Glass Walkers

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A 'new' tribe, as Garou measure time, the Glass Walkers claim to have come into existence with the founding of the city of Babylon, in ancient Sumeria. Unlike nearly all Garou, the Glass Walkers have left the old ways and embraced the new magic of technology. This has caused a deep rift between them, and nearly all other Garou, save the Bone Gnawers, whom the Walkers help whenever they can. Their jungle is not the one of the other Garou, but of steel skyscrapers and asphalt ground; their battles are not (usually) with claw and klaive, but with lawyers and stock...although a 'hostile takeover' is not unknown. And when it comes to information about the city, or help within it, many Garou find themselves without anyone else to turn to, much to the Walkers delight. Of course, allegations that the Glass Walkers are involved in organized crime, using it as another powerbase, are false...aren't they? Totem: Cockroach Starting Willpower: 3 Starting Backgrounds: Any but Pure Breed, Mentor, or Past Life. BookRef: WWtA, pg 95 Notable Alias': Warder of Apes (Dark Ages) Iron Riders (Wild West) Tetrasomians (Renaissance) The Glass Walkers are the wolves of the cities, sharing that realm with the Bone Gnawers. Whereas the latter tribe holds the streets and slums as its domain, the Glass Walkers are in the thick of the financial and technological flow, fighting their battles as often with guns, computers, and bank accounts as with fang and claw. Taking the unusual totem Cockroach as their spiritual patron, the Glass Walkers find themselves semi-pariahs among their brethren for their love for the city (and, to a lesser extent, for their affinity for humanity and its technology, which some other tribes proclaim as evidence of their corruption by the Weaver), but continue marching to the sound of their synthesized drums, confident that their chosen lifestyle holds the key to preserving Gaia. All duties that the tribe holds are divided among the four houses of the tribe. Normally each house should be represented in each city, but if there aren't enough Glass Walkers around, some duties are taken over by the houses present. Central House - Responsible for Leadership and dealings with other septs. House of Rightful Justice - Responsible for the fight against the Wyrm. Often secret assassination of Wyrm minions among human population. House of Urban Defense - Responsible for the spiritual environment of the city and removal of Wyrm energies and influences within the city. House of Technological Advancement - Responsible for the search for new inventions and first contact with spirits that might emerge from new inventions. Wiki Reference
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