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Garou Nation


    Black Furies

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.
  • An Axe to Grind: Some Furies wield Minoan labrys axes.
  • 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.
  • 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) 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 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.
  • 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.
  • Pegasus: The tribe's totem spirit.
  • 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.
  • Spiritual Successor: A Greek-themed society of Amazon warriors who distrust men brings the Wonder Woman franchise to mind.
  • 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.
  • Women's Mysteries: The tribe celebrates womanhood and nature at their gatherings.

    Bone Gnawers

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.
  • Cool Old Lady: Mother Larissa, an elderly Theurge, is a highly knowledgeable (and formidable) Bone Gnawer leader.
  • 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 spread plagues in the Wyrm's name.
  • 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 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

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 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.
  • 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.
  • 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: Unicorn is the tribe's totem spirit.
  • 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.


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.
  • The Fair Folk: They had strong ties to the Fae in the ancient past.
  • 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.
  • Not So Different: From 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.
  • Oireland: A Fianna stronghold.
  • 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.

    Get of Fenris

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 Equals Authority: 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, ETC), they can more often than not be noble as well (Rapists, Child-Abuse, Bullies, Cruelty, Oathbreaking, ETC).
    • The Get DO NOT take kindly to comments about how their tribal glyph (which depicts a wolf born of a wolf) resembles a swastika.
  • 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.
  • 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.
  • Does This Remind You of Anything?: 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. The story is reminiscent of the White Howlers' fall to the Wyrm.
  • Drop the Hammer: War hammers are a traditional Get weapon.
  • 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.
  • Heroic Sacrifice: The Get see self-sacrifice in battle as the most noble act one can perform.
  • 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.
  • 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.
  • Misogyny: 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. 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.
  • 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.
  • 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.
  • 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).
  • Rated M for Manly: They value physical strength, toughness, and skill in battle.
  • 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.
  • 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

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, 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. And 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. For a tribe that values human progress and whose whole purpose is to shepherd humans, this is hypocritical.
  • 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

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

  • 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.
  • End of an Age: 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.
  • 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.
  • 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.
  • Humans Are the Real Monsters: They think so.
  • 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.
  • 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.
  • Not So Different: From 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.
    • 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

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.
  • 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

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.
  • Your Worst Nightmare: According to Rage Across Egypt, Set's curse prevents Silent Striders from finding rest in Egypt. Silent Striders who sleep while in Egypt are tormented by nightmares, which leave them exhausted upon waking up.

    Silver Fangs

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.
  • 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.
  • Royal Inbreeding: Despite the particular dangers for werewolves.
  • 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.


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.
  • 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.


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.


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.
  • Wendigo: Wendigo, a winter spirit, serves as the tribe's totem and namesake.

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.
  • Mixed Ancestry: The Siberakh are the descendants of Silver Fang Garou who recognized the folly of their tribe's inbreeding and mated with Wendigo kinfolk instead.
  • Super Toughness: They can ignore the effects of extreme cold.


    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.

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.

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.

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.
  • 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.
  • 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.
  • 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).




Werehyenas native to Africa, charged with culling humans and animals — killing the infirm, weak, and elderly — to maintain their overall strength.

  • Arch-Enemy: Of the Simba werelions.
  • Dark Secret: Akin to the Bastet, the Ajaba have a set of weaknesses called Yava they must keep secret (in 2e and W20, but not in Revised). The Simba discovered the weaknesses and used them in their genocide — though their pride in their superiority means they won't admit this.
  • Final Solution: Black Tooth, a brutal Simba king, led an attempted genocide against the Ajaba. The handful of Ajaba survivors nurse a deep-seated hatred of Simba for this reason.
  • Hermaphrodite: According to W20 Changing Breeds, metis Ajaba often have hermaphroditism.
  • The Migration: In response to the massacre, the surviving Ajaba have scattered worldwide.
  • Moral Myopia: The Ajaba were perfectly willing to apply their sacred purpose to themselves, culling their own kind as well as humans and animals. When Black Tooth killed Ajaba en masse, they were outraged.
  • The Social Darwinist: They kill humans, animals, and Ajaba who are old, infirm, or weak.


Werespiders created by Ananasa, a high-ranking servant of the Weaver who is now imprisoned in Malfeas.

  • All Your Powers Combined: Ananasa created spiders (and the Ananasi) by combining the energies of Wyld, Weaver, and Wyrm.
  • And Man Grew Proud: The ancient Ananasi ruled over humans in their sphere of influence with an iron fist, feeding on them and demanding sacrifices in exchange for knowledge. Eventually, humans grew resentful and hunted down their Ananasi masters.
  • Been There, Shaped History: In Krapina, a town in northern Croatia, archaeologists discovered the fossilized remains of over eight hundred Neanderthals. The Ananasi claim that their ancestors carried out a slaughter there.
    • The Ananasi claim to have taken full advantage of the Inquisition, manipulating inquisitors into persecuting Garou and other enemies of the werespiders.
    • The Ananasi also claim to have helped end slavery in the U.S. through subtle manipulation of political figures. Since many Ananasi kinfolk came from Africa, they had a vested interest in liberating their kin.
  • Bittersweet Ending: In one Time of Judgment scenario, both Ananasa and the Wyrm escape from captivity and proceed to restore balance to the fabric of reality. Ananasa reweaves the world in such a way that the cosmic balance is restored, but changing breeds are eliminated and some of the majesty of Gaia is lost.
  • Blind Obedience: "Obey the Mother-Queen in all things", "worship none but Ananasa", and "follow the aspect and faction that Ananasa chooses for you" are the most important of the Ananasi laws.
  • Blue-and-Orange Morality: Ananasi morality does not resemble human morality. Their chief goal is restoring balance to the cosmos, but their means of doing so are manipulative and bloody.
  • The Cassandra: Ananasa worried that the original balance of the universe would be lost, but failed to impress this on the Triat.
  • Fantastic Caste System: The werespiders divide themselves into aspects and factions that mimic the roles of the Triat.
  • A Fate Worse Than Death: Ananasa may inflict these on Ananasi who turn from her, or simply to make a point. The carnage at Krapina was an example of the latter. The Ananasi also inflict horrible punishments on spies, such as a Nuwisha who tried to infiltrate a gathering of young werespiders and their mentors, or so they thought, as said Nuwisha let an unfortunate Ananasi take the fall.
  • Final Solution: The Ananasi claim that in ancient times, Weaver-aligned insect shapeshifters grew too prolific and threatened the balance of the universe. On Ananasa's orders, the Ananasi carried out a genocide of the insect shapeshifters, capturing their spirits so that they could not take physical form again.
  • Have You Seen My God?: Played with. Ananasa is AWOL because the Wyrm is holding her prisoner in Malfeas. After Ananasa's inprisonment in the opal cell, the Wyrm held her silent for centuries. The Ananasi incorrectly believed that their goddess had abandoned them.
  • Hoist by His Own Petard: Australia's Ananasi helped engineer the extinction of the Bunyip... but the tribe's death broke the treaties between them and the Dreamtime monster known as the Yahwie, and the Yahwie now seeks revenge for the Bunyip's death by hunting and killing any Ananasi in Australia. It doesn't help that the Yahwie is apparently impossible to truly kill.
  • "I Know You're in There Somewhere" Fight: Their attitude toward the Wyrm. The Ananasi realize that the Wyrm has gone insane, but believe that it can be restored to its original state somehow.
  • I'm a Humanitarian: Ananasi drink human blood in order to stay healthy and fuel certain abilities. Padrona are mysterious Ananasi who cannibalize their brethren for reasons yet unknown.
  • I Will Punish Your Friend for Your Failure: Upon learning of Ananasa's predicament, the ancient Ananasi briefly served the Wyrm in exchange for Ananasa's safety.
  • Informed Ability: Because of her ancient proximity to the Weaver, the Ananasi see Ananasa as a wise goddess with a long-term plan for escaping from Malfeas and restoring order to the universe. Under Ananasa's orders, however, the Ananasi have made mistakes that have empowered the Wyrm and weakened Gaia's forces, suggesting that Ananasa may not know what's she's doing. For example, different sources state that the Ananasi were indirectly responsible for the War of Rage, the fall of the White Howlers, and the genocide of the Bunyip.
  • Jerkass Gods: Thousands of years ago, Ananasa summoned all the regional Ananasi to Krapina and compelled them to slaughter all the people in the city. When the humans were devoured, the Ananasi turned on each other and died in a cannibalistic feeding frenzy. Ananasa did so to teach her children than "the will of the Mother is greater than the frailty of the Children".
  • Lack of Empathy: Ananasi tend to turn... rather cold following their First Change. It's part of what makes them master manipulators.
    "Have you noticed the differences in your mind since you first Changed? You are not as warm as you might have been. The flowers do not hold the same beauty for you as they did, and likely your families are no longer as important as they were. This too is Ananasa's doing. We are cold and merciless because we must be. We are hunters, destroyers and builders. All of these tasks require a certain... distance from the objects we must work with."
  • The Maker: Ananasa created diversity among Gaia's lifeforms and brought spiders and werespiders into being.
  • Manipulative Bastard: Thousands of years ago, the Ananasi tricked the Garou into storming Malfeas and attacking a giant opal, which they claimed was the heart of the Wyrm. In reality, the opal was a containment cell in which Ananasa was imprisoned. The Garou's assault cracked the opal, allowing Ananasa to communicate with the Ananasi, but the Garou have neither forgiven nor forgotten how the Ananasi lied to them. Manipulation continues to be a favored Ananasi tactic to this day. Incidentally, this is one of many incidents that's been claimed to have kicked off the War of Rage.
  • Messianic Archetype: Anansi, a legendary Ananasi who traveled through the Umbra for years to locate Ananasa. Before leaving for the Umbra, he instructed his followers not to obey the Wyrm. When he returned, he brought news of Ananasa's predicament to her children.
  • Nice Job Breaking It, Hero!: According to the 2000 Ananasi breedbook, the White Howlers (who later became the Black Spiral Dancers) fell to the Wyrm after the Ananasi tricked the Garou into storming Malfeas. The Garou targeted the ancient Ananasi for serving the Wyrm. The Ananasi retaliated by telling the Fera that the Garou would come for them next, igniting the War of Rage between the Garou and Fera. Well, maybe — there are numerous accounts of what started the War of Rage, and as of yet, none of them are entirely canon.
  • Not So Different: From the Gaian Garou. The Ananasi accuse the ancient Garou of self-importance and arrogance for believing that they could protect creation themselves, but this is exactly how the Ananasi themselves behave.
  • Save Your Deity: The long-term goal of the Ananasi is to liberate their goddess from Malfeas. They attempted it in the distant past by manipulating the Garou into storming Malfeas.
  • The Sociopath: Most Ananasi (except for those with the merit/flaw Empathy) are devoid of empathy for other beings. Manipulation and deceit are time-honored Ananasi tools. Finally, the werespiders see themselves as set above other life forms, having been created by a high-ranking goddess. While the Ananasi do have a moral code of sorts, it sees other beings as expendable in the name of restoring balance to the universe.
  • Spider Swarm: Ananasi can transform into a swarm of spiders.
  • The Stoic: Most Ananasi are emotionally muted. See Lack of Empathy above.
  • Tailor-Made Prison: When Ananasa tried to stop the Weaver from cleaving the physical and umbral worlds apart, the Weaver punished her by imprisoning her in an opal and throwing her to the Wyrm. The opal cell protects Ananasa from the Wyrm's corruption but prevents her from moving, forcing her to delegate tasks to her Ananasi servants.
  • The Vamp: Seduction is one of many Ananasi tactics for manipulating humans.
  • Villainous Crush: The Wyrm nurses a crush on the Weaver, and adores Ananasa because she reminds him of the Weaver. He keeps her opal containment cell in Malfeas for this reason.
  • Well-Intentioned Extremist: The Ananasi have noble goals, in that they want to free their goddess and help her restore order to a broken universe. However, other supernaturals look askance at the manipulative means by which they go about this goal.
  • We Used to Be Friends: Eons ago, Ananasa was on friendly terms with the Triat. The Weaver's obsession with order and the Wyrm's insanity have destroyed two of those three friendships.


Werefelines whose social structure, like Garou, is divided into tribes, in their case by species: Bagheera (leopards), Balam (jaguars), Bubasti (Egyptian shadow-cats), Ceilican (fae cats), Khan (tigers), Pumonca (pumas), Qualmi (lynxes), Simba (lions), and Swara (cheetahs). The Khara, were-sabretooth tigers, fell into extinction with their species.

  • Ax-Crazy: Rage Across Egypt describes Sakhmet, an ancient Simba queen who revered Helios (Re). She was prompted by Re to go on a frenzied killing spree in ancient Egypt, slaughtering all the humans and vampires she could find.
  • The Caligula: Black Tooth, a Simba (werelion) king.
  • Cat Folk: They resemble hulking humanoids felines in their battle form.
  • Dark Secret: Each Bastet tribe is subject to weaknesses called Yava that they work very hard to keep secret from outsiders. Most of these are incredibly esoteric, such as that white wine poured into a footprint will make the werecat who made the print drunk. Some of them are very deadly.
  • Ineffectual Loner: With the exception of the Simba, the Bastet are solitary creatures. Because they operate independently, they were vulnerable to the Garou (who operate in packs) during the War of Rage.
  • Misunderstood Loner with a Heart of Gold: The Swara werecheetahs are solitary and standoffish even by Bastet standards, trusting only spirits and other Swara.
  • Supporting Protagonist: According to the Bastet themselves, Gaia's task for them was to coordinate the actions of all of the other Changing Breeds and ensure all worked together. Because this would require them to know everything about the other Breeds, they didn't take kindly to this.


Wereravens who serve as spies and messengers for the Garou and other Fera.

  • Amazon Brigade: The female-only Morrigan and Murder's Daughters camps.
  • Attention Deficit... Ooh, Shiny!: Corax are easily distracted by shiny objects.
  • Bird People: In their battle form, they become humanoid ravens.
  • The Cassandra: The Corax claim that they tried to warn the Wendigo and Uktena about the imminent invasion of the European Garou, but the tribes wouldn't listen. The Corax sometimes run into this problem when trying to relay important information. Their trickster tendencies come in handy when trying to get a obstinant Garou or Fera to listen.
  • Clever Crows: They are tricksters.
  • Creepy Crows: They drink the eye of corpses.
  • Due to the Dead: The Corax must respectfully ask a corpse's permission before harvesting an eye to drink. They drink from eyes not only to gather useful information, but to honor the dead by bearing witness to their lives.
  • Eye Remember: The Corax can drink the fluid in a corpse's eye (provided that they ask permission first) and see events from the dead person's life.
  • Gossipy Hens: They share information with the Garou, Fera, and themselves. Their totem, Raven, also asks that, whenever they learn a secret, they whisper it into the wind, so that Raven can hear it too.
  • Information Wants to Be Free: The Corax bring secrets to light. The Corax code of conduct stresses that "there are no secrets".
  • Knowledge Broker: Corax serve as messengers and spies for Gaia's forces, trading in vital information.
  • Merger of Souls: Unlike most of the other Fera, Corax are not born, but made; new Corax are created via a ritual bonding a human or raven child with a spirit egg, the spiritual component that makes a Corax. Their First Change is triggered when the egg hatches.
  • The Mole: During the War of Rage, they maintained friendly relations with the Garou on the surface. Secretly, they were keeping sensitive information from the Garou about Fera whereabouts and leading the Fera and their kinfolk to safety in the Umbra.
  • Motormouth: Corax love to talk... and talk... and talk...
  • Non-Action Guy: Unlike most other Changing Breeds, the Corax hate being in their Crinos form, which is awkward, ungainly, and generally unsuited to combat. They have a few tricks for offense or escape, but as a rule, a Corax does not want to be anywhere near a fight.
  • Odd Friendship: The warlike Get of Fenris and Fianna Garou hold the peaceful Corax in high esteem.
  • Passive Rescue: During the War of Rage, they quietly helped Fera and Fera kinfolk find refuge in the Umbra.
  • The Quisling: Other changing breeds claim that the Corax allied themselves with the Garou during the War of Rage. The Corax deny this.
  • Tengu: The Corax's Far Eastern branch, who are the inspiration for mortal Tengu legends.
  • We Are Everywhere: As per the Raven totem's orders, the Corax spread across the globe and Umbra.


Werebears long thought extinct who serve as Gaia's healers. They're organized into tribes that tend to divide themselves by geographical habitat: Forest Walkers, Ice Stalkers, Mountain Guardians and River Keepers. The Okuma of Asia died in the Beast Courts' War of Shame.

  • Back from the Dead: One of their highest-level Gifts and one of their most powerful rituals each allow them to do this to a recently deceased subject. However, they can only resurrect a person once (and can't use one power on a subject on whom they used the other power, successfully or no), and if they wait too long before using the resurrection Gift... something a little more Wyrmish than the original soul will end up operating the body. Also, they refuse to use their resurrection powers on non-Gurahl. It's stated that their unwillingness to teach these powers to the Garou (who the Gurahl didn't think were ready for them) was one of the major factors leading to the War of Rage.
  • Bears Are Bad News: Zig-zagged. They are retiring healers and considerably less prone to berserking than Garou... but managing to set one off is a bad idea.
  • The Bible: According to the Gurahl breedbook, the prophet Elisha was a vampire who controlled an umfalla (werebear abomination) named Sarah Childslayer. This was a reference to 2 Kings 2:23-25 in the Bible, in which bears slaughtered a group of children who were teasing the prophet Elisha.
  • Came Back Wrong: If Gurahl wait too long to resurrect a fallen comrade, the resurrected body is at high risk of being bane-possessed.
  • Determinator
  • Ethical Slut: Gurahl are not necessarily monogamous, as illustrated by their use of the Rite of True Mating.
    "We use a ritual that tells us who our optimal mate is, and it isn't always the same one as the last time! Promiscuous? No, we're not. Another Changing Breed holds that distinction. Like Gaia's wild creatures, we choose the strongest and most healthy with whom to mate. This is the best way we know to ensure having hardy children. That's not promiscuity; it's survival."
  • Fantasy Pantheon: Great Bear (their father-god), Ursa Major (their mother-god), and Ursa Minor (the child of Great Bear and Ursa Major).
  • Heroic Sacrifice: In ancient times, Gurahl would willingly allow starving humans to kill them and eat their flesh. Gurahl who sacrificed themselves this way were often resurrected by their brethren.
  • Hero with Bad Publicity: Even in modern times, some Garou wrongly believe that the ancient Gurahl betrayed them or collaborated with the Wyrm.
  • King Arthur: The first edition Gurahl breedbook strongly implies that the ancient Bear King was King Arthur, who went into hibernation in a secret Umbral island realm after being gravely injured.
  • The Medic: Their healing skills are second to none.
  • The Mentor: The Gurahl recognize the importance of mentoring their young. In ancient times, before the War of Rage, they mentored the Garou, teaching them the Rite of Purification, Rite of Passage, Mother's Touch, and Sense Wyrm.
    • Gurahl who perform the role of Great Grandfather and Great Grandmother do this for the earth.
  • Mighty Glacier: Comes up in two ways. One, the physical boosts that the Gurahl receive upon shifting towards their non-Homid forms bulk up in terms of both strength and stamina, but their Dexterity scores stay pretty level. Two, unlike most shifters, the Gurahl can't spend Rage to get extra actions. Instead, they can use Rage to buff their strength to absurd levels. They might only hit once per combat round, but that hit can rend steel like it's butter, and while they can't necessarily dodge a hail of bullets, they can shrug off non-aggravated damage that would make even the Garou pause.
  • Our Wormholes Are Different: To enter the Umbra, Gurahl must perform the Rite of Rending the Gauntlet, which tears a hole between the physical world and the spirit world.
  • You Are Not Ready: In ancient times, they refused to teach the Garou their resurrection gifts and rites, concerned that the immature Garou would become invincible if they could revive their dead. To boot, they feared that if the Garou abused these abilities, they would unwittingly resurrect bane-possessed Garou. The Garou initiated the War of Rage as a result.


Werefoxes native to east Asia, with powerful magic skills and close ties to Luna. They are the youngest of the Changing Breeds, coming into existence following the War of Rage.

  • Death by Childbirth: The birth of a Kitsune causes at least one death in exchange, typically one or both of the parents, with fox and human-born Kitsune being most likely to lose their non-Kitsune parent, and metis Kitsune having even odds of losing either, neither, or both. If both somehow survive, someone closely connected — family, friend, associate — dies instead.
  • Squishy Wizard: While not as physically powerful as the Garou and other Fera, they have considerable magic skills. And they lack a Healing Factor.
  • You Cannot Grasp the True Form: Averted, unlike other shifters. As the Kitsune took no part in the Impergium, the ancestral memory of humans is not influenced by Kitsune, and they do not invoke the Delirium.


Werereptiles (crocodilians and large lizards) who descend from the dinosaurs, gathered into "Varnas" based on their species and "Streams" based on their homeland: the Mokolé-mbembe of Africa, the Makara of India, the Gumagan of Australia and Oceania, and the Zhong Lung of East Asia. Their ancestral memories give them a grasp of ancient history that other supernaturals lack. This also forms the basis of their Archid form which takes the form of various dinosaurs mashed together.

  • And Man Grew Proud: Ancient Mokolé ruled the Earth during the Age of Kings, but their pride contributed to their downfall.
  • Cold-Blooded Whatever: While other changing breeds have specific animal types under their respective purviews, the Mokole mix-and-match every reptile under the sun — crocodiles, lizards, even dinosaurs — except for snakesnote .
  • Genetic Memory: Mokolé serve as Gaia's memory. Mnesis gives Mokolé access to their ancient ancestors' memories.
  • Lizard Folk: Mokolé do not have a humanoid lizard form outside of the "Reptoid Form" Gift they can learn to get a form analagous to the Glabro of the Garou. When they were the Lizard Kings during the Mesozoic, they could assume a bipedal, tool-using form called Drachid which was visually a Lizard Folk, and enough interbreeding amongst the Lizard Kings resulted in a whole separate Drachid species that their contemporary Changing Breeds could also use as breeding stock in the absense of mammals. The Wonder-Work, a.k.a. the Creataceous-Paleogene extinction, resulted in the complete annihilation of the Drachid species, and no modern Mokolé has been able to pull it from the Mnesis to recreate it.
  • Mix-and-Match Critters: The Archid form is dreamt up by the Mokolé who pulls memories of reptiles, birds, and dinosaurs out of Mnesis to form their "true form" which tends to be an amalgamation of various dinosaurs in the west or something resembling a dragon amongst the Zhong Lung in Asia.
  • Turtle Power: The W20 Changing Breeds sourcebook adds a lost turtle Varna known as the Ao who mysteriously disappeared thousands of years prior for reasons unknown. It's been proposed that they were eliminated by others, that it was part of a natural cycle that will see their eventual return when the time is right, or that they were called into the Umbra to wait out the storm and return when most needed.


Wereserpents who serve as Gaia's assassins. Formerly related to the Mokolé.

  • Assassin: Nagah quietly kill those who harm Gaia.
  • He Knows Too Much: The narrator of the Nagah breedbook notes that Old Man Many-Skins of the Nuwisha is a Nagah target because he has stolen too many secrets from the other changing breeds.
  • Masquerade: On top of the standard Masquerade that the Fera uphold, the Nagah hide themselves from the other Breeds, allowing them to think they were driven to extinction during the War of Rage. In the Beast Courts, their existence is known, but still kept secret from outsiders. In the past, the Nagah had another Masquerade: They were believed to simply be magistrates and dancers, hiding their role as assassins.
  • Master Poisoner: Poison is their weapon of choice. Not only are their snake forms capable of venom (even if the snake breed the Nagah takes from is not), but they prefer to use poison to assassinate their targets. One of their favorite modern fetishes is a punch bowl that can turn liquids into deadly poison.
  • My Greatest Failure: As the Nagah tell it, long, long ago, one of their number fell to the Wyrm, and killed the wrong Silver Fang, sparking the War of Rage.
  • Rule of Three: For the Nagah, balance is a matter of three rather than two: the three great forces of the Triat, the three worlds of human, beast and spirit, the Three Mothers of the Nagah, Earth, Moon, and River, who are to be honored, and the three Nagah breeds, balaram (human-born), ahi (Nagah-born; lack the deformities and infertility of metis Garou, but are particularly vulnerable to pollution), and vasuki (snake-born). The luckiest number of Nagah for a nest, their basic social unit, is three, although sometimes they have to make do with two. They make it a rule never to operate alone, for fear of falling.
  • Snake People: In their battle form.


Werecoyotes who serve as tricksters and teachers.

  • Break the Haughty: A cherished Nuwisha tactic. Their breed's laws command werecoyotes to "teach those who need teaching a proper lesson". The Nuwisha themselves experience this in one Time of Judgment scenario. When the Wyrm hunts the Nuwisha to near-extinction, the few survivors must swallow their pride and seek protection from the Garou.
  • Creation Story: According to the Nuwisha, Coyote created the world and its lifeforms. When he created humans, the animal spirits all took some for themselves, thus creating the changing breeds.
  • Final Solution: In one Time of Judgment scenario, the Wyrm carries out a genocide of the Nuwisha and uses their remains to construct the five Columns of Flesh.
  • Hypocrite: The narrator of the Nuwisha breedbook criticizes the Garou for their pride, but the Nuwisha themselves are anything but humble.
  • I Have Many Names: Coyote has taken many shapes and names across the world, including those of Pan, Xochipilli, Oghma, Ptah, and Kishijoten. All Nuwisha serve one of these facets of Coyote. Coyote may be the Wyld under a different name.
  • Irony: The Nuwisha think of themselves as trickster teachers, but judging by the other breedbooks, their "lessons" leave others confused or embarassed more often than enlightened.
  • Jerkass Gods: Coyote's Ti Malice aspect seeks to make civilized life so unpleasant that humans flee the cities and question their old ways.
  • Joke Character: Their original interpretation in the gamebooks was treated as this, being compared to the Ragabash of the Garou but turned up to 11 in their antics. The original Nuwisha character sheet even had an entry called "Pants?", which was given the same prominence as their Breed and Totem and implied that the Nuwisha's choice of pants (or lackthereof) was an important character building concept.
  • Magic Music: Coyote sang creation into being, according to the werecoyotes' creation story. Some Nuwisha gifts also use singing.
  • The Maker: The Nuwisha credit Coyote with creating the world.
  • Master of Disguise: Old Man Many-Skins, a renowned Nuwisha.
  • The Medic: Nuwisha who follow Kishijoten, Coyote's nurturing aspect, are healers.
  • My Greatest Failure: A collective example. Luna was deeply hurt when Coyote created a world more beautiful than her, and the Nuwisha share Coyote's remorse for hurting her.
  • Nice Job Breaking It, Hero!: According to the Nuwisha creation story, the Wyrm wanted some of the humans that Spider (Weaver) claimed for herself. When he tried to take humans out of her web, he became ensnared. Coyote refused to help him, convinced that the greedy Wyrm needed to learn a lesson. Had Coyote helped the Wyrm escape, he could have averted many of the problems afflicting the World of Darkness.
  • Not So Different: The Nuwisha realize that they could have become vengeful like the Red Talons after humans began killing coyotes en masse. Fortunately, the Nuwisha learned from the Talons' errors.
  • Powered by a Forsaken Child: In one Time of Judgment scenario, the Wyrm carries out a genocide of almost all Nuwisha. The Wyrm then uses their corpses to construct the Columns of Flesh, which form gateways into the Near Umbra for bane reinforcements.
  • Protectorate: The Umbra, where most Nuwisha live.
    • Nuwisha who serve Coyote's Ptah aspect have been obscuring parts of the Umbra from the Void Engineers, whom they accuse of spreading Weaver taint across the spirit world. These Nuwisha make sure that the Void Engineers only encounter parts of the Umbra that belong to the Wyrm, not places of power and beauty.
  • Reconcile the Bitter Foes: A Nuwisha leader named Coyote-Laughs-At-Luna tried this centuries ago. Her plan involved offering a single caern to all the Garou tribes in exchange for peaceful relations with the Nuwisha. The Garou refused to share the caern, succumbing to infighting.
  • The Trickster: Nuwisha excel at snark, practical jokes, and in the case of Wyrm minions, deadly pranks. It's also mechanically enforced — all Nuwisha are of the Ragabash auspice, the tricksters of the lunar cycle.
  • Trickster Mentor: The Nuwisha see themselves as this for the Garou and other Fera. They consider educational tricks a sacred duty. Judging from the other breedbooks, however, their "lessons" leave others embarassed, confused, or angry more often than enlightened.
    Coyote: The very best pranks are those that make your opponent think. The very best jokes are those that teach the listeners to hear the truth.
  • Walking the Earth: Coyote asks that his children travel the Earth and Umbra to better understand the Wyrm.
  • You Cannot Grasp the True Form: In the first edition of the game, a Nuwisha's battle form was invisible to normal humans. In later editions, their battle form triggered a milder form of the Delirium.


Wererats who delight in chaos, upheaval, and disease, thanks to their Wyld-taint. Their race suffered considerable losses during the War of Rage, and they share a deep-seated hatred for the Garou.

  • Action Survivor: The Ratkin have been hell-bent on survival since the War of Rage.
  • Ax-Crazy: Wyld-taint has left many Ratkin... unbalanced.
  • Bold Explorer: The Munchmausen, a group of Ratkin who explore the Umbra.
  • Curse: During the War of Rage, the last of the Ratkin bards assembled in the Field of Nettles and cursed their Garou oppressors, promising that the Ratkin would rise up against them someday.
  • Explosive Breeder: The Ratkin have been quietly expanding their numbers over the millenia. As a result, a tiny percentage of the human population is now Ratkin kinfolk. The Corax breedbook observes that the Garou don't know that Ratkin exist in the numbers they do, and that someday the Ratkin will rise from the sewers and give the werewolves a nasty surprise.
  • Humans Are Bastards: Some Ratkin blame humanity's rapid growth for the Weaver's insanity, blaming humans for the current state of their crapsack world. These Ratkin see human deaths as necessary for restoring order to the world. Other Ratkin cast their lot with downtrodden humans and care for them.
  • Hypocrite: The Ratkin despise human society and want to bring it down. However, they see no hypocrisy in benefiting from the boons of human society, such as language, firearms, property ownership, and ties with human kinfolk.
  • Mandatory Motherhood: Ratkin consider breeding a sacred duty.
  • Moral Myopia: The Ratkin see nothing wrong with culling humans or trying to bring down human society. However, they're furious that the Garou tried to cull them and wipe out their society in ancient times.
  • Plaguemaster: Some Ratkin specialize in spreading disease.
  • Rodents of Unusual Size: In their battle form.
  • The Social Darwinist: They state that their Gaia-given role is to kill humans when the human population grows too large.
  • Viral Transformation: The Birthing Plague kills normal humans, but it transforms Ratkin kinfolk into full Ratkin over the span of several days.
  • You Dirty Rat!: Their battle form resembles a large anthropomorphic rat. To boot, all Ratkin can assume a rat form.


Savage weresharks who guard the oceans.

  • The Ageless: Once a Rokea undergoes the First Change, they stop aging. So long as they're not killed, they can live forever.
  • Blue-and-Orange Morality: Their code of conduct does not resemble human or Garou morality. They are dedicated to eating, mating, swimming, and fighting the Wyrm. In recent years, deciding to live on land has become the big sin in Rokea culture, such that sea-dwelling Rokea will hunt and kill Rokea who decide to do so. The Same-Bito, Asian Rokea who dwell on land and even breed with humans, are relatively safe from this, because they have considerable numbers and the backing of the Beast Courts behind them (though they're still hated by "mainstream" Rokea for this reason, with the main branch declaring the first Same-Bito a traitor).
  • Fish out of Water: Almost literally, in the Rokea's case. The breed's isolationism, combined with the fact that most Rokea are shark-born, means that when they first venture on land, they're unfamiliar with how humans do... well, anything. Doesn't help that there's virtually no use for Homid form at sea, since there's nothing Rokea are likely to do in that form that their Glabro form couldn't do better.
  • Mode Lock: A hazard for Rokea that remain away from Sea for too long even if they somehow maintain their Gnosis — if they go for a full year without bathing in a body of salt water, they lose their shapeshifting ability forever. Since so few Rokea even deign to walk on dry land, it's doubtful many (if any) know the exact time limit.
  • Threatening Shark: Human-range intelligence, boosted regeneration, magical powers, and shapeshifting. A shark with any of these would be one, and the Rokea have them all.

     Lost Gaia Factions 


A tribe of Garou who lived in Australia, taking Aboriginal Australians and thylacines as kinfolk. The tribe was exterminated by European Garou during the European colonization of Australia, as described in Rage Across Australia.

  • The Cassandra: A handful of European Garou such as Raymond Love-of-the-Goddess urged their brethren to respect the Bunyip. They were ignored.
  • Cloning Blues: Cernonous (a Children of Gaia scientist) is convinced that he can resurrect the Bunyip via cloning. Unfortunately, the resulting Garou are obviously different from their progenitors, being aggressive and secretive. One Apocalypse scenerio sees them revealing that he only managed to clone the physical part of the Garou, the body and animal instincts. The spirit wasn't there, and the Empty Shells left behind were taken over by Wyrm spirits. Cernonous is then forced to walk the Black Spiral.
  • Curb-Stomp Battle: Isolation and primitive technology meant that the Bunyip and their kinfolk were ill-equipped to fight off the European Garou.
  • Defector from Decadence: Rage Across Australia states that the Bunyip traveled to Australia to leave behind the other warlike Garou during War of Rage.
  • Fantastic Racism: Earl Blaze, a British Silver Fang, believed that the Bunyip's isolation made them inferior to European Garou. Other European Garou saw the Bunyip as weak and therefore unfit to rule Australia.
  • Fantasy Conflict Counterpart: The European Garou conquered the Bunyip as European humans were conquering Australia's indigenous population. The more specific parallel is probably to the indigenous population of Tasmania, which was completely destroyed through a combination of killing and interbreeding with Europeans, and is often considered one of the prototypical groups of victims of colonial genocide.
  • Final Solution: The Bunyip and their thylacine kinfolk were completely exterminated during the European conquest of Australia.
    • It didn't help that the Bunyip were already on the brink even before European contact, with their thylacine kinfolk close to extinction thanks to the machinations of Australia's Ananasi.
  • Hostage Situation: Earl Blaze kidnapped seven Bunyip kinfolk in an attempt to force the reclusive Bunyip to make contact with European Garou. The kinfolk refused to be the European Garou's pawns and killed themselves.
  • Insanity Immunity: The Bunyip did not carry out the Impergium on Aboriginal Australian peoples, and thus pure-blooded indigenous people from Australia do not experience Delirium.
  • Interspecies Romance: The Bunyip Garou bred with thylacines — which were marsupials, not canines — thanks to secrets the Australian Mokolé taught them.
  • Large and in Charge: The Earth Mother revered by the Bunyip is an avatar of Gaia who appears in the Dreamtime Umbra as a giant woman. Also, the enormous Rainbow Serpent was one of the totems of the Bunyip, and it still grieves over the tribe's extermination.
  • Let's You and Him Fight: According to Rage Across Australia, a Black Spiral Dancer named Mara the Scream tricked Australia's Red Talons into slaughtering Bunyip. The War of Tears resulted in the Bunyip's complete extermination.
  • Lost Tribe: Other Garou tribes thought the Bunyip had died or fallen to the Wyrm. When they discovered the Bunyip in Australia millennia later, they were shocked.
  • My Species Doth Protest Too Much: Disgusted by the Garou's War of Rage, the Bunyip quietly left the Garou Nation and took up residence in Australia. Also, unlike the other Garou, the Bunyip were largely peaceful.
  • Noble Savage: The Bunyip lived in peace with the Aboriginal Australians and the land.
  • Our Ghosts Are Different: Instead of being reborn, the spirits of exterminated Bunyip now inhabit Australia's Dreamtime umbra as ghosts. These angry ghosts can manipulate the surrounding Dreamtime to torment enemies, induce harano in Garou, and drain gnosis from caerns once occupied by Bunyip.
    • W20 Umbra: the Velvet Shadow puts a different spin on things: the Bunyip 'ghosts' are what remains of the last living Bunyip, who had withdrawn into the Deep Umbra and discovered that having spent so long there they could no longer return to the material world.
  • Perfect Pacifist People: Millennia of isolation from their Garou cousins led the Bunyip to eschew war and cultivate a peaceful tribal culture. When forced to defend themselves against the European Garou, the Bunyip's long-buried rage surprised them.
  • Small, Secluded World: Australia was far enough from the other continents that the Bunyip could live there undisturbed for millennia. The Bunyip also sealed the Dreamtime so that Garou could not enter Australia through the Umbra.
  • Yowies and Bunyips and Drop Bears, Oh My: Bunyip was the tribe's totem spirit.


Along with the Wendigo and Uktena, one of the three Garou tribes who inhabited North America before European colonization.

  • Heroic Sacrifice: The entire tribe sacrificed itself to prevent Eater-of-Souls from besieging the Americas.
  • My Greatest Failure: The Wendigo and Uktena regret that their ancestors did not intervene in time to save the Croatan.
  • Seers: Werewolf: The Wild West begins with a prophesy from Voice-of-Winter, the last Croatan theurge. Voice-of-Winter had visions of the conquest of the Pure Lands and the supremacy of Weaver and Wyrm there.
  • Turtle Power: Turtle was the tribe's totem spirit. The Croatan symbol is a stylized turtle.

White Howlers

An ancient tribe of Pictish Garou from what is now Scotland. They went on campaign against the Roman invaders, seeking to drive them out, only to discover they had left their homeland and Kinfolk vulnerable to the Wyrm and its servants. Out of duty, vengeance, and pride, they ventured into Malfeas to confront the Wyrm in its lair, and were corrupted. Their descendants are the Black Spiral Dancers.

  • Brave Scot: Brave Picts, but the trope still holds.
  • Broken Bird:
    • The atrocities of the Roman conquerors were traumatizing enough for the White Howlers. The aftermath of a large-scale formori siege on their kinfolk left many White Howlers emotionally scarred.
    • Lion became this after his beloved White Howlers fell to the Wyrm.
  • The Cassandra: Morag warned her tribemates not to break through the barrier leading from the Great Pit into Malfeas.
    Morag: How can you consider entering that passage now, when the rest of our people know nothing of what we have found here? What if our entry breaks the bonds on that portal? Would you unleash whatever lies beyond onto the rest of the world? Have our Kin not suffered enough? Would you grant the Wyrm itself entry into our lands, all because you are too impatient to think with your heads, not your claws? Have you learned nothing from your battle in the south?
  • Character Narrator: The W20 White Howler tribebook is narrated by Morag, a metis Galliard who was instructed by Lion to recite her tribe's history to the night.
  • Doomed by Canon: Their tribebook is set the night before they ventured into Malfeas.
  • Face–Monster Turn: According to the White Howler tribebook, the Black Spiral Dancer totems Green Dragon and G'louogh were once Gaian totems for the White Howlers. They presumably fell to the Wyrm after the White Howlers did so.
  • Fallen Hero: They were once a heroic tribe of Garou who fought against Wyrm, but were transformed into Wyrm werewolves after storming Malfeas.
  • Fate Worse than Death: When the White Howlers discovered the Great Pit leading into Malfeas, they charged in hoping to destroy the Wyrm. Instead, they were transformed into the first Black Spiral Dancers.
  • Fire Keeps It Dead: The Rite of the Bone-Fire prevents the souls of the dead from returning as ghosts and the bodies of the deceased from being used for necromantic purposes.
  • Fisher Kingdom: In Chronicles of the Black Labyrinth, Titus Germanicus' letters indicate that the White Howlers and their kinfolk were small, diseased and misshapen from the Wyrm's influence in their homeland. The corruption of their Kinfolk comes up again in their tribebook, but it's not really brought up for the Howlers themselves, even when suggesting flaws for Howler characters to take.
  • Go Mad from the Revelation: At least one Theurge went insane when the White Howlers discovered a portal into Malfeas.
  • Heartbroken Badass: The White Howler Garou collectively became this after formori slaughtered, ravaged, and corrupted their kinfolk.
  • King of Beasts: Lion was the tribe's totem spirit. When the White Howlers fell to the Wyrm, Lion joined Griffin's brood and now extends patronage to Red Talons.
  • Last of His Kind: The first edition of Book of the Wyrm mentions Cororuc, a White Howler who escaped the Wyrm's clutches and warned other Garou about the Black Spiral Dancers. He was killed by Black Spirals while he slept. (According to W20 Umbra, his ghost still survives in the Dark Umbra.) Titus Germanicus' letters in Chronicles of the Black Labyrinth describe Brennus, the last White Howler chieftain. After his warriors fell in battle, he was tortured and beheaded in a Black Spiral Dancer pit.
  • Macho Masochism: Members of the Boderia camp engage in extreme body modification, such as scarring and amputation of minor body parts.
  • Mercy Kill: The White Howlers were forced to kill many of their beloved kinfolk who had been transformed into formori after a Wyrm siege.
  • The Migration: During the Ice Age, many of the tribe left their home for fairer climes, returning when it finally ended.
  • Nice Job Breaking It, Hero!: In Chronicles of the Black Labyrinth, Brennus admits to Titus Germanicus that he once summoned Wyrm spirits to fight Roman invaders. His short-sighted empowerment of Wyrmish forces may have contributed to the fall of the White Howlers.
  • Our Ghosts Are Different: Much like the Silent Striders, the White Howlers had extensive contact with ghosts. The Boderia camp specialized in dealing with ghosts of the dead.
  • Protectorate: The White Howlers were devoted to protecting Caledonia from Roman and Wyrmish invaders.
    • The Toutates camp was devoted to protecting White Howler kinfolk.
  • Proud Warrior Race Guys
  • Rape, Pillage, and Burn: While the White Howlers were launching a coordinated attack on the Romans, fomori attacked kinfolk villages en masse. White Howler kinfolk who weren't slaughtered were ravaged or converted into formori themselves.
  • Resurrective Immortality: How tribal hero Eubh the Ever-Living got his name; every time he died, he'd return from death. In the end, he was buried under an avalanche during the Ice Age and never came back; tribal legend held he was waiting to be resurrected, but apparently he never came back before their fall.
  • Retcon: Prior to W20 Book of the Wyrm and the Howler Tribebook, the Howlers' fall was pretty much a result of their own hubris. In the W20 core, they discovered a path into Malfeas, and being Blood Knights of the highest order, charged in to confront the Wyrm in its lair. In the original run, they would venture into Malfeas for their rites of passage, resulting in a good number of the tribe getting Wyrm-corrupted, until eventually they killed the non-corrupted and took over, dragging the surviving Howler elders into the Labyrinth (it's this version Chronicles of the Black Labyrinth ties into).
  • Scheherezade Gambit: According to White Howler legend, Tearlach Talespinner ended the ice age that oppressed her people by telling stories to Helios.
  • Shout-Out: The White Howlers are a collective shout-out to the historical fantasy writings of Robert E. Howard, who included the ancient Picts in several of his stories.
    • References to the stone age history of the White Howlers, the small and twisted bodies of Wyrm-tainted White Howlers and kinfolk, and evil lurking in subterranean quarters are all familiar to Howard's fans.
    • Cororuc, the White Howler who warned the Fianna about the Black Spiral Dancers, is a shout-out to "The Lost Race".
    • The letters of Titus Germanicus in Chronicles of the Black Labyrinth are full of references to "Worms of the Earth". The appendix of Chronicles of the Black Labyrinth mentions Titus Sulla and links Brennus with Bran Mak Morn, two characters who appear in "Worms of the Earth". The Pictish warrior's warning to Brennus about the Wyrm creatures he once summoned — "You called them and they will remember" — is a line that Atla delivered to Bran Mak Morn after he summoned chthonic beings to capture Titus Sulla.
  • Scotland
  • Similar Squad: Like the Red Talons, the Mactire camp was almost entirely lupus, wary of humans, and dedicated to protecting wilderness and caerns.
  • What the Hell, Hero?: According to the 20th anniversary edition of Book of the Wyrm, the White Howlers requested help from the other tribes after discovering the Black Spiral Labyrinth. None of the tribes answered their pleas for help. After the White Howlers fell to the Wyrm, the Get of Fenris and Fianna were more interested in assimilating their kinfolk than stamping out Wyrm activity in White Howler lands. The Howler Tribebook goes into deeper detail on why the other tribes didn't answer: some were focused elsewhere (Black Furies, Bone Gnawers, Children of Gaia, Fianna, Red Talons, Shadow Lords, Silent Striders), some had taken positions at odds with the Howlers' (the Glass Walkers and Silver Fangs, who sided with the Romans over the Picts), some were too divided to mount a united response (Get of Fenris), and some were isolationist (Bunyip, Croatan, Uktena, Wendigo). The Stargazers were prepared to respond, as they foresaw great harm coming to all Garou if they did not intervene... but then their omen changed, and the Stargazers saw that if they joined the Howlers, both tribes would be lost. They still debate their choice not to help even today.


An ancient race of were-aurochs who provided the inspiration for the Minotaur legend. Exterminated by the Garou during the War of Rage.

  • A Load of Bull: In their battle form, Apis resemble the Minotaur of legend. The very last known Apis was actually the Minotaur of Crete.
  • Babies Ever After: Something they specialized in. Their most powerful rite involved taking a blood or semen sample from two participants, and using them to create a child, conceived in the earth itself. This baby would always be a shifter if one of the parents was. They had other Gifts, one that would cure any type of infertility for a day (or keep fertility if there was a pregnancy), and others that would increase the chance to breed true, even giving a Human-Human pairing a 1 in 4 chance to be an Apis.
  • Been There, Shaped History: Or shaped mythology. Not only was the last Apis the source of many minotaur legends, but their knack for matchmaking and fertility made the bull the symbol of fertility for many ancient cultures, such as the Egyptian goddess Hathor, or how Hera was also known as Boopis, the Cow-eyed.
  • Berserk Button: The Apis only went to war with the Garou when they insinuated that the Apis would not defend children in their care from the Wyrm.
  • Cannibalism Superpower: With a simple Gift, the Apis could eat the body of a fallen foe and replenish Rage, Gnosis, or Willpower.
  • Heroic Sacrifice: The Apis were wiped out as they defended the Near East from Garou forces.
  • Mama Bear: Since they were so close with children, they were immensely protective of their charges. Woe befell any who messed with an Apis's brood.
  • Man on Fire: One of their Gifts turned the Apis's hooves to flame, and let them breathe fire.
  • The Matchmaker: The Apis served as matchmakers for the changing breeds.
  • Red String of Fate: A common Gift lets the Apis see this from a person's heart.
  • Seers: They had a Gift that let them see omens of the fate of themselves or their loved ones.
  • Someone to Remember Him By: On rare occasion, if a man lost his wife young, he would take a lock of her hair, and take it to an Apis. They would use their strongest ritual to give the man the baby his wife would have borne.


Werebats who served as covert spies and messengers for the forces of Gaia (as compared to the overt Corax). Devastated in the original War of Rage, they were finally exterminated by the Shadow Lords, who saw them as resembling Tzimisce vampires far too closely for comfort, during the conquest of the Americas.

W20 Changing Breeds adds an addendum: there was a surviving Camazotz population in Australia, but the genocide of their South American cousins — and Bat's foresight of the Garou's future Australian massacres — pushed Bat into the clutches of the Wyrm. With Bat corrupted, the Camazotz creation rites failed, dooming the surviving werebats to be the last of their kind.

  • Bat Out of Hell: The Garou certainly thought so. In truth, they were not.
  • Bat People: They took the form of humanoid chiropterans when in war form. They were no more evil and no less loyal to Gaia than any other of the Changing Breeds, but their appearance convinced the werewolves that they must have been Wyrm-tainted and led to their eradication.
  • Casting a Shadow: A common Gift gave the Camazotz the ability to wrap himself in shadow, muffling footsteps and even making him tougher.
  • Dark Secret: What they specialized in finding. They had a Gift that would let them determine it.
  • Face–Heel Turn: When his children were hunted by the Garou, Bat went mad with grief and fell to the Wyrm.
    • Heel–Face Revolving Door: Bat served the Wyrm originally, when he was a force of Balance. After the Wyrm went insane, Bat fled to Gaia. The slaughter of the Camazotz drove Bat insane and sent him back to the Wyrm. A few hundred years later, the descendant of the Shadow Lord that slaughtered the last Camazotz paid pennance to Bat, causing an aspect of him to become redeemed.
  • Giant Flyer: Megachiropteria, a bat with a 15-foot wingspan.
  • Invisibility: They had a special fetish made that could turn an unwilling victim almost completely invisible. Even brandishing a gun in a bank could only cause a 1 in 5 chance of being seen.
  • Make Me Wanna Shout: Could use their echolocation as a weapon with a Gift.
  • Merger of Souls: Camazotz were not born like most of the other Changing Breeds. Like the Corax, they were created via a ritual bonding an infant human or bat with the spiritual component that made a Camazotz. Once Bat fell, any surviving Camazotz found the ritual corrupted, dooming their people to extinction.
  • Odd Friendship: They got along well with the Bunyip, despite the fact that the Garou nearly slaughtered all the Camazotz.
  • Pint-Sized Powerhouse: Camazotz were quite often very short, and the guidebook notes that most take the Short flaw.
  • Stealth Expert: Similar to the Corax, they were messengers for Gaia. But while the Corax were loud and shared openly, the Camazotz spied. And they were good at it.
  • Super Spit: A Gift let a Camazotz blind people with spit.
  • The Swarm: The Microchiptera form, a swarm of tiny bats, with a few "leaders" that hold the Camazotz's memory.
  • Weakened by the Light: Although Camazotz don't suffer physical pain, they can't enter the Umbra in bright light. Even those with a special gift can only do so with a penalty.


An ancient race of wereboars who served as Gaia's cleansers. Exterminated by the Garou during the War of Rage.

  • Anthropomorphic Personification: Their most powerful Gift involved marking an area of land. A Bane representing that land's ecological damage would appear (the larger the area, the more powerful the Bane), and if the Bane was destroyed, the land would recover within a year.
  • Cast from Hit Points: Not the Grondr themselves, but they had a powerful Charm that forced a Bane to lose extra Essence when it tried to activate a Charm (or was hurt by a Garou)
  • Evil Counterpart: The Skull Pigs, at least that's what is believed.
  • Extreme Omnivore: Able to eat almost anything — and with the aid of a common Gift, they could even devour Wyrm-taint without being corrupted. Unfortunately, the other Fera — the Garou in particular — couldn't believe they were immune to Wyrm-taint, suspecting they must have been corrupted somehow... and when the Grondr stood up for the Gurahl against the Garou, the werewolves wiped the Grondr out, having convinced themselves they'd fallen to the Wyrm.
  • Green Thumb: They could make plants grow to astonishing speed, causing great redwoods to grow in just one year, with a powerful but common Gift.
  • Light Is Good: When their tusks glowed white, their horns were so powerful, they could purge banes from fomori and other corrupted hosts.
  • Pig Man: In their battle form.
  • Use Your Head: Charging with their tusks is a common form of Grondr battle, and they have Gifts to enhance this.

The Triat

     The Triat 

The Triat consists of the three primal forces of the universe: the Wyld (change and chaos), the Weaver (order and stability), and the Wyrm (decay and destruction).

The Wyld

  • Action Survivor: The Wyld is hell-bent on surviving the Wyrm and Weaver's predations, according to Book of the Wyld.
  • Almighty Idiot: To a certain extent. Out of the three members of the Triat, the Wyld is the one with the least personality, or possibly consciousness. Being the cosmic concept of Chaos and Creation, it does not think beyond its function, and rarely has any initiative of its own. Indeed, the Wyld has been distressingly (to the Fera) mute on the conflict between the Weaver and the Wyrm. While the Fera count the Wyld as an ally, they have no illusions of it being their FRIEND, and indeed a Wyld infestation can be VASTLY more dangerous than a Weaver or Wyrm infestation because of its unpredictability.
  • Apocalypse How: According to the Book of the Wyld, some supernatural beings believe that the Wyld will destroy the world if Gaia dies. For example, the book contains a Red Talon myth in which Gaia took the Wyld as her mate. The Wyld's sister and brother (Weaver and Wyrm) conspired to trap the Wyld in a cage so that they could kill Gaia and rule over the cosmos. Wyld swore that if Weaver and Wyrm killed his mate, he would exact vengeance upon them. If Gaia dies, all life will perish under his wrath.
    • Also in Book of the Wyld, a Ratkin named Jez likened the Wyld to a father who curb-stomps anyone who threatens his daughter, Gaia. Should the Weaver or Wyrm kill Gaia, the Wyld will "unleash a beatin' like the world has never seen."
  • Blue-and-Orange Morality: The Wyld cares about nothing except performing its cosmic role and surviving the depredations of the Weaver and Wyrm.
  • Chaotic Neutral: Invoked Trope. The Wyld is pure chaos.
  • Cloudcuckooland: Flux, the Wyld's Umbral home, is a realm of absolute, terrifying chaos.
  • Eldritch Abomination: The Wyld is the cosmic force of change and chaos, with no permanent form and alien goals.
    Wyld (to Ananasa): Weaver cannot hold me, little sister. I am chaos, and I have no form.
  • The Gods Must Be Lazy: By some accounts, the Wyld has done little or nothing to reign in the Weaver's madness or the Wyrm's unbridled destruction. The narrator of the first edition Corax breedbook snarks that the Wyld was off "picking his toes" when the Weaver ensnared the Wyrm in her web.
  • The Maker: By some accounts, the Wyld created nearly everything in the universe.
  • Order Versus Chaos: The Wyld embodies chaos and change, opposite the order and stasis embodied by the Weaver.
  • The Power of Creation: The Wyld is the force of creation and change.
  • Primordial Chaos: The Wyld is the primal force of change and chaos in the universe.
  • Pure Is Not Good: The Wyld is the pure energy of dynamic change. However, an excess of Wyld energy can cause personality changes, physical transformations, madness, and even death.
  • Swirly Energy Thingy: Charybdis, an Umbral "black hole" that sucks up any nearby energy and matter for absorption and recreation by the Wyld.

The Weaver

  • Control Freak: Many Garou and Fera insist that the Weaver has gone insane, imprisoning the Wyrm in her web and seeking total stasis in the universe.
  • Desperately Looking for a Purpose in Life: Book of the Weaver indicates that the Weaver's madness was triggered by doubts in her cosmic purpose. In a universe of constant change, in which all of her creations were altered or destroyed by the other Triat members, she wondered what the point of her labors was.
    Weaver: "What is the point ... in making pattern and form if Wyld changes it and Wyrm destroys it constantly?"
  • Eldritch Abomination: The Weaver is the embodiment of form and stasis whose realm and motivations are alien.
  • Eldritch Location: The Weaver's Umbral home is in perfect stasis, offering visions of technology yet to be and the names of everything known and unknown in the cosmos. Every location in the cosmos can be accessed from her Umbral home.
  • Femme Fatale: According to the 2000 Ananasi breedbook, Weaver told the Wyrm that she wanted to learn from him, so that he would let his guard down. When Wyrm tried to embrace her, she ensnared him in the Pattern Web.
  • God Is Inept: She thought it would be a good idea to imprison the Wyrm, which has had devastating consequences for the cosmos.
  • I Know Your True Name: Naming is one of her inventions and a means by which she extends her influence.
  • Jerkass God: According to the Ananasi, Weaver destroyed moth spirits because they refused to live in multitudes and build structures in her name.
  • Knight Templar: The Weaver is the protector of humanity and life, who upset the cosmic balance because it wanted to save them from death and the Wyrm, the personification of entropic decay. However, it can go to very extreme lengths to do so, and has itself become insane over the endless millennia of conflict.
  • Lawful Neutral: Generally portrayed as dangerous but not evil, and very much obsessed with order.
  • Ludd Was Right: Book of the Weaver states that the Weaver is driving human civilization.
  • Mad God: The Weaver has gone insane, seeking to suspend the universe in eternal stasis by imprisoning the Wyrm, shoving the Wyld aside, and spreading her influence throughout the world.
  • Magical Underpinnings of Reality: The Weaver's Pattern Web is a living lattice that holds reality together.
  • Magic Music: Onesong, the Weaver spirits' means of communication.
  • Magitek: WeaverTech.
  • Masquerade Enforcer: A major reason why the Garou must hide themselves in the modern world is that the Weaver has turned human civilization and techology against the werewolves. The Book of the City reveals it even has its own version of The Menin Black, which here are Drone spirits.
  • The Perfectionist: On a cosmic scale. Her vision of perfection involves locking the universe into perfect stasis, untarnished by the Wyld's change or the Wyrm's destruction. As the 2000 Ananasi breedbook points out, however, this is a dangerous ambition.
    Ananasa: What Weaver formed should not fall apart — in Weaver's mind. Weaver wanted perfection, and that could never exist in a universe of change, but Weaver could not understand this, would not understand because the notion was not appealing.
  • Spiders Are Scary: The Weaver is imagined as a giant spider, and the fabric of reality she creates is likened to a web. Also, she is served by pattern spider spirits, and her once-assistant, Ananasa, created spiders.
  • Super OCD: As the cosmic embodiment of order, the Weaver is obsessed with arranging the universe into patterns.
  • Unwitting Instigator of Doom: According to the revised Silver Fang tribebook, Weaver was the patron of early humans. Weaver grew jealous when ancient wolves mentored humans and cursed the wolves by locking them into human form. The wolf-men sought the aid of Luna, who told them that they had to hunt down the human they once taught in order to undo the Weaver's curse.
  • Woobie, Destroyer of Worlds: For eons, the Weaver watched in frustration as the Wyld altered her creations and the Wyrm destroyed them. Her despair and hunger for purpose are familiar to anyone who has experienced an existential crisis. However, her actions have thrown the universe out of balance and endangered all living beings.

The Wyrm

  • Alien Geometries: A trait of Malfeas, the Wyrm's home in the Umbra.
  • And I Must Scream: Its imprisonment in Weawer's Pattern Web and inability to fulfil its function is extremely painful to it.
  • Breath Weapon: In one Time of Judgment scenario, when the Wyrm takes form and does battle with Rorg, he can breath balefire.
  • Circles of Hell: The Black Spiral Labyrinth in Malfeas represents the tormented mind of the Wyrm. The labyrinth is divided into nine circles, each of which tests and torments visitors until their minds are broken.
  • The Corruption: Wyrm taint, which twists the bodies and souls of living beings if left untreated.
  • Does This Remind You of Anything?: The Wyrm is imagined as having a serpent-like or worm-like appearance. The narrator of the first edition Corax breedbook sees this as phallic and understands the Wyrm to be male. "And a cigar is just a cigar. Riiiiight."
  • Earn Your Happy Ending: In one scenario in Time of Apocalypse,Weaver Ascendant if Garou and Fera manage to free it, it'll finally be released, its madness will end and it'll return to its true role of Balance Wyrm.
  • Eldritch Abomination: The Wyrm is the cosmic force of decay, destruction, and renewal that now finds itself imprisoned in the fabric of reality.
  • Eldritch Location: Malfeas. It's the nerve center of the Triatic Wyrm in the Umbra, ruled by a tyrant named Number Two and inhabited by the Maeljin incarna and their banes. Malfeas is also the "knot" in the fabric of reality in which the original Wyrm of balance is imprisoned.
  • Evil Smells Bad: Gaia Garou Theurges can detect Wyrm taint through the gift Sense Wyrm. Many liken the Wyrm's presence to an odor. Mari Cabra complained that a Wyrm-tainted Umbral location stank of the Wyrm.
  • God of Evil: Played with. In its original state, the Wyrm was the force of decay, destruction, and renewal that kept the universe in balance. Having gone insane from captivity in the Weaver's web, however, he has since transformed into an evil entity who inflicts horrors on Gaia.
  • Gnosticism: The game's cosmology borrows from Gnosticism. The Triatic Wyrm is a demiurge masquerading as the true Wyrm of balance, and much of the suffering in the WTA world can be laid at his feet. The Urge Wyrms and Maeljin Incarna are similar to archons. The true Wyrm of balance, trapped in the fabric of reality and unable to fulfill its original purpose, is not unlike Sophia.
  • Greater-Scope Villain: Said to be more of a force than a physical villain, but most of the physical villains in the game work for him.
  • Hope Spot: According to Garou Saga, the ancient Black Spiral king Mockmaw used vile rites to discover a way to free the Wyrm from the Weaver's web. When Mockmaw descended into the Black Spiral Labyrinth to liberate his god, the Wyrm swallowed him.
  • Mad God: Captivity in the Weaver's web has driven the Wyrm insane.
  • Noodle Incident: How and why the Weaver trapped him is deliberately kept vague, with the books stating there are several In-Universe theories on what exactly happened.
  • Omnicidal Maniac: The Wyrm seeks to corrupt and destroy all of creation in an insane attempt to escape from captivity in the Weaver's web.
  • Ouroboros: In Chronicles of the Black Labyrinth, the Oroboros symbolizes the Wyrm and the cyclical nature of the universe he rules. Book of the Wyrm (2nd edition) discusses the Oroboros as a symbol of the original Wyrm of balance.
    "... the Wyrm understood that the interaction of the other two supernals should remain eternal and universal, but balanced in harmony and wholeness. If one gained too much ground over the other, this could not be. To unite the two in dynamic equilibrium, the Wyrm wrapped itself around all that the Triat had wrought, seizing its tail in its mouth and holding it fast. This primordial Wyrm, the supernal principle of Balance in eternal wholeness, is remembered even in some human traditions as the Ouroboros."
  • Poor Communication Kills: According to Book of the Wyrm (2nd edition), the primordial Wyrm of balance understands that the Triat and its flawed creation must be obliterated so that a new Triat can be reborn. However, it cannot communicate this to the Triatic Wyrms or Urge Wyrms, who are acting independently of their progenitor.
  • Power of the Void: Originally, the Wyrm was the embodiment of destruction and final silence, destroying all things in due time.
  • Red Eyes, Take Warning: In the Time of Judgment scenario in which the Wyrm takes form, two Anthelios red stars form its eyes.
  • Sealed Evil in a Can: Or rather, it became evil after being canned.
  • Shout-Out: Eater-of-Souls, one of the three Triadic Wyrms, may be a shout-out to The Illuminatus Trilogy, in which "Eater of Souls" is an epithet for Yog-Sothoth.
  • Split Personality: The Wyrm has splintered into three main aspects: Beast-of-War (violence), Eater-of-Souls (greed and craving), and Defiler (corruption). Some sources suggest that the Triadic Wyrm is an emanation of the original Balance-Wyrm, rather than the true Wyrm itself.
  • Tulpa: The Urge Wyrms were created from the negative emotions and thoughts of the original Balance-Wyrm when it found itself imprisoned in the Weaver's web. According to some sources, the Triadic Wyrm are tulpas of the original Balance-Wyrm. In one Time of Judgment scenario, the Triadic Wyrm actively tries to stop Gaia's forces from liberating the Balance-Wyrm from his captivity.
  • Tortured Monster: The Wyrm's corruption and destruction are its insane attempts to escape from the Weaver's web. Unfortunately, its escape attempts are devastating Gaia and making life horrific for Gaia's lifeforms.
  • Villainous Crush: The 2000 Ananasi breedbook states that Wyrm has always been enamored with Weaver's beauty, and that he was excited when he first witnessed her destroy life. The breedbook claims that the Weaver used the crush to her advantage, wooing and then imprisoning the Wyrm in her web.
    • Wyrm adores Ananasa because she reminds him of the Weaver. He keeps her opal containment cell in Malfeas for this reason.
  • We ARE Struggling Together: The Triatic Wyrm, the Urge Wyrms, and their servants are constantly squabbling among themselves.
  • Woobie, Destroyer of Worlds: While the Wyrm is considered the main antagonist of W:TA, it is theorized that it is so out of menace, not malice. According to many sources within the game's canon (and the most generally accepted theory among fans), the Wyrm is a prisoner of the Weaver, who, jealous of the Wyrm's position as final arbiter of reality and angry at its ability to break down the Order established by her, trapped the Wyrm within the Pattern Web. The Wyrm, in its desperation to break free, has gone insane, and, being one of the three universal cosmic ideas, its insanity takes the form of very bad things happening to reality. There are quite a few Garou that believe that, to truly be able to defeat the Wyrm, they actually have to fight the Weaver, who is ultimately responsible for the whole mess, and they fight the Wyrm more out of practicality and the danger the Wyrm poses than out of desire to actually destroy it.

     Servants of the Wyrm 

Black Spiral Dancers

The deranged descendants of the White Howlers, a tribe of Pictish Garou who fell to the Wyrm roughly two thousand years ago.

  • Abusive Parents: Metis children are raised with a combination of love and cruelty by the hive's adult metis. Metis adults often teach their wards about the birds and the bees "first hand".
  • Ax-Crazy: They’re a whole tribe of sociopathic, bloodthirsty lunatics with a desire to sow chaos and destruction for their own sake. It truly says something when murder isn’t even punished among their ranks.
  • Beauty Equals Goodness: Most Black Spiral Dancers are repulsively ugly, if not outright misshapen and freakish, as well as evil. To some extent, this is an Enforced Trope, as the Wyrm's corrupting influence causes their deformities. However, there are also some exceptions, with Dancers who are outwardly normal or even attractive, especially in homid form. This minority naturally tends to work better as infiltrators and agents of insidious corruption than their more Obviously Evil cousins.
  • Been There, Shaped History: According to Rage Across Australia, Black Spiral kinfolk were behind the creation of Australia's Aboriginal Protection Board in the 19th century, as part of a strategy to destroy the Bunyip's human kinfolk.
  • Being Tortured Makes You Evil:
    • Black Spiral Dancers may "soften up" a Gaia Garou captive before forcing them to enter the Black Spiral Labyrinth, so that their victim will be more vulnerable to the Wyrm. Black Spirals also torment captive humans and kinfolk to make them more subceptible to bane possession.
    • In Chronicles of the Black Labyrinth, Titus Germanicus is kidnapped by Black Spiral Dancers and subjected to psychological torture in a Black Spiral pit. The Black Spirals kill his fellow soldiers, leave him in a room with their body parts, and then force him to watch (and possibly participate in) the execution of Brennus. His last letter implies that he became bane-possessed after the ordeal.
  • Beneath the Earth: Black Spiral communities live in sprawling underground caverns called hives, which are connected by an intricate network of tunnels. At least one community lives in the viscera of a colossal Thunderwyrm named Grammaw, who slumbers beneath the earth.
  • Big, Screwed-Up Family: Black Spiral Dancers can be very abusive toward their kinfolk, who in turn are often violent and insane — it's possible to save them even if they become werewolves before they Walk the Spiral, but they're never all there due to the abuse they suffered. Rage Across Appalachia illustrates how Black Spiral Dancers deliberately cultivate dysfunction among their kinfolk. W20 Book of the Wyrm modifies the kinfolk's dysfunction: abuse and torment is still a frequent Spiral practice, but modern Spirals have also learned the ways of emotional distance and detachment.
    "The Black Spirals carefully nurture desirable qualities among their unfortunate Kinfolk, seeking to maintain in their breeding stock a barely contained — and often expressed — violence and savagery along with a lack of will to change their way of life."
  • Body Horror: After generations of exposure to balefire, some Black Spiral Dancers are born with physical mutations. To boot, Black Spiral gifts include bat-like ears, patagium, horns, and venom dripping from the mouth. These gifts, while unsettling, bestow special abilities. For example, patagium allow a Black Spiral Dancer to glide down safely from great heights, bat-like ears enhance hearing, etc.
  • Bondage Is Bad: The tribe nurtures its members' unorthodox and often extreme sexual practices, minus the "safe, sane, and consensual" part.
  • Cannibalism Superpower: The 20th anniversary edition features a Black Spiral gift called Feast of Man-Flesh, which allows its user to gain knowledge by eating an opponent's flesh.
  • Card-Carrying Villain: The occasional odd exception aside, almost all Black Spiral Dancers are sociopathic monsters who delight in destruction and corruption.
  • Cultured Badass: Professor W. Richard MacLish (a.k.a. Writlish), a Black Spiral Dancer scholar and a walking repository of Wyrm history.
  • Dysfunction Junction: All Black Spiral Dancer hives and packs qualify. A community that abuses its metis children, treats violence and depravity as normal, and compels its members to traverse the sanity-blasting Black Spiral Labyrinth will be brimming with dysfunction.
  • Due to the Dead: In Book of the Wyrm (2nd edition), Nhaukh honors his fallen Metis packmate with a prayer.
    Nhaukh: From the loins of the Defiler you sprang, child of Corruption. Though a sterile seed, you grew into poison in the throat of the World-Bitch. Be damned with you, and swift be your journey.
  • Early Installment Weirdness: The Valkenburg Foundation mentions heart daggers, which Black Spiral Dancers use in their marriage rites. Later materials make it clear that the Black Spirals do not marry, as they find concepts such as love and monogamy alien, and conceive children rather promiscuously.
  • Enfant Terrible: Many Black Spiral Dancers exhibit cruel and violent tendencies as children. Several of the Black Spiral Dancer characters in Warriors of the Apocalypse did terrible things before their first change. The first edition of Book of the Wyrm states that murder is not unheard of (and rarely punished) among the tribe's metis children, who are raised collectively underground.
  • Equal-Opportunity Evil: The Black Spiral Dancers accept (and forcibly assimilate) Garou from all over the world. Race, gender, and breed are no object, unlike some of the Gaia Garou tribes. To boot, the Black Spiral hold metis members in high esteem, unlike many Gaia Garou. Guardians of the Caerns states that metis who have been mistreated or exiled by intolerant septs sometimes find refuge among the Black Spirals.
  • Even Evil Has Loved Ones: Black Spiral Dancer kinfolk can be devoted to their Garou relatives, and vice versa. For example, in Kinfolk, Iolani Darkmoon is loyal to her new Black Spiral Dancer family, and they in turn treat her far better than her estranged Uktena husband.
  • Evil Cannot Comprehend Good: The 20th anniversary edition of Book of the Wyrm includes advice from a Black Spiral Dancer on how to convert Gaia Garou to the Wyrm's cause. The Black Spiral narrator clearly does not understand the Garou's devotion to Gaia, thinking that they can be converted with trifles.
  • Evil Counterpart: To the Gaia Garou. Black Spiral Dancers retain some aspects of Garou culture, such as lunar auspices, preservation of the Veil, and a Wyrm version of the Litany.
  • Evil Welcomes Defectors: The Black Spiral Dancers woo Gaia Garou who have the potential to fall to the Wyrm. When they take Gaia Garou as war captives, they invite their captives to traverse the Black Spiral Labyrinth and join their tribe if they survive.
  • False Friend: According to Werewolf: The Dark Ages, medieval Black Spiral Dancers would befriend and comfort lepers who lived on the margins of society. They would then use the lepers as breeding stock and bane hosts.
  • Feathered Fiend: Whippoorwill is the tribe's totem spirit.
  • Go Mad from the Revelation: All Black Spiral Dancers pass through the Black Spiral Labyrinth as a rite of passage. The ordeal renders all of them mentally unhinged.
  • God Needs Prayer Badly: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Whipporwill has grown weak, since the Black Spiral Dancers divide their worship between multiple totems. Insufficient worship from the Black Spiral Dancers leaves him vulnerable before Grandfather Thunder, who destroys him and absorbs his gnosis.
  • Hellfire: Balefire is a common feature of hives.
  • Hypocrite: The Black Spiral Dancers are described as such in the W20 version of Book of the Wyrm. The Black Spirals insist that the Wyrm has already won the war against Gaia, but they're still fighting tooth and nail against the Gaia Garou. The Black Spirals claim that they enjoy true freedom, but in reality they're slaves of the Wyrm and bound by the rules and hierarchies of their tribe.
  • I Love Nuclear Power:
    • Radioactive balefire is a common feature of subterranean hives.
    • Trinity Hive lands and Grammaw are both radioactive due to the Trinity nuclear test. Black Spiral Dancers who spend too much time at or near the hive show symptoms of radiation sickness.
    • The Hive of the Glowing Sea in Russia occupies a sunken nuclear submarine and the nearby land. Other Black Spiral hives triggered nuclear incidents across Russia until Baba Yaga made them stop, according to Rage Across Russia.
  • I'm a Humanitarian: They cannibalize their dead Garou opponents, as well as unfortunate humans.
  • In the Blood:
    • Some sources claim that werewolves of Black Spiral parentage, even those raised by Gaia Garou, are touched by the Wyrm. For example, the W20 edition of Book of the Wyrm describes the Garou child of a Wendigo kinfolk woman and a Black Spiral Dancer who attracted banes during her First Change.
    • Other sources claim that descendants of Black Spiral Dancers can choose to serve Gaia. For example, Caerns: Places of Power describes an abandoned metis adopted by the Get of Fenris, Hugin, who resembles a Black Spiral Dancer and is probably of Dancer heritage.
  • Intangible Theft: Black Spiral Dancers have stolen gifts from Gaia Garou tribes, including Resist Toxin, Shroud, and Kneel.
  • Irony: The Black Spiral Dancers imagine themselves as powerful and free, but in reality, they're twisted slaves of the Wyrm. The 20th anniversary edition of Book of the Wyrm makes this clear.
    The Black Spiral Dancers are broken, twisted things imagining that they stand tall. They’re slaves marveling over the gilding of their chains. They’re the worst excesses and mistakes of the Garou once the urge to do or be something better is taken away.
  • Join or Die:
    • When the Black Spiral Dancers capture Gaia Garou, they give their captives the choice of traversing the Black Spiral Labyrinth or facing execution.
    • 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.
  • Mind Rape: What they experience during their rite of passage in the Black Spiral Labyrinth.
  • No Pronunciation Guide: Many Black Spiral Dancers' names are derived from the first sound they make after emerging from the Black Spiral Labyrinth. This usually takes the form of a scream, a whimper, or meaningless babbling. As a result, some Black Spiral names look like random letters strung together, with no clear rules for pronunciation.
  • Psychological Torment Zone: In the Black Spiral Labyrinth, all of one's innermost thoughts and feelings are laid bare before the Wyrm.
  • Rape Is a Special Kind of Evil: Sexual violence is rampant among the Black Spiral Dancers.
    • Adult metis often teach metis children under their care about the birds and the bees "first hand".
    • The Black Spiral Dancers use sexual abuse as one means of asserting dominance during power struggles.
    • Black Spiral breeding practices with kinfolk, captive humans, and captive wolves frequently involves this.
    • Some Black Spiral rites, such as the Rite of the Vengeful Spider, involve sexual violence.
  • Reality Ensues: What happens when large numbers of dysfunctional psychopaths come together in one place? Violence, depravity, murder, and power struggles ensue, as illustrated by multiple accounts of Black Spiral-on-Black Spiral violence.
  • Really Gets Around: Sex among Black Spiral Dancers is fairly indiscriminate. Hives take part in orgies to create metis Garou.
  • Red Right Hand:
    • Many Black Spiral Dancers have mutations and disfigurements. Some look so grotesque that they can barely pass as human while in homid form.
    • Subverted with Black Spirals Dancers with Pure Breed 5, who look like White Howler throwbacks. The Caerns: Places of Power book describes the leader of the Trinity Hive Caern, a handsome Black Spiral Dancer with high Pure Breed who is normal-looking enough to pass as a Gaia Garou.
  • Religion of Evil:
    • Black Spiral Dancers revere the Wyrm, and over two millennia, they have developed a sophisticated theology. See Chronicles of the Black Labyrinth.
    • The Trinity Hive shows deep reverence toward a former nuclear testing site in Alamagordo, New Mexico, and for the colossal thunderwyrm who burrows near the impact crater, Grammaw. The Hive carries out rites for navigating Grammaw's viscera and earning the favor of the Green Dragon totem.
  • Revenge Before Reason: They are really bitter about the other Garou not protecting the White Howlers, and revenge is a big motivator for Walking the Spiral.
  • Sanity Has Advantages: One of their biggest tribal liabilities is their insanity. In several scenarios from the Apocalypse: Time of Judgment book, the Black Spiral's insanity allows fallen Garou tribes to assert leadership over them, displace them from their role as the Wyrm's chosen, or absorb them.
  • Son of an Ape: Chuck fumes that Black Spiral Dancers called him a "monkey" in Chronicles of the Black Labyrinth.
  • The Sociopath: They perpetrate horrors in the Wyrm's name without remorse. The W20 edition of Book of the Wyrm emphasizes how immoral and fallen the Dancers are.
    The Black Spiral Dancers are monsters. Not heroic monsters, not ferocious avenging angels of nature unbound to seek retribution for the rape and plunder of the Earth, not implacable warriors driven by righteous anger, they’re just monsters. That is both their purpose and their self-justification for not trying to be anything more. They torture, maim, and ruin because doing those things is easy and satisfying on a childish, simple level, and they’ve lost or given away whatever part of them once aspired to something more.
  • Soul Power: Book of the Wyrm 20 reveals that some particularly demented Dancers have created a blasphemous Rite that allows them to hollow out spirits and effectively wear them as coats, turning their war forms into absurdist nightmares. Such spirits have ranged from corrupted bears to Garou ancestors to, in one particularly screwed-up Dancer's case, their own soul.
  • Take Our Word for It: In Garou Saga, Ryn Ap Bleidd chooses not to write down a Black Spiral Dancer war chant he heard, but assures readers that it is chilling.
  • Utopia Justifies the Means: They're convinced that perpetrating atrocities and destruction will destroy the web imprisoning the Wyrm, thereby restoring balance to the cosmos.
    • The W20 edition of the Book of the Wyrm says that this is a load of crock-whatever noble purpose they have in freeing the Wyrm is ultimately secondary to their endless quest for revenge and power.
  • Villainous Incest: The Black Spirals engage in this to preserve mutations, and as a result of their culture's loose sexual mores. Rage Across Appalachia states that incests preserves genetic mutations among Appalachian Black Spiral Dancers and their kinfolk. In Chronicles of the Black Labyrinth, Chuck (Charles Manson) calls them "inbred".
  • Enemy Civil War/Evil vs. Evil/We ARE Struggling Together:
    • Resentment, power struggles, and violence are common among members of some hives.
    • According to Warriors of the Apocalypse, Julisha-of-the-Thousand-Masks found a Black Spiral Dancer hive, only to discover that all of the Black Spirals had killed each other.


Spirits that serve the Wyrm. Most reside in the Umbra, but some possess fetishes or living beings.

  • As Long as There is Evil: Banes feed off of negative human emotions. Their presence in the Umbra is correlated with some form of environmental harm or trauma in the material world.
  • Demonic Possession: Banes can possess vulnerable humans, animals, and shape-changers, resulting in fomori. Fomori are slowly corrupted in body and soul due to the possessing Bane's influence.
  • Our Demons Are Different
  • Sealed Evil in a Can: Banes can possess inanimate objects, transforming them into bane fetishes.
  • The Unfettered: Banes are single-minded about feeding on negative human energies and spreading the Wyrm's corruption. Little else matters to them.


Humans, animals, and shape-changers who have been possessed by Banes.

  • Big, Screwed-Up Family: A few families of multigenerational fomori exist, often near Hellholes (locations of great Wyrm power). For example, Rage Across Appalachia has the Bledsons, a squalid family living near a polluted pond. All Bledson males are compelled to enter the pond as a rite of passage, infecting them with banes.
  • Body Horror: Often, Fomori exhibit hideous physical deformities as a result of bane possession.
  • Brainwashed: The possessing bane slowly corrupts the host's mind.
    • Some Uktena believe that fomori can be controlled by Bane Tenders, and that such brainwashed fomori can make useful spies against the Wyrm.
  • Demonic Possession: Fomori are living beings who have been possessed by Wyrm spirits.
  • Empty Shell: Fomori become this when they exhaust their Autonomy score.
  • Hellish Horse: According to Werewolf: The Dark Ages, medieval Black Spiral Dancers used aughisky (horse fomori) as steeds.
  • Humanoid Abomination: The possessing bane's influence disfigures its host with any number of mutations.
  • Meat Puppet: The bane compels its host to carry out its wishes. The lower the host's autonomy and willpower, the more influence the bane can exert.
  • Mercy Kill: Most Garou kill fomori to free them from the terrifying influence of the Wyrm, since there is no way to remove the possessing bane.
  • Naked Nutter: The Normalites; the results of Homogeneity Incorporated preying on insecure LGBTQ individuals, every single Normalite has been subjected to a Bane-based treatment purported to "cure" homosexuality. The final stage of the treatment involves the newly-created Normalite degenerating into an insentient Fomori pack animal easily distinguished by its lack of eyes, lack of genitals, irrational hatred of anything "unnatural", and - of course - constant nudity.
  • Possession Burnout: Bane possession is not good for one's health. Some of the more powerful and self-aware banes can eject from their hosts and exist in the physical world, killing the host in the process.
  • Powers via Possession: Bane possession equips fomori with a range of abilities. However, as Freak Legion demonstrates, some of these are pretty disgusting.
  • Tortured Monster: For some fomori, bane possession and everything that comes with it is a horrific experience.
  • Tragic Villain: Not all fomori started off as evil. Some beings became fomori because traumas made them vulnerable to bane possession, while others were just in the wrong place at the wrong time.
  • Was Once a Man: In the case of human formori.


A global mega-corporation in the service of the Wyrm's Eater-of-Souls aspect. Pentex companies pollute the landscape and sell products that taint the bodies and minds of consumers. Two Pentex projects — Project Illiad and Project Odyssey — focus on creating human fomori for its twisted pursuits.

  • Corporate Conspiracy: Publicly a respectable Mega-Corp, Pentex and its subsidiaries secretly plot to spread the Wyrm's corruption through their products and hasten the end of the world.
  • The Corrupter: Pentex uses its products to spread toxic ideas and Wyrm taint among humans.
  • Dystopia Justifies the Means: The Omega Plan. Pentex's long-term goal is to engineer the collapse of civilization. Once society has crumbled, the corporation will rule over the remaining humans with an iron fist.
  • Equal-Opportunity Evil: Pentex employs humans, fomori, Black Spiral Dancers, and the occassional kindred. However, it has rather traditional and family-oriented views when it comes to women, though one still made it to the Board of Directors.
  • Evil, Inc.: Pentex is a global mega-corporation carrying out the Wyrm's agenda.
  • Green Aesop: The game designers use Pentex as a vehicle for social commentary about pollution, toxic products, and the corporate corruption that gives rise to them.
  • Hive Mind: In one Time of Judgment scenario, a City Father spirit congeals out of Pentex' spiritual energies. The spirit becomes powerful enough to possess every single Pentex employee, whom it speaks and acts through.
  • May Contain Evil: Many of their products contain Banes, or make the customer more susceptible to Banes.
  • Mega-Corp: Pentex controls countless subsidiaries around the world, allowing it to corrupt many corners of human society.
  • Polluted Wasteland: Pentex factories turn the nearby landscape into this.
  • Pragmatic Villainy: Pentex avoids collaboration with the Seventh Generation to preserve its facade of respectability. To boot, the Seventh Generation's "bad habits" serve no purpose in the company. They're also fairly restrained when it comes to shoving Banes in products — the head of Pentex's computer subsidiary found out the hard way what happens when you stick spirits of decay and entropy in complex electronic systems. As a whole, they swing between this and Stupid Evil, depending on which parts of the Wyrm are currently influencing them.
  • Sealed Evil in a Can: Some of their products contain Banes.
  • Take That!: Pentex seeks to indoctrinate children with Wyrmish values through pop culture. According to Subsidiaries: A Guide to Pentex, Pentex owns companies that profit off toys, television shows, and other forms of childhood entertainment. The toys and shows are suspiciously similar to 1980s and 1990s pop culture staples such as Pokémon, Mighty Morphin Power Rangers, and G.I. Joe. There is even a Wyrm-tainted Mokolé named Deep-Purple-Dark in their employ whose Archid form is that of a purple dinosaur and is used as a children's television phenomenon when in reality Deep-Purple-Dark lures child spirits to him to torture and eat them. His name on TV though? Braney.
    • The idea that evil entities seek to corrupt children through entertainment shows echoes the belief among some 1980s Evangelicals that popular toys and TV shows were of Satanic origin (i.e., the book Turmoil in the Toybox).
  • Take That, Us: As if the name isn't indicative enough, the entire chapter for the Black Dog Games Company is pretty much White Wolf making fun of themselves, their products and the gaming industry as a whole, including the players.
  • Tampering with Food and Drink: Pentex has several subsidiaries devoted to alcoholic beverages, including King Beer, Ruskaiya Distilleries, and Dragon Valley Wines. King Beer is more likely than other beer to bring out the worst behavior in its drinkers. King Spirits occasionally contains teratogens and Banes. Thaw Beverages' soda potentiates any Banes clinging to its drinkers. Dragon Valley wines are carcinogenic, and its Pyrrus line of wines turns the drinker into a beacon for nearby Banes and increases their vulnerability to possession.

The Seventh Generation and the Pretanic Order

Two human cults that serve the Wyrm. The Pretanic Order has produced Wyrm mystics such as Frater I.I. (a Black Spiral kinfolk man who compiled the 20th century edition of Chronicles of the Black Labyrinth) and the Laird of Demborough (the occultist who founded Phelegma Abbey).

The Seventh Generation is an ancient cult that serves the Wyrm's Defiler aspect. Its members are divided into five castes (snatcher, government, warrior, medical, and business) that infiltrate and corrupt human society. Their modus operandi is to abuse women and children in the hopes that they will fall prey to the Wyrm due to their trauma.

  • Adult Fear: The Seventh Generation abducts and abuses children. Its Snatcher caste recruits abductors who can capture new victims.
  • Aluminum Christmas Trees: The Seventh Generation was likely inspired by a mass panic in the late 80s involving supposed child abuse cults that took years to debunk.
  • Ancient Conspiracy: Both groups have a long history, and their members can be found in many levels of society.
  • Astral Projection: According to Chronicles of the Black Labyrinth, devotees of both cults walk the Black Spiral Labyrinth by projecting their consciousness into the Umbra, instead of physically traveling to the labyrinth.
    • In Chuck's case, his consciousness was spontaneously shunted to the seventh circle of the labyrinth with no warning. Frater I.I. had to talk him through the ordeal and perform a human sacrifice on the spot to bring Chuck back to his body.
  • Been There, Shaped History: According to Rage Across New York, the Seventh Generation was behind several historical calamities. When Socrates discovered Seventh Generation activity in Athens, the Seventh Generation orchestrated his trial and execution. When Freud discovered that childhood abuse was pervasive among his patients, the Seventh Generation forced him to revise his theories and claim that his patients had overactive imaginations. According to Chronicles of the Black Labyrinth, Charles Manson was a Seventh Generation devotee, and his murders were in service of the Wyrm.
  • Being Tortured Makes You Evil:
    • The Seventh Generation kidnaps and abuses children so that they will be vulnerable to the Wyrm's influence and grow up to be Wyrm servants. Several Seventh Generation characters in Rage Across New York were abused as children.
    • Excerpts from The Pretanic Keys indicate that Pretanic Order rites can involve torture.
  • Blasphemous Boast: In Chronicles of the Black Labyrinth, Louis de Fif (the Black Monk) identified with Eater-of-Souls and shouted one while being burned at the stake.
    "I am the worm, the great dragon of all life, beside which your God and your devil are but a bickering father and son..."
  • Card-Carrying Villain: You don't get much more villainous than two cabals of abomination-worshiping, society-controlling, human-sacrificing cultists.
  • The Corrupter: Like other servants of the Wyrm, they seek to spread the Wyrm's corruption through society. Seventh Generation devotees spread the Wyrm's influence in politics, business, the military and the medical field. Additionally, they seek to corrupt children and thus make them vulnerable to the Wyrm's influence.
  • The Dark Arts: Chronicles Of The Black Labyrinth has extensive passages on "Wyrm mysticism," which is like Paracelsian alchemy or Enochian magic, only with the four elements swapped out for the elements of the Wyrm (smog, balefire, sludge, and toxins).
  • Deal with the Devil: The Wyrm grants cultists magical powers and access to the Umbra in exchange for vile rites involving human sacrifice.
  • Does This Remind You of Anything?:
    • When Seventh Generation figures speak in public, they use the language of right-wing conservatives as code for their machinations. Their devotees throw around coded terms such as "states' rights", "traditional values", and "religious persecution".
    • In Chronicles of the Black Labyrinth, Pretanic Order treatises are written in a style reminiscent of the writings of the real-life Order of the Golden Dawn.
  • The Friend Nobody Likes: Other Wyrm servants avoid or dislike the cults. Pentex refuses to collaborate with the Seventh Generation to preserve its facade of respectability. Chronicles of the Black Labyrinth suggests that, with a few exceptions, the Black Spiral Dancers look down on human Wyrm servants.
  • Glamour Failure: While Seventh Generation devotees look normal in the physical world, their true selves become visible in the Umbra. For example, in Rage Across New York, Gunther Draggerunter becomes a ranting high priest in robes, Jabez Holloman appears as a jack-booted stormtrooper, and Lord Akbright's clothes leak oily filth while in the Umbra.
  • Guilt-Free Extermination War: One of King Albrech's first projects after ascending the throne was to organize an orchestrated Garou attack on the Seventh Generation. As a result, the Seventh Generation was completely wiped out.
  • Hero-Worshipper: In Chronicles of the Black Labyrinth, the Laird of Demborough refers to Black Spiral Dancer Garou as "True Dancers", suggesting that Pretanic Order rites for traversing the Black Spiral Labyrinth pale in comparison. Pretanic Order rites and theology also borrow heavily from Black Spiral Dancer tradition.
    • Averted with Chuck (Charles Manson) in the "On the Road with Chucko the Monkey Boy" chapter. He scorns the Black Spiral Dancers as arrogant and "inbred" during his conversation with Frater I.I.
  • Human Sacrifice: The rites of both cults involve this. In Chronicles of the Black Labyrinth, both the Black Monk and Frater I.I. performed human sacrifices to the Wyrm.
    • Targeted Human Sacrifice: Seventh Generation rites involve the sacrifice of children. Pretanic Order rites can require the sacrifice of a man, woman, or child, depending on the Urge Wyrm served by the devotee.
  • I Just Want to Be You: Pretanic Order rites borrow heavily from Black Spiral Dancer traditions. For example, the Rite of the Knowledge and Conversation of the Maeljin Incarna and of the Evocation and Union of the Urge from Chronicles of the Black Labyrinth mimics the dance of the Black Spiral Labyrinth. The chapter even ends with a plea from its human authors to the Black Spiral Garou, beseeching the Garou to respect them as fellow servants of the Wyrm.
  • I'm a Humanitarian: Pretanic Order rites in honor of the elemental Wyrms involve human sacrifice, after which the devotee devours part of the victim's body.
  • Misogyny: Almost all Seventh Generation members are men. Since the group seeks to destroy the bonds between men, women, and children, misogyny is part of their M.O. Most of the Seventh Generation characters in Warriors of the Apocalypse had malevolent attitudes toward women.
    • Men are conspicuously overrepresented in Pretanic Order history, suggesting that this trope may be in effect for them as well.
  • Nice Job Fixing It, Villain!: The Seventh Generation unwittingly created its greatest opponent: the Order of the Rose. The Order is composed of former Seventh Generation victims who are very traumatized, VERY angry, and hell-bent on revenge against their tormentors.
  • Powered by a Forsaken Child: Their rites involve depraved acts against innocent victims.
  • Rape Is a Special Kind of Evil: Seventh Generation rites involve this, along with human sacrifice.
  • Really 700 Years Old: Wyrm magic can extend the lives of devotees (although this is never reconciled with the claim that Wyrm influence subverts their bodies). For example, Chronicles of the Black Labyrinth places Gunther Draggerunter at an 1897 meeting.
  • Religion of Evil: Both cults worship the evil Wyrm and spread its influence.
  • Serial Killer: Members of both cults kidnap and sacrifice innocent victims.
  • The Sociopath: Every devotee without exception.
  • Squishy Wizard: While devotees can use gifts and enter the Umbra, they're still biologically human, making them much weaker than fomori, Garou, or Fera. For example, in The Silver Record, King Albrecht makes quick work of Gunther Draggerunter after he and his pack defeat Draggerunter's bane guards.
  • This Is Your Brain on Evil: According to Rage Across New York, the Wyrm's influence sickens their bodies and souls. The more Wyrm power they cultivate, the sicker and more spiritually polluted they become.
    "Their growing disconnection from the natural world makes them grow ill. They have an aura of unhealthiness and sadness about them. As the Wyrm subverts their natural systems, they slowly become immune to real healing, and can only rely on drugs to mask the pain and anesthetize them from the symptoms of their increasingly terrible ills ... When they finally die, they die in agony."
    • Members of the Medical Caste can heal grave wounds with Wyrm magic, but such magic corrupts the mind and soul of the target and weakens their free will.
  • Underground Railroad: A Silver Fang named Loba Carcassone created an underground railroad to rescue the Second Generation's victims.
  • Values Dissonance: The belief that the trauma of being abused made its victims more likely to become abusers seems absurd and problematic today, but unfortunately this was not an uncommon theory at the time this was published.
  • We Are Everywhere: Members of both cults members have secretly risen to powerful places in society, such as business and government.
  • We ARE Struggling Together: The Seventh Generation is brimming with internal strife, backstabbing, jealousy, and hatred. Rage Across New York describes them as "a squabbling, backbiting mob of bitter, miserable creatures with stunted spirits and no love for each other or themselves."

Skin Dancers

Garou kinfolk who have transformed themselves into Garou using vile rites. The group was founded by Samuel Haight, a disgruntled Children of Gaia kinfolk man.

  • A Load of Bull: Their totem is Minotaur, represented as the man who became the beast.
  • The Corruption: The act of becoming a Skin Dancer afflicts them with Wyrm taint, unless the pelts required for the rite were given willingly.
  • The Dog Bites Back: Ongoing mistreatment by the Garou can drive some kinfolk to become Skin Dancers.
  • Dark Is Not Evil: Unlike other creatures tainted by the Wyrm, there is nothing that requires a Skin Dancer to be evil. A Kinfolk could very easily slay five Wyrm-tainted Garou, complete the rite, and hunt the Wyrm as a werewolf following it's completion. If the pelts were given willingly, the werewolf would not even have Wyrm taint.
  • Driven by Envy: Some Skin Dancers are motivated by jealousy and resentment toward their Garou kin.
  • Evil-Detecting Dog: While Garou cannot sense Skin Dancers, spirits will often detect a Skin Dancer, and refuse to teach them Gifts. Skin Dancers usually need to force the spirit into combat to help, or gain Minotaur as a totem.
  • From Nobody to Nightmare: The process of becoming a Skin Dancer transforms a kinfolk human into a formidable werewolf.
  • I Just Want to Be You: Skin Dancers are often disgruntled kinfolk who want to be Garou.
  • In-Universe Catharsis: An interesting variant: Many of the Kinfolk who perform the ritual actually lose the blinding rage they have against the Garou, as they have finally attained the First Change. Some scholars suggest that this calm is Gaia's revenge against Samuel Haight, the creator of the rite.
  • Misogyny: As with the Get of Fenris, downplayed. Minotaur, their totem, looks down on women, but women who work hard and earn respect are respected by him. Minotaur requires from his servants that they harass followers of Pegasus (who are usually, but not always, women)
  • Mistreatment-Induced Betrayal: The second-class status of kinfolk in Garou society can motivate some kin into this.
  • Targeted Human Sacrifice: Would-be Skin Dancers must sacrifice five Garou in order to transform into a werewolf. However, these Garou needn't be aligned to Gaia. The only specification is that all of the Garou must be slain within the same auspice.


Wyrm dragons described in Rage Across Russia.

  • Been There, Shaped History: The 1908 Tungusta blast occurred when Trevero briefly broke free from his magical bindings.
  • Blood Knight: Trevero, the largest and strongest Zmei, delights in destruction.
  • Breath Weapon: Goluko can breathe radioactive balefire.
  • Bright Is Not Good: Several Zmei are vividly colored. Rustarin's scales are a shimmering sapphire blue. Trevero's scales are blood red. Illyana's scales sparkle with all the colors of the rainbow. According to Garou Saga, Sharkala was red, blue, and violet, colored like the sunset sky.
  • Face–Monster Turn: The Zmei were originally Wyld creatures who were transformed into Wyrm minions.
  • Giant Flyer: All Zmei have wings and are capable of flight.
  • The Leader: Rustarin, the matriarch of the Zmei and the first to answer Baba Yaga's call.
  • Make Me Wanna Shout: Gregornous' Hex Scream devastates life and trigger calamities as far as his voice will carry.
  • Master of Illusion: During their battle with the Nosferatu Absimiliard, the vampire created illusions of himself to confuse the Zmei. Each Zmei chased an illusion of Absimiliard to a different corner of Russia.
  • Meaningful Name: Zmei means "serpent" in Russian. The Zmei dragons are long and serpentine in appearance.
  • Our Dragons Are Different: The Zmei are fearsome dragons who tormented Russia before the Garou bound them into slumber.
  • Our Wormholes Are Different: Zmei can tear a hole in the fabric of reality and escape to Malfeas. Any creature who follows the Zmei into this portal acquires a permanent derangment and runs a high risk of insanity.
  • Poison Is Corrosive: Trevero can spew poison, which deals aggravated damage to opponents.
  • Rule of Seven: Baba Yaga summoned seven Zmei to attack Absimiliard. Sharkala was killed by Yuri and Sophia Tvarivish and their pack in medieval times, leaving six remaining dragons.
  • Sealed Evil in a Can: Medieval Garou killed Sharkala and sealed five of the six remaining Zmei in the earth throughout Russia. Shazear laid low among humans in his humanoid form, escaping the fate of his siblings. In the 20th century, paradox created during a battle between mages destroyed the magical bindings holding Gregornous. He has since helped Illyana escape as well.
  • Seers: Sharkala, who was defeated by werewolves in Garou Saga, spoke prophesies about his opponents before fighting them.
  • The Storyteller: Illyana is the lore keeper of the Zmei, collecting stories of her sibling's achievements. She will happily share these stories with anyone who asks.
  • Summon Bigger Fish: Baba Yaga summoned the Zmei to defeat Absimiliard, her sire.
  • Summoning Ritual: The Black Spiral Dancers can release Zmei from their magical binding through the Rite of Draconian Liberation. Fortunately for the rest of the world, only two Black Spirals know the rite.
  • Token Good Teammate: Shazear, who adores humans and who has walked among them in humanoid form for many years. Rage Across Russia states that he is the most likely Zmei to be turned away from the Wyrm back to the Wyld.
  • Tortured Monster: Ancient Garou bound Goluko in Russia's Taimyr Peninsula, where humans performed nuclear testing in the 20th century. As a result, Goluko is dying of radiation poisoning and mad from pain.
  • Undying Loyalty: Gregornous is deeply loyal to Baba Yaga and considers her his mother.
  • Voluntary Shapeshifting: Shazear can shapeshift into humanoid form. He uses this ability to walk among humans
  • Walking Wasteland: Goluko was rendered radioactive from nuclear testing near his binding place. Anyone standing within 10 feet of him must make a Stamina roll or sustain radiation damage.
  • Words Can Break My Bones: Illyana can speak the Combustion Word, which causes everything in a 20 yard radius to burst into flames.

Fallen Breeds

The Garou aren't the only Changing Breed who can fall to the Wyrm. The Buzzards (Corax) and Kumo (Ananasi) have been ever-present since their introductions, while the Hellcats (Ceilican Bastet) were a metaplot development that got retconned out by the 20th anniversary edition. Book of the Wyrm 20th, in addition to covering the Buzzards, also introduces a new type of fallen Ananasi (Antara), along with fallen Bastet (Histpah), Mokolé (Mnetics), Nuwisha (Nokhomi or Bitter-Grins), Ratkin (Mad Destroyers), Rokea (Balefire Sharks), and Camazotz (Xibalan). W20 Kumo can be found in W20 Changing Breeds.

Fallen Ajaba (Ozuzo) were introduced in an official blog post.

  • Evil Counterpart:
    • Hellcats were Ceilican Bastet who fell to the Wyrm when that tribe was destroyed in Revised (W20 retconned the Ceilican back into existence).
    • The Histpah are Bastet who fall to the Wyrm and in the process become unable to reveal the truth of any secret; to do so means their death. Given that the Bastet role is to discover and reveal secrets, this essentially means they've sold out their purpose.
    • Buzzards are created when Wyrm minions take a Corax spirit egg to Malfeas and bind it to a human infant through the Rite of the Broken Wing. Buzzards are all deformed and permanently insane.
    • The Ananasi have two fallen counterparts: Kumo, Wyrm-tained Ananasi despised by others of their kind, and Antara, Ananasi who seek freedom by following the Wyrm. The difference is that the Kumo still serve Ananasa's ends, while the Antara don't, seeking true freedom. To other Ananasi, however, the two look identical, which is a sore spot for the Antara.
    • The Mnetics are Mokolé who have fallen to the Wyrm and now use their connection to Mnesis, the Mokolé's collective memory, to rewrite it.
    • The Mad Destroyers are extremist Ratkin who'd happily watch the world burn or destroy all of humanity, and join the Wyrm in order to do so.
    • Balefire Sharks are Rokea who find themselves dying from radiation, and are offered the chance by agents of the Wyrm to survive by embracing the radiation that kills them. Some few agree, and are reshaped by balefire elementals, marked permanently with a deformity. They find themselves dependent on radiation in order to survive.
    • The Xibalan were in denial about their fall to the Wyrm; they believed they served Bat as his true followers, heralding his eventual return to the Wyrm. When Bat did finally fall, the Xibalan flew ahead of him into the Wyrm's Umbral strongholds, never to be seen again.
    • Up until Black Tooth's genocide, the Ajaba weren't known to fall, as the Ajaba culled any of their own who would fall prey. Following the genocide, however, the Ajaba have come to loathe themselves for being weak, for losing their homelands and fleeing rather than fighting, and the Wyrm has taken full advantage. Susceptible Ajaba receive an offer: debase themselves, admit defeat, and sacrifice their strongest trait. Those who accept become Ozuzo, hunters of strength rather than weakness, who draw those of Ajaba blood to them and kill the strong ones, who must devour another shapeshifter's strength every lunar month or lose their own.
  • The Mole: Ozuzo have a Gift allowing them to conceal their Wyrm-taint from Ajaba and non-enemies.


Wyrm-tainted werefrogs created by Pentex who debuted in the 20th anniversary edition of Book of the Wyrm.


Wyrm-tainted wererhinos created by Pentex who debuted in the 20th anniversary edition of Book of the Wyrm. Unlike virtually every other shifter, the Kerasi have no Homid form — they can do humanoid, but not human.

  • Dying Race: Not the Kerasi themselves, but their actions in being fully fertile with both the white rhinoceros and the black rhinoceros. Kerasi / mundane rhino pairings are particularly fertile resulting in more pregnancies, more Kerasi, and far less white rhino or black rhino.
  • Rhino Rampage: As the youngest Changing Breed, and fully lacking a human side, they have only just begun to learn how to use humanoid intelligence and are more brutish.


Wyrm-tainted werecockroaches created by Pentex who debuted in the 20th anniversary edition of Book of the Wyrm.

  • Creepy Cockroach: Their breed hat. Have we mentioned their "war form" is an 8-foot-tall bipedal cockroach?
  • Gone Horribly Wrong: Pentex wanted a swarm-based shapeshifter, like the Ananasi. What they got were humans who can turn into eight-foot tall bipedal cockroaches, all of whom have shattered minds and are afraid of the dark.
  • Infectious Insanity: Can temporarily transfer their derangements to others.
  • Kryptonite Factor: Insecticide deals aggravated damage to Samsa.
  • Shout-Out: The Samsa are a shout-out to Gregor Samsa from Franz Kafka's The Metamorphosis, who mysteriously transforms into a giant insect.


Wyrm-tainted wereapes created by Pentex who debuted in the 20th anniversary edition of Book of the Wyrm. Yeren are wealthy businessmen and administrators who call the corporate world their home.

  • Always Chaotic Evil: Quite literally. If a human has any motivation other than greed, the Shadow of the Ape rite doesn't work on them.
  • Corrupt Corporate Executive: Yeren seek out power in the corporate world.
  • Evil Counterpart: To the Glass Walkers.
  • I'm a Humanitarian: A frustrated Yeren will often kill or eat a human adversary.
  • Killer Gorilla: In their battle form.
  • Screw the Rules, I Have Money!: Yeren are powerful businessmen with the money to push their agendas.
  • Was Once a Man: Yeren do not reproduce sexually, but rather convert humans into more of their kind through mystical means. The Shadow of the Ape rite, which involves four days of partying and brutish activity both within the normal world and the Umbra, transforms a human into a Yeren.

     Servants of the Weaver 

Shinzui Industries

A Weaver-tainted corporation with headquarters in Japan.

  • Deal with the Devil: Shinzui's board of directors directly serve the Weaver in exchange for power.
  • Diabolus ex Nihilo: Though Shinzui first appeared in the original Book of the Weaver, they never really played any major role in the metaplot before appearing in the Weaver's Apocalypse scenario... where they suddenly play a very prominent part instead. To be fair, the book does recommend that the Storyteller put a bit more foreshadowing into other adventures before using it.
  • Dystopia Justifies the Means: In one Time of Judgment scenario, it spreads the Machine's influence by absorbing Pentex and waging war against the Garou and Fera.
  • Evil, Inc.: An up-to-no-good corporation.
  • Evil vs. Evil: In one Time of Judgment scenario, Shinzui takes over Pentex.
  • Mega-Corp: Like Pentex, Shinzui is a global megacorporation with its fingers in many pies.

The Machine

A powerful spirit that embodies the Weaver's mad obsession with perfection and control.

  • Control Freak: The Machine seeks absolute control over Gaia.
  • Eldritch Abomination: The Machine is the Weaver's self-aware "id", embodying the Weaver's madness.
  • Ludd Was Right: Human civilization, especially the Industrial Revolution and computer age, helped the Machine to manifest.

The Patriarch

An incarna of unwavering obedience who masqueraded as the Abrahamic god in ancient times, the Patriarch is a Weaver creation who has become Wyrm-tainted. The Black Furies loathe him with a passion.

  • Blind Obedience: What he demands and encourages in humans under his sway.
  • Control Freak: He seeks to control everything and everyone in his sphere of influence.


The incarna representing the Weaver's drive to explore and find knowledge for the sake of knowledge, Science is the most sane and least corrupted of the Weaver's main three lieutenants. Naturally, it is being increasingly choked out by its far more amoral younger sibling, the Machine.

  • Science Is Bad: Nope. Science, defined as the urge to learn and evolve, is actually the Weaver's most positive aspect, and a Friendly Enemy (slash-occasional-ally) of the Garou. It's really too bad the Machine is eating it alive.


Weaver spirits that feed off of xenophobia and intolerance, described in Book of the Weaver.

Covenant Spiders

Conformity spirits described in Book of the City. They use their powers to enforce conformity among anyone living in their domain.


Humans, shape-changers, and other sapient beings who are under the direct control of the Weaver.

  • The Ageless: In keeping with the Weaver's drive towards total calcifications, Drones do not age.
  • Ascended to a Higher Plane of Existence: The Weaver can choose to permanently calcify drones into her pattern.
  • Creepy Cleanliness: Suffice it to say that Drones remain as clean and obsessively neat as they were the moment they emerged from their cocoons.
  • Demonic Possession: Drones are sentient beings who have been permanently fused with a Weaver spirit through a process known as Clarification.
  • The Evils of Free Will: The Weaver overrides the drone's free will and compels them to carry out its wishes. Because of the Weaver's stasis, drones cannot learn or evolve as people.
  • Humanoid Abomination: Though they remain outwardly human, the newfound power of the Drones is subtly evident in everything they do; they no longer age, scar or change in any way, and are capable of feats that can shut down Lupines at will.
  • Pupating Peril: Those accepted as servants of the Weaver herself are guided into the Umbra and cocooned deep within her domain. Inside, the subject is remade by being permanently merged with a Weaver spirit, their beings intertwined so thoroughly that no distinction exists between the two. What ultimately emerges from this cocoon is a powerful embodiment of stasis that Werewolves sometimes find more disturbing than even the Wyrm's Formori.
  • Super OCD: Many Drones demonstrate an obsessive drive towards cleaniness and order, sometimes even before being selected for Clarification.
  • The Men in Black: Book of the City reveals that there are Drones, literally called the Men in Black, that serve this role to the hilt.

Pattern Spiders

Spider-like spirits who serve the Weaver and patrol the pattern web.

     Servants of the Wyld 


Animals or inanimate objects under the control of the Wyld.

The Nameless

Wyld spirits described in Book of the Wyld that refused to be limited by a name.

  • I Know Your True Name: A name imposes definition and limit on something, so these Wyld spirits refuse to have names.
  • No Need for Names: They have refused them and the limits they bring.
  • Stuff Blowing Up: When facing defeat, the Nameless can use the charm Taking the Name, which steals an opponent's name. The process pulls apart the internal spiritual forces that hold the being together, resulting in explosion in both material world and Umbra.




The tribal totem of the Bone Gnawers.

  • Action Survivor: Rat is a cunning survivor.
  • Ambiguous Gender: Rat has two different aspects. Rat God, the totem's masculine aspect, is a spirit of war. Mother Rat, the totem's feminine aspect, expects her followers to care for those in need.


The tribal totem of the Black Furies.

  • Gender Flip: The source material isn't consistent about Pegasus' sex. Most books refer to Pegasus as a male, but Wild West and Caerns: Places of Power refer to Pegasus as a female. The Revised tribebook explains in a sidebar that Pegasus can choose to be male, female or neither as it sees fit.


The tribal totem of the Children of Gaia.


The tribal totem of the Fianna.

  • Death Is Cheap: According to the W20 White Howler tribebook, Lion killed Stag in order to feed his children during the Ice Age. How Stag returned to life is unclear, but he seems to be no worse for wear.


The tribal totem of the Get of Fenris.

  • Distressed Dude: In the Time of Judgment scenario in which the Get fall to the Wyrm, Fenris is dragged into Malfeas by the Nameless Angel of Despair and kept in chains.


The tribal totem of the Glass Walkers.

  • It's All About Me: In one Time of Judgment scenario, the Cockroach totem willingly joins the Wyrm so that he will survive after the Apocalypse. The Glass Walkers fall soon thereafter.
  • Pet the Dog: In the W20 version of the game, Cockroach is trying to help the the Samsa were-roaches and lead them to Gaia.


The tribal totem of the Red Talons.

Grandfather Thunder

The tribal totem of the Shadow Lords.

  • The Night That Never Ends: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Grandfather Thunder blankets the sky, plunging the world into darkness.
  • Suicidal Cosmic Temper Tantrum: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, the tribe fails to complete the task that would have elevated Grandfather Thunder to Celestine status. Grandfather Thunder is so enraged that he falls to the Wyrm, blankets the world in darkness, and attacks the sun.
  • Thunderbolts and Lightning
  • Total Eclipse of the Plot: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Grandfather Thunder blankets the sky, plunging the world into darkness. Later, he attacks Helios, causing the sun to repeatedly eclipse.


The tribal totem of the Silen Striders.


The tribal totem of the Silver Fangs.


The tribal totem of the Stargazers.

Greak Uktena

The tribal totem of the Uktena.

  • Being Tortured Makes You Evil: In the Time of Judgment scenario in which the Uktena tribe falls to the Wyrm, Great Uktena is tortured by Wyrm minions until he falls to the Wyrm.
  • Dark Secret: Great Uktena once served the Wyrm before the Wyrm went insane. When the Wyrm became evil, Great Uktena defected to the Wyld.
  • Deadly Gaze: According to the Revised Uktena tribebook, Great Uktena's gaze will cause one of the target's loved ones to die. However, Great Uktena does not inflict this curse on Uktena Garou.
  • Jerkass Gods: In the revised Uktena Tribebook, the Great Uktena spirit devoured deer across the land, leaving little food for the Garou and their kinfolk. When a Garou studied him, two members of that Garou's family died as a result of Great Uktena's curse. When the Garou drew near to the sleeping Great Uktena and threatened to kill him, Great Uktena promised his tribe power and secret knowledge if the would honor him. The Garou agreed, but this resulted in the death of the tribe's previous totem, Skyhawk.
  • Liminal Being: Great Uktena's appearance has elements of both reptiles (his serpentine shape) and mammals (horns); he lives on both land and in water; he's a Wyrm-created being who now serves the Wyld; and he safeguards knowledge that is simultaneously known and unknown (secrets). The Uktena tribal glyph depicts Great Uktena lying on a boundary, perhaps as a reminder of his liminal nature.
  • Odd Job Gods: Secrets, liminality, and strategies for breaking down the Weaver's web are all part of his portfolio.
  • Snakes Are Sinister: Great Uktena appears as a massive serpent with antlers, a jewel upon his head, and poison-drenched fangs. While Great Uktena is firmly on the side of Gaia, he and his spirit brood are terrifying to behold, dangerous to be around, and prone to eating people.


The tribal totem of the Wendigo.

  • Bigfoot, Sasquatch and Yeti: In ancient times, Wendigo was known as Sasquatch by the Garou who revered him.
  • Hero with Bad Publicity: A Wyrm-tainted spirit masquerading as Wendigo possesses Garou and compels them to commit acts of cannibalism and murder. As a result, Wendigo became a monster in human folklore.
  • An Ice Person: Wendigo embodies the cold of northern climates. When the Wendigo tribe settled in the Americas, they remained in northern regions so that Wendigo's icy cold would not freeze the land.
  • Rage Breaking Point: The death of Morning Sun, a legendary Wendigo warrior, overwhelmed Sasquatch with rage, transforming him into Wendigo.


The tribal totem of the now-extinct Croatan.

  • And I Must Scream: Uktena theurges fear that Turtle is calcified in some remote part of the Pattern Web for all eternity, according to Book of the Weaver. W20 Umbra, however, has Turtle slumbering in the Croatan tribal homeland.


The tribal totem of the now-extinct Bunyip.

  • Hollywood Drowning: Bunyip asks his devotees to drown an enemy in his honor at least once per year.


The tribal totem of the White Howlers, before they fell to the Wyrm and became the Black Spiral Dancers.

  • Heartbroken Badass: The Lion totem was devastated when the White Howlers fell to the Wyrm. Lion would have succumbed to despair had Griffin not challenged him to combat and accepted him into his brood.
  • I Did What I Had to Do: According to the W20 White Howler tribebook, Lion killed Stag in order to feed his followers during the Ice Age. White Howlers consider it bad form to discuss the incident in front of the Fianna.
  • Kingof Beasts: Lion was the tribal totem of the ancient White Howlers. When the White Howlers fell to the Wyrm, Lion joined Griffin's brood and now extends patronage to Red Talons.


The tribal totem of the Black Spiral Dancers.

  • God Needs Prayer Badly: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Whipporwill has grown weak, since the Black Spiral Dancers had spread their devotion between multiple Wyrm totems. Grandfather Thunder kills the weakened Whipporwill and absorbs its gnosis.
  • Pet the Dog: Despite being a servant of the Wyrm who extends patronage to a tribe of depraved psychopaths, Whipporwill forbids his followers from harming birds.


General Tropes


Gaia is known to be a spiritual form of the Earth itself, and many tales differ as to what she truly is. She is actually a Celestine, believed by many to be the first Celestine and the most powerful. She is sister to Luna and Helios. Others claim she was the first of the Wyld's children. She is revered as the mother of the Garou and most of the other Changing Breeds.

  • All Your Powers Combined: Gaia is said to be of the Wyld, but she allowed Weaver to touch her, so that she may gain form and function. Wyrm also touched her so that parts of her could decay and new things could be made.
  • Gaia's Lament: In the Time of Judgment Scenario where she can be found, she can become sickened by Wyrm Taint.
  • God Is Good: The Garou and most other Fera see her as such. The Ananasi, as children of the Weaver, have a less virtuous view.
  • Mama Bear: In one Time of Judgment scenario, she takes the form of the World Serpent to defend her children.

Sokhta / Phoebe — Celestine of Luna, the Moon

  • Disabled Deity: In one Time of Judgment scenario, one of Rorg's asteroids collides with Luna, flinging large lunar fragments onto Earth. Afterwards, Sokhta is an incarna rather than a celestine, having lost a great deal of power after the catastrophe.
  • Ghibli Hills: In the umbra, Sokhta's realm is a lush garden full of silver plants and pastel flowers.
  • Make an Example of Them: According to the Ananasi, Weaver made an example of Luna, locking her surface into perfect silence and order. In the process, Weaver killed the ancient life on Luna's surface.
  • Mood-Swinger: Her temperament varies with the phases of the moon.
  • Odd Job Gods: She is a major patron of the Garou and the source of their supernatural rage. She has also mentored other Fera.
  • Take It to the Bridge: She is the only source of Pathstones, which are required for the creation of moon bridges between caerns.
  • Taking the Bullet: In one Time of Judgment scenario, Luna prevents one of Rorg's asteroids from smashing into Gaia. With the help of a high-level Garou rite, Luna moves slightly out of orbit, into the path of the asteroid. The resulting impact send fragments of Luna into space and reduces her to Incarna status.
  • Weird Moon: Luna appears much larger in the Umbra than it does in the physical world. Sokhta's realm takes the form of a silver garden instead of a rocky lunar surface.

Hyperion / Katanka-Sonnak — Celestine of Helios, the Sun

  • Big Fancy Castle: Hyperion's fortress takes two forms: a blazing white tipi, and a citadel with spires and torrets. The latter sits atop a lake of fire and features tapestries of living fire, lava pools, and a magnificent ruby throne lit from within by flame.
  • Everything Is Trying to Kill You: Fire elementals, aetherial storms from sunspots, and radiation from solar flares are among the dangers of his realm.
  • Evil Counterpart: Anthelios, the Red Star of the Wyrm.
  • Fantastic Racism: With the exception of the Wendigo and the Children of Gaia, he does not like Garou. He was angered by the War of Rage, during which Garou killed shape-changers who were loyal to him.
  • Magical Native American: One of his forms is that of a regal Native American warrior, and his citadel resembles a blazing white tipi.
  • Odd Job Gods: He is the patron of the Mokolé and Corax.
  • The Power of the Sun
  • Super Gullible: Several sources depict him as easily deceived. According to the Corax, when Hyperion retreated from the world out of pique, Raven tricked him into returning by telling him that another sun had taken his place. According to the W20 White Howlers tribebook, Tearlach Talespinner used a Scheherezade Gambit to trick him into ending the last ice age.
  • Total Eclipse of the Plot: In the Time of Judgment scenario in which the Shadow Lords fall to the Wyrm, Grandfather Thunder blankets the sky, plunging the world into darkness. Later, he attacks Helios, causing the sun to repeatedly eclipse.
  • The Quest: According to Rage Across Egypt, he traveled through twelve umbral realms before fighting Apophis (the Wyrm).
  • Weird Sun: In the Umbra, his realm is fiery but habitable and guarded by solar spirits. The realm also emits solar winds that umbral travelers can ride to deeper parts of the aetherial realm (but not without risks).
  • What the Hell, Hero?: According to Rage Across Egypt, in his manifestation as Re, he prompted the Simba queen Sakhmet to launch a mass slaughter of humans in ancient Egypt.

Hakahe — Celestine of Vulcan

  • Artistic License – Astronomy: "Vulcan" is said to be a planet that shares Mercury's orbit but is always on the opposite side of the Sun, and is completely black making it impossible to see. There is a hypothetical planet dubbed Vulcan that was thought to be closer to the Sun than Mercury and was thought to explain pecularities in Mercury's orbit, but no such planet has ever been found, and its existence has since been disproven through general relativity.
  • Body Horror: Visitors who touch the flame in Hakahe's kiln receive mutations.
  • Dark Is Not Evil: Vulcan is a planet of obsidian land and volcanoes. Hakahe himself is dark-skinned and clothed in dark leather.
  • Deader Than Dead: The emberblack near his kiln will completely disintegrate anyone who touches them. Beings who die this way have been physically and spiritually unmade and will not be fashioned into living beings again.
  • Face Your Fears: To reach Vulcan, characters must walk the Road of Embers, during which they face their deepest fears and weaknesses.
  • The Maker: He fashions the soul of every Garou and knows many secrets about them.
  • Ultimate Blacksmith: He forges the souls of Garou and Fera for Gaia's use.

Mitanu — Celestine of Mercury

  • Fantastic Drug: Mitanu may choose to give visitors Mercurial Powder, which sharpens their mental abilities.
  • Loveable Rogue: Mitanu is a patron of thieves and tricksters.
  • Secret Path: To locate Mitanu's manor, visitors must find and tread Mercury's Path. The path can appear as a rural lane, tracks in desert sand, a stream with stepping stones, or any number of walkways.
  • Secret Test: Mitanu may test a character by sucking them into an ash pit and subjecting them to a dream challenge. If the character succeeds, he gives them Mercurial Powder. If the character fails, they suffocate in the ash.
  • Shattering the Illusion: In the umbra, Mitanu's realm looks like a barren, brown and gray wasteland... at first. When visitors reach the surface, they discover both beautiful and hellish landscapes, such as emerald forests and meadows, azure lakes, and blasted deserts.
  • The Trickster
  • Voluntary Shapeshifting: Mitanu appears to visitors as a handsome man, a ferret, a gray wolf, or a bird of prey.

Tambiyah — Celestine of Venus

  • Babies Make Everything Better: She can give characters stones that enhance fertility.
  • Beauty Equals Goodness: Packs under her patronage gain extra points of appearance.
  • Does Not Like Men: Tambiyah is not welcoming toward men, especially misogynist men.
  • Friend to All Children: Tambiyah is protective of children and asks that packs under her patronage do the same.
  • Ghibli Hills: Her umbral realm is a beautiful, lush wilderness.
  • Miracle Food: In Tambiyah's realm grows a fruit that tastes like what the eater most desires.
  • Mysterious Mist: Visitors to her realm may find themselves in the Veiled Lands, in which strange lights and sounds emerge from thick mist.
  • Nature Is Not Nice: Her realm, while gorgeous, also contains dangerous creatures that may attack visiting Garou.
  • Secret Test of Character: Characters who enter the Veiled Lands may find themselves in life or death scenarios. If the characters choose to preserve life in these scenarious, Tambiyah rewards them. If they choose death, Tambiyah admonishes them not to throw away life so quickly.
  • Signature Scent: She smells like fresh apples and newly turned earth.
  • Voluntary Shapeshifting: Tambiyah can appear to visitors as a voluptuous woman, a warrior maiden, a golden wolf, an insect with jeweled wings, or a great flowering tree.

Eshtarra — Celestine of Gaia, the Earth

  • Gaia's Lament: Eshtarra's realm contains visions of both Gaia's natural beauty and the horrors that will come if the Wyrm subjugates Earth.
  • I Have Many Names: On the rare occasion that she extends patronage to a pack, she does so in her aspect of Danu/Dana. Also, according to Rage Across Australia, Earth Mother is one of her avatars.
  • Voluntary Shapeshifting: She can assume any natural form in her realm, and might disguise herself as a tree, rock, or sea.

Nerigal — Celestine of Mars

  • Everything Is Trying to Kill You: Ice, dust storms, and a dearth of liquid water serve as tests for visitors in his realm.
  • Informed Ability: Nerigal is revered as a warrior, but he failed to protect Turog from the Wyrm, much to Rorg's dismay. In one Time of Judgment scenario, the Wyrm materializes in the Aetherial realm, but Nerigal is among the Celestines who are too frightened to attack it.
  • Rated M for Manly: His realm is designed to allow only the physically and mentally tough to survive.
  • War God: Nerigal is a fierce warrior god who favors ahrouns.

Rorg — Celestine of Turog, now the Asteroid Belt

  • And I Must Scream: Rorg is in constant physical and psychological agony, and his cries of pain greet visitors.
  • Artistic License – Astronomy: There was never a planet "Turog", and the Asteroid Belt is matter that never formed as a planet on its own due to the gravitational effects of Jupiter. However, in the Science Marches On sense, more recent studies by astronomers theorize that the Asteroid Belt is the remnants of several minor planets that formed early in the formation of the Solar System.
  • Asteroid Thicket: Rorg's realm takes this form in the Umbra.
  • Attack of the Killer Whatever: Book of the Wyld has the Hungry Children, servants of Rorg whom he sent to Earth. Hungry Children are giant boulders with mouths full of sharp teeth that eat people and machines.
  • Broke Your Arm Punching Out Cthulhu: In one Time of Judgment scenario, the Wyrm materializes in the aetherial real and makes a beeline for Earth. Rorg attacks the Wyrm and not only fails to injure his opponent, but is blinded in the process.
  • Death from Above: At least two Time of Judgment scenarios involve one or more of Rorg's asteroids striking Earth.
  • Despair Event Horizon: Rorg's constant howl of pain can induce harano in Garou who visit his realm.
  • Driven to Madness: The destruction of Turog left him deeply traumatized and angry.
  • Eye Scream: In the Time of Judgment scenario in which the Wyrm takes form and rampages through the Aetherial Realm, Rorg is the only Celestine who attacks it. The Wyrm breathes balefire in Rorg's face, blinding him.
  • Mad God: Rorg is emotionally scarred, enraged, and dangerously unpredictable around visitors in his realm.
  • Make an Example of Them: Rorg's domain was utterly destroyed by a Wyrm spirit in ancient times, and its remains scattered as a reminder to the other Celestines.
  • Our Werewolves Are Different: One of his forms is that of a huge, snarling wolf.

Zarok — Celestine of Jupiter

  • The Beautiful Elite: Zarok is crowned with golden light. His court consists of beautifully dressed humanoids and magnificent animals who represent Jupiter's moons.
  • Beware the Nice Ones: Zarok is warm and jovial, but those who offend him are horrified when they see his unstoppable rage.
  • Large and in Charge: Zarok, his court, and his abode are immense.
  • The Patriarch
  • Too Dumb to Live: Several members of Zarok's court believe that it's possible to ignite Jupiter (a brown dwarf) into a fully-fledged star, thereby bringing greater prestige to Zarok. They ignore the fact that this would plunge the solar system into chaos.
  • Voluntary Shapeshifting: Zarok appears as a king in splendid robes, a silver wolf, or an enormous white hawk.

Lu-Bat — Celestine of Saturn

  • The Heart: Lu-Bat advocates for peace and cooperation among the Incarnae.
  • Pacifist: Lu-Bat only uses violence as an absolute last resort. He supports non-violent ways of solving problems.
  • The Stoic: He and his abode exude calmness.

Ruatma — Celestine of Uranus

  • The Chessmaster: Ruatma hopes to manipulate visitors into directing the Perfect Metis to her so that she can mentor the prophesied Garou. In doing so, Ruatma hopes to secure higher standing in the cosmic hierarchy.
  • Samus Is a Girl: She cultivates a male alter-ego.

Shantar — Celestine of Neptune

  • Gadgeteer Genius: The Loom Maker favors invention and the Glass Walkers.
  • Making a Splash: Although Shantar is generally associated with creating and crafting, she is still the Celestine of Neptune and her most powerful Gift allows Garou to drown their victims on dry land.

Meros — Celestine of Pluto

  • Achilles in His Tent: In the 20th anniversary edition of Umbra: Velvet Shadow, Meros is crestfallen when Pluto loses planetary status. He abandons his station, causing his realm to be overrun by rogue spirits.
  • Science Marches On: Created before the reclassification of Pluto as the first of several dwarf planets. Come the 20th anniversary editions, Meros is actually affected by the reclassification and abandons his post as a Celestine.
  • Walking the Earth: Meros is one of the few Celestines who leaves his realm to explore new regions.

     Maeljin Incarna 

General Tropes

  • Chronic Backstabbing Disorder: One of the few breaks the Garou get is that the Maeljin loathe each other so much that they actively sabotage everything the others are doing at every turn. Note that in one Time of Judgement scenario, where each Maeljin is assigned a tribe to corrupt, two of them expend all of their energy backstabbing the other rather than proactively attempting to actually corrupt their assigned tribes, ensuring both are completely unaffected and able to mount a reorganization effort.
  • Demon Lords and Archdevils: Each Maeljin Incarna oversees a duchy in Malfeas and is responsible for spreading the influence of the Urge Wyrm it serves.
  • Embodiment of Vice: Each Maeljin Incarna is a representative of an Urge Wyrm and the embodiment of that Urge Wyrm's vice.
  • Was Once a Man: All of them were once mortals, who has become so corrupted by their Urge, that they become powerful banes.

Number Two

The tyrant who rules Malfeas.

  • Attack Reflector: A modified version of this trope. When an opponent attacks Number Two, the damage is deflected onto his guards.
  • Evil Tower of Ominousness: Number Two lives in Castle Cthonus, a bleak tower in Malfeas' Central Duchy.
  • Gender Flip: Number Two is male in earlier editions but female in the W20 version of the game.
  • I Know Your True Name: Number Two, the tyrant who rules over Malfeas, can only be defeated by those who know his true name. Book of the Wyrm and Chronicles of the Black Labyrinth hint that he is Flavio the Questior. Another fan theory is that Number Two is really the legendary Black Spiral Dancer Mockmaw. The Black Spiral scholar Writlish is rather reticent about Mockmaw in Chronicles of the Black Labyrinth and Garou Saga...
  • The Purge: Number Two regularly orders purges of those who displease him.
  • Voluntary Shapeshifting: Number Two appears as a glabro-form Garou, a Scrag bane, or a Psychomachia bane.

Lord Steel

Maeljin Incarna of Abhorra, the Urge Wyrm of Hatred.

Lady Aife

Maeljin Incarna of Angu, the Urge Wyrm of Cruelty.

  • Cold-Blooded Torture: Her realm in Malfeas is a torture complex filled with every torment imagineable.
  • Evil Redhead: Shards of glass are embedded in her bright red hair.
  • From Nobody to Nightmare: "Nobody" is probably too strong a word, but Aife is usually a background character rather than the major threat to Gaea. Yet, in the Time of Judgement scenario in which the Uktena are corrupted to the Wyrm's service, Lady Aife is the only Maeljin to successfully subvert her assigned tribe, and in that scenario, she becomes the true final threat of the Apocalypse, and does a good turn as the dark chessmaster leading the hosts of the Wyrm.
  • Hellish Horse: She rides a steed made of rusted metal.
  • Odd Friendship: With Empress Aliara. She consults Aliara on what her victims desire, so as to optimize their torment.
  • Sadist: Her raison d'etre.
  • Secret Identity: Lady Aife may also be Weoena, Number Two's chief torturer. The two women resemble each other and have never been seen in one another's company.
  • Torture Technician: According to the W20 edition of Book of the Wyrm, she tortured victims of the Spanish Inquisition.
  • Whip It Good: Her weapons of choice are two jagged glass whips.


Maeljin Incarna of Ba'ashkai, the Urge Wyrm of Violence.

  • Blood Knight: He serves the Urge Wyrm of violence, after all.
  • General Ripper: He's the savage general of the Wyrm's armies.
  • Go Mad from the Isolation: According to the W20 Book of the Wyrm, Hellbringer can only be destroyed by placing him in a situation in which he is completely alone. With no other targets, he can be enticed to attack himself with his own weapon.
  • Hate Plague: Bolts from his crossbow can ignite mindless violence in their targets.
  • Who Needs Enemies?: According to Book of the Wyrm, Number Two sealed the gateway to Duchy Hell. To avenge this slight, Hellbringer commands his armies to attack the Central Duchy from time to time.

Empress Aliara

Maeljin Incarna of Karnala, the Urge Wyrm of Desire.

  • Big Fancy Castle: Her abobe in Malfeas is a magnificent architectural specimen filled with pleasures and addictions.
  • Crapsaccharine World: Despite its many promises of pleasure, Aliara's abode in Malfeas offers only insatiable longing, never fulfillment.
  • Evil Smells Bad: Her abode in Malfeas reeks of rot, which all her incense and perfume cannot cover up.
  • Expy: Aliara is suspiciously similar to Slaanesh from Warhammer and Warhammer 40,000. God of hedonism and sexual depravity? Check. A shapeshifter who appears in whatever form an onlooker finds most beautiful? Check. A being whose spirit-world home is brimming with pleasures and temptations that doom anyone who partakes? Check.
  • Voluntary Shapeshifting: She appears in whatever form the viewer finds most appealing.

Knight Entropy

Maeljin Incarna of Khaaloobh, the Urge Wyrm of Consumption.

  • Hellish Horse: Knight Entropy rides a fanged black horse.
  • Swamps Are Evil: Knight Entropy's territory consists of swamp lands that lie between the Central Duchy and the other Duchies in Malfeas.
  • Walking Wasteland: Its touch turns people and objects to dust, and its gaze rots whatever it's looking at.

The Honorable Maine duBois, Esquire

Maeljin Incarna of Pseulak, the Urge Wyrm of Lies.

  • Amoral Attorney: His motif.
  • Consummate Liar: It comes with being the Maeljin of lies.
  • My Rule-Fu Is Stronger Than Yours: According to the W20 edition of Book of the Wyrm, the only way to destroy him is to make him sign a contract that requires him to relinquish his title if he fails to uphold it. If he cannot fulfil the contract, he ceases to exist.
  • Obstructive Bureaucrat: He runs Duchy duBois like a labyrinthine courthouse, in which the truth is buried under piled of paperwork and visitors are directed to one kafkaesque office after another.
  • Slimeball: Literally and figuratively. He's a grinning, manipulative man who is drenched in slime.

Doge Klypse

Maeljin Incarna of Sykora, the Urge Wyrm of Paranoia.

  • Bad Boss: During his fits of insanity, he attacks anyone around him, including his servants and allies.
  • Bizarrchitecture: Duchy Klypse is a labyrinth of twisting corridors, stairs leading nowhere, windows opening up to brick walls, and doors that open to new rooms every time they are used.
  • Sinister Minister: His official title is the Archbishop of Madness. He wears a slimy purple tumor on a ring and forces others to kiss it, in a twisted parody of Catholic tradition.

The Nameless Angel of Despair

Maeljin Incarna of Gree, the Urge Wyrm of Despair.

  • Despair Event Horizon: What it cultivates among living beings.
  • Everyone Calls Him "Barkeep": In the Time of Judgment scenario in which the Wyrm's horde devastates Earth, the Wyrm's minions address the Nameless Angel as "General Sir".
  • Hope Crusher: It draws strength from the despair of living beings.
  • No Need for Names: It has no name.
  • Shout-Out: The Maeljin's name is a shout-out to Enchanted Ground, An Episode In The Life Of A Young Man by Harry James Smith. In the book, Georgia's father wrestled with "some nameless angel of despair in the solitude of night".
  • Thirsty Desert: Book of the Wyrm describes the Nameless Angel's territory as a barren, sweltering desert.
  • The Voiceless: The Nameless Angel never speaks, communicating through waves of sorrow instead.
  • Weird Sun: A colossal black sun hangs over the Nameless Angel's desert abode.


Maeljin Incarna of Lethargg, the Urge Wyrm of Apathy.

  • Apathetic Citizens: He encourages people to stop caring about the horrors around them.
  • Mad Scientist: Thurifuge conducts horrific experiments on slaves and prisoners in his laboratory complex.
  • Plaguemaster: He cultivates illness and pollution wherever he goes.

Lord Choke

Maeljin Incarna of Hoga, the Essence of Smog.

Lord Kerne

Maeljin Incarna of Furmas, the Essence of Balefire.

Lady Yul

Maeljin Incarna of Wakshaa, the Essence of Toxin.

  • Alien Sea: Her realm in Malfeas is a multicolored sea of poisons.
  • Battle Couple: In one Time of Judgment scenario, she and Collum form the rear of the Wyrm's horde.
  • Mad Scientist: She is a master of biological engineering and uses her talents to create blasted Wyrm creatures.
  • Master Poisoner: She has extensive knowledge of poisons.
  • Mother of a Thousand Young: Chronicles of the Black Labyrinth describes her as pregnant with Wyrmish horrors.
  • Technicolor Toxin: Her realm in Malfeas is a multicolored ocean of toxins.
  • Unholy Matrimony: With Collum, her consort. According to some sources, Collum fertilizes some of her eggs and extends patronage to some of her creations.
  • Weaponized Offspring: She gives birth to horrific Wyrm creatures that fight for the Wyrm's cause.

Lord Collum

Maeljin Incarna of H'Rugg, the Essence of Sludge.

  • Battle Couple: In one Time of Judgment scenario, Collum and Lady Yul bring up the rear of the Wyrm's horde.
  • The Corrupter: According to the W20 edition of Book of the Wyrm, he tries to corrupt Ratkin, Nosferatu, and other sewer-dwelling creatures.
  • Evil Smells Bad: He's made out of sewage. What did you expect?
    • His realm in Malfeas is a mountainous landscape carved out of frozen filth.
  • Knowledge Broker: His influence extends through the sewers of the world, where he gathers secrets for the Wyrm.
  • Odd Job Gods: According to Chronicles of the Black Labyrinth, Pretanic Order devotees call to Collum when they wish to reach out to Urge Wyrms who have no Maeljin Incarna representative.
  • Talking Poo: He appears as a humanoid creature made of sewage.
  • Unholy Matrimony: With Lady Yul, his consort.


A fallen Maeljin Incarna described in Rage Across Egypt. After losing her exalted status, she became the ruler of the Field of Grain, an isolated corner of Malfeas.

  • Cold-Blooded Torture: Banes torture any living being or spirit unlucky enough to fall into her realm.
  • Eldritch Location: Her realm is an umbral "sink" into which many travelers fall but few escape. The realm is also mystically isolated from the rest of Malfeas. Ammit believes that she can burn down the barrier between her realm and the rest of Malfeas by stoking a toxic fire high enough.
  • Mix-and-Match Critters: She appears as a crocodile-lion-hippopotamus monster.
  • The Power of Hate: She is driven by a hatred of the Maeljin Incarnas and of living beings in general.

Other Groups

     Other Groups 

Order of the Rose

A secret order described in Rage Across New York, dedicated to fighting the Seventh Generation. Its members are former victims of the Seventh Generation seeking revenge against the cult.

  • Best Served Cold: The order's members are adults who seek revenge against the Seventh Generation for abuse they survived as children.
  • The Dog Bites Back: Order members were helpless victims as children who now visit bloody revenge on their tormentors as adults.
  • Good Is Not Nice: All of its members were deeply traumatized by the Seventh Generation's abuse, and as a result they can be very angry, hardened people.


Humans and animals possessed by benevolent Gaian spirits.

  • Heroic Host: Kami are willingly possessed by Gaian spirits and serve Gaia faithfully.
  • Symbiotic Possession: Gaian spirits possess humans and animals who are already attuned to Gaia and sympathetic to her cause. The resulting Kami devotes itself to serving Gaia.
  • Willing Channeler: Gaian spirits will only possess consenting hosts. The two become one being for the duration of the host's natural life.

Recurring Characters

     Recurring Gaian Characters 

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

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

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.

Margrave Yuri Konietzko

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

  • 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.
  • Mixed Ancestry: 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.
  • 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

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

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.
  • 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.

Old Man Manyskins

A Nuwisha elder.

  • Break the Haughty: In the introductory comic to the Nuwisha breedbook, a young Manyskins snarks at a racist white man. The man tries to kill Manyskins by pinning him to a railroad track as a train approaches. Manyskins turns the tables and escapes as the train kills his tormentor. The narrator of the Nuwisha breedbook recites a story in which Old Man Manyskins (disguised as a frail old woman) knocked him to the ground repeatedly to rid him of his violent cockiness.
  • Cool Old Guy: Age has not stopped him from traveling the world, infiltrating secret gatherings, and teaching hilarious "lessons".
  • He Knows Too Much: According to the Nagah breedbook, the Nagah have marked him for death for stealing secrets from the other Fera. In one Time of Judgment scenario, the Nagah successfully assassinate him. The first edition Gurahl breedbook hints that he stole the secrets of their resurrection rite, thereby creating tensions for the Gurahl and Nuwisha ever since.
  • Master of Disguise: He wears the skins of humans, animals, and changing breeds to infiltrate all levels of supernatural society.
  • Spirit Advisor: In one Time of Judgment scenario, after he is assassinated by the Nagah, Old Man Manyskins appears to his fellow Nuwisha in their dreams and shares the secrets of other shape-changers with them.
  • Trickster Mentor: Naturally, since he's a Nuwisha.

     Recurring Wyrm Characters 


A Black Spiral Dancer ahroun. She serves as warder of the Trinity Hive Caern.

  • Because Destiny Says So: Her Theurge packmate, Nhaukh, prophesied that she would crush the last Garou king under her heel. She would very much like to do so.
  • Blood Knight: Being an ahroun, she delights in battle. Her write-up in Warriors of the Apocalypse states that she's heavily invested in "smashing skulls and drinking blood".
  • Breath Weapon: As a devotee of the Green Dragon totem, she received the ability to spew balefire at opponents.
  • Bullying a Dragon:
    • In the revised edition of Book of the Wyrm, Pirog tried to force himself on Zhyzhak and thereby gain control of her pack, knowing full well that she had a reputation as a badass. She quickly overpowered him and killed him. Keep in mind, Pirog was in Crinos while Zhyzhak was in homid at the time.
    • In the 20th anniversary edition of Book of the Wyrm, Rhaos Dream-slayer attacked Zhyzhak, despite the tales of her ferocity. She promptly beat him within an inch of his life.
  • Butch Lesbian: Her Rage game card shows her in homid form with a woman fawning on her.
  • Characterization Marches On: She began as a borderline gag character — the loud warder of the Trinity Hive Caern who strutted around in dominatrix apparel — but evolved into the most ferocious Black Spiral Dancer in the game.
  • Children Are a Waste: According to Warriors of the Apocalypse, her tribal elders want her to reproduce and pass on her strength to the next generation, but Zhyzhak refuses to bear children. According to her logic, the Black Spiral Dancers have the might to win the war against Gaia now, and the next generation of warriors is irrelevant.
    • Subverted in the Time of Judgment scenario in which the Glass Walkers fall to the Wyrm. Zhyzhak arrives on a battlefield, and to everyone's shock, she is visibly pregnant with the Perfect Metis' child.
  • Dark Action Girl: She's an evil woman who relishes battle.
  • Dark Messiah: For the Black Spiral Dancers, for whom she embodies the fury of Beast-of-War as the Apocalypse approaches.
  • Depending on the Artist: In the official art, she either looks like a musclebound brawn hilda or an attractive amazonian beauty.
  • Dreadlock Warrior: In the Apocalypse: Time of Judgment book, she's depicted with dreadlocks.
  • Egocentrically Religious: She believes that she understands Grammaw (the colossal thunderwyrm revered by the Trinity Hive) better than anyone else, and resents the deference that other Trinity Hive leaders receive.
  • Expy: She brings to mind Queen Brunhild from Nibelungenlied. Both are proud, physically mighty women who brutalize men who try to violate them.
  • Flat Character: Her character development is sparse. She's an unrelenting killing machine, and that's about it.
  • Hell-Bent for Leather: She wears black leather dominatrix outfits, even in battle.
  • I Call It "Vera": Zhyzhak wields a devilwhip named Btk’uthok.
  • The Mentor: As the warder for Grammaw, she is responsible for training and leading the Black Spiral Dancers who defend the enormous thunderwyrm.
  • Mission from God: In one Time of Judgment scenario, Zhyzhak receives a mission from the Wyrm during a dream, and urgently awakens her packmates afterwards. She tolerates no resistance, killing a packmate who complains. Readers never learn what the dream involved, but it filled her with terror and urgency, and involved slaughtering a town full of people in order to lure King Albrecht into battle.
  • Names to Run Away from Really Fast: Her name stirs dread among every Gaian Garou. Its origin is that it's the sound she made when she danced the Black Spiral, the sound of her jaws snapping shut.
  • No Indoor Voice: One of her derangements is that she cannot control the volume of her voice, so she's constantly shouting.
  • No Pronunciation Guide: Exactly how does one pronounce 'Zhyzhak'?
    • Possibly something like "Sh-shak!", as it's the sound of jaws snapping shut.
  • Odd Friendship: With Nhaukh, her reserved, devout packmate.
  • Pregnant Badass: In the Time of Judgment scenario in which the Glass Walkers fall to the Wyrm, she arrives on the final battlefield with the Perfect Metis. To everyone's surprise, she is massively pregnant.
  • Smug Super: Zhyzhak's strength, battle prowess, and favor with the Green Dragon have made her insufferable. Her character descriptions in Caerns: Places of Power and Warriors of the Apocalypse state that she makes sure everyone knows that she is the "baddest of the bad". In Book of the Wyrm, after she killed Pirog in a dominance struggle, she told her packmates that Pirog's pack had better fawn over her. In the W20 edition of Book of the Wyrm, she devises plans but expects her packmates to hammer out the plan and details.
  • Stripperific: Most of the official art depicts her in leather dominatrix outfits. In Apocalypse: Time of Judgment, her outfit exposes a lot of skin.
  • Super Strength: Thanks to the influence of the Green Dragon totem, she is unusually strong. Her Apocalypse: Time of Judgment write-up states that she has level 7 strength in homid form. She's been able to kill Garou in Crinos form while she's in homid and without even breaking a sweat.
  • Targeted Human Sacrifice: In one Time of Judgment scenario, her death in battle was necessary for Beast-Of-War to anchor itself in the Near Umbra.
  • Testosterone Poisoning: A female example.
  • War God: She worships the Green Dragon, a Wyrm totem of power. The Green Dragon favors Zhyzhak and has invested a great deal of his power in her.
  • Whip It Good: Her weapon of choice is a bane-possessed whip.

W. Richard MacLish (a.k.a. Writlish)

A Black Spiral Dancer scholar and expert on Wyrm history and theology.

  • Affably Evil: Ryn Ap Bleidd, one of the commentators in Garou Saga, was kidnapped by Black Spiral Dancers and held captive by Writlish. Writlish treated him well and released him after two days.
  • The Corrupter: In the midst of a war between Gaia and the Wyrm in which no quarter is given, Writlish persuaded Ryn Ap Bleidd to stay in touch with him and share information on Garou Ur-legends. (This claim comes from Greid Powell, so take it with a grain of salt.) When the Fianna learned about Ryn's secret friendship with Writlish, they condemned him to the Hunt.
  • Friendly Enemy: With Ryn Ap Bleidd, a Fianna scholar whom be briefly held captive. During Ryn's captivity, the two scholars compared notes on Garou history. When Writlish released Ryn, the two agreed to share any information they unearthed on the Garou's Ur-legends. However, this information comes from Greid Powell, a kinfolk scholar with an axe to grind against Ryn.
  • Guilty Pleasures: Writlish loves Cloven Hoof Magazine, a 19th century occult publication.
  • The Professor: He's a professor of comparative anthropology at the University of Edinburgh.
  • Religion of Evil: Writlish is well-versed in Wyrm theology, as his quote in Book of the Wyrm suggests.
    Writlish: In its primordial state, the Wyrm maintained the equilibrium of order and chaos through the processes of creation or obliteration. If chaos threatened to overwhelm the universe with its boundless energy, or if order had bound up too much of the free energy of the world, the Wyrm would stretch wide its maw to swallow up the excess and remove it from existence, or aim its tail at the deficiency and bestow upon the world the added mass of its own excretions.
  • Secret Keeper: Book of the Wyrm states that he knows the true name of Number Two, the tyrant who rules Malfeas.
  • Suspiciously Specific Denial: He's reticent on the subject of Mockmaw, an ancient Black Spiral Dancer king. In Garou Saga, Writlish tells a fellow scholar that the Black Spiral Dancers have little memory of any Garou by that name. In Chronicles of the Black Labyrinth, he tells Frater I.I. that "Moch Maugh" refers to a personal name and is associated with Eater-of-Souls, but little more. Writlish appears to be withholding this piece of Black Spiral Dancer lore from those who are not entitled to learn about it.
  • Villainous Friendship: With Frater I.I., a Pretanic Order devotee. Writlish helped Frater I.I. research Wyrm lore for Chronicles of the Black Labyrinth.


A former Uktena Wyld Chyld, now a Black Spiral Dancer sage who belongs to the Trinity Hive Caern. He witnessed the explosion of the Trinity atomic device, which blinded him but also gave him insight into the Wyrm.

  • Blind Seer: Frater I.I. believes him to be this. In Chronicles of the Black Labyrinth, Frater I.I. is about to seek out White-Eye-ikthya so that he can ask him about the coming age of the Wyrm.
  • Deep Cover Agent: Caerns: Places of Power leaves it up to the storyteller whether White-Eye-ikthya is a true Black Spiral Dancer, a Uktena deep cover agent, or a madman lost in his own delusions.
  • Evil Old Folks: Which category he falls into depends on whether one believes that he is a Black Spiral Dancer or a Uktena deep cover agent. He welcomes visitors into the McDonald ranch house and happily talks to them.
  • Go Mad from the Revelation: He witnessed the Trinity atomic bomb explosion, which blinded him but also gifted him with mystical knowledge of the Wyrm. The experience may have turned him toward the Wyrm or driven him mad.
  • Hermit Guru: He lives a life of meditation in the McDonald farm house near the Trinity test site. He has a reputation for Wyrmish wisdom that has earned him the respect of Black Spiral Dancers and human Wyrm servants. In a poorly transcribed transcript in Chronicles of the Black Labyrinth, Frater I.I. describes White-Eye-ikthya as "that most ainchint and reveerd seeyer the one from trinity hive who has witnist with his own i the opening of the i of the werm itself into our world."
  • Prophet Eyes: His eyes are white and blind from witnessing the Trinity explosion.
  • Religion of Evil: He is a Wyrm mystic who expounds on Wyrmish theology. In a quote from Book of the Wyrm, White-Eye-ikthya describes the Wyrm as a fatherly figure who willingly entangled himself in the Weaver's web so that he could guide his earthly children.
    White-Eye-ikthya: Would you believe our Father to be so weak that he could be bound in a spider's web? Would you believe the lies passed down by those tribes that will not face the truth? Hah! The Wyrm is no insect to be snared so easily, and could not have come to his present state were it not his intention all along. The Weaver and the Wyld could never abide the balance which our Father kept between them, and went mad each in their frenzy to overcome the other. Our Father, in his wisdom, understood that only by entering into the world himself, by allowing himself to be caught up in the spreading Web of Pattern, could meaning be brought to creation and grasped by its creatures. And that is why were are here, to carry out the will of our Father who has sacrificed his exalted station that he might live closer to his children.
  • Rousing Speech: He is an impressive public speaker. Black Spirals from around the world travel to the Trinity impact crater to listen to his speeches about the Wyrm.

Gunther Draggerunter

A Seventh Generation leader. His civilian career is that of a psychologist and public commentator.

  • Beauty Equals Goodness: Up close, he's as unattractive as he is evil, with bad teeth and discolored eyes.
  • Character Death: King Albrecht tears him to pieces in The Silver Record.
  • Glamor Failure: According to Rage Across New York, he looks like a normal old man in the physical world, but transforms into a ranting high priest in robes in the Umbra.
  • Guardian Entity: In The Silver Record, his cane contains a powerful bane. Draggerunter snaps the cane to unleash the bane against King Albrecht and his tribemates.
  • Morally Ambiguous Doctorate: He's a psychologist who works diligently to cast doubt on the experiences of abuse survivors.
  • Really 700 Years Old: Chronicles of the Black Labyrinth places him at at 1897 meeting, suggesting that he is at least 150 years old.
  • Talk Show: In Rage Across New York, he appears on a talk show to cast doubt on the claims of childhood abuse survivors. The player characters must sway the audience against him.
  • Would Hurt a Child: He's a Seventh Generation leader, so it's a given that he has sacrificed children to the Defiler Wyrm.

The Perfect Metis

A metis baby devoid of deformities, the child of two metis Garou. The Perfect Metis' birth is a portent of the Apocalypse, according to many Garou traditions, but the destiny of the Perfect Metis is up to the storyteller.

  • Dark Messiah:
    • In Rage Across the Heavens the Hive of the Wyrm's Eye (led by Eeyarlagh Twice-Born) sees the Perfect Metis as a Wyrmish messiah.
    • In one Time of Judgment scenario, the Perfect Metis is a servant of the true Wyrm of Balance who unites the Black Spiral Dancers against the Weaver.
  • Face–Monster Turn: In one Time of Judgment scenario, the Perfect Metis undergoes his first change while still a child, enters Thrall of the Wyrm, and seriously injures one of his guardians. Both the Perfect Metis and his caregivers are horrified that the Wyrm has a hold on the child's soul. The Perfect Metis also feels an irresistible urge to travel to a nearby Black Spiral Dancer hive, where he is later sacrificed to the Defiler Wyrm.
  • Horned Humanoid: In Apocalypse: Time of Judgment, the adult Perfect Metis is depicted in crinos form with ram horns, an effect of the Black Spiral Dancer Gift Horns of the Impaler.
  • I Did What I Had to Do: In one Time of Judgment scenario, the Perfect Metis grows to adulthood and becomes a prophet of the true Wyrm of Balance, leading the Black Spiral Dancers in war against the Weaver. While not evil per se, the Perfect Metis is ruthless in his efforts, killing those who endanger his mission.
  • Protectorate: Various scenarios feature individuals and groups who have vowed to protect the Perfect Metis so that s/he can fulfill a greater destiny. The player characters, the celestine Ruatma, the Hive of the Wyrm's Eye, and a ferectoi all take on this responsibility in various scenarios.
  • Rescue Arc: One Time of Judgment scenario involves the player characters rescuing the Perfect Metis' soul from the Atrocity Realm and purifying it in the silver lake of Erebus. If the pack is successful, the Perfect Metis' redemption negates the Black Spiral Dancers' sacrifice and ejects the Defiler Wyrm back into the Deep Umbra.
  • Targeted Human Sacrifice: In one Time of Judgment scenario, the Perfect Metis is executed by Black Spiral Dancers in order to cement the Defiler Wyrm's presence in the Near Umbra.
  • Unholy Matrimony: In the Time of Judgment scenario in which the Glass Walkers fall to the Wyrm, the (now adult) Perfect Metis accompanies Zhyzhak to the final battlefield. To everyone's surprise, Zhyzhak is massively pregnant. The Perfect Metis is strongly implied to be the father of her unborn child.
  • Would Hurt a Child: Some factions see the Perfect Metis as dangerous and seek to kill it at all cost. The Hive of the Broken Star and the Protectors of Gaia are two examples.


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