Embers, a live-action role-playing game, by Embers Productions
When the Wyrm claimed the hearts of the Garou, when the blood of the tribes was shed by the claws of their kin, the Children of Gaia arose to lead the Garou back to the Mother's bounty. They lifted the Impergium, pressed for peace amongst the tribes and spread the words of Gaia's love among the lands of humans. To the Children of Gaia, life is a gift to be savored, not a battle to be won. They are the unifiers of the Garou, the heralds of peace.
The Children of Gaia insist that embracing violence grants the Wyrm victory by default. Death is ever a part of life, they concede, but hatred is the gateway to the inner Wyrm, and must be avoided. Even the Children of Gaia disagree, however, about when the time for talking ends and the time for fighting begins. When they do choose to fight, the Children of Gaia are powerful warriors, strengthened by their commitment to the Mother. Until then, these Garou search for a way to resolve conflicts without bloodshed, curing instead of killing.
The tribe shares a vision of Gaia as a loving, bountiful Mother, and sees the Wyrm as the denial of her love. The Children rightly predicted that the Impergium would forever drive a wedge between humans and Garou, but the tribe seems at a loss before the coming Apocalypse. Its leaders still wish to negotiate with the humans and enlighten them before it is too late, but even then the most optimistic Children wonder if the time for peace is past.
The Children have been given three great secrets by Gaia:
The Children are not ignorant of the Wyrm's capacity for destruction - they choose to confront it in their own way. While other Garou faced with a toxic waste dump spewing out Banes would simply kill the Banes and move on, a Child would likely arrange for a cleanup of the site to deprive the Banes of their source of strength, then track back to the source to work to change the corporation that made the mess in the first place. The human Kin of the Children are deeply enmeshed in politics, religion and education, working to educate and enlighten humanity in hopes of averting or at least diverting the Apocalypse.
One Child lives in the Massachusetts area now, the only survivor of the destruction of the Caern of Salamander's Soul in Worcester. Toxin (Paul Duplessis) is a member of the Buried Heart sept, and is known to those of Zephyr's Mind through his work at Wolf Valley and as a healer.
Other Garou grant the Children of Gaia a grudging respect. Children are known as honorable peacekeepers, if a little soft in the head. They have proved right in the past, much to their rivals' annoyance, and radiate a deep faith in the Mother's love. They consider other tribes as follows:
Black Furies: The fair Furies are worthy allies. Despite their quick tempers, they come close to understanding the world's desperate need for healing.
Bone Gnawers: Our often overlooked brothers have good hearts, and much to offer.
Fianna: These singers are warm-hearted companions, and generous with their spirits.
Get of Fenris: Their hair-trigger tempers serve only the Wyrm. We must find a way to reach them before they drag us all down.
Glass Walkers: We have much to learn from these fascinating companions. Their fearless adaptation to the terror of the cities shows us more about the potential of the Garou than we ever knew.
Red Talons: These much-maligned fighters are daring, spontaneous folk,and as they are not skilled in dissembling, are often refreshingly honest.
Shadow Lords: Ambitions, ruthless, and prone to destructive infighting, these warriors must be closely watched. We should help any faction that promotes inter-tribal unity, because their war against the Silver Fangs could doom us all.
Silent Striders: Good companions, and one of the few tribes who properly understand the peace and power of a quiet walk under the stars.
Silver Fangs: A danger. Possibly the greatest threat to unity because of their incredible power andebbing sanity. Our greatest challenge could come not from the Wyrm, not from the Get of Fenris, but from the obstruction to the leaders of all Garou.
Stargazers: Wise friends. Heed their counsel whenever they deign to give it.
Uktena: They are our wounded brothers. We would aid them, as we would our own cubs.
Wendigo: Quick to violence, but with deep, abiding spirituality, these warriors must be encouraged to follow the spiritual path of their ancestors rather than sink into revenge.