Children of Gaia in Shadowfall | World Anvil
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Children of Gaia

The peacekeepers of the Garou, the Children work for understanding between the tribes and hope to eventually form all tribes into a unified front against the Wyrm. The legend of the tribe's creation tells that during an era of bloodshed among the tribes of the Garou, Gaia herself resurrected innocent cubs from each tribe, slain by their foolishness. She placed those cubs secure between the roots of the Worldtree, where they were protected and grew up. Others tell that Wolf protected Gaia from an attack of the Eater-of-Souls against Her heart, and that this Wolf would become the ancestor of all Garou, although the Silver Fangs claim Wolf as their sole ancestor. Those who remembered that it was only Wolf, not a specific wolf from a specific Tribe, who formed the Children of Gaia.  

Tribal Trait - Orphans or Peacekeepers

undesirables If he choses Peacekeeper than this tribal trait remains active regardless of the amount of Rage the character possess. The character will always strive for understanding between Garou. Whenever he fails to successfully mediate a fight between two other Garou (Black Spirals do not Count), or friends he will suffer 1 point of Aggravated Willpower damage (recommended for characters born into the tribe).

Orphan

If he choses Orphan than he may chose the tribal trait of any other Garou tribe (recommended for a character who was adopted into the Children of Gaia).

Backgrounds

All Children of Gaia follow the rules bellow during character creation:
  • Tribal Totem: Unicorn
  • Mediators: You gain a 1 Point Bonus for all Social rolls related with mediating disputes.
  • Peaceful: Lower your Permanent Rage by 2 and your Frenzy difficulty by 1.
  • Pure Intentions: Lower your Corruption Difficulty by 1.
  • Gifts of the Unicorn: Chose a single permanent Level 1 Children of Gaia Tribal Gift for your character to possess.

Camp

A Child of Gaia may chose to belong to one of the following Camps within his Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.  

Aethera Jnamorata

A sometimes-controversial camp dedicated to healing through sex and physical love, they believe that Garou to Garou pairings are not a breach of the Litany. They monitor Kinfolk pregnancies to help the families prepare for the possibility of a Garou child and facilitate intermarriage between Kinfolk of different tribes, for the sake of Unity. This garners them the animosity of tribes who prize their pure lineages.
  • Bonus: start the game with 3 dots of contacts in Kinfolk (of any tribe). Metis do not suffer a 1 Point Penalty to their Social rolls when interacting with this camp.
  • Negative: Start the game with a 2 dot Flaw - Enemy (another Garou who is connected to the Kinfolk your camp is influencing).

Angels in the Garden

For the angels immunizing the youngest generation against the defiler wyrm is of paramount importance. They maintain an underground network amongst their Kin to protect children from abuse.
  • Bonus: Start the game with an extra point of Humanity.
  • Negative: Whenever a child is abused, mistreated or injured in your presence you gain 2 Rage Points.

Demeter's Daughters

This camp works hard to introduce humans to the natural world so they can love, respect it and help it grow. They outline plans for businesses to produce environmentally friendly product that benefit everyone in the long run, work closely with city planners to incorporate natural landscapes into new developments and lead programs that teach children the value of nature.
  • Bonus: Start the game with a dot in Influence (Scalable Advantages). This dot can be combined with others in the same advantage, provided you meet all the requirements.
  • Negative: Start the game with 1 dot in Flaw - Compromised Identity.

The Anointed Ones

This camp has renounced violence in all its forms. They will not raise a hand to strike another creature, and constantly find new ways to free themselves of Rage to maintain that control.
  • Bonus: Add a 3 Point Bonus to any Frenzy tests you make and your starting Humanity is 7.
  • Negative: At the end of every Turn during which you were involved in combat (even against the Wyrm) you receive 1 point of Superficial Willpower Damage. If you instigated an attack during the Turn (performed an action to directly damage another target, with the exception of fending off an active attack) than you receive 1 Point of Aggravated Willpower Damage instead.

Seekers of the Lost Tribes

This camp seeks to revive the three dead tribes of the Garou or at least learn some of their secrets to use in the war against the Wyrm.
  • Bonus: You start the game with an additional dot in Honor.
  • Negative: Anytime you fail to pursue a tangible clue about one of the fallen tribes (Bunyip, White Howlers, Croatan) you suffer a 3 Point loss to your Honor rating.

Servants of Unicorn

The Servants of Unicorn are masters of diplomacy and are specialized in mediating in-Tribe conflicts within the Nation.
  • Bonus: Add a 1 Point Bonus to any Politics or Persuasion rolls when mediating a dispute between two Garou (or two groups of Garou) from different Tribal background.
  • Negative: Anytime the Garou fails to mediate a Tribal dispute properly he will lose 1 Point of from a random Renown category (established by the storyteller).

The One Tree

  • The one tree sees itself as Gaia's white blood cells. They are frontline warriors and assassins' but they do not kill out of malice, vengeance or for personal gain. They kill because that's what Gaia made them to do.
  • Bonus/Negative: Lose the Peaceful Tribal Background.

The Patient Deed

This camp believes in refraining from violence until it is absolutely necessary. Needless to say, they are often at odds with some of the more martial tribes like the Get of Fenris.
  • Bonus: The Garou adds a 1 Point Bonus to any Composure Rolls he makes, when dealing with other Garou.
  • Negative: Replace the text in Tribal Background Mediators with - When it comes to Renown you always treat your Glory Category 1 dot lower than it actually is for both Social Bonuses and Spiritual Favor.

Imminent Strike

The Imminent strike is the war-camp of the Tribe, seeking to unite all Garou for the final battle.
  • Bonus: The Garou adds a 1 Point Bonus to any Leadership or Politics roll made when dealing with other Garou.
  • Negative: The character has a 1 Point Penalty on all Social Rolls when interacting with either the members of the Silver Fangs or the Shadow Lords.

Bringers of Eternal Peace (Corrupted)

The Bringers of Eternal Peace are a exiled camp of the Children of Gaia who believe that the only way to bring about peace in this world is to destroy all who dwell in it. While members of this camp have not yet walked their Spiral, their outlook - prefect peace through annihilation, is just a step away from the Black Spiral Dancers. 
  • Bonus: You may use Level 1 Black Spiral Dancer Gifts and Rites.
  • Negative: Lower your Humanity by 1 and start the game with 1 Point of Corruption. All, but the most genocidal, Garou will not give you the time of day or might outright attack you.  

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