werewolf: the apocalypse tribes

In their earliest incarnation, the Glass Walkers were known as the Warders of Apes (or sometimes Warders of Men) and inhabited the region in the Middle East that would eventually become Palestine, hiding themselves in the Jewish population. Besides the whole “turning-into-a-wolf-or-a-man-or-a-wolf-man” powers, many werewolves gain other mystical powers from accessing the spirit world, called the Umbra. According to tribal legends, the Glass Walkers began as monitors of Humanity on orders of the Silver Fangs, who became intrigued by humanity's creativity and guile. The Black Furies are also an all-female tribe of werewolves, who claim to be descended from Amazons, but who — despite the beliefs of both werewolves and real-life Apocalypse players — aren’t man-haters, so much as women-supporters. Membership in a particular tribe is partly derived from upbringing, often by a parent or near relative, but also drawn in part from spiritual influences. Follow him on Twitter at @robbricken. As the tribe most attuned to the ebb and flow of a cosmopolitan urban civilization, the Glass Walkers resist most efforts to categorize them culturally. However, the Glass Walker camps drive the political change of the tribe. Preserving Gaia is secondary to the Shadow Lords; their first goal is to wrest the power of the Werewolf world from the Silver Fangs. Naturally, given the skeptical outlook most of the tribe possess, they are seen as allegories at best and utter rubbish at worst. Enter your email below. Now you can get the top stories from Kotaku delivered to your inbox. At some point in ancient times, the Boli Zousizhe split off from the Warders in China and lost contact with their Western cousins, eventually developing into a distinct culture. Pronounce Totem The Tetrasomnians were heavily influenced by Humanism, wanting to create a "Garouism" for werewolves that would champion the rationality and responsibility of the Garou. 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. Other camps that have been dominant throughout history include: Warders of Men, Tetrasomians, and Iron Riders. In fact they dislike humans so much, they absolutely hate being in human form, and avoid it whenever possible. 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. Naturally, given the skeptical outlook most of the tribe possess, they are seen as allegories at best and utter rubbish at worst. I agree with this list wholeheartedly, with the one exception of the Bone Gnawers being ranked WAY too low. Please note that the Fianna are pretty terrible, but are still only ranked #9 in this list. One of two Native American tribes of werewolves, the Wendigo have a chip on their fuzzy shoulders about Europeans colonizing their way onto the continent and bringing the taint of the Wyrm along with them (this distrust actually extends to European-based werewolf tribes, as well). If you can manage to create one of these guys, they often bring a fascinating character conflict to any group. I wouldn’t be surprised if this is incorporating some of the most common ‘house rules’/headcanon interpretations for the folks who most wanted to play Furies. They have embraced humanity, to the point where they happily live inside cities, own computers, hold down jobs and so on. They sing, they dance, they wander around and have a happy-go-lucky, deeply romantic attitude that, basically, doesn’t match with the tone of the other werewolves — or even, really, the game itself. Basically, Bone Gnawers are Glass Walkers with none of the skills, technology or benefits, and also all the other characters think you’re bad at being a werewolf. The other Native American werewolf tribe. If you can manage to create one of these guys, they often bring a fascinating character conflict to any group. Even the weakest werewolves are horrifying murder machines, who could tear most vampires apart like a dinner croissant in a single turn. In the game, players take the role of werewolvesknown as "Garou" (from the French loup garou). Mainly because there’s not much of a werewolf political arena. This meant not only were they most powerful at the game’s primary play mode, they were also terrifyingly strong — strong enough to take on the many, many other werewolf-hating monsters that populate the game. 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 over the others. This attracted other members of the tribe, resulting in a major migration from the Levant to Italy. The Wendigo are great fighters, but also have impressive stealth ability, which basically makes them werewolf ninjas. Werewolf: The Apocalypse is a role-playing game from the Classic World of Darkness line by White Wolf Publishing. Unfortunately, as I mentioned when describing the Silver Fangs, werewolves don’t really have much of a political structure for the Shadow Lords to secretly plot to take over. These Gaelic werewolves are, essentially, bards. More than any other White Wolf game — more than almost any other RPG ever, really — Werewolf: The Apocalypse is about combat. During this period, the prevailing Camp was that of the Tetrasomians. Turns out it’s hard to go on an adventure when you’re getting murdered every 10 minutes of gameplay. In the game Werewolf: The Apocalypse, the Garou (werewolves) were made to defend the earth from the cosmic forces that threaten to tear it apart. According to Tribal legends, the Fianna were born from the union of a passionate Gaillard and Danu, an aspect of Gaia which they see as the mother to both the Fianna and the Tuatha de Danaan. The Black Furies are also an all-female tribe of werewolves, who claim to be descended from Amazons, but who — despite the beliefs of both werewolves and real-life Apocalypse players — aren’t man-haters, so much as women-supporters. These werewolves are locked in a two-front war against both the spiritual desolation of urban civilization and supernatural forces of corruption that seek to bring about the Apocalypse. About the best you can say for them is that if you don’t play your Fianna as obnoxiously extroverted, you’re basically playing a pretty normal werewolf. Cockroach Even the weakest werewolves are horrifying murder machines, who could tear most vampires apart like a dinner croissant in a single turn. Stil, if you basically want to play a chaotic neutral werewolf, the Silver Fangs have got you covered. In 1895, the Iron Riders changed their name to Glass Walkers, following the discovery of the City Father of London. Almost like wizards or mages, the Silent Striders have spent their time studying the Umbra — thus learning bizarre, unique powers that no other werewolves have, but also turning them into spooky, self-absorbed drifters. Similarly, the Silver Fangs are the nobility of the werewolf world—so why are they ranked so low? Glass Walkers. Privacy Policy. Other stories tell that the original Fianna were part of a Wyrm-corrupted people called the Fir Bolg. During this period, the Glass Walkers were known as the Iron Riders, referring to the railroad they used to travel the frontier west. These werewolves are very political, manipulative, and conniving, which makes them extremely unlike any other Tribe. During this period, the Glass Walkers were called the Warders of Men, City Warders, or simply Warders. While some Red Talons are happy to murder any human they see (and feel they can get away with), most are a bit more reasonable, which is usually how they get worked into campaigns.

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