Difference between revisions of "Warders Of Man"

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Latest revision as of 00:43, 11 March 2014

Introduction and History[edit]

Warders of Man, Warders of Apes, City Warders, or simply Warders. This tribe's culture is reflected in their many names they've borne through the years. One of their tribal origin stories revolves around being dispatched to observe humankind, and they are thought to have played a role in halting the Impergium according to this story. They stayed with humans to observe and integrate with them, making pacts with spirits of technology that taught them the finer details of humans' ways. In the early days that meant building fires and making arrows that fly true for hunting.

They have great interest in human culture and are more than willing to share their knowledge and tales with their wolf kin, who are generally not very keen on listening. The common criticism of human mythological tales from the other wolf tribes is that they got the details all wrong. The Warders recall fondly a time when humanity was more learned and enlightened, and they are actively working to return to that state. Their cubs are encouraged to examine human ideas from as many angles as possible, thus learning to read is essential, and multiple languages are encouraged.

Culture and Territory[edit]

The Warders do not have a cultural basis for their tribe as the Fianna do, but instead adapt to life in and around the cities they frequent. The tribe is largely homid, though they do have lupus members – these are encouraged to think more in human terms to promote the harmony of the tribe as a whole. Being primarily concerned with city life, the Warders have no true territory of their own. The other tribes are happy to let them lay claim to the cities as their protectorates, but they can be slow to respond to calls for help from inside the city.

Their tribal totem is Cockroach, a Wisdom totem. Known for cunning and survival, Cockroach may be lesser known for his brood's honor, knowledge and intuition. Interested in commerce, technology (limited though it is during medieval times), and city-dwelling in general, Cockroach and his brood match well with the Warders' way of life.

Auspice roles in the Tribe[edit]

Ragabash[edit]

They are considered to have two main jobs: identify weaknesses (both within and without), and promote forward thinking and innovation. With innovation, it's fairly straight-forward; they're interested not only in how something is, but why. Identifying weaknesses can be as simple as pinpointing the Achilles heel of the enemy, or as elaborate as breaking through the caern's own defenses when disguised and then explaining how it was done.

Theurge[edit]

There is no "standard" Theurge among the Warders; they are expected to uphold their duties as official diplomats to spirits, but also aid the caern's defense as military leaders, especially during attacks with a spiritual element. Not all of them honor Gaia the same way, but to be sure, they all honor her. Some of them do it in the context of human religion, while others are more traditionalist, but the end result is the same.

Philodox[edit]

Keeping several of the more traditional roles of this auspice, such as meeting out punishment, resolving disputes, and providing counsel, the Philodoxes of the Warders also take on the role of keeping things running smoothly. This includes obscuring the tribe's presence from the veiled among the city-dwellers, playing combat medic, and keeping straight all the different rules to be followed. That includes the city's, Gaia's, Cockroach's, and the Garou Nation at large.

Galliard[edit]

Not just an historian or story teller, a Warder Galliard is primarily in charge of public relations for the tribe, as well as managing communications. They're the first line of defense, handling counter-intelligence and helping cover up and resolve mistakes. Being a keeper of history is also a very important part of this auspice – they are interested in both Garou and human history, and how the two inter-relate. A Warder Galliard is much more likely than a Galliard of another tribe to keep written record of history, rather than trusting the oral history tradition.

Ahroun[edit]

At first glance, the Warder's Ahrouns may seem more marginalized than other tribes', but it is by design. The Theurges are in charge of a large portion of military leadership, the Philodoxes are in charge of the basic leadership – this leaves Ahrouns, the shock troops, with little responsibility on the sept level. However, in a pack, they are often alphas, and find their niche in their own personal brand of creating as much destruction as possible for their enemies. Because of the differing perspectives on auspices and their roles, Ahrouns are forced to stop and think before rushing blindly into bloodletting, and this definitely works to the tribe's advantage considering their favored habitat of the city.

Opinions[edit]

Humans: Warders of Man, not surprisingly, view humans amicably, and consider themselves humanity's protectors. In exchange, they live amongst their flock and reap the benefits of humanity's discoveries. Due to their careful process of vetting friendships, the Warders have more allies and contacts among humanity than the other tribes. However, living in the city isolates them from contact with other supernaturals, so contact is limited.

Vampires: Vampires are the exception: viewed with wary respect, out of the thought that they could likely slaughter the tribe in a decade if they desired, but the reverse is nowhere near true. The tribe philosophy is that it is best to bide your time and wait for an opportunity to present itself.

Fera: Other surviving European changing breeds avoid the cities, with the exception of the Ratkin, who avoid the Warders as much as they would any other Garou tribe.

The Litany, and the Warders' interpretation of such[edit]

Garou shall not mate with Garou: The Warders of Man treat their Metis well, though they have a hard life up until their first change. They treat them so well that their tribe often serves as a refuge for Metis from other tribes, who are not as progressive.

Combat the Wyrm wherever it dwells and wherever it breeds: The emphasis is on the second half for the Warders, as several small victories are viewed as better than one large one with death as a result.

Respect the territory of another: There are several interpretations to this, ranging from city "turf," to competition in business within the city. For example, if one Garou was making a lot of money armor-smithing, you wouldn't go into competition with him, but rather find money to be made elsewhere.

Accept an honorable surrender: Within the tribe, this tenet is hardly observed at all. Games are more popular than staredowns or duels, so surrender is hardly necessary. However, when fights do break out, they are typically left to resolve themselves, to "get it out of the system". Many in the tribe have enough medical knowledge to recognize when someone is in danger of death, appropriate measures taken. In dealings with other tribes, this is more strictly enforced.

Submit to those of higher station: This is a tricky one, because the tribe as a whole would prefer more independent thinkers, and this tenet works to the opposite of that, creating a few, top decision makers. The counter-point to that being that when a crisis breaks out, having to convene to decide what to do is a dangerous game.

The first share of the kill for the greatest in station: Amongst the tribe, this tenet is ignored, replaced by "The first share of the kill for each according to his needs". This doesn't always work out, for something particularly nice and shiny, but sharing things with whoever can make the best use of them is the goal.

Ye shall not eat the flesh of humans: No one should be surprised that the Warders uphold this tenet, and they would be disappointed if you expected differently.

Respect those beneath ye – all are of Gaia: Being followers of an oft misunderstood spirit like Cockroach, it's not difficult to imagine the tribe having respect for even the most worthless-seeming person.

The veil shall not be lifted: This is rigidly enforced; dwelling in the city means they are at greater risk of being discovered, and even just "seeming weird" can be dangerous.

Do not suffer thy people to tend thy sickness: The Warders interpret this differently than most other tribes; when their members get too old to continue, they retire, severing all ties with the sept. Thosewho are less healthy are often given a "retirement fund" to help them relocate and find someone to help care for them. The healthy ones find it fairly easy to fend for themselves.

The leader may be challenged any time during peace; the leader may not be challenged during war: For the city-dwelling Warders, this has been internally re-interpreted to read: "The leader may be challenged in private; the leader may not be challenged in public."

Ye shall take no action that causes a caern to be violated: This tenet is fiercely upheld, for the protection of the tribe, the sept, and the caern, because they are all in such close proximity to humanity.

Stereotypes: Other Garou Tribes[edit]

Black Furies: Almost as terrifying in battle as in tales – we hope the embellishment outweighs the truth of their tales.

Bone Gnawers: Brothers in arms in the city, they are the closest allies within reach. Don't look down on them.

Children of Gaia: Their philosophy is admirable, but they are naive to share it among a few wild folk rather than the throngs of the city.

Fenrir: Savage they may be, there is purity in their ways that cannot be denied – even if they do seek to destroy all that we have helped build.

Fianna: Overly obsessed with their own island and history, but not bad companions, especially when it comes to stories and drink.

Red Talons: Won't listen to word one about enlightenment, though it's easy to see why they lack vision for the future when they are all beasts.

Shadow Lords: Appreciative of progress, though they reign over lands resistant to change or new ideas.

Silent Striders: They profess a love of knowledge, but are quick to leave it behind for the open road. The frequent travel seems to leave their minds a little worse for wear.

Silver Fangs: They could never let us forget – we pursue our way of life due to their tolerance of it.