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Tribal Camps

Page history last edited by TC STs 1 year, 9 months ago

Note these are just brief overview of the tribes and you should read the tribe books or talk to other members of the tribes to get a better feeling.

 

Black Fury:

 

Amazons of Diana The largest of faction of Black Furies, most members don’t even acknowledge they are in a Kuklos. Members of this camp consider their primary role to be warrior women, and often strive to be equals of male warriors of the Get of Fenris or Shadow Lords. The major key to this camp is that that whenever a choice is available the Amazons pick open battle every time.   

 

The Bacchantes  They actively seek to punish the rapists, serial killers, wife beaters/murderers, those who pollute heavily and even those who perform human cloning experiments. The tactics of the camp tend towards extreme violence and deterrence. A rapist being killed might discourage slightly. The same rapist torn into tiny pieces and shaped into the words “Never again” is far more likely to drive the point home.

 

The Freebooters - the freebooters overriding mission is to find new Wyld places that can be made into Caerns. 

 

The Moon Daughtersthe Moon Daughters practices echo modern day new age paganism. They push themselves to keep Gaia alive through change. 

 

The Order of our Merciful Mother - commonly referred to as “The Order” and believes in working to subvert the patriarchical society, and reform human society through subtle means and societies tools. The Order works via politics, popular arts and culture, and even religion. Many of the Order actively join a religion order, and most agree with what the religious order espouses. Due to their cross-secular beliefs, this is often the most derided camp within the Black Furies. A Fury need not join a religious order to be in this camp but merely associated with the religion. 

 

The SisterhoodThe sisterhood is responsible for managing a network of contacts and information that might even rival that of the bone gnawers. They always seem to know where to find the right piece of information or how to scrounge up the exact thing that

someone needs. 

 

The Temple of Artemis - RESTRICTEDThis camp is the most conservative of all the camps, believes in the ideals of the Bacchantes, and urges the tribe as a whole to move away from the war they cannot hope to win.

 

Bone Gnawers:

 

The Swarm: This pack focuses on the war-aspect of rat, concentrating on dirty fighting and exploiting every advantage they get over an enemy. They specialize in urban terrorism, striking against the Wyrm and instantly disappearing.

 

Frankweilers: This camp focuses on the protection of museums, libraries, and other places of culture within a city.

 

The Hood: This camp is dedicated on distributing the wealth from the rich to the poor, provided that the money they provide is used for useful things.

 

Rat Finks: The Garou of this camp are spies and information gatherers, a network of kinfolk and Garou who work low-end jobs that just so happen to give them access to high-end information.

 

Hillfolk: The Hillfolk are compromised of rural Bone Gnawers, who have eschewed the life within the city for the wilderness.

 

Deserters: The Deserters are a camp that searches for a sanctuary for the Apocalypse. Some seek a second Gaia, and others just a place far, far away, but either way, they do not want to stick around for what's about to happen.

 

Road Warders: This camp is compromised of nomads who guard the streets and travelways against incursions from the minions of the Wyrm.

 

Child of Gaia:

 

The Anointed Ones: This camp has renounced violence in all its forms. They will not raise a hand to strike another creature, and constantly find new ways to free themselves of Rage to maintain that control.

 

Seekers of the Lost Tribes: This camp seeks to revive the three dead tribes of the Garou or at least learn some of their secrets to use in the war against the Wyrm.

 

Servants of Unicorn: The Servants of Unicorn are masters of diplomacy and are specialized in mediating in-Tribe conflicts within the Nation.

 

The Patient Deed: This camp believes in refraining from violence until it is absolutely necessary. Needless to say, they are often at odds with some of the more martial tribes like the Get of Fenris.

 

Imminent Strike: The Imminent strike is the war-camp of the Tribe, seeking to unite all Garou for the final battle.

 

Bringers of Eternal Peace: This camp seeks to bring the Apocalypse, thinking that after the Wyrm has won, true peace will be finally achieved. 

 

Fianna:

 

Brotherhood of Herne: Known by the Tribe as “the rapid reaction force,” this is camp made up of predominantly Ahrouns with a few other Auspices mixed in. The Brotherhood serves the purpose: to come to the rescue of Caerns in need.

 

Grandchildren of Fionn: If there has to be one Camp that is the most famous of the Fianna, it is the Grandchildren of Fionn. Named for Fionn MacCumhail, Kinfolk and Warleader of the human Fianna. This Camp is the most popular to the younger members of the Tribe. They go out seeking adventure and battling the Wyrm wherever they can find it; they travel all around the world seeking glorious, honorable, and wise tales to tell about their exploits. However, in the end, even the mightiest warriors often leave the Camp in favor of a warm fire and a good Kinfolk at their side. Still, with the fame that this Camp often brings to any Garou who truly follows its tenants, it is easy to see why so many youngsters choose to gain their fame within the Ranks of the Grandchildren. These Garou seem to care more about fighting that the reasons why they’re doing it.

 

Tuatha De Fionn: The Tuatha De Fionn or Children of Finn are the Camp of the Fianna that has made it their trade to bolster good relations with the fae that are left in the world. They are the diplomats between the two groups of beings that otherwise probably would not get along. If the fae have a problem with Garou, these are the Fianna that they are like to go to; and if the Garou have a problem with the fae, well, more often than not they try to handle it themselves. 

 

Whispering Rovers - They are spies, scouts, and messengers; they are the eyes and ears of the Tribe. These Garou report back to Tara every so often to the Ard Righ himself and keep him filled in on the details of what everyone is doing… not just the Fianna but everyone.

 

Children of Dire: The Children of Dire are the primary Fianna protectors and defenders of the wild places of the world. Made up entirely of Lupus Garou and Kinfolk.

 

Mother's Fundamentalists - RESTRICTED- The Fundies are the most unpopular Camp within the Fianna, not just to other Garou, but to the rest of the Tribe at large. They wish to bring back the Impergium, and it would seem as though no matter how many times they are put down by the world, the just keep coming back.

 

Songkeepers: Of all the Camps of the Fianna, the Songkeepers have the right to claim legacy as the oldest with only the Grandchildren of Fionn who could possibly dispute that claim. They are what everyone thinks of when one speaks of the Fianna; they are the lore masters, the storytellers, and the ones who dedicate themselves to keeping the oral history alive, and not just their own Tribe, but the whole of the Garou Nation.

 

Get of Fenris:

 

The Valkyria of Freya: The Valkyria fight for the equal station of women within the Tribe. While most Fenris scorn this Camp, believing it to grow their females into bitching weaklings that will only complain endlessly instead of taking what is theirs by right, the Valkyria themselves maintain that they are important for breaking many of the human preconceptions about the role of females within a society. They clash often (sometimes violently) with the Black Furies.

 

Hand of Tyr: The Hand of Tyr is comprised of Get that have turned their attention to fighting the Wyrm's influence within humanity, targeting rapists, child molesters, terrorists, and violent criminals.

 

Fangs of Garm: The Fangs of Garm seek to better integrate the Get of Fenris into the Garou Nation and seek to mend bridges with the other Tribes, so that at the time of the Apocalypse, they can stand together.

 

Mjolnir's Thunder: Mjolnir's Thunder dedicate themselves solely to the combat against the Wyrm at any cost, eschewing every other activity for the sake of dedicating themselves to eternal war. Most members are seen as homicidal maniacs by the Tribe as a whole.

 

The Glorious Fist of Wotan: The Glorious Fist of Wotan believes that only the eradication of mankind can save Gaia. Humans have become the greatest vector through which the Wyrm spreads, so in order to curb it, they have to be killed.

 

The Swords of Heimdall: --RESTRICTED AND NOT ALLOWED IN THIS GAME-- Born from the aftermath of the American Civil War, these Get adopted American ideals of racial supremacy as their own. As a result, they sought to cleanse the Tribe from "impure" elements, including Black people, Indigenous people from the Americas, Asians, Romani, and in extreme groups, even Lupus, females, and other Garou. In the 1930s, the Camp gained a major member upsurge and was nearly eradicated by the rest of the Get at the turn of the millennium.

 

Ymir's Sweat: More of a bloodline than a true Camp, Ymir's Sweat is rumored to descend from Fenrir settlers that landed in northern Canada with the Vikings and interbred with Kin from the Wendigo and Croatans. If the Camp exists, they do their best to be kept secret.

 

Loki's Smile: Another faction that is more rumor than fact, Loki's Smile is said to control the Tribe from the shadows, its members communicating via storm-spirits and hiding from the rest of the Tribe.

 

Glass Walkers:

 

Random Interrupts- the current top dogs of the tribe, who attempt to broaden the horizon of the Garou for new developments in the umbral landscape and explore the world of new technologies, establishing a firm presence on the internet and valuing their top-notch communication.

 

Corporate Wolves- who insert themselves strongly in the corporate world and strive to keep Wyrm-influenced corporations like Pentex in check.

 

Wise Guys- a camp on the decline that focuses on organized crime. Originally, it had strong ties with the Mafia.

 

City Farmers- who cultivate greenscapes within cities in order to nurture enclaves of the Wyld within the webs of the Weaver.

 

Dies Ultima- a doomsday cult and mercenary unit that prepares for the Apocalypse by studying urban tactics and spiritual warfare, even allowing Kinfolk to join their ranks.

 

Umbral Pilots- who explore the Deep Umbra for science!

 

CyberDogs 2.0 - RESTRICTED - ???

 

Red Talons:

 

The Lodge Of The Predator Kings: The Predator Kings believe that the time for compromises is over and the humans have to be slaughtered until there is no one left.

 

Warders Of The Land: Moderate Talons, the Warders will kill any human who trespasses into their territory, but will not follow them beyond that.

 

Whelp's Compromise: More an insult than a political faction, the Whelps are those rare Red Talons that see value in some human inventions and believe that not all humans should be killed. Also called the Anti-Extinction Faction.

 

The Dying Cubs: - RESTRICTED- A secret group within the Tribe who use human suffering and torture to "nurture" Gaia and (supposedly) heal the wounds inflicted on Her by the humans. 

 

Shadow Lord:

 

Lords of the Summit - perhaps the largest camp, the Lords of the Summit tend to be the stereotypical Shadow Lords – power-hungry, manipulative, ambitious, and arrogant. This by no means makes them less dangerous foes.

 

Bringers of Light -RESTRICTED- if there is one group of Shadow Lords that receives something close to general respect, it is the Bringers of Light. These Shadow Lords are the ones who interact with evil powers, such as Black Spiral Dancers or vampires, and attempt to bring them down from within.

 

Children of Crow - taking Crow as their totem, these Garou act as advisors and "fixers" to leaders within the Garou Nation, supporting the strong and the wise while plotting the downfall of the unworthy.

 

Judges of Doom - Philodoxes all, the Judges of Doom seek out and punish those who break the Litany

 

Children of Bat - one of the newest camps, these Shadow Lords follow the recently-redeemed totem of Bat and use his powers on Gaia's behalf.

 

Silent Strider:

 

Harbingers: These were the first Garou to take the Prophecy of the Phoenix seriously, or so some say. They spilt up and wandered the world looking for Wyrmsign and brought the word back. They are still not done telling the Garou of all the Wyrmsign they found. Most importantly, they bring hope. They are among the wisest of the Garou, so you better jump when they tell you to.

 

Seekers: Most of us are a Seeker in some form or another. Seekers wander from place to place looking for information they have not yet learned. Seekers tend to be clever, resourceful, inquisitive, and stubborn as all hell. If you want to know something, ask a Seeker. If they do not know the answer, they will point you in the right direction. Seekers know what has happened and what is happening now.

 

The Dispossessed: One cannot help to worry about the Dispossessed. They try nothing harder than to settle down somewhere. Something always prevents them from settling down. It is no wonder that they are so bitter. They study about the Apocalypse and are the most morbid among us. They watch for portents of the coming Apocalypse and tell their warnings to those who will listen. There are even rumors that they try to help bring about the Apocalypse. They believe that they will have a home after the Apocalypse.

 

The Swords of the Night: Originally known as the Daggers of Nut, the Swords are dedicated to break the hold of Sutekh's descendants over Egypt, and by extension, that of vampires over their territory in general. Other Tribes are often not happy to be drawn in conflicts created by assaults of the Swords against the local Leech population, which forces the Swords to act undercover.

 

Wayfarers: Perhaps the ones that really make the rest of us angry. These Striders sell their services to the highest bidder. They are talented, though. If one says he will get your message through, it will go through. Just because we have talents that make us good messengers, we should not be selling them to the highest bidder.

 

-- two secret Camps--

 

Eaters of The Dead - restricted- When we were exiled, we stopped eating the brains of humans due to possible Wyrm taint. Some of our tribe did not stop. 

 

The Bitter Hex: Be careful not to cross them or you will find yourself on the receiving end of a curse. 

 

Silver Fang:

 

Movements:

 

Renewlists: Wanting to earn their right to rule. ("I'm not like other Silver Fangs")

 

Royalists: Traditionalists who want their rule recognized ("Kiss the ring of peace" then kicks the person talking smack)

 

Lodge:

 

Sun: concerned with worldly matters.

 

Moon: concerned with spiritual affairs.

 

Actual camps--

 

Ivory Priesthood - RESTRICTED-As a general stereotype, these Garou are very close to death. They can kill with a stare and see right into your soul. They know the Secret of Death as was passed to the Progenitor Wolf when he saved Gaia. The more they study death, the closer they become to it.

 

Grey Raptors: This unacknowledged camp amongst the Silver Fangs is one of the most secretive, even more so than the Ivory Priesthood, due to their role. The Grey Raptors are unknown enforcers of the Silver Fang right to rule. When any seek to avoid the judgment or rulings of the Silver Fangs in power, the Grey Raptors make it their mission to prove to that Garou the folly of their ways.

 

Masters of the Seal: The Masters of the Seal are thieves of secrets. They steal both from the other tribes, and the spirits themselves, such information as would be useful in their mind. Whether this is to Seneschals, Gatekeepers, or Warders the Masters of the Seal reveal the secrets through varied means.

 

Star Gazers:

 

The Heavenly Successors Of The Demon-Eater: Heirs to Zhong Kuei, the Heavenly Successors have sworn themselves to the destruction of vampires and other creatures that leech Gaia's soul off.

 

The Inner Path: The Inner Path are a secret society that believe that the Stargazers should become the Alphas of the Garou Nation, since they are most spiritually advanced. Rather than challenging the Silver Fangs openly, the Inner Path works with other malcontents within the Nation to achieve their goal.

 

The Klaital Puk: The Klaital Puk serve a Garou they see as the reincarnation of Klaital Star-catcher. When the current Klaital dies, they seek omens and portents to learn where his soul has been reborn. Since the last Klaital died during the Week of Nightmares and has not yet resurfaced, the Klaital Puk have lost much of their influence.

 

The Sacred Thread: The Sacred Thread seek to spread education and spiritual counsel among humans to combat the tendrils of the Wyrm before they take root in a human mind.

 

Trance Runners: The Trance Runners have dedicated themselves to a meditative state during physical exercise. Lung-gompa - wind meditation - grants them physical prowess to fulfill their duties: transmitting messages, items, and secrets from caern to caern or court to court.

 

The World Tree: Members of the World Tree seek enlightenment not only among their own kind or humanity, but also from the spirits and even other Changing Breeds. They often undertake extended Umbral quest in search of their answers.

 

The Zephyr: The Zephyr are dedicated to master Kailindo, and, like the wind-spirits that mentor them, are constantly on the road, joining packs as they travel, seeking visions that will grant them enlightenment

 

--Still camps but sketchy--

 

Ana-gamin: The Ana-gamin are a near mythical group that are rumored to kidnap and indoctrinate promising Stargazers. They are said to roam the Umbra, searching for a way to sever the earthly connections of all Stargazers to allow their Tribe to wander the Umbra in its entirety.

 

The Metastic Birth: The followers of the Metastic Birth believe that the Wyrm is not imprisoned. Rather, it has cocooned itself and awaits its metamorphosis. Followers of the Camp believe that the Garou should prepare to survive the Apocalypse to experience the new world once the Wyrm has finally been transformed, not try to fight the process.

 

Ouroboroans: The Ouroboroans seek the free the ancient Wyrm of Balance from the Pattern Web. To do this, they strike at concentrations of Weaver power, search out forgotten Wyrm entities and seek ways into Malfeas. Only by following the Wyrm to its cave, rather than fighting its minions, do they feel they may truly influence the outcome of the Final War.

 

Uktena:

 

Bane Tenders: One of the oldest camps, the Bane Tenders are dedicated to keep the great Banes that the first Uktena bound in their Caerns asleep.

 

Earth Guides: The Earth Guides see themselves as the preservers and rediscoverers of traditions. While they will seek to preserve any threatened human culture, some focus more on the Garou side, memorizing traditions of Lupus-born Garou or even those of the Fera.

 

Path Dancers: -restricted-The Path Dancers seek to master additional forms of magic, like Sorcery aka Hedge Magic , for the use against the Wyrm.

 

Scouts: Originally messengers between the Three Brothers, the Scouts of the modern nights work to keep the disparate elements of the tribe in touch with each other.

 

Raiders: The Raiders focus on retrieving lost secrets from the hands of Wyrmspawn, be they Black Spirals, vampires, or even more sinister forces.

 

Skywalkers: The Skywalkers travel the Umbra to seek powerful spirits that they can bind into Fetishes to use against the Wyrm.

 

Web Walkers: Close allies to the Glass Walkers, the Web Walkers seek the secrets of the Weaver and modern technology.

 

Wyld Children: Wyld Children often wander solitarily, seeking communion with Gaia by isolating themselves in the last places with strong Wyld resonance.

 

Wendigo:

 

War Path: When other Garou think of Wendigo this is what they see, these are the stereotypical Wendigo. They are angry, bitter, and willing to take the fight to the Whites and even to the Wyrmbringer Garou. 

 

Sacred Hoop: They are the ones who have invited Whites to drum circles, and written books on powwows and other aspect of Native American culture. They worked to exploit the New Age interest in native cultures and shamanism, to bring about a better understanding of their kin and the ways that still hold true to the Earth Mother. 

 

Ghost Dance: This camp is based upon the dreams of Wovoka, a Paiute holy man who taught that by living by the ways of the Earth Mother and by dancing the Ghost Dance, a new world could be brought about. Wovoka’s dance did not bring about a new world but his dream lives on. Now however, they dance quite differently and work to rid the Pure Lands of the Whites through litigation and the Whites’ own law systems.

 

The Secret Hoop: So as long as the Warpath and the Ghost Dancers have existed, so have the Secret Hoop pulling the strings that are attached to individual Wendigo here and there as needed. They play primarily on the fact that the Warpath and the Ghost Dancers have always argued, and are ignorant to the initial reasons why and ignorant to how similar their goals truly are. It would be a great blow to the tribe and the Secret Hoop should the Warpath and Ghost Dancers ever figure out just how closely they have been played against each other all these years.

 

 

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