Brevard Beastiary

Copyright © 1995-1998 Daniel B Utecht. All Rights Reserved.



Brevard Beastiary is a live action role playing game set in Brevard County, Florida, based on the Mind's Eye Theater game, The Apocalypse by White Wolf Game Studios. These pages are a supplement to the books by WWGS, not a replacement.

A live action role playing game is much like an amateur theater group. Every person is cast in at least one role, there is a plot (hopefully), a setting, and there are protagonists and antagonists. The only things missing that makes this different from normal theater is a predetermined script and many props. The players determine what their character actually does. Most props are nothing more than business card stock with the item descriptions on it. This is done in the interest of safety so that no player can brandish fake weapons or have to purchase expensive objects.

The essential parts of a live action game are:


The Apocalypse

The world of the Werewolves Apocalypse is a dark one. Since the earliest days, the Garou had protected Gaia. Gaia is more than mother Earth, she is a spring of wild natural energy. She is a conscious spirit with a will and the Garou are her strongest defense mechanism. But the time of the end is here. The final battle is upon them, and it may be too late. Petty rivalries that were a luxury when the Wyld was strong may be too deep to heal. The Garou not only disdain the the other Shapeshifters, but have strong divisions in their own ranks. Centuries of pride cannot be easily undone, and the rage that fuels the strength of the Garou is being formed into the knife that destroys them. The hand of corruption that in times past could be kept at bay now has new weapons, and the werewolves are getting smaller in number. The time of the Apocalypse is upon them, and only the wisest among them know it.


Werewolf Breeds

Garou have different breeds that are determined by the breed of the mother. Breed form plays a large roll in the early life of a cub, as they are left to grow with their family or pack until the time of the first change. At such time, they are introduced to the real world as the Garou see it, and taught the customs and history of their heritage.

 Lupis
Lupis are the Garou that are born of wolf stock. As wolf numbers decrease, so does the population of Lupis Garou. Those of this breed are closer to Gaia, but they have a harder time dealing with the modern world. Many Lupine Garou look down upon those that are human born because humans have caused the loss of their hunting grounds and kinfolk.

 Homid
Werewolves born to humans are the most common of all Garou. They relate better with people, cities, technology, and abstract ideas. They are not strong as Lupine Garou, and it is easy to forget that they must have a balance between their wolf and man natures. Many Homid Garou see their Lupine relatives as backwards country folk. Some even believe that they are the next step of evolution and the Lupine Garou are outdated.

 Metis
One of the strongest laws prohibits mating between Garou. The recessive genes produce a sterile, deformed child that can change forms to Crinos from birth. In times distant past, such young were put to death. In modern times, Gaia needs as many warriors as she can find and the offspring of such a union are allowed to live if they are viable. They are commonly put down. They are a constant reminder of the shameful act that they had nothing to do with.


Werewolf Auspices

Garou can change forms at any time they wish, not just during full moons. The moon plays a much bigger part in the life of a Garou than that. The moon that a Garou was born under influences their whole outlook on life. The moon is more than just a Garou Zodiac, it is a source of power. The more full your birth moon, the more rage you have.

 Ragabash No Moon
These are the lightest in spirit of all the Garou. They have a much better sense of humor, and use it often to teach others. Many times this humor has a dark side, and the most successful of them know just how far is too far.

 Theurge Crescent Moon
These are the shamans and the mystics of the Garou. They deal with the arcane and the spirits. They perform many of the rituals and are consulted by leaders for their knowledge.

 Philodox Half Moon
Perhaps the wisest of the auspices to be born under, the Philodox are seen as the judges, lore keepers, and moderators. They make sure that the Garou laws, known as the Litany, is kept. When the litany is violated, they quickly and may times brutally enforce justice. Unlike human justice, Garou justice is swift and severe.

 Galliard Gibbous Moon
Galliards are much like the warrior bards of the British Isles. They are the story tellers, teachers, singers and moon dancers. They play hard and fight hard.

 Ahroun Full Moon
Like the brightest moon, Ahrouns are the shining example of what the Garou can be... glorious warriors defending Gaia. But they have a tendency to do what most really bright shiny things do, burn out in that blaze of glory. Ahrouns are the toughest fighters, cunning hunters, fierce combatants, but lack in many of the social skills that make one want to be around them very long. Usually, the Philodox of the Garou have to prevent the Ahrouns from killing the Ragabash.


Werewolf Tribes

*Black Furies
The only all female tribe, the black furies could be seen as feminist fatales. This tribe originated in Ancient Greece, and is extremely militant. Male Garou born to the Black Furies are usually given to the Children of Gaia.

*Bone Gnawer
The dregs and dropouts of Garou society, they are mostly found in city allies, dumps, and park benches. You get reprimanded if you talk bad about any Garou, except the Bone Gnawers.

*Children of Gaia
These are the most calm of the Garou, and the most likely to unite the Garou. The others see them as tree-hugging leaf-eating peacenicks. They fought for adding the law protecting humans to the Litany.

*Fianna
Celtic Garou are from all the British Isles, not just Ireland. They are the Bards and Historians of the Garou, and even invented a language that all Garou can speak in any form. They fight hard, play hard, and party hard.

*Get of Fenris
No other tribe is as bull headed, violent, and harsh as these Norse Garou. They usually die a violent but glorious death. A True Get of Fenris would think nothing of using his body to choke the life out of a Nexus Crawler, if that is what it took to kill it. The wisest way lypse. They are the only Garou that have anything to do with influencing companies to be more "green" aware. They tend to have the most anal retentive moots of all the tribes.

*Red Talons
The only predominantly Lupis tribe, they will still occasionally hunt humans for sport. The Talons strongly resent Homid Garou, and seldom permit anyone of human birth into their septs. Because the habitat of the wolves is shrinking, most Garou suspect the talons days are numbered.

*Shadow Lords
These are the Elite that remain apart from Garou society, waiting for their chance to take over leadership from the Silver Fangs. Politics, planning, scheming, and back-stabbing are normal for them. Trust in them should be inversely proportional to the number of them in the area.

*Silent Striders
The Silent Striders are nomads driven out of Egypt long ago by Vampires. They now travel this world, as well as others. They are aware like none other to signs and omens.

*Silver Fangs
As far back as Garou legends can reach, the boldest, strongest, and wisest of the Garou have been Silver Fangs. Today they are the very proud Leaders of the Garou (but slightly inbred). Fierce and Regal, the Silver Fangs tolerate very little in the way of dissention.

*Star Gazers
Eastern Mystics of the Garou usually see as wise guys. Their tribe is the smallest of the 13. Stargazers spend much of their time in contemplation in dark and lonely places. Their self appointed mission is to protect the weak from the evil corruption of the Wyrm.

*Uktena
Mostly native American, these Garou are now spread world wide in search of knowledge. No other tribe knows more about the ways of spirits then the Ukenta. Their moots are closed to outsiders and are filled with dark ominous secret rites. Some Garou suspect that they are already on the path to corruption.

*Wendigo
Last of the Pure Native American tribe, they have not yet integrated well with the rest of the Garou. They resent all other Garou for taking the Americas from the natives. They can only claim the Uktena as friends, and the best of the other tribes are treated in a cold manner.


Organization

The smallest unit of Garou is the Pack. Most packs contain one tribe with several auspices, but multi tribe packs are becoming more normal. Pack leaders are chosen in many different ways, from single combat to dice. The least common method is voting.

A Sept is a group of packs banding together around a cairn. Cairns are the sacred places where Gaia's natural energy fuels the Garou. Septs are the social-political organizations. Each sept should have the following offices:

A large geographical region with multiple septs make a kingdom, usually ruled by a Silver Fang. Not all septs in an area will defer to a king, but all will respect the position.


The Litany

--The Laws of the Garou--

Garou shall not mate with Garou

Combat the Wyrm wherever it is found and wherever it breeds

Respect the territory of another

Accept an honorable surrender

Submission to those above you in station

The first part of the kill for the greatest in station

Ye shall show respect for those below you station - all are of Gaia

The Veil shall not be lifted

Do not suffer thy people to tend thy sickness in death

Ye shall not consume human flesh

The leader may be challenged at any time in peace

The leader shall not be challenged at any time of war

Ye shall take no action that causes the cairn to be violated


This page (like every other page on the web) is currently under construction, and was last updated sometime this year.
Please send all suggestions and comments to: Daniel B Utecht.