Welcome to the Garou Nation!

Everyone does their part to prevent the Apocalypse.

Glyph of the Garou Nation

Glyph for Garou Nation

The Garou Nation refers to the alliance of multiple Tribes of Garou, traditionally only 13 Tribes. The Nation has no true head and has no central governing body. Individual Elders can attempt to influence the Nation, but cannot actually command it.



The Tribes of the Garou Nation

(Currently)

  1. Black Furies
  2. Bone Gnawers
  3. Children of Gaia
  4. Fianna
  5. Get of Fenris
  6. Glass Walkers
  7. Hakken
  8. Red Talons
  9. Shadow Lords
  10. Silent Striders
  11. Silver Fangs
  12. Stargazers
  13. Uktena
  14. Wendigo
  15. White Howlers (a single living member)

Black Furies

TOTEM: Pegasus

The Black Furies are one of the Tribes of the Garou Nation. The matriarchs of the Garou, the Black Furies only accpet women as members (save a few male Metis), and are known for their honor, wisdom, pride, and fierce skills in battle.

List of all Black Fury NPCs

Black Fury Glyph

Black Fury Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: No Restrictions
Beginning Gifts Available:

  • Breath of the Wyld
  • Man's Skin
  • Heightened Senses
  • Sense Wyrm
  • Wyld Resurgence


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

One of the three ruling Tribes of the local Dunhurst region and the only one of the three ruling Tribes to not have ownership of a Caern an issue they seek to rectify. Relatively stable as local Tribes go though the Temple of Artemis occasionally raises a fuss that requires quashing.


CAMPS of the Black Furies

Amazons of Diana

The ultimate warriors of the Tribe. More concerened with being an unstoppable force than sacred avengers. Though the Camp is a double edge sword as they tend to have man-hating stereotypes involved as well.

Avenging Mothers

A very small subsect that works to bring down the patriachy of the Garou Nation and Tribes like the Silver Fangs by exploiting their trust.

Bacchantes

In contrast to the Amazons, this Camp is more conservative yet pursues the original sacred purpose of the Tribe: avenging wrongs against women and children. They believe that in doing so, this is how the Tribe fights the Wyrm and even avenge Gaia herself.

Freebooters

Explorers of the Tribe. Their mission is find new Wyld places for the consecration of Gaia and for new Caerns.

Moon-Daughters

This Camp seeks to spread Gaia's worship in the modern day and embody the force of the Wyld as they adapt to keep Gaia's spirit alive.

Order of Our Merciful Mothers

One of the most dedicated Camps within the Tribe, as the Merciful Mothers work to subtly reforms others' dogma to a more feminist and Gaian-friendly version. Contains strong Catholic influences still.

The Sisterhood

Originally started as a network for Kinfolk to escape the Inquisation, this Camp eventually became a vast management of various Kinkfolk networks within the Tribe. One of the most adept at gathering resources for the Tribe to use.

Temple of Artemis

One of the most conservative and oldest Camps which represent the extreme stereotype of the Black Furies being man-haters. They are meant to be avengers of women and judges of those who have broken tribal customs.


Bone Gnawers

TOTEM: Rat

The Bone Gnawers are one of the Tribes of the Garou Nation. The scavengers and survivors of the Garou, the Bone Gnawers are seen by the other Tribes as little more than mongrels who sift through the waste of mankind. The 'Gnawers see themselves as underdogs, waiting to triumph against overconfident foes.

As the best-informed Tribe, Bone Gnawers are consummate spies. Members live in poverty, and have a casual regard for Garou Traditions.

List of all Bone Gnawer NPCs

Bone Gnawer Glyph

Bone Gnawer Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 4 Permanent Dots
Backgrounds:

  • Resources are Discouraged
  • Ancestors and Lineage are Restricted
Beginning Gifts Available:

  • Cooking
  • Desperate Strength
  • Resist Toxin
  • Scent of Sweet Honey


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

Unusually the smaller of the city's two Urrah Tribes due to the utter hammering they received over the past 200 years from Pentex prior to their ouster from the city via The Compact. Currently dedicating most of its resources to recovery and regrowth thanks to the new stability in the city.


CAMPS of the Bone Gnawers

The Swarm

Focusing on the war-aspect of Rat, this Camp utilizes dirty fighting and exploits every advantage possible over an enemy. They specialize in urban terrorism and guerilla warfare, all as a means to fight the Wyrm.

Frankweilers

Focuses on the proctection of museums, libraries, and other places of culture within the city area. They fight for the 'common man' and utilize volunteer work as they fight the Wyrm through prevention, protection, and education.

The Hood

Dedicated to the distribution of wealth from the rich to the poor and protection of the innocent; the modern Robin Hood. This Camp provides money as long as the cause is actually worth saving as they employ their own 'tough love' to ensure no one can take their help for granted.

Rat Finks

Spies and information gatherers. This Camp is all about networks of Kinfolk and Garou who infiltrate using low-end jobs as their covers and might even have other supernatural informants as well like Vampires, Ratkin, or Corax.

Hillfolk

Known as the rural Bone Gnawers, this camp eschews city life for the wilderness. Sometimes even shunning modern technology and mainstream education in order to preserve their unique culture.

Deserters

Explorers of the Umbra. They seek a sanctuary to hide away from the impending Apocalypse. They even lead expeditions for other Garou.

Road Warders

Nomads that uphold the Code of the Road and guard the streets and travel ways against minions of the Wyrm. They also serve as messengers, couriers, or diplomats.

The Man-Eaters

BANNED
Cannibals who gain power by breaking the Litany tenet that forbids consumption of human flesh.


Children of Gaia

TOTEM: Unicorn

The Children of Gaia are one of the Tribes of the Garou Nation. The peacekeepers of the Garou, the Children of Gaia work for understanding between the tribes and hope to eventually form all tribes into a unified front against the Wyrm.

The most moderate Tribe, the Children of Gaia nurture what little the Wyrm has not corrupted and often speak out on humanity's side.

List of all Children of Gaia NPCs

Children of Gaia Glyph

Children of Gaia Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 4 Permanent Dots
Backgrounds: No Restrictions
Beginning Gifts Available:

  • Brother's Scent
  • Jam Weapon
  • Mercy
  • Mother's Touch
  • Resist Pain


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

Still recovering their strength after 2/3rds of the local Tribe was slaughtered by the Night-Haunter 20 years ago. Things for the Tribe were quite dire until very recently with the arrival of two new Elders to take charge of the Tribe and give them much needed leadership


CAMPS of the Children of Gaia

Aethera Inamorata

Considered controversial, this Camp believes in healing through sex and physical love, and that special Garou-Garou pairing that result in no progeny are not breaches of the Litany. They wish to create inter-tribal trust and build unity, usually through Tribal intermarriage.

Angels in the Garden

This Camp maintains an underground network of Kinfolk that aim to protect children from abusers, even to the extremes of rehoming. They strive to seed the modern youth's media with more Gaian ideals to combat the Wyrm.

The Anointed Ones

Pacifists of the greatest measure. They focus on teaching Gifts and rites to pacify enemies, and help other Garou deal with their Rage.

Demeter's Daughters

This Camp helps integrate environmental issues and practices with the modern world and contemporary business practices, pushing the Gaian agenda to protect mankind from the Wyrm.

Imminent Strike

The Apocalypse is upon us and this Camp is ready to win the Final Strike as its sole focus. They shun others who are not united for the final battle.

The One Tree

Necessary killers and assassins that kill without passion, hate, malice, pride, or even Rage. They do what Gaia has made to do.

The Patient Deed

Works to build unity across tribal boundaries. This Camp seeks to mend relations within the Garou Nation and prioritizes understanding others.

Seekers of the Lost Tribes

This Camp seeks to revive the Lost Tribes and reintroduce them back into the Garou Nation. This involves Croatan, Bunyip, and even White Howlers which have become the current Black Spiral Dancers.

Servants of Unicorn (Black Unicorn)

Masters of diplomacy and mediators of inter-tribal relations. This Camp specializes in internal Tribe conflict resolution. Rather than changing the others' beliefs, they work to create threads of commonality to bring unity to the Garou Nation.

Bringers of Eternal Peace

BANNED
A perverted Camp believes in bringing peace to the world by destroying everything with the Apocalypse. They have not fallen to Dance the Spiral. Yet


Fianna

TOTEM: Stag

The Fianna are one of the Tribes of the Garou Nation. Strongly based on Celtic and European traditions, they are known among the Garou Nation for their passions for the pleasure of life, their skills and ferocity in battle, and as keepers of the music, stories, and lore of the Garou.

The Fianna hold on to a lust for both celebrations and battle, wherever they are in the world. They're commonly known to set the standard for Galliards within the Garou Nation.

List of all Fianna NPCs

Fianna Glyph

Fianna Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: No Restrictions; Kinfolk is recommended
Beginning Gifts Available:

  • Faerie Light
  • Hare's Leap
  • Persuasion
  • Resist Toxin
  • Two Tongues


STRUCTURE of the Tribe

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CULTURE of the Tribe

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Status in Dunhurst

One of the three ruling Tribes of the local Dunhurst region and the one with the longest history in the area outside the Pure Tribes. Relatively stable with a Caern of their own though they have begun to clash with the Wendigo over age old disputes.


CAMPS of the Fianna

Brotherhood of Herne

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Children of Dire

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Grandchildren of Fionn

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Mother's Fundamentalists

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Songkeeprs

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Tuatha de Fionn

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Whispering Rovers

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Get of Fenris

TOTEM: Fenris

The Get of Fenris are one of the Tribes of the Garou Nation. Fierce warriors with little room for mercy and compassion, the Get view themselves as great heroes, but have been known to shock other Garou with their violent ways.

Dedicated to the Wyrm's destruction, the Get are savage and bloodthirsty warriors who take great pride in their Germanic and Scandinavian heritage.

List of all Get of Fenris NPCs

Get of Fenris Glyph

Get of Fenris Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: Contacts are Discouraged
Beginning Gifts Available:

  • Lightning Reflexes
  • Master of Fire
  • Razor Claws
  • Resist Pain
  • Visage of Fenris


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

One of the more moderately sized Tribes of Dunhurst though they have long sought to change that by gaining a Caern of their own. Boosted recently by a tribal alliance with the Shadow Lords which has greatly increased their power and influence.


CAMPS of the Get of Fenris

The Fangs of Garm

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Glorious Fist of Wotan

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The Hand of Tyr

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Loki's Smile

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Mjolnir's Thunder

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Valkyria of Freya

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Ymir's Sweat

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Swords of Heimdall

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Glass Walkers

TOTEM: Cockroach

The Glass Walkers are one of the Tribes of Garou Nation. Steeped in technology, human religion, and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress. While they fear the Apocalypse as any werewolf, they believe that each passing day makes them stronger, that every new invention may be appropriated for their cause, and that every new philosophy might strengthen their resolve. In this way, Glass Walkers are the quintessential Urrah and don't have the strong aversion to human populations that most Garou do.

The ultimate urban predators, the Glass Walkers take the war against the Wyrm into the boardroom and the skyscraper ⸺ though other Garou do not trust them.

List of all Glass Walkers NPCs

Glass Walkers Glyph

Glass Walkers Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: Contacts are Discouraged

  • Ancestors and Lineage are Restricted
  • Mentor are Discouraged
Beginning Gifts Available:

  • Control Simple Machine
  • Diagnostics
  • Persuasion
  • Plug and Play
  • Trickshot


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

The larger of the two Urrah Tribes and among the largest Tribes in the area, the Glass Walkers have been powerful in the city since its founding. Relatively stable thanks to their size and ownership of a Caern but there are rumors of a brewing leadership change with the Dies Ultimaes gunning for Alpha.


CAMPS of the Glass Walkers

Random Interrupts

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Corporate Wolves

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Wise Guys

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City Farmers

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Urban Primitives

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Dies Ultimae

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Umbral Pilots

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Mechanical Awakening

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Cyber Dogs

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Hakken

TOTEM: Susanoo-no-Mikoto

The Hakken are a Tribe of the Garou Nation. They are the young Samurai of the Nation, much like their Totem seeking personal growth and glory through their adventures. Even their Elders are known for their youthful and boisterous demeanors, owing to the ethos instilled in them by Susanoo.

Originally from Japan, the Hakken have been known to closely resemble the Shadow Lords. However, their different Tribal values clearly set the two Tribes where the Hakken have demonstrated a warrior culture that aligns with Bushido and honor.

List of all Hakken NPCs

Hakken Glyph

Hakken Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: No Restrictions
Beginning Gifts Available:

  • Aura of Confidence
  • Fatal Flaw
  • Seizing the Edge
  • Shadow Weaving
  • Whisper Catching


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

The newest Tribe to the area with the first member only arriving in the area in the 1940s. The Tribe remained in the single digits until only 20 years ago. They have recently begun to grow rapidly thanks to an influx of liberal Hakken exiles coming into the city from Japan and are seen as an up and coming tribe.


CAMPS of the Hakken

( Homebrewed by Nerevar ) The following descriptions were made in spirit of the descriptions in the Werewolf 20th Core Rulebook.

Genroo

Genrō ( in alternate Romaji)
The old traditionalists of the Hakken who seek a return to the old days of isolationism and traditional values. Mostly made up of old Elders and Athros with only a small population of younger garou due to its association with the old men and women of the Tribe. Their influence is far greater than their numbers might otherwise show as they control all save one of the tribal homeland's Caerns. Additionally the Emperor of the Tribe has always been a member of this Camp, further increasing their influence. They have few members outside of Japan itself, though with the growth of the Jiyūtō they have begun to send out Packs to counter their growing influence.

Aragoto

The young hot blooded members of the Tribe who seek glory in battle above all else. Mostly made up of Ahrouns, though there are a handful of the other Auspices as well rounding it out. These Garou train their combat skills to an almost unhealthy degree. They seek out the most challenging fights they can find to prove their worth. Thanks to this, the lifespan of Aragoto is considered to be quite short though when an Elder Aragoto does arise, one can be assured they are a terrifying warrior.

Gokudoo

Gokudō ( in alternate Romaji)
Known more commonly as the Yakuza to those from the West, this Camp bears a great many similarities to the Wise Guys of the Glass Walkers. Unlike the Wise Guys, their influence hasn't waned in recent years and in fact has only grown stronger along with the famed criminal organization that they are associated with. They were the very first Camp to interact with Westerners and the first to expand outside of Japan with their members establishing some of the world's first gun running operations in the 16th century. They are a tightly knit Camp with extreme ties of loyalty to other members and to their Packs and usually come with some of the most militant Kinfolk.

Jiyuutoo

Jiyūtō ( in alternate Romaji)
The new liberal Camp established in the wake of the second World War and the chaos it brought to the Tribe. Most of its members exist in exile in the US, Brazil, and Peru save for a single Caern fiercely held by the camp on Kyushu island, just outside of Nagasaki. They are known to seek change for the Tribe with greater acceptance for women in power, stronger ties to the nation, greater acceptance of the Metis, and more attention being paid to cities being chief among their concerns. Most of the Tribe's younger population has begun to join this Camp as it promises an escape from what many see as the stifling stagnation of the Genrō.

Amaterasu-Shinshoku

A small camp but the most respected by a wide margin as every member of the Tribe holds a deep respect and admiration for this Camp. Its members tend to the home Caern of the Tribe on Hokkaido Island and traditionally sends at least a single member to every Hakken Sept to act as a spiritual advisor and mediator in tribal conflicts, though their small numbers sometimes makes this difficult. In cases where they cannot assign a permanent Garou to a Sept, they will send a Pack to travel a yearly circuit servicing the needs of smaller Hakken Septs. They are mostly made up of Theurges though other Auspices are allowed to join too, it is simply less common. Upon entry to this Camp, its members swear a sacred vow to be neutral in all tribal conflicts and to only provide advice when asked.

Bakufu

Known as ninjas to the Westerners who interact with this Camp or Shinobi in their ancient days before being renamed to Bakufu at the end of the Sengoku period. This Camp is known to be something of the opposite of Aragoto as it trains its members in the ancient Shinobi arts of stealth and assassination. This has also led to something of a rivalry with the Aragoto Camp though its more friendly than lethal as the constant testing by the other has led to each camp being stronger. Few among the garou can boast finer spies and assassins with the only other Camp seen as its equal being the Bringers of Light in the Shadow Lords, a camp the Bakufu have recently begun to cooperate with. They take a baseline neutral stance in all tribal conflicts though its clans will happily join in to conflicts for the right price and will also hire out its services to other Tribes in recent years.

Yami-no-sekai-no-houshi-sha

Yami-no-sekai-no-hōshi-sha ( in alternate Romaji) BANNED
A banned and hated Camp by the whole of the Tribe and the one thing that every Hakken can agree on as being a bad thing. These Hakken serve a dark entity that lies deep beneath the Pacific Ocean who spoke into the dreams of their Tribe's founder thousands of years ago. It drove that first Hakken mad but granted him great power as well in service of a single goal, to destroy the sun and bring an eternal night to the world. Its members have long plagued the Hakken of Japan with many of their heroes and legends becoming so due to foiling plots by this Camp to bring about the end of the world and death of Amaterasu. For a brief time, it ruled the Tribe during the Second World War though it was overthrown in 1947 by the first members of the Jiyūtō in an alliance with the Genrō, the only such alliance in the two Camps' history.


Red Talons

TOTEM: Griffon

The Red Talons are one of the Tribes found in the Garou Nation. They are the only Tribe among the Garou that is exclusively lupine in nature (save for a very few Metis), shunning humanity completely as a blight on the Earth.

Living in the deep wilderness, this Tribe only allows Lupus and some Metis to join. They believe that the only way to beat the Wyrm is to exterminate humanity.

List of all Red Talons NPCs

Red Talons Glyph

Red Talons Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds:

  • Allies and Contacts are Discouraged
  • Resources are Restricted
  • Their only Kinfolk are wolves
Beginning Gifts Available:
  • Beast Speech
  • Eye of the Hunter
  • Hidden Killer
  • Scent of Running Water
  • Wolf at the Door


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

An old Tribe with long standing ties to the Pure Tribes in the area and one of good size given the ample wolf population and their ownership of a Caern. Stable in the short term but they face regular attacks on their Caern due to its small size and a brewing schism between Camps in the Tribe.


CAMPS of the Red Talons

The Dying cubs

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Lodge of the Predator Kings

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Warders of the Land

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Whelp's Compromise

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Shadow Lords

TOTEM: Grandfather Thunder

The Shadow Lords are one of the Tribes of the Garou Nation. The politicians and manipulators of the Garou, the Shadow Lords work through their strict hierarchies and secretive ways to wrest as much power as they can.

Cunning, deceptive, and domineering, the Shadow Lords have a burning drive to lead the whole Garou Nation.

List of all Shadow Lord NPCs

Shadow Lords Glyph

Shadow Lords Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: Allies and Mentor are Discouraged
Beginning Gifts Available:

  • Aura of Confidence
  • Fatal Flaw
  • Seizing the Edge
  • Shadow Weaving
  • Whisper Catching


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

A moderately sized Tribe in Dunhurst that has long sought to change this by gaining a Caern of their own. Boosted recently by their tribal alliance with the Get of Fenris which has greatly increased their power and influence.


CAMPS of the Shadow Lords

Bringers of Light

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Children of Crow

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Judges of Doom

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Lords of the Summit

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Revolutionary Guard

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The Masks

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Society of Nidhogg

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Silent Striders

TOTEM: Owl

The Silent Striders are one of the Tribes of the Garou Nation. Nomadic, introspective, and highly spiritual, the strong>Silent Striders have plumbed the depths of the Umbra, perhaps more deeply than any other tribe of Garou.

Exiled from their homeland, the Silent Striders travel constantly. Many learn the secrets of the physical or spiritual world on their journeys.

List of all Silent Strider NPCs

Silent Striders Glyph

Silent Striders Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds:

  • Ancestors are Restricted
  • Resources are Discouraged

Beginning Gifts Available:
  • Heaven's Guidance
  • Sense Wyrm
  • Silence
  • Speed of Thought
  • Visions of Duat


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

Long present in the area but until recently not known to be of any great influence. With the founding of their Caern, the area has become a mecca of Silent Strider immigrants and travelers due to the scarcity of such Caerns and has greatly boosted their population.


CAMPS of the Silent Striders

Bitter Hex

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The Dispossessed

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Harbingers

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Seekers

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Swords of Night

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Wayfarers

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Eaters of the Dead

BANNED


Silver Fangs

TOTEM: Falcon

The Silver Fangs are a Tribe of the Garou Nation. They are considered the traditional rulers of the Nation. These noble Garou are known for their physical beauty, courage, and honor. Sadly, some members of the Tribe suffer from odd quirks - absent-mindedness, mild hallucinations, somnambulism - nothing overtly psychotic, but noticeable nevertheless. The powerful history of the Tribe lays a heavy burden on the shoulders of its members, and many are too proud to ask for help. The plight of the Silver Fangs epitomizes the tragedy of the Garou in general. Although proud and outwardly strong, the Silver Fangs suffer from diseases of the spirit and mind. Inbreeding and Harano have weakened the foundation of the Tribe, but they maintain their strength as long as the War needs the Garou

The hereditary rules of the Garou Nation, their careful maintenance of royal blood has lead to inbreeding and the taint of madness.

List of all Silver Fang NPCs

Silver Fangs Glyph

Silver Fangs Tribe Glyph

AT CHARACTER CREATION

CLIATH
Initial Willpower: 3 Permanent Dots
Backgrounds: All Silver Fangs must purchase at least 3 Dots of Lineage
Beginning Gifts Available:

  • Eye of the Falcon
  • Falcon's Grasp
  • Inspiration
  • Lambent Flame
  • Sense Wyrm


STRUCTURE of the Tribe

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CULTURE of the Tribe

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CURRENT STATUS in Dunhurst

Whether by the favor of Gaia or sheer luck, the Silver Fangs possess the greatest number of Garou in the local area and a healthy Kinfolk population. Considered very stable due to their stranglehold on power in the Grand Caern, possession of a Legend , and numbers though there is a supposed brewing conflict among House Crescent Moon.


LODGES of the Silver Fangs

Officially, the Silver Fangs have no Camps, but they do section themselves into Lodges or Houses. Sometimes even secret Camps.

Moon Lodge

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Sun Lodge

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HOUSES of the Silver Fangs

House of Austere Howl

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The Blood-Red Crest

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Clan Crescent Moon

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House Gleaming Eye

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House Unbreakable Hearth

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House Wise Heart

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House Wyrmfoe

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CAMPS of the Silver Fangs

Grey Raptors

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Ivory Priesthood

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Masters of the Seal

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Renewal

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Stargazers

TOTEM: Chimera


Uktena

TOTEM: Uktena


Wendigo

TOTEM: Wendigo


White Howlers

TOTEM: Lion


Kinfolk

Non-Garou but make up the Majority of the Garou Nation


Ronin

Garou


Black Spiral Dancers

TOTEM: Whippoorwill


Fera

NON-GAROU Shapechangers


Fallen Tribes

BUNYIP CROATAN