Werewolf

**Werewolves**, also known as **'Garou'** to their own kind' are Fera shapeshifters who change from human to wolf form - adopting many intermediary forms if they so choose. They were created by Gaia to serve as her warriors and agents both in the material and spirit worlds.

## Physiology

Werewolves cannot breed among themselves to preserve their lineage; their blood is too potent and the result is always a deformed Metis. To continue their bloodlines, werewolves must mate with humans and wolves. however, the chance that any children that result from such a pairing will produce a true werewolf offspring is small. In most cases, the spirit half of the werewolf may or may not be passed down, resulting in a normal human or a werewolf. However, some, called Kinfolk, inherit a spark of their parents' spirit and may develop minor supernatural abilities.

Werewolves born to human families are initially indistinguishable from their mortal siblings. There is no detectable "Garou gene" and DNA testing does not reveal anything amiss. Newborn werewolves simply appear to be normal humans or wolves in almost every respect, but young werewolves are prone to strange dreams and fits of temper that alienate them from their relatives or friends.

### Breeds

Breed is a term used to describe the form in which a Fera was born. The breed is determined by the natural form of the child's mother. If the mother is a human or homid Garou, then the child is born as a homid. If the mother is a wolf or a lupus Garou, then the child is born as a lupus, while if both the parents are Garou, the child is born as a metis.

* **Homid**: Born human and raised by human parents, homid are not aware of their heritage until they've experienced their First Change - though it is possible to experience the effects of Rage prior to it.
* **Lupus**: Those who were born wolves and spent their first two years among wolves. Their First Change usually doesn't occur until they are fully grown. Lupus lack the sophistication or understanding of human society, but their instincts and connection to the wild is much stronger.
* **Metis**: Those whose parents are both Garou and broke the Litany in a moment of animal passion. Raised in a sept among other werewolves, the Metis know Garou culture better than most. They are malformed and sterile, a visible reminder of their parents' crime.

### Forms

Garou have access to five forms through the course of their transformation between man and beast:

* **Homid**: Indistinguishable from a normal human.
* **Glabro**: Roughly resembles a human, but has too many bestial features to be one.
* **Crinos**: The "War-Form", a terrifying hybrid of human and wolf with superior strength.
* **Hispo**: A prehistoric dire wolf.
* **Lupus**: Indistinguishable from a normal wolf, but with superior speed.

## Society

Traditions vary from tribe to tribe, but all Garou must adhere to the Litany, a code which depicts the laws of the Garou Nation. In its full form, it is as much an epic poem as a legal code. While it takes the greatest scholars to master the entirety of the Litany, most werewolves learn it in the form of 13 basic precepts. Each precept has a practical basis, but not all of them are universally upheld as unquestionably moral as each tribe has its own views on right and wrong. The tenets of the Litany are as follows:

1. Garou Shalt Not Mate with Garou
2. Combat the Wyrm Wherever it Dwells and Whenever it Breeds
3. Respect the Territory of Another
4. Accept an Honorable Surrender
5. Submission to Those of Higher Station
6. Respect Those of Lower Station, for all are of Gaia
7. The First Share of the Kill for Greatest in Station
8. Ye Shall Not Eat the Flesh of Humans
9. The Veil Shall Not Be Lifted
10. Do Not Suffer Thy People to Tend Thy Sickness
11. The Leader May Be Challenged At Any Time During Peace
12. The Leader May Not Be Challenged During Wartime
13. Ye Shalt Take No Action That Causes a Caern to Be Violated

### Auspices

The place of each individual Garou is dictated by the moon phase under which they are born. Apart from defining what gifts a werewolf may learn, the five Auspices also mandate a Garou's function within werewolf society:

* **Ragabash**: Garou born under the new moon are questioners and tricksters who stalk the Wyrm with guile and cunning.
* **Theurge**: Garou born under a crescent moon. They are seers and shamans who clearly understand spirits and their ways as they are more in contact with the spiritual world, the Umbra.
* **Philodox**: Garou born under the half-moon are judges and mediators in Garou society who balance the dual nature of man and wolf. They usually are the leaders in time of peace.
* **Galliard**: Garou born under the gibbous moon are the so-called bards and keepers of ancient lore, who know of all the ancient legends and songs and tell the deeds of Garou past to inspire the present.
* **Ahroun**: Garou born under the full moon are the fiercest warriors who bring destruction to the Wyrm wherever it dwells and breeds. They usually step into leadership during wartime.

### Tribes

* **Black Furies**: Defenders of the wild places and fierce warriors for their fellow women. Most members are female; the only males in their tribe are metis.
* **Bone Gnawers**: As the best-informed tribe, they are consummate spies. Members live in poverty and have a casual regard for Garou traditions.
* **Children of Gaia**: The most moderate tribe, they nurture what little the Wyrm has not corrupted and often speak out on humanity's side.
* **Fianna**: Originally of Celtic descent, they hold on to a lust for both celebration and battle, wherever they are in the world.
* **Get of Fenris**: Dedicated to the Wyrm's destruction, they are savage and bloodthirsty warriors who take great pride in their Germanic and Scandinavian heritage.
* **Glass Walkers**: The ultimate urban predators, they take the war against the Wyrm into the boardroom and skyscraper - though other Garou do not trust them.
	+ **Iron Claws**: A separate sub-sect of Glass Walkers who operate in Redemption City. They are led by Grayson Wolfsbane and rule the city's criminal underground.
* **Red Talons**: Living in the deep wilderness, the tribe only allows lupus and some metis to join. They believe that the only way to beat the Wyrm is to exterminate humanity.
* **Shadow Lords**: Cunning, deceptive, and domineering, they have a burning desire to lead the whole Garou Nation.
* **Silent Striders**: Exiled from their homeland, they travel constantly. Many learn the secrets of the physical or spiritual world on their journeys.
* **Silver Fangs**: The hereditary rulers of the Garou Nation, their careful maintenance of royal blood has led to inbreeding and the taint of madness.
* **Stargazers**: Ascetics who seek to master their own rage, they wander the world striking at the Wyrm wherever they find it.
* **Uktena**: Mysterious and mystical, a tribe of outsiders charged with guarding the resting places of many powerful Banes, though this taints them by association.
* **Wendigo**: The only tribe made up of primarily Native American werewolves, they are cold, insular, and endangered, guarding their caerns against even other Garou.
* **Black Spiral Dancers**: Known as the Lost Tribe and formerly known as the White Howlers, these dreaded Garou turned to the Wyrm.

## Powers & Abilities

Werewolves are physically more powerful than most living creatures and are immune to many of the ailments and diseases that plague their human and wolf cousins, though they can still die. They heal much faster than normal humans, and as half-spirit beasts designed for battle, they're exceptionally hard to kill. Most werewolves possess longevity and are capable of reaching a hundred years of life. Dying from old age is a rare occurrence, however.

### Gifts

Werewolves (and other Fera) possess gifts, or special powers granted by the spirits. There is a wide variety of gifts that Garou can take advantage of, all depending on their breed, auspice, and tribe.