Post by Ikon on Nov 13, 2009 0:43:50 GMT -8
The Tribe
Werewolves speak about their ancestors with great and pride. Throughout their lives, they help their tribes, and their tribes help them. Each one has a very different hierarchy, from the constant conflicts for power among Shadow Lords to the relaxed, informal democracy of the Bone Gnawers. As noted before, one or two tribes will dominate most Septs, which gives rise to tribal politics. Young Cliath serve their pack first and their Sept second, but when a tribe has a pressing issue that only werewolves of that tribe can truly understand, an elder may call upon the tribe's Cliath to aid him, possibly with the help of their respective packs. In some tribes, such as the Silver Fangs and Shadow Lords, this imperative is undeniable. The chance to gain renown for serving one's tribe is usually sufficient motivation, however.
Every tribe also includes smaller societies, groups of werewolves who share a common purpose but who don't necessarily belong to the same pack. These groups are known as camps. For example, a Bone Gnawer might belong to the Frankweiler Camp, tending to public parks and museums during his spare time, or he might decide instead to join the Hood, watching over run-down neighborhoods in the city suburbs. A follower of a camp may still decide to join in a pack with werewolves from other tribes, but occasionally, he'll have to leave to carry out a personal task on behalf of his camp. He may even recruit his pack to help him in such a quest, sometimes in exchange for similar favors. For instance, if a Fenrir helps her packmate in the Frankweiler camp rescue a fetish stolen from a museum, she might later insist that the Bone Gnawer should help her Valkyria friends punish some wayward Ahroun.
{This is what happens when Dick gets bored at his computer for a few hours. Descriptions marked with an "*" are paraphrased by me. The Cauldron of Storms, The Skein Runners and The Bloodhounds are from The Players Handbook, rest are from the Tribe Books. Camps not marked with an "*" are directly from the Players Handbook.}
Tribal Camps
Black Furies
Bacchantes : A vicious camp of whirlwind Furies dedicated to destroying the holdings and livelihoods of the worst violators of Gaia's laws.
Freebooters : Explorers who spend their lives searching for forgotten or previously undiscovered Wyld places for the purpose of creating or reclaiming caerns.
Moon Daughters : New Age modernists among the Black Furies seeking to reinforce Gaia's power by eliciting change whenever and where ever they can.
Order of Our Merciful Mother : Under the improbable disguise of the habit of the Catholic Church, the Order seeks to use religion as a tool to reform human society and serve Gaia.
The Sisterhood : Information brokers of a worth that rivals the Glass Walker and Bone Gnawer tribes where information gathering and processing is concerned.
Temple of Artemis : An ancient and exclusive order of isolationist Black Furies who believe that the tribe must always act on its own in its war against the Wyrm, unaffected by the politics and weakness of the other tribes of the Garou Nation.
*Amazons of Diana : Rarely seen as a formal group, the Amazons of Diana is a catchall of Black Furies who consider their primary role as Garou to be unstoppable warrior-women and are less concerned with the Black Furies traditional role as Gaia's avengers.
Bone Gnawers
Deserters : Among the finest spirit guides of the Garou Nation, these Bone Gnawers make it their life's mission to search and map the Umbra after abandoning the physical world.
Frankweilers : Some of the most gifted Bone Gnawers Galliards in existence acting as the preservers of art, history and cultural center within a given city.
Hillfolk : Rural Bone Gnawers forsaking the trappings and biases of metropolitan society of the cornucopia of the Earth's blessings and living exclusively off of the land under their
protection.
The Hood : As their name suggests, the Hood are a group of Bone Gnawers that rob from the "rich" and give to the "poor" within the scope of their protectorates.
Rat Finks : Information brokers and reputation assassins trading the commodity of information to the highest bidder.
Road Warders : The protectors of travelers, these Bone Gnawers live for the experience of the journey and never settle in one place for long or lay down permanent roots.
The Swarm : A powerful camp of urban terrorists that use shadow-tactics to fight for Gaia within the very bellies of the Weaver and Wyrm.
*The Bloodhounds : A strike force of Bone Gnawer Garou and Kinfolk who hunt down Urban vampires. Trained in the arts of close-quarter and subterranean warfare, they are becoming legendary throughout the Garou Nation despite the fact they often charge urban caerns for their services.
Children of Gaia
((Note : Camps are in decline in the Children of Gaia due to a recent
declaration by True Silverheels, one of the tribes elders, to abolish all camps because they only serve to divide the Tribe and Unicorn doesn't approve of them. The whole "how can we preach 'one tribe' when our own tribe isn't even united" mindset. Note they are in decline, not gone, as not everyone agrees with True Silverheels, but the tribe as a whole looks down on camps now.))
Anointed Ones : A supposedly extinct camp of pacifists that believed in the value of non-violence, the Anointed Ones focused on the development of Gifts and Rites that were designed to assist Garou in the control of their Rage.
Bringer of Eternal Peace : A strange, unpopular camp devoted to the nihilistic idea of bringing about the Apocalypse to end all conflicts.
Imminent Strike : A militant camp of seasoned and effective warriors within the Children of Gaia who break every preconceived notion of tribal stereotypes. ((Note : This camp is spoken of in the past tense in the tribe book due to True Silverheels, but some think they are still around and now recruiting from outside the tribe.))
Seekers of the Lost Tribes : A camp dedicated to reuniting all of the Fera under the flag of Gaia for the purpose of fulfilling an ancient prophecy that indicates such solidarity among Gaia's forces will win the War of Apocalypse. ((Note : According to the Tribebook most of the Camp only seeks to reunite the Garou Tribes, including the lost tribes. Only a small portion believe they have to unite all the Fera as well.))
Servants of the Unicorn : A camp of peacemakers and savvy politicians that seeks to unite the tribes of the Garou Nation into one people with one goal rather than a group of prejudiced werewolves who bicker among themselves. ((Note : The majority of Children of Gaia belonged to this camp prior to True Silverheels call for the disbanding. Now it is a shadow of itself.))
*Patient Deed : A nearly dead camp, that was largely disbanded due to True Silverheels' declaration. Throughout history they tried to apply peace to warlike societies, often failing to influence the nature of such societies.
Fianna
Brotherhood of Herne : A camp that serves the Fianna as a sort of rapid reaction force, quickly deploying as needed to caerns in need of immediate and potent combat assistance.
Children of Dire : For all intents and purposes, the lupus equivalent of the Whispering Rovers camp that focuses on the state of the wilds outside of their traditional homes, focusing on natural disturbances and evidence of Wyrm taint in nature.
Grandchildren of Fionn : In a sense, the Grandchildren essentially run a "training camp" for young Fianna looking to make a name for themselves within the tribe in the first few years after their First Change and Rite of Passage.
Mother's Fundamentalists : Supporters of the reinstatement of the Impergium with very close ties to some camps within the Get of Fenris.
Songkeepers : A camp dedicated to the aural archiving of the history of the whole of the Garou Nation.
Tuatha De Fionn : Fianna that specialize in fostering relationships and alliances with the Fae.
Whispering Rovers : A camp of wandering, homid scouts that travel abroad, collecting intelligence and information that might be of use to the Fianna as a whole.
Get of Fenris
Fangs of Garm : The most diplomatic of Fenrir, a camp devoted to making allies among the other tribes.
Glorious Fist of Wotan : A largely lupus camp with a very Red Talon-esque disgust for humanity.
Hand of Tyr : Arguably the most fanatical, most relentless, and most savage camp of Garou in existence, the Hand is the werewolf equivalent of "black-ops" specialists for the Garou Nation.
Mjolnir's Thunder : Ascetic fanatics who have sacrificed all ties to the world around them in order to better carry on their war.
Swords of Heimdall : An all-but-destroyed sect of racists.
Valkyria of Freya : Seasoned warriors and feminist activist within the Get.
*Ymir's Sweat : So secretive, most believe they do not exist, the Ymir's Sweat is comprised of Get of Fenris living in American long before the European Garou arrived and share Native American blood and breeding stock with Wendigo and the extinct Croatian.
*Loki's Smile : A secret cabal of Fenrir who control and manipulate the tribe with politicking from the shadows rather than open battle. Mostly active in Eastern Europe, this camp is still largely thought not to exist.
Glass Walkers
City Farmers : Urban horticulturists and hydroponics specialists espousing the idea that nature should grow from the inside of a city out to protect the green parts of Gaia present within it.
Corporate Wolves : Environmentally aware and corporately active Glass Walkers who have infiltrated the economic machine of human capitalism.
Cyber Dogs : A radical camp of cybernetic advocates, which were all but destroyed for their actions.
Dies Ultimae : Equal parts mercenary force and doomsday cult, a camp that focuses on training for the Final Battle.
Random Interrupts : Glass Walkers fighting for the freedom of information through electronic means, and seeking to free the Machine from the coils of the Wyrm.
Wise Guys : A militant camp on the decline, formerly known for controlling the city streets with money and technology as well as fang and claw.
*The Skein Runners : Operating exclusively in the Umbra, these essentially non-existent Glass Walkers are electronic information and intelligence specialists without peer. They pay for their invisibility by providing services to urban caerns and maintain a virtually unstoppable army of formidable technological-spirits to aid them.
*Umbra Pilots : Small group of Glass Walkers that create Umbral vehicles designed to explore the Near Realms and Deep Umbra.
*Urban Primitives : Considered a movement, and not technically a camp. They believe dependence upon technology removes the user from his essential self and try to create tribal societies whilst decorating themselves with tattoos, piercings, scars and branding.
*Mechanical Awakening : Thought not to exist, they are "advocates for the Machine."
Red Talons=
Dying cubs : A secret society dedicated to ritually healing and "feeding" the earth with the blood and pain of humans.
Lodge of the Predator Kings : A Red Talons camp dedicated to the return of the Impergium and complete eradication of humanity.
Warders of the Land : A default camp of divided ideology within the Red Talons, the Warders of the Land believe that the protection of Gaia is best handled through stout defense, as well as overpowering offense, depending on the situation.
Whelp's Compromise : Red Talons who have taken on many homid ideals, beliefs, and characteristics. This camp represents the antithesis of the Lodge of the Predator Kings.
Shadow Lords :
Bringers of Light : Shadow Lords who constantly place themselves (and their souls) in jeopardy in an effort to overcome the power of the Wyrm through infiltrating the ranks of its followers.
Children of Bat : A small camp dedicated to making amends to the spirit of Bat for the Lords' role in the extinction of the Camazotz.
Children of Crow : Shadow Lords who serve those more powerful than themselves for the sake of the power that such servitude grants them.
Judges of Doom : Shadow Lords dedicated to enforcing the Litany at any cost.
Lords of the Summit : The largest of the Shadow Lord camps, the Lords of the Summit groom leaders for Gaia's army, and hold to the ideal that any action that promotes a strong leader is justified.
*The Cauldron of Storms : Corporate raiders to the core, they believe that to defeat one's enemy, the weapons of that enemy must be used against him. This includes the Wyrm, which has brought them in direct confrontation with other werewolves and Fear. They intend to establish a beachhead within the belly of the beast itself, and believe the end justify the means.
Silent Striders
The Bitter Hex : A secret society of Silent Striders that has taken up the banner of revenge for all the slights against the tribe. Many practice ritualistic cursing dating back to the time of the pharaohs.
The Dispossessed : Silent Striders who search - and sometimes find - temporary homes for themsleves but never permanently. For the Dispossessed, it is the search that matters.
Eaters of the Dead : A secretive, outlawed cult of mad Silent Striders who devour corpses' brains to learn their secrets.
Harbingers : Considered to be some of the wisest of Garou, Harbringers are messengers of events of import and prophets that bring hope and warning in equal amounts along with them in their travels.
Seekers : Teachers among the Garou, the Seekers are walking encyclopedias of forgotten lore and knowledge.
Swords of Night : A camp of vampire hunters that exemplifies the Silent Striders' ancestral hatred of leeches.
Wayfarers : Mercenary Silent Strider couriers who hire themselves out to other tribes for the sake of correspondence and communication.
Silver Fangs
Ivory Priesthood : A reclusive cult dedicated to the lore of death and the Dark Umbra. They are not known outside the Tribe.
Renewalists : Those Silver Fangs dedicated to the "spiritual rebirth" of the tribe.
Royalists : A political faction interested in solidifying the Fangs' leadership of the Garou Nation even further.
Gray Raptors : A group of Silver Fangs who seek to punish those who insult or ignore the Silver Fangs' ancient right to rule. They are not known outside the Tribe.
Masters of the Seal : A group of Silver Fangs who steal secrets from spirits and other tribes. This is the most secretive of all the Camps in the Silver Fangs, members don't even admit membership to other Tribemates.
Uktena
Bane Tenders : Mystics dedicated to binding powerful Banes beneath the earth and guarding them so that they do not free themselves.
Earth Guides : A camp dedicated to preserving the traditions of the Uktena's many human Kinfolk.
Ghost Dancers : A camp allied with the Wendigo camp of similar name, dedicated to purifying the Pure Lands once again.
Raiders : A splinter faction of the Scouts that strives to recover mystical artifacts and fetishes from the hands of Leeches and other Wyrmspawn.
Scouts : Messengers, explorers and pathfinders who ply the lands between Uktena septs.
Skywalkers : A small camp devoted to exploring the mysteries of the Deep Umbra.
Wyld Children : Esoteric mystics who have retreated from tribal politics to gain a deeper understanding of the Wyld.
Wendigo
The Ghost Dance : A camp of Wendigo that preserves the old ways of life for the tribe and their Kinfolk.
Gluskap's Lodge : A camp that teaches Wendigo the ways of man, so that the tribe as a whole might better understand humanity's ways and means.
Myeengun's Lodge : Similar in many respects to Gluskap's Lodge, this camp is dedicated to the understanding of the ways of the wolf for the sake of better relations between wolves and Wendigo Tribe.
The Sacred Hoop : Peacemakers among the Wendigo, the Sacred Hoop believes in unity and diversity, of tolerance and brotherhood.
The Warpath : A bloodthirsty camp of Wendigo bent on revenge against both the Wyrm and those that have crossed the Wendigo throughout time. Once the Warpath has determined an enemy, the camp does not cease hunting it until it has been slain.
Thanks, Dick.
Werewolves speak about their ancestors with great and pride. Throughout their lives, they help their tribes, and their tribes help them. Each one has a very different hierarchy, from the constant conflicts for power among Shadow Lords to the relaxed, informal democracy of the Bone Gnawers. As noted before, one or two tribes will dominate most Septs, which gives rise to tribal politics. Young Cliath serve their pack first and their Sept second, but when a tribe has a pressing issue that only werewolves of that tribe can truly understand, an elder may call upon the tribe's Cliath to aid him, possibly with the help of their respective packs. In some tribes, such as the Silver Fangs and Shadow Lords, this imperative is undeniable. The chance to gain renown for serving one's tribe is usually sufficient motivation, however.
Every tribe also includes smaller societies, groups of werewolves who share a common purpose but who don't necessarily belong to the same pack. These groups are known as camps. For example, a Bone Gnawer might belong to the Frankweiler Camp, tending to public parks and museums during his spare time, or he might decide instead to join the Hood, watching over run-down neighborhoods in the city suburbs. A follower of a camp may still decide to join in a pack with werewolves from other tribes, but occasionally, he'll have to leave to carry out a personal task on behalf of his camp. He may even recruit his pack to help him in such a quest, sometimes in exchange for similar favors. For instance, if a Fenrir helps her packmate in the Frankweiler camp rescue a fetish stolen from a museum, she might later insist that the Bone Gnawer should help her Valkyria friends punish some wayward Ahroun.
{This is what happens when Dick gets bored at his computer for a few hours. Descriptions marked with an "*" are paraphrased by me. The Cauldron of Storms, The Skein Runners and The Bloodhounds are from The Players Handbook, rest are from the Tribe Books. Camps not marked with an "*" are directly from the Players Handbook.}
Tribal Camps
Black Furies
Bacchantes : A vicious camp of whirlwind Furies dedicated to destroying the holdings and livelihoods of the worst violators of Gaia's laws.
Freebooters : Explorers who spend their lives searching for forgotten or previously undiscovered Wyld places for the purpose of creating or reclaiming caerns.
Moon Daughters : New Age modernists among the Black Furies seeking to reinforce Gaia's power by eliciting change whenever and where ever they can.
Order of Our Merciful Mother : Under the improbable disguise of the habit of the Catholic Church, the Order seeks to use religion as a tool to reform human society and serve Gaia.
The Sisterhood : Information brokers of a worth that rivals the Glass Walker and Bone Gnawer tribes where information gathering and processing is concerned.
Temple of Artemis : An ancient and exclusive order of isolationist Black Furies who believe that the tribe must always act on its own in its war against the Wyrm, unaffected by the politics and weakness of the other tribes of the Garou Nation.
*Amazons of Diana : Rarely seen as a formal group, the Amazons of Diana is a catchall of Black Furies who consider their primary role as Garou to be unstoppable warrior-women and are less concerned with the Black Furies traditional role as Gaia's avengers.
Bone Gnawers
Deserters : Among the finest spirit guides of the Garou Nation, these Bone Gnawers make it their life's mission to search and map the Umbra after abandoning the physical world.
Frankweilers : Some of the most gifted Bone Gnawers Galliards in existence acting as the preservers of art, history and cultural center within a given city.
Hillfolk : Rural Bone Gnawers forsaking the trappings and biases of metropolitan society of the cornucopia of the Earth's blessings and living exclusively off of the land under their
protection.
The Hood : As their name suggests, the Hood are a group of Bone Gnawers that rob from the "rich" and give to the "poor" within the scope of their protectorates.
Rat Finks : Information brokers and reputation assassins trading the commodity of information to the highest bidder.
Road Warders : The protectors of travelers, these Bone Gnawers live for the experience of the journey and never settle in one place for long or lay down permanent roots.
The Swarm : A powerful camp of urban terrorists that use shadow-tactics to fight for Gaia within the very bellies of the Weaver and Wyrm.
*The Bloodhounds : A strike force of Bone Gnawer Garou and Kinfolk who hunt down Urban vampires. Trained in the arts of close-quarter and subterranean warfare, they are becoming legendary throughout the Garou Nation despite the fact they often charge urban caerns for their services.
Children of Gaia
((Note : Camps are in decline in the Children of Gaia due to a recent
declaration by True Silverheels, one of the tribes elders, to abolish all camps because they only serve to divide the Tribe and Unicorn doesn't approve of them. The whole "how can we preach 'one tribe' when our own tribe isn't even united" mindset. Note they are in decline, not gone, as not everyone agrees with True Silverheels, but the tribe as a whole looks down on camps now.))
Anointed Ones : A supposedly extinct camp of pacifists that believed in the value of non-violence, the Anointed Ones focused on the development of Gifts and Rites that were designed to assist Garou in the control of their Rage.
Bringer of Eternal Peace : A strange, unpopular camp devoted to the nihilistic idea of bringing about the Apocalypse to end all conflicts.
Imminent Strike : A militant camp of seasoned and effective warriors within the Children of Gaia who break every preconceived notion of tribal stereotypes. ((Note : This camp is spoken of in the past tense in the tribe book due to True Silverheels, but some think they are still around and now recruiting from outside the tribe.))
Seekers of the Lost Tribes : A camp dedicated to reuniting all of the Fera under the flag of Gaia for the purpose of fulfilling an ancient prophecy that indicates such solidarity among Gaia's forces will win the War of Apocalypse. ((Note : According to the Tribebook most of the Camp only seeks to reunite the Garou Tribes, including the lost tribes. Only a small portion believe they have to unite all the Fera as well.))
Servants of the Unicorn : A camp of peacemakers and savvy politicians that seeks to unite the tribes of the Garou Nation into one people with one goal rather than a group of prejudiced werewolves who bicker among themselves. ((Note : The majority of Children of Gaia belonged to this camp prior to True Silverheels call for the disbanding. Now it is a shadow of itself.))
*Patient Deed : A nearly dead camp, that was largely disbanded due to True Silverheels' declaration. Throughout history they tried to apply peace to warlike societies, often failing to influence the nature of such societies.
Fianna
Brotherhood of Herne : A camp that serves the Fianna as a sort of rapid reaction force, quickly deploying as needed to caerns in need of immediate and potent combat assistance.
Children of Dire : For all intents and purposes, the lupus equivalent of the Whispering Rovers camp that focuses on the state of the wilds outside of their traditional homes, focusing on natural disturbances and evidence of Wyrm taint in nature.
Grandchildren of Fionn : In a sense, the Grandchildren essentially run a "training camp" for young Fianna looking to make a name for themselves within the tribe in the first few years after their First Change and Rite of Passage.
Mother's Fundamentalists : Supporters of the reinstatement of the Impergium with very close ties to some camps within the Get of Fenris.
Songkeepers : A camp dedicated to the aural archiving of the history of the whole of the Garou Nation.
Tuatha De Fionn : Fianna that specialize in fostering relationships and alliances with the Fae.
Whispering Rovers : A camp of wandering, homid scouts that travel abroad, collecting intelligence and information that might be of use to the Fianna as a whole.
Get of Fenris
Fangs of Garm : The most diplomatic of Fenrir, a camp devoted to making allies among the other tribes.
Glorious Fist of Wotan : A largely lupus camp with a very Red Talon-esque disgust for humanity.
Hand of Tyr : Arguably the most fanatical, most relentless, and most savage camp of Garou in existence, the Hand is the werewolf equivalent of "black-ops" specialists for the Garou Nation.
Mjolnir's Thunder : Ascetic fanatics who have sacrificed all ties to the world around them in order to better carry on their war.
Swords of Heimdall : An all-but-destroyed sect of racists.
Valkyria of Freya : Seasoned warriors and feminist activist within the Get.
*Ymir's Sweat : So secretive, most believe they do not exist, the Ymir's Sweat is comprised of Get of Fenris living in American long before the European Garou arrived and share Native American blood and breeding stock with Wendigo and the extinct Croatian.
*Loki's Smile : A secret cabal of Fenrir who control and manipulate the tribe with politicking from the shadows rather than open battle. Mostly active in Eastern Europe, this camp is still largely thought not to exist.
Glass Walkers
City Farmers : Urban horticulturists and hydroponics specialists espousing the idea that nature should grow from the inside of a city out to protect the green parts of Gaia present within it.
Corporate Wolves : Environmentally aware and corporately active Glass Walkers who have infiltrated the economic machine of human capitalism.
Cyber Dogs : A radical camp of cybernetic advocates, which were all but destroyed for their actions.
Dies Ultimae : Equal parts mercenary force and doomsday cult, a camp that focuses on training for the Final Battle.
Random Interrupts : Glass Walkers fighting for the freedom of information through electronic means, and seeking to free the Machine from the coils of the Wyrm.
Wise Guys : A militant camp on the decline, formerly known for controlling the city streets with money and technology as well as fang and claw.
*The Skein Runners : Operating exclusively in the Umbra, these essentially non-existent Glass Walkers are electronic information and intelligence specialists without peer. They pay for their invisibility by providing services to urban caerns and maintain a virtually unstoppable army of formidable technological-spirits to aid them.
*Umbra Pilots : Small group of Glass Walkers that create Umbral vehicles designed to explore the Near Realms and Deep Umbra.
*Urban Primitives : Considered a movement, and not technically a camp. They believe dependence upon technology removes the user from his essential self and try to create tribal societies whilst decorating themselves with tattoos, piercings, scars and branding.
*Mechanical Awakening : Thought not to exist, they are "advocates for the Machine."
Red Talons=
Dying cubs : A secret society dedicated to ritually healing and "feeding" the earth with the blood and pain of humans.
Lodge of the Predator Kings : A Red Talons camp dedicated to the return of the Impergium and complete eradication of humanity.
Warders of the Land : A default camp of divided ideology within the Red Talons, the Warders of the Land believe that the protection of Gaia is best handled through stout defense, as well as overpowering offense, depending on the situation.
Whelp's Compromise : Red Talons who have taken on many homid ideals, beliefs, and characteristics. This camp represents the antithesis of the Lodge of the Predator Kings.
Shadow Lords :
Bringers of Light : Shadow Lords who constantly place themselves (and their souls) in jeopardy in an effort to overcome the power of the Wyrm through infiltrating the ranks of its followers.
Children of Bat : A small camp dedicated to making amends to the spirit of Bat for the Lords' role in the extinction of the Camazotz.
Children of Crow : Shadow Lords who serve those more powerful than themselves for the sake of the power that such servitude grants them.
Judges of Doom : Shadow Lords dedicated to enforcing the Litany at any cost.
Lords of the Summit : The largest of the Shadow Lord camps, the Lords of the Summit groom leaders for Gaia's army, and hold to the ideal that any action that promotes a strong leader is justified.
*The Cauldron of Storms : Corporate raiders to the core, they believe that to defeat one's enemy, the weapons of that enemy must be used against him. This includes the Wyrm, which has brought them in direct confrontation with other werewolves and Fear. They intend to establish a beachhead within the belly of the beast itself, and believe the end justify the means.
Silent Striders
The Bitter Hex : A secret society of Silent Striders that has taken up the banner of revenge for all the slights against the tribe. Many practice ritualistic cursing dating back to the time of the pharaohs.
The Dispossessed : Silent Striders who search - and sometimes find - temporary homes for themsleves but never permanently. For the Dispossessed, it is the search that matters.
Eaters of the Dead : A secretive, outlawed cult of mad Silent Striders who devour corpses' brains to learn their secrets.
Harbingers : Considered to be some of the wisest of Garou, Harbringers are messengers of events of import and prophets that bring hope and warning in equal amounts along with them in their travels.
Seekers : Teachers among the Garou, the Seekers are walking encyclopedias of forgotten lore and knowledge.
Swords of Night : A camp of vampire hunters that exemplifies the Silent Striders' ancestral hatred of leeches.
Wayfarers : Mercenary Silent Strider couriers who hire themselves out to other tribes for the sake of correspondence and communication.
Silver Fangs
Ivory Priesthood : A reclusive cult dedicated to the lore of death and the Dark Umbra. They are not known outside the Tribe.
Renewalists : Those Silver Fangs dedicated to the "spiritual rebirth" of the tribe.
Royalists : A political faction interested in solidifying the Fangs' leadership of the Garou Nation even further.
Gray Raptors : A group of Silver Fangs who seek to punish those who insult or ignore the Silver Fangs' ancient right to rule. They are not known outside the Tribe.
Masters of the Seal : A group of Silver Fangs who steal secrets from spirits and other tribes. This is the most secretive of all the Camps in the Silver Fangs, members don't even admit membership to other Tribemates.
Uktena
Bane Tenders : Mystics dedicated to binding powerful Banes beneath the earth and guarding them so that they do not free themselves.
Earth Guides : A camp dedicated to preserving the traditions of the Uktena's many human Kinfolk.
Ghost Dancers : A camp allied with the Wendigo camp of similar name, dedicated to purifying the Pure Lands once again.
Raiders : A splinter faction of the Scouts that strives to recover mystical artifacts and fetishes from the hands of Leeches and other Wyrmspawn.
Scouts : Messengers, explorers and pathfinders who ply the lands between Uktena septs.
Skywalkers : A small camp devoted to exploring the mysteries of the Deep Umbra.
Wyld Children : Esoteric mystics who have retreated from tribal politics to gain a deeper understanding of the Wyld.
Wendigo
The Ghost Dance : A camp of Wendigo that preserves the old ways of life for the tribe and their Kinfolk.
Gluskap's Lodge : A camp that teaches Wendigo the ways of man, so that the tribe as a whole might better understand humanity's ways and means.
Myeengun's Lodge : Similar in many respects to Gluskap's Lodge, this camp is dedicated to the understanding of the ways of the wolf for the sake of better relations between wolves and Wendigo Tribe.
The Sacred Hoop : Peacemakers among the Wendigo, the Sacred Hoop believes in unity and diversity, of tolerance and brotherhood.
The Warpath : A bloodthirsty camp of Wendigo bent on revenge against both the Wyrm and those that have crossed the Wendigo throughout time. Once the Warpath has determined an enemy, the camp does not cease hunting it until it has been slain.
Thanks, Dick.