Garou

A short summary:

•They are Werewolves, calling themselves "Garou", and have the ability to take numerous forms on a spectrum from lupine to hominid

• Werewolves belong to multiple worlds — spirit and flesh, wolf and human — but are wholly accepted by none

• Werewolves are feared and mistrusted by each of the worlds to which they partially belong

• Werewolves are creatures of Rage, forever at risk of losing control of themselves

• Werewolves are charged with an unreliable greater purpose by Gaia, a spiritual entity who is herself inherently unknowable

• Werewolves consider the Wyrm — a primal force of entropy and decay — to be the chief threat to Gaia, and much of Garou existence is spent confronting its agents, real or imagined

The @Garou are more than just werewolves. They are Gaia’s chosen warriors, inheritors of a primal duty stretching back to the dawn of the world: to fight the Wyrm’s corruption, protect the Wyld’s chaos, and maintain balance with the Weaver’s web. Born into both the @human and wolf worlds, the Garou embody rage and spirit, fury and devotion, violence and sorrow. They are protectors, hunters, and mystics all at once—yet also a doomed people, fractured by infighting and consumed by their own terrible burden. To be Garou is to walk the line between savior and monster, and nowhere is this truth more evident than in the city of Ironwood.


What the Garou Are

The Garou are shapeshifters who carry both wolf and human blood, their souls tied to the umbral tapestry of the spirit world. Unlike the @Kin, who live mortal lives, the Garou undergo a transformative “@First Change,” often in adolescence, when their true nature erupts—frequently accompanied by uncontrollable rage and violence. From that moment forward, they are part of the Nation, bound by sacred oaths to Gaia, Mother Earth herself.

To mortals, the Garou are myths, whispered in urban legends about monsters in the woods or savage attacks that never make sense to investigators. To spirits, they are warriors, walking between flesh and ephemera, wielding claws and rites alike. To themselves, they are a dwindling people, fractured by tribal differences yet united against the eternal enemy: the Wyrm, embodiment of corruption, destruction, and greed.


The Role of the Garou

The Garou see themselves as Gaia’s warriors, tasked with defending the living world against forces that seek to unravel or defile it. Their battles are not only against human corporations like @Pentex, but also against spiritual rot, umbral horrors, and the subtle creep of despair within their communities. They are guardians of @Caerns, sacred sites of Wyld energy, and hunters who purge the blighted, corrupted, and parasitic. Their existence is war, but it is also stewardship: maintaining the balance between nature, spirit, and civilization.

Some Garou act as warriors in the streets, hunting down Wyrm-tainted predators. Others serve as mystics, walking the Shadow to seek wisdom from totems and ancestors. Still others act as diplomats with Kinfolk, guiding bloodlines and protecting those who can never Change. Though many Garou resent human society for its greed and destruction, they also rely on it—feeding, hiding, and navigating its structures to wage their war in secret.


Lifestyle and Culture

The Garou live in a culture deeply rooted in tradition, mythology, and oral history. Their @Litany—an ancient code of laws—dictates their behavior, balancing their roles as protectors and predators. Rituals bind them to their ancestors, totems, and packs, while rites of passage mark every transition: the First Change, initiation into a pack, victories, losses, and death. Storytelling and song are sacred practices, keeping their history alive in a world that constantly seeks to erase them.

@Packs are the lifeblood of Garou culture. To be without a pack is to be vulnerable, unanchored in both flesh and spirit. Within packs, roles emerge: the balanced @Philodox to mentor and judge, the mystic @Theurge to commune with spirits, the @Ragabash trickster to question, the @Galliard storyteller to inspire, and the @Ahroun warrior to fight. These archetypes are not rigid, but they guide the rhythms of Garou life, ensuring no one stands alone against the darkness.

@Rage, however, is the Garou’s greatest curse. It fuels their strength but alienates them from humanity, often driving them to violence against those they love. Many Garou struggle to maintain relationships with Kinfolk or even with their own children who cannot Change. Some exile themselves to the wilds, unable to contain their fury; others walk the city’s streets like cornered wolves, channeling their rage against enemies but living in constant fear of losing control.


Beliefs and Spirituality

At the heart of Garou culture lies a kind of animalistic belief in @Gaia, the Earth Mother. To the Garou, she is not metaphor but reality: a living, breathing force whose wounds bleed into the Umbra. They view the triadic balance of @Wyld, @Weaver, and @Wyrm as fundamental truths of existence, though twisted by corruption. The Wyld embodies creation and chaos, the Weaver order and stasis, and the Wyrm destruction. Once, they were in balance; now, the Weaver has trapped the Wyrm in a cage of patterns, and the Wyrm thrashes in madness, spreading corruption across both worlds. It is against this madness that the Garou fight, though they often despair at the enormity of their task.

In Ironwood, spirituality takes visceral forms. The Greenbelt and Bloodroot Valley whisper with spirits of ancient trees, while the Spiritglass Lake reflects not only the moon but also the faces of lost ancestors. Caerns serve as sacred ground where Garou perform rites, honor totems, and heal spiritual wounds. Here, they dance, howl, and bleed for Gaia, binding themselves together in purpose. Yet their spirituality is not distant or abstract; it is immediate, raw, and terrifying—communion with forces as wild as themselves.


How the Garou Came to Ironwood

The Garou presence in Ironwood stretches back to the city’s founding, long before smokestacks and rail lines scarred the skyline. Native tribes spoke of wolf-warriors guarding the forests, protecting sacred sites along the Ironwood River. As European settlers and later industrialists carved steel mills into the earth, the Garou resisted, fighting to preserve their caerns and defend the Wyld. For centuries, they waged a secret war against industry and corruption, always adapting as the city changed around them.

The rise of the steel industry in the early 20th century brought both prosperity and devastation. Ironwood’s economy thrived, but pollution choked the river, forests shrank, and spirits screamed in torment. Garou packs grew divided—some pushed deeper into the wilds, while others adapted to urban warfare, hunting Pentex agents and corrupted spirits in alleys and abandoned factories. The fall of the mills in the late 20th century brought new challenges: poverty, crime, and despair that fed the Wyrm in subtler ways.


Why the Garou Stay in Ironwood

The Garou remain in Ironwood because they cannot leave. The city is scarred with wounds that demand healing: poisoned rivers, blighted neighborhoods, corrupted spirits, and Pentex’s insidious presence. The Halycon Core, Pentex’s regional headquarters, is a festering node of Wyrm-taint, its influence spreading through politics, economy, and culture. To abandon Ironwood would be to surrender it fully to the Wyrm—a betrayal of Gaia.

Moreover, Ironwood holds power. The Greenbelt remains a stronghold of the Wyld, its caerns pulsing with primal energy. Bloodroot Valley’s ruins whisper of forgotten rites. The Spiritglass Lake is a rare gateway to ancestor spirits. For all its corruption, Ironwood is also sacred ground, a contested battlefield where Gaia’s hope endures. Packs anchor themselves here not only to fight, but to remember why they fight.

For the Garou, Ironwood is both a home and a prison, a battlefield and a sanctuary. It reflects their own duality: fierce, wounded, unyielding, and haunted by rage. They cannot abandon it, just as they cannot abandon their duty. In the shadows of skyscrapers and among the roots of ancient trees, they continue their endless war—howling for Gaia, bleeding for a world that may never be saved, yet never ceasing to fight.

Other Supernaturals’ Perspectives on Garou

  • Vampires (Kindred)
    Vampires respect Garou for their raw physical power and primal fury, but also fear their unpredictability. A single enraged werewolf can dismantle even the most carefully laid plans. Kindred generally prefer to avoid open conflict with packs, instead using manipulation, politics, or alliances when necessary. Some see Garou as dangerous tools to exploit against other supernatural rivals.

  • Mages (Awakened)
    Mages view Garou as both a threat and a challenge. Their connection to Gaia and the Wyld gives them a power that resists magical control, making them difficult opponents. Mages admire their determination and courage but often consider them blunt instruments, lacking subtlety. Garou can disrupt magical operations, yet some Mages attempt to broker alliances, valuing their insights into spiritual disturbances.

  • Changelings (Fae)
    Changelings are wary and often intimidated by Garou. The Garou’s feral, unpredictable nature is at odds with fae subtlety and politics. Yet, Changelings may seek protection from packs against other predators, forming tense alliances. Respect is earned slowly, and fear of sudden violence is always present.

  • Wraiths (Restless Dead)
    Wraiths see Garou as both terrifying and protective. Packs often safeguard spiritual sites where Wraiths linger, and their presence can keep destructive forces at bay. Some Wraiths resent the Garou’s interference or unpredictability, but most quietly appreciate the werewolves’ role as guardians of the balance between life and death.

  • Other Garou
    Among themselves, Garou operate in packs with complex hierarchies guided by the Litany and tribal culture.