Glass Walkers

The Glass Walkers are one of the thirteen tribes of Garou. Steeped in technology, human religion and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress. While they fear the Apocalypse as any werewolf, they believe that each passing day makes them stronger, that every new invention may be appropriated for their cause, and that every new philosophy might strengthen their resolve.

Tribal Culture
The Glass Walkers history and their culture are inextricably intertwined, since as a progressing tribe, their notions of political organization, their goals and their social roles have all changed. However, the Glass Walkers camps drive the political change of the tribe. One camp at any time is considered to hold "dominance" in the tribe by weight of sheer power and success. This is not a formally awarded title and is often applied only after the fact, but it nonetheless represents the way the Glass Walkers work. The dominant camp creates a model for younger werewolves within the tribe to imitate, and thus you see a lot of shifts in the operation of the tribe.

When the first Tribebook was published in 1998, the Wise Guys were considered the dominant camp in the tribe. They created a highly formalised, rigid tribal culture that organized politically organized into four "Houses". They were:


 * Central House: The Central House were the major leadership house within the tribe. Their duties included selecting the new sept leader (or "Don",) upholding and enforcing the will of the Don, and keeping track of growing Wyrm-taint within a city.
 * House of Technological Advancement: Focused on monitoring and creating relationships with new technology spirits within a city.
 * House of Urban Defense: Composed of Theurges and Galliards and devoted to the exchange and teaching of rituals down through the tribe, as well as the ritual cleansing of the city from Wyrm-taint.
 * House of Rightful Justice: The warfare house of the Glass Walkers, the House of Rightful Justice are responsible for major military operations against Wyrm targets in the city and beyond.

By the time of Glass Walkers Revised in 2002, the Random Interrupts were considered the dominant camp,