Danger: The Proving Grounds
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Deep in the wilderness' farthest reaches, away from the prying eyes of man and the strangling stench of the defiled city lays a pure retreat, a sacred and ancient manifestation of Gaia's beauty. This rare and precious site is guarded by a fanatical breed of creature, primordial rage and feral violence borne of a union of flesh and spirit, formed for one singular and righteous purpose: the vengeance of a dying Mother betrayed and made vulnerable. The Proving Grounds are far from easy to find or be stumbled upon.
(For those non-camp members; Seeking to locate the remote path that leads to the Camp you -must- have at least Garou Lore 1 and Survival 2. To enter the camp room, a series of rolls must be completed with 1 success or more on each roll. Roll Perception + Garou Lore Dif 7 to know where to look to begin with, Perception + Survival Difficulty 8 to navigate the primeval wilderness, and Perception + Survival Difficulty 9 to locate the signs of the encampment itself. Garou of the Garou Nation do not require the Garou Lore roll, and are assumed to succeed automatically on the first required roll [Black Spiral Dancers and Hengeyokai, Star Gazers included, must still make the roll]. Due to some of the metals in the ground and strange electromagnetic fluctuations, everything from a simple compass to an expensive GPS is utterly confounded. There is not even a cellular phone signal to be found, either.)
Please note that if you play a character that -could- be responded to with hostility by the Garou, there is a reasonable chance your character could be assaulted or even killed by the camp's denizens.
Riley Shepherd, a Bone Gnawer Philodox deeded "Foul-Weather" came onto the land with a vision along with deeded "Song-of-Solace," a Child of Gaia Galliard also known as Verse. The Proving Grounds was founded and dutifully built shortly thereafter. To this day, the remote camp is well into the sticks, further beyond any other place in this thoroughly rural zone beyond the urban hellscape of the city. The surrounding area close to the camp where the path can be picked up by a wary eye is marked sparsely with standard glyphs of warning and territory. There are a surprising amount of wind jagglings about for those with a spiritual connection. Word has gotten out among the general periphery of the city and is slowly trickling through Garou packs and septs of the region: a training ground to prove one's worth, a home to many disenfranchised cubs and kinfolk, a functioning camp for building up those seeking to form packs and earn rank without a sept to call their own, teaching young Garou and kinfolk the ways of the Garou Nation.
The camp is a lovely clearing amidst a lush forested area. A pristine stream runs from the Northeast side of the encampment winding down toward the West and South, ending with a majestic waterfall into a deep but relatively small, freshwater lake. Just Southwest of the lake body, a smaller stream trickles off as a path forms a modest wooden bridge over it. Directly in front of this access path is a flattened sand pit thirty-feet in circumference, and just beyond lies a sizable old-fashioned barn structure and a smaller nearby shed-structure built with logs. Just beyond, a large fire pit and a semi-circle of four medium size log cabins await. Between the sturdy structures are stacked logs and cut wood, other simplistic building materials and tools, intended to be used to help expand the camp and construct new structures as needed. There is no electricity in the campsite whatsoever.
Garou Shall Not Mate With Garou
Combat the Wyrm Wherever it Dwells and Whenever It Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
The First Share of the Kill for the Greatest in Station
Ye Shall Not Eat the Flesh of Humans
Respect Those Beneath Ye - All Are of Gaia
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged at Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
Creed of Honour
I shall be respectful.
I shall be loyal.
I shall be just.
I shall live by my word.
I shall accept all fair challenges.
Creed of Wisdom
I shall be calm.
I shall be prudent.
I shall be merciful.
I shall think before I act and listen before I think.
Creed of Glory
I shall be valorous.
I shall be dependable.
I shall be generous.
I shall protect the weak.
I shall slay the Wyrm.