Getting Started

To start with, I will define some terms you need to be familiar with (these can be found in Laws of the Wild, Revised Edition on page 30).

Adren - a pupil or student who learns from a mentor. The rank between fostern and athro.

Apocalypse - the prophetic revelation of the end of times. In Garou mythology, it has come to mean the final battle with the Wyrm - a battle many believe they are fated to lose. It is generally accepted that the present time is beginnings of the Apocalypse.

Athro - teacher, mentor. The rank between adren and elder.

Auspice - the moon phase under which a Garou is born; it often determines their role in Garou society and influences their personality and tendencies. We will deal more with this on the Auspice page.

Bane - Wyrm spirits of many twisted and evil types.

Blight - a corrupted area in either the spirit of material world. These tainted areas spawn banes.

Breed - the ancestry of a Garou, whether homid (human), lupus (wolf) or metis (born of two Garou). This we will see on the Breed page.

Caern - a sacred place where the magic of the spirit world wells into the physical plane. Some serve as centres of Garou septs, while others are in the control of other supernatural groups.

Cliath - a young garou, not yet of any standing rank. First rank.

Corruption - the Wyrm's power of destruction twisted into decay and depravity; the resulting effects of the Wyrm's actions (ie. pollution and ecological ruin).

Crinos - the half-wolf, half-human war form of the Garou.

Cub - young Garou who has just changed, who does not know very much about Garou society.

Delirium - the ancestral memories of humans, which cause madness and memory loss in those who look upon a Garou in Crinos form.

Elder - highest rank of Garou, at the peak of their ability. They are paragons of their respective communities, receiving respect and obedience from all others.

Feral - slang term for lupus.

Flock - slang term for all of humanity, particulary kinfolk.

Fostern - a Garou's pack brothers and sisters; those who are family by choice. Also the rank between cliath and adren (Garou who have achieved some renown but not yet entered into the political arena).

Gaia - the Earth and related realms, both physical and spiritual; the Earth Goddess, the Mother of the Garou

Garou - the term werewolves use for themselves

Gauntlet - the barrier between the physical world of Earth and the spirit world of the Umbra. It is the strongest around cities and technology and weakest around caerns.

Gnosis - the representation of the spiritual connection Garou have between Gaia and Her Garou children. It grants them entry to the spirit realm of the Umbra, opens them to the spirits in nature and helps fuel their powerful Gifts.

Hispo - the near-wolf form of the Garou.

Homid - a Garou of human ancestry.

Kinfolk - humans or wolves related to the Garou by blood; they are preferred mates and most likely birth Garou cubs.

Lupus - a Garou of wolf origin.

Metis - the sterile and often deformed offspring of two Garou; they are generally reviled by Garou society.

Moon bridge - a path established between two caerns; can be called open with a Rite or Gift when needed for travel.

Mule - slang term for Metis.

Pack - a small group of Garou bound to each other by ties of friendship and common goals; the basic unit of Garou society.

Rage - an inner beast common to all Garou that is slave to everything from the moon to annoying individuals. It encompasses the inherent feral cunning, ferocity, savage bloodlust and mindless carnage that compels werewolves. Rage aides Garou in shifting to their warrior forms and bestows other supernatural gifts.

Ronin - a Garou who has chosen to leave Garou society or who has been forced out.

Stepping sideways - entering the spirit world (can be called reaching).

Totem - a spirit ceremonially joined to a tribe or pack, which is representative of its inner nature.

Tribe - a larger community of Garou whose members are often bound by similar totems and lifestyles. Each tribe has an ancestral homeland and a wealth of tradition.

Umbra - the spirit world, the "shadow" of the physical world.

Veil - a poetic term for the protection of the Delirium.

The Ways - the traditions of the Garou.

Weaver - manifestation and symbol of order and pattern (ie. computers, science, logic, mathematics).

Willpower - measures the strength of your character's resolve and sense of self. By exerting their will, Garou can withstand untenable conditions or renew their commitment to a course of action.

Wyld - manifestation and symbol of pure change and unshaped potential.

Wyrm - manifestation and symbol of evil, entropy and decay in Garou belief (ie. vampires, toxic waste, pollution).

 

Now that you know a little more of the language used, you need to come up with a character concept. In other words, what is your character about? What kind of a character do you want to have? Were you born a human, metis or lupus? What were your parents like? If you have never played Werewolf before, start out with something simple.

Once you have an idea of what type of a character you want to play, it's time to create your character. Make sure you have a pencil and paper! Here is a sample character sheet from the White-wolf home page. Another example of character sheets can be found on the Ice and Dust webpage (created by Jeff M. and adapted by Nathan S. for Ice and Dust). Think of a name for your character then start with Tribe. Things highlighted in RED should be added to your character sheet.

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Created by: Amanda Gaudet
Last Modified: November 7, 2003