Seconds-in-command to the Silver Fangs, with The Starscream tendencies to usurp them and become the new rulers of the entire Garou Nation. Shadow Lords: European nobility with less-than-scrupulous methods.
They are also attuned with the Wyld, moreso than the Black Furies. Red Talons: A savage all-wolf tribe that is militantly misanthropic.Glass Walkers: Urban Garou who are most aligned with the Weaver, incorporating human technology into their culture moreso than any other tribe they have changed names throughout history note Warders of Apes, Warders of Men, Tetrasomnians, Iron Riders as humanity has developed technologically.Get of Fenris: Nordic Proud Warrior Race Guys sometimes loud and belligerent (and with a tendency towards Nazism), but not to be crossed.Fianna: Celtic and European Garou who lay claim to the first ever Galliard and claim to have historically developed the Garou language they have significant ties to The Fair Folk.Children of Gaia: The most egalitarian of the tribes who see themselves as peacekeepers and mediators may tend towards Church Militants.Bone Gnawers: Urban werewolves who choose to be homeless and adhere to democratic ideals as they do not see themselves superior to others.The only men among them are their own Metis children. Black Furies: A militant misandrist Amazon Brigade who are most aligned with the Wyld.Further, the Garou are split into Tribes based on their ancestry, of which thirteen remain: The lunar phase under which the Garou is born determines their Auspice (class) and their spiritual power: The Trickster Ragabash (New Moon), the spiritualist and crafty Theurge (Crescent), the well-balanced Philodox (Half), The Bard Galliard (Gibbous), and Blood Knight Ahroun (Full). Garou are born into one of three breeds: Homid (werewolf & human parents), Lupus (werewolf & wolf parents), or a Metis (a forbidden union of two werewolf parents, which is sterile has an inherent flaw of either a physical, psychological, or spiritual nature) non-Garou children of at least one Garou parent are mundane Kinfolk (who themselves have a rare chance of having Garou children). But no matter how dim your chances of victory you must fight on, and therein lies the game. Only the heroes of mythic proportions can have any hope of limiting it to merely The End of the World as We Know It instead of annihilation of all existence. And the titular Apocalypse is inevitable.
You can't stop fighting with your allies. As Garou (as the werewolves call themselves), you have the power to fight against an enemy that the mundane humans cannot even perceive.
The Earth itself is threatened on two fronts: choked by human evil and callous indifference and crumbling under the unseen but relentless assault of an insane embodiment of destruction and corruption from the Spirit World named the Wyrm, a primordial force of entropy driven insane by the machinations of the Weaver's stagnating order and the indifference of the Wyld's creative chaos. The big thematic difference between the two games is that while in Vampire the main source of angst and tragedy is your character's personal condition, in Werewolf it is the condition of the world. Even so, they are still very often monsters in their own right. In the morally-gray area that was the World of Darkness, Werewolf's protagonist faction (the Garou Nation) was one of the more outright heroic-after all, fighting to save the world from the corrupted personification of entropy is difficult to put a negative spin on. First published in 1992, it was initially supposed to exist in the same universe as its predecessor, Vampire: The Masquerade, but their vastly incompatible cosmologies, histories and themes were among major factors that forced authors to make crossovers between the Old World of Darkness games entirely optional. The second tabletop roleplaying game in the classic World of Darkness line and the second or third most popular.