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8 mar 2024 · Tribes have existed before human history, though who the tribes were is a subject of debate. Certainly other tribes existed in the past and some still do, but not all of these tribes have duty to Gaia.
27 paź 2015 · 𝕏. While Lestat-loving role-playing gamers of the ‘90s were busy playing White Wolf’s Vampire: The Masquerade, gamers who craved action were busy playing Werewolf: The Apocalypse. Much like...
The Garou Nation is an alliance of twelve fictional Garou tribes in the old World of Darkness setting, as depicted in the role-playing game Werewolf: The Apocalypse. The tribes that are considered part of the Garou Nation are Black Furies, Bone Gnawers, Children of Gaia, Fianna, Get of Fenris, Glass Walkers, Red Talons, Shadow Lords, Silent ...
26 kwi 2024 · The game already includes two of the best choices (Bone Gnawer - the only tribe not going extinct, and Shadow Lords - specialists in Getting ♥♥♥♥ Done) with an outsider choice of Silver Fang (good at getting Garou working together, at least)
The Glass Walkers are one of the thirteen tribes of Garou found in Werewolf: The Apocalypse. Steeped in technology, human religion, and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress.
Introduction. This guide covers convictions first, because convictions control both the tribes you can join and the gifts you can earn. Full explanations of spirits are under their location entries.
The Tribes were at one time largely geographic, but time, migration, and modernity have disrupted that. The Silver Fangs are organized into aristocratic houses, and have an actual King; the Shadow Lords have a Margrave; Get of Fenris are ruled by an oligarch of Jarls. The Black Furies have the Inner Calyx, which is a council of 13.