Tribal Totem: Unicorn
Advantage: The Children of Gaia are exceptionally skilled at bringing two sides of a conflict together and making them see the ways in which they do fundamentally agree. Each Child of Gaia starts with two additional Social Traits, which cannot be lost (They may go over their Trait maximums with this Advantage).
Drawback: The Children of Gaia never participated in the Impergium do not suffer the to the extent that the other tribes did, and as a result, homids Delirium as seriously from the Children as they do from the other tribes. Humans are treated as though they had three extra Willpower Traits for the purposes of their reaction to the Delirium when faced by one or more Children of Gaia. Note that the presence of Children of Gaia does not dampen homids’ reactions to the Delirium if other Garou are rampaging in clear sight.
Backgrounds: No restrictions
Beginning Tribal Gifts: Mercy, Mother’s Touch, Resist Pain
Wolf Form: Children of Gaia are shaded mostly with gray or brown, with a dappling of white. Lupus-form Children do not loom menacingly in the way that other tribes do; they instead give off an aura of calm and safety.
Organization: On the local level, the Children of Gaia operate by consensus, working together to forge solutions that are equitable to all involved (save minions of the Wyrm, who do not, contrary to the japes of other tribes, get a vote). At a Children of Gaia sept, the three leaders are the Voice of the Goddess (usually a veteran female), who acts as the policy-maker for the tribe; the Arm of the Goddess (usually a veteran male), who carries out the Voice’s decisions; and the Heart of the Goddess (a metis, or an elder beyond childbearing years), who acts as judge.
Habitat/Protectorate: The Children call no one place home; they travel to the places they are needed across the globe. They range from Calcutta to California. Their greatest concern is the welfare of humans subject to the depredations of the Wyrm; the Children of Gaia believe that they alone understand that the Wyrm will always take root in humans unless those humans are protected against it. Their Kinfolk tend to be unusually aware of social and environmental issues, and come from every nationality.