- Home
- /Systems
- /Werewolf: The Apocalypse 5th Edition
- /Tribes
- /Silent Striders
Werewolf: The Apocalypse 5th Edition tribe
Silent Striders
Silent Striders is a tribe in Werewolf W5: Wandering messengers under Owl, at ease with the dead and recognized for Wisdom.
Last reviewed
Key facts
- Patron
- Owl
- Renown Affinity
- wisdom
Overview
The Silent Striders travel because they cannot stop. They carry news between septs, walk in places where other Garou have no standing, and keep an easy familiarity with the dead that unsettles everyone else. Their patron is Owl and their favored Renown is Wisdom, and their exile is old enough that no living Strider remembers a home worth returning to. In play a Strider is how a chronicle connects to everything happening elsewhere. You bring the rumor from three cities over, the warning nobody else received, and occasionally the ghost that followed you back. The tribe pairs well with Ragabash and Theurge. Its cost is attachment: a character built to leave needs a concrete reason to stay with this pack, so settle that at creation instead of improvising it in session four.
How it works
Patron: Owl Renown Affinity: Wisdom Focus: Travel, messages, and the boundary between the living and the dead Typical Gifts: Travel and death-related Gifts Gifts at Creation: 3 total, one from your auspice, one from the Silent Strider tribe list, one free
Tips and playstyle
Best For: Players who want mobility, ghosts, and a character with a long past and no fixed address. Playstyle: Spend on Awareness, Occult, and Streetwise, and use Lupus form's 2 extra dice on Stealth and Survival tests while travelling. Hand the Storyteller three places your character has been; they will turn into plot. Character Concepts: Freight hopper, courier, war refugee, ghost-hunting podcaster, an old Strider still carrying a message they never delivered.
Frequently asked questions
How do Silent Striders work in a stationary chronicle?
As the pack's outside line. Your character can be based at the caern and still be the one who goes when somebody has to travel, and their history supplies a contact almost anywhere the story needs one.
What is the tribe's connection to the dead?
Striders deal with ghosts and with places the dead linger far more comfortably than other Garou, which is why their Gifts run to travel and death. That makes them the obvious choice when a haunting is the actual problem.
Silent Striders or Ghost Council for a spirit-focused character?
Ghost Council keeps and mediates under Horned Serpent; Silent Striders travel and carry under Owl. Both favor Wisdom, so choose based on whether your character stays in one place.