Post by Trevor Williams on Jun 27, 2012 19:19:07 GMT -8
GAROU
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Rating
XXXXX
Lifespan
Pure-blooded Garou tend to live to be anywhere from 150-175 years, though it is very rare for a Garou to make it to his 80th birthday due to inter-pack/inter-tribal warfare and territorial disputes. Since Garou are always on the look out to improve their individual rank and station they have no qualms about taking a life. Half-blood Garou tend to live to around 90-100, similar to their human counterparts. This will all depend on which side of the half-blood is more dominant (Garou or Human), though it isn’t unheard of for a lucky half-blood to live upwards of 120 years. Garou also age slower than humans, giving them the appearance of being far younger than they actually are.
Origins
The Garou are beings of both physical strength and spiritual depth. Garou are natural born shifters that have the ability to transform into huge hulking wolves under the light of the full moon. Unlike the human werewolves that are created by the Lycanthrope curse, Garou are not mindless predators or lunatics.
According to Garou oral history, it was always their duty to keep the balance in nature on behalf of the Totem Spirits they serve (think along the lines of native-american gods). They did so by culling overgrown populaces, hunting too powerful predators that otherwise would rampage unchecked and fending off other magical creatures such as vampires and Nosferatu, that overstepped their bounds.
The formation of nations and cities was the first radical change wrought on the Garou by humanity. Being a proud race the Garou Tribes banded together to prevent themselves from being wiped out as the humans sought to settle on Garou lands. The Garou prevented it by declaring a limited yet brutal war upon humanity, during a period known as the Impergium. During this time, Garou are credited with destroying large human cities, retarding the technological and scientific progress of the human race, and even imposing population caps upon the humans of any given area, killing and sometimes eating humans when they grew too numerous and became a threat to Garou in the area.
Though the Impergium dates back to the Mythic Age, well before recorded history (occurring over a period of approximately 3,000 years between 13,000 and 10,000 years ago), humanity has retained an inborn fear of the Garou. Humans seeing Garou in their wolf form are usually struck by a state of panic and denial that has been largely responsible for modern humanity's disbelief of the existence of the Garou. Most humans who have seen a Garou in his wolf form either have very little memory of the incident that caused it or they rationalize it and remember an animal attack or the work of a psychopathic human. Subconsciously, however, the human may experience an aversion to wolves and other Candis (dogs, foxes etc) in general or to the particular Garou they witnessed. The memory loss or rationalization of events as well as the fact that the general public is unaware of Garou existence is called The Veil (not to be confused with the mystical barrier between material and spiritual world).
Shifting/Transformation
Garou will transform into hulking huge beasts under the light of the full moon. In wolf form they can stand anywhere from 6'-3" and upwards of 9'-0" when fully upright. Garou can run just as well on two feet as they can on four. Coat color depends entirely of whether the Garou is full-blood or half-blood and what tribe he comes from. The change itself is rather violent and causes the Garou an incredible amount of pain as bones break/shift and reform and skin stretches etc. Most Garou can expect their first change at the age of 5 though it can come earlier or take longer. Generally the first change happens between the ages of 5 and 13.
The Litany
Tribes are bound by a set of laws that make up the Garou Nation and all Garou are expected to follow. These laws have been set in place to give the waring tribes/packs common goals and to prevent excessive killing. Any Garou found to be breaking these laws will find himself dead real quick. Black Spirals follow a similar set of laws that are much darker in nature.
• Thou shall combat and kill anyone that is a threat to the Garou way of life. - Simply put, protect your kin and preserve the Garou way of life
• Respect the territory of another. - Tribe territories are generally respected and most Tribes will steer clear of each other unless absolutely necessary. This is the only way any semblance of peace can be maintained.
• Accept an honorable surrender. - The Garou realize that they are a dwindling race and that intraspecies duels commonly occur. In theory, a Garou combatant may end a duel by exposing her throat or presenting some other sign of formal surrender; the opponent is honor-bound to accept the surrender.
• Submit to those of a higher station - Respect those whose rank is higher than yours. This is key in the basic structure of pack life.
• Do not eat the flesh of humans. - Often humans can be found working in conjunction with some Garou tribes/packs. It is seen as bad form to eat those who eventually will further the Garou cause. That and they taste bad.
• Respect those beneath you. - Alphas and Betas are to show respect to those of a lower station and in return they are to have the undying loyalty of their pack members. A pack is only as strong as its weakest member.
• The veil shall not be lifted. - The secrecy of the Garou is paramount. Any found to be bringing undue attention to the Garou Nation will be killed without question.
• Do not suffer people to tend thy sickness. - In ancient days, an injured, infirm, or aged Garou was simply torn to pieces by his peers. As time went on, however, it came to be considered more dignified to let such a Garou end his own life.
• The leader may be challenged at any time during peace. - Though Garou are known for their pack mentality, this does not mean they must slavishly obey their leaders. If no immediate threat is pending, any Garou of sufficient standing may challenge another's position of leadership. A contest of some sort is usually staged. If the challenger wins, he assumes the mantle of leadership; if he loses, he must accept the leader's dictates with good grace.
• The leader may not be challenged during times of war. - Pack tactics are vital to the Garou's success against those they consider enemies, and obedience is vital to successful pack tactics. In battle, the word of the leader is immutable law. Dissension is not tolerated.
• Take no action that will cause a tribe/pack to be violated. - Any and all actions by Garou that are deemed detrimental to their tribe/pack will be killed on the spot. A tribe/pack is family and family is life.
Relations
• Tribe/Pack Relations: As far as inter Tribe/pack relations go, they are tentative at best. Garou are proud creatures and will do almost whatever it takes to make sure their tribe is the strongest. Fighting amongst packs is fairly normal and in most cases is just over rank or territorial disputes though there has been occasions when a pack feels it has been wronged and whole tribes will get involved. These battles tend to last for weeks on end and are fairly brutal.
• Garou/Species Relations: Relations between Garou and other life forms aside from humans is practically non-existent. Garou see themselves as the superior race and will not lower themselves to associate with other races or creatures unless the Garou can gain a benefit from it. They deal with humans mostly because they think they can be used to their own gain.
• Mating Habits: Garou will only mate with other Garou, though it is not unheard of for Garou to mate with a human. They will however not permit themselves to breed with other species. To do such would bring the wrath of all the tribes and the offending Garou would be ripped to shreds.
Strengths
• Strength - Garou tend to be quite a bit stronger than their human counterparts when it comes to brute strength. It is a highly valued trait as any Garou that is considered weak is generally killed or run off.
• Heightened Senses – As most Garou are incredibly in tune with their inner wolf, senses such as sight, hearing, and smell are greatly enhanced making them on of the ultimate predators.
• Rage – All Garou have access to their Rage; a supernaturally strong anger which motivates them and pushes them beyond their natural limits. Rage allows a Garou a slight increase in speed, strength and agility as well as giving them a small resistance to some magical spells such as a stunning or binding spell. Rage is a double edged sword though and can just as easily cripple as aide a Garou. If a Garou falls too far into his rage he will essentially enter a frenzy of animalistic violence and loose all sense of friend and foe.
• Healing – Garou have a natural ability to heal themselves from small to fairly severe wounds. The speed at which a wound heals depends greatly on the nature of the wound. Small wounds heal within minutes to hours; larger wounds can take up to weeks to properly heal. This ability is hindered greatly by silver.
Weaknesses
• Rage – All Garou have access to their Rage; a supernaturally strong anger which motivates them and pushes them beyond their natural limits. Rage allows a Garou a slight increase in speed, strength and agility as well as giving them a small resistance to some magical spells such as a stunning or binding spell. Rage is a double edged sword though and can just as easily cripple as aide a Garou. If a Garou falls too far into his rage he will essentially enter a frenzy of animalistic violence and loose all sense of friend and foe.
• Silver – There is nothing more a Garou fears more than pure silver. Silver in its purest form can kill a Garou instantly if the Garou is hit with it in a vital spot such as the heart or lungs. Not all items though are pure silver thankfully, in most cases, knives and bullets tend to be some form of mild steel or lead and just coated in silver (must be at least 70% silver to cause negative effects). Depending on the amount of silver a Garou is hit with, injuries can be anything from severe sickness, blood poisoning to acidic like properties such as eating away at the flesh. Even touching silver objects will cause severe burns and unpleasant pain. It also blocks a Garou’s natural ability to heal.
• Pack Mentality – Can be seen as both strength and a weakness. Most Garou would do anything for their pack, which more often than not is the only family a Garou has. Depending on the Tribe and Pack, this family bond can be fairly strong and lead a individual Garou to do things he normally wouldn’t in order to help his pack out. The Black Spirals in particular are known to be exceptionally protective of their own, so much in so that they will kill anyone they think has a remote possibility of hurting a tribe member.
Tribes/Packs
Garou, are divided into different groups, called tribes. Membership in a particular tribe is partly derived from upbringing, often by a parent or near relative, but also drawn in part from spiritual influences. Most tribes value heritage very much, so only children of Garou from the given tribe are introduced into the tribe. The Silver Fang, Fianna, and Get of Fenris are among those who especially value heritage; in these tribes a young Garou wouldn't be allowed the proper rites and trails to join the tribe if he wasn't of appropriate heritage. The tribal totem is the ultimate judge of whether a particular Garou will be accepted into the tribe, although it is a rare and shameful thing to be rejected. Very rarely Garou find that their native tribe is not suited to their philosophy, and may either reject the tribes utterly, or attempt to join another tribe. The Children of Gaia and Bone Gnawers are the two tribes most open to Garou that have left their original tribe. Not all tribes are friendly with each other.
Black Furies
Location: Greece – Have slowly gained a presence in the UK and Southern France
Leader: Alpha: Calla Balouris (The Black Devil)
Totem: Pegasus – Totem of Respect
Coat Color: Black
Core Values:
Black Furies are a tribe that with the exception of a few males are exclusively all female. And despite what anyone thinks, to call a Fury weak or to insult the fact that she is female is to forfeit one’s life. These wild women are known for their ferocity in battle, their strong ties to the wild and mistrust that borderlines hatred of men. Historically, they have held most other tribes with suspicion, distrust, or outright hatred. The Get of Fenris, Fianna, and Silver Fangs have suffered the blunt of the Furies contempt, as they seem to represent everything the Furies hate - a bunch of drunken, chauvinistic men who claim to be in charge. Furies hold all things female with the highest regard.
Established Packs:
• The Followers of Artemis - Alpha: Calla Balouris; Beta:
• Freeriders
• Amazons of Diana
• The Sisterhood
Black Spiral Dancers
Location: Scotland
Leader: Alpha: Lachlann McTavish (Ferral Fang)
Totem: Lion/Whippoorwill – Totem of Courage/Death
Coat Color: White
Core Values:
The Black Spiral Dancers are a tribe that is considered by the other tribes to be the most calculating and cruel in everything they do. The first Black Spiral Dancers were descendants of the White Howlers tribe, which originated in Scotland. The Black Spiral Dancers don't honor the same virtues of the other Garou, they follow a darker set of rules and their renown is based on other character traits than that of the Garou Nation. Black Spirals value strength, cunning and viciousness above all. Black Spirals are known for falling into rage induced battles and have a harder time controlling it than other tribes. Due to their temperament and tendency to be unpredictable and violent, most tribes find it easier to just let them be.
Established Packs:
• The Wild Cards – Alpha: Corc Shepard; Beta: Soren Shepard; Beta: Maeve McLeod
• Dark Riders
• Crimson Fangs
• Inside Straight - Alpha: Lachlann McTavish; Beta:
• Lucky 7
Bone Gnawers
Location: North Africa but are now located Worldwide
Leader: Alpha: Morah Cabal (The Viper)
Totem: Rat – Totem of War
Coat Color: Dirty Brown
Core Values:
Bone Gnawers are one of the two tribes of Garou that dare to call any human cities home. Bone Gnawers don't have money, they don't have wealth, are extremely unorganized and they don't have high connections. They barely have enough to survive, but that suits them just fine. The Bone Gnawers are seen as the lowest of the low among the other tribes in the Garou Nation. Typically they are seen by most as filthy cowards who would turn in their own mother for a warm meal and a change of clothes. However, this is far from the truth when it comes to Gnawers. For the Omega Tribe, a little kindness can go a long way. They are Survivors. You can count on a Gnawer when it comes to a fight, and they aren't afraid to fight dirty.
Established Packs:
•The White Rats: Alpha: Moro Akerle- See Legend of the Blood Moon (Killer Among Killers)
• The Aces – Alpha: Yoren Kristofferson;Beta: Marshall Braden
• Road Warders - Alpha: Sora Colson; Beta: Riely Thompson
• Grey Wind Runners - Alpha: Morah Cabal; Beta: Chausiku
Masozi
• Loki's Howl - Alpha: Loki Reed; Beta: Brendan Morrow
•Ghost Fangs- Killed in a territorial dispute with the Nachtweber Clan
Children of Gaia
Location: Worldwide
Leader: Alpha: James Collier (The Fisher)
Totem: Unicorn – Totem of Wisdom
Coat Color: Sandy Brown, Tan
Core Values:
The Children of Gaia are primarily interested in joining together all of the tribes as one, despite the glaring hatred some have for each other, like the Get of Fenris and the Black Furies. Many consider them as well-meaning but naive tree-huggers who talk too much and do too little, but of course that's not how the Children of Gaia perceive themselves and their duty. This image of the tribe is the one thing that hinders the tribe the most. But besides their reputation, the Children are just as potent fighters as all the other Garou. While they fight hard battles against other tribes when necessary they also use subtle ways of combat. In addition, most Children of Gaia don't see fighting duels as a suitable way to solve disputes with other Garou, so their hesitation might be perceived as cowardly, if a Child of Gaia is challenged to a duel.
Established Packs:
• Aethera Inamorata
• Seekers of the Lost
• Imminent Strike - Alpha: James Collier; Beta:
• The Bringers
• The One Tree
Fianna
Location: England, Wales, Ireland, America, Austrailia
Leader: Alpha: Bron MacFinn (Red Eye)
Totem: Stag – Totem of Respect
"Coat Color: Red
Core Values:
Fianna as a passionate tribe of Garou, descended from Celtic cultures. Widely known for their storytellers, bards, musicians, poets and other artistic types, the Fianna are true madmen whose love for parties, alcohol and company can easily turn into fierce hatred, bloodlust and feral rage. The Fianna claim that the first Galliard was a Fianna and they're known for their blood-ties to the fairy-folk. Every Fianna has a story to tell and few can live up to the skill which twists their tongues. Their love of stories is second only to their love of a good fight.
Established Packs:
• Children if Dire - Alpha: Bron MacFinn; Beta:
• Whispering Rovers
• Brotherhood of Hern
• The Eire
Glass Walkers
Location: China, Italy, Asia, West Coast USA
Leader: Alpha: Keo Lucci (Cyber Dog)
Totem: Cockroach – Totem of Wisdom
Coat Color: Light Grey
Core Values:
The Glass Walkers are the wolves of the cities, sharing that realm with the Bone Gnawers. Whereas the latter tribe holds the streets and slums as its domain, the Glass Walkers are in the thick of the financial and technological flow, fighting their battles as often with guns, computers, and bank accounts as with fang and claw. Taking the unusual totem Cockroach as their spiritual patron, the Glass Walkers find themselves semi-pariahs among their brethren for their love for the city (and, to a lesser extent, for their affinity for humanity and its technology, which some other tribes proclaim as evidence of their corruption and lunacy.
Established Packs:
• Cyber Wolves - Alpha: Keo Lucci; Beta:
• Red Claws
• Iron Riders
• Dies Ultimae
Get of Fenris aka Fenrir
Location: Germany, Scandinavia
Leader: Alpha: Alric Schäfer (One Eye)
Totem: The Fenris Wolf – Totem of Respect
Coat Color: Dark Grey
Core Values:
The Get of Fenris (originally and sometimes still known as the Fenrir, or "Those of Fenris") are known as fierce and unforgiving warriors. The Get prize strength in all forms, not only of body but also of mind. They constantly train in battle, duel, engage in survival activities to hone their warrior skills. Cult of strength and endurance is so prevailing that they prize every battle-scar and sometimes engage in ritual (self)mutilation to prove themselves. Once seen as elitist in temperament, the Fenrir are, in truth, one of the most meritocratic; any Garou who can prove themselves strong is considered worthy by the Get, regardless of their breeding. Those who are weak are worse than chaff, best lost in failed attempts to prove their strength. The Fenrir are infamous for the constant "testing" to which they subject the other tribes of Garou. They use these tests to determine the fitness of the other tribes. In practice, the Fenrir are known to challenge members of other tribes to duels and to take control of lands, by force if necessary, if the rightful claimants are unable to defend them. It is for this reason (or pretext) that they have engaged in a series of battles with the Fianna tribe and were a primary force in the war with the Uktena and Wendigo tribes and their Native-American followers. They are also notorious for being unable to compromise and prone to rage.
Established Packs:
• The Hand of Tyr
• The Fangs of Garm - Alpha: Alric Schäfer; Beta:
• Twilight Hunters
• Silent Reavers
Red Talons
Location: Worldwide
Leader: Alpha: Cory Kohler (Predator King)
Totem: Griffin – Totem of War
Coat Color: Reddish Browns
Core Values:
Red Talons are the most separatist of the Garou tribes, camping in the far wilderness far from humanity, whom they despise. Red Talon beliefs hold that man is a "cancer" upon the earth completely corrupted by undesirable virtues. To the Red Talons the life of one wolf is worth more than any number of human lives. The Talons do everything they can to protect all wolves. However, because they reject their human halves, they cannot do much except kill interlopers. They dwell in wilderness away from noise and human settlements. Their territory is often "posted" with skulls of trespassers. More than any other werewolves, Talons are at home in the wilderness, following paths others fear to tread. Even their detractors among other tribes must admit that the Talons have long memories, and that they probably practice rites and keep secrets long forgotten by the rest of the Garou.
Established Packs:
• The Predator Kings - Alpha: Cory Kohler; Beta:
• The Winds Howl
• The Strikers
Shadow Lords
Location: Worldwide
Leader: Alpha: Annalisa Demoin (Whisper)
Totem: Grandfather Thunder – Totem of Respect
Coat Color: Dark Brown
Core Values:
These black-pelted followers of Grandfather Thunder are masters of diplomacy and Machiavellian intrigue. Waiting for the right moment to strike is essential to the members of this tribe. The power-structure within the Shadow Lords is a strict hierarchy where you climb higher through means of cunning, physical prowess, and mental mastery of those around you. The Shadow Lords' lives are a constant competition for power. Despite the appearance of "inner turmoil" they are one of the most unified tribes in the nation. They have great insights into psychology of their enemies and scrupulously exploit anyone’s weak spots if needs be. Shadow Lords respect power and patience, they condemn weakness and impetuousness. Any cub that’s not strong enough in their eyes is banished from the tribe. To the other tribes, the Shadow Lords’ goal is simple: to push the Silver Fangs off the throne and obtain power over the Garou Nation; the Shadow Lords and the Silver Fangs have been bitter rivals ever since the ending of the Impergium. The other tribes are wary of them at best, but even the ones who hate them most don't question their ability to get things done.
Established Packs:
• The Children of Bat
• The Lazarite Movement
• The Society of Nidhogg - Alpha: Annalisa Demoin; Beta
• The Masks
Silent Striders
Location: Egypt
Leader: Alpha: Khons Mubarak (Prince of Lies)
Totem: Owl – Totem of Wisdom
Coat Color: Tan
Core Values:
The Silent Striders were exiled from their homeland of Egypt by the Followers of Set, and have been roaming the world ever since. Since their exile, they have traveled the world, and they are now known as the Gypsies, better known as the Roma. They are cursed to always travel, yet yearn for a home to call their own. Many serve as messengers and couriers, traveling from tribe to tribe as a global information network.
Established Packs:
• Wayfarers
• The Seekers
• Those Who Roam - Alpha: Khons Mubarak; Beta:
• The Harbingers
Silver Fangs
Location: Northern Europe, Canada, Midwest & Northeast USA, Mediterranean, Middle East, UK, Russia
Leader: Alpha: Tristan O’Donnell (The Howler)
Totem: Falcon – Totem of Respect
Coat Color: Greyish White (Looks silver under the moon)
Core Values:
The Silver Fangs are the traditional rulers of the Garou Nation, with literally millennia of selective breeding and heroic tradition behind them. While many of the Garou Nation's finest leaders and warriors have come from the ranks of the Silver Fangs, in recent centuries the tribe's stock has fallen dramatically among its ostensible citizenry. Centuries and centuries of inbreeding has caught up with the tribe, with madness and stubborn clinging to tradition becoming more and more common among its senior members. Also, the rise of democratic thought across the world has weakened the tribe's ability to use its royal heritage as an asset, and prompted disaffected tribes to be vocal about their disagreements and disapproval's. Still, the Silver Fangs are far from defunct, and the rise of dynamic young leaders like the self proclaimed King Albrecht in North America and Queen Tamara Tvarivich in Russia, along with the continued patronage of its noble totem Falcon, may give the tribe a much-needed infusion of strength and purpose.
Established Packs:
• Wise Hearts
• The Followers of Moon
• Austere Howl - Alpha: Tristan O’Donnell; Alpha: Tamara Tvarivich; Beta:
• Twilight Runners
• The Swift
Uktena
Location: Southwest USA
Leader: Alpha: Leianne Rhode (Strikes Like Lightning)
Totem: Uktena (Snake) – Totem of War
Coat Color: Light Browns/Blacks
Core Values:
Uktena are said to be animistic peoples from all over the world. Most are of Native American heritage, though adopted werewolves are from a variety of backgrounds. The Uktena are a tribe of mystics, shamans and arcanists; because of their close ties to the magical and knowledge of the arcane many fear that there are those among them who may be turning to the Dark Arts, and their history of having their land gradually taken from them have made some of the Uktena very bitter indeed. Their main talent lies in the sealing of Banes, and as such they may have deeper knowledge of the Dark Arts than the other tribes are comfortable with.
Established Packs:
• Skywalkers
• Earth Runners - Alpha: Leianne Rohde; Beta
• Ghosts
• Fire’s Fury
Wendigo
Location: Arctic, Sub Arctic North America
Leader: Alpha: Garret Marrow (Winter’s Wind)
Totem: Wendigo – Totem of War
Coat Color: Off Whites/Greys
Core Values:
The Wendigo are wolves and indigenous peoples of the Arctic and Sub arctic of North America. Unlike their Brother Tribe the Uktena they have not actively begun to include other cultures outside of their traditional Kinfolk into the tribe. As a whole the Wendigo tribe carries a grudge against the rest of the Garou Nation (of which they consider themselves only nominally part) for the conquest of their lands and protectorates during the European colonization of North America. It was this reckless time period that lead the Wendigo and Uktena to refer to non-Native Garou as the Destroyers. The grudge against Destroyer Tribes can be expressed as mild condescension and mistrust among mainstream Wendigo to violent confrontation and guerilla warfare among the more extreme groups of the Tribe. Even before the conquest of the Pure Lands the Wendigo had a reputation as savage and vicious fighters; this has led them to have strong rivalries with the Get of Fenris tribe who have a similar reputation.
Established Packs:
• The Scared
• White Wind - Alpha: Garret Marrow; Beta:
• Winters Bite
Star Gazers
Location: Japan, Korea
Leader: Alpha: Yukawa Kantarō (Ghost)
Totem: Chimera – Totem of Wisdom
Coat Colors: Reddish Brown
Core Values:
The Stargazers are named after for their tendency to seek the stars patterns to discover their path. They are of Hindu decent, and don't sway too far from their traditions. They believe in reincarnation, a common belief among Hindus. The Stargazers are experts in the study of the heavens and philosophical matters. They are a tribe of usually absent minded Garou who strive to discover the truths the world in the patterns and behavior of the stars and the planets. This frequently provoked the other tribes, because while they were fighting in the battlefields the Stargazers were "doing nothing useful" (as those other tribes said). The growing threat to their ethnic homeland, as well as the growing gulf between the Stargazers and the rest of the tribes of the Garou Nation, led all but a handful of the tribe to leave the Nation and return to the far eastern Beast Courts of the Hengeyokai.
Established Packs:
• The Watchers
• The Zephyr
• Solar Winds - Alpha: Yukawa Kantarō Beta:
Other Notable Tribes
• Skin Dancers - Worldwide
• Hakken – Japan
• Siberkah – Eastern Russian Stepps
Miscellaneous Information
• A Garou's bite does not cause Lycanthropy in Humans. The only way to be a Garou is to be born as one.
• A Garou can just as easily be killed by mundane and magical means as your typical human. A knife to the heart, a slit throat or a well placed Avada Kedavra kill just as well as silver. Silver is a most commonly used and preferred method of killing Garou only because it will out right stop a Garou's natural healing ability (makes the Garou harder to kill by normal means).
• Contrary to belief, Garou are not immortal
• Vampires and Garou have always been natural enemies
• Garou consider human turned werewolves to be the scum of the earth and would eradicate them if it was at all possible
• Garou are very secretive about their kind. Although there may be mention of them in texts and notes here and there, not much about Garou is known to the human world.
Current Characters
• Cedric McGarret
• Soren Shepard
WRITTEN BY: Subaru