Silent Striders
Restless and haunted, the Silent Striders roam from Caern to Caern, always searching, always listening. They act as messengers and advance scouts for the Garou Nation, rooting out things hidden to the other Tribes and bringing back word to the locals. They have a reputation for being taciturn and aloof, which lends extra weight to their words. When a Silent Strider has something to say, it is often dangerous news.
Backgrounds: Cannot take Ancestors. Resources is discouraged.
History
Thousands of years ago, the Silent Striders found themselves in a desperate war against the vampire Sutekh. Standing with Shu-Horus and the Kinfolk Nephthys, they sought to stop the bloody conflict between Sutekh's cult and the Tribe. At the final battle, as the Tribe bound the god-like vampire into unconsciousness and imprisonment far beneath the earth, the creature struck one last blow, a curse that reverberated throughout the Tribe since that day. The curse slowly took hold, spreading out from the Nile until it encompassed all of Egypt. Within a year, the Tribe was scattered to the four winds. They can no longer return to Egypt without suffering terrible nightmares and visions. An aching wanderlust took hold as they abandoned their holy places and duties. Over time, the Striders realized the full ramifications of the curse; not only had they lost their ancestral homeland of Khem, they had also lost the connection to their ancestor spirits. Desperate, the Striders descended into the Underworld seeking their lost ancestors. They returned to the Material World tainted with the very essence of death and finding no answer to the mystery of the curse. Forced to adopt a new way of life, the bitter loss demoralized the Tribe, with each Strider carrying with them a pervading sense of isolation that has only grown in subsequent generations. Many fall into Harano while others wander into the wilderness of Umbra, never to be seen again. Those who survive found ways to persevere. They adapted to their new lot in life and evolved to take on new roles and duties in service to Gaia. In time, the Tribe came to embrace the lonely road it was compelled to travel.Organization
The Silent Striders have little in the way of formal organization. As the tribe is almost completely made up of wanderers and exiles, a formal hierarchy is of little practical use to the Striders. They communicate with one another mainly by leaving Garou glyphs, graffiti hieroglyphs, or similarly cryptic signs behind; a Silent Strider can sometimes learn where the local vampires' hunting grounds are just by scanning the walls of a city. Most Striders adopt an Egyptian name or a Greek translation of an Egyptian name. These "Remembrance Names" are selected after ones' Rite of Passage to venerate particular ancestors and maintain a cultural link to the Tribe's lost homeland (although some Egyptian names are never selected. Sutekh, Set, Ausare, Osiris and Isis are all forbidden. Others such as Sebek and Bastet are avoided out of respect to the other Fera). Before being exiled from their tribal homeland of Egypt, the Silent Striders were among the few tribes still on terms with some of the remaining Fera following the genocides of the War of Rage. The River Pact between the local Mokolé and the Silent Striders ensured a clear division in territory and allowed for a peaceful coexistence. During the Impergium, alongside the Children of Gaia, the Silent Striders were among the first of the tribes to protest it, although the reason for this was more pragmatism (humans getting increasingly hostile, stronger, and aggressive with every passing generation) than actual concern for them. Among all the tribes, the Striders hold the smallest number of caerns. Few of these werewolves have any lasting love for a place (apart from those tales of his ancestral homeland a Strider might preserve), and most are born with a wanderlust deep in their blood. When a Silent Strider finally chooses a home to call his own, he intends to die there. Some can have an easier time putting down roots than others, though, building strong local relationships or finding other reasons not to wander. By far the most common and prestigious motive for a Strider to settle down is to maintain an Outpost. If a Strider manages to supress their wanderlust long enough to build a safe haven or home (reflected by having enough of the Resources background for upkeep of their territory), they are espected to maintain this valuable resource and share it with the Tribe. Other Striders will come to the Outpost for a few nights to find lodging, food and other resources for their journeys. A Strider who eschews such visitors or does not provide the expected resources will often develop a negative reputation within the Tribe.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.- The Bitter Hex: Members of the Bitter Hex wield one of the most controversal and dangerous tools known to the Tribe: The Curse. While members keep their association with the camp secret, the camp as a whole makes no bones about its existence. They want the rest of the world to know their Tribe has suffered enough, and the Hex has plenty of mojo to avenge any wrong, no matter how slight, against the Stiders and their Kin.
- The Dispossessed: Since the day the Striders were banished from their home, the Dispossessed have sought a new one for them; unfortuneately, they cannot agree on where that new homeland should be. Since their banishment, they have tried to establish replacements for Khem several times, but each one thus far has been a dismal failure. This is a mostly homid camp, as the wolf born rarely understand the camp's obsession with one patch of land over another.
- Harbingers: Part of the Seeker camp before the Tribe was driven from Khem, the Harbingers carry warnings of danger to those wise enough to listen. Wielding the twin swords of prophecy and fortune-telling, Harbingers seek new ways of interpretting old warnings. They are renowned as some of the Tribe's most lethal warriors, venturing where others fear to tread in order to reap and deliver their deadly messages. To the other Tribes, the arrival of a Harbinger is usually seen as an ill omen, as they rarely ever bring good news.
- Seekers: Originally travelers who quested for odd scraps of spirit lore, unique fetishes or news of foreign lands, in the days since the Striders were driven from Egypt, the Seekers have now dedicated themselves to finding a way to break the tribal curse. They are some of the cleverest, best informed, and most knowledgeable members of the Tribe; they gather lore like misers gather gold.
- The Swords of the Night: Striders hate the undead, but none more fervently than the Swords of Night. This camp spawned long ago want nothing more than the impossible: to destroy every Leech who mars the face of Gaia with their unclean presence. While many respect their fervor, they sometimes stir up trouble for Septs that have resigned themselves to an impass with the vampires in their area, as weary peace is an unacceptable compromise to the Swords. All Leeches must die.
- Wayfarers: Loyal to Gaia, the Tribe, and the Garou Nation, Wayfarers ply their mercenary trade as a way of compensating for the curse that drove them from their homeland. Unable to build the support structure that possessing multiple Caerns and established flocks of Kinfolk can allow, they barter their skills on the battlefield and beyond with those who are not so hampered. In doing so, they not only enrich the Striders with the resources they claim, but with the ties they build with other Tribes as well.
Secret Societies
- Eaters of The Dead: Consume the brain of your enemy and learn all of his secrets: a vile but useful ritual. Unfortuneately, the burden borne by those who practice such rites is often heavier than the knowledge they gain. All who consume the flesh of others slowly go insane and reek of the Wyrm's stench. Some even begin to develop an addiction to fresh brains, and will start to kill innocent and guilty alike in order to feast. Other Striders seek out and destroy those suspected of being Eaters of the Dead, but their efforts have driven them to continue their practice in the shadows.
Tribal Culture
Striders are rarely found in the company of other Striders, perhaps occasionally pairing up with another for a difficult journey. More often than not, a Strider in a group is found in a pack composed of many tribes. Otherwise, they tend to remain loners, never settling down. One of the reasons for their frequent wandering is to find and destroy the influence of the Wyrm. To meet these ends, the Striders have pierced into the Umbra and into the realms of the dead. They are the only known tribe to have mastered this art, and for this reason they have an unsettling air about them that tends to disturb other Garou. With the usual exception of Banes and Black Spiral Dancers, the Striders hold their greatest hatred for vampires. The Silent Striders do have a relationship with the Restless Dead. The origin of the relationship is unknown, but Striders tend to attract ghosts' attention when passing through the Gauntlet into or out of the Umbra. Rare is the Silent Strider who does not have at least one wraith tagging along as he travels. Out of a sense of respect and politeness, the Striders will generally avoid mentioning such ghosts in front of strangers. However, because these creatures are driven by their own dark urges, they have little patience for delay or failure and tend to make their dissatisfaction known as best they can.Homids
Centuries of wandering have left the Striders a varied and diverse group comprised of many cultures and ethnicities. Even though they are known for their connections to the lore and land of Egypt, very few are actually born there (those who are find themselves compelled to leave the land as soon as possible). A majority of the Homid members of the Tribe find their roots in nomadic human cultures, as they are drawn to those people who share in their affinity for the open road. Many homid Striders sense the urge to explore and travel, a feeling that always motivates them towards new experiences and locations.Lupus
Much like the homids, Lupus come from many different regions from arround the world, coming from areas where wolves are most populace. A small number descend from some endangered species found in Africa, such as the African golden wolf, and they are fiercely protected. Lupus Striders often have difficulties socializing as they are barely tolerated among wolf populations, even before the First Change, finding themselves outcasts among their own kind.Metis
The very nature of Metis threaten the Veil, requiring that they be raised far away from the eyes of prying humans. For Striders who feel the call to wander long before they have reached maturity, this forced permanency of their upbringing can be maddening. Many Metis Striders attract the attention of ghosts and are forced to deal with their attention and demands. These Metis often bear deep emotional scarring due to being raised under these constraints. For these reasons, they tend to feel a deeper call of wanderlust rarely being content to stay in one location unless duty demands it, and even then they usually find other outlets to escape the feelings of entrapment that held them captive as children. Even though the Striders run fast and loose on the part of the Litany regarding mating with other Garou, they try to avoid having their own Metis in the process and have surprisingly fewer Metis on the whole than any other Tribe. (This is not due to having less than anyone else, but because of their nomadic lifestyle. The childen of these unions tend to stay with the other parent and join their Tribe instead). The Tribe as a whole are compassionate towards these werewolves and take steps to alleviate the damage as much as they can (though their parents are still punished for their indiscretion, often resulting in the death of one or both). The mothers of Metis children from other Tribes tend to beg Striders to take their children away before they can be put to death to give their children a chance at life.Political Culture
Perhaps no other tribe is as adept at gathering and spreading information than the Striders. As much as many of them talk, telling stories and bearing messages, they are also, on the whole, excellent listeners, and will pick up subtle details in a conversation others might miss.Religious Culture
The Silent Striders believe that originally The Triat was in a state they refer to as Ma'at, balanced and in accordance with Gaia's will. In the state of Ma'at, the Wyld was Ptah, who formed new things; the Weaver was Djehuty, who gave order and structure to the universe, and the Wyrm was Apep, who returned the old and weary back to cycle. The modern Triat is twisted into Chaos, Stasis, and Corruption, and only by bringing these forces back into Ma'at will the original Harmony return. The words of the curse of Sutekh are imprinted in the minds and soul of every Silent Strider. They carry this burden with them, knowing that until the curse is lifted, they will never find peace within the homelands of their ancestors. "By the names I have spoken, O Lupines, I curse you. I place my mark upon you, that you shall be forever severed from thy dead fathers and mothers. I damn you with my touch, that never again shall you rest in the lands of thy people. May the names of your ancestors be forgotten, and may their ghosts fade from hunger in the Duat. As I was cast out, so then shall you be exiled, voiceless and lost forevermore."Tribal Weakness
Haunted: Silent Striders can no longer rest within the boundaries of their ancestral homeland, and are haunted by the spirits of the dead. When a Strider botches a roll to Step Sideways, they send a ripple through the Dark Umbra, alerting any nearby wraiths to their presence. It is almost certain that something will show up to either demand aid or try to destroy them. (Learning the Gift: Reach the Umbra allows the Strider to enter and exit the Umbra without fear of this curse.Backgrounds: Cannot take Ancestors. Resources is discouraged.
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