By bjw2@ukc.ac.uk
They have one of the most difficult Rites of Passage of any of the tribes, for they must survive alone. The cubs have no mentor to prepare them or pack to stand at their sides; they do not know what is happening to them or what is to come. Only those who come to understand and control their powers can claim themselves Children of the Wind. Those who repress them or give way to them entirely have not earned any tribal name.
Homid Children of the Wind are most likely to go mad from trying to control the beast within them, or be considered mad by those around them. In either event they are often committed. Worse are those who escape human justice and stalk the streets killing and destroying as the beast warps their minds.
Those who escape these fates still have to live with the beast within them. Lupine Children of the Wind are often driven from their pack once they begin to change, for they are different and frightening. For them is the solitude of the wilderness with all its dangers. For them, madness means death as does any failure.
There are Metis Children of the Wind, though they are somewhat different from the others. They were not lost or forgotten but ran or were pushed away from their own tribe for the shame that they caused. They are few, which is good, for they are often bitter and unhappy creatures. Those who can, will often conceal their deformities and claim to be lupine or homid. Those who cannot will often just avoid all contact if they can.
The majority cannot come to terms with the closeness and the restrictions of the tribes. They have brought themselves up, they have looked after themselves and taught themselves and they need nothing more. These are the Children of the Wind. The name was given them as, like the wind, no one knows where they came from or where they are going.
These Garou know about living outside society, but when you discover you are living outside two of them, things become complex. In the beginning, many of "the outsiders" were killed by other Garou for violation of The Litany, of which, of course, they new nothing. Few Garou will give knowledge to those of a different tribe, let alone those with no tribe at all. They cannot be trusted because without a tribe, who knows how they will use the information.
In time, though, individuals learned bits and pieces: about the Garou, about spirits and about the Wyrm. Eventually, they met others and started to share information. It was not quick and it was not the easiest way to learn but learn they did. Not in the way of the tribes, with mentors and pupils, but by discussion and exchange of information among equals. As their numbers increased the amount of information increased and they managed to find some gifts. Few know who initially taught these gifts, but once a few knew them they began to spread amongst those considered worthy. In the end the wisest of them created or discovered new gifts and rites. This was the first sign that these outsiders were worthy of any respect by the garou in general. Eventually there were so many tribeless Garou that showed their worth that a grand moot was called. After a great deal of discussion and much heated argument it was decided that they should create a new tribe to describe and classify these outsiders. And so the Children of the Wind became a tribe.
Initial Willpower: 5
Backgrounds: 6. All except pure breed. Fetish costs double.
Beginning Gifts: Taste of Fresh Meat, Mothers Touch
NOTE: Only 1 gift can be chosen free, not 1 from each list as is usual. Others can be bought with freebie points like normal.
Wolf Form: This could be any from at all.
Organisation: There is no formal organisation, and no official hierarchy. However factions have been created by elders with power and influence to pass on. These factions have their own hierarchies and possibly rules. When a Garou wishes to learn they must go to one of the elders who can teach them. This may involve swearing loyalty to the elder in some way. Some of these are good and some are not.
Habitat: As varied as everything else about the tribe.
Protectorate: It all depends, but they often have an affinity with society's outcasts and the lonely.(strangely enough)
Quote: "Don't worry about me."
Freebie points: 22 This goes to help buy another Gift.
Taste of Fresh Meat (Level One)
Dance of the Harlequin (Level Two)
Clarity (Level Three): As the Stargazer Power.
Speak With Wind Spirits (Level Three): As the Wendigo power. (level two).
Eyes of the Breeze (Level Four)
Phantom (Level Four): As Fianna power.
The Thousand Forms (Level Five): As the Black Furies power.