Werewolf: the apocalypse

Contents - Including both Descriptive Commentary and Recommendations for Readings of Particular Value.

1 Index and Main Page
- This is where It Begins. Access to general introduction, history, et cetera. The welcome. Recommended.
2 Introduction
- This page points the way to the assorted views of Garou Culture and History, with directions to the Introductory explanations for players and audience both New and Old.
3 Guide to Garou Culture
- An examination of Garou Culture both for those New to the Venue, and for those Familiar. This looks at some of the Hows and the Whys of the story. Strongly Recommended.
4 A Lexicon and Glossary
- This should assist those unfamiliar with some of the Terms of Kithain Society and of the Venue. Divided into sections, such as General Garou Society, Garou Politics, et cetera. Strongly Recommended.
5 Breeds
- Descriptions and examinations of the Various Bloodlines of the Garou, whether born of human kin, wolf kin, or the forbidden mating of two Garou.
6 Auspices
- Born beneath the waxing and waning Moon, the Garou are a caste society, with your birth-moon denoting your path in life.
7 The Tribes
- The Garou are a people of numerous Bloodlines, each holding their own culture dear. These ties of Blood bring both allies and enemies from amongst their own people. Strongly Recommended.
8 History
- This first part of our Histories looks at the History of the World, from the Dawn of Time Age to the Last Days which are upon us. Many Garou are only slightly Familiar with this Knowledge.
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10 Litany
- There are few Laws which bind the Garou, and These are They. The Litany is held by near all Garou, Bound by tradition and Bound by Blood and Bound by Honour. These are laws older than the the Apocalypse War itself.

37 The Umbra
- The spirit world is a place of mystery and wonder.
38 Fetishes
- The Spirits of the World's Shadow can be coaxed into serving, by passing themselves and their power into weapons and other talens, they bring the might of Gaia to bear in the Clay Realms.
39 Spirits
- The Spirits of the World are infinite in number and kind.
40 Rites
- These ancient traditions are the ways in which the Garou hold their history and legend, appraling to the Spirits to remember the ways in which they aided the ancestors of the garou in ages past. Recommended.
41 Moots
- The Moot rite is one of particular importance to the Garou. It takes place at their holiest sites, bringing the ear of the Moon herself to listen and to remember their deeds. The Moot reinvigorates the Caern itself, and is a time of great passion.
42 Paperjack
- The soul of the city, father to the spirits of the Caern. Paperjack is the totem which is served by the sept, and which cares for his children.
43 Experience
- As the Tale progresses, the Heros and the Villains will Develop, their Characters will Deepen, and they will Learn New Things. This process is examined, and its Mechanics explained.

61 Bawn
- The Bawn is the territory which surrounds the Caern, the garou Holy Place. An annotated map of the area explores sites of importance and note.
62 Dramatis Personae
- These are the Characters of Note in our Story, those Seen upon the Stage. Heroes, Villains, all to be found here, should their Interests stand within this Bawn.
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65 The History of this Sept
- The Sept of Frail Bridges has a History both Long and Short.
66 Tales of the Sept of Frail Bridges
- Through Diligent Effort, a continued History of this Sept since the Tragic Events which destroyed the former Garou here, as sung about the fires on many a night. Tales grow in the telling, and here are the tales of our people.
67 The Caern
- Each Sept holds one place Holy, a site which touches the soul of Gaia. Even here within these city streets, this is no different. An ancient holy place now hidden rests guarded by these young Garou.

75 Updates
- Listing the Most Recent Updates and Changes to the Site as a Whole, this is a Very Useful Resource for Frequent Visitors. Recommended.
76 The "Venue Sheet"
- A description for Players in the Game, Actors in our Tale, to learn the Intent and the Setting of this Story. Here are the Contacts needed, Restrictions upon Characters to be Introduced, the Ease with which one might Visit From Away.
77 The Golden Rules
- These are the Essence of what marks the Method of the Telling of this Tale. Our Collective of Actors bears always These in Mind. Strongly Recommended.
78 The Code of Conduct
- the Camarilla Organization of which this Shining Host Troupe is a Part, holds these Rules to be its Code of Conduct. These Supplement and Addend to the Golden Rules noted Above. These are The Law for our Actors. Strongly Recommended.
79 Contacts
- For those who would Know their StoryTeller, the Bard for thsi Tale, or who would find those sould who Coordinate the Real World Efforts that this Venue's Events might Happen, this Page lists them, and means by which to Contact them. In addition, other Web Sites of Note can be found here, of Interest to those Involved in Playing the Shining Host.

100 Black Furies
- This page (not yet extent) Examines one of the Many Tribes which make up the whole of the Garou People. The Black Furies are a much-misunderstood Tribe amongst the Garou.
105 Bone Gnawers
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110 Children of Gaia
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115 Fianna
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120 Get of Fenris
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125 Glass Walkers
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130 Red Talons
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135 Shadow Lords
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140 Silent Striders
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145 Silver Fangs
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150 Star Gazers
- No longer amongst the Garou "Nation," this Tribe has returned to its distant origins amongst the mountains of the East. Few now remain on these forested shores.
155 Uktena
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160 Wendigo
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i Contents
- This Very Page.
ii Crow Girls Christmas
- Charles de Lint has written a Christmas tale starring two brilliant shape-changers, Maida and Zia.
iii Bibliography
- A List of other Works of Interest, and where they may be Found.
iv A Treatise on the Playing of Roles within the Tale
- Twin Articles on How to Play one not quite human, how to Act upon our Stage, and Why.
v Regional Rules and Rulings
- These rules apply to the telling of the tale, when upon the stage in Canada. Recommended.
vi The Halifax Explosion
- This event perhaps more than Any Other has affected the History of this City, and thus also of this Sept within our Story. This information was assembled by the Maritime Museum of the Atlantic in Halifax, Nova Scotia. Go for a Visit, and Learn. Recommended.
vii Oak Island
- An examination of the Elusive "Treasure" on Oak Island, a site of Local Interest.
viii Also Oak Island
- A less Reasonable Treatise on the Connections Between Oak Island and the Templars, and the Holy Grail.
ix Apocalypse Desktop Theme
- For those using their Babbage Engines to browse, here's a toy.
x Alphas
- Items from the news of interest to those who play the game.
xi Villainy Most Foul
- Every tale needs Villains, and this page looks at their Role in the Story, as well as how to Play a Villain, should you so Choose, Suitable for the Venue. Villains in the Apocalypse are Legendary Nemeses, and not all Villains Lose in the End. Strongly Recommended.
xii Domain Survey
- Questions for Actors, Stage Managers, and Directors alike. A survey on Character, Story, and Coordination for the members of the Dark Citadel domain.

spiral line

main history character introduction contacts

venue concept site index the golden rules

Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Werewolf: the Apocalypse.

THE CAMARILLA, VAMPIRE: THE MASQUERADE, WEREWOLF: THE APOCALYPSE, WRAITH: THE OBLIVION, and CHANGELING: THE DREAMING are all registered Trademarks of White Wolf Game Studios. Any use of White Wolf Game Studios' copyrighted material or trademarks at this WWW site should not be viewed as a challenge to those copyrights or trademarks.

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