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Garou Nation

The eponymous werewolves, wielding their rage to fight the enemies of Gaia.

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    In General 
  • Aesop Amnesia: One constant throughline of Werewolf: the Apocalypse is that the Garou have learned nothing from their history, and continue to doom Gaia with their mistakes while refusing responsibility for them (the Red Talons in particular are really bad about this part).
  • Asskicking Leads to Leadership: The Garou almost universally choose their leaders via challenges. That said the nature of those challenges do vary; some are stright up fights, others are "gamecraft," a broad term covering various challenges of wits and intelligence.
  • The Berserker: When a Garou enters Crinos form, all bets are off. When will you rage?
  • Crippling Overspecialization: True of all the Changing Breeds but a particular issue for the Garou: The werewolves are Gaia's warriors and their entire species was created, mind, body and soul, for war. This makes them frighteningly effective at fighting Gaia's enemies but also causes them to have a real hard time responding to threats and obstacles with anything other than violence. The War of Rage killing many of the other Changing Breeds and a lot of internecine conflict is the result.
  • Dwindling Party: Once the Garou Nation consisted of sixteen tribes. Now there are twelve; the Croatan and Bunyip were wiped out, the White Howlers fell to the Wyrm and the Stargazers left the other tribes to join the Beast Courts.
  • Eco-Terrorist: Most of them are this, to varying degrees. Bit awkward considering they're the Player Characters.
  • The Friend Nobody Likes: Ever since the War of Rage the other Changing Breeds all view the Garou as violent, untrustworthy psychopaths. While technically they're all still on the same team as the fellow Chosen of Gaia Teeth-Clenched Teamwork is about the best the others can manage with the werewolves.
  • Half-Human Hybrid: Ideally, Garou are supposed to have children with humans or wolves, not each other; most Garou are born as ordinary humans or wolves, and become werewolves in adolescence. If a Garou has a child with another Garou, the result is a metis, a sterile werewolf born in Crinos form and always with physical deformities or mental issues.
  • His Own Worst Enemy: Even while constantly fighting the minions of the Wyrm and the Weaver, ultimately the biggest problem for the Garou Nation is the Garou Nation itself, being full of hotheaded and arrogant warriors whose actions and choices (the Impergium, the War of Rage, the extermination of the Bunyip, challenging the Wyrm in its own territory) ultimately led to the losing battle they now face.
  • Lunacy: While the werewolves aren't forced to change shape by the Moon as in folklore they are tied to Luna, the spirit of the Moon, and their auspice (their role in Garou society) is decided by the phase of the Moon at the time of their birth.
  • Multiple-Choice Past: Because the Garou mainly know their history from oral traditions, each tribe has a different version of the Nation’s origins.
  • Our Werewolves Are Different: They're born as werewolves, not transformed into them. Some are born to humans, others to wolves.
  • The Social Darwinist: The Litany supports the notion that only the strong survive, and those with physical or mental deficiencies are to be held in disdain. Of course, several tribes dismiss this notion out of hand.
  • True Companions: Most Garou are part of a pack, bound together by spiritual ties, and the vast majority of Garou would die for any of their pack. Even if they don't actually like each other all that much on a personal level (though they usually do).

Tribes

    Black Furies 
https://static.tvtropes.org/pmwiki/pub/images/b455ec36dc5dc6085b196ac374983fb8.png

An all-female tribe with ties to ancient Greece and Scythia, the Black Furies protect wild places and ensure the welfare of females and their offspring.


  • Amazon Brigade: The tribe is entirely female, except for a handful of male metis.
  • The Atoner: Australian Furies are ashamed of their ancestors' participation in the conquest of the Bunyip and now strive to protect wild places in Australia.
  • Been There, Shaped History: According to Rage Across New York, the Black Furies protected the early American suffragettes. Black Fury kinfolk encouraged leaders of the early women's movement to take refuge near New York's Finger Lakes (a Black Fury stronghold), which led to the 1848 Seneca Falls convention.
  • Berserk Button: Men's violence against women and children. The Furies' tribal code of conduct forbids members from turning a blind eye to violence against women. A lesser example is their protection of Wyld places.
  • Bully Hunter: The Black Furies' contempt for men isn't entirely unjustified, since many men have inflicted violence on women throughout history. For millennia, the Black Furies have hunted down batterers, sexual predators, and slavers.
  • Death of Personality: In the Time of Judgment scenario in which the Black Furies fall to the Wyrm, the inciting event is their contraction of a supernatural plague from the Wyld that, instead of killing, changes. It begins with only minor alterations — eye color, or taste in music or food — but the changes mount steadily until the original individual is lost and a completely new person exists in their place. Wyld and Gaian rituals fail to stop it, and desperation drives the Furies into the arms of the Wyrm.
  • Does Not Like Men: This can be crudely but accurately summed up as their Tribal hat. The Black Furies are infamously misandrist, to the point that their creation myth basically boils down to "the world was harmonious, until man realised that as only woman could create life, he was inferior, and the Weaver used this to help him invent the concept of patriarchy and plunge the world into strife". As with most depictions, the scientific evidence of how life is actually created is utterly lost on them.
  • Evil Luddite: In the Time of Judgment scenario in which the Black Furies fall to the Wyrm, the Furies (now called the Widows) decide that advanced civilization needs to go and destroy technology hubs around the world. As a result, humanity is hurled back to a circa-1900 level of technology.
  • Gaia's Vengeance: Their Tribebook even describes their original purpose as being this by name. The Bacchantes camp within the tribe take this to the extreme, targeting vast polluters on the same level as serial murderers/rapists, with their actions often being mistaken as natural disasters.
  • Gender Flip: A minor Gift also allows a Black Fury to change into a male (or a male metis to become female).
  • God Is Evil: The Garou are generally apathetic to dismissive of the Abrahamic faiths at best, since they can actually talk to Gaia and they can find no evidence of the Abrahamic God having ever existed. But the Black Furies in particular have a hate-on for the faith and its preachers, gleefully referencing the faith's long, long history of misogynynote  as a rationale to oppose it.
    • Zigzagged with the Order of Our Merciful Mother, an order of Black Fury Nuns embedded in a variety of Abrahamic religions worldwide. Originally, their ultimate goal was to cripple the religion from the inside, so that Goddess Worship could again take its place; and they settled for trying to pull the churches into less misogynistic behavior while outing the worse abusers of religious authority in the meantime. But over the centuries, a number of the Order have become genuinely devout.
  • The Hecate Sisters:
    • The Furies honor a trio of Jagglings called the Triptych, who represent the maiden, mother, and crone archetypes.
    • A Fury's status in the tribe is also defined in these terms. A Fury who has not yet born a child is a Maiden; a Fury who has given birth is a Mother; and a post-menopausal or infertile Fury is a Crone. Female metis Furies are Crones by default.
  • Heroic Sacrifice: In the Ragnarok scenario of the Apocalypse, the entire tribe charges into Malfeas and "blinds" the Wyrm, leading to confusion among the Wyrm's armies. The Furies die en masse during the siege but are resurrected as the White Furies.
  • Hypocrite:
    • In the first edition Black Fury tribebook, an elder Fury laments the violence that men have inflicted on women over the ages. When a Fury cub disrespects her, however, the elder quickly and violently subdues the cub.
    • In ancient times, some of the Black Furies migrated from Europe to the Amazon rainforest out of disgust with men's brutality toward women. Their descendants now inflict the same horrors on men, kidnapping indigenous kinfolk men for use as breeding stock.
    • In general, this is practically their hat when it comes to gender relations; the tribebooks in particular make it quite clear that Black Furies tend to be just as sexist as the menfolk they rail against, if not worse.
  • Lady Land: The Black Furies go beyond "matriarchal" and into "misandrist". Their doctrine preaches the innate inferiority of man, except for his grudging usage to produce the next generation. They used to make a Human Sacrifice of their sons until Garou numbers were so low that they couldn't support this anymore, after which they changed to fostering them out instead (And even ‘’that’’ doesn't always happen, depending the source).
  • Mama Bear: Though not as prioritized as defending the rights of women, motherhood is still considered a sacred duty of women in this tribe. Therefore, it is still a suicidally-stupid idea to let a Black Fury know that you have harmed or exploited children... though the welfare of young girls is still prioritized over that of young boys, but it's the thought that counts.
  • Mandatory Motherhood: The Black Furies are as serious about breeding future generations as any other tribe, so making it to leadership ranks without having a kid or three requires a very good reason.
  • Mars Needs Women: According to Rage Across the Amazon, the Black Furies of El Dorado kidnap indigenous men when their breeding stock runs low.
  • The Migration: According to Rage Across the Amazon, a group of Black Furies left Europe and settled in the Amazon rainforest. When explorers saw "amazons" in the rain forests, they named the Amazon River after them.
  • Mystical Plague: In one Time of Judgment scenario, a quarter of the tribe contracts the Metamorphic Plague. Desperate to halt the plague, Black Fury elders cut the tribe's ties to the Wyld and seek aid from servants of the original Wyrm of balance, precipitating their fall to the Triatic Wyrm.
  • The One Guy: The only males granted membership in the tribe are metis born to Black Fury mothers. The most well-known male Fury is Tiresias, an elderly metis theurge who belongs to the Sept of Bygone Visions.
  • Pure Is Not Good: The Black Furies are known for their close ties to the Wyld. Unfortunately, in one Time of Judgment scenario, this leads to an outbreak of the Wyld-tainted Metamorphic Plague within the tribe.
  • Serial-Killer Killer: The Furies hunt down men who harm women. Domestic abusers, sexual predators, and serial killers who target women are all legitimate prey.
  • Shout-Out:
    • One of the character templates in the revised tribebook is a middle-aged philodox holding a labrys axe. The woman bears a remarkable resemblance to Mary Daly, who wields a labrys on the cover of her 1999 book Quintessence.
    • A later edition of the Black Fury tribebook cites the Ah! My Goddess! manga and Sandman comic when the topic of the Triptych goddess come up.
    • Members of the Inner Calyx are selected at random as a show of respect to the Wyld. This is reminiscent of how some radical feminist groups in the 1960s and 1970s, such as Ti-Grace Atkinson's The Feminists, chose press representatives at random and arranged division of labor at random.
  • Stay in the Kitchen: The Black Furies still encounter sexism in Garou society. In the Werewolf: The Apocalypse Cookbook, the narrator mentioned a misogynist Garou who thought that Black Furies belonged in the kitchen. The Black Furies were not amused.
    It pains me to say that I did once know one idiot who, upon seeing my notes, decided that all Black Furies could cook, and that they should cook for him. Last I heard, he was still looking for his genitals.
  • Stop Being Stereotypical: In-Universe, the Black Furies have such a reputation for hating men that their 1e tribebook has the In-Universe narrator pause at one moment to chide a new initiate that not all Black Furies are lesbians.
  • Straw Feminist:
    • The common detractor's view of the tribe, and not unjustified; about the only difference between the 1e and the Revised Tribebooks is how it's presented (matter-of-factly in the first, more passive-aggressive in the second). As mentioned above, the Black Fury creation myth depicts males as the ultimate instigators of all evil, and their viewpoints make it explicit that males need to be "controlled" by females simply because they are "petty, jealous, violently unpredictable and spiritually corrupt" (extra Irony points for being pretty much the same accusations that misogynists have been levying against women to justify that they should be kept subservient to men since the days of Aristotle at least).
    • In one of the Time of Judgment scenarios, they naturally take this to the extreme. Disgusted with male violence against women and the environment, they convince Pegasus that human males must be exterminated, which sets them off on a Guilt-Free Extermination War against all men.
  • We ARE Struggling Together: In contrast to the strong sisterhood theme of the first edition tribebook, the revised tribebook depicts the Black Furies as internally divided, with friction between the tribe's various camps.
  • Wife-Basher Basher: If a Fury discovers that you've harmed a woman, God help you. One of their kukloi is dedicated pretty much purely to this task.
  • Woman Were-Woes: Black Furies are exclusively female, aside from a few metis males, due to the will of Pegasus and many members being Straw Feminists. Thus, while all tribes do not have enough members, this increased restriction further decreases the number of Furies in the world.
  • Women's Mysteries: The tribe celebrates womanhood and nature at their gatherings.

    Bone Gnawers 
https://static.tvtropes.org/pmwiki/pub/images/0cade60b6738d7a1e3e1c820d1dd9b99.png

Garou who live on the fringes of human society in both cities and rural areas.


  • Animal Talk: Bone Gnawer galliards can use the Barking Chain to communicate simple information to tribemates throughout a city. The galliard howls a few simple words in lupus language, which nearby canines will repeat and spread to other dogs.
  • Cardboard Box Home: Some Bone Gnawers use a rite that transforms any enclosed space, such as a cardboard box, into a warm, dry living space.
  • The Corruptible: In one Time of Judgment scenario, the tribe's rabble fall to the Wyrm long before the Apocalypse. Homeless and desperate, the rabble are easily seduced by Wyrm servants who help them find mental stability and claim territory. The rabble proceeded to kill, convert, or drive off the Bone Gnawers who served Gaia.
  • Country Cousin: Bone Gnawers who reside in poor rural areas fit this trope.
  • Cultured Warrior: Members of the Frankweiler camp cherish the arts and protect places of cultural significance.
  • Don't You Dare Pity Me!: Bone Gnawers are encouraged to hold their heads high, despite their humble status. In the legend of Yuri and Sophia Tvarivich in Garou Saga, Igor delivers a speech about self-respect to Pyotor.
    Igor: We Gnawers, our faces blasted by the winds,
    our hands rough from scavenging,
    treated like lepers by our own kindred,
    dirty dogs of the clustered cities—
    we are purer than the angels of Heaven
    singing to the All-Highest.
    We know that.
    Keep your head high, my friend,
    no matter what swill they throw at you.
    The thorny crown of justice
    you must take in this life...
  • Easy Come, Easy Go: Averted in some first edition books, perhaps due to Early-Installment Weirdness. In Caerns: Places of Power, one of the leaders of a Bone Gnawer caern in Washington D.C. was a well-to-do political lobbyist. In Garou Saga, Ryn Ap Bleidd noted that Bone Gnawers who worked for Lone Wolf Lupo ended up quite rich. Enforced in the revised tribebook, which insists that they can never, ever permanently improve their financial situation. The revised Glass Walker tribebook elaborates on this, noting that most Bone Gnawers who come onto money are compelled to share it with the rest of the family. Those who keep their riches and attempt to "escape the ghetto" are derided and disrespected. The Walkers find the attitude hypocritical.
  • Go Mad from the Revelation: The Deserters camp consists of elder Bone Gnawers who traveled to the far reaches of the umbra in search of a sanctuary to which the tribe could flee the Apocalypse. Many saw horrible things in the Deep Umbra that undermined their sanity.
  • Hammerspace: The Rite of the Shopping Cart allows a carrying space (such as a shopping cart) to hold far more items than it normally could.
  • Haunted Technology: Like the Glass Walkers, the Bone Gnawers use technology fetishes. Some examples include Spirit Radio (a portable radio that allows the user to hear nearby spirit activity) and Umbral CB (which allows the user to stay in touch with a Garou traveling in the Umbra).
  • Homeless Hero: Some, but by no means all, Bone Gnawers live on the street, where they protect the downtrodden and outcast.
  • I'm a Humanitarian
    • The disgraced Man-Eaters camp eats the flesh of humans. When Bone Gnawers discover Man-Eater activity, they slay any cannibals they find.
    • To root out the Man-Eaters camp, the Bone Gnawers devised a special rite. The Rite of Man-Taint reveals when a Garou has eaten human flesh. The rite forcibly expels the eaten flesh out of the Garou's skin, mouth, or other orifice.
    • Unbeknownst to the rest of the tribe, Cairo's Bone Gnawers fell victim to an outbreak of Jackal Fever, one of the symptoms of which was an unbearable hunger for human flesh. Cairo now has the largest population of Man-Eaters.
  • Knowledge Broker: They're an invaluable source of knowledge on Wyrm activities in the cities, which they share with other Garou... for a price.
  • Lower-Class Lout: A common stereotype of the Bone Gnawers. Unfortunately, it accurately describes some of them.
  • Masquerade
    • Because Bone Gnawers live in close proximity to humans, they carefully protect the Veil.
    • Sept leaders may call down the High Ban when a caern's safety is in jeopardy. The High Ban forbids Garou from shifting out of homid form unless he or she is in the umbra.
  • Miracle Food: Some Bone Gnawers acquire a gift that allows them to convert any inedible substance into bland but nutritious gruel.
  • The Mole: Members of the Rat Fink camp work at low-level jobs at companies that harm the environment, including Pentex subsidiaries. Through these jobs, they gather sensitive information on their employers, which they share with the tribe.
  • No Indoor Voice: The gift Rant and Rave allows the user to communicate with other Bone Gnawers or packmates over long distances by ranting and screaming in gibberish.
  • Odd Friendship: With the Ratkin, with whom they share a totem spirit.
  • The Pigpen: Other Garou stereotype them as dirty bums.
  • Plaguemaster: In the Time of Judgment scenario in which the Bone Gnawers fall to the Wyrm, they rename themselves the Plague Rats and spread plagues in the Wyrm's name that devastate the world, claiming a billion lives when all is said and done.
  • Pop-Cultured Badass: Some Bone Gnawers incorporate pop culture elements into their rites and celebrations, which puzzles other Garou.
  • The Resenter: Some resent other Garou because of their low status among the tribes. Shakey Mac, who narrates the original Bone Gnawer tribebook, is a notable example. To a lesser extent, they also resent the Glass Walkers because they are in high society, although they respect the ones that get in the trenches to help others.
  • Really Gets Around: Between their more urban orientation, the fact that they're a little more open as to their breeding stock on the lupus side (namely, some wolf-dog hybrids are seen as acceptable mates), the fact that they see the "no Garou/Garou mating" as more of a guideline rather than a rule (it's discouraged, but violators typically receive no punishment), and the more female-oriented aspect of their tribal totem, Momma Rat, is very focused on family growth, Bone Gnawers are no strangers to anything that can result in large families. All of this adds up to the fact that the Bone Gnawers are one of the few tribes that have been growing in size in the modern era.
  • The Rival: The Bone Gnawers (who serve the Rat totem) are distrustful of the Silent Striders (who serve the Owl totem), since owls eat rats.
  • The Tramp: Equal parts common stereotype and archetype when it comes to the Gnawers; a number of their tribe members become this, to gather information on the street level and protect the homeless.
  • The Unfavorite: Among Garou society, the Gnawers are the low end of the totem pole that are still counted as a part of the Garou Nation as a whole. They're also known as one of the two tribes (the Children of Gaia are the other) that will take in nearly anyone rejected from other tribes so long as the rejection was not for a gross violation of the portions of The Litany that the Gnawers follow (i.e. they're very welcoming of metis, plus they will accept males born of Black Fury tribe members/kin), thus they augment their numbers with these from other tribes.
  • What a Piece of Junk: General Lee, the muscle car features on Dukes of Hazard, is one of the totem spirits honored by the tribe. General Lee inhabits a broken-down automobile, which the pack must work on. The higher the rank of the pack's theurge, the more powerful the vehicle becomes. If the theurge is rank 5 or higher, the pack can even drive the vehicle into the umbra.
  • Who's Laughing Now?: After centuries of being the lowliest tribe in the Garou Nation, the Bone Gnawers fall to the Wyrm and become a formidable threat to other Garou in one Time of Judgment scenario.
  • Wisdom from the Gutter: Centuries of living on the fringes of society have given them this.
  • Working-Class Hero: Working-class Bone Gnawers fit this trope, including members of the Rat Fink camp.
  • You Dirty Rat!: Rat is their tribal totem. Bone Gnawers revere Rat as a cunning survivor. For this reason, the Bone Gnawers are the only tribe of Garou who have anything resembling a civil relationship with the Ratkin.

    Children of Gaia 
https://static.tvtropes.org/pmwiki/pub/images/e3175ea4824debf468b16292149699e6.png

Garou peacemakers who seek to thwart the Wyrm by promoting justice and insight among humans and Garou alike.


  • Actual Pacifist: The camp of the Anointed Ones rejects violence in all its forms.
  • Arch-Enemy: The Defiler Wyrm. The narrator of the first edition tribebook lays many of the world's problems, including overpopulation, patriarchy, and mistreatment of children, at the Defiler's feet.
  • Been There, Shaped History:
    • The narrator of the first edition tribebook claims that the Children of Gaia were responsible for positive social developments in the ancient Mediterranean and Near East, such as the Code of Hammurabi and Athenian democracy.
    • Rage Across New York states that the Children of Gaia contributed followers and protection to historical figures such as Harriet Tubman, Frederick Douglass, and Susan B. Anthony.
  • Beware the Nice Ones: They might be the most level-headed of the Garou, but they are Garou. When Children of Gaia frenzy, they can be even more violent than other Garou because they've held their rage in for so long.
    • Then there's the Imminent Strike Camp, whose approach can be described as, "If you bastards won't get over yourself and organize so that we can fight together in the Apocalypse, then we'll fight the Last Battle ourselves."
  • Broken Masquerade:
    • The Children of Gaia's tribal weakness is that their war forms trigger a milder version of Delirium in normal humans, making those humans much more likely to remember what they witnessed.
    • According to the first edition tribebook, the Children of Gaia have a rite for revealing their true selves to normal humans. The rite (used only on trustworthy and heavily vetted humans) renders them permanently immune to the Delirium and transforms them into kinfolk. The second edition tribebook clarified that this rite only works on those humans that truly love Gaia (read; peaceful and environmentally friendly).
  • The Cassandra: Raymond Love-of-the-Goddess urged other European Garou to respect the Bunyip tribe in Australia. He was ignored, and Earl Blaze imprisoned him.
  • The Cloud Cuckoolander Was Right: The Children of Gaia devote ample time and energy to promoting social justice and environmental protection. Other Garou tribes saw their activism as a distraction from the war on the Wyrm. Then, in one Time of Judgment scenario, the Wyrm materializes in the Umbra and launches a mass-scale Umbral siege. The Wyrm did not plan on conquering the physical world directly, but rather spread evil through the physical world in order to draw strength from the energies produced by suffering and destruction. If the other tribes had worked with the Children of Gaia to address evil practices such as environmental harm and social injustice, they could have denied the Wyrm some of the spiritual energies it needed to launch its assault.
  • The Coup: The Crest of the Horn camp believes that the Silver Fangs are unfit to lead the Garou Nation and must be deposed. They've silently gathered allies from other tribes to achieve this end.
  • Ethical Slut: The Aethera Inamorata seeks to reaffirm sexuality's connection to Gaia and wrench it from the Wyrm's grasp. The camp claims that it was behind several ancient, sexually charged worship practices that honored nature and intimacy.
  • Friend to All Children: The Angels in the Garden camp nurtures and protects children, even going so far as to kidnap children from abusive environments.
  • Horned Humanoid: Some metis born to Children of Gaia have a single horn protruding from their foreheads. The tribe interprets this as a blessing from the Unicorn totem.
  • Nice Job Breaking It, Hero: Their attempt to heal the Wyrm's madness in one Time of Judgement scenario almost works... before, in the words of the book, "Someone botched a roll!" It leads directly to the corruption of almost the entire tribe.
  • Only Sane Man: The Children of Gaia have long been advocates for peace and cooperation among the warlike Garou.
  • The Power of Trust: The gift Trust of Gaia causes onlookers to trust the Garou who uses it.
  • Reconcile the Bitter Foes: What they hope to do with the Garou tribes to stop their infighting. The Nuwisha believe that the Children of Gaia are the Garou's best hope of uniting against the Wyrm. Garou Saga lampshades their common ground with the Silver Fangs in this regard.
    Kelly Still Waters: Were we pups sheltered by Mother Gaia and the World Tree, or Silver Fangs who wised up, wanted a balance?
  • Shapeshifter Mode Lock: Pre-modern Children of Gaia created a talen called the Final Draught, an herbal brew that prevented the drinker from shapeshifting ever again. The drink was used as punishment for Litany violations, a means of locking oneself into crinos form before a deadly battle, or a means by which metis ensure that they will not violate the Veil when they die. Knowledge of how to brew the Final Draught has been lost.
  • Supernatural Martial Arts: Some Children of Gaia wield staffs as part of a martial art called Iskakku.
  • Token Good Teammate: The Children of Gaia are the most consistently benevolent of the tribes, without any glaring character flaws to detract from it. The closest thing they have in that regard is refusing to hold to certain Garou values most readers would find unwholesome or barbaric anyway.
  • True Companions:
    • The Children of Gaia have worked closely with the Black Furies for thousands of years, particularly in ancient Greece. In many parts of the world, the Furies send their Garou sons to the Children of Gaia.
    • The Children of Gaia also worked closely with the Stargazers. The ancient Children of Gaia backed a famous Stargazer who called for the end of the Impergium. According to the revised Children of Gaia tribebook, the tribe was heartbroken when the Stargazers left the Garou Nation and wondered if they were to blame.
  • Unicorn: The tribe's totem, regarded in two aspects — Unicorn, who helps to heal pain and restore beauty to the world; and Black Unicorn, who strikes at those who harass the weak and oppressed.
  • Unreliable Narrator: In the first edition tribebook, the Children of Gaia take credit for promoting democracy and justice throughout history. Upon closer inspection, these claims are dubious.
    • The Children of Gaia take credit for instilling Gaian values in King Hammurabi, as reflected in his laws. The Code of Hammurabi condones slavery, lex talionis, and capital punishment for minor crimes, which do not reflect values that the Children of Gaia celebrate.
    • The Children of Gaia also claim that they collaborated with the Black Furies to secure high status for women in ancient Greece. Most of ancient Greece was rigidly patriarchal.
    • The Children of Gaia also take credit for encouraging democracy in ancient Athens. Athenian democracy excluded slaves, former slaves, women, and resident aliens (metics), which is incongruent with the tribe's values.
  • Wide-Eyed Idealist: Other tribes stereotype them as this.

    Fianna 
https://static.tvtropes.org/pmwiki/pub/images/59190e250268c925602e7ddcff06e3f2.png

Passionate werewolves who call Ireland and western Europe home.


  • Ascended to a Higher Plane of Existence: According to Garou Saga, Oisin Mac Gaelach was the greatest Fianna Galliard in history. After he sustained grave injuries in his battle with the fomori Cawr Tawr Gog, Oisin was taken to Arcadia ("the land that never dies") by the Fae.
  • Beauty Equals Goodness: In ancient times, Wyrm taint often manifested as physical deformities, so only those with healthy bodies could be leaders among Stag's children. Unfortunately, this belief persisted among the Fianna long after it served its purpose. Many Fianna incorrectly assume that metis deformities are a sign that metis Garou are Wyrm tainted.
  • Celtic Mythology: Fianna history and culture drawns heavily from this.
  • Curse: According to the revised Fianna tribebook, the Fianna's predecessors lived throughout Europe millennia ago. When Stag's followers attacked Greece, the Black Furies not only mopped the floor with them, but imposed a curse preventing Stag's children from living south of the Danube river.
  • Drowning My Sorrows: The Fianna reaction to grief is pretty much always to drink heavily.
  • The Fair Folk: They had strong ties to the Fae in the ancient past. While not as close anymore they still have cordial relationships with the modern Fae though the current issues facing both groups are preventing them from aiding each other much.
  • Fantastic Racism: Many Fianna treat metis with contempt, which is ironic given that the tribe's loose sexual mores contributes to the creation of metis in the first place.
  • Fighting Irish: All the werewolf tribes are warlike by their very nature, but the Fianna also draw on this Irish stereotype (as well as involvement in the disorders in Ulster) for a particular flavor of belligerence.
  • The Hedonist: Many Fianna love partying, music, drinking, and lovemaking.
  • Hypocrite: In general, the Fianna are one of the strictest about metis cubs, being among the most harsh towards them (and, in past ages, among the most likely to kill them at birth). That said, due to their loose sexual mores, they're among the most likely to produce metis cubs.
  • The Marvelous Deer: Stag is the tribe's totem spirit.
  • Mirroring Factions: With the Get of Fenris, particularly in the revised edition. The Fianna's machismo, entitlement, and bloody history bring the Get to mind. The Germanic wolves sometimes reciprocate this, considering the Fianna (or individual members of the tribe) a Worthy Opponent. The historical conflicts between the Saxons and Norse (both groups the Get claim as Kin) and the tribes of the British Isles (many of whom were/are Fianna kin) encouraged this.
  • Oireland: A Fianna stronghold. It's a point of pride for the tribe that, while Viking raiders and English imperialists may have taken territory from their Kin in Ireland, they have never lost land in the country to another tribe and, while other werewolf tribes may live there, to this day every caern in Ireland is controlled by the Fianna.
  • Really Gets Around: As noted under The Hedonist, the Fianna are pretty well known for being very active socially. And by that, we mean "pretty much any good time is an excuse to mate." The upside is a wide network of kin and being one of the more populous tribes. The downside is that they run afoul of the prohibition about Garou/Garou coupling way more often than other tribes, which is doubly unfortunate as noted under Fantastic Racism and Hypocrite.
  • Warrior Poet: Fianna Galliards, who are celebrated throughout the Garou nation for their music and dancing. Some say the Fianna were the first Galliards. The Fianna generally disagree with this; they say they weren't the first, just the best.

    Get of Fenris 
https://static.tvtropes.org/pmwiki/pub/images/8abe728bc02410814247771659ba2104.png

A Nordic warrior tribe that prides itself on martial prowess, strength, and sacrifice.


  • Amazon Brigade: The all-female Valkyria of Freya camp, which is on friendly terms with the Black Furies.
  • Asskicking Leads to Leadership: Zig-zagged. Get rise through the ranks of the tribe by demonstrating their mettle as warriors. In theory, anyone who demonstrates courage and fighting skill can rise up in the ranks. In reality, female Garou, metis, and non-Nordic Get encounter discrimination in spite of their battle prowess.
  • Berserk Button:
    • The Get's tribal weakness is that each member has an intractable intolerance toward a type of person or concept. Even though the intolerance in question is often petty and cruel (Catholics, Blacks, Gays, Jews, weakness in general, et cetera), they can more often than not be noble as well (rapists, child abusers, bullies, cruelty, Oathbreaking, et cetera).
    • The Get DO NOT take kindly to comments about how their tribal glyph (which depicts a wolf born of a wolf) resembles a swastika. The fact they had actual Nazis in their ranks prior to a purge probably doesn't help…
  • Blood Knight: How the Get are seen by other tribes, for good reason. The narrator of the first edition tribebook warns against these tendencies, however.
    Be sure of this: The Get of Fenris are warriors. We thrive on combat and live to crush our foes. But there are those among us who believe that combat is everything. They are the ones who give us a bad name. Certainly, we should not tolerate the cowardly, nor should we tolerate the minions of the Wyrm. But there are some who will find any excuse for combat, and if no valid excuses are available, they will invent tales to justify their actions.
  • Brutish Character, Brutish Weapon: Warhammers are a traditional Get weapon.
  • Bully Hunter: Yes, the Get of Fenris do respect strength above all else; which is why many modern Get detest bullies above all else; The Greatest Warriors On Earth, they reason, have a duty to protect those weaker than they are with their Gaia Given Strength, and those who abuse the responsibility that comes with this gift are nothing more than cowards of the lowest order. See Character Development directly below for more details on this modern world-view.
    • The Hand of Tyr camp devotes itself to hunting down those who torment the innocent, including murderers, rapists, and child abusers.
  • Character Development: The entire tribe as a whole was forced to reevaluate its "survival of the fittest" mantra after the Swords of Heimdall took that mantra and joined Adolf Hitler to wipe out the "weakling races" of the world, dragging the good-name of the entire tribe through the mud. From World War II onwards, the Get of Fenris gradually become more compassionate, though still no more merciful, in their world view.
  • Defeat Means Respect: Beat them in a battle, and they'll respect you. They often point out to Black Furies that if they want respect, they can try earning it through battle, rather than demanding it for being female.
  • Defensive Feint Trap: In the Time of Judgment scenario in which the Get of Fenris fall to the Wyrm, the Get charge into subterranean tunnels leading to Black Spiral Dancer strongholds. The Black Spirals retreat from skirmishes so as to lure the Get deeper into the tunnels. Underground, the Get succumb to the Wyrm.
  • Demoted to Extra: The Get of Fenris are no longer playable in the 5th Edition, with the lore stating that the entire tribe have fallen into a Hauglosk frenzy that made them violently obsessed with doing anything they can to defeat the Wyrm in order to save Gaia.
  • Family Values Anti-Villain:
    • The tribe takes protection of kinfolk very seriously.
    • The narrator of the first edition tribebook admits that even metis Get deserve to have a family.
  • Ghostapo: Much of the tribe, being German nationalists, Nordicists or just general right-wingers, rallied behind Hitler and the Nazis before and during World War II, to the point that at least some of them embraced Nazism as true believers and became high-ranking officers in the Nazi SS. It used to be that many of them still supported Nazism in the present day in the earlier editions—there was even an entire Camp, the Swords of Heimdall, devoted entirely to far-right politics—but this has been scaled back more recently, along with some other risqué content from the early days of the game. Thus, the Revised edition saw a Soft Reboot that had the Swords discreetly wiped out in a civil war and made the Get in general less racist.
  • Half-Breed Discrimination: The Ymir's Sweat camp — the descendants of ancient Get who bred with Inuit partners and now run with the Wendigo and Uktena — don't get much respect from mainstream Get of Fenris.
  • He-Man Woman Hater: Other tribes, especially the Black Furies, dislike the Get for their macho culture. While the narrator of the first edition tribebook gives lip service to gender equality, he becomes evasive when the ban on female Ahrouns comes up and refuses to condemn the glass ceiling in the tribe's hierarchy. This was scaled back (along with the Nazi stuff) in the Revised Edition, with female Ahrouns no longer being an issue and misogyny in the tribe being condemned as a stupid idea inherited from human societies...but the (lupus) narrator explaining this also refuses to acknowledge the need to make a concerted effort to work against the problem, assuming female Get will be able to force others to respect them by strength alone. Zig-zagged in Werewolf: The Dark Ages, in which the tribe's female Garou and kinfolk enjoyed high status compared to other European cultures in the Middle Ages.
  • Heroic Sacrifice: The Get see self-sacrifice in battle as the most noble act one can perform.
  • History Repeats: In the Time of Judgment scenario in which the Get of Fenris fall to the Wyrm, the tribe is so confident in its fighting abilities that it charges into underground tunnels to attack Black Spiral Dancer strongholds. Beneath the earth, the Get fall to the Wyrm. In other words, they repeat the White Howlers' folly and so repeat their fall.
  • Hypocrite: Some Get seem to lack self-awareness regarding the tribe's sexism, racism, and dishonorable conduct.
    • The narrator of the first edition Get of Fenris tribebook insists that the tribe is not racist, describing the pro-Nazi Swords of Heimdall as Wyrm-tainted fools. In the same book, the narrator claims that the Uktena and Wendigo are weak tribes and refers to indigenous people as "savages". To top things off, he warns that the Eastern Europe-based Shadow Lords are "backstabbers and moneylenders."
    • The narrator also insists that male and female Get have the same rights and obligations, urging the listener to treat both male and female tribemates with respect. A few lines later, he calls the Valkyria of Freya "fools" for opposing the male chauvinism of the tribe, insisting that "the only women among the Get who have anything to complain about are those who will not fight for their rights."
    • The narrator praises the tribe for its honor, even though the Get have a long history of dishonorable acts, including conquest and theft of caerns.
    • In the Revised Edition tribebook the narrator makes a point of saying that Get shouldn't get so lost in combat as to forget the good things in life that they are defending and should enjoy those things then later condemns the Fianna as weak for doing exactly that.
  • Informed Ability:
    • The Get are supposedly the most ferocious of the Garou, but stories abound of Get being bested by members of more peaceful tribes. For example, in Garou Saga, the Child of Gaia Kelly Stillwaters defeated a Get of Fenris leader, much to the surprise of his tribemates. In the first edition Get tribebook, Jurgi Hautala was defeated by the Black Fury Hera-Moon-Bow, who kicked him in the groin three times.
    • This is lampshaded by a Black Spiral Dancer in the W20 edition of Book of the Wyrm, who points out that the ancient Get had a prime opportunity to demonstrate their mettle as warriors when the White Howlers sought their assistance. Instead of fighting the massive Wyrm presence in Caledonia, the Get refused to assist.
  • Ironic Name: In the Time of Judgment scenario in which the Get of Fenris fall to the Wyrm, the now-tainted and corrupted Get rename themselves the Pure.
  • Lower-Class Lout: The narrator of the first edition tribebook sneers at the idea of office jobs, praising hands-on labor as superior.
  • Macho Masochism: The "games" of the Get are vicious affairs involving contests such as arm-wrestling over blades and tug-of-war with barbed wire. The games frequently result in scars, bloodshed, and missing fingers.
  • Mercy Kill: According to the first edition tribebook, the Get euthanize metis babies who cannot function, and even make the metis' parents carry out the deed. However, metis who are functional are allowed to live.
  • Might Makes Right: Many Get believe this wholeheartedly, which gets them into trouble with the other tribes.
  • Mistreatment-Induced Betrayal: Some female Get of Fenris grow frustrated with the Get's sexism and defect to other tribes. In the first edition tribebook, a Valkyria of Freya expresses her frustration with being treated like a "scullery maid" by her male tribemates and is seriously considering an invitation to join the Black Furies. In the revised Black Fury tribebook, one of the commentators describes a former female Get of Fenris who joined the Black Furies.
  • Norse Mythology: The Get believe in a tweaked version where Fenris is the good guy (ish, even the Get admit he's a hard and cold entity) and Odin is an evil being and eventually a servant of the Wyrm. They also claim Tyr and Heimdall as members of their tribe.
  • Persona Non Grata: Historical Get of Fenris attacks on caerns have soured relations between the Get and the septs that control the targeted caerns. For example, Get of Fenris are banned outright from the Black Furies' Miria Caern, frequently unable to open moon bridges to the Silent Striders' Wheel of Ptah Caern, and on unfriendly terms with the Fianna sept that controls the Tri-Spiral Caern. This creates difficulties for Get of Fenris who need to travel to different parts of the world.
  • Pet the Dog: One thing you can say about the Get is that, by and large, they are much more likely to treat a metis as an equal. They still condemn Garou mating with Garou but the resulting child didn't choose to be born that way and if they can prove strong enough to be part of the tribe they've earned their place as much as any other member. This isn't universal (the Swords of Heimdall looked down on them as "lesser beings") but it is the most common attotude.
  • Proud Warrior Race Guy: They place great emphasis on strength and battle prowess. The Glass Walkers describe them as having a hair trigger on a nuke. Though this can be depicted in various ways. While many of them are indeed stereotypical berserkers, there are also many who are more of the "Proud Soldier Race" subtype and closer to the other great stereotype of Germanic martiality — namely, disciplined and ruthlessly efficient Prussianism.
  • The Purge: The fate of the Swords of Heimdall in the revised tribebook (though W20 has them still around).
  • Ridiculously Cute Critter: One of the totem spirits that aids the tribe is Ratatosk, the squirrel that runs up and down the world tree Yggdrasil.
  • Testosterone Poisoning: At their best, the Get of Fenris are unflinching warriors who perform great feats of bravery and self-sacrifice in the war against the Wyrm. At their worst, they're Testosterone Poisoning: The Tribe.
  • The Unapologetic: Some Get will (if often grudgingly) accept that the tribe has made mistakes in the past with regards to violence toward other tribes and other Changing Breeds. However they never do so without suggesting the other side was at fault as well and then blaming the other side for not just letting the past go. Actually apologising for anything never seems to occur to them.
  • Who Needs Enemies?: The Get's machismo, savage culture, and bloody history have alienated many of the Garou tribes and Fera. For this reason, many potential allies are unwilling to collaborate with the Get, and vice versa.

    Glass Walkers 
https://static.tvtropes.org/pmwiki/pub/images/12066b1eba343bf2faccc4aa0061d279.png

Garou who traditionally live in cities and who happily embrace human technology and thought.


  • Cool Plane: Clashing Boom Boom, one of the tribe's patron spirits, takes the form of a sentient bomber. According to the revised tribebook, she can also appear as a stern military woman or a fog (as in the "fog of war").
  • The Cracker: Frequently either, especially amongst the Random Interrupts.
  • Creepy Cockroach: The tribe regards Cockroach as the totem of cities and industry, and he seems to be a pretty cool guy in their eyes — although they do have the occasional discussion on how to shoo roaches out of their apartments without pissing the big guy off.
  • The Dark Side: Book of the Weaver states that the Glass Walkers' fascination with technology and human civilization puts them in real danger of falling to the Weaver. By contrast, however, Tribebook: Glass Walker Revised points out that when a camp did start down that road, the tribe as a whole reacted with fury and bloodshed against them. While they walk a dangerous path, it seems they're at least aware of the danger. Additionally, in the scenario in the Time of Judgement involving a tribe's subversion by the Weaver, the book suggests the storyteller not to use the Glass Walkers, both because their very familiarity with the boundaries of her influence makes it unlikely and because the resulting twist would be "too obvious." ("What, you mean they haven't fallen to the Weaver already?")
  • Dramatically Missing the Point: The revised Glass Walkers tribebook states that Glass Walker numbers are critically low. The narrator assumes that this is because the Glass Walkers rarely if even breed with wolves. The same chapter strongly implies that poor Garou-kinfolk relations, rather than a lack of lupus, is a much more likely reason for the tribe's dwindling numbers.
  • Haunted Technology: Glass Walker fetishes are often pieces of modern technology housing spirits.
  • Hypocrite: According to the revised Glass Walker tribebook, the Glass Walkers do not treat their kinfolk well. Kinfolk are often seen as little more than breeding stock or grunts who are assigned unpleasant tasks, which is quite ironic for a tribe that values human progress and whose whole purpose is to shepherd humans.
  • The Mafia: The Wise Guys camp were heavily tied to the American Mafia families and dominated the tribe from 1920-1970 or so.
  • Mistreatment-Induced Betrayal: In the revised tribebook, several narrators observe that Garou mistreatment has alienated many kinfolk within the tribe. They fully expect another Samuel Height to emerge from the tribe's kinfolk and are keeping tabs on at least three powerful kinfolk whom they expect to go rogue.
  • Screw the Rules, I Have Money!: The attitude of many a Corporate Wolf. Also a strong trait of patron spirit O' Mighty Dollah (and even moreso his Distaff Counterpart, Easy Credit).
  • Secret Test of Character: The Glass Walkers closely monitor cubs during the 48 hours following their first change. Cubs who stay cool under pressure and demonstrate useful skills receive more in-depth training from the tribe.
  • Stay in the Kitchen: According to the revised Glass Walker tribebook, the Wise Guys were family-oriented and understood that kinfolk had a place in the tribe. Unfortunately, this enlightened attitude did not extend to female kinfolk, who were used as breeding stock or honey traps.
  • Stupid Jetpack Hitler: Just as with the Get of Fenris, at least some of the German branch of the Glass Walkers were heavily involved in the Nazi Third Reich, and helped them develop their military technology (some of which was actually magical in nature). However, the present-day Glass Walkers are far less involved with neo-Nazism than the Get — although some of their Repressive, but Efficient attitudes can still appear vaguely fascist at times.

    Red Talons 
https://static.tvtropes.org/pmwiki/pub/images/29ec451a37a655ef0757a36a171f9c54.png

An all-lupus tribe of Garou with a dim view of humans and cities.


  • Allegorical Character: The Talons are an almost-perfect match for the cultural European and American perception of wolves prior to the 20th century: vicious, hateful creatures that exist only to harm humans.
  • Black-and-White Insanity: The Dying Cubs camp has descended into barbaric practices because they believe that humans are irredeemably evil.
  • Black Magic: The revised Red Talon tribebook features practices that may have Wyrmish origins.
    • The Dying Cubs camp practices a rite that "feeds" the earth with the pain of a tortured human. The rite cleanses the land and lowers the Gauntlet of the immediate area, but the effects are temporary. Moreover, spiritual guardians of the region will no longer defend the land against Wyrm incursions. The tribebook leaves it up to the storyteller whether the rite is an efficacious (if barbaric) tool of Gaia or a tool of the Wyrm.
    • The revised tribebook also features a gift that allows a Red Talon to regain rage or gnosis when they spill another being's blood upon the earth. The gift is taught by decay spirits and banes.
  • Dying Race: The Red Talons know that their tribe and their wolf kin will perish someday as humans encroach on the wilderness. Crookpaw, who narrates the first edition tribebook, articulates on this realization.
    Crookpaw: But more often we feel sadness ... Maybe it is the understanding, never spoken, that the Red Talons are dying, that our time is past. We have no place in your Weaver-ruled world, where the Wyld is wrapped in plastic and every meal bears the tang of the Wyrm. We will not have this world, and it will not have us.
  • Evil Luddite: The Talons reject not just modern technology, but all tools, believing that using any is the way of the Weaver.
  • Family Values Anti-Villain: They cherish their wolf kinfolk. For example, in Garou Saga, Scenter of Whispers (who later assumed the mantle of Old-Wolf-Of-The-Woods) spends several years raising a family with his mate.
    • Averted in the case of metis children, who are abused and neglected by the Red Talons, when they are allowed to live at all.
  • Fantastic Racism:
    • According to the revised Red Talon tribebook, many Red Talons believe that humans are minions of the Wyrm. According to one Red Talon legend, humans are a prey species that was tricked by the Wyrm into behaving like predators.
    • Metis are treated poorly by the tribe, when they are allowed to live at all. According to the revised tribebook, metis Red Talons usually end up as their sept's omega and almost never hold positions of authority.
  • Foil: With the Glass Walkers. As the Red Talons have lost the human side of themselves the Glass Walkers have lost the wolf side. The difference is that the Glass Walkers "lost the wolf" as an unintended (though rather predictable) side effect of embracing human progress while the Red Talons deliberately rejected their humanity. Notably there are lupus members of the Glass Walkers (though very few) while the Red Talons would never accept a homid.
  • The Friend Nobody Likes: Most of the other tribes view the Talons with derision, fear, pity, or anger. Their only consistent allies are the Get of Fenris (who appreciate someone who knows how to wield their Rage) and the Wendigo (who similarly feel betrayed by the rest of the Garou).
  • Gaia's Vengeance: They're a savage tribe of lupus Garou who take a dim view of humans for defiling Gaia.
  • Half-Breed Discrimination: Only Lupinesnote  have full standing in the tribe. If a Red Talon produces Metisnote  or Homidnote  offspring it's a matter of great shame and stigma.
  • Humans Are Cthulhu: The Red Talons see humans as destructive, disgusting and incomprehensible.
  • I'm a Humanitarian: Averted in the first edition, in which most Red Talons rejected human flesh as too contaminated to eat. Played straight in the Revised Tribebook, which says they see nothing wrong with the practice and have rites for cleansing human flesh, and W20, in which some Red Talons are rumored to eat humans. (It should be noted that eating humans is against the Litany — and that, according to the Revised Tribebook, the Talons don't see themselves as having signed up to the Litany.) In one Apocalypse: Time of Judgment scenario, the Red Talons contract a prion disease from eating human flesh. The disease is harmless to Garou but deadly to wolves, killing more than 90% of the global wolf population.
  • Irony: The Red Talons have long raged against the extermination of wolves and human encroachment on the wilds. However, Red Talons were among the Garou who encroached on Australia and took part in the Bunyip genocide.
  • Jerkass Has a Point: While most of the Red Talons are bloodthirsty wolf supremacists, they do make valid observations about how human activity is harming Gaia.
  • Kill All Humans: Some of the more hardline Red Talons want humans gone. Even the less extreme members of the tribe have no qualms about killing humans who harm Gaia or just wander into their territory.
    • According to several accounts, the Red Talons were the most vocal supporters of the ancient Impergium.
    • The Valkenburg Foundation describes a Red Talon caern at which the stones are splattered with human blood. One of the caern leaders invites the player characters to an upcoming moot but asks that they bring human blood if they attend.
  • King of Beasts: Lion is one of the totem spirits who extends patronage to Red Talons. Lion was originally the tribal totem of the White Howlers, but he joined Griffin's brood after the White Howlers fell to the Wyrm.
  • Legacy Character: Old Wolf of the Woods is both a Red Talon totem and an ancestor spirit. The mantle is passed down to a new Red Talon when the former Old Wolf of the Woods is too old to perform his task.
  • Misanthrope Supreme: Every aspect of the tribe's characterization is funneled toward one belief: humans are evil, it's their fault the world is terrible, and they need to be destroyed.
  • Moral Myopia: The Red Talons are enraged by the slow extinction of wolves, but some aren't troubled by the extinction of other shape-changers. In the revised tribebook, one of the narrators claims that the Bunyip deserved to be exterminated because they had become were-thylacines, who were not given a task by Gaia. Another narrator claims that the Apis were slaughtered as punishment for their sins.
  • My Species Doth Protest Too Much: The Whelp's Compromise camp rejects the tribe's anti-human stance. Members of the camp believe that humans have a place in Gaia's creation.
  • Never My Fault: The Red Talons are almost pathologically incapable of accepting blame for their mistakes, instead doing whatever mental gymnastics routines are necessary to convince themselves that whatever they've done wrong is actually humankind's fault. This reaches its nadir in the Time of Judgment scenario where they fall to the Wyrm; their consumption of human flesh directly leads to the decimation of the global wolf population, and they decide to destroy the world rather than admit their own responsibility in it.
  • Mirroring Factions: With the Black Spiral Dancers. The revised Red Talon tribebook states that Garou incorrectly attribute Red Talon massacres and torture sessions to Black Spiral Dancers. The mercilessness of the Lodge of the Predator Kings and the sadism of the Dying Cubs brings the Black Spirals to mind. However, although their methods are brutal, the Talons still ultimately want to protect the world, whereas the Black Spiral Dancers instead aim to destroy it.
  • Odd Friendship: Some sourcebooks suggest that the Red Talons (who despise all humans) have friendly relations with the Black Furies (who protect women and children). The Red Talons speak well of the Furies in some first edition books. According to Rage Across Russia, Russia's Red Talons allow lupus Furies to find mates among the wolves in their territory, and in return, the Furies send their lupus Garou sons to the Red Talons.
  • Our Gryphons Are Different: Griffin is the tribe's totem spirit.
  • The Power of Hate: Many Red Talons are driven by their hatred of humankind.
  • Powered by a Forsaken Child: According to the revised Red Talon tribebook, the Dying Cubs camp practices a rite for cleansing the land that involves torturing humans.
  • Savage Wolves: The Red Talons are a tribe of ruthless, Darwinian lupus Garou.
  • Science Is Bad: They think so. Most Red Talons are unwilling to use or create any technology, no matter how simple. As a result, Red Talon fetishes are usually made from objects found in nature, such as the pine cone fetish.
  • Slave Liberation: According to the first edition tribebook, ancient Red Talons tried to liberate wolf-dogs who had been domesticated by humans. One-Ear-Black led a rescue mission into a human settlement, only to encounter resistance and hostility from the wolf-dogs she hoped to liberate. Out of anger and sorrow, she killed the domesticated canines she had hoped to free.
  • Taking You with Me: In the Time of Judgment scenario in which the Red Talons fall to the Wyrm, the tribe decides that if they and their wolf kin are going to perish, they're taking millions of humans with them. The tribe unleashes spirits buried deep in the earth, triggering earthquakes, volcanic eruptions, and the release of massive quantities of methane.
  • Terra Deforming: The Red Talons see human society as a large-scale form of this. They're not wrong.
  • Token Evil Teammate: As the default "anti-humanity" tribe of the Garou, the Red Talons are generally the least liked and most reviled tribe amongst the fandom. That they would sign up with the Wyrm in order to acquire the power to launch a second Impergium, this one wiping out all humans and even all Homids, is seen as only logical. Their unpopularity reached a point where it was common practice for Storytellers to deem the entire tribe "NPC-only".
    • It shound be noted that, In-Universe, they're not very well-liked by their fellows, due to that same fervent anti-humanity stance.
  • Well-Intentioned Extremist: While their horror and rage at Gaia's decline is understandable, even laudable, their attitude toward humans is considered extreme by many Garou.
  • You Are What You Hate: Most Red Talons have never made peace with being half human.
    Stands-Against-the-Stream: It is the lupus who knows real terror of the Change—I have not been so scared since then. Not of any Wyrm creature or human cruelty. When I found I was of human, I felt terror and shame. Humans had killed my wolf mother, and I thought, "How can I be one?"

    Shadow Lords 
https://static.tvtropes.org/pmwiki/pub/images/fad497d99f76739bba0c4e05c6f0f8d3.png

Cunning, manipulative, ruthless Garou who hail from eastern Europe. Their Japanese counterparts, the Hakken, prize loyalty, justice, and self-knowledge, but retain the Shadow Lords' political skills.


  • Arch-Enemy: Of the Tzimisce vampires.
  • The Atoner: Ironically enough for a tribe perceived as ruthless bastards, the Shadow Lords really hate the fact that their rash action spelled the end of the Camazotz. The tribe has taken decisive action to make up for their past sins. Miguel Gutierrez, a Shadow Lord who channeled the spirit of Dark Claw of Vengeance, even managed to liberate an aspect of Bat from the Wyrm's grip.
  • Been There, Shaped History: Ancient Shadow Lords manipulated plenty of Roman senators. They also prompted their Vandal and Visigoth kinfolk to sack Rome. Or so they say. The Shadow Lords have a habit of claiming every other major historical event and movement was manipulated by them despite very little evidence.
  • Beethoven Was an Alien Spy: Emperor Justinian was Shadow Lord kinfolk, and Empress Theodora was a Shadow Lord Garou.
  • Blood Magic: A 15th century metis named Sonja the Iron Maiden developed a talen called Leech's Blood. When consumed by kinfolk, the syrup makes their blood highly toxic to vampires for one night.
  • The Consigliere: The Shadow Lords' ancestors exerted control over human societies by making themselves invaluable advisors to human leaders. The Shadow Lords also performed this role for the Silver Fangs in ancient times.
  • Dark Is Not Evil: Grandfather Thunder brings darkness, thunder, and lightning, but he is a servant of Gaia.
  • Deep Cover Agent: The Bringers of Light camp infiltrates vampire and Wyrm strongholds (at great personal risk) so as to subvert them from within.
  • Gaia's Lament: The Shadow Lords poured themselves into cleaning up Chernobyl and the heavily polluted Black Sea.
  • Hobbes Was Right: The Shadow Lords believe that Gaia created the Garou to dominate ancient humans, since human activity was having a detrimental effect on the world.
    Pavel: She gave us the form and temperament of wolves, and the minds and hearts of men, and bade us walk among both. This was an error on Her part, since wolves that are not with their families are just as wicked and domineering as any humans are. But then, perhaps that was Her intention all along — perhaps the only way to control the humans was to loose upon them a predator whose cruelty and ferocity were that much greater than anything humanity had to offer.
  • Join or Die: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Grandfather Thunder kills Whippoorwill, leaving the Black Spiral Dancers bereft of a tribal totem. The Shadow Lords demand that the Black Spirals either join their tribe or face execution.
  • Manipulative Bastard: They excel at subtle manipulation. The Ananasi werespiders admire this quality in them.
  • The Resenter: They resent the Silver Fangs' leadership and think they should be in power.
    • The Revised Tribebook observes this has not been a historical or tribe-wide idea — as a narrator points out, if the Shadow Lords had always felt this way, yet the Fangs still ruled, that'd make the Lords incompetent, and the Lords despise incompetence. As the Tribebook portrays it, the Lords have done the Fangs' dirty work for them down the years, so the Fangs could lead the Garou Nation, but the Fangs have become less and less capable of living up to that. They're still loyal to the Fangs for the time being, but that loyalty is being seriously tested.
    • The Shadow Lords' ancestors committed treacheries so that the Silver Fangs could shine as leaders. They resent the fact that the Silver Fangs never appreciated this.
      Viola the Knife: In the old times, we let them have first choice of breeding stock and hunting territories. We became their scapegoats, committing our treacheries so they could rule efficiently without being associated with the shame of dishonorable conduct, no matter how necessary. We did this so they could lead well, so they could play their part. They aren't playing that part any more, and most are too soft and weak in body or head. Do you see where the resentment might come from? Our ancestors sacrificed so much for theirs, and they aren't even grateful.
  • Screw This, I'm Out of Here!: The rise of the Soviet Union was among the darkest times in the tribe's history. Shadow Lords in Communist countries went into hiding because of the great dangers posed by Stalin's forces and the vampires in positions of power.
  • Thunderbolts and Lightning: Grandfather Thunder is their totem spirit.
  • Vampire Hunter: The tribe has tenaciously warred against vampires in eastern Europe for centuries.

    Silent Striders 
https://static.tvtropes.org/pmwiki/pub/images/6aae9e65566f87ef680c5ba2a6526be4.png

A nomadic tribe shaped by their tragic history in ancient Egypt. Their knowledge of wraiths is unparalleled.


  • Ancient Egypt: The tribe draws heavily from ancient Egyptian mythology. One of their historic leaders was Shu Horus, who was driven out of Egypt by the antediluvian vampire Set. Before their exodus, Set slew another Silent Strider leader, Anubis, under the pretense of negotiating a truce.
  • Arch-Enemy: Set and his Setite vampires. In the ancient past, Set cursed the Silent Striders and drove them from Egypt.
  • Curse: An ancient Setite vampire curse forces them to wander the earth, prevents them from finding rest (both physical and spiritual) while in Egypt, and makes it nearly impossible for them to communicate with their ancestors.
  • The Dark Arts: Members of the Eaters of the Dead camp practice the Rite of Dormant Wisdom. Participants ritually devour a dead person's brain to acquire their memories. Not only is the rite a grave violation of the Litany, but participants risk attracting the attention of the Urge Wyrm Foebok. If a Garou takes part in the rite more times than their permanent gnosis score, they become a slave of Foebok.
  • Eat Brain for Memories: The Eaters of the Dead cult practice brain cannibalism in order to acquire knowledge.
  • Fake Defector: In one Time of Judgment scenario, the Silent Striders discover a fearsome being in the Umbra known as Grandmother. The Silent Striders decide to pit Grandmother and the Wyrm against each other by siding with the Wyrm and goading the Wyrm's servants into attacking Grandmother. This strategy blows up in their faces after they pass through the Black Spiral Labyrinth, become hopelessly corrupted, and attack the Garou Nation.
  • Hobos: All Silent Striders are nomadic, but some live hobo-esque lifestyles.
  • Magnetic Medium: Set's curse means the Striders are haunted by human ghosts... and cut off from their ancestor-spirits.
  • Necromancer: The Striders are the Garou tribe most in touch with the Dark Umbra, and have numerous Gifts based on interacting with and commanding the dead. They also have a Rite that allows them to cross into the Dark Umbra as most Garou would cross into the normal Umbra.
  • The Owl-Knowing One: Owl is the tribe's totem spirit.
  • Regenerating Mana: Averted for Silent Striders who enter Egypt, according to Rage Across Egypt. Garou can normally regain lost gnosis by meditating, visiting a caern, or accepting a gnosis donation from a willing spirit. Set's curse prevents Silent Striders from regaining gnosis through any of these means while in Egypt.
  • Schmuck Bait: According to the revised tribebook, Silent Striders sometimes leave behind Pectorals of Terror for Black Spiral Dancers to find. The talen is a beautiful necklace as reflective as a mirror. Should a Garou use the reflective surface to step sideways, a wrathful ghost pulls the Garou into the Dark Umbra, where they are set upon by spirits of the dead.
  • Secret Path: They know about a few of these (both mundane and Umbral), having traveled for thousands of years.
  • Vampire Hunter: The Silent Striders have waged war against Setite vampires for several millennia.
  • Walking the Earth: Silent Striders wander the earth, never settling in one place for long.

    Silver Fangs 
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The ruling tribe of Garou who only accept members and kinfolk of royal blood.


  • Abdicate the Throne: In ancient times, Luna decreed that the ancestors of the Silver Fangs were only to rule for seven years, then step down. Arak Mamoth-Bold circumvented this decree by pledging loyalty to Falcon and Helios, with disastrous consequences.
  • The Alleged Boss: Type 1 or Type 3, depending on the setting. Tribes and septs are functionally autonomous. Some tribes quietly question the Silver Fang's competency as leaders.
  • Arranged Marriage: In many septs, Silver Fangs choose breeding partners for their human kinfolk to preserve bloodlines.
  • Bargain with Heaven: Some members of the Ivory Priesthood can smell a being's approaching manner of death, and then use this knowledge to avert tragedy. However, they must appease Death after doing so, or die themselves. To pacify Death, they gather secrets and artifacts from umbral realms where Death cannot tread.
  • Been There, Shaped History: The Silver Fangs married into many of Europe's royal families and shaped history as royal leaders.
  • The Chosen One: According to the revised Silver Fang tribebook, the ancestors of the Silver Fangs were alpha and beta Garou who received Luna's blessing to lead. Luna's touch gave them silver fur.
  • Cultural Posturing: Some Silver Fangs, such as Lord Byeli, are guilty of this. Others, such as Nightmane, acknowledge both the good and bad parts of Silver Fang history.
  • Dark Secret: The Garou Nation knows that madness is present in the Silver Fang tribe, but they do not know that it results from Luna's curse. Silver Fang elders do not want the other tribes to know that their lineage is cursed, because it would undermine their leadership. Even Silver Fang lore-keepers only reveal this secret to worthy kings.
  • Death from Above: In the Time of Judgment scenario in which the Silver Fangs fall to the Wyrm, the tribe arranges for one of Rorg's asteroids to strike Earth.
  • Elites Are More Glamorous: The Silver Fangs are the royal elite of the Garou nation.
  • Glorious Mother Russia: Of the Tsarist variety rather than the more traditional Soviet style.
  • Go Mad from the Revelation: In the Time of Judgement scenario where the Silver Fangs fall to the Wyrm, the inciting event is the tribe entreating Falcon to remove their hereditary madness. He does so, and the Silver Fangs' newfound clarity allows them to see the world without any delusions or self-deceit — meaning that they also see, perfectly well, how thoroughly doomed Gaia and her defenders are. Within days, the tribe goes over to the Wyrm.
  • Green Thumb: The level 4 gift Leshii's Boon calls upon nearby plants to attack an opponent.
  • Heroic Sacrifice: In Garou Saga, Yuri and Sophia Tvarivish and several of their packmates die while bringing down Sharkala, a mighty zmei (wyrm-dragon). In another version in the revised tribebook, Sophia dies and her twin Yuri is Driven to Suicide on her funeral pyre.
  • In Harmony with Nature: The level 5 gift Secret of Gaia grants the user exhaustive awareness of nature in their vicinity, such as the lay of the land, what animals live there, and what spirits are present in the nearby Penumbra.
  • Laser-Guided Karma: House Conquering Claw played a strong role in the Roman conquest of western Europe, including Get of Fenris and Fianna lands. The kinfolk of these "barbarians" later subdued the Roman Empire, driving the members of House Conquering Claw into harano and death.
  • Make an Example of Them: Members of the Gray Raptors camp brutalize Garou who insult or ignore the Silver Fangs' perceived right to rule.
  • Necromancer: Members of the Ivory Priesthood camp serve as keepers of the Secret of Death and travel among the spirits of the dead. Queen Tamara Tvarivich is a well-known Ivory Priestess.
  • Nice Job Breaking It, Hero: Silver Fang history is a litany of horrifying mistakes.
    • When Luna awarded leadership to the ancestors of the Silver Fangs, she did so on the condition that they would lead for only seven years, then step aside. Arak Mamoth-Bold, an ancient Silver Fang king, swore fealty to Falcon and Helios in exchange for the right to rule indefinitely. This angered Luna, who decreed that any Silver Fang who ruled longer than seven years would be afflicted with madness. The tribe even has a name for these mad rulers: Moon-thralls.
    • Rests-the-Moon, a Silver Fang king, launched the Impergium. The Impergium afflicted non-kinfolk humans with the Delirium and created umbral disturbances that strengthened the Weaver's hold on the world.
  • Noble Bird of Prey: Falcon is the tribe's totem spirit.
  • Open Secret: According to Guardians of the Caerns, the Silver Fangs adamantly deny the existence of metis in their tribe. Silver Fangs who do have metis children go to great lengths to hide them from Garou society. However, other tribes refuse to believe that the Silver Fangs have no metis.
  • Reconcile the Bitter Foes: At their best, the Silver Fangs seek to unite the Garou Nation and end the internal fighting among the tribes. They succeed at this task on a small scale. In Garou Saga, Yuri and Sophia assemble a pack of Garou from diverse tribes. In the revised edition of the game, King Albrecht destroys the Seventh Generation by collaborating with other Garou and launching a coordinated attack against the cult.
  • Royal Blood:
    • Traditionalist Silver Fangs breed with those of noble lineage. In the Americas, however, Silver Fangs now breed with non-royal humans who exhibit good character, since they believe that these traits will emerge in the resulting offspring.
    • According to Silver Fang legend, Helios ordained the continued rule of some human rulers by family lineage in ancient times. Silver Fang Garou later bred with these humans.
  • Royally Screwed Up:
    • Inbreeding with European royalty has had something of a detrimental effect on the Fangs. In later editions, this tendency towards madness has been retconned away from "inbreeding" to "ancient curse from Luna," but it's still a problem.
    • Silver Fang kings and queens who reign for more than seven years are afflicted with madness by Luna. This madness persists even after death. Silver Fangs who consult ancestor spirits are warned to exercise caution, since some ancestors are insane and offer dubious advice.
    • Jacob Morningkill, a high-ranking Silver Fang leader in North America, was a raving lunatic who alienated many of his fellow Garou.

    Stargazers 
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Mystics and masters of kailindo, a Garou martial art. Their culture borrows from Buddhism and traditional Tibetan animism.


  • All of the Other Reindeer: Western Stargazers are a collective example. Their Eastern brethren and the Fera of the Beast Courts marginalize them.
  • Astrologer: According to Rage Across the Heavens, some Stargazers not only read the stars, but regularly travel among the planets and stars in the Umbra's aetherial realm.
  • Bigfoot, Sasquatch, and Yeti: Crinos-form Stargazers wandering in the Himalayas gave rise to the yeti legends.
  • Blind Obedience: According to the first edition tribebook, Stargazer initiates are to obey their mentors without question.
  • The Cloudcuckoolander Was Right: Many Garou see the Stargazers as strange ascetics, but the tribe has made useful insights into the nature of the cosmos. In the first edition tribebook, the Stargazers argue that the Weaver, not the Wyrm, is the chief threat facing Gaia. In one Time of Judgment scenario, this is confirmed.
  • Create Your Own Villain: According to "Klaital's Journey" in Garou Saga, the Garou themselves are to blame for the current state of the cosmos. At the climax of his journey, Klaital realizes that the Garou damaged the Weaver's web by attacking her human servants during the Impergium, thereby driving her insane. The Garou's hatred also feeds the Wyrm dwelling within them.
  • The Dark Arts: Members of the Orobourean camp seek knowledge of the true Wyrm of Balance through illicit means.
    There are two steps to our task. The first is to know the Balancer, which many of us have done in earnest. Some drink the blood of Banes to taste the corruption so that they may know it. Others have spent time in the bowels of Black Spiral Dancer hives, learning the Gospel of Balance. But we all have some stain on our hearts, because as the theory goes, how can one know Good if they haven't yet tasted Evil?
  • Defector from Decadence: In Revised, the Stargazers leave the Garou Nation and pledge loyalty to the Beast Court of the Emerald Mother in Asia. Their western brethren either join them in the east, where they are marginalized, or stay in the west, where their numbers are small and other Garou look askance at them.
  • Demon Slaying: Members of the Heavenly Successors of the Demon Eater camp are warrior exorcists who devote themselves to hunting down demons and banes.
  • Demoted to Extra: The Stargazers are no longer playable in 5th edition, having left the Garou Nation.
  • Drill Sergeant Nasty: Some Stargazers teach cubs the Two Precepts (all life is suffering, and the only way out of suffering is moderation and balance) through extreme means. According to the revised Stargazer tribebook, some mentors whip cubs with bamboo rods, or force cubs to mediate without food, water, or sleep, to teach them about suffering. Others force cubs to starve themselves, cut themselves, or overindulge in pleasurable and painful activities to teach them why moderation is important. The hypocrisy of these practices escapes them.
  • Enemy Within: According to "Klaital's Journey" in Garou Saga, the Wyrm dwells in each Garou's heart. Garou must recognize that the Wyrm is within them, then strive to transcend their hatred if they are ever to overcome the Wyrm.
  • Hermit Guru: How other Garou stereotype the tribe.
  • Hypocrite: For a tribe that holds mindfulness in high esteem, some of its members seem to lack self-awareness.
    • Stargazers preach about the virtues of self-control but find themselves unable to control their rage. In the revised Stargazer tribebook, a ragabash shares a dream he dreamt of Klaital, an ancient Stargazer. In the dream, Klaital urged his Garou brethren to abandon the Impergium and peacefully mentor humankind. When a band of humans attacked the gathering, Klaital frenzied, slaughtering the human warriors left and right. When the Ragabash shared this dream with a fellow Stargazer, his tribemate viciously attacked him.
    • Stargazers stress the importance of moderation, but some members of the tribe are prone to extreme actions. Some Stargazer mentors inflict pain and extreme behavior on cubs in a misguided effort to teach them about suffering and moderation. Some camps, such as the Oroboreans, indulge in sinister practices and extreme violence in an attempt to liberate the Wyrm of Balance.
    • One of the Stargazers' most important precepts is that all life is touched by suffering. However, the tribe has not been proactive in preventing or soothing the suffering of others.
  • Interfaith Smoothie: Stargazer philosophy, as described in the first and revised edition tribebooks, bears a strong resemblance to Vajrayana Buddhism. Klaital, the tribe's founder, allegedly reincarnates as a Stargazer leader every generation, much like the Dalai Lama. Fierce Chakal, one of the tribe's totem spirits, resembles a dakini. However, Stargazer religion also includes Feng Shui and elements of Taoism and animism.
  • Mix-and-Match Critters: Chimera, the tribe's patron spirit, resembles a dragon with lion and serpent features.
  • Multi-Armed and Dangerous: In the first edition tribebook, one of the tribe's totem spirits is Fierce Chakal, who resembles the dakinis of Vajrayana Buddhist art. She is depicted as a crinos-form Garou with four arms, holding a blade, a plant, a serpent, and a flame.
  • My Greatest Failure: The Stargazers' are ashamed of their ancestors' passivity during the War of Rage. Too many ancient Stargazers mistook inaction for "balance".
  • Pay Evil unto Evil: Members of the Ouroborean camp seek to liberate the Wyrm of Balance from the Weaver's web and restore it to sanity. However, they hope to achieve this by inflicting atrocities on the Wyrm's servants.
    The next step is freedom! Find the Wyrm and free it however possible ... Men with the Balancer in their hearts must have everything taken away from them. Their homes, their precious television sets, their loved ones, their jobs. Take all things that stink of Queen Spider away and then we can begin work on disinfecting their broken souls. Even Black Spirals can be saved! Just last month I liberated one these poor, deluded creatures. I kipnapped it and brought it to the tunnels below the city, and there I taught it the pain of its master. I removed its skin, its teeth, its fingers, all while the poor Dancer was bound up by silver cord, symbolizing the paralized nature of the Balancer. In the end, the Dancer could not be cleansed, and sometimes the only way to true freedom is destruction, so I ate its heart. Such is the way.
  • Supernatural Martial Arts: Kailindo, which makes use of the Garou's shape-changing abilities.
  • Tame His Anger: According to the revised Stargazers tribebook, Klaital left his people and walked the earth because he was ashamed of the rage-infused violence he committed.
  • Unicorn: Or rather, Chi Lin, the east Asian equivalent. The first edition tribebook lists Chi Lin as one of the tribe's totems and describes it as a spirit of purity and compassion.
  • Well-Intentioned Extremist: Stargazers who subscribe to the Trappist philosophy and the Ouroborean camp see the Weaver as their chief enemy and fight her minions at every opportunity. Their detractors accuse them of ignoring the much greater threat of the Wyrm.
  • When You Coming Home, Dad?: According to the first edition tribebook, most Stargazers have little contact with their kinfolk after their first change. Averted with the Zephyr camp, whose members live with kinfolk and have more interaction with human society.
  • While Rome Burns: Stargazers who subscribe to the Transcendent philosophy suppress their rage and instincts so as to live lives of contemplation. Other Stargazers criticize them for meditating and practicing aceticism while Gaia withers.

    Uktena 
https://static.tvtropes.org/pmwiki/pub/images/f4d942cb2b59cc889115489918cfa38b.png

A Garou tribe whose knowledge of secrets, spirits, and the Umbra is second to none. Their ancestors originally resided in North America, but the tribe has since accepted members from other indigenous groups in past centuries.


  • The Atoner: The Uktena regret their ancestors' participation in the War of Rage and perform acts of contrition to North American Fera. For example, the Uktena work hard to protect Gurahl bear kinfolk.
  • Badass Native: The original Uktena inhabited the Americas before the European conquest. In recent centuries, they've welcomed Garou and kinfolk from African-American and indigenous communities into the tribe.
  • Creepy Good: Other Garou find the Uktena unsettling because of their extensive knowledge of the Wyrm and their strange gifts and fetishes. The fact that their tribal totem, Great Uktena, is terrifying doesn't help.
  • Dark Secret:
    • Their patron spirit and namesake, Great Uktena, once served the Wyrm before the Wyrm went insane. When the Wyrm became evil, Great Uktena defected to the Wyld. Naturally, the tribe really doesn't want other Garou finding this out.
    • After the European conquest of the Americas, European Garou took control of some Uktena caerns, unaware of the banes imprisoned beneath them. Thus far, the Uktena tribe has failed to alert the rest of the Garou Nation to the banes resting beneath these caerns, concerned that the tribe would be persecuted if this secret became known. However, the untended banes under the feet of their fellow Garou has resulted in a collective Oh, Crap! sentiment among the Uktena.
  • Defector from Decadence: According to the Silver Fangs, the Wendigo, Uktena, and Croatan were so disgusted by the Impergium that they left with their kinfolk for other lands.
  • Heel–Face Turn: In ancient times, the Great Uktena spirit helped the Wyrm uncover secret weaknesses in the Weaver's web. Armed with this knowledge, the Wyrm could break it down and allow for renewal. When the Wyrm became evil, Great Uktena brought its knowledge of secrets to Gaia's forces. Under Great Uktena's tutelage, the Uktena tribe serves as a steward of secret knowledge.
  • He Who Fights Monsters: Other tribes worry that the Uktena's close study of the Wyrm makes them vulnerable to corruption.
    • These suspicions are confirmed in the Time of Judgment scenario in which the Uktena fall to the Wyrm. The tribe's Bane Tenders are corrupted by the banes they guard, and then proceed to corrupt their tribemates.
  • Loners Are Freaks: Members of the Wyld Children camp forsake sept and pack — the foundations of Garou society — in order to explore Gaia alone, seeking sacred places and secrets.
  • Magical Native American: Uktena descended from Native Americans qualify.
  • My Greatest Failure: According to the Revised Uktena tribebook, Great Uktena is furious over his inability to free the Wyrm of Balance from the Weaver's web.
  • Scaled Up: A rank 6 Uktena rite, Becoming Uktena, allows a Garou to transform into a 20-foot long horned serpent, with considerable stat bonuses. The transformed Garou must live in Great Uktena's umbral home after completing his or her task.
  • Sealed Evil in a Can: In ancient times, Uktena Garou bound powerful banes beneath their caerns, as imprisoning banes resulted in fewer casualties than killing them. Bane Tenders watched over the imprisoned banes to ensure that they didn't escape. Unfortunately, some of these caerns were later conquered by European Garou, who had no idea that mighty banes rested beneath their feet.
  • Seers: The tribe receives visions and prophesies.
  • You Kill It, You Bought It: According to one story the tribe once followed Skyhawk as their totem but Uktena ended up (largely by accident) putting Skyhawk into a deathly slumber. The tribe tried to force Uktena to bring her back which he said he could do but offered to replace her as tribal totem instead, giving the tribe access to secrets Skyhawk never could and the tribe agreed.

    Wendigo 
https://static.tvtropes.org/pmwiki/pub/images/077b00b7819c267c1b7f6127f3daca86.png

A warrior tribe from the coldest reaches of North America with strong ties to Native American communities.


  • Badass Native: The Wendigo are a tribe of warriors with long ties to Native Americans.
  • Bargain with Heaven: After the death of Morning Sun, Wendigo's icy rage would have frozen the land wherever he traveled. The Wendigo tribe settled in the northernmost reaches of North America so that Wendigo would reside there and not freeze the rest of the land.
  • Been There, Shaped History:
    • Shogecka Hunter Moon's story in Garou Saga states that Wendigo Garou were among Tecumseh's followers.
    • The Wendigo also initiated the migration of humans from northern Asia to North America.
  • Bigfoot, Sasquatch, and Yeti: Before crossing into North America, the tribe revered Sasquatch as their totem. Sasquatch and Wendigo are actually the same being under different names.
  • Broken Bird: The Wendigo totem himself. In ancient times, when the tribe lost many warriors to the Wyrm, he was heartbroken with grief. The death of Morning Sun was particularly difficult for him.
  • Defector from Decadence: According to the Silver Fangs, the Wendigo, Uktena, and Croatan were so disgusted by the Impergium that they left with their kinfolk for other lands.
  • Hero with Bad Publicity: According to Ways of the Wolf, a jaggling spirit that once served the Wendigo totem fell to the Wyrm and now masquerades as his former master. The False Wendigo tricked Garou into carrying out massacres and cannibalism, or possessed them so that he could compel them to commit atrocities. The False Wendigo's machinations are the reason why Wendigo Garou would be remembered as monsters in Native American myths.
  • Heroic Sacrifice: Morning Sun, an ancient warrior who died fighting Wyrm minions as the tribe crossed into North America. Her final cry shattered the ice that the Wyrm's minions were standing on, causing them to fall in the ocean and drown.
  • Interspecies Romance: The Wendigo believe that the changing breeds are the descendants of animals who wed Gaia's daughters.
  • Magical Native American: The Wendigo have cultural and blood ties to Native American and First Nations peoples, although they are more physical and less magical than the Uktena.
  • Proud Warrior Race Guy: The cold, harsh north has trained them to be strong in both battle and daily survival.
  • The Resenter: While they undoubtedly have reasons to be bitter the Wendigo are becoming increasingly defined by their resentment. They resent the non-Native American tribes for either being involved in or not stopping the colonialization of America, they resent the Uktena for not being as bitter as them and, though they'd never admit it, they resent the Croatan for dying. This is really hampering their effectiveness as a tribe.
  • Wendigo: Wendigo, a winter spirit, serves as the tribe's totem and namesake.

    Siberakh 
A sub-tribe of Siberian Garou of mixed Silver Fang and Wendigo lineage. They have little to no contact with the rest of the Garou Nation, prefering to fight the Wyrm in their own manner.

Others

    Singing Dogs 
A relict tribe of just four surviving members living on New Guinea who took the local singing dog as their kinfolk, although their numbers are threatened due to encroaching industrialization of the Indonesian and Papuan sides of the island. They would be completely unknown to Garou society if the Child of Gaia Ragabash Thomas Lives-Nowhere hadn't discovered them in his world travels.
  • Dwindling Party: There are only four Singing Dogs left: the homid Korowai man Boas, the homid Indonesian woman Gema, a lupus named Wa, and a metis who called itself Megawati. There were two others, Megawati's parents, but both died before the tribe was discovered by another Garou.

    Ronin 
Garou who have left or been excommunicated from the Garou Nation.
  • All of the Other Reindeer: In ancient times, most tribes expelled metis as a matter of course. The efforts of Fights-With-Honor ended the automatic exile of metis.
  • Defector from Decadence: Some Ronin leave the Garou Nation voluntarily, having grown tired of its internal strife and hypocrisy.
  • The Exile: Some Ronin are ejected from the Garou Nation for dishonorable conduct or an extreme breach of the Litany.
  • Go Mad from the Isolation: Ronin who cannot locate others of their kind live lonely lives, which is especially painful for Garou. Over long periods of time, solitude can drive ronin insane.
  • Hillbilly Horrors: Book of the Wyrm describes the Genetic Irregulars, a camp of Wyrm-tainted Ronin and rejected Black Spiral Dancers who live in isolated rural areas. The Genetic Irregulars practice cannibalism and Garou/Garou breeding.
  • Irony: Tribes will exile Garou who show insufficient loyalty to Gaia's cause by violating the Litany. However, life as a ronin makes exiles even more vulnerable to Wyrm taint and Wyrm recruitment.
  • Ragtag Bunch of Misfits: When ronin find each other, they sometimes band together to form packs called prides (also known as "shames" by members of the Garou Nation). Samuel Haight's Forbidden Tribe is made up of the Garou Nation's outcasts, including ronin and skindancers.

    Lunatics 
Garou who suffer from mental illness because they cannot cope with their werewolf nature.
  • All Therapists Are Muggles: Averted with Leopold Valkenburg, a Stargazer Garou who founded the Valkenburg Foundation, an asylum dedicated to treating Lunatic Garou. Decades later, his kinfolk granddaughter resurrected the organization.
  • Battle in the Center of the Mind: Leopold Valkenburg, a Stargazer psychiatrist, stepped sideways into Umbral dream realms to guide one Lunatic Garou through his dreams.
  • Go Mad from the Revelation: The First Change is traumatic for most Garou. However, if a Lost Cub has no mentors to explain what is going on, the First Change drives them to a psychotic break.
  • Insane Equals Violent: Justified in the case of Lunatic Garou, who have never been taught how to control their innate Rage.
  • Shapeshifter Mode Lock: When a Lunatic Garou is unresponsive to treatment and a danger to others, staff at the Valkenburg Foundation administer special drugs that lock the patient into their breed form.
  • Tragic Flaw: Leopold Valkenburg's journal entries indicate that some of his patients struggled with mental illness because they refused to embrace their passionate Garou nature. Social norms of early 20th century Europe led these patients to repress their natural passions, including their Garou temperament.

    Kinfolk 
Humans and wolves who carry the recessive Garou gene but cannot shape-change. Human kinfolk are resistant to the Delirium and capable of learning minor Garou gifts.
  • Accidental Murder: Some Garou accidentally injure or kill kinfolk when overcome by rage. Killing kinfolk is a grave offense in Garou society, and Garou who do so are ostracized.
  • Arranged Marriage: Some Garou/kinfolk and kinfolk/kinfolk couples marry out of love. However, tribes that seek to maintain special bloodlines will compel members into arranged marriages.
  • Badass Normal: Some kinfolk pour themselves into the war against the Wyrm, and particularly badass kinfolk can earn the respect of their tribe. For example, the Fianna honor the memory of Fionn MacCumhail, an ancient kinfolk man who died protecting a caern.
  • Does This Remind You of Anything?: The woman who narrates Kinfolk observes that the rhetoric some Garou use to justify kinfolk's second-class status sound suspiciously like rhetoric used to keep women and racial minorities oppressed.
  • Domestic Abuse: Sadly, abuse occurs in some Garou/kinfolk families, just as it does in the real world. The narrator of Kinfolk recalls some Garou men berating their wives for bearing "only kinfolk", adding that a Silver Fang was rumored to have murdered his wife for being barren. The forced breeding that some Garou inflict on their wives definitely qualifies as domestic abuse. Abuse can drive kinfolk into the open arms of the Wyrm. Kinfolk implies that Iolani Darkmoon was abused by her Uktena husband, prompting her defection to the Black Spiral Dancers.
  • Dysfunctional Family: Garou/kinfolk families are just as prone to dysfunction as normal human ones. However, the nature of Garou life amplifies the dysfunction a hundredfold.
  • Happily Married: Some Garou/kinfolk couples do love each other. In Garou Saga, Scenter of Whispers adored Snow Crest, his wolf mate, and her death was a blow to him. Also, the Uktena hero Old Red Eagle and his kinfolk wife Silent Owl deeply loved each other.
    • While it doesn't always work out (see under Marital Rape License) the Fianna try to put compatible Garou and kinfolk in each others paths to create this situation, as their cultural focus on family connections is generally seen as more important than pragmatic breeding.
  • Henpecked Husband: Kinfolk men who marry Garou women can become this, thanks to the Garou's imposing temperament.
  • Hired Guns: Black Eagle, a mercenary group comprised of Get of Fenris kinfolk. They're every bit as badass as their Garou relatives.
  • Honorary Uncle: Garou parents can often end up in this position in kinfolk families, as their duties fighting the Wyrm means they can't be parents so they leave their children with the kinfolk parent and their (usually also kinfolk) new spouse, visiting when they can and only telling the child who their biological parent is if the Change.
  • Honor-Related Abuse: Some of the most hardline Wendigo septs disown or even kill kinfolk who marry outside of the tribe.
  • Kick the Dog: Kinfolk are expected to make sacrifices for the Garou nation, but don't get much in the way of a voice or respect (save for Children of Gaia kinfolk). In worse-case scenarios, kinfolk endure ridicule, physical abuse, and reproductive coercion at the hands of their Garou spouses.
  • Made a Slave: In the Ragnarok scenario of the Apocalypse in which the Wyrm wins, surviving kinfolk are rounded up and enslaved by Black Spiral Dancers.
  • Mandatory Motherhood: Played with in the case of many tribes, but played straight in others. Garou and their kinfolk partners are strongly encouraged to have offspring to shore up declining Garou numbers.
  • Marital Rape License:
    • The narrator of Kinfolk laments that some Garou men force their kinfolk wives to breed incessantly.
      "Some Garou, sad to say, abuse the privilege. They make the women bear three kids every two years, and that's too hard on anybody. Think about it — would you like to go through childbirth every nine months from age 14 to 50? A fertile Kinfolk woman could technically bear a few dozen kids in her miserable lifetime."
    • In Rage Across the Amazon, the Black Furies of El Dorado's realm kidnap indigenous kinfolk men when their breeding stock runs low.
    • In a chilling passage of the revised Fianna tribebook, one of the narrators states that kinfolk who are married to normal humans are fair game, and that Garou are entitled to take them as mates whether they like it or not. He ignores the idea that such kinfolk might have other plans, arguing that such kinfolk should be grateful for the "privilege" of bearing children for the tribe.
    • Way of the Wolf discusses breeding practices among lupus Garou. When a lupus is ready to reproduce, s/he interlopes into a wolf pack, establishes him/herself as alpha, and compels the former alpha wolf to mate. The idea that the alpha pair of a wolf pack might have other plans is not considered.
  • Mistreatment-Induced Betrayal: Garou mistreatment has alienated more than a few kinfolk.
    • In Kinfolk, Iolani Darkmoon defected to the Black Spiral Dancers after enduring domestic violence at the hands of her Uktena husband.
    • In the revised Glass Walker tribebook, Garou mistreatment has resulted in very poor Garou-kinfolk relations for the Glass Walker tribe, and some Garou fear that another Samuel Height may emerge from the tribe's kinfolk. The Glass Walkers are monitoring at least three powerful kinfolk whom it suspects are about to do serious damage to the tribe.
  • Muggles: Aside from their immunity to the Delirium, Kinfolk are normal humans.
    • Muggle Power: Some kinfolk are speaking out against their second-class status. For example, the Viatopia camp advocates for full equality of kinfolk.
  • Ninja Pirate Zombie Robot: It's rare but a kinfolk can have connections to other supernaturals. Kinfolk may have fae ancestry as well (particularly among the Fianna), making them kinain or even actual Changelings. There's also nothing stopping a kinfolk from Awakening as a mage, dying and becoming a Wraith or attracting the attention of a vampire and being turned into a ghoul or being Embraced as a vampire themselves.
  • Outliving One's Offspring: A constant fear among kinfolk parents with Garou children.
  • The Resenter: Some kinfolk grow jealous or resentful of their Garou relatives. For example, Greid Powell (one of the commentators in Garou Saga) can barely hide his resentment of Ryn Ap Bleidd, a Fianna Galliard and Garou scholar. Powell alerts other Garou to Ryn's secret conversation with Writlish, thereby triggering a hunt against Ryn.
  • Secret-Keeper: Those in the know help maintain the Veil for their Garou friends, lovers, and relatives.
  • Thicker Than Water: Even if Garou society is dysfunctional, genuine love does exist in many Garou/kinfolk families. Some Garou are very protective of their kinfolk and will do anything to keep them from harm. Likewise, some kinfolk deeply love their Garou relatives and support them as much as possible.
  • When You Coming Home, Dad?:
    • Some Garou are so busy fighting the Wyrm that they have no time to raise their children. These children are usually raised by kinfolk within the tribe.
    • The war against the Wyrm often keeps Garou away from their kinfolk spouses. The Kinfolk book mentions a Bone Gnawer kinfolk man who is resigned to the fact that he rarely sees his Garou wife.
  • We Have Reserves: Some Kinfolk serve as warriors in the war against the Wyrm. As the narrator of Kinfolk observes, this leads to a lot of senseless kinfolk deaths, as well as a tendency for the more warlike tribes to reduce kinfolk to numbers.
    "Or what about the Kin who become "shock troops" for Gaia? I know Gaia needs her warriors, and it's better for Kin to know the enemy (or the right end of a gun), but a lot of young Kinfolk die senselessly in an effort to prove themselves. I despise reducing people down to numbers, but that's exactly what some of the more extreme tribes do."
  • You Cannot Grasp the True Form: Averted. The most notable blessing that homid kinfolk have is complete immunity from the Delirium. Depending on the circumstances, they might still be scared beyond belief at the ten-foot tall killing machine tearing things apart (even if said Crinos-form Garou is doing it to defend the kinfolk), but they're fully capable of remembering what happened. One of the reasons for The Masquerade for Garou Nation is that someone who's unknowingly kinfolk could seriously endanger a Garou, a pack, or even the Nation as a whole if they observe something and report it to their foes (knowingly or not).

Recurring Characters

    Jonas Albrecht 

Jonas Albrecht

A Silver Fang ahroun exiled from his home. He eventually reclaims his honor and becomes king of the Garou nation.
  • Arch-Enemy: To Zhyzhak, who is prophesied to battle him in the end times, with one emerging triumphant. His odds aren't good.
  • Audience Surrogate: Albrecht serves as this in the revised Silver Fang tribebook. He openly criticizes his tribe's cultural posturing and pro-eugenics attitudes.
  • Badass Crew: With Mari and Evan.
  • Death Glare: In the first edition rulebook comic, he and Mari engage in a staredown over a disagreement. Evan calms them down before it escalates.
  • Distressed Dude: He's briefly kidnapped and held captive by Black Spirals.
  • The Good King: As leader of the Garou nation in later editions.
  • Guilt-Free Extermination War: One of King Albrech's first projects after ascending the throne was to orchestrate a Garou attack on the Seventh Generation. As a result, the Seventh Generation was completely wiped out.
  • Nice Job Breaking It, Hero: In one Time of Judgment scenario, Albrecht and Zhyzhak kill each other in battle. Zhyzhak's death in battle allows Beast-Of-War to anchor itself in the Near Umbra. In Albrecht's defense, Zhyzhak didn't give him much choice.
  • Reconcile the Bitter Foes: The Silver Record describes how he united the Gaia Garou in New York against the Seventh Generation. And in the various Time of Judgement scenarios in which it is possible, he and Margrave Konietzko shake hands, bury the hatchet, and cooperate without friction.
  • Rightful King Returns: The Silver Crown accepts him, allowing him to rise to kingship.
  • The Rival: To Margrave Konietzko, a Shadow Lord leader.
  • Stop Being Stereotypical: In the revised Silver Fang tribebook, Byeli tells Albrecht that the Garou were justified in launching the War of Rage against the Fera. Albrecht angrily calls out Byeli for his cultural posturing.
    Albrecht: Look, I've been patient and respectful and all, but ... this is a lot like the kind of bullshit I've heard for years, about how we can do no wrong, and it's always the other guys' fault that things went bad. Do we have a congenital defect, a complete inability to 'fess up to our mistakes?
  • Taking You with Me: In one Time of Judgment scenario, Albrecht and Zhyzhak kill each other in battle.
  • Teeth-Clenched Teamwork: Because of their violent history, Albrecht and Mari reluctantly cooperated when they discovered the lost cub Evan. They eventually got past their differences and became vitriolic best buds.
  • Warrior Prince: He's Silver Fang royalty and a formidable warrior.
  • The Wrongful Heir to the Throne: Arkady, whom he defeats in order to regain the throne and rightfully lead the Garou Nation.
    Mari Cabrah 

Mari Cabrah

A Black Fury theurge.
  • Bruiser with a Soft Center: She has a tough-as-nails exterior, but is kind and supportive of Evan. Her Warriors of the Apocalypse write-up says that she softens up around kids.
  • Death Glare: In the first edition rulebook, she and Albrecht engage in an angry staredown over a disagreement. Evan calms them down before it escalates.
  • Mysterious Past: Little is known about her background, except that she was hurt in some way and now seeks to save others from what she experienced.
  • Spicy Latina: Mari is of Hispanic and Italian descent.
  • Supporting Leader: By the time of the revised edition, she has risen to the rank of elder in her tribe.
  • Teeth-Clenched Teamwork: Because of their violent history, Albrecht and Mari reluctantly cooperated when they discovered the lost cub Evan. They eventually got past their differences and became vitriolic best buds.
  • Underestimating Badassery: Garou who assume that she's merely Albrecht's sidekick and disrespect her end up with minor injuries.
  • Wife-Basher Basher: In her younger days, Mari hunted down sexual predators as a vigilante. During Albrecht's siege against the Seventh Generation, she took great pleasure in killing Wyrm cultists, slaying more cultists than any other Garou.
    Evan Heals-the-Past 

Evan Heals-the-Past

A Wendigo philodox.


  • The Chosen One: The Wendigo spirit entrusts him with healing rifts among the Garou.
  • Conveniently an Orphan: His parents are killed by Black Spiral Dancers around the time of his first change.
  • Good Is Not Soft: He's introduced as a fairly nice teenage boy... who kills two Black Spiral Dancers at the end of the first edition gamebook.
  • The Heart: He tends to be the voice of reason in his pack, diffusing arguments between Albrecht and Mari and reminding them of their greater mission.
  • Intangible Time Travel: He sees a vision of his Wendigo ancestors meeting the European Garou who would conquer them.
  • Mighty Whitey: He's a white kid (albeit one with a small amount of Native American blood) raised in a predominantly white culture. In spite of this, he's chosen by the Wendigo spirit to become a peacemaker for the Wendigo tribe. This would be deconstructed in later editions as other members of the tribe resent Evan being their supposed voice, even calling him "Evan Steals-the-Past" behind his back.
    Margrave Yuri Konietzko 

Margrave Yuri Konietzko

A Shadow Lord theurge who leads the Sept of the Night Sky.


  • Altar Diplomacy: He is the son of a Shadow Lord Garou and a Silver Fang kinfolk woman, whose union was intended to heal rifts between the two tribes.
  • Anti-Hero: He's devoted to uniting Garou against the Wyrm, usually by forging bonds of respect and trust. However, he's not above arranging assassinations or challenging the rightful Garou king to achieve his ends.
  • Challenging the Chief: In the Time of Judgment scenario in which the Red Talons fall to the Wyrm, Konietzko challenges King Albrecht to ritual combat to determine who will lead the offensive against the fallen Red Talons. The two Garou fight for over a day, and Konietzko emerges victorious. He does not kill Albrecht or claim the Silver Crown.
  • Final Battle: Several Time of Judgment scenarios involve him participating in or leading the Garou's final battle against the Wyrm.
  • I Did What I Had to Do: In one Time of Judgment scenario, Margrave Konietzko unites the Garou Nation mostly through negotiation and trust, but he is not above arranging the assassination of a Fianna leader who jeopardizes that unity.
  • Power of Trust: During the war in Yugoslavia, both the Shadow Lords and Black Furies were fighting Wyrm creatures in the region. Margrave Konietzko showed the Black Furies respect and trust, and as a result, he developed a good working relationship with the Black Furies. This proves very helpful in one Time of Judgment scenario, in which the Black Furies' trust in Konietzko helps him unite the Garou Nation.
  • Reconcile the Bitter Foes:
    • In the various Time of Judgement scenarios in which neither man is dead or fallen to the Wyrm, he and Jonas Albrecht shake hands, bury the hatchet, and cooperate without friction in the face of the disaster to come.
    • Under Konietzko's leadership, rival tribes in eastern Europe learned to cooperate against the Wyrm.
  • The Rival: To Jonas Albrecht.
  • Rousing Speech: In one Time of Judgment scenario, he delivers a rousing speech to the Garou Nation before the final battle against the Wyrm's forces.
  • Silver Fox: The revised Shadow Lord tribebook describes him as ruggedly handsome and gives him an appearance score of 4.
  • Supporting Leader: He and Albrecht lead Garou in different parts of the world.
  • Thunderbolts and Lightning: Konietzko wears Thunder's Bracers on his forearms, which increase his strength, raise his gnosis, and can smite opponents with lightning.
  • Trouble Magnet Gambit: When Bron Mac Fionn jeopardizes the Garou alliance that Konietzko painstakingly built, Konietzko arranges for Fionn to receive a fetish that attracts banes. Konietzko then arranges for one of Fionn's tribemates to murder him during a bane attack so that his death can be blamed on Wyrm minions.
  • You Are in Command Now: In one Time of Judgment scenario, Margrave Konietzko leads the Garou Nation after Albrecht dies. He proves himself to be an effective, organized leader.
    Mother Larissa 

Mother Larissa

A Bone Gnawer theurge and a respected tribal elder. She leads the Sept of the Green in New York City.


  • All-Loving Hero: For decades, she has offered compassion and guidance to Bone Gnawer cubs and cliath, as well as those in need.
  • Cool Old Lady: She has reached advanced age (no small feat among the Garou) and serves as the wise, eccentric leader of New York's Bone Gnawers.
  • Character Death: In the Time of Judgment scenario in which the Bone Gnawers fall to the Wyrm, Mother Larissa is assassinated by "rabble" who serve the Wyrm.
  • Creepy Good: She dresses like a bag lady and cackles like a witch.
  • Eccentric Mentor: She serves as this to the young Garou she meets. She also serves as this to Hundo Chunder, her assistant in Rage Across New York.
  • Homeless Hero: According to Rage Across New York, she lives on one of New York's bay islands.
  • Never Mess with Granny:
    • According to Warriors of the Apocalypse, she beat Shakey Mac in ritual combat for her leadership position.
    • She keeps a grand klaive hidden in the bushes of Central Park in case she needs it someday.
  • Seeking Sanctuary: She is known for offering refuge to those who are in danger or on the run.
  • Supporting Leader: In Apocalypse: Time of Judgment, Mother Larissa is listed among the high-ranking and well-known Garou leaders who can potentially lead the Garou Nation, if both King Albrecht and Margrave Konietzko are killed.
    Golgol Fangs-First 

Golgol Fangs-First

A Get of Fenris ahroun. He serves as high war chieftain of the Hollow Heart Caern and leads the Garou campaign against Pentex in the Amazon Basin.


  • Arch-Enemy: Pentex. He has devoted his life to waging war against Pentex in the Amazon basin.
  • Badass Army: He created the Warg System (a military-like hierarchy) to organize Garou packs into a large, disciplined fighting force in the Amazon.
  • Combat Pragmatist: When Pentex set up operations in the Amazon, attempts to shift them led to a lot of casualties and little progress. Golgol proceeded to lay waste to the rainforest in the region, leaving large amounts of Pentex material in the areas. He was almost condemned by a moot until news arrived that Pentex's image had taken a massive beating, since all the blame for the environmental destruction fell squarely on their doorstep, forcing them to dramatically scale back their operations and leaving them far more vulnerable to the Garou. Golgol was promptly cleared of all charges and put in charge.
  • Death Glare: Golgol has such a fearsome reputation among the Get that a scowl from him is usually enough to curb misbehavior.
  • Heroic Lineage: His late mother and her pack (who became his adoptive parents) were renowned for fighting the Nazis during World War II.
  • Last of His Kind: In the Time of Judgment scenario in which the Get of Fenris fall to the Wyrm, circumstances prevent Golgol and his warriors from participating in the Get siege on the Black Spiral Dancers. Because of this, Golgol and his warriors are among the handful of Get who do not fall to the Wyrm.
  • Missing Mom: His mother gave birth to him in the middle of a battle during World War II. When she died in battle, her pack adopted him.
  • Old Soldier: At the time of Rage Across the Amazon, Golgol is 65 years old and the veteran of both human and Garou wars.
  • Supporting Leader: In Apocalypse: Time of Judgment, Golgol is listed among the high-ranking and well-known Garou leaders who can potentially lead the Garou Nation, if both King Albrecht and Margrave Konietzko are killed.
  • Tranquil Fury: Golgol is level-headed for a Get and remains calm even in the heat of battle.

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