

Fianna Tribe ~ Known among Garou throughout Ireland, Britain and
Europe as bards, storytellers and great warriors, the Fianna have earned their reputation through the centuries by mastering
both sword and song. Although today the Fianna make their homes in many parts of the world, their graceful Celtic homelands
are still dear to them. The bards of the Fianna are considered by all tribes to be the most gifted, even by other Gibbous
Moons. Taught from birth to master the glory of song, their memories reach back farther into Garou history than any other
tribe (despite the claims of those who might contest this). Fianna Ahroun are also taught the glory of battle and prove to
be difficult adversaries for even the most ferocious Get of Fenris. Out of all the tribes, the Fianna seem to be more tolerant
and hold fewer prejudices than any other tribe. They do have long-standing rivalries with both the Get of Fenris and the Shadow
Lords, though, and they will go to great lengths to show up or embarrass members of those tribes. For the most part, the Fianna
are content with a good song and a pint of stout, but they are quick to temper and dangerous when angered. In recent years,
there has been a division of loyalties among the Fianna. With the occupation of Northern Ireland by the British, Irish Fianna
have lent their services to the IRA, while their British cousins have joined forces with the Provincial Army. This has been
the greatest threat to Fianna security ever. The war rages on, despite pleadings from other Fianna for the fighting to cease.
Tribe Advantage: Heirloom - The Fianna are extremely close-knit and very
familyoriented. As a result, all Fianna begin with an heirloom that can be used as a two Trait fetish. A player can spend
additional Background Traits if she would like this Heirloom to be more powerful; however, a Garou can never have a fetish
with more than five Traits.
Tribe Drawback: Heirloom - If a Fianna ever loses her Heirloom, or if it is destroyed,
she automatically loses two Honor Renown Traits and will be unable to gain any further Renown until she has either recovered
her Heirloom or received forgiveness from her Fianna elder.
Beginning Gifts: Persuasion, Resist Toxin
Wolf Form: In full Lupus form, the Fianna appear as huge blood-red or black wolves with green
to greenishgray eyes. They look very much like dire wolves.
Organization: Family is very important to the Fianna, as blood is everything to this tribe.
Fianna and their Kinfolk meet once every lunar month to settle disputes and rejoice in their Celtic heritage, spinning tales
of their deeds and bringing greater glory to themselves and to the tribe. The governing body that oversees this tribe, the
Council of Song, is a group of elder Garou. Each one is elected by the tribe from a different Auspice. Their responsibility
is to decide all matters concerning the tribe, affairs concerning intertribal politics as well as matters pertaining to other
facets of society, both human and Garou. They are well-respected among the Fianna, and their word is considered law.
Habitat: The Fianna may be found in all environments, although they prefer
rural areas. The elders and their kin prefer the quiet life of farming, while the youth are apt to live in the cities among
the humans and follow their ways.
Protectorate: These Garou hold close ties to the Celtic way of life and, because
of this, they protect the Irish and British with a fierce passion. Due to their migrations in recent decades, they have also
taken the responsibility of protecting singers and entertainers of all types.
Quote: "I’m concerned as much about Northern Ireland as you are, but right now, why don’t
you sit your arse down and listen to the music? Damn! Bartender, another whiskey... Hey, I said shut up!" ~*~Leader of the Pack ~ Anamchara`Seregon
~*~

Glass Walkers Tribe ~ While the Bone Gnawers
merely survive in the city, the Glass Walkers thrive there. They see the city as just another kind of wilderness: an ocean
of concrete, a forest of skyscrapers or a coral reef of condominiums. They feel that the city has a kind of spirit and life
all its own, and they seek to explore the diversity that this "new wilderness" provides.
The Glass Walkers originated in Mesopotamia, where they split with the Garou and came to live in the cities despite the
proscriptions against doing so. They became enforcers and mercenaries for merchants in the Middle Ages and allied with guilds
and the like. They were at the forefront of technological change during the Renaissance and later in the Industrial Revolution,
learning that everything has spirits, even great steam engines and assembly lines.
The Glass Walkers developed Mafia ties as a result of their enforcer past, and in the ’20s, Glass Walker gangs provided
muscle to many Mob actions. With the advent of computers, the Glass Walkers learned about a new kind of spirit— the
Net-Spiders, the computer spirits. Befriending these spirits, they found themselves in control of spirits that could alter
and gather information from computers all over the world, and they discovered an entirely new world called the CyberRealm.
The Glass Walkers believe it is their duty to guide the cities and technology of the world to a path allied with Gaia. Indeed,
they see Gaia as a part of the city itself.
Tribe Advantage: Weaver’s Children ~ The Glass Walkers begin the game with one additional
Influence Trait. Furthermore, a Glass Walker can purchase more Influence with experience (which is something other Garou cannot
do). One Trait of Influence can be purchased for three experience points— subject to Storyteller approval, of course.
Tribe Drawback: Touch of the Weaver ~ Glass Walkers are one bid down in all interactions
with non-Weaver Spirits (they must bid two Traits to begin a challenge against one).
Beginning Gifts: Control Simple Machine, Persuasion
Wolf Form: Small-to-medium size wolves with mottled patterns in their fur (often
with an "unnatural" tinge). Many of the cubs of this tribe indulge in Urban Primitivism, cutting their fur in strange shapes,
piercing their bodies, submitting to silver brandings, accumulating strange tattoos and generally altering their bodies the
way they want them to be.
Organization: The Glass Walkers are generally organized in a very human way. They tend to think
of themselves as a corporation, with directors, middlemanagement and employees. Their caerns are usually located within cities,
often in places that shock and alarm other Garou (such as the tops of skyscrapers or in the middle of abandoned factories).
Many of the old-guard Glass Walkers are still very much allied with the Mafia and tend to rule their septs like Mafia families.
Many young Glass Walker packs have very loose structures— Garou hackers and Computer Theurges care more for knowledge
and skill than they do for Renown. Some Glass Walker packs merge with other Glass Walker packs into large, roaming "Urban
Primitive" tribes.
The Glass Walkers were once allied with the Bone Gnawers, but since 1929 and the Great Depression, they have fought off
and on. Still, because they both live in the city, they are usually friends, or at least allies against a common outside evil.
Many Glass Walkers have positive relations with Ventrue and Toreador vampires, despite the Litany’s
prohibition against dealing with the Kindred. These more civilized Kindred see the Glass Walkers as perhaps the last
hope of making peace with the Garou, although competition in financial spheres has also caused conflict in the past.
Habitat: The Glass Walkers live in the cities, period. They hate the wilderness for the most
part, and need civilized comforts wherever they go. Some Glass Walkers are seeking to beautify the city by planting hardy
trees and creating arboretums, but this is as close to the wild as the Glass Walkers want to get.
Protectorate: The Glass Walkers watch over the city, but more specifically, in recent times,
they have begun guarding and watching over the underworld of a city: the crime, drugs, prostitution and nightclubs. The younger
Glass Walkers see it as their duty to watch over the worldwide computer Net— the Digital Web that stretches across
the entire globe.
Quote: "Okay, I was cool when you asked me to leave the Gameboy behind. And
I can understand not bringing along an electric generator— they’re heavy. But now you’re saying that I can’t
bring my CD player into the caern because it’s upsetting the spirits? That’s crap! What do they want to hear?
John Denver?"
~*~ Leader of the Pack ~ ]v[a|achBr|sba]\[e ~*~

Ronin ~ Those
without a tribe are called the Ronin, for they have no tutor or master. These people are usually renunciates, and they do
not seek to help or hinder the Garou. Many of them are lost wolves, having lost some vital element that makes them Garou.
Many are also of the Wyrm. The Ronin are mysterious, shadowy and distrusted, but some of them are among the greatest of Gaia’s
heroes.
~*~
BlackBlaze ~*~

Uktena Tribe ~ The Uktena belong to one of the three tribes
of Garou that came to America across the Bering Land bridge. They believe that open rage and narrow vision will be the downfall
of Garou. They also believe that, by coming to understand the Spirit World, they will be able to spread wisdom and allow the
Garou to purify the world of the Wyrm’s influence. The Wyrm is seen as a very real spiritual taint that spreads itself
all across the world. To the Uktena, the "real" world is not important.
They would rather be in the Umbra than walking about on earth. Since the destruction of the Croatan Tribe, the Uktena’s
maxim is "Know Thy Enemy." They put their spirits on the line in order to venture into the heart of the Wyrm and discover
its foul plans.
The Uktena were once purely Native American, but they have since begun accepting those who are alienated from other tribes.
They have incorporated many magical beliefs and cultures into their tribal rites and moots. They are also concerned with fetishes,
as they see them as spiritual tools to strengthen themselves as spirit warriors and protectors. They also feel that it is
their duty to watch over Wyrm-ridden areas and protect other Garou from the Wyrm’s influence. They will often raid the
holdings of mages, Tremere vampires and even Black Furies to recover fetishes they believe should be used in service to Gaia.
The Uktena are secretive among themselves and are often accused of allying with the Wyrm because of their close study of it.
This is not the case, however, as the Uktena are probably one of the only tribes that knows enough about the Wyrm to begin
seriously harming it. Still, taint by the Wyrm is an ever-present danger, and all Uktena are aware of this fact. It is common
practice for all Uktena to undergo the Rite of Cleansing regularly in order to clean themselves of Wyrm-taint.
Totem: Uktena, an ancient water spirit
Initial Willpower: One Trait
Tribe Advantage: Umbral Sight
You can peek into the Umbra from the real world at the cost of a Mental Trait. This also allows you to see others moving
within the Umbra.
Tribe Drawback: Umbra Affinity
Your ties to this world are weak. You find it difficult to return here from the Umbra. You must spend a Gnosis Trait
in order to leave the Umbra and return to Earth.
Beginning Gifts: Sense Magic, Blur of the Milky Eye
Wolf Form: A smallish, darkly-hued wolf with strange patterns of a lighter
and contrasting color on its back and flanks.
Organization: They operate very tightly-organized septs, relying heavily on
their own messengers, their spirit-messengers, and the Silent Striders. They perform regular rituals just to renew their connection
with the Land. It is rumored they have highly secret septs in carefully hidden places that are still as pure and as untamed
as the land was during prehistoric times. They are ruled by a central Lodge that is a collection of elders from all the Uktena-dominated
septs, although other Uktena are often invited to attend.
Habitat: The Uktena live as near to their caerns as possible, often building
natural-material structures within the Bawn. This means they usually live in the wilderness, but many Uktena caerns are located
on the repossessed land of their ancestors.
Protectorate: They are supposed to watch over the disenfranchised and oppressed
people of the world; in practice, they only watch over those who could potentially be of use to them as a tribe. They have
mingled with and integrated people of Asian, African and European heritage. Many of the younger members of the tribe are wild
street gangsters, but these young warriors soon learn respect for their elders in one the Uktena septs and often turn to a
path of wisdom.
The Uktena protect a version of the Silver Record which has been around since the early days of the Garou, and they refuse
to let it fall into anyone else’s hands.
Quote: "You cannot know the power of the Wyrm. Have you seen the fires reflected
in its eyes? Have you watched its fangs drool with poison? Have you heard its breathing? Until you have walked with me down
that road, you will have to understand that there are some things that you do not wish to know. There are some things which
would kill you if you found them out. Beware of what you ask of the spirits..."
~*~ Leader of the Pack - Aithne`Faolen
~*~
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