| [[house_rules|BACK TO ALL HOUSE RULES]] |||||||||||||| | [[werewolf_house_rules|BACK]] | [[RAGE, GNOSIS & WP]] | [[RENOWN]] | [[GIFTS]] | [[RITES]] | [[FETISHES]] | [[BREEDING]] | [[HARANO]] | [[UMBRA]] | [[PERSONAL TOTEMS]] | [[TOTEM TRAITS]] | [[ADDITIONAL BACKGROUNDS]] | [[SEPT POSITIONS]] | [[TAINT]] | ========Camp Rework====== =====Camps===== Camps are factions within each tribe, some garou dont join one as they see it as divison in a time of war, others see it as a place of speciality or where they can have there views expressed and act upon them. To join a camp, you must be a fostern. As well, you must go through a quest to be able to be allowed to join one. While its good to have aspiration, there's no guarantee you'll join the camp you want, or any camp. Nor are your forced to join one. Some camps are banned, because there to far extreme or they just simply dont work for the game, though it is possible to meet npcs apart of such camps. A new backgound call "Camp Levels" will be added, it works like rank where it will not cost XP to level up and you start at level 1 when you join th ecamp. However it must be earned in game in two differnet ways: 1) when you rank up after joining a camp, you will go up a level in the camp. 2) You can work hard IC and earn leveling up and gain it through rewards of completing a story. This will take time Every camp has 5 Levels, with some exceptions, level 1 will access a free contact for the camp along with access to gifts from the camps. You still must be of appropriate rank to buy the gift. =====Tribal Camps===== ===Black Fury=== The Amazons of Diana rarely think or refer to them-selves as a formal kuklos. Instead, the term refers to any Black Fury who is primarily concerned with proving her prowess in battle. Given a choice between enacting justice on a rapist or fighting some Wyrm-creature in glorious combat, Amazons will take the open battle every time. Although more conservative members of the tribe look down on them, Amazons are valiant and forthright. They are the first to defend the Furies’ honor against outsiders, and are the tribe’s vanguard in assaults against Wyrm holdings. **__Camp Gifts__** Rank 1- True shot Rank 2- Flurry of Arrows Rank 3- Cowing the bullet (as the level 3 homid gift) Ranl 4- Blizzard of arrows Rank 5-Aegis (as the level 5 ahourn gift) **__The Amazons of Diana ranks__** Rank 1- You get a free contact and access to camp gifts at half xp cost Rank 2- you gain the Arrows of Artemis merit for free and get a free spec in crafts (bowery) for crafting bows and arrows Rank 3- you get the Crack Shot merit for free and you get to increase your archery skill by 1 Rank 4- Every time you do damage with your arrow you shot, you gain 1 rage Rank 5- You gain to increase your dexterity by 1, even it goes above maximum of 5 and you get a -1 dc to shooting arrows. In contrast to the Amazons, the Bacchantes are a conservative faction that pursues the Furies' original sacred purpose: avenging wrongs against women and children with fanatical zeal and merciless violence. They believe that in doing so, they fight the Wyrm's hold over humanity and avenge Gaia herself. A Bacchante fulfills her destiny by destroying the hold-ings and livelihoods of the worst violators of Gaia’s laws: rapists, serial murderers, matricides, and vast polluters. She brings personal, violent punishment to the criminals she discovers. These assaults are, hidden from the eyes of humanity, and the large-scale ones are frequently mistaken for natural disasters. While the Bacchantes (sometimes called Maenads) stand beside the rest of their tribe when a Nexus Crawler or vampire pack endangers a caern, they prefer to come down like a hammer from orbit on the planners and perpetrators of Wyrm-like crimes. **__Bacchantes gifts__** Rank 1- Razor claws (as the rank 1 ahourn gift) Rank 2- Rend Rank 3- Bacchantes’ Rage Rank 4- Call the Storm (as the level 4 shadow lord gift) Rank 5- Storm of Mother’s Wrath **__Camp levels__** Rank 1- You get a free contact and the gifts at half xp cost Rank 2- you gain access to level 1 ahourn gifts as if they were in affinity, if they already where its half off Rank 3- you gain the Natural Weapons merit for free as well as 1 level in brawl for free Rank 4- You gain the ability to shift once per scene without spending rage or rolling Rank 5- You gain to increase your dexterity or strength by 1, even it goes over maximum, you get access to level 2 ahourn gifts as if they were in affinity The Freebooters' mission is to find new Wyld places that can be consecrated to Gaia and opened as caerns. The kuklos is shrinking because there are so few Wyld places left in the world. A fraction of Freebooters believe they need to find a new body for Gaia elsewhere in the Umbra, somewhere the Wyrm has not yet found. **__(Limited)__** **__Free boaters gifts__** Rank 1- Sense Magic (same as the level 1 uktena gift) Rank 2-Messangers fortitude Rank 3-Omen of power Rank 4-Speed Beyond Thought (same as the level 4 strider gift) Rank 5- Reach the Umbra (as the level 5 strider gift) **__Camp levels__** Level 1- you get the camp list at half xp and contact for free Level 2- You gain the Long-Distance Runner and Natural Runner (1pt.) merit for free Level 3- you gain the Perfect Balance (3pt.) merit and dot in athletics for free, this can go above dots Level 4- You gain the oracular ability and dot of occult for free Level 5 – You gain a free dot in dexterity for free, this can go above dots, and have a -1 dc to movement checks and tests sensing something mystical Moon-Daughters seek to spread Gaia's worship through New Age neo-paganism, and they push themselves to keep Gaia's spirit alive through change, embodying the force of the Wyld as best they can. Their ritual methods change as quickly as New Age fashions change. Members effortlessly adapt the trappings of the modern world to fit their magics — inscriptions once traced on rock were sketched with a quill pen in the 1700s, and might be drawn on a laptop computer screen today. **__Moon Daughter Camp Gift__** Rank 1- Moon Shadow Rank 2- Spirit Loan Rank 3- Spirit Friend (same as level 3 coggie gift) Rank 4- Unicorn’s Grace (Same as level 4 coggie gift) Rank 5- Chaos Mechanics (Same as gw level 5) **__Camp Benefits__** Level 1- You gain free contact for the camp and camp gifts at half xp Level 2- You gain a 2 dot contact for free thats a neo pagan Level 3- You gain a free dot of occult Level 4- Rites are at -1 dc for you Level 5- You gain a free dot in Intellegnce, wits and rituals When the Catholic Church spread throughout Europe in the wake of the Roman Empire, the Order chose not to fight this patriarchal tool directly, but rather to infiltrate and subvert it. The Order works to reform human society using that society’s tools — politics, the arts, and religion. Garou sometimes join a human religious order when they join this kuklos. This can cause internal conflict for the Garou, who must juggle serving God and the church they join while upholding their primary responsibility to Gaia. Avenging Mother (sub-faction): The Merciful Mother has gained a measure of trust within the Silver Fangs, who view that kuklos as a valu-able conduit to mortal society. Tthe Avenging Mother (a small sub-faction of the Order) exploits that trust, spying on the Fangs’ intra-tribal weaknesses in hopes of bringing down the predominantly patriarchal tribe’s stranglehold on the Nation’s powerbase. **__(Banned)__** **__Avenging mother Camp gifts__** Rank 1- Mother’s Touch Rank 2- Truest Sacrament Rank 3- Good Faith (as in child of gaia level 3 gift) Rank 4- Trust me (as in the level 4 bone gnawer gift) Rank 5- Trust of Gaia (as in the level 5 coggie gift) **__Camp Benefits__** Level 1- You gain a free contact and camp gifts at half xp Level 2- You gain contacts and allies at half xp when the are of those connected to the church Level 3- You gain Church ties merit for free and 1 free dot of influence (church) Level 4- you gain a +3 dice to any social rolls when trying to aid someone find there faith or while inside a church Level 5- You gain 1 dot in charisma for free that can go above 5. In addition you gain a -1 dc to all religion checks and 1 free dot in religion that can above 5 The Sisterhood manages networks of contacts and information that rival those of the Gnawers or Walkers. Many also work as suppliers, able to obtain anything from guns and ammo to giants’ blood — for the right price. The Sisterhood came about during the Inquisition, when they spirited Garou, Kinfolk, and wise women out of the path of the Church and to safety. As they traveled, they discovered that the information they brought with them was as valuable to allied septs as another set of claws and teeth. They do less traveling now, but their information and item brokerage is an important tribal asset. **__Sisterhood gifts__** Rank 1- Spirit Smuggler Rank 2- Pennies from Heaven (as in the level 2 GW gift) Rank 3- Winged Delivery Rank 4- Attunement / Lay of the Land (as the level 4 gw/bone gnawer /uktena gift) Rank 5- Calm the Flock (as in the rank 5 gw gift) **__Camp benefits__** Level 1- You gain a free contact and camp gifts at half xp Level 2- Contacts and allies cost 2 times current rating instead of 3 times Level 3- Your kinfolk can act as information brokers themselves, having unique contacts that they have access to, this still comes at a cost but allows you to be able to get information easier Level 4- your resources refresh at within 2 weeks instead of a month like most. Level 5- You get +1 manipulation or charisma that can go above 5 and -1 to subterfuge rolls The Temple of Artemis is among the oldest kukloi, and one of the most conservative. They counsel a withdrawal from the Garou Nation, and rededicating the Furies to their original purpose as the avengers of women. They also act as judges to Furies who have broken tribal customs. **__(Banned)__** ===Bone Gnawer=== The Swarm serves as Rat’s teeth in the war against the Wyrm, specializing in dirty fighting and underhanded strategy. Tribal elders call upon the Swarm when the politics of compromise prove useless, although they publicly disavow the camp’s activities. Some of the Rat God’s most fervent warriors only associate with the Swarm camp in secret, spending most of their time as upstanding citizens in a Garou caern. **__(Limited)__** **__Camp Gifts__** Rank 1- Kitchen Chemistry Rank 2- I got a rock Rank 3- Backbite (same as level 3 Ratkin) Rank 4- Face In the Crowd Rank 5- Riot **__Camp Benefits__** Level 1- You get access to camp gifts at half xp cost and 1 free contact dot for free Level 2- you get access to level 1 ratkin gifts, the general gifts as well as your aupsice (galliard get to pick which auspice instead), they are at in affiniy costs Level 3- you get acess to 1 auspice ratkin benefit as well as you get a free ally in the underworld level 4- you get acesss to level 2 ratkin gifts in affinity costs Level 5- you get free dot in dex and wits, as well as free dot in stealth (all can go above 5) This camp focuses on the protection of museums, libraries, and other places of culture within a city. Sub factions of the camp are known as Wingers (Museums), Waxers (Wax Museums) and Bookworms (Libraries). **__Camp gifts__** Rank 1- (created by Zech) Papers, Please (Level One) In this modern age humans often put a huge amount of faith into little pieces of paper and plastic to regulate access to places: tickets, membership cards, etc. Which can be a problem if you can’t afford these things. Thankfully this gift provides a remedy. A cuckoo spirit teaches this gift. **System:** The Bone Gnawer shows the ticket inspector, bouncer, or similar official a scrap of paper and rolls Manipulation + Subterfuge. On a success the target will treat the Bone Gnawer as if he had presented him with a valid ticket or other required documentation. This gift only helps in places where members of the public have access. The gift might convince a ticket inspector that your receipt for a six pack of beers is a train ticket. It might get you into your local gym. But it won’t get you into a military installation or secret laboratory. Rank 2- Sight of Hidden Places (as the level 2 uktena gift) Rank 3- **Created by Zech** **L-Space Travel (Level Three)** It is one of the secret facts of reality that all libraries are part of the same continuum, the L-Space. The Bone Gnawers of the Frankweiler camp have learned to utilize this continuum to travel between libraries, much like one would travel between caerns on moon bridges. However, navigating the twisting aisles and corridors of L-Space is difficult. \\ This gift is taught by a spirit of knowledge. \\ **System:** A library for the purpose of this gift is a room that contains at least a hundred books. While moving through such a space the Bone Gnawer makes a Gnosis roll against difficulty four to duck around a corner or behind a bookshelf and appear in a different library elsewhere. The problem is that he is firing blind. He can only specify a direction and an approximate distance (“forty miles to the north”), but the exact target is up to the Storyteller’s discretion. The maximum distance a Bone Gnawer can travel this way is a hundred miles per dot of the Gnosis trait he has. If the roll botches then the Garou might emerge thousands of miles off target, or even in the Umbra. The travel time is the same as when stepping sideways. The gift can only be used once per day. Rank 4- Spirit Ward (same as level 4 homid) Rank 5- Legend’s Insight (Same as level 5 Galliard) **__Camp benfits__** Level 1- you get access to free contact for camp and camp gifts at half xp cost Level 2- you gain a 2 dot contact or ally that helps you maintain these cultural places and helps you out and is friendly to you level 3- While in or near a place of culture, humans are considered at +2 wp for purposes of the curse. You can choose to surpress this by spending a gnosis and this last for 5 minutes. level 4- You get influence, contact and allies for places of cultural at half the xp cost level 5- yoy get a free dot in charisma and manipulation, as well as empathy. To understand things of culture you roll at -1 dc. The Hood has three primary goals: robbing from the rich, giving to the poor, and protecting the innocent of the city. The camp has its own version of tough love, never giving a second chance to those who try to exploit their help or take it for granted. They’re not out to save everyone — just those who are actually worth saving. Some claim that Robin Hood himself belonged to their camp while others admit “rob from the rich and give to the poor” is just dialogue they ripped off from old movies. Nonetheless, the ideal endures. **__The Hood Gifts__** Rank 1- Smell of Succcess Rank 2- On Patrol Rank 3- Streets Tell Stories Rank 4-Misdirection (ragabash level 4) Rank 5- Help Me **__Camp benefits__** Level 1- you get a free contact in for your camp and camp gifts at half xp costs level 2- you get a free contact that can help you find targets to rob, as well as a free ally that helps you give back to the poor. level 3- you get +2 dice for any roll that helps you gain infomation on a rich target, as well you are at a -1 to any breaking and entering. Level 4- You get free 2 dots in any influence to help you cover up your tracks as well, as well as contact and allies are at half xp cost Level 5- you get free dot in dex and stealth (can go above 5) and cant botch stealth rolls. Rat Finks trade in information. They gather secrets both directly and through their Kinfolk, who often work as janitors, clerks, garbage collectors, busboys, etc. Some camp members infiltrate companies and corporations known for exploitation or environmental devastation, where they wait and watch, gathering enough information to them down from the inside. Finks are famous for their exotic communication networks: drop points, one-word phone calls, cryptic faxes, secret codes, even notes pinned to children’s jackets. Other supernatural creatures some-times interact with the camp as well: Nosferatu vampires, Ratkin spies, and even Corax messengers. **__Camp gifts__** Rank 1- Aura of Confidence (same as shadowlord level 1) Rank 2- Dead End Rank 3- Rant and Rave Rank 4- Trust Me Rank 5- Assimilation (same as homid level) **__Camp levels__** Level 1- you get a free contact in the camp as well as camp gifts at half xp cost level 2- you can understand the secret code and lanquage of the rat finks, and can understand and find hidden rat finks messages as well as make your own. These are secret so not all the infomation or complex details can be understoof, as well it is possible if you arent careful for others to find them and try to break the code. Level 3- Every camp level, starting at level 3, gives you a free kinfolk dot, these are conisdered seperate from normal kinfolk background, these kinfolk work as janitors, clerks, trash collectors, ectera. They can try to get infomation the best they can. However they can be captured and killed like any kinfolk. Infultrating a new company takes time as well, and some may not be possible, or have big risks. level 4- mortals around you are at +2 wp for puproses of the curse, allowing you to work longer and be aroud them withoutt scaring people off level 5- you get a free dot in charisma and manipulation, as well as subterfuge. these can go above 5. The Hillfolk are compromised of rural Bone Gnawers, who have eschewed the life within the city for the wilderness. **__Camp gifts__** Rank 1- Heightened Senses (same as level 1 lupus) Rank 2- pulse of the prey (same as Black fury level 2) Rank 3- terrain shift (same as level 3 ragabash) Rank 4- lay of the land (this works like the strider version not bone gnawer version) Rank 5- Wyld Warp (same as black fury level 5) **__Camp benefits__** level 1- you gain access to camp gifts at half off and a free contact dot level 2- you get level 1 red talon gifts at in affinity cost level 3- you gain +2 dice to primal urge rolls and -1 dc to shift to lupus or hispo Level 4- You get level 2 red talon gifts at in affinity cost level 5- you get a free stamina and primal urge dot that can go above 5 and 1 level 3 red talon gift for free. The Deserters are a camp that searches for a sanctuary for the Apocalypse. Some seek a second Gaia, and others just a place far, far away, but either way, they do not want to stick around for what's about to happen. **__(Banned)__** This camp is compromised of nomads who guard the streets and travelways against incursions from the minions of the Wyrm. **__Camp gifts__** Rank 1- diagnosis (same as rank 1 Gw) Rank 2- ward of the road Rank 3- Gaia’s tool box ( same as homid level 3) Rank 4-Attunement / Lay of the Land Rank 5- Custom Built (same as gw level 5) **__Camp Benefits__** Level 1- you get access to free contact for the camp and gifts at half off level 2- you get a 2 dots of resources that can only be used to your vechile, as well as a free ally who will help with repairs level 3- you get -1 dc to drive checks, as well as you vechile has the cloak of seasons merit, it only applies to the vehicle. level 4- You get 1 free dot in dexterity and drive that can go above 5 Level 5- You can spend a gnosis and do a gnosis roll dc equal to the gaunlet to take a vechile you are in across the gauntlet, allowing you to protect both places easier. This camp gains power by breaching the tenet of the Litany that forbids cannibalism of human flesh. They are few today and many of the remaining have allied with the similar Eaters of the Dead camp among the Silent Striders. **__(Banned)__** ===Children of Gaia=== Imminent Strike trains its members constantly in preparation for the Final Battle. The Apocalypse is upon us, and this camp believes that the only hope for Gaia’s warriors to win the Final Strike is to focus entirely on the task ahead. They shun those of the Nation who are obsessed with their own agendas; if that means cutting ties with other tribes, so be it. **__(banned)__** The Patient Deed works to build unity across tribal boundaries. Historically, Patient Deed members reached out to the Uktena and Wendigo in America’s Old West and sought to mend fences between Europeans and colonized nations. They believe that the Nation does not have a single Garou to lose, and that only through welcoming and understanding other tribes’ values and priorities can the Garou truly be united. **__Camp gifts__** Rank 1- Ice Echo (same as wendigo level 1) Rank 2-Reveal the Hidden (same as uktena level 2) Rank 3- Eye of the Storm (same as wendigo level 3) Rank 4- Call Elemental (same as uketana level 4) Rank 5- Heart of Ice (same as wengdigo level 5) **__Camp benefits__** level 1- you get a free contact dot and camps gifts at half off level 2- You get a free dot in wendigo and Uktena lore, at each level (after level 2) you get one free lore in either tribe. level 3- you get Rank 1 uktena or wendigo gifts at in affinity cost level 4- Whichever tribe you choose at level 3, you get Rank 2 gifts of that same tribe at in affinity cost Level 5- Whichever tribe you choose at level 3, you get 1 Rank 3 gifts of that same tribe for free, and the other tribe you get leevl 1 gifts at in affinity cost Dedicated to creating peace among the tribes through inter-tribal missions and by encouraging multi-tribe packs and septs, Seekers work to find messages of unity (no matter how deeply hidden) in each tribe’s core doctrine. They then use those threads of commonality to weave the tribes closer together rather than attempting to change others’ basic beliefs. **__Camp gifts__** Rank 1- Persuasion (same as level 1 homid) Rank 2- Unity of the Pack (same as level 2 silver fang) Rank 3- Social Butterfly (same as level 3 galliard) Rank 4- Serenity Rank 5- Shared Strength (same as level 5 ahourn) **__Camp Benefits__** Level 1- You get a free contact dot and camp gifts at half xp cost Level 2- You get +2 dice when trying to unite shifters Level 3- You -1 dc to social rolls when around other tribes. Level 4- you get a lore dot (cant go above 3) of all non coggie tribes. Level 5- You get access to level 1 gifts of all tribes at in affinity cost. Crest of the Horn (sub-faction): This sub-faction operates within the Servants of Unicorn. Members of the Crest pay close attention to points of contention between the tribes, hoping to exploit them in order to wrench power from the Silver Fangs and replace the ruling tribe with a Garou Parliament. (limited) **__Camp gifts__** Rank 1- Persuasion (same as level 1 homid) Rank 2- Sense Guilt (same as level 2 get) Rank 3- impunity (same as level 3 ragabash) Rank 4- Mastery (same as level 4 Silver Fang) Rank 5- Obedience (same as level 5 shadowlords) The Anointed Ones renounce violence. They believe that it is impossible to bring about peace through war, and seek to share that message with those who are willing to hear it. The camp focuses its attention on using (and teaching) Gifts and rites which gentle their enemies, rather than harm them, and helping other Garou deal with their Rage. **__Camp gifts__** Rank 1- Sense Trauma (same as level 1 philidox) Rank 2- Dona Nobis Pacem (same as level 1 kinfolk) Rank 3- Calm the Savage Beast Rank 4-Rebirth (same as level 4 philidox) Rank 5- Calm the Flock (same as level 5 GW) **__Camp benefits__** Level 1- you get free contact for the camp and camp gifts at half xp cost Level 2- you get bonus dice equal to your levels in your camp to trying to calm other shifters of there anger Level 3- for purposes of frenzy you are at +1 dc and have -1 success (this -1 success cant cause you to botch) Level 4- rituals take half the time to learn, the level 2 benefit also now applies to actions that are gentle with enemies as well Level 5- You get free dot in charsimsa, leadership and empathy that can go above 5 For the Angels, immunizing the youngest human generation against the Defiler Wyrm is of paramount importance. They maintain an underground network among their Kin to protect children from abusers, even if it means kidnapping and finding new homes for the endangered youth. They also strive to seed children’s books, video games, and other media with Gaian ideals, in hopes of turning youngsters against the Wyrm **__Camp gifts__** Rank 1- Urban Ward (same as level 1 Bone gnawer) Rank 2- Pennies from Heaven (same as level 2 GW) Rank 3- Tongues (Same as level 3 homid) Rank 4- Misdirection (same as level 4 Ragabash) Rank 5- Calm the Flock (Same as level 5 GW) **__Camp Benfits__** Level 1- You get free contact for your camp and camp gifts at half xp Level 2- You get a free 2 dot contact that helps you find infomation of kids who are being harmed Level 3- you get a free territory that is well kept and has good living arrangements. You’ll have to upkeep it and prevent it from being taken over. Also while it has good space it doenst have infinite space Level 4- For the purposes of the curse, kids are considered at + 4 wp around you, allowing them to feel safe near you. level 5- You get free charimsa dot and empathy, as well as influence, contacts and allies are at half xp cost Members of this Camp believe that the Nation’s only hope is the recovery and reintroduction of the Lost Tribes back into the Garou Nation. By researching sightings of “ghost wolves” that match descriptions of Croatan, or investigating bloodlines of humans related to ancient Bu-nyip lineages, the Seekers hope to rebuild those tribes. As well, they serve as envoys to the Lost Tribes’ totems and their broods. More controversial is their goal of capturing and re-educating Black Spiral cubs and ronin, in hopes of rebuilding a Gaian version of the fallen White Howler tribe **__Seekers of the Lost tribe gifts__** Rank 1- Umbral Tether (same as theurgue level 1) Rank 2- Sight of Hidden Places (same as uktena level 2) Rank 3- No Hidden Thing (Same as qualmi level 3) Rank 4- Web of knowledge (same as homid level 4) Rank 5- Legend’s Insight (Same as galliard level 5) **__Seekers of the Lost tribe camp benefits__** Level 1- Gain access to the camp list at half xp and a contact in the camp for free Level 2- Gain either Croatian, Bunyip or White howler lore for free, lore rolls are at +1 dice as well for these lores. Level 3- Gain access to level 1 gifts in either Croatian, Bunyip or White howler at in affinity cost Level 4- Gain either Croatian, Bunyip or White howler lore for free, lore rolls are at -1 dc as well for these lores. Level 5- Gain acess to either another tribe from level 3 of this camp at level 1, or the same one at level 2, at in affinity costs. in addition you are considered 1 lore higher for puropses of learning out of affinity gifts for Croatian, Bunyip or White howler. The Bringers are a perverted camp of former Chil-dren of Gaia who believe that the only way to bring peace to the world is to destroy all who dwell upon it. While members of this camp have not (yet) walked the Spiral, their ideals — perfect peace through annihila-tion — are just a step away from those of the Dancers. **__(Banned)__** Demeter’s Daughters work to introduce humans to the natural world so that they can love, honor, and respect it as they grow. They make environmental issues more palatable to businesses by showing the fiscal benefits of producing environmentally sound products, while pushing govern-ment and city planners to incorporate and protect natural spaces within urban environments. Only by encouraging humanity to love the Wyld do the Daughters believe they have any hope of protecting mankind from the Wyrm. **__Camp gifts__** Rank 1- Persuaion (same as level 1 homid) Rank 2- Building a Legend (same as level 2 Philidox) Rank 3- Rally the Troops (ssame as level 3 homid) Rank 4- Words Like Wind (Same as level 4 Galliard) Rank 5- Help Me (same as level 5 Bone gnawer) **__Camp benefits__** Level 1- You get a free contact for the camp and camp gifts at half xp cost Level 2- You get a +2 dice bonus when trying to convince people or business of ideas that help the enviroment. Level 3- Influence is at half xp cost for you. Level 4- You gain the corpoate savvy and polictal savvy merit for free. Level 5- You get free dot in charimsa and politics that can go above 5. A sometimes-controversial camp dedicated to healing through sex and physical love, they believe that Garou-Garou pairings are not a breach of the Litany (and are, in fact, a valuable tool towards unity) so long as they do not produce children. They monitor Kinfolk pregnancies to help the families prepare for the possibility of a Garou child, and facilitate intermarriage between Kinfolk of dif-ferent tribes, for the sake of building unity and inter-tribal trust. This practice, sadly, garners them the animosity of tribes who prize their pure lineages. **__(Banned)__** **__Camp gifts__** Rank 1- Diagnose (same as level 1 gurhal) Rank 2- Eve’s Touch (same as level 1 kinfolk) Rank 3- Lover’s Touch Rank 4- Unicorn’s Grace Rank 5- Image of the Sky Bear (Same as level 5 Gurhal) The One Tree sees itself as Gaia’s white blood cells. They are killers — both front-line warriors and stealthy assassins. That said, they do not kill out of Rage, passion, hate, malice, or pride, and they do not accept members who seek to join the camp with those motivations. They kill because it is what Gaia has made them to do; they are a channel through which Gaia may strike at her foes. **__Camp gifts__** Rank 1- blur of milky eye (same as level 1 ragabash) Rank 2- Flame Dance (same as level 2 Fianna) Rank 3- Redirect Pain (Same as level 3 Get) Rank 4- Fog of War (same as level 4 Fianna) Rank 5- Circular Attack (Same as level 5 stargazer) **__Camp benefits__** Level 1- you get free contact for the camp and camp gifts at half xp cost level 2- you get a free 2 ally dot ally that can help you weapons, ammo or amour level 3- for purposes of frenzy you are at +1 dc level 4- You gain a free dot in brawl, melee, firearms or any other ability that applies (st permission) for free (can go above 5) and a free spec level 5- you get a free dot in stamaina and dexirity and althetics === Fianna=== Many young Fianna see the Grandchildren of Fionn — dedicated to the combat ideals of their ancestor, Fionn mac Cumhail — as the perfect opportunity to prove themselves to the rest of the tribe and the Nation. They consider themselves to be Stag’s chosen heroes, and are renowned for their bravery, traveling to wherever the best fights are: South America, the Middle East, northern Africa, and wherever the Wyrm rears its ugly head. **__Camp gifts__** Rank 1- Lightning Reflexes (Same as level 1 Get gift) Rank 2- Troll Skin (same as level 2 Get) Rank 3- Sense the Unnatural Rank 4- Hero’s Stand (Same as level 4 wendigo) Rank 5- Call the Hunt **__Camp benefits__** Level 1- you get free contact for the camp and camp gifts at half xp cost level 2- you get a free 2 ally dot ally that can help you weapons, ammo or amour level 3- for purposes of frenzy you are at +1 dc level 4- You gain a free dot in brawl, melee, firearms or any other ability that applies (st permission) for free (can go above 5) and a free spec level 5- you get a free dot in stamaina and dexirity and althetics Many Fianna consider the Fundies to be the tribe’s “dirty little secret.” Their numbers swell whenever there’s a brief reprieve from the Wyrm’s onslaught — a breather that allows the hottest heads of the Fianna tribe to turn on one another (and their respective Kinfolk) rather than having to focus their full attention on the true war. The Fundies preach a return to Impergium practices: culling the growth of humanity (usually beginning with the Kinfolk of their political enemies). Their name has changed throughout the camp’s history, but regardless of what they call themselves, the Fundies thrive on conflict even with other Fianna, mirroring the mundane politics that tear the people of their homeland apart. **__(Banned)__** Made up predominantly of lupus Garou, this camp watches for emanations of Wyrm-forces by their effect on the Wyld. By noting changes in the flow of predator and prey and the growth or decline of flora in Wyld locations, they can detect (and root out) Wyrm-influence before it grows strong. Like many lupus groups, their numbers are dwindling; few homid (and no metis) are deemed worthy of running with Dire Wolf long enough to gain membership. The camp itself is often seen with suspicion by outsiders because they rarely stay attached to one caern for any length of time. **__(limited)__** **__Camp gifts__** Rank 1- Sense wyrm (same as level 1 metis) Rank 2- Primal Instinct (same as level 2 Red talon) Rank 3- Gaze of the Hunter (same as level 3 Red talon) Rank 4- Shelter of Needles (same as level 4 Wendigo Rank 5- Shattering Howl (same as level 5 Red talon) **__Camp benefits__** Level 1- you get a free contact for the camp and camp gifts at half xp Level 2- you have a free dot in spirit network. level 3- you get level 1 grondr gifts at in affinity cost level 4- you get free dot in primal urge and suvirval level 5- you get level 2 grondr gifts at in affinity cost and 1 level 3 grondr at in affinity cost These Fianna claim no land as their own and travel the world with their kin in bands, depending greatly on one another for survival. Unlike most Fianna, who love their hearth and home, these Garou are forever mobile, never staying in one place for long. They act as the eyes and ears of the clan, with the Righ of each band reporting in to the Ard Righ of the tribe with anything they notice on their travels that may lead to trouble for the Fianna or the Nation as a whole. Because of their nomadic nature, the Rovers are sought when knowledge of a certain location is needed by other Fianna or even other tribes. They are also employed as scouts in Fianna war parties due to their innate understanding of both woodland and urban environments. **__(banned)__** This camp acts as a rapid reaction force, forming strike teams to moon-bridge into caerns that are under attack by the Wyrm, and defending places that might fall without their aid. The Brotherhood has a reputation for factionalism beyond their core stated purpose, particularly as an English-only camp. Many (including the Grandchildren of Fionn) believed that the camp’s primary purpose was extending the British Empire’s policy of imperialism into the tribe. However, when a Frenchwoman recently took over leadership of the camp and refocused its attention on guerilla warfare, many found their complaints of Irish oppression undermined. **__(limited)__** **__Camp gifts__** Rank 1- Resist Pain (Same as level 1 philidox) Rank 2- Resist Temptation (Same as level 2 stargazer) Rank 3- Combat Healing (same as level 3 ahourn) Rank 4- Wasp Talons (same as level 4 Black fury) Rank 5- Kiss of Helios (same as level 5 Ahroun) **__Camp benefits__** Level 1- you gain a free contact for camp and camp gifts at half off level 2- You recover agg twice as quickly out of combat level 3- You cross moon bridges twice as quickly and everyone in your group has -2 dc to staying on moon bridges and +2 dice to any issues on it. level 4- You get a free dot in stealth as well as either firearms, melee, brawl or any other combat skill. this can above 5 level 5- Get a free dot in stamina and dexerity and althetics that can go above 5 While outsiders may link all Fianna to faeries, the Tuatha de Fionn is the camp most likely to deal with them. New Tuatha are recruited by current members who find something in them — faerie blood or madness — which they believe will allow the new recruit to deal with the Fair Folk on something like equal terms. After a long period of tutelage, they’re taken to meet the Fae, and hopefully to join the Tuatha de Fionn as full members. The Children of Fionn not only parlay with faeries on behalf of the Garou Nation, but learn from them about many of their mutual enemies who — while not necessarily Wyrm-spawn — are likely to interfere with the Nation. **__Camp gifts__** Rank 1- Satyr’s Wisdom (Same as celcian level 1) Rank 2-Dreamspeak (Same as galliard level 2) Rank 3- Faiere Kin Rank 4- Faerie Blood Rank 5- Forms of Cernunnos **__Camp benefits__** Level 1- you get a free contact and camp gifts at half xp Level 2- you get a free dot in changling lore, as well as 1 lore in a kith, every level above level 2 gives you a free lore dot in another kith. level 3- you get +2 dice when talking to changelings to be friendly with them level 4- Similar to changelings, you can do bunks to reduce the dc of a ritual or a gift. this can only go to -3 dc. level 5- spend a gnosis and a wp and make a gnosis roll equal to dc of the gaunlet, on a success, for remainder of the scene, . Whenever dice rolls turn up 10s, the player rerolls them (at the same difficulty as the initial roll). Any further successes are added to the total, and any further 10s continue to be rerolled. The 10s still count as successes as well. Songkeepers are the Galliards’ Galliards, dedicated to keeping alive the history of not just Stag’s Chosen, but the whole of the Garou Nation. They travel the world, learn-ing new and old songs from other tribes. They aren’t all Galliards, though. Songkeeper Theurges try to keep alive all the rites of the Garou, Philodox learn and preserve the wisdom of other tribes, and even some Ragabash in the camp keep links with the other tribes and share ways to keep the Nation on its toes. Most martially-minded Fianna find other camps, but historically there have been a few Songkeeper Ahroun who have dedicated themselves to discovering and learning lost fighting forms, tactics, and weapon styles from throughout the Nation **__Camp gifts__** Rank 1- Fable (same as level 1 Kistune) Rank 2- Song of the Earth Mother (same as level 2 shadowlord) Rank 3- Cairbre’s Tongue Rank 4- Words Like Wind (same as level 4 Galliard) Rank 5- Legend’s Insight (same as level 5 galliard) **__Camp benefits__** level 1- you get free contact dot for your camp and camp gifts at half off level 2- you get access to rank 1 galliard gifts in affinity, galliards get it half off instead level 3- You can replace performance into any non-gift or ritual roll as long as you have a performance spec that makes sense. level 4- you get +2 dice for any perfomance and 2 specs level 5- you a free dot in perfomance, you get rank 2 galliard gifts at in affinity costs. Galliards gets rank 3 and lower galliard gifts at half off. === Get of Fenris=== Get philosophy dictates that a warrior is exactly as cunning, strong, wise, or honorable as he (or she) has shown; no more, and no less. However, even within the tribe, some have embraced outsider attitudes, claiming female Get are not capable of the same prowess and bravery as their male counterparts. The Valkyria, an all-female camp dedicated to glorious battle, prove otherwise. Some see them as unnecessary, but the Valkyria say until there is no Jarl who refuses female Modi the chance to fill their rightful role, the camp will continue. **__Valkyria of Freya gifts__** Rank 1- Man’s Skin (as the level 1 black fury gift) Rank 2- Kneel (as the level 2 black fury gift) Rank 3- Coup de Grace Rank 4- Wasp Talons (as the level 4 black fury gift) Rank 5- Gorgon’s Gaze (as the level 5 black fury gift) **__Valkyria of Freya benefits__** Level 1- You gain a free contact and access to the camp list at half xp Level 2- You gain a +2 dice bonus for helping any women in need of help or defending Level 3- You get access to level 1 black fury gifts as if there in affinity for you Level 4- anytime you take damage, you can choose to gain 1 rage without rolling for frenzy Level 5- You get +1 to dexterity or strength (can go over max ) and you get a -1 dc to brawl and melee attacks The Hand do not believe in surrender, and are utterly dedicated to their task. There are precious few members in this camp, and they are all executioners: hunters who seek out and destroy the enemies of Gaia. They focus on the horrible results of the Wyrm’s corruption of human-ity: rapists, murderers, pedophiles, and terrorists. Because they target the symptoms rather than the core cause of this corruption, other Fenrir sometimes claim the Hand is remiss in its true duty to the tribe. Such claims, however, are usually made where the Hand cannot hear them. **__Hand of tyr Gifts__** Rank 1- Sense Trauma (as the level 1 philidox gift) Rank 2- Sense of the Prey Rank 3- Sense guilt Rank 4- Web of Knowledge (as in the level 4 homid gift) Rank 5- Soul’s Guilt (as in the level 5 philidox gift) **__Hand of Tyr Camp benefits__** Level 1- you gain a contact for the camp for free and gift list at half xp Level 2- you get the sense wyrm, weaver and wyld gifts at in affinity costs, if they already are you get it at half xp cost Level 3- You get a free 2 dot contact that helps you find information on where injustices are Level 4 – you gain a free dot in engimas and empathy (can go over 5) Level 5 – you get a free dot in perception (can go over 5) and -1 dc on all perception rolls. This ancient camp consists of those who have lost (or cut) all ties with the world around them and dedicated themselves solely to destroying the Wyrm. They care for nothing else: not humans or wolves, spirits, the Veil, or even Garou society as a whole. They are the monsters that other tribes sometimes picture all Fenrir to be, having traded all shreds of compassion, empathy, and common sense for their single-minded, sociopathic dedication to the Wyrm’s demise. **__(banned)__** Of all the Get camps, the Fangs are the most suited for interaction with the rest of tribes of the Nation, and with outside society. They think in the long-term, believing in fighting the Wyrm by preventing it from sinking its roots into humanity. They organize neighborhood watches, teach self-defense and crime prevention, and, on the lupus side of the War, mount educational campaigns for humans about the value of the wolf and other natural predators in the wildlands. Other Get may see them as weak, but the Fangs believe themselves to be the Fenrir of the future. **__Fangs of Garm Gifts__** Rank 1- Tagalong (same as the level 1 bone gnawer gift) Rank 2- Strength of purpose Rank 3- Streets Tell Stories (same as the level 3 bone gnawer gift) Rank 4- Speech of All Things (same as the level 3 Coggie gift) Rank 5- Beyond Human (same as level 5 homid gift **__Fangs of Garm Levels__** Level 1- you gain a contact for the camp for free and gift list at half xp Level 2- Gaining tribal lore in your tribe and others tribes are at half xp cost Level 3- You get the calm heart Merit and a free dot of allies that help you teach Level 4 – You gain a -2 dc when teaching humans and free dot in leadership Level 5 – You gain +1 charisma that can go above 5 and get 2 free dots of influence A radical group that shares more beliefs with the Red Talons than with most members of their own tribe, the Fist of Wotan see humanity as just another tool of the Wyrm — a fetid breeding ground for the Wyrm’s agents and influence. As a camp of predominantly lupus Garou, they see the Nation’s protection of the human race as weak at best and self-defeating at worst. They are fairly secretive by nature; most homid Fenrir have no tolerance for the Fist’s agenda. But if a given Get’s plans include coincidentally destroying as many humans as possible while still accomplishing other goals, there’s a good chance they may belong to this camp. **__(banned)__** More of a bloodline than a camp, the members of Ymir’s Sweat supposedly owe their heritage to Get who interbred with Wendigo and Uktena kin after the earliest Scandinavians arrived in the New World. They do not commonly make themselves (or their lineage) known, as both the Fenrir and Wendigo have been known to look unkindly upon those who come from “sullied” breeding. **__(Limited)__** This secret camp seeks to topple the Silver Fangs’ leadership of the Nation because they believe themselves more worthy of ruling the Nation in the Fangs’ place. The camp only admits those who have somehow crossed current Get leaders in trying to challenge the Fangs’ leadership, but they will work with almost anyone. They have even allowed metis to join and have used Wyrm minions to further their goals. They also seek to embarrass Fang and Get leaders by finding their weaknesses or shameful secrets and exploiting them. **__Limited__** **__Camp Gifts__** Rank 1- Whisper Catching (same as level 1 Shadowlord) Rank 2- Luna’s Armor (same as Coggies level 2) Rank 3- Secrets (Same as uktena level 3) Rank 4- Seeds of Doubt (same as shadowlord level 4) Rank 5- Weakest Link (same as level 5 ragabash) **__Camp benefits__** Level 1- you get a free contact in camp and camp gifts at half off level 2- you get a free dot in spirit network or spies for free and free dot in silver fang lore. level 3- you get level 1 silver fang gifts at in affinity cost. level 4- you get free dot in subterfuge, and you get another free dot in spirit network or spies for free. level 5- you get free dot in manipulation and level 2 silver fang gifts at in affinity costs. **__ (Banned and destroyed)__** There Nazi's, and were destroyed during and in the aftermaths of WW2 === Glasswalkers=== Dedicated to using computers to turn the tide of the Apocalypse, the Random Interrupts include everyone from hackers to sysadmins: all who see technology as the latest (and greatest) tool of the Garou Nation. The Interrupts organize themselves loosely around projects which run the gamut from information-gathering to wholesale destruction. Although sometimes labeled “Luddites” because of their early attacks on technologi-cal targets, they believe in freeing information (and the Net) from the hold the Weaver and Wyrm have on it, and using technology and information as tools to aid the Nation in its goals **__Random Interrupts Gifts__** Rank 1- Phone Travel Rank 2- Mind Partition Rank 3- Universal Interface Rank 4- Cooling system Rank 5- Network Terminal **__Random Interrupts Camp Benefits__** Level 1- you gain a contact for the camp for free and gift list at half xp Level 2- you gain lightning calculator and Concentration merits for free Level 3- you gain the Technologically advanced or Computer aptitude merit for free along with a free dot of hacker allies Level 4 – Your encryption has gotten to the point where you are immune to mundane hacking attacks and you get a +2 dice for hacking and encryption Level 5 – You gain a free dot in Int or Wits that can go above 5, and a free dot in computers that can above 5 Strongly tied to the Mafia and other forms of organized crime, the Wise Guys utilize money-making endeavors of all sorts to finance and support their war against the Wyrm, and to take down Wyrm-tainted rival businesses. Until they were replaced by the Corporate Wolves in the mid-1970s, the Wise Guys dominated the power positions within the Walker tribe for several decades. Their members demonstrate ruthless ambition, inspiring fanatic devotion from their packmates, Kinfolk, and minions. **__Wise guys Gifts__** Rank 1- Tommy’s New Trick Rank 2- Image of the Saints Rank 3- Whispers on the Street Rank 4- Corner Shot Rank 5- Family Debt **__Wise guys Camp Benefits__** Level 1- you gain a contact for the camp for free and gift list at half xp Level 2- you get mother touch level 1 gift for free Level 3- you gain the black market ties at 2 dots for free, if you are already have it, you go up by 1 for free. Level 4 – You get the Umbral Motorcade gift for free as well as a free dot in engimas and either church ties or underworld ties for free Level 5 – You have an underlying that helps you out, they are a Cliath in terms of rank, have a dice pool of base 4, and 7 for fire arms, subterfuge, and intimidation rolls, as well has 9 dots in background that you can spread among Influence, contacts, allies, or resousrces, however none of them can go above 3. Dedicated to bringing the Wyld into urban environ-ments, the City Farmers are capable of creating veritable jungles on rooftops, in abandoned lots, and within city parks and green spaces. They believe that not only does city gardening (including growth in underground, in-door, or “found” niches like flower beds) integrate city populations with the power of the Wyld in ways many would not otherwise experience, but that properly done, it can halt urban expansion into what little wilderness still remains pure **__City farmers Gifts__** Rank 1- Agro Culture Rank 2- Nature’s Plenty (same as level 1 gurhal gift) Rank 3- Sing Down the Rain (same as the level 3 uktena gift) Rank 4- Vision Cloud (same as the level 4 Balam gift) Rank 5- Touch of Restoration [same as the level 5 grondr gift) **__City farm Camp Benefits__** Level 1- you gain a free contact and access to camp gifts at half xp Level 2- you get a free 1 dot ally that helps you get things for your farm and learn rite of growth ritual for free Level 3- You gain the cloak the seasons merit for free. Level 4- You get a free dot and 2 free specs in science. Level 5- you get a free dot in wits and stamina and surival. This camp is a vast network of Glass Walkers devoted to using big business as a tool to defeating the Wyrm. As a highly political organization, members of this camp maintain a strong hierarchy (easily demonstrated through flow charts and departmental trees) and utilize local, national, and multi-national corporations as both carrot and stick when encouraging their desired behavior from human society. Corporate Wolves have frequently been the dominant camp in the tribe from the mid-1970s onward. An uptake in technology brought the Random Interrupts into greater power, but the Corporate Wolves have rallied of late, gaining strength as the corporation as a concept exerts more control over the world **__Corporate wolves gifts__** Rank 1- Budget Approval Process Rank 2- Buzzword Language Rank 3- Bonds that Tie Us (Same as the philodox gift) Rank 4 Call the City’s Wolves Rank 5- Takeover **__Camp Benefits__** Level 1- You get access to the Corporate wolves gifts (still to be appropriate rank) at half xp cost and a free contact for this camp Level 2- You gain Pulse of the city merit and 1 influence for free Level 3- Level 3- You Gain Corporate Ties or you get Corporate Savvy (3pt.) for free merit for free, as well you get a – 1 dc to all rolls in making fair deals. Level 4- Contacts and Influences cost CR*1 instead of CR*3. Level 5- Your resources are considered doubled for how much you can spend and come back within a week. You also get 1 dot in manipulation or charisma for free that can go above 5 Umbral Pilots are united by their love of explora-tion and discovery, and dedicated to investigating the far fringes of the Umbra and its mysteries that lie terein. Many have created Umbral transport vehicles of bizarre design, dedicated the entire machine to themselves, and used it to explore not only the Near Realms, but the Deep Umbra as well. **__Umbra Pilots gifts__** Rank 1- Umbral Tether Rank 2- Emergency Exit (same as the level 2 ragabash gift) Rank 3- Umbral Sight Rank 4- Seeking the Void (same as the level 4 stargazer gift) Rank 5- Summon Net-Spider **__Camp Benefits__** Level 1- you get a free contact in the camp and camp gifts at half xp cost Level 2- You get a free dot in pilot and a free dot of allies to help you get supplies for your vehicle Level 3- you get a free dot of resources, as well as a free dot in kinfolk level 4- You have a -1 dc to cosmology and piloting. Level 5- you get a free dot in perception and dexerity and a free dot in piloting half doomsday cult, half mercenary camp, Dies Ultimae offers “elite small-scale forces for short-term, delicate missions.” They use the funding gained from mercenary contracts to launch attacks on Wyrm targets, utilizing both Kinfolk and Garou paramilitary soldiers. Dies Ultimae’s leadership believes that the end times are upon the Garou Nation. They recognize themselves as, essentially, terrorists for Gaia, and use any and all tactics — guerilla warfare, assassination, arson and structural destruction, urban combat, propaganda, and more — in order to accomplish their goals **__Dies Ultimae gifts__** Rank 1- Last Ditch Rank 2- Well-Oiled Running Rank 3- Steel Blowfish Rank 4- Fog of War Rank 5- Chaos Mechanics **__Camp Benefits__** Level 1- you get the camp gifts at half xp and a free contact in the camp Level 2- you get a free 1 dot ally that helps you get weapons and ammo and a free contact for mercenary missions. level 3- you gain 2 dots in backup. level 4- You get a free dot and free spec in firearms and stealth level 5- You get a free dot in dexerity, althetics, and wits. **__(banned)__** They are weaver corrupt and have been an active enemy agaisnt starke and the council before. The Cyberdogs are a camp that believe in replacing mortal flesh with machinery, often falling to the weaver while doing so. They also have been known to kidnapp kinfolk and shifters of other tribes. They have done so before in game as well agaisnt the council. Perhaps more accurately labeled a movement than a true camp, the Urban Primitives struggle to unlock the feral side of the City, diving deep into the spiritual heart of the urban environment to connect with its technological heart-beat. They build tribal societies (both in the Nation and amongst humans) and commune with technology spirits, while decorating themselves with tattoos, pierc-ings, scars, and brandings — embracing neo-ritualism and a retro-modern symbolism that only their camp seems to truly understand. **__Camp gifts__** Rank 1- City Running (same as level 1 homid) Rank 2-Road Ward (Same as bone gnawer level 2) Rank 3- Pathfinder (same as level 3 ragabash) Rank 4- Attunement / Lay of the Land Rank 5- Song of the City-Beast **__Camp Benefits__** level 1- you get a free contact for the camp and camp gifts at half off. leevl 2- you gain a dot of spirit network for free Level 3- you are at -1 dc to perfomaning rituals when inside the city Level 4- you gain a dot of weaver lore and althetics for free Level 5-you gain 2 free dot's in spirit hertiage for city spirits Believed by many to be an urban legend, this camp reportedly attempts to rally forces for the right of the Machine to be free of its enslavement by humanity. Legends say that Mechanical Awakening is (or was) predominantly membered by lupus Garou, whose goal was to release the Incarna of The Machine from humanity’s control, and thus allow it to take its natural place in the ebb and flow of the spirit world. **__(Limited)__** **__Camp gifts__** Rank 1- Sense Weaver (Same as level 1 thergue) Rank 2- Drunken Spider (same as level 2 Stargazer) Rank 3- Umbral Camouflage (Same as level 3 thergue) Rank 4- Virtual Umbra Rank 5- Chaos Mechanics **__Camp Benefits__** Level 1- You get a free contact for the camp and camp gifts at half xp cost level 2- You get a free dot in cosmology and weaver lore level 3- You get the Celestial affinity merit for mechanine spirits for free Level 4- You have a -1 dc to any lore on the weaver and its realms. level 5- You get free dot in perception, wits and investigation === Shadowlords=== The Judges of Doom strike fear deep into the heart of the Garou Nation by seeking out and destroying Garou who flagrantly violate the tenets of the Litany. They pursue their agenda with ruthless zeal. Pitiless and remorseless, they show no mercy as they hunt down and destroy Ga-rou — even entire septs — who have allowed a caern to be violated or committed some other wholesale violation of the Nation’s laws. No Litany-breakers are immune to their scrutiny and justice. **__Judge of doom gift__** Rank 1- Halt the Coward’s Flight Rank 2- True Fear Rank 3- Interrogator Rank 4- Assassin’s Strike Rank 5- Find the Transgressor **__Camp Benefits__** Level 1- you get a free dot in contact for the camp and camp gifts are half xp Level 2- you get 2 free dots in spies Level 3- you get a free dot in any combat skill and athletics Level 4- in affinity gifts are at half xp cost Level 5- you get a free dot in perception, empathy and wits A Lord of the Summit will do anything to achieve power, and once he achieves it, will not sacrifice it for any reason. Invoking the Litany, Lords with authority state that since the Apocalypse is at hand, there is no longer any illusion of peace under which their rulership may be honorably chal-lenged. These Lords hold many leadership positions within the tribe (and the Nation), where their continuous states of “martial law” promote and preserve their tyranny. **__(limited)__** **__Lord of the Summit gift__** Rank 1- Paranoia Rank 2- True Fear Rank 3- Interrogator Rank 4- Roll Over Rank 5- Mask Taint **__Camp Benefits__** Level 1- free contact for camp and camp gifts for gifts at half cost Level 2- You get a -1 to intimidation rolls Level 3- you get a bonus to intimidation equal to your levels in the camp Level 4- you get spies for half off Level 5- you get a free dot in intimidation, wits and manipulation The Bringers of Light seek inner strength by continu-ally testing themselves against the taint around them. Time and time again, they seek out the temptation of the Wyrm, interacting with vampires, Black Spiral Dancers, fomori, and other Wyrmfolk. Although many have fallen while trying to embrace this camp’s tenets, the Bringers believe that the strongest (and truly worthy) do not succumb to the darkness; they overcome it. **__Bringers of light gift__** Rank 1- Purify Scent Rank 2- Pure Identity Rank 3- Liars craft (same as the level 3 ragabash) Rank 4- Dam the Heartflood (same as the level 4 silent strider) Rank 5- Purity of Blood **__Camp Benefits__** Level 1- you get free contact dot for the camp and camp gifts at half off Level 2- you get a free dot in vampire lore and 1 general clan Level 3- you can drink human blood without immediately gaining taint or throwing up by spending a wp. This last an hour and afterwards you can another wp or have to throw it up or consume it and gain wyrm taint Level 4- you get another free dot in vampire and -1 dc to lore checks Level 5- purity of blood also works on yourself and you get a free dot of manipulation Not all power is gained through personal aggrandizement. Children of Crow know this, and by forgoing the call of individual ambition for the sake of political expediency, they gain power by serving those more pow-erful than themselves. Such servants will never attain positions of personal authority. They sacrifice chances to gain power for themselves in order to serve the tribe by catching details in their environment and uncovering secrets buried in the hearts and minds of others. They use this information not only to destroy enemies of the Garou and fight the Wyrm, but to build a foundation upon which those of other Shadow Lord camps may build their towers of power. **__Children of crow gift__** Rank 1- Perceptive Servant Rank 2- Hidden Secrets Rank 3- Spirit of the Bird / Dark Aerie Rank 4- Scent of Beyond (same as level 4 philodox) Rank 5- Mastery (same as level 4 silver fang) **__Camp Benefits__** Level 1- You get a contact for free in this camp, as well as you get the Personal totem of Crow which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 2- You get a free dot in Silver fang lore (max 3) and get access to the Children of Crow list at half cost Level 3- You gain access to level 1 Silver fang gifts as if in affanity and a free dot in Ettique can go over 5) Level 4- You get -1 dc to perception rolls and also increase your alterness and subterfuge by 1 (can go over 5) Level 5- You Gain access to level 2 Silver fang gifts in affinity, and also get charisma or manipulation go up by 1 (can go over 5) This secret Shadow Lord camp consists mostly of high-powered Philodox and their Ahroun allies from around the world. They meet in secret at each Shadow Lord Grand Moot to plot the usurpation of the Silver Fangs’ rulership of the Garou Nation. The Guard command great military power, and have strong internal coordination. Though they hatch their plots in secret and carry out their actions without coordination from within the Shadow Lord hier-archy, they operate with the tacit blessing of the highest levels of tribal authority. Many high-ranking Shadow Lords aspire to join the Revolutionary Guard, and being tapped for membership is considered a tremendous honor. (**__Limited__**) **__Camp Gifts__** Level 1- Mindspeak (Same as gallaird level 1) Level 2-Urban Ward (same as bone gnawer level 1) Level 3- Liar’s Craft (same as ragabash level 3) Level 4- Spirit ward (Same as thergue level 4) Level 5- Strength of Will (Same as ahourn level 5) **__Camp Benefits__** Level 1- you get a free contact and camp gifts at half off Level 2- you get 5 honor (which reduces xp thresholds) Level 3- you get a free dot of resources and 3 dot ally for weapons and other combat related items Level 4- spies are half off Level 5- you get a free dot in manipulation, subterfuge and wits One of the newest camps, these Shadow Lords follow the recently-redeemed totem of Bat and use his powers on Gaia's behalf. **__Children of bat Gifts__** Rank 1- Ears of The Bat Rank 2- Patagia Rank 3- A Thousand Eyes Rank 4- Shadow of the Bat (works like Bone gnawer shadow of rat gift) Rank 5- Gaia’s Vengeance (as the level 5 red talon gift) **__Children of bat Camp levels__** Level 1- You get a contact for free in this camp, as well as you get the Personal totem of Bat which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 2- You get a free dot in wyrm lore (max 3) and get access to the Children of Bat list at half cost Level 3- You get access to level 1 Camatoz gift which can be purchased as if they were In affinity and may shift into a bat by spending a gnosis and a Stamina + pu roll dc 6, success allows you to shift into a bat. Level 4- You get access to level 2 Camatoz gift which can be purchased as if they were In affinity and you get -1 dc to all perception rolls Level 5- you get access to level 3 Camatoz gifts, you get an additional level in perception this can go above 5 and additional perception spec. A secret society devoted to instilling fear in their enemies, the Masks’ dedication to their dark arts is so fanatic that they purportedly practice ritualized mutilation upon themselves to inspire greater horror in their victims. Since the unknown is the playground of fear, no true Mask ever reveals their membership in the camp to outsiders, save for those who are targeted for indoctrination into their numbers. Leadership within the tribe consistently claims to have stamped the Masks out of existence. Whether this is accurate or not remains to be seen, but Shadow Lord Galliards still sing many of their tales as a warn-ing to others. **__(banned)__** All Storm Lords understand the power of darkness, but none so deeply as the members of this secretive, mystic camp. So strong is their fanaticism that they claim that sunlight itself is a threat to the forces of Thunder, and seek to plunge the world into eternal darkness (the better to carry out their tribe’s rise to power unfettered by Helios’ unyielding rays). The official tribal word on this camp is that it has been eradicated due to possible associations with vampires and other creatures of the Wyrm; some believe, how-ever, that they have merely slipped back into their beloved darkness to regroup. **__(banned)__** ===Silent Striders=== Loyal to Gaia, to the tribe, and the Garou Nation, Wayfarers ply their mercenary trade as a way of compen-sating for the curse that drove them from their homeland. Unable to build the support structure that possessing mul-tiple caerns and established flocks of Kinfolk can allow, they barter their skills on the battlefield (and beyond) with those whose are not so hampered. In doing so, they not only enrich the Striders with the resources they claim, but with the ties they build to other tribes as well. **__Wayfarers gifts__** Rank 1- Pack Tactics (same as level 1 Ahourn gift) Rank 2- Call to Duty / Spectral Authority Rank 3- Combat Healing (same as level 3 Ahourn gift) Rank 4- Web of Knowledge (same as level 4 homid gift) Rank 5- Soul’s Guilt (same as level 5 philodox) **__Camp Benefits__** Level 1- you gain a free contact dot and camp gifts at half xp cost Level 2- you get a free kinfolk dot, who helps you set up connections between other septs. Level 3-you gain access to level 1 ahourn gifts in affinity, if ahourn you get them at half xp instead. Level 4- you get a free dot in resources and ally Level 5- you get a free dot in dexterity and strength and althetics These were the first Garou to take the Prophecy of the Phoenix seriously, or so some say. They spilt up and wandered the world looking for Wyrmsign and brought the word back. They are still not done telling the Garou of all the Wyrmsign they found. Most importantly, they bring hope. They are among the wisest of the Garou, so you better jump when they tell you to. **__Harbingers Gift list__** Rank 1- Inspiration / Grim Resolve Rank 2- Troubleseeker Rank 3- Ghost Touched Rank 4- Rebirth (Same as level 4 philodox) Rank 5- Fog on the Moor (same as level 5 Fianna) **__Camp Benefits__** Level 1- you can access to camp gifts at half cost and free contact for camp Level 2- you get access to gift sense wyrm for free and free dot of wyrm lore Level 3- you get + 2 dice to bringing hope to someone Level 4- you get a free dot in empathy and investigation Level 5- you get free dot in Perception wits and wyrm lore Originally travelers who quested for odd scraps of spirit lore, unique fetishes, or news of foreign lands, in the days since the Striders were driven from Egypt, the Seekers have dedicated themselves to finding a way to break the tribal curse. They are some of the cleverest, best informed, and most knowledgeable members of the tribe; they gather lore like misers gather gold. **__Camp Gifts__** Rank 1- Hear the Silence Rank 2- Sense of the Prey / Pulse of the Prey Rank 3- Secrets (same as level 3 uktena) Rank 4- Prophecy Rank 5- Malleable Spirit (same as level 5 Thergue) **__Camp Benefits__** Level 1- you gain access to camp gifts for half off and a free contact Level 2- you gain + 2 dice to rituals Level 3- you gain a free dot in vampire lore and free dot in occult Level 4- Rituals take half as long to learn Level 5- you get a free dot in intelligence, occult and can learn the ritual "ritual of life" Since the day the Striders were banished from their home, the Dispossessed have sought a new one for them; unfortunately, they cannot agree on where that new home-land should be. They’ve tried to establish replacements for Khem several times over the past thousand years, but each one has (thus far) been a dismal failure. Dispossessed are mostly homid; wolf-born rarely understand the camp’s obsession with one patch of land over any other. **__Camp Gifts__** Rank 1- Safe Haven Rank 2- Graceful Strike Rank 3- Reveal the Hidden (same as level 3 uktena) Rank 4- Attunement/ lay of the land Rank 5- Strength of Will (same as level 5 ahourn) **__Camp Benefits__** Level 1- free camp contact and camp gifts at half xp Level 2- you gain a free dot in spirit network Level 3- you gain a free dot of resources Level 4- Influence contacts and allies cost half xp Level 5- gain a free dot in wits, stamina and survival Striders hate the undead, but none more fervently than the Swords of Night. This camp, spawned long ago as the Daggers of Nut, want nothing more than the impossible: to destroy every Leech who mars the face of Gaia with their unclean presence. While many Garou respect their fervor, they sometimes stir up problems for septs that have resigned themselves to an impasse with the vampires in their area; wary peace is an unacceptable compromise to the Swords. All Leeches must die. **__(banned)__** Consume the brain of your enemy and learn all of his secrets: a vile but useful ritual. Unfortunately, the burden borne by those who practice such rites is often heavier than the knowledge they gain. All who consume the flesh of others slowly go insane and reek of the Wyrm’s stench. Some even develop an addiction to fresh brains, and will kill innocent and guilty alike in order to feast. Other Striders seek out and destroy those suspected of being Eaters of the Dead. These efforts have driven the remnants of the camp underground where they are ru-mored to practice their profane rite amongst the shadows. **__(banned)__** Members of the Bitter Hex wield one of the most controversial and dangerous tools known to the tribe: the curse. While members keep their association with the camp secret, the camp as a whole makes no bones about its existence. They want the rest of the world to know that their tribe has suffered enough, and the Hex has plenty of mojo to avenge any wrong, no matter how slight, against the Striders and their Kin. (_ limited due to being a secret camp_) **__Bitter Hex Gift__** Rank 1- Sense wyrm Rank 2- Graceful Strike Rank 3- Curse of Hatred Rank 4- Harano / Curse of Harano (same as level 4 wendigo) Rank 5- Fetish Doll **__Camp Benefits__** Level 1- you gain a free contact and camp gifts at half xp Level 2- you get a free dot of occult and undead lore Level 3- you gain access to the sorcerer path Fortune up to level 2. Level 4- you get + 2 dice to cursing someone Level 5- you gain access to the sorcerer path Fortune up to level 3. === Silver Fangs=== __Houses__ Of the thirteen tribal Houses that once existed, only seven remain: Seven Silver Fang leaders guiding the destiny of the tribe from around the globe; seven Silver Fang families, each with their own perspective on how the tribe — and the Nation — should be run. Unlike camps, Once a silver fang is a cliath, they are automatically apart of the house, almost always by lineage. Once the most powerful and honorable of houses, but its power declined along with the British Empire. The house is in a state of civil war and is claimed to be Wyrm-tainted by House Gleaming Eye. As House Gleaming eye goes after this house, many have left for there own saftefy wither by choice or by force, join other houses instead. Some look to there new oppertunity as apart of new houses and forget there old house. Other see it as a way they can help there house without being a target. Some have stayed, many dying to protect there Queen. Their Queen and Court has found sanctuary at the Sept of Tri-Spiral, the Fianna Tribal Caern. They are led by Queen Mary Campbell. **__House Austere Howl Gifts__** Rank 1-Osprey’s Eye Rank 2-Austere Mind Rank 3- Osprey’s Flight Rank 4-Call the Ice (same as uktena level 4) Rank 5- Call the Hunt (Same as fiana level 5) **__House benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Ospery which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- you gain access to level 1 fiana at in affinity costs Level 4- you gain a free dot of fiana lore and performance Level 5- you gain access to level 2 fiana at in affinity costs and one level 3 fiana gift For thousands of years, The Blood-Red Crest was the tribe’s only successful foothold in the East. Named for their ferocious fighting style, members of the Blood Red Crest are a small but potent force in the East. They seem to understand the strange shapeshifters and stranger vampires that live there, and are certainly the only ones of the tribe that have successfully maintained a presence in the area. Now, plagued by infertility, The Blood-Red Crest teeters on the edge of wholesale Harano. They are led by King Palmarstan Nayar. **__Blood-Red Crest Gifts__** Rank 1-Lightning Reflexes (same as Get level 1) Rank 2- Merlins Call Rank 3- Burning Blade Rank 4-Fog of War (Same as fianna/galliard level 4) Rank 5- Circular Attack (same as level 5 stargazer) **__House benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Merlin which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- you gain access to level 1 stargazer gifts at in affinity cost Level 4- you get a free dot in a combat ability and free spec in it. Level 5- you gain access to level 2 stargazer gifts at in affinity cost and one level 3 stargazer gift Preferring to refer to themselves as a Clan rather than a House, Crescent Moon relies on codes set by their history and ancient tradition more than most do, which has led to both their downfall and their rebirth. There's no question that this house is one of the Wyrm's fiercest enemies. They claim heroes like Aleking Axeclaw, Queen Viladus, Sophia and Yuri Tvarivich among their ranks, and boast about great victories, such as when they imprisoned Koshchei, the Wyrm Talon, or when they led the attack that slew Sharkala the Cruel. Yet, with each victory the Wyrm always came back stronger and House Crescent was almost wiped out during World War I. In modern times, House Crescent rules over a land infested with the Wyrm. Cainites plagued the lands and went as far as to lift a Shadow Curtain in the region, taking away the House protagonism among the Silver Fangs for the first time in a long time. After the Curtain fell, however, House Crescent was once back in the game under the competent leadership of Queen Tamara Tvarivich. **__Crescent moon gifts__** Rank 1- Wind of Buzzard Wings (same as Wendigo Call of Breeze) Rank 2- Resist Temptation (same as stargazer level 2) Rank 3- Rally the Troops (same as Homid level 3) Rank 4- Leshii's boon Rank 5- Strength of the Ancestors (same as get level 5) **__House Benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Buzzard which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- you gain +2 dice to resist the temptations of the wyrm. Level 4- you gain a free dot in wp Level 5- you gain a free dot in wyrm lore and free dot in strength Calculating, ruthless, and more than a little mad, House Gleaming Eye watches the rest of the tribe (and the Nation) with a vigilant gaze. Their inquisitors seek to root out any Wyrm-taint within the tribe before it can become an epidemic. They are the Internal police for the Silver Fangs, they hunt those who have been corrupted by the Wyrm. They rule Northern Europe; its traditional lands being France, Germany and Scandinavia. They are led by King Calvin. **__Gleaming Eye gifts__** Rank 1- Sense wyrm (same as level 1 Metis gift) Rank 2- Tourniquet (Same as level 2 Wendigo) Rank 3- View the Battlefield (same as galliard level 3) Rank 4- Seeds of Doubt (Same as Shadowlord level 4) Rank 5- Wounding Lies (Same as shadowlord level 5) **__House benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Hawk which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- you gain a free dot in wyrm lore and investigation Level 4- you are at -1 dc to any actions against someone of the wyrm. Level 5- you gain a free dot in dexterity, peception and a combat ability Ambassadors and emissaries for the Silver Fangs. They often serve as middlemen between the tribe and the rest of the Garou nation. Once the most solid and reliable of the Seven, the Unbreakable Hearth is now in grave peril. The Unbreakable Hearth prides itself on its long-recognized role as a facilitator between other tribes, although they have done little of late to quell any of the inter-tribal conflicts raging across North America. They are led by King Cyrus-the-Bald. **__Unbreakable hearth gifts__** Rank 1- Harriers view Rank 2- hidden meaning Rank 3- Social Butterfly (Same as galliard level 3) Rank 4- Speed Beyond Thought (same as strider level 4) Rank 5- Shared Strength (same as Ahourn level 5) **__House benefits__** Level 1-You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Harrier which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- you are at +1 dc for purposes of frenzy test. Level 4- you gain bonus dice to interacting with any tribe equal to the amount of tribal lore you have with that tribe. Level 5- you gain a free dot in charimsa, leadership and empathy. Long considered to be a bastion of wisdom within the tribe, Wise Heart has begun hoarding their secrets even more closely of late, leading some to suspect they may be dabbling in knowledge Garou were not meant to know. House Wise Heart are the keepers of the Secret of Gaia, and have many powerful Earth Gifts. These Garou tend to be mendicant, traveling from region to region. They were once powerful in ancient Italy and Greece, but their power there is a thing of the past. They appear there only sporadically now, staging hit-and-run raids on the region's vampiric overlords. They are led by King Tariki. **__House gifts__** Rank 1- Deep roots Rank 2- locate spirit tutor Rank 3- Call Earth Spirit (Same as croatian level 3) Rank 4-Spirit Blossom (Same as thergue level 4 ) Rank 5- Taint Evaporation (Level Four) (Same as grondr level 4) **__House benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Peregrine Falcon which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- You are considred two lore higher fo the purposes of learning other tribal gifts. Level 4- you gain a free dot in cosmology and lore Level 5- you gain access to one fera or sorcery path, at out of affinity costs, up to level 2 gifts House Wyrmfoe is known for its mavericks, its bold and individualistic kings. They do not rely on tradition so much as on their own instinct and wits. After King Jacob's death (and a fierce succession struggle), the ruler of the Wyrmfoe became Jonas Albrecht, who had recently acquired the fabled fetish known as the Silver Crown. In the possession of the revered item, he reached for other tribes and eventually was recognized as the King of the entire Garou Nation. **__House gifts__** Rank 1- Eagles beak Rank 2- hidden blade Rank 3- Words of the Alpha (same as coggie level 3) Rank 4- Pin the Eagle’s Wing (same as Fiana level 3) Rank 5- Aegis (Same as ahourn level 5) **__House benefits__** Level 1- You get access to the House Gifts (still to be appropriate rank) at half xp cost and a free contact for this house Level 2- You Gain a free dot of Silver Fang lore, as well as you get the Personal totem of Eagle which you can purchase with only needing equal number to your pack totem points instead of twice the amount. Level 3- You gain +2 dice to any leadership test against another shifter Level 4- Your gain access to a 3 dot fetish for free, this fetish is by the book and not custom made. Level 5- you gain a free dot in wits, primal urge and survival. __Lost Houses__ These houses are lost, all but gone for various reasons, as such all are automaically banned. House Golden Skt respected house who led all the Silver Fangs in ancient times. However They vanished almost overnight, no one seems to know how or why but some suspsect treachery from within the tribe. A warlike house from the Mediterranean, the only house to thrive in ancient Rome. However, they were later overwhelmed and defeated by vampires and most could not escape Harano. Hailed from Great Britain, France, and Holland. They faded away in the 17th century, after their mighty King, Aaron Everstone alienated his Garou allies and suffered a disastrous defeat against the Black Spiral Dancers. According to legend, the purest of the Silver Fangs, the Ice Pack is composed of white wolves from the north who live apart from the Garou Nation. Though they didnt partipate in the war of rage, they seemed to have died during it by an unknown fera group seeking retalation against the Silver Fangs. A house that fell during the War of Rage. It is said their hunting grounds were Russia and Europe, and that they committed some great crime during the war, such atrocities that Gaia herself expelled them from the planet. __Camps__ Spanning various Lodges and Houses, most Silver Fang camps are secretive groups whose members would likely be shamed, punished, or worse if their association with the camp was known. Others revel in their secrecy either because it suits their camp’s goals, or to keep their information out of the public’s eyes — or both When the First Wolf died to save Gaia, it learned the “Secret of Death.” The Ivory Priesthood is a secret society of Fang Theurges who, after undergoing a series of spiritual trials and tests, begin learning these same secrets about what lies beyond the shroud of Death. **__Camp Gifts__** Rank 1- Visions of Dust / Death Sight (same as the level 1 strider gift) Rank 2- Ghost Pack (same as the wendigo level 2) Rank 3-Ghost Touched (same as the level 3 strider gift) Rank 4- Black Mark (same as the level 4 strider gift) Rank 5- Walk With Hades (same as black fury level 5) **__Camp Benefits__** Level 1- you get a free contact and the gift " Enter Dark Umbra " for free Level 2- you get one dot of undead lore and acess to camp gifts Level 3- you gain access to level 1 strider gifts at in affinity cost Level 4- you gain a free dot in Wp Level 5-you gain access to level 1 strider gifts at in affinity cost and free dot in undead lore A society of Silver Fangs who strive to punish those who insult or ignore their tribe’s ancient right to rule, the Grey Raptors keep their identities secret, but their actions are overt. Terror and torture are their bread and butter in their attempt to enforce ancient oaths of fealty that few Garou outside of the Fangs remember or recognize. **__(banned)__** No Child of Falcon would ever admit to being a member of this camp and to accuse one of it would result in a demand for honorable challenge. The reason is simple: Masters of the Seal are thieves one and all, stealing secrets from the spirits and from other tribes. While they keep their identities secret, they divulge what they’ve learned to others in the tribe who can use the information to best promote the Fangs’ communal interest. **__Camp gifts__** Rank 1- Sense Magic (same as Uktena level 1) Rank 2- Taking the Forgotten (Same as ragabash level 2) Rank 3- Scrying (Same as Uktena level 3) Rank 4- Grasp the Beyond (same as thergue level 4) Rank 5- Thieving Talons of the Magpie (Same as ragabash level 5) **__Camp Benefits__** level 1- you gain a free contact and camp gifts at half xp Level 2- you gain a free dot in spirit network level 3- you gain a free dot in occult and subterfuge level 4- similar to corax, you can study another shifter using a gift and eventually learn it yourself, its the same roll and process as a corax. level 5- you are considered 2 dots higher for purposes of learning other tribe gifts, as well, you pay at in affinity cost isntead of out of affinity (only for xp purposes). There are rivals to the power of the Silver Fangs even within the halls of the white wolves. The secret society called Renewal dares to dissent from tribal orthodoxy and seeks to replace the old, inbred, senile leaders with fresh and sane ones. They don’t want the Silver Fangs as a tribe to relinquish power over the other tribes, since they think this will spell doom for the Garou Nation. They merely believe that change from within must happen. They have recently made overtures to the Stargazer group called the Inner Path, and are exploring ways the two groups can work together. **__Camp gifts__** Rank 1- Persuasion (Same as level 1 homid) Rank 2- Empathy Rank 3- Calm the Savage Beast (Same as the Coggies level 3) Rank 4- Avoid Fate (same as level 4 stargazer) Rank 5- Harmonious Unity of the Emerald Mother (Same as level 5 stargazer) **__Camp Benefits__** level 1- you get a free contact dot and a camp gifts at half off. Level 2- you gain a free dot in stargezre lore and have a free contact with a inner path stargazer. Level 3- you gain access to level 1 stargzaer gifts at in affinity costs. level 4- you gain a free dot in charimsa and leadership level 5- you gain access to level 2 stargzaer gifts at in affinity costs and one level 3 starzger gift for free Philosophical Divisions Not truly Lodge, nor House, nor camp, these philosophical parties form yet another fault along which the Silver Fangs divide themselves. Not all Fangs belong to one mind-set or the other, and not everyone who believes in line with one of the parties self-identifies as a Renewalist or a Royalist, but the division is significant enough to warrant mention. Sometimes confused with the clandestine usurpers who call themselves “Renewal,” the Renewalists seek to “fix” what they believe to be a problem in the tribe: excessive adherence to ceremony and tradition in the face of urgent need for new solutions to modern problems. Some urge kings to rely not on past wisdom, but on present intel-ligence. Others call for a spiritual reinvigoration, a return to times when ancient kings would consult the local spirit leaders before taking any action that would affect the area. Royalists look to the past to answer questions of the present; they believe that the Fangs’ ancient traditions provide an answer for any situation — if followed correctly. They abjure modern changes or adaptations to the tribe’s way of doing things, clinging to the past with fanatical devotion. Lodges While a Silverfang starts in a lodge, there gifts are much harder to obtain, requiring challanges and trails to go through to truly unlock the full potential of the Silverfang. Only the King can be of both lodges, the Twlight, a balance of Helios and Luna. The Sun Lodge teaches order, discipline, harmony, intellect and rationality. The Lodge are the servants of Helios and maintain strong ties with Falcon's Weaver-spirits, the Children of Karnak. The Lodge deals with the human world and maintains an intricate power structure among the Kinfolk. **__Lodge of the Sun gifts__** Rank 1- Ursa Light (same as gurhal level 1) Rank 2- Truce of Helios Rank 3- Honor Pact Rank 4- Sun Enfleshed (Same as mokole level 4) Rank 5- Katanka-Sonnak’s Spear (Same as Croatian level 5) The Silver Fangs of the Moon Lodge seek ecstatic, spontaneous experiences. Fangs of this lodge are the servants of Luna and maintain strong ties with the Wyld Falcon brood, The Talons of Horus. Those of this lodge explore the spirit world, traveling far afield in the Penumbra. They deal with the tribe's lupus population, and most lupus and metis who choose a lodge choose this one **__Lodge of the Moon (Waxing) gifts__** Rank 1- New Moons Laughter Rank 2- Crescent moon awarness Rank 3- Half moon diplomacy Rank 4- Gibbous moon understanding Rank 5- Full Moons wrath **__Lodge of the Moon (Waning) gifts__** Rank 1- Full moon cleasening Rank 2- Gibbous moon song Rank 3- half moon mnemonics Rank 4- Cresecnt moon fata Rank 5- New moon Ledgermain === Stargazers=== Known as the “Non-Returners,” some believe the Ana-gamin to be nothing but a legend. Depending on which story is told, they either accept or kidnap tribal members that they feel are worthy to accompany them on their journeys through the Umbra. They seek to release themselves from the fetters of reality, and believe that soon, all Stargazers will go to the Umbra, free of their mortal chains, and never return to earth. **__(banned)__** Members of this camp feel that the Garou Nation’s werewolf-centric focus will be their undoing, and that only by fighting the Wyrm where it lives — in the hearts and minds of mankind — can the War be truly won. The Sacred Thread travel into the darkest hearts of human populations and act as instructors, counselors, and men-tors for the people they find there, offering education of many kinds to help strengthen the human spirit. **__Camp Gifts__** Rank 1- The Teacher’s Ease Rank 2- Word-to-Weapon Rank 3- Speech of All Things (same as level 3 coggie gift) Rank 4- Web of Knowledge (level 4 homid gift) Rank 5- Eyes of Ignorance **__Camp Benefits__** Level 1- you gain a free contact for the camp and access to camp gifts Level 2- you gain a 2 dot contact for free that helps you find people that need education and mentoring Level 3- You gain a free dot and spec in academics and leadership Level 4 - Human around you are considred +2 wp for delrium and take twice as long to take effects Level 5- You gain a free dot in Charsima, intellengence and empathy Sometimes mistaken for members of the Silent Strider tribe, this camp belongs to an ancient tradition. Lung-gom-pa — wind meditation — grants them physical prowess to fulfill their duties: transmitting messages, items, and secrets from caern to caern or court to court. Through meditation and other mystic practices, they are able to achieve near-weightlessness, allowing them to run across water, scale forbidding obstacles, and perform other feats of dexterity, speed, and endurance. **__(limited)__** **__Camp Gifts__** Rank 1- Speed of Thought (same as strider level 1) Rank 2- Bird bones Rank 3- 7 mile leap Rank 4- Speed Beyond Thought (same as strider level 4) Rank 5- Uncaught Since the Primal Morn (same as level 4 coggie) **__Camp Benefits__** Level 1- You gaina free contact and camp gifts at half xp cost level 2- you get access to Rank 1 strider gifts at in affinity costs Level 3- -1 dc to meditation rolls and rolls related to long distance running Level 4- you get access to Rank 2 strider gifts at in affinity costs Level 5- You get a free dot in meditation and dexterity and 1 level 3 strider gift for free Labeled an Apocalypse cult by many, the Successors dedicate themselves to defeating and destroy the demons who drink Gaia’s soul like hungry tumors —that is, vampires and other undead. While not in battle with their demons, members of this camp are often indistinguishable from other Stargazers. But when faced with their enemy, they don green robes in homage to Zhong Kui, the first of their number, and attack with single-minded fanaticism. **__(banned)__** Led by a reincarnation of Klaital, the first Stargazer, the Puk follow their mentor’s guidelines for cultivation of enlightenment. They feel that understanding from original wisdom is to be more valued than wisdom from a mind tainted by the modern world. Recently the camp has been devastated because the spirit of Klaital has not been reincarnated to lead them. Some believe this to be a sign that the last days of the Apocalypse are upon the Nation. **__(limited)__** **__Camp gifts__** Rank 1- Swallow Rage (Same as Coggies level 1) Rank 2- Resist Temptation Rank 3- Wisdom of the Ancient Ways (Same as philidox level 3) Rank 4- Prophecy (same as thergue level 4) Rank 5- Trust of Gaia (same as coggies level 5) **__Camp Benefits__** Level 1- You get a free contact and camp gifts at half off Level 2- You gain 2 wisdom for every level starting at level 2 Level 3- enemies attempting to emotionally or mentally manipulate you via powers are at a +2 dc agaisnt you. This doenst apply to mundane manipulation. Level 4- for purposes of frenzy, you are +1 dc to frenzy test and can ignore 1 dice on any rage test (this doesnt create a botch) Level 5- You gain a free dot in wits, dexterity and occult Members of the Zephyr travel among other Garou, joining packs and spreading their wisdom through example. Experience is their goal, for in its twisting fates they hope to gain visions unobtainable otherwise. Kai Lin is said to have been the first of this camp. Some say the Zephyr was originally formed around a dojo for the training of Kailindo. But like the wind spirits they commune with, they cannot stay put in one place for long and roam with the storms. **__(limited)__** **__Camp Gifts__** Rank 1- Heavens’ Guidance (same as strider level 1) Rank 2- Messenger’s Fortitude (Same as strider level 2) Rank 3- Prophetic Vision (Same as philidox level 3) Rank 4- Speed Beyond Thought (same as strider level 4) Rank 5- Aegis (Same as ahourn level 5) **__Camp Benefits__** Level 1- you gain free contact for the camp and camp gifts at half xp cost Level 2- you gain a free dot of spirit hertiage to wind spirits Level 3- the 2 times you spend rage during combat using Kailindo moves you dont spend that rage level 4- Every time you learn a Kailindo move, you can learn a second one with no additional costs. Level 5- you gain a free dot in martial arts, dexterity and althetics. The World Tree seeks to spread enlightenment not just among the Garou but also to humans, mages, and the Changing Breeds. They also travel farther in the realms of spirit than most, having learned to send their minds into the Astral Umbra in search of lore while their bodies remain rooted to the earth. **__Camp gifts__** Rank 1- Umbral Tether (Same as thergue level 1) Rank 2- Dreamwalk (Same as bunyip level 1) Rank 3- Umbral Camouflage (same as thergue level 3) Rank 4- Umbral Dodge (Same as ragabash level 4) Rank 5- Ghost Danse (Same as Nwisha level 5) **__Camp Benefits__** Level 1- You gain a free contact dot and camp gifts at half xp Level 2- Crossing the gaunlet and recovering gnosis is at a -1 dc to you level 3- you are at a -1 dc to any lore test. level 4- you gain a free dot of gnosis. level 5- By spending a gnosis and making a dc 6 gnosis roll, on a succes you can send your mind into the astrial umbra, your body is still vulnerable and any damage done to you is tranfered to your body. this lasts until you go unconcious, leave or the end of the scene. These Stargazers believe that the Wyrm is not caged, but in is a cocoon undergoing metamorpho-sis, preparing for a new reality being birthed by the Weaver. Once it has finished its metamorphosis, it will burst from its chrysalis and usher in the new world. The Stargazers who follow this camp believe this is a good thing, and that the tribe should help others prepare for it, not fight it. **__(banned)__** They seek to free the Wyrm of Balance from the Web. Instead of striving against the Weaver, they use their energies to seek out the Wyrm in all its forms in hopes of discovering the secret of freeing it. Only by following the Wyrm to its cave, rather than fighting its minions, do they feel they may truly influence the outcome of the Final War **__Camp gifts__** Rank 1- sense wyrm (level 1 metis) Rank 2- Troll Skin (Same as get level 2) Rank 3- Combat Healing (Same as ahourn level 3) Rank 4- Sidestep Death (Same as silver fang level 4) Rank 5- Choas mechanics (same as GW level 5) **__Camp Benefits__** Level 1- Free contact and camp gifts at half off Level 2- Martial arts take half the time to learn for the ability and the moves. level 3- Gain a free dot and spec of martial arts. leevl 4- You gain + 2 dc to resisting the temptaions of the wyrm. level 5- gain a free dot in dexerity, stamina and martial arts. The Inner Path is a covert faction of Stargazers dedicated to taking over the Silver Fangs by mind control and shap-ing policy from within. They believe that someone must control the insane Garou leaders for the good of Gaia and the Nation as a whole. They are very secretive and operate without the knowledge of their tribal masters. The Inner Path has succeeded in winning converts within the Silver Fangs, most notably the Silver Fang secret society called Renewal. **__(limited)__** **__Camp Gifts__** Rank 1- Persuasion (Same as level 1 homid) Rank 2- Empathy (Same as silver fang level 2) Rank 3- Calm the Savage Beast (Same as the Coggies level 3) Rank 4- Mastery (same as level 4 silver fang) Rank 5- Forgetfulness (Same as level 4 kistune) **__Camp Benefits__** Level 1- you gain a free contact for the camp and camp gifts at half off Level 2- you gain a free dot in spies level 3- you gain acess to level 1 silver fang gifts at in affinity cost level 4- You gain +2 dice to any mental manipulation powers Level 5-you gain acess to level 2 silver fang gifts at in affinity cost and 1 level 3 silver fang gift for free. ===Uktena=== Skywalkers explore the Deep Umbra, combing the far reaches for spirit allies and for powerful spirits to bind into fetishes. Skywalkers see their travels across the Gauntlet as vision quests undertaken for understanding and for power to defeat the Wyrm. In addition, they search for signs of the spirits of their lost Croatan brothers **__Skywalker Gifts__** Rank 1-Umbral Tether (same as rank 1 Thergue) Rank 2- Umbral Compass Rank 3-Umbral Tracking (Same as rank 3 Thergue) Rank 4- Spirit Drain (same as rank 4 thergue) Rank 5- Spirit Vessel (Same as rank 5 Thergue) **__Camp Benefits__** Level 1- free contact and camp gifts at half off Level 2- you get a free dot in Croatian lore and Rites Levels 3- you get access to level 1 Croatian gifts at in affinity costs Level 4- you get -2 dc to summoning and fetsih making Level 5- you get access to level 2 Croatian gifts at in affinity costs. The Earth Guides preserve the traditions of Native American — and now other — peoples, learning the dances and stories, arts and crafts, rituals, and beliefs of whatever human stock they come from, and making certain the old ways are not lost or forgotten. Their focus is not solely upon human traditions, however. Some dedicate themselves to learning and preserving the songs and ways of the wolf from the lupus-Kin, or even (when permitted) those of other of Gaia’s Changers. **__Earth Guide gifts__** Rank 1-Perfect Recall (same as rank 1 Galliards) Rank 2-Global Citizen (Same as rank 2 homid) Rank 3-Ancestral Recall Rank 4- Bare the Heart Rank 5- Calm the Flock (Same as level 5 GW) **__Camp Benefits__** Level 1- you get access to camp Gifts at half off and free contact for the camp. Level 2- you get a free dot in occult and rites Level 3- you get a free dot and spec in performance and crafts Level 4- you get rituals at half xp Level 5- you get a free dot in rites, intelligence and wits The Scouts have served the tribes as messengers and explorers since the Uktena came to the Pure Lands. In the past they acted as go-betweens for Umbral spirits and the shamans among their Kinfolk, appearing as “spirit-wolves” with otherworldly wisdom. Today, they act as messengers between the scattered septs of the tribe and keep contact with Uktena who have joined mixed septs, as well as visiting solitary Bane Tenders to help tend their needs and bring news of their vigils back to the rest of the tribe. **__Scout Gifts__** Rank 1- Fast Track Rank 2- Messenger’s Fortitude (same as level 2 strider) Rank 3- Long Running (same as level 3 mokole) Rank 4- Umbral Dodge (Same as level 4 ragabash) Rank 5- Elemental Gift (Same as level 5 Lupus) **__Camp Benefits__** Level 1- free contact dot and camp gifts at half xp Level 2- You get access to level 1 strider gifts Level 3- You get -1 dc to stamina checks Level 4- you get access to level 1 strider gifts Level 5- you stamina, Dex and althetics are increase by 1 Raiders (sub-faction): A splinter faction of the Scouts, the Raiders specialize in conducting raids against the minions of the Wyrm and Weaver in order to recover stores of magic which have fallen into the possession of Leeches, witches, and other Wyrm-kind. **__(limited)__** **__Raiders Gifts__** Rank 1- Fast Track Rank 2- Messenger’s Fortitude (same as level 2 strider) Rank 3- Long Running (same as level 3 mokole) Rank 4- Fog of War (Same as level 4 ragabash) Rank 5-Totem Gift (same as level 5 metis) A dedicated group of powerful Medicine Workers, this camp demonstrates a fanatical devotion to keep-ing what’s left of the Pure Lands pure. Most have little time for being involved with a sept or pack; they spend all their time focused on their charges: the Great Banes bound into Umbral prisons by the Uktena who first came to the Pure Lands **__Bane Tender Gifts__** Rank 1- Sense wyrm Rank 2-Battle Mandala (same as level 2 Thergue) Rank 3- Strength of the Guardian Rank 4- Banish Cahlash’s Brood (Same as level 3 Bubasti) Rank 5- Manifesting the Land’s Wounds (same as level 5 Grondr) **__Camp Benefits__** Level 1- you get a free contact and camp gifts half off Level 2- you get + 3 dice to binding and maintaining banes and 1 dot of wyrm lore Level 3- you get access to level 1 bsd gifts that are in affinity. Learning such gifts is dangeous and must be done with a WP roll dc 6. As well as any time you us these gifts you gain a wyrm taint Level 4- you get access to level 2 bsd gifts that are in affinity. Learning such gifts is dangeous and must be done with a WP roll dc 7. As well as any time you us these gifts you gain a wyrm taint Level 5- you get access to level 3 bsd gifts that are in affinity. Learning such gifts is dangeous and must be done with a WP roll dc 8. As well as any time you us these gifts you gain a wyrm taint Close allies with the Glass Walkers, Web Walkers revel in technology, but treat it as a servant rather than their master. Some seek understanding from their connection to the Weaver; others seek healing or a reconnection with city-dwelling kin who might otherwise be lost to the tribe **__Camp Gifts__** Rank 1- Sense Weaver Rank 2-Weaver’s Eyes (same as level 2 homid) Rank 3- Web walker ( same as level 3 gw) Rank 4- Virtual Umbra (same as level 4 GW) Rank 5- Chaos Mechanics (same as level 5 Gw) **__Camp Benefits__** Level 1- you get a contact with the game for free and camp gifts half off Level 2- you get a free dot in glasswalker lore and computers, science or technology Level 3- you get level 1 Gw gifts in affinity Level 4- you get level 2 Gw gifts in affinity Level 5- you get a free dot in computers, technology and science, and 1 level 3 glasswalker gift for free. Uktena who forsake their tribe and packs to heed the call of the Wyld, members of this camp wander far into the most remote spots of the world, engaging in private vision quests and inner journeys in order to grow closer to Gaia. They rarely emerge from their secret places, but sometimes will attend a Great Council to deliver some obscure message or warning. **__(banned)__** The Bitter Frost has given up on peaceful and co-operative measures. They want it all — the recovery of stolen Uktena caerns, powerful fetishes, knowledge, and power — even if that means using the Wyrm’s tools to augment their own, or slaying European Garou to reclaim Uktena items of power. **__(banned)__** Probably the most secretive society of the Uktena, the Dancers supposedly practice magics unknown to other Garou, although their true secrets are revealed only to those deemed worthy to join their numbers. **__(limited)__** **__Camp gifts__** Rank 1-Sense Magic Rank 2-Blood Life (Same as thergue rank 2) Rank 3- Rending the Craft Rank 4-Imaginal Mantra (same as stargazer rank 4) Rank 5- Fetish Doll **__Camp Benefits__** Level 1- they get a free contact dot and gifts at half off Level 2-5- instead of other benefits, they can get Sorcery’s paths. They can’t get psychic or true faith paths. They must learn and study as well and takes twice as long to gain a point in it. ===Wendigo=== A curious camp, Gluskap’s Lodge works to teach the ways of the humans to the tribe, in order to allow them to better understand their human Kin and the rest of human society. Any breed — including metis — can join Gluskap’s Lodge, although the camp is led by homid Garou, the better to teach human ways. **__Camp gifts__** Rank 1- Smell of Man (Same as homid level 1) Rank 2- Global Citizen (Same as homid level 2) Rank 3- Speech of All Things (same as coggie level 3) Rank 4- Attunement / Lay of the Land (for the city, same as GW level 4) Rank 5- Assimilation (same as homid level 5) **__Camp Benefits__** Level 1- You gain a free contact dot and camp gifts at half cost Level 2- you get access to level 1 homid gifts at in affinity, if already are there half off instead. Level 3- Contacts and allies are cr*2 instead of Cr*3 Level 4- you get access to level 2 homid gifts at in affinity, if already are there half off instead. leevl 5- You gain a free dot in Charisma and humane are at +2 wp for the curse while near you. Counterpart to Gluskap’s Lodge, Myeengun’s Lodge serves to teach the tribe more about the way of the wolf. Like its brother-lodge, Myeengun’s welcomes any breed, but its leaders are always lupus Garou. **__Camp gifts__** Rank 1- Hidden Killer (Same as red talon level 1) Rank 2- Scent of Sight (same as lupus level 2) Rank 3- Trackless Waste (same as red talon level 3) Rank 4- Beast Life (same as lupus level 4) Rank 5- Song of the Great Beast (same as lupus level 5) **__Camp Benefits__** Level 1- you gain a free contact for the camp and camp gifts are at half xp Level 2- you get access to level 1 lupus gifts at in affinity, if already are there half off instead. Level 3- You gain a free dot of gnosis level 4-you get access to level 2 lupus gifts at in affinity, if already are there half off instead. Level 5- you gain a free dot in primal urge, survival and perception This camp walks amongst other tribes more than any other Wendigo group, and aids the tribe in working together with the Nation against their enemies. The Sacred Hoop speaks of beauty, youth, and brotherhood among all peoples, and strives to bring the Nation together despite the harsh lessons history has taught them. **__Camp Gifts__** Rank 1- Empathy / Claw-to-Thumb Rank 2- Another’s Moccasins (same as level 2 uktena) Rank 3- Firewater’s Quench Rank 4- Calm Before the Storm (same as level 4 black fury) Rank 5- Trust of Gaia (level 5 coggies) **__Camp Benefits__** Level 1- you get camp contact for free and camp gifts at half off Level 2- you are at +2 dice to trying to unite people together Level 3- You gain level 1 coggie gifts at in affinity costs Level 4- as long as you have lore for that tribe, you are at -2 dc to interacting with them as there isnt combat level 5- You gain level 2 coggie gifts at in affinity costs and free level 3 coggie gift Dire times call for dire measures, and many Pure Ones are more than willing to risk triggering the End Times in order to have a chance at driving the Wyrmbringers out of the Pure Lands. The Secret Hoop are all that keep these warlike Pure Ones enthralled in their wary tensions with each other, which is the only thing (the camp believes) that keeps them from turning their full attention on eradicating the Wyrmbringers. **__Camp Gifts__** Rank 1- Hush (same as ragabash level 1) Rank 2- Divide (same as homid level 2) Rank 3- Guilt Trip (same as coggie level 3) Rank 4- Mastery (same as silver fang level 4) Rank 5- Head Games (same as galliard level 5) **__Camp Benefits__** Level 1-you gain a free contact for the camp and camp gifts at half off level 2- You gain a free dot in spies Level 3- You are at +2 dice for manpulating someone to not focus on there goal level 4- you gain a free dot in spirit network and a free spec in manipulation and subterfuge level 5- you gain a free dot in manpiulation and subterfuge and leadership. They may say otherwise, but the hearts of the members of the Warpath have been turned to vengeance, and they seek only to repay their sufferings with violence. They are fierce warriors who have done much to protect and benefit their tribe, but when their attention turns to other wolf-changers, they can do as much damage to their brethren as they are capable of bestowing upon the Wyrm. **__(Banned)__** ===Pan-tribal Camps=== While most camps are limited to members of a single tribe, some breach tribal barriers to form alliances of sometimes unlikely members for a single purpose. Some are open to members of all tribes. Others represent coop-eration between members of two specific tribes, and are limited to the tribes of their origination. Militant members of the Red Talons and Wendigo forged an unusual alliance to return control of the Nation over to its fiercest warriors and return to a policy of containment of the human population. They have few allies outside of their respective tribes, as their hostility towards humans offends those who have worked to cultivate strong ties with humanity. **__(banned)__** Consisting of both Uktena and Wendigo, this camp reveres and preserves the native traditions of the tribes’ Kinfolk, searches the Umbra for spirits of their lost Croatin brothers and sisters, and dedicates themselves to the re-purification of the Pure Lands through a spiritual return to the old traditions. **__Camp Gifts__** Rank 1- Any non-camp Level 1 Wendigo or Uktena Rank 2-Virgin Snow Rank 3- Any non-camp Level 3 Wendigo or Uktena Rank 4-Any non-camp Level 4 Wendigo or Uktena Rank 5- Any non-camp Level 5 Wendigo or Uktena Some metis will not deny their ambition for the sake of the sins of their parents. The Lazarites seek to bring political unity to metis Garou. Originally founded by a Child of Gaia metis, the camp was quickly adopted by many, including significant numbers of Shadow Lord metis. Their roving bands of the “unclean” descend upon septs and attempt to recruit metis into their movement, or turn them against their homid and lupus brethren. As the War deepens, the Lazarite Movement has begun to gain a great deal of support from the Nation’s desperate metis population.