Classification: Union // Open

Tribes & Fera

118 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
Bitter HexCampW20
Black FuriesTribeW20
Bone GnawersTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeW20
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
FiannaTribeW20
FrankweilersCampW20
FreebootersCampW20
Get of FenrisTribeW20
Glass WalkersTribeW20
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
GurahlFeraCB, W20
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
HoodCampW20
HousesCampW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
Mechanical AwakeningCampW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philosophical DivisionsCampW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeW20
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
Servants of UnicornCampW20
Shadow LordsTribeW20
Silent StridersTribeW20
Silver FangsTribeW20
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
StargazersTribeW20
SwarmCampW20
Swords of HeimdallCampW20
Swords of NightCampW20
Temple of ArtemisCampW20
TraditionalistCampW20
Trance RunnersCampW20
TricksterCampW20
Tuatha de FionnCampW20
UktenaTribeW20
Umbral PilotsCampW20
Urban PrimitivesCampW20
Valkyria of FreyaCampW20
VisionaryCampW20
Warders of the LandCampW20
WayfarersCampW20
Web WalkersCampW20
WendigoTribeW20
Whelp’s CompromiseCampW20
WhippoorwillTribeBotW
Whispering RoversCampW20
White HowlersLost TribeW20
Wise GuysCampW20
World TreeCampW20
Wyld ChildrenCampW20
Ymir’s SweatCampW20
ZephyrCampW20
Classification: Union // Open Ref werewolf/faction/lost_tribe/bunyip

Bunyip

Lost Tribe · Werewolf

Werewolf
Initial Willpower
4
Beginning Gifts
Bunyip’s Spell, Mother’s Touch, Resist Toxin, Sense Prey

The Bunyip of Australia were a strange tribe by the reckoning of the other Garou — the protectors of a peculiar land without any wolves to its name. Some weren’t sure that they were werewolves at all. This belief led to the tragedy known as the War of Shame, when other Garou made war on the Bunyip, believing them to be no longer cousins. They have the sad distinction of being the only Lost Tribe to fall to the claws and fangs of the Garou Nation.

The Bunyip’s beginnings as a distinct tribe came when they arrived in Australia along with the first hu­ man settlers. They chose to bond as deeply as they could with the land, the better to understand and protect it. Using a strange ritual that some say they learned from the Mokolé, the Bunyip altered themselves so that they would be able to breed with the marsupial thylacines na­ tive to the land. When dingoes arrived with later waves of human settlers, the Bunyip did not embrace them as potential breeding stock; they favored the thylacine form because it was true to the land as they had found it.

For millennia they had no contact with the rest of the Garou Nation. They bartered and struggled with the spirits of the Australian Umbra, and walked alongside the aboriginal tribes. They weren’t perfect stewards, of course — like all Garou, they were subject to their Rage, and had occasional struggles with each other. But they took their role as spiritual stewards very seriously, and achieved a certain form of peace for a time.

The Bunyip established many powerful caerns in Australia. The Weaver was very weak there for a long time, allowing them to focus primarily on fighting the forces of the Wyrm. Their septs were not as permanently entrenched as was the tradition with other tribes, how­ ever. Like their human Kin, the Bunyip wandered the land to follow game — and hunt the enemy — usually roaming a far wider radius from their caerns than other Garou would find practical.

With no other Garou tribes at hand, the Bunyip established spotty truces, or at least ceasefires, with the other Changing Breeds of their land. The Mokolé and Ananasi made for dangerous neighbors, but also were willing to ignore the Bunyip as long as everyone respected each other’s territory. The Rokea off the coast largely ignored the Bunyip, and the Nagah never re­

vealed themselves. Sometimes the ceasefire would break after an isolated incident of bloodshed here and there, but neither side focused too strongly on old grudges.

Everything changed with the ar­ rival of the other Garou. When European settlers came to Australia, bringing werewolves in their ranks, war quickly broke out. Some see the hand of the Black Spiral Dancers in the War of Shame, cleverly ma­ nipulating each side against each other so that Gaia’s most experienced local defenders would be overrun. Sadly, simple preju­ dice accounts for much of the tragedy: many of the newcom­

ers couldn’t believe that the Bunyip were Garou any longer, without their wolf blood. Their internecine struggles hadn’t prepared them for the relentless fury of their newcomer cousins — and with their Kin falling prey to European migrants, it was soon evident that the war was lost.

The last surviving Bunyip wandered off into the Um­ bra rather than continue the fight and were never seen in fleshly form again. To this day, the angry spirits of the Bunyip still haunt the Australian Penumbra, striking out at luckless Garou who wander too deeply. Their totems refuse to aid the Garou Nation, but some say that Great Bunyip and the Rainbow Serpent will become patrons once more, if their forgiveness could be earned.

Appearance: The Bunyip resembled the thylacine in their “wolf” forms; they were small and lean, with smooth

coats, long and thin tails, and some striping

on their back and flanks. Their Pure Breed manifested itself in more distinct striping, and frequently as a larger frame — a throw­

back to their original size before they began breeding with the “marsupial wolves.”

Kinfolk & Territory: The Bunyip had spread across Australia and Tasmania, where they were close to their Aboriginal Kin. They bred with

thylacines rather than the dingo, and were

careful to protect small breeding populations of their animal-Kinfolk from the more ag­ gressive and stronger wild dogs that gradually supplanted them.

Tribal Totem: Bunyip, a strange water-monster with elements of mammal and reptile. The tribe also revered Ngalyod the Rainbow Serpent, the creator-spirit of the Dreamtime, and were on good terms with many other spirits of the Australian Umbra. Other of their pa­ trons included Boobook the Owl, Bougoodoogahdah the Lyrebird, I’wai the Crocodile and Tulu the Kookaburra.

Character Creation: The Bunyip were a well-rounded tribe, as they had no other tribes nearby to share duties with. They were particularly well-versed in survival skills and in dealing amicably with spirits.

See also 6

Abilities & Attributes

Places

Tribes & Fera

  • Ananasi werewolf/faction/fera/ananasi
  • Mokolé werewolf/faction/fera/mokole
  • Nagah werewolf/faction/fera/nagah
  • Rokea werewolf/faction/fera/rokea
Referenced by 7

Bestiary

Gifts

Places

Story Seeds

Tribes & Fera

  • Croatan werewolf/faction/lost_tribe/croatan
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