Silent Striders

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Introduction[edit]

The were-jackals. Silent Striders are the messengers and mystics of the Garou. Long displaced from their homeland of Egypt, they wander, having no true homeland. They are the most familiar with the Umbra of any Garou, and even have learned how to traverse the Shadowlands, and while this brings them great knowledge of Wraiths and Spirits, they are forever taunted by their own inability to return as Ancestor Spirits.

History of the Tribe[edit]

Long ago, all Tribes were as one.
Long ago, all Realms were as one.

In those days, when Garou died, they were assumed to simply be gone. But one Garou was curious, and she went to Owl, for Owl was wise and knew much. She asked Owl where those who died went. Owl told her that they traveled down the darkest path of all, and that she would show the young Garou. They ran for a long time down a dark, sloping path, until they came to a great gate. Behind this gate were the spirits the Garou was seeking, and so she implored the gatekeeper to open his gate. She moved him by removing her heart, offering it to him as payment for his favor. Moved, the gatekeeper told the Garou that he would open the Gate, but only for a short while, and any of the spirits who wished to follow her would have to run. And so, with Owl's encouragement, she ran, leading those spirits that chose to follow behind her. Most of the human spirits were too frightened to leave, and so stayed behind. A few did come, but were too slow to keep up with the Garou, and so were stuck somewhere between that gate and the land of the living, becoming the first Wraiths. The rest were the spirits of the Garou, and they followed her all the way back to their families. Her own family barely recognized her, as her travels had made her long and lean, and the dark road she had traversed had stained her coat black.

This is said to be the first Silent Strider.

Eventually, when all the Tribes were clearly split, and the world was much as we know it now, the Silent Striders found a home in Egypt. It was a culture fascinated with death, intrinsically built around it, and it was just the sort of home the Striders could embrace. For, while the culture spent so much time thinking about death, they were not morbid. Instead, they believed that one should be as merry as possible in life, for if you died with the love of life in your heart, you were sure to be as happy in death as you were in life.

Then, things changed, for two Vampires had come into Egypt, and nowadays we know them as Set and Osiris. They warred between each other for control of Egypt, and the Striders chose to let them fight amongst themselves. When they were done, so the Jackals thought, they would deal with whichever side that remained.

This didn't work out well, you see. For Set had one their great war, and when the Striders turned on him, thinking him weak and worn down, they found that he had created his own line of followers, of Vampires. So Set cursed all of the Silent Striders with this: “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.”

From then on, no Silent Striders returned as Ancestor Spirits or Wraiths, and Silent Striders could no longer stay within the lands of Egypt without being tormented.

So the Striders became wanders, with no true home to their names. With the rise of Rome and Christianity, they took to sticking to back roads and rural tribes. One group of people, however, did catch their eye, and these were the Gypsies. They saw kindred spirits in these nomadic people, and have since mated quite thoroughly within them. Geography While their original homeland was Egypt, since the Silent Striders were displaced by the Followers of Set, they've had no home to call their own. They have one sept, in France, and it is constantly moving.

Totems of the Tribe[edit]

Owl, Totem of Wisdom: This is the primary totem for the Silent Striders. Owl presides over Death, the Shadowlands, and secrets. There is little to nothing that Owl does not see.

Ibis, Totem of Wisdom: Ibis presides over memory and strength of mind.

Crocodile, Totem of War: Also known as Sebek, Crocodile remembers any slight done to him or his children.

Scarab, Totem of Respect: Scarab teaches patience, and the willingness to wait to attain your goals.

Sphinx, Totem of Wisdom: Sphinx is the guardian of the ages and eternity. Sphinx serves as a reminder to Striders of all they have lost and wish to regain.

Opinions[edit]

Litany[edit]

Garou Shall Not Mate With Garou: Silent Striders are one of the more forgiving tribes of Metis. After all, sometimes it gets lonely on the road, and you're not always as careful as you should be. However, they still uphold this law, and it's still better not to go out of your way to break the rules.

Combat the Wyrm Wherever It Dwells and Whenever It Breeds: Silent Striders tend to be scouts, not shocktroops. They don't tend to follow this law to the letter. But, they certainly fight the Wyrm. Someone needs to let the Sept know that they are being marched upon, or point the Fenrir to the weak spot of the opposing foe, right?

Respect the Territory of Another: Sometimes in their roles as messengers and truth seekers, Silent Striders find themselves in someone else's territory without permission. Usually, they'll be allowed to pass, as it's common knowledge they're not looking to settle down. Not everyone is so forgiving though, so Striders often take the 'what they don't know can't hurt them... or me' viewpoint and travel, well... silently.

Accept an Honorable Surrender: Garou aren't exactly plentiful, and they certainly don't need be ripping each other's throats out just because they can. Striders are quick to uphold this law, though few would willingly bear the shame of having surrendered to a Silent Strider and often choose to fight to the death instead.

Submission to Those of Higher Station: Silent Striders are keen on respecting those above them, mostly to make sure that they are not deprived of trust or information from wise Elders in the future.

The First Share of the Kill to the Greatest of Station: Striders tend to follow this law pretty well, out of sheer common courtesy. Though, it's not unheard of that certain Striders attain a penchant for collecting certain trinkets from fallen foes without telling their elders.

Ye Shall Not Eat the Flesh of Humans: “Humans and wolves are not prey animals for Garou, and that should be the end of that.”

Respect for Those Beneath Ye – All Are of Gaia: Those of lower rank are the future. They are bound to obey those of greater station, and so those with power should respect those who tend to that power.

The Veil Shall Not Be Lifted: This is just common sense. The existence of Garou, much less Striders, is tough enough without the entirety of humanity knowing they are out there.

Do Not Suffer Thy People to Tend Thy Sickness: If Strider can't wander, they often lose their will to carry on. If they're too weak to venture off into the great unknown, part of their soul dies, and it is easy enough for them to accept the end of their lives.

The Leader May Be Challenged at Any Time During Peace: If the leader is a fool, he's not worth being a leader, and if you're not able to out wit, out smart, out fight, or out play him, perhaps you should just try leaving.

The Leader May Not Be Challenged at Any Time During War: This has its uses, but it is not always the wisest choice. Much like above, if the leader is a fool, he is guaranteed to lead you into death. Striders cannot come back as Ancestor Spirits to aide those they leave behind, therefore to die pointlessly is the worst fate possible for them.

Ye Shall Take No Action That Causes a Caern to Be Violated: Striders respect this tenant just as much as any Garou. In fact, in some ways more, in that they have so few Caerns of their own. To lose even one is a devastating blow, and they would surely rather die than see that happen.

Other Garou[edit]

Black Furies: Striders and Furies have a decent business relationship. The Furies are keen on history and archeology, but they are much more bound to one place than Striders. They often are bound to guarding Caerns or raising Cubs. The Striders often acquire knowledge and artifacts for them, therefore, and they've gotten quite good at getting along, even if the Furies are sometimes a bit abrasive.

Bone Gnawers: The Gnawers are aware of a lot more secrets than they let on, being so close to the bottom of both human and Garou society. They're not the most tasteful of company, but they're good for a decent story and a warm meal, which something most Striders won't turn down when they're on the road.

Children of Gaia: It's hard to find a reason to have a problem with the Children of Gaia, with their pleasant, peaceful nature. Sometimes they're a little too peaceful, though, and require some work to get them ready for a real battle.

Fianna: They're good for tales to hear and tell, and they throw some good parties, but Striders are quite aware that their brew often embellishes their stories for them. Find one sober, though, and they're a great resource for information.

Fenrir: They're a bit pompous and prideful, boasting about how they've kept their homeland pure and true, but they're warriors one can't help but respect.

Warders Of Man: One has to respect how well they've kept up with humans, but their choice to bind themselves to urban life constricts the freedom of most Striders.

Red Talons: They're entirely too short-sighted to bother with for most Striders. And, since Striders value their Homid blood, most Talons don't have much respect for Striders either.

Shadow Lords: All the Striders can see of the Shadow Lords is that they are constantly politicking, and it drives them insane. Rather than falling to envy and greed and politics, if the Shadow Lords focused on battling the Wyrm, they could be real allies. As it stands, they're a depressing waste to most Striders.

Silver Fangs: Perhaps it is right that the Silver Fangs lead, perhaps it is not. Honestly, the Striders are content to not make up their minds on the matter, and know that they haven't. As long as they're left to do their jobs, that is.

Fera: The Striders are often to least hated among the Garou by the Fera, as they are the “least wolf,” if you will. They try and reach out to some of these creatures, and some have accepted them, at least somewhat. Namely, these are the Bubasti, who feel a kinship due to their common enemy in Vampire and place of origin being Egypt.

Other Supernaturals (Vampires, Wraith, Sorcerers, Mages, Fae, Wraiths):

Wraith: Wraiths have a special place in Strider history, and they're not keen to forget it. Striders know more about the Shadowlands and Wraiths than other Garou, and have more than a few times been known to aide them, whether in the protection of fetters or that acquisition of Pathos.

Vampires: These vile creatures were what stole the Strider's homeland, and they haven't forgotten. Striders hate Vampires as much as they hate the Wyrm, and for some, more so.

Mages: Striders tend to tread lightly around Magi, as they're an unpredictable bunch. Most often, they spot them as other creatures in the Umbra, but a wide breadth is the best option here.

Fae: Fae can smell the touch of death on Striders, and tend to avoid them or harass them at their own accord, and Striders aren't particularly keen on going out of their way to earn their favor.

Other Resources[edit]

Dark Ages: Werewolf Silent Striders Tribebook