

Sanguine Sands
Children of Gaia:
In ancient times, when the werewolves culled humans and warred against each other, disaffected members of the tribes rose together as one, and called themselves the Children of Gaia. They pled for peace and an end to the Impergium. With a martyr's will they pled it, and enough heard their message that the tribes were joined... joined enough to end the killing, at any rate. Thus the Children were born and forged, the only tribe born in a cry for peace.
Today, the Children travel from sept to Sept, pack to pack, mediating disputes and trying to show the Garou that their common purpose — defending Gaia — is far too important to lose sight of in constant skirmishes over differences. Accord, the Children claim, is one 'of the best weapons they have for fighting their true enemies. To the Children, Gaia is a loving Mother, and the Wyrm's poison simply stems from an absence of her love. When boiled down to those basic terms, they insist, the "complexities" of the tribes' disagreements sort out pretty quickly.
While their reputation as peacemakers does earn some (grudging) respect, the Children also endure a fair bit of derision over their methods. Some call them soft in the head for wasting their time; others scoff at the notion of pacifists in a warrior society. But the Children of Gaia are hardly non confrontational. When roused, a Child's Rage can be terrible, sometimes more so because it's been pent up for a long time. And the tribe understands that werewolves will often feel the need to "pop claws and go to town." Unfortunately, however, violence is a means that too easily becomes an end (as the Children often say with a glance toward the Get of Fenris).
When two Garou fight, one may likely die, and the survivor will certainly be weaker for the struggle. The only winner is the Wyrm. When a werewolf slays a normal, untainted human for being in the wrong place, the human's loved ones suffer. And suffering is a state that benefits only the Wyrm. While other tribes are shrinking steadily, the Children of Gaia are holding on surprisingly tenaciously. If they're not growing, they are at least shrinking at a shorter rate. The main reason is that the tribe takes in any Garou who asks. They are rare among tribes in that they are more than tolerant or even kind to metis — they actually treat them as equals. Therefore, many metis seek them out to find acceptance.
Also, many male Garou born to the Black Furies find homes among Gaia's Children. Furthermore, tribe members are always on the lookout for lost cubs, and if a cub doesn't obviously belong to a particular tribe, the Children will make a home for it gladly. Children of Gaia form loose packs and even looser septs. They do not observe rank and hierarchy as strictly as do other tribes, and while they are by no means purely democratic, leaders try to reach a consensus among involved sept members. Each sept has two elders who take the lead in mediating disputes. They are known as the Voice of the Goddess (always female) and the Arm of the Goddess (always male).
As a tribe, they are the most active in human environmental organizations by far. Through a vast network of students, teachers, lobbyists and other Kinfolk activists, they have made strides in changing attitudes and pushing eco-friendly legislation that otherwise would never see beyond a congressman's "thank you for your interest" form letter. Their efforts to improve the situation of Native Americans has helped raise their status in the eyes of the Uktena and Wendigo, although many still grumble, "Too little, too late." Although few outside the tribe know" it, the Children are divided as to how much education is necessary or even allowable.
One faction believes that certain non-Kinfolk humans would not only be ready to know the truth about Gaia and the werewolves, but — galvanized by the knowledge — they would also be indispensable allies. This faction has already recruited a few select individuals, but they would see it become a more widespread practice. The others are wary, realizing the price of letting the information fall into the wrong hands. They further realize that the rest of the Garou Nation would likely persecute them for parting the Veil (and thus breaching the Litany). A small but increasing minority feels that it's too late for such measures anyway. The Apocalypse is upon them, they reason, and there is no time for anything except a final gathering of forces. These hard-line Children feel that the other tribes should "put up or shut up." They should close ranks beside them or be cut loose to fare as best they may. A final faction holds that, while ending the Impergium was the right thing to do, the Garou should have found another way to hinder the Weaver's expansion. Choosing the lesser of two evils, they say, is still choosing an evil.
Sadly, these divisions demonstrate that the Children are having a harder time than ever turning the other cheek. They've been striving to promote peace for millennia, only to find that humans and werewolves alike seem to have an inborn need for war. For all the progress that the tribe has made, there's still so much to be done and so little time to do it. It's a small wonder that a tone of bitterness has crept into the Children's howls for accord.
Tribal Totem: Unicorn
Initial Willpower: 4
Background Restrictions: No restrictions
Beginning Gifts: Mercy, Mother's Touch, Resist Pain
Thoughts on other tribes:
Black Furies: Like us, the Furies see the need for healing in this world. The difference is, they would deny that mercy to a great many who need it.
Bone Gnawers: They are of our blood; we can't afford to make outcasts of our family.
Fianna: The biggest hearts still can't contain the mixture of joy and sorrow they feel. I call many of them friend.
Get of Fenris: It is good to take pride in doing something you love and doing it well... unless that something is mindlessly rending anything that wanders within arm's length.
Glass Walkers: They have adapted to life in the Weaver's domain, but can they survive outside their fish tanks now?
Red Talons: I like their honesty. Don't care too much for their bitterness, though.
Shadow Lords: The Garou are here to help others, except for the Shadow Lords, who are most motivated to help themselves.
Silent Striders: I envy their freedom sometimes, but "goodbye" is a word too familiar to their lips.
Silver Fangs: A strong and noble leader would surely bind the tribes together. Is that so blasted much to ask!?
Uktena: There is nothing we can do to take back what the invading tribes did to them, but it's up to us to heal the scars.
Wendigo: We try to help them, but their pride gets in the way. Their hearts burn with rage, but their souls are bitter cold.
Stargazers: A deep loss. They helped us end the Impergium; we need their wisdom now more than ever.