining proud as the heroes they were born to be.

Houses
* Clan Crescent Moon - The oldest and most prestigious house, located in Russia.
* House Wyrmfoe - The youngest house and appropriately the most brash, located in the USA.
* House Gleaming Eye - Internal police for the Sliver Fangs, they hunt those who have been corrupted by the Wyrm.
* House Blood Red Crest - In Southeast Asia however in decline due to drastically low births.
* House Wise Heart - Eastern mystics.
* House Unbreakable Hearth - Ambassadors and emissaries for the Sliver Fangs they are often the middlemen between the tribe and the rest of the Garou nation.
* House Austere Howl - A house in reclusion, said to be tainted by the Wyrm by House Gleaming Eye because along the way they shared Kinfolk with the Picts (traditional White Howler/BSD kin). Their Queen and Court has found sanctuary at the Sept of Tri-Spiral the Fianna Tribal Caern.

Political Camps

Even royalty has factions, and the Silver Fangs are no exception. While mostly united in their desire to remain "top dogs", the tribe is divided on how to go about it. The following camps are the most polarized factions within the Silver Fangs:

* Royalists - The tribe's traditionalists, the Royalists wish to return the "good old days" where all other tribes bent the knee to the Silver Fangs. For obvious reasons, the Royalists do not get along well with the Renewalists.
* Renewalists - Home to the tribe's "young Turks", the Renewalists advocate the integration of new ideas and, perhaps, new blood into the tribe, to stave off stagnation. For obvious reasons, the Renewalists do not get along well with the Royalists.
* Ivory Priesthood - Less a faction than the tribe's self-appointed arcane researchers, the Ivory Priests research the secrets of death and life.
* Grey Raptors - Perhaps best described as an extremist sect of the Royalists, the Grey Raptors take it upon themselves to deal judgment upon those who defy the Silver Fangs.
* Masters of the Seal - The tribe's most secret camp, the Masters of the Seal are thieves, dispatched to steal the most damaging and most useful secrets from the other tribes.



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PostSubject: Uktena   Tribes of the Garou EmptySun Apr 17, 2011 10:09 pm

Tribes of the Garou 200px-LogoTribeUktena

Uktena

Totem: Uktena

Uktena are said to be animistic peoples from all over the world. Most are of Native American heritage, though adopted werewolves are from a variety of backgrounds. The Uktena are a tribe of mystics, shamans and arcanists; because of their close ties to the magical and knowledge of the arcane many fear that there are those among them who may be turning to the Dark Arts, and their history of having their land gradually taken from them have made some of the Uktena very bitter indeed. Their main talent lies in the sealing of Banes, and as such they may have deeper knowledge of the Wyrm than the other tribes are comfortable with.

The totem of the tribe is based on Uktena from Cherokee myths. Early artwork depicted the totem, Uktena, slightly different from myth: a giant snake with wings and antlers. Later artwork and descriptions changed from this image to that of a serpent's tail, a cougar’s head, a cougar's upper body, and antlers. Uktena was combined with the legends of Water Panther (Underwater panther) for this new hybrid beast.

The Uktena were part of the original tribes, or Pure Ones, who were the first to settle North America. The territories the Uktena came to eventually settle and control were Central and South America. Of the Pure Ones, they were known as "Older Brother".

The Uktena have a reputation for taking in refugees, particularly those who have had their homes and lands conquered and taken from them. While the majority of pure-bred members are Native American, there a fair number of Uktena who come from a mix of races and cultures that have had their numbers have been decimated and their old ways in danger of being lost forever.

While gifted in many spiritual practices, including the art of prophecy and visions, the Uktena are best known as hunters of the Wyrm and its Bane servants. While there is little arguement that the Uktena are second-to-none when it comes to their abilities, it comes at a price. The Uktena have access to many ancient dark practices because of their broad culture, and while some have proven beneficial to the tribe, many others are probably best left undisturbed. While many seek the skills of the Uktena as hunters of the Wyrm, others distrust their dark abilities and fear the tribe may corrupt itself.

Uktena are essentially required to engage in occult and spiritual practices. While many direct these abilities against the Wyrm, others may find their talents in prophecy or in discovering lost lores.


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PostSubject: Wendigo   Tribes of the Garou EmptySun Apr 17, 2011 10:10 pm

Tribes of the Garou 200px-LogoTribeWendigo

Wendigo

Totem: Wendigo

The Wendigo are wolves and indigenous peoples of the Arctic and Sub arctic of North America. Unlike their Brother Tribe the Uktena they have not actively begun to include other cultures outside of their traditional Kinfolk into the tribe. As a whole the Wendigo tribe carries a grudge against the rest of the Garou Nation (of which they consider themselves only nominally part) for the conquest of their caerns and protectorates during the European colonization of North America. It was this reckless time period that lead the Wendigo and Uktena to refer to non-Native Garou as Wyrmbringers. The grudge against Wyrmbringer Tribes can be expressed as mild condescension and mistrust among mainstream Wendigo to violent confrontation and guerilla warfare among the more extreme groups of the Tribe. Even before the conquest of the Pure Lands the Wendigo had a reputation as savage and vicious fighters; this has led them to have strong rivalries with the Get of Fenris tribe who have a similar reputation.

They still claim Canada and the northern United States as their homeland, and are locked in the almost hopeless struggle against the encroachment of Wasichu society and its effects. This same tribe follows the spirit of "The Great Wendigo", a mighty spirit of the winter and the wind who takes the form of a great white wolf and aids his people in their times of need. The spirit is known to be a cannibal spirit, and many Garou of the Wendigo tribe are likewise reputed by outsiders to have a temptation to eat human (or Garou) flesh.

In the ancient days before the Wyrmbringers and their Garou allies, the Wyrmcomers, the Wendigo tribe was one of three that tended to the humans and wolves of the Pure Lands. The Uktena tribe was known as Older Brother, the shamans; the Croatan was Middle Brother, the leaders and diplomats, and the Wendigo was Younger Brother, the warriors. After the destruction of the Croatan, the Wendigo remained warriors, and they refused to yield in the face of the Wyrmbringers' invasion of the Pure Lands. They fought, fell back and fought again over the course of more than a century. In the end, the Wendigo were forced to retreat to their most remote caerns and wage war from there. Decades passed before the Wendigo and the Wyrmcomers met peacefully, and tensions still run high between them and tribes like the Fianna and Get of Fenris (for obvious reasons).

The Wendigo were, and still are, a deeply traditional and spiritual tribe that holds fast to many rituals of their native blood and Garou heritage. They practice ritual purity before hunts, battles or other major undertakings, and seek aid from the spirits for many matters. They continue to seek some news about their lost brethren the Croatan. Some hardline Wendigo believe that they can drive the Wyrmbringers from the Pure Lands or wash the Wyrm-taint from the land with the Wyrmbringers' blood. This extremist view has been gaining in popularity as frustrations build in the tribe, and some talk of an alliance with like-minded Red Talons. Most take the view that defeating the Wyrm in all its forms should take precedence over choosing a particular breed of homid to dominate the continent. The Wendigo tribe takes its name from its totem, the winter cannibal spirit of North America. Wendigo teaches its children the power of the cold, cutting wind and stealth abilities, which they use to ambush the forces of the Wyrm (and, occasionally, trespassing Wyrmcomer Garou).

Warpath
When other Garou think of Wendigo this is what they see, these are the stereotypical Wendigo. They are angry, bitter, and willing to take the fight to the Whites and even to the Wyrmbringer Garou. They enjoyed their greatest size and power in the 1800’s as some of their more notable kin, such as Sitting Bull and Crazy Horse, fought the White power. While they have shrunk in size in the recent years, there are a number of youngsters who tire of the elders’ hollow words of peace and cooperatively and willing join the camp’s ranks. In recent events, the rise in native owned casinos is a blow to many a Wendigo’s pride, and such nonsense is at the heart of many Warpath member’s Rage. They see the very concept as a disgrace and a sign of full submission to the Whites’ ways. The Warpath has not yet taken their battle to their own people, but some say it is only a matter of time.

The Sacred Hoop
Preaching reverence of all spirits White or Red, this camp was came to power and has fought for prominence in the Wendigo tribe in a manner that has left neither the Sacred Hoop, nor the Warpath, as the clear winners since the 60’s. They are the ones who have invited Whites to drum circles, and written books on powwows and other aspect of Native American culture. They worked to exploit the New Age interest in native cultures and shamanism, to bring about a better understanding of their kin and the ways that still hold true to the Earth Mother. As more and more members of the tribe have become dissatisfied and impatient with their elders however, this camp’s membership has grown old and somewhat thin.

The Secret Hoop
This camp plays a delicate game based primarily on the reality of what would happen should the Whites be eradicated from the face of the Purelands. It’s not only something that might happen but something that several members of both the Warpath and Ghost Dance have been planning and articulating for over 500 years. Should any of their more radical plans come to fruition, the Wendigo would find themselves, as well as the Uktena, and perhaps the Red Talons and some of the more militant Black Furys, against the might of the entire Garou Nation. This battle would surely be the Wyrm’s greatest work yet and would only serve to drive the poison further into Gaia’s dying veins. So as long as the Warpath and the Ghost Dancers have existed, so have the Secret Hoop pulling the strings that are attached to individual Wendigo here and there as needed. They play primarily on the fact that the Warpath and the Ghost Dancers have always argued, and are ignorant to the initial reasons why and ignorant to how similar their goals truly are. It would be a great blow to the tribe and the Secret Hoop should the Warpath and Ghost Dancers ever figure out just how closely they have been played against each other all these years.

Ghost Dancers
This group has members in the Uktena tribe as well and serves to make the land whole and clean as it once was. However, their Uktena counterparts do tend to be more squeamish when it comes to actual direct conflict. This camp is based upon the dreams of Wovoka, a Paiute holy man who taught that by living by the ways of the Earth Mother and by dancing the Ghost Dance, a new world could be brought about. Wovoka’s dance did not bring about a new world but his dream lives on. Now however, they dance quite differently and work to rid the Purelands of the Whites through litigation and the Whites’ own law systems. Recently they beam with pride at their success in establishing the Indian Nation of Nunavut, given to the native people by the Canadian government, as well as Nunavut’s place in Canada’s parliamentary government.


The Wendigo are among the best of Garou warriors, skilled at tracking and silent ambush. They direct as much of their power as they can against the Wyrm, and for many Wendigo, that includes the European Garou, whose influence ultimately resulted in the destruction of the Croatan.

All Wendigo are descended from Native American peoples and wild wolves, and their Kinfolk are the same.

The Wendigo limit their ties to the other tribes as much as possible. Although they are still somewhat close to the Uktena, they also have allies among the Silent Striders and Red Talons, and a healthy respect for the Black Furies.

While some Wendigo will ally themselves temporarily with European Garou, it will usually be short-term and with much distrust. They have a particular hatred directed at the Fianna, Get of Fenris, and Shadow Lords.

Purity is held in the highest regard in the tribe. Practicioners will go to elaborate means to make Rites and rituals as pure as possible, and members will purify themselves before major and minor events ranging from war to hunts. Many Wendigo will also turn to spiritual means, such as journies into the Umbra to look for answers to their burning questions or quests.
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