Glass Walkers

Tribal Totem

Cockroach

  (Disclaimer: The Glass Walker Tribe has gone through many different names and iterations as they adapt to the most modern times and technology. For ease of information, all references outside of this article will be labeled Glass Walkers. For the rest of this article, they will be referred to by their most modern title for the current time period: The Warders of Man.)   There is an ebb and flow to every city, a movement not unlike the labored breath of an animal, or the rhythm of the ocean's waves. With each pulse, civilization evolves and the world changes. The Warders not only stand at the forefront of that movement, the seek to push it forward into the future, guiding humanity and the Tribes of the Garou to a place where their own evolution can overcome the increasing power of the Wyrm. They believe that through new and creative invention, the world evolves towards a balanced state: a time when the Weaver and the Wyld will live in harmony, and the Wyrm will be restored to its original purpose in balance with the others.  

History

According to tribal legends, the Warders of Man began as monitors of Humanity on orders of the Silver Fangs, who became intrigued by humanity's creativity and guile. Naturally, given the sceptic outlook most of the Tribe possesses, they are seen as allegories at best and utter rubbish at worst. Most Warders also tend to think of the Impergium as an allegory of werewolf activities back in those days.   The Warders of Man inhabited the region in the Middle East that would eventually become Palestine, hiding themselves in the population. Evolving side by side with the human inhabitants, the tribe further adapted to city life. When the great western civilizations like Rome and Carthage arose, the Warders moved in and adapted further, relishing the Greek philosophies and competing with both the Silver Fangs and the various vampire factions for power. This attracted other members of the tribe, resulting in a major migration from the to Italy. The Warders mainly focused on the Roman military and its expansion into the "barbaric lands."   The majority of the Warders focus on adapting to where they believe the human civilization is currently headed. With each new innovation, the Warders are right there happily taking that information and using it for the betterment of the Tribe as a whole. Due to this, the Warders, much like the Bone Gnawers, have spread far and wide to every human settlement and city they can find. While the two Tribes often conflict over territory, each shares in their tenets of adaptability and survival. However, where the Bone Gnawers are content to be the dock workers, the Warders would rather own not just the boats and the docks, but the entire trading company using them.  

Organization

The Glass Walkers have few unifying offices. Given the shifting nature of the tribe and its adaptability to human culture, most of the practices stem from the dominant Camp within the Tribe. They enjoy building "City Caerns" in order to give them a centralized source of spiritual power within the cities they occupy, and are gaining a reputation for taking out entire organizations which prey too heavily on Gaia's creation, making an art out of sabotage. They understand intrinsically how the system works and where to pull strings to achieve the best results in the most efficient manner. If all else fails, they still have their fangs and claws.  

Camps

Camps represent special interests within the Tribe, for the most part. Some camps are badges of honor, epitomizing the tenets of Honor, Glory or Wisdom that the Nation prizes so highly. Others are forbidden, secret sects and societies practicing Gifts and Rites that border on blasphemy taught to them by forgotten and often horrific spirits that hide deep in the Umbra.  
  • City Farmers: Dedicated to bringing the Wyld into cities where the Weaver holds sway, this camp believes that not only does this help integrate city populations with the power of the Wyld in ways that otherwise many would not experience, but that if done properly it can help halt expansion into what wilderness still remains pure.
  • Umbral Explorers: This camp is united by their love of exploration and discovery. Dedicated to investigating the far fringes of the Umbra and the mysteries that lie therein, they seek new methods of safely traversing the deeper reaches of the Umbra.
 

Tribal Culture

As the tribe most attuned to the ebb and flow of urban civilization, the Warders resist most efforts to categorize them culturally. They do not have a "source culture" in the same way that the Fianna or the Get of Fenris do, and as such a Warder Sept in one area is likely to be entirely different to a Warder sept in another. However, some generalizations can be made.   The Warders are fairly stringent about their lineages, to a point. They revel in the glory of a prestigous parent, or in the fame earned by a sibling of their line, but when it comes down to it, Warders are very "us against them" and more willing to band together than it might seem on the surface. They will consider accepting adoptees provided they both prove their worth as candidates and bring a sizeable grant of resources, prestige or power to the Tribe.  
Homids
Nearly all Warders are born Homid. Raised in cities, they tend to be given the best tutors and every opportunity to thrive among the populace. They are taught that the two cultures, Garou and human, are not so very distinct.  
Lupus
They are rare creatures torn between their feral nature and their tribal instinct towards civilization. Most live in the city taking human shape as quickly as they can learn it. They're often adopted by Kinfolk families, who help them learn about human culture during their early years. Being Lupus is not looked down upon by the Tribe, being seen as a modest disability at worst and seen by most as a gift to the Tribe as a whole. Because so many have abandoned their wolf-like instincts, the Tribe relies on its lupus brethren to remind its members what it is to be a creature of the Wyld. They are seen as highly valued teachers and influences, helping to keep the Tribe in balance.  
Metis
Although somewhat more tolerant of Metis than many Tribes, the Warders take a view that Metis must prove themselves even more than other Garou. Throwbacks and genetic frailties caused by the illegal inbreeding, Metis are seen as unfortunates who should be encouraged to better themselves. They are traditionally seen as "closer to the Wyld," however that is less a boon than it may seem as their Tribal mission attempts to bring a worldwide balance between the Weaver and the Wyld. The Warders tend to have higher Metis numbers than most Tribes, as much like the humans they live among, they tend to make poor romantic decisions.  

Political Culture

The Warders history and their culture are inextricably intertwined, since as a progressing tribe, their notions of political organization, their goals and their social roles have all changed. However, the Warder camps drive the political change of the tribe. One camp at any time is considered to hold "dominance" in the tribe by weight of sheer power and success. This is not a formally awarded title and is often applied only after the fact, but it nonetheless represents the way the Warders work. The dominant camp creates a model for younger werewolves within the tribe to imitate, and thus you see a lot of shifts in the culture of the tribe.  

Religious Culture

In old legends, it is the webs of the Weaver that drove the Wyrm insane. The Warders believe that by mastering the power of the Weaver, they can release those bonds and let the cleansing power of the Wyld restore the Wyrm to the purpose for which it was created.  

Tribal Weakness

Weaver Affinity: Cannot regain Gnosis in wilderness (unless at a Caern).
Backgrounds: Cannot take Ancestors or Purebreed. Mentor is discouraged  

Physical Characteristics

Smaller and weaker than a standard wolf with sleek fur and well groomed claws and teeth. Their fur can be a variety of colors with every sort of patchwork.  

   

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