The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Werewolf the Apocalypse - 20th Aniversary Edition

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Manik, 2021-09-27 15:53:35

Werewolf the Apocalypse - 20th Aniversary Edition

Werewolf the Apocalypse - 20th Aniversary Edition

THE EIGHTH SIGN

Are you willing to be made nothing?
dipped into oblivion?
-- "Phoenix," D.H. Lawrence

Writer • Bill Bridges Art • John Bridges

Yes, spirit!

How…?

You’re in Central Park. By the
lk and sound of you, I figure
you’re a country wolf. Probably

ain’t never sn such a
place before.

I’ bet a sack of
wden nickels that

he’s more than
he sms.



They want the glyph that
binds the ancient monster under
the caern. Only Ten Tth knows it.

The Enemy wants to find it
and unleash it.

SCREE!

Ghost Caern?



RAWWK!

Curiouser and curiouser.
We, at least we got
our entry pa.
Let’s get moving.



Phoenix took me.
Carried me in his claws.
High above the world.

So that I could see beyond tomorrow.

And I looked.
I beheld the future.

There were no more children, or
grandchildren, or fathers, or mothers.

I saw the decimation of our kin. This was the first Sign that Phoenix
Hunted beyond hunting, death gave to me, that the Children of the
beyond death, to the last one. Weaver, the Humans, would give
to us, the Garou.
I looked.
I beheld the future. I saw more and more, until Gaia groaned at having
I saw the Children of the Weaver birthing. to carry them all. Their houses overrunning, their
A great tide of Humans, rising. rakes raping, their hands clawing at the parched
earth, trying to feed from Her.

This was the second Sign of the last
days, that Phoenix showed me, that
the Humans would do.

I looked again. I turned my head away
I beheld the third Sign. in disgust, but I could
not help but look again.

So many. So many children. So many Humans. I beheld, then
And they fell against each other, one to one, and the fourth Sign.
the Wyrm brought forth corruption and gave The Wyrm grew powerful; its wings fanned the
each a measure. breezes of decay. It spread its diseases, and they
were horrible: the Herd became afflicted with
diseases of the head and the blood.

And the strange Fire I saw, out of control, the Children were born twisted. Animals
great Plume rising over the wilderness, spreading fell sick and no one could cure them.
death wherever it shone in that dark and cold land.
And I heard the agony of the Sea as She keened, In these final days, even the Warriors
for some drunken fool had poured a lake of black of Gaia could not escape the palsied
death out upon her. talons of the sickness-bringing deathbird.
I saw other Plumes rising like death-spears toward
A tear in my eye, I looked again and the beautiful sky, piercing it, letting Father Sun burn
the Phoenix showed me the fifth Sign. and parch Gaia. The air grew hot; even in the darkness
of Winter it was warm.

The plants withered in the sun. A cry of pain
and disease arose from the dying forests;
as one the relations cried tears of mourning.

Then, as though a veil And I saw the sky turn black,
were torn the sixth Sign and the moon was as blood.
showed itself to me.
And the seventh Sign I glimpsed,
In these last days, Gaia shakes in rage. though I could not look on it in full.
Fire boils from the depths. Ash shrouds But its heat I could feel.
the sky. The Wyrm skulks in the The Apocalypse. The final days of the world.
shadows made by these ... and
rears to strike.

The old ones are gone; the
Guardians of the Pathways and
the Crossroads are finished.
In these final days, the sixth
Sign will make itself known in
the Packs that form.

Each Pack will have The moon was swallowed by the Sun, and it burned in His belly.
unto itself a Quest, Unholy fires fell to the ground, burning us all, twisting us and
a Sacred Journey making us vomit blood. The Wyrm made itself manifest in the
it must perform. towers and the rivers and the air and the land, and everywhere
Such is the will its children ran rampant, devouring, destroying, calling down
of Gaia. curses of every kind.
I turned my head from the sight. Phoenix told
me: “This is as it shall be, but not as it should.” And the Herd ran in fear. And the Dark
Ones, children of the Wyrm, crawled from
their caves and walked the streets in daylight.

Phoenix left me then.

Now, I cannot dream. I can only remember These are the last days.
the Signs, each one in perfect detail. May Gaia have mercy on us.

Grawr!
Khhkk--!

SCREE-AH!

THE Phoenix!



Go, Mari Cabrah.
These ones are
ours.

SCREE!

Is… is this Harano?
The great suender

to soow?



Great Gaia!

SHrraak! KKRR-UUUMP!

They’ve got
reinforcements!

It’s gd to s
you, Evan. Albrecht,
you lk like shit.

So... so many
have faen. But
thanks to you, my

home is safe.

Soy to leave such
a me. Lks like you've
got some housekping

to do.

Go easy on him,
Albrecht. We've a

lost friends.

I wi te them
about the future.

®
®

23

Credits Based on the work of Mark Angeli, Bruce Baugh, Bjørn T. Bøe,
Bill Bridges, Dierdre Brooks, Phil Brucato, Brad Butkovich,
Creative and Art Director: Rich Thomas Tim Byrd, Chris Campbell, Jackie Cassada, Ben Chessell,
Sam Chupp, Lisa Clark-Fleishman, James Comer, Richard
20th Anniversary Development Team: Bill Bridges, Ethan Dansky, Lon Franson, Geoffrey C. Grabowsky, Andrew
Skemp, Rich Thomas Greenberg, Daniel Greenberg, Ed Hall, Wes Harris, Robert
Hatch, Harry Heckel, Heather Heckel, Shannon Hen-
Authors: Bill Bridges, Satyros Phil Brucato, Brian Campbell, nessey, Sam Inabinet, Michael Lee, Ian Lemke, Forrest B.
Jess Hartley, Matthew McFarland, Holden Shearer, Ethan Marchinton, Robert Scott Martin, Ed McKeogh, Deena
Skemp, Eddy Webb and Stewart Wilson McKinney, Aileen E. Miles, James Moore, Kyle Olson,
Devin Parker, Geoff Pass, Nicky Rea, Mark Rein Hagen,
Editor and Indexer: Genevieve Podleski Sean Riley, Ethan Skemp, William Spencer-Hale, Rich
Thomas, Josh Timbrook, Adam Tinworth, Stewart Wieck,
Book Design: Aileen E. Miles Travis L. Williams, Samuel Witt, Teeuwynn Woodruff,
Fred Yelk
Werewolf 20th Anniversary Edition Logo: Craig Grant
Werewolf: The Apocalypse Creators Sam Chupp, Andrew
Character Sheet: Mr. Gone Greenberg, Wes Harris, Robert Hatch, Geoff Pass, Mark
Rein Hagen, William Spencer-Hale, Rich Thomas, Josh
Interior Art: Charlie Bates, Dan Brereton, John Bridges, Ron Timbrook, Stewart Wieck, Travis L. Williams, Samuel Witt
Brown, Mitch Byrd, Mike Chaney and Matt Milberger,
John Cobb, Steve Ellis, Richard Kane Ferguson, Michael Special Thanks to:
Gaydos, Doug Alexander Gregory, Pia Guerra, Tony Harris,
Jeff Holt, Brian LeBlanc, Steve Prescott, Jeff Rebner, Alex Cory “I’d Like To Talk To Bill, Please” Lucas, who hasn’t re-
Sheikman, Ron Spencer, Richard Thomas, Joshua Gabriel ally...yet.
Timbrook, Drew Tucker, Melissa Uran, Bryon Wackwitz,
Kieran Yanner Matthew “Zettler” Dawkins, who knows just what goes into
the water when the Board of Directors get together.

Luke “Prince of Ruin” Parsons, for dancing the Black Spiral
and coming out with most of his sanity intact.

© 2012 CCP hf. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden, except for the purposes of reviews, and one
printed copy may be reproduced for personal use only. Werewolf the Apocalypse
and Storyteller system are registered trademarks of CCP hf. all rights reserved.

This book uses the supernatural for settings, characters, and themes. All mystical
and supernatural elements are fictional and intended for entertainment purposes only.
This book contains mature content. Reader discretion is advised.

Check out White Wolf online at http://www.white-wolf.com
Check out Onyx Path online at http://www.theonyxpath.com

24 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

®

Contents

Prologue: The Eighth Sign 1

Book One: The Wyld 26

Introduction 28

Chapter One: A World of Darkness 34

Chapter Two: The Garou 72

Book Two: The Weaver 106

Chapter Three: Character and Traits 108

Chapter Four: Gifts, Rites and Fetishes 150

Chapter Five: Rules 230

Chapter Six: Systems and Drama 242

Chapter Seven: The Spirit World 304

Book Three: The Wyrm 334

Chapter Eight: Storytelling 336

Chapter Nine: Allies 364

Chapter Ten: The Enemy 422

Appendix 470

TABLE OF CONTENTS 25

26

When the skies were huge and dark at night,
Unlit by cities’ restless blaze,
Brightened only by the glowflies’ dance,
The stars, and the crackling of our fires,
And the air was thick with green tree-breath
The fleeting tear of burning wood,
We hunted those days like the wolves we are,
And sung by night like the men we may be.

Book One: The Wyld
27

28

Introduction

Those of you holding this book in your hands probably or neither. And although they were every inch the physi-
need no introduction to Werewolf: The Apocalypse. cally powerful, terrifying monsters we’d expected, they
You already know the savage horror and the joyous were also incredibly spiritual. Werewolf opened up an
exultation of Rage. You know the tragedy of a warrior- entirely new facet of the World of Darkness: the spirit
people who turned on their own, and the one last hope world. They still hated vampires, but they were defined
that still burns as long as their hearts possess the will to by an entirely new struggle, a battle against cosmic horror
fight. You know the glory of a struggle against a god of that incorporated a commentary on the horrible things
Entropy and Corruption, and the triumph of delivering humans do to one another and the world we live on. We
just one small mortal soul. You know the pain of a world even learned a new name for these creatures — the Garou.
and the beauty of the spirit.
Twenty years have passed since Werewolf: The
This book is for you. Werewolf: The Apocalypse — Apocalypse came clawing its way into the world. To this
20th Anniversary Edition. The Prophecy of Phoenix day, it’s still hard to find many games like it. Werewolf is
will be fulfilled. a game with a laser-precise focus, mixed with and almost
contradicted by a remarkable mélange of components. It
The Nature of the Beast can keep a narrow, precise course of the story of a pack
or sept’s war against the Wyrm, or it can branch out into
Twenty years ago, a game about werewolves hit stories of politics, tragedy, spirituality, history, ecology —
the shelves like a hammer. Nobody knew quite what the entirety of human experience and far, far beyond. No
to expect. Vampire: The Masquerade had alluded to matter what you’re interested in as a Storyteller or a player,
werewolves — we knew they were out there, that they it can be relevant to the struggle of the Garou.
were terrifyingly strong, and that they hated vampires.
And of course, we knew what to expect from werewolf What This Book Is
movies: creatures that went mad by the light of the full
moon. But there had to be more to it than that, right? • A Classic Experience: Everyone’s first experi-
ence with Werewolf: The Apocalypse was different,
And there was. There was so much more. but we’d venture a guess that a common theme was the
sudden realization of the scale the game implied. This
Where the vampires gathered in clans, the were-
wolves had tribes. They were born of humans or wolves,

INTRODUCTION 29

wasn’t about simple territories and city politics. The as The Mind’s Eye Society, The Garou Nation and One
book described a war for the soul and body of the Earth World By Night organize regular events.
itself, fought in countless gritty trenches and across
truly cosmic backdrops. This book is about that sense of Werewolf can be a challenging setting for a LARP,
scale: it’s about the immensity of the threat facing the requiring as it does an active imagination. Costuming can’t
Garou, and the great depth and breadth of the People easily account for a Hispo form or a Nexus Crawler. But
themselves. It’s about the immediacy of a world in peril Werewolf also enjoys the advantages of other modern live-
and the exultation of raw, bestial might. action games, in that many of the locations require little
modification, and it’s easy to dress as a modern Garou in
• A Howl of Warning: When Werewolf: The Homid form. Not that costuming goes to waste, of course!
Apocalypse first debuted, there was a lot of tension
building up as the millennium was about to turn over. Werewolf also provides plenty of conflicts for a LARP
We were all becoming increasingly aware of the dangers to thrive on. The external war against the Wyrm can
of environmental destruction, the dangers of factional be used to gather a group together, while the internal
bickering, and the sense that society could come undone. rivalries and blood feuds of a sept can threaten to tear
Werewolf was a cry of fury that people could do so much them apart. It all makes for meaty, bloody roleplay of
damage in the name of greed, and a desire to strike back. the finest sort.

Fast forward twenty years. Society didn’t collapse, Safeguards
obviously — but the themes of Werewolf: The Apoca-
lypse stay with us. We’re seeing more and more signs Despite the wide variety of live-action games out
of consequences for abusing the planet. Droughts and there, there are some rules common between them to
wildfires hint at the dangers of a climate that is shifting, ensure that live-action is safe and enjoyable for all par-
thanks to human pollution. The oceanic food chains are ticipants and bystanders.
being torn apart and disrupted by thoughtless overfish-
ing. Avaricious bankers have gambled away billions of • No Touching: All combat and physical interac-
dollars, gutting economies around the world in their tion is generally handled through the rules. Players must
pursuit of Mammon. Industry continues to plunder the never strike, grapple, or otherwise touch anyone during
natural resources of the world without questioning what the game — some games allow some consensual touch-
will happen when those finite resources run out. ing in specific instances, but it doesn’t hurt to assume
“no touching” is the rule. The Storyteller should call a
To be sure, there’s been some progress. “Green” is time-out if one or more players start straining at this rule.
a concept that has yet to die on the vine. More people
think about carbon footprints and alternative energy • No Weapons: No knives, no swords, no klaives
supplies — but not enough people; not yet. We aren’t and nothing that even remotely resembles a firearm
out of the woods. Things still have the capacity to get a should be carried. It’s best to represent weapons with
lot worse. The Garou can still see Apocalypse coming, index cards marked “Grand Klaive” or “Glock” or the
and anyone with the eyes and the imagination can see like; during combat challenges, present the card to the
it as well. The warnings of Werewolf are still relevant. Storyteller, who will adjudicate its use in play.

• A Thank You: It’s not just the warnings that • Play in a Designated Area: Most games should take
remain relevant. Werewolf would be nothing if its mes- place in private areas. Don’t involve bystanders in the
sage wasn’t carried on by people who care; the Garou game, and make sure everyone in the area, or who passes
would be forgotten if people still didn’t enjoy telling through the area, understands exactly what you’re doing.
their stories. Without you, this 20th anniversary edition And always, always be polite to people outside the game.
would never have come to pass: without you, Werewolf
wouldn’t have taken off in the first place. Thank you for • Know When to Stop: If the Storyteller calls for a
letting us sketch this portion of the World of Darkness time-out or other break in the action, stop immediately.
for you, and thank you for bringing it to life. In Live-Action, the Storyteller is still the final arbiter
of all game events.
Live-Action
The Werewolf
For those troupes interested in exploring Werewolf Werewolves are creatures caught between worlds.
through live-action play, there’s plenty of support out They are both human and wolf, yet not truly either one.
there. Some troupes use our Mind's Eye Theatre rules They’re modern monsters with primal souls, each one
or a variation of these tabletop rules, but there are also a beast of flesh with a heart of spirit. Werewolves are
groups that use their own rulesets to bring the Werewolf: sufficiently like us that in their human forms, they seem
The Apocalypse experience to life. Organizations such as mortal as the rest of us — no stronger, no faster, no

30 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

more invulnerable. When the change comes over them, they are until they undergo the First Change, and then
however, they become true monsters: strong enough to the others come to reveal everything.
smash down doors and claw apart metal, swift enough to
run down any human and even able to shrug off bullets. • Werewolves are skinchangers who derive their
power from a magical spell or object. False. Werewolves
What Are Werewolves? do have a form of animistic magic: their ability to com-
municate with, combat, and ritually invoke spirits.
The werewolf has many different incarnations through- However, this magic derives from their werewolf nature,
out human folklore and fiction. There are dozens of explana- not the other way around. They are partly spirit, able
tions for the person that turns into a beast, often contradicting to walk into the spirit world and command supernatural
one another. The Garou are like the werewolves of myth in powers derived from there.
many ways, and unlike them in many others.
• Werewolves change forms only under the light
• Werewolves are the victims of a curse. False. Most of a full moon. False. Werewolves can change whenever
werewolves consider their nature to be a blessing, although they want, though some circumstances can force them
it’s not without its burdens. Their anger can burn out of to change against their will.
control in horrible ways, and by their birthright werewolves
are drawn into an ancient and terrible war against an enemy • Werewolves become savage, mindless beasts dur-
that might never be defeated. ing the full moon. Mostly false. Werewolves’ emotions
are affected by the full moon, and the most violent of
• A werewolf’s bite infects its victim with lycan- them are on hair triggers during the full moon. It’s very
thropy. False. Werewolves have some spiritual powers easy for a werewolf to lose control to a bestial fury at this
that allow them to pass on curse-like ill effects with a time, but they must be provoked further — the sight of
bite, but they don’t create more of their kind in that the full moon alone does not take their reason from them.
way. A werewolf is born, not infected. Some are born
to human parents, others to wolves; a few are born to • Werewolves can be killed only by a silver bullet.
werewolf parents, though such concentration of Garou False. Werewolves heal incredibly quickly in most of their
blood is debilitating. Most werewolves never know what forms, but aren’t immortal. Silver is their weakness, however;
wounds inflicted by silver weapons do not heal as quickly.

INTRODUCTION 31

A silver bullet is as dangerous to a werewolf as a lead slug what they are until they reach maturity and undergo the
is to a human. Of course, in neither case is an instant kill First Change. At that point, they find they weren’t really
guaranteed — but with a good shot through the heart, human — or wolf — at all.
there’s little a werewolf’s incredible healing ability can do.
Three factors define the Garou: breed, auspice, and
• Werewolf packs work like wolf packs, with tribe. Breed is the birth form of the werewolf. Some are
alphas, betas, and omegas. Partially true. Most actual born to a human parent and a Garou parent; others to a
wolf packs in the wild are family units. What people wolf and a Garou. Still others are born to bloodlines of
tend to think of as “alpha,” “beta,” and “omega” roles Kinfolk — people who possess werewolf blood but are not
in a wolf pack show up more commonly in wolf packs shapechangers themselves — and may not even know of
formed from unrelated wolves, such as in captivity. That their strange heritage. And some werewolves are born
said, most werewolf packs are not family units, either, to Garou-Garou matings, though theirs is a difficult lot.
and establishing some form of hierarchy comes naturally
to them. When the horrors come boiling up from the Auspice is the moon phase of a werewolf’s birth.
ground, it’s good to have a reflexive chain of command. The light of Luna affects them, granting them specific
blessings that will govern their path in life. The brighter
• There are certain “tells” for a werewolf in hu- the birth moon, the more Rage the werewolf will feel.
man form, such as index and middle fingers being the Those born under the full moon are the most furious of
same length or eyebrows that grow together. False. all — the warriors among a warrior people.
Werewolves are difficult to tell apart from ordinary
humans, at least physically. However, a werewolf with Tribe is a social unit as well as a family. A werewolf
high amounts of Rage — the supernatural fury that may come to a tribe for ideological reasons, but most are
feeds their might — exudes such predatory malice that descended from a tribe’s bloodlines. A tribe defines itself
ordinary humans will instinctively shun and avoid her. by its Kin, its territory, its ideology and its tribal totem.

Blood, Moon, and Totem But while these three things can define a werewolf, a
fourth bond exists — the bond of the pack. A werewolf’s
Werewolves are born shapeshifters, descended from packmates are like immediate family, best friends, and
bloodlines that reach back to prehistory. Most don’t know brothers-in-arms all at once.

32

A World of Spirits Chapter Six: Systems and Dramaelaborates on those
basics, providing more detailed subsystems to handle
Werewolves are aware of a hidden side of the World more complicated elements of gameplay such as combat.
of Darkness. They interact with the spirit world, which
they call the Umbra. Much of their powers are derived Chapter Seven: The Spirit World explores the
from this world. Garou call on spirits to teach them su- Umbra, the hidden side of the world.
pernatural tricks, bind them into fetishes, or invoke them
in complicated rites. But not all spirits are their allies… Chapter Eight: Storytelling is a collection of advice
and techniques for Storytellers, useful in preparing and
The spirit world and the material world are inextri- running engaging chronicles in the world of Werewolf.
cably linked. What affects one affects the other. Pollu-
tion in the physical world spreads spiritual blight in the Chapter Nine: Allies details those that are on the
Umbra, which in turn brings down psychic corruption same side of the war as the Garou, such as spirits, Kinfolk,
on the mortals influenced by the unseen world. This and the other Changing Breeds. It also provides a look
dynamic is critical to both worlds, and it is the focus of at the Lost Tribes.
the Garou’s war for the soul of Gaia.
Conversely, Chapter Ten: Enemies is a rogue’s gal-
The War lery of the worst enemies the Garou face, servants of the
Wyrm, Weaver, and beyond.
The Garou are defined as a people by their great
struggle. Gaia, the soul of the world, is dying. She is Finally, the Appendix adds miscellaneous optional
wounded by the talons of a cosmological force of cor- rules and details of sub-factions such as tribal camps.
ruption known as the Wyrm. This colossal spirit lurks
far beyond the reach of the Garou, but its influence is Source Material
felt everywhere. Its minions are myriad twisted spirits of
corruption and the mortals and even werewolves that What does one use for inspiration for Werewolf: The
have fallen under their sway. Apocalypse? It’s almost easier to answer the question of
what doesn’t one use for inspiration. Each subsection of
The corruption endemic in human society — avari- the game can draw from different sources.
cious corporations, vicious murderers, zealous cults — is
a symptom of the oncoming end. The Garou believe in Straightforward literary and pop-culture depictions
the Apocalypse: a time in which the Wyrm’s legions will of werewolves are reasonably numerous, ranging from
break forth in order to finally remake the blasted world early influential classics like An American Werewolf in
fully in its image. The Apocalypse may be the end of all London and The Howling to clever tales like Ginger Snaps
things. But the werewolves were created to fight against and Dog Soldiers. Many recent urban fantasy series feature
it, until the last Garou breathes one last breath. werewolves to some degree, and these days the special
effects technology in movies like Van Helsing can provide
How to Use This Book visual inspiration for Garou shapeshifting.
While this book doesn’t include everything from the
game line’s entire run, it is intended to be close enough The spiritual side of the Umbra is also highly
to comprehensive that it covers all areas of the game at influential. Princess Mononoke is a fantastic blend of
least a little bit. The organization is as follows: ecological concerns, human fallibility and animistic
cosmology. The Lovecraftian Cthulhu Mythos offers a
Chapter One: A World of Darkness describes the take on alien horror from the depths of the world, while
overall setting as well as the basics of the Garou Nation the more animistic terror derived from Japanese horror
and their struggle. films offers a closer-to-home take. There’s also really no
substitute for volumes of actual folktales from various
Chapter Two: The Garou elaborates on the breeds, cultures, from Native Americans to Russians.
auspices and tribes that define what it is to be a werewolf.
Pack bonding and politics derive great impact from
Chapter Three: Character and Traits details stories about close relationships and bloody rivalries, both
character creation and the Traits that define a werewolf in war settings and beyond. Consider Band of Brothers,
character. Henry V, The Wire, or even The Thirteenth Warrior.

Chapter Four: Gifts, Rites, and Fetishes covers the Ecological or zoological works can provide a wealth
many spiritual powers that give the Garou a potent edge. of information to help you get a handle on the animal
side of the setting. Barry Lopez’s Of Wolves and Men,
Chapter Five: Rules provides the basic resolution Rachel Carson’s Silent Spring, and Aldo Leopold’s A Sand
systems for the game. County Almanac are all influential works. But there’s also
something to be said for documentaries such as Nature or
Planet Earth — even “shocker” shows like River Monsters
and Monsters Inside Me may provide ideas.

INTRODUCTION 33

34

Chapter One:
A World

of Darkness

The world of Werewolf is very much like our own. the world die, rot, and implode. This infection worms
The one absolute rule seems to be that power corrupts. its way into everything. Some people, places, and things
Give someone money, and he can buy his way into power. are more resistant, but the rot is insidious and patient. It
Once he’s there, he’ll cheerfully sell his influence. If he feeds on rage, frustration, and victimization just as easily
notices the pain and suffering he causes as he brings his as it feeds on greed and privilege. It will take any emotion
influence to bear on behalf of his patrons, he does not or urge it can — even one that’s perfectly healthy and
care. He smiles and tells those beneath him, “This is for natural — and twist until it gets what it wants.
your own good” as he presses down, literally or figuratively,
squeezing the life and joy from the world. Of course, not everyone is content to go blindly into
Hell. Some people rebel. They stand up and march in the
The natural world is a resource to those in power, noth- streets. They give their money only to those who will use it
ing more. The splendor of nature is lost upon them or, at properly. Some leave their jobs and families to stand, buffeted
best, it’s quaint. It’s something they enjoyed when they were by the elements and beaten by the police, in defiance of a
children, but now there’s money to be made, so they fire up system that is broken beyond repair. Some take more direct
bulldozers, they dump chemicals into the water, they drain measures—theythrowstones,bottlesorbombs.Theybecome
underground lakes, and they use controlled detonations to criminals, because they know that in the face of Armageddon
find pockets of natural gas. Never mind that they are causing there can be no conversation or patience. There can be only
droughts.Nevermindthatthefishpopulationissteadilydying action, only decision, and if that involves bleeding or dying,
off. Forget that their mining techniques cause earthquakes. then at least they can say they tried.
These things might matter someday, but they don’t matter
now, and now is when the money is made. Even such noble sentiment can be turned, though.
Evil is patient. Evil is insidious. And unlike our world,
This is the real world. In the world of Werewolf: The the World of Darkness boasts monsters. Spirits slither
Apocalypse, this corruption and greed has will and agenda. into human beings, animals, and whatever else they can
In the World of Darkness, the insatiable nature of human and twist flesh, bone, and viscera into monsters. Whole
greed does not exclusively stem from modern economic city blocks, acres of forests, entire lakes — any place can
failure or an obsession with corporatism. It is intrinsic to become tainted, spewing out such creatures or sucking
the spiritual nature of the world, and it wants to watch in life and decaying it. Vampires roam the city streets,

CHAPTER ONE: A WORLD OF DARKNESS 35

and although they might be monsters, they at least are contempt for the rest of the planet. The inhabitants of the
capable of remembering their humanity and acting on it. city know that they could sacrifice little and still do much
But stranger beasts still lurk in the crevices of the world, for the health of the planet. But they don’t care, and so they
and they see human beings — indeed, they see life — the litter, pollute, and produce more trash than the world can
way we would see the last morsel of food on the plate. bear. Their urine is laden with toxins from the many pills
they ingest, and this is flushed into the waterways, lakes,
Fortunately, though, the world of Werewolf also boasts and, eventually, oceans of the world. Some Garou feel that
warriors who are willing to give their last breaths if it the cities could be redeemed, and that large gatherings of
means the world can repair itself. They aren’t incorruptible, humans would, in fact, be a good place to start such a cam-
they aren’t always noble, but they probably have a better paign. Other werewolves would rather see them burned to
chance than anyone of fighting back successfully, simply the ground. If humanity can pick itself up from the ashes, so
because they can fight this degradation on its own terms. be it, but the species as a whole has long surpassed its rights.

These warriors are the Garou — and you get to be The cities are densely packed with sensory input, and
one of them. this drives the Garou mad. The air tastes wrong. Music, car
horns, and the constant blare of televisions and radios makes
Caught Between Worlds any kind of navigation by sound impossible. Thousands of
Werewolves are creatures of many worlds. They can people walk the streets, faces buried in cell phones, oblivious
walk amidst the throng of humanity, undetectable, quite to the predators beside them. For a werewolf, whose every
capable of blending in (at least for a short time). They can instinct says that an inattentive animal is an animal ready
take on the forms of wolves and run in a pack, hunting to die, the cities are frustrating to the point of madness.
what game humanity has left for them and singing their
love to the moon. And then the Garou have their own Two tribes of the Garou not only keep the cities, but
culture, with an oral tradition and a rich and complex thrive there. The Bone Gnawers and the Glass Walkers both
society that dates back to prehistory. Most werewolves revere the spirits of the urban jungle in their own ways, and
are at least somewhat comfortable in all of these worlds. they have found the cities to be just as rich and diverse as
anything a forest could offer. For many werewolves, though,
Some prefer living as humans do, but such a life is frustrat- going to a city is a complete change of paradigm, and one
ing, to say the least. Over seven billion humans populate the that not all Garou are equipped to handle.
Earth. Any werewolf can try to live among them, but modern
cities hold many dangers for the Garou. The presence of the Primal Wilderness
unnatural awakens their most feral instincts, and the cities
combine overpopulation, artificial materials, and pollution Urban werewolves point out that wild animals seem
to form a mélange that is the very definition of “unnatural.” drawn to human settlements, so there must be something
worth coming for. Lupus Garou respond that such settle-
A werewolf may try to escape into the natural world, but ments provide light, heat, easy food, and shelter. That doesn’t
thanks to ecological devastation, the wilderness is shrinking. make them safe, just more convenient than the wilderness.
As the werewolves are keenly aware, the number of wild
wolves on the planet is decreasing rapidly. Average folks hate The wild places in the world don’t care that the
and fear wolves, cast them as villains in children’s stories, and werewolves revere them. A patch of quicksand or a cold
see them as a menace to farmers and fair game for hunters. snap will kill a werewolf without any deference to the
Wolves were once one of the most wide-ranging mammals Garou’s lifelong fight to protect the natural world. Animals
on the planet. Now, thanks to centuries of over-hunting respond to their own basic needs, and they don’t concern
and persecution, only a few places on Earth boast robust and themselves with morality or logic.
healthy wolf populations. The wolf has no place left to hide.
In addition to the general concerns of providing for
No matter how or where they live, werewolves struggle one’s basic needs in the wilderness, the wilds of the World
to survive. Caught between worlds, they must choose of Darkness are no freer from supernatural danger than the
between two extremes: hunting in urban hellholes and cities. Bygone creatures from ages past lurk in the forests
exploring the constantly changing wilderness. and jungles. Ancient spirits locked down by Theurges or
other sages in eras past are often only one bulldozed copse
Urban Hell of trees away from rising up to wreak havoc once again.
Not even the werewolves are privy to all of the secrets
Opinions on cities vary among the Garou, but few see that the virgin wilderness holds.
them favorably. Cities are nests of vermin or nigh-indestruc-
tible temples to the Wyrm’s power. The people living in them The Spirit World
are miserable, and that misery turns outward in an apathetic
Beyond the physical world — the world of blood,
asphalt, wood, and life — lies a world of spirits and

36 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

ephemera. This world, which werewolves call the Umbra, Gnosis,then,isthewerewolf’sfaith —herappreciation
is accessible to any werewolf, but that doesn’t mean that for the mysteries of the world and the wonder of the spirits.
they understand it. Everything has a spirit, and in the It is what allows her to befriend totem spirits for her pack
Umbra, spirits of wind and water mingle with the spirits and learn the Gifts of the ephemeral beings of the Umbra.
of plastic and oil while spirits of anger and innovation While not as immediately dangerous as Rage, Gnosis has
watch from the sidelines (or, perhaps, the spirits of side- its own problems. If a werewolf ignores the base for the
lines). The immediate Umbra is a bizarre reflection of sublime for too long, she can become lost in the Umbra,
the physical world, but one can wander deeper into this her physical side falling away until only a spirit remains.
spirit landscape. The depths of the Umbra can be explored
and learned, but never mapped or mastered. Woe to the Walking Between Worlds
werewolf pack that grows too confident.
The world of werewolves is harsh, yet this harshness
Rage and Gnosis provides contrast to great acts of sacrifice and heroism.
Quite simply, werewolves fight and die for their beliefs.
Everything about a werewolf is a study in duality: wolf Warriors fight horrific abominations with tooth and claw,
and man, city and wilderness, duty and passion, Rage and while mystics hunt evil with supernatural insight. Some
Gnosis. Rage is a werewolf’s primal fury — what drives wise warriors employ even stranger methods, like street-
him to victory in battle and fuels the desire to win the savvy trickery, political activism, and cunning intrigue.
war against the Wyrm. It is their physical, visceral reac- No matter what tactics they choose, werewolves walk
tion to anything that even slightly upsets them, and is between two worlds: the reality of the violent physical
therefore what makes them dangerous. A werewolf is a world and the mystery of the enigmatic spirit world.
powderkeg on the best of days, and with the planet slowly
dying, coughing up disease and poison with every gasp, Wherever they run — in the cities, in the wilderness,
werewolves don’t really have good days. or even in the spirit world — werewolves face the same
overwhelming fate. Their world is dying, and their destiny

CHAPTER ONE: A WORLD OF DARKNESS 37

is ultimately tragic. In fact, many of their mystics proclaim The War of Rage
that these are the Final Days. The End Times, when all of
creation will finally unravel, are here. As the light dies, Werewolves are not the only type of shapeshifter in the
werewolf heroes are willing to sacrifice everything to hold world. Gaia bestowed this gift on many animals, and to each
back the darkness. We live in the age of the Apocalypse. of these Fera she granted a special task. The Garou were
If this is to be the last battle, then the Warriors of Gaia to be the world’s protectors. The wereravens watched over
aim to win it or die with a curse on their lips and blood everything, learning all they could. The wereboars rooted
on their teeth. out corruption and poison before it had a chance to take
hold. The werecoyotes played elaborate pranks and forced
Mythic History all of the other shapeshifters to question what they knew.
Looking at the way the world ends, many a Garou
sage asks, “How did we come to this?” The storytellers of Somewhere along the way, the werewolves either
the People can answer that. decided they could handle all of the other Fera’s duties or
they simply lost control of their Rage. They went to war,
Some time ago, before human beings recorded the rise hunting down and killing the wererats and werebats, the
and fall of empires and civilizations and called it all “his- werecrocodiles and the werebears, sending the weresharks
tory,” werewolves held dominance over the natural world. swimming away from the coasts and the wereravens flying
Created by Gaia to be the world’s protectors, they passed to places that the Garou couldn’t reach. The werewolves
along their gifts to their children. Some chose to mate managed to wipe out a few species entirely, and so reduced
with humanity, favoring their intelligence and adaptability. the numbers of most of the others that, in these End Times,
Others chose to take mates from wolves, embracing their most Garou only know them as legends.
pack mentality and tenacity. The Garou acted as a check
on the growth of the human population, but protected The werewolves won the War of Rage, but it may
humanity as well. They tried to teach humanity to live have cost them everything. If the other Fera were alive
in harmony with the world, and to find balance. now, if they had remained intact and able to perform their
tasks, the Wyrm would never have gained the foothold
What happened, then, to make humanity so…wrong? it has on the world. But the Garou were ill-suited to the
Every tribe of werewolves has its own explanation for tasks that the Fera performed, and while they were busy
that, but what they do agree on is that the Garou became “winning” the War of Rage, humanity was finding its own
extremely aggressive in policing humanity. This time, voice and strength.
called the Impergium, was one of violence and terror.
Humanity became terrified of the wilderness and of The Concord
wolves in particular; that horror follows them even today,
much to the Garou’s chagrin. Humans gathered together No modern werewolf knows how it was that humanity
in settlements to keep each other safe at night. Those learned the secret of silver, but they know the result all
settlements became farming communities, and then cities. too well. Some time ago, toward the end of the War of
And all along the way, the Garou would steal into the Rage, humanity learned a way to strike desperately back
communities and take the weakest (or the most brazen, out at the night. Were people helped along on this path by
or the least reverent — the criteria for who died under other supernatural forces? Did Gaia grant them intelligence
the moon were never set in stone). and will they hadn’t heretofore possessed? Again, no one
knows, and it doesn’t much matter. Somehow, humanity
Some werewolves tell this story a little differently. gained not only the courage to fight the Garou but the
They claim that gathering into settlements wasn’t human- means to do it. Still damaged from the War of Rage and
ity’s idea at all. It was the werewolves who pushed them fractious in any event, the Garou fell back, and a great
into these groups — these herds — to keep a better eye and momentous argument began.
on their breeding stock. Humanity developed agriculture
and, eventually, cities as a response to this — but if not Some werewolves felt that humanity was, if not
for the Garou, they might still be a nomadic species. justified, then at least understandable in its anger. After
all, the Garou had been killing them with impunity for
The stories of the Garou are an oral tradition, part history centuries. Perhaps the Garou should approach human-
and part legend, so the “truth” remains unclear. However ity with more compassion, and teach them, in turn, to
it happened, once humanity realized that they could build respect Gaia. Other werewolves snarled that humanity
walls and keep the werewolves out, the Garou stepped up had grievously overstepped its bounds and deserved to
their Impergium. Unfortunately, humanity was not the only be slaughtered wholesale. Many werewolves howled for
species to suffer under the fangs of the werewolves. some kind of retribution, just to show humanity its place.
The ethos of many of the modern tribes can be found in
each tribe’s attitudes toward the end of the Impergium.

38 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

The werewolves fought for months, but eventually themselves as the dominant species, it was probably the
reached an agreement called the Concord. They would leave moment when humans constructed shelters near each
humanity to its own devices, retreat from an overt presence other and decided to stay in one place. Agriculture, roads,
in the world of men and try to guide and check them from trade, and eventually bureaucracy, overpopulation, beg-
the shadows. They would not kill with impunity, but instead ging, and all of the other things that come from city life
maintain their own society separate from that of humanity. can arguably be traced to that moment. Historians among
They would continue to take mates from the strongest, the Garou are fond of saying that the Weaver won the
brightest and best humans, but never again attempt to guide day the first human built a road.
the course of human destiny. The civilization of werewolves
thus formed is known as the Western Concordiat, and as it The Garou’s oral history stretches back to the earliest
came into focus, the Impergium ended. Werewolves faded cities; they tell stories of Babylon, Uruk and (later) Rome.
into the collective unconscious of mankind. They recount legends about how Pattern Spiders grew in a
few short years from minor servants of order and construc-
They never faded entirely, though. Humanity re- tion to mad, bloated creatures bent on turning everything
members the Garou, even if it doesn’t really believe in around them into stone and law. Worse, ancient tales from
them. No person is born without an instinctive fear of these cities make very clear that the Weaver wasn’t the
the night and the monsters that lurk in it. The human only creature growing powerful off humanity’s decision to
mind is programmed to see shapes in shadows and to hear build nests. Vampires love population density; it makes their
howling in the wind… and this isn’t just a trick of genetics. predations easier and gives them camouflage. Spirits that
Werewolves pounded that fear into humankind through had simply never existed before could feast indefinitely on
centuries of predation. Only now, as the wolf population the feelings and events of a city — and that included Banes.
dwindles and the last remaining areas of virgin land in the
world are found, exploited and plundered, do the Garou If the Garou had risen up and leveled every human
realize the enormity of their errors. settlement, would that have saved the world? Modern
Garou sometimes wax poetic about this unspoiled paradise
Wars Fought and Wars Lost in which humanity never left its hunter-gatherer roots.
The Glass Walkers don’t usually bother responding to
Humanity spread out from its settlements like weeds this fantasy when lupus Garou say it, but they are fond of
across a prairie, and the Garou watched. They fought reminding homids that without civilization, there would
the Wyrm, when necessary, but for many years the Wyrm be none of the comforts that they themselves found so
and the Weaver were comparatively occasional threats. pleasing before Gaia called them to service.
Werewolves wound up fighting each other more often
than anything the Destroyer could cough up. Septs fought Furthermore, the Garou bred with the citizens of Baby-
for prime hunting grounds, powerful caerns, or simply the lon. The Silver Fangs boast several families that trace their
glory of combat. Tribe made war on tribe, just as humans lineage back to Rome, and the Silent Striders (though it’s
formed nations to war on other nations. Slowly but surely, a sore subject) claim royal Egyptian blood. Werewolves
werewolves came to identify with human cultures. This have never had a problem taking mates from the strongest,
only gave their inter-sept or -tribe warfare a bit of direction. smartest, and best of humanity —and in the early days of
civilization, those people were the ones building the cities.
The history of the Garou is a rich tapestry of mighty Even if the Red Talons urged utter destruction (which they
heroes and tragic mistakes. Many of the legends that human- probably did), the situation just wasn’t that simple.
ity still tells have analogs in werewolf tradition. Which is
“true?”WasBeowulf amightywarrior that fought amonster, The Fall of the White Howlers
or a Silver Fang who bested a Wyrm-creature? Did Elijah call
up she-bears to murder the children who mocked him in the The White Howlers were a tribe of Garou renowned
name of God, or was he an undead monstrosity eventually for sending their cubs into the deepest Wyrm-pits to
laid low by the Silent Striders? Each of the tribes of the combat the evil therein. Brave, steadfast, and not entirely
People has legends that paint them as virtuous, brave and cautious, the Howlers claimed tribal territory in what is
forthright. Likewise, the tribes tell stories about each other now Scotland. Their Kinfolk were the Picts, the native
that paint rival tribes in a less flattering light. peoples of that region.

The Garou do agree on a few historical moments of Over the years, their habit of sending young Garou to
note, however. fight in the blackest pits of the Wyrm took its toll. While
their tribal power was dwindling, their human Kinfolk
The Rise of Cities were losing influence in their homeland. Eventually, in
the 1st century, the White Howlers as a whole descended
If there was a moment in the whole of human his- into the worst parts of the Umbra, supposedly to kill the
tory in which the Garou could have soundly established Wyrm by striking at its heart.

CHAPTER ONE: A WORLD OF DARKNESS 39

The White Howlers never emerged. What emerged In 1230, a Red Talon Theurge named Songs of Shadow
was a tribe of broken, mad, tumor-ridden, and utterly vi- emerged from the Umbra and traveled across Europe,
cious werewolves. That tribe was the Black Spiral Dancers, stopping at every sept he passed and delivering 10 prophe-
and they would go on to become the steadfast servants of cies for 10 tribes. At the time, the Prophecies of Shadow
the Wyrm and the Garou’s most hated foes. didn’t seem immediate or important — they referred to
dire events in the future, but Songs of Shadow wasn’t clear
The People tell stories about the White Howlers in on when in the future these visions would be relevant or,
modern times, but no living werewolf has ever met one, indeed, on any details at all. He merely repeated them
nor do present-day Garou have any real sense of what the and then left, and was never heard from again.
tribe stood for or how it conducted its rituals. Still, the
Garou romanticize the Howlers’ bravery and fortitude, In modern times, a few Garou historians remember
because they don’t wish to admit that taking the fight to that these prophecies existed, and historians of the Silver
the Wyrm is not just a suicide mission. It’s a recruitment Fangs and Shadow Lords supposedly have transcriptions
opportunity for the enemy. of all ten. But no tribe or sept can agree that the Prophe-
cies ever came to pass, that the tribes did what they were
The Prophecies of Shadow supposed to do, or that the Prophecies were ever valid in
the first place. As the Wyrm grows ever more powerful,
In the 12th and 13th centuries, ten tribes of werewolves though, a small but vocal subset of werewolves wonders if
fought for position, power, and glory across Europe. The some answers might not be found in these visions.
tribe that would eventually become the Glass Walkers
still called themselves the Warders of Men, while the The Fall of the Croatan
Pure Tribes and the Stargazers would not rejoin the Garou
Nation for many years. The Garou fought the Wyrm and The Croatan were once a tribe of Garou, standing
its minions, naturally, but there were still vast stretches of beside the Uktena and the Wendigo as the self-described
land and packs of wolves across Europe, and it was pos- “Pure Tribes.” Honorable and steadfast, they protected
sible for a sept of werewolves to go years without facing their people from the threat of disease and invasion as best
a serious threat from Wyrm or Weaver. they could when the white men came to the Americas.

While they might have been able to survive as their
brother tribes did, they chose to make a stand against one
of the manifestations of the Wyrm — the Eater-of-Souls.
This creature drew enough power from the starvation and
disease rampant in the New World to breach the Gauntlet
and enter the physical world.

On the Roanoke colony on the Carolina coast, the
Croatan sacrificed itself as a whole to protect the home-
lands from this monster. The tribe vanished overnight,
but unlike the White Howlers, the Croatan were not
corrupted or pressed into service. Why and how this
came to pass is fodder for a thousand songs of the Garou,
but the result was plain: The Croatan were gone, with
only a few carvings remaining to mark their passing. In
modern times, the name “Croatan” is spoken with great
reverence, especially among the Wendigo and Uktena.
Although the Croatan’s destruction is tragic, it still gives
the Garou hope. After all, if Eater-of-Souls could be killed,
maybe the Wyrm itself could fall, even if it took the lives
of every Garou to do the job.

The War of Tears

The continent of Australia did not fare well with
contact from other lands, least of all with regards to its
native peoples. As Europeans were introducing foreign,
invasive species to Australia and irreparably altering its
ecosystem, the Garou discovered the native lycanthropes
— the Bunyip. This tribe of Garou drew its lupine Kinfolk

40 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

from the thylacines, or Tasmanian wolves. Smaller than said, not all of the participants in the Wild West are dead
other werewolves, they had served as the protectors of and gone. Spirits, vampires, and other creatures blessed
Australia’s Umbra (which they called the “Dreamtime”) with unnaturally long lifespans might well remember the
for as long as they could remember. Garou that prowled the roads of Dodge, Tombstone, and
Oklahoma City, and the descendants of those werewolves
But much like their human cousins, the foreign Garou might prove ample targets for their revenge.
made some horrible mistakes. The Black Spiral Dancers
manipulated them into declaring a hunt on the Bunyip, Becoming Garou
and the European werewolves, more numerous and, pound Stories say that anyone bitten by a werewolf will
for pound, stronger, chased them down and slaughtered become one himself under the next full moon. Some say
them. It was only after the last Bunyip was dead that the the curse of lycanthropy is also transmittable via the curse
Dancers revealed their role in this War of Tears, and in of a witch or wizard, or even from drinking water from a
the destruction of another of the tribes. wolf’s paw print. These stories are the result of confused
encounters with the Garou, or perhaps deliberate trickery
The Industrial Revolution on the part of some Ragabash with too much time on
their hands.
As humanity deepened their reliance on mechani-
zation and industry, the Weaver’s webs grew stronger. The truth is, werewolves are born, not made. A were-
Factories and workhouses were common targets for wolf is the descendant of another werewolf, but is born
packs looking for glory, but they were often deathtraps. of the same stock as the mother. Garou do not normally
Powerful Weaver-spirits spun webs of iron around whole know of their heritage until puberty hits, at which point
districts, and every worker served as their eyes and ears. the First Change comes upon the cub. This happens much
The Wyrm wasn’t far behind, as the misery and poverty further along in the lifespan for homid Garou than lupus,
of the unfortunate laborers — to say nothing of the greed of course, but it always comes as a terrible and traumatic
and selfishness of the overseers — fueled the appetites of shock.
Banes and other servants of the Corrupter. In the Industrial
Age, the Garou faced foes that they could not kill. The It would be easier, of course, if a werewolf could breed
enemy wasn’t a monster or a spirit; it was a movement with a human being or a wolf and know for certain that
and a growing feeling of apathy between people. the child or cubs resulting would be Garou. But it isn’t
that simple — a child of a werewolf and a normal human
The Wild West being or wolf has approximately a one-in-10 chance of
undergoing the Change. The child of two werewolves is
Australia, of course, wasn’t the only continent to see always Garou, but such a mating violates the Litany and
invaders, both human and Garou. Europeans spread across brings with it another set of problems (see Metis, below).
North America like a swarm of cockroaches, claiming
whatever territory they pleased and ousting the natives. Kinfolk
And as much as the werewolves like to think they are
above human philosophy and its expansionist concerns, The child of a werewolf more commonly only carries
the Get, the Fianna, the Shadow Lords, the Silver Fangs, the werewolf gene. Such carriers are called Kinfolk. They
and the Glass Walkers (at that point, called the Iron Rid- can be either human or wolf, but in either case they enjoy
ers) were right there beside their human Kinfolk. They a special (if not always pleasant) status in werewolf society.
fought the native Garou, pushing them out of their septs
and away from the caerns and claiming the places of power Some tribes look at their Kinfolk as revered children,
that the Pure Tribes had claimed for centuries. since they might Change at any time (it’s most common
during puberty, but it’s not unknown for a Garou to experi-
The lawless West was a battleground for decades. ence the First Change during adulthood). Such werewolves
Native American and European Garou faced off against look after their Kinfolk, keeping them safe from supernatural
each other, against human hunters who knew the truth enemies and close to the family so that if they do Change,
about the howls in the night, against vampires following they can join Garou Society with a minimum of disrup-
their mortal herds, and, of course, against Wyrm-creatures tions. Other tribes view their Kinfolk as breeding stock.
only too happy to exploit the carnage and fear. Without Few of them Change, and those that do aren’t getting any
consistent order or government, the supernatural had benefits by being coddled. The tribes that put the greatest
little to check its violence. stock on family — the Silver Fangs, Shadow Lords, Get of
Fenris, and Fianna — are the most likely to keep close tabs
Of course, civilization, or at least industry, eventually and place heavy restrictions on their Kinfolk. Likewise, the
came to the west. The Garou managed to carve out parcels
of territory for their septs, but over time, more and more of
these areas have been overtaken, stripped, and paved. That

CHAPTER ONE: A WORLD OF DARKNESS 41

Bone Gnawers, Children of Gaia, and Glass Walkers are barely-repressed feelings of being wrong at whatever is in
more likely to take a mate based on love or desire, rather her immediate area.
than trying to maximize their chances of breeding true.
Almost all the tribes have to admit that, at this point, any If the cub is lucky, a werewolf or a pack is nearby and
werewolf who is going to fight in the Last Battle has prob- can subdue her before she wreaks too much havoc. If she
ably already been born, anyway. is unlucky, she Changes alone and must find a way to calm
herself down before she descends into irrevocable madness.
Wolf Kinfolk, however, are a special case. With the If she is truly unlucky, the werewolves that find her are Black
wolf population dwindling and so few Garou willing to Spiral Dancers. In this case, she is taken away and forced
find a suitable lupine mate, wolf Kinfolk are especially to walk the Black Spiral: pressed into service for the Wyrm
prized. The Red Talons, obviously, keep the closest and before she ever has a chance to know what that means.
most protective eye on their Kinfolk, but almost all of
the tribes are more willing to fight, hunt and kill in the In years past, it wasn’t uncommon for large cities
name of such mates simply because so few of them remain. or stretches of forest to boast a pack tasked solely with
hunting down and controlling newly-Changed Garou.
While wolf packs including Kinfolk usually have a With the Apocalypse looming, however, and the werewolf
powerful spirit or even a Garou protector (possibly even population at an all-time low, these specialized packs are
a pack, if the Kinfolk roams in territory that includes a rare. At best, a lone Theurge may try to manage all of the
caern or another important feature), Garou often assign Kin-Fetches in an area, but in general, this is a task that no
a spirit observer to human Kinfolk. This spirit is called a one really has time to perform anymore. Therefore, some
Kin-Fetch, and its job is to alert the Garou if the Kinfolk cubs vanish entirely or live their lives in a state of bestial
ever Changes. This system worked better before the human madness, with only the Delirium to cover their predations
population became as dense as it is, and before the Wyrm and the servants of the Wyrm to put them to use.
established the firm hold it has on the world. Kin-Fetches
aren’t infallible — many of them aren’t even very bright, It sometimes happens that a Kin-Fetch, a werewolf,
and can be distracted, deceived, or simply destroyed before or a helpful spirit identifies a Garou pre-Change. In this
completing their duty. instance, the Garou are able to rescue (or kidnap) the cub
before the Change actually happens. In some ways, this
Cubs is a perfect situation, because it allows for the Change
to happen under somewhat controlled conditions. Some
The term “cub” refers, in Garou society, to a werewolf werewolves, though, feel that the destruction and carnage
who either has not yet Changed, or has not yet accepted wrought by the Rage of the First Change is exactly what
her place as a Garou. The first application of the term is young Garou need in order to understand their new lives.
usually only used in retrospective, obviously, since it isn’t
typically possible to tell a pre-Change werewolf from a Coming of Age
Kinfolk. Rumor has it that certain divinatory rites once
allowed certain knowledge of whether a child would Once a cub has been found, the rescuing Garou take
eventually Change, but if these rites ever existed, they her to a sept. There, she prepares for the Rite of Passage.
are lost to modern Garou. The best the People can do is Part of this preparation is learning the ways of the Garou
keep tabs on their children and wait. common to all the tribes — the Litany, stepping sideways,
controlling the Change, and even learning a Gift from a
The First Change usually occurs around sexual matu- spirit. The cub must also learn about the tribes (a process
rity — between ages 10-16 for humans and approximately always colored by the biases of the Garou that found her)
2 years of age for wolves. Even before the Change, though, and decide which of them she wishes to join. In some
Kinfolk are prone to strong emotional responses, fits of cases, membership in a given tribe is expected. A cub
temper, difficulty fitting in with their society, strange might be Pure Bred into one tribe or another, and several
dreams, and odd fixations. In wolf society, this can lead tribes are meticulous about maintaining their lineages. In
to a Kinfolk being driven from the pack (though if the these cases, membership in a tribe isn’t really optional.
Kinfolk is strong enough, it just as often leads to the cub
claiming a position of dominance). In human society, the Every tribe has its own traditions for marking a cub’s
Kinfolk might be wrongly diagnosed with mental illness passage into adulthood. The Garou signal a cub’s coming
or wind up in detention. of age with a Rite of Passage, a deadly and dangerous quest
that tests a werewolf’s strength and wisdom to its very
In any event, it all comes to a head on the night of limits. The rite is more than a transition into adulthood.
the First Change. The character shapeshifts for the first It also shows elders that a cub is worthy of membership
time, usually in response to a threat or some other intense in one of the tribes. Until this quest is complete, she
stimulus. Changing into the dreadful Crinos form, the does not belong to any of them, for she has not proven
werewolf takes out a lifetime of frustration, rage, and herself worthy.

42 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

Two choices follow. First, a werewolf may approach Some homid Garou, though, feel that although humans
her chosen tribe alone. Once she does, the tribal elders have nearly killed the planet, they are also the only species
may send her out on a test particularly suited to their on Earth that can save it. As such, for the Garou to have
kind. Solitary vision quests are based on ancient tribal any meaningful impact at all, they have to be able to move
traditions. Usually, however, the elders send the cub to in human circles. Since homid werewolves are best suited
a place where many werewolves gather. There, the child to understand and work within human society, and since
must wait until several cubs are ready to embark on a quest they are the clear majority of Garou, some of them feel that
together. In this case, the ritual is also a test of the cubs’ they should, by default, be the leaders of werewolves. The
ability to work together and resolve their differences. They discussion is moot in most tribes, since the numbers dictate
may later decide to join the same pack. In all cases, the the leaders. But the effect of this imbalance is obvious. The
elders send spirits to watch over the petitioners, if only Garou are losing touch with their wolf blood, and this can
to verify the greatness of their deeds. Once these cubs only herald disaster for the People.
return, they become cliath, join their respective tribes
formally, and learn their first tribal Gifts. Lupus

Breeds A lupus werewolf is the child of a wolf and a werewolf,
or, more rarely, two Kinfolk wolves. It’s rare, though not
A werewolf’s true nature is shaped long before his First unheard of, for multiple wolves in a litter to breed true. In
Change. If one of his parents is human, he will grow up modern times, though, every lupus werewolf is a blessing.
in human society, learning the ways of man. If one of his The ratio of lupus to homid Garou is roughly one to eight.
parents is a wolf, he will be raised by wolves, and human
society is a mystery to him. In almost every case, one of Lupus, like homids, understand from childhood that
the parents is Garou. Whether the child’s mother’s natural they are different. Pre-Change lupus tend to be more in-
form is that of a human or a wolf determines what his telligent than their packmates, though they don’t really
breed will be. (It’s also possible that a werewolf might he come into their human intelligence and problem-solving
born to two human parents or to a mated pair of wolves, skills until the Change. Once that happens, they develop
if the werewolf blood is strong enough in his family. As the capacity for abstract thought and symbolic language,
mentioned, though, the likelihood of such an occurrence which can be either a tremendous relief or a terrifying
is much lower.) There are three such breeds in Garou bombardment of ideas and information. When a lupus
society: homid, lupus, and metis. werewolf Changes, she must go from the relatively simple
concerns of being a wolf (food, water, shelter, mating) to
Homid the much more nuanced social considerations of being
Garou — not to mention dealing with humanity.
A homid werewolf grows up in human society, but is
never truly integrated with it. Pre-Change werewolves, as Humans and wolves are both social animals, and the
mentioned, are prone to behavioral problems and sensory fact that humanity has subtle body language cues is not,
quirks that make them strange. They understand that hu- in itself, too jarring. The specifics tend to be difficult,
man society has rules and has a certain set of expectations, though. A wolf bares its teeth to show dominance or to
but they often find them strange, unfair, or just annoying. initiate a challenge. Humans bare their teeth to put each
Some mask it better than others, but the end result is that other at ease or indicate pleasure. Wolves greet each other
when the Change finally comes, amidst the blood and the by sniffing, humans do it by making sounds and touching
death and the Rage, some part of the werewolf feels relief hands. When a human goes from one culture to another,
at finally being with her People. he must learn the new culture’s customs or inevitably mark
himself as an outsider. Lupus Garou are almost guaranteed
That isn’t to say that the transition is easy. Years of to be outsiders when they enter human society. They were,
education and indoctrination within the human world after all, literally raised by wolves.
die hard, and what kind of upbringing the werewolf has
had can make all the difference. If the werewolf’s father Language is a huge barrier for lupus. Wolves communi-
or mother was Kinfolk (and knew it), for instance, the cub cate, but even if they have what could be called “language,”
might have had things a little easier. The Kinfolk parent it doesn’t work the way human language does. A human
might not have given full disclosure, but just instilled puts together a random assortment of sounds and assigns
the child with a love of and respect for the natural world. meaning to them, and the lupus werewolf has to learn
Understanding, even in abstract terms, that Gaia can see that concept before approaching the concept of “name.”
and feel what people do makes for less guilt and horror It’s no wonder, then, that lupus are cagey and nervous
when the Change comes and the Garou sees exactly how around homid Garou, and even more so around humans.
much damage humans are doing to the Earth Mother.
For all that awkwardness (and danger, when their fear
is paired with a werewolf’s natural Rage), lupus bring an

CHAPTER ONE: A WORLD OF DARKNESS 43

understanding of the natural world that homids can’t hope sept, away from human eyes. This gives them the advan-
to understand. They don’t romanticize the wilds, they tage of being well-versed in Garou society by the time
simply understand them. The wilderness doesn’t have an they are ready to undergo a Rite of Passage, and it is not
agenda, it simply is, and living with it means understand- uncommon for them to learn rites simply by observing
ing its ebbs and flows. Homid Garou can learn this, but (provided they are allowed to).
don’t have the instinct for it that lupus do.
That doesn’t mean their life is easy, however. With
Lupus are also intensely aware that they are a dying a few exceptions (Glass Walkers and Children of Gaia,
breed. From their perspective, naturally, the humans are notably), while modern septs might allow metis to live,
largely to blame, and the homids are accomplices. While a they certainly don’t coddle them. Metis might be shunned
lupus may decide to join a pack with werewolves of other by the sept as a whole; they aren’t turned out, but the job
breeds, a few favor spending time with their own kind. of training them is given out more as a punishment than
Many such lupus either belong to the Red Talon tribe an honor. Other septs shun the metis and her parents,
— known for its genocidal policies toward humans — or meaning that while the young werewolf has a family, she
they at least agree with its philosophy. Even a lupus who knows that her family is kept ostracized from their society
trusts the homids in her pack may be overpowered by the because of her existence. Some septs treat the metis more
call of the wild. She may trust her packmates with her or less as true Garou, but remind her whenever she steps
very life but still feel a longing for the company of wolves. out of line that she might be slaughtered at any moment,
just because of what she is.
Metis
It’s no wonder, then, that metis tend to be resentful
The Garou Nation could have a veritable army of and paranoid. The Litany flat-out condemns them, and
warriors within a few years. The child of two werewolves, any recitation of the Litany with a metis in attendance
after all, is always a werewolf. They grow up with an in- is at least somewhat uncomfortable. Most metis grow up
stinctive understanding of Garou society and the spirit bitter, and while some might learn to blend in among
world, as well as an affinity toward shapeshifting. It would humans, they never really have a place to belong.
seem an easy solution.
Forms
Except, of course, for the fact that a child of two
werewolves — a metis — is always deformed in some way. A werewolf always feels most comfortable in the form
Some are born missing limbs, some are born disfigured she grew up in, which is known as her breed form. If you
and hideous, and some are born mad. Such werewolves ask a werewolf how he sees himself, he will usually think
are also always sterile, meaning that they cannot pass on of his breed form first. A werewolf is born in his breed
the Garou “gift.” Even so, it would seem that up against form, and he keeps it until his First Change.
letting the Wyrm destroy the world, breeding a few hun-
dred deformed warrior-children might be a worthwhile For instance, homid werewolves prefer to wear a
endeavor. Cruel, yes, but one has to look at the stakes. human skin, largely because they are the most adept at
dealing with mankind. When a werewolf shapeshifts into a
The greatest challenge metis Garou face, though, human being, he is said to be in Homid form. By contrast,
isn’t sterility or deformity. It is simply that thousands lupus-breed werewolves prefer having sharpened teeth and
of years of Garou tradition marks them as unworthy, as claws, warm fur, and the heightened senses that come from
abominations, as the shameful result of two werewolves’ being a wolf. When a werewolf shapeshifts into a wolf,
weakness. In years past, both the metis child of a werewolf he has taken Lupus form. When in this form, he is quite
and its parents would be put to death or, at best, ostracized obviously a wolf. A werewolf trying to pass himself off as
and shunned from their home sept. Now, acceptance of a “wild dog” is either demented, a disgrace, or a buffoon.
metis Garou is common in all tribes except the Red Tal-
ons (though some tribes are much more accepting than A metis is born in his Crinos form, a form halfway
others). Metis can even claim positions of leadership in between Homid and Lupus. An adult werewolf in Crinos
some septs, which would have been unthinkable only a is a killing machine, a massive, nine-foot tall monster
few generations ago. Traditionalist werewolves look at plodding to battle on two stocky legs. The very sight of
this as a sign that the Apocalypse is truly on the horizon. one conjures up images of an age long gone, when massive
Progressive Garou point out that it took humans a long shapeshifters stalked the Earth and herded their flocks of
time to come around to the notion that the disabled human breeding stock.
shouldn’t just be warehoused until they die.
Homid form and Lupus form are the two extremes of
Metis are born in Crinos form, and may undergo the Garou shapeshifting — shifting completely from a man into
First Change anywhere from their first year of life to the a wolf for the first time is a brutal and painful ordeal. Even-
onset of puberty. For this reason, they are raised within a tually it becomes easy, and werewolves learn to make more
subtle changes. For instance, they may take a shape halfway

44 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

between Homid and Crinos, one halfway between Crinos all, simply reacting to something they will never remember.
and Lupus, or even (with great effort) temporarily shift a Because of the terror of Delirium, most humans refuse to
small part of the body. Regardless of breed, any werewolf can accept that werewolves are real, even when confronted
shift freely between these forms, but he will always be most with very direct evidence. The racial memories run so
familiar with his breed form. These three skins — Homid, deep that it’s a rare and strong-willed human who can see
Lupus, and Crinos form — are the most commonly worn, so much as a photograph of a Crinos-form Garou and not
and they reflect three very different aspects of Garou society. subconsciously dismiss it as “some sort of hoax.”

Delirium Despite the protection this fear affords, the Garou
cannot afford to take chances. Werewolves who unleash
If a human sees a werewolf in the Crinos form, she is the panic of the Delirium without good cause are punished
struck with overwhelming fear and madness. The human severely or exiled. Their survival depends on staying hidden
might panic and run, faint dead away, become catatonic and acting discreetly; indiscretion has its consequences.
or, in rare instances, blindly attack the werewolf. Garou Werewolves hunting in human cities are loath to force the
call this phenomenon the Delirium. Delirium without a very good reason. Since the Concord,
they have kept their existence secret, maintaining the Veil,
The Delirium comes from suppressed racial memories the illusion that the primitive supernatural world no longer
of the distant past rising in the human subconscious. exists. If even the slightest chance exists that a werewolf’s
Because werewolves culled human “herds” systematically shapeshifting was caught on film, for instance, the were-
for thousands of years, they have permanently scarred the wolves and their human kin will move heaven and earth
collective psyche of the human race. to make sure that footage isn’t brought to daylight. Even if
one human in a thousand believes what he sees, that’s far,
The Delirium may be seen as a sort of supernatural far too many. This occasionally results in bloody purges of
blessing, for it prevents the horror of the primeval world people who have seen too much, although some tribes (the
from returning. Humans never see Crinos Garou as they Glass Walkers and the Children of Gaia, notably) refuse
really are. Instead, they rationalize such sightings away in- to allow innocent people to die for Garou carelessness.
stinctively, concocting elaborate and horrific stories about
what they thought they saw. They may not see anything at

CHAPTER ONE: A WORLD OF DARKNESS 45

Kinfolk are unaffected by the Delirium. They possess mediators and, when necessary, levy punishment on other
Garou blood, so they see their relations as they really are. werewolves. They are judges, both of their fellow Garou
Some werewolves choose to keep in close contact with and of their foes. The question of whether a being is ir-
their Kin, and they are open with them. Therefore, the redeemably Wyrm-tainted is often left to the half-moons.
Veil does not always apply to Kinfolk. Because they can Such a werewolf is called a Philodox.
see the world of the werewolves for what it really is, many
are eager to work with their relations. Many, however, Gibbous Moon: The ample, but not quite full, light
become resentful and bitter that they are just poor cousins of the gibbous moon shines on the Garou destined to be
the werewolves call on whenever they’re needed, rather storytellers and lorekeepers. These werewolves are not
than “true Garou.” simple jesters or actors, however. They keep the traditions
and oral history of the People, through methods ranging
Auspices from fireside tales to multi-media presentations to howls
on a mountainside. Their songs can soothe a pack after a
At the moment a werewolf is born, she inherits an loss or whip it into a battle-ready frenzy, and the call to
ancient legacy. Her breed will shape her view of the world, war is the purview of the gibbous-moon. Such werewolves
and one day, her tribe will train her to fight the Wyrm. are renowned for their memories and their creativity, and
Her place in that fight, on the other hand, is shaped by among the People, are called Galliards.
something far more mystical. The phase of the moon at
the instant of a werewolf’s birth determines her auspice, Full Moon: Humanity connects the full moon and
the role she is destined to play in Garou society. Every werewolf depredations in its stories for a reason. Garou
werewolf upholds one of these five aspects and receives born under the full moon are spirit warriors, the deadliest
mystical gifts to help fulfill it. A Garou is strongest when and most vicious of their kind. Such werewolves are often
the moon’s phase corresponds to her auspice. The first pack alphas and leaders, though they are better suited
time each month a werewolf sees her auspice moon, she to enforce the Litany than to interpret it. They are war
is filled with an exhilarating rush of energy. During that leaders, inspirational figures, and uncompromising killers,
moon phase, however, the werewolf is even more prone and they are trained in the bloody arts from the moment
to bouts of Rage than usual. that their People find them. A werewolf born under the
full moon is called an Ahroun.
New Moon: A child born on the new moon is des-
tined to be a master of stealth, trickery and guile. Such The Thirteen Tribes
werewolves are known as “Questioners of the Ways,”
and they are granted latitude to break — or at least bend Once a Garou completes his Rite of Passage, he is
— the rules of Garou society that other werewolves are welcomed into one of the Thirteen Tribes of the Garou
not. The thinking is simple: If a tenet does not stand up Nation. Before the completion of this rite, he is a cub,
under questioning, it should not be observed at all. These and therefore treated as little more than a child. He may
Garou hunt under the dark of the moon, coming up with not learn tribal Gifts or receive the tribe’s deepest secrets.
the tactics to kill a foe that make more honorable Garou Even metis cubs are shut out from such sacred knowledge;
blanch. A new-moon werewolf is called a Ragabash. they’re welcome to work for the sept, but not to receive
its privileges (though in practice, metis wind up coming
Crescent Moon: The wan light of the crescent moon to their Rites of Passage with a great deal more practical
illuminates the spirits and the riddles they tell. Garou born knowledge of Garou society than homid or lupus do). After
under this moon are ritualists, spirit-masters, shamans and the rite, however, the tribe teaches each new cliath the
mystics. All werewolves can commune with spirits, but ways of the world.
crescent-moons are born to it, and act as emissaries to
powerful Umbral beings, undertake quests into the spirit Each of the Tribes originally came from a different
world and perform divinations for their septs and packs. region of the world. Each has its own tribal homeland:
The call up spirits of battle to fight for them, and coax (or a place in the world where it has always been strongest.
beat) the most impressive Gifts from recalcitrant Umbral Each tribe’s Kinfolk and societies reflect these different
beings. Such Garou are called Theurges. cultures. During the ancient agreement of the Concord,
the 16 major tribes set aside their differences and began
Half Moon: The werewolf born under the half-moon the development of a communal society. Since then, three
is a judge and balancer. Caught between extremes — man tribes have been destroyed. Thirteen tribes remain part
and wolf, Garou and human, adaptation and tradition, of the Western Concordiat, and one of them is having
spirit and flesh — such Garou have to be able to make serious misgivings about the future of that arrangement.
wise decisions on behalf of their fellows. Half-moons
are taught the Litany and its interpretation from their Black Furies: The Black Furies hail from ancient
entry into Garou society, and they are expected to be Greece, and are fierce warriors and defenders of sacred
places. The tribe is all-female, though they sometimes

46 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION

allow their male metis to become full members of the Stargazers: The Stargazers are a tribe originally
tribe. Their tribal totem is Pegasus. hailing from the lands around the Himalayas, and claim
membership in both the Western Concordiat and the
Bone Gnawers: The spiritual children of Rat see the Hengeyokai Beast Courts of the Far East. Strange and
world from its underside, living amongst the poor and troubled portents seem to indicate to the contemplative
destitute of every culture. In their long-forgotten past, and serene children of Chimera that it may be time to
they may have come from North Africa or India, but they leave the ranks of Western Garou entirely.
have long spread across the world.
Uktena: One of the two remaining tribes hailing from
Children of Gaia: This tribe does not claim an ances- the Native peoples of the Americas, the Uktena dare to
tral homeland, considering itself to be made up of citizens open the doorways that other Garou won’t touch. In do-
of the Earth and ambassadors of peace and justice. Some ing so, they open themselves up for corruption, but they
Garou make the mistake of thinking this makes them are also suited to bind and destroy spirits that other tribes
weak, but when the children of Unicorn choose to fight, would never recognize. Their tribal totem is the Uktena,
they fight with righteousness. a horned water-serpent of great wisdom.

Fianna: The descendants of the Celtic peoples and Wendigo: The second still-extant Pure Tribe is the
spiritual children of Stag, the Fianna are loremasters, Wendigo, the proud and warlike children of the cannibal
warrior-poets, and drinkers par excellence. They are known spirit of the north. The Wendigo seethe with rage over
for their fiery passions and insights, and, less charitably, what has been done — is still being done — to the Na-
for stubbornness and veniality. tive Americans, but they grudgingly agree to work with
other Garou.
Get of Fenris: The Get of Fenris is proud of its Scan-
dinavian heritage, and prouder still of their reputation as Each of the Thirteen Tribes reflects the history and
fearless warriors. They are unapologetically blood-thirsty culture from a different part of the world. During the
and savage, and carry a wide survivalist streak. Fenris Impergium, when great heroes led their flocks of humans
himself is their tribal totem. away from their rivals, their Kinfolk eventually formed the
foundations of different human cultures. For example, many
Glass Walkers: It may seem odd for Cockroach to act Get of Fenris have Scandinavian or Germanic ancestors,
as a totem for tribe of werewolves, but the Glass Walkers while Wendigo Kinfolk claim membership or ancestry in
(the third name the ever-evolving tribe has used) see it one or more Native American nations. While Garou Kin-
as a badge of honor. They are resilient, adaptable, and the folk can breed with werewolves of any tribe, most prefer to
only tribe to be truly in touch with the modern world. remain within their own culture. Most tribes are outraged
when others place designs on their Kin. The Fianna tell
Red Talons: In many ways the antithesis of the Glass stories of tragic romances, while the Shadow Lords engineer
Walkers, the Red Talons are a tribe composed entirely relationships with Kinfolk of other tribes to exact revenge
of lupus Garou. They strongly favor reinstating the Im- or political power. The more liberal tribes try to avoid using
pergium, culling humanity’s numbers and driving them their Kinfolk this way, but even a Child of Gaia thinks of
back into a subservient position. Their savage totem, his relatives as Kinfolk of his tribe.
Griffin, agrees.
A werewolf is not born into a tribe; he must prove
Shadow Lords: The Shadow Lords trace their an- himself worthy during his Rite of Passage first. A cub
cestry to Eastern Europe, among the craggy cliffs and with a Garou parent usually makes the same choice as
rocky foothills of the mountains there. They are ruthless his mother or father when deciding what tribe to peti-
— even Machiavellian — in their efforts to direct the tion, but he does not have to do so. Every werewolf has a
Garou Nation, and believe that the might of their totem, lineage stretching back for generations. Throughout most
Grandfather Thunder, makes them fit to rule. of Garou history, the vast majority of cubs have made the
same choices as their ancestors. A cub with a long lineage
Silent Striders: The Silent Striders were exiled from will be hounded to “make the right choice.”
their homelands in Egypt, and now claim no homeland.
They run from place to place, serving as messengers and Theoretically, a cub can approach any tribe, but a
scouts for the Garou. But the children of Owl never forget cub who is obviously abandoning his ancestors’ legacy
that they were gods in ancient Egypt, nor do they forget has to work twice as hard as an “adopted” cliath. If your
their hatred for Sutekh, the vampire that banished them. father was a Bone Gnawer, you’ll have to work your ass
off to join the Get of Fenris. Often, a cub receives dreams
Silver Fangs: The revered leaders of the Garou Nation and visions of his past during his adolescence, but some
— at least to hear them tell it — the Silver Fangs follow of the greatest heroes of Garou legend have defied their
Falcon as their totem. The tribe is Russian by ancestry, and destinies. And of course, not every werewolf knows the
has a long history of pure breeding, nobility, and courage.
Their modern image, however, also includes accusations
of inbreeding and insanity.

CHAPTER ONE: A WORLD OF DARKNESS 47

tribe(s) of his ancestors. A werewolf who Changes in a pear as reflections of the physical world. According to
major metropolitan area might be, ancestrally, a member of myth, Gaia created the world and all living things in it.
any tribe. Such Garou are perhaps the lucky ones, as they When time began, she released three primal forces upon
have only their own merits to help them choose a tribe. the Earth: the Weaver, the Wyld, and the Wyrm. These
elements of creation are known collectively as the Triat.
Some tribes have standards the prospective members The spirit world is complex, but werewolves can reduce
must meet. The Black Furies, for example, accept only female all of its workings to these three primal forces.
Garou. If a Black Fury gives birth to a non-metis male cub,
he must eventually petition another tribe to accept him. The Weaver created all structure in the world, from
Silver Fangs will not recognize a hero who does not have the highest mountains to the depths of the oceans. She
an extensive lineage of Fang ancestors. Red Talons accept gave birth to a host of spirits to preserve order, and
only lupus Garou. Bone Gnawers, by contrast, will accept Weaver-spirits have been known for their predictability,
almost anyone, including the most twisted and deformed ruthlessness, and determination since that primal time.
metis. Some tribes have rites for tracing a werewolf ’s ancestry. Legions of them weave the fabric of reality with long legs
When performed properly, the rite may reveal visions of and spinnerets, reinforcing the tapestry of creation. In
an ancestor’s greatest accomplishments... or epic failures. the modem world, wherever law triumphs over anarchy,
whenever technology is present in force, or when anyone
Many Garou are very particular about their lineage, rebuilds what has been torn down, werewolves claim that
reciting the names of their greatest ancestors as they in- the spirits of the Weaver are scurrying nearby.
troduce themselves. The noblest are “pure bred,” regarded
as obviously exemplary specimens of their tribal heritage. The Wyld was the breath of life in the world, allowing
Pure breeds are impressive not only because of their superior the Weaver’s creations to thrive. Wherever nature is alive,
pedigrees, but because dozens of generations of ancestors the Wyld is there. The spirits that serve it are capricious
have chosen to support the same tribe. In the mystical world and effervescent, unpredictable and indefatigable. Just as
of the Garou, it is even possible for a werewolf to be aware the Weaver brings order, the Wyld brings chaos, surging
of his ancestor spirits. A werewolf can reject this idea ut- with energy wherever it could not be contained. Rebel-
terly, but it is also possible to summon up these memories, lion, frustration, and feral instinct all give it strength. Yet
or even channel an ancestor to act through a young hero. nature can also be gentle. Behind every serene glen and
tranquil brook, the Wyld returns its energy.
As the End Times approach, of course, the Thirteen
Tribes are increasingly eager to welcome young cubs into Garou mystics say that Gaia created a third force to
the fold, especially if they have a tribal lineage. The stodgi- maintain the balance between order and chaos, between
est elders complain that Rites of Passage are nowhere near the Weaver and the Wyld. Like a great serpent wriggling
as taxing or rigorous as they once were. These complaints through all creation, the primal Wyrm snipped at the
don’t disprove the fact that a Rite of Passage is a grueling threads of creation that could not otherwise be controlled.
test of mind and body, and must be completed if a werewolf Once, say the Garou, the Wyrm was the force of balance
is to be brought into a tribe. At the end of the rite, the in the world, but no longer. The mad Weaver grew too
cliath has her tribe’s sigil inscribed mystically on her body ambitious, trying to tip the balance by trapping the Wyrm
or tattooed there physically. In short, tribal membership within its lifeless web. Confined and denied, the Wyrm
is a choice and an honor, not a birthright. went slowly insane, and creation listed out of balance.

It is possible for a werewolf to leave a tribe, but this The Truth Revealed
requires a special ritual (pg. 204) and effectively reduces
the Garou to the rank of cliath again. From there, he may For mystics, this story is not mere myth. Each portion
join any other tribe that will have him, or he may remain of the Triat has spawned a host of lesser spirits, mystic
tribeless, a Ronin. Werewolves only leave their tribes under servitors who are still at work in the world. In the shadow
the direst of circumstances, and a Garou who does so is of creation —the spirit world of the Umbra — werewolves
often seen as a traitor and a weakling, or at the very least, can see these forces at work. Over the last few centuries,
as highly untrustworthy. the spirits of the Wyrm have become more powerful than
ever before. The most fanatic Garou share a common
Garou Cosmology belief: If there is corruption and misery spreading through
The Thirteen Tribes teach their cubs and cliath the the world, the Wyrm is at the heart of it. Beyond all other
ways of the world, giving them purpose and inspiration. ideals, the greatest goal of the werewolves is to protect
Werewolf cubs are told a distinctly unique legend of why all of creation by destroying the servants of the Wyrm.
the Earth is dying, a mystical and spiritual account. As
is the way of the spirit world, events in the Umbra ap- The Wyrm’s servants have become a cancerous cor-
ruption, and its servitors have become the Garou’s greatest
enemies. For millennia, its rage and hatred have grown

48 WEREWOLF THE APOCALYPSE 20TH ANNIVERSARY EDITION


Click to View FlipBook Version