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. Thye are masters of men's tools, technophiles of the first order and intimately familiar with human society. For these reasons, other Garou descrie the Walkers as urrah, the "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 libing among them. Long before the Bone Gnawers took to the streets, they entrenched thesmelves in the wealthiest and laergest cities, living as wolves in sheep's clothing. Throughout the medieval millenium, "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 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 adpatability its greatest advantage.

7nbsp;    No mattter 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 placed 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 subsidaries 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 techological fetishes. A seemingly innocuous floppy disk or batter 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.

Appearance

     Glass Walkers are known for their devotion to human fashion, even while representing a cast array of subcultures. In this tribe, wealthy street punks and corporate powerbrokers work side by side. In Lupus form (when that option is absolutely necessary), their fur is often mottled and multicolored, usually trimmed and sometimes dyed. Cubs and cliath somtimes style their hair in Crinos form, sporting a strange variety of modern coiffures. Lupus Glass Walkers are rare, so their blood is dangerously thin. Many exhibit an unusually high intelligence, or they at least conceal their rapid learning curve carefully.

Kinfolk

     The thought of a Glass Walker without easy access to email, a pager, a cell phone and other personal technology is unthinkable, or at least considered strange. Many Glass Walkers have Kinfolk they never actually see face to face, keeping their contact virtual. Others treat their relations as employees and contractors of the Garou Nation, managing them in the field directly for a wide variety of tasks. Most Kin are technophiles, or at least they seem to thrive in the industrialized world, so the other tribes seem strange and primitive to them.

Territory

     The Glass Walker tribe secures prime real estate in urban realms, places far more comfortable than the rattier places the Bone Gnawers prefer. Walkers stay close to their human contacts, whether they're in corporations, scientific institutions, underworld society or urban gangs. Then again, as one would expect, most Glass Walker resources are usually just a phone call away. Elders have a fine taste for the ritziest places in the city, although some cubs and cliath have been known to favor seedy clubs and decadent street life.

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. Anyting an elder can teach a cub is probably obsolete, and it must be reinvented or upgraded.

Beginning Gifts: COntrol Simple Machine, Diagnostics, Trick Shot

Quote: That little magnetic keypad should be no problem. I'm more worried about the creatures they've been breeding in their computer systems. I say we shift to Crinos and run our own little "anti-virus" program.

Stereotypes

Black Furies: What's the big deal? Why are there other tribes so reluctant to respect these women? They may be tiresome to argue with, but their powess 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 old-fashioned 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 somthing 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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