Classification: Union // Open

Tribes & Fera

153 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
AlbinoTribeW20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
AuspicesTribeW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
BatTribeBotW
Bitter HexCampW20
Black Furies KinfolkTribeKin
BlindTribeW20
Bone Gnawers KinfolkTribeKin
BreedsTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeBotW
Children of Gaia KinfolkTribeKin
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Dark FungusTribeBotW
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
Fits of MadnessTribeW20
FrankweilersCampW20
FreebootersCampW20
Glass WalkersTribeBotW
Glass Walkers KinfolkTribeKin
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
Green DragonTribeBotW
GurahlFeraCB, W20
G’lough, “Dance of Corruption”TribeBotW
HairlessTribeW20
Hakaken, “The Heart of Fear”TribeBotW
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
History of La Bête NoireTribeBotW
HomidTribeW20
HoodCampW20
HornsTribeW20
HousesCampW20
HunchbackTribeW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
Kirijama, “The Hidden Foe”TribeBotW
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
LupusTribeW20
Lupus GiftsTribeBotW
Mechanical AwakeningCampW20
MetisTribeW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
No Sense of SmellTribeW20
No TailTribeW20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philodox: The Half Moon, The MediatorTribeW20
Philosophical DivisionsCampW20
Ragabash: The New Moon, The TricksterTribeW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeBotW
Red Talons KinfolkTribeKin
Relshab, “The Faceless Eater”TribeBotW
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
SeizuresTribeW20
Servants of UnicornCampW20
Shadow LordsTribeBotW
Shadow Lords KinfolkTribeKin
Silent Striders KinfolkTribeKin
Silver Fangs KinfolkTribeKin
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
Stargazers KinfolkTribeKin
STEREOTYPESTribeW20
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Classification: Union // Open Ref werewolf/faction/tribe/stereotypes

STEREOTYPES

Tribe · Werewolf

Werewolf
Initial Willpower
4
Beginning Gifts
Cooking, Desperate Strength, Resist Toxin, Scent of Sweet Honey, Trash is Treasure

Bone Gnawers: They defend people who need them, same as we do. Shame they often aren’t as courageous about it.

Children of Gaia: Trustworthy. There’s a reason males of our blood usually go to Unicorn when Pegasus won’t have them.

Fianna: It’s good to have allies who take the joy of life as seriously as the necessity of war. Pity they favor the former a little too much….

Get of Fenris: I can’t stand anyone who thinks being stronger means being better.

Glass Walkers: They’re examples of both why it’s important to have friends in the Scabs and why we can’t trust anyone else with the Wyld places.

Red Talons: I understand their anger, but they have too much of it. A rabid wolf is a danger to her own pack.

Shadow Lords: If you have anything a Shadow Lord wants, keep it a secret. They don’t want our burden, of course — but keep quiet about the grottos hidden around them.

Silent Striders: They go almost everywhere and see almost everything. It’s easy to dismiss a wolf without a territory, but listen to them.

Silver Fangs: A dying tree with many rotten branches. A few are still strong and healthy, but those last are hard to find…

Stargazers: Navel-gazing at this late hour might find the answers we’re looking for, but what if it doesn’t?

Uktena: Like us, they know wisdom is found in many lands and many hearts. But we know better than to go delving in the darkest places…

Wendigo: We can understand what it’s like to suffer and to have Kin who suffer. Pity they see us as part of the problem, too.

“You dare condemn us for standing as a sisterhood?

For choosing to help women first? Yes, women shouldn’t need our help.

Gaia shouldn’t need Her Furies.

But they do. Now stand the hell aside before I show you real pain.”

Many disdain the Bone Gnawers as living proof of how far the Garou have fallen from grace. Ragged and luckless, hunting territories no other tribe wants and breeding with Kin no other tribe claims, the Children of Rat come across as mongrel scavengers taking whatever castoffs they can. The Bone Gnawers see it differently. They’re the most populous tribe in the Garou Nation. They’re not the picture of failure — they’re the picture of success, because they’re playing the game of survival.

The tribe’s actual origins likely lie somewhere in or across a band of land that stretches from Northern Africa to India, but the Gnawers stopped keeping track a long time ago. They spread out to follow humanity, and always attached themselves to the wretched and downtrodden. Their oral history is full of revolutionary stories of the oppressed defying and overthrowing their oppressors. Bone Gnawer folk heroes are creatures of the Robin Hood and John Henry mold — if somewhat more bes­ tially violent when dealing out retribution and social justice.

The tribe’s mongrel reputation is bolstered by their seemingly haphazard traditions. Their septs are usu­ ally surprisingly democratic. Their fetishes and rites are scavenged from Gaia-knows-where. They propitiate bizarre totems like modern urban legends or strange pop-culture zeitgeists. They strike odd alliances with other supernaturals lurking in the lower strata of hu­ man society, maybe even Leeches or wererats, if the stories are true. They thrive in cities, occupy decaying subur­ ban wastelands, even prosper in run-down rural backwaters. The Bone Gnawer creed is “Whatever works.”

But it does work, or at least it has so far. The Children of Rat have access to all manner of interesting secrets that come from listening to people other Garou disdain as part of the herd. They’ve mastered a variety of vicious guerilla tactics suited to their hazardous environments. They know where to find food, or even how to conjure it out of trash. The Gnawers’ major weakness is that the other tribes tend to keep them at a distance, so they have fewer true allies. But even this weakness has contributed to their strength of self-reliance, out of necessity.

Another unfortunate weakness is a gradual thinning of the wolf blood. The Bone Gnawers have some lupus Kin, but not many, and have kept up their numbers mostly with human partners. They’re also thick with metis, which accusers claim

shows little respect for the Litany. There’s a hint

of truth in that — plenty of Bone Gnawers have

given in to forbidden desires — but the Gnaw­

ers are also prone to adoption. Many a metis

was abandoned by its parents in other tribes,

but brought in to be a good soldier of Rat.

Bone Gnawer pragmatism doesn’t over­ rule Renown, however. Honor, Wisdom and

Glory still matter to them, and, the

slurs of other tribes to the contrary, they aren’t all Ragabash. Admittedly, their catch-as-catch-can character shines

through even in these higher ideals.

An honorable Bone Gnawer Philodox

isn’t afraid to lay down an unorthodox

twist on a law. Likewise, a sagacious Theurge might be mistaken for a filthy homeless person, babbling to herself about the voices of trash and desperation.

Even though they might build shrines to fallen celebrities or hold sacred rites tied to human sporting events like the Super Bowl or World Cup, the Bone Gnawers zealously guard some very old traditions at their heart. They honor hospitality and generosity as a measure of a Garou — the Gnawer who has very little but gives it away freely is as esteemed as was any gift-giving Nordic king. They treat their tribe like a family; their elders consider “mother” and “father” the most prestigious forms of address. On the surface, their traditions look like reflections of the patchwork nature of modern culture — deep down, they represent the bonds that have allowed humans and Garou to survive as long as they have.

Appearance: Bone Gnawers’ wolf appearance is ragged, often mismatched or particolored; some can be mistaken for dogs at a distance, though even a Gnawer who looks something like a yellow dingo is clearly an animal that was never tame. Their blessings as Garou make them surprisingly healthy in comparison to impoverished humans: most have strong (if crooked) teeth and wiry muscle under the dirt.

Kinfolk& Territory: The Children of Rat interbreed with the savviest, toughest and meanest people that have been ground down by society. Lupus Kin are rare, and tend to be found in hardscrabble rural territories. The Gnawers also stake out territories that are difficult to challenge — places that nobody else wants, but that they can defend easily enough. Urban decay supplies plenty of junkyards, abandoned build­ ings, underpasses, burned-out wrecks and other patches of real estate that anyone in their right mind avoids. Rural Gnawers prefer isolated valleys or mountain-tops, swamps, and dead-end roads. But the tribe also feels protective of institutions established for the average citizen’s betterment: museums, homeless shelters, public libraries and so on.

Tribal Totem: Rat. The Bone Gnawers venerate their tribal totem as a maternal figure, queen of a brood of ragged survivors. They also strike pacts with bedraggled spirits such as raccoon-spirits, Lost Dogs, and spirits of junk and rust.

Character Creation: Bone Gnawers have a penchant for Traits that represent adaptability, such as Stamina, Wits, and Manipulation, and Abilities such as Survival. Ancestors and Pure Breed are restricted Backgrounds; Resources are discouraged.

See also 20

Abilities & Attributes

Backgrounds

Bestiary

  • Pegasus werewolf/creature/spirit/pegasus
  • Unicorn werewolf/creature/fomor/unicorn

Places

Tribes & Fera

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