Garou: Tribal Camps & Cults

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Xenia
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Garou: Tribal Camps & Cults

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Tribal Camps & Cults

Garou are bound together in many ways: tribe, pack, auspice, and more. One further union of garou comes in the forms of Tribal Camps & Cults. These are broad groups populated by members of the garou nation in pursuit of a singular shared goal. This could be anything from justice (Scales of Themis) to the pursuit of knowledge (Seekers) to the defense of the downtrodden (Sisterhood) or wolves (Children of Dire). The list goes on and on. Still, there is a key difference between Camps and Cults to bear in mind.

Camps are well known, multitribal organizations of specialized focus, usually populated by 2-3 different tribes.

Cults are single-tribe exclusive organizations with a much more niche interest within their tribe's purview.

The Camp Membership Merit will grant access to a 1-5 tree of Gifts you may purchase as Affinity Gifts, specifically chosen for that Camp/Cult. Camp Gift list summaries will be posted here once staff has finalized them, and Cult Gift list summaries will be in your Tribal Forums. We will not develop mechanics for these until a player expresses intent to purchase one, to avoid writing up 50+ Gifts that will never be used.



Tribal Camps
Tribal Camps are well-established groups of experts in a given field. Most camps have some manner of symbol they use, either to announce their affiliation to those who would seek an expert of that field, or to identify themselves to other members. No member of any camp is required to display this symbol. Indeed, some find ways of masking their affiliation unless you know exactly what to look for (i.e., The Unseen, Warders of the Land). These are presented as an OOC option for you to incorporate into your costume if you wish.

At the start of game, membership to Camps is available to the listed Tribes within the Camp who take the Camp Membership Merit. As game progresses, it's possible to RP your way into joining one of these Camps, even if your tribe is not represented. Because that tribe is not well represented, however, you may gain limited benefits (for instance, gaining access to a Camp Gift, but not the Affinity).

To be a member of a Tribal Camp, you must purchase the Camp Membership Merit. You may only be in one Camp or Cult.

By Tribe
Name Camp 1 Camp 2 Camp 3
Black Fury Scales of Themis Sisterhood Warders of the Land
Bone Gnawer Extispicia Sisterhood City Formers
Children of Gaia Bringers of Light Eudaemonics Sisterhood
Get of Winter Wolf Children of DIre Scale of Themis Seekers
Night Claws Bringers of Light Painted Howl Warders of the Land
Red Talons Children of Dire Extispicia Warders of the Land
Shadow Lords Bringers of Light Scales of Themis The Unseen
Silent Striders Extispicia Ivory Priesthood Seekers
Silver Fangs Eudaemonics Ivory Priesthood The Unseen
Stargazers Eudaemonics Seekers Umbral Pilots
Warders of Man City Formers Umbral Pilots The Unseen
White Howlers Children of Dire Ivory Priesthood Painted Howl

By Camp
Name Tribe 1 Tribe 2 Tribe 3
Bringers of Light Children of Gaia Night Claws Shadow Lords
Children of Dire Get of Winter Wolf Red Talon White Howler
Eudaemonics Children of Gaia Silver Fangs Stargazers
Extispicia Bone Gnawers Red Talons Silent Striders
Ivory Priesthood Silent Striders Silver Fangs White Howler
Scales of Themis Black Fury Shadow Lords Get of Winter Wolf
Seekers Get of Winter Wolf Silent Striders Stargazers
Sisterhood Black Fury Bone Gnawers Children of Gaia
The Unseen Shadow Lords Silver Fangs Warders of Man
Warders of the Land Black Fury Night Claws Red Talons
City Formers Bone Gnawers Warders of Man N/A
Painted Howl Night Claws White Howler N/A
Umbral Pilots Stargazers Warders of Man N/A

Bringers of Light
Premise: Specialists in supernatural interactions
Tribes: Children of Gaia, Night Claws, Shadow Lords
Symbol: The olive tree (especially wood repurposed as a torch)
Description: Founded by the Children of Gaia as an attempt to bring the light of Gaia to all her creations, the Bringers of Light are a camp based on understanding and dealing with other supernaturals. Due to the affinity with the fae the Night Claws have demonstrated and the Shadow Lord's political and investigative acumen, over time the three tribes became the pillars of this camp. Bringers of Light are expected to demonstrate a combination of mystical research and understanding of creatures outside the Gaian paradigm, and a clever enough diplomatic acumen to allow for interactions with these creatures to the benefit of the Nation. Bringers of Light often have Etiquette, Hearth Wisdom, Leadership, Occult, Politics, or the Scholar Of... Merit.
Gift Name Effect Summary
Sense the Balance Same as standard Gift, but with prodigal Affinities.
Shadows at Dawn Share information that will be forgotten at sunrise.
Cry for Aid Prodigal allies become aware of your location and need for help.
Mindblock Resist supernatural mental influence.
Purity of Blood Overcome lasting supernatural effects after the scene in which they were placed has ended.

Children of Dire
Premise: Protectors of the wolfkin and lupus way of life
Tribes: Get of Winter Wolf, Red Talon, White Howler
Symbol: A claw scar across the chest, left to right.
Description: One of the growing fears in the Garou Nation is the diminished value of the lupus. Man hunts wolf everywhere, and the Children of Dire will not see the predator become the prey. Founded by the Red Talons, the camp found kith and kin in Northern Tribes, and is now represented by the Get of Winter Wolf and White Howlers as well. Children of Dire are focused more on Cunning than Glory, and are expected to be able to employ clever solutions to the exaltation of wolf over man. Children of Dire often have Animal Ken, Awareness, Primal Urge, Stealth, Survival, or the Enhanced Lupus Form Merit.
Gift Name Effect Summary
Voice of Woe Send cry of warning to wildlife.
Go for the Throat Bite damage becomes even more lethal.
Safe Passage Leave no tracks.
Song of the Dire A howl to buff your pack.
Curse of Lycaon Turn any creature (including humans) into a wolf.

Eudaemonics
Premise: Diplomats and peacekeepers of the Garou Nation
Tribes: Children of Gaia, Silver Fangs, Stargazers
Symbol: Laurel wreath (worn or drawn)
Description: Named after the Greek concept of Eudaemonia, this camp was founded after a diplomatic summit called for by an aging Child of Gaia was only attended by two other tribes. At the end of a long meeting on ways to improve the Garou Nation, the Children of Gaia, Silver Fangs, and Stargazers founded this camp as a joint effort, committing to finding the best ways to unite and accommodate all tribes. The Eudaemonics have gone on to become the premiere diplomats between septs, focusing on mediation and honorable leadership. Eudaemonics are expected to show a high moral fiber and level-headedness that allows objectivity in all diplomatic dealings. Eudaemonics often have Empathy, Etiquette, Law, Leadership, Politics, or the Supporter Merit.
Gift Name Effect Summary
Empathy Gauge an audience's general mood and desire.
Truce of Helios Command silence and attention for a brief period of time.
Honor Pact Give a benefit to everyone who abides by an agreement reached.
Serenity Stop a frenzy.
Geas Give a quest or imperative that must be followed.

Extispicia
Premise: Seers who read the future in entrails and waste
Tribes: Bone Gnawers, Red Talons, Silent Striders
Symbol: While not often worn in public, the zealot's symbol is a red smear of 'paint' across the lower half of the face.
Description: Hepatomancy, or extispicium, is the ancient art of reading the entrails of animals to see the future. Originally perfected by the Silent Striders, a shared affinity (and some say fate itself) drew them to the Red Talons and Bone Gnawers, who turned 'The Sight' into something they ominously call 'The Taste'. This camp is not for the squeamish: they have perfected the art of appreciating the waste and refuse of human history to see how best to craft the future. Seers of the Extispicia are expected to have a stout constitution and unclouded ambition to Taste the beyond, as well as demonstrating enough discretion to prevent the displeasure of outsiders. Extispicians often have Brawl, Hearth Wisdom, Occult, Rituals, Survival, or the Oracular Ability Merit.
Gift Name Effect Summary
Hidden Killer Make any violent death look like death from natural causes.
Eater of the Dead Gain information about a subject by consuming part of their corpse.
Bloody Feast Damage from bite attacks adds to your Strength.
Gorge Store more than your maximum tempers as your soul makes more room to consume.
Feast of the Dead Once you've entirely eaten a corpse, you gain 3 of their powers for 24 hours.

Ivory Priesthood
Premise: Solemn death-priests who seek to understand death and the beyond
Tribes: Silent Strider, Silver Fang, White Howler
Symbol: A white headband that can double as a blindfold.
Description: They say the reason the Silver Fangs were entrusted with the leadership of the Garou Nation is that Gaia entrusted to them the Secret of Death. The Ivory Priesthood has existed as long as anyone can remember, and it took very little time for other masters of the dead among the Silent Striders and White Howlers to seek them out. These death priests revere the cycle, the afterlife, and the departed, often trying to understand the metaphysics that distinguish Ancestor Spirits from Wraiths and more. Ivory Priests are expected to demonstrate a subtle reverence for the passing of life, often turned to to perform Death Rites and answer questions of the beyond. Ivory Priests often have Academics, Hearth Wisdom, Occult, Rituals, Theology, or the Medium Merit.
Gift Name Effect Summary
Know Wraith Learn a wraith's name, desires, etc.
Ghost Shield Protect self and allies from hostile ghosts.
The Sanctity of Elysium Resistance to fear effects.
Return to the Cycle Free any bound wraith.
Gray Asphodel Instill the distracting, hollow numb of death on a target.

Scales of Themis
Premise: Judge, jury and executioner: rabid pursuers of justice
Tribes: Black Fury, Shadow Lord, Get of Winter Wolf
Symbol: A sword (especially bronze), either carried or as a drawn symbol
Description: Tales tell of three wolves surrounding the same quarry in a Macedonian winter: a cur whose name has been stricken from the records for indescribable crimes. As they argued for who had the right of the slaughter, the cur tried to flee, where he was immediately fallen upon and wishboned by the three wolves. These wolves are said to be the founders of the Scales of Themis: a Black Fury, a Shadow Lord, and a Winter Wolf. Since this ominous meeting, the Scales have demonstrated a ruthless interpretation of Litany and Law and exacted punishment without remorse or hesitation. While this initially seems terrifying, suffice it to say summoning the Scales to oversee operations is a marvelous way to get a sept to fall in line: the camp is famously objective, and will not broker the bullying of the innocent. Scales of Themis are expected to show impartiality, familiarity with the law, and the will to carry out any sentence they demand. Scales often have Awareness, Intimidation, Investigation, Law, Politics, or the Iron Will Merit.
Gift Name Effect Summary
Watchful Eyes Direction towards the nearest violator of the law.
Executioner's Privilege Hamstring target to slow their escape.
Interrogator Greatly enhance your interrogation capabilities.
Assassin's Strike Vanish and reappear behind a target.
Find the Transgressor Unerringly track someone who has committed a crime, so long as you know their identity.

Seekers
Premise: Mystics seeking knowledge of life's great mysteries
Tribes: Get of Winter Wolf, Silent Striders, Stargazers
Symbol: A very simply drawn eye
Description: A result of the Silent Striders' curiosity-driven wanderlust, the tribe's search for knowledge found like-minded individuals amidst the seers of the Winter Wolves and the mystics of the Stargazers. No one has a thirst for knowledge, riddles, and puzzles quite like a Seeker. Seekers are expected to have a relentless curiosity and the will to throw themselves into any query until they've procured an understanding. Seekers often have Academics, Hearth Wisdom, Investigation, Occult, Theology, and the Scholar Of... Merit
Gift Name Effect Summary
Moonstruck Path Moonlight illuminates the right direction to start a journey.
Hidden Depths Uncover one hidden/concealed fact about target (staff's choice).
Scrying Observe familiar target from afar.
Lore of the Land Consume part of the land to sense events of its past.
Wisdom of the Seer Meditate and ask staff three questions. Receive two true answers and one lie.

Sisterhood
Premise: Caregivers and protectors of the oppressed
Tribes: Black Fury, Bone Gnawer, Children of Gaia
Symbol: An arch (either symbolizing shelter or a rainbow; opinions differ)
Description: No one knows when the Sisterhood began; it's just always been there. The Bone Gnawers claim it's a cult they founded to Mother Rat, the Children of Gaia say they founded it at the Concord, and the Furies claim it's been a life-long training group for non-martial Maidens in their midst. Wherever it came from, it's been sorely needed. The Sisterhood focuses on providing for the downtrodden, both defense and needed goods like food and shelter. While this usually takes the form of helping human communities, the famous bleeding hearts are usually the first to show mercy to a wayward garou. Sisters are expected to demonstrate compassion and empathy, and a means of either providing for or protecting those who cannot do so for themselves. Members of the Sisterhood often have Empathy, Hearth Wisdom, Medicine, Seneschal, Streetwise, or the Soothing Presence Merit.
Gift Name Effect Summary
Alms to the Poor Conjure food or pocket change to help the needy.
Trail of Pain Track the cause of someone's suffering.
Mother's Embrace Remove/quell negative mental states like harano or Derangements.
Harmonious Slumber Allow brief respite to recharge as per a full night's sleep.
Part the Veil Grant Delirium immunity for an hour.

The Unseen
Premise: Masters of mortal politics and manipulation
Tribes: Shadow Lords, Silver Fangs, Warders of Man
Symbol: Nothing obvious, but the Unseen usually try to incorporate a horizontal black line into their attire as a nod.
Description: Originally a cult of the Warders of Man, the Concord made it clear that garou would have to find a way to live with humans, and soon the Silver Fangs and Shadow Lords joined up with the urrah to understand how to work within the system. Known for unparalleled mastery of mortal politics and manipulation, the Unseen are responsible for a great deal of success the Garou Nation has seen as neighbor of the Nation of Man. The Unseen are expected to find clever ways to mitigate the Curse and assist with enforcing or repairing the Veil, as well as procuring mortal necessities for septs where those less personable struggle to interact with humans. The Unseen often have Academics, Commerce, Law, Politics, Subterfuge, or the Wolf in Sheep's Clothing Merit.
Gift Name Effect Summary
Read the Room Intuitively know where in a room to go to help achieve your goal.
Overlook Pass unnoticed to all but the paranoid.
Rally the Troops Stir a group of mortals to action.
Trust Me Humans automatically believe anything you say.
Calm the Flock Appear as human: no Curse, no Delirium.

Warders of the Land
Premise: Pro-Wyld extremists
Tribes: Black Fury, Night Claws, Red Talons
Symbol: None. Symbols are of the Weaver.
Description: A legendary cult of the Wyld, Warders of the Land find themselves far too chaotic to have any clearly established history. Wherever a city has fallen and the Wyld has risen? The Warders of the Land have been there. Viewing the Weaver as the greatest blight on Gaia' creation (and the Wyrm too, but to a lesser extent), these warriors of the Wyld seek to reclaim any inch of land lost to the Weaver. Warders of the Land are expected to value the Wyld over absolutely anything else, and take the necessary actions to ensure the influence of the Weaver does not spread. Warders of the Land often have Awareness, Herbalism, Primal Urge, Rituals, Survival, or the Scholar of the Wyld Merit.
Gift Name Effect Summary
Breath of the Wyld Transfer Rage into clear-minded mental acuity.
Jam Technology Cause weaver technology to break.
Render Down Reduce weaver devices to dust.
Scream of Gaia Howl Gaia's pain into an area of effect damage attack.
Natural State Revert an area to its pre-Weaver natural state.

City Formers
Premise: Urbanomancers, focused on mastering the city
Tribes: Bone Gnawers, Warders of Man
Symbol: A 3x3 grid
Description: A budding camp, the City Formers represent the shared focus between the Warders of Man and Bone Gnawers on understanding and utilizing a city. At the heart of the camp is a schism that differentiates their approach: Bone Gnawers want to ensure the Wyld and the city can coexist, whereas Warders of Man view cities as seeds for the Weaver's influence. Still, while motivations differ, the influence of City Formers on the urban areas themselves are unquestionable. City Formers are expected to understand how cities work, from the infrastructure and layout to the social pulse and spiritual resonance of different areas within the city. City Formers often have Commerce, Law, Politics, Seneschal, Streetwise, or the Master of Protocol Merit.
Gift Name Effect Summary
Eyes of Manasa See from any window/doorway you can see.
Between the Cracks Locate an abandoned area to use.
Streets Tell Stories Gain information from the very stones of the city.
Call the City Wolves Summons urban enforcers/deterrents.
Call of the Urrah A variation of Call of the Wyld that effects all urrah within a city.

Painted Howl
Premise: Virtuosos of talecraft and tattoos
Tribes: Night Claws, White Howlers
Symbol: Three vertical lines drawn under the left eye (middle line longer than other two)
Description: The White Howlers and Children of the Horned One (the Night Claw equivalent clans in Ireland) have a long, shared history together, and this has grown into a camp of shared camaraderie. Specifically, the Painted Howl represents the artists of both tribes: storytellers and virtuosos of warpaint and tattoos alike. The tribe of the north are not those for passive art, however. Stories abound of their galliards whispering secrets in the dark no one could know, and the very woad that marks their ahrouns slipping off of their arms to attack their foes. Members of the Painted Howl are expected to strike the soul with their tales and art, expecting each story to be as incisive as the needles that mark their members with their own unspoken tales. Painted Howlers often have Crafts, Hearth Wisdom, Intimidation, Investigation, Rituals, or the Artistically Gifted Merit.
Gift Name Effect Summary
Hear the Silence Pinpoint someone making an effort to hide something.
Fetish Fetch Store items as markings on your person.
Woadling Animate war paint to aide you in battle.
Whisper in the Dark Learn unknown facts for stories, whispered from shadows themselves.
Spiritual Emblem Sacrifice permanent Gnosis to instantly craft a tattoo fetish.

Umbral Pilots
Premise: Explorers of Umbral realms
Tribes: Stargazers, Warders of Man
Symbol: Round mirror (drawn as a circle with two diagonal accents inside)
Description: The Warders of Man were one of the first tribes to take mortal means of exploration into the umbra, cracking jokes about sailing the Umbral seas. It didn't take long for Stargazers to join them on these excursions, and in their work together, the two tribes formed a camp focused on understanding and exploring the Umbral Realms. Pilots are expected to demonstrate a fearless will to explore the unknown, and an impressive acumen for understanding the cosmology of the Umbra. Umbral Pilots often have Awareness, Occult, Rituals, Seamanship, Survival, or the Umbral Realm Affinity Merit.
Gift Name Effect Summary
Heavens' Guidance Gain an innate sense of direction.
Emergency Exit Find the closest exit of enclosed space or Umbral Realm.
Umbral Compass Lower the Gauntlet rating and gain bonuses to navigate the umbra.
The Silken Sail Bring a ship and its passengers into the Umbra.
Seeking the Void Travel directly to a target in the Umbra.

Tribal Cults
In addition to the shared Tribal Camps, each Tribe has Cults that are exclusively populated by members of that tribe. Tribal Cults run the gambit from guarded secrets (Masters of the Seal, The Masks) to a certain tribal reputation as experts in a field (Ariadne's Thread, Seekers of the Lost). While Camps are generally common knowledge within the Garou Nation, Cults are a much more tribal-specific knowledge, and as such, Tribal Cults will be expanded on in every tribe's forum, instead of here.

Members not of the tribe may not join a Tribal Cult as game begins. If members of that Cult seek to transform the Cult into a Camp, they may work towards that end, or attempt to petition accepting a singular exception from another tribe. This is a very rare case, and can only be initiated by a PC member of that Cult.

To be a member of a Tribal Cult, you must purchase the Camp Membership Merit. You may only be in one Camp or Cult.

Tribe Cult 1 Cult 2
Black Fury Amazons of Artemis (Archers/warriors) Eleusinian Scouts (Caern seekers)
Bone Gnawer The Swarm (Rat God's warriors) Rats of Harpocrates (Whispermasters)
Children of Gaia Anointed Ones (Pacifists) Imminent Strike (Warriors among Pacifists)
Get of Winter Wolf Even Keel (Pro-human maritime caretakers) Frostbitten (Ice warriors)
Night Claws Savage Strike (Guerilla fighters) The Nameless (Name mystics)
Red Talons Lodge of the Predator Kings (Anti-humans) Whelp's Compromise (Pro-humans)
Shadow Lords The Masks (Masters of fear/identity) Erebosian Mysteries (Students of shadow)
Silent Striders Swords of the Night (Vampire hunters) Wayfarers (Renowned messengers)
Silver Fangs Silver Strategoi (Generals & tacticians) Masters of the Seal (Secret keepers)
Stargazers Sacred Thread (Spiritual advisors) The Zephyr (Meditative monks)
Warders of Man Ariadne's Thread (Weaver specialists) Disciples of Aristaeus (Crafters & scientists)
White Howlers Howling Wind (Virtuosos of howling) Toutates (Defenders of mortal family)
Σκιάς όναρ άνθρωπος - Pindar
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