Garou

“Quote here..”

The most common, basic term for the Uratha and used the most widely by those with little or no knowledge of the Occult Mysteries.

In Japanese it translates as “Hungry Hungry Wolf” while in French it basically means “Werewolf”, derived from an ancient Old Germanic term that means “Werewolf”.

A recent unification project amongst the Uratha is the Garou Nation, while the Beast Courts is an ancient pact and organisation of various Fera that have united in a pledge to aid and protect the “Emerald Mother” or Gaia amidst the Shen of the Middle Kingdom which is how those of the Far East perceive Hisil.

The Garou Nation
The Tribes and Lodges thought to still exist …

Beast Court Tribes

Wyrm-Eaten Tribes

Independent Tribe

Near Extinction Tribes

Lodges include…
*

  • Personally one of my favorite things to do with the prophecies is to take them and apply them to the apocalypse and have events in the prophecies occur during the the time of judgement like like for the Silverfangs losing the Silver Crown in Albrecht’s death-battle with Zhyzhak and having the Shadowlords take the mantle before the final battle or for the Fianna I imagine the wolves in their prophesy to be the Fianna and White Howlers, with the fog being the Howlers fall into the BSD and the fog lifting would be the BSD becoming Howlers again just as the final Battle is over and seeing what they’ve done.(I add extra to it by having the Fianna become one of the fallen tribes, which by the apocalypse are five in total in my metaplot, but I won’t go on about it)
  • Here are some possible candidates.
    Little Ice Age (starting point could be anywhere from 1250-1650 and lasting until mid-1800s, but most consensus seems to be around 1250-1315)
    The Mongol Invasion of Rus (1236-1242)
    The suppression and trial of the Templars (1307-1314)
    The fall of the Capetian dynasty after Philip the Fair which saw the decline of France, civil turmoil, and eventually the Hundred Years War. Starting 1314 with King Philip’s death.
    The Great Famine of 1315-1317
    The Black Death of 1347-1349
    The Burning Times (tied to the Anarch Revolt among vampires)
    The Shattering of Changelings (might be a good failure for the Fianna)
    Conquests of Tamerlane (1360-1405). Although not in Europe, this cause immense devastation in the Middle Age. Great cities were destroyed; perhaps 17 million killed (5% of world population) and Nestorian Christianity in Asia wiped out
    Western Schism 1378-1417
    War of the Roses 1455-1487
    The Thirty Years War 1618-1648
    Prophecy of Phoenix is the well known prophecy from the core books found throughout all editions. It concerns the Apocalypse. It is actually written down in full verse, and it is very obvious what real world events circa 1992 are mentioned. The Exxon Valdez oil spill is specifically mentioned.
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    Black Fox
    Black Fox
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    #1
    Prophecies of Shadow
    04-20-2016, 01:52 AM
    In Dark Ages: Werewolf, there was a plot point about the Prophecies of Shadow. The Red Talon Theurge Song of Shadows appeared from the Umbra and gave ten prophecies, one for each of the ten tribes in Europe. One of which involved the sack of Constantinople in 1204, the prophecy for the Warders of Men/Glass Walkers.

Was it ever revealed what were the nine other prophecies, or what the eventual point was? It was so specific, I can’t see it being left to player/ST development. It seems to be something meant for the metaplot.

Curious about this.
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Gryffon15
Gryffon15
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#2
04-22-2016, 03:49 PM
Personally one of my favorite things to do with the prophecies is to take them and apply them to the apocalypse and have events in the prophecies occur during the the time of judgement like like for the Silverfangs losing the Silver Crown in Albrecht’s death-battle with Zhyzhak and having the Shadowlords take the mantle before the final battle or for the Fianna I imagine the wolves in their prophesy to be the Fianna and White Howlers, with the fog being the Howlers fall into the BSD and the fog lifting would be the BSD becoming Howlers again just as the final Battle is over and seeing what they’ve done.(I add extra to it by having the Fianna become one of the fallen tribes, which by the apocalypse are five in total in my metaplot, but I won’t go on about it)

I don’t know if White Wolf did have them as a part of the metaplot at some point, but I feel that they are so awesome it would be a crying shame not to let the ST have fun with, I know I have when writing out my personal metaplot.
Black Fox
Black Fox
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#3
04-22-2016, 09:08 PM
It seems obvious by now that there aren’t any further canonical examples of the Prophecies of Shadow. So the question is what are the additional prophecies – one for each of the “Ten Tribes” in Europe (although I never liked the idea that the Stargazers were somehow unknown – we have lots of examples of non-Asian Stargazers. I don’t mind that the tribe is mostly located in Asia, but there should be some in Europe) except for the Warders/Glass Walkers which obviously has already happened.

Unlike Gryffon15, I am not enamored by the idea that these Prophecies should talk about events in the apocalypse. Certainly the first prophecy did not – it detailed the sack of Constantinople in 1204. Furthermore, I think it intrudes too much on the Prophecy of Phoenix which DOES talk about the events leading up to the apocalypse. To me, it seemed obvious that the Prophecies of Shadow was a way to have something like the Prophecy of Phoenix while not intruding on it. So while I don’t fault Gryffon15 doing what he wants in his game, I’d like to see what people feel the prophecies could be about for the other nine tribes in historical times.
We know the prophecies have to occur after 1230 (when DA:WW was set).
We can assume the prophecies had run their course by 1870 or so (when Werewolf: Wild West was set).
We know that it concerns matters that affect all Garou.
We know each prophecy affects particularly affects one tribe – one is specifically delivered to them.
We know that each tribe must act on its own prophecy – which means the event can be prevented.
We know the prophecies were terrifying to the Garou, they were important things. They were also controversial as all tribes initially rejected what the Red Talons told them.
And of course, the prophecies were not clear as to what they meant, as good prophecies should be.

It’s not exactly clear why the Sack of Constantinople should be so important to the Garou even though it was important to the Warders of Men. The Red Talons even celebrate the city’s fall – even though the Garou believe it’s the first prophecy delivered by the Red Talons! But obviously its fall was something that should have been prevented.

So we’re look at calamitous events (or events that would have been calamitous had they happened) from around 1230-1800 (most likely ending much earlier). Probably most events were involved in the "Crisis of the Late Middle Ages) occurring in the 14th and 15th centuries. Personal preference is that the prophecies would not extend past 1492 – the post-Columbian world would be very different.

Here are some possible candidates.
Little Ice Age (starting point could be anywhere from 1250-1650 and lasting until mid-1800s, but most consensus seems to be around 1250-1315)
The Mongol Invasion of Rus (1236-1242)
The suppression and trial of the Templars (1307-1314)
The fall of the Capetian dynasty after Philip the Fair which saw the decline of France, civil turmoil, and eventually the Hundred Years War. Starting 1314 with King Philip’s death.
The Great Famine of 1315-1317
The Black Death of 1347-1349
The Burning Times (tied to the Anarch Revolt among vampires)
The Shattering of Changelings (might be a good failure for the Fianna)
Conquests of Tamerlane (1360-1405). Although not in Europe, this cause immense devastation in the Middle Age. Great cities were destroyed; perhaps 17 million killed (5% of world population) and Nestorian Christianity in Asia wiped out
Western Schism 1378-1417
War of the Roses 1455-1487
The Thirty Years War 1618-1648
While I listed mainly important historical events, some events might have been hidden by mortal eyes and only important among supernaturals.

Of course, not all tribes need have failed. What tribes (if any) succeeded is probably due to personal preference, but this might be important to individual chronicles. At the very least, I suspect the Silver Fangs must have succeeded in foiling their prophecy because it would help hold up their rule of the Garou Nation until modern times when it began to creak. Especially if they succeeded when all others (or most) failed. We’d need to figure out what didn’t happen though.
Last edited by Black Fox; 04-24-2016, 01:25 AM.
Asmodai
Asmodai
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#4
04-23-2016, 11:00 AM
As I had Werewolf: The Dark Ages, I never bothered getting Dark Ages: Werewolf. Could you list the exact wording of the known prophecies here, as they sound intriguing and I might be able to help more with the speculation.

What doesn’t kill you, makes you… stranger.
Black Fox
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#5
04-23-2016, 12:12 PM
There is no wording of the prophecy. Just a section that they exist, their history, and how Garou think the Sack of Constantinople was the first one.

It is all left to the imagination.
Gryffon15
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#6
04-23-2016, 12:55 PM
It could be fun to have the prophesy’s show up throughout history and have the Garou nation freak out with paranoia like ‘the apocalypse is NOOOWWWW!!!!’ everytime. Especially for an eternal pack style game, with one pack reincarnating throughout history, like from Werewolf Storyteller’s guide revised, but I usually play games set in the final nights, so it has more story impact (especially with groups who have also played Werewolf: Dark Ages) to include the prophesy of Shadow into the apocalypse. I can see merit though in having elder Galliards whisper of the passing of the prophesy’s in nights passed as a sort of ‘when all the seals break, hell will be unleashed’ sort of thing.

It’s done in typical White Wolf fashion of ‘Here are some awesome concepts we will never talk about again so have fun with it or don’t, whatever, do what you want’ so we can all do it however is fun for you and your group.

Side note; whenever I hear Prophesy of Shadow I want to say Prophesy of Phoenix instead, am I just crazy or is their actually something like that in the tombs?
Last edited by Gryffon15; 04-23-2016, 12:58 PM.
Black Fox
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#7
04-23-2016, 08:00 PM
Originally posted by Gryffon15 View Post
Side note; whenever I hear Prophesy of Shadow I want to say Prophesy of Phoenix instead, am I just crazy or is their actually something like that in the tombs?
They are entirely two different prophecies.

The Prophecy of Phoenix is the well known prophecy from the core books found throughout all editions. It concerns the Apocalypse. It is actually written down in full verse, and it is very obvious what real world events circa 1992 are mentioned. The Exxon Valdez oil spill is specifically mentioned.

The Prophecies of Shadow is only mentioned in Dark Ages: Werewolf and is NOT about the Apocalypse. It is not written down. It contains ten prophecies, one for each tribe as detailed in Dark Ages.

It seems like maybe you didn’t understand in your posts that I was not referring to the Prophecy of Phoenix?
Gryffon15
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#8
04-23-2016, 08:59 PM
Oh man your right, I was talking about the prophesy of Phoenix not shadow. Sorry about that I’ll look throgh my books to see if there is anything I can comment on about the prophesy of Shadow. Man that was a mistake…oh well
Gryffon15
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#9
04-24-2016, 12:16 PM
I looked through my copy of Werewolf: Dark ages last night and no, the prophesies that Song of Shadows gives are the tribe prophesies and the fall of Constantinople was the Warders of Man prophesy coming true.

In earlier posts it was the prophesy of shadows I was talking about, the examples I gave were from the Silverfangs and Fianna prophesies. So I was only getting confused about which prophesy is called what but now I remember.
Asmodai
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#10
04-24-2016, 07:03 PM
For the Glass Walkers it could be something along the lines of “The Greatest City of Man will Fall”. After all the importance of Constantinopole in that era was huge. It would be interesting to follow up in that direction and explore areas of association for the other Tribes?

What doesn’t kill you, makes you… stranger.
Black Fox
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#11
04-25-2016, 09:18 PM
I found some good synchronicity. In canon, the Silver Fang twins Yuri and Sophia Tvarivich destroyed the Zmei known as Sharkala the Cruel in 1240. Five other Silver Fangs fought in the battle as well as a few Garou of other tribes. This is a very important event in Garou history, and the timing fits what we know of the Prophecies of Shadow. Since it also is not too long away from the original prophecies, it likely gave hope to the other tribes that they could defeat their prophecies as well. It may have been unintentional by the authors, but this is my candidate for the Silver Fang prophecy (and an example of the Garou heeding it and preventing it).

So with the Glass Walkers and Silver Fangs accounted for, we have the other eight tribes to find suitable candidates for. I can’t find any other good candidates for the tribes based on the canon timeline events during this period (1200-1500). Most of the known events in World of Darkness of this era is detailed for Vampire and Mage, not Werewolf. There are a lot of important events in the 14th century though so there is plenty of inspiration.
Chris Wilson
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#12
04-27-2016, 12:04 PM
I know this is outside of the proposed timeline but preventing the Great Exhibition (The first World Fair) of 1851 might be an appropriate Shadow Prophecy for the Glass Walkers/Warder of Men.
Black Fox
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#13
04-30-2016, 04:22 PM
Since I can’t find any other likely candidates, I’m using the thread to speculate on ideas that can be used for the remaining eight tribes.

Originally posted by Asmodai View Post
It would be interesting to follow up in that direction and explore areas of association for the other Tribes?
I agree. The prophecy for each tribe should be thematically appropriate. This is easier for some tribes than others. The Fianna could be involved in prophecies affecting the Celtic peoples, the Faeries, the wooded domain of Stag, or in their role as the Garou’s lorekeepers. If you are dealing with the Silent Striders though, not much to go in this era except death – gypsies haven’t entered Europe and there aren’t that many other travelling peoples.

We have two ways to go as I see it. Pick an interesting historical event and try to shoehorn in the Garou (like the sack of Constaninople), or think of some supernatural event that fits specifically for one of the tribes (like the defeat of one of the Zmei).

One historical event I do want to include is the Great Famine of 1315-1317. It was caused when incessant rain fell throughout those years, beginning in the summer of 1314. By one account, it rained for 155 days straight – without interruption – virtually everywhere in Europe north of the Pyrenees and Alps, and west of the Urals. The rains caused floods which wiped away top soil – it is said in northern Europe half of all arable land was swept away. Ten inches of top soil was removed. There was so much moisture that grain in silos just began to rot and crops were killed by mildew and fungi. Mills, bridges, and even entire villages along rivers were swept away by the raging waters. Cropland turned into marshes. The harvest failed again and again. Millions died. Scientists believe the abnormally wet climate of these years was a result of the bitterly cold winters several years which froze the North Atlantic from Greenland to Iceland.

To me, this is a exactly what the Prophecies are warning the Garou about. As a weather event, this isn’t caused or can be prevented by mankind. Its origins have to lie in the Umbra. Perhaps some kind of Bane on par with the Storm Eater. A worthy test for one of the tribes. But which one?

This is one event where many tribes could fit. Geographically speaking, the Fianna and Fenrir are good candidates. Their protectorates are among the worst devastated by the rains. As children of Grandfather Thunder, the Shadow Lords might also be appropriate – the Bane could be a corrupted spirit of the Brood of Thunder. As essentially umbral quests, tribes like Black Furies, Red Talons, or Silent Striders might also fit. Because of its impact on the poor and marginal, even the Bone Gnawers might be acceptable.

After giving some thought, my preference is that this is the prophecy for the Fenrir. The key areas affected in northern Europe is where the tribe is present. Abnormally cold winters and strange weather is also present in the Ragnarok myth where Fenris Wolf is prominent. Since the origins of the weather lie in the north Atlantic, the Fenrir are best placed to travel there for a fight in the Umbra against whatever Bane is causing the climate to go haywire. Besides, I think a problem in the spirit world presents a good challenge for the Get of Fenris who too often think a good whopping is all that is needed. Some of the other tribes that could also fit, like the Fianna, can probably be involved in other things.

So did the Fenrir succeed or fail to prevent the prophecy? Well, the Great Famine did happen. And despite it ending after a few years, Europe would continue to experience bad weather because of the Little Ice Age. So I rule that the Fenrir failed. They failed to figure it out for a century. Then likely had some big battle in the Umbra around Iceland where they damaged the great Bane, but didn’t destroy it. However, the Get of Fenris kept at it sporadically for the next several centuries until the Bane exhausted itself or was defeated finally several centuries later in the early 1800s.

  • History

According to Garou oral history, it was always their duty to keep the balance in nature on behalf of Gaia. They did so by culling overgrown populaces, hunting too powerful predators that otherwise would rampage unchecked and fending off otherwordly spirits that overstepped their stance.

The formation of nations and cities was the first radical change wrought on the Garou by humanity. The Garou prevented it by declaring a limited war upon humanity, a period known as the Impergium. During this time, Garou are credited with destroying large human cities, retarding the technological and scientific progress of the human race, and even imposing population caps upon the humans of any given area, killing and sometimes eating humans when they grew too numerous. Though the Impergium dates back to the Mythic Age before recorded history (occurring over a period of approximately 3,000 years between 13,000 and 10,000 years ago), humanity has retained an inborn fear of the Garou. Humans seeing Garou in their hybrid (Crinos) form are usually struck with a condition known as Delirium, a state of panic and denial that has been largely responsible for modern humanity’s disbelief of the existence of the Garou. Most humans who have suffered from Delirium either have very little memory of the incident that caused it or they rationalize it and remember an animal attack or the work of a psychopathic human. Subconsciously, however, the human may experience an aversion to wolves and other canids in general or to the particular Garou they witnessed. The memory loss or rationalization of events as well as the fact, that that the general public is unaware of werewolf existence is called The Veil (not to be confused with the mystical barrier between material and spiritual world called The Gauntlet).

Following the end of the Impergium, the Garou maintained an active but subtle role in the direction of humanity through the Industrial Revolution and to the present. During such time the Garou waged war with the other Fera, dramatically reducing the numbers of the other shifters as well as completely destroying at least 2 Fera breeds (the Apis were-bulls and Grondr were-boars); this time is known as the War of Rage. The War of Rage lasted approximately another 3,000 years after the end of the Impergium, and the Garou claim that it was started when the Gurahl were-bears refused their duty to teach the Garou a powerful rite.

During the period of the “taming of the West” in America in the 1700-1800s, the Garou engaged in a second War of Rage against not just the Fera of the New World, but against their own brethren, the Native American tribes of Garou (who call themselves the Pure Ones); in this war, the Garou exterminated the Camazotz were-bats and drove their totem, Bat, to madness and the service of the Wyrm. The careless progress of the European Garou (called Wyrmcomers by the Pure Ones) also severed the mystical bonds restraining a powerful bane (a spirit servitor of the Wyrm). This bane captured and devoured a powerful servant of the Weaver, combining their essences and becoming the Storm-Eater. The Storm-Eater whipped the umbra of the West into a terrible frenzy resembling an earthly storm, gaining it the nickname “Storm Umbra,” and further threatened to bring on an early Apocalypse. The Storm-Eater was eventually re-bound by the sacrifice of 13 Elder Garou and the execution of the Rite of Still Skies (discovered by the Two-Moons pack, lead by the Silver Fang Theurge Isaiah Morningkill of House Wyrmfoe).

The overwhelming societal transformation of the Industrial Revolution weakened Gaia and pushed the Umbra away from terrestrial reality, giving it less influence over the world. This period was marked by the withdrawal and extinction of many spirit varieties, but also heralded the birth of new “urban” spirits (such as glass and electricity elementals). These changes were visible in the Umbral landscape, as sites associated with Gaia became fewer and weaker, while the Pattern Web of the Weaver and the corrupt influence of the Wyrm became more prominent.

As the defense of Gaia becomes more difficult, the Garou have found their tasks increasingly harder to perform. Once able to act as silent warriors and guides, many have been reduced to guerrilla tactics and monkeywrenching. These ill omens have led to a general consensus that an Apocalypse is nigh, in which a final desperate battle will be waged by all sides. In addition to discrete threats such as the Wyrm and its minions, Garou find themselves opposed to the faceless foe of general disinterest in Gaia. Environmental disasters and modern warfare have done considerable damage to Gaia in recent decades. This callousness is sometimes spread by the Wyrm itself (as best exemplified by the Pentex corporation, a global conglomerate dedicated to spreading the Wyrm’s influence). The Garou themselves are a self-acknowledged dying race; the largest Gaian tribes number 750-1,250 Garou worldwide, with the smaller tribes numbering less than 500. The wyrm-serving Black Spiral Dancers comprise fully one-tenth of the total Garou population and are the largest single tribe.

Garou are not solitary creatures. They live in packs like wolves do and organize themselves into septs (groups of packs). In former times septs used to be communities of one tribe only, but in modern times septs often house garou from more than one tribe. This also led to multi-tribal packs. Some septs live around a holy site, called Caern, a place with magical properties. Besides the community the a garou lives in, the tribe he belongs to, has a more or less strict social infrastructure, depending on the tribe in question.

The playable Tribes form a loose coalition, known as the Garou Nation. This Nation is based on two core aspects:

  • the common set of laws, called The Litany
  • the three virtues Honor, Glory and Wisdom

The Rank of a Garou in the society is measured by his renown as being glorious, honorable and wise.

Garou Litany

As a whole, the Garou Nation follow a set of rules called the Litany as listed here. Adherence to the litany ranges between individuals and tribes from strict obedience to simple lip service.

  • Garou Shall Not Mate with Garou

Because of the deformities and psychoses displayed by metis werewolves (and the age-old prejudice correspondingly levied against metis), Garou are forbidden to mate with their own kind. Werewolves must instead seek mates around either human or wolf society. This tenet embodies one of the great Garou tragedies; Moon Dancers often move audiences to tears with ballads of Garou who fell in love and could not express their passion – or who did and were torn to pieces by their outraged tribe. The existence of the Metis, however, is evidence that this law is all too often broken. There are those amongst the Garou Nation (particularly the Ragabash) who argue that, in the age of the Apocalypse this tenet should be lifted, as the Garou could swell their numbers quickly by adding large numbers of Metis to their ranks.

  • Combat the Wyrm Wherever It Dwells and Whenever It Breeds

The Garou were spawned, say the Galliards, to fight the Wyrm, and much of their history comprises battles between their heroes and the Wyrm’s minions. Most Garou pay at least lip service to this tradition.

  • Respect the Territory of Another

The practice of this portion of the Litany has changed over the last few centuries; humans have spread to the extent that urinating one’s territorial marking has become impractical. Instead, a Garou visitor or immigrant must first ask permission by singing the Howl of Introduction, reciting name, sept, lineage, totem and tribe. Some septs, particularly those of the Glass Walkers, also accept phone calls or even e-mails, as howling in a city may be considered a breach of the Veil.

  • Accept an Honorable Surrender

The Garou realize that they are a dwindling race and that intraspecies duels commonly occur. Realizing that continuous battles to the death would only advance the Wyrm’s cause the Children of Gaia and Fianna incorporated this element into the Litany. In theory, a Garou combatant may end a duel by exposing her throat or presenting some other sign of formal surrender; the opponent is honor-bound to accept the surrender. The loser suffers no reduction in Renown for surrendering, although the winner may certainly gain Renown for winning.

  • Submission to Those of Higher Station

Garou’s wolf nature practically enforces a hierarchical structure within their society. Thus the Garou have implemented the concepts of Renown and Rank. Within reason, any request by a Garou of higher Rank is to be obeyed.

  • The First Share of the Kill for the Greatest of Station

This portion of the Litany is much favored by the Garou elders, as well as such tribes as the Silver Fangs and Shadow Lords; it is grudgingly acquiesced to by the rest. The “kill clause” also applies to the spoils of war – thus, in theory, the prey’s most powerful fetishes and the like may be garnered by the Garou with the highest renown. Wise elders are cautious with this tenet; a “great and powerful elder” who has claimed the greatest share of the kill to the exclusion of those who follow him may find that their followers reason that such a great Garou must not need the aid of his lessers.

  • Ye Shall Not Eat the Flesh of Humans

This portion of the Litany was first sung in the post-Impergium days; the Stargazers are believed to be responsible for its insertion. They noticed that Garou who routinely consumed human flesh often grew Wyrm-tainted; furthermore, cannibals had a hard time stalking and killing more challenging prey, such as woolly rhinos or Banes. Additionally, in these modern times, this rules serves a function similar to the “kosher” laws of the Hebrews; modern humans’ chemical-laden diet makes their flesh bitter and unhealthy. The Red Talons and most other lupus Garou despise this tenet, particularly because it does not include a prohibition on the consumption of wolf-flesh. Most septs recognize that, while the consumption of wolf-flesh is not specifically outlawed in the litany, the spirit of this tenet prohibits such cannibalism as well.

  • Respect for Those beneath Ye – All Are of Gaia

Garou tend to think of themselves in communal terms, and they thus realize that most creatures have some sort of contribution to make toward the whole. When all is said and done, Garou were created to be the world’s protectors. The chivalric ideal is much in vogue among some septs, and Garou who display a great deal of noblesse oblige may get Renown. This tenet also softens the edge of the fifth and sixth tenets.

  • The Veil Shall Not Be Lifted

This tenet was instituted after the Inquisition of the medieval and renaissance periods wreaked havoc upon the Garou population. This is perhaps the most inviolate portion of the Litany. There is no “reality” here – Garou are aware that both the Wyrm and the Inquisition hunt for them. Garou who disobey this edict die at the claws of their brethren. With the Delirium covering their actions, however, many Garou feel that it is difficult to breach the veil at all, and, in the case of Frenzy, breaches of the veil are sometimes unavoidable. This is yet another reason Garou often avoid cities; cities not only offer more provocation to frenzy (claustrophobia, surprise, street crime, frustration, etc.) but then a frenzy within a city will almost certainly be witnessed by humans.

  • Do Not Suffer Thy People to Tend Thy Sickness

In ancient days, an injured, infirm or aged Garou was simply torn to pieces by his peers. As time went on, however, it came to be considered more dignified to let such a Garou end his own life. In the age of Apocalypse, this tenet is softened; aged or infirm Garou who are still sound of mind are often allowed to survive and mentor younger Garou.

  • The Leader May Be Challenged at Any Time during Peace

Though Garou are known for their pack mentality, this does not mean they must slavishly obey their leaders. If no immediate threat is pending, any Garou of sufficient standing may challenge another’s position of leadership. A contest of some sort is usually staged. If the challenger wins, he assumes the mantle of leadership; if he loses, he must accept the leader’s dictates with good grace.

  • The Leader May Not Be Challenged during Wartime

Certain creatures of the Wyrm are monstrous in size and power, and no one Garou can best them. Pack tactics are vital to the Garou’s success against such creatures, and obedience is vital to successful pack tactics. In battle, the word of the leader is immutable law. A Garou who disobeys a superior will be punished as soon as circumstances permit, assuming that the Garou in question and those he disobeyed survive the encounter.

  • Ye Shall Take No Action That Causes a Caern to Be Violated

Like the preceding clause about the Veil, this rule is fairly ironclad. The caerns are Gaia’s lifeblood and if they are destroyed, the Garou will cease to exist. Even a Garou who accidentally leads an enemy to a caern is often severely punished. Even the most Ragabash cannot bring themselves to actively oppose this tenet.

ycanthropy is not a disease but an inheritable trait. As dual beings (being both wolves and men), Garou can (and do) interbreed with both species. A Garou’s extended non-shapechanging family is called its Kinfolk. Most often, Garou are born to one non-Garou and one Garou parent but in families (both wolf and human) where Garou blood is especially strong, Homid or Lupus Garou sometimes are born from non-shapeshifting parents.

The circumstances of their parentage determines their breed. A Garou born in human form is called a homid; a Garou born in wolf form is called a lupus. The breed or species of the mother determines the breed of the Garou. A Garou born from two Garou parents is called a Metis and is invariably deformed as a result of this inbreeding, as well as completely sterile; however, Metis have Gifts and advantages exclusive to their breed, including the ability to regenerate in all their various forms and a deeper understanding of Garou society owing to their pre-change life exclusively amongst the Garou. Once pariahs in Garou society, trying times have led to the partial integration of the Metis breed into the ranks of the Garou. A werewolf’s breed determines (to some extent) their Gnosis, or spiritual awareness (Lupus Garou being more in tune with the primal spirit world than Homids, and Metis Garou being in between).

Read more: http://vampiremagehunter.proboards.com/thread/5#ixzz4MU2CS8nG

Garou

World of Darkness - Alpha Network Greyman Greyman