Post by Tameh on Feb 7, 2013 16:44:52 GMT -6
Name: Glass Walker
Plural: Glass Walkers
Pronounciation: glass' waulk'-urs
Totem:
Cockroach: Totem of Wisdom To the Glass Walkers, Cockroach is a totem that is adapted to the modern times. Hardy, persistent, and quick, there is almost not a place on earth that doesn't have its corners and nooks untouched by at least one cockroach. And where there is one... Cockroach allows his children the ability to gain influence among humans more easily, those who follow him in packs find they can use gifts linked to technology much easier. They can also try and view information on data cables However, wither it be in a pack or the tribe itself, both must take pains not to kill any cockroaches.
Tales of the Tribe:
The Glass Walkers see the city as just another kind of wilderness: the concrete jungle of the future. They feel that the city has a spirit and life all its own, and they seek to explore the diversity that this new wilderness provides. Maybe no other Tribe can begin to understand this except the Bone Gnawers.
The Glass Walkers originated in Mesopotamia, where they split with the Garou and came to live in the cities despite the proscriptions against doing so. They became enforcers and mercenaries for merchants in the Middle Ages and allied with guilds and the like. They were at the forefront of technological change during the Renaissance and later in the Industrial Revolution, learning that everything has spirits, even great steam engines and assembly lines.
The Glass Walkers developed Mafia ties as a result of their enforcer past, and in the ’20s, Glass Walker gangs provided muscle to many Mob actions. With the advent of computers, the Glass Walkers learned about a new kind of spirit... the Net-Spiders, the computer spirits. Befriending these spirits, they found themselves in control of spirits that could alter and gather information from computers all over the world. The Glass Walkers believe it is their duty to guide the cities and technology of the world to a path allied with Gaia. Indeed, they see Gaia as a part of the city itself.
Glass Walkers view themselves as the next stage in Garou evolution. They believe that Gaia is leading them to be the rulers of a new world where the Weaver is an ally of the Wyld, not an enemy. They believe that they can help humanity and the Garou survive the coming Apocalypse by providing them with the technology and spiritual wisdom to survive. Because of this, they are often criticized as arrogant.
They are almost as subtle and crafty as their rival Shadow Lord cousins. Indeed, many conflicts between the Glass Walkers and the Shadow Lords are like great chess games using the other Garou as pieces. Their irreverence for tradition has earned them many enemies among more traditional Garou. Many of them prefer their homid names to their Garou names, and may use their traditional names only in communication with other tribes or in formal ritual. Indeed Lupus Glass Walkers are much more rare than Metis, another sore point for traditionalists.
Many Glass Walkers packs have a strong corporate hierarchy, and the Kinfolk are the bottom row on that org chart. They get a lot of the work done, and Glass Walkers respect that about as much as your average upper manager. They understand that the lower ranks need to have their morale maintained, because higher morale workers are workers that are more productive. Other packs have a distinct Mafioso feel, or can be as freeform as a group of hackers.
The Glass Walkers are often criticized for their traffic with Weaver spirits, as more rural Garou see it as a taint that weakens their bond to Gaia. But more disturbing is the constant presence of the Wyrm in the cities that the Glass Walkers control. Many Glass Walkers say there is too much for them to constantly combat the Wyrm, for they would be worn down and slain, and Gaia would lose her defenders. Instead, they choose their Wyrm-riddled targets for the maximum effect as compared to Garou loss.
Appearance:
Having degenerated from ancient lupine majesty, the Glass Walkers are smaller and weaker than most other Garou when in wolf form. Their fur is often mottled, as befits their mixed heritage. Many Glass Walkers shave or dye their Crinos-form fur in accordance with similar modifications they make to themselves in homid form.
Homelands:
May have originated in the Middle East but the tribe is spread with humanity and claims no one land. As might be expected from their name, the Glass Walkers prefer to live in the wealthiest parts of cities across the world. The centers of power - political, financial or electronic - are their stomping grounds. They prefer to stay close to their human contacts, from board rooms to underworld society or ritzy clubs to seedy street life. Their Kinfolk are equally widespread, mostly connected through electronic means (cell phone, e-mail, pager).
Tribal Disadvantage:
The Glass Walkers are so tied to the Weaver and her works that they cannot regain Gnosis in the deep wilderness. They can only do so in cities (and, generally, suburbs).
Tribal Organization:
At the local level, city elders known as Lords or Dons rule the Walkers. These elders have wide-ranging influence throughout the city, rivaled only by local Leeches. As is the case with many tribes, the Glass Walkers lack a large-scale organization, but as the world becomes more interconnected through an electronic web, Dons are better able to cooperate with one another and make certain that a werewolf cannot escape punishment simply by fleeing to a remote city.
Camps
Boli Zhouisze
The Boli Zhouisze Camp operates mainly in Asia and the West Coast of the United States. Based in Hong Kong the camp share many similarities with the Wise Guys in that they both are deeply entrenched with in the underworld. Not much is known about these Garou by those in the Western Concordiate. While the Boli Zhouisze do occasionally interact with the Eastern Beast Courts, though they have not, as a camp, adopted The Way of Emerald Virtue.
City Farmers
This camp is dedicated to limiting urban development by trying to make a city more self sustaining and introducing "random Gaian explosions" of plant life to an all too often dead place.
Corporate Wolves
Once a force that usurped the Wise Guys as the face of the tribe, only to be replaced by the Random Interrupts. They take their talents in battling the Wyrm to business rooms and offices.
Cyber Dogs
This camp was known for its heavy use of cyberfetish items and bionics. Existing for a year, 1998-1999, this camp thought they could be the new face of the tribe. However when the camp's founder was found to be involved in a terrible scandal, involving the death of fifteen lupus garou, the camp was "purged". Few if any of the members of this camp still exist.
Dies Ultimae
The A-Team of the Glass Walkers. If your A-Team was a bunch of doomsayer cultists, with twitchy trigger fingers, the ability to let kinfolk into their packs, and a pension for turning into nine foot killing machines.
Mechanical Awakening
A camp that is thought to be long gone. If it even existed in the first place. The camp largely is comprised of lupus who believe that in awakening the Machine Incarna spirit they can free it from humanity. That is all that is known about them.
Random Interrupts
When an odd couple of students in the 1960's were working on computers, they had no idea that their ideas and computer systems would one day be leading the Glass Walker tribe.
Urban Primitives
Not even really a camp, but more of a loose group of garou who believe that dependence on technology removes one from the essential self. The group tries to create “tribal societies”, whiles decorating themselves with tattoos, piercings, scars and branding. Ironic enough, groups like have dodged the “retro” insults that City Farmers, seeing that Primitives wish to return to an earlier time.
Umbral Pilots
Cast in more of a negative shadow than anything, the Umbral Pilots weren't really started by any one person, but can be traced back to the 1800's as an interesting idea that was too ambitious for its own good. The Pilots were set on traveling in the umbra in specially crafted ships of bizarre design, and dedicating the entire machines to themselves. They would power it across the Near Realms and even into the dangerous Deep Umbra. The camp itself is now more a joke than anything. Meeting in gentleman's clubs, or sports bars and the only way to join them is to build your own machine.
Wise Guys
Slowly dying out, this camp was once the face for the tribe from the 1920's to the 1970's. Working with the Mafia, and other organized crime rinks, they were able to control the city and the people in it. However this camp has been reduced to nothing more than a group of old men bickering over the times, and reliving the glory days.
Initial Willpower: 3
Backgrounds:
May not buy Ancestors, Mentor or Pure Breed.
Plural: Glass Walkers
Pronounciation: glass' waulk'-urs
Totem:
Cockroach: Totem of Wisdom To the Glass Walkers, Cockroach is a totem that is adapted to the modern times. Hardy, persistent, and quick, there is almost not a place on earth that doesn't have its corners and nooks untouched by at least one cockroach. And where there is one... Cockroach allows his children the ability to gain influence among humans more easily, those who follow him in packs find they can use gifts linked to technology much easier. They can also try and view information on data cables However, wither it be in a pack or the tribe itself, both must take pains not to kill any cockroaches.
Tales of the Tribe:
The Glass Walkers see the city as just another kind of wilderness: the concrete jungle of the future. They feel that the city has a spirit and life all its own, and they seek to explore the diversity that this new wilderness provides. Maybe no other Tribe can begin to understand this except the Bone Gnawers.
The Glass Walkers originated in Mesopotamia, where they split with the Garou and came to live in the cities despite the proscriptions against doing so. They became enforcers and mercenaries for merchants in the Middle Ages and allied with guilds and the like. They were at the forefront of technological change during the Renaissance and later in the Industrial Revolution, learning that everything has spirits, even great steam engines and assembly lines.
The Glass Walkers developed Mafia ties as a result of their enforcer past, and in the ’20s, Glass Walker gangs provided muscle to many Mob actions. With the advent of computers, the Glass Walkers learned about a new kind of spirit... the Net-Spiders, the computer spirits. Befriending these spirits, they found themselves in control of spirits that could alter and gather information from computers all over the world. The Glass Walkers believe it is their duty to guide the cities and technology of the world to a path allied with Gaia. Indeed, they see Gaia as a part of the city itself.
Glass Walkers view themselves as the next stage in Garou evolution. They believe that Gaia is leading them to be the rulers of a new world where the Weaver is an ally of the Wyld, not an enemy. They believe that they can help humanity and the Garou survive the coming Apocalypse by providing them with the technology and spiritual wisdom to survive. Because of this, they are often criticized as arrogant.
They are almost as subtle and crafty as their rival Shadow Lord cousins. Indeed, many conflicts between the Glass Walkers and the Shadow Lords are like great chess games using the other Garou as pieces. Their irreverence for tradition has earned them many enemies among more traditional Garou. Many of them prefer their homid names to their Garou names, and may use their traditional names only in communication with other tribes or in formal ritual. Indeed Lupus Glass Walkers are much more rare than Metis, another sore point for traditionalists.
Many Glass Walkers packs have a strong corporate hierarchy, and the Kinfolk are the bottom row on that org chart. They get a lot of the work done, and Glass Walkers respect that about as much as your average upper manager. They understand that the lower ranks need to have their morale maintained, because higher morale workers are workers that are more productive. Other packs have a distinct Mafioso feel, or can be as freeform as a group of hackers.
The Glass Walkers are often criticized for their traffic with Weaver spirits, as more rural Garou see it as a taint that weakens their bond to Gaia. But more disturbing is the constant presence of the Wyrm in the cities that the Glass Walkers control. Many Glass Walkers say there is too much for them to constantly combat the Wyrm, for they would be worn down and slain, and Gaia would lose her defenders. Instead, they choose their Wyrm-riddled targets for the maximum effect as compared to Garou loss.
Appearance:
Having degenerated from ancient lupine majesty, the Glass Walkers are smaller and weaker than most other Garou when in wolf form. Their fur is often mottled, as befits their mixed heritage. Many Glass Walkers shave or dye their Crinos-form fur in accordance with similar modifications they make to themselves in homid form.
Homelands:
May have originated in the Middle East but the tribe is spread with humanity and claims no one land. As might be expected from their name, the Glass Walkers prefer to live in the wealthiest parts of cities across the world. The centers of power - political, financial or electronic - are their stomping grounds. They prefer to stay close to their human contacts, from board rooms to underworld society or ritzy clubs to seedy street life. Their Kinfolk are equally widespread, mostly connected through electronic means (cell phone, e-mail, pager).
Tribal Disadvantage:
The Glass Walkers are so tied to the Weaver and her works that they cannot regain Gnosis in the deep wilderness. They can only do so in cities (and, generally, suburbs).
Tribal Organization:
At the local level, city elders known as Lords or Dons rule the Walkers. These elders have wide-ranging influence throughout the city, rivaled only by local Leeches. As is the case with many tribes, the Glass Walkers lack a large-scale organization, but as the world becomes more interconnected through an electronic web, Dons are better able to cooperate with one another and make certain that a werewolf cannot escape punishment simply by fleeing to a remote city.
Camps
Boli Zhouisze
The Boli Zhouisze Camp operates mainly in Asia and the West Coast of the United States. Based in Hong Kong the camp share many similarities with the Wise Guys in that they both are deeply entrenched with in the underworld. Not much is known about these Garou by those in the Western Concordiate. While the Boli Zhouisze do occasionally interact with the Eastern Beast Courts, though they have not, as a camp, adopted The Way of Emerald Virtue.
City Farmers
This camp is dedicated to limiting urban development by trying to make a city more self sustaining and introducing "random Gaian explosions" of plant life to an all too often dead place.
Corporate Wolves
Once a force that usurped the Wise Guys as the face of the tribe, only to be replaced by the Random Interrupts. They take their talents in battling the Wyrm to business rooms and offices.
Cyber Dogs
This camp was known for its heavy use of cyberfetish items and bionics. Existing for a year, 1998-1999, this camp thought they could be the new face of the tribe. However when the camp's founder was found to be involved in a terrible scandal, involving the death of fifteen lupus garou, the camp was "purged". Few if any of the members of this camp still exist.
Dies Ultimae
The A-Team of the Glass Walkers. If your A-Team was a bunch of doomsayer cultists, with twitchy trigger fingers, the ability to let kinfolk into their packs, and a pension for turning into nine foot killing machines.
Mechanical Awakening
A camp that is thought to be long gone. If it even existed in the first place. The camp largely is comprised of lupus who believe that in awakening the Machine Incarna spirit they can free it from humanity. That is all that is known about them.
Random Interrupts
When an odd couple of students in the 1960's were working on computers, they had no idea that their ideas and computer systems would one day be leading the Glass Walker tribe.
Urban Primitives
Not even really a camp, but more of a loose group of garou who believe that dependence on technology removes one from the essential self. The group tries to create “tribal societies”, whiles decorating themselves with tattoos, piercings, scars and branding. Ironic enough, groups like have dodged the “retro” insults that City Farmers, seeing that Primitives wish to return to an earlier time.
Umbral Pilots
Cast in more of a negative shadow than anything, the Umbral Pilots weren't really started by any one person, but can be traced back to the 1800's as an interesting idea that was too ambitious for its own good. The Pilots were set on traveling in the umbra in specially crafted ships of bizarre design, and dedicating the entire machines to themselves. They would power it across the Near Realms and even into the dangerous Deep Umbra. The camp itself is now more a joke than anything. Meeting in gentleman's clubs, or sports bars and the only way to join them is to build your own machine.
Wise Guys
Slowly dying out, this camp was once the face for the tribe from the 1920's to the 1970's. Working with the Mafia, and other organized crime rinks, they were able to control the city and the people in it. However this camp has been reduced to nothing more than a group of old men bickering over the times, and reliving the glory days.
Initial Willpower: 3
Backgrounds:
May not buy Ancestors, Mentor or Pure Breed.