
-THE-
HOUNDS OF HELL
The Black Furies
Here is the list for the Tribal gifts of the Black Fury Tribe. Remember when playing a Black Fury that you should be descriptive when you activate your gifts and be certain to retain images of their cultures to push the image of the tribe as the game progresses. Have a good look at Greek cultures and mythology. Amazonian also will aid you to be able to create a full and rich character, rather than a 2d "man hater"
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TRIBAL GIFTS:
The inhabitants of the spirit world share their secrets with werewolves and other shapechangers. In accordance with pacts struck long ago, the spirits teach Gifts, magical abilities of many sorts, to the Garou. Tribe, breed and auspice all influence a spirit’s willingness to teach a particular Gift to a Garou; every community within the Garou Nation has its own secrets and connections.
There’s a story behind each Gift: A spirit bound itself to a pact to teach that Gift to Garou who meet a particular qualification. Storytellers and players should keep this in mind when characters use Gifts in play. See “Systems,” below, for ways the vital history of Gifts can matter in the course of a game.
Gifts do not come automatically or mechanically. Living spirits teach them, and when a Garou fails particularly impressively in his fundamental duties, the spirits can revoke their Gifts. The Gifts come to allow Garou to accomplish their assigned roles and tasks more thoroughly, not to do whatever seems like fun. Gifts are divided into three levels. Basic Gifts are available to cubs from the moment of their First Change, while Advanced Gifts are granted to those Garou who have done great deeds. A new Garou begins with one Basic Gift each from the lists for her breed, auspice and tribe. The player can spend freebie points to acquire more starting Gifts during character creation and can buy others after play begins with experience points.

The Bone Gnawers
When playing a member of the Bonegnawer tribe, try to reflect this tribe's unrelenting willingness to survive, even in the some of the most harsh surrounding that gaia's paradise has to offer. Being a Bonegnawer is not just about playing some hobo on the street. Hell no, they are the folk who help! Try to show and express the resourcefulness and the strength the children of Momma Rat tend to show time and time again.
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The Children of Gaia
The Children of Gaia are often referred to as the Hippies of the Nation. Where this is true, try to come up with some things that have a draw on the softer style of this tribe. Remember however whilst it is about acceptance and understanding that this Tribe can be wholly explosive and can kick ass alongside any passionate Fianna or war ridden Fenrir. They understand brotherhood and they hold to the power of unity.
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The Fianna
The Celtic heritage is a rich and varied one with many legends and tales from books and tales spoken over thousands of years. The Fianna come from lines of passionate and fiery people with glory in their hearts and strength in their bodies. They play hard as they work hard and nothing is normally too much trouble. Remember to include their passions and crafts in your role play
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The Get of Fenris
The Norse kind of this tribe have a wide and varied selection of ancestry and heritage to look at in order for you to flesh out and grow your character from the page to a walking and talking being within the Hounds of Hell game. It is important to check the added locations of this tribe as they hold high place within the game. The Fenrir are not just meat headed rage machines, it is important to capture their culture and strength in other ways.
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The Glasswalkers
The Glasswalkers tend to need some time in development in order to bridge the gap between the civil world that they seem to be closer to than the other tribes of the nation and then mixing in with garou life on septs and Caerns. Remember to keep your Glasswalker current and workable in both directions and make sure your concept is able to move without major issue or problems. A glasswalker who decided to never walk on a Sept again is not going to work in Game after all.
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The Shadow Lords
The Shadowlords are not just sneaky men and women with daggers and cloaks. They are smart intelligent beings with minds as sharp as the claws of their garou kinds. Remember to include their families, their training and the expectattion on their shoulders from their highers. Shadowlords are far from unchecked wanderers. They are watched and results are expected.
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The Silent Striders
The Silent Striders are a tribe that perhaps has the most freedom when it comes to their backgrounds and concepts. Consider carefully when making one as their wanderlusts may get to them whilst in game play. However with a nomadic sept they tend to do just fine. Think of the cultural influences your character would have experienced on their travels. It's all Role Playing flavor.
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The Silver Fangs
The Silver Fangs may be crazy. It may be the things that is first thought about when deciding whether or not to play one. But sometimes, just sometimes all you need to stand in the face of the dire and the terrible is just a little madness. Silver Fangs are not decrepit or sick, instead they can be vastly powerful and colourful characters. But then next thing to be sure to have in your thoughts. We can't all be royalty. Silver Fang may be considered higher in some respects but we are not all princes in this world
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The Uktena
The Uktena are Gaia's secret keepers. But this does not mean you need to have a character that is about as conspicuous as a man with a mac and dark glasses. Sometimes it's not just about the secrets, it's also about the responsibility of that information and practices. Who do you teach? Who do you show? Consider carefully.
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The Wendigo
The Wendigo. A proud and dying tribe of pure ones to the cause and the preservations of old ways and practices. They have the defensive natures of fiercely patriotic Native American Tribes. You can't really have a "whiteman" loving wendigo, not under the Totem's writhing agonizing hatred for what has happened to this decemated tribe.
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