By Kristopher W. Gruner (eoslives@net-link.net)
In the time before tribes, there was the Sept of Shadow's Watchers. Hidden on the island of Crete, this was a sept of mediators, philosophers, and stoic warriors. They refused to participate in the Impergium. They made their island a neutral safe-haven whenever the War of Rage erupted. They would take no sides in the internescine feuds of their fellow Garou.
Instead, they learned from their spirits and Kinfolk alike, and taught these friends in kind. Their hidden influence fostered the development of Minoan civilization. They fought only when forced, to defend themselves and those who could not defend themselves. But they fought with as much courage as any other Garou. In time, over the millenia, they became their own tribe, not through purposeful effort, but through the reality of Garou politics.
Many other Garou despised them for their stances, and the reality of politics came terribly close to destroying them. In their darkest hour, the Garou leadership turned them away.
The Wyrm trembled and spat fiery destruction upon the Minoan civilization. Even today, mankind remembers this cataclysm as the legend of Atlantis, the reality of which is just now being rediscovered by humanity of large. Everything the Watchers had worked so hard for was torn asunder in not much more than a human lifetime. Garou and Kin alike were scattered on the four winds, forced to seek asylum among the tribes and septs willing to secretly defy the Silver Fangs.
Today, the Dark Watchers reside all over the world, watching, waiting, and doing what they can. They will take any honorable and good being as an ally. They are touched with cynicism and bitterness, but still strive to reunite the Garou and all the Changing Breeds; they still point the way to the true enemies of all Gaia's defenders.
The consensus among the Tribe's members is that they have remained hidden for long enough. They must reenter the light, and bring their brethren the knowledge of the past and future they hold. The time of the Apocalypse may be close at hand, and so the time for reunification is here.
Wars are won and lost before the first blow is landed, or so the Watchers believe. It is best to understand your enemy and best him in all ways possible before he even knows that he is at war with you. Cut off his resources, weaken his alliances, sap his resolve, all from the shadows, and he will crumble when the time for fighting comes. Most importantly, never fight his fight, make him fight yours.
Also, Dark Watchers must have at least one dot in History and one dot in Law for every Rank. They may not obtain a new Rank until they possess the required abilities. Dark Watchers of the Lupus breed are not assumed to be illiterate, even if they do not have any dots in linguistics.
Bone Gnawers: The Watchers were always generous with their Gnawer brethren, and the Caerns of some Gnawers are now secretly stopovers for wandering Dark Watchers. The poor Garou welcome the gifts and information the wanderers bring, and the wanderers are grateful for the access to Caerns.
Children of Gaia: Many would expect two tribes that seem to have such similar views to be closer. But the two are split by their motives and ideology. The Watchers consider the Children to be naive and a touch self-righteous. The Children hold that all evil comes from the Wyrm, and all good comes from Gaia; the Watchers know better. But they still have more respect for what the Children have done to fight the Wyrm than any other tribe.
Fianna: The Fianna have mixed feelings about the Watchers. Both tribes have a love of history. But the Fianna are passionate, and the Watchers seem reserved and cold. Additionally, some Fianna loathe the Watchers as cowards.
Get of Fenris: These tribes loathe each other like few tribes do. The Get despise the Watchers as cowards, and the Watchers hate the Get as the barbaric, murderous hitmen of the Silver Fangs and the tribe most anxious to destroy the Watchers.
Glass Walkers: Some Glass Walkers do business with Watchers. Other than that the Walkers have little contact with or opinion of Shadow's Tribe, other than disdain for the betrayal.
Red Talons: One of the tribes that took the most pleasure in the mandate to turn the Watchers away, the Red Talons have always despised the Watchers for fostering human civilization. The Watchers respect the survival skills of the Talons, and little else.
Shadow Lords: The Shadow Lords have, predictably, played both sides since the beginning. While publicly supporting the Silver Fangs and persecuting the Watchers, the Lords have secretly done everything they could to use the Watchers against the Fangs. But this becomes harder with each passing season as distrust becomes outright disdain on the part of the Watchers.
Silent Striders: Of all the tribes, the Dark Watchers have the most in common with the Striders. Both have lost their homelands and both were forced to scatter across the globe. But the Watchers have long since given up hope for their home: there is no more Minoan civilization. Still, Striders and Watchers are almost always on good terms.
Silver Fangs: Dark Watchers despise the Garou leaders, almost without exception. They were betrayed and nearly destroyed. They would like nothing more than to see the Fangs deposed, but not by the Shadow Lords. The Silver Fangs do not even officially recognize that the Watchers exist, or were ever a tribe to begin with. An inbred combination of pride and shame.
Stargazers: Considering the small numbers of both tribes, the Gazers and Watchers have considerable contact. Both are introspective and intellectual. The Watchers, however, are much more pragmatic and much less mystical. They see past the differences, however.
Uktena: The Uktena have received unexpected aid from the Watchers time and time again, and their gratitude shows when the two tribes meet.
Wendigo: The Watchers did not aid the Wyrmcomers. This is enough for the Wendigo to not hate them. But the warrior tribe is leery of the Watchers seeming reluctance to make war.
"This really should read 'Garou shall not make babies with Garou.' The only reason for this law is that Garou 'relations' produce Metis. Most other tribes believe the deformities to be evidence of Gaia's displeasure. But travel to the realm of Pangea, Gaia in a purer state, and Metis deformities and sterility disappear. So why are Metis marked this way?"
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
"The Children of Gaia are closer on this one than any other tribe. The Wyrm must be destroyed by eliminating its breeding grounds and insulating man against its temptations."
Respect the Territory of Another
"That's very easy for Garou with vast territories to say."
Accept an Honorable Surrender
"We can spare no one, now more than ever. Garou killing Garou gets us nowhere. If the surrender is honorable, it must be accepted. But many Garou have no honor..."
Submit to Those of Higher Station
"If those of higher station are deserving, then follow them. If not, pretend to follow until the time is right. If you don't do the deed, another may."
The First Share of the Kill for the Highest in Station
"This law is archaic and foul. The first share goes to the Garou that did the killing, and the rest to those in need. This prevents hoarding; our packs and septs are families, not petty monarchies."
Ye Shall Not Eat the Flesh of Humans
"Do I really need to go further? Man tastes not like chicken. And these days he tastes like shit, or so the Talons say. Of course, only a Talon would be qualified to make the comparison..."
Respect for Those Beneath You -- All Are of Gaia
"You expect those above you to treat you well; expect no less of yourself."
The Veil Shall Not Be Lifted
"There should be no Veil to lift. The Impergium was a fool's errand. But humanity at large would destroy us, so be careful from whom you lift the Delirium."
Do No Suffer Thy People to Tend Thy Sickness
"In other words, if you're old, fuck you! Those of many seasons have much to offer in wisdom that more than earns the resources they consume. This law is foolish."
The Leader May Be Challenged at Any Time during Peace, The Leader May Not Be Challenged during Wartime
"If you're in a fight, save your problems with the guy in charge for later. The last thing you need is to be fighting each other. But don't put up with ineptitude at any level, let alone at the top."
Ye Shall Take No Action That Causes a Caern to be Violated
"We have few enough Caerns to ourselves as it is. The greatest crime is to endanger them. And it is as great a crime to repay the generosity of a Sept by harming their Caern after they've let you use it."
There are several benefits to this tradition. First, the animosity between the breeds seen in other tribes is almost non-existent. Second, Watcher Lupus are much more comfortable with human society and technology, and Watcher Homids are much more in touch with the Wyld.
Dark Watchers keep meticulous records and check every known birth of a potential Garou, both from their own matings and those of Kinfolk. With the help of various spirits and rites, they go to great lengths to track the bloodlines and identify future Garou.
Dark Watcher pups are given extensive training in essential subjects, especially those in which they are lacking. Homid pups often require survival training, and Lupus pups usually need familiarization with technology and human society. They are also educated in Garou history, politics, and traditions.
Only after the pups are ready are they subjected to the Rite of Passage. Dark Watcher Rites of Passage are always challenging and rigorous, but never intentionally lethal.
Kinfolk: Perhaps only the Children of Gaia are more open and egalitarian with their Kinfolk. The Watchers reveal as much as possible to trustworthy Kinfolk. Human and wolf Kin interact much more frequently and are on much better terms than those of other tribes; they do whatever they can to protect each other.
Spirits: Unlike other Garou, the Watchers relate to spirits on the basis of friendship and partnership, not worship or entrapment. Watcher Theurges almost never bind unwilling spirits, and even when they do, it is always into Talens.
Vampires: The Watcher view on Vampires is best summed up in their own words. "Our Garou brethren are wrong about the Vampires. Do not fail to befriend the noble among them, or destroy the evil. And the majority are quite evil. But the Children of Caine are not the children of the Wyrm. Their evil is their own, and perhaps this truth is too much for our brothers."
Mages: The dark Watchers have little use for most Mages, viewing them as self-absorbed and self-righteous.
Sense Wyrm: As the Level One Metis Gift. (W:TA)
Sense of Prey: As the Level Two Ragabash Gift. (W:TA)
Night Terrors: As the Level Three Bastet Gift. (W:PG)
Wisdom of the Ancient Ways: As the Level Three Philodox Gift. (W:TA)
Mindblock: As the Level Four Silver Fang Gift. (W:TA)
Survivor: As the Level Five Bone Gnawer Gift. (W:TA)