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Glasswalkers:

Glass Walkers defy many of the basic concepts of the Western Concordiat. Most other werewolves see human cities as cancers on the skin of Gaia, cesspools of corruption and pollution, but the Walkers are drawn to them. Most wolves prefer to commune with the Wyld in the depths of the wilderness, but the Glass Walker tribe is primarily urban. These werewolves have a deep connection to the Weaver, a cosmic force others blame for the insane excesses of human civilization. They are masters of men's tools, technophiles of the first order and intimately familiar with human society. For these reasons, other Garou describe the Walkers as urrah, "tainted ones" who have compromised with human society and human values. 

Despite this reputation, the Glass Walkers understand the world of men far better than their rural brethren do. Like any culturally adept traveler, the tribe has changed its appearance throughout its history. Originating in Mesopotamia, the first Glass Walkers called themselves "Warders of Men." Cut off from the rural septs of the Garou, they lived in a separate world, understanding humans by living among them. Long before the Bone Gnawers took to the streets, they entrenched themselves in the wealthiest and largest cities, living as wolves in sheep's clothing.

Throughout the medieval millennium, "City Warders" encouraged trade and the spread of knowledge. By the dawn of the Victorian era, they traveled along the railroads as "Iron Riders." With each telegraph wire erected and stretch of rail laid, they aided the Weaver in stretching its webs around the world. The tribe reinvents its culture repeatedly, adapting continually to the changing world around it. In the modern era, they've used their wealth to make homes in the tallest skyscrapers, surrounding themselves with creature comforts and assimilating modern technology thoroughly.  Glass Walkers have climbed the cities' glass and steel towers to watch over mankind. Only in the last few centuries have they begun to integrate their tribe fully with the Garou Nation again, much to the chagrin of werewolves who follow vastly different traditions. 

Their "rules of order" are all too human, often dominated by professional work ethics, corporate philosophies and a driving reverence for the all-mighty dollar. Among the first to dwell in human settlements, the Walkers have long admired human adaptability and ingenuity. Their art, fashion and society all reflect the latest trends, a proclivity that raises the suspicions of their packmates and septmates. Yet they also insist that this admiration gives them a deeper communion with the Earth Mother. Evolution is a natural process, after all, and humans are definitely ahead of the curve. If the wilderness is dying, more werewolves should move to the cities. Skyscrapers are merely the trees of a more efficient forest, surrounded by concrete and asphalt that will last for generations to come. Others can try to preserve a dying past, but the Walkers exist in the here and now. 

Some claim that a Glass Walker's strength lies in his wealth, but the tribe considers cultural adaptability its greatest advantage. No matter what paths they follow in life, Walkers focus their resources on building the wealthiest and best-connected urban caerns. They often reclaim urban areas "for Gaia," even those that have fallen prey to urban development and modernization. After all, doing so places them in an excellent position to stalk and slay humans who profit from such exploitation. The tribe particularly prides itself on its "monkeywrenchers," saboteurs who cripple corrupt companies, especially those that fall under the sway of the Wyrm. The subsidiaries of Pentex are among the tribe's greatest enemies, closely followed by a much younger corporate rival: Developmental Neogenetics Amalgamated. The tribe is equally famous for its urban shamans, Glass Walker Theurges who develop extensive pacts with urban spirits and bind them into deadly technological fetishes. A seemingly innocuous floppy disk or battery can contain vast cosmic power. Unfortunately, the tribe also competes directly with other supernatural denizens of the cities. Werewolves are well aware that vampires exist, and the Glass Walkers often vie for their real estate and influence. 

Although not as influential as their vampiric rivals, Glass Walkers are wealthier than most other werewolves, and far more technically proficient. Having infiltrated "the system," they use the methods of the modern age to fight beside the rest of the Garou Nation.

Tribal Totem: Cockroach is an alien totem to most other Garou, but it's a perfect choice for Glass Walkers. Its children have survived for 325 million years, they can adapt to almost any environment, they are virtually impossible to exterminate fully, and they are often plentiful in urban caerns.

Initial Willpower: 3

Background Restrictions: Glass Walkers stopped cultivating the Pure Breed Background ages ago, and they have lost touch with their anachronistic ancestors. They also learn without the benefit of mentors. Anything an elder can teach a cub is probably obsolete, and it must be reinvented or upgraded.

Beginning Gifts: Control Simple Machine, Diagnostics, Trick Shot

Thoughts on other tribes:


Black Furies: What's the big deal? Why are the other tribes so reluctant to respect these women? They may be tiresome to argue with, but their prowess is even greater than their pride.


Bone Gnawers: Yes, I value the contributions they bring to our urban caerns. No, I don't intend to ever take them for granted. And yes, I'm really tired of them asking me for money....

 

Children of Gaia: The Children's close ties with their Kinfolk are immensely useful. When the world has given you a few scrapes too many, you can count on them to heal your wounds and nourish your soul.

 

Fianna: The best Galliards in the whole damn Concordiat. They fight like madmen and revel like gods. Just handle them with care. One wrong word can set them off....

 

Get of Fenris: Why, certainly, you have the honor of striking the first blow! Just stop talking about how you're going to do it.

 

Red Talons: I'm sorry, but they can't stand me and I'm tired of their snarling. If you don't like the big city, go hide in the woods.

 

Shadow Lords: It always helps to have informants. Just don't depend on them too much. They rarely help out without demanding something in return. . . or taking it outright.

 

Silent Striders: Depending on the Striders is a bit oldfashioned for my tastes. Why send a messenger when I've still got a full charge on my cell phone .'Still, the farther you get from the city, the more useful they are.

Silver Fangs: I'm sorry, did I say something about being old-fashioned? The Striders are nothing compared to these guys. Someone needs to upgrade to the 21st century. Still, I'll respect them if they respect me. Oh, wait! They don't!

Uktena: If you need a cunning scout, someone to hold mystic rites or a fellow traveler in the spirit world, you can depend on an Uktena. I'm much more comfortable dealing with the real world, myself.

Wendigo: Okay, let's face it. Your people were on the losing side. Your reservations are dying. Accept it and move on. By the way, I've got a friend in the casino business who can help... OKAY! OKAY! Forget I said anything! Jeez, relax!

Stargazers: I used to be convinced they had a lot to offer, but now I'm wondering if they're suffering from planned obsolescence.
 

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