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Character: Garou
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Garou
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Langren
Ookami Senshi
Werewolf
Wolf People
Wolf Soldiers
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Garou is a term used by the werewolves to identify their race and culture. The term is used nearly interchangeably with Garou Nation. According to their own mythology, the Garou were designed to be Gaia's fangs and claws and they are quite adept at this. Today, after the War of Rage, they are among the most numerous Changing Breeds that still exist.

Forms/Breeds

Garou have access to five forms:

Character: Garou
Homid (human) Indistinguishable from a normal human. When referring to "Breed", they are a Garou that was raised in human society and understands technology the most. They often have trouble dealing with the wilderness and the spirit world. Homids are the most common breed.
Character: Garou
Glabro (furry/wolfman) Resembles a human with too many bestial features to be one. They have strength that is above a humans and below a werewolfs. They retain the ability to speak, can use guns, and present enough reasonable doubt to pass for human while being stealthy in populated areas. A favorite form of the Glass Walkers tribe.
Character: Garou
Crinos (werewolf) Resembles a wolf with too many human features to be one. They have superior strength and claw attacks. When referring to "Breed", they are the malformed and sterile offspring of two Garou, known as "Metis". They are the best balanced, being equally likely to understand the wilderness and human technology. Once rare they are becoming increasingly common.
Character: Garou
Hispo (wolf - prehistoric) A giant dire wolf with a terrible bite.
Character: Garou
Lupus (wolf - modern) Indistinguishable from a normal wolf, but with superior speed. When referring to "Breed", they are a Garou that was born of wolves and have a deep primal connection to the earth. They are often out of place in the human world, with some never learning to speak a human language.

Birth Sign

There are five Auspices (Moon phases) under which a Garou may be born. The Auspice defines what Gifts he or she learns and their role in Garou society.

Mark Auspice Moon Phase Role Traits
Character: Garou
Ragabash New Moon Trickster The fool who is alternately foolish and wise. He plays the role of the contrary, questioning tradition in order to find the wisest path.
Character: Garou
Theurge Crescent Moon Shaman Grants the gift of insight. They are more in contact with the spiritual world, the Umbra, and the spirits.
Character: Garou
Philodox Half-Moon Judge They are balanced and posses a duality, acting as counselor, mediator and law-keeper to his pack.
Character: Garou
Galliard Gibbous Moon Bard They are the voice of the People, inspiring with song and ancient story.
Character: Garou
Ahroun Full Moon Warrior They are the warrior among a race of warriors, the champion of a martial people. Ever ready to kill, and to die if need be.

Tribes

There were originally sixteen tribes (family). Of these, 12 tribes serve the Garou Nation, one is a member of the Asian Beast Courts, one has fallen to the Wyrm, and two tribes no longer exist.

Garou Nation

Tribe origin is included, but any member from any tribe can technically be from anywhere.

Character: Black Furies
Character: Black Furies
Black Furies Greece The matriarchs of the Garou, they only accept women as members (save a few male metis), and are known for their honor, wisdom, pride, and fierce skills in battle. They are ruled by the Inner Calyx and the Outer Calyx, composed of the oldest and most renowned members of the Tribe. The Outer Calyx is comprised of thirteen members chosen randomly by lot every year, though tampering is suspected as metis are never chosen. The Inner Calyx is much more secretive and comprised of five members.
Character: Bone Gnawers
Character: Bone Gnawers
Bone Gnawers India The scavengers and survivors of the Garou, they are seen by the other tribes as little more than mongrels who sift through the waste of mankind. The Bone Gnawers see themselves as underdogs, waiting to triumph against overconfident foes. Tending to organize themselves in democratic communities, members are elected to act as an "Elder" for a sept. This Elder is in no way obliged to listen to other sept members, but most do so, knowing that it is the support of the people that gave them their station.
Character: Children of Gaia
Character: Children of Gaia
Children of Gaia Mixed The peacekeepers of the Garou, they work for understanding between the tribes and hope to eventually form all tribes into a unified front against the Wyrm. Far more egalitarian than that of other tribes, they were originally lead by a triumvirate: The Voice of the Goddess (female), the Arms of the Goddess (male), and the Heart of the Goddess (anyone). Most of these hierarchical structures are being disassembled.
Character: Fianna
Character: Fianna
Fianna British Isles Keepers of the music, stories, and lore of the Garou, they are known for their passions for the pleasure of life and their skills and ferocity in battle. The Fianna are organized into different Septs under the leadership of a Righ. The Righ is advised by a Council of Song. This spiral of leadership continues up to the most important sept at Tara, which is led by the Ard Righ, nominally the leader of the entire tribe.
Character: Get of Fenris
Character: Get of Fenris
Get of Fenris Northern Europe Fierce warriors with little room for mercy or compassion, the Fenrir view themselves as great heroes, but have been known to shock other Garou with their violent ways. Any Get that wishes to obtain a higher rank has to beat his opponent in a challenge. Tribal moots are full-moon affairs, beginning with a vicious gauntlet-running to determine who's worthy to participate in the rites of the tribe.
Character: Glass Walkers
Character: Glass Walkers
Glass Walkers Palestine Steeped in technology, human religion, and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress. They don't have the strong aversion to human populations that most Garou do, believing that every new invention may be appropriated for their cause, and that every new philosophy might strengthen their resolve.
Character: Red Talon
Character: Red Talon
Red Talons Africa They are the only tribe among the Garou that is exclusively lupine in nature, save for a very few metis, shunning humanity completely as a blight on the Earth. They live similar to wolf packs, with the strongest and most able serving as an Alpha. Some of their Septs are closed off to any homid visitors.
Character: Shadow Lords
Character: Shadow Lords
Shadow Lords Eurasia The politicians and manipulators of the Garou, they work through their strict hierarchies and secretive ways to wrest as much power as they can. Most, if not all Alphas, are extremely controlling, lording over their underlings with unquestioned authority. However, many Alphas take the time to engender their followers with feelings of pride and affection for their leader, realizing that willing followers are easier to control than slaves.
Character: Garou
Character: Garou
Silent Striders Egypt Nomadic, introspective, and highly spiritual, the Silent Striders have plumbed the depths of the Umbra, perhaps more deeply than any other tribe of Garou. They have little in the way of formal organization, being almost completely made up of wanderers and exiles. They communicate with one another by leaving Garou glyphs, graffiti hieroglyphs, or similarly cryptic signs behind and congregate only when chance brings them together.
Character: Garou
Character: Garou
Silver Fangs United Kingdom Outwardly strong and too proud to ask for help, the Fangs suffer from diseases of the spirit and mind. Traditional rulers and war leaders are known for their physical beauty, courage, and honor, but many members of the tribe suffer from odd quirks - absent-mindedness, mild hallucinations, somnambulism - nothing overtly psychotic, but noticeable.
Character: Garou
Character: Garou
Uktena America Composed of the broadest base of cultures and considered one of the more "primitive" groups of Garou, they are masters of dark and forbidden knowledge. During Councils, only Garou of the rank of Elder will speak, although any Uktena can attend. Every season, a Great Council is held that gathers the Elders of the entire Tribe to discuss the state of things in the world and how they could affect the Tribe.
Character: Garou
Character: Garou
Wendigo Native American Considering themselves to be the purest of the Garou, the Wendigo seek to destroy the influence of Wyrm while preserving their old traditions. The Wendigo are loath to mix members of their Tribe with other Garou, seeing it as a danger to their purity. More rebellious members of a younger generation question the wisdom of this decision, since it limits the influence the Wendigo have in the Garou Nation, which ultimately isolates them even further.

Beast Court Tribe

Character: Garou
Character: Garou
Stargazers Hindu Loners by nature, they are the calmest and most introverted of the Garou, as well as the smallest of the remaining tribes. They are overseen by a number of elders, who work together to make decisions on behalf of the tribe. Although they command respect and loyalty, most of the elders are willing to compromise with lesser members of the tribe.

Wyrm-Eaten Tribe

Character: Black Spiral Dancers
Character: Black Spiral Dancers
Black Spiral Dancers (Formally White Howlers) Scotland Quite insane and sadistic. Many are malformed, either through metis birth or close proximity to the radioactive balefires of the Wyrm. They are organized into septs called Hives and dens where they raise their young are called Pits. Their Hives are nestled amidst labyrinthine cave systems, most of which are filled with industrial waste and monstrous things. As the White Howlers they lived alongside farmers, hunters and herders, while others focused on running with wolves.

Extinct Tribes

Character: Garou
Character: Garou
Bunyip Australia Nomadic and solitary by nature, the Bunyip had little in the way of central organization. Their primary companionship came in the form of the thylacine and Aboriginal Kinfolk they were dedicated to protecting. This created a limited communication network among the members of the tribe, making it hard to organize, and perhaps giving the invading settlers an advantage.
Character: Garou
Character: Garou
Croatan America One of the three tribes native to the Americas up until the arrival of the Europeans, they took the concept of sacred lands more seriously than most Garou. Fairly practical, not much given to poetry or fancy, they sacrificed their entire tribe to banish a powerful spirit of the Wyrm from the physical realm and avoid the Apocalypse.

Special

There are two special types:

Character: Garou
Kinfolk Humans and wild animals who are related to the Fera (shapeshifters) and are not prone to the Delirium (fear), but who are not actual shapeshifters themselves.
Character: Garou
Metis The rare and deformed/sterile offspring of two Garou who broke the Litany. Their natural form is Crinos and all are born with an innate flaw, such as a physical deformity, intellectual impairment, or even a spiritual disability.
Character: Garou
Ronin Werewolves that were for one reason or another, cast out of their tribe. Most Ronin breached a tenet of the Litany too often, antagonized an elder or their pack, or in some rare instances chose exile in order to escape the hierarchical society of the Garou. The Garou are not solitary creatures. Every instinct of human, wolf, and Garou demands the companionship of their species. As such, banishment from others of their kin is one of the most terrible judgements a Garou can face. As a result, some of them have gathered together in so called Prides, in an imitation of the pack.

The Code

The Litany is the code of laws kept by the Garou. The laws of the People are ancient. Their traditions vary from tribe to tribe, but all Garou must remember and hold to the central code of law called the Litany.

Character: Garou


  • Garou Shall Not Mate With Garou (to prevent Metis)
  • Combat the Wyrm Wherever it Dwells and Whenever it Breeds
  • Respect the Territory of Another
  • Accept an Honorable Surrender
  • Submission to Those of Higher Station
  • Respect Those of Lower Station, for all are of Gaia.
  • The First Share of the Kill for Greatest in Station
  • Ye Shall Not Eat the Flesh of Humans
  • The Veil Shall Not Be Lifted
  • Do Not Suffer Thy People to Tend Thy Sickness
  • The Leader May Be Challenged At Any Time During Peace
  • The Leader May Not Be Challenged During Wartime
  • Ye Shall Take No Action That Causes a Caern to Be Violated
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Character: Garou
Garou
Garou
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Appears in
Werewolf: The Apocalypse – Earthblood
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Character: Garou
Garou
Garou
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Werewolf: The Apocalypse – Heart of the Forest
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Character: Garou
Garou
Garou
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Werewolf: The Apocalypse – Heart of Gaia
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Character: Garou
Garou
Garou
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Appears in
Werewolf: The Apocalypse (1995)
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Character: Garou
Garou
Garou
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Appears in
Werewolf: The Apocalypse (2005)
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Character: Garou
Werewolf
Werewolf
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Vampire: The Masquerade – Redemption
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Pg. 1
Video Game: Vampire: The Masquerade – Redemption
Rank 1933
Num Ratings 64
Average Rating 6.64
Average Weight 3.00
Num Owned 124
Prev. Owned 12
For Trade 2
Want in Trade 0
Wishlist 1
Comments 11
Release Date 2000-06-07
Video Game: Werewolf: The Apocalypse (1995)
Rank N/A
Num Ratings 0
Average Rating 0.00
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Release Date 1995-00-00
Video Game: Werewolf: The Apocalypse (2005)
Rank N/A
Num Ratings 0
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Num Owned 0
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Release Date 2005-00-00
Video Game: Werewolf: The Apocalypse – Earthblood
Rank N/A
Num Ratings 0
Average Rating 0.00
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For Trade 0
Want in Trade 0
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Comments 0
Release Date 2021-00-02
Video Game: Werewolf: The Apocalypse – Heart of Gaia
Rank N/A
Num Ratings 0
Average Rating 0.00
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Num Owned 0
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For Trade 0
Want in Trade 0
Wishlist 0
Comments 0
Release Date 0000-00-00
Video Game: Werewolf: The Apocalypse – Heart of the Forest
Rank N/A
Num Ratings 1
Average Rating 7.00
Average Weight 0.00
Num Owned 9
Prev. Owned 0
For Trade 1
Want in Trade 0
Wishlist 0
Comments 2
Release Date 2020-10-13
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